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King K. Rool (SSBU)/Forward smash

King K. Rool forward smash hitbox visualizations
KingKRoolFSmashUpSSBU.gif
KingKRoolFSmashSSBU.gif
KingKRoolFSmashDownSSBU.gif

Overview

A heavy hitting, straight punch. It's one of the strongest forward smashes in the game power-wise, KOing as soon as 70% from center-stage. On top of this, forward smash's glove is a disjoint, enabling the move to function as a hard punish for poor spacing on the opponent's part. Forward smash has unusual damage numbers, as well as sourspots and sweetspots; despite this, the sourspots are near-impossible to connect due to the sweetspots having higher hitbox priority, adding to the move's overall consistency. However, they do exist and can rarely connect, in which the move is noticeably less powerful on hit. Due to the odd damage numbers, a forward smash angled upwards will KO the earliest.

However, at the same time, forward smash is considered to be one of King K. Rool's worst moves. This is due to its poor frame data (coming out frame 19), blindspot up close, poor shield safety, FAF of 62, and lack of reliable confirms. As a result, the move is frequently relegated to being a punish for opponents being hit by down tilt, or a shield break punish. It can be used as a mixup out of down throw should the opponent not mash to escape up smash for a very early stock. An upward angled forward smash can hit Charizard and Ganondorf, changing a 33/33/33 situation into a 50/50[1].

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Angled High (Early)
0 0 0 19.950001% 0   Standard 40 96 0   5.8 arml 6.5 0.0 0.0 1.2× 1.0× 0%               Punch   All All            
1 0 0 17.325001% 0   Standard 40 96 0   3.8 arml -2.0 0.0 0.5 1.2× 1.0× 0%               Punch   All All            
Angled High (Late)
0 0 0 19.950001% 0   Standard 40 96 0   5.2 arml 6.5 0.0 0.0 1.2× 1.0× 0%               Punch   All All            
1 0 0 17.325001% 0   Standard 40 96 0   3.8 arml -2.0 0.0 0.5 1.2× 1.0× 0%               Punch   All All            
Angled Straight (Early)
0 0 0 19.0% 0   Standard 40 96 0   5.8 arml 6.5 0.0 0.0 1.2× 1.0× 0%               Punch   All All            
1 0 0 16.5% 0   Standard 40 96 0   3.8 arml -2.0 0.0 0.5 1.2× 1.0× 0%               Punch   All All            
Angled Straight (Late)
0 0 0 19.0% 0   Standard 40 96 0   5.2 arml 6.5 0.0 0.0 1.2× 1.0× 0%               Punch   All All            
1 0 0 16.5% 0   Standard 40 96 0   3.8 arml -2.0 0.0 0.5 1.2× 1.0× 0%               Punch   All All            
Angled Low (Early)
0 0 0 19.57% 0   Standard 40 96 0   5.8 arml 6.5 0.0 0.0 1.2× 1.0× 0%               Punch   All All            
1 0 0 16.995001% 0   Standard 40 96 0   3.8 arml -2.0 0.0 0.5 1.2× 1.0× 0%               Punch   All All            
Angled Low (Late)
0 0 0 19.57% 0   Standard 40 96 0   5.2 arml 6.5 0.0 0.0 1.2× 1.0× 0%               Punch   All All            
1 0 0 16.995001% 0   Standard 40 96 0   3.8 arml -2.0 0.0 0.5 1.2× 1.0× 0%               Punch   All All            

Timing

Angle Frames 1-10
Charges between 10-11
Hitboxes 19-20, 21
Interruptible 62
Animation length 84
Hitboxes                                                                                                                                                                         
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Interruptible