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King K. Rool (SSBU)/Neutral attack: Difference between revisions

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==Overview==
==Overview==
King K. Rool's neutral attack consists of a palm strike, a claw swipe and then a kick. The first hit comes out very quickly for a superheavy - at frame 4 - making it effective for outframing opponent's options, breaking out of combos that lead to a grounded state, and more. It is one of the most damaging neutral attack combos in the game, dealing 12%. Due to King K. Rool's initial dash being particularly quick, it is also possible to dash and then quickly use this move as a burst option. This is particularly useful if [[Belly Super Armor]] has been damaged. There are also a number of followups from Hit 3, due to the [[Sakurai angle]] leading to tech situations and having reasonable hit advantage.  
King K. Rool's neutral attack consists of a palm strike, a claw swipe and then a kick. The first hit comes out very quickly for a superheavy - at frame 4 - making it effective for outframing opponent's options, breaking out of combos that lead to a grounded state, and more. It is one of the most damaging neutral attack combos in the game, dealing 12%.  
 
Due to King K. Rool's initial dash being particularly quick, it is also possible to dash and then quickly use this move as a burst option. This is useful if [[Belly Super Armor]] has been damaged. Neutral attack is also important for refreshing the [[stale-move negation]] queue, as King K. Rool's high damage output is significantly affected by multipliers due to its nature. Using this alongside [[King K. Rool (SSBU)/Pummel|pummels]] and [[King K. Rool (SSBU)/Down throw|down throw]] allows K. Rool to regain a large portion of his [[KO]] potential. There are also a number of followups from Hit 3, due to the [[Sakurai angle]] leading to tech situations and having reasonable hit advantage.


For the technical data of each individual hit, see:
For the technical data of each individual hit, see:

Revision as of 18:10, March 27, 2020

Overview

King K. Rool's neutral attack consists of a palm strike, a claw swipe and then a kick. The first hit comes out very quickly for a superheavy - at frame 4 - making it effective for outframing opponent's options, breaking out of combos that lead to a grounded state, and more. It is one of the most damaging neutral attack combos in the game, dealing 12%.

Due to King K. Rool's initial dash being particularly quick, it is also possible to dash and then quickly use this move as a burst option. This is useful if Belly Super Armor has been damaged. Neutral attack is also important for refreshing the stale-move negation queue, as King K. Rool's high damage output is significantly affected by multipliers due to its nature. Using this alongside pummels and down throw allows K. Rool to regain a large portion of his KO potential. There are also a number of followups from Hit 3, due to the Sakurai angle leading to tech situations and having reasonable hit advantage.

For the technical data of each individual hit, see: