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King K. Rool (SSBU)/Neutral attack/Hit 2

< King K. Rool (SSBU)‎ | Neutral attack
Revision as of 16:35, August 5, 2022 by DrakRoar (talk | contribs)
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Hitbox visualization showing King K. Rool's Hit 2 of neutral attack.

OverviewEdit

King K. Rool does a quick claw swipe. Coming out Frame 3, this is King K. Rool's fastest move in general, although due to Hit 1's transition, it is technically Frame 9. Like Hit 1, this deals 4 extra frames of hitstun in addition to the usual amount. Due to the reasonably quick frame data and good active frames considering Hit 1, it's a niche option for baiting opponents trying to punish Hit 1.

Jab 2 has slightly disjointed hitboxes for the same reason as Hit 1: the lack of hand hurtboxes. This, in tandem with the previous hit, makes it effective for cancelling out weak projectiles like Luigi's Fireballs, but due to the low damage, it is matchup-specific. In the event the cancelling out occurs, K. Rool sustains minimal recoil lag, allowing for a quick punish.

Hitting lower than Hit 1 means Hit 2 is better at locking[1] or hitting buried opponents[2] than the prior; it also assists with projectiles that hit lower to the ground. This is important in some matchups, although it takes time to set up and thus tends to lose to getup attack. Outside of this, the best use of Hit 2 is in niche spacing scenarios where one needs more hitboxes, or is going into Hit 3.

HitboxesEdit

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 Hitstun
0 0 0 2.5% 0   Forward 25 30 0   2.8 top 0.0 8.5 10.0 1.2× 1.0× 0%               Kick   All All             +4 frames
1 0 0 2.5% 0   Forward 25 30 0   2.8 top 0.0 8.5 13.0 1.2× 1.0× 0%               Kick   All All             +4 frames
2 0 0 2.5% 0   Forward 25 30 0   2.8 top 0.0 8.5 16.5 1.2× 1.0× 0%               Kick   All All             +4 frames
3 0 0 2.5% 0   Forward 20 15 0   3.0 top 0.0 8.5 21.0 1.2× 1.0× 0%               Kick   Fighter only All             +4 frames
4 0 0 2.5% 0   Forward 20 15 0   3.0 top 0.0 8.5 21.0 1.2× 1.0× 0%               Kick   All All             +4 frames

TimingEdit

Hitboxes 3-4
Continuability window 9-31
Interruptible 28
Animation length 51
                                                                                                     
                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Continuable
  
Earliest continuable point
 
Interruptible