King K. Rool (SSBU)/Neutral attack/Hit 3: Difference between revisions
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[[File:KingKRoolJab3SSBU.gif|thumb|270px|Hitbox visualization showing King K. Rool's Hit 3 of neutral attack.]] | [[File:KingKRoolJab3SSBU.gif|thumb|270px|Hitbox visualization showing King K. Rool's Hit 3 of neutral attack.]] | ||
Revision as of 00:32, December 6, 2019
Overview
King K. Rool does a strong kick, dealing some hefty damage. In fact, it's the highest damage of any neutral attack Hit 3 in the game. As a result, this move is often used for damage dealing in tandem with the previous neutral attacks. Neutral attack Hit 3 is programmed specifically to not have true followups while being safe on hit: +1 at 0 (tested on Mario), eventually becoming +13 at 150%. With 4 active frames, it is also long lasting and will catch opponents just rushing in.
This is usually used out of down throw at mid%s to lead to ledgetrap situations or set up for Crownerang. The latter, while not a true combo by any means, sets up for a strong advantage state. The move does set up tech situations prior to mid%s as well, which makes Crownerang and Blunderbuss Kannonballs fair options to cover everything except roll in, which can be beaten with neutral attack Hit 1 as well if the opponent lacks good reaction time. This becomes a small vortex situation of sorts.
However, Hit 3 does have small drawbacks. The foot is actually a large hurtbox extension while not having the hitbox cover the whole thing (although horizontally it is disjointed). It is also a bit laggy, meaning it is far more unsafe to do in neutral unlike Hits 1 and 2.
Hitboxes
Timing
Hitboxes | 5-8 |
---|---|
Interruptible | 34 |
Animation length | 59 |
Lag time |
Hitbox |
Interruptible |
Trivia
- This is the highest damage Hit 3 of any neutral attack in the game.
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