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King K. Rool (SSBU)/Up smash: Difference between revisions

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==Overview==
==Overview==
A rising headbutt, followed by K. Rool falling on his belly. Up smash is incredibly strong knockback-wise while being reasonably well-protected, with [[intangibility]] and [[Belly Super Armor]] backing it up. Being frame 6, it can be used as a rather decent out of [[shield]] option to deny aerials on shield. It is also an amazing tool for ending stocks from [[mash]]ing punishes out of [[King K. Rool (SSBU)/Down throw|down throw]], hitting opponents during the 12 frames of popout lag through its impressive active frames. As a result, the move has a solid place in King K. Rool's kit.  
A rising headbutt, followed by K. Rool falling on his belly. Up smash is incredibly strong knockback-wise while being reasonably well-protected and coming out on frame 6, with [[intangibility]] and [[Belly Super Armor]] backing it up, making it near-unchallengable on its own. Up smash has an extremely long-lasting hitbox despite appearances, which combined with amazing kill power makes it among the best ways to punish bury popouts. As a result, the move has a solid place in King K. Rool's kit.  


However, the move has many issues. For starters, while the armor is useful, the move's damage can be used against it through [[counter]]s. [[Vision]] with [[Monado Arts|Buster]], [[Tetrakarn]] and [[Gut Check]] can instantly break the armor should they counter the initial hit<ref>https://docs.google.com/spreadsheets/d/1QiWT63mHFBLbKn9594ahe1ee22Gf_aowCjrK6Heushk/edit#gid=776887055</ref>, and others will severely damage it while tending to avoid the rest of the hits. The move is also monumentally slow afterwards, with a FAF of 72. The hits after the first hit are generally quite useless outside of shield poking, with the 2nd hit's mid hit having the weakest meteor smash in the game and the 3rd hit never landing KOs. While it is effective for shield poking, there isn't much reward after either. As an out of shield option, up smash also tends to become more niche when players realize that the first hit - the one they're after - only really works on aerial opponents due to the [[jostling]] mechanics. Overall, if not used for mash punishes out of down throw, up smash tends to falter.
Up smash is an amazing tool for ending stocks from [[mash]]ing punishes out of [[../Down throw|down throw]], hitting opponents during the 12 frames of popout lag through its impressive active frames. Using a dash into up smash out of down throw<ref>https://docs.google.com/spreadsheets/d/1J2Jn8kUlf6Ua8qpub1k270Cn5PIkjqymgypNDV46H3o/edit?usp=sharing reference sheet</ref> is a cornerstone of down throw's mash deterrent game and its power cannot be understated. This was only buffed when the bury time was changed in 2.0.0, making up smash even more consistent against mashing opponents, to the point the so-called nerf has been retroactively seen as a buff by the K. Rool playerbase. The same up smash out of bury concept can be described for down tilt, though the length of time the bury gives tends to make it less favorable.
 
Being frame 6, up smash can be used as a decent out of [[shield]] option to deny aerial crossups on shield. This acts as a very strong deterrent overall, and the lingering hitbox combined with supreme protection makes it surprisingly consistent in this role. Using this after cancelling a run with shield can be a decent commitment, especially when mixing it up with dash cancelled shieldgrabs.
 
Up smash is relatively consistent at shieldpoking below platforms, which makes it fair game for platform pressure. The damaged shield can then be pressured by K. Rool's stronger attacks while the opponent is likely cornered by the knockback, giving K. Rool an unorthodox way to gain an advantage. However, the overall weak hits make its utility ambiguous. Regardless, it sees play in high-level gameplay.
 
By far one of the most useful applications of up smash is as a follow-up from an on-stage [[../Down aerial|down aerial]] sweet spot. It can KO on the ground of stages like {{SSBU|Battlefield}}, {{SSBU|Final Destination}} and [[Kalos Pokémon League]] marginally earlier than even [[../Up aerial|up aerial]]. The movement of the opponent must be accounted for in order to properly connect out of down air, however.
 
However, the move has many issues. For starters, while the armor is useful, the move's damage can be used against it through [[counter]]s. [[Vision]] with [[Monado Arts|Buster]], [[Tetrakarn]] and [[Gut Check]] can severely damage the armor<ref>https://docs.google.com/spreadsheets/d/1QiWT63mHFBLbKn9594ahe1ee22Gf_aowCjrK6Heushk/edit#gid=776887055</ref>, or even break it if it's taken damage. The move is also monumentally laggy after its first hit, with an FAF of 72. The hits after the first hit are generally quite useless outside of shield poking, with the 2nd hit's mid hit having one of the weakest meteor smashes in the game while being nearly impossible to connect with, and the 3rd hit never landing KOs. As an out of shield option, up smash only works on aerial opponents due to the [[jostling]] mechanics, which makes it mediocre in this department overall. Generally, if not used for mash punishes out of down throw or confirming into it out of an on-stage down air, up smash tends to falter.
 
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|Up smash's first hit deals more damage (15% → 17%) without full compensation on knockback (32 base/95 scaling → 31/90), improving its KO potential.}}


==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1 Early|42}}
{{HitboxTableTitle|Clean hit 1|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|part=1
|part=1
|damage=15%
|damage={{ChargedSmashDmgSSBU|17.0}}
|angle=83
|angle=83
|bk=32
|af=3
|ks=95
|bk=31
|ks=90
|fkv=0
|fkv=0
|r=8.0
|r=8.0
Line 29: Line 42:
|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Hit 1 Late|42}}
{{HitboxTableTitle|Late hit 1|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|part=1
|part=1
|damage=8.0%
|damage={{ChargedSmashDmgSSBU|8.0}}
|angle=83
|angle=83
|af=3
|bk=32
|bk=32
|ks=84
|ks=84
Line 43: Line 57:
|ypos=1.0
|ypos=1.0
|zpos=0.0
|zpos=0.0
|ff=1.2
|ff=1.0
|type=Head
|type=Head
|effect=Normal
|effect=Normal
Line 49: Line 63:
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Hit 2 Early|42}}
{{HitboxTableTitle|Early hit 2|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|part=1
|part=1
|damage=8.0%
|damage={{ChargedSmashDmgSSBU|8.0}}
|angle=361
|angle=361
|af=3
|bk=60
|bk=60
|ks=45
|ks=45
Line 69: Line 84:
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Hit 2 Meteor Smash|42}}
{{HitboxTableTitle|Mid hit 2|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=3.0
|part=1
|damage={{ChargedSmashDmgSSBU|3.0}}
|angle=290
|angle=290
|af=3
|bk=80
|bk=80
|ks=5
|ks=5
Line 89: Line 106:
|slvl=S
|slvl=S
}}
}}
{{HitboxTableTitle|Hit 2 Late|42}}
{{HitboxTableTitle|Late hit 2|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|part=1
|part=1
|damage=3.0
|damage={{ChargedSmashDmgSSBU|3.0}}
|angle=361
|angle=361
|af=3
|bk=30
|bk=30
|ks=20
|ks=20
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|zpos=0.0
|zpos=0.0
|ff=0.0
|ff=0.0
|sdi=0
|sdi=0.0
|type=Head
|type=Head
|effect=Normal
|effect=Normal
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|slvl=S
|slvl=S
}}
}}
|}
{{SSB4HitboxTableHeader|special=y}}
{{HitboxTableTitle|Hit 3|42}}
{{HitboxTableTitle|Hit 3|42}}
{{SSB4SpecialHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|part=0
|damage={{ChargedSmashDmgSSBU|10.0}}
|damage=10.0
|angle=361
|angle=361
|af=3
|bk=70
|bk=70
|ks=50
|ks=50
Line 126: Line 141:
|xpos=0.0
|xpos=0.0
|ypos=5.0
|ypos=5.0
|zpos=0.0
|zpos=0.0 to 14.0
|ff=1.2
|ff=1.2
|sdi=1.0
|sdi=1.0
|a=no
|type=Body
|type=Body
|effect=Normal
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
|xstretch=0.0
|a=f
|ystretch=5.0
|zstretch=14.0
}}
}}
{{SSB4SpecialHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|part=0
|damage={{ChargedSmashDmgSSBU|10.0}}
|damage=10.0
|angle=361
|angle=361
|af=3
|bk=70
|bk=70
|ks=50
|ks=50
Line 150: Line 162:
|xpos=0.0
|xpos=0.0
|ypos=8.0
|ypos=8.0
|zpos=6.0
|zpos=6.0 to 15.0
|ff=1.2
|ff=1.2
|sdi=1.0
|sdi=1.0
Line 156: Line 168:
|effect=Normal
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=S
|slvl=M
|xstretch=0.0
|ystretch=8.0
|zstretch=15.0
}}
}}
|}
|}
Line 165: Line 174:
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
|-
!Charges between
!Charges between
|3-4
|2-3
|-
|-
!Belly Super Armor Frames
!Belly Super Armor
|6-21
|6-21
|-
|-
!Head Intangibility
!Head intangible
|6-11
|6-11
|-
|-
!Hit 1 Early
!Hit 1 (clean, late)
|6-9
|6-9, 10-11
|-
|-
!Hit 1 Late
!Hit 2 (early, mid, late)
|10-11
|19, 20, 21
|-
|-
!Hit 2 Early
!Hit 3
|19
|-
!Hit 2 Meteor Smash
|20
|-
!Hit 2 Late
|21
|-
!Hit 3 Early
|22-23
|22-23
|-
|-
Line 200: Line 199:
|}
|}
{{FrameStripStart}}
{{FrameStripStart}}
|'''Hitboxes'''&nbsp;{{FrameStrip|t=Lag|c=3|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=48}}{{FrameStrip|t=Interruptible|c=14}}
!Hitboxes&nbsp;{{FrameStrip|t=Lag|c=2|e=LagChargeS}}{{FrameStrip|t=Lag|c=3|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=1|s=HitboxChangeM}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=48}}{{FrameStrip|t=Interruptible|c=14}}
|-
|-
|'''Belly Super Armor'''&nbsp;{{FrameStrip|t=Vulnerable|c=5}}{{FrameStrip|t=Armour|c=16}}{{FrameStrip|t=Vulnerable|c=64}}
!Belly&nbsp;{{FrameStrip|t=Vulnerable|c=5}}{{FrameStrip|t=Armour|c=16}}{{FrameStrip|t=Vulnerable|c=64}}
|-
|-
|'''Intangibility'''&nbsp;{{FrameStrip|t=Vulnerable|c=5}}{{FrameStrip|t=Intangible|c=6}}{{FrameStrip|t=Vulnerable|c=74}}
!Head&nbsp;{{FrameStrip|t=Vulnerable|c=5}}{{FrameStrip|t=Intangible|c=6}}{{FrameStrip|t=Vulnerable|c=74}}
|-
|-
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y|charge=y|armour=y|intangible=y|vulnerable=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y|charge=y|armour=y|intangible=y|vulnerable=y}}
==Trivia==
* Interestingly, Hit 1's hits has an ID of 1 rather than 0, implying that there were meant to be sweetspots on the move at some point in development.


{{MvSubNavKingKRool|g=SSBU}}
{{MvSubNavKingKRool|g=SSBU}}


[[Category:King K. Rool (SSBU)]]
[[Category:King K. Rool (SSBU)]]
[[Category:Up smashes (SSBU)]]

Latest revision as of 15:04, October 27, 2022

Hitbox visualization showing King K. Rool's up smash.

OverviewEdit

A rising headbutt, followed by K. Rool falling on his belly. Up smash is incredibly strong knockback-wise while being reasonably well-protected and coming out on frame 6, with intangibility and Belly Super Armor backing it up, making it near-unchallengable on its own. Up smash has an extremely long-lasting hitbox despite appearances, which combined with amazing kill power makes it among the best ways to punish bury popouts. As a result, the move has a solid place in King K. Rool's kit.

Up smash is an amazing tool for ending stocks from mashing punishes out of down throw, hitting opponents during the 12 frames of popout lag through its impressive active frames. Using a dash into up smash out of down throw[1] is a cornerstone of down throw's mash deterrent game and its power cannot be understated. This was only buffed when the bury time was changed in 2.0.0, making up smash even more consistent against mashing opponents, to the point the so-called nerf has been retroactively seen as a buff by the K. Rool playerbase. The same up smash out of bury concept can be described for down tilt, though the length of time the bury gives tends to make it less favorable.

Being frame 6, up smash can be used as a decent out of shield option to deny aerial crossups on shield. This acts as a very strong deterrent overall, and the lingering hitbox combined with supreme protection makes it surprisingly consistent in this role. Using this after cancelling a run with shield can be a decent commitment, especially when mixing it up with dash cancelled shieldgrabs.

Up smash is relatively consistent at shieldpoking below platforms, which makes it fair game for platform pressure. The damaged shield can then be pressured by K. Rool's stronger attacks while the opponent is likely cornered by the knockback, giving K. Rool an unorthodox way to gain an advantage. However, the overall weak hits make its utility ambiguous. Regardless, it sees play in high-level gameplay.

By far one of the most useful applications of up smash is as a follow-up from an on-stage down aerial sweet spot. It can KO on the ground of stages like Battlefield, Final Destination and Kalos Pokémon League marginally earlier than even up aerial. The movement of the opponent must be accounted for in order to properly connect out of down air, however.

However, the move has many issues. For starters, while the armor is useful, the move's damage can be used against it through counters. Vision with Buster, Tetrakarn and Gut Check can severely damage the armor[2], or even break it if it's taken damage. The move is also monumentally laggy after its first hit, with an FAF of 72. The hits after the first hit are generally quite useless outside of shield poking, with the 2nd hit's mid hit having one of the weakest meteor smashes in the game while being nearly impossible to connect with, and the 3rd hit never landing KOs. As an out of shield option, up smash only works on aerial opponents due to the jostling mechanics, which makes it mediocre in this department overall. Generally, if not used for mash punishes out of down throw or confirming into it out of an on-stage down air, up smash tends to falter.

Update HistoryEdit

  8.0.0

  •   Up smash's first hit deals more damage (15% → 17%) without full compensation on knockback (32 base/95 scaling → 31/90), improving its KO potential.

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
Clean hit 1
1 1 0 17.0% 0   Forward 31 90 0   8.0 bust 7.5 1.0 0.0 1.2× 1.0× 0%               Kick   All All            
Late hit 1
1 1 0 8.0% 0   Forward 32 84 0   6.5 bust 7.5 1.0 0.0 1.0× 1.0× 0%               Kick   All All            
Early hit 2
0 1 0 8.0% 0   Forward 60 45 0   4.0 bust 7.0 1.0 0.0 0.5× 1.0× 0%               Kick   All All            
Mid hit 2
0 1 0 3.0% 0   Forward 80 5 0   4.0 bust 7.0 1.0 0.0 0.0× 0.0× 0%               Kick   All All            
Late hit 2
0 1 0 3.0% 0   Forward 30 20 0   4.0 bust 7.0 1.0 0.0 0.0× 0.0× 0%               Kick   All All            
Hit 3
0 0 0 10.0% 0   Forward 70 50 0   5.0 top 0.0 5.0 0.0 to 14.0 1.2× 1.0× 0%               Kick   All All            
1 0 0 10.0% 0   Forward 70 50 0   2.0 top 0.0 8.0 6.0 to 15.0 1.2× 1.0× 0%               Kick   All All            

TimingEdit

Charges between 2-3
Belly Super Armor 6-21
Head intangible 6-11
Hit 1 (clean, late) 6-9, 10-11
Hit 2 (early, mid, late) 19, 20, 21
Hit 3 22-23
Interruptible 72
Animation length 85
Hitboxes                                                                                                                                                                           
Belly                                                                                                                                                                           
Head                                                                                                                                                                           
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible
 
Armour
 
Interruptible