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King K. Rool (SSBU)/Up smash

< King K. Rool (SSBU)
Revision as of 18:19, November 16, 2020 by Plague von Karma (talk | contribs) (this page was way too negative, and 8.0 changed a lot for the move. cleaned up and added significant amounts of info)
Hitbox visualization showing King K. Rool's up smash.

Overview

A rising headbutt, followed by K. Rool falling on his belly. Up smash is incredibly strong knockback-wise while being reasonably well-protected and even 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.

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 the weakest meteor smash in the game 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, up smash tends to falter.

Update History

  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.

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
Hit 1 Early
1 1 0 17.0% 0   Standard 31 90 0   8.0 bust 7.5 1.0 0.0 1.2× 1.0× 0%               Kick   All All            
Hit 1 Late
1 1 0 8.0% 0   Standard 32 84 0   6.5 bust 7.5 1.0 0.0 1.0× 1.0× 0%               Kick   All All            
Hit 2 Early
0 1 0 8.0% 0   Standard 60 45 0   4.0 bust 7.0 1.0 0.0 0.5× 1.0× 0%               Kick   All All            
Hit 2 Meteor Smash
0 1 0 3.0% 0   Standard 80 5 0   4.0 bust 7.0 1.0 0.0 0.0× 0.0× 0%               Kick   All All            
Hit 2 Late
0 1 0 3.0% 0   Standard 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   Standard 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   Standard 70 50 0   2.0 top 0.0 8.0 6.0 to 15.0 1.2× 1.0× 0%               Kick   All All            

Timing

Charges between 3-4
Belly Super Armor Frames 6-21
Head Intangibility 6-11
Hit 1 Early 6-9
Hit 1 Late 10-11
Hit 2 Early 19
Hit 2 Meteor Smash 20
Hit 2 Late 21
Hit 3 Early 22-23
Interruptible 72
Animation length 85
Hitboxes                                                                                                                                                                           
Belly Super Armor                                                                                                                                                                           
Intangibility                                                                                                                                                                           
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible
 
Armour
 
Interruptible

Trivia

  • Interestingly, Hit 1's hits has an ID of 1 rather than 0, implying that there were meant to be sweetspots/sourspots on the move at some point in development.