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

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==Overview==
==Overview==
{{SSBU|King K. Rool}}'s [[up throw]] is an attack reminiscent of an Argentine backbreaker. One of the most damaging throws in the game - dealing 16% at base and 20.1% in 1v1 [[Stale-move negation|fresh]] - this move is frequently used for building damage. With just a few up throws and pummels, the opponent can very quickly find themselves at a KO percentage. This is the heart of K. Rool's damage building.  
{{SSBU|King K. Rool}}'s [[up throw]] is an attack reminiscent of an Argentine backbreaker. It is the most damaging throw in the game - dealing 16% at base and 20.1% in 1v1 [[Stale-move negation|fresh]] - and as such, is frequently used for building damage. With just a few up throws and pummels, the opponent can very quickly find themselves at a KO percentage. This is the heart of K. Rool's damage building.  


Up throw is often used once [[King K. Rool (SSBU)/Forward throw|forward throw]] to [[King K. Rool (SSBU)/Dash attack|dash attack]] has been exhausted (which is one use), as there are no more throw combos past that [[percentage]] until [[King K. Rool (SSBU)/Down throw|down throw]] starts working. At 0%, the hit advantage is just -1<ref>https://docs.google.com/spreadsheets/d/1B9B2xJuxK2Mat4BbUBbU07wKj0RV6pL44aPCfDEofhw/edit?usp=sharing Hit Advantage spreadsheet</ref> with [[tumble]] active, meaning K. Rool can take the opportunity to get [[read]]s and [[mindgames]] in. This is usually done with [[King K. Rool (SSBU)/Up tilt|up tilt]] to cover jumps, or other grounded options to cover [[airdodge]] lag, usually a [[King K. Rool (SSBU)/Grab|pivot grab]]. These interactions can lead to extremely high damage output and large amounts of pressure. [[King K. Rool (SSBU)/Up aerial|Up aerial]] can also be used for a very early stock while covering jump and slow airdodges.  
Up throw is often used once [[King K. Rool (SSBU)/Forward throw|forward throw]] to [[King K. Rool (SSBU)/Dash attack|dash attack]] has been exhausted (which is one use), as there are no more throw combos past that [[percentage]] until [[King K. Rool (SSBU)/Down throw|down throw]] starts working. At 0%, the hit advantage is just -1<ref>https://docs.google.com/spreadsheets/d/1B9B2xJuxK2Mat4BbUBbU07wKj0RV6pL44aPCfDEofhw/edit?usp=sharing Hit Advantage spreadsheet</ref> with [[tumble]] active, meaning K. Rool can take the opportunity to get [[read]]s and [[mindgames]] in. This is usually done with [[King K. Rool (SSBU)/Up tilt|up tilt]] to cover jumps, or other grounded options to cover [[airdodge]] lag, usually a [[King K. Rool (SSBU)/Grab|pivot grab]]. These interactions can lead to extremely high damage output and large amounts of pressure. [[King K. Rool (SSBU)/Up aerial|Up aerial]] can also be used for a very early stock while covering jump and slow airdodges.  
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Up throw on a high platform can be used to set up for [[Propellerpack]] for a sneaky [[KO]], but this often requires a [[jump]] read to be of use, as well as a jump or two from K. Rool himself so he can reach the [[blast zone]]. Given that Propellerpack deals no [[hitlag]], it requires solid DI from the opponent to escape once caught. Good swerving of Propellerpack is also necessary for it to work. If it does work however, it's essentially a free stock. This is most effective on stages with no ceilings or those with high platforms, such as the aforementioned Yoshi's Story.  
Up throw on a high platform can be used to set up for [[Propellerpack]] for a sneaky [[KO]], but this often requires a [[jump]] read to be of use, as well as a jump or two from K. Rool himself so he can reach the [[blast zone]]. Given that Propellerpack deals no [[hitlag]], it requires solid DI from the opponent to escape once caught. Good swerving of Propellerpack is also necessary for it to work. If it does work however, it's essentially a free stock. This is most effective on stages with no ceilings or those with high platforms, such as the aforementioned Yoshi's Story.  


Up throw does have its flaws, though. Its KO potential is limited to niche situations - and sometimes by stage - which makes it strictly for damage. It also has no combo potential due to the limited hit advantage at 0% and iffy launch distance thereafter. While these flaws are minor due to the potential for mixups and the sheer damage, they should be considered during use.
Up throw does have its flaws, though. Its KO potential is limited to niche situations - and sometimes by stage - which makes it strictly for damage. It also has no combo potential due to the limited hit advantage at 0% and iffy launch distance thereafter. While these flaws are minor due to the potential for mixups and the sheer damage, they should be considered during use.


==Update History==
==Update History==