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==Overview== | ==Overview== | ||
{{SSBU|King K. Rool}}'s [[up throw]] is an attack reminiscent of an Argentine backbreaker. | {{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== |
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