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

Added more information and better explained uthrow as a kill throw.
(Added more information and better explained uthrow as a kill throw.)
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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 fresh - this move is frequently used for building damage. With just a few up throws the opponent can very quickly find themselves at a KO percentage.  
{{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.  


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.  
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 also has respectable KO potential with platform assistance at higher percentages<ref>https://docs.google.com/spreadsheets/d/1AH-NFHOEI85B0WsCoK_Cu2UNrKrZpzZ-d7uMm-3pkNc/edit?usp=sharing KO Compendium, kill%s for up throw are here</ref>. While niche by stage limits, the top platforms of [[Yoshi's Story]] and [[Battlefield]] allow a fresh up throw to be a threat. Outside of this though, up throw does not KO until very high percentages (~180%), long after a down throw into a true followup begins working.  
Up throw also has respectable KO potential with platform assistance at higher percentages<ref>https://docs.google.com/spreadsheets/d/1AH-NFHOEI85B0WsCoK_Cu2UNrKrZpzZ-d7uMm-3pkNc/edit?usp=sharing KO Compendium, kill%s for up throw are here</ref>. While niche by stage limits, the top platforms of [[Yoshi's Story]] and [[Battlefield]] allow a fresh up throw to be a threat. Using pummels to unstale up throw prior is important to achieve this. Outside of this though, up throw does not KO until very high percentages (~180%), long after a down throw into a true followup begins working. As such, while powerful when it works, up throw is not a conventional kill throw.  


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. 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.  
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.