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

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Up tilt is a very important move to use out of [[forward throw]] when dash attack is no longer possible, which can be achieved through pivot cancelling forwards. This is difficult to do, but with practice it is immensely important due to the angle it sends at. This leads to ledgetrap situations very consistently. Up tilt also works extremely well out of [[down throw]] due to its combination of high speed and power, and can kill middleweights over 120%. However, it is inferior to other options in terms of KO potential (dash attack is 2 frames slower but much stronger), making this a move usually used for consistency against good mashers.
Up tilt is a very important move to use out of [[forward throw]] when dash attack is no longer possible, which can be achieved through pivot cancelling forwards. This is difficult to do, but with practice it is immensely important due to the angle it sends at. This leads to ledgetrap situations very consistently. Up tilt also works extremely well out of [[down throw]] due to its combination of high speed and power, and can kill middleweights over 120%. However, it is inferior to other options in terms of KO potential (dash attack is 2 frames slower but much stronger), making this a move usually used for consistency against good mashers.


Up tilt has some notable weaknesses, however. The [[intangibility]] ends 2 frames prior to the hitbox ending, as well as before the arm retracts, making it possible to "2-frame" the arm. This makes its ability to stuff aerial approaches somewhat risky in some situations, such as when sharking platforms. Furthermore, the 50 angle makes it relatively easy to DI, with up+in dampening its kill power by a significant margin. It also lacks any true followups - even at the last active frame - making it strictly an anti-air to generate situations that could lead to up aerial KOs. Up tilt has noticeable endlag as well, making it very punishable on whiff, especially after a pivot cancel.
Up tilt has some notable weaknesses, however. The [[intangibility]] ends 4 frames prior to the hitbox ending, as well as before the arm retracts, making it possible to "2-frame" the arm. This makes its ability to stuff aerial approaches somewhat risky in some situations, such as when sharking platforms. Furthermore, the 50 angle makes it relatively easy to DI, with up+in dampening its kill power by a significant margin. It also lacks any true followups - even at the last active frame - making it strictly an anti-air to generate situations that could lead to up aerial KOs. Up tilt has noticeable endlag as well, making it very punishable on whiff, especially after a pivot cancel.


==Hitboxes==
==Hitboxes==
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