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

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(→‎Overview: updated for 13.0.0 perceptions)
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The length of time the hitbox is out combined with its relatively fast startup makes it a very useful approach option with pivot cancelling, with its impressive range stuffing almost any approach. Using this preemptively in neutral, while somewhat risky, can break apart many aerial approaches while giving a strong situation thereafter. Up tilt is viable out of forward throw when dash attack is no longer possible, which can be achieved through pivot cancelling forwards. This is difficult to do due to requiring a specific [[c-stick]] angle, but with practice it is consistent. This leads to ledgetrap and off-stage situations reliably.  
The length of time the hitbox is out combined with its relatively fast startup makes it a very useful approach option with pivot cancelling, with its impressive range stuffing almost any approach. Using this preemptively in neutral, while somewhat risky, can break apart many aerial approaches while giving a strong situation thereafter. Up tilt is viable out of forward throw when dash attack is no longer possible, which can be achieved through pivot cancelling forwards. This is difficult to do due to requiring a specific [[c-stick]] angle, but with practice it is consistent. This leads to ledgetrap and off-stage situations reliably.  


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; however, {{SSBU|13.0.0}} has greatly reduced the impact of this issue. 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 punish the hurtbox extension of the arm at the end of the move. 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; however, {{SSBU|13.0.0}} has greatly reduced the impact of this issue. 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.


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