Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Check out the english version of the video!Beautiful
What does the announcer say thoguh, just King Rool? -.-
Back air does 20%. Also I'm not sure we saw the full jab combo.Are you KIDDING ME? Alright there's too much going on, I got hyped as **** when I saw this. Also holy crap K. Rool is HUGE!
EDIT: OKAY so, Back throw has K. Rool slamming the opponents, dragging them on the ground and then tossing them behind for 11.5 damage, returning hit of the crown deals 6.3 damage, Back air is a huge back punch that deals 10 damage, Forward Air deals 14.7 damage and can combo into Kannonball (which deals a wtf 17.9 damage??), which kills heaviweights at 86%??? Up air is a crown headbutt, the crown can be picked up by opponents (sigh), Up throw's animation acts like Charizard/Kirby/MK Up throw and lands on platforms, PIVOT GRAB LOOKS HUGE, Nair is a belly splash similar to Dedede with little endlag that deals 12.6 damage i think?, jab is a two hit jab with AMAZING range, and finally down air is double leg stomp with like, no end lag too? I think I got it all?
EDIT2: UPTHROW DOES 16,8%??
Yes thats right, idk why I said 10. But 20% Is ****ing huge. Seeing the animation, maybe this back air could have a spiking hitbox? The motion looks similar to Mario's fair... But so does Ganondorf's but this one doesnt spike. Just saying it could be a possibility.Back air does 20%. Also I'm not sure we saw the full jab combo.
Looks like the crown doesn't follow K. Rool (or whoever happens to throw it) when returning. It returns to his head immediately upon despawning or after a second when going offscreen. Imagine the shenanigans possible by throwing it backwards and attacking in tandem with it's return.
I really hope there is indeed a way to act out of the suction that wasn't shown here. I don't know the fact that we'd have to commit to it for all the animation just looks... Mediocre and make the move unnecessarily bad for no reason. Maybe we can at least jump out of it.I'm kind of mixed on the blunderbuss.
The cannonball eating up projectiles is going to be very nice, was one of Jr's biggest problems. If there's a way to cancel the suction it'll be a solid option there.
Why not? It has a fat hitbox and comes out in 7 frames, looks pretty safe to land with. Also does 12%. Not bad at all.The Nair probably can't be used into a serious 1v1, hoping to be better than Dedede's one.
Where have you seen fact 2? I cannot seem to find the instant in the video.Krown facts
1) If you throw it and you miss the return, it spawns like an item
2) K Rool cannot pick up his crown like an item. It returns to his head
3) It will enter item state upon contact with terrain or if it goes offscreen.
SPECULATION: If K Rool magnetically attaches the Krown when it's in it's item form, maybe he does so if someone tries to hit him with the Krown when it's an item. I could see the crown being an item just as price for such a powerful tool, especially seeing how it sets up for combos stupid hard.
1:21. The crown spawns a decent ways away from K Rool, a touch further than you would be able to pick it up. The Krown instead warps onto K Rool's head. You wouldn't get into range to grab it as an item.Where have you seen fact 2? I cannot seem to find the instant in the video.
Ah, I see what you mean.1:21. The crown spawns a decent ways away from K Rool, a touch further than you would be able to pick it up. The Krown instead warps onto K Rool's head. You wouldn't get into range to grab it as an item.
It's Nair. We see his Dair very briefly. It's a double foot stomp that at 1:21Some frame data analysis.
DAir (or NAir, can't tell): Comes out on frame 7 (guess, doesn't hit snake right away), lingers for at least 4 frames, landing lag of either 12 or 13 frames.
If the blunderbuss can suck up the cannonball when it hits an enemy it might be useful for some close range combos, it looks like it does a lot of damage.
Yeah we might be better off not trying to zone with the blunderbuss so much as using it as an interesting close range mixup.
If I remember correctly Snake's grenades do have hurtboxes, so maybe we aren't looking at typical projectile interaction here.