The interesting thing is, K Rool mirrors some of DK’s moves. DK’s hand slap F-Smash is K Rool’s F-Tilt, DK’s Giant Punch is K Rool’s F-Smash, DK has a grounded bury while K Rool has two. Most of his aerials also reflect DK with reversed forward and back airs, added K Rool flare to those aerials, and even the same frame data as DK’s spikes. This kind of rivalry between the two happens throughout K Rool’s animations, moves, Final Smash, and even in the remixed music of Gangplank Galleon.
@@plabcentral630 Exactly! But Smash Bros made K Rool much more of a rival to Donkey Kong instead of making K Rool more primal with unrecognizable moves.
@@plabcentral630 Smash expanded on K. Rool's character with all those DK parallels, making them feel more like rivals than even in the DK games that feature K. Rool
I always like that, when baddies/rivals get similar moves to the hero of their franchises Like how Ridley got a similar backair to Samus Seph having Cloud's down tilt Wolf's entire moveset being a like Fox's Or both Kirby and DDD having the hammer and succ
I've had it happen rarely and thought it was a specific small sweet spot hitbox, but the fact it only exists for one frame just makes it even more insane to land, as it doesn't even happen at the beginning of the move like jiggly rest, its in the middle lol
I remember one time in tournament I was painfully reminded that K. Rool's counter doesn't cover his whole body. They were playing DK and we were both at the end of our last stock. I was recovering and predicted he was going to forward air me, so I countered. I was right. He bonked me on the head and spiked me in the middle of my counter.
Another thing unique about king k rool's counter is that you can hold a direction and have it send the opponent left or right. I've gotten cheese kills where I send someone to the blast zone when they're edgeguarding me.
I still kinda miss some Explanations for some Moves: -How much Base Damage does the Crown deal as an Item, and what is the Knockback angle? -How much Damage deals crownless Up Smash and Up Air? -How much Lag has Crownless Side B? -In which ways and with which Knockback and Damage can the Blunderbus be aimed after sucking an Opponent in, and how much Lag does K Rool get overall? -And personally, I hoped for an Explanation of how long the Side Taunt has the Armor Frames. I really hope you add this at some point to this Vid.
Kind of surprised you didn’t talk about his excellent grabs, his ability to aim blunderbuss reshoots, how he can turn around his counter, or how his reflector also triggers his counter meaning he can easily one shot certain characters if you get a big read on a melee range reflect.
Hey Rekzius, I'm curious about something. Why do you play generic gameplay footage behind your narration rather than showing the various properties / anomalies of the move being discussed? I've always felt like the recorded gameplay seems like it could be used to show how certain hitboxes work in play to greater effect, but maybe that would take more time than you have available? I check every upload regardless, but if you haven't considered it, it might be interesting to try.
As a K Rool main: I can safely say that yes, some of his hitboxes are bad. His jabs are small so you have to be close to hit anyone, and you often get punished for finishing the full three jabs because of the endlag of the final jab. His F-Smash...is horrendously deceptive. You learn to NEVER go for that unless you've burried someone with D-Tilt or a hard read. I'd say F-Air is probably his best move, and that's after the buff after they lessened the landing lag. He DOES need more buffs to be more viable, but as is: you have to learn how to get out of disadvantage and juggling (once you're in juggling, you're in trouble, that's where he really struggles) If they probably gave him some armor like Yoshi on his recovery, shortened some of his animations (it gave him personality, at the cost of funtonality) and fixed his bad hitboxes...he'd be much better.
Krool's upair is more of a kill move. That's why it's so laggy. It doesn't really affect your gameplay if you're landing it right. Not to mention the endlag can be mitigated by fastfalling to the ground after hitting it.
Would be nice if you mentioned if certain attacks hit below the ledge or not. Seems like a good thing to have on a video about hitboxes. Just my two cents
I can’t say this character’s hitboxes are honestly anything absurd, especially considering how big he is which would make you think he has just as big hitboxes, but after playing him for over 2000 hours, I can say when they work, they work. It’s just some don’t do at times and it’s not because of him as a character, but because on god sometimes it feels like he wasn’t programmed properly lmao
I feel like a lot of that is due to the fact that his hurtbox/model is absolutely huge. That on top of the changes to jostling, a few of his animations and/or the opponent's animations probably allow them to dodge certain moves out of pure luck sometimes
Compared to how heavies were designed in previous Smash games, the heavies added in Ultimate are pretty good. Really the only things that hold them back are their attributes.
@@waffleman8053 Because they made drastic changes to Bowser's attributes. They made him move much faster and gave him a mechanic that gives him passive heavy armor for attacks with a low amount of knockback.
@@SonicTheCutehog tough guy doesn't do much for why bowser's a good character, comparatively k rool's armor is far more useful for him than heavy armor is to bowswr
@@spicymeatballs2thespicening The problems with K. Rool's Belly Armor are that it only applies to certain moves and it can break once it takes a certain amount of total damage, which remders K. Rool in a shield-break state. Bowser's Tough Guy is universal to what he does and there's no downside to it.
Just a suggestion, if you get a character you've already done before (smash4) it would be nice if you could show what's different from 4 to ultimate. Like have them shown side by side
The up air having so much end lag seems like a fair trade, it's really, really strong, fast to come out, and it's almost a 3rd jump Also if used on a ledge to avoid getting edgeguarded, the endlag means NOTHING with that recovery
The comment about the armor sticking out is actually false and is a result of forced perspective in CrossMod. I've done visuals of moves like FTilt from above in the past and it actually fits perfectly on the lip. The only time it'll ever really act up in the way you present it is in the z-axis which will almost never come up in a real game.
Not really desperately. Like most of his hitboxes are very reasonably sized for what they are. Jab is the main outlier, being very small compared to his stature and maybe F-Smash, which isn't as stong as you'd expect for such a small hitbox.
6:10 Also could possible help with multiple opponents. Which before someone comments, does matter in competitive because doubles is a thing. Though I believe more people play Melee Doubles than Ultimate.
I have a problem with the way you describe decimals. 13.95 is not "thirteen point ninety five", it's "thirteen point nine five". "Ninety five" implies a tens place, in the same way "three hundred and twenty five" implies both a tens place and a hundreds place.
In the wise words of the Panda gang (I think it was WaDi that said it?) K Rool is the most big brain character in the game, and he is actually eating Bush's Baked Beans.
Krool's upair is more of a kill move. That's why it's so laggy. It doesn't really affect your gameplay if you're landing it right. Not to mention the endlag can be mitigated by fastfalling to the ground after hitting it.
The interesting thing is, K Rool mirrors some of DK’s moves. DK’s hand slap F-Smash is K Rool’s F-Tilt, DK’s Giant Punch is K Rool’s F-Smash, DK has a grounded bury while K Rool has two. Most of his aerials also reflect DK with reversed forward and back airs, added K Rool flare to those aerials, and even the same frame data as DK’s spikes. This kind of rivalry between the two happens throughout K Rool’s animations, moves, Final Smash, and even in the remixed music of Gangplank Galleon.
I think it’s like that because they are wacky animals from the same franchise
@@plabcentral630 Exactly! But Smash Bros made K Rool much more of a rival to Donkey Kong instead of making K Rool more primal with unrecognizable moves.
@@plabcentral630 Smash expanded on K. Rool's character with all those DK parallels, making them feel more like rivals than even in the DK games that feature K. Rool
I always like that, when baddies/rivals get similar moves to the hero of their franchises
Like how Ridley got a similar backair to Samus
Seph having Cloud's down tilt
Wolf's entire moveset being a like Fox's
Or both Kirby and DDD having the hammer and succ
K. Rool's kit is designed with countless references
and I love them so much!
I knew I wasn't crazy when K. Rool's Up smash made the "spike" sound xd.
I've had it happen rarely and thought it was a specific small sweet spot hitbox, but the fact it only exists for one frame just makes it even more insane to land, as it doesn't even happen at the beginning of the move like jiggly rest, its in the middle lol
I remember one time in tournament I was painfully reminded that K. Rool's counter doesn't cover his whole body. They were playing DK and we were both at the end of our last stock. I was recovering and predicted he was going to forward air me, so I countered. I was right. He bonked me on the head and spiked me in the middle of my counter.
Forgot to mention during k. rool down air he does an entire front flip within the first few frames of start up. its hilarious
Another thing unique about king k rool's counter is that you can hold a direction and have it send the opponent left or right. I've gotten cheese kills where I send someone to the blast zone when they're edgeguarding me.
Really? Like Shulk's vision?
That's incredible
I still can't believe what a good kit K. Rool got. Two projectiles, an amazing recovery, Kirby succ, and a counter, all on a heavy character.
And somehow he still isn’t good
@@YallGonMakeMe245 I beg to differ. He's probably the second best super heavyweight.
@@GhostbusterPalu that’s like saying “oh it’s the 3rd best tasting cement so it’s good”
@@GhostbusterPalu as though that makes him good
He may have a good kit, but his terrible attributes makes it hard to use his kit to its fullest potential
this a good day.
Agreed
What about side taunt? It has Armour…
He doesn't show anything that doesn't do damage, even if some of the non damaging moves have special abilities
I still kinda miss some Explanations for some Moves:
-How much Base Damage does the Crown deal as an Item, and what is the Knockback angle?
-How much Damage deals crownless Up Smash and Up Air?
-How much Lag has Crownless Side B?
-In which ways and with which Knockback and Damage can the Blunderbus be aimed after sucking an Opponent in, and how much Lag does K Rool get overall?
-And personally, I hoped for an Explanation of how long the Side Taunt has the Armor Frames.
I really hope you add this at some point to this Vid.
UpAir and UpSmash are the same, crown or not.
Feel like it should’ve been “Killer Hitboxes”, but that’s just me
Oh never mind that was already used for Kazuya
I think “K. Rool’s Krazy Hitboxes,” might’ve been better
Krazy Killer Royal hitboxes
Cruel, his own name pun
I vote for “Krusty”
Now that I think about it, K Rool is the only base game character that is still popular online.
@DropkicktheDecepticon Base game NEWCOMER that's still popular.
Oh ok
@@waffleman8053 incineroar
@@devin2445 Incineroar is the least used heavyweight, K rool completely overshadowed him.
@Zooker I forget that the Splatoon series is in the game.
Kind of surprised you didn’t talk about his excellent grabs, his ability to aim blunderbuss reshoots, how he can turn around his counter, or how his reflector also triggers his counter meaning he can easily one shot certain characters if you get a big read on a melee range reflect.
Hey Rekzius, I'm curious about something. Why do you play generic gameplay footage behind your narration rather than showing the various properties / anomalies of the move being discussed? I've always felt like the recorded gameplay seems like it could be used to show how certain hitboxes work in play to greater effect, but maybe that would take more time than you have available? I check every upload regardless, but if you haven't considered it, it might be interesting to try.
As a K Rool main: I can safely say that yes, some of his hitboxes are bad. His jabs are small so you have to be close to hit anyone, and you often get punished for finishing the full three jabs because of the endlag of the final jab.
His F-Smash...is horrendously deceptive. You learn to NEVER go for that unless you've burried someone with D-Tilt or a hard read. I'd say F-Air is probably his best move, and that's after the buff after they lessened the landing lag.
He DOES need more buffs to be more viable, but as is: you have to learn how to get out of disadvantage and juggling (once you're in juggling, you're in trouble, that's where he really struggles) If they probably gave him some armor like Yoshi on his recovery, shortened some of his animations (it gave him personality, at the cost of funtonality) and fixed his bad hitboxes...he'd be much better.
Is he really *that* bad? Because he's enjoyable
Watching rekzius quickly run out of title adjectives is the #1 reason to support him
Krool's upair is more of a kill move. That's why it's so laggy. It doesn't really affect your gameplay if you're landing it right. Not to mention the endlag can be mitigated by fastfalling to the ground after hitting it.
It's still preferred for kill moves to have low end lag though. Think of something like Joker forward smash. Less lag = Less commitment = Better move
Let's not forget that it actually sends K. Rool upwards, giving him a niche recovery tool. Less endlag on it could allow him to stall offstage forever
They pretty much gave it lag because if they didn't, people would just up air into helecopter at low percents and jank kill people off the top.
A little known fact is that the meteor that killed the dinosaurus was actually K. Rools down smash
Would be nice if you mentioned if certain attacks hit below the ledge or not. Seems like a good thing to have on a video about hitboxes. Just my two cents
Im sad you didnt mention the quick flip k rool does when he does a down air
I always thought it was strange that his up smash spiked.
I can’t say this character’s hitboxes are honestly anything absurd, especially considering how big he is which would make you think he has just as big hitboxes, but after playing him for over 2000 hours, I can say when they work, they work. It’s just some don’t do at times and it’s not because of him as a character, but because on god sometimes it feels like he wasn’t programmed properly lmao
I feel like a lot of that is due to the fact that his hurtbox/model is absolutely huge. That on top of the changes to jostling, a few of his animations and/or the opponent's animations probably allow them to dodge certain moves out of pure luck sometimes
Jesus what’s your tournament name? I think I’m pretty devoted to the game and have only put like 600 in
The King of Armor himself, be it the crown or all of his belly moves, you're not moving him
Ike’s hitboxes analysis is definitely next I can feel it
Nope. The choices rn are Ice Climbers, Sonic, Cloud, Kirby, Zelda, and Mewtwo
@@matthewhitchcock9555 aww no Lucas :( mewtwo is cool tho
Compared to how heavies were designed in previous Smash games, the heavies added in Ultimate are pretty good. Really the only things that hold them back are their attributes.
Definite agree
You can really feel like they tried to coverup there weaknesses. But then Bowser just became the best heavy just because.
@@waffleman8053 Because they made drastic changes to Bowser's attributes. They made him move much faster and gave him a mechanic that gives him passive heavy armor for attacks with a low amount of knockback.
@@SonicTheCutehog tough guy doesn't do much for why bowser's a good character, comparatively k rool's armor is far more useful for him than heavy armor is to bowswr
@@spicymeatballs2thespicening The problems with K. Rool's Belly Armor are that it only applies to certain moves and it can break once it takes a certain amount of total damage, which remders K. Rool in a shield-break state. Bowser's Tough Guy is universal to what he does and there's no downside to it.
Finally, frame by frame up-smash
You forgot the grabs again...
really stupid Idea:
Galeem and Darkhon's Greedy and Disgusting hitboxes
I would actually be really interested in seeing bosses' hitbox analysis
Just a suggestion, if you get a character you've already done before (smash4) it would be nice if you could show what's different from 4 to ultimate. Like have them shown side by side
The up air having so much end lag seems like a fair trade, it's really, really strong, fast to come out, and it's almost a 3rd jump
Also if used on a ledge to avoid getting edgeguarded, the endlag means NOTHING with that recovery
They probably didn't want people to combo up air into up B for janky off the top kills at low percents.
His f-smash should definitely be bigger.
My Main!
Can't wait for the day when someone goes and edgeguards with that upsmash spike
Did I miss them or did he forget to mention K. Rools grabs?
(Also is the hitbox for opponents K. Rool has sucked in the same as his cannonball?)
I legit thought this channel was way more popular wth
K rool time
Long live the King
of the Kremlings
Dr Mario, Ganon, Falcon, K. Rool, and Incineroar all do a double stomp down air.
Ive been waiting a long time for this moment.
5:13 Mister Fister
Oh, and Up Smash first part doesn't have a hitbox 0 for some odd reason, meaning it was removed during development. Maybe a crown sweetspot?
You forgot to mention how his down b counterattack can be reversed for whatever reason
One more thing you forgot is that k rool up smash can spike aerial opponents
Please do the hitboxes of the mother kids next. Especially Lucas :)
Hoping for ROB's Ridiculous Hitboxes
Ridiculous being down air of course
The comment about the armor sticking out is actually false and is a result of forced perspective in CrossMod. I've done visuals of moves like FTilt from above in the past and it actually fits perfectly on the lip. The only time it'll ever really act up in the way you present it is in the z-axis which will almost never come up in a real game.
This is a certified thicc boi moment
*Thikk
👑🐊🎺
I think you forgot his grabs
@DropkicktheDecepticon Ok, and?
So there are no differences between crowned and crownless Up-air and Up-smash? I always imagined there was but never looked into it
Wait what ?! King K. Rool's up smash CAN SPIKE ?!
Well, I got my video...but not my title.
I'm upset you didn't call it" K. Rools Kingly Hitboxes"
At 12:39 did Falcon's up smash do over 40%? I know it was charged, but still.
he got both sweet spots i think
His angled fsmashes are giving me some dr. mario vibes
YEAHHHHHH WOOOOOOO
Alright, I'm too poor to afford Patreon, to everyone else, Zelda's Zany Hitboxes.
Let's get Sonic next, please or Mewtwo.
The up air can be used in recovery stall that is why it has so much lag
Mewtwo’s mysterious hurtbox
I mean hitbox
You forgot his taunt! It also has super armor :(
Everyone’s here for the dunk hitbox
Yay beeg boi
"King K. Rool's Kruel hitboxes" was such a missed opportunity.
Zeldas Zealous hitboxes pls
Plz let it be Kirby, my boy
Will you do videos for All Star Brawl when it comes out?
Wait a min, so it's possible to hit an at the ledge up smash spike on someone with Krool?
Hope mewtwo is next
Please do lucario next please
Ice climbers hitbox
Luigi hitboxes?
Missed opportunity to call it "Explaining K. Rool's K. Razy Hitboxes"
Explaining Sora's Spectacular Hitboxes?
oh wait Seph already got spectacular... howabout... Explaining Sora's spicy Hitboxes?
Better yet, Sora's simple and clean hitboxes.
2:48 why is his belly white?
Heyyyy its my 2nd favourite mekkah fan
He needs bigger hit boxes . Like , desperately
*laughs in fair, dtilt and ftilt*
Not really desperately.
Like most of his hitboxes are very reasonably sized for what they are.
Jab is the main outlier, being very small compared to his stature and maybe F-Smash, which isn't as stong as you'd expect for such a small hitbox.
@@Entelarmer Fair and ftilt hitboxes are awful?
@@postboy2242 i cant tell if you are asking that or trying to state a fact (completely wrong one tho).
Pac man next
Aw you coulda used Kingly for King K rool
6:10 Also could possible help with multiple opponents. Which before someone comments, does matter in competitive because doubles is a thing. Though I believe more people play Melee Doubles than Ultimate.
Um you forgot k rool's grabs
Please do luigi
If you do luigi, I will subscribe and like and comment to every single video you post
4:27 I think i speak for all wifi players when i say: FUCK. THIS. MOVE.
Don't nobody wanna see mega man's hitboxes =[
I have a problem with the way you describe decimals. 13.95 is not "thirteen point ninety five", it's "thirteen point nine five". "Ninety five" implies a tens place, in the same way "three hundred and twenty five" implies both a tens place and a hundreds place.
You forgot the collateral hit box for forward throw (although it’s so insignificant that it doesn’t really matter)
In the wise words of the Panda gang (I think it was WaDi that said it?) K Rool is the most big brain character in the game, and he is actually eating Bush's Baked Beans.
I fucking hate this character so much but i love him beyond anyone’s conception at the same time
6:45 As a Wii Fit main, I am offended you forgot her.
Krool's upair is more of a kill move. That's why it's so laggy. It doesn't really affect your gameplay if you're landing it right. Not to mention the endlag can be mitigated by fastfalling to the ground after hitting it.