nyuuzyou/wikis huggingface dataset:
King Dedede (SSBB)/Up tilt

==Overview==
 hops up with a headbutt. Up tilt grants two frames of full-body intangibility as the hitbox comes out, making it an effective punish to Mach Tornado and other well-guarded attacks, especially out of a spotdodge. At lower percentages, this sets up for aerials, while it also KOes opponents at around 105% not factoring in stale-move negation, putting it just below 's in terms of KO potential. Up tilt can be confirmed through with relative ease as well. Because of the low startup, the move can also be used out of shield, especially with powershield cancelling. 
===Usage with Inhale===
Up tilt is an effective followup to Inhale as an opponent mashes out, acting as a KO confirm if buffered. The c-stick can't be used, as it causes the opponent to be spat out manually instead. There's also a bounce animation as the opponent mashes, which must be avoided through doing quick turnarounds during Inhale. Some moves and actions can allow the opponent to avoid the up tilt, in which other options such as must be used instead. 
==Hitboxes==
|}
==Timing==
Intangible 	7-8
Hitboxes 	7-17
Interruptible 	40
Animation length	51
|Hitboxes 
|-
|Intangibility 
Category:King Dedede (SSBB)
Category:Up tilts (SSBB)
King Dedede (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hitboxes 	17-19
Ending autocancel 	33-
Interruptible 	38
Animation length 	56
|-
===Landing lag===
Interruptible 	14
Animation length	21
Category:King Dedede (SSBU)
Category:Back aerials (SSBU)
King Dedede (SSBU)/Back throw

King Dedede back throw hurtbox and hitbox visualization	King Dedede back throw hurtbox and hitbox visualization	King Dedede back throw hurtbox and hitbox visualization	King Dedede back throw hurtbox and hitbox visualization	King Dedede back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-19
Turnaround 	6
Hitbox 	16-18
Throw release 	19
Interruptible 	42
Animation length	56
|-
Category:King Dedede (SSBU)
Category:Back throws (SSBU)
King Dedede (SSBU)/Dash attack

==Overview==
King Dedede joyfully leaps into the air before doing his iconic head slide attack. This attack is the slowest dash attack in the game, being active at frame 26. In return, this attack is the strongest dash attack in the entire game. The move is not the best on paper, but nonetheless, the move has a decent place in King Dedede's kit. Dash attack is a phenomenal two-frame punish tool, landing KO's as low as 60% on middleweights at the ledge. The move can also be used to punish opponents attempting to avoid King Dedede's Gordo ledgetraps or covering the opponent getting up from ledge. The move can also function as a hard read or tech chase punish, with it being able to KO rather decently. 
However, this move is very slow. The slowest dash attack in the game, in terms of startup and end lag. Missing it leaves King Dedede open to being punished. This means the attack can't be used as a burst damage option due to its slowness, making it terrible in the usual applications of a dash attack. As a result of this weakness, down tilt is almost always a better option for usual applications of a dash attack.
==Hitboxes==
|}
==Timing==
Clean hit 	26-27
Late hit (early, mid, late)	28-35, 36-38, 39-41
Interruptible 	67
Animation length 	84
Category:King Dedede (SSBU)
Category:Dash attacks (SSBU)
King Dedede (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Hitboxes 	22-24
Ending autocancel 	44-
Interruptible 	48
Animation length 	55
|-
===Landing lag===
Interruptible 	19
Animation length	29
Category:King Dedede (SSBU)
Category:Down aerials (SSBU)
King Dedede (SSBU)/Down special

:This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Jet Hammer.
King Dedede down special hitbox visualizations.	King Dedede down special hitbox visualizations.	King Dedede down special hitbox visualizations.	King Dedede down special hitbox visualizations.	King Dedede down special hitbox visualizations.
Grounded 	Aerial 	 	 	
 	 	 	 	
Grounded Max 	Aerial Max 	 	 	
 	 	 	 	
==Overview==
==Hitboxes==
The move can be charged for up to 120 frames, with each charge frame adding 0.15% damage to the hitboxes, for a maximum of 29.85% on the ground and 28.85% in the air if released right before reaching full charge. When fully charged, the hitboxes are instead changed directly with no additional damage modifier.
For both versions, landing a fully charged hit produces a Special Zoom.
|}
==Timing==
===Regular===
Charge 	17-18
Damage-based armor (grounded only, from release)	1-14
Hitbox (from release) 	10-11
Interruptible (from release) 	60
Animation length (from release) 	71
|Hitboxes 
|-
|Grounded only 
===Maximum charge===
This data begins when the move is released
Damage-based armor (grounded only)	1-14
Hitbox 	9-11
Interruptible 	70
Animation length 	90
|Hitboxes 
|-
|Grounded only 
==Parameters==
===Move===
Damage-based armour 	14%
Charging walk speed 	0.7 units per frame
Full charge time 	120 frames
Partly charged damage 	+0.15% per frame
Full charge hold self-damage 	+1% per 30 frames
Full charge self-damage limit	100%
===Special Zoom (fully charged)===
Duration 	40 frames
Slowdown factor 	4x
Zoom rate 	4
Time before zoom 	3 frames
Background duration (non-1v1)	25 frames
Category:King Dedede (SSBU)
Category:Down special moves (SSBU)
King Dedede (SSBU)/Down throw

King Dedede down throw hurtbox visualization	King Dedede down throw hurtbox visualization	King Dedede down throw hurtbox visualization	King Dedede down throw hurtbox visualization	King Dedede down throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw Data==
|}
==Timing==
During frame 24, the move inflicts 8 frames of hitlag to both King Dedede and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility 	1-26
Throw Release 	26
Interruptible 	42
Animation length	56
|-
Category:King Dedede (SSBU)
Category:Down throws (SSBU)
King Dedede (SSBU)/Down tilt

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Clean hit 	6-7
Late hit 	8-11
Interruptible 	38
Animation length	49
==Trivia==
*The move has a 40% trip chance that can only happen on slants due to the launch angle.
Category:King Dedede (SSBU)
Category:Down tilts (SSBU)
King Dedede (SSBU)/Edge attack

==Overview==
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-26
Intangibility (2nd grab)	1-21
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	55
!Hitboxes 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:King Dedede (SSBU)
Category:Edge attacks (SSBU)
King Dedede (SSBU)/Floor attack (trip)

==Overview==
==Hitboxes==
|}
==Timing==
Intangibility 	1-7
Hit 1 	19-20
Hit 2 	31-32
Interruptible 	50
Animation length	54
|-
==Trivia==
*This is King Dedede's only non-special hammer attack to not use his unique effect.
Category:King Dedede (SSBU)
Category:Floor attacks (SSBU)
King Dedede (SSBU)/Forward aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hitboxes 	13-15
Ending autocancel 	40-
Interruptible 	42
Animation length 	54
|-
===Landing lag===
Interruptible 	19
Animation length	29
Category:King Dedede (SSBU)
Category:Forward aerials (SSBU)
King Dedede (SSBU)/Forward smash

==Overview==
==Update History==
 
*
 
*
==Hitboxes==
|}
==Timing==
Charges between 	33-34
Early hit 	40-41
Clean hit 	42-43
Late hit 	44
Interruptible 	78
Animation length	95
==Trivia==
*The clean hit's sweetspot (ID 1) is coded as an extended hitbox despite not being actually extended, which prevents it from interpolating.
Category:King Dedede (SSBU)
Category:Forward smashes (SSBU)
King Dedede (SSBU)/Forward throw

King Dedede forward throw hurtbox and hitbox visualization	King Dedede forward throw hurtbox and hitbox visualization	King Dedede forward throw hurtbox and hitbox visualization	King Dedede forward throw hurtbox and hitbox visualization	King Dedede forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-14
Hitbox 	12-13
Throw Release 	14
Interruptible 	38
Animation length	49
|-
Category:King Dedede (SSBU)
Category:Forward throws (SSBU)
King Dedede (SSBU)/Grab

==Overview==
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	8-10
Interruptible 	40
Animation length	43
===Dash grab===
Grab 	11-13
Interruptible 	48
Animation length	50
===Pivot grab===
Grab 	12-14
Interruptible 	43
Animation length	45
Category:King Dedede (SSBU)
Category:Grabs (SSBU)
King Dedede (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Quick Swing 	
Neutral attack 2 	Swing Up 	
Neutral attack rapid jab 	Spinning Hammerhead	
Neutral attack finisher 	Battering Strike 	
Forward tilt 	Extending Hammer 	
Up tilt 	Great King Headbutt	
Down tilt 	Rolling 	
Dash attack 	Belly Flop 	
Forward smash 	Megaton Hammer 	
Up smash 	Sweeping Hammer 	
Down smash 	Turning Hammer 	
Neutral aerial 	Belly Drum 	
Forward aerial 	Ice Crusher 	
Back aerial 	Shake Off 	
Up aerial 	Stirring Up 	
Down aerial 	Meteor Hammer 	
Neutral special (start) 	Inhale 	
Neutral special 	Inhale 	
Neutral special (spit out) 	Inhale 	(unavailable)
Side special (hammer) 	Gordo Throw 	
Side special (gordo) 	Gordo Throw 	
Side special (gordo wall stick) 	Gordo Throw 	
Up special 	Super Dedede Jump 	
Up special (landing) 	Super Dedede Jump 	
Up special (star) 	Super Dedede Jump 	
Down special (ground) 	Jet Hammer 	
Down special (ground fully charged)	Jet Hammer 	
Down special (air) 	Jet Hammer 	
Down special (air fully charged) 	Jet Hammer 	
Standing grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	Grab Headbutt 	
Forward throw 	Golf Swing 	
Back throw 	Reverse Golf Swing 	
Up throw 	Receive 	
Down throw 	Beatdown 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:King Dedede (SSBU)
Category:Hitboxes (SSBU)
King Dedede (SSBU)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-2
Clean hit 	7-8
Late hit 	9-29
Ending autocancel 	35-
Interruptible 	40
Animation length 	39
|-
===Landing lag===
Interruptible 	10
Animation length	15
Category:King Dedede (SSBU)
Category:Neutral aerials (SSBU)
King Dedede (SSBU)/Neutral attack

==Overview==
King Dedede's neutral attack consists of 2 hammer swings followed by twirling hammers hits and ending in a vertical hammer swing sending upwards.
For the technical data of each individual hit, see:
*King Dedede (SSBU)/Neutral attack/Hit 1
*King Dedede (SSBU)/Neutral attack/Hit 2
*King Dedede (SSBU)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	10
Jab 2 	23-24
Rapid jab 	34, 37, 40, 43, 46, 49, 52
Rapid jab finisher	57
Interruptible 	33, 40, 103
Animation lengths 	39, 59, 115
|-
|-
Category:King Dedede (SSBU)
Category:Neutral attacks (SSBU)
King Dedede (SSBU)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
! Hitstun
|+5 frames
|+5 frames
|+5 frames
|+5 frames
|+5 frames
|}
==Timing==
Hitboxes 	Hitboxes 	10
Continuability 	Held on hit or tapped	13-30
Continuability 	Held without hitting 	23
Interruptible 	Interruptible 	33
Animation length	Animation length 	39
|-
Category:King Dedede (SSBU)
Category:Neutral attacks (SSBU)
King Dedede (SSBU)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
! Hitstun
|+5 frames
|+5 frames
|+5 frames
|+5 frames
|+5 frames
|}
==Timing==
Upon reaching the continuability window, the move transitions into the rapid jab if the button has been pressed and released at least 3 times since the neutral attack's first hit.
Hitboxes 	Hitboxes 	11-12
Continuability 	Pressed repeatedly	18-27
Continuability 	Held on hit 	22
Interruptible 	Interruptible 	28
Animation length	Animation length 	47
|-
Category:King Dedede (SSBU)
Category:Neutral attacks (SSBU)
King Dedede (SSBU)/Neutral attack/Infinite

==Overview==
Spins his massive hammer rapidly in front of himself before finishing the move with an upward strike.
==Hitboxes==
! Hitstun
! Shieldstun
|+2 frames
|5×
|+2 frames
|5×
|—
|—
|—
|—
|}
==Timing==
After one full loop, releasing the attack button at any point causes the infinite to transition into the finisher. Interruptibility and animation length are for the finisher only.
Loop points 	2-3, 24-25
Rapid jab 	5, 8, 11, 14, 17, 20, 23
Finisher 	4
Interruptible 	50
Animation length	62
Category:King Dedede (SSBU)
Category:Neutral attacks (SSBU)
King Dedede (SSBU)/Neutral special

==Overview==
==Update History==
 
*
 
*
*
 
*
 
*
 
*
*
==Windboxes and grabs==
===Inhale===
|}
|}
===Spit===
|}
===Star===
The star's damage depends on the spat out character, correlating loosely to their weight. If a projectile is spat out, it is instead equal to 1.5× of its damage.
|}
Characters	Weight range	Star damage
 	62 - 68 	10%
 	75 - 81 	12%
 	82 - 87 	13%
 	88 - 94 	14%
 	95 - 100 	15%
 	101 - 107 	16%
 	108 - 113 	17%
 	116 - 118 	18%
 	127 - 133 	20%
 	135 	21%
==Timing==
Grab startup 	14-16
Grab loop + windboxes 	17-
Interruptible (from release) 	20
Animation length (from release)	34
|-
Category:King Dedede (SSBU)
Category:Neutral special moves (SSBU)
King Dedede (SSBU)/Side special

==Overview==
==Update History==
 
*
 
*
*
 
*
 
*
*
*
==Hitboxes==
|}
==Timing==
===Grounded===
Gordo (clean, late, later, latest)	29-43, 44-73, 74-118, 119-158
Hammer hitbox 	29-30
Interruptible 	59
Animation length 	79
|-
Category:King Dedede (SSBU)
Category:Side special moves (SSBU)
King Dedede (SSBU)/Up aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hits 1-7 	10, 12, 14, 16, 18, 20, 22
Hit 8 	24-25
Ending autocancel 	42-
Interruptible 	45
Animation length 	59
|-
===Landing lag===
Interruptible 	14
Animation length	21
Category:King Dedede (SSBU)
Category:Up aerials (SSBU)
King Dedede (SSBU)/Up special

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
Hitbox duration for falling reflects using the move on a flat platform. It will last longer if landing lower than where the starting point and shorter if landing higher. It lasts forever if Dedede doesn't land.
Body intangible 	18-21
Feet intangible 	18-21, 69-
Super Armor 	22-34, 69-76
Falling hitboxes 	69-80 (ground level)
Landing hitboxes 	3-4
Stars 	5-24
Interruptible (landing) 	61
Animation length (landing)	60
|Stars 
|-
|Hitboxes 
|-
|Body 
|-
|Feet 
Category:King Dedede (SSBU)
Category:Up special moves (SSBU)
King Dedede (SSBU)/Up throw

King Dedede up throw hurtbox and hitbox visualization	King Dedede up throw hurtbox and hitbox visualization	King Dedede up throw hurtbox and hitbox visualization	King Dedede up throw hurtbox and hitbox visualization	King Dedede up throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-19
Hitbox 	16-18
Throw Release 	19
Interruptible 	40
Animation length	49
|-
Category:King Dedede (SSBU)
Category:Up throws (SSBU)
King K. Rool (SSBU)/Back throw

King K. Rool back throw hurtbox visualization	King K. Rool back throw hurtbox visualization	King K. Rool back throw hurtbox visualization	King K. Rool back throw hurtbox visualization	King K. Rool back throw hurtbox visualization
 	 	 	 	
==Overview==
King K. Rool's back throw is one of his more violent attacks, having him drag the opponent across the floor before throwing them back. While it was considered to be one of King K. Rool's worst moves prior to 8.0.0, said version has made it a far more respectable move. 
Back throw's main purpose is as a strong kill throw, KOing at around 110%https://docs.google.com/spreadsheets/d/193uxkGng-GeIvWnymlDUdmYTLaF5UJ651q-fFSY6HPw/edit?usp=sharing BThrow KO %s at ledge w/rage Pre-8.0.0. With rage in play, the KO percentages become very low, which is backed by K. Rool's amazing longevity. Back throw can also be used to start ledgetrap situations from a reversal. This option is generally considered decent if K. Rool is backed into a corner. This is generally seen as the best use for the move, especially considering that with Rage, the move can KO below 100%. Given K. Rool's usually mediocre disadvantage state, this is crucial to his success.
If the opponent is at a high percentage, back throw's brutal 35° angle can make recovery difficult. As a result, this sets up for very easy edgeguards with neutral aerial. This angle can also put characters such as in very disadvantageous situations offstage, often forcing them to burn a jump to even have a chance of recovering. As a result, back throw can effectively invalidate some characters offstage, with characters such as and having no hope unless they DI perfectly.
Using back throw as a platform tech situation option is a valid play, though only at very precise percentages, usually around 30%. Against opponents with large hurtboxes, this can have a slightly higher percent range, giving it more niche matchup utility. This can be abused in a similar vein to forward throw: getting situations for forward aerial or Crownerang. This is a good surprise option, but is also very reactable due to how long the animation of the move is. As such, this is not often seen in high level play. The knockback angle in 8.0.0 has also made it a bit more DI-specific, making it even less useful.
Back throw can be used for damage building alongside a returning Crownerang from behind, but this is rarely seen due to the setup required: the crown has to be thrown either backwards, or a lot has to happen within a single second. Due to the length of time it takes for the throw to happen as well, it's possible for back throw to cause a Crown Cancel instead, due to it entering the Crown Catch Range. On top of all this, it deals just barely more damage than up throw, just around 2%. The endlag also makes situations afterwards less than favorable. Overall, this is largely seen as suboptimal.
==Update History==
 
*
==Throw Data==
|}
==Timing==
Invincibility 	1-32
Turnaround 	32
Throw release 	32
Interruptible 	63
Animation length	77
|-
Category:King K. Rool (SSBU)
Category:Back throws (SSBU)
King K. Rool (SSBU)/Down tilt

==Overview==
King K. Rool's down tilt is among the larger commitments in his kit, being a frame 13 tilt. However, it is arguably his most punishing. Down tilt has 4 unique hitboxes, all with different purposes, including a bury. The reward for hitting a down tilt bury is usually a KO thanks to the options that it opens up for the K. Rool player, with little chance for the buried opponent to fight back. 
Down tilt features a bury hitbox once the foot comes down for grounded opponents, which has a minor disjoint as well. Being a generic bury, down tilt's bury is affected by rage and stock differenceshttps://docs.google.com/spreadsheets/d/13xNgYfbRISGsIVrdnE45jUwqNIYvlvqDwuF3jghJEEs/edit#gid=956452666. This can all be exploited by King K. Rool to a potentially frightening extent, allowing for down tilt to be a quick stock taker should the player be losing. Overall, it's very easy for K. Rool to score a comeback KO in stylish fashion when considering these 3 factors. 
The first hitbox is an aerial-only stomp hitbox on frame 13. This hitbox is extremely strong, often ending stocks as low as 90% at the edge. This can occasionally connect out of down throw when trying to do bury storage with the bury hitbox as the opponent mashes out, creating a trap. The stomp hitbox also goes down and transitions into another hitbox especially for hitting the ledge and 2-framing opponents, which is almost as powerful as the first. 
Down tilt's bury is quite strong, allowing for combos even at lower percentages, such as through knockback storage with neutral attack into instant dash attack or a grab. This is a big benefit to the move's success, providing basic high damage combos with a wide range of other, more complex routes to take. There's also the possibility of KO setups using neutral attack storage at the ledge, causing edge slipping and subsequent near-unreactable down aerial or back aerial meteor smash for the stock.
Down tilt's bury is one of the most reliable down aerial meteor smash knockback storage enablers at 40-50%, due to the strength of the bury providing enough hit advantage for it to work with high levels of consistency. This gives opportunities for forward smash, or even a second down aerial for up smash, though this can be teched. Forward smash is also a strong general confirm even without this for its kill power. Forward smash out of down tilt alone can KO as low as 75%. 
Should the bury hitbox not connect, there is also an earthquake that goes out, known colloquially as "quake" by the K. Rool playerbase. This doesn't have any reliable hit advantage at lower percentages (+8 on hit at 0, tested on Mario, which isn't enough for followups at all even as it accumulateshttps://docs.google.com/spreadsheets/d/1B9B2xJuxK2Mat4BbUBbU07wKj0RV6pL44aPCfDEofhw/edit?usp=sharing), but is very good for resetting neutral. It also has very favorable situations for followups, exploiting reaction time and poor panic options.
==Hitboxes==
|}
==Timing==
Clean stomp (aerial only) 	13
Late stomp, bury, and quake	14-15
Interruptible 	43
Animation length 	60
|-
Category:King K. Rool (SSBU)
Category:Down tilts (SSBU)
King K. Rool (SSBU)/Edge attack

==Overview==
King K. Rool claws his way back onto the stage with a swift swipe. This is one of the longest-ranged ledge attacks in the game; however, it is also one of the slowest, coming out on frame 24. The hitbox also does not quite match the animation, just barely missing his fist. However, regardless of this, this ledge attack is hugely important for disadvantage, catching charged smashes and some ledgetrap setups that would otherwise work on other characters. It also has 3 active frames, allowing for a higher chance to catch slight movements through the hitbox activity. 
==Hitboxes==
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-26
Intangibility (2nd grab)	1-21
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	69
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:King K. Rool (SSBU)
Category:Edge attacks (SSBU)
King K. Rool (SSBU)/Floor attack (back)

==Overview==
 rears up and slides his arm around, sending opponents away to relieve pressure. The hitboxes roughly match the animation, which makes it easier for players to predict whether the attack will land. As with many of King K. Rool's attacks, the range of this attack is quite wide, allowing it to be effective at preventing tech chases. The 2nd hit is also quite quick for a floor attack of this nature. It should be noted that with 80 base knockback, as with most floor attacks, it will always send into tumble. 
==Hitboxes==
|}
==Timing==
Intangibility 	1-23
Hit 1 	19-20
Hit 2 	22-23
Interruptible 	46
Animation length	54
|-
Category:King K. Rool (SSBU)
Category:Floor attacks (SSBU)
King K. Rool (SSBU)/Floor attack (front)

==Overview==
 rears up and does a claw swipe before kicking out, sending opponents away to relieve pressure. The hitboxes match the animation nicely, with the second hit being up a bit larger than it looks. As with many of King K. Rool's attacks, the range of this attack is quite wide, allowing it to be effective at serving its purpose. The 2nd hit is, however, quite slow, and may not always hit opponents. The intangibility also ends just as the kick hitbox goes away, leaving a hurtbox extension that could lead to the attack making the situation worse for K. Rool than it already may be. It should be noted that with 80 base knockback, as with most floor attacks, it will always send into tumble. 
==Hitboxes==
|}
==Timing==
Intangibility 	1-25
Hit 1 	19-20
Hit 2 	24-25
Interruptible 	46
Animation length	54
|-
Category:King K. Rool (SSBU)
Category:Floor attacks (SSBU)