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Wrong.honestly, probably not.
He has issues, we all know that. Its just there isn't a thing on King K. Rool that is literally disfunctional. His moves do work: its just they suck by design.
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Kannonball should definitely be buffed. I would love to see either less lag, or higher priority. I think what would cement King K as a viable character is making Kannonball able to go through most projectiles, making it like a shield.Wrong.
"Bad by design" would imply that those moves are horrible even on paper. And let me remind you that K. Rool was getting a lot of hype. Yes, that was partially due to the pre-release "hurr durr optimism"... but it wasn't completely based on that. Nair seemed like an awesome landing tool, grab range seemed massive, FSmash seemed kind of bad, but insanely strong etc. etc.
Only shortly before and after release we realized those moves had some small or big problems that... well, made them much worse. NAir's landing lag lasts too long, and its hitbox doesn't even cover his whole body, FSmash is not only laggy (we expected that), but also very small and active for a short time. And one thing that i still don't understand - Kannonball, which i expected to be a projectile to beat smaller projectiles. So why on earth it loses to faster and spammable projectiles like Razor Leaf with this end lag and 1-in-game restriction? I noticed that the very first day and instantly thought that interaction is so bad it's almost funny.
If there is any "bad by design" thing with :ultkrool", it's the Krown. It's good, but the fact it's BETTER AS AN ITEM THAN A MOVE is kind of dumb. No other character that can have its move used against him suffers as much from that (see or even and ).
So if should get anything in the next patch, i would prefer not "buffs" but "fixes" - changes to things that clearly aren't working as intended (read: they prevent the move from getting anything). I touched upon that in my previous post, but basically, some hitboxes on moves are just too frigin small (im looking at you, Jab 1 and FSmash), and his grab is... kind of meh (even dash grab). Belly armor should also scale with 1v1, or just get more hp. Only after that i would look for other buffs (end lag reduction etc.).
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I appreciate the thoughts but disagree with this. We are very far from having an overpowered heavy at any level of play. Through 5 games in this series we have NEVER had an S-tier super heavyMy (probably vain) hope is that KKR hasn't seen any buffs as of late because the devs realize that he's nigh-impossible to buff in higher tiers of play without making him stupidly overpowered in lower tiers, and they're planning a "rework" that will change how some of his moves function to the extent that they'll serve a different purpose in his gameplan from then on.
Because his real problem is that he's a "counterpick -> GG" character right now in how bad some of his matchups are (Falcon has a guaranteed combo into knee on him and most fast characters overwhelm him with ease), but if you were to buff him to where he could manage those matchups, the matchups where he does decently would become unbearable for those characters.
The only option is the closest we've seen to a rework of a character in SSB. These days, it's not uncommon for games to rework their characters as they fall out of the meta (especially MOBAs like League and team shooters like Overwatch). If KKR wasn't thriving prior to Joker's release, he sure as hell isn't after it.
I have faith that the dev team will do something for him. This is the first SSB where heavies are truly viable (Leon's Bowser is a terror and Ganondorf has won major tournaments). KKR is currently the outlier in how he's not viable, not just one more heavy in a sea of F-tier heavies.
At this point, I feel like removing the armor on it would almost be a buff.The biggest thing that needs a fix now is Krown in my opinion. It feels slow and sluggish compared to the rest of his kit and I keep repeating it:
having his arm extended his hurtbox is super unneccesary...