Super Smash Bros. Ultimate

Crownerang

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Crownerang
King K Rool Side B SSBU.gif
King K. Rool using Crownerang inUltimate.
UserKing K. Rool
UniverseDonkey Kong

Crownerang (クラウンスロー,Crown Throw) isKing K. Rool'sside special move.

Overview

K. Rool takes his crown off his head and tosses it forward as aprojectile. True to its name, the crown acts like a boomerang. While the crown is in play, King K. Rool will not be able to use the move again until he retrieves it.

During the throw, K. Rool is granted damage-basedarmor to moves dealing less than 12% on frames 6-63, which is distinct from his character-specificBelly Super Armor and is not be confused with it. This armor is cumulative, with the following equation determining if the armor is broken if multiple hits are involved:(Base Damage of prior hits) * 1.2 + (Base Damage of the last hit) > 12%. This means that attacks likeExplosive Flame, despite not having the damage to break the limit with individual hits, can still break the armor if all of them connect, as they deal 14.5% in the eyes of the equation. However, due to floating point errors, attacks likeArm Rotor can still break the armor unexpectedly.

When active, the crown acts as a kind of entity spawninghitboxes rather than a simpleprojectile. Nothing will stop the crown's trajectory outside of reflection; thus, the first hit is negated at worst when colliding with a projectile. This gives it the illusion of having high priority, though the damage it deals still means that a strong projectile is required to actually negate a hit. Thus, due to its "entity" status, even when a hitbox is negated, the crown will still spawn the remaining hitboxes regardless of what happened prior. Naturally, moves with transcendent priority ignore it, such as Wolf'sBlaster. This nature makes Crownerang serve many purposes, such as stage control, setting up traps,juggling, andpunishing camping. Each of these purposes are pivotal to K. Rool's success, ensuring that he can prevent evasive movement, particularly circle camping. Once Crownerang is out, high-level players typically think of it as an "option select" situation: a player will normally have a multitude of opportunities presented by Crownerang's interactions with King K. Rool. He has a surfeit of advanced techniques, the returning crown starts numerous combos, and the trajectory can be used to "box" players in alongside K. Rool's attacks. These all involve a plethora of strong options that can be adapted to on the fly, based on how the opposing player reacts to Crownerang's startup initially.

Crownerang requires good precision to not be punishable. If used from close range, the 26 frame startup — while there's the aforementioned armor from Frame 8 all the way to Frame 63 — makes it very punishable. Players that are close enough can simplyjump over orshield the crown and punish misuse, often taking K. Rool out of the projectile's catch range and causing it to become an item. It's not difficult to jump over,grab him, and abusethrowinvincibility to force the crown back onto his head either, neutralizing the threat completely. As a result, a King K. Rool player should always be using the move from mid- to long-range depending on the matchup to ensure they aren't punished.Neutral attack is a good way to punish jump-in attempts, keeping them in place to allow the returning crown to hit and perform a combo.

The returning hit from Crownerang allows for "pincer" attacks alongside K. Rool himself. By the time it starts returning, K. Rool is actionable, meaning that any stray hit is pure frame advantage.Forward throw,forward aerial,Blunderbuss Kannonballs, and more can also combo into the returning hit for high damage combos. Additionally,neutral attack can notably "lock" the opponent in place, allowing for the crown to return, connect, and finally allow for anup aerial kill confirm or other combos. When used on the ledge alongside the damage-based armor, the returning hit is also notorious for allowing a freemeteor smash withback aerial. All things considered, Crownerang is a staple in King K. Rool's setup game.

As anitem

If K. Rool doesn't retrieve the crown and it hits the floor, it can be picked up as anitem if K. Rool fails to pick it up quickly. As a result, it can also bepocketed, pulled in byGravitational Pull, or abused by other item-related moves. Should this happen, K. Rool will be unable to use the attack again until he regains his crown, or in the case of it beingpocketed, the opponent losing the stock or pulling out the crown. If K. Rool touches the crown in general, he will perform a short, 17 frame uninterruptible animation of him placing it back on his head (unless he is performing another uninterruptible animation, such as another attack,reeling, jumpsquat, shielding; this is referred to as a crown cancel). However, there are roughly 30 frames prior to this that K. Rool can pick it up with no lag. Due to these prior factors, K. Rool is unable to pick up his own crown like a normal throwing item, as any contact will result in the crown being put back on his head; he can pick up a crown from another K. Rool as a throwing item, however. If the crown is thrown by another player, it will act as a normal item, constantly respawning whenever it crosses ablast zone or disappears over time, although it is usually close to K. Rool, often in a way he won't need to put in much effort to find it.

When an opposing player picks up the crown, it's a less-than-ideal—albeit very preventable—situation for the K. Rool player. The crown deals around 9% to King K. Rool and has the same knockback statistics as the special move. However, it does not have the same priority as being thrown by K. Rool anymore, instead being cancelled out by evenBlunderbuss's Kannonballs. Because item throws are generally quite quick and difficult to react to and the crown itself is so strong, it can lead to the opposing player getting strong combos against him. However, there is a myriad of counterplay options available to the K. Rool player that can make retrieving it workable. Hisneutral aerial is the most enticing with ashort hop fast fall, acting as non-committalarmor that can force a crown cancel. While more committal,dash attack can also function in the same way.Shielding orjumping are also serviceable options for playing around the throws.

Instructional quote

Super Smash Bros. UltimateMove ListKing K. Rool (SSBU)Throws his crown like it's a boomerang. Can't be thrown again until it is picked up.

Techniques

King K. Rool jumping into a returning Crown, enabling him to perform Crown Pickup Crown Landing.

King K. Rool's Crownerang, while simple in execution, holds numerousadvanced techniques. These tend to make use of the Crown Pickup animation from execution (with aFAF of 18, which at 0% from a Returning Crown Hit results in +8 hit advantage), which is not to be confused with the animation from the item pickup (with a FAF of 28). These techniques all have unique uses and execution, although they vary in viability. Crownerang's advanced techniques are a mainstay in King K. Rool'smetagame for their strong reward if executed in the right situation, such asKO confirms, combos and massive shifts in game state. However, if executed poorly, they often have severe consequences due to thelag on Crownerang and the animations being abused.

Players looking to make use of K. Rool's technical side tend to lean towards Crown Sliding and Crown Bouncing for their utility inneutral. Many of these techniques abuse the fact that picking up the Crown, regardless of animation type, is considered a special move by the game. As such, techniques such asCrown bouncing can be considered forcedb-reverses andwavebounces, though they have unique caveats that make them distinct, such as the ability to be reversed twice.

Crown canceling

King K. Rool executing a jumpsquat Crown cancel — sometimes called Crown squatting — to perform a neutral aerial. The cancel occurred during the 2nd frame of jumpsquat.

If an "uninterruptible animation" such as an attack is active while K. Rool collides withCrownerang, his head will flash green as the crown appears on his head. If done frame perfectly, there is no flash. This completely skips the crown pickup animations, leaving K. Rool less open forpunishment. Given the broad execution requirement, it is a very common occurrence during play.

Most K. Rool players will attempt to attack or use shield when Crownerang is returning towards them, thus enabling the Crown cancel. The most notable application is when usingneutral attack, as this will initiate a Crown cancel while locking the opponent in place for the returning hit. Crown canceling allows Crownerang's return to be mostly non-committal in a vacuum, though the commitment on K. Rool's moves makes this point questionable. However, having a hitbox or form of protection in use enables far more follow-up potential, as K. Rool is avoiding the 17 frames of lag on Crown Catch, or 27 frames of lag from picking it up as an item. If at a disadvantage, such as beingjuggled, K. Rool players will often land withneutral aerial after using Crownerang thanks to its lowlanding lag, often initiating a Crown cancel.

King K. Rool can usejumpsquat to crown cancel, which is often called Crown squatting. While precise in execution, this allows K. Rool to avoid the pickup lag and ensures he isn't taking unnecessary measures to prevent it. Thus, this can aid significantly in hisneutral game and advantage states. The precise nature often leaves him at a horrible disadvantage should it fail, though. Using jumpsquat to Crown cancel can allow K. Rool to chain Crownerang multiple times, often creating some strong horizontal pressure; however, this is extremely committal and is often only used in the event K. Rool cannot break an opponent's neutral.

The main drawback to crown canceling is that most of K. Rool's moves have worse frame data than the crown catch animation. Ergo, in cases where K. Rool is collecting the crown with an attack unnecessarily, he is usually in a worse position than if he simply picked it up. Thus, in many situations, using the tech that comes with the crown catch animation is arguably more optimal than committing to attacks to initial crown cancels. However, there are exceptions, such as jumpsquat, releasing shield in a vacuum, and the endlag ofBlunderbuss, all of which have strong uses with crown canceling. Plus, having a hitbox out through an attack is situationally more beneficial, protecting K. Rool whilst collecting the crown; this can be most notably seen with long-lasting hitboxes likeneutral aerial. In these situations, the lag is comparable to that of the crown catch.

List of actions that can initiate a Crown cancel

Hard and softlanding lag donot initiate a Crown Cancel, although a move's landing lagwill.

Crown sliding

King K. Rool executing a Regular Crown Slide to perform a Down Smash with the returning crown. This is a frame trap.

If a player executes aninitial dash (includingfoxtrot ordash dance) or a run turnaround intoCrownerang while the move is active, King K. Rool will "slide" while picking it up. Crown sliding has seen significant use in competitive play.Onua was a particularly prolific user in high-level play prior to dropping the character. The technique has multiple variants that can be executed based on the inputs used by the K. Rool player. The technique was originally discovered by ChaosBlasta early intoUltimate's lifespan.

The main benefits to Crown sliding mainly include its ability to enable combos through thejostling mechanics duringhitstun, allowingSmash 4-style interactions. These allow K. Rool to score easygrabs and down tilts in particular, giving him access to the majority of his combo game. Another large benefit is collecting the crown without losing much momentum, meaning he doesn't need to move away from his game plan to continue using it later, which is useful resource management. Crown sliding is affected by modifications to K. Rool'straction, such as on ice stages likeSummit and the respective transformation ofPokémon Stadium 2. In these situations, Crown sliding will make K. Rool travel a significant distance, being able to even attack during the later portion of the slide itself.

Crown sliding has various issues, however. Thelag of the crown catch animation means that during the slide, K. Rool is completely vulnerable. While 17 frames of lag is less than a majority of K. Rool's moveset and the generic optionsUltimate provides, being almost always forced to go forward means that K. Rool is often catapulting himself into attacks if it's executed rashly. Thus, Crown sliding isn't a staple form of movement and should not be seen as a replacement for such.

Regular Crown Slide

The regular Crown Slide is executed through executing arun turnaround when close to the crown. This will have K. Rool go a long distance with his back turned. This makes it useful for getting around the stage while collecting the crown, thanks to its ease of execution. Regular Crown sliding is usually used for enabling combos from Crownerang, such as Crown Slide intograb at 0% (thereby allowing for forward throw to dash attack) or an earlyup tilt at low to mid percentages. Outside of this, however, it is mostly frame traps until around 40%, in which aforward aerial is viable; this is particularly good after using Crownerang from theledge, as forward aerial in this situation will lead to a reversal, though simply jumping over the crown and using back aerial instead is better if it can lead to a KO.

Regular crown sliding, due to having K. Rool's back turned during use, tends to leave him vulnerable if it's being used without a set purpose. With his options limited by being turned around—effectively losing access to hisBelly Super Armor—he lacks much defense when punished withcombos or even general interception. Thus, regular Crown sliding is usually reserved to enabling combos or movement setups in simplified game states.

Forward Crown Slide

By using the C-Stick in the opposite direction within 2 frames of the control stick input, it's possible for K. Rool to go a boosted distance while also facing forward. However, by buffering the action during a turnaround animation, the technique becomes far easier, allowing for practical usage; this method was popularised bySmithers.

This functions as a niche approach option akin to awavedash, though reckless use often leads to a punish. While it has little to no combo utility, its use as an extra boost in movement is more than enough, assisting in pursuing opponents, being less predictable when collecting the Crown, and more. Since theFAF of a Crown Catch is just 18, it is possible to attack while sliding or cancel momentum with some attacks, giving K. Rool some approaches akin topivot cancels.

Reverse Crown Slide

It is possible to reverse a crown slide through inputting the opposite direction right after doing the normal input. In this scenario, K. Rool will do a quick double-pivot, known as a Reverse Crown Slide. This is made far easier with theC-Stick, although it is not required, and using it can occasionally lead to an accidental Forward Crown Slide. If inputted correctly, King K. Rool will slide back roughly the length of his model backwards. The slide's spacing has shown itself to be useful for microspacing,mindgames, and reads, withChad being a common user. Because K. Rool remains facing forward, this tech has more utility in advantageous game states.

Reverse Crown Sliding enables K. Rool'sneutral attack as a true combo at 0% for 33.6% in 1v1, while also generating a tech situation. This is more consistent than a regular Crown slide, while keeping the combo moving forward, allowing for more utility in advantage state. Grabs, forward tilt, and forward smash are also possible, but they are generally considered to be suboptimal due to various inconsistencies.

While safer than a regular Crown slide, reverse Crown slide has some issues. It is possible to execute the forward Crown slide if the c-stick and control stick are pressed together, which has K. Rool catapult forward. As such, it's possible to get the opposite of the desired result. If done too late, the double-pivot effect will also worsen in momentum, thereby making the spacing go from minimal to none at all.

Initial Dash Crown Slide

If an initial dash crown cancel is executed too early or too late, K. Rool will execute a slight crown slide instead. This has niche use withneutral attack as an approach, or a mixup withgrab, but it generally doesn't excel due to how short the slide is. This crown slide is also the only way for K. Rool to go completely backwards; through initial dashing the other way (which also moves the catch searchbox).

Crown bouncing

King K. Rool executing a regular crown bounce.

Crown Bouncing is anadvanced technique exclusive toKing K. Rool'sCrownerang attack. It was discovered by DkDavy[2][3]. While difficult to set up, it's considered to be a powerful movement option for King K. Rool'sneutral game. It occurs due to the Crown Catch and Crown Pickup animations being considered special moves, acting as a forcedB button input for the player in practice. As such, Crown bouncing and its variants are essentiallyb-reverses andwavebounces.

Regular Crown Bounce

A regular Crown bounce is essentially a forcedb-reverse of the Crown Pickup animations. By directing the control stick in the opposite direction just as K. Rool grabs his crown in the air, he will fly in the opposite direction as if he executed a b-reverse. However, he will go further than if he b-reversed Crownerang itself, as picking up the crown influences his aerial drift. This is best used with platforms for movement, as K. Rool will experience nolanding lag or even no impact landing (NIL). This is because picking up the crown reduces K. Rool'sair speed to the point he doesn't even meet the conditions for soft landing; this technique is known asCrown landing. As such, bybuffering actions out of this as K. Rool hits a platform, he will execute them immediately.

Crown Bouncing is also used during recovery in circumstances where it is possible, as it adds another bit of horizontal distance that can be crucial if K. Rool is launched far off-stage. This is because while there is lag, in edgeguard situations, it is far more difficult to intercept than on land. This also allows for buffer options to be performed through the pickup animation, enablingup aerial recovery withouthitstun stopping K. Rool from rising. While opportunities are few and far between, crown bouncing is an important aspect ofrecovery when it's possible.

Reverse Crown Bounce

In a similar manner toCrown sliding, it's possible to execute a reverse crown bounce through utilizing theC-Stick, or a very quick directional input in the opposite direction. This serves as a mixup to reduce the distance a normal Crown Bounce would send a player, as well as ensure K. Rool is facing his opponent. Like the regular crown bounce, this is primarily used for platform movement, but can also be used to space aerials off-stage, most notablyback aerial.

Crown landing

King K. Rool executing the "Crown Pickup" variant of Crown Landing to useCrownerang again. Notice how he snapped into his idle animation.

Crown Landing is anadvanced technique inSuper Smash Bros. Ultimate discovered by Plague von Karma, that allowsKing K. Rool to significantly reduce—or if performed frame-perfectly, completely erase—his landing lag. This is executed in two ways, referred to as the "No Crown" and "Crown Pickup" variants by the playerbase. Crown landing occurs due King K. Rool'sair speed being slowed when picking up the crown or entering the "No Crown" animation. As a result, he does not meet the requirements for softlanding lag, snapping to the idle animation instead.

Crown Catch Crown Landing

To execute the "Crown Pickup" variant, the player must collect K. Rool's crown 35 frames before landing for picking it up as an item, but the Crown Catch animation is far more forgiving, cancelling lag as soon as 18 frames. This will almost always leave the player with either little or even no landing lag, being much more generous—albeit situational—than the "No Crown" variant. The biggest benefit of this is that it gives K. Rool his crown back immediately, allowing him to use Crownerang immediately, enabling a lot of horizontal pressure. In particular, this enables a lot of pressure aroundBattlefield's platforms, as they provide a very safe way of executing this tech.Crown bouncing andCrown jumping are often used alongside this variant to streamlineplatform movement. It is possible to Crown land out of short hop, should K. Rool catch the crown as a projectile.

Crownless / "No Crown" Crown Landing

To execute the "No Crown" variant, the player must input King K. Rool'sside special moveCrownerang while the crown is not on K. Rool's head between 35 and 45 frames before landing. This will have K. Rool land a few frames before the "No Crown" animation ends (which lasts 36 frames), converting into his landing lag in an unnatural way. If done perfectly, this will leave K. Rool with either only one single frame of landing lag (rather than six from the hard landing), or snap him into his idle animation. Thus, it is possible to land and then immediately perform another action. However, the lag that occurs here often makes this punishable. Players oftenwavebounce when executing the tech to reduce the chance of this occurring, though it's unnecessary.

Giant CrownGlitch

When K. Rool throws his crown, and the crown touches solid ground while he is in an egg fromYoshi'sEgg Lay, the crown will become almost as large as Yoshi himself.[4] The crown will retain its massive size even if an opponent holds and throws it as an item, and it will only revert back to normal size if the K. Rool picks up his own crown. The glitch is functionally similar to previous Egg Lay-related glitches, such as the one which increases the size ofJigglypuff under the effects of theregenerating terrain glitch, and a glitch inSmash 4'sMulti-Man Smash that caused giant opponents to turn gargantuan if caught by Egg Lay.

This glitch was fixed in 3.0.0.

Origin

Donkey Kong andDiddy Kong fighting King K. Rool inDonkey Kong Country.

Crownerang is based on King K. Rool's main attack from the final boss fight against him inDonkey Kong Country. In the fight, K. Rool would throw his crown to attack the Kongs, usually to conclude a cycle of other attacks, especially later in it. True to K. Rool's bumbling nature, this attack also provides the only opening for the Kongs to damage him, as he is completely invincible at all other times.

Gallery

  • Crownerang as shown by the Move List in Ultimate.

    Crownerang as shown by the Move List inUltimate.

Names in other languages

LanguageName
Japan Japaneseクラウンスロー,Crown Throw
UK EnglishCrownerang
France FrenchBoomerang royal
Germany GermanKronerang
Spain SpanishCorona bumerán
Italy ItalianCoronerang
China Chinese (Simplified)投掷头冠
Taiwan Chinese (Traditional)投擲頭冠
South Korea Korean크라운 스로,Crown Throw
Netherlands DutchSlingerkroon
Russia RussianКорона-бумеранг

Trivia

  • The Techniques menu falsely states that Crownerang gives K. Rool super armor when he actually only gets damaged-based armor.
  • The Crownerang is the only item produced by fighters that the producer of the item cannot use themselves.

References