Editing King K. Rool (SSBU)

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|game = SSBU
|game = SSBU
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = E+
|ranking = 80
}}
}}
{{Cquote|''King K. Rool Comes Aboard!''|cite=Introduction tagline}}
:{{Cquote|King K. Rool Comes Aboard!|cite=Introduction tagline}}
'''King K. Rool''' ({{ja|キングクルール|Kingu Kurūru}}, ''King K. Rool'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was announced as a [[newcomer]] during the August 8th, 2018 [[Nintendo Direct|Super Smash Bros. Ultimate Direct]] alongside {{SSBU|Simon}}, {{SSBU|Richter}}, {{SSBU|Chrom}}, and {{SSBU|Dark Samus}}. King K. Rool is classified as [[Fighter number|Fighter #67]].
'''King K. Rool''' ({{ja|キングクルール|Kingu Kurūru}}, ''King K. Rool'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was announced as a [[newcomer]] during the August 8th, 2018 [[Nintendo Direct|Super Smash Bros. Ultimate Direct]] alongside {{SSBU|Simon}}, {{SSBU|Richter}}, {{SSBU|Chrom}}, and {{SSBU|Dark Samus}}. King K. Rool is classified as [[Fighter number|Fighter #67]].


Much like {{SSBU|Bowser}}, {{SSBU|Donkey Kong}}, and {{SSBU|Diddy Kong}}, ''Ultimate'' forgoes King K. Rool's voice actor ({{iw|mariowiki|Toshihide Tsuchiya}}), in favor of realistic animal vocals.
As with {{SSBU|Bowser}}, {{SSBU|Donkey Kong}}, and {{SSBU|Diddy Kong}}, ''Ultimate'' forgoes King K. Rool's voice actor ({{iw|mariowiki|Toshihide Tsuchiya}}) in favor of realistic animal vocals.
 
King K. Rool is currently ranked 80th out of 82 on the ''Ultimate'' [[tier list]], in the middle of E+ tier, making him the lowest ranked newcomer. Typical for a super-heavyweight character, King K. Rool possesses a wide arsenal of very powerful, hard hitting attacks, with many of them also having great range. King K. Rool also boasts some of the best endurance in the game - he is the second [[weight|heaviest]] character behind {{SSBU|Bowser}}, which in combination of his unique character-specific perk, [[Belly Super Armor]], high falling speed, and a very long-distanced recovery thanks to [[Propellerpack]], allows him to survive to ludicrously high percentages and utilize [[rage]] very well, especially with his aforementioned powerful attacks.
 
In addition, King K. Rool has a unique and rather versatile moveset. Some of his attacks, such as his neutral attack, up tilt, up smash and up aerial, all have disproportionately quick startup in comparison to other super-heavyweight characters. King K. Rool also has two projectiles, [[Blunderbuss]] and [[Crownerang]], with the former also functioning as a command grab and the latter having damage-based [[armor]], while his down special, [[Gut Check]], functions as a both counter and reflector. These moves alongside Belly Super Armor grant K. Rool unique anti-zoning tools atypical for his weight class. King K. Rool has interesting utility with many of his normals as well - down tilt can [[bury]] his opponents, neutral aerial is an excellent landing - and edgeguarding tool thanks to Belly Super Armor and long-lasting, lingering hitbox, forward aerial has a combination of great power, reach and safety due to relatively low landing lag, up aerial gives a slight vertical momentum and is disproportionately powerful, and back aerial is a very powerful [[meteor smash]]. Finally, King K. Rool has an excellent grab game, all of his grabs have very far reach and he possesses arguably one of the best set of throws in the game, with two of them having great KO potential (up and back throws), one functioning as a burying throw that can setup for KOs (down throw), and one with combo potential at low percentages (forward throw).
 
However, for his many strengths, King K. Rool has several weaknesses. His tall, rotund hurtbox is among the largest in the game, which combined with his gargantuan weight and high falling speed makes King K. Rool very easy to combo. King K. Rool's mobility also leaves a lot to be desired - while his initial dash speed is above average, his actual run speed is poor, and his air speed is also below average. While King K. Rool has relatively fast startup on many of his attacks, a few of them (down tilt, forward smash, down smash and back air) are nevertheless somewhat slow, and almost all of his attacks suffer from a universal flaw - extreme ending lag. Because of the latter, King K. Rool is very susceptible to being whiff punished, while having very few attacks that are safe on shield. The ending lag issue is especially prominent with King K. Rool's aerials - all of his aerials other than his neutral aerial suffer from disproportionately high ending lag, with all of them having total duration of at least 54 frames. This somewhat restricts King K. Rool's air game, as most of his aerials are very punishable if not performed right before landing.
 
Many of King K. Rool's own unique attributes have flaws attached to them. Belly Super Armor only protects his belly and can break akin to a shield break if it takes too much damage. Similarly, Gut Check only protects King K. Rool's belly, making his head and back vulnerable. While Propellerpack grants him a long-ranged recovery, it is slow, very linear, and only protects King K. Rool from above, making his recovery predictable and very exploitable. Crownerang's armor does not protect against strong attacks or grabs, and the crown can also be picked up as an item by other characters. King K. Rool also has very lackluster out of shield options - while his up smash is fast, the initial hit only hits above K. Rool and is very punishable, while his second fastest option, neutral aerial, has a short range, especially behind him. This is further made worse by the fact that King K. Rool is forced to shield relatively often due to his massive hurtbox and below-average mobility. Finally, because of his massive size and limited ledge options, King K. Rool is very susceptible to being ledgetrapped.
 
While King K. Rool is a fairly popular character in lower level and casual play, his high-level representation is quite limited due to his significant flaws and a small playerbase. However, thanks to efforts of dedicated players such as {{Sm|Ben Gold}}, {{Sm|Raphy}}, and most notably, {{Sm|KirbyKid}}, and significant buffs via game updates, King K. Rool has nevertheless gathered a couple of decent results during ''Ultimate's'' lifespan, in spite of his aforementioned issues and low placement on the tier list.


==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with King K. Rool being the 16th character to be unlocked.
*Play [[VS. match]]es, with King K. Rool being the 16th character to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Link}} or anyone in his unlock tree, being the 1st character unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Link}}, being the 1st character in his unlock tree.
*Have King K. Rool join the player's party in [[World of Light]].
*Have King K. Rool join the player's party in [[World of Light]].
With the exception of the third method, King K. Rool must then be defeated on [[Jungle Japes]]. In World of Light, he is fought on [[Pirate Ship]].
With the exception of the third method, King K. Rool must then be defeated on [[Jungle Japes]]. In World of Light, he is fought on [[Pirate Ship]].
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King K. Rool is a character that ostensibly fits the mold of a super [[heavyweight]], being the 2nd heaviest character in the game behind {{SSBU|Bowser}} and possessing a large array of powerful attacks with long range, but with below-average mobility; while his [[falling speed]] and [[gravity]] are noticeably above average, his [[traction]] and [[jump]]ing force are average at best, and he also has the 20th slowest [[air speed]], the 17th slowest [[walk|walking speed]], the 13th slowest [[dash|dashing speed]], and the 8th slowest [[air acceleration]] in the game.
King K. Rool is a character that ostensibly fits the mold of a super [[heavyweight]], being the 2nd heaviest character in the game behind {{SSBU|Bowser}} and possessing a large array of powerful attacks with long range, but with below-average mobility; while his [[falling speed]] and [[gravity]] are noticeably above average, his [[traction]] and [[jump]]ing force are average at best, and he also has the 20th slowest [[air speed]], the 17th slowest [[walk|walking speed]], the 13th slowest [[dash|dashing speed]], and the 8th slowest [[air acceleration]] in the game.


Despite this, King K. Rool's initial dash has above-average speed, which gives him a great [[dash dance]] and [[foxtrot]], the latter of which partially alleviates his sluggish grounded mobility. However, he has some characteristics that notably set him apart from his heavyweight peers; he has a wide variety of versatile moves, access to two conventional projectiles, a long-distanced [[recovery]], and other valuable techniques that aid his playstyle in regard to focusing on punishing mistakes and zoning against horizontal approaches.
Despite this, King K. Rool's initial dash has above-average speed, which gives him a great [[dash dance]] and [[foxtrot]], the latter of which partially alleviates his sluggish grounded mobility. However, he has some characteristics that notably set him apart from his heavyweight peers; he has a wide variety of moves that serve multiple utilities, access to two conventional projectiles, a long-distanced [[recovery]], and other valuable techniques that aid his playstyle in regard to focusing on punishing mistakes and zoning against horizontal approaches.


King K. Rool's greatest strength is the immense utility of his moveset. Though many of his attacks are typical of super-heavyweights, he also has attacks that exchange brute strength (though most of them are still powerful) for unique attributes that contribute to his punish-focused playstyle. This is best shown through his character-specific perk, [[Belly Super Armor]]: attacks with this property gain short periods of this [[super armor]], which can block incoming attacks during their duration. This mechanic gives him an advantage that allows him to win more exchanges than he would normally. Additionally, it affects a large amount of his moves, granting more safety on moves such as his {{Mvsub|King K. Rool|SSBU|forward tilt}} and {{Mvsub|King K. Rool|SSBU|dash attack}} to break through projectiles or difficult to punish attacks. As a result, Belly Super Armor heavily helps his approach and general disadvantage.
King K. Rool's greatest strength is the immense utility of his moveset. Though many of his attacks are typical of super-heavyweights, he also has attacks that lack brute strength (though most of them are still powerful) in exchange for unique attributes that contribute to his punish-focused playstyle. This is best shown through his character-specific perk, [[Belly Super Armor]]: attacks with this property gain short periods of this [[super armor]], which can block incoming attacks during their duration. This mechanic gives him an advantage that allows him to win more exchanges than he would normally. Additionally, it affects a large amount of his moves, granting more safety on moves such as his {{Mvsub|King K. Rool|SSBU|forward tilt}} and {{Mvsub|King K. Rool|SSBU|dash attack}} to break through projectiles or difficult to punish attacks. As a result, Belly Super Armor heavily helps his approach and defense.


Alongside the utility of his Belly Super Armor, King K. Rool has effective grounded attacks. His {{Mvsub|King K. Rool|SSBU|neutral attack}} has good range and high speed, making it reliable as a quick get-off-me option. It is also tied with {{SSBU|Incineroar}}, {{SSBU|Ike}}, and {{SSBU|Wario}}'s neutral attacks as the third most damaging non-infinite neutral attack in the game, and leads into a tech situation at low to mid percentages. His tilts are very effective; for example, {{Mvsub|King K. Rool|SSBU|up tilt}} comes out very quickly, deals respectable damage and knockback during its initial frames, and has enough range to hit platforms above K. Rool while also being slightly disjointed due to his punching arm being intangible for its duration. This can also be used to anti-air or prevent approaches from characters such as {{SSBU|Lucina}} and {{SSBU|Roy}}. It is also the most reliable move out of {{Mvsub|King K. Rool|SSBU|down throw}}, becoming a true combo from around 120% and reliably [[KO]]ing most characters at such percents if near the ledge.
Alongside the utility of his Belly Super Armor, King K. Rool has effective grounded attacks. His {{Mvsub|King K. Rool|SSBU|neutral attack}} has good range and quick speed, making it reliable as a quick spacing option. It is also tied with {{SSBU|Incineroar}}, {{SSBU|Ike}} and {{SSBU|Wario}}'s neutral attacks as the third most damaging non-infinite neutral attack in the game, and leads into a tech situation at low to mid percentages. His tilts are very effective; for example, {{Mvsub|King K. Rool|SSBU|up tilt}} comes out very quickly, deals respectable damage and knockback during its beginning frames, and has enough range to hit platforms above K. Rool while also being slightly disjointed due to his punching arm being intangible for its duration. This can also be used to anti-air or prevent approaches from characters such as {{SSBU|Lucina}} and {{SSBU|Roy}}. It is also the most reliable move out of {{Mvsub|King K. Rool|SSBU|down throw}}, becoming a true combo from around 120% and reliably [[KO]]ing most characters.


{{Mvsub|King K. Rool|SSBU|Down tilt}} can [[bury]] grounded opponents or KO airborne ones, making it a potent punishment option. It also works at the ledge as a ledgehang punish or 2-frame option, and has a large shockwave hitbox that notably extends its range. His aforementioned forward tilt grants him Belly Super Armor as early as frame 5, has excellent range, can be angled up or down (with latter capable of being used as a ledge hang punish or 2-frame option), and is among the most powerful of its kind. Finally, his dash attack is also equipped with Belly Super Armor, has fast startup, a long-lasting, large hitbox, and is exceptionally strong, being a very potent, powerful burst option that can go through variety of attacks.
{{Mvsub|King K. Rool|SSBU|Down tilt}} can [[bury]] grounded opponents or KO airborne ones, making it a potent punishment option. It also works at the ledge as a ledgehang punish or 2-frame option, and has a large shockwave hitbox that notably extends its range. His earlier mentioned forward tilt grants him Belly Super Armor as early as frame 5, has excellent range, can be angled up or down (with latter capable of being used as a ledge hang punish or 2-frame option), and is a very strong KO move. Finally, his dash attack is also equipped with Belly Super Armor, has fast startup, a long-lasting, large hitbox and is very powerful, being a very potent, powerful burst option that can go through variety of attacks.


All of his [[smash attacks]] are incredibly powerful, and coupled with their unique traits and the belly armor on his up and down smashes, allow for very effective punishment. {{Mvsub|King K. Rool|SSBU|Forward smash}} deals heavy knockback regardless of where it hits, especially if angled upwards. It also confirms out of a down tilt bury at 70%, KOing the opponent provided they are not too far from the ledge. {{Mvsub|King K. Rool|SSBU|Up smash}} functions as a quick anti-air, is extremely strong for its speed, and also has a small [[meteor smash]] hitbox in addition to a third hitbox that punishes grounded foes. However, only the first is really useful as the other two are weak and largely ineffectual. {{Mvsub|King K. Rool|SSBU|Down smash}} deals massive shield damage and lifts K. Rool's entire body off the stage from frame 4, allowing it to dodge most ground-hugging moves and makes it his best hard punish option considering its immense strength. Overall, his smash attacks are all formidable for hard punishes. Both up and down smash are equipped with Belly Super Armor, which is especially useful in the case of down smash as it allows it to punish more attacks than similar moves such as {{SSBU|Ridley}} and Incineroar's respective down smashes could.
All of his [[smash attacks]] are incredibly powerful, and coupled with their unique traits and the belly armor on his up and down smashes, allow for very effective punishment. {{Mvsub|King K. Rool|SSBU|Forward smash}} deals heavy knockback regardless of where it hits, especially if angled upwards. It also confirms out of a down tilt bury at 70%, usually KOing the opponent. {{Mvsub|King K. Rool|SSBU|Up smash}} functions as a quick anti-air, and it also has a small [[meteor smash]] hitbox in addition to a third hitbox that punishes grounded foes. However, only the first is really useful as the other two are weak. {{Mvsub|King K. Rool|SSBU|Down smash}} deals massive shield damage and lifts K. Rool's entire body off the stage from frame 4, allowing it to dodge most ground-hugging moves and makes it his best hard punish option. Overall, his smash attacks are all formidable for hard punishes. Both up and down smash are equipped with Belly Super Armor, which is especially useful in the case of down smash as it allows it to punish more attacks than similar moves such as {{SSBU|Ridley}} and Incineroar's respective down smashes could.


His aerials are also fairly unique in their utility. {{Mvsub|King K. Rool|SSBU|Neutral aerial}} grants the longest duration of belly armor in K. Rool's moveset, making it a reliable combo breaker or landing tool to prevent juggling. Neutral aerial also has very low landing lag, allowing it to combo into moves such as neutral attack, up tilt, dash grab, and dash attack, the latter in particular being a KO confirm at certain percentages. The move's long-lasting, lingering hitbox and Belly Super Armor makes it a very effective edgeguarding tool, as it can negate a variety of recovery moves and gimp most opponents with ease. King K. Rool's {{Mvsub|King K. Rool|SSBU|forward aerial}} is arguably his best move overall, being a cornerstone for his neutral game. It has amazing range, hits exceptionally hard, and because of its low landing lag, it is safe on shield and is his best combo starter at low percentages. This gives the move a extreme utility as a neutral tool, KO move, combo starter, decent air-to-air option against some characters, as a potent albeit situational edgeguard option, for catching jumps and even as an occasional punish out of his burying moves. Forward aerial also deals non-[[tumble]] [[hitstun]] at 0%, allowing him to confirm into a grab.
His aerials are also fairly unique in their utility. {{Mvsub|King K. Rool|SSBU|Neutral aerial}} grants the longest duration of belly armor in K. Rool's moveset, making it a reliable combo-breaker or landing tool to prevent juggling. Neutral aerial also has very low landing lag, allowing it to combo into moves such as neutral attack, up tilt, or at higher percentages, dash grab and dash attack, the latter in particular being a KO confirm at certain percentages. The move's long-lasting, lingering hitbox and Belly Super Armor makes it a very effective edgeguarding tool, as it can go through a variety of recovery moves and gimp the opponent that way. King K. Rool's {{Mvsub|King K. Rool|SSBU|forward aerial}} is arguably his best move overall, being a cornerstone for his neutral game. It has amazing range, hits exceptionally hard, and because of its low landing lag, it is safe on shield and is his best combo starter at low percentages. This gives the move a ton of utility as a neutral spacing tool, KO move, combo starter, decent air-to-air option against some characters, as a decent although situational edgeguard option, for catching jumps and even as an occasional punish out of his burying moves. Forward aerial also deals non-[[tumble]] [[hitstun]] at 0%, confirming a grab.


{{Mvsub|King K. Rool|SSBU|Up aerial}} is a very unorthodox move with a surprisingly high amount of utility. It has quick start-up, a very long-lasting hitbox, and excellent KO power, while also working as a good platform movement out of a short hop. This is most effective when platforms are low, such as on {{SSBU|Battlefield}}; it can also be used as a situational third jump while recovering, stalling K. Rool in the air while allowing it to potentially cancel out projectiles thrown at him. Because of the Belly Super Armor, long-lasting hitbox and the fact that K. Rool does not perform the slight jump while in hitstun, it can be used as a situational combo breaker. {{Mvsub|King K. Rool|SSBU|Down aerial}} and {{Mvsub|King K. Rool|SSBU|back aerial}} are [[meteor smash]]es, with the former coming out relatively fast and being a potent combo starter and 2-frame punish, and while the latter is very slow, it is also one of the strongest meteor smashes in the game. King K. Rool's back aerial also creates a wall of hitboxes behind him as a sourspot (which is also extremely powerful and can KO as early as 75%) covers his entire arm. His up and down aerials utilize belly armor, but their utility is situational due to their hitboxes being separated from K. Rool's belly. His neutral, forward, and back aerials are also relatively safe on shield, which is unusual for a super-heavyweight character. All in all, each of King K. Rool's aerials possess respectable utility and are overall considered to be his best moves.
{{Mvsub|King K. Rool|SSBU|Up aerial}} is a very unorthodox move with a surprisingly high amount of utility. It has good start-up, a very long-lasting hitbox, and excellent KO power, while also working as a good platform movement out of a short hop. This is most effective when platforms are low, such as on {{SSBU|Battlefield}}; it can also be used as a situational third jump while recovering, stalling K. Rool in the air while allowing it to potentially cancel out projectiles thrown at him. Because of the Belly Super Armor, long-lasting hitbox and the fact that K. Rool does not perform the slight jump while in hitstun, it can be used as a situational combo breaker. {{Mvsub|King K. Rool|SSBU|Down aerial}} and {{Mvsub|King K. Rool|SSBU|back aerial}} are [[meteor smash]]es, with the former coming out relatively fast; and while the latter is very slow, it is also one of the strongest meteor smashes in the game. King K. Rool's back aerial also creates a wall of hitboxes behind him as a sourspot covers his entire arm. His up and down aerials utilize belly armor, but their utility is situational due to their hitboxes being separated from K. Rool's belly. His neutral, forward, and back aerials are also safe on shield, which is unusual for a super-heavyweight character. All in all, each of King K. Rool's aerials possess respectable utility.


His [[special move]]s have a wide array of uses as well, with several efficient [[projectile]]s; the [[Blunderbuss]] is useful for edgeguarding purposes (such as forcing a situation where the opponent has to recover low, allowing for a down aerial) and throws out a Kannonball that can be sucked back in and aimed in a few directions. The Blunderbuss can also act as a command grab, sucking in opponents and shooting them out in different directions, with the forward reshoot in particular sporting very high knockback. The suction of the Blunderbuss is an effective ledge-trapping tool, especially on stages with platforms. Since K. Rool can drop through platforms while still having slight control over his movement, he can limit the opponent's options to effectively escape the ledge.
His [[special move]]s have a wide array of uses as well, with several efficient [[projectile]]s; the [[Blunderbuss]] is useful for edgeguarding purposes (such as forcing a situation where the opponent has to recover low, allowing for a down aerial) and throws out a Kannonball that can be sucked back in and aimed in a few directions. The Blunderbuss can also act as a command grab, sucking in opponents and shooting them out in different directions, with the forward reshoot in particular sporting very high knockback. The suction of the Blunderbuss is an effective ledge-trapping tool, especially on stages with platforms. Since K. Rool can drop through platforms while still being able to move slightly, he can limit the opponent's options to get out of the ledge.


The vacuum animation can also be delayed and is very quick to come out if a Kannonball is in play, allowing King K. Rool to easily mix up the timings. [[Crownerang]] is a very versatile tool that covers a large distance and grants him damage-based [[armor]] throughout the majority of its duration, and the late hit can set up combos or even straight up confirm kills into numerous moves. It has high priority that beats out most projectiles, and the armor allows K. Rool to tank numerous attacks, making the move very threatening in some matchups. The pick-up animation also has some ways to be canceled, which can be adapted into the player's gameplan.
The vacuum animation can also be delayed and is very quick to come out if a Kannonball is in play, allowing King K. Rool to easily mix up the timings. [[Crownerang]] is a very versatile tool that covers a large distance and grants him damage-based [[armor]] throughout the majority of its duration, and the late hit can set up combos or even straight up confirm kills into numerous moves. It has high priority that beats out most projectiles, and the armor allows K. Rool to tank numerous attacks, making the move very threatening in some matchups. The pick-up animation also has some ways to be canceled, which can be adapted into the player's gameplan.


Furthermore, King K. Rool has immense durability: between his extreme weight, above-average falling speed, his Belly Super Armor on various moves, and his heavy armor on Crownerang, King K. Rool has some of, if not the best longevity in the game; it is not uncommon for him to sustain more than 200% damage. Additionally, his up special move, [[Propellerpack]], travels a remarkable distance for a heavyweight and is infamously hard to intercept vertically due to its respectably disjointed hitbox. This can be used to poke opponents on the ledge, then jump up with a forward or up aerial to regain advantage. It can also situationally be used to catch opponents near the ceiling to steal a stock, most notably on high recovery routes.
Furthermore, King K. Rool has immense durability: between his extremely heavy weight, above-average falling speed, his Belly Super Armor on various moves and his heavy armor on Crownerang, King K. Rool has some of, if not the best longevity in the game; it is not uncommon for him to sustain more than 200% damage. Additionally, his up special move, [[Propellerpack]], goes a remarkable distance for a heavyweight and is infamously hard to intercept vertically due to its respectable disjointed hitbox. This can be used to poke opponents on the ledge, then jump up with a forward or up aerial to regain advantage. It can also situationally be used to catch opponents near the ceiling to steal a stock, most notably on high recovery routes.


King K. Rool also has one of the best grab games among the entire cast. Each of his grabs have very long ranges and 3 active frames, while his throws boast a mix of high damage outputs and/or respecttable utility. King K. Rool's {{Mvsub|King K. Rool|SSBU|up throw}} is almost identical to Incineroar's equivalent throw aesthetically, but is somewhat different mechanically: it involves him jumping toward the upper blast zone quickly and, as a result, can result in him landing on a platform after he descends. It is the most damaging throw in the entire game, dealing almost 20% if the 1v1 multiplier is enabled, making it a very effective damage racking tool. It also leaves the opponent in a juggling situation. It is also one of the strongest up throws in the game, and with help of platforms it can KO even earlier. King K. Rool's {{Mvsub|King K. Rool|SSBU|back throw}} is a similarly powerful throw with fantastic KO potential near the ledge, which becomes even more potent with [[rage]]. It also sends the opponent at a [[semi-spike]] angle, setting up for potentially deadly edgeguards even when it fails to KO.
King K. Rool also has one of the best grab games among the entire cast. Each of his grabs have very long ranges and 3 active frames, while his throws boast a mix of high damage outputs and/or respecttable utility. King K. Rool's {{Mvsub|King K. Rool|SSBU|up throw}} is almost identical to Incineroar's equivalent throw aesthetically, but is somewhat different mechanically: it involves him jumping toward the upper blast zone quickly and, as a result, can result in him landing on a platform after he descends. It is the most damaging throw in the entire game, dealing almost 20% if the 1v1 multiplier is enabled, making it a very effective damage racking tool. It also leaves the opponent in a juggling situation. It is also one of the strongest up throws in the game, and with help of platforms it can KO much earlier. King K. Rool's {{Mvsub|King K. Rool|SSBU|back throw}} is a very strong throw with great KO potential near the ledge, which becomes even more potent with [[rage]]. It also sends the opponent in a very low angle, setting up for potentially deadly edgeguards even when it fails to KO.


At higher percentages, King K. Rool's notorious {{Mvsub|King K. Rool|SSBU|down throw}} can lead into various mixups with tilts, up smash or aerials depending on the opponent's mash speed. Most notably, he can create a 50/50 situation at around 80%-100% with the throw - up smash covers mashing, allowing him to hit the opponent before they mash out and net a KO, or if they decide not to mash, forward smash will KO them. In addition to this, dash attack or up tilt are reliable options at higher percentages, allowing K. Rool to straight up KO with the throw starting from 120%-140%. {{Mvsub|King K. Rool|SSBU|Forward throw}} does decent damage, can help put an opponent offstage and in a disadvantageous position, and leads into a dash attack for a true combo until around 20%. Once this is out of range, it is great for setting up edgeguards. With all of this, K. Rool is always able to deal significant damage if he lands a grab, and is able to KO with his throws earlier than almost every character in the game to the point where he gets a huge chunk of his KOs with his grabs. All of this is made even more effective with his excellent grab range; combined with his effective initial dash, this can allow for a string of grabs that strongly deters shielding.
At higher percentages, King K. Rool's notorious {{Mvsub|King K. Rool|SSBU|down throw}} can lead into various mixups with tilts, up smash or aerials depending on the opponent's mash speed. Most notably, he can create a 50/50 situation at around 80%-100% with the throw - up smash covers mashing, allowing him to hit the opponent before they mash out and net a KO, or if they decide not to mash, forward smash will KO them. In addition to this, dash attack or up tilt are reliable options at higher percentages, allowing K. Rool to straight up KO with the throw starting from 120%-140%. {{Mvsub|King K. Rool|SSBU|Forward throw}} does decent damage, can help put an opponent offstage and in a disadvantageous position, and lead into a dash attack for a true combo until around 20%. Once this is out of range, it is great for setting up edgeguards. With all of this, K. Rool is always able to do a lot of damage if he lands a grab, and is able to KO with his throws earlier than practically any character in the game to the point where he gets a huge chunk of his KOs with his grabs. All of this is made even more effective with his excellent grab range; combined with his effective initial dash, this can allow for a string of grabs that strongly deters shielding.


King K. Rool has access to a large amount of [[Advanced technique#King K. Rool|advanced technique]]s. These techniques assist with movement, mixups, and even enable combos. As a result, he is a rather technical fighter that can be rewarding to a player looking for a simple character with a high learning curve. They are all somewhat practical and reward creative use, allowing players to build interesting playstyles of their own. This makes him easily accessed at a low level, while still being usable on a higher level of play. As long as the player is aware of the options that the design of these techs provide, King K. Rool will reward them for it.
King K. Rool has access to a large amount of [[Advanced technique#King K. Rool|advanced technique]]s. These techniques assist with movement, mixups, and even enable combos. As a result, he is a rather technical fighter that can be rewarding to a player looking for a simple character with a high learning curve. They are all somewhat practical and reward creative use, allowing players to build interesting playstyles of their own. This makes him easily accessed at a low level, while still being usable on a higher level of play. As long as the player is aware of the options that the design of these techs provide, King K. Rool will reward them for it.


However, King K. Rool's numerous advantages are also met with several weaknesses. His below-average mobility spells trouble for him in certain matchups, and can make him easier to zone. Blunderbuss Kannonballs are slow to set up, and while they can occupy space well, fast characters can easily ignore it if they are even remotely close to him. Crownerang is also somewhat slow, although the crown is a fairly powerful item that opponents can use to rack up damage very quickly. [[Gut Check]] is generally inferior to other counterattacks due to having a hitbox only on his stomach, while having significantly higher endlag than most reflectors (around 30 frames if it fails), making it unreliable. This endlag makes it almost meaningless against some projectiles, such as {{Mvsub|Mega Man|SSBU|neutral attack|poss=y}}.
However, King K. Rool's numerous advantages are also met with several glaring and exploitable weaknesses. His below-average mobility spells trouble for him in certain matchups, and can make him easier to zone. Blunderbuss Kannonballs are slow to set up, and while they can occupy space well, fast characters can ignore it if they are already remotely close. Crownerang is also slow and can backfire very hard when missed, since the crown is a fairly powerful item that opponents can use to rack up damage very quickly. [[Gut Check]] is generally inferior to other counterattacks due to having a hitbox only on his stomach, while having significantly higher endlag than most reflectors (around 30 frames if it fails), making it unreliable. This endlag makes it almost meaningless against some projectiles, such as {{Mvsub|Mega Man|SSBU|neutral attack|poss=y}}.


King K. Rool's extreme weight, very large hurtbox, and above-average falling speed make him seriously vulnerable to combos, and while his Belly Super Armor can help alleviate this, it's not completely foolproof: if K. Rool takes 36.02% of total damage to his armor over a short period of time, he will suffer a pseudo-[[shield break]] and be rendered immobile until his belly armor recovers. It also replenishes only 0.3% per second, making abuse quite difficult. Its limited HP punishes abuse of this mechanic if used frequently. Although it is hard to break in most matchups, it is certainly possible especially against other heavyweights with strong attacks, such as Bowser and {{SSBU|Ganondorf}}.
King K. Rool's extreme weight, very large hurtbox, and above-average falling speed make him extremely vulnerable to combos, and while his Belly Super Armor can help alleviate this, it's not completely foolproof: if K. Rool takes 36.02% of total damage to his armor over a short period of time, he will suffer a pseudo-[[shield break]] and be rendered immobile until his belly armor recovers. It also replenishes only 0.3% per second, making abuse quite difficult. Its limited HP punishes abuse of this mechanic if used frequently. Although it is hard to break in most matchups, it is certainly possible especially against other heavyweights with strong attacks, such as Bowser and {{SSBU|Ganondorf}}.


However, its effectiveness varies depending on whether clashing against his attacks is actually worthwhile. The HP system of Belly Armor makes it quite exploitable and can occasionally act as a liability for survival, forcing him to rely more on non-armored moves when it's about to break. Additionally, due to their brief duration, his belly armor attacks are more reliable on quick, single-hit moves than long, multi-hitting attacks. The utility of Belly Super Armor as a combo breaker is also limited by its relative slowness to come out, being active from frame 6 on neutral and up aerial. K. Rool's other options to escape combos in the air are similarly limited; his air dodge is slower than most of the cast, starting at frame 4, and Gut Check, which also makes him intangible at frame 4 and can heavily punish reckless opponents, is in turn very vulnerable to staggered pressure, especially when used carelessly.  
However, its effectiveness varies depending on whether clashing against his attacks is actually worthwhile. The HP system of Belly Armor makes it quite exploitable and can occasionally act as a liability for survival, forcing him to rely more on non-armored moves when it's about to break. Additionally, due to their brief duration, his belly armor attacks are more reliable on quick, single-hit moves than long, multi-hitting attacks. The utility of Belly Super Armor as a combo breaker is also limited by its relative slowness to come out, being active from frame 6 on neutral and up aerial. K. Rool's other options to escape combos in the air are similarly limited; his air dodge is slower than most of the cast, starting at frame 4, and Gut Check, which also makes him intangible at frame 4 and can heavily punish reckless opponents, is in turn very vulnerable to staggered pressure, especially when used carelessly.  


Though a lot of King K. Rool's moves have decent start-up, especially for a super heavyweight, an equal amount of them suffer from very high ending lag, which means that King K. Rool gets easily punished if he fails to connect his attacks. Despite the wide array of tools he has at his disposal, he lacks many moves that can simply be thrown out quickly, as many of his attacks are punishable or force him to use up his belly armor. This ironically makes his [[approach]] ineffective despite the sheer amount of different, fast attacks he has; few of his attacks can maintain pressure without being exploited, and the lag can make moves like forward tilt a neutral reset at best. King K. Rool is also vulnerable to being pressured and rushed down due to a poor out-of-shield game; his up smash cannot be used out of shield in most matchups, as the headbutt (which comes out on frame 6) only hits directly above him, while the later plank hitboxes are weak and slow to come out and he is wide open if it's shielded.
Though a lot of King K. Rool's moves have decent start-up, especially for a super heavyweight, an equal amount of them suffer from very high ending lag, which means that King K. Rool gets easily punished if he fails to connect his attacks. Despite the wide array of tools he has at his disposal, he lacks many moves that can simply be thrown out quickly, as many of his attacks are punishable or force him to use up his belly armor. This ironically makes his [[approach]] ineffective despite the sheer amount of different, fast attacks he has; few of his attacks can maintain pressure without being exploited, and the lag can make moves like forward tilt a neutral reset at best. King K. Rool is also vulnerable to being pressured and rushed down due to a poor out-of-shield game; his up smash is hard to use out of shield in most matchups, as the headbutt (which comes out on frame 6) only hits directly above him, while then later plank hitboxes are weak and slow to come out.


King K. Rool's neutral aerial, his fastest and most reliable out of shield option, has poor range, especially behind him, only covering his belly, and is unsafe on hit at low percents. As a result, K. Rool is particularly vulnerable to characters that can cross-up his shield easily, since he effectively has no option to punish this kind of approach and has to resort to retreating or jumping away. Finally, even his amazing grab game has some flaws, mainly due to the low knockback scaling of his throws: forward throw is unable to KO at realistic percentages, up throw requires platforms to KO effectively and is too laggy to have true followups, back throw loses a lot of its KO power if used center-stage due to its low knockback growth, and down throw's extensive mixups and KO confirms more often than not require reads to be effective. It is also affected by the [[bounce glitch]], which adds even more inconsistency to the move.
King K. Rool's neutral aerial, his fastest and most reliable out of shield option, has poor range, especially behind him. As a result, K. Rool is particularly vulnerable to characters that can cross-up his shield easily, since he effectively has no option to punish this kind of approach and has to resort to retreating or jumping away. Finally, even his amazing grab game has some flaws: forward throw is unable to KO at realistic percentages, up throw requires platforms to KO effectively and is too laggy to have true followups, back throw loses a lot of its KO power if used center-stage due to its low knockback growth, and down throw's extensive mixups and KO confirms more often than not require reads to be effective. It is also affected by the [[bounce glitch]], which adds even more inconsistency to the move.


Additionally, King K. Rool's air game can overall be seen as mediocre. Although his aerials are generally very potent moves and have interesting attributes, including two meteor smashes and armor on some of them, all of these moves (apart from his neutral aerial) suffer from one fatal flaw—very high ending lag in the air—making many of them somewhat situational, and forcing K. Rool to land with the moves to minimize the ending lag in the air. His down aerial's meteor smash hitbox only lasts for two frames and the move itself has high ending lag, making the potential punishes off of it very situational. His up aerial has extreme ending lag (the highest of any aerial in the game), preventing King K. Rool from acting even after a jump (though platforms can alleviate this), making it somewhat risky to use high up in the air. While his back aerial is very strong and has a lingering hitbox, it has very high start-up lag, which makes it easy to stuff out especially with its lack of armor or intangibility, and it additionally has a very weak sourspot that doesn't KO at reasonable percents, making it somewhat inconsistent.
Additionally, King K. Rool's air game can overall be seen as mediocre. Although his aerials are generally very potent moves and have interesting attributes, including two meteor smashes and armor on some of them, all of these moves (apart from his neutral aerial) suffer from one fatal flaw—very high ending lag in the air—making many of them somewhat situational, and forcing K. Rool to land with the moves to minimize the ending lag in the air. His down aerial's meteor smash hitbox only lasts for two frames and the move itself has high ending lag, making the potential punishes off of it very situational. His up aerial has extreme ending lag (the highest of any aerial in the game), preventing King K. Rool from acting even after a jump (though platforms can alleviate this), making it somewhat risky to use high up in the air. While his back aerial is very strong and has a lingering hitbox, it has very high start-up lag, which makes it easy to stuff out especially with its lack of armor or intangibility, and it additionally has a very weak sourspot, making it somewhat inconsistent.


Additionally, none of King K. Rool's aerials autocancel in a short hop. His forward and back aerials require a full hop double jump to autocancel, while up aerial does not autocancel without being very high up. The high ending lag of his aerials makes fast-falling them offstage extremely risky, as it is possible to self-destruct before even getting a chance to recover, which depletes edgeguarding options. Due to the high overall lag of his aerials, K. Rool is unable to juggle for extended periods of time, and his aerial game is mostly constrained to a reactive playstyle. K. Rool's slow aerial mobility further hampers his aerial capacity, and his massive hurtbox makes him a very easy target if in the air, giving him a limited air game, making his playstyle generally more grounded.
Additionally, none of King K. Rool's aerials autocancel in a short hop. His forward and back aerials require a full hop double jump to autocancel, while up aerial does not autocancel without being very high up. The high ending lag of his aerials makes fast-falling them offstage extremely risky, as it is possible to self-destruct before even getting a chance to recover, which depletes edgeguarding options. Due to the high overall lag of his aerials, K. Rool is unable to juggle for extended periods of time, and his aerial game is mostly constrained to a reactive playstyle. K. Rool's slow aerial mobility further hampers his aerial capacity, and his massive hurtbox makes him a very easy target if in the air, giving him a limited air game, making his playstyle generally more grounded.
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[[Crownerang]], while a very strong move on its own, is flawed in many ways. If an opponent picks up the crown after it has been thrown, it leaves him without one of his best tools. The crown can actually be used to edgeguard against [[Propellerpack]], or it can be thrown up to keep it from respawning. It is also very possible for opponents to combo with the crown, or pick it up again after throwing it, with very little counterplay available. The player must adopt an entirely different playstyle while the crown is on the field, or else risk losing a stock. As the pick-up animation takes 17 frames to complete, this also means that it can interrupt crucial combos, leading to the opponent getting away and resetting to neutral. While this is alleviated slightly through tech, it does not help a lot.
[[Crownerang]], while a very strong move on its own, is flawed in many ways. If an opponent picks up the crown after it has been thrown, it leaves him without one of his best tools. The crown can actually be used to edgeguard against [[Propellerpack]], or it can be thrown up to keep it from respawning. It is also very possible for opponents to combo with the crown, or pick it up again after throwing it, with very little counterplay available. The player must adopt an entirely different playstyle while the crown is on the field, or else risk losing a stock. As the pick-up animation takes 17 frames to complete, this also means that it can interrupt crucial combos, leading to the opponent getting away and resetting to neutral. While this is alleviated slightly through tech, it does not help a lot.


King K. Rool's recovery, while effective in theory, is very exploitable by the majority of the roster. Propellerpack is very linear, and a knowledgeable player can edgeguard him for long periods of time. It is immensely slow, and moving around with it reduces the vertical speed and leaves strong momentum, which can lead to a self-destruct if not accounted for. The hitbox does not cover him horizontally at all, and as he cannot cancel the animation, he always has to commit to it. He is usually forced to recover low, which is extremely dangerous due to how many characters have their own unique ways to beat out Propellerpack. Characters such as {{SSBU|Piranha Plant}} and {{SSBU|Villager}} have moves ([[Ptooie]] and {{Mvsub|Villager|SSBU|forward smash}} respectively in this case) that can also counteract the vertical hitbox.
King K. Rool's recovery, while effective in theory, is very exploitable by many characters. Propellerpack is very linear, and a knowledgeable player can edgeguard him for long periods of time. It is immensely slow, and moving around with it reduces the vertical speed and leaves strong momentum, which can lead to a self-destruct if not accounted for. The hitbox does not entirely cover him horizontally, and as he cannot cancel the animation, he has to commit to it. He is usually forced to recover low, which is extremely dangerous due to how many characters have their own unique ways to beat him here. Characters such as {{SSBU|Piranha Plant}} and {{SSBU|Villager}} have moves ([[Ptooie]] and {{Mvsub|Villager|SSBU|forward smash}} respectively in this case) that can also counteract the vertical hitbox.


Propellerpack also leaves him very vulnerable to [[stage spike]]s, though [[LSI]] greatly alleviates this and allows him to [[tech]] to unreasonable percentages. The move can be angled to try and prevent this, though K. Rool usually will not recover without taking a large amount of damage. K. Rool also has very few ledge options; his only unique one is [[forward aerial]], which requires frame-perfect precision to ledgesnap. Other than this, his ledge options are very limited—even Crownerang is too laggy to be used from the ledge reliably—and thus many characters can keep him there for a long time before finally KOing him.
Propellerpack also leaves him very vulnerable to [[stage spike]]s, though [[LSI]] greatly alleviates this and allows him to [[tech]] to unreasonable percentages. The move can be angled to try and prevent this, though K. Rool usually will not recover without taking a large amount of damage. K. Rool also has very few ledge options; his only unique one is [[forward aerial]], which requires frame-perfect precision to ledgesnap. Other than this, his ledge options are very limited—even Crownerang is too laggy to be used from the ledge reliably—and thus many characters can keep him there for a long time before finally KOing him.
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==Update history==
==Update history==
King K. Rool received a mix of buffs, nerfs and glitch fixes via game updates, but was significantly buffed overall. In response to his early metagame perceptions, update 2.0.0 shortened [[Blunderbuss]]' vacuum duration and decreased the horizontal range of [[Propellerpack]]'s hitbox, the latter of which would previously hit opponents on the edge from noticeably far away. The most notable change, however, was to down throw: its [[bury]] duration's scaling was changed to be less effective at low percentages, but more effective at high percentages. While the former two are direct nerfs, they did not significantly impact his playstyle. While originally considered to be a significant nerf, King K. Rool proved to benefit from the change to his down throw, as the popularization of forward throw to dash attack made the early percentage usage obsolete, and the higher scaling allowed for down throw to up tilt to be a reliable KO confirm beginning around 130%.   
King K. Rool received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed significantly overall. In response to his early metagame perceptions, update 2.0.0 shortened [[Blunderbuss]]' vacuum duration and decreased the horizontal range of [[Propellerpack]]'s hitbox, the latter of which would previously hit opponents on the edge from noticeably far away. The most notable change, however, was to down throw: its [[bury]] duration's scaling was changed to be less effective at low percentages, but more effective at high percentages. While the former two are direct nerfs, they did not significantly impact his playstyle. While originally considered to be a significant nerf, King K. Rool proved to benefit from the change to his down throw, as the popularization of forward throw to dash attack made the early percentage usage obsolete, and the higher scaling allowed for down throw to up tilt to be a reliable KO confirm beginning around 130%.   


After his metagame relevance dropped, outside of a nerf to [[Crownerang]]'s shield damage, King K. Rool received his first buffs in updates 3.0.0 and 3.1.0. The most notable among these was the ending lag reduction to up aerial, making it far safer to use offstage and even more reliable for recovery thanks to it functioning as a pseudo-double jump. Forward aerial's hitbox priority would also be tweaked, making the higher-damage hitboxes connect reliably and thus drastically improve K. Rool's combo game. This would be the first of numerous buffs to the move, which would turn it from a mediocre move to among the best in K. Rool's kit.
After his metagame relevance dropped, outside of a nerf to [[Crownerang]]'s shield damage, King K. Rool received his first buffs in updates 3.0.0 and 3.1.0. The most notable among these was the ending lag reduction to up aerial, making it far safer to use offstage and even more reliable for recovery thanks to it functioning as a pseudo-double jump. Forward aerial's hitbox priority would also be tweaked, making the higher-damage hitboxes connect reliably and thus drastically improve K. Rool's combo game. This would be the first of numerous buffs to the move, which would turn it from a mediocre move to among the best in K. Rool's kit.
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After many {{SSBU|Steve}}-related bugs being fixed, K. Rool's KO potential was amped up even more in update 13.0.0. Up throw received a knockback growth buff that put it on par with {{SSBU|Samus}}' which, considering its ability to take K. Rool to higher platforms, made it significantly more imposing. Up tilt's damage output received a buff that made it more reliable out of down throw, whereas previously it was middling and mostly outclassed by dash attack, which is 3 frames slower. Finally, forward smash gained slightly more range and an extra active frame, now being slightly easier to land and hitting edge-hanging opponents more reliably.
After many {{SSBU|Steve}}-related bugs being fixed, K. Rool's KO potential was amped up even more in update 13.0.0. Up throw received a knockback growth buff that put it on par with {{SSBU|Samus}}' which, considering its ability to take K. Rool to higher platforms, made it significantly more imposing. Up tilt's damage output received a buff that made it more reliable out of down throw, whereas previously it was middling and mostly outclassed by dash attack, which is 3 frames slower. Finally, forward smash gained slightly more range and an extra active frame, now being slightly easier to land and hitting edge-hanging opponents more reliably.


Overall, King K. Rool fares significantly better than he did at the launch of ''Ultimate'': his [[neutral game]] has improved drastically, he has far more reliable KO options, and his disadvantage state has been considerably reworked. Numerous top professionals, such as {{Sm|Raito}}, {{Sm|MVD}}, {{Sm|ESAM}}, and {{Sm|Dabuz}}, have acknowledged his significant turnaround, which has been reflected by players such as {{Sm|Ben Gold}}, {{Sm|KirbyKid}}, and {{Sm|Raphy}} achieving considerable success partially because of his buffs.
Overall, King K. Rool fares significantly better than he did at the launch of ''Ultimate'': his [[neutral game]] has improved drastically, he has far more reliable KO options, and his disadvantage state has been reworked considerably. Numerous top professionals, such as {{Sm|Raito}}, {{Sm|MVD}}, {{Sm|ESAM}}, and {{Sm|Dabuz}}, have acknowledged his significant turnaround, which has been reflected by players such as {{Sm|Ben Gold}}, {{Sm|KirbyKid}}, and {{Sm|Raphy}} achieving considerable success partially because of his buffs.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
[[File:KingkrooldthrowSSBUgraph.png|thumb|300px|A graph demonstrating the differences in the burial duration's scaling between King K. Rool's down throw pre-update (blue) and post-update (red).]]
[[File:KingkrooldthrowSSBUgraph.png|thumb|300px|right|A graph demonstrating the differences in the burial duration's scaling between King K. Rool's down throw pre-update (blue) and post-update (red).]]
{{UpdateList (SSBU)/2.0.0|char=King K. Rool}}
{{UpdateList (SSBU)/2.0.0|char=King K. Rool}}


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'''{{GameIcon|ssbu}} {{SSBU|6.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|6.0.0}}'''
[[File:KingKRoolNSpecialSearchSSBU.gif|thumb|200px|Blunderbuss' updated vacuum searchbox for Kannonballs in update 6.0.0. Once the vacuum is completely stretched out, it remains as such until the Blunderbuss is put away.]]
[[File:Blunderbuss_(Kannonball_Range).gif|thumb|right|200px|Blunderbuss' updated vacuum searchbox for Kannonballs in update 6.0.0. Once the vacuum is completely stretched out, it remains as such until the Blunderbuss is put away.]]
{{UpdateList (SSBU)/6.0.0|char=King K. Rool}}
{{UpdateList (SSBU)/6.0.0|char=King K. Rool}}


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|neutral2dmg=2.5%
|neutral2dmg=2.5%
|neutral3dmg=7%
|neutral3dmg=7%
|neutraldesc=A sumo-esque palm thrust (comes out on frame 3), followed by a claw swipe (frame 4), followed a front kick (frame 5). The first hit can be repeated by holding the attack button, and can [[jab reset]] large characters specifically, allowing for some interesting situations. The second hit resembles King K. Rool's standard attack from ''{{iw|mariowiki|Donkey Kong Barrel Blast}}''.
|neutraldesc=A palm thrust (comes out on frame 3), followed by a claw swipe (frame 4), followed a front kick (frame 5). The first hit can be repeated by holding the attack button, and can [[jab reset]] large characters specifically, allowing for some interesting situations. The second hit resembles King K. Rool's standard attack from ''{{iw|mariowiki|Donkey Kong Barrel Blast}}''.
|ftiltname=Buster Clap ({{ja|バスタークラップ|Basutā Kurappu}})
|ftiltname=Buster Clap ({{ja|バスタークラップ|Basutā Kurappu}})
|ftiltdmg=11% (arms), 13% (hands)
|ftiltdmg=11% (arms), 13% (hands)
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|dashname=Body Attack ({{ja|ボディアタック|Bodi Atakku}})
|dashname=Body Attack ({{ja|ボディアタック|Bodi Atakku}})
|dashdmg=15% (clean), 11% (late)
|dashdmg=15% (clean), 11% (late)
|dashdesc=A [[wikipedia:Professional wrestling strikes#Body avalanche|body avalanche]]. It covers a good distance and has incredibly fast start-up for its power (comes out on frame 7), but has very high ending lag. It also deals much less damage later into the attack. Has Belly Super Armor and can KO, allowing it to tank opposing hits (especially projectiles) as a risky [[approach]]. KOs at 102% at the edge of Final Destination, making it a very good move to use out of [[down throw]] through [https://www.youtube.com/watch?v=7-mWaJuVdlo Instant Dash Attack], as it KOs larger characters earlier than forward tilt. It resembles the body avalanche he used in ''{{iw|mariowiki|Donkey Kong Land}}''.
|dashdesc=A [[wikipedia:Professional wrestling strikes#Body avalanche|body avalanche]]. It covers a good distance and has incredibly fast start-up for its power (comes out on frame 7), but has very high ending lag. It also deals much less damage later into the attack. Has Belly Super Armor and can KO, allowing it to tank opposing hits (especially projectiles) as a risky [[approach]]. KOs at 102% at the edge of Final Destination, making it a very good move to use out of [[down throw]] through [https://www.youtube.com/watch?v=7-mWaJuVdlo Instant Dash Attack], as it KOs larger characters earlier than forward tilt. It resembles an attack he uses in ''{{iw|mariowiki|Donkey Kong Land}}''.
|fsmashangles=3
|fsmashangles=3
|fsmashname=Dynamite Punch ({{ja|ダイナマイトパンチ|Dainamaito Panchi}})
|fsmashname=Dynamite Punch ({{ja|ダイナマイトパンチ|Dainamaito Panchi}})
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|nairname=Iron Balloon ({{ja|アイアンバルーン|Aian Barūn}})
|nairname=Iron Balloon ({{ja|アイアンバルーン|Aian Barūn}})
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late)
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late)
|nairdesc=A [[wikipedia:Professional wrestling aerial techniques#Diving splash|splash]]. Decently fast (comes out on frame 7), acts as a [[sex kick]] and has Belly Super Armor. In addition, it has very little lag in comparison to most of King K. Rool's moveset, and is his safest move on shield. Finally, it is also his fastest out-of-shield option that is somewhat practical, next to his neutral attack. Because of all of this, it is one of the safest and most versatile moves to use in K. Rool's kit. It can be used for landing, contesting aerials, approaching, and even gimping, as it beats out most recovery moves, even ones with hitboxes. In addition, due to its safety, it can be used to pressure, and it can also combo into several moves, such as his neutral attack, up tilt, forward tilt, dash attack, grab, and even situationally into down tilt, which can lead to devastating early KOs. However, it has poor range, only covering his belly, and is unsafe on hit at low percents. It is similar to an attack he uses in ''Donkey Kong Land''.
|nairdesc=A [[wikipedia:Professional wrestling aerial techniques#Diving splash|splash]]. Decently fast (comes out on frame 7), acts as a [[sex kick]] and has Belly Super Armor. In addition, it has very little lag in comparison to most of King K. Rool's moveset, and is his safest move on shield. Finally, it is also his fastest out-of-shield option that is somewhat practical, next to his neutral attack. Because of all of this, it is one of the safest and most versatile moves to use in K. Rool's kit. It can be used for landing, contesting aerials, approaching, and even gimping, as it beats out most recovery moves, even ones with hitboxes. In addition, due to its safety, it can be used to pressure, and it can also combo into several moves, such as his neutral attack, up tilt, forward tilt, dash attack, grab, and even situationally into down tilt, which can lead to devastating early KOs. It is similar to an attack he uses in ''Donkey Kong Land''.
|fairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|fairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|fairdmg={{ShortHopDmgSSBU|15.5}} (clean feet), {{ShortHopDmgSSBU|13.5}} (clean legs), {{ShortHopDmgSSBU|10}} (late feet), {{ShortHopDmgSSBU|8}} (late legs)
|fairdmg={{ShortHopDmgSSBU|15.5}} (clean feet), {{ShortHopDmgSSBU|13.5}} (clean legs), {{ShortHopDmgSSBU|10}} (late feet), {{ShortHopDmgSSBU|8}} (late legs)
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|uairname=Stretch Headbutt ({{ja|ストレッチヘッドバット|Sutorecchi Heddobatto}})
|uairname=Stretch Headbutt ({{ja|ストレッチヘッドバット|Sutorecchi Heddobatto}})
|uairdmg={{ShortHopDmgSSBU|14}}, {{ShortHopDmgSSBU|10}} (late)
|uairdmg={{ShortHopDmgSSBU|14}}, {{ShortHopDmgSSBU|10}} (late)
|uairdesc=An upward battering ram. It causes K. Rool to float slightly, giving it more reach. It has extremely high ending lag due to King K. Rool laughing after the move, preventing him from acting even if performed out of a double jumìp, making it risky to use offstage and making it the laggiest aerial in the game. However, is one of K. Rool's fastest aerial attacks (comes out on frame 7), and deals less damage if hit later. In addition to this, the early hitbox is among the strongest up aerials in the game, being able to KO at around 100% and even earlier if used near the upper blast zone, giving K. Rool a possibility to pick up very early KOs with the move, especially with rage. The early hit has a large, disjointed hitbox much larger than K. Rool's head, which also lingers for a disproportionately long time. The move has Belly Super Armor while K. Rool stretches his head out, ending after the hitboxes are over. When short-hopped, this move can allow K. Rool to move onto a platform, allowing for some movement options, and significantly helps with the issue of the move having high ending lag. Like up smash, there are intangibility frames on K. Rool's head during the attack, making it disjointed and allowing it to beat projectiles or some other even reasonably disjointed moves, such as {{SSBU|Mr. Game & Watch}}'s down aerial. This move can also be used for recovering from high to mid-levels, as K. Rool can be moved from side to side while using the move. <!--K. Rool's crown does not increase this move's damage, this has been tested. Remember that short hop attacks have a damage penalty in ''Ultimate''.-->
|uairdesc=An upward battering ram. It causes K. Rool to float slightly, giving it more reach. It has extremely high ending lag, preventing K. Rool from acting even if performed out of a double jump, making it risky to use offstage and making it the laggiest aerial in the game. However, is one of K. Rool's fastest aerial attacks (comes out on frame 7), and deals less damage if hit later. In addition to this, the early hitbox is among the strongest up aerials in the game, being able to KO at around 100% and even earlier if used near the upper blast zone, giving K. Rool a possibility to pick up very early KOs with the move, especially with rage. The early hit has a large, disjointed hitbox much larger than K. Rool's head, which also lingers for a disproportionately long time. The move has Belly Super Armor while K. Rool stretches his head out, ending after the hitboxes are over. When short-hopped, this move can allow K. Rool to move onto a platform, allowing for some movement options, and significantly helps with the issue of the move having high ending lag. Like up smash, there are intangibility frames on K. Rool's head during the attack, making it disjointed and allowing it to beat projectiles or some other even reasonably disjointed moves, such as {{SSBU|Mr. Game & Watch}}'s down aerial. This move can also be used for recovering from high to mid-levels, as K. Rool can be moved from side to side while using the move. <!--K. Rool's crown does not increase this move's damage, this has been tested. Remember that short hop attacks have a damage penalty in ''Ultimate''.-->
|dairname=Meteor Stomp ({{ja|メテオスタンプ|Meteo Sutanpu}})
|dairname=Meteor Stamp ({{ja|メテオスタンプ|Meteo Sutanpu}})
|dairdmg={{ShortHopDmgSSBU|12}} (early), {{ShortHopDmgSSBU|9}} (late)
|dairdmg={{ShortHopDmgSSBU|12}} (early), {{ShortHopDmgSSBU|9}} (late)
|dairdesc=A front flipping [[wikipedia:Professional wrestling strikes#Double foot stomp|double foot stomp]]. The hitbox is situated on K. Rool's legs. Decently fast (comes out on frame 14) and meteor smashes if the early hitbox connects, although the meteor smash itself is rather weak. If the opponent is hit by the early hitbox - but not meteor smashed - on-stage by this move, it confirms into a wide variety of attacks. There is also a late hitbox with a sweetspot on K. Rool's hips that has more knockback growth, plus a sourspot on the feet. It also has Belly Super Armor after K. Rool stomps, giving it some safety.
|dairdesc=A front flipping [[wikipedia:Professional wrestling strikes#Double foot stomp|double foot stomp]]. The hitbox is situated on K. Rool's legs. Decently fast (comes out on frame 14) and meteor smashes if the early hitbox connects, although the meteor smash itself is rather weak. If the opponent is hit by the early hitbox - but not meteor smashed - on-stage by this move, it confirms into a wide variety of attacks. There is also a late hitbox with a sweetspot on K. Rool's hips that has more knockback growth, plus a sourspot on the feet. It also has Belly Super Armor after K. Rool stomps, giving it some safety.
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|uthrowname=Super Back Breaker ({{ja|スーパーバックブリーカー|Sūpā Bakku Burīkā}})
|uthrowname=Super Back Breaker ({{ja|スーパーバックブリーカー|Sūpā Bakku Burīkā}})
|uthrowdmg=16%
|uthrowdmg=16%
|uthrowdesc=Heaves the opponent over his head, leaps high into the air, and then descends to perform an {{h2|wikipedia:Backbreaker|Argentine backbreaker rack}} [[wikipedia:Backbreaker#Backbreaker drop|drop]]. This is the most damaging throw in the entire game, and it's powerful enough to KO at around 160%, or even earlier if he lands on a raised platform.  
|uthrowdesc=Heaves the opponent over his head leaps high into the air, and then descends to perform an {{h2|wikipedia:Backbreaker|Argentine backbreaker rack}} [[wikipedia:Backbreaker#Backbreaker drop|drop]]. This is the most damaging throw in the entire game and KOs around 160%. Stages with low upper blast lines and/or high platforms KO even earlier, as it carries opponents upward similarly to {{SSBU|Kirby}}, {{SSBU|Meta Knight}}, and {{SSBU|Charizard}}'s up throws.
|dthrowname=Piledriver ({{ja|パイルハンマー|Pairu Hanma}}, ''Pile Hammer'')
|dthrowname=Piledriver ({{ja|パイルハンマー|Pairu Hanma}}, ''Pile Hammer'')
|dthrowdmg=5%
|dthrowdmg=5%
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|usdesc=Equips the {{iw|mariowiki|Propellerpack}} worn by his alter-ego {{iw|mariowiki|Baron K. Roolenstein}} in ''{{iw|mariowiki|Donkey Kong Country 3: Dixie Kong's Double Trouble}}'' and flies upward. Covers an excellent amount of distance, allowing K. Rool to fly from one end of Final Destination to the other, though changing direction is difficult. Upon reaching peak height for a moment, K. Rool will slowly drift down while flapping his arms as a direct reference to his damaged state during his boss battle in ''Donkey Kong Country 3: Dixie Kong's Double Trouble''. Pressing down will render K. Rool [[helpless]], make him fall faster, and lower his landing lag. The propellers above K. Rool deal multiple weak hits, protecting him from edgeguards while even allowing him to drag opponents to the top blast line, though this can be [[DI]]'d out of if it hits more than 3 times.
|usdesc=Equips the {{iw|mariowiki|Propellerpack}} worn by his alter-ego {{iw|mariowiki|Baron K. Roolenstein}} in ''{{iw|mariowiki|Donkey Kong Country 3: Dixie Kong's Double Trouble}}'' and flies upward. Covers an excellent amount of distance, allowing K. Rool to fly from one end of Final Destination to the other, though changing direction is difficult. Upon reaching peak height for a moment, K. Rool will slowly drift down while flapping his arms as a direct reference to his damaged state during his boss battle in ''Donkey Kong Country 3: Dixie Kong's Double Trouble''. Pressing down will render K. Rool [[helpless]], make him fall faster, and lower his landing lag. The propellers above K. Rool deal multiple weak hits, protecting him from edgeguards while even allowing him to drag opponents to the top blast line, though this can be [[DI]]'d out of if it hits more than 3 times.
|dsname=Gut Check
|dsname=Gut Check
|dsdmg= 1.5× (gut counter, reflected projectiles) (minimum 12%, maximum 50%)<br/>{{rollover|1.05×|0.7× of the counter/reflection|?}} (shockwave) (minimum 8.4%, maximum 35%)
|dsdmg= 1.5× (sweetspot, reflected projectiles), 1.05× (sourspot)
|dsdesc=Puffs out his stomach and retaliates against attacks. It works like a [[counterattack]] and can also [[reflect]] [[projectile]]s. However, the counter hitbox is centered on K. Rool's stomach, making the rest of his body vulnerable (most notably his face), much like how [[Toad]] functioned in ''Melee'' and ''Brawl''. Its sweetspot has a damage multiplier of 1.5×, tying it with [[Slip Counter]] and [[Counter Throw]] for the second-highest damage multiplier out of any counterattack in ''Ultimate'', surpassed only by [[Tetrakarn]]. It is possible for the opponent to get hit by both the reflected projectile and the counterattack if the opponent is close enough, causing them to receive double the amount of damage and resulting in KOs from moves like a fully charged [[Charge Shot]] at extremely low percents. The shockwave has a hitbox further away that deals 0.7× of the counter's damage (resulting in a multiplier of 1.05×).
|dsdesc=Puffs out his stomach and retaliates against attacks. It works like a [[counterattack]] and can also [[reflect]] [[projectile]]s. However, the counter hitbox is centered on K. Rool's stomach, making the rest of his body vulnerable (most notably his face), much like how [[Toad]] funcioned in ''Melee'' and ''Brawl''. Its sweetspot has a damage multiplier of 1.5×, tying it with [[Slip Counter]] and [[Counter Throw]] for the second-highest damage multiplier out of any counterattack in ''Ultimate'', surpassed only by [[Tetrakarn]]. When reflecting, the stomach has a lingering hitbox that also scales with damage. This can make it KO at very low percentages using moves like [[Charge Shot]] to boost damage. This is usually seen when projectiles are reflected from close range.
|fsname=Blast-O-Matic
|fsname=Blast-O-Matic
|fsdmg=3% (stomp), 10% (tackle), 25% (energy beam), 10% (ending)
|fsdmg=3% (stomp), 10% (tackle), 25% (energy beam), 10% (ending)
|fsdesc=K. Rool stomps, stunning any nearby opponents and lunges forward while catching those in his path. If at least one opponent was caught, a cutscene plays in which K. Rool sits on his throne at {{iw|mariowiki|Crocodile Isle}} before firing a massive energy beam from his {{iw|mariowiki|Blast-o-Matic}}. The beam then fires through {{iw|mariowiki|Donkey Kong Island}}, destroying the island and dealing massive damage on the victims.
|fsdesc=K. Rool stomps, stunning any nearby opponents and lunges forward while catching those in his path. If at least one opponent was caught, a cutscene plays in which K. Rool sits on his throne at {{iw|mariowiki|Crocodile Isle}} before firing a massive energy beam from his {{iw|mariowiki|Blast-o-Matic}}. The beam then fires through {{iw|mariowiki|Donkey Kong Island}}, destroying the island and dealing massive damage on the victims.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=133 | rweight=2
| dash=1.936 | rdash=38-43
| run=1.485 | rrun=78
| walk=0.903 | rwalk=71
| trac=0.105 | rtrac=55-59
| airfric=0.015 | rairfric=9-30
| air=0.945 | rair=70
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.04 | raddaccel=69-78
| gravity=0.105 | rgravity=33
| fall=1.7 | rfall=27-29
| ff=2.72 | rff=28-30
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=33 | rjumpheight=39-42
| shorthop=13.5 | rshorthop=75
| djump=32.61 | rdjump=52-53
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
King K. Rool English Announcer SSBU.wav|English
King K. Rool Japanese Announcer SSBU.wav|Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Viciously bites forward four times. It is similar to {{SSBU|Bowser}}'s side taunt.
*'''Up taunt''': Viciously bites forward four times.
*'''Side taunt''': Slaps his belly once in amusement. Despite being a taunt, it uses K. Rool's Belly Super Armor during the frames before he slaps his belly.
*'''Side taunt''': Slaps his belly once in amusement. Despite being a taunt, it uses K. Rool's Belly Super Armor during the frames before he slaps his belly.
*'''Down taunt''': Performs a [[wikipedia:Glossary of sumo terms#S|shiko]], a powerful stomp in sumo that functions as both an exercise and a pre-bout ritual to ward off evil spirits.
*'''Down taunt''': Performs a [[wikipedia:Glossary of sumo terms#S|shiko]], a powerful stomp in sumo that functions as both an exercise and a pre-bout ritual to ward off evil spirits.
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<gallery>
<gallery>
SSBUKingKRoolIdle1.gif|King K. Rool's first idle pose.
SSBUKingKRoolIdle1.gif|King K. Rool's first idle pose
SSBUKingKRoolIdle2.gif|King K. Rool's second idle pose.
SSBUKingKRoolIdle2.gif|King K. Rool's second idle pose
</gallery>
</gallery>


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|-
|-
! scope="row"|Description
! scope="row"|Description
|Krem - ling Krew! || (high voices) Kin - gu! (low voices) Kuru - ru! || King - K. - Rool! || Ro - oo! King - K! || Roi K. Rool, t'es trop cool! <br> {{NTSC}} <br> King K. Rool, t'es trop cool! <br> {{PAL}}
|Krem - ling Krew! || (high voices) Kin - gu! (low voices) Kuru - ru! || King - K. - Rool! || Ro - oo! King - K! ||
|}
|}
</div>
</div>
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==In [[competitive play]]==
==In [[competitive play]]==
Upon ''Ultimate's'' release, many players noted King K. Rool's numerous strengths that were never seen before on a super-heavyweight character, namely his two projectiles, unique [[Belly Super Armor]] mechanic, a down throw that — in theory — leads to very early kill confirms, good startup on many moves, and a very long-ranged recovery. This, in addition to his other strengths more typical to his weight class, caused the majority of top professionals to consider King K. Rool a potential high or even top tier character on release, while also getting a notorious reputation of being "broken" among less experienced players. In the first few weeks of the game's release, King K. Rool picked up multiple strong early tournament results, primarily in the US, such as {{Sm|Vikerkaar}} placing 9th at {{Trn|Don't Park on the Grass 2018}}, {{Sm|Ito}} placing 13th at {{Trn|Super Splat Bros}}, and {{Sm|WAR}} placing 4th at {{Trn|Poi Poundaz 2}}.


===Most historically significant players===
However, it quickly became apparent that King K. Rool was not nearly as good as players thought, as he has some of the nastiest downsides in the game to counter his strengths. This includes a gigantic hurtbox, a flawed disadvantage state, and high ending lag on his moves to offset their supposedly "unchallengeable" startup. He also has various exploitable mechanics on many of his strengths, such as his extremely slow and predictable recovery, laggy projectiles, and Belly Super Armor being breakable. His down throw is also easy to mash out until higher percents, rendering seemingly "broken" KO confirms not true until higher percents. While he can use mash deterrents and reads to "game" the system, these are inconsistent by nature, often making early KOs somewhat uncommon and risky; these tendencies.
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:King K. Rool players (SSBU)]]''
Compounding this, King K. Rool received nerfs in update 2.0.0 that made his already negative perception even worse than before at the time, even though they turned out to not matter as much as players thought. Because of these factors, almost every top professional saw him as one of the worst characters in the game within months, which was especially notorious among the Japanese top players, many of which considered him to be the single worst character in the game. He was simply too inconsistent to be seen as a viable pick in the high power level ''Ultimate'' cast brought to the table.


*{{Sm|Ben Gold|Australia}} - The best King K. Rool player in the world as well as one of the best Australian players during the early metagame. He is notable for being the first King K. Rool player to win a notable regional event with {{Trn|Battle Arena Melbourne 11}} and he continued to have notable results in Australia with 5th at {{Trn|Phantom 2019}} and a notable major placement with 17th at {{Trn|Thunder Smash 3: Clash of the Pandas}}. After 2019, he dropped the character in favor of playing {{SSBU|Wolf}} and makes rare appearances regionally.
King K. Rool later receive a small number of helpful buffs in update 3.0.0, although they were not significant enough to address his significant flaws, and his competitive reputation remained poor. Nevertheless, it improved his representation, with {{Sm|Dera}} getting a win against {{Sm|Somé}} during {{Trn|Obasuma OST 4}} and placing 3rd, which was the first glimmer of hope for K. Rool in spite of his then-bottom tier perception. While still typically ranked very low, players such as {{Sm|Ben Gold}}, {{Sm|KirbyKid}}, and {{Sm|Muk}} began to earn cosmopolitan results that made people question King K. Rool's reputation as a low tier character. This was especially evident when Ben Gold managed to win {{Trn|Battle Arena Melbourne 11}}, an Australian B-tier tournament, with King K. Rool as his solo main.
*{{Sm|Lukewarm|USA}} - Currently the best King K. Rool player in the world. While was notable during the early metagame, he gained recognition in online tournaments where he beat top players such as {{Sm|Sonix}} and ranked 17th on the [[Wi-Fi Warrior Rank v7]]. At offline tournaments, he became the second King K. Rool player to win a regional in {{Trn|Anime Houston 2021}} and holds some of the best King K. Rool results at majors such as 17th at {{Trn|CEO 2021}} and 25th at {{Trn|Rise 'N Grind}}. His current attendance has been sparce, but he still headlines the character in the meta, seen with his 49th place finish at {{Trn|Luminosity Makes BIG Moves 2024}} defeating {{Sm|MKBigBoss}}, and his 3rd place finish at {{Trn|Comicpalooza Fight Club 2024}}, defeating {{Sm|Lima}}, {{Sm|Ploopy}}, and {{Sm|Lui$}}, marking the best wins and performance of the character in the current metagame.


===Tier placement and history===
Despite steadily gaining worthwhile buffs and improving tournament results during this period, top players still viewed King K. Rool rather lowly, with many Japanese top professionals still viewing him as the single-worst character in the game. However, some western top players shifted into a more positive view. Some of them, such as {{Sm|ESAM}} and {{Sm|MVD}}, went so far as to say that King K. Rool is not a low tier, but a mid tier character instead. Regardless, Ben Gold would continue to get astounding results at PGR-level events well into 2020, such as 17th at {{Trn|Phantom 2020}}, and thus continuing to challenge the opinions of the masses. By the time Ben Gold dropped King K. Rool, {{Sm|KirbyKid}} carried the torch and {{Sm|Raphy}} began to see high-level success in Europe; KirbyKid would go on to place 13th at {{Trn|InfinityCON Tally 2021}} and Raphy placed 5th at {{Trn|Smash Contest: DoKomi 2021}}.  
Upon ''Ultimate''{{'}}s release, many players noted King K. Rool's numerous strengths that were never seen before on a super-heavyweight character, namely his two projectiles, unique [[Belly Super Armor]] mechanic, a down throw that — in theory — leads to very early kill confirms, good startup on many moves, and a very long-ranged recovery. This, coupled with the inherent strengths of being a super-heavyweight, had top professionals speculating that King K. Rool could be high- or even top-tier on release. Additionally, less experienced players struggled mightily against him, with some calling him "broken". In the first few weeks of the game's release, King K. Rool picked up multiple strong early tournament results, primarily in the US, such as {{Sm|Vikerkaar}} placing 9th at {{Trn|Don't Park on the Grass 2018}}, {{Sm|Ito}} placing 13th at {{Trn|Super Splat Bros}}, and {{Sm|WAR}} placing 4th at {{Trn|Poi Poundaz 2}}.


However, it quickly became apparent that King K. Rool was not nearly as good as players thought, as he has some of the nastiest downsides in the game to counter his strengths. Compounding this, King K. Rool received nerfs in update 2.0.0 that made his already negative perception even worse, despite being largely irrelevant in retrospect. Because of these factors, almost every top professional saw him as one of the worst characters in the game within months, which was especially notorious among the Japanese top players, many of whom considered him to be the single-worst character in the game. He was simply too inconsistent to be seen as a viable pick in the high-power metagame that ''Ultimate''{{'}}s cast brought to the table.
Because of King K. Rool's uptick in tournament results and the slew of drastic improvements he received from updates, even top professional players have shifted their opinion into a more positive side, stating that K. Rool might finally have some potential. {{Sm|Dabuz}} goes as far as saying that K. Rool is a higher end mid tier character, and some Japanese players — such as {{Sm|Raito}}, who considered him to be the worst character in the game — have stated that K. Rool might be a lot more threatening. However, King K. Rool's true viability remains to be seen; some of his fatal flaws are still present even after his numerous buffs, often demanding a secondary pick for his worst matchups. Regardless, his top players like Ben Gold and KirbyKid have seen success with near-solo K. Rool usage since 2020, so perceptions of the character seem to be improving.


King K. Rool later received a small number of helpful buffs in update 3.0.0 in 2019, although they were not significant enough to address his significant flaws, and his competitive reputation remained poor. Nevertheless, it improved his representation, with {{Sm|Dera}} getting a win against {{Sm|Somé}} during {{Trn|Obasuma OST 4}} and placing 3rd, which was the first glimmer of hope for K. Rool in spite of his then-bottom tier perception. While still typically ranked very low, players such as {{Sm|Ben Gold}}, {{Sm|KirbyKid}}, and {{Sm|Muk}} began to earn cosmopolitan results that made people question King K. Rool's reputation as a low tier character. This was especially evident when Ben Gold managed to win {{Trn|Battle Arena Melbourne 11}}, an Australian B-tier tournament, with King K. Rool as his solo main. While still revied rather lowly by top players, 2019 proved to be a decent year for the Kremling King, with players like {{Sm|ESAM}} and {{Sm|MVD}} arguing that he could be mid-tier.
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


Ben Gold would continue achieving astounding results at PGR-level events well into 2020, such as 17th at {{Trn|Phantom 2020}}, which was the event to truly bring King K. Rool's low-tier status into question. During this period, western players began connecting with the Japanese playerbase, where they learned some of King K. Rool's more nuanced gameplay lines, and as resources continued to improve, the skill floor for King K. Rool began to increase as well. Thus, by the time Ben Gold dropped King K. Rool, {{Sm|KirbyKid}} carried the torch, going on to on to place 13th at {{Trn|InfinityCON Tally 2021}}. Additionally, Raphy, a German player, placed 5th at {{Trn|Smash Contest: DoKomi 2021}}. While Ben Gold dropped the character, his, Raphy, and KirbyKid's success solo maining King K. Rool from 2020 through 2022, along with repeated significant buffs in hand, led to further conversations about King K. Rool's viability. {{Sm|Dabuz}} went as far as to say that King K. Rool is a high-mid-tier character, and some Japanese players — such as {{Sm|Raito}}, who considered him to be the worst character in the game — stated that K. Rool might be a lot more threatening than initially perceived.
''See also: [[:Category:King K. Rool professionals (SSBU)]]''


More recently, many of King K. Rool's top players have either decreased in tournament attendance or moved towards different characters. Many of his buffs, while accentuating his strengths, failed to answer many of his weaknesses, such as a poor [[out of shield]] game and lack of non-committal anti-airs. With multiple periods of competitive viability, his staying power at top level can be called questionable, with him fading in and out of top cut lists over months. King K. Rool's true viability is hotly contested, with some arguing his national-level top cut placements prove his potential, while others will call it a fluke. King K. Rool would end up ranking 74th on the first tier list, near the top of the low tier. With a lack of top level representation throughout 2023, alongside his inherent flaws and inconsistent top level results, he would fall even further to 80th on the second and current tier list, in the newly created E+ Tier, ranking him among the worst characters in the game.
*{{Sm|Ben Gold|Australia}} - The best King K. Rool player in the world during the early metagame before switching to {{SSBU|Wolf}}. Placed 1st at {{Trn|Battle Arena Melbourne 11}}, 5th at {{Trn|Phantom 2019}}, 17th at both {{Trn|Thunder Smash 3: Clash of the Pandas}} and {{Trn|Phantom 2020}}, and 25th at {{Trn|2GG: Nightmare on Smashville}} with wins over players such as {{Sm|kameme}}, {{Sm|Extra}}, and {{Sm|Jdizzle}}. Currently ranked 7th on the [[Australian Power Rankings]].
*{{Sm|Dera|Japan}} - The best King K. Rool player in Japan. Placed 3rd at {{Trn|Obasuma OST 4}}, 5th at {{Trn|Obasuma OST 2}}, and 7th at {{Trn|TSC 13}} with wins over players such as {{Sm|Somé}}, {{Sm|Rattsu}}, and {{Sm|TRIGGER}}. Currently ranked 5th on the [[Tohoku Power Rankings]].
*{{Sm|KirbyKid|USA}} - The best King K. Rool player in the world. Placed 1st at {{Trn|Anime Houston 2021}}, 5th at {{Trn|CyPhaCon Mini Esports}}, 13th at {{Trn|InfinityCON Tally 2021}}, 17th at {{Trn|CEO 2021}}, and 33rd at {{Trn|Low Tide City 2021}} with wins over players such as {{Sm|Goblin}}, {{Sm|Epic_Gabriel}}, and {{Sm|kept}}. He is also considered the best King K. Rool player online, placing 2nd at both {{Trn|The Box: Lunch Box 4}} and {{Trn|The Collective 3}}, 3rd at {{Trn|Zinc Tank 3}}, and 5th at both {{Trn|The Box: Lunch Box 8}} and {{Trn|SWT: NA Southeast Ultimate Online Qualifier}}. Currently ranked 17th on the [[Wi-Fi Warrior Rank v7]].
*{{Sm|Raphy|Germany}} - The best King K. Rool player in Germany, and one of the best in Europe. Placed 5th at both {{Trn|Breakpoint Ultimate - FIVE}} and {{Trn|Smash Contest: DoKomi 2021}} as well as 7th at {{Trn|BOILINGPOINT BRAWL}} with wins over players such as {{Sm|Tarik}}, {{Sm|Youssef}}, and {{Sm|Rinor}}.
*{{Sm|Onua|USA}} - One of the best King K. Rool players in the United States prior to dropping him. Placed 9th at [https://smash.gg/tournament/sweet-spot-5-100-pot-bonus/details Sweet Spot 5], 33rd at both {{Trn|Standoff 2019}} and {{Trn|River Rumble}} with wins over players such as {{Sm|Wisdom}} and {{Sm|Kwaz}}. Currently ranked 10th on the current Kansas City Power Rankings.<ref>https://smash.gg/rankings/super-smash-bros-ultimate/series/kansas-city Kansas City PR</ref>.


=={{SSBU|Classic Mode}}: Super Heavyweight Class==
=={{SSBU|Classic Mode}}: Super Heavyweight Class==
[[File:SSBU Congratulations King K Rool.png|thumb|King K. Rool's congratulations screen.]]
[[File:SSBU Congratulations King K Rool.png|thumb|King K. Rool's congratulations screen.]]
King K. Rool's opponents are among the heaviest characters in the game. The name of the route uses boxing terminology, referencing his boxing-themed final boss fight in ''{{s|mariowiki|Donkey Kong 64}}''. The boss of his route is [[Galleom]], who is the heaviest boss in the game. On an extended note, Galleom's hulking proportions and posture are similar to {{SSBU|Donkey Kong}}'s (King K. Rool's arch-nemesis), and his name is spelled similarly to "Galleon", which can be a reference to ''{{SSBUMusicLink|Donkey Kong|Gang-Plank Galleon}}'' (the song associated with King K. Rool).
King K. Rool's opponents are among the heaviest characters in the game. The boss of his route is [[Galleom]], who is the heaviest boss in the game. On an extended note, Galleom's hulking proportions and posture are similar to {{SSBU|Donkey Kong}}'s (King K. Rool's arch-nemesis), and his name is spelled similarly to "Galleon", which can be a reference to ''{{SSBUMusicLink|Donkey Kong|Gang-Plank Galleon}}'' (K. Rool's de facto theme song).


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music
|-
|-
|1||{{CharHead|Charizard|SSBU|hsize=20px}}||[[Unova Pokémon League]]||''{{SSBUMusicLink|Pokémon|Victory Road - Pokémon Ruby / Pokémon Sapphire}}''||Charizard's {{SSBU|Pokémon Trainer}} is absent.
|1||{{CharHead|Charizard|SSBU|hsize=20px}}||[[Unova Pokémon League]]||''{{SSBUMusicLink|Pokémon|Victory Road - Pokémon Ruby / Pokémon Sapphire}}''
|-
|-
|2||{{CharHead|Bowser|SSBU|hsize=20px}}||[[Find Mii]]||''{{SSBUMusicLink|Super Mario Bros.|King Bowser - Super Mario Bros. 3}}''||The stage references Bowser's Castle.
|2||{{CharHead|Bowser|SSBU|hsize=20px}}||[[Find Mii]]||''{{SSBUMusicLink|Super Mario Bros.|King Bowser - Super Mario Bros. 3}}''
|-
|-
|3||{{CharHead|King Dedede|SSBU|hsize=20px}}||[[Boxing Ring]]||''{{SSBUMusicLink|Kirby|King Dedede's Theme (Brawl)}}''||The stage references the Dedede Arena, where Kirby fights King Dedede.
|3||{{CharHead|King Dedede|SSBU|hsize=20px}}||[[Boxing Ring]]||''{{SSBUMusicLink|Kirby|King Dedede's Theme (Brawl)}}''
|-
|-
|4||{{CharHead|Ridley|SSBU|hsize=20px}}||[[Brinstar Depths]] ([[Battlefield form]])||''{{SSBUMusicLink|Metroid|Vs. Ridley}}''||
|4||{{CharHead|Ridley|SSBU|hsize=20px}}||[[Brinstar Depths]] ([[Battlefield form]])||''{{SSBUMusicLink|Metroid|Vs. Ridley}}''
|-
|-
|5||{{CharHead|Ganondorf|SSBU|hsize=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}''||
|5||{{CharHead|Ganondorf|SSBU|hsize=20px}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}''
|-
|-
|6||{{CharHead|Donkey Kong|SSBU|hsize=20px}}||{{SSB|Kongo Jungle}}||''{{SSBUMusicLink|Donkey Kong|Crocodile Cacophony}}''||Items do not appear.
|6||{{CharHead|Donkey Kong|SSBU|hsize=20px}}||{{SSB|Kongo Jungle}}||''{{SSBUMusicLink|Donkey Kong|Crocodile Cacophony}}''
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="4"|[[Bonus Stage]]
|-
|-
|Final||[[Galleom]]||[[Base]]||''{{SSBUMusicLink|Super Smash Bros.|Boss Battle - Super Smash Bros. Brawl}}''
|Final||[[Galleom]]||[[Base]]||''{{SSBUMusicLink|Super Smash Bros.|Boss Battle - Super Smash Bros. Brawl}}''
|
|}
|}
Note: When fighting Charizard, its {{SSBU|Pokémon Trainer}} is absent.
Note 2: Items are disabled in the sixth round.


[[Credits]] roll after completing Classic Mode. Completing it as King K. Rool has ''{{SSBUMusicLink|Donkey Kong|Gang-Plank Galleon}}'' accompany the credits.
[[Credits]] roll after completing Classic Mode. Completing it as King K. Rool has ''{{SSBUMusicLink|Donkey Kong|Gang-Plank Galleon}}'' accompany the credits.
Line 406: Line 371:
|''{{SSBUMusicLink|Donkey Kong|Gang-Plank Galleon}}''
|''{{SSBUMusicLink|Donkey Kong|Gang-Plank Galleon}}''
|}
|}
{{clr}}
{{clear}}


==[[Spirit]]s==
==[[Spirit]]s==
King K. Rool's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after King K. Rool has been unlocked. Unlocking King K. Rool in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
King K. Rool's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after King K. Rool has been unlocked. Unlocking King K. Rool in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.


Additionally, he makes an appearance as a few primary spirits under his alter-egos from the ''Donkey Kong Country'' series.
Additionally, he makes an appearance as a few primary spirits under his alter egos from the ''Donkey Kong Country'' series.


<center>
<center>
Line 421: Line 386:
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
''Conditions in italic aren't listed on the Spirit Battle preview screen.''
===As the main opponent===
===As the main opponent===
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SSBU King K. Rool Number.png|King K. Rool's fighter card.
SSBU King K. Rool Number.png|King K. Rool's fighter card.
King K. Rool unlock notice SSBU.jpg|King K. Rool's unlock notice.
King K. Rool unlock notice SSBU.jpg|King K. Rool's unlock notice.
SSBUWebsiteKingKRool1.jpg|Posing on [[Green Greens]].
SSBUWebsiteKingKRool1.jpg|On [[Green Greens]].
SSBUWebsiteKingKRool2.jpg|Using [[Blunderbuss]] on [[Pirate Ship]].
SSBUWebsiteKingKRool2.jpg|Using [[Blunderbuss]] on [[Pirate Ship]].
SSBUWebsiteKingKRool3.jpg|Posing on [[Boxing Ring]].
SSBUWebsiteKingKRool3.jpg|Posing on [[Boxing Ring]].
Line 769: Line 734:
SSBUWebsiteKingKRool5.jpg|Using [[Gut Check]] against {{SSBU|Snake}} on [[Magicant]].
SSBUWebsiteKingKRool5.jpg|Using [[Gut Check]] against {{SSBU|Snake}} on [[Magicant]].
SSBUWebsiteKingKRool6.jpg|His pink and blue [[Alternate costume (SSBU)|alternate costumes]] on [[Prism Tower]].
SSBUWebsiteKingKRool6.jpg|His pink and blue [[Alternate costume (SSBU)|alternate costumes]] on [[Prism Tower]].
SSBUWebsiteSteve2.jpg|{{SSBU|Steve}} striking K. Rool with his down tilt on [[Gerudo Valley]].
SSBUAnnouncerGo!.png|King K. Rool starts the battle on [[Kongo Falls]].
KingKRoolAndPeach.jpg|Using [[Crownerang]] on {{SSBU|Peach}} as she uses [[Toad_(move)|Toad]].
KingKRoolFlying.jpg|Using [[Propellerpack]] on {{SSBB|Yoshi's Island}}.
King K Rool Final Smash SSBU.gif|Using [[Blast-o-Matic]].
</gallery>
</gallery>


Line 776: Line 744:


==Trivia==
==Trivia==
*''Ultimate'' marks King K. Rool's first major video game appearance in over a decade, last appearing in ''{{iw|mariowiki|Mario Super Sluggers}}'', released in 2008.
*Outside of minor cameos and rereleases of older titles, ''[[Super Smash Bros. Ultimate]]'' marks King K. Rool's first physical appearance in a bit over a decade. He last appeared in ''{{iw|mariowiki|Mario Super Sluggers}}'', which was released on June 19, 2008 in Japan and on August 25, 2008 in North America, but was neither released in Europe nor Australia.
*King K. Rool is one of five ''Ultimate'' [[newcomer]]s that were previously [[Mii Costume]]s in ''[[Super Smash Bros. 4]]'', alongside {{SSBU|Inkling}}, {{SSBU|Daisy}}, {{SSBU|Chrom}}, and {{SSBU|Isabelle}}.
**Additionally, this is currently the only [[Nintendo Switch]] game in which King K. Rool appears.
**''{{iw|mariowiki|DK Jungle Climber}}'', released in Europe on October 12 and Australia on November 1, 2007, marked the last time King K. Rool physically appeared in these regions.
*King K. Rool is the third fighter to have been created outside Japan, following {{SSBU|Diddy Kong}} (who was also created as part of the ''Donkey Kong Country'' series by the British developer [[Rare]]) and {{SSBU|Dark Samus}} (who was created by the Texas-based {{iw|wikipedia|Retro Studios}}).
*King K. Rool is one of five [[newcomer]]s to be announced in ''Ultimate'' that was previously featured as a [[Mii Fighter]] [[Alternate costume (SSB4)#Mii Fighter|costume]] in ''[[Super Smash Bros. 4]]''. The others are {{SSBU|Inkling}}, {{SSBU|Daisy}}, {{SSBU|Chrom}}, and {{SSBU|Isabelle}}.
*According to [[Masahiro Sakurai]], King K. Rool's inclusion in ''Ultimate'' was a result of his popularity in the Super Smash Bros. Fighter Ballot.<ref>[https://sourcegaming.info/2018/08/22/more-information-about-the-smash-direct-sakurais-famitsu-column-vol-561/ Source Gaming — More Information about the Smash Direct (Famitsu Gaming)]</ref>
*According to [[Masahiro Sakurai]], King K. Rool's inclusion in ''Ultimate'' was a result of his popularity in the Super Smash Bros. Fighter Ballot.<ref>[https://sourcegaming.info/2018/08/22/more-information-about-the-smash-direct-sakurais-famitsu-column-vol-561/ Source Gaming — More Information about the Smash Direct (Famitsu Gaming)]</ref>
**As a result of K. Rool's inclusion, fans of the character issued a [https://twitter.com/KRoolKountry/status/1033530396657508352 thank you letter] to Masahiro Sakurai and Nintendo of America for including him as a fighter. The letter was signed by fans, and Nintendo of America [https://twitter.com/KRoolKountry/status/1059523712838459392 even wrote back] to the fans, expressing gratitude towards them for the fan letter.
**As a result of K. Rool's inclusion, fans of the character issued a [https://twitter.com/KRoolKountry/status/1033530396657508352 thank you letter] to Masahiro Sakurai and Nintendo of America for including him as a fighter. The letter was signed by fans, and Nintendo of America [https://twitter.com/KRoolKountry/status/1059523712838459392 even wrote back] to the fans, expressing gratitude towards them for the fan letter.
*Like {{SSBU|King Dedede}}, {{SSBU|Lucina}}, {{SSBU|Simon}} and {{SSBU|Richter}}, K. Rool's name is pronounced differently between the different international versions of ''Ultimate''. It is pronounced "King Kay-Rool" in English and "King Kruel" in Japanese.
**This is the first time that the English name is spoken verbally in a game. The first time it was spoken verbally was in the [[mariowiki:Bad Hair Day|pilot episode of the ''Donkey Kong Country'' animated series]], although it was alternated with the pronunciation "King Kuh-Rool" before the pronunciation of "King Kay-Rool" was dropped entirely.
*King K. Rool is the second fighter whose [[back aerial]] meteor smashes opponents, with the first being {{SSBB|Lucas}}.
*King K. Rool is the second fighter whose [[back aerial]] meteor smashes opponents, with the first being {{SSBB|Lucas}}.
**King K. Rool is also the second fighter who has a smash attack (his up smash) that is able to meteor smash, with the first being {{SSB4|Bayonetta}}'s down smash.
**King K. Rool is also the second fighter who has a smash attack (his up smash) that is able to meteor smash, with the first being {{SSB4|Bayonetta}}'s down smash.
*King K. Rool is the second fighter to have both a [[counterattack]] and a [[reflection|reflector]] in his default moveset, with the first being {{SSBU|Palutena}}.
*During early gameplay footage released by Nintendo showing King K. Rool facing off against {{SSBU|Snake}}, the announcer did not say, "wins" after saying King K. Rool's name on the victory screen. This was later fixed.
*King K. Rool is the second fighter to have both a [[counterattack]] and a [[reflector]] in his default moveset, with the first being {{SSBU|Palutena}}.
*King K. Rool is the only fighter to have a taunt that utilizes [[armor]].
*King K. Rool is the only fighter to have a taunt that utilizes [[armor]].
*Out of the entire cast, King K. Roolt made the most appearances in [[newcomer]] trailers in CGI form. He appeared in his own, {{SSBU|Ken}} and {{SSBU|Incineroar}}'s, {{SSBU|Banjo & Kazooie}}'s, {{SSBU|Sephiroth}}'s and {{SSBU|Sora}}'s trailers.
*King K. Rool, {{SSBU|Wario}} and Incineroar each have a Classic Mode route that consists almost entirely of super heavyweight fighters.
**Incineroar is the only super heavyweight that is not encountered in K. Rool's Classic Mode route.
*King K. Rool is the second most common opponent for Classic Mode routes, as he appears in 19 different routes, with the most being {{SSBU|Link}} with 22 different routes.
*Pausing and zooming in on and around King K. Rool during his side taunt reveals a gap between his scales and his belly armor.<ref>[https://twitter.com/GamerZardEX/status/1086292253818011649]</ref>
*Pausing and zooming in on and around King K. Rool during his side taunt reveals a gap between his scales and his belly armor.<ref>[https://twitter.com/GamerZardEX/status/1086292253818011649]</ref>
*King K. Rool is one of five characters whose unlocking battle in World of Light is not on either {{SSBU|Final Destination}} or an Ω form. The others are {{SSBU|Peach}}, Daisy, {{SSBU|Toon Link}}, and {{SSBU|Mii Gunner}}.
*If King K. Rool gets caught by a grab that uses a unique animation on capturing characters ([[Flame Choke]], Snake's grab, etc.) while using his forward smash, the boxing glove will remain on his hand until he gets released.
*If King K. Rool gets caught by a grab that uses a unique animation on capturing characters ([[Flame Choke]], Snake's grab, etc.) while using his forward smash, the boxing glove will remain on his hand until he gets released.
*King K. Rool's animation when using the [[Home-Run Bat]]'s forward smash utilizes a one-handed swing, similar to his batting stance in ''Mario Super Sluggers''.
*King K. Rool's animation when using the [[Home-Run Bat]]'s forward smash utilizes a one-handed swing, similar to his batting stance in ''Mario Super Sluggers''.
*In the Canadian French version, the name tag and voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ('''le''' Roi K. Rool).
*In the Canadian French version, the name tag and voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ('''le''' Roi K. Rool).
*When fighting off the fifty puppet fighter army as [[Master Hand]] in World of Light, King K. Rool's puppet is one of the eight fought there, being affiliated with Dharkon.
*With a [[weight]] value of 133, King K. Rool is the heaviest newcomer to ''Ultimate'' in general.
*King K. Rool's [https://www.nintendo.com/amiibo/detail/king-k-rool-amiibo-super-smash-bros-series/ description] from the North American [[amiibo]] website is based on his NTSC trophy description from ''SSB4''.
*King K. Rool's [https://www.nintendo.com/amiibo/detail/king-k-rool-amiibo-super-smash-bros-series/ description] from the North American [[amiibo]] website is based on his NTSC trophy description from ''SSB4''.


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