King K. Rool (SSBU): Difference between revisions

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King K. Rool is currently ranked 78th out of 86 on the ''Ultimate'' [[tier list]], near the top of D+ tier, making him the lowest ranking non-DLC [[newcomer]] in ''Ultimate''. 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 one of the very best endurance in the game - he is the second most heaviest character in the game, 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.  
King K. Rool is currently ranked 78th out of 86 on the ''Ultimate'' [[tier list]], near the top of D+ tier, making him the lowest ranking non-DLC [[newcomer]] in ''Ultimate''. 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 one of the very best endurance in the game - he is the second most heaviest character in the game, 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, with some moves and attributes atypical to his weight-class. 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 alongside Belly Super Armor grant K. Rool unique anti-zoning tools 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 slight vertical momentum and is disproportionately powerful, and back aerial is a very powerful [[spike]]. Finally, King K. Rool has an excellent grab game, with all of his grabs having very far reach, with arguably one of the best set of throws in the game, with two of them having great KO potential (up and back throw), a burying throw that can setup for KOs (down throw), and one with combo potential at low percentages (forward throw).
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 slight vertical momentum and is disproportionately powerful, and back aerial is a very powerful [[spike]]. Finally, King K. Rool has an excellent grab game, with all of his grabs having very far reach, with arguably one of the best set of throws in the game, with two of them having great KO potential (up and back throws), 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 extremely glaring 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 arguably the easiest character in the game 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, some of them (down tilt, forward smash, down smash and back air) are nevertheless very slow, and almost all of his attacks suffer from an universal flaw - extreme ending lag. Because of the latter, King K. Rool is very suspectible 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.
However, for his many strengths, King K. Rool has extremely glaring 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 arguably the easiest character in the game 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, some of them (down tilt, forward smash, down smash and back air) are nevertheless very slow, and almost all of his attacks suffer from an universal flaw - extreme ending lag. Because of the latter, King K. Rool is very suspectible 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.