Super Smash Bros. Ultimate

King K. Rool (SSBU): Difference between revisions

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(→‎Moveset: Mention of moving left to right with neutral B while airborne.)
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|nsname=Blunderbuss
|nsname=Blunderbuss
|nsdmg=13% (kannonball), 12% (throw), 17% (relaunched kannonball)
|nsdmg=13% (kannonball), 12% (throw), 17% (relaunched kannonball)
|nsdesc=Pulls out a {{s|wikipedia|blunderbuss}} and fires a {{s|mariowiki|Kannonball}} forward, while donning the pirate hat worn by his alter-ego "{{s|mariowiki|Kaptain K. Rool}}" in ''{{s|mariowiki|Donkey Kong Country 2: Diddy's Kong Quest}}''". Only one Kannonball can be in play at one time. After a Kannonball is fired, the special button can be held indefinitely to use the blunderbuss's vacuum function, sucking in nearby enemies or the Kannonball itself. K. Rool can drop through soft platforms while vacuuming with his blunderbuss. Once it sucks something in, K. Rool will immediately launch it out at a slight angle upward in front or behind him, or directly upwards, depending on the held direction. The blunderbuss "throw" KOs at 100% near the edge of Final Destination, though it deals lower knockback upwards or if reversed. A relaunched Kannonball is capable of KOing as early as 70%, and will linger while doing minor damage after the first hit.
|nsdesc=Pulls out a {{s|wikipedia|blunderbuss}} and fires a {{s|mariowiki|Kannonball}} forward, while donning the pirate hat worn by his alter-ego "{{s|mariowiki|Kaptain K. Rool}}" in ''{{s|mariowiki|Donkey Kong Country 2: Diddy's Kong Quest}}''". Only one Kannonball can be in play at one time. After a Kannonball is fired, the special button can be held indefinitely to use the blunderbuss's vacuum function, sucking in nearby enemies or the Kannonball itself. K. Rool can drop through soft platforms while vacuuming with his blunderbus and, he also can move left and right as well while airborne. Once it sucks something in, K. Rool will immediately launch it out at a slight angle upward in front or behind him, or directly upwards, depending on the held direction. The blunderbuss "throw" KOs at 100% near the edge of Final Destination, though it deals lower knockback upwards or if reversed. A relaunched Kannonball is capable of KOing as early as 70%, and will linger while doing minor damage after the first hit.
|ssname=Crownerang
|ssname=Crownerang
|ssdmg=9% (projectile), 7%% (returning), 10.3% (thrown), 10.8% (smash thrown), 7.7% (z-dropped)
|ssdmg=9% (projectile), 7%% (returning), 10.3% (thrown), 10.8% (smash thrown), 7.7% (z-dropped)

Revision as of 15:41, December 11, 2018

Current.png This page documents information about recently released content.
Information may change rapidly as it becomes available. All information in this article must be verifiable.
This article is about King K. Rool's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see King K. Rool.
King K. Rool
in Super Smash Bros. Ultimate
King K. Rool SSBU.png
DKSymbol.svg
Universe Donkey Kong
Availability Unlockable
Final Smash Blast-O-Matic
King K. Rool (SSBU)
King K. Rool Comes Aboard!
—Introduction Tagline
With long-distance special moves like the Blunderbuss, and counter moves like Stomach Attack, he is a versatile fighter. His Final Smash, Blast-O-Matic, was apparently a weapon created to destroy DK Island...
Super Smash Blog, Super Smash Bros. Ultimate Official Site

King K. Rool (キングクルール, King K. Rool) is a playable character in Super Smash Bros. Ultimate. A long-running nemesis of Donkey Kong, Diddy Kong, and the rest of the Kong clan, he was the main antagonist of the original Donkey Kong Country trilogy and several subsequent games in the broader Donkey Kong series. He was announced as a newcomer alongside Simon, Richter, Chrom, and Dark Samus in the Ultimate-centric Nintendo Direct on August 8th, 2018. King K. Rool is classified as fighter #67.

Instead of using the voice of Toshihide Tsuchiya, who has voiced the character since 2007's Donkey Kong Barrel Blast, King K. Rool bellows like a real crocodile, similar to how Bowser, Donkey Kong, and Diddy Kong emit realistic animal sounds.

How to unlock

  • King K. Rool is the 17th character to be unlocked via Smash battles.

Attributes

  • King K. Rool's design is based on his appearance in the original Donkey Kong Country, with his cape going down to his waist instead of stopping at his middle back and his belly being plated in golden armor.[1] His scales are also more pronounced than in any other appearance. However, his smaller crown, shortened tail, blue gem at the front of his cape, lack of a vertical indentation on his stomach, and more expressive eyes come from Donkey Kong spinoff developer Paon's post-Donkey Kong 64 redesign of the character.
  • K. Rool's idle pose resembles his idle from Donkey Kong Country.
  • K. Rool is a super heavyweight with slow mobility and a fast falling speed.
  • K. Rool's victory theme is a flourished orchestration of the first few bars of "Gang-Plank Galleon", his boss theme from the original Donkey Kong Country.[2]

Moveset

  • K. Rool has a large and tall hurtbox while standing, walking and jumping. However, he dashes on all four limbs, akin to real-life alligators and crocodiles, which makes his hurtbox smaller.
  • Certain belly-based moves in King K. Rool's moveset grant super armor. However, taking damage with these moves cracks his stomach armor, with K. Rool getting dazed upon it breaking completely after sustaining too much damage. The armor regenerates when not using belly attacks.

The following damage percentages were calculated without the damage multiplier that is active during one-on-one fights.

Full hop damage numbers are shown. Hover over the percentage numbers for short hop damage numbers (due to short hops having a 0.85% damage modifier). Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2.5% A three hit combo consisting of a sumo-esque palm strike, a claw swipe, then a front kick. The first hit can jab reset.
2.5%
7%
Forward tilt   11% A frontal clap, similar to Donkey Kong's forward smash. Gains belly super armor when he rears back to clap. Sends at a semi-spike angle and is decently fast for its power, KOing at 107% at the edge of Final Destination.
Up tilt   11.5% (early), 8.1% (middle), 6.8% (late) An uppercut. Has a wide hitbox, covering the front of K. Rool, and starts low enough to reach prone enemies. Almost as fast as his neutral attack. Loses power the longer it is out, with the sweetspot dealing diagonal knockback, and the sourspot dealing mostly vertical knockback. Like his forward tilt, it is decently fast for its power.
Down tilt   8% (bury), 13% (non-burying), 7% (quake) A delayed sumo-esque stomp. K. Rool's foot buries grounded opponents, though it cannot do damage to an already-buried enemy. Much stronger on aerial opponents, and can KO at 104% at the edge of Final Destination. The stomp causes a shockwave near his foot, which deals weak vertical knockback to nearby opponents.
Dash attack   15%, 11% (late) A belly-first lunge based on an attack from Donkey Kong Land. It covers a good distance, but has very high ending lag, and deals less damage later into the attack. Has belly super armor and can KO, allowing it to tank opposing hits as a risky approach. KOs at 102% at the edge of Final Destination.
Forward smash   19.9% (sweetspot), 17.3% (close) Dons a boxing glove, referencing his "King Krusha K. Rool" persona from Donkey Kong 64, and throws a strong, straight punch. The sweetspot is located at the boxing glove. Can be angled and deals more damage if angled up or down. It is somewhat slow with a short-lasting hitbox, but is extremely powerful, KOing at 53% at the edge of Final Destination.
19% (sweetspot), 16.5% (close)
19.5% (sweetspot), 16.9% (close)
Up smash   15.3% (headbutt), 8.1% (late headbutt), 10% (plank); 3% (meteor smash) A quick upward headbutt followed by a comical plank. The headbutt has a small hitbox, but is K. Rool's fastest ground move (frame 3) and can KO from medium to high percents. The plank comes out much later and has a bigger hitbox, but deals less damage and knockback, making it suited for covering the headbutt. The plank animation weakly meteor smashes opponents, though this is ineffective for edgeguarding due to its low knockback. Each hitbox is situated on K. Rool's head and body respectively, meaning it can miss entirely in certain situations. Additionally, the move has extremely high ending lag. The headbutt and plank KO at 100% and 162% at the edge of Final Destination, respectively.
Down smash   18.3%, 4.1% (quake) A leaping belly flop, which causes a quake. Has belly super armor during the leap, and deals heavy shield damage. As K. Rool physically leaves the ground when using the move, his hitbox gets shifted into the air, allowing it to dodge ground or belly-level attacks to deal a hard punish. It is extremely powerful, being one of the strongest down smashes in the game, KOing at 50% at the edge of Final Destination. However, the move is very laggy overall. The quake is extremely weak, making its use limited.
Neutral aerial   12%, 8% (late) Inflates his stomach and performs a splash. Very fast, acts as a sex kick and has belly super armor, making it excellent for contesting with aerials or approaching.
Forward aerial   14% (full hop), 12% (sourspot) A dropkick, similar to Bowser's back aerial. Its sweetspot is at K. Rool's feet. Also acts as a sex kick, allowing it to be used for approaching or edgeguarding. The sweetspot KOs at around 100% near the edge of Final Destination.
Back aerial   19% (sweetspot), 14.5% (sourspot) Turns around and does a delayed downward punch behind him, similar to Mario's forward aerial. It is very slow, but it powerfully meteor smashes opponents if K. Rool's fist hits. It has noticeable landing lag.
Up aerial   14%, 10% (late) A headbutt that goes straight upward. Causes K. Rool to float slightly, giving it more reach. It is one of K. Rool's fastest aerial attacks, and deals less damage if hit slightly later. However, it has very high ending lag, making it risky to use offstage. The hitbox also doesn't extend beside K. Rool's head. The early hitbox KOs at around 120%.
Down aerial   12% (sweetspot), 9% (sourspot) Does a quick flip before performing a double foot stomp in a Superman pose. The hitbox is situated on K. Rool's legs. Decently fast and meteor smashes if sweetspotted.
Grab   Reaches out quickly with great range. However, his dash and pivot grabs are slower than his standing grab.
Pummel   1.6% Headbutts the opponent.
Forward throw   10% (throw), 7% (slam) Lifts the opponent over his head before slamming them into the ground, sending the opponent flying forwards. The slam damages nearby opponents. Decent knockback.
Back throw   11% Drags the opponent on the ground and throws them behind him. KOs at 124% at the edge of Final Destination.
Up throw   16% Heaves the opponent over his head, leaps past the upper blast line, and performs an Argentine backbreaker upon landing, blasting the opponent upwards. Very damaging, but KOs late at around 180%. Stages with low upper blast lines and/or have high platforms help mitigate this issue. Can follow up with up tilt or aerials at low percents. With the assistance of soft platforms, this throw is notorious for leading into Propellerpack if the opponent DIs wrongly.
Down throw Pilediver 5% Lifts the opponent overhead before slamming the opponent into the ground head-first, burying them. Has the lowest damage output of K. Rool's throws, but this is compensated by its almost guaranteed followup potential.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Swipes his claws from back to front.
Floor attack (back)
Floor getups (back)
  7% Swipes his claws from back to front.
Floor attack (trip)
Floor getups (trip)
  5% Swipes his claws from back to front.
Edge attack
Edge getups
  10% Swipes forward with one claw.
Neutral special Blunderbuss 13% (kannonball), 12% (throw), 17% (relaunched kannonball) Pulls out a blunderbuss and fires a Kannonball forward, while donning the pirate hat worn by his alter-ego "Kaptain K. Rool" in Donkey Kong Country 2: Diddy's Kong Quest". Only one Kannonball can be in play at one time. After a Kannonball is fired, the special button can be held indefinitely to use the blunderbuss's vacuum function, sucking in nearby enemies or the Kannonball itself. K. Rool can drop through soft platforms while vacuuming with his blunderbus and, he also can move left and right as well while airborne. Once it sucks something in, K. Rool will immediately launch it out at a slight angle upward in front or behind him, or directly upwards, depending on the held direction. The blunderbuss "throw" KOs at 100% near the edge of Final Destination, though it deals lower knockback upwards or if reversed. A relaunched Kannonball is capable of KOing as early as 70%, and will linger while doing minor damage after the first hit.
Side special Crownerang 9% (projectile), 7%% (returning), 10.3% (thrown), 10.8% (smash thrown), 7.7% (z-dropped) Takes off his crown and flings it forward, similar to Boomerang. Has normal, non-belly armor while K. Rool is throwing his crown. Deals less damage when returning. Unlike Boomerang, it cannot be smash thrown. The crown will attempt to return to K. Rool while flying, though it will slowly lose altitude. Only one crown can be thrown at once. If K. Rool fails to catch it, the crown will drop as an item for anyone else to use, and will reappear on his head after 12 seconds or if K. Rool touches it again.
Up special Propellerpack 3% (propellers) Equips the Propellerpack 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 helpless. 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.
Down special Gut Check 12-42% (based on damage countered) Puffs out his stomach and retaliates against attacks. K. Rool can reverse the move during startup. It works like a counterattack and can also reflect projectiles. However, the counter hitbox is centered on K.Rool's stomach, making the rest of his body vulnerable, much like the Melee and Brawl versions of Toad.
Final Smash Blast-O-Matic 3% (stomp), 10% (tackle), 25% (laser) 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 on Crocodile Isle before firing a massive laser from his Blast-o-Matic cannon. The laser then fires through Donkey Kong Island, destroying the island and dealing massive damage on the victims.

On-screen appearance

  • Drops from the sky with his arms crossed before chuckling. His pose is based on how he appears in Donkey Konga.

Taunts

  • Viciously snaps forward, similar to Bowser's side taunt.
  • Slaps his belly once in amusement. Surprisingly, this taunt also uses K. Rool's belly super armor, and will break if damaged enough.
  • Does a sumo-esque stomp.

Idle poses

  • Angrily bites the air.
  • Slaps his belly twice and gloats happily.

Victory poses

  • Flips his cape around before ending in a pose similar to his official artwork.
  • Shifts his eyes left and right before ending with a triumphant pose.
  • Belly flops on screen and rebounds with a backflip before successfully landing on his feet and slapping his belly with pride.

Classic Mode: Super Heavyweight Class

All of King K. Rool's opponents are some of the heaviest characters in the game with most of them being antagonists.

Round Opponent Stage
1 Charizard Spear Pillar
2 Bowser Find Mii
3 King Dedede Boxing Ring
4 Ridley Brinstar Depths (Battlefield form)
5 Ganondorf Bridge of Eldin
6 Donkey Kong Kongo Jungle
Bonus Stage
Final Galleom ?

Note: When fighting Charizard, its Pokémon Trainer is absent.

Role in World of Light

King K. Rool was among the fighters that were summoned to fight against the army of Master Hands.

During the opening cutscene, King K. Rool was present on the cliffside when Galeem unleashed his beams of light. He was vaporized offscreen and placed under Galeem's imprisonment along with the other fighters, excluding Kirby.

Alternate costumes

King K. Rool Palette (SSBU).png

Reveal trailer

<youtube>0-gfC1upmoA</youtube>

Gallery

Character showcase video

<youtube>pKcXgSV8PTE</youtube>

Trivia

  • Outside of minor cameos, Ultimate marks King K. Rool's first physical appearance in a decade, as he last appeared in 2008's Mario Super Sluggers.
  • King K. Rool is the third playable Smash Bros. character to have been created outside Japan, following Diddy Kong, also created as part of the Donkey Kong Country series by the British developer Rare, and Dark Samus, who was created by the Texas-based Retro Studios.
  • King K. Rool is the third of four newcomers to be announced in Ultimate that was previously featured as a Mii Fighter costume in Super Smash Bros. 4. The other three are Inkling, Chrom, and Isabelle.
  • One of the poses King K. Rool strikes in his victory animations is the same one he poses in his official artwork.
  • According to Masahiro Sakurai, King K. Rool's inclusion in Ultimate was a result of his popularity in the Super Smash Bros. Fighter Ballot.[3]
  • Like King Dedede, Lucina, and 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 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 character in the series whose back aerial meteor smashes opponents, the first being Lucas.
  • King K. Rool is the only character who debuted in Ultimate to be shown in multiple character reveal trailers in CGI form: he appeared in both his own and Incineroar and Ken's reveal trailer.
  • During early gameplay footage released by Nintendo showing King K. Rool facing off against 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 character in the series with the ability to counter attacks and to reflect projectiles in his default moveset, the first being Palutena.
  • King K. Rool is the only non-dragon character to be fought in Marth's Classic Mode route.

References