King K. Rool (SSBU): Difference between revisions

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==Attributes==
==Attributes==
King K. Rool is a character that ostensibly fits the mold of a super-[[heavyweight]], being the second-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. 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, a great [[recovery]], and other valuable techniques that aid his playstyle, focusing on punishing mistakes and zoning against horizontal approach.
King K. Rool is a character that ostensibly fits the mold of a super-[[heavyweight]], being the second-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, his initial dash has above average speed, which gives him a great [[dash dance]] and [[foxtrot]] and partially alleviates his grounded mobility issues. 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 great [[recovery]], and other valuable techniques that aid his playstyle, focusing on punishing mistakes and zoning against horizontal approach.


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.
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 tools for ground offense. His {{Mvsub|King K. Rool|SSBU|neutral attack}} has good range and speed, making it reliable as a quick spacing option. It is also the most damaging non-rapid jab in the game, and leads into a tech situation at low to mid percentages. This is especially useful out of a [[foxtrot]], which is faster than his normal dash speed, making him about as fast as {{SSBU|Inkling}}. His tilts are very effective; for example, {{Mvsub|King K. Rool|SSBU|up tilt}} comes out very quickly, has decent knockback especially at the beginning, and has enough range to hit platforms above K. Rool. This can also be used to anti-air or prevent approaches from characters such as {{SSBU|Lucina}} and {{SSBU|Marth}}. It is also the most reliable move out of {{Mvsub|King K. Rool|SSBU|down throw}}, becoming a true combo from around 120% and scoring a [[KO]] on 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 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 ledgehang punish or 2-frame option), and is a very strong kill 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.
Alongside the utility of his Belly Super Armor, King K. Rool has effective tools for ground offense. His {{Mvsub|King K. Rool|SSBU|neutral attack}} has good range and speed, making it reliable as a quick spacing option. It is also the most damaging non-rapid jab 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, has decent knockback especially at the beginning, and has enough range to hit platforms above K. Rool, being also slightly disjointed due to the attacking 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 scoring a [[KO]] on 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 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 ledgehang punish or 2-frame option), and is a very strong kill 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%, usually killing 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.
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 killing 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}}'s and {{SSBU|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, 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. His {{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, kill 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 good start-up, a very long-lasting hitbox, and excellent kill 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, all of his aerials offer strong utility.
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. His {{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, kill 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 good start-up, a very long-lasting hitbox, and excellent kill 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, all of his aerials offer strong 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 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 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 of 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.
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 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 survivability: between his extremely high 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.
Furthermore, King K. Rool has immense survivability: between his extremely high 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.


K. Rool also has a very strong grab game, one of the best in the entire game in fact: his grabs have very long range and all have 3 active frames, and all of his throws are also very strong, heavily damaging and all of them have their utility. His {{Mvsub|King K. Rool|SSBU|up throw}} has him performing a jump and land over the highest platform over him. 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. While it also can KO at high percentages, it has overall mediocre KO potential, though with help of platforms it can KO much earlier. His {{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, his notorious {{Mvsub|King K. Rool|SSBU|down throw}} can lead into various mixups with tilts, up smash or aerials depending on 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.
K. Rool also has a very strong grab game, one of the best in the entire game in fact: his grabs have very long range and all have 3 active frames, and all of his throws are also very strong, heavily damaging and all of them have their utility. His {{Mvsub|King K. Rool|SSBU|up throw}} has him performing a jump and land over the highest platform over him. 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. His {{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, his notorious {{Mvsub|King K. Rool|SSBU|down throw}} can lead into various mixups with tilts, up smash or aerials depending on 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.
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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}}.
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}}.


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 recovers at just .3% per second, making abuse quite difficult. Its limited HP punishes abuse of this mechanic if used frequently. Although it's hard to break in most matchups, it's 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. Unlike Bowser's [[Tough Guy]] Armor, the HP system of Belly Armor makes it quite exploitable, since the advantage of ignoring quick attacks with no knockback offers better usage for up-and-personal brawlers like Bowser. As the second heaviest fighter in the game, K. Rool's Belly Amor 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.
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 recovers at just .3% per second, making abuse quite difficult. Its limited HP punishes abuse of this mechanic if used frequently. Although it's hard to break in most matchups, it's 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 airdodge 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.  


While K. Rool's ground game is good and his grab and throw game are top notch, they too suffer from his balanced kit. None of his throws other than back throw have strong enough kill power to actually be reliable in a matchup, although they do fit other purposes. Additionally, his 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.
Though a lot of his 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. His neutral aerial, his fastest reliable out-of-shield option, has poor range, especially behind him. As a result, K. Rool is particularly vulnerable to characters that can crossup 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—his forward throw is unable to KO at realistic percentages, his up throw requires platforms to KO effectively and is too laggy to have true followups, his back throw loses a lot of its kill power if used center-stage due to its low knockback growth, and while his down throw gives him extensive mixups and even KO confirms, it requires reads to be effective. It is also affected by the [[bounce glitch]], which adds even more inconsistency to the move.


Though a lot of his 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. His neutral aerial, his fastest reliable out-of-shield option, has poor range, especially behind him. As a result, K. Rool is particularly vulnerable to characters that can crossup 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—his forward throw is unable to KO at realistic percentages, his up throw requires platforms to KO effectively and is too laggy to have true followups, his back throw loses a lot of its kill power if used center-stage due to its low knockback growth, and while his down throw gives him extensive mixups and even KO confirms, it requires reads to be effective. It is also affected by the [[bounce glitch]], which adds even more inconsistency to the move.
Additionally, his 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.


[[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's 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 doesn't 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's 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 doesn't help a lot.
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