King K. Rool (SSBU)

## How to Unlock King K. Rool

* Play VS matches and he will be the 19th To be unlocked.
* Use Donkey Kong and defeat King Dedede 5 times in total any where.

## About King K. Rool in this game

King K. Rool is a super heavy weight who is really bulky and has a large hitbox size and is a fast faller makes him super susceptible to combos. Also with not much moves used for breaking out of combos, Only neutral aerial which has low range. However he has powerful KO moves and his moveset offers a lot of utilities and his down throw is one of his major tools to victory.

## Updates

### 5.0.0

* King K. Rool walks faster (1.005 → 1.025).

## Attributes

### Attributes

* King K. Rool is a super heavy weight, weight of 122.
* King K. Rool has a better defence, Resistance to launching of 0.9.
* King L. Rool has a big hurtbox.
* King K. Rool is a fast faller, has a fall speed of 1.744.
* With these traits combined, He is really susceptible to combos.
* King K. Rool has a shorter roll distance than average.
* King K. Rool has a low jump height of 32 and double jump of 30.
* King K. Rool has an average dash speed of 1.687.
* King K. Rool has an average air speed of 1.0315.
* King K. Rool has an under average walk speed of 1.025.
* King K. Rool has a forward roll of high end lag of 27 Frames.
* King K. Rool has a base Air acceleration of 0.01.
* King K. Rool has a low additional air acceleration of 0.061.
* King K. Rool has a low max air acceleration of 0.068.
* King K. Rool has a high traction of 0.109.
* King K. Rool has high gravity of 0.188, good air game but lowers survivability.
* King K. Rool has few spot dodge intangibility frames of 11 Frames.

### Victory Poses

* Shifts his eyes left and right before ending with a triumphant pose.
* Flips his cape around before ending in a pose similar to his official artwork.
* Belly flops on screen and rebounds with a backflip, before landing on his feet and slapping his belly with his tongue sticking out.

### Taunts

* Up taunt: Viciously snaps forward four times.
* Side taunt: Slaps his belly once in amusement. Amusingly, this taunt also uses K. Rool's Belly Super Armor.
* Down taunt: Does a sumo-esque stomp.

### Idling Poses

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

## 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.
* Fighter ability: Certain belly-based moves in King K. Rool's moveset (forward tilt, dash attack, up smash, down smash, neutral aerial, up aerial, down aerial, and side taunt) grant super armor. Each move grants varying durations of this Belly 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 has 14.01 HP, but since the incoming damage is split 50/50 between K. Rool and his belly, it is practically 28.02 HP. It regenerates at 0.08 every 16 frames (about 0.3 per second) when not using belly attacks. Attacks that hit K. Rool's belly super armor make a loud, distinct clanging sound as an audio cue. It is also possible to estimate the damage it has taken, with small cracks appearing at 11.5 HP (where 23% damage would break it) and large cracks appearing at 5.02 HP (where 10.04% damage would break it).

*Note: All numbers are listed as base damage, without the 1v1 multiplier.*

## Damages against the Ultra Beasts and the 11

### Neutral Attack

* UB. Does 0.1%, 0.1%, 0.1%.
* UB. Does 0.1%, 0.1%, 0.1%.
* UB. Does 0.1%, 0.1%, 0.1%.
* UB. Does 0.1%, 0.1%, 0.1%.
* UB. Does 0.1%, 0.1%, 0.1%.
* UB. Does 0.1%, 0.1%, 0.1%.
* UB. Does 0.1%, 0.1%, 0.1%.
* UB. Does 0.1%, 0.1%, 0.1%.
* the11. Does 0.1%, 0.1%, 0.1%.
* the11. Does 0.1%, 0.1%, 0.1%.
* the11. Does 0.1%, 0.1%, 0.1%.
* the11. Does 2.5%, 2.5%, 5%.
* the11. Does 0.1%, 0.1%, 0.1%.
* the11. Does 0.1%, 0.1%, 0.1%.
* the11. Does 0.1%, 0.1%, 0.1%.
* the11. Does 0.1%, 0.1%, 0.1%.
* the11. Does 0.1%, 0.1%, 0.1%.
* the11. Does 0.1%, 0.1%, 0.1%.
* the11. Does 0.1%, 0.1%, 0.1%.

### Side Attack

* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 8.3%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.

### Up Attack

* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 6.7%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.

### Down Attack

* UB. Does 0.4% (All hits).
* UB. Does 0.4% (All hits).
* UB. Does 0.4% (All hits).
* UB. Does 0.4% (All hits).
* UB. Does 0.4% (All hits).
* UB. Does 0.4% (All hits).
* UB. Does 0.4% (All hits).
* UB. Does 0.4% (All hits).
* the11. Does 0.4% (All hits).
* the11. Does 0.4% (All hits).
* the11. Does 0.4% (All hits).
* the11. Does 8% (bury), 13% (non-burying), 10% (non-burying, late), 7% (quake).
* the11. Does 0.4% (All hits).
* the11. Does 0.4% (All hits).
* the11. Does 0.4% (All hits).
* the11. Does 0.4% (All hits).
* the11. Does 0.4% (All hits).
* the11. Does 0.4% (All hits).
* the11. Does 0.4% (All hits).

### Side Smash

* UB. Does 1.0%-1.8%.
* UB. Does 1.0%-1.8%.
* UB. Does 1.0%-1.8%.
* UB. Does 1.0%-1.8%.
* UB. Does 1.0%-1.8%.
* UB. Does 1.0%-1.8%.
* UB. Does 1.0%-1.8%.
* UB. Does 1.0%-1.8%.
* the11. Does 1.0%-1.8%.
* the11. Does 1.0%-1.8%.
* the11. Does 1.0%-1.8%.
* the11. Does No Charge:18% (sweetspot), 16% (close), Fully Charged: 25.2% (Sweet spot), 22.4% (Close).
* the11. Does 1.0%-1.8%.
* the11. Does 1.0%-1.8%.
* the11. Does 1.0%-1.8%.
* the11. Does 1.0%-1.8%.
* the11. Does 1.0%-1.8%.
* the11. Does 1.0%-1.8%.
* the11. Does 1.0%-1.8%.

### Up Smash

* UB. Does 1.0%-1.8% (headbutt), 0.8%-1.6% (late headbutt), 0.9%-1.7% (plank); 0.1%-0.9% (meteor smash).
* UB. Does 1.0%-1.8% (headbutt), 0.8%-1.6% (late headbutt), 0.9%-1.7% (plank); 0.1%-0.9% (meteor smash).
* UB. Does 1.0%-1.8% (headbutt), 0.8%-1.6% (late headbutt), 0.9%-1.7% (plank); 0.1%-0.9% (meteor smash).
* UB. Does 1.0%-1.8% (headbutt), 0.8%-1.6% (late headbutt), 0.9%-1.7% (plank); 0.1%-0.9% (meteor smash).
* UB. Does 1.0%-1.8% (headbutt), 0.8%-1.6% (late headbutt), 0.9%-1.7% (plank); 0.1%-0.9% (meteor smash).
* UB. Does 1.0%-1.8% (headbutt), 0.8%-1.6% (late headbutt), 0.9%-1.7% (plank); 0.1%-0.9% (meteor smash).
* UB. Does 1.0%-1.8% (headbutt), 0.8%-1.6% (late headbutt), 0.9%-1.7% (plank); 0.1%-0.9% (meteor smash).
* UB. Does 1.0%-1.8% (headbutt), 0.8%-1.6% (late headbutt), 0.9%-1.7% (plank); 0.1%-0.9% (meteor smash).
* the11. Does 1.0%-1.8% (headbutt), 0.8%-1.6% (late headbutt), 0.9%-1.7% (plank); 0.1%-0.9% (meteor smash).
* the11. Does 1.0%-1.8% (headbutt), 0.8%-1.6% (late headbutt), 0.9%-1.7% (plank); 0.1%-0.9% (meteor smash).
* the11. Does 1.0%-1.8% (headbutt), 0.8%-1.6% (late headbutt), 0.9%-1.7% (plank); 0.1%-0.9% (meteor smash).
* the11. Does 15% (headbutt), 8% (late headbutt), 10% (plank); 3% (meteor smash).
* the11. Does 1.0%-1.8% (headbutt), 0.8%-1.6% (late headbutt), 0.9%-1.7% (plank); 0.1%-0.9% (meteor smash).
* the11. Does 1.0%-1.8% (headbutt), 0.8%-1.6% (late headbutt), 0.9%-1.7% (plank); 0.1%-0.9% (meteor smash).
* the11. Does 1.0%-1.8% (headbutt), 0.8%-1.6% (late headbutt), 0.9%-1.7% (plank); 0.1%-0.9% (meteor smash).
* the11. Does 1.0%-1.8% (headbutt), 0.8%-1.6% (late headbutt), 0.9%-1.7% (plank); 0.1%-0.9% (meteor smash).
* the11. Does 1.0%-1.8% (headbutt), 0.8%-1.6% (late headbutt), 0.9%-1.7% (plank); 0.1%-0.9% (meteor smash).
* the11. Does 1.0%-1.8% (headbutt), 0.8%-1.6% (late headbutt), 0.9%-1.7% (plank); 0.1%-0.9% (meteor smash).
* the11. Does 1.0%-1.8% (headbutt), 0.8%-1.6% (late headbutt), 0.9%-1.7% (plank); 0.1%-0.9% (meteor smash).

### Down Smash

* UB. Does 1.0%-1.8% (Sweet spot), 0.1%-0.9% (Quake).
* UB. Does 1.0%-1.8% (Sweet spot), 0.1%-0.9% (Quake).
* UB. Does 1.0%-1.8% (Sweet spot), 0.1%-0.9% (Quake).
* UB. Does 1.0%-1.8% (Sweet spot), 0.1%-0.9% (Quake).
* UB. Does 1.0%-1.8% (Sweet spot), 0.1%-0.9% (Quake).
* UB. Does 1.0%-1.8% (Sweet spot), 0.1%-0.9% (Quake).
* UB. Does 1.0%-1.8% (Sweet spot), 0.1%-0.9% (Quake).
* UB. Does 1.0%-1.8% (Sweet spot), 0.1%-0.9% (Quake).
* the11. Does 1.0%-1.8% (Sweet spot), 0.1%-0.9% (Quake).
* the11. Does 1.0%-1.8% (Sweet spot), 0.1%-0.9% (Quake).
* the11. Does 1.0%-1.8% (Sweet spot), 0.1%-0.9% (Quake).
* the11. Does 19%, 4% (quake).
* the11. Does 1.0%-1.8% (Sweet spot), 0.1%-0.9% (Quake).
* the11. Does 1.0%-1.8% (Sweet spot), 0.1%-0.9% (Quake).
* the11. Does 1.0%-1.8% (Sweet spot), 0.1%-0.9% (Quake).
* the11. Does 1.0%-1.8% (Sweet spot), 0.1%-0.9% (Quake).
* the11. Does 1.0%-1.8% (Sweet spot), 0.1%-0.9% (Quake).
* the11. Does 1.0%-1.8% (Sweet spot), 0.1%-0.9% (Quake).
* the11. Does 1.0%-1.8% (Sweet spot), 0.1%-0.9% (Quake).

### Neutral Aerial

* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 7%%. Total is 7%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.

### Forward Aerial

* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 12%, 6% (Body).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).

### Back Aerial

* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 15% (sweetspot), 14.5% (sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).

### Up Aerial

* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 14% (sweetspot), 10% (Late).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).

### Down Aerial

* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* UB. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 12% (early), 9% (Late).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).
* the11. Does 0.4%(Sweet spot), 0.2% (Sourspot).

### Pummel

* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 1.6%. Total is 1.6%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.

### Forward Throw

* UB. Does 0.4%, 0.2%.
* UB. Does 0.4%, 0.2%.
* UB. Does 0.4%, 0.2%.
* UB. Does 0.4%, 0.2%.
* UB. Does 0.4%, 0.2%.
* UB. Does 0.4%, 0.2%.
* UB. Does 0.4%, 0.2%.
* UB. Does 0.4%, 0.2%.
* the11. Does 0.4%, 0.2%.
* the11. Does 0.4%, 0.2%.
* the11. Does 0.4%, 0.2%.
* the11. Does 10% (throw), 7% (slam).
* the11. Does 0.4%, 0.2%.
* the11. Does 0.4%, 0.2%.
* the11. Does 0.4%, 0.2%.
* the11. Does 0.4%, 0.2%.
* the11. Does 0.4%, 0.2%.
* the11. Does 0.4%, 0.2%.
* the11. Does 0.4%, 0.2%.

### Back Throw

* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 11%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.

### Up Throw

* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 14%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.

### Down Throw

* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 8%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.

### Floor attack (front)

* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* UB. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 3%. Total is 3%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.
* the11. Does 0.2%. Total is 0.2%.

### Floor attack (back)

* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 7%%. Total is 7%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.

### Floor attack (trip)

* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 7%%. Total is 7%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.

### Edge attack

* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* UB. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 7%%. Total is 7%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.
* the11. Does 0.4%. Total is 0.4%.

### Neutral Special

* UB. Does 0.33% (kannonball), 0.32% (throw), 0.4% (relaunched kannonball).
* UB. Does 0.33% (kannonball), 0.32% (throw), 0.4% (relaunched kannonball).
* UB. Does 0.33% (kannonball), 0.32% (throw), 0.4% (relaunched kannonball).
* UB. Does 0.33% (kannonball), 0.32% (throw), 0.4% (relaunched kannonball).
* UB. Does 0.33% (kannonball), 0.32% (throw), 0.4% (relaunched kannonball).
* UB. Does 0.33% (kannonball), 0.32% (throw), 0.4% (relaunched kannonball).
* UB. Does 0.33% (kannonball), 0.32% (throw), 0.4% (relaunched kannonball).
* UB. Does 0.33% (kannonball), 0.32% (throw), 0.4% (relaunched kannonball).
* the11. Does 0.33% (kannonball), 0.32% (throw), 0.4% (relaunched kannonball).
* the11. Does 0.33% (kannonball), 0.32% (throw), 0.4% (relaunched kannonball).
* the11. Does 0.33% (kannonball), 0.32% (throw), 0.4% (relaunched kannonball).
* the11. Does 13% (kannonball), 12% (throw), 17% (relaunched kannonball).
* the11. Does 0.33% (kannonball), 0.32% (throw), 0.4% (relaunched kannonball).
* the11. Does 0.33% (kannonball), 0.32% (throw), 0.4% (relaunched kannonball).
* the11. Does 0.33% (kannonball), 0.32% (throw), 0.4% (relaunched kannonball).
* the11. Does 0.33% (kannonball), 0.32% (throw), 0.4% (relaunched kannonball).
* the11. Does 0.33% (kannonball), 0.32% (throw), 0.4% (relaunched kannonball).
* the11. Does 0.33% (kannonball), 0.32% (throw), 0.4% (relaunched kannonball).
* the11. Does 0.33% (kannonball), 0.32% (throw), 0.4% (relaunched kannonball).

### Side Special

* UB. Does 0.3% (projectile), 0.1% (returning), 0.35% (thrown item), 0.41% (smash thrown item), 0.1% (z-dropped item).
* UB. Does 0.3% (projectile), 0.1% (returning), 0.35% (thrown item), 0.41% (smash thrown item), 0.1% (z-dropped item).
* UB. Does 0.3% (projectile), 0.1% (returning), 0.35% (thrown item), 0.41% (smash thrown item), 0.1% (z-dropped item).
* UB. Does 0.3% (projectile), 0.1% (returning), 0.35% (thrown item), 0.41% (smash thrown item), 0.1% (z-dropped item).
* UB. Does 0.3% (projectile), 0.1% (returning), 0.35% (thrown item), 0.41% (smash thrown item), 0.1% (z-dropped item).
* UB. Does 0.3% (projectile), 0.1% (returning), 0.35% (thrown item), 0.41% (smash thrown item), 0.1% (z-dropped item).
* UB. Does 0.3% (projectile), 0.1% (returning), 0.35% (thrown item), 0.41% (smash thrown item), 0.1% (z-dropped item).
* UB. Does 0.3% (projectile), 0.1% (returning), 0.35% (thrown item), 0.41% (smash thrown item), 0.1% (z-dropped item).
* the11. Does 0.3% (projectile), 0.1% (returning), 0.35% (thrown item), 0.41% (smash thrown item), 0.1% (z-dropped item).
* the11. Does 0.3% (projectile), 0.1% (returning), 0.35% (thrown item), 0.41% (smash thrown item), 0.1% (z-dropped item).
* the11. Does 0.3% (projectile), 0.1% (returning), 0.35% (thrown item), 0.41% (smash thrown item), 0.1% (z-dropped item).
* the11. Does 9% (projectile), 7% (returning), 10.3% (thrown item), 10.8% (smash thrown item), 7.7% (z-dropped item).
* the11. Does 0.3% (projectile), 0.1% (returning), 0.35% (thrown item), 0.41% (smash thrown item), 0.1% (z-dropped item).
* the11. Does 0.3% (projectile), 0.1% (returning), 0.35% (thrown item), 0.41% (smash thrown item), 0.1% (z-dropped item).
* the11. Does 0.3% (projectile), 0.1% (returning), 0.35% (thrown item), 0.41% (smash thrown item), 0.1% (z-dropped item).
* the11. Does 0.3% (projectile), 0.1% (returning), 0.35% (thrown item), 0.41% (smash thrown item), 0.1% (z-dropped item).
* the11. Does 0.3% (projectile), 0.1% (returning), 0.35% (thrown item), 0.41% (smash thrown item), 0.1% (z-dropped item).
* the11. Does 0.3% (projectile), 0.1% (returning), 0.35% (thrown item), 0.41% (smash thrown item), 0.1% (z-dropped item).
* the11. Does 0.3% (projectile), 0.1% (returning), 0.35% (thrown item), 0.41% (smash thrown item), 0.1% (z-dropped item).

### Up Special

* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* UB. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 3%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.
* the11. Does 0.4%.

### Final Smash

* UB. Does 1% (stomp), 4% (tackle), 8% (laser), 4% (throw).
* UB. Does 1% (stomp), 4% (tackle), 8% (laser), 4% (throw).
* UB. Does 1% (stomp), 4% (tackle), 8% (laser), 4% (throw).
* UB. Does 1% (stomp), 4% (tackle), 8% (laser), 4% (throw).
* UB. Does 1% (stomp), 4% (tackle), 8% (laser), 4% (throw).
* UB. Does 1% (stomp), 4% (tackle), 8% (laser), 4% (throw).
* UB. Does 1% (stomp), 4% (tackle), 8% (laser), 4% (throw).
* UB. Does 1% (stomp), 4% (tackle), 8% (laser), 4% (throw).
* the11. Does 1% (stomp), 4% (tackle), 8% (laser), 4% (throw).
* the11. Does 1% (stomp), 4% (tackle), 8% (laser), 4% (throw).
* the11. Does 1% (stomp), 4% (tackle), 8% (laser), 4% (throw).
* the11. Does 3% (stomp), 10% (tackle), 25% (laser), 10% (throw).
* the11. Does 1% (stomp), 4% (tackle), 8% (laser), 4% (throw).
* the11. Does 1% (stomp), 4% (tackle), 8% (laser), 4% (throw).
* the11. Does 1% (stomp), 4% (tackle), 8% (laser), 4% (throw).
* the11. Does 1% (stomp), 4% (tackle), 8% (laser), 4% (throw).
* the11. Does 1% (stomp), 4% (tackle), 8% (laser), 4% (throw).
* the11. Does 1% (stomp), 4% (tackle), 8% (laser), 4% (throw).
* the11. Does 1% (stomp), 4% (tackle), 8% (laser), 4% (throw).

## Matches, Rankings and Summary

### Matches

#### King K. Rool VS Bayonetta

 VS

Bayonetta won 3-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### Greninja VS King K. Rool

 VS

King K. Rool won 1-0.

#### King K. Rool VS Palutena

 VS

Palutena won 2-0.

#### King K. Rool VS Mewtwo

 VS

Mewtwo won 1-0.

#### King K. Rool VS Mewtwo

 VS

Mewtwo won 1-0.

#### King K. Rool VS Blacephalon

 VS

Blacephalon won 3-0.

#### King K. Rool VS Blacephalon

 VS

Blacephalon won 3-0.

#### Mewtwo VS King K. Rool

 VS

Mewtwo won 1-0.

### Summary

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 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, as it can grant him an immediate opening during an otherwise vulnerable state (such as while being juggled). Additionally, it affects a large amount of his moves, granting more safety on his forward tilt, up smash, down smash, dash attack, neutral aerial, up aerial, and down aerial. 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 neutral attack has good range and speed, making it reliable as a quick spacing option. This is especially useful out of a foxtrot, as it is incredibly quick and is in fact faster than his normal dash speed (effectively replacing his dash in most circumstances). His tilts are very effective: his forward tilt has good range and kill power, and uses belly armor. This makes it one of the best pivot cancel options in the game. 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 Lucina and Marth. It is also the most reliable move out of down throw, becoming a true combo from around 90% and killing at around 130% on most characters. Down tilt is rather fast and can bury opponents or KO airborne ones, making it a potent punishment option. It also works at the ledge as a 2-frame and can send the opponent into a Blunderbuss Kannonball.

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. Forward smash deals heavy knockback on the glove sweetspot, especially if angled upwards. It also confirms out of down tilt at 70%, usually killing the opponent. Up smash functions as a quick anti-air, has a small spike hitbox and a third hitbox that punishes ground foes. However, only the first is really useful as the other two are extremely weak. It also uses belly armor; while this grants it safety, it also means that if his belly armor breaks, K.Rool will be sent catapulting off-stage due to how it raises him off the ground. Down smash deals massive shield damage and lifts K. Rool's entire body off the stage, 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.

His aerials are also fairly unique in their utility. 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 and forward aerials also act as sex kicks, making them effective for edgeguarding in a variety of situations. Up aerial has good start-up and decent kill power while also working as niche platform movement out of short hop. This is most effective when platforms are low, such as on Battlefield. Down aerial and back aerial are meteor smashes, with the former coming out relatively fast, while the latter is very slow, but is also one of the strongest meteor smashes in the game. His up and down aerials utilize belly armor, but their utility is minimal due to their hitboxes being separated from K. Rool's belly.

His special moves have a wide array of uses as well, with several efficient projectiles; 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 suck in opponents and shoot them out in different directions. 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. Crownerang covers a large distance and grants him super armor in the early frames of the move, and the late hit can set up combos into numerous moves. The pick-up animation also has some ways to be cancelled, such as with other attacks, or a jumpsquat to use the crown again for significant coverage of a stage (although the latter can be difficult). It can also cause K. Rool to slide a bit if he dash dances into it, which is referred to as Crown Sliding by the playerbase.

His special moves have a wide array of uses as well, with several efficient projectiles; 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 suck in opponents and shoot them out in different directions. 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. Crownerang covers a large distance and grants him super armor in the early frames of the move, and the late hit can set up combos into numerous moves. The pick-up animation also has some ways to be cancelled, such as with other attacks, or a jumpsquat to use the crown again for significant coverage of a stage (although the latter can be difficult). It can also cause K. Rool to slide a bit if he dash dances into it, which is referred to as Crown Sliding by the playerbase.

However, King K. Rool's numerous advantages are also met with their downsides. His below-average speed spells trouble for him in certain matchups, and can make him easier to zone than others, despite his projectiles. Blunderbuss is laggy and its Kannonball is slow and very easy to avoid, while Crownerang is 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 counters 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 for countering projectile camping. This endlag makes it almost meaningless against some projectiles, such as Falco's Lasers.

His massive weight and very large hurtbox size makes him extremely vulnerable to combos, and while his Belly Super Armor can help alleviate this, it is not foolproof: if K. Rool takes approximately 28% 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, and competent opponents can actually take advantage of it by forcing K. Rool to use up his armor so he runs out during more desperate times. However, its effectiveness varies depending on whether clashing against his attacks are worthwhile. Additionally, due to their brief duration, his belly armor attacks are more reliable on quick, single-hit moves than long, multi-hitting attacks.

While K. Rool's ground game is decent, his overall aerial game is pretty poor in comparison. Despite his aerials having interesting attributes, including two meteor smashes, a lot of his aerials suffer from high ending lag, making many of them situational (especially up aerial). His forward and down aerials are weaker than the comparable moves of other super-heavyweights despite their high ending lag. His neutral aerial, which is his only aerial that comes out fast without having high ending lag, has poor range and is very unsafe on shield. It is also unsafe on hit at lower percentages, which restricts his potential in the early game. While his back aerial is very strong and has a lingering hitbox, it has very high start-up lag. Its sourspot is also relatively weak, failing to KO until high percents. None of King K. Rool's aerials autocancels in a short hop and his back air requires a full hop double jump to autocancel, while up air does not autocancels at all. Due to the high ending lag of his aerials, K. Rool is unable to juggle effectively and his aerial game is mostly constrained to a reactive playstyle. K. Rool's average air speed and overall below average aerial mobility further hampers his aerial capacity.

Though a lot of his moves have solid start-up frames an equal amount of them suffer from very high endlag, which means that King K. Rool gets easily punished if he fails to connect his attacks. While his belly armor gives him a lot of safety, it also makes certain moves less safe, especially against characters with very strong moves that can break his belly armor in just a few hits, such as Ganondorf. This means that if his belly armor is used too much, it effectively removes his moves from the game for a while. Finally, despite the wide array of tools he has at his disposal, K. Rool 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 rather lackluster despite the sheer amount of different, fast attacks he has; few of his attacks can maintain pressure without being exploited, or otherwise reset to neutral. However, his foxtrot can alleviate this slightly.

Due to these aforementioned flaws, King K. Rool struggles with maintaining an advantage; it usually leaves him in an awkward situation where he is forced to return to neutral. His speed makes it difficult to follow up while the opponent is landing, and he is unable to effectively juggle, requiring him to keep the opponent in front of him. The player is often forced to utilize his bait-and-switch playstyle, restricting creativity and thus making said player more predictable. King K. Rool's advantage position, due to these flaws, will often end as quickly as it comes. Due to this, his playstyle requires a lot of situational awareness to remain unpredictable by using grab mixups or tech chases as the opponent lands or tries to defend.

Crownerang is both King K. Rool's best and worst move. 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. This is worsened by the fact that Gut Check, even at maximum throw range, doesn't allow K. Rool to pick up the crown—he is completely defenseless against an opponent who has it. 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 the Crownless Bounce tech, it is still difficult to come back from this.

All in all, King K. Rool’s weaknesses outweigh his strengths. King K. Rool is an extremely resilient, neutral-based character that excels at keeping opponents out while punishing mistakes extremely hard. He enjoys playing a unique bait-and-switch playstyle, being a zoner that can switch to aggression when there's an opening, alter his pressure on an opponent to force a reaction from them, and net a substantial punish before returning to neutral. This ability to force reactions from his foe makes him unlike any other character in the cast, and creativity rewards the player with a decently versatile character. However, just like how he capitalizes heavily on mistakes and confusion, his own openings can be heavily punished as well, requiring him to play patiently.

Despite his numerous strengths, King K. Rool's competitive reception is generally negative. Early on considered to be a potential high/top tier character and "broken" especially by casual players, King K. Rool's severe, heavily exploitable downsides have resulted in most top professionals ranking him as a low-tier character, with many of them even going as far as ranking him as one of the worst characters in the game. This reflects in his tournament results, as they are practically non-existent in North America and Japan, especially on national levels. However, thanks to dedicated players like Mr. L and Muk, his results in Australia and Europe are significantly better. Mr. L in particular managed to win Battle Arena Melbourne 11, the biggest SSBU major so far in Australia. In addition, patches has given K. Rool a variety of small but helpful buffs. Although his competitive reception still remains negative, his true viability remains to be seen.