King K. Rool is a character that ostensibly fits the mold of a super heavyweight, 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 jumping force are average at best. Despite this, King K. Rool's initial dash has above-average speed, which gives him a great dash dance and foxtrot, the latter of which partially alleviates his sluggish grounded mobility. However, he has some characteristics that notably set him apart from his heavyweight peers; he has a wide variety of moves that serve multiple utilities, access to two conventional projectiles, a long-distanced recovery, and other valuable techniques that aid his playstyle in regard to focusing on punishing mistakes and zoning against horizontal approaches.
Stats[]
Weight: 000
Walk Speed: 000
Initial Dash: 000
Run Speed: 000
Jump: 000
Aerial Speed: 000
Falling speed: 000
Other Movements[]
No. of Jumps: 2
Crawl: No
Wall Jump: No
Wall Cling: No
Gimmicks[]
Belly Super Armor: When he does his forward tilt, dash attack, up smash, down smash, neutral aerial, up aerial, down aerial or side taunt, he absorbs attacks in front of him & cracks his belly armor as cracks appear on it, which can leave him stunned if he takes too much damage.
Moveset[]
Ground Attacks[]
Input
Image Pose
Name
Description
Reference
Damage
Jab
Palm Stamp/Snatch Claw/Sole Kick
Does a palm thrust, followed by a claw swipe, followed a front kick. The first hit can be repeated by holding the attack button and can jab reset large characters specifically, allowing for some interesting situations.
The second hit resembles his standard attack from Donkey Kong Barrel Blast.
2.5%, 2.5%, 7%
Dash Attack
Body Attack
A body avalanche. It covers a good distance and has incredibly fast start-up for its power, but has very high ending lag. It also deals much less damage later into the attack. Has Belly Super Armor and can KO, allowing it to tank opposing hits, especially projectiles, as a risky approach.
An attack he uses in Donkey Kong Land.
15% (clean), 11% (late)
Ledge Attack
N/A
Pulls himself up from the ledge and swipes forward with one claw. Has very long-range, being slightly shorter than Bowser's.
N/A
10%
Floor Attack
N/A
Swipes in front of himself with one claw then kicks behind himself with one foot.
N/A
7%
Tilt Attacks[]
Input
Image Pose
Name
Description
Reference
Damage
Side Tilt
Buster Clap
Rears back and performs a forceful clap, similarly to Donkey Kong's forward smash. Gains Belly Super Armor when he rears back to clap, making it a highly effective approach option with pivot canceling. Sends at a semi-spike angle and is decently fast for its power. It can be angled up and down, making it a decent anti-air tool when angled up, and it is capable of hitting the ledge when angled down. This move has impressive range due to a massive, disjointed hitbox surrounding K. Rool's hands. It does suffer from moderately high ending lag, though this flaw can be partially mitigated when spaced correctly.
N/A
11% (arms), 13% (hands)
Up Tilt
Uppercut
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, which is very fast for a move with reasonably decent KO power. Has intangibility on the arm during its duration, effectively making the move slightly disjointed. Loses power the longer it is out, with the sweetspot dealing rather strong diagonal knockback and the sourspot dealing weak, mostly vertical knockback, which can potentially lead to another up tilt or up air.
A stomp. K. Rool's foot buries grounded opponents, though it cannot do damage to an already-buried enemy. Much stronger on aerial opponents. The stomp causes a shockwave near his foot. This deals weak vertical knockback to nearby opponents and allows for moves like forward aerial to be used out of it. The hitboxes can hit some opponents under low platforms.
Dons a boxing glove and throws a straight punch. This move has a sweetspot on the glove and a sourspot on K. Rool's arm. It can also be angled and deals more damage if angled up or down, which gives it some versatility, depending on the angle. Although the move is slightly faster than forward smashes of other super heavyweights, it still comes out slow with a short-lasting hitbox and suffers from extremely high ending lag even for its type, making it very punishable when missed. However, the move is very powerful. The sourspot on his arm deals less knockback and damage but is still moderately powerful. The boxing glove is also disjointed, which can be used to hard punish short hop approaches in niche circumstances. It's also very effective out of down tilt.
His King Krusha K. Rool persona from Donkey Kong 64.
An upward battering ram followed by a comical plank. The headbutt has a small hitbox, but has fast start-up and can KO from medium to high percents. It also has a slightly later hitbox on frame 10 that deals slightly less damage, making it somewhat inconsistent at times. The initial headbutt can be used to hit opponents on platforms above him, or as a risky anti-air move. It is King K. Rool's fastest out of shield option, though it is too situational and risky to be very effective for this purpose. It is also a highly effective follow-up from down throw, as it is able to hit opponents who mash out. The plank comes out later and has a big hitbox, but deals less damage and knockback, making it more suited for covering the headbutt or ledge trapping at best. The plank animation weakly meteor smashes opponents, though this is ineffective for edgeguarding due to its low knockback. In addition, it is the weakest meteor smash in the game, failing to KO at realistic percents. It can be used to force tech situations or awkward placements off-stage, but these are highly situational and impractical. The sheer number of hits do make it useful for causing shield damage under platforms. Each hitbox is situated on K. Rool's head and body respectively, meaning it can miss entirely if used poorly. Additionally, the move has extremely high ending lag. This move has Belly Super Armor shortly after K. Rool hops and before he flops onto the ground. There are also intangibility frames on K. Rool's head when the sweetspot comes out.
A jumping splash. Has Belly Super Armor during the leap, and deals heavy shield damage. As K. Rool physically leaves the ground when using the move, his hurtbox 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. It also has a quake hitbox that provides minimal protection if the opponent avoids the splash itself. The move is very laggy overall and also suffers from very high ending lag, which makes it very punishable if used poorly. However, thanks to its initial hop and armor, the move is surprisingly hard to intercept despite its high startup. It also can be used on platforms against opponents that try to attack K. Rool from below. The quake is extremely weak, but it covers the high ending lag of the move somewhat and can occasionally lead to a forward tilt.
N/A
18% (body), 4% (quake)
Aerial Attacks[]
Input
Image Pose
Name
Description
Reference
Damage
Neutral Aerial
Iron Balloon
A splash. Decently fast, acts as a sex kick and has Belly Super Armor. In addition, it has very little lag in comparison to most of King K. Rool's moveset and is his safest move on shield. Finally, it is also his fastest out-of-shield option that is somewhat practical, next to his neutral attack. Because of all of this, it is one of the safest and most versatile moves to use in K. Rool's kit. It can be used for landing, contesting aerials, approaching and even gimping, as it beats out most recovery moves, even ones with hitboxes. In addition, due to its safety, it can be used to pressure, and it can also combo into several moves, such as his neutral attack, up tilt, forward tilt, dash attack, grab and even situationally into down tilt, which can lead to devastating early KOs.
An attack he uses in Donkey Kong Land.
12% (clean), 8% (late)
Forward Aerial
Drop Kick
A dropkick. Its sweetspot is at K. Rool's feet, which has a higher priority over the sourspot, making it easy to land. Has a very large hitbox with sweetspot being notably disjointed, giving it a very good range. The sweetspot has strong knockback. It deals disproportionately high damage, making it an very efficient damage racking tool. The move also acts as a sex kick, allowing it to be used for approaching or as a situational edgeguarding option. However, the move has relatively low landing lag, considering its power, huge, lingering hitbox. This low landing lag combined with its power and range makes it K. Rool's safest move in neutral when the move is being used while landing, being safe on shield, especially when spaced correctly. Its properties make it K. Rool's best combo starter at low percents, with sweetspot being able to lead into neutral attack, forward tilt, up tilt, dash attack and grab at low percents. It can even confirm down tilt thanks to it being +15 on hit. The sourspot on this move lies around the torso and can be used well with down tilt. It has a late hitbox with drastically weaker damage and knockback, which has some niche combo utility at mid percents, being able to lead into grabs. However, it is very hard to land consistently. Overall, the move is considered to be among the best and most versatile moves in K. Rool's moveset.
Turns around and throws a delayed overhand punch behind himself. It is similar to Mario's forward aerial both aesthetically and mechanically: it is very slow, but it powerfully meteor smashes opponents if K. Rool's fist hits. Against grounded opponents, it launches them diagonally with extremely high knockback, making it one of the strongest aerial attacks in the entire game. The larger, disjointed sourspot around the fist is significantly weaker, dealing rather weak diagonal knockback against both grounded and airborne opponents. It also has a slightly lingering hitbox, making it an important tool in neutral when full hopped.
N/A
14.5% (arm), 19% (fist)
Up Aerial
Stretch Headbutt
An upward battering ram. It causes K. Rool to float slightly, giving it more reach. It has extremely high ending lag, preventing K. Rool from acting even if performed out of a double jump, making it risky to use offstage and making it the laggiest aerial in the game. However, is one of K. Rool's fastest aerial attacks and deals less damage if hit later. In addition to this, the early hitbox is among the strongest up aerials in the game, giving K. Rool a possibility to pick up very early KOs with the move, especially with rage. The early hit has a large, disjointed hitbox much larger than K. Rool's head, which also lingers for a disproportionately long time. The move has Belly Super Armor while K. Rool stretches his head out, ending after the hitboxes are over. When short-hopped, this move can allow K. Rool to move onto a platform, allowing for some movement options, and significantly helps with the issue of the move having high ending lag. Like up smash, there are intangibility frames on K. Rool's head during the attack, making it disjointed and allowing it to beat projectiles or some other even reasonably disjointed moves, such as Mr. Game & Watch's down aerial. This move can also be used for recovering from high to mid-levels as K. Rool can be moved from side to side while using the move.
N/A
14% (clean), 10% (late)
Down Aerial
Meteor Stomp
A front flipping double foot stomp. The hitbox is situated on K. Rool's legs. Decently fast and meteor smashes if the early hitbox connects, although the meteor smash itself is rather weak. If the opponent is hit by the early hitbox - but not meteor smashed - on-stage by this move, it confirms into a wide variety of attacks. There is also a late hitbox with a sweetspot on K. Rool's hips that has more knockback growth, plus a sourspot on the feet. It also has Belly Super Armor after K. Rool stomps, giving it some safety.
N/A
12% (early), 9% (late)
Grabs & Throws[]
Input
Image Pose
Name
Description
Reference
Damage
Grab
N/A
Reaches out. King K. Rool's grabs are quick and have great ranges. However, his dash and pivot grabs are slower than his standing grab. If K. Rool misses, his left eye comically bulges in frustration.
N/A
N/A
Pummel
Grab Headbutt
Headbutts the opponent.
N/A
1.6%
Forward Throw
Ground Throw
A one-handed military press slam. The slam possesses a collateral hitbox that can affect nearby opponents. It also has non-tumble hitstun at that point, making the combos extremely consistent.
N/A
10% (throw), 7% (collateral)
Backward Throw
Friction Throw
Pins the opponent to the ground and drags them backward before flinging them behind himself.
N/A
11%
Up Throw
Super Back Breaker
Heaves the opponent over his head leaps high into the air, and then descends to perform an Argentine backbreaker rack drop. This is the most damaging throw in the entire game. Because he jumps up to perform it, he can land onto platforms above him upon descending, which enables it to KO even earlier.
N/A
16%
Down Throw
Piledriver
A powerbomb. Has the lowest damage output of K. Rool's throws, but this is compensated by its burial ability granting it follow-up potential. K. Rool's most versatile throw overall as well as one of his most versatile tools in general. Follows up to numerous moves depending on the opponent's percent, including jab, up tilt, and up air at lower to mid percents as well as forward tilt, forward and down smash at higher percents. It is also possible to infinite many fighters by throwing them, using neutral attack while they are buried and re-grabbing them when they are released. However, most followups can be avoided if the opponent mashes out, making its KO setups unreliable at much higher percents. However, up smash and up aerial can be used to discourage mashing and create 50/50 situations at lower percents.
N/A
5%
Special Moves[]
Input
Image
Name
Description
Damage
Neutral Special
Blunderbuss
Pulls out a blunderbuss and fires a Kannonball forward while donning his Kaptain K. Rool hat. Only one Kannonball can be in play at one time, with another being usable after 2.5 seconds. After a Kannonball is fired, the special button can be held 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, and he also can move left and right as well while airborne, which is very useful for ledge trapping. 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.
Takes off his crown and flings it forward like a boomerang. Functions similarly to Boomerang, but cannot be smash thrown. Deals less damage when returning. 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. The pickup animation can be canceled through using a move or "unavoidable" animations such as jumpsquat when coming into contact. It also has a number of advanced techniques, such as crown sliding.
9% (projectile), 7% (returning), 6% (item)
Up Special
Propellerpack
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 flapping his arms. Pressing down will render K. Rool helpless, make him fall faster and lower his landing lag. The propellers above K. Rool deal multiple weak hits, protecting him from edgeguards while even allowing him to drag opponents to the top blast line, though this can be DI'd out of if it hits more than 3 times.
3% (propellers)
Down Special
Gut Check
Puffs out his stomach and retaliates against attacks. 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. When reflecting, the stomach has a lingering hitbox that also scales with damage. This can make it KO at very low percentages using moves like Charge Shot to boost damage. This is usually seen when projectiles are reflected from close range.
Blast-O-Matic: Rushes forward, sending any caught opponents onto DK Island & activates his Blast-O-Matic while he laughs, hitting the armchair's arms & then it shoots a laser & destroys DK Island with 1 blast.
Poses, Animations & Others[]
On-screen appearance[]
Pose
Reference
Drops from the sky with his arms crossed before chuckling.
His pose is based off how he appears in Donkey Konga, while his descent is a reference to Donkey Kong Country.
Idle Poses[]
Pose Letter
Pose
Reference
A
Angrily bites the air.
N/A
B
Slaps his belly twice & gloats.
N/A
Taunts[]
Pose Letter
Pose
Reference
A
Viciously bites forward 4 times.
N/A
B
Slaps his belly once in amusement.
N/A
C
Performs a shiko.
N/A
Victory Poses[]
Pose Letter
Pose
Reference
A
Shifts his eyes left and right before ending with a triumphant pose.
N/A
B
Flips his cape around before ending in a pose similar to his official artwork.
N/A
C
Belly flops on-screen and rebounds with a backflip before landing on his feet and slapping his belly with his tongue sticking out.
N/A
Music Victory Theme: A flourished orchestration of the 1st few bars of Gang-Plank Galleon, his boss theme from Donkey Kong Country.
Losing Pose: K. Rool claps for the winner.
Kirby Hat[]
Kirby wears K. Rool's crown & cape.
Classic Mode: Super Heavyweight Class[]
His opponents are the heaviest characters in the game with most of them being antagonists.
Round
Opponents
Stage
Music
Notes
1
Kazuya
Mishima Dojo
Kazuya Mishima, Devil Kazuya (Remix)
N/A
2
Charizard, Incineroar
Unova Pokémon League
Victory Road - Pokémon Ruby/Pokémon Sapphire
N/A
3
Ganondorf
Bridge of Eldin
Calamity Ganon Battle - Second Form
N/A
4
King Hippo, Dr. Eggman
Green Hill Zone
E.G.G.M.A.N.
N/A
5
Donkey Kong, King Dedede
Kongo Jungle
Crocodile Cacophony
N/A
6
Bowser
Find Mii
King Bowser - Super Mario Bros. 3
N/A
Bonus Game
Final
Galleom
Base
Boss Battle - Super Smash Bros. Brawl
N/A
Skins & Costumes[]
Costume
Image
Reference
0 (Default)
His appearance from Donkey Kong Country.
Alt 1
1 of his alternate colors from the Jungle Jam mode from Donkey Kong: King of Swing.
Alt 2
1 of his alternate colors also from Donkey Kong: King of Swing.
Alt 3
1 of his alternate colors also from Donkey Kong: King of Swing.
Alt 4
1 of his alternate colors also from Donkey Kong: King of Swing.
Alt 5
Kutlass
Alt 6
Kudgel
Alt 7
Kalypso
Conversations[]
Snake's Codec Call[]
What will Snake and Colonial/Mei Ling/Otacon say about this fighter.
Character
Transcript
Snake
Insert Transcript here.
Colonel
Insert Transcript here.
Mei Ling
Insert Transcript here.
Otacon
Insert Transcript here.
Palutena's Guidance[]
Character
Transcript
Pit
Who's this guy? Talk about your super heavyweight!
Palutena
That's the leader of the Kremlings, King K. Rool.
Pit
Kremlings?
Palutena
A race of crocodile people.
Viridi
I hear they like bananas. Blech...
Pit
But I thought Donkey Kong was the one who liked bananas.
Viridi
I'm pretty sure all mouth-breathing knuckle-draggers like bananas. They're like the litmus test for idiocy.
Pit
I don't know what that means, but I LOVE BANANAS!
Viridi
The prosecution rests!
Palutena
Back to the fight at hand, some attacks will fail to penetrate King K. Rool's large, leathery belly. You might want to consider incorporating more grabs into your battle strategy.