An In-Depth Guide To King K. Rool Section 2 - Moveset Section

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An In-Depth Guide to King K.

Rool
Section 2: Moveset Section

Kontents

An In-Depth Guide to King K. Rool 1


Section 2a: Introduction 4
Section 2b: Specials 5
Blunderbuss 5
General Information 7
Kannonball Combos & Setups 8
Vacuum Throws 9
Ledgetrapping 9
Blunderbuss Vacuum Delay 10
Fake Shot Vacuum Cancel 12
Other External Links 13
Crownerang 14
General Information 15
Using Crownerang 16
Counterplaying Item Crown 18
C-Stick Macro Crownerang (Macrown) 18
Crown Cancelling 20
Crown Squatting 21
Crown Sliding 23
Crown Bouncing 25
Crown Jump 26
Crown Landing 26
Propellerpack 28
General Information 29
How to Recover with Propellerpack 29
Offensive Utility 30
Hurtbox Shifts when falling 31
Weaknesses 32
Gut Check 33
General Information 34
Applications 35
Issues 36

Section 2c: Normals 36


Jab 36
General Information 38
DThrow Utility 39
Dash Attack 40
General Information 41
Combo & Kill Confirm Utility 41
Forward Tilt 43
General Information 44
Angling with Armor 45
FTilt on the Ledge 45
Up Tilt 47
General Information 48
UTilt as an Anti-Air 48
UTilt for Killing 49
Down Tilt 50
General Information 51
Applications 51
a.DTilt: The Aerial Hitbox 52
Bury & Quake 53
Combo & Kill Confirm Utility 53
DTilt on the Ledge 54
Forward Smash 55
General Information 56
Hard Punishing with FSmash 57
Confirming FSmash 58
FSmash’s Blindspot 58
Up Smash 59
General Information 60
USmash Shieldpoking 61
Kill Confirming with USmash 62
USmash Ledgetrapping 62
The Issues with USmash 62
Down Smash 64
General Information 65
DSmash at the Ledge 66

Section 2d: Aerials 67


Neutral Aerial 67
General Information 68
Late NAir Combos 69
NAir Edgeguarding 69
NAir Ledgetrapping 70
Forward Aerial 71
General Information 72
FAir on Shield 73
Combo Utility 73
Kill Confirm Utility 74
FAir Ledgetrapping 74
Back Aerial 75
General Information 76
BAir on Shield 76
Landing BAir 77
Minor Combo Utility 77
Kill Confirms with BAir 77
Up Aerial 79
General Information 80
UAir in Disadvantage 81
Combo Utility 81
Down Aerial 82
General Information 83
DAir 2-framing 83
DAir Combos 84
DAir Kill Confirms 85
DAir Locking 85

Section 2e: Grab Game + Throws 86


Grab/Pummel Data 86
General Evaluation 88
Forward Throw 89
General Information 90
As a Combo Throw 90
FThrow for Situations 91
FThrow BAir 91
Back Throw 92
General Information 93
Up Throw 94
General Information 95
PSA: Please stop using UThrow for killing 95
UThrow Frame Traps 95
Down Throw (Piledriver) 97
General Information 98
DThrow’s Buried States VS Generic Buried States 98
Mashing: How to read it, and what to do with it 98
DThrow as a Combo Throw 99
DThrow as a 50/50 Enabler 99
DThrow as a Kill Confirm Enabler 100

Section 2a: Introduction


Here we go over each of King K. Rool’s moves, giving the frame data, % damage, and any info
and applications regarding them. They will be represented in Tables to provide the best possible
viewing experience without making you fall asleep reading it (looking at you, other servers).
Thanks to EyeDonutz for making the visualisations! He’s a good friend of mine and is extremely
helpful and informative when it comes to this sort of thing. K. Rool was very difficult to visualise
due to his snout hurtbox, and we spent a lot of time trying to figure out how to make this work.
Some notes on the visuals;
● Yellow hitbox on the waist during certain moves is NOT a hitbox, it’s the Belly
Super Armor Hurtbox.
● Colours mean ID priority, usually ordered from the left. Red goes first, then purple and
so on. These hitboxes are completely accurate.
● The red hitbox on the grab range is the aerial grabbox, and the grey is the grounded.
Note that our grabs have 3 active frames.
● Model scaling is sometimes wrong, as you’ll see on BAir and FTilt. This is a CrossMod
limitation.
Section 2b: Specials

Blunderbuss

(In Order) Vacuum Grab Range + Windbox, Vacuum-Kannonball Searchbox, Kannonball Hitbox

Frame Startup 25 (Preparation / Kannonball)

Active Frames 26-146 (Kannonball)


33-52 (Vacuum by default, can be extended
by 120 frames)
Input window for Vacuum is 30-50

Vacuum Frames Starts if B is held or pressed again before


Frame 50. Can be delayed by up to 19 Frames
after this through Vacuum Delay.

Lasts for 2 seconds, or 120 Frames.

FAF 70 (Kannonball, Fake Shot)


54 (Vacuum, 35 on its own)
174 (Vacuum, Max Hold)
18 (Vacuum Endlag Post-Vacuum)
32 (f.Reshoot)
41 (u.Reshoot)
39 (b.Reshoot)

Angle 60 (Kannonball in general)


42 (Forward/Backward Throw)
89 (Upward Throw)

Base Knockback 18 (Kannonball)


55 (Kannonball Reshoot)
75 (Forward/Backward Throw)
90 (Upward Throw)

Knockback Growth 92 (Kannonball)


87 (Kannonball Reshoot)
69 (Forward Throw)
48 (Backward Throw)
38 (Upward Throw)

Kannonball Damage (1v1) 15.6% (Kannonball)


20.4% (Reshoot)
10.8% (Ricochet)

Vacuum Damage (1v1) 14.4% (Reshoot)


Kannonball Damage (Default) 13% (Kannonball)
17% (Reshoot)
9% (Ricochet)

Vacuum Damage (Default) 12% (Reshoot)

Remarks

Probably one of the most DLC Non-DLC moves in the game, Blunderbuss has immense utility
and is one of the most versatile moves King K. Rool has.

General Information
With good timing, Kannonballs can be shot every 2 seconds. This is thanks to the 30 frame
“Preparation” stance the move has before it decides on a Kannonball or Vacuum. If a
Kannonball is ready to run out (F90+), you can create a mixup situation with Blunderbuss:
hold for Vacuum, or shoot a Kannonball. This contributes to its versatility.

By holding down on a platform, K. Rool can slip through platforms. This enables some very
unique movement and some nasty mixups with the vacuum. However, going below plats too
often can be predictable if done in excess. Thus, staying on platforms before dropping as a
reactionary measure is recommended. You can fire a Kannonball and use Vacuum by holding
it, then release, and then use Vacuum again to get an “extension”.

You can suck up a Kannonball at any point while Vacuum is available. To keep it out for longer,
it is best to hit the opponent from a height. This is easily facilitated by FH Blunderbuss, which
also deters short hop approaches. Thus, FH Blunderbuss will give the move the most
versatility.

Full Hop Blunderbuss is an immensely important tool when trying to deter approaches, as it
reaches a level above the ground that is very hard to avoid. This is especially effective against
the sword users with longer range, and can turn the tide of a fight very quickly. As a result,
using the L/R Button for Jumping is highly recommended to take advantage of this. The
most notable application matchup-wise for this is in the Villager/Isabelle matchup where their
slingshots can’t penetrate the Blunderbuss Kannonballs, forcing a Pocket. Another example
would be DK, who is hit by FH Blunderbuss if you input it manually.

Kannonballs are very oppressive projectiles that can immediately deter approach. Thus, they
are among the best ways to maintain stage control, and even in advantage. It’s very slow, but
isn’t designed to shoot at the opponent, but make a wall that prevents them from getting to
you. This allows for some interesting forms of zoning.

Kannonballs in neutral highly vary in their viability based on projectile interactions, which can
be found here. If they beat a projectile they become even more oppressive than before and
can single-handedly turn an MU on its head. If they’re beaten on the other hand it is
discouraged.

Kannonballs can also keep their hitboxes when falling, as Kossisimoss does here. This is minor,
but can potentially gimp an opponent trying to recover low. Holding Vacuum can also result in
a stock trade if you’re not confident it will stop them from coming back. A good movement
setup is B-Reversing Blunderbuss at the ledge after jumping off-stage. However, this is quite
slow and requires you to make a big announcement, so it won’t work on opponents who have
an idea on what you’re doing.

The most important aspect when using Blunderbuss is that you know how to control it. You
have to study it, understand the input windows, and know when you can use the important
bits. When you have this absolute control I talk about, you will be able to play with it like a
pro. Good use of the move is massively important.

Kannonball Combos & Setups


Kannonballs have monumentally high hitlag when they connect as well as low BKB. As a
result, Kannonballs are extremely good for comboing. If the opponent is far away and they get
hit, a Dash Grab is virtually guaranteed. Crownerang and FTilt are also common options to
use, with the latter also being a minor kill confirm.

You can also hit opponents into Kannonballs - with FH Kannonballs being the easiest to do so
with - using UTilt, FTilt, iDA, Crownerang (niche) and FThrow. They vary in consistency, but I
have rarely failed with FTilt personally. It is highly recommended to exploit this as it has high
potential for huge damage.

Reshoots have a similar thing going on, and being -2 on shield minimum means it’s very
difficult to stop as well. iDA and FTilt are your most consistent methods of getting someone
into a Reshot Kannonball, but you can be cheeky and FAir someone if they’re hanging around
in the air. It’s all very realistic: if they try to punish a Reshoot, kill them for it with iDA!

On the note of the -2 on shield Reshoots, this means you have potential for blockstrings on
characters without strong OOS. This can very well confirm a Grab on characters like Captain
Falcon, as you grab the startup on their OOS. Grab will beat F6 OOS and higher. Jab can be
used to keep them in shield and pressure more as well, or you can dash back and FAir the
panic option. This is a strong option select, so practice reaction time and get to it!
Vacuum Throws
The Vacuum feature is quite useful and can be used for various setups. There are 3 throws:
the default forward, which you're usually going to be using. The Forward and Back Throws can
both kill at around 140%. The Up Throw is a situational combo throw which I’ll go over in a
bit.

Blunderbuss Throws all give the opponent invincibility until the hitfreeze ends, which is a real
shame as it cuts out any potential combos (and we found a lot of those, sadly). The best
combo you can get is a Blunderbuss Kannonball to the face, immediate suck, Up Throw into
Up Aerial for around 40%. It’s effective but relies on the opponent not jumping and...well,
getting hit by an F30 projectile.

Yes, b.FThrow can be used for the "Suck and Cuck", as a great man once said. It's surprisingly
decent, but should only be done when it's clear that you're dead off stage, or the opponent is
sitting at the ledge for too long. It’s a good mixup option and you can stage spike with it, or go
with Back Throw if the opponent will be gimped. Should they tech or not? Are you going to
Forward or Back Throw? Note that opponents are invulnerable for a short amount of time
after being shot from the Blunderbuss, so we can’t combo it into Kannonballs.

b.UThrow can lead to UAir if the opponent doesn’t airdodge or jump immediately, making it a
good frame trap for conditioning. This is a great way to exploit opponents who don’t know
the matchup too well or are in stressful situations as a result. It’s mostly for reads, though. It
can be used in highly specific under-the-stage scenarios but don’t count on it too much: the
knockback is mediocre. If there was a little less lag this would be a great combo starter, but
alas, it’s more of a read gimmick.

b.UThrow is also similar to UThrow in its low knockback at Low%s. Both of them are often
used to bait fast landing options, which can lead to some great anti-landing tricks. If they
airdodge down, you can usually get a grab and start making them feel the burn.

b.BThrow is usually used off-stage for launching someone into the blast zone, but the low
knockback makes it pretty mediocre outside of that. It’s ok, but not extravagant. It’s a good
idea to move back while the opponent is being sucked in to kill as early as possible.

Ledgetrapping
It is possible to use Blunderbuss dropping to ledgetrap the opponent, by sucking on the
platform until they begin to pop up, and responding accordingly. However, opponents can
easily just wait this out. Thus, delaying the use of this is recommended to stay a few steps
ahead of the opponent and maintain advantage. Use Vacuum Delay to keep them waiting as
long as possible, or shoot a Kannonball beforehand to get access to Vacuum on command.
Vacuum ledgetrapping is, overall, considered suboptimal as it always loses to either jump ->
reel back if you’re far away, or getup attack when you’re too close. However, it is a
monumentally strong knowledge check due to how gimmicky it is. Thus, using Vacuum
ledgetrapping in Game 1 is highly recommended.

Blunderbuss Vacuum Delay

This tech, popularized by myself (most likely discovered by someone else), assists in
mindgames with Blunderbuss Vacuum. In short, it will delay Vacuum by up to 19 frames. By
utilizing this, you can technically extend the period that Vacuum remains usable while
providing mixup potential, and it’s really good too.

How do you do this? It’s really silly, and quite simple: you don’t hold B, and instead press it
after the Kannonball has been fired during the endlag. So overall, you have a 20 Frame
Window to delay Vacuum, F30-50.

These frames sound trivial, but you would be surprised at how many opponents are caught
out by it if you’ve not been doing this all game. People become very desperate to take K. Rool
out, and in disadvantage they’ll always try to stomp a cocky player. The human brain can react
very quickly, and human reaction time peaks at 14 frames. Thus, players will try to catch you
when you’re actually waiting for them to jump up. When they do, let ‘er rip and you’ll have
the opponent wondering what the hell just happened. Keep the opponent guessing and you’ll
have a massive effect on the opponent in general.

On the ledge, as we all know, Blunderbuss has a lot to it. A Kannonball on the edge can allow
for a run off Down Aerial, and holding Vacuum at the ledge allows us to punish jump with Up
Smash. Throw this into the mix and you have something truly hilarious.
When using this on a platform at the edge to drop down and catch someone, it’s amazing,
especially against swordies. They will always try to jump and Forward Aerial you once the
Kannonball goes out, so now you can switch Vacuum on the second they think they can
punish: and trust me, they have a short fuse. A penchant for impatience, if you will.

Some opponents that panic become quite erratic if you start B-Reversing and such, so getting
creative like you see here could be useful. As you can see here, K. Rool was about to put the
Blunderbuss away, but suddenly started sucking. This is where the sheer mixup and baiting
power of the tech comes from. Obviously, the opponent will be more mobile than this CPU...

Practicing this is very easy and can be done virtually anywhere. There’s not much else to it; it’s
a helpful mixup to add to K. Rool’s long list of weird techs that may or may not be useful to
you.
Fake Shot Vacuum Cancel

Notice how the smoke immediately cancels with a precise B press. This can really screw up some players!
When looking at the way Blunderbuss functions, we found out that Vacuum is actually
connected to the Fake Shot. This was during a programming deconstruction session I was
doing to find stuff, and, well, here we are. This is one of the most flexible techs in the game as
a whole, discovered by myself: Fake Shot Vacuum Cancel.

FSVC is in short, the same as VD only it has an animation to it. However, a Kannonball being in
play adds another layer of mixup potential to it. Due to the different animation, this is
considered to be a separate tech.

Dropping through a platform with a Fake Shot can genuinely make the opponent think it’s a
punish opportunity, when it’s actually a red herring: the only difference in animations is that
the Kannonball isn’t shot. Due to this, it is impossible to know whether the shot is even fake
if the Kannonball is off-screen. As a result, baiting a punish during lag that we don’t actually
have is very useful.

“Kommander, why delay the Vacuum? Isn’t insta-vacuum just better? This tech is
stupid!”
For those who know that insta-vacuum is more optimal in many situations, yes. However, this
is taking K. Rool’s baiting skills to the next level: you’re not considering the opponent’s
perception of the game, nor are you considering their playstyle and mental state. Players will
always want to punish a slow move. They will exploit lag like nobody’s business. As a result,
the effectiveness of this mixup rises like VD’s. Blunderbuss lasts a full second, and if the player
knows that we can only have one Kannonball out, they will get faked out when they try to
punish you. Even if they don’t, they’ll shield: note that shield can stop our windbox from
putting someone into the grab one. As a result, it is easy for Vacuum to be sprung on
someone for their punish or defensive attempts, allowing for a reshoot and a very confused
player.

Other External Links


★ Projectile Interactions
★ SmashWiki Moveset Page
★ FSVC/VD Video
★ RD Video
★ Kannonball Ricochet Interactions by Mnyush
Crownerang

Active Frames 18-23 (Windbox)


27-64 (Forward)
65- (Backward, until it hits the floor)

Super Armor Frames (6% Damage Based) 6-63

FAF 64 (Crown Toss)


28 (No Crown)
18 (Crown Pickup)
28 (Crown Pickup as Item)

Angle 361 (Windbox)


65 (Crown, both hits)

Base Knockback 30 (Windbox, Fixed)


45 (Crown, both hits)

Knockback Growth 100 (Windbox)


79 (Crown, both hits)

Damage (1v1) 10.8% (First Hit)


8.4% (Returning)

Damage (Default) 9% (First Hit)


7% (Returning)

Item Damage (1v1) 12.36% (Normal Throw)


12.96 (Smash Throw)
9.24% (Z-Dropped)

Item Damage (Default) 10.3% (Normal Throw)


10.8% (Smash Throw)
7.7% (Z-Dropped)

Remarks

Meet the weirdest projectile in the game.

General Information
Crownerang is an entity that spawns hitboxes on set frames, and nothing can stop it from
doing this. We call these f.Crown and r.Crown, although some say Crown Forward and Crown
Back (ew). f.Crown spawns F26, b.Crown F65.

After b.Crown has reached a set point, it will follow K. Rool with gradually decreasing speed,
up to 0.4x the initial throw. It will maintain a hitbox until it hits the ground - in which it rolls
once with the hitbox still - and then become an item the opponent can get.
If it reaches K. Rool’s CC Radius, K. Rool will pick up the crown for the FAF 18 animation.
Naturally you can execute tech with this, as it’s considered a special move.

Crownerang has 12% (14.4% in 1v1) Damage-based armor, from F5-63. This can make it a tool
in neutral or disadvantage depending on the matchup. FF Crownerang is a surprisingly decent
landing option if you’ve dodge staled FF N-Airdodge too much.

Using Crownerang
Crownerang is extremely slow to start up. You should be moving back in the air or using
C-Stick Macro Specials when using Crown most of the time as a result, to try and stay safe.
Jump, reel back and let Crown rip. This is your best way of going about it, really. If you use
Crown wrong, you are being punished and sent back to 1994. There are many ways to chuck
this out, so look into it in Training Mode, and find your strategy.

An important thing to note is that using Crownerang will require a lot of situational
awareness. If you use it wrong, it will be reacted to (keep in mind, F26) and punished. You
should stay out of the opponent’s threat range and go from there. Safely throwing Crown can
be very easy or very difficult depending on the matchup. Thus, if it’s difficult, simply don’t
throw Crown at all.

The crown requires a lot more skill to use than meets the eye, but when used correctly it can
be one of your most valuable tools. It's got some amazing neutral use when not spammed,
and can be used to intercept platform approaches and high recovery routes. It combos
decently with the Blunderbuss as well, dealing around 27.2% (34% in 1v1s) when put together
and allowing for a decent camping strategy. Hell there’s enough hitfreeze for a Grab off the
Kannonball in this scenario, allowing for you to get FThrow into iDA or a chase if they’re out of
range. Get creative, and try to be as unpredictable with it as possible. Be patient, or it will
lead to some of the heaviest punishes of your Smash career.

Crownerang is a very formidable combo tool in its own right, and setting it up is definitely
something a beginner wants to lab, especially in tandem with the Crown Slide (we’ll go over
this later). Crown Slide into Grab on a returning crown is doable at 0%, and is absolutely
incredible for putting opponents into a disadvantageous position out of the gate. UTilt and
iDA are also possible for free ledgetrap situations if the opponent holds center-stage.

If the player doesn't want to go right into Crown Sliding, UTilt is true when the returning strike
hits without using the tech. If you’re creative, BThrow works well with the Crown if you throw
it backwards, building damage. The crown can even lead to kills with Up Aerial or a Grab at
higher percentages if you're ballsy enough. DAir late out of a Short Hop CAN go into Down Tilt
with this at Low-Mid%s, but it requires some practice. This is where the K. Rool player's skill
and creativity really comes into play. This thing literally makes its own combos.

Crownerang’s main use outside of spacing and starting combos at mid-long range is actually
projectile defense. Its priority allows it to beat almost every projectile in the game (or
force-triggering moves such as Robin’s Arcthunder or Ness’s PK Fire), and still be perfectly
fine. This is a much better option than Gut Check a lot of the time as a result: about the same
endlag, only it lasts for the entire duration it’s out. Only thing it doesn’t stop are moves with
transcendent priority as well such as Wolf’s Lasers (WHY).

The crown can be used to intercept aerial approaches quite well, and it also changes K. Rool’s
gravity a small bit to allow for a good deal of mixups too. On triplats or biplats, it can be used
to control one level while Blunderbuss Kannonballs control another. This forces the opponent
to take damage in some way, adding further depth to K. Rool’s zoning ability. Once he’s in the
middle of a stage, it can be very hard to remove him: stage control with Crownerang and
Blunderbuss Kannonballs is extremely strong. While Kannonballs are typically better for
deterring approach, the threat of Crown Slide Combos is much stronger. Using them together
can be, frankly, terrifying.

Crownerang does have an odd trajectory, and no I do not know why nor do I know the
logistics of it. It only slightly varies, but it allows it to hit ledgehangs like Olimar’s. This does
give it some ledgetrapping utility, albeit minor unless you set up for b.Crown to hit them.

Crownerang is also useful for edgeguarding, with many applications that can come from this.
While it can be used as a linear ledgetrapping tool by simply being thrown, it can be reversed
to hit the opponent at the ledge with the correct timing (example can be found here).
Combined with the Blunderbuss, this can cover both mid and low level recovery routes.

Projectile Interactions can be found here, which you should use to learn what your projectiles
beat. This is extremely useful in forming neutrals dedicated to destroying different characters.
This is how K. Rool operates: MU knowledge first. For example, Crownerang beats Ridley’s
Plasma Breath and Blunderbuss Kannonballs beat Link’s arrows. Gut Check is very unreliable
against weaker projectiles when it comes to reflecting, so this entire document is an
invaluable asset.

Retrieving Crown
Retrieving the crown is a monumental task. The opponent will be trying to stop you from
obtaining it, reading your motions and whaling on you throughout. It’s a race against time.
However, there is a saving grace: as discovered by Kincaid1, there is a 30 frame window on
the crown’s respawn as an item where you can collect it without the pickup animation. This
is when it’s dropping, and a few frames afterwards. While this is hard to pull off and will make
you kind of readable, it can be useful during combos or when you’re trying to power out of
disadvantage. This is best applied on platforms. You have also likely pulled this off off-stage by
accident a numerous amount of times, it’s easy as hell to pull off. On top of our various crown
techs to be used as collection methods, retrieving crown is not as difficult a task as it initially
seems. Practice makes perfect!

If the opponent manages to get to the crown before K. Rool can pick it up, it can be picked up
as an item. This is absolutely devastating to King K. Rool, as he has very little counterplay to
this. It can be thrown at him to deal a significant amount of damage to us, and the knockback
is quite nasty as well. The crown cannot be caught by K. Rool either, meaning his only way to
"catch" it is to Gut Check it at maximum range. Thus, he is borderline defenseless, as the Gut
Check actually lasts longer than the 17 frame pickup animation. Shielding and dodging is
basically his only option defensively. However, going on a huge offensive rush can pressure
the opponent to drop the crown, although this is highly dependent on the opponent's psyche.

Counterplaying Item Crown


The biggest shortcoming of a King K. Rool player is their inability to counterplay their own
Crown. While it’s very difficult, it isn’t impossible and nor should you be afraid of it. It’s not a
stock when it’s lost.

A key thing is to remember how you usually deal with projectiles. You have iDA, Gut Check,
u.FTilt, all sorts. Remember, you have BSA, shield and a counter all there to tank hits: tank
them. You should also gauge the opponent’s specials to narrow down how predictable they
will become with your Item Crown. Rosalina for example has Gravitational Pull to bring the
Crown in, but she only has 2 or 3 moves (depending on Luma’s presence) while she’s holding
it: she has to get rid of it.

My personal strategy is to stay away enough to be able to react to a throw, and use a
Kannonballs as an initial defense. Gut Check or shield where necessary. Item Crown cancels
out, allowing you to try and Crown Cancel to get it back. However this is predictable, so
mixing up how you approach to get Crown is recommended. If you haven’t taken much
damage yet, purposefully doing an unsafe move can work but make sure you know their
advantage state beforehand so you can escape quicker.

It’s also good to try and do a knowledge check. Do they Z-Drop Item Crown OOS? It’s F4, after
all. Do they ledgetrap with it? Things like this can help narrow down times where you can bait
a bad throw and get it back. Punish them for a lack of item play intelligence and laugh as they
got bodied by a PAC-MAN later.

C-Stick Macro Crownerang (Macrown)


This is literally just using the C-Stick Macro Specials tech, which is a normal mechanic. Don’t
worry, we still use Tilt Stick for this one. However, given it is the only special K. Rool can
really make use of with it (Blunderbuss cancels air momentum), I thought it was worth noting.

This control set is extremely difficult to use on a GameCube Controller, and I would
recommend allocating Grab to Y or X to do this consistently. We usually use L for Jumping
with Blunderbuss, so once you put Special onto Z or something for this you SHOULD be ok for
using it. Pro Controller Users have it super easy though, so if this tech gains traction then it’s
best to use that instead.

It’s essentially two sets of inputs: Control Stick + Jump, then C-Stick (opposite to control stick
input) + Special. The special and C-Stick can be interchanged as long as you’re in the air. This
gives you a wavebounce of sorts with your special input, and with Crownerang this is insanely
good. It’s just like Pivot Cancelling only in the air really.

What this gives you as a result is some very good movement when approaching or retreating
with Crownerang, allowing for a new way to use a jumping crown. This can be used as a
movement mixup, a retreat option, anything you want really.

Here’s a clip of the abuse being done by MySmashCorner. While the movement looks
minimal, it is very significant.

By moving back while using Crownerang you can zone quite effectively, as we know from
generally playing the character. With this tech you can go back further, which generally buffs
K. Rool’s playstyle.
With this mixup you can potentially catch an opponent with a returning crown they’re not
used to, thus allowing for Crown Slide Combos, which we’ll go over in a moment. Crown
Squatting is also immensely easy with it. Overall, there is a LOT you can do with this tech,
combined with the 4 Crown techs we already have. You should be replacing this with your
normal crown throw almost.

Crown Cancelling
The Crown Pickup takes 17 frames, but can be cancelled if another move is used when making
contact (eg. Neutral Aerial, Rolling). This technique is known as Crown Cancelling by the
playerbase. Playing around with pickup methods is highly recommended. We have a
document for what Crown Cancels here.

The best application for Crown Cancelling is with K. Rool’s various “sliding offense” options,
such as Pivot Cancelled Tilts or the various Grab forms in the game (Standing Grab, Dash Grab
and Roll Cancelled Boost Grab).

This is because Pivot Cancelled Tilts can be used alongside the Crownerang move to easily get
the crown back on the return while threatening opponents with the tilt. Forward Tilt is my
favorite here for the armor, as it makes it one of the safest ways to retrieve Crown in the
game. This also gives a two-pronged assault which is great when the opponent isn’t within
the Crown’s combo range. The angle it sends the opponent at is also very nasty, giving them
instant disadvantage. Forward and Up Tilt can also combo with a returning crown at Low%s
while not being overbearing on the chunking side of things. This is especially useful if you
threw it out and intend to Crown Cancel immediately.

Grabs are incredible when used with Crown Cancelling, specifically if you’ve thrown out the
crown yourself. Dash Grab and Roll Cancelled Boost Grab work amazingly well here as Crown
almost always forces shield. This can lead to an Up Throw for damage at Low-Mid%s, or a
Down Throw Kill Confirm at High%s. This option generates huge amounts of 50/50s, and once
the opponent stops shielding you can Crown Slide into Down Smash or a Tilt to close out
stocks early. Hell you could go for a Crown Squat Back Aerial to Kill Confirm as low as 70%. If
the opponent stops shielding this is your cue to utterly destroy them.

Your usual techniques for Crown Cancelling optimally are as follows;


● Shielding
○ By far the safest way, as it will prevent a punish in some situations. However,
many players will exploit this by baiting out the shield to grab you. Use this for
sure though, as it is very important. Just be aware and mix it up.
● Jab
○ Not much commitment required here, Jab is a very safe way to get your Crown
back as it’s your fastest move. You can also transition to the next Jab if
need-be.
● Forward Aerial
○ This option is also good as it’s free advantage on hit. This is compounded by
Crown Squatting, which we’ll go over later.

Crown Squatting
There is also an extension of Crown Cancelling known as the Crown Squat, discovered by
myself. This uses the 3 frame Jumpsquat Animation to skip the animation of the Crown Pickup
entirely, no strings attached unlike your average Crown Cancel. It’s very difficult to get the
hang of at first, but it isn’t that bad. Phantom Phoenix goes over the tech along with Crown
Bouncing here, so check that out.

For practice, try jumping in Training Mode when the crown is around 1 unit away. It's highly
recommended to practice this as it's just plain incredible.

Crown Squatting can be used as a general way to Crown Cancel when approaching with the
Crownerang, as it leaves no lag at all. You get the crown back instantly. Essentially, it’s a Crown
Cancelled Regular Crown Bounce. We’re saving 17 frames of vulnerability with this! Thus,
some insane techniques can be used from it. Hold onto your ass, because this is a ride and a
half.

For example, this tech can also allow for a Double Crownerang, piling insane pressure onto
the opponent and allowing for among K. Rool’s greatest approach options. Note that this can
technically allow for double the chance of a Crown Slide Combo. The crown covers basically
the entire stage using this, making aerial approach very difficult in MUs that aren’t rushdown.

Or if that isn’t for you, short hop aerials can be used while running alongside it to combo or
add on extra pressure. Forward Aerial is one of your best bets, as it lasts for a short amount of
time while creating a wall that sends the opponent into disadvantage. Neutral Aerial is great
when short hopped to bounce the opponent away and potentially leave them open to a grab.
However, it also makes a normal Neutral Aerial out of Crownerang much more consistent and
fluid thanks to the frame save. Down Aerial is extremely niche, but if it hits, that’s an Up
Smash.

Wavedashing is also possible out of this, although utility is questionable. If it works, then
you’re back on the ground and can use your ground options. However, Wavedashing itself is
quite laggy. It may actually be quicker to just Crown Slide in this scenario.
If you’re scared of getting a Crown Squat wrong, you can input this as a Regular Variant Crown
Bounce. Thus, if you get the timing late, instead of a Crown Squat you’ll still get the Bounce.
The cancel will not occur however, which means you still lose the 17 frames for K. Rool to
place the crown on his head.

This tech is very powerful when mastered. Every type of aerial option that you have can be
used out of this, even wavelanding. I would highly recommend using manual shorthops here,
as it’s among the fastest ways to make use of the tech if you intend to remain grounded.
Manual Short Hop Forward Aerial into Crownerang is a great techchase option with Crown
Squatting, for example.

Hell, you can pivot before a Crown Squat into Back Aerial for a free spike. A previously slow
Kill Confirm that left you without the crown is now a Kill Confirm at around 80%. If you think it
won’t work, you can just Crown Slide (which will also happen with poor timing, adding to its
sheer flexibility).

Here’s are two examples of successful Crown Squats, on Frame 2 and 3 of the Jumpsquat.
Frame 2 can be seen in action here (it’s quite fast, so lower playback speed), the Frame 3 can
be seen on the Neutral Aerial usage above:

As for a Frame Perfect Crown Squat, it is quite difficult to get an accurate frame for it. I myself
am not sure at all as to why this happens, as it should flash. Regardless though, executing this
is extremely difficult and has no real benefit compared to a normal squat. Here are the frames
between it. You can see this in action here, although you’ll want to lower the playback speed
as it’s very quick.
Crown Sliding
The second technique is Crown Sliding (found by ChaosBlasta and @Jorge#6298), popularized
by Dark Sparxx Gaming). We also have a video scripted by myself here, which is considered
the best explanation. By dash dancing into a returning crown, our mad king will do a slide
with some very good momentum behind it. You can see Sxips using it in practice here.

While the utility is somewhat limited outside of combos or movement mixups, it's still some
useful movement to consider alongside Pivot Cancelled Forward Tilts and Macrown. I
personally enjoy going into a Back Aerial spike from only hitting the first hit of the
Crownerang at Low%s.

Crown Sliding can be executed in four different ways with different forms:
● Turning around while running into the Crown gives you a Regular Crown Slide.
● Using an initial dash of sorts to send yourself forward in a basic fashion gives you an
Initial Dash Crown Slide. However, there isn’t as much momentum behind an Initial
Dash Crown Slide, leading to the utility of this being ok at best. Labbing follow-ups
through this is quite useful as a result. You can get Jab through this, creating a tech
situation.
● If you press back at a specific point, you can do a Reverse Crown Slide. This can
happen by accident if you try to use Pivot Cancelled Forward Tilts, although it is rare.
○ Best way to do this is to use your C-Stick in the opposite direction to your
initial dash method, or delay Pivot Cancelled Forward Tilt until you would
usually Crown Slide.
○ You can perform this through just the normal control stick, but it’s quite
difficult and can really screw you up if it goes wrong. The frame window is
quite tight, but very rewarding. You can see Ben Gold doing it here to get extra
distance to space his Forward Smash.
● If you press both the control and C-Stick forwards at a specific point you can perform a
Forward Crown Slide.

Crown Sliding is an excellent combo enabler when used on reaction if you hear the opponent
get hit by the crown twice. Then you can go in with Jab (which generates a mixup situation
with Jab 1 or a tech situation with Jab 3), Up Tilt, Up Smash or Down Smash. Hell you can be
dirty and go for a Down Tilt, which at specific %s allow for spike storage (see Down Tilt in the
Moveset Section). If you can get a Down Aerial before the spike storage works (so at like 15%),
it is also possible to get a free grab and thus Up Throw for 20% extra. This tech is definitely
one of the best combo options at Low-Mid%s, and should be considered at all times.

Reverse Crown Slide -> FSmash


It is possible to reverse a Crown Slide as outlined earlier, which may happen when you try to
Pivot Cancel with Forward Tilt to Crown Cancel wrongly. Don’t be dismayed, as this is an
effective movement mixup and definitely something to implement when using Crownerang in
Neutral. After all, more footsies is obviously very good, and it’s great against characters who
try to space a lot. Reverse Crown Slide autospaces for USmash, UTilt, Jab and more, making it
one of the best combo techs K. Rool has.
Crown Bouncing

Performing a regular CB
There is a third tech known as Crown Bouncing as well (found by DkDavy). It’s essentially an
aerial dash dance primarily used to mix up recovery. This tech carries Crown Sliding
momentum into a jump, allowing for a Wavebounce-esque kind of movement. Phantom
Phoenix from Dark Sparxx Gaming goes over it here too. However, we lack a proper tutorial at
the moment given nobody quite understood it initially. But, we have this guide here to put it
into words for you!

This can also be used to pivot in the air. Both of these are significant and allow for very
intriguing edgeguard techniques (such as a Reverse Back Aerial spike). This can be used in
tandem with K. Rool’s ledgetrapping for spikes or Neutral Aerial gimps as well.
As a general rule, to Crown Bounce, B-Reverse the Crown Pickup.
Here are the two types of inputs you can do;
● Regular Variant (B-Reversed CC/CP):
○ Essentially B-Reversing your jump. Jumping and B-Reversing during jumpsquat
or as the Crown comes back.
○ This has quite a lot of momentum when executed correctly. Otherwise you just
reverse the CC/CP.
The timing is strict for correct execution, but when mastered you’ll notice a
very big change in how you can play neutral due to the positioning it provides.
● Reverse Crown Bounce (C-Stick opposite direction during the first 3 frames of
B-Reversed CC/CP)
○ This has K. Rool float in the air for a moment, which is executed by jumping
while inputting the opposite direction when getting the crown, effectively
B-Reversing it again.
○ The timing for this is quite tight but can allow K. Rool to double pivot in the air
with the CC/CP gravity, allowing for positioning assistance.

Crown Bouncing can also make very good use of the CP Animation and not just CC, as it can
“B Reverse” a bounce in some funky ways. This can create some very, very weird movement.
Both of these can be used to create wavebounce-esque movement. For example, you can B
Reverse from the Side B with the animation, into a B Reverse with the Crown Pickup
animation. This can allow for a really unusual neutral that features some of the best spacing a
heavy can offer. With Crown Landing in play as well, Crown Bouncing is a very powerful
aspect of King K. Rool’s kit.

The Wavebounce is very good for microspacing and setting up for Blunderbuss situations.
Going that little bit further back can enable some solid play, stalling the opponent much more
effectively given the distance it goes. Crownerang -> Wavebounce Back -> Blunderbuss
definitely an optimal way to use the two together bar Full Hop Blunderbuss Kannonballs.
There is a lot of utility in this that is definitely untapped.

Crown Jump
Crown Jump is the concept of transferring the momentum from CP/CC into a jump. You’ve
probably done this by accident as well. By jumping into the crown, momentum is transferred,
allowing K. Rool to get a different jump arc.

It’s generally executed by mistake when trying to Crown Squat, but it has utility in terms of
positioning and platform movement given it works perfectly with Crown Landing. Outside of
this there isn’t much else to say: it’s movement.

Crown Landing
The techs never end, I swear. This is another Crown tech, discovered by me during Training
Mode. Only this time, it’s actually extremely powerful and weaves a bunch of the prior techs
together. This tech is essentially NIL CC: No Impact Landing Crown Catch.

If you do this successfully, your landing lag will be erased, due to not having enough
momentum to even get Soft Landing Lag. This results in incredible, seamless movement
around the stage while you lack a crown, making it great when you’re chasing someone
down. If you know of Leffen, you probably know of his popularisation of NILs in Melee.
To execute, there is one main method of pulling this off, you can pick up the Crown 35 frames
before hitting the ground and still land with like 0 frames of landing lag. Yup, this tech is very
generous.

Here we have it at work. As you can see, this left me with no frames of landing lag, allowing
for Crown to be used again pretty quickly. Very nice, and by far the best offensive use. Notice
how I landed on the ground and snapped into the idle animation, signifying the NIL was
successful.

This is also a very nice crown collection method, as you can see here the movement is
extremely fluid and helps you maintain momentum during a match. King K. Rool can really
move, it’s kind of scary. Couple this with the fact you can buffer options out of Crown Pickup
and you have a scary tomahawk on your hands. This is executed using the Wavebounce
Variant of a Crownless Bounce, so it’s very easy to perform.
Other External Links
★ SmashWiki Moveset Page
★ Crown Sliding Video
★ Crown Armor Compendium
★ Projectile Interactions

Propellerpack

Frame Startup 11

Rising Frames (speculative) ~76

Total Frames 108

Landing Lag 30 (Flapping arms)


29 (Fast Fall, press down while flapping arms)

Rehit Rate 15 Frames


Damage (1v1) 3.6%

Damage (Default) 3%

Remarks

General Information
The Propellerpack can be moved from side to side, with a bit of a momentum effect. This
slows the recovery down a bit when trying to avoid something, reducing the air time and thus
hindering his recovery slightly. Only move if the opponent intends to stage spike you, or it
could be your undoing. It's best to move into the opponent rather than away to hit with the
propeller hitbox, confirming you'll be safe. It also gives a little more time to try and tech the
move, making it a useful option if you're not going to make it and intent to feint.

An interesting aspect of Propellerpack (and


virtually all Up-B moves) is that you can hold
down to not ledge-snap. Through this you can
actually skip the ledge and snap to the stage.

Due to this, when considering the ledgegrab


range, we can precisely position the
Propellerpack hitbox to hit more characters on
the ledge. By holding down and releasing once
we reach the arm area, we can extend the
Propellerpack hitbox. Note that, however, the
range is shorter than his normal ledgegrab
animation.

You can drift under Battlefield, Smashville and a few other stages, but the timing can be strict
at times and it’s pretty slow. Any dodge staling can also make it pretty risky. Thus, this is
mostly used for style points. Up Aerial can be used along the way to keep it going in VERY
niche circumstances, but makes being intercepted much easier due to the lag. This is best
against slow characters who ledgetrap well, such as Incineroar.

How to Recover with Propellerpack


This is by far where most K. Rools crumble, and it is for the stupidest reasons. Many players
underestimate the sheer distance Propellerpack can go, and due to it they just...let
themselves die.

Delay your recovery. K. Rool can stay off stage for a super long time (Gut Check Stalling, UAir,
double jump, airdodge). If an opponent is just running off stage, you can sit there in the dead
zone until they realize they have to go back. You have a ton of mixups at your disposal and can
literally recover from the magnifying glass.

For starters, use Propellerpack as a last resort, close to the stage. Many players try to recover
from a distance and this is simply where Propellerpack doesn’t work well. You lose airtime
and momentum when swerving, and it is safer close to the stage where opponents will have
more issues hitting you.

Abuse the hell out of that hitbox. It’s got some RNG to it due to the propeller placement, and
you can make use of this with your swerving. If an opponent is trying to stage spike you, you
can swerve back and likely hit them. If not, well, we have what is basically an immunity to
them anyway.

For some reason K. Rools don’t have their fingers over the shield button while holding down,
and I don’t understand why. The most common edgeguard method for K. Rool is to stage
spike him, when he is actually almost immune to them. His sheer weight, combined with LSI
(hold down to reduce launch speed) means even Lucina BAir can’t reach untechable %s until
around 240%. If you get good at teching, soon opponents will have to rethink their assault.

Remember: the red graphic doesn’t mean jack when it comes to untechables. Do it anyway.
This is a common myth, and if it were true, Pichu FTilt would be untechable at 45%ish. It isn’t,
obviously, it’s just hard to react to. Launch speed has to reach a value of 6, which is really,
really high. Ask Ruben or Kurogane Hammer if you don’t believe me, the red graphic just
appears at higher launch speeds.

Overall, adjust your recovery route based on these factors;


● Opponent’s patience and how they go offstage.
○ Do they have a plan?
○ Do they have habits?
○ How consistent is your recovery route?
○ Can their spikes outrange you?
● Your distance from the stage.
○ Can you hug the stage?
■ Does the opponent have a spike that goes past the ledge?
○ Do you need to serve, if so how much?
Remember, never use Propellerpack immediately, you will die for it. If they don’t punish it
yeah that’s fine, but uh...don’t just do it if you value your stocks.

Offensive Utility
Propellerpack sniping the ledge can allow for some very interesting options. Up Aerial can be
considered to be a kill confirm, Forward Aerial allows you to regain stage advantage easily,
and if the opponent DIs poorly you can definitely get a Back Aerial spike. React to their
options and go from there if they don’t shield or parry. To increase the pressure, you can hold
down to not grab the ledge, although this is risky and we highly recommend knowing your
ledgegrab range first. If you can master this, you can punish parries quite tidily.

By launching someone high and then catching a poor option with this, you can carry an
opponent to the top blast zone for a Star KO. Up Throw on a high platform (eg. Middle of
Battlefield) tends to be one of the best ways to perform this, exploiting poor DI or challenge
attempts to carry them straight up. However, Up Tilt does this just fine as well. You can also
catch opponents recovering high with this by surprise, feinting another option to minimize
their time to react. It's best to practice this if one intends to perform it. It works even at 0%,
just try to react to the DI if possible. However, this is a very free, very meaty punish if it fails.
Characters such as Mario, Greninja and Squirtle can easily begin to use their water attacks to
send K. Rool off stage, immediately ending the stock and potentially the game. As said before,
use it sparingly and if you're absolutely sure it can work (eg. have absolutely no faith in your
opponent whatsoever).

Hurtbox Shifts when falling


An important thing to note is that helpless falling landing lag is a frame shorter than the
“flapping fall”. As a result, when landing, you want to cancel this by pressing down so you
save a frame. While it sounds silly, when playing optimally as a superheavy you need all the
frames you can get. This will also allow you to quickly fall to the ground, assisting in the safety
of using this move.

If you want to compare hurtboxes between Flapping Fall and Helpless Fall, here’s some visuals
of both. Overall, Flapping Fall is significantly larger and should be avoided if possible. They’re
both pretty bad, though. Maybe use them to shift your hurtbox when the opponent tries to
punish?
Weaknesses
The issue with this recovery is that while there is a very nice hitbox up top, it remains
ridiculously punishable. You see, there's an elephant in the room: you can very, very easily get
stage spiked. It's comparable to Duck Hunt's if you take the hitbox away.

As a result, players should be prepared to tech when the opponent attempts to stage spike, or
shift away a bit to hit the opponent trying. Remember to hold down when teching, as it
reduces knockback (look up LSI), and you can survive stage spikes well past 200%. You
should never die to stage spikes as King K. Rool.

While difficult to get spiked by opponents from above thanks to the hitbox, you're not exactly
immune. It's possible to get hit by wider-ranged spikes, such as Mega Man or Ivysaur's Down
Aerials. Sword characters have an effortless time doing it with the correct spacing as well,
with Chrom and Lucina especially being capable (and to a slightly lesser degree, Roy and
Marth who require more accurate spacing). You want to practice swerving a bit to stop this
from occurring.

The biggest weakness is from the front. Characters like Ganondorf enjoy using their attacks (in
his case Up B) from this angle to force a high recovery and then essentially just kill you. There
is little to no counterplay to this, except recovering directly below before they set up.

While this is one of the best superheavy recoveries in the game just behind King Dedede,
options are very limited once it's in use. It cannot be cancelled into a move, movement is
somewhat hard to get a grasp of, and overall quite exploitable. Care must be taken to ensure
that you're not intercepted, I can't emphasize this enough. Use it by obligation, basically.

Other External Links


★ SmashWiki Moveset Page
Gut Check

Invulnerability Frames 4-15

Counter Frames 5-28

Total Frames (Failure) 62

Counterattack Frame Startup 2 (Forward)


9 (Reversed)

Active Frames 2-5 (Forward)


9-12 (Reversed)

FAF 63 (Failure)
40 (Forward Counter)
45 (Backward Counter)

Angle 45

Base Knockback 90 (Right on the belly)


80 (The gust of wind)

Knockback Growth 56 (Right on the belly)


50 (The gust of wind)

Max Damage on Reflect 50% (like all reflectors)

Damage Range (1v1) 14.4% - 50.4% (1.5x Multiplier)

Damage Range (Default) 12% - 50% (1.5x Multiplier)

Remarks

Gut Check is interesting. A counter on a superheavy, although given it’s on a


superheavy...there’s drawbacks for some ungodly reason.

General Information
This can be angled left or right with inputs as well if hit by an attack and not a projectile,
although the utility of this is somewhat limited outside of Doubles Formats. In Doubles
though, this is brilliant as it can be triggered on command. Fully charged smash attacks from
Little Mac can turn into a massive gimmick play that launches opponents a nasty distance!

In the case someone goes too deep into your hurtbox, you can also reverse the counterattack
to either gimp or kill the opponent off-stage. 6.0.0 also made this easier due to increasing the
size of the counterattack’s belly sweetspot. While this is highly dependent on how good your
knowledge of the hitbox is, it’s also capable of instilling some major fear in the opponent.
Hell, that fear can even kill someone if you’re threatening with a stage spike and they try to
tech, thus buffering an airdodge. It’s pretty damn devious.
Gut Check’s 4-15 frames of invulnerability means you can occasionally dodge grabs. Through
this it is possible to avoid tether grabs such as Zero Suit Samus’s and maybe even get
something out of it if you buffer an option. However, this is inconsistent and highly
matchup-dependent. We are considering the idea of making a frame data sheet to see if this
is safe anywhere.

Gut Check has a sourspot where that gust of wind is, making it kill earlier in these scenarios.
There’s very little difference though.

Applications
Best application for Gut Check would be using this to abuse recoveries with hitboxes, such as
Ike and Chrom's. It's reasonably easy to time, and off-stage the move isn't that bad if planned
correctly. However, poor planning it can hamper it due to the counter's endlag if it fails. It is
also particularly inconsistent on Chrom’s Up B for some reason.

Gut Check is also really good out of parry when being shield pressured too much, as it
confirms it will work while resetting neutral. If you’re able to lab and practice this, you can
definitely get some very strong defensive options out of it. This works incredibly well on
multihit attacks, especially Incineroar’s Darkest Lariat which otherwise shieldpokes or even
breaks shields. If you can get the hang of parrying, you’ll suddenly see this move become very,
very useful. It’s also ok as an OOS if your opponent is just mashing (F7 considering intang),
but...don’t be silly with it.

Gut Check is our fastest combo breaker option along with airdodge, both being Frame 4. If
you know where a combo is going, you can make a calculated risk of buffering Gut Check to
catch them for overextending. This would generally be superior to buffering airdodge once
you’ve mastered it.

Gut Check can get you out of ledgetrap situations if you jump off the ledge and use it
immediately, but this is a very high risk read and can land you in heaps of trouble if the
opponent doesn’t do anything.

Gut Check off-stage can be used to stall and time out an opponent who goes off too quickly. It
also helps as a momentum cancel option in this regard, as it stops everything. This is very
useful for stalling recovery as a result, and should be used primarily for the outlined purposes.
Seriously, the momentum cancelling is a godsend.
Issues
Once you've started using Gut Check, there's no cancelling it and you're committed to it for
almost a full second. If you're using it, make absolutely sure it's gonna work. Note that you
have almost half a second of endlag if this fails. You are going to be punished, or probably
taunted just to rub salt in the wound. Make sure you’re in the perfect situation to use this, as
this move can backfire tremendously.

Projectile-heavy characters won't care about the reflector feature at all, as failing to use the
counter correctly here will lead to an easy punish: it’s slow. It’s definitely an option though,
only against larger projectiles like Samus’s Charge Shot. Use your noggin! We have a
document on Projectile Interactions with Gut Check, check it out for MU Knowledge.

Only covering the belly means King K. Rool is essentially Face McShooty from Borderlands:
begging to be shot in the face. Only this time, there's also the back. Thus, Pichu and other fast
characters can easily ignore this.

Generally, the rules for Gut Check are the same as any other counter. Don't overuse it, use it
on reaction, just be more aware of the rules this time. It's got the same problems and holes,
with a little more chucked in for good measure.

Other External Links


★ SmashWiki Moveset Page
★ Projectile Interactions

Section 2c: Normals

Jab
Active Frames 4-5 (Jab 1)
3-4 (Jab 2)
5-8 (Jab 3)

FAF 25 (Jab 1)
28 (Jab 2)
34 (Jab 3)

Angle 361 (Jab 1, 2 and 3)


180 (3rd and 4th hitboxes on Jab 1 and 2’s
tips)
Base Knockback 30 (Closer to K. Rool on Jab 1)
20 (Away from K. Rool on Jab 1)
25 (Closer to K. Rool on Jab 2)
20 (Away from K. Rool on Jab 2)
60 (Jab 3)

Knockback Growth 30 (Closer to K. Rool on Jab 1+2)


15 (Away from K. Rool on Jab 1+2)
72 (Jab 3)

Damage (1v1) 3% (Jabs 1+2)


8.4% (Jab 3)
14.4% (Total)

Damage (Default) 2.5% (Jabs 1+2)


7% (Jab 3)
12% (Total)

Remarks

General Information
This is K. Rool’s fastest move, and a damn good one at that. Highest damage out of any
Gentleman Jab in the game at 14.4% with a free tech situation if they’ve taken any amount of
damage? Sign me up, hun.

This move can be thrown out to reset neutral in scenarios where opponents are just throwing
out attacks, and is generally quite good at it. Considering the range and the minor disjoint on
the palm of the hand, Jab 1 is pretty damn reliable. Once they miss a tech off of Jab 3, throw
out Crownerang and it covers every getup option.

This can also Jab Lock, because well...it’s a Jab. Doing Jab 12 into d.FTilt is usually a kill
confirm right there and then, and is our most reliable combo off of Jab Locks due to us...not
really having much else to use. UTilt is there, but just worse than d.FTilt. We have a better
lock tool in DAir which I’ll go over later, obviously.

Jab is true out of a Crown Slide from 0-30%ish, with Jab 1 creating a mixup situation and Jab 3
creating a tech situation. Both are very reasonable followups that can only be attained
through the use of the tech. Definitely consider this play if you’re interested, as it’s very
helpful. It’s good as a 0% combo if you want to abuse Jab 3’s tech situation.

On the ledge, you can hit the entire cast if you shield their getup attack with this for increased
damage and to continue a ledgetrap. Very useful. For an in-context example, shield out of
Blunderbuss Vacuum near the ledge if they’re stalling. Remember, 18 frames of endlag on
Vacuum: they’ll try to getup attack and fail a lot of the time.

DThrow Utility
Out of DThrow, Jab is useful for a number of reasons;
● s.Jab 1 can allow for a Regrab on Bury Popout if they don’t mash. Thus, this is by far
the strongest mash deterrent available.
○ This works for a maximum of 3 reps, after the 3rd they just bounce up with no
possible followup. At least, that’s what I’ve heard. Never seen someone stupid
enough to fall for it.
● At the edge, s.Jab 1 can be used as a DAir or BAir setup, although it’s not the most
reliable thing in the world. It can be done, though, and is very satisfying.
● DThrow to Jab 123 from just away from midstage is a ledgetrap situation almost every
time, if not you can usually push them into it.
I would highly recommend doing DThrow Jab from around 75%, where you’re -5 against a TAS
directional mashing machine but it usually works on the average human being.

Other External Links


★ SmashWiki Moveset Page
★ Jab 1-2 VS Hard Knockdown
★ Jab 3 Tumble%s
★ Jab VS Buried Opponents (critical for btss)
★ Bury Tech Situation Storage
★ Stale-move Negation Optimization
Dash Attack

Active Frames 7-14 (Early)


15-25 (Late)

Belly Armor Frames 7-28

FAF 61

Angle 45

Base Knockback 80

Knockback Growth 61 (Early)


55 (Late)

Damage (1v1) 18% (Early)


13.2% (Late)

Damage (Default) 15% (Early)


11% (Late)

Remarks
General Information
This dash attack hits very hard and is reasonably quick, enabling some good kills near the
edge. Being Frame 7 with armor on the same frame, this is one of the strongest moves in K.
Rool’s moveset.

It is ever so strongly recommended that you learn how to use Instant Dash Attack. I cannot
stress enough how crucial this is to K. Rool’s success. To do it, immediately as you dash,
C-Stick forward. Easy! Plenty of videos are available on this, so if you’re having issues a search
on YouTube should have you covered. Do NOT sleep on this tech.

While a bit risky, Dash Attack is a decent approach option given you can simply armor through
almost anything the opponent has in response. This can stave off a lot of the projectiles the
opponent throws at you, allowing for some nasty kills or at least advantage. It is a bit of a
noob trap, though, since it can be simply shielded and staling makes it noticeably weaker.
However, you usually don’t need to worry about this as long as you use your brain when
playing the fat croc.

Against opponents who aren’t up to date on the matchup, Dash Attack makes for a solid
crossup option. Usually they try to shieldgrab everything K. Rool has, and here it will naturally
fail. Just note you’re…-37 if you use the late hitbox. Make sure you’re a touch far away and
cross up into the move to save frames. If you do it right, it can be pretty safe!

Exemplifying the high-risk nature of this move, a counter leads to an almost immediate armor
break from Counters dealing more than 1.4x damage (Joker, K. Rool, Buster Shulk), which is by
far the heaviest punish he can receive. Do NOT use Dash Attack willy-nilly in these matchups
(although you shouldn’t anyway).

This move also hits the ledge, check here to see who it works on. In MUs where it hits an
opponent, it’s able to cover almost every getup option on reaction. Practice this if you can as
it is extremely useful.

iDA also hits EVERYONE if you shield their ledge attack, making it pretty safe to throw out.
Practice buffering a dash out of shield to do it. In short don’t be frame perfect, shielddrop is
11 frames, buffering dash requires 10 or lower frames left.

Combo & Kill Confirm Utility


Dash Attack can be used out of FThrow at 0% for some very solid early damage (over 30%!),
immediately pressuring the opponent. The angle it sends the opponent at allows for a
potential Crownerang setup as well, meaning you can get a solid opening game plan going
from this. Many opponents who aren’t 100% sure about the matchup shield the second the
game starts against King K. Rool anticipating a Blunderbuss Kannonball or Crownerang, so this
can be extremely strong.

It’s also good to try and mix up FThrow -> Dash Attack with chase mixups: run a bit, and
tomahawk. With this you should be able to bait out a panic option and punish accordingly. I
like to Grab the landing and UThrow, and then go for more mixups after. Crownerang can be
used here too.

Regular Crown Slide can lead to iDA at 0%, up until around 35%. This is a good way to get a
ledgetrap situation if the opponent is holding center-stage, but some characters can be
FThrow iDA’d from here if their ranges are high enough.

Practice buffering Dash out of DThrow. DThrow -> iDA is the best balance of kill power and
“true”ness you can get with the move, and it hits most average opponents. If it doesn’t, slap
em with a mash deterrent such as USmash. You should always be playing the reinforcement
game with DThrow, so this option should be your middle ground if you’re not sure what
they’ll do. If they’re simply too quick, go with UTilt for maximum consistency.

Other External Links


★ SmashWiki Moveset Page
★ Dash Attack Cancelled Dash Grab (DACDG)
★ FThrow Tumble%s + DA utility
★ Volsento’s FThrow DA Range Doc (minor inaccuracies, best to use the above doc)
Forward Tilt

Angling Frames 1-10

Active Frames 12-13

Belly Armor Frames 5-11

FAF 43

Base Knockback 64
Knockback Growth 76

Angle 361

Damage (1v1) 15.6% (Sweetspot)


13.2% (Sourspot)

Damage (Default) 13% (Sweetspot)


11% (Sourspot)

Remarks

General Information
Meet the best FTilt in the game. I don’t care what anyone says, this move could be its own
character. Some K. Rools call this move “Klap”, me being one of them.

FTilt is one of the most difficult moves to challenge in K. Rool’s kit, emphasising perfectly how
he was designed: unchallenge-able on startup with high endlag. This move’s startup is
extremely safe and if you’re in a bad neutral situation it’ll probably cover you. Against a
mashing opponent, this move will force them to sit down and think.

Disjoint on the hands, long as hell reach (outranges Lucina FAir angled up), armor from F5,
god I could go on. Seriously that disjoint covers the ENTIRE sweetspot hitbox, which juts out
from the hands to boot. This move is crazy.

To top it off, FTilt also kills, pretty damn well too. The sweetspot usually kills at around 110%,
although it can be earlier depending on the opponent. And you bet your ass the Kill Konfirm
Kompendium has that all labbed out.

If an opponent is just pushing buttons in neutral, FTilt has some use. It works as a great whiff
punish option, since the armor tends to cover you (especially if angled up). Pivot Cancelling
FTilt gives it much more range than it really deserves, so if you like an alternative to Dash
Attack to unstale it, this has you covered.
Angling with Armor
FTilt’s ability to be angled also means it can position armor
differently. No other BSA attack K. Rool has is like this, and for
good reason: it is deceptively abusable. By angling FTilt with the
opponent’s attack patterns in mind, the armor can cover you
more, hell u.FTilt covers K. Rool’s face a lot of the time.

The reason this is important is because each FTilt angle’s utility


changes with your armor. If angled down, you tank ledge
attacks. Angled up, aerials have more issues hitting. However,
your armor juts out a bit, making it tank moves with lasting
hitboxes better but singular ones worse.
Here’s some examples of how the BSA hurtbox shifts with your
attacks. It is very noticeable to a trained eye, and abusing this is key to FTilt’s success.
Remember that all armor on FTilt is F5-11, though.

Angled FTilt BSA Placement Examples

u.FTilt F5 FTilt F7 l.FTilt F9

This is also useful for armor management in extremely niche scenarios where you want the K
L A P to hit without the armor. Angling armor up against let’s say, Chrom trying to DTilt, can
have the hitbox connect while spacing armor away from the hitbox. It’s quite niche but it
exists.

FTilt on the Ledge


This move has minor use for ledgetrapping: it 2-frames the ledge when angled down. While
there are better options than this. If you’re going for a 2-frame going for DAir instead is
recommended due to it hitting opponents before they even get to the 2-frame part. However,
it DOES hit every ledgehang angled down, making it good in that aspect. Pivot Cancelling this
usually ends in hitting them before they can react.
FTilt covers neutral getup, ledge attack and ledgeroll from roll distance on the ledge, and if
angled up it can also cover some ledgejumps. It’s precise spacing, but pretty good. If you’re
closer to the ledge you can angle down to stop stalling and cover a ledge attack. It’s difficult to
get the hang of at first but it’s not a nightmare or anything.

On the note of the ledge, this hits a lot of characters if you shield their getup attacks. For
details, look at the frame data here. Anyone where we have 12+ Frame Advantage gets
clapped. Pretty useful information, considering iDA. If they’re further away after pushback,
FTilt will sweetspot and kill earlier. Otherwise, iDA catches them. It’s a pretty good option
select that should be kept in mind.

This move also hits the ledge, check here to see who it works on. Hell, not only does it hit
ledge, the upwards angle can hit the lower platforms of Battlefield. This move is crazy.

Other External Links


★ SmashWiki Moveset Page
★ FTilt VS DThrow Buried Opponents (this is largely suboptimal now)
Up Tilt

Active Frames 5-6 (Early)


7-13 (Late)

Arm Intangibility Frames 4-9

FAF 38

Angle 50 (Early)
82 (Late)

Base Knockback 50 (Early)


66 (Late)

Knockback Growth 90 (Early)


72 (Late)

Damage (1v1) 13.8% (Early)


9.72% (Middle)
8.16% (Late)

Damage (Default) 11.5% (Early)


8.1% (Middle)
6.8% (Late)

Remarks

General Information
Big ol giant hitbox. Who thought to make this move F5 while killing at like 120% at the edge?
This is dumb.

UTilt is your go-to defensive option, as it’s your fastest attack that isn’t Jab. If the opponent is
coming at you and overshooting, UTilt will tell them to back off. It’s great as a reactionary tool
because of this. If you anticipate an overshot approach, go for it.

UTilt is also your crossup denial, as it’s F16 OOS and you can use the C-Stick to reverse it. It’s
massively important to practice pivot UTilts due to this. A lot of K. Rool’s OOS hinges on you
being able to do this at all times.

Pivot Cancelled UTilt - if you can do the pivot tilt stuff - can be done forwards in a similar
fashion. This is a very good burst option over iDA as it is less committal, but the hitbox doesn’t
last as long (still a long time tho). It also, well, doesn’t have armor, so it is MU-dependent as
well.

UTilt overs platforms better than most tilts (arm has intangibility), and the lingering hitbox
makes it pretty good for forcing them off. You have to preempt this however, as the FAF is still
kind of high.

UTilt can be used with the Crownerang for a potential double hit, and a good situation after. If
you Crown Slide however you can use it as a reversal option from the ledge or if the opponent
is holding center-stage. Generally a good option regardless.

UTilt as an Anti-Air
UTilt’s ability to anti-air highly depends on the MU. You see, the hitboxes are quite deceptive,
which makes its use against swordies not amazing. You’re better off using Forward Tilt there.
Against characters like Incineroar though, this move is definitely a good option to throw out.

Once you’ve anti-aired with UTilt you’ll notice the knockback is sub-par. However, you’ll also
notice that you can UTilt them again if they don’t jump. If they airdodge, you can grab. This is
a pretty hilarious way to juggle opponents, and reading landings after it can lead to some
nasty kills. Go for it from around 30% where the hit advantage is favourable.

UTilt for Killing


This is the typical way you'll be killing at the edge out of DThrow if it isn't FTilt or iDA: it's very
consistent and is difficult to mash out of, recommended at 130% when the opponent is pretty
much never mashing out. It also kills earlier on platforms. Kill%s can be found in the Kill
Konfirm Kompendium.

This move hits the ledge for some reason, so check here to see who it works on. It is also true
against every character who ledge attacks your shield, making it pretty consistent, albeit
outclassed by FTilt and iDA.

Other External Links


★ SmashWiki Moveset Page
Down Tilt

Active Frames 13 (Frame 13 Hitbox)


14-15 (Bury, Quake, Ledgehang Punish
Hitbox)

FAF 43

Angle 361 (Frame 13, Bury hitboxes)


85 (Quake)

Base Knockback 40 (Frame 13)


80 (Ledgehang Punish Hitbox)
30 (Bury)
100 (Quake)

Knockback Growth 85 (Frame 13)


50 (Ledgehang Punish Hitbox)
50 (Bury)
25 (Quake)

Frame 13 Damage (1v1) 15.6%

Frame 13 Damage (Default) 13%

Bury Damage (1v1) 9.6%

Bury Damage (Default) 8%

Quake Damage (1v1) 8.4%

Quake Damage (Default) 7%

Remarks

General Information
This move has a slightly better bury time than DThrow, with much better follow-up
opportunities. You can definitely Forward Smash out of this for an early kill. However, the
move is rather slow and managing to find opportunities to land it are difficult.

The main thing that makes DTilt so good on hit, is because of how unreactable it is. It’s slow,
and nobody - not even me honestly - expects this thing to hit. Due to this however, opponents
need time to react and start mashing into the move, thus why it kills so early. The adv isn’t as
high as you’d expect.

It is important to understand that Rage and Stock Differences affect normal buries (emphasis
on normal). Thus, DTilt’s adv can vary widely. Personally I recommend only using DTilt when
you’re neutral or a stock or two down, as the adv is favorable there. Otherwise, DTilt is minus
on hit at 0. If you have rage you can probably use DTilt at 0 while a stock up, though. But,
reaction time considered and it doesn’t mean too much. Click the link I put before for the full
sauce.

Applications
Pivot Cancelling this, if you can reverse your tilts (angle forwards!) consistently, can be a very
spicy move to surprise your opponent with. It’s a monumentally high risk burst option but it
has by far some of the best reward as well. If you don’t get the bury, the quake will probably
come in clutch. Just make sure to mix it up with grabs.
The best way to use this in the normal way would be to use it to punish careless approaches,
such as dumb approach options and greedy grab attempts. The greedy grab part is great, as
you can even cancel spotdodge with Down Tilt to punish some characters. If the opponent
gets hit by the bury, it is usually their own fault for being reckless.

Emphasising the absolute stupidity that are the hitboxes of this move, Down Tilt can bury
from a platform above the opponent. We have a document on what characters this works on
as well, and we highly recommend you check it out. This means you can heavily discourage
the opponent from trying to attack beneath the ledge if you practice timing against moves.
However, chances are you would have to focus on specific moves in specific matchups. One
good character to execute this for practice against is Ganondorf, as his Up Tilt leaves him
completely open for it. If the opponent mashes out of is hit by the quake instead, you can get
some very nasty Smash Attacks to kill with. Or, you can drop down with Forward Aerial to
combo. If you really want to, you can drop through a platform with Neutral/Forward Aerial,
store the knockback, and get a combo started.

You can also make the opponent pratfall with this, setting up for combos and tech situations
that can be pretty surprising for the opponent. This greatly improves the potential for the
Kremling Kombo, as a missed tech can go into this through spamming DAir until they stagger.

Parrying also confirms this off of a plethora of moves, as it grants 14 frames of advantage
while the bury hitbox comes out at Frame 13-14. This can be crucial in sword MUs as their
aerials typically have noticeable endlag when they hit the ground. Usually this is hard to
punish, but parrying makes this much easier. If your parry game is strong, so are your Down
Tilt confirms. Buffer this for best results. To practice, do it against Ike’s Neutral Aerial or
Marth/Lucina’s Forward Aerial.

Spotdodging Cancelling with this allows you to confirm DTilt on a plethora of characters. It’s
extremely handy, and usually results in a stock. For more details on spotdodge frame
advantage, go here.

a.DTilt: The Aerial Hitbox


There is a hitbox that comes out at Frame 13 that deals increased damage and knockback to
airborne opponents. This makes it very useful for punishing ledgejumps, or those who short
hop near you. It’s pretty odd, but oh well.

a.DTilt is great with DThrow from around 90%, where it starts to kill. If the opponent doesn’t
mash, you can store knockback with the Stomp hitbox and get a guaranteed Sweetspot FTilt
until around 105%. It’s a specific range, but you can push them into it through pummels and
such.
Bury & Quake
After this, there’s a hitbox that replaces Frame 13: this specifically hits ledgehangs, and deals
12% in 1v1 with 80 Base Knockback. It’s very strong and will punish those on the ledge too
long, or perhaps 2-frame them. If you learn the timing, this move is your best friend.

There is also a quake after the move hits the floor, dealing some solid damage and sometimes
enabling follow-ups. The hitbox is absolutely enormous, hitting opponents from a surprising
distance away. However, follow-ups from the quake are usually quite inconsistent (eg. Down
Tilt Quake -> Forward Aerial can be airdodged out of). The best application for this aspect is
on the ledge, to try and 2-frame them with the stomp hitbox (mostly covered by the quake).
However, it can be used to punish slower approaches.

Here’s a glimpse of the hitboxes on Down Tilt. As you can see, it hits surprisingly far away. You
can also see where it can Bury through platforms. Let’s go over that!

Combo & Kill Confirm Utility


Before we move on, it is important to understand something known as Spike Storage (SS in
notation), with K. Rool’s DTilt. Few characters can make use of this (as only a few characters
have a spike and a bury move), and King K. Rool makes by far the best use of it. With this, if
you get a Down Tilt off from around 35%-55%, you can store a Down Aerial spike and that
goes into a kill confirm. The spike strength is quite minimal at first glance, but since it’s a
grounded spike we can get anything we want.

Down Aerial goes into this if you do it close to the ground, which leads to some of K. Rool’s
most powerful kill confirms. It’s important to do DAir when you’re able to fast fall to get
maximum hit advantage.
● The Girthquake Combo (DTilt -> DAir -> USmash)
○ Kills at 80%ish and is generally the most consistent. UAir can substitute if the
opponent goes too high for FAir.
● The Kremling Kombo (DTilt -> s.DAir SS -> DAir -> FSmash)
○ Kills at 50% as long as DAir doesn’t pop opponents out
● DTilt -> s.Jab -> Grab -> DThrow -> USmash
○ Kills at 80%ish with a forced mash due to s.Jab’s existence
There are, of course, combos you can do with this as well;
● DTilt -> s.DAir SS -> Grab -> ???
○ Works best if you know you can’t land a kill, as The Girthquake Combo’s main
shortcoming is that it doesn’t kill within s.DAir SS range. The Kremling Kombo is
also generally a one-use thing as the 2nd DAir is almost always techable.
● DTilt -> s.Jab -> iDA
○ Generally your 0% option. Sometimes Jab puts the opponent into a tech
situation though, and if this is the case, DAir Lock into imagination.
● DTilt -> s.Jab / s.DAir -> Grab
○ Switch between these stored moves based on how high their % is. If they’re
low, Jab. If they’re high, DAir for more hitfreeze and damage.
There are also two ways to confirm DTilt 100% of the time:
● Landing FAir prior to Tumble%
○ +14 on hit at 0 if it’s the early or middle hitboxes. If you get good at this it’s
actually not too hard.
● Landing DAir prior to Tumble%, but after around 30%
○ This is pretty difficult to do but is usually a stock, especially if it’s JUST before
Tumble%.

DTilt on the Ledge


DTilt is a niche but extremely powerful option on the ledge. It can hit ledgerolls AND neutral
getup if you space it correctly, with the quake hitbox making them stop stalling. The aerial
hitbox catches ledgejumps up close as well, killing them. The stomp hitbox also hits the ledge
up close, and you can check here to see who it works on. All of this is prime conditioning, and
allows you to predict your opponents more easily later on.

DTilt also hits a LOT of the cast if you shield their ledge attacks, and you can see who it works
on here. The best way to set this up is through using Vacuum within ledge attack range, and
shield (remember, 18 frames of endlag, which is as fast as a ledge attack coming out on its
own!). Then DTilt OOS and collect your W. Usually this makes your Vacuum Ledgetrapping
better later, due to fear of this mixup.

Due to this, DTilt as a reactionary move on the ledge is extremely strong in the hands of a
player with good reaction time. In some matchups against opponents who are bad in
disadvantage (be it by character or themselves), this move becomes even sillier.
Other External Links
★ SmashWiki Moveset Page
★ DTilt VS Characters on Platforms
★ Bury Advantage Data

Forward Smash

Angling Frames 1-10


Charge Hold 10

Active Frames 19-20

FAF 62

Base Knockback 40

Knockback Growth 96

Angle 361

Yes these damage numbers are real, check the Data Viewer on AttackS4Hi or AttackS4Lw if
you don't believe me.

Upward Angled Damage (1v1) 23.9400012%-33.51600168% (Sweetspotted)


20.7900012%-29.10600168% (Sourspotted)

Upward Angled Damage (Default) 19.950001%-27.9300014% (Sweetspotted)


17.325001%-24.2550014% (Sourspotted)

Normal Angled Damage (1v1) 22.8%-31.92% (Sweetspotted)


19.8%-27.72% (Sourspotted)

Normal Angled Damage (Default) 19%-26.6% (Sweetspotted)


16.5%-23.1% (Sourspotted)

Downward Angled Damage (1v1) 23.484%-32.8776% (Sweetspotted)


20.3940012%-29.367361728% (Sourspotted)

Downward Angled Damage (Default) 19.57%-27.398% (Sweetspotted)


16.995001%-24.47280144% (Sourspotted)

Remarks

General Information
Even a seemingly simple move on K. Rool finds a way to be janky. As you can see, overall, the
upward angled version deals the most damage. Do note that only the damage of Forward
Smash changes upon angling though, not the knockback values itself. The damage changes do
end up increasing knockback overall, though, so expect it to kill around 10% or so earlier
depending on the angle.

There is a sweetspot on the Boxing Glove that deals MUCH more knockback and is where the
real power of the move comes in. This is why it will sometimes kill at %s as low as 70. It’s also
a disjoint, so keep that in mind if you want to punish opponents a bit heavier than if you used
Forward Tilt. Note that FSmash’s sweetspot has more priority than the sourspot, actually
making the sourspot a nightmare to hit. This is good for us, anyway.

Combine the power and disjoints, and you can definitely see that using this as a mixup or
defensive maneuver through pivoting is a good idea. I’d say practice before doing it, though,
as once again it is super damn slow.

Overall while this move is hard to use, there’s no way K. Rool would be in the same boat
without it. Mastering the use of Forward Smash is very important.

Hard Punishing with FSmash


Catching someone jumping in with an Up Angled one is okay as a deterrent to aerial
approaches, but is generally inferior to u.FTilt or UTilt, since they’re so much quicker. Most of
the time there's a better option than this move, but a hard punish is always cool if you can
pull it off.

The big way to hard punish with FSmash is through exploiting fear. FThrow into tomahawk is
one of K. Rool’s best mixups for this, as generally opponents do a panic airdodge. This can be
punished with FSmash if you know how consistent they are with their options. It’s hard as
hell, but definitely a thing. Regular or Reverse Crown Slide -> FSmash is a pretty good string
too, usually baiting panic airdodges too.

Charging FSmash on someone trying to do a counter is a classic punish, but note that
opponents who know how long a smash can be charged for will probably kill you if you just
charge it. This move...isn’t kind if you get countered. Thus, if someone does a counter, just go
for FSmash. Don’t do it to bait, that doesn’t work on remotely good players.

Outside of this, well, it’s our best shieldbreak punish, with fully charged u.FSmash having
similar kill power to Bowser’s FSmash. Bowser’s FSmash fully charged kills Mario at exactly
12% at the edge of FD, while K. Rool’s u.FSmash fully charged kills at 19.02%. If the opponent
is at Mid%, go for it. Or, DTilt -> FSmash if you don’t have time to charge it. Should kill around
15% later or so, maybe overestimating.

This move also hits the ledge, check here to see who it works on. This is a nice hard punish
option for stalling, although it is extremely committal and can even be considered reactable at
times.

In niche circumstances, if you parry someone’s ledge attack, you can potentially buffer
FSmash and hit them. You can see the frame data here, it’s everyone whose getup attack
gives us 16+ frame advantage on shielddrop.

Confirming FSmash
FSmash’s main confirm is with DTilt. If you can manage to hit this, the opponent better
prepare themselves for a nasty punish, as it’s a kill confirm at 125% with TAS reaction time
and mashing, at neutral stock difference and no rage. This is impossible for a human to get
out of usually, due to people usually not reacting until ~10 frames into the bury. Thus, if we
consider this, FSmash can be safely considered true at 75%. This is usually a kill confirm.

FAir can confirm FSmash for damage at extremely precise %s, and it’s so specific it’s not really
used. To do this you have to land with FAir frame perfectly JUST before it sends into tumble.
Outside of this, Crown is your main confirm. It’s difficult - like everything else here - but it can
work just as they start being launched.

FSmash’s Blindspot
Buuut, there’s an issue with Forward Smash. Up close, there’s a blindspot. Thus, you can
occasionally use the move and just not hit with it. It’s pretty nasty, so keep it in mind when
using it. This is why pivot Forward Smash is usually used instead, as it’ll space the hit for you.

Other External Links


★ SmashWiki Moveset Page
★ FSmash VS DThrow-buried Opponents
Up Smash

Key Hit 1 = Rising


Hit 2 = Fall
Hit 3 = Plank

Active Frames 6-9 (Hit 1, Early)


10-11 (Hit 1 Late)
19 (Hit 2 Early)
20 (Hit 2, Weird Spike Hitbox)
21 (Hit 2 Late)
22-23 (Hit 3)

Head Intangibility Frames 6-11

Belly Armor Frames 6-19

FAF 72
Angle 83 (Hit 1)
361 (Hit 2 Early+Late, Hit 3)
290 (Weird Spike Hitbox)

Base Knockback 31 (Hit 1 as a whole)


60 (Hit 2 Early)
80 (Weird Spike Hitbox)
30 (Hit 2 Late)
70 (Hit 3)

Knockback Growth 90 (Hit 1 Early)


84 (Hit 1 Late)
45 (Hit 2 Early)
5 (Weird Spike Hitbox. Yes, 5)
20 (Hit 2 Late)
50 (Hit 3)

Hit 1 Damage (1v1) 21.42%-29.988% (Early)


9.72%-13.6% (Late)

Hit 1 Damage (Default) 17%-23.8% (Early)


8.1%-11.34% (Late)

Weird Spike Damage (1v1) 3.6%-5.04%

Weird Spike Damage (Default) 3%-4.2%

Plank Damage (1v1) 12%-16.8%

Plank Damage (Default) 10%-14%

Remarks

General Information
Here we have a strange clusterfuck of a smash attack. While it looks like it does everything, it
actually does one good thing, then tries to do many other things that aren’t too practical. It’s
probably one of the weirdest moves in the game.
USmash has many, many hitboxes. It is technically a multihit move, and you can get the
“self-combo” if you hit at an early %. It’s...not very good, though.

Hit 1 is a strong, single hit that affects only aerial opponents (programmed to do so). It kills at
around 100%, give or take a bit. It’s a very strong move, and if someone is just mashing on a
platform you can throw it out and get some free damage. Being F6 makes this move
extremely strong, albeit one of the heaviest commitments in the game. There’s also a late
hitbox on F10 that does practically nothing, but combos into the rest of USmash at Low%s so
it isn’t all bad. If only the knockback was fixed...

There is then Hit 2, which is a clusterfuck that makes me sad. I did manage to get a Jab Lock
into Forward Smash combo once using the weird spike hitbox. Nobody is teching this when it
happens, since it’s completely unexpected. It’s useless for spiking anyone off-stage bar putting
them in weird situations, so don’t bother trying to land it. Overall this part has some fringe
uses when it hits by mistake, but only on stage. Off-stage, this move will never, ever gimp
anyone. If it were stronger, perhaps it could be used.

Then there is Hit 3, which...doesn’t kill for some reason. It’s not necessarily bad thanks to the
armor and stuff, it’s just...weak. Deals some nice damage, puts them off-stage, but if it killed it
would be far better.

USmash Shieldpoking
Luckily, this entire mess of hitboxes actually makes it super good at shieldpoking, so there’s
that.

An interesting application for this that Girthquake has suggested would be to use it out of a
falling Forward/Back Aerial, and immediately Up Smashing. This will either force the
opponent out of shield for them to get hit, or get dicked by Up Smash’s many hits to force a
shieldbreak or poke.

It covers many Out of Shield Options thanks to the armor, and will always do something
thanks to Shield Grabbing being so severely nerfed. You can never lose in this situation, as you
can get a Grounded Spike off on an opponent who refuses to drop shield that gets hit with the
weird spike hitbox, leading to some free damage or even kill. If that doesn’t hit, the plank or
Hit 2 Late can send people at some very weird angles that are ripe for Crownerang abuse. The
platform pressure potential of this move is nothing to sniff at solely because of how many
hitboxes the move has, which all deal shield damage.
Kill Confirming with USmash
So the best application for this is to DAir for a grounded spike then use this,

The [REDACTED] Combo is a kill confirm that specifically uses USmash, as I mentioned before
in the DTilt section. This kill confirm works at 80% and is actually glorious. If the opponent has
too high a % for DAir USmash, just use UAir instead.

The rising hitboxes can be used out of Down Throw to combat mashers and generate 50/50s,
as it only works ON mashers. This is extremely useful as it kills at around 90-100% with the
tipper hitbox on the crown. With this in mind, you can use FSmash or s.Jab as potential
mixups for those trying to not get hit by the Up Smash. This is exceedingly important and a
mainstay in King K. Rool’s meta. For Kill%s, go here. You need to know this, and there is no
negotiation.

DThrow USmash occasionally requires you to get a dash in to do it. I’ve personally mastered a
QCU (Quarter Circle Up) input for this, buffering dash out of DThrow and then immediately
getting USmash. There’s a doc here on who requires it by my good friend EyeDonutz.

USmash Ledgetrapping
This move is also effective for ledgetrapping, with the entire move covering a surprising
amount of options when spaced correctly.

The rising hitbox covers jump, and the plank and weird spike hitbox will cover neutral getup,
ledgeroll (when spaced), and ledge attack. Most character-exclusive options use attacks when
getting up as well, and the belly armor will eat those as well.

This should be used on reaction, so practice reacting a bit more to start making use of this
sleeper option. Just be careful of Getup -> Counter, as this will completely forfeit stage control
in that case and potentially result in Belly Armor dying.

The Issues with USmash


The problems with this move though? Many.

The spike is actually one of the weakest in the game, although it can lead to some stupid
things off platforms if you catch them. Lasts 1 frame, with only 5 knockback growth. In other
words, you’re hitting with this by mistake. In which by the time the opportunity is gone, you
just realized what had happened. The hitbox is also inaccurate, not covering his head at all.
The plank literally does nothing and kills at 162% at the edge of FD, according to SmashWiki.
It won’t save you from not getting punished for a whiff, it doesn’t even deal much damage or
hit aerial opponents. Simply don’t bother. This’ll only hit by mistake against a very bad player,
or when the opponent doesn’t mash Down Throw.

Overall, the initial aspect is amazing thanks to the intangibility - and to a lesser degree the
belly armor - but the rest of it is just weird jank that won't actually benefit you bar some
fringe scenarios. Only use for the initial part, never anything else. The initial part is among the
best parts of K. Rool’s anti air capabilities, as it is a very good hard punish on challenges. It has
kill confirms, it has everything. Just...don’t rely on the other hitboxes to do your job.

Other External Links


Down Smash

Frame Startup 22

Active Frames 22-24 (Slam)


25 (Quake)

Belly Armor Frames 8-21

Airtime Frames 4-23 (starting when the left foot curls up)

Total Frames 63

FAF 64

Angle 361 (Slam)


85 (Quake)

Base Knockback 65 (Slam)


80 (Quake)

Knockback Growth 80 (Slam)


30 (Quake)

Slam Damage (1v1) 21.96%-30.74%

Slam Damage (Default) 18.3%-25.62%

Quake Damage (1v1) 4.92%-6.88%

Quake Damage (Default) 4.1%-5.74%

Remarks

General Information
This is why you’re using King K. Rool, isn’t it? This move stops a ton of things, but overuse is a
big no-no.

The start of the move has K. Rool bounce into the air and avoid any mid to low level moves
before killing them at 75%. K. Rool leaves the premises on F4, so any grabs, low-mid attacks
and such will miss. However he CAN still be grabbed, as he doesn’t get immunity to them. It’s
just stupid hard. This is one of the strongest Down Smashes in the game by a long shot, this
attack is among K. Rool's best. This move is absolutely disgusting and even using it randomly
can lead to some early stocks being eradicated due to its very high knockback growth. At
Low%s it’s pretty bad, but still can reset neutral. This move is absolutely ludicrous, and
warrants a lot of respect.

This move also lets out a quake that can fling the opponent into the air, much like DTilt. This
has minimal combo potential, but can deter approaches solely because you can FAir out of it
if they fail to react fast enough. This does give it some edgeguarding potential if you fail to
space at the ledge for the actual slam. It’s like DTilt’s only with a BIT more hit advantage.

DSmash is generally used as a hard punish for overextending. It’s very powerful, but also quite
laggy, and will only really work if the opponent tries to challenge it. The power and potential
of this move is nothing to sniff at, although at the same time it can promote some bad habits.
Use it as a hard punish, for edgeguarding in highly specific scenarios (or if you’re confident
and want style points), during combos or in kill confirm scenarios only. That’s a lot of
scenarios? Yeah, I didn’t say the move wasn’t amazing.
DSmash at the Ledge
This move is also great for punishing getup attack or ledge rolls at the edge as well, also
functioning as a 2-frame punish. If the opponent is on the floor and tries to roll, this move can
also kill there. The belly armor is absolutely ridiculous, and can be used to challenge attacks
such as Chrom/Ike’s Aether DURING recovery if you’re really good at timing it (practice a little,
you’ll get it eventually). Any character that doesn’t ledge snap when recovering also dies
immediately to this move.

This move also hits the ledge because it’s busted, so check here to see who it works on.
Section 2d: Aerials

Neutral Aerial

Active Frames 7-8 (Early)


9-30 (Late)

Belly Armor Frames 6-30

Autocancel Frames 1-3


40+

Landing Lag 9

FAF 46

Angle 361

Base Knockback 40 (Early)


13 (Late)
Knockback Growth 70 (Early)
90 (Late)

Damage (1v1 w/Short Hop Macro) 10.6% (Early)


8.4% (Late)

Damage (Default w/Short Hop Macro) 10.2% (Early)


6.8% (Late)

Damage (1v1) 14.4% (Early)


9.6% (Late)

Damage (Default) 12% (Early)


8% (Late)

Remarks

General Information
NAir is a mixed bag. While it’s a great defensive move and such, its hitbox is weird. However, it
is a VERY useful tool for a large number of reasons.

NAir in Disadvantageous Situations


NAir is, long and far, our most useful character-specific tool in disadvantage. This is partially
due to a lack of better options, but to say NAir is bad would be a misunderstanding at best. It
is VERY good, and is essentially K. Rool just saying “aight here’s my armor you stop whatever
you’re doing”. 6.0.0 reducing the landing lag has made this, really, a premier option.

NAir is our most reliable out of shield option, being F9 Armor and F10 hitbox. This gives a tech
situation once it starts sending into tumble (%s can be found here), which can be used for
combo, Crown/Kannonball setups and more. Personally I lean towards Crown because NAir is
quite committal, which naturally means laggy. Once the opponent starts to be sent into
tumble, it’s time to use this OOS my dude.

NAir is also our primary landing option after FF N-Airdodge (please god learn how to do that).
This is because the armor is F6-30, and thus it can stop almost any juggle. The only exceptions
are multihits that go past (although FF NAir stops this completely), and those that hit behind
him (which are rare).
While it is IMMENSELY strong for landing, it is not very safe if the opponent reads it. They can
also charge a Smash attack to break the armor if you’re being stupid and landing ON them.
Thus, you must use NAir sparingly so to keep its incredible utility, well, incredible.

Late NAir Combos


Late NAir is pretty damn good once it starts sending into tumble, and I often kick myself for
not using it more. 6.0.0 made it even better, due to the landing lag reduction providing some
incredible combo utility.

Late NAir is +3 on hit at 0, and very soon, +10 on hit (tested on Mario) at 25%, which is a Jab
confirm, and shortly after an iDA confirm. It very quickly becomes an FTilt confirm as you can
imagine from this, usually at 50%

Keep in mind, all of this is Non-Tumble Hitfreeze. It doesn’t send into tumble until an average
of 70%, which means you have true combos that cannot be DI’d. As a result, when landing
with NAir out of disadvantage, you can potentially get a complete reversal off of it. K. Rool
players absolutely need to get used to this aggressive option if they want to win.

Of course, Late NAir sending into tumble means more stuff as well. You can tech chase with
the aforementioned moves we combo’d with before - sometimes even still combo. Crown
becomes extremely viable due to it covering every getup option, tech or not.

All of this culminates into Late NAir being an extremely useful combo tool, albeit a bit difficult
to use due to the hitbox and how telegraphable it can be. A useful way to mitigate this is to
practice using SHFF NAir, but doing the NAir a bit earlier than you would a normal aerial.
Using it like Mario NAir can work, although once again the animation makes it easier to react
to. Our NAir IS still pretty safe especially on crossup, so using it in that fashion could work as
well.

NAir Edgeguarding
Due to the armor properties and angle of NAir, this can be used to edgeguard and gimp a lot
of the cast, even characters who usually wouldn’t have this issue (eg. Lucina’s safe as hell Up
B gets NAir’d). This is an insane gimping tool when used correctly and will result in large levels
of salt. Given you armor through literally everything except command grabs, there’s really no
risk other than the typical edgeguarding risks. It’s braindead as hell, just make sure you don’t
do FAir by mistake.

Against Ganondorf and Captain Falcon, NAir doubles in edgeguard potential. You get a large
hurtbox extension by technicality: it’s just covered by armor. However, their Up Bs ignore
armor, and will attempt to stage spike you. If you abuse LSI (hold down to lower launch speed,
making untechables worse, in short you survive like 30-40% longer) and teching, you can do
what is known as a rockcrock. This is a timeless thing where you tech their Up Bs and punish,
gimping them. So you can either gimp with NAir or abuse the hurtbox extension to get hit and
gimp them anyway. It’s pivotal that you learn this.

However, where I say edgeguarding risks, not many people seem to know them. Let ol Plague
here give you a rundown;
● Trying to edgeguard means you’re confident enough to completely give up stage
control for the sake of an early stock. This means you should know their recovery off
by heart.
● If the opponent escapes and gets back on stage, you are in a ledgetrap situation. K.
Rool absolutely sucks on the ledge, and if the opponent is a Belmont or something
you’re probably dead for trying.
● Reverse edgeguarding exists, and while it isn’t a large risk to K. Rool it’s definitely
something to think about.
So, while NAir is braindead, do not edgeguard without a plan. Don’t just go offstage, you
have all the time in the world and do not need to bum rush an opponent. Watch their route,
anticipate where they’re going, and let it rip. That is where NAir truly shows its potential.

NAir Ledgetrapping
This all boils down to Neutral Aerial’s most interesting use: ledgetrapping. By using SH NAir,
you’re able to frequently keep the opponent from coming on stage. It can cover neutral
getup, ledge attacks and ledgejump up close, and drifting back can have Late NAir connect on
ledgerolls. However, it won’t always cover EVERYTHING, so be careful and use it when it
seems favourable. Remember, stalling on ledge doesn’t work if used in this way. It’s damn safe
to ledgetrap with now, thanks to the new landing lag allowing you to buffer a dash every time.

However, this move also DOES the ledge if you do the early hit close to the ground, and even
the late hit can connect on some characters, check here to see who it works on.
Forward Aerial

Active Frames 11 (Early)


12-14 (Mid)
15-17 (Late)

Autocancel Frames 1-2


40+

FAF 58 (jesus fuck why)

Angle 361

Base Knockback 40 (Early)


35 (Mid)
30 (Late)

Knockback Growth 78 (Early)


80 (Mid)
70 (Late)

Landing Lag 11

Damage (1v1) 18.6% (Early-Mid Tipper)


16.2% (Early-Mid Hip)
12% (Late Tipper)
9.6% (Late Hip)

Damage (Default) 15.5% (Early-Mid Tipper)


13.5% (Early-Mid Hip)
10% (Late Tipper)
8% (Late Hip)

Remarks

General Information
This move is great, especially when used while dropping through a platform. Sends the
opponent away at a nice angle, and can be used out of Down Throw to put the opponent into
a disadvantageous situation. Through this you can begin Crown and Blunderbuss pressure.
This is one of, if not the most damaging FAirs in the game, free. Devastating move. Oh, and it
beats projectiles.

This is an important neutral tool thanks to it essentially resetting it when hit, and because it is
among his fastest and strongest aerial tools. The range is also of particular note. It also
catches jumps pretty much 100% of the time if you’re playing correctly, keeping the opponent
in disadvantage or resetting neutral.

This catches crown very well as a result of the aforementioned facts, and should be kept in
mind when zoning. This is your go-to Crown Cancel along with Forward Tilt. It is also one of
the safest moves on whiff in K. Rool’s kit, so it is strongly recommended to go for it.
Retreating FAir in neutral is very very strongly recommended.

This move can be used to burst out of a ledgetrap if one drops from the ledge, jumps and
immediately uses it. It’s pretty much frame perfect, though. This an immensely valuable tool
given King K. Rool is noticeably susceptible to ledgetrapping. Practice this as much as you can
in training mode.
FAir on Shield
Forward Aerial can be safe on shield if you space it correctly (-6 on shield), and you should
consider it to be an Option Select.

Here is a small OS you can use with FAir on shield;


● Spotdodge -> DTilt / Jab depending on safety, -7 or less is a spotdodge DTilt on the
entire cast
● Jab to catch shieldgrabs
● Dashback for movement pressure
● DSmash for a shieldbreak setup if they hold shield for some reason
● iDA to crossup (very unsafe)

Many players often have issues getting the full safety of FAir, and it’s understandable as it
doesn’t deal much shield hitstop (shieldstun). To do it, you need to land it a bit later than you
would a normal aerial. Or, you can do retreating FAir for improved safety. Both of these
methods will allow for FAir on shield to be as safe as Joker’s BAir, which is also -6!

Combo Utility
FAir is one of the best combo tools K. Rool has, and if any other character had it they would
be very very very busted. There are a good few reasons for this.

FAir’s early and mid hitboxes do not send into tumble until 25%ish, and start at +14 on hit VS
the entire cast. As a result, this confirms a TON of stuff. Non-tumble hitfreeze CANNOT be
DI’d, meaning that not only is everything guaranteed but you can practice this in Training
Mode right now!

Here are some confirms from Non-Tumble FAir Early-Mid. These are my personal favourites
that I use with K. Rool all the time.
● DTilt
○ Only if landed frame perfectly at 0, but it becomes better at around 10%.
Allows for s.Jab into iDA or Grab.
● Grab
○ FThrow iDA works on a few characters after this
○ UThrow means like 40%+ with a juggle situation
○ DThrow can be used as a knowledge check
● FTilt
○ The easiest to do, around 30% damage. Decent but not the best.
● Jab
○ Very easy to do with a free tech situation, thus Crown can work with this as an
alternative route. DAir locking can be done if you’re quick enough.
● UTilt
○ Doesn’t really do much, like FTilt it’s good for beginners however. Good
situation. Better than FTilt if you’re going to sourspot it (such as on a big body).
● iDA
○ Highest damage if Grab isn’t favorable with a free ledgetrap situation.
○ Works even after sending into tumble until around 50%ish.
Due to this, it is strongly recommended to mercilessly fish for FAir when possible. FAir -> FAir
off a platform is also possible and usually confirms a free Crown setup.

Kill Confirm Utility


This move can kill at around 120% when sweetspotted at the edge on most stages. Great for
chasing off stage with when you start turning the pressure up too.

FAir’s Late Hit doesn’t send into tumble until ludicrous %s, and can be used to confirm Grab at
around 70%. This can be used to go into DThrow U/FSmash 50/50s, and serves as a kill
confirm.

FAir Ledgetrapping
FAir serves as a wall during ledgetraps due to its 7 total active frames. As a result this can
catch a very wide scope of options - sometimes every single one - due to its sex kick nature.
FAir Late can confirm a kill if you hit with it properly just because they did neutral getup. Don’t
mash it, though.

This move also hits the ledge if you execute it very close to the ground, check here to see who
it works on. It’s not easy to do but kills, so it’s useful.
Back Aerial

Active Frames 18-20

Autocancel Frames 1-3


50+

FAF 60

Landing Lag 14

Angle 45 (Sourspot)
270 (Meteor Smash and Sweetspot)

Base Knockback 15 (Sourspot)


45 (Meteor Smash and Sweetspot)

Knockback Growth 80 (Sourspot and Sweetspot)


85 (Meteor Smash)
Damage (1v1 w/Short Hop Macro) 19.95% (Sweetspotted)
15.22% (Sourspotted)

Damage (Default w/Short Hop Macro) 16.15% (Sweetspotted)


12.32% (Sourspotted)

Damage (1v1) 22.8% (Sweetspotted)


17.4% (Sourspotted)

Damage (Default) 19% (Sweetspotted)


14.5% (Sourspotted)

Remarks

General Information
BAir is among the strongest kill moves in King K. Rool’s moveset. Period. This move is capable
of killing at like 85%, angle be damned, if the opponent is grounded. In the air, they can die as
low as 20%.

Many often say this move is bad due to how slow it is. While this definitely means you can be
out-framed, this isn’t always something an opponent can do. Considering reaction time, they
have to telegraph it, or challenge with an extremely fast move/projectile. Being out-framed is
rarely an issue if you space BAir correctly, but obviously it isn’t safe. Please don’t take this as a
“spam it” thing, BAir is at its best when used as a surprise option.

A common complaint people have is that BAir gives a bad hurtbox extension. As you can see,
there is one, but it is extremely minor and a lot like the rest of his moves. The fist is disjointed,
and the arm hurtbox is generally not that large. So overall, the hurtbox extension is actually
one of the smallest in his kit.

BAir on Shield
BAir is -7 on shield landing, and due to how slow it is you can easily space it. By spacing BAir,
you can dash away from most OOS options, thereby leaving them with a battered shield. If
they’re OOS happy, you may even bait out something like Cloud’s dreaded Climhazzard.

Due to the hitbox and shield frame advantage, BAir is a very safe crossup option if you’re into
that sort of thing. It’s definitely high-risk due to it being F18, but the opponent likely won’t
drop shield in the face of such a terrifying move. Against opponents with poor anti-crossup
options (eg. Ganondorf, but he has FSmash VS jump-ins), this move is exceptional.
Landing BAir
Landing BAir is a good way to use the move in neutral or when trying to land (where it has
fringe uses). Being -7 on shield makes it a lot safer than one would imagine, and it’s great at
baiting opponents.

Landing BAir’s best uses, however, is whiff punishing and reads. Given opponents just rush in
when they see it anyway, it’ll probably whiff punish during the startup on its own. Anyway, if
you anticipate the opponent being stupid with their burst options (eg. Sonic with his Spin
Dashes), you can use Retreating SH BAir to stuff their option and possibly even kill them. It’s
extremely strong in this regard.

Minor Combo Utility


BAir can in fact confirm stuff at Low%s, such as FTilt, if you cross up with it. This isn’t easy by
any stretch of the imagination, but it’s definitely something to consider. iDA is also possible,
given FTilt works.

Oh, and...do this if the opponent doesn’t tech. This move is a DAir Lock setup at Low%s,
which leads to some obnoxious combos.

Kill Confirms with BAir


FThrow confirms BAir at around 20% if you’re extremely fast with your attack cancels.
However, this is often deemed unviable due to how hard it is. Onua tends to use it though, so
maybe you’ll be the next top K. Rool to do it! This move also hits the ledge for some reason -
although it is difficult - check here to see who it works on.

Thanks to Zeckemyro for fixing the visual


as well as providing us with this
interpolation visual. Through this you
can see just how ridiculous the hitbox is
on this move.
Up Aerial

Active Frames 7-13 (Early)


14-20 (Late)

Autocancel Frames 1-2


70+ (works out of FHDJ)

Head Intangibility Frames 7-13

Belly Armor Frames 6-20

FAF 72

Landing Lag 13

Angle 85

Base Knockback 84 (Early)


52 (Late)

Knockback Growth 60 (Early)


85 (Late)

Damage (1v1 w/Short Hop Macro) 14.7% (Early)


10.5% (Late)

Damage (Default w/Short Hop Macro) 11.9% (Early)


8.5% (Late)

Damage (1v1) 16.8% (Early)


12% (Late)

Damage (Default) 14% (Early)


10% (Late)

Remarks

General Information
This move has ridiculous endlag (although it was fixed in 3.0.0, it’s still sizable lag), making it
primarily a kill option when chasing opponents in the air. No, there isn’t a reason, it doesn’t
even bring you upwards after taking knockback. Unlike most aerials that give momentum
before use, UAir did not receive the change in 4.0.0 that made them all give it out of
hitfreeze. Odd design choice, but oh well. 6.0.0 has further buffed UAir, making it kill at
around 60-70%ish, as well as making the early hit active until the head intangibility ends.
Pretty savage move.

Anyway, This move's upward trajectory can be abused for some interesting platform
movement when short hopped coupled with the long lasting hitbox. This leads to some fun
ways to steal a platform and maintain stage control, although this is mostly a niche play.
Sharking is also a potential application here on some stages such as Lylat Cruise, although
they aren’t that insane or anything. Still cool to know though. These three resources are very
helpful for mastering it.

I will say, UAir kills ridiculously early. It’s literally one of the strongest kill moves in the
game, with rage you can just put fundamentals to the curb and hail mary this. The risk-reward
isn’t really skewed either, K. Rool falls like a brick which makes the endlag not as bad as it
looks.
UAir in Disadvantage
UAir functions as an alternative to NAir as a combo breaker (F7 Armor+Hitbox), which can
allow it to kill opponents for overextending. While it is a niche option due to the hitbox, it
works surprisingly well, especially out of hitfreeze where it won’t go up.

UAir’s trajectory can be influenced after the hitbox terminates, enabling it to function as a
recovery move. This is usually used after a Gut Check Stall. The most important aspect of this,
is that you effectively get a second double jump when recovering. Given K. Rool does NOT
want to lose his jump, UAir becomes an extremely important move in that respect. It’s also
good for avoiding a spike if you do wind up using your jump beforehand.

Combo Utility
UAir is usually a combo finisher out of Crownerang, which works from 60% and is a kill
confirm at later %s. Outside of this, UAir is a nice frame trap out of UTilt if the opponent
jumps, acting as a 50/50 at Low%s if you consider punishing landings out of Late UTilt.
Down Aerial

Active Frames 14-15 (Meteor Smash)


16-21 (Late)

Autocancel Frames 1-3


40+

Belly Armor Frames 14-25

FAF 62

Angle 270 (Meteor Smash)


361 (Late)

Base Knockback 10 (Meteor Smash)


40 (Late Sweetspot)
20 (Late Sourspot)
Knockback Growth 90 (Meteor Smash)
100 (Late)

Landing Lag 14

Damage (1v1 w/Short Hop Macro) 12.6% (Meteor Smash)


9.5% (Late)

Damage (Default w/Short Hop Macro) 10.2% (Meteor Smash)


7.65% (Late)

Damage (1v1) 14.4% (Meteor Smash)


10.8% (Late)

Damage (Default) 12% (Meteor Smash)


9% (Late)

Remarks

General Information
This is a typical spike, with the average startup and everything. However, like everything King
K. Rool has, there are a lot of caveats in the effort to make him as complicated as possible.
Only real issue with DAir is that it’s laggy enough to kill you if you use it wrong offstage.

The feet go through platforms, leading to it becoming a very nice challenge move against
sharking! Definitely something to consider in that aspect as there are a few fringe options
that come from this, such as a kill confirm with DSmash and such.

DAir 2-framing
Ok, so: the vertical hitboxes on DAir are wack. This is an extreme case, but know that this
move can spike people from VERY far away. With 4 active frames and this considered, it is
possible to spike opponents from down below the ledge. This allows you to spike people
before they even get to the 2-frame punish window for grabbing ledge. As a result, DAir
becomes a crucial edgeguarding tool.

On a side note, this move also hits the ledge, check here to see who it works on. It’s literally
everyone, and as a result it catches ledge regrabs and anyone stalling. If they come off the
ledge, Late DAir can be used to ledgetrap, or the meteor smash can confirm USmash.
DAir Combos
DAir is a very strong combo enabler due to it not sending into tumble for a very long time.
This weakness is a massive boon, enabling K. Rool to remove interaction for powerful
confirms.

DAir’s Meteor Smash hitbox is amazing for combos, before and after tumble. It begins at -1 on
hit with perfect landing, but at around 40% it’ll get +16. This confirms DTilt on hit, although
the range is pretty meh. It does however confirm Grab very easily, enabling heaps of damage.

Here are some moves you can confirm through Non-Tumble DAir Meteor Smash;
● Grab
● Jab 123
● iDA
● FTilt
● UTilt
● DTilt

Once DAir sends into tumble (Avg. 46.8%), you can get grabs due to how low they’re sent up.
As you can imagine, there are many other possible followups here. The basic USmash has
nothing on iDA confirms, or a second DAir for that USmash.

DAir is also notorious for being able to store a Grounded Spike stored in buries, this happens
on an average of 46.8% - 56.7%. We call this s.DAir Spike Storage, or s.DAir SS. The range is
pretty tight but If you get it, it’s usually a stock due to confirming stuff like FSmash, or a Grab
due to the low height. You can even use DAir again as a surprise option and USmash.

DAir’s Late Sourspot doesn’t send into tumble until an average of 44%, as you will find here. It
caps out at +16 Hit Advantage, with the next hitfreeze frame being Tumble%. Starting at +3,
you can get a rough idea of what it can confirm. DAir can confirm many things, such as Dash
Grab, if you land with it correctly. It’s very difficult to really stop this, and you tend to get a
stock just by landing it.

Here are some moves that Non-Tumble DAir Late Sourspot confirm;
● Dash Grab
● FTilt
● iDA
Due to the opponent being sent a bit far, it is difficult to confirm stuff at max advantage. Some
players opt for Crownerang due to this.

Once DAir’s Late hits start sending into tumble (Avg. 19% Sweetspot, 44% Sourspot) you can
get some pretty nice tech situations, usually allowing Crownerang to cover all bases. You can
however chase with another DAir to DAir Lock, or perhaps use Jab for it. This is fairly easy to
do, and it is recommended to learn how to do this.
It is important to note DAir Late’s sweetspot has higher priority, so sending into tumble at
Low%s is very easy. DAir Late Sweetspot also forces a tech on hit due to how high the
hitfreeze is (+11 Hit Adv at 0 with perfect landing is kinda nutty).

A good setup for DAir Late is FThrow into a tomahawk or something like that, as the panic
options people pick often come in airdodging in. If they do, DAir can hit them. Doing this early
gives you DAir Late, while late gives the meteor smash for a confirm. It’s pretty damn crazy if
you get it down, and is a fine frame trap.

DAir Kill Confirms


At high %s, this move has so many kill confirms going in or coming from it, so much that it
would be difficult to list them all. Here is a great video by Girthquake showing practical
application of grounded DAir. Keep in mind you cannot tech grounded spikes in this game, so
the confirms are very viable!

The most common DAir Kill Confirm is DAir USmash/UAir. It’s very simple, and due to the low
knockback it’s very easy to do as well. Use it just like Joker’s ADAir USmash: exactly the same
concept.

Prior to Tumble%, DAir confirms DTilt. This is by far one of this move’s strongest traits, and
should be used when the opportunity presents itself. This confirms s.DAir to store a Grounded
Spike, and thus enables numerous kill confirms. The Kremling Kombo (DAir DTilt s.DAir DAir
FSmash) is the most commonly used one.

DAir Locking
If the opponent doesn’t tech at Low%s from basically any move, you can repeatedly use DAir
to Lock. To do this, use it late out of a Short Hop. You want to exploit the hitfreeze to keep the
chain going. It’s difficult to do but with practice it is excellent.

Eventually, once it stops locking, they’ll receive a Grounded Spike, allowing for something like
a Grab. This leads into some extremely nasty combos and potentially a 0 to death. Muk is very
notorious for exploiting this, treating DAir like a Joker FAir 1. If you can somehow land a DTilt
during this they’re in for a wild ride.

DAir’s Late Sourspot hitbox can also Lock until an average of 19%, as you can see in this doc
here. Through this you can chase with DAir after sparking off a tech situation, thereby giving
lock combos more consistency. This is great off of Jab 3 and FTilt where following up can
occasionally be difficult.
These moves can be used to set up DAir Locks;
● Landing BAir (sourspot is best)
● Landing/SH FAir
● FTilt
● Jab 123
● Buried State -> s.DTilt

Section 2e: Grab Game + Throws

Grab/Pummel Data

Grab Frame Startup 8-10 (yes 3 active frames)

Grab FAF 42
Dash Grab Frame Startup 11-13

Dash Grab FAF 49


Pivot Grab Active Frames 12-14

Pivot Grab FAF 44

Pummel Active 1

Pummel Damage (1v1) 1.92%

Pummel Damage (Default) 1.6%

General Evaluation

King K. Rool’s grab game is particularly strong, with every single throw having some kind of
use in his kit. With all the grab tech in this game (eg. Roll Cancelled Boost Grab, Instant Pivot
Grab w/Extended Dash, etc) this makes him extremely flexible. In addition, having 3 active
frames on all his grabs means he is exceedingly good at getting those grabs.
K. Rool’s Pivot Grab has long range for an Ult Grab, and it’s very good at catching landings or
burst options due to this. By abusing Instant Pivot Grab (C-Stick + Grab, it’s a little weird), K.
Rool should be very easily getting opponents into a grabbed state. Given he has Grab confirms
in Kannonballs, Crown, and Pre-Tumble FAir and DAir, you should have little issue grabbing
someone in general either.
Standing Grab is about average, but the active frames give it some versatility. Given it’s less
committal than the rest it’s recommended to shieldgrab in neutral after running if you feel
less confident about dash grab.

An important thing to note is that K. Rool’s Dash Grab is actually really good despite the
range. 3 active frames, with Captain Falcon’s little boost start. You can Dash Grab at the end of
an initial dash and still get this due to it just being on the move itself.

Pivot Grab is bonkers, insane range and the active frames make it debatably good for
ledgetrapping with. If you can make use of Instant Pivot Grab (Grab w/C-Stick) then you
should have no issues using this at all.

Our Pummel has a pretty meh hitbox and occasionally gets glancing blows, someone please
fix this character.

Forward Throw
Throw Release 28

FAF 40

Angle 52

Base Knockback 60

Knockback Growth 55

Damage (1v1) 12%

Damage (Default) 10%

Slam Damage (1v1) 8.4%

Slam Damage (Default) 7%

Remarks

General Information
FThrow is a multi-purpose throw, serving as a combo throw at Low%s and a formidable
advantage setter afterwards. Due to this, FThrow is considered to be one of your primary
throws from low to mid %s.

FThrow is generally a good throw as a "get off me" move as well, resetting neutral and
allowing for some extra spacing and stall gameplay. This greatly plays into K. Rool’s favor and
should be kept in mind. Works great alongside Back Throw in this regard, forcing the
opponent to predict or react.

It also hurts surrounding opponents, giving it Doubles utility. There are many options with this
throw, nothing much wrong with it. However there isn’t a hitbox visualised as it uses
opponent’s hurtboxes as the hitbox.

As a Combo Throw
A great throw to open up with as it combos into Dash Attack at 0% to deal ~25% (~30% in 1v1)
right out of the gate for immediate advantage against the opponent. Very strong option,
especially when people usually try to read the crown. It can be confirmed into via FAir as well
on select characters. We have ranges for all of this on here.
FThrow for Situations
You can do a LOT with FThrow outside of these basic scenarios however. Tomahawking after a
slight dash creates a formidable situation for the opponent, and usually leads to them going
into a panic option. This even works if they don’t miss the tech or jump, allowing for a good
degree of flexibility. Somo does this very well here. If you play your cards right, you can get a
hefty punish out of this.

At around 15%-40%. FThrow also gives a very strong tech situation. Crownerang is useful with
it as the hitfreeze is just enough to force knee-jerk reactions, which will usually be poor and of
little thought. However, you can tech chase with DAir and potentially even land a DAir Lock as
they miss a tech. As a result, this 50/50 plays into K. Rool’s playstyle quite well.

There is a hell of a lot of setplay with FThrow, and I encourage you all to have a look into it.

FThrow BAir
This can also link into an Attack Cancelled BAir spike at 20%, and is in fact true. Here’s an
example. It requires the input technique of a GOD, but it can work and close out stocks very
early. If you can pull this off consistently then your win ratio is flying up. Onua does this a lot.

FThrow into BAir, even without the tilt cancel, is still a thing: it’s just not completely true,
however. It’s mostly a frame trap used to encourage air dodges, and is very good for closing
out stocks early. You see, many opponents jump out of knockback from this throw without
considering that this exists. It also works against attempts to counter with aerials, thus making
airdodge their only option to stop this. This frame trap works from around 20% - 90%,
although it can be a larger range. It’s most effective on characters with large hurtboxes, such
as Ridley, Donkey Kong, Bowser, Rosalina, and Mewtwo. However, it can even work on
characters like Snake.
Back Throw

Throw Release 32

FAF 63

Angle 35

Base Knockback 70

Knockback Growth 56

Damage (1v1) 13.2%

Damage (Default) 11%

Remarks:
General Information
BThrow is your “kill” throw. With rage it kills super early thanks to the 8.0.0 Patch, as the
angle was changed from cursed to BRUTAL. Use it in disadvantage if you get the chance.

The move can be used as an alternative to FThrow when aiming to space and build up
damage, as it does deal more overall. Thus, this move should be something you use at Low %s
after you’ve done (or gone out of the window for) FThrow -> iDA. Follow up with a jump into
Crownerang and you have a generally good situation to work with. Outside of this however,
BThrow kinda sucks.
Up Throw

Throw Release 48

FAF 85

Angle 90

Base Knockback 85

Knockback Growth 40

Damage (1v1) 19.2%

Damage (Default) 16%

Remarks
General Information
The most damaging UThrow in the game, but with low knockback. It’s a very, very strong
attack, used for damage building at Low%s until DThrow Jab starts becoming relevant. It
doesn’t combo (-1 on hit at 0), but it’s extremely powerful.

PSA: Please stop using UThrow for killing


A common theory among the K. Rool playerbase is that UThrow is a good kill option. I am
here to tell you that outside of extremely niche scenarios, this is not the case. In fact, you’re
often resetting neutral and throwing away the game for doing so. This issue is so prevalent
that I am dedicating an entire section in this moveset section for it. Please, just...listen here.

So for starters, UThrow kills at an average of 190.946988% on a Battlefield Stage Base. To


make matters worse, DThrow UTilt kills far earlier on platforms than UThrow itself, further
making it worse for killing. By using UThrow in these scenarios, you’re just making yourself
worse off.

In the scenario you want to carry someone to a top platform with UThrow, it kills at an
average of 153.9501075%. DThrow USmash and DThrow UTilt both kill at this % if the
opponent doesn’t DI correctly, although it can be worse if they DI down and away. Hell, iDA
can kill off the side. You are literally setting yourself up to fail here. Though, you can hail mary
your UAir and probably kill at a low %. Use it for that or something.

So not only is UThrow stage-specific, it literally just does not work for killing in a general
sense. We simply have better options.

Now this isn’t to say you cannot use UThrow for killing. Here are some scenarios where it is
definitely favorable;
● Against light characters such as Pichu, UThrow does become a decent option, killing at
around 130% on a top platform.
● DI mixup with DThrow UTilt, although it can be telegraphed and reacted to fairly
easily.
● UTilt and iDA are staled
● Pokemon Stadium 2 has a notoriously low ceiling which makes UThrow a legitimate
threat

UThrow Frame Traps


There are three follow-ups you can do out of this, all of which rely on the opponent being
reasonably stupid. This is mostly something to fight bad landing options.
It can go into Up Aerial if the opponent attempts to challenge, which ends with some very
nice damage. It can also juggle if there are platforms close by, and even kill if around 3 are
landed. This sequence helps with move staling as well, helping out quite nicely.

Up Tilt is by far the best follow-up for consistency as it catches a surprising amount of
opponents while still being quite safe if it whiffs. It can lead into Forward Aerial after as well
which is very nice, as the angle is, once again, stupid. Up Aerial can be done after to
potentially juggle, but the way the knockback works is weird in this scenario. A second Up Tilt
is possible.

Yes, UThrow can also lead into Propellerpack for a free stock if you have no faith in your
opponent at all. Typically this is unreliable against good opponents, as it can be DI’d and even
SDI’d. It’s good off the top platform of BF, however.
Down Throw (Piledriver)

Frame Startup 40

Mash Starting Frame 41, where the bury effect occurs.

FAF 74

Bury Frame Calculation 60 + (0.75 * Damage before throw)

Damage (1v1) 6%

Damage (Default) 5%

Remarks
General Information
DThrow is a very large topic with K. Rool, mainly due to how much mileage he gets off of it.
Due to this, we have a lot to talk about. There is a monumental amount of setplay involved
with DThrow that you must understand and exploit.

DThrow’s Buried States VS Generic Buried States


Unlike your usual buried state, K. Rool’s DThrow is not actually one of them. I call this the
“Piledriver Buried State”, after the name of DThrow in-game.

Bury Throws have their own equations for Mash Frames, removing variables such as Rage and
Stock Difference from the pool. As a result, DThrow is consistent with its mash frames. This is
also important to differentiate it from DTilt, which is affected by these variables. I have the
advantages here, should you need them.

Bury Throws also give characters different heights to your normal bury, due to the different
animation. For example, Bowser is hit by u.FSmash out of DTilt but not DThrow. We have data
on this for FTilt and FSmash.

Mashing: How to read it, and what to do with it


DThrow’s viability can go from absolutely broken to difficult to deal with depending on you
and your opponent. The biggest part of this is mashing and you.

Button Mashing is overall slower than directional mashing, depleting mash frames by 14.4
every other frame rather than 8 every frame. If you see a button masher, expect to get kills
more consistently. Upon popout, opponents suffer 12 frames of hitfreeze.

There are 3 different methods of seeing someone’s mashing;


● DThrow is absolutely blessed in that it can tell you whether the opponent is mashing
before they get chucked into the ground. This shows through white sparks coming
from the opponent; this is a generic mechanic you can also see during grabs and such.
● Once an opponent is buried and they’re about to come out, more dirt is flung out than
usual and it occasionally flashes yellow. The latter only happens if they’re not mashing
perfectly however.
● You can, of course, hear or look at someone’s controller in bracket. Looking is often
frowned upon, though. It really depends on you for that aspect. Personally I’d say go
for it: you’re playing a sub-par character, you need everything you can get.

It’s important to note that very few opponents will have TAS mashing, even less those who
can buffer airdodge frame perfectly. Due to this, many untrue combos become true out of
DThrow. There is simply no human who can react faster than 14 frames. This gives you a ton
of leverage.

Next up, you need to know the counterplay. This changes your combo game, kill confirms and
also generates 50/50s. Let’s get into it.
DThrow as a Combo Throw
DThrow as a combo throw is very debatable. However, to say it isn’t one is a
misunderstanding. It just depends on your opponent. To clarify, DThrow has no true combos
with TAS Mashing and buffered airdodge until around 140%. However, against a human, you
definitely have stuff.

My usual way of seeing if DThrow is gonna be good is by seeing if DThrow Jab works at 50%. If
it doesn’t, UAir will be my move at that %. This isn’t necessarily a 50/50 due to it being
reacted to, it’s more like a DI-dependent combo if anything. You never lose.

DThrow Jab is important as a combo due to the situations it provides afterwards. It’s usually a
free ledgetrap situation. From around 75%, go for it when possible for the damage and
situation. It’ll also make the opponent mash more which can - while it sounds silly - tire their
hands out.

DThrow UAir generally just deals a lot of damage, but the situation isn’t the greatest due to
the lag. Best used if there’s a platform to help you cancel it, BF side plats and PS2 plats are
particularly nice.

These Jab and UAir are very valid combos with good situations and such, but there are
alternatives.
● UTilt can work, but deals less damage than UThrow and DThrow Jab. Situation is
debatably worse.
● iDA deals the highest damage. It’s what, a 25% combo? However, it tends to miss. If
Jab hits at 50% however, it’ll work.
● FAir on mashout gets the opponent off-stage or attains advantage. However, it deals
less than UAir.

DThrow as a 50/50 Enabler


DThrow is an extremely strong 50/50 enabler. I have no idea why some K. Rool’s don’t use
these, as they are very strong.

DThrow -> USmash or UAir / l.FSmash


This is the most common 50/50, and a centerpiece in K. Rool’s stock-taking. This works from
90% on the average human, although it occasionally gets forced to be done at 110%. This is,
luckily a difference of a single UThrow.

The idea here is to dash in and USmash someone as they pop out as a massive mash
deterrent. USmash kills at 90%, thus why we encourage using it at that %. We have Kill%s for
DThrow USmash here.

Some characters require you to dash in and USmash. To do this, I suggest practicing a QCU
(Quarter Circle Up) input and doing a manual USmash input with it, as if you were playing a
traditional fighter. This also generally waits out the mash frames for you. We have a document
on characters you are required to dash for here.

An issue with this setup is hurtboxes. Characters like Joker have extremely small hurtboxes
that make it very difficult to USmash reliably. Thus, in some MUs, this confirm really gets
hampered. However, it is rarely an issue unless your opponent is a legitimate god masher.

Some counterplay to the hurtbox issue exists, with the most common being...just use UAir. It
kills at around the same %, and has similar frame data. Thus, if you are faced with a good
masher with a small hurtbox, UAir has you covered. Very useful, don’t skip out on it for no
reason.

DThrow -> a.DTilt / s.DTilt -> Sweet FTilt or s.DTilt -> DAir
Far lesser known, but still a strong confirm in its own right. This one is easier to counter with
good mashing, but an average masher tends to have issues with this confirm.

This is best done near or at the ledge. If your opponent mashes, a.DTilt hits them and kills at
~120%. If they don’t at around 90%, DTilt’s bury hitbox is stored and becomes a Sweetspot
FTilt confirm.

If you’re right at the edge, this confirms a DAir spike every time. BAir can be done but is less
likely to hit, and thus isn’t the best option to go for.

Generally this is worse than DThrow USmash due to fast mashing ruining it, but it can kill
earlier on characters at the edge. Go for it in Game 1 as a knowledge check, and if it works
keep going for it. Remember, we take those.

DThrow as a Kill Confirm Enabler


DThrow has a number of “confirms”, and while they’re technically not they’re true on human
players. Some opponents can mash out at 130%, so make sure you evaluate this and act
accordingly. If they’re mashing out, use the DThrow USmash 50/50.
● UTilt - The most consistent due to being F5, kills at ~120% at the edge and ~150%
midstage.
● iDA - Better UTilt, essentially, killing at around 110% at the edge.

Overall, DThrow is one of the most difficult moves to get your head around, but once you do
it’s there for life.

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