King K. Rool Guide: Matchup Chart and Combos | Super Smash Bros Ultimate

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Super Smash Bros. Ultimate King K. Rool Guide

This is a guide to using King K. Rool in Super Smash Bros. Ultimate. King K. Rool's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as King K. Rool's matchups, counters, and tier list placement can all be found here.

King K. Rool Tier and Overview

Stats and General Info

King K. Rool
King K. Rool Image
Game Series Donkey Kong
Smash Bros. Debut SSBU
Fighter Number 67
Unlock Order 16
Number of Jumps 2
Weight 133 Units (2/87)
Dash Speed 1.485 (76/87)
Air Speed 0.945 (68/87)
Fast Fall Speed 2.72 (28/87)
Special Attributes None

Tier List Placement

SSBU King K. Rool Icon D Tier Tier

A heavyweight zoner with several powerful KO moves

King K. Rool in Smash Ultimate is a heayweight character with access to several projectiles and a good recovery, in addition to powerful smash attacks. His belly has super armor, meaning that he will receive no knockback when moves hit it, allowing him to tank opponents' attacks and beat them out with a move of his own. His endurance is some of the best in the game, and he also has pretty good grab game, which allows him to bury opponents for a powerful follow-up.

As a big body heavyweight, K. Rool shares many of the typical heavyweight weaknesses. His moves have lots of endlag, leaving him punishable if he whiffs them. Additionally, his huge body frame makes him a target for projectiles, and he is combo fodder. He also has slow movement overall, and thus will struggle with characters who can break his zoning and fight up close.

See Our Tier List Here!

King K. Rool's Strengths and Weaknesses

Strengths ・Several of his moves give him super armor
・Has 2 projectiles great for zoning
・Great recovery power for a heavyweight
・Several powerful KO moves
Weaknesses ・Big body makes him an easy target for projectiles and combos
・Recovery can be beaten if attacked from anywhere but the top
・Poor frame data and laggy moves

King K. Rool Matchup Chart

Matchup Chart

King K. Rool Image
-2
Captain FalconFalcoFoxGreninjaJokerMarioMega ManMeta KnightMr. Game & WatchPac-ManPalutenaPikachuR.O.B.SheikVillagerWarioYoung LinkZero Suit Samus
-1
BayonettaBowser Jr.ChromDiddy KongDuck HuntHeroIkeInklingIsabelleJigglypuffKenKirbyLinkLucasLucinaLuigiMewtwoMii BrawlerMii GunnerMin MinNessOlimarPeach/DaisyPichuPit/Dark PitPokemon TrainerRobinRosalina & LumaRoySamus/Dark SamusSephirothShulkSimon/RichterSnakeSonicSteveTerryToon LinkWii Fit TrainerWolfYoshiZelda
0
Banjo & KazooieBowserBylethCloudCorrinDonkey KongDr. MarioIce ClimbersIncineroarKing DededeLittle MacLucarioMarthMii SwordfighterPiranha PlantRidleyRyu
+1
Ganondorf
+2

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing King K. Rool.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

King K. Rool Combos

Combo List
Nair(Early Hitbox)→Jab Combo
(Combo confirms on 0%)
Nair(Late Hitbox)→Jab Combo
(Combo confirms on 30%-50%)
Down Throw→Up Tilt o FTilt

Throw combo assumes longest bury time

Combo Guide

Combo 1
Combo 2
Combo 3
Nair (Early Hitbox)→Jab Combo
You need to land the early hit of neutral air for this combo to connect. After landing the early hit, follow up with a jab combo.
Nair (Late Hitbox)→Jab Combo
If the opponent is at 30%-50%, you can instead hit your neutral air with the late hit to follow up with a jab combo.
Down Throw→Up Tilt o FTilt
This combo uses the effect of burying the enemies with the down throw. The time of the burying varies in effect depending on the enemy's accumulated damage, so you need at least 90% for this to work. If you're on the ground, you will need the enemy to accumulate at least 100% in damage to confirm this combo. However, if you manage to grab an opponent with their back turned to the ledge, you can easily KO them, making this a very powerful combo.

King K. Rool Frame Data and Moveset

Best Out of Shield Options

Move Frames
Up Smash 6 Frames
Neutral Air 10 Frames
Up Air 10 Frames
Up B 11 Frames
Shield Grab 12 Frames

King K. Rool's out of shield game is somewhat poor, since he has few quick moves that can punish opponents' shield pressure. His up smash comes out very fast (frame 6), although it will only hit opponents above him in its initial hitbox, and the hitbox that hits in front of him doesn't come out until frame 19, giving opponents plenty of time to dodge and punish it. Neutral air is probably his best option, since it comes out on frame 10, and will give him armor on his belly from frame 9. His grab doesn't come out until frame 12, but it does have great range, and can lead into many follow-ups, making it the best option given the opponent attacks up close with an unsafe move.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Jab 1
(A)
3 4 2 19
Jab 2 3 3 2 23
Jab 3 8.4 5 4 25

Jab

Jab is K.Rool's fastest move. Use it for quick damage or as a get-off-me tool when an opponent breaks through K Rool's zoning.

Dash Attack / Tilts

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Dash Attack
(Dash + A)
18 7 5 49
Dash Attack (Weak Hit) 13.2 12 14 35
Forward Tilt
(← or → + A)
15.6 12 2 29
Up Tilt
(↑ + A)
13.8 5 2 29
Up Tilt (Late Hit)
(↑ + A)
9.84/8.16 7 7 24
Down Tilt (Aerial Opponent)
(↓ + A)
15.6 13 1 29
Down Tilt (Ground) 9.6/8.4 14 2 27

Dash Attack

King K.Rool Dash Attack

King K.Rool's dash attack has quick startup, and is a great tool for knocking enemies away. It's easy to hit as the hitbox is incredibly large, and it grants K Rool's belly armor. Beware the move's long endlag, which makes it very punishable if whiffed.

Forward Tilt

King K. Rool's forward tilt is an attack with high damage and knockback power. It has slow startup, but K.Rool's stomach gains armor, which allows him to win trades with other opponents' attacks. Additionally, the attack's tip has stronger damage and launch power, so by spacing it properly, you can get easy kills without relying on smash attacks.

Up Tilt

King K. Rool's up tilt is a fast attack, but its forward hitbox is quite short. It has good vertical range, so it can hit opponents in the air, or on opponents standing on platforms. K Rool's arm also gains invulnerability during the move, so it's a great anti-air tool for opponents jumping forward or trying to approach with an aerial.

Down Tilt

Down Smash krool

King K. Rool's down tilt is an attack that can deal high damage to aerial units or bury grounded units that are hit. Its wide range can make it hit easily, but it has rather slow startup and endlag, so avoid spamming it. At high percents, it's a great kill option as the bury effect can be followed up with a quick smash attack or even a sweet spot FTilt. It can hit underneath the ledge, allowing it to work as an edgeguarding tool.

Smash Attacks

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Forward Smash (High Angle)
(Smash ← or → + A)
23.49 19 2 41
Forward Smash (Normal Angle)
(Smash ← or → + A)
22.8/19.8 19 2 41
Forward Smash (Normal Angle)
(Smash ← or → + A)
23.484/20.394 19 2 41
Up Smash 1
(Smash ↑ + A)
18 6 4 62
Up Smash 1 (Late Hit)
(Smash ↑ + A)
9.6 10 2 60
Up Smash 2 9.6 19 1 52
Up Smash 2 (Late Hit) 3.6 20 2 50
Up Smash 2 (Slam Hit) 15.6/12 22 2 48
Down Smash
(Smash ↓ + A)
21.6 22 3 39
Down Smash 1 (Landing Hit) 4.8 25 1 38

Forward Smash

King K.Rool FSmash

King K.Rool's forward smash is a powerful horizontal attack and has good damage and strong knockback power. Be aware that the damage is lessened if the glove part of the move doesn't hit. Its angle can also be adjusted to hit enemies above or beneath its regular hitbox so aim it accordingly.

Up Smash

King K.Rool's Up Smash is an attack that has a long duration and multiple hitboxes. The initial hit will only hit enemies above him and it launches them vertically, while the downward swing and slam attack will send enemies forward. It is a decent out of shield option, but only for opponents that are above K Rool, as the forard hitbox comes out much later.

Down Smash

King K.Rool's down smash makes him leap a short distance then slam the ground, which sends enemies flying as its knockback power is quite strong. Use it as a counter move when enemies roll, spotdodge, or try to hit up close with a down tilt. K Rool's belly has armor during the move, allowing him to tank attacks and win the trade. Like his other smashes, it has long end lag, so beware of getting punished for whiffing it.

Aerials

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Neutral Air
(A + no direction while airborne)
14.4 7 2 37
Neutral Air (Late Hit)
(A + no direction while airborne)
9.6 9 22 15
Forward Air (← or → +A while Airborne) 16.8/14.4 11 3 44
Forward Air (Weak Hit) 12/9.6 14 4 40
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
22.8/17.4 18 3 39
Up Air 1
(↑ + A While Airborne)
16.8 7 2 73
Up Air 1 (Weak Hit)
(↑ + A While Airborne)
12 9 8 65
Down Air
(↓ + A While Airborne)
14.4 14 2 46
Down Air
(↓ + A While Airborne)
10.8 16 6 40

Neutral Air

King K.Rool NAir

King K.Rool's neutral air is a fast move with a wide hitbox, which also gives him armo on his belly. Use it to approach and opponent or fight at close range. It is a good move to throw out when landing, since it is safe on shield (-4/-5), and can also be used as an out of shield option.

Forward Air

King K.Rool FAir

King K.Rool's Fair's range is quite large and its damage isn't anything to scoff at either. Its long range can be used to pressure shielded opponents, since it is very safe when spaced correctly, and is a good approach tool as well. If spaced correctly, it can also be used to KO reliably around 100%.

Back Air

King K.Rool BAir

King K.Rool's back air is a slow downward punch that can meteor smash when timed properly. Use it against enemies offstage to aim for an early KO.

Up Air

King K.Rool's Up Air is a quick move that can deal decent damage. Use it to juggle enemies above you, as it can KO, but be wary as its hitbox is quite small, and only hits directly above K Rool.

Down Air

Similar to his back air, King K.Rool's down air has a meteor hitbox as well. Its attack aims downwards so use back air to spike enemies that recovery horizontally, down air to spike opponents who recover low.

Specials

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Neutral Special
(B)
15.6 31 - -
Neutral Special
(Vacuum)
- 7 30 17
Neutral Special
(Second Cannon)
20.4 ? ? ?
Neutral Special
(Release)
14.4 35 1 20
Neutral Special
(Release backward)
14.4 35 1 27
Neutral Special
(Release upward)
14.4 35 1 27
Side Special
(← or → + B)
10.8 27
Side Special (Return Hit)
(← or → + B)
8.4 ? ? ?
Up Special
(↑ + B)
3.6 ?? ?? ??
Down Special
(↓ + B)
-- 3 4 41

Neutral Special (Blunderbuss)

neutral special King K. Rool

King K.Rool's cannon Blunderbuss can launch a cannon ball. After launching it, the special button can be held to suck opponents in (it functions as a command grab, so it will work on shielded opponents) and the cannon itself, which will be re-fired diagonally. You can launch the enemies that were caught in front, backward, or vertically.

When used on a platform, K Rool can hold down to drop through and use the vacuum effect from the ground. The vacuum is also a great ledge guarding tool, as it can cover several options at one time, allowing K Rool to prevent the opponent from getting back to the stage.

Side Special (Crownerang)

King K.Rool Crownerang

King K.Rool throws his crown horizontally. After a few seconds, it will return to him, dealing damage on its way back as well. During the move's throw, K Rool has super armor, so he will tank an opponent's attempt to approach with an attack (other than grab). This is one of K Rools most useful neutral tools, and should be used at any opportunity to zone out opponents and rack up damage.

Failing to catch the crown will make it drop on the ground, which can be picked up by enemies as an item. If it is picked up and thrown off the stage, it will respawn on K Rool's head after some time has passed.

Up Special (Propellerpack)

King K.Rool Propellerpack

Propellerpack is King K.Rool's main recovery tool. While it moves slow, it can cover a lot of distance, which allows King K.Rool to go offstage and attack enemies and easily make it back. It has a hitbox above K Rool, but he is still vulnerable to side attacks so it should normally only be used to recover low.

Down Special (Gut Check)

King K.Rool Gut Check

King K.Rool's down special is Gut Check. It's a counterattack that damages enemies when it gets triggered. Unlike other counters, he will only use his stomach to attack so its hitbox won't reach enemies above him or beneath him. However, it can be redirected backward, so if your enemy uses a dash attack that passes through, you can still hit them with it.

Grab / Throws

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Pummel 1.92 2 1 50
Grab (Normal) - 8 3 30
Dash Grab - 11 3 35
Pivot Grab - 12 3 29
Forward Throw (Hitbox)
(← or → While Grabbing)
12 28 1 11
Back Throw (Hitbox)
(← or → While Grabbing)
13.2 32 1 30
Up Throw (Hitbox)
(↑ While Grabbing)
19.2 48 1 36
Down Throw (Hitbox)
(↓ While Grabbing)
6 40 1 33

Forward Throw

King K.Rools forward throw can be used to throw enemies offstage. Use it if no other moves can be comboed with his down throw, or if you want to keep the enemy offstage for an edgeguard.

Back Throw

King K.Rool Back Throw

K.Rool's back throw is quite powerful. If the enemy's percent is around 130%, you can net KOs with it if you're near the ledge.

Up Throw

King K.Rool Up Throw

King K.Rool's upthrow deals the most damage out of all his throws. It also sends them straight upward. If you can't chain combos with his down throw, up throw is the most ideal one to use for racking damage.

Down Throw

King K.Rool's down throw will bury opponents. At low percents, enemies will be able to escape quickly, so it's best to use other throws at low percents. At high percents, however, landing a quick smash attack or forward tilt after using his down throw can ensure an easy KO, so go for this option after racking up enough damage.

Final Smash

King K.Rool Final Smash

Attack How to Use Effect
Blast-o-Matic Press B after obtaining the Smash Ball King K.Rool shoots the enemy fighters from DK Island using the Blast-o-Matic cannon. To use it, King K.Rool will dash towards enemies and the only enemies that were hit will be hit by the dash will get hit by the cannon.

King K. Rool Balance Changes

Version 8.0.0 Balance Patch

Change
Dash Attack Extended launch distance.
Increased the amount of time hit detection lasts for the high-damage range.
Up Smash Attack Increased power.
Extended launch distance.
Backward Throw Adjusted launch angle.
Side Special Made it hard to flinch from opponent's attacks while throwing the crown.
Other Increased durability of the belly.

Version 7.0.0 Balance Patch

Change
Other Adjusted the shield’s center and center of the posture during shielding to match.
Increased shield size.

Version 6.0.0 Balance Patch

Change
Neutral Air Attack Reduced vulnerability when landing after using the move.
Forward Air Attack Increased power of the high-damage range.
Increased attack range of the high-damage-range attack and increased the duration.
Up Air Attack Increased the amount of time hit detection lasts.
Extended launch distance for the high-damage range.
Neutral Special Increased attack speed.
Made it easier to vacuum up the Kannonball.
Shortened the time needed to shoot out the vacuumed Kannonball.
Extended launch distance when hit with the Kannonball.
Down Special Reduced vulnerability when the counter succeeds.
Increased the range the counter counts as a success.
Increased the high-damage range.

Version 3.1.0 Balance Patch

Change
Up Air Attack Increased the speed of the edge-grab range detection.

Version 3.0.0 Balance Patch

Change
Forward Air Attack Increased the high-damage range.
Side Tilt Attack Increased the high-damage range.
Up Throw No longer affected by the wind while throwing.
Side Special Reduced the power against shields.
Down Special Reduced vulnerability when the counter succeeds.
Reduced vulnerability when the counter fails.
Up Air Attack Reduced vulnerability.

Version 2.0.0 Balance Patch

Change
Neutral Special Shortened the length of the vacuum effect.
Up Special Reduced the range of the attack.
Downward Throw Shortened the amount of time undamaged opponents are buried.

How to Unlock King K. Rool

Unlocking Via Smash Mode
16th Fighter Unlocked
After unlocking Jigglypuff, let 10 minutes pass OR play another battle in smash after soft-resetting OR return to the menu from World of Light
Unlocking via Classic Mode
Clear Classing Mode 1 time using Link.
Unlocking via World of Light
Mysterious Dimension

There are three ways to unlock King K. Rool. Completing any of these, then defeating King K. Rool when they appear in the “a New Challenger Appears” screen will allow you to use them afterward.

How to Unlock Characters Fast

King K. Rool Alt Costumes and Skins

King K. Rool Reveal Trailer

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    New Comment

    • >>[7]
      Shulk does have the speed option, so that’s a good choice.
      Or, you can use spirits that increase speed.

    • >>[5]
      Is there any Mario character matchups here?
      Or Yoshi character matchups?
      Thank you so much!

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