King K. Rool (SSBU)
King K. Rool (キングクルール, King K. Rool) is a playable character in Super Smash Bros. Ultimate. He was announced as a newcomer during the August 8th, 2018 Super Smash Bros. Ultimate Direct alongside Simon, Richter, Chrom, and Dark Samus. King K. Rool is classified as Fighter #67.
Rather than being voiced by Toshihide Tsuchiya, who voiced the character in the 2007 title Donkey Kong Barrel Blast and the 2008 title Mario Super Sluggers, both games for the Wii, King K. Rool has a set of realistic crocodile roars and bellows, similar to how Bowser, Donkey Kong, and Diddy Kong emit realistic animal sounds as opposed to having dedicated voice acting.
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King K. Rool is a character that ostensibly fits the mold of a super-heavyweight, being the second-heaviest character in the game behind Bowser and possessing a large array of powerful attacks with long range, but with below-average mobility; while his falling speed and gravity are noticeably above average, his traction and jumping force are average at best, and he also has the 20th slowest air speed, the 17th slowest walking speed, the 13th slowest dashing speed, and the 8th slowest air acceleration in the game. Despite this, his initial dash has above average speed, which gives him a great dash dance and foxtrot and partially alleviates his grounded mobility issues. However, he has some characteristics that notably set him apart from his heavyweight peers; he has a wide variety of moves that serve multiple utilities, access to two conventional projectiles, a great recovery, and other valuable techniques that aid his playstyle, focusing on punishing mistakes and zoning against horizontal approach.
King K. Rool's greatest strength is the immense utility of his moveset. Though many of his attacks are typical of super-heavyweights, he also has attacks that lack brute strength (though most of them are still powerful) in exchange for unique attributes that contribute to his punish-focused playstyle. This is best shown through his character-specific perk, Belly Super Armor: attacks with this property gain short periods of this super armor, which can block incoming attacks during their duration. This mechanic gives him an advantage that allows him to win more exchanges than he would normally. Additionally, it affects a large amount of his moves, granting more safety on moves such as his forward tilt and dash attack to break through projectiles or difficult to punish attacks. As a result, Belly Super Armor heavily helps his approach and defense.
Alongside the utility of his Belly Super Armor, King K. Rool has effective tools for ground offense. His neutral attack has good range and speed, making it reliable as a quick spacing option. It is also the most damaging non-rapid jab in the game, and leads into a tech situation at low to mid percentages. His tilts are very effective; for example, up tilt comes out very quickly, has decent knockback especially at the beginning, and has enough range to hit platforms above K. Rool, being also slightly disjointed due to the attacking arm being intangible for its duration. This can also be used to anti-air or prevent approaches from characters such as Lucina and Roy. It is also the most reliable move out of down throw, becoming a true combo from around 120% and scoring a KO on most characters. Down tilt can bury grounded opponents or KO airborne ones, making it a potent punishment option. It also works at the ledge as a ledgehang punish or 2-frame option, and has a large shockwave hitbox that notably extends its range. His earlier mentioned forward tilt grants him Belly Super Armor as early as frame 5, has excellent range, can be angled up or down (with latter capable of being used as a ledgehang punish or 2-frame option), and is a very strong kill move. Finally, his dash attack is also equipped with Belly Super Armor, has fast startup, a long-lasting, large hitbox and is very powerful, being a very potent, powerful burst option that can go through variety of attacks.
All of his smash attacks are incredibly powerful, and coupled with their unique traits and the belly armor on his up and down smashes, allow for very effective punishment. Forward smash deals heavy knockback regardless of where it hits, especially if angled upwards. It also confirms out of a down tilt bury at 70%, usually killing the opponent. Up smash functions as a quick anti-air, and it also has a small meteor smash hitbox in addition to a third hitbox that punishes grounded foes. However, only the first is really useful as the other two are weak. Down smash deals massive shield damage and lifts K. Rool's entire body off the stage from frame 4, allowing it to dodge most ground-hugging moves and makes it his best hard punish option. Overall, his smash attacks are all formidable for hard punishes. Both up and down smash are equipped with Belly Super Armor, which is especially useful in the case of down smash as it allows it to punish more attacks than similar moves such as Ridley's and Incineroar's respective down smashes could.
His aerials are also fairly unique in their utility. Neutral aerial grants the longest duration of belly armor in K. Rool's moveset, making it a reliable combo-breaker or landing tool to prevent juggling. Neutral aerial also has very low landing lag, allowing it to combo into moves such as neutral attack, up tilt, or at higher percentages, dash grab and dash attack, the latter in particular being a KO confirm at certain percentages. The move's long-lasting, lingering hitbox and Belly Super Armor makes it a very effective edgeguarding tool, as it can go through a variety of recovery moves and gimp the opponent that way. His forward aerial is arguably his best move overall, being a cornerstone for his neutral game. It has amazing range, hits exceptionally hard, and because of its low landing lag, it is safe on shield and is his best combo starter at low percentages. This gives the move a ton of utility as a neutral spacing tool, kill move, combo starter, decent air-to-air option against some characters, as a decent although situational edgeguard option, for catching jumps and even as an occasional punish out of his burying moves. Forward aerial also deals non-tumble hitstun at 0%, confirming a grab. Up aerial is a very unorthodox move with a surprisingly high amount of utility - it has good start-up, a very long-lasting hitbox, and excellent kill power, while also working as a good platform movement out of a short hop. This is most effective when platforms are low, such as on Battlefield; it can also be used as a situational third jump while recovering, stalling K. Rool in the air while allowing it to potentially cancel out projectiles thrown at him. Because of the Belly Super Armor, long-lasting hitbox and the fact that K. Rool does not perform the slight jump while in hitstun, it can be used as a situational combo breaker. Down aerial and back aerial are meteor smashes, with the former coming out relatively fast; and while the latter is very slow, it is also one of the strongest meteor smashes in the game. King K. Rool's back aerial also creates a wall of hitboxes behind him as a sourspot covers his entire arm. His up and down aerials utilize belly armor, but their utility is situational due to their hitboxes being separated from K. Rool's belly. His neutral, forward, and back aerials are also safe on shield, which is unusual for a super-heavyweight character. All in all, all of his aerials offer strong utility.
His special moves have a wide array of uses as well, with several efficient projectiles; the Blunderbuss is useful for edgeguarding purposes (such as forcing a situation where the opponent has to recover low, allowing for a down aerial) and throws out a Kannonball that can be sucked back in and aimed in a few directions. The Blunderbuss can also act as a command grab, sucking in opponents and shooting them out in different directions, with the forward reshoot in particular sporting very high knockback. The suction of the Blunderbuss is an effective ledge-trapping tool, especially on stages with platforms. Since K. Rool can drop through platforms while still being able to move slightly, he can limit the opponent's options to get out of the ledge. The vacuum animation can also be delayed and is very quick to come out if a Kannonball is in play, allowing K. Rool to easily mix up the timings. Crownerang is a very versatile tool that covers a large distance and grants him damage-based armor throughout the majority of its duration, and the late hit can set up combos or even straight up confirm kills into numerous moves. It has high priority that beats out most projectiles, and the armor allows K. Rool to tank numerous attacks, making the move very threatening in some matchups. The pick-up animation also has some ways to be canceled, which can be adapted into the player's gameplan.
Furthermore, King K. Rool has immense survivability: between his extremely high weight, above-average falling speed, his Belly Super Armor on various moves and his heavy armor on Crownerang, King K. Rool has some of, if not the best longevity in the game; it is not uncommon for him to sustain more than 200% damage. Additionally, his up special move, Propellerpack, goes a remarkable distance for a heavyweight and is infamously hard to intercept vertically due to its respectable disjointed hitbox. This can be used to poke opponents on the ledge, then jump up with a forward or up aerial to regain advantage. It can also situationally be used to catch opponents near the ceiling to steal a stock, most notably on high recovery routes.
K. Rool also has a very strong grab game, one of the best in the entire game in fact: his grabs have very long range and all have 3 active frames, and all of his throws are also very strong, heavily damaging and all of them have their utility. His up throw has him performing a jump and land over the highest platform over him. It is the most damaging throw in the entire game, dealing almost 20% if the 1v1 multiplier is enabled, making it a very effective damage racking tool. It also leaves the opponent in a juggling situation. It is also one of the strongest up throws in the game, and with help of platforms it can KO much earlier. His back throw is a very strong throw with great KO potential near the ledge, which becomes even more potent with rage. It also sends the opponent in a very low angle, setting up for potentially deadly edgeguards even when it fails to KO. At higher percentages, his notorious down throw can lead into various mixups with tilts, up smash or aerials depending on mash speed. Most notably, he can create a 50/50 situation at around 80-100% with the throw - up smash covers mashing, allowing him to hit the opponent before they mash out and net a KO, or if they decide not to mash, forward smash will KO them. In addition to this, dash attack or up tilt are reliable options at higher percentages, allowing K. Rool to straight up KO with the throw starting from 120-140%. Forward throw does decent damage, can help put an opponent offstage and in a disadvantageous position, and lead into a dash attack for a true combo until around 20%. Once this is out of range, it is great for setting up edgeguards. With all of this, K. Rool is always able to do a lot of damage if he lands a grab, and is able to KO with his throws earlier than practically any character in the game to the point where he gets a huge chunk of his KOs with his grabs. All of this is made even more effective with his excellent grab range; combined with his effective initial dash, this can allow for a string of grabs that strongly deters shielding.
King K. Rool has access to a large amount of advanced techniques. These techniques assist with movement, mixups, and even enable combos. As a result, he is a rather technical fighter that can be rewarding to a player looking for a simple character with a high learning curve. They are all somewhat practical and reward creative use, allowing players to build interesting playstyles of their own. This makes him easily accessed at a low level, while still being usable on a higher level of play. As long as the player is aware of the options that the design of these techs provide, King K. Rool will reward them for it.
However, King K. Rool's numerous advantages are also met with several glaring and exploitable weaknesses. His below-average mobility spells trouble for him in certain matchups, and can make him easier to zone. Blunderbuss Kannonballs are slow to set up, and while they can occupy space well, fast characters can ignore it if they are already remotely close. Crownerang is also slow and can backfire very hard when missed, since the crown is a fairly powerful item that opponents can use to rack up damage very quickly. Gut Check is generally inferior to other counterattacks due to having a hitbox only on his stomach, while having significantly higher endlag than most reflectors (around 30 frames if it fails), making it unreliable. This endlag makes it almost meaningless against some projectiles, such as Mega Man's neutral attack.
K. Rool’s extreme weight, very large hurtbox, and above average falling speed make him extremely vulnerable to combos, and while his Belly Super Armor can help alleviate this, it's not completely foolproof: if K. Rool takes 36.02% of total damage to his armor over a short period of time, he will suffer a pseudo-shield break and be rendered immobile until his belly armor recovers. It also recovers at just .3% per second, making abuse quite difficult. Its limited HP punishes abuse of this mechanic if used frequently. Although it's hard to break in most matchups, it's certainly possible especially against other heavyweights with strong attacks, such as Bowser and Ganondorf. However, its effectiveness varies depending on whether clashing against his attacks is actually worthwhile. The HP system of Belly Armor makes it quite exploitable and can occasionally act as a liability for survival, forcing him to rely more on non-armored moves when it's about to break. Additionally, due to their brief duration, his belly armor attacks are more reliable on quick, single-hit moves than long, multi-hitting attacks. The utility of Belly Super Armor as a combo breaker is also limited by its relative slowness to come out, being active from frame 6 on neutral and up aerial. K. Rool's other options to escape combos in the air are similarly limited; his airdodge is slower than most of the cast, starting at frame 4, and Gut Check, which also makes him intangible at frame 4 and can heavily punish reckless opponents, is in turn very vulnerable to staggered pressure, especially when used carelessly.
Though a lot of his moves have decent start-up, especially for a super-heavyweight, an equal amount of them suffer from very high ending lag, which means that King K. Rool gets easily punished if he fails to connect his attacks. Despite the wide array of tools he has at his disposal, he lacks many moves that can simply be thrown out quickly, as many of his attacks are punishable or force him to use up his belly armor. This ironically makes his approach ineffective despite the sheer amount of different, fast attacks he has; few of his attacks can maintain pressure without being exploited, and the lag can make moves like forward tilt a neutral reset at best. King K. Rool is also vulnerable to being pressured and rushed down due to a poor out-of-shield game; his up smash is hard to use out of shield in most matchups, as the headbutt (which comes out on frame 6) only hits directly above him, while then later plank hitboxes are weak and slow to come out. His neutral aerial, his fastest reliable out-of-shield option, has poor range, especially behind him. As a result, K. Rool is particularly vulnerable to characters that can crossup his shield easily, since he effectively has no option to punish this kind of approach and has to resort to retreating or jumping away. Finally, even his amazing grab game has some flaws—his forward throw is unable to KO at realistic percentages, his up throw requires platforms to KO effectively and is too laggy to have true followups, his back throw loses a lot of its kill power if used center-stage due to its low knockback growth, and while his down throw gives him extensive mixups and even KO confirms, it requires reads to be effective. It is also affected by the bounce glitch, which adds even more inconsistency to the move.
Additionally, his air game can overall be seen as mediocre. Although his aerials are generally very potent moves and have interesting attributes, including two meteor smashes and armor on some of them, all of these moves (apart from his neutral aerial) suffer from one fatal flaw—very high ending lag in the air—making many of them somewhat situational, and forcing K. Rool to land with the moves to minimize the ending lag in the air. His down aerial's meteor smash hitbox only lasts for two frames and the move itself has high ending lag, making the potential punishes off of it very situational. His up aerial has extreme ending lag (the highest of any aerial in the game), preventing King K. Rool from acting even after a jump (though platforms can alleviate this), making it somewhat risky to use high up in the air. While his back aerial is very strong and has a lingering hitbox, it has very high start-up lag, which makes it easy to stuff out especially with its lack of armor or intangibility, and it additionally has a very weak sourspot, making it somewhat inconsistent. Additionally, none of King K. Rool's aerials autocancel in a short hop. His forward and back aerials require a full hop double jump to autocancel, while up aerial does not autocancel without being very high up. The high ending lag of his aerials makes fast-falling them offstage extremely risky, as it is possible to self-destruct before even getting a chance to recover, which depletes edgeguarding options. Due to the high overall lag of his aerials, K. Rool is unable to juggle for extended periods of time, and his aerial game is mostly constrained to a reactive playstyle. K. Rool's slow aerial mobility further hampers his aerial capacity, and his massive hurtbox makes him a very easy target if in the air, giving him a limited air game, making his playstyle generally more grounded.
Crownerang, while a very strong move on its own, is flawed in many ways. If an opponent picks up the crown after it has been thrown, it leaves him without one of his best tools. The crown can actually be used to edgeguard against Propellerpack, or it can be thrown up to keep it from respawning. It's also very possible for opponents to combo with the crown, or pick it up again after throwing it, with very little counterplay available. The player must adopt an entirely different playstyle while the crown is on the field, or else risk losing a stock. As the pick-up animation takes 17 frames to complete, this also means that it can interrupt crucial combos, leading to the opponent getting away and resetting to neutral. While this is alleviated slightly through tech, it doesn't help a lot.
King K. Rool's recovery, while effective in theory, is very exploitable by many characters. Propellerpack is very linear, and a knowledgeable player can edgeguard him for long periods of time. It is immensely slow, and moving around with it reduces the vertical speed and leaves strong momentum, which can lead to a self-destruct if not accounted for. The hitbox doesn't entirely cover him horizontally, and as he cannot cancel the animation, he has to commit to it. He is usually forced to recover low, which is extremely dangerous due to how many characters have their own unique ways to beat him here. Characters such as Piranha Plant and Villager have moves (Ptooie and forward smash respectively in this case) that can also counteract the vertical hitbox. It also leaves him very vulnerable to stage spikes, though LSI greatly alleviates this and allows him to tech to unreasonable percentages. The move can be angled to try and prevent this, though K. Rool usually will not recover without taking a large amount of damage. K. Rool also has very few ledge options; his only unique one is forward aerial, which requires frame-perfect precision to ledgesnap. Other than this, his ledge options are very limited—even Crownerang is too laggy to be used from the ledge reliably—and thus many characters can keep him there for a long time before finally killing him.
All in all, King K. Rool has a somewhat hard time compensating his heavy drawbacks, even though his strengths are also very potent. King K. Rool is an extremely resilient character that excels at keeping opponents out while punishing mistakes extremely hard. He enjoys playing a unique bait-and-switch playstyle, being a zoner that can switch to aggression whenever there is an opening and net a substantial punish. His damage output cannot be understated, with him often either getting a stock or leaving an opponent at kill percent. This ability to force reactions from his foe makes him unlike any other character in the cast, and creativity rewards the player with a decently versatile character. However, just like how he capitalizes heavily on mistakes and confusion, his own openings can be heavily punished as well, requiring him to play patiently. To use the full potential of his moveset, the player needs to balance their gameplay between zoning and up and personal aggression. For while K. Rool does have the advantage of switching between safe distancing via Crownerang and the Blunderbuss or pressuring lighter characters with his strong melee attacks, he does not perform well enough to use one strategy alone.
Historically, K. Rool's competitive reception has generally been very negative, though it has somewhat fluctuated over time. Early on considered to be a potential high/top-tier character and "broken" especially by casual players, it did not take too long for many top professionals to consider King K. Rool as one of the worst characters in the game due to his severe, heavily exploitable downsides. In Japan, his reputation was even worse, with many top professional players there universally ranking him as the single worst character in the game. This is reflected in his tournament results, as they are very limited in North America and Japan (in latter, practically completely nonexistent outside of online tournaments), especially on the national level. However, thanks to dedicated players like Ben Gold and Raphy, K. Rool's results in Australia and Europe respectively are significantly better. Ben Gold in particular managed to win Battle Arena Melbourne 11, the biggest Ultimate major so far in Australia. Although his competitive viability still remains questionable and many players still view him as a low or even bottom-tier character, the changes he received in the patches, especially the most recent ones in 13.0.0, have made a lot of top professional players question whether K. Rool really is as bad as previously thought. Some of them even believe that he might be a mid-tier character instead of a low or bottom tier character as previously thought. However, how much these buffs have actually affected his viability remains to be seen.
King K. Rool received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed significantly overall. In response to his early metagame perceptions, update 2.0.0 shortened Blunderbuss' vacuum duration and decreased the horizontal range of Propellerpack's hitbox, the latter of which would previously hit opponents on the edge from noticeably far away. The most notable change, however, was to down throw: its bury duration's scaling was changed to be less effective at low percentages, but more effective at high percentages. While the former two are direct nerfs, they did not significantly impact his playstyle. While originally considered to be a significant nerf, King K. Rool proved to benefit from the change to his down throw, as the popularization of forward throw → dash attack made the early percentage usage obsolete, and the higher scaling allowed for down throw → up tilt to be a reliable KO confirm beginning around 130%.
After his metagame relevance dropped, outside of a nerf to Crownerang's shield damage, King K. Rool received his first buffs in updates 3.0.0 and 3.1.0. The most notable among these was the ending lag reduction to up aerial, making it far safer to use offstage and even more reliable for recovery thanks to it functioning as a pseudo-double jump. Forward aerial's hitbox priority would also be tweaked, making the higher-damage hitboxes connect reliably and thus drastically improve K. Rool's combo game. This would be the first of numerous buffs to the move, which would turn it from a mediocre move to among the best in K. Rool's kit.
Update 6.0.0 would rework Blunderbuss, reducing its lag and increasing the KO power of Kannonballs. A new searchbox would be added specifically for vacuuming Kannonballs, drastically improving the consistency of reshooting them and making it reliable off-stage. K. Rool's aerials all received significant improvements as well; neutral aerial's landing lag was reduced to 9, allowing dash to be buffered consistently and making it easy to combo from, forward aerial's damage was buffed to the point it is -5 on shield, and up aerial's hitbox activity and KO potential was monumentally improved. These changes, coupled with continued tweaks to Gut Check, revolutionized K. Rool's game plan and gave him some much-needed identity.
After a minor buff to his shield in update 7.0.0, subsequent updates granted King K. Rool several useful buffs. In update 8.0.0, Belly Super Armor and Crownerang both received damage threshold increases, allowing him to force his way through many situations, notably improving his disadvantage state. Crownerang's buff was of particular note, significantly improving its utility in numerous game states, saving him from edge traps, juggling, or edge-guard situations. Back throw and up smash's changes improved his ability to KO from stray hits as well, with back throw in particular even gimping opponents on its own due to the new knockback angle, making it an option to respect when edge trapping K. Rool.
After many Steve-related bugs being fixed, K. Rool's KO potential was amped up even more in update 13.0.0. Up throw received a knockback growth buff that put it on par with Mewtwo's which, considering its ability to take K. Rool to higher platforms, made it significantly more imposing. Up tilt's damage output received a buff that made it more reliable out of down throw, whereas previously it was middling and mostly outclassed by dash attack, which is 3 frames slower. Finally, forward smash gained slightly more range and an extra active frame, now being slightly easier to land and hitting edge-hanging opponents more reliably.
Overall, King K. Rool is among the most buffed characters in Ultimate: his neutral game has improved drastically, he has far more reliable KO options, and his disadvantage state has been reworked considerably. Numerous top professionals, such as Raito, MVD, ESAM, and Dabuz, have acknowledged his significant turnaround, which has been reflected by players such as Ben Gold, KirbyKid, and Raphy achieving considerable success partially because of his buffs.
For a gallery of King K. Rool's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
K. Rool's idle pose resembles his idle from Donkey Kong Country.
In competitive play
Upon Ultimate's release, many players noted King K. Rool's numerous strengths that were never seen before on a super-heavyweight character, namely his two projectiles, unique Belly Super Armor mechanic, a down throw that — in theory — leads to very early kill confirms, good startup on many moves, and a very long-ranged recovery. This, in addition to his other strengths more typical to his weight class, caused the majority of top professionals to consider King K. Rool a potential high or even top tier character on release, while also getting a notorious reputation of being "broken" among less experienced players. In the first few weeks of the game's release, King K. Rool picked up multiple strong early tournament results, primarily in the US, such as Vikerkaar's 9th placing at Don't Park on the Grass 2018, Ito's 13th placing at Super Splat Bros, and WAR's 4th placing at Poi Poundaz 2.
However, it quickly became apparent that King K. Rool wasn't nearly as good as players thought, as he has some of the nastiest downsides in the game to counter his strengths. This includes a gigantic hurtbox, a flawed disadvantage state, and high endlag on his moves to offset their "unchallengeable" startup. He also has various exploitable mechanics on many of his strengths, such as his extremely slow and predictable recovery, laggy projectiles, and Belly Super Armor being breakable. His down throw is also easy to mash out until higher percents, rendering seemingly "broken" kill confirms not true until higher percents. While he can use mash deterrents and reads to "game" the system, these are inconsistent by nature, often making early kills somewhat uncommon and risky; these tendencies. Compounding this, King K. Rool received nerfs in 2.0.0 that made his already negative perception even worse than before at the time, even though they turned out to not matter as much as players thought. Because of these factors, almost every top professional saw him as one of the worst characters in the game within months, which was especially notorious among the Japanese top players, many of which considered him to be the single worst character in the game. He was simply too inconsistent to be seen as a viable pick in the high power level Ultimate's cast brought to the table.
King K. Rool later received small but helpful buffs in patch 3.0.0, although they weren't significant enough to address his significant flaws, and his competitive reputation remained poor. Nevertheless, it improved his representation, with Dera getting a win against Somé during Obasuma OST 4 and placing 3rd, which was the first glimmer of hope for this at-the-time bottom-tier character. While still typically ranked very low, players such as Ben Gold, KirbyKid, and Muk began to earn cosmopolitan results that made people question his reputation as a low-tier character, which was evident when Ben Gold managed to win Battle Arena Melbourne 11, an Australian B-tier tournament, with solo King K. Rool. Despite continued buffs and tournament results during this period, top players still viewed K. Rool as rather lowly, with many Japanese top professionals still viewing him as the single-worst character in the game. However, some western top players shifted into a more positive view. Some of them, such as ESAM and MVD, went so far as to say that King K. Rool is not a low tier, but a mid tier character instead. Regardless, Ben Gold would continue to get astounding results at PGR-level events well into 2020, such as 17th at Phantom 2020, continuing to challenge the opinions of the masses. By the time Ben Gold dropped the character, KirbyKid carried the torch and Raphy began to see high-level success in Europe, with their most notable results being 13th at InfinityCON Tally 2021 and 5th at Smash Contest: DoKomi 2021 respectively.
Because of the uptick in tournament results and drastic improvements in patches, even top professional players have shifted their opinion into a more positive side, stating that K. Rool might finally have some potential. Dabuz goes as far as saying that K. Rool is a high-mid tier character, and some Japanese players — such as Raito, who considered him to be the worst character in the game — have stated that K. Rool might be a lot more threatening. How much better he is after all the patches, as well as his true viability, however, remain to be seen; some of his fatal flaws are still present even after numerous buffs, often demanding a secondary pick for his worst matchups. Regardless, his top players like Ben Gold and KirbyKid have seen success with near-solo K. Rool usage since 2020, so perceptions appear to be changing for the better.
Most historically significant players
Classic Mode: Super Heavyweight Class
King K. Rool's opponents are among the heaviest characters in the game. The boss of this route is Galleom, who is the heaviest boss in the game. He also likely appear as a reference to his hulking proportions and his postures being similar to K. Rool's arch-nemesis, Donkey Kong. Additionally, "Galleom" is spelled similarly to "Galleon", which can be a reference to the song most associated with King K. Rool, Gang-Plank Galleon.
Note: When fighting Charizard, its Pokémon Trainer is absent.
Note 2: Items are disabled in the sixth round.
Role in World of Light
King K. Rool was among the fighters that were summoned to fight against the army of Master Hands.
During the opening cutscene, King K. Rool was present on the cliffside when Galeem unleashed his beams of light. He was vaporized offscreen and placed under Galeem's imprisonment along with the other fighters, excluding Kirby.
King K. Rool was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He can be found on a ship in the Mysterious Dimension sub-area, guarded by the spirit of fellow pirate, Risky Boots. To reach his location, the player must first defeat the Scarfy spirit, which is one of the right answers to a quiz question of which spirit Kirby cannot inhale. Then, the player must defeat the spirit of Trevor C. Belmont, the right answer to a quiz question of which spirit assisted Alucard in defeating Dracula.
King K. Rool's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after King K. Rool has been unlocked. Unlocking King K. Rool in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in Ultimate.
Additionally, he makes an appearance as a few primary spirits under his alter egos from the Donkey Kong Country series.
In Spirit battles
Conditions in italic aren't listed on the Spirit Battle preview screen.
As the main opponent
As a minion
Fighter Showcase Video