Editing King K. Rool (SSBU)

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However, King K. Rool's numerous advantages are also met with several 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 easily ignore it if they are even remotely close to him. Crownerang is also somewhat slow, although 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 {{Mvsub|Mega Man|SSBU|neutral attack|poss=y}}.
However, King K. Rool's numerous advantages are also met with several 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 easily ignore it if they are even remotely close to him. Crownerang is also somewhat slow, although 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 {{Mvsub|Mega Man|SSBU|neutral attack|poss=y}}.


King K. Rool's extreme weight, very large hurtbox, and above-average falling speed make him seriously 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 replenishes only 0.3% per second, making abuse quite difficult. Its limited HP punishes abuse of this mechanic if used frequently. Although it is hard to break in most matchups, it is certainly possible especially against other heavyweights with strong attacks, such as Bowser and {{SSBU|Ganondorf}}.
King K. Rool's extreme weight, very large hurtbox, and above-average falling speed make him a little 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 replenishes only 0.3% per second, making abuse quite difficult. Its limited HP punishes abuse of this mechanic if used frequently. Although it is hard to break in most matchups, it is certainly possible especially against other heavyweights with strong attacks, such as Bowser and {{SSBU|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 air dodge 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.  
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 air dodge 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 King K. Rool's 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 cannot be used out of shield in most matchups, as the headbutt (which comes out on frame 6) only hits directly above him, while the later plank hitboxes are weak and slow to come out and he is wide open if it's shielded.
Though a lot of King K. Rool's 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 cannot be used out of shield in most matchups, as the headbutt (which comes out on frame 6) only hits directly above him, while the later plank hitboxes are weak and slow to come out.


King K. Rool's neutral aerial, his fastest and most reliable out of shield option, has poor range, especially behind him, only covering his belly, and is unsafe on hit at low percents. As a result, K. Rool is particularly vulnerable to characters that can cross-up 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, mainly due to the low knockback scaling of his throws: forward throw is unable to KO at realistic percentages, up throw requires platforms to KO effectively and is too laggy to have true followups, back throw loses a lot of its KO power if used center-stage due to its low knockback growth, and down throw's extensive mixups and KO confirms more often than not require reads to be effective. It is also affected by the [[bounce glitch]], which adds even more inconsistency to the move.
King K. Rool's neutral aerial, his fastest and most reliable out of shield option, has poor range, especially behind him. As a result, K. Rool is particularly vulnerable to characters that can cross-up 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: forward throw is unable to KO at realistic percentages, up throw requires platforms to KO effectively and is too laggy to have true followups, back throw loses a lot of its KO power if used center-stage due to its low knockback growth, and down throw's extensive mixups and KO confirms more often than not require reads to be effective. It is also affected by the [[bounce glitch]], which adds even more inconsistency to the move.


Additionally, King K. Rool's 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 that doesn't KO at reasonable percents, making it somewhat inconsistent.
Additionally, King K. Rool's 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.
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.
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'''{{GameIcon|ssbu}} {{SSBU|6.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|6.0.0}}'''
[[File:KingKRoolNSpecialSearchSSBU.gif|thumb|200px|Blunderbuss' updated vacuum searchbox for Kannonballs in update 6.0.0. Once the vacuum is completely stretched out, it remains as such until the Blunderbuss is put away.]]
[[File:Blunderbuss_(Kannonball_Range).gif|thumb|200px|Blunderbuss' updated vacuum searchbox for Kannonballs in update 6.0.0. Once the vacuum is completely stretched out, it remains as such until the Blunderbuss is put away.]]
{{UpdateList (SSBU)/6.0.0|char=King K. Rool}}
{{UpdateList (SSBU)/6.0.0|char=King K. Rool}}


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|nairname=Iron Balloon ({{ja|アイアンバルーン|Aian Barūn}})
|nairname=Iron Balloon ({{ja|アイアンバルーン|Aian Barūn}})
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late)
|nairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|8}} (late)
|nairdesc=A [[wikipedia:Professional wrestling aerial techniques#Diving splash|splash]]. Decently fast (comes out on frame 7), acts as a [[sex kick]] and has Belly Super Armor. In addition, it has very little lag in comparison to most of King K. Rool's moveset, and is his safest move on shield. Finally, it is also his fastest out-of-shield option that is somewhat practical, next to his neutral attack. Because of all of this, it is one of the safest and most versatile moves to use in K. Rool's kit. It can be used for landing, contesting aerials, approaching, and even gimping, as it beats out most recovery moves, even ones with hitboxes. In addition, due to its safety, it can be used to pressure, and it can also combo into several moves, such as his neutral attack, up tilt, forward tilt, dash attack, grab, and even situationally into down tilt, which can lead to devastating early KOs. However, it has poor range, only covering his belly, and is unsafe on hit at low percents. It is similar to an attack he uses in ''Donkey Kong Land''.
|nairdesc=A [[wikipedia:Professional wrestling aerial techniques#Diving splash|splash]]. Decently fast (comes out on frame 7), acts as a [[sex kick]] and has Belly Super Armor. In addition, it has very little lag in comparison to most of King K. Rool's moveset, and is his safest move on shield. Finally, it is also his fastest out-of-shield option that is somewhat practical, next to his neutral attack. Because of all of this, it is one of the safest and most versatile moves to use in K. Rool's kit. It can be used for landing, contesting aerials, approaching, and even gimping, as it beats out most recovery moves, even ones with hitboxes. In addition, due to its safety, it can be used to pressure, and it can also combo into several moves, such as his neutral attack, up tilt, forward tilt, dash attack, grab, and even situationally into down tilt, which can lead to devastating early KOs. It is similar to an attack he uses in ''Donkey Kong Land''.
|fairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|fairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|fairdmg={{ShortHopDmgSSBU|15.5}} (clean feet), {{ShortHopDmgSSBU|13.5}} (clean legs), {{ShortHopDmgSSBU|10}} (late feet), {{ShortHopDmgSSBU|8}} (late legs)
|fairdmg={{ShortHopDmgSSBU|15.5}} (clean feet), {{ShortHopDmgSSBU|13.5}} (clean legs), {{ShortHopDmgSSBU|10}} (late feet), {{ShortHopDmgSSBU|8}} (late legs)
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|uairname=Stretch Headbutt ({{ja|ストレッチヘッドバット|Sutorecchi Heddobatto}})
|uairname=Stretch Headbutt ({{ja|ストレッチヘッドバット|Sutorecchi Heddobatto}})
|uairdmg={{ShortHopDmgSSBU|14}}, {{ShortHopDmgSSBU|10}} (late)
|uairdmg={{ShortHopDmgSSBU|14}}, {{ShortHopDmgSSBU|10}} (late)
|uairdesc=An upward battering ram. It causes K. Rool to float slightly, giving it more reach. It has extremely high ending lag due to King K. Rool laughing after the move, preventing him from acting even if performed out of a double jumìp, making it risky to use offstage and making it the laggiest aerial in the game. However, is one of K. Rool's fastest aerial attacks (comes out on frame 7), and deals less damage if hit later. In addition to this, the early hitbox is among the strongest up aerials in the game, being able to KO at around 100% and even earlier if used near the upper blast zone, giving K. Rool a possibility to pick up very early KOs with the move, especially with rage. The early hit has a large, disjointed hitbox much larger than K. Rool's head, which also lingers for a disproportionately long time. The move has Belly Super Armor while K. Rool stretches his head out, ending after the hitboxes are over. When short-hopped, this move can allow K. Rool to move onto a platform, allowing for some movement options, and significantly helps with the issue of the move having high ending lag. Like up smash, there are intangibility frames on K. Rool's head during the attack, making it disjointed and allowing it to beat projectiles or some other even reasonably disjointed moves, such as {{SSBU|Mr. Game & Watch}}'s down aerial. This move can also be used for recovering from high to mid-levels, as K. Rool can be moved from side to side while using the move. <!--K. Rool's crown does not increase this move's damage, this has been tested. Remember that short hop attacks have a damage penalty in ''Ultimate''.-->
|uairdesc=An upward battering ram. It causes K. Rool to float slightly, giving it more reach. It has extremely high ending lag, preventing K. Rool from acting even if performed out of a double jump, making it risky to use offstage and making it the laggiest aerial in the game. However, is one of K. Rool's fastest aerial attacks (comes out on frame 7), and deals less damage if hit later. In addition to this, the early hitbox is among the strongest up aerials in the game, being able to KO at around 100% and even earlier if used near the upper blast zone, giving K. Rool a possibility to pick up very early KOs with the move, especially with rage. The early hit has a large, disjointed hitbox much larger than K. Rool's head, which also lingers for a disproportionately long time. The move has Belly Super Armor while K. Rool stretches his head out, ending after the hitboxes are over. When short-hopped, this move can allow K. Rool to move onto a platform, allowing for some movement options, and significantly helps with the issue of the move having high ending lag. Like up smash, there are intangibility frames on K. Rool's head during the attack, making it disjointed and allowing it to beat projectiles or some other even reasonably disjointed moves, such as {{SSBU|Mr. Game & Watch}}'s down aerial. This move can also be used for recovering from high to mid-levels, as K. Rool can be moved from side to side while using the move. <!--K. Rool's crown does not increase this move's damage, this has been tested. Remember that short hop attacks have a damage penalty in ''Ultimate''.-->
|dairname=Meteor Stomp ({{ja|メテオスタンプ|Meteo Sutanpu}})
|dairname=Meteor Stomp ({{ja|メテオスタンプ|Meteo Sutanpu}})
|dairdmg={{ShortHopDmgSSBU|12}} (early), {{ShortHopDmgSSBU|9}} (late)
|dairdmg={{ShortHopDmgSSBU|12}} (early), {{ShortHopDmgSSBU|9}} (late)
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|uthrowname=Super Back Breaker ({{ja|スーパーバックブリーカー|Sūpā Bakku Burīkā}})
|uthrowname=Super Back Breaker ({{ja|スーパーバックブリーカー|Sūpā Bakku Burīkā}})
|uthrowdmg=16%
|uthrowdmg=16%
|uthrowdesc=Heaves the opponent over his head, leaps high into the air, and then descends to perform an {{h2|wikipedia:Backbreaker|Argentine backbreaker rack}} [[wikipedia:Backbreaker#Backbreaker drop|drop]]. This is the most damaging throw in the entire game, and it's powerful enough to KO at around 160%, or even earlier if he lands on a raised platform.  
|uthrowdesc=Heaves the opponent over his head leaps high into the air, and then descends to perform an {{h2|wikipedia:Backbreaker|Argentine backbreaker rack}} [[wikipedia:Backbreaker#Backbreaker drop|drop]]. This is the most damaging throw in the entire game and KOs around 160%. Because he jumps up to perform it, he can land onto platforms above him upon descending, which enables it to KO even earlier.  
|dthrowname=Piledriver ({{ja|パイルハンマー|Pairu Hanma}}, ''Pile Hammer'')
|dthrowname=Piledriver ({{ja|パイルハンマー|Pairu Hanma}}, ''Pile Hammer'')
|dthrowdmg=5%
|dthrowdmg=5%
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''See also: [[:Category:King K. Rool players (SSBU)]]''
''See also: [[:Category:King K. Rool players (SSBU)]]''


*{{Sm|Ben Gold|Australia}} - The best King K. Rool player in the world as well as one of the best Australian players during the early metagame. He is notable for being the first King K. Rool player to win a notable regional event with {{Trn|Battle Arena Melbourne 11}} and he continued to have notable results in Australia with 5th at {{Trn|Phantom 2019}} and a notable major placement with 17th at {{Trn|Thunder Smash 3: Clash of the Pandas}}. After 2019, he dropped the character in favor of playing {{SSBU|Wolf}} and makes rare appearances regionally.
*{{Sm|Ben Gold|Australia}} - The best King K. Rool player in the world during the early metagame before switching to {{SSBU|Wolf}} and then ultimately becoming inactive. Placed 1st at {{Trn|Battle Arena Melbourne 11}}, 5th at {{Trn|Phantom 2019}}, 17th at both {{Trn|Thunder Smash 3: Clash of the Pandas}} and {{Trn|Phantom 2020}}, and 25th at {{Trn|2GG: Nightmare on Smashville}} with wins over players such as {{Sm|kameme}}, {{Sm|Extra}}, and {{Sm|Jdizzle}}. Currently ranked 7th on the [[Australian Power Rankings]].
*{{Sm|Lukewarm|USA}} - The best King K. Rool player in the world. While was notable during the early metagame, he gained recognition in online tournaments where he beat top players such as {{Sm|Sonix}} and ranked 17th on the [[Wi-Fi Warrior Rank v7]]. At offline tournaments, he became the second King K. Rool player to win a regional in {{Trn|Anime Houston 2021}} and holds some of the best King K. Rool results at majors such as 17th at {{Trn|CEO 2021}} and 25th at {{Trn|Rise 'N Grind}}. He currently competes on rare occasions, but still headlines the character in the meta, seen with his 49th place finish at {{Trn|Luminosity Makes BIG Moves 2024}} defeating {{Sm|MKBigBoss}}.
*{{Sm|Dera|Japan}} - The best King K. Rool player in Japan. Placed 3rd at {{Trn|Obasuma OST 4}}, 5th at {{Trn|Obasuma OST 2}}, and 7th at {{Trn|TSC 13}} with wins over players such as {{Sm|Somé}}, {{Sm|Rattsu}}, and {{Sm|TRIGGER}}. Currently ranked 5th on the [[Tohoku Power Rankings]].
*{{Sm|KirbyKid|USA}} - The best King K. Rool player in the world. Placed 1st at {{Trn|Anime Houston 2021}}, 5th at {{Trn|CyPhaCon Mini Esports}}, 7th at {{Trn|Lost Tech City 2022}}, 13th at {{Trn|InfinityCON Tally 2021}}, and 17th at {{Trn|CEO 2021}} with wins over players such as {{Sm|Goblin}}, {{Sm|Epic_Gabriel}}, and {{Sm|kept}}. He is also considered the best King K. Rool player online, placing 2nd at both {{Trn|The Box: Lunch Box 4}} and 5th at {{Trn|SWT: NA Southeast Ultimate Online Qualifier}}. Currently ranked 17th on the [[Wi-Fi Warrior Rank v7]].
*{{Sm|Raphy|Germany}} - The best King K. Rool player in Germany, and one of the best in Europe, but is currently inactive. Placed 5th at both {{Trn|Breakpoint Ultimate - FIVE}} and {{Trn|Smash Contest: DoKomi 2021}} as well as 7th at {{Trn|BOILINGPOINT BRAWL}} with wins over players such as {{Sm|Tarik}}, {{Sm|Youssef}}, and {{Sm|Rinor}}.
*{{Sm|Onua|USA}} - One of the best King K. Rool players in the United States prior to dropping him. Placed 9th at [https://start.gg/tournament/sweet-spot-5-100-pot-bonus/details Sweet Spot 5], 33rd at both {{Trn|Standoff 2019}} and {{Trn|River Rumble}} with wins over players such as {{Sm|Wisdom}} and {{Sm|Kwaz}}. Currently ranked 10th on the current Kansas City Power Rankings.<ref>https://start.gg/rankings/super-smash-bros-ultimate/series/kansas-city Kansas City PR</ref>.


===Tier placement and history===
===Tier placement and history===
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, coupled with the inherent strengths of being a super-heavyweight, had top professionals speculating that King K. Rool could be high- or even top-tier on release. Additionally, less experienced players struggled mightily against him, with some calling him "broken". 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 {{Sm|Vikerkaar}} placing 9th at {{Trn|Don't Park on the Grass 2018}}, {{Sm|Ito}} placing 13th at {{Trn|Super Splat Bros}}, and {{Sm|WAR}} placing 4th at {{Trn|Poi Poundaz 2}}.
Upon ''Ultimates''{{'}}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, coupled with the inherent strengths of being a super-heavyweight, had top professionals speculating that King K. Rool could be high- or even top-tier on release. Additionally, less experienced players struggled mightily against him, with some calling him "broken". 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 {{Sm|Vikerkaar}} placing 9th at {{Trn|Don't Park on the Grass 2018}}, {{Sm|Ito}} placing 13th at {{Trn|Super Splat Bros}}, and {{Sm|WAR}} placing 4th at {{Trn|Poi Poundaz 2}}.


However, it quickly became apparent that King K. Rool was not nearly as good as players thought, as he has some of the nastiest downsides in the game to counter his strengths. Compounding this, King K. Rool received nerfs in update 2.0.0 that made his already negative perception even worse, despite being largely irrelevant in retrospect. 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 whom 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 metagame that ''Ultimate''{{'}}s cast brought to the table.
However, it quickly became apparent that King K. Rool was not nearly as good as players thought, as he has some of the nastiest downsides in the game to counter his strengths. Compounding this, King K. Rool received nerfs in update 2.0.0 that made his already negative perception even worse, despite being largely irrelevant in retrospect. 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 whom 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 metagame that ''Ultimate''{{'}}s cast brought to the table.

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