SSBU/King K. Rool: Difference between revisions

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|spotDodge = -
|spotDodge = -
|airDodge = -
|airDodge = -
|fastestOOS = -
|fastestOOS = {{clr|smash|USmash}} (6F)
|unique_mechanic1_name=Belly Super Armor
|unique_mechanic1_name=Belly Super Armor
|unique_mechanic1=
|unique_mechanic1=

Latest revision as of 00:37, 27 March 2024


Overview

King K. Rool
Weight:-
Spotdodge:The duration and intangibility of this character's on-spot dodges.-
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.-
Fastest OOS:USmash (6F)
Overview
King K. Rool(K Rool) stands out from the other super-heavies in Ultimate, possessing strong zoning tools, a unique belly-armor mechanic, and thin hitboxes. (cont, placeholder)
Summary
King K. Rool is a heavyweight that utilizes his unique projectiles and belly armor to find strange solutions to problems other super-heavies may have no answers to.
Pros Cons
  • Good Grab Game: With a myriad of useful throws, K. Rool. is blessed with a good throw moveset. FThrow can start combos at low percents, BThrow is a kill throw with rage and DThrow is a throw that buries, enabling stellar setplay.
  • Tanky: K. Rool, being a tank character with armor on a majority of his moves, is great at taking hits. This compounds his already immense survivability, backed by his massive weight (133 units), above average fall speed (1.7, enough to get 2 frames of landing lag off a SHFF instead of 6), and a long-ranged recovery move with decent protection. He also has access to a good few mixups before he burns his double jump off-stage, which allows him to deter edgeguarding decently well. Having a counter also means he can stave off pressure if his armor isn’t favorable.
  • Belly Super Armor: K. Rool.'s moves are decently fast, with heaps of armor on the moves as they come out. This is very powerful against aggressive opponents who think they can just hit him.
  • Big Croc: K. Rool sports some of the biggest hurtboxes in the game, making it easier to combo him compared to the rest of the cast.
  • Slow Croc: K. Rool’s mobility is fairly sub-par, with some of the slowest walk, run and air speed in the entire game. While characters are generally fast in this game, K. Rool IS still slow.
  • Gets Juggled Easily: A slow airdodge starting on frame 4 and a lack of combo breaking options means that K. Rool. will be very easy to juggle.
  • Commital Moves: Long endlag on most of his moves means he has to commit to attack almost all the time. Very few moves can be considered a low commitment, those being Jab, FAir and UTilt most of the time.
Belly Super Armor
Certain moves that K Rool uses activates hp based super armor around his belly. Attacks that hit his Belly Super Armor will make a distinct audio cue. It is also possible to estimate the damage that K Rool's belly armor has taken by the cracks on it. Belly Super Armor allows K Rool to armor through attacks that would normally trade hits.

However, if K. Rool takes 36.02% of total damage to his armor over a short period of time, he will suffer a shield break animation and be stunned until his belly armor recovers. K. Rool must not over rely on this armor, lest it gets broken and gives the opponent an opportunity to hard punish.

Learn more about K Rool's Super Belly Armor mechanics here.


Normal Moves

Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 1 2.5 4-5 25 361/180 -16 to -15 N/A
Jab 2 2.5 3-4 28 361/180 -20 to -19 N/A
Jab 3 7.0 5-8 34 361 -21 to -18 N/A

(Taken from Plague von Karma's guide) K. Rool’s fastest grounded move. Used to give you a tech-chase, and as a ledge option.

Jab is used 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. DAir however, is a better lock tool.

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.

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.

  • Highest damage out of any Gentleman Jab in the game at 14.4%


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 1 30/20 30/15 N/A N/A 4
Jab 2 25/20 30/15 N/A N/A 4
Jab 3 60 72 N/A N/A 7

Forward Tilt

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
11.0/13.0Sourspot/Sweetspot 12-13 43 361 -20 to -19/-18 to -17 belly armor 5-11

(Transcribed from Plague von Karma's guide)

FTilt (KLAP) is one of the most difficult moves to challenge in K. Rool’s kit due to its large disjoint, frame 5 armor and ability to be angled.

By angling FTilt with the opponent’s attack patterns in mind, the armor can cover you more. 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. BSA hurtbox shifts with your attacks, and abusing this is key to FTilt’s success. Remember that all armor on FTilt is F5-11, though.

If an opponent is just pushing buttons in neutral, FTilt can work as a 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. Against a mashing opponent, this move will force them to sit down and think. The sweetspot usually kills at around 110%, although it can be earlier depending on the opponent.

FTilt also kills, pretty damn well too. The sweetspot usually kills at around 110%, although it can be earlier depending on the opponent.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
64 76 N/A N/A 10/12

Up Tilt

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 12.5 5-6 38 50 -20 to -19 left arm intangible 4-9
Late 7.4/8.9Sourspot/Sweetspot 7-13 38 82 -23 to -17/-21 to -15 left arm intangible 4-9

(Taken from Plague von Karma's guide)

UTilt is 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 16F 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.

UTilt is also used for 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.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 50 90 N/A N/A 12
Late 66 72 N/A N/A 7/9

Down Tilt

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 13.0 13 43 361 -17 N/A
Late 10.0/8.0/7.0 14-15 43 361/85 -18 to -17/-20 to -19/-21 to -20 N/A

(Placeholder, I can't transcribe this)


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 40 85 N/A N/A 12
Late 80/30/100 50/25 N/A N/A 10/8/7

Dash Attack

while dashing or running

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 15.0 7-14 61 45 -38 to -31 belly armor 7-28
Late 11.0 15-25 61 45 -35 to -25 belly armor 7-28

(Taken from Plague von Karma's guide)

Starting on Frame 7 with armor on the same frame, Dash Attack is one of the strongest moves in K. Rool’s moveset. Hits very hard and is reasonably quick, enabling some good kills near the edge.

It is ever so strongly recommended that you learn how to use Instant Dash Attack(iDA). 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.

Dash Attack has good combo & kill confirm utility, comboing out of FThrow and DThrow. 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.

Dash Attack can also be used as 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.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 80 61 N/A N/A 15
Late 80 55 N/A N/A 10


Smash Attacks

Forward Smash

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Neutral 19.0/16.528.5/24.75 charged 19-21 62 361 -29 to -27/-31 to -29-24 to -22/-26 to -24 charged N/A
Up 19.950001/17.325001 19-21 62 361 -25 to -23/-27 to -25 N/A
Down 19.57/16.995001 19-21 62 361 -25 to -23/-27 to -25 N/A

(Placeholder)


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Neutral 40 96 N/A N/A 13/116/5 charged
Up 40 96 N/A N/A 17/15
Down 40 96 N/A N/A 17/15

Up Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 Early 17.025.5 charged 6-9 72 83 -54 to -51-49 to -46 charged head intangible 6-11, belly armor 6-21
Hit 1 Late 8.012 charged 10-11 72 83 -55 to -54-53 to -52 charged head intangible 6-11, belly armor 6-21
Hit 2 Early 8.012 charged 19 72 361 -46-44 charged head intangible 6-11, belly armor 6-21
Hit 2 Spike 3.04.5 charged 20 72 290 -48-47 charged head intangible 6-11, belly armor 6-21
Hit 2 Late 3.04.5 charged 21 72 361 -47-46 charged head intangible 6-11, belly armor 6-21
Hit 3 10.015 charged 22-23 72 361 -42 to -41-39 to -38 charged head intangible 6-11, belly armor 6-21

(Taken from Plague von Karma's guide)

Up Smash is a weird move. 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.

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. 6F startup 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...

Hit 2, is way more niche. A Jab Lock into Forward Smash combo using the weird spike hitboxis technically possible. 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.

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.


Uses

Up Smash 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.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 Early 31 90 N/A N/A 115 charged
Hit 1 Late 32 84 N/A N/A 64 charged
Hit 2 Early 60 45 N/A N/A 64 charged
Hit 2 Spike 80 5 N/A N/A 33 charged
Hit 2 Late 30 20 N/A N/A 33 charged
Hit 3 70 50 N/A N/A 74 charged

Down Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Slam 18.027 charged 22-24 64 361 -29 to -27-24 to -22 charged belly armor 8-21
Quake 4.06 charged 25-26 64 85 -34 to -33-33 to -32 charged belly armor 8-21

(Taken from Plague von Karma's guide) 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.

This is one of the strongest Down Smashes in the game by a long shot. 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.

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 is airborne starting frame 4, 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. DSmash 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.

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. It also hits the ledge, so check here to see who it works on.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Slam 65 80 N/A N/A 126 charged
Quake 80 30 N/A N/A 43 charged


Aerials

Neutral Aerial

Airborne

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 12.0 7-8 46 361 -4 belly armor 6-30
Late 8.0 9-30 46 361 -5 belly armor 6-30

(Taken from Plague von Karma's guide) NAir is a great defensive move, with a variety of uses in ledgetrapping/edgeguarding, starting combos and in disadvantage.

NAir is K. Rool.'s most reliable out of shield option, with frame 9 armor and 10F startup. 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.

NAir is also K. Rool.'s primary landing option after FF N-Airdodge. This is because the armor is frame 6-30, 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). However, 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.

Due to the armor properties and angle of NAir, it can also 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.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 40 70 9 ? 5
Late 13 90 9 ? 4

Forward Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 15.5/13.5Tip/Hip 11 55 361 -5/-6 N/A
Mid 15.5/13.5Tip/Hip 12-14 55 361 -5/-6 N/A
Late 10.0/8.0Tip/Hip 15-17 55 361 -7 N/A

(Placeholder, I gave up transcribing)


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 36 76 11 ? 6/5
Mid 36 76 11 ? 6/5
Late 30 70 11 ? 4

Back Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
14.5/19.0Sourspot/Sweetspot 18-20 50 45/270 -9/-7 N/A

(Placeholder, I gave up transcribing)


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
15/45 80/85 14 ? 5/7

Up Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 14.0 7-13 72 85 -8 head intangible 7-13, belly armor 7-20
Late 10.0 14-19 72 85 -9 head intangible 7-13, belly armor 7-20

(Placeholder, I gave up transcribing)


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 84 60 13 ? 5
Late 85 52 13 ? 4

Down Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 12.0 14-15 62 270 -9 belly armor 14-25
Late 9.0 16-21 62 361 -10 belly armor 14-25

(Placeholder, I gave up transcribing)


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 10 90 14 ? 5
Late 40/20 100 14 ? 4


Special Moves

Blunderbuss

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Preparation Stance - 25 70 N/A N/A N/A
Vacuum+Windbox - 6-36 54 160 -13 to 1 N/A
Kannonball 13.0 Preperation Stance + 1-120 - 60 - N/A
Kannonball Ricochet 9 - 60 - N/A
Forward Reshoot 17.0 11+ 32 70 - N/A
Back Reshoot 17.0 17+ 41 70 - N/A
Up Reshoot 17.0 11+ 39 70 - N/A
Forward Throw 12.0 10 32 42 - N/A
Up Throw 12.0 10 41 90 - N/A
Back Throw 12.0 10 39 42 - N/A


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Preparation Stance N/A N/A N/A N/A N/A
Vacuum+Windbox 30 FKB 100 N/A N/A 2
Kannonball 18 92 N/A N/A 5
Kannonball Ricochet 30 70 N/A N/A 5
Forward Reshoot 55 87 N/A N/A 4
Back Reshoot 55 87 N/A N/A 4
Up Reshoot 55 87 N/A N/A 4
Forward Throw 75 69 N/A N/A -
Up Throw 90 38 N/A N/A -
Back Throw 75 48 N/A N/A -


Crownerang

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Toss 9.0 1-9 80 65 -67 to -59 all armor 6-63 12% hp
Returning 7.0 39-79 80 65 -31 to 9 all armor 6-63 12% hp
Windbox 0.0 18-23 Wind 64 361 -44 to -39 all armor 6-63 12% hp
Item 6 1-? 2 50 NaN all armor 6-63 12% hp


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Toss 45 79 N/A N/A 4
Returning 45 79 N/A N/A 3
Windbox 30 FKB 100 N/A N/A 2
Item 30 100 N/A N/A 3


Propellerpack

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
3.0 11-108 130? 80 -9 to 4 N/A


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 30 N/A N/A 4

Gut Check

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Catch - 5-28 Catch/Reflect 68 N/A N/A all intangible 4-15
Hit 12.0 Min 3-6 39 45 -33 to -30 all invincible 1-7
Hit, Reverse 12.0 Min 9-12 39 45 -27 to -24 all invincible 1-13


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Catch N/A N/A N/A N/A N/A
Hit 90/80 56/50 N/A N/A 2
Hit, Reverse 90/80 56/50 N/A N/A 2


Grabs & Throws

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Standing N/A 8-10 41 N/A N/A N/A
Dash N/A 11-13 49 N/A N/A N/A
Pivot N/A 12-14 44 N/A N/A N/A
Pummel 1.6 2 8 361 -2 N/A

(Taken from Plague von Karma's guide) 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.


Standing Grab

A standard grab. 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.


Pivot Grab (While Dashing, / > )

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.


Dash Grab (While Dashing, )

Pummel (After grabbing, )


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Standing N/A N/A N/A N/A N/A
Dash N/A N/A N/A N/A N/A
Pivot N/A N/A N/A N/A N/A
Pummel 30 FKB 100 N/A N/A 3

Forward Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
7.0 24-26 40 361 -8 to -6 all invincible 1-28
10.0 28 40 52 N/A all invincible 1-28

(Taken from Plague von Karma's guide) 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.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 50 N/A N/A 7
60 55 N/A N/A N/A

Back Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
11.0 32 63 35 N/A all invincible 1-32

(Taken from Plague von Karma's guide) BThrow is your “kill” throw. With rage it kills super early. 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.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 56 N/A N/A N/A

Up Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
16.0 67 104 90 N/A all invincible 1-67

(Taken from Plague von Karma's guide) 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.

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.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
85 44 N/A N/A N/A

Down Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 40 74 48 N/A all invincible 1-40

(Taken from Plague von Karma's guide) 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.

(placeholder i cant transcribe the rest)


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30 90 N/A N/A N/A


Misc. Attacks

Ledge Attack

while holding the ledge

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
10.0 24-26 56 45 -21 to -19 all intangible 1-26
  • PlaceHolder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 10

Getup Attack

after getting knocked down

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Facing Up 7.0 19-23 46 48 -19 to -15 all intangible 1-23
Facing Down 7.0 19-25 46 48 -19 to -13 all intangible 1-25

It's a Getup Attack.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Facing Up 80 48 N/A N/A 7
Facing Down 80 48 N/A N/A 7

Trip Attack

after tripping

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 19-31 50 361 -24 to -12 all intangible 1-7
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Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A 6


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King K. Rool


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