Super Smash Bros. Ultimate

King K. Rool (SSBU)

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This article is about King K. Rool's appearance inSuper Smash Bros. Ultimate. For the character in other contexts, seeKing K. Rool.
King K. Rool
inSuper Smash Bros. Ultimate
King K. Rool SSBU.png
DKSymbol.svg
UniverseDonkey Kong
AvailabilityUnlockable
Final SmashBlast-O-Matic
TierD (78)
King K. Rool (SSBU)
King K. Rool Comes Aboard!
—Introduction tagline

King K. Rool (キングクルール,King K. Rool) is a playable character inSuper Smash Bros. Ultimate. He was announced as anewcomer during the August 8th, 2018Super Smash Bros. Ultimate Direct alongsideSimon,Richter,Chrom, andDark Samus. King K. Rool is classified asFighter #67.

Much likeBowser,Donkey Kong, andDiddy Kong,Ultimate forgoes King K. Rool's voice actor (Toshihide Tsuchiya), in favor of realistic crocodilian vocals.

King K. Rool is currently ranked 78th out of 82 on theUltimatetier list, towards the end of the D tier. Typical for a super-heavyweight character, King K. Rool possesses a wide arsenal of very powerful, hard hitting attacks, with many of them also having great range. Complementing this power, King K. Rool has two buries, a very powerfulmeteor smash in form of his back air, and a far-reaching grab with some of the most powerful throws in the game, granting him a multitude of ways to secure early KOs. King K. Rool also boasts some of the best endurance in the game — he is the secondheaviest character behindBowser, which in combination with his unique character-specific perk,Belly Super Armor, high falling speed, and a very long-distanced recovery thanks toPropellerpack, allows him to survive to ludicrously high percentages and utilizerage very well, especially with his aforementioned powerful attacks.

In addition, King K. Rool has a rather versatile moveset. He has two projectiles,Blunderbuss andCrownerang, with the former also functioning as a command grab and the latter having damage-basedarmor, while his down special,Gut Check, functions as a both counter and reflector. King K. Rool's Belly Super Armor gives many of his moves unique utility as well, including a long lasting neutral air that can be an effective landing, walling and edgeguarding tool and a powerful, armored burst option in his dash attack. Thanks to these moves as well as his effective, versatile forward air, King K. Rool has several effective anti-zoning, trapping and walling options.

However, for his many strengths, King K. Rool has several weaknesses. King K. Rool's biggest weaknesses are his slow speed, large hitbox, significant end lag on most of his attacks making him very susceptible to whiff punishes, poor air mobility, and a predictable recovery, which combined with his slow air speed can be easily punished. His massive hurtbox is among the largest in the game, which in combination of his gargantuan weight and high falling speed makes King K. Rool very easy to combo. King K. Rool's mobility also leaves a lot to be desired — while his initial dash speed is above average, his actual run speed is poor, and his air speed is also below average. King K. Rool has serious frame data issues due to almost the entirety of his moveset suffering from extreme starting and ending lag, while having very few attacks that are safe on shield. King K. Rool is also very susceptible to being ledgetrapped due to his massive hurtbox and limited ledgeoptions. Finally, King K. Rool has very lackluster out of shield options, which is further made worse by the fact that King K. Rool is forced to shield relatively often due to his aforementioned large size and poor mobility.

Overall, King K. Rool is a character of extreme strengths and extreme weaknesses. Though his high-level representation remains limited, with only a few notable representatives such asLukewarm andBen Gold in the early metagame, this small playerbase has slowly grown over the course of the game's lifespan, with dedicated players maining him, such asBall andBruho.

How to unlock[edit]

Complete one of the following:

  • PlayVS. matches, with King K. Rool being the 16th character to be unlocked.
  • ClearClassic Mode withLink or anyone in his unlock tree, being the 1st character unlocked.
  • Have King K. Rool join the player's party inWorld of Light.

With the exception of the third method, King K. Rool must then be defeated onJungle Japes. In World of Light, he is fought onPirate Ship.

Attributes[edit]

King K. Rool is a character that ostensibly fits the mold of a superheavyweight, being the 2nd heaviest character in the game behindBowser and possessing a large array of powerful attacks with long range, but with below-average mobility; while hisfalling speed andgravity are noticeably above average, histraction andjumping force are average at best, and he also has the 20th slowestair speed, the 17th slowestwalking speed, the 13th slowestdashing speed, and the 8th slowestair acceleration in the game.

Despite this, King K. Rool's initial dash has above-average speed, which gives him a greatdash dance andfoxtrot, the latter of which partially alleviates his sluggish grounded mobility. However, he has some characteristics that notably set him apart from his heavyweight peers; he has a wide variety of versatile moves, access to two conventional projectiles, a long-distancedrecovery, and other valuable techniques that aid his playstyle in regard to focusing on punishing mistakes and zoning against horizontal approaches.

King K. Rool's greatest strength is the immense utility of his moveset. Though many of his attacks are typical of super-heavyweights, he also has attacks that exchange brute strength (though most of them are still powerful) for unique attributes that contribute to his punish-focused playstyle. This is best shown through his character-specific perk,Belly Super Armor: attacks with this property gain short periods of thissuper armor, which can block incoming attacks during their duration. This mechanic gives him an advantage that allows him to win more exchanges than he would normally. Additionally, it affects a large amount of his moves, granting more safety on moves such as hisforward tilt anddash attack to break through projectiles or difficult to punish attacks. As a result, Belly Super Armor heavily helps his approach and general disadvantage.

Alongside the utility of his Belly Super Armor, King K. Rool has effective grounded attacks. Hisneutral attack has good range and high speed, making it reliable as a quick get-off-me option. It is also tied withIncineroar,Ike, andWario's neutral attacks as the third most damaging non-infinite neutral attack in the game, and leads into a tech situation at low to mid percentages. His tilts are very effective; for example,up tilt comes out very quickly, deals respectable damage and knockback during its initial frames, and has enough range to hit platforms above K. Rool while also being slightly disjointed due to his punching arm being intangible for its duration. This can also be used to anti-air or prevent approaches from characters such asLucina andRoy. It is also the most reliable move out ofdown throw, becoming a true combo from around 120% and reliablyKOing most characters at such percents if near the ledge.

Down tilt canbury grounded opponents or KO airborne ones, making it a potent punishment option. It also works at the ledge as a ledgehang punish or 2-frame option, and has a large shockwave hitbox that notably extends its range. His aforementioned forward tilt grants him Belly Super Armor as early as frame 5, has excellent range, can be angled up or down (with latter capable of being used as a ledge hang punish or 2-frame option), and is among the most powerful of its kind. Finally, his dash attack is also equipped with Belly Super Armor, has fast startup, a long-lasting, large hitbox, and is exceptionally strong, being a very potent, powerful burst option that can go through variety of attacks.

All of hissmash attacks are incredibly powerful, and coupled with their unique traits and the belly armor on his up and down smashes, allow for very effective punishment.Forward smash deals heavy knockback regardless of where it hits, especially if angled upwards. It also confirms out of a down tilt bury at 70%, KOing the opponent provided they are not too far from the ledge.Up smash functions as a quick anti-air, is extremely strong for its speed, and also has a smallmeteor smash hitbox in addition to a third hitbox that punishes grounded foes. However, only the first is really useful as the other two are weak and largely ineffectual.Down smash deals massive shield damage and lifts K. Rool's entire body off the stage from frame 4, allowing it to dodge most ground-hugging moves and makes it his best hard punish option considering its immense strength. Overall, his smash attacks are all formidable for hard punishes. Both up and down smash are equipped with Belly Super Armor, which is especially useful in the case of down smash as it allows it to punish more attacks than similar moves such asRidley and Incineroar's respective down smashes could.

His aerials are also fairly unique in their utility.Neutral aerial grants the longest duration of belly armor in K. Rool's moveset, making it a reliable combo breaker or landing tool to prevent juggling. Neutral aerial also has very low landing lag, allowing it to combo into moves such as neutral attack, up tilt, dash grab, and dash attack, the latter in particular being a KO confirm at certain percentages. The move's long-lasting, lingering hitbox and Belly Super Armor makes it a very effective edgeguarding tool, as it can negate a variety of recovery moves and gimp most opponents with ease. King K. Rool'sforward aerial is arguably his best move overall, being a cornerstone for his neutral game. It has amazing range, hits exceptionally hard, and because of its low landing lag, it is safe on shield and is his best combo starter at low percentages. This gives the move a extreme utility as a neutral tool, KO move, combo starter, decent air-to-air option against some characters, as a potent albeit situational edgeguard option, for catching jumps and even as an occasional punish out of his burying moves. Forward aerial also deals non-tumblehitstun at 0%, allowing him to confirm into a grab.

Up aerial is a very unorthodox move with a surprisingly high amount of utility. It has quick start-up, a very long-lasting hitbox, and excellent KO power, while also working as a good platform movement out of a short hop. This is most effective when platforms are low, such as onBattlefield; it can also be used as a situational third jump while recovering, stalling K. Rool in the air while allowing it to potentially cancel out projectiles thrown at him. Because of the Belly Super Armor, long-lasting hitbox and the fact that K. Rool does not perform the slight jump while in hitstun, it can be used as a situational combo breaker.Down aerial andback aerial aremeteor smashes, with the former coming out relatively fast and being a potent combo starter and 2-frame punish, and while the latter is very slow, it is also one of the strongest meteor smashes in the game. King K. Rool's back aerial also creates a wall of hitboxes behind him as a sourspot (which is also extremely powerful and can KO as early as 75%) covers his entire arm. His up and down aerials utilize belly armor, but their utility is situational due to their hitboxes being separated from K. Rool's belly. His neutral, forward, and back aerials are also relatively safe on shield, which is unusual for a super-heavyweight character. All in all, each of King K. Rool's aerials possess respectable utility and are overall considered to be his best moves.

Hisspecial moves have a wide array of uses as well, with several efficientprojectiles; theBlunderbuss is useful for edgeguarding purposes (such as forcing a situation where the opponent has to recover low, allowing for a down aerial) and throws out a Kannonball that can be sucked back in and aimed in a few directions. The Blunderbuss can also act as a command grab, sucking in opponents and shooting them out in different directions, with the forward reshoot in particular sporting very high knockback. The suction of the Blunderbuss is an effective ledge-trapping tool, especially on stages with platforms. Since K. Rool can drop through platforms while still having slight control over his movement, he can limit the opponent's options to effectively escape the ledge.

The vacuum animation can also be delayed and is very quick to come out if a Kannonball is in play, allowing King K. Rool to easily mix up the timings.Crownerang is a very versatile tool that covers a large distance and grants him damage-basedarmor throughout the majority of its duration, and the late hit can set up combos or even straight up confirm kills into numerous moves. It has high priority that beats out most projectiles, and the armor allows K. Rool to tank numerous attacks, making the move very threatening in some matchups. The pick-up animation also has some ways to be canceled, which can be adapted into the player's gameplan.

Furthermore, King K. Rool has immense durability: between his extreme weight, above-average falling speed, his Belly Super Armor on various moves, and his heavy armor on Crownerang, King K. Rool has some of, if not the best longevity in the game; it is not uncommon for him to sustain more than 200% damage. Additionally, his up special move,Propellerpack, travels a remarkable distance for a heavyweight and is infamously hard to intercept vertically due to its respectably disjointed hitbox. This can be used to poke opponents on the ledge, then jump up with a forward or up aerial to regain advantage. It can also situationally be used to catch opponents near the ceiling to steal a stock, most notably on high recovery routes. However, it is also very slow and predictable, and can be intercepted if the opponent goes around it.

King K. Rool also has one of the best grab games among the entire cast. Each of his grabs have very long ranges and 3 active frames, while his throws boast a mix of high damage outputs and/or respecttable utility. King K. Rool'sup throw is almost identical to Incineroar's equivalent throw aesthetically, but is somewhat different mechanically: it involves him jumping toward the upper blast zone quickly and, as a result, can result in him landing on a platform after he descends. It is the most damaging throw in the entire game, dealing almost 20% if the 1v1 multiplier is enabled, making it a very effective damage racking tool. It also leaves the opponent in a juggling situation. It is also one of the strongest up throws in the game, and with help of platforms it can KO even earlier. King K. Rool'sback throw is a similarly powerful throw with fantastic KO potential near the ledge, which becomes even more potent withrage. It also sends the opponent at asemi-spike angle, setting up for potentially deadly edgeguards even when it fails to KO.

At higher percentages, King K. Rool's notoriousdown throw can lead into various mixups with tilts, up smash or aerials depending on the opponent's mash speed. Most notably, he can create a 50/50 situation at around 80%-100% with the throw - up smash covers mashing, allowing him to hit the opponent before they mash out and net a KO, or if they decide not to mash, forward smash will KO them. In addition to this, dash attack or up tilt are reliable options at higher percentages, allowing K. Rool to straight up KO with the throw starting from 120%-140%.Forward throw does decent damage, can help put an opponent offstage and in a disadvantageous position, and leads into a dash attack for a true combo until around 20%. Once this is out of range, it is great for setting up edgeguards. With all of this, K. Rool is always able to deal significant damage if he lands a grab, and is able to KO with his throws earlier than almost every character in the game to the point where he gets a huge chunk of his KOs with his grabs. All of this is made even more effective with his excellent grab range; combined with his effective initial dash, this can allow for a string of grabs that strongly deters shielding.

King K. Rool has access to a large amount ofadvanced techniques. These techniques assist with movement, mixups, and even enable combos. As a result, he is a rather technical fighter that can be rewarding to a player looking for a simple character with a high learning curve. They are all somewhat practical and reward creative use, allowing players to build interesting playstyles of their own. This makes him easily accessed at a low level, while still being usable on a higher level of play. As long as the player is aware of the options that the design of these techs provide, King K. Rool will reward them for it.

However, King K. Rool's numerous advantages are also met with several 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 asMega Man's neutral attack.

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 andGanondorf.

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 hisapproach 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.

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 thebounce 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, none of King K. Rool's aerials autocancel in a short hop. His forward and back aerials require a full hop double jump to autocancel, while up aerial does not autocancel without being very high up. The high ending lag of his aerials makes fast-falling them offstage extremely risky, as it is possible to self-destruct before even getting a chance to recover, which depletes edgeguarding options. Due to the high overall lag of his aerials, K. Rool is unable to juggle for extended periods of time, and his aerial game is mostly constrained to a reactive playstyle. K. Rool's slow aerial mobility further hampers his aerial capacity, and his massive hurtbox makes him a very easy target if in the air, giving him a limited air game, making his playstyle generally more grounded.

Crownerang, while a very strong move on its own, is flawed in many ways. If an opponent picks up the crown after it has been thrown, it leaves him without one of his best tools. The crown can actually be used to edgeguard againstPropellerpack, or it can be thrown up to keep it from respawning. It is also very possible for opponents to combo with the crown, or pick it up again after throwing it, with very little counterplay available. The player must adopt an entirely different playstyle while the crown is on the field, or else risk losing a stock. As the pick-up animation takes 17 frames to complete, this also means that it can interrupt crucial combos, leading to the opponent getting away and resetting to neutral. While this is alleviated slightly through tech, it does not help a lot.

King K. Rool's recovery, while effective in theory, is very exploitable by the majority of the roster. Propellerpack is very linear, and a knowledgeable player can edgeguard him for long periods of time. It is immensely slow, and moving around with it reduces the vertical speed and leaves strong momentum, which can lead to a self-destruct if not accounted for. The hitbox does not cover him horizontally at all, and as he cannot cancel the animation, he always has to commit to it. He is usually forced to recover low, which is extremely dangerous due to how many characters have their own unique ways to beat out Propellerpack. Characters such asPiranha Plant andVillager have moves (Ptooie andforward smash respectively in this case) that can also counteract the vertical hitbox.

Propellerpack also leaves him very vulnerable tostage spikes, thoughLSI greatly alleviates this and allows him totech to unreasonable percentages. The move can be angled to try and prevent this, though K. Rool usually will not recover without taking a large amount of damage. K. Rool also has very few ledge options; his only unique one isforward aerial, which requires frame-perfect precision to ledgesnap. Other than this, his ledge options are very limited—even Crownerang is too laggy to be used from the ledge reliably—and thus many characters can keep him there for a long time before finally KOing him.

All in all, King K. Rool has a somewhat hard time compensating his heavy drawbacks, even though his strengths are also very potent. King K. Rool is an extremely resilient character that excels at keeping opponents out while punishing mistakes extremely hard. He enjoys playing a unique bait-and-switch playstyle, being a zoner that can switch to aggression whenever there is an opening and net a substantial punish. His damage output cannot be understated, with him often either getting a stock or leaving an opponent at KO percents. This ability to force reactions from his foe makes him unlike any other character in the cast, and creativity rewards the player with a decently versatile character.

However, just like how he capitalizes heavily on mistakes and confusion, King K. Rool's own openings can be heavily punished as well, requiring him to play patiently. To use the full potential of his moveset, the player needs to balance their gameplay between zoning and up and personal aggression. For while K. Rool does have the advantage of switching between safe distancing via Crownerang and the Blunderbuss or pressuring lighter characters with his strong melee attacks, he does not perform well enough to use one strategy alone.

Update history[edit]

King K. Rool received a mix of buffs, nerfs and glitch fixes via game updates, but was significantly buffed overall. In response to his early metagame perceptions, update 2.0.0 shortenedBlunderbuss' vacuum duration and decreased the horizontal range ofPropellerpack's hitbox, the latter of which would previously hit opponents on the edge from noticeably far away. The most notable change, however, was to down throw: itsbury duration's scaling was changed to be less effective at low percentages, but more effective at high percentages. While the former two are direct nerfs, they did not significantly impact his playstyle. While originally considered to be a significant nerf, King K. Rool proved to benefit from the change to his down throw, as the popularization of forward throw to dash attack made the early percentage usage obsolete, and the higher scaling allowed for down throw to up tilt to be a reliable KO confirm beginning around 130%.

After his metagame relevance dropped, outside of a nerf toCrownerang's shield damage, King K. Rool received his first buffs in updates 3.0.0 and 3.1.0. The most notable among these was the ending lag reduction to up aerial, making it far safer to use offstage and even more reliable for recovery thanks to it functioning as a pseudo-double jump. Forward aerial's hitbox priority would also be tweaked, making the higher-damage hitboxes connect reliably and thus drastically improve K. Rool's combo game. This would be the first of numerous buffs to the move, which would turn it from a mediocre move to among the best in K. Rool's kit.

Update 6.0.0 would reworkBlunderbuss, reducing its lag and increasing the KO power of Kannonballs. A new searchbox would be added specifically for vacuuming Kannonballs, drastically improving the consistency of reshooting them and making it reliable off-stage. K. Rool's aerials all received significant improvements as well; neutral aerial's landing lag was reduced to 9, allowing dash to be buffered consistently and making it easy to combo from, forward aerial's damage was buffed to the point it is -5 on shield, and up aerial's hitbox activity and KO potential was monumentally improved. These changes, coupled with continued tweaks toGut Check, revolutionized K. Rool's game plan and gave him some much-needed identity.

After a minor buff to his shield in update 7.0.0, subsequent updates granted King K. Rool several useful buffs. In update 8.0.0,Belly Super Armor and Crownerang both received damage threshold increases, allowing him to force his way through many situations, notably improving his disadvantage state. Crownerang's buff was of particular note, significantly improving its utility in numerous game states, saving him from edge traps, juggling, or edge-guard situations. Back throw and up smash's changes improved his ability to KO from stray hits as well, with back throw in particular evengimping opponents on its own due to the newknockback angle, making it an option to respect when edge trapping K. Rool.

After manySteve-related bugs being fixed, K. Rool's KO potential was amped up even more in update 13.0.0. Up throw received a knockback growth buff that put it on par withSamus' which, considering its ability to take K. Rool to higher platforms, made it significantly more imposing. Up tilt's damage output received a buff that made it more reliable out of down throw, whereas previously it was middling and mostly outclassed by dash attack, which is 3 frames slower. Finally, forward smash gained slightly more range and an extra active frame, now being slightly easier to land and hitting edge-hanging opponents more reliably.

Overall, King K. Rool fares significantly better than he did at the launch ofUltimate: hisneutral game has improved drastically, he has far more reliable KO options, and his disadvantage state has been considerably reworked. Numerous top professionals, such asRaito,MVD,ESAM, andDabuz, have acknowledged his significant turnaround, which has been reflected by players such asBen Gold,KirbyKid, andRaphy achieving considerable success partially because of his buffs.

Super Smash Bros. Ultimate2.0.0

A graph demonstrating the differences in the burial duration's scaling between King K. Rool's down throw pre-update (blue) and post-update (red).
  • Change Down throw has a different bury scaling formula (90 frames + 0.5*damage → 60 + 0.75*damage). This allows buried opponents to more easily escape at low percents, but more difficult at high percents. Specifically, it buries opponents for less time below 125%, and buries them longer above 125%.
    • Buff This change makes direct KO followups beyond 125% more consistent, especially against opponents good atmashing.
    • Nerf It conversely makes it take longer for followups at low percents to start connecting, as well as makes it easier for opponents bad at mashing to avoid slower KO followups like forward smash below 125%.
    • Nerf The infinite jab combo (down throw to jab, repeat) that worked at 200%+ has been removed, now having the opponent "bounce" on the third loop.
  • Blunderbuss:
    • Nerf Blunderbuss has a shorter windbox duration, (5 seconds → 2.5 seconds).
    • Bug fix Blunderbuss no longer turns opponents invisible when KOing at their last stock.
  • Nerf Propellerpack's horizontal hitbox is smaller, making it difficult to KO opponents straight to the upper blast zone and making it less safe when recovering. Most notably, it doesn't snap to the ledge as often as it used to.

Super Smash Bros. Ultimate3.0.0

  • Buff Forward tilt's sweetspot has more range.
  • Buff Forward aerial's sweetspot has priority over the sourspot.
  • Buff Up aerial has less ending lag (FAF 82 → 72).
  • Change Up throw is no longer affected bywind zones for the duration of the move.
  • Crownerang:
    • Nerf Crownerang deals less shield damage (0 → -4.5/-3.5 (traveling/returning)).
      • Buff The crown item also deals less shield damage (0 → -3), slightly alleviating the shield pressure against K. Rool when the crown is stolen.
    • Bug fix Fixed crown duplication withVillager orIsabelle'sPocket.
    • Bug fix No longer increases the size of the crown while in an egg form fromYoshi'sEgg Lay.
  • BuffGut Check has less ending lag (Fail/Succeed: FAF 68/48 → 63/43).
  • Bug fix Thedesync glitch involvingKing Dedede has been fixed.

Super Smash Bros. Ultimate3.1.0

  • Buff Up aerial grabs the ledge more quickly when using the move (ledge lockout: 102 → 96). As an example of the change, full hop double jump up aerial will now cancel on the ledge during the endlag.
  • Bug fix Fixed an issue with Blunderbuss upon reflect of kannonball resulted King K Rool's windbox becoming stuck.

Super Smash Bros. Ultimate6.0.0

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.
  • Buff Neutral aerial has less landing lag (13 frames → 9).
  • Forward aerial:
    • Buff Forward aerial's clean and mid hits deal more damage (14%/12% → 15.5%/13.5%) with knockback not fully compensated (40 base/78 scaling (clean), 35/80 (mid) → 36/76), improving their KO potential.
    • Buff The clean and mid hits' sweetspot is larger (5.5u → 6.5u) and placed higher (Y offset: 7.5u → 8.5u (clean), 10.5u → 11.5u (mid)), increasing its range.
    • Buff The mid hit lasts longer (frames 11 (clean)/12-13 (mid)/14-17 (late) → 11/12-14/15-17).
  • Buff Up aerial has a longer hitbox duration (frames 7-8 (clean)/9-16 (late) → 7-13/14-19), and the clean hit deals more knockback (85 base/56 scaling → 84/60), KOing at around 135% from ground level.
  • Blunderbuss:
    • Buff Blunderbuss has less startup (frame 30 → 25), with its total duration reduced as well (FAF 70 → 65).
    • Buff The Kannonball is easier to vacuum, and has less base knockback (30 → 18), but much more knockback scaling (70 → 92), improving its KO potential overall.
    • Buff Both the Kannonball and opponents are shot faster after being vacuumed. This makes it much easier for King K. Rool to recover offstage after using the move without self-destructing, increasing its utility as an edgeguarding tool.
  • Gut Check:
    • Buff The counter detection hitbox has more range (size: 6u → 7.8u, Y offset: 8.6u → 7.4u, Z offset: 6u → 4.4u), now covering some area below his belly.
    • Buff A successful Gut Check has less ending lag (Normal/Reversed: FAF 42/53 → 38/45).
    • Buff The counter hitbox and the counterattack's sweetspot have more range (size: 10u → 12u, Y offset: 11u → 12.5u, Z offset: 9u → 10.5u).

Super Smash Bros. Ultimate7.0.0

  • Buff Overall shield size has been increased by 1.011×.
    • Buff The shield's center and K. Rool's posture while shielding has been adjusted to match.

Super Smash Bros. Ultimate8.0.0

  • BuffBelly Super Armor has more durability (14.01 HP → 18.01 HP), allowing it to withstand stronger attacks such asFalcon Punch from full durability, and improving its overall reliability. Considering the armor splitting damage between itself and King K. Rool, it's got effectively 36.02 HP.
  • Dash attack:
    • Buff The move has more knockback scaling (57 → 61 (clean), 48 → 55 (late)).
    • Buff The clean hit has a longer duration, with the late hit's duration reduced accordingly (frames 7-11 (clean)/12-25 (late) → 7-14/15-25).
  • Buff Up smash's first hit deals more damage (15% → 17%) without full compensation on knockback (32 base/95 scaling → 31/90), improving its KO potential.
  • Buff Pummel has a larger hitbox (7u → 8u), allowing it to connect more consistently.
  • Buff Back throw launches at a lower angle (45° → 35°), allowing it to KO around 20% earlier.
  • BuffCrownerang has an increasedarmor threshold (6% → 12%).

Super Smash Bros. Ultimate9.0.1

  • Bug fix Fixed an issue in which K. Rool could fall though the stage when breakingSteve's blocks.

Super Smash Bros. Ultimate12.0.0

  • Bug fix Fixed an issue where King K. Rool could float over Steve's blocks using the final hit of up smash or the final hit of his jab.
  • Bug fix Fixed an issue where King K. Rool could bypass the collision of Steve's blocks up close with the final hit of his jab.

Super Smash Bros. Ultimate13.0.0

  • Buff Up tilt deals more damage (11.5% → 12.5% (clean), 6.8%/8.2% → 7.4%/8.9% (late)), improving its KO potential, as its knockback was not compensated.
  • Buff Forward smash has a longer hitbox duration (frames 19-20 → 19-21).
  • Buff Forward smash's sweetspot has a larger hitbox during its first two active frames (5.2u → 5.8u).
  • Buff Forward aerial has less ending lag (FAF 58 → 55).
  • Buff Up throw has higher knockback scaling (40 → 44).

Moveset[edit]

  • K. Rool has a large and tall hurtbox while standing,walking, andjumping. However, hedashes on all four limbs, akin to real-life alligators and crocodiles, which makes his hurtbox significantly shorter.
  • Certain belly-based moves in King K. Rool's moveset (forward tilt, dash attack, up smash, down smash, neutral aerial, up aerial, down aerial, and side taunt) activate health-basedsuper armor around his belly, known asBelly Super Armor. Each of the listed moves has this out for varying frames. However, taking damage with these moves cracks it, with K. Rool gettingdazed upon it breaking completely after sustaining too much damage. The armor has 18.01 HP, but since the incoming damage is split 50/50 between K. Rool and his belly, it is practically 36.02 HP. It regenerates at 0.08 HP every 16 frames (about 0.3 HP per second). Attacks that hit K. Rool's belly super armor make a loud, distinct clanging sound as an audio cue, with a fixed 16 frames of hitlag. It is also possible to estimate the damage it has taken, with small cracks appearing at 11.5 HP (where 23% would break it) and large cracks appearing at 5.02 HP (where 10.04% would break it).

For a gallery of King K. Rool's hitboxes, seehere.

Note: All numbers are listed as base damage, without the1v1 multiplier.

 NameDamageDescription
Neutral attackPalm Stamp (パームスタンプ)
Snatch Claw (スナッチクロー)
Sole Kick (ソールキック)
2.5%A sumo-esque palm thrust (comes out on frame 3), followed by a claw swipe (frame 4), followed a front kick (frame 5). The first hit can be repeated by holding the attack button, and canjab reset large characters specifically, allowing for some interesting situations. The second hit resembles King K. Rool's standard attack fromDonkey Kong Barrel Blast.
2.5%
7%
Forward tiltBuster Clap (バスタークラップ)11% (arms), 13% (hands)Rears back and performs a forceful clap, similarly toDonkey Kong's forward smash. GainsBelly Super Armor when he rears back to clap, making it a highly effective approach option with pivot canceling. Sends at asemi-spike angle and is decently fast for its power (comes out on frame 12), KOing at 107% at the edge ofFinal Destination. It can be angled up and down, making it a decent anti-air tool when angled up, and it is capable of hitting the ledge when angled down. This move has impressive range due to a massive, disjointed hitbox surrounding K. Rool's hands. It does suffer from moderately high ending lag, though this flaw can be partially mitigated when spaced correctly. The combination of its range, Belly Super Armor, KO potential, and ability to angle it up or down makes it a useful grounded move on King K. Rool's kit.
Up tiltUppercut (アッパーカット)12.5% (clean), 7.4% (late, arm), 8.9% (late, fist)An uppercut. Has a wide hitbox, covering the front of K. Rool, and starts low enough to reach prone enemies. Almost as fast as his neutral attack, coming out on frame 5, which is very fast for a move with reasonably decent KO power. Has intangibility on the arm during its duration, effectively making the move slightly disjointed. Loses power the longer it is out, with the sweetspot dealing rather strong diagonal knockback, and the sourspot dealing weak, mostly vertical knockback, which can potentially lead to another up tilt or up air. This move is a reliable followup fromdown throw due to its combination of speed and power.
Down tiltBury Leg (バリーレッグ)13% (clean), 10% (late, non-burying), 8% (late, burying), 7% (late, quake)A stomp. K. Rool's footburies grounded opponents, though it cannot do damage to an already-buried enemy. Much stronger on aerial opponents, and can KO at 104% at the edge of Final Destination. The stomp causes a shockwave near his foot. This deals weak vertical knockback to nearby opponents and allows for moves likeforward aerial to be used out of it. Starts with the non-bury hitbox on frame 13, before the bury comes out at frame 14.Forward smash is true out of this from around 70%, and frequently KOs at that percent range. The hitboxes can hit some opponents under low platforms (such as the left and right platforms onBattlefield). Due to how buries work inUltimate, it is possible to "store" knockback on a buried opponent using a weak attack, forcing them to get unburied over time and sent at the angle of the weak attack; this can create long combo strings at low percents.
Dash attackBody Attack (ボディアタック)15% (clean), 11% (late)Abody avalanche. It covers a good distance and has incredibly fast start-up for its power (comes out on frame 7), but has very high ending lag. It also deals much less damage later into the attack. Has Belly Super Armor and can KO, allowing it to tank opposing hits (especially projectiles) as a riskyapproach. KOs at 102% at the edge of Final Destination, making it a very good move to use out ofdown throw throughInstant Dash Attack, as it KOs larger characters earlier than forward tilt. It resembles the body avalanche he used inDonkey Kong Land.
Forward smashDynamite Punch (ダイナマイトパンチ)19.95% (sweetspot),17.325% (close)Dons a boxing glove, referencing his King Krusha K. Rool persona fromDonkey Kong 64, and throws astraight punch. This move has a sweetspot on the glove and a sourspot on K. Rool's arm. It can also be angled and deals more damage if angled up or down, which gives it some versatility, depending on the angle. Although the move is slightly faster than forward smashes of other super heavyweights, it still comes out slow with a short-lasting hitbox (frames 19-21), and it suffers from extremely high ending lag even for its type, making it very punishable when missed. However, the move is very powerful, with the sweetspot KOing at 53% at the edge of Final Destination. The sourspot on his arm deals less knockback and damage but is still moderately powerful. The boxing glove is also disjointed, which can be used to hard punish short hop approaches in niche circumstances. It's also very effective out of down tilt, as the move is fast enough to connect and KO at around 50%-70% before the opponent mashes out.
19% (sweetspot),16.5% (close)
19.57% (sweetspot),16.995% (close)
Up smashHeavy Fall (ヘビーフォール)17% (headbutt),8% (late headbutt),10% (plank);3% (meteor smash)An upwardbattering ram followed by a comical plank. The headbutt has a small hitbox, but has fast start-up (frame 6) and can KO from medium to high percents. It also has a slightly later hitbox on frame 10 that deals slightly less damage, making it somewhat inconsistent at times. The initial headbutt can be used to hit opponents on platforms above him, or as a risky anti-air move. It is King K. Rool's fastest out of shield option, though it is too situational and risky to be very effective for this purpose. It is also a highly effective follow-up from down throw, as it is able to hit opponents who mash out, being an effective KO confirm at around 90%-110%. The plank comes out later and has a big hitbox, but deals less damage and knockback, making it more suited for covering the headbutt or ledge trapping at best. The plank animation weaklymeteor smashes opponents, though this is ineffective for edgeguarding due to its low knockback and its small window, being only 1 frame. In addition, it is the weakest meteor smash in the game, failing to KO at realistic percents. It can be used to force tech situations or awkward placements off-stage, but these are highly situational and impractical. The sheer number of hits do make it useful for causing shield damage under platforms. Each hitbox is situated on K. Rool's head and body respectively, meaning it can miss entirely if used poorly. Additionally, the move has extremely high ending lag, with the first actionable frame being 72 and the last hit being on frame 23. The headbutt KOs at 100%, while the plank KOs at 162% at the edge of Final Destination, respectively. This move has Belly Super Armor shortly after K. Rool hops and before he flops onto the ground. There are also intangibility frames on K. Rool's head when the sweetspot comes out.
Down smashGigant Press (ギガントプレス)18% (body),4% (quake)Ajumping splash. Has Belly Super Armor during the leap, and deals heavy shield damage. As K. Rool physically leaves the ground when using the move, his hurtbox gets shifted into the air, allowing it to dodge ground or belly-level attacks to deal a hard punish. It is extremely powerful, being one of the strongest down smashes in the game, KOing at 50% at the edge of Final Destination. It also has a quake hitbox that provides minimal protection if the opponent avoids the splash itself. The move is very laggy overall, with its strongest hitbox coming out on frame 22, and it also suffers from very high ending lag, which makes it very punishable if used poorly. However, thanks to its initial hop and armor, the move is surprisingly hard to intercept despite its high startup. It also can be used on platforms against opponents that try to attack K. Rool from below. The quake is extremely weak, but it covers the high ending lag of the move somewhat, and it can occasionally lead to a forward tilt.
Neutral aerialIron Balloon (アイアンバルーン)12% (clean),8% (late)Asplash. Decently fast (comes out on frame 7), acts as asex 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. Combined, it is one of his safest and most versatile moves. It can be used for landing, contesting aerials, approaching, and even gimping, as it beats out most recovery moves. Due to its safety, it can also 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. Additionally, its long duration makes it the most prone to shattering K.Rool's belly armor. It is similar to an attack he uses inDonkey Kong Land.
Forward aerialDrop Kick (ドロップキック)15.5% (clean feet),13.5% (clean legs),10% (late feet),8% (late legs)A dropkick. Hitbox comes out on frame 11. Its sweetspot is at K. Rool's feet, which has a higher priority over the sourspot, making it easy to land. Has a very large hitbox with sweetspot being notably disjointed, giving it a very good range. The sweetspot has strong knockback, KOing around 100% near the edge of Final Destination. It deals disproportionately high damage, making it an very efficient damage racking tool. The move also acts as a sex kick, allowing it to be used for approaching or as a situational edgeguarding option. However, the move has relatively low landing lag, considering its power, huge, lingering hitbox, and relatively decent startup of 11 frames. This low landing lag combined with its power and range makes it K. Rool's safest move in neutral when the move is being used while landing, being safe on shield, especially when spaced correctly. Its properties make it K. Rool's best combo starter at low percents, with sweetspot being able to lead into neutral attack, forward tilt, up tilt, dash attack and grab at low percents. It can even confirm down tilt thanks to it being +15 on hit with a good landing at 0%. The sourspot on this move lies around the torso and can be used well with down tilt. It has a late hitbox with drastically weaker damage and knockback, which has some niche combo utility at mid percents, being able to lead into grabs thanks to it not sending intotumble until around 65%. However, it is very hard to land consistently. Overall, the move is considered to be among the best and most versatile moves in K. Rool's moveset.
Back aerialRock Breaker (ロックブレイカー)14.5% (arm),19% (fist)Turns around and throws a delayedoverhand punch behind himself. It is similar toMario's forward aerial both aesthetically and mechanically: it is very slow (comes out on frame 18), but it powerfully meteor smashes opponents if K. Rool's fist hits. Against grounded opponents, it launches them diagonally with extremely high knockback, being able to KO middleweights at 65% near the ledge, making it one of the strongest aerial attacks in the entire game. The larger, disjointed sourspot around the fist is significantly weaker, dealing rather weak diagonal knockback against both grounded and airborne opponents, failing to KO reliably until 160%. It also has a slightly lingering hitbox, making it an important tool in neutral when full hopped.
Up aerialStretch Headbutt (ストレッチヘッドバット)14%,10% (late)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 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 asMr. 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.
Down aerialMeteor Stamp (メテオスタンプ)12% (early),9% (late)A front flippingdouble foot stomp. The hitbox is situated on K. Rool's legs. Decently fast (comes out on frame 14) and meteor smashes if the early hitbox connects, although the meteor smash itself is rather weak. If the opponent is hit by the early hitbox - but not meteor smashed - on-stage by this move, it confirms into a wide variety of attacks. There is also a late hitbox with a sweetspot on K. Rool's hips that has more knockback growth, plus a sourspot on the feet. It also has Belly Super Armor after K. Rool stomps, giving it some safety. It is a partial reference to the jump attack he did in the first DKC, albeit without the flip.
GrabGrab (つかみ)Reaches out. King K. Rool's grabs are moderately slow, but have great ranges. If K. Rool misses, his left eye comically bulges in frustration.
PummelGrab Headbutt (つかみヘッドバット)1.6%Headbutts the opponent. Slow but strong.
Forward throwGround Throw (グラウンドスルー)10% (throw), 7% (collateral)A one-handed slam, similar to Ridley's forward throw. The slam possesses a collateral hitbox that can affect nearby opponents. It combos into dash attack or a dash canceled neutral attack at 0%. It also has non-tumble hitstun at that point, making the combos extremely consistent.
Back throwFriction Throw (フリクションスルー)11%Pins the opponent to the ground and drags them backward before flinging them behind himself. KOs at 124% at the edge of Final Destination, thoughrage greatly assists its KO power.
Up throwSuper Back Breaker (スーパーバックブリーカー)16%Heaves the opponent over his head, leaps high into the air, and then descends to perform anArgentine backbreaker rackdrop. 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.
Down throwPiledriver (パイルハンマー,Pile Hammer)5%Apowerbomb. Has the lowest damage output of K. Rool's throws, but this is compensated by its burial ability granting it follow-up potential. K. Rool's most versatile throw overall, as well as one of his most versatile tools in general. Down throw follows up to numerous moves depending on the opponent's percent, including jab, up tilt, and up air at lower to mid percents, as well as forward tilt, forward, and down smash at higher percents. It is also possible to infinite many fighters by throwing them, using neutral attack while they are buried, and re-grabbing them when they are released. However, most followups can be avoided if the opponent mashes out (especially since the throw itself is slow and gives plenty of time to react), making its KO setups unreliable at much higher percents. Only dash attack, forward and up tilts are able to follow up at 125% and KO reliably. However, up smash and up aerial can be used to discourage mashing and create 50/50 situations at lower percents, as the prior KOs at 100% a lot of the time.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
 7%Swipes in front of himself with one claw then kicks behind himself with one foot.
Floor attack (back)
Floor getups (back)
 7%Swipes his claw around himself.
Floor attack (trip)
Floor getups (trip)
 5%Swipes both sides of himself with his claws.
Edge attack
Edge getups
 10%Pulls himself up from the ledge and swipes forward with one claw. Has very long-range, being slightly shorter thanBowser's.
Neutral specialBlunderbuss13% (Kannonball), 12% (throw), 17% (relaunched Kannonball)Pulls out ablunderbuss and fires aKannonball forward while donning the pirate hat worn by his alter-egoKaptain K. Rool inDonkey Kong Country 2: Diddy's Kong Quest. Only one Kannonball can be in play at one time, with another being usable after ≈2.5 seconds. After a Kannonball is fired, the special button can be held to use the blunderbuss's vacuum function, sucking in nearby enemies or the Kannonball itself (though the move will eventually cancel after several seconds), similarly toInhale. K. Rool can drop through soft platforms while vacuuming with his blunderbuss, and he also can move left and right as well while airborne, which is very useful for ledge trapping. Once it sucks something in, K. Rool will immediately launch it out at a slight angle upward in front or behind him, or directly upwards, depending on the held direction. The blunderbuss' forward "throw" KOs at 100% near the edge of Final Destination, though its upward and backward variations have noticeably less knockback. A launched fighter or re-launched Kannonball is capable of KOing as early as 70%, with the Kannonball lingering while doing minor damage after the first hit.
Side specialCrownerang9% (projectile), 7% (returning), 6% (item)Takes off his crown and flings it forward in a style based on his boss battle inDonkey Kong Country. Functions similarly toBoomerang. Has 12% damage-basedarmor while K. Rool is throwing his crown. Deals less damage when returning. Unlike Boomerang, it cannot be smash thrown. The crown will attempt to return to K. Rool while flying, though it will slowly lose altitude. Only one crown can be thrown at once. If K. Rool fails to catch it, the crown will drop as an item for anyone else to use, and will reappear on his head after 12 seconds or if K. Rool touches it again (does not count if the crown hits him as a thrown item, or if the crown is from another K. Rool). The pickup animation can becanceled through using a move or "unavoidable" animations such as jumpsquat when coming into contact. It also has a number of advanced techniques, such ascrown sliding.
Up specialPropellerpack3% (propellers)Equips thePropellerpack worn by his alter-egoBaron K. Roolenstein inDonkey Kong Country 3: Dixie Kong's Double Trouble and flies upward. Covers an excellent amount of distance, allowing K. Rool to fly from one end of Final Destination to the other, though changing direction is difficult. Upon reaching peak height for a moment, K. Rool will slowly drift down while flapping his arms as a direct reference to his damaged state during his boss battle inDonkey Kong Country 3: Dixie Kong's Double Trouble. Pressing down will render K. Roolhelpless, make him fall faster, and lower his landing lag. The propellers above K. Rool deal multiple weak hits, protecting him from edgeguards while even allowing him to drag opponents to the top blast line, though this can beDI'd out of if it hits more than 3 times.
Down specialGut Check1.5× (gut counter, reflected projectiles) (minimum 12%, maximum 50%)
1.05× (shockwave) (minimum 8.4%, maximum 35%)
Puffs out his stomach and retaliates against attacks. It works like acounterattack and can alsoreflectprojectiles. However, the counter hitbox is centered on K. Rool's stomach, making the rest of his body vulnerable (most notably his face), much like howToad functioned inMelee andBrawl. Its sweetspot has a damage multiplier of 1.5×, tying it withSlip Counter andCounter Throw for the second-highest damage multiplier out of any counterattack inUltimate, surpassed only byTetrakarn. It is possible for the opponent to get hit by both the reflected projectile and the counterattack if the opponent is close enough, causing them to receive double the amount of damage and resulting in KOs from moves like a fully chargedCharge Shot at extremely low percents. The shockwave has a hitbox further away that deals 0.7× of the counter's damage (resulting in a multiplier of 1.05×).
Final SmashBlast-O-Matic3% (stomp), 10% (tackle), 25% (energy beam), 10% (ending)K. Rool stomps, stunning any nearby opponents and lunges forward while catching those in his path. If at least one opponent was caught, a cutscene plays in which K. Rool sits on his throne atCrocodile Isle before firing a massive energy beam from hisBlast-o-Matic. The beam then fires throughDonkey Kong Island, destroying the island and dealing massive damage on the victims.

Stats[edit]

StatsWeightDash speedWalk speedTractionAir frictionAir speedAir accelerationGravityFalling speedJumpsquatJump heightDouble jump heightEmpty landing lag
Value1331.936 – Initial dash
1.485 – Run
0.9030.1050.0150.9450.01 – Base
0.04 – Additional
0.1051.7 – Base
2.72Fast fall
333 - Base
13.5 -Short hop
32.616

Announcer call[edit]

Sound.pngThis article could use additional or higher-quality audio files.
The editor who added this tag suggests:Needs announcer calls from other languages.
If you have a good audio file for this article, upload ithere.

On-screen appearance[edit]

  • Descends from the sky with his arms crossed before chuckling. His pose is based on how he appears inDonkey Konga, while his descent is a reference toDonkey Kong Country.
  • King K. Rool's on-screen appearance

    King K. Rool's on-screen appearance

Taunts[edit]

  • Up taunt: Viciously bites forward four times. It is similar toBowser's side taunt.
  • Side taunt: Slaps his belly once in amusement. Despite being a taunt, it uses K. Rool's Belly Super Armor during the frames before he slaps his belly.
  • Down taunt: Performs ashiko, a powerful stomp in sumo that functions as both an exercise and a pre-bout ritual to ward off evil spirits.
  • King K. Rool's up taunt.

    King K. Rool's up taunt.

  • King K. Rool's side taunt.

    King K. Rool's side taunt.

  • King K. Rool's down taunt.

    King K. Rool's down taunt.

Idle poses[edit]

  • Angrily bites the air.
  • Slaps his belly twice and gloats.
  • King K. Rool's first idle pose.

    King K. Rool's first idle pose.

  • King K. Rool's second idle pose.

    King K. Rool's second idle pose.

Crowd cheer[edit]

Cheer (English)Cheer (Japanese/Chinese)Cheer (Italian)Cheer (Dutch)Cheer (French)
Cheer
NTSC

PAL
DescriptionKrem - ling Krew!(high voices) Kin - gu! (low voices) Kuru - ru!King - K. - Rool!Ro - oo! King - K!Roi K. Rool, t'es trop cool!
NTSC
King K. Rool, t'es trop cool!
PAL
Cheer (German)Cheer (Spanish)Cheer (Russian)Cheer (Korean)
Cheer
NTSC

PAL
DescriptionKing K. Rooool *stomp* *clap* *stomps 2 times* *clap*King - K. - Rool!NTSC
King - Kah - Rool!PAL
King - Kah - Rool!King -- Kuru!

Victory poses[edit]

  • Left: Shifts his eyes left and right before ending with a triumphant pose.
  • Up: Flips his cape around before ending in a pose similar to his official artwork.
  • Right: Belly flops on-screen and rebounds with a backflip, before landing on his feet and slapping his belly with his tongue sticking out.
A flourished orchestration of the first few bars of "Gang-Plank Galleon", his boss theme fromDonkey Kong Country.
  • KingKRoolVictoryPose1.gif
  • KingKRoolVictoryPose2.gif
  • KingKRoolVictoryPose3.gif

Incompetitive play[edit]

Most historically significant players[edit]

See also:Category:King K. Rool players (SSBU)

  • Japan Ball - One of the best King K. Rool players in the post-pandemic metagame, known for his combos with Crownerang. Originally known for his performances on theSmashmate ladder and his wins on some of the best players in Japan's online metagame, he garnered noteworthy placements at offline events throughout 2023, including placing 25th atSeibugeki 17, 33rd atMaesuma TOP 15 "FINAL", and 49th atKowloon 12 with Kagaribi. This eventually culminated in his breakout performance atGSM, where he notably defeatedSupahsemmie andNaetorU to finish 7th and became the first King K. Rool player to ever place top 8 at a major. Outside of that performance, he has also defeatedKola atKagaribi 13.
  • Australia Ben Gold - The best King K. Rool player in the early metagame. He is best known for winningBattle Arena Melbourne 11, which remains the largest event won by a King K. Rool player and the character's only superregional win. He also has several other noteworthy results in Australia, such as 5th atPhantom 2019 and 9th atBigWinChampionship 2. He has made a few international appearances, notably placing 17th atThunder Smash 3: Clash of the Pandas and 25th at2GG: Nightmare on Smashville. After 2019, he dropped the character in favor of playingWolf and has seldom competed since.
  • USA Bruho - One of the best King K. Rool players in the post-pandemic metagame, and the best in the world throughout the second half of 2024, known for his brutally unforgiving punish game and edgeguards. He first broke out onto the scene after placing 13th atShine 2022 defeatingMuteAce. Although he eventually picked upKazuya as a co-main, his best performances were still primarily with King K. Rool, garnering multiple regional top 8 finishes. These include his win atMash Harder 10, where he used King K. Rool to defeatZomba, and placing 7th atMax Rez using mostly King K. Rool, particularly defeatingSyrup'sSteve in their first game and ultimately winning the set. Due to these performances, he was ranked 86th onLumiRank 2024.2, becoming the second King K. Rool player to ever be ranked among the global top 100.
  • USA Lukewarm - The greatest King K. Rool player of all time, having been the best from 2021 to early 2024. He was ranked 78th on theOrionRank Ultimate: Eclipse, the first time a King K. Rool player was ranked in the top 100 globally. He is best known for winningAnime Houston 2021, the largest tournament win from a King K. Rool player in the post-pandemic metagame, and placing 7th atLost Tech City 2022 and 17th atCEO 2021. Although his attendance has been sparse since Lost Tech City, he still remains one of the character's best representatives and a top 150 player, having placed 3rdComicpalooza Fight Club 2024 defeatingLima andLui$ and 49th atLuminosity Makes BIG Moves 2024 defeatingMKBigBoss.

Tier placement and history[edit]

UponUltimate'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, uniqueBelly 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 several top players speculate that King K. Rool could be high- or even top-tier on release, especially as less experienced players struggled mightily against him, with some calling him "broken". 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 initially worsened his perception, despite being largely irrelevant in retrospect. Because of these factors, King K. Rool's reputation plummeted, with many top players now seeing him as one of the worst characters in the game. This was especially notorious among the Japanese top players, many of whom considered him to be the single-worst character in the game; they believed he was simply too inconsistent to be seen as a viable pick in the high-power metagame thatUltimate's cast brought to the table.

King K. Rool eventually received a significant number of buffs in following updates. The first buffs in update 3.0.0, which while not helpful at a first glance, did help to improve character's performance, withBen Gold's victory atBattle Arena Melbourne 11 being a highlight. After much more significant buffs in 6.0.0, King K. Rool's results and representation improved significantly, thanks toKirbyKid in the US andChirori andDera in Japan, who all maintained consistent success solo-maining King K. Rool. KirbyKid in particular was able to beat several top players and perform well with the character. While these improvements created some discussion regarding King K. Rool's viability, withDabuz going as far as to say that King K. Rool was a high-mid-tier character, these conversations gradually lost steam following the online era, as most of King K. Rool's top players became less active on the national scale. Though King K. Rool received additional buffs in 8.0.0 and had some early success in the online metagame and in the first year of the post-pandemic metagame thanks to KirbyKid, most players continued to disregard King K. Rool as a weak character in competitive play, leading to his initially low placements on Ultimate's first two tier lists, ranking as low as 80th.

2024 and 2025 marked a new beginning for King K. Rool as his results improved thanks to the rise of new dedicated players such asBruho,Moo,Ball, and the returning KirbyKid, now under the moniker Lukewarm. Over these post-pandemic years, Moo and Bruho showcased the character's strongest results yet, with Bruho especially taking wins over multiple top players with primarily King K. Rool, ending the year ranked 86th in the world and marking the character's second proper appearance on the global top 100 as a main. In addition, Ball achieved the character's first major top 8 atGSM, defeating notable European players along the way. This improved representation led to small rise on the tier list, albeit only two placements. However, this improved representation, alongside Ball's victory overKola atKagaribi 13, restarted conversations regarding King K. Rool's viability and tier list placement, as many of his best results were achieved through overcoming some of his widely-agreed worst matchups and popular high tiers, specificallyR.O.B. andMr. Game & Watch. This was soon after followed by the discovery of the Alchemy Crown tech, which allows King K. Rool to duplicate his crown and use it as a normal item, giving him access to a wide array of new combos and even some zero to deaths. Combined with Bruho's consistent success and the rise of new K. Rool players achieving strong results at ranked events, he is expected to rise further on the next tier list.

Classic Mode: Super Heavyweight Class[edit]

King K. Rool'scongratulations screen.

King K. Rool's opponents are among the heaviest characters in the game. The name of the route uses boxing terminology, referencing his boxing-themed final boss fight inDonkey Kong 64. The boss of his route isGalleom, who is the heaviest boss in the game. On an extended note, Galleom's hulking proportions and posture are similar toDonkey Kong's (King K. Rool's arch-nemesis), and his name is spelled similarly to "Galleon", which can be a reference toGang-Plank Galleon (the song associated with King K. Rool).

RoundOpponentStageMusicNotes
1Charizard (SSBU)CharizardUnova Pokémon LeagueVictory Road - Pokémon Ruby / Pokémon SapphireCharizard'sPokémon Trainer is absent.
2Bowser (SSBU)BowserFind MiiKing Bowser - Super Mario Bros. 3The stage references Bowser's Castle.
3King Dedede (SSBU)King DededeBoxing RingKing Dedede's Theme (Brawl)The stage references the Dedede Arena, where Kirby fights King Dedede.
4Ridley (SSBU)RidleyBrinstar Depths (Battlefield form)Vs. Ridley
5Ganondorf (SSBU)GanondorfBridge of EldinCalamity Ganon Battle - Second Form
6Donkey Kong (SSBU)Donkey KongKongo JungleCrocodile CacophonyItems do not appear.
Bonus Stage
FinalGalleomBaseBoss Battle - Super Smash Bros. Brawl

Credits roll after completing Classic Mode. Completing it as King K. Rool hasGang-Plank Galleon accompany the credits.

Role inWorld of Light[edit]

Finding King K. Rool in World of Light

King K. Rool was among the fighters that were summoned to fight against the army ofMaster Hands.

During the opening cutscene, King K. Rool was present on the cliffside whenGaleem unleashed his beams of light. He was vaporized offscreen and placed under Galeem's imprisonment along with the other fighters, excludingKirby.

King K. Rool was one of the many fighters that fell underDharkon's control upon Galeem's first defeat. He can be found on a ship in theMysterious Dimension sub-area, guarded by the spirit of fellow pirate, Risky Boots. To reach his location, the player must first defeat theScarfy spirit, which is one of the right answers to a quiz question of which spirit Kirby cannot inhale. Then, the player must defeat the spirit ofTrevor C. Belmont, the right answer to a quiz question of which spirit assistedAlucard in defeatingDracula.

Fighter Battle[edit]

No.ImageNameTypePowerStageMusic
67
King K. Rool SSBU.png
King K. Rool
Attack
Attack
10,600Pirate ShipGang-Plank Galleon

Spirits[edit]

King K. Rool's fighter spirit can be obtained by completingClassic Mode as King K. Rool. It is also available periodically for purchase in the shop for 300 Gold, but only after King K. Rool has been unlocked. Unlocking King K. Rool in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork inUltimate.

Additionally, he makes an appearance as a few primary spirits under his alter-egos from theDonkey Kong Country series.

  • 136. King K. Rool

    136.King K. Rool

  • 162. Kaptain K. Rool

    162. Kaptain K. Rool

  • 163. Baron K. Roolenstein

    163. Baron K. Roolenstein

In Spirit Battles[edit]

Conditions in italic aren't listed on the Spirit Battle preview screen.

As the main opponent[edit]

SpiritBattle parameters
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusic
47
SSBU spirit Wart.png
WartSuper Mario SeriesKing K. RoolKing K. Rool (SSBU)
PeachPeach (SSBU)
Grab
4,000Skyworld (Battlefield form)•Hazard: Slumber Floor•Defeat the main fighter to win
•The floor is sleep-inducing
Boss Theme - Super Mario Bros. 2
159
SSBU spirit Kritter.png
KritterDonkey Kong SeriesKing K. RoolKing K. Rool (SSBU)
Grab
1,700Kongo Jungle•Defense ↑•The enemy has increased defense
•The enemy starts the battle with aRocket Belt
Jungle Level (64)
161
SSBU spirit Klaptrap.png
KlaptrapDonkey Kong Series•TinyKing K. RoolKing K. Rool (SSBU)
Attack
4,000Kongo Jungle•Assist Trophy Enemies (Klaptrap)•Hostile assist trophies will appearStickerbush Symphony
162
SSBU spirit Kaptain K. Rool.png
Kaptain K. RoolDonkey Kong SeriesKing K. RoolKing K. Rool (SSBU) (180 HP)
Attack
13,500Halberd•Invisibility•The enemy's neutral special has increased power
Stamina battle
•The enemy is invisible after a little while
Crocodile Cacophony
166
SSBU spirit Lord Fredrik.png
Lord FredrikDonkey Kong SeriesKing K. RoolKing K. Rool (SSBU)
Grab
2,300Summit (Battlefield form)•Hazard: Ice Floor•The floor is frozenSwinger Flinger
229
SSBU spirit The Imprisoned.png
The ImprisonedThe Legend of Zelda Series•GiantKing K. RoolKing K. Rool (SSBU) (140 HP)
Shield
4,600Gerudo Valley•Assist Trophy Enemies (Ghirahim)•The enemy has super armor but moves slower
•Timedstamina battle (1:30)
•Hostile assist trophies will appear
Ballad of the Goddess (Remix)
244
SSBU spirit Bokoblin.png
BokoblinThe Legend of Zelda Series•TinyKing K. Rool TeamKing K. Rool (SSBU)×4
Neutral
1,400Gaur Plain (Battlefield form)N/A•The enemy starts the battle with anOre ClubKass's Theme
281
SSBU spirit Queen Metroid.png
Queen MetroidMetroid SeriesKing K. RoolKing K. Rool (SSBU) (180 HP)
Grab
13,300Brinstar (Battlefield form)•Giant
•Attack Power ↑
•The enemy is giant after a little while
Stamina battle
•The enemy has increased attack power after a little while
Boss Battle 4 - Metroid: Samus Returns
283
SSBU spirit Kraid.png
KraidMetroid Series•GiantKing K. RoolKing K. Rool (SSBU) (280 HP)
Neutral
10,000Brinstar Depths (Ω form)•Jump Power ↓
•Move Speed ↓
Stamina battle
•The enemy is giant
Brinstar Depths (Melee)
461
SSBU spirit Snorlax.png
SnorlaxPokémon Series•GiantKing K. RoolKing K. Rool (SSBU) (500 HP)
Shield
4,500Tortimer IslandN/A•Timedstamina battle (1:00)
•The enemy prefers not to move
•The enemy heals over time
Main Theme - Pokémon Red & Pokémon Blue (Melee)
474
SSBU spirit Wobbuffet.png
WobbuffetPokémon Series•ReflectKing K. RoolKing K. Rool (SSBU)×2
Shield
4,300The Great Cave Offensive (Battlefield form)N/A•The enemy reflects projectiles
•The enemy favors down specials
Pokémon Gold / Pokémon Silver Medley
483
SSBU spirit Tyranitar.png
TyranitarPokémon SeriesKing K. RoolKing K. Rool (SSBU)
Shield
3,900Mushroomy Kingdom (Battlefield form)•Sudden Damage•You'll occasionally take sudden damage after a little whilePokémon Gold / Pokémon Silver Medley
622
SSBU spirit Draug.png
DraugFire Emblem SeriesKing K. RoolKing K. Rool (SSBU) (120 HP)
Shield
2,400Castle Siege (hazards off)•Defense ↑•The enemy has super armor but moves slower
Stamina battle
•The enemy has increased defense
Under This Banner
716
Thanatos
ThanatosKid Icarus SeriesKing K. RoolKing K. Rool (SSBU)
Shield
3,800Kalos Pokémon League (Battlefield form)•Tiny
•Giant
•The enemy is giant
•The enemy is tiny after a little while
In the Space-Pirate Ship
748
SSBU spirit Shake King.png
Shake KingWario Land SeriesKing K. RoolKing K. Rool (SSBU)
Grab
1,900Pirate Ship (hazards off)•Earthquake•Periodic earthquakes will shake the stage
•The enemy favors grabs and throws
Ruins - Wario Land: Shake It!
812
SSBU spirit Emperor Bulblax.png
Emperor BulblaxPikmin Series•GiantKing K. RoolKing K. Rool (SSBU) (160 HP)
Attack
9,700Distant Planet (Ω form)N/A•The enemy has super armor and is hard to launch or make flinch
Stamina battle
•The enemy is giant
Main Theme - Pikmin (Remix)
938
from the game files
Bear HuggerPunch-Out!! SeriesKing K. RoolKing K. Rool (SSBU) (140 HP)
Grab
3,500Boxing RingN/A•The enemy's throws have increased power
Stamina battle
World Circuit Theme
943
from the game files
King HippoPunch-Out!! Series•GiantKing K. RoolKing K. Rool (SSBU) (160 HP)
Shield
9,500Boxing RingN/AStamina battle
•The enemy is giant
Minor Circuit (Remix)
1,267
SSBU spirit King Knight.png
King KnightShovel Knight SeriesKing K. RoolKing K. Rool (SSBU)
Shield
2,000Mushroom Kingdom U (Slide Lift Tower)N/A•The enemy's dash attacks have increased power
•The enemy starts the battle with aStar Rod
Flash in the Dark (Dr. Wily Stage 1)
1,329
SSBU spirit Cetacea.png
CetaceaDRAGON QUEST Series•GiantKing K. RoolKing K. Rool (SSBU) (200 HP)
HeroHero (SSBU) (70 HP)
Neutral
9,500Yggdrasil's Altar (Ω form)N/A•Defeat the main fighter to win
•The enemy has super armor but moves slower
•Timedstamina battle (1:30)
•The enemy favors neutral air attack
The Hero Goes Forth with a Determination
1,420
SSBU spirit Max Brass.png
Max BrassARMSKing K. RoolKing K. Rool (SSBU) (180 HP)
Attack
12,600Norfair (Ω form)•Attack Power ↑
•Giant
•The enemy is giant when the enemy's at high damage
•Stamina battle
•The enemy has increased attack power when the enemy's at high damage
Sky Arena
1,455
SSBU spirit Master Kohga.png
Master KohgaThe Legend of Zelda SeriesKing K. RoolKing K. Rool (SSBU)
•GiantMii SwordfighterMii Swordfighter (SSBU) (Moveset2133, Yiga Clan Mask, Yiga Clan Outfit)
Attack
3,400Suzaku Castle (Battlefield form)•Item:Banana Peel•Defeat the main fighter to win
•The enemy favors neutral specials
•Reinforcements will appear during the battle
Woodlands - The Legend of Zelda: Tri Force Heroes

As a minion[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
782
SSBU spirit Chaotix.png
ChaotixSonic The Hedgehog SeriesSonicSonic (SSBU)
PichuPichu (SSBU)
King K. RoolKing K. Rool (SSBU)
Grab
1,600Windy Hill Zone•Invisibility•The enemy is invisibleSonic HeroesVector the Crocodile
1,143
Sable Prince
Frog & SnakeKaeru no Tame ni Kane wa NaruGreninjaGreninja (SSBU)
King K. RoolKing K. Rool (SSBU)
Shield
3,600Dream Land GB (Castle Lololo interior)•Assist Trophy Enemies (Sablé Prince)•Hostile assist trophies will appearKirby Retro Medley (Castle Lololo)Snake
1,271
Allenn
AllenCuldcept SeriesShulkShulk (SSBU)
King K. RoolKing K. Rool (SSBU)
RidleyRidley (SSBU)
Neutral
3,500Arena Ferox•Item:Assist Trophy•Defeat the main fighter to win
•Reinforcements will appear during the battle
Worthy Rival BattleWerebear

Alternate costumes[edit]

Alternate costume (SSBU)
King K. Rool (SSBU)King K. Rool (SSBU)King K. Rool (SSBU)King K. Rool (SSBU)King K. Rool (SSBU)King K. Rool (SSBU)King K. Rool (SSBU)King K. Rool (SSBU)

Reveal trailer[edit]

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • Ultimate marks King K. Rool's first major video game appearance in over a decade, last appearing inMario Super Sluggers, released in 2008.
  • King K. Rool is one of fiveUltimatenewcomers that were previouslyMii Costumes inSuper Smash Bros. 4, alongsideInkling,Daisy,Chrom, andIsabelle.
  • According toMasahiro Sakurai, King K. Rool's inclusion inUltimate was a result of his popularity in the Super Smash Bros. Fighter Ballot.[1]
    • As a result of K. Rool's inclusion, fans of the character issued athank you letter to Masahiro Sakurai and Nintendo of America for including him as a fighter. The letter was signed by fans, and Nintendo of Americaeven wrote back to the fans, expressing gratitude towards them for the fan letter.
  • King K. Rool is the second fighter whoseback aerial meteor smashes opponents, with the first beingLucas.
    • King K. Rool is also the second fighter who has a smash attack (his up smash) that is able to meteor smash, with the first beingBayonetta's down smash.
  • King K. Rool is also the second fighter to have both acounterattack and areflector in their default moveset, with the first beingPalutena.
    • Despite both having reflecting counterattacks, the Techniques menu does not list King K. Rool's Gut Check in the "Counter and Reflect" technique .
    • The Techniques menu also falsely states that Gut Check uses his Belly Armor.
  • King K. Rool makes the most CGI-animated appearances of any newcomer, appearing inWorld of Light's opening cutscene; as well as the reveal trailers for himself,Ken andIncineroar,Banjo & Kazooie,Sephiroth, andSora.
  • King K. Rool is the only fighter to have a taunt that utilizesarmor.
  • Pausing and zooming in on and around King K. Rool during his side taunt reveals a gap between his scales and his belly armor.[2]
  • If King K. Rool gets caught by a grab that uses a unique animation on capturing characters (Flame Choke, Snake's grab, etc.) while using his forward smash, the boxing glove will remain on his hand until he gets released.
  • King K. Rool's animation when using theHome-Run Bat's forward smash utilizes a one-handed swing, similar to his batting stance inMario Super Sluggers.
  • In the Canadian French version, the name tag and voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" (le Roi K. Rool).
  • King K. Rool'sdescription from the North Americanamiibo website is based on his NTSC trophy description fromSSB4.

References[edit]


v • d • e
Fighters inSuper Smash Bros. Ultimate
VeteransBayonetta ·Bowser ·Bowser Jr. ·Captain Falcon ·Cloud ·Corrin ·Dark Pit ·Diddy Kong ·Donkey Kong ·Dr. Mario ·Duck Hunt ·Falco ·Fox ·Ganondorf ·Greninja ·Ice Climbers ·Ike ·Jigglypuff ·King Dedede ·Kirby ·Link ·Little Mac ·Lucario ·Lucas ·Lucina ·Luigi ·Mario ·Marth ·Mega Man ·Meta Knight ·Mewtwo ·Mii Fighter (Mii Brawler ·Mii Gunner ·Mii Swordfighter) ·Mr. Game & Watch ·Ness ·Olimar ·Pac-Man ·Palutena ·Peach ·Pichu ·Pikachu ·Pit ·Pokémon Trainer (Charizard ·Ivysaur ·Squirtle) ·R.O.B. ·Robin ·Rosalina & Luma ·Roy ·Ryu ·Samus ·Sheik ·Shulk ·Snake ·Sonic ·Toon Link ·Villager ·Wario ·Wii Fit Trainer ·Wolf ·Yoshi ·Young Link ·Zelda ·Zero Suit Samus
NewcomersBanjo & Kazooie ·Byleth ·Chrom ·Daisy ·Dark Samus ·Hero ·Incineroar ·Inkling ·Isabelle ·Joker ·Kazuya ·Ken ·King K. Rool ·Min Min ·Piranha Plant ·Pyra /Mythra ·Richter ·Ridley ·Sephiroth ·Simon ·Sora ·Steve ·Terry
v • d • e
Donkey Kong (universe)Donkey Kong universe
FightersDonkey Kong (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Diddy Kong (SSBB ·SSB4 ·SSBU) ·King K. Rool (SSBU)
Assist TrophyKlaptrap
BossGiant Donkey Kong
StagesKongo Jungle ·Kongo Falls ·Jungle Japes ·Rumble Falls ·75m ·Jungle Hijinxs
ItemsHammer ·Barrel Cannon ·Peanut ·Spring
EnemiesKritter ·Tiki Buzz
OtherDixie Kong ·DK Barrel ·DK Island ·Pauline ·Stanley ·Zinger
Trophies,Stickers andSpiritsTrophies (SSBM ·SSBB ·SSB4) ·Stickers ·Spirits
MusicBrawl ·SSB4 ·Ultimate
MasterpieceDonkey Kong
Related contentMario (universe) ·Banjo ·Barrel