A complete summary of King K. Rool’s performance in Super Smash Bros. Ultimate can be found on the character’s information page. It includes strengths and weaknesses, quirks in artificial intelligence, and an archive of tournament representation and results.
An amiibo becomes strongest when it is mirror matched all the way to Level 50 with its Learn button switched on. For more information on effectively raising an amiibo, follow this link. Here is a complete breakdown of King K. Rool’s moveset and which options to focus on during training:
- Neutral: King K. Rool’s jab is surprisingly fast and deals solid damage. His forward tilt, up tilt, dash attack, neutral aerial, forward aerial, neutral special, and side special are all great neutral options that should be used interchangeably.
- On-stage KOs: Many of King K. Rool’s attacks can net early KOs, but the most notable among them is down smash. Forward smash and up smash can be used as well, but their range is somewhat lacking.
- Above-stage: As with most fighters, up tilt and up smash can be used to juggle opponents. Up aerial is notably strong, though it does suffer from high ending lag.
- Off-stage: Down aerial is King K. Rool’s bread and butter (at least off-stage). Its meteor smash hitbox might be a bit finicky, but can close out stocks incredibly early. Back aerial is slower, but even stronger, and can be used every once in a while as a substitute.
- Moves to avoid: King K. Rool’s down throw should be avoided at all costs. In the launch version of Super Smash Bros. Ultimate, down throw buried opponents for an increased period of time, so the AI was programmed to use a forward smash. A patch to the game decreased down throw’s bury time, but did not change the AI’s tendency to use forward smash. This means that King K. Rool FPs will almost always use forward smash against a buried opponent even if they escape first. When grabbing opponents, only use forward, up, and back throws.
Stats & Spirit Effects
By all accounts, the best Spirit effects in the game are Super Armor, Slow Super Armor, Armor Knight, and Autoheal. Unfortunately, these bonuses are prohibited in competitive play; if you do not intend on entering online tourneys, all of them work well with King K. Rool. For trainers looking to participate in tournaments where these Spirit effects are banned, here are a handful of alternate options: Physical Attack ↑, Special-Move Power ↑, and Instadrop. In terms of stat spreads, setups between 3200 / 1000 and 2100 / 2100 are viable options to consider.