Heavyweight fighters were typically strong contenders in Smash 4 amiibo tournaments. The burly brutes Bowser and Ganondorf ruled that metagame, and claimed championship after championship thanks to their powerful finishers and rock-solid defenses. But now, we’ve moved onto Super Smash Bros. Ultimate, and the game has changed. Enter King K. Rool, a heavyweight fiend who puts Smash 4 Bowser and Ganondorf to shame. This crowned combatant breaks the mold of bulky fighters by bringing a unique set of attributes to the table, and you can read more about these on King K. Rool’s wiki page. Otherwise, let’s get right into today’s training!
A good amount of trainers start their amiibo training journey with King K. Rool. If you’re one of these trainers, you might be a bit confused as to how Spirits work. Indeed, there are many complex intricacies to learn about, and if you want to read up on all the details, you can read our detailed Spirits guide. For now, know that you should give your Figure Player its complete Spirit team before you even start training it.
As with most heavyweight fighters, King K. Rool benefits from the three-slot Super Armor bonus effect. He also pairs well with Armor Knight and Trade-Off Ability ↑, and this setup provides incredible boosts to the king’s attack, defense, and speed stats. Keep in mind that Super Armor and Armor Knight are banned from competitive play, so don’t choose those if you’re looking to enter a tournament. If you’re training a Raid Boss, though, feel free to use those bonuses!
In the event that you’re training a Raid Boss but don’t want to use Super Armor or Armor Knight, you can try a setup consisting of the Giant and Made of Metal bonus effects. You could also try Critical Healing and Metal, which can be obtained via the Pneuma Spirit. If you’re entering a Spirits tournament that bans Super Armor and Armor Knight, you could use Physical Attack ↑, Neutral Special ↑, and Hyper Smash Attacks. You might also consider trying out Move Speed ↑, Air Attack ↑, or Fist Attack ↑ instead. For stats, you can either keep them balanced or invest more heavily into attack. Make sure your FP’s Spirit-type is Neutral!
King K. Rool’s walk speed is rather slow, so in terms of movement, you should teach it a combination of walking and dashing. When your FP is nearby, walk up to it, but when it’s really far away, dash over to it and then slow down and walk. There are two types of King K. Rool amiibo you can train: Blunderbuss K. Rools and off-stage ones. Neither choice is objectively better than the other, as they’re both strong in their own unique situations. More on that in just a bit. In the meantime, here are all the moves you should use during training:
- Forward tilt: King K. Rool’s forward tilt is a fast clap that deals solid damage. It’s quite fast, especially when compared to the king’s other tilt attacks. Use it out of shield, when your FP is nearby, and to catch rolls.
- Blunderbuss: A two-part attack. Part one is a powerful cannonball that opposing FPs sometimes have trouble blocking. Part two is a command grab that sucks the opponent in. You can use Blunderbuss when the FP is at mid-range, or at the ledge when it’s trying to recover. A great move all around!
- Down smash: This is K. Rool’s best kill move. Its jumping hitbox can confuse AI opponents, and the actual attack is incredibly powerful to boot!
- Dash attack: As mentioned before, King K. Rool should walk when he’s close to an opponent, but run when he has to catch up to them. If you’re near your FP and want to use a dash attack, you can break into a dash, use a dash attack, and then go back to walking.
- Crownerang: This projectile gives King K. Rool temporary super armor. Use it from afar to rack up damage, and then close in and attack with the moves listed above!
- Grab & throws: King K. Rool’s forward and back throws are too good to pass up. Use them against your FP when it’s at high percentages. Back throw works especially well near the ledge! You only need to use the king’s forward and back throws when grabbing. Never use down throw, because the AI tries to use a forward smash afterwards, and that usually doesn’t connect.
Additionally, you can work in some jabs, landing neutral airs, and up smashes. These should all be used very infrequently, though. Prioritize the moves listed above instead. You should remain grounded as often as possible, with one exception: you can choose to chase your FP off-stage if you’d like. When trying to gimp it, only attack it with down airs, as back air has too much startup lag to be a reliable option. Alternatively, you can choose to incorporate no off-stage play and instead wait at the ledge and rack up damage by continuously sucking up your FP with Blunderbuss and spitting it back out off the ledge again.
Raid Boss Training
As always, you’ll want to mirror match your King K. Rool amiibo until it reaches Level 50. This will take quite a bit of time, so if you’d like, you can train it up until about Level 35. Then you can switch its learning off and level up against CPUs for the rest of the way. Don’t charge smash attacks, don’t taunt too often, and don’t worry about matchup experience, because FPs don’t save any! Unfortunately, you’ll need to keep King K. Rool on-stage when training him as a Raid Boss. He occasionally recovers high with Propellerpack (or, strangely enough, uses it in midair above the stage even though it’s not going to hit anyone), and this leaves him vulnerable to attack. Here are all the attacks you should focus on during training, then:
- Forward tilt: A solid neutral option. Use it often at close range to rack up damage! It’s one of King K. Rool’s faster moves, and it’s vital to his success as a Raid Boss.
- Neutral attack: This move works well as a get-off-me attack. It’s got quick startup and decent power to boot! Make sure you use all three hits of the jab combo.
- Neutral aerial: You can use this to land. Don’t use it too often though! FPs can sometimes go crazy with neutral air usage, and that’s especially bad for K. Rool. His belly super armor could be broken if he uses his neutral air too much!
- Up tilt: You can use up tilt and up air to juggle your FP when it’s launched upwards. That being said, be sure to prioritize forward tilt over up tilt!
- Crownerang: This move has super armor and fires a useful projectile! Use it at mid-range to rack up damage. Don’t use it too close to your FP, as King K. Rool can be grabbed during Crownerang’s initial throw despite its armor.
- Down smash: King K. Rool’s most useful smash attack, and one of his primary grounded kill moves. It catches rolls, has a deceptively mobile hitbox, and is really strong! Use it often.
- Grab & throws: Use King K. Rool’s forward and back throws during training. They’re especially effective when used at the ledge! Don’t use any down throws, as the AI will try to follow up with a forward smash that won’t connect.
In addition, you can sprinkle in some Blunderbuss, forward smash, and up smash every so often, but these should take a backseat to the moves listed above. There aren’t any moves you should specifically avoid except for using Propellerpack as an attack. Do you remember the early days of Super Smash Bros. Ultimate, when content creators would show off cool King K. Rool kills where they’d use Propellerpack to KO opponents off the top blast zone? Don’t do that!
King K. Rool is a great amiibo for new trainers to start with. The character fills a lot of niches; it’s great against human players and against AI ones, but needs to be trained differently for both. Once again, King K. Rool’s wiki page covers more of his strengths and weaknesses, and if you have any more questions, our Discord server is happy to answer them for you. You can also look at our Powersaves and mobile backup guides if you’d like to enter a tournament. As always, we appreciate any and all donations if you like what you’ve read here today. Thanks so much for reading! Until next time — happy training!
If you would like to read more amiibo training guides, please follow this link.