Bowser Jr. vs King K. Rool

King K. Rool Matchup (Bowser Jr.)

Bowser Jr. vs King K. Rool

Bowser Jr. vs King K. Rool is about not fighting Crown and Blunderbuss head-on, then varying setups and clown kart timings to cash out on K. Rool's landing and ledge problems.

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Matchup Summary (Win Condition and Game Plan)

King K. Rool is strongest when Crown and Blunderbuss get to hold midrange while belly armor-backed fair, nair, dash attack, and tilts check the first approach. If Bowser Jr. sends Mechakoopa, cannonball, and clown kart through the same lane and rhythm, K. Rool gets easy answers with the returning Crown, the vacuum, or armor, and one clean stop can quickly turn into ledge pressure.
At the same time, K. Rool pays for his weight and armor with a huge hurtbox and unstable landing defense once someone gets above him. Bowser Jr. does better by staggering Mechakoopa and cannonball, making K. Rool shield or jump first, then taking the inside with kart, fair, and uair so neutral does not become a series of direct armor checks.
The frame table matters a lot here. Jab 1-3, forward tilt, up tilt, down tilt, dash attack, every smash attack, neutral special, and side special are all clearly punishable with Up Smash (7f) or OOS Uair (9f). Neutral air and forward air, however, are mostly safe, and even back air and up air usually only give Up Smash at best, so Bowser Jr. should not force a shield punish on every aerial. After the safe ones, it is better to cover the retreat and landing with cannonball, Mechakoopa, and uair and win on the second beat.
KOs are more repeatable by staying onstage and trapping the recovery or heavy landing after Crown is gone than by chasing far offstage. Use Mechakoopa and cannonball to narrow him into a low or high recovery route, then cover ledge and propeller landing with Up Smash, uair, and bair.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldBowser Jr. OOS Candidate MovesBarely Missed Moves
Jab 14-16
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (+1)
  • OOS Dair (+2)
Jab 23-20
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Jab 35-21
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Forward Tilt12-20/-18
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Up Tilt5-21
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Down Tilt13-17
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (+1)
Dash Attack7-38
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Forward Smash19-29/—/-29/—/-29/-30
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Up Smash6/19/22-55/-42
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Down Smash22-29/-34
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Neutral Air7-4/-5
  • None
  • Up Smash (+3)
Forward Air11-5/-6/-7/-7
  • None
  • Up Smash (+2)
Back Air18-7/-9
  • Up Smash (7f)
  • OOS Uair (+2)
  • Grab (+3)
  • OOS Nair (+3)
Up Air7-8/-9
  • Up Smash (7f)
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Nair (+2)
Down Air14-9/-10
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (+1)
  • OOS Nair (+1)
Neutral B25-25
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Side B27-26
  • Up Smash (7f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (13f)
  • OOS Bair (15f)
  • Up B (17f)
  • OOS Dair (18f)
Up B11**
Down B5 (Start of Counter)**
Grab8
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Do not stack Mechakoopa and cannonball on the same lane. Make Crown or Blunderbuss answer first, then break inside with kart or fair.
  • When you block jab 1-3, forward tilt, up tilt, down tilt, dash attack, any smash attack, neutral special, or side special, answer with Up Smash (7f) or OOS Uair (9f) so K. Rool’s heavy zoning does not reset for free.
  • Do not insist on in-place punishes against neutral air or forward air. Cover the retreat and the next landing with cannonball, Mechakoopa, and uair instead.
  • Once he is launched, keep the juggle going with uair, bair, and Up Smash aimed at his large landing path, then push the advantage all the way to the ledge.
  • At KO percent, stay disciplined offstage and manage the Crownless recovery, ledge option, and propeller landing with Up Smash, uair, and bair.

Actions to Avoid

  • Sending Mechakoopa, cannonball, and clown kart through the same height and rhythm over and over and letting Crown plus Blunderbuss answer all of them at once.
  • Driving single-hit kart or fair directly into belly armor and eating the retaliation from nair, fair, or dash attack.
  • Treating neutral air and forward air as automatic shield punishes and whiffing Up Smash or uair while K. Rool drifts back out.
  • Chasing too deep offstage and letting bair, dair, or propeller scrambles reverse the position against Bowser Jr.’s weaker body recovery.

Reference Links

Related Pages