Mii Swordfighter vs King K. Rool

King K. Rool Matchup (Mii Swordfighter)

Mii Swordfighter vs King K. Rool

Mii Swordfighter vs King K. Rool is about refusing direct armor scrambles, then cashing in K. Rool's large grounded and projectile lag into ledge pressure and edgeguards.

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Matchup Summary (Win Condition and Game Plan)

This matchup goes wrong when Mii Swordfighter gets impatient with King K. Rool’s armor and weight and starts brawling directly into the belly or the big reward buttons behind it. The better plan is to separate the crown from the body, keep the sword at tip range, and punish the end of K. Rool’s heavy commitments instead of trying to overpower them.
The frame table shows Jab 1-3, forward tilt, up tilt, down tilt, dash attack, every smash attack, neutral B, and side B are all punishable on block by Up B (8f), Grab (10f), or Up Smash (11f). Those windows matter because K. Rool’s large hurtbox and slower recovery path make every grounded punish much more valuable once you push him offstage.
By contrast, nair, fair, and bair are mostly too safe to punish in place, and even uair and dair only reliably give you Up B. That means shield should not turn into desperate retaliation. Track the landing instead, then hit the next jump or grounded escape.
The win condition is to turn one whiff punish or shield punish into a ledge sequence. Mii Swordfighter’s special loadout can vary, but the core matchup still rewards sword spacing, recovery coverage, and denying K. Rool the time to reset center stage.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMii Swordfighter OOS Candidate MovesBarely Missed Moves
Jab 14-16
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (+1)
Jab 23-20
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Jab 35-21
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Forward Tilt12-20/-18
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Up Tilt5-21
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Down Tilt13-17
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Dash Attack7-38
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Forward Smash19-29/—/-29/—/-29/-30
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Up Smash6/19/22-55/-42
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Down Smash22-29/-34
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Neutral Air7-4/-5
  • None
Forward Air11-5/-6/-7/-7
  • None
  • Up B (+3)
Back Air18-7/-9
  • None
  • Up B (+1)
  • Grab (+3)
Up Air7-8/-9
  • Up B (8f)
  • Grab (+2)
  • Up Smash (+3)
Down Air14-9/-10
  • Up B (8f)
  • Grab (+1)
  • Up Smash (+2)
Neutral B25-25
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Side B27-26
  • Up B (8f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Bair (13f)
  • OOS Nair (13f)
  • OOS Uair (14f)
  • OOS Fair (15f)
  • OOS Dair (17f)
Up B11**
Down B5 (Start of Counter)**
Grab8
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Keep crown and body separate. Do not challenge belly armor head-on when pullback movement and sword range can make K. Rool swing first.
  • After blocking Jab 1-3, forward tilt, up tilt, down tilt, dash attack, any smash attack, neutral B, or side B, punish with Up B (8f), Grab (10f), or Up Smash (11f) and carry the hit to the ledge.
  • Treat nair, fair, and bair as landing situations rather than guaranteed in-place punishes. Cover the drop and next jump instead of forcing a late button.
  • Do not rely on one specific special setup to solve neutral. Build the matchup around sword spacing first, then let the current loadout extend advantage.
  • At the ledge, watch jump, Up B, and air dodge together so K. Rool’s large body and linear recovery path stay boxed in.

Actions to Avoid

  • Trying to out-muscle belly armor and giving K. Rool the exact heavy hit or reversal he wants.
  • Letting blocked crown tosses or blunderbuss enders go unpunished even though their lag is a major part of the matchup.
  • Swinging big after every blocked aerial and abandoning the stronger landing trap that should follow.
  • Overcommitting offstage for an early kill and giving up the stage control that keeps K. Rool’s recovery predictable.

Reference Links

Related Pages