Roy vs King K. Rool

King K. Rool Matchup (Roy)

Roy vs King K. Rool

Roy vs King K. Rool is most stable when Roy breaks through crown and blunderbuss, cashes out hard from close range, and ends stocks through ledge and edgeguard pressure before weight can matter.

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Matchup Summary (Win Condition and Game Plan)

King K. Rool can slow the approach with crown and blunderbuss, then swing the match back with armor and huge single hits, but his defense and close-range speed are still poor enough that Roy gets enormous value every time he reaches point-blank range. Roy should not linger in front of the projectile wall longer than needed. He should burst through with dash speed, jumps, nair, and fair, then turn close-range hilt hits into damage and ledge carry immediately.
The table shows that jab 1-3, forward tilt, up tilt, down tilt, dash attack, every smash attack, Neutral B, and Side B are all punishable on shield by OOS uair (8f), OOS nair (9f), Up B (9f), or grab (10f), with stronger follow-ups available on the slower swings. By contrast, shallow neutral air, fair, and bair are less consistent immediate punishes, so Roy gets more by tracking the landing and the post-armor movement than by forcing an answer every single time.
This matchup is much easier when Roy finishes from ledge and offstage rather than waiting for weight to extend every stock. K. Rool’s recovery path is large and exposed, but Roy’s own recovery is also fragile, so edgeguards should stay selective and switch back to ledge trapping whenever the deeper chase is not clearly winning.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldRoy OOS Candidate MovesBarely Missed Moves
Jab 14-16
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (+3)
Jab 23-20
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Jab 35-21
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Forward Tilt12-20/-18
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (+1)
Up Tilt5-21
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Down Tilt13-17
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (+2)
Dash Attack7-38
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Forward Smash19-29/—/-29/—/-29/-30
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Up Smash6/19/22-55/-42
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Down Smash22-29/-34
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Neutral Air7-4/-5
  • None
Forward Air11-5/-6/-7/-7
  • None
  • OOS Uair (+3)
Back Air18-7/-9
  • None
  • OOS Uair (+1)
  • OOS Nair (+2)
  • Up B (+2)
  • Grab (+3)
Up Air7-8/-9
  • OOS Uair (8f)
  • OOS Nair (+1)
  • Up B (+1)
  • Grab (+2)
  • OOS Bair (+3)
Down Air14-9/-10
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (+1)
  • OOS Bair (+2)
  • Up Smash (+3)
Neutral B25-25
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Side B27-26
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up B (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Up B11**
Down B5 (Start of Counter)**
Grab8
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Burst through crown and blunderbuss quickly with dash, jump, nair, and fair so Roy can start close-range hilt pressure before K. Rool stabilizes.
  • After blocking jab 1-3, forward tilt, up tilt, down tilt, dash attack, any smash attack, Neutral B, or Side B, punish with OOS uair (8f), OOS nair (9f), Up B (9f), or grab (10f) every time.
  • Do not mindlessly continue into belly armor after the first touch. Read the post-hit landing, shield, or panic option and hit the second opening instead.
  • Convert every clean opening into ledge carry, then use fair, bair, Up B, and ledge traps to end the stock before K. Rool’s weight drags the exchange out.
  • Edgeguard only when the route is clearly covered. If Roy’s own recovery becomes exposed, reset to ledge pressure and keep the advantage there.

Actions to Avoid

  • Standing in front of crown and blunderbuss long enough for K. Rool to start the one-hit exchange he wants.
  • Ignoring belly armor and repeating the same pressure string into the exact reversal window K. Rool is waiting for.
  • Treating shallow nair, fair, and bair as automatic shield punishes and giving away Roy’s turn for free.
  • Diving offstage too aggressively and turning K. Rool’s weak recovery into a losing stock race because Roy’s own return path is shorter.

Reference Links

Related Pages