Flatzone

King K. Rool

Win Cons

Send him offstage/to ledge. These are by far his weakest areas and he should die offstage most of the time if you get the positioning. At ledge he can definitely struggle to get out, especially at higher percents.

Focus

Honestly the main things I watch are what they do after a projectile and disadvantage habits. A lot of them will do the same thing in both situations and just give up the game if you know the counter to it. They'll do something like fair/da/dash grab after blunderbuss. Something similar or try to jab to cheese you running in at him vs krown. In disadvantage expect nair and side b.

Neutral

You honestly want to play either on him or outside of dash attack burst range. If you are on him, he has pretty poor oos and if you play around his nair he doesnt really have much. Its good to note armor rarely covers behind him, so if you can get there, ggs. If you are out of range, you should be able to reflect his projectiles and catch any approaches pretty easily.

Be careful of his armored moves in neutral. He mostly either has a move with armor or decent frame data. Nair is like the one exception, so be ready for that. It does lose to quite a few of our buttons tho lol.

You can't really camp him bc krown and da kinda farm our projectiles. You just want to use movement and shielding some (not too much because getting grabbed is 20% minimum not including advantage state). Dash shield can be especially good to call out krown and get a grab from it for free. Just be aware on the timing or you'll get jab > krown> upsmash'd

Disadvantage

Ledge

  • If its the basic blunderbuss, just wait until he puts it away and then pick your option. Unless it is pretty poorly spaced for a roll or jump from the ledge. Otherwise waiting is often the best option.
  • If they are doing fair, treat it like cloud bair but you can drop down nair from ledge sometimes if you have the timing.
  • If they are just waiting, I recommend jump with timing mixups because dash attack can catch every option. A well timed drop from ledge can also work and let us reversal them if they get impatient and da ledge stall (it will catch that as well). Just obv be ready for the jump call out eventually. Part of why the timing mixup is so important is to stop this.

Juggling

If you use good drift and don't dair you should be fine. Dair will lose to upair 90% of the time and its just never worth. If you have to go offstage or to ledge. His only real tools are like grab fair da to catch landings more than juggle. Bair/fair/nair can do a decent job at stopping fair and grab. Empty land shield or airdodge vs da and you should get a pretty good punish.

Off stage

I can't really see a krool going for this over a two frame or ledge trap. Make sure to watch the Krool and mix up up b timings to not get dair 2 framed though.

Advantage

Ledge

  • Average big body at ledge moment. At lower %s he can try to wait out early chef's and try to side b out of the corner. Just be ready for this with the normal krown counter play, or have a smash attack ready for the start up because they'll all break armor too. Otherwise he really just has to jump and pray, so be ready to catch the jump, or angle chef to.
  • Oftentimes they will krown before they get to the ledge to stop the chef. Just shield this and start after.

Juggling

  • Honestly if you just ban flat stages upair kinda folds krool in. Nair will get through one upair, but have enough to get caught by a second. I mostly play this mu by juggling on the ground. Getting on the plat can have its advantages, but at the same time you are at more of a risk of nair reversal. Honestly up to you on that risk reward.

Off stage

  • If he has to up b diagonally, his stock should be gone or he should take like 60%. Get under him and either up b or bair rinse repeat until he is gone. If he can ride the wall I will usually just chef or try to get even lower to start this. He has like nair and side b to fight you off, but if he whiffs the side b and you are close, you can just bair him for it. The armor will end and he can't do anything else without sd'ing that low. If he is riding the wall and you couldnt get under him and between him and stage, try to bair him into the stage and catch the tech. This should send him out and let you start from a better angle.

Misc.

  • Just the belly has armor, so you can often hit him elsewhere to stop his moves. Fresh nair

Stages

FD

  • Let's him nair much easier, but honestly not just awful if you are good about catching them nairing in disadvantage. Scariest part is he can catch our landings much easier as well.

Kalos

  • Probably should instantly ban this stage. We do have better options off ledge, but a big stage vs a heavy character that we want to edgeguard and ledge trap probably just isn't smart imo. It doesn't help he can ride the wall and not much we can do to get under him and between. Otherwise a lot like fd.

Town & City

  • Not the worst, but you have to be fine with cheese or be cheesed. Bthrow at ledge will just nuke you at absurd percents. Otherwise not too bad. We also kill off the side pretty easily and we can also up b/bair him into the stage so he just runs into the bottom of the stage until death. Or away from stage for earlier kills, either works. Just know what you are getting into if you are fine with this stage.

Smashville

  • Can be annoying to deal with krown and blunderbuss on this stage, but he also just gets one touched usually. Small stage means he is offstage pretty quickly and into our win con. We can also send him under the stage to eternally loop him like on Town, his advantage also gets a bit better, but not to the degree as ours. He has a much harder time in neutral handling nair as well because there is no stage for him to run.

Hallow Bastion

  • Just larger smashville mostly. Cant to the loop under the stage, but it is much easier to deal with krown/blunderbuss. Bit less risky overall while still giving us a nice platform layout and a still smaller stage to run him over in advantage.

Pokemon Stadium 2

  • Kinda goes against our gameplan, but doesnt help him an extreme amount to instantly ban if you have banning preferences elsewhere. He only has upsmash/upair/upthrow to really kill off the top, but its about as likely to hit as our upsmash so we are mostly killing the same way. Only issue is it is a bigger stage which means itll be harder to get him to ledge and push our wincon on him. That said, he cannot ride the wall at all so we have that going for us.

Small Battlefield

  • Better PS2 for us as always. We get him to ledge/offstage earlier than ps2 and edgeguarding is just the normal strategy.

Battlefield

  • Really good for us. It gets extremely hard for krool to land on this stage because of the platforms covering everything and cutting off any way to reversal his way down at normal %s. They can camp under a plat, but it is about as well as the other stages. Our advantage is just extremely buffed while theirs gets harder as we have more plats to mix up our landings on. They have to commit to continuing their advantage here unlike us.