King K. Rool vs Steve

Steve Matchup (King K. Rool)

King K. Rool vs Steve

King K. Rool vs Steve is most stable when you stop playing directly into Steve's Up Tilt and Down Tilt, punish Jab and Dash Attack, and take the landing or ledge route first.

This page is not in your favorites.

ChatGPT Matchup Summary (Win Condition and Game Plan)

King K. Rool wants to stop Steve’s Jab, Dash Attack, and Forward Smash with Up Smash (6f), Grab (10f), OOS Nair (10f), and OOS Uair (10f), then force Steve back outside Up Tilt and Down Tilt to keep stage control.
In King K. Rool vs Steve, the stable plan is to avoid playing directly into Steve’s Up Tilt and Down Tilt and take the landing or ledge route before Steve can reset.
The table shows that Steve’s Jab, Dash Attack, and Forward Smash can be answered by King K. Rool’s Up Smash (6f), Grab (10f), OOS Nair (10f), and OOS Uair (10f), so those overcommitments should be cashed out immediately.
For King K. Rool, Steve’s Up Tilt and Down Tilt are still hard to hit immediately out of shield, so reading the landing spot or ledge route matters more than forcing an early swing.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldKing K. Rool OOS Candidate MovesBarely Missed Moves
Jab4 (Gold: 3)-10 / (Gold: -9)
  • Up Smash (6f)
  • Grab (+1)
  • OOS Nair (+1)
  • OOS Uair (+1)
  • Up B (+2)
Up Tilt6 (Gold: 4)Punch -4 | Wood -3 | Stone -3 |Iron -2 | Gold -1 | Diamond -1
  • None
Down Tilt12…+5
  • None
Dash Attack8 (Gold: 8)Punch -15 | Wood -13 | Stone -12 | Iron -12 | Gold -10 | Diamond -10
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (+1)
Forward Smash13 (Gold: 10)Punch -22 | Wood -20 | Stone -19 | Iron -18 | Gold -15 | Diamond -17
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (14f)
  • OOS Dair (+2)
Up Smash8…-11
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (+3)
Down Smash8…-34/-16
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (14f)
  • OOS Dair (+1)
Neutral Air4 (Gold: 3)-10 (Gold: -9)
  • Up Smash (6f)
  • Grab (+1)
  • OOS Nair (+1)
  • OOS Uair (+1)
  • Up B (+2)
Forward Air8Punch -8/-8 | Wood -8/-7 | Stone -7/-7 | Iron -7/-7 | Gold -8/-7 | Diamond -7/-6
  • Up Smash (6f)
Back Air12Punch -8/-8 | Wood -7/-7 | Stone -7/-7 | Iron -7/-6 | Gold -7/-7 | Diamond -6/-6
  • Up Smash (6f)
Up Air4 (Gold: 4)Punch -4 | Wood -3 | Stone -3 | Iron -2 | Gold -1 | Diamond -1
  • None
Down Air20-14
  • Up Smash (6f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • Up B (11f)
  • OOS Fair (14f)
  • OOS Dair (+3)
Neutral B**
Side B18**
Up B28 (Ground) / 23 (Air)**
Down B****
Grab13
Dash Grab16
Pivot Grab17

Win Condition Checklist

  • King K. Rool should not play directly into Steve’s Up Tilt and Down Tilt; wait for Steve’s Jab, Dash Attack, and Forward Smash and answer with Up Smash (6f), Grab (10f), OOS Nair (10f), and OOS Uair (10f).
  • After King K. Rool blocks Steve’s Jab, Dash Attack, and Forward Smash, pick the reachable option from Up Smash (6f), Grab (10f), OOS Nair (10f), and OOS Uair (10f) immediately.
  • King K. Rool should not mash after Steve’s Up Tilt and Down Tilt; take the landing route, escape route, or ledge route first.
  • King K. Rool should finish stocks by breaking Steve’s landing and recovery routes so Up Tilt and Down Tilt does not get more neutral reps.

Actions to Avoid

  • Letting Steve start the exchange on Up Tilt and Down Tilt terms and giving King K. Rool’s stage control away for free.
  • Having King K. Rool block Steve’s Jab, Dash Attack, and Forward Smash but never answer with Up Smash (6f), Grab (10f), OOS Nair (10f), and OOS Uair (10f).
  • Sending King K. Rool too deep after Steve’s Up Tilt and Down Tilt and letting the reset punish the chase back.
  • Panicking at the ledge as King K. Rool and simplifying Steve’s Up Tilt and Down Tilt-driven advantage sequence.

Reference Links

Related Pages