Lucas vs King K. Rool

King K. Rool Matchup (Lucas)

Lucas vs King K. Rool

Lucas vs King K. Rool is most stable when you refuse to let the matchup stay only about projectile trades and instead force body contact while stacking clean punishes.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Lucas is strongest at midrange disjoints backed by projectile support, while King K. Rool is strongest at explosive close-range punish sequences and huge reward on hit.
The more this stays only about projectile trades, the more both sides get to set their preferred pace. The side that steps forward first after forcing hesitation usually takes control.
The table shows reliable shield punishes on Up Smash, Dash Attack, Down Smash, Forward Smash, and Side B, with Up B, Grab, OOS Nair, and OOS Uair showing up most often as the clean ways to take the turn back.
Do not force shield punishes on the relatively safer choices like the main punishable buttons. It is usually better to read the landing or ledge route and punish the next action.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldLucas OOS Candidate MovesBarely Missed Moves
Jab 14-16
  • Up B (1f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • OOS Dair (13f)
  • OOS Bair (+2)
Jab 23-20
  • Up B (1f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • OOS Dair (13f)
  • OOS Bair (18f)
Jab 35-21
  • Up B (1f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • OOS Dair (13f)
  • OOS Bair (18f)
Forward Tilt12-20/-18
  • Up B (1f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • OOS Dair (13f)
  • OOS Bair (18f)
Up Tilt5-21
  • Up B (1f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • OOS Dair (13f)
  • OOS Bair (18f)
Down Tilt13-17
  • Up B (1f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • OOS Dair (13f)
  • OOS Bair (+1)
Dash Attack7-38
  • Up B (1f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • OOS Dair (13f)
  • OOS Bair (18f)
  • Up Smash (28f)
Forward Smash19-29/—/-29/—/-29/-30
  • Up B (1f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • OOS Dair (13f)
  • OOS Bair (18f)
  • Up Smash (28f)
Up Smash6/19/22-55/-42
  • Up B (1f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • OOS Dair (13f)
  • OOS Bair (18f)
  • Up Smash (28f)
Down Smash22-29/-34
  • Up B (1f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • OOS Dair (13f)
  • OOS Bair (18f)
  • Up Smash (28f)
Neutral Air7-4/-5
  • Up B (1f)
Forward Air11-5/-6/-7/-7
  • Up B (1f)
Back Air18-7/-9
  • Up B (1f)
  • Grab (+3)
  • OOS Nair (+3)
  • OOS Uair (+3)
Up Air7-8/-9
  • Up B (1f)
  • Grab (+2)
  • OOS Nair (+2)
  • OOS Uair (+2)
Down Air14-9/-10
  • Up B (1f)
  • Grab (+1)
  • OOS Nair (+1)
  • OOS Uair (+1)
  • OOS Fair (+3)
Neutral B25-25
  • Up B (1f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • OOS Dair (13f)
  • OOS Bair (18f)
  • Up Smash (+3)
Side B27-26
  • Up B (1f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • OOS Dair (13f)
  • OOS Bair (18f)
  • Up Smash (+2)
Up B11**
Down B5 (Start of Counter)**
Grab8
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Do not settle for projectile trades alone; step forward and touch the body as soon as you make the opponent pause.
  • After blocking Up Smash, Dash Attack, Down Smash, Forward Smash, and Side B, answer immediately with Up B, Grab, OOS Nair, and OOS Uair so the opponent cannot keep the turn.
  • Do not force immediate retaliation on the main punishable buttons; take the landing route, escape route, or ledge direction first.
  • Prioritize kills through landing traps and ledge pressure while keeping your positional advantage intact.

Actions to Avoid

  • Drifting back forever around projectile trades, then giving up the time needed to pressure the body.
  • Swinging after every blocked the main punishable buttons and feeding the whiff punish or reset the opponent wants.
  • Chasing too deep for the kill and exposing Lucas’s own recovery or defensive weakness.
  • Panic-jumping or panic-rolling from the ledge and making the opponent’s ledge trap too simple.

Reference Links

Related Pages