Mega Man vs King K. Rool

King K. Rool Matchup (Mega Man)

Mega Man vs King K. Rool

Mega Man vs King K. Rool is most stable when you stop playing directly into King K. Rool's Neutral Air and Forward Air, punish Jab 1 and Jab 2, and take the landing or ledge route first.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Mega Man wants to stop King K. Rool’s Jab 1, Jab 2, and Jab 3 with OOS Bair (7f), Up Smash (8f), Grab (10f), and OOS Nair (10f), then force King K. Rool back outside Neutral Air and Forward Air to keep stage control.
In Mega Man vs King K. Rool, the stable plan is to avoid playing directly into King K. Rool’s Neutral Air and Forward Air and take the landing or ledge route before King K. Rool can reset.
The table shows that King K. Rool’s Jab 1, Jab 2, and Jab 3 can be answered by Mega Man’s OOS Bair (7f), Up Smash (8f), Grab (10f), and OOS Nair (10f), so those overcommitments should be cashed out immediately.
For Mega Man, King K. Rool’s Neutral Air and Forward Air 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 ShieldMega Man OOS Candidate MovesBarely Missed Moves
Jab 14-16
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Jab 23-20
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Jab 35-21
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Forward Tilt12-20/-18
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Up Tilt5-21
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Down Tilt13-17
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Dash Attack7-38
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (26f)
Forward Smash19-29/—/-29/—/-29/-30
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (26f)
Up Smash6/19/22-55/-42
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (26f)
Down Smash22-29/-34
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (26f)
Neutral Air7-4/-5
  • None
  • OOS Bair (+3)
Forward Air11-5/-6/-7/-7
  • None
  • OOS Bair (+2)
  • Up Smash (+3)
Back Air18-7/-9
  • OOS Bair (7f)
  • Up Smash (+1)
  • Grab (+3)
  • OOS Nair (+3)
Up Air7-8/-9
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (+2)
  • OOS Nair (+2)
Down Air14-9/-10
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (+1)
  • OOS Nair (+1)
  • OOS Fair (+3)
Neutral B25-25
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (+1)
Side B27-26
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (26f)
Up B11**
Down B5 (Start of Counter)**
Grab8
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Mega Man should not play directly into King K. Rool’s Neutral Air and Forward Air; wait for King K. Rool’s Jab 1, Jab 2, and Jab 3 and answer with OOS Bair (7f), Up Smash (8f), Grab (10f), and OOS Nair (10f).
  • After Mega Man blocks King K. Rool’s Jab 1, Jab 2, and Jab 3, pick the reachable option from OOS Bair (7f), Up Smash (8f), Grab (10f), and OOS Nair (10f) immediately.
  • Mega Man should not mash after King K. Rool’s Neutral Air and Forward Air; take the landing route, escape route, or ledge route first.
  • Mega Man should finish stocks by breaking King K. Rool’s landing and recovery routes so Neutral Air and Forward Air does not get more neutral reps.

Actions to Avoid

  • Letting King K. Rool start the exchange on Neutral Air and Forward Air terms and giving Mega Man’s stage control away for free.
  • Having Mega Man block King K. Rool’s Jab 1, Jab 2, and Jab 3 but never answer with OOS Bair (7f), Up Smash (8f), Grab (10f), and OOS Nair (10f).
  • Sending Mega Man too deep after King K. Rool’s Neutral Air and Forward Air and letting the reset punish the chase back.
  • Panicking at the ledge as Mega Man and simplifying King K. Rool’s Neutral Air and Forward Air-driven advantage sequence.

Reference Links

Related Pages