Bury-related Spreadsheets
These are spreadsheets relating to bury mechanics in the context of King K. Rool. These can be used as citations when improving understanding of how his stuff works and how you can utilise it.
USmash out of Bury Evaluation & Kill%s
This spreadsheet is the bread and butter of the DThrow USmash read, so you should absolutely look into this in-depth. A key thing to note here is that some characters require you to do a "microdash" before the USmash, which can be difficult for beginners to input. It's sort of like a DACUS input in Brawl, for what it's worth, but once you get the hang of it it's with you for life.
Against characters that aren't hit by this, oftentimes you'll be better off, as you don't need to waste any frames inputting the dash to catch them as they pop out. Otherwise, however, if you're against a Joker player that mashes really well, you may be better off using UAir instead. Depends on the situation, really, but learning the dash can really win you some games, so don't use that as an excuse to skip out on learning. If anything, learning this is mandatory for optimally playing the Palutena/Wolf/Joker matchups.
Thanks to EyeDonutz for doing such incredible research into this mixup alongside its Kill%s and potential.
Bounce Glitch Documentation
Because King K. Rool wasn't a fucking nightmare of a character to lab as-is, he experiences a weird glitch on some stages that cause characters to immediately unbury from DThrow. This is an uncommon occurrence, but it can and will occur eventually, so awareness is always good. This document goes over the issue in great detail.
Bury Frame Advantage Data
A Lost World-situated document, this is among the most important data sheets produced. This goes over the frame advantage K. Rool's buries provides you, alongside info on how they actually work.
I had to calculate the advantage manually for DThrow. I did this through finding the bury frames lowered per mash (8) and applying it to the Bury Frame Formula K. Rool's DThrow uses (60 + (0.75×Damage before throw)). As you can see it is a bit of a minus, but that's why we use mash deterrents. Button Mashing is also ever so slightly slower, usually by around a frame or two. It's also very important to know that as someone pops out they DO experience a bit of lag, which is why I noted the 12 frames of popout lag below. This is why DThrow USmash is so consistent when done correctly. Overall nothing really definitive, do your usual mash deterrents and it works fine. Oh, and DThrow is NOT affected by the Bury Stock Difference OR Rage due to being its own type of Bury Effect, according to Ruben. Thus DThrow is consistent at all times, and will never change in adv. This makes it far easier than DTilt to understand, anyway.
The reason DTilt looks so low is because, well, it is. The bury isn't actually that good (I verified this in Training with a Turbo Controller), the reason DTilt is strong in practice is due to how unreactable it is. When someone is hit with DTilt they usually have to take a moment to realize what just happened. This is why FSmash works. Human reaction time at its peak is ~16 frames, thus you can add this onto the adv and suddenly you go "oh that's nasty". DTilt unlike DThrow is affected by the stock and rage formulas, due to being a normal Bury move, meaning the more you're losing, the stronger DTilt gets, making it a comeback mechanic with strong risk-reward. Considering reaction time, at 50%, it's pretty much...+21? We could throw monitor refresh rates and such into consideration as well, but it'll roughly sit around there. That's an FSmash, but we could use Jab Storage into a Grab, and try to pile on more damage. There's a lot you can do with this move, it's kind of busted.
DThrow Inputs to Unbury
This goes over average inputs needed to leave DThrow based on 20 inputs per second. This is, apparently, the average a human can input in peak condition. You can use this to gauge when UTilt is favourable, but nothing is a substitute for in-game experience; know that many humans simply don't hit this peak.
Bury Popout%s
Tested on Mario, this is a spreadsheet demonstrating when every move K. Rool has will send a character out of a Buried State. Thus, you can use this to determine when you can utilize knockback storage with DTilt or DThrow. Hitstun is shown as a guideline for how much advantage you can potentially get. It's not the easiest sheet to read, but it's the best I could do. The most useful stuff is Jab, NAir, FAir and DAir. Buries require a knockback total of 90 Units for a character to be knocked out of the Buried State. Usually, a character is in 35 frames of hitstun at this point, but there are exceptions.
DAir is unique in that it doesn't reach 90 knockback units when it sends into tumble. Thus there are ranges where you can actually store a Grounded Spike. This was founded by Girthquake and Darce, and we call it Spike Storage. This is used for things like DTilt DAir USmash and the Kremling Kombo (DTilt s.DAir DAir FSmash) and more. It can help get Grabs for DThrow/UThrow and all sorts, be sure to look into it. It's an extremely unique move in terms of bury jank, that's for sure...
An older spreadsheet that specifically went over DAir can be found here.
Jab, FTilt, and FSmash VS DThrow-buried Opponents
Jab has multiple helpful utilities when used alongside DThrow and DTilt, allowing K. Rool to go for regrabs out of bury if they mash poorly. This is a valuable mixup to force the opponent to mash and get hit by USmash while also refreshing the stale moves queue. It also allows for Bury Tech Situation Storage to be used out of DTilt.
FTilt is a tiny bit stronger than Dash Attack, so when there's time, it's optimal to go for this against opponents buried by DThrow. However, it is easily mashed out of, and the DA buff has made this largely obsolete. As a general rule, d.FTilt is usually the best way to go as it hits all characters and sometimes sweetspots, but sometimes a straight angle is better on humanoid characters; it's generally very inconsistent. u.FTilt doesn't sweetspot anyone, and as a mash read it's outclassed by USmash, so never go for that.
FSmash is strictly a "no mash" read. I recommend only going for DThrow FSmash if the opponent is hit by the straight angle, as it catches them if they start mashing later than usual as a mixup. However, d.FSmash will deal more damage and kill earlier. Don't be fooled by u.FSmash hitting Charizard and Ganondorf, as it sourspots, which kills later than neutral or downward angled FSmash. Still neat to force a 50/50 though.