_R@bid_
Smash Journeyman
Thank you. I'm planning on making a K.Rool move set soon, though I doubt it will be anywhere near as good as BKupa's.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Dunno how many times i have said this...Cranky is a G.Bump for this:
It has brought me sads
NO DOUBT!Dunno how many times i have said this...Cranky is a G.
Haha naa naa yourrrrr a G Blahhhhhd haha cant wait to rip your vagina open at this game BrUhH!!!NO DOUBT!
'And that there young folks is how I got dem *****es back in the day!'
Hahaha sick pic man...
Had to share this.
I call bias.Looks like Ridley wins again tough luck guys.
I could see them as potential Assist Trophies, maybe even a DK final smash if we have to stretch it, but definitely not more than that.you know, has anyone ever thought about including one of the DKC animal buddies? I mean, rambi's an obvious choice, but I like squawks. he WAS on the cover for DKC2 (getting the birdseed beat out of him by screech, but still on the front)
I don't think anyone minds. Go ahead!I'd say he has great chances because of it. When everyone loves a character, Sakurai is definitely going to know it, and act on it.
Also, does anyone mind if I post my moveset in pieces? I don't have time to do it in one mega post at once.
I type on mobile broo thats nothing compared to the **** thats happened to me.....Arg, I hate my computer. I just typed the move set and was about to click post when it randomly closed. Don't feel like typing it again right now, so I guess the part 1 of the move set will come later.
I think he'll have some ellusive speed for a big man (like Snake & Melee G'dog), and a funny funky style (like Wario meets Bowser meets Peach meets Charizard).I'm curious to see what sort of playstyle you give K. Rool, since there's really nothing he CAN'T do, aside from becoming a Bowser clone.
I like this idea but don't you think he'd be too focused? He would be God tier on the ground and Ganon tier in the air...that seems too imbalanced. Maybe a bit less ground power and a bit more air wouldn't hurt. I'm all for favoring ground 70/30, but not 90/10.Finally have the time for Part 1 of the moveset.
Also, before I begin, let me say that a lot of credit goes to BKupa, as, without playing the games, I relied on his move sets to learn about K Rool's abilities.
Statistics:
Size:10/10
Weight:10/10
Run:8/10
Grounded Jump:8/10
Double Jump:1/10
Fall Speed:7/10
Traction:8/10
Air Mobility:2/10
K Rool is very fast for his size and weight, with a run similar to Charizard. His kingly muscles lift him high off of the ground- making him unfortunately vulnerable. His weight and rounded figure makes for a fast fall, and he slides very little, allowing for easy shield grabs.
His air game is very much hampered by his low mobility and double jump- and never, ever, get hit off stage- you're very likely to die.
Specials:
Neutral:Krown Toss
The King of the Kremlings winds up while B is held, charging up for a throw. When it is released, he throws... His Krown?! Like link's boomerang, the Krown will travel for a little over half of FD in one of three angles- straight, up, or down- before coming back to K Rool. If it misses him, it will go a third of the distance before and then curve back. Upon hitting an opponent, he will be carried on the Krown all the way back to K Rool, who automatically grabs him. Similar to most immobility inducing moves, this can be button mashed out of. Note that if the Krown is hit with someone on it, they will take no knock back but all the damage, and be unable to escape for a moment. The Krown deals 1% every 20 frames.
Side B- Blunderbuss
K Rool pulls a large blunderbuss out and shoots one of the following projectiles:
30% Chance: Kannonball
(No flash while charging) Deals 5% and upward knock back approximately equal to Samus' super missile. If this lands on the ground, it will become a throwable item.
20% Chance: Spiked Kannonball
(White flash while charging) Same as the normal Kannonball, but deals 6%, and upon landing becomes a stationary hit box that disappears after 10 sec onds.
10% Chance: Slowing Gas
Red Charging Flash. Deals no damage or knock back, but slows down the opponent. Upon land, explodes, creating a lingering cloud with the same effect.
10% Chance: Freezing Gas
Blue Charging Flash. Freezes the opponent in place, and creates a lingering cloud upon landing.4%
10% Chance: Strange Gas
Orange Charging Flash. Reverses opponents controls, creates lingering clouds when landing.
10% Chance: Klaptrap
Green Charging Flash. Spikes hard, with 8% damage. Flls through the floors instead of landing.
9% Chance: Barrel
Brown Charging Flash. Light knock back, and rolls upon landing.4%
1% Chance: Misfire
Can't be charged. Deals 10%, no kb, to K Rool and 30%, high knockback, to those around him.
This move can be charged by holding down B, making the projectile larger and stronger. If shield is inputted then, charging is canceled, and K Rool will not receive that projectile again until he actually fires another or a misfire happens. The projectiles will move in different ways depending on the direction held during startup. None or forward will result in a completely straight path forward, up will cause a high arc before it lands on the ground, down will make it fall and then repeatedly bounce forward off the ground, and back results in a slow looping flight that is wonderful for covering space or approaching.
Up B: Helikopter Pack
The King takes out a helicopter pack, a gift from his scientist brother and is, for 3 seconds, able to hover in place and fly in 8 directions, albeit slowly, making him easy to gimp. At the end, K Rool enters special fall . If the pack itself is hit, K Rool will fall, helpless, not even regaining the move's use until he lands or grabs a ledge.
Down B: Electric Pods
A metal pod spawns before K Rool and remains stationary there, even mid air. If K Rool performs the move again elsewhere, another will spawn, and lightning will arc between the two every 5 seconds, over a period of 1 minute. The lightning stuns the opponent and deals 10%. The pods act as solid platforms only K Rool can tech off of, delaying gimps and giving him a safe haven to land on in the air, where he is normally so vulnerable. When lightning is not there, K Rool can grab and throw the pods as items- but if lightning comes when he's holding it, he'll be in for a shock. If lightning comes while they are thrown through the air, they will freeze in place suddenly. Throwing the pods can make for faster repositioning, but will not make them last any longer than normal. If down B is pressed with two pods out, both will disappear, allowing for him to set up them again in a new spot.
Are they available in some way on the Wii?Strongly recommend playing the SNES DKC games though! It´s worth it, even if you just emulate it or something.