King K. Rool’s Moveset
Size: 10/10 (K. Rool is MASSIVE, both in height and width. This makes him an easy target)
Weight: 10/10 ( K. Rool is bar none the heaviest character on the roster. Knocking him away is no easy task, but recovery will be an issue for him)
Speed: 6/10 (K. Rool is surprisingly fast for his size, being able to run across the deck of his ship in a very short time)
Traction: 2/10 (However, due to his bulk and his running speed, K. Rool has a hard time stopping once he gets going)
Jumping: 5/10 (When on the ground, K. Rool can jump quite high. His air jump, however, is pitiful)
Power: 8/10 (K. Rool is a bruiser, fitting his heavyweight status)
Attack Speed: 3/10 (Most of his attacks come out rather slowly, much like Dedede’s)
Entry Animation: K. Rool drops out of the sky, like his appearance in DKC.
Idle Animation: K. Rool adjusts his crown
Neutral A: K. Rool delivers a quick one-two punch, then pulls back and delivers a powerful hook.
Forward A: K. Rool does a clumsy hook. Powerful and with decent range, but has relatively long ending lag. A high-risk attack.
Down A: K. Rool delivers a low punch. A decent move all around.
Up A: K. Rool jumps up, attempting to impale the opponent with his crown.
Dash Attack: K. Rool thrusts his large belly forwards. Very low range, but decent knockback.
Ledge Attack: K. Rool hauls himself up and hurls himself forwards with his head down.
Getting up attack: K. Rool takes off his crown and swings it around him while getting up.
Neutral Air: K. Rool does a forward flip, trying to headbutt the opponent.
Forward Air: K. Rool backhands straight forward.
Back Air: K. Rool wildly swings backward.
Up Air: K. Rool thrusts both of his arms upward.
Down Air: K. Rool raises his arms and swings both down. A potent, if somewhat slow, meteor smash.
Grab: K. Rool pulls out his blunderbuss and sucks his opponent towards him. Has long range for a grab, but the animation is long too, and it can’t be canceled.
Pummel: K. Rool kicks his opponent.
Forward Throw: K. Rool knocks the opponent away with the stock of his gun.
Back Throw: K. Rool turns around with his target and shoots him/her at point-blank range.
Up Throw: K. Rool pulls out his Kopter Pack and tosses his opponent on it, dealing multiple hits before knocking the opponent straight up.
Down Throw: K. Rool smacks the opponent on the ground and then jumps on him/her.
Forward Smash: K. Rool puts on a boxing glove and throws it like a boomerang. The longer it’s charged, the farther it goes. However, even at maximum range, it doesn’t fly too far.
Up Smash: K. Rool whirls his arm in preparation, then uppercuts.
Down Smash: K. Rool performs a similar down smash to DK, but he swings his arms one after another, rather than both at the same time.
Neutral B: Kaptain’s Kannon – K. Rool pulls out his blunderbuss and begins charging up a spiked Kannonball. If Forward is held when B is released, K. Rool shoots straight forward, which goes faster the longer you charge. If Down is held, the Kannonball bounces, with longer charges resulting in higher bouncing. If Up is held, the Kannonball loops around as it goes forward, with longer charges meaning bigger loops. If no direction is held, K. Rool shoots a normal Kannonball which lands in front of him, with longer charges increasing the range. The normal Kannonball can be picked up and thrown. There may be only three Kannonballs of any type on the field at once. If the limit is reached, K. Rool merely shoots out a puff of smoke, after which he looks at the player briefly with a surprised look on his face. If the blunderbuss is charged for longer than four seconds, it backfires, causing damage and stunning K. Rool. The backfire explosion can also damage opponents. In the air, firing a Kannonball will propel K. Rool backwards a bit.
Forward B: Krown Boomerang - K. Rool throws his crown, which functions as a boomerang. Its trajectory can be controlled just like Link’s boomerang. It’s fast and packs a reasonable punch, but K. Rool is completely helpless while he waits for his crown to return to him.
Up B: Kopter Pack – K. Rool uses his Kopter Pack to fly up. It’s similar in control to Snake’s Cipher, with the added bonus of being able to deal damage while in use. The damage is very low, though, and the Pack itself doesn’t last very long.
Down B: King’s Krash – K. Rool makes a very small jump and buttstomps the ground, sending shockwaves away from the impact. These shockwaves travel far along the floor, but the damage falls off fast. They also disappear as soon as they hit an obstacle. In the air, K. Rool plummets straight down.
Final Smash: Kannonball Barrage
K. Rool jumps up and lands with devastating force, causing numerous Kannonballs to drop from the sky as he stands there, laughing maniacally. The Kannonballs do decent damage with high knockback, and fall quite fast, making them tough to dodge. K. Rool drops around 15 Kannonballs.
Up Taunt: K. Rool laughs maniacally.
Side Taunt: K. Rool pulls out a remote and presses the button a few times before groaning and putting it away again.
Down Taunt: K. Rool drops down and plays dead for a moment.
Win pose 1: K. Rool cheers at a nonexistent crowd.
Win pose 2: K. Rool laughs so hard his voice cracks briefly.
Win pose 3: K. Rool tries to strike a pose, but falls on his butt. He gets up slowly, and scratches his behind for the remainder of the score screen.
Lose pose: K. Rool applauds the victor, his large eye twitching occasionally.