King K. Rool Krushes the Kompetition!!
Having waited for so long, King K. Rool is ready to prove his might against his nemesis Donkey Kong and his fellow Nintendo All-Stars in Super Smash Bros!
Gameplay Style: King of the Ring
As the King of the Kremlings, King K. Rool has the size and power to prove himself as one of the biggest fighters in the game. Unlike most heavyweights, King K. Rool relies on using an array of dastardly tricks and tactics to keep his opponent where he wants them to be before beating them senseless with his strength. To achieve that, K. Rool combines various elements he used to fight the Kongs in his final boss battles, from the Blunderbuss from DKC2 and the electric traps from DKC3.
Onscreen Appearance: Jumps down from the sky, a call back to his first boss battle.
Victory Fanfare: An imposing orchestral snippet of Donkey Kong Country 2’s World Map theme ‘
Welcome to Crocodile Island’
Weight: Between Donkey Kong and Bowser’s weight, making him the second heaviest character in the game.
Stage: Gangplank Galleon
King K. Rool’s dandy pirate ship from Donkey Kong Country 1 and 2, where it was the setting of the final battle and the first world respectively. In the distance are Donkey Kong Island and Crocodile Island. It has a similar layout to the Pirate Ship stage and the S.S Flavion in Paper Mario in that the ship is the main platform and the masts act as the floating platform, and the sea below. The sea can provide safety on the Wii U version, as swimming is possible but players cannot swim in the 3DS version; they fall through the water. There are also rope ladders that players can climb up to reach higher levels of the stage. Krow’s Nest is at the top of the stage, and attacking the mast will cause Krow to drop Kannonballs in retaliation.
Omega Form: The Omega version of Gangplank Galleon takes place on Krow’s Nest, now widened to accommodate 4 players.
Stage Themes:
Crocodile Cacophony (DKC – Diddy’s Kong Quest) (New remix)
King K. Rool Battle Medley (Donkey Kong Country series) (New remix)
Boss Battle Medley (Donkey Kong Country series) (New remix)
Welcome to Crocodile Island (DKC – Diddy’s Kong Quest) (Ported)
Volcano Dome/VS. Lord Fredrik (DK Country Returns Tropical Freeze) (Ported)
Donkey Kong Isle (Donkey Kong 64) (Ported)
Standard Attacks:
Jab: King K. Rool slugs a fierce right hook before snapping at his victim with his jaws. K. Rool’s natural combo. Slow, but powerful.
Forward tilt: Belly thrust: King K. Rool suddenly thrusts his massive belly forward, hitting anyone in front of him. This attack gives him frontal invincibility from incoming projectiles.
Up-tilt: K. Rool’s leaping attack from Donkey Kong Country. During his leap, K. Rool can move forwards, giving him an attacking field both above and in front of him.
Down-tilt: Swings a Klaptrap by the tail at the enemy’s feet and throws it away into the background at the end of the animation.
Dash attack: K. Rool propels himself forward with the jet-powered blunderbuss flames. One of his attacks from DKC2, and deals damage from both the front charge and the blunderbuss flames.
Neutral Air: K. Rool spins in the air akin to the Blue Kritter’s attack in Smash Run. The attack is intended to keep him out of combos, and comes out quickly.
Forward Air: Swipes the air with a Klaptrap.
Back Air: Shifts his weight behind him to attack with his back.
Up Air: K. Rool head-butts the air with his Krown.
Down Air: Belly Flop – K. Rool attempts a spread eagle pose and plummets straight down to flatten his opponents with his massive belly. Deals massive amounts of shield damage but a lot of end lag when he hits the ground.
Smash Attacks:
Side Smash: Rocket Punch: K. Rool fires a rocket-powered boxing glove at his opponent. The Boxing glove can be angled up or down, and has great horizontal range.
Up Smash: Blunder Blast: K. Rool swings his blunderbuss upwards, and when it is at a 90
°over his head, he fires a kannonball at them point blank, sending them skywards. He only fires the Blunderbuss if someone connects with it during the swing.
Down Smash: Electric Jolt: K. Rool takes out a remote control and smashes the button, accidentally destroying the controller and electrocuting himself. Anyone who touches him during the electric shock is damaged as well. K. Rool himself doesn’t take damage; rather he ends up charred like when the Blunderbuss misfires, and as such, has quite a bit of lag.
Special Attacks:
Neutral Special: Krown Boomerang: K. Rool takes off his Krown and throws it at his opponents, a throwback to his signature attack from Donkey Kong Country. The Krown can be angled up or down, like Link’s Boomerang, but has multiple hitboxes for extra damage. Upon throwing his Krown, K. Rool won’t move until the Krown comes back to him, leaving him open to damage. The Krown travels forward as long as the Special Button is being held, release to send it back immediately.
Side-Special: Kaptain’s Blunderbuss: K. Rool pulls out his Blunderbuss from his days as Kaptain K. Rool. K. Rool charges up the blunderbuss and fires a Kannonball. The amount of charge affects the properties of the Kannonball. The first charge makes it drop in front of K. Rool. The second charge has it bounce on the ground, and full power sends it flying across the stage. However, overcharging the attack causes the Blunderbuss to backfire, just like sucking up a Bob-omb and deals damage to him and anyone close to him upon explosion, like Diddy’s Peanut Popgun. A shoutout to @
Wintropy
and her discharge mechanic. The Kannonballs can be picked up and thrown by anyone like R.O.B’s Gyros, however, if they are left alone for a while, they become spiked balls that damage the unsuspecting. There can be two Kannonballs on the stage at any time.
Up-Special: Helicopter Pack: K. Rool takes out his Helicopter Pack from Donkey Kong Country 3 and begins to fly around with it. Using the Helicopter Pack, K. Rool has a good amount of horizontal recovery, but the vertical recovery is lacking because of his weight. During his flight, he has small amount of super armour like Snake’s Cipher from the front, but the helicopter pack is immediately destroyed if he is attacked from behind. The Helicopter Pack peters out after 4 seconds, and K. Rool looks at the camera as he plummets helplessly, flapping his hands trying to gain more altitude.
Down Special: Electro Pods: King K. Rool’s means of offense in Donkey Kong Country 3, this is a tiered attack like Villager’s Timber. King K. Rool places an electric pod on the ground in front of him for the first button press, and in the second press places another pod on the stage, which can be deployed in mid air as well. Note that only the second pod can be deployed in mid air. Upon pressing the Special move for the third stage, K. Rool brings out the remote control and presses the button, activating the pods and sending an electric current between both pods. Anything caught in the electric pods’ current will be electrocuted, even K. Rool himself, as such, this can be used as a double-edged defence tool. The electric current is at it’s strongest when the pods are closer together, and subsides after five seconds after activation.
Grab: Blunderbuss Suction: K. Rool activates a suction feature in his blunderbuss that pulls in anyone unfortunate into his blunderbuss and leaves him or her at his mercy. He can move around with his victim stuck in the blunderbuss like DK. Should an explosive item such as a Bob-omb be thrown as he’s sucking in a potential victim, the blunderbuss will explode and damage him. K. Rool will temporarily become charred in the process, a reference to DKC2.
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Forward throw: K. Rool slams his opponent with the hilt of his blunderbuss violently, a throwback to DKC2.
Backwards throw: K. Rool turns around and fires his victim out of the blunderbuss like a projectile.
Up-throw: K. Rool shoots his foe out of the blunderbuss skywards.
Down throw: K. Rool pulls them out of the blunderbuss and throws them to the ground.
FINAL SMASH1: Kredits for the king
King K. Rool beckons his opponent to attack him, and upon taking damage, he plays dead. The opponent is forced into taunting in victory, thinking that they felled the King, leaving them open to being knocked upwards by the fast rising Kredits from DKC1. The characters that didn’t land the final attack are also at the risk of being knocked upwards as well. The Kredits end with “The end?” and King K. Rool gets back to his feet again.
FINAL SMASH2: Kannonball Rain
King K. Rool’s ultimate attack from DKC1 – King K. Rool stomps on the ground and a rain of Kannonballs fall from above in random positions on the stage at a consistent pace. The Kannonballs fall down with a hefty velocity and deal a lot of damage, but the move can be avoided if the Kannonballs bounce off platforms.
Idle animation 1: Twitches his hands in anticipation and his bloodshot eye twitches as well.
Idle animation 2: His crown becomes lopsided, and he readjusts it back on to his head.
Taunts:
Up Taunt: K. Rool raises his arms high in victory, shouting, “Yeah! Thank you!”
Side Taunt: Laughs maniacally towards the camera.
Down Taunt: Attempts to fire a Kannonball. but a fish falls out and he looks stupidly at the camera.
Alternate Kostumes/Kolours
1: King K. Rool – Default costume and colours.
2: Kaptain K. Rool - Dons his pirate costume from DKC2
3: Baron K. Roolenstein - Dons his mad scientist costume from DKC3
4: Krusha K. Rool - K. Rool’s boxer persona from DK64
5: Klump: - Skin turns brownish pink to homage one of K. Rool’s commanders.
6: Krusha: - Skin turns a light blue to homage one of K. Rool’s commanders.
7: Kudgel – Skin turns dark grey like Kudgel, the boss from DKC2.
8: Lord Fredrik – Skin turns grey and wears similar garments to Lord Fredrik from Tropical Freeze.