Neutral Special - Blunderbuss Cannon - F50 - 10% Uncharged, 20% Charged, 5% (Grounded)
King K. Rool fires a spiked cannonball from his blunderbuss. Upon hitting the ground, it remains as an active hitbox for 15 seconds. Opponents who touch the grounded cannonball take damage. Has very slow startup (Comparably, Bowser Jr's cannon is F43) but this is to compensate for its utility as a trapping tool. Only one cannonball can be active at a time.
Advanced:
1) The spiked cannonball deals continuous shield damage to shielded opponents touching it, so using one of K Rool's high shield pushback moves to push opponents into it is a viable strategy.
2) The cannon has quite strong recoil. This makes it a very strong move to change momentum via B-Reversing, but this is useless if a cannonball is active and can lead to poorly placed traps.
Side Special - Krown Toss - F30 - 3%
King K. Rool throws his crown. Whilst holding the button, K Rool can fully control the movement of the crown, but remains helpless whilst doing so, like PK Thunder. When let go, the crown travels in the direction it was when released a little further before fizzling out.
Very low damage to make up for its high utility, particularly in edge-guarding and juggling. Think PK Thunder, but with less than half the damage to make up for the fact K Rool's recovery is not crippled by it, and without the almost OHKO that is PKT2. Can be B-Reversed.
Down Special - Cannonball Crash - F15 - 10%
King K. Rool plucks a cannonball from hammerspace and drops it below him. If it hits the ground, once it settles it can be picked up and thrown. It is fairly heavy, so significantly slows lighter characters who attempt to use it. Only one can be active at a time. When settled on the ground, it has no active hitbox.
Advanced:
1) Knockback direction is the same as the one K Rool was facing when the ball was dropped or thrown. This gives the same combo opportunities as the gyro. However, it is slower when thrown and does not have an active hitbox, for balancing purposes.
2) Whilst the hitbox is only active from F15, the move activates F1, similarly to Pikachu's Thunder, making it an excellent vertical combo breaker (ZSS eat your heart out).
3) If used mid-air, the momentum of the cannonball gives K Rool a vertical boost that allows him to air stall similarly to e.g. Mario's Cape.
Up Special - Flight of Ikarus (Copter) - F20 (Aerial), F10 (Grounded) - 2% (Aerial, Blades), 4% (End), 1%, 2%, 2%, 5% (Grounded)
K Rool gets out his copter and flies upwards. The blades of the copter form a disjointed hitbox above him, making him difficult to spike, though easy to be hit horizontally.
When used upon the ground, K Rool gets out his copter and spins the blades. A weak hit knocks grounded opponents upwards into them; like ROBs Up Smash. The disjoint makes it a great anti-air move.