If somebody could copy paste this to Twitch, that'd be great.
Neutral B:
Kannonball:
At first glance, it seems the same as Bowser Jr's Cannon, a moderately big cannonball traveling in a straight line before falling down and dealing knockback to whoever it hits.
However, when the Kannonball touches the ground, it changes in a spikeball, which deal moderate damage and knock the opponent directly away from the spikeball, potentially to K. Rool.
The shot can be aimed diagonally downwards for an instant spikeball, or diagonally up for a deceiving lob.
Vacuum:
If there are two Spikeballs on the stage already, the Blunderbuss turns into a vacuum when using the move.
This vacuum can be used to place the balls somewhere else, to store the spikeballs for another moment or to suck up items and opponents.
If an opponent is sucked in the Blunderbuss, you can press B again to let out an explosion that knocks the enemy away.
Neutral B2:
Bouncing Ball
The Kannonball bounces one time when it touches the ground before it gains it spikes.
Can be aimed.
Neutral B3:
Klobberball
The ball is twice as big and does insane knockback, but it disappears when it touches the ground and cannot be aimed.
The vacuum attack does more knockback.
Overall analysis:
The Kannonball can be used in two ways: a normal projectile that acts as a wall, or a trap.
When used in the first way, King K. Rool would want to force the opponent in another trap with this move, instead of outright hitting them with the Kannonball.
When used the second way, King. K Rool gains stage control and can move the spikeballs around with the vacuum or hit opponents with them when stuck in a trap.
King K. Rool also wants to hit the enemy in a stationary spikeball for a potential kill confirm.
Side B:
King's Krown:
King K. Rool throws his crown.
The Krown is fully controllable before it returns back to his head after a few seconds and sweeps opponents with it. (Like Water Shuriken)
When you press B again, the Krown flies back to K. Rools head, dealing minor damage and knockback on the way back.
King K. Rool himself cannot be controlled while the Krown is off his head, he instead looks at the screen like in DKC.
Side B2:
Krown Kollapse
The Krown explodes when it hits an opponent, dealing heavy knockback.
Side B3:
Kilometer Krown
The Krown lasts twice as long, but cannot be controlled
Overall Analysis:
This attack is for getting the opponents in your heavier traps (like Klouds and Elekroctution).
It is also K. Rools most potent projectile, despite the fact K. Rool is a sitting duck while performing it.
Using this attack wisely can change the situation completely and can turn the game into an advantage for K. Rool in any situation.
Up B:
Butt Bounce:
The King bounces up and down three times, going higher each time.
Every time he drops on the ground (not in the air!) , he makes a shockwave appear and buries opponents.
For the last time, he comes down on his fat belly and KOs opponents unlucky to be smashed by his butt.
The last slam does have quite a bit of lag, but it can be cancelled, but decide wisely. It is a very powerful attack!
Up B2:
Jump Bounce:
This Kustom turns King K. Rool's Butt Bounce in DeDeDe's Super DeDeDe Jump.
Up B3:
Shock Bounce
The shockwaves are bigger and kill, but his butt won't bury nor kill
Overall Analyisis:
King K. Rool wants to use this special pretty often, since it has two boons to his play.
The green shockwaves can make opponents uneasy so they make bad decisions, and the hit on his butt has a powerful burying effect.
Opponents hit by it are set up for the KO-ing belly slam.
The fact K. Rool can cancel the last it makes it a less risky maneuver, although when opponents are buried, it's generally wise to not cancel it, since the belly slam deals so much knockback and damage.
DownB:
Gas Klouds
King K. Rool holds his Blunderbuss and shoots a gas Kloud in front of him.
Charging makes the effects of the Kloud different.
Stage 1: Freeze
Anyone who touches the Kloud freezes.
Stage 2: Lip's Flower
Anyone who touches the Kloud gains a Lips Flower
Stage 3: Reverse Kontrols
Anyone who touches the Kloud has his controls reversed.
Stage 4: Slowed
Anyone touching the Kloud is slowed.
Down B2:
KO Kloud
The Klouds now deal knockback, getting heavier at each charge, with the last stage being able to kill at 100%
The Klouds do not bring any extra effects though.
DownB3:
Big Kloud
The Klouds are bigger, but the effects are smaller.
Overall Analysis:
This is K. Rools main trap, with the slowing Kloud being the bnb of K. Rools game.
This is what K. Rool wants to achieve. He want opponents to fear that Kloud.
A good K. Rool would ruthlessly use that fear to trump the opponent.
The Freeze, Lip and Kontrol Klouds all have their uses too, and can instill fear to the opponent just the same.
The Freeze Kloud can be a potent and easy ledge guard,
Lip Kloud can be a semi-Pikmim, making opponents shield and delivering you easy damage.
The Kontrol Kloud, along with being the most cruel edgeguard ever, might screw up your opponent in a crucial moment.
Final Smash:
Laaandmastuhr
Kredits
King K. Rool gets launched off screen, and the screen says KAME!
Then, after the usual slowdown off the screen, Kredits come and sweep the opponent off-screen.
Tilts:
Jab: Jabs two times with his boxing gloves
FTilt: Headbutts. Quite slow, but quite powerful too
UTilt: Jumps up and does an uppercut.
DTilt: Places down a Klaptrap that bites opponents.
Dash Attack: Uses his blunderbuss to dash forward.
Smashes:
Forward Smash:
Headbutts the opponent.
Charging animation is him charging the blunderbuss. His most powerful move.
Down Smash:
King K. Rool places down two electric pods at his sides that give a paralysing shock after two seconds
Very slow, but King K. Rool can act before the pods attack, so he can Krown opponents.
Up Smash:
King K. Rool fires a cannonball up that falls down again right before his feet after a second.
Works perfectly if used in conjunction with the knockback from the spikeballs
Aerials:
Neutral air: The helicopter pack malfunctions, spinning K. Rool around.
Forward air: King K. Rool places his Krown in the air, which spins three times before exploding.
It's power is weak, but the animation resembles that of the Side Special, which the opponent should definitely fear.
A great trick!
King K. Rool does have lag on this move, where he looks at the camera.
It only lasts two spins though.
Back air: King K. Rool charges the Blunderbuss, which changes in color, and lets out an explosion after quickly turning the blunderbuss
Up air: The helicopter pack's blades spin around.
Has a momentum canceling effect.
Down air: King K. Rool spreads its arms and falls down on its belly, falls to the floor, and... bounces up again and lands normally.
Like Fair, this move resembles a powerful special move, but is weaker than its special counterpart.
In this case, the Dair resembles the powerful last hit of the Butt Bounce, but it's still pretty powerful in its own right as it has some KO Power, but the Butt Bounce is still twice as powerful!
Grabs and Throws
Pummel: K. Rool punches the opponent in the face
Foward Throw: The infamous Krokodile Death Roll
Back Throw: K. Rool turns around and throws the opponent away like a bowling ball.
Down Throw: King K. Rool butt bounces on his opponents
UThrow: King K. Rool throws his Krown upwards.
Overall Playstyle:
King K. Rool is our first trap character, and he fully depends on them.
His attacks are normally too slow to hit, but when the opponent is Elekrockuted, Klouded, Buried, or knocked towards K. Rool by a spikeball, these slow attacks become perfectly viable for killing.
Of course, the Kunning King isn't just waiting for opponents to step into a trap, he has his ways to do.
The Kannonball forms a wall that opponents can't deny, Spikeballs hinder mobility and make the opponents ping-pong around the stage, his Krown outright forces his opponents in traps and his Butt Bounce's shockwaves makes the opponent make bad decisions.
And when the King succeeded in getting the opponent trapped, he has a plethora of options as well.
USmash works great in conjunction with the knockback Spikeballs give, Butt Bounce and Forward Smash are great finishers.
Of course, trickery is still in K. Rools arsenal, this time in the form of two attacks whose animation resembles a special move quite a bit.
These traps can lend K. Rool a hard read and a hit of his hard belly, but use them sparely, since opponents can see it coming.
A Kunning mind is needed!
The Kustom Kroc
Kustoms turn King. K. Rool in a traditional heavyweight, where all of his normal traps KO earlier than normal, or get opponents off-stage, lending a positional advantage, but he loses the Default Krown that gets opponents in these traps in the first place, the slowing effect from the Default Klouds or the Kannonball that lends K. Rool incredible stage control.
A more konditioning playstyle is asked, but can work just the same, especially since these Kustoms kill earlier than the rest of K. Rools arsenal.