I've often said that one of my concerns about K. Rool is the overall consistency of his moveset, but I suddenly thought of an idea that came out of nowhere
why not redesign the helipack to make it feel more natural in King K. Rool's moveset? I mean, the helipack as we know it in DKC3 is a perfect fit for Baron K. Roolenstein, but I think it may clash too much with the King persona. However, I think it could feel more natural with a new design, for example a barrel made of wood and steel, with an helicopter propeller, and named "Helicopter Barrel" rather than "Helicopter Pack". It would still be a reference to DKC3, especially if you make it work in a unique way similar to how the helipack works in the original game - for example, give K. Rool super armor when he's using this move, but make him fall helpless if the helicopter barrel itself is attacked and destroyed.
And for the blunderbuss, assuming he's making it as King and not Kaptain, then he will not be able to use it extensively like detailed in my Kaptain focused moveset because otherwise it will feel kinda out of place; it'd be like Mario using the F.L.U.D.D. for many moves and not just his down special. That said the blunderbuss is still K. Rool's most iconic weapon and I believe it should be used for at the very least one special move even if he King by default, as the blunderbuss itself doesn't clash that much with his King persona imo. In the general King K. Rool moveset I used to have in my mind the blunderbuss would be used for three moves - neutral B = status gases; forward smash = spiked kannonball; grab = vacuum. But when I think about it, the bast way to use that weapon work in King K. Rool's moveset while making sure the later keeps its overall consistency would be to limit the blunderbuss to the neutral special which would shoot a spiked kannonball (working probably like my Kaptain forward smash I suppose); the forward smash and grab wouldn't suffer much at being something else.
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DJ3DS
I really
love your ideas for K. Rool's grab game. I love creative liberties that work like that, it's a neat reference to the plot of DKC1 where Diddy is said to have been imprisoned in a barrel, it is unique, and it would fit well. Probably the best possible way to implement Klaptraps in a K. Rool moveset
Writing posts like this makes me realize that it's often more interesting to discuss moves in depth and individually about how they could work and fit the character, rather than entire movesets unless you're trying an overall approach that was rarely explored before. All the speculation about DLC and analysis of the philosophy behind each character's moveset in Smash also really learned me a lot of things when it comes to game design in the series, and K. Rool is definitely a huge part of that.