• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

K. Rool's Kremling Kutthroats: PM BKupa666 for an Invite to the New K. Rool Thread

APC99

Smash Master
Joined
Jun 12, 2013
Messages
4,244
Location
Appleton, WI
NNID
APC-99
3DS FC
3840-8265-8211
I'm not sure you completely understood the point of my post.

You stated that it was easy to make a moveset without thinking if it's possible in the game. I replied with ways using existing characters to make Dixie's attacks.
 

KingofPhantoms

The Spook Factor
Joined
Feb 12, 2013
Messages
33,648
Location
Southern California
3DS FC
1006-1145-8453
Good to see you're back, Tumblr!


On the current subject, Dixie seems more like she'd be a clone of Diddy to me. Well, of course her moveset wouldn't be near-identical to Diddy's, she would certainly have a good few unique attacks.

And I still don't like the idea of Diddy & Dixie as a tag team, even after seeing how Rosalina & Luma turned out.
 

Diddy Kong

Smash Obsessed
Joined
Dec 8, 2004
Messages
26,561
Switch FC
SW-1597-979602774
**** it, am gonna push for 5 DKC characters at this point. Why? #SWAGYOLO420 :cool:

 

Johnknight1

Upward and Forward, Positive and Persistent
Joined
Feb 25, 2007
Messages
18,979
Location
Livermore, the Bay repping NorCal Smash!
NNID
Johnknight1
3DS FC
3540-0575-1486
Sorry, I'm in a Christmas song mood, and I randomly came up with this in my mind!!! :rotfl:

Hark the Herald Klap Traps Sing!
"Glory to the Kremling King!
War on DK Isle and Mercy Missing
Kremling and Bananas Reconciled"
Joyful all ye Islanders rise
Join the triumph of the bad guys
With the Kremling bosses proclaim
"Kremlings control the Banana Cove"
Hark! The Herald Klap Traps Sing!
"Glory to the Kremling King!"

K. Rool by highest Kremling Kingdom adored
K. Rool the everlasting Kaptain!
Late in time behold Him come
Offspring of an angry mob
Veiled in crocodile skin the genius see
Hail the incarnate Kremling King
Pleased as Kremling with Kremling to dwell
King, our Kaptain
Hark! The Herald Klap Traps Sing!
"Glory to the Kremling King!"

Hail the envious born Scientist to end Peace!
Hail the wrecker of Righteousness!
Bananas and science to all He brings
Ris'n with stealing bananas he brings
Loudly He lay His Glory by
Born that Kremling no more Kremling may die
Born to rid the Kongs from Earth
Born to give us bananas in Kremling girth
Hark! The herald Kremlings sing
"Glory to the Kremling King!"
 

Moon Monkey

Smash Hero
Joined
Nov 20, 2006
Messages
7,897
Location
The Moon
NNID
Mr.MoonMonkey
Switch FC
SW-0550-3588-6412
Idk if this has been brought up, but what if King K. Rool was a stance fighter. I've been watching a lot of...
*looks both ways* PSABR...

And I think it would be cool if King K. Rool played similar to Toro from that game. What I had in mind was that his Down Special would change his stances, his stances would only change his specials.
What are his stances? Why these of course:



This type of playstyle seems pretty doable on both versions, not being as memory intensive as the Pokemon Trainer who had to store different models (the benched Pokemon), their neutrals and their specials.
For the Kroc he would only be swapping costumes to go along with his specials. For gameplay purposes, he could probably stick with the classic three outfits.
I was really just adding to the pot by including the Mario Strikers tribal alias.

Here's a video of Toro's costume, stance changing playstyle:
 

Diddy Kong

Smash Obsessed
Joined
Dec 8, 2004
Messages
26,561
Switch FC
SW-1597-979602774
Not really sure if I'd want that... Am still mostly a fan of keeping K.Rool mostly King & Kaptain styled. I do have a Down B where he pulls the Blunderbuss and gets different B moves but... I fail to see what the Baron could really do, as all he did was bump into you and use the lasers.
 

APC99

Smash Master
Joined
Jun 12, 2013
Messages
4,244
Location
Appleton, WI
NNID
APC-99
3DS FC
3840-8265-8211
BKupa666, add me to the Kutthroats please. King K. Rool, in my opinion, would make the cast way better. I think each series should at least have the hero and villain as playable characters, and King K. Rool is the epitome of characters needed for SSB4 (or Super Smash Bros for the Wii U/ 3DS) because of his diversity in movesets and will should make it into the game over any other DK character, with Dixie second after him. I swear to God if they pull a :troll: and Kiddy Kong is playable over King K. Rool, I'll freak.

Wow, my first REAL post in Smashboards... The memories of it all.
 

Opossum

Thread Title Changer
BRoomer
Joined
Aug 10, 2011
Messages
34,163
Location
This Thread
NNID
OpossumGuy
3DS FC
4742-4911-3431
Switch FC
SW 2859 6322 5208
Idk if this has been brought up, but what if King K. Rool was a stance fighter. I've been watching a lot of...
*looks both ways* PSABR...

And I think it would be cool if King K. Rool played similar to Toro from that game. What I had in mind was that his Down Special would change his stances, his stances would only change his specials.
What are his stances? Why these of course:



This type of playstyle seems pretty doable on both versions, not being as memory intensive as the Pokemon Trainer who had to store different models (the benched Pokemon), their neutrals and their specials.
For the Kroc he would only be swapping costumes to go along with his specials. For gameplay purposes, he could probably stick with the classic three outfits.
I was really just adding to the pot by including the Mario Strikers tribal alias.

Here's a video of Toro's costume, stance changing playstyle:
As much as I love the idea of a stance fighter, I don't think K. Rool would be the one to use it (personally, I advocate Chrom as the stance-fighter). I just see Sakurai going for a more straight-forward "ultra-heavyweight" approach. Lumbering attacks, but extremely tough to kill, while weighing a ton and having poor recovery. Plus, three stances might be pretty difficult to make.
 

Moon Monkey

Smash Hero
Joined
Nov 20, 2006
Messages
7,897
Location
The Moon
NNID
Mr.MoonMonkey
Switch FC
SW-0550-3588-6412
Not really sure if I'd want that... Am still mostly a fan of keeping K.Rool mostly King & Kaptain styled. I do have a Down B where he pulls the Blunderbuss and gets different B moves but... I fail to see what the Baron could really do, as all he did was bump into you and use the lasers.
As much as I love the idea of a stance fighter, I don't think K. Rool would be the one to use it (personally, I advocate Chrom as the stance-fighter). I just see Sakurai going for a more straight-forward "ultra-heavyweight" approach. Lumbering attacks, but extremely tough to kill, while weighing a ton and having poor recovery. Plus, three stances might be pretty difficult to make.
Like I said, it's just an idea I'm tossing out after watching come PSABR videos. Not really sure if I would want this myself, but I thought it would be an interesting concept to post.

As for the stances, all that would be changing are his Up, Side and Neutral Specials. All of his tilts, smashes and aerials would remain the same. So I don't think creating 9 specials would be all that hard; especially when the Pokemon Trainer did just that. The only exception is that Pokemon Trainer had 9 specials plus new aerials, smashes, grabs and tilts. So if anything this concept would be a lot easier than Pokemon Trainer.
 
D

Deleted member

Guest
It's not so much creating the specials that would be difficult.
It would be balancing K. Rool, which would be harder than Trainer since instead of three characters to balance, it's one character with more moves than everyone else.
 

GreenKirby

Smash Master
Joined
Aug 22, 2005
Messages
3,316
Location
The VOID!
NNID
NoName9999
I'm confident that all of the highly-promoted newcomers this time are going to be linked to upcoming or recent games for promotional purposes. While I'm not sure whether all newcomers will be promotional choices, I doubt we'll see characters like K. Rool revealed anytime but close to release, when they have Dixie/Cranky to market instead.
That's simply not true. Otherwise we would have gotten a new Pokemon rep long ago, someone other than Olimar would be playable,

and Marth would like this:

 

Diddy Kong

Smash Obsessed
Joined
Dec 8, 2004
Messages
26,561
Switch FC
SW-1597-979602774
Why go for an appearance on Marth that isn't even from a game he's the main character in? That artwork also wasn't made by Marth's official creator, so to me it made extremely much sence Marth was based on his Shadow Dragon, but mostly: Heroes of Light and Shadows appearance. He's even linked to FE12's page at the Japanese site.
 

Moon Monkey

Smash Hero
Joined
Nov 20, 2006
Messages
7,897
Location
The Moon
NNID
Mr.MoonMonkey
Switch FC
SW-0550-3588-6412
It's not so much creating the specials that would be difficult.
It would be balancing K. Rool, which would be harder than Trainer since instead of three characters to balance, it's one character with more moves than everyone else.
Balance difficulties comes with all characters in all fighting games, also that is the beauty of having Namco Bandai apart of the team, they have tons of experience when it comes to balancing and playstyles. Let's give the team some credit, I'm sure they are capable of doing a good job.

Although King K. Rool is 1 character in head count, his stance changes allows him to become a whole new character. So its essentially King Rool, Kaptain Rool and Baron Rool all in 1. Also he is going to need time to safely switch between stances; it isn't like like it's instantaneous.

So in that sense, it's like Pokemon Trainer; I mean Sakurai did intend for Squirtle, Ivysaur and Charizard all to work together to make up 1 whole character when used. That's why, as I'm sure you already know, is why the stamina feature and the K.O auto-switch mechanic was implemented, to force players to play with the other parts of the whole character. I don't think he anticipated people to gravitate to one Pokemon specifically to fit their playstyle. This concept would be a perfect alternative for Pokemon Trainer players who would like to commit to one playstyle if they wish.

I'm not trying to downplay the effort that goes into making such a character, because it would required some effort and thought to do right, but it isn't impossible to do in a Smash setting
 
D

Deleted member

Guest
EDIT: Eh, **** it.
It's Christmas. Arguments should be saved until it's over.
 

Kon

Smash Journeyman
Joined
Jun 19, 2013
Messages
477
Location
DK Island
I feel like Diddy being confirmed for DKC:Tropical Freeze as he seems to be an obvious returning character. K.Rool and/or Dixie/Cranky may be revealed during a Nintendo Direct or around E3 2014. We got 3 newcomers at E3 and one newcomer during a worldwide Nintendo Direct. Therefore it seems logical newcomers will be revealed during a huge event such as E3 or during a worldwide Nintendo Direct in order to reach many Smash Bros fans.
 

Welshy91

Smash Ace
Joined
Jun 8, 2013
Messages
982
I'm afraid they'll announce 3 more random characters no one was expecting instead of heavy-hitters like K. Rool (pun intended).
 

Bowserlick

Smash Hero
Joined
Jul 25, 2005
Messages
5,136
I came up with the idea for just changing specials on page 30. Here are suggestions for moves.​

Down B Costume Change: K. Rool spins really fast in a blur and appears wearing a different costumes from his Kountry games. King, Pirate, and Mad Scientist. His other specials change accordingly, but his A moves stay the same.
1. King K. Rool
Toward B Krown Toss: Tosses his Krown forward, it returns much like Link's Boomerang.​
B Belly Bounce: Puts his hands on his waist and thrusts his stomach forward. Short range, but good knockback. Can bounce solid projectiles back with high velocity. Can be used on his Krown when it is coming back to him instead of catching it.​
Up B Crocodile Leap: Flicks his tail and launches upwards with an open mouth. Goes a little less further than Fire Fox. Mouth snaps close at the end for high KO potential. Can be angled as long as the trajectory is above the King.​
----------------------------------------------------------------------------------------------------------​
2. Kaptain K. Rool
B Blunderbuss Loadin': Puts a cannon ball, spiked cannon ball, or Klaptrap into his Blunderbuss.​
B Fire! (when loaded): Fires a cannon ball, spiked cannon ball, or Klaptrap horizontally depending on which one was loaded. Each has different properties.​
Toward B Jet Propulsion: Holds the blunderbuss behind him and fire comes out of the end like in the boss battle. Sends K. Rool forward. On the ground leaves a trail of fire which quickly extinguishes.​
Up B Downward Fire: Hops a little upwards and fires downward. Nothing happens after the hop if it is not loaded except for a clicking noise and a confused expression on the Kaptain's face. The shot, if loaded, sends Kaptain upwards. Projectile shoots downward. Effects depends on ammunition.​
-----------------------------------------------------------------------------------------------------​
3. Baron K. Roolenstein
B Electrode: Throws at a metal sphere that hovers slightly above the floor or hovers in the air if used there. Slowly drifts off screen. If anyone touches the metal orb, it shocks them for good damage, decent knockback, and high stun.​
Toward B Shock Pulse: Baron hits a switch on his remote control. If an orb is out, it fires quickly left or right depending on the direction pressed. It travels quickly, immersed in electricity. Low damage, low knockback upwards, and low stun.​
Up B Propellers: Acts like Pit's Wings. The Baron's tiny propellers rotate allowing him to move freely in the air. Can attack out of it, although his propellers will turn off.​
Here are the regular A moves.​
Fightin' Moves:
A: Wild right swing with a fist​
A: Wild right swing, takes a step and does a wild left swing​
AAA: Wild right swing, takes a step and does a wild left swing, takes a step forward while clasping both hands above his head and then brings down his hammerfists​
Toward A: Quick kick forward with good stun, but low range. If A is pressed during the kick, K. Rool draws an arm back behind him while balanced on one foot and brings it forward in an extended punch.​
Crouch: Lays on stomach, with tongue out and one eye closed poorly faking death.​
Down A: Makes a swimming motion (breast stroke) forward as he swings his head forcefully from one side to the other. A pressed for repeat.​
Up A: Stands on his tippy-toes and twirls with his snout pointed to the sky. Knocks Opponents away. Can juggle.​
Dash A: Slides on his stomach while snapping his mouth like a Klaptrap. Goes far.​
Down Smash: Spins in place once with a flurry of his cape and both arms extended. Spinning clothesline. Fast with decent horizontal KO potential.​
Forward Smash: Does the worm. A dance move where he flops forward onto his stomach. A can be pressed again for a second belly flop forward.​
Up Smash: Face screen, crouches, and throws one right uppercut quickly. Force takes K. Rool off the ground as high as the height of one Mario. A can be pressed again during the animation for a second left uppercut which lifts the crocodile higher. Has one jump he can use after the move.​
Aerial Attacks:
Nuetral A: Curls his knees up to his stomach and grabs them while spinning about. An aerial crocodile cannonball. If he hits the ground, during the move he bounces upwards. Bounce height depends on how far K. Rool falls. Can be done over and over until he runs out of height. Lag coming out of move.​
Back A: K. Rool does a spinning backhand which turns him to face the opposite direction.​
Forward A: K. Rool throws both fists forward with his body stretched out completely parallel with the floor below. Lag if he hits the ground in execution.​
Down A: Does a spit with his legs and throws a fist downward. Decent Meteor Smash.​
Up A: Holds his crown on his head with both hands, does a somersault, and kicks upwards with both feet.​
Throws:
Pummel: An open handed slap​
Forward Throw: Bowls the opponent forward. Opponent rolls on the ground. Damage is done as the enemy rolls. Roll is determined by their percentage. Can roll off the stage.​
Down Throw: Puts his mouth over their head. Then jumps a little and does a Death Roll. Spins horizantally with foe's head in mouth and both crash to the floor. Enemy bounces upwards stunned and K. Rool has lag getting up. Highest damaging throw out of the cast.​
Up Throw: Reaches down and grabs opponent's legs and stands back up while hurling them straight above. Low damage, but good power for a quick move​
Back Throw: With one hand, tosses the foe over his shoulder. Quick, decent power with a curved trajectory.​
Techniques:
Glide: K. Rool does a slow descent with his cape billowing and his hands flapping at his side. Cannot go up and down like other glides.
Glide Attack: Does one spin while he snaps his jaws closed for a bite.
 

Ridley_Prime

Proteus Geoform
Joined
Sep 18, 2007
Messages
8,631
NNID
AlphaWarDragon87
3DS FC
0774-4845-6886
Switch FC
SW-7888-8563-5773
I wouldn't mind if they showed K. Rool or Dixie before Diddy, like how Rosalina was shown before Zelda. Doesn't always have to be veterans that get revealed first.
 

Diddy Kong

Smash Obsessed
Joined
Dec 8, 2004
Messages
26,561
Switch FC
SW-1597-979602774
Difference is however: Mario, Luigi, Peach and Bowser got revealed before Rosalina.

Diddy is first. :diddy:
 

Moon Monkey

Smash Hero
Joined
Nov 20, 2006
Messages
7,897
Location
The Moon
NNID
Mr.MoonMonkey
Switch FC
SW-0550-3588-6412
I came up with the idea for just changing specials on page 30. Here are suggestions for moves.​

Down B Costume Change: K. Rool spins really fast in a blur and appears wearing a different costumes from his Kountry games. King, Pirate, and Mad Scientist. His other specials change accordingly, but his A moves stay the same.
1. King K. Rool
Toward B Krown Toss: Tosses his Krown forward, it returns much like Link's Boomerang.​
B Belly Bounce: Puts his hands on his waist and thrusts his stomach forward. Short range, but good knockback. Can bounce solid projectiles back with high velocity. Can be used on his Krown when it is coming back to him instead of catching it.​
Up B Crocodile Leap: Flicks his tail and launches upwards with an open mouth. Goes a little less further than Fire Fox. Mouth snaps close at the end for high KO potential. Can be angled as long as the trajectory is above the King.​
----------------------------------------------------------------------------------------------------------​
2. Kaptain K. Rool
B Blunderbuss Loadin': Puts a cannon ball, spiked cannon ball, or Klaptrap into his Blunderbuss.​
B Fire! (when loaded): Fires a cannon ball, spiked cannon ball, or Klaptrap horizontally depending on which one was loaded. Each has different properties.​
Toward B Jet Propulsion: Holds the blunderbuss behind him and fire comes out of the end like in the boss battle. Sends K. Rool forward. On the ground leaves a trail of fire which quickly extinguishes.​
Up B Downward Fire: Hops a little upwards and fires downward. Nothing happens after the hop if it is not loaded except for a clicking noise and a confused expression on the Kaptain's face. The shot, if loaded, sends Kaptain upwards. Projectile shoots downward. Effects depends on ammunition.​
-----------------------------------------------------------------------------------------------------​
3. Baron K. Roolenstein
B Electrode: Throws at a metal sphere that hovers slightly above the floor or hovers in the air if used there. Slowly drifts off screen. If anyone touches the metal orb, it shocks them for good damage, decent knockback, and high stun.​
Toward B Shock Pulse: Baron hits a switch on his remote control. If an orb is out, it fires quickly left or right depending on the direction pressed. It travels quickly, immersed in electricity. Low damage, low knockback upwards, and low stun.​
Up B Propellers: Acts like Pit's Wings. The Baron's tiny propellers rotate allowing him to move freely in the air. Can attack out of it, although his propellers will turn off.​
Here are the regular A moves.​
Fightin' Moves:
A: Wild right swing with a fist​
A: Wild right swing, takes a step and does a wild left swing​
AAA: Wild right swing, takes a step and does a wild left swing, takes a step forward while clasping both hands above his head and then brings down his hammerfists​
Toward A: Quick kick forward with good stun, but low range. If A is pressed during the kick, K. Rool draws an arm back behind him while balanced on one foot and brings it forward in an extended punch.​
Crouch: Lays on stomach, with tongue out and one eye closed poorly faking death.​
Down A: Makes a swimming motion (breast stroke) forward as he swings his head forcefully from one side to the other. A pressed for repeat.​
Up A: Stands on his tippy-toes and twirls with his snout pointed to the sky. Knocks Opponents away. Can juggle.​
Dash A: Slides on his stomach while snapping his mouth like a Klaptrap. Goes far.​
Down Smash: Spins in place once with a flurry of his cape and both arms extended. Spinning clothesline. Fast with decent horizontal KO potential.​
Forward Smash: Does the worm. A dance move where he flops forward onto his stomach. A can be pressed again for a second belly flop forward.​
Up Smash: Face screen, crouches, and throws one right uppercut quickly. Force takes K. Rool off the ground as high as the height of one Mario. A can be pressed again during the animation for a second left uppercut which lifts the crocodile higher. Has one jump he can use after the move.​
Aerial Attacks:
Nuetral A: Curls his knees up to his stomach and grabs them while spinning about. An aerial crocodile cannonball. If he hits the ground, during the move he bounces upwards. Bounce height depends on how far K. Rool falls. Can be done over and over until he runs out of height. Lag coming out of move.​
Back A: K. Rool does a spinning backhand which turns him to face the opposite direction.​
Forward A: K. Rool throws both fists forward with his body stretched out completely parallel with the floor below. Lag if he hits the ground in execution.​
Down A: Does a spit with his legs and throws a fist downward. Decent Meteor Smash.​
Up A: Holds his crown on his head with both hands, does a somersault, and kicks upwards with both feet.​
Throws:
Pummel: An open handed slap​
Forward Throw: Bowls the opponent forward. Opponent rolls on the ground. Damage is done as the enemy rolls. Roll is determined by their percentage. Can roll off the stage.​
Down Throw: Puts his mouth over their head. Then jumps a little and does a Death Roll. Spins horizantally with foe's head in mouth and both crash to the floor. Enemy bounces upwards stunned and K. Rool has lag getting up. Highest damaging throw out of the cast.​
Up Throw: Reaches down and grabs opponent's legs and stands back up while hurling them straight above. Low damage, but good power for a quick move​
Back Throw: With one hand, tosses the foe over his shoulder. Quick, decent power with a curved trajectory.​
Techniques:
Glide: K. Rool does a slow descent with his cape billowing and his hands flapping at his side. Cannot go up and down like other glides.
Glide Attack: Does one spin while he snaps his jaws closed for a bite.
This is pretty much what I had in mind, good **** Bowserlick.
 

Welshy91

Smash Ace
Joined
Jun 8, 2013
Messages
982
I'd rather K. Rool not be a stance dance type of character. It's not that I dislike those types of characters, it's just that some personas don't have enough in their arsenal to warrant a moveset. Baron K. Rool just flies around with a helipack and Kaptain shoots you with a blunderbuss, individually they aren't very impressive. His moveset should draw inspiration from his different personas, not switch between them.
 
Last edited:

Johnknight1

Upward and Forward, Positive and Persistent
Joined
Feb 25, 2007
Messages
18,979
Location
Livermore, the Bay repping NorCal Smash!
NNID
Johnknight1
3DS FC
3540-0575-1486
It's not so much creating the specials that would be difficult.
It would be balancing K. Rool, which would be harder than Trainer since instead of three characters to balance, it's one character with more moves than everyone else.
Well it depends how many moves. If it's kinda like Samus in Project M (where she switches between her fire beam and ice beam having slightly different effects with just 5 moves), it wouldn't be too bad.

If it was like full on totally different moves, then yeah... it would be a problem.

Even though the Tekken crew is involved this time around, we don't want another Tekken where characters literally have TOO MANY MOVES. Seriously, if you've played Tekken, you know that characters should only have 1/4th of those moves, and that there should be 3 other characters that get the other quarters of the moveset.

The best bet for K. Rool is the Mega Man move: just do a "greatest hits" in regards to the chaotic multiple personality/moves and stir it all into one cohesive moveset. If it worked for Mega Man (amongst other characters), why can't it work for K. Rool=???
Wow, my first REAL post in Smashboards... The memories of it all.
My first post (after my intro post in the intro section) was something about what characters I wanted.

I had a list of like 55 characters that I thought was impossible to add, but cool nonetheless!!! :rotfl:

K. Rool was on it! :grin: Back then I loved K. Rool, and I wanted him, along with Diddy and either Dixie or Cranky.

Boy have the times changed... NOT!!!! (well, minus me talking in txt msg tlk; thanks for telling me off on that Diddy!) :laugh:
 

Groose

Smash Champion
Joined
Jun 14, 2013
Messages
2,228
Location
Villanova
I came here to grab another image for my signature, but I feel like I have to contribute to the conversation somehow. So, what should K. Rool's Final Smash be? LANDMASTER! Except it shoots Klaptraps and is bright green.
 

Moon Monkey

Smash Hero
Joined
Nov 20, 2006
Messages
7,897
Location
The Moon
NNID
Mr.MoonMonkey
Switch FC
SW-0550-3588-6412
I'd rather K. Rool not be a stance dance type of character. It's not that I dislike those types of characters, it's just that some personas don't have enough in their arsenal to warrant a moveset. Baron K. Rool just flies around with a helipack and Kaptain shoots you with a blunderbuss, individually they aren't very impressive. His moveset should draw inspiration from his different personas, not switch between them.
At this point i don't care what type of fighter King K Rool is, i just want him in the game.
 

Louie G.

Smash Legend
Joined
Aug 21, 2013
Messages
10,083
Location
Rhythm Heaven
I feel like K. Rool being a heavyweight that relies on projectiles is enough to be unique.
Although if Sakurai comes up with a neat mechanic for him I'm all ears.
 

Knight Dude

Keeping it going.
Joined
Mar 10, 2013
Messages
21,461
Location
The States
NNID
Kaine-Rodgers
3DS FC
0232-7749-6030
He doesn't need to be a stance character. His normal attacks could be based on both his Boxer and Kaptain forms. Let him shoot the blunderbuss and throw his boomerang crown. His recovery should be his his Helipack. Throw in the Blunderbuss Dash too.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Ah, it's good to be back!

What if each grouping of K. Rool's attacks was inspired by a different persona of his? His standards could be based on Krusha's boxing, his aerials could be based on Baron's aerial craziness, and his Specials could use the Blunderbuss and the various items it fires. Crown throw would fit somewhere in the mix as well.
 

Groose

Smash Champion
Joined
Jun 14, 2013
Messages
2,228
Location
Villanova
Ah, it's good to be back!

What if each grouping of K. Rool's attacks was inspired by a different persona of his? His standards could be based on Krusha's boxing, his aerials could be based on Baron's aerial craziness, and his Specials could use the Blunderbuss and the various items it fires. Crown throw would fit somewhere in the mix as well.
Eh. Call me traditional, but I'd prefer them more evenly mixed. One special per persona. Blunderbuss dash attack. Crocodile-esque tilts. Boxing themed Smash attacks.

On this train of thought, what about his taunts? Should there be one from each of the three country games there? Personally, I'd hope for him waving his arms in the air and saying "THANK YOU" in that idiotic voice of his.
 
D

Deleted member

Guest
Ah, it's good to be back!

What if each grouping of K. Rool's attacks was inspired by a different persona of his? His standards could be based on Krusha's boxing, his aerials could be based on Baron's aerial craziness, and his Specials could use the Blunderbuss and the various items it fires. Crown throw would fit somewhere in the mix as well.
I mostly was thinking that his specials would be his personas and he would use his Blunderbuss or scepter as his weapon. However, this is a better idea. Though, I don't think he should have strictly boxing moves for his standard attacks as it could take away from Little Mac (assuming that he is in it).
 

Knight Dude

Keeping it going.
Joined
Mar 10, 2013
Messages
21,461
Location
The States
NNID
Kaine-Rodgers
3DS FC
0232-7749-6030
Ah, it's good to be back!

What if each grouping of K. Rool's attacks was inspired by a different persona of his? His standards could be based on Krusha's boxing, his aerials could be based on Baron's aerial craziness, and his Specials could use the Blunderbuss and the various items it fires. Crown throw would fit somewhere in the mix as well.
That sounds kind of cool. But shouldn't he still use the Baron's flight for recovery?
 

Diddy Kong

Smash Obsessed
Joined
Dec 8, 2004
Messages
26,561
Switch FC
SW-1597-979602774
The Baron can only fly, that's his problem... I really hope the focus is mostly on King and Kaptain.
 

Ridley_Prime

Proteus Geoform
Joined
Sep 18, 2007
Messages
8,631
NNID
AlphaWarDragon87
3DS FC
0774-4845-6886
Switch FC
SW-7888-8563-5773
Don't see why the Baron wouldn't be able to materialize those laser things on the ground or someplace in the air as part of a moveset.
 

Welshy91

Smash Ace
Joined
Jun 8, 2013
Messages
982
I had an idea for his dash attack instead of the blunderbuss dash. His running animation would be the same as it was in DKC and his attack is he gains super armor and his hit boxes become hurtboxes. So essentially, he just runs into you and damages you just like his original, most basic attack.
 
Last edited:

Welshy91

Smash Ace
Joined
Jun 8, 2013
Messages
982
How about a big belly bounce with great knockback?
I just want the satisfaction of ko'ing people with the move that killed me so many times as a child. Plus I think it'd be a great homage to his original appearance.

Just look at that gif, wouldn't you want to knock people out by casually jogging into them with your massive girth and surprising speed? It would represent his character so well.
 
Top Bottom