B Kannonball:
At first glance, it seems the same as Bowser Jr's Cannon, 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, damaging anyone who touches it.
Can be aimed downwards for an instant spikeball, or up for a deceiving lob.
If there's a Spikeball 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, or to store the spikeballs for another moment.
B2: Bouncing Ball
The Kannonball bounces one time when it touches the ground before it gains it spikes.
Can be aimed.
B3: Klobberball
The ball is bigger and does insane knockback, but it disappears when it touches the ground.
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.
SideB: King's Krown
King K. Rool throws his crown.
The Krown is fully controllable and sweeps opponents with it. (Like Water Shuriken)
SideB2: Krown Kollapse
The Krown explodes when it hits an opponent, dealing heavy knockback.
SideB3: Kilometer Krown
The Krown travels twice as far, but cannot be controlled
Overall Analysis:
This attack is for getting the opponents in your heavier traps (like Klouds and Elekroctution).
UpB: Butt Bounce
Not a DownB, but an UpB is Butt Bounce.
The King bounces up and down three times, going higher each time.
Every time he drops on the ground, he makes a shockwave appear and buries opponents.
Except for the last time, where he comes down on his fat belly and KOs opponents unlucky to be smashed by his butt.
UpB2: Jump Bounce
This Kustom turns King K. Rool's Butt Bounce in DeDeDe's Super DeDeDe Jump.
UpB3: WaveBounce
The shockwaves are bigger and kill, but his butt won't bury nor kill
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: Lips 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.
DownB2: KO Kloud
The Klouds now deal knockback, getting heavier at each charge
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 ti 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.
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 or Klouded, 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 hinders mobility, 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.
Big bellies, butts and Blunderbusses are great finishers, if the opponent is trapped.
@
BKupa666
asked for write-ups so I did that.