DJ3DS
Smash Lord
- Joined
- Jul 3, 2014
- Messages
- 1,705
- 3DS FC
- 0602-6256-9118
Right. Here's attempt #5 at a moveset, incorporating a couple of ideas from the more recent movesets posted.
One big complaint I see about K Rool is "why do you want an unviable character?" but I honestly think it's quite feasible to break the character. Canonically you can give him massive weight (and momentum cancelling aerials), great trapping moves (including a hit box in spiked cannonballs to absorb projectiles), safe ground pokes, and a good recovery. There's no reason to give him a dysfunctional grab, and with falling cannonballs and placed hit boxes he could have genuine followup from throws.
Move over Sheik, the King is Koming.
Specials:
Neutral - Blunderbuss Cannon (DKC2). Hold B to charge the cannon, increasing damage and distance. Lightly tapping B fires a smooth cannonball which can be picked up and thrown by any player (it is heavy though!). Holding B fires a Spiked Cannonball which deals more damage and sticks where it lands like a Unira, unable to be picked up by either player, vanishing after 5 seconds. Only one cannonball can be active at one time. Has the utility of a Gyro whilst also being an effective trap move, but not at the same time like ROB Gyro. On the other hand, K Rool's cannonballs are much harder to use against him.
Side - Crown Toss (DKC1). King K Rool tosses his crown forwards as a projectile. Nothing interesting here.
Down - Cannonball Drop (DKC1). King K Rool stomps the ground, causing a cannonball to drop from the skies in front of him. If used in midair, K Rool will drop a cannonball from hammer space, an effective move for returning to the ground.
Up - Kopter (DKC3). K Rool's Kopter activates, allowing him to fly to the stage. This move has similar horizontal recovery to DK with somewhat better vertical recovery, but only has a hit box with the blades and no super armour.
Neutrals:
Jab - Kombo (DK64) - Jabs with his boxing gloves.
Dash Attack - Headbutt (Tropical Freeze). Performs a running crown headbutt. Hey, if Frederick can steal our moves...
F-Tilt - Glove Boomerang (DK64) - Throws his boxing glove as a boomerang for a very weak but safe long range poke.
D-Tilt - Foot Sweep (New) - Sweeps at the opponents feet with claws/gloves. Quicker but weaker than the Jab, with less range.
U-Tilt - Glove Toss (DK64) - Throws his boxing glove upwards for a very weak but safe long range uppercut.
Aerials:
Neutral - Karousel (King Of Swing) - Spins in midair for a reasonably quick but weak aerial with a crown sweetspot.
Forward - Klaw Swipe (Barrel Blast) - Slashes with his claw. See Bowsers forward air.
Back - Blunderbuss Jet (DKC2) - Fires his blunderbuss behind him, propelling him forward. See ROB's Back Air.
Down - Belly Flop (DKL) - Sticks out his gut downwards. Acts as a sex kick.
Up - Cannon Blast (New) - Fires an explosion from his cannon upwards, propelling him downwards.
Smashes:
Forward - Leap Attack (DKC1) - Performs a leaping body slam. Has massive end-lag, though this is avoided if K Rool uses the move to leap off the stage. Can also be used out of a Dash (Using A+B input).
Down - Ground Pound (DK64) - Standard stuff.
Up - Uppercut (DK64) - Again, standard stuff.
Neutral - Blunderbuss Cannon (DKC2). Hold B to charge the cannon, increasing damage and distance. Lightly tapping B fires a smooth cannonball which can be picked up and thrown by any player (it is heavy though!). Holding B fires a Spiked Cannonball which deals more damage and sticks where it lands like a Unira, unable to be picked up by either player, vanishing after 5 seconds. Only one cannonball can be active at one time. Has the utility of a Gyro whilst also being an effective trap move, but not at the same time like ROB Gyro. On the other hand, K Rool's cannonballs are much harder to use against him.
Side - Crown Toss (DKC1). King K Rool tosses his crown forwards as a projectile. Nothing interesting here.
Down - Cannonball Drop (DKC1). King K Rool stomps the ground, causing a cannonball to drop from the skies in front of him. If used in midair, K Rool will drop a cannonball from hammer space, an effective move for returning to the ground.
Up - Kopter (DKC3). K Rool's Kopter activates, allowing him to fly to the stage. This move has similar horizontal recovery to DK with somewhat better vertical recovery, but only has a hit box with the blades and no super armour.
Neutrals:
Jab - Kombo (DK64) - Jabs with his boxing gloves.
Dash Attack - Headbutt (Tropical Freeze). Performs a running crown headbutt. Hey, if Frederick can steal our moves...
F-Tilt - Glove Boomerang (DK64) - Throws his boxing glove as a boomerang for a very weak but safe long range poke.
D-Tilt - Foot Sweep (New) - Sweeps at the opponents feet with claws/gloves. Quicker but weaker than the Jab, with less range.
U-Tilt - Glove Toss (DK64) - Throws his boxing glove upwards for a very weak but safe long range uppercut.
Aerials:
Neutral - Karousel (King Of Swing) - Spins in midair for a reasonably quick but weak aerial with a crown sweetspot.
Forward - Klaw Swipe (Barrel Blast) - Slashes with his claw. See Bowsers forward air.
Back - Blunderbuss Jet (DKC2) - Fires his blunderbuss behind him, propelling him forward. See ROB's Back Air.
Down - Belly Flop (DKL) - Sticks out his gut downwards. Acts as a sex kick.
Up - Cannon Blast (New) - Fires an explosion from his cannon upwards, propelling him downwards.
Smashes:
Forward - Leap Attack (DKC1) - Performs a leaping body slam. Has massive end-lag, though this is avoided if K Rool uses the move to leap off the stage. Can also be used out of a Dash (Using A+B input).
Down - Ground Pound (DK64) - Standard stuff.
Up - Uppercut (DK64) - Again, standard stuff.
One big complaint I see about K Rool is "why do you want an unviable character?" but I honestly think it's quite feasible to break the character. Canonically you can give him massive weight (and momentum cancelling aerials), great trapping moves (including a hit box in spiked cannonballs to absorb projectiles), safe ground pokes, and a good recovery. There's no reason to give him a dysfunctional grab, and with falling cannonballs and placed hit boxes he could have genuine followup from throws.
Move over Sheik, the King is Koming.