DJ3DS
Smash Lord
- Joined
- Jul 3, 2014
- Messages
- 1,705
- 3DS FC
- 0602-6256-9118
His size relative to DK is inconsistent, and he certainly won't be twice the size in Smash!King K. Rool can be the heaviest. Afterall, he is at least twice the size of DK. I would not make him that big, however.
I would give most of his attacks movement properties, but make the character slow. Make him floaty. Maybe even deny him a third jump via UP B or make it horrible.
If he has a projectile, do not make it spammy.
The way I read things you want to make the character basically unplayable. What you've described reads to me as Little Mac except the fact Little Mac is blisteringly fast and you said "make him slow".
I can get behind this sort of idea:If I would design the Cruel King
King K. Rool as I see him would have four types of attacks.
Type one are the ranged Get Off Me moves,
They'd have much knockback, no combo capability aside from a few basic things and fast moves
Type two are the traps.
These traps include Spiked Cannonballs that knock opponents towards K. Rool, Klouds that heavily nerf opponents and Elektrocution Pods that lay down a line of hurt.
Those traps don't kill on themselves and instead put the opponent in a bad position.
Instead, that's type three's jobs.
These are his Smashes, Belly Bounces and one or two aerials.
They're pretty slow, but on a weakened opponent flying to you, they're very viable kill moves.
But getting opponents in these traps is pretty hard.
Type four are made to get opponents into traps.
They're the normal Kannonballs, Krowns (multihit effect) and grab's job.
They can't kill on their own, but can block portions of the stage, or outright throw opponents in the traps.
As for other things, K. Rool is mobile, heavy and a zoner, but cannot kill reliably without his traps and his recovery is bad.
Heck, his range outside of projectiles is only so-so.
- Specials are decent mid-range zoning tools/traps with a good but gimpable recovery.
- Tilts are reasonably fast "get-off me" type boxing moves which ensure he's not helpless up close, but don't link well together and are mostly useful defensively.
- Aerials are OK. Not going to kill anyone, not going to Wall of Pain very effectively but a couple sufficiently fast to make him not complete combo food.
- Smashes are moderately decent kill moves that won't kill anywhere near as early as most heavies, but are difficult to effectively land without proper reads/trapping.
- Generally poor grab game; given that the rest of his kit is pretty decent.
Moreover something I'd really like to see implemented are his traps (e.g. cannonballs) being catchable by heavier characters. It would be interesting to have a strong character who struggles more against the heavyweights as that would promote some more diversity in the game and in the counter-picking.