K. Rool is a heavyweight fighter who specialises in ranged weaponry and trap-based gameplay. His moves are strong and fast and many of them can be charged to increase their efficacy, but with the risk of a "discharge" that will backfire and damage him if held for too long. He is fast on his feet, but his jump is very weak and his airspeed is poor. His gameplan focuses on ranged pressure and stage control, forcing the opponent into a vulnerable position where he can strike quickly and with deadly force.
* NEUTRAL-B - KANNONBALL *
K. Rool launches a kannonball from his trusty blunderbuss, the distance and speed increasing based on how long the move is charged for: if it's used right away, the kannonball will drop at his feet, and if charged fully, a spiked kannonball will be launched a great distance. The kannonball can be stored as it's charged, and double-tapping will launch the kannonball at that point. A kannonball that lands on the ground will stay there for a short while and can be picked up and thrown by any fighter on the stage, or it will break of its own accord if it lingers for too long. If K. Rool charges this move for too long, the blunderbuss will discharge and release an explosion which damages himself and others in the immediate vicinity instead of a kannonball.
- CUSTOM 1 - BOUNCING BALL -
K. Rool launches a spiked kannonball that bounces when it lands. The spikes mean it does more damage and knockback than the regular variety, but it can't be charged as long, so the maximum distance it travels is about half the length; furthermore, since it bounces indefinitely until it hits something or breaks, it can't be picked up. The kannonball will be destroyed as soon as it hits a target, or it will break of its own accord if it lingers for too long. Discharge effect is the same.
- CUSTOM 2 - FREAKY FUMES -
K. Rool launches a toxic cloud that has a number of quirky effects. The cloud travels forward at a slow pace, inflicting the opponent with a status effect. The effect changes depending on how long the move is charged for, signified by the colour of the smoke emanating from the barrel. The colours and effects are, respectively: green (causes a flower to bloom on the opponent's head), blue (causes freezing) and red (makes the opponent dizzy). Discharge effect is the same.
* SIDE-B - KREMLING KROWN *
K. Rool throws his kingly krown to skewer his opponent. When thrown, the krown can be freely commanded and aimed at will. It does a lot of damage if it hits its target, though it'll return to K. Rool instantaneously if it's left to linger for too long. Holding this move will maintain the krown's momentum, and releasing it will bring it back to K. Rool on cue. K. Rool himself can't move while the krown is active: while he's gawping at the screen, he's totally vulnerable, and getting hit will cause the krown to return to him. Note that, as a point of animation, K. Rool will produce a krown even if he isn't wearing one at the time. Instead of a discharge effect, K. Rool's vulnerability frames make it a risky move to use recklessly.
- CUSTOM 1 - KRAZY KROWN -
K. Rool flings a krafty krown that has a mind of its own. When released, the krown will spin around K. Rool, briefly creating a deadly barrier that will damage anybody that touches it. While the hitbox only extends as far as the krown itself and it does no knockback, the damage is impressive and K. Rool can move freely while it's active. Instead of a discharge effect, K. Rool has to wait until the effect cools down before he can use it again.
- CUSTOM 2 - K. BOOM KROWN -
K. Rool tosses a konvenient krown onto the ground that will explode on contact. It will be thrown a set distance in front of K. Rool and remain stationary until an opponent touches it, at which point it will explode, doing impressive damage and launching them with high knockback. The krown will disappear of its own accord if it's left to linger for too long, doing no damage. K. Rool can move while the krown is active, but he can't produce another krown until it explodes or disappears, and touching the krown will damage him as well. Instead of a discharge effect, K. Rool has to take care that he doesn't detonate his own krown on himself!
* UP-B - KOPTER PACK *
K. Rool straps on his kopter pack and takes to the skies. When activated, he floats up into the air before dropping the pack and plummeting back down to earth. Tapping the button repeatedly will enable him to travel further. He automatically travels upwards and can move very slightly left or right as he travels. It travels far and fast, though it doesn't have a hitbox. If K. Rool tries to travel too far too quickly, the kopter pack will eject him prematurely.
- CUSTOM 1 - SHOCK KOPTER -
K. Rool hitches himself into a prototype kopter that's shocking to the touch. When activated, he slowly rises into the air before releasing himself and falling back down. The distance traveled is half that of the default move, but the multi-tap effect is the same, with each tap yielding an electric discharge. Discharge effect is the same.
- CUSTOM 2 - KOPTER BLAST -
K. Rool tries out a technique favoured by his hated arch-enemies. When activated, K. Rool launches straight upwards with a rocket-propelled kopter pack and, upon reaching the height of his launch, explodes and crashes back down. The button needs to be tapped repeatedly in order to charge the rocket, then he travels very high and fast. The explosion does a hefty amount of damage and has tremendous launching power, though it lacks a hitbox on the way up. He can't steer himself when using it and he'll plummet straight down when landing, so be careful where it's used! If he charges too much too quickly, the rocket pack will discharge and fire away without him!
* DOWN-B - KLAPTRAP *
K. Rool calls on the aid of his beloved pet to snap at the heels of his foes. When summoned, Klaptrap will scuttle forwards along the ground and latch onto any opponent it encounters: once it's got its teeth into the target, it will do continuous damage until it's either knocked off with a physical strike or it has its fill and wanders off of its own accord. Klaptrap can be knocked out before it latches onto an opponent if it takes enough damage, and if it encounters a wall or ledge, it will turn around and continue walking, departing after a set amount of time. Only one Klaptrap from a particular K. Rool can be on-screen at a time. After either being knocked out or departing of its own volition, Klaptrap will hop off-screen, and the animation must finish before another can be summoned. If he's feeling particularly boisterous, K. Rool can even pick up his own Klaptrap and throw it! Klaptrap won't latch on in this case and will vanish immediately after contact, doing only minor damage, but it can be a useful improvised projectile in a pinch. If K. Rool tries to summon another Klaptrap while there's already one active, he will discharge himself with an embarrassed gawk at the screen, briefly rendering him vulnerable.
- CUSTOM 1 - KLAMPON -
K. Rool summons a bigger and more vicious variety of his adorable pet croc. Klampon has a larger hitbox than Klaptrap and is more durable, capable of accruing more damage before being knocked out. As a result of its size and ferocity, Klampon does a lot more damage than Klaptrap, but it's also much slower and doesn't last as long as its smaller, nippier cousin. As with Klaptrap, Klampon can be picked up and thrown as an improvised projectile. It's very heavy and difficult to carry, but because it does decent damage and has high launching power, it may be worthwhile to just throw it in the first place. Discharge mechanic is the same.
- CUSTOM 2 - MECHA-KLAP -
K. Rool pulls out a peculiar mechanical version of his ankle-biting pet. These gleaming silver machines don't actually move and will remain in place as soon as they are summoned, and will not latch onto an opponent or do any damage if they come into contact with a target. Instead, a second Mecha-Klap can be summoned at will, and if two Mecha-Klaps are on the stage at a time, they'll unleash their true power: activating the move a third time will cause both Mecha-Klaps to halt and send a powerful surge of electricity between their metallic bodies! The electric current doesn't do have any launching power, but it does strong continuous damage to anybody caught in its sparking flow. The current lasts a couple of seconds before dissipating, at which point both Mecha-Klaps will explode in a non-lethal blast that does no damage. K. Rool will also take damage if he enters his own electric curret. The Mecha-Klaps can be picked up and thrown at will, though they do minor damage, and because they're immobile, the opponent can pick them up and throw them as well. The Mecha-Klaps will depart of their own accord after a set duration if they aren't activating. Discharge mechanic is the same.
* FINAL SMASH - BLAST-O-MATIC *
K. Rool activates his greatest weapon, the fearsome Blast-O-Matic, and blows away his enemies! When activated, the Blast-O-Matic will appear in the background and a reticule will target the players on-screen: the reticule can be aimed at will, and activating the move again will release a powerful laser beam from the distance. The beam will do massive continuous damage to any players caught in the blast and then launch them with great power.
Jab - K. Rool throws out two haymaker punches that can be used multiple times in quick succession
Dash - Using the flames from his blunderbuss as a jet, K. Rool propels himself forward with great speed
F-tilt - K. Rool releases a hefty blow from his armoured gut; it has the added effect of reflecting projectiles if it connects on the last frame
U-tilt - K. Rool thrusts his scaly cranium upwards, striking with a ferocious headbutt
D-tilt - Crouching will send K. Rool into his "playing dead" pose, allowing him to use this move, a sneaky low punch that doesn't launch, but does decent damage
F-smash - K. Rool summons a kannonball to fall just in front of him; discharge will cause the kannonball to fall on his head and do minor damage instead
U-smash - K. Rool hoists his blunderbuss overhead and releases an explosion of wretched smoke; discharge will cause the blunderbuss to backfire in his face and damage himself
D-smash - K. Rool crashes into the ground with a powerful butt-slam, releasing a shockwave in the immediate vicinity; the more he charges, the stronger the shockwave, but the discharge will cause him to fall flat on his rear and damage himself
N-air - K. Rool spreads his arms and legs out and performs a belly-flop in mid-air
F-air - K. Rool thrusts his head out and snaps his jaws, furiously chomping at any wayward foes
B-air - K. Rool spins his fist around in mid-air, smacking back anybody that dares challenge him
U-air - K. Rool claps his hands together overhead, swatting away any unseemly opponents above him
D-air - K. Rool kicks his feet below in a dainty scuttle, slashing with his clawed tootsies
Grab - A long-range grab that pulls in the opponent with a vacuum from the blunderbuss; once activated, K. Rool can't move until the animation is finished - in addition to this, throwing a kannonball into the blunderbuss during this time will cause it to backfire, damaging K. Rool and anybody caught in the blast
Pummel - K. Rool headbutts the opponent; it's a slow pummel that does decent damage
F-throw - K. Rool shoots the opponent away with a barrage of kannonballs; it doesn't launch very far, but it does decent damage
B-throw - K. Rool tosses the opponent behind him and whacks them with the butt of his blunderbuss; it does minor damage, but has good launching power
U-throw - K. Rool throws the opponent upwards and blasts them away with a point-blank discharge of his blunderbuss
D-throw - K. Rool throws the opponent onto the ground and shoots them at point-blank range with his blunderbuss
* TAUNTS *
Up taunt - Throws his hands into the air and shouts, "Yeah! Yeah!"; performing it again will change the quote to, "Thank you! Thank you!", and it thereafter cycles between the two
Side taunt - Turns his head and gawps at the screen a couple of times
Down taunt - Falls over and plays dead, followed by a swipe to the feet that does no damage, but trips up the opponent; the animation looks identical to his crouching pose, so it's useful as a feint tactic
* VICTORY *
Victory 1 - K. Rool falls over and plays dead while the Kredits roll
Victory 2 - K. Rool laughs maniacally and fires his blunderbuss off in the air
Victory 3 - K. Rool slams the ground and gawps at the screen as a shower of kannonballs fall on top of him
* DEFEAT *
K. Rool throws a tantrum with his arms flailing and teeth crunching in the background
* ENTRANCE *
K. Rool crashes onto the scene in a flurry of kannonballs and readies himself for the fight
* ANNOUNCER *
The announcer shouts "K. ROOOOL!", drawing out the "Rool" in a sinister tone of voice to demonstrate his wicked majesty
* COLOURS / COSTUMES *
King (green scales, red cape)
King (blue scales, green cape)
Kaptain (green scales, red coat)
Kaptain (purple scales, black coat)
Baron (green scales, white coat)
Baron (yellow scales, brown coat)
Boxer (green scales, blue top)
Boxer (black scales, grey top)
* KIRBY HAT *
Kirby sports K. Rool's fearsome krown and dashing cape