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

POKEMANSPIKA

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Speaking of Goku, let's imagine some alternate reality where aliens mind controlled Sakurai to add Goku into Smash Brothers. How would you all react if Goku made it over K. Rool? How would everyone react to Goku making it in general? I'm guessing there would be a shared minute of shock, and then just ****ing madness.
I'd be down for him.
 
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Parallel_Falchion

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@ Parallel_Falchion Parallel_Falchion , I asked you in the other thread: are you Masahiro Sakurai, and if not, why are you speaking for him?
I am Masahiro Sakurai. Sorry, guys, K. Rool isn't getting in. No DK newcomer is coming, because I hate DK. Miyamoto-san said I needed to add some form of DK dlc, though, so I made the costume.

Instead, enjoy playing Smash 4 as Magnus and Viridi from my other masterpiece, Kid Icarus: Uprising. I am also adding Dark Palutena as a Palutena clone.
 

Bedoop

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I am Masahiro Sakurai. Sorry, guys, K. Rool isn't getting in. No DK newcomer is coming, because I hate DK. Miyamoto-san said I needed to add some form of DK dlc, though, so I made the costume.

Instead, enjoy playing Smash 4 as Magnus and Viridi from my other masterpiece, Kid Icarus: Uprising. I am also adding Dark Palutena as a Palutena clone.
How many times have I seen that joke
 

SchAlternate

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I am Masahiro Sakurai. Sorry, guys, K. Rool isn't getting in. No DK newcomer is coming, because I hate DK. Miyamoto-san said I needed to add some form of DK dlc, though, so I made the costume.

Instead, enjoy playing Smash 4 as Magnus and Viridi from my other masterpiece, Kid Icarus: Uprising. I am also adding Dark Palutena as a Palutena clone.
IT'S REALLY HIM!! DESTROY HIM!!

I take it you hate Metroid as well, with what Samus being crap tier in Smash 4 and the lack of a Metroid veteran since the original game (besides ZSS). :p
 

SuperiorYoshi87

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Two other possibilities:

--You know how (mostly) detractors and/or pessimists say "The ballot is a sham and it's just an excuse for the team to develop whoever they want on their list"? Maybe they had a similar list of costumes and K. Rool was on it? It would make sense...he was largely requested, but not in a quantifiable and relevance-trumping way like with the ballot. They'd have no reason to take him off of that list, even if they were still open to him through the ballot.

--K. Rool (and Chrom and Lloyd) were turned into costumes based on Japanese ballot requests, ones that they'd have easy access to, what with the lack of need for a translator. The latter two have better odds of having scored high in the Japanese poll (we have less knowledge about it, and their character type lends better to success over there). The global results, however, will be ultimately used for characters themselves, or else why open eleven different sites up for foreigners to put in votes?
That completely slipped my mind about the popular Japanese ballot characters!

K. Rool is popular over there aswell maybe him Loyd and Chrom are high on the list....you think Mii costumes are more widely downloaded in Japan as opposed to over here? I mean we only got news of the DLC due to the Japanese Twitter. I have Smash on my Facebook and don't ever remember seeing anything for the DLC coming unless it was from here. DK vine on my FB posted about the K. Rool costume before I saw any official announcement. Do you think these were marketed more towards the Japanese audience? If that's the case it sort of changes my outlook on these costumes. Because who's to say ballot characters won't be made into costumes for that reason alone regardless of whether they will or will not be made into actual characters! Especially if they sell well in Japan, why not cash in on the popular choices ASAP
 

Mikegamer0608

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Speaking of Goku, let's imagine some alternate reality where aliens mind controlled Sakurai to add Goku into Smash Brothers. How would you all react if Goku made it over K. Rool? How would everyone react to Goku making it in general? I'm guessing there would be a shared minute of shock, and then just ****ing madness.
I can honestly see Goku (DBZ) getting a mii costume and "ONLY" a mii costume.
 
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Ura

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I am Masahiro Sakurai. Sorry, guys, K. Rool isn't getting in. No DK newcomer is coming, because I hate DK. Miyamoto-san said I needed to add some form of DK dlc, though, so I made the costume.

Instead, enjoy playing Smash 4 as Magnus and Viridi from my other masterpiece, Kid Icarus: Uprising. I am also adding Dark Palutena as a Palutena clone.
Why haven't we gotten a new Kirby newcomer Sakurai? Don't you want another one of your own characters in the game?

Speaking of Goku, let's imagine some alternate reality where aliens mind controlled Sakurai to add Goku into Smash Brothers. How would you all react if Goku made it over K. Rool? How would everyone react to Goku making it in general? I'm guessing there would be a shared minute of shock, and then just ****ing madness.
I would be kinda happy but I would also be concerned that potential non-video game characters can get in to Smash and that would open the flood gates for characters I never even want in the vicinity of Smash. Goku would be nice in the game but I can understand why him not being in the game is a good thing.

Also, I would be scared out of my mind that theirs aliens invading our planet so I guess I would be much more fixated on that than Smash
 
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Wintropy

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So I decided to redraft that K. Rool moveset I wrote up before! The changes aren't nearly as radical as I thought they'd be, but I did tweak some stuff here and there for consistency and to make it flow together more readily. I'm pretty proud of how it turned out. Tell me what you think, Kutthroat Krew!

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
 

Morbi

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IMO the outfit is to test the waters. Contrary to popular belief, most casuals don't vote or even know about the ballot. The immense majority of votes are from dedicated smash/nintendo fans. K.Rool is probably a surprise to Nintendo, this "forgotten" character suddenly gets an immense ammount of votes and support from the fanbase, but he is unknown to most of the newer fans, so they get an outfit to see how he clicks with the casual fanbase, the biggest DLC buyers.
If the amount of votes for King K. Rool is a surprise to Nintendo... I don't even know what to say. That would be a surprise to me.
 

Arkaizer

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@ Wintropy Wintropy Nice moveset ideas! Talk about putting effort into it. Here are some of my suggestions, though:

Jab- I don't know how you envisioned it, but the wording makes it sound a bit too much like Villager's jab. Instead, it could be two quick jabs with the boxing gloves, followed with a mean forward lunging bite. Could also double as an infinite.

Side Smash- I noticed you incorperated the blunderbuss a lot into his moveset. Not a bad thing, but it's used in a good amount of his normals. Instead, it could be a powerful left/right hook with his boxing gloves, with knockback rivaling Bowser's Side Smash, and for a backfire effect, if held too long, he steps too far and whiffs the punch, tripping himself.

Up-Smash- a more powerful, but single- direction Krown throw directly upward. The longer the move is charged, the higher up the krown goes and the more damage it does. However, that also means he's open for attack longer should he whiff.

Up and Down Aerials- These moves could involve his blunderbuss much better, with his up-air being a point-blank gas cloud shot that propels him downward, but has great damage and/or knockback. Same goes for Dair, except that it could also have a meteor effect, and that he is pushed upwards slightly from the recoil, so it could also double as a recovery aid.

Once again, props for the creativity in K. Rool's mechanics. Despite being a Meta Main in 4, I'd gladly put some time into playing K. Rool if and when he becomes available. (Since this is my first post on the thread, I guess I get the initiation?)
 
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D

Deleted member

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I am Masahiro Sakurai. Sorry, guys, K. Rool isn't getting in. No DK newcomer is coming, because I hate DK. Miyamoto-san said I needed to add some form of DK dlc, though, so I made the costume.

Instead, enjoy playing Smash 4 as Magnus and Viridi from my other masterpiece, Kid Icarus: Uprising. I am also adding Dark Palutena as a Palutena clone.
That's all i have to say.
 

Banjo-Kazooie

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Wait...don't we already got a costume :p
Never thought about making a NES Goku Mii Fighter mixing Monkey Head and the Ninja Suit. Would look decent.
And unlike the K. Rool costume, getting a DBZ Goku costume would be a hilarious outcome and no one would be upset because "Goku deserved to be a full playabale character".

Now, I paint my line with the "Ogre costume".
 

Bananija

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@ Wintropy Wintropy Nice moveset ideas! Talk about putting effort into it. Here are some of my suggestions, though:

Jab- I don't know how you envisioned it, but the wording makes it sound a bit too much like Villager's jab. Instead, it could be two quick jabs with the boxing gloves, followed with a mean forward lunging bite. Could also double as an infinite.

Side Smash- I noticed you incorperated the blunderbuss a lot into his moveset. Not a bad thing, but it's used in a good amount of his normals. Instead, it could be a powerful left/right hook with his boxing gloves, with knockback rivaling Bowser's Side Smash, and for a backfire effect, if held too long, he steps too far and whiffs the punch, tripping himself.

Up-Smash- a more powerful, but single- direction Krown throw directly upward. The longer the move is charged, the higher up the krown goes and the more damage it does. However, that also means he's open for attack longer should he whiff.

Up and Down Aerials- These moves could involve his blunderbuss much better, with his up-air being a point-blank gas cloud shot that propels him downward, but has great damage and/or knockback. Same goes for Dair, except that it could also have a meteor effect, and that he is pushed upwards slightly from the recoil, so it could also double as a recovery aid.

Once again, props for the creativity in K. Rool's mechanics. Despite being a Meta Main in 4, I'd gladly put some time into playing K. Rool if and when he becomes available. (Since this is my first post on the thread, I guess I get the initiation?)
As you wish...
Welcome aboard!
 
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Wintropy

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@ Wintropy Wintropy Nice moveset ideas! Talk about putting effort into it. Here are some of my suggestions, though:

Jab- I don't know how you envisioned it, but the wording makes it sound a bit too much like Villager's jab. Instead, it could be two quick jabs with the boxing gloves, followed with a mean forward lunging bite. Could also double as an infinite.

Side Smash- I noticed you incorperated the blunderbuss a lot into his moveset. Not a bad thing, but it's used in a good amount of his normals. Instead, it could be a powerful left/right hook with his boxing gloves, with knockback rivaling Bowser's Side Smash, and for a backfire effect, if held too long, he steps too far and whiffs the punch, tripping himself.

Up-Smash- a more powerful, but single- direction Krown throw directly upward. The longer the move is charged, the higher up the krown goes and the more damage it does. However, that also means he's open for attack longer should he whiff.

Up and Down Aerials- These moves could involve his blunderbuss much better, with his up-air being a shot that propels him downward, but has great damage and/or knockback. Same goes for Dair, except he is pushed upwards slightly from the recoil, so it could also double as a recovery aid.

Once again, props for the creativity in K. Rool's mechanics. Despite being a Meta Main in 4, I'd gladly put some time into playing K. Rool if and when he becomes available. (Since this is my first post on the thread, I guess I get the initiation?)
Thanks for the feedback! :3

For the jab, I envisioned it as being more akin to Bowser's jab: two heavy punches that can be chained together in a manner reminiscent of Bowser Jr's jab infinite. I wanted his jab to reflect his Krusha persona with the boxing motif, so I figured a couple of haymakers would do the job nicely. It's more of a "get offa me!" move than a combo tool.

I like the idea of the right hook, but I think you mean u-smash? F-smash is the kannonball drop, u-smash is the blunderbuss's smokescreen. Your idea for a u-smash is good too, of course~

In my original moveset, his b-air was a blunderbuss shot that pushed him forward. It felt a bit out of place and, as you say, the blunderbuss felt shoehorned into too many places it didn't need to be. Funny that we have the same concept, huh~?

If you want to check out my original moveset draft, it's here in the thread somewhere. Welcome aboard, Kutthroat~! >w<
 

Arkaizer

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Thanks for the feedback! :3

For the jab, I envisioned it as being more akin to Bowser's jab: two heavy punches that can be chained together in a manner reminiscent of Bowser Jr's jab infinite. I wanted his jab to reflect his Krusha persona with the boxing motif, so I figured a couple of haymakers would do the job nicely. It's more of a "get offa me!" move than a combo tool.

I like the idea of the right hook, but I think you mean u-smash? F-smash is the kannonball drop, u-smash is the blunderbuss's smokescreen. Your idea for a u-smash is good too, of course~

In my original moveset, his b-air was a blunderbuss shot that pushed him forward. It felt a bit out of place and, as you say, the blunderbuss felt shoehorned into too many places it didn't need to be. Funny that we have the same concept, huh~?

If you want to check out my original moveset draft, it's here in the thread somewhere. Welcome aboard, Kutthroat~! >w<
Apologies. It's late, and for some reason my mind is basically going 'kannonball=blunderbuss'. Other than that, awesome.

I could imagine K. Rool having a crouch walk involving him attempting to sneak across the stage while playing dead.
 

Desert Croc

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I am Masahiro Sakurai. Sorry, guys, K. Rool isn't getting in. No DK newcomer is coming, because I hate DK. Miyamoto-san said I needed to add some form of DK dlc, though, so I made the costume.

Instead, enjoy playing Smash 4 as Magnus and Viridi from my other masterpiece, Kid Icarus: Uprising. I am also adding Dark Palutena as a Palutena clone.
 

Bedoop

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So I decided to redraft that K. Rool moveset I wrote up before! The changes aren't nearly as radical as I thought they'd be, but I did tweak some stuff here and there for consistency and to make it flow together more readily. I'm pretty proud of how it turned out. Tell me what you think, Kutthroat Krew!

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
Well, that certainly beats my fanfiction. :drshrug:
 

StormC

Smash Hero
Joined
Oct 29, 2014
Messages
8,293
If the amount of votes for King K. Rool is a surprise to Nintendo... I don't even know what to say. That would be a surprise to me.
From a business perspective I think it's very possible K. Rool's popularity completely took Nintendo by surprise. He hasn't been in a mainline Donkey Kong game since 1999, a Donkey Kong game at all since 2007, and a video game period since 2008. It might have been easy to write off the people who want the Kremlings back as a vocal minority of "nostalgic 90s kids" until they saw the Smash votes come in and seriously realized their error.

Of course, I'm somewhat conflating Sakurai and Nintendo here, but I think they might feel similarly overall. I wouldn't be surprised if pre-ballot they had a shortlist for DLC and Dixie was on it, but not K. Rool, before they saw the fan requests.

I would be kinda happy but I would also be concerned that potential non-video game characters can get in to Smash and that would open the flood gates for characters I never even want in the vicinity of Smash. Goku would be nice in the game but I can understand why him not being in the game is a good thing.

Also, I would be scared out of my mind that theirs aliens invading our planet so I guess I would be much more fixated on that than Smash
In all seriousness this is generally how I feel. Guys like Goku and Banjo would start opening floodgates I'm not comfortable with.
 
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SchAlternate

Smash Master
Joined
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Messages
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SchAlternate
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So I decided to redraft that K. Rool moveset I wrote up before! The changes aren't nearly as radical as I thought they'd be, but I did tweak some stuff here and there for consistency and to make it flow together more readily. I'm pretty proud of how it turned out. Tell me what you think, Kutthroat Krew!

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
Pretty creative moveset! I like the idea of summoning Klaptraps as a D Special.
 

deleted

Smash Cadet
Joined
Feb 12, 2015
Messages
49
Hey what if his dsmash was klaptrap and was a multi hit move that could keep oponents locked in place for follow ups ?
 

Ura

Smash Legend
Joined
Feb 4, 2014
Messages
12,838
Switch FC
SW-2772-0149-6703
Personally, I would want Kid Goku from the time he fought King Piccolo rather than DBZ Goku. I think he can have a much more Smash orientated moveset and blend in pretty well with the other characters since his moves aren't as outlandish as DBZ Goku.

But yeah, dem floodgates. I don't want to wake up one morning and find out Ronald McDonald and Shrek were datamined in a update.
 

Bedoop

Poyon
Joined
May 30, 2014
Messages
12,492
Location
Canada
NNID
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3DS FC
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Hey guys; it's Sakurai's birthday today! :D (at least in Japan. It'll be his birthday for me in the next 5 minutes).
Am I still in the Shantae thread?
I thought I went to the King K. thread already! :happysheep:
 

Briokinho

Smash Cadet
Joined
Jul 29, 2014
Messages
37
If the amount of votes for King K. Rool is a surprise to Nintendo... I don't even know what to say. That would be a surprise to me.
After growing up with Nintendo, i've learned to never underestimate how out of touch they are with their fanbase. Which is sad, really...
 

Ura

Smash Legend
Joined
Feb 4, 2014
Messages
12,838
Switch FC
SW-2772-0149-6703
My birthday is only 2 days after Sakurai's. Leo's 4 lyfe mane!

HBD Mashpotato Spunkyguy.
 

SuperNintendoKid

Smash Lord
Joined
Apr 3, 2013
Messages
1,886
I am Masahiro Sakurai. Sorry, guys, K. Rool isn't getting in. No DK newcomer is coming, because I hate DK. Miyamoto-san said I needed to add some form of DK dlc, though, so I made the costume.

Instead, enjoy playing Smash 4 as Magnus and Viridi from my other masterpiece, Kid Icarus: Uprising. I am also adding Dark Palutena as a Palutena clone.

EDIT: oh and happy birthday actual Sakurai!
 
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Bedoop

Poyon
Joined
May 30, 2014
Messages
12,492
Location
Canada
NNID
$50.00 / $??.??
3DS FC
0877-1726-4217
It looks more like a cake made for you.
Well I've seen the Smash 4 Social Thread have their suspicions about me being Sakurai, so this isn't out of the ordinary.
Shhhh... :4pacman:
 
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