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

InASnowBoundLand

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He's got some sort of prosthetic on his head, too. I always thought that would be funny to see him throw it, with the wig attached.
 

SleuthMechanism

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I know i'm in the minority but I think I prefer the paon design. All he needs is a tail and it's perfect IMO. It fits more in line with recent Nintendo character models...IMO.
I dunno, it feels really bare and lacking to me without the gold belly-plate and big krown.
 

Bedoop

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hats.png

All of King K.'s hats do fit in an oval shape, you would just have to twist the Head Mirror and Pirate Hat to a Vertical stance to match up with the Krown :drshrug:
 

BKupa666

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It's DK Vine canon that Diddy wears prosthetic golfing fingers in the spin-offs, since he has four in the main games and five in the others. Maybe K.
Rool stole a page from his book?

Baron can also throw his remote control, just so long as it spins in such a way that the hitbox is the same as his crown.

I will go on the record and state I despise the clawless hands.

They just look so damn weird on a reptile, a crocodile no less. Other than that, I am pretty fine with the Rare design, but I'd need to see it in action in a modern game, because my mind can't comprehend eyes or jaws like that having any expression. I hope to be enlightened by K. Rool's fully playable character in Smash.
Bold prediction, a full playable K. Rool would have claws even with the Rare model as the basis, and the reason he doesn't as a Brawler costume is to not cause players to infer he'll do anything but use the Mii's generic punches for attacks (no claw swipes).
 
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If K. Rool makes it in and gets 1-2 costumes he could always just throw the crown out of his jacket if Kaptain and lab coat if Baron, along with throwing it off the top of his head with his regular appearance.

I just cant see us getting a Krusha costume, imagine him holding the blunderbuss with boxing gloves on? Haha

Has been brought up before but in terms of alt. costumes Kaptain's the best chance, I'd be genuinely surprised if we got Baron considering how DKC3 doesn't seem to be as well known or loved. DKC3 is my personal favourite though out of the 3:)
 

SleuthMechanism

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on that voice note i would've preffered if most of the mons used more animalistic sounds like charizard though since.. they are actually animals.(like how origins did it where charmander just kind of went "AAAAAA" and stuff XD)
 
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D

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I'm thinking, if K. Rool makes it in he's either going to have all palette swaps or pull a Wario and have half as the King and half as the Kaptain. Kaptain K. Rool is his most popular persona sans King. Sure there's Baron but yeah, he's as underrated as DKC3 is. All we can hope for is his helicopter pack to represent that persona.

Though I'd be perfectly content with 8 colors of the King. But who knows, Sakurai could surprise us and have all of this alts be different costumes. What a world it would be.

on that voice note i would've preffered if most of the mons used more animalistic sounds like charizard though since.. they are actually animals.(like how origins did it where charmander just kind of went "AAAAAA" and stuff XD)
Weirdly enough, even in the anime, Charizard roared rather than spoke his name over and over. Most Mons don't do this. In the games, Pikachu is the only one I know of that speaks its name.
 
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G-Guy

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I can actually see Sakurai adding 1 or 4 Krusha alts without the Boxing gloves, though.

It's the other Design of old school K.Rool that sports a crown (for the crown throw attack), so yeah.

I'd love to see the Kaptain above anything else, though. DKC2 is my favorite video game (among Mother 3 and Smash 4, tho)
 

EdgeTheLucas

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I'd wager the Battletoads are way less known than any DKC character, but yeah, this just makes the disparity in Rare character treatment between Killer Instinct and Smash even more outlandish.

Let's stick our ground gentlekrocs. The more resilient we become and the more extra IP addresses we find to vote for K. Rool with (
), the more we can assure for ourselves the chance for K. Rool to finally make it into Smash. Let's not get discouraged.
 

Krayon Kaphonie

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Howdy k rool fans!! :D I'm here to inform you that I'm planning on making a 1st party Smash Ballot Comic on miiverse and k roll will be the main villian! ^^ his objective in the comic is to capture all smash ballot candidates so that he can take everyone's invitations and be taken by the master hand to join smash xD

Also, I see a lot concern about him being "deconfirmed" because of his costume. I feel like that's impossible and he will be the 1st or among the 1st newcomers to join from the ballot. xD I mean he's number 1 on every poll and has the best reason to join over anybody xD I say not to worry about the costume and keep krockin' B) ( I bought the costume by the way xD)
 

GalacticPetey

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Rash (from Battletoads)
  • highly popular character that makes it as a full fledged DLC fighter in Killer Instinct.
King K. Rool
  • Highly popular character that makes it into Smash Bros as a DLC Mii costume.
>mfw
This image has always bothered me. He's blinking, but not actually closing his eyes.
 

CyberWolfBia

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I really appreciate the Rash's participation in Killer Instinct, and they made a really great job on him (with throwbacks in his moveset, classic SFXs, and his voice and dialogues are just on point).. even if he's just in the Beta phases anyway. But, I'd like it more if I was actually a KI fan (not dig the gameplay or visuals,... or the game itself as a whole) or Microsoft consoles. =P

Oh, and besides... I never thought that a Battletoad would fit in a gore thematic game;.. They seem much better for a fighting game like Smash or Street Fighter.
 
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TCT~Phantom

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I am bored. I made a K Rool Moveset...


Entrance: Hangs on a stagelight, and then jumps down
Idle:Does some minor fisticuffs, straightens his crown, and looks around
Walk: Cockily struts down the stage, with a dignified pose
Run: Runs across the stage just like his boss fight in DKC 1
Taunt 1: K Rool puts his hands in the air, and says "Thank You"
Taunt 2: K Rool takes out the blunderbuss!...But it fires out seaweed...
Taunt 3: K Rool puts his hands together and laughs
Crouch:K Rool lays on his belly, as if playing dead, but with his big eye open.
Helpless animation: K Rool flails his arms in the air in a panic.
Defeat: K Rool plays dead, with his big eye open.
Victory 1: K Rool sits in a large chair, and laughs
Victory 2: K Rool leans on his blunderbuss, and winks to the screen
Victory 3: K Rool points to the applauding opponents and laughs at them


Weight: 10/10 A Super Heavyweight like Bowser and DK.
Size: 9/10 Around the Same size as DK
Ground Speed: 7/10 He is quicker than DK, but he is not the fastest character in the game
Air Speed: 8/10 K Rool has impressive air speed, lending him useful combos
Jumps: 6/10 K Rool's jumps are slightly above average, but are not great
Killing Ability: 3/10 K Rool only has a few KO moves, and most are kinda hard to land. He has to rely on tricky setups to ensure that he kills
Playstyle: Tricky Heavyweight; The king, while a big guy, lacks the kill power of his fellow heavyweights, as well as damage. What he makes up for is a ton of mindgames and fast attacks, as well as good mobility.

Jabs: K Rool does a clawswipe, a second clawswipe, and then slaps his opponent away. Jab 1 3% Jab 2 3%, Jab 3 3%. A Fast, get off me too
Foward Tilt: K Rool does a quick elbow foward. Good for popping opponents into the air. Bad for killing and short range. 7%
Up Tilt: K Rool Headbuts upward like Mario's up smash. Sweetspots on crown. Good anti air tool, but bad for killing. 8%
Down Tilt: K Rool Bites with his jaws. Low range, but can be set up to. One of K Rool's best killing tools, KOs around 115% on Mario at the center of FD. Vertical knockback. 11%
Dash Attack: K Rool takes out the blunderbuss for his fire trail dash in DKC2. Low knockback, pops opponents up, great for combos 7%
Foward Smash: K Rool thrusts his belly foward, hitting the opponent. One of his best KO tools, but it is hard to set up into and is a tad slow. 15% uncharged, 20% Charged
Up Smash: K Rool jumps up, causing a hitbox, opens his jaws, and then crunches down. Great offensive tool, but it has low kill power 14% Charged, 19% uncharged
Down Smash: K Rool takes out a remote control, which causes electricity to spawn around him. Great hitbox and stuns opponents, and is fast. Too bad it is horrible for killing. Use it to set up combos. 12% uncharged, 16% Charged
Neutral Air:K Rool twirls around, hitting opponents with his cape. Large hitbox and fast, weak though, 5%
Foward Air: K Rool fires his blunderbuss foward, with a puff of smoke. 6% damage, used primarily to space out opponents, fast and useful. Windbox up close.
Back Air: K Rool Does a swipe with his crown. Short Range, but quick and powerful, KO's Mario at the center of FD at 120%. 9% Damage
Up Air: K Rool Does a crown swipe. KO's at high percents, and functions as a decent combo tool. 8%
Down Air: K Rool Thrusts his legs downward. Spikes opponents, Reasonably Quick. 9%

Grab: K Rool swipes his hand foward. Decent speed, but outstanding range.
Pummel: K Rool Slaps the opponent in the face. Low damage, but high speed. 1%
Foward throw: K Rool Puts the opponent inside the blunderbuss and tosses them foward. His main kill throw. Kills at 110% Does 9%
Back throw: K Rool tosses the opponent backwards and tosses a boxing glove at them. Kills at 130% Opponent takes damage from glove. 8%
Up Throw: K Rool chucks an opponent upwards. Decent for follow ups, 5%
Down Throw: A Kannonball falls from the sky and hits the opponent. A Great Combo Tool, this is K Rools main set up tool. Sends opponents 20 Degrees from the Y Axis. 6%

Neutral Special; Blunderbuss Kanon: K Rool takes out his blunderbuss and fires a cannonball a short distance. The Cannonball then grows spikes, and shimmers the color of the player that selected K Rool (P 1 red, P2 blue, etc). The Blunderbuss is a great ko tool at point blank, as then the blunderbuss explodes, leaving K Rool in ash. As a result, the move works sort of like rest at that point. Projectile does 9% and lasts for two hits by K Rool, and can be left as a mine on the stage for ~10 seconds. Only one blunderbuss cannonball can be out at a time for a K Rool player, but the rest like hitbox of the startup remains, as well as a windbox spacing tool that lightly pushes opponents away. 9% for cannonball hits, 20% for burning hitbox.
Description: Fire a kannonbal that can be thrown at your opponents. It can get jammed at close range...
Side Special: Krown Toss: K Rool Tosses his krown foward, like a boomerang. The Initial throwing animation has Super Armor. As such, it can not only be used to keep opponents off you, but can help k rool escape combos. Bounces back as soon as hit hits someone. 8% for crown hit
Description: Toss your regal Krown to your opponent.
Up Special: Koptor: Koptor gives K Rool a Cypher like recovery. K rool will ride the Koptor up to the stage. However. When the move finishes, K Rool is left in a helpless state.
Description: Hover yourself to the stage, deals no damage
Down Special: Klaptrap: K Rool tosses a klaptrap foward, which walks towards the opponent. It grabs an opponent with its jaws flinching them for an extremely short time. Can be picked up as an item and used to throw at opponents. Works similar to mechakoopa, but is slower. 6%
Description: Toss a loyal minion at your opponents! He is cute, but he bites!
Final Smash: Kredits
K Rool plays dead. Then, faster versions of Master Hand's card attack are thrown at the opponent. Tries to carry opponent off the top blast line. When the attack finishes, K Rool gets up and laughs. Deals no Damage.

What do you guys think of the moveset? Any gripes?
 
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Pazzo.

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I like the idea of a 'Kredits' Final Smash.

It's wacky, humorous, and references a part of K. Rool's iconic boss fight.
 

CyberWolfBia

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I think that Kredits should be referenced in the actual credits of the game (somehow), since we can actually interact with them;.. At least change the title to 'credits' for 'kredits?', and maybe changing the 'c' in the words with 'k'. (would be a heck of amount of work, I guess... but would be cool =P).
 

AncientTobacco

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I'm sitting here gradually beginning to dread the fact they could decide not to use the Rare K. Rool model, for whatever reason.

These PAON renders/tributes are okay - it is his most recent incarnation, and it's reflected through some trophies of him - but having seen the beauty of the effort put in to the Mii costume... I just need that to be the reference point they use.
Yeah.

I'll just go ahead and admit that I simply hate the PAON design. I hate pretty much everything about it. That is...

- The lack of a tail (Seriously, what the ****?)
- The tiny crown
- The lack of scales and lighter color
- The lack of the golden belly armor
- The changed facial structure (smaller and less bloodshot eye, shorter snout etc.)
- The changed body structure (besides streamlining it a bit from the clunkyish renders)
- The constant smirking

All these changes make him seem less intimidating, less crocodiley and more like a silly generic cartoon villain. The only changes from the Paon design that I don't mind are the gem color (which is an honest improvement) and the clawed hands (which I don't mind either way). Also, I'm absolutely sick of seeing this render used on every single page that mentions K. Rool.


I think the Paon design looks to much like a Mario character. Even the Smashified mockup, while great, still has this problem. I like the zaniness / goofiness of the original that still somehow manages to be intimidating. Update it? Sure. But I hope -- and I'm confident after the Mii costume -- that they will base his design off the Rare works. After all, they are the games that made him famous.
I think Smashified is really the only instance where someone managed to make the Paon design look somewhat okay. Still, couldn't really get excited about the whole thing once I saw what design they were using.

But yeah, I wouldn't worry about them going with the Paon design now that we got the Rare-based Mii costume. And Sakurai is known for going with the older, better designs for characters like Pac-Man and Mega Man, so I'm confident he'll give us the best K. Rool.
 

DJ3DS

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I am bored. I made a K Rool Moveset...


Entrance: Hangs on a stagelight, and then jumps down
Idle:Does some minor fisticuffs, straightens his crown, and looks around
Walk: Cockily struts down the stage, with a dignified pose
Run: Runs across the stage just like his boss fight in DKC 1
Taunt 1: K Rool puts his hands in the air, and says "Thank You"
Taunt 2: K Rool takes out the blunderbuss!...But it fires out seaweed...
Taunt 3: K Rool puts his hands together and laughs
Crouch:K Rool lays on his belly, as if playing dead, but with his big eye open.
Helpless animation: K Rool flails his arms in the air in a panic.
Defeat: K Rool plays dead, with his big eye open.
Victory 1: K Rool sits in a large chair, and laughs
Victory 2: K Rool leans on his blunderbuss, and winks to the screen
Victory 3: K Rool points to the applauding opponents and laughs at them


Weight: 10/10 A Super Heavyweight like Bowser and DK.
Size: 9/10 Around the Same size as DK
Ground Speed: 7/10 He is quicker than DK, but he is not the fastest character in the game
Air Speed: 8/10 K Rool has impressive air speed, lending him useful combos
Jumps: 6/10 K Rool's jumps are slightly above average, but are not great
Killing Ability: 3/10 K Rool only has a few KO moves, and most are kinda hard to land. He has to rely on tricky setups to ensure that he kills
Playstyle: Tricky Heavyweight; The king, while a big guy, lacks the kill power of his fellow heavyweights, as well as damage. What he makes up for is a ton of mindgames and fast attacks, as well as good mobility.

Jabs: K Rool does a clawswipe, a second clawswipe, and then slaps his opponent away. Jab 1 3% Jab 2 3%, Jab 3 3%. A Fast, get off me too
Foward Tilt: K Rool does a quick elbow foward. Good for popping opponents into the air. Bad for killing and short range. 7%
Up Tilt: K Rool Headbuts upward like Mario's up smash. Sweetspots on crown. Good anti air tool, but bad for killing. 8%
Down Tilt: K Rool Bites with his jaws. Low range, but can be set up to. One of K Rool's best killing tools, KOs around 115% on Mario at the center of FD. Vertical knockback. 11%
Dash Attack: K Rool takes out the blunderbuss for his fire trail dash in DKC2. Low knockback, pops opponents up, great for combos 7%
Foward Smash: K Rool thrusts his belly foward, hitting the opponent. One of his best KO tools, but it is hard to set up into and is a tad slow. 15% uncharged, 20% Charged
Up Smash: K Rool jumps up, causing a hitbox, opens his jaws, and then crunches down. Great offensive tool, but it has low kill power 14% Charged, 19% uncharged
Down Smash: K Rool takes out a remote control, which causes electricity to spawn around him. Great hitbox and stuns opponents, and is fast. Too bad it is horrible for killing. Use it to set up combos. 12% uncharged, 16% Charged
Neutral Air:K Rool twirls around, hitting opponents with his cape. Large hitbox and fast, weak though, 5%
Foward Air: K Rool fires his blunderbuss foward, with a puff of smoke. 6% damage, used primarily to space out opponents, fast and useful. Windbox up close.
Back Air: K Rool Does a swipe with his crown. Short Range, but quick and powerful, KO's Mario at the center of FD at 120%. 9% Damage
Up Air: K Rool Does a crown swipe. KO's at high percents, and functions as a decent combo tool. 8%
Down Air: K Rool Thrusts his legs downward. Spikes opponents, Reasonably Quick. 9%

Grab: K Rool swipes his hand foward. Decent speed, but outstanding range.
Pummel: K Rool Slaps the opponent in the face. Low damage, but high speed. 1%
Foward throw: K Rool Puts the opponent inside the blunderbuss and tosses them foward. His main kill throw. Kills at 110% Does 9%
Back throw: K Rool tosses the opponent backwards and tosses a boxing glove at them. Kills at 130% Opponent takes damage from glove. 8%
Up Throw: K Rool chucks an opponent upwards. Decent for follow ups, 5%
Down Throw: A Kannonball falls from the sky and hits the opponent. A Great Combo Tool, this is K Rools main set up tool. Sends opponents 20 Degrees from the Y Axis. 6%

Neutral Special; Blunderbuss Kanon: K Rool takes out his blunderbuss and fires a cannonball a short distance. The Cannonball then grows spikes, and shimmers the color of the player that selected K Rool (P 1 red, P2 blue, etc). The Blunderbuss is a great ko tool at point blank, as then the blunderbuss explodes, leaving K Rool in ash. As a result, the move works sort of like rest at that point. Projectile does 9% and lasts for two hits by K Rool, and can be left as a mine on the stage for ~10 seconds. Only one blunderbuss cannonball can be out at a time for a K Rool player, but the rest like hitbox of the startup remains, as well as a windbox spacing tool that lightly pushes opponents away. 9% for cannonball hits, 20% for burning hitbox.
Description: Fire a kannonbal that can be thrown at your opponents. It can get jammed at close range...
Side Special: Krown Toss: K Rool Tosses his krown foward, like a boomerang. The Initial throwing animation has Super Armor. As such, it can not only be used to keep opponents off you, but can help k rool escape combos. Bounces back as soon as hit hits someone. 8% for crown hit
Description: Toss your regal Krown to your opponent.
Up Special: Koptor: Koptor gives K Rool a Cypher like recovery. K rool will ride the Koptor up to the stage. However. When the move finishes, K Rool is left in a helpless state.
Description: Hover yourself to the stage, deals no damage
Down Special: Klaptrap: K Rool tosses a klaptrap foward, which walks towards the opponent. It grabs an opponent with its jaws flinching them for an extremely short time. Can be picked up as an item and used to throw at opponents. Works similar to mechakoopa, but is slower. 6%
Description: Toss a loyal minion at your opponents! He is cute, but he bites!
Final Smash: Kredits
K Rool plays dead. Then, faster versions of Master Hand's card attack are thrown at the opponent. Tries to carry opponent off the top blast line. When the attack finishes, K Rool gets up and laughs. Deals no Damage.

What do you guys think of the moveset? Any gripes?
A highly mobile super heavyweight with decent recovery, a good grab and a Kill Throw as strong as Ness'? On top of this, a moderately fast spike and faster attacks than other heavyweights (as you said)?

I like some of the ideas but the implementation honestly sounds slightly game-breaking. He'd dominate for the first couple of months before being hit with a nerf hammer as strong as Dedede's.
 
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TheGalaxyKnight

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If K. Rool makes it in and gets 1-2 costumes he could always just throw the crown out of his jacket if Kaptain and lab coat if Baron, along with throwing it off the top of his head with his regular appearance.

I just cant see us getting a Krusha costume, imagine him holding the blunderbuss with boxing gloves on? Haha

Has been brought up before but in terms of alt. costumes Kaptain's the best chance, I'd be genuinely surprised if we got Baron considering how DKC3 doesn't seem to be as well known or loved. DKC3 is my personal favourite though out of the 3:)
Yea! Imagine little mac holding a super scope with boxing gloves? Rediculous I know!
 
D

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A highly mobile super heavyweight with decent recovery, a good grab and a Kill Throw as strong as Ness'? On top of this, a moderately fast spike and faster attacks than other heavyweights (as you said)?

I like some of the ideas but the implementation honestly sounds slightly game-breaking. He'd dominate for the first couple of months before being hit with a nerf hammer as strong as Dedede's.
And even with ALL that, he'd still be combo food anyway. I'm starting to think Heavies NEED this kinda thing to even compete with the likes of :4zss:,:4sheik:,:4diddy: and the like. That's a recurring theme I notice, a lot of people are too modest when it comes to moveset ideas for their characters in fear of them being "OP" yet we all know what it takes to not be garbage here in Smash. Live a little, you know? Throw in a good Hoo Hah.

Edit: I dunno, a lot of people including Sakurai think that simply being Heavy means they need to be slow, when being big in of itself is a weakness in this game. Their longer reach and higher power would compensate for just how easy they are to hit and trap into quick chains of attacks. Now take that and make them "slow" with like a couple of 1HKO moves to "compensate" and you understand why everyone says new heavies would just be a waste because they'd be garbage tier.
 
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Xzsmmc

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And even with ALL that, he'd still be combo food anyway. I'm starting to think Heavies NEED this kinda thing to even compete with the likes of :4zss:,:4sheik:,:4diddy: and the like. That's a recurring theme I notice, a lot of people are too modest when it comes to moveset ideas for their characters in fear of them being "OP" yet we all know what it takes to not be garbage here in Smash. Live a little, you know? Throw in a good Hoo Hah.

Edit: I dunno, a lot of people including Sakurai think that simply being Heavy means they need to be slow, when being big in of itself is a weakness in this game. Their longer reach and higher power would compensate for just how easy they are to hit and trap into quick chains of attacks. Now take that and make them "slow" with like a couple of 1HKO moves to "compensate" and you understand why everyone says new heavies would just be a waste because they'd be garbage tier.
You pretty much hit the nail on the head here. People were saying Bowser was going to be OP before the game was out simply because he was sped up a bit. But look at him now. People tend to downplay how much of a weakness being a big target is.
 
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I'm thinking, if K. Rool makes it in he's either going to have all palette swaps or pull a Wario and have half as the King and half as the Kaptain. Kaptain K. Rool is his most popular persona sans King. Sure there's Baron but yeah, he's as underrated as DKC3 is. All we can hope for is his helicopter pack to represent that persona.

Though I'd be perfectly content with 8 colors of the King. But who knows, Sakurai could surprise us and have all of this alts be different costumes. What a world it would be.



Weirdly enough, even in the anime, Charizard roared rather than spoke his name over and over. Most Mons don't do this. In the games, Pikachu is the only one I know of that speaks its name.
If I were designing the alt skins, I'd do 5 colors of his king form (his default color, plus four other colors), and the last three would be his Kaptain, Baron, and Krusha outfits respectively.
 
D

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You pretty much hit the nail on the head here. People were saying Bowser was going to be OP before the game was out simply because he was sped up a bit. But look at him now. People tend to downplay how much of a weakness being a big target is.
The way I see it, Heavies should stir some mild concern in Lightweights, not have them rub their hands together and grin wickedly at what they feel will be a no-holds-barred beat down like it currently is. I remember being intimidated back in Melee every time I fought Bowser, but this was long before I even knew a competitive scene existed, because Bowser was technically one of the worst characters due to his size and slowness.

So yes, I was wishing Bowser woulda been high tier in this game. I should be mildly concerned when fighting the Koopa King in all his imposing stature. Rather than going up to a Bowser or Ganondorf and thinking they are chumps yet shake in my boots every time I see a chick with microwave heels.
 

TheGalaxyKnight

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Off topic: I never really played the original 3 DKC games(only returns so far), but I like the idea of a recurring villain in the series rather than RS trying to come up with new villains to separate themselves from rare. In fact, I never realized it until now, but I now see that a game I have been wanting to make is inspired a lot from DKC 1-3. Not to the point where it is a carbon copy, but just enough to feel like a fresh new game. On topic: what if sakurai makes K.Rool a very slow, powerful, low range attacker? Do we rage?
 
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Off topic: I never really played the original 3 DKC games(only returns so far), but I like the idea of a recurring villain in the series rather than RS trying to come up with new villains to separate themselves from rare. In fact, I never realized it until now, but I now see that a game I have been wanting to make is inspired a lot from DKC 1-3. Not to the point where it is a carbon copy, but just enough to feel like a fresh new game. On topic: what if sakurai makes K.Rool a very slow, powerful, low range attacker? Do we rage?
No, because K. Rool would be in Smash. We won and the King's future looks all the brighter as his return to Donkey Kong Country would be nearly guaranteed. Sure some of us would be dissapointed if he was trash tier and detractors who haven't moved on would be all "See, told you so Kutthroat losers, your fat character is a waste of a slot!" but we'd happily ignore them as we still try to do the best we can with the King.

So no matter what the King's standing is, we'd all be elated. Though many of us think that a heavy projectile/trap based moveset ala Snake would go a loooooooooong way, because Snake was pretty damn good in Brawl so if K. Rool became a spiritual successor to that playstyle, he'd be among the best heavies on the merits that if you try to keep him zoned out, you would give HELL to any other Heavy who can't throw Gordos at you, but that would be K. Rool's ideal environment. Unlike all other Heavies who have to close the gab to get close to either projectile spammers, campers, or combo happy lightweights...

K. Rool would control the field and force the enemy to come to him on his own terms with his powerful cannonballs and spiked cannonballs. That right there, this alone, is what would set Rool apart form every other heavy as no other heavy can do this. Rool would have no interest in approaching you, forcing you to weave in and out of his projectiles until you make a mistake and fall into a trap of his, where he can use one of his slower smash attacks to take a stock. It would be like trying to approach a tank, it firing away at its cannons all the while with a minefield around it. We HOPE this would give him an edge, and many of us want very fast but very weak normal attacks (unlike most other heavies) merely to get combo characters off Rool so he could gain distance and continue the cannonball drop.
 
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Cutie Gwen

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No, because K. Rool would be in Smash. We won and the King's future looks all the brighter as his return to Donkey Kong Country would be nearly guaranteed. Sure some of us would be dissapointed if he was trash tier and detractors who haven't moved on would be all "See, told you so Kutthroat losers, your fat character is a waste of a slot!" but we'd happily ignore them as we still try to do the best we can with the King.

So no matter what the King's standing is, we'd all be elated. Though many of us think that a heavy projectile/trap based moveset ala Snake would go a loooooooooong way, because Snake was pretty damn good in Brawl so if K. Rool became a spiritual successor to that playstyle, he'd be among the best heavies.
Wasn't Snake the heaviest character?
 

DJ3DS

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And even with ALL that, he'd still be combo food anyway. I'm starting to think Heavies NEED this kinda thing to even compete with the likes of :4zss:,:4sheik:,:4diddy: and the like. That's a recurring theme I notice, a lot of people are too modest when it comes to moveset ideas for their characters in fear of them being "OP" yet we all know what it takes to not be garbage here in Smash. Live a little, you know? Throw in a good Hoo Hah.

Edit: I dunno, a lot of people including Sakurai think that simply being Heavy means they need to be slow, when being big in of itself is a weakness in this game. Their longer reach and higher power would compensate for just how easy they are to hit and trap into quick chains of attacks. Now take that and make them "slow" with like a couple of 1HKO moves to "compensate" and you understand why everyone says new heavies would just be a waste because they'd be garbage tier.
I am not saying to reduce the speed or the range. I personally advocate K Rool being a bit faster. But bear in mind he'd have all the other tools, like traps and projectiles to force approaches, that most other heavyweights don't. If he has all the other advantages of other heavyweights, he makes them redundant, which is unnecessary as you can still leave other heavyweights their own niche whilst making him capable of holding his own against the higher tiers.

Largely, my qualm is with him having a Kill Throw as strong as Ness. It's bad character design given all the advantages he has, especially when one of his stated cons was being weaker compared to other heavyweights. You don't say that and then give him potentially the most consistent kill option in the game.

I'd be all down for giving the other heavies kill throws and love what they've done with DK and Charizard but K Rool would by design almost certainly be better than them even without one.
 
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No, Bowser was/is.

EDIT: :4greninja:'d
 
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mynameisBlade

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Rash (from Battletoads)
  • highly popular character that makes it as a full fledged DLC fighter in Killer Instinct.
King K. Rool
  • Highly popular character that makes it into Smash Bros as a DLC Mii costume.
>mfw
Stuff like that happens because the people making KI now, (Iron Galaxy) have the mindset that ANYTHING is possible. IG will make anything they want with anything the fans want to see. One of the devs always says, "Anything can be balanced", and he is absolutely correct. We could have King K. be this fast and heavy zoning character that has traps and setups in Smash, but I doubt Sakurai will see this potential. He doesn't really think that far with Smash sadly... If Sakurai thought how they did, Smash Bros would be a different (better) game, imo. Thank God KI is in good hands these days.
 
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I am not saying to reduce the speed or the range. I personally advocate K Rool being a bit faster. But bear in mind he'd have all the other tools, like traps and projectiles to force approaches, that most other heavyweights don't. If he has all the other advantages of other heavyweights, he makes them redundant, which is unnecessary as you can still leave other heavyweights their own niche whilst making him capable of holding his own against the higher tiers.

Largely, my qualm is with him having a Kill Throw as strong as Ness. It's bad character design given all the advantages he has, especially when one of his stated cons was being weaker compared to other heavyweights. You don't say that and then give him potentially the most consistent kill option in the game.

I'd be all down for giving the other heavies kill throws and love what they've done with DK and Charizard but K Rool would by design almost certainly be better than them even without one.
I will grant you this, with a good projectile game that makes him an effective zoner, K. Rool really won't need a kill throw. I think his throws should be actually weak for the purpose of gaining distance and throwing his adversaries into his traps or line of sight for cannonballs. That simply plays into his playstyle more. I didn't think about that, ensuring K. Rool's viability could become an instance where he'd make all other heavies redundant.

Alright, I'll concede on the throws. Basically, weak throws and normal attacks, but powerful projectile game and faster attacks to get himself free of combos. That sounds pretty good, its on niche, and doesnt' detract too much from the other heavies.
 

DJ3DS

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I will grant you this, with a good projectile game that makes him an effective zoner, K. Rool really won't need a kill throw. I think his throws should be actually weak for the purpose of gaining distance and throwing his adversaries into his traps or line of sight for cannonballs. That simply plays into his playstyle more. I didn't think about that, ensuring K. Rool's viability could become an instance where he'd make all other heavies redundant.

Alright, I'll concede on the throws. Basically, weak throws and normal attacks, but powerful projectile game and faster attacks to get himself free of combos. That sounds pretty good, its on niche, and doesnt' detract too much from the other heavies.
Yeah, this is my sort of expectation. Obviously other heavies should still be getting buffs as well. If it were down to me, I'd make Dedede's Gordos much harder to reflect (like 10%)and give Bowser much stronger general armour so lighter opponents have to commit more to make him budge. Having a couple of characters like this who are inherently more advantaged against light characters and weak to heavies who can still exploit them would go a long way to balancing whilst keeping the heavies fundamentally balanced relative to themselves.

I will redo my moveset with more technical details later on to give more of an idea of what I hope for.
 
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Talpr1

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If Sakurai is truly looking for unique playstyles and faithful portraits, I'm fairly confident that we will get a zoning/trap based, "Villager like" King K. Rool. It would even be a nice contrast to DK, which likes to fight at close range.
 
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