DJ3DS
Smash Lord
- Joined
- Jul 3, 2014
- Messages
- 1,705
- 3DS FC
- 0602-6256-9118
As promised earlier, a more detailed version of my moveset. This includes damage percentages and frames on a couple tilts to give a more coherent understanding of the playstyle, but I can't claim to have explored it for the majority of moves. Also throwing in a couple of other things I've seen; the only one I can remember to credit is @
Wintropy
as I've stolen a version of their controllable crown.
Also, I am still a big fan of having a cannonball you can pick up and throw, but having that and both a spiked cannonball on one move seems overkill to me. So I fixed it by having the cannon just shoot spiked cannonballs as traps, and the cannonball dropped from the skies being a smooth one you can pick up. Twice the trapping utility, but not excessive clutter on one move.
I've mentioned it before, but I really like the idea of K Rool being an anti-metagame character to some extent and having difficulty more with heavy characters. I've tried to achieve this aim in a couple of ways. Firstly, his cannonballs are heavy items, with heavier characters able to abuse them against him back more strongly. Secondly, as a character he has a couple of good combo breaking moves, and so characters who can consistently deal more damage in single hits fare better against him. Thirdly, his crown can't be used to gimp the super armour or invincible recoveries most heavies have.
On a final note I very deliberately put a couple of his moves at 1%. Bowser needs some love from somewhere.
Also, I am still a big fan of having a cannonball you can pick up and throw, but having that and both a spiked cannonball on one move seems overkill to me. So I fixed it by having the cannon just shoot spiked cannonballs as traps, and the cannonball dropped from the skies being a smooth one you can pick up. Twice the trapping utility, but not excessive clutter on one move.
Specials:
- Blunderbuss Cannon (DKC2).
Hold B to charge the cannon, increasing damage and distance. This fires a spiked cannonball which remains on the ground for 10 seconds as a trap.
- Crown Toss (DKC1).
King K Rool throws his crown. Whilst the special button is held, K Rool can guide the crown like a PK Thunder projectile; but is left gawking, defenseless. When the button is released, the crown continues in the direction it was last moving. The crown has a maximum distance, and is shattered if attacked.
- Cannonball Drop (DKC1).
King K Rool drops a cannonball beneath him. Can be picked up and thrown as an item.
- Kopter (DKC3). K Rool's Kopter activates, allowing him to fly to the stage. This move has similar horizontal recovery to DK with somewhat better vertical recovery, but only has a hit box with the blades and no super armour.
Neutrals:
- Kombo (DK64)
Does a quick 2 hit jab combo with his boxing gloves. These deal 2% and 4% damage respectively, and the move comes out on frame 2. This is a very fast move to deal with opponents who get close. Like most of K Rool's tilts, it has decent base knockback but terrible growth; these will consistently give him a little breathing room, but won't KO until quite late.
- Dash Attack - Headbutt (Tropical Freeze).
Performs a running crown headbutt. Hey, if Frederick can steal our moves...
- Glove Boomerang (DK64)
K. Rool punches forward, dealing 7% damage. His glove also flies off the end of his hand, hitting opponents weakly for 1% damage. This is an 8% tilt if hit point blank, with decent knockback; picture Bowser's F-Tilt but slightly faster but weaker. otherwise, the glove makes a safe longer ranged poke. Also, this move can be angled.
- Glove Toss (DK64)
Exactly the same as his forward tilt, but directly upwards.
Thus the above two moves allow K Rool to throw a boxing glove in 7/8 directions around him, giving decent cover (and he can drop cannonballs below). Simon Belmont fans will appreciate this.
Aerials:
- Karousel (King Of Swing)
Spins in midair for a reasonably quick but weak aerial with a stronger crown sweetspot.
- Klaw Swipe (Barrel Blast)
Slashes with his claw. See Bowsers forward air; faster but weaker.
- Blunderbuss Jet (DKC2)
Fires his blunderbuss behind him, propelling him forward. See ROB's Back Air.
- Cannon Blast (New)
Fires an explosion from his cannon upwards, propelling him downwards into immediate fast fall. Disjointedness makes it a very powerful anti-air, and it's safe against airdodges because it pushes K Rool away.
The above two moves give K Rool decent momentum cancelling capabilities, increasing his survivability somewhat.
- Belly Flop (DKL)
Sticks out his gut downwards. Acts as a sex kick, though with a very weak spike at the very beginning of the move, where he thrusts his gut out. Very fast, combo breaking aerial.
Smashes:
- Leap Attack (DKC1)
Performs a leaping body slam. Has massive end-lag, though this is avoided if K Rool uses the move to leap off the stage. Can also be used out of a Dash (Using A+B input).
- Ground Pound (DK64)
Slams the ground, causing shockwaves to ripple across the ground. There is a hitbox on the body as he slams the ground; this comes out quickly and punishes rolls well. Then, shockwaves are generated. Quite a bit of end-lag which is difficult to punish on the ground due to shockwaves but very vulnerable to aerials.
- Uppercut (DK64)
K Rool crouches whilst charging before unleashing a devastating uppercut with an invincible boxing glove.
- Blunderbuss Cannon (DKC2).
Hold B to charge the cannon, increasing damage and distance. This fires a spiked cannonball which remains on the ground for 10 seconds as a trap.
- Crown Toss (DKC1).
King K Rool throws his crown. Whilst the special button is held, K Rool can guide the crown like a PK Thunder projectile; but is left gawking, defenseless. When the button is released, the crown continues in the direction it was last moving. The crown has a maximum distance, and is shattered if attacked.
- Cannonball Drop (DKC1).
King K Rool drops a cannonball beneath him. Can be picked up and thrown as an item.
- Kopter (DKC3). K Rool's Kopter activates, allowing him to fly to the stage. This move has similar horizontal recovery to DK with somewhat better vertical recovery, but only has a hit box with the blades and no super armour.
Neutrals:
- Kombo (DK64)
Does a quick 2 hit jab combo with his boxing gloves. These deal 2% and 4% damage respectively, and the move comes out on frame 2. This is a very fast move to deal with opponents who get close. Like most of K Rool's tilts, it has decent base knockback but terrible growth; these will consistently give him a little breathing room, but won't KO until quite late.
- Dash Attack - Headbutt (Tropical Freeze).
Performs a running crown headbutt. Hey, if Frederick can steal our moves...
- Glove Boomerang (DK64)
K. Rool punches forward, dealing 7% damage. His glove also flies off the end of his hand, hitting opponents weakly for 1% damage. This is an 8% tilt if hit point blank, with decent knockback; picture Bowser's F-Tilt but slightly faster but weaker. otherwise, the glove makes a safe longer ranged poke. Also, this move can be angled.
- Glove Toss (DK64)
Exactly the same as his forward tilt, but directly upwards.
Thus the above two moves allow K Rool to throw a boxing glove in 7/8 directions around him, giving decent cover (and he can drop cannonballs below). Simon Belmont fans will appreciate this.
Aerials:
- Karousel (King Of Swing)
Spins in midair for a reasonably quick but weak aerial with a stronger crown sweetspot.
- Klaw Swipe (Barrel Blast)
Slashes with his claw. See Bowsers forward air; faster but weaker.
- Blunderbuss Jet (DKC2)
Fires his blunderbuss behind him, propelling him forward. See ROB's Back Air.
- Cannon Blast (New)
Fires an explosion from his cannon upwards, propelling him downwards into immediate fast fall. Disjointedness makes it a very powerful anti-air, and it's safe against airdodges because it pushes K Rool away.
The above two moves give K Rool decent momentum cancelling capabilities, increasing his survivability somewhat.
- Belly Flop (DKL)
Sticks out his gut downwards. Acts as a sex kick, though with a very weak spike at the very beginning of the move, where he thrusts his gut out. Very fast, combo breaking aerial.
Smashes:
- Leap Attack (DKC1)
Performs a leaping body slam. Has massive end-lag, though this is avoided if K Rool uses the move to leap off the stage. Can also be used out of a Dash (Using A+B input).
- Ground Pound (DK64)
Slams the ground, causing shockwaves to ripple across the ground. There is a hitbox on the body as he slams the ground; this comes out quickly and punishes rolls well. Then, shockwaves are generated. Quite a bit of end-lag which is difficult to punish on the ground due to shockwaves but very vulnerable to aerials.
- Uppercut (DK64)
K Rool crouches whilst charging before unleashing a devastating uppercut with an invincible boxing glove.
I've mentioned it before, but I really like the idea of K Rool being an anti-metagame character to some extent and having difficulty more with heavy characters. I've tried to achieve this aim in a couple of ways. Firstly, his cannonballs are heavy items, with heavier characters able to abuse them against him back more strongly. Secondly, as a character he has a couple of good combo breaking moves, and so characters who can consistently deal more damage in single hits fare better against him. Thirdly, his crown can't be used to gimp the super armour or invincible recoveries most heavies have.
On a final note I very deliberately put a couple of his moves at 1%. Bowser needs some love from somewhere.