King K. Rool - A Moveset by Machspeed
Entrance: K. Rool wheels in a banana horde on a cart, his eyes grow wide at seeing other enemies, he tosses the cart off stage, and fixates his crown on his head.
A: A light slap from the king.
A, A: A light slap, and then a backhand from the king.
A, A, A: A light slap, followed by a backhand, followed by a gut-bump (he hits you with his stomach).
NEUTRAL + B - Crown Toss: Similar to the move he used in DKC, he removes the crown from his head and tosses it. It is slightly aim-able, and flies quite fast; the crown returns if it hits and does 9-10% damage, but if it doesn't he will stand looking around for about a half of a second, until he pulls another from under his cape.
UP + B - Helicopter: Similar to the move he used in DKC3, he pulls out his helicopter from his Baron K. Roolenstein persona. This would mainly act as a horizontal recovery move, and would do minor damage if the propellers touched you (1-2% in small increments depending on how many times you got hit) or 5-7% if his body hit you, with moderate knockback.
SMASH + B - Blunderbuss Shot: Similar to the move he used in DKC2, he pulls out his mighty musket from his cape. It has quite a bit of startup lag, but is one of his more powerful, fast moves. The musket shot soars through the air, and flies directly horizontally. On occasion, the musket shot will become spiked (about as much as a waddle-doo appears), or he will fire a cannon ball imbued with a curse which immobilizes your opponent (about as much as a gordo appears). A typical cannonball shot does 12-13%, spiked cannonballs do 15%, and cursed do 15% with the effect as stated above.
DOWN + B - Kremling Krush: Similar to the move he used in DK64, he closes his eyes and jumps a short distance upward before falling fast (like the Bowser Bomb move). When he does this, a small shockwave radiates from the spot he lands in. As you do it, the shockwave grows (to an extent, doesn't go as far lengthwise as Kirby is) and the damage magnifies. The first shockwave you do from sitting down does 3% damage, the second 6%, the third 9%, the fourth 12%, and the fifth 15% where it locks off in damage. If you land a fifth hop's strength in the advances, the knockback is considerably high.
Smash Up: K. Rool jumps up with his eyes closed, stabbing the opponent with his crown.
Smash Forward/Back: K. Rool delivers a mighty haymaker with a boxing glove on.
Smash Down: K. Rool abruptly jumps up and lunges downward in a sitting pose, creating a hitbox on either side of him for a short distance.
Forward Aerial: K. Rool takes his crown off, and hits you with it within melee range.
Back Aerial: K. Rool whips his cape backwards, making for a quick hit.
Up Aerial: K. Rool extents his arms upwards, but not very high.
Down Aerial: K. Rool puffs out his stomach, and plunges downward (can be used as a meteor smash).
Forward Grab: K. Rool quickly grabs you, then punches out forward with his boxing glove using all his might.
Back Grab: K. Rool shoves you behind him on the floor, then hits you with the butt of the musket.
Up Grab: K. Rool throws you a short distance above him, before lunging after you with the helicopter.
Down Grab: K. Rool puts you beneath him, then punishes you with the crown.
Taunts:
-K. Rool takes off his crown, and polishes it.
-K. Rool stands still in his signature pose in the picture shown at the top of this post, and a cardboard cutout falls towards the screen, similar to in DK64.
-K. Rool crosses his arms, similar to how he did in King of Swing, and laughs maniacally.
Final Smash - Blast-o-Matic: K. Rool jumps off the stage suddenly, and flies up next to the stage operating a giant laser cannon, filled with Kremlings on top accompanying him. He laughs and it fires full blast horizontally, knocking foes out of the way. This can be dodged, and it's generally more effective in small stages.
Winning Poses:
-K. Rool opens a chest of bananas.
-K. Rool widens his cracked eye, and holds the trigger on his musket.
-K. Rool break dances for a bit, before coming to a laid down, boasting pose.
Stats/Info -
Number of jumps: 2
Wall Hop: No
Wall Cling: No
Gliding: No
Crawling: No
Weight: Heavy
Speed: Slow
Alternate Colors:
Golden crown, blue cape, black K. Rool
Red crown, white cape, green K. Rool
Black crown, blue cape, green K. Rool
*WISHFUL THINKING* Kaptain K. Rool outfit
- Now I know we already have a moveset, but it's a bit too quiet. Maybe this can spark some discussion? Thoughts? Ideas?