Jab/jab combo: Decently fast, good range and speed. Get off me tool if I ever saw one, unlikely to KO. Not amazing jabs like other heavies, but has it's place, especially in the boxing game. Usefulness: 6/10
Dash Attack: You're here for the armor. The move is decently fast on startup and has a good hitbox, but the insanse end lag it has puts it squarely in hard read territory. Use sparingly. Usefulness: 6/10 vs projectile heavy matchups, 3/10 everywhere else
Ftilt: The Klaw Klap seems to be a decent neutral kill move with good knockback. This is probably your go-to fishing kill move. Recovers decently and seems disjointed, but can't confirm. Primarily useful after setting up traps and frustrating the opponent. Usefulness: 6/10
Utilt: This move looks great. Even if it's not disjointed at all, it covers an important angle for K Rool: the 45 degree above him, where all the people are going to go when dancing around his projectiles. That it also hits in front of him means it can catch roll-ins too. This is your ideal defensive tool for people on the approach. Usefulness: 9/10
Dtilt: This is a hard one. It's got good range with the shockwave (that thankfully hits above ground), but the shockwave is more annoying than anything. The bury sweetspot is mad close in comparison, but it's a freaking bury. That has to be useful. I see this move being your counterpart for aggressive grab moves. If you've got them shielding with your projectiles, they'll expect a run up grab. Use this move to beat spot dodges and rollbacks when being oppressive. The big determining factor will be how safe it is on shield. I expect at range is safe and up close, not so much. Usefulness: 5/10
Fsmash: Hits really, really, really hard. Killed Ken at Midstage Smashville when he was at 70 and Diddy who was buried at 100 for roughly the same distance. This will be your go to kill move in Dtilt/Dthrow combos. Another really straightforward move. Usefulness: 7/10
Usmash: This is another odd duck. The jump part comes out really quick, but the falling part and the ending lag afterward put this squarely into hard read territory. This is (I believe) one of your Belly Armor moves and as such can be useful to deal with up close harassers that like to stay super close. But this is not the move I would reach for first when you have a lot of other, better options for kills, for spacing, and for armor at point blank range. Instead, there are two niche uses I can see this move having. First is edgeguarding. We've confirmed the move has a spike hitbox. If the armor carries over and hits below himself, this could be a real problem for people who have trouble grabbing the ledge (looking at you Bayo). The second is low % buries. While Fsmash is a reliable option, I see Usmash being the answer for 'What if the opponent wiggles out fast enough?'. Usmash's angle of dropping onto someone should catch them even if they jump out early with a Fsmash. Usefulness: 5/10, but needs a lot of testing and theorycrafting
Dsmash: This is the 'Armor through your stuff Reversal' move I expect to see the most. Another Belly Move, this one jumps over your opponent, catches both sides, and is likely armored. I really want to see this vs someone who likes to rush in, then watch as they unexpectedly go under me as they dash or roll. That is, however, exactly as much interest as I'm willing to entertain for this move. Usefulness: 5/10
Nair: Your life. This may be one of the best moves I've seen in this game. It's a giant ball of armor that comes out fairly quick, has minimal lag, does decent %, and covers the all important 45 degree angle. It helps you land, it's your safe-ish reversal out of shield, it walls out opponents. The only downside is that you can't really spam it due to how his armor works. Oh, and it probably doesn't kill early/at all. But other than that? Go nuts, this move is fantastic. Usefulness: 10/10
Fair: A pretty good dropkick move with minimal lag and halfway decent stats across the board. It autocancels in it's early active frames as well. It's linear hitbox means it will be most useful on stage rather than offstage, which is OK with me While all your other moves will be making flashy kills and being cool and interesting, Fair is the move that just puts in work even if you don't realize it. Usefulness: 8/10
Bair: Ganon Fair. This is probably the go-to off stage move, as despite the lag it has a good hitbox for hitting aerial opponents, it KOs really early, and of course it has a spike on it. What was holding Ganon back however was that he was never allowed to go deep with it. K Rool is not restricted in this way, and can eagerly follow the opponent to the blast zone and recover with almost no issues. It's not my first choice on stage due to the startup and end lag, but that's because K Rools aerials are all extremely potent in their own ways. Usefulness 8/10
Uair: The hitbox seems to be his entire head, so at least there's that. This move is another early kill move, but it's hitbox doesn't cover a lot of area so I don't think it's good for juggles, just executions. Combo Ender at best. Usefulness: 5/10
Dair: A really good but basic spike. Seems to have a bit of a hitbox below the feet too. Because of how he's able to go so deep, incredibly potent, if a little straightforward and undercut by other spikes in his kit. Usefulness: 7/10
FThrow: A dunk in front of him that bounces them away. MIGHT be combo material at low percent, pretty useless at high percents. Usefulness: 4/10 as is
BThrow: Another 'toss them away' move. Definitely NOT combo material. Might be a kill throw, but that's really not in any short supply here. Usefulness: 3/10
Uthrow: Another very likely kill throw move. Looks mad cool, but we need to see knockback to know how important this move is. Usefulness: 6/10
Dthrow: It's a bury. A BURY! ON A HEAVY. If you grab someone, you combo from it. That's it. We need to know how easy it is to wiggle out of first, but footage has shown not easy at high percents. Usefullness: 9/10
Blunderbuss: This is basically two moves so I'm treating it as such.
Cannonball: A slow moving, fairly damaging cannonball. This will be your main form of tempo control. It is something the opponent must address, but should always have a way to deal with. It's slow to come out and semi-slow to put away, so use with caution. You can act once the cannonball has gotten about 1/3rd of Smashville away from you. The main goal is to force a reaction from your foe and act upon what they do. If they take a defensive option, such as block, dodge, or reflect, use this opportunity to get in close. If they jump over it, roll through it, or take an aggressive approach, move to intercept. Either way, the Cannonball is a useful, but not mandatory tool. Just don't try to win any projectile wars with Link or Villager. Usefulness: 8/10
Suction: Suction's main attraction is being able to suck in projectiles and shoot them back. Again, do not think this is enough in a genuine projectile war. The actual animation of shooting something back is laggy and only deals with one projectile. It will not help vs A Mega man throwing Blades and Pellets all at once at you. This also serves as an answer to people trying to approach you when you shoot the cannonball. A nice gesture, but since you can just NOT do the suction, it's better to just shield or something instead to prep your counter attack. That said, you can do a fair bit of mixups with your opponent due to being able to choose whether you want to shoot or suck. See someone make an approach as you pull out the Blunderbuss? Switch to Suction and try to grab them instead. It's not much but it's something. Usefulness: 5/10
Krown Toss: This move is amazing. A boomerang move that you can act during, goes through shields instead of returning (the only Boomerang to do so so far), and pops them up in place. It controls a lot of area, you can act while it's making the return trip, and purportedly has Super Armor (belly move?). Which is why it's so unfortunate it also counts as an item. If your opponent catches it, you can find yourself out a resource for an extended period, while also giving your foe ammunition to use against you. Do not be scared to throw it, just be cautious.: the move has too many uses to not be a part of your tool kit despite it's drawback. Usefulness: 7/10
Propeller: Fantastic recovery move across the board. Protects you from spikes and goes a LONG distance that can let you got mad deep for edgeguarding. Be careful of being hit from the sides though. Usefulness: 9/10
Belly Counter: On the surface, looks like a basic counter. However, there are a few lingering questions to it. Does it counter behind him? Can it reflect projectiles? How does the Belly Armor play into this, if at all? If it's just a basic counter, whatever, no big deal. Usefulness: At least 5/10 with the potential for more