Moveset time? Count me in!
I love the Weapons specialist theme, so‘ll stick with that.
Overall, he is a heavy guy with decent jump height, quick air speed and a fast fall.
Normal Attacks
Jab: A simple 1-2 Jab combo, good knockback on the 2nd hit. Good get-off-me move
FTilt: a hook, similar to how he punched in the match against Diddy from 64. mediocre range, but rather quick
UTilt: a swipe upwards with his Cape, nice Anti air option, low KB for Combos
DTilt: a low sweep with either his foot or tail, low range but a good Combo starter
FSmash: K.Rool pulls out his blunderbuss and knocks opponents away with it’s hilt, a la DKC2.
Charging this move makes the gun suck enemies towards him with a strong Windbox.
Careful though, items can be chucked into the Cannon during the animation, causing a misfire with self damage and stun.
USmash: a quick, Multi hit move from the spun up Heli-Pack, similar to Bowser Jr.
DSmash: the famous Ground pound from DK64. Pretty much like Charizards D-smash (after quick successive usage, KKR‘s Butt will hurt, though)
Nair: a quick roll mid air. KKR basically becomes the Cannonball. Low KB, low endlag. Kombo-starter
Fair: big Belly thrust, high KB, slow start up. Enemies fly almost horizontally. Big finisher, like Dr‘s Fair
Bair: assuming his jump animation is from DKC1, KKR starts with a quick back hand, followed by a bite attack. The first hit is rather weak, the bite however is much stronger.
UAir: A Royal headbutt
DAir: KRool slams downwards, belly first. If he hits an opponent mid air, the animation stops. Spikes during the first frames after the moves‘ initiation, then knocks ‚em sideways.
Grabs: rather poor grab game.
Pummel: single liver hooks.
F throw, thrusts the opponent forwards with his Belly
B throw: throws the opponent away, followed by a weak Blunderbuss cannonball (2nd hit kills)
U throw: throws the enemy upwards in an uppercut like motion. Combos into UAir at low-mid percent
D throw: a downwards slam followed by a stomp. Possible combo starter at low percent.
Specials:
Neutral B: The Blunderbuss!
This is KKR‘s defining move! His entire gameplay revolves around it:
Can be charged up but not stored, K Rool remains stationary while charging.
Depending on how long you charge the Blunderbuss, the outcoming projectile will have different properties.
Tap the B Button to quickly shoot a spiked Ball that immediately falls to the ground an remains stationary. Only 1 of them can be active at a time. This allows K Rool to effectively lay out traps around the field.
After a while or after shooting another ball, the current one disintegrates.
While stationary, the spiked ball deals multiple weak hits on contact with low, upwards KB.
This can lead into the strong Fair-Belly thrust attack, or other moves.
Holding the Button for a longer duration caused the ball to fire in a straight line, or, at the maximum charge, fly in a circular pattern.
This move is highly versatile and the Kore of K Rool‘s Kit. I prefer to have one highly versatile move over a lot of tilts which somehow have a projectile attached to them for simplicity‘s sake.
Side B: the Krown Toss
This one has to be in the moveset. Weak hit, more of an disruption tool
Up B: Heli-Lift
K Rool takes off with the helipad in a straight line upwards, the slowly descends. While in „heli-mode“, he is unable to gain more altitude, but can travel horizontal distance. The hover can be cancelled by inputting down or a move, but not reactivated.
Great vertical coverage, average height. Lifting of has a weak hit box overhead with high BKB, but weak KBG. Risky OoS option, because you‘ll be trapped in the air after activation.
Down B: Blunderbuss Bash
The dashing attack from DKC2! Can be charged up, allowing for faster movement.
K Rool points the nozzle of his gun behind him angled downward and propelled himself forwards with an explosion! (Yeah, in the game it’s a stream of fire)
The movement is rapid and stops rather quickly, knockback is decent.
The big kill power comes from the explosion fired behind: its a nice move to hit possible 2 frames.
The dash can be used mid air, but it angles KKR slightly upwards.
So there you have it. Many moves to shake his enemies off, but let them get to you and you get combo'd hard, especially due to your fast falling speed.
Landing on stage is easier than with Bowser or DK thanks to the fall speed and his recovery, though. However, don't get knocked down too far, for your vertical altitude gain is very limited.
Try to combo off of the cannonball traps, or put pressure on your opponents with the crown and ranged attacks off stage.
Use your F-smash's pull to drag enemies towards a cannonball and cancel the charge into an aerial or tilt!
Force airdodges with your projectiles and punish them with your powerful spiking dair-Belly flop!