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Social King K. Rool's Kremling Kutthroats: This...Is Our Finest Hour!

Crap-Zapper

Smash Champion
Joined
Apr 9, 2013
Messages
2,116
Location
Lost Woods
3DS FC
3540-1100-9470
It really makes me smile, seeing new Kutthroats entering the Gangplank Galleon.

Even after all this time, we are a huge amount of supporters, but each time a new Smash is on the horizon we gather more crew members! It's really astonishing.
 

Kirby Dragons

Smash Hero
Joined
Aug 30, 2014
Messages
5,186
Location
Another Dimension

King K. Rool is slow, heavy, and powerful, just like :4dedede::4ganondorf:. However, he is more weapon-based.

  • Jab: Bites (3%), bites wider (4%), then lunges with a third bite (3%).
  • Dash Attack: Jumps and belly flops. 7%, and one of Rool's strongest moves.
  • Forward Tilt: Slaps up with the back of his hand. 5%.
  • Up Tilt: Hits diagonally up with his blunderbuss, twice. The first time is in front, the second time is behind. Both hits do 5%.
  • Down Tilt: Hits down at his feet with his blunderbuss. 6%.
  • Forward Smash: Fires a spiked Kannonball from his blunderbuss. 10% uncharged.
  • Up Smash: Uppercuts using a giant boxing glove. 14% uncharged.
  • Down Smash: Punches down at his feet with a giant boxing glove. 14% uncharged.

  • Neutral Air: Swings blunderbuss down. 4%.
  • Forward Air: Swings head down, hitting with his crown. Head does 3%, base of crown does 1%, and tips of crown do 6%.
  • Up Air: Hits with his blunderbuss in a three-part swing, with each part of the swing causing 3%.
  • Back Air: Shoots a gas cloud from his blunderbuss, which lasts several seconds. Opponents that touch it take 1%.
  • Down Air: Stomps, and meteor smashes. 9%.

  • Grab: Grabs using a large boxing glove.
  • Pummel: Slams against his torso. 3%.
  • Forward Throw: Punches with another glove. 11%.
  • Up Throw: Throws onto his head, and bounces them off his crown. 6%.
  • Back Throw: Punches with another glove. 11%.
  • Down Throw: Stomps. 7%.

  • Standard Special: Shockwave Slam. A ground-only move. KKR stomps the ground, producing a wide, fast shockwave that travels on both sides. It hits characters on and near the ground for 16%.
  • Side Special: Boomerang Crown. KKR takes off his crown and throws it as a boomerang, which always comes back to his head. Touching the crown normally does 5%, but touching the top does 13%.
  • Up Special: Kingly Krusher. KKR glows blue and jumps up in a tall arc shape. On the way down, he'll hit for 13%. He'll also bury nearby opponents when he lands. He can grab the ledge on the way down.
  • Down Special: Bouncy Body. KKR assumes a ball shape. While he's a ball, he'll take no damage, but knockback he takes is tripled. Instead of walking or dashing, he'll roll, which is a bit faster than his actual dash. His jump height also increases some. KKR will stay a ball until he is grabbed, or if he uses an attack, or if this move is inputted again. If he is launched into someone, they are launched and they take 9%.
  • Final Smash: Kannonballs. Several cannonballs rain from the sky, with each causing 7%.
 

HenryZusa

Smash Journeyman
Joined
Jan 19, 2014
Messages
282
Location
Mexico City
NNID
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3DS FC
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This is by far my most wanted newcomer.
If the king is not in the game this time, I will be utterly disappointed (again).
 

DJ3DS

Smash Lord
Joined
Jul 3, 2014
Messages
1,705
3DS FC
0602-6256-9118

King K. Rool is slow, heavy, and powerful, just like :4dedede::4ganondorf:. However, he is more weapon-based.

  • Jab: Bites (3%), bites wider (4%), then lunges with a third bite (3%).
  • Dash Attack: Jumps and belly flops. 7%, and one of Rool's strongest moves. (So like Dedede? It feels like there are better choices both in terms of flavour and competition)
  • Forward Tilt: Slaps up with the back of his hand. 5%.
  • Up Tilt: Hits diagonally up with his blunderbuss, twice. The first time is in front, the second time is behind. Both hits do 5%.
  • Down Tilt: Hits down at his feet with his blunderbuss. 6%.
  • Forward Smash: Fires a spiked Kannonball from his blunderbuss. 10% uncharged. (Why is this not a special?)
  • Up Smash: Uppercuts using a giant boxing glove. 14% uncharged.
  • Down Smash: Punches down at his feet with a giant boxing glove. 14% uncharged.

  • Neutral Air: Swings blunderbuss down. 4%.
  • Forward Air: Swings head down, hitting with his crown. Head does 3%, base of crown does 1%, and tips of crown do 6%.
  • Up Air: Hits with his blunderbuss in a three-part swing, with each part of the swing causing 3%. (The only reference point I have for this is it sounds similar to Palutena's Up-Tilt, which is not an exciting prospect)
  • Back Air: Shoots a gas cloud from his blunderbuss, which lasts several seconds. Opponents that touch it take 1%. (This feels like a weird move to have as a back air)
  • Down Air: Stomps, and meteor smashes. 9%. (Given you're using the Blunderbuss so heavily, why not have him fire an explosion from that directly down? Seems more in flavour.)

  • Grab: Grabs using a large boxing glove.
  • Pummel: Slams against his torso. 3%.
  • Forward Throw: Punches with another glove. 11%.
  • Up Throw: Throws onto his head, and bounces them off his crown. 6%.
  • Back Throw: Punches with another glove. 11%.
  • Down Throw: Stomps. 7%.

  • Standard Special: Shockwave Slam. A ground-only move. KKR stomps the ground, producing a wide, fast shockwave that travels on both sides. It hits characters on and near the ground for 16%. (I've never liked this, but it's at least more interesting than a Down Special Ground Pound).
  • Side Special: Boomerang Crown. KKR takes off his crown and throws it as a boomerang, which always comes back to his head. Touching the crown normally does 5%, but touching the top does 13%.
  • Up Special: Kingly Krusher. KKR glows blue and jumps up in a tall arc shape. On the way down, he'll hit for 13%. He'll also bury nearby opponents when he lands. He can grab the ledge on the way down. (So another of King Dedede's moves? This isn't exciting at all).
  • Down Special: Bouncy Body. KKR assumes a ball shape. While he's a ball, he'll take no damage, but knockback he takes is tripled. Instead of walking or dashing, he'll roll, which is a bit faster than his actual dash. His jump height also increases some. KKR will stay a ball until he is grabbed, or if he uses an attack, or if this move is inputted again. If he is launched into someone, they are launched and they take 9%. (...What is this move? It seems to be completely uninspired by DKC, and doesn't make any sense to me.)
  • Final Smash: Kannonballs. Several cannonballs rain from the sky, with each causing 7%.
My replies are bolded in the quote.

Suffice to say that I'm not really a fan of a lot of the choices you've made - and overall it feels like we have differing interpretations of the character insofar as yours does not really feel weapons based. Indeed, you have 3 projectile attacks (counting the Side Special, Forward Smash and Back Air) compared to 4 melee attacks involving the blunderbuss. Your character very much sounds similar to Dedede and Ganondorf, which doesn't interest me - I would much rather he feel like Snake or ROB, using his projectiles in more interesting ways for traps and setups than merely as a supplement to a brawler character.

This said, I don't want to sound like I'm just dumpstering on your ideas - I disagree with them, but if this is the character you want to play as, more props to you. I'd be happy to see K Rool put in with whatever moveset you can dream of, though I probably wouldn't play as him if he went in this direction.
 

Organization XIII

Smash Champion
Joined
Apr 10, 2015
Messages
2,083

King K. Rool is slow, heavy, and powerful, just like :4dedede::4ganondorf:. However, he is more weapon-based.

  • Jab: Bites (3%), bites wider (4%), then lunges with a third bite (3%).
  • Dash Attack: Jumps and belly flops. 7%, and one of Rool's strongest moves.
  • Forward Tilt: Slaps up with the back of his hand. 5%.
  • Up Tilt: Hits diagonally up with his blunderbuss, twice. The first time is in front, the second time is behind. Both hits do 5%.
  • Down Tilt: Hits down at his feet with his blunderbuss. 6%.
  • Forward Smash: Fires a spiked Kannonball from his blunderbuss. 10% uncharged.
  • Up Smash: Uppercuts using a giant boxing glove. 14% uncharged.
  • Down Smash: Punches down at his feet with a giant boxing glove. 14% uncharged.

  • Neutral Air: Swings blunderbuss down. 4%.
  • Forward Air: Swings head down, hitting with his crown. Head does 3%, base of crown does 1%, and tips of crown do 6%.
  • Up Air: Hits with his blunderbuss in a three-part swing, with each part of the swing causing 3%.
  • Back Air: Shoots a gas cloud from his blunderbuss, which lasts several seconds. Opponents that touch it take 1%.
  • Down Air: Stomps, and meteor smashes. 9%.

  • Grab: Grabs using a large boxing glove.
  • Pummel: Slams against his torso. 3%.
  • Forward Throw: Punches with another glove. 11%.
  • Up Throw: Throws onto his head, and bounces them off his crown. 6%.
  • Back Throw: Punches with another glove. 11%.
  • Down Throw: Stomps. 7%.

  • Standard Special: Shockwave Slam. A ground-only move. KKR stomps the ground, producing a wide, fast shockwave that travels on both sides. It hits characters on and near the ground for 16%.
  • Side Special: Boomerang Crown. KKR takes off his crown and throws it as a boomerang, which always comes back to his head. Touching the crown normally does 5%, but touching the top does 13%.
  • Up Special: Kingly Krusher. KKR glows blue and jumps up in a tall arc shape. On the way down, he'll hit for 13%. He'll also bury nearby opponents when he lands. He can grab the ledge on the way down.
  • Down Special: Bouncy Body. KKR assumes a ball shape. While he's a ball, he'll take no damage, but knockback he takes is tripled. Instead of walking or dashing, he'll roll, which is a bit faster than his actual dash. His jump height also increases some. KKR will stay a ball until he is grabbed, or if he uses an attack, or if this move is inputted again. If he is launched into someone, they are launched and they take 9%.
  • Final Smash: Kannonballs. Several cannonballs rain from the sky, with each causing 7%.
Was this moveset inspired by Murray from Sly Cooper because it reminds me a lot of him?
 

-VictoriaJustice-

Smash Ace
Joined
Feb 18, 2014
Messages
623
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3DS FC
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To be honest, I don't care what his moveset is. I've waited to see him in Smash for over 15 years. You can be damn well sure I will take the time to learn his moves, master them, and make him my main.

It's the least I can do for my King!
 

SuperiorYoshi87

Smash Lord
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Jul 11, 2014
Messages
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New Jersey
NNID
AVENGERxTHOR
To be honest, I don't care what his moveset is. I've waited to see him in Smash for over 15 years. You can be damn well sure I will take the time to learn his moves, master them, and make him my main.

It's the least I can do for my King!

I agree, they could literally make his moveset after only his first boss battle with no DKC 2,3, or 64 references what so ever and I wouldnt care I'd be satisfied..... I just want him in. Same with his design.. I don't care if it's Rare, Paon, or in between..... just give me K. Rool...
 
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StormC

Smash Hero
Joined
Oct 29, 2014
Messages
8,300
I'd be disappointed if his moveset is generic/has nothing to do with the games but I'd still rather have that than not have him at all.

I feel sorta similarly about Cloud; I really wish he used Materia in his moveset instead of just his Buster Sword/Limit Breaks. Yet I still main him, so...
 

CannonStreak

Supersonic Warrior
Premium
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Messages
18,398
Location
Running from the cops in Stardust Speedway.
I agree, they could literally make his moveset after only his first boss battle with no DKC 2,3, or 64 references what so ever and I wouldnt care I'd be satisfied..... I just want him in. Same with his design.. I don't care if it's Rare, Paon, or in between..... just give me K. Rool...
I feel the same. I don't care what his moveset or design is in this game, as long as I can use my controller to control the king as a playable character. That is all that matters to me.
 

InASnowBoundLand

Smash Lord
Joined
May 2, 2014
Messages
1,453
I actually would be disappointed if they made his moveset based just on DKC1 or did something really boring like down b is butt stomp, up b is helipack, etc. I want to see something WEIRD and GOOFY and FUN and something that stands out in terms of Smash Bros. K. Rool is full of possibilities on that front based on his abilities in the game as well as what he's thematically linked to, like his Kremlings.

And yeah, I'm still a Paon K. Rool hater. Rare K. Rool all the way!!!
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
I actually would be disappointed if they made his moveset based just on DKC1 or did something really boring like down b is butt stomp, up b is helipack, etc. I want to see something WEIRD and GOOFY and FUN and something that stands out in terms of Smash Bros. K. Rool is full of possibilities on that front based on his abilities in the game as well as what he's thematically linked to, like his Kremlings.

And yeah, I'm still a Paon K. Rool hater. Rare K. Rool all the way!!!
Amen. Back in the day, I didn't even want K. Rool if he got in with the Paon design. Rare K. Rool was already fat enough, Paon K. Rool is a top heavy guy with emphasis on him being fat rather than muscular. Beggars can't be choosers, but given the costume I think Sakurai is smart enough to give K. Rool his own redesign at this point if he added him.

K. Rool only gets in through fan support at this point, so if Sakurai sees the requests for K. Rool he'll see the people screaming at him to use the blunderbuss. If he got into Brawl without fan input, a mediocre moveset would be more possible.
 

StormC

Smash Hero
Joined
Oct 29, 2014
Messages
8,300
Considering Sakurai's indifference to the DK series, I'd have a hard time complaining about a playable K. Rool that has standard attacks with crown/blunderbuss/helipack as specials with nothing fancier than that. I don't know if the humor of the character would translate for Sakurai very well.

In terms of special mechanics/gimmicks, I'm not even sure what he would really have. What K. Rool has to offer is a wide variety of different attacks from multiple sources. I don't have a problem with him being a standard fighter in that regard.
 
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Kirby Dragons

Smash Hero
Joined
Aug 30, 2014
Messages
5,186
Location
Another Dimension
Suffice to say that I'm not really a fan of a lot of the choices you've made - and overall it feels like we have differing interpretations of the character insofar as yours does not really feel weapons based. Indeed, you have 3 projectile attacks (counting the Side Special, Forward Smash and Back Air) compared to 4 melee attacks involving the blunderbuss. Your character very much sounds similar to Dedede and Ganondorf, which doesn't interest me - I would much rather he feel like Snake or ROB, using his projectiles in more interesting ways for traps and setups than merely as a supplement to a brawler character.

This said, I don't want to sound like I'm just dumpstering on your ideas - I disagree with them, but if this is the character you want to play as, more props to you. I'd be happy to see K Rool put in with whatever moveset you can dream of, though I probably wouldn't play as him if he went in this direction.
I'll gladly take criticism, especially over no replies at all.
Dash Attack: (So like Dedede? It feels like there are better choices both in terms of flavour and competition)
Rool doesn't fall on the ground; he body slams the air.
  • Forward Smash: (Why is this not a special?)
Felt like it'd fit well as a forward smash.
  • Up Air: (The only reference point I have for this is it sounds similar to Palutena's Up-Tilt, which is not an exciting prospect)
Let's see, how can I explain this better?

It'd be a single swing, and it would be like Marth's up air. Yet, it'd be in three parts, giving it multi-hit properties like Palutena's up tilt.
  • Back Air: (This feels like a weird move to have as a back air)
That's why I like it. It'd be a nice alternative to all the standard strong kicks we have for back airs. Making it the back air makes it trickier.
  • Down Air: (Given you're using the Blunderbuss so heavily, why not have him fire an explosion from that directly down? Seems more in flavour.)
It would make more sense, yeah.
  • Up Special: (So another of King Dedede's moves? This isn't exciting at all).
It's a valid criticism, but I wanted him to use his raw strength for a special (like he often does in his fights sometimes). I did give it some differences (the whole body hitbox, the wider burybox, and being able to grab the ledge on the way down).
  • Down Special: (...What is this move? It seems to be completely uninspired by DKC, and doesn't make any sense to me.)
Inspired by DK: Jungle Climber.
 

DJ3DS

Smash Lord
Joined
Jul 3, 2014
Messages
1,705
3DS FC
0602-6256-9118
Rool doesn't fall on the ground; he body slams the air.

Like his move from DK Land on the GBA?

Felt like it'd fit well as a forward smash.

Fair enough.

Let's see, how can I explain this better?

It'd be a single swing, and it would be like Marth's up air. Yet, it'd be in three parts, giving it multi-hit properties like Palutena's up tilt.

I don't really understand why a single swing move like Marths Up Air would be given multiple hitboxes - I can see where it would be useful though, as it would eat up things like Ryu's Focus Attack.

That's why I like it. It'd be a nice alternative to all the standard strong kicks we have for back airs. Making it the back air makes it trickier.

I guess, but having a move which sounds like it does no knockback but instead sets up a trap feels much more like a special move.

It's a valid criticism, but I wanted him to use his raw strength for a special (like he often does in his fights sometimes). I did give it some differences (the whole body hitbox, the wider burybox, and being able to grab the ledge on the way down).

I guess it is sort of in flavour as he does something similar in DKC to make the cannonballs fall. I'm mostly just averse to this from a gameplay perspective.

Inspired by DK: Jungle Climber.

OK, I see it more, but the first portion of the boss fight to me always just struck out as a N-Air or Up Special, with perhaps something possible out of the mines he throws. I tend to avoid the second portion (when he turns giant) as the only really new thing this brings is him breathing fireballs, which I felt should be left to Bowser and Charizard.
Replies are again bolded.
 

G-Guy

Smash Ace
Joined
Oct 9, 2014
Messages
807
NNID
G-Guy1990
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!
 
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SmashKeks

Smash Ace
Joined
Mar 10, 2018
Messages
844
Location
Normistotzka, Kekistan
When talking about K. Rool's grab, here's an idea I'm surprised nobody has brought up yet: Adding to the proposed idea of K. Rool being a weapon and traps fighter, what if his grab was a longer ranged grab where he uses the vacuum feature of his Blunderbuss to suck people in, before firing them out of it in the upwards, downwards, forwards or back directions? It could be shortranged and quick, or longer ranged and slower, either way it could still word, would be a unique grab, and would fit his character.
 
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DraginHikari

Emerald Star Legacy
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Sep 20, 2007
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I kind of have always imaged K Rool as kind of crazy character who's moveset would kind of mismash of madness.
 

SmashKeks

Smash Ace
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Mar 10, 2018
Messages
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Normistotzka, Kekistan
I kind of have always imaged K Rool as kind of crazy character who's moveset would kind of mismash of madness.
And I wouldn't want him any other way. A fat crocodile who is also extremely buff, with minimal armor, whose primary weapon may well be a cartoonishly proportioned vastly outdated gun in the Blunderbuss, who throws a kings crown, could harness the powers of Frankenstein's lightning in tandem with an unconventional and inefficient helicopter pack, who takes up boxing on the side? Yep sounds like he'll fit right in to Smash Bros.

Not to mention the aforementioned primary weapon doesn't shoot conventional ammunition, but rather canon balls, barrels, various gases making it a biological weapon, and it acts as a vacuum too. Also it defies the laws of physics. Again, he'll fit right in to Smash.
 

SethTheMage

Smash Ace
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Aug 12, 2012
Messages
686
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NorCal
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SethTheMage
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!
I love the Neutral B idea. Very on-point reference to DKC2, and great versatility. I picture the spike trap version having a single constantly active hitbox that can be disabled (marked by the spikes retracting back into the cannonball) by getting hit by it, running up and shielding, or hitting it with any projectile greater than 5%. While the hitbox is out, it negates all projectiles; however, if it is hit by a projectile greater than 5%, it disables the hitbox. This would make it a balanced, but great zoning and anti-camping tool, and would force approaches from characters who benefit from projectile camping in the neutral, like Villager and Sheik. This is perfect for a slow heavyweight who would likely struggle at approaching. Additionally, the cannonball version after the hitbox is disabled would be a heavy item that anyone can pick up and throw, doing considerable damage and knockback.
 
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SmashKeks

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I love the Neutral B idea. Very on-point reference to DKC2, and great versatility. I picture the spike trap version having a single constantly active hitbox that can be disabled (marked by the spikes retracting back into the cannonball) by getting hit by it, running up and shielding, or hitting it with any projectile greater than 5%. While the hitbox is out, it negates all projectiles; however, if it is hit by a projectile greater than 5%, it disables the hitbox. This would make it a balanced, but great zoning and anti-camping tool, and would force approaches from characters who benefit from projectile camping in the neutral, like Villager and Sheik. This is perfect for a slow heavyweight who would likely struggle at approaching. Additionally, the cannonball version after the hitbox is disabled would be a heavy item that anyone can pick up and throw, doing considerable damage and knockback.
That sounds like it'd be hell to play against in doubles.

Or a matchup of K. Rool VS. Duck Hunt. Nobody ever approaches.
 

Sigran101

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Every time there is a smash trailer I think "K Rool or Ridley! K Rool or Ridley! It's past time these two (or at least one of them) get in. I personally think both Dixie and K Rool would be reasonable. It probably won't happen, but DK getting 2 newcomers feels completely justified.
 

Kirby Dragons

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When talking about K. Rool's grab, here's an idea I'm surprised nobody has brought up yet: Adding to the proposed idea of K. Rool being a weapon and traps fighter, what if his grab was a longer ranged grab where he uses the vacuum feature of his Blunderbuss to suck people in, before firing them out of it in the upwards, downwards, forwards or back directions? It could be shortranged or quick, or longer ranged and slower, either way it could still word, would be a unique grab, and would fit his character.
I actually did consider that, but I figured the boxing glove would be better for giving him a larger grab. No fighter uses a vacuum for a normal grab though, so it'd still be a great idea.
 

MrReyes96

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I think mii costumes of characters like K. Rool were a popularity test for their addition in the next game

They’re obviously aware of his popularity so I’d be surprised if he gets omitted again
 

Dalek_Kolt

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Probably off-topic, but I'm surprised there isn't a Funky Kong thread yet.

I mean I'll support the King first, but between Marx and now Funky, I'm hoping for more NPCs made playable characters outside of Smash Bros.
 

SethTheMage

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That sounds like it'd be hell to play against in doubles.

Or a matchup of K. Rool VS. Duck Hunt. Nobody ever approaches.
I'd say less so in doubles, since someone on the opposing team could just run up and shield it and have their partner cover for them (K. Rool wouldn't be able to place another one until it disappears or is thrown offstage), but I do think you have a point with the DH matchup. One of them would need a tool to force out an approach.
 

SmashKeks

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Probably off-topic, but I'm surprised there isn't a Funky Kong thread yet.

I mean I'll support the King first, but between Marx and now Funky, I'm hoping for more NPCs made playable characters outside of Smash Bros.
You know, I never considered that. Yeah, oddly enough, the Marx fans were just thrown a huge potential bone in that Marx just made a recent, playable appearance in the latest Kirby game. Marx does have some merit to actually making Smash now, a lot more than he previously had anyways. Somebody remind me, was Sakurai still developing Kirby when Marx debuted? Is Marx one of Sakurai's babies? If so, I could actually, really and truly see Marx happening for Smash 5.

I've only completed one Kirby game, and not the one where Marx was the central antagonist, but I'd like to see him because man he just looks straight cool. Plus another villain in Smash would always be nice to see.

Now watch as Rick, Coo, and Kine become their own character instead.
 

CannonStreak

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Say, how is this for if K. Rool uses the blunderbuss? Every time he uses it, it shoots a different projectile. One may be the colored mist thing that slows down the opponent, or another colored mist thing that reverses controls for the opponent, or the colored mist thing that stops the opponent, and one where an ordinary cannonball, or a vacuum effect that sucks in opponents as long as the button is held down and, when close enough, will have K. Rool strike the opponent with his blunderbuss. What do you guys think?
 

Llort A. Ton

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Say, how is this for if K. Rool uses the blunderbuss? Every time he uses it, it shoots a different projectile. One may be the colored mist thing that slows down the opponent, or another colored mist thing that reverses controls for the opponent, or the colored mist thing that stops the opponent, and one where an ordinary cannonball, or a vacuum effect that sucks in opponents as long as the button is held down and, when close enough, will have K. Rool strike the opponent with his blunderbuss. What do you guys think?
Sounds like complete chaos, which is good in my book! It would be an excellent way to incorporate more of Kaptain K Rools attacks while only using one B move. I'd also include the spiked cannon balls for extra damage, or maybe even the ability to press B while the regular cannonball is flying in the air to have the spikes pop out, for more of a mind game/stage control strategy.
 

CannonStreak

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Sounds like complete chaos, which is good in my book! It would be an excellent way to incorporate more of Kaptain K Rools attacks while only using one B move. I'd also include the spiked cannon balls for extra damage, or maybe even the ability to press B while the regular cannonball is flying in the air to have the spikes pop out, for more of a mind game/stage control strategy.
Yeah, I forgot about the spiked balls somehow, but glad you like the idea, regardless!
 

DJ3DS

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Say, how is this for if K. Rool uses the blunderbuss? Every time he uses it, it shoots a different projectile. One may be the colored mist thing that slows down the opponent, or another colored mist thing that reverses controls for the opponent, or the colored mist thing that stops the opponent, and one where an ordinary cannonball, or a vacuum effect that sucks in opponents as long as the button is held down and, when close enough, will have K. Rool strike the opponent with his blunderbuss. What do you guys think?
I like the idea of K Rool being able to mix these up, but I'd rather you're able to choose which one via angling or the sort.
 

8-peacock-8

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You know, I never considered that. Yeah, oddly enough, the Marx fans were just thrown a huge potential bone in that Marx just made a recent, playable appearance in the latest Kirby game. Marx does have some merit to actually making Smash now, a lot more than he previously had anyways. Somebody remind me, was Sakurai still developing Kirby when Marx debuted? Is Marx one of Sakurai's babies? If so, I could actually, really and truly see Marx happening for Smash 5.

I've only completed one Kirby game, and not the one where Marx was the central antagonist, but I'd like to see him because man he just looks straight cool. Plus another villain in Smash would always be nice to see.

Now watch as Rick, Coo, and Kine become their own character instead.
Yes Sakurai worked Kirby Super Star. (Marx’s debut game)

Honestly, I hope that Tropical Freeze gets a mode where other DK characters can get a chance to be playable like with what Star Allies is doing for characters like Marx and Rick/Kine/Coo.

Imagine playing as K Rool and Kiddie or Chuncky or Lanky.
 

CaptainAmerica

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Lol @ Lanky

You know, DK64 was my first (and only...and I never fully finished it - I should go back and do that sometime) DK game. Even got the DK edition green N64, and that thing still works.

I remember when I was younger, I loved Diddy and Tiny and I thought Lanky was ridiculous. Now...Lanky is awesome. The three other Kongs in that game had great personalities, and made it really fun to play. Honestly, Donkey and Diddy were the boring ones after I really thought about it.

Don’t know how much I like K. Rool with a full voice, when everyone else had three words and textboxes, but I loved the comic villain with inept minions persona.

Ahh, good times.
 

SmashKeks

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Yes Sakurai worked Kirby Super Star. (Marx’s debut game)

Honestly, I hope that Tropical Freeze gets a mode where other DK characters can get a chance to be playable like with what Star Allies is doing for characters like Marx and Rick/Kine/Coo.

Imagine playing as K Rool and Kiddie or Chuncky or Lanky.
I would love a future DKC game where they could do it similar to Kirby Star Allies and have many multiple kongs playable.

Hell, the DK series has even seen some friendly Kremlings too. How cool would it be to throw in some enemies too? Amongst a playable roster of DK, Diddy, Dixie, Kiddy, Funky, Cranky, Candy, Wrinkly, Swanky, Trixie, Lanky, Chunky, and Tiny, maybe they add Manky Kong from DKC1 (The orangutan enemies who threw barrels.), Or Klubba, on the evil Kongs from that one Donkey Kong Gamecube game whose name is not coming to me. Weren't there also some friendly Kremlings introduced in other various Gamecube era games? Add them too! Heck maybe even the animal buddies could make the transition into being fully playable. throw in some random enemies too, just go ape with it!

*EDIT* I forgot to add Tiny to the potential playable roster.
 
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CannonStreak

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Hey, I just thought of something, not something that should really happen, but something I thought of for fun. What if K. Rool was a transformation character? He could transform between his king self and his Kaptain self from Donkey Kong Country 2 and his scientist self from Donkey Kong Country 3. They would each have different movesets too. K. Rool in his king form would use strength and his crown, while his Kaptain form would use his blunderbuss and maybe a sword and other pirate stuff, while his scientist form would use his copter pack and electricity and lasers, and his handheld switch.

Not saying this should happen, for like I said, this idea was for fun. Nevertheless, what do you guys think if K. Rool was a transformation character like this?
 

Crap-Zapper

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With the exception of the copter bagback, the less I get from King K. Roolenstein the better IMO. He was just fugly.
 

StormC

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It's always encouraging to see K. Rool in these sorts of videos, like his inclusion seems inevitable:

 

Gobliiin

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Neat video I think I'm already aboard the hype train. Always down for another supporter that gives K.Rool more exposure to more people.
 

DraginHikari

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It's always encouraging to see K. Rool in these sorts of videos, like his inclusion seems inevitable:

Alot of us thought that last time too, best to not let the hype train go too far off the rails lol
 

DarkFoxTeam

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I always wondered how people would feel if K. Rool returned in, like, Mario Kart 8, of all games. I'd take pretty much anything at this point.

Also, I hope we're still getting Amiibo for this game. Would suck to get K. Rool and no Amiibo for him.
I'd be really, REALLY happy with the idea of K. Rool being in more Mario spin-off titles alongside Donkey Kong. I remember when Mario Super Sluggers was first revealed back in the day, I honestly didn't have much interest in it. But once I found out King K. Rool was playable, I bought the game. He's legit the only reason I bought it and I had a blast.
 
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