Moveset you say?
Just doing Specials for now, may do Smashes, Tilts etc later.
Neutral B: Boomerang Crown-K Rool throws his Crown forward, and after a second of lag it comes back to him.
Side B: Blunderbuss-K Rool pulls out his gun and fires, can be charged, but charging too long will cause it to explode in his face, causing self damage.
Up B: Helicopter Pack-His propeller thing spins fastly, lifting him up in the air.
Down B: Krusha Shcokwave-K Roll bounces on the ground, causing a small Shockwave to move forward.
Final Smash: Kanonball Rain:... Kanonballs rain from the sky. Duh.
That's all four personalities, one for King, one for Kaptain, one for Baron, one for Krusha.
Since I've been in the DKC mood lately, I've been playing the DKC trilogy for the SNES for about a week and that got me brainstorming some possible ideas the Kroc could use.
Jab: One-Two Punch - Performs a simple One-Two Punch combo.
(DK vs King Krusha K. Rool/DK64)
F-Tilt: Boomerang Boxing Glove - Throws his boxing glove that has a decent amount of range, has a boomerang affect to it, and you can angle it in 3 directions; similar to other f-tilts that you can angle in 3 directions like Bowser.
(Diddy vs King Krusha K. Rool/DK64)
U-Smash: Uppercut Punch - An uppercut punch that starts at a 210 degree angle that ends at a 90 degree angle; extremely strong and great anti-air option.
(Chunky vs King Krusha K. Rool/DK64)
Dash Attack: Blunderbuss Rocket - King K. Rool uses his blunderbuss to dash towards enemies at high, bursting speeds that even has a flame coming out of his blunderbuss that could possibly have a small hitbox as it covers him from behind a little bit as a nice bonus.
(Kaptain K. Rool/DKC2)
Grab: Blunderbuss Vacuum - This could give King K. Rool the most unique grab as it can sucks enemies in and shoots em out of his blunderbuss for all his throws as well as giving him one of the longest grab ranges in the game and can even somewhat interfere with those trying to recover.
(Kaptain K. Rool/DKC2)
Custom Side-B 2: Spike Cannonball - Can shoot out a spike cannon ball that bounces or stays on the ground depending on how you angle it; similar to King Dedede's gordos.
(Kaptain K. Rool/DKC2)
Custom Side-B 3: Movement Altering Gases - Can shoot 3 different types of gases in a swirly motion from his blunderbuss. The blue gas freezes enemies, the red gas slows down enemies, and the purple gas inverses enemies controls horizontally.
(Kaptain K. Rool/DKC2)
I've also been thinking on how to implement his lighting traps in DKC3 since that's one of the main obstacles that you have to avoid against Baron K. Roolenstein + I love lighting based abilities. Would it even work as a possible D-Smash/Special move? Speaking of the scientist, whenever he gets hit in his boss fight, he flaps his arms around, kind of like Dedede's nair. That'd be funny if that was his nair.
Last thing I've got. King K. Rool can turn invisible in some of the Donkey Kong games that he's in like DKC2 and DK64. What if that was all of his dodge animations like spot dodge, air dodge, and roll?