King K.Rool
http://comicstats.angelcities.com/_webimages/krool.jpg
The king of the Kremlings and master of disguise, King K.Rool has crashed the Brawl!
Power: 8.5/10: He's not as strong as people like Bowser, but he's definitely near the top.
Walk Speed: 4/10: K.Rool pulls out his blunderbuss. A flame shoots out of it and propels him leasurely along.
Dash Speed: 6/10: K.Rool jogs, pumping his short arms. He's pretty fast for a heavyweight.
Weight: 9/10: He's the second heaviest (stealing the spot from DK), behind only Bowser.
Range: 7/10: K.Rool has a good amount of range on his attacks.
Projectile Range: 7/10: If charged, K.Rool's main projectile can cover good distances.
First Jump: 3/10: Not too great, K.Rool bounds upwards.
Second Jump: 6/10: K.Rool bounds a lot higher than his first jump. This jump is rather floaty, and can be controlled to go good distances.
Fall Speed: 8/10: K.Rool falls pretty fast, but not as fast as people like Fox.
Crouch: 4/10: K.Rool gets down on the ground, but he can still be hit easily.
Traction: 3/10: K.Rool tends to skid a lot, especially after dashing.
Wall Jump: No
Wall Cling: No
Glide: No
Crawl: Yes, but not very fast.
Basic:
A: Swipe: K.Rool extends his right claw and slashes diagonally down. Below average range and knockback, with a hitbox on his claws. 5%
Origin: Donkey Kong: Barrel Blast
Tilts:
Side A: Scepter Spin: K.Rool pulls out his gem-topped scepter bat from Mario Super Sluggers and holds it forward, spinning it like Dedede's basic A. Unlike Dedede's, this cannot be held, but has longer range (above average). Low knockback, with a hitbox on the end of the scepter. This is a good combo move. 7%
Origin: Mario Super Sluggers
Down A: Tail Whip: K.Rool spins sideways, whipping foes with his tail (which he obviously has in this version). Average range and knockback, with a hitbox on the entire tail. This too is a good combo move. 9%
Up A: Crownbutt: K.Rool does a slight headbutt, shaking his crown up off his head to hit people. It doesn't go up that far, but it's a great move to juggle with. The hitbox is the tips of the crown. 11%
Dash A: Kremling Spin: K.Rool dashes forward, comically spinning three times rapidly. The first two hits don't move foes, but the last one has average knockback. Close range, with a hitbox on K.Rool's front side. He has slight ending lag while he recovers his footing. 6-12%
Forward Smash: Gun Butt: K.Rool pulls back his blunderbuss, charging. When released, he swings the gun up with brute force. Great knockback and average range, with a hitbox on the end of the gun. Lots of ending lag, but almost none starting up. 13-29%
Origin: Donkey Kong Country 2
Down Smash: Breakdance: K.Rool gets down and does the 'worm' motion twice. Average startup and ending lag, but it sends a shockwave (like Bowser's D-air) out on either side of him. Good range and knockback, with a hitbox on his frontside and feet. 11-25%
Up Smash: Klaptrap Chomp: K.Rool pulls out his pet Klaptrap from DK64 and holds it above his head so it can chomp foes. Slight lag when he takes it out and puts it away, but good range to compensate. Above average knockback, with a hitbox on the Klaptrap's mouth. 13-24%
Origin: Donkey Kong 64
Facedown A: Strong Jump: K.Rool bounds up quickly, just like after he plays dead in the original DKC. Close range and average knockback, with a hitbox on his feet. 3-7%
Origin: Donkey Kong Country
Faceup A: Claw Swirl: K.Rool reaches behind him on either side as he jumps up, swirling his claws around once he's on his feet. Close range and low knockback, with a hitbox on his claws. 3-9%
Ledge A: Belly Whack: K.Rool jumps onto the ledge and does a stretching motion, hitting foes with his golden belly as he does so. Close range and low knockback, with a hitbox on his stomach. 5%
Ledge A (over 100%): Tail Spin: K.Rool struggles onto the ledge, spinning around when he does and hitting foes with his tail (once again, this version has a tail). Below average range and knockback, with a hitbox on his tail. 4%
Aerials:
Air A: Kremling Whirl: K.Rool strikes a pose like this and spins around once madly, slashing foes with his claws. Average range and knockback, with a hitbox on his claws. This is a great combo move. 4-11%
Forward Air A: Short Kick: K.Rool does a short kick out with one stubby leg. Below average range and very low knockback. The hitbox is his entire foot. Another great, fast move to use in combos. 7%
Back Air A: Cape Slam: K.Rool leans back slightly, and his cape blows backwards, whacking foes. Average range and good knockback, with a hitbox on the edge of the cape. This move lags a lot if you hit the ground before it finishes. 5-8%
Up Air A: Double Uppercut: K.Rool leans up in a pose like this, punching any foes above him. Above average range and knockback; this can potentially kill off the top. The hitbox is his fists. This move has slight ending lag, as K.Rool holds the pose for a second. 9-13%
Down Air A: Claw Pivot: K.Rool sticks both claws beneath him and pivots around like a copter, hitting foes beneath him up to nine times rapidly. Average range and low knockback, unless you are hit on the last hit, then you get above average knockback. The hitbox is his claws. This moves lags a lot if you hit the ground before it finishes, since K.Rool has to pull his claws back up.
Grab: K.Rool extends one claw lazily to pull in the foe. He has slightly below average grab range, from a standstill and while running.
Z: Headbutt: K.Rool leans down and headbutts the victim, the spikes on his crown damaging him or her. Has lag and multiple headbutts cannot be done very quickly. 4%
Side Throw: Gunshot: K.Rool rapidly takes out his gun and fires a cannonball at the foe. Low vertical knockback. 8%
Origin: Donkey Kong Country 2
Back Throw: Body Check: K.Rool knocks the foe back a good distance by doing a stationary shoulder-charge like move into them. 9%
Down Throw: Krush: K.Rool throws the foe down and stomps on them. This is like Dedede's down throw, but stronger and slower. 9-10%
Up Throw: Rip: K.Rool grabs part of the foe in his mouth and jerks them upwards while still holding them. Average knockback. 8%
Specials:
B: Blunderbuss: He pulls out his blunderbuss from his days as Kaptain. The gun is chargeable and can fire normal cannonballs (5-20%), spiked cannonballs (12-30%), red clouds (act like clocks and slow down victim), blue clouds (freezes foes 50% of the time), or purple clouds (reverse controls). If the blunderbuss is charged too long, it will backfire and K.Rool will be stunned, blackened in smoke for a few seconds. This move has slight lag after firing. Can be charged in midair.
Origin: Donkey Kong Country 2
Side B: Royal Boomerang: K.Rool's trademark attack: he takes his crown and throws it forward like a boomerang. The crown can be angled up or down. It acts like Link's boomerang, except it doesn't pull foes back, it goes out farther, and it hits harder. However, unlike Link's, K.Rool is vulnerable while the crown is out (he gawks at the screen, mouth open). 12-16% As a side note, if you play as Kaptain, Baron, or Boxer K.Rool (his alt. costumes), they will throw out a pirate hat, remote control, and boxing glove respectively, which all do the same thing. The hitbox is the entire crown. If K.Rool is attacked during the throw, his crown will follow him until it's back on his head. This can be done in midair.
Origin: Donkey Kong Country
Down B: Krusha Slam: K.Rool jumps up and slams the ground on his butt, sending out three green shockwaves. The first does 5% and no knockback or stun, the second does 5% more and stuns the foe (as if by Plasma Beam), and the third does 6% and knocks the foe back a good distance. Has a lot of startup and ending lag, and foes can escape after the first wave, but this is a great move to use on unaware foes. Unlike Bowser, K.Rool still jumps before slamming when it's used in the air.
Origin: Donkey Kong 64
Up B: Helicopter Pack: K.Rool dons his helicopter pack from DKC3 and gets controllable recovery for three seconds. While he's flying, two electric balls (5-6% each) shoot out of the pack below him, one at a time. You also get minute damage for touching the propellor (1-2%). This is a great recovery for a heavyweight, but foes can hit him out of it very easily, and he can't use it again until he touches the ground. You can press B to cancel it anytime during flight.
Origin: Donkey Kong Country 3
Final Smash:
KAOS: K.Rool jumps into KAOS, his robot from DKC3. KAOS can't hurt people by running into them, but he does get some special controls:
B: Punching Gloves: A red punching glove comes out of either side of KAOS and can punch foes for up to 25%, the hitbox being the entire glove. Good range and knockback
Side B: Propellers: KAOS spins two sets of propellers around his middle, slicing foes. The hitbox is the entire propellor, which has close range and great knockback. 6-35%
Down B: Fire Jet: A stream of fire comes out of KAOS' bottom. Great knockback and above average range, with a hitbox on the whole jet 7-29%
Up B: Laser: KAOS' head spins around and shoots three lasers at foes. 19% per laser, which has heavy knockback and the same range as ROB's laser, fully charged.
KAOS cannot be damaged by foes. Like the LANDAMASTAA, KAOS flies by pressing the jump buttons (although he cannot carry foes off the top). He lasts for 15 seconds before K.Rool jumps out, looking dazed.
Taunts:
Up: Just like in DK64, K.Rool lifts both arms above his head and looks around, waving, and says, "YEEEAH, THUNK YOU!"
Side: K.Rool pulls out his blunderbuss and shoots out...a puddle of flopping goldfish. K.Rool then stares at the screen in disgust. The fish vanish in a puff of smoke.
Down: K.Rool falls down, playing dead, then shakes a bit, and hops back to his feet, laughing evilly.
Victory:
K.Rool shoots his blunderbuss left, right, then aims it at the screen, grinning a toothy croc
http://comicstats.angelcities.com/_webimages/krool.jpg
The king of the Kremlings and master of disguise, King K.Rool has crashed the Brawl!
Power: 8.5/10: He's not as strong as people like Bowser, but he's definitely near the top.
Walk Speed: 4/10: K.Rool pulls out his blunderbuss. A flame shoots out of it and propels him leasurely along.
Dash Speed: 6/10: K.Rool jogs, pumping his short arms. He's pretty fast for a heavyweight.
Weight: 9/10: He's the second heaviest (stealing the spot from DK), behind only Bowser.
Range: 7/10: K.Rool has a good amount of range on his attacks.
Projectile Range: 7/10: If charged, K.Rool's main projectile can cover good distances.
First Jump: 3/10: Not too great, K.Rool bounds upwards.
Second Jump: 6/10: K.Rool bounds a lot higher than his first jump. This jump is rather floaty, and can be controlled to go good distances.
Fall Speed: 8/10: K.Rool falls pretty fast, but not as fast as people like Fox.
Crouch: 4/10: K.Rool gets down on the ground, but he can still be hit easily.
Traction: 3/10: K.Rool tends to skid a lot, especially after dashing.
Wall Jump: No
Wall Cling: No
Glide: No
Crawl: Yes, but not very fast.
Basic:
A: Swipe: K.Rool extends his right claw and slashes diagonally down. Below average range and knockback, with a hitbox on his claws. 5%
Origin: Donkey Kong: Barrel Blast
Tilts:
Side A: Scepter Spin: K.Rool pulls out his gem-topped scepter bat from Mario Super Sluggers and holds it forward, spinning it like Dedede's basic A. Unlike Dedede's, this cannot be held, but has longer range (above average). Low knockback, with a hitbox on the end of the scepter. This is a good combo move. 7%
Origin: Mario Super Sluggers
Down A: Tail Whip: K.Rool spins sideways, whipping foes with his tail (which he obviously has in this version). Average range and knockback, with a hitbox on the entire tail. This too is a good combo move. 9%
Up A: Crownbutt: K.Rool does a slight headbutt, shaking his crown up off his head to hit people. It doesn't go up that far, but it's a great move to juggle with. The hitbox is the tips of the crown. 11%
Dash A: Kremling Spin: K.Rool dashes forward, comically spinning three times rapidly. The first two hits don't move foes, but the last one has average knockback. Close range, with a hitbox on K.Rool's front side. He has slight ending lag while he recovers his footing. 6-12%
Forward Smash: Gun Butt: K.Rool pulls back his blunderbuss, charging. When released, he swings the gun up with brute force. Great knockback and average range, with a hitbox on the end of the gun. Lots of ending lag, but almost none starting up. 13-29%
Origin: Donkey Kong Country 2
Down Smash: Breakdance: K.Rool gets down and does the 'worm' motion twice. Average startup and ending lag, but it sends a shockwave (like Bowser's D-air) out on either side of him. Good range and knockback, with a hitbox on his frontside and feet. 11-25%
Up Smash: Klaptrap Chomp: K.Rool pulls out his pet Klaptrap from DK64 and holds it above his head so it can chomp foes. Slight lag when he takes it out and puts it away, but good range to compensate. Above average knockback, with a hitbox on the Klaptrap's mouth. 13-24%
Origin: Donkey Kong 64
Facedown A: Strong Jump: K.Rool bounds up quickly, just like after he plays dead in the original DKC. Close range and average knockback, with a hitbox on his feet. 3-7%
Origin: Donkey Kong Country
Faceup A: Claw Swirl: K.Rool reaches behind him on either side as he jumps up, swirling his claws around once he's on his feet. Close range and low knockback, with a hitbox on his claws. 3-9%
Ledge A: Belly Whack: K.Rool jumps onto the ledge and does a stretching motion, hitting foes with his golden belly as he does so. Close range and low knockback, with a hitbox on his stomach. 5%
Ledge A (over 100%): Tail Spin: K.Rool struggles onto the ledge, spinning around when he does and hitting foes with his tail (once again, this version has a tail). Below average range and knockback, with a hitbox on his tail. 4%
Aerials:
Air A: Kremling Whirl: K.Rool strikes a pose like this and spins around once madly, slashing foes with his claws. Average range and knockback, with a hitbox on his claws. This is a great combo move. 4-11%
Forward Air A: Short Kick: K.Rool does a short kick out with one stubby leg. Below average range and very low knockback. The hitbox is his entire foot. Another great, fast move to use in combos. 7%
Back Air A: Cape Slam: K.Rool leans back slightly, and his cape blows backwards, whacking foes. Average range and good knockback, with a hitbox on the edge of the cape. This move lags a lot if you hit the ground before it finishes. 5-8%
Up Air A: Double Uppercut: K.Rool leans up in a pose like this, punching any foes above him. Above average range and knockback; this can potentially kill off the top. The hitbox is his fists. This move has slight ending lag, as K.Rool holds the pose for a second. 9-13%
Down Air A: Claw Pivot: K.Rool sticks both claws beneath him and pivots around like a copter, hitting foes beneath him up to nine times rapidly. Average range and low knockback, unless you are hit on the last hit, then you get above average knockback. The hitbox is his claws. This moves lags a lot if you hit the ground before it finishes, since K.Rool has to pull his claws back up.
Grab: K.Rool extends one claw lazily to pull in the foe. He has slightly below average grab range, from a standstill and while running.
Z: Headbutt: K.Rool leans down and headbutts the victim, the spikes on his crown damaging him or her. Has lag and multiple headbutts cannot be done very quickly. 4%
Side Throw: Gunshot: K.Rool rapidly takes out his gun and fires a cannonball at the foe. Low vertical knockback. 8%
Origin: Donkey Kong Country 2
Back Throw: Body Check: K.Rool knocks the foe back a good distance by doing a stationary shoulder-charge like move into them. 9%
Down Throw: Krush: K.Rool throws the foe down and stomps on them. This is like Dedede's down throw, but stronger and slower. 9-10%
Up Throw: Rip: K.Rool grabs part of the foe in his mouth and jerks them upwards while still holding them. Average knockback. 8%
Specials:
B: Blunderbuss: He pulls out his blunderbuss from his days as Kaptain. The gun is chargeable and can fire normal cannonballs (5-20%), spiked cannonballs (12-30%), red clouds (act like clocks and slow down victim), blue clouds (freezes foes 50% of the time), or purple clouds (reverse controls). If the blunderbuss is charged too long, it will backfire and K.Rool will be stunned, blackened in smoke for a few seconds. This move has slight lag after firing. Can be charged in midair.
Origin: Donkey Kong Country 2
Side B: Royal Boomerang: K.Rool's trademark attack: he takes his crown and throws it forward like a boomerang. The crown can be angled up or down. It acts like Link's boomerang, except it doesn't pull foes back, it goes out farther, and it hits harder. However, unlike Link's, K.Rool is vulnerable while the crown is out (he gawks at the screen, mouth open). 12-16% As a side note, if you play as Kaptain, Baron, or Boxer K.Rool (his alt. costumes), they will throw out a pirate hat, remote control, and boxing glove respectively, which all do the same thing. The hitbox is the entire crown. If K.Rool is attacked during the throw, his crown will follow him until it's back on his head. This can be done in midair.
Origin: Donkey Kong Country
Down B: Krusha Slam: K.Rool jumps up and slams the ground on his butt, sending out three green shockwaves. The first does 5% and no knockback or stun, the second does 5% more and stuns the foe (as if by Plasma Beam), and the third does 6% and knocks the foe back a good distance. Has a lot of startup and ending lag, and foes can escape after the first wave, but this is a great move to use on unaware foes. Unlike Bowser, K.Rool still jumps before slamming when it's used in the air.
Origin: Donkey Kong 64
Up B: Helicopter Pack: K.Rool dons his helicopter pack from DKC3 and gets controllable recovery for three seconds. While he's flying, two electric balls (5-6% each) shoot out of the pack below him, one at a time. You also get minute damage for touching the propellor (1-2%). This is a great recovery for a heavyweight, but foes can hit him out of it very easily, and he can't use it again until he touches the ground. You can press B to cancel it anytime during flight.
Origin: Donkey Kong Country 3
Final Smash:
KAOS: K.Rool jumps into KAOS, his robot from DKC3. KAOS can't hurt people by running into them, but he does get some special controls:
B: Punching Gloves: A red punching glove comes out of either side of KAOS and can punch foes for up to 25%, the hitbox being the entire glove. Good range and knockback
Side B: Propellers: KAOS spins two sets of propellers around his middle, slicing foes. The hitbox is the entire propellor, which has close range and great knockback. 6-35%
Down B: Fire Jet: A stream of fire comes out of KAOS' bottom. Great knockback and above average range, with a hitbox on the whole jet 7-29%
Up B: Laser: KAOS' head spins around and shoots three lasers at foes. 19% per laser, which has heavy knockback and the same range as ROB's laser, fully charged.
KAOS cannot be damaged by foes. Like the LANDAMASTAA, KAOS flies by pressing the jump buttons (although he cannot carry foes off the top). He lasts for 15 seconds before K.Rool jumps out, looking dazed.
Taunts:
Up: Just like in DK64, K.Rool lifts both arms above his head and looks around, waving, and says, "YEEEAH, THUNK YOU!"
Side: K.Rool pulls out his blunderbuss and shoots out...a puddle of flopping goldfish. K.Rool then stares at the screen in disgust. The fish vanish in a puff of smoke.
Down: K.Rool falls down, playing dead, then shakes a bit, and hops back to his feet, laughing evilly.
Victory:
K.Rool shoots his blunderbuss left, right, then aims it at the screen, grinning a toothy croc