Sonic, Snake, Megaman, and Luke or Lloyd
I'm so late but I'll see the final roster when its posted
I'm so late but I'll see the final roster when its posted
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Finally have the time for Part 1 of the moveset.
Also, before I begin, let me say that a lot of credit goes to BKupa, as, without playing the games, I relied on his move sets to learn about K Rool's abilities.
Statistics:
Size:10/10
Weight:10/10
Run:8/10
Grounded Jump:8/10
Double Jump:1/10
Fall Speed:7/10
Traction:8/10
Air Mobility:2/10
K Rool is very fast for his size and weight, with a run similar to Charizard. His kingly muscles lift him high off of the ground- making him unfortunately vulnerable. His weight and rounded figure makes for a fast fall, and he slides very little, allowing for easy shield grabs.
His air game is very much hampered by his low mobility and double jump- and never, ever, get hit off stage- you're very likely to die.
Specials:
Neutral:Krown Toss
The King of the Kremlings winds up while B is held, charging up for a throw. When it is released, he throws... His Krown?! Like a slower link's boomerang, the Krown will travel for a little over half of FD in one of three angles- straight, up, or down- before coming back to K Rool. If it misses him, it will go a third of the distance before and then curve back. Upon hitting an opponent, he will be carried on the Krown all the way back to K Rool, who automatically grabs him. Similar to most immobility inducing moves, this can be button mashed out of. Note that if the Krown is hit with someone on it, they will take no knock back but all the damage, and be unable to escape for a moment. The Krown deals 1% every 20 frames.
Side B- Blunderbuss
K Rool pulls a large blunderbuss out and shoots one of the following projectiles:
30% Chance: Kannonball
(No flash while charging) Deals 5% and upward knock back approximately equal to Samus' super missile. If this lands on the ground, it will become a throwable item.
20% Chance: Spiked Kannonball
(White flash while charging) Same as the normal Kannonball, but deals 6%, and upon landing becomes a stationary hit box that disappears after 10 sec onds.
10% Chance: Slowing Gas
Red Charging Flash. Deals no damage or knock back, but slows down the opponent. Upon land, explodes, creating a lingering cloud with the same effect.
10% Chance: Freezing Gas
Blue Charging Flash. Freezes the opponent in place, and creates a lingering cloud upon landing.4%
10% Chance: Strange Gas
Orange Charging Flash. Reverses opponents controls, creates lingering clouds when landing.
10% Chance: Klaptrap
Green Charging Flash. Spikes hard, with 8% damage. Flls through the floors instead of landing.
9% Chance: Barrel
Brown Charging Flash. Light knock back, and rolls upon landing.4%
1% Chance: Misfire
Can't be charged. Deals 10%, no kb, to K Rool and 30%, high knockback, to those around him.
Note that all of these have the same size hitbox, and travel at a decently slow speed to allow for approaching without making camping godlike.This move can be charged by holding down B, making the projectile larger and stronger. If shield is inputted then, charging is canceled, and K Rool will not receive that projectile again until he actually fires another or a misfire happens. The projectiles will move in different ways depending on the direction held during startup. None or forward will result in a completely straight path forward, up will cause a high arc before it lands on the ground, down will make it fall and then repeatedly bounce forward off the ground, and back results in a slow looping flight that is wonderful for covering space or approaching.
Up B: Helikopter Pack
The King takes out a helicopter pack, a gift from his scientist brother and is, for 3 seconds, able to hover in place and fly in 8 directions, albeit slowly, making him easy to gimp. At the end, K Rool enters special fall . If the pack itself is hit, K Rool will fall, helpless, not even regaining the move's use until he lands or grabs a ledge.
Down B: Electric Pods
A metal pod spawns before K Rool and remains stationary there, even mid air. If K Rool performs the move again elsewhere, another will spawn, and lightning will arc between the two 1 out of every 5 seconds, over a period of 1 minute. The lightning stuns the opponent and deals 10%. The pods act as solid platforms only K Rool can tech off of, delaying gimps and giving him a safe haven to land on in the air, where he is normally so vulnerable. When lightning is not there, K Rool can grab and throw the pods as items- but if lightning comes when he's holding it, he'll be in for a shock. If lightning comes while they are thrown through the air, they will freeze in place suddenly. Throwing the pods can make for faster repositioning, but will not make them last any longer than normal. If down B is pressed with two pods out, both will disappear, allowing for him to set up them again in a new spot.
K Rool Move Set Part II
Jab: Klawing and Klapping
K Rool scratches with his left and then right hands before bringing them together in a clap.
The first klaw has light knock back and high hitlag to connect into either the next klaw, or, through jab canceling, a guaranteed grab or downtilt. 2%. The next is the same, but does not have guaranteed follow ups except at low percents if the opponent SDI'd both Klaws. The last is a strong klap dealing 5% and decent horizontal knockback. However, without the use of a trap to knock opponents back in, this is unlikely to connect.
FTilt: Klever Kontraption
The Kaptain hoists his blunderbuss and starts sucking in opponents in a very focused stream about the length of one Ganondorf. This can be angled. He will continue sucking them close as long as A is held. The stream is very strong- great enough to pull back opponents recently launched so he can hit them out again with another move. However, with each use, the pull stales, preventing infinites. The pull affects projectiles too, including his own, allowing for clever mind games.
DTilt: Kunning Kape
Credit to BridgesWithTurtles. The King sweeps the ground in front of him with his Kape, tripping grounded opponents and knocking down aerial ones for 3%. Both hits can be teched, though this does not faze K Rool one bit. With his high mobility, great grabs and spectacular stage control, tech-chasing is a piece of cake!
Up Smash- Krashing Kannonballs
With a stomp of his mighty foot, K Rool sends a giant Kannonball plummeting from the sky. The number of kannonballs, all with one Ganondorf of space between them, will increase with charging, at a maximum of three. The Kannonball meteors any unlucky enough to be hit by it for 8%. Once it contacts the ground, it bounces three times before hitting the ground again and disappearing. However, the kannonballs will be moved in the direction of knockback of any of K Rool's moves with the knockback resistance of two Bowsers, resetting the bounces. Note that the hitbox of the Move that hit it will be applied to the entirety of the Kannonball as it flies, making for a very dangerous and versatile projectile. If it is hit five times by him, however, it will crumble anyway.
FSmash: Kombustion Kannon
The Baron pulls out a fireball launching Kannon. He fires a powerful fiery explosion at point blank range, dealing 9-12% and strong vertical knockback. This is his most powerful move outside of a misfire. However, the startup is rather hefty. Charging will increase the size, damage, and knockback of the move until it reaches the size of Bowser and the strength of HIS fully charged FSmash. Don't mess with this move.
Down Smash: Kakaphonous Kollision
K Rool slams his *** into the ground with a comical bouncing noise and bounces back to his feet. If the move is charged, he will bounce multiple times before coming to his feet, with a cap of five. Each bounce makes a shockwave with a little less range and knockback than DK's Hand Slap, for 5% damage. Of course, K Rool has some tricks up his sleeve. You can freely influence your flight between bounces to either direction for a bizarre approach, and can cancel the landing, pre-shockwave, into a surprisingly acrobatic roll. This roll can be canceled with any attack, allowing K Rool to punish anyone who was going to punish him!
Up Tilt: Kremling Kopycat
K Rool does an... awfully familiar looking...uppercut with his ridiculously large boxing gloves on. Hmm... the game's name is right on the tip of my tongue... something like "Meat Biter"? Anyway, this deals 4%, with vertical knockback. It has low BKB and high KBG, allowing for great juggling and decent kills if not staled, depending on percent. It has pretty good coverage and functions primarily as an anti-air.
Dash Attack: Krash Kourse
He pulls out his blunderbuss again, but this time aims it behind him. For as long as a is held, the Piratical King will jet forward at a slightly greater speed than his run propelled by flames coming from the gun. The flames deal light set knockback and 5% in the direction K Rool is moving away from, which easily combos into any left behind traps. This can be cancelled with a grab, making K Rool's grab game all the more easy to connect. If K Rool comes to an edge during this, he will be flung off with high momentum, perfect for setting up a high risk, high reward gimp his low air mobility would normally prevent, as well as giving him more movement capabilities in platform heavy stages.
Nair: Krazy Kopter
K Rool holds his helicopter pack in both hands and frustratedly smacks it. It suddenly starts turning, but as K Rool is holding it out in front of him, he is, much to his dismay, rapidly spun around the x axis until he becomes a miserable green blur. As he is spun, his body will hit anyone around him, with the many consecutive hits near impossible to DI out of due to random knockback angles. If all hits connect, the move does 10%, though this is unlikely. This can combo depending on the last hit's knockback, but its more reliable use is in shield pressure, as his flailing limbs can deal heavy damage to a shield. Then, he can land while they're trapped by shield stun and grab them, or perhaps break the shield with whatever suits his fancy- another Nair, or maybe even an FSmash.
Uair: Kompact Kranium
With the blunderbuss aimed downward, K Rool lunges up a bit to headbutt the opponent, launched slightly by flames from the blunderbuss. There are two hit boxes. The flame hitbox comes out first, but only for a very brief window, and spikes powerfully, dealing 7%. The second is in top of K Rool's kingly pate, juggling at low percents and killing moderately early. This is a risky move, however, as the upward boost forces K Rool to stay a little longer in the air. It can be used to add a little extra distance to K Rool's recovery, too, though the boost is only usable once.
Fair: Kong Kleaver
K Rool swings out with his scepter from Mario Super Sluggers for 6%. This is K Rool's most long ranged melee move that isn't extremely slow, so this can be used to create a little extra space against speedy characters. The knockback isn't low enough for much comboing, and is too low to kill. However, it has a low angle, and so is good for gimping. Additionally, this reflects projectiles.
Dair:Kurled Krokodile
K Rool curls up into a ball. In this state, he has much higher mobility and falling. If he contacts the ground he bounces up. This move has a weak 3% hitbox that can combo, though only at very high percents.
The main use of this is escape when K Rool is put in the vulnerable position of being in the air- though, due to bouncing, you ultimately end up in the same position, just farther away. This is also useful for unpredictable movement through his various traps, and for recovery from up high.
Bair: Kwick Kut
K Rool turns quickly and lashes out with his tail. His fastest aerial. The move hits horizontally on startup and spikes by the end, with damage of 4%. This is his fastest aerial and makes for a good out of shield option when an opponent attacks from behind to avoid getting grabbed. The late hit is good for edge guarding and setting up techchases, while the initial can be used as his quickest kill move or as a way to get the opponent off you.
Now for K Rool's grab and associated attacks.
Grab: King's Klutches
K Rool reaches out with one arm and snags his enemy. The range is approximately equal to DK's, though slightly slower to compensate for his throws.
Pummel: Kollosal Kavern
K Rool opens his mouth wide and sticks the opponent into it, before clamping down hard. Though slow, it deals 5%, and the majority of the startup lag is negated if they're still in his mouth from a previous bite.
FThrow: Karelessly Kruising
This is K Rool's most essential throw. He picks up the enemy and flies around freely in the directions he inputs until the opponent breaks out. During flight, he can use the C Stick to perform any of his other throws, and A or B to pummel them. He can thus freely pick exactly where he wants the enemy to end up, making his traps easier to connect and his throws easier to kill with. Even if neither are possible, this can be useful to simply move K Rool to a more advantageous spot.
BThrow: Krushing Knuckles
K Rool turns with the victim in his gloved hands and punches them off at ~35 degrees. Though the knockback isn't very strong, he can use FThrow to get closer to the edge, increasing its use. Additionally, if you press B after, K Rool will fling his boxing glove at them, spiking them very weakly. The knockback is still adequate to lead to a tech chase however, and K Rool excels at that. The first punch deals 3%, and the glove throw 2%.
DThrow: Krippling Klamp
Credit to whoever had this idea earlier in the thread. K Rool takes the opponent into his mouth and performs the infamous Crocodile Death Roll. The damage is insane, at 19%. Also, it gives light set knockback that should be incredibly easy to combo off of. Sound broken yet? Well, there is one flaw... K Rool flops onto his stomach, exhausted, afterwards. If he's in the air, he falls, helpless. As he can't do anything until he gets up, he cannot normally connect anything after. That is, unless he has traps or a team mate there to intercept the opponent. Either will give him time enough to get up and continue the combo. The down throw is the best move to put the hurt on the opponent when you've finally managed to set up everything. He exemplifies the rewards K Rool gets through careful planning.
UThrow: Krool Konclusion
The King stuffs the opponent into a barrel full of explosive and lights the fuse. During the wait of three seconds between lighting it and the explosion, K Rool can move and attack freely. He can use this time to booby trap the stage and/or prepare to hit the opponent after the launch. Note that the trapped character is completely immune to damage or knockback during his brief stay. Once the fire reaches the barrel, it explodes violently for 10% and high upward knockback. With a well placed Kannonball or one of his aerials, K Rool can hit him and combo a little. While this does not require the prior setup DThrow does, it is less rewarding. If this is performed in the air, the barrel will be kept afloat by a small helicopter like his pack in miniature.
I'm a bit confused and excited at the same time.Besides simply the BASIC roster, we're going to have THREE clones chosen (On the off chance our group somehow finished the game super early), and THREE DLC characters chosen. Lastly we will have FIVE characters (being ranked first to last) on the chopping block in case we run short on time. The general roster has no character limit, but just note that there will be six extra characters (some clones, some DLC) planned when all is said and done.
Oh, sorry, I'll do that now.Okay, collapse that moveset, and I would rather have a short summery of the playstyle and the B-moves, nothing more. Just because I'm going to be compiling them all on the front page. And it's not time for movesets or anything right now. I just want people who have questions to ask before we start
It's going to be the exact same as the prediction where we go franchise to franchise, right now I'm just trying to work out any kinks or questions. That's why there's no "current topic: Mario" oon the front page. And DW about the DLC/Clones/chopping block right now. That will come later.
Shortie said voting will be a last resort. We'll be talking our way through this one.I would definitely play that Prediction Roster. It's even got Goroh. :D
Can't wait until the ideal roster is able to be voted on.
Shut up, you're all being dumb.
First franchise up for discussion: Super Mario
I don't hate clones. He can be easily be luigified as well.Three Marios? Now why would you DO such a thing?
I don't hate clones. He can be easily be luigified as well.
I've got one for Toad, it's an old one so it's probably not as good as one I could make now. But, I'm too lazy to make another one for himPaper Mario, Toad, and Junior seem to be the three candidates, well, let's throw out some move set potential for these guys.
I have a B Move set for Junior, who I personally would like to see added out of all the Mario characters.
B Fireball: It’s well known that the lad can’t exactly breathe fire yet like his daddy, but he still can bring a little bit of spice. His fireballs would move slowly, in a straight line across the level. You can cancel one by spitting another, and upon canceling the first, it will explode slightly. So anyone, say, jumping over it or getting too close will get a minor burn, and do that stupid flinch animation every character does when Bowser uses fire breath on them.
BV Bob-Omb: Junior can sit bomb down, where it will take about three seconds to explode, or, hold down B, and then angle straight up, rainbow the bomb to the left, or rainbow the bomb to the right. Upon contact with anything the bomb will explode. The bombs are going to be similar to Link in explosion style, and look visualy larger/different to the bob-omb item.
B^ Clown Car: Pretty simple. Pressing up B will make Junior appear in his clown car, where you have complete 360 control for about three seconds.
B> Paintbrush: Junior lunges forward jabbing the opponent with the paintbrush. Simply tapping B> will make the move stronger, but if you hold B down, Junior will wiggle the painbrush around, leaving slippery paint on the ground, which can cause you to trip if you run into it. Only one paint slick, bomb, and fireball are allowed on the field at a time.
Junior's playstyle is going to be projectiles. He has bombs, fire balls, and paint slicks all at his disposal. Tripping up the opponent is his goal. He has decently strong Smashes, but the rest of his attacks are on the weaker side. Where he lacks as well is recovery. He has rather small (albeit three) jumps, and then his ^B lasts for a very short time. So when playing against him, keep this in mind. His weight and speed would be somewhat lighter than Mario, and slightly faster.
I don't really have anything against Toad or Paper Mario per-se, but I do think Paper Mario and Junior would "fit in" better in the Smash environment than Toad. I recognize Toad has been around for a long time, but it's simply a misconception that his role is getting any larger. His inclusion in the NSMBWii saga was because the Devs were too lazy to add Peach and Wario. Simple as that. He has prominence, I'll give him that. But let's say Toad and Junior first appeared in Super Mario Sunshine, would it even be a question who we would be adding? I think not. I don't want to dive too deep into the arbitrary debate, but I would like to narrow down the Mario rep to a single character, and I think we can all agree on that.
Someone has got to throw out a Summery and B moveset for Toad and Paper Mario though, for them to be eligable. I would rather you make it up yourself than copy and paste someone elses.