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Your Own Character!

The_Great_Panda

Smash Apprentice
Joined
Apr 19, 2008
Messages
82
Location
Flint, Michigan
Link to original post: [drupal=2843]Your Own Character![/drupal]



Following in the foot steps of the Make Your Move series I'd like to welcome you all to posting the name of a character here that you'd like to see get into a Super Smash Bros. game. Be sure to link your friends to this and maybe, if we build up enough popular demand, we'll petition Nintendo themselves! Yayness ^^
 

jivegamer

Smash Cadet
Joined
Jul 21, 2009
Messages
28
I like this. The obvious choice would be Mega Man, and I certainly would like to see him, but I think that other good characters to include would be...

POCKY & ROCKY! - Does anyone else remember that game? I think they should make them a single character-duo a la the Ice Climbers.

Dr. Wily or Dr. Robotnik - just an evil doctor really. I think the incorproation of their machines into their moves would be interesting.

Knuckles: like sonic, only with gliding and brutal fists! I really would like to see him in the next game.

I'll say more as they come to mind.
 

Sephiroths Masamune

Shocodoro Blagshidect
Joined
Nov 21, 2008
Messages
7,683
Location
In Sephiroth's hands.
I came up with a move set for Sephiroth along time ago.
Although square would never allow it unless Sony came to an untimely end

well here is what I came up with tell me what you think

Neutral A: MK's Neutral A but in front of him dose not continue forever just 8 quick strikes

Forward Tilt: 3 hit combo with the 3rd ending with knock back

Up Tilt: stabs air

Down Tilt: slashes in a sweeping motion outward /Properties: spikes characters in the air

Forward Smash: diagonal slash /Properties: Quick start up but major lag recovery

Up Smash: slash in arc

Down Smash: dose a 360 motion on the ground while spinning the sword with him /Properties: quick, fast recovery out of smash but no air hit box easy to short hop and punish

Dash attack: horizontal slash while running /Properties: great distance and not predictable

Neutral air:an arc around whole body

Forward air: vertical slash downward

Back air: horizontal slash /Properties: switches his position around

Up air: double slash /Properties: first stuns, second gives knock back, you fall slower in duration, you press the A button twice not automatically initiated

Down air: Hell's gate (TL's Dair but with a few modifications) /Properties: spikes characters in the air during the whole duration, if it hits a character on the ground it stabs them and makes them trip without recovery

Neutral special: Blade Beam /Properties: can be angled

Side special: Quick Slash (Ike's Side special but moves past target and strikes them) /Properties: stuns for .5 seconds while invisibly slashed while being slashed neither character can move, the slashed unit dose not move therefor no knock back

Down special: Firaga Wall (Ness's PK Fire but three pillars one in the middle and on both sides) /Properties: pulls characters towards pillars

Up special: Jenova's Wing (Pit's Up Special but can use air attacks during the move)

Grab: extends arm

Dash grab: extends arm but going in a diving motion

Forward throw: elbows the character

Back throw: throws than shoots blade beam

Down throw: stabs than throws on ground

Up throw: throws than slashes the character in the air

Pummel: hits with the handle of the sword

Number of jumps in air: 2 (because of wing)
 

SharkAttack

Smash Lord
Joined
Dec 4, 2005
Messages
1,001
Location
NW Ohio
Kaptain K. Rool. The Smash series could use a couple more antagonists altough Brawl did a good job bringing in more to the Smash series.

Moveset:

Special- Shoots a cannon ball. The ball varies. It could be a regular cannon ball for 5% or a cannon ball with spikes for 10%. The spike cannon ball is more rare and has a high KO power. It would be bad for competitive play but on a rare basis a barrel would get shot out and once it gets broken a random item comes out. Maybe he could also shoot out the blue, red and purple glob things to make the opponent do something random like stay in place, jump slowly and not high or coming dashing towards him and into a down special (Will be described later).

Side Special- A strong glide in the direction Kaptain K. Rool is facing. During the battle in DK2 Kaptain K Rool glides across the blimp left and right and near the end does it with invincibility. He can go quite a distance with it.

Down Special- Suction move. It just tries to sucction the opponent closer to K Rool. Suction into a down Smash possibly.

Up Special- Tough one. Kaptain K. Rool never jumps in DK2 and up special is always a jump unless it's Yoshi from SSB64 and Melee. Every character should have three jumps. Perhaps he could jump like he did in DK1. He would come down hard like DDD and Bowser when he lands.

Jab- Just jabs opponent with feet or hand and gun.

Down Smash- Bends down and spins gun around.

Up Smash- Swings his gun upwards for a hit.

Forward Smash-When the opponent is up very close in Kaptain K. Rool's range he takes his blaster with his arms and hits the opponent with it. When Diddy and Dixie get too close to Kaptain K. Rool they get smacked by his gun.

Up tilt-headbutt

side tilt- ??????

down tilt- takes foot and lifts it up for a kick to the chin.

dash attack- Probabally should be the side B I described above. Perhaps run and do a spin move hitting opponent with blaster

The rest of the air attack would be basic. I 've run out of ideas.
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
Here's a set for K.rool


K. ROOL

"WHHHHHHYYYYY NOOOOOOOTTTTT?!?" -K. Rool's reaction to not being in Brawl

***

>~~ BACKGROUND ~~<

This moveset is a severe turn of events. . .It's an actual character who IS going to be in Smash, and should've been in Brawl. If you do not know why, you live under a rock. If you are educated but do not agree that he is a lock for Smash, your opinions are invalid.

. . .But I'll tell you who he is anyway. K. Rool is the main antagonist of the Donkey Kong series, appearing in more games in the series then even DK himself. K. Rool is the king of the Kremlings, and while usually trying to be dignified and fearsome, he has. . .Problems. Sometimes the good king lets his animal side get the better of him, and he also has a personality disorder. He has changed into a pirate captain and a mad scientist before due to this disorder. While K. Rool is in generally far more intelligent then most villians in his league, he's also insane, hence his problems, and will stop at nothing to get his vengeance on Donkey Kong and company.

>~~ STATS ~~<

Size: 10/10
K. Rool is easily up there with Bowser, DK, and Dedede for the largest body mass. He's a tad bit taller then Bowser, and his crown makes him exceed Ganondorf's height. His width is around the same as Bowser and Dedede, his tail helping to ensure he has a large stature. K. Rool is a ridiculous target for combo food.

Weight: 9.5/10
K. Rool is the second heaviest character in the game, behind only Bowser due to not having a massive shell on his back.

Walk: 2/10
Pathetically slow, as K. Rool tries to look all cool and bad ***.

Run: 6.5/10
His run, however; is actually decent. K. Rool, despite his size, is more athletic then the other kings who live more lazy lifestyles.

Traction: 2/10
K. Rool's traction is worse than even Dedede's as he fumbles around over his cape, his tail, and even his overly large feet.

Power: 8.5/10
He's the biggest and heaviest, so yeah he's among the most powerful. He's still outclassed by Ganondorf and Bowser, being more on the level of Dedede. Still, he easily outclasses his eternal rival, Donkey Kong.

Attack Speed: 4.5/10
What? K. Rool's attack speed actually isn't terrible?!? It of course is below average, but K. Rool is a good bit faster then the other heavyweights, having more moves that can actually be used regularly. Those moves that actually are absurdly powerful are still plenty slow, though.

Range: 7/10
Not quite as insane as Dedede, but K. Rool has good range, along with several projectiles and means of hitting his foes from afar. When it comes to actual melee range though, he's not quite as insane as the penguin king.

Priority: 8.5/10
When you go through all the work of making a heavy hitter's moves to connect, they sure as hell better out prioritize your foe's easy to land weak attacks.

First Jump: 7.5/10
This is impressively good for a heavyweight. Remember K. Rool's jumping ability in his original boss fight?

Second Jump: 4/10
Sadly, when K. Rool has no ground to jump off of he's only so-so. K. Rool isn't exactly good at recovering.

Recovery: 3/10
While it can travel a long distance, K. Rool's recovery is extremely gimpable, and also offers the potential chance of failure should your fingers slip in a button mashing session.

Fall Speed: 7/10
Standard fatty falling speed.

Crouch: 0/10
A king? Crouch? Much less crawl? ARE YOU MAD? K. Rool crouches for noone! Yeah, K. Rool is the only character who can't crouch. It REALLY doesn't help with his size problem.

Hover: No
Crawl: No
Wall jump: No
Wall cling: No
Glide: No

>~~ BASIC ACTIONS/ANIMATIONS ~~<

Standard Pose:
K. Rool stands up tall with his hands held tightly as fists.

Idle Pose:
K. Rool plucks out one of his teeth and uses it as a tooth pick, then puts the tooth back in his mouth.

Walking:
K. Rool closes his eyes and marches forward, swinging his arms as he goes, his cape blowing in the wind. Arrogant and bad ***.

Running:
K. Rool opens his eyes, but otherwise the pose stays the same.

Dashing:
K. Rool stops bothering with the bad *** look and runs forward full force, pumping his arms as he runs, just like his running animation in his first boss fight.

Crouching:
As stated in the crouch section, K. Rool has no crouch. If you hold down on the control stick while K. Rool is standing in place, he'll turn to face the camera and shake his fist at the player trying to force him into such a lowly position.

First Jump:
K. Rool lifts his hands above his head and springs up for an impressive first jump, just like his jump in his DKC boss fight.

Second Jump:
K. Rool swipes his arms downwards once to propell himself up slightly.

Shield:
K. Rool puts up his arms in front of himself to block as the standard bubble shield forms.

Spot Dodge:
K. Rool decides to lean towards the camera rather than lean into the background, unlike the other characters. This causes him to block the action slightly as he does so.

Roll:
K. Rool just sort of slides in the button input you directed, much like Dedede's roll. K. Rool's cape blows to cover over him a good deal during this "roll" to provide him with more protection.

Air Dodge:
Like his spot dodge, K. Rool leans towards the camera to show off his amazing presence.

Asleep:
K. Rool falls over on his side and his crown falls off his head. He hugs his crown like a teddy bear as he sleeps, snuggling up against it.

Dizzy:
K. Rool holds his hand over his face in a pose like a facepalm as he staggers about. With his other hand, K. Rool holds his crown steady.

***

>~~ MOVESET ~~<

>~~ SPECIALS ~~<

Neutral Special - Crown Boomerang

The king's signature attack. This is all but mandatory. K. Rool takes his crown off his head, then if you're holding B will angle his arm to throw his crown in whatever direction you choose. K. Rool will keep angling as long as you hold down B. If you don't hold it down at all, he'll throw it forwards.

In any case, this has below average starting lag. After throwing the crown, it will travel the length of half of Final Destination before returning to the king, being disjointed and around half the size of Kirby. Contact with the crown does 8% and below average knockback. K. Rool cannot move while the crown flies through the air, but it goes very fast, the speed of Captain Falcon's run even. Below average ending lag is present when K. Rool puts back on his crown.

After the crown is thrown, you can hold B once more for the crown to keep going out farther then the normal distance. The crown will keep going out as long as you hold B. There's no limit to how far the crown can go, but it still has to come back to K. Rool before he can do anything. Used well, this can be used to shatter enemy approaches and edge guard with ease from the safety of the stage, but it's far from a tool that can be used for camping and is potentially very punishable. Should K. Rool be hit while his crown is away from him, the crown will simply vanish and reappear on his head.

Side Special - Blunderbuss Shot



K. Rool takes out his blunderbuss (A large cannon) from Donkey Kong Country 2 and shoots a disjointed cannonball the size of Kirby forward with average lag on both ends. The cannonball goes forward very quickly, but is actually affected by gravity, unlike most projectiles. If fired from the ground, it will go forward the length of half of Battlefield, although you could get slightly more distance if you short hop and use the move (Not much, the cannonball has hefty fall speed).

Contact with the disjointed cannonball while it's flying through the air does 10% and average knockback, however; the cannonball doesn't vanish when hitting the ground. Instead, spikes will come out of the cannonball in a fashion much like the Unira item. The cannonball will stay out for an impressive 30 seconds and deal the same 10% damage/knockback to anyone who comes up to it. . .Including K. Rool. If K. Rool fires another cannonball, the old one vanishes.

On the whole the projectile part of the attack is too laggy and inferrior to your neutral special, while K. Rool is more likely to be made a victim of the spiked cannonball due to him being so slow. The down special; however, makes there be a point in using this move.

Up Special - Helicopter Pack



K. Rool's helicopter pack from Donkey Kong Country 3 appears on his back, but before he uses it he takes out a remote control and starts fiddling around with it. A thought bubble will then appear K. Rool's head with 5 random button inputs shown in it, and you must press all 5 (Whatever you push won't effect what K. Rool is doing atm) of them in order quickly for the recovery to work, otherwise K. Rool's helicopter pack will explode and deal him 5% damage, sending him into his helpless state.

Should you succesfully push the buttons, the helicopter pack will actually start spinning about, propelling K. Rool. Due to the Kremling King's weight, though, it is unable to make him go any higher and thus simply makes him extremely floaty, making the recovery resemble Peach's up B. The spinning blade slowing the king's descent though is far more menacing than Peach's parasol, doing 10 hits of 1% and flinching per second. K. Rool can also perform other attacks while his helicopter pack is out, greatly helping his aerial game. The pack will stay out for a bit after you're done using it like Mario's FLUDD.

As an actual recovery, it's worse then Peach's what with the requirement to start it up and the fact that he keeps falling while he's fiddling with the controls, making him have very bad vertical recovery. While K. Rool is great at gimping, he himself is also a prime targe to be gimped, the startup part of the move begging to be interrupted. If K. Rool is hit out of the move while inputting commands into his remote control, he'll get electrocuted for an additional 5% damage.



Down Special - Blunderbuss Suction



K. Rool takes out his blunderbuss just like in his side special for above average startup lag. Cloned special move? WTF! Hardly. Instead of shooting out a cannonball, K. Rool's blunderbuss starts pushing out air at fast speeds. K. Rool will keep doing this for as long as you hold B. If you press the direction K. Rool isn't facing (ex: Right if you're facing left), then K. Rool will instead have the gun suck forwards in towards himself. To make the air push away from you again, press the direction K. Rool is facing. K. Rool is very vulnerable from behind due to being unable to turn around or even move while sucking with the blunderbuss, and he suffers above average lag if he wants to come out of the move.

This on it's own does no damage whatsoever. The range of the suction is about double that of Dedede's neutral B, and the pull away/towards K. Rool is just as strong. The most obvious use this has is for gimping recoveries by pushing away, but you can't aim the blunderbuss like you can K. Rool's crown and this is considerably more laggy, making this a worse option.

What good is this then? Well, you can suck foes into the blunderbuss like Dedede's neutral B, then walk around with them inside the blunderbuss like said move, except you can still attack and move at normal speeds. If you use the side B with somebody in your cannon, they'll be shot out as a human projectile that does the same damage/knockback as a cannonball, taking 10% themselves. If you use down B, they'll be shot out the distance of two battlefield platforms from the force of the wind, meaning you can jump out from the stage then shoot them out even farther. Better yet, you could simply jump off the stage and suicide with them. Still, it's only as hard to escape as Dedede's neutral B, so whatever you intend to do, do it fast.



The blunderbuss can sucks up items, and if you suck up an explosive the blunderbuss will explode, covering K. Rool in soot for 5% damage, him shaking it off angrily. The blunderbuss can even suck up enemy projectiles, giving K. Rool a decent defense against camping, although the lag on the move makes it far from ideal. More notably, K. Rool can also suck up his own cannonballs fired from his side B. If K. Rool sucks up an extra cannonball, he'll fire two at once when he next uses his side B. However, the cannonballs are hard to suck up, being very heavy, and thus float through the wind considerably before coming to the cannon. This can be used to form a barrier in front of you as the cannonball whizzes about in front of you.

>~~STANDARDS ~~<

Standard Attack - Finger Lickin' Good
For the first two hits of the combo, K. Rool does two generic slashes forward that are identical to those from Bowser's neutral A combo. However, there is a third part of the combo to set this apart from Bowser's standard attack.

After getting his claws bloody from slashing up his foes (Obviously not being seen), K. Rool quickly sucks each of his claws, one by one. K. Rool first sucks the claws on his left hand, then his right. If K. Rool didn't hit with the first two strikes, this does nothing whatsoever. . .but if he did, each claw K. Rool sucks will heal him of 1%. If K. Rool only hit with one of his two hands (Thus one of the two hits of Bowser's neutral A combo), only the claws on that hand will heal him. It takes a half a second to suck each claw, and due to the low knockback of the first two hits you'll very rarely have a chance to heal for more than 2-3%, much less the full 10%.

Dashing Attack - Bull Charge
K. Rool tilts his head downwards so his crown is facing forwards as he runs. How does it stay on? Is it freaking attached with glue? Anyway, during this time the crown is a disjointed hitbox that does 8% and below average knockback. You can keep the crown in this position for as long by holding A and still feel free to keep running forwards, but as soon as you do anything other than run or turn around you'll automatically be knocked out of this move with below average ending lag, but it's notable enough to not always have the crown facing forwards. Due to K. Rool's height, the crown will miss shorter foes completely, but against taller ones this can be used as a good way to approach.

>~~ TILTS ~~<

Forward Tilt - Royal Cape
K. Rool swings his cape forward in a motion just like Meta Knight does in his final smash, but much more quickly, not trying to look like a bad ***. The cape is disjointed and stretches out quite far, 1.5X Bowser's width away from K. Rool. This has little starting lag, but slight ending lag as K. Rool gets his cape back into position.

This reflects non energy based projectiles, but this move can't be spammed all that well due to the lag, meaning it's not good enough to prevent enemy camping. If this hits a foe, it flips them like Mario's side B and does 8%. This is harder to throw out then Mario's side B due to lag, but it's range can be used to destroy enemy approaches when used correctly. Due to being unable to use this move in the air, this can't be used to gimp like Mario's side B, but if a foe just barely isn't going to make it to the stage, a ftilt from the edge of the stage may be all they need to be sent to their doom thanks to the long reach of the cape.

Up Tilt - K. Rool's Family Jewels
K. Rool takes out the jewel in the front of his crown and inspects it, eyeing it closely. After a moment of average starting lag, K. Rool rolls his eyes and carelessly tosses it away behind himself without a second thought, taking out a new jewel to replace the old one he deemed unfit for below average ending lag. The tossed jewel travels in a rainbow arc behind K. Rool, going up around the height of Mario and going the length of a battlefield platform and a half, vanishing upon touching the ground. Contact with the disjointed jewel at any time does 5% and a flinch.

This is a very awkward projectile to hit with, particularly with the lag, so what's the point in this attack? Well, every time K. Rool uses this move, he takes out a bigger jewel that he puts into the front of the crown. Each jewel K. Rool takes out does 3% more damage and slightly more knockback, as well as increasing in size. The sixth time you use the move, K. Rool will throw away a jewel 75% the size of Kirby that does 20% damage with above average knockback. Nice! However, after throwing away this massive jewel, K. Rool will pull out a regular small jewel and put it into his crown, starting the cycle over again. The best use of this move would be to spam it to build up to a bigger jewel, then face away from the platform when the foe is recovering and casually toss down a large jewel to gimp them, but it's not really worth the trouble when you already have the far more usable neutral B.

Down Tilt - Down and Dirty
K. Rool, from his standing upright position (He has no crouch. . .He kneels for noone!), chomps down in front of him, his jaws having good range and priority. If he hits anyone as he chomps down, he does 12-13% with slightly above average knockback. This has below average start up lag and is easy to hit with. . .But should K. Rool miss, his jaws will go into the ground and get stuck in them briefly, him literally eating dirt. This causes a few dirt particles to slide forward for 5 hits of 1% and flinching, but they're very weak and low priority despite being disjointed. K. Rool has terrible ending lag as he raises his jaws up out of the ground and coughs/hacks a bit. This isn't a move to just throw out anywhere.

However, it should be noted that this move can be spammed when your foe isn't present to dirty up your teeth from the dirt you chomp up, increasing the speed of your fair by 3% each time you use it for a maximum of 45%. This is very laggy, so it's hard to speed up the otherwise laggy fair strictly with dtilts. Read the fair for more info.

>~~ SITUATIONALS ~~<

Ledge Attack - Tail Sweep
K. Rool gets up onto the stage at a quick pace, not doing any damage as he does so. K. Rool then turns to face away from the camera and sweeps his tail towards the ledge to try to push foes off it. This does 6% and small set knockback. Bad priority, decent range, great for a ledge attack.

Ledge Attack Over 100% - Stumbling Rocks
K. Rool slowly struggles his way up onto the platform. While he does get the obligatory invincibility frames from ledge attacks as he climbs up, he does nothing to harm enemies as he does so, and his climb up is rather laggy. What's the point of using this over just jumping/rolling onto the platform? As K. Rool's legs flail about as he tries to get up, he kicks a few rocks off the platform. These do below average knockback and 6%, and go at random angles. They can be anywhere from the size of a Smart Bomb to Kirby, and are all disjointed. There can be as many as 5 rocks or as few as 3. These can be used to form a wall against those trying to recover, but it's more likely to help them back then anything else due it giving them back their jumps.

Rising Attack (Either side, first use) - Play Dead
K. Rool holds his neck in pain with one hand as he lets out choking noises and reaches up to the sky with his other hand. His crazy eye twitches violentely and his crown falls off during this attack for more dramatic effect. This does not cause K. Rool to rise, unlike the typical rising attack, and he stays perfectly still after it. This causes anybody within Bowser's width on either side of K. Rool to taunt in celebration due to thinking they've finally defeated K. Rool. Quick, get up and hit them with one of your moves that actually aren't laggy! You're not down yet! This has infinite priority to hit foes on the ground, but you can get around this by short hopping and hitting K. Rool with an fair, unless you're cursed with air taunts.

Still, your enemies aren't entirely stupid. They're not gonna fall for this trick twice. Even if some idiot would fall for it twice, like, say, Kirby, K. Rool won't even try this a second time, giving them enough credit to not fall for it twice. If you use a rising attack after using this one, it'll be a different one.

Rising Attack (Either side, uses beyond the first) - Lunge for the Kill
K. Rool suddenly and without warning (Tiny starting lag) lunges forward the distance of a Battlefield platform, his claws held out in front of him, slashing down as he goes. His claws are a hitbox during the whole duration of the move, and if he hits anyone along the way does 10% and average knockback. Otherwise, he fumbles to the ground at the end of his lunge for horrible ending lag. This is great to use against foes you just got to taunt in front of you with your old rising attack. They'll never see it coming. Just be careful not to use this too close to the edge, as this move WILL let you leap off if you're not careful (Although it won't leave you helpless, thank god).

Note that this attack has worse starting lag on K. Rool's back due to him not being in the prime position, boosting it up to average. This is only worth using when you're already ready to pounce on your prey on your belly.

Tripped Attack - Dust Off
K. Rool gets up from his tripped position and dusts himself off. How rude of the enemy to knock him down! K. Rool quickly dusts himself off in an arrogant matter as he rises up, his eyes closed and his head held high. This causes two clouds of dust the size of Wario to come off on either side of K. Rool. This pushes foes away in a fashion like Mario's FLUDD, and the clouds of dust last 5 seconds or until attacked, obscuring vision. This is very fast, and while it doesn't damage enemies, it at least gets them away from you.

>~~ SMASHES ~~<

Forward Smash - Torro, Torro!
K. Rool takes off his cape and holds it out in front of him for the charging animation, then upon releasing the charge he whips the cape away to reveal an anvil (Around the size of Kirby) behind it! Guess K. Rool took a trip to mexico recently. . .This has no starting lag whatsoever besides a tiny bit for the charging animation to start up. K. Rool will put back on his cape over the course of a second, during which time the anvil is a disjointed hitbox that does 21-22% with above average knockback, or 27-28% with great knockback fully charged, bordering on unholy. This is pretty easy to hit with and a good way to punish foes who whiff an attack right in front of you, but you're likely to get punished if you miss.

Up Smash - Highlight of the Fight
K. Rool takes out one of the massive lights (Around the size of Marth) from his arena in his DK64 boss battle, getting on his tip topes to try to hang it up as he charges. Upon releasing the charge, K. Rool lets the light go for below average lag. If the top of the light was up against a cieling (Such as a Battlefield platform), the light will hang down from it and emit a beam of light downwards from it's position. Anybody caught in the light will be stunned save K. Rool, but the light can be taken down quite easily, having a mere 10 (20 charged) stamina. The lowest elevation required to place a light on would be, say, placing it on the bottom of the top platform of Battlefield.

However, more often then not there won't be a cieling for K. Rool to attach the light to. So what happens then? The light falls down on top of K. Rool, covering up his upper torso and head, his arms popping out the sides of the light, making him look like quite the idiot.



K. Rool will run forwards at double his running speed after the light falls on his head, turning around to run the other way should he run into a wall/edge (God knows how he knows when to stop). K. Rool has super armor during this time and does 19-20% damage and above average knockback on contact with anyone. He'll run about for 2 seconds, 3 seconds fully charged. After running about the full duration of the move, K. Rool pulls the light off the stuck position over himself for horrendous ending lag, still having super armor, but this being a great chance to rack damage on him. There is a brief window of lag after K. Rool takes it off where he doesn't have super armor and still can't move, so if you time it just right, you could get a fully charged fsmash off on K. Rool. This is best used in FFAs, the lag making it unusable in one on one fights unless you're abusing the super armor frames.

As a small nod to K. Rool's DK64 boss fight, he'll have even more ending lag and the move will get cut off early if he runs over a banana peel. Make sure you don't use this move against Diddy.

Down Smash - Tail Chaser
K. Rool eyes his tail and licks his lips for the charging animation, then upon releasing the charge he runs around in circles, chasing his tail (He doesn't leave his position gameplay wise, him chasing his tail in place.). K. Rool's mouth is the (above average priority) hitbox as he spins about in place, meaning there's no hitbox at all when K. Rool faces away from the screen as he spins about in place. K. Rool keeps this up for a second and a half, unless he hits someone, in which case he'll bite them and end the move early for 19-20% and above average knockback (24-25% with great knockback fully charged). Otherwise, K. Rool will finally actually catch his tail, biting it and yelping out in pain as he has bad ending lag. This has low start up lag, but is very punishable and even has a few open frames in the main attack itself as K. Rool's head is in the background. This is better used to punish your foe when you have a brief moment rather then defensively, unlike the typical dsmash.

>~~ AERIALS ~~<

Neutral Aerial - Belly Launcher
K. Rool turns to face the screen, and does two light swipes on either side of him with each arm for pathetic priority and average range. These do a pathetic 1% with tiny set knockback that reels foes in to the king. K. Rool then puffs out his belly as a trampoline like sound is heard, doing 15% and above average knockback with good priority, his belly obviously being the hitbox. While K. Rool puffs his chest out instantly after the first part of the nair is done, he's a bit laggy with reeling his foes in with the first two swipes. The attack also has notable (Average) ending lag. Whatever you do, don't short hop this. The landing lag is ridiculous.

Forward Aerial - Feeding Frenzy
K. Rool reels back his head to give the move notable starting lag, a tad bit worse then Bowser's uair even, then chomps forward for good range and priority and 17-18% with great knockback. This on it's own is a horribly impractical move. . .But if by some miracle you actually manage to hit with this, the lag decreases by around 15% as K. Rool craves the test of his enemy's flesh for the rest of the match on the move. You can reduce the lag by up to 45% to make this move nearly as fast as Bowser's fair but with superior range, priority, and power if you hit with it three times. While this is useless at first, it can become one of the single best parts of your arsenal. You can remember how much K. Rool has tasted by how dirthy his teeth are, them getting nastier with each chomp until he does so three times.

The dtilt can also be used as an alternate method to dirty up K. Rool's teeth (See the dtilt for details), not requiring he hit anyone with a move, but this is a very slow method. Still, it's probably better to speed it up enough to get this move to hit at all with the dtilt before trying to get this move up to it's full potential by hitting with this move.

Back Aerial - Un-nerving Grimace
K. Rool turns his head around 180 like an owl and lets out a creepy grimace, it all looking very unnerving and unnatural. A slight cracking noise is heard as K. Rool's head spins around, his eye twitching violetently from the pain. The turning around of K. Rool's head gives the move average start up lag. Anyway, K. Rool's his teeth shine briefly as he grimaces, causing a small flash of light the size of Kirby to appear in front of him which is the hitbox (Disjointed of course). This hitbox does nothing whatsoever if it doesn't hit the foe's eye level, but if it does it'll send them into their helpless state. If you short hop this aerial to hit a foe on the ground, they become dizzy. The ending lag on this move is thankfully brief as K. Rool's head snaps back into place.

This can be used to gimp a foe's recovery, but has to be aimed PERFECTLY, particularly on human characters who actually have rather small heads (In comparison to the rest of the cast).

If K. Rool's teeth are dirtied up to decrease the lag of his fair by 15% or more, then his teeth will be too nasty to emit a shine. Instead, K. Rool will let out some nasty breath the size of Kirby that does 10 hits of 1% and flinching over a second, the last doing average knockback. The breath vanishes as soon as it does all it's hits, but K. Rool is free to move after he breathes it out. As K. Rool's teeth get more dirty, the size of the bad breath that comes out increases, potentially getting up to the size of Bowser if K. Rool's teeth get disgusting enough. The weak version of this move is inferrior to gimping recoveries, but the sheer size of the hitbox of the larger versions make the move more appealing at high power. Still, you have to actually think about sacrificing the regular bair for the new version when dirtying up your teeth. It's not 100% positive.

Up Aerial - Eyeing Vengeance
K. Rool turns to face the screen and he lets out an angry roar as his crazy eye starts twitching and pulsing. It swells up to a large size, doubling it's normal size and becoming a low priority hitbox that does 5-6% and tiny upward knockback. Low lag on both ends, but it's too weak and the range and priority are too pitiful to consider using.

However, if K. Rool is losing, he'll get more pissed when he uses this attack, wanting vengeance, causing his eye to swell up bigger. This causes his eye size to triple, being around the size of a poke ball, and boosts it's power to 10% with average knockback.

If K. Rool is losing by more than one stock or is in a lower position than second in a free for all, his eye will swell to the size of Kirby and do 13-14% with slightly above average knockback, still lag free, a welcome addition to the king's arsenal.

If K. Rool is somehow still not dead when behind more than two stocks or is in dead last in a FFA, his eye will swell to the size of Wario, doing fully fledged above average knockback and 16-17% damage, still lag free. Holy crap! That's insane!

The catch to all these moves is the eye has absurdly low priority no matter how big it gets. Any attack, even a projectile, will cancel it out, causing it to deflate like a balloon and causing K. Rool to hold it briefly, having terrible lag, then going into his helpless state. The low lag may encourage you to abuse this attack, but you'll pay the price if you do.

Down Aerial - Ground Pound



K. Rool turns to face the screen and gets into a pose like Bowser's down special, then plummets towards the ground, his body becoming a high priority hitbox. K. Rool falls a bit less quickly then Bowser does in his down special, but it's still a typical stall then fall. K. Rool does 15% and spikes anyone he comes into contact with, but unlike the typical stall then fall dair, K. Rool won't stop if he hits anyone, meaning if he intends to spike someone he'll be comitting suicide (Although you can grab the ledge out of this move like Bowser's down B if you go right next to it as you fall).

What use is the move then? If you land on the ground with it, it has typical bad ending lag like Bowser's down B, but green shockwaves will come out from K. Rool like those in his boss fight from DK64. The shockwaves are disjointed and go out the width of Bowser from K. Rool. Each shockwave does 5% and flinching with the last doing average knockback. How many shockwaves come out? It depends on how far K. Rool fell through the air. There'll be another shockwave for every Marth distance he falls, him getting one automatically. This can be used as a great damage racker if you go high into the air and space it just perfectly for the shockwaves to hit, but this will rarely work properly.

>~~ THROWS ~~<

Grab - Tail Lasso
K. Rool extends out his tail and bends it slightly to try to capture somebody in it, then reels it back to himself. The tail reaches out the distance of three quarters of a Battlefield Platform and has the usual awkward lag on it for a long range grab. This grab is quite awkward in the fact that it's actually aimed behind K. Rool rather than in front of him like all other grabs. This cannot be used as a tether recovery, as K. Rool is far too fat to hang merely by his tail.

Pummel - Bind
K. Rool squeezes the foe in his tail. 1%, but INSANELY spammable.

Forward Throw - Swamp Mud
K. Rool grabs the foe out of his tail with his bare hands, then slams them to the ground and stomps on them for 5% and to implant them in the ground like the pitfall item or DK's side special. He next goes to pounce on them like Dedede's dthrow, doing 10% and average knockback. The thing is, K. Rool does this much laggier then Dedede's dthrow, and it's possible for foes at low percentages to button mash out and avoid this hit, leaving K. Rool to slam his butt down onto the ground for horrible ending lag. This throw has the most kill potential out of K. Rool's, so use this one at high percents.

Back Throw - Dizzy Spin
K. Rool brings the foe up close to him and wraps his tail around the foe fully, then unravels it quickly and slashes them away for 5% damage. This causes them to spin away a set distance (Half of Battlefield, though they won't go off the edge), then become dizzy at the end of it as if they broke their shield. This has bad ending lag for K. Rool, so unless the foe is at high percentages and thus have a hard time breaking out of their dizzy states, K. Rool will be unable to punish them. At high percents though, this can be a good set up for a kill. Once you're at really high percents, say, 100%, you could chain grab bthrows before the foe could recover from the stun, but there's not much point in it seeing they already have 100%.

Up Throw - Seismic Toss
K. Rool grabs the foe out of his tail and holds them against his body. He then does a massive leap up into the air the height of Dedede's up special, his body becoming a hitbox that functions just like in Dedede's up special to other players as he crashes back down to earth, albeit the stars that appear on either side of Dedede don't appear for K. Rool. K. Rool lets the foe go as he crashes back down, doing 10% and average diagonal knockback. This is useless for 1v1, but creates an interesting hitbox to take advantage of in FFAs.

Down Throw - Tail Chomp
K. Rool turns around to chomp the foe he has wrapped up in his tail, doing a broken 17%, 1%more then Dedede's broken bthrow, and small set knockback. However; K. Rool also bites his tail in the process of this, causing him to yelp out in pain and do 5% damage to himself, meaning you gain only 12% on your foe with this throw.

>~~ FINAL SMASH ~~<

Final Smash - K. Rool's Lair



The screen zooms in on K. Rool as he uses the Smash Ball. He gets into a sitting position and we can see the throne from his lair forming underneath him, then the camera zooms out to show that the stage has changed completely into K. Rool's lair (His throne room to be precise) from DK64. K. Rool is in the center of the background in his throne, while the view of the ocean (And the steering wheel in the picture) are seen on the left. This "stage" has no cieling (Or rather it does, but it's so high that foes can still be KOd off the top), but has walls on either side. This final smash lasts a lengthy 30 seconds, and K. Rool has a moveset of sorts that he can do to assault the intruders in his lair, all without leaving the comfort of his throne or the safety of the background.

A - Summon Guards
K. Rool rapidly mashes a button on his throne and yells out "GUARDS!" for 5 Kremlings to run in from the background and into the fight. They have 30 stamina each, and can attack with claw swipes for 10% and average knockback or bites for 12% and above average knockback. Their attacks have decent range and are rather speedy, the swipe being slightly faster. These are weak on their own, but are a threat in numbers. Using this move again when guards are already out will do nothing. Players will want to kill 4 of the guards, then let the fifth stick around so K. Rool can't summon more. However; K. Rool has methods of destroying this 5th Kremling should players refuse to should he want more guards. . .

A Side - Spikey Defense Mechanism
K. Rool presses a button on his throne and spikes come out of the walls on either side and stay out for 3 seconds. Contact with these spikes do 10% and average knockback away from them. Nothing too threatening. . .On it's own. . .Used in combination with the A Down, this is very useful.

A Up - Battle Presence
K. Rool leaps off his throne and comes out of the background to join the battle himself. He isn't stregthened at all, so this isn't recommended, but if you already have a bunch of Kremlings out to help you and your foe is already at a high percent, this could be a decent way to finish them off. Beware though that you can't go back into your precious throne after coming out of it, thus having no more access to the moveset of sorts the final smash gives you.

A Down - Closing In
K. Rool presses a button on his throne and the walls start closing in on foes slowly. The walls will keep closing in on as long as you hold A, and you can use this in combination with the A side for devasting results. The walls close in at half the speed of Ganondorf's walk, making this very long, and whenever you stop holding A they start retracting at the same speed. K. Rool can close the base in entirely to get a guaranteed KO, but he'll KO himself in the process and cause the final smash to end. Still, if you're ahead of your foe in stock and they only have one stock left, this is the best option to use.

B - King's Dinner
K. Rool's stomach growls. He hastily claps his hands for a Kremling to come in carrying a steak on a silver platter. Occasionally while K. Rool is waiting he'll mumble to himself "I wonder what's for dinner. . .". This takes around 5 seconds. When K. Rool's dinner arrives, he hastily scarfs it down, healing himself of 35% damage. This is great to use when your foes are already busy with one of your other traps.

B Side - Crank the Wheel
K. Rool doesn't actually do anything for this move, rather the Kremlings next to the wheel and the Klaptrap powering it. If you input this as B Right, the Kremling on the right points to the right and says the direction, and visa versa. The Klap Trap running in the wheel will then starts running in that direction, causing the arena to start tilting in that direction as the ship turns. If you spam this, the tilt can get very severe, causing K. Rool to groan in pain. If you try to tilt it beyond this, K. Rool lets out an aggravated cry as his men at the wheel, causing them to tilt the ship back to normal. This is best used for sending your foes into various other traps.

B Up - Updraft
K. Rool presses a button on his controls, then fans appear in the floor and start blowing upwards. Players will slowly be sent upwards at around the speed of Ganondorf's walk, and combat is extremely floaty. This only lasts 5 seconds, not long enough to KO foes off the top, but if foes were already up high this could be enough to finish them. When multiple foes are fighting, this is also likely to increase the chaos between them.

B Down - Floor Trap
K. Rool presses a button on his controls, then the floor shortly after gives out. This lasts for 3 seconds, and foes must use their recoveries to stay above ground during this period or fall to their doom. Use this if some idiot made themselves go into helpless for w/e reason. Don't throw this out randomly, as it will kill all Kremlings you have currently summoned. K. Rool cannot use his B down when his up B is in effect or visa versa.

The various moves on their own are rarely all that good on their own, but used in combination over the long duration of the final smash can prove to be deadly. This final smash requires some actual thought in order to KO your enemies, but it's far from underpowered.

>~~ OVERALL PLAYSTYLE - KUNNING KING ~~<
K. Rool is a rarity in heavyweights: He can actually approach and prevent foes from approaching, and quite well at that. He can be where he wants to be, should he play intelligently. While this might seem broken when coupled with his power, if a fast foe should get right up in K. Rool's face, he's dead meat. No literally, he is dead meat, as he'll be making up a delicious meal of combo food for the small fast character. K. Rool is the largest character in the game, meaning it's absurdly easy for someone like Fox or Shiek to come up to him and utilt him in mass for over 50% damage, or for even Ganondorf to dtilt his percentage up.

So long as you keep your foes just in your reach and not directly in your face with K. Rool's thankfully not horrendously slow arsenal, he'll fare quite well. K. Rool needs to keep up the pressure on his enemy to keep them where he wants, as otherwise they'll devour all that fatty combo potential like no tomorrow. To make up for being so vulnerable to this, K. Rool can do more then simply KO like the typical heavyweight. K. Rool is the only heavyweight save the utterly broken Dedede who can actually edgeguard worth a ****, what with his projectiles and his actually half decent aerial game. On the flipside, K. Rool begs to be gimped by the small fast characters he already loathes when trying to recover.

All in all, matches against K. Rool are rather frantically paced. He goes down awkwardly fast for a heavyweight what with how fast his damage potential racks up and how easy he is to gimp, but he's just as great at killing you off with his sheer power and gimping. There's little breathing room for either side to let up on here, K. Rool can't let foes get in close while foes will have to take advantage of K. Rool's limited lag the best they can. K. Rool mainers should always be prepared for heated match ups.

***​

>~~EXTRAS ~~<

>~~ Extra Animations ~~<


Up Taunt - Sinister Laughter
K. Rool folds his arms and laughs evily as his cape blows in the wind. What? He needs a good evil pose! Bowser could've really used something that was, y'know, actually evil. . .

Side Taunt - King of the Jungle
Lions rule the wilds? Pah! K. Rool lets out a mighty roar towards the foe, sounding load and menacing. If this taunt is spammed, however, K. Rool's voice my ocasionally croak out and he'll end up letting out a wimpy roar and smiling stupidly, trying to get foes to forget his little screw up.

Down Taunt - Crowd Pleaser
K. Rool turns to the audience and raises up his gloves, shouting out "YEEEEE-AH, THANK YOU!". If done when the crowd is chanting for K. Rool, this will increase the duration they will do so. He showboated like this a lot in his DK64 boss fight. . .

Entrance - Overdone Entrance
K. Rool is lowered down from a wire like when he enters his boxing arena in DK64. He does his down taunt as he's slowly lowered down.

Win Pose 1 - Taking a Bow
K. Rool takes off his crown and bows before the camera.

Win Pose 2 - Disgruntled Minion
A Kritter, one of K. Rool's most basic soldiers, is seen alongside K. Rool. Both are waving out to the crowd, the Kritter with both hands, K. Rool with one hand on his hip while he waves with the other. After a while of this, he turns to the Kritter and yells "Back to work!" for the Kritter go off screen and mumble under it's breath while K. Rool continues waving to the crowd.

Win Pose 3 - Oversized Crown
K. Rool has a crown twice his normal size on, looking up at it awkwardly. He decides it's too big for him and throws it away, taking out his regular one and putting it back on. As he does this, however, the crown comes back to him like a boomerang and smacks him across the face, knocking him unconscious. A fine "victory" pose indeed. . .

Loss Pose - Eye Roll
K. Rool rolls his eyes as he claps, only trying to keep up his image by applauding the victor.

>~~ Kirby Hat - King K. Kirby ~~<




Kirby gets K. Rool's crazy eye and crown upon copying him. It would be far too undignified to have a mere rip off of the Yoshi hat! Kirby can use K. Rool's crown toss neutral special, and his utilt is replaced with K. Rool's Family Jewels (K. Rool's utilt). Why does Kirby need the utilt? He's King K. Kirby! What is a king without his family jewels? Certainly not a manly one, as there would be nobody to carry on his royal line.

>~~ Snake Codec Conversation ~~<


Snake: So I'm watching this overgrown psychotic aligator. . .He's talking about his blood fued with a bunch of apes. It sounds like his fat butt can't do anything. . .
Otacon: Don't underestimate him Snake. He may be slow, but he packs one heck of a punch, and he isn't nearly as slow as some of the other kings you've faced.
Snake: Good. . .That last fight against the overgrown turtle was -too- easy.
Otacon: Your best bet would be in to get up close and to keep the pressure up on him Snake. You can't be relying too much on your explosives against this guy, as he does just fine when at a distance.
Snake: Guess I'll get to put all that physical combat training into use.
Otacon: Yeah. Have you gotten your muscles back into joint yet? The blow the Koopa King gave you still hasn't healed.
Snake: No. . .My arms are still disjointed. Guess I'll still have to win with my broken disjointed bones and my hit up boxes. . .
Otacon: Heh. . .Don't worry. I don't think you'll have it too bad.
Snake: What makes you say that?
Otacon: Nothing. . .
Snake: . . .

-End Transmission-

>~~ Assist Trophy - Klubba ~~<




Klubba stands in place and pats his club in his hand, being slightly less wide then K. Rool but slightly taller. He stands in place for 20 seconds, doing nothing if nobody comes into contact with him. If they do however, Klubba will do one of two attacks. Klubba's first attack is to thwack them enemies with his club (It's disjointed, but Klubba is invincible, so it doesn't matter) for massive range and 25% with amazing knockback. Klubba's alternate attack is to grab a foe, then shake them up and down to cause coins to fly everywhere (He's making them pay their toll), dealing them an insane 40% damage but no knockback. In coin matches, foes will actually lose the coins that get shaken out of them, the coins being more then props. Klubba is a very rare and powerful assist trophy. Do your best to knock foes into him and stay close to him at all times.

>~~ Stage - Krool Arena ~~<




What? You wanted Gangplank Galleon? But that would be a boring stage!

This stage is slightly changed to work for Smash. The outside of the arena is a bottomless pit, there only being stands for the crowd in the background. This stage is around the length of Final Destination and has a cieling, meaning vertical KOs are impossible. Due to the stringy ropes blocking you, it's also very hard to knock foes out horizontally, as they must go over the ropes. The ledge can be grabbed despite the barrier ropes, but you'll have to jump over the ropes to be back into the arena, and doing a ledge attack against the ropes will just send you back over the edge. If a foe is knocked into the spriny ropes, they'll be knocked away with the same knockback in the opposite direction, meaning plenty of chaos is in this arena. No, you can't chain grab against the ropes, as the foe will get bounced too far away from them when you try to use the ropes like a wall.

There are four spotlights on the cieling just like the ones in K. Rool's usmash. They're all dimly lit by default, but on ocassion one of them will crackle slightly before becoming fully light, firing a ray of light down onto the arena that stuns foes just like the light in K. Rool's usmash. The ray of light lasts like this for 30 seconds, then the light becomes dislodged and falls down onto the arena. Anyone hit by it will take 18-19% damage and hefty knockback, although if K. Rool is by it he won't take any damage/knockback and will start running back and forth with it on his head like in his usmash. This is defenitely a great stage for the king to pick.

A few other more obscure easter eggs are on this stage. If K. Rool does his down taunt, his crowd chant will automatically start up. If this is played in a timed match, then the counter will end at 8 seconds rather then zero as the kremling judges in the background rapidly bang the bells. If K. Rool is defeated in stamina mode on this stage, the Kremling judges will also rapidly try to bang the bells and an announcer will start counting up to 10 to see if K. Rool's out. The kremlings will successfully bang the bells on the count of 8 and the announcer will yell out "Saved by the bell!", but this has no effect on the battle and K. Rool will still lose.

Stage Music:
K. Rool Duel
K. Rool’s Intentions
Thrash the Plank
Chekan Winter
Simian Symphony Part 1
Bad Boss Boogie
Frantic Factory

>~~ Alternate Costumes ~~<

-Default (Green team)
-Red skin, green cape (Red team)
-Navy blue skin, silver cape (Blue team)
-White skin, gold cape
-Black skin, white cape
-Orange skin, red cape

Can you really say you'd be satisfied with mere color swaps when this king has so many costumes to choose from? All three of his other main indentities are present here, and they even have a few different moves when you change the costumes! These moves are specifically the ftilt, utilt, and fsmash, although the neutral B changes very slightly also with each version. Below are the costumes available, and they also have their own color swaps like Wario's overalls.

>~~ Kaptain K. Rool ~~<




Alternate Colors:
-Default (Green team)
-Blue skin, black coat (Blue team)
-Red skin, blood red coat (Red team)
-Pale undead skin, black coat
-White skin, gold coat
-Orange skin, normal coat (Resmbles Kaptain Skurvy)

Neutral Special - Kaptain's Hat
K. Rool throws his hat rather then his crown. It's essentially the same, what with it being K. Rool's signature move, but does only 6% damage. It moves even faster through the air, though, making this a very speedy projectile.

Forward Tilt - Reverse Cloud
K. Rool takes out his blunderbuss and shoots a green cloud the size of Wario out of it that's disjointed and goes the length of a Battlefield platform over the course of a second before disappearing. This has below average start up, but average ending lag. Contact with the cloud does a mere 2% damage and a small flinch, but causes your controls to be reversed for 5 seconds. The cloud is not affected by gravity, so you can use this on the edge on a recovering foe to send them back just far enough to not make the ledge. Nifty!

Up Tilt - X Marks the Spot
K. Rool does a slicing motion above his head with both arms, crossing them apart for the slash. This does 7% with below average knockback with below average priority, average lag on both ends, and non note worthy range. Terrible move.

However; after 10 seconds have passed, the area K. Rool slashed will have a red X appear in the same formation as he slashed, being disjointed and doing 13-14% with average knockback. Nifty! You'll want to try to stay in the area the X is going to appear and force your enemy to approach, then grab them when the X is gonna show up. That might not be worth all the trouble, but if nothing else it can be prepared as another means to make it harder for foes to approach you, being another attack they have to avoid that can lead you into hitting with another one.

Forward Smash - Gunpowder
K. Rool takes out his blunderbuss and makes it face away from him as he charges, then upon releasing the charge misfires it so it'll shoot a bunch of gunpowder out the back end. Unlike in his down special, he's not the one who's gonna be hit by it this time. This has slightly below average start up lag with average ending lag as K. Rool turns the blunderbuss about and puts it away. The amount of gunpowder that comes out is a cloud around the size of Bowser that does 19%, 26% charged. However, this does no knockback, as the foe merely shakes the gunpowder off angrily. While this causes the foe a bit of lag, K. Rool's ending lag prevents him from punishing the foe, it just being an animation. This costume robs K. Rool of a kill move, but he's a heavyweight. He's not in dire need of them.

>~~ Baron K. Roolenstein ~~<




Alternate Colors:
-Default (Green team)
-Blue lab coat (Blue team)
-Red lab coat (Red team)
-Black lab coat
-Gold lab coat
-Brown lab coat

Neutral Special - Helicopter Hurl
K. Rool takes his helicopter off his back and throws it forward. The helicopter moves even faster then K. Rool's hat, being propelled by the copter in addition to the strength of K. Rool's throw. It does multi hit damage rather than one solid hit from the propeller, doing 5 hits of flinching and 1% per second, the last doing below average knockback. This is very easy to hit with, but it's rare you'll get all 5 hits in, and even then this is horribly weak.

Forward Tilt - Chemical Leak
K. Rool takes out a beaker and spills it's contents onto the ground in front of him. This has average start up lag as K. Rool does it carefully for whatever reason. The area K. Rool spilled the liquid from the beaker onto will cause tripping for 20 seconds or one use. This is useful as most most as this type are for setting up a more powerful move, but due it only working once and you only able to have one spot out at a time is rather annoying to make use of and not worth the trouble.

Up Tilt - Chemical Reaction
K. Rool takes out two beakers, then jolts one of them upwards to cause a drip of acid to come out of one of the beakers at random and go into the other. The chemical drop is disjointed, but very small, the size of a Deku Nut, doing 3% with tiny knockback. K. Rool will catch the chemical drop in his other beaker then put the beakers away. This move is insanely fast and spammable to make up for it's insane weakness, but that's still not really enough to use it.

If you use this move 20 times, however; a chemical reaction will occur and a massive explosion double the size of Bowser will occur over K. Rool, doing 25% and unholy knockback to anyone within the radius as well as K. Rool himself. This is an excellent move to take your foe down with you through. Should K. Rool somehow survive this, he can't cause another chemical reaction for the remainder of his stock.

Forward Smash - Mushroom Cloud Explosion



K. Rool takes out two beakers with skulls and crossbones on them filled with ominous looking red liquid as he charges, then upon releasing the smash attack he throws the beakers up into the air, them being tiny weak disjointed hitboxes that do 3% damage and flinching. The attack can be stopped during this time by attacking the beakers with any attack, and K. Rool is free to move as soon as he throws the beakers up - get the hell out of there!

Once the beakers land onto the ground, a massive explosion occurs, a trial shooting up twice the height of Ganondorf then creating a mushroom cloud 4X Bowser's width at the top. Contact with this or a bit to the sides of the trail heading up does 25% damage and insane knockback (32% with unholy knockback charged). K. Rool is perfectly vulnerable to being hit by this move, hence why he's allowed to flee from it before it occurs. This hitbox is extremely awkward to hit with, and while K. Rool isn't left open during this move, the lag of the beakers spinning about in the air prevents this from hitting most of the time. Any competent player should be able to avoid this with ease or destroy the beakers before they hit the ground, as they spin in the air for a full second before crashing down onto the ground. Better yet, grab K. Rool and throw him into the explosion!

>~~ Khampion Krusha Rool ~~<




Alternate Colors:
-Default (Green Team)
-Blue skin, green boxers, red gloves (Blue team)
-Red skin, orange boxers, orange gloves (Red team)
-Black skin, white boxers, gold gloves
-Yellow skin, teal boxers, white gloves
-Pink skin, pink boxers, pink gloves

Neutral Special - Boomerang Glove
K. Rool throws his boxing glove like a boomerang instead of his crown just like in DK64. It travels through the air a bit more slowly then the crown, but does 10% and a bit more knockback.

Forward Tilt - Toe Jab



One of K. Rool's nasty toes come out of his broken up sweaty left shoe, stabbing forward the length of half a battlefield platform for 5% and small knockback and below average knockback, but having a bit of a disjointed hitbox on the end. This has little starting lag on both ends and the range and priority make it super easy to hit with, this being an EXCELLENT move for poking and approaching.

However; each time K. Rool stabs out a toe it gets stuck outside K. Rool's shoe and turns red in pain, unable to be used again, K. Rool using a new toe the next time he uses the move. After all four toes come out K. Rool's shoe will rip apart entirely. Trying to use the move after this will cause the move to have more lag and less range and priority with no boost to power, taking away what was once a useful move.

Up Tilt - K. Rool's Family Jewels
Yeah, this move stays the same. K. Rool still has his crown, so he can still use this, but he can't use his ftilt or fsmash due to his lack of a cape. Don't fix what's not broken, aye?

Forward Smash - Final Charge
K. Rool brushes his feet as he charges the smash attack like a bull, yelling. Upon releasing the charge, he holds his arms out behind him and runs forward at a fast speed the distance of half of Battlefield at the speed of Meta Knight's run, Captain Falcon's run fully charged. Contact with K. Rool does 20% and good knockback. Totally overpowered? K. Rool has ZERO priority during this charge, anything will knock him out of it. It's hard to punish this too hard due to the speed K. Rool runs at, but if you're famaliar with the move him using this against you essentially gives you a free hit, and you still have some time to react, him having a bit of start lag before he starts the charge.

This is based off the final battle with Chunky Kong in DK64 where Chunky has to smack K. Rool as he charges towards him.

>~~ SSE Role ~~<




In the scene where DK and Diddy are first introduced, after they head after Bowser’s troops, Klump and Krusha can be seen in the bushes, spying on them, Klump looking through a pair of binoculars. Klump takes out a walkie talkie to report to K. Rool (Some gibberish being heard from him to represent the talking) for K. Rool to be heard on the other end shouting out gibberish back at Klump. Klump holds his non-existent ear in pain as the walkie talkie gets propelled upwards by K. Rool’s bellowing voice, Klump catching it shortly after. Klump motions for Krusha to follow him, and the pair head out after the Kongs.

In the scene where Bowser turns DK into a trophy with his trophy gun, the scene goes on after Bowser laughs for Klump and Krusha to come in. Bowser looks at them questioningly for both of them to give a salute, Bowser nodding to approve their allegiance. Klump points to DK’s trophy, then points to himself for Bowser to shrug and toss the trophy into Klump’s grasp effortlessly and casually for it to crush him, him unable to lift it’s weight. Bowser facepalms and leaves, then Klump struggles out from under DK’s trophy. Krusha picks up the trophy with no effort at all, balancing it on one finger, for Klump to sigh, annoyed at not being as strong as the other reptiles. The two kremlings and Bowser leave in separate directions.

Before the second level where you play as Fox and Diddy, a cutscene of Klump and Krusha reporting to K. Rool is shown. Klump takes out a small old fashioned TV for K. Rool to show up on it, seated on his throne, drumming his fingers. Klump and Krusha smile stupidly and gesture to the DK trophy for K. Rool to look excited and let out an evil laugh. Klump steps in front of K. Rool’s view of Krusha and points to himself for K. Rool to nod and take out a sack of gold, nodding back at Klump. Krusha gets angered at Klump taking the credit, and proceeds to shove him out of the way and point to himself. Klump and Krusha rapidly begin pointing to themselves and grunting, arguing over who gets the credit, and eventually get into a fight over it. K. Rool facepalms at this and cuts off the connection to the TV, and the cutscene leaves the two Kremlings to their fight.

K. Rool makes his first in person appearance in the SSE when he takes Bowser’s place in making the Giant Diddy Kong Fox, Falco, and Diddy have to fight. However, unlike normal, K. Rool will first fight you with a bunch of Kremlings (Generic enemies, who can be found in the second Diddy and Fox level and the Falco/Diddy/Fox level instead of Bowser’s koopas) at his side. After being defeated, K. Rool won’t turn into a trophy, and will instead whip out his trophy gun and make the giant Diddy Kong as normal, then flee.

K. Rool, Klump, and Krusha aren’t seen again until DK’s trophy is normally seen on the ship flying to the subspace factory where it normally goes. Klump and Krusha are still with DK’s trophy, guarding it, bringing it to the subspace bomb factory for safekeeping. In this scene (Separate from the others shown at this time), Klump and Krusha will be shown with a bunch of bruises from their fight against each other earlier, and will decide to call a truce and shake hands. After this, Krusha will be bored and go over to the TV they used to contact K. Rool and fiddle with it. Krusha turns on his favorite show, “Sing along with Uncle Swampy”, and begins clapping to the music stupidly. Klump facepalms at this and changes the channel on the TV to one with a bunch of Kremling babes, him literally drooling over the sight of them. Krusha changes back the channel in anger, and they then begin to fight once more, this time over who gets to watch their shows. The camera cuts to K. Rool, who is coming over to the Kremlings with his helicopter pack from Donkey Kong Country 3. K. Rool facepalms at the incompetence of his minions and lands on the ship alongside them for the Kremlings to hastily put their salute their king and stop fighting, letting out big stupid grins.

The next cutscenes go on as normal, with the exception of K. Rool, Klump, and Krusha being shown on the airship with DK’s trophy. Diddy first comes onto the ship for K. Rool and Klump to come up close to him, closing in on him, Diddy looking rather intimidated. They don’t notice Captain Falcon and Olimar come onto the ship though, although Krusha does. Krusha rapidly points towards Falcon and Olimar, but K. Rool dismisses it, thinking Krusha’s probably just being stupid again, unaware of the threat. K. Rool and Klump hastily turn around when they hear DK being revived for their jaws to drop and Diddy to laugh, and a battle begins. You play as DK, Diddy, Falcon and Olimar against K. Rool, Klump and Krusha, with the subspace enemies that you normally battle against here in the real SSE still being present and required to be defeated.

After defeating the Kremling trio, K. Rool uses his helicopter pack to escape, and Krusha leaps out to K. Rool as he flees and grabs onto his legs for dear life. Klump tries to jump out also, flailing in mid-air rapidly to try to get to grab onto Krusha’s legs, but he doesn’t make the jump, and falls down into the water, staring up at K. Rool abandoning him. DK and Diddy laugh at the Kremlings, but turn their attention to the subspace bomb factory as they’re taken inside by the ship as normal, along with Falcon and Olimar.

In the cutscene where Samus and Pikachu burst into the heart of the subspace bomb factory to meet with the Ancient Minister (Before DK’s party arrives), K. Rool and Krusha can be seen coming in from the side before they burst in. The Ancient Minister takes a bow before K. Rool, and motions to his Robs to tend to his wounds, which they proceed to do as ordered. K. Rool chuckles and pets the ancient minister for him to stare at K. Rool hatefully, then Samus and Pikachu come in, the cutscene resuming as normal.



In the cutscene where the Ancient Minister reveals his identity, Ganondorf doesn’t have the Robs set off the bombs when he appears as the hologram. Instead, he brings out a massive amount of powerful susbspace enemies, having no intentions of blowing up the factory, confident that they can easily defeat Samus, Pikachu, and DK’s party. K. Rool laughs alongside Ganondorf before he vanishes, but after he does so Krusha can be seen stupidly messing with the controls. He ends up setting off the subspace bombs for K. Rool to facepalm in response and the Ancient Minister to stare at K. Rool hatefully as his Robs go to sacrifice themselves. K. Rool hastily goes to flee the exploding factory along with Krusha, the Ancient Minister going with him. K. Rool notices the Ancient Minister coming along and puts up his hand to tell him to stop, then points downwards to tell the Ancient Minister to stay there, ordering him to sacrifice himself along with the other Robs. The Ancient Minister stares hatefully at K. Rool then shreds his disguise to reveal his true appearance, and proceeds to try to attack K. Rool. K. Rool and Krusha hastily flee out and close the door to chase after them, leaving Rob trapped with the others. Rob goes alongside the other characters and smacks his robotic fists together, getting ready for a fight, and the battle against the subspace enemies proceeds as normal.

After defeating Meta Ridley and the Subspace bomb factory is engulfed in the bombs it produces, K. Rool and Krusha can be seen escaping the blast via K. Rool’s helicopter pack in the background as the Blue Falcon easily gets out in time. More notably though, Klump can be seen watching this from the water he fell into, and is sucked into subspace by the blast. Klump screams wildly and rapidly flails his arms as he’s sucked in. . .



K. Rool and Krusha aren’t seen again until the great invasion cutscene, where they are up on the “Ganon cannon” alongside Bowser and Ganondorf. In the cutscene where Ganondorf betrays Bowser, K. Rool and Krusha also present. Ganondorf aims his trophy gun at K. Rool instead of Bowser, but Krusha takes the shot for him, getting turned into a trophy. K. Rool turns around at the betrayer hatefully and growls lowly alongside Bowser, and you play as Ganondorf against the other two villains in a two on one battle. After defeating them, Ganondorf will go before Master Hand, but Master Hand will fail to escape Tabuu’s control and will instead attack Ganondorf. You must face Master Hand as Ganondorf, his stats being double what they normally are in classic mode. After this, Tabuu turns everyone into trophies as normal, although the game shows the trophies of DK, Diddy, K. Rool, and Krusha flying far farther then the others, off into the distance.

Due to not being in the same area as everyone else, having been sucked into a random location of subspace, yet not turned into a trophy like Wario was, Klump is still alive after Tabuu turns everyone into a trophy. Due to not needing to be revived by one of King Dedede’s badges due to not having been turned into a trophy, the game first shows Klump before King Dedede’s party or Kirby. Klump gets up wearily from having been sucked into the portal and looks around at subspace curiously. Klump, unable to determine his location, lacks his pointer finger and points it upwards to see if he can feel the wind, but there is no wind in this lifeless place, much to Klump’s fear, his pointer finger drooping down. Klump paces about mumbling “hip hup, hip hup. . .” to himself, swinging his arms about, trying to keep his cool, but suddenly a bunch of primids pop out and attack him, causing him to lose it. You play a subspace level as Klump alone, not having the luxury of Krusha to assist you, no further cutscenes of Klump showing.

After Klump’s level, you play through King Dedede’s level as normal, but before the game shows Kirby, it goes back to Klump. Klump finds Krusha’s trophy and Klump has flashbacks of them fighting over who got the credit for taking out DK and the channel. Klump also remembers Krusha getting away with K. Rool while Klump fell into the water, left to be sucked into the portal. The flashback ends, and Klump stares at his comrade with anger, shaking his fist. He proceeds to take out his anger on Krusha’s trophy, but then a hoard of subspace enemies arrive, surrounding Klump. Klump looks horrified and hastily revives Krusha to assist him, and you play as them both in another subspace level, there being a small battle at the start.

After the second Klump subspace level, you play through Kirby’s as normal. Once all the normal cutscenes play that normally would before you go up into subspace (The only exception being that DK and Diddy’s trophies aren’t in the subspace levels of Dedede’s party and Kirby), a final Klump and Krusha level starts up with another cutscene. Klump and Krusha will find DK and Diddy’s trophies laying on the ground together and laugh stupidly over the trophies. The pair will proceed to assault the trophies out of their hate for the kongs, but then some subspace enemies attack once again. Klump and Krusha are vastly outnumbered and have no choice but to resurrect the kongs, who beat their chests and join the two Kremlings in battle against the subspace enemies. You play as DK, Diddy, as well as Klump and Krusha in a battle against subspace enemies. After the battle, Krusha will go up to shake DK’s hand, but Klump will come inbetween him and DK and point towards DK, reminding him that he’s the enemy, for Krusha to salute. You play as Klump and Krusha against DK and Diddy in a 2 on 1 battle (As far as gameplay is concerned) in the enemy’s favor. Once you defeat the monkies, Klump and Krusha laugh stupidly over their victory and proceed to drag the apes along. Klump has a flashback of being unable to carry DK and decides to try carrying him, but is still unable to. Krusha casually picks up DK once again with his pointer finger, balancing him on it, laughing stupidly. Klump sighs and goes to pick up Diddy, but comically isn’t able to lift up his trophy. Krusha sighs and goes over to pick him up as well, but due to having to balance DK’s trophy on one finger and not paying attention to it due to picking up Diddy, DK’s trophy falls over and it’s base touches falls on Krusha’s foot, reviving DK and causing Krusha to hop on one foot in pain. DK hastily revives Diddy and Klump puts up his hands to tell the kongs to stop, not wanting to be pummeled. DK looks ready to put the hurt on Klump, but Diddy puts his hand on his shoulder and motions around to the vastness of subspace, and DK regretfully decides to allow Klump and Krusha to live. He motions for them to come along with him and Diddy, and you then play a subspace level as the four (Three as far as gameplay is concerned) characters.

At the end of the level, DK, Diddy, Klump, and Krusha find K. Rool’s trophy. K. Rool sees his minions revive him and looks relieved, but is then startled to see DK and Diddy behind them. K. Rool frantically motions behind them for them to just shrug, not knowing what he’s so worked up about, forgetting that K. Rool doesn’t know they’re working with DK and Diddy. DK sees this and comes forward to help K. Rool up for him to realize what’s going on. K. Rool refuses to take DK’s hand and stares at Klump and Krusha in disgust, considering them traitors for going with DK and Diddy. K. Rool slashes DK’s hand away then slashes at Klump and Krusha as well, and you then play as him in a three on one battle against DK, Diddy, and his “traitor” minions, Klump and Krusha. After the battle, the cutscene shows K. Rool being defeated, despite the results of the gameplay. K. Rool isn’t turned into a trophy, but appears to be KOd. DK, Diddy and the Kremlings go up to K. Rool out of curiosity for him to rise up and do a spinning tail whip on them all, having only been playing dead. K. Rool hastily flees from them up the stairs into the great maze. DK and Diddy facepalm, and they along with Klump and Krusha go into the great maze, them getting no further personal cutscenes.




KREDITS



Koloring:

Kritter

Krash Testing:

Klap Trap

Koding:

Krusha

Koncept:

Klump

Kommander:

King K. Rool
 

SharkAttack

Smash Lord
Joined
Dec 4, 2005
Messages
1,001
Location
NW Ohio
^Very nice work on the K. Rool moveset. If a 4th Smash game ever does come out there is no way I don't see K. Rool not getting in unless there is some hate towards him by the Brawl creaters. Then again this is just one character out of many. There are so many other characters in video games people enjoy that those characters will compete with K. Rool for a spot. I believe K.Rool would have a very good chance though.
 

themonkeyking74

Smash Rookie
Joined
Dec 7, 2009
Messages
6
Location
angel jungle
id like to see raymansince i thoght he would have been in brawl ive already got a move set
B moves
Neutral b . charge fist
Side b .tosses 3 types of rabbids normal which will charge at you cowboy which will shoot you with plungers and super which will pick up and toss you
Up b. helicopter head
Down b.vortex fist (rayman3)


tilts
Foward tilt. does a side kick
Up tilt does a quick upper cut
Down tilt does a foot sweep similar to luigis


Smashes
Foward smash does a twin fist
up smash archs foot around him
down smash does a twin palm strike similar to lucario

a combo
does two punches then starts speedbagging


dash attack does a running headbutt


grab tether grab obviously

pummel punches in stomach

f throw does a half turn then tosses

up throw tosses up then punches

d throw throws down then pummels

b throw spins around then tosses

air

u air does a rapid punch similar to rob

f air comes down with both fists

d air does 3 stomps in succesion

bair does a dropkick


final smash becomes heavy metal rayman



power same as toon link


speed same as lucario


weight same as diddy kong
 

Ninka_kiwi

Smash Ace
Joined
Dec 31, 2009
Messages
685
I would like to see more 3rd party charcters
Richter Belmont mega man and mabey cloud strif
also wouldnt be funny if they made mega man 8-bit like his two newest games
 

ElderOfNar

Smash Rookie
Joined
Jan 2, 2010
Messages
0
Location
Viridian City
If any of you are fans of NMH you may have heard of SUDA 51 expressing interest in putting Travis Touchdown in a Super Smash game, Which I would love to see. once I finish his move set will post.
 

B.Link

Smash Cadet
Joined
Dec 31, 2009
Messages
53
Location
I don't know on land
id like to see raymansince i thoght he would have been in brawl ive already got a move set
B moves
Neutral b . charge fist
Side b .tosses 3 types of rabbids normal which will charge at you cowboy which will shoot you with plungers and super which will pick up and toss you
Up b. helicopter head
Down b.vortex fist (rayman3)


tilts
Foward tilt. does a side kick
Up tilt does a quick upper cut
Down tilt does a foot sweep similar to luigis


Smashes
Foward smash does a twin fist
up smash archs foot around him
down smash does a twin palm strike similar to lucario

a combo
does two punches then starts speedbagging


dash attack does a running headbutt


grab tether grab obviously

pummel punches in stomach

f throw does a half turn then tosses

up throw tosses up then punches

d throw throws down then pummels

b throw spins around then tosses

air

u air does a rapid punch similar to rob

f air comes down with both fists

d air does 3 stomps in succesion

bair does a dropkick


final smash becomes heavy metal rayman



power same as toon link


speed same as lucario


weight same as diddy kong
They should've put in rayman dude that would've been awesome
 

Chronodiver Lokii

Chaotic Stupid
BRoomer
Joined
Aug 11, 2009
Messages
5,846
Location
NEOH
If any of you are fans of NMH you may have heard of SUDA 51 expressing interest in putting Travis Touchdown in a Super Smash game, Which I would love to see. once I finish his move set will post.
If that happened, i would be SOOO pumped. No More Heroes is sooo good and Travis would be a godly character for SSB!!
 

VodkaHaze

Smash Journeyman
Joined
Jun 5, 2009
Messages
400
NNID
VodkaHaze58
I want Robotnik. His final smash can be his PINGAS!!
 

xxTerminatorxx

Smash Journeyman
Joined
Dec 18, 2009
Messages
356
Location
in ur basement
Liquid Snake


I really would of liked to see Liquid Snake in Brawl or the next SSB. Liquid is actually
Solid Snake's, "Cursed Brother," according to Liquid himself.





He would be different than Solid Snake, he would lack the use of weapons and rely on Hand to hand close quarter combat. The only weapon he would have would be a FAMAS he used in the Jeep Chase in MGS1 and a Time Bomb.

SPECIALS

B Attack - FAMAS Assault Rifle. You can run around while holding it and fire it constantly. Each Bullet causes 6% Damage.

Side B - Liquid kneels down and yells. He then runs toward with a extremely powerful charge attack that surprises opponents. Same thing as the move he used against Snake while fighting on ruined Metal Gear Rex. 50% (If fully charged) But with little knockback.

Up B - Liquid does a flip into the air and comes down with a powerful kick. 15%

Down B
- Time Bomb. Liquid plants a Bomb on the ground that will eventually explodes and causes massive damage to opponents. It's the same as Snake's down B except it causes more damage and you cannot set it off with Remote Control. Causes 45% w/ super large knockback. I got the idea from the Bomb he planted on Meryl in MGS1.


FINAL SMASH IDEAS


Final Smash Idea 1 - Liquid jumps into Metal Gear Rex and crushes everyone with it. It can fire missiles and machine gun bullets along with a powerful laser.

Final Smash Idea 2 - He jumps into a Hind D that can fly around and fire Bullets along with Heat seeking missiles.

I hope this idea is used..
 

Teran

Through Fire, Justice is Served
Super Moderator
Premium
BRoomer
Joined
Oct 23, 2008
Messages
37,165
Location
Beastector HQ
3DS FC
3540-0079-4988
So is this going to be the new MYM?

This has been done so many times before haha.
 

Nø Ca$h

Smash Champion
Joined
Jan 15, 2009
Messages
2,726
Location
Philadelphia PA
alucard from castlevania sotn. palate swaps would be different cape colors. final smash would be soul steal or sword brothers.

i dont feel like making an entire moveset atm, but il do his specials for now ^_^

B- knife subweapon.

smash B- wolf rush/wing smash. wing smash in midair. wolf rush on ground.

up B- super jump.

down B- mist. kinda like demension cape(correct name? idk i play melee lol) only their isnt a slash at the end.

with melee mechanics he can ****
 
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