K. ROOL Takes Kommand!
Stats:
Height: 10/10
Weight: 10/10
Speed: 6/10
Air Speed: 3/10
Jump: 5/10
Fall Speed: 10/10
Traction: 2/10
Specials:
Standard: Blunderbuss
K Rool breaks out his trusty blunderbuss from his pirate days. Tap B to fire a slow-moving kannonball. It flies for two Battlefield platforms before clanging to the ground. Once on the ground, it can be picked up and thrown by anyone, but it weighs as much as a crate. Kannonballs hang around for ten seconds. For future reference: Kannonballs are slightly smaller than Kirby. Give B a hard press to shoot a sonic speed Kannonball. This ball has twice the range. Mix up your firing speeds to confound foes, as the firing animation is the same for both. Slow Kannonballs deal 15% and KO at 170%; fast ones deal 25% and KO at 155%. Thrown Kannonballs are considered slow, in terms of damage. In addition to the two firing speeds, K Rool can also alter the trajectory of his Kannonballs. By holding up during the start lag, K Rool will cause the Kannonball to swirl through the air at his chosen speed. This makes them even trickier to dodge. Holding down will instead cause the Kannonball to bounce across the stage. Should it land on anyone, they will take damage and be buried. Thanks to the variable firing speeds and trajectories, the Blunderbuss is versatile and one of K Rool's best options for long range combat.
Side: Champion Charge
K Rool lets out a mighty war cry and charges forward. This charge is slightly slower than his dash speed. Upon hitting a foe, he unleashes a nasty haymaker, dealing a scary 20% and KO'ing as early as 165%. At first, this seems far too telegraphed; but, upon another tap of B, he turns invisible while charging. On top of this, he can change direction while charging. This means that it can be tricky for foes to figure out where he is. Thankfully, players can track an invisible Rool by the dust he kicks up. To counteract this flaw, a good K Rool player should make the match so hectic that his opponents lose track of him. Press A to cancel the charge at any time.
Up: Personal Helikopter
K Rool activates the small helicopter attached to his back. He begins slowly rising up with total horizontal control. After rising up an area equal to three Rools high, he slowly descends. The Helikopter's blades deal light knockback and little damage; they also have just enough armor to protect K Rool from weaker Down Aerials. Normally, this recovery cannot be interrupted, however: any attacks landed directly on the Helikopter will cause it to short circuit, sending Rool plummeting down with 7% damage as punishment.
Down: Kroc Krush
K Rool hops up a bit before slamming down feet first. Upon Rool hitting the ground, a large shockwave ripples out from the point of impact. The farther K Rool falls, the larger and slower the shockwave is. If Rool lands on a foe, he spikes them, deals 12%, and bounces up a bit. Can self destruct if used above a pit. If a shockwave hits a Kannonball, the wave tosses the ball up and offscreen. After a delay of five seconds, the Kannonball falls from the top blast zone at a reasonably quick speed. Litter the stage with Kannonballs and rain them down from the sky! Be sure to keep an eye out though; those falling Kannonballs can hit K Rool too! The shockwave's damage and knockback depends on its size, dealing 5% and KO'ing at 195% if used on the ground, and 20% and KO'ing at 160%. Falling Kannonballs deal 15% and stun their victim.
Standards:
Jab: K Rool steels himself before delivering a mighty belly bump. This is a short ranged, one hit jab with super armor on his belly. This move clashes with all standards and aerials in the game. Deals 7% and KO's at 200%.
F-Tilt: K Rool delivers a clumsy right hook, stumbling off balance afterwards. This move deals 9% and KO's at 185%.
U-Tilt: K Rool hops upward and claps his hands over his head, similar to Chargin' Chuck in Super Mario World. K Rool's hands meeting forms a sweetspot directly above his head. This sweetspot deals 9% and KO's at 180%. Hitting with K Rool's arms deal 5% and KO's at 190%.
D-Tilt: K Rool puts on an innocent face as he kicks the foe's shins, tripping them and dealing 4%.
Dash Attack: K Rool points the Blunderbuss behind him as a jet of flame erupts from it, propelling him forwards for as long as A is held. He automatically stops on hitting a foe, then swats them away with the butt of the Blunderbuss. This deals 7% and KO's at 185%.
Smashes:
F-Smash: K Rool hoists his Blunderbuss aloft before swinging the butt of it forwards. This is a very slow smash, but easily K Rool's strongest, dealing 15-25% and KO'ing at 165-150%. Just don't expect to land it on a competent foe. Perhaps if they were incapacitated somehow
U-Smash: K Rool rears back while charging, then swings his head forward, mouth agape. This mighty chomp is slow, but deals 10-17% and KO's at 180-170%.
D-Smash: K Rool collapses face first into prone position, attempting to crush foes under his girth. If it hits, he doesn't go into prone, but they do. Oddly for a D-Smash, this hits on one side only. As you'd expect, this has considerable end lag on miss. This ungraceful flop deals 7-15% and buries the foe.
Aerials:
N-Air: K Rool places a hovering mine in the air, snickering mischievously. As you'd expect, this mine detonates when it contacts a fighter, dealing 9% and KO'ing at 175%. This also includes Rool himself, so don't sign your own death warrant by spamming mines.
F-Air: K Rool pulls out the Blunderbuss and fires a short range burst of flame in front of himself. This forces him backwards quickly. The flames deal 5% and KO at 190%, while K Rool's body deals 7% and KO's at 180%.
U-Air: K Rool temporarily activates the Helikopter, letting its blades juggle foes above him. As a bonus, this slows his fall speed a good bit. This move juggles any victims for rapid hits of 1%, dealing 10% maximum. Afterwards, the opponent is launched away with knockback that KO's at 195%.
B-Air: K Rool pulls out the Blunderbuss and fires a short range burst of flame out behind himself. This forces him forwards quickly. The flames deal 5% and KO at 190%, while K Rool's body deals 7% and KO's at 180%.
D-Air: K Rool unceremoniously performs a massive belly flop. As he falls, he slowly speeds up, eventually reaching terminal velocity. If he hits an aerial foe, he drags them down with him, possibly burying them in the stage if they land safely, or destroying both combatants if they hit the bottom blast zone. Grounded foes are buried. If Rool hits the floor without hitting anyone, he suffers 10% damage and considerable end lag as he regains his composure. This brutal crush deals a terrifying 25% if it manages to hit.
Grab: Pulling a lever on his Blunderbuss, K Rool activates a vacuum like suction. This suction covers an infinite horizontal plane directly in front of K Rool. The vacuum can be held out as long as the player holds the grab button. When foes are pulled in, Rool roughly snatches them by the collar (or generally in that area in Kirby's case). Be warned: any projectiles or items pulled into the Blunderbuss will cause it to backfire, damaging K Rool for as much as the projectile would have dealt and leaving him with a soot-blackened face. For the Dashgrab, rather than bother with the vacuum, Rool simply snatches at his foe while running. Notably laggy on miss.
Pummel: K Rool slams the foe into the floor brutally. Slow, but the strongest Pummel in the game, dealing 6% a pop.
F-Throw: Rool tosses the foe up before swinging the butt of his Blunderbuss into them like a baseball bat, dealing 12% and KO'ing at 170%.
U-Throw: Rool tosses the foe upwards and quickly activates the Helikopter, which juggles the foe with its blades a few times, dealing rapid hits equaling 12% before launching them upwards with knockback that KO's at 175%.
B-Throw: K Rool spins, drops the foe behind him, spins back the correct way, then sits atop them. They invariably collapse under his prodigal weight, leaving them prone with 12% more damage. Rool suffers some lag as he smirks at the camera.
D-Throw: Rool drops the foe roughly before slamming a barrel over their head, dealing 7%. He then dusts his hands off for a bit of end lag. The foe is free to move, but suffer reversed controls. The barrel breaks after the victim suffers a sufficient amount of damage. Also of note: victims can jump and use down aerials, so they aren't defenseless; additionally, they can button mash to break the barrel themselves.
Final Smash: Kredits
K Rool dramatically clutches his chest before collapsing to the floor, apparently unconscious. Suddenly, a Kredits sequence begins, with parody names scrolling upwards from the bottom of the screen. These names are solid platforms and attempt to drag foes off the top blast zone. During this Smash, Rool is vulnerable to damage, but suffers no knockback. If a foe is KO'd, he visibly smirks before continuing to play dead. After a few seconds or all foes are KO'd, Rool jumps to his feet and takes a bow, leaving himself wide open.
Extras:
Up Taunt: K Rool clasps his hands together as though giving himself a vigorous handshake. He cries out: "Yeah! Thank You!" If he's in the lead and does this, the crowd immediately begins chanting for him.
Side Taunt: K Rool shoulders his Blunderbuss and fires it, only for a few fish to flop out of the barrel. He is understandably baffled by this and stares at the camera slack jawed.
Down Taunt: K Rool plays dead just as in his Final Smash.
K. Rool is the tallest and heaviest character in the game, standing a head taller than Bowser and heavier than even Defense Form Shulk! His default costume is King K Rool, but his Alts include Kaptain, Baron, and Krusha.