Subject: King K. Rool (Donkey Kong Country) Discussion Mon Oct 06, 2014 1:51 pm
How about King K. Rool ? The Dk series have only 2 characters, it would be nice if there would be some more. He could be a heavy weight character like koopa or king dedede, because there are too less heavy weight characters.
Subject: Re: King K. Rool (Donkey Kong Country) Discussion Fri Oct 17, 2014 7:02 pm
Some details about this character.
Playstyle: King K. Rool is an heavyweight character like bowser or kind dedede. His tale and bite attacks should be faster than his punch attacks. But he is more effective when he fights at the distance.
Jumping: Normal double jumps like any other character.
Jab/Combo: King K. Rool makes punches with his fist and then with his tail. If he makes punches with his fists he wears boxing gloves like in the boss fight from Donkey Kong 64. Forward Tilt: King K. Rool attacks with his belly. Down Tilt: King K. Rool spins himself 360° and attacks nearby enemys with his tail. Up Tilt: King K. Rool makes an uppercut.
Forward Smash: King K. Rool use a remote controll which shoots a laser and shocks his enemys, similar to the one in Donkey Kong Country 3. Down Smash: King K. Rool charges his belly and make a belly bash on the ground. Up Smash: King K. Rool charges his head and attacks with the spikes on his crown.
Neutral Air: King K. Rool makes a headbutt. Forward Air: King K. Rool bites forward. Backward: King K. Rool slashes with his tail. Down Air: King K. Rool lands with his butt on his enemys. The landing causing a shockwave like in the boss fight of Donkey Kong 64. Up Air: King K. Rool bites in the air, like a real crocodile.
Grab: King K. Rool absorbs his enemys in to his blunderbuss. Forward Throw: King. K. Rool shoots his enemy out of the blunderbuss. Backward Throw: Same only the following direction. Down Throw: Same only the following direction. Up Throw: Same only the following direction.
Neutral Special: King K. Rool charges his blunderbuss and shoots a cannonball ( similar to the neutral special from samus only if he charges too long the blunderbuss will explode and damage him himself ). From the Donkey Kong Country 2 boss fight. Side Special: King K. Rool throws his crown. The crown will return to him like the bumerang from Link. ( Donkey Kong Country boss fight ) Down Special: King K. Rool releases a Klaptrap on the ground which runs in the direction where he looks and bites his enemys. Klaptraps are common enemys in the Donkey Kong series and a claptrap is also King K. Rools pet in Donkey Kong 64. Up Special: King K. Rool uses his helicopterbackpack like in the Donkey Kong Country 3 boss fight.
Shield: King K. Rool hides himself in a barrel.
Final Smash: King K. Rool summons and commands some Kremlings to attack his foes. Final Smash: Ships will be appearing in the background of the stage and shoot cannonballs at his foes.
Taunt: King K. Rool holds a shiny crystal coconut in the air.
Subject: Re: King K. Rool (Donkey Kong Country) Discussion Thu Jun 11, 2015 11:13 pm
I wholeheartedly support this! My most-wanted SM4SH newcomer in Crusade? Fantastic! He could really make for quite the unique character. A heavyweight who heavily (heh) relies on projectiles would be very interesting and fun. Plus, DKC needs more representation both in the official Smash games, and here in Crusade (where is my Diddy, dammit?!).
Subject: Re: King K. Rool (Donkey Kong Country) Discussion Sat Aug 29, 2015 2:04 pm
i dont want to aply to the development team, i just want to sprite im making my own game with a friends, so i wouldnt have time to be part of a constant team and i asked, because those are the one in this topic and they fit the dk style, and i would give him a better palette :0
Subject: Re: King K. Rool (Donkey Kong Country) Discussion Sun Aug 30, 2015 1:26 pm
I think the ground pound would fit better as a down smash. DK64 seems like it could be repped pretty well as it is... jab, down smash, possible dash attack (slip ala Lanky fight)... maybe even a final smash with the Blast-o-matic.
If K Rool ever found himself in this sort of tournament, he would find a way to cheat. Thus, I have an idea for a new down special (maybe summoning a Kremling could be side special? The crown boomerang is kind of boring anyways).
I call this move: 'Feign Death'. In classic DKC fashion, K Rool fakes his own demise. Upon hitting down special, it won't look like anything has happened. However, if K Rool is hit during a short 1 second window, it will appear as if the move KOs (knockback power is adjusted accordingly). After the explosion animation off-screen, K Rool gets up off the ground (hidden under some fake scenery) with almost no ending lag, allowing K Rool to attack the now confused opponent.
This move isn't useful at all early in the match because it will be obvious, allowing an opponent to prepare for your return. At high %'s, though, it will be almost indistinguishable from a normal KO making it a valuable tool to turn a losing situation into a potential victory.
Subject: Re: King K. Rool (Donkey Kong Country) Discussion Sun Aug 30, 2015 1:56 pm
Now that's unique, and actually represents one of K. Rool's most memorable attributes from DKC: how you would think you'd beaten him, and the fake credits would roll, and ten he'd get back up. That's good.