Super Smash Bros. 6/King K. Rool

King K. Rool is the main antagonist of the Donkey Kong series and appears as a newcomer in Super Smash Bros. 5.

Attributes
King K. Rool can be seen as a standard heavyweight. He's strong, yet slow, and while his heaviness prevents launching, it makes combos easier. K. Rool is noticeably disadvantaged in the air, as his weight and low mobility will cripple his recovery. Furthermore, K. Rool has only one recovery move, which makes whatever recovery he has predictable.

Moveset

 * Neutral Combo: King K. Rool slashes with his right hand, then with his left hand, then does a rapid barrage of punches with his boxing gloves.
 * Side Tilt: King K. Rool does a headbutt, stabbing with his crown.
 * Up Tilt: King K. Rool uppercuts with his boxing glove.
 * Down Tilt - Toe Jab: King K. Rool kicks forward, attacking with his toes.
 * Dash Attack: King K. Rool does a frantic flurry of punches while running.
 * Side Smash - Spectre Swing: King K. Rool takes outs his sceptre and swings it like a baseball bat.
 * Up Smash - Glove Boomerang: King K. Rool tosses his boxing glove upwards like a boomerang.
 * Down Smash: King K. Rool smacks the ground with the butt of his Blunderbuss around him.
 * Neutral Aerial - Aerial Spin: King K. Rool curls into a ball and rapidly spins, crashing into opponents.
 * Forward Aerial: King K. Rool thrusts his large gut forward.
 * Back Aerial: King K. Rool attacks behind him with his tail.
 * Up Aerial: King K. Rool swipes upward with his crown above him.
 * Down Aerial: King K. Rool belly-flops down into the ground.
 * Grab - Blunderbuss Vacuum: King K. Rool takes out his Blunderbuss and starts to draw opponents, items, and projectiles inward.
 * Pummel: King K. Rool smacks his Blunderbuss on the ground to damage the opponent inside it.
 * Forward Throw: King K. Rool shoots the opponent out of his Blunderbuss.
 * Back Throw: King K. Rool turns around and fires the opponent over his shoulder.
 * Up Throw: King K. Rool launches the opponent upwards with a giant uppercut.
 * Down Throw: King K. Rool shoots the opponent into the ground and stomps on them with both feet.
 * Neutral Special - Blunderbuss Shot: King K. Rool takes out his blunderbuss and fires a cannonball. Depending on how long the button is held, the cannonball will fire out in a different trajectory or configuration (horizontal, bouncing, spinning).
 * Custom 1 - Status Effect Clouds: King K. Rool takes out his blunderbuss and fires out clouds of differing colors. Blue clouds temporarily freeze the opponent, red ones slow them down (like a Timer item), and purple ones temporarily reverse their controls.
 * Custom 2 - Electrodes: King K. Rool throws out a small metallic orb. Similar to a Bumper, it can be placed on the ground or in the air, where it will remain stationary. If he throws a second electrode, the two will be connected by a wall of electricity that harms any opponents in between.
 * Side Special - Crown Boomerang: King K. Rool tosses his crown, which travels horizontally forward before returning to its rightful place on his head like a boomerang.
 * Custom 1 - Charging Attack: King K. Rool charges forward and comes crashing into the opponent, delivering high knockback.
 * Custom 2 - Spiked Ball: King K. Rool takes out his blunderbuss and shoots a spiked ball that rolls along the ground. Eventually, it will stop, and remain on the stage as a hazard for opponents to avoid.
 * Up Special - High Jump: King K. Rool leaps high into the air and stomps down, similar to King Dedede's Up Special.
 * Custom 1 - Blunderbuss Rocket: King K. Rool takes out his blunderbuss and shoots out flames, rocketing him forward/upward.
 * Custom 2 - Heli-pak: King K. Rool equips his propeller pack and uses it to fly upwards. He can freely control his flight for a few seconds, similar to R.O.B.'s recovery.
 * Down Special - Krusha Slam: King K. Rool hops slightly into the air and comes crashing down, rear-first. This emits a green shockwave that knocks opponents into the air.
 * Custom 1 - Klaptrap Summon: King K. Rool summons an Klaptrap which crawls along the floor, and latch onto opponents, stunning them.
 * Custom 2 - Invisibility: King K. Rool temporarily turns invisible. He is still able to be damaged, but cannot be seen for 5-10 seconds.
 * Final Smash - Falling Kannonballs: Inkling takes out a Inzooka. It can be fired either left or right and shoots a tornado of ink that gets bigger the further it goes. The player gets about 6 shots or 10 seconds after activation before the Final Smash ends.

Taunts

 * Up: King K. Rool practices some punches and pumps himself up for battle.
 * Side: King K. Rool lets out a menacing belly laugh.
 * Down: King K. Rool looks at the screen and covers his mouth.

Idle Poses

 * King K. Rool smells his arm.
 * King K. Rool latches onto his cape while looking from side to side.

Cheer

 * King-K-Rool! King-K-Rool! King-K-Rool!

On-Screen Appearance

 * King K. Rool falls onto the stage and lands with a big loud smack.

Victory Poses
Victory Theme: https://www.youtube.com/watch?v=EyjIoSRzLkY (Victory - Donkey Kong)
 * King K. Rool jumps from the sky and smashes into the ground with fist, then looks forward.
 * King K. Rool is seen firing his Blunderbuss in all directions, before one misplaced shot hits and cracks the camera. He turns to the Blunderbuss with an "Oopsie!" expression.
 * King K. Rool is laughing in victory while holding the Crystal Banana.

Losing Pose

 * King K. Rool is seen looking to the side while clapping.

Event Matches

 * W.I.P.

Trophy Description
King K. Rool has a trophy that is awarded each time Classic mode is completed with him on any difficulty.

King K. Rool
''King K. Rool is the portly, greedy king of the Kremlings. Over the years, K. Rool has tried time and time again to steal the Kong's Banana Hoard. K. Rool is notable for his various alte-egoes, such as Kaptain K. Rool or Baron K. Roolenstein. While the names may change, the croc is always the same.''
 * Donkey Kong Country (SNES, 1994)
 * Super Mario Sluggers (Wii, 2008)

King K. Rool (Alt.)
''K. Rool's Neutral Special, Blunderbuss will change drastically depending on Customs. At one of them, it fires off a gas cloud that trips up your opponent. It will fire a cannonball at default, but in one of them, a powerful bouncing spike ball!.''
 * Donkey Kong Country 2: Diddy Kong's Quest (SNES, 1995)

Costumes

 * Default
 * Blue skin, purple cape
 * Red skin, green cape
 * Gray skin, yellow cape
 * Kaptain K. Rool
 * Baron K. Roolenstein
 * King "Krusha" Rool
 * Sluggers Costume

Trivia

 * Unlike many characters, King K. Rool uses his costumes as his alternate colors instead of being an Alternate Costume.