|King K. Rool (SSB. Amplified)|
|Official Debut||Donkey Kong Country|
|Final Smash||Canonball Rain|
K. Rool plays offensive tricks and traps to pressure opponents into making mistakes. The wrong move of the opponent leaves them open for K. Rool to punish his foe. K. Rool could also be punished himself by the same tactic. So it's best to keep K. Rool away from his own tricks and don't go all out offensive without pressuring opponents.
|Neutral Special||Blunderbuss||Can fire a spiked ball or air to get away|
|Side Special||Krown Toss||King K. Rool tosses his crown at his foes. Comes right back regardless of getting hit|
|Up Special||Hover Kopter||King K. Rool utilizes the jetpack to carry him up.|
|Down Special||Electric Trap||Sets an electric trap. Can backfire on K. Rool if he gets caught.|
|Final Smash||Canonball Rain|
|Neutral Special||Rocket Glove||Sends a deflectable rocket glove.|
|Side Special||Confusing Air||Shoots bubbles of air that scrambles the foes movements.|
|Up Special||KAOS Leap||Jumps off of KAOS|
|Down Special||Invisible Charge||Charges at foes when invisible. His shadow gives him away.|
|Neutral Special||Canonball Toss||Takes a canonball and tosses it. Charging increases distance.|
|Side Special||Remote Shock Bomb||Uses electric propelled bombs for s shocking blast|
|Up Special||Lifting Air||King K. Rool uses his blunderbuss to charge to higher heights. Can change direction based on movement input.|
|Down Special||Launching Roll||Crouches the best he can and launches into a roll.|
Jab: Uses only one claw strike
Side Tilt: Delivers a powerful punch.
Up Tilt: Jumps up and hits foes with his crown
Down Tilt: Uses his tail
Side Smash: Hits foe with the Blunderbuss similar how did to a captured Donkey Kong in DKC2
Up Smash: His Kopter blades pop out to attack foes
Down Smash: King K. Rool whips his tail forward and back.
Dash Attack: Violently marches on foes.
Get up: Claws forward and back.
Neutral: Uses a claw
Forward Air: Takes his crown and hits people with it.
Back Air: Uses his tail
Down Air: Sends K. Rool into a ground pound
Up Air: Holds out a Klaptrap to multiple biting the foe
Pummel: Bites his foes
Forward: Roughly tosses his foe forward
Back: Uses the Blunderbuss handle to hit the foe
Down: Hits foe with open hands after slamming them on ground. Loosely based on DK: Jungle Climber
Up: Uppercuts foe like he upppercuts Chunky in DK64.
Up Taunt: Raises up his Blunderbuss
Side Taunt: Pets a Klaptrap crocodile for a short time.
Down Taunt: Plays dead, quickly opens an eye, and gets back up
Victory Animation: Throws his arms up like he does when he prematurely celebrates in DK64
Victory Animation 2: Looks at the camera, poses, and gives a disturbing grin
Victory Animation 3: King K. Rool hops around and gives a glare towards the camera
King K. RoolEdit
Leader of Kremlings and enemy to the Kongs, King K. Rool is a crocodile bent on defeating Donkey Kong and stealing his bananas. He is a "K. Rool" and merciless villain who is cold-blooded, both figuratively and literally. He brings all the tricks he can to Smash. Now that he is in Smash, this will be his finest hour. I think the other Smashers could say that he's one them.
King K. Rool (Alt)Edit
King K. Rool's Blunderbuss is a tricky weapon. It can fire a spiked ball as a trap or use air by tiliting after the special button press, propeling in the direction tilted. The air shooting makes for a surprise recovery or striking get away if needed. Krown Toss tosses K. Rool's crown in a straight line but not dragging foes when it hits. Hover Kopter does lift King K. Rool up, but it's horizontal coverage is great. The copter also provides minor protection from threats above. The Invisible Charge makes K. Rool invisible, but it doesn't protect him and his shadow tips him off. It hits hard to compensate for its predictability.
King K. Rool brings out seemingly automated ships that fire canon balls that rain down on the stage. These canonballs are tough to dodge, but King K. Rool isn't stuck in one place. He can move around and make things worse for his foes by hitting them into the canon balls while the rain down all over the stage. His canonball supply may be endless, but the Final Smash isn't. This only happens for a short time.
|Default||Green||K. Rool's King appearance mixed of Paon's and Rare's designs|
|Palette||Black||K. Rool's skin turns black|
|Palette||Green||K. Rool's skin is a darker shade of green|
|Palette||Yellow||K. Rool skin color swaps with his mid section colors.|
|Alt||Red||K. Rool's "Kaptain" pirate outfit look from DKC2|
|Alt||White||K. Rool's "K. Roolstein" mad scientist look from DKC3|
K. Rool's "Krusha" boxer look from DK64
|X-over||Red||K. Rool takes King Dedede's outfit as his own|
- Phoenix Wright's evidence against King K. Rool is imprisoned Lanky and Chunky photos and him playing dead.
- Kirby gains King K. Rool's head piece and gains the Blunderbuss as a Copy Ability
- King K. Rool's victory theme is a remix of a life loss theme in DKC.
- King K. Rool was a character brought in due to huge fan demand and the director happily obliged.
- The trophy info is a reference to the TV show and movie quotes of King K. Rool.
- The remote shock Bombs are combining basic round bombs and electric streams from Donkey Kong Land 3.