King Krusha K. Rool
Updated - July 14, 2011

King Krusha K. Rool is one of the many alternate aliases used by the main villain of the Donkey Kong series, King K. Rool. Krusha K. Rool's starring role was in the game, Donkey Kong 64, as the final boss of said game. He attacked the Kongs in ways fitting to the persona, such as using his boxing glove as a boomerang and creating large earthquakes by leaping into the air. The Kongs eventually managed to KO King Krusha. He got back up shortly after his defeat, but his attempts at a sneak attack against the DK Crew were thwarted by the combined efforts of Candy Kong and Funky Kong.

    Works:
Donkey Kong 64 (Nintendo 64)

General Information
Offense: 5/10 Origin: Donkey Kong 64
Defense: 7/10 Release Date: November 24, 1999
Projectile: 8/10 Home Stage: Krusha K. Rool's Arena
Weight: 8/10 Taunt Up: K. Rool places his hands on his hips and laughs evilly, before ceasing his laughter and smirking at the foe.
Speed: 2/10 Taunt Down: Taking off his champion belt, K. Rool raises it above his head as his teeth shine. After some time, he will put it back on. If K. Rool is allowed to use this 3 times in a row with no interruption the crowd will begin cheering for him. Nice little bonus, huh?
Recovery: 5/10 Taunt Side: K. Rool makes a one-two punch motion, before raising his arms in triumph. The punches actually deal 4% damage each, but are so slow that you're unlikely to hit with them.
Throwing Ability: 3/10 Entrance: A rope descends from the top blast zone, and K. Rool descends from it, letting out cries of "YEEEEEEEEAHHHH!" and "THANK YOU, THANK YOU!"
Final Smash: 7/10 Kirby Hat: Kirby gains K. Rool's crown and bulging eye, as with most other K. Rool alter ego costumes. However, he also gains his boxing gloves and blue boxing outfit to differentiate himself from the crowd.
Moveset
Button Configuration
Name of Attack
Attack Details
Standard Special: Gloverang
(1%-6%)
K. Rool hunches over slightly with a sneer. You can either charge this move or release it immediately, the maximum charge length is around two and a half seconds, this can be stored like DK's Giant Punch or Samus's Charge Beam, so don't worry about this taking too long. Once you release the input, K. Rool swipes his arm forward, causing his boxing glove to spin off his hand and fly forward! The glove goes forward at Sonic's dashing speed in the direction of your choice, and by default, heads out the distance of Battlefield. A full charge can adjust this to 3/4 of Final Destination however, so you have nothing to worry about. If characters are unfortunate enough to get hit by K. Rool's glove, they are dealt 6% damage, and are dragged along with the boxing glove as it moves! Being dragged by the glove deals 1% per second to the foe. After traveling the maximum distance, the boxing glove spins back to K. Rool like a boomerang, likely dragging the foe with it if they were hit by it initially. K. Rool will raise his hand to place the glove back on his hand once it gets close to him, leaving him defenseless for that short amount of time. K. Rool can still perform all the attacks he could normally while the glove is spinning, but all of his fist attacks deal half damage as K. Rool is rather weak without his gloves to back him up.
Side Special: Toro, Toro!
(5%-20%)
K. Rool uses his foot to brush the ground behind him like a bull, suddenly, he runs forward, wildly flailing his arms as he moves! K. Rool travels faster then his normal dashing speed here, but it's still not that fast. In this state, K. Rool is immune to knockback or hitstun, but will still take damage and be turned around by attacks like Mario's cape. K. Rool will keep running until you press any button, in which case he will perform a large uppercut! The distance K. Rool moves matters highly here, as the farther he travels, the more damage he'll do. Moving a Battlefield forward, K. Rool will do 5% and low knockback, if he moves forward all of Final Destination, he will do 20% and high knockback! If K. Rool runs into a wall, however, he will stop in place and deal 5-20% to himself, depending on the distance he moved. K. Rool has some lag coming off of the uppercut, making this risky, but worth it.
Up Special: Earthquake
(5%-15%)
K. Rool leaps upwards into the air, spreading out his arms as he assumes a position similar to Bowser's down special. K. Rool rises upwards 3 Ganondorfs, but gains no horizontal distance. Anyone hit by his rise at the time will be dealt 3% and low knockback. As soon as he rises upwards, K. Rool falls at a very good speed before crashing onto the ground. If anyone comes into contact with his bottom at this time, they're gimped downwards and take 10% damage. K. Rool can press any button to start falling immediately at any point during his rise.

As soon as K. Rool reaches the ground with this, the screen rumbles for half a second before a green shockwave pops up from both sides of K. Rool! Depending on how high K. Rool went into the air, the shockwave will range from being as short as Kirby to as tall as Ganondorf. The speed varies, the smaller they are, the faster they go; big ones go slow as well., though. Contact with the shockwave will deal 5% to 15%, depending on how high you went. The shockwave travels the distance of Final Destination before disappearing. If K. Rool uses this on the ground, he will only jump a a small distance upwards, but can hold the button to use the full version. If K. Rool uses this 5 times, he will gain a butt-ache, dealing 18% damage to himself and causing him to enter a very slow animation where he adjusts his pants, so be careful about using this too much.
Down Special: Ropes
(0%)
K. Rool claps his hands three times, causing a pair of Kremlings to come out from the back of the field attempting to carry a rope, much like those found in a boxing arena. The Kremlings place the rope in front of K. Rool, before running back off into the background. The rope is as tall as K. Rool himself, and act as walls that cannot be destroyed by him or the foe. Pressing the button a second time will cause them to place down another one, and holding the button will cause them to take away one of your ropes. K. Rool can only have two of these out at a time. Gloverangs will not go through these, but K. Rool can angle the toss of his gloverang in such a way that he can prolong it's return to him. You can use this in the air, the Kremlings placing a rope on the ground underneath you, they can take away ropes while you're in the air too. Naturally, they can only take away ropes while you're off-stage, as the rope would fall if placed underneath you.

If K. Rool charges into this with his side special, he will not take damage like he does normally when he hits a wall, instead, he will turn around and be sent into the air at 1.5x the speed he was running at! K. Rool will travel half a Battlefield forward in the air, being able to use his aerial attacks until he hits the ground, where he will continue to run forward at double the speed, keeping the power that he stoored for his uppercut. The effect can stack, meaning that if he bounces himself between two ropes, he will eventually become extremely fast.

In addition, if one of K. Rool's shockwaves hit a rope, it will begin to violently vibrate for the next 3 seconds. If a foe comes in contact with the rope, they will be dealt 10% damage as they are bounced against it violently.
Final Smash Invisibility
(0%)
K. Rool poses using his up taunt, before proceeding to look down at his wrist for something. He adjusts a wristwatch that mysteriously appears on his arm, before turning invisible, just as in his boss fight! He must've stolen that wristwatch from a Spy or something. While invisible, K. Rool makes no sounds and is completely invulnerable to damage and knockback, and can pass through opponents. Ropes make no indication that they've been bounced off of either, meaning that you'll be able to build up speed within your ropes and attack your foes without them knowing you built up said speed. This lasts for about 20 seconds before K. Rool turns visible once again, continuing whatever attacks/speed-building he was in the middle of.
Submitted By: Marioman19