Glaciacott
Smash Lord
Rhythm Monkey keeps the beat!
From the commercially and critically successful franchise Rhythm Heaven comes Rhythm Monkey, a Monkey eager to help you improve your rhythm through a variety of ways. He brings an assortment of Rhythm challenges from Rhythm Heaven to deliver mighty hits with clean rhythm and timing!
From the commercially and critically successful franchise Rhythm Heaven comes Rhythm Monkey, a Monkey eager to help you improve your rhythm through a variety of ways. He brings an assortment of Rhythm challenges from Rhythm Heaven to deliver mighty hits with clean rhythm and timing!
Why Rhythm Heaven?
Rhythm Heaven, first released in 2006 as the last Game Boy Advance title (Rhythm Tengoku) is a franchise developed by Nintendo and musician Tsunku, whose aim was to improve people’s Rhythm. As a result of the zany characters and easy to play mechanics covered in a variety of games, the game became a hit leading to the future release of Rhythm Heaven for the DS and Rhythm Heaven Fever for the Nintendo Wii. All games have been a complete success in Japan, and all have been localized to mild success in the west, making this one of the most successful Nintendo IPs of recent generations.
Additionally, in terms of moveset the use of a rhythm-based attack style is an idea that hasn’t been done yet, and it would help not only acknowledge Rhythm Heaven but also Nintendo’s numerous forays into the rhythm game genre.
Why Rhythm Monkey?
The main drawback to Rhythm Heaven receiving a playable rep is that the series as a whole doesn’t have one particular character that represents it, instead having a large group of characters, several of them appearing in various mini-games across all platforms. This leads to the conclusion of most being that the series is best represented as a stage, which is a solid claim given the Electroplankton stage in Brawl being based on a music game as well.
Nevertheless, given the success of the Rhythm Heaven series, a playable character is definitely a possibility. Several characters have been put forth as options, ranging from the comical and highly desired Wrestler to the more encompassing Rhythm Girl, as well as Karate Joe and Marshall.
The purpose of this thread is to bring attention to the Rhythm Monkey as a viable candidate (not necessarily above the others) for the following reasons:
- As a representative series: every game of the series has included at least one game in which Monkeys are an element. The last game in the series, in particular, had the Monkey appearing in more than one installment.
- Recognizability: Rhythm Monkey, particularly recently, has gotten acknowledgement from Nintendo as being a character in itself. For example, the Rhythm Monkey hat was added to Streetpass, placed next to the likes of the Ice Climbers hood and the Captain Falcon helmet. This is perhaps one of the more unique aspects about R. Monkey, as it implies that the Monkey could be seen in the future as a potential mascot for the series, something that would be solidified if he appeared in Smash.
- Design: Monkey shares an advantage with the other RH reps in that it has a simple, cartoonish design that would work fantastically for the more colorful and cartoonish Smash Bros. 4. Unlike others, it has the advantage of both diverse and extremely simple designs that would make his character an easy one to implement.
- Uniqueness: As mentioned above, no rhythm-based moveset has been attempted in Smash, and one would be definitely welcome. Given the idea of placing commands under specific tempos, the character would potentially work as a combo heavy character. Monkey, having been in various games, also benefits from a diverse potential movepool that can still include other iconic games from the series. More of this will be explained in the moveset I have prepared below.
Movesets
The moveset below is an example of Rhythm Monkey’s potential, and it revolves around the main mechanic of Monkey being a combo heavy character.
Rhythm Heaven, first released in 2006 as the last Game Boy Advance title (Rhythm Tengoku) is a franchise developed by Nintendo and musician Tsunku, whose aim was to improve people’s Rhythm. As a result of the zany characters and easy to play mechanics covered in a variety of games, the game became a hit leading to the future release of Rhythm Heaven for the DS and Rhythm Heaven Fever for the Nintendo Wii. All games have been a complete success in Japan, and all have been localized to mild success in the west, making this one of the most successful Nintendo IPs of recent generations.
Additionally, in terms of moveset the use of a rhythm-based attack style is an idea that hasn’t been done yet, and it would help not only acknowledge Rhythm Heaven but also Nintendo’s numerous forays into the rhythm game genre.
Why Rhythm Monkey?
The main drawback to Rhythm Heaven receiving a playable rep is that the series as a whole doesn’t have one particular character that represents it, instead having a large group of characters, several of them appearing in various mini-games across all platforms. This leads to the conclusion of most being that the series is best represented as a stage, which is a solid claim given the Electroplankton stage in Brawl being based on a music game as well.
Nevertheless, given the success of the Rhythm Heaven series, a playable character is definitely a possibility. Several characters have been put forth as options, ranging from the comical and highly desired Wrestler to the more encompassing Rhythm Girl, as well as Karate Joe and Marshall.
The purpose of this thread is to bring attention to the Rhythm Monkey as a viable candidate (not necessarily above the others) for the following reasons:
- As a representative series: every game of the series has included at least one game in which Monkeys are an element. The last game in the series, in particular, had the Monkey appearing in more than one installment.
- Recognizability: Rhythm Monkey, particularly recently, has gotten acknowledgement from Nintendo as being a character in itself. For example, the Rhythm Monkey hat was added to Streetpass, placed next to the likes of the Ice Climbers hood and the Captain Falcon helmet. This is perhaps one of the more unique aspects about R. Monkey, as it implies that the Monkey could be seen in the future as a potential mascot for the series, something that would be solidified if he appeared in Smash.
- Design: Monkey shares an advantage with the other RH reps in that it has a simple, cartoonish design that would work fantastically for the more colorful and cartoonish Smash Bros. 4. Unlike others, it has the advantage of both diverse and extremely simple designs that would make his character an easy one to implement.
- Uniqueness: As mentioned above, no rhythm-based moveset has been attempted in Smash, and one would be definitely welcome. Given the idea of placing commands under specific tempos, the character would potentially work as a combo heavy character. Monkey, having been in various games, also benefits from a diverse potential movepool that can still include other iconic games from the series. More of this will be explained in the moveset I have prepared below.
Movesets
The moveset below is an example of Rhythm Monkey’s potential, and it revolves around the main mechanic of Monkey being a combo heavy character.
Glaciacott's Moveset
Playstyle: Lightweight, medium speed. Monkey’s playstyle revolves around the proper timing of hits in a way that it creates strings of combos. As a result, most of his attacks have low knockback aside from his Smash attacks, which are slow when used on their own, but are unavoidable if a combo chain leads into them.
Due to the nature of the character relying on combos, it’s difficult to DI out of his attacks, and his specials revolve around controlling space (and timing! More on that onwards) in order to exploit openings in the opponent. But before the specials
Perfects/Flow
As shown by Little Mac, it’s possible to think outside of the box, so here’s a shot at it. When playing as Monkey, you’ll notice a familiar symbol above your damage counter:
This P, to those familiar with Rhythm Heaven, remains on the screen as long as the player maintains perfect rhythm. Once a mistake takes place, the P breaks and disappears.
When you play as Monkey, you start with the P on your damage counter. The P will start to blink as you deliver hits, keeping a count of the beats of your hits. It’s activated once you connect three hits and increases the damage output of each hit culminating in a Smash attack at the end. Once you reach the Smash attack, the symbol won’t start blinking again until a combo takes place again. However, mis-time an attack or the Smash at the end, and the P will disappear and damage will go back to normal. Monkey doesn’t have a lot of power, so he requires proper timing to really send opponents packing!
(Alternative: Another way of getting this to work in a more quantifiable way is to take the “Flow” number from the RH series and keep it above the damage counter to keep track of your combo flow, to decrease or increase damage output considerably.)
Special moves
Standard Special: Ball Toss – Based on Hole in One and Exhibition Match
If on the ground, Monkey lobs a golf ball. It makes an arc, bounces once, and disappears at the zenith of the second arc. This attack is best used to protect Monkey from strong aerial fighters when he’s on the ground. You can throw three balls quickly as well.
If on the air, Monkey throws the ball down instead of lobbing it, in the same way he throws the baseball in Exhibition Match. It will disappear after bouncing once as well, but you can’t throw them as quickly.
Side Special: Mandrill Roll – Based on Hole in One
Monkey learned from Mandrill an alternative way to throw golf balls: by rolling them quickly on the ground. This move is very fast, but it lacks in range. Instead of knockback, it stops opponents in their tracks, making it a solid move for preventing ground approaches from opponents and opening them up for combos.
Up Special: Hot-Air Balloon – Based on Monkey Watch
Monkey climbs in a hot air balloon to quickly go up at an acute upwards angle. This is a particularly defensive recovery in that it doesn’t damage opponents. However, the balloon protects Monkey from attacks from above, and if opponents touch the balloon itself they’ll find that while it’s harmless, it’s rather bouncy and can knock them back. Think of the effect of a spring in Brawl, but considerably less knockback.
Expert Rhythm Monkey players are known for gimping the recovery of their opponents by using their balloon to bounce back enemies away from the stage.
The basket that holds the Monkey IS still vulnerable to attack however, so if you can attack Monkey from below, you’ll be safe to do so!
Down Special: Refresh – Based on Tambourine
An arc of Flowers and a look of utter joy happen upon Monkey’s face as he gains invincibility frames while also resetting the Perfect icon above it’s damage counter. That way, if you messed up your timing and find yourself able to perform this move, you’ll have a second chance at going for a perfect combo. Without this perfect, your damage won’t rise during combos, so don’t forget to refresh Monkey every now and then!
Standard Attacks (WIP)
Jab (1 - 1 - 1 ) : High Five - Based on Monkey Watch
A simple high five that slaps the opponent
Dash: Slice – Based on Samurai Slice
Borrowing the katana from Samurai, Monkey makes a quick slice that damages the opponent.
F-Tilt: Ping Pong Paddle – Based on Rhythm Rally
Monkey smacks the opponent with a Ping Pong Paddle. Like the fan item, it draws enemies close, but cannot be repeated at the same speeds as the fan.
D-Tilt: Tap – Based on Tap Dance
Taps the floor in front with one foot.
U-Tilt: Clap – Based on Clappy Trio and Fan Club
Does a clap above its head as well as a pose. Has small upwards knockback to keep the opponent in place above you.
Forward Smash: Fork – Based on Fork Lifter and Doctor Bacteria
Quickly stabs in front of him with a fork. High damage and knockback, particularly if as the finisher of a perfect combo.
Down Smash: Tap Tap Tap – Based on Tap Dance
Taps the floor quickly three times while raising his hands above his head and saying “ooki!”
Up Smash: Jump Tap – Based on Tap Dance
Monkey jumps high, lands in both feet then makes a graceful pose. Both the jump and the impact from landing have a knockback effect. High damage output and knockback if finishing a perfect combo.
Grab: Tambourine – Based on Tambourine
Grabs the opponent with one hand and smacks him like a tambourine
- Back throw: Love Lab
Shakes the enemy like a potion and throws it upwards behind him.
- Down throw: Crop Stomp
Stomps the user on the ground, sending them up, before smacking them back
- Up throw: OK, it’s ON! – Based on Cheer Readers
Holds the user above his head, flipping them around like a book for damage, before launching them upwards. “Ok, it’s on!” is heard as part of the move.
- Forward Throw: Karate Combo - Based on Karate Man
Throws a flurry of punches in the stance of Karate Joe, sending the enemy flying forward.
(still working on aerials and final smash)
Entrance:
- Enters with popping balloons (Based on Night Walk)
- Bird flies in with Monkey and drops him off (Based on Bird March)
Taunts:
- Frog lands on his head and he makes a disgusted face. (Based on Tambourine)
- Monkey poses for the fans. (Based on Ringside)
- Does a DJ scratch while wearing headphones. (Based on DJ School)
Due to the nature of the character relying on combos, it’s difficult to DI out of his attacks, and his specials revolve around controlling space (and timing! More on that onwards) in order to exploit openings in the opponent. But before the specials
Perfects/Flow
As shown by Little Mac, it’s possible to think outside of the box, so here’s a shot at it. When playing as Monkey, you’ll notice a familiar symbol above your damage counter:
This P, to those familiar with Rhythm Heaven, remains on the screen as long as the player maintains perfect rhythm. Once a mistake takes place, the P breaks and disappears.
When you play as Monkey, you start with the P on your damage counter. The P will start to blink as you deliver hits, keeping a count of the beats of your hits. It’s activated once you connect three hits and increases the damage output of each hit culminating in a Smash attack at the end. Once you reach the Smash attack, the symbol won’t start blinking again until a combo takes place again. However, mis-time an attack or the Smash at the end, and the P will disappear and damage will go back to normal. Monkey doesn’t have a lot of power, so he requires proper timing to really send opponents packing!
(Alternative: Another way of getting this to work in a more quantifiable way is to take the “Flow” number from the RH series and keep it above the damage counter to keep track of your combo flow, to decrease or increase damage output considerably.)
Special moves
Standard Special: Ball Toss – Based on Hole in One and Exhibition Match
If on the ground, Monkey lobs a golf ball. It makes an arc, bounces once, and disappears at the zenith of the second arc. This attack is best used to protect Monkey from strong aerial fighters when he’s on the ground. You can throw three balls quickly as well.
If on the air, Monkey throws the ball down instead of lobbing it, in the same way he throws the baseball in Exhibition Match. It will disappear after bouncing once as well, but you can’t throw them as quickly.
Side Special: Mandrill Roll – Based on Hole in One
Monkey learned from Mandrill an alternative way to throw golf balls: by rolling them quickly on the ground. This move is very fast, but it lacks in range. Instead of knockback, it stops opponents in their tracks, making it a solid move for preventing ground approaches from opponents and opening them up for combos.
Up Special: Hot-Air Balloon – Based on Monkey Watch
Monkey climbs in a hot air balloon to quickly go up at an acute upwards angle. This is a particularly defensive recovery in that it doesn’t damage opponents. However, the balloon protects Monkey from attacks from above, and if opponents touch the balloon itself they’ll find that while it’s harmless, it’s rather bouncy and can knock them back. Think of the effect of a spring in Brawl, but considerably less knockback.
Expert Rhythm Monkey players are known for gimping the recovery of their opponents by using their balloon to bounce back enemies away from the stage.
The basket that holds the Monkey IS still vulnerable to attack however, so if you can attack Monkey from below, you’ll be safe to do so!
Down Special: Refresh – Based on Tambourine
An arc of Flowers and a look of utter joy happen upon Monkey’s face as he gains invincibility frames while also resetting the Perfect icon above it’s damage counter. That way, if you messed up your timing and find yourself able to perform this move, you’ll have a second chance at going for a perfect combo. Without this perfect, your damage won’t rise during combos, so don’t forget to refresh Monkey every now and then!
Standard Attacks (WIP)
Jab (1 - 1 - 1 ) : High Five - Based on Monkey Watch
A simple high five that slaps the opponent
Dash: Slice – Based on Samurai Slice
Borrowing the katana from Samurai, Monkey makes a quick slice that damages the opponent.
F-Tilt: Ping Pong Paddle – Based on Rhythm Rally
Monkey smacks the opponent with a Ping Pong Paddle. Like the fan item, it draws enemies close, but cannot be repeated at the same speeds as the fan.
D-Tilt: Tap – Based on Tap Dance
Taps the floor in front with one foot.
U-Tilt: Clap – Based on Clappy Trio and Fan Club
Does a clap above its head as well as a pose. Has small upwards knockback to keep the opponent in place above you.
Forward Smash: Fork – Based on Fork Lifter and Doctor Bacteria
Quickly stabs in front of him with a fork. High damage and knockback, particularly if as the finisher of a perfect combo.
Down Smash: Tap Tap Tap – Based on Tap Dance
Taps the floor quickly three times while raising his hands above his head and saying “ooki!”
Up Smash: Jump Tap – Based on Tap Dance
Monkey jumps high, lands in both feet then makes a graceful pose. Both the jump and the impact from landing have a knockback effect. High damage output and knockback if finishing a perfect combo.
Grab: Tambourine – Based on Tambourine
Grabs the opponent with one hand and smacks him like a tambourine
- Back throw: Love Lab
Shakes the enemy like a potion and throws it upwards behind him.
- Down throw: Crop Stomp
Stomps the user on the ground, sending them up, before smacking them back
- Up throw: OK, it’s ON! – Based on Cheer Readers
Holds the user above his head, flipping them around like a book for damage, before launching them upwards. “Ok, it’s on!” is heard as part of the move.
- Forward Throw: Karate Combo - Based on Karate Man
Throws a flurry of punches in the stance of Karate Joe, sending the enemy flying forward.
(still working on aerials and final smash)
Entrance:
- Enters with popping balloons (Based on Night Walk)
- Bird flies in with Monkey and drops him off (Based on Bird March)
Taunts:
- Frog lands on his head and he makes a disgusted face. (Based on Tambourine)
- Monkey poses for the fans. (Based on Ringside)
- Does a DJ scratch while wearing headphones. (Based on DJ School)
Palette Swaps:
Courtesy of Hippopotasauce:Other Rhythm Heaven Character support threads:
Rhythm girl
Karate Joe
Marshal
Wrestler & Reporter
Supporters
Glaciacott
Drazile
Hippopotasauce
R.O.B.
SuperBrawler
RadRedi
Mega Hawlucha
Rhythm girl
Karate Joe
Marshal
Wrestler & Reporter
Supporters
Glaciacott
Drazile
Hippopotasauce
R.O.B.
SuperBrawler
RadRedi
Mega Hawlucha
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