Extremely excited after seeing the K.Rool model!
I have ideas I'd like to suggest about the mod. However, since i have no idea on the limitations of modding on Brawl/Project M and how they work, I can assume some of these will be impossible to do. The suggestions will cover the following categories:
K.Rool's style of gameplay,
Down B,
Golden Belly,
Throws,
Final Smashes,
Victory Animations.
1. Style of gameplay
The Kremling king, at first glance, seems simply like an overweight crocodile. However, he has demonstrated to have bursts of athletic-like prowess in boss battles, making it safe to say that he is more muscle than fat (like the Kingpin from Marvel). In fact, in DKC 1-2 and DK64, he gets faster
everytime he gets hurt. Would it be possible, or acceptable, to implement a mechanic into the mod that is based off of this? Here's two ways this could happen.
A) Implementing a gameplay mechanic in which K.Rool gets faster the higher his damage percentage gets. It would be similar to Brawl's Lucario, but instead of getting more powerful with damage, K.Rool's walking/running/jumping/falling speed would get boosted.
B) Implementing a Special Attack (Down B) that temporarily increases K.Rool's moving speed. Project M's Lucas has a Special Move that allows him to boost up his next Smash Attack's damage (his grabs as well if I'm not mistaken). The Kremling king, however, could instead fill up an invisible meter every time he'd use Down B. When fully filled, it would give him a burst of speed for all his movements (walk/jump/run/fall) that would last a few seconds. Maybe his attacks' animations get faster as well?
I personally prefer the 2nd idea. A slow powerhouse that, if used correctly, gains athletic agility to overcome his weight and run around the stage to dominate. However, it might require making K.Rool's natural speed sufficiently sluggish in order to make Down B useful.
2. Down B Shock gadget
If the speed-boost mechanic is thrown out the window, then I can start on another idea for Down B. In DKC 3, K. Rool would make the floor unusable due to the electricity coursing between two antennas. Similar to Snake's mine-planting and Diddy Kong's banana peels, what if K.Rool's Down B made him drop a tiny gadget with an antenna on the floor? This gadget would remain utterly useless, until K.Rool uses another Down B: He pulls out a control with a red button, presses it, and his gadget on the floor becomes electrified, hurting any characters that touch it. And it gets better! If K.Rool uses a 3rd Down B, he would drop another gadget on the floor, in which two things can happen. If it's at a decent distance from the first gadget, it would create a line of electricity between the two antennas on the floor, making the ground between them a hazard for a while. If, however, K.Rool drops the gadget too close or too far from the other one, the first antenna would explode, leaving the 2nd one to act as the standalone hazard. This forces players to carefully know the right distance between the 2 antennas if they wish to create the electric floor. Too close or too far, and you basically lose all the precious time you took to set them up.
3. Golden Belly
According to one of K.Rool's original designers from DKC 1, his belly is actually covered in armor made of pure gold. How can we make use of this cool trait in the mod?
A) Make any frontal attacks, or attacks strictly aimed at his belly/chest, do half the damage or have K.Rool be unfazed. What I mean by unfazed, is he simply would not flinch from the attacks, but still get damaged. Having this kind of super-armor would make him quite dangerous if opponents try to interrupt K.Rool's attacks from the front, since they'd be unable to stop him from finishing the attack animations. Or perhaps his belly could act exactly like Link/Toon Link's Shields, in which they simply stop projectiles, except K.Rool would not have to stand still for it to work (in other words, he just needs to line up the projectile with his belly to protect himself, be it on the ground or air).
B) The Grab Attack. Have a look at the pic below.
Now picture this as K.Rool's pose (or something similar to it) whenever he has successfully grabbed ahold of an opponent, with said opponent being held high in his right arm. Whenever you press A, he will smack his enemy's head against his golden chest. The impact should make a noise that lets you know this is stainless metal that's being used to crush the enemy's head.
C) Belly-Flop. I only recently discovered that the Donkey Kong Land games for the Game Boy actually gave new attacks to K.Rool on rare occasions. One of these is the belly flop. If this attack is implemented in some shape or form, the sound effect when his belly connects to the floor or hits the enemy should, again, be something like metal hitting a hard surface. Maybe he could actually make sparks appear if he hits the floor seeing as how it's gold being scrapped against it.
One of these, or a combination of these ideas, are some neat ways to make use of his extravagant armor.
4. Throws
I don't know how BaganSmashBros plans on implementing K.Rool's boxing skills, but perhaps his Throws are the key to not only present these skills, but also to present his ''showboater'' attitude. Anyone who beat DK 64 will remember how much K.Rool loved to show off in the boxing ring! In the mod, after players press any direction during a grab, K.Rool could do ridiculous motions, such as kissing his free hand before doing a straight punch (forward thrown) or spinning his free arm in an exaggerated way before doing an uppercut (up throw). His two other throws could also revolve around this idea.
5. Potential Final Smashes
A) 1-hit KO Blunderbuss.
This is basically what happens in DKC 2 whenever Kaptain K.Rool manages to pull you close enough with his vacuum. Once you were right up to his face, he would step back, bare his teeth and hit you with the back of his Blunderbuss, sending you flying off screen (seen at 3:21
https://www.youtube.com/watch?v=nZbK8sqmxDo). This is potentially the easiest to animate.
B) BaganSmashBros' idea (see first post).
Very cool, and if all the cloud effects can be implemented, excellent!
C) Electrocute all the floors of the entire stage.
K.Rool would fly off stage and get closer to the foreground with his jetpack/copter from DKC 3 (just like Snake during his Final Smash), pull out a remote with a red button, making 2 large antennas show up on the sides of the screen, and bzzt.
D) Summon the Blast-O-Matic offscreen.
I am certain all DK 64 fans remember what happened during a Game Over...
The idea here would be to make a very short version of this. Similar to Captain Falcon's Final Smash (which changes the surrounding scenery), K.Rool's would make the camera cut to a different area where he is seen laughing maniacally in a metal room, presses a button installed on his seat, before the camera quickly goes back to the fighting stage (this happens in a matter of seconds). From here, either a giant laser covers the stage from right to left, or the laser comes out from the foreground; remember how Meta Knight's stage has his ship shoot a laser from the background towards the screen? Well, simply picture the reverse with K.Rool's Final Smash, with a big aiming reticule centered on the screen. The
Blast-O-Matic machine itself is never seen.
6. Victory Animations
K.Rool is known to be a cruel villain, and yet very humorous at times. I feel his victory animations need to show off these two sides of him. I have 3 to propose.
- As the camera enters the victory announcement screen, we are immediately faced with the back of a metal chair. The chair is at an angle where us, the viewers, are only able to see the arm K.Rool resting on one of the chair's armrests, exactly how Dr. Claw's arm from Inspector Gadget is seen throughout the cartoon.
The chair then turns around, until K.Rool is facing directly at us, and the animation ends with him leaning to one of his sides, resting his chin on a closed knuckle.
- K.Rool has his lower body covered in a large pile of bananas. He is laughing frantically in victory, throwing and waving his arms erratically, making bananas fall about. A slightly extended version of this victory pose could have him falling from the top of the pile, or sink into the pile, emerge from it with a banana having somehow gotten inside his mouth. He immediately spits it out and turns to face the screen in shock and disgust with his hand over his mouth (see image below). K.Rool has always wanted to steal the Kongs' bananas, and rumors say he wants his enemies to starve to death. Jungle Climber confirmed that he greatly dislikes the taste of these fruits, thus this victory pose would emphasize how how he wants them by his side, yet hates them.
- K.Rool is surrounded by 2 or 3 coat hanger stands, along with various disguises from his past loitering the floor. Boxing pants+shoe and blunderbuss on the floor, a lab coat, black wig and pirate shirt dangling on coat hanger stands. K.Rool is slightly turned away from us, but we can see that he's wearing a boxing glove on 1 hand which holds a pirate hat, and a black latex glove on the other holding a King's Crown. He's alternatively looking at each hand, seemingly indecisive on what he wants to wear. He then looks at the screen, baffled and frustrated, making one of those low, exasperated groans he did back in DK 64.
Sorry for the long post. I've been waiting for K.Rool to be playable since the first Smash :3