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I'd like to see that.He needs his barrel throw more, its one of his iconic moves.
Coming from a DK main, no it is not. DK really has no other options in covering a rolling option and slamming an opponent for a quick 14% seems apropo for DK. His Headbutt on the other hand...I'd like to see that.
Honestly, replace his down+B (which is uttergarbagegenius) with pulling out a barrel, then throwing it and having it roll along the ground.
Then get rid of his toward+B.Coming from a DK main, no it is not. DK really has no other options in covering a rolling option and slamming an opponent for a quick 14% seems apropo for DK. His Headbutt on the other hand...
Yo I remembered that I posted this for down b naysayers: It's really all what DK has to cover roll options. It Destroys nades, Pikmin, nado and mainly ground approaches. If the hitbox was extended and not made into only a quake hitbox, down b could be a great move. I always believed that headbutt was supposed to just be a placeholder until a better special appeared.....maybe DK's blow attack? Anyway, it should be the barrels for side b (but Sakurai seems to have a strange aversion for barrels) and the roll should be his dash attack. Shockwaves would be welcomed for his u and f smash. If DK could also go deep into the z-axis for his sidestep, would appreciate that as well.
Removing the quake factor of the hitbox would help this problem.Then get rid of his toward+B.
I can see how down+B would be useful, but I've just never liked it because all an opponent needs to do is jump and they've got a free hit most of the time.
No, the roll should be his dash attack. Barrels should be side b, while up b should have vertical recovery directly related to how fast b is pressed while also being a great horizontal recovery.What I would like to see is a new side B, and I think a roll attack would be the best. Getting a jump out of it could also help recovery, and maybe make up B more of an aerial recovery. And down B needs something new too. What would be a cool Final Smash would be the barrel throw he had in Super Smash Flash 2. Seems like it works well, and plus he then has his barrel throwing move, even if it isn't as profound.
Bowser and Zard breathe fire. Snake has an arsenal of projectiles. DDD side B are projectiles. Rob has 2 projectiles.I dont like the idea of Barrel Throw. The common drawback that all heavyweights share (aside from being heavyweights), are that they don't have projectiles. I don't know why I'm saying this tought, because I want Bowser to spit fire forwards as a projectile in his Neutral B. But the Barrel Throw seems overpowered. DK already has a advantage against other heavyweights because of his speed, he should not get another advantage.
That was long ago, my opinion changed since then.Bowser and Zard breathe fire. Snake has an arsenal of projectiles. DDD side B are projectiles. Rob has 2 projectiles.
DK pulling out a barrell and then throwing it would be pretty slow compared to others aka making it punishable and not OP. And that's the most accurate move for him since he was throwing barrels before he had friends.
I wish Sakurai used all of DK non kong friends in his FS. They kind of stampede onto the screen and swarm all over.Dunno if this has been said, but do you guys think DK could have Squawks somewhere in his moveset?
Pardon my curiosity, but why hate DK64?I love using DK because I love that it's basically just his body as the weapon. I was turned off of Diddy with all of his gadgets but that's just me. Though seeing those items in DKCR softened my hatred of those things from DK64.
What I absolutely don't want to see is a Coconut gun or barrel blast recovery. The barrel throw would be great though, that is just too iconic.
It was just a major let down after the first 3 Country titles and even DK 94. Running through the same areas roughly 5 times each for all the bananas. Having to beat that factory in like an hour or it restarts completely. Rare giving a bit of an F U to Dixie fans with Tiny who functions exactly the same. The collectables were absolutely overwhelming, though I did manage to get EVERYTHING in that game. The music, setting and well everything was more "story book" Banjo Kazooie style than that semi-realistic Donkey Kong Country style, which isn't bad, but it made for a weak Banjo Kazoie and an even weaker Donkey Kong. Donkey Kong Country gameplay was not retained in it's transition to 3D.Pardon my curiosity, but why hate DK64?
That "even" bugs me! Unless I'm misinterpreting here lol. But yeah DK64 did not live to its hype at all. Felt like a weaker Banjo Kazooie than actual 3D DKC.It was just a major let down after the first 3 Country titles and even DK 94.
I didn't mean to sound like DK94 was a lesser title because it is absolutely fantastic! Just classic DK gameplay and not Super Mario styled DK gameplay.That "even" bugs me! Unless I'm misinterpreting here lol. But yeah DK64 did not live to its hype at all. Felt like a weaker Banjo Kazooie than actual 3D DKC.
I'd love a Barrel throw, but I dunno. I also love DK without projectiles. Still not sold on the roll either.
Rolling would make the most sense because of the returns games. I'd love to see it. It would be fairly fast, wouldn't last very long, cause a decent amount of damage, and he could wake up from it pretty fast.Well. Do you think DK should have his moveset changed at all?
Perhaps he could get rid of his Headbutt and replace it for a blowing or rolling attack.
This, please. Enough bluster about "the Bongos representing a big part of DK's history." Barrel-throwing and Rambi represent just as big a part of his history, if not moreso, and unlike the Bongos, they're not representative of an era of mediocre spin-off flops.Now that Luigi has an up-to-date final smash, hopefully DK gets a barrel throw or Rambi. Please no more bongos.
DK JB was good.This, please. Enough bluster about "the Bongos representing a big part of DK's history." Barrel-throwing and Rambi represent just as big a part of his history, if not moreso, and unlike the Bongos, they're not representative of an era of mediocre spin-off flops.
Jungle Beat was the Donkey Kong series' equivalent to Metroid: Other M, right down to an unwelcome departure from the series' regular gameplay and horrible characterization of its protagonist. Not to mention the smug hypocrites at Nintendo Tokyo only using DK and "The Banana" as characters due to deeming the other DKC characters "not fresh enough" for gamers. Thank goodness it sold poorly, because had it been successful, we may never have gotten another Country game, or may never have seen guys like Diddy again outside of spin-offs.DK JB was good.
I can understand that fans of the game like the art style or gameplay, but I can't understand how they could like the amount of content. Compare it to any of the Country games and it's plain as day that Jungle Beat has repetitive, palette swap bosses and no consistency in its design. That is unless you count a generic jungle and random animals as a consistent tone. Although I'd honestly take it over the Bongo games. I don't think you can get lower than a music peripheral.Jungle Beat was the Donkey Kong series' equivalent to Metroid: Other M, right down to an unwelcome departure from the series' regular gameplay and horrible characterization of its protagonist. Not to mention the smug hypocrites at Nintendo Tokyo only using DK and "The Banana" as characters due to deeming the other DKC characters "not fresh enough" for gamers. Thank goodness it sold poorly, because had it been successful, we may never have gotten another Country game, or may never have seen guys like Diddy again outside of spin-offs.
That, and a large amount of ire stems from the notion that Jungle Beat was blatantly a cash-in on the Country series without any respect for its source material whatsoever (and with actual disrespect from the developers). You're riding Animal Buddies who perform the exact function of Rambi and Enguarde, but they're specifically designed to be Not Rambi and Not Enguarde. You're interacting with other primates, but they're generic monkeys, rather than Kong family members. You're fighting animal enemies, but they're off-putting freaks-of-nature like Cob C.ock, and you attack them by brutally pummeling them in their sleep or pulling out their tongues despite there being no sign whatsoever that they're actually antagonists (see: horrible characterization). Compare that to Returns, where the source material was handled with care and respect alongside new elements, and there's no comparison.I can understand that fans of the game like the art style or gameplay, but I can't understand how they could like the amount of content. Compare it to any of the Country games and it's plain as day that Jungle Beat has repetitive, palette swap bosses and no consistency in its design. That is unless you count a generic jungle and random animals as a consistent tone. Although I'd honestly take it over the Bongo games. I don't think you can get lower than a music peripheral.
Gee, I didn't think it was quite that bad, but you outlined exactly what I had suppressed. What a nightmarish game it was.That, and a large amount of ire stems from the notion that Jungle Beat was blatantly a cash-in on the Country series without any respect for its source material whatsoever (and with actual disrespect from the developers). You're riding Animal Buddies who perform the exact function of Rambi and Enguarde, but they're specifically designed to be Not Rambi and Not Enguarde. You're interacting with other primates, but they're generic monkeys, rather than Kong family members. You're fighting animal enemies, but they're off-putting freaks-of-nature like Cob C.ock, and you attack them by brutally pummeling them in their sleep or pulling out their tongues despite there being no sign whatsoever that they're actually antagonists (see: horrible characterization). Compare that to Returns, where the source material was handled with care and respect alongside new elements, and there's no comparison.
Jungle Beat was a wet dream for a lot of the arcade-exclusive DK fans who despised DKC, who were already having a blast during the Decade of Nothing by s***ing all over Rare's games in the wake of the Rare buyout. However, for those who cared about DKC, it represented a potentially permanent new norm for the series, and an unsavory one at that.
My reasons for liking JB: DK is actually shown to be an athletic, able to use ground slap in the air, can wall cling. For so long, it felt like DDK was trying to usurp his uncle and was not cool with that. I like all the Kongs, but no one should be trying to usurp anyone when both parties have a distinct personality (different case for Mario franchise as Luigi appears to be the only one with a personality). Luigi doesn't lose his popularity when Mario solely appears playable. Some of these statements sound like they stem from more hysteria over the fact they didn't go the stale DKC route. I like DKC, but I also like more than just platforms. For some reason, people like certain Nintendo franchises to be a niche, but once it gets large enough in sales, they are OK with spin-offs (Pokemon, Kirby, Mario). I didn't really mind Nintendo taking the route they did, but if they went further into developing it.... DK in JB is great in terms of actually being able to fight in a somewhat competent manner. My main gripe extends from DKC1 as the bosses are just giant versions and repeats of regular enemies and the horrible hitbox detection on the platforms (it's platforming game with horrible platforms, C'mon). At least the combo system was pretty fun to me in JB (and future installments of DKC-esque games). Plus, the protagonist's reasons to fight in the DKC (64 does not really count and we know it) games were really no better: He took my bananas! KILL HIM AND HIS CROCODILE ARMY AND KILL THE CREATURES THAT ARE ON THIS ISLAND THAT AREN'T REALLY ASSOCIATED WITH HIM. The music in JB was pretty nice as well. Also, you could use your GC controller, so there really should be no issue. The main problem could be the difficulty felt dumbed down, but that happened with the majority of games at the time to appeal to a broader audience.Jungle Beat was the Donkey Kong series' equivalent to Metroid: Other M, right down to an unwelcome departure from the series' regular gameplay (some of my favorite Nintendo games are the black sheeps such as LoZ 2, SSBM[lets be honest here, it is so different from the game before and after it], MK:DD, Kirby SS and CC, Pokemon Colosseum, XD, Super Paper Mario; TTYD is still better though) and horrible characterization of its protagonist. Not to mention the smug hypocrites at Nintendo Tokyo only using DK and "The Banana" as characters due to deeming the other DKC characters "not fresh enough" for gamers. Thank goodness it sold poorly, because had it been successful, we may never have gotten another Country game, or may never have seen guys like Diddy again outside of spin-offs.
Actually wasn't the most obvious example of this by Nintendo.What with how Nintendo decides on gameplay before placing in characters who fit (or "fit"), Jungle Beat should have been a Bowser game.
I agree with this, I always thought it would have been a really cool twist on him, and the headbutt is really hard to use but this would be easy to use. And it'd buff him up because he wouldn't be so vulnerableI've always just wanted a barrel throwing move. I know DK's intended to be a close-range fighter, but the barrels are just too iconic to the character. Not having them has always made me feel like DK's been "missing" something.
The headbutt is fairly random, although its buff in Project M to make it more of a gimp is really nice.I agree with this, I always thought it would have been a really cool twist on him, and the headbutt is really hard to use but this would be easy to use. And it'd buff him up because he wouldn't be so vulnerable