splat
Smash Lord


Cranky Kong is an odd case. Canonically, this rambling, argumentative, bad-tempered, old ape is the elderly form of the original Donkey Kong in the arcade game. He didn't appear in his current appearance until the first Donkey Kong Country however, where he'd give the player 'advice' on their progress. Ever since, he's been seen in a plethora of roles, though most of them kept this supportive role. That is, until fairly recently, as indicated by his Smash 4 trophy:
"In Donkey Kong Country: Tropical Freeze, Cranky Kong's decided he's done with just giving the young 'uns helpful hints, so now he's taking things into his own hands by bringing some much-needed cane-swinging to the fray. You just can't keep an old ape down, can you?"
No. No, you can't. Time for this old codger to regain some of his former glory.

Representation of the Donkey Kong series

I think most Smash fans agree in at least some degree that the Donkey Kong series is not receiving the spotlight it perhaps should receive. With over 57 million sales, the series is ranked fifth for best-selling Nintendo series of all time, following Mario, Pokémon, Zelda, and the Wii series. While these series have seven (excluding Yoshi), six (including Mewtwo), five and three (when considering the different Mii fighters as individual characters) fighters, the Donkey Kong franchise is stuck at two.
To make it worse, some smaller series like Kirby (just over 37 million sales), Star Fox (12 million), Fire Emblem (10 million), and Kid Icarus (3 million) have been receiving more attention too. Granted, many of the sales in the DK franchise have been accumulated before modern times, but to compare: Tropical Freeze sold 1,6 million copies, Kid Icarus: Uprising sold 1,3 million. Even now, Donkey Kong isn't slacking.
* data taken from VGChartz
I'm not attempting to start a discussion on which series 'deserves' new fighters the most. All I'm saying is that Donkey Kong could do with some more love. Whether that's one fighter or two, and which one(s), that's on you.
Possible Donkey Kong fighters


There's plenty of possible characters from the franchise that would be an amazing fit in Smash, with many people focusing on two particular ones: Dixie Kong and King K. Rool. Both amazing options, but there are more options in the series than just these two. I'll list my thoughts on them. Perhaps it can fuel some discussion.
Dixie Kong
"What's going on here? Dixie should be the damsel in distress, not one of the stars!"
That's a bit harsh don't you think, Cranky? She seemed to do just fine in DKC2, DKC3 and Tropical Freeze. While Cranky tends to appear in supportive roles more often, Dixie seems to appear either playable - or not at all. While Cranky can fit a unique niche as a fighter, Dixie may be the best option for a new Kong family member to make it as a figh--
"I've never seen so much worthless rubbish! I'm surprised they don't give you a special 'trash barrel' to haul it all around in!"
I'm sorry, Cranky. Sometimes the truth hurts a little.
King K. Rool
"Bah! The lad had a couple of frames in DKC and now he thinks he's a big star!"
The second big (in his case, literally) choice for a Donkey Kong fighter is one that's not from the Kong family: the antagonist from the original trilogy, as well as the first 3D game in the franchise. Another great choice, though he has been notable absent for a while now. Some may argue that his ship may have sailed, though the (albeit minor) reference in Super Mario Odyssey shows Nintendo has not forgotten about the Kremling King completely, but why he was left out of Tropical Freeze, and what this means for his futur--
"I could defeat K. Rool single-handedly of course, but then you wouldn't have a game to play would you?"
Right. Glad we got that cleared up, Cranky. I wasn't planning on making a point anyway.

That's a bit harsh don't you think, Cranky? She seemed to do just fine in DKC2, DKC3 and Tropical Freeze. While Cranky tends to appear in supportive roles more often, Dixie seems to appear either playable - or not at all. While Cranky can fit a unique niche as a fighter, Dixie may be the best option for a new Kong family member to make it as a figh--

I'm sorry, Cranky. Sometimes the truth hurts a little.
King K. Rool

The second big (in his case, literally) choice for a Donkey Kong fighter is one that's not from the Kong family: the antagonist from the original trilogy, as well as the first 3D game in the franchise. Another great choice, though he has been notable absent for a while now. Some may argue that his ship may have sailed, though the (albeit minor) reference in Super Mario Odyssey shows Nintendo has not forgotten about the Kremling King completely, but why he was left out of Tropical Freeze, and what this means for his futur--

Right. Glad we got that cleared up, Cranky. I wasn't planning on making a point anyway.
How would Cranky play?


I feel like Cranky could fill an amazing niche being an older character. Even in DK canon, his mobility isn't properly defined: in DKC2 he's hardly capable of moving, while in others he's almost as mobile as his younger family members. On top of that, in Tropical Freeze, he actually uses his cane for increased mobility: similar to Scrooge, he's capable of wielding it like a pogo stick to jump around, shielding himself from damage as well as enabling him to deal out some.
Between these two things, I propose a moveset that I'd like to refer to as: Situational Speedster.
While his walking and running speeds would be subpar (to say the least), Cranky would use his cane to weave himself in and out of the battle, finding safe spots to set up his attacks or just to GO IN. He'd have a few key moves that would allow for this particular fighting style, which I'll list below, as well as his specials. As a note: while his moveset is mainly based on Tropical Freeze, he will reference older games (including the arcade) too.
A complete move set will be listed in a spoiler tag too (including an alternative down B as well as custom specials), but I felt it'd be cleaner to just name the most relevant moves for now.
Dash attack
Both his dash attack and his side special are meant to give Cranky some horizontal momentum, and as such, to start pogo'ing. While his dash attack appears to be nothing but the roll from Tropical Freeze, Cranky is able to jump out of it. Should he do so, he'll keep his forward momentum.
Aerials
"Back in my day, I could get through the island without getting hit even once!"
His down air and his forward air would function similarly: both would be a sex kick attack in which Cranky holds his cane out (either below or in front of him). If it connects with a the ground (down air), a wall (forward air) or an opponent he uses it as a pogo stick and bounces back, causing him to jump up with his down air and flip directions with his forward air. Both can be held by holding down the down + A buttons.
Neutral special: Squawks
"Not only does he keep me company, he reminds me where I left my keys!"
For his neutral special, Cranky releases Squawks. Squawks flies around for a bit looking for a nearby item. If it finds one, it picks it up before flying back to Cranky, damaging everyone in its path and giving the item to Cranky. If it cannot find an item, it flies around until Cranky calls upon Squawks again before returning to Cranky empty-handed.
Side special: Barrel Toss
"Here's a tip from my days as a beloved hero: Try rolling off a ledge and jumping in midair."
Cranky grabs a barrel and rolls it forward. The barrel is affected by gravity and drops down when falling off an edge. Holding the input causes him to perform a Kong Roll, in which he jumps on the barrel and runs along on top of it. Similar to his dash attack, Cranky can jump out of it, keeping his forward momentum.
Up special: Extra Life Balloon
"I blew up all these balloons myself, you know."
Cranky pulls out a red Extra Life Balloon and drifts upward fairly sluggishly. Cranky can be freely controlled horizontally and using the shield buttons will cause him to let loose of the balloon. The balloon can be popped like Villager's, but Cranky does not go into helpless state if his balloon is popped.
Down special: Super Simian Slam
"When in doubt, pound!"
Cranky braces himself for a ground pound. Cranky can charge the move, and flashes up to two times to signal reaching the next stage of the charge. If Cranky is on the ground he jumps up and slams down, and if he already is airborne, he drops with minimal start-up lag. Upon colliding with the ground, a shock wave is released that expands in size and deals damage to opponents hit: green for stage 1, blue for stage 2 and red for stage 3. For each stage the range and speed of the shock wave is increased, as well as dealing bonus damage.
Final Smash: 25m
"Y'know what they say, all graphics and no game play!"
You're right, Cranky. Many Final Smashes are a bit boring: press a button, wait for an animation and you're done. I've attempted to cook up something that not only fits Cranky thematically, but is also more interactive.
When using 25m, a large steel beam appears above the stage. Cranky jumps on it, and unloads a bunch of barrels down on the stage by moving left and right and pressing A or B. It's somewhat similar to Snake's Final Smash, though rather than full control you can control the horizontal axis.
While it first Cranky might seem like a weak and slow character, with enough training you may just master Cranky's agility and use his full potential.
"I'm sure some of it will appear on the newfangled 'internet' thing as well, so I suggest you take a look-see there. You could also ask your friends, assuming of course you've got any. If all else fails, you'll just have to play better."
Both his dash attack and his side special are meant to give Cranky some horizontal momentum, and as such, to start pogo'ing. While his dash attack appears to be nothing but the roll from Tropical Freeze, Cranky is able to jump out of it. Should he do so, he'll keep his forward momentum.
Aerials

His down air and his forward air would function similarly: both would be a sex kick attack in which Cranky holds his cane out (either below or in front of him). If it connects with a the ground (down air), a wall (forward air) or an opponent he uses it as a pogo stick and bounces back, causing him to jump up with his down air and flip directions with his forward air. Both can be held by holding down the down + A buttons.
Neutral special: Squawks

For his neutral special, Cranky releases Squawks. Squawks flies around for a bit looking for a nearby item. If it finds one, it picks it up before flying back to Cranky, damaging everyone in its path and giving the item to Cranky. If it cannot find an item, it flies around until Cranky calls upon Squawks again before returning to Cranky empty-handed.
Side special: Barrel Toss

Cranky grabs a barrel and rolls it forward. The barrel is affected by gravity and drops down when falling off an edge. Holding the input causes him to perform a Kong Roll, in which he jumps on the barrel and runs along on top of it. Similar to his dash attack, Cranky can jump out of it, keeping his forward momentum.
Up special: Extra Life Balloon

Cranky pulls out a red Extra Life Balloon and drifts upward fairly sluggishly. Cranky can be freely controlled horizontally and using the shield buttons will cause him to let loose of the balloon. The balloon can be popped like Villager's, but Cranky does not go into helpless state if his balloon is popped.
Down special: Super Simian Slam

Cranky braces himself for a ground pound. Cranky can charge the move, and flashes up to two times to signal reaching the next stage of the charge. If Cranky is on the ground he jumps up and slams down, and if he already is airborne, he drops with minimal start-up lag. Upon colliding with the ground, a shock wave is released that expands in size and deals damage to opponents hit: green for stage 1, blue for stage 2 and red for stage 3. For each stage the range and speed of the shock wave is increased, as well as dealing bonus damage.
Final Smash: 25m

You're right, Cranky. Many Final Smashes are a bit boring: press a button, wait for an animation and you're done. I've attempted to cook up something that not only fits Cranky thematically, but is also more interactive.
When using 25m, a large steel beam appears above the stage. Cranky jumps on it, and unloads a bunch of barrels down on the stage by moving left and right and pressing A or B. It's somewhat similar to Snake's Final Smash, though rather than full control you can control the horizontal axis.
While it first Cranky might seem like a weak and slow character, with enough training you may just master Cranky's agility and use his full potential.

Full moveset
Move|Name|Description|Inspration|Link
Jab (A)| |Leans forward on his cane and punches with his left hand.|N/A|
Jab (A, A)| |Leans back and kicks with his left foot.|N/A|
Jab (A, A, A)| |Swipes his cane horizontally once.| His swimming attack (A/B) in DKCTF|
Dash attack| |Performs a short roll. Cranky keep jump out of it to keep his horizontal momentum.| The Roll Attack in DKCTF|
Up tilt| |Jumps up and uppercuts.| His Kong POW animation|
Side tilt| |Swings his cane overhead into the ground.| His ground pound in DKCTF|
Down tilt| |Sticks his cane in the ground and uses it to kick himself forward.| The animation for when he starts running in DKCTF|
Up smash| |Jumps and uses his cane to propel his feet up, as if he was pole vaulting.|N/A|
Side smash| |Holds his cane in his right hand and swings it forward in a horizontal arch (similar to DK's Forward Smash in 64, but holding a cane).|N/A|
Down smash| |Jumps up and down while facing the player, seemingly agitated. Hitboxes appear at his both feet. |No specific game, but meant to reference his bad temper|
Neutral air| |Performs a corkscrew.| His swimming attack (ZL/ZR) in DKCTF|
Up air| |Swipes his cane upward twice.|His swimming attack (A/B) in DKCTF|
Forward air| |A sex kick attack in which Cranky holds his cane in front of him. If it connects with a wall or an opponent he uses it as a pogo stick, turning around and bouncing back. Can be held by holding down the forward + A buttons.|His signature move in DKCTF|
Back air| |Twirls around with his cane extended.|Failing a bonus level in DKCTF|
Down air| |A sex kick attack in which Cranky holds his cane below him and falls a smidge quicker. If it connects with the ground or an opponent he uses it as a pogo stick and bounces back up. Can be held by holding down the down + A buttons.|His signature move in DKCTF|
Neutral special|Squawks|Releases Squawks. Squawks flies around for a bit looking for a nearby item. If it can find one, it picks it up before flying back to Cranky, damaging everyone in its path and giving the item to Cranky. If it cannot find an item, it flies around until Cranky calls upon Squawks again before returning to Cranky empty-handed.| Cranky's Shopkeep status, as well as the function of Squawks in DKCR/TF|
Custom 1|Quawks|Moves slower but deals more damage and knockback when colliding with an opponent.|Quawks is the stronger version of Squawks in DKBB|
Custom 2|Screech|Screech does not pick up items. Instead of flying towards Cranky when he's called upon, Screech moves away from him.|Screech is the parrot of the Kremlings, so would want to escape Cranky|
Custom 3|Flashing Squawks|Squawks cannot pick up items and does not deal damage when colliding with an opponent. Instead, his lantern flashes brightly once before returning to Cranky. Opponents hit by the flash are stunned for a brief duration.| The function of Squawks in DKC |
Up special|Extra Life Balloon|Cranky pulls out a Red Balloon and drifts upward fairly slowly. Cranky can be controlled horizontally and using the shield buttons will cause him to let loose of the balloon. The balloon can be popped like Villager's, but Cranky does not go into helpless state should that occur.|Red Balloon|
Custom 1|Spirit Lifting Balloon|These balloons are green and gains more height more quickly, but are limited in horizontal movement.|Green Balloon, which saves you quicker: rather than dying it saves you from pitfalling|
Custom 2|Balloon Barrel| Cranky hops inside a barrel and shields himself from minor incoming damage, at the cost of vertical recovery.|DKCR/TF respawn when playing co-op|
Custom 3|Banana Balloon|These balloons are yellow. Once popped, the balloons drop a banana peel.|The item in DK64|
Side special|Barrel Toss|Grabs a Barrel and rolls it forward. The barrel is affected by gravity and drops down when falling off an edge. Cranky can input the move again when near a barrel to perform a Kong Roll, in which he jumps on the barrel and runs along on top of it. Cranky keep jump out of the Kong Roll to keep his horizontal momentum.| His OG move in the DK arcade, as well as the Kong Roll from DKCTF|
Custom 1|Oil Drum|Uses an Oil Drum instead of a wooden barrel. The Oil Drum explodes when it comes into contact with an opponent or wall. Cranky is dealt minor fire damage per second should he perform the Kong Roll on the Oil Drum.|The oil barrel from the DK arcade|
Custom 2|Bouncing Barrel|Instead of a rolling barrel, Cranky tosses out a barrel that bounces forward. Cranky cannot Kong Roll on the Bouncing Barrel.|N/A|
Down special|Super Simian Slam| Cranky braces himself for a ground pound. Cranky can charge the move, and flashes up to two times to signal reaching the next stage of the charge. If Cranky is on the ground he jumps up and slams down, and if he already is airborne, he drops with minimal start-up lag. Upon colliding with the ground, a shock wave is released that expands in size and deals damage to opponents hit: green for stage 1, blue for stage 2 and red for stage 3. For each stage the range and speed of the shock wave is increased, as well as dealing bonus damage.| The Simian Slam in DK64, which is a move all Kongs can do |
Custom 1|Swift Simian Slam|Cranky can no longer charge the move, but comes out much quicker. |N/A|
Custom 2|Shocking Simian Slam|Rather than dealing damage, the shock wave stuns opponents.|N/A|
Down special (alt)|Banana Juice|Cranky takes a Banana Juice jar from hammerspace and drinks it. The juice causes Cranky to shimmer golden and gain heavy armor for about twelve seconds, in which attacks which deal less dan 7% do not cause him to flinch. After the duration, Cranky's knockback resistance is decreased for five seconds.| Cranky's Shopkeep status in many DKC games|
Custom 1|Pineapple Juice|Rather than gaining heavy armor, Cranky's attacks deal bonus knockback while shimmering red. After the juice's effect wears off, his attacks deal less damage for five seconds.|Cranky is the chemist in DK64|
Custom 2|Grape Juice|While shimmering blue, Cranky gains increased jumping height and a slightly increased falling speed. After the juice's effects wear off, his falling speed is heavily reduced.|Manga|
Final Smash|25m| A large, red beam appears above the stage. Cranky jumps on it, and unloads a bunch of barrels down on the stage by moving left and right and pressing A or B.| Cranky is the chemist in DK64|
Grab| | Jumps forward with both arms extended.| DK's 'grabbing' animations in Jungle Climber|
Pummel| | While holding the opponent with his free hand, slaps them with the top end of his cane.|N/A|
Up throw| | Tossed the opponent up a bit, before poking them away with the top end of his cane.| His End barrel-smashing move from DKCTF|
Forward throw| | Tosses the opponent in the same fashion he'd toss a barrel in DKCTF.| Throwing things in DKCTF|
Back throw| | Suplexes the opponent after some effort.| His plucking animation from DKCTF|
Down throw| | Hops on the opponent's back and smacks behind him then a couple of times, as if he's speeding up a horse.| His 'mounting' DK animations in DKCTF.|
Entrance| | Enters in a CK Barrel.|How he is summoned in DKCTF|
Victory pose 1| | Smugly rocks back and forth in his rocking chair.| How you encounter him in DKC|
Victory pose 2| | Plays his record player.| The opening of DKC|
Victory pose 3| | Performs a bucnh of silly poses.|The poses he does after being fired out of a Style Barrel in DKBB|
Loss pose| | Throws a tantrum.| |
Taunt 1| | Does the old-school DK pose where he slams his chest.|Him supposedly being the OG DK|
Taunt 2| | Sits down and reads a news paper.|The idle pose in DKCTF|
Taunt 3| | Sticks his cane in the ground and spins around it once.|The pose his does before when entering a stage in DKCTF|
Taunt 4| | Performs a Broadway tap dance using his cane as a dancing stick.|The DK animated series|
Idle 1| | Smashes his cane into the ground, causing it to bounce up before catching it again.|The pose his does before boss battles in DKCTF|
Idle 2| | Adjusts his glasses.|He's old|
Idle 3| | Cracks his back.|He's old|
Jab (A)| |Leans forward on his cane and punches with his left hand.|N/A|
Jab (A, A)| |Leans back and kicks with his left foot.|N/A|
Jab (A, A, A)| |Swipes his cane horizontally once.| His swimming attack (A/B) in DKCTF|
Dash attack| |Performs a short roll. Cranky keep jump out of it to keep his horizontal momentum.| The Roll Attack in DKCTF|
Up tilt| |Jumps up and uppercuts.| His Kong POW animation|
Side tilt| |Swings his cane overhead into the ground.| His ground pound in DKCTF|
Down tilt| |Sticks his cane in the ground and uses it to kick himself forward.| The animation for when he starts running in DKCTF|
Up smash| |Jumps and uses his cane to propel his feet up, as if he was pole vaulting.|N/A|
Side smash| |Holds his cane in his right hand and swings it forward in a horizontal arch (similar to DK's Forward Smash in 64, but holding a cane).|N/A|
Down smash| |Jumps up and down while facing the player, seemingly agitated. Hitboxes appear at his both feet. |No specific game, but meant to reference his bad temper|
Neutral air| |Performs a corkscrew.| His swimming attack (ZL/ZR) in DKCTF|
Up air| |Swipes his cane upward twice.|His swimming attack (A/B) in DKCTF|
Forward air| |A sex kick attack in which Cranky holds his cane in front of him. If it connects with a wall or an opponent he uses it as a pogo stick, turning around and bouncing back. Can be held by holding down the forward + A buttons.|His signature move in DKCTF|
Back air| |Twirls around with his cane extended.|Failing a bonus level in DKCTF|
Down air| |A sex kick attack in which Cranky holds his cane below him and falls a smidge quicker. If it connects with the ground or an opponent he uses it as a pogo stick and bounces back up. Can be held by holding down the down + A buttons.|His signature move in DKCTF|
Neutral special|Squawks|Releases Squawks. Squawks flies around for a bit looking for a nearby item. If it can find one, it picks it up before flying back to Cranky, damaging everyone in its path and giving the item to Cranky. If it cannot find an item, it flies around until Cranky calls upon Squawks again before returning to Cranky empty-handed.| Cranky's Shopkeep status, as well as the function of Squawks in DKCR/TF|
Custom 1|Quawks|Moves slower but deals more damage and knockback when colliding with an opponent.|Quawks is the stronger version of Squawks in DKBB|
Custom 2|Screech|Screech does not pick up items. Instead of flying towards Cranky when he's called upon, Screech moves away from him.|Screech is the parrot of the Kremlings, so would want to escape Cranky|
Custom 3|Flashing Squawks|Squawks cannot pick up items and does not deal damage when colliding with an opponent. Instead, his lantern flashes brightly once before returning to Cranky. Opponents hit by the flash are stunned for a brief duration.| The function of Squawks in DKC |
Up special|Extra Life Balloon|Cranky pulls out a Red Balloon and drifts upward fairly slowly. Cranky can be controlled horizontally and using the shield buttons will cause him to let loose of the balloon. The balloon can be popped like Villager's, but Cranky does not go into helpless state should that occur.|Red Balloon|
Custom 1|Spirit Lifting Balloon|These balloons are green and gains more height more quickly, but are limited in horizontal movement.|Green Balloon, which saves you quicker: rather than dying it saves you from pitfalling|
Custom 2|Balloon Barrel| Cranky hops inside a barrel and shields himself from minor incoming damage, at the cost of vertical recovery.|DKCR/TF respawn when playing co-op|
Custom 3|Banana Balloon|These balloons are yellow. Once popped, the balloons drop a banana peel.|The item in DK64|
Side special|Barrel Toss|Grabs a Barrel and rolls it forward. The barrel is affected by gravity and drops down when falling off an edge. Cranky can input the move again when near a barrel to perform a Kong Roll, in which he jumps on the barrel and runs along on top of it. Cranky keep jump out of the Kong Roll to keep his horizontal momentum.| His OG move in the DK arcade, as well as the Kong Roll from DKCTF|
Custom 1|Oil Drum|Uses an Oil Drum instead of a wooden barrel. The Oil Drum explodes when it comes into contact with an opponent or wall. Cranky is dealt minor fire damage per second should he perform the Kong Roll on the Oil Drum.|The oil barrel from the DK arcade|
Custom 2|Bouncing Barrel|Instead of a rolling barrel, Cranky tosses out a barrel that bounces forward. Cranky cannot Kong Roll on the Bouncing Barrel.|N/A|
Down special|Super Simian Slam| Cranky braces himself for a ground pound. Cranky can charge the move, and flashes up to two times to signal reaching the next stage of the charge. If Cranky is on the ground he jumps up and slams down, and if he already is airborne, he drops with minimal start-up lag. Upon colliding with the ground, a shock wave is released that expands in size and deals damage to opponents hit: green for stage 1, blue for stage 2 and red for stage 3. For each stage the range and speed of the shock wave is increased, as well as dealing bonus damage.| The Simian Slam in DK64, which is a move all Kongs can do |
Custom 1|Swift Simian Slam|Cranky can no longer charge the move, but comes out much quicker. |N/A|
Custom 2|Shocking Simian Slam|Rather than dealing damage, the shock wave stuns opponents.|N/A|
Down special (alt)|Banana Juice|Cranky takes a Banana Juice jar from hammerspace and drinks it. The juice causes Cranky to shimmer golden and gain heavy armor for about twelve seconds, in which attacks which deal less dan 7% do not cause him to flinch. After the duration, Cranky's knockback resistance is decreased for five seconds.| Cranky's Shopkeep status in many DKC games|
Custom 1|Pineapple Juice|Rather than gaining heavy armor, Cranky's attacks deal bonus knockback while shimmering red. After the juice's effect wears off, his attacks deal less damage for five seconds.|Cranky is the chemist in DK64|
Custom 2|Grape Juice|While shimmering blue, Cranky gains increased jumping height and a slightly increased falling speed. After the juice's effects wear off, his falling speed is heavily reduced.|Manga|
Final Smash|25m| A large, red beam appears above the stage. Cranky jumps on it, and unloads a bunch of barrels down on the stage by moving left and right and pressing A or B.| Cranky is the chemist in DK64|
Grab| | Jumps forward with both arms extended.| DK's 'grabbing' animations in Jungle Climber|
Pummel| | While holding the opponent with his free hand, slaps them with the top end of his cane.|N/A|
Up throw| | Tossed the opponent up a bit, before poking them away with the top end of his cane.| His End barrel-smashing move from DKCTF|
Forward throw| | Tosses the opponent in the same fashion he'd toss a barrel in DKCTF.| Throwing things in DKCTF|
Back throw| | Suplexes the opponent after some effort.| His plucking animation from DKCTF|
Down throw| | Hops on the opponent's back and smacks behind him then a couple of times, as if he's speeding up a horse.| His 'mounting' DK animations in DKCTF.|
Entrance| | Enters in a CK Barrel.|How he is summoned in DKCTF|
Victory pose 1| | Smugly rocks back and forth in his rocking chair.| How you encounter him in DKC|
Victory pose 2| | Plays his record player.| The opening of DKC|
Victory pose 3| | Performs a bucnh of silly poses.|The poses he does after being fired out of a Style Barrel in DKBB|
Loss pose| | Throws a tantrum.| |
Taunt 1| | Does the old-school DK pose where he slams his chest.|Him supposedly being the OG DK|
Taunt 2| | Sits down and reads a news paper.|The idle pose in DKCTF|
Taunt 3| | Sticks his cane in the ground and spins around it once.|The pose his does before when entering a stage in DKCTF|
Taunt 4| | Performs a Broadway tap dance using his cane as a dancing stick.|The DK animated series|
Idle 1| | Smashes his cane into the ground, causing it to bounce up before catching it again.|The pose his does before boss battles in DKCTF|
Idle 2| | Adjusts his glasses.|He's old|
Idle 3| | Cracks his back.|He's old|
Possible palette swaps


From left to right: Cranky (current), Wrinkly, Chunky (DK64), Cranky (DKC2), DK (arcade), DK Jr., Team Cranky (Diddy Kong Pilot), Scrooge
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