Korporal K. Reep
Smash Apprentice
- Joined
- Jun 5, 2013
- Messages
- 106
On a side note, has anyone incorporated material from the DKC cartoon into their K. Rool movesets? Although the show's rather corny to me now, I've always loved the show; I have the vhs, a brand new K. Rool figurine from the show, and now the two recently released dvds, heh heh.
Anyway, whether you enjoyed it or not, it holds some significance as it did influence the games (for instance the crystal coconut appearing in DK64 and Barrel Blast), and even K. Rool himself (his appearance in the show was most likely the basis for his Paon model, his goal of ruling the island/world with the cystal coconut translates to ruling the universe with crystal bananas in Jungle Climber, and his dastardliness, willingness to sink the entire island in order to acquire the Crystal Coconut, and use of various "doomsday devices" possibly inspired his dastardly attempt at escape, willingness to blow himself up to get rid of the Kongs, and his use of the Blast-o-Matic laser in DK64).
[collapse=Here are some of my ideas for moves taken from the show]
Standard Special: Klap-Blaster
Klap-Blasters are the standard weapons of K. Rool's troops. They fire barrages of minuscule, hungry Klaptraps that latch onto and chew on their targets. When this move is used, Klaptraps are fired the distance of a little over half of Battlefield, dealing no knockback. Once latched onto a target however, Klaptraps will slowly rack up damage like Olimar's Pikmin Throw. They will bite a random number of times between 5 to 10 times (unless they get knocked off) for 2% each bite.
Side Special: The K.C.C.B.M. (stands for "The K. Rool to Crystal Coconut and Back Missile")
This is one of K. Rool's various inventions designed with the theft of the Crystal Coconut in mind. This is a rather large remote-controlled missile with dual jet boosters and a mechanical arm that extends from the underside of the main body. When used, K. Rool takes out a remote control and pilots the missile - he'll be defenseless unless he cancels it by pressing the shield button. It controls like Snake's Nikita, but with wider turns and faster traveling/turning speed. Hold A to extend the arm and let go of A to grab (non-damaging). Then press A again to release the hold. Enemies have a slightly easier time escaping this hold than escaping grabs, and the missile runs out of fuel after 10 seconds.
Uses:
-pick up items you'd want to drop onto/ram into opponents, such as explosive crates, bob-ombs, etc
-pick up opponents and try to drop them off the stage/land them on stage hazards.
*The K.C.C.B.M. has shown to be capable of carrying a considerable amount of weight (for instance, a rocket that exeeds the K.C.C.B.M. in size and that contains dozens of filled-up barrels, one of which holds Cranky Kong), so what it should be able to carry in the game shouldn't be a problem.
Up Special: Great Aunt Grouchy's Spellbook
K. Rool often casts spells on his enemies in the show, whether it be weakening Donkey Kong with a curse from his own book of voodoo curses, or casting spells from Great Aunt Grouchy's book on his own minions for his amusement. If Up B is pressed in midair, K. Rool will use a spell that grants him the power of flight to use as his recovery. It'll work similarly to Pit's Wings of Icarus, but it will only last half the duration (so about 1.5 secs) since he'll also have access to a tether recovery move (discussed below). If used while grounded, a spell will be cast to players, dealing 1% while stunning them shortly, within approx. a Battlefield platform away from K. Rool.
Down Special: Project X (Boomerang-a-Barrel)
K. Rool designed Project X to accomplish two tasks: spread fear all over Kongo Bongo Island, and have it always return, hence its name Boomerang-a-Barrel. It has the appearance of a UFO when spinning, and it's piloted by K. Rool's bodyguard Krusha. Pressing down B will make K. Rool beckon towards the screen, calling forth Krusha, who then rams the UFO from the foreground, through the stage, to the background (like Captain Falcon's Final Smash) in front of K. Rool. If it misses, it will keep on traveling further and further into the background until it disappears. If an opponent is hit, the Boomerang-a-Barrel will return and try to ram into the opponent once again, this time traveling from the background to the foreground. Although this move will home into the enemy, it can be dodged like any other attack. Both hits do 10% each, with medium knockback.
Grab: Bungee Barrel
Press A to perform a normal close-range grab. Hold A to utilize K. Rool's "secret weapon." The Bungee Barrel is capable of firing General Klump great distances and have him return with an enemy in his claws, thanks to the bungee cord attached to him and the barrel. He'll always be shot in a straight line foward, and the longer you hold A, the farther he goes. After Klump returns with an opponent, he performs the pummels and throws instead of K. Rool. When used in midair, Klump will swat away players instead of grabbing them. This can also be used as a tether recovery, where Klump grabs the ledge, and the King hangs from the Bungee Barrel. Press A to shorten the cord/pull the King farther up, and then up to make K. Rool climb over Klump back onto the stage.
Dash Attack: Minekart Krash
In the cartoon, the Kremlings control the mines; it is where their base of operations is located. K. Rool has a custom, regal minekart as seen in the picture above. For his dash attack, K. Rool quickly hops into his 6-seater minekart, which already has two Kritters operating it. Deals 6-8% with low-medium knockback.
Foward Smash: Shout
If an episode has K. Rool in it, you can bet it features him yelling at his minions for their incompetency at one point or another. When used, he'll take out a megaphone and scream into it, producing forth sound waves. A voice clip of him yelling "LUNKHEAD!" or "NINNY!" or "HOMESPUN IDIOT!" or any of his other sayings, will accompany this move. Charging it will produce more sound waves with a little added range. Deals 10-12% but with high knockback.
Final Smash: Kritter Army
Summons several Kritters, along with Klump and Krusha, to take on opponents. Kritters have Klap-Blasters with the same properties as K. Rool's Standard B move, Krusha punches anyone nearby (15-18% with high knockback, close-ranged attack), and Klump throws bombs (15% with medium-high knockback, ranged projectile). Although this army of Kremlings will disappear after a certain amount of time, they can be defeated - Kritters have 30HP each, while Klump and Krusha have 50 HP each. Because Klump and Krusha are a part of K. Rool's final smash, he'll be unable to use his tether grab and down B until it ends (or until they are defeated).
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Anyway, whether you enjoyed it or not, it holds some significance as it did influence the games (for instance the crystal coconut appearing in DK64 and Barrel Blast), and even K. Rool himself (his appearance in the show was most likely the basis for his Paon model, his goal of ruling the island/world with the cystal coconut translates to ruling the universe with crystal bananas in Jungle Climber, and his dastardliness, willingness to sink the entire island in order to acquire the Crystal Coconut, and use of various "doomsday devices" possibly inspired his dastardly attempt at escape, willingness to blow himself up to get rid of the Kongs, and his use of the Blast-o-Matic laser in DK64).
[collapse=Here are some of my ideas for moves taken from the show]
Standard Special: Klap-Blaster
Klap-Blasters are the standard weapons of K. Rool's troops. They fire barrages of minuscule, hungry Klaptraps that latch onto and chew on their targets. When this move is used, Klaptraps are fired the distance of a little over half of Battlefield, dealing no knockback. Once latched onto a target however, Klaptraps will slowly rack up damage like Olimar's Pikmin Throw. They will bite a random number of times between 5 to 10 times (unless they get knocked off) for 2% each bite.
Side Special: The K.C.C.B.M. (stands for "The K. Rool to Crystal Coconut and Back Missile")
This is one of K. Rool's various inventions designed with the theft of the Crystal Coconut in mind. This is a rather large remote-controlled missile with dual jet boosters and a mechanical arm that extends from the underside of the main body. When used, K. Rool takes out a remote control and pilots the missile - he'll be defenseless unless he cancels it by pressing the shield button. It controls like Snake's Nikita, but with wider turns and faster traveling/turning speed. Hold A to extend the arm and let go of A to grab (non-damaging). Then press A again to release the hold. Enemies have a slightly easier time escaping this hold than escaping grabs, and the missile runs out of fuel after 10 seconds.
Uses:
-pick up items you'd want to drop onto/ram into opponents, such as explosive crates, bob-ombs, etc
-pick up opponents and try to drop them off the stage/land them on stage hazards.
*The K.C.C.B.M. has shown to be capable of carrying a considerable amount of weight (for instance, a rocket that exeeds the K.C.C.B.M. in size and that contains dozens of filled-up barrels, one of which holds Cranky Kong), so what it should be able to carry in the game shouldn't be a problem.
Up Special: Great Aunt Grouchy's Spellbook
K. Rool often casts spells on his enemies in the show, whether it be weakening Donkey Kong with a curse from his own book of voodoo curses, or casting spells from Great Aunt Grouchy's book on his own minions for his amusement. If Up B is pressed in midair, K. Rool will use a spell that grants him the power of flight to use as his recovery. It'll work similarly to Pit's Wings of Icarus, but it will only last half the duration (so about 1.5 secs) since he'll also have access to a tether recovery move (discussed below). If used while grounded, a spell will be cast to players, dealing 1% while stunning them shortly, within approx. a Battlefield platform away from K. Rool.
Down Special: Project X (Boomerang-a-Barrel)
K. Rool designed Project X to accomplish two tasks: spread fear all over Kongo Bongo Island, and have it always return, hence its name Boomerang-a-Barrel. It has the appearance of a UFO when spinning, and it's piloted by K. Rool's bodyguard Krusha. Pressing down B will make K. Rool beckon towards the screen, calling forth Krusha, who then rams the UFO from the foreground, through the stage, to the background (like Captain Falcon's Final Smash) in front of K. Rool. If it misses, it will keep on traveling further and further into the background until it disappears. If an opponent is hit, the Boomerang-a-Barrel will return and try to ram into the opponent once again, this time traveling from the background to the foreground. Although this move will home into the enemy, it can be dodged like any other attack. Both hits do 10% each, with medium knockback.
Grab: Bungee Barrel
Press A to perform a normal close-range grab. Hold A to utilize K. Rool's "secret weapon." The Bungee Barrel is capable of firing General Klump great distances and have him return with an enemy in his claws, thanks to the bungee cord attached to him and the barrel. He'll always be shot in a straight line foward, and the longer you hold A, the farther he goes. After Klump returns with an opponent, he performs the pummels and throws instead of K. Rool. When used in midair, Klump will swat away players instead of grabbing them. This can also be used as a tether recovery, where Klump grabs the ledge, and the King hangs from the Bungee Barrel. Press A to shorten the cord/pull the King farther up, and then up to make K. Rool climb over Klump back onto the stage.
Dash Attack: Minekart Krash
In the cartoon, the Kremlings control the mines; it is where their base of operations is located. K. Rool has a custom, regal minekart as seen in the picture above. For his dash attack, K. Rool quickly hops into his 6-seater minekart, which already has two Kritters operating it. Deals 6-8% with low-medium knockback.
Foward Smash: Shout
If an episode has K. Rool in it, you can bet it features him yelling at his minions for their incompetency at one point or another. When used, he'll take out a megaphone and scream into it, producing forth sound waves. A voice clip of him yelling "LUNKHEAD!" or "NINNY!" or "HOMESPUN IDIOT!" or any of his other sayings, will accompany this move. Charging it will produce more sound waves with a little added range. Deals 10-12% but with high knockback.
Final Smash: Kritter Army
Summons several Kritters, along with Klump and Krusha, to take on opponents. Kritters have Klap-Blasters with the same properties as K. Rool's Standard B move, Krusha punches anyone nearby (15-18% with high knockback, close-ranged attack), and Klump throws bombs (15% with medium-high knockback, ranged projectile). Although this army of Kremlings will disappear after a certain amount of time, they can be defeated - Kritters have 30HP each, while Klump and Krusha have 50 HP each. Because Klump and Krusha are a part of K. Rool's final smash, he'll be unable to use his tether grab and down B until it ends (or until they are defeated).
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