God Robert's Cousin
Smash Hero
Add me to the list of the support. Karate Joe just makes too much sense as the character to represent the Rhythm Heaven series, especially because in addition to the reasons in the OP, his body is the perfect build to do various Rhythm Heaven mini-games. I've even worked on a moveset to show that off!
[collapse="Karate Joe Moveset"]
Standard Special - Pot Break: Karate Man (Wii). Holding the B button launches a pot at Karate Joe, while letting go will make him do a punch. If timed correctly, Karate Joe punches the pot as a projectile forward, damaging an opponent hit by it. If this attack is correctly executed in succession, each pot deals more damage, adding a maximum 5% more total to each pot after 8 successful pot breaks in a row.
Side Special - Bomb Kick: Karate Man (DS). Karate Joe tosses a barrel and kicks it open, launching the bomb inside forward. Opponents are hit with a decent amount of damage.
Up Special - See Saw: See Saw. If used in the air, a see-saw appears underneath Karate Joe as one of See or Saw appears on the other side to bounce him upwards. If the special button is pressed right as See/Saw lands, Karate Joe will get extra height into the air. On the other hand, if this is used on the ground, the see-saw appears right in front of Karate Joe and he immediately hops onto it, launching an opponent into the air if they are on the other side. The see-saw remains on the ground for a while, acting for all intents and purposes as a sloped platform on the stage and damaging anyone who stands in or on the see-saw while it's going up.
Down Special - Barrel Combo: Karate Man (Wii). A light-bulb is tossed at him, hitting it if struck with an opponent's while the light-bulb is on the way. The opponent gets heavily stunned during this, and Karate Joe will follow up with a multi-hit combo much like the one he uses in Karate Man. Essentially a counter-style move that activates only if hit with an attack during its active frames. If an attack wasn't countered, Karate Joe misses the light-bulb and it breaks in the background as he frowns.
Final Smash - Karate Man: Named after the name of all the mini-games he appears in. Karate Joe does a powerful flip-kick, which, if it hits an opponent, will initiate his final smash. A remixed version of Lonely Storm plays as the game acts as a Great Aether version of Karate Man, doing damage if you press A in time with the musical cues:
*Alternatively we could call it Lonely Storm because hot damn that would be a much cooler sounding name.
- - - - -
Standard A - Figure Fighter. "GO GO GO!" The Figure Fighter's jabs, pausing between jabs allowing for set-ups to other combos.
Up Tilt - Clappy Trio. Claps overhead, quick and does maximum damage if the opponent is struck directly on top of his head.
Side Tilt - Ringside. "Whoa, you go big guy!" Hits an opponent with the back of his fist stretching down, and pressing the A button again will string it into a flex, doing minor damage and knock-back.
Down Tilt - Karate Joe does a sweeping kick on the floor, similar in animation to one of his frames during the barrel combo.
Dash Attack - Does a brief running kick, much like Fox's Dash Attack.
- - - - -
Up Smash - Does a powerful roundhouse kick into the air, doing a high amount of damage to opponents that are in the hurt-boxes of his feet.
Side Smash - Samurai Slice. Raises one of his arms at a 90 degree bend, performing a karate chop that deals horizontal knock-back and makes the same sound-effect as the Samurai's slices.
Down Smash - Crop Stomp. Raises one of his legs up before slamming it down in front of him, followed by quickly tossing the opponent up with his arms, dealing two hits and strong vertical knock-back.
- - - - -
Neutral Aerial - Sex kick.
Up Aerial - Flip kick, hitting a noticeably large amount of area above Karate Joe.
Down Aerial - Spinning drill type of aerial, similar to Fox's Down Aerial.
Forward Aerial - Air Rally. Does a swinging chop, deflecting any physical projectiles away from him and making the same racket sound effect as Baxter and Forthington.
Back Aerial - Swing-around kick, similar to Sheik's Back Aerial.
- - - - -
Pummel - Packing Pests. Smacks the opponent, much like the way the player smacks spiders in this mini-game.
Up Throw - Space Soccer. "Kick, high-kick-go!" Briefly hacky-sacks the opponent before kicking them upwards with his foot.
Down Throw - Tap Troupe. "And bum-bum-bum tap-tap-tap!" Dances on top of the opponent, much like Kirby's Down Throw.
Forward Throw - Karate Man (DS). "Punch-kick!" Punches the opponent before following up with a kick.
Back Throw - Space Dance. "Dipsy down!" Karate Joe does the crouch of the Space Dance, tossing them the way he's facing (being the opposite direction of the way he was facing while standing) as he bends down into one-footed stand.
- - - - -
Up Taunt - Ringside. "Pose for the fans!" Karate Joe strikes a pose, doing his halmark "Oooh!" grunt at the start of every Karate Man of the series as he does so as a flash of light appears behind him.
Side Taunt - Drummer Duel. Stomps one foot, rapidly punches his fits forward, and raises an arm in cheer, all in time with this drum beat in particular. Whistle sound-effect and grunts included!
Down Taunt - Munchy Monk. A very brief part of the game plays, where the player can hit the A button in time with song's excerpt to swallow food. Winning or failing it has no bearing on the match--it's merely the first taunt to be its own mini-game in the series!
- - - - -
Rolling Dodge - Flipper Flop. "One flipper roll!" The sound effect and speed of the roll is much akin to the ones the seals do.
- - - - -
Victory Animation 1 - Ties his belt into a knot right as he notices the camera and smiles, then going back onto focusing on his knot.
Victory Animation 2 - Does shifts between jumps and kicks for a brief moment before calmly bowing towards the camera.
Victory Animation 3 - Punches several soccer balls towards off-screen and strikes the pose makes in the superb screen of the first Karate Man.
Loss Animation - Claps whilst frowning with drooping hair.[/collapse]
As neat as the idea of 3-fighters-in-1 Chorus Kids would be, Karate Joe would both capture the spirit of the series and look cool upon first impressions much more so than they would.
[collapse="Karate Joe Moveset"]
Standard Special - Pot Break: Karate Man (Wii). Holding the B button launches a pot at Karate Joe, while letting go will make him do a punch. If timed correctly, Karate Joe punches the pot as a projectile forward, damaging an opponent hit by it. If this attack is correctly executed in succession, each pot deals more damage, adding a maximum 5% more total to each pot after 8 successful pot breaks in a row.
Side Special - Bomb Kick: Karate Man (DS). Karate Joe tosses a barrel and kicks it open, launching the bomb inside forward. Opponents are hit with a decent amount of damage.
Up Special - See Saw: See Saw. If used in the air, a see-saw appears underneath Karate Joe as one of See or Saw appears on the other side to bounce him upwards. If the special button is pressed right as See/Saw lands, Karate Joe will get extra height into the air. On the other hand, if this is used on the ground, the see-saw appears right in front of Karate Joe and he immediately hops onto it, launching an opponent into the air if they are on the other side. The see-saw remains on the ground for a while, acting for all intents and purposes as a sloped platform on the stage and damaging anyone who stands in or on the see-saw while it's going up.
Down Special - Barrel Combo: Karate Man (Wii). A light-bulb is tossed at him, hitting it if struck with an opponent's while the light-bulb is on the way. The opponent gets heavily stunned during this, and Karate Joe will follow up with a multi-hit combo much like the one he uses in Karate Man. Essentially a counter-style move that activates only if hit with an attack during its active frames. If an attack wasn't countered, Karate Joe misses the light-bulb and it breaks in the background as he frowns.
Final Smash - Karate Man: Named after the name of all the mini-games he appears in. Karate Joe does a powerful flip-kick, which, if it hits an opponent, will initiate his final smash. A remixed version of Lonely Storm plays as the game acts as a Great Aether version of Karate Man, doing damage if you press A in time with the musical cues:
Each successful hit is a kick or a punch onto the opponent, with the finishing blow being an explosive version of his famous barrel combo, launching the opponents straight into the air for what is almost a guaranteed KO if the player gets the song perfectly."Whoa whoa whoa, I'm just a man. Missing you, please understand. Without you-ou-ou, I'm dyin'!"
*Alternatively we could call it Lonely Storm because hot damn that would be a much cooler sounding name.
- - - - -
Standard A - Figure Fighter. "GO GO GO!" The Figure Fighter's jabs, pausing between jabs allowing for set-ups to other combos.
Up Tilt - Clappy Trio. Claps overhead, quick and does maximum damage if the opponent is struck directly on top of his head.
Side Tilt - Ringside. "Whoa, you go big guy!" Hits an opponent with the back of his fist stretching down, and pressing the A button again will string it into a flex, doing minor damage and knock-back.
Down Tilt - Karate Joe does a sweeping kick on the floor, similar in animation to one of his frames during the barrel combo.
Dash Attack - Does a brief running kick, much like Fox's Dash Attack.
- - - - -
Up Smash - Does a powerful roundhouse kick into the air, doing a high amount of damage to opponents that are in the hurt-boxes of his feet.
Side Smash - Samurai Slice. Raises one of his arms at a 90 degree bend, performing a karate chop that deals horizontal knock-back and makes the same sound-effect as the Samurai's slices.
Down Smash - Crop Stomp. Raises one of his legs up before slamming it down in front of him, followed by quickly tossing the opponent up with his arms, dealing two hits and strong vertical knock-back.
- - - - -
Neutral Aerial - Sex kick.
Up Aerial - Flip kick, hitting a noticeably large amount of area above Karate Joe.
Down Aerial - Spinning drill type of aerial, similar to Fox's Down Aerial.
Forward Aerial - Air Rally. Does a swinging chop, deflecting any physical projectiles away from him and making the same racket sound effect as Baxter and Forthington.
Back Aerial - Swing-around kick, similar to Sheik's Back Aerial.
- - - - -
Pummel - Packing Pests. Smacks the opponent, much like the way the player smacks spiders in this mini-game.
Up Throw - Space Soccer. "Kick, high-kick-go!" Briefly hacky-sacks the opponent before kicking them upwards with his foot.
Down Throw - Tap Troupe. "And bum-bum-bum tap-tap-tap!" Dances on top of the opponent, much like Kirby's Down Throw.
Forward Throw - Karate Man (DS). "Punch-kick!" Punches the opponent before following up with a kick.
Back Throw - Space Dance. "Dipsy down!" Karate Joe does the crouch of the Space Dance, tossing them the way he's facing (being the opposite direction of the way he was facing while standing) as he bends down into one-footed stand.
- - - - -
Up Taunt - Ringside. "Pose for the fans!" Karate Joe strikes a pose, doing his halmark "Oooh!" grunt at the start of every Karate Man of the series as he does so as a flash of light appears behind him.
Side Taunt - Drummer Duel. Stomps one foot, rapidly punches his fits forward, and raises an arm in cheer, all in time with this drum beat in particular. Whistle sound-effect and grunts included!
Down Taunt - Munchy Monk. A very brief part of the game plays, where the player can hit the A button in time with song's excerpt to swallow food. Winning or failing it has no bearing on the match--it's merely the first taunt to be its own mini-game in the series!
- - - - -
Rolling Dodge - Flipper Flop. "One flipper roll!" The sound effect and speed of the roll is much akin to the ones the seals do.
- - - - -
Victory Animation 1 - Ties his belt into a knot right as he notices the camera and smiles, then going back onto focusing on his knot.
Victory Animation 2 - Does shifts between jumps and kicks for a brief moment before calmly bowing towards the camera.
Victory Animation 3 - Punches several soccer balls towards off-screen and strikes the pose makes in the superb screen of the first Karate Man.
Loss Animation - Claps whilst frowning with drooping hair.[/collapse]
As neat as the idea of 3-fighters-in-1 Chorus Kids would be, Karate Joe would both capture the spirit of the series and look cool upon first impressions much more so than they would.
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