AVAST YE!
He's come to claim the Crystal Coconut, in the name of his great-great-great grandpappy.
And he pities the landlubber sharkbait what tries to stop him!
Kaptain Skurvy
STATS
Power: 8/10: Skurvy is a powerful pirate. He's picked up lots of strength from his life as a scallywag.
Walking Speed: 3/10: Skurvy does an odd sort of waddle forward.
Dashing Speed: 5.5/10: Leaning forward slightly, this Kremling pirate jogs forward at an above average speed.
Weight: 8/10: Skurvy's a big Kremling, but because muscle weighs more than fat, he has less weight than you may think.
Range: 6.5/10: He mainly fights at close range.
Projectile Distance: 7.5/10: Both of his projectiles have decent range.
Attack Speed: 4/10: Because of his concentration on brute strength, Skurvy is a bit of a slowpoke.
Priority: 8/10: Most of his attacks can cut through other moves with ease.
Size: 8/10: Skurvy is slightly taller than Donkey Kong and almost as wide as Bowser.
First Jump: 2.5/10: Raising his arms, Skurvy does a weak jump, his weight and awkward boots holding him down.
Second Jump: 4.5/10: With a clumsy spin, Skurvy raises up a below average distance.
Fall Speed: 6.5/10: The average fall speed for a heavyweight.
Recovery: 5.5/10: Although his jumps are weak, Skurvy has two tether recoveries to help him along.
Crouch: 3/10: Poor, Skurvy bends down and covers his hat his both claws. He can be hit out of this very easily.
Traction: 4/10: The Kaptain slides easily, thanks to his slippery boots.
Comboability: 4.5/10: Skurvy has several combos he can pull on foes, but he is still a heavyweight, mainly focusing on power.
Wall Jump: No.
Wall Cling: Definitely not.
Crawl: No.
Glide: Kremlings don't fly.
Tether Recovery: Yes, he has two tether recoveries at his disposal.
BASIC ATTACKS
Basic Combo, Hit #1: Buccaneer Slash: Taking his pirate cutlass out of his belt, Skurvy slashes it in front of him. This is fairly quick, and does
3%, but no knockback.
Basic Combo, Hit #2: Reverse Slice: After the first combo hit, Skurvy slices his cutlass back the way it came in the first hit. This is slightly slower than the previous attack. It does minute knockback. This hit does
2% alone and
5% with the first hit.
Basic Combo, Hit #3: Overhead Stab: Pulling back his cutlass after the above two attacks, Skurvy stabs the weapon over his shoulder powerfully. This has a good deal of ending lag (slightly more than Link's basic combo). It also does average knockback. This hit does
3% alone,
5% with the second hit, and
8% with the full combo. With its decent priority, Skurvy can use his basic combo regularly to rack up damage.
TILTS
Forward Tilt: Kick Yer Booty: Extending one booted foot, Skurvy does an awkwards Sparta-kick of sorts. This does average knockback and has good priority. Skurvy has slight ending lag as he puts his foot down, though. This tilt deals
8% to foes. Despite its lag, the knockback allows Skurvy to use this move with more freedom.
Down Tilt: Swab the Deck: Taking out a mop, Skurvy begins swabbing the floor in front of him. This is the quickest of Skurvy's tilts. By holding the down tilt input, Skurvy will continuously swab the floor. Although this prevents foes from hitting Skurvy from the front due to its decent priority, it creates a good deal of ending lag, more than he would usually face, as Skurvy stows the mop. Hitting the mop as it first appears does
7% and decent knockback, while hitting it as it is continued deals
4% and very low knockback. Although holding it may seem pointless, the ground where he swabs becomes wet and foes slip more easily there for several seconds.
Up Tilt: Hat Headbutt: With a grunt, Skurvy thrusts his head upwards, causing his pirate hat to fly off his head vertically a bit to hit foes, before landing on its owner's head. The hat has low priority, but can juggle foes rather well. Skurvy can also KO foes with high damage using this tilt. It deals
7-8% to foes.
SMASHES
Forward Smash: Cat-O-9-Tails: Pirates use nine-ended whips to punish sailors for disorderly conduct. However, Skurvy actually uses a cat with nine tails, an annoying enemy from Donkey Kong Country 2. Holding the cat by the neck, Skurvy thrashes it forward ruthlessly, creating many painful light hits for foes in front of him. This move can do up to 8 hits, the first seven being light and damaging, while the last one knocks foes away powerfully. This is Skurvy's strongest Smash; it can kill foes with over 60% easily. However, he faces a good deal of ending lag as he tosses the mewing cat over his shoulder carelessly. This Smash deals anywhere from
3-32% in the many multiple hits of the cat, which can be Smash DIed out of.
Down Smash: Booty Booty: Skurvy bends down, holds his arms up in the air, and starts to...dance??? He cries out, "Arrr, look at me!" as he kicks one boot to the left, then turns and kicks one to the right. This is his slowest Smash, but it deals powerful horizontal hits when charged up a good deal. The priority and range are above average. This Smash deals anywhere from
13-26%.
Watch this video for a good picture of the attack.
Up Smash: Scoffers' Smack: Taking out the copper pots and pans he scoffed from his mother, Skurvy swings these kitchen utensils over his head, waving them back and forth slightly. These can do up to three hits on foes, the first two trapping foes, the last one knocking them away with a metallic bong. The pans have decent priority, and this is Skurvy's quickest Smash as well. However, it can't kill as well as his above two Smashes. This Smash can deal anywhere between
6-25% to foes.
AERIALS
Neutral Air: Whirlpool Slash: Extending his pirate cutlass, Skurvy rapidly spins twice, throwing off nearby foes. Although it has slight ending lag, this is a great aerial for combos, because of the decent hitbox size compared to his other aerials. It deals
12-13% to the foes it hits. Foes who hit the end of the cutlass get more knockback than if they are hit closer to Skurvy.
Forward Air: Tail Tremor: Bending his powerful crocodile tail forward between his legs, Skurvy smacks it downwards powerfully, bending it back into position and damaging foes in front of him. Foes hit on the end of the tail are knocked horizontally, while foes closer to Skurvy are spiked powerfully. There is slight startup lag but no ending lag, unless you end the move early by hitting the ground before the move is over. This aerial deals
10-11% to foes.
Back Air: Bilge Rat: Holding back a Neek the rat enemy from Donkey Kong Country 2 behind him in one hand, Skurvy yells, "Ye bilge rat!" backwards, shaking his other first, while the rat deals multiple light hits to foes (like Game & Watch's B-Air). The rat has low priority, but can combo foes well in up to seven multiple hits, the first six trapping foes while the last one deals average knockback. This aerial can deal anywhere from
2-12% to foes.
Up Air: Kremling Knash: Bending his crocodile head upwards, Skurvy takes one powerful bite upwards at foes above him. This is a fast aerial, but it doesn't deal a ton of knockback. However, it can still juggle foes and KO foes with high damage levels. Hitting Skurvy's teeth directly deals more knockback and damage than just nicking the end of his snout. This aerial deals
8-9%.
Down Air: Mirror Mash: Pulling out an empty mirror frame from
this video, Skurvy plummets downwards, holding the frame to his side, like Game & Watch's key. This can spike foes if they hit the mirror just as the plummet begins. Although it does good knockback, it has a great deal of ending lag as Skurvy hits the ground and the frame smashes to bits. It has average priority. Be careful not to plummet to your doom by using this move over an edge. It deals
9-10% to foes.
OTHER ATTACKS
Downed Attack: Double Hack: Skurvy takes out his cutlass again and roughly hacks it on both sides of him, to clear his path as he hops to his feet. Each hack deals
3%.
Flipped Attack: Kaptain's Klaws: Extending both hands, Skurvy swipes foes 360 degrees around him as he gets up. This move deals
4-5% to foes.
Tripped Attack: Tail Slap: Hopping up angrily, Skurvy lifts his tail and slams it down, once on each side of him, to knock away foes trying to take advantage of him. Each of the two slams does 4%.
Ledge Attack: Telescope Extension: As he climbs the ledge, Skurvy takes a hand telescope from his belt and extends it. This deals average knockback and
6% to anyone it hits.
Ledge Attack (over 100%): Kroc Krash: Struggling onto the stage due to his bulk, Skurvy rams his large belly into nearby foes, dealing low knockback and
4%.
Dash Attack: Mental Breakdown: With a bellow, "Are yer ears full of cotton, sailor?!" or, "Cast away!", Skurvy dashes forward angrily a few feet, flailing his claws in front of him to deal multiple light hits to foes. Like ROB's U-Air, there is not a major finishing hit, so foes can punish Skurvy for using this move. However, it is a great move to deal damage with. Foes can take anywhere from
3-16% by getting trapped in the multiple hits of this move.
GRAB ATTACK AND THROWS
Grab: Gator Grapple: Skurvy takes a pirate grappling hook out of his belt and casts it forward to snag foes. If he connects, he drags them roughly to him and holds them by the throat. Otherwise, he suffers from a lot of lag, like the other tether-grabbers. Although it is almost useless for shield-grabbing, this is an effective tether recovery for the Kaptain. It also deals
3-7% to any foes who hit it in the air, and travels about the distance of four Pikmin in a Pikmin Chain.
Grab Attack: Silencing Backarm: With a flourish, Skurvy extends an arm and backarms the foe in the chest, like he does to his loud-mouthed crewmates when they almost accidentally blab crucial information to an anesthesiated Donkey Kong. This does
4%, but is so slow that only one can be done per grab.
Forward Throw: Corporeal Whuppin': Taking off his pirate belt (0_o), Skurvy gives the victim one powerful lash. With the buckle end. This does
9% and good knockback to the victim. Skurvy returns the belt to his waist after the attack.
Back Throw: Shovel Scoop: Taking out a large shovel, Skurvy scoops up the victim, as if they were a pile of dirt, and hurls them back over his shoulder. This does average knockback but only
5%.
Down Throw: Chest Crush: Taking out a big pirate chest filled with booty, Skurvy drops it on the struggling foe. However, he greedily snatches it back, him loving the treasure, and therefore taking away a good deal of the expected ending lag. The unfortunate victim takes
12% and good knockback.
Up Throw: Banana Squirt: Taking a simple banana out of his belt (like the ones he enjoyed when anesthetized into being an ape), Skurvy squirts it at the foe. This knocks them lightly upwards and gives them
7%. It also drops a banana peel onto the stage, like from Diddy's Down Special. However, Skurvy can only have one peel out at a time. If he uses the throw again, the previous peel vanishes.
SPECIALS
Neutral Special: Blow Ye To Bits: With an "Argh har har!", Skurvy takes his prized hand cannon out of his belt, and loads it. If you only tap the B Button, he will load it with a simple cannonball. However, if you press and hold the button, he will load it with a wooden barrel. Once the cannon is loaded, Skurvy puts it back in his belt, and can move around freely with it in this manner. Press the B Button again and Skurvy will rapidly take the cannon back out and fire it.
Cannonballs fly quickly and horizontally (about the speed of a Peanut Popgun), and deal a light
5-6%. Barrels fly slowly, but deal a more solid
13-15%, and bounce up and down in their flight path. Barrels can be bounced off of by any character for a high jump. Overall, this is a useful move; it has little ending lag (the same as a Charge Shot), can be used to recover, and has the potential to KO a foe with upwards of 115%.
Side Special: Polly Roger: What's a pirate without his parrot pal? For this move, Skurvy takes out his pet parrot, Polly Roger, and throws him forward like a dart. Polly squawks and cuts through foes in front of him, infecting foes in 'Kongo Bongo Gone-Wrongo Disease'. This gives foes poison damage for 5 seconds, at a rate of
2% per second. Foes can only have one batch of the disease at a time. Polly flies about the distance of Link's Boomerang before flying back to his owner. He can be attacked midflight for him to screech and return early. Skurvy must wait ten seconds between using this move.
If thrown into a wall, Polly gets stuck into the wall by his beak. For ten seconds, any foe can use the hapless parrot as a platform, as he struggles to pull himself out. After the ten seconds, he flies back to Skurvy, irritated, and Skurvy must wait twenty seconds before using him again. Skurvy can angle the direction he throws Polly. If the parrot hits the ground on the stage, he gets stuck in there, but vertically, so he can't be used as a platform. He can also be angled up to hit aerial foes. Finally, if thrown down in midair over a ledge, Polly can be stuck in stage walls, so if Skurvy's tether recoveries won't work, consider throwing Polly. Because of this, users should not use this move if they may have to recover, due to the ten second wait between uses.
Down Special: Buryin' the Treasure: Taking out a shovel, Skurvy begins digging into the ground. He will dig as long as you hold down the button (a maximum time of five seconds), only lagging slightly at the end as he jumps out of his hole and admiring his work, the shovel vanishing. The hole he dug stays onstage, shown by a pile of sand. Any foe who walks over the hole gets caught in the ground in a Pitfall effect. The foe will be stuck in the hole for the amount of time Skurvy dug for; up to five seconds. They also receive
1-5%, depending on the time Skurvy dug once again. If used in midair, Skurvy simply makes downwards scooping motions with the shovel for one second (no hold down effects), dealing
4% per each slow scoop, as well as slightly increasing Skurvy's fall speed. Finally, in some SSE levels, Skurvy can use this move over graves or underground areas to dig down and reach the 'booty' below. Used carefully, this contributes a lot of trickery to Skurvy's character.
Up Special: Tossin' the Anchor: With a powerful heave, Skurvy takes a metal ship's anchor and tosses it upwards. The anchor flies up about the distance of 3 Pikmin in a Pikmin chain. The anchor is aimed upwards, as opposed to horizontally (like his grappling hook grab), so unless you are below the stage, it is likely to miss, although the momentum gained will probably push you close enough to grab the edge if you are within close range of the stage. Although his grappling hook is best for recovery, this anchor can be a powerful tool on the stage. Foes who hit the chain of the anchor receive
5% and no knockback, but foes who hit the head of the anchor get
15% and good knockback. When the anchor is at maximum range, Skurvy pulls it back to him and stows it, and enters a freefall if he is offstage.
FINAL SMASH
Shark-Infested Waters: To trap foes in this Final Smash, you must connect with a first hit, like Falcon's FS. Skurvy rolls a single barrel in front of him, with the range of one-fourth of Final Destination. He must be on the ground to activate this, and the barrel only hits in front of Skurvy, so try to shorthop up next to a foe before triggering. The barrel deals 10%, but it is the least of the foe's problems now. Skurvy can only hit one foe with this Final Smash; if he hits multiple foes with the barrel, they still receive
10%, but only the one closest to Skurvy is hit with the whole thing.
In a cinematic sequence on Skurvy's pirate ship, the foe is seen inside the barrel (which has a lock and chains on it now), only their head sticking out as they struggle against their tiny prison...at the end of the plank. At the end of the plank closest to the ship, Skurvy is seen standing on the plank, laughing evilly. He looks at the foe, eyes widening, and says, "Oh, I'll let ye go, alright!" However, he simply chuckles again and stomps the plank, causing the barreled foe to fall off into the water. Their barrel is seen floating, the foe still struggling, and everything seems fine. However, in front of the barrel, several shark fins are seen swimming about. Suddenly, the barrel is pulled under, ending the cutscene. Back on the stage, the foe is given
45% and heavy knockback. Although most foes can survive it if they have less than 35% to begin with, it is still a great way to build damage. Also, cinematic sequences FTW, right?
TAUNTS AND VICTORY/LOSS POSES
Up Taunt: Skurvy turns his head sideways, his golden earring swinging, and says, "I'm sorry, have we met?"
Side Taunt: Skurvy raises his arms and looks around, saying, "What do pirates do best?!" He then answers himself loudly. "STEAL BOOTY!"
Down Taunt: An awkward pirate flute tune plays in the background, as Skurvy steps forward a few feet, and a watering noise is heard. Skurvy, however, doesn't care what you think about him taking a piss, and stares into the screen with an, "Arrr!" Seen here,
1:40 - 1:45 (except without the SMW Cartoon clip, of course, and no urine is shown, either).
Victory Pose #1: Skurvy holds up a pirate map, standing in front of a gold-filled treasure chest, and declares to the screen, "That's why pirates be pure scum! Argh!"
Victory Pose #2: Skurvy laughs evilly and holds his hand cannon up at the screen, and threatens, "Take one more step, ye spineless worm, and I'll blow ye to bits!"
Victory Pose #3: Skurvy jumps around, posing with his cutlass, and recites, "Pillage, plunder, sack, and steal! Down to the hold goes the shark's next meal!"
Victory Theme: The Standard DK Theme, remixed with the electric guitar from
Pirate's Scorn.
Loss: Skurvy claps angrily, occasionally rubbing his jaw, where he was d*mned with a terrible toothache.
OTHER
Icon: The standard DK icon, the initials 'DK'.
Entrance: Skurvy swings in on a rope, as if from a rigging, and comments menacingly, "Arr, target practice!"
Wiimote Sound: Skurvy boasts, "They don't call me the skurviest sea dog to ever sail the seven seas for nothin'!"
Idle Animations: Skurvy stands at fully height, turning side to side to peer evilly at his surroundings. If left standing too long, Skurvy will do some dance moves to entertain himself.
Shield: Skurvy hides behind a wooden crate to shield himself. The crate blackens as it takes hits and bursts when it is broken.
Spot Dodge: Skurvy hops backwards, his eyes opening wide and a surprised look on his face, as he raises his arms.
Air Dodge: Skurvy smiles evilly and does a quick midair jumping jack, spreading out his limbs.
Forward Roll: Skurvy grins and swaggers forward rapidly, turning around after moving forward a feet steps.
Backward Roll: Skurvy raises his hands above his head and takes several backwards steps.
Dizzy: Skurvy spins around comically in place, struggling to stay on his feet, and mutters light-headedly, "Steady as she goes, now!"
Sleeping: Skurvy lies on his back, snoring loudly.