KLUMP AND KRUSHA
BACKGROUND
Although Klump and Krusha both appear in Donkey Kong Country as semi-common Kremling elites, this moveset is based off their incarnations from the DKC Animated series.
Klump is the general of the Kritter Army, and is second-in-command of the Kremling Krew to King K. Rool. Despite being constantly berated by K. Rool (and even fired on more than one occasion), Klump remains loyal to his master, going so far as to state that serving K. Rool is his life. Despite his tough military-man appearance, Klump is actually a big softy; he even lives with the Kongs for a brief period after being exiled. Krusha is K. Rool's bodyguard and another high-ranking member of the Kremling Krew. He is often used as the muscle in Klump's schemes to steal the mystical Crystal Coconut. In contrast to his buff exterior, Krusha is extremely dimwitted; he has the relative IQ of a two-year-old. It is inferred in a later episode that his *********** stemmed from too many Banana Slammas to the head, courtesy of DK. Even though most of their schemes fail miserably, the duo's loyalty to K. Rool never wavers.
In Smash, Klump and Krusha have a unique style of fighting that is far different from that of the Ice Climbers, even though they still share a moveset. You play as Klump, as Krusha tags along behind you. Klump and Krusha have many insanely powerful attacks,
but nearly all of them split the duo up, causing you to play as Klump alone. As you may have guessed, this is a penalty; Klump alone is basically a weak Ganondorf. Fortunately, you can run into Krusha to join back up. Although Krusha gets launched around alongside Klump when the general is attacked (if the duo is together),
foes can't separate the two Kremlings; Krusha is entirely invulnerable, when he's with Klump or alone (although you can lose him to the abyss during certain moves); Klump is the one you must KO to deduct a stock from the Kremlings. Krusha respawns with Klump, just like Nana. You'll definitely be splitting the two up a lot for your attacks; learning to reunite and keep pressuring your foe is a must to play Klump and Krusha successfully.
Priority »»» 10
Size »»» 10
Power »»» 9
Range »»» 8
Fall Speed »»» 7.5
Weight »»» 7
Projectile Distance »»» 6.5
Aerial DI »»» 5.5
Recovery »»» 5.5
Second Jump »»» 4.5
Dashing Speed »»» 4
Comboability »»» 3.5
First Jump »»» 2
Walking Speed »»» 2
Attack Speed »»» 1.5
Traction »»» 1
Crouch »»» .5
Abilities: Crawl
Whoa, now...lots of extreme stats in there. Krusha's priority is pretty much second to none; he's got great force, and all of his attacks are disjointed. The size stat is somewhat misleading, though. The duo together is huge, but because you can only attack Klump,
their hurtbox is only slightly above average. Other than that, the two Kremlings function as pretty standard heavyweights, although with even more emphasis on sluggishness than even Bowser or Ganondorf. They have a nice range to some of their moves, due to having a handy projectile, as well as Krusha splitting up from Klump for some longer-ranged attacks. Just remember that you are taking a risk when you do so; Klump alone is mediocre at best in nearly every regard. You can use some moves to shield Klump's front with Krusha, or turn your back to foes for Krusha to block projectiles. Still, learning to split up and join back up successfully is vital to playing Klump and Krusha at upper levels.
Neutral Special - Klap-Blaster
Klap-Blasters are Klap Trap-firing projectile weapons commonly used by the Kremling Krew. Here, Klump yells 'Aim!', for Krusha to pull a Klap-Blaster from his belt, get down on one knee, and prepare to launch. He does so with nearly no startup lag. Klump becomes separated after Krusha begins aiming; he can touch Krusha to cancel the move and reunite. If Krusha takes more than
20% while aiming, he puts the Blaster away. A second press of B will cause Klump to yell 'Fire!', for Krusha to, well, fire.
The blue blast is the size of Wolf's laser, traveling with said laser's priority and speed; the Blaster has slightly more range than Wolf's laser, however. Krusha has a below average amount of ending lag, and stops aiming after this one shot. Foes who are hit take
10% poison damage over a period of five seconds, as well as a tiny set knockback that can't KO.
Be sure not to maneuver Klump into Krusha's blast, or he'll take the same damage. This projectile can build a bit of damage from a range; if you want to fire more than one shot, though, Klump will have to stay near Krusha as he fires, reunite, then quickly repeat the two inputs to fire a second shot.
Klump can only use his Neutral Special alone when Krusha is not aiming his own Blaster (pressing B then makes Klump give Krusha the 'fire' order). When alone, Klump fires his own Klap-Blaster at foes. Klump's shot has the same properties as those from Krusha; the only difference is the lag. Klump doesn't need to tell himself to aim or fire,
so only one input triggers the shot here. Because of this, Klump has slightly more lag on both ends than Wolf's laser. One of Klump's only good solo damage-rackers.
[ 10% ]
Side Special - Remote-Kontrolled Kar
Klump takes out a remote-control, as a toy car appears in front of him and begins racing forward; the car drags a piece of meat along behind it to bait along Krusha. K. Rool once used this same strategy using bananas to trick DK into an April Fool's Day trap. Depending on how hard you tilt the Control Stick, the car's speed ranges from Mario's walking speed to Diddy's dashing speed. Krusha always moves at Mario's dashing speed; if he catches up to the meat, he'll eat it and the car in one big gulp, before stopping in place. This will also happen if Klump turns the car around, running it into Krusha (you can't turn around with this move).
The car has
15 HP and below average priority; if a foe destroys it, Krusha stops in place, scratching his head and wondering where his snack went. Foes who hit the car take a minuscule
2-3% and a bit of hitstun, but if they hit Krusha, they take a much better
14-15% and knockback that can KO at
110%. The car is about the size of an Advance Wars AT tank, if not slightly longer due to the meat. Although most foes can avoid the car (and thus, Krusha), this move is still useful, due to that Krusha blocks all projectiles and attacks that would hit Klump.
[ 2-3% car, 14-15% Krusha ]
A secondary use for this move is as a recovery; the car has two average jumps. If Klump is onstage and Krusha is falling to his doom (as will likely happen with their Up Special), Klump can jump the car twice, for Krusha to jump up and follow it, defying gravity. It should be noted that Krusha can't grab edges; you'll have to have him jump right onto the stage to recover. Klump can be attacked while controlling for the car to stop in place and Krusha to catch it;
the duo's recovery is quite punishable as a whole. If you drive the car into a wall or offstage, Krusha stops there, fortunately not being totally ********.
Klump alone controls the car as usual (Krusha still chasing it if he's separated). You may think this would be useless when you don't have your Kremling meatshield. However, Klump can then turn the car around and direct it at himself. If the car is driven into himself, Klump gets picked up by the car, wobbling on one foot.
You can now drive yourself into foes to deal the same amount of damage hitting Krusha would do. This isn't that great a substitute, though; one hit knocks Klump off with as much lag as Super Dedede Jump (he can shield to cancel early with low ending lag). Playing as Klump alone is supposed to be a penalty, remember?
Down Special - Explodin' Barrel
Exploding TNT Barrels were prized Kremling explosives on the show. Here, Klump pulls out a barrel, marked with a blast sign, inspects it for a brief period, then places it in front of him. This whole process takes as long as Ganondorf's sword taunt. Krusha stays in the background behind the barrel after it is placed. These barrels are slightly smaller than the barrel containers. Hold down the move input again, and Klump will yell 'NOW!'; this causes Krusha to take out a remote-control and press it to detonate the barrel; this has moderate startup lag to it. Foes caught in the Bowser-sized high-priority explosion take
16-17% and vertical knockback that can KO at
95%. Opponents can detonate barrels early under the same conditions as a Blast Box. Although the sluggish startup period is a nice warning for foes to get the hell out of there, the blast eats shields alive; dodging is key for avoidance at close range.
[ 16-17% ]
All in all, it functions similarly to a stronger, slower C4 (although it's too slow to use as an alternate recovery). However, Klump can lay out multiple barrels before detonating them; you must tap the input to do so (as holding it once a barrel is out blows them up). Klump can have up to three barrels out at a time; he can't reposition them, so choose your locations wisely. When you explode them,
all three barrels detonate at once; although it's difficult to get a whole lot of barrels out, it can create a nice atmosphere of terror onstage. Foes' attacks can only detonate one barrel at a time. If barrels are lined up side-by-side, the combined explosions can yield unholy consequences, but this is highly difficult to set up; make sure you don't get hit by your own explosions. Klump can't rejoin with Krusha until the barrels are blown up (Krusha steps back into the foreground afterwards); play nicely!
Klump alone sets up barrels in the exact same way he does with Krusha out. The only difference is that there is slightly less startup lag, as Klump takes out the detonating device himself (he doesn't need to yell 'NOW!' to himself, right?). This can help you land the move more easily, but you'll have more trouble even getting out a barrel, due to you not having Krusha as a spacing tool. Fortunately, if Krusha is still alive but separated, you don't have to blow the barrel up before reuniting with him.
Up Special - Barrel Kannon
A Barrel Kannon on a stand quickly appears over Klump, while Krusha mans it from the back. If you are in midair upon activating the move,
you stop in place, defying gravity for three seconds before entering a freefall. During this time, you must aim the barrel as Krusha, and fire it with a second input. The barrel can be aimed anywhere between the twelve o' clock and five o' clock positions. Be careful where you fire, but don't take too long; one hit knocks the duo out of aiming into helpless state. Upon firing, Klump is launched out of the barrel at Sonic's dashing speed, still attached to the cannon by a string. If he is fired onto the stage or into the ledge, the string snaps; the barrel will then vanish, as gravity takes its toll and Krusha starts to fall.
Foes who hit Klump take
11-12% and knockback that can KO at
155%. Klump can travel up to the distance of four Ganondorfs' heights. However, if he is hit by any non-projectile attack, or reaches maximum range without touching/grabbing solid ground, the string draws taut. This causes Klump to be launched backwards, landing back in the barrel and spiking the duo to their inevitable doom. If this occurs onstage, the cannon merely breaks, giving the duo moderate ending lag. You should never use this as a main attack, though; far too risky. You can recover fine with it, but
Klump will have to use his Side Special if he wants to save the falling Krusha. Try to stay onstage at all costs; if you get knocked off, you may have to choose between taking some damage saving Krusha or being forced to play as Klump alone.
[ 11-12% ]
Up Special (Klump Alone) - Tether Belt
When left without Krusha to man the Barrel Kannon, Klump unclips his general's belt, swings it briefly, then casts it diagonally forward. This is a pretty crappy recovery; it has about half the range of Vine Whip, but double the startup lag. Gimp away! Contact with the belt's buckle while Klump is swinging or casting it deals
6-7% and knockback that can KO at
210%. Klump laglessly refastens his belt at the end of the move, whether or not he grabs the ledge. Take care not to get knocked offstage; Klump begs to be gimped and punished when alone, even moreso than when he's with Krusha.
[ 6-7% ]
Basic Combo - Bodyguard's Duty
Krusha steps in front of Klump, with below average startup lag. He becomes separated by a minuscule distance at this time; you can take a step back into him to reunite with ease. Krusha does nothing to attack, unless a foe hits him first. No matter the priority of the opposing attack, Krusha will laugh and comment, "Oooh, you're ticklin' me!", before retaliating with a powerful punch of his own. Him flapping his gums gives the punch a below average amount of startup lag.
His punch has insane priority and slightly more range than Wario's F-Tilt. Foes who hit it take
15% and knockback that can KO at
115%. Krusha has little ending lag with his punch, so he can protect Klump from attackers in most cases. Smart foes will merely roll around Krusha to get at Klump; Krusha always faces the direction of the closest foe, though, ready for duty.
[ 15% ]
Basic Combo (Klump Alone) - Wimpy Flailing
The name says it all; Klump extends both claws a short distance in front of him and begins flailing them about. His flailing has laughably low priority, with a bit of lag on either end. Even though it can build a bit of damage on foes, they can punish Klump for it in many cases. Perhaps the best use of his combo is against a wall, where Klump is less vulnerable afterwards. This move can never KO an opponent.
[ 1-2% per rapid flail ]
Dash Attack - Tag-Team
Klump holds onto Krusha's shoulders, Krusha bending over to allow him to do so. The two Kremlings are now controllable as one unit; Krusha has one below average jump, and can move at a maximum speed of Ganondorf's dash. The duo have three potential attacks to use while teamed up. Contact with Krusha's lowered head as he dashes deals
12-13% and horizontal knockback that can KO at
185%; this hitbox has good priority, and can be a nice GTFO move.
[ 12-13% ]
Whenever Krusha jumps, the duo's combined weight landing creates a green shockwave. The wave extends slightly further out than that of Bowser's D-Air; to be viable, this one has some priority to it as well, and lasts a split second before vanishing. Contact with the shockwave deals
14% and vertical knockback on par with DK's Hand Slap; the wave also has a
20% chance of tripping foes. If the foe does trip, you can jump up again to make another shockwave to knock them away.
[ 14% ]
Finally, Krusha can hurl Klump in the four cardinal directions, by pressing a tilt input while teamed up; his animations for doing so are the same as DK when he's carrying a victim. Klump's body becomes a moderate-priority hitbox that travels a set distance, no matter his damage. Contact with Klump deals
11-12% and knockback that can KO at
165%. Klump ends the throw in his downed position; press a shield input to cause Klump to dismount Krusha, with low ending lag. If an attack that deals more than
10% hits either character while teamed, Klump falls into downed position. You'll find various uses for this move, but it can be punishable if spammed too heartily. Take it easy, there!
[ 11-12% ]
Dash Attack (Klump Alone) - Take-Down
Klump yells out a battle yell, lunging forward a Stage Builder block's distance with his arms outstretched. He has below average priority in this state, lunging with a bit of startup lag. If he comes into contact with a foe, the two characters fall to the ground, Klump on top of his opponent. During this time,
you can mash A to pummel the foe; this deals
1%, but is somewhat spammable. The foe can escape with grab difficult, or Klump can roll to end his assault. If Klump misses, he lands in his downed position clumsily. If Klump lands on an opponent offstage, the two fall while Klump pummels his foe; as the foe can still escape, this will likely lead to Klump's demise, rather than a Klumpicide. You should rarely attempt this in that case. Onstage, this is handy as a situational pummel move for Klump, seeing as how his grab alone is quite laggy.
[ 3-4% landing, 1% pummel ]
Forward Tilt - Helmet Frisbee
With one tap of the input, Klump hurls his helmet forward like a frisbee, with little startup lag. The frisbee hurtles forward at Mario's dashing speed, going half of Final Destination before returning to Klump, who puts it back on laglessly. If attacked, the helmet returns to its owner early; it is the size of Olimar's helmet. Contact with it deals
4-5% and a pitiful set knockback. Why ever use this move? Well, with a second input, Krusha begins chasing the helmet stupidly, laughing all the while. He comes out with the same lag as the helmet, chasing it at Mario's dashing speed until he reaches the helmet.
Upon doing so, Krusha stops and places it on his head with a stupid chuckle. Contact with Krusha take
13-14% and knockback that can KO at
110%. While Krusha is running, you can mash A to increase his speed slightly. Klump cannot move until the helmet is back on his head, or until it is caught; if he's hit, Krusha stops, separated, and the helmet reappears on Klump's head. This is another great 'barrier' move for Klump to use, although it can be annoying to reunite with Krusha if he's too far away. Upon reuniting, Klump angrily and laglessly swipes his helmet back from Krusha.
[ 4-5% helmet, 13-14% Krusha ]
Klump alone hurls the helmet alone, having a few new move properties to keep it from being totally useless. He can angle the helmet before throwing it, and can hold out the input to keep it hurtling forward as long as he wants. Keep in mind, though, that he can't move until the helmet returns. You may score a rare gimp with this now, but you certainly won't be building consistent damage.
Down Tilt - Military Work-Out
Klump yells out, "Drop and gimme some!", for Krusha to move in front of Klump and begin doing decently-fast push-ups. This happens with moderate startup lag. Krusha will keep doing push-ups as long as you leave him, not slowing down or stopping from any attacks. If a foe hits him, they take
12% and knockback that can KO at
195%. However,
opponents who hit Krusha at Rest's range get squished flat by his push-up. Krusha will comment, "Whoopsie!", before getting to his feet and standing stupidly.
Squished foes can only be hit by low to the ground attacks (Hand Slap, Kirby's D-Tilt), and can only move side to side at Ganondorf's walking speed. It takes three seconds for a foe to straighten back up, although button-mashing slightly lessens this time. Most foes can avoid Krusha completely with ease, although Klump is still defended by yet another 'barrier' move. Contact with Krusha causes Klump to yell, "Halt!" to his companion, reuniting the duo.
[ 12% ]
Klump alone gets down with below average startup lag; he tries to do a push-up, but ends up flailing for a split second before faceplanting. He has low priority all the while; his flailing deals two light trapping
1-2% hits, while the faceplant deals
5% and a low set knockback. Klump enters his downed position after this move; it's not really great for anything other than pictures or a downed attack set-up...if you'd ever need one.
[ 1-2% light hits, 5% faceplant ]
Up Tilt - Double Play
Klump performs a slight backwards header to start things off. Due to his hard hat, this has average priority. Klump starts this with little lag, but has a moderate amount ending. Foes who are hit by his helmet are knocked slightly backwards, taking
4-5%. The close range makes this rather hard to land, but if Krusha is behind Klump, he performs a second header, knocking the foe straight up. As you may have guessed, Krusha's header deals a better
10-11% and high vertical knockback that can KO at
120%. This can be one of the few *gasp* actual combos in the duo's moveset, but its close range prevents it from being too useful for building damage.
[ 4-5% Klump, 10-11% Krusha ]
Klump alone simply performs his normal header. However, without Krusha to back him up, this move quickly becomes one of the most punishable and useless attacks in the game. Don't even bother trying it out.
Forward Smash - Red-Hot Rage
While charging, Klump shuffles around in place, whistling innocently. Upon release, he accidentally-on-purpose steps on Krusha's foot, causing the big blue oaf to turn red and let out a stupid cry (like Krunchas from DKC2). Krusha proceeds to dash forward at a slightly faster than average speed, having moderate startup lag to doing so. Krusha dashes for three to seven seconds before stopping, depending on the charge, turning around if he comes to a ledge or wall. If you touch the charging Krusha, you'll take
19-23% and great to insane knockback that can KO from
125-105%. Krusha has great priority as he dashes, so get the hell out of the way. A somewhat predictable, yet devastatingly powerful KO move, as well as a meatshield for Klump.
[ 19-23% ]
Forward Smash (Klump Alone) - Orange Grenade
Klump takes out an unripe green Orange Grenade from DK64, placing it at his feet with moderate lag on both ends. The soccer ball-sized explosive sits there for three seconds before exploding, although if a character or attack hits it, the grenade will blow early. The explosion it makes is Kirby-sized, and has barely average priority. Foes who hit the grenade take
8-14% and knockback that can KO from
180-165%. Klump can have multiple grenades, but no matter what, it's still mediocre at best for KOs. A simple strategy may be to use your Klap-Blaster to blow a grenade early to ambush a foe.
[ 8-14% ]
Down Smash - Putting Heads Together
Klump and Krusha turn to face each other while charging, backing up a few paces. Upon release, the duo charge at each other at a fast pace, heads lowered. This speed varies from Mario's dashing speed to that of Toon Link. Both characters' heads have decent priority (Krusha's slightly better than Klump's). The distance each character backs up depends on the charge, ranging from one to three Stage Builder blocks; both Kremlings stop if one or both run into a wall or ledge while backing up. Foes who hit the Kremlings' heads take
10-13% and some set vertical knockback that can't KO.
However, if an opponent is crushed in between the duo's heads as they collide, the hapless soul will take insane to near unholy knockback that can KO from
85-60%. They'll also take a nice
25-26% from the collision as well. This may just be the strongest move in the duo's arsenal, but it can be easily interrupted; both characters stop charging if one is hit. To help land hits, though, there is a slight vacuum effect near the charging Kremlings. After colliding, Klump enters a punishable tripped position, while Krusha merely straightens back up harmlessly, a short distance away.
[ 10-13% heads, 25-26% collision ]
Notable about this move is that if Klump and Krusha are separated, but still on the same ground level, they'll still charge at each other during this Smash. Even if you aren't going to attempt to hit foes,
this Smash can close the distance between the Kremlings easily. Just don't charge into traps that are between you and your companion Kremling. Klump alone merely charges forward without turning around, his distance ranging from one to three Stage Builder blocks. Because he has no Krusha to smash foes against, despite still tripping after landing,
this is basically just a more punishable Skull Bash. Pathetic.
Up Smash - Playing Katch
While you charge, Krusha cracks his knuckles menacingly. During release, he merely steps in front of Klump with a bit of lag on both ends, waving both hands above his head stupidly. This deals absolutely no damage; however,
if a non-energy projectile hits Krusha, he'll catch it, then throw it back at double the speed it came at, for variable damage. The charge time increases the priority of projectiles Krusha can catch; at low charge, he can catch things with average priority of less, such as items. At near-full charge, Krusha can catch Gordos and such. Projectiles Krusha can't (e.g. lasers, Din's Fire) catch merely hit him as usual, him shrugging them off with a "Duh..." This is basically another 'barrier' move, but now it's actually dangerous for foes to try camping the duo. Touch Krusha to reunite at anytime; he'll stay there and play catch forever, if you let him.
[ Varies ]
Up Smash (Klump Alone) - General's Salute
While charging, Klump gets a serious look, putting one claw to his forehead. Upon release, he salutes a short distance in front of him. The range and priority of the salute are rather mediocre at best; the fact that Klump has a bit of startup lag and a moderate amount ending doesn't help matters. Foes hit by the salute take
11-15%, as well as knockback that can KO at
200-185%. Opponents fly horizontally unless they are at Rest's range to Klump, in which case they are launched vertically. Although this is one of solo Klump's main KO moves, its downfalls make it pretty d*mn hard to find a safe time and place to pull it off.
[ 11-15% ]
Neutral Air - Alligator Garlic
Klump inhales, then breathes out some garlicky fumes; this causes Krusha to begin flailing both arms around crazily, trying to wave the smell away. Krusha's flailing arms cover a nice little range on either side of Klump; this provides a high-priority wall of defense around him, although
spammy projectiles can get through at times. This lasts for about a second; although there's little lag on either end, the landing lag is absolutely atrocious. Each flail deals about
4-5%, building up damage at a pace akin to R.O.B.'s U-Air. If a foe is hit close to Krusha's body, they take knockback that can KO at
135%. Although you can build damage with this, shielding Klump in the air is the best use, as it is less punishable.
[ 4-5% per flail ]
Klump alone breathes his fumes out as normal. This creates an aura of garlic breath around him that extends slightly further out than Rest. There is no priority to the fumes, but Klump still has a bit of lag on both ends of this aerial, and a horrific amount landing. His breath lasts for about a second, just like with Krusha out; Klump has no defense alone, though, so you take a huge risk using this move. If a foe hits the garlic as it comes out,
they enter a footstool-jumped effect. Any time they touch the fumes afterwards, they take
1% per half second, but no knockback. A very, very situational gimping move, which is risky on it's own, due to Klump's terrible recovery.
[ 1% per half second ]
Forward Air - Grenade Belch
Klump takes an unripe green Orange Grenade out of his belt and feeds it to Krusha, who gorges it down greedily. A split second later, Krusha sticks his head in front of Klump and lets out a huge belch, creating a Kirby-sized explosive cloud. There is moderate startup and ending lag here, along with more horrible landing lag. The priority of the belch cloud is above average, but it automatically dissolves any and all projectiles it hits. This is that projectile-defense that N-Air can't always provide. In addition, the belch deals no damage, but great knockback that KOs at
115%. A pretty decent aerial overall, as long as you never short-hop it.
[ 0% ]
Klump alone eats an Orange Grenade with slightly less lag than he has with Krusha. However, this isn't an actual attack; Klump merely heals
10% over the course of five seconds. After five seconds, Klump lets out a belch cloud of his own, with a bit of startup and ending lag (no matter if he's in the air or on the ground). This cloud is slightly smaller than Krusha's, retaining all it's properties, but lessened to have lower priority and less knockback. Klump can't eat another Grenade until belching after the first one.
Back Air - Krusha Slamma!
Klump turns around, with the startup lag of Wario's F-Tilt, trying to punch foes behind him. However, he apparently forgot Krusha was there. Klump's punch hits Krusha in the stomach, for Krusha to sit down briefly with a "D'oh!" As you may have guessed, there is moderate startup lag, but only a bit ending; the dreadful landing lag ubiquitous in the duo's aerials is still present. The hitbox here is Krusha's arse; it hits at quite a close range, but has near unbeatable priority. Foes who hit it get spiked with as much power as Ganondorf's D-Air, if not more; they also receive a not-too-shabby
15-16%. If you can B-Air spike successfully, this can be a deadly, albeit punishable tool. Arse-spiking grounded foes KOs them vertically at about
85%.
[ 15-16% ]
Klump alone has no Krusha to block his punch, so his B-Air alone is basically a weaker Wario F-Tilt. He has the same lag on both ends, with a bit less landing. His punch's priority is rather pitiful, although the range is somewhat decent. Punched foes take
7-8% and knockback that can KO at
210%. It's not a great move, but it's one of Klump's less punishable moves.
[ 7-8% ]
Up Air - Kamikaze Klamp
With moderate lag on both ends (and landing), Krusha leans his head upwards and chomps. He has fair range, but mediocre priority; Klump isn't defended in this move at all, either. If Krusha gets ahold of a foe, he grabs them in his mouth and begins plummeting, at half Toon Link's D-Air speed. Foes hit by the initial chomp take
12%, but Krusha doesn't actually deal knockback. Instead,
this is a suicide take-down attack.
Krusha and his victim can DI mid-fall like Bowsercide; this is easier to land than Bowsercide, due to better range, but the foe can button-mash to escape with 1.5 times grab difficulty. If Krusha lands on the stage, the foe takes
10% and moderate vertical knockback that can KO at
150%. This is a good Krushacide and all, but you have to decide whether it's worth sacrificing Krusha for a KO or not; this and D-Air actually separate the duo, unlike the prior three aerials. Still, this aerial alone makes the duo dangerous to approach from above.
[ 12% chomp, 10% landing ]
Klump alone has neither the strength nor weight to suicide with a foe like Krusha does, so he merely chomps upwards on his own. This is by far Klump's best aerial, seeing as it only has below average lag on both ends and landing. The range is nothing too great, but the priority is surprisingly average. Foes hit take
7-8% and vertical knockback that can KO at
180%. This can actually juggle if you space properly, although it doesn't automatically make Klump a good aerial character.
[ 7-8% ]
Down Air - Dizzy Spiral
Klump yells for Krusha to, "Use yer head, private!" In response, Krusha turns upside-down and begins spinning like a drill while plummeting at half Toon Link's D-Air speed. There is below average startup and ending lag here, but none landing, seeing as how Krusha is landing rather than Klump. Krusha's head hits at close range, but has high priority, trapping foes in multiple light hits. This is Bowser's D-Air with a whole new level of danger to it.
Foes can DI out of course, but Krusha can still build some hefty damage on them first. He deals about
3-4% per hit, dealing
12-13% high vertical knockback to foes he lands on; this can KO at
105%. Near a low blast line, Krusha can try to trap foes in his spinning for another Krushacide, although this is less reliable than U-Air. It can still make approaching the duo from underneath annoying, though.
[ 3-4% per hit, 12-13% landing ]
Down Air (Klump Alone) - Fear of Heights
Klump begins flailing in place, covering the area to his sides and slightly below him. His claws have low priority, dealing multiple rapid hits like Link's pathetic Spin Attack. The range is mediocre; although there is little lag on either end, landing still renders Klump punishable. Klump deals about five rapid hits, the first four dealing
1-2% and trapping foes, while the last deals
5% and a low set knockback. Nothing too special, except that Klump can use multiple D-Airs to move forward when trying to recover, in a similar fashion to Mario's Cape. This doesn't make his recovery any better, but it can at least get you closer to the edge in times of need.
[ 1-2% light hits, 5% final hit ]
Grab - Enemy Kapture
Klump and Krusha go back to back and stretch out their arms, trying to grab an opponent. This has moderate startup and ending lag, but
covers a nice range on either side of the duo. Either Kremling can grab an opponent, the other Kremling waiting with his back turned to the other. Klump and Krusha have different throws; Krusha's are more power-based, while Klump can occasionally follow-up on several of his. Despite two characters grabbing, only one victim can be grabbed at a time. From a dash, the Kremlings merely stop before performing the same grab. Klump alone has the same grab he does with Krusha, but the lag on both ends makes it annoying to use. In addition, he has no cover from behind; you take a risk while trying to grab as solo Klump.
Pummel - Korporeal Punishment
Klump holds his victim by the neck, shaking them to 'claw-choke' them. This deals a minute
1%, but is extremely spammable. Krusha, on the other hand, chews his victim with his crocodile chompers. This is a laggy pummel, but deals
3-4% each chew. Notably, Krusha stupidly chews thin air while Klump is pummeling; this can hit foes outside the victim in a FFA, although it has unreliable priority.
[ 1% Klump, 3-4% Krusha ]
Forward Throw (Klump) - Boot Punt
Klump lifts a booted foot, punting the victim out of his grasp. While this does a surprising
10-11%, Klump hops around, holding his foot afterwards, giving the throw moderate ending lag. The knockback it gives can KO foes at around
175%. This is best used on damaged foes, so they won't come back and punish Klump.
[ 10-11% ]
Forward Throw (Krusha) - Bowling Ball
Krusha crunches his victim into a ball shape, then rolls them forward along the ground. This deals a nice
14-15%, but the foe takes no real knockback; they merely roll forward three Stage Builder blocks before popping out of ball form. Even though this can't really KO unless you bowl them off a walk-off boundary, don't fret; you can bowl foes into stage hazards, other foes in a FFA, or offstage. For the latter, the victim turns back as soon as they're offstage, but they retain some momentum from the bowl; it can gimp occasionally.
[ 14-15% victim, 7-8% outside foes ]
Back Throw - Finish 'Em Off
The Kremlings turn to face each other; the Kremling holding the victim drops them at the others feet, for him to pick the victim right back up. This deals
5%, and transfers the victim to the other Kremling. To prevent B-Throw chaingrabs,
you can only perform this once per grab. This is usually best used to give a foe to Krusha after spamming Klump's great pummel. If Klump uses this all by himself, he merely drops the victim over his shoulder, dealing the same damage and putting the foe in their downed position.
[ 5% ]
Down Throw (Klump) - Tail Shake
Klump grins stupidly as he shakes his tail side to side once, dropping the foe in the process. His tail hits the foe twice; the first hit deals
3% and retains the foe, while the second deals
4% and gives them set upwards knockback. Klump can follow this up easily with an U-Air; just don't let the foe D-Air you back first.
[ 7% ]
Down Throw (Krusha) - Do-Ci-Do
Krusha seems to have picked up the same disco attitude Klump has with his D-Throw. He holds the victims hand and spins them around once rapidly. This causes the foe to become a tornado-esque blur for a split second, before Krusha hoists them out of the spin and tosses them lightly into the air. The victim lands and enters their dizzy animation afterwards; with exceptional DI, they can escape before Krusha spins them. The spin and toss combined deal
9%. Although you can't KO with this throw, the dizzy foe can be punished afterwards. Also, in a FFA, the spinning victim reflects non-explosive projectiles. A pretty helpful throw, eh?
[ 9% ]
Up Throw (Klump) - Hard-Hat Header
Klump tosses the foe up, using his hard hat to knock them upwards slightly (Klumps in DKC do this when Diddy jumps on them). This deals a light
5-6% and a below average set knockback. Like Klump's D-Throw, this can't KO, but you easily can follow up with an U-Air. Of course, you'll have to grab the foe as Klump first, which is a challenge on it's own...
[ 5-6% ]
Up Throw (Krusha) - Body-Builder
Krusha hosts the victim above his head, holding them up with his pointer finger and laughing stupidly. This deals no damage, and the foe can mash to freedom with grab difficulty. What's the point, then?
Klump becomes controllable during this throw, so Klump can hit them out of Krusha's hold. The duo can't reunite while Krusha is holding a foe, so go ahead and knock them away. Some choice moves to use here include U-Smash and U-Air.
[ 0% ]
Get-Up Attack - Master Imitator
Klump struggles around on the ground, moaning; it looks like he's trying to imitate K. Rool playing dead. Krusha (who can't fall over or trip), however, doesn't get the memo; he picks up Klump by the tail and swings him around rapidly, like an Olympic hammer, Klump screaming wildly. This has moderate startup and ending lag, but unlike other get-up attacks, this can actually KO. Hitting the spinning Klump deals
13-14% and knockback that can KO at
150%. Because Klump's whole body is the hitbox, this move has actual range to it as well. However, hit Klump and he'll be launched in the direction he was facing. While this can't KO him, it puts some fair ground between the duo. Used with caution, this is by far the best GTFO get-up move in the game.
[ 13-14% ]
Get-Up Attack (Klump Alone) - Boot Trip
Klump merely sticks out a boot in front of him, having absurdly low priority and range, but tripping foes he hits. Klump calls out, "Gotcha!" if he connects. His boot also deals
5% to the victim. While this is as fast as any other get-up attack, it only covers Klump's front, a trait unique to him. A very bad get-up attack indeed.
[ 5% ]
Ledge Attack - Scaredy Klump
Klump climbs the ledge with so much force that he hurls Krusha (who hangs onto Klump's tail) forward a short distance. Krusha has great priority, flying about a Stage Builder block's distance in the time of a normal ledge attack. Foes who hit him take
10% and knockback that can KO at
180%. Krusha gets to his feet quickly after being hurled, the impact of landing having no effect on him. Another great spacing move for the duo, although Klump will have to reunite with Krusha after this.
[ 10% ]
Ledge Attack (Over 100%) - Helping Hand
While still invincible, Klump laglessly hops onto the stage, reaching back his hand to pull up Krusha (who takes his spot hanging on the ledge). However, Krusha's weight is too much for Klump; he is pulled right back off, resulting in the duo hanging on the ledge again, their invulnerability frames refreshed. While this deals no damage, it is a nice fake-out move for the duo; the next ledge attack they use is their normal one. The two ledge attacks alternate when the duo have over
100%; although most foes won't fall for it, it can be a nice last-ditch option.
[ 0% ]
Ledge Attack (Klump) - Tail Sweep
Klump climbs the ledge with normal ledge attack lag, sweeping his tail in front of him a short distance. While this has horrid priority, it sweeps foes it hits off the edge behind Klump, dealing
5%. This can't KO, but it can provide a bit of space for Klump. It would be useful for gimping if Klump had decent offstage options, but no dice. Klump alone uses this ledge attack whether he has under or over
100%.
[ 5% ]
Final Smash - Speed
To activate this Final Smash, Klump must be separated from Krusha. If Krusha is KOed, the Final Smash merely causes a barrel to appear in front of Klump, out of which pops Krusha to rejoin his general. You get no super attack, but at least you have a decent moveset again. If Krusha is united with Klump, or on a different ground level when separated upon activation, nothing happens at all. To activate the Final Smash,
solo Klump must be facing Krusha on the same ground level. If activated under said conditions, Klump gets into a Bowser-sized mine cart and rides forward at Sonic's dashing speed. This cannot be stopped, and deals
10% and a set vertical knockback to foes.
This, however, is not the super attack you've been waiting for. If triggered properly, Klump's cart collides with Krusha, knocking the beefy bodyguard to the ground. Klump immediately stops the cart and hops out to see if Krusha is hurt. It seems that the impact has addled Krusha's brain. He gets up and shoves Klump away, stating, "Your plans are not nearly ruthless enough! From now on, you shall serve only me!" Apparently, the crash made him diabolical. Oh joy.
For this Final Smash,
you play as the new diabolical Krusha, with all new broken moves. Klump is onstage as well, fighting solo with the AI of a level 9 CPU; you can't reunite with him at all, but Krusha has several interactions with Klump in his moveset. Krusha can't be hurt or knocked back; Klump has super armor, but still takes damage. It may be a nice idea to defend him with your insane new moveset. After twelve seconds, Klump runs back to the mine cart, fleeing from Krusha in terror. However, he stupidly collides with Krusha again, turning him back into his ******** old self and ending the Final Smash.
Below are the moves Krusha can use to waste his hapless opponents.
Neutral Special - Klap-Insanity
Krusha takes out one Klap-Blaster in each hand, firing a flurry of shots on either side. He fires five shots per side at random angles, albeit angles that will more likely than not hit opponents. The blasts have the same properties as they do under the duo's normal Neutral Special, although Krusha has little lag on either end of this move. Great for building damage; all shots deal
10%, and the tiny knockback can easily hit the victim into multiple other shots.
[ 10% each shot ]
Side Special - Intimidating Threat
Krusha yells out, "Work harder, you mindless sack of swamp muck, or I'll flay you alive!" This naturally intimidates Klump;
for the next five seconds, Klump's attacks have twice as much power. Although Krusha will be the one damaging and KOing most of this time here, it can't hurt to give Klump a powerful moveset, now can it? You can use this move twice during the Final Smash, but only once at a time. Krusha doesn't lag at all when speaking; you can use this during other moves, so by all means, go for it.
[ 0% ]
Down Special - Nuclear Explodin' Barrel
Krusha laglessly places a barrel, marked with a skull and crossbones sign, onstage. It isn't any larger than a normal barrel, but it radiates power nonetheless. The barrel explodes in an unholy blast if
30% is dealt to it. This automatically KOs all foes onscreen, being undodgeable, and ends the Final Smash (although Klump and Krusha aren't KOed). During this time,
Klump only attacks the barrel, trying to make it explode. Press Down Special again to stop him from doing so, and again to restart his assault, and so on. Foes will definitely want to stay away; they gain nothing from attacking it. Fortunately, Krusha's insanely damaging attacks can't hit the barrel. This can only be used once per Final Smash. Use it wisely.
[ OHKO ]
Up Special - Orange Grenade Launcher
Krusha rapidly takes out his Orange Grenade Launcher from DK64; by tapping the input, you can fire up a barrage of grenades. This has the exact same properties as a Cracker Launcher, but Krusha can keep it out as long as he wants (press a shield input to put it away, as Krusha can't shield). Also, offstage, Krusha can aim the launcher down to boost himself up a fair distance with each shot. Although he can't get knocked off himself, this can save you if you are ******** enough to go down there yourself; if you self-destruct, the Final Smash ends.
[ Varies ]
Basic Combo - Tear to Shreds
Krusha bends over slightly and begins chomping around ruthlessly; this looks like Bowser's side taunt with more range. Krusha can hold this out for quite a nice damage-builder. Each chomp deals
5%, trapping foes for the next hit. When Krusha releases the combo, the victim takes knockback that can KO at
90%. Although you can build up a hell of a lot of damage this way, focus more on Krusha's stronger moves for the best results.
[ 5% per bite ]
Dash Attack - Red Bull
Krusha lets out an echoing roar, flexing his muscles and turning red. For the next five seconds, mere contact with him has the same effects as hitting Krusha in the duo's F-Smash...at maximum charge. Krusha's normal speed also increases to the F-Smash speed as well. A great KO move, although it can only be used so much during this Final Smash.
[ 22-23% ]
Forward Tilt - Merciless Pounding
Krusha gives foes a sweeping punch forward; this has the lag of Snake's F-Tilt, but even slightly more range. This punch deals
15%, knocking the victim to the ground. If Krusha keeps on tapping A while standing over the foe, he'll bend down and proceed to pummel the sh*t out of the hapless victim. Each input deals
5%, and is quite spammable. The foe can escape with twice a grab's difficulty; if Krusha stops, the foe remains in their downed position, ready for a follow-up.
[ 15% first punch, 5% each pummel ]
This is an exceptional damage-building move, but it can't KO. However, it has a second use as well. Krusha can use this on Klump for a different effect; it doesn't damage Klump (although he screams in protest), but each pummel speeds his movement and attacks up by
20%. There is no limit to this, so you can beat some serious manueverability into your minion. By combining this with Side Special, Klump becomes very dangerous. Just don't waste all your time on him; remember, he's still just a level 9.
Forward Smash - Bicep Whirlwind
Krusha begins spinning around rapidly, biceps outstretched to clobber opponents. This looks a bit like Spinning Kong, but this traps foes in Krusha's blows with as much ease as Whorenado. As you could guess, this builds damage on opponents with insane ease; indeed, foes can take up to
49% from this Smash at full charge. It's near impossible to DI out, even if you have high damage. The last hit deals unholy knockback that can KO at
45%. The fact that the move is spammable doesn't help matters. Definitely your main KO move to use here.
[ 8-49% ]
Neutral Air - Thunderclap
Krusha takes his aerial attack from DK64 for a whole new level; he claps his hands together, three times rapidly, like Master and Crazy Hand. The first two claps hit at close range, dealing
16% and high knockback that can KO at
70%. The final clap procudes an electric shockwave, with 3/4 the range of a full wave of Konga Beat. This deals
25% and insane knockback that can KO at
55%. Krusha has no landing lag; he keeps on clapping even if he lands. Stay the hell away from him!
[ 16% first two claps, 25% last clap ]
Grab - Krusha Klaw
Imagine Bowser's Koopa Klaw from Melee. Give it double its normal range, grabbing foes that Bowser would merely scratch in Melee. Make it as fast as Bowsercide. And give it the ability to grab multiple foes at once (who are all thrown simultaneously). You've got Krusha's grab. Enjoy!
Pummel - Krushing Bite
Krusha bites his victim(s) with great force. This is fairly spammable, and deals a whopping
7-8% per bite. Oh, and did I mention it takes three times grab difficulty to escape?
[ 7-8% ]
Throws - Kruel Kopy-Kat
Due to sharing DK's physical stature reasonably well, Krusha's throws are all cloned from DK's throws. However, Krusha's throws do double the damage and knockback, having an extra slashing effect added to them. In addition, Krusha doesn't pick foes up for his F-Throw; this new throw is merely a powerful double claw slash. This deals
16% and enough knockback to KO foes at
80%. Yes, grabbing is definitely a great crowd-controlling option.
[ Varies ]
Klump and Krusha are a character of extremes. On one hand, the duo together is one of the strongest characters in the game. On the other, they have near the slowest attack speed in the game.. Playing as them takes quite a bit of strategy; if you are careless, you could easily lose Krusha, render yourself insanely vulnerable, or simply self-destruct.
Krusha is a huge part of your game; he'll be building lots of damage for you, as well as defending Klump. As stated previously, foes cannot knock Krusha away from you. However, it's near impossible to attack without splitting up. As solo Klump is just as bad as Popo or Nolimar, you should never split up without any idea of how to rejoin your bodyguard.
At first glance, Klump and Krusha play just like a more extreme Bowser or Ganondorf. However, the two Kremlings have many more defensive options;
nearly all of these revolve around Krusha. Campers being a thorn in your side? Turn your back to them so Krusha absorbs the hits. Combo character trying to pressure you? Send out Krusha as a meatshield to charge through their pitiful priority and punish them. Klump should never stray too far from Krusha when separated; he risks being taken down with insane ease. If he's near Krusha, he can merely reunite and punish the attacker.
Of course, due to their slow speed, the duo need to be cautious of when to attack. A lot of damage-building will stem from either blatant outprioritizing from Krusha, or a well-timed punishing blow. Constantly defend Klump and look for openings to land a devastating attack on your opponent. Never be too hasty, or your attack will separate you at the wrong time, and your opponent will combo Klump to death. While Klump and Krusha can't combo well at all, Krusha has great range with several of his attacks; also, Klap-Blaster is a handy ranged projectile, should all else fail.
While you'll want to be constantly using Krusha as a barrier,
getting predictable can be one of the duo's greatest downfalls. Fortunately, there is quite a handful of these meatshield attacks; just a few of them include Side Special, Basic Combo, and F-Smash. Krusha can build damage with these just fine, but the duo have other methods together as well. Notable among these are their dual-sided grab; not only does it have nice range, the duo can throw a victim twice for extra damage via B-Throw. Several of the Kremlings' aerials don't split the duo up; while these are generally punishable, they still deal the great damage you've come to expect. The aerials that do split Klump and Krusha make the duo dangerous to approach in the air, especially offstage. However, think twice before sacrificing Krusha for these suicide KOs; he's a huge part of your game, and you'll rarely stand much to gain by losing him.
Overall, the duo have a high learning curve, very different from that of the Ice Climbers or any existing heavyweight.
Defending and punishing enemy openings is what will win you matches with Klump and Krusha. You simply cannot just spam moves and expect to come out on top. Without proper defense, the Kremling duo are done for. Play safe and defensively, splitting up to attack at the right time while sticking close to get right back into that defensive flow. If you can master this art, Klump and Krusha can become a pretty annoying character to put up with, although their own defensive strategy used against them can spell big trouble for them.
Ah, let's start right where we left off from our playstyle, shall we? Klump and Krusha revolve heavily around defense, right? If you want to beat them, mirror their own strategy right back. They'll have trouble finding an opening to land a slow move on you if you don't give them the chance. Klump and Krusha have some of the slowest attacks in the game, and pretty poor movement capabilities as well. If you can find a break in their defense, you can combo them up the arse. Not around, not to the side, straight up it. Even though you can't separate the duo, you can still make a feast of combo food out of them.
The only thing better than comboing the duo together is comboing Klump on his own. When the Kremlings get down to business and attempt to use a separating attack, swoop in and smack Klump away. Then, once your defense has prevailed, just keep on wailing away. This is the pressure part.
Keep Klump away from Krusha and you've just taken a stock from the duo. Even better, gimping the duo can be done with ease in most cases; if Klump wants to get back without being punished, he may have to sacrifice Krusha with his Up Special. Of course, Klump and Krusha will be fighting their d*mnedest to stay together onstage. The battle between the two (three?) characters is a battle of defense and patience. The character who performs best in this regard will usually come out on top.
Vs. Meta Knight - 50/50: Draw
Meta Knight is in for a big surprise, as Krusha just charges right through his Whorenado and D-Smash spam. Because he's so light, Meta Knight can be KOed very early by the Kremlings' strong, yet slow attacks. Of course, if Meta Knight gets at Klump, he can F-Air them right off the stage into a clean gimp. Because he's so fast and versatile, it's not really that difficult for Meta Knight to do. Plus, his D-Smash can go right through Krusha's legs and hit Klump. Still, just the defense and power Krusha provides can destroy Meta Knight if he gets careless. Whoever gets ahead in stock first will most likely win this match-up.
Vs. Snake - 75/25: Klump and Krusha's Favor
Krusha has no problem dashing over mines and grenades, making a safe path for Klump to follow. With U-Smash, he can just throw grenades right back at Snake as well. If Krusha's hitbox is used properly, Snake's broken disjointed tilts can be fought around with ease. If Snake hits Klump, alone or with Krusha, he can score an easy KO with said tilts. 'If' is the key word, though; Klump and Krusha have enough decent options to fight Snake without too much worry of his overpowered attacks.
Vs. King Dedede - 25/75: King Dedede's Favor
Klump can be chaingrabbed, but not infinited, whether he's with Krusha or alone. Fortunately, he stands a fighting chance in this match-up, due to having Krusha as his defense. Dedede's B-Air just can't go through Krusha, although it can easily gimp the duo when it hits. Although it has absurd range, Dedede can't grab through Krusha either. However, the duo will need to turn and face you eventually, and Dedede just has better options when that time comes. If your defense is exceptional, the Kremlings can pull off a surprise win, but it's just not that likely.
Vs. Diddy Kong - 60/40: Diddy Kong's Favor
Aww, look at that! He's trying to throw his bananas at us! Klump and Krusha have little problem facing Diddy, due to the fact that Krusha can't slip on banana peels. Nope, he'll just run right over them and into the young Kong. Diddy can't stand up to a whole lot of damage with his relatively light weight. His recovery is far safer than the Kremlings', but he'll be knocked around a lot more to begin with. If Diddy can get at solo Klump, his fast attacks can spell the end for the general. However, with Diddy's rather close-ranged physical attacks, you have no need not to fight together, albeit with Krusha's back to Diddy.
Vs. Donkey Kong - 30/70: Donkey Kong's Favor
While Krusha can stand up to some of DK's moves rather well, DK can hit Klump through or around Krusha with some moves. Krusha isn't wide enough to keep a B-Air hitbox from going through him and hitting Klump. Although this is more punishable, Hand Slap can also shake up the Kremlings, allowing for DK to take them into the air, B-Air them offstage, and spike them to their doom. At longer range, DK has little defense against Krusha's charging moves or Klap-Blaster. However, with his decent speed, he has no need to fight back there. DK will need to watch for Krusha trying to suicide with him with U-Air when he goes for the spike. Otherwise, the leader of the bunch takes this match-up with ease.
Vs. Bowser - 45/55: Bowser's Favor
Bowser lacks great defensive options against Klump and Krusha; he can Fortress to safety or Koopa-Hop around, but Krusha can breeze right through these. If Bowser can get in close to the duo and knock Klump out, he has this match in the bag. Even though he's not that great at pressure, Bowser can KO Klump with unholy ease, passing right through everything he has with superior priority and gimping with Fire Breath to boot. With Krusha, Bowser can stand up to a lot of the duo's damage, although this doesn't guarantee his safety. He'll have to watch his back much more carefully, although F-Air can easily spell the duo's end in the air. The match is slightly in Bowser's favor, due to his overall better damaging options. If Klump and Krusha can keep their defense up well enough while damaging Bowser in the process, though, they can still score an easy win.
Vs. Link - 50/50: Draw
Although Krusha is an excellent shield to Link's projectiles, Link has several attacks that can actually hit Klump through Krusha, when the duo has his back to him (ala DK B-Air). Link will have to be extremely careful not to let the duo find openings in his attacks; he actually fares rather well against the Kremlings in the air. Either character can be easily gimped offstage, so it's a bad idea to fight there. If Klump and Krusha can get a stock lead, this match is theirs. However, if Link can learn to consistantly separate Klump and finish him off, he can win this match just as easily.
Vs. K. Rool - 60/40: Klump and Krusha's Favor
K. Rool is going to try and build damage on his minions right off the start with his Crown and Cannonballs. That's nice, just send out Krusha to give his master a little 'what's up'. Seeing as how K. Rool's close-ranged abilities aren't as slow as his minions', he'll have no trouble putting the hurt on Klump if you don't keep your Krusha defense up at all times. Neither character will have trouble edge-guarding the other should they end up offstage. In the end, Klump and Krusha pull ahead, due to their superior defense. K. Rool's only real defensive option is using Down Special to suck a cannonball in front of him for a wall; this is quite laggy, and Krusha can still go through it. Minions over master? What is the world coming to?!
Vs. Dingodile - 90/10: Klump and Krusha's Favor
All of Dingodile's options can be easily beaten by Klump and Krusha. He's hiding behind those crystals? Send out Krusha to break them down with F-Smash. Dildodile's spamming fireballs? Turn around and use Krusha as a meatshield. The duo can get at Dingodile with ease after they're through the crystals, which won't take too long. Dingodile can't suicide Klump's somewhat large size; although he is somewhat of a large target to hold down and blow up, this won't win Dingodile the match. While Klump and Krusha can be thrown off and blown up, you'll rarely have the chance to do so. Especially not when everything else Dingodile has is beaten with such ease.
Vs. Onishiba - 10/90: Onishiba's Favor
I bet you're thinking Krusha can just defend Klump from Onishiba's status effects the whole match? One use of Neutral Special from Onishiba and you can kiss Krusha goodbye. That's right, the duo fighting together is technically a mechanic, so Krusha waves stupidly before disappearing when this occurs. Until the time he reappears, Onishiba can take advantage of Klump's already crappy moveset with status effects to finish him off. When Krusha returns after the Special's effects wear off, send him away again. Repeat. Win. The duo's only hope is to play from a range with Klap-Blaster (either Kremling can be hit to get rid of Krusha), and Spade can merely ban that with F-Tilt.
Vs. Voldemort - 50/50: Draw
You can instantly tell Voldemort has his work cut out for him in this match-up. All of his ranged magic is useless against Krusha's bulk. Of course, the logical response to this defense is for Voldemort to approach, and that's where he evens the match back up. Although his priority is far worse than Krusha's at close range, if Voldemort takes the duo into the air, he can build quite a lot of damage on the duo. Although his aerials aren't spectacular, they're far speedier than the Kremling duo's; with his Deathly Hover, gimping the Kremlings is a breeze for Voldemort as well. However, he'll have to watch his damage level, as Krusha can KO him with ease. Both characters have strengths and weaknesses against the other, resulting in an even match-up.
Vs. Akira - 75/25: Klump and Krusha's Favor
Akira is based around positioning? So are Klump and Krusha. While Akira tries to build damage from a range, Klump can merely hide behind Krusha and laugh. Keep up your defensive style while knocking Akira around, and you've got yourself the match. If Akira can separate Klump from Krusha, her close range damage-dealing can take out the general without too much effort. However, Krusha's mere existance as a meatshield should prevent this from happening too often, if at all. Klump and Krusha win this match in most cases.
EXTRAS
***
EXTRA ANIMATIONS
Up Taunt - Minion Laughter:
Klump and Krusha laugh stupidly, sounding a bit like Beavis and Butthead on crack. Klump laughs alone if Krusha isn't around.
Side Taunt - Kandles:
Krusha takes out a stick of dynamite, remarking, "Pretty candles..." Klump yells out, "Those aren't candles! That's...", before the dynamite blows up in a small explosion, covering the duo in soot for a second. The explosion deals
1% to Klump, but
5% and a light spike to those who hit it. Like Luigi's taunts, this is too laggy for proper use. Klump alone mirrors this taunt, but is instead inspecting an unripe green Orange Grenade.
Down Taunt - Kounterfeit Koconut:
Klump asks Krusha, "Have you retrieved the Crystal Coconut?" for Krusha to take out a plain brown coconut with a "Duh..." Klump snatches the coconut away, yelling at Krusha, "That's not the Coconut, you dunce!" He smashes it on Krusha's head, for the dimwitted bodyguard to lick off some of its fluid. The coconut shards stay impaled on Krusha's horns until he is hit with an attack.
Down Taunt (Klump Alone) - Military Procedure:
Klump salutes the screen, before bowing...or at least trying to. He nearly trips over his own fat self while trying to bow, making an arse out of himself in the process. Klump blushes slightly and gets back to fighting.
Entrance - Kardboard Kamoflague:
A cardboard bush appears onstage; Klump and Krusha peep their heads out from behind it. Klump is heard whispering to Krusha, for Krusha to stand up, knocking the bush over and laughing stupidly. Klump looks angrily at him for revealing their position, then hops out himself as the fight starts.
Victory Pose #1 - Chest Bump:
Klump and Krusha face each other; Klump pats his stomach for Krusha to nod. The duo try to chest bump, but Krusha ends up knocking Klump offstage. As Klump is heard moaning, Krusha just faces the screen, scratching his head stupidly.
Victory Pose #2 - TV Privileges:
Klump bows to the screen, while Krusha is seen clapping stupidly and watching the "Sing Along with Uncle Swampy" show on TV. Klump facepalms and turns the channel to one with a bunch of Kremling babes on it, him beginning to drool over them. Krusha stupidly punches the TV screen out in anger, and the duo get in a fight over their TV time.
Victory Pose #3 - Military Salute:
Klump salutes the screen, while Krusha just stares ahead stupidly. Klump elbows him to salute as well, but Krusha merely farts, for Klump to flail wildly to wave the smell away. This goes on until you leave the results screen
Victory Pose with K. Rool - Successful Mission:
K. Rool holds the Crystal Coconut, laughing madly, while Klump and Krusha jump up and down stupidly in the background. A fine victory indeed!
Victory Pose with Kaptain Skurvy/Sakurai - Fireworks:
The three/four characters are seen on a beach, watching fireworks across the night sky. Klump watches, jaw open in awe, while Krusha comments, "Oooohh...pretty!" If they're there, Skurvy makes contented pirate noises with each firework, while Sundance sips his beer and looks orgasmic, as one exploded firework forms a Yoshi shape in the sky.
Victory Theme - Bonus Room Winner:
Klump and Krusha share the
main DK victory theme, played when you clear a bonus room or defeat a boss in the original DKC.
Loss Pose - Klumsy Klapper:
Klump tries to clap normally, but gets knocked over by Krusha, who's clapping in huge, sweeping claps like DK. Klump angrily tries to get back up, but he just keeps on getting knocked over again and again.
Loss Pose with K. Rool - Dignified Disrespect:
Klump and Krusha clap normally, Klump not getting knocked over, while K. Rool shakes his head at the winner(s). He notices his minions clapping, and yells at them, "Don't clap for that fool! Come, let us plot our next course of action!" The Kremling trio proceed to march offscreen, Klump yelling out, "Hip, hup, hip, hup!" as he goes.