I know it's a bad time but I'm back.
Rumble
Stats
Similar height and weight to Donkey Kong.
Speed and Jumps like Charizard
It’s not that complicated.
Rumble is a big guy with long range.
Standards
Jab- Flail
Rumble punches forward quickly with his spike club. It reaches a distance of around Peach’s golf club. This will strike enemies and pushes them back a bit. It deals about 6% damage and has little lag on either end.
Forward Tilt- Flame stab
Rumble strikes forward with his flamethrower hand. This has range of one and a half stage builder blocks. It deals 6% damage and pops opponents up in the air. If flame spitter was used in the past 5 seconds the attack deals 10% damage and pushes the opponent away at a more horizontal direction.
Downward Tilt- Sweep
Rumble’s mech spins around in a circle very quickly dealing 4% damage to enemies in a small area on both sides. This move will push enemies away a little bit. This attack has small lag on the activation side but you’ll need a small breather before you can use the attack again.
Upward Tilt- Junk shot
Rumble jumps out of his mech a short distance in the air with a wrench in his hand. On the upward and downward sections you deal 5% damage and hit enemies away. However at the apex of Rumble’s little jump he swings his wrench which knocks enemies down at a diagonal direction dealing 9% damage. You’ll stay in the air for half a second and it’s easy to use this move in quick succession.
Smashes
Up Smash- Equalizer
Rumble looks up and fires a rocket from his arsenal. The rocket shoots up and then falls in a forward direction. At minimum charge it goes a bit higher then snakes minimum charge up smash. Depending on how much you charge the rocket will go higher and thus farther. At max charge this attack goes 5 stage builder blocks. This attack has 1 second of lag on the beginning and no lag at the end. The minimum charge deals 10% damage and KO’s at 120% while the max charge deals 27% damage and KO’s at 80%
Forward Smash- Electro Harpoon
Rumble shoots an electric harpoon from his chest area. This attack has a smallish bit of lag similar to Captain Falcons forward smash. It is the same size as a Samus charge shot but moves as fast as Link’s boomerang. What’s more is that if you press A after shooting the first shot he will fire a second shot. The first shot at min charge will deal 9% damage and stuns the opponent while at max charge it will deal 15%. The second shot deals 11% damage and knocks the opponent away KOing at around 130% the max charge deals 15% damage and KO’s at 100%.
Downward Smash- Yordle Blam
Rumble smashes his hammer arm and his flamethrower hand to the left and right of him. This serves mainly as a GTFO move and deals 10% damage at minimum charge and 14% at Maximum charge. It deals set knockback of around 3 stage builder blocks to the side that the opponent was hit on. It has quick lag on the beginning end of the attack but it does take a bit for Rumble to reorient himself after the attack.
Grabs
Grab- Electro-Grappling hook
Rumble shoots his Electro harpoon a bit in front of him a short distance but the harpoon has a rope attached to it. If it hits an enemy it latches onto them and they will be pulled in and the Mech’s arms will grab a hold of the enemy. One important thing to note is that this move also functions as a tether grab.
Pummel- Squishy champs
Rumble squeezes his enemy quickly dealing 2.5% damage. This is a bit slow but gets the job done.
Forward Throw-Bumper
Rumble drops his enemy in front of him and punches them with his club hand. It deals 8% damage and the enemy flies out of your in the front.
Backward Throw-Deposit drop
With his flame thrower arm Rumble picks up the enemy and throws them backwards in a large arc depositing them on the ground behind you. This deals 9% damage and leaves you in a good position to follow up if you are fast enough.
Downward Throw- Punt!
Rumble drops his enemy on the ground in front of him and then kicks them with his foot dealing 6% damage. They will slide a small distance in front of you and you can follow up quickly.
Upward Throw-Humiliation
Rumble lifts his enemy infront of his face quickly. He will then spit at them. This attack deals 0% damage but deals a high amount of knockback in an up direction when they get to higher damage levels.
Aerials
Neutral Aerial- Hair Gel
Rumble jumps out of his mech and winces while he hits opponents with his spikey hair. This deals a small 5% damage but is very good for juggling enemies.
Backwards Aerial-Lift off!
Whilst Rumble’s arms are behind his body his flamethrower hand will ignite for a small bit. This will be at the tip of his arm but is very deadly. This means a small hitbox will be dealing 15% damage and pretty good knockback to the backwards direction.
Forward Aerial-Pick up
Rumble will swing his club arm in front of him in a small arc upwards dealing 8% damage and small knockback. The cool thing about this attack is that if you press this attack quickly after wards Rumble will swing his other hand in a similar manner dealing and extra 9% damage.
Downward Aerial- Aerial Swipe
Rumble swings his flamethrower arm below him ala Samus. This deals 10% damage and is pretty slow. This attack will do a spiking maneuver in the event that you hit with the tip.
Upward Aerial- Rocket Shot
Rumble shoots a rocket out of his back a short distance upward after a small lag. This rocket will detonate in a smallish radius a short distance after going up. Rumble is also propelled a bit downward. If the Rocket explosion or the Rocket hits anyone they receive 13% damage and strong knockback.
Specials
Neutral Special- Conduction
Rumble throws an electrified wrench forward at a speed equal to Luigi’s fireball. This means its slow. Also since the move is of a physical object, the wrench will fall as it flies. Rumble has a small lag during the move and enemies take 6% damage and will experience a brief stun.
Forward Special- Electro Harpoons
Rumble shoots an electro harpoon forward at a quick speed. This will deal 8% damage to whomever it hits. It also deals a small stun on any enemies that you hit. You can have a maximum of 2 harpoons on the screen at a time. From either this or your forward Smash. Another cool aspect to this move is that you can angle this move in order to hit enemies in the air or on the ground.
Down Special- Flamespitter
Rumble activates his Flamespitter. For the next 3 seconds flames start to shoot out of his flamethrower hand. These have a similar effect to super spicy curry except it will go in a forward direction only. Rumble can move whilst using this move. When your 3 seconds are up rumble needs to cooldown his flamespitter weapon for 6 seconds in which you cannot use this attack.
Up special- Malfunction
Rumble activates one of his rockets but this time it will malfunction and explode on him! This deals 10% damage and medium knockback in the direction that Rumble is facing and a bit upward. This means that if Rumble faces the stage and uses this attack he will explode, shoot forward and up a bit and then be on his merry way. One thing to note about this attack is that Rumble can activate this move multiple times on one jump.
Use it to recover.
Final Smash- OVER HEAT
Uh oh! It seems that rumble has used to much of his machinery and his mech has undergone too much heat! For the next 10 seconds rumble cannot use any of his specials in order to cool down. However all your basic attacks gain a bonus for the amount of time left in the attack.
10-8 seconds gives you 5% damage extra and your attack speed is increased by 1.3
8-6 seconds gives you 4% damage extra and your attack speed is increased by 1.3
6-4 seconds gives you 3% damage extra and your attack speed is increased by 1.3
4-2 seconds gives you 2% damage extra and your attack speed is increased by 1.3
2-0 seconds gives you 1% damage extra and your attack speed is increased by 1.3
When you’re done Rumble exclaims a sigh of relief and gets back to fighting.
Playstyle:
(I’m making this like 4 months from when I made this set. So yeah. It was Khold’s birthday and I remember that I had this lying around.)
Rumble is a brawler. He enjoys getting into the fight and does decent damage with his many attacks. You should use your basic attacks to deal damage to the enemy. All the while using you flame spitter to ensure you get as much damage as possible.
When you think you have enough damage on the enemy you can try to go for an up throw. Doing this will give you the best chance of KOing the enemy. Of course you should make sure that you do this when you are able to KO or you’ll have to rack up even more damage due to your massive move decay!
Recoveries should be simple enough. Just do it the same as a normal brawl character but be wary of hurting yourself too much.
Umm I think that’s it.
Extras
Entrance- Rumble activates his mech and warns his foes to get ready for a “Bandle city beatdown”
Taunts
Taunt 1- Rumble laughs and says “How’s it to be beaten down by a Yordle”
Taunt 2- Rumble and the mech do the robot until you use this taunt again or you are hit
Taunt 3- Rumble says “Hurry up summoner and stop taunting!”