Pokelego999
Smash Hero
- Joined
- May 27, 2019
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- Switch FC
- SW-0935-8215-2605
SPOILERS AHEAD! Don't read if you don't want to be spoiled!
Also just noting, but due to issues with the spoiler tags, I had to get rid of them completely, as such, the movesets don't have spoiler tags on them, which means a lot of scrolling. Just warning you.
Who is Rillaboom?
Rillaboom is the final evolution of Grookey in Pokémon Sword and Shield. It is a grass type. It has a new signature move, Drum Beating.
Why Rillaboom?
I'll give you a few answers.
Final Starter Grass Evo, something we always wanted. Next, he's easily a tank pokemon, with stats that make for survivability, with a surprisingly high speed stat. We have two options with the speed stat, keep it, and make attack worse, or tone it down, and get better attack. The latter is more likely, stating as if all fighters were based off stats, Mewtwo would be a heavyweight and Ike would be as fast as Fox.
Also he's cool. And the only final starter evo that isn't furry bait.
Why not Rillaboom?
Rillaboom's only major concerns are the following,
1. Sword and Shield may be too recent.
2. How would he carry his drum?
Let me debunk those.
Starting with number one, stating we have Hero and Joker, whose games were released after the roster was decided, they have a good shot, and the rest of the DLC Fighters aren't set to be third party either.
Disproving number two, Rillaboom's arms look big enough to hold the drum under his shoulder alright, which can attribute to his slow running speed.
Anyways, having made my point, here's a moveset:
Moveset
Specials:
Neutral Special: Drum Beating, Rillaboom bangs it's drum, sending a shockwave at the opponent.
Side Special: Razor Leaf, Summons multiple leaves and sends them flying at foes.
Up Special: Drum Jump, Jumps off it's drum to gain height.
Down Special: Grassy Terrain, Slams it's foot down and creates a green area around it. It's attack power will be boosted inside the area that the grassy terrain is in, and opponents attack will be reduced. It disappears after a short time and requires a ten second recharge.
Smash Attacks:
Down Smash: Slams it's foot down and sends vines up around it.
Side Smash: Holds it's drum up and slams it into the opponent.
Up Smash: Uses Solar Blade and slashes upwards.
Tilts:
Forward Tilt: Quick use of Knock off, using it's two hands to make opponents flinch.
Down Tilt: Branch Poke, Rillaboom pokes out slightly using it's drumstick.
Up Tilt: A quick usage of U-Turn, giving Rillaboom invincibility for the duration of the move. It spins around in a circle, and delivers decent knockback. As a result, it has a large amount of end lag.
Rest coming soon.
Collater333's Moveset
B-Neutral: Drum Beating: Hits his drum and summons roots in front of them that hit his opponents in multiple successions
B-Side: Boomburst: Hits his drum, causing sound waves to hit the opponents in front of him, single hit
B-Down: Stomping Tantrum: Hits the ground with his feet, hitting those around him. If his previous attack missed, it does more damage and launch.
B-Up: Drum Jump: Jumps on his drum to bounce as a recovery. Drums can drop on anyone underneath him, and does not use up the rest of his jump.
A-Dash: Darkest Lariat: Similar to Incineroar's, with a few key differences. It goes farther, but doesn't last as long (3 spins), and hits 3 times
A-Neutral: Double Hit: A simple one-two punch
F-Tilt: Branch Poke: A simple forward poke/stab with one of his sticks/clubs
U-Tilt: Brick Break: A simple upper cut in front and above him, that sends opponent upwards. This does more damage to shields.
D-Tilt: Lowkick: A simple leg-sweep in front of him that trips the opponent. The heavier the opponent, the higher the damage
F-Smash: Wood Hammer: Grabs his drum with both hands and lifts it above his head and smashes the ground in front of him with it.
D-Smash: Body Press: Does a body slam, similar to Incineroar's D-Smash
U-Smash: Super power uppercut: A much stronger uppercut in front and above him sending opponent flying upwards
N-Air: Acrobat: A simple air-spin hitting all around him
F-Air: Megapunch: A powerful forward punch in front of him, kind of like Ganondorf's and Banjo's
B-Air: Back-Poke: A simple back poke-stab with one of his sticks/clubs, hits behind
D-Air: Megakick: A powerful down kick underneath him, causing a meteor effect
Grab: Generic grab with with both hands
Pummel: pummels with one of his fists
F-Throw: Throws opponent forward and hits opponent with one of his sticks/clubs
B-Throw: Throws opponent backward and hits opponent with one of his sticks/clubs
U-Throw: Simply tosses the opponent up and hits opponent with one of his sticks/clubs
D-Throw: Throws opponent on ground and beats opponent with his sticks/clubs 3 times
Final Smash: Dynamax Max Growth: Upon activation, turns the area into a Dynamax Arena and he grows to titan-like proportions. He hits his drum a few times, summoning seeds that get launched in front of him. Said-seeds grown into giant plants that send any opponents above them flying upwards.
Lightknight's Moveset
* Mechanics
Stump Shield; When holding stump, completely block projectiles when idle or crouching (like Link/Hero)
* Stats With and Without Stump;
Groundspeed; 1.20-1.76 (from nearly as slow as Incineroar to the speed of Mario/Ken/Squirtle)
Airspeed; Overall slow in the air. Fast-fall 1.95-1.6 (from KingDDD to R.O.B./Ken fast-fall)
Weight; 122-106 (Heavier than Ganondorf to weight of Snake/R.O.B.)
* Specials
Down special; Grassy-Terrain/Stance-Change;
Rapidly tapping with a certain rhythm while on the ground makes Rillaboom beat his drum, creating a Grassy Terrain on the ground around him, boosting Rillaboom's stats when on the affected area. If you successfully complete the rhythm after a full second it will grant the most benefit as almost twice the amount of Grassy Terrain will be created around Rillaboom if accomplished. Otherwise, your slowly increasing the amount of Grassy Terrain around you before completing the move. Every time you create Grassy Terrain with the move, any previous grass disappears. Any created grass will otherwise disappear on its own after 7 seconds, or 10 seconds if you got the full length of the move. Noticeable start-up before activating Grassy Terrain. Additionally, if the opponent is on any of the created Grassy Terrain when the move is completed a 'flower' will appear on top of their head, damaging them overtime till it falls. When on Grassy Terrain you'll take less knockback, slightly less damage, do slightly more damage, and do more knockback. In shield stance, if you tap down-special while in the air you'll throw down the stump, working much like when Pac-Man throws down the hydrant. In the same situation, if you hold on to down-special instead you'll throw it slightly ahead and the same is true on the ground. You can re-equip it by standing on either side of it and holding on to down special. Without stump, Rillaboom will do a small two-hit drumstick tap motion, similar to DK aerial down-special but without a spike. When grounded, functions as a weaker version of the Grassy Terrain move, not generating as much grass or as quickly while Rillaboom uses its drumsticks directly on the ground. When aerial version of down-special is used and hits the stump, two short range shockwaves with good knockback emanate out of it. Does 5% per hit. Stump can't be moved and only takes up to 35% damage from opponent before it breaks and then has to be re-spawned by using and completing Grassy Terrain, as its slowly raised from the ground till the full length of the move. Will automatically be equipped. Can also need to be re-spawned if thrown offstage.
Side special; Giga-Drum-Beating/Brutal-Branch-Bashing;
With stump, pressing side special makes Rillaboom play on it, activating a Drum Beating animation that makes roots rapidly burst forward until a set medium distance, when they hit an opponent before then, or when pressed again before either happen. Will also stop just after hitting the ledge. You can also direct where the roots strike straightly, aiming within a vertical forward arc. Most effective for ledge-guarding and pressuring grounded opponents at medium distance but is very punishable if opponent jumps and avoids it as it is a committal move. KOs at very high percents.
Without stump, Rillaboom viciously swings his drumsticks as he inches forward with every well timed button press. Can be pressed a total of 5 times but each hit requires different and progressively harder timing. However, each hit does more knockback than the last when ended with so it can be effective for finishing off opponents if you can master the timing. If you activate the fifth strike you get to choose what it does. The forward option has the most damage, as Rillaboom rapidly whacks with the drumsticks. The low version has the most knockback, as Rillaboom swings both drumsticks down upon the opponent, sending them out forcefully. The high version has the most range and is a decent KO option against high percent opponents, as Rillaboom swings a drumstick upward. Overall, works similarly to Lucina's side-special but has more damage and knockback in exchange for higher difficulty in executing.
Neutral special; Uproar/Round;
Gets worked up and creates powerful sound shockwaves around Rillaboom upon rapidly pressing neutral special. With stump, Rillaboom will quickly set it down and start beating his sticks on it, like he does in the Drum Beating animation, and with each rapid strike will create a consistent sizable circular hitbox emanating from Rillaboom that cam out-prioritize most projectiles and lower range attacks, acting almost as a barrier. Each hit has low knockback so in most cases opponents get get stuck in all the following hits unless they are in the outer hitbox. Can be rapidly tapped as fast as you can for as long as 4 seconds, as each tap creates a shockwave. Final hit on the 4-second mark has decent knockback. Can also be tapped just once for a single shockwave. You can do upwards of 30% damage if all hits land. Some endlag, so enemies just outside the reach of the move can punish you.
Without stump, sways slightly back and forth while roaring upwards, having an originally small shockwave but increasing in size every time. Each shockwave has decent knockback. There is significantly more time between when the next shockwave happens compared to the stump version, making Rillaboom much more vulnerable to attack.
Up special; ; Power-Whip/Endeavor; In shield-stance, tap drumstick on the stump to shortly release a flurry of roots from the stump in an upward diagonal direction. Can also be used to grab the ledge. Basically working like Ivysaur's Vine Whip. Low base knockback but very good knockback-growth. Without stump, extend fist in the same diagonal direction. Has reasonably generous ledge detection for getting back safely but still significantly less range than the Power Whip version of the move. Has very good base knockback and increases significantly with Rillaboom's rage. Neither versions put Rillaboom in free-fall.
Up special; Power-Whip/Endeavor;
In shield-stance, tap drumstick on the stump to shortly release a flurry of roots from the stump in an upward diagonal direction. Can also be used to grab the ledge. Basically working like Ivysaur's Vine Whip. Low base knockback but very good knockback-growth.
Without stump, extend fist in the same diagonal direction. Has reasonably generous ledge detection for getting back safely but still significantly less range than the Power Whip version of the move. Has very good base knockback and increases significantly with Rillaboom's rage. Neither versions put Rillaboom in free-fall.
* Grounded Normal Attacks
Neutral Attack; Drum-Beating;
Whack opponent away with drumstick and can be followed up with a rapid jab to put Rillaboom in an animation where he quickly sets stump down and drums on it, sending out multiple roots to rapidly hit opponent.
Without stump, functions more like Greninja's jab&rapid-jab as both drumsticks are used rapidly, ending in final hit with both drumsticks. Can KO at high percents on the ledge. Noticeable endlag on all versions of the move.
Dash attack; Shield-Bash/Giga-Impact;
With stump, functions like Palutena's dash attack, having some invincibility but doesn't cover much distance.
Without stump, has more knockback and and distance covered, letting it KO at higher percents.
Up tilt; Slam;
Raises drumstick into the air forcefully. Decent enough knockback to send opponent back into the sky but won't KO till very high percents. Noticeable endlag but good range.
Without stump, Has increased knockback and a slightly different hitbox, granting more horizontal range at the bottom because of raising two drumsticks in an 'A' shape.
Side tilt; Brutal-Swing/Double-Hit;
Swings around with slight forward momentum to hit with drumstick. Has good knockback.
Without stump, is a two-hit attack comparable to Piranha-Plant's as you need to forward-tilt a second time to activate the second hit. Second hit has good knockback.
Down tilt; Branch-Poke;
Comparable to swordfighters down-tilts like Lucina but thrusts forward slightly like Banjo-Kazooie's down-tilt when without stump, gaining slight endlag. Acts as Rillaboom's fastest and most reliable move in neutral when in shield stance.
* Aerial Attacks
Up air; Noble Roar;
Roars fearsomely above, with range, knockback, and damage comparable to Banjo-Kazooie up-air but with more endlag and actual KO power at very high percent near upper blastzone.
Dair; Pound/Ba-Dum-Tis;
With shield, a simple non-spiking downward hit with drumstick which sends slightly backward or forward depending on where hit lands. Without shield, a three-hit attack that spikes on third strike.
Fair; Drumstick-Swing;
A basic swing of a drumstick much like most swordfighters Fairs. Without stump, uses two drumsticks, giving it a light spiking but small hitbox at the tip of the move in the later half of its duration.
Bair; Stump-Bash/Brush-Bash;
With stump, swings it behind him, granting Rillaboom invincibility on that side. Works just like Palutena's Bair. Without stump, sharpens the leaves on Rillaboom's back, extending a hitbox to damage anyone behind. Good knockback.
Nair; Acrobatics; Hunches into a ball shape and spins, letting his leaves and impact do the damage. Can KO at high percent offstage.
* Smash Attacks
Side smash; Wood-Hammer/Double-Branch-Bash;
With stump, Rillaboom grasps it with both hands, holding it up, and slams it powerfully downwards to the ground. Comparable to Banjo-Kazooie's forward-smash.
Without stump, Rillaboom forcefully pummels both drumsticks in a row in front of him, making it a powerful two-hit.
Down smash; Frenzy-Plant/Knock-Off;
With stump, Rillaboom plays on drum, sending a flurry of vines on both sides of him through the ground with good horizontal distance but is overall very laggy and has quite low knockback, even for a down-smash.
Without stump, Rillaboom thrusts downward both drumsticks on both sides of him, like DK does with his down-smash. Has decent knockback, sends horizontally, and even spikes on the tips of the drumsticks in ending frames for edge-guarding purposes.
Up smash; Boomburst/Hyper-Voice;
With stump, Rillaboom quickly hits it two times in succession with both drumsticks at the same time, creating very low knockback shockwaves around Rillaboom and then takes a few extra frames to do the same action for a final hit, to which he also adds his own roar, creating a big powerful Boomburst around him with great knockback. While this is easily one of Rillaboom's most powerful ranged moves, unlike other smash attacks you need to press and time additional button presses to activate the shockwaves of this move.
Without stump, Rillaboom simply does the roar above him which has knockback comparable to most up-smashes which KO around the 120%-130% percents but has good range, especially horizontally above. Both versions have overall significant lag but the startup-lag of Hyper Voice isn't that bad.
* Throws
Grabs; Good Range
Pummel; As opponent is held outward by a hand, uses the other to rapidly whack with a drumstick.
Forward throw; Mega-Kick; A sparta-like kick which sends at a good horizontal angle, sending some opponents at high percents at too bad of an angle to recover. Can also set up tech-chases.
Back throw; Assurance; Rillaboom throws opponent backward with his giant fist and the damage and knockback is increased more and more, based off how many times you pummeled the opponent. Making it a potentially very powerful throw for KOs.
Up throw; Mega Punch; Hit the opponent with a powerful uppercut that sends them vertically in a vulnerable spot in the air.
Down throw; Body Press; Sets opponent on the ground then Rillaboom falls on top of them with good knockback that sends them diagonally upward.
* Final Smash; Gigamax Mix;
A white beam (from a pokeball) hits Rillaboom and he disappears until the camera zooms back out and in the distance of the background a big red pokeball of energy can be seen then opening and revealing Rillaboom in a gigamax form with dark red clouds now visibly affecting the map. Rillaboom then plays on his drum with a visible rhythm bar you have to follow as Rillaboom as you press any button. Each successful hit creates a huge shockwave that affects everyone throughout the battlefield. The amount of knockback of every hit is determined by the opponents percent and how consistently you activate the shockwaves but is overall quite powerful. Is like a combination of DK's Brawl Final Smash and Bowser's Ultimate Final Smash.
GolisoPower's Moveset
Jab: Rillaboom swipes twice with two sticks before ‘drum rolling’ on the opponent with both sticks. The attack is then finished with hitting with both sticks simultaneously, launching the opponent.
F-tilt: Branch Poke: Rillaboom jabs in front of himself with a single stick. This is a good tool that can be used to start combos, and it serves as a good poke as well.
U-tilt: Rillaboom whips his leafy hair over himself in an arc, dealing multiple hits of damage.
D-tilt: Rillaboom performs a breakdance-style kick similar to Mario’s D-tilt.
Dash Attack: Rillaboom performs a leaping bite, snagging enemies in front of him.
Grab: Rillaboom grabs the opponent by both sides. He slaps the opponent for his pummel.
F-throw: Rillaboom smacks the opponent twice with his drumsticks with Double Hit.
D-throw: Rillaboom sumo-stomps on the opponent, burying them and spiking any airborne opponents outside the throw.
B-throw: Rillaboom creates a wooden foot pedal for himself to step on, causing a large wooden bass drum stick to smash the opponent from behind.
U-throw: Rillaboom beats on his drum for a bit before roots erupt and strike the opponent from below.
N-air: Rillaboom summons multiple leaves to revolve around himself for a moment.
F-air: Rillaboom slaps downwards with an open hand. This forces the opponent to drop any items they may carry.
D-air: Rillaboom grows his drum stump and moves it downwards, meteor smashing the opponent.
B-air: Rillaboom flips his leaf-based hair over himself, dealing multiple hits.
U-air: Rillaboom swings his arm above himself. Based on his Hammer Arm move.
Side Smash: Rillaboom leans back with both fists before arcing downwards and smashing them in front of him. This smash attack can bury on hit, for a length between Banjo’s and K. Rool’s respective down throws.
Up Smash: Rillaboom curls inwards before letting loose three loud bursts of sound. Based on Uproar, which Rillaboom can learn.
Down Smash: Rillaboom coats his arms in wood, then smashes on both sides of himself. This is arguably the highest-damage Smash attack in his moveset, but deals recoil damage regardless of hitting or missing.
Neutral B: Drum Beating: Rillaboom tosses a tiny wooden drum on the ground that grows in size, then beats on it with two large sticks. By mashing the B button, Drum Beating will cause roots to lash out in front of the opponent, hitting up to 5 times before the roots strike a final time and launch the opponent.
Side B: Boomburst: Rillaboom leans his head back, then lets out a roar in front of himself that deals damage to all opponents in a 1 ½-Zapple range. However, Boomburst leaves Rillaboom extremely open afterward and he can be interrupted when attacked from behind.
Up B: Djembe Boost: Rillaboom grows his drum in front of himself, then beats it like a djembe drum. The resulting hits will create soundwave bursts that propel Rillaboom upwards, and this can hit up to 3 times. The soundwave bursts can also spike if the opponent is hit closest to the drum.
Down B: Grassy Surge: Rillaboom causes a patch of grass to grow in a radius of 1-and-a-half Bowsers. While Rillaboom is inside this patch, his attacks are buffed by 1.5x and he heals over time. However, the healing aspect can also affect opponents, and Grassy Surge only lasts for 8 seconds.
Final Smash: Max Overgrowth: Rillaboom charges with a red aura, then Dynamaxes, appearing in the background like Giga Bowser Punch. Rillaboom will then release multiple giant seeds that burst when making contact with the stage. Each seed covers the entire stage with Grassy Terrain that only Rillaboom can benefit from. The Grassy Terrain of his Final Smash will linger for twice as long as normal.
In short, Rillaboom is a heavy-set stage control character that forces the opponent to play by his rhythm alone. With a deceptively far reach and a move that directly affects the battlefield, Rillaboom can capitalize on his lack of mobility with a territorial playstyle. However, his attacks are punishable and his recovery only slightly has the edge of Incineroar’s. He is also a sitting duck if he is kept outside of his territory, which they can use to his disadvantage.
Jab: Rillaboom swipes twice with two sticks before ‘drum rolling’ on the opponent with both sticks. The attack is then finished with hitting with both sticks simultaneously, launching the opponent.
F-tilt: Branch Poke: Rillaboom jabs in front of himself with a single stick. This is a good tool that can be used to start combos, and it serves as a good poke as well.
U-tilt: Rillaboom whips his leafy hair over himself in an arc, dealing multiple hits of damage.
D-tilt: Rillaboom performs a breakdance-style kick similar to Mario’s D-tilt.
Dash Attack: Rillaboom performs a leaping bite, snagging enemies in front of him.
Grab: Rillaboom grabs the opponent by both sides. He slaps the opponent for his pummel.
F-throw: Rillaboom smacks the opponent twice with his drumsticks with Double Hit.
D-throw: Rillaboom sumo-stomps on the opponent, burying them and spiking any airborne opponents outside the throw.
B-throw: Rillaboom creates a wooden foot pedal for himself to step on, causing a large wooden bass drum stick to smash the opponent from behind.
U-throw: Rillaboom beats on his drum for a bit before roots erupt and strike the opponent from below.
N-air: Rillaboom summons multiple leaves to revolve around himself for a moment.
F-air: Rillaboom slaps downwards with an open hand. This forces the opponent to drop any items they may carry.
D-air: Rillaboom grows his drum stump and moves it downwards, meteor smashing the opponent.
B-air: Rillaboom flips his leaf-based hair over himself, dealing multiple hits.
U-air: Rillaboom swings his arm above himself. Based on his Hammer Arm move.
Side Smash: Rillaboom leans back with both fists before arcing downwards and smashing them in front of him. This smash attack can bury on hit, for a length between Banjo’s and K. Rool’s respective down throws.
Up Smash: Rillaboom curls inwards before letting loose three loud bursts of sound. Based on Uproar, which Rillaboom can learn.
Down Smash: Rillaboom coats his arms in wood, then smashes on both sides of himself. This is arguably the highest-damage Smash attack in his moveset, but deals recoil damage regardless of hitting or missing.
Neutral B: Drum Beating: Rillaboom tosses a tiny wooden drum on the ground that grows in size, then beats on it with two large sticks. By mashing the B button, Drum Beating will cause roots to lash out in front of the opponent, hitting up to 5 times before the roots strike a final time and launch the opponent.
Side B: Boomburst: Rillaboom leans his head back, then lets out a roar in front of himself that deals damage to all opponents in a 1 ½-Zapple range. However, Boomburst leaves Rillaboom extremely open afterward and he can be interrupted when attacked from behind.
Up B: Djembe Boost: Rillaboom grows his drum in front of himself, then beats it like a djembe drum. The resulting hits will create soundwave bursts that propel Rillaboom upwards, and this can hit up to 3 times. The soundwave bursts can also spike if the opponent is hit closest to the drum.
Down B: Grassy Surge: Rillaboom causes a patch of grass to grow in a radius of 1-and-a-half Bowsers. While Rillaboom is inside this patch, his attacks are buffed by 1.5x and he heals over time. However, the healing aspect can also affect opponents, and Grassy Surge only lasts for 8 seconds.
Final Smash: Max Overgrowth: Rillaboom charges with a red aura, then Dynamaxes, appearing in the background like Giga Bowser Punch. Rillaboom will then release multiple giant seeds that burst when making contact with the stage. Each seed covers the entire stage with Grassy Terrain that only Rillaboom can benefit from. The Grassy Terrain of his Final Smash will linger for twice as long as normal.
In short, Rillaboom is a heavy-set stage control character that forces the opponent to play by his rhythm alone. With a deceptively far reach and a move that directly affects the battlefield, Rillaboom can capitalize on his lack of mobility with a territorial playstyle. However, his attacks are punishable and his recovery only slightly has the edge of Incineroar’s. He is also a sitting duck if he is kept outside of his territory, which they can use to his disadvantage.
[/SPOILER]
Also just noting, but due to issues with the spoiler tags, I had to get rid of them completely, as such, the movesets don't have spoiler tags on them, which means a lot of scrolling. Just warning you.
Who is Rillaboom?
Rillaboom is the final evolution of Grookey in Pokémon Sword and Shield. It is a grass type. It has a new signature move, Drum Beating.
Why Rillaboom?
I'll give you a few answers.
Final Starter Grass Evo, something we always wanted. Next, he's easily a tank pokemon, with stats that make for survivability, with a surprisingly high speed stat. We have two options with the speed stat, keep it, and make attack worse, or tone it down, and get better attack. The latter is more likely, stating as if all fighters were based off stats, Mewtwo would be a heavyweight and Ike would be as fast as Fox.
Also he's cool. And the only final starter evo that isn't furry bait.
Why not Rillaboom?
Rillaboom's only major concerns are the following,
1. Sword and Shield may be too recent.
2. How would he carry his drum?
Let me debunk those.
Starting with number one, stating we have Hero and Joker, whose games were released after the roster was decided, they have a good shot, and the rest of the DLC Fighters aren't set to be third party either.
Disproving number two, Rillaboom's arms look big enough to hold the drum under his shoulder alright, which can attribute to his slow running speed.
Anyways, having made my point, here's a moveset:
Moveset
Specials:
Neutral Special: Drum Beating, Rillaboom bangs it's drum, sending a shockwave at the opponent.
Side Special: Razor Leaf, Summons multiple leaves and sends them flying at foes.
Up Special: Drum Jump, Jumps off it's drum to gain height.
Down Special: Grassy Terrain, Slams it's foot down and creates a green area around it. It's attack power will be boosted inside the area that the grassy terrain is in, and opponents attack will be reduced. It disappears after a short time and requires a ten second recharge.
Smash Attacks:
Down Smash: Slams it's foot down and sends vines up around it.
Side Smash: Holds it's drum up and slams it into the opponent.
Up Smash: Uses Solar Blade and slashes upwards.
Tilts:
Forward Tilt: Quick use of Knock off, using it's two hands to make opponents flinch.
Down Tilt: Branch Poke, Rillaboom pokes out slightly using it's drumstick.
Up Tilt: A quick usage of U-Turn, giving Rillaboom invincibility for the duration of the move. It spins around in a circle, and delivers decent knockback. As a result, it has a large amount of end lag.
Rest coming soon.
Collater333's Moveset
B-Neutral: Drum Beating: Hits his drum and summons roots in front of them that hit his opponents in multiple successions
B-Side: Boomburst: Hits his drum, causing sound waves to hit the opponents in front of him, single hit
B-Down: Stomping Tantrum: Hits the ground with his feet, hitting those around him. If his previous attack missed, it does more damage and launch.
B-Up: Drum Jump: Jumps on his drum to bounce as a recovery. Drums can drop on anyone underneath him, and does not use up the rest of his jump.
A-Dash: Darkest Lariat: Similar to Incineroar's, with a few key differences. It goes farther, but doesn't last as long (3 spins), and hits 3 times
A-Neutral: Double Hit: A simple one-two punch
F-Tilt: Branch Poke: A simple forward poke/stab with one of his sticks/clubs
U-Tilt: Brick Break: A simple upper cut in front and above him, that sends opponent upwards. This does more damage to shields.
D-Tilt: Lowkick: A simple leg-sweep in front of him that trips the opponent. The heavier the opponent, the higher the damage
F-Smash: Wood Hammer: Grabs his drum with both hands and lifts it above his head and smashes the ground in front of him with it.
D-Smash: Body Press: Does a body slam, similar to Incineroar's D-Smash
U-Smash: Super power uppercut: A much stronger uppercut in front and above him sending opponent flying upwards
N-Air: Acrobat: A simple air-spin hitting all around him
F-Air: Megapunch: A powerful forward punch in front of him, kind of like Ganondorf's and Banjo's
B-Air: Back-Poke: A simple back poke-stab with one of his sticks/clubs, hits behind
D-Air: Megakick: A powerful down kick underneath him, causing a meteor effect
Grab: Generic grab with with both hands
Pummel: pummels with one of his fists
F-Throw: Throws opponent forward and hits opponent with one of his sticks/clubs
B-Throw: Throws opponent backward and hits opponent with one of his sticks/clubs
U-Throw: Simply tosses the opponent up and hits opponent with one of his sticks/clubs
D-Throw: Throws opponent on ground and beats opponent with his sticks/clubs 3 times
Final Smash: Dynamax Max Growth: Upon activation, turns the area into a Dynamax Arena and he grows to titan-like proportions. He hits his drum a few times, summoning seeds that get launched in front of him. Said-seeds grown into giant plants that send any opponents above them flying upwards.
Lightknight's Moveset
* Mechanics
Stump Shield; When holding stump, completely block projectiles when idle or crouching (like Link/Hero)
* Stats With and Without Stump;
Groundspeed; 1.20-1.76 (from nearly as slow as Incineroar to the speed of Mario/Ken/Squirtle)
Airspeed; Overall slow in the air. Fast-fall 1.95-1.6 (from KingDDD to R.O.B./Ken fast-fall)
Weight; 122-106 (Heavier than Ganondorf to weight of Snake/R.O.B.)
* Specials
Down special; Grassy-Terrain/Stance-Change;
Rapidly tapping with a certain rhythm while on the ground makes Rillaboom beat his drum, creating a Grassy Terrain on the ground around him, boosting Rillaboom's stats when on the affected area. If you successfully complete the rhythm after a full second it will grant the most benefit as almost twice the amount of Grassy Terrain will be created around Rillaboom if accomplished. Otherwise, your slowly increasing the amount of Grassy Terrain around you before completing the move. Every time you create Grassy Terrain with the move, any previous grass disappears. Any created grass will otherwise disappear on its own after 7 seconds, or 10 seconds if you got the full length of the move. Noticeable start-up before activating Grassy Terrain. Additionally, if the opponent is on any of the created Grassy Terrain when the move is completed a 'flower' will appear on top of their head, damaging them overtime till it falls. When on Grassy Terrain you'll take less knockback, slightly less damage, do slightly more damage, and do more knockback. In shield stance, if you tap down-special while in the air you'll throw down the stump, working much like when Pac-Man throws down the hydrant. In the same situation, if you hold on to down-special instead you'll throw it slightly ahead and the same is true on the ground. You can re-equip it by standing on either side of it and holding on to down special. Without stump, Rillaboom will do a small two-hit drumstick tap motion, similar to DK aerial down-special but without a spike. When grounded, functions as a weaker version of the Grassy Terrain move, not generating as much grass or as quickly while Rillaboom uses its drumsticks directly on the ground. When aerial version of down-special is used and hits the stump, two short range shockwaves with good knockback emanate out of it. Does 5% per hit. Stump can't be moved and only takes up to 35% damage from opponent before it breaks and then has to be re-spawned by using and completing Grassy Terrain, as its slowly raised from the ground till the full length of the move. Will automatically be equipped. Can also need to be re-spawned if thrown offstage.
Side special; Giga-Drum-Beating/Brutal-Branch-Bashing;
With stump, pressing side special makes Rillaboom play on it, activating a Drum Beating animation that makes roots rapidly burst forward until a set medium distance, when they hit an opponent before then, or when pressed again before either happen. Will also stop just after hitting the ledge. You can also direct where the roots strike straightly, aiming within a vertical forward arc. Most effective for ledge-guarding and pressuring grounded opponents at medium distance but is very punishable if opponent jumps and avoids it as it is a committal move. KOs at very high percents.
Without stump, Rillaboom viciously swings his drumsticks as he inches forward with every well timed button press. Can be pressed a total of 5 times but each hit requires different and progressively harder timing. However, each hit does more knockback than the last when ended with so it can be effective for finishing off opponents if you can master the timing. If you activate the fifth strike you get to choose what it does. The forward option has the most damage, as Rillaboom rapidly whacks with the drumsticks. The low version has the most knockback, as Rillaboom swings both drumsticks down upon the opponent, sending them out forcefully. The high version has the most range and is a decent KO option against high percent opponents, as Rillaboom swings a drumstick upward. Overall, works similarly to Lucina's side-special but has more damage and knockback in exchange for higher difficulty in executing.
Neutral special; Uproar/Round;
Gets worked up and creates powerful sound shockwaves around Rillaboom upon rapidly pressing neutral special. With stump, Rillaboom will quickly set it down and start beating his sticks on it, like he does in the Drum Beating animation, and with each rapid strike will create a consistent sizable circular hitbox emanating from Rillaboom that cam out-prioritize most projectiles and lower range attacks, acting almost as a barrier. Each hit has low knockback so in most cases opponents get get stuck in all the following hits unless they are in the outer hitbox. Can be rapidly tapped as fast as you can for as long as 4 seconds, as each tap creates a shockwave. Final hit on the 4-second mark has decent knockback. Can also be tapped just once for a single shockwave. You can do upwards of 30% damage if all hits land. Some endlag, so enemies just outside the reach of the move can punish you.
Without stump, sways slightly back and forth while roaring upwards, having an originally small shockwave but increasing in size every time. Each shockwave has decent knockback. There is significantly more time between when the next shockwave happens compared to the stump version, making Rillaboom much more vulnerable to attack.
Up special; ; Power-Whip/Endeavor; In shield-stance, tap drumstick on the stump to shortly release a flurry of roots from the stump in an upward diagonal direction. Can also be used to grab the ledge. Basically working like Ivysaur's Vine Whip. Low base knockback but very good knockback-growth. Without stump, extend fist in the same diagonal direction. Has reasonably generous ledge detection for getting back safely but still significantly less range than the Power Whip version of the move. Has very good base knockback and increases significantly with Rillaboom's rage. Neither versions put Rillaboom in free-fall.
Up special; Power-Whip/Endeavor;
In shield-stance, tap drumstick on the stump to shortly release a flurry of roots from the stump in an upward diagonal direction. Can also be used to grab the ledge. Basically working like Ivysaur's Vine Whip. Low base knockback but very good knockback-growth.
Without stump, extend fist in the same diagonal direction. Has reasonably generous ledge detection for getting back safely but still significantly less range than the Power Whip version of the move. Has very good base knockback and increases significantly with Rillaboom's rage. Neither versions put Rillaboom in free-fall.
* Grounded Normal Attacks
Neutral Attack; Drum-Beating;
Whack opponent away with drumstick and can be followed up with a rapid jab to put Rillaboom in an animation where he quickly sets stump down and drums on it, sending out multiple roots to rapidly hit opponent.
Without stump, functions more like Greninja's jab&rapid-jab as both drumsticks are used rapidly, ending in final hit with both drumsticks. Can KO at high percents on the ledge. Noticeable endlag on all versions of the move.
Dash attack; Shield-Bash/Giga-Impact;
With stump, functions like Palutena's dash attack, having some invincibility but doesn't cover much distance.
Without stump, has more knockback and and distance covered, letting it KO at higher percents.
Up tilt; Slam;
Raises drumstick into the air forcefully. Decent enough knockback to send opponent back into the sky but won't KO till very high percents. Noticeable endlag but good range.
Without stump, Has increased knockback and a slightly different hitbox, granting more horizontal range at the bottom because of raising two drumsticks in an 'A' shape.
Side tilt; Brutal-Swing/Double-Hit;
Swings around with slight forward momentum to hit with drumstick. Has good knockback.
Without stump, is a two-hit attack comparable to Piranha-Plant's as you need to forward-tilt a second time to activate the second hit. Second hit has good knockback.
Down tilt; Branch-Poke;
Comparable to swordfighters down-tilts like Lucina but thrusts forward slightly like Banjo-Kazooie's down-tilt when without stump, gaining slight endlag. Acts as Rillaboom's fastest and most reliable move in neutral when in shield stance.
* Aerial Attacks
Up air; Noble Roar;
Roars fearsomely above, with range, knockback, and damage comparable to Banjo-Kazooie up-air but with more endlag and actual KO power at very high percent near upper blastzone.
Dair; Pound/Ba-Dum-Tis;
With shield, a simple non-spiking downward hit with drumstick which sends slightly backward or forward depending on where hit lands. Without shield, a three-hit attack that spikes on third strike.
Fair; Drumstick-Swing;
A basic swing of a drumstick much like most swordfighters Fairs. Without stump, uses two drumsticks, giving it a light spiking but small hitbox at the tip of the move in the later half of its duration.
Bair; Stump-Bash/Brush-Bash;
With stump, swings it behind him, granting Rillaboom invincibility on that side. Works just like Palutena's Bair. Without stump, sharpens the leaves on Rillaboom's back, extending a hitbox to damage anyone behind. Good knockback.
Nair; Acrobatics; Hunches into a ball shape and spins, letting his leaves and impact do the damage. Can KO at high percent offstage.
* Smash Attacks
Side smash; Wood-Hammer/Double-Branch-Bash;
With stump, Rillaboom grasps it with both hands, holding it up, and slams it powerfully downwards to the ground. Comparable to Banjo-Kazooie's forward-smash.
Without stump, Rillaboom forcefully pummels both drumsticks in a row in front of him, making it a powerful two-hit.
Down smash; Frenzy-Plant/Knock-Off;
With stump, Rillaboom plays on drum, sending a flurry of vines on both sides of him through the ground with good horizontal distance but is overall very laggy and has quite low knockback, even for a down-smash.
Without stump, Rillaboom thrusts downward both drumsticks on both sides of him, like DK does with his down-smash. Has decent knockback, sends horizontally, and even spikes on the tips of the drumsticks in ending frames for edge-guarding purposes.
Up smash; Boomburst/Hyper-Voice;
With stump, Rillaboom quickly hits it two times in succession with both drumsticks at the same time, creating very low knockback shockwaves around Rillaboom and then takes a few extra frames to do the same action for a final hit, to which he also adds his own roar, creating a big powerful Boomburst around him with great knockback. While this is easily one of Rillaboom's most powerful ranged moves, unlike other smash attacks you need to press and time additional button presses to activate the shockwaves of this move.
Without stump, Rillaboom simply does the roar above him which has knockback comparable to most up-smashes which KO around the 120%-130% percents but has good range, especially horizontally above. Both versions have overall significant lag but the startup-lag of Hyper Voice isn't that bad.
* Throws
Grabs; Good Range
Pummel; As opponent is held outward by a hand, uses the other to rapidly whack with a drumstick.
Forward throw; Mega-Kick; A sparta-like kick which sends at a good horizontal angle, sending some opponents at high percents at too bad of an angle to recover. Can also set up tech-chases.
Back throw; Assurance; Rillaboom throws opponent backward with his giant fist and the damage and knockback is increased more and more, based off how many times you pummeled the opponent. Making it a potentially very powerful throw for KOs.
Up throw; Mega Punch; Hit the opponent with a powerful uppercut that sends them vertically in a vulnerable spot in the air.
Down throw; Body Press; Sets opponent on the ground then Rillaboom falls on top of them with good knockback that sends them diagonally upward.
* Final Smash; Gigamax Mix;
A white beam (from a pokeball) hits Rillaboom and he disappears until the camera zooms back out and in the distance of the background a big red pokeball of energy can be seen then opening and revealing Rillaboom in a gigamax form with dark red clouds now visibly affecting the map. Rillaboom then plays on his drum with a visible rhythm bar you have to follow as Rillaboom as you press any button. Each successful hit creates a huge shockwave that affects everyone throughout the battlefield. The amount of knockback of every hit is determined by the opponents percent and how consistently you activate the shockwaves but is overall quite powerful. Is like a combination of DK's Brawl Final Smash and Bowser's Ultimate Final Smash.
GolisoPower's Moveset
Jab: Rillaboom swipes twice with two sticks before ‘drum rolling’ on the opponent with both sticks. The attack is then finished with hitting with both sticks simultaneously, launching the opponent.
F-tilt: Branch Poke: Rillaboom jabs in front of himself with a single stick. This is a good tool that can be used to start combos, and it serves as a good poke as well.
U-tilt: Rillaboom whips his leafy hair over himself in an arc, dealing multiple hits of damage.
D-tilt: Rillaboom performs a breakdance-style kick similar to Mario’s D-tilt.
Dash Attack: Rillaboom performs a leaping bite, snagging enemies in front of him.
Grab: Rillaboom grabs the opponent by both sides. He slaps the opponent for his pummel.
F-throw: Rillaboom smacks the opponent twice with his drumsticks with Double Hit.
D-throw: Rillaboom sumo-stomps on the opponent, burying them and spiking any airborne opponents outside the throw.
B-throw: Rillaboom creates a wooden foot pedal for himself to step on, causing a large wooden bass drum stick to smash the opponent from behind.
U-throw: Rillaboom beats on his drum for a bit before roots erupt and strike the opponent from below.
N-air: Rillaboom summons multiple leaves to revolve around himself for a moment.
F-air: Rillaboom slaps downwards with an open hand. This forces the opponent to drop any items they may carry.
D-air: Rillaboom grows his drum stump and moves it downwards, meteor smashing the opponent.
B-air: Rillaboom flips his leaf-based hair over himself, dealing multiple hits.
U-air: Rillaboom swings his arm above himself. Based on his Hammer Arm move.
Side Smash: Rillaboom leans back with both fists before arcing downwards and smashing them in front of him. This smash attack can bury on hit, for a length between Banjo’s and K. Rool’s respective down throws.
Up Smash: Rillaboom curls inwards before letting loose three loud bursts of sound. Based on Uproar, which Rillaboom can learn.
Down Smash: Rillaboom coats his arms in wood, then smashes on both sides of himself. This is arguably the highest-damage Smash attack in his moveset, but deals recoil damage regardless of hitting or missing.
Neutral B: Drum Beating: Rillaboom tosses a tiny wooden drum on the ground that grows in size, then beats on it with two large sticks. By mashing the B button, Drum Beating will cause roots to lash out in front of the opponent, hitting up to 5 times before the roots strike a final time and launch the opponent.
Side B: Boomburst: Rillaboom leans his head back, then lets out a roar in front of himself that deals damage to all opponents in a 1 ½-Zapple range. However, Boomburst leaves Rillaboom extremely open afterward and he can be interrupted when attacked from behind.
Up B: Djembe Boost: Rillaboom grows his drum in front of himself, then beats it like a djembe drum. The resulting hits will create soundwave bursts that propel Rillaboom upwards, and this can hit up to 3 times. The soundwave bursts can also spike if the opponent is hit closest to the drum.
Down B: Grassy Surge: Rillaboom causes a patch of grass to grow in a radius of 1-and-a-half Bowsers. While Rillaboom is inside this patch, his attacks are buffed by 1.5x and he heals over time. However, the healing aspect can also affect opponents, and Grassy Surge only lasts for 8 seconds.
Final Smash: Max Overgrowth: Rillaboom charges with a red aura, then Dynamaxes, appearing in the background like Giga Bowser Punch. Rillaboom will then release multiple giant seeds that burst when making contact with the stage. Each seed covers the entire stage with Grassy Terrain that only Rillaboom can benefit from. The Grassy Terrain of his Final Smash will linger for twice as long as normal.
In short, Rillaboom is a heavy-set stage control character that forces the opponent to play by his rhythm alone. With a deceptively far reach and a move that directly affects the battlefield, Rillaboom can capitalize on his lack of mobility with a territorial playstyle. However, his attacks are punishable and his recovery only slightly has the edge of Incineroar’s. He is also a sitting duck if he is kept outside of his territory, which they can use to his disadvantage.
Jab: Rillaboom swipes twice with two sticks before ‘drum rolling’ on the opponent with both sticks. The attack is then finished with hitting with both sticks simultaneously, launching the opponent.
F-tilt: Branch Poke: Rillaboom jabs in front of himself with a single stick. This is a good tool that can be used to start combos, and it serves as a good poke as well.
U-tilt: Rillaboom whips his leafy hair over himself in an arc, dealing multiple hits of damage.
D-tilt: Rillaboom performs a breakdance-style kick similar to Mario’s D-tilt.
Dash Attack: Rillaboom performs a leaping bite, snagging enemies in front of him.
Grab: Rillaboom grabs the opponent by both sides. He slaps the opponent for his pummel.
F-throw: Rillaboom smacks the opponent twice with his drumsticks with Double Hit.
D-throw: Rillaboom sumo-stomps on the opponent, burying them and spiking any airborne opponents outside the throw.
B-throw: Rillaboom creates a wooden foot pedal for himself to step on, causing a large wooden bass drum stick to smash the opponent from behind.
U-throw: Rillaboom beats on his drum for a bit before roots erupt and strike the opponent from below.
N-air: Rillaboom summons multiple leaves to revolve around himself for a moment.
F-air: Rillaboom slaps downwards with an open hand. This forces the opponent to drop any items they may carry.
D-air: Rillaboom grows his drum stump and moves it downwards, meteor smashing the opponent.
B-air: Rillaboom flips his leaf-based hair over himself, dealing multiple hits.
U-air: Rillaboom swings his arm above himself. Based on his Hammer Arm move.
Side Smash: Rillaboom leans back with both fists before arcing downwards and smashing them in front of him. This smash attack can bury on hit, for a length between Banjo’s and K. Rool’s respective down throws.
Up Smash: Rillaboom curls inwards before letting loose three loud bursts of sound. Based on Uproar, which Rillaboom can learn.
Down Smash: Rillaboom coats his arms in wood, then smashes on both sides of himself. This is arguably the highest-damage Smash attack in his moveset, but deals recoil damage regardless of hitting or missing.
Neutral B: Drum Beating: Rillaboom tosses a tiny wooden drum on the ground that grows in size, then beats on it with two large sticks. By mashing the B button, Drum Beating will cause roots to lash out in front of the opponent, hitting up to 5 times before the roots strike a final time and launch the opponent.
Side B: Boomburst: Rillaboom leans his head back, then lets out a roar in front of himself that deals damage to all opponents in a 1 ½-Zapple range. However, Boomburst leaves Rillaboom extremely open afterward and he can be interrupted when attacked from behind.
Up B: Djembe Boost: Rillaboom grows his drum in front of himself, then beats it like a djembe drum. The resulting hits will create soundwave bursts that propel Rillaboom upwards, and this can hit up to 3 times. The soundwave bursts can also spike if the opponent is hit closest to the drum.
Down B: Grassy Surge: Rillaboom causes a patch of grass to grow in a radius of 1-and-a-half Bowsers. While Rillaboom is inside this patch, his attacks are buffed by 1.5x and he heals over time. However, the healing aspect can also affect opponents, and Grassy Surge only lasts for 8 seconds.
Final Smash: Max Overgrowth: Rillaboom charges with a red aura, then Dynamaxes, appearing in the background like Giga Bowser Punch. Rillaboom will then release multiple giant seeds that burst when making contact with the stage. Each seed covers the entire stage with Grassy Terrain that only Rillaboom can benefit from. The Grassy Terrain of his Final Smash will linger for twice as long as normal.
In short, Rillaboom is a heavy-set stage control character that forces the opponent to play by his rhythm alone. With a deceptively far reach and a move that directly affects the battlefield, Rillaboom can capitalize on his lack of mobility with a territorial playstyle. However, his attacks are punishable and his recovery only slightly has the edge of Incineroar’s. He is also a sitting duck if he is kept outside of his territory, which they can use to his disadvantage.
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