LightKnight
Smash Journeyman
- Joined
- Mar 21, 2019
- Messages
- 284
Nice! This is my favorite moveset from anyone else for Rillaboom that I've seen so far! Much less complicated than mine and I love seeing a more standard take on the Pokemon.Having played a bit of Pokemon Sword, and having chosen Rillaboom as my starter, I'd love to see this tai-Kong drummer being in Smash Bros!
I mean, before, I was all for Decidueye, but now I'm feeling like a taiko drummer fighter seems arguably a lot more unique than the owl archer. Count me in for support, my man! Here's what I think his moveset should be:
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.
What I noticed with Rillaboom whenever he's sent out of his PokeBall was that the drum grows in his hand before he plants it on the ground in front of himself. This gives me the thought that he doesn't have to carry his drum around all the time, he can just grow it at will.
Seeing as I haven't played the game, that detail about growing the stump I didn't know about. Makes things easier moveset wise for sure!