DragonRobotKing26
Smash Champion
1. Cappy Throw
2. Ground Pound
2. Ground Pound
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Move Votes
Mario Alts (assuming we'll be keeping his ult colors)
- Long Jump
- Ground Pound
64 Mario Alts
- Wario alt from Smash 4
- Fire Mario alt from Smash 4
- Luigi (green hat/shirt, navy blue overalls)
- Classic Mario (red hat/overalls, blue shirt)
- Flying Mario (black hat/overalls, red shirt)
- NES color scheme
- Foreman Spike colors for Builder Mario
- All-Stars color scheme for Wedding Mario
- Default
- Luigi colors
- Wario colors
- Classic Mario (red hat/overalls, blue shirt)
- NES color scheme
- Fire Mario colors
- SMB3 Fire Mario colors
- "Metal" Mario (just an entirely grayscale palette)
- Mario Golf Blue (Blue hat/overalls, navy shirt)
- Mario Golf Teal (Teal hat/overalls, blue shirt)
- Smash 64 alt #3 (the Foreman Spike one)
- Smash 64 alt #5 (the green one)
- Dr. Mario 64 (model swap)
- "Metal" colors for Dr. Mario 64
- Wing Cap (wings on his cap, plus a lighter color scheme to help differentiate more from his default look. his sma2 sprite is a good point of reference)
- Luigi colors + Wing Cap
Please vote here for Mario's 8 skinsMario 64:
Mario:
- Default (Super Mario 64)
- Mario (Smash 64)
- Mario Kart DS Mario (modified to have legs) (Chosen over SM64DS because of the lower polygon count)
- Melee Low Poly Mario
- Super FX Mario (Original)
- Voxel SMB1 Mario
- Voxel SMB3 Mario
- Voxel World Mario
- Luigi (Super Mario 64, uses pitched up Mario voices like Melee)
- Luigi (Smash 64)
- Mario Kart DS Luigi
- Melee Low Poly Luigi
- Super FX Luigi (Original)
- Voxel SMB1 Luigi
- Voxel SMB3 Luigi
- Voxel World (All Stars version) Luigi
- Fire Mario
- Wario colours
- Flying Mario colours
- SMB3 Fire Mario colours
- Toadette Pink Builder Mario
- Tuxedo Black Wedding Mario
- Tanooki Mario
- White Tanooki Mario
Layout is an upside-down Battlefield. If hazards are on, fiery enemies will sometimes get launched in from the background, perhaps by a Kong rolling into them, and walk around. However, you can combat them by attacking with the watery fruits that sometimes spawn in the ground like turnips and act as normal items, or by using a character's water or ice based attack should they have one.
I love this idea and really wish I could approve it, but unfortunately Activision isn't represented in Smash yet - Doomguy is Bethesda.Winston (Donkey Kong Echo)
<img src="/proxy.php?image=https%3A%2F%2Fstatic.wikia.nocookie.net%2Foverwatch_gamepedia%2Fimages%2F7%2F7c%2FWinston-ow2-portrait.png%2Frevision%2Flatest%3Fcb%3D20191104221341&amp;hash=0b15d31a68d44cbcc785201744ce870c" data-url="https://static.wikia.nocookie.net/overwatch_gamepedia/images/7/7c/Winston-ow2-portrait.png/revision/latest?cb=20191104221341" class="bbImage" data-zoom-target="1" style="width: 255px" />
The other most popular gorilla in gaming! Differences include:
Winston might seem random, but Actiblizz does have representation in the form of the Doomslayer's Mii costume. And Winston is really funny
- Y'know, Winston being from an unrelated series
- Winston talks
- Winston has a a special shield like Yoshi's, which is his Barrier Projector. Cannot be poked but is easier to break.
- Winston has a new Up B, his Jump Pack. It has no hitbox going up, making it very exploitable despite its speed, and has a similar arc to PTM's Up B in NASB. Upon going down, Winston has a spike hitbox beneath him, and when he lands, a splash hitbox like Inkling's landing Up B.
Oh I'll try and do so later. I'm not an expert when it comes to VGM but I'll try and think of something
He lives! (I should've done more research into the game I wanted to represent - as soon as you boot it up there's a giant "COPYRIGHT IBM" screen, heh)RIP Classic DK
DoneOh I'll try and do so later. I'm not an expert when it comes to VGM but I'll try and think of something
DK level: Scorch N Torch
Layout is an upside-down Battlefield. If hazards are on, fiery enemies will sometimes get launched in from the background, perhaps by a Kong rolling into them, and walk around. However, you can combat them by attacking with the watery fruits that sometimes spawn in the ground like turnips and act as normal items, or by using a character's water or ice based attack should they have one.
Yoshi newcomer: Hint Block
No, not an April Fool's joke.
Hint block would likely take inspiration from Orby's Rivals Workshop moveset - utilizing the various concepts they teach to Yoshi in their series in order to deal damage.
Echo: Funky Kong
His aerials would involve him swinging his surfboard as opposed to punching
Stage: DK Treehouse
Layout: Would match the image, treehouse would be in background of the platform and tire swing can be hit & will swing around. Tree would also be a platform.
Will add music later but know the original DK Rap would be 1 of the 4 songs.
Echo: Klassic Kong
Stiffer animations and arcade SFX, virtually no gameplay differences unless back special is Country specific
(GORILLAS.BAS seems to be IGN and not Microsoft, and the names I cited were custom names)
Aquatic Ambience (Yep, naming it after the song)
This stage uses original pre-rendered SNES graphics, giving it a nostalgic look. You get unlimited jumps on this stage, making it a true water level! Enemies will pass by in the background, with Enguarde making short work of them. Bananas and KONG letters appear to collect, but they don't have any tangible purpose.
View attachment 367313
Black - Hard platform
Red - Soft platform
Banana
- Aquatic Ambience (New Remix)
- Aquatic Ambience (Original)
- Stickerbush Symphony (Original)
- Cascade Capers GBA
Novice
Stage: Kongo Jungle 64
Song: Jungle Japes (Melee)
Opponents: DK, tiny spiky-ear Pichu x 15
Rules: DK is passive until half of the Pichus are gone, in which case he becomes powerful and agressive
Enhances into Banana Hoard
Legend
Oranguru
Ace
Song: Dialga/Palkia Spear Pillar
Opponent: Super Guide/Yeti DK, invisible Ness, invisible Mewtwo
Stage: Omega Spear Pillar
Rules: DK is passive, Lucas and Mewtwo are invincible, Ness and Mewtwo favour neutral B, defeat DK to win.
Tembo the REDACTED Elephant
Advanced
Stage: Wrecking Crew
Opponent: Giant white DK
Rules: Foe has has a Gust Bellows, foe favours dash
Song: Garage
Stage: Mine Cart Madness (Donkey Kong Country)
This stage would take place on the eponymous minecarts, with a row of them serving as the main platform. As the stage progresses, the minecarts will navigate ramps and slopes, causing the platforms to change shape. In addition, the "platform" has a chance to shrink and grow throughout the stage as minecarts fall away or get added to the row.
Music:
Echo: Donkey Kong but Seth Rogen
- Mine Cart Madness - Donkey Kong Country (New Remix)
- Disco Train - DKC2
- Haunted Chase - DKC2 (New Remix)
- Mine Cart Carnage - Donkey Kong 64
...nah, I'm kidding. It's Dread Kong.
Dread Kong wouldn't be too different from DK in most aspects, but he'd generally be slower and stronger, and have a few moves' properties changed to be better suited for combos. His biggest change, however, would be his Neutral Special - It'd be changed into a Flashing Mach Punch-style flurry of punches.
(tbh i'm not too crazy about this one but i couldn't think of anything else i liked, even considering characters from other franchises)
Spirit: Metal Head
(Render by PimboDA)
- Stage: Kongo Falls
- Song: Jungle Level Jazz Style
- Opponent: Donkey Kong (metal)
- Ally: Diddy Kong
- Rules: Donkey Kong is stronger and has super armor when performing smash attacks. However, he is also slower than normal.
Big Top Bop
View attachment 367330
A stage for my favorite DKC game. The layout is the same as the original game’s boss arena, just without the Snowmad guards blocking the sides. Pompy will appear on occasion as a hazard, throwing urchins, fish, and occasionally items onto the stage.
View attachment 367333
Sunset Shore
Players fight on a long pier with a few higher parts they can stand on. There's some plam trees too. The big gimmick is that the stage is rendered like it is above. Players are silhouetted in B&W with some sort of stand out feature, like Mario's Red Hat.
Sunset Shore
Smokey Peak
Frantic Fields
Grassland Groove
Echo
Rillaboom
Rillaboom would be a bit faster than DK and some animations utilize drum sticks and grass magic
Down-B is replaced with Drum Beat where Rillaboom plays the drums and grounds opponents next to them
Final Smash would be Gigantamax where Rillaboom goes into the background and plays and grounds all opponents
Echo fightersDK Stage:
Donkey Kong Junior ForestThe stage would be based on this level of Donkey Kong Jr. arcade game. The layout would be same as this level pictured above.
View attachment 367312
Soft platforms: golden platforms
Hard platforms: the grass with ground
The players can interact with ropes by jumping or climbing on them. The fruits can heal the players from damage.
Stage hazard: the enemies from the game, who are trying to damage the players.
Music:
1. Main theme - Donkey Kong '94
2. Title theme - Mario VS Donkey Kong (1994)
3. Forest - Donkey Kong '94
4. Donkey Kong 3 medley
You forgot to list my stage
- Scorch N' Torch
- Aquatic Ambience
- Sunset Shore
- Big Top Bop
- Minecart Madness
- DK Treehouse
Slightly unrelated but may I make a suggestion that your stage should be called just "Donkey Kong Jr", like the Duck Hunt stage? Sounds a bit better IMO.You forgot to list my stage
1. Minecart Madness
2. Donkey Kong Junior Forest
3. Sunset Shore
Yeah, why not? I like it.Slightly unrelated but may I make a suggestion that your stage should be called just "Donkey Kong Jr", like the Duck Hunt stage? Sounds a bit better IMO.
FixedYou forgot to list my stage
1. Minecart Madness
2. Donkey Kong Junior
3. Sunset Shore
Thanks.Fixed
DK special: Barrel Roll - Side special, Headbutt is shifted to back special
DK hops on a barrel and runs forwards - while you can't turn it into a projectile, it's a niche recovery move and excellent approach option. The barrel bursts when you hit a foe, which launches DK into a unique jump - a jump that can be followed up with two midair jumps and is honed to a foe's knockback - it's a comittal move, and can't be cancelled until it hits - though DK can turn and do an extremely low jump. With items on, an item will come out of it! Additionally, the barrel's design will change depending on stage, just as the items do - this has no gameplay difference, even with items on.
- Funky
- Rillaboom
- Scorch
- Aquatic
- Minecart
AT
View attachment 367397
Barrel Toss
People always ask for DK to get a move like this, but I think this is a role where it actually makes sense. He'll throw a barrel forwards.
1. Klassic Kong
2. Funky Kong
1. Minecart Madness
2. Big Top Bop
3. Sunset Shore
New Special: Barrel Cannon (Up Special; Spinning Kong gets moved to Forward, Headbutt gets moved to Back)
DK loads himself into the Barrel Cannon, being able to fire himself into a multitude of angles, dealing a single strong, super-armored hit of damage on the way up before entering freefall. It's still not a stellar recovery, but it allows DK to mix-up his recovery, something I feel he needs.
Assist Trophy Function
DK leaps up to the top of the screen, standing atop a girder. He then begins chucking barrels downwards for a while, with the barrels damaging fighters upon contact. After some time, the girder carries DK off-screen, ending the assist.
tl;dr: it's just his ssf2 final smash
AT function:1. Minecart madness
2. Big Top Bop
3. DK Jr
1. Funky
2. Rillaboom
Back special: Simian Slam
A charegable move where he flips himself backwards and does a ground pound/slam attack