Chuderz
Smash Journeyman
- Joined
- Dec 18, 2020
- Messages
- 485
I don't know about you guys but I'm getting sick and tired of people saying Crash has little to no moveset potential. It's a thought-ending-cliche whether it's coming from a hater or a casual observer so we must try to put a stop to it! Or something!
Is there a place I could post this outside of the Newcomerspec topic for Crash? Anyways here's my idea.
What I want from Crash is a mobile fighter to an extreme. A chaotic brawler that can get from point A to point B in a stylish and possibly destructive way as intuitively natural as possible for the player.
Passive: https://youtu.be/wTE1DpyEhdM?t=1577
First and foremost I'd like to get Crash's passive gimmick out of the way. I think the most serviceable one would be an Aku Aku gimmick of course but what is it? It's a simple comeback mechanic but one that's true to Crash's games. in a 1v1 3 stock battle a single stock deficit (relative to Crash's opponent) will result in Crash spawning back in with an Aku Aku mask that'll act either as a total invincibility for a single hit or super armor. If you're down to your last stock without your opponent losing any of theirs then it'll be a golden Aku Aku mask that'll do the same thing as the normal Aku Aku mask except twice. This references how Aku Aku works in Crash's games and also how the game would provide these masks for you should keep losing lives at a specific checkpoint/boss battle. This will be calculated accordingly to account for multiple players and stamina/time matches accordingly. I know the comeback mechanic is like the counter of passive moves but it's nonetheless kind of why it works so well.
First Direct Crash Moveset Video Visual Reference:
Now then I'd like to share this video with you all. I want to use it as an example because the creator (Max Hamm) took the time to animate Crash's moves that he (Max) thought up for him and while there are several things I'd like to change there are also just as many I feel like he gets perfectly and again it's already animated so that helps everyone visualize Crash's moves. Please ignore his "Angel Crash" gimmick should you encounter it in the video. It sucks and I hate it and my passive ability is way better.
This is a link to the general video but I'll leave the relevant timestamps with hyperlinks to the direct references I'm making in my hypothetical moveset.
Jab: https://youtu.be/yvToUMXp-3c?t=671
11:11 This Jab is perfect. I love it so much and feel like it just HAS to be Crash's jab. It'd be the most fun jab in Smash yet.
Forward-Tilt: 1st input Sweep Kick reference: https://youtu.be/bK4FAO04fMg?t=154 2nd input Generic Super Punch reference: https://youtu.be/yvToUMXp-3c?t=700
11:40 This Forward-Tilt specifically is good and serviceable. I'd like to change the other tilts but I'll get into the changes after I've addressed all the things I'd keep from this video. It could also be Coco's sweep kick from Wrath of Cortex. Take your pick. It's the same move this guy makes Crash's down tilt in this video but my down tilt idea is soooooooo much better. So yeah either a generic big punch or sweep kick for his forward tilt.
EDIT: I've actually decided it'll be both. It'll be like Snake and Pirhana Plant's Forward-Tilts. The first input is Coco's WOC sweep kick and then the second input is the generic super punch.
Smash attacks: https://youtu.be/yvToUMXp-3c?t=777
All of his Smash attack ideas are perfect. Side-Smash is at 12:57, Down-Smash is at 13:15 and Up-Smash is at 13:20. Down-Smash should be a multi-hit just like Banjo's Up-Smash and violently slide the victim across the stage or platform. Since they're all being used as reference the hyperlink is to the start of the Smash attack segment of his video.
EDIT: I've decided to go ahead and just directly hyperlink/timestamp each of his Smash attacks so don't mind me.
Side-Smash: https://youtu.be/yvToUMXp-3c?t=777
Down-Smash: https://youtu.be/yvToUMXp-3c?t=795
Up-Smash: https://youtu.be/yvToUMXp-3c?t=799
Neutral-Air: https://youtu.be/yvToUMXp-3c?t=832
I think his Neutral Air idea is about as good as it's going to get. I'd make it a multihit though like Mario's Down-Air is but less powerful. It'd be like getting multihit with Isabelle jabs or something but maybe a tad stronger? Hard to imagine I guess but it's just for building damage really. Anyways I like how he spins upside down actually. It's a nice little nod to his chaotic nature. The Neutral Air is at 13:52 . Obviously it doesn't reflect projectiles or slow aerial descent but I like the inclusion of the spin here. You don't want to not include it in more places but you don't want to overdo it either. Keeps it tasteful.
Down-Air: https://youtu.be/yvToUMXp-3c?t=892
The properties of his Down-Air I think are good. Turns what could up being a useless mandatory move into a fun little cheesy tool instead. It's at 14:52 in the video. Really all the goofy properties he gives it make it a very fun move to use. If done off stage Crash is gonna go directly into the blast zone though.
Grab/Pummel/Throws: https://youtu.be/yvToUMXp-3c?t=929
All the throws as is the pummel are perfect. Pummel is at 15:29. Forward-Throw is at 15:32. Back-Throw is at 15:37. Up-Throw is at 15:53. Down-Throw is at 16:17 . Again since they're all being used the hyperlink is for the start of the throw segment of his video.
EDIT: Just like with the Smash Attacks I've decided to go ahead and hyperlink/timestamp these ones too.
Pummel: https://youtu.be/yvToUMXp-3c?t=929
Forward-Throw: https://youtu.be/yvToUMXp-3c?t=932
Back-Throw: https://youtu.be/yvToUMXp-3c?t=937
Up-Throw: https://youtu.be/yvToUMXp-3c?t=954
Down Throw: https://youtu.be/yvToUMXp-3c?t=978
Neutral-Special: https://youtu.be/yvToUMXp-3c?t=408
I'm going into further and possibly redundant detail regardless of the reference. Crash's Neutral-Special is obviously his iconic spin attack. It's got super quick frame data and like no end lag. It's an amazing get-off-me tool. It also slows aerial descent (if mashed) and reflects projectiles. It's basically a shine and yeah it's supposed to be really good. A fundamental part of his kit. It's also in the video at 6:48.
The following are my extra additions to this move.
Like I alluded to you can also mash it for a triple spin on top of all of this but if you do this Crash gets sent into an endlag animation on the ground or in the air so it's punishable but the radius of the spin attack does extend outward some more just like it does in Crash 4. You could also hold it and if held long enough you'll get the Akano quantum mask spin power up! This is even more laggy after using it than the triple spin but if done in the air Crash will get a little extra verticality and it's obviously his most powerful spin variant.
Here's visual reference of Crash doing the triple spin: https://youtu.be/jDav9A4CSmQ?t=83
EDIT: Forget to add Akano mask visual reference. This also visually aids in how the mask will help with Crash's rise in vertical momentum for a bit. Here is the visual reference: https://youtu.be/ulhZcmUHb3U?t=527
Up-Special: https://youtu.be/yvToUMXp-3c?t=519
His Up-Special is going to be a Jump TNT crate. Something like this should exist in the game already but sadly doesn't so it's basically just a TNT crate that Crash uses exactly like the jump crates in his game. It functions just like Sonic's spring except better because it's an explosive. If Crash spawns it from the ground it'll go through its usual 3-2-1 countdown cycle. If he spawns it in the air it'll fall very shortly before exploding. The radius of the explosion won't be any bigger than Crash's own games. Crash CANNOT use his Up-Special again if one of his TNT crates is anywhere on field AND if he hasn't touched the ground yet. Crash doesn't get put into a fall state after using this just like Snake, Banjo and Sonic so he can use his airdodge immediately afterwards for a better recovery just like all of them too. Also in the video at 8:39. Again I'm going into much further detail according to my own personal specifications for a dream moveset so the video is simply a visual reference. Crash can use his Wumpa-Bazooka mode (more details on that later on down) Up-Special (unique from his standard TNT jump crate special being detailed in this paragraph) while a TNT crate is on the field though.
Second Direct Crash Moveset Video Visual Reference:
Now I'd like to reference this guy's (BrawlFan1) video for some extra visual reference prebaked into youtube and the fandom already.
I'm leaving a link to the video but I'll timestamp the relevant part and hyperlink them accordingly.
Up-Tilt: https://youtu.be/bK4FAO04fMg?t=148
A Crash of the titans inspired uppercut. It's just a goofy uppercut you'd expect from Crash's Up-Tilt. I linked a video demonstrating it next to the Up-Tilt marker. It's at 2:29
Forward-Air: https://youtu.be/bK4FAO04fMg?t=207
His Forward-Air will be what this guy used as his Neutral-Air in his video (referenced in the timestamp). It's his "double whammy attack" from Crash of the Titans. It's a double-fisted wild chaotic spike that does just that, spikes opponents. 3:28 for reference. Reminder that BrawlFan1 is using the move as a Neutral-Air in his video whereas I'm saying it should be the Forward-Air.
Back-Air: https://youtu.be/bK4FAO04fMg?t=227
His Back-Air would be just as shown in this guy's video. It's a backward somersault kick that was apparently cut from Twinsanity. 3:47 for those interested.
Now comes my own original alterations away from both of the videos:
Down-Tilt: Visual reference for Crash's slide: https://cdn.fanbyte.com/wp-content/uploads/2020/09/Crash-4-Slide-Body-Slam.jpg?x72619
For Crash's Down-Tilt I'm going to go with a little bit of a standard and make it his slide (as opposed to his dash attack) similar to all the other slides like Sephiroth, Cloud, Joker and Min Min have. Except this is gonna be a little more fun because Crash has 3 unique options while in this sliding animation. If you hit the B (neutral special) button while sliding Crash will do his spin slide like he does in Crash 4. This slide spin will reflect projectiles. If you hit the attack or A Button (jab) you will do his Skylanders sliding flip kick. If you hit the jump button he'll jump-cancel out of the slide (using one of your jumps obviously) and he'll do his classic pose (legs split with one arm extended vertically above his head while in the air) which could also do a little damage but the output of the damage would be similar to Isabelle's jab attack in that it's extremely weak and does no knockback. When this happens Crash still gets all that sweet forward momentum that he can start some aerial combos with from that point but if you double jump you lose all your forward momentum because you'll instead be trading that for more verticality. A perfect mix of the slide mechanics from the classic Crash games and Crash 4.
Crash can slide off platforms (Crash CANNOT slide off the stage floor and the other sliding down tilts should also be able to slide off platforms if I'm being honest) and when he does slide off them he'll get some hangtime like he does in Crash 4.
An example of Crash 4 sliding off platform hangtime will be provided for in this video here with the relevant hyperlink at 9:46 : https://youtu.be/5yapbT_FgFQ?t=585
Also just as a quick aside this guy's video is just a partial reference for hangtime but I also agree with his general opinions on the slide jump and just feel the need to reference that. Basically the gist of is that the slide jump should have a nice arc and forward momentum when jump-canceled out of it but lose said forward momentum when double jumped because you're sacrificing that forward momentum and arc for the verticality. He goes into that stuff at 8:16 of the video used as a reference for the hangtime when sliding off platforms.
EDIT: Here's a visual reference of Crash doing his spinslide: https://youtu.be/YOgKHFLo03c
Skylanders flip kick can be seen here but if I didn't copy the timestamp right then it's at 5:34 : https://youtu.be/ulhZcmUHb3U?t=334
Jump-Cancel out of Down-Tilt pose visual reference: https://img.youtube.com/vi/bSFtiSB4Bpg/hqdefault.jpg
Dash Attack:
I'm going to go a bit crazier with this because EVERYONE uses the slide here which I don't like because I think my Down-Tilt idea does Crash way more justice and gives him way more thought as a fighter. So for his Dash Attack he's going to quickly summon his Crash Bash pogo stick and pogo himself (almost like a projectile) headfirst into the enemy player. I like this a lot better because it's more unique, keeps my Down-Tilt idea intact and also references the pogo stick from Crash Bash that I couldn't fit anywhere else into his moveset. This again references Crash's chaotic nature as a fighter. It's a really strong Dash Attack but when it connects it makes Crash dizzy for a second. It's kind of like how the Belmonts launch themselves after their second Down-Tilt input but with Crash it's his Dash attack and he's going headfirst. There's a nice little arc and sweet spot to the whole thing is what I'm saying and the trade off is the dizzy endlag. You don't get put into the dizzy animation unless the head portion of the attack connects. You can reverse Dash attack by landing the explosion at the bottom end of the pogostick's launch animation (it'll be like the pogostick is propelling Crash forward with the force of said explosion at the bottom end of the stick) but it's laggy because even when Crash misses this Dash attack he'll have a decent amount of endlag getting back up and readjusting himself after the attack. It's an entire animation is what I'm saying.
EDIT: I'm going to add this link for visual reference. It's the Crash Bash minigame song on youtube but it's also a link to the cover of the game. Notice the explosion at the bottom of the pogo stick and have that coupled with the angle of the pogo stick as both elements are depicted in this artwork. It's kind of what I'm going for. Just thought I should add this.
Up Air: https://youtu.be/ulhZcmUHb3U?t=374
Crash's Up-Air will be his spinning Yo-Yo lasso attack from Skylanders. He twirls his Yo-Yo above him like a lasso multiple times. Maybe make it chargeable (as in hold the Up-Air input long enough) to more accurately portray the move? If you just tap the Up-Air he'll spin it once really quick but if you hold it he does the charged super variant where it glows green and goes for multiple spins? Idk just a thought. If it's too crazy just put the full move (his full Skylander attack animation) on the Up-Air tap. 6:14 of the video but I put the timestamp on it.
Side-Special: This is specifically a visual reference just for the CTR boost mechanic for those unfamiliar with it:
For Crash's Side-Special he'll summon Nitros Oxcide's hovercraft! You win this for beating the original Crash Team Racing game! That's a Naughty Dog game so it has to be directly referenced. Yes it should be the hovercraft over Crash's standard kart because 1. it's cooler, 2. it's the prize for beating the original game and remake just like I said so it has lore to it and 3. you don't have to animate wheels! Also the boosters are more pronounced for the additional mechanic I'm adding to it which is the CTR boost of course!
You can boost the hovercraft 3 times just like in the CTR games before you hit fullspeed by inputting either the Side-Special, Neutral-Special or Down-Special buttons but you have to time them just like the original game so it's kind of like an added rhythm mechanic to Wario's motorcycle. This hovercraft really is basically Wario's Side-Special (so you can reverse directions or stop then proceed to get out and pick up the vehicle just like Wario's) but better because it has the CTR boost mechanic. Here's where I think the concept really comes together though because if Crash Up-Specials out of the hovercraft it'll leave the TNT jump crate in the driver's seat and that'll add to the explosive impact of possibly getting hit with this attack! I think this is just the exact kind of chaotic energy Crash's moveset needs! The longer the TNT crate is in that driver's seat though the longer it takes for Crash's Up-Special functionality to return to him because remember he can't have more than 1 TNT crate spawned at a time. If you've ever played Crash's games you'd know that the TNT countdown is kind of slow so it'll be more than 3 seconds of opportunity for an opponent to punish a careless Crash player. Again if you switch to Wumpa-Bazooka "mode" you can use your Up-Special in that special attack state while a TNT crate is on the field.
This move has to recharge for a while after each use just like Wario's Side-Special.
You get 3 boosts per hovercraft usage and it's always automatic immediately upon summoning the hovercraft and all 3 boosts always go in immediate succession of one another similar to the games. You can boost early in the meter (or not at all) if you don't want the top speed and would just like to get rid of the boost meter as quickly as you possibly can. Side-Special, Neutral-Special and Down-Special all count as "boost inputs" during this window of opportunity but once your boost cycle is complete every one of those inputs will cause Crash to jump out of the hovercraft. You can get out of the hovercraft before using your 3 boosts and they will reappear upon re-entry. Just like with Wario only Side-Special will cause Crash to re-enter a hovercraft he's gotten out of. His Down-Special, Up-Special and Neutral-Special will all behave like they normally would even standing "on top" of an abandoned hovercraft. Only the Up-Special will do what it normally does when Crash is in the hovercraft and like I said it's for the awesome ability to leave the TNT crate in the driver's seat of a turbo-boosted hovercraft! If Crash hits a wall he'll get thrown out of the vehicle just like Wario. Physics will be the same for the two so just like the motorbike the hovercraft will ride off stage and platforms and can't jump.
As a quick aside Wario could have a similar feature to his bike as the CTR boost mechanic. I'd imagine it'd be a Smash original "Warioware" minigame of some kind that functions exactly the same as what I've laid out for Crash's CTR boost mechanic for the proposed hovercraft Side-Special of his. In the interest of fairness I'd say Crash's Side-Special shouldn't necessarily be better but different hence Wario being able to literally eat his motorcycle and this hypothetical Crash's TNT gimmick with his hovercraft.
EDIT: Here's a visual reference for the hovercraft. Best I could find. Isn't Crash riding in it but you can either use it in-game or use your imagination just a little. Here's that is: https://youtu.be/fmo2_JWVlJ4?t=734
Down-Special: https://youtu.be/f8KCix9nXuA?t=332
Of course it's the Wumpa-Bazooka or Wumpzooka or whatever. Crash does a very laggy animation that summons the wumpa bazooka. This effectively puts him into a similar state as the Breagull Blaster puts Banjo in. That means Crash can also crouch or shield cancel out of it and he has to tap the Special button to shoot the Wumpa fruit. It's a little bit better than Breagull Blaster because Crash can charge a more powerful Wumpa shot in this state for added damage and bit more distance but other than that it's about as fast as the Breagul Blaster and the standard Wumpa only a bit more powerful and go only a little bit further than Banjo's eggs in Breagull Blaster mode. Inputting Down-Special again while in this state also cancels out of the Wumpzooka mode.
EDIT: Thought some visual reference would help here too. I think the charged shot could throw Crash back some too. Maybe be a more direct reference to his Crash on the Run use of it.
General modern use of the Wumpa Bazooka: https://youtu.be/f8KCix9nXuA?t=332
Crash on the Run charge shot visual reference: https://youtu.be/f8KCix9nXuA?t=400
EDIT: Decided to more fully realize the Wumpa-Bazooka mode and give it its own Up-Special and Side-Special and an extra jump. I'd also like to put forth the idea of the grab button being given a secondary repurpose in this mode (so obviously Breagull Blaster would hypothetically get this too in order to make it fair). Obviously you shouldn't and really can't be able to grab in the Breagull Blaster mode because Banjo's hands are being dedicated to holding Kazooie and the same logic would also apply to Crash holding his Wumpa-Bazooka too. Well currently in Breagull Blaster mode inputting the grab button will activate your shield which essentially shield-cancels you out of the special attack state. What if instead of that when you inputted the grab button while in these special attack states your character would instead be grounded in place by taking a knee to steady their aim/shot? Similar to when Snake uses his Nikita with his Side-Special. I think this would be ingenious really and would further justify what I'm going to standardize as the Side-Special in these special attack states. I should also say that Crash's Shield-Special in this moveset would supersede his Wumpa-Bazooka mode canceling him out of the special attack state but also forcing him to commit to the laggy move/guaranteed fall state I've balanced it to be.
When Crash goes into Wumpa-Bazooka mode he also equips his jet-pack and can jet boost (jump) 3 times before inputting Up-Special for his full recovery. The jet-pack will resemble his Skylander one more so than the classic one because he's more casual/less geared up without the goggles and vest. Here's a visual reference for that: https://www.crashmania.net/images/articles/iconic-mug/crash-bandicoot-jetpack-bazooka.jpg
Wumpa-Bazooka Up-Special: https://youtu.be/8k6PimmEZ8A?t=134
Crash will pull directly from his Skylanders appearance one more time for his 2nd recovery option here. Crash will fly directly into the air and fire multiple Wumpa fruit diagonally towards the ground in a flurry. Kind of like if Mythra's recovery was a wild marsupial shooting fruit instead. At the end of the attack sequence Crash goes into a fall state while his jet-pack flies off of him and away from him in a loop for a short distance before exploding just like as shown in the visual reference material. This entire sequence puts Crash back into his base state with the Wumpa-Bazooka automatically unequipped.
Wumpa-Bazooka Side-Special: https://youtu.be/f8KCix9nXuA?t=332
Crash's Side-Special while in the Wumpa-Bazooka mode will be a simple reticle aimer. It'll basically give the player a visual cue as to how far their Wumpa fruit shot will go and also allows for shots to be angled. A charged shot will go a little further and maybe as that extra distance is being gained in the charging animation sequence (holding the Special button) the reticle will simultaneously extend itself forward visually indicating to the player how far this extra distance will take the extra charged Wumpa shot. This special helps fully realize the Wumpa-Bazooka and goes great with the steading stationary character-placeholder-lock repurposed grab button mechanic I was talking about earlier and of course Breagull Blaster would get this too to make it fair.
Shield-Special: https://youtu.be/ulhZcmUHb3U?t=540
I decided to get a little crazier and give Crash a Shield-Special. I just had to get another quantum mask into his moveset and I think I found the perfect use for the gravity one. When you input the Shield-Special Crash will use the quantum mask Ika-Ika and do an upside-down rising double vertical kick! This crazy move animation can be justified using this mask! It's not exactly an attack Crash uses but it does use the mask in an inventive way for combat and is completely unique and chaotic so it just has to be done. It's very powerful and can reverse spike opponent to the blast-ceiling. The drawbacks are it's laggy, cannot be canceled out of at all and puts Crash in a fall state. Crash charges the attack regardless once you start it but if you hold it (the Shield-Special input) he'll go the maximum distance and apply the most power to the move. If just tapped he'll go the minimum distance and apply the least power to the move. There'll be a degree of power to the move in between the least powerful variant and most powerful variant and that will depend on how long the player held the input for. No matter what it's a full commit and Crash will always get put into a fall state after using the move.
The move is essentially Crash charges the appropriate looking quantum mask energy around him. He probably even makes a battle grunt while doing it as an audio signifier for both the player and opponent. Then he leaps upside down into the air while still somehow rising (the mask obviously) and performs this devastating double vertical aerial kick.
Final Smash:
I'm going to take a little inspiration from Steve on this one and just make it cool. Crash like punches the opponent into a cutscene and it's him nosediving with the triple Aku Aku invincibility mask on using his jetpack as a booster in the effort of "crashing" (yes that's the entire point) into the unfortunate opponent creating an explosion that'd make a room full of nitro crates going off look casual. The familiar Aku Aku invincibility run music will play. That frantic fast-paced drumming thing. This makes sense because Crash would be invincible in this state so he could go for something this destructive and dangerous just like you can in his games when you get 3 Aku Aku powerups.
Maybe combine the two and have Crash punch somebody into a room full of Nitro crates before he does this kamikaze attack? Make badboi Steve look like good boy Steven in comparison!
EDIT: Here's that invincibility theme for anyone that wants to be reminded of it: https://www.youtube.com/watch?v=miS5W8U-HuQ
Here's a visual reference for the Aku Aku invincibility: https://youtu.be/WG5DSBT35DM?t=554 & https://youtu.be/wTE1DpyEhdM?t=1303
And here's the Skylanders jetpack again: https://www.crashmania.net/images/articles/iconic-mug/crash-bandicoot-jetpack-bazooka.jpg
Playstyle/stats:
I'm lifting all of this from this guys video. I don't understand enough about this stuff to really make my own and I think he sounds pretty justified in that he likely thought of balance when he conjured up these stats/attirbutes.
Playstyle: Bait and punish plus defensive. Keep himself safe and observes enemies' habits to find openings, then punishes with high-damage combos and strings. 7:41 of the playstyle and stats video to see the actual numbers and hear the guy out as to why he chose them. 6:50 for the beginning of his thoughts about the playstyle.
Shield: https://youtu.be/ulhZcmUHb3U?t=469
Crash's Shield will be a reference to the shield power-up in his racing games. Just make it look like that. I left a timestamp for reference.
Shield-Passive: https://youtu.be/Nq8LYrfj9ZM?t=74
Found a way to include the Kupuna-Wa mask and don't know why I didn't think of it earlier. Obviously I'm saying Crash should get the Kupuna-Wa mask as a Foresight/Bats-Within equivalent! Yep just making his moveset accurate don't really care about the consequences haha but yeah it functions exactly like the two. You input a roll just before your shield gets hit Crash will trigger the Kupuna-Wa mask which will apply a slowdown debuff just like Foresight does but Crash will also receive half the damage from the attack just like with Foresight.
Spotdodge: https://youtu.be/Nq8LYrfj9ZM?t=165
Crash's spotdodge will be him phasing out using the Lani-Loli quantum mask! A cute little reference. It's basically just a very well animated and beautiful spotdodge of course. Sparks of beautiful bright blue light will envelop around Crash and he'll turn a somewhat darker transparent blue just as quickly and then phase back to normal suddenly.
Movement options:
Crash has a crawl and a wall jump.
EDIT: Crash Crawl visual reference: https://youtu.be/R4DMVUlCZZQ?t=311 & Crash Wall Jump visual reference: https://youtu.be/EDyKZnKXhUY?t=1090
Fundamental Weakness:
He's very light. Not floaty though.
Taunts and victory animations:
1st taunt of course the classic turn to the camera with the thumbs up: https://youtu.be/haYxzRgN7oQ?t=989
2nd taunt will be the yo-yo wrapping around Crash: https://youtu.be/jtjuELrdOi8?t=661
EDIT: Quick note about the 2nd taunt but the spin at the end of the taunt (getting all the wound-up Yo-Yo string wrapped around Crash off of him) is essentially a scripted Neutral-Special input. That means it does damage and reflects projectiles just like a normal Neutral-Special input would. Just a funny little quirk to it like Luigi's taunt.
3rd taunt will be this swagger array of poses: https://youtu.be/jtjuELrdOi8?t=742
You're also probably wondering where his iconic dance would be but it'd definitely be a victory screen instead of a taunt. He also does his breakdance move into it and conveniently (wow I know right) it can be visually referenced by watching this entire sequence right here: https://youtu.be/jtjuELrdOi8?t=625 Basically what I'm saying is that from 10:25 to 10:35 is the entire victory screen. It's just so awesome like that I guess.
Next victory screen would be this entire animation sequence Wumpa hitting Crash's face and the iconic spin all. Maybe he'd spin some more in quick succession of each one (like 3) and into the tada pose! I like that. It's basically like he's proudly saying "tada!" to failing at the Wumpa fruit finger spin trick he had just tried earlier in the sequence. That's comical and being visually humorous is something I KNOW people love about the Crash Bandicoot series! Here's a visual reference to that: https://youtu.be/jtjuELrdOi8?t=614
Here's the "tada" pose I'm referring to: https://www.youtube.com/watch?v=bJXR67tf14U
Final Victory animation is a more simple and yet again it's perfectly set up visually in video form because Crash Bandicoot has so much source material to pull from. It'd start with the camera on Crash's back and then he spins around maybe even wildly like Taz does from Looney Tunes. He then does the pose he does after beating bosses in his classic games where he smiles while holding two peace signs. Here's the visual reference: https://youtu.be/bK4FAO04fMg?t=931
Alternative Costumes:
EDIT: Crash's alts would be this. 1. Crash's default, 2. Dark Blue Ripper Roo colors, 3. Bright and Dark Green Nitrus Brio & Nitrus Oxcide colors, 4. Cyan and Bronze Ntropy colors, 5. Black and White with some Yellow Neo Cortex colors, 6. Purple Spyro colors, 7. Perfect mix between Crunch Bandicoot and Evil Crash (it'll basically be evil Crash but with Crunch camouflage pants and combat boots), 8. His iconic sunglasses and biker jacket from the cover of Crash Bandicoot 3.
1. Crash 4 Default reference: https://cdn.vox-cdn.com/thumbor/xEq...image/67570509/CB4_Screenshot_Reveal_13.0.png
2. Ripper Roo reference: https://cdna.artstation.com/p/asset...6/large/belen-cc-arsbin-ripper.jpg?1577192033
3. Nitrus Brio reference: https://www.creativeuncut.com/gallery-40/cb4-n-brio-monster-forms.html
4. Ntropy reference: https://static.wikia.nocookie.net/v...ustropy.png/revision/latest?cb=20201209194735
5. Dr. Neo Cortex reference: https://static.wikia.nocookie.net/v...xcrash4.png/revision/latest?cb=20201024085459
6. Spyro reference: https://cdn.vox-cdn.com/thumbor/Loq...e/60425351/Running_Through_Idol_Springs.0.jpg
7. Evil Crash reference: https://twitter.com/austin_hodge/status/1225213562504830978/photo/1 Crunch reference: https://www.deviantart.com/nibroc-rock/art/Crunch-the-Bandicoot-render-863386911
8. Crash Biker Costume reference: https://twitter.com/thelightning8/status/1338794056814571520
It'd be a nice touch to allow the player to remove/put-on the shirt for the biker outfit with the Y-Button like for Pokemon Trainer Pythra and stacked echoes but if it defaults to anything it should be the shirtless variant. If you're curious about how the alts would look I'd suggest typing in "Crash Bandicoot Smash alts" and you'll see a lot of them. Of course I've love to give Crash 16 costumes with the other 8 being more significant costume changes from his Crash 4 game but for some reason Smash capped outfits to 8 and I wanted to keep them basic and believable while still being enjoyable and easy to notice for any Crash Bandicoot fan.
Here I googled Crash Bandicoot Smash alts for you if you want to check some out and get a better idea:
This would truly be the representation in Smash Crash deserves. Bring in like 15-20 choice tracks.
Stage:
The stage should of course be Nsanity Island but I'll go into a bit more detail. The platform for the stage should be EXACTLY like the one used in the final boss battle between Crash and Neo Cortex in Crash Bandicoot 1 as seen here: https://www.youtube.com/watch?v=bmG4zMIE-IQ & here: https://youtu.be/UhO7oCT8GmA?t=529
You could really just have it be the entire blimp with that spoiler incorporated into the stage layout but it should be a traveling stage that goes around a bunch of the levels in Crash 1 and the outside of Cortex's lair. I think it should be set during dusk just like it is during the final boss fight is as shown in the visual reference material. It's really beautiful and I think it makes Insanity Island look more interesting.
Let Neo Cortex be a stage hazard in just the same way as he battles in this boss fight. Just shooting energy bolts at the players. With stage hazards turned off I could see a bunch of Crash friends and villains alike making cameos in the background.
Conclusion:
I couldn't utilize Kupuna-Wa (the slowtime quantum mask) in the moveset because the only thing it'd work as is a Witchtime-esque counter and I didn't want to give Crash a counter. If counter ever became a standard in Smash like it should be (similar to grabs) then obviously Crash's counter should be a Witchtime-esque use of the Kupuna-Wa mask.
Sorry that it's all over the place/out of order. I did my best but I'm not an animator so I had to use what reference I could and I really like a lot of the ideas put in these videos so it's nice I can use them as reference.
Alright then I think this is the real final edit this time haha. As a final note I'd like to say thank you very much to anyone that took the time to check this out/read the post! Should you ever encounter somebody that says Crash has little to no moveset potential or that all he does is "spin and jump" please feel free to link them to this post! I think I made everything convenient and digestible enough for anybody with a truly open mind to quickly change their tune should they have their doubts about Crash Bandicoot's Nsanely unique, fun and wild moveset that he and ONLY he could bring to Smash. I got everything in there. The pogostick, yo-yo, Skylanders/Crash of the Titans tools, Normal/TNT/Nitro crates, his CTR boost mechanic/hovercraft, his Twinsanity throws, the wumpzooka & the jet-pack together, all of the masks including Aku Aku without dedicating a special to any which one of them that didn't absolutely require it like was the case with the shield-B, all of his sliding properties (jump-cancel, slide-spin and slide-flip-kick), made sure his attacks represented his careless/chaotic nature, perfect stage idea, all the best taunts, victory screens and must-have alts etc. I think this is the pinnacle of Crash's potential representation in the game and I'm glad to have put it together for everyone!
I've actually kind of made myself sad because I think this is the perfect representation of Crash in Smash but I doubt it all comes to fruition. Maybe mods? Who knows? Oh well Crash4Smash of course! Someday soon!
Is there a place I could post this outside of the Newcomerspec topic for Crash? Anyways here's my idea.
What I want from Crash is a mobile fighter to an extreme. A chaotic brawler that can get from point A to point B in a stylish and possibly destructive way as intuitively natural as possible for the player.
Passive: https://youtu.be/wTE1DpyEhdM?t=1577
First and foremost I'd like to get Crash's passive gimmick out of the way. I think the most serviceable one would be an Aku Aku gimmick of course but what is it? It's a simple comeback mechanic but one that's true to Crash's games. in a 1v1 3 stock battle a single stock deficit (relative to Crash's opponent) will result in Crash spawning back in with an Aku Aku mask that'll act either as a total invincibility for a single hit or super armor. If you're down to your last stock without your opponent losing any of theirs then it'll be a golden Aku Aku mask that'll do the same thing as the normal Aku Aku mask except twice. This references how Aku Aku works in Crash's games and also how the game would provide these masks for you should keep losing lives at a specific checkpoint/boss battle. This will be calculated accordingly to account for multiple players and stamina/time matches accordingly. I know the comeback mechanic is like the counter of passive moves but it's nonetheless kind of why it works so well.
First Direct Crash Moveset Video Visual Reference:
Now then I'd like to share this video with you all. I want to use it as an example because the creator (Max Hamm) took the time to animate Crash's moves that he (Max) thought up for him and while there are several things I'd like to change there are also just as many I feel like he gets perfectly and again it's already animated so that helps everyone visualize Crash's moves. Please ignore his "Angel Crash" gimmick should you encounter it in the video. It sucks and I hate it and my passive ability is way better.
This is a link to the general video but I'll leave the relevant timestamps with hyperlinks to the direct references I'm making in my hypothetical moveset.
- YouTube
Enjoy the videos and music that you love, upload original content and share it all with friends, family and the world on YouTube.
www.youtube.com
Jab: https://youtu.be/yvToUMXp-3c?t=671
11:11 This Jab is perfect. I love it so much and feel like it just HAS to be Crash's jab. It'd be the most fun jab in Smash yet.
Forward-Tilt: 1st input Sweep Kick reference: https://youtu.be/bK4FAO04fMg?t=154 2nd input Generic Super Punch reference: https://youtu.be/yvToUMXp-3c?t=700
EDIT: I've actually decided it'll be both. It'll be like Snake and Pirhana Plant's Forward-Tilts. The first input is Coco's WOC sweep kick and then the second input is the generic super punch.
Smash attacks: https://youtu.be/yvToUMXp-3c?t=777
All of his Smash attack ideas are perfect. Side-Smash is at 12:57, Down-Smash is at 13:15 and Up-Smash is at 13:20. Down-Smash should be a multi-hit just like Banjo's Up-Smash and violently slide the victim across the stage or platform. Since they're all being used as reference the hyperlink is to the start of the Smash attack segment of his video.
EDIT: I've decided to go ahead and just directly hyperlink/timestamp each of his Smash attacks so don't mind me.
Side-Smash: https://youtu.be/yvToUMXp-3c?t=777
Down-Smash: https://youtu.be/yvToUMXp-3c?t=795
Up-Smash: https://youtu.be/yvToUMXp-3c?t=799
Neutral-Air: https://youtu.be/yvToUMXp-3c?t=832
I think his Neutral Air idea is about as good as it's going to get. I'd make it a multihit though like Mario's Down-Air is but less powerful. It'd be like getting multihit with Isabelle jabs or something but maybe a tad stronger? Hard to imagine I guess but it's just for building damage really. Anyways I like how he spins upside down actually. It's a nice little nod to his chaotic nature. The Neutral Air is at 13:52 . Obviously it doesn't reflect projectiles or slow aerial descent but I like the inclusion of the spin here. You don't want to not include it in more places but you don't want to overdo it either. Keeps it tasteful.
Down-Air: https://youtu.be/yvToUMXp-3c?t=892
The properties of his Down-Air I think are good. Turns what could up being a useless mandatory move into a fun little cheesy tool instead. It's at 14:52 in the video. Really all the goofy properties he gives it make it a very fun move to use. If done off stage Crash is gonna go directly into the blast zone though.
Grab/Pummel/Throws: https://youtu.be/yvToUMXp-3c?t=929
All the throws as is the pummel are perfect. Pummel is at 15:29. Forward-Throw is at 15:32. Back-Throw is at 15:37. Up-Throw is at 15:53. Down-Throw is at 16:17 . Again since they're all being used the hyperlink is for the start of the throw segment of his video.
EDIT: Just like with the Smash Attacks I've decided to go ahead and hyperlink/timestamp these ones too.
Pummel: https://youtu.be/yvToUMXp-3c?t=929
Forward-Throw: https://youtu.be/yvToUMXp-3c?t=932
Back-Throw: https://youtu.be/yvToUMXp-3c?t=937
Up-Throw: https://youtu.be/yvToUMXp-3c?t=954
Down Throw: https://youtu.be/yvToUMXp-3c?t=978
Neutral-Special: https://youtu.be/yvToUMXp-3c?t=408
I'm going into further and possibly redundant detail regardless of the reference. Crash's Neutral-Special is obviously his iconic spin attack. It's got super quick frame data and like no end lag. It's an amazing get-off-me tool. It also slows aerial descent (if mashed) and reflects projectiles. It's basically a shine and yeah it's supposed to be really good. A fundamental part of his kit. It's also in the video at 6:48.
The following are my extra additions to this move.
Like I alluded to you can also mash it for a triple spin on top of all of this but if you do this Crash gets sent into an endlag animation on the ground or in the air so it's punishable but the radius of the spin attack does extend outward some more just like it does in Crash 4. You could also hold it and if held long enough you'll get the Akano quantum mask spin power up! This is even more laggy after using it than the triple spin but if done in the air Crash will get a little extra verticality and it's obviously his most powerful spin variant.
Here's visual reference of Crash doing the triple spin: https://youtu.be/jDav9A4CSmQ?t=83
EDIT: Forget to add Akano mask visual reference. This also visually aids in how the mask will help with Crash's rise in vertical momentum for a bit. Here is the visual reference: https://youtu.be/ulhZcmUHb3U?t=527
Up-Special: https://youtu.be/yvToUMXp-3c?t=519
His Up-Special is going to be a Jump TNT crate. Something like this should exist in the game already but sadly doesn't so it's basically just a TNT crate that Crash uses exactly like the jump crates in his game. It functions just like Sonic's spring except better because it's an explosive. If Crash spawns it from the ground it'll go through its usual 3-2-1 countdown cycle. If he spawns it in the air it'll fall very shortly before exploding. The radius of the explosion won't be any bigger than Crash's own games. Crash CANNOT use his Up-Special again if one of his TNT crates is anywhere on field AND if he hasn't touched the ground yet. Crash doesn't get put into a fall state after using this just like Snake, Banjo and Sonic so he can use his airdodge immediately afterwards for a better recovery just like all of them too. Also in the video at 8:39. Again I'm going into much further detail according to my own personal specifications for a dream moveset so the video is simply a visual reference. Crash can use his Wumpa-Bazooka mode (more details on that later on down) Up-Special (unique from his standard TNT jump crate special being detailed in this paragraph) while a TNT crate is on the field though.
Second Direct Crash Moveset Video Visual Reference:
Now I'd like to reference this guy's (BrawlFan1) video for some extra visual reference prebaked into youtube and the fandom already.
I'm leaving a link to the video but I'll timestamp the relevant part and hyperlink them accordingly.
- YouTube
Enjoy the videos and music that you love, upload original content and share it all with friends, family and the world on YouTube.
www.youtube.com
Up-Tilt: https://youtu.be/bK4FAO04fMg?t=148
A Crash of the titans inspired uppercut. It's just a goofy uppercut you'd expect from Crash's Up-Tilt. I linked a video demonstrating it next to the Up-Tilt marker. It's at 2:29
Forward-Air: https://youtu.be/bK4FAO04fMg?t=207
His Forward-Air will be what this guy used as his Neutral-Air in his video (referenced in the timestamp). It's his "double whammy attack" from Crash of the Titans. It's a double-fisted wild chaotic spike that does just that, spikes opponents. 3:28 for reference. Reminder that BrawlFan1 is using the move as a Neutral-Air in his video whereas I'm saying it should be the Forward-Air.
Back-Air: https://youtu.be/bK4FAO04fMg?t=227
His Back-Air would be just as shown in this guy's video. It's a backward somersault kick that was apparently cut from Twinsanity. 3:47 for those interested.
Now comes my own original alterations away from both of the videos:
Down-Tilt: Visual reference for Crash's slide: https://cdn.fanbyte.com/wp-content/uploads/2020/09/Crash-4-Slide-Body-Slam.jpg?x72619
For Crash's Down-Tilt I'm going to go with a little bit of a standard and make it his slide (as opposed to his dash attack) similar to all the other slides like Sephiroth, Cloud, Joker and Min Min have. Except this is gonna be a little more fun because Crash has 3 unique options while in this sliding animation. If you hit the B (neutral special) button while sliding Crash will do his spin slide like he does in Crash 4. This slide spin will reflect projectiles. If you hit the attack or A Button (jab) you will do his Skylanders sliding flip kick. If you hit the jump button he'll jump-cancel out of the slide (using one of your jumps obviously) and he'll do his classic pose (legs split with one arm extended vertically above his head while in the air) which could also do a little damage but the output of the damage would be similar to Isabelle's jab attack in that it's extremely weak and does no knockback. When this happens Crash still gets all that sweet forward momentum that he can start some aerial combos with from that point but if you double jump you lose all your forward momentum because you'll instead be trading that for more verticality. A perfect mix of the slide mechanics from the classic Crash games and Crash 4.
Crash can slide off platforms (Crash CANNOT slide off the stage floor and the other sliding down tilts should also be able to slide off platforms if I'm being honest) and when he does slide off them he'll get some hangtime like he does in Crash 4.
An example of Crash 4 sliding off platform hangtime will be provided for in this video here with the relevant hyperlink at 9:46 : https://youtu.be/5yapbT_FgFQ?t=585
Also just as a quick aside this guy's video is just a partial reference for hangtime but I also agree with his general opinions on the slide jump and just feel the need to reference that. Basically the gist of is that the slide jump should have a nice arc and forward momentum when jump-canceled out of it but lose said forward momentum when double jumped because you're sacrificing that forward momentum and arc for the verticality. He goes into that stuff at 8:16 of the video used as a reference for the hangtime when sliding off platforms.
EDIT: Here's a visual reference of Crash doing his spinslide: https://youtu.be/YOgKHFLo03c
Skylanders flip kick can be seen here but if I didn't copy the timestamp right then it's at 5:34 : https://youtu.be/ulhZcmUHb3U?t=334
Jump-Cancel out of Down-Tilt pose visual reference: https://img.youtube.com/vi/bSFtiSB4Bpg/hqdefault.jpg
Dash Attack:
I'm going to go a bit crazier with this because EVERYONE uses the slide here which I don't like because I think my Down-Tilt idea does Crash way more justice and gives him way more thought as a fighter. So for his Dash Attack he's going to quickly summon his Crash Bash pogo stick and pogo himself (almost like a projectile) headfirst into the enemy player. I like this a lot better because it's more unique, keeps my Down-Tilt idea intact and also references the pogo stick from Crash Bash that I couldn't fit anywhere else into his moveset. This again references Crash's chaotic nature as a fighter. It's a really strong Dash Attack but when it connects it makes Crash dizzy for a second. It's kind of like how the Belmonts launch themselves after their second Down-Tilt input but with Crash it's his Dash attack and he's going headfirst. There's a nice little arc and sweet spot to the whole thing is what I'm saying and the trade off is the dizzy endlag. You don't get put into the dizzy animation unless the head portion of the attack connects. You can reverse Dash attack by landing the explosion at the bottom end of the pogostick's launch animation (it'll be like the pogostick is propelling Crash forward with the force of said explosion at the bottom end of the stick) but it's laggy because even when Crash misses this Dash attack he'll have a decent amount of endlag getting back up and readjusting himself after the attack. It's an entire animation is what I'm saying.
EDIT: I'm going to add this link for visual reference. It's the Crash Bash minigame song on youtube but it's also a link to the cover of the game. Notice the explosion at the bottom of the pogo stick and have that coupled with the angle of the pogo stick as both elements are depicted in this artwork. It's kind of what I'm going for. Just thought I should add this.
Crash Bash - Pogo Padlock (Extended)
The music from the 'Pogo Pandemonium' stage Pogo Padlock in Crash BashJungle Fox (Extended) - http://youtu.be/Y_X7nP3gA64Jungle Bash (Extended) - https://you...
www.youtube.com
Up Air: https://youtu.be/ulhZcmUHb3U?t=374
Crash's Up-Air will be his spinning Yo-Yo lasso attack from Skylanders. He twirls his Yo-Yo above him like a lasso multiple times. Maybe make it chargeable (as in hold the Up-Air input long enough) to more accurately portray the move? If you just tap the Up-Air he'll spin it once really quick but if you hold it he does the charged super variant where it glows green and goes for multiple spins? Idk just a thought. If it's too crazy just put the full move (his full Skylander attack animation) on the Up-Air tap. 6:14 of the video but I put the timestamp on it.
Side-Special: This is specifically a visual reference just for the CTR boost mechanic for those unfamiliar with it:
Crash Team Racing: Nitro Fueled - Unstoppable Master Drifter - How to Turbo Boost Entire Laps
New 🏆 Merch - https://tinyurl.com/PS4Trophies. How to race like a pro in Crash Team Racing Nitro Fueled. Learning how to become a master drifter by using po...
youtu.be
For Crash's Side-Special he'll summon Nitros Oxcide's hovercraft! You win this for beating the original Crash Team Racing game! That's a Naughty Dog game so it has to be directly referenced. Yes it should be the hovercraft over Crash's standard kart because 1. it's cooler, 2. it's the prize for beating the original game and remake just like I said so it has lore to it and 3. you don't have to animate wheels! Also the boosters are more pronounced for the additional mechanic I'm adding to it which is the CTR boost of course!
You can boost the hovercraft 3 times just like in the CTR games before you hit fullspeed by inputting either the Side-Special, Neutral-Special or Down-Special buttons but you have to time them just like the original game so it's kind of like an added rhythm mechanic to Wario's motorcycle. This hovercraft really is basically Wario's Side-Special (so you can reverse directions or stop then proceed to get out and pick up the vehicle just like Wario's) but better because it has the CTR boost mechanic. Here's where I think the concept really comes together though because if Crash Up-Specials out of the hovercraft it'll leave the TNT jump crate in the driver's seat and that'll add to the explosive impact of possibly getting hit with this attack! I think this is just the exact kind of chaotic energy Crash's moveset needs! The longer the TNT crate is in that driver's seat though the longer it takes for Crash's Up-Special functionality to return to him because remember he can't have more than 1 TNT crate spawned at a time. If you've ever played Crash's games you'd know that the TNT countdown is kind of slow so it'll be more than 3 seconds of opportunity for an opponent to punish a careless Crash player. Again if you switch to Wumpa-Bazooka "mode" you can use your Up-Special in that special attack state while a TNT crate is on the field.
This move has to recharge for a while after each use just like Wario's Side-Special.
You get 3 boosts per hovercraft usage and it's always automatic immediately upon summoning the hovercraft and all 3 boosts always go in immediate succession of one another similar to the games. You can boost early in the meter (or not at all) if you don't want the top speed and would just like to get rid of the boost meter as quickly as you possibly can. Side-Special, Neutral-Special and Down-Special all count as "boost inputs" during this window of opportunity but once your boost cycle is complete every one of those inputs will cause Crash to jump out of the hovercraft. You can get out of the hovercraft before using your 3 boosts and they will reappear upon re-entry. Just like with Wario only Side-Special will cause Crash to re-enter a hovercraft he's gotten out of. His Down-Special, Up-Special and Neutral-Special will all behave like they normally would even standing "on top" of an abandoned hovercraft. Only the Up-Special will do what it normally does when Crash is in the hovercraft and like I said it's for the awesome ability to leave the TNT crate in the driver's seat of a turbo-boosted hovercraft! If Crash hits a wall he'll get thrown out of the vehicle just like Wario. Physics will be the same for the two so just like the motorbike the hovercraft will ride off stage and platforms and can't jump.
As a quick aside Wario could have a similar feature to his bike as the CTR boost mechanic. I'd imagine it'd be a Smash original "Warioware" minigame of some kind that functions exactly the same as what I've laid out for Crash's CTR boost mechanic for the proposed hovercraft Side-Special of his. In the interest of fairness I'd say Crash's Side-Special shouldn't necessarily be better but different hence Wario being able to literally eat his motorcycle and this hypothetical Crash's TNT gimmick with his hovercraft.
EDIT: Here's a visual reference for the hovercraft. Best I could find. Isn't Crash riding in it but you can either use it in-game or use your imagination just a little. Here's that is: https://youtu.be/fmo2_JWVlJ4?t=734
Down-Special: https://youtu.be/f8KCix9nXuA?t=332
Of course it's the Wumpa-Bazooka or Wumpzooka or whatever. Crash does a very laggy animation that summons the wumpa bazooka. This effectively puts him into a similar state as the Breagull Blaster puts Banjo in. That means Crash can also crouch or shield cancel out of it and he has to tap the Special button to shoot the Wumpa fruit. It's a little bit better than Breagull Blaster because Crash can charge a more powerful Wumpa shot in this state for added damage and bit more distance but other than that it's about as fast as the Breagul Blaster and the standard Wumpa only a bit more powerful and go only a little bit further than Banjo's eggs in Breagull Blaster mode. Inputting Down-Special again while in this state also cancels out of the Wumpzooka mode.
EDIT: Thought some visual reference would help here too. I think the charged shot could throw Crash back some too. Maybe be a more direct reference to his Crash on the Run use of it.
General modern use of the Wumpa Bazooka: https://youtu.be/f8KCix9nXuA?t=332
Crash on the Run charge shot visual reference: https://youtu.be/f8KCix9nXuA?t=400
EDIT: Decided to more fully realize the Wumpa-Bazooka mode and give it its own Up-Special and Side-Special and an extra jump. I'd also like to put forth the idea of the grab button being given a secondary repurpose in this mode (so obviously Breagull Blaster would hypothetically get this too in order to make it fair). Obviously you shouldn't and really can't be able to grab in the Breagull Blaster mode because Banjo's hands are being dedicated to holding Kazooie and the same logic would also apply to Crash holding his Wumpa-Bazooka too. Well currently in Breagull Blaster mode inputting the grab button will activate your shield which essentially shield-cancels you out of the special attack state. What if instead of that when you inputted the grab button while in these special attack states your character would instead be grounded in place by taking a knee to steady their aim/shot? Similar to when Snake uses his Nikita with his Side-Special. I think this would be ingenious really and would further justify what I'm going to standardize as the Side-Special in these special attack states. I should also say that Crash's Shield-Special in this moveset would supersede his Wumpa-Bazooka mode canceling him out of the special attack state but also forcing him to commit to the laggy move/guaranteed fall state I've balanced it to be.
When Crash goes into Wumpa-Bazooka mode he also equips his jet-pack and can jet boost (jump) 3 times before inputting Up-Special for his full recovery. The jet-pack will resemble his Skylander one more so than the classic one because he's more casual/less geared up without the goggles and vest. Here's a visual reference for that: https://www.crashmania.net/images/articles/iconic-mug/crash-bandicoot-jetpack-bazooka.jpg
Wumpa-Bazooka Up-Special: https://youtu.be/8k6PimmEZ8A?t=134
Crash will pull directly from his Skylanders appearance one more time for his 2nd recovery option here. Crash will fly directly into the air and fire multiple Wumpa fruit diagonally towards the ground in a flurry. Kind of like if Mythra's recovery was a wild marsupial shooting fruit instead. At the end of the attack sequence Crash goes into a fall state while his jet-pack flies off of him and away from him in a loop for a short distance before exploding just like as shown in the visual reference material. This entire sequence puts Crash back into his base state with the Wumpa-Bazooka automatically unequipped.
Wumpa-Bazooka Side-Special: https://youtu.be/f8KCix9nXuA?t=332
Crash's Side-Special while in the Wumpa-Bazooka mode will be a simple reticle aimer. It'll basically give the player a visual cue as to how far their Wumpa fruit shot will go and also allows for shots to be angled. A charged shot will go a little further and maybe as that extra distance is being gained in the charging animation sequence (holding the Special button) the reticle will simultaneously extend itself forward visually indicating to the player how far this extra distance will take the extra charged Wumpa shot. This special helps fully realize the Wumpa-Bazooka and goes great with the steading stationary character-placeholder-lock repurposed grab button mechanic I was talking about earlier and of course Breagull Blaster would get this too to make it fair.
Shield-Special: https://youtu.be/ulhZcmUHb3U?t=540
I decided to get a little crazier and give Crash a Shield-Special. I just had to get another quantum mask into his moveset and I think I found the perfect use for the gravity one. When you input the Shield-Special Crash will use the quantum mask Ika-Ika and do an upside-down rising double vertical kick! This crazy move animation can be justified using this mask! It's not exactly an attack Crash uses but it does use the mask in an inventive way for combat and is completely unique and chaotic so it just has to be done. It's very powerful and can reverse spike opponent to the blast-ceiling. The drawbacks are it's laggy, cannot be canceled out of at all and puts Crash in a fall state. Crash charges the attack regardless once you start it but if you hold it (the Shield-Special input) he'll go the maximum distance and apply the most power to the move. If just tapped he'll go the minimum distance and apply the least power to the move. There'll be a degree of power to the move in between the least powerful variant and most powerful variant and that will depend on how long the player held the input for. No matter what it's a full commit and Crash will always get put into a fall state after using the move.
The move is essentially Crash charges the appropriate looking quantum mask energy around him. He probably even makes a battle grunt while doing it as an audio signifier for both the player and opponent. Then he leaps upside down into the air while still somehow rising (the mask obviously) and performs this devastating double vertical aerial kick.
Final Smash:
I'm going to take a little inspiration from Steve on this one and just make it cool. Crash like punches the opponent into a cutscene and it's him nosediving with the triple Aku Aku invincibility mask on using his jetpack as a booster in the effort of "crashing" (yes that's the entire point) into the unfortunate opponent creating an explosion that'd make a room full of nitro crates going off look casual. The familiar Aku Aku invincibility run music will play. That frantic fast-paced drumming thing. This makes sense because Crash would be invincible in this state so he could go for something this destructive and dangerous just like you can in his games when you get 3 Aku Aku powerups.
Maybe combine the two and have Crash punch somebody into a room full of Nitro crates before he does this kamikaze attack? Make badboi Steve look like good boy Steven in comparison!
EDIT: Here's that invincibility theme for anyone that wants to be reminded of it: https://www.youtube.com/watch?v=miS5W8U-HuQ
Here's a visual reference for the Aku Aku invincibility: https://youtu.be/WG5DSBT35DM?t=554 & https://youtu.be/wTE1DpyEhdM?t=1303
And here's the Skylanders jetpack again: https://www.crashmania.net/images/articles/iconic-mug/crash-bandicoot-jetpack-bazooka.jpg
Playstyle/stats:
I'm lifting all of this from this guys video. I don't understand enough about this stuff to really make my own and I think he sounds pretty justified in that he likely thought of balance when he conjured up these stats/attirbutes.
Playstyle: Bait and punish plus defensive. Keep himself safe and observes enemies' habits to find openings, then punishes with high-damage combos and strings. 7:41 of the playstyle and stats video to see the actual numbers and hear the guy out as to why he chose them. 6:50 for the beginning of his thoughts about the playstyle.
Shield: https://youtu.be/ulhZcmUHb3U?t=469
Crash's Shield will be a reference to the shield power-up in his racing games. Just make it look like that. I left a timestamp for reference.
Shield-Passive: https://youtu.be/Nq8LYrfj9ZM?t=74
Found a way to include the Kupuna-Wa mask and don't know why I didn't think of it earlier. Obviously I'm saying Crash should get the Kupuna-Wa mask as a Foresight/Bats-Within equivalent! Yep just making his moveset accurate don't really care about the consequences haha but yeah it functions exactly like the two. You input a roll just before your shield gets hit Crash will trigger the Kupuna-Wa mask which will apply a slowdown debuff just like Foresight does but Crash will also receive half the damage from the attack just like with Foresight.
Spotdodge: https://youtu.be/Nq8LYrfj9ZM?t=165
Crash's spotdodge will be him phasing out using the Lani-Loli quantum mask! A cute little reference. It's basically just a very well animated and beautiful spotdodge of course. Sparks of beautiful bright blue light will envelop around Crash and he'll turn a somewhat darker transparent blue just as quickly and then phase back to normal suddenly.
Movement options:
Crash has a crawl and a wall jump.
EDIT: Crash Crawl visual reference: https://youtu.be/R4DMVUlCZZQ?t=311 & Crash Wall Jump visual reference: https://youtu.be/EDyKZnKXhUY?t=1090
Fundamental Weakness:
He's very light. Not floaty though.
Taunts and victory animations:
1st taunt of course the classic turn to the camera with the thumbs up: https://youtu.be/haYxzRgN7oQ?t=989
2nd taunt will be the yo-yo wrapping around Crash: https://youtu.be/jtjuELrdOi8?t=661
EDIT: Quick note about the 2nd taunt but the spin at the end of the taunt (getting all the wound-up Yo-Yo string wrapped around Crash off of him) is essentially a scripted Neutral-Special input. That means it does damage and reflects projectiles just like a normal Neutral-Special input would. Just a funny little quirk to it like Luigi's taunt.
3rd taunt will be this swagger array of poses: https://youtu.be/jtjuELrdOi8?t=742
You're also probably wondering where his iconic dance would be but it'd definitely be a victory screen instead of a taunt. He also does his breakdance move into it and conveniently (wow I know right) it can be visually referenced by watching this entire sequence right here: https://youtu.be/jtjuELrdOi8?t=625 Basically what I'm saying is that from 10:25 to 10:35 is the entire victory screen. It's just so awesome like that I guess.
Next victory screen would be this entire animation sequence Wumpa hitting Crash's face and the iconic spin all. Maybe he'd spin some more in quick succession of each one (like 3) and into the tada pose! I like that. It's basically like he's proudly saying "tada!" to failing at the Wumpa fruit finger spin trick he had just tried earlier in the sequence. That's comical and being visually humorous is something I KNOW people love about the Crash Bandicoot series! Here's a visual reference to that: https://youtu.be/jtjuELrdOi8?t=614
Here's the "tada" pose I'm referring to: https://www.youtube.com/watch?v=bJXR67tf14U
Final Victory animation is a more simple and yet again it's perfectly set up visually in video form because Crash Bandicoot has so much source material to pull from. It'd start with the camera on Crash's back and then he spins around maybe even wildly like Taz does from Looney Tunes. He then does the pose he does after beating bosses in his classic games where he smiles while holding two peace signs. Here's the visual reference: https://youtu.be/bK4FAO04fMg?t=931
Alternative Costumes:
EDIT: Crash's alts would be this. 1. Crash's default, 2. Dark Blue Ripper Roo colors, 3. Bright and Dark Green Nitrus Brio & Nitrus Oxcide colors, 4. Cyan and Bronze Ntropy colors, 5. Black and White with some Yellow Neo Cortex colors, 6. Purple Spyro colors, 7. Perfect mix between Crunch Bandicoot and Evil Crash (it'll basically be evil Crash but with Crunch camouflage pants and combat boots), 8. His iconic sunglasses and biker jacket from the cover of Crash Bandicoot 3.
1. Crash 4 Default reference: https://cdn.vox-cdn.com/thumbor/xEq...image/67570509/CB4_Screenshot_Reveal_13.0.png
2. Ripper Roo reference: https://cdna.artstation.com/p/asset...6/large/belen-cc-arsbin-ripper.jpg?1577192033
3. Nitrus Brio reference: https://www.creativeuncut.com/gallery-40/cb4-n-brio-monster-forms.html
4. Ntropy reference: https://static.wikia.nocookie.net/v...ustropy.png/revision/latest?cb=20201209194735
5. Dr. Neo Cortex reference: https://static.wikia.nocookie.net/v...xcrash4.png/revision/latest?cb=20201024085459
6. Spyro reference: https://cdn.vox-cdn.com/thumbor/Loq...e/60425351/Running_Through_Idol_Springs.0.jpg
7. Evil Crash reference: https://twitter.com/austin_hodge/status/1225213562504830978/photo/1 Crunch reference: https://www.deviantart.com/nibroc-rock/art/Crunch-the-Bandicoot-render-863386911
8. Crash Biker Costume reference: https://twitter.com/thelightning8/status/1338794056814571520
It'd be a nice touch to allow the player to remove/put-on the shirt for the biker outfit with the Y-Button like for Pokemon Trainer Pythra and stacked echoes but if it defaults to anything it should be the shirtless variant. If you're curious about how the alts would look I'd suggest typing in "Crash Bandicoot Smash alts" and you'll see a lot of them. Of course I've love to give Crash 16 costumes with the other 8 being more significant costume changes from his Crash 4 game but for some reason Smash capped outfits to 8 and I wanted to keep them basic and believable while still being enjoyable and easy to notice for any Crash Bandicoot fan.
Here I googled Crash Bandicoot Smash alts for you if you want to check some out and get a better idea:
This would truly be the representation in Smash Crash deserves. Bring in like 15-20 choice tracks.
Stage:
The stage should of course be Nsanity Island but I'll go into a bit more detail. The platform for the stage should be EXACTLY like the one used in the final boss battle between Crash and Neo Cortex in Crash Bandicoot 1 as seen here: https://www.youtube.com/watch?v=bmG4zMIE-IQ & here: https://youtu.be/UhO7oCT8GmA?t=529
You could really just have it be the entire blimp with that spoiler incorporated into the stage layout but it should be a traveling stage that goes around a bunch of the levels in Crash 1 and the outside of Cortex's lair. I think it should be set during dusk just like it is during the final boss fight is as shown in the visual reference material. It's really beautiful and I think it makes Insanity Island look more interesting.
Let Neo Cortex be a stage hazard in just the same way as he battles in this boss fight. Just shooting energy bolts at the players. With stage hazards turned off I could see a bunch of Crash friends and villains alike making cameos in the background.
Conclusion:
Sorry that it's all over the place/out of order. I did my best but I'm not an animator so I had to use what reference I could and I really like a lot of the ideas put in these videos so it's nice I can use them as reference.
Alright then I think this is the real final edit this time haha. As a final note I'd like to say thank you very much to anyone that took the time to check this out/read the post! Should you ever encounter somebody that says Crash has little to no moveset potential or that all he does is "spin and jump" please feel free to link them to this post! I think I made everything convenient and digestible enough for anybody with a truly open mind to quickly change their tune should they have their doubts about Crash Bandicoot's Nsanely unique, fun and wild moveset that he and ONLY he could bring to Smash. I got everything in there. The pogostick, yo-yo, Skylanders/Crash of the Titans tools, Normal/TNT/Nitro crates, his CTR boost mechanic/hovercraft, his Twinsanity throws, the wumpzooka & the jet-pack together, all of the masks including Aku Aku without dedicating a special to any which one of them that didn't absolutely require it like was the case with the shield-B, all of his sliding properties (jump-cancel, slide-spin and slide-flip-kick), made sure his attacks represented his careless/chaotic nature, perfect stage idea, all the best taunts, victory screens and must-have alts etc. I think this is the pinnacle of Crash's potential representation in the game and I'm glad to have put it together for everyone!
I've actually kind of made myself sad because I think this is the perfect representation of Crash in Smash but I doubt it all comes to fruition. Maybe mods? Who knows? Oh well Crash4Smash of course! Someday soon!
Last edited: