Crash Bandicoot Moveset:
Overview: The idea behind this moveset is to keep things relatively simple, but still add some small layers of strategy using these simple moves to make things interesting which is an attempt to speak to the simple but precise gameplay required to get through the Crash games. The intention was also to pull in many references from the Crash games, specifically the N Sane Trilogy. Generally, Crash has a lot of KO potential with moves that deal good damage and have good launch power but some of his moves are risky because he is kind of slow and not too heavy (he’s kind of in between being light and heavy maybe around Cloud’s heaviness). Some of the things Crash does to represent how is in the games is pick at ear and pull out a wumpa fruit occasionally while idle and say “whoa” a lot when launched and when dodging. Also, a lot of these moves are intended to look kind of silly to give a nod to the silly cartoony nature of the Crash games and how Crash is not really always...all there.
Here are other movesets I looked at for some ideas:
https://gamefaqs.gamespot.com/boards/633202-super-smash-bros-for-wii-u/71799082
https://gamefaqs.gamespot.com/boards/234547-super-smash-bros-ultimate/76816198
https://www.youtube.com/watch?v=3nyN1E3KHec
Entrance: Crash breaks out of a crate (the kind of crate is randomly determined out of different crates from the games even metal) and flips in the air then lands and goes into idle stance.
1, 2, 3 Jab: Crash does a slow lazy-looking backhanded slap with one hand, then a faster but still lazy-looking backhanded slap with the other hand, then claps both hands together in front of him.
Rapid Jab: Crash flails his arms up and down in front of him in a comic cartoony fashion.
Dash Attack: Crash rides one of his mounts from the games (randomly chosen from Polar, Pura, Baby T, and Warthog) holding on with one hand while the other arm is held up and moves around as Crash moves. This move causes Crash’s mount to jump slightly up and farther forward dealing damage and knocking opponents that are hit forward and up slightly. The move has some endlag when Crash dismounts.
Get up Attack: Crash spins in a circle while on his back or belly, then flips up onto his feet.
Ledge Attack: Swings feet up over ledge and kicks.
Tilt Attacks:
Up Tilt: Crash stretches both arms up while yawning. A little start up delay and no end lag with lower damage than most of his moves and not much knockback, but sets up for combos.
Forward Tilt: Crash kicks forward with one leg. High damage and good knockback with some start up delay. This can KO at higher percents.
Down Tilt: Crash does his famous slide attack forward. Damaging and knocking opponents upwards. Very quick and reliable attack that doesn’t do much damage but good for combos at lower percents and can be used to move approach or disengage opponents.
Smash Attacks:
Up Smash: Crash makes and animation like he’s reaching in his pocket while this move charges. Then Crash pulls out one of the following items and holds it over his head depending on how long the move was charged: Wumpa Fruit, Crystal, Gem, Relic, CTR Trophy in that order. Each item has a different hitbox and different damage and launching power with the smallest hitbox and least damage and launching power being the wumpa fruit then progressing to the largest hitbox and highest damage and launching power with the CTR Trophy. This move has some endlag when Crash returns the item to his pocket.
Forward Smash: Crash twists his body with his arms out at his sides bent at elbows and hands near his armpits while charging. Crash spins at a diagonal angle with a hitbox diagonally above and behind him and diagonally lower and in front of him. This move can hit multiple times with good damage and launching power at the cost of awkward hitboxes. The front part of this move can hit opponents hanging on the ledge and the back part can barely hit opponents through lower platforms. Skilled players should be able to get the hang of it though and make the most of it. This move has much less end lag than most other forward smash attacks.
Down Smash: Crash sticks out one leg to the side and puts one hand on the ground with the other leg bent at the knee with his other hand on that knee while charging. Crash does a breakdance (one of his idle animations from the Crash games). Hits multiple times dealing moderate damage with low launching power but good range hitting on both sides and slightly above. Has a little end lag with Crash returning to his feet.
Aerials:
Up Air: Crash lazily claps his hands above him with a little start up delay. This does good damage with great launching power and is able to KO at higher percentages.
Forward Air: Crash holds one arm out and slightly upwards and the other arm upwards and slightly behind him (the jumping animation from the Crash games makes Crash do a pose like this (see youtube link), so I made it one of his attacks). Deals damage at each point with little launching power making it good for combos if you can figure out the hitboxes. Also, has virtually no start up delay or end lag.
Back Air: Crash twists in the air with his body diagonal with his head up and forward and feet down and back. After spinning, Crash kicks his feet diagonally downwards. The kick has a meteor effect and generally does good damage and knockback while the twist does little damage with little knockback. No start up delay, but has some end lag.
Down Air: Crash pauses getting parallel to the ground and spreads all his limbs out, then drops down in a body slam that has a shockwave when Crash hits the ground. Opponents hit in the air get damaged and caught in the attack and pulled down with Crash. The slam itself does good damage and the shockwave does good damage and has great launching power able to KO lighter characters at relatively low percentages. But the move is risky like all similar moves (Yoshi’s down special and Bowser’s similar moves) and has the ability to cause you to SD if you’re not careful and use it off stage too low or miss hitting an opponent. Some start up delay and a good bit of end lag. It’s easy to punish this move if it doesn’t land.
Neutral Air: Crash faces the screen and spreads out all of his limbs and spins in a circle. A quick reliable attack with virtually no start up delay or end lag that does little damage and knockback but can combo into itself or other moves easily at lower percentages.
Grabs/Throws:
Grab: Grabs opponent’s shoulders with both hands. Pressing the attack button causes Crash to quickly do his iconic spin move while holding the opponent dealing damage to the held opponent as well as any opponents that are too close.
Up Throw: Spins and throws opponents up holding up his arm as if he were holding up an item like his up smash. This has little launching power and ok damage and is good for setting up combos.
Forward throw: Lifts self up putting both feet on the opponent’s belly then swings back and kicks opponent forward with both feet. This deals good damage and doesn’t send opponents too far making it good for combos.
Back Throw: Spins and throws opponents straight back dealing good damage and launching them far. This can KO heavies at higher percents.
Down Throw: Crash steps up on the opponent’s shoulders and jumps down on them dealing a little damage and planting them in the ground. The higher the opponent’s percentage the longer they are planted for, but generally it’s a brief period compared to other moves that can plant opponents.
Specials:
Neutral Special: Crash does his famous spin move. Holding B allows Crash to keep spinning and move to either side with directional input. This move slows Crash’s fall in the air and can be used as a horizontal recovery. This move also takes any non-energy based/psi projectiles (cannonballs, grenades, missiles, razor leaf, etc) that come at Crash and sends them flying in a random direction. Opponents can knock Crash out of the spin by hitting him from above or below. This move does little damage but does not launch opponents hit very far and hits multiple times. Shielding and stopping pressing B or pressing another button will cancel the move with a little bit of end lag this move also has a very brief start up delay. This move also cannot be used indefinitely and will eventually slow down and stop by itself, but can be used for a decent amount of time. Any projectile knocked away by this move makes the iconic sound from the Crash games when Crash sends a wumpa fruit flying with a spin.
Up Special: A jump crate appears below Crash which he jumps off of straight up and you can move the control stick to control the angle for better recovery at the cost of slightly less vertical trajectory. The crate falls down if this move is used in the air striking opponents hit by it dealing a little bit of damage and sending them downwards a little. If used on the ground, the crate breaks after crash jumps off of it and the shards deal a small amount of damage to opponents who were close when it breaks. This is a useful move for edge guarding.
Side Special: Crash pulls out his Fruit Bazooka and shoots a wumpa fruit straight ahead which deals good damage and has good knockback with quick travel speed as well as very briefly slows opponent’s movespeed if they are hit by the fruit. Holding down B allows you to aim the bazooka, Crash can even turn around and aim behind him and aim downwards at the ledge and at any angle above him. Releasing B shoots the fruit. This move has some start up delay and end lag so it can’t be used quickly in succession but it doesn’t have a cool down timer.
Down Special: Crash places a TNT crate in front of him. Jumping on or into the TNT crate causes a 3 second timer to count down before the crate explodes dealing heavy damage and knockback to anyone (including Crash) that is in the blast radius. Attack the TNT crate or hitting it with a projectile instantly causes it to explode. Holding down B allows Crash to place a Nitro crate instead of a TNT crate. Nitro crates deal more damage and have more launching power than TNT crates and explode immediately when touched, attacked, or hit with a projectile making them better for KOing but also riskier to use. This move has some start up delay and a little end lag forcing players to really carefully choose how and when to use this move. Using this move in the air over a platform allows the crate to be in the air over that platform, but using this move in the air with no platform below causes the crate to fall down hitting anyone below also using this move near the ledge has the same effect meaning it can be used to edge guard. This move is useful for controlling the flow of the game and establishing stage dominance and create pressure on and off stage. Opponents have to be especially careful and mindful of Nitro crates since these can’t be strategically set off in the same way as TNT crates. But players with a lot of projectiles have a better chance of avoiding these. In a way, this move is kind of similar to Duck Hunt’s can in that both players can interact with it to a degree and it can hurt the user under some conditions but generally, it favors the user. Crash can only have one TNT or Nitro crate out at once. Using Down special again will cause the previous crate to disappear without exploding so that the new one can be placed. Crash players are encouraged to try to set these up and set them off with the bazooka when opponents are near them. This move is where most of the strategy elements in this moveset come into play.
Final Smash: Crash dons Aku Aku and charges forward off screen. Opponents hit are taken to N Sanity Beach as Crash rushes back on screen placing TNT and Nitro blocks all over the screen and then rushes back through once more setting off the blocks dealing heavy damage and knockback to opponents while Crash is safe thanks to Aku Aku.
Taunts:
Up Taunt: Crash takes out his yo-yo and tried to perform a trick but the yo-yo wraps Crash up (like in the Crash games). Then Crash shakes the yo-yo off and returns to idle stance.
Side Taunt: There is an explosion sound and Crash says “whoa!” and turns black and blinks while his body disintegrates to black dust. Then Crashes body reappears in idle stance.
Down Taunt: Crash does his “Crash dance”.
Victory Pose 1: Crash spins around the screen and stops with his bottom half’s back facing the screen and top half’s front facing the screen while Crash looks at the screen with a big cheesy smile and his tongue hangs out and is giving a thumbs up.
Victory Pose 2: Crash smiles smugly and holds up a trophy with one hand and does a beckoning motion with the other (like he’s saying “come at me, bro”).
Victory Pose 3: Aku Aku shows up behind Crash on one side and Crash turns to look back while Aku Aku moves to the other side then Crash turns to look on that side then Crash looks forward again and Aku Aku flies around Crash’s head and then stops beside Crash. Crash goes to give Aku Aku a high five but ends up just smacking Aku Aku since Aku Aku has no hands.
Loss Pose: Crash makes a silly dumb face with his tounge sticking out while clapping.
Death Animation: A Crash ghost leaves Crash’s body (death animation from Crash games).
Emblem: Crystal, Relic, TNT or Nitro Crate, Crate, or a Wumpa Fruit
Taglines:
Crash Crashes the Party!
Crash Goes N Sane!
Crash is Nitro Fueled!
Crash Warps In!
Palette Swap Options:
- Coco Alt (can also have different costumes/palette swaps)
- Fake Crash
- Blue Hyena Crash with Ripper Roo broken straight jacket
- Yellow fur with black hair on top of head and black “N” pattern on forehead. Black pants, shoes, and gloves
- Tiny inspired orange fur with more menacing face like Tiny’s, camo pants, spiked bracelets instead of gloves, red and white shoes
- Skunk Crash
- Shiba Crash
- Retro Crash
- Star Crash
- Electron Crash
- Skeleton Crash
- Mad Scientist Crash
- Biker Crash
- Scuba Crash
- Aviator Crash
- Nitrus Oxide outfit
- Pinstripe outfit and face looks more like Pinstripe’s
Reveal Trailer:
Yoski, DK, Diddy Kong, Duck Hunt, are all fighting Bowser and K Rool on K Rool’s ship when the ship runs ashore. The fighting moves to the beach and as it intensifies, the camera pans to the ship where a crate is seen escaping from a gaping hole in the side of the ship and floating up to the beach. K Rool punches DK while DK is using his up special attack causing DK to be sent flying while spinning into the crate and the fighting stops when they all see another spinning character who then slows down to reveal that it’s Crash sticking his tongue out and looking around while picking at his ear being totally oblivious to what’s going on. Each character keeps looking at one another waiting to see what’s going to happen. Then Bowser who is holding Diddy Kong hesitantly punches Diddy Kong and the fighting resumes which Crash only joins after being scorched by Bowser’s fire breath. Crash’s splash screen appears with the tagline “Crash is Nitro Fueled!” and some gameplay footage ensues.