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Crash Bandicoot Crashes the Party!
Welcome to the official Crash for Smash support thread! This thread will serve as the home base for all of those who would like to see this iconic video game legend make a playable appearance in Super Smash Bros. That being said, let's take care of a few things.
Who is Crash Bandicoot?
Naturally, there may be some folks who are unfamiliar with Crash. Granted, I don't think he's an obscure character by any means (far from it), but hey, what's the harm in explaining, right?
Crash Bandicoot is the main protagonist of the Crash Bandicoot series of games. The first game was released for the PlayStation in 1996, and since then, his series has garnered worldwide acclaim and has sold over fifty million copies. That puts the series on par with titans like the Donkey Kong and Tomb Raider franchises, and surpasses Metal Gear, Street Fighter, and Smash itself.
In the games, Crash was the result of an experiment gone awry. When attempting to transmogrify local wildlife to create his own personal army, the evil Dr. Neo Cortex gave a previously normal bandicoot immense stamina, athleticism, and durability, far beyond the levels a normal bandicoot should reach, but failed to create a soldier obedient or sane enough to follow orders. As such, Crash proved unruly and escaped from Cortex's lab, to this day thwarting whatever scheme the mad doctor comes up with.
Why should Crash join Smash?
Quite simply, Crash is a gaming icon. Not to mention, his zany style would fit Smash perfectly. Add in the fact that Mario, Sonic, and Crash had a bit of a three way rivalry in the 90s (Mario for Nintendo, Sonic for Sega, and Crash for Sony), and Smash would be the perfect opportunity for all three to settle the score.
But wait, you say, isn't Crash much more of a Sony character? Well, so were Snake and Cloud. What matters is that Crash has appeared on Nintendo consoles, and lo and behold, he has. There were a handful of Crash games on the GBA and GameCube, to name a few.
Some may also say that the fact that Crash is owned by a western developer may be a hindrance. That's partially true in the sense that the only western created character in Smash (Diddy Kong) is wholly owned by Nintendo, but just because it hasn't happened yet, doesn't mean it never will. In fact, Crash has quite a bit of notability in Japan. His second game was actually the first western game to sell one million copies in Japan. As well, the original games were heavily promoted in Japan. If any western owned character were to make the jump into Smash, Crash Bandicoot would be toward the top of the list.
As well, there are rumors that Crash Bandicoot: N. Sane Trilogy will only be a timed exclusive for the PlayStation 4. Take this with a grain of salt, of course, since this is only going based off of the box art not including the "Only on PlayStation" tag line, but the box art may not be final. While it's true that Sony owns the rights to the original games, whether or not that would apply to the remasters is more ambiguous. If the N. Sane Trilogy were to somehow end up on the Switch, I'd say it would do wonders for Crash's Smash chances. Once again though, this is only going off of a rumor, so don't take this as fact.
What would Crash be like in Smash?
Crash's fighting style would be, well, insane. An unhinged, crazed brawler, Crash would fight as if he came straight out of a Looney Tunes cartoon. Iconic attacks like his belly flop would be incorporated into his normals, and most of the rest would be filled in with twirls, kicks, and punches. Appearance-wise, Aku-Aku would float closely behind Crash as he fights, and may also pitch in to help in some of Crash's normals. Mostly though, he's just there aesthetically.
Here are my ideas for Crash's special moves. Feel free to take a look!
Crash's Neutral Special would be his Spin. While this seems pretty basic for a special move, the Spin is quite a utility. For one, the move has little to no starting lag; it's incredibly quick, making it easy to get out of tough spots. It also has a pull effect, making enemies and items move closer to Crash if they're within range. This comes in handy when combined with Crash's Down Special.
Crash's Side Special is the Fruit Bazooka. Crash pulls out the aforementioned firearm and takes aim, but he cannot move when aiming. A reticle appears on the screen when he's in aiming stance, allowing him to more easily connect. If Side B is pressed again, Crash shoots out a fruit that does quite a bit of damage. Pressing anything other than Side B exits the aiming stance.
Crash's Up Special is the Arrow Crate. An Arrow Crate appears below Crash, giving him an additional jump. Simple, right? Kind of boring? What makes this move unique is that it can be used twice in the air as opposed to once, allowing Crash to have what is essentially three midair jumps which he can use at whatever point he wishes. Use this for mix ups and confuse foes about where you'll land.
Crash's Down Special is the Crate Drop. Crash pulls out one of four crates and places it in front of him. The four are normal crates, Metal Crates, TNT Crates, and the incredibly rare Nitro Crates. Metal Crates can't be broken under normal means, while normal crates can. TNT crates explode three seconds after they're touched, and Nitro Crates explode instantly if touched. However, if Crash uses his Neutral Special next to a crate, his spin picks it up and launches it forward. Normal Crates do normal damage, Metal Crates do heavy damage but low knockback, TNT crates do low damage but heavy knockback, and the rare Nitro Crates do high damage and high knockback, and are Crash's best kill move. Only one crate can be in play at a time.
Crash's Final Smash is Aku-Aku. Aku-Aku will come forth, go "Hoodaboogah," and allow Crash to don him as a mask, all while the Aku-Aku theme plays. While like this, Crash is invincible and can't take damage or knockback. However, he doesn't get a power boost in return for not taking damage, to balance it against current transformation Final Smashes. When the music ends, so too does the Final Smash.
Crash's Side Special is the Fruit Bazooka. Crash pulls out the aforementioned firearm and takes aim, but he cannot move when aiming. A reticle appears on the screen when he's in aiming stance, allowing him to more easily connect. If Side B is pressed again, Crash shoots out a fruit that does quite a bit of damage. Pressing anything other than Side B exits the aiming stance.
Crash's Up Special is the Arrow Crate. An Arrow Crate appears below Crash, giving him an additional jump. Simple, right? Kind of boring? What makes this move unique is that it can be used twice in the air as opposed to once, allowing Crash to have what is essentially three midair jumps which he can use at whatever point he wishes. Use this for mix ups and confuse foes about where you'll land.
Crash's Down Special is the Crate Drop. Crash pulls out one of four crates and places it in front of him. The four are normal crates, Metal Crates, TNT Crates, and the incredibly rare Nitro Crates. Metal Crates can't be broken under normal means, while normal crates can. TNT crates explode three seconds after they're touched, and Nitro Crates explode instantly if touched. However, if Crash uses his Neutral Special next to a crate, his spin picks it up and launches it forward. Normal Crates do normal damage, Metal Crates do heavy damage but low knockback, TNT crates do low damage but heavy knockback, and the rare Nitro Crates do high damage and high knockback, and are Crash's best kill move. Only one crate can be in play at a time.
Crash's Final Smash is Aku-Aku. Aku-Aku will come forth, go "Hoodaboogah," and allow Crash to don him as a mask, all while the Aku-Aku theme plays. While like this, Crash is invincible and can't take damage or knockback. However, he doesn't get a power boost in return for not taking damage, to balance it against current transformation Final Smashes. When the music ends, so too does the Final Smash.
New
Yomi's Biggest Fan
Thanks for tagging me, glad to see a new Crash thread. I played some of N Sane Trilogy at PAX East (Hang Eight). It was good. Like real good. It felt just like it did on the PSone, except it was not as stiff. Still awesome though
Also here is my moveset I made a while back, figured it would be a good place to drop it.
↑
Crash Goes For A Spin!
Stats
Weight: 5/10 (weighs around Sonic's weight, a bit on the lighter side of a mid weight)
Walk Speed: 6/10 (About Duck Hunt's walk speed)
Run Speed: 7/10 (A bit faster then DK)
Air Speed: 8/10 (Around Mario's)
Jump Height: 7/10 (Around Sonic's)
Fall Speed: 7/10 (Around Corrin's)
Size: A bit shorter than Fox
Crawl: Yes
Wall Jump: Yes
Wall Cling: No
Game Play Plan: Crazy Trapper
Crash is all about his insanity. His edgier, crazier game play is where his move set is taken into account. He has adequate cqc tools, and has a very solid keep away game.
Crash is not meant to be a character that rushes in. He does not have the buttons for that. He is instead meant to play the role of a mid range zoner, patiently waiting for his path to victory. By using his specials well, not only will a skilled Crash player survive longer, but they can put up a rather strong wall that helps them nab their opening to victory.
Crash plays best when he keeps his opponents on his toes, similar to a player in a Crash game. For most of a Crash game, you are not able to run in guns a blazing. You have to play a bit patiently, and wait for the right moment to proceed. He is easy to pick up, but truly harder to master, much like his classic games.
A Moves
Jab 1 - A simple karate chop diagonally in front of him (2%)
Jab 2 - Another karate chop in front of him (2%)
Jab 3 - A quick spin that knocks foes away, note that the jab links together, no multi hits, good quick get off me tool (3%)
F Tilt- Crash does a swing with his yo yo (7%)
Up Tilt- Crash does a quick flip with his jetboard, swiping above him (6%)
Down Tilt- Crash's signature slide kick, can be jumped out of at the end, essential poke for Crash, one of his only tools to close a distance (7%)
Dash Attack- Crash hops on a random animal (Hog, Polar, Pura), and slides forward, animal does not matter for damage (6%)
U Smash - Crash plays the didgeridoo, tilting it around (3 hits), with the final "note" killing (11-17 damage, assuming all hits connect )
F Smash - Crash has a boulder roll in front of him a short distance before it disappears, good at controlling space, but not a great kill move, goes about 2-3 the distance of mega man's f smash (12-18 %)
D Smash- Crash break dances (similar to Sonic's down taunt and sheik's down smash, but with more range to the movement) (10-15%)
N air- Crash does a brief twirl in the air, similar to Pac Man or Villagers, but quicker (5%)
F air- Crash chops in front of him, similar to Luigi's fair (6%)
B air - Crash boosts away from the opponent with the Jet Pack from Crash 2. Works similar to Corrin's bair in which it aids in recovery, and helps his spacing,and is one of Crash's better kill moves (9%)
U Air-Crash plays his didgeridoo, swinging it around quickly (think Ike's up air) 8 %
Down Air- Crash uses his famous body slam, can be buffered as a smash attack. Meteor smashes if hit under crash and not the sides (12-15% depending on smashed)
Grabs and Throws
Grab- crash grabs the opponent with both hands
Pummel-Crash headbutts the opponent, a bit slower than most pummels(3%)
F throw- Crash Spins the opponent away (7%)
B throw- similar to f throw (7%) this makes for good mix ups on that part
U throw- Crash throws them upward and fires a wumpa shot at them, this is Crash's best kill throw (10%)
D throw- Crash throws an opponent down and body slams them, decent for combos at low percent (6%)
B Moves
Neutral B- Wumpa Bazooka
This move fires shots of Wumpa fruit, each dealing 5% damage with a small amount of hit stun. Crash can fire one out of a short hop. This move allows Crash to force approaches, and is a rather powerful spacing tool. It only goes a little more than 1/2 of final destination, so it is not the best form of projectile camping in the game It mainly functions to net Crash some space, and grant him a tool to harass opponents.
By having this tool in his default moveset Crash is able to effectively force opponents to weave through his traps. Traps are nothing if the opponent never has to approach, after all.
Side B- The Spin
By far Crash's most iconic move. If the button is tapped, Crash will just do a brief spin forward that deals 7%, and is probably one of Crash's best pokes and can even be used as a cross up aerial move. If the button is held, the move will do a total of 11%, and allows Crash to hover while in use, and is a multi hit unlike its tapped version. Does not put crash into free fall. Can be angled while in use if held.
Up B- TNT Hop
Crash hops on a TNT crate, which falls. The move has super armor on start up until crash gets off the crate, so it has limited armor frames. The crate will be destructive if a player hits it while it counts down. The explosion from the crate can damage Crash if he is not careful, and deals a solid 12% with good knock back. Think of it as a much more offensive Spring or Rush coil without as much range. This makes Crash have more of a mediocre recovery if his Spin is intercepted and he is not smart with this move. Much like the games, the crate remains for three seconds, until it explodes. It can explode prematurely if opposing hits are made, be it by an opponent or crash.
Crash's TNT Hop is meant to be used in neutral as a last ditch escape option if needed, similar to Sonic's spring. However, the kicker is that it is a very potent explosion as well. Crash can use the TNT crate as another tool for stage control, allowing him to get some breathing room and put a dangerous obstacle in his foes path.
Down B- Nitro Crate
Crash lays down a Nitro crate, which damages an opponent for 9% if touched. Crash can lay down up to 2 Nitro Crates, and can not lay down any more. Nitro Crates can chain their explosions like in games, allowing for some kill setups and stage control. The trick for this move is to simply put try to control space with it, much like what nitros do in Crash.
Nitros can be destroyed by strong enough projectiles or physical contact. However, Nitros are still strong due to the fact that oftentimes, they force opponents into the air to dodge them. This allows Crash to snipe at them with his bazooka, and possibly force a bad landing. Nitro at the edge is a really strong ledge control tool, as it can be used with two nitros to cover roll, standing get up, and attack.
Final Smash- Aku Aku
Aku Aku goes onto Crash's face, giving him a huge movement and power boost. He is also immune to knock back, but is not immune to damage. Similar to Giga Mac, Giga Bowser, or Mega Lucario.
Misc. Stuff
Taunt 1 - Crash does his signature dance
Taunt 2- Crash does his death spin he does on death in Crash 1
Taunt 3- Crash turns to the screen over his shoulder and raises his eyebrows, like before he jumps on Polar
On Screen Appearance- Crash jumps out of a warp from Crash 2-3
Victory 1- Crash's Iconic dance
Victory 2- Crash throws up a gem, crystal, and relic, which all fly up to his amusement
Victory 3- Crash hops onto his motorcycle, and rides off
Victory Fanfare- I tend to imagine the victory fanfare would be a few beats from the Crash 3 Warped main theme. It seems at this point that theme has become the standard theme for the series, so I feel it would be good.
Trivia about Crash
When hit by strong attacks, X marks can be seen in his eyes like he is crushed
Sometimes on death, his angel or shoes appear in local play (non 8 player to prevent lag)
This move set was designed to reference Crash levels as well as his abilities
Thanks for tagging me, glad to see a new Crash thread. I played some of N Sane Trilogy at PAX East (Hang Eight). It was good. Like real good. It felt just like it did on the PSone, except it was not as stiff. Still awesome though
Also here is my moveset I made a while back, figured it would be a good place to drop it.
↑
Crash Goes For A Spin!
Stats
Weight: 5/10 (weighs around Sonic's weight, a bit on the lighter side of a mid weight)
Walk Speed: 6/10 (About Duck Hunt's walk speed)
Run Speed: 7/10 (A bit faster then DK)
Air Speed: 8/10 (Around Mario's)
Jump Height: 7/10 (Around Sonic's)
Fall Speed: 7/10 (Around Corrin's)
Size: A bit shorter than Fox
Crawl: Yes
Wall Jump: Yes
Wall Cling: No
Game Play Plan: Crazy Trapper
Crash is all about his insanity. His edgier, crazier game play is where his move set is taken into account. He has adequate cqc tools, and has a very solid keep away game.
Crash is not meant to be a character that rushes in. He does not have the buttons for that. He is instead meant to play the role of a mid range zoner, patiently waiting for his path to victory. By using his specials well, not only will a skilled Crash player survive longer, but they can put up a rather strong wall that helps them nab their opening to victory.
Crash plays best when he keeps his opponents on his toes, similar to a player in a Crash game. For most of a Crash game, you are not able to run in guns a blazing. You have to play a bit patiently, and wait for the right moment to proceed. He is easy to pick up, but truly harder to master, much like his classic games.
A Moves
Jab 1 - A simple karate chop diagonally in front of him (2%)
Jab 2 - Another karate chop in front of him (2%)
Jab 3 - A quick spin that knocks foes away, note that the jab links together, no multi hits, good quick get off me tool (3%)
F Tilt- Crash does a swing with his yo yo (7%)
Up Tilt- Crash does a quick flip with his jetboard, swiping above him (6%)
Down Tilt- Crash's signature slide kick, can be jumped out of at the end, essential poke for Crash, one of his only tools to close a distance (7%)
Dash Attack- Crash hops on a random animal (Hog, Polar, Pura), and slides forward, animal does not matter for damage (6%)
U Smash - Crash plays the didgeridoo, tilting it around (3 hits), with the final "note" killing (11-17 damage, assuming all hits connect )
F Smash - Crash has a boulder roll in front of him a short distance before it disappears, good at controlling space, but not a great kill move, goes about 2-3 the distance of mega man's f smash (12-18 %)
D Smash- Crash break dances (similar to Sonic's down taunt and sheik's down smash, but with more range to the movement) (10-15%)
N air- Crash does a brief twirl in the air, similar to Pac Man or Villagers, but quicker (5%)
F air- Crash chops in front of him, similar to Luigi's fair (6%)
B air - Crash boosts away from the opponent with the Jet Pack from Crash 2. Works similar to Corrin's bair in which it aids in recovery, and helps his spacing,and is one of Crash's better kill moves (9%)
U Air-Crash plays his didgeridoo, swinging it around quickly (think Ike's up air) 8 %
Down Air- Crash uses his famous body slam, can be buffered as a smash attack. Meteor smashes if hit under crash and not the sides (12-15% depending on smashed)
Grabs and Throws
Grab- crash grabs the opponent with both hands
Pummel-Crash headbutts the opponent, a bit slower than most pummels(3%)
F throw- Crash Spins the opponent away (7%)
B throw- similar to f throw (7%) this makes for good mix ups on that part
U throw- Crash throws them upward and fires a wumpa shot at them, this is Crash's best kill throw (10%)
D throw- Crash throws an opponent down and body slams them, decent for combos at low percent (6%)
B Moves
Neutral B- Wumpa Bazooka
This move fires shots of Wumpa fruit, each dealing 5% damage with a small amount of hit stun. Crash can fire one out of a short hop. This move allows Crash to force approaches, and is a rather powerful spacing tool. It only goes a little more than 1/2 of final destination, so it is not the best form of projectile camping in the game It mainly functions to net Crash some space, and grant him a tool to harass opponents.
By having this tool in his default moveset Crash is able to effectively force opponents to weave through his traps. Traps are nothing if the opponent never has to approach, after all.
Side B- The Spin
By far Crash's most iconic move. If the button is tapped, Crash will just do a brief spin forward that deals 7%, and is probably one of Crash's best pokes and can even be used as a cross up aerial move. If the button is held, the move will do a total of 11%, and allows Crash to hover while in use, and is a multi hit unlike its tapped version. Does not put crash into free fall. Can be angled while in use if held.
Up B- TNT Hop
Crash hops on a TNT crate, which falls. The move has super armor on start up until crash gets off the crate, so it has limited armor frames. The crate will be destructive if a player hits it while it counts down. The explosion from the crate can damage Crash if he is not careful, and deals a solid 12% with good knock back. Think of it as a much more offensive Spring or Rush coil without as much range. This makes Crash have more of a mediocre recovery if his Spin is intercepted and he is not smart with this move. Much like the games, the crate remains for three seconds, until it explodes. It can explode prematurely if opposing hits are made, be it by an opponent or crash.
Crash's TNT Hop is meant to be used in neutral as a last ditch escape option if needed, similar to Sonic's spring. However, the kicker is that it is a very potent explosion as well. Crash can use the TNT crate as another tool for stage control, allowing him to get some breathing room and put a dangerous obstacle in his foes path.
Down B- Nitro Crate
Crash lays down a Nitro crate, which damages an opponent for 9% if touched. Crash can lay down up to 2 Nitro Crates, and can not lay down any more. Nitro Crates can chain their explosions like in games, allowing for some kill setups and stage control. The trick for this move is to simply put try to control space with it, much like what nitros do in Crash.
Nitros can be destroyed by strong enough projectiles or physical contact. However, Nitros are still strong due to the fact that oftentimes, they force opponents into the air to dodge them. This allows Crash to snipe at them with his bazooka, and possibly force a bad landing. Nitro at the edge is a really strong ledge control tool, as it can be used with two nitros to cover roll, standing get up, and attack.
Final Smash- Aku Aku
Aku Aku goes onto Crash's face, giving him a huge movement and power boost. He is also immune to knock back, but is not immune to damage. Similar to Giga Mac, Giga Bowser, or Mega Lucario.
Misc. Stuff
Taunt 1 - Crash does his signature dance
Taunt 2- Crash does his death spin he does on death in Crash 1
Taunt 3- Crash turns to the screen over his shoulder and raises his eyebrows, like before he jumps on Polar
On Screen Appearance- Crash jumps out of a warp from Crash 2-3
Victory 1- Crash's Iconic dance
Victory 2- Crash throws up a gem, crystal, and relic, which all fly up to his amusement
Victory 3- Crash hops onto his motorcycle, and rides off
Victory Fanfare- I tend to imagine the victory fanfare would be a few beats from the Crash 3 Warped main theme. It seems at this point that theme has become the standard theme for the series, so I feel it would be good.
Trivia about Crash
When hit by strong attacks, X marks can be seen in his eyes like he is crushed
Sometimes on death, his angel or shoes appear in local play (non 8 player to prevent lag)
This move set was designed to reference Crash levels as well as his abilities
What about a stage?
Crash's home stage would be N. Sanity Beach, a recurring location in the series, as well as the first level of the first Crash Bandicoot game. This is a three part touring stage taking players across the level. Players start on the beach itself and are there for the longest amount of time. There is no real gimmick here, though the stage is a walk off. After a while, a platform rises out of the sand and the players are brought to the jungle portion. Here, every now and then, a crab will appear and hurt the players, though it can be dispatched with ease. The third portion takes the players from the jungle to the ruins using the platform once more. Here, there is much more verticality. Stone platforms appear all throughout the stage, mixing up the fight a bit. After a while, the platform returns the players back to the beach for the cycle to start anew.
Conclusion
So with that, I hope you choose to support Crash Bandicoot for Smash. I truly believe he's a character choice many people tend to sleep on, as far as odds go. I look forward to discussing our favorite orange marsupial and his Smashing possibilities with all of you.
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