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Make Your Move 4

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Kholdstare

Nightmare Weaver
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Taht would be Kiaba, so probally not...

...and thanks for the rick roll! I actually put a rick roll on the website I turned in as my final last quarter (and got an A)!
Doh! Yeah, I haven't watched the show in a LOOONG time, so..

Your welcome.

I'm making a MYM t-shirt with a pic on it and "lolchillinz" underneath the pic. Which of these is the best:



or

 

Kholdstare

Nightmare Weaver
Joined
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Messages
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Hmm... two for the first one and one for the second one. I will wait for best 3 out of 5.

WARNING: NEW CHALLENGER APPROACHING


Fierce Deity Pikafan8269297

he's prety much liek pickuchu but strongr an has diffirint specals:chuckle::chuckle::chuckle:

pickachu is teh best charactor evar becuase al u do is pres down b and no one can kil u
if dey shiit ther lasers or arows den u jump bcus pikachu is super fast chractr guy.

________________________________
sepcials:

up B = grate recovry
just like pikuchu but al u do is pres up b and no one can cach u

B = pickachu shuts lightning out of hid cheeeck so he amkes you zaped

Side B = he jumps sidewas and uberpwns u

down B = kils u with his down b

finale smahs = volt takle
pikuchu flys acros the skreen an kils evry1
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Pikafan meets WAMY! Uncanny!

...May as well clinch it. I preferred the first one, Kholdstare.
 

Lenus Altair

Smash Ace
Joined
Mar 7, 2008
Messages
518
Make that five for number 1...

... And Yami is going to be the most complicated character I've made yet... its gonna be crazy...
 

Chris Lionheart

Smash Champion
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Make Your Move
You could have just had him work like the Pokemon trainer..... lol.


But you should make it work something like this.

Yugi is in the background and can't be attacked.

He summons a card monster.

When that card monsters life runs out, that card is gone.

While Yugi is putting down a new card, he is vulnerable to attack.

When Yugi runs out of cards, he is KO'd.
 

Chris Lionheart

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Make Your Move
As in he is such a douche he doesn't actually fight, but send his slaves to do the work?
If I recall, that is pretty accurate to the show.

The only one I recall actually fighting is Kiba and the two guy friends of Yugi.

Of course all this GX and other lame garbage that I haven't been able to convince myself to watch may have changed that.
 

Lenus Altair

Smash Ace
Joined
Mar 7, 2008
Messages
518
You could have just had him work like the Pokemon trainer..... lol.


But you should make it work something like this.

Yugi is in the background and can't be attacked.

He summons a card monster.

When that card monsters life runs out, that card is gone.

While Yugi is putting down a new card, he is vulnerable to attack.

When Yugi runs out of cards, he is KO'd.
I've already got him planned out, thanks. Plus... some of those ideas contradict.
 

Chris Lionheart

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Make Your Move
I've already got him planned out, thanks. Plus... some of those ideas contradict.
Those ideas don't contradict.

Its true to the show.

The player is (usually) untargetable, except when he has no monster to guard his life points.

So basically, when he is putting down a new monster card or runs out of cards, he is vulnerable.


Oh and be sure to implement trap cards and other non-monster cards. :)

Sword of Light (or w/e the card is called) ftw.....
 

Chief Mendez

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@Lenus: Just remember that Yugi is a playable character in both of the Jump Stars games, and he fights nothing like these guys are theorizing about above. Basically he runs around and jumps himself, but never throws and actual punches or kicks--instead, whenever you press an attack or special button, he quickly sticks a Duel Monsters card into his...card-disc-arm-thing-from-Battle-City-that-I-forget-the-actual-name-of, and a monster comes out, does an attack, then warps away.

It's really slick, and makes him easily the most visually-interesting character in those games.

Yugi's actual moves in action! (Betcha' never thought to use Kuriboh as a shield, eh?)
 

Chris Lionheart

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Make Your Move
@Lenus: Just remember that Yugi is a playable character in both of the Jump Stars games, and he fights nothing like these guys are theorizing about above. Basically he runs around and jumps himself, but never throws and actual punches or kicks--instead, whenever you press an attack or special button, he quickly sticks a Duel Monsters card into his...card-disc-arm-thing-from-Battle-City-that-I-forget-the-actual-name-of, and a monster comes out, does an attack, then warps away.

It's really slick, and makes him easily the most visually-interesting character in those games.

Yugi's actual moves in action! (Betcha' never thought to use Kuriboh as a shield, eh?)
I was trying to be true to the lame show, not true to a lame spin-off game.

Plus that system, while visually interesting, wouldn't be very interesting in function. Basically any Lyon or other FE summoner, Paper Mario, etc. could.... and probably would.... do the exact same thing.
 

Lenus Altair

Smash Ace
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Messages
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Those ideas don't contradict.

Its true to the show.

The player is (usually) untargetable, except when he has no monster to guard his life points.

So basically, when he is putting down a new monster card or runs out of cards, he is vulnerable.


Oh and be sure to implement trap cards and other non-monster cards. :)

Sword of Light (or w/e the card is called) ftw.....
Why thank you, I had no idea how the game works...

@Lenus: Just remember that Yugi is a playable character in both of the Jump Stars games, and he fights nothing like these guys are theorizing about above. Basically he runs around and jumps himself, but never throws and actual punches or kicks--instead, whenever you press an attack or special button, he quickly sticks a Duel Monsters card into his...card-disc-arm-thing-from-Battle-City-that-I-forget-the-actual-name-of, and a monster comes out, does an attack, then warps away.

It's really slick, and makes him easily the most visually-interesting character in those games.

Yugi's actual moves in action! (Betcha' never thought to use Kuriboh as a shield, eh?)
Interesting stuff. I was already blending ideas like that somewhat...
 

Chris Lionheart

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Make Your Move
Yami Yugi sounds like he could be potentially similar in function to the Pokemon team moveset I was planning.

But despite my hatred of the show, it will be interesting to see how this turns out. I'm looking forward to it.
 

Chief Mendez

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a lame spin-off game.
O SNAP

You just called Jump Ultimate Stars a lame spin-off? You did, didn't you? Man. You really need to import that sucker--it's the Smash Bros. of the DS, only with more characters than Brawl, 100x as much strategy, and more fanservice than you can shake a stick at.

...Anyway.

If you think you're idea for how Yugi should work is so good, then why not make one yourself? There's nothing against two people making the same character in the rules, so...go for it! :bee:
 

Kholdstare

Nightmare Weaver
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The only card game I play is Magic the Gathering. I used to play Yugioh. My ace in the hole was always the dark knight riding the bone dragon thing. And Change of Heart.

EDIT: @flyinfilipino: Rain Man? RAIN MAN? RAIIIIIN MAAAAAAN?!?!

That movie was awesome.
 

flyinfilipino

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The only card game I play is Magic the Gathering. I used to play Yugioh. My ace in the hole was always the dark knight riding the bone dragon thing. And Change of Heart.
Gaia the Dragon Champion!

Oh my gosh, I know so much about Yu-Gi-Oh! it's embarassing, I should take a stab at it myself.
 

Chris Lionheart

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Make Your Move
O SNAP

You just called Jump Ultimate Stars a lame spin-off? You did, didn't you? Man. You really need to import that sucker--it's the Smash Bros. of the DS, only with more characters than Brawl, 100x as much strategy, and more fanservice than you can shake a stick at.

...Anyway.

If you think you're idea for how Yugi should work is so good, then why not make one yourself? There's nothing against two people making the same character in the rules, so...go for it! :bee:
I don't own a DS.... yet.

Is it actually good.... hmm. I'm guessing its Japan only?

I'm not going to make a moveset for Yugi. I haven't been a fan of (or even watched) a non abridged episode of that show since.... I must have been in like 6th grade....

Hell, if I wanted to use a similar system, I would just go for something more complicated and make it use the Tales of Symphonia: Dawn of the New World monsters in it...... I call it! :bee:
 

Kholdstare

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HOW ARE REGULAR MEMBERS GETTING THESE CUSTOM AVATARS?

I thought only Premium members could get them.
 

Lenus Altair

Smash Ace
Joined
Mar 7, 2008
Messages
518
The only card game I play is Magic the Gathering. I used to play Yugioh. My ace in the hole was always the dark knight riding the bone dragon thing. And Change of Heart.
Cool Deal. I really don't play yugioh unless someone specifically request me to. I havent bought any cards in a few years, but I played in some local tournaments and won a couple. Now I play magic, but Im strictly casual. I plan on devoting myself to other things.

Gaia the Dragon Champion!

Oh my gosh, I know so much about Yu-Gi-Oh! it's embarassing, I should take a stab at it myself.
That could would be cool. Don't worry man, I know to much about it, but Im not afriad to be G-Cubed!

I'm not going to make a moveset for Yugi. I haven't been a fan of (or even watched) a non abridged episode of that show since.... I must have been in like 6th grade....

Hell, if I wanted to use a similar system, I would just go for something more complicated and make it use the Tales of Symphonia: Dawn of the New World monsters in it...... I call it! :bee:
That would be awesome too. I haven't got to play the new one yet, but I plan too. The first was so great, and while I hear this one doesn't go the distance it still sounds like a decent game.
 

Chris Lionheart

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Make Your Move
That would be awesome too. I haven't got to play the new one yet, but I plan too. The first was so great, and while I hear this one doesn't go the distance it still sounds like a decent game.
I tried some of the game out.

So far, I like it a lot. Don't listen to the hate.

The fact that it doesn't have all the Colette and Remiel father/daughter and "Oh, Goddess Martel" garbage is a blessing in itself.

I'm getting both ToS:DotNW and Tales of Vesperia for Christmas.
 

Chief Mendez

Smash Master
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Alright, Yugi! (They're "duel disks", Chief) I hope it inspires me to start working on my card-based character soon....
Aren't the disks the things they threw on the ground on the...uh, on Pegasus' island place thing?

The giant yo-yos that projected holograms, or something?

Also: OH MY GOD YOU ACTUALLY POSTED HERE

The only card game I play is Magic the Gathering
I am suddenly filled with a lust to see Squee, Greven, Gerrard, or Toshiro in moveset form. :bee:

Dear lord. I haven't played Magic in...gosh, probably over a decade, now. :psycho: Why do I still remember all this stuff!?

Is it actually good.... hmm. I'm guessing its Japan only?
Oh my God yes it's good. It's freaking awesome, is what it is.

As long as you don't mind going through the game with a translation guide by your side/on your monitor, and can stand the occasional extremely-odd mission objective (collect all the bananas, but avoid the grapes. ...Wait, what?), it's an amazing game.

HOW ARE REGULAR MEMBERS GETTING THESE CUSTOM AVATARS?

I thought only Premium members could get them.
I don't think the Premium Account thing is still available. :ohwell:

Custom avatars are free now--just "Edit Avatar" in your User Child Pornography. :chuckle:
 

flyinfilipino

Smash Master
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Aren't the disks the things they threw on the ground on the...uh, on Pegasus' island place thing?

The giant yo-yos that projected holograms, or something?

Also: OH MY GOD YOU ACTUALLY POSTED HERE

Child Pornography. :chuckle:
They're all called Duel Disks since Kaiba made them all though I'm not sure if he had anything to do with the Duel Motorcycles they're playing with these days *shrugshrugshrug*.

Yeah, I've actually skimmed this thread every once and a while when I got bored. The amount of writing that has to go into it kinda turned me off from making an attempt (I didn't have to write a single paper this semester!), but uh...I've got all day tomorrow.

Help a n00b??
 

MasterWarlord

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Not wasting countless hours on a 10 man community
Prepare for Kremling Khaos! Klump and Krusha have joined the Klash!


THE TWIST:


Klump and Krusha are nothing whatsoever like the Ice Climbers, as their movesets are very different. . .Well, actually, they still manage to share one moveset. How does this work? You play as Klump and Krusha follows you along. Klump does few of his attacks without making use of Krusha, them all being combination attacks. They have some otherwise very powerful attacks, but said attacks will result in the duo splitting up, leaving Klump on his own where he's bottom tier material. Thankfully, the enemy can't split you up from Krusha, as unlike Nana, Krusha is completely invulnerable at all times. He's a living disjointed hitbox.

Stats:


Power:[ 7.5/10:
Klump's militaristic experience lends him a good amount of power, but he is still lower than several of the heavyweights in Brawl. When Krusha is around, the duo is one of the most powerful characters out there.

Walking Speed: 3.5/10: Klump marches proudly, stomping one foot in front of another and swinging his arms. Krusha swings his arms up and down stupidly.

Dashing Speed: 5.5/10: Klump pumps his arms and leans down as he jogs forward, Krusha stays upright and holds his arms at his side as he trots forward.

Weight: 7/10: Although Klump is a fairly large reptile, fat weighs a lot less than muscle, so he is lighter than he may appear to be.

Range: 6/10: On average, Klump has above average range. He can hit foes from a moderate distance, but he is not a long range character by any means. Krusha contributes a good deal more range to some of Klump's attacks.

Projectile Distance: 10/10: Klump can drive his remote controlled car anywhere for four seconds before it disappears, although it is extremely weak. His Klaptrap Weapon shoots travel about as far as one of Wolf's lasers, which is above average distance., but not great.

Priority: 5/10 Klump's attacks by himself don't have as much force in them as the average heavyweight, but Krusha is a giant walking disjointed hitbox of priority, what with being invulnerabe.

Attack Speed: 1.5/10 The duo's attacks are horrendously slow, them having an abundance of KO moves though having a much harder time actually landing them. It's hard to find a remotely fast attack in here.

Size: 7.5/10: Klump is fairly short and has a good deal of girth, making him a somewhat large target. Krusha stands taller than his general, making him a great big combo dummy, although he can’t be knocked back.

First Jump: 3/10: Klump pushes weakly off the ground, swinging his legs slightly. A poor first jump. Krusha jumps into the air to follow him, flapping his hands a bit.

Second Jump: 4.5/10: Spreading his legs a bit, Klump springs upwards a below average distance, Krusha right behind, still flapping his hands. Klump has less than impressive jumping range.

Fall Speed: 8/10: Klump and Krusha fall at a speed typical for heavyweights.

Recovery: 5/10 Klump will nearly always be able to recover if Krusha's at his side, although Klump will have to sacrifice being vulnerable for a short period to get Krusha to come back to the stage, meaning their recovery is somewhat gimpable. Without Krusha, Klump's recovery is mediocre.

Crouch: 3.5/10: Klump crouches down and puts his hands over his head, holding his helmet down for maximum protection. Krusha just sits stupidly. It's quite laggy, and Krusha making himself a smaller target is actually a bad thing, seeing as he works as a wall, making it rather bad.

Traction: 6/10: Although the duo is quite clumsy, they don't have much speed to lose traction with.

Comboabililty: 2/10: Klump and Krusha are not smart and therefore don't really know how to properly string together attacks. They are much better at one-hit-killing moves.

Wall Jump: No
Wall Cling: No
Glide: No
Crawling: Yes
Tether: No

Basic Animations/Actions:​

Standard: Klump stands up tall while Krusha hunches over slightly, right behind him.
Idle: Klump puts his arms to his sides, straightening his posture while Krusha picks his nose.
Walking: Klump does a standard military march while Krusha looks down at the ground.
Running: Nothing new, Krusha just brings his head up.
Dashing: The two soldiers pump their arms, actually trying to run.
Jump 1: Both Kremlings crouch down then spring up, being slightly laggy for a jump. The two are far from good at short hopping.
Jump 2: Klump does the standard spin in mid-air while Krusha flails his arms, trying to fly like a bird in a comic fashion.
Forwards Roll: Krusha runs up in front of Klump, taking any hits for him, then runs back behind him. This is a good way to make use of Krusha being a living wall, but if they’re already right up next to Klump it won’t make much difference.
Backwards Roll: Krusha casually takes a few steps backwards while Klump does the standard roll.
Air Dodge: Klump leans into the background and pulls Krusha to him if he’s with him, holding him out in front of him, using him as a shield. If Krusha is hit during this time he’ll laugh it off with a simple “duuuhhh. . .”. Without Krusha, the air dodge is the standard one you’d expect.
Sidestep: Klump sidesteps while Krusha does absolutely nothing.
Shield: Klump shields himself with his arms while the standard bubble shield forms around him, Krusha not needing one due to being so buff.
Ledge Hang: Klump hangs from the ledge in a standard position, but of particular note is that Krusha hangs on by his tail. After Klump does his ledge attack, Krusha climbs up behind him.
Sleep: Klump uses his hard hat as a pillow, lying down and cuddling up against it. Krusha is wide awake, but is busy trying to wake up Klump, poking him stupidly.
Dizzy: Klump staggers back and forth as if he were drunk, his hard hat falling off. Krusha, immune to the dizziness due to already being so stupid, tries Klump’s hard hat on for size. Krusha will keep Klump’s hard hat until the two kremlings make body contact, in which Klump will angrily swipe the hat away.

Basic Attacks:


Basic Combo: Kremling Kraze: Klump reaches forward with both arms and begins flailing wildly and angrily, scratching foes with his claws. This combo is easy to trap foes in, and does 2% per flail, but no knockback. If a foe is trapped in the flailing for more than four seconds, however, Krusha will punch the foe powerfully out of Klump’s attacks, dealing 10% and good knockback. This is useful for trapping foes against walls, but has slight ending lag.

Basic Combo without Krusha: Klump simply flails on his own as long as you hold down the A Button. This still does 2% per flail and no knockback. Klump can be punished easily by using this combo without Krusha, as the victim of the flailing can easily attack back while Klump is lagging.

Forward Tilt: Reptilian Respect: Klump and Krusha both bow in a militaristic manner, but Krusha accidentally shoves Klump forward a bit, giving foes three light hits as he stumbles on his feet. This has decent range for a tilt, but Klump is separated from Krusha. Thankfully, since he's only away by a few feet, he can shorthop backwards to reunite the group. It does 4% per hit.

Forward Tilt without Krusha: Klump simply bows quickly forward, hitting foes with his head, before rising into an erect stance. This does average knockback and 7%, and is one tilt Klump can rely on while solo (as his Down Tilt only heals damage and Up Tilt only blows foes up a bit).

Down Tilt: Krusha Klap-Along: Klump takes out a small TV set that has the Sing-Along with Uncle Swampy Show on and places it on the floor for Krusha to laugh stupidly and sit down to watch it. Klump pats Krusha's head, then leaves Klump to watch the show, splitting the pair up.

Some music can faintly be heard coming out of the TV, with stupid-sounding singing, and Krusha will clap along to the beat, laughing stupidly. Each clap does 8-9% damage and average knockback, and at certain points of the song he'll clap quickly for a barrage of attacks. Klump can reunite with Krusha by touching him.


Down Tilt without Krusha: Klump takes out a TV again, but what he's intending to watch is far more "mature" material then Krusha. His eyes boggle out, as he watches, and he'll heal 1% damage per second. If you move the camera to the side of the TV, you can see he's watching Kremling girls such as Kalypso from DK Barrel Blast. Pressing any button causes Klump to put the TV away. This is laggy to come in and out of, so it's hard to abuse this.

Up Tilt: Krusha’s Kandle: Out of his shirt, Krusha takes a single lit firework stick, and holds it up in awe, not realizing that it is about to blow. Klump sees this and blows the stick out in fear, for Krusha to look sad and put it away. The candle gives foes 7-8% fire damage, and does good vertical knockback. The startup lag isn’t horrible either, but it takes a while for Krusha to stow the stick.

Up Tilt without Krusha: Klump blows up, although there is no firework stick there anymore. This means that foes take no damage, as they are just being blown upwards a bit. This move really suffers without Krusha, so it may be better to use an Aerial or Up Smash as an alternative if you are alone.

Dash Attack: Lizard Locamote: Klump marches forward formally, yelling out “Hip hup, hip hup!” loudly, like he does when escorting K.Rool. After a few paces, Klump looks back expectantly, only to see Krusha not moving. Awkwardly, Krusha jogs forward to reunite with his general. Klump hits foes weakly, but can trap foes with each pace to be knocked away powerfully when Krusha charges forward. Krusha cannot be interrupted while he’s jogging forward, but if Klump is attacked, the move is canceled. Hitting Klump deals 6-7% and low knockback to foes, while hitting Krusha deals 13-15% and good knockback.

Dash Attack without Krusha: Klump just marches forward on his own, yelling out, “Hip hup, hip hup!” There is no difference between Klump’s attack, except that Krusha doesn’t jog forward as well.

Smash Attacks:​

Forward Smash: Explodin’ Barrel Blast:Klump places an explodin' barrel (marked with a red blast sign) in front of him, while Krusha plugs his ears with two fingers. Upon release, Klump takes the lid off the barrel, which detonates loudly. This Smash deals from 21-32% and stellar knockback, but leaves Klump and Krusha stunned for a second after use, as they are covered in black smoke, a shocked expression on their faces. This is not a spammable Smash by any means, but it has highly rewarding results.

Forward Smash without Krusha: Klump still uses an explodin’ barrel, using the Smash in the same way. Although this Smash is weaker when it is alone, only dealing from 9-18%, Klump also suffers from much less ending lag; this is one Smash he can rely on while solo.

Down Smash: Kremling Kollision: Klump says to Krusha, "Use your head, private!" as they turn to face each other and takes a few steps backward. Both Kremlings then proceed to stick out their heads and face them to the ground, then charge into each other, clonking heads. If you're hit by the "kollision" of the two Kremlings, you'll be dealt 18% damage uncharged and 23% damage fully charged, the knockback ranging from good to exceptionally good depending on the charge.

Krusha has some ending lag at the end of the attack due to ramming his noggin into Klump's hard helmet (which Klump is protected by, thus not taking any pain from this attack), holding his head as birds fly around it in a cartoon like fashion for 2 seconds, you unable to reunite with him until he recovers from the blow, being separated from him until then.

The attack has a slight suction effect to make it easier to hit with like Pikachu's D-Smash, and you'll get pulled towards the center with a Piplup effect if either of the Kremlings hit you as they charge forward. This has pretty big start up lag as the Kremlings get into position for it, but is great for crowd control. The Kremlings have super armor as they charge forward together, and Krusha as usual is totally invulnerable. If Klump is hit when he's backing away to get into position though, the attack will be interrupted.


Down Smash without Krusha: Klump still charges in the same manner, but he only gives foes 12-16% and moderate knockback, as he can’t smash foes between himself and Krusha for extra power. However, he has slightly less startup lag and very little ending lag, due to wearing a helmet.

Up Smash: Kremling Kollection: During this move, Krusha reaches into his tank top collar and pulls out one of three items. Each one has different effects on foes. Klump is free to move as soon as the attack is released. He can reunite with Krusha after the move is finished.

1. Krusha extracts two heavy metal weights, holds one in each hand, and lifts them each once. These appear the most often and do moderate damage and knockback to foes. They have good priority due to the fact that they are metal. Krusha lifts them up a good distance, but not too far. They do 15% uncharged and 22% charged. (From the episode: The Day the Island Stood Still).

2. Krusha takes out the glass decoy Crystal Coconut that he was given by Donkey Kong, and punts it into the air above his head. The range increases with the charge; the coconut can go from just above Krusha's head to about the distance of Snake's fully charged mortar. However, the coconut is only glass and does low knockback when you consider Krusha's powerful character. It does 9% uncharged and 16% fulled powered. (From the episode: Follow That Coconut!)

3. Krusha pulls out his Orange Grenade Launcher from the DK64 Multiplayer Mode and fires two grenades above his head. This is the strongest of the three items, and can kill foes with over 65%. The second grenade hits foes harder than the first. They both travel up a fairly short distance before detonating automatically. Each grenade can do 9-13% to foes. This appears rarely when compared to the first two items.

Up Smash without Krusha: Klump takes one of three items out of his general's belt and uses them against his enemies. They take shorter to remove than Krusha's items, but generally have weaker effects.

1. Klump takes out a clove of garlic (he eats at least 100 a day to prevent himself from illnesses) and waves it above his head, as if trying to ward off aerial foes. The garlic itself doesn't hit foes, but emits a yellowish gas that damages foes slightly. This has average range, but does no knockback. Klump has no lag after this move (popping the clove into his mouth and swallowing it), so he must quickly use an U-Tilt to push the foe away (which does no damage without Krusha, he simply blows them upwards). The clove does 7-13%, and has its range increased with the charge.

2. Klump extracts a walkie-talkie and puts it to his nonexistent ear. However, he is quickly repelled from it, as K.Rool's voice is heard yelling from the other end, his sheer force and anger propelling the phone up a few feet in the air, spinning. Klump catches it and returns the phone to his belt after a second. This does moderate knockback and damage, via small shockwaves coming from the phone's speakers. If a K.Rool is already on the stage, Klump will simply toss the phone up without the yelling. Either way, it does 11-15%.

3. Klump extracts none other than Dixie Kong's pet lobster, Thermidore, whom he helps her find in the episode Klump's Lumps. He holds the lobster above his head, as it irately lifts a pincher and snaps at foes above his head. This does good knockback, but has close range. This does a surprisingly light 8-14%. Klump hides Thermidore in his belt pocket after use.

Aerial Attacks:

Neutral Air - Salamander Salute: Klump and Krusha go back to back, putting their arms to their sides and standing up straight, then raise their arms up to salute in an arc that hits in front of each of them and slightly above and below them. Klump's salute does 12% damage and average knockback, while Krusha's does 16% and above average knockback. Slightly laggy, but not terribly, and this had good range on either side. You have little DI during this attack.

Neutral Air without Krusha: Klump does the same salute, but Krusha isn't covering his back, thus making the attack less defensive. It's slightly less laggy though due to Klump not having to take the time to go back to back with Krusha.

Forward Air: Klump Krash: With his excellent strength, Krusha lifts Klump off the ground by the arm, and, much to Klump's protest ("Put me down!"), Krusha swings him in 360 degrees in a circle in front of him, before letting go. This has slight startup lag, as Krusha prepares to swing, but is a great spike if foes hit the portion of Klump's body that is closest to Krusha. If it doesn't spike, it has good knockback anyways, so it can be effective for edgeguarding. It also has decent range. The duo lags a lot if they hit the ground before the move is finished.

Forward Air without Krusha: Klump tries to do a simple front flip to hit foes, but is slightly unsure of himself, not being a nimble Kremling, and does the flip with slight startup lag. Unlike when Krusha swings him, the only hitbox here is Klump's boots, as opposed to his entire torso. Klump also has much less knockback and spiking power. The range is only slightly decreased, though. This has less ending lag when it hits the ground as well.

Back Air: Krusha Chomper: Krusha faces the opposite direction of Klump, Klump free to move about as Krusha performs the move, being magnetically stuck to his back (In gameplay mechanics), though the move will be interrupted if they hit the ground before it finishes/Klump is hit.

The actual move is Krusha chomping forward with his big teeth, doing 10-11% damage and average knockback, being below average speed but fast in comparison to Klump and Krusha's other attacks. This can be used defensively as Krusha is a big disjointed hitbox, being a wall behind Klump.


Back Air without Krusha: Klump Chomper: Just like the other attack, but Klump turns around and does it himself. Has less range and knockback/damage then Klump's chomp.

Up Air: Double Header: Klump swings his helmeted head in a weak upwards arc, yelling, “Heads up!” to Krusha, telling him to watch out. However, Krusha takes this literally and follows with a much more powerful upwards headbutt. Both lizards have average range with their headbutts, the hitbox widened by Klump’s helmet and Krusha’s horns. Klump’s headbutt deals 8% and low knockback to foes. Krusha’s headbutt, on the other hand, deals 17% and high vertical knockback to foes. This is great for damaging foes, as it is difficult for them to air-dodge twice to avoid the two attacks, but Krusha suffers from a second of ending lag, as he rubs his unprotected head in pain.

Up Air without Krusha: Klump simply swings his helmeted head in a weak upwards arc, yelling, “Heads up!” to himself. He still does 8% and low knockback to foes. Klump can combo much better with this move while alone, as he can use his aerials more quickly without Krusha.

Down Air - Krusha Klobber: Klump says "Don't look down!" for Krusha to naturally disobey his general's advice and do so. Krusha rapidly flaps his arms to try to fly, but he then falls down like a rock at immense speeds to his doom, making the speed Toon Link goes down with his dair look slow. If you get hit by this, you WILL get spiked to your doom alongside Krusha, taking 25% damage.

You have full control over Klump as soon as you put in the input for this move, not having to wait, meaning Klump can still make it to the safety of the platform (Assuming you don't have far to go, as Klump's jumps aren't spectacular) if you sacrifice Krusha to spike someone.

This move can't be used above the ground very well despite it's immense speed, as Krusha will have tremendous ending lag as he hits his rump on the ground, birds flying around his head in a cartoon like fashion as he holds it. Klump will be unable to reunite with Krusha for 5 seconds while he's like this, but thankfully Krusha will still be invulnerable to enemy attacks. Klump is still quite punishable though, seeing as he's lost a good chunk o fhis arsenal due to not being able to use Krusha.


Down Air without Krusha: Hectic Hardhat: Klump takes off his hardhat and it enlarges slightly as he puts it below his feet, standing in it as he falls down on top of foes. This is a pogo suicide move like Toon Link's D-Air, being laggier then said attack (Mainly in the end to put back on the hat), but does 15-16% damage and spikes enemies instead of meteor smashing them.

Special Attacks:​

Neutral Special: Klaptrap Kraze: Out of his militaristic belt, Krusha extracts a standard Klaptrap Gun (which are used to fire the pesky nippers at foes of the Kremling Krew), as Klump instructs him, "Weapon at the ready..." You control Klump during this move, as Krusha is not smart enough to move and shoot at the same time, separating the two. Walking back into Krusha cancels the move, Krusha tossing the gun away. If you keep Klump behind Krusha, the muscle-headed bodyguard will fire the gun across the stage at foes upon pressed B, like a slower R.O.B. laser.

Foes hit by this receive poison damage for several seconds and run around crazily if not instructed otherwise, as the Klaptraps (shown only as bright blue dust on the foe) start biting. However, if Klump is instructed to move in front of Krusha, Krusha will obliviously fire the weapon at Klump, who runs forward crazily, yelling, "Not at me, you idiot! At the enemy!" This leaves Krusha highly vulnerable to attacks, while Klump runs back and forth, slamming powerfully into foes, dealing around 15-20% to them, but receiving 3% every second due to poison damage from the Klaptraps. This is dangerous to use near a ledge in this way, as Klump can fall and enter a helpless state. After running for 3 seconds, you can cancel the dash by holding down to stop Klump in his tracks. He must then touch Krusha to reunite. If used in the right situations, this move can be quite effective, as long as you stay in control.


Side Special: Krusha Kar: Klump takes out a remote-controlled toy car intended to bait Donkey Kong with bananas by K. Rool, but instead uses it to control the movements of his stupid henchman, Krusha, luring Krusha around with meat tied to the back of the car.

You control the car as it goes through the air, it having two jumps of it's own. Krusha will follow the car wherever it goes, defying gravity to follow it, you able to use the car for a recovery for Krusha due to this.

The car does a mere 3% damage and tiny knockback if it touches anyone, but the rampaging Krusha deals a large 15% damage and good knockback. If Klump is hit during the move, it's interrupted. Krusha will stay put wherever he was at the end of the attack, being invulnerable to attacks, you playing as Klump alone, unable to use attacks that involve Krusha. To reunite with Krusha, simply touch him.

If you don't move the car fast enough, Krusha will devour the meat tied to the back of it along with the car itself, causing the move to end early, so be sure you keep the car moving along at a decent speed. The car automatically vanishes after 4 seconds. Without Krusha, this move functions the same, but is useless as Krusha won't chase after the car to clobber enemies.


Up Special: Hefty Heave: Klump climbs up on Krusha's shoulders, saying, "Gimme a lift, soldiah!" as he does so. Krusha proceeds to grab Klump's legs and slowly gather his strength, then hurls him upwards for an impressive vertical recovery.

You're able to direct Klump in a fashion like King Dedede's Up Special, it functioning just like it for the most part, although you don't fall as fast in it and don't need to "cancel" it to grab the ledge. If Klump hits anyone as he's falling back down from being thrown, he'll spike the enemy and do 14% damage.

This move is quite laggy, and does nothing if Krusha is not at Klump's side, but gives good vertical recovery. Krusha will still be falling down after the move is over, having nobody to throw him, falling to his doom.

To save Klump, Krusha must take out his remote control car for Krusha to have the motivation to defy gravity and run up to the platform. Klump will be very vulnerable while doing this to save Krusha, making the dumb duo's combined recovery highly punishable. Thankfully as a whole their combined recovery is very powerful, though, although it's awkward nature doesn't make it one of their strengths, the upsides and downsides balancing out rather well.


Up Special without Krusha: Klump flails his arms about to gain some distance. This recovery is horrendous and barely give any distance, being as bad as Link's up B. All the more reason to keep Krusha at your side. Does multiple hits of 3% 3 times in it's duration of a single second, doing below average knockback on the final hit. This actually comes out pretty fast and can be used as a subpar damage racker, which Klump desparately needs.

Down Special: Krusha Kaboom: Klump burries a bomb into the ground like Snake's dsmash with his military tactics, then gives a remote control to Krusha for him to salute back to Klump. You can then move around with Klump, playing as him alone while Krusha stays at the spot. As Klump alone, you are unable to use other moves that involve Krusha (Or at least not get the added effects of having Krusha by your side, it depends on the move you use.).

When you put this button input again, Klump says "NOW!" for Krusha to press the button on the remote control, causing a big explosion at his location, Krusha stepping into the background while it explodes. This explosion has a hitbox as big as Wario's fully charged fart and does 35% damage with godly knockback. At any time during the move, you can walk into Krusha as Klump to cause the pair to regroup, canceling it.

The thing about this move is that it has enormous start up lag as Krusha buries the bomb and has Klump has Krusha stay there to set it off, and there's also good lag for the stupid Krusha to press the button.

Krusha can be attacked while he's sitting around, canceling the move (Although he'll take no damage or knockback, staying at the spot.), and even if you do hit with it you'll have to walk back to Krusha as Klump to get him to join back with you.

What's worse, when Krusha is waiting to press the button Klump may sometimes randomly say a sentence involving the sentence "Now" (I. E. Why do we generals have to be doin' all the field work now?), on accident, causing Krusha to stupidly think that's the signal and activate the bomb early. This attack is insanely powerful if you can somehow hit with it, but has a massive amount of down sides. Use very sparingly and very carefully.


Grabs and Throws:

Grab: Krusha goes back to back with Klump, and they both reach their arms forward to grab an enemy, Klump ordering to Krusha, “Seize ‘em!” This has some slight start up lag to get into position as do most of the duo's slower moves, but gives the grab huge range both in front of and behind the pair. Depending on who grabbed the enemy, different throws can be performed. When Klump's alone, he performs his grab faster, but can't use Krusha's throws or grab enemies behind him.

Grab Attack for Klump: Wringin' Your Neck: Klump quickly shakes the neck of his grabbed foe, holding them around it with both hands. This does 2% and is fairly quick. While attacking, Klump yells various humorous insults, such as 'Yellow-belly", 'Slime Sucker' or 'Smart Aleck!'

Grab Attack for Krusha: Harebrained Headbutt: Krusha clumsily lowers his head while holding the foe with one hand, the yellow horns on his head ramming the foe. This does 3%, but is quite slow and not spammable.

Forward Throw for Klump: Belly Buster: Klump extends his large stomach and plows into foes. This does low damage and moderate knockback, as the ample fat on his stomach acts just for knockback; the fat is a cushion of sorts. 6%

Krusha's Forward Throw: Krusha Klap: Krusha lets go of his enemy, then claps his hands together, jumping off the ground slightly, like his aerial attack from Donkey Kong 64. This does 9% damage and good knockback for a throw.

Back Throw for Klump: Takin' Out the Enemy: Klump clicks his booted heals together as he lightly tosses the victim over his shoulder. They receive 4% and are automatically grabbed by Krusha if he is there.

Krusha's Back Throw: Reporting to the General: Krusha throws the enemy he grabbed over his head back to Klump, saluting, for the enemy to fall in front of Klump for 6% damage, Klump automatically grabbing them afterwards.

This is easily the best way to deal damage if Krusha grabs the enemy, although Klump's throws don't have as much knockback as Krusha's, so if you want to finish your enemy this isn't a good throw to use.

Down Throw for Klump: Paperwork Pile: Out of thin air, Klump pulls out a piled stack of his general paperwork (containing news, calls, and tyranny before tomorrow) and drops it all on the victim (who is struggling on the floor, as in Bowser's D-Throw). This does decent damage (10%) but almost no knockback. It is also rather slow. As an easter egg, if K.Rool is the victim of this throw, he will yell "No news, no calls...*is hit*"

Down Throw for Krusha: Banana Do-Ci-Do: Dropping the foe, Krusha gets in a handstand position and walks forward a bit, saying stupidly, "This is fun!" while trampling the helpless foe. This does a whopping 15% and good knockback for a throw, but Krusha trips after the move, leaving him vulnerable and unable to reunite with Klump for three seconds, as comical birds and stars whiz above his head.

Up Throw for Klump: String 'Em UP!: Klump yells this order out and tosses the foe up with a slight spin. This does a minute 3% and low knockback, but leaves the foe tied up in white string for a second, an effect like being frozen. Attack quickly to damage the helpless foe in this state.

Up Throw for Krusha: Laughin' It Off: Krusha tosses the foe up lightly and with a comical 'doink!', the foe is bounced off Krusha's muscular body, as he poses, flexing and laughing (like when he is weakly attacked in the original DKC). This does low damage but good knockback. Krusha is vulnerable for a second after this move, but can be reunited with to cancel the lag. Does 5%.

Misc. Attacks:​

Rising Attack on Stomach: Galosh Gazump:Klump turns behind him as he gets up, extending his galoshed (booted) foot to kick foes away. He maintains this position as he turns to face forward, making it a double hitting attack. 4-7%

Rising Attack on Back: Helmet Hurl: As he hops to his feet, Klump whips his general's helmet off his head and spins around once to throw off foes. 5%

Tripped Attack: Tail Tussle: From his position after tripping, Klump slams his tail behind and in front of him once, knocking away nearby foes. 4-6%

Ledge Sweep: Klumpy Knash: As he recovers onto the stage, Klump leans down, extends his head, and chomps his teeth once to knock nearby foes away lightly. 4%

Ledge Sweep (over 100%): Belly Bumble: Klump clumsily recovers onto the stage and thrusts out his belly, knocking away foes very lightly. 3%

Final Smash: Kremling Karts​

Klump and Krusha (If he's alive) both laugh stupidly, then jumps off the top of the screen, causing the arena to change to a different one. This is a overhead view of a mine cart track, there being several intersections to change "lanes" on it, it being like the mine cart bonus game (The one with the overhead view) from DK64. Everyone gets a mine cart at a random location on the tracks, but Klump's mine cart is twice as big as the others and has a skull and crossbones painted on it.

The overall layout of the tracks is a bunch of square outlines, there being one big outer one and a bunch of smaller ones within it, there being intersections at each side of each square part of track.

You're constantly going forward while in the mine cart, able to switch lanes when you get to one, but never to turn around. You can speed up by holding A and slow down by holding B. Klump's kart goes twice as fast as everyone else's, and each time he runs over another person's cart they'll be dealt 20% damage. If he runs over a person 3 times, they'll be KOd.

If Krusha is alive when you use this final smash, he'll be in a mine cart the size of Klump's also, able to damage enemy players like Klump, but will stupidly just go around the outer ring endlessly, not knowing how to control his cart. If Klump crashes into Krusha head on, they'll lose all their speed and turn their karts around.

The Final smash lasts 20 seconds, after which everyone will go back to their normal locations on the regular stage.


Overall Play Style: Kontrolled Khaos​

Klump and Krusha have many of the slowest attacks in the game. Their weaknesses are very blatant. They don’t have nearly as many ways to actually make contact with their enemy with their large amount of extremely laggy moves, them being present in moves as basic as their tilts. Klump and Krusha have no shortage of ways to KO their enemies for certain, although several of these moves are hard to connect with. Still, they can at least get some variety in their KO options to make it a bit less hard to actually hit with their slow attacks.

As far as damaging goes, Klump and Krusha don’t have nearly as many options due to being so slow, although thankfully they do have a decent projectile in their neutral B. Their grab game is one of their better points for damaging, as it has massive range and you can always get in two throws due to their bthrows handing them over to the other character.

So how do you prevent yourself from being comboed to death when you’re trying to connect with these laggy moves, you ask? It’s all about spacing, which plays a vital part of the kremling duo’s game. Krusha is a gigantic living disjointed hitbox, taking no stun whatsoever from attacks. He follows along behind you and makes an excellent shield to absorb attacks. Somebody spamming you with projectiles? Turn Klump’s back to them so Krusha gets behind you and absorbs the attacks. You’ll do an awkward amount of fighting with your back to the enemy to make use of Krusha’s bulk. Only get rid of Krusha when it’s totally necessary or you can easily get him back afterwards. It’s best to use separation moves mainly for KOing when you’re at high percentages, in particular the dair. You don’t want to risk losing Krusha at the start of a stock, as he’s your main defense. Thankfully Klump does get a bit faster to not be as painfully slow when Krusha’s not around, getting a couple fast attacks, although he’ll basically be a weaker Ganondorf at that time, being a joke on his own.

Klump and Krusha are quite skilled in terms of recovery, and will last a long time due to it and their weight. The recovery will be somewhat gimpable if you plan to make Krusha recover as well when you’re knocked out at a distance, though, but a good player can give slight hitstun to the enemy with the car while Krusha defies gravity and comes back.

When it comes down to it, Klump and Krusha are all about playing carefully and punishing enemy’s openings. They play somewhat like Ganondorf’s slow powerful style, but have much better defensive options, relying on them heavily, and rely more on spacing, and also have better recovery. Klump and Krusha take a good while to get used to, being even slower and harder to hit with then Ganondorf and Bowser in many cases, but once you master the art of using Krusha as a living shield you’ll be able to take this duo far.


Taunts:​

Up Taunt - Counterfeit Coconut: Klump asks Krusha "Have you retrieved the crystal coconut, soldiah?" for him to take out a regular coconut, letting out a simple "Duuuuhhhh. . .". Klump takes the coconut and yells out "That's not the coconut!" and breaks it over Krusha's head for it to get stuck on the horns on top of his head, getting impaled on them, the taunt ending. The coconut will stay stuck on top of Krusha until he's hit by an attack, after which it will fall off.

Up Taunt without Krusha - Candy Clone: Klump hears a muffeled feminine voice then takes out a head of K. Rool's Candy Kong robot. It says "Kiss me you fool!" for Klump to stupidly smile and kiss the robot for a massive explosion to occur with a loud "zap" sound, leaving him with a signed black face in a cartoonish fashion afterwards, the head nowhere in sight. Klump takes 1% damage from the attack, and anybody hit by the explosion will take 5% damage and good knockback, being spiked. Like other taunt spikes, the range is too small and the move too laggy to use as an actual attack.

Side Taunt - K. Rool 08: Klump points to the screen and says "I want YOU to vote for King Ka-Rool!" for Krusha to say "But DK kept his promise. . .". Klump facepalms and the taunt ends. If Krusha isn't alongside Klump, he'll just say the first part of the taunt.

Down Taunt - Skurvy Pirate: Klump takes off his hard hat and pulls out a pirate hat like Kaptain Skurvy's. He looks up at it (Krusha folding his arms and shaking his head if he's present), then says "Nah" and tosses it away, putting his hard hat back on.

Entrance - Cardboard Camouflage: A cardboard bush appears, then Klump and Krusha peep their heads out from behind it. Krusha knocks it down, letting out a slight stupid laugh, for Klump to give an angry look at Krusha for giving away their position, then the battle starts.

Results Screen Poses:​

Win Pose 1 - Stupid Soccer: Krusha is seen kicking around the crystal coconut with his feet while Klump is constantly trying to swipe it away from him, saying "That's not a toy you idiot!".

Win Pose 2 - Quicksand: The camera is zoomed in on Krusha, who is trapped in some quicksand. He yells out "Kluuuuuuuuuump!" for the camera to zoom out to show Klump stuck in the quicksand also, yelling back "I'm right here you idiot!".

Win Pose 3 - Speed: Krusha gets run over by a passing minecar for Klump to help him up, asking "You aight, soldiah?" for him to dust himself off and reply "Shut up you incompetent pathetic excuse of a fool! Your plans are not nearly ruthless enough, from now on you shall obey only-", but then another minecart runs over him, after which he simply moans for the rest of the result screen.

Loss Pose - Clumsy Clapper: Krusha does big sweeping claps, knocking Klump over as he tries to clap. He keeps getting up, but proceeds to keep getting knocked down over and over.

Loss Pose Alongside K. Rool - Dignified Disrespect: K. Rool puts his hands on his hips and shakes his head at the winner, Klump and Krusha clapping normally (Krusha not knocking Klump over). K. Rool turns to his minions and facepalms, saying "Don't clap for that FOOL! Come, let us plot our next course of action. . .". He motions for his minions to come with him for them to do so, following him off the screen.

Kirby Hat: Kirby gets Klump's hard hat and his neutral special. Instead of taking out a Kal-Trap to fire, Kirby spits the shots from his mouth.

Icon:


Assist Trophy: Bluster Kong​


Bluster Kong emerges from the assist trophy, along with a conveyor belt the length of a Battlefield platform. Barrels materalize on the right side of the belt and go to the left side, then Bluster presses a big red button as it gets to the left side of the conveyor belt next to him to make a hammer on the conveyor belt smack the barrel to make it explode, causing an explosion the size of Bowser and that does 15-16% damage. Each barrel takes 4 seconds to materialize and blow up, and the assist trophy lasts for 20 seconds. When Bluster spawns from the assist trophy, he says “Guh. . .Manual labor. . .This is so. . .Heartbreaking. . .”.

You can hit Bluster with any non projectile attack to smack him away from the button (Him saying “Oh mommy!”), KOing him and causing him to vanish, but the conveyor belt will stay in tact. You can then proceed to hit the button with any attacks rapidly to cause barrels to go down the conveyor belt faster and explode. Whoever hits the button is immune to the explosion of the barrels.


Stage: K. Rool's Lair


You fight in the dark headquarters of the Kremling Krew (or 'Lizards' as they as constantly known as). It is a large-sized walkoff stage, comparable to Bridge of Eldin. In the center of the stage is a large circular platform, in the ground, with a Mine Kart track built across the stage. Occasionally, a control pad will appear on the ground next to the circle. If anyone attacks this, the hole will lower into the ground, opening up a pit for 20 seconds. For this time, you can spike foes into here to KO them. The other hazards are the Mine Karts that occasionally zoom across the stage. You are warned of these by a honking noise and a flashing '!' on the screen. A few seconds later, a Mine Kart filled with Kritters zooms across the entire screen at high speed, dealing 25% and heavy knockback to whoever it hits.

In the background of the stage, K. Rool's throne will be elevated on a pedestal, the throne facing away from you. You can do a smash taunt like the space animals on Lylat Cruise or Snake on Shadow Moses for Klump to talk out a walkie talkie and say "General Klump reportin, suh!". This will cause various antics to go on in the background involving K. Rool, the throne turning around to reveal him. This will not work if a K. Rool is present on the stage. The various effects are listed below.


1: You don't actually see K. Rool, and instead simply hear him saying "No calls, no calls, no tyranny until tomorrow!".

2: K. Rool's throne turns around, and K. Rool will have a blue cap on instead of his crown. He'll get up and start dancing, saying "Hup, one, two, three, four!", a cheesy disco song starting to play as disco lights go all over the lair. This has no effect on the fight, but is very distracting to players.

3: Candy Kong will walk next to K. Rool's vault in the background, while Bluster will also come alongside Candy with a red beret, taking out a camera. As Bluster and Candy come into play, the pedestal K. Rool's throne is on will lower down into the ground, K. Rool getting off his throne and going over to Candy.

Bluster will stop rolling his camera, and Candy will say dramatically "Why won't you open up your vault to me?!?" for K. Rool to reply "I've opened up my heart to you. . .What else could you ask for?". Candy interrupts him, sadly saying "But not your vault. . .", for K. Rool to say "Let me prove my love. . ." and opens up the vault to reveal the Crystal Coconut. Candy hastily runs inside and takes the Coconut, her and Bluster running off together, laughing.

K. Rool facepalms and goes back into his throne, the pedestal going back up into it's usual position and K. Rool facing away from the fighters.


4: K. Rool turns around in his throne as the pedestal he's up on goes back down into it's socket on the ground. K. Rool watches the fight for a bit, then his personal Candy Kong robot comes over to him, beeping and booping slightly.

The robot hand feeds it's master some grapes, then K. Rool motions for it to come to him. He kisses the robot to get electrocuted, the robot exploding, and K. Rool covered in black soot. Annoyed, K. Rool shakes off the soot and turns his throne back around and his pedestal to go back up to it's usual position, out of view.


5: K. Rool's throne turns around to reveal K. Rool, but he awkwardly has some patches over his body. DK's muffled voice can be heard imitating K. Rool terribly ordering about Klump and Krusha, barely able to hold back his laughter. In reality DK is wearing his Halloween K. Rool costume.

Stage Music:
K. Rool’s Intentions
Thrash the Plank
Chekan Winter
Simian Symphony Part 1
Bad Boss Boogie
Frantic Factory
Big Bog Monster
One of Us

SSE Role:​



In the scene where DK and Diddy are first introduced, after they head after Bowser’s troops, Klump and Krusha can be seen in the bushes, spying on them, Klump looking through a pair of binoculars. Klump takes out a walkie talkie to report to K. Rool (Some gibberish being heard from him to represent the talking) for K. Rool to be heard on the other end shouting out gibberish back at Klump. Klump holds his non-existent ear in pain as the walkie talkie gets propelled upwards by K. Rool’s bellowing voice, Klump catching it shortly after. Klump motions for Krusha to follow him, and the pair head out after the Kongs.

In the scene where Bowser turns DK into a trophy with his trophy gun, the scene goes on after Bowser laughs for Klump and Krusha to come in. Bowser looks at them questioningly for both of them to give a salute, Bowser nodding to approve their allegiance. Klump points to DK’s trophy, then points to himself for Bowser to shrug and toss the trophy into Klump’s grasp effortlessly and casually for it to crush him, him unable to lift it’s weight. Bowser facepalms and leaves, then Klump struggles out from under DK’s trophy. Krusha picks up the trophy with no effort at all, balancing it on one finger, for Klump to sigh, annoyed at not being as strong as the other reptiles. The two kremlings and Bowser leave in separate directions.

Before the second level where you play as Fox and Diddy, a cutscene of Klump and Krusha reporting to K. Rool is shown. Klump takes out a small old fashioned TV for K. Rool to show up on it, seated on his throne, drumming his fingers. Klump and Krusha smile stupidly and gesture to the DK trophy for K. Rool to look excited and let out an evil laugh. Klump steps in front of K. Rool’s view of Krusha and points to himself for K. Rool to nod and take out a sack of gold, nodding back at Klump. Krusha gets angered at Klump taking the credit, and proceeds to shove him out of the way and point to himself. Klump and Krusha rapidly begin pointing to themselves and grunting, arguing over who gets the credit, and eventually get into a fight over it. K. Rool facepalms at this and cuts off the connection to the TV, and the cutscene leaves the two Kremlings to their fight.

K. Rool makes his first in person appearance in the SSE when he takes Bowser’s place in making the Giant Diddy Kong Fox, Falco, and Diddy have to fight. However, unlike normal, K. Rool will first fight you with a bunch of Kremlings (Generic enemies, who can be found in the second Diddy and Fox level and the Falco/Diddy/Fox level instead of Bowser’s koopas) at his side. After being defeated, K. Rool won’t turn into a trophy, and will instead whip out his trophy gun and make the giant Diddy Kong as normal, then flee.

K. Rool, Klump, and Krusha aren’t seen again until DK’s trophy is normally seen on the ship flying to the subspace factory where it normally goes. Klump and Krusha are still with DK’s trophy, guarding it, bringing it to the subspace bomb factory for safekeeping. In this scene (Separate from the others shown at this time), Klump and Krusha will be shown with a bunch of bruises from their fight against each other earlier, and will decide to call a truce and shake hands. After this, Krusha will be bored and go over to the TV they used to contact K. Rool and fiddle with it. Krusha turns on his favorite show, “Sing along with Uncle Swampy”, and begins clapping to the music stupidly. Klump facepalms at this and changes the channel on the TV to one with a bunch of Kremling babes, him literally drooling over the sight of them. Krusha changes back the channel in anger, and they then begin to fight once more, this time over who gets to watch their shows. The camera cuts to K. Rool, who is coming over to the Kremlings with his helicopter pack from Donkey Kong Country 3. K. Rool facepalms at the incompetence of his minions and lands on the ship alongside them for the Kremlings to hastily put their salute their king and stop fighting, letting out big stupid grins.

The next cutscenes go on as normal, with the exception of K. Rool, Klump, and Krusha being shown on the airship with DK’s trophy. Diddy first comes onto the ship for K. Rool and Klump to come up close to him, closing in on him, Diddy looking rather intimidated. They don’t notice Captain Falcon and Olimar come onto the ship though, although Krusha does. Krusha rapidly points towards Falcon and Olimar, but K. Rool dismisses it, thinking Krusha’s probably just being stupid again, unaware of the threat. K. Rool and Klump hastily turn around when they hear DK being revived for their jaws to drop and Diddy to laugh, and a battle begins. You play as DK, Diddy, Falcon and Olimar against K. Rool, Klump and Krusha, with the subspace enemies that you normally battle against here in the real SSE still being present and required to be defeated.

After defeating the Kremling trio, K. Rool uses his helicopter pack to escape, and Krusha leaps out to K. Rool as he flees and grabs onto his legs for dear life. Klump tries to jump out also, flailing in mid-air rapidly to try to get to grab onto Krusha’s legs, but he doesn’t make the jump, and falls down into the water, staring up at K. Rool abandoning him. DK and Diddy laugh at the Kremlings, but turn their attention to the subspace bomb factory as they’re taken inside by the ship as normal, along with Falcon and Olimar.

In the cutscene where Samus and Pikachu burst into the heart of the subspace bomb factory to meet with the Ancient Minister (Before DK’s party arrives), K. Rool and Krusha can be seen coming in from the side before they burst in. The Ancient Minister takes a bow before K. Rool, and motions to his Robs to tend to his wounds, which they proceed to do as ordered. K. Rool chuckles and pets the ancient minister for him to stare at K. Rool hatefully, then Samus and Pikachu come in, the cutscene resuming as normal.



In the cutscene where the Ancient Minister reveals his identity, Ganondorf doesn’t have the Robs set off the bombs when he appears as the hologram. Instead, he brings out a massive amount of powerful susbspace enemies, having no intentions of blowing up the factory, confident that they can easily defeat Samus, Pikachu, and DK’s party. K. Rool laughs alongside Ganondorf before he vanishes, but after he does so Krusha can be seen stupidly messing with the controls. He ends up setting off the subspace bombs for K. Rool to facepalm in response and the Ancient Minister to stare at K. Rool hatefully as his Robs go to sacrifice themselves. K. Rool hastily goes to flee the exploding factory along with Krusha, the Ancient Minister going with him. K. Rool notices the Ancient Minister coming along and puts up his hand to tell him to stop, then points downwards to tell the Ancient Minister to stay there, ordering him to sacrifice himself along with the other Robs. The Ancient Minister stares hatefully at K. Rool then shreds his disguise to reveal his true appearance, and proceeds to try to attack K. Rool. K. Rool and Krusha hastily flee out and close the door to chase after them, leaving Rob trapped with the others. Rob goes alongside the other characters and smacks his robotic fists together, getting ready for a fight, and the battle against the subspace enemies proceeds as normal.

After defeating Meta Ridley and the Subspace bomb factory is engulfed in the bombs it produces, K. Rool and Krusha can be seen escaping the blast via K. Rool’s helicopter pack in the background as the Blue Falcon easily gets out in time. More notably though, Klump can be seen watching this from the water he fell into, and is sucked into subspace by the blast. Klump screams wildly and rapidly flails his arms as he’s sucked in. . .



K. Rool and Krusha aren’t seen again until the great invasion cutscene, where they are up on the “Ganon cannon” alongside Bowser and Ganondorf. In the cutscene where Ganondorf betrays Bowser, K. Rool and Krusha also present. Ganondorf aims his trophy gun at K. Rool instead of Bowser, but Krusha takes the shot for him, getting turned into a trophy. K. Rool turns around at the betrayer hatefully and growls lowly alongside Bowser, and you play as Ganondorf against the other two villains in a two on one battle. After defeating them, Ganondorf will go before Master Hand, but Master Hand will fail to escape Tabuu’s control and will instead attack Ganondorf. You must face Master Hand as Ganondorf, his stats being double what they normally are in classic mode. After this, Tabuu turns everyone into trophies as normal, although the game shows the trophies of DK, Diddy, K. Rool, and Krusha flying far farther then the others, off into the distance.

Due to not being in the same area as everyone else, having been sucked into a random location of subspace, yet not turned into a trophy like Wario was, Klump is still alive after Tabuu turns everyone into a trophy. Due to not needing to be revived by one of King Dedede’s badges due to not having been turned into a trophy, the game first shows Klump before King Dedede’s party or Kirby. Klump gets up wearily from having been sucked into the portal and looks around at subspace curiously. Klump, unable to determine his location, lacks his pointer finger and points it upwards to see if he can feel the wind, but there is no wind in this lifeless place, much to Klump’s fear, his pointer finger drooping down. Klump paces about mumbling “hip hup, hip hup. . .” to himself, swinging his arms about, trying to keep his cool, but suddenly a bunch of primids pop out and attack him, causing him to lose it. You play a subspace level as Klump alone, not having the luxury of Krusha to assist you, no further cutscenes of Klump showing.

After Klump’s level, you play through King Dedede’s level as normal, but before the game shows Kirby, it goes back to Klump. Klump finds Krusha’s trophy and Klump has flashbacks of them fighting over who got the credit for taking out DK and the channel. Klump also remembers Krusha getting away with K. Rool while Klump fell into the water, left to be sucked into the portal. The flashback ends, and Klump stares at his comrade with anger, shaking his fist. He proceeds to take out his anger on Krusha’s trophy, but then a hoard of subspace enemies arrive, surrounding Klump. Klump looks horrified and hastily revives Krusha to assist him, and you play as them both in another subspace level, there being a small battle at the start.

After the second Klump subspace level, you play through Kirby’s as normal. Once all the normal cutscenes play that normally would before you go up into subspace (The only exception being that DK and Diddy’s trophies aren’t in the subspace levels of Dedede’s party and Kirby), a final Klump and Krusha level starts up with another cutscene. Klump and Krusha will find DK and Diddy’s trophies laying on the ground together and laugh stupidly over the trophies. The pair will proceed to assault the trophies out of their hate for the kongs, but then some subspace enemies attack once again. Klump and Krusha are vastly outnumbered and have no choice but to resurrect the kongs, who beat their chests and join the two Kremlings in battle against the subspace enemies. You play as DK, Diddy, as well as Klump and Krusha in a battle against subspace enemies. After the battle, Krusha will go up to shake DK’s hand, but Klump will come inbetween him and DK and point towards DK, reminding him that he’s the enemy, for Krusha to salute. You play as Klump and Krusha against DK and Diddy in a 2 on 1 battle (As far as gameplay is concerned) in the enemy’s favor. Once you defeat the monkies, Klump and Krusha laugh stupidly over their victory and proceed to drag the apes along. Klump has a flashback of being unable to carry DK and decides to try carrying him, but is still unable to. Krusha casually picks up DK once again with his pointer finger, balancing him on it, laughing stupidly. Klump sighs and goes to pick up Diddy, but comically isn’t able to lift up his trophy. Krusha sighs and goes over to pick him up as well, but due to having to balance DK’s trophy on one finger and not paying attention to it due to picking up Diddy, DK’s trophy falls over and it’s base touches falls on Krusha’s foot, reviving DK and causing Krusha to hop on one foot in pain. DK hastily revives Diddy and Klump puts up his hands to tell the kongs to stop, not wanting to be pummeled. DK looks ready to put the hurt on Klump, but Diddy puts his hand on his shoulder and motions around to the vastness of subspace, and DK regretfully decides to allow Klump and Krusha to live. He motions for them to come along with him and Diddy, and you then play a subspace level as the four (Three as far as gameplay is concerned) characters.

At the end of the level, DK, Diddy, Klump, and Krusha find K. Rool’s trophy. K. Rool sees his minions revive him and looks relieved, but is then startled to see DK and Diddy behind them. K. Rool frantically motions behind them for them to just shrug, not knowing what he’s so worked up about, forgetting that K. Rool doesn’t know they’re working with DK and Diddy. DK sees this and comes forward to help K. Rool up for him to realize what’s going on. K. Rool refuses to take DK’s hand and stares at Klump and Krusha in disgust, considering them traitors for going with DK and Diddy. K. Rool slashes DK’s hand away then slashes at Klump and Krusha as well, and you then play as him in a three on one battle against DK, Diddy, and his “traitor” minions, Klump and Krusha. After the battle, the cutscene shows K. Rool being defeated, despite the results of the gameplay. K. Rool isn’t turned into a trophy, but appears to be KOd. DK, Diddy and the Kremlings go up to K. Rool out of curiosity for him to rise up and do a spinning tail whip on them all, having only been playing dead. K. Rool hastily flees from them up the stairs into the great maze. DK and Diddy facepalm, and they along with Klump and Krusha go into the great maze, them getting no further personal cutscenes.




Mini-Boss: Bog Monster​

The Bog Monster himself is unseen; all you see is two giant, mossy monster legs leading up and out of sight. You must attack these to damage him. He's quite a large mini-boss, but with the proper know-how, players can tackle him with relative ease. He has around 450 HP on Normal Mode.

Attacks:

Ghostly Grove:
With a beastly roar, the Bog Monster summons several small misty ghosts to fly across the screen. A good deal of them appear at a time, but they are slow and can be dispersed with a single attack. This attack is used at the start of the battle, and after every three attacks from there on out. They do about 7-8% each.

Dripping Fangs: With a cackle, the monster bends down, and several large fangs protrude from the top of the screen. These are high enough to stay away from, but if a character jumps up and touches them, they receive 30% and massive knockback. These fangs occasionally drip yellow liquid. This nasty stuff deals 5% plus poison damage to anyone it hits, and when it hits the ground, increases the likelihood of slipping for several seconds. This is a fairly long attack, lasting about 20 seconds. Foes should go to the sides of the screen to get out of the way of the dripping fangs.

Drowning in Mud Pies: The monster roars and reaches down from the ceiling with two giant muddy beastly arms. He then follows your character around, occasionally reaching down to snatch up him or her. If you are caught in the grasp, you are dealt constant damage (about 8% per second) until you escape by mashing the control stick. He grabs 3 times before pulling his arms back up, and releases grabbed foes after 5 seconds, which deals good knockback. This can be dodged in a similar way to several of the Master Hand's crushing attacks; by running or air dodging.

Attacks added at 50% health:

Beastly Breath: The fangs appear on the screen top again, but only for a short time period. With a deep breath, the monster breathes in and blows out a cloud of foul breath. The only way to dodge is to stay at the edges of the screen, otherwise you take 3% per second in poison damage, occasionally tripping if you try to move. The breath lasts about 10 seconds.

Swampy Slash: This attack is prefaced by the legs leaning back for about a second. The Bog Monster then reaches an arm down and slashes powerfully across one half of the stage. This deals 29% and high knockback to any foes it hits. Spot or air dodging is the best way to dodge this. He uses this a lot as his health drops low, so damage him well while you have the chance.

Slime Sucker: The Bog Monster cackles, and a second later, a pool of mud covers the entire screen. If anyone touches the center of the stage, they are trapped in a pitfall effect for the duration of the attack (15 seconds). You must run towards the edges, as the mud sucks you to the center with moderate force. Attacking the monster becomes difficult at this time; it's best to wait out the move before attacking again. The monster can use other attacks while the mud is out.

Upon defeat, the Bog Monster's legs explode in a mess of mud and swampy plants.

Brought to you by MasterWarlord and BKupa666. . .​
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
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Location
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They're all called Duel Disks since Kaiba made them all though I'm not sure if he had anything to do with the Duel Motorcycles they're playing with these days *shrugshrugshrug*.

Yeah, I've actually skimmed this thread every once and a while when I got bored. The amount of writing that has to go into it kinda turned me off from making an attempt (I didn't have to write a single paper this semester!), but uh...I've got all day tomorrow.

Help a n00b??
1. Whatever don't care anymore geese.

2. Indeed. A-HA!! MY ANTI-DETAIL TIRADES HAVE AT LONG LAST BEEN VINDICATED!! TAKE THAT, GENERAL ESTABLISHMENT!!

3. Somebody(?) brought to the public's attention the fact that we all regularly access our User CPs, and since CP is illegal, we're all horrible child molesters. :bee:


EDIT -

@Lenus: That's it. Get out of this thread right now--I won't tolerate your kind in here. I mean really. Geek I get. We're all that, mostly. Gay--whatever, don't care. But Greek?

*vomits*

I AM NOT BEING SARCASTIC I NEVER DO THAT EVER


@Warlord/...BKupa(?): I honestly don't know if I can read that 'set after reading that first sentence.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
Do people usually try and get the top of the page when posting movesets?

Guess I'll read Warlord's/666's for further inspiration.

By the way Chief, the last moveset I think I read completely was your Mach Rider and I liked it. :bee:

@Lenus: That's Gangsta. Better throw that one in there too.
 
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