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Make Your Move 4

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SonicBoom2

Smash Journeyman
Joined
Oct 12, 2008
Messages
480
Location
Florida
Ugh, I can't find the stupid FIRST save point in Chrono Trigger.
I'm dumb. lol I didn't realize you could save at the map. I should read more often...

Oh yeah,
approximately how many incredible movesets have I missed?
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
And Chrono Trigger was ok in my unchanging opinion. It was more epic to those who arent rpg adepts
To each his own. I've played my fair share, and still maintain that CT was the best. The story, the characters, the battle system, the music... I just loved it all. :bee:

@SonicBoom: That depends on what the last one you saw was.
 

~Cruxis~

Smash Ace
Joined
Nov 27, 2008
Messages
768
Location
In a timeless world
Ugh, I can't find the stupid FIRST save point in Chrono Trigger.
I'm dumb. lol I didn't realize you could save at the map. I should read more often...

Oh yeah,
approximately how many incredible movesets have I missed?
Uhhh

Kid Goku
Kefka
Sephiroth
Dyna Blade
Sync
Protoman
Megaman Zero
Master Chief

ok I give up. Check The Stadium...
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Uhhh

Kid Goku
Kefka
Sephiroth
Dyna Blade
Sync
Protoman
Megaman Zero
Master Chief

ok I give up. Check The Stadium...
Whoa! SB, you really been gone that long?!

SonicBoom2 said:
Protoman?

Dang it,
Next thing you know they'll start making Gutsmen.
Come on, now, you knew I was making that moveset.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
He will trick his fellow players into seeing him as a non-threat, only to smash them if they get in his way…



Ken ‘Kenny’ Hoang

The King of Smash, the Master of Mindgames, and the master manipulator of Survivor: Gabon. After fearing his godly Marth for years, all Melee Smashers will surely piss their pants when…Ken joins Brawl…in person!

STATS

Power: 4/10: Ken's not known for his physical strength. He prefers taking the position of the meager underdog.

Walking Speed: 5/10: Kenny stands upright and walks forward determinedly, as if walking to an Immunity Challenge.

Dashing Speed: 7/10: Pumping his arms lightly, Ken jogs forward fairly rapidly. He is generally a decent runner.

Weight: 4/10: Ken's one of the lighter human characters, although he CAN last longer than some other characters (he does this a lot when playing Smash).

Range: 5/10: Ken has average reach; some of his attacks are ranged, but keeping an opponent close to him allows for a cleaner blindside.

Attack Speed: 8/10: He knows his skills forward and backwards, and can therefore use them with great speed.

Priority: 6/10: Above average, but still not that impressive. Ken has a bit of trouble cutting off other attacks.

Size: 6/10: Ken is about the height of his main, Marth, but is a slightly smaller target, as he stands slightly hunched over.

First Jump: 5/10: An average jump, Kenny pushes upwards with both feet, with a slight grunt.

Second Jump: 4.5/10: Raising his arms, Kenny jumps again, with very slight forward momentum, losing a bit of the height from his first jump, but still helping him move and recover.

Fall Speed: 7.5/10: An above average fall speed, about as fast as Marth.

Recovery: 7.5/10: With average jumps, as well as an effective Up Special, Kenny can recover with ease.

Crouch: 8.5/10: Similarly to Snake, Kenny gets down on his stomach, ready to move. He can dodge even more attacks than Snake, though, as Ken has a slighter build.

Traction: 4/10: Although he has a firm footing, Sakurai just loves to mess with Melee players, so Kenny will trip occasionally, as seen here, at 6:00.

Combo: 9/10: They don’t call Kenny the Master Mindgamer for nothing, he has great methods of keeping foes at bay with fast, weak attacks, then smashing them off when he gets a chance.

Wall Jump: No

Wall Cling: No

Crawl: Yes, Ken crawls at high speeds, pulling himself forward with both hands.

Glide: No

Tether: Yes, although it is not a strict tether recovery, Ken’s Up Special can attach him to edges, from where he can recover fairly easily.

ANIMATIONS

Entrance: Ken appears on the stage, standing on a trophy base, which vanishes as he steps off it. This is the same entrance that all characters had in Melee.

Walking: Kenny stands upright and walks forward determinedly, as if walking to an Immunity Challenge.

Running: Pumping his arms lightly, Ken jogs forward.

Dashing: Letting his arms flail wildly, Ken sprints forward, a fiercely determined look on his face.

Jump #1: Kenny pushes upwards with both feet, with a slight grunt.

Jump #2: Raising his arms, Kenny does another standard jump in the air.

Idle Animation: Kenny simply stands, peering around the stage, occasionally scratching his head or cheek if left alone too long.

Forward Roll: Kenny bends his knees slightly and wavedashes forward the distance of a standard roll, stopping and turning around after reaching maximum distance. This is quite a speedy roll, although it has a tiny bit of ending lag, so it can't be used exactly like real wavedashing.

Backward Roll: Raising his arms slightly, Ken quickly does two small shorthops backwards a few feet. This is a fast roll as well.

Spot Dodge: Ken quickly hops into the background, a concentrated expression on his face, before hopping quickly back.

Air Dodge: Kenny tucks his knees in, grabs them with both hands, and does a quick "cannonball-spin", releasing the pose after spinning.

Shield: Behind his standard shield, the Individual Immunity Necklace appears around Ken's neck, vanishing when he drops the shield or when the shield is broken.



Dizzy: Kenny puts a hand to his forehead, and breathes heavily, hunched over slightly.

Sleeping: With a silent yawn, Ken lies down on the ground, breathing softly.

Ledge Hanging: Ken simply hangs on with both hands. Of particular note, he can get on and off ledges very quickly.

Swimming: Kenny does a speedy breaststroke to move forward in the water. He can swim rather rapidly, as swimming challenges were implemented in Gabon.

SPECIALS

Neutral Special: Mindgame Menagerie: Whether he's playing Smash or Survivor, Kenny always has mindgames up his sleeve. Here, he uses these mindgames to full potential. There are three different types of mindgames Ken can pull on foes. Only one mindgame can be used at a time, and the effects of one mindgame must be used up before another is used, even if the initial attack is done. One mindgame can be used every ten seconds. As a bonus, for every mindgame attack he hits a foe with, he can use one standard move for that move to have new, special effects. He can have up to five potential powered moves stored at a time; you can't exceed five stored power-ups, but you can recharge the power if you use some up from five. The bonuses received are listed under each attack below, aside from Specials, which aren’t affected. Here are the three options, and the control figurations that go with them. Individual mindgames are triggered by pressing the B Button, then B again, and sometimes a specific direction.

B + B: Sneaky Snake: A single dark snake slithers out from between Ken's legs and slowly slithers forward, at the speed of Ganondorf's walk (slowly). Pressing the B Button twice sends out the snake, which deals 3% and no knockback to the foes it hits. The snake can slither until it hits a wall, falls off an edge, or is attacked.

If you press the B Button again while the snake is out, Ken whispers, "Blindside Ace!", and a red-handled hand axe falls from the sky directly above the snake, killing it off, and giving 12% to anyone who hits the axe, dealing decent knockback as well. The axe stays in place for a second after killing the snake, before vanishing; foes who touch a landed axe take 5% and low knockback. Sending out snakes and dropping the axe at opportune moments leads to excellent combo finishers.


B + Side B: Gamer's Glue: Kenny takes out a bottle of glue, and tells the foe, "I am the glue that holds you guys together!", while squirting the glue at the foe from the bottle. The glue comes out as a spray slightly smaller than Mario's F.L.U.D.D., and requires about half the charge time. The range is about three-fourths of F.L.U.D.D. as well. The glue sticks to foes, dealing minute poison damage, about 2% per second, slows them down slightly, and increases their likelihood of tripping.

Kenny can only spray the glue at maximum charge, but you can press L or R to stop the power-up and save the charge. If the glue misses a foe, it will hit the ground and stay there in a small puddle for three seconds before vanishing. Kenny must wait until one batch of glue is out before using another. This is probably the most effective of his mindgames, so use it well.


B + Up B: Mastermind Manipulation: Ken gets a concentrated look on his face, as he points at the foe(s) and says, "He is the brains behind everything!" At this point, you can button mash for up to three seconds, to try and build the power of the following attack. After three seconds, or any shorter time you button mash, up to five pieces of parchment labeled, "SORRY CHARLIE" will fly at foes, dealing 5% and low knockback each.

The amount of parchment slips sent flying depends on the amount of button mashing done. The parchment flies at a diagonal angle at the foe, and they fly with above average speed. However, they have low priority, being just paper. They also vanish when they hit the ground. Button mashing fast for a short time (to avoid being vulnerable, as he can't attack while mashing) is the best way to use this mindgame, as it is slow to activate otherwise.


Side Special: Krystal Kraze: Crystal, an Olympic Gold Medalist, seen below, was Kenny's constant ally through the game. Here, she appears to assist him in the world of Smash as well. She has two uses, one on the ground and one in the air. Basically, she serves as an Assist Trophy that comes with Ken's moveset. However, once you call Crystal out once, you must wait 15 seconds before using her again. She is also not nearly as powerful as most regular Assist Trophies.

If she is used on the ground, she simply runs after foes, turning around to follow foes, although staying grounded, for five seconds, wielding the tribe pot of rice. She swings the pot at nearby foes, telling them to, "Eat yo rice!" The pot (although not Crystal herself) can be attacked to knock Crystal back a few feet. After five seconds, she vanishes; foes can also knock her off a ledge, although she won't fall off by herself. The pot swings have below average range, and do 7-8% and decent knockback.

If Crystal is summoned in the air, she appears directly in front of Kenny, holding a red challenge ball. She then proceeds to slam the ball down on any foes directly in front of her. This will spike any foes who hit the bottom of the ball (the side and top deal decent knockback). However, Crystal disappears after slam dunking the ball (whether over the edge or not), and Kenny is left in helpless state, lagging a good deal if he hits the ground. Used on occasion, this is an excellent edge-guarding tool. However, it has slight startup lag, and Kenny is entirely vulnerable for the startup. If he is hit during the startup, Crystal vanishes, and Kenny is left with no jumps (although he can still use an Up Special). The ball does 11% to foes it hits. It is seen here, from 5:12 - 5:15.




Down Special: Trippin' Dominoes: Just like in the Immunity Challenge he won, Ken quickly places a red wooden block beneath him, where it stands upright. If anyone/thing touches the block, it will get knocked over in the opposite direction it was attacked in (realistic physics FTW), dealing 3% and no knockback to foes it falls on (not Ken).

However, if Ken lines up two blocks right next to each other and they are knocked over, the foe will get 6% and take decent knockback. You get 3% per block he lines up, and foes are trapped with blocks in a Piplup effect. Foes who are hit with more than 5 consecutive blocks take great knockback. Ken can drop blocks from midair to hit foes beneath him lightly. Lining up blocks is fairly easy, but Ken gets an increased likelihood of tripping into the blocks when they are out (there were tripwires in the challenge). This is handy for setting up foes for other combos. And remember, spacing is key when trying to space the blocks so they fall on each other (to gain more power) and setting them away from foes who can knock them over.




Up Special: Jacob's Ladder: Out of nowhere, a wildly twisted ladder appears in front of Ken, who begins climbing it (it's from this awesome video). The ladder does a light 4-5% (but no knockback whatsoever) as it appears, and can trip foes on the ground who hit it (it's hard to hold onto). Ken climbs it about halfway before falling off into helpless state, although he can drop off early by pressing Down on the Control Stick. He can then use any remaining jumps he has to recover, although he can't use the move again before touching the ground.

The ladder extends about a Bowser to in one direction, and a Ganondorf upwards. Although it can easily be caught under stage edges, the rope end will hook onto stage edges to allow Ken to climb all the way up and grab the edge, the rope vanishing. The rope has a hitbox in addition to the climbing Kenny; it can be attacked to force Ken off the swinging rope, although he takes no damage unless you hit him directly. He lags a good bit if he falls off onto the stage (unless he drops off himself), so try to use this solely for recovery, as it is punishable otherwise. However, dropping off the rope in midair so as to let a foe's edge-guarding attack miss, then jumping up and spiking them with a Down Air is quite advantageous for Ken. Master this move and you master a good bit of Ken's air game.


BASIC

Basic Combo, Hit #1: Pencil Prick: Ken has a strong passion for art, a skill he is currently going to college to fine tune. Here, he takes a standard artist's pencil and rapidly jabs it forward in front of him. This combo starts up very fast, although this first hit is useless on its own. It does 2% and no knockback to foes.

Basic Combo, Hit #2: Cartoon Clip: Ken uses his artistic talent to cartoon for several resources. Here, he quickly takes a single blank cartoon strip out, while pulling back the pencil from the first hit, and slaps the strip forward. This does extremely light knockback to whoever it hits, but it can never kill foes, making it useless without continuing it with the last hit(s). The slap does 4% with the above hit and 2% alone.

Basic Combo, Hit #3: Artistic Antics: For the last hits of his Basic Combo, Kenny holds the cartoon strip forward, and proceeds rapidly sketching on the blank strip, drawing in a cartoon (if you zoom in, you can see sketches of several high-tier Melee characters). Ken's rapid sketching traps foes in multiple rapid light hits. This does no knockback, but can easily trap foes and build quick damage. Kenny has below average range with this combo, although he can hit and pull in foes a fair distance away from him, as he holds out the strip a good bit. Each consecutive hit he deals with these hits does 1% to foes.

Mindgame Bonus: Painter's Passion: While sketching the strip with mindgame power, Ken not only sketches with one hand; he paints his art with a paintbrush, with his other hand! Because he is now wielding two artistic utensils, he deals 2% per each of the multiple hits. Kenny also leaves a small paint puddle every other time he holds this combo for longer than two seconds. For five seconds (after which it vanishes), any character (including Ken) can trip more easily over this small area.

Dash Attack: Manic Melee: While dashing, Ken takes the game box of Super Smash Bros. Melee, holds it horizontally while opening it, then snaps it shut to hit foes. Opening the box gives this move slight startup lag, but as the hitbox is held out as the move ends, this is not a major downfall for the move. The priority is fairly weak until the box snaps shut, upon which it is average. The range is just barely below average, as is the knockback. This move deals 7-8% to foes. Although it is somewhat predictable, using it to catch your foe off-guard is quite effective.



Mindgame Bonus: Casual Crap: When powered by mindgames, Kenny takes out the box for Super Smash Bros. Brawl. However, Brawl is competitively inferior to Melee, so Ken throws it forward in front of him, with a disgusted look on his face. He throws it at a diagonal angle to the ground, about one Stage Builder Block in front of him. The box vanishes when it hits the ground. This move has less priority than the Melee box, but has slightly more range and knockback to compensate. The damage is barely knocked up to 8-9% on foes. This is not necessarily more effective than the Melee box, as they both have their ups and downs, but if you want the gift of range when you need to build damage, this is a move to use.



TILTS

Forward Tilt: Chop of Championship: Kenny takes a small red hand axe and chops it down quickly in front of him, like he did to win the Fang tribe's first Immunity Challenge. He chops short and quickly, dealing low knockback and having fair ending lag. This is a decent combo starter. The axe has a sweetspot on the head of the axe. Kenny can hit foes with the axe from below average range. This move deals 6-7% to foes.

Mindgame Bonus: Victorious Vigor: After chopping, Kenny immediately follows up by doing a double fist pump to celebrate his success. This follows up the chop very quickly, so foes are hit upwards with average power, instead of horizontally. Foes not hit with the chop can also be hit, although it is hard to time, and they don't take as much knockback. This fistpump has moderate ending lag, though, as Ken spins slightly before dropping the pose to continue fighting. This does 4-5% to foes alone, and 10-11% with the chop.





Down Tilt: Rambunctious Rat: From his position crouching flat on his stomach, Kenny quickly gets into a crouching position, puts both hands in front of his mouth, like rodent teeth, and says, "I go tcha-tcha-tcha-tcha!", like he did when imitating his rat-like status in his tribe, leaning forward slightly and wiggling his fingers to attack. This move is very close range, as Ken barely moves his hands from their position while attacking. However, this move starts and ends very quickly, making it great to build damage with if a foe will get trapped in the multiple hits. This move does four multiple hits to foes; each hit does 3%, for a maximum of 12%. The last hit does low knockback.

Mindgame Bonus: Sneaky Sniping: In the game of Survivor, Kenny is calling the shots. If you mess with him, you're gone. In Smash, this powered-up move will deal 5% per hit, for a whopping maximum of 20%. The catch? Unless Kenny has over 75%, this move will do absolutely nothing. Nada. No damage or knockback. And, unless he has more than 100%, the move only trips the foe, doing above average knockback if you do. This move is powerful when influenced by mindgames, but just like in Survivor, it's a high risk, high reward move.

Up Tilt: Fruitful Fling: A large woven basket full of fruit (used in an early Reward Challenge) appears in Kenny's arms. He then proceeds to thrust up the basket, sending up one of the fruits contained. One of three fruits randomly appear for this move.

The most basic and common fruit is an apple. Apples deal low knockback and have a small hitbox. However, this doesn't stop them from being able to juggle foes easily. They have below average range as well. Apples deal 4-5% to foes.

The second fruit that can appear is a single unripe green coconut. These are slightly more rare than apples, and are slightly larger as well. They do below average knockback and travel up slightly more than apples, meaning they have the most range of the three fruits. However, it is still only average. Coconuts deal 6-7% to foes.


The third and final fruit that can appear is a pineapple. Pineapples have very little range, and are a rare fruit to appear. However, they are the largest fruit, and do spiky damage, meaning good knockback for a Tilt. Pineapples deal 10-11% to foes.

Mindgame Bonus: Filling Fruit: No matter what fruit Kenny gets, he thrusts it above his head, getting more range than any fruit gets without being powered-up. However, fruits do no damage or knockback to foes at all. If Kenny can thrust the fruit up this good distance (about a Ganondorf and a half up) and have it land safely in the basket again, he heals damage. Kenny heals 3% for an apple, 5% for a coconut, and 7% for a pineapple. However, foes can attack Kenny mid-move for the fruit to vanish. They can also jump up and press the A Button to grab the fruit first, healing themselves, or simply attack the fruit to make it vanish. Spacing is necessary when using this move, and in a close match, this is extremely risky to use, although healing damage while your foe is in a Star KO may be advantageous, although you'll need leftover mindgame power to do this.

SMASHES

Forward Smash: Gamecube Gyration: Out of nowhere, Kenny takes a standard Gamecube Controller, and holds it at his side while charging. Upon release, Kenny holds out the controller by the cord and spins around rapidly while holding it out, similarly to the Hammer Throw event in the Olympics. This Smash comes out very quickly, and has moderate ending lag, as Ken stows the controller and regains his footing. Of note, the range of the controller depends on how long you charge. The range can change from barely under the range of Link's Spin Attack when not charged, to barely above Spin Attack's range when fully charged. The hitbox of this Smash is the controller, not the cord. This has average priority, but can be blocked with relative ease. If Ken uses this Smash while he still has momentum from dashing, this can be effective for combos, although it is quite predictable. This Smash does 9-17% and below average to average knockback to foes.



Mindgame Bonus: Wrath of the Wiimote: No difference is given to the normal Smash when powered-up. However, there is now a 1 in 30 chance that Ken will do no Smash, and a simple Wiimote will appear in his hands, instead. Because of the Wiimote's drastic inferiority in competitive play compared to the Gamecube Controller, Ken gets a disgusted look on his face. The Wiimote now acts like a standard item. Ken cannot do Item Smashes, Item Dash Attacks, and the like with the Wiimote; it's sole purpose is to be thrown at foes. If it connects, it does 15% and powerful electric horizontal knockback, similar to that of the Star Rod. It has decent priority, although foes can grab it and throw it back for the same damage to Kenny. The Wiimote can be thrown twice by anyone before it breaks and vanishes; even if you catch it after it is thrown twice, it vanishes in your hands. If you are lucky enough to receive a Wiimote, use it wisely. Throw it only when you know it will connect, as throwing and whiffing leaves the Wiimote on the ground for anyone to use, assuming it was your first throw.



Down Smash: Sand Shifter: From a crouching position, Ken begins to dig into the ground, which appears as sand, no matter what turf he's on. Upon release, he tosses the sand he dug up forward in front of him, right onto foes. If a foe is standing directly in front of Kenny when he releases this Smash, they take 10% and get a shield-break effect, being immobile for several seconds, depending on how much damage they have. The sand does multiple light hits and trips foes who aren't right next to Ken, doing no knockback and anywhere from 1-15% to them. The power of this Smash is not increased by the charge; only the range is. The range goes from barely anywhere to about one Stage Builder block forward. Although this is a good Smash for setting up foes, it does no knockback at all, and has low priority, due to being just sand. This Smash starts quickly, but has a fair bit of ending lag as Ken hops back to his feet. Tossing sand on people when digging for puzzle pieces in challenges is an annoying distraction to your work.

Mindgame Bonus: Double Digger: When using this powered-up Smash, Ken loses the ability to stun or trip foes. Instead, he tosses out two piles of sand. The first one does 5% and holds the foe for the next pile, which does 10% and below average knockback. The charge still determines the range, which is the same as normal. This is an improvement on this Smash if you want to be more offensive with it; however, since he is vulnerable for longer due to throwing two low-priority piles of sand, this is a loss if you want to focus on comboing.

Up Smash: Tribal Torch: Out of nowhere, Kenny takes out his lit, natively-decorated Survivor torch, and holds it at his side, while looking upwards. Upon release, he tosses it up with one hand, catching it in the other, then quickly tosses it back to his original hand, then stows it. The burning torch does fair fire damage, but not too much vertical knockback. The priority of the torch is fairly high as well. Tossing the torch up gives this Smash the best range of Kenny's Smashes, but even if a foe is hit, they can easily fall back down and retaliate with a quick Aerial. Used with care, this Smash is decent, but Ken has less options after using this move than he does with his other Smashes. It is useful against floating bosses, though. This Smash deals 6-18% to foes. If a foe is metal or giant, they can get hit multiple times by the tossed torch, although this is impossible on normal foes.

Mindgame Bonus: Tribal Trickery: Kenny gets an entirely different animation for this Smash when it is powered by mindgames. Instead of tossing it upwards, he simply holds the torch in one hand and spins it upwards in his hand, in a manner slightly similar to King Dedede's F-Tilt. However, the torch has a much smaller hitbox, due to the smaller size of the flame when compared to Dedede's hammer. This move does one solid vertical hit to foes. It still has slight ending lag, but a good deal less than when not powered by mindgames. This Smash gains speed and comboability from being powered up, but it is not a good attack to use mindgame power on; Ken has much better options than this, despite it not being useless. This new Smash deals 5-20% fire damage to foes.

AERIALS

Neutral Air: Tribal Trouble: In midair, Ken takes out the Tribal Immunity Idol, holds it briefly over his head, then brings it down in front of him. He then rapidly turns and slams it down behind him again, before stowing it. The idol hits foes with just below average power, but it can easily kill foes with high damage, making it a threat to dodge. The idol has below average priority, but it has surprising range, despite being fairly close range. This move has slight ending lag, and even more if Ken lands before the move finishes, but this is still a prime combo move that Ken players should take full advantage of. Each idol hit does 4% to foes, meaning a total of 8% is possible. This move hits in a similar way to Marth's N-Air; the idol hits with slightly less the power of that N-Air when sweetspotted, but the idol has a good deal less range to balance this out.

Mindgame Bonus: Tribal Trump: Instead of attacking on both sides of him, Kenny simply faces the screen with the idol and brings it down in front of him, hitting foes on either side of him, and essentially cutting down the move's time by half. This move does good knockback, but foes must be almost directly next to Ken to take damage or knockback at all, leaving Kenny very vulnerable if he whiffs the attack. The idol does 6% to foes. If you can master hitting foes despite the poor range, this is quite an offensive tool for you.




Forward Air: Paddle Push: Kenny takes out his tribe's canoe paddle and simply pushes it forward lightly, as if paddling a canoe. This move is fast, starting and ending, but has low priority, and does very low knockback. The range is decent, but this move only does 3-4% to foes. This move is quick, and okay for building damage, but is highly punishable and almost useless without mindgame power. It is very difficult to kill with this move alone. However, it's only decent use is for pushing foes lightly off an edge to spike them with a D-Air.

Mindgame Bonus: Problematic Paddle: This move is much better than the normal form, so this should be one of your prime attacks to power up with mindgames. Just like in one of his Survivor mishaps, he takes out his canoe paddle, but a log gets stuck on the paddle. Ordinarily, this would make his canoe only travel in circles. However, Kenny has no canoe in Smash, so the log causes him to spin his entire body around the paddle horizontally once, kicking foes away, before stowing the paddle. This does decent knockback, has decent priority and range, and starts and finishes quickly. There are a few downsides as well, though. Kenny is still as vulnerable with this move as he normally is. Plus, he lags a lot more if he hits the ground before the move is finished. Avoid these weaknesses to take full advantage of this move, as it is a good one. This Aerial does 7-9% when powered up.

Back Air: Painter's Pallet: As previously mentioned, Kenny has a strong passion for art. Here, instead of cartooning, he takes a colorful painter's pallet and swings it back behind him before stowing it. This move is fairly quick, and can be used decently to knock foes off the stage. Ken lags a good bit if he lands before the move is finished, as he struggles not to spill any paint. The knockback is slightly below average, as is the range and priority. However, Ken can still hit foes multiple times with this move in a row to knock them back more and more, making it viable for regular use. This Aerial does 6-7% to foes.

Mindgame Bonus: Pallet Plow: When first used, there is no noticeable difference with this move. However, if Ken hits a foe with this Aerial, the paint lands on them, being shown colorfully on the character, and they have a Footstool Jump effect, falling down slightly before being able to move again. If Ken hits a grounded foe with this, there is a 1/3 chance that they will trip next time they dash. This is useful to mess with foes, but takes away all forms of knockback from the move. Both are fairly useful, so decide which form of offense you want to use, then do it.

Up Air: Selfless Shove: Kenny pulls out one of two items from the in-game Survivor Auction, and thrusts it up above his head selflessly, declaring to the foe, "You can have it!" These two items alternate each time you use the move. The first item is a plate loaded with spaghetti and meatballs. These have low priority, decent range, and do below average knockback. This item starts quickly and has very slight ending lag. They deal 6-7% to foes.

The second item is a simple tiny glass bottle, with a roll of paper inside. This is a paper that gives the user a significant advantage in the next Immunity Challenge. The bottle is shoved up and down extremely quickly, but it has horrible priority and range, due to its minute size. It also only deals 2-3%. This is a major drawback on this aerial, and you might want to consider whiffing the attack before returning to hit with the spaghetti, as the bottle is quite punishable.


Mindgame Bonus: Chocolate Chip Craze: The change when this move is useless unless the bottle will be the next item used. Here, a new item replaces the bottle; instead, Kenny takes out Randy's infamous plate of cookies, saying, “These cookies are cursed!” Modeling their impact on several Survivors, they are the most powerful of the three possible items. Although the priority and range are still low, the knockback is now about on par with Donkey Kong's U-Air. These cookies also deal a more hardy 9-10% to foes. This is a good move for killing foes with high damage levels off the top, but unless you have multiple portions of mindgame power, it is somewhat ineffective at juggling foes.

Down Air: Deceptive Dropping: Kenny takes the pen from Tribal Council, used to write down the name of the Survivor you wish to vote out, and drops it beneath him, like he did at his first Tribal meeting. He drops the pen directly below him, where it falls three-fourths the height of Ganondorf before vanishing, disappearing if it hits the ground before then. The move starts up quickly, but Kenny cannot move until the pen vanishes, leaving him open to attacks. However, he lags very little when he hits the ground, so he can recover well if not attacked while immobile. Foes who are hit by the pen just as it is dropped are spiked with moderate force; otherwise, they are knocked sideways with below average power. The pen has low priority, so using this on a foe who has a powerful U-Tilt or Up Smash can be disadvantageous. Spiking is the main purpose of this move. A 'Ken Combo' of sorts can be done by using a F-Air(s) to knock a foe offstage, then spiking them with a pen. Only one pen can be out at a time. Each pen deals 5-6% to foes.

Mindgame Bonus: Ink-Dropping Insanity: For those who don't know, Ink-Dropping was a Brawl E-For-All Technique that could be used to cancel tripping into a roll. Here, when he drops the pen, Ken looks down as he drops it, making it look much more accidental. From the time he drops the pen until he touches the ground again, Ken now has a slightly increased fall speed. The pen itself has no differences as to how it works. However, Ken can fall faster to combo foes after they are hit with the pen. But, unless this is your intention, this can be a liability instead of a power-up, as you may find it difficult to recover after spiking a foe off an edge.

OTHER ATTACKS

Downed Attack: Buff Bash: Ken takes his blue tribe buff (bandana) and whips it on both sides of him to throw off nearby foes. Nothing too special. The priority and knockback are low, while the range is below average. This move deals 3-5% to foes.

Mindgame Bonus: Bag Batter: Instead of hitting foes with his buff, Kenny swings his small tan shoulderbag, instead. The knockback and priority are slightly increased, although this isn't that noticeable, as Downed Attacks aren't generally used for offense. The range is about the same. This attack deals 4-6% to foes.

Flipped Attack: Puzzle Bag Pirouette: Kenny takes a red bag full of challenge puzzle pieces and spins around once as he gets to his feet. This can hit foes on either side of him, so it is good to clear away nearby attackers. The range, priority, and knockback are all below average. This move deals 2-4% to foes.

Mindgame Bonus: Puzzle Plot: As he gets up and swings the bag, a single puzzle piece falls out of the bag. Any character can pick up the puzzle piece and throw it at any other character for them to trip. The piece lasts for ten seconds, and can be thrown as many times as you can within that time period. No differences are present to the normal attack. Once one puzzle piece comes out, no more can come out for a period of thirty seconds. Only one piece can be out at a time.

Tripped Attack: Machete Mash: As he gets up after being tripped, Ken takes out the tribe machete and slashes on both sides of him. This is a quick attack to get Ken back to his feet, so use it instead of simply not attacking when tripped. The range and priority are low, but the knockback is just barely below average. This attack deals 5-7% to foes.

Mindgame Bonus: Savage Slice: When Ken uses his machete when powered by mindgames, the machete gains a sweetspot for knockback at the tip of the machete. The knockback there is now average, so time your Tripped Attack to hit foes with this sweetspot. No other difference is present.

Ledge Attack: Winnings Wave: As he recovers onto the stage, Ken rapidly takes out a handful of certificates of his Smash tournament winnings, and waves them in the foe's face. This move does two hits; one extremely light one to trap the foe, and one slightly stronger one to knock them lightly away. The priority is quite low, but the range is below average. This move deals 2% with the first hit and 3% with the second, a total of 5%. If you're facing a foe with high priority attacks, consider simply jumping onto the stage and using an Aerial.

Mindgame Bonus: Trophy Tussle: Instead of waving his certificates, Ken takes out a trophy instead, and swings it quickly at nearby foes. The priority, range, and knockback are all increased slightly. This move now only deals one hit, dealing 4% to foes. This is better as a normal Ledge Attack, but it is best to save mindgame power for elsewhere, as this will not help you much at all.

Ledge Attack (over 100%): Flint Flick: As he struggles to climb onto the stage, Kenny takes out a small stick of flint, and strikes it against the foe. This has mediocre priority, range, and knockback. This move deals 3% to foes. It is also a slow Ledge Attack, as Ken takes a second to climb back up when he has over 100%. He is better off simply jumping back onstage.

Mindgame Bonus: Flame Flint: The move's main properties stay the same. However, the damage is minutely buffed up to 4% fire damage, and deals a bit more knockback. This is not a good attack to use mindgame power on at all.

GRAB AND THROWS

Grab: Netting Nab: Ken throws out a green fishing net to grab foes in. The net has below average range from a standstill, and average range from dashing. If Ken misses, he has moderate lag as he pulls the net back in. If he catches a foe, he will exclaim, "Got a big one!" as he pulls in the foe and holds them by the front of their shirt with one hand, the net vanishing. The net can be cast out in midair to hit foes and give them a Footstool Jump effect.

Mindgame Bonus: Crazy Catch: One out of every three times Kenny grabs when powered by mindgames, there will already be several fish or crabs in the net, which will flop around and deal about 3-4% to the foe before they are grabbed by Kenny; the fish and crabs vanishing with the net. Because Ken's throws are not that damaging, this is a nice side effect to have when grabbing a foe.

Grab Attack: Termite Trick: As a Grab Attack, Ken takes a single clean termite and shoves it down the victim's throat. Termites are good for protein when surviving in the wilderness. However, they still damage the foe 1% per each termite. They can be force-fed to the victim rather quickly, but are still not spammable.

Mindgame Bonus: Termite Turd: Instead of feeding the foe a clean termite, Kenny will force-feed the foe a termite coating in elephant dung. This causes the foe to gag and take 2% with each termite. The speed they can be force-fed is slightly decreased, but this is still a fair way to build better damage.

Forward Throw: Ball Bash: Out of nowhere, Kenny takes a small red ball from a challenge and hurls it at the foe, where it shatters. This deals 5% and below average knockback to the foe. This throw can set up the foe to be comboed with a Dash Attack, so use it often to build damage.

Mindgame Bonus: Bigger Ball Bash: Instead of a small red ball, Kenny takes out a larger red wicker ball, and bowls it at the foe, as it takes longer to throw it. This throw now does average knockback and deals 7% to foes. Although it knocks foes farther, this move loses its combo potential when powered up, so it's best to just leave it the way it is.



Back Throw: Slingshot Slam: Behind Ken, a ball slingshot from the Survivor Golf challenge appears, held into the ground by two wooden poles, with the cloth sling stretched tight. Ken turns, releases the foe, then pulls back the slingshot a bit and lightly launches a red ball at the foe. This deals 4% to the foe, who is knocked back with below average power. This launches the foe upwards slightly, so combo them quickly with a B-Air. However, foes with low damage can retaliate with a F-Air, so beware.

Mindgame Bonus: Stretched Shot: When Ken pulls back the launcher, he falls back on his back before releasing the launcher, to power the ball to the max. This deals 8% and above average knockback to the foe now, making it the strongest of Ken's powered throws. If you are trying to throw a foe off the screen when they have high damage, by all means, use this throw. However, Ken lags a bit as he hops to his feet again, so make sure your foe can't retaliate before you're ready.



Down Throw: Console Crash: Dropping the foe to the floor, Ken takes out a Nintendo Gamecube and drops it onto the struggling foe, who takes 6% and low knockback. Ken can string together multiple D-Throws, although it is nowhere near a chaingrab. The Gamecube vanishes after crushing the foe.



Mindgame Bonus: Wii Wham: Instead of a Gamecube, Kenny takes out a Nintendo Wii, which he proceeds to throw down onto the struggling foe with force, disliking the Wii for all the casual bulls**t that pollutes its reputation. The foe takes 8% electric damage, but they are only tripped, so take advantage of them quickly before they get you back with a Tripped Attack. Although this is a damaging throw, Ken's B-Throw is preferable, as Ken is less punishable after it.



Up Throw: Show Dem Colors: Ken hits the foe lightly upwards with the blue Nobag tribe flag (Nobag is 'Gabon' spelled backwards; a phrase Ken coined himself). This deals a minute 3% and low knockback. This is extremely punishable unless Ken quickly hits the victim with an U-Tilt. Be extremely cautious when using this throw; don't use it unless absolutely necessary.

Mindgame Bonus: Proud Pride: With excellent exhibition of tribe spirit, Kenny pumps the Nobag flag up into the foe three times rapidly, chanting, "Nobag, Nobag, number one!" The first two hits deal 2% and no knockback, trapping the foe, while the last hit deals 3% and average knockback, a total of 7%. This is a drastic improvement over the normal U-Throw, so it is definitely worth powering up.

FINAL SMASH

Gabonese Growth: In an echoing voice (as most characters get with their Final Smashes), Ken states, "I've grown a lot out here. And for the better!" While he says this, he grows a lot bigger, as if he were in Giant Mode and got a Super Mushroom. He can now attack normally for ten seconds in this form. Foes can still attack him as normal, but his attacks are now drastically powered up, of course. Take advantage of your Giant state and wreak as much havoc as possible before your ten seconds are up. This form lasts shorter than other Giant Final Smashes, say Giga Bowser, but you can wreak a lot more damage onto foes, as you are not dumbed down in any way.

Mindgame Bonus: Gabonese Gazump: When powered by mindgames, Kenny gets an entirely new Final Smash. Ken beckons to foes in front of him, about the range of Captain Falcon's Final Smash, saying, "Come with me!" Now, the foes hit with this initial trigger are seen on a bare Gabon savannah, with a viewing deck in the background, where Ken, Crystal, and Bob are seen watching the foes. The foes have full mobility in this flat area, which is the size of Bridge of Eldin, although they can't attack each other.

From there, the foes hear a great commotion, as the following three attacks commence, one at a time. First, several small antelopes the size of Diddy Kong bound across the screen. These are small, but fast and jumpy, dealing about 10% each. They come in groups of about three at a time, for about 10 seconds, bounding off the screen after that time period.

Next, two gorillas the size of Donkey Kong charge onto the field. These gorillas do shoulder tackles on you, dealing 15% with each attack, as well as several grabs and throws, identical to Donkey Kong's grabs and throws. If you let them, they may even grab you and walk offscreen to KO you if you don't escape by button mashing. These two gorillas also last ten seconds before wandering off the screen.

Finally, with a loud trumpet, a single elephant the size of Duon (from the SSE) charges across the screen at the speed of Bowser's run. Foes must double jump and use their Up Special to avoid the elephant, which deals 20% and great vertical knockback to whoever it hits. This is a guaranteed KO if it hits any foes with over 50%. Be sure to dodge it.

Ken and his tribe mates clap in the background whenever foes take a significant hit. After the three phases, a Survivor helicopter lands in the background, taking off quickly, then the stage returns to the stage you were previously on. If you are more comfortable damaging foes personally, stick to the normal Final Smash. Otherwise, you can use this new Final Smash. It is nicely animated as well, so you may just choose it to relieve yourself from the Brawl for a bit.




TAUNTS AND VICTORY / LOSS POSES

Up Taunt: Ken turns sideways, as if facing a camera, and says...



"Wait...wut?!?!"

Side Taunt: Ken points a finger into his chest, and says defiantly, "You just messed with the wrong guy!"

Down Taunt: Ken grins slightly and turns to face the foe, and asks them, "Then who does? Who does deserve to leave the game?"

Taunt with Crystal: If Kenny does any taunt while next to Crystal (from his Side Special), it will change into...the Happy Dance!



Victory Pose #1: Ken jumps up in success, as the Survivor host, Jeff Probst, walks onscreen, puts the Immunity Necklace around Ken's neck, and declares, "Kenny wins Immunity!"



Victory Pose #2: A crowd of Smash fans swarm around Kenny, cheering and yelling, some ruffling his hair and patting him on the back, and eventually hoisting him up in the air. Ken grins awkwardly as his fans celebrate his victory.

Victory Pose #3: Ken turns and faces the foes, and tells them, "No johns!" He then turns around and grins at the camera.

Victory Theme: A clip of the Smash Bros. Melee opening theme, from 0:01 - 0:15, remixed with the tribal chants and African percussion from the Survivor Gabon opening, from 0:01 - 0:06, as well as some electric guitar.

Loss: Ken stands humbly in the background, clapping like a good sport, and occasionally saying a quote from his Survivor final words.

OTHER

Icon: The standard Smash icon, but with two torches extending through the icon at two angles, as well as a tribal mask on top.





Colors:

Standard



Red



Black



Yellow

http://www.youtube.com/watch?v=wQSeSTH_Uuk

(at the end of the video)

Special Tribal



Teal



Wiimote Sound: Ken jokes around, "I've already gotten, like, twelve bug bites!"

Unlocked By: Clear Classic and All-Star Mode with Marth, play and win 10 Brawls with items on High, get Ken to join your team in the SSE.

ASSIST TROPHY

Bob



Bob, the high school physics teacher, and winner of Survivor Gabon, appears, and proceeds to run around the stage, occasionally stopping to light a small fire onstage with flint and some coconut husks. Touching the fire deals 5% and no knockback. After a few seconds, he'll stop and face the screen, taking out a fake Immunity Idol he made, saying, "That would fool me!" and leaving it onstage. If anyone touches it, they gain the ability to deal fire damage with each attack for 15 seconds. However, the players is slower and much more likely to trip. Bob disappears after laying down his fake idol. He is a somewhat rare Assist Trophy.

STAGE

Earth's Last Eden



This stage takes players on a tour of Gabon. You travel around on a Survivor helicopter, on which you fight on a single platform, the size of Smashville, on the 'leg' of the copter. The background changes beautifully and dramatically as the helicopter flies around, showing Gabon's majestic waterfalls, rocky cliffs, endless savannahs, and jungles. Exile Island is flown over occasionally as well. The area is not an island; it is simply a lake, with a tribal hut at one end, and a series of sandy pits at another.

Every once in a while, the helicopter lands in the Nobag camp, dropping you off before flying away. This is a simple flat area with no platforms or stage hazards, the size of Bridge of Eldin. In the background, you can see the two tribe huts and the fire pit, as well as a lake and vast jungles in the further background. The Survivor castaways are seen doing their daily business. This includes Susie collecting firewood, Corrine resting in one hut, Matty sitting on a log and whittling an engagement ring for his girlfriend, while Sugar talks to him. Randy is also seen skinny dipping in the lake, the game using pixels when and where necessary. If Assist Trophies are turned off, Bob can be seen sneaking into camp on occasion and grabbing some beads off the tribe flag, presumably to make a fake idol with. If Ken (and therefore Crystal) is not a player, Ken is seen resting in a hammock, while Crystal sits on a log and strategizes with him.

This phase lasts for 40 seconds, until the sun starts to set, causing all of the castaways to grab their torches from a tribe hut and begin marching off to Tribal Council. The helicopter then flies back onto the screen. Players must jump on to avoid being left behind. After five seconds, the helicopter takes off into the night sky. It will fly over Tribal Council after a while, which is a dark village setting, filled with skulls and fire. After passing over, the helicopter will continue to fly over the wilderness until a gorgeous sunrise occurs, starting the whole process over again.


STAGE MUSIC

Survivor Gabon Opening
Kenny Matty Combo
Intense Immunity
Tribal Council
Ponderosa
Tribal Romance

SSE ROLE

After DK is turned into a trophy by Bowser in the Jungle level, an overhead view of the Nobag tribe camp at dawn is seen. It is late in the game of Survivor, with only six castaways left, the others having been voted out. The five castaways are sitting around the tribe fire pit, discussing their non-Survivor lives out of boredom.

Matty asks Ken, "You're a professional gamer...what does that entail?" Kenny points to a thought bubble over his head of him playing Super Smash Bros. Melee...and kicking a*s at it, him Ken Comboing his opponent off the stage as Marth. Crystal turns to Ken, and asks, "How do yo gamer skills translate into Survivor?"

Before Ken can answer, the sky darkens. The six castaways look up to see the Halberd flying overhead, dropping Shadow Bugs. Everyone looks at the bugs with curiosity, knowing that the Survivor producers aren't giving them a reward or Tree-Mail. The bugs land, causing Primids to come out of the ground. Everyone looks at the odd little Primids in shock, no one trying to eat them as extra food due to their toxic appearance. Ken at first looks slightly fazed, but then turns to Crystal and answers her question. "With my mindgames!" You now play a battle against the Primids as Kenny in the Nobag tribe phase of the Earth's Last Eden stage. No cutscene is shown after the battle, the level ending.

Ken and the other Survivors aren't seen again until after the Lake Shore level. The now five castaways (Crystal having been voted out) are seen marching to an Immunity Challenge. Ken looks determined, understanding that if he loses, his tribe mates will vote him out due to him being a huge mental threat. The screen fades in and out to show the castaways lined up at a starting line, an intense maze before them. The Survivor host, Jeff Probst, raises his hand, and says, "For Immunity and a guaranteed spot in the Final 4. Survivors ready..." Ken gets into a sprinting starting position. "Go!"

The five castaways take off sprinting. You now play the challenge as Ken. To start, you must break down three black wooden fences by attacking it, the fences each having 150 HP. After passing through three consecutive fences, you enter the maze phase. There are three possible routes lined up, one on top of each other, constructed out of tribal wooden carvings, a wooden hut at the end of each portion. You must venture through each hut to find the puzzle bags necessary to complete the challenge. However, the bags will be randomly scattered throughout the huts. Once a bag is taken from one hut, an X appears over it to show you that you have already passed it. If you enter a wrong hut (only one bag is in play at a time), you must go back through the maze and enter another portion. You must race through each maze section to the bag, then proceed past each section and up a set of stairs to drop the pieces at a table. You must then run back down the steps and under the maze portions via underground tunnel, a feat only possible by crawling. Fortunately, Ken is decent at crawl speed, so this is not difficult. An arrow pointing downwards hints this to players.

One maze portion has a fence with 200 HP. Another has a deep pit with moving platforms. If you mis-time a jump, you must double jump and use an Up Special to get back out. The final portion requires you to run through a wobbly rope net, your tripping chance increased to the point of having it be a major obstacle. Retrieve all three pieces to win the level.

The cutscene, however, shows Bob winning the challenge. Ken drops his puzzle pieces to the ground with a battle cry, as the tribe marches back to camp. Ken, looking slightly gloomy, has a thought bubble of him having his torch snuffed, his chances of being voted out of the game inevitable.

Later, before the Outside the Ancient Ruins level, the Final 3 castaways, as well as the Jury (7 eliminated castaways who return to vote for the final winner out of the final 3), including a now shaven Kenny, are shown exiting the tribal council area, discussing excitedly the earlier voting, which will be revealed live in Los Angeles in a few months, following the televised Survivor finale. After the following level you play as Olimar and Captain Falcon, the screen fades out and back in to show the Survivors entering a modern airplane, several of them waving good-bye to the wilderness they lived in during the game. The screen cuts ahead to show the castaways flying over the ocean. Ken looks out the window. Suddenly, his face turns to a look of shock, as he sees the airship containing DK's Trophy. He watches as DK gets revived, and Olimar and Captain Falcon arrive, as well as the Subspace enemies. Ken goes to the pilot and points to himself, then to the airship, him wanting to help out the outnumbered characters. As the outnumbered four pose at the enemies, Ken lands on the ship using a Survivor parachute, striking a pose alongside the others. You then play the battle as normal.

Afterwards, Ken looks to the plane, but it is gone, having no choice but to steer clear of the Isle of Ancients. Ken is taken into the island with the other characters. In the scene where the Subspace Bombs are ticking down, Ken is seen trying to manipulate the ROBs as to stop by explaining the situation to them rather than with physical force, it being of no benefit to them to be blown to bits. However, his attempts are in vain, and he is forced to flee with the other characters. He then is selectable against Meta Ridley.

After going through the standard cutscenes of the Great Invasion and the Crushing Defeat, Ken's trophy can be found in the first Subspace level. After Kirby's level, a cutscene of him and his main, Marth fighting off Primids is shown. Marth slices through Primids with skilled swordsman techniques, while Ken watches. Ken points to the sword, with a slight fanboy look on his face. Marth hesitantly gives him the sword. Ken slices though some Primids, but ends up dropping the sword accidentally. Marth facepalms and takes his sword back, for Ken to sigh and start throwing various Wii paraphernalia at the foes, it being of no value to a Melee player. No further cutscenes for Ken are shown after this.


PLAYSTYLE

When a player first picks up Ken, they may see a statistical similarity to Marth. However, Ken is slightly lighter than Marth, due to not wielding a sword. Kenny also has a much more 'item-based' style, comparable to Mr. Game & Watch, due to not having much physical strength to use. Much of Ken's style focuses around using his strong points to overcome his weaknesses.

Ken is designed so that a player can easily pick out the good moves and moves that feel underpowered. This is where his Mindgames Neutral Special comes in. You'll want to keep a foe guessing on what attacks you will use, as foes that can predict a mindgame can easily dodge them. Surprise foes with mindgames when they don't expect it. This is called a blindside. Also, experimenting with the effects of mindgames on different moves is important.

Plan what attacks to use with a mindgame for maximum effect; don't simply attack crazily, as mindgame power is used even if a foe is not hit by a powered attack. Once you understand each of his attacks, much of Ken's game is transfered to setting up and executing comboes. With fast, weak attacks, good players can take Ken far. If you get a foe off an edge and edgeguard aggressively, most foes won't stand a chance at recovering.

Finally, try to play as the underdog. At first glance, Ken's many intricacies may turn off some players. If you can handle it, try to act weak, only to come back and start controlling your opponent at the opportune moment. Such strategies can boggle the mind, but can be used to allow Kenny, one of the weaker characters, to become one of the bigger threats.

When you are facing Ken, you'll want to learn all about the mindgames and how to avoid them. If Ken doesn't hit you with any mindgames, he loses a good deal of his offense. When facing Ken without mindgames, he must resort to fast attacks to combo you and build damage. While facing a good Ken can be difficult, you must anticipate his movements, and trick him so as to misjudge yours. This was one of his major downfalls in Survivor, and it carries over here. If you can, take him out early, so he doesn't pose a threat later.


Kirby Hat: Kirby gains Ken's hair and blue Survivor buff. Kirby uses Ken's mindgames the same way as his inherited attack, but they don't buff him like they do for Ken, Kirby having no brain in his pink puffy body. This makes the move somewhat ineffective, like Olimar's Pikmin Throw when inherited.

CODEC


Otacon: Look! It's Ken!

Snake: Who?

Otacon: Ken! As in the Super Smash Bros. Melee and Survivor champ!

Snake: Oh, Otacon. You and your fanboyism.

Otacon: Go, Ken, go! Snake's got nothing on a Ken Combo!

Snake: *pissed off* Who's side are you on, anyways?

Otacon: Sorry, Snake, watch out for those MINDGAMES! *geeky laugh*

Snake: *sigh*

CnC, plz??

 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Hyper_Ridley: Daroach was cool! I liked the Squeakers (don't know much about Squeak Squad), espcially the Dash Attack where you can kick 'em.

Ken ‘Kenny’ Hoang

Side Special: Krystal Kraze: She swings the pot at nearby foes, telling them to, "Eat yo rice!"
THANK YOU FOR MAKING THIS! That part is so funny. Just skimming through, it looks like you did a great job of capturing the essence of the great thing that is Survivor: Gabon into one moveset.

Eat yo rice!
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
@Hyper_Ridley: Daroach was cool! I liked the Squeakers (don't know much about Squeak Squad), espcially the Dash Attack where you can kick 'em.



THANK YOU FOR MAKING THIS! That part is so funny. Just skimming through, it looks like you did a great job of capturing the essence of the great thing that is Survivor: Gabon into one moveset.

Eat yo rice!
Thanks, I am a huge Ken and Survivor fan. It was my pleasure to make this set.:)
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,307
Location
K Rool Avenue
Great Ken. That is all. :laugh:

Edit: Oh wait, I forgot to comment on Daroach - great, no, awesome moveset, second personally only to your Squeak Squad, HR.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Edit: Oh wait, I forgot to comment on Daroach - great, no, awesome moveset, second personally only to your Squeak Squad, HR.
I'm... flattered? :bee:

Why does everyone forget Kawasaki when listing recent movesets? I'd hoped he was at least somewhat memorable.

Ken is pretty epic, BKupa. I watched Survivor and notice how many reference you packed in there, nice job. The one and only thing that peeves me are those dang alliterated attack names. Just look what working with Warlord has done to you...
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
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Ken is the only Smash elitist that I like. Others are total jerks, but he is like the nicest and coolest gamer you could know.
I know, he's such a good sport. We're facebook friends.

And about the alliterated attack names, it just rolls off the tongue easier for me, and it can make move names sound cooler at times. I used it before Warlord and I made Klump & Krusha; I probably picked it up from the DKC series.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
I'm... flattered? :bee:

Why does everyone forget Kawasaki when listing recent movesets? I'd hoped he was at least somewhat memorable.

Ken is pretty epic, BKupa. I watched Survivor and notice how many reference you packed in there, nice job. The one and only thing that peeves me are those dang alliterated attack names. Just look what working with Warlord has done to you...
I hate to disappoint you, but I've got quite a few of those in my upcoming moveset. Sorry, man, sometimes those allliterated attack names just work out! :bee:
 

TheSundanceKid

Smash Lord
Joined
Jun 8, 2008
Messages
1,636
Location
The Secret Kingdom
The mods don't have the balls to lock this thread. There's been, what, two posts from a moderator in this entire thread?
Dude, we've been spamming way too much. It's gotten pretty bad recently. Just because it's christmas doesn't mean it's ok to spam threads.

Now stop posting unless you're giving CnC or giving out previews.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Whether the mods "have the balls" or not, let's try to keep this thread undeserving of a lock on any grounds.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I hate to disappoint you, but I've got quite a few of those in my upcoming moveset. Sorry, man, sometimes those allliterated attack names just work out! :bee:
OUTRAGE! I hate alliterated attacks soooo much. They're so lazy and goofy-sounding. No offense to anyone who's used them in the past, of course. Unless you've used them constantly in every moveset you've ever made. *coughWarlordcough*

/on-topic
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
OUTRAGE! I hate alliterated attacks soooo much. They're so lazy and goofy-sounding. No offense to anyone who's used them in the past, of course. Unless you've used them constantly in every moveset you've ever made. *coughWarlordcough*

/on-topic
You will be converted someday. Heck, maybe it won't even bother you when I make the post. The alliteration is awesome!

:hgual: .reMYM a retfa hsamS laniF a deman tsomla I ,dab s'taht kniht uoY
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
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Location
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Where would Warlord be without his allitergator? Nowhere, that's, er, where!

/also on-topic

@ Kholdstare: Your theme is an inspiration to every flatulent body in the MYM nation. :chuckle:
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440

Smash Ball has joined the Brawl!

The Final Smash is a secret skill that can be performed but once... and only after obtaining an item called the Smash Ball, which is a precious item, indeed.

The basic gist of it? I suppose you could say it’s kind of like a powerful and personalized hammer. (Or maybe not...)


(A,A,A) Landmaster
(Forward Tilt) Landmaster
(Up Tilt) Landmaster
(Down Tilt) Landmaster
(Dash Attack) Landmaster

(Forward Smash) Landmaster
(Up Smash) Landmaster
(Down Smash) Landmaster

(Neutral Aerial) Landmaster
(Forward Aerial) Landmaster
(Backward Aerial) Landmaster
(Up Aerial) Landmaster
(Down Aerial) Landmaster

(Neutral Special) Landmaster
(Forward Special) Landmaster
(Up Special) Landmaster
(Down Special) Landmaster

(Final Smash) Splash
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,307
Location
K Rool Avenue
I'll try to get out my Garland before Duffman, then. It's already 2am anyways, lol, and it's Boxing Day. No rush to sleep.

Christmas was one of the better days of 2008 for me. <3 my family.

EPIC LULZ @ Smash Ball. Not really, but it's quite clever.
 
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