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Smash King
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PostSubject: Klonoa Discussion   Thu Oct 02, 2014 12:13 am


Discuss, share opinions, ideas, etc. about Klonoa.
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armatage
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PostSubject: Re: Klonoa Discussion   Mon Aug 03, 2015 5:07 pm

Curious as to why they're using PS1 era Klonoa rather than Wii version
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HypeConduit
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PostSubject: Re: Klonoa Discussion   Mon Aug 03, 2015 9:59 pm

Although Nintendo games pushed Klonoa further into the field of consideration, most people remember Klonoa for his older games.
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armatage
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PostSubject: Re: Klonoa Discussion   Mon Aug 03, 2015 10:17 pm

HypeConduit wrote:
Although Nintendo games pushed Klonoa further into the field of consideration, most people remember Klonoa for his older games.
fair enough.
Though I have a separate question renegading balance (actually two) what can Klanoa's neutral B be used for other than suspension and suiciding? While we're on the subject, why does his recovery have such long ending lag, it's like it just puts a sign on you saying "hit me"
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Perfect Hell

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PostSubject: Re: Klonoa Discussion   Tue Aug 04, 2015 2:08 pm

Klonoa's Neutral B is a large ranged grab move, you can carry the person around like DK's Cargo throw and then you can toss them forward or use the jump key to send them downward, to their doom if offstage.

Klonoa is a REALLY good character in a lot of ways, making his recovery easy to punish is part of balancing him.

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armatage
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PostSubject: Re: Klonoa Discussion   Tue Aug 04, 2015 3:31 pm

Perfect Hell wrote:
Klonoa's Neutral B is a large ranged grab move, you can carry the person around like DK's Cargo throw and then you can toss them forward or use the jump key to send them downward, to their doom if offstage.

Klonoa is a REALLY good character in a lot of ways, making his recovery easy to punish is part of balancing him.
k, was rather confused about functionality.
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Mario123311
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PostSubject: Re: Klonoa Discussion   Wed Dec 30, 2015 2:36 pm

Just wondering if there is an option available for this atire? If not please consider it as an alt for the future at least. I just always liked this design, Personal preference I guess.



Probably just because it's his most used design, even to this day, Not counting the Wii remake. First appeared with Klonoa 2 just so you know.
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Braystar
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PostSubject: Re: Klonoa Discussion   Fri Jan 01, 2016 7:37 pm

I don't like his Down B. Can I recommend how he uses it in Namco X Capcom when on the ground?
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Nert_Alert
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PostSubject: Re: Klonoa Discussion   Sat Jan 16, 2016 6:27 pm

Am I the only one weirded out by his stock icon?
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King Proto
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PostSubject: Re: Klonoa Discussion   Tue Jan 19, 2016 9:49 am

Not sure if it's just me but in the current version, Klonoa doesn't have his symbol. In game and during the results screen.
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Nert_Alert
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PostSubject: Re: Klonoa Discussion   Tue Jan 19, 2016 6:07 pm

SS_Maeweather wrote:
Not sure if it's just me but in the current version, Klonoa doesn't have his symbol. In game and during the results screen.

I knew I wasn't the only one who noticed that!
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MarioStrikerMurphy1994
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PostSubject: Re: Klonoa Discussion   Tue Jan 19, 2016 7:12 pm

Nert_Alert wrote:
Am I the only one weirded out by his stock icon?

Now you're saying this, buddy, you're not the only one.

This glitch is so strange...

But well...I hope in the next version, we can see his symbol...
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Nert_Alert
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PostSubject: Re: Klonoa Discussion   Wed Jan 20, 2016 8:07 am

MarioStrikerMurphy1994 wrote:

But well...I hope in the next version, we can see his symbol...

I think his symbol was visible in the v9.1 trailer. I'd have to find a screnshot.
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Mario123311
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PostSubject: Re: Klonoa Discussion   Sat Apr 09, 2016 11:10 am



I'd be willing to make this if I can even get a full sheet.
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wheeled_tank
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PostSubject: Re: Klonoa Discussion   Fri Nov 11, 2016 11:51 am

I found out something interesting with Klonoa's recovery today. It is actually harder to counter than I thought; he has some pretty strong super armor throughout the entire (aerial) move, and it can reflect projectiles (so long that the "shield" is still up).
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Nix~
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PostSubject: Re: Klonoa Discussion   Fri Nov 11, 2016 4:06 pm

yeah, same properties as grounded iirc.

Generally you'll want to punish it with a hard hit/spike.
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Xalciss
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PostSubject: Re: Klonoa Discussion   Fri Nov 11, 2016 9:07 pm

Mario123311 wrote:
Just wondering if there is an option available for this atire? If not please consider it as an alt for the future at least. I just always liked this design, Personal preference I guess.



Probably just because it's his most used design, even to this day, Not counting the Wii remake. First appeared with Klonoa 2 just so you know.

yes plz
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crazybark
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PostSubject: Re: Klonoa Discussion   Sat Nov 12, 2016 10:12 am

Xalciss wrote:
Mario123311 wrote:
Just wondering if there is an option available for this atire? If not please consider it as an alt for the future at least. I just always liked this design, Personal preference I guess.



Probably just because it's his most used design, even to this day, Not counting the Wii remake. First appeared with Klonoa 2 just so you know.

yes plz

and there's more sprites of that one to.
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wheeled_tank
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PostSubject: Re: Klonoa Discussion   Sun Dec 04, 2016 4:09 pm

Well, after messing about with Klonoa in a variety of matches, I feel like some changes (other than the 9.1 version) I'd like to make.

First of all, Wind Bullet (Current Neutral Special) should be switched to his regular Grab, and possibly be sped up. Along with this, one of his throws (forward maybe) could work similarly to DK's "Cargo," which will allow Klonoa to move around while holding the character in question.

So what about the Specials? Well, his current side special could be moved to his neutral special, and his Up Special could be split up into 2 moves: the grounded "Charge" variant and the "Air" variant, with some edits. The "new" Dash would be more powerful on the ground by launching opponents on a more horizontal angle, while using it in the air would behave as the current Grounded version, though with less distance. The modified Up Special behaves exactly the same in the air, while the "new" grounded version behaves similarly to Zelda's Neutral B; Klonoa would spin with the shield activated, reflecting projectiles while also dealing minor damage and knockback to nearby opponents.

Now why do I suggest these changes? Well, Wind Bullet is really just a novelty in Crusade as it lacks the speed or duration to get proper usage out of it. Putting it as a Grab will still make it handle as its original form, but allow it to not be just a novelty. The splitting of his Up Special would allow Klonoa to have a reflector w/o being too predictable with it, and allow him to have a more flexible recovery
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crazybark
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PostSubject: Re: Klonoa Discussion   Sun Dec 04, 2016 6:35 pm

wheeled_tank wrote:

Now why do I suggest these changes? Well, Wind Bullet is really just a novelty in Crusade as it lacks the speed or duration to get proper usage out of it. Putting it as a Grab will still make it handle as its original form, but allow it to not be just a novelty. The splitting of his Up Special would allow Klonoa to have a reflector w/o being too predictable with it, and allow him to have a more flexible recovery
why not just increase the speed and duration, i think klonoa being able to grab in the air makes him unique. if his throw had more hitstun he'd even somewhat of a grappler.
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wheeled_tank
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PostSubject: Re: Klonoa Discussion   Sun Dec 04, 2016 6:55 pm

I wouldn't remove the Air Grab. The Grab change would apply to the air grab as well.

As for the Duration/Speed change, I would prefer the move duration to scale with damage (Higher % means it takes longer to break out, like a traditional grab).
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Slissith

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PostSubject: Re: Klonoa Discussion   Sun Dec 04, 2016 7:13 pm

Did you guys even read the Klonoa dev blog?

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wheeled_tank
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PostSubject: Re: Klonoa Discussion   Sun Dec 04, 2016 7:51 pm

Yes I did. Doesn't mean we can't suggest other potential changes

Real happy about the Hammer and recovery changes
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PostSubject: Re: Klonoa Discussion   Sun Dec 04, 2016 8:50 pm

I mean the changes also include integrating Klonoa's unique grab game further into the existing moveset.

Different method, same result.

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Cobra Bubbles wrote:
Your expectations were too simple and downright stupid.
I mean really? "No character will have their testicles hang out"?
Thanks to you, I had to add two new rules.

VultureDuck wrote:
Crusade is a man's game

Jaklub wrote:
Post count ain't gonna raise itself.

Jaklub wrote:
this count down won't be uploaded to youtube, better enjoy it now.

Lego_Shaq wrote:
please dont think im actually racist

SmashBros._L0ver wrote:
fuck you slissith go to hell Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad
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Nix~
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PostSubject: Re: Klonoa Discussion   Mon Dec 05, 2016 8:27 am

He's telling you to make Wind Bullet the grab animation, because it's useless.
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Jake10102006
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PostSubject: Re: Klonoa Discussion   Fri Dec 16, 2016 10:44 am

Nix~ wrote:
He's telling you to make Wind Bullet the grab animation, because it's useless.

Truthfully, I have to disagree with that! I think Klonoa's grab as it is now is perfectly fine! His Wind Bullet is a lovely gimmick that can make way for early kills off stage. But for stages that don't have anywhere to go downwards (Bowser's Castle for example), Klonoa's up throw is actually REALLY great. It has a sort of great risk high reward to it, something the Wind Bullet doesn't really have. And yes, I know the Wind Bullet causes people to be thrown to the side, but at lower percentages, people can break out of it a lot easier! Klonoa's grabs can make for easier kill confirms on the sides of stages!

Those are just my two cents though. If you guys want to make Klonoa's grabs more useful, maybe you can just allow characters at lower percentages have an easier time to break out of his Wind Bullet? I wouldn't want to drastically change Klonoa like everyone else has been suggesting! I honestly think his playstyle is great as is, it just needs polish!

EDIT: I meant to talk about allowing Characters to break out of Klonoa's Wind Bullet a lot faster. My apologies!
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PostSubject: Re: Klonoa Discussion   Fri Dec 16, 2016 11:07 am

Jake10102006 wrote:
Nix~ wrote:
He's telling you to make Wind Bullet the grab animation, because it's useless.

Truthfully, I have to disagree with that! I think Klonoa's grab as it is now is perfectly fine! His Wind Bullet is a lovely gimmick that can make way for early kills off stage. But for stages that don't have anywhere to go downwards (Bowser's Castle for example), Klonoa's up throw is actually REALLY great. It has a sort of great risk high reward to it, something the Wind Bullet doesn't really have. And yes, I know the Wind Bullet causes people to be thrown to the side, but at lower percentages, people can break out of it a lot easier! Klonoa's grabs can make for easier kill confirms on the sides of stages!

Those are just my two cents though. If you guys want to make Klonoa's grabs more useful, maybe you can just allow characters at lower percentages have an easier time to break out of his Wind Bullet? I wouldn't want to drastically change Klonoa like everyone else has been suggesting! I honestly think his playstyle is great as is, it just needs polish!

EDIT: I meant to talk about allowing Characters to break out of Klonoa's Wind Bullet a lot faster. My apologies!

Well, actually. By jumping while holding someone with Wind Bullet, you throw them downwards. Can make for some really dirty kills.
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PostSubject: Re: Klonoa Discussion   Fri Dec 16, 2016 11:22 am

Sk00ps wrote:
Well, actually. By jumping while holding someone with Wind Bullet, you throw them downwards. Can make for some really dirty kills.

I know that's the case! I actually tried to say that in my statement above. That must have slipped past my mind! Sorry about that! I was basically saying that Klonoa's throws (up throw specifically) are really great for walk off stages or stages that don't have too many ways to kill someone from down below. Basically, I'm saying that all of Klonoa's throws help make him have pelnty more options, changing them at all would be limiting him more!
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Nix~
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PostSubject: Re: Klonoa Discussion   Fri Dec 16, 2016 12:06 pm

I'm actually saying the opposite of what you think I said. The grab is great, but Wind Bullet has very marginal use. Either make it better or remove it entirely.
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Sk00ps

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PostSubject: Re: Klonoa Discussion   Fri Dec 16, 2016 2:56 pm

Nix~ wrote:
I'm actually saying the opposite of what you think I said. The grab is great, but Wind Bullet has very marginal use. Either make it better or remove it entirely.

I make great use of it when I use Klonoa. Heck, I use nearly every move he has in his arsenal aside fro USmash and DSmash
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