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 Donkey Kong Jr. (Donkey Kong Junior) Discussion

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MarioStrikerMurphy1994
Level 5 CPU


  Mario
  285

PostSubject: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Tue Nov 03, 2015 4:39 pm

Another character idea:

-The Little Climber Monkey: Donkey Kong Jr.

-Why I support him? I like too much this Retro character. So, I think he could be a good Retro Nintendo character addition.

This could be all his moveset:
Normal Moves:
-Neutral (Attack Button x1): Punch
-Neutral (Attack Button x2): Double Punch
-Neutral (Attack Button x3): Headbutt
-Side: Slap
-Up: Uppercut
-Down: Ground Slap

-Dash Move: Rollout

Aerial Moves:
-Neutral: Whirling Punch
-Up: Headbutt
-Front: Hammer Knuckle
-Back: Drop Kick
-Down: Flying Stomp

-Grabs:
-Pummel: Punches the enemy
-Front: Carries his opponent. He can throw him/her.
-Up: Toss and throw
-Back: Fling
-Down: Slam

-Smash Attacks:
-Left/Right: DK Jr. gives a strong clap
-Up: DK Jr. delivers a pair of uppercuts
-Down: DK Jr. punds his fists on the ground

Special Attacks:
-Neutral Special: Fruit: Donkey Kong Jr. throws a fruit against his enemy. Sometimes, he can throw even a key.
-Side Special: Barrel Throw: Donkey Kong Jr. throws a Barrel against his enemies. He can also carrying up this item while walking.
-Up Special: Vine Climbing: Donkey Kong Jr. climbs a pair of vines. It can function as a good recovery move.
-Down Special: Insect Repellant: Borrowed from Stanley (Donkey Kong 3). Donkey Kong Jr. attacks his enemies with an insect repellant. This attack could function somewhat similar to Ice Climbers' Blizzard.

-Final Smash: Arcade Revenge: Donkey Kong Jr. transforms in the 8-Bits Donkey Kong, and he jumps at the background of the stage. Later, he starts to throw barrels to his enemies. (it lasts 15 seconds).




What do you think? Comment, please.


Last edited by MarioStrikerMurphy1994 on Fri Nov 20, 2015 6:54 pm; edited 2 times in total (Reason for editing : Adding a complete moveset)
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Lego Shaq



  Petey Piranha
  1359

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Tue Nov 03, 2015 5:04 pm

It's a cute idea, but I only would support if we got K. Rool, Dixie Kong, and Funky Kong in, and a good selection of retro reps.

But...what's with the neutral special, that's literally just Pac-Mans?
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eris27100
Level 3 CPU


  Knuckles
  64
  N/A

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Wed Nov 04, 2015 1:08 pm

So looking at this I can defiantly see potential but as it stands its just kinda meh... but here is some ways that could improve it:
1.Add tilts, Smashs, aerials, and grabs/throws.
2. Fix that neutral special and make it something a bit more original
3. Try to tell us more on why WE should support DK jr.
That's just a couple of suggestions that I have based on what other people have done for their character suggestions
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Forest Bug Productions
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  Krystal
  52

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Wed Nov 04, 2015 1:49 pm

Needs better grammar, needs a better reason, needs a better moveset.
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Lego Shaq



  Petey Piranha
  1359

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Wed Nov 04, 2015 2:13 pm

Forest Bug Productions wrote:
Needs better grammar, needs a better reason, needs a better moveset.
K. Rool thread has bad grammar. One of the most supported threads. OP could be foreign.

Reasoning and moveset, yes, they're not excellent.
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desu
Level 6 CPU


  Yoshi
  631
  fanyoshixD

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Wed Nov 04, 2015 2:50 pm

Well, RIP to my future plans of making a Dk Jr. thread, I thought he could use the vines as a main weapon on his attacks, kinda like how Ivysaur uses his whips to do longer range attacks, he could use them to attack, catch the opponents and throw them, catch the stage elements to recover or expand his combo options, hang the opponents (pummel), create vines on his Up Special and work not only as a recover option, but you can put Snapjaws and other things on them to create spacing. In his side special he could trace wires and a spark would travel to the end of it, yellow sparks would travel to the end and fall to the platform (if there's one), then it would continue it's way for a short period of time (like Pikachu's N-Special), if blue sparks fall off the wire, they would desintegrate in a platform, however, if you make 2 wires and they're close enough, the blue spark would jump to the next wire. if the wire is a full circle, the sparks would keep rotating until the wire dissapears. If you just press Side Special and don't trace anything, Junior would just throw a Yellow Spark (up to 3). So the chances are almost infinite and you could build up some cool combos with them, also the wires can electrocute you.
I thought about other attacks, like summoning Nitpickers that could throw eggs into the stage or Donkey Kong Jr. throwing an apple as his N-Special (generic move, but you can hurt your opponents and try to combo with the item, or even kill with it if used well).

So, in general I think Dk Jr. could be a character that focus on spacing and punishing, he can completely change the form of the stage too and can be kinda annoying too, but you can punish him while he is focusing on creating options to space and turn his traps into your traps.
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Lego Shaq



  Petey Piranha
  1359

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Wed Nov 04, 2015 3:05 pm

desu wrote:
Well, RIP to my future plans of making a Dk Jr. thread, I thought he could use the vines as a main weapon on his attacks, kinda like how Ivysaur uses his whips to do longer range attacks, he could use them to attack, catch the opponents and throw them, catch the stage elements to recover or expand his combo options, hang the opponents (pummel), create vines on his Up Special and work not only as a recover option, but you can put Snapjaws and other things on them to create spacing. In his side special he could trace wires and a spark would travel to the end of it, yellow sparks would travel to the end and fall to the platform (if there's one), then it would continue it's way for a short period of time (like Pikachu's N-Special), if blue sparks fall off the wire, they would desintegrate in a platform, however, if you make 2 wires and they're close enough, the blue spark would jump to the next wire. if the wire is a full circle, the sparks would keep rotating until the wire dissapears. If you just press Side Special and don't trace anything, Junior would just throw a Yellow Spark (up to 3). So the chances are almost infinite and you could build up some cool combos with them, also the wires can electrocute you.
I thought about other attacks, like summoning Nitpickers that could throw eggs into the stage or Donkey Kong Jr. throwing an apple as his N-Special (generic move, but you can hurt your opponents and try to combo with the item, or even kill with it if used well).

So, in general I think Dk Jr. could be a character that focus on spacing and punishing, he can completely change the form of the stage too and can be kinda annoying too, but you can punish him while he is focusing on creating options to space and turn his traps into your traps.
That is much, much better then the OP. I would suggest, maybe, replacing OP's moveset with yours, when you write it up.
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Naughty Ottsel
Level 5 CPU


  Captain Falcon
  285

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Thu Nov 05, 2015 7:19 pm

No support until Lanky Kong.
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MarioStrikerMurphy1994
Level 5 CPU


  Mario
  285

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Sun Nov 08, 2015 11:00 am

Lego Shaq wrote:
It's a cute idea, but I only would support if we got K. Rool, Dixie Kong, and Funky Kong in, and a good selection of retro reps.

But...what's with the neutral special, that's literally just Pac-Mans?

Thanks for the support.

And, about The Neutral Special, nothing to do.

If you've played Donkey Kong Jr., maybe you'll remember that he could throw fruits against his enemies XD.
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Lego Shaq



  Petey Piranha
  1359

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Sun Nov 08, 2015 2:54 pm

MarioStrikerMurphy1994 wrote:
Lego Shaq wrote:
It's a cute idea, but I only would support if we got K. Rool, Dixie Kong, and Funky Kong in, and a good selection of retro reps.

But...what's with the neutral special, that's literally just Pac-Mans?

Thanks for the support.

And, about The Neutral Special, nothing to do.

If you've played Donkey Kong Jr., maybe you'll remember that he could throw fruits against his enemies XD.
I didn't support.

So? It's still literally Pac-Man's neutral special. There was nothing to do with Duck Hunt, now look at him.
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MarioStrikerMurphy1994
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  285

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Mon Nov 09, 2015 7:52 pm

Lego Shaq wrote:
MarioStrikerMurphy1994 wrote:
Lego Shaq wrote:
It's a cute idea, but I only would support if we got K. Rool, Dixie Kong, and Funky Kong in, and a good selection of retro reps.

But...what's with the neutral special, that's literally just Pac-Mans?

Thanks for the support.

And, about The Neutral Special, nothing to do.

If you've played Donkey Kong Jr., maybe you'll remember that he could throw fruits against his enemies XD.
I didn't support.

So? It's still literally Pac-Man's neutral special. There was nothing to do with Duck Hunt, now look at him.

Ok...I had also certain inspiration from Pac-Man's Neutral Move in SSB4...

However, Pac-Man's moveset in SSBC is more senseful due to he has as Neutral his main power: chomping...But well...
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OmegaSteve777
Level 7 CPU


  Gooey
  1309

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Mon Nov 09, 2015 8:39 pm

Whenever I thought as DK Jr. in Smash I always imagined that he was just a faster and smaller clone of DK. (Of course that won't happen in Crusade cuz why would they waste time spriting a character that is just another character)

Also Shaq, I'm pretty sure that the neutral special is actually a completely random item everytime you use it. There (I believe) 3 fruits, and then there is the keys to save DK. So it isn't really Pac-Man's neutral special, it's more like Peach's down special.

Still no support until after Cranky Kong lel
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TrinitroMan
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  1244

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Tue Nov 10, 2015 1:39 am

I can tell you why it would be nice to include Melee-style clone characters: Roster bloat.
And it shouldn't be too much of a problem as long as the clone isn't as lazy as Smash 4 Lucina.
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Lego Shaq



  Petey Piranha
  1359

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Tue Nov 10, 2015 1:32 pm

TrinitroMan wrote:
I can tell you why it would be nice to include Melee-style clone characters: Roster bloat.
And it shouldn't be too much of a problem as long as the clone isn't as lazy as Smash 4 Lucina.
I'm not sure why we need roster bloat in a fangame.
Would you rather have Young Link, say, over a full-fledged character like K. Rool? Development for "Melee" clones (which would be nearly as hard to make as a normal character anyway) should begin after every other character is included into Crusade.

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Roy
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  1169
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PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Tue Nov 10, 2015 1:41 pm

The issue with 'melee clones' is that it's not exactly that simple. You still need to make a new sprite sheet and animate it, which is half of the work for a new character anyways. Then you need to code it into the game, complete with the new hitboxes, animation speeds, etc.

For purposes of Crusade, the only time saved will be ease of moveset (nothing new or overly complicated) and ease of balancing (since you can take stats from the clone and adjust). You still need to put in 90%+ of the effort into DK Jr as you do, say, K Rool.
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TrinitroMan
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  1244

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Wed Nov 11, 2015 1:41 am

Lego Shaq wrote:
TrinitroMan wrote:
I can tell you why it would be nice to include Melee-style clone characters: Roster bloat.
And it shouldn't be too much of a problem as long as the clone isn't as lazy as Smash 4 Lucina.
I'm not sure why we need roster bloat in a fangame.
Would you rather have Young Link, say, over a full-fledged character like K. Rool? Development for "Melee" clones (which would be nearly as hard to make as a normal character anyway) should begin after every other character is included into Crusade.
Same. I also think clones should be included after the more unique characters are included.
After all, we can always include clones later on.
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Lego Shaq



  Petey Piranha
  1359

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Wed Nov 11, 2015 9:04 am

TrinitroMan wrote:
Lego Shaq wrote:
TrinitroMan wrote:
I can tell you why it would be nice to include Melee-style clone characters: Roster bloat.
And it shouldn't be too much of a problem as long as the clone isn't as lazy as Smash 4 Lucina.
I'm not sure why we need roster bloat in a fangame.
Would you rather have Young Link, say, over a full-fledged character like K. Rool? Development for "Melee" clones (which would be nearly as hard to make as a normal character anyway) should begin after every other character is included into Crusade.
Same. I also think clones should be included after the more unique characters are included.
After all, we can always include clones later on.
I see. I'm still not sure why we really need roster bloat, however.

Roy wrote:
The issue with 'melee clones' is that it's not exactly that simple. You still need to make a new sprite sheet and animate it, which is half of the work for a new character anyways. Then you need to code it into the game, complete with the new hitboxes, animation speeds, etc.

For purposes of Crusade, the only time saved will be ease of moveset (nothing new or overly complicated) and ease of balancing (since you can take stats from the clone and adjust). You still need to put in 90%+ of the effort into DK Jr as you do, say, K Rool.
The thing is, that despite the sloppy OP moveset, it proves DK Jr will most likely not be a clone.

Also I just realized how funny it'd be to have him join in an update alongside Bowser Jr
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TheMysteriousThree
Level 3 CPU


  Waluigi
  67
  N/A

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Fri Nov 20, 2015 9:33 am

We already HAVE Donkey Kong Junior...It's Donkey Kong.
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DestinyIntwined
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  Little Mac
  827
  DestinyIntwined

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Fri Nov 20, 2015 10:08 am

I would support but you need:

Aerials
Tilts
Smashes
Grabs/Throws
Ledge/Get Up Attacks
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Dustination



  Random
  2734
  Dustination

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Fri Nov 20, 2015 10:08 am

The current Donkey Kong is actually Donkey Kong Jr.'s son
It's weird I know but that's how it is
Cranky Kong -> Donkey Kong Jr. -> Donkey Kong

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MarioStrikerMurphy1994
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  Mario
  285

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Fri Nov 20, 2015 6:29 pm

Dustination wrote:
The current Donkey Kong is actually Donkey Kong Jr.'s son
It's weird I know but that's how it is
Cranky Kong -> Donkey Kong Jr. -> Donkey Kong

Exactly, buddy.

Actually, Cranky Kong was the original Donkey Kong, meanwhile the actual Donkey Kong is his grandson.
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DestinyIntwined
Level 6 CPU


  Little Mac
  827
  DestinyIntwined

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Fri Nov 20, 2015 6:32 pm

Did you look at the bottom of his post he says that...
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MarioStrikerMurphy1994
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  Mario
  285

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Fri Nov 20, 2015 6:54 pm

DestinyIntwined wrote:
I would support but you need:

Aerials
Tilts
Smashes
Grabs/Throws
Ledge/Get Up Attacks

Ready!
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DestinyIntwined
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  Little Mac
  827
  DestinyIntwined

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Fri Nov 20, 2015 11:30 pm

MarioStrikerMurphy1994 wrote:
DestinyIntwined wrote:
I would support but you need:

Aerials
Tilts
Smashes
Grabs/Throws
Ledge/Get Up Attacks

Ready!

I like it, but you're doing what I did my first Moveset. Don't just include the name, Include a description too. Also your Why you support needs to have info about what makes him a good option for ssbc.
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OmegaSteve777
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  Gooey
  1309

PostSubject: Re: Donkey Kong Jr. (Donkey Kong Junior) Discussion   Sat Nov 21, 2015 12:49 pm

Isn't his final smash right now just DK's final smash from SSF2?
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