Project Crusade Community
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| DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! | |
| Author | Message |
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Naughty Ottsel Level 5 CPU
328 Vanillogic
| Subject: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Thu Aug 13, 2015 2:41 pm | |
| - Chunky, Tiny, and Lanky:
Chunky, Lanky and Tiny Kong first appeared in Donkey Kong 64, the 1999 3D-platformer follow-up to the Donkey Kong Country games on the SNES. The Game featured 5 playable characters, who were unlocked by being freed from cages in the first few levels. All 5 Kongs had their own unique instrument, long-range weapon, and charge-up ability, as well as a multitude of specific powers given to them by Cranky. Tiny Kong was quick and nimble when she needs to be; she can float through th- *ahem* sorry. She was the smallest of the playable characters, with the ability to shrink in size to suit her mood. She can hover across short distances by twirling her ponytails, and eventually gained access to an extremely contextual (you used it, like, twice, ever) teleport pad. Chunky Kong was, on the other hand, the largest Kong. He could pick up a boulder with relative ease; makes cru- wow, I'm sorry. I don't know why that keeps happening. He could grow massive, break through walls, and was actually a pansy underneath his impressive physique. Despite the fact that he may move slow, he can't jump high, but this Kong's one hell of a guy! Jeez, why can't I stop?! Lanky Kong had no style, he had no grace, this Kong- FOCUS! Moveset! Lanky was about medium when it came to movement and strength, but had the longest reach in the world. He could inflate himself, just like a balloon, as well as handstand whe he needs to and run faster on his hands and walk up steep slopes. These three together would be an eccentric mash-up of quick, light attacks, medium, long-reaching attacks, and slower, harder-hitting moves. Almost all of Tiny's moves can be assumed to be quick, while the opposite is true for Chunky. Lanky's moves are somewhere in between, with ridiculous range. Tiny would be holding onto Chunky's shoulder/back, while Lanky is standing next to him on the ground. The DK Crew would serve not only to add to the underrepresented DK franchise, but also to specifically represent the one-shot 3D-platformer DK64. While they're not a trio in the same sense as the Ice Climbers are a duo, they are multiple well-liked characters present in one package. And, while some probably think Dixie Kong should get in before Tiny, since she's been in more games, has been around longer, and has a way better visual design, the fact is that Tiny, especially when teamed up with Chunky and Lanky, has a far larger repertoire of moves and abilities. Dixie's only appeared in the side-scrolling DKC series which, while awesome, has few moves for it's playable characters outside of 'jump' and 'roll/cartwheel'. Jab/Combo: Chunky swings a slow right/left hook that leaves him bent over (decent damage, no knockback), after which Tiny delivers a swift kick (less damage, little knockback, momentary stun), and Lanky swings his arm in a wide arcing punch (med. damage, no stun or knockback). Side Tilt: Tiny leans over Chunky's shoulder and whips one of her ponytails quickly, while at almost the same time Lanky does a close-to-the-ground stretch punch. Medium damage. Up Tilt: Tiny does a bicycle kick that deals decent damage and high knockback. Down Tilt: Lanky stretches his arms out to either side and spins once before retracting them, dealing medium damage and a small amount of stun. Chunky and Tiny hop up over his arms. Forward Smash: Chunky winds up a powerful punch that does significant damage and knockback. In DK64, this attack was used repeatedly to break down gates and obviously destructible wall sections. To represent this in Crusade, when it's fully charged, this attack can break through a shield in one hit. The draw is that it takes a full five seconds to charge up completely. Up Smash: As the button is held, the Kongs will be highlighted by their respective color, and when the button is released the highlighted Kong performs the move, while the other two take a spot in the background. Tiny becomes incredibly small and does a pair of quick backflips in place, ending with a spiraling foot-led slam into the ground. Chunky grows to a huge size and swings his fist around in a complete horizontal circle. Lanky inflates and floats up, his direction mildly controlled by the player, dealing the smallest amount of damage and stun to anyone he hits, and dropping if he's attacked; the other two port over to him when he deflates in mid-air; if an opponent is right next to him (practically on top of him) when he inflates, it deals a high amount of damage and knockback. Down Smash: Charging effect detailed above applies. The Kongs create a shockwave along the ground in both directions, with a pattern like ocean waves. Tiny falls to the ground and executes a rapid spinning kick that lifts Chunky and Lanky off their feet for a moment; shockwave travels faster but is low to the ground and travels the least distance. Chunky holds his hands to his mouth before releasing a massive burp, his head moving from left to right; highest damage dealt, medium range, medium height. Lanky flips onto his head and spins rapidly with his arms stretched out; medium damage, travels extremely far and has the highest peaks of the waves. All three character's physical actions (spin-kick, burp, and head-spin) do much more damage, relatively, if they connect with an opponent. Neutral Special: Chunky fires his Pineapple Bazooka in the direction the player is facing, while Tiny fires her Feather Crossbow in the opposite direction, and Lanky fires his Grape Shooter straight up. The pineapple is slower, but bigger and does slightly more damage. The feather travels much faster, but is considerably smaller and does less damage. The grape travels the slowest, but is fired in a group of three and has the longest range. Side Special: Two Monkeyport pads appear, one a few feet from the trio, the other under the Crew, while Chunky winds up an uppercut. Before he swings, Tiny uses the pad, teleporting them to the other pad, where Chunky finishes the uppercut. If the trio is close to a ledge, the further pad will just appear at the very edge, allowing for medium-distance edge-guarding. Down Special: Tiny pulls out an Orange Bomb and drops it straight down. It will bounce in place for a few seconds or until an opponent hits it, at which point it explodes. If it's attacked by the Crew, it bounces away in the direction it was hit, at a speed matching the strength of the attack. Up Special/Recovery: A bananaport pad appears under the Crew, and they're enveloped inside a banana that appears above it. Above them, another pad appears and they're released from the banana. Neutral Air: Chunky spins around a couple times with his fists out. Forward Air: Lanky flings his arm downward. Backward Air: Tiny flicks a ponytail upward. Up Air: Tiny spins her ponytails, sending her a short ways up quickly. She deals damage to anyone that hits her ponytails, and can't be hit while she falls back down to Chunky and Lanky. Down Air: Chunky body slams the ground, leading with his shoulder and causing a small red shockwave where he lands. Grab: Chunky reaches out and takes hold of the opponent. Forward Throw: Tiny jumps onto the opponent and then kicks off of them, sending them flying. Backward Throw: Lanky takes the opponent from Chunky and hurls them over his shoulder. Up Throw: Chunky lifts the opponent up and Tiny kicks them hard into the air. Down Throw: Tiny hops forward and drives the opponent into the ground with a downward kick. Pummel: Tiny lashes the opponent from Chunky's shoulder with her ponytails. Dash: Lanky does a handstand and runs forward fast, while Tiny drops down, grabs Chunky by the ankle, and does a dash along the ground. Jumping: Chunky and Lanky jump a relatively small distance, vertically and horizontally. For the second jump, Tiny spins her ponytails, lifting the three into the air more and carrying them further. Taunt: Butterflies fly around Chunky and Tiny, while Lanky juggles an orange bomb, until the bomb explodes and scatters the butterflies. Dodge: The Crew turns invisible while dodging, except for Chunky's vest and some blue sparkles. Final Smash: Jam Session All three pull out their instruments and play a shortened, instrumental rendition of the DK Rap. The instruments generate soundwaves that randomly shift between Tiny's purple, fast, short-ranged, low-damage wave, Chunky's green, slow, medium-range, high-damage wave, and Lanky's blue, medium-speed, long-range, medium-damage wave. - Support List (7) :
Naughty Ottsel Roy Lego Shaq Kzinssie Bedoop Bro OmagaSteve777 TrinitroMan
Last edited by Naughty Ottsel on Sat Sep 30, 2017 9:04 pm; edited 15 times in total |
| | | Roy Level 7 CPU
1169 RoyMaster4
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Thu Aug 13, 2015 3:17 pm | |
| 0/10, needs more Lanky.
On a serious note, this is an interesting idea... not sure how much sense it really makes. Seems fun, though, and I guess that's the main thing we can ask for.
However, a few points after briefly looking over the moveset: - I don't like the Up Special. The helicopter was never meant to fly upward... maybe the monkeyport pads could be made to go vertically? - You completely ignored the most significant ability on both of them. Their names are Tiny and Chunky, yet they can't shrink or grow in size. It's like including Link without his sword or Samus without the ability to shoot. - There is the invisibility pad you didn't include. I guess it isn't necessary, but would be nice to include all of their moves. - I don't like the burp move. Chunky does that whenever he does the coconut shockwave, right? Maybe it could be included as part of the down smash?
Overall, not bad at all... but I need to think on it a bit more before supporting.
Also, Lanky. Kong. |
| | | Naughty Ottsel Level 5 CPU
328 Vanillogic
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Thu Aug 13, 2015 3:38 pm | |
| Thanks for the feedback! Yeah, this wasn't meant to be super serious, just something I thought would be fun.
-Yeah, I suppose. What if it was the bananaport, the normal 'porting pad used by all the Kongs? Tiny & Chunky would be enveloped in the banana and reappear in another banana a ways up? -I did really want to include that, and it felt wrong leaving it out, but I have no clue how to work that in. Maybe the Final Smash? Chunky's hugeness is pretty easy to translate, but what about Tiny's tininess? -Again, wanted to, but how would it work? Taunt, maybe? Or else maybe N or D special? Turning invisible for as long as you stand still, allowing you to attack when the opponent gets near? -Okay, I think I've got a solution that keeps with the fast-slow mash-up: Down Smash, not held, performs Tiny's shockwave attack, which is fast and low to the ground, while holding it performs Chunky's, a lot slower but bigger and stronger. He would also turn his head in an arc straight from right to left as opposed to the over-his-head arc I had before. How's that? And, it frees up Down Special to potentially be Invisibility or Size Growth.
God, do you really want the insanity that would be a trio consisting of a fast, light-hitting Tiny, a slow, hard-hitting Chunky, and a medium, long-hitting Lanky? Actually, I kind of like the sound of that. Do you think that'd be a good idea? Swapping out some of the moves here for long-range Lanky attacks, Having Lanky hanging off of Chunky's shoulders, and changing the name to DK Crew? Plus, that would justify using the bananaport, and the Down Smash coulud also include Lanky's shockwave as a middle-ground damage, but way-farther-reaching attack. Like, as you charge it, each Kong is highlighted for who will perform the attack. O.O I really like this. |
| | | Roy Level 7 CPU
1169 RoyMaster4
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Thu Aug 13, 2015 3:49 pm | |
| - Bananaport could work. That seems ok. - I don't know where it could fit... down special somehow, but how exactly... - Maybe invisiblity is just the dodge animation, where you can only see his vest temporarily. Not sure about the other kong(s), but still...
He has no style, he has no grace. That DK Crew idea actually sounds amazing if done right... |
| | | Lego Shaq
1379
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Thu Aug 13, 2015 3:49 pm | |
| If I have to be honest, this was a very weird concept that I'm not sure makes sense- I like it, but the two should be individual characters.
Great moveset! Yes, it's missing the Tiny Tiny Kong and Big Chunky Kong, but it's still cool. But, Chunky Kong IS a complete one-shot character so far, and Tiny has gotten a redesign.
I like the DK Crew idea a lot, you should do that; I think I may support it then. |
| | | Naughty Ottsel Level 5 CPU
328 Vanillogic
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Thu Aug 13, 2015 9:09 pm | |
| Okay, repurposed the moveset to be the DK Crew, now with 100% more Lanky! Lot of moves changed, let me know what you think. |
| | | Roy Level 7 CPU
1169 RoyMaster4
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Thu Aug 13, 2015 9:23 pm | |
| It could use some work to seem less complicated (though I suppose 3 characters in one is complicated enough as it is). Definite support, though.
For the final smash, I vote that it's simply a jam session... think DK's Final Smash in Brawl/Sm4sh, except with all 3 characters playing. No need to overcomplicate things with shooting and Enguarde. |
| | | Naughty Ottsel Level 5 CPU
328 Vanillogic
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Thu Aug 13, 2015 9:39 pm | |
| Thanks for the support! Your idea for the Final Smash is way better than what I had. Plus I got to incorporate the DK Rap. So, yeah, we're sticking with this.
What do you think could be done to make it easier to understand? |
| | | SP
3856 cellularSP
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Fri Aug 14, 2015 7:56 am | |
| DK Crew idea was part of an old troll roster one of the former main developers posted
http://ssbcforum.proboards.com/thread/803/gaiz-dmx-spilled-characters-xat
it has come full circle into full suggestion |
| | | Lego Shaq
1379
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Fri Aug 14, 2015 9:07 am | |
| ...Support. I would main these guys.
DK 64 is one of the most famed 3D platformers of all time, and besides K. Rool, Funky Kong, Cranky and maybe Dixie, who else could represent DK (excluding Diddy)?
Definitely support. |
| | | TrinitroMan Level 7 CPU
1244
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Fri Aug 14, 2015 10:03 am | |
| While I have nothing against the idea or the moveset per se, I think Diddy kong and King K. Rool should become playable first before the DK Crew can even be considered. |
| | | Lego Shaq
1379
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Fri Aug 14, 2015 10:07 am | |
| - TrinitroMan wrote:
- While I have nothing against the idea or the moveset per se, I think Diddy kong and King K. Rool should become playable first before the DK Crew can even be considered.
OP never said that those two shouldn't be playable first. |
| | | Naughty Ottsel Level 5 CPU
328 Vanillogic
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Fri Aug 14, 2015 2:00 pm | |
| Oh, I definitely agree with Trinitro. Diddy I kinda assumed was a shoe-in, though. But K. Rool should get in immediately after him.
Thanks for the support, Shaq! Funky could work on his own maybe; he's got a diverse enough history to make a moveset. But Cranky suffers the same problem as Dixie: too little to build a moveset from. But if someone wants to try, I won't discourage! Put together a solid Cranky moveset, you'll probably have my support. |
| | | OmegaSteve777 Level 8 CPU
1750
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Fri Aug 14, 2015 3:41 pm | |
| This seems like over-representing DK quite a bit.
I dunno |
| | | Naughty Ottsel Level 5 CPU
328 Vanillogic
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Fri Aug 14, 2015 4:05 pm | |
| DK currently has a whole one character in Crusade. Sm4sh has a whopping two. Even with K. Rool and Diddy, that'd only be three reps for a venerable, beloved franchise that's close to Nintendo's heart. This would, with one roster spot, represent three characters and an entire game that all too often gets looked over by the big N. Four roster places, but six characters. If they were all individual, I'd agree with you. As it is, and considering Sonic already has 4 reps, with Robotnik potentially upcoming, I think this would make a certain amount of sense, as silly as it is. |
| | | OmegaSteve777 Level 8 CPU
1750
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Fri Aug 14, 2015 4:07 pm | |
| but shouldn't dixie come even before then. |
| | | Lego Shaq
1379
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Fri Aug 14, 2015 4:21 pm | |
| - OmegaSteve777 wrote:
- but shouldn't dixie come even before then.
Once again, he didn't say she shouldn't. |
| | | OmegaSteve777 Level 8 CPU
1750
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Fri Aug 14, 2015 4:22 pm | |
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| | | Kzinssie Level 5 CPU
423 slothfulunchmeat
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Sat Apr 23, 2016 9:40 pm | |
| HE
Not a huge fan of DK as a series, but Lanky. Also, that moveset looks pretty cool. Support. |
| | | Naughty Ottsel Level 5 CPU
328 Vanillogic
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Sat Apr 23, 2016 10:04 pm | |
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| | | Lego Shaq
1379
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Sun Apr 24, 2016 9:35 am | |
| I still support this it's too good |
| | | Bedoop! Level 4 CPU
137
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Sun Apr 24, 2016 12:05 pm | |
| This moveset has style. But although it lacks grace, this trio's one heck of an idea.
Add me to that support list pronto. |
| | | Naughty Ottsel Level 5 CPU
328 Vanillogic
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Sun Apr 24, 2016 2:41 pm | |
| Thanks Shaq! And you Bedoop Bro! DK Crew'll be a sleeper hit yet! |
| | | OmegaSteve777 Level 8 CPU
1750
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Sun Apr 24, 2016 4:08 pm | |
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| | | Naughty Ottsel Level 5 CPU
328 Vanillogic
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Sun Apr 24, 2016 4:31 pm | |
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| | | TrinitroMan Level 7 CPU
1244
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Mon Apr 25, 2016 12:46 am | |
| Eh, might as well support the DK Crew as well. #GoTeamLanky |
| | | Naughty Ottsel Level 5 CPU
328 Vanillogic
| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! Mon Apr 25, 2016 6:26 pm | |
| Lanky has literally sold this suggestion, and I'm totally okay with that |
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| Subject: Re: DK Crew (Donkey Kong 64) Discussion: They're Finally Here, Performing For You! | |
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