Character MechanicsMoney: In the Dillon’s Rolling Western franchise, fighting the Grocks as Dillon is only one part of the game. There are three major factors the player must be aware of in order to do well in this game: Knowing how to control Dillon, Tower management, and Money management. In DRW and DRW:LR, managing your cash between upgrading Dillon, building and upgrading towers, and inventory management is very important. With no money, Dillon’s chances of protecting the village plummet immensely. In Crusade, this is not necessarily the case. When beating on opponents money will fall off of them, presumably from whatever form of pockets they have. Touching the money will add it to Dillon’s balance, which appears next to his stock icons on the corner of his damage meter (ugly mock up):
[dramatization, words of motivation near damage meter not included in final product]
Money comes in three variants:
Bronze, worth 10
(Common)
Silver, worth 25
(Uncommon)
Gold, worth 40
(Rare)
Money is used for two things: Managing Towers and stocking up on Home Crystals. But we’ll get to those when we reach the moves that talk about those.
MovesetNormals:While I'm not going in depth with these just yet, I should probably mention how Dillon normally fights to avoid any confusion that he could end up like Sonic.
Dillon uses his claws primarily, with a heavy emphasis with slashing and punching others with them. Sonic is a very kick focused characer, so making Dillon using his claws instead of his feet should avoid making too many similarities asides from the unavoidable neutral air and the like.
Standard Special: Rolling Attack - Press the special attack button to curl Dillon up into a ball and shoot him a short distance forward! With no charge the Dillon moves about a Battlefield platform. You can charge up this move, which will have Dillon spin in place. You can tell how much you’ve charged the move by how fast he’s rolling in place. The longer you charge the move, the more distance Dillon will roll through and damage the impact will be. However, the knockback done by this move is somewhat fixed. Once coming into contact with something, Dillon will launch up in the air as blowback from hitting his opponent. From here Dillon is able to continue pressure through attacking with his aerials. Dillon’s neutral special is used to pressure opponents and to get combos going, it would generally be used as a combo starter. Though, it is harder to follow up on opponents with higher percents.
If charged up to near it’s maximum potential, the Rolling Attack becomes the Charge Attack! The Charge Attack has delivers much more knockback than the Rolling Attack does, so it’s use is to send foes flying. Often being a move used to KO opponents, the Charge Attack also travels slightly faster. While using the Rolling Attack or Charge attack Dillon is able to jump once, making it a feasible recovery option too. But he will remain curled up until he’s reached his maximum traveling distance or he hits an opponent / wall.
This move’s charge can’t be stored. The fx used for the charge up of this move is yellow.
Side Special: Grind Attack - Dillon jumps forward and curls into a ball. You can hold down the special button to pull opponents towards yourself and grind ‘em up, but this rolling technique always moves a fixed distance. Let the button go to send Dillon forward, generally going about half of Battlefield. If he hits an opponent he’ll stop and roll in place into his opponent, essentially grinding into them. Damage is relatively low, and the opponent stays in place until the final hit that sends them a decent distance away.
This move is primarily used to rack up damage percentage and to grind money. The fx used for the charge up of this move is red.
Up Special: Home Crystal (25) - Activating Dillon’s Up Special will have him take out a Home Crystal. Simply press the special button for him to take it out and treat it like an item, and hold it to make him toss it automatically. If he tosses the Crystal automatically, you’re able to angle the way he tosses it by using the arrow keys. If you pressed the special button, the Crystal acts like an item. So you can toss it in one of four directions. When the Crystal comes in contact with anything, Dillon will be teleported to that location instantly. If it hits an opponent, he teleports to them and they are spiked as if hit by a meteor smash (similar to Farore’s Wind). Bare in mind that just because Dillon can treat the Crystal as regular old item that it doesn’t mean his opponents can’t either, it can easily be grabbed and reflected. But pressing the Up Special button combination again will teleport him manually. So act fast before your opponents can gimp / punish you! The Crystal acts like an offensive tool too, as it goes through most projectiles that aren’t completely charged. But don’t use it too much since it can quickly eat up the money in your wallet. So use it sparingly!
Down Special: Gun Tower Build / Management (60) - If Dillon has the necessary amount of money, he’ll be able to create a Tower on the stage. Towers act as a wall and platform, they can take around 30 - 40% before they crumble.
Towers can be equipped with three types of weapons, activating the down special near a tower will cause a small icon menu above Dillon to appear. Use the movement keys to move the selection menu and press the special button again to choose an option. The four options are:
• Repair Tower(1 per %) - Repairs damages done to Tower.
• Shotgun (90) - A Shotgun Tower exceeds on keeping foes away at close range. The shots from these types of towers have high knockback and give off a fair amount of damage, but they lack in range and have a slow fire rate. They are primarily used to control an area.
• Gattling Gun (125) - Gattling Gun Towers do well on racking up DMG% onto enemy players. The fire rate is pretty fast and with some fair range to cover a good area surrounding it. Though, the damage per bullet is low and knockback is practically non-existent. Though, unlike the Shotgun, it can’t really defend itself. These are primarily used to rack up DMG%.
• Cannon (150) - The Cannon Tower does a good job at zoning opponents on and off stage. It covers the most range, and gives the most damage and knockback. Though, it’s fire rate is the slowest between the three towers. It only fires side to side, and is unable to cover above itself well unlike the other two.
Only one Tower may be on stage at a time, and Dillon is able to damage his own Towers. Whether they can damage him is up for debate.
Final Smash: Arma-Mode - Dillon twirls in place, pushing opponents away from himself. He now emanates a yellow aura, he is now in Arma-Mode!
Upon activation, Dillon gains an extra 200
to use. It appears as a VC Point Bonus called: “Official Smash Brother” that shows up above his head for a short period of time upon activation.
Dillon’s neutral special has changed from Rolling Attack into the Arma-Charge, and the move can be charged further past it’s limit for an essential instant KO. It also goes strait through opponents near and at full charge.
The Grind Attack, now can grind twice as much and stuns opponents after a complete grind is done.
Dillon’s overall attack power has slightly increased as well.
Dillon will remain in Arma-Mode for a small duration of time, after it ends his damage output, neutral special, and side special will revert back to normal.