KLUMP
Here we, here we, here we go! So they're finally here, a-smashing for you. If you know their moves, you can join in too. Put your hands together if you want to clap, as we take you through this monkey roster:
1. Donkey Kong (Revision 1)
2. Diddy Kong
3. Dixie Kong
4. King K. Rool
5. Cranky Kong
6. Funky Kong
7. Tiny Kong
8. Lanky Kong
9. Chunky Kong
10. Kiddy Kong
11. Kritter
12. Krusha
13. Klump
14. Tucks
15. Tiki Tong
16. Lord Fredrik
As stated before, these three Kremling slots are centered mostly around the three prominent types of Kremling, but tend to be a mishmash of all the different types of Kremlings' abilities, though with generally a connecting theme between them. Klump is the fat one of the Kremlings, decked out in an army hat and a utility belt, who you cannot convince me is not based on Sgt. Schultz from Hogan's Heroes. Klumps, or slight variants, appear in all four original games, often acting as the comic relief among them.
Here's the moveset I came up with:
Standard B: Orange Grenade
This move is based on the common item seen frequently in Donkey Kong 64, an orange that the Kong's can pick up and throw, which will explode on impact. The Klumps present in that game will also throw these grenades as their main gimmick.
Side B: Kannon
This move is based on the Kannon enemy from Country 2, a Klump who will walk around carry a personal cannon/blunderbuss and use it to fire cannonballs at their enemies. As this one is directly tied to the Klumps themselves, this one works too.
Up B: Kopter
So, this one needs a little explaining. When laying out all the different kinds, there were mostly two upward-moving types of Kremlings, these being the Kaboing/Rekoil enemies, and the Kopters. Kaboing went to the Kritters, leaving Kopter to be split between Krusha and Klump (this is why I fudged just a little and gave Krusha the Barrel Blast move). I figured as Klumps and Kopters both appear as playable in Barrel Blast, it sort of works. Basically, Klump would pull out two propeller blades and spin around really fast to carry himself into the air.
Down B: Koin
The connection here is also a little bit of a stretch, but I figure it works too. Koins, or Koindozers, were enemies who appeared in Country 3, holding a shield out in front of themselves that they would move around to be constantly blocking enemies. Klump would hold out this shield to deflect all attacks, and can move it once out to hold it above his head as a platform.
Final Smash: Gangplank Galleon
And now, we come to the third of the potential Final Smashes I had marked down and divvied up to the one it worked for most. The Gangplank Galleon will appear in the background of the stage, being sailed by a crew of Klumps, which will then fire its cannons at the stage, bombarding the players with incoming cannonballs.
Entrance: It would be fun to have him stumble in the way he did in the opening cutscene of Donkey Kong 64.
Taunts: His lumbering stance with his belly out could be accentuated, maybe his stumbling again, so on.
Thanks for reading! Next up, we'll cover the surprise addition for this round, the Tucks enemy.
No comments:
Post a Comment