JR. TROOPA
Are you guys excited? I'm excited. You should be too. You know why? Cause today we get to cover all the freakin' amazing characters from Super Mario RPG and the Paper Mario (pre-TOK) series, and even the not so amazing ones too. Here's the full list:
1. Cheep Cheep
2. Bob-Omb
3. Spike
4. Tiny Mouser
5. Mouser
6. Paper Mario
7. Mr. L
8. Geno
9. Mallow
10. Flurrie
11. Tippi & Pixls
12. Kersti
13. Huey
14. Merlon
15. Star Spirits
16. Smithy
17. Kammy Koopa
18. Sir Grodus
19. Count Bleck
20. Dimentio
21. Yaridovich
22. Axem Rangers
23. Lord Crump
24. The Shadow Sirens
25. O'Chunks
26. Mimi
27. Croco
28. Booster
29. Jonathan Jones
30. Valentina
31. Jr. Troopa
32. Doopliss
33. Rawk Hawk
34. Francis
35. Culex
Here's another one that's not particularly a favorite of mine, but in the interest of fairness, I can't say he didn't earn himself a spot too (if only just barely). Jr. Troopa follows in the same vein as characters like Croco, minor antagonists who cause trouble every now and then but aren't particularly tied to the plot itself. Basically, Jr. Troopa is a spoiled brat who acts as a bully around Goomba Village until he is defeated by Mario. Afterwards, he decides to stalk Mario and his party, gaining a new ability every time you fight him in an attempt to beat you, serving to help show off the new abilities you've garnered since you last fought him.
When you first fight him, he simply tackles you. In his next fight, he gains the ability to hide in his shell, offering up a layer of defense. After that, he sprouts wings that he uses to fly and avoid ground attacks. Then he develops a spike on top of his head to protect against players stomping on his head. Finally, he trades that all out for a magic staff that allows him to cast spells. In his final battle, he can switch between his various forms. His will be a very basic moveset, but not non-existent.
Here's the moveset I came up with:
Standard B: Staff
This is based on his magic form. He will pull out his staff and cast a projectile spell at his enemies.
Side B: Head Spike
This is a bit of a stretch but it's based on his spiky form. His spike will appear on top of his head, and he will charge forward with his head pointed down.
Up B: Wings
He will sprout his bat wings and fly upward for a short time.
Down B: Egg Shell
This one's a basic defense maneuver. He will tuck into his shell, forming a basic armor around him.
Final Smash: Koopa Bros.
Really this is the only one that he doesn't have anything particularly major to attach to, so at most I think I can attach to him another major villain that he does tend to cross paths with a few times. Basically, he'll call in the Koopa Bros. who will stack on top of each other and then spin at high speeds back and forth across the stage while Jr. Troopa cheers them on in the background.
Entrance: it would kinda be funny to watch him swim onto the stage with the implication he swam the whole way there. If not, just the basic "dramatic entrance" he tries to make every time.
Taunts: Various tough guy moves, trying to prove he's better than he really is.
Thanks for reading! Next up, let's cover another recurring boss from the Thousand-Year Door, Doopliss!
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