CRIME WAVE CLYDE
Now, we have finished the television series, and we have SO many characters to cover, from all across the spectrum. There are a few characters here and there that might get a few upgrades to their movesets, mostly being the Donkey Kong cast (one example, I think Klump should absolutely have a Klaptrap gun now). But, there are so many that are so distinct from their game counterparts, I could only make a brand new slot for them. They are:
1. Beezo
2. Flurry
3. Rex
4. Tryclyde
5. TV Mario
6. TV Luigi
7. Tommy Treehugger & Co-MC
8. Evil Eric & Tammy Treehugger
9. Princess Toadstool
10. TV Toad
11. Bones Bailey
12. Oogtar
13. King Koopa
14. Robo Koopa
15. TV Koopalings
16. Wizenheimer
17. Clovis
18. Barney Todd
19. Master Brian
20. Kid Dynamo
21. Dr. Demise
22. Gorilla Ghost
23. Mervin the Magician
24. Genie
25. Brutius Maximus Grouchimus
26. Captain Clump
27. Bunsen
28. Hercufleas
29. Salvador Drainado
30. Sergeant Kooperman
31. Flab Boys
32. James Blonde
33. Vampa White
34. Zero
35. Captain Abidab
36. Mugga the Medicine Woman
37. Misaki
38. Waldo the Wizard
39. Quirks
40. Queen Mushroomkhamen
41. Wizard King of the West
42. Junior
43. Mighty Plumber
44. Crime Wave Clyde
45. Dino Riders
46. Candy Kong
47. Bluster Kong
48. Eddie the Mean Old Yeti
49. Baby Kong
50. Kong Fu
51. Metal Head
52. Captain Skurvy
Today, let's cover Crime Wave Clyde, the last character from The Adventures of Super Mario Bros. 3, in the episode "Crimes R Us." Clyde is a hardened criminal from Earth, one of the most notorious bank robbers of all time, serving a 12,423 year sentence with no parole. He is broken out by King Koopa so that he may teach the Koopalings to be hardened criminals. When he is ultimately double-crossed by his own students, he forms an alliance with the Mario brothers to take them down. Across the episode, we see him forcibly smash another prisoner into a ball shape and use him as a basketball, and then teach the Koopalings to hold people up, pickpocket, and break into secure areas. When he joins the Mario brothers, he uses his own physical strength to break them out of the prison they were trapped in, and ties up the Koopalings and sends them up on a lift alongside a large bomb strong enough to blow a hole in the doomship. Also worthy of note is the bob-omb attached to a shackle that the Koopalings fix to his leg.
Here's the moveset I came up with:
Standard B: Pickpocket
He will pull out a burlap sack and grab forward. If a projectile is headed his way, he will snag it and tuck it inside the back, basically in the same way as Villager's move.
Side B: Basketball Toss
He will grab any character standing too close, crumple them up into a ball and then toss them away like a basketball.
Up B: Rope Ladder
Not strong, but the best "upward-momentum" move tied to him. The rope ladder from the doomship will descend, and he will grab it as it lifts him up off the ground, in the same way as when it broke him out of prison.
Down B: Bob-Omb Shackle
He will latch a shackle around a nearby opponent's leg, a bob-omb attached, just like the Koopalings did to him. The bomb will stick to the character wherever they go, ultimately exploding after a short while.
Final Smash: Double-Cross
A moneybag full of treasure will appear on the stage. After a second, the bag will open and a bomb will fall out of it. Once the fuse burns down, the bomb will explode, lighting up the stage with fireworks.
Entrance: He will burst through a brick wall.
Taunts: Up, he will fire probably a ptooie in the air, like a bank robber might to get attention. Side, he will hold his hand behind his back and cross his fingers. Down, he will dig around in a bag full of coins.
Thanks for reading! Next up is the one and only one-off from Super Mario World, the Dino Riders!
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