Saturday, September 18, 2021

Character Sheet: Crime Wave Clyde

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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