Copy-pasting and pinning this on all older videos as I'm making them public again: When I was younger I fell pretty hard into that sort of "Oh yeah, I'm leading an internet community, I'm the superstar that knows best so everyone follow me!" which, looking back I'm not especially fond of, it's a very parasocial attitude. I don't think there was any one, super glaring issue, more of a "Death of a thousand cuts" that make me cringe looking back. A series putting forth my ideas as factually "Improving" them, constantly setting my viewers as my "Subjects" in often belittling ways, taking on a tone as if I'm speaking one-to-one with a viewer instead of presenting to a large audience, that sort of thing. And I regret now, it wasn't the healthiest atmosphere for myself or my viewers to foster. So, I just wanted to throw up this "Disclaimer" on all these, as while I don't dislike them enough to throw away years of editing work into a dusty attic, I do feel like a commentary on the 'vibes' I had in the past was necessary. Also to obviously explain the lack of Twitter/Twitch/Discord/Whatever-Else-I-Advertised-In-These-Videos. Trying to keep up a social media rots the brain and I have long since left that behind, I do NOT want that strife in my life! Especially Twitter. Twitter is garbage.
I still hard disagree with the idea that he should have his “human” voice. I’ve never liked it (plus, he sounds like an actual gorilla in DKC anyway.) Also, about him being so angry: have you seen how pissed off Mario is?? That’s just how it is in Smash.
Maybe, but I've always pictured Cranky as a Resetti styled assist trophy that comes out and mocks the other fighters for how ridiculous their new-fangled game mechanics are.
That's a funny way to spell Lanky Kong... I kid, ofcourse, but IMHO, Lanky would be an unironically fantastic addition to Smash along with Funky. I certainly wouldn't say no to playable Cranky, either.
@@TheDukeofDorks "Look at these dang fancy controllers of yers, back in my day we only got two buttons and a D-Pad, or maybe a Joystick if you were lucky, and by gum that's all we needed! Now yer controllers are lookin' like the space shuttle control panels! Whad'ya need two sticks for, huh? You gonna be moving two directions at once? Ah, let me tell you..." etc. etc.
I'm just... very happy right now. Not just because my ego's been stroked, of course - that helps, won't lie I'm significantly more invested in the comments section of this video than your others - but because this is the sort of justice I've wanted DK to have for decades. Going from a kid who dumped him in 64 because he "didn't feel right" to someone who stuck with him... basically out of brand loyalty and feeling awful that he had the least popular board on Smashboards in the Brawl days when I loved him so much, to bashing my head against the wall until I found a way to play him decently and appreciate the little things he had (you won't believe how excited I was that they gave him his roll in Smash 4, then disappointed when it didn't roll him off ledges like in Project M and EVERY OTHER DK GAME). This is a proper celebration from a Nintendo-loving teen who got Brawl at midnight, played as Diddy with the Dixie skin for hours until he passed out, and woke up feeling a little sad and wanting, and guilty that he was wanting. The tag system is beautiful and exactly what I'd want from the characters - maybe not in the exact same way, but that's just what a tag team match is, playa. Any small disagreements I might have are incredibly minimal to that feeling of "finally, my boys are home". But also how dare you just play the first level of DKC2 for footage and stop there. So just... yeah. Thank you for this opportunity. Do I think the end results are perfectly competitively balanced? No, I think there's some tweaking needed to see them in action. But what is there means so much and just... you put Donkey Kong and Diddy Kong in the game. I love those guys. Thank You.
I've long held the belief Sakurai did DK dirty, so I'm right there with ya on this. It goes beyond just the characters, but this would be a big step towards making them feel as strong of characters as the new Ultimate fighters do. You know, after this, I'd just like some stages that aren't based on the Jungle. Come on, Forests, Factories, Snowy Mountains, sawmills, where's the friggen minecarts? None of this is represented in stages, in music, in anything! The closest we got to referencing any other kind of stage was Rumble Falls where it starts to look a bit like Bramble Scramble before going back to just plain old Jungle Waterfalls. And obviously, if I want stages referencing these, you KNOW I want the music. Honestly more than the stages. Not having the minecart theme is a crime, I tell ya! And Frantic Factory, Hot Head Bop, Hideout Helm is sick, too. I can literally go on for a while. But just having DK and Diddy's actual voices would already be a big deal, tbh.
That Diddy and Dixie Kong Tag Team idea was an idea I always pioneered for if Baby Mario and Baby Luigi ever got into Smash together. But it also works for Diddy and Dixie quite well, maybe moreso. I just usually use the fact that Baby Mario and Baby Luigi are Babies so they die at much earlier percents (like 50% instead of 100% for most characters). In that way they can both not share stocks and still be a bit more balanced perhaps? Dunno, just a fun thought. Good video.
That'd definitely work as well! I love the idea of "Half characters" in games, ones that have half the strength but twice the lives, that sorta thing, this'd be fun! Just to clarify, Diddy and Dixie aren't sharing stocks here, they're using separate ones. So a 5 stock game could have 3 Diddys and 2 Dixies, or 5 of a kind, or any number of combinations. Doesn't give em extra stocks, they can just swap their stocks around a bit to try and preserve them.
Oh that’s an oops on my part. Guess I missed that crucial little detail. But either way yeah I like the half character idea a lot and wish it could’ve made it through in Brawl.
@@TheDukeofDorks My question is, how would you start a match with 5 Dixies? If the match starts with you as Diddy, and one of the stocks is locked to Diddy once you choose him, then that would mean you're obligated to play as Diddy for at least one stock, no?
I think for Donkey kong's final smash, it should stay similar to how it already is, just more variety in what he's hitting you with. After all, his finishing move on most bosses is just completely wailing on them with everything he has and my god is it satisfying.
To be honest, the Kongs victory themes should’ve been updated to be the level clear theme from Tropical Freeze, their current victory theme doesn’t really fit them as much. Hell, the DKC representation needs a lot of work, we need more remixes of the music that isn’t Jungle Hijinx in the DKC games like Flight of the Zinger, Stilt Village, and especially Disco Train. Hell why do Donkey Kong and Diddy Kong use realistic voices?
With such grear DK music, I am surprised they dont have a special victory theme play for each victory screen variation. Which they should do for all characters by the way...
I'd like the victory theme, if they just gave it trumpets. *In a game where the main music element is brass, especially trumpets, why is there none in the victory theme?!*
About upsetting lack of remixes, if we exclude Cloud's stellar 2 music selection, I think Sonic's had the worst. Only a single remix (Angel Island, pretty good tbh), the rest of the music selection is mostly old classics or usual modern-style songs, and his victory theme is basically Sonic 06's with very few changes. Moreover, both his stages are basically green hill... I mean Green Hill Zone is fine, I guess it's iconic. But like, why not Chemical Plant Zone or Stardust Speedway instead of Windy Hills? Oh, wanna take a more recent game? Well ok! Tropical Resort Tour it is then! The stage would cycle through part or all of the six main worlds of Sonic Colours.
I feel like Sakurai and his team either didn't care about DKC or they just played through the first game quickly and based DK and Diddy off of that. There really isn't enough DKC representation, especially 2&3
I never realized how much the Kong’s Smash incarnation miss so much of their iconic techniques and character design until you brought it up, it almost feels like a crime for Donkey Kong not to use barrels at all in moveset. So you and pyyrickong did a wonderful job making them feel like they should’ve.
Sonic's ideal kit: ~ a Bounce Pad, (Down B) ~ a Spring, (Up B) ~ a Red or Rainbow Hoop that shoots you forward (Side B) ~ To Spin in place and not dash. :P :P :P
Banana Rage sounds like a great idea actually. Similar to Incineroar's Revenge and makes perfect sense for the series since it's literally about DK getting pissed about his missing bananas. Diddy/Dixie tag team would be awesome too, though in a last stock situation he would be heavily nerfed compared to other characters since he loses down B completely, unlike PT who can still change.
Worth the wait. I too have some similar changes to DK but a few differences as well. With Diddy, they tried. His moves reflect him more than DK, but yeah Banana, side B, and the Peanut Popgun need changes and improvements big time. No issues with K. Rool on my end. :)
@@StoryTeller796 you really want them to make more models and extra movesets just so that he can fit in his alter egoes more. It's gonna be a waste of space in the game
I’ve never really been that attached to the DK series, but this is a great example of what Donkey Kong and Diddy Kong could be. I really liked the idea of DK’s down B just being him taking a snack break. I personally think that if he’s hit during this he’ll get some more aggressive looking attacks and deal more damage and knockback whilst taking less knockback himself like he’s really not holding back, but it definitely should be terrifying. As Boomstick from Death Battle put it: “If anything gets between him and his precious fruit stockpile someone is going to die.”
Yeah but like, what's your counterplay there because the dk always gains things from that. No move works like that in smash could you could just spam it
@@pissguzzler9604 Maybe make it a temporary [15 seconds?] Buff? Incinaror's Revenge stacks on itself (to a limit), and last indefinitely to my memory unless you land a hit, get K.Oed, or get grabbed.
@@pissguzzler9604 It should be more of a counter. If he gets hit then he will punch a lot. Like his current final smash but with command inputs to balance it out. If you don't press too many times, then he does 1 weak. You can do a max of 50 strong punches but that takes a lot of practice.
More than anything, this video made it clearer to me, more than ever, that every Smash fighter has at least one incredibly passionate fan. Pyrrhickong’s love for the DK series really shows, and it’s great to see. I, personally, am a big fan of Little Mac, and find it funny how his status as an insignificant underdog that no one but Doc believed in was unintentionally carried over into Smash by making him the worst character in the game. But yeah, every character has supporters like this; I can guarantee that there is at least one Wii Fit Trainer superfan out there who may think that the character has some wasted potential. Ultimately, however, every character’s design has at least some love and thoughtfulness put into it, and I think we sometimes take that for granted. If Donkey Kong was designed and thrown in carelessly, he wouldn’t have the Kong Karry or Hand Slap. Could some fighters be better? Of course. Little Mac doesn’t use Stars or Star Punches, his signature move from the two most important games in the series (NES and Wii), and super armor on his smash attacks contradicts the series’ very design of dodging and weaving as opposed to brute forcing your way through. But he’s not designed thoughtlessly, and neither is any other character; I think that is something worth appreciating.
Oh dude, I absolutely agree - I wouldn't have mained the big ape for two decades if there wasn't something there. I don't think DK's design is thoughtless, but it's very clear he was made to fill the role of 'big body' in 64 and evolved past that rather than in service to the character (the same way Mario was designed with the basic shoto archetype of modified hadoken/shoryuken/tatsumaki as his specials to be the 'all rounder' ). I've seen arguments for keeping DK 'simple', but then he's got a weird grab game that stands in contrast to that. It's not that I necessarily think he's poorly done, but that he services being a Smash Bros character more than being Donkey Kong. I do feel Little Mac is in service to his 'ground fighter' gimmick more than to his series as well (big armored punches you gotta dodge then counter and find an easy knockdown for is a Punch-Out boss's MO more than Mac, who's a dodgy guy with strangely bad evasive options in Smash), but that doesn't make me find them 'thoughtless' or 'bad'. I just prefer Smash as a celebration of the series it represents first and a fighting game second, and I love DK... well, enough to recommend which songs from the cartoon are the best! ... and for obvious reasons do kinda really love this interpretation, as much as I LOVE using grounded Spinning Kong in Ultimate.
@@pyrrhickong I am a King Boo fan and a Mii fan and a Bowser Jr fan. The Miis don't reflect the fact that you can create different playstyles and discover new ways to design a character. Like a way to create your own fighter. I would love more classes, a mix and match customization mode, and costume movesets, which are the original movesets with the special customizing involved into the costumes. Bowser Jr. Has an idea of how he could work but his games present something more fun. Where is his Paintbrush, the explosions, the RNG, the temporary flying (the Koopa clown will explode, and anyway with Bowser Jr's hurtbox you would never want to SD by camping near the blast zone and anyway you would also be easy to edge guard off stage because Bowser Jr can get knocked off his koopa clown), just fun extreme stuff? Just fix him.
@@StoryTeller796 For better or worse, I feel like Junior was designed as a rep for the New Super Mario Bros games and 'Mario enemies' in general: a lot of simple and straightforward arcs with obvious tells, the ability to send out Mechakoopas to patrol ground, and just generally a floaty, but tame cartoon moveset. He is representative of the period of time he was made a fighter, as he is very much "the Mario series circa the mid 2000's" - zany, goofy, and undeniably tame and safe. And transitive so that he could get the other seven Koopalings in (which, unfortunately, I feel are a big part of his inclusion, and why he doesn't have many Brush-related techniques or even anything imitating his dad). Miis, however, I think are fine. There comes a point where you gotta compromise between 'making infinite possibilities' and 'making a fighting game character'. Having to learn every match-up for every custom Mii, even in a casual setting, is an absolutely daunting task. Leaving it to just a few custom move variations is far more manageable from that perspective. I mean, I'd personally prefer them to be based on actual Mii-related recreation games than be attempts to get other characters to poorly imitate the movesets and playstyles of Smash characters (the lack of personality between the Falcon Punch and Mii Brawler's equivalent speaks volumes to this), but I think going TOO far can lead to a bit of frustration. It's finding that balance between 'reference' and 'okay but how do they actually work in the game' that I find so precarious, but so rewarding when it's done right. King Boo's good taste, though. No complaints.
@@pyrrhickong Okay. You do have a point and I 100% respect and agree with what you have to say but now do you know if you never played them this way? Also, the Koopalings can have their own movesets. Also, I thought what you were going to say was was that I was crazy to like King Boo since he is crazy in the Luigi's Mansion series so I am glad that you actually said that I have good taste. That is comedy! I appreciate that you analyzed and informed me!😁 A great many thank you's!
@@StoryTeller796 I.can only go off of what I know from other fighting games with customizable movesets, and I think based on that info it'd be very difficult. But I know it'd be REALLY time consuming. Totally agree to disagree, I just think I'd rather have one "Mii" moveset, maybe with variable specials to represent different personality types, and then spend time making, say, a Funky Kong echo fighter or something. I would totally agree with you if it were, like, a Joy Mech Fight (Sukapon's game) sequel where Miis are playable fighters, though! Same with the Koopalings, that's just a LOT of time that'd have to be spent on their individual movesets. I see the current design as a compromise so we can get more characters in that aren't Koopalings. No prob, thank you for the reply!
You could aim the moon, and it covers maybe half the stage, but it takes a while to get down there allowing you to try and throw your opponent over to the half that the moon is on. For DKs final smash
i love the idea of a tag team fighter in smash that beig said, if diddy's side special is a cartwheel because the move doesn't work as a dash attack, why doesn't that apply to donkey kong as well?
Not just that, but he honestly feels kinda low power in his attacks. I understand that he's got some craftiness to his kit, with a free stun move, and a reflector, but he just feels less powerful than Incineroar, who by contrast is less powerful due to having nearly no recovery, but feels strong due to attack impact and launch power.
Kirby really needs one of these videos. He’s the character that’s main gimmick is all of his unique powers, so why are only about 5 copy abilities used in his kit, and the rest are just kicks?!
I was going to argue about how DK's Final Smash is accurate to his self from Jungle Beat. But can't deny that him punching the moon as his FS is a whole deal more interesting. Aside from that, the barrel idea would work better and a Side B while keeping the Ground Smack as the Down B. Far more intuitive For Diddy, *definitely* agreed with the suggested change to the peanut pistol! Why it functions the way it does right now instead of more accurate to DK64 is beyond me. And the idea for the jetpack is far more intuitive. But I cannot disagree enough with the Down B idea. Way too drastic a change and way less fun to deal with than that banana. I'd sooner have Diddy's Down B be his guitar from DK64, attack enemies with soundwaves and possibly buffing up Diddy's attacks (like how Victini and Xerneas do) For the next "Improving Smash", I'm gonna jump on the Sonic train lol Cause I favor him, but he's certainly the worst represented third party Smash character. Of course, that's assuming you care much about Sonic to begin with 😅
Surprisingly, the Skylanders games give DK a similar moveset & personality to the one you suggested. Fun filled brawls with Barrels & Bongos! Though his "final smash" (for a lack of a better term) is him summoning arcade girders & ladders from the sky while punching things with barrel boxing gloves.
I would say that Skylanders adapts both DK and Bowser's personallities very well, although aside from a few things in DK's moveset, the movesets they have aren't that accurate.
For redesigns like this, one of the gripes I’ve always had was “but what about the original fans of this character?” I’ve come up with an idea: Make clones of the unedited characters! Black Shadow could copy Melee/Brawl Ganondorf, preserving their moveset for their mains while giving the originals the justice they deserve! Samus could have the SA-X, a terrifying clone of Samus that never quite feels right, would be perfect for Smash 4 Samus’s Moveset! Donkey Kong could have Funky Kong! Stuff like that would be great!
That Jungle Beat music is sooooo damn nostalgic! Ah! I'mma die.... I generally like the usage of the music here. It adds a lot and fits really well in your usage. I feel like the dongcopter could be added after DK get's out of the barrel. To keep the classic attack, while still having the barrelblast.
"We are gonna be talking about a series i haven't discussed on this channel yet" "...including anything more from it..." *Fire Emblem music plays in the background* hmmmmmm....
Finally, someone else who points out the weird bestial-krazed king mix with K. Rool! It's been bugging me since day one that they chose his dash to be a charge on all fours, didn't use his iconic Kremling sfx and then decided not to play more with the croc design by giving him a biting attack or a crocodilian death roll, but I'm still rather thankful for what we've gotten as well as your videos in general. Thank you for everything and the fun 'n enjoyable take on how the Kongs should be, Duke!
Keep. This. Up. Absolutely awesome concepts that I think really do the Dk crew justice. I really hope this is the direction the next Smash game takes, updating older fighters to really make them feel like themselves. This series really scratches that itch and I hope to see a lot more of it in the future. You’ve earned yourself a new subscriber.
that downB on diddy would be the most busted thing in the universe for tournuments you would have to kill him twice considering anytime hes as a dangerous percent,he would just chose not to be and be dixie
Donkey Kong’s ground slam used a down + attack input in DKC, moving it to side special makes no sense at all. That would be like moving Link’s dair to fair and giving him another down air.
Yes! This is a great recreation of his moveset. The old characters really need to be updated. I think DK's up special should be his balloon though, since it is actually used for recovering in his games as opposed to his barrel. It would be a cool reference.
I think K.Rool having some more vicious elements to his character works; this *is* the same character that tortured Donkey Kong by shooting him with cannonballs and also tried to commit island-wide genocide with a laser beam, after all, he's a bit of an unhinged loon. The important element is that K.Rool also *_FEELS_* like K.Rool. He's got the blunderbuss, the helipack, the krown toss, all the moves you'd want him to have. He's expressive, maniacal and plays _exactly_ like you're controlling an actual K.Rool boss battle. Diddy and DK both fall short of that.
Fair point. I guess for me it just strays to far into the "feral" category without having enough intelligence behind it to feel properly maniacal. I definitely LOVE the unhinged aspect, it just needs a tiiiiiny bit of purpose to be perfect. Make the taunt an uncontrollable laugh or something, I dunno, still a 10/10, top 5 in Smash design overall.
DK final smash idea: with the same range as his current one, he tries to grab the opponent. If he does, he throws you into the ground so hard you bounce onto the bottom of the moon, with DK charging his punch at the top. If he's in mad banana mode, he shows a reeeealy mad face. If not, he's doing his normal "haha gotcha!" Smile. You (along with the moon) are blasted back on stage with anyone caught under it dealt big damage.
Diddy And Dixie would break the competitive scene lmao This idea would be great if both lil monkeys share the damage percent and stocks, just like Pokémon Trainer Great vid 👍
I keep seeing this claim and I do not understand it. They've still got the same amount of stocks as everyone else, they can just swap between their current one and their next one to try and preserve their lives. Not much different from how MvC or DBZ Fighterz handles the mechanic. Could you elaborate, fill me in on what I'm missing here?
Ok so, lets pretend I'm playing as Diddy, in my first stock I was able to survuive untill 130%, and suddenly I swap to Dixie and I'm at 0% again? (Pretending I did not use Dixie the entire stock) Now my opponent has to fight against me from 0 just to try once again, take my FIRST stock and if the match was at the same skill level, I just can kill my opponent at when he's just starting to actually play the match. This repeats for 3 stocks To make it clear, it's like playing Mario Kart, but you have to complete 6 laps, and the Diddy/Dixie player only has to complete 3 laps. Not a balanced idea at all
@@emiliowalls192 You're missing a fundamental aspect of this mechanic here, though don't feel bad as I did a poor job explaining this in the video: Diddy and Dixie don't get a stock apiece for every stock other characters have, they have the same amount of stocks to work with like everyone else. Say this is a 3 stock match. You get Diddy to 130%, swap to Dixie, and like you said you're back at 0%. But you are now at zero on your *second* stock, you've skipped forward in the match a bit to preserve your first stock a little longer. Once you lose that stock and Diddy quickly dies afterward, you only have *one* stock remaining in this three stock battle. This doesn't give them double the stocks of everyone else, they're sharing the same amount of stocks between two full characters. Think of it like how Marvel vs. Capcom character swaps work, or Dragonball Fighters. You're not getting extra lives at all, you're simply keeping them from dying a little bit longer.
As an FYI, his final smash is a reference to Donkey Kong Jungle Beat. That said though, having him punch the moon or use his finisher after defeating a boss in the modern DKC games is far more expressive and much better overall. Well done
I actually disagree with DK having a barrel toss in his base moveset. His cargo throw carries that mentality while sticking with his character archetype of a brawler. Instead of a barrel toss, I think I'd make his side-special a barrel slam, rather than a headbutt. He pulls out a barrel, rears back with it, and slams it down on the ground, shattering it. In the air it's a falling projectile, but on the ground it buries. Considering how bonkers the range on heeadbutt is, you wouldn't even need to change the hitbox to make it work. I like the launch barrel idea though. As for Diddy, I can mostly agree with it, although I like the current rocketbarrel. But your character swap idea is inherently broken. Either make it work like Zelda/Sheik in previous games, or don't have it, don't do weird stock shenanigans with it. Alternatively, give Diddy something else as a down-special, I'd like to see him pull out his electric guitar and go ham with it.
So... We know we're never getting that many characters ever again, right ? So how about we make DK and Diddy and tag team ? DK provides the mobility and raw power, while Diddy, on his back, provides the guns and the jetpack.
Wait, Donkey Kong has a criminally low number of reps despite being one of Nintendo's oldest classic IPs with a bunch of critically acclaimed games, and you want to *reduce* the number of DK reps to make more room for FE or Pokemon characters? Gimme a break.
A) The characters getting cut in the future are 3rd parties, not iconic 1st parties B) make a whole knew character the way you're deciding takes almost as much work as reworking DK/Diddy the way he's suggesting, making the point of merging two characters a moot point.
@@100organicfreshmemes5 What of it ? First the idea is wild and ballsy. I was expecting this kind of (fair) criticism. Second, doesn't have to be more FE. Could be Shantae, Shovel Knight, Waluigi, Isaac, Majora, Ringfit, a Splatoon 3 rep...
@@KitCloud1 well, my point is not to rework old characters just to make dev time... But also because they need it ! Samus, DK, Ganon and Luigi chiefs among them. DK needs a redesign and I'm just suggesting a wild idea for it. Now Diddy wouldn't be cut. He would be in as part of DK. And, if we give DK his barrel throw, we could even swifch Diddy for Dixie or Cranky. For even more reps.
@@kunnykuni In an ideal world where infinite complexity could be applied to a given a character in smash, that might be interesting. But again dukes more moderate reworks are more feasible, and its far more realistic/manageable to make all those characters have their own movesets then make them a part of DKs.
If I have issues with anyone I love in Smash, it's Mega Man. I mean look at him, how unemotional he is. While most of his moves are alright, I feel there is a ton of missed potential, like his grab and throws as well as his Mega Buster and charge shot. I feel that could work better as his Neutral Special like most had assumed before he came to Smash. Super Smash Flash 2 did this, and I feel it could work similar to that. A tool that is just as good at pressuring over a long distance, farther than how it currently is as his Neutral Attack, Side Tilt, and Neutral Air, at the cost of not being capable of flinching or having knockback, and can be charged up for a big heavy hitting attack that would have less knockback than it's current Side Smash counterpart. Just like how the Mega Buster works in his home games. As for his normal attacks to replace it, in crossover fighters like MVC, he has used punches and kicks before. Of course, I wouldn't want everything to change, his Up Air being the Air Shooter is nice, and his Up Tilt being the Mega Upper is a great callback, I just think there could be a few tweaks as well as a bit more personality thrown in. Like his MVC Taunt for example where he sticks his tongue out an mocks the enemy for example. In fact, I would gladly put together a document to redo Mega Man in a much more appropriate style. I'll update this when I'm done in an hour or two. Edit: Finally done. Link in comment.
Sorry it took so long. I spent a lot of time getting the images I needed. docs.google.com/document/d/1jWqL3u7IpHqKXTif9u2B96MoQIN-XVaHGsT7NJN2on8/edit?usp=drivesdk
@@merchantziro4285 I have a solution for this problem. Introducing, different types of fighters! For fighters like Mega Man, Inkling or etc, they are custom characters, they have several different types of moves that can be selected from. Characters like Mario or Minecraft Steve are much more of resource characters, they use items for most of their moves as either enhancement or actual attacks. Characters like the Pokemon, Joker, Fire Emblem characters and Hero are strategy characters, meaning they have many different types of attacks in or a gimmick that controls their fighting style. There are fighters like DK or Luigi that fit into their own thing, like Luigi's whole shtick is ghostbusting tools that can trick or setup into more dangerous attacks, DK is a heavy, laid back gorrila that attacks with powerful and quick attacks, only stopping to eat and relax.
This video is really enjoyable to watch! I will say that I have other things to say that I don’t remember, but I want to suggest giving dk a limit on his banana down special per stock so it isn’t as frustrating to compete with. Although high level players may be able to balance everything out it would be broken with newer and less skilled players. Also, make the banana up for grabs if you interrupt dk. Thank you for making such great content!
They should keep the ground pound as a down special The Barrel should be side special its a commandgrab in this version for consistency it should be side special banana as neutral special I'm all for making characters from 64/Meelee represent themselves better Good ideas really but I don't feel the placements of the specials working here
I see where you're coming from, but I disagree. The barrel works with or without hitting someone, its a projectile that doubles as a command grab (Similar to K. Rool!) so the neutral special fits it the best. The ground pound in this form works better as a side special, as it is a focused single-hit move that you'll want to follow up with something else. And the banana is too different of a move to work as anything other than the down special. Especially from a consistency angle, the thing is basically a counter
@@TheDukeofDorks okay now I understand the decision I may have overheard that it did count as a projectile a little even though you showed footage of Donkey Kong rolling barrels
@@TheDukeofDorks why not add some RNG as to if it explodes, or something? And the Bananas should have some RNG in bonus effects, with no bonus effect having the highest chance. Other than that, this video is exactly what I would have thought of and you have taken every word out of my feelings! Still hoping that you will review my earlier concepts for other characters.
The Duke of Dorks I agree, though I’m sad to see the coconut not used, you have a lot of cool ideas, a character I’ve wanted remade is luigi, especially his side B and down b, and he has a bit too many moves similar to Mario, even if that’s the point.
I've never wanted a redesign of D.K so much until I watched this video. I love how creative you got with the down B, that would really suit his personality.
Diddy Kong is one of my favorite characters though I love his play style in smash bros, this just sounds so much better. I want Diddy to be more like he is the donkey Kong games.
I disagree about the final smash. Donkey Kong Jungle Beat is important to me and that makes that move not bland. The screen effect at the start belies this truth; this isn't just his boss finisher in the recent Country games, this is his Consecutive Normal Punches that you, the player, play out on those bongo controllers.
Weirdly enough I think that a normal barrel throw would represent dk better, in the arcade game his whole thing was the barrel throwing from a long distance, maybe it would clash with his design but it would probably represent him better as a character
3:41 - "Imagine if Kirby never ate someone in Smash, if Yoshi never threw an egg, if Mario never tossed a fireball" You do realize that in SSB -> SSBM -> SSBB, Donkey Kong never had his signature roll attack from the DKC games, eh? (Though he did have Hand Slap). That was the biggest crime IMO, which they rectified. DK cannot SPAWN barrels, but he is currently the only character who can jump with them and can use them much more effectively than any other character. They did already address this. Him having the ability to SPAWN barrels would be asenine in both casual Smash, its single player content or competitive Smash due to the insane amount of power that would give DK.
My only problem with that moveset is Donkey Kong punching the moon for his final smash. I don't know, despite starring a cartoon gorilla there was always something uncanny, about DKC, which is compounded since those games have always had a focus on atmosphere and building a somewhat cohesive world. So when at the end of DKC Returns, a game that did its best to return the series to the 16 bit era, Donkey Kong does something as amazingly over the top as punch the moon onto DK Island, it just felt off. The best way I can describe it is that Donkey Kong features cartoon characters living in a realistic world, so Donkey Kong punching the moon felt too cartoony of an action.
Hey, could you make a video about Improving the Mii Fighters? I think there are many ways to make them more customizable, like changing their basic attacks to mimic some of the other Fighters, like using Ganondorf's ~DORIYAH~ F-Smash, or changing them from three fighter slots to one fighter that can be customized to use weapons and movesets beyond just Gunner, Swordfighter and Brawler. Just a suggestion I hope you like
Thank you for finally speaking out about Diddy. I always felt like he was just as half-baked as DK, but never really commented on it cuz' I've never seen anyone else point out any of his faults like they do with DK.
I had this idea where Donkey Kong would be a tag team character with the other kongs on his back helping him out like in the new games. So he could have a rapid jab with dixie flailing her hair, or cranky swinging his cane for the forward tilt and down air. Just thought that would be an optimal representation of the franchise.
I only have one issue with the DK concept, Down B. DK has been shown as lazy, but not during a fight. I believe DK wouldn't stop mid fight to start eating. A possible replacement could be a command grab that references the flurry of punches he does in DK Returns and Tropical Freeze. Or maybe the barrels at the end of a level in Tropical Freeze, witch could give you a random affect sorta like command selection. Balloon could be an easily controlled recovery, no clue what the others could be, but I think this would be cool.
I pretty much agree with everything except the partnership between Diddy and Dixie. I would much rather have her as a separate character. As far as I can tell, Diddy Kong and Sonic are the only "modern" Smash characters that don't play like they should. And Sonic simply because he was rushed. Most of the 64 and Melee cast need reworks, though. Fox, Falco, and possibly Captain Falcon and Mr. G&W are the only exceptions. Although it may be bias considering he's my favorite character, Luigi is one of the ones that need it most. I want more Luigi's Mansion than just grabs and Final Smash, and his personality from those and the Mario & Luigi series, along with possibly his Thunderhand abilities from SS, though Luigi isn't really well-known for that. For example, Luigi's D-special could easily be what you have for Diddy and Dixie here, only it's with Luigi and Gooigi.
There’s some part of me that immediately wants to shout “YES!” but I don’t feel comfortable doing that since I never thought about the Kongs’ representation in Smash until this video. The way I see it, maybe the designs have been...around too long and have become staple? I dunno...
That's the case with most smash characters, really: the new ones are built to represent their character and/or game as much as is possible. But the old ones just kinda were brawlers with familiar designs- back when smash tried to take a more grounded approach. It would be too weird if they completely revamped their move sets every game... So they remain dated.
This is great but Sonic of all Characters needs the most work. He has to of the same move and he is always smiling. That’s not the Sonic I Know. Sonic is known for haveing a attitude. Please Do a video on this one.
I'd keep Dk's final smash, but give it more personality. Make it like the ending sequences in DKCR. Let him punch, but also kick and slap, make his moves snappy, give him little to no transitions between movement, and make the final hit super exaggerated; maybe even automatically Star K.O. at 100%.
that banana special for donkey kong is seriously one of the most ingenious ideas i've heard on how to fix him. probably THE best, in all honesty. it's just so... perfect.
I like most of the ideas here. The only thing I disagree with is your concept for Diddy's Down-B. While it's an interesting idea, having them share stocks like that, I think it would be simpler and a better representation if, like you initially said, have Dixie relegated to the background (closer to Joker's Arsene than the Pokemon Trainer) until the command is input. When the Down-B is hit, Dixie would get up on Diddy's shoulders just like in DKC2. Then, he throws her either up or forward if the A or B button is hit, respectively. Also like in DKC2, you can somewhat control her path with some directional input. If she hits the ground instead of an opponent, she lays there and cries until either Diddy goes to pick her up by simply going where she landed, or the opponent "KO's" her by attacking her while she's down, rendering her unusable for a while until her barrel appears on stage and Diddy recovers her (though the opponent can intervene and reset her timer). If she's thrown into a blast zone without touching an opponent, then she starts making her way back to him and can't be used until she returns on her own.
Good shit, I am a big fan of this type of video and content. Keep it up! This tape was my intro to your channel, but I will definitely watch your old videos/wait for new ones. Thanks for making great content!!!
I get it's a bit generic but DK's final smash in ultimate is a reference to Donkey Kong Jungle Beat, a severely underrated DK game. So maybe instead of replacing it entirely they could add more pazaz to it like a clap shock wave to initiate it IDK.
I like some of these ideas, but seeing as how I’m actually making a mod for Ult to better design and balance characters, I’ve got a couple comments: - Giant Punch is canon and is used in DKCR, so I think it can stay, but if I were to add a barrel attack, I think it’d be reasonable to put a barrel throw on Shield B like with Inkling (I think there’s already someone working on that, actually). That way it can act like it does in canon, but you need to use it on the ground which makes it impossible to camp with. - Love the DSmash idea, I might consider including it. - Up B change I love in theory, but I think if they were to do it, it’d be a good idea to have it only apply to the air version, while grounded spinning kong can stay. Also, considering how this would negate one of DK’s main weaknesses, I think a barrel recovery would need to have extremely high startup while traveling very far. As for Diddy: - I feel like as a fighter, Diddy already is a fairly aggressive character. Because of his movement, and moves, he already feels a lot like a monkey who’s just having fun playing - Neutral B I love, that seems like something I’d want to implement - Up B change is great in theory, but I feel like that goes against his aggressive design since it’d make for an amazing camping tool - Diddy’s Side B is already fine lol - Down B would obviously be too difficult to implement, especially with current modding limits, but I think banana could probably be reworked in some way. I think him having the ability to trip someone is reasonable, but maybe as a mine rather than as an item could be perfect
Alexander Ratta That’s cute, but I’ve already managed to make some major changes. For one thing, directional airdodging functions completely different, actually more like Rivals than Ultimate. For another, I added a new mechanic that lets you cancel your dash earlier with a shield input, and because of the mechanics of it, you can pivot cancel from a standing position through this. Also, I managed to universally fix multihit fallouts by making one hit bigger if a previous hit connects, which even Nintendo can’t get right. Ultimate modding is already FAR ahead of Smash 4 modding, relatively speaking, and pretty soon we’re going to be able to remove filesize limitations as well, which will facilitate the ability to add completely new assets, and from there, Ultimate modding is going to be just as customizable as Brawl modding. Even now we can add Giga Bowser as a playable character and change his params to make him balanced (though we won’t be able to give him a Nair, Dair, DTilt, Grab or Shield until Skyline is released). And no, this isn’t my first time modding.
The Human 2cs Out of curiosity, what don’t you like about it? I’m trying to make sure I don’t alienate people too much so I’m always prepared to stick to vanilla concepts, but if I do end up bringing in a new idea I want to make sure they still like it, so feedback would be appreciated.
@@shieldlesscap6124 Oh, You actually responded! I think I sounded a bit too harsh in my comment and I apologise for that, and when I made my comment I didn't consider that you were actually making a real mod, so I didn't consider feasability of actually creating new content, I was speaking on a conceptual level instead of an actual mod that exists / will exist so fyi if what I say is logistically impossible. As a Dk fan I don't like how he feels in the game, his specials are so incredibly generic that he always left a bad taste in my mouth even as a child when I first played brawl, giant punch has some nebulous origins and makes his playstyle more offensive by itself, side b is just annoying to deal with and even less based on what he does and up b is just kinda dumb, I guess it was supposed to balance him as a heavy to have such a bad vertical recovery in the first game but now that we have characters like dedede and k.rool I don't think it's justified to have such archaic design on such an important character in history, if I could design him for a new game I'd give him the same neutral b and up b as in the video (noy exactly of course but just as a point of reference) and Idk what I'd do for side b but coconut gun is fine. Now I want you to know that I made this up for a hypothetical new game that probably will not exist in my free time, this is not a recommendation or a correction since I'm nowhere competent enough to mod anything and it would probably be impossible to implement what I suggested, when I answered to your comment I didn't think you'd see it so I didn't put much thought into it, at the end of the day it's just my personal preference to imagine a completely redesigned DK if it's possible, your idea of him isn't wrong and considering that you're doing is such a monumental task I don't think we can compare what I made up in class because I was bored and your actual design as a person who actually modifies the videogame, still I wish you great luck and success in this and most importantly I hope you have fun and end up satisfied making it as it's the most important thing when it comes to any project! With kind regards, Olivia
Punching the moon... no... NOPE! I DEMAND his jungle beat beatdown stay So... why not fuse it? Punch the fighters on the moon, rapidly, and then one well charged up punch sending it down to earth exploding Only puts one opponent in the cinematic, bit can ko at... let's say 80%
Copy-pasting and pinning this on all older videos as I'm making them public again: When I was younger I fell pretty hard into that sort of "Oh yeah, I'm leading an internet community, I'm the superstar that knows best so everyone follow me!" which, looking back I'm not especially fond of, it's a very parasocial attitude. I don't think there was any one, super glaring issue, more of a "Death of a thousand cuts" that make me cringe looking back. A series putting forth my ideas as factually "Improving" them, constantly setting my viewers as my "Subjects" in often belittling ways, taking on a tone as if I'm speaking one-to-one with a viewer instead of presenting to a large audience, that sort of thing. And I regret now, it wasn't the healthiest atmosphere for myself or my viewers to foster. So, I just wanted to throw up this "Disclaimer" on all these, as while I don't dislike them enough to throw away years of editing work into a dusty attic, I do feel like a commentary on the 'vibes' I had in the past was necessary.
Also to obviously explain the lack of Twitter/Twitch/Discord/Whatever-Else-I-Advertised-In-These-Videos. Trying to keep up a social media rots the brain and I have long since left that behind, I do NOT want that strife in my life!
Especially Twitter. Twitter is garbage.
Gorillas themselves are very laid back and not violent so this design actually makes him more like his character and an actual gorilla.
Ha! Didn't even consider that, fair point!
Yep, DK's not only reduced to a gorilla, he's a stereotypical fictional gorilla.
I still hard disagree with the idea that he should have his “human” voice. I’ve never liked it (plus, he sounds like an actual gorilla in DKC anyway.)
Also, about him being so angry: have you seen how pissed off Mario is?? That’s just how it is in Smash.
I didn't think I would type this in 2020 but I have to *R.i.p Harambe*
Gorillas are not violent for example: harambe
Not having Diddy's boombox as a taunt or victory animation always baffled me.
How about that animation for when he wins a mini-game or beats a boss in the original DKC?
@@williamgeorge3111 One of his taunts is a hat throw which sort of references that. Not one to one but I'd consider it close enough.
Cranky Kong: “I suppose I’ll get my chance...another day...”
Maybe, but I've always pictured Cranky as a Resetti styled assist trophy that comes out and mocks the other fighters for how ridiculous their new-fangled game mechanics are.
That's a funny way to spell Lanky Kong...
I kid, ofcourse, but IMHO, Lanky would be an unironically fantastic addition to Smash along with Funky. I certainly wouldn't say no to playable Cranky, either.
Cranky is the original donkey Kong that got old, he definitely deserves a place
@@TheDukeofDorks "Look at these dang fancy controllers of yers, back in my day we only got two buttons and a D-Pad, or maybe a Joystick if you were lucky, and by gum that's all we needed! Now yer controllers are lookin' like the space shuttle control panels! Whad'ya need two sticks for, huh? You gonna be moving two directions at once? Ah, let me tell you..." etc. etc.
He doesn't seem like as much of a fighter to me given his age, but if he did make it in I most certainly wouldn't complain.
I'm just... very happy right now.
Not just because my ego's been stroked, of course - that helps, won't lie I'm significantly more invested in the comments section of this video than your others - but because this is the sort of justice I've wanted DK to have for decades. Going from a kid who dumped him in 64 because he "didn't feel right" to someone who stuck with him... basically out of brand loyalty and feeling awful that he had the least popular board on Smashboards in the Brawl days when I loved him so much, to bashing my head against the wall until I found a way to play him decently and appreciate the little things he had (you won't believe how excited I was that they gave him his roll in Smash 4, then disappointed when it didn't roll him off ledges like in Project M and EVERY OTHER DK GAME). This is a proper celebration from a Nintendo-loving teen who got Brawl at midnight, played as Diddy with the Dixie skin for hours until he passed out, and woke up feeling a little sad and wanting, and guilty that he was wanting. The tag system is beautiful and exactly what I'd want from the characters - maybe not in the exact same way, but that's just what a tag team match is, playa. Any small disagreements I might have are incredibly minimal to that feeling of "finally, my boys are home".
But also how dare you just play the first level of DKC2 for footage and stop there.
So just... yeah. Thank you for this opportunity. Do I think the end results are perfectly competitively balanced? No, I think there's some tweaking needed to see them in action. But what is there means so much and just... you put Donkey Kong and Diddy Kong in the game. I love those guys. Thank You.
Please... just... paragraph breaks
I've long held the belief Sakurai did DK dirty, so I'm right there with ya on this. It goes beyond just the characters, but this would be a big step towards making them feel as strong of characters as the new Ultimate fighters do.
You know, after this, I'd just like some stages that aren't based on the Jungle. Come on, Forests, Factories, Snowy Mountains, sawmills, where's the friggen minecarts? None of this is represented in stages, in music, in anything! The closest we got to referencing any other kind of stage was Rumble Falls where it starts to look a bit like Bramble Scramble before going back to just plain old Jungle Waterfalls. And obviously, if I want stages referencing these, you KNOW I want the music. Honestly more than the stages. Not having the minecart theme is a crime, I tell ya! And Frantic Factory, Hot Head Bop, Hideout Helm is sick, too. I can literally go on for a while. But just having DK and Diddy's actual voices would already be a big deal, tbh.
As I’ve learned from the anime one punch man, “ 20 words or less!”
pyrrhickong I loooove the design changes made but as a former DK main, hearing him move the down b to the side b... it feels surreal
@@milkfish1605 Agreed, but man being able to easily pick a direction for aerial hand slap sounds stupid fun.
So... For his down special, DK has The Second Banana.
I'm ok with that.
Ah, I see you are a man of culture as well
OM NOM NOM OM NOM
Heavy for smash.
@@xpl0si0nman20 yes please
Cz the VoltMan heavy update never lmao
His final smash is actually based off Donkey Kong Jungle Beat. But I admit, I like your Idea better
That Diddy and Dixie Kong Tag Team idea was an idea I always pioneered for if Baby Mario and Baby Luigi ever got into Smash together. But it also works for Diddy and Dixie quite well, maybe moreso. I just usually use the fact that Baby Mario and Baby Luigi are Babies so they die at much earlier percents (like 50% instead of 100% for most characters). In that way they can both not share stocks and still be a bit more balanced perhaps? Dunno, just a fun thought. Good video.
That'd definitely work as well! I love the idea of "Half characters" in games, ones that have half the strength but twice the lives, that sorta thing, this'd be fun!
Just to clarify, Diddy and Dixie aren't sharing stocks here, they're using separate ones. So a 5 stock game could have 3 Diddys and 2 Dixies, or 5 of a kind, or any number of combinations. Doesn't give em extra stocks, they can just swap their stocks around a bit to try and preserve them.
Oh that’s an oops on my part. Guess I missed that crucial little detail. But either way yeah I like the half character idea a lot and wish it could’ve made it through in Brawl.
@@TheDukeofDorks My question is, how would you start a match with 5 Dixies? If the match starts with you as Diddy, and one of the stocks is locked to Diddy once you choose him, then that would mean you're obligated to play as Diddy for at least one stock, no?
@@fanb1536 Same way you choose which Pokemon you start with for the Pokemon Trainer, just select your preference on the character select screen.
There's already 4 Mario's in smash why do we need two more???
3:28
"bUT tHAt wAS CrANkY"
On a serious note, the lack of barrels is still very strange. There isn't a dkc game without barrels
Just make DK say “Banana Slamah!!” everytime he punches and I’ll be happy.
Yeah but at the price of diddys awful voice.
@@raymanfan9265 A small price to pay, for salvation
No, please no memes in smash...
Hell yeah loll
@@lightbrand_ Pardone moi? No memes?
He has lots of style
He has lots of grace
When I get the notification
To Duke’s channel I race
Congratulations you won TH-cam
Nice rhymes.
I think for Donkey kong's final smash, it should stay similar to how it already is, just more variety in what he's hitting you with. After all, his finishing move on most bosses is just completely wailing on them with everything he has and my god is it satisfying.
To be honest, the Kongs victory themes should’ve been updated to be the level clear theme from Tropical Freeze, their current victory theme doesn’t really fit them as much. Hell, the DKC representation needs a lot of work, we need more remixes of the music that isn’t Jungle Hijinx in the DKC games like Flight of the Zinger, Stilt Village, and especially Disco Train. Hell why do Donkey Kong and Diddy Kong use realistic voices?
With such grear DK music, I am surprised they dont have a special victory theme play for each victory screen variation. Which they should do for all characters by the way...
YES I was theorising a new move set myself and thought of exactly this!
I'd like the victory theme, if they just gave it trumpets. *In a game where the main music element is brass, especially trumpets, why is there none in the victory theme?!*
About upsetting lack of remixes, if we exclude Cloud's stellar 2 music selection, I think Sonic's had the worst. Only a single remix (Angel Island, pretty good tbh), the rest of the music selection is mostly old classics or usual modern-style songs, and his victory theme is basically Sonic 06's with very few changes.
Moreover, both his stages are basically green hill... I mean Green Hill Zone is fine, I guess it's iconic. But like, why not Chemical Plant Zone or Stardust Speedway instead of Windy Hills? Oh, wanna take a more recent game? Well ok! Tropical Resort Tour it is then! The stage would cycle through part or all of the six main worlds of Sonic Colours.
I feel like Sakurai and his team either didn't care about DKC or they just played through the first game quickly and based DK and Diddy off of that. There really isn't enough DKC representation, especially 2&3
I never realized how much the Kong’s Smash incarnation miss so much of their iconic techniques and character design until you brought it up, it almost feels like a crime for Donkey Kong not to use barrels at all in moveset. So you and pyyrickong did a wonderful job making them feel like they should’ve.
This turned out amazing. Now I neeeeed you to tackle sonic next, he’s probably my least favorite smash character in terms of design
One word: B A L L
Sonic's ideal kit:
~ a Bounce Pad, (Down B)
~ a Spring, (Up B)
~ a Red or Rainbow Hoop that shoots you forward (Side B)
~ To Spin in place and not dash. :P :P :P
Miis, and Bowser Jr: "Welcome to the club! Welcome to the club! Welcome to the Club! Welcome to the... Rahhh!!!"
Well given that he was designed very late into Brawl's development, it makes sense why he likes this.
Yes please.
Banana Rage sounds like a great idea actually. Similar to Incineroar's Revenge and makes perfect sense for the series since it's literally about DK getting pissed about his missing bananas.
Diddy/Dixie tag team would be awesome too, though in a last stock situation he would be heavily nerfed compared to other characters since he loses down B completely, unlike PT who can still change.
I LOVE your idea for DK's down b. It's soooo in character for DK.
Worth the wait. I too have some similar changes to DK but a few differences as well. With Diddy, they tried. His moves reflect him more than DK, but yeah Banana, side B, and the Peanut Popgun need changes and improvements big time. No issues with K. Rool on my end. :)
One thing they need to keep if they change his moveset.
His shrug. Keep his shrug.
Yes.
I was so confused by your profile picture. I thought that it was an orange little monster with cat ears wearing a top hat for a moment.
While I agree with your gushing about K. Rool, all I’ll say is that the lack of his alter egos as alternate skins really sucks.
With the way he was implemented the alter egos just wouldnt work with the crown throw and belly armor mechanics that k.rool has
Then change his abilities based on his costumes.
@@StoryTeller796 that that wouldn't be an alternate costume
Then that wouldn't be a problem.
@@StoryTeller796 you really want them to make more models and extra movesets just so that he can fit in his alter egoes more. It's gonna be a waste of space in the game
"Who is Donkey Kong?"
He's the leader of the bunch you know him well.
He's finally back, to kick some tails!
I’ve never really been that attached to the DK series, but this is a great example of what Donkey Kong and Diddy Kong could be. I really liked the idea of DK’s down B just being him taking a snack break. I personally think that if he’s hit during this he’ll get some more aggressive looking attacks and deal more damage and knockback whilst taking less knockback himself like he’s really not holding back, but it definitely should be terrifying. As Boomstick from Death Battle put it: “If anything gets between him and his precious fruit stockpile someone is going to die.”
Yeah but like, what's your counterplay there because the dk always gains things from that. No move works like that in smash could you could just spam it
@@pissguzzler9604 Maybe make it a temporary [15 seconds?] Buff?
Incinaror's Revenge stacks on itself (to a limit), and last indefinitely to my memory unless you land a hit, get K.Oed, or get grabbed.
@@levin_sword8297 yes but the incinerator counterplay is if you see that moved onto hit him
@@pissguzzler9604 It should be more of a counter. If he gets hit then he will punch a lot. Like his current final smash but with command inputs to balance it out. If you don't press too many times, then he does 1 weak. You can do a max of 50 strong punches but that takes a lot of practice.
@@StoryTeller796 how much max damage would the strongest possible thing do?
More than anything, this video made it clearer to me, more than ever, that every Smash fighter has at least one incredibly passionate fan. Pyrrhickong’s love for the DK series really shows, and it’s great to see. I, personally, am a big fan of Little Mac, and find it funny how his status as an insignificant underdog that no one but Doc believed in was unintentionally carried over into Smash by making him the worst character in the game. But yeah, every character has supporters like this; I can guarantee that there is at least one Wii Fit Trainer superfan out there who may think that the character has some wasted potential. Ultimately, however, every character’s design has at least some love and thoughtfulness put into it, and I think we sometimes take that for granted. If Donkey Kong was designed and thrown in carelessly, he wouldn’t have the Kong Karry or Hand Slap. Could some fighters be better? Of course. Little Mac doesn’t use Stars or Star Punches, his signature move from the two most important games in the series (NES and Wii), and super armor on his smash attacks contradicts the series’ very design of dodging and weaving as opposed to brute forcing your way through. But he’s not designed thoughtlessly, and neither is any other character; I think that is something worth appreciating.
Oh dude, I absolutely agree - I wouldn't have mained the big ape for two decades if there wasn't something there. I don't think DK's design is thoughtless, but it's very clear he was made to fill the role of 'big body' in 64 and evolved past that rather than in service to the character (the same way Mario was designed with the basic shoto archetype of modified hadoken/shoryuken/tatsumaki as his specials to be the 'all rounder' ). I've seen arguments for keeping DK 'simple', but then he's got a weird grab game that stands in contrast to that. It's not that I necessarily think he's poorly done, but that he services being a Smash Bros character more than being Donkey Kong. I do feel Little Mac is in service to his 'ground fighter' gimmick more than to his series as well (big armored punches you gotta dodge then counter and find an easy knockdown for is a Punch-Out boss's MO more than Mac, who's a dodgy guy with strangely bad evasive options in Smash), but that doesn't make me find them 'thoughtless' or 'bad'. I just prefer Smash as a celebration of the series it represents first and a fighting game second, and I love DK... well, enough to recommend which songs from the cartoon are the best!
... and for obvious reasons do kinda really love this interpretation, as much as I LOVE using grounded Spinning Kong in Ultimate.
@@pyrrhickong I am a King Boo fan and a Mii fan and a Bowser Jr fan.
The Miis don't reflect the fact that you can create different playstyles and discover new ways to design a character. Like a way to create your own fighter. I would love more classes, a mix and match customization mode, and costume movesets, which are the original movesets with the special customizing involved into the costumes.
Bowser Jr. Has an idea of how he could work but his games present something more fun. Where is his Paintbrush, the explosions, the RNG, the temporary flying (the Koopa clown will explode, and anyway with Bowser Jr's hurtbox you would never want to SD by camping near the blast zone and anyway you would also be easy to edge guard off stage because Bowser Jr can get knocked off his koopa clown), just fun extreme stuff? Just fix him.
@@StoryTeller796 For better or worse, I feel like Junior was designed as a rep for the New Super Mario Bros games and 'Mario enemies' in general: a lot of simple and straightforward arcs with obvious tells, the ability to send out Mechakoopas to patrol ground, and just generally a floaty, but tame cartoon moveset. He is representative of the period of time he was made a fighter, as he is very much "the Mario series circa the mid 2000's" - zany, goofy, and undeniably tame and safe. And transitive so that he could get the other seven Koopalings in (which, unfortunately, I feel are a big part of his inclusion, and why he doesn't have many Brush-related techniques or even anything imitating his dad).
Miis, however, I think are fine. There comes a point where you gotta compromise between 'making infinite possibilities' and 'making a fighting game character'. Having to learn every match-up for every custom Mii, even in a casual setting, is an absolutely daunting task. Leaving it to just a few custom move variations is far more manageable from that perspective. I mean, I'd personally prefer them to be based on actual Mii-related recreation games than be attempts to get other characters to poorly imitate the movesets and playstyles of Smash characters (the lack of personality between the Falcon Punch and Mii Brawler's equivalent speaks volumes to this), but I think going TOO far can lead to a bit of frustration. It's finding that balance between 'reference' and 'okay but how do they actually work in the game' that I find so precarious, but so rewarding when it's done right.
King Boo's good taste, though. No complaints.
@@pyrrhickong Okay. You do have a point and I 100% respect and agree with what you have to say but now do you know if you never played them this way? Also, the Koopalings can have their own movesets. Also, I thought what you were going to say was was that I was crazy to like King Boo since he is crazy in the Luigi's Mansion series so I am glad that you actually said that I have good taste. That is comedy! I appreciate that you analyzed and informed me!😁 A great many thank you's!
@@StoryTeller796 I.can only go off of what I know from other fighting games with customizable movesets, and I think based on that info it'd be very difficult. But I know it'd be REALLY time consuming. Totally agree to disagree, I just think I'd rather have one "Mii" moveset, maybe with variable specials to represent different personality types, and then spend time making, say, a Funky Kong echo fighter or something. I would totally agree with you if it were, like, a Joy Mech Fight (Sukapon's game) sequel where Miis are playable fighters, though!
Same with the Koopalings, that's just a LOT of time that'd have to be spent on their individual movesets. I see the current design as a compromise so we can get more characters in that aren't Koopalings.
No prob, thank you for the reply!
We need that Improving: The Pokemon Franchise vid
Yeah a lot of the choices for the specials are not accurate to how they're supposed to work at all
You could aim the moon, and it covers maybe half the stage, but it takes a while to get down there allowing you to try and throw your opponent over to the half that the moon is on.
For DKs final smash
While I don't think that these two have bad designs in Smash, I would definitely love these designs too.
i love the idea of a tag team fighter in smash
that beig said, if diddy's side special is a cartwheel because the move doesn't work as a dash attack, why doesn't that apply to donkey kong as well?
Duke and Pyrric: DK needs to show his personality!
Sakurai: mmmmmm. monke.
Diddy:
For his neutral special, he weilds a
G U N
For his Neutral Special,he wields *2 GUNS*
It would be great if you could improve Mewtwo in Smash. He's the most powerful pokemon on the roster, yet feels like one of the least special.
Not just that, but he honestly feels kinda low power in his attacks. I understand that he's got some craftiness to his kit, with a free stun move, and a reflector, but he just feels less powerful than Incineroar, who by contrast is less powerful due to having nearly no recovery, but feels strong due to attack impact and launch power.
Honestly my dream version of DK would have him saying the "okay" from DK 64 in one of his taunts... I always loved that sound effect
Kirby really needs one of these videos. He’s the character that’s main gimmick is all of his unique powers, so why are only about 5 copy abilities used in his kit, and the rest are just kicks?!
I was going to argue about how DK's Final Smash is accurate to his self from Jungle Beat. But can't deny that him punching the moon as his FS is a whole deal more interesting. Aside from that, the barrel idea would work better and a Side B while keeping the Ground Smack as the Down B. Far more intuitive
For Diddy, *definitely* agreed with the suggested change to the peanut pistol! Why it functions the way it does right now instead of more accurate to DK64 is beyond me. And the idea for the jetpack is far more intuitive. But I cannot disagree enough with the Down B idea. Way too drastic a change and way less fun to deal with than that banana. I'd sooner have Diddy's Down B be his guitar from DK64, attack enemies with soundwaves and possibly buffing up Diddy's attacks (like how Victini and Xerneas do)
For the next "Improving Smash", I'm gonna jump on the Sonic train lol Cause I favor him, but he's certainly the worst represented third party Smash character. Of course, that's assuming you care much about Sonic to begin with 😅
Surprisingly, the Skylanders games give DK a similar moveset & personality to the one you suggested. Fun filled brawls with Barrels & Bongos! Though his "final smash" (for a lack of a better term) is him summoning arcade girders & ladders from the sky while punching things with barrel boxing gloves.
I would say that Skylanders adapts both DK and Bowser's personallities very well, although aside from a few things in DK's moveset, the movesets they have aren't that accurate.
“The rabbit hole of DK Lore,”
*shows DK rap*
For redesigns like this, one of the gripes I’ve always had was “but what about the original fans of this character?” I’ve come up with an idea:
Make clones of the unedited characters! Black Shadow could copy Melee/Brawl Ganondorf, preserving their moveset for their mains while giving the originals the justice they deserve!
Samus could have the SA-X, a terrifying clone of Samus that never quite feels right, would be perfect for Smash 4 Samus’s Moveset!
Donkey Kong could have Funky Kong! Stuff like that would be great!
Umm, we already have Dark Samus to fill that role.
Nah, Dark Samus gets phazon stuff, floating, other stuff to make her feel more like her.
Funky kong would fit the old dk moveset even less. Just get rid of the old one.
@@gunned_ They should add Manky Kong for the old moveset.
Good idea.
can we take a minute and talk about how amazing this thumbnails are
Thumbnails on point
That Jungle Beat music is sooooo damn nostalgic! Ah! I'mma die....
I generally like the usage of the music here. It adds a lot and fits really well in your usage.
I feel like the dongcopter could be added after DK get's out of the barrel. To keep the classic attack, while still having the barrelblast.
I personally love the helicopter. Its funny as hell. Also if DK could recover, yikes...
"We are gonna be talking about a series i haven't discussed on this channel yet"
"...including anything more from it..."
*Fire Emblem music plays in the background*
hmmmmmm....
You should tackle Wario's moveset and how to improve it. As fun (and hillarious) as it is, it just doesn't feel like I'm playing as Wario.
Finally, someone else who points out the weird bestial-krazed king mix with K. Rool! It's been bugging me since day one that they chose his dash to be a charge on all fours, didn't use his iconic Kremling sfx and then decided not to play more with the croc design by giving him a biting attack or a crocodilian death roll, but I'm still rather thankful for what we've gotten as well as your videos in general. Thank you for everything and the fun 'n enjoyable take on how the Kongs should be, Duke!
So basically the Duke of Dorks wants to remove the banana and make Diddy more punishable...
Tell me, who hurt you?
3:25 Technically speaking, that DK was actually Cranky.
Keep. This. Up. Absolutely awesome concepts that I think really do the Dk crew justice.
I really hope this is the direction the next Smash game takes, updating older fighters to really make them feel like themselves. This series really scratches that itch and I hope to see a lot more of it in the future. You’ve earned yourself a new subscriber.
As much as I want DK to be redesigned, it probably won’t happen because he hasn’t been changed since 64
Also plz, Kirby next
that downB on diddy would be the most busted thing in the universe for tournuments
you would have to kill him twice considering anytime hes as a dangerous percent,he would just chose not to be and be dixie
Donkey Kong’s ground slam used a down + attack input in DKC, moving it to side special makes no sense at all. That would be like moving Link’s dair to fair and giving him another down air.
Yes! This is a great recreation of his moveset. The old characters really need to be updated. I think DK's up special should be his balloon though, since it is actually used for recovering in his games as opposed to his barrel. It would be a cool reference.
DK's down special sure is intresting *waits till the animation ends and then gets my punish*
I think K.Rool having some more vicious elements to his character works; this *is* the same character that tortured Donkey Kong by shooting him with cannonballs and also tried to commit island-wide genocide with a laser beam, after all, he's a bit of an unhinged loon.
The important element is that K.Rool also *_FEELS_* like K.Rool. He's got the blunderbuss, the helipack, the krown toss, all the moves you'd want him to have. He's expressive, maniacal and plays _exactly_ like you're controlling an actual K.Rool boss battle. Diddy and DK both fall short of that.
Fair point. I guess for me it just strays to far into the "feral" category without having enough intelligence behind it to feel properly maniacal. I definitely LOVE the unhinged aspect, it just needs a tiiiiiny bit of purpose to be perfect. Make the taunt an uncontrollable laugh or something, I dunno, still a 10/10, top 5 in Smash design overall.
@@TheDukeofDorks
Bruh, the Donkey Kong jungle climber k rool boss, has a descent evil laugh and also a cool rolling attack, you should check it out.
I REALLY want dixie in smash, even if she become a diddy echo fighter, rare family need to be reunited! #DixieForSmash
Smash in general makes these characters...angry, like Mario
Kirby's expression differences between Japan/USA.
DK final smash idea: with the same range as his current one, he tries to grab the opponent. If he does, he throws you into the ground so hard you bounce onto the bottom of the moon, with DK charging his punch at the top. If he's in mad banana mode, he shows a reeeealy mad face. If not, he's doing his normal "haha gotcha!" Smile. You (along with the moon) are blasted back on stage with anyone caught under it dealt big damage.
Diddy And Dixie would break the competitive scene lmao
This idea would be great if both lil monkeys share the damage percent and stocks, just like Pokémon Trainer
Great vid 👍
I keep seeing this claim and I do not understand it. They've still got the same amount of stocks as everyone else, they can just swap between their current one and their next one to try and preserve their lives. Not much different from how MvC or DBZ Fighterz handles the mechanic. Could you elaborate, fill me in on what I'm missing here?
Ok so, lets pretend I'm playing as Diddy, in my first stock I was able to survuive untill 130%, and suddenly I swap to Dixie and I'm at 0% again? (Pretending I did not use Dixie the entire stock)
Now my opponent has to fight against me from 0 just to try once again, take my FIRST stock and if the match was at the same skill level, I just can kill my opponent at when he's just starting to actually play the match. This repeats for 3 stocks
To make it clear, it's like playing Mario Kart, but you have to complete 6 laps, and the Diddy/Dixie player only has to complete 3 laps. Not a balanced idea at all
@@emiliowalls192 You're missing a fundamental aspect of this mechanic here, though don't feel bad as I did a poor job explaining this in the video: Diddy and Dixie don't get a stock apiece for every stock other characters have, they have the same amount of stocks to work with like everyone else.
Say this is a 3 stock match. You get Diddy to 130%, swap to Dixie, and like you said you're back at 0%. But you are now at zero on your *second* stock, you've skipped forward in the match a bit to preserve your first stock a little longer. Once you lose that stock and Diddy quickly dies afterward, you only have *one* stock remaining in this three stock battle. This doesn't give them double the stocks of everyone else, they're sharing the same amount of stocks between two full characters.
Think of it like how Marvel vs. Capcom character swaps work, or Dragonball Fighters. You're not getting extra lives at all, you're simply keeping them from dying a little bit longer.
As an FYI, his final smash is a reference to Donkey Kong Jungle Beat. That said though, having him punch the moon or use his finisher after defeating a boss in the modern DKC games is far more expressive and much better overall. Well done
I actually disagree with DK having a barrel toss in his base moveset. His cargo throw carries that mentality while sticking with his character archetype of a brawler. Instead of a barrel toss, I think I'd make his side-special a barrel slam, rather than a headbutt. He pulls out a barrel, rears back with it, and slams it down on the ground, shattering it. In the air it's a falling projectile, but on the ground it buries. Considering how bonkers the range on heeadbutt is, you wouldn't even need to change the hitbox to make it work. I like the launch barrel idea though.
As for Diddy, I can mostly agree with it, although I like the current rocketbarrel. But your character swap idea is inherently broken. Either make it work like Zelda/Sheik in previous games, or don't have it, don't do weird stock shenanigans with it. Alternatively, give Diddy something else as a down-special, I'd like to see him pull out his electric guitar and go ham with it.
So villager f-smash but it can be used in the air as well.
Sounds broken.
How about instead of burying opponents, he traps you in the barrel.
what if the barrel spikes like megaman's down air lmao
Bruh DK's Final Smash is an actual reference to his games
Nice video! Another character I feel needed a redesign to be more faithful is Sonic. They did him dirty in Brawl and he was stuck in that way since.
So... We know we're never getting that many characters ever again, right ?
So how about we make DK and Diddy and tag team ? DK provides the mobility and raw power, while Diddy, on his back, provides the guns and the jetpack.
Wait, Donkey Kong has a criminally low number of reps despite being one of Nintendo's oldest classic IPs with a bunch of critically acclaimed games, and you want to *reduce* the number of DK reps to make more room for FE or Pokemon characters? Gimme a break.
A) The characters getting cut in the future are 3rd parties, not iconic 1st parties
B) make a whole knew character the way you're deciding takes almost as much work as reworking DK/Diddy the way he's suggesting, making the point of merging two characters a moot point.
@@100organicfreshmemes5 What of it ?
First the idea is wild and ballsy. I was expecting this kind of (fair) criticism. Second, doesn't have to be more FE. Could be Shantae, Shovel Knight, Waluigi, Isaac, Majora, Ringfit, a Splatoon 3 rep...
@@KitCloud1 well, my point is not to rework old characters just to make dev time... But also because they need it ! Samus, DK, Ganon and Luigi chiefs among them.
DK needs a redesign and I'm just suggesting a wild idea for it. Now Diddy wouldn't be cut. He would be in as part of DK. And, if we give DK his barrel throw, we could even swifch Diddy for Dixie or Cranky. For even more reps.
@@kunnykuni In an ideal world where infinite complexity could be applied to a given a character in smash, that might be interesting. But again dukes more moderate reworks are more feasible, and its far more realistic/manageable to make all those characters have their own movesets then make them a part of DKs.
Tag team or not, Dixie Kong deserves to be in smash.
Ikr
You hit dk when he snacking and it’s witch time + dk’s current final smash
So from Sunlight Yellow Overdrive to Star Platinum: The World?
They’re final smash should have Diddy and Dixie team up. And I like the idea of them being a hybrid of Zelda/Sheik and Pokémon trainor.
Holy ravioli this one is good
If I have issues with anyone I love in Smash, it's Mega Man. I mean look at him, how unemotional he is.
While most of his moves are alright, I feel there is a ton of missed potential, like his grab and throws as well as his Mega Buster and charge shot. I feel that could work better as his Neutral Special like most had assumed before he came to Smash.
Super Smash Flash 2 did this, and I feel it could work similar to that. A tool that is just as good at pressuring over a long distance, farther than how it currently is as his Neutral Attack, Side Tilt, and Neutral Air, at the cost of not being capable of flinching or having knockback, and can be charged up for a big heavy hitting attack that would have less knockback than it's current Side Smash counterpart. Just like how the Mega Buster works in his home games. As for his normal attacks to replace it, in crossover fighters like MVC, he has used punches and kicks before.
Of course, I wouldn't want everything to change, his Up Air being the Air Shooter is nice, and his Up Tilt being the Mega Upper is a great callback, I just think there could be a few tweaks as well as a bit more personality thrown in. Like his MVC Taunt for example where he sticks his tongue out an mocks the enemy for example.
In fact, I would gladly put together a document to redo Mega Man in a much more appropriate style. I'll update this when I'm done in an hour or two.
Edit: Finally done. Link in comment.
Sorry it took so long. I spent a lot of time getting the images I needed.
docs.google.com/document/d/1jWqL3u7IpHqKXTif9u2B96MoQIN-XVaHGsT7NJN2on8/edit?usp=drivesdk
@@merchantziro4285 I have a solution for this problem. Introducing, different types of fighters!
For fighters like Mega Man, Inkling or etc, they are custom characters, they have several different types of moves that can be selected from.
Characters like Mario or Minecraft Steve are much more of resource characters, they use items for most of their moves as either enhancement or actual attacks.
Characters like the Pokemon, Joker, Fire Emblem characters and Hero are strategy characters, meaning they have many different types of attacks in or a gimmick that controls their fighting style.
There are fighters like DK or Luigi that fit into their own thing, like Luigi's whole shtick is ghostbusting tools that can trick or setup into more dangerous attacks, DK is a heavy, laid back gorrila that attacks with powerful and quick attacks, only stopping to eat and relax.
@@StoryTeller796 Holy freaking crap that's genius!
Thanks! I thought about this for a good long while but I didn't know whether or not to post it.
@@StoryTeller796 So coming back to this post, are you either a master of predictions or a time traveler?
This video is really enjoyable to watch! I will say that I have other things to say that I don’t remember, but I want to suggest giving dk a limit on his banana down special per stock so it isn’t as frustrating to compete with. Although high level players may be able to balance everything out it would be broken with newer and less skilled players. Also, make the banana up for grabs if you interrupt dk. Thank you for making such great content!
They should keep the ground pound as a down special
The Barrel should be side special its a commandgrab in this version for consistency it should be side special
banana as neutral special
I'm all for making characters from 64/Meelee represent themselves better
Good ideas really but I don't feel the placements of the specials working here
Both yours and his do work but I’d say make the barrel the down special and make the peanut gun a jab instead
I see where you're coming from, but I disagree. The barrel works with or without hitting someone, its a projectile that doubles as a command grab (Similar to K. Rool!) so the neutral special fits it the best. The ground pound in this form works better as a side special, as it is a focused single-hit move that you'll want to follow up with something else. And the banana is too different of a move to work as anything other than the down special. Especially from a consistency angle, the thing is basically a counter
@@TheDukeofDorks okay now I understand the decision I may have overheard that it did count as a projectile a little even though you showed footage of Donkey Kong rolling barrels
@@TheDukeofDorks why not add some RNG as to if it explodes, or something? And the Bananas should have some RNG in bonus effects, with no bonus effect having the highest chance. Other than that, this video is exactly what I would have thought of and you have taken every word out of my feelings! Still hoping that you will review my earlier concepts for other characters.
The Duke of Dorks I agree, though I’m sad to see the coconut not used, you have a lot of cool ideas, a character I’ve wanted remade is luigi, especially his side B and down b, and he has a bit too many moves similar to Mario, even if that’s the point.
I've never wanted a redesign of D.K so much until I watched this video. I love how creative you got with the down B, that would really suit his personality.
Diddy Kong is one of my favorite characters though I love his play style in smash bros, this just sounds so much better. I want Diddy to be more like he is the donkey Kong games.
I want to see Improving Bowser. I always had problems with him throughout the Smash series. Mainly because Kenny James doesn’t voice him
I disagree about the final smash. Donkey Kong Jungle Beat is important to me and that makes that move not bland. The screen effect at the start belies this truth; this isn't just his boss finisher in the recent Country games, this is his Consecutive Normal Punches that you, the player, play out on those bongo controllers.
Weirdly enough I think that a normal barrel throw would represent dk better, in the arcade game his whole thing was the barrel throwing from a long distance, maybe it would clash with his design but it would probably represent him better as a character
3:41 - "Imagine if Kirby never ate someone in Smash, if Yoshi never threw an egg, if Mario never tossed a fireball"
You do realize that in SSB -> SSBM -> SSBB, Donkey Kong never had his signature roll attack from the DKC games, eh? (Though he did have Hand Slap). That was the biggest crime IMO, which they rectified.
DK cannot SPAWN barrels, but he is currently the only character who can jump with them and can use them much more effectively than any other character. They did already address this. Him having the ability to SPAWN barrels would be asenine in both casual Smash, its single player content or competitive Smash due to the insane amount of power that would give DK.
My only problem with that moveset is Donkey Kong punching the moon for his final smash. I don't know, despite starring a cartoon gorilla there was always something uncanny, about DKC, which is compounded since those games have always had a focus on atmosphere and building a somewhat cohesive world. So when at the end of DKC Returns, a game that did its best to return the series to the 16 bit era, Donkey Kong does something as amazingly over the top as punch the moon onto DK Island, it just felt off. The best way I can describe it is that Donkey Kong features cartoon characters living in a realistic world, so Donkey Kong punching the moon felt too cartoony of an action.
Hey, could you make a video about Improving the Mii Fighters? I think there are many ways to make them more customizable, like changing their basic attacks to mimic some of the other Fighters, like using Ganondorf's ~DORIYAH~ F-Smash, or changing them from three fighter slots to one fighter that can be customized to use weapons and movesets beyond just Gunner, Swordfighter and Brawler. Just a suggestion I hope you like
Thank you for finally speaking out about Diddy.
I always felt like he was just as half-baked as DK, but never really commented on it cuz' I've never seen anyone else point out any of his faults like they do with DK.
I had this idea where Donkey Kong would be a tag team character with the other kongs on his back helping him out like in the new games. So he could have a rapid jab with dixie flailing her hair, or cranky swinging his cane for the forward tilt and down air. Just thought that would be an optimal representation of the franchise.
That would devalue other kongs who should be their playable fighter imo. Espescially Diddy and Dixie
Gunned Dixie doesn’t even have any playable form as it is anyway
Duke of Dorks can you do improving Smash Bros Sonic
Seriously we need it
And Also Nintendo needs to revamp sonic to
I only have one issue with the DK concept, Down B. DK has been shown as lazy, but not during a fight. I believe DK wouldn't stop mid fight to start eating.
A possible replacement could be a command grab that references the flurry of punches he does in DK Returns and Tropical Freeze.
Or maybe the barrels at the end of a level in Tropical Freeze, witch could give you a random affect sorta like command selection.
Balloon could be an easily controlled recovery, no clue what the others could be, but I think this would be cool.
God.... imagine being camped out by projectiles from Donkey Kong
I think i would change diddy's neutral b and make it like G&W's neutral. But unlike G&W's neutral b, it would go straight instead of going in an arc.
His Final Smash is a reference to DK Jungle Beat, when you’d fight a boss Kong at the end of Stages
This is ludicrous from a competitive stand point but I enjoyed it
ngl, after thinking about it for a while, Sonic and Donkey Kong would probably get along pretty well. Diddy to an even greater extent
I pretty much agree with everything except the partnership between Diddy and Dixie. I would much rather have her as a separate character.
As far as I can tell, Diddy Kong and Sonic are the only "modern" Smash characters that don't play like they should. And Sonic simply because he was rushed.
Most of the 64 and Melee cast need reworks, though. Fox, Falco, and possibly Captain Falcon and Mr. G&W are the only exceptions.
Although it may be bias considering he's my favorite character, Luigi is one of the ones that need it most. I want more Luigi's Mansion than just grabs and Final Smash, and his personality from those and the Mario & Luigi series, along with possibly his Thunderhand abilities from SS, though Luigi isn't really well-known for that.
For example, Luigi's D-special could easily be what you have for Diddy and Dixie here, only it's with Luigi and Gooigi.
There’s some part of me that immediately wants to shout “YES!” but I don’t feel comfortable doing that since I never thought about the Kongs’ representation in Smash until this video.
The way I see it, maybe the designs have been...around too long and have become staple? I dunno...
That's the case with most smash characters, really: the new ones are built to represent their character and/or game as much as is possible. But the old ones just kinda were brawlers with familiar designs- back when smash tried to take a more grounded approach. It would be too weird if they completely revamped their move sets every game... So they remain dated.
This is great but Sonic of all Characters needs the most work. He has to of the same move and he is always smiling. That’s not the Sonic I Know. Sonic is known for haveing a attitude. Please Do a video on this one.
I'd keep Dk's final smash, but give it more personality. Make it like the ending sequences in DKCR. Let him punch, but also kick and slap, make his moves snappy, give him little to no transitions between movement, and make the final hit super exaggerated; maybe even automatically Star K.O. at 100%.
that banana special for donkey kong is seriously one of the most ingenious ideas i've heard on how to fix him. probably THE best, in all honesty. it's just so... perfect.
15:13 to these days, still my favorite quote from any Fire Emblem game
I like most of the ideas here. The only thing I disagree with is your concept for Diddy's Down-B. While it's an interesting idea, having them share stocks like that, I think it would be simpler and a better representation if, like you initially said, have Dixie relegated to the background (closer to Joker's Arsene than the Pokemon Trainer) until the command is input.
When the Down-B is hit, Dixie would get up on Diddy's shoulders just like in DKC2. Then, he throws her either up or forward if the A or B button is hit, respectively. Also like in DKC2, you can somewhat control her path with some directional input.
If she hits the ground instead of an opponent, she lays there and cries until either Diddy goes to pick her up by simply going where she landed, or the opponent "KO's" her by attacking her while she's down, rendering her unusable for a while until her barrel appears on stage and Diddy recovers her (though the opponent can intervene and reset her timer). If she's thrown into a blast zone without touching an opponent, then she starts making her way back to him and can't be used until she returns on her own.
I feel like DK normal Down B is fine. The barrel idea should be his side B.
Good shit, I am a big fan of this type of video and content. Keep it up! This tape was my intro to your channel, but I will definitely watch your old videos/wait for new ones. Thanks for making great content!!!
I'm watching this video and thinking, "Dang, this guy's editing style is just like RelaxAlax's...."
He edits videos for him.
I get it's a bit generic but DK's final smash in ultimate is a reference to Donkey Kong Jungle Beat, a severely underrated DK game. So maybe instead of replacing it entirely they could add more pazaz to it like a clap shock wave to initiate it IDK.
So we're giving DK a melee shine with a hitbox bigger than he is and it shield breaks?
Hmmmmmm...
I like some of these ideas, but seeing as how I’m actually making a mod for Ult to better design and balance characters, I’ve got a couple comments:
- Giant Punch is canon and is used in DKCR, so I think it can stay, but if I were to add a barrel attack, I think it’d be reasonable to put a barrel throw on Shield B like with Inkling (I think there’s already someone working on that, actually). That way it can act like it does in canon, but you need to use it on the ground which makes it impossible to camp with.
- Love the DSmash idea, I might consider including it.
- Up B change I love in theory, but I think if they were to do it, it’d be a good idea to have it only apply to the air version, while grounded spinning kong can stay. Also, considering how this would negate one of DK’s main weaknesses, I think a barrel recovery would need to have extremely high startup while traveling very far.
As for Diddy:
- I feel like as a fighter, Diddy already is a fairly aggressive character. Because of his movement, and moves, he already feels a lot like a monkey who’s just having fun playing
- Neutral B I love, that seems like something I’d want to implement
- Up B change is great in theory, but I feel like that goes against his aggressive design since it’d make for an amazing camping tool
- Diddy’s Side B is already fine lol
- Down B would obviously be too difficult to implement, especially with current modding limits, but I think banana could probably be reworked in some way. I think him having the ability to trip someone is reasonable, but maybe as a mine rather than as an item could be perfect
I don't fully agree with your take on dk but I wish you great luck in your modding endeavors
Alexander Ratta That’s cute, but I’ve already managed to make some major changes. For one thing, directional airdodging functions completely different, actually more like Rivals than Ultimate. For another, I added a new mechanic that lets you cancel your dash earlier with a shield input, and because of the mechanics of it, you can pivot cancel from a standing position through this. Also, I managed to universally fix multihit fallouts by making one hit bigger if a previous hit connects, which even Nintendo can’t get right.
Ultimate modding is already FAR ahead of Smash 4 modding, relatively speaking, and pretty soon we’re going to be able to remove filesize limitations as well, which will facilitate the ability to add completely new assets, and from there, Ultimate modding is going to be just as customizable as Brawl modding. Even now we can add Giga Bowser as a playable character and change his params to make him balanced (though we won’t be able to give him a Nair, Dair, DTilt, Grab or Shield until Skyline is released).
And no, this isn’t my first time modding.
The Human 2cs Out of curiosity, what don’t you like about it? I’m trying to make sure I don’t alienate people too much so I’m always prepared to stick to vanilla concepts, but if I do end up bringing in a new idea I want to make sure they still like it, so feedback would be appreciated.
@@shieldlesscap6124 Oh, You actually responded! I think I sounded a bit too harsh in my comment and I apologise for that, and when I made my comment I didn't consider that you were actually making a real mod, so I didn't consider feasability of actually creating new content, I was speaking on a conceptual level instead of an actual mod that exists / will exist so fyi if what I say is logistically impossible.
As a Dk fan I don't like how he feels in the game, his specials are so incredibly generic that he always left a bad taste in my mouth even as a child when I first played brawl, giant punch has some nebulous origins and makes his playstyle more offensive by itself, side b is just annoying to deal with and even less based on what he does and up b is just kinda dumb, I guess it was supposed to balance him as a heavy to have such a bad vertical recovery in the first game but now that we have characters like dedede and k.rool I don't think it's justified to have such archaic design on such an important character in history, if I could design him for a new game I'd give him the same neutral b and up b as in the video (noy exactly of course but just as a point of reference) and Idk what I'd do for side b but coconut gun is fine.
Now I want you to know that I made this up for a hypothetical new game that probably will not exist in my free time, this is not a recommendation or a correction since I'm nowhere competent enough to mod anything and it would probably be impossible to implement what I suggested, when I answered to your comment I didn't think you'd see it so I didn't put much thought into it, at the end of the day it's just my personal preference to imagine a completely redesigned DK if it's possible, your idea of him isn't wrong and considering that you're doing is such a monumental task I don't think we can compare what I made up in class because I was bored and your actual design as a person who actually modifies the videogame, still I wish you great luck and success in this and most importantly I hope you have fun and end up satisfied making it as it's the most important thing when it comes to any project!
With kind regards, Olivia
@@shieldlesscap6124 tldr i didn't consider you were actually making changes to the game, and I'm just and internet rando with too much free time
Punching the moon... no... NOPE! I DEMAND his jungle beat beatdown stay
So... why not fuse it?
Punch the fighters on the moon, rapidly, and then one well charged up punch sending it down to earth exploding
Only puts one opponent in the cinematic, bit can ko at... let's say 80%
DONKEY KONG’S FINAL SMASH IS A REFERENCE TO JUNGLE BEAT! NINTENDO EVEN SAID THAT!
It's still out of character
This would make me main Donkey Kong.
For some reason when he said "he'll have the time of his life in a brawl" I smiled
I'd really love this! I didn't realize I wanted this until I saw the move sets. The ability to jump out of the cartwheel would be amazing for sure.