Posted by: MarthTrinity | September 28, 2010

Moveset Graveyard #15

Howdy hoes and welcome to yet another very Warlordian Moveset Graveyard. This week we have two movesets, one that had a whole lot of work on it and one that had hardly any. Funny enough, they both belong to the Crash Bandicoot series and were planned out before the Komodo Bros. The first of these movesets is for the popular boss character Ripper Roo.




Ripper Roo is a boss in the original series of Naughty Dog Crash Bandicoot games, having hastily shifted out of existence with the rise of the PS2, let alone 3. He was the first of the many anthropomorphic mutations created by Cortex to serve him. . .And it shows. While the intelligence of Tiny and Koala Kong was sacrificed for muscle, Ripper Roo doesn’t appear to have any redeeming traits. That said, he’s not –actually- stupid, he’s actually been shown to be surprisingly intelligent, just entirely insane.

Far too insane to actually make use of any of the intelligence. . .And if he was, it’d all been blown out of him from the constant explosions he endures, what with him being the explosives addict he is. Ripper Roo’s arms are bound inside the straightjacket he wears, so the closest thing he has to arms is his long tongue, which he’s far too busy using to cackle maniacally to use to pick stuff up with, hence all he has left to use are his feet, which he’s far too busy using to hop around randomly. The guy just can’t stand still. . .


Aerial Movement: 10

Recovery: 8.5

Jumps: 7.5

Size: 5

Falling Speed: 4

Range: 4

Priority: 3

Traction: 0

Movement: 0

We’ll get to an explanation on the movement shortly. The rest of these aren’t decieving, though Ripper Roo’s second jump is a bit awkward and deserves special mention. He gives off his best Yoshi impersonation during it and kicks for all his might to get extra air. . .But he doesn’t actually gain any extra air, just being a stall in the air. Of course, you can use Ripper Roo’s great aerial DI to move around a good bit for some nice horizontal recovery during it.


As previously stated, Ripper Roo just can’t stand still. But doesn’t that contradict with the fact that he has 0 movement? Hardly. If you leave him idle, he’ll jump in place. While he’s in the air, you can use his massive aerial DI to move him about before he touches down again. Ripper Roo shorthops around by default, you have to press the jump button as he goes up to get a “real” jump. Awkward? Pfft. Have you ever seen Ripper Roo walk in any of his appearances ever? Beyond his throwaway cameo in that terrible PS2 game which shall go unnamed, anyway. . .

Ground moves? You can start them up as Ripper Roo is on the ground, but certainly they’re not all fast enough for him to use before he hops up again, right? You’re absolutely correct. Ripper Roo will continue the grounded input for it’s full duration, and will still hop up and around with you having full control of his DI during it. The exception is Ripper Roo’s grab, which has him hop in place while he waits for you to tell him where to throw the victim.

But we’re just getting warmed up here. . .Whenever Ripper Roo lands on the ground, he spawns a TNT tile where he touched down that covers a minimum size SBB block. How many seconds until the tile goes off is shown on it, starting at 6 seconds. When the countdown hits 0, the tile blows up in an explosion the size of a Party Ball, dealing 20% and knockback that kills at 100%, the hitbox lingering on long enough to make it undodgeable. Fire/explosive attacks can cause them to blow up early. . .Including explosions from other TNT tiles, allowing you to form a chain reaction of the tiles if you lay them close enough together.

But of course, Ripper Roo is at the end of the trail of TNT, so it becomes a game of snake as Ripper Roo has to avoid hitting his tail. Of course, most stages aren’t long enough to allow him to do that and the 2D aspect of Smash limits him further if there aren’t any platforms, so Ripper Roo will want to make sure he’s up in the air when the TNT goes off to avoid being caught in his own explosion.


Ripper Roo’s cane laglessly appears directly under him if he’s in the air, renewing Ripper Roo’s first and second jump (But not his Up Special, of course), his first jump taking him off of the cane. He can’t perform any attacks while on the cane, so it’s essentially just a free platform to use. After the cane goes off the bottom blast zone, Ripper Roo can’t generate another cane for 8 seconds.

If used on the ground, the cane sprouts up from the ground under Ripper Roo and propels him up into the air to be on top of it (It’s Ganondorf’s height). While he still can’t attack while on top of the cane, his movement is normal as he moves about on top of it like a pogo stick. Ripper Roo doesn’t generate TNT tiles as he moves while on the cane, and he’s also high enough in the air that he won’t be hit by any explosions from the TNT (Albeit he’ll be knocked off the cane and take a bit of set upward knockback).

The cane is semi-solid (It can be dodged through), so you can use this as a means to push foes back towards the TNT while still staying perfectly out of harm’s way. Just keep in mind you can’t attack and that any attack on you or the cane will knock you off of it. If the cane was attacked it’ll take the knockback of the attack while you’re left in the air. If you were knocked off the cane directly, the cane will just fall over. Ripper Roo has to be next to his cane to use it once it’s been spawned, much like Wario’s Side Special.


Ripper Roo stomps down in a standard fast weak stall then fall not unlike Zamus or Sonic’s, but goes directly downwards rather then at an angle. Upon touching the ground, he’ll spring up 1.5X Ganon’s height from the ground. With consecutive uses, Ripper Roo goes up a Ganondorf higher into the air then when he used it last. He’s still allowed to use other aerials to get “consecutive” dairs to go up higher and higher, so long as he uses the dair before he lands on the ground. Landing on a foe has the same effect as landing on the ground for Ripper Roo, albeit the foe gets footstooled and takes 5%.

Obviously using the dair en mass is a good way to stay up in the air away from all the explosions down on the ground, leaving the foe down on the ground to deal with them. When they come up after you, you can use another aerial or just spring off of them. Ripper Roo is an awkward aerial combatant in that he loves being in the air, but he hates the foe being in the air.

Ripper Roo can also use the dair to spring off of the cane he spawns with his Up Special. The cane has an incredibly slow falling speed, and if you rapidly use the dair on it you can gain some significant height off of it to give Ripper Roo a decent recovery. Of course, the foe can come over and knock the pole away so you can’t keep dairing it. . .But then you can just dair them instead as they try. Gimping Ripper Roo is very possible, but also very risky.


Ripper Roo starts spinning around, his body a weak priority hitbox that deals 5% and weak knockback, near lagless to come out and you can come out of it instantly. A pretty decent GTFO move on it’s own, but if you hold A Ripper Roo will continue to spin, going faster and faster the longer he stays in the air and building up more and more power/priority. After having fallen 8 Ganondorfs, the power maxes out at 25% and knockback that kills at 120%, though the time where Ripper Roo’s body is this powerful is obviously very limited before you hit the ground. Scary stuff, much less when combined with how good Ripper Roo is at getting up into the air. While you can cancel out of this to still go higher and higher with dair, it gets slightly laggier to cancel as Ripper Roo spins faster and faster, meaning if you want to keep going up higher and higher you’ll have to cancel the nair before it gets to full power.


Ripper Roo gets on his back and starts rapidly starts kicking with his feet (Meaning he won’t automatically jump while he performs the attack), one kick per press of A. It only takes 0.1 seconds to perform a single kick (Albeit there’s .18 seconds of lag to enter the stance), each kick doing 1%. This actually is surprisingly hard to DI out of and can provide for good damage, but has a good .4 seconds of ending lag to come out of and Ripper Roo automatically jumps up after said ending lag to boot.

Going off on something entirely irrelevant, Ripper Roo’s cane takes knockback once it’s lying around on the stage and he’s abandoned it. If an attack just does flinching rather then knockback, it’ll cause the cane to stand up slightly off the ground (Before gravity has it fall back down…). With the right amount of flinching, it’s possible to get the cane to stand directly upright. . .Assuming you don’t knock it over the other way trying to do that.

Oh wait, this jab does flinching knockback, doesn’t it? That it does. Trap a foe between yourself and the cane and just rapidly kick away. You’ll kick the cane, causing it to get knocked up and form a makeshift wall for you to kick the foe against, preventing their escape. Of course, you’ll have to not kick at maximum speed to avoid knocking the cane over and getting rid of the wall, minimizing your damage input to about 5% per second rather then 10%. Still it can go forever, right? Unfortunately not, as the ground you landed on to perform this attack on will have a TNT tile which will explode and hit both you and the foe. . .While you’re on even terms with the foe in getting blown up alongside them, you get 30% out of the deal.


Ripper Roo puts his head to the ground before hastily thrusting it up as he automatically jumps up, making this a fantastic launcher on a grounded foe, dealing decent (but set) vertical knockback and 7%.

But why would you want to launch your foe into the air? Ripper Roo likes his foes grounded, does he not? Well, your target isn’t the foe. It’s your cane. This is a nice way to launch up the cane. . .And it’s semi-solid, remember? If the foe’s standing on it, they’ll be sent up flying with it. . .But why do we want them in the air again?


Ripper Roo flips to go upside down in mid-air instantly, then does 5 rapid kicks upwards that do 3% and microscopic set upward knockback each. The duration’s the main “lag” of the move, and even that’s only .3 seconds.

Aside from just being a fairly fast move you can throw out with little thought, it’s not a very useful move to use on foes, but they’re not your target. . .That’d be your cane. When you hit the cane in mid-air like this with 3+ kicks you’ll start making it spin around rapidly, it becoming a hitbox that deals 5% and very weak set knockback away from where it hit you. It keeps spinning until it hit the ground.

If a foe was standing on the cane, they’ll essentially be chained into mass hits from the cane as the solidness of it prevents the knockback from sending them away from the hitbox. Aside from making a decent grounded trap that foes will want to avoid (That is, the threat of you utilting a grounded cane and following it up with this), you can set this into motion without a foe to make a brief aerial trap – it’s not high in the air, but that’s the point, it’s just high enough that it prevents them from going up into the air to avoid it. Aside from utilt being your way to launch the cane into the air, it also helps in keeping the cane from hitting the ground so it keeps spinning.


What, you expect him to grab with his feet? Get his arms out of the straightjacket? If Yoshi can use his tongue, so can Ripper Roo. It’s a fairly standard tether grab like Yoshi’s. . .Except that, y’know, it actually functions as a tether.

The important thing about the grab itself is that it can be angled, and if angled downward at a TNT tile Ripper Roo will pull up the TNT out of the ground with his tongue. See, the TNT tiles aren’t actually tiles, but crates of TNT buried underground. . .After grabbing a TNT crate, you can still pummel/throw the TNT crates as normal, but obviously throwing them has different effects then throwing a foe. . .


Ripper Roo stomps down on the foe, then springs up off of them before immediately plunging down to stomp back on them again. Ripper Roo does this a grand total of 9 times in half a second, doing 1% per stomp. With each stomp the foe gets more and more squashed until they’re eventually buried in the ground. . .Which means Ripper Roo automatically generates a TNT tile over them. After the throw is over the foe climbs back up out of the ground. . .With the TNT crate on their head, much like Crash Team Racing (THE best racer ever made). They can still awkwardly attack normally with it on their head, but to get it off they have to jump 5 times to make it go flying off. Considering they only have 6 seconds, this can be a rather annoying task to accomplish, much less with Ripper Roo tripping/knocking them down and what-not to prevent them from jumping.

If used on a stray TNT crate, Ripper Roo only does 3 rapid stomps to stomp the crate back in the ground.


Ripper Roo rears his head back for .15 seconds of lag before thrusting his head and tongue forwards, his tongue covered in drool that gets flung forward as far as a Battlefield Platform. The drool has a pushback on par with Mario’s weak FLUDD, making it a nice tool to push foes towards exploding TNT. Granted, given how weak the push is, it’s better to take advantage of how it basically makes foes freeze in mid-air to keep them there rather then to actually push them into it.

This is a two part ftilt like most neutral attacks are. Upon a second press of A, Ripper Roo belly flops forward over .2 seconds then slides half a Battlefield Platform upon hitting the ground, his body a weak hitbox that deals 6%. If he goes over the part of the ground where the drool landed (Meaning you’ll have to time this so he belly flops forward as he jumps up into the air, it doesn’t last long), he’ll speed up a good bit and go forward half the distance of Final Destination. This is a good way to get away from the inevitable explosion, assuming the entire ground isn’t covered in TNT tiles, and Ripper Roo trips any foes he passes.


Ripper Roo chomps the foe for 2% a pop. Nothing to see here.

If used on a TNT crate, Ripper Roo devours the bloody thing, ending the “grab”. Ripper Roo can do everything as normal with a TNT crate devoured, but the countdown keeps going on before the explosion occurs (Which can still hurt foes). Aside from an impractical suicide KO option, you can spit the crate back up by inputting any of your inputs involving your mouth/tongue (Such as your grab). Ripper Roo flashes red during the last 3 seconds of the countdown of the crate inside him.

Ftilt is the exception to this, as the first part of the move will still just fling forward the drool as normal. On the second use, Ripper Roo will cough up the crate and it slides forward an identical distance with the same speed/power Ripper Roo has when he belly flops forward. If it lands on a foe they’re treated as if Ripper Roo used dthrow on them as the crate gets stuck on their head. If it hits them as it slides along, they get tripped and dragged along with the crate until it finishes sliding forward, which is a pretty easy way to hit with the crate if the countdown’s about to go off.


Ripper Roo extends out his tongue to the fullest as he starts swinging himself around the foe in the background planes in an acrobatic fashion. After half a second of swinging around like this, Ripper Roo thrusts the foe upwards into the air a Ganondorf above him. If you release the button you pressed for the input here Ripper Roo releases them as he thrusts them upwards for 9% and vertical knockback that kills at 215%.

If you don’t release it, Ripper Roo continues swinging around the foe, this time swinging around in the X and Y planes, still constantly capable of constantly being hit by any outsiders. Whenever you release it at this point, Ripper Roo will let go of the foe and go flying off 3 Ganondorfs in the direction he was currently swinging in, making the foe go into helpless and making them trip upon hitting the ground. Just make sure you let go of the foe before they fall back onto the ground – they’ll land on top of you and deal 10% to you.

What you wanna do is to launch yourself upwards away from any explosions on the ground while the foe is stunned for a brief bit. In addition, the invulnerability during the first part of the uthrow can save your *** from being caught in an explosion alongside the foe if you have them grabbed right next to some TNT.

If performed on a crate of TNT and you don’t release A to simply throw the crate upwards as a projectile that deals 10% and knockback that kills at 200%, then rather then swinging around the crate some more before launching off of it he simply swings around to get on top of the TNT crate. From here, you can re-grab the crate and perform another Uthrow to get higher up a good deal faster then the crate falls. . .There’s no limit to how high you can go, but eventually the crate you’re using will explode so you can’t infinitely stay in the air.


Ripper Roo swats his tongue forwards very quickly as a weak hitbox that deals a mere 4% and terrible set knockback. If you continue to hold A during the (bad) ending lag, though, Ripper Roo will keep holding his tongue out. You’re still able to control Ripper Roo’s movement as he holds out his tongue as normal, though you can’t do any other attacks until you let go of A.

So what is it? A lingering hitbox? Nay. It deals no damage or hitstun, but if a foe makes contact with his tongue (Even if they hit Ripper Roo out of the attack in the process) they get covered in drool for 5 seconds, which makes them trip whenever they try to use their first jump, leaving them stuck on the ground with all the TNT and unable to knock TNT off their heads.

The way to use this is as a mobile wall of drool. Bring out the move when you’re in the way of somewhere the foe wants to go. The most obvious example is a recovering foe, but if they’re attempting to escape from some TNT, force them to go through your tongue and get covered in drool so they won’t be able to escape your next batch. This can also be used to discourage approaches from the foe if you’re trying to run away.


Ripper Roo licks the foe en mass, salivating all over them. After he’s done, he slaps them away with his tongue weakly to deal a measly 5%. This is rather laggy, but leaves them absolutely covered in drool for 10 seconds, having an identical effect to the drool in the fair.

Using this on a TNT crate delays its’ explosion by 5 seconds, which is a net gain of 4 when the lag is taken into account. This can give you more freedom to have stuff to use uthrow on the crate/to move around with it stomach.


Ripper Roo brings his heads upwards, rearing it back during the starting lag. By the time the start lag is done, Ripper Roo will of jumped into the air again and will sweep his tongue underneath himself, covering himself from below with a disjointed hitbox that deals 8%. This has a somewhat long duration, making Ripper Roo punishable from above. . .But Ripper Roo already has tools to keep the foe grounded, not the least of which are his fthrow/fair. If you’re not as worried about your own well being after having landed the fthrow/fair, you can try to pressure the foe with this rather then fleeing from them.




After chapter 5, we cut back to the arena area to find that Wily survived the blast from Black Doom and is weakly crawling along in a pathetic heap up to a base. Upon getting there he forces himself to get up, dusts himself off, straightens his tie, then presses a key code sequence to enter the base where CORTEX is sitting up in a command center surrounded by computers. Wily goes to silently slink off for Cortex to turn around and roll his eyes. Wily just shrugs innocently.

“I apologize for trying to hide my failure, Cortex. . .But in any case, Doom should’ve taken more care in finishing me off. I have some important information that could very well let us take him out.”.

“Good lord, we’re already on his blacklist as is, we don’t need to hasten our demises even further. . .”.

“Rare for you to think so practically, Cortex. . .”.

“I could say the same.”. Cortex motions off to blueprints for Faberg’e Egg Man in the distance. . .

Wily looks about warily, folding his arms behind his back. “Now now, let’s not turn this into a petty series of personal attacks, Cortex. . .Just hear me out, will you? I suspected as much that I’d get rejected as you were, so I did my research, got some blueprints of the place and what-not. There’s a particularly nice place we could use to snipe him –and- Eggman. . .Those animal men of yours could prove useful. . .What did you call them? Pinstripe? Dodongodile? They’d be perfect for a job like this.”.

It’s now Cortex’s turn to look about warily. “Well. . .Errr. . .You see. . .Most of them rebelled. . .The only ones left. . .Are. . .Well. . .Too stupid to leave. . .”.

TINY hastily comes into the room and roars at this comment for Cortex to hastily shake his hands and back away. “I wasn’t referring to you, of course, Tiny! I was talking about that idiotic Ripper Roo. . .”. RIPPER ROO stomps down on Cortex from above, crushing him in a cartoonish fashion before he goes back to his regular state in an equally cartoonish fashion. Wily chuckles at this. “See? This is why I prefer building robots. . .”.

Cortex dusts himself off and sighs before turning to his minions. “Look, you’re not useless, alright? I have a very important job for the both of you. . .”.


After the first regular level of chapter 6, Tiny and Ripper Roo can be seen in Mute City together, Tiny scratching his head as he struggles to try to decipher some directions. Tiny shows the directions to Ripper Roo, who is busy cleaning out his ears with his tongue for no particular reason. After a brief look at them, Ripper Roo turns the directions upside down with his foot, laughs, then gives them back to Tiny. Tiny gets a “eureka!” expression upon looking at them this way and starts going off in a new way, Ripper Roo happily following along.

Cut to the opening scene of the Joker’s first level. At the end of the cutscene, it carries on a bit with the Joker firing his bazooka around before cutting back to Tiny and Ripper Roo, at which point Ripper Roo lifts his ear up to faintly hear the explosions then claps his feet together excitedly and hurries off towards the sound of them. Tiny follows after Ripper Roo until they find the Joker, at which point Ripper Roo laughs and starts spawning TNT everywhere. Tiny looks excited at first as he picks up a random citizen and gets ready to pulverize him, but then drops him as he notices the directions in his other hand. Tiny goes over to Ripper Roo and points at them hesitantly for Ripper Roo to just laugh maniacally and eat them. Tiny shrugs and picks up another random citizen in his grasp.

Ripper Roo and Tiny are now playable alongside the Joker (Tiny has no explosives to blow up the buildings, but is generally overpowered without Cortex to make up for it) and remain in his party, not contributing that much beyond the Joker shaking hands (Or rather, hand to foot) with Ripper Roo after the first level. The caged Zazu is also significantly more terrified as he not only has to deal with Joker pressing his face to the window, but also Ripper Roo licking it. . .

Tiny doesn’t become a permanent member of the party, however; as after Shang-Tsung is defeated he spies DINGODILE ordering a drink and goes over to him. Tiny gets a thought bubble of Cortex and points up to it, but Dingodile just rolls his eyes and rubs his fingers together, wanting some cold hard cash. Tiny’s thought bubble disappears as he starts looking around for something he doesn’t have – the note from Cortex. He goes back over to Ripper Roo and smacks him in the gut, causing him to cough it up, covered in Ripper Roo’s drool. . .Tiny goes over to show the note to Dingodile, who is too grossed out and just cringes, motioning for Tiny to get it away from him. Tiny just wipes off the drool on the note to point out how much Dingodile will being paid for him to get dollar signs in his eyes and hastily shake Tiny’s hand. Tiny goes off to take Dingodile away, looking back at Ripper Roo and motioning him to come along. Ripper Roo still seems annoyed at Tiny for punching him while the Joker pats him on the back. . .”.


Before the fourth level of chapter 7, we cut back to the arena, where Dingodile is going in to watch some fights as a regular customer. . .He’s significantly annoyed that he has to pay money to get in, going off to look for any alternate means of entrance before eventually giving up. He’s all the more outraged when the actual price-tag is shown and tries to haggle it down before the people behind him in line get impatient and he’s ultimately forced to pay the fee. He looks around at some of the food being offered and drools very slightly before again looking at the price tag and folding his arms in annoyance. However; Dingodile spies a delicious hot dog unattended by a young Black Arm and hastily steals it, devouring it whole. The Black Arm looks over at Dingodile who just shrugs with his mouth entirely full to conceal the hot dog before continuing to go about his business. . .

Dingodile goes into the bathroom and sits on a toilet stall before taking out some blueprints of the place and studying over them one last time to make sure he’s at the right spot, then comes out of the stall and blows a hole in the wall. The blast manages to uncover another Black Arm using another stall, who hastily picks up the blueprints to cover up his privates before Dingodile shoots him down and hastily runs through the opening.

This level is a stealth one, but considering Dingodile isn’t particularly exceptional at stealth the way you go about doing it is by abusing Dingodile’s infinite recovery to hover above the Black Arms. Of course, if you use it too long you take vertical damage and knockback, so it gets annoying to balance not going too high that you don’t die while not going too low to not get detected. The various aerial traps in-between complicate matters. . .Generally in rooms with few Black Arms you’ll want to just kill them all before they can alert the others to avoid taking damage from sneaking by with your recovery.


The next cutscene shows Black Doom and Eggman looming over a barely conscious Sonic who is strapped to a table. Eggman is incredibly excited and showing Black Doom blueprints to turn Sonic into a robot, while Black Doom looks over them and paces about. “A fine suggestion, doctor, but you –do- remember what happened with your last robot, yes? Besides, I have something better planned for him then just making him another Shadow. . .We’ll use him as a way to test the power of the emeralds.”.

Eggman frowns and shakes his head in disapproval, but Black Doom chuckles. “Don’t worry, doctor. You’ll still get to operate on him. . .In order for him to not turn on us when we use him as a temporary vessel for the emeralds, we’ll need to break him so badly that he doesn’t even know who he is anymore. Considering that recent test I put you through, I’m giving you the privilege. . .”. Eggman practically looks as giddy as a school girl at this as he starts looking through all the tools available in the room while Black Doom laughs. Sonic tries pitifully to break free, naturally not accomplishing much in as bad shape as he’s in.

The camera pans out the single window in the room over to another tower in the arena area, where Dingodile is lining up a shot with his bazooka. The camera shows Dingodile’s perspective as he lines up the shot then fires straight at Black Doom, but Black Doom just so happens to decide to start pacing and accidentally avoids the shot without trying. The blast ends up freeing Sonic from his bindings, and he spin dashes past Eggman as he flees out. Black Doom yells in outrage as another level starts up in which you escape the base as Sonic.


Dingodile is seen escaping the base, having missed his chance to take out Black Doom and failing the job. He gets a thought bubble of Cortex refusing to give him his cash and then another of Black Doom strangling him, looking pretty horrified. Dingodile notices Sonic passing by and rubs his chin in thought before going to cut him off and getting in his way. Perhaps he can gain Black Doom’s favor by un-doing this mistake? He points his gun at Sonic as a brawl begins in which you play Dingo.

After the Brawl, Dingo throws Sonic’s body over his shoulder as he continues to look about the base before he sees Pinstripe Potoroo. Getting an idea, Dingodile starts firing his bazooka around like a maniac everywhere before taking away Pinstripe’s machine gun and tossing him his bazooka as Black Doom comes in. Dingodile hastily points his machine gun at Pinstripe and shows Black Doom a thought bubble of Pinstripe attempting to snipe him down. Pinstripe attempts to explain himself, but is hastily cut off by Black Doom talking to Dingodile. “Good, good. Nice to see –some- people actually earning their pay. . .”. Dingodile hands Sonic over to Black Doom as he continues. “You can assist Daroach’s team for now. You’ll be of the most use there. . .”. Dingodile nods to Black Doom and chuckles at Pinstripe as he’s taken away.

Dingodile isn’t immediately seen in the group with Daroach’s group (Which also contains the Joker and Ripper Roo) in the next cutscene, but is with Daroach’s group in all the endgame chapters where he fights against the sandbags.


We don’t hear again from Cortex and Wily until as far as chapter 10, where we cut back to their base again briefly just after Mendez’s level before the first Spadefox boss. Wily chuckles as he comes over to Cortex who’s sitting in his computer chair. “Good job with that Dedededile guy. You’ve given the enemy another capable soldier in their midst.”.

Cortex rolls his eyes. “-You- were the one who suggested it if you’ll recall, Wily.”.

“I got the blueprints, you got the guy for the job. I could’ve done it myself, I just expected you to pull your weight for a change was all. . .”.

Cortex changes the subject. “You’ll be pleased to know that I’ve actually been doing something productive other then making ideas for robots. . .I’ve found out where the man behind Black Doom is.”.

“. . .There’s a man behind Black Doom? Don’t be preposterous, Cortex.”.

“You are just now figuring this out? I don’t know why I ever started my partnership with you in the first place. . .”.

“You should be glad I took you up on it, you know. Where are all of your previous partners? N. Brio? N. Gin? All left you for bigger and better things, that’s what. Anyway, if there’s really somebody even more powerful then Black Doom, why would you do something so stupid as to leave our safety to go attack him? Why not just keep building something to fight him?”.

“Because there isn’t much time left. If we don’t take him out now, we won’t have another chance. I’m not expecting you to come with me, though I –am- expecting you to be ready to carry on without me.”.

“Just as well, Cortex. If you want to donate all of your stationery to me, I’d be more then happy to oblige.”.

Cortex sighs an annoyed sigh before calling out Tiny’s name, then goes over into a teleporter with him. They appear in the same dark dank cave Mendez’s party went through together, albeit in another portion of it and you get to play a level as them. There are a lot of long pits that you can’t carry Tiny across in the level, and thus you have to drop Tiny off early on the platform you’re on, then go across as Cortex, use the separated Up Special to switch places, then go over the pit again as Cortex. You very much need Tiny to survive, what with all the required battles. After the level, Cortiny join up with Mendez’s party.


And Warlord even gave us an indepth look at why he canceled this set and what he had planned for it!


While I had a lot for this moveset, I was at an absolute loss to get -anything- more, and the fact that I only had one really solid Special was rather a big factor. I was planning on generating/turning a TNT crate into nitro as a special that blows up on contact and a green “!” block as another special that detonates all nitro on demand – mainly so he could start up chain reactions.

For Smashes, I planned on giving them all the same charging animation and letting him keep his movement as he charged. Usmash would have him jump up and flee, dsmash would do something like, say, turn TNT he was standing over into nitro (Whee, conflicting with an existing input idea) while fsmash would have him bring foes in with his tongue. The idea was if they predict dsmash they’d stay away and you could hit them with fsmash or flee with usmash, and if they predicted fsmash and stayed away you could take the time to use dsmash.

And I planned on eventually adding the Komodo Bros to the Playing God role – obviously the Komodo Bros didn’t need that tacked onto them and it could just be in Ripper Roo. Yes, this was done before Komodo Bros, and Komodo Bros were made as my second attempt at a Crash set after work on Ripper Roo was looking bleak.


And finally, we have the last Warlordian submission to the Moveset Graveyard, N.Tropy.




Neutral Special – Time Twister

N. Tropy undergoes no animation whatsoever for this move, simply standing in place idly (The clock on his head spins faster, not that you can see it from the standard camera angle of Smash). If you just tap the input, you probably wouldn’t even think N. Tropy had a Neutral Special. As long as you hold the input, though, you’re actually charging. . .

No, nothing happens upon release, but this doesn’t have some arbitrary requirement that magically makes it work. After as much time passes as you charged the move for, you’ll do exactly what you just did, but in reverse as you “twist time”, a clock sound effect chiming. You can’t charge more then 5 seconds. N. Tropy won’t rewind the effects of being knocked back so this can’t save you from such things, but it can, say, take you out of the end lag of an attack to start up the attack again immediately. This also affects all your projectiles you’ve fired, making them go back in the direction they came. If Time Twister expires before you “unfire” the projectile, then the projectile will continue going forwards as if it was fired normally once Time Twister expires.

Up Special – Bridging Generations

N. Tropy lifts his tuning fork above his head as he turns it horizontal, summoning a platform as wide as Bowser underneath himself over .35 seconds. It’s not drop through, but you can go through them from below. For every Battlefield Platform between N. Tropy and the enemy, including one directly under them. This can give you a walk in the park to get back to the stage if the foe is on it, but if they’re gimping you it won’t be of much help. The platforms stick around until N. Tropy next uses his Up Special. This doesn’t respond to allies with or without team attack on, so you can’t just go and stall off-stage with your ally forever.

Side Special – Vaporizer Beam

N. Tropy makes his pitch fork go horizontal, you able to angle it during the .3 seconds of starting lag. On release, N. Tropy proceeds to fire a beam with incredible width. . .Unfortunately that width extends into the background and foreground rather then directly forwards for whatever reason, yet foes can still spot-dodge it for whatever reason. Bah. Essentially you can consider this projectile to have a hitbox as tall as Kirby and as wide as Bowser regardless of the cool visual effects. Considering this never expires until it goes off-screen and moves very slowly, though, spot dodging/rolling this means you’ll probably be hit by it in a lingering hitbox fashion, and it does 20% and knockback that kills at 130% on contact. Oh, and it goes through (But doesn’t damage) walls and anything else that’d typically stop it.

“N. Tropy was before Ripper Roo and the Komodo Bros while I was trying to make my obligatory Crash Bandicoot set. He had promising concepts like Ripper Roo, but needless to say he didn’t get very far. The basic ideas were that he’d camp at the foe from off-stage, then after they avoided the projectiles his Neutral Special would kick in and force them to dodge them again. That and so he could just avoid the horrible end lag of a move or two.”


And there you have it! That’s all of the MasterWarlord movesets I have for the Graveyard and it’s all I have for this week. Hope you enjoyed!


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