Posted by: masterwarlord | February 22, 2012

King Louie (WIP)

KING LOUIE

I wanna be like you

~~~ JUNGLE ANIMATIONS

Idle Stance
With his hands as fists, Louie stands in place hunched over. If left to his own devices, he’ll scratch his ass as an idle animation.

Walk
Louie walks forward by unfurling his hands out of fists and placing them on the ground every time he walks forwards, constantly looping them around.

Run
Louie loses his usual apish posture and stands up straight. Still, he’s not intelligent enough to pump his arms as he runs and flails them about at his sides stupidly.

Crouch
Louie sits. If you leave him down like this long enough, he gains a new idle animation of picking a bug out of his fur.

Dizzy
Louie wraps one of his arms around his head as he staggers back and forth in place.

Sleep
Louie’s upper torso goes limp as he falls asleep, meaning he falls onto his stomach but his legs aren’t that bent. This causes his ass to protrude quite highly into the air as he slumbers, blubbering his lips in his sleep.

~~~ JUNGLE STATS

SIZE ~ 7
WEIGHT ~ 6.5
JUMP ~ 6.5
FALL SPEED ~ 5
RUN ~ 5
TRACTION ~ 1

***

~~~ JUNGLE SPECIALS

Neutral Special – Wanna Be Like You

Louie sings the 5 words “I wanna be like you” from his song. If Louie is attacked during this, this move is revealed to be a counter that causes Louie to perform the foe’s own move back at them, becoming briefly invulnerable. If Louie is physically incapable of performing the move that the foe attempted to use against him, he’ll simply backhand the foe for 9% and knockback that KOs at 150% saying “I thought we had a deal!”.

If Louie successfully copied the move, this causes the Neutral Special to transform into said move for the rest of Louie’s current stock, him able to use it at will.

Down Special – Monkey Minions

Louie claps his hands in front of himself, causing one of his monkey minions to get drawn in front of him. Louie is free to act very quickly after inputting this move, but it takes a second for the monkey to get drawn, during which Louie cannot input Down B again.

The minions have 20 HP and actively pursue enemies at Luigi’s dash speed. Their attacks include a slap of their tails for 6% and knockback that kills at 190%, and a grab that involves them throwing the foe towards their nearest ally – King Louie if there are no other monkey minions. If they throw the foe at another monkey, they will attempt to grab them as they come to them. The grabs can be out-prioritized by anything.

Notably, if King Louie has a copied attack, all of his monkey minions will use it whenever King Louie does.

Up Special – Monkey King

King Louie’s thrown gets drawn under him as he sits down. As it gets drawn, Louie’s nearest four monkey minions will run towards him to try to get underneath the throne and catch it. If Louie’s in the air, they’ll throw the throne upwards 1-4 Ganondorfs based off how many monkies get to Louie in time. Louie is free to act as soon as his throne is formed, and the throne is solid.

If Louie uses this on the ground, then the monkies won’t throw Louie into the air once they get there. Instead, they’ll simply move the throne in the direction Louie’s facing at Ganon’s walk-Mario’s dash speed based off how many monkies are carrying him. Louie is free to attack and turn around. If Louie crouches into his sitting position, the monkies will simply stand in place as they hold him.

The throne has 30 HP, and getting into it again once you’ve left it under any circumstances will cause the four nearest monkies to come running. Inputting Up B with a throne already out will cause one of two things based off whether you’re sitting in or not. If you are, the monkies will throw it up like in the aerial version. If you’re not sitting in it, the four monkies closest to the throne will run to fetch the throne before running towards you.

Side Special – Banana

Louie gets a banana drawn into his hand very quickly. Louie is then able to hold the banana with it doing nothing to impede his moveset outside of his jab, ftilt, and fsmash, as if it were a battering weapon.

Inputting Neutral A will cause Louie to peel and eat the banana, healing 3%, before producing a banana peel that functions largely the same as those in Brawl. If a monkey minion comes into contact with a banana peel, they’ll pick it up and throw it at the foe automatically.

Inputting ftilt causes Louie to throw the banana forwards as a generic projectile, dealing 5% and flinching. More notably, any monkies within 2 platforms of the bananas will dogpile said banana, creating a cartoony dust cloud 1.5X the size of Bowser that deals 15% and knockback that kills at 120% on contact, lasting 2 seconds.

Inputting fsmash causes Louie to peal the banana as if he was going to eat it before he shoots the banana out of the peel 3 platforms worth, dealing 13%. If the foe was facing away from Louie, this does knockback that KOs at 145%. If they were facing towards him, the banana will get caught in their mouth. The foe can input neutral A to swallow the banana whole in a painful fashion (Half a second of lag), healing them of 3%, and can still use all their moves except their jab. If they go 3 seconds without swallowing it or are hit by an attack, it automatically falls out of their mouth. What’s the use? The monkies will form the same dust cloud from ftilt at the foe’s location as they dogpile the foe. If the foe somehow escapes the dogpile, they’ll find that the cloud moves towards them at Ganon’s dashing speed for the 2 second duration.

~~~ JUNGLE GRAB

Grab / Pummel – Man’s Red Flower

Louie reaches downwards to grab the foe’s feet before flipping them upside down, holding them by one of their feet with a single hand, dangling them in front of him. Inputting pummel causes him to shake the foe up and down, dealing 2% a pop. Far more importantly, this will cause a prop used in one of the foe’s moves (The most recent prop they’ve used, to be precise) to fall down in front of him. After Louie throws the foe, he can go pick up this prop if he so desires.

Foes cannot use any of their attacks that involve the prop unless they pick it back up, them getting replaced with generic melee moves until they fetch it. If Louie or anyone else picks it up, all of the moves that use the prop overwrites the wielder’s moves. Getting hit by any attack causes Louie to drop the prop, but if Louie throws the prop at a monkey minion they’ll pick it up automatically. They won’t actually use the prop, no – they’ll actively avoid the foe, and if the foe reaches them they’ll throw it at their nearest ally. Monkey minions will actively pursue the prop if it’s lying on the ground 1 second after the foe is thrown/escapes Louie’s grab so long as someone is not holding it.

Throw ~ Fanged Villain
Jafar’s head and headdress change, briefly, into a cobra’s head. Hissing and flicking out his tongue, Jafar leans back slightly, then strikes forth, with decent knockback for a throw. Deals 3% with 7% poison damage.

~~~ A DARK OFFENSIVE…

A ~ Mystic Cudgel
Jafar brings his staff up, extending it before him. The strike here comes out fairly slowly and is easy to see coming. It deals 2% with almost no knockback. This is useless on its own.

AA ~ Spitting Sparks
Numerous red sparks emit from the cobra’s head on the end of his staff. This part lasts about one second, during which about five hits occur, each dealing 1%. No knockback, obviously. The sparks are small and have low range.

AAA ~ Slither Cudgel
His staff, fully extended, suddenly comes to life, and strikes forward with sharp fangs. Range is the same as his fully extended staff; the snake doesn’t actually stretch. This takes a bit to come out after AA. It deals 3% and has decent knockback, with 2% poison damage. So, if you hit with the whole combo, you’ve dealt 12%. Best used when hiding in a cloud of smoke, to poke out at foes.

Forward ~ Tinder Breath
Jafar puts a hand before his face and blows a thin stream of fire directly forward. This has good range – about the length of a beam sword – but, being directly before his face, totally misses shorter characters. It deals about four hits of 2%, and undulates a bit as it stays out for about a second. Disjointed hitbox, but best used to get foes approaching aerially or to poke out at tall foes.

Up ~ Crimson Winds
Jafar extends his two hands up together. A swirling vortex of wind forms right on top of them as he cackles. If a foe is caught by its disjointed hitbox, you can either do nothing or tilt the control stick left or right. If you do nothing, they’re swirled around for half a second and then launched up. If you tilt, he moves the vortex – foe still spinning in it – to the side and launches them out that way. Either way, set small knockback and 5%. Versatility is key; you can potentially use this near the edge of the stage to toss them off.

Down ~ Stupid Squawk
Iago, wherever he may be, lets out a piercing squawk as he extends his neck outwards as though he were a giraffe. Should a foe be nearby the loudmouth parrot during this time, they will be pushed back quite a distance from the wind backing his scream.  If foes are airborne when they hear the squawk, this will cause them to fall in to a state of helplessness from being startled.

~~~ DARK SMASHES…

Forward ~ Fireball Fusion
While you charge this move, Jafar exhales fire directly before him, molding it into a fireball with his bare hands as he does so. When you release, it flies forward like a comet, fading out sooner if it’s less charged (smaller), and vanishes when it hits a foe. At minimum charge, it comes out in half a second and is pretty tiny, only going as far as a Sheik chain and dealing 13% with small knockback.

At maximum charge, which can be up to five seconds, it goes halfway across FD and deals 20% with very decent knockback. It’s the size of a Samus Charge Shot, here. If you have the time/opening to charge it that much, this’ll be one of your primary kill moves.

Up ~ Deathly Gaze
Jafar turns his head up, and his eyes glow white suddenly. Any foe directly above him – on a narrow line, but infinitely high up – will go into freefall with 12%, able only to use their Up B. This doesn’t affect foes already in freefall. It comes out quite quickly with little lag, but has a bit of wind-down, making it hard to charge up a big punishment. This is best used to chain into a Crimson Winds.

Down ~ Wisecracker’s Crackers
Iago, if he is still perched on Jafar’s shoulders, swoops off them towards the foe. If he is already stalking the skies, he changes his course to follow the foe. Once Iago is within a close distance, Iago will lunge towards them. If he successfully touches them without them dodging or shielding, he will stuff a handful of crackers into their mouth using his talons. This deals about 7% to the foe – a number that cannot be changed, and no knockback. This leaves the victim coughing for a very brief time, though, giving Jafar himself a chance to move away.

However, the charging time affects the number of crackers that Iago stuffs into his foe’s mouth. At full charge, this leaves them coughing for just under one second – quite an amount of time to be standing still in the presence of a dark sorcerer like Jafar…

~~~ DARK AERIALS…

Neutral ~ Pyrophysics
Jafar snaps his fingers and, half a second later, bursts into flame. He remains this way for five seconds, during which time any foe to contact him takes 5% and bounces off; however, this doesn’t prevent Jafar from still taking damage and knockback from attacks. This can be used only once every thirty seconds. Most like, you’re going to want to grab the foe while you’re on fire, where they’re forced to take the extra damage AND get thrown.

If Iago is on Jafar’s shoulders when he uses this, he will scream in pain and start performing his normal flying routine while Jafar is aflame. Notably, Iago will refuse to come back to perch himself on Jafar’s shoulder while he is aflame. This gives the move a secondary use – something you can use to keep Iago following the foe.

Forward ~ Mesmerize
Jafar extends his staff, holding it up high, and then fires a rainbow-coloured wave down from it. Trajectory of the wave is downwards and on a slight angle. This’ll do 4% and have the unique effect of reversing the foe’s controls for five seconds. It has no knockback and a pretty good hitbox, but takes almost a second to come out.

Back ~ State of Suspension
Jafar puts one hand behind his back and mutters something. If a foe is within range – about half a battlefield platform away, and no farther or closer – they’ll be suspended there, helpless. For the next three seconds, they’ll follow Jafar at that same constant distance away. They take 3% every second here. Now, since they’re constantly that same distance away, you can’t really hit them. However, this is handy in team battles, and can also be used to jump back, almost off the screen, to kill them in a most creative but risky way.

Up ~ Iago Loop
Iago swoops up into the air, performing a full loop before returning to his master’s shoulder if he was on it – if not, he will continue moving about the stage. If the foe should come into contact with Iago as he does this, he will grab them by his talons as he does the loop. This deals no damage and the foes are automatically released at the end of his loop – an obvious opportunity for Iago to be punished. However, if the foe is attacked by Jafar during this time, he will drop them. This is something that Jafar can very easily follow up on – attacking the foe while Iago has them in his grasp.

Down ~ Quicksand Spell
Jafar stalls in the air, twisting to point the head of his staff straight down. He then fires a small ball of light straight down. If it hits a foe, he’s knocked a ways straight up and then sent into a freefall, with no damage. However, if hits solid ground, it’ll make a spot almost as big as a stage builder block where there is QUICKSAND! This stays there for up to a minute. If a foe walks over it, they’ll be stuck, unable to move, for a full three seconds, plenty of time to swoop in and punish. You can only have one pit at a time.

~~~ A DARK SECRET…

MAGIC METER ATTACK ~ His Three Wishes
This is a three-part Magic Attack.

1) Jafar calls out, “I wish to be Sultan!” He gains the sultan’s robe:

He then cries out “Guards!” and points forward, causing a lone guard to appear on the screen, chasing foes like Samurai Goroh, but quicker, and with stronger slashes dealing 15% and okay knockback. Every further time you tap B, another shout happens and another Guard charges onscreen. However, every time you do so, there’s a slowly increasing chance that the Final Smash simply ends, and you don’t get your next two wishes. Be careful with this one; don’t go overboard. Jafar is invulnerable, and this part lasts fifteen seconds.

2) “If you will not bow before a Sultan, you will cower before a Sorcerer! Genie, I wish to be the most powerful sorcerer in the world!” A lightning bolts comes down and strikes Jafar. he then uses a charm on himself, rapidly transforming into a huge serpent.

He fills up a large portion of the screen in this state, even though most of his coils are in the background. Pressing B causes a sudden strike along the ground before him, dealing 10% with 10% poison damage and decent knockback. However, your mobility is somewhat limited here, and, again, every strike you make makes it more likely that you’ll not get your third wish. Better try to KO them by blocking them with your giant body; they can’t go through it. This part lasts only fifteen seconds.

3) “Slave, I make my third wish. I wish to be an ALL-POWERFUL GENIE!” He suddenly swells from his snake form, becoming more the shape and size of Giga Bowser:

Jafar the Genie is mobile, but always connected to a tiny black lamp that materializes under the spot where he originally transformed. He can tap A for a giant, sweeping punch with excellent KO potential (though it deals only 7%), or B for a mighty blast of fire that radiates from his core, dealing 10% with good knockback. However, his lamp is a item like any other, and can in fact be tossed off the edge, KO’ing him. You must protect it at all costs. This form is potent but risky, and lasts a mere ten seconds. The other two racked up damage; use this one to finish it.

***

~~~ A DARK STYLE…

So, you’ve read the moveset, and now you’re wondering how this strange character functions, yes? Unlike just about anyone else in the game. Jafar is slow in so many ways – he feels quite bulky to play – and yet his biggest problem is pulling off KOs. What, you ask, does he actually have going for him?

Jafar is completely about controlling the stage. Just as he can control the mind, so must he control the elements. In an ideal game, Jafar can keep his foes juuust out of reach with a series of relatively quick, well-ranged attacks, easily turning aside approaches and leading the foe into a series of damage-racking traps, eventually finishing them off with a single big hit.

Iago is the first tool you’ll need to control the stage. At first, you can keep at your side, but once the foe is a bit more damaged and needs to be more cautious not to be hit, you can freely send him hunting. With Iago being able to push foes around or grab them, they have to keep moving – all the better to be herded into other traps or into Jafar’s waiting arms.

The traps themselves: Path of Embers is great for molding the stage to your will. If the foe ignores it, they’re bound to find damage being racked up at a frightening pace. You can freely hide in your fires and wait, leaving Iago free to hunt and deal damage, all the while launching fireballs from your Forward Smash.

Into Red Smoke is a trap in its own right. This should be used as often as possible; it limits the amount of stage that they can safely venture into, and gives Jafar an element of secrecy. When hiding is your best chance to create an unexpected Path of Embers. You can also somewhat safely create fireballs to launch and pester foes from afar. If they try to approach, it’s oh, so easy to shield and throw out.

Of course, Quicksand Spell is another vital one. This one serves a slightly different and less specialized purpose; immobilizing the foe is always a good idea, although it’s also most likely to lead into a killing blow. Keep the foe forgetful of where you planted the pit – for instance, plant it while hiding in Smoke – and they’ll eventually slip up.

When it comes to close combat, Jafar is better at repelling foes than at starting his own advances. Both Up Smash and Forward Air can stop an approach dead in its track, leaving you free to hit with a spacing technique and continue playing a cautious game. Dash Attack is another fantastic way to shoot away aerially approaching foes, as is Crimson Winds. All these moves come together to ensure that Jafar is hard to reach. State of Suspension is an obvious one; if they’re approaching from behind, time it right, and by the time they’re released, they’ll have forgotten all about their strategem.

Now, when the battle comes a bit too close for comfort, Jafar starts having trouble. None of his attacks can be pulled off quick enough to save him from a combo. Pyrophysics is probably your best bet for getting some much-needed breathing space.

Talking about poison attacks, we see another reason why Jafar wants to bide his time and keep a good distance between him and his foes. If he presses his offense, the damage will simply take too long to add up, during which time you need to be somewhere safe – preferably in a smoke cloud or standing in your own flames.

An experienced Jafar player can do everything that has been mentioned up until now, and pull it off with grace and style. However, he is not without flaws. He’s just so slow, and doesn’t have the greatest recovery; he’s easy to gimp. His size and fall speed also make him prime targets for combo, which, as aforementioned, he can’t escape without some sort of intervention. Keep the fight at a good distance and keep your feet stolidly on the ground, and you’ll do fine.

However, this means that Jafar is anything but a beginner’s character. Aside from the myriad interactions mentioned up until now – all of which must be remembered and combined expertly – Jafar also has a tricky and complex set of tilts, which must be integrated flawlessly into his moveset to get any sort of result. When to summon, when to create, when to attack, when to defend, when to repel, and when to send Iago on the hunt – decisions, decisions.

Jafar is a character who must master the art of controlling the stage. He has to blend good repelling techniques with long-distance offense, and he doesn’t even have a good projectile to do so. Making a name for yourself with this character is an uphill battle, but, when properly wielded, you’ll appear to be almost psychic in how you force the hapless foe to play right into your hands, his fate unfolding just as you want it to.

***

~~~ A DARK PERSONALITY…

Up Taunt
Jafar and Iago lean back, letting out maniacal laughs.

Forward Taunt
Jafar takes a diamond ring – shown in the top picture – out of his pocket and eyes it greedily. He then stows it away once more. Iago, if he is own Jafar’s shoulders, will lick his lips at the sight of the diamond ring – being infatuated with riches.

Down Taunt
Jafar checks his pocket for something that he urgently needs. It’s not there, however. “The lamp!” he hisses furiously, dismayed at having lost it.

Victory Pose 1
Jafar puts together the two halves of the legendary scarab that will lead him to the Lamp. They come together perfectly and the scarab flies off into the foreground, Jafar chuckling devilishly where he stands.

Victory Pose 2
Jafar hands clicking together like a James Bond villain as he watches Iago fly about. As Iago swoops down over the foes, he taunts them – “We won? What a big surprise! I’m gonna have a heart attack and die from not surprise!”

Victory Pose 3
Jafar does a little dance, saying “Don’t toy with me, fools!”, then turns and casts a spell at the three losers. They each turn into a toy version of themselves, and fall down, useless, causing Iago to laugh maniacally.

Victory Pose Vs. Aladdin
Jafar rubs the Lamp, which he’s finally found after all his efforts. Genie comes out and looks around, confused, only for Jafar to grab his goatee and toss him to the ground, naming him “Slave!”

Losing Pose
Jafar does a slow, sarcastic clap, one eyebrow raised. Iago seems to be much more angry with his loss, shaking his fists at the winner as though to challenge them to a rematch.

Shield
Jafar projects a pillar of sand to protect his front body, before receding it back into the ground when he is done.

~~~ A DARK REPUTATION…

HADES/ Oh, come on, why the long face? …No seriously, you ever check that thing out, goatee? I mean – the thing’s HUGE!

~~~ A DARK TALE…

Symbol
The magic lamp of the Aladdin series is the personal emblem of Jafar and Iago.

Entrance
Jafar and Iago appear on the stage from a puff of red smoke that seems to come from nowhere.

Selection Sound
“How many times do I have to kill you, boy!?”

Music
Jafar’s main theme is a darker, more ominous and lyric-less remix of the main Aladdin theme, Arabian Nights.

***

…This isn’t over yet, boy…


Responses

  1. Louie’s Side Special with the bananas is hilarious.

  2. Despite it being unfinished, I’m very interested in King Louie’s moveset.


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