Character Concept: Kritter.
Kritter is a medium sized humanoid fighter. It's height being comparable to that of Luigi. The foot soldiers of King K. Rool's army known as the Kremling Krew. Kritters are some of the first enemies you encounter in Donkey Kong Country (at least in the first one), so they've become pretty iconic with the series as well. So, it makes perfect sense if Kritter, or rather *this* specific Kritter were to join it's liege in Super Smash Bros. And Much like how the Piranha Plant is designed, Kritter will be designed to represent Kremlings as a whole (even moreso than K. Rool).
Character Basics: Kritter will be a below-average middleweight fighter, with an average jump and fall speed. It'll have 2 jumps along with the ability to crawl. Also for funsies, whenever Kritter shields, it pulls out the shields used by Koin for the animation. This doesn't change any properties regarding Kritter's shield, it's just a fun little animation.
Basic Attacks:
Jab: Kritter will have a 3-hit jab. It starts with a simple straight punch, then a claw slash, and then ends with a simple bite forwards. This is a reference to an attack performed by Kritters in Donkey Kong 64.
Forward Tilt: Kritter will do a little spin to swing it's tail to attack opponents. This is in reference to Kritter's melee attack in Donkey Kong Barrel Blast.
Up Tilt: Kritter will perform a rising uppercut above itself. This is of course an attack performed by King K. Rool himself for his own up tilt.
Down Tilt: Kritter will viciously bite forwards while crouching. This is a semi-reference to how Klaptraps behave in DK64.
Dash Attack: Kritter will pull out a trashcan lid mid dash and charge forward while holding the trashcan lid up. This attack can block incoming attacks from the front as Kritter holds up the lid. This is in reference to Koindozers from Donkey Kong Country 3: Dixie Kong's Double Trouble.
Forward Smash: Kritter will pull out a mace and draw it's arm back as the smash charges. Then as the button is let go (or automatically after 5 seconds) Kritter will smash the mace forward into any foes in front of it. This is a reference to Kritter's playable appearance in Super Mario Sluggers.
Up Smash: Kritter will take out a spiked club and swing it in a front-to-back arc above itself, similar to King Dedede's up smash. The club is a reference to Koshas from DK64.
Down Smash: Kritter will crouch as the smash is charged. Then as the button is let go (or again after 5 seconds) Kritter will jump up and slam it's feet into the ground, creating a small shockwave around itself. This is a reference to Kasplats, also from DK64.
Neutral Air: Kritter will spin around with it's arms out to slash at any foes around it. This is a reference to the blue Kritters' attack from Super Smash Bros. for the 3DS' Smash Run mode, as well as a mini reference to Kopter's melee attack from DK Barrel Blast.
Forward Air: Kritter will slash forward twice with both claws. This is a reference to Kalypso's melee attack from DK Barrel Blast.
Back Air: Kritter will turn around while performing a downward arcing claw slash, similar to King K. Rool's own back air but without the spike.
Up Air: Kritter will perform a back-to-front arcing headbutt above itself, similar to Donkey Kong's up air (ironically).
Down Air: Kritter will stomp it's feet downward below itself. Once again, similar to King K. Rool's own down air.
Grab and Pummel: Kritter will grab with both hands and pummel by taking a bite out of the foe's skull.
Forward Throw: Kritter will chuck the foe forward with one hand, similar to how Kuchukas chuck bombs at Dixie and Kiddy in DKC3.
Back Throw: Kritter will spin with the foe in hand before throwing them backwards.
Up Throw: Kritter will throw the foe upwards before uppercutting them, sending them even higher.
Down Throw: Kritter will jump up and perform a piledriver, slamming the foe into the ground. Similar to K. Rool's down throw but without the potential to bury foes.
Special Attacks:
Neutral Special: Kannon.
Function: Kritter will pull out a large cannon while donning a pirate hat before firing a cannon ball forwards in whatever direction they are facing. This attack can be charged, but it will automatically after 5 seconds. It can also be angled up or down, and used in the air, though it's suggested you don't use it in the air. The cannon ball itself functions pretty much like Bowser Jr. and K. Rool's own cannon balls.
Side Special: Mine Cart Krash.
Function: Kritter jump into a minecart that appears and it'll grab onto the front as it dashes forward uncontrollably before Kritter automatically jumps out when it reaches the edge of the stage and the minecart flies off. It can be turned around similarly to Wario's Bike or Bowser Jr.'s Clown Kart Dash. And also like Wario and Bowser Jr.'s side specials, it can be used as horizontal recovery offstage.
Up Special: Kopter.
Function: Kritter will don a pilot hat with a large white propeller on top and begin to fly upwards into the air. This attack can be charged as Kritter puts the pilot hat on to fly higher, but it'll only go as high as King K. Rool's own propeller pack. And also like K. Rool's propeller pack, the propeller will deal small flinching damage to any foes above Kritter.
Down Special: Kremling Barrel.
Function: Kritter will pull out a barrel of a random color and place it down in front of himself. If any foe gets too close to the barrel a Kremling will reveal itself from the barrel and attack the foe in a variety of ways. The colors and Kremlings are as follows:
Green: Green barrels will contain a Knocka, which will run towards a foe to ram into them, trying to knock them off the stage while also dealing damage. They can be defeated by melee and projectile attacks.
Purple: Purple barrels will contain a Kuchuka, which will ‘chuck’ bombs toward any nearby foes, with the explosion from the bombs causing great knockback. It’s generally suggested to take them out with projectiles.
TNT Barrel: TNT Barrels are the most rare barrel for Kritter to pull out and they will contain a Kracka/Klaps, which will simply explode as soon as a foe gets near them, including the Kritter that spawned them. It’s generally suggested you try to avoid these entirely, or at least be fast with getting away.
Final Smash: Kremling Krew Katastrophe.
Function: Empowered by the smash ball; Kritter will roar to the sky and rush forward to whack anyone with a large spiked club and anyone hit will be literally launched into a cinematic where they fly into the Gangplank Galleon and are assaulted by the various Kremling species (Kritters, Klumps, Krushas, ect.) seen across DKC, before a giant mountain of a Kremling (Kudgel from DKC2) bats the foe away with a spiked club, striking them so hard they are sent clear across the horizon, and K.O.ing anyone over 100%.
The Other Stuff:
Alternate Colors:
Default: Kritter’s default appearance is the one first seen in DK King of Swing. With green skin, and tattered tan pants.
Color #1: Kritter’s skin will simply turn brown. In reference to the jumpy brown Kritters from the original Donkey Kong Country.
Color #2: Kritter’s skin will simply turn blue. In reference to the just as jumpy blue Kritters also from the original Donkey Kong Country.
Color #3: Kritter’s skin will simply turn yellow. In reference to the even more jumpy yellow Kritters also, also from the original Donkey Kong Country.
Color #4: Kritter’s skin will simply turn gray. In reference to the (my god do Kritters have springs in their feet or something?) gray Kritters also, also, also from the original Donkey Kong Country.
Color #5: Kritter’s skin will simply turn red. In reference to red Kritters seen in DK 64 and Super Mario Sluggers.
Color #6: Kritter's skin will simply turn purple. In reference to purple Kritters from the Gameboy Advance version of Donkey Kong Country.
Alternate Costume: Kritter's skin will be turned a darker shade of green as it forgoes the pants and wristbands in favor of gold shoulder and knee plates. This is in reference to Kritter's original appearance in the original Donkey Kong Country.
Stage Intro: Kritter will drop down from above onto the stage and do a battle cry as it gets into a battle ready position.
Taunts:
Up Taunt: Kritter will viciously bite both in front and above itself, similar to one of King K. Rool’s taunts.
Side Taunt: Kritter will walk back and forth a few times while hunched over, in reference to Kritter’s behaviour in the original DKC.
Down Taunt: Kritter will take out an orange and eat it whole, but then the orange explodes in its belly, causing it to burp out a stream of fire. This is in reference to something Klumps do in DK 64.
Idle Animations:
Idle #1: Kritter will flex one of it's arms.
Idle #2: Kritter will bash its fists together twice.
Victory Animations:
Victory Animation #1: A white bed sheet will be slowly inching towards the camera while whoever is underneath is trying to spook it, until a Neckie flies in and pulls the bed sheet off, revealing it to be Kritter, who then chases after the Neckie in anger.
Victory Animation #2: Kritter will roar to the sky and then pose with its dominant muscle arm in front of the camera, referencing its victory pose in Mario Super Sluggers.
Victory Animation #3: A DK Barrel will be seen sitting on the ground, before Kritter jumps down onto it, smashing it and knocking Donkey Kong (who was inside it) out cold, Kritter then strikes a pose with his dominant fist in the air.
Victory theme: Kritter's victory theme will be the same as King K. Rool's victory theme, which will be an orchestral version of the first few bars of the Gangplank Galleon theme.
Final Thoughts: This was actually a moveset I made in Google Docs a while back, but I knew I'd have to get rid of it eventually to make room for other things, so I figured putting my Kritter moveset here would be good enough. Though there were a few changes I did make: I originally had the up air as Kritter snapping above itself, but I changed it to a headbutt since I figured it would be too awkward. It's up throw originally involved a Krockhead, but since we're not in the water in most stages, I figured the one I gave Kritter here made more sense. So, how'd I do with my second mook moveset? Was I too reliant on references to other Kremlings, or was there not enough? You decide!