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ARCGaming91 — XELAWL Megamixer 23 - moveset: Ripper Roo

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Published: 2023-08-28 06:47:24 +0000 UTC; Views: 1754; Favourites: 5; Downloads: 0
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Description The second DLC character for XELAWL Megamixer 23 have arrived.

As you can see, the 56:th character to join this game is the crazy mutated kangaroo; Ripper Roo. He was one of the people that recieved an invitation to this game, with the "DLC-emblem" on it. Ripper Roo did not really understand the letter, but he still showed up and made his pressence known. By blowing up a large section of the "XELAWL-building". The restoration of the building is still going on. Will his explosive anticts be able to give him the power he needs to win? Let us find out.


Here is the moveset in detail:


STANDARD B: TNT Drop
Ripper Roo hops upwards as a TNT-crate gets dropped from underneath his feet. Then as he lands on it, it will begin to tick down from three. Once the counter reaches zero (which happens after four seconds), it will explode. Thus dealing as much damage and knockback as Steve’s TNT to all nearby characters, including Ripper Roo. Though it has reach that is more like Electrode’s. If an opponent was standing right underneath Ripper Roo when this move is performed, then the TNT will land on that opponent’s head. Forcing that opponent to wear it until it explodes and deal guaranteed damage and knockback to the opponent it got stuck on. The opponent can only get rid of it by losing a stock. Though a TNT that is on the ground can be destroyed if it takes enough damage from the opponent’s projectiles. But if Ripper Roo drops the TNT while he is in the air, then he will be left open to get attacked by the other opponents. Then depending on how close he was to the TNT, he will receive the damage and knockback from it as well.


There is a 20 % chance that Ripper Roo will drop big TNT-crate instead of a normal-sized one. This crate is not only twice as large as a normal-sized one (which was already almost as big as a crate that contains items). It will also deal twice as much damage and knockback to everyone that is near it when it explodes (including Ripper Roo). While it also has twice as much range as normal-sized TNT-crate. The big TNT-crate will not land on an opponent’s head when it land son one, instead it will instantly explode. After Ripper Roo has placed out a TNT-crate (regardless of its size), he must wait until it has exploded before he can place out another one. Pressing the B-button anyways will make the TNT-crate explode instantly, with the reach, damage and knockback cut in half.


SIDE B: Bowling Bomb
Ripper Roo hops into the air, just like how he does when he performs his Standard B as a bomb appears underneath his feet. As he lands on top of the bomb, Ripper Roo is able to run around on top of the bomb (just like he does in the left and middle picture), with the control-stick. While he is running like this, his overall mobility-speed will be doubled and he can perform a single jump. But if the player does not get rid of the bomb within five seconds, it will explode and deal 13 % damage and a moderate amount of knockback to Ripper Roo and anyone who was nearby. Pressing the B-button while Ripper Roo is on top of the bomb, will make him kick the bomb towards the direction he is facing, just like in the right picture. Doing this will make him fall back to the ground as the bomb rolls forwards at the same speed as Bowser Jr.’s Side B. The bomb will explode once it hits a wall or an opponent, dealing the same amount of damage and knockback as when it wasn’t kicked in time. If Ripper Roo gets attacked while he is running on the bomb, he will fall backwards as the bomb stops moving. After the bomb has exploded, Ripper Roo must wait six seconds before he can perform this move again. Otherwise he will just perform the hop and get surprised when no bomb appears, thus leaving himself open to get attacked.


UP B: Canon Launch
A canon appears behind Ripper Roo (or underneath him if he was in the air) and he jumps into it. Once he is inside the canon, he cannot be damaged by the opponent(s). The canon will stand perfectly still as the player gets to control the angle in which it will launch Ripper Roo (just like how Downfall Hitler’s Up B works in LAWL, but with an additional circle indicating where he is going to land). After either two seconds have passed or when the player presses the B-button again, the canon will launch Ripper Roo out of it as he laughs in a maniacal manner. While he is being launched, Ripper Roo will act like a projectile that will deal 10 % damage and a moderate amount of knockback to any opponent that comes too close to him. Then once he land son the stage, he will either land on his belly or head-first depending on how far he travelled. If the latter happens, then he will be left open for a few seconds as he pulls his head out of the ground. Landing directly on an opponent will cause that opponent to receive 14 % damage and get buried into the ground, while also allowing Ripper Roo to get back to his battle-stance quicker. However, if he crashes into a wall while he is being launched. Then he will instantly stop and then fall helplessly downwards. Getting hit by projectiles will also either just deal damage to him or both damage and knockback, depending on the strength of the projectile. After he has performed this move, he must wait five seconds before he can use it again.



DOWN B: Sleepy Head
Ripper Roo starts yawning and falls asleep in a standing position, all while suddenly wearing pajamas (just like in the second-left picture). After he has fallen asleep, he will gradually start recovering stamina (similarly to Patrick Star’s Down B in YTPGuy17’s LAWL). Though he will only recover 20 % stamina at most in one “sleep-session”. If Ripper Roo gets attacked while he is sleeping, then he will wake up and take the intended damage. Just pressing the B-button will make him wake up, but it will take a bit longer as Ripper Roo yawns and shakes his head. If the player moves the control-stick, Ripper Roo starts sleep-walking towards the chosen direction. As he does this, he will not be affected by any traps and status-effects (since he is still asleep). However, he will walk at the same speed as a Mr. Saturn and he cannot turn around or defend himself. He will also no longer recovery any stamina. Walking over a ledge will make him fall off in a helpless state. Like with the “stationary-version”, Ripper Roo will instantly wake up and take the intended damage if he gets attacked by an opponent while sleep-walking. But if the player presses the B-button while he is sleep-walking, then an alarm will call which wakes him up by launching him in the air and returning him to his normal fighting-stance (like in the right picture). Any opponent that is close to him while the alarm rings, will be stunned for a few seconds and receive 7 % damage. The reach of the alarm is as big as a Smart Bomb-explosion. After Ripper Roo has woken up (regardless of how), he must wait thirteen seconds before he can fall asleep again.


FINAL SMASH: Nitro-Fueled Insanity
The camera zooms in on Ripper Roo as he starts dancing and laughing in a more maniacal manner than usual. Then as the camera zooms back out to film the entire stage, he starts bouncing all over the stage in an uncontrolled manner. Everywhere he lands will be turned into a nitro-crate. He cannot be harmed by the opponent(s) while he is bouncing around. When an opponent touches one of these nitro-crates, it will cause a chain-reaction which makes the rest of them explode. Which will act just like Toon Guile’s Final Smash, except it is across the entire stage. But Ripper Roo will be unaffected as he keeps bouncing around the stage, leaving more nitro-crates behind him. After between fourteen and thirty bounces (depending on the size of the stage and not counting any “resets” that the opponent(s) may have caused). Ripper Roo will stop, look around the stage and perform one more hop. This will cause all the nitro-crates to explode and deal massive damage and knockback to anyone who touches them. Just like when an opponent touched the nitro-crates. But this time, even Ripper Roo will get launched away by the explosions, but even if it looks like he is losing a stock. It will not count, though his stamina amount will be healed up when he returns.


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Now that this moveset has been released. I will start working on the moveset for a certian navigator.


Thank you very much for reading this moveset and have a great week.
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