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>Heavy, slow, short and quick jumps, made to rarely be in the air
>Long reach due to concrete pillars, wide swinging moves though a few short, quick jabs are available
>if pillars are hit (when attacks clash) conkeldurr takes no damage like sword characters
>pillars have separate health; degrade and crack with every hit they inflict and take
>eventually break, leaving conk attacking faster but weaker and shorter ranger
>grabs are stronger when pillar-less
>B v - Strength. grabs two pillars out of the ground. Hits above when yanking pillars out.
>B > - Rock throw. throws both pillars, one after the other. first pillar slightly goes diagonally up, second slightly goes diagonally down. can be used in air (though conk will still be falling, changing the pillars trajectory)
> B - Superpower. crushes pillars together, powerfully spraying debris like Charizard's rock smash, only far bigger and more powerful. can be used in air and negates projectiles
>B ^ - Rock slide. pushes off pillars. throwing itself into the air. pillars are hurled beneath it, exploding into debris on contact
>Final smash - Earthquake. starts smacking the ground with pillars, shaking the whole stage. Anyone standing on the ground when a pillar hits is pitfalled and damaged.
>After a few hits, the pillars break and conkeldurr rapidly punches the ground instead. The range decreases from whole stage to 70% of the stage in relation to conkeldurrs position. Theres now less time between hits to escape the pitfall effect, rapidly damaging anyone close by. It is possible to escape pitfalls like normal by waggling the joystick.
>significant normals;
>forward smash is Chip away, which when fully charged will always deal a set amount of damage and break through shields
>Aerial foward is Hammer arm will pitfall opponents if they're standing on the ground. it has a long recovery rate after landing
>Up smash is Smack down, which throws a pillar into the air like a baton (pillar returns but you're vunerable)