Smack Studio

Smack Studio

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Coolkid
   
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File Size
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230.548 MB
Jun 14 @ 7:44pm
Aug 30 @ 5:39pm
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Coolkid

Description
C00lkid aswell as 1x1x1x1 and John Doe have entered smack studio. With their medium range base attacks, large hitboxes, and the ability to rack up damage through multiple means, they prove to be good at keeping opponents at bay from a range, while still applying decent pressure.


Things of note:
Special charging: C00lkid can charge every single special! Neutral, Side, and Down special have 3 variants that make him swap between characters, every variant is entirely different from the last.

Damage over time: Moves hit by 1x1x1x1 and John Doe apply a status effect, that does quick damage over time, John Doe's corruption does several quick passive hits, and 1x1x1x1's poison deals a one off passive hit. c00lkid has a couple moves where he will apply a burn status effect, dealing a completely random amount of damage between 0-10 or so.

Super Armor Indication: Any time coolkid gains super armor, a small blue shield indicator will appear, along with a small sound effect to indicate when it is unsafe to hit him. When he gains hyper armor however, a bigger, red shield indicator will appear. Hyper armor is currently only applied to a few frames of fully charged neutral special.


Neutral Special (C00lkid):
Coolkid throws a slow travelling brick forward, dealing small amounts of damage, does extra stun if you hit them with the initial slap, can be used to force opponents to make choices.

Neutral Special (1x1x1x1):
1x charges up a large projectile, gaining super armor during this charge. Once released, he fires a large slash projectile that deals good knockback and damage, deals extra damage if you are hit with the initial slash aswell.

Neutral Special (John Doe):
John Doe stomps his foot three times, gaining super armor first, then a few frames of hyper armor on the last stomp. on the third stomp, a puddle of corruption will appear below him, laying on the stage for a good while. If stepped on, a large amount of damage over time will be dealt to the player who stepped in it, amounting up to 13 damage.


Side Special (C00lkid):
Coolkid charges up a dash quickly before lunging forward for a prolonged period of time, if he hits anyone during this dash, he will slash them, applying burn. this move has a large amount of end lag, and if missed off the edge, can be fatal.

Side Special (1x1x1x1):
1x throws his swords forward, entangling the first person hit, stunning them depending on how far away they were when they were initially hit, a timer above them will show how long said stun will last for. Can usually just be used to catch up to opponents safely, but in certain circumstances can also land a move with this.

Side Special (John Doe):
John doe slams his arm into the ground after a long windup, causing spikes to come out from the ground, dealing a large amount of damage on the initial hit, and small amounts of damage if they are landed on afterwards. If used on a platform, the spikes will appear from the platform or ground below you, they cannot be used to hit people off stage.


Down Special (C00lkid):
C00lkid has a large windup, summoning in his minions. If he is hit out of this move, it is possible his minions will still rise from the ground. His minions will automatically disappear if they are not within a certain range of their opponent, after attacking an opponent, or if their health reaches 0. they will walk to the nearest enemy and hit them.

Down Special(1x1x1x1):
1x grinds his swords together, expelling an unstable glitch forward, travelling slowly that deals large amounts of damage over time. This can also reflect projectiles.


Up Special:
Charge up your coolgui, exploding yourself multiple times upwards if charged, once fully charged, can propel yourself up to 4 times.

Ultra: Choose one of three directions either the first frame of the ultra, or when the timer runs out.

Ultra (C00lkid):
Coolkids ultra is a simple dash forward that sends into a cutscene that can only hit one player. It doesnt kill especially early, and is used to deal massive amounts of damage to catch up to your opponent.

Ultra (1x1x1x1):
1x's ultra is mainly used to catch multiple people in an area, dealing okay damage and okay knockback.

Ultra (John Doe):
John Doe charges up his spike arm, a storm appears around him, which has lightning strike frequently, dealing small amounts of stun to anyone hit,. He has a reticle which you can move around freely, press attack when an enemy is in range to punch into the foreground, dealing massive amounts of knockback.

Coolkid is LAP compatible! His lap tag is:
Z_Coolkid
2 Comments
Xnbander Jul 13 @ 6:12pm 
GOAT. It's three characters in one, executed beautifully.
Erans  [developer] Jul 11 @ 1:08pm 
Kid so cool