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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* | * Invincibility on his claws for certain moves gives him a nice poking ability. | ||
* | * Money makes Mr. Krabs significantly better, leveling up his specials and forward air while also increasing his ground and air speed. | ||
* | * Moves like forward air and neutral special are good for controlling space and swatting away approaching opponents. | ||
* | * Level 3 “Playtime’s Over” finisher and Dime are very important X-Factors for Krabs to steal stocks. | ||
* (Currently in 1.11) Fastest grab in the game. | |||
* Slime dash enables Mr. Krabs to take some very early stocks. | |||
* Level 2 “Back To Oblivion” is a great burst option that can combo into mostly any other move and can loop into itself. | |||
|cons= | |cons= | ||
* | * Slow run speed and air speed initially. | ||
* | * Faster characters can prevent Krabs from collecting any money. | ||
* | * Tether recovery can be exploited. | ||
* | * Tether can go through the ledge by a blindspot and can gimp Krabs. | ||
* Telegraphed neutral, especially at the lower levels. | |||
* Mr. Krabs is very wide, allowing him to get grabbed from behind opponents and also getting juggled pretty hard. | |||
* Slow and fairly weak grounded strongs. | |||
* Entire money meter is drained upon losing a stock. | |||
* Gold and money can be stolen by an opponent. | |||
* Side special follow ups are restricted to level 2 and 3 and can be blocked by an opponent to prevent further followups. | |||
* Forward air and pummel do not spawn money. | |||
}} | }} | ||
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== Strategy == | == Strategy == | ||
* | * Depending on the character Mr, Krabs’s fights, Krabs can back throw characters off stage at very early percents to get a guaranteed dig to skip playing at level 1. | ||
* | * Money bag spawns hurtboxes and those hurtboxes can stop projectiles. The amount of hurtboxes and duration the hurtboxes stay out depends on the level. | ||
* | * Strong neutral air, and especially forward air can be used to edgeguard horizontal recoveries. | ||
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== Techniques == | == Techniques == | ||
* | * Strong neutral air NILs (No Impact Landing) can give krabs faster movement to a platform. Double jump from ledge snair nils gives krabs iframes while throwing a hitbox and gives Mr. Krabs virtually no lag being able to follow up on the snair. | ||
* | * Grounded Fishing Rod ledge slips allows Mr. Krabs to use a grounded fishing rod off stage, allowing him to have further reach and allows him to edgeguard at certain angles. Beware of level 3 fishing rod pulling you too low to recover on certain stages due to Mr. Krabs having a faster fallspeed. | ||
* | * When Krabs activates slime air shovel, Krabs can hold the shovel as long as he likes. This allows Mr. Krabs to have a lingering hitbox and anyone hit by it will be launched slightly and long enough for a followup shovel spike or another aerial. | ||
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== Combos == | == Combos == | ||
* | * Neutral air into up tilt/fair/nair/up air | ||
* | * Up throw into fair/up air | ||
* | * Fair -> fair -> fair | ||
* “Back To Oblivion” -> any aerial, up tilt/up strong, “Back To Oblivion”, etc | |||
Revision as of 15:11, 5 July 2024
About
Penny-pinching owner of the Krusty Krab, and lover of good ol' money.
Playstyle
Mr. Krabs is all about the money. Mr. Krabs starts out as one of the weakest characters in the game at the start of the match. Mr. Krabs’ goal in the early game is to gain enough money to get to levels 2 and 3. His money meter starts out empty at the beginning of each stock. Upon damaging opponents or taking damage himself, money will spawn near the fighter taking damage. Mr. Krabs should try and force the opponent offstage so he can either dig for gold or collect the money that's already been spawned. The coins and bills obey gravity, the coins descend to the stage quickly and the dollar bills gently float downwards. For collecting money, Mr. Krabs will gain more speed and certain moves will level up. Be careful though, because Mr. Krabs will lose all of his money when he loses a stock. Mr. Krabs can still excel without money, however. He borrows some attacks from Wario, complete with claw invincibility on most of them. Make use of his light nair to start juggle combos or poke from a safe distance with his down light. Once Mr. Krabs maxes out his money meter, his down special will change to a new move: First Dime. First Dime is an extremely strong finisher move that can take stocks at a very low percent. However, once the move is used Mr. Krabs’ money meter will fully deplete regardless of the move hitting or not. It’s up to you to decide if you’d rather hold onto the cash or spend it!
Strengths | Weaknesses |
---|---|
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Moveset
Ground Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Air Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Ground Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Air Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Special Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Grab/Throws
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Super
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Taunts
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Strategy
- Depending on the character Mr, Krabs’s fights, Krabs can back throw characters off stage at very early percents to get a guaranteed dig to skip playing at level 1.
- Money bag spawns hurtboxes and those hurtboxes can stop projectiles. The amount of hurtboxes and duration the hurtboxes stay out depends on the level.
- Strong neutral air, and especially forward air can be used to edgeguard horizontal recoveries.
Techniques
- Strong neutral air NILs (No Impact Landing) can give krabs faster movement to a platform. Double jump from ledge snair nils gives krabs iframes while throwing a hitbox and gives Mr. Krabs virtually no lag being able to follow up on the snair.
- Grounded Fishing Rod ledge slips allows Mr. Krabs to use a grounded fishing rod off stage, allowing him to have further reach and allows him to edgeguard at certain angles. Beware of level 3 fishing rod pulling you too low to recover on certain stages due to Mr. Krabs having a faster fallspeed.
- When Krabs activates slime air shovel, Krabs can hold the shovel as long as he likes. This allows Mr. Krabs to have a lingering hitbox and anyone hit by it will be launched slightly and long enough for a followup shovel spike or another aerial.
Combos
- Neutral air into up tilt/fair/nair/up air
- Up throw into fair/up air
- Fair -> fair -> fair
- “Back To Oblivion” -> any aerial, up tilt/up strong, “Back To Oblivion”, etc
Matchups
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Other Resources
- PLACEHOLDER
- PLACEHOLDER
- PLACEHOLDER
Videos
PLACEHOLDER
Costumes