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Revision as of 10:28, 22 February 2025
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!
Metagame
Mr. Krabs is ranked 16th out of 29 on the current tier list, in the A- tier.
Mr. Krabs is an unorthodox character, as his strengths are largely defined by how much money he has on hand at any given time. Bad mobility at level 0? Get money. Getting outranged? Get more money. Lack of neutral tools? It's all about the money, money, money. This makes Mr. Krabs a very resource-intensive character, having to focus on what level of money his meter has at all times. He still has some favorable traits at his base form, though, such as being a heavyweight, intangibility on his claws, great throws, and good Slime Dash confirms. He also has particularly good recovery mixups with his Vacuum. Finally, his shovel Down Special (before full money meter) is a good tool for spiking opponents when they least expect it.
This is all buffed significantly when Mr. Krabs gets money, however. His mobility gets buffed through the roof, gliding across the stage like no tomorrow. His specials also are among some of the most oppressive in the game at the higher levels, with Neutral Special and Side Special being very strong neutral and combo tools. His Forward Air also gets it's hitbox changed depending on the level, making it a better tool for edgeguarding and spacing. At the highest level, though, Mr. Krabs has access to Dime: a devastating attack that he can confirm into from many of his tools. At full money meter, Mr. Krabs is a complete powerhouse, being able to carry opponents to the blastzone to an early grave at any %.
Mr. Krabs does have some noticeable flaws, however. mostly pertaining to his base form. Level 0 Krabs is a particularly sluggish and slow character, which means Mr. Krabs has to win neutral and score a dig with Down Special in order to get his strategies going most of the time. This is further accentuated by the fact that he loses all of his money if he loses a stock. His money can also be collected by other characters, perhaps most notably his gold bar he gets from Dig. This can further slow down Mr. Krabs's gameplan and cause him to fight an uphill battle. Mr. Krabs's gameplay is generally centered on keeping advantage for as long as possible with the money at hand, as losing a stock could mean starting all over again.
On his release, Mr. Krabs was a bottom-tier character, but subsequent patches significantly buffed his money gain, making him a far more favorable character. As it stands in the present day, Mr. Krabs is a high-tier wild card character, having very high highs in terms of results, but also some middling lows.
Strengths | Weaknesses |
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Moveset
Ground Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Air Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Ground Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Air Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Special Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Grab/Throws
Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Super
Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Taunts
Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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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