Special Down Smash: Skeletons in your Closet?
Oogie Boogie causes a skeleton attached to a wire to come down from the top blast zone at double Sonic's dashing speed. When it initially comes down, it deals 25-35% and knockback that kills at 90-75%, giving Oogie another much needed KO move. The skeleton sticks around and doesn't seem to do much afterwards beyond waste a trap and be a wall with 35 stamina. Wasting a trap is half the point, though, as if the dice make the skeleton go away, instead of vanishing it will get pulled off the top blast zone at the same speed. If it comes back into play, it will be a hitbox once again as it comes down, making foes have to be incredibly wary whenever the dice are rolled. Simply making the foe be paranoid of that part of the stage can make the luck factor beneficial.
Characters can press "up" to grab the string holding the skeleton like a ladder. This serves minimal purpose, but characters can then hit left and right to swing the skeleton about - the physics are the same as the uair hook that Oogie can swing on. This will cause the skeleton to become a hitbox based off the momentum it achieves, though Oogie will always be immune to the skeleton no matter what.
Inputting Special Dsmash with a skeleton already out will not make a new one. Rather, it will cause the skeleton to come to life and open his rib cage, attempting to grab foes inside and dealing 10-20% and 1% per second while grabbed. Keep in mind that the skeleton can do this while being swung about. . .The fact that this grab escape has 2.5x regular escape difficulty also means you can have the skeleton release the foe (Special DSmash again) when the momentum is at its' strongest to knock the foe off-stage. . .Or, if you want to stall for time, you can just use the dice to destroy the skeleton when the foe is grabbed, causing the skeleton to take the foe up to the top blast zone (They will be released and not killed).