Saving the thread from the second page by posting my moveset.
Only stats, flavour (more text, colors, good layout) and default animations are yet to be made.
Would be great if you gave feedback.
Not only on the moves, but also if the moves are described well.
The goal is to submit it to Make Your Move.
Playstyle:
Captain Toad is slow and cannot jump high at all, and his attack speed is mediocre.
However, he gains his mobility elsewhere, namely through his Specials and Smashes.
His specials are Tracker Contraptions, special contraptions that make him faster, make him jump higher and can give him new attack strategies.
Think of the contraptions as if they're Monado Arts: The best at their job, but bound to a specific situation, or in this case, location.
While Captain Toad can't to much on his own, he can traverse the stage very efficiently through the use of his contraptions, perhaps even faster than the other characters!
Now he can attack the opponent like any other character can.
A good Captain would track his way through the stage, setting up his killer apps on the right places, so he can get anywhere.
Statistics:
Weight: Samus
Size: a bit shorter than Mario
Traction: Lucario
Ground Speed: Villager
Jump Height: Mr. Game & Watch
Air Speed: King Dedede
Fall Speed: Fox
Captain Toad, while having some adjustments made for Smash, is mostly faithful to his appearances in his games. He's heavy due to his backpack, his size is consistent, he has high ground control and traction, he has a decent ground speed (although nothing to boast about), his air speed is abysmal, he falls like a rock, and his jump height is-- wait, Captain Toad can't jump! That's his whole gimmick! Well, Captain Toad is never one to enter an adventure unprepared, so he got some help from his fellow Toad Brigade members and his friends the Lumas (who are rather good at the mechanical side of things), and they outfitted his backpack with a jetpack! He now has two thrusters on the underside of his backpack, and they only reveal themselves when he jumps. It's more of a steady ascension than one boost as a result of the thrusters, somewhat like Mewtwo's double jump. True to his games, though, he does lack a double jump, limiting his options in comparison to the rest of the cast (although he's not too horribly handicapped, due to things you'll see later on).
Flavor
Standing:
words
Walking:
Captain Toad walks forwards calmly, taking in his surroundings.
Running:
Captain Toad walks forwards at a slightly more brisk pace, with a more determined look on his face.
Dashing:
Captain Toad grips the straps of his backpack and dashes forwards, leaning back a bit with a slightly frightened, but still brave, look on his face.
Crouching:
Captain Toad curls up in a ball and shivers, bowing his head down.
Jump:
Captain Toad can't jump in his games, but thanks to the thrusters in his backpack/jetpack, he can get a bit of airtime here. His jump is actually a steady ascension similar to Mewtwo's double jump as a result of this.
Aerial Movement:
Captain Toad swings his arms and legs wildly, with an afraid, but excited look on his face.
Holding an Item:
words
Shielding:
Captain Toad puts his hands before his eyes and bends himself a bit down.
Spot Dodge:
Captain Toad holds his hands for his eyes and steps backwards
Dodge Roll:
words
Air Dodge:
wurdss
Entrance Animation:
A Mystery Box is seen on the battlefield. It then explodes into a puff of smoke and confetti galore, revealing none other than the fearless Captain Toad! He looks to either side, holding his hand above his eyes, to get familiar with his new surroundings, and then preps for battle.
Taunts:
Up Taunt:
Captain Toad picks up a Power Star from his backpack, struggles to catch it, showing it off to the camera and puts it back in his backpack again
Side Taunt:
Captain Toad claps happily.
Down Taunt:
The Jetpack lifts Captain Toad up, making him scared, before he falls down.
Death Sound:
words
Victory Pose:
words
Specials:
Neutral Special:
Super Pickaxe
Captain Toad stretches it's arm backwards in its backpack and stretches them out forward again with a Pickaxe in his hands.
The Pickaxe breaks every contraption Captain Toad makes and deals 10% damage om the intial hit with high knockback
If the button is held, Captain Toad keeps swinging the Pickaxe up and down, dealing 5% damage per hit with medium knockback, still breaking any contraption.
This move is key in mastering Captain Toad, as this move is the key to mastering his contraptions.
While opponents can use the contraptions too, Captain Toad can destroy the contraptions and the master plan of the opponents with this move.
Destroy minecarts that are abused by Rushdown character and destroy propellor platforms that opponents use to recover
Aside from foiling plans, the Pickaxe can also be used to adjust your own plans.
Long-ranged Minecarts can be axed from the Battlefield in favor of a short-ranged blockade.
Turnip Turrets that face the wrong way, or stand in a bad place can be axed.
Propellor Platforms not set up properly can be axed too in favor of a working design.
Side Special:
Minecart
Captain Toad takes his backpack and walks while shaking it up and down.
As long as the button is held, little pieces of minecart track fall out, making the Captain surprised.
These pieces of tracks deal 2% damage with no knockback, so you could potentionally combo the opponent
When the button is released, a minecart falls out.
This minecart deals 20% damage and kills at 140%
After the minecart is dropped down, it will drive around on the track on itself at the speed of Charizard like Gogoat.
The minecart acts as a platform and can be rode.
When the Minecart hits an opponent in this state, it deals 5% and hits opponents up slightly.
Only one minecart can be up per time and the move will do nothing when used when an old Minecart is up.
The Minecart is on-stage twice as long as Pac-Man's Hydrant
The Minecart acts as a substitute for Captain Toad's low speed and as an obstacle for the opponent.
The player can choose for a short track that blocks a specific part of the stage, or for a stage-wide steaming hype-train that Captain Toad can enter.
But that's not all, Captain Toad is smart and can decide to use it as a vehicle for his other contraptions.
The Minecart can not be used aerially, instead Captain Toad can use the following special:
Up Special:
Propellor Platform
Captain Toad curls up in a ball all scared, when suddenly a Propellor Platform rises him diagonally upwards or straight up, depending on which way you aim it, as long as Captain Toad presses the B Button, with a cap at the height of Pit's Up B.
The platform travels fairly quicly though, so decide fast.
When the button is released, the propellor platform is set down and can't travel up any further.
Select the height that's comfortable to your playstyle!
Press the button very long for aerial chases, and release the button very soon for having a platform at short hop height.
Speaking about heights, poor Captain is afraid of heights, so he's holding his bag in front of him the whole time.
This "attack" deals medium knockback and 3% damage and can be aimed.
The facing-side of the platform has a hitbox that deals 5% damage and medium knockback.
Two propellor platforms can be up at the same time, with the second one being made and controlled by "smashing" UpB while one platform is on-stage.
The platform will travel back slowly to the intial position if the platform isn't used and can be made rise again at the speed of Toon Link's aerial Hurricane Spin by pressing UpB, repeating the cycle.
If the propellor platform is at its peak, Captain Toad can press UpB to make them speed to their intial position.
The Platforms are on-stage twice as long as Pac-Man's Hydrant.
Captain Toad can use these platforms as a substitute for his bad aerial maneuvrability.
He can jump on them, travel over the opponents and come back at the other side.
He can also jump from one platform to the other, or use the platform to jump into a minecart.
Speaking of the minecart, you can't place platforms on them, but you can plant the next contraption on both!
Down Special:
Turnip Turret:
Captain Toad shakes its backpack up and down, creating a Turnip Turret.
The Turnip Turret shoots turnips every two seconds in spurts of three.
These turnips are shot in a straight line and deal 2% damage and deal low knockback, travelling half of Battlefield.
Sometimes, instead of shooting a spurt of three turnips, the turret shoots one big turnip that deals 10% damage, but travels as slow as Falco's laser.
The Turnip Turret breaks if opponents deal 15% or more damage to it.
When Captain Toad is standing next to the turret, the turret acts more like Auto-Reticle, "homing in" on opponents.
Only one Turnip Turret can be up at the same time and the move will do nothing when a turret is already on the field.
The Turret is on-stage twice as long as Pac-Man's Hydrant.
While the contraption itself is a ordinary turret, combinating it with other contraptions makes it a force to be reckoned with!
Try setting one on a diagonal propellor platform.
When he platform resets to its intial position, it travels pretty slow, giving it maximum coverage for the Turret
The Minecart also can be used to improve the Turnip Turret, as it won't be stationary anymore.
Smashes
Forward Smash:
Captain Toad tries to pluck a crop from the ground.
What he doesn't know is that the crop gets bigger the more he charges!
When the player releases the Smash, Captain Toad finally plucks the big turnip, dealing 7% uncharged and light knockback.
Now Captain Toad can walk forwards with his turnip, throwing it forwards with another press off the button.
The bigger the turnip though, the slower the stroll, so be careful!
The throw of the turnip deals 7% damage uncharged and light knockback, though it has the benfit of quickly gaining more knockback as it charges.
Up Smash:
Captain Toad holds his open backpack above him and looks at it.
Too bad for the Captain, a Clear Pipe Cannon comes out and traps Captain Toad
While Captain Toad holds his hands for his eyes, scared for the ride, the clear pipe cannon shoots him straight up.
The Captain spins around while being shot, dealing 15% damage total and kills vertically at 120%.
Captain Toad is shot the length comparable to the lenght Mega Man's uncharged forward smash travels.
Down Smash:
Captain Toad gets dizzy, indicated by the swirls around his head, and spins around four times.
The backpack turns into a hitbox.
There's one strong, intial hit when Captain Toad starts spinning, dealing 10% damage and killing at 130%, after that the move turns weaker.
During this time, the backpack deals 5% damage and the move kills at 140%
After two spins, Captain Toad can move while spinning ariound
Normals
Jab
Captain Toad unties his backpack and shakes it up and down repeatedly.
Forward Tilt
Captain Toad gets very scared of the nearing opponent, and hides behind his backpack as a last reflex, pushing it forward as if it was poisonous.
He doesn't even look at the opponent getting hit!
The move does 6% damage and decent knockback.
Up Tilt
Captain Toad, wait, Captain Toad does nothing with this move!
Instead, a Piranha Plant breaks out of his backpack, biting opponents.
This attack deals 8%, but little knockback, making it eglible for comboes.
Captain Toad then notices something and decides to look back, but then the Piranha already disappeared.
Down Tilt
Suddenly, a crop comes above ground.
Captain Toad decides to pluck it, dealing 3% damage to nearby opponents, but no knockback.
When he has plucked the reward, he dumps it onto opponents, dealing 5% damage and differing knockback
Captain Toad can namely pluck different rewards, all dealing different knockbacks.
The diamond has the highest knockback, killing at 140%, the turnip is somewhat weaker and deals medium knockback and the coin is the weakest with low knockback, but acts as a multihit attack as it spins.
Dash Attack
Captain Toad stumbles, but luckily, a Clear Pipe the lenght of a Battlefield platform forms itself as Captain Toad cruises through it, dealing 7% damage and medium knockback
This Clear Pipe transports Captain Toad through the pipe before Captain Toad falls out.
Aerials
Neutral Aerial
A diamond suddenly appears in Captain Toad's hands, who adores his new treasure.
Too bad for Captain Toad, the weight of the diamond drags Captain Toad along, which causes Captain Toad to spin around.
After two spins, that deals 8% damage each with each spin and medium knockback, Captain Toad drops the Diamond in his backpack.
Forward Aerial
Captain Toad unties his backpack and swings it forwards with both hands.
Deals 10% damage with great knockback.
Back Aerial
Captain Toad unties his backpack and swings it with one hand, dealing 5% damage and light knockback.
Up Aerial
A power star flies out of Captain Toad's backpack, at incredible speed, to make it look like it's summoned.
Luckily for him, he manages to catch the star.
The real
star here is the fact that the Captain uses the newfound star to attack opponents, hitting them with the top "spike" while he holds the star at it's bottom "spikes"
This attack deals 9% damage and heavy knockback, potentionally Star KO'ing opponents that are caught very high.
It's Captain Toad's best kill move, but can only be landed with smart use of his contraptions.
Down Aerial
Captain Toad does nothing in this move!
His backpack however, breaks from all the weight.
This causes a Mega Turnip the size of Bowser Jr. to fall out and damage opponents for 9% damage.
The Turnip falls to the ground rather quickly and dissappears when it hits the ground or a shield.
The Turnip also deals medium upwards knockback.
Grab Game
Grab
A Clear Pipe arises from the ground, capturing opponent's inside.
The grab is not the fastest, but makes up for it for the utility of the throws.
Pummel
Captain Toad memorises this Clear Pipe as the Clear Pipe that got him in the Sprixie Kingdom.
He also remembers that Mario and Luigi fixed it with their hammers and comes to the idea to hammer the pipe.
Captain Toad doesn't have a hammer though and instead hits opponents with his Pickaxe.
The animation resembles the intro of 3D World, switching sides of the pipe every hit.
Forward Throw
Captain Toad pushes the Clear Pipe to the direction chosen, causing the pipe to bend and launch the opponent that way.
The throw isn't his strongest, but suffices as a way to get opponents off stage.
Back Throw
The Clear Pipe sprouts a cannon, scaring Captain Toad, and launches the opponent backwards, which causes Captain Toad to clap and jump up and down.
And for a very good reason, since this throw is a very strong KO move, killing at 130%
Up Throw
Captain Toad decides to look down the pipe to see if something is coming upwards.
We as Mario fans know that when there's a pipe, there's a piranha plant.
But Captain Toad doesn't, and gets scared by the Piranha Plant that comes up, damaging opponents for 14% damage in a 4-hit bite combo, before ending with a last bite for decent knockback.
Too bad Captain Toad doesn't look until the move is done.
Down Throw
Somewhat less dangerous than the Piranha Plants are the Fuzzies that inhabit the Clear Pipes.
One of these comes up and hits the opponents.
It doesn't do much damage or knockback and only throws the opponent right in front of Captain Toad, standing behind the pipe.