I expect a video review, FA (D)
Here's a compilation of the best of the Appetizer's moments.
The Appetizer is a terrifying and horrible abomination that comes from under the ocean. He eats and terrorizes anything in his path, eating innocents and slaughtering thousands, all while leaving a brown, gooey mess behind him. His eventual goal is to consume the planet, spreading his goo to every man, woman, and child before devouring them, eventually moving onto the galaxy, and finally, the universe. Or, if you prefer, he was a one-shot joke character in the Spongebob Squarepants episode "Squilliam Returns" that appears for 4 seconds to illustrate how bad Mr. Krabs is at cooking (despite owning the most popular restaurant in Bikini Bottom and obviously having came up with most of the recipes himself) and about how truly screwed and pathetic Squidward is, before disappearing and never being seen again. So basically, he's a characterization of a Big Lipped Alligator Moment.
Stats:
Size - 10
Ground Speed - 2/7
Weight - 12
Jumps - 0
The Appetizer is one of those characters who doesn't take vertical knockback or go into the air. At all. He doesn't leave the stage unless he's pushed off. He'll take his lateral knockback in full, while taking any vertical knockback dealt to him as lateral knockback at 1/2 strength.
Now, to the juicy stuff. When the Appetizer walks, he leaves behind him a brown, gooey mess, which sticks around for 5 seconds after he walks over it. Opponents who walk over this receive what can only be described as the opposite of the Ice effect: speed is halved, traction is increased, and they cannot escape the goop with a single jump, as a long, gooey link to the stage will snap them back unless they double jump. Rolling in the goop covers the foe in it, causing them to have the same effect outside of the goop while doubling the power of the goop itself. The Appetizer, on the other hand, has his speed increase greatly, as shown by his second movement speed stat. truly, he is a master of his own domain.
Special Attacks
Neutral Special - The Main Course
The Appetizer gets a concentrated look on his face, closing his eye and clenching his teeth as he forces his goop to spread out on either side of him. The goop spreads by 1 SBBs every .2 seconds, with the longevity (i.e., how long the goop will stay) increasing by 3 seconds for every .2 seconds the goop spreads. Essentially, by the time the goop has been spreading for a second, it will stay out for 15 seconds, and have spread out across 5 SBBs in either direction. Moving across pre-existing goop does not reset the timer (in fact, this does not happen ever across any goop) but using this move to cover pre-existing goop will. The goop will run over stages and pile up against walls: This move kills on stages with walled off stages like Shadow Moses, where, after the goop reaches the walls on either side, it begins to rise up, 1 SBB by every .3 seconds. Opponents will slowly sink in this, being dealt 1% each second that they are fully submerged. It's unlikely that this will be used too much unless you can create a wall or your opponents are small enough, though this can be an effective damage racker, even if it takes huge amounts of setup.
Side Special - Meal Time
The Appetizer licks his chops, a hungry look in his eye, before lunging forward ravenous mouth open and drooling. He will continue to rush forward as long as the input is held, actively chasing down opponents, resembling the one action he performs in his appearance on television. If he manages to catch the opponent, a minion, item, or physical trap, e eats it, swallowing it whole. A moment later, he
shits out forces a small meatball the size of Kirby behind him, containing the eaten item, much like a Yoshi egg. Opponents must simply mash out to escape their gooey captivity, breaking the ball as they do so. Minions/items/assists, on the other hand, have no hope of breaking out, essentially making it more useful on these characters. These balls are movable by attack or pushing against them, by all present characters, though they take knockback like the Appetizer himself does. The meatballs collect mass as they roll across other goop, increasing by 1 SBB in size for every 2 SBBs of goop it covers, also increasing in weight. At first, these things are petite, dealing a miniscule 3% damage and very light knockback. As they collect meat, their damage and knockback output increases: at full size, about 1.2 Bowsers big, it'll deal 16% damage and much higher knockback. The meatballs allow opponents to stand on them like platforms without sinking through, acting as walls as well.
Yes. This essentially makes the meatballs solid, walls when not moving. As with other walls, if the Appetizer can get two of these, he can create one of his meaty death traps for the foe. No, you can't place tow of these at the ends of the stage to block the Appetizer from falling off, as the knockback from the Appetizer being knocked into the ball will cause the ball to be knocked over the edge. Also, he can only have 5 of these out at a time, and this includes any meatball he's able to create.
Down Special - Mystery Meat Surprise
The Appetizer sinks down into his goop with only that random foot sticking out for a visual indicator for where he is. He can move through any of his previously laid tracks at a speed of 9. By pressing the special button, the Appetizer pops back out of the glop laglessly, the Appetizer able to move and attack before he even comes all the way back up. Pressing A while under the goop causes something a bit different to happen, the Appetizer forcibly coming out of the goo, head butting straight up, dealing 10% damage and high upwards knockback. He can attack his meatballs from underneath like this, with them still taking the vertical attacks as lateral knockback at 1/2 strength if this is used on a ball of meat that has been used as a wall to create a pool of meat, the wall rolls away, causing the meat to fall into a kind of slope. These, due to being uneven ground, do not cause opponents to sink, though still cause the normal effects of the foe. Of course, this is a great way to create a higher ground, to make an upwards battle for any opponent. He can also use this to create a sort of valley - using two meat pools, he can make two hills for two balls to roll around, constantly increasing in difficulty to dodge for opponents. Speaking of the pools of meaty goop, he can hide out in these for a while, his eyeball being the visual indicator for the player to see where he is. This is obviously used for stalling, but in team matches it can be useful to hide out. Also, the deeper he is, the harder he comes up to hit, dealing an extra 3% for every SBB he goes down. Yes, created stages will be made to exploit this, making the Appetizer very very broken in friendly matches on these.
Up Special - Insectoid Wings
The wings that appear all over the Appetizer's body begin to buzz as he's lifted into the air.
WAIT! I thought he didn't leave the ground? Technically, he doesn't: as he rises up, a connecting glob of goop stretches out, think like when you're eating some gooey food and there's a string of goo connecting the food in your spoon to the food in your bowl. Opponents trying to attack this gooey tether will find themselves stuck to the goop, as the Appetizer is free to do what he pleases with his elastic tether. Opponents wishing to harm the Appetizer must attack his body, the Bowser-sized lump at the top. This attack works much like if you were a much slower moving Super Dragon Yoshi attached to a tether to the stage, if you need a reference to the controls. No, this can't be used off stage as a recovery move because of no goop underneath him. The Appetizer accesses his Aerial Attacks from this state. If he comes into contact with a platform, he slides onto it, leaving connecting goop to fall and leave a trail, depending on how far he stretched the goop. By inputting this attack while the Appetizer is up, he plops down in a very funny manner. Another note, the Appetizer takes only downwards knockback while in this state, so going off-stage (though why the hell would you want to do THAT?) is a big no-no.
Standard Attacks
Jab - Chow Down
The Appetizer opens his mouth, leans forward a bit, then bites down, dealing a rather high for a jab 5% and standard knockback (that is to say, very low). Now, there is a very nice other use, as the Appetizer can use this to chomp down on his meatballs, each chomp decreasing the size and weight of the meatballs by one. These bites come back in the Down Smash, so don't worry about no use. As a side note, during the short period that the Appetizer can angle the chomp up and down, also being able to bite at the goop on the ground for the same effect.
Dash Attack - Wash Up
While dashing, the Appetizer thins his body out (consistency wise), hopefully passing over the opponent as he runs. This deals 2% damage and covers the foe in goop. Effectively, a forced version of when the foes roll in the goop, conveniently putting opponents behind you.
Forward Tilt - Body Slam
This is fairly simple, as the Appetizer pushes forward at a faster than usual pace over a distance of 1.5 SBBs. This deals 9% damage to the foe, along with fairly good knockback - enough to keep them off of your a
ss for a while at least. It's generally a good GTFO move, but can also be used to push around smaller meatballs when you don't have the time to smash them.
Up Tilt - No Threat
The Appetizer, in a grossly mocking move towards his opponent, -spits- on them as an attack. Granted, it's a gooey ball of meat and not spit, but, really, Appetizer? You would sink -that- low just to mock your opponents? And for what, a measly little 5% damage and slight hit stun. Just goes to show how big of a superiority complex one big meathead can have.
Down Tilt - Meatball Crusher
The Appetizer quickly sinks into the ground, leaving that foot sticking up (again) for a visual indicator. He can hold this pose for as long as he wishes, but will automatically come up if hit by an attack, leading to some heavy end lag. Seeing as he's already combo food on his own, we don't need heavy end lag. Anyway, when the input is released, he has the two sides of his body come up, surrounding whatever is above him, before bringing them together and crushing it. To foes, this deals 12% damage and fairly high vertical knockback, as well as a lesson in paying attention to your foes. To your meatballs, however, it means he crushes them, disposing of those he doesn't need anymore.
Smash Attacks
Forward Smash - Terrifying Roar
The Appetizer opens his mouth, sucking in air for the charging animation. Once the charge is unleashed, the monster closes his eye and releases a huge (or not so much, depending on the charge) roar. At no charge, the roar's range (represented by little cartoony sound waves) only reaches a short distance a head of him, dealing 10% damage. At full charge, the roar not only shakes the screen, but also reaches 1/3rd of Final Destination ahead of him, and deals 18% damage. Both deal fairly high knockback for their respective damage outputs. This is the Appetizer's main way of moving his meatballs around, due to the attack's long range, low lag, and high damage output.
Down Smash - Upchuck
The Appetizer gets an almost pained expression on his face as he appears to be forcing something up: he essentially has a hairball. Except meat. The Appetizer spits these things out, the things being significantly smaller-than-Kirby meatballs, at 1-4 per attack, depending on the charge. They are essentially smaller, possibly easier produced (depending on the foe) versions of your already existing meatballs. Yes, the amount you have stored up is the same amount that you have left over from your jab's chomping nonsense. The problem is, you can only have 8 at a time, so you need to ration the uses. From the start, they roll around like crazy and deal tiny 2% damage hits, but, like the others, eventually grow into the giant meatballs you know, love, and so desperately want. If a larger meatball were to come into contact with one of these small guys, the smaller ball sticks to the giant one, making it an even bigger mess, and harder to get around.
Up Smash - Meat Wave
The Appetizer seems to dig himself into the ground, under his meat trail, for the charge animation, seemingly grabbing it as much as he can. When the charge is released, the Appetizer throws (or it looks like he does) the meat trail up in the air, as all the meat rises, up to 6 SBBs at full charge. This creates a wave effect, throwing any small meatballs up into the air (for the first time), though stopping at any meatball that is decently large (larger than say, Yoshi). This also launches opponents into the air, juggling them off of your hopefully tactilly placed meatballs. As the meatballs fall to the ground, any opponent caught under them are dealt 16% damage and get spiked down. The meat falls back down into the trail, as if nothing had happened...except it's moved at least a little bit to the side.
Aerial Attacks
Up Aerial - Launch
The Appetizer rears itself up a bit and flies backward a short distance before snapping itself forward, effectively breaking his gooey chain to the stage in the process. He flies in a very low angle, his body, if it should come into contact with a foe, dealing 6% damage to any unlucky enough sap to be placed in his way. When he lands, it is with a very disgusting plop, usually about 5 SBBs away from his former position, though it varies on the height of the landscape and his own flying height. He is then free to move along his merry way, as this move pretty much allows him to escape a situation gone badly and hopefully get started on a new "project", so to speak.
Standard Aerial - Chomp
Much like in his jab, the Appetizer chomps down hard, dealing 5% damage and decent knockback. This is good for bugging aerial foes, but also serves another purpose: with this move, used at the right time, the Appetizer can swallow projectiles. This works a bit like Mr. Game & Watch's Oil Bucket, with the exception that releasing the projectiles is left up to 2 completely different moves. Remember your useless Up Tilt? After this attack, the Appetizer won't be spitting globs of meat, oh no, now, he's spitting out the last three projectiles that he ate, all in the same high arc, though each maintain their normal damage output, though the knockback is mostly reduced.
Forward Aerial - Relaunch
And this is the other attack that will shoot back those pesky projectiles. This time, however, the Appetizer puts more focus on this sort of thing - first things first, if he doesn't have a projectile to launch, he'll roar instead, with the same cartoony sound wave effect as his Forward Smash, which deals 4% damage and decent pushback on foes, at least getting them off your back. With a projectile swallowed, though, he'll suck in air for a short period before spitting, launching the projectile through the air at the speed of Pit's Light Arrows, which deals 7% damage and decent knockback, plus whatever other effect that the projectile might produce.
Down Aerial - Dive Bomber
The Appetizer unattatches itself to the stage, falling fast. He quickly turns himself upside-down, allowing himself to be guided to the ground before making impact. When he does so, he hopes to hit any opponent on the ground, which deals 10% damage and covers the foe in the goop, though the knockback is unfortunatley minimal. This can be used while the Appetizer is taking knockback.
Back Aerial - Launch the Tether
The Appetizer, still floating, gives some slack to the tether that he's hopefully caught opponents in, taking his time to create a sufficient drop. He then quickly flies upwards, snapping opponents off of the tether, with 7% damage and high knockback. Opponents can get slapped by this if they are in the right place, which has themselves get stuck to the tether, with a nice 5% extra damage for good measure.
Grab and Throws
Grab - Dinner Time!
The Appetizer suddenly gets a look of great urge and wants in its luscum face as he lunges straight for the opponent's . . . mouth? Yes, the Appetizer, being a food and all, only wants to be eaten and enjoyed by everyone, at any means necessary, including forcing itself down their throats or similar opening/crevice. This has fairly good range, rivaling that of the Great Penguin King. Of another note, the Appetizer's grab is a bit harder to escape from, taking 1.5 times the effort.
Pummel - Finish What's On Your Plate
The Appetizer's pummel is a very unique one in the sense that, well, he needs to use it before he can use any of his throws. For every press of the A button, the Appetizer forces itself farther and farther down the opponent's esophagus (or similar organ, damn alien or robot anatomies are gonna be the death of me). If the Appetizer succeeds in pummeling 10 times, he successfully forces his way into their stomach. This can be achieved because of a number of factors: for one, the Appetizer's grab is more difficult to escape than most, 2, the pummel is pretty fast, since it doesn't deal any damage, it's no hard feat to press a button 10 times in a row in a relatively short amount of time, and 3, the Appetizer has probably already dealt the foe damage with his ball rolling antics, making it even harder.
So, now that you're in the stomach, what can you do? Well, the opponent becomes all bloated and sick-looking, though still manages to get around at Charizard's walk speed until you leave the body. How exactly is that achieved? Well, after 3 seconds of this, the opponent promptly vomits you up, leaving you vulnerable to attack, or even worse: stupidity-induced gimping. With puke. This pretty much means that you have 3 seconds to input a direction, and you perform the throw from
inside the foe's body. That's right, while the foe is moving around like a fat bloated pig, you get to cause all sorts of food poisoning antics by simply tapping in a throw direction. Although, it's safe to say that you'll only get to use one at a time since they all leave you outside of the body through various means. This is going to be fun, boys (SMIRK).
Up Throw - Nausea
For your sake, I'll start with the least un-pleasant of the throws. For this attack, the Appetizer attacks the opponents head: giving them headaches, dizziness, and stomach problems. This allows you to mess with the opponent's controls for a little bit: you don't have full control over them, but you can influence the direction that they go in by tapping, causing them to stagger back and forth, clutching their heads and bloated bellies. This doesn't take full control away from the opponent at all, just gives them resistance on the direction: tapping back will cause an opponent to stagger backwards every few steps, forward will likely cause them to trip, down will cause them to put their heads down and walk forward in their direction, while up does...nothing. This goes on for 5 seconds before the opponent finally kneels over and throws up the Appetizer, leaving them in a state of constant forward dashing, causing them to hopefully run into even more of your crap for a short spell while the Appetizer can go on with his mischief.
Forward Throw - Projectile Vomit
This is pretty much, as we Tropers say: Exactly what it says on the tin. When the forward throw is input (the "forward" being based on where the foe is currently facing. Same with back throw since I don't like repeating myself), the foe immediately starts dry-heaving, though still being able to move, while the Appetizer can aim his course: the dry heaving lasts for 1 second. After the second is up, and you've hopefully given a trajectory, the opponents violently vomits the Appetizer in an arc in said chosen trajectory. Yes, he does fly through the air in liquid form, and no, he can’t be attacked by opponent’s teammates while he's like this. The foe is dealt 8% damage in the process, as well as being stuck in that same dizzy state for a moment afterwards, while you, the Appetizer, are free to continue your dastardly plot.
Down Throw - Indigestion
This one is pretty different from the others: the opponent lets out a painful belch that deals 4% damage before throwing the Appetizer up. The difference is that this throw has long lasting effects: For each 10% damage the opponent has, they belch another time after 2 seconds, this time dealing 2% damage. Opponents will continue this until either they reach the amount of damage equaling their belches, die, kill the Appetizer, or the Appetizer uses a different throw on them. Essentially, at the damage he's going to have to cause opponents to even get into them, this can be a very serious and very useful damage racker when the Appetizer is getting desperate OR just wants to rub in the victory more.
Backward Throw - Unsettled Stomach
Okay boys, this is the grossest of the gross. The foe begins flashing red, as Wario does when his Wario Waft is particularly bad. The begin to sweat, looking around, still moving, but now a bit faster and more stiff and uncomfortable looking-oh no, it looks like whatever they ate (mainly the Appetizer) is not boding well with their stomach! Alas, with no restroom to be found, the foe accepts their fate, sits down a little, and
BOOM, a brownish-greenish explosive gas cloud sends them flying upwards, with enough knockback to kill at oh, 180% or so. Meanwhile, while the smoke (and stench) clears, the Appetizer can be seen in a
neat, curled up little brown pile on the ground before regaining composure a moment later, before control is once again regained over the Appetizer.
Final Smash
Consumption
The Appetizer has grabbed the Smashball!...somehow. Anyway, with the press of the special button, the camera focuses in on him, going all crazy and raving mad. He then lurches forward, attempting to bite anything within reach. If he's successful within 3 bites, he clutched them in his jaws, grinding his teeth, muching them up. Then...he swallows, and the opponent loses a stock.
Playstyle Summary
The Appetizer is a character for those who like a lot of buildup with a lot of payoff. At the start of the match, you're at your most vulnerable, as you havent had time to spread your goop around the stage. From the very start, you're going to want to use your side special to at least trap opponents for a short while, and roll it away with either your F Tilt or F Smash to send them away as you spread your goop around with your Neutral Special. Keeping the opponent away at this early stage is pivotal, as well is capturing any of the minions or assists that the opponent may have with them. Playing keep away with the foe while building your meatballs up is going to be difficult, but it's very doable, as long as you keep foes at a safe distance. Once you've built two of them up (using either your opponent's assists or your down smash with your jab's chunks), placing them in the right part of the stage is pivotal. On most stages, the middle is the best, but on larger stages, it'd be better to seal off a little nook all to yourself and lure oppoents in. Some stages with built-in walls are pitch-perfect for you to exploit, as are the ones with the slopes as that makes your next job all that much easier as well: create a slope to roll your meatballs down. Doing this should give you enough time to make a second slope, essentially creating a deadly vally of a stage that opponents are going to want to avoid at all costs. As with foes at this point, you've already made the stage a living hell with your goop covering every which way, so covering the opponent in goop to keep them slow and grounded, therefore all the less powerful to stop you. Once your valley has been created, it's all about getting opponents into the valley. Using your up special to increase your effectiveness against campers is a great way to approach it with most sets in SSBMYM, launching back their projectile attacks and launching yourself into their reach, catching them in your tether and flinging them around. Your Up Smash also works in this situation if you've somehow gotten yourself behind the foe, using your meat trail as a big wave to launch them towards your valley. Of course, getting them to your valley is a fairly easy part of your game, it's keeping them there that will be the hard part. Grabbing them and making them stagger around is a good way to make sure that they stay for a while, as is making them dizzy from indigestion. Opponents will fight you tooth and nail to get out, and seeing as you are complete combo fodder, you're going to take some hits. Eventually, after you've worked them to the point where they could get sent flying by everything, you get them in spectacular fashion with your Back Throw, smashing them between two meatballs, or flinging them off the stage like the insects that they are. Either way, you've got your work cut out for you, but the end result is oh so satisfying.
Extras!
Entrance, Taunts, Victory Animations, Loss Animation
Entrance - The Appetizer bursts open a door in the background, roaring as he emerges onto the battlefield.
Taunt Up - The Appetizer looks up to the sky, roaring and drooling.
Taunt Side - The Appetizer spits in the opponents direction, actually chuckling a bit at what he did.
Taunt Down - The Appetizer sinks down into his own filth, a relieved look on his face, and lets out a satisfied moan. He then straightens himself back up.
Victory Pose 1 - The Appetizer is seen munching on his opponents, their undersides clearly visable. The Appetizer growls.
Victory Pose 2 - The Screen apears black, beforeit's suddenly thrust into the light. The Appetizer glares into the camera, covered in drool as it was just spit out.
Victory Pose 3 - The Appetizer merely throws his head up and roars, intimidating anyone on the screen into cowering in fear.
Loss Pose - The Appetizer is seen for a brief moment, looking beaten, before he sinks into a sewer pipe.
Boss Mode
Obviously, the Appetizer is worthy of a boss set. While he doesn't neccissarilly get a different moveset, he does have the following changes happen:
- His weight is increased to 17
- His size is increased to 15
- His speed off his goop is a 7, on his goop, it is a 10
- All Smash Attacks automatically charge all the way
- He loses his Up special, and therefore, his Aerials
- His knockback taken is reduced to a quarter of it's usual effect
- All meatballs come out full sized
- He has a stamina of 720%
- His grab only takes 5 pummels to get through
Essentially, it's just a bigger, more powerful, land bound version of himself. Taking on 3 opponents is going to be tough but not impossible.
Role in the SSE
The Appetizer doesn't take on a central role at all, in fact, he just replaces a rather annoying boss fight in the SSE: When the Giant Diddy is fought, instead of cloning Diddy Kong, Bowser unleashes The Appetizer (the Boss Mode version of him) onto them. From then on, after you defeat him, everything goes like normal except the appetizer appearing in Gannon's throne room chained up, and coming with Gannon to face Tabbu, getting trophy-ized in the proccess. He can be rescued and put on your squad to defeat Tabbu, this unlocking him in the normal game.