[FONT="#28c217"]Oogie Boogie
Whereas the folks of Halloween Town just want to give a good scare, Oogie Boogie means to play dirty in just about every way. An avid gambler, he loves nothing less than putting other peoples' lives on the line, going further than most other Disney Villains in actually kidnapping, torturing and killing victims with the help of his bratty henchmen and many casino-themed torture devices. He has a bitter past with Jack, and intends to upstage him as the ruler of Halloween Town, even if it means getting outsiders involved...
Size: 10
Weight: 20
Ground Speed: 1
Traction: 9
Air Speed: 3
Jump Height 1: 2
Jump Height 2: 2
Fall Speed: 9
Oogie has stats you'd expect from a typical heavyweight who can't quite hold himself up, but unlike most his brethren he weighs a shocking amount - that, and you'll quickly find that he only takes half hitstun and has Super Amour against all attacks that deal 5% or less...
He does have a rather fatal weakness, however. Upon being hit by any cutting attack, or just any old one that would send him flying, Oogie's body will tear and reveal itself to be composed of many cartoony-looking bugs that begin spilling out of him like water and scatter across the stage aimlessly upon touching it - you hardly need to worry about the main body falling offstage given how much Oogie weighs. Crying out "My bugs!" during this time, Oogie's main body begins limping and moving significantly more slowly for 2 seconds until it finally collapses, the stage being filled with enough bugs to fill the entirety of Final Destination. These bugs are completely harmless and can be killed with one attack, or even just be stepped on, but just doing that won't do you any good - there's a blue bug that's slightly bigger than the rest and always comes out last that composes Oogie's brain, and once you kill it he loses a stock. Oogie's not completely vulnerable while he's a bug however, as he's able to move around the stage at Ganon's dashing speed and move past certain objects with his size, even crawl on walls or ceilings for as long as he likes (which only his bug will do)...were it not for the fact that he'll also lose a stock if his main body is knocked off the stage at only a quarter of it's weight. KO'ing the body is sometimes the better option for foes, as they suffer hitlag from their attacks from killing the bugs and move at half their speed when stepping over a bunch of them, even suffering the ice sliding effect when attempting to stop. On the other hand, Oogie's body will remain torn with no way to be sown back up, let alone get back all those other bugs you lost as they fell out....at least for now...
Specials
Oogie starts off every match with a pair of die he casts and throws to the floor in front of him, which enlarge to half a crate's mass before giving off a random result from their combined numbers between 2-12 that shows up above the die. These die can be hit on their sides to tip them over, but their exact positions are determined at random - on the other hand they can in fact be picked up and thrown around the stage, but only deal 2% and pathetic flinching that only works at around 125% before landing on the ground and giving off a completely random result. It's also possible for players to knock the die around to have them emulate the damage and knockback of their attack at quarter capacity if you want to deal more damage...
But wait, then what's the point of the die result if you can just use them as weapons? Well, Oogie IS a gambler, and what he's putting at stake with the die results are the number of traps he can have out onstage at once - that means you can have a total of up to 12 traps out at once, but if you ever get a pair of 1s Oogie will yell "Snakes eyes!?", which is indeed as bad as he makes it sounds since this means you get no traps at all. As a matter of fact, rolling a 1 at all detracts from the other number you rolled, so if you rolled a 2 and a 1 you'll only be able to have one trap onstage. Oogie can still lay traps on the stage even if he'd exceed his limit however, though this trap will be "withdrawn" at the moment (and cannot be destroyed by trap-destroying moves), but the moment you get a high enough die result it'll instantly spring into action. The traps you made first will be the first to spring up this way, but when the die result is low enough it will be forced to withdraw into the stage, with your more recent traps being the first to succumb to this. Because of this Oogie actually has to take care in which order he makes his traps, because if he makes an important one after his other trivial ones he could risk the match from failing to get a high die result...but don't think this makes Oogie completely luck-based, no - he's more than willing to cheat for the sake of his outcome and use underhanded tactics to rig the outcome of his die.
If a character picks up a die it will remain on it's top with it's result still in-tact, but if thrown or knocked around the results from before will no longer be in effect and the that die will be null until it lands again - this can actually be used to your advantage if you ever get a 1, because it will no longer be in commission and you'll gain an additional trap if you had your other die around. Also, if your die are ever knocked offstage they'll fall from the top of the screen onto a random location of the stage. To make you as helpless as possible, your foe could try and get their hands on both die and keep knocking them around, but they still have you to personally deal with.
Neutral Special - 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 16% and upwards knockback that kills at 125%, giving Oogie a 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 1.4x regular escape difficulty also means you can have the skeleton release the foe 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).
Credit to MasterWarlord for this attack (which he kinda wanted in).
Side Special - HMA Inhale
Oogie Boogie takes a cue from the eagle king and begins inhaling or exhaling based on whether you held the control stick backwards or forward. Objects are sucked towards or away from Oogie based on how much they weigh providing they're within 1/2 of FD, though he cannot swallow entire foes and does not have a very wide radius in which he affects objects, to which you can and have to angle his head to affect anything shorter than your head area.
Oogie can suck up and swallow non-explosive items, and by attempting to exhale he can spit them as smash-thrown projectiles in the angled direction. Transformation items like mushrooms will change Oogie and explosives will harm him from the inside like with Brawl's eaters, but other items will slightly add to Oogie's mass and increase his weight by 0.5, with barrels and crates increasing it by 1. This also makes Oogie a bigger target despite being harder to knock around, mind you. In terms of practical 1v1 uses, Oogie can suck up his own die to make them flip over with every 2 SBBs they travel, or keep them inside of him to use as sneaky projectile attack against enemies - be aware if you do this however, all of Oogie's traps will vanish and he'll actually have to spit out the die to make them re-appear. There is no limit to how many items Oogie can keep inside himself, though he'll start getting less weight for each one to make it possible for enemies to tear him - interestingly enough, any items Oogie had inside him will fall out when he's torn, so you could very well use this as a trigger to activate your traps when enemies think it's safe to suddenly hit you. Oogie can also suck up any stray bugs that didn't make it to him when he got sown back up, and will receive as much as 0.2-2 weight based on how many there were.
Up Special - Oogie BOOGIE
Oogie steals yet another one of Dedede's moves...except he barely jumps off the ground at all in exchange for his impact being far more powerful. Oogie doesn't jump high enough to be able to flatten the likes of Luigi from the ground, but if he does manage to get someone they'll take a surprisingly fatal 21% with horizontal-downwards knockback that puts them in prone on the ground and sends them sliding across the stage, generally KO'ing at 95%. And if characters aren't flattened by Oogie himself, they risk being pushed back by the invisible shockwaves he creates across the stage on either side of him, the length at which is 0.5-3 SBBs depending on the weight on the object. Dies will be pushed back a SBB, and are also pushed over so you can change their number depending on which way they're standing. Also, if Oogie somehow manages to grab a ledge with this move he'll end up smashing his entire body onto the stage to create that same shockwave which travels across the stage before he transitions into his normal ledge options.
Down Special - Snakes N Spider Soup
Oogie steps on a proppy switch as a SBB worth of circular ground opens up in a mechanical manner to reveal what resembles lava, which is in fact Oogie's snakes n spiders soup which he uses humans for - tapping the input has the hole appear in front of Oogie, though you can charge the move for up to a second to make it appear at the furtherest area of the stage you're standing on as Oogie's not one to move around himself for that reason. You can only have one of these holes onstage at a time. Bugs will go around the hole to reach their destination, while other characters are stuck with jumping over it lest they want to take damage frighteningly similar to the lava from Brinstar that can potentially KO at around 200% - try not to be knocked into your own soup lest you want all the contents of your body to spill and to lose a stock instantly (unless you can somehow have the hole be closed by a die result). The contents of the hole are dormant for now, but items, summons and portions of victims can be added into the soup to make it overflow at 0.5 SBBs per sample on either side (1.5 when a character is damaged by it), in which the contents acts like the soup hole usually would (it can and will also grow in size), terrain-sensitive and all but moving across flat surfaces at Ganon's walking speed until it flows offstage.
While Oogie massively suffers in the face of (any) goop due to effectively being OHKO'ed by it, he also massively benefits from it if you keep it in place as a trap by exhaling or better yet, inhaling it - whenever Oogie Boogie inhales any type of goop, it'll somehow form into insects inside his body (possibly by feeding them) that slowly enlarge him from the inside by 1.1X his original size per 0.5 SBBs of goop, and not just the contents from the soup either but any goop from another moveset. As this occurs Oogie become a bigger target as his attacks deal more damage proportional to how large he is (2X his size doubles the power of his attacks) but also slows them down by that much, though he also starts to taking significantly less knockback to compensate - foes will have a much more difficult time trying to tear him open, even with slashing attacks, and more bugs will spill on the stage when that happens, allowing him to survive for longer as he starts to shrink. Oogie will also gradually stop being knocked upwards by his own soup until he reaches obscenely high percentages, which means he'll easily be able to stand on it without being killed for a limited time as his damage begins to skyrocket, yet on the other hand his soup will grow due to damaging him and it'll cover enough of the stage to force enemies into the air...you'd think that Oogie could simply inhale his soup to grow bigger instead of allowing himself to be damaged by it, but he'll eventually get so big that he won't be able to bend his head down to inhale it.
On the other hand however, Oogie's suction becomes far more powerful with his size, and he's able to suck in any goop that's a certain distance away from him to increase his size even further. Oogie can also inhale foes when he's reached more than twice his size (and cannot be grabbed when he's at least this big), which causes the outside of his body to become transparent as foes find themselves around his brain area, forced to move around in any direction at their aerial speed while taking passive damage from the bugs at 1% a second but also suffer from a quarter of the inhaled goop's effects every second but without flinching or knockback - that's an additional 2.5% a second from the soup. The foe is also capable of attacking Oogie's bugs from the inside to shrink him, and if their body ends up overlapping that of Oogie's shrunken one it'll burst as if torn and his bugs will scatter - foes can also attack the edges of Oogie's insides to damage him (no hitstun or knockback) or even go down to his bottom area to cause a tear. Oogie's not defenseless with a foe inside him however, as by exhaling he'll attempt to spew up the goop he inhaled with whatever properties it had beforehand along with his foe at Sonic's dashing speed, effectively creating a mid-air variation of his soup contents that'll be fatal to the foe given how close they'll probably be to the blast zone if they fail to dodge the moment they're released from Oogie's mouth. From there they should be able to fall to the ground while the goop spews out of Oogie's mouth as a stream with it's normal properties, travelling across the stage away from Oogie if it was his own soup contents. Used as an actual means of attack to outside enemies, this soup stream isn't nearly as broken as you'd think since Oogie will not be able to angle it against enemies close to him, and puking it out will naturally cause him to shrink, and is the only way you're able to do so if you need to.
Finally, die will float on top of soup contents and any other types of goop, even water, but because of the soup's damaging properties it essentially becomes impossible for anyone to tamper with the die results - spilling soup across the stage isn't a bad idea to keep a certain result in place, though you'll have to deal with the actual soup contents themselves and thus this isn't completely permanent.
Standards
Standard
Oogie claps his hands together with each tap of A, as if applauding his victim's efforts to survive. Each hits deals about 2.5% with flinching knockback that can be done at a rapid rate for a good amount of damage, with Oogie being able to keep his hands closed as a solid if you hold A - more relevant with him than most characters since weak attacks won't make him budge and if the enemy tries any funny business Oogie can just clap on them. This is also helped by the fact that Oogie can walk backwards and forward while holding his hands together this way like an eager child, but aside from pathetically walling enemies it doesn't do much else. It's more relevant for when Oogie's a giant since his hands and arms will act as a platform if they're big enough, which he can easily manipulate to force enemies on the defensive when they've been forced into the air by the burning soup contents - here, Oogie's hands will deal a significantly large amount of damage and take up a huge amount of space to the point where you'll be racking lots of damage on foes with high percentages.
Dash Attack
From his laughably pathetic stride, Oogie bends down a little before suddenly pouncing forward with his ragged mass, dealing slightly more damage than Dedede's Dash Attack along with travelling twice the distance, but with twice the start and ending lag. What makes this otherwise powerful attack more punishable though is the fact that Oogie overexerts himself and ends up forcing a Pokeball-sized ball of bugs to roll out from a small opening in his body behind him with the physics of a rolling barrel and deal 3% with slight upwards knockback before eventually coming to a stop - this'll naturally affect dies you have behind you. This ball of bugs acts like an item due to Oogie totally needing something else other than his dies, which he could choose to roll directly into his Down Special soup hole or any goop soup onstage for ingredients to enlarge it as a deadly surprise for enemies. This comes at the rather hefty cost of some of your bugs however, which can easily be killed by a foe but inevitably cut your weight down to 15/10, takes off 2% of your flinch resistance and cuts your movement speed down to an even more sluggish 3/4s of it's original. You can do this up to 3 times in a row with your original size, but actually having been enlarged rids you of this cost since you'll use the bugs you've gained from your goop, which instead only costs you 0.1X the size you've gained, essentially only 0.5 SBBs of goop which the bugs you used for this move will make - enlargening yourself will revert you to your normal statistics, so there's no need to worry. This move becomes more difficult to use the bigger you are, but at around 1.5 of your original size or so you'll be able to use your large mass to crush enemies, though the ball you make afterwards won't change in size no matter how big you get.
F-tilt
Oogie suddenly opens his mouth and fires off one of his bugs with the same random properties of Olimar's Pikmin Toss but can be angled. This bug will attempt to pursue the nearest foe and latch onto them (if it didn't initially hit them), dealing 0.1% per second and forcing a 0.1 second delay in the foe's controls whenever they transition into a jump, walk/run/dash or attempt to stand or fall, which essentially delays the foe's ability to attack and even move around in the air until they shake the bugs off like Pikmin. That in itself won't be enough to rid the bugs for good though, as they'll keep pursuing that same foe unless they're actually killed. You can have up to 10 bugs out with this move (one more for each 1.1X larger you are from drinking goop), though they actually come from your main body and make you a bit lighter in the process - 0.1 weight is lost for each bug. In groups, the bugs will be downright deadly for their ability to delay the enemy's controls and make them more likely to fall into your traps when they're trying to jump or move past them, though they're still ridiculously easy to kill to the point where enemies only have to walk over them. Hitting with this move initially is generally your only option to make it work.
You can use this move as a bug to make all other bugs behave aggressively and attempt to pursue foes and swarm on them, you being able to deal quite a lot of damage if the foe is unable to fight back against them, say if they didn't attempt to walk over them or anything. Now foes actually have to walk over the bugs and not leave them alone at all, as they'll likely have blind spots from the lag of their attacks, but will there be enough space on the ground for them to move at all?
U-tilt
Oogie festively throws his hands up into the air like Ronald McDonald does with his Ran Ran Ru (or Wario's U-tilt), dealing 9% that KOs at 200%, because Oogie totally doesn't have enough ways to knock enemies up into the air - you can keep spamming this move over and over from a single use instead of succumbing to the rough end lag early, which also helps that objects touching the upper-half of Oogie on either side during the first hit will also be chucked up, so you can obviously use this to spring both your die into the air rather than just throw one at a time. Due to how spammable it is, you could easily juggle enemies above a giant Oogie up to the top of the screen to their deaths if they were indeed stupid enough to be there, or simply take advantage of Oogie's initially large mass to use this as an anti-air against enemies who try to jump over your traps, such as your Down Special hole.
D-tilt
Oogie bends to slam the ground with both hands, dealing 4% with slight knockback that only KOs at 315% upon contact with his arms but 9% to anyone underneath his main body with spiking knockback that knocks enemies upwards on the ground and KOs at 130%. The attack also causes a slight shockwave around Oogie that trips anyone right next to him when he slams the ground, and subsequently yet randomly changes the results of any die near him - other attacks that induce stationary shockwaves along the ground will also produce the same effect on die, not just this attack, and will also cause Oogie's soup contents to hop off the ground momentarily at the same time. This attack has a horrible amount of end lag to it as Oogie sluggishly bends back up and thus is very easily punishable, but the attack itself starts up almost instantly, which is excellent for it's die-manipulation that usually rigs the result for a higher number in Oogie's case - activate one of your laid traps and punish any enemy who'd try and take advantage of your end lag.
When you've become giant, you'll naturally cover more space with your main body, though it'll become horribly inconvenient to try and rig your dies. You can also use this move when you've been reduced to the state of a bug, which'll cause any other bugs you have around to move to your stray dies and attempt to turn them over in order to rig the result for you - if you have any dormant traps around the stage to use against enemies while you prepare for your revival you can make yourself out to be more of a threat as a bug than your foe initially thought.
Smashes
All of Oogie's Smashes are trap-producing moves which he can charge for as long as he likes. A closed mechanical hole will appear in front of Oogie upon use of an U-Smash or D-Smash, the likes of which you can direct the control stick to move around at Ganon's dashing speed to choose where they appear much like with his Down Special.
F-Smash
An elaborate box of sorts appears in front of Oogie in the background, a SBB tall and wide, which quickly opens up and reveals a human-sized toy soldier that slides onto the attacking plane within a 1.2 seconds interval before pointing it's gun at the nearest enemy and shooting them for a non-flinching 5% before going back into the background. The toy solider will not attempt to fire again afterwards until they're triggered by the die result, which must be done via you getting a lower score than used to initially trigger them then getting high with another roll. Using this move again or holding the charge for more than 0.5 seconds will have another box appear next to the one that first appeared, and if there's not enough space on the stage to fit any more the next box will appear on top of a previous one like a tower. Given the nature of the toy solider's attacks you may not see it fit to matter where they're positioned, but the toy soldiers themselves do in fact act as solids for the brief moment they're out, which can serve to hinder foes but also block off your goop soup. Toy Soldiers will not come out of their boxes if the space they'd occupy is being occupied by another obstacle or character, say if you're giant, but to compensate for this the toy solider will instead come out once that obstacle has been removed, and will fire multiple times if you managed to trigger them multiple times via die rolls while their area was being blocked. Toy soldiers can also be stopped if a foe attacks them before they open fire, as otherwise they'll serve as dangerous damage-racking tools, especially against shields and aerial foes ready for another round against the soupy good and Oogie's other tricks.
You can have as many boxed toy soldiers out as you like providing you have no more than 12 total traps onstage, in which case the firstly made box lying dormant will be replaced.
U-Smash
Oogie causes a rather jagged-looking black fence to rise from the ground, as tall as 0.5-1.5 SBBs depending on charge which acts as a wall, but a unique one that extremely small characters, objects and goop can move through due to it's physical structure - you're able to move through it while in bug form. The fence cannot be destroyed, though one should take care when trying to jump over it, for it's tips are capable of poking enemies upwards for 2% that KOs at 140% but otherwise characters shouldn't have too much trouble jumping over it given how low it is. Oogie does need to be careful around his own fences however, as their sharp hitboxes will instantly pierce and tear him open, causing his limp body to hang from the top of the fence spikes if all the bugs have been spilled - this is your only way of actually tearing your own body however and quickly if you're giant, though there's little reason for you to want to do so aside from the fact that your hanging body won't be knocked away until it's hit by an attack that'd actually cause it to fly off the screen instantly, which is quite difficult. Luckily for you however, your fences will never surface if Oogie would be in their path as to not accidentally skewer their master.
The fence's tips are also capable of skewering enemies at the area they pop out of, dealing 8-24% depending on how tall they are and keeping the enemy impaled until they DI all the way to the top and take the knockback, they having Super Amour from all other attacks aside from those that cause upwards knockback until they do that. This'll happen more often than you think since the fences will naturally withdraw and spring back up with your die results, and if a character would fall through a fence while having Super Amour (or using a teleporting move) they'll end up being skewered all the same.
You can have as many of these fences out as you like providing you have no more than 12 total traps onstage, in which case the firstly made fence lying dormant will be replaced, just like with the F-Smash. Also, if you re-use this attack when making a Oogie will be able to make another right away, so feel free make all the fences you like in one sitting.
D-Smash
This time Oogie takes a refined version of his stylish casino roulette board peeps have to run on, slapping himself in the middle of it by default. The roulette is composed of a middle area that's a SBB wide, along with a "circle" that's a SBB thick in which two portions of it end up making contact with the attacking plane, these parts even functioning as drop-through platforms if there really isn't enough space. Once made, the roulette will begin spinning clockwise from where Oogie is facing, rotating at speeds in which causes the individual parts of the board to enter and exit the attacking plane on each side at a rate of every 2-0.1 seconds depending on charge.
Anything that stands on the spinning roulette will be dragged into the background for said amount of time before being brought back into the attacking plane, and during that time the character will find themselves "stuck" to the board in that they cannot jump, their attacks will have no effect on anything happening outside and they will not be able to move off the roulette until they return to the attacking plane- if a character would end up taking knockback due to certain circumstances while in the background this way, they'll remain in a "frozen" state before being launched once they return to the attacking plane - giant characters are not affected by the roulette however. The roulette also acts as a fairly good defense for Oogie since characters who'd try and rush at him will find themselves stalled for a moment and forced to move towards him from the opposite direction once they return, which Oogie could perhaps try and punish. A roulette will also affect traps and what have you, even being able to bring F-Smash toy soldier boxes into the attacking plane if the two overlap each other, and also being able to have U-Smash fences move about from the different planes if you need them off your back for some reason. Projectiles and goop of the sorts that'd move along the ground and end up travelling on a roulette will end up frozen if they'd touch the edge of it until they come back to the attacking plane - your Dash Attack bug ball and Down Special can be affected by this, allowing you to manipulate them in cunning ways.
You can only have one roulette board out at a time due to Oogie swinging that way and will create another if you attempt to re-use this move. Unlike your other traps however, you can in fact "upgrade" this move by using it again while in the middle of the roulette. Doing this will cause the ground in which the spinning roulette itself is occupying to lower to half a Kirby to 1.5 Ganondorfs height based on charge, which in itself actually counts as a trap - in other words, this one aspect of the roulette board could potentially be shut down by a die toss, or even be activated as to keep foes off-guard. And since you're making a hole in the stage and thus imposing on it, you'll be treated to a special use of your Down Special soup goop in that you'll be able to fill the ground with it to the point where you'll have a stationary pool that won't be going anywhere unless foes change the outcome of your die. The pool is still capable of overflowing this way however, and if the upgraded function of this move is shut down the soup contents will end up gushing out across the stage.
Aerials
N-air
Oogie lies forward in the air before suddenly bulging his stomach downwards as a damaging hitbox that deals 11% with upwards knockback that KOs at 170% - during this time Oogie gets 12% flinch resistance to any attack that'd hit him in the stomach, and he'll bounce off any surfaces he hits as if he had used both his jumps at the cost of actually using them all up if he had any left to use. Yes, the attack hits below you, but that's quite useful for hurling your soup-sailing die into the air if you want to change their results, and acts as yet another anti-air sort of move like with the U-tilt. It also protects Oogie from his own soup at the same time with his flinch resistance, but he'll still take damage from it so don't think going after your die is always worth it.
F-air
Oogie point forward, cowardly making a stone wall slightly taller than him and as wide as Ganon pop up from the ground or abyss below him that rises to where he used this move whilst dealing 10% that KOs at 160% to anyone hit by the wall's impact before it suddenly goes back into the ground. While it's out the wall does in fact act as a wall that briefly impedes the advance of your goop, simply damaging any enemy who touches the end which is moving at the time. The only real downside is that the move is quite slow despite the wall moving through the stage and at Sonic's dashing speed and also counts as a trap that Oogie can upgrade with another use of this move to make knives swirl around the direction of the wall that Oogie was facing when he used the move, which deal hits of 2% and flinching knockback that keeps enemies a slight distance away from your wall while it's out. You can't use this move at all if you can't make any more traps, but if your die suddenly go out on you when you have a wall out it'll end up going into the background and returning when you get your high number. Overall, a good move, but one that somewhat needs careful using.
B-air
Oogie looks behind him, this time using his cunning to make a pendulum swing towards the screen and chop through anyone directly behind him for a surprisingly fatal 27% that KOs at 75% as your strongest move by far. The move has the same shortcoming as the F-air due to taking a while to execute however, but unlike said move you can in fact have as many of these axes out at once providing you don't go past your limit or attempt to make any more than 12. These axes will in fact be triggered if you attempt to lay them past your trap limit, and unlike all your other traps if one's been activated it will not stop until it's made a full-swing, it being a one-use weapon. Also useful is that axes will not activate if they'd end up hitting Oogie, which means they're safe to have out even when you're giant. Axes may seem like the best thing in the world since you could potentially have 12 swinging out at the same time, you need not only to consider your other traps but also the fact that they're very easy to avoid, and that they can be used against you in certain situations.
U-air
Oogie points upwards to make a hook come down from the top of the screen, which he holds onto with one hand until you press A or Z - said hook slightly swings into the background while falling so it won't hit enemies on the way. While he's holding onto the hook, Oogie can make it go up and down at Ganon's walking speed or use his body mass to swing back and forth with a use of the control stick in that direction, dealing as much as 3-15% that KOs at 170% - releasing yourself from the hook this time has Oogie fly in the direction of his apex for a bit of distance, an instant transition into his aerial game. Oogie can use his Smashes to create traps on the ground beneath him while he's hanging from his hook, however, and can also use his F-air and B-air. Also, even if you're giant Oogie can call forth a hook to barely hang onto as defense against his own soup contents, but he won't be able to swing around...that'd be a bit unfair.
Oogie can stay attached to a hook for a surprisingly long 15 seconds before it snaps or simply goes back up when he releases himself, but it does in fact count as a trap, albeit a different one you can't set beforehand and thus is situational. Because of this, enemies are able to get to your die and attempt to change it's results to wreck your recovery, all the easier if you have a higher result and other traps on the stage, but if you've got the die stuck in soup contents it'll be nigh impossible for enemies to do this unless they can somehow knock it upwards without directly touching the soup, such as with a specialized D-air. Once you summon the hook for the first time it'll be numbered in that way for the rest of your stock, so if you summon it before your others but bring it out later on it'll count as your first trap but if you had 9 others onstage it'll count as the 10th and so on - all the more important as to decide when you want to summon it due to the protection and recovery it offers.
D-air
Oogie faces the screen, concentrating all his mass in one area before plummeting down to earth like a rock whilst dealing actual spiking damage for once for 14% that KOs at 160% offstage - some of the knockback is slightly angled too, meaning enemies will usually be knocked to the ground near Oogie rather than being crushed beneath him. The way in which Oogie briefly structures himself for the attack also has a bit of an effect on the shockwave he creates, which affects 1/4 FD on either side and deals set upwards knockback 1.5 SBBs to not only any foe but also the likes of items which are smash thrown up and even goop which is thrown up before coming back down. Not even traps can resist Oogie's grace, for the likes of walls and such will be pounced into the air, even Oogie's U-Smash fences if he had any onstage. Essentially, your best air-to-ground transition and weapon against anyone who'd try to follow you into the air.
Grab
Oogie Boogie reaches out with a stubby hand, which is surprisingly strong given he was able to hold a fat man just with that. His grab range is on par with Ganondorf's however - for humanoids or non-fat characters Oogie keeps them wrapped around his arm to his sides, but otherwise he'll juggle them back and forth with his hands, playing around with the lives. Oogie's Pummel lets you move around the stage with your foe without hindrance while you hold Z, though Oogie will be footstooled if his foe is released in the air so cross your soup contents with a hostage at your own risk. Releasing Z lets you hold the foe in place once again for your throws, which is beneficial for positioning via F-throws and B-throws unlike other characters.
F-throw
Oogie gives his victim a scare of his own with the many snakes that suddenly stretch from his mouth and bite down on them for 8% that KOs at around 225%. Those snakes were poisonous too, and induce the somewhat tacky effect of making the victim take 2% every time they try to perform an action or take a quarter of the damage from their own attack for the next 14 seconds in which re-using this throw on them again will reset the timer - how long they perform said action for afterwards is irrelevant. While foes will generally take less damage from using their weaker attacks, these won't quite suffice against Oogie due to his constant flinch resistance compared to if they tried to use a more powerful attack to hurt themselves even more. It also helps that the foe is usually encouraged or downright forced to dash and jump on many occasions because of your traps and released bugs. That said, the poison from this throw is somewhat good as a counter if you don't kill the enemy with it, which is usually easier said than done when you can use your Pummel beforehand to position the enemy closer to the blast zone.
B-throw
Oogie holds his foe behind him like some kind of involuntary dance partner before forcefully slapping them across the side of their body, making them comically spin away at Ike's dashing speed for 1.5 seconds before they lose all momentum and enter prone. In this state foes bounce off walls and are a damaging hitbox that deals 3% with slight upwards knockback, so not even Oogie would dare to re-grab them. Foes will automatically stop moving at ledges, but while they're being spun around they have slight control over whether they want to slow down or speed up by respectively holding the control stick away or towards the direction they're moving, but this control weakens with their damage percentage. Perhaps even more deadly is that while this throw deals no damage, foes will continue to spin around even when they take outside damage, suffering 1.2X damage and vertical knockback, with 1.35X more knockback in the horizontal direction they were moving and less in the opposite direction. Worse off, even with all knockback they're suffering foes will still be footstooled after the 1.5 seconds are up from their spinning, so with enough damage on them you could make them suffer a gimp or even have them dunked into the soup's contents twice in a row. Aside from trap-positioning and some stalling, this throw is also useful for manipulating your die results and thus your traps by having the foe's involuntary hitbox knock the die into the air - you may want to shut off your traps temporarily this way, and from there rely on simple luck as to what happens next.
U-throw
Being the cheater he is, Oogie Boogie tosses his enemy up into the air a small distance before tossing at them...another dice! Overall the victim takes 10% with upwards knockback that KOs at 190%, but more importantly the newly created die will hit the floor in front of Oogie and yield a number that'll most likely earn you some extra traps if you had a bad number beforehand. The die only lasts for 5 seconds however before suddenly exploding and dealing 12% that KOs at 150% unless Oogie or his henchmen were holding it (in which case it'll simply vanish), so don't think you'll have the time to exploit your third die and get more traps in the house...it is actually possible to attempt this, but if you somehow did manage to get more than 12 traps out this way those extra ones will remain dormant until you somehow manage to pull this move off again and get a very high number. Making some F-Smash toy soldiers to take advantage of the foe's disposition for another time would be a good idea if you decided not to follow up with an attack or sorts. Another thing about these "artificial" dies is that they will not float on goop, but can at least be used as ingredients for your soupy goop.
D-throw
Oogie decides to get despicable, more so than beforehand, and actually force his foe to the floor headfirst as if trying to drown them in a pool. The move's execution deals a token 3% as the victim has their head slammed into the ground while their body strangely acts as a solid of sorts via Oogie's forcefulness, all until the victim can escape from the grab. Said solidness is made quite useful against goop however, as the victim will be kept in place to take 5% per second from Oogie's soup or his soup contents at all, but more so to make the soup travel away from Oogie and keep him from harm due to his victim blocking it off from him - you'll obviously make quite a lot of soup this way which you can use to drown out the other parts of the stage, and once the foe escapes from being exposed to it they'll be damaged by the actual soup itself. If there are other types of goop, you may be able to use this throw to expose your victim to this like the madman you are.
[FONT="#28c217"]Playstyle[/FONT]
Like a good bunch of his Disney Villain cohorts, Oogie is given a lot of props and traps to play around with to compensate for his lack of cool magic abilities. Oogie likes to go a step further than those other characters however in that, instead of simply littering the stage with traps, actually throw in a little thrill in their activation, messing with his foe in rather horrifying ways fitting for a boogie man who likes to put his victim's lives on the line.
The first thing Oogie will want to do is prioritize his usage of traps, as the one you plant first will almost always be able to come into play. Ignore the die result (unless it's a pair of 1s in which you can use your D-tilt to change it) and decide upon your traps: The Down Special soup and U-Smash gates distance your foe a little and generally force them to jump in order to reach you, giving you much-needed time to set-up your other traps since you'll have a lot to play around with. U-air is safety first, while the F-air and B-air moves are offensive along with the F-Smash for damage-racking, but those are generally good for later on.
Yes, Oogie is a sack-o-traps and cheating, but he ain't completely reliant on them with that surprisingly powerful body of his. Foes will be hard-pressed to pressure him with weak attacks let alone push him back a decent ways, which makes him surprisingly threatening up close when he can easily manipulate you or his trap results with his throws, and has some surprisingly strong standard attacks...we're talking about the guy who's able to lift big fat Santa with a single stubby hand! To re-iterate on his damage resistance, trying to attack Oogie is somewhat similar to attacking a metal character in that he'll shrug off the fast, weak attacks thrown against him, and that only a good Smash or so will knock him away. But while Oogie has mass in the spades, he lacks a tight body and as such with his damage up a little he can be knocked away and his body torn...and all of a sudden, Oogie isn't all that great at surviving when all it takes is a foot to crush the fragmented life out of him.
This is where the player really needs to implement a sense of strategy to keep Oogie alive. The U-Smash suddenly becomes all the more useful when you have a wall only you can pass through as a bug, and you can't just use your henchmen only for grabbing your die and Dash Attack bug balls - keeping them around to fix your body will ensure your survival.
One part I haven't elaborated on yet that was otherwise done so quite a lot in the set is the lava-like soup that pours from the Down Special. You're really playing with fire when you have a trap that does you much more harm compared to your foe when you're a sack of bugs, but used correctly and it can turn the stage into a nightmare for foes. At first it's a generic trap of sorts that's basically a portable Brinstar, but put a foe, their items or your Dash Attack bug balls in their and you'll be making some steaming hot stew. F-tilt helps make the foe's controls less responsive so they're more likely to fall directly into the soup (and the U-Smash gates), but actually grabbing the foe, moving them where you want with the Pummel and exposing their poor little head directly into the soup and using it to block it off your direction is not only an effective way to very quickly spread it around the place but also keep it away from your direction.
Once you actually have some soup flowing it'll no longer be affected by your die result, and actually becomes an ever-lasting hazard your foe must constantly be wary of lest they want to go flying. While the soup is more dangerous to you than it is to the foe, it's also more beneficial to you as you're able to use your beloved Side Special to actually push it around, preferably into your own mouth where it'll make you into a giant. Oogie loves the feel of towering over his enemies, and while it may not seem all that good when you have your soup contents and lingering gates that can damage and potentially backfire on you if they're out, Oogie can eventually get to the point where, with enough of his own soup, he can become so insanely large that he'll hardly need to worry about taking damage for a while, though he'll still be vulnerable and his damage WILL skyrocket...then again this is kind of why you have your U-air, and why it's actually important in the first place. Oogie is slow as a giant, but his attacks become immensely powerful, like that of a boss character's. He already has quite a bit of power to his attacks, but just being able to knock enemies away with but a single blow is truly frightening, especially when they already have to deal with the onslaught of your other carefully-positioned traps on the stage like your U-Smash gates and damage-racking F-Smash toy soldiers.
The die is actually a bit of an afterthought with all things considered. While you do need it to actually make all those wonderful traps of yours activate, the fact that it relies on sheer luck makes things quite chaotic, and really foes themselves will have to take a gamble and toss the die into the air themselves - this disables Oogie's traps for a moment for some fresh air, but there's no telling whether the result yielded will be higher or lower than that of the original result. In short, foes might end up hurting themselves with a toss. Oogie doesn't need to rely on this silly tactic to change his results however; he barely has to worry about his die results since he can use moves like his Side Special, Up Special but mostly D-tilt to change them on demand - his foes can do the same too, but only if they have a trip-inducing shockwave move. Speaking of logistical consistencies, Oogie happens to be very, very happy when it comes to fighting enemies who rely on goop. He can suck it in for himself to become giant, transforming into a monster with their help. This varies from match-up to match-up, especially when Oogie can spit the victim's own goop in their face and potentially damage them. Hope you're not fighting an enemy who automatically makes goop...
Basically, like a lot of his Disney cohorts, Oogie Boogie does require a bit of careful planning to his schemes, but with a bit of thrill to it. And a fairly large and fat body. There's quite a lot about Oogie that's unique in terms of physique, but really he's just the same fellow doing things a little differently. Only magic-users can be unique, unfortunately. Maybe.
[FONT="#28c217"]Final Smash[/FONT]
Oogie lets out a skyward scream of anger as many bugs come crawling from different parts of the stage with bits and pieces of scrap metal, ready to make their master into the next Uber Jason...no seriously. The screen then fades into black for a moment, only for a colossal steel terror to suddenly come down on the stage and completely destroy it! This doesn't damage foes, but rather leaves them unconscious in their downed states before suddenly waking up, only to find themselves in a desolate scrapyard that's frighteningly similar to a walk-off boss arena, like Rayquaza's for example. Only twice as wide to compensate for FFA and the big peeps.
Everything seems quiet for a moment, but that's proven wrong as a gigantic Oogie Boogie suddenly tears through walls of scrap metal that hide the hellish fields of the background, a monstrosity made of many bits and pieces of metal that easily keeps at the size of Kraid from SSBM's Brinstar Depths stage. I'd show you what this Final Boss from Oogie's Revenge game looks like, but I don't quite have enough character love for a Disney Character and also I don't want to have "Oogie Boogie" showing up on my Google search everytime, along with having to delete video searches on Youtube.
Oogie peers through from the background, about half his body present, and you get to control his moves for a wee while and kill your enemies. He has some fairly generic giant attacks which aren't really worth mentioning since you can imagine them, but they're really slow but deal obscenely high amounts of damage. Oogie gets this form for 35 seconds or unless you can take down his 500HP by hitting him, which will make him fall to nothingness and be reduced to a bug once he returns onstage. Beware of his arm slaps, boulder-spewing and moves where he makes metal poles rise from the ground which you have to break or he'll do it for you.