Woody
The leader of Andy's Toys, and the high-ridin'ist, rootin' tootin'ist cowboy hero of all time, Sheriff Woody has joined the Brawl!
STATS
Power: 6/10: Woody has above average power; he can hold his own in Brawls, but also uses trickery and mindgames as well.
Walking Speed: 4/10: A slow, Western-style strut of sorts.
Dash Speed: 7.5/10: Holding his cowboy hat to his head with one hand, Woody dashes quite rapidly, in long strides.
Weight: 6/10: Although he has above average weight, Woody doesn't have much body mass at all, being a cowboy doll, and can be KOed with relative ease.
Range: 6/10: Woody has average physical reach with most of his attacks.
Projectile Distance: 7/10: If charged enough, his projectile can fly a good distance.
Fall Speed: 4/10: Woody falls quite slowly and floatily.
Size: 5.5/10: Despite being as tall as Captain Falcon, Woody is quite thin and has some of the least body mass of the humanoid characters.
First Jump: 4.5/10: Holding his hat to his head with one hand, Woody bounds upwards, gaining slightly below average vertical distance.
Second Jump: 7/10: Woody does a front flip for his second jump; this propels him up a good distance.
Crouch: 4/10: Woody bends down in a ducking position and covers his head, a bit like Mario's duck, but a good deal taller.
Traction: 8/10: Woody rarely ever slides around while running.
Combo: 8.5/10: A lot of Woody's character is about mindgames and combos.
Wall Jump: Yes
Wall Cling: No
Crawling: No
Glide: No
Tether: Yes
BASIC
A: Cowboy Punch: Woody punches in a slight curve to the right, with his left fist. This does no knockback, but comes out very quickly. 2%
AA: Cowboy Boot: After his punch, Woody kicks forward in a stepping motion with his right foot. This does very low knockback, but still comes out quickly. 4%
AAA: Strong Shove: Woody extends both arms and gives the foe a strong shove in the chest to knock them back lightly. This comes out slightly slower than the previous two moves. 6%
TILTS
Side A: Hat Swirl: Pulling off his cowboy hat with a flourish, Woody thrusts it out in front of him, spins it once to deal up to three multiple light hits, then puts it back on. The last hit does the most knockback, which is below average. 1-7%
Down A: Guitar Swivel: Woody takes out his guitar from the Woody's Roundup TV Show, holds it out low to the ground, and spins it twice. Both hits do low knockback that can be comboed from easily. This move comes out quite quickly as well. Woody holds out the guitar for a bit if he misses. 3-6%
Up A: Yo-Yo Shoot: Woody takes a wooden yo-yo with his face on it, and shoots it up over his head, before bringing it back in and putting it away. This does the best knockback of his tilts, but has trouble juggling foes with low damage because of slight ending lag. It is effective for juggling foes with higher damage, however. 7-8%
SMASHES
Side Smash: Cowboy Bubbler: A giant bubbler machine shaped like Woody's face (
0:42 - 0:49) appears in front of the sheriff, who places both hands on the hat (the part you push) in a charging manner. When he releases, Woody presses down hard, and a stream of bubbles flies out directly in front of the blower (which disappears after the Smash). The longer you charge, the more bubbles come out of the machine (from 3-9 bubbles). The last bubble does above average knockback, while the others trap foes with rapid, light hits. 4-25%
Down Smash: Record Whirl: Woody takes out an old-fashioned record player with a Woody's Roundup motif, jumps on, and takes a stance as if about to take off running in a track race. When released, Woody dashes around extremely quickly, trapping foes in multiple hits. This move starts up very quickly, but has moderate ending lag as Woody hops off and the player vanishes. This does multiple hits, with the last one doing good horizontal knockback. 5-23% Inspiration seen here:
1:35 - 1:38.
Up Smash: Horseshoe Juggle: When this Smash is released, Woody pulls a handful of three metal horseshoes out of his empty(?) gun holster and juggles them. This has the best knockback of his Smashes, but has a good deal of ending lag as he puts them away. Depending on the charge time, Woody can juggle the horseshoes in a 'rotation' of sorts up to three times before stowing them. This does good vertical knockback and has slightly above average range (just above Woody's head). 7-26%
AERIALS
Air A: Head Pivot: Woody leans into an upright position and spins his head around three times rapidly (he can do this). The last hit does the best knockback, while the first two just do light hits. To stop his head after the third spin, Woody grabs it with both hands. This means there is slight ending lag, but this doesn't stop this from being a decent combo move. 2-8%
Forward Air A: Wrangler Kicks: Woody leans backwards while still facing forwards, and kicks forward rapidly four times, each foot kicking twice, alternating between kicks. Each kick has equal knockback (below average), and comes out quite rapidly. This is by far Woody's best combo move. 3-15%
Back Air A: Spur Slice: Woody leans back (with about the speed of Sonic's B-Air) and kicks back with one boot, slicing foes with the spur on the boot. This doesn't do good knockback unless you hit foes who are close to you. If you do, the spur will hit foes with a powerful sweetspot that can kill at higher damage levels. This has slight startup lag, but the best knockback of Woody's aerials by far. 5-11%
Up Air A: Straddle Boot: Woody turns his lower body upside down, spreads his legs out wide (like a cowboy riding a horse) then kicks out. This comes out quickly, but doesn't do much knockback at all. However, since Woody has long legs, it has above average range for an aerial. 4-7%
Down Air A: Western Whirl: Woody gets into a tight, straight 'pencil' shape, and plummets down a bit (but not to the ground, like Toon Link). This does low knockback, but comes out very quickly. This can spike if you hit with it just as it finishes. 5-8%
OTHER ATTACKS
Downed A: Hat Hash: Once again, Woody takes off his vinyl cowboy hat. Here, he spins 360 degrees around, holding the hat out to knock away nearby attackers. 4-5%
Flipped A: Slide Boot: Sliding agilely to his feet, from lying on his back, Woody boots away foes in front of him. 5-6%
Ledge A: Angry Jab: Woody hops up enthusiastically and jabs nearby foes, accusingly in the chest with two fingers. This does low knockback, but is a fast ledge attack. 4%
Ledge A (over 100%): Safety Roll: Woody slowly climbs onto the edge, panting tiredly, and does a single roll on the ground, stop drop & roll - style, before getting to his feet. This does very light knockback to nearby foes. 2-3%
Dash A: Accordion Bellow: Pulling out a Western-style accordion (he doesn't do this in the movies, but there is merchandise with this in it), Woody dashes forward, pulling the accordion out to produce a single deep note. The hitbox is the middle of the accordion and a single, horizontal note that it produces. This has slight ending lag, but is still a useful, usable Dash Attack. 7-9%
GRAB
Woody lets out a loud battle cry as he lunges angrily at foes. This has a lot more range from a dash, but he still lunges from a standstill. If he connects with a foe, he will land on top of the foe and they will both fall to the ground, Woody on top. He attacks Buzz like this in the original Toy Story. Even if Woody does attack the grabbed foe, they receive 3%.
Z: Face Punch: Woody extends one arm all the way above his head, then punches the downed foe in the face twice. This does decent damage, since he punches twice per each input, although you can escape fairly easily after the first punch. 2-4%
Side Throw: Spur Slide: Woody leans one foot back, then quickly shoves his spur into the victim's gut. Similarly to Wolf's F-Tilt, this does two hits: one for damage, and another to knock the foe away. This has decent knockback, but not that great. 5-8%
Back Throw: Roundup Roll: Holding the victim tight against his body, Woody yells out and rolls backwards twice on top of him or her. After the second roll, Woody presses the foe hard against the ground with both hands, knocking them back lightly. This does the best constant damage of his grabs. 4-11%
Down Throw: Boot Stamp: Hopping up rapidly while holding down the victim with one boot, Woody stamps hard on their body with the other boot, giving low knockback and damage. This can be used in an effective but not broken chaingrab. 6%
Up Throw: Bicycle Kick: Tossing the foe up lightly from their position on the floor, Woody follows with a bicycle kick motion, to kick away the foe while getting back to his feet. Although the knockback is only average, there is a 1 in 3 chance that you will get a sweetspot on Woody's spurs, to make it the strongest grab in his arsenal. 7-14%
SPECIALS
B: There's a Snake in My Boot!: With a hearty successful laugh, Woody pulls out a giant cowboy boot, and charges it, holding the spur back to charge the special. When he releases, he pushes the spur trigger forcefully forward, and a single green toy snake fires out of the boot, with a springy noise. Depending on the charge, the snake can travel in a horizontal arc or just horizontally. This move can be aimed in any direction in front of Woody. If not charged much, the snake hits foes vertically; however, if fully charged, the snake hits foes horizontally with great force. It can travel up to 3/5 of Final Destination at full charge (which takes about 7 seconds to reach). There is slight ending lag as Woody puts the boot away, but otherwise is a great and effective tool for building damage, and even for killing on occasions. 7-18% Seen here:
0:49 - 1:00.
Side B: RC Rage: With a comical tire squealing noise, Woody hops onto RC, the remote control car toy, and zooms forward at decent speed, although not as fast as Wario's Bike. By holding sSide B as you zoom, RC picks up speed, and therefore gives more damage. If Down B is pressed during the zoom, RC does a rapid 360 spin on the floor, throwing off foes. And, if Up B is held, Woody and RC do a small jump into the air, Woody flying off the car a bit, before landing back on RC and increasing speed a bit. Pressing A or a jump button will allow Woody to jump off and ditch RC (who disappears in contrast to staying onstage). This is effective for building damage, moreso than Wario's Bike, but it is easier to hit Woody off of. This is okay for recovery as well, but you don't get forward momentum like Wario does, so it is inferior. 9-15% There is a 1 in 126 chance that RC will carry Sid's "The Big One" rocket as they race. Woody screams if this happens, and the rocket causes a unique twist. In 5 seconds, the rocket blows, no matter what. If Woody, riding RC, hits a foe, the rocket will transfer onto the foe like a Gooey Bomb, and do 25% and heavy knockback. However, if Woody fails to remove the rocket, it will blow on him instead, even if he ditches RC.
Down B: Pullstring Lasso: Woody pulls his pullstring out of his back, and swings it above his head, lasso style. You can charge this move for up to three seconds (up which it releases automatically). When released, Woody casts the lasso forward in front of him, about as far as Zamus' Side B at max. range. It is also a tether recovery of about the same distance. You can angle this move up or down, but it is very minor, and serves little use. If the white hoop part at the end of the pullstring hits a foe, they get wrapped up, and Woody pulls them up to him. From there, the victim will receive one of three effects, depending on a quote that plays from Woody's voicebox, which the pullstring triggers:
Somebody's Poisoned the Waterhole!: Woody pulls in the foe, then sloshes an old-fashioned water yoke onto the foe, filled with water from the waterhole, which is apparantly poisoned. They receive 5% and poison damage for up to 5 seconds. This appears the most common of the three results.
Reach for the Skyyyyy...: With the foe in his possession, Woody takes a WANTED poster, with a picture of the victim's face on it (think like the stock images in Melee), and slaps it to their chest. This deals 7-8% and knocks the vertically (towards the skyyyy...). This result appears slightly less often than the above one, but is not at all rare.
This Town's Not Big Enough for the Two of Us!: This is a rare result, having only a 1 in 89 chance of occurring. For it, Woody pulls out a
gun stick of dynamite, and detonates it one the foe. This deals 20% to the foe hit, plus great knockback.
Up B: Ball Trampoline: With a silly "BOING" noise, Woody bounces vertically off the famous Toy Story ball. This propels Woody up a good distance; about 6 Stage Builder blocks. The ball does 2-3% when falling (and can weakly spike foes down there), and Woody does multiple light hits while flying up, about 2-8%. The ball simply falls off the stage bottom if used over a pit. However, if used over a stage, the ball bounces to the floor, and can be attacked to roll it in any direction. The stronger the attack, the faster it rolls; and any attack at the right time can stop even the fastest roll. A rolling ball hurts anyone onstage it is hit into, including Woody. A decent recovery and stage tool, although foes who need to recover should be cautious when using this onstage, as only one ball can be out at a time. The roll does 3-15%.
Roundup Gang: With a whistle and a Western violin tune,
this song starts, and the three other members of the Woody's Roundup Gang appear and begin attacking foes. They stay out for about 15 seconds, and each have a different effect, and interaction that Woody can have with them to deal extra damage to hapless victims. Woody interacts by walking up to a Roundup member, close enough to overlap character models, and pressing the B button. Each interaction takes up 5 seconds of the 15 seconds allowed, so choose them wisely. If used correctly, it can be almost a guaranteed KO, but is a bit ineffective on large stages.
Jessie: She appears with a joyful "Yee HAH!", then begins to skip about, occasionally stopping and letting out a loud yodel. This releases a single shockwave that deals about 15%.
Teamed with Woody: If Woody interacts with Jessie, Woody will pull out his guitar and play while Jessie yodels. This makes one large shockwave that deals 20%, and calls Jessie's critters (which are Western style bears, cobras, rabbits, squirrels, and armadillos) to swarm around the cowgirl, latching onto nearby foes to deal poison damage.
Bullseye: This trusty steed appears with a playful horsey noise, then charges about comically, doing light damage to foes he hits. 9-11%
Teamed with Woody: Bullseye is the hardest of the three Roundup members to interact with, since he is constantly moving. However, if Woody catches him, he hops on and rides Bullseye forward recklessly, dealing up to 30% per hit on foes, and giving powerful vertical hits. Woody hops off after 5 seconds of riding.
Prospector: Stinky Pete the Prospector appears, out of his box and wielding his powerful pick ax. Prospector runs around, swinging the ax at foes to deal about 14-16% per swing. However, Prospector is slow to get around because of his large girth, so he can be dodged quite easily.
Teamed with Woody: Stinky Pete is not one to ally himself with Woody, and almost destroys him in Toy Story 2. Here, he grabs both Woody and the last foe that was damaged, and pulls them both into his box. The box turns around, shakes violently, as Prospector lets out a battle cry and Woody yells in pain. After 5 seconds, the three emerge, the foe and Woody both with about 35% and heavy knockback. Yes, Woody is damaged with the foe, so this can be a sacrificial move at times, and can be useless if Woody has more damage and will be KOed before his foes. However, if a foe has higher damage, and Woody won't be killed, it's a risk worth taking, as this is the strongest move of the Final Smash.
more later