Andy's Toys
An inseparable quartet with conflicting personalties. Straight out of the toy chest, Andy's Toys have joined the Brawl!
These four toys swap with their Down Special, similar to Pokemon Trainer's Pokemon and Zelda / Sheik. However, there is a twist to allow you to change between the four much more freely and easily in matches, explained at the bottom of the four characters' movesets.
Mr. Potato Head:
Mr. Potato Head is known for his acidic witty attitude, as well as his sarcastic commentary. In Smash, Potato Head is the most balanced member of Andy's Toys. He has above average speed and power, and average weight, as well as a mix of close range and projectile attacks.
STATS
Power: 6/10: Above average, he has some killing moves, although Smash novices might complain that he doesn't.
Walking Speed: 4/10: A slow, yet determined walk of sorts.
Dash Speed: 7/10: He dashes fiercely, pumping his bendable arms.
Weight: 5.5/10: Only slightly above average, Potato Head isn't easy or difficult to KO.
Range: 6/10: As mentioned earlier, he has a good balance between close and longer ranged attacks.
Projectile Distance: 7/10: When he gets lucky, his projectile can go pretty impressive distances; otherwise, the range is only average.
Fall Speed: 6.5/10: Potato Head falls at an above average speed.
Size: 6.5/10: About Mario's height at the top of his bowler hat.
First Jump: 5/10: An average jump; his first jump is mostly vertical.
Second Jump: 6.5/10: This jump is above average, and can be maneuvered a lot more easily.
Crouch: 5/10: Potato Head bends down a bit and covers his hat with both hands.
Traction: 7/10: Despite being a wobbly toy, he doesn't slide around too much.
Combo: 6.5/10: Above average, he can definitely combo, but not as well as some other characters.
Wall Jump: Yes, holding his hat to his head with one hand, Potato Head kicks off the wall to bound away.
Wall Cling: No
Glide: No
Crawl: No
Tether: No
BASIC
A: Glove Slap: Potato Head extends his bendable arms and slaps the foe with his right hand. 2%
AA: Glove Backhand: After he slaps, he quickly slaps back in reverse, backhanding the foe. 5%
AAA: Spud Kicks: After the above two attacks, Potato Head lies down on his back and kicks out at the foe, four times rapidly, with his blue shoes, alternating each kick. Slight ending lag, and cannot be continued, but if you are caught with the first kick, you're pretty much guaranteed to be hit with the following three. The last kick does below average knockback. 7-15%
TILTS
Side A: Bowler Bash: He pulls his black bowler hat off his head and twirls it in front of him, letting go of the hat. The hat spins in place, like a frisbee, directly in front of Potato Head, for about .5 second before he puts it back on. This has a bit of ending lag, but does multiple light hits while spinning. Foes get the most knockback if they are hit with the hat as it is being released. 1-7%
Down A: Card Deck: Potato Head holds out a deck of
playing cards (Buzz Lightyear cards, to be precise) and spins them 180 degrees in front of him on the floor. As he spins them, they come out of deck formation and form into an arc on the floor. Foes are given the most knockback if they hit the first card as it comes out. This move can be used many times in a row rapidly, and can trip foes 25% of the time. 4-6%
Up Tilt: Pizza Push: Potato Head pulls out a cardboard box of Pizza Planet pizza in front of him, then thrusts it up powerfully. The pizza flies a bit out of the box to hit foes, then falls back into the box, which Potato Head then stows. This has slight startup and ending lag, but can still juggle foes effectively. The pizza hits the strongest just as it comes out of the box, and can kill foes with high damage levels off the top. 7-8%
SMASHES
Side Smash: Arm Chop: Potato Head pulls one of his arms out of its socket and karate chops it down in front of him rapidly. This Smash has very little lag; only a tiny bit at the end, when Potato Head sticks his arm back into its socket. Because of this, it can be used regularly in combos. The arm has average range, and does the most damage if you hit with the hand as opposed to the arm part. If used repeatedly in a row, Potato Head will walk forward while chopping, yelling out, "Back! Back, you imbeciles!" 9-17%
Down Smash: Alien Antics: When charging, Potato Head looks around, uneasily. When released, Potato Head jumps up in shock a bit, then groans in annoyance, as the three green
aliens that he "adopted" appear around him, saying, "Daaaaaddddyyy!" in their odd voices, and circling around him rapidly to knock nearby foes away. This is a close range Smash, but does decent horizontal knockback to the foes it hits. The aliens teleport away when the Smash end, or if Potato Head is attacked. 7-21%
Up Smash: Mr. Potato Headbutt: Potato Head leans to the right, charging, then headbutts up and left, in a powerful arc. This is pretty close range, but can kill off the top at relatively high percents, despite being weaker than his Down Smash. Slight ending lag as he recovers his balance. 12-20%
AERIALS
Air A: Split Kick: Potato Head pulls his shoes out of their sockets and holds them out sideways (where his arms are), in a unique kick of sorts. Slight ending lag as he puts them back in, but a great move for combos that can kill at higher percents. 6-7%
Forward Air A: Sketch Slap: Pulling out the
Etch-A-Sketch, he slams it forward in a faster version of Game & Watch's F-Air. This makes it a great combo move, although it doesn't kill that well. 8%
Back Air A: Mouth Chomp: Potato Head pulls his mouth out of its socket, holds it back, and chomps angrily at foes. This move can hit up to five times; the last hit giving the most knockback. 3-12%
Up Air A: Arm Drill: Potato Head reaches up with both arms and spins them rapidly around in their sockets. Multiple hits, with the most knockback on the last hit. 2-10%
Down Air A: Potato Mash: Potato Head reaches down, pulls his shoes out of their sockets, then spins his arms (holding the shoes) completely around his body. The hitbox is both shoes, but only when they are below his body (not above); if you hit foes with the bottom of the shoes, they are spiked. There is ending lag as he puts his shoes back on, but this is quite handy for edgeguarding if done correctly. 11%
OTHER ATTACKS
Facedown A: Belly Spin: Potato Head spins 360 degrees around on his belly (or face?) very rapidly before getting back up. The hitboxes are his feet and hands. 3-5%
Faceup A: Arm Jab: Potato Head pulls one arm out of its socket and jabs it forward accusatorily as he gets back to his feet. 5%
Tripped A: Shoe Spiral: From his tripped position (sitting on his butt), Potato Head rapidly takes out both shoes and spins around once on his now-bare underside, knocking away foes with them, before hopping up and putting the shoes back in. 6-7%
Ledge A: Card Shuffle: Potato Head pulls out the same Buzz Lightyear playing cards from his D-Tilt and shuffles them hand to hand as he recovers. The cards are the hitbox. 4%
Ledge A (over 100%): Potato Roll: He struggles onto the stage, rolling over once, moaning, as he gets up. 2-3%
Dash A: Sketch Slide: Potato Head pulls out the
Etch-A-Sketch again, hops onto it (as if he were riding a sled), and slides forward a bit on top of it, before hopping off. This is a quick Dash Attack, but doesn't knock foes back very far. It also has slight ending lag. Because of this, it is best to use if you know your foes will not recover and punish you for it. 7%
GRAB
He pulls out one arm and swipes forward with it. Average range; with slightly more range from a standstill than from dashing. Once the foe is grabbed, he puts his arm back in, while holding him or her with the other arm.
Z: Conk: He does a karate-chop type motion onto their head. Can be done fairly quickly. 2%
Side Throw: Shoe Kick: Potato Head pulls one shoe off and thrusts it forward into the victim's face, in a kicking motion. Below average knockback. 7%
Back Throw: Eye Pop: One of his eyes pop out and knock the foe backwards. Potato Head then scrambles to put it back in. Slight ending lag, but the best knockback of his grabs. 6%
Down Throw: Block Crush: He releases the foe (who cannot move yet) and pulls out an armful of building blocks, struggling. The weight is too much for him, and his arms fall off, dropping the blocks on the helpless victim. The most damaging, but the least knockback. Afterwards, Potato Head sticks his arms back in. 12%
Up Throw: Ball Bounce: Potato Head pulls a colorful bouncy ball out of nowhere and throws it to the ground between him and the victim. The ball then quickly bounces up to hit the foe, giving low knockback, but decent damage. 9%
SPECIALS
B: Potato Compartment: Potato Head opens up the compartment on his back and pulls a random helpful item out of his body, like seen throughout
this movie.
Cheese Puffs: He throws these at foes, who get minor damage and knockback. 8-11% 30% chance of getting these.
Golf Ball: He tosses a slowly bouncing golf ball at foes, who get moderate damage and knockback. 16-17%
30% chance of getting this.
Chattering Teeth: He throws a windup set of chattering teeth that trap foes in a 'Piplup' effect with their chattering and chomping. 3-25%
20% chance of getting these.
Monkey Chow: He throws pieces of monkey chow (looks like dog kibble) at foes. If this connects,
monkeys attach to foes for 10 seconds (unless shaken off by attacks) and give poison damage. Up to 30%
15% chance of getting this.
Play-Doh: He bowls a ball of blue Play-Doh across the stage. This can cover up to half of Final Destination. It grows the longer it rolls, bursting at maximum range. The ball of Play-Doh can be destroyed with a barrage of attacks. Odds are, foes won't have the chance. But odds are, you won't get this in the first place. Up to 30%
5% chance of getting this.
For all items except Play-Doh (which is automatically bowled), Potato Head can move around before throwing the item received in any direction, like a normal item. Foes can also intercept the item to throw at any other foes, including Potato Head.
Side B: Mr. Angry Eyes: Potato Head tries to pull his "angry eyes" out of his rear compartment, but in his rush, he accidentally puts on his extra pair of blue shoes. Putting the shoes on over his regular eyes, (seen from
4:53 - 5:00), he then jogs in place, charging. When he releases, he dashes forward in a blind rampage, hitting foes with his new "eyes". The charge changes this move from barely knocking you anywhere, to hard horizontal hits. To cancel the charge, hold down on the control stick; his regular eyes will push out the shoes and the charge will instantly halt. This can be powered-up in midair, but is very poor for horizontal recovery, since he falls while powering up and charging. He is left in a freefall if this finishes in midair. 4-18%
Up B: Firetruck Spring: Potato Head sits in the lift part of a
Little Tikes Fire Truck, complete with smiling Tike Firemen. The lift then launches him up, Potato Head doing one aerial flip. Above average recovery. The truck vanishes after the launch. Potato Head hits foes while launching / flipping, as does the truck during launch time, before it disappears. 4-9%
TAUNTS AND VICTORY / LOSS POSES
Up Taunt: He jerks one thumb at the closest foe, then pulls his mouth out, leans over, and taps the mouth against his rear end.
Side Taunt: He pulls out the Etch-A-Sketch, which rapidly and independently draws a noose. He then points at the foe with an angry look on his face.
Down Taunt: He changes his facial parts so they are entirely wrong, and jokes, "Hey, look! I'm Picasso!" A small hockey puck with arms and legs appears in front of him while he changes, then shrugs after he talks, not understanding the joke.
Victory Pose #1: He says in delight, "Gee! I gotta shave!" and pulls off his mustache part, grinning as he tosses it away.
Mrs. Potato Head then walks onstage, and the two kiss playfully.
Victory Pose #2: He backs away from the
three green aliens he adopted, in annoyance. The aliens repeatedly chant, "You have saved our lives! We are eternally grateful!" Irate Mr. Potato Head replies, "Will you just leave me alone?!"
Victory Pose #3: He holds up one arm, grinning a haughty grin and waving, slightly obnoxiously.
Loss: He claps, a sore, angry expression on his face.
Rex:
Rex is a kindhearted, although cowardly and unstable, T-Rex toy. He is the powerhouse of the four toys, as well as the heaviest. However, he also is the slowest. Many of his attacks are finishers, using his massive tail and head (because of his diminutive limbs).
STATS
Power: 8/10: Rex is the strongest out of the four toys.
Walking Speed: 3.5/10: Rex walks awkwardly and slowly.
Dash Speed: 4.5/10: To compensate for his power, Rex is the slowest runner of the four toys.
Weight: 8/10: As is expected from his size, Rex is a heavy character, and the heaviest of the four.
Range: 7.5/10: Good; his tail and prop attacks have decent reach.
Projectile Distance: 0/10: Rex has no projectiles.
Fall Speed: 6/10: Rex falls at above average speed.
Size: 6/10: He's about as long as Bowser (counting his tail), and as tall as Donkey Kong .
First Jump: 3.5/10: Not a great jump; real dinos can't jump at all because of their weight.
Second Jump: 4/10: Not much better; below average.
Crouch: 5/10: Rex tries to get low to the ground, but it's difficult with his size.
Traction: 4/10:Rex slides a lot in his uneasiness.
Combo: 3.5/10: Rex does not combo very well.
Wall Jump: No
Wall Cling: No
Glide: No
Crawl: Yes, but very awkwardly.
Tether: Yes
BASIC
A: Head Swing: Rex clumsily leans forward, swinging his large head. 4%
AA: Head Pivot: After his first move, Rex pivots his head all the way around (he's a poseable toy; he can do this). Hold the A Button to keep his head spinning. However, this is a slow-ish combo, so it's hard to use effectively on good opponents. 3% per each hit.
TILTS
Side A: Doodle Pad Swing: Rex pulls out the doodle pad he stole from Woody and swings it 180 degrees in front of him. Slight ending lag, but a good move for building damage from average range. 8%
Down A: Dino Foot: Rex extends a foot at foes in a cowardly manner (like Luigi's D-Tilt, but stronger). This can trip foes 30% of the time. Comes out quickly as well, so it can be used easily to start combos. 7%
Up A: Controller Spin: Rex takes a video game controller (I believe it is for an SNES) from his favorite Buzz Lightyear game and spins it in an arc over his head. Good range for a tilt. Can be used to juggle foes effectively. 6%
SMASHES
Side Smash: Cowardly Spin: Rex cries out and spins around, whacking foes with his mighty tail. Starts up slow, but ends pretty quickly. Great knockback and range. This is the same move he used to defeat Emperor Zurg in Toy Story 2, seen here (
8:03 - 8:21). 12-26%
Down Smash: Ring Rumpus: Rex pulls out a set of rings similar to
these and whirls around once. This is mainly for building damage, as the knockback is only average, and the move has a lot of startup lag. However, if fully charged, the rings will fly off to damage foes from above average range. The hitbox is the peg of the ring set, and the rings when they fly off. The flying rings disappear when they hit a foe or the ground. 9-21%
Up Smash: Dominant Predator: Rex leans his head up and chomps four times in an "OHM NOM NOM NOM!" fashion. This is his fastest and most effective smash, although it only has average range. The knockback is best on the last chomp. 8-29% from all four chomps.
AERIALS
Air A: Dizzy Dino: Rex spins 360 degrees around, flailing slightly, and slamming foes with his powerful tail. Average range, since the hitbox is his entire tail. This is a good combo move. 6-13%
Forward Air A: Snout Dip: Rex leans forward and hits foes with his snout in a 'pecking' motion. This is his fastest aerial, so it is best to use in combos. 8-9%
Back Air A: Fear Fall: Rex screams and does a backwards flip, hitting foes with his head as he does so. Lots of ending lag, but his strongest aerial overall, knockback wise. 9-12%
Up Air A: Use Your Head!: Rex swings his head upwards, pivoting it slightly. This is like a multiple hit version of Bowser's U-Air, except faster and not nearly as powerful. Rex has about the same range as well. This can do up to four hits, the first and last ones doing the most knockback. 4-16%
Down Air A: Tail Pogo: Rex leans down on his tail as if it was a pogo stick and plummets down. Foes take the most knockback if they are on the ground. This move can spike foes if they are hit just as Rex is coming down. Rex lags a lot if it hits the ground before it's finished, getting stuck on his tail a bit before rolling to his feet. 10-14%
OTHER ATTACKS
Facedown A: Rex Wham: Rex leans up, hitting foes in front of him with his snout, while kicking foes behind him with one leg. 5-6%
Faceup A: Tail Roll: Leaning on his tail to gain momentum, Rex rolls onto his feet from the ground, kicking foes away with both feet as he does so. 4-5%
Tripped A: T-Rex Tickle: From his tripped position (sitting flat on his butt), Rex leans forward and tickles nearby foes with a weak laugh. 3-6%
Ledge A: Snout Thrust: Rex leans forward as he gets up and nudges foes aside with his snout. 4%
Ledge A (over 100%): Slow Whip: Rex struggles onto the edge (it's a miracle he can hold on with such little arms!) and slowly turns, hitting foes with his tail. 3%
Dash A: Stego-Stumble: Rex yells out and stumbles, sliding forward on the ground for about .5 second before getting up. Unlike Dedede's Dash Attack (which it may seem to mimic), Rex's looks much more accidental. Starts up quickly, but has a good deal of ending lag. 9%
GRAB
Rex leans forward and tries to grab foes in a hug of sorts. Not very good range (running or from a standstill) because of Rex's tiny arms.
Z: Squeeze: Rex squeezes the grabbed character tight against his hard body. This can be done surprisingly quickly. 4%
Side Throw: Super Shake: Rex holds up the foe and shakes them up and down three times vigorously. Good damage, but low knockback. 14%
Back Throw: Tail Smack: Rex throws the foe backwards, then turns in their direction, unknowingly hitting them with his tail. Good knockback, although rarely foes with high damage can escape the tail smack with DI. 11-12%
Down Throw: Dino Faint: Rex drops the foe and does a comical sideways 'fainting' motion onto them. Good knockback, but not a great move to use in FFA's, where foes can hit Rex as he's lying down. 11-13%
Up Throw: Tail Toss: Rex throws the foe up, and bends up his tail to hit them up. This has good vertical knockback, but a foe at low damage can quickly use an aerial and hit Rex before he's finished. 8-11%
SPECIALS
B: T-Rex Roar: Rex leans back, charging a powerful roar. Press the button again to release it. If you don't charge it, Rex will only let out a feeble roar, speaking the word 'roar'. This only trips foes and gives them 1%. However, fully charged, Rex will let out a fierce realistic dino roar, giving foes hard horizontal hits. 9-18% If spammed too much (more than 4 times per 15 seconds, Rex will cough and collapse to the ground for about 1.5 seconds. Then, he must use at least 10 other moves or be KOed, before the roar reaches full potential again. The charge can be held after canceling it with L/R. Shown here (
4:03 - 4:10).
Side B: Terror Charge: Rex screams and dashes forward, plowing through foes in his path. The longer you refrain from using the move, the stronger it becomes. If not charged, Rex only jumps forward in a panic. At maximum potential, Rex dashes forward (faster than his normal dash) and gives foes hard vertical hits. You can cancel the charge by tilting back on the control stick (Rex will land on his behind, stopping the charge). He is left in a freefall if he finishes the charge off the edge. 5-21% Seen here (
0:34 - 0:42)
Up B: Monkey Toss: Rex pulls out a
barrel of monkeys and gives it a little upwards thrust (not letting go of the barrel). 5 monkeys, all linked together, reach up in a diagonal line (while laughing an annoying monkey laugh) and grab the edge for a handy tether recovery. It also does very minute damage. 1-3%
TAUNTS AND VICTORY / LOSS POSES
Up Taunt: Rex leans up and yells, "I don't like confrontations!", flailing his little arms slightly.
Side Taunt: Rex leans forward and asks curiously, "Did I scare you?"
Down Taunt: Rex holds up his video game strategy guide and proclaims excitedly, "I know how to defeat Zurg!"
Victory Pose #1: Rex roars happily, then stares nervously at the screen.
Victory Pose #2: Rex holds up his doodle pad and asks, "How do you spell FBI?"
Victory Pose #3: Rex jumps about, clumsily and happily, yelling, "Hooray!". When he reaches center stage, he trips, but still laughs, unfazed, from his position on the floor.
Loss: Rex claps sadly with his tiny arms
Hamm is one piggy bank who's not about to be left on the shelf! Hamm is a fairly balanced character as well, but he has a few more extremes than Mr. Potato Head, the other balanced character; Hamm is stronger, heavier, and slower than his comedic soulmate. Hamm also tends to fight at long(er) range, making coin-jingling noises whenever he moves or attacks.
STATS
Power: 6.5/10: Hamm is above average when it comes to killing power; he's the second strongest in the quartet, after Rex.
Walking Speed: 3.5/10: A slow amble.
Dash Speed: 6/10: Above average, but not too fast. Hamm must rely on his quick mouth and mind rather than agility.
Weight: 6.5/10: Hamm is decently heavy, but isn't difficult to kill.
Range: 5.5/10: Slightly above average, Hamm's physical attacks aren't really his bread and butter.
Projectile Range: 7/10: Hamm has great projectile abilities; his projectile goes a good distance.
Fall Speed: 6/10: Above average, Hamm doesn't fall too fast.
Size: 6.5/10: He's a bit taller than Ivysaur, but not as long.
First Jump: 3.5/10: A below average jump from all four legs.
Second Jump: 5.5/10: Hamm has average jumping abilities.
Crouch: 7.5/10: Hamm naturally stands on all fours, so he can duck very well.
Traction: 7.5/10: Since he's made of pink plastic, he tends to stick to the ground instead of slide.
Combo: 5.5/10: Only slightly above average, Hamm can put a few attacks together, but after that, he may find it challenging, although possible.
Wall Jump: No
Wall Cling: No
Glide: No
Crawl: Yes
Tether: Yes
BASIC
A: Hoof Jab: Hamm sits up, extends his left front hoof and jabs foes. 3%
AA: Double Hoof Jab: After his first jab, Hamm quickly does a second one, this time with his right hoof. 5%
TILTS
Side A: Bank Crank: Hamm spins around once in a quick circle, keeping his front side grounded, and hitting foes with his round bank area. This can be done many times in a row; if the button is tapped, Hamm will not stop spinning after the first attack. 7%
Down A: Snout Nudge: From his crouching position, Hamm lunges forward with a snort, hitting foes with his large snout. He gets a lot of forward momentum, so this move can be done many times rapidly to move Hamm forwards. There is a 45% chance that this will cause foes to trip. 6%
Up A: Pog Launch: A single pog (which is a cardboard circle) with a picture of Buzz Lightyear on it shoots a up a bit from Hamm's slot, hitting foes, then falls back in. Can be used to juggle, but be careful, as Hamm cannot move until the pog is back in the slot. 8%
SMASHES
Side Smash: Cork Gun: Hamm gets into a sitting position and clenches his belly button up, tightening the pressure on his cork. When released, the cork launches out of his belly button at foes like a pop gun. This has good knockback and range. The cork disappears and reappears back in Hamm's belly button after it hits a foe or the ground. 11-22%
Down Smash: Army Men Assault: When charging, Hamm pulls out a striped bucket of
green toy soldiers (which were his minions when he was portrayed as "Evil Dr. Pork Chop"), and dumps them in a circle around him. When he releases, Hamm puts away the bucket as the soldiers attack fiercely, by moving in formation around him and holding up their plastic bayonets. While they attack, their commander, Sarge stands on Hamm's back and yells for them to, "Move, move, move, move, MOVE!" Average knockback and below average range. The soldiers disappear if Hamm is hit, or when the Smash is finished. 3-24%
Up Smash: Tinker Weight Swing: Hamm pulls out a weight made out of Tinker Toys (as seen here, from
4:20 - 4:24), pulls it back, swings it 180 degrees above his head with both arms, then reverses the swing. This has the best knockback of all of Hamm's smashes, but also has the most ending lag (it's a heavy weight). Average range. 13-25%
AERIALS
Air A: Swine Spin: Hamm extends all four feet and spins around once. This looks a bit similar to the beginning part of Pikachu's B-Air, but does more knockback. 8-9%
Forward Air A: Rump Bump: Hamm bends his bank area under him and slams foes in front of him. He finishes with a flip back into normal position. If you are close enough to Hamm, this is a powerful spike if you can overcome the slight startup lag. This is a great edge-guarding technique, since it will probably kill foes with higher damage off the side, even if you don't spike them. 9-13%
Back Air A: Battleship Bash: Hamm swings the board from his favorite board game, Battleship, backwards; 180 degrees horizontally. Good knockback and range. This is a good combo move, and the fastest of Hamm's aerials. 9%
Up Air A: Underside Kick: Hamm flips so his legs are facing up, then kicks out with all four legs. This is a good juggling move, and it can kill foes off the top if they have high enough damage. 10%
Down Air A: Present Plummet: Hamm pulls out a tall but thin red birthday present (from Andy's 8th birthday) and plummets downwards. This move is done in a similar manner to Game & Watch's D-Air, but with many differences. Hamm's attack is slightly slower starting up and ending, but stronger, and with a broader hitbox that G&W's key. Hamm also holds the present beneath him instead of to the side, like G&W. This has the best knockback of Hamm's aerials. 11-12%
OTHER ATTACKS
Downed A: Two-Sided Kick: Hamm jumps back to his feet, kicking out with one front foot and one hind foot. 2-5%
Flipped A: Double Coin Spin: Hamm spins back to his feet. As he does so, two coins fly out of his slot (one flying forwards, one flying backwards) to hit foes. 2-4%
Tripped A: Piggy Pivot: From his tripped position (sitting up), Hamm spins around on his butt twice, rapidly, to through off nearby attackers. 5-8%
Ledge A: Hammbutt: Hamm jumps up quickly and rams his large head into foes. 4%
Ledge A (over 100%): Slow Slide: Hamm struggles to pull himself up with his awkward hooves. When he recovers, he slides forward a bit, on all four hooves, hitting foes with his frontside. 3%
Dash A: Hamm Roll: From dashing, Hamm flies forward a bit (as if he accidentally tripped), then does a somersault sheepishly back to his feet, to make it look purposeful. This has a good deal of startup lag, but enough knockback to compensate. 7%
GRAB
Hamm pulls out Mr. Mike (
a loudmouthed walking microphone), who shoots his microphone out of its holder, attached to a cord, to grab foes and pull them in. Once the victim is close enough, Hamm grabs them himself with one hoof, as Mr. Mike disappears. This grab can be used in the air to damage foes (like Samus' Grapple Beam), and is a decent tether recovery as well. 4-6% Seen here,
1:50 - 2:08.
Z: Sharkbite: Hamm pulls out Mr. Shark (a toy-chest dwelling, humorous rubber shark), who bites foes. This can be done repeatedly fairly quickly (about as fast as multiple Wario Chomps). 3%
Side Throw: Mr. Spell Smack: Hamm pulls out
Mr. Spell and swings him 180 degrees horizontally at foes. Average knockback. 7%
Back Throw: Wind-Up Rage: Hamm holds
Lenny, the wind-up binoculars on legs, at the foe. Lenny does four rapid kicks with his windup legs before vanishing; the last kick does average knockback, although it is possible to Smash DI from the first three kicks. 2-9%
Down Throw: Robot Treadmill: Hamm pulls out
Robot (a pro-learning, colorfully-lighted robot), who picks up the foe similarly to ROB and slams them to the ground. Low knockback, but higher damage than Hamm's other throws. 10%
Up Throw: Rocky Spin: Hamm summons Rocky Gibraltar, the mute muscle man of the toys, who picks the foe up and spins them like this (
6:02 - 6:04) before throwing them horizontally. This is Hamm's strongest throw, knockback-wise. 9%
SPECIALS
B: Freeze Flash: Hamm pulls out a camera with a powerful flash and takes a picture of whatever is directly in front of him. If they are in front of Hamm, he shot gives the foe 7%, and if they are directly next to him, stuns them as if their shield broke (they are stunned longer if they have higher damage). From there, Hamm can either attack the helpless victim, or he can keep tapping the B button to snap several more rapid shots of the foe, giving them 5% per shot. If the main shot is spammed more than 5 times per 20 seconds, the film runs out, and Hamm must either use 10 different moves, or be KOed, to reset the camera. Seen here,
8:15 - 8:22
Side B: Slot Shot: Hamm stands on his head (his bank area aimed forward) and begins to shoot various American coins, rapid-fire style, out of his slot, horizontally. The first coin will usually knock foes back, but if foes aren't knocked back, they will usually get trapped in the barrage, although you can Smash DI out quite easily. This move can be held for up to 5 seconds. If it is held that long, Hamm will fall clumsily onto his back, tired, before getting up. This is a good move to use at the beginning of a match, or when a foe has low damage, and won't be knocked back by the first coin. 2-35%, but only if you are trapped in the spray for the full 5 seconds.
Up B: Pork Pound: Hamm leans down onto his bottom, jumps a good distance up, yelling, and slams back to the ground powerfully. This can be aimed horizontally or vertically; if aimed horizontally, you get little vertical distance; if aimed vertically, the horizontal distance is negligible. When you land, Hamm will lag for a moderate amount of time (longer than Yoshi's Down B, but shorter than Bowser's, both of which this move seems similar to). This move can be trapped under stage edges easily, so unless you are sure you will land on the stage safely, it may be best to rely on Hamm's tether recovery in his grab, Mr. Mike. Foes are spiked if they are hit with the initial jump motion. If Hamm is close to an edge, this move will sweetspot it. 5-13% Seen here,
6:07 - 6:09.
TAUNTS AND VICTORY / LOSS POSES
Up Taunt: Hamm tilts his head towards the ground and says, contemptuously, "I despise that chicken!"
Side Taunt: Hamm stands on his hind legs and says, "Alright, everybody, it's showtime!"
Down Taunt: Hamm's cork falls out, spilling several various coins in front of him, and he turns away, saying in an embarrassed way, "Alright, nobody look till I get my cork back in!"
Victory Pose #1: Hamm flicks three coins from the ground into his slot, then grins contentedly at the screen.
Victory Pose #2: Hamm sits, reading a car manual, and mutters, "Woah, I seriously doubt he's getting this kind of mileage!"
Victory Pose #3: Hamm faces the clapping losers, and jokes, "Why did the toys cross the road? To get to the chicken...on the other side!" He then faces the screen and laughs happily.
Loss: Hamm sits on his behind, clapping, regretful about his loss.
Slinky is the lovable, loyal dog toy with a slinky for a middle. In Smash, he is (as those of you who have read the previous three may have deduced) the fastest character in Andy's Toys, and one of the fastest in the game. However, this comes at a price: Slinky Dog is the lightest character in Andy's Toys as well. He's not the weakest, either, but some of his moves are nowhere near as strong as some of the other toys'. He attacks mainly with his mouth and body, as well as a few extras.
STATS
Power: 4/10: Slinky is, overall, the weakest of the four toys.
Walking Speed: 5/10: An average doggy trot.
Dash Speed: 8.5/10: A bouncy bound; definitely the fastest of the toys, and one of the fastest characters in the game.
Weight: 4/10: Slinky has the least body mass of the toys, and is therefore the lightest.
Range: 9/10: Excellent, Slinky uses his best asset to full potential in Smash.
Projectile Distance: 4/10: Not very great, his projectile goes about as far as a Pikmin in Olimar's F-Smash.
Fall Speed: 8/10: Slinky is quite a fast-faller.
Size: 3.5/10: He is about as tall as Diddy, at the top of his head, but as long as Bowser, and still scrunched up a bit.
First Jump: 5/10: An average bound, Slinky jumps from all four legs.
Second Jump: 7/10: An above average spring, Slinky has good jumping abilities.
Crouch: 9.5/10: The best crouch in the game. He's already so low to the ground, he can get even lower to dodge almost all tilts and projectiles.
Traction: 4/10: Not too good, if he builds up momentum, the wheels on his back feet will roll him forward a bit.
Combo: 7/10: He can combo the best out of the four toys.
Wall Jump: No
Wall Cling: No
Glide: No
Crawl: Yes, and a fast crawl, too
Tether: Yes
BASIC
A: Snap: Slinky leans forward and does a snapping motion with his mouth. 3%
AA: Double Snap: Slinky snaps twice, at different angles. 5%
AAA: Snap Combo: Slinky snaps as many times as you want, as long as you keep holding down the A button. This is a fast combo. Slinky barks aggressively, speaking the word 'bark' each time he snaps. 2% per each snap.
TILTS
Side A: Hound-Five: Slinky jumps up a bit, keeping his hindquarters on the ground, and slaps the foe with both paws in a high-five motion. Good knockback and range, but slight startup lag. 6%
Down A: Stretch Lunge: From his ducking position, Slinky lunges forward aggressively, jabbing foes with his pointed nose. This has good range, but low knockback. However, this is one of his best combo moves. Has a 15% chance of tripping the foe. 8%
Up A: Spring Arch: Slinky lowers himself, and arches the middle of his spring up to hit foes. The motion look a bit like it does here,
5:05 - 5:08, except more range. This move can be done rapidly in succession, making it a great juggling move. 6-7%
SMASHES
Side Smash: Hindquarters Launch: Slinky's hindquarters pull back on their own (they think for themselves sometimes) and stretch Slinky's spring out a bit (but not far). When released, the hindquarters launch forward, hitting foes, then spring back to Slinky. The longer you charge, the longer the range is (up to 1/3 of Final Destination), however, if you do this, Slinky will be launched backwards (like Mewtwo or Diddy's B move) when his hindquarters return. Above average knockback. 11-20%
Down Smash: Rolling Clown: Slinky pulls out a Rolling Clown toy (a large colorful ball with a clown's head on top) and places it on the floor, where it spins in place. When you release, the clown rolls a clumsy but powerful circle around Slinky, making comical jingling noises as it goes. This has the best knockback of Slinky's smashes, but still is not that powerful. 9-21%
Up Smash: Slinky Spring: Slinky moves his mid-section (or spring) close to the ground, charging. When he releases, the spring moves up and down rapidly (however, it only hits when it goes up, not down). This is his fastest Smash, but also his weakest. The first hit is the most powerful. Also, the longer the charge, the more vertical range it has. 7-19%
AERIALS
Air A: Cannonslinky: Slinky makes a motion like this
6:01 - 6:03, except he doesn't plummet. This is a fast aerial and a great combo move. 8-9%
Forward Air A: Wheezy: Slinky pulls out the forgotten squeaky penguin,
Wheezy, and holds him forward. Wheezy lets out a few feeble squeaks, and hits foes multiple times in a similar manner to Game & Watch's B-Air. However, Wheezy stays out shorter, and doesn't give as much knockback. However, this increases its combo-ability. The last hit does the most knockback. 7-13%
Back Air A: Tail Wag: Slinky leans back a bit and wags his tail (which is a small spring with a brown ball on the end) five times rapidly. If you hit foes with this, they will likely be trapped for all the remaining hits (the last one does the most knockback), but if you miss, you are left vulnerable until all wags are finished. 2-11%
Up Air A: Ear Swing: Slinky bends his head down a bit, and his droopy vinyl ears fly up and hit foes. This has very low knockback, and will almost never kill, but it is one of Slinky's best combo moves, because he can juggle foes so well with it. 6-9%
Down Air A: Troikas: Slinky pulls out the round Troika dolls, which are supposed to go inside each other, one being the smallest, the others growing in size until the biggest, which they all go inside of. From smallest to largest, they are painted to look like a bug, fish, bird, cat, and dog. Here, the bug comes out first, then each bigger one comes out and covers up the smaller one until the dog finishes it, then they disappear. The Troikas can hit foes the entire time they're out, but they're easy to Smash DI out of. If you are hit with the dog when it comes out, you are spiked. If you miss the foe with the first doll, the others won't come, and if you attacked out of it, the dolls disappear. This move is highly effective on large characters. 1-15%
OTHER ATTACKS
Downed A: Extension Kicks: Slinky pulls himself back up, stretching himself out a bit to kick foes behind him with one leg and in front of him with another. 7-9%
Flipped A: Tail Spring: Slinky does a quick backflip to his feet, hitting foes around him with his springy tail. 3-6%
Tripped A: Doggy Shake: From his tripped position (a sitting position, like a real dog), Slinky rears back a bit and shakes his head side to side, to fend off nearby foes. 4-6%
Ledge A: Sideways Spring: Slinky jumps onto the stage sideways, and uses the momentum he has to throw his spring out horizontally a bit to hit foes. 5%
Ledge A (over 100%): Nose Nudge: Slinky struggles onto the stage, and thrusts out his pointed nose to move foes weakly aside. 3%
Dash A: Roll Over: Slinky lies down on the ground and rolls over once like a real dog would do. The hitbox is low to the ground, so foes can jump and dodge very easily, but if used on an unaware foe, this is a great move to build damage with. 8%
GRAB
Slinky tosses out the Christmas lights that Woody stole from Sid's house to grab foes, then wraps them up like this (
5:08 - 5:10) when he's close enough. This has good range (more from running than from a standstill), and can be used as a handy tether recovery. It can also hit foes in the air, like Samus' grapple beam. 6-7%
Z: Spring Bounce: With the foe all wrapped up, Slinky bounces his spring up once to hurt the grabbed foe. This can be done very quickly multiple times, but does minute damage. 2%
Side Throw: Snake Toss: Slinky pulls out Snake (who looks like
this, except green and with more comical eyes), who grabs the victim in his mouth, spins once, then throws them forward. This has below average knockback, but there is a 50% chance that the victim will take poison damage for up to 5 seconds. 8%
Back Throw: RC Ram: Slinky pulls out a green remote control and drives
RC, the toy car, who appears from nowhere, around his side to hit foes out of his springs. Average knockback and good damage. 13%
Down Throw: Animal Spinner: Slinky places the Animal Spinner (which is a circular toy, with a wheel that you spin around to different animal pictures, making that animal's noise when you release) next to the foe, and spins it. Depending on what animal he stops on, foes get different effects with the sound. Each one of the three appears randomly.
Horse: Foes get hit horizontally. 8%
Rooster: Foes get a good vertical hit. 5%
Cow: Foes get 11% and trip.
Up Throw: Troll: Slinky takes out the
Troll doll, whose pink hair hits foes upwards similar to Sonic's Up Throw, except with worse knockback. 6%
SPECIALS
B: Tike Chuck: Slinky pulls out one of his
Little Tike friends (in the movies, they look like this, except rounder, shorter, and less detailed), and tosses it gently forward a bit (about as far as a Pikmin in Olimar's Forward Smash). There are four different types of Tikes, each with a different effect. They appear randomly. Slinky can have up to two Tikes out at a time. Tikes can be attacked to be knocked back, but not killed (like Olimar's Pikmin) Here are their effects:
Normal Tike: These guys wear a red shirt with a baseball cap. When thrown, they do 3% on impact, then wander about the stage, doing spinning jump attacks at foes. 6-7%
Painter Tike: These guys wear an apron, an artist's cap, and wield a paintbrush and pallet. They do 2% on impact, then wander about the stage. If they get close enough to a foe, they will swipe out with their paintbrush, giving the foe the same type of Paint Element introduced with Bowser Jr. (gives foes poison damage, slows them down, and increases their rate of tripping). The victim gets poison damage for 5 seconds here.
Hunter Tike: This Tike appears in a brown coat and a green muffler hat, wielding a little toy rifle. He does 5% on impact, then walks about the stage, occasionally firing three small bullets at foes. Each bullet does 3% but no knockback, similar to the Scope Primid.
Doc Tike: The last type of Tike, the Doc is also the only female variety of Tike. They appear in standard doctor garb, and wield stethoscopes. They do 4% on impact, then wander about the stage. If they gets close to a foe, they will extend their stethoscopes to hit foes and give them electric damage. 6-11%
Side B: Checkerboard Counter: Slinky pulls out the board from his favorite board game, Checkers (the board even has checkers on it). He then holds out the board below him (on the ground) for 1 second, panting happily, tongue out. If foes attack the board (and only the board), Slinky will let out a short laugh, then move a checker back to counter the foe, giving them 1.5 times the damage of the attack. However, if you want to counter a move that isn't low to the ground, you must jump so the foe hits the board. Also, like the counter moves in Brawl, to activate the counter here, foes must attack the board during the beginning of the move, otherwise Slinky will be hit as normal. This move should be used with caution; Slinky is highly vulnerable if he misses.
Up B: Stretch Leap: Slinky jumps out, stretching out his spring a good distance with a loud 'twang' (like here,
7:41 - 7:45, except upwards instead of downwards, and not nearly as long). After he reaches maximum range, his hindquarters jump up independently to join his upper half, and if there is no ledge to grab or ground to land on, he enters a freefall. This move can be gimped under stages easily if timed wrong, but otherwise, it's a great recovery move. Slinky has a hitbox on his feet while he's jumping. You can angle the move slightly, up or down. 9-11%
TAUNTS AND VICTORY / LOSS POSES
Up Taunt: Slinky laughs and says his famous quote (here,
3:09 - 3:11, I have no idea how to spell that, and I'm not going to make a fool of myself trying).
Side Taunt: Slinky barks ferally seven times, like he did from his hiding spot inside a pet carrier at the airport in Toy Story 2.
Down Taunt: Slinky's hindquarters drop to the ground, then hop back up enthusiastically on their own. Slinky turns and looks at them curiously.
Victory Pose #1: Slinky howls like a real dog, then turns and grins at the screen.
Victory Pose #2: Slinky sits down, smiling a happy dog smile, tongue hanging out, and patting his hindquarters, on which his tail wags happily.
Victory Pose #3: Slinky's top half dangles in from the ceiling. He looks up, and his entire body falls and lands onscreen. Slinky then looks up from the floor and grins at the screen.
Loss: Slinky lies, coiled up on the floor, peering unhappily at the winner.
DOWN B
Seeing as how there are a whopping four toys to choose from, when it is barely possible to switch between Pokemon Trainer's Pokemon, you may think that swapping toys during a match would be a pain in the bum, right? Well, Andy's Toys have a way of swapping that allows you to freely choose the toy you call onto the battlefield, like a child deciding what toy to play with. However, the toys swap in a set order after they are KOed: Mr. Potato Head, Rex, Hamm, Slinky, then back to the start again.
Down B: Toy Chest Rotation: The toy you are controlling hops backwards into Andy's Toy Chest (which is painted to look like an old-fashioned Western wagon). They stay in the chest for just a bit longer than it takes to switch between Zelda and Sheik in Melee. You determine the toy that you call out next
by the move that you last performed before using this Special. To call out Mr. Potato Head, you must use a Basic Combo move. To summon Rex, you must use a Smash Attack. To bring out Hamm, you must perform a Tilt. And to call out Slinky, you must perform an Aerial. If you tap the B Button once during the swap, you will swap in the order listed above. Also, if you do not select a specific toy to start the match with, the toy that appears is random. This is a manageable way to select your character, and can be completely usable in an intense match, although it still may be advantageous to wait until you KO your opponent. The rotation can be used 3 times to avoid attacks, such as Tabuu's Red Rings of Death; however, if the Toy Chest is hit with more than three attacks, it weakens dramatically, and the toys can be hit out of it, until they either use ten different moves, or are KOed.
FINAL SMASH
NOTE: The Final Smash is the same for all four toys:
Mutant Toys: The toy you are controlling will yell out in disgust and horror, then jump back into their toy chest. A moment later, Sid's Mutant Toys will materialize on the stage to attack foes. They stay out for 15 seconds, and each have different effects. This is a great Final Smash on small stages (almost guaranteed to get one KO), but can be avoided on larger ones. All of the Mutants can be attacked to knock them back (but not out, unless you knock them off a ledge), but unless you're in a FFA, they are likely to overwhelm you. Here are the different toys and their effects:
Baby Face: A bald head of a decapitated baby doll placed on parts of a building set rearranged to look like a spider's legs. He wanders around the stage, dealing good damage to foes with his metal legs.
Legs and Hand-in-the-Box: A fishing rod with lady's legs attached, and a jack-in-the-box with a green hand instead of Jack. These two wander about the stage and grab foes (with their rod or hand) to trap them so that the other Mutants can attack.
Ducky and Rockmobile: A duck toy attached to a spring, and a insect-headed doll placed in a muscle-man doll's body, respectively. These two wander the stage and clobber the foes that Legs and Hand-in-the-Box have grabbed. The foes get heavy damage, but no knockback out of the toys' grasp.
Jingle Joe, Frog, and RollerBob: The head of a male doll attached to a cylindrical wheel, a frog with one and a half wheels, and a doll's upper torso attached to a skateboard, respectively. These three roll / ride around the stage, ramming into foes for heavy knockback.
Janie Doll, Pterodactyl, and Mutant Car: A normal girl doll, a normal pterodactyl toy, and a car with feet and arms where its wheels should be. These three speedily run around the stage and latch onto foes, slowing them way down and giving them good poison damage.
After the Final Smash is over, the Mutant Toys disappear and the toy you were previously controlling will hop out of their Toy Chest to continue the fight, with a relieved look on his face.
MISC.
Icon: The famous starred ball from Toy Story.
Alt. Costumes: Normal, red tint, green tint, blue tint, black tint, pink tint
Entrance: Each toy jumps out of Andy's Toy Chest, each doing a different pose:
Mr. Potato Head: Does a fist pump as he lands.
Rex: Holds his tiny hands together nervously.
Hamm: Shakes his head, making coin-jingling sounds, and snorts like a pig.
Slinky: Yawns a bit and shakes his floppy ears.
Kirby Hat: Kirby gets a different feature for each toy he inhales:
Mr. Potato Head: Kirby gets Mr. Potato Head's ears, bowler hat, and nose, plus a little opening on his behind, for his inherited Special, Potato Compartment..
Rex: Like Yoshi, Kirby gets a hat that looks like the top of Rex's head, as well as a tiny green tail.
Hamm: Kirby gets a hat that looks like the top of Hamm's head, plus his eyebrows, ears, and belly cork.
Slinky: Kirby gets Slinky's floppy vinyl ears, pointed nose, green collar, and springy tail.
Wiimote Sound: If you don't choose a certain toy to start with, you will only hear the sound of a door closing and Andy's Toy Chest squeaking open. However, if you DO choose one:
Mr. Potato Head: "What're you looking at there, you hockey puck?!"
Rex: "But I don't wanna use my head!"
Hamm: "Something's screwy here!"
Slinky: "Take your paws off my pal!"
Unlocked By: Get Andy's Toys to join your team in SSE, play 650 vs. matches, clear Classic and All-Star Mode with ROB.
Shield: Each toy uses a different item as their shield. It vanishes when released or broken.
Mr. Potato Head: He ducks under an orange traffic cone from Toy Story 2. The cone changes from orange to black as it takes hits.
Rex: He hides in a leafy bush disguise. The disguise loses leaves as it absorbs attacks.
Hamm: He covers himself with a space-themed cardboards chicken nuggets box from Pizza Planet. The box shows signs of wear and tear as it is damaged.
Slinky: He hops into a pet carrier from Toy Story 2. The carrier takes noticeable dents as it weakens.
Idle Pose:
Mr. Potato Head: He puts his hands on his hips, faces the screen, and taps one foot impatiently.
Rex: He pulls out his video game strategy guide and starts to read.
Hamm: He sits on his butt and makes stretching motions with his arms.
Slinky: He sits down and scratches a droopy ear with one hind leg, like a real dog.
Forward Roll:
Mr. Potato Head: Rolls over once, on his side (or face?), then hops up.
Rex: He slowly turns around, moaning nervously.
Hamm: Hamm sits down and spins forward.
Slinky: Slinky whirls his hindquarters forwards, then jumps forward to meet them.
Back Roll:
Mr. Potato Head: Same as his Forward Roll, but backwards.
Rex: He trips, then quickly turns the trip into a backwards roll, stop, drop, and roll-style.
Hamm: Same as his forward roll, but backwards.
Slinky: Slinky quickly rolls backwards, all feet on the ground (he has wheels in his hind legs to move more smoothly in the movies)
Spot Dodge:
Mr. Potato Head: He leans backwards, holding up both arms, on one shoe, an annoyed expression on his face.
Rex: Rex yells out as he leans back. flailing his arms.
Hamm: Hamm leans back, lifting one front and hind leg on the same side, keeping the other two on the ground.
Slinky: He gets on the ground and rolls over once in place.
Air Dodge:
Mr. Potato Head: He spins around once.
Rex: He does a clumsy flip.
Hamm: He holds his feet up, like he's doing a cannonball.
Slinky: Leans back, stretching out his spring a bit, his ears flopping.
Dizzy:
Mr. Potato Head: He puts his hands to his forehead and moans.
Rex: He lies on his back, his head pivoting around in place slowly, crying out, dizzily.
Hamm: He slumps to the ground, his head moving in circular motions, and jingling of coins is heard with his groaning.
Slinky: He stumbles from side to side, eyes rolling as he dizzily whines, like a real dog.
Sleep: Each character lies on the ground, motionless, as if humans have entered the room.
Mr. Potato Head: He stays in a sitting position.
Rex: He lies on his back, his head twisted in an awkward position.
Hamm: He lies on his side, a few coins falling out of his slot.
Slinky: He lies flat on his belly, stretched out, like a real dog.
Victory Theme: The opening clip from the musical score, Andy's Birthday, which later became the opening clip to all Pixar films.
0:13 - 0:25
Credits Theme: You've Got a Friend in Me
CODEC
Snake: Otacon! There's a quartet of walking, talking toys on the battlefield!
Otacon: These four toys belong to an eight-year-old boy named Andy. Out here are Mr. Potato Head, Rex, Hamm, and Slinky.
Snake: How are they...alive? Are they robots?
Otacon: They aren't robots; somehow, they are able to come to life when no one is watching. However, they seem to be able to break this rule to help others in need.
Snake: Even so, am I really supposed to waste my time fighting four
toys?!
Otacon: Don't take Andy's Toys so lightly, Snake! They've teamed up before to accomplish missions way outside their league!
The porcelain shepherdess, and a voice of calm authority over the toys, Bo Peep appears gracefully, and whistles to call her flock of three sheep (who are all clustered together). The sheep run around the confines of the stage, chewing and gnawing to deal multiple hits, but low knockback to foes, making sheep sounds the whole time. Bo herself serenely observes the fight, occasionally pacing about and using her hooked cane to pull foes to her. From there, she emits a simple, music-box-esque lullaby to lull the opponent to sleep, so they are vulnerable to other opponents or her flock. Bo Peep doesn't often kill foes; she is better for simply building damage. After about 20 seconds of assisting, she will whistle to call back her sheep, then vanish. She is a fairly common Assist Trophy.
This was the toys' first destination when they were rescuing Woody in Toy Story 2. Owned by the greedy toy collector, Al, this toy store has a farm motif, with a giant chicken statue at the entrance, as well as cow-shaped shopping carts. In Smash, it is the home stage of Andy's Toys, and a unique scrolling stage at that. Instead of the horizontal and vertical scrollers currently in Brawl, Al's Toy Barn is a 'depth scroller'. You fight inside the store (which is closed at the time, so there is no human interference), scrolling down the toy store's many aisles in a cow-shaped shopping cart. The cart has two platforms, one over another; in the low-to-the-ground basket area and the upper area, used for an infant seat. Characters can either ride the cart, or jump off and fight on the colorfully-tiled floor. Your characters are shrunk down so as to to the store from a toy's point of view. The aisles have unbreakable shelf walls on either side, loaded with toys, so it gives a kind of caged match feel, although the walls are far enough apart so they are not a constant thorn in your side. While scrolling, you may see some familiar toys on the shelves, including boxed Buzz Lightyears, partying Barbies, and fiery-colored Hot Wheels cars. There are a few hazards here. Some aisles have bouncy ball machines on the sides. If you attack these too much, they will break, spilling their bouncy contents onto the stage for a few seconds, causing moderate, knockback-less damage, and an increased likelihood of slipping. Also, in the Buzz Lightyear aisle, Utility Belt Buzz may hop off his display and attack. He uses laser shots, karate chop actions, and basic grab attacks, declaring, "All space rangers are to be in hyper sleep, until awakened by authorized personnel," or "You're breaking ranks, ranger!" He cannot be killed, but he can be knocked back with several attacks ("Has your mind been melted?! You could've killed me, space ranger!") Once you scroll to the end of an aisle, the stage turns for a few seconds, until you enter another aisle; during this period, foes can be KOed off the sides. Occasionally, at the end of an aisle, you will enter Al's office for about 30 seconds. In here, there is a walk-off edge to the left and a metal desk leg to the right. If you attack the leg too much, business papers and photos of the Woody's Roundup Gang will spill off, burying foes for constant damage, until they escape by wiggling the Control Stick.
MUSIC
Woody's Roundup
When She Loved Me
You've Got a Friend in Me (Wheezy's Version)
Zurg's Planet
Let's Save Woody
Al's Toy Barn
The Cleaner
Ride Like the Wind