The Squeak Squad
WHO ARE THE SQUEAK SQUAD?
In the picture above, Daroach, the leader of the Squeaks, is the fellow in the red cape and hat. The large, rotund pirate-like fellow beside him goes by the pirate-y name of Storo. The shrimpy mouse with swirly eyes on the treasure chest is Doc, who is often seen in his trademark UFO. Lastly, the snickering yellow mouse in the lower corner is Spinni, the ninja and speed demon of the bunch.
Together, these are the Squeaks. In this moveset, Spinni, Storo, and Doc work in tandem - with a twist that I'll get to in a moment.
THE TWIST
This IS three movesets in one, but these three are quite different from the Ice Climbers working together and even from the Pokemon Trainer's Pokemon Switch style.
Essentially, you use one at a time. On the select screen, you pick the character "The Squeak Squad," which shows all three of them selected. Which one you start out with is quite random, and can't be affected or changed.
As to switching, they CANNOT switch at will. The three of them switch out only when certain conditions are met - don't worry, they're simple conditions, as I learned an important lesson from my Grim Reaper moveset. As it's more or less impossible to control which one you want, switching here is more of a drawback than an advantage. As you'll see, it's practically impossible to just main one, and equally impossible to switch whenever you want to. Bear this in mind if you feel any one character is slightly overpowered.
The three of these are meant to exhude the feeling of a tag-team boss fight. With that, let's get going, with oh, let's say, Spinni.
SPINNI
>>>OVERVIEW
Idle Stance --- Spinni is slightly hunched over, crouching down low to the ground, ready to make a move in an instant. Every once in a while, he cackles nefariously and quietly to himself, obviously plotting his next dastardly deed.
Walk --- Spinni remains crouching low to the ground and softly pitter-patters forward. Looks like he's sneaking, which is probably a good guess, him being a ninja and all. It has a special property - doesn't activate Motion-Sensor Bombs. Yes, that means Snake's, too.
Run --- Spinni goes down on all fours and dashes forward, scurrying up and down like any other mouse. This is a quick dash, about the speed of Sheik's, and starts up almost instantly. Spinni is nothing if not speedy.
Dizzy Stance --- Spinni spins around on the tip of his toe, having lost his balance, teetering this way and that, but somehow keeping his balance.
Sleeping Stance --- Spinni curls himself up in his little red cape and dozes on the ground, breathing quickly in and out. In his curled-up state, he's actually very small, even smaller than Pichu did while he was ducking, making him a bit below the range of some attacks.
Crouch --- This crouch is very low indeed. Spinni falls down, flat on the ground, rather like Snake in his crouch. Being so diminuitive, this shrinks Spinni's already small body, making him tricky to hit. Most projectiles will soar right over him.
Crawl --- Spinni's crawl is a sneaky one. Pulling himself forward with his paws, he gets pretty good speed going, in fact, almost as good as his dash. Certainly better than his walk, though, as I mentioned, that has its own uses.
Wall Cling --- Ah yes, another area in which Spinni excels. Not only can he wall-cling, he can use his Neutral Special while sticking to a wall. We'll be getting to that quite quickly. His wall-cling appears to be him facing the wall and gripping it with both feet and one hand. With his free hand, though, he can perform his attack.
Height --- Spinni is the shortest and stubbiest of the Squeak Squad. His height is just a tad higher than Pichu in the previous game, but unlike Pichu, who's resembles a vertically propped log in shape, Spinni is quite lithe, making him small and difficult to hit, at times. In this sense, he can be compared to Olimar.
Weight --- Tsk, tsk. Spinni hits hard but dies hard also. He's a mouse, and reaps both the benefits and the unfortunate consequences. He is VERY light. By that I mean, almost as light as Jigglypuff. The closest he can be compared to is Game and Watch's weight. Combine this with his speed and his erratic playstyle, and you have a character who is very satisfying to smash off the top of the screen.
First Jump --- He may be a mouse, but Spinni is also a ninja. His first jump sees him leaning back slightly and swinging his arms forward to give his jump additional momentum. He kicks off of the ground powerfully. Spinni's first jump is almost as high as Mario's, so, all in all, quite decent, leaning towards good.
Second Jump --- Once in the air, Spinni's mobility is not so great; Doc is much better in this regard. His second jump sees him pulling a kind of backflip in an effort to get some extra height, but it isn't too great, not as much as his first one. A bit below average, 4/10, let's say.
Power --- Spinni's power depends greatly on the attack in question. He's not weak like some lightweights, but history tells us that fast, powerful characters quickly become broken. On that note, let us compare his power to a slightly watered down Jigglypuff - Melee Jigglypuff. Quite average, and not at all bad for his weight class.
Traction --- Like all ninjas, Spinni sticks to the ground. His turns are quick affairs, as he spins around, his cape whipping around behind him, and resumes his run in the other direction. Skidding, sliding; none of that. When you hear the steady pitter-patter of Spinni's gait, you know.
Fall Speed --- Spinni is, sadly, something of a fast-faller. Obviously, he's not quite as quick a faller as Fox, but nonetheless, he spends fairly little time in the air, which suits him. With Spinni, a frantic, non-stop movement style is probably the best choice.
Range --- Mmmm, not one of Spinni's strong points. Although he uses weapons for some attacks, none of them can outrange, say, Link's sword or DK's arm. And of course, his puny arms and legs aren't going to be beating anybody. No, approaching is definately one of Spinni's weaknesses.
>>>SPECIALS
Neutral Special --- Shuriken --- Ah, the obligatory ninja star toss. Spinni's is quite large, about half of his own size, in fact. Throwing it takes a bit of time as Spinni rears back to draw it and hops ever so slightly forward to throw it with additional strength. This keeps it from being a spammable projectile. Now, the shuriken flies straight forward, not slumping in its trajectory, and goes right off the side of the screen. Its speed is nnothing to write home about, going a tiny bit quicker than Link's Boomerang. This attack can be used while Spinni is clinging to wall, and is in fact executed a bit quicker then. Interesting visual point - these ninja stars stick in the wall for a few seconds after hitting them. Upon impact, the ninja stars do about 3% and flinching knockback. Their main use is for spacing, mindgames, keeping the foe on their toes, and to counter projectile spammers.
Forward Special --- Claw Gauntlet --- Spinni rears back, pulling out of his cape a large metallic gauntlet that he quickly slips on, and, leaping forward, he swipes at foes with clawed digits. This is a chargeable attack in the vein of Luigi's Green Missile, but not quite. You can hold B for a maximum period of two seconds, no more, and simply tapping side B makes it a quick and sudden swipe with decent range for one of Spinni's attacks. The longer you charge, the quicker and longer his sudden leap. Learning to aim properly with this speedy attack is key; unlike Luigi's, its primary purpose is not recovery, but rather suddenly attacking foes who seem out of range.
Maximum range is only about the length of two Bowsers, making it not so good at recovering. The attack always does about 9% and has decent knockback that seems to knock the foes into the air and away horizontally; the perfect opening to chase. A good approach technique.
Up Special --- Supermouse --- In this sudden attack, Spinni leaps up slightly in a short, completely vertical jump that is about as short as Bowser's. However, in this, he then launches himself into his best impression of a glide, extending both arms forward like Superman, his cape billowing behind him. Unlike a real glide, he slowly wavers up and down as he glides. This has all the capabilities of a real glide, but with the limitation of lasting a mere four seconds or so, and of being relatively slow. Obviously, this recovery grants Spinni decent horizontal recovery, but weak vertical recovery, not to mention that it's easy to gimp.
Down Special --- Squeak Squad Standby --- Spinni mutters something into a small speaker on his wrist. Suddenly, a small, sparkling explosion pops up right in front of him, and there stands a small yellow back-up mouse. Each member of the Squeaks has the power to call up one of these minions, which can be seen in the image above. Spinni's isn't the cleverest, and tends to hop around aimlessly until it bumps into a foe. It has basic AI - enough to not jump off the side of the stage. If it jumps into a foe - or you knock a foe into it - it pops in a gout of fire, dealing multiple hits and trapping the foe long enogh for you to run up and hit 'im. Obviously, you can only have one at a time, and it lingers if any member of the Squad switches, until it dies. Don't think of it as a living entity, like Pikmin or my aforementioned Reaplings - think of it as a mini-Bob-omb.
>>>MOVESET
A --- Cape Crack --- Spinni whirls around, buffeting foes from the side with his cape. This attack is useful in that not only does it turn you around, which serves for mindgames, but it looks innocuous, almost as if he was just turning casually. What's more, the hitbox is fairly large, across the fluttering cape, although the range isn't anything special. Although the attack causes the foe to flinch long enough to lead into the tapping combo, it only does 1%.
Tap A --- Flapping Cape --- As Spinni stands, one foot slightly raised, looking important, his cape flutters behind him in a nonexistent wind, wavering quickly enough to deliver multiple hits with very little knockback. Each hit of the cape does 1%, and the hits are fairly unpredictable as to when they will occur. However, it's quite easy to DI out and away from Spinni as he does this, and there is some lag when he concludes it, as he tosses his cape back behind him. You could compare this attack to Diddy's Tap A.
Dash Attack --- Rowdy Rodent --- In this strange but useful attack, Spinni drops right into a crouching stance out of his dash. He then proceeds to scurry forward at a speed faster than his dash, for a short distance, arms flailing akimbo, squeaking like a devil. This attack is as unpredictable as they come, and the majority of attacks will miss him if this is used properly. The attack has handy upward knockback but does a meager 5%. Still, this is probably Spinni's best approach technique, even if it is predictable.
>>>TILTS
Forward Tilt --- Nettling Ninja Star --- This can be best described as half taunt, half attack. Spinni draws, as the title suggests, a ninja star, and proceeds to wave it mockingly up and down before him. There are three hits; first stroke up, one stroke down, third stroke up, each equally powerful - equally weak - but easy to string together, especially at low percents. The first hit has very tiny upward knockback, which is usually cancelled out by the downward hit, which pulls them back down. The final hit is quite weak and sends them ever so slightly into the air. Each hit does about 2%, no more. However, priority is quite good, and the attack is mostly lagless, if nothing else.
Up Tilt --- Ninja Flip --- This attack is self-explanatory. Spinni suddenly and abruptly pushes himself off of the ground with his powerful legs, pulling a complete flip before landing on his feet again. Notably, there is a millisecond of lag as Spinni ducks down slightly to prepare for this jump. This second can be used to dodge quite a few projectiles, though mindgames are the only reason to use it rather than his nice crouch. This attack is a decent juggle, and Spinni's feet are long enough to surprise foes thinking to attack from above. It only does approx. 6%.
Down Tilt --- Whirlwind Cape --- Spinni ducks and whirls around in a circle, scurrying frantically. Throughout, his cape spins around just above him, forming a propellor hitbox that launches foes at random angles if they come into contact with it. Probably his best tilt, there is very litle lag and the attack does around 8%, his cape is quite a large hitbox and has decent priority. It doesn't have any KO potential, and the random knockback makes it hard to chase the foe consistently.
>>>SMASHES
Forward Smash --- Ninja Boot --- In this handy, quick attack, Spinni lashes out at fools with a rapidly rising boot that comes almost to his forehead as a decently sized hitbox. This is a quick smash with surprising range, as Spinni jumps forward slightly as he kicks. Sadly, without a solid, close-range hit from the tip of his foot as he brings it up, this attack is pretty weak with lame knockback and about 9%. Sweetspotted, though, which, bear in mind, is not that hard to do, it does 16% and shoots the forward almost straight up, leaving Spinni to chase with his nice Aerials. Another attack that need practice to work right.
Up Smash --- Ninja Butt --- Another acrobatic, strange attack with surprising range. This attack has two clear-cut parts: the short leap, where Spinni rises slightly into the air and tilts his head back ever so slightly; and the headbutt, where Spinni suddenly and speedily brings his head forward. There is a small hitbox, admittedly, and priority is nothing fantastic. However, there is a short period of super armor as he prepares to bring his head forward, which brings this attack into the realm of the useful. Thanks to the lag as he jumps, this attack must be used liberally, but with good upwards knockback and about 15% damage, this is one of Spinni's best KO options.
Down Smash --- Sai Swipe --- A quickly executed attack in which Spinni produces two sai (
here for those who don't know the name) and suddenly spins around, essentially turning around while holding two sharp daggers out on either side. Obviously, this attack hits to both sides, with the kind of priority that can only be gotten with a bladed weapon, and comes out quiiiick. Don't celebrate yet, though. The damage and knockback of the attack are pathetic. After doing a meager 9% - less than many tilts - the foe goes out on a horizontal angle that is very difficult to chase and follow up. This move's main purpose is to put some space between you and your foe - but why, oh why would Spinni WANT to do that? Better to pass on this one, although it has some applications.
>>>AERIALS
Neutral Aerial --- Rat's Pirouette --- As the name implies, Spinni pulls a pirouette in mid-air. This move is quick to start up and last a full second, but winds down a bit more slowly, and is easy to punish. Spinni himself deals about 9% and above average knockback, but it's far more likely that you connect with your cape, which does only about 4% and minimal flinching knockback.
Forward Aerial --- Shuriken Snipe --- Spinni draws a ninja star in a split second and flings it down at the ground on an angle. Compare it to how Sheik throws her needles while in the air, if you must, even though this is just one strike, but somewhat more powerful. The Shuriken loses its momentum after about the size of one full Bowser, and drops feebly, making it more or less impossible to snipe off recovering foes. The attack comes out quick, and does a decent 9%, but doesn't have any notable knockback.
Back Aerial --- Creeping Claw --- In another speedy aerial, good for chasing, Spinni draws his clawed gauntlet and extends it under his other arm, holding it behind him for a second or so. The claw hits for 10% and does nice slightly tilted upwards knockback, which is easy to follow up on. The rest of Spinni remains exposed, though, and there IS wind-down lag.
Up Aerial --- Supermouse Rising --- Flapping his arms once, powerfully, Spinni temportarily stops any momentum he had and pushes himself ever so slightly up. Again, his cape billows behind him as he tries to look heroic. This attack hits with the tip of Spinni's nose for about 6% and little upwards knockback. What with the tiny hitbox, bad range, start-up lag, and little reward, this is quite the awful attack.
Down Aerial --- Shuriken Deluge --- Spinni lets loose a fistful of ninja stars - three, to be exact, that fall at about the same speed and usually hit the foe together. They have only flinch knockback, obviously, but all three together can do up to 10%. The attack is pretty fast with some wind-down. Really, mastering these Shuriken attacks is an essential part of Spinni's game.
>>>THROWS
Grab --- Spinni's grab is a more or less typical one-handed swipe. However, when doing it, he hops ever so slightly forward, giving it range a bit beyond his stubby arms, though it's still a short grab.
Forward Throw --- Claw Clack --- In this simple but effective toss, Spinni pulls out his claw and swipes from above, knocking the foe forward almost along the ground. At higher percents and near the edge of the stage, this is great way to knock away foes with bad vertical recovery. It only does 7% or so, but the knockback isn't bad.
Back Throw --- Gut Star --- Spinni spins them around behind him, and then throws a shuriken unerringly into their gut. This attack is fun in that the ninja star stays in them for a few seconds before disappearing, though this is nothing more than a visual fun fact. Besides the coolness, this is a weak toss with little knockback and 5%.
Up Throw --- Flame Prayer --- In a unique attack based off of Kirby's Ninja power (which he can get from swallowing Spinni's ninja stars in the game), Spinni raises one hand, two finger sticking up, and a gout of flame sprouts out of the ground, knocking foes straight up. This attack is unfortunately weak like Spinni's other throws, doing about 7% and only a little bit of knockback.
Down Throw --- Furry Frenzy --- Spinni drops the foe to the ground and starts clawing him furiously. Again, playing up the mouse side of this ninja mouse. This attack lasts about a second, eventually shoving the foe a bit farther along, bouncing him along the ground. Does 10% - the most of Spinni's throws - but has lag that makes it impossible to chase and lets low-damage foes with good teching roll back and punish him.
>>>TAUNTS AND POSES
Up Taunt --- Spinni makes his trademark cackles, putting his hand over his mouth as he does so.
Side Taunt --- Spinni takes a large treasure chest out of nowhere, looks at itgreedily, rubbing his hands together, then stows it away.
Down Taunt --- A small mini-Squeak scurries out from under Spinni, but, wanting to keep the spotlight on him, Spinni boots him away, and he falls into the foreground and away.
Victory Pose #1 --- Spinni opens up a great, bejeweled treasure chest that is pointed away from the screen. A great golden glow comes up out of it, illuminating him. He looks very pleased indeed.
Victory Pose #2 --- A smoke bomb rolls onto the screen, making the background temporarily a screen of fog. When it clears, Spinni is crouching there, looking stealthy, a ninja star in his hand, ready to be tossed.
Victory Pose #3 --- Two ninja stars embed themselves, one after another, coming somewhere from the background, into the foreground. Suddenly, Spinni pops out of nowhere and cackles, his ninja stars surrounding him.
Losing Pose --- Spinni applauds begrudgingly, looking inattentive.
>>>MISC
Entrance --- Spinni appears in a puff of black smoke, holding a ninja star that he hastily puts away.
Kirby Hat --- When Kirby sucks up Spinni, he gains the sharp shades and a small hat with the two large, oversized yellow ears. He gains the power to throw Shuriken, and to cling to walls while doing it as an extra perk.
>>>PLAYSTYLE
Spinni is a bit of a glass cannon. He's a fast hitter who has to keep the pressure going to have a chance. Approaching is one of his flaws, but his unpredictable Dash Attack and sudden Forward B help him with that weakness. Most of his moveset is unpredictable, with many attacks appearing frenzied and sudden. His recovery, however, is somewhat weak, which means that Spinni must remain on the offense to have a chance against any decent character.
Another important aspect of Spinni's game are his ninja stars. These can be mixed and used at many opportunities, and travel quickly enough to keep your foe on his toes. Throwing a few is a great way to lead into a tilt or Smash that sends them into the air.
Once there, Spinni has an advantage. With solid aerial attacks that come out very quickly, Spinni can do a decent Wall of Pain imitation. In the air, his inferior grabs don't really matter; all that matters are his aerials. On that note, Spinni is great at wall camping on the few stage that HAVE walls; he can sit there and fling ninja stars until he's ready to leap off and start an assault.
Another important technique to master is the Squeak back-up. Positioning him, sending foes into him, and punishing foes who are ablaze are all critical. In fact, every one of those opportunities to start a combo should be taken frantically. The opponent MUST be given no time to think.
Lastly, consider that Spinni is a very small character. Since he won't be weathering very many hits, your size is your best defense. Shield? Nah. Dodge? If you must. But mostly, a Spinni player should just keep pressing his powerful offense, mixing it up with ninja stars, and relying on your opponent's attempts to counter missing as your defense.
>>>SWITCH TIME?
And now we get to it. When does Spinni switch to the next in line, the sneaky, clever Doc? For Spinni, the conditions are simple, almost painfully so; he just has to KO the foe. As soon as he does, the next time he touches solid ground (in case he was in the air when they were KOed), a sudden beam comes down out of nowhere, and he's abducted off the top of the screen, looking exasperated. Next second, the beam is gone, and Storo descends in his very own UFO. This whole process is very quick; you can usually complete the switch before the foe has fully respawned.
So, as Doc comes down, the foe is at 0%, and he is very likely somewhat damaged. This means that his work is most definately cut out for him. As you will see quite soon, Doc's main function on this team is to rack up the damage for Storo to come down and end it. And this is a function that he fulfills well.
...
Let me take this moment to suggest a break. It's hard to digest more than one full moveset at once, so, for the full effect, give Spinni a bit of time to sink in. Of course, you can do it however you want; this is just my suggestion to increase your enjoyment of the moveset(s).
...
DOC
>>>OVERVIEW
Idle Stance --- Doc is constantly in his trademark UFO, which hovers about the height of a crouching Pikachu off of the ground. This makes many down tilts quite useless against him even when he's just standing there. While there, his UFO is stationary, rocking a tiny bit, and he occasionally glances behind him from within.
Walk --- NOTE! Doc does not have a dash. He cannot run, only walk, and his walk starts up almost instantly. He moves at a constant steady speed, his UFO moving forward unrelentingly. The speed is quite impressive for a walk, a bit faster than the Ice Climber's dash. This constant pace is interesting AND relevant to gameplay, as he has certain attacks that he can execute without stopping his walk.
Dizzy Stance --- Doc opens up the top of his UFO and slumps out the side, heaving uncontrollably, his eyes swirling around and around. Miserable but funny dizzy stance.
Asleep Stance --- Still in his UFO, Doc stows his glasses, revealing tiny little eyes, and dozes right there, his head falling onto the controls (which can't be seen from our angle).
Crouch --- How could a UFO crouch? Nope, Doc can't crouch. Combined with his nonexistent dash, that gives him Doc a very stiff, mechanical feel that's quite unique..
Wall Cling --- None, of course.
Height --- The UFO itself isn't all that tall, only about the overall size of Mario, but considering that he floats quite a bit off of the ground, the tip of the UFO is more or less on the same level as Bowser's head. This makes him a wide target for smashes and aerials and just about everything that doesn't strike at the foe's feet.
Weight --- Doc is heavier than Spinni, for one. The UFO is full of gear and mechanical bits, weighing him down more than you'd think. You could probably safely compare his weight to Link's; not quite a heavyweight, but getting there.
First Jump --- You can't really call this a jump; a small white flame suddenly projects out of the bottom of Doc's UFO, propelling him upwards a decent distance, about the distance of Mario's first jump. This is a sudden jump that's hard to predict, as Doc doesn't have to prepare in order to use it.
Second Jump --- Small white flames pop out of the sidal jets that ring the bottom edge of his UFO, pushing him just a bit further up. This second jump is pretty short, about as long as Link's, perhaps, but again, unpredictable and hard to meet properly.
Power --- This is not Doc's forte. Although he can rack up the damage with a high level of efficiency, he has issues sealing the deal, and that's okay, as that's more the job of Storo and Spinni. He does have the rare attack with KO potential, but on the whole, he's pretty close to Mewtwo's level of power - that is to say, weak.
Traction --- UFOs definately can't grip the ground, or spin around instantly. What's more, as Doc doesn't dash, he can't turn on a dime; he has to actually stop and turn to walk the other way. This isn't as bad as it sounds; his walk starts up quickly enough to cancel out the lack of a swerve. On another note, a plus to being in a UFO is that Doc does not slide. He can stop in a split second without sliding anywhere.
Fall Speed --- What with the propulsors ringing the UFO, Doc falls INCREDIBLY slowly. Seriously, he falls slowly enough to pull off six Forward Aerials from the peak of his jump to the ground. This is Doc's greatest asset, in truth, though there are certain ways to punish it, and the slow fall time can get annoying to impatient players. Still, it gives him incredible air mobility, as a character in a UFO ought have, and makes him very dangerous in the air, although it also makes him easy to attack.
Range --- This is something that depends entirely from attack to attack for Doc, although his average range is pretty good. He has many attack that use mechanical arms, beams, and other such handy things with good priority and range.
>>>SPECIALS
Neutral Special --- L.A.S.E.R. --- Ah yes, Doc's Laser, his quintessential attack, as important to him as Spinni's ninja stars. In this useful attack, a small device comes out of the bottom of the UFO, looking a bit like some kind of dental device or drill. Then out comes the laser, quick and sudden. This laser is perhaps best compared to R.O.B's; however, it's very thin and has a bluish white tinge, and travels quite a bit faster. It bounces off surface also, though is even bouncier, and stops when it collides with a foe rather than continuing through them. The knockback is smaller, though, with no more effect than a flinch, and only does about 3%. This is definately NOT spammable, as it takes some lag as Doc sends out and retracts his laser.
Learning to properly aim this attack is absolutely vital. Tilting the control stick up and down in the start-up as Doc draws the laser can be used to snipe off foes from just about any angle, even while Doc is in the air. Bouncing it off the ground is a vital skill. In any case, the L.A.S.E.R. is dangerous to use in close quarters - too easily punished - and in fact should be wielded primarily to slow down an approaching opponent.
Forward Special --- Alien Abduction --- This move takes about a second to wind up in which it is easily gimped. Doc rises slightly into the air for about one second, then suddenly, a beam of light shoots down from the bottom of his UFO, and he swoops forward for about the distance of a slightly charged Luigi Missile. This attack can be easily jumped over, and Doc has to catch them in the beam proper for the attack to work; he himself knocks the foe back but does absolutely no damage. He moves quickly, but not quickly enough to stop most foes from jumping out of the way. Dodging and shielding DOES NOT help, however.
So, you've caught your foe in your tractor beam, and now they're bobbing around helplessly beneath you. What do you do with them? Well, pretty much anything. They come with you if you jump, run (walk), or even fall off the edge, making Docicide a general threat, as they come directly beneath you. However, beware! They more the foe taps buttons, the quicker he'll break out, and it's easier at lower %s. Quick tapping at 0% will break them out after two seconds. No amount of tapping at 100% will get them out before you have a chance to leap to your death. This is also useful before then as a way of depositing people at stage hazards.
Up Special --- Close Encounter of the Second Kind --- Whether Doc is in the air or on the ground, he freezes, his UFO spinning with more and more speed. After a second, he rockets away in the general direction of the control stick. Colliding with foes gives set knockback and no damage. The trajectory curves slightly down before coming back down, in a mini-arc. This recovery is extremely difficult to aim correctly, made more difficult by the fact that Doc cannot grab the ledge. At all. This attack MUST go straight onto the stage, which is possible, as it goes farther than Fox's Up B. Cons: No ledge-grab, hard to control, no damage, has wind-up, get be out-prioritized by waiting foes. Pros: Long range, equally good vertically and horizontally, moves very quickly, hits foes with poor priority out of the way. All in all, recovery is one of Doc's poor points.
Down Special --- Squeak Squad Standby --- Doc cackles as he pulls back the roof of his UFO and flings a small back-up mouse at the ground below him. This one hops around slowly, tossing small bombs short distances. These bombs sit there for a few seconds, flash for a second, and then blow up, with decent knockback and about 8% damage. These harm Doc as well as foes, so beware. There is lag at the start of the attack, and this mouse is unpredictable and not as lethal, so it's not the most powerful of attacks. Not to mention that after about 10%, the mouse blows up (leaving you free to make another one).
>>>MOVESET
A --- Drill Poke --- A small drill-shaped apparatus emerges from the front of the UFO, going out a tiny distance and poking foes at its tip. This does strictly horizontal knockback, but that's so small that they'll have to be at very high %s for it to have any impact. It does about 3%, though. Although it comes out fairly quickly, this is a bad attack, and having no way to follow it up makes it a dismal option.
Note that Doc has no Dash Attack.
>>>TILTS
Forward Tilt --- Cyborg Wall --- A small, mechanical, two-digited claw suddenly extends out of the side of the UFO. It sticks out for a second or two, being a hitbox all the while. This is a nice attack, as it has long range and decent knockback. It does about 6%, though, and no more.
This attack is interesting in that Doc can move while using it. This means that he can move anywhere. He can stop, then move. He can move forward a ways before moving back (without turning around, still facing forwards). That makes this a quasi-dash attack that's quite useful for mindgames and approaching carefully. Shame about its poor other qualities and wind-down lag.
Up Tilt --- Phone Home --- A small antenna sprouts out of the top of the dome, taking a second to do so. Once there, it suddenly and abruptly blinks, radiating a small green light. This is a sweetspot - or rather, a tiny hitbox - that shoots foes to the sky and does about 11%. Not bad, eh? Ah, but don't forget about its start-up and wind-down lag, its tiny hitbox, and its puny range. A fun dream, but all too hard to put into effect.
Down Tilt --- Extend-o-Matic --- In an attack with start-up lag, two robotic arms extend out of both sides of the UFO, and, in a second stroke, are lowered to the ground. The arms are all hitbox, though they do the best knockback as they graze the ground. This attack takes a long time to be put down and pulled back up, though the pay-off is decent; about 10% with high priority and big hitboxes.
>>>SMASHES
Forward Smash --- Power Beam --- Two small metal sticks emerge side by side from the hull of the UFO. Between them, a power beam is formed. For this who haven't played any Kiby games, this is essentially a whip made of sparking energy that starts way up high and swings deliberately down, disappearing at the ground. This attack has multiple hits and can rack up quite a bit of damage, up to 19%, while also having good range and great priority. It does have some start-up, though, and does almost no knockback.
And, of course, the icing on the cake - just as with the Forward Tilt, Doc remains completely mobile while using it. Since it's another attack that stays out for a while, you can actually start it while at a distance and then scurry up to the foe to hit him. Another good approaching trick.
Up Smash --- Shuttle Swirl --- In this sudden and powerful move, the UFO tilts backwards until it's almost vertical, then spins viciously, scoring multiple hits that suck the foe in and a final hit with good knockback. This move can be compared to a vertical Bowser Down Smash. The attack is executed very quickly but doesn't really have range and has bad wind-down as Doc is somewhat dizzy and can't control his shuttle right away. The final hit does 12%. All the hits together, which is hard to land, does a fantastic 22%.
Down Smash --- Bombs Away --- In one of the rare moves where Doc emerges, the dome is pulled back, Doc sticks his head up, and, cackling, he drops a big, round, black bomb. This bomb blows up on contact with another player or with the ground, doing some niiice damage that doesn't harm Doc, although he too takes the knockback. In that, this is a somewhat risky attack, and it doesn't really have KO potential, either. It does 16%, though, and has a long hitbox, making the foe think twice about approaching blindly. A decent smash but a risky one.
>>>AERIALS
Neutral Aerial --- UFO Sighting --- As a strange sci-fi motif plays in the background, Doc's shuttle suddenly swirls around twice in midair, if you know what I mean. Since it moves so much so quickly, in a pattern rather like a falling fly, there's a nice big hitbox with knockback that can go pretty much anywhere. The damage is low, though, a mere 7%. Still, with the speed at which this attack is executed, you can pull it off up to four times before hitting the ground, making it pretty useful. Still, it's easily outprioritized, if hard to predict.
Forward Aerial --- Cowprod Taser --- A long, thin piece of metal protrudes suddenly from the side of the UFO, sparking at the tip and shocking foes it pokes at for minimal knockback and 5%. This attack is underwhelming, yes, but it's one of the fastest Doc has, and that's saying something. This is another way to approach, to space, and to stop enemy approaches; in fact, those are Doc's three main strengths. The damage sends the foe back sparking, keeping them from immediately retaliating.
Back Aerial --- Flame Thrusters --- With a second's lag, Doc tilts hif UFO forward, pointing the bottom of the UFO at an angle and back. A small white jet of flame shoots out, frying the foe a bit with multiple tiny hits each doing 1%, up to seven of them. This has a decent-sized hitbox, although the flame isn't too long, and the move takes some time to start up and end itself, with no knockback even if all your hits connect.
Up Aerial --- Doc's Mad Inventions --- Doc lowers the roof to execute this attack, in which he raises one of those comical cartoon extending boxing gloves and squeezes to send the glove whizzing upwards. After connecting - or not - it stays up there for a while, bouncing around, in a smaller, weaker hitbox. The initial hit, though, does 10% and has ok knockback; setting it up is hard, though, as the wind-up is long and obvious. Still, with his long air time, there are ways to put this into use; stopping annoying edgeguarders, for one.
Down Aerial --- Noxious Concoction --- In yet another attack where Doc retracts the UFO dome, he leans out slightly and drops a beaker full almost to the brim with bubbling green liquid. This goes down for a short length before vanishing in a green explosion of fumes. It also explodes on the ground or on contact with a foe. The initial damage is negligable - about 4% - although this attack does knock the foe far enough to be a good spacing technique. However, after the explosion, the hittee suffers from poison damage for a few seconds, racking up up to 8%, if you're truly lucky. Once in a long while - like 1/500 - the potion is a vivid purple, and, though it has the same qualities, the poison lasts for a LONG time and racks up up to 30%. Not bad for an Aerial, hmm?
>>>THROWS
Grab --- In an interesting grab, Doc tilts the UFO slightly so that it is facing half forward and half down. He then send out his tractor beam. If it catches one's foot, that's enough to pull them into a grab. Still, even with that, his grab range is only as good as Ivysaur's.
Forward Throw --- Laser Deliverance --- The L.A.S.E.R. extends out of the bottom of the UFO, catching the drifing foe on itself, then points forward, pulling the foe with it, and fire rapidly. Very short knockback, as should be expected from the laser, and damage of 6%. Not a terrific throw.
Back Throw --- Saucers Attack! --- Dropping his traction beam, Doc suddenly swerves forward, then spins back to smash the foe who has barely had time to drop behind him. Quickly executed and surprising, with OK knockback for a throw but only 5% damage. Hard to follow up on, as the foe flies faster than Doc can drift.
Up Throw --- Tractor Dunk --- The tractor beam flashes suddenly, then shrinks and focuses into a single, concentrated beam that bounces foes off of the ground. Unlike the back throw, this attack does let Doc follow up, probably with a Cowpoke Taser, against floatier foes. Damage is sad, though - 4%, tying it with Marth's as the weakest tosses. Apparently Doc's tractor beam can't fry buildings yet.
Down Throw --- In For a Landing --- With the foe still caught in the beam, Doc descends almost to the ground, and fires up the UFO's thrusters, burning the poor sap stuck between the ground and the UFO. It ends with strangely vertical knockback that keeps it from becoming a chain-throw. Though it can't KO, it's the most powerful of Doc's throws, doing about 8%, which still isn't all that great. Doc doesn't specialize in grabbing.
>>>TAUNTS AND POSES
Up Taunt --- Doc presses a hidden button, and his laser extends from the bottom of his flying saucer. It turns one way, then the other, and, finding no foe, retracts.
Side Taunt --- Doc retracts the shuttle's dome, raises himself slightly out, and cackles maniacally. A pretty long taunt, but a truly annoying one, even though Doc's evil laugh is a very quiet, almost undetectable, snicker.
Down Taunt --- Doc presses his face against the glass and waves mockingly to us, the viewers.
Victory Pose #1 --- Outside of his UFO at last, Doc carefully pours one beaker into another. A green potion begins to fizz uncontrollably, then explodes, frying Doc to a crisp and causing him to fall flat on his face.
Victory Pose #2 --- Doc slowly descends from a stairway that has descended from his UFO, which is in the background. "I come in peace," he squeaks, then smirks.
Victory Pose #3 --- Doc flies onto the screen, his UFO gripping a great big treasure chest beneath it. He looks quite pleased with himself. Draws a parallel with Spinni's gloating over a treasure chest.
Losing Pose --- The UFO hovers in the background, two mechanical arms clapping noisily against one another. Doc is nowhere to be seen, the little cheater.
>>>MISC
Entrance --- A beam of light radiates from above, and Doc descends from the mothership. Even though there is none.
Kirby Hat --- Kirby looks pretty much
like this, only with Doc's big green moustache and a hat with his two big ears. He obviously gains the power to use the L.A.S.E.R.
>>>PLAYSTYLE
Doc is a difficult character to use, or even to define. He's slow. He has little to no KO power. Some attacks have priority while others don't. His recovery is awful. Despite all these flaws, he still manages to succeed. How?
It's really all about the quirks. Approaching should be made as difficult as possible for the opponent by using Forward Tilt and Forward Smash freely. Those are Doc's two primary ground attacks. The idea is to force the foe to attack from the air, where Doc is king.
In the air, the foe must adopt a totally different approaching style, as Doc stays there for quite a while. From below? Boom, you're poisoned. From the front? Ah, that's where Doc starts racking up the damage. With huge air mobility, it's easy to combo the foe with repeated Forward Aerials, making a sort of wall that's quite tough to penetrate. For Doc, this kind of aerial combat is a specialty.
L.A.S.E.R. must also be mastered. It's another terrific way of stopping a charging foe, which is truly vital to Doc, as he can be easily annihilated or edgeguarded.
For that matter, one of Doc's most important attacks is his Abduction move. This attack just has so many applications, it's worth it to constantly seek an opening to shoot forward and catch the foe. The most important of these is the Docicide, which, as I'm about to mention, is useful for another reason.
All in all, Doc is the ultimate floaty character. Rather like Spinni, he's quite unpredictable, and specializes in racking up damage, spacing the foe, and playing a nice slow defensive game.
>>>SWITCH TIME?
Ah, yes. When does Doc move on to the heavyweight bruiser of the trio, Storo? If you think on it a bit, considering Spinni's conditions, it's pretty obvious; Doc switches out when he's KOed. As soon as he loses a life, the respawn platform sees a completely different figure lurching into battle.
What does this mean for strategy? Well, as we mentioned, Spinni leaves Doc to fight a foe at 0% when he is very likely damage himself. This is the purpose of Doc's slow, defensive game; racking up enough damage on the foe before falling that all Storo has to do is come over and clean up the mess, with one of his many KO attacks. I just love this weird kind of symmetry.
So, hear we are at Storo, the last of the three, who's facing down an enemy who's probably (if you're unlucky, you'll start with Storo) very damaged. Note that Storo is at 0% as he does so. This is relevant both for his own switch condition and for making things very hard for your opponent. It's important to use Doc wisely, though; Storo is absolutely abysmal at damaging the foe to KO-able %s.
...
Blah, blah, blah, take a break, then come back to read the rest. Or do whatever you like. If you're even reading this moveset word for word, I'm sure you can manage one more character.
...
STORO
>>>OVERVIEW
Idle Stance --- Storo stands tall, looking down on his puny foes. Once in a while, he flexes his muscles and thrusts his chest out, stretching to break the monotony.
Walk --- Storo stomps as he walk, one foot thudding down, followed by the other. It's actually quite noisy, but a typical heavyweight walk, deliberate and not too slow.
Run --- Storo runs in a bit of a strange way; sideways, or at least, partially sideways. He faces us and holds his elbows high, his fists clenched and pointing down. He'd look almost funny if his stomping wasn't so loud and threatening. This isn't a fast run, at all. Maybe a tiny bit quicker than Ganondorf.
Dizzy Stance --- In his dizzy stance, Storo stands as tall as ever, but grips his head on both sides, his head lolling from side to side. Looks like he wishes he could fall, but his legs and body are stronger than his mind.
Sleeping Stance --- The same holds true when Storo takes a nap. His head falls onto his chest, and his nose twitches occasionally, and he dozes right there, staying as big a target as can be. Seriously.
Crouch --- It's not easy for a goliath like Storo to crouch. He actually just sort of falls down backwards, and his belly protrudes so far that just about every projectile will hit him anyway. Not to mention that falling down takes him a bit of time. This begs the question, why crouch? Just wait till we get to his Down Tilt.
Wall Cling --- Is that some kind of joke?
Height --- Storo is huuge. Really huge. He stands a head taller than Bowser - his head, bear in mind, which is pretty small in proportion to his body. Combine this with his massive girth, and you have a combo-user's dream; a slow, fat target.
Weight --- The first respect in which Storo is unique, and actually has an advantage; Storo is the game's very first super heavyweight! After all, bear in mind, he's pretty much all fat, as compared to Bowser or Ganondorf. What this means is that Storo has fantastic hit resistance; most smash attacks will hardly knock him the distance of three Bowsers even at high damages. The flip side to this fantastic resistance is that, thanks to that very same tiny knockback, Storo is immensely easy to combo. Which brings us right back to the preceding point.
First Jump --- Storo pulls his legs up to his body in this short jump. It goes about the distance of the first jumps of Ganondorf, maybe a bit farther. Storo is a slow jumper, and prefers to remain on the ground.
Second Jump --- His second jump is absolutely abysmal, barely outranging Zelda's pathetic second jump. Not good stuff. Again, Storo's air mobility is quite limited. That's okay, though.
Power --- Well, Storo wouldn't be much of a super heavyweight if he couldn't KO foes left, right and center, would he? With all of his abysmal lag, range, speed, evasion, and recovery, Storo is a tank and a beast, if nothing else. He's not quite as powerful as Ganondorf, with KO potential on EVERY attack, but he's at least equal to Ike, and has a few truly vicious moves.
Traction --- Storo doesn't slide as much as some characters, but he DOES slide. When he stops running, he skids a tiny bit forward before digging in his heels and stopping his momentum. His turning is not instantaneous, no, he has to take time to whirl and start running the other way.
Fall Speed --- Storo falls like a heavyweight. That is to say, quickly without quite being a fastfaller. This doesn't do any favours to his already fringe air power, and makes him a character who's best when he's firmly planted on the ground.
Range --- Now, for range, there IS such a thing as ok without being terrific. Storo's limbs aren't all that long, but I suppose his size can be considered to add to his range. On the whole, Storo is average in this department, but can' t really hang with the best of them. Yar?
>>>SPECIALS
Neutral Special --- Roly Poly --- Storo begins to revolve on the spot, apparently defying the laws of gravity as he start spinning while facing the camera, his arms and legs stuck out. He quickly begins to revolve so quickly that he resembles an uninterrupted blue sphere with small, blue round things constantly revolving around him (those are his limbs and head). When you release B, he slowly rolls forward, like a boulder, a sharp contrast to Jigglypuff's frantic attack. In this state, Storo is nigh invulnerable, and goes right through foes, pushing them up into the air and dishing out 14%. How long he stays in this state depends on how long you held the button.
Now bear in mind that Storo can still be damaged by most any attacks and especially projectiles while in this state. Also note that the very longest you can roll around for - with full turning capabilities, obviously - is about ten seconds. All this adds up to a handy attack when the foe is trying to press an attack and a beastly move in multiplayer.
Forward Special --- Poundmaker --- This attack has very different properties depending on where it was used. If used on the ground, Storo - in a move with little wind-up - hops forward, his legs in the air, causing Dedede-style stars to erupt on the ground on either side of him. That's not the end, though, not by a long shot. Pressing B again at the exact moment when his...bottom touches ground makes him bounce right off of it and do it again. And so on and on ad nauseum. There is no limit to the number of bounces you can make but your own reflexes, the limits of the stage, and your foe, who can strike you higher up to avoid the stars - which deal 4% and flinch - and the hitbox on the lower half of his body, which does about 10% and weird horizontal knockback. This attack is handy as the stars can trap foes who think to outrun the incredible bouncing Storo, lagging them long enough for him to sit on them. This can KO at higher %s, but not so much as some of his other attacks.
Used in the air, Storo raises his legs also, but picks up momentum as he starts falling. When he hits ground, B can be pressed to bounce, and so on and so on. Sadly, this can't spike if Storo hits a foe in the air, making it a dangerous and potentially suicidal attack. It still has powerful horizontal knockback, though, letting you potentially hit a recovering foe, bounce them off the side of the stage, and kill him along with you.
Up Special --- Avast! --- Arrrr! Storo be drawin' a long rope with a hook at its end. The hook be whizzin' its way to yer ledge, grabbin' him a tether recovery, me hearties! Arr, it be true that tethers be weak recoveries, but Storo the Scurvy has the best throwing arm yer bilge eyes ever saw, knockin' lubbers clear off of the ledge with the hook! Aye, the hook be doin' about 7%, but don't be doin' enough knockback t'be mentioned. Oh, yarr, 'tis handy, but be short-ranged, for a tether! ...
Bottom line, it's a short-ranged tether that knocks the foe off the ledge and then grabs it, making it very hard to gimp, but only useful for a specific range. Storo should rely on his weight to keep him on the stage, as his recovery doesn't do him any favours.
Down Special --- Squeak Squad Standby --- The obligatory Squeak. In Storo's case, he seems to pull a blue one out from behind him, made easier by his massive bulk, and drops it on the ground before him. This one is somewhat sluggish, and slowly eases along the ground, never going too far one way or the other before turning back. If a foe comes into contact with it, it blows up, doing about 9% and OK knockback. This one is the closest, out of the three, to a typical motion sensor bomb. However, it's quite slow and blows itself up after 10% has been dealt to it, making it easy to detonate remotely with a projectile. Still, Storo should be happy with the few tricks that he gets.
>>>MOVESET
A --- Palm Pop --- Storo extends his long arm and sticks his palm directly into the foe. Minimal knockback sets this up for AA, but it does a decent 3%. It is somewhat comparable to Ike's initial hit in his A combo, executed at a decent speed and setting up for a power hit.
AA --- Fist Stopper --- Storo clenches his extended hand, hitting foe within a decent range for 4% damage and some knockback, enough to KO at higher percentages. This attack is somewhat unpredictable but easy to DI out of after the first hit. Still, it's one of Storo's precious few combos that are relatively quick, and is useful for mixing up your approaches.
Dash Attack --- Trampled Underfoot --- Remember Storo's strange sideways run? Well, in his dash attack, he just keeps on running, raising his arms a tiny bit higher to indicate that he's attacking, and can essentially trample right over most foes. Since he's so big, and his legs are all hitbox, this is a difficult attack to shield; however, it's quite slow, only as fast as his run, and easy to jump right over. Even if he tramples them, he only does 7% and very little backwards knockback, so this attack has its main purpose in intimidation; the foe must be wary when this huge hulk scuttles towards them.
>>>TILTS
Forward Tilt --- Flatten --- In this long-range, big-lag attack, Storo pushes himself off of the ground, dropping directly in front of where he was previously standing. Looks almost like a tiny short-hop. The lower half of his body is a hitbox, but does very little knockback unless he actually lands on top of them. Unlike Poundmaker, this attack drives the opponent into the ground DK-style, albeit for a short period of time - so short, in fact, that with wind-down lag, Storo can't really capitalize on their plight with any big attack. I suppose you could sneak in a free jab. Anyway, this attack does 8%, but has lots of lag as Storo jumps slightly up and comes slightly down.
Up Tilt --- Dying Dunk --- As Storo leans back onto one foot, the other one held in the air in front of him to get maximum height, he punches out into the air above him with both meaty hands. Surprisingly small range, and easily punished, but lots of power if it hits, up to 11% and good vertical knockback. His fists themselves come down almost instantly after going up, so the hitbox is very short.
Down Tilt --- Toe Tackle --- Remember how Storo's crouch is him lying on his back? And it takes a while to do as he has to fall? Well, to make up for his crouch's lag, his down tilt is perhaps his fastest attack, as he suddenly lashes out at the feet of foes in front of him with his own tiny foot. This causes them to trip and does 4%; however, unless they react with a tech or a jump, you CAN follow it by rising and smashing them. A handy, fast attack, though it's kind of predictable when they see Storo lying there.
>>>SMASHES
Forward Smash --- Toe Punt --- When you first use this Smash, Storo runs in place for a second, then he dashes forward a short way and kicks out with all the power in his foot. Now, the second of running is vital here; it makes this move slow to start out, canceling out its quick hit and big range. When you see Storo running in place - when you charge it to make him run farther, he runs in place longer - that's a good indication to get up in the air and well out of his way. The kick has terrific knockback - comparable to Ganondorf's Forward Smash - and does a titanic 23% uncharged - fully charged, it does 30% and has longer range. Watch out for this attack ; stay on your toes, or you'll find yourself on Storo's toe.
Up Smash --- Belly Trampoline --- In this strange move, Storo leans farther back then you'd think possible, pulls in his stomach, and then thrusts it out at full power. This attack only hits foes who are actually coming from above. It only does 7%. It obviously has huge lag at the beginning and the end of the attack. It has low priority and little range, as actually bends over when doing it, making the top of the hitbox shorter than he'd actually be. With all these flaws, why use it? Well, simply, if executed properly, if it hits a foe falling on you from above, it can KO at ridiculously low %s. On stages with low ceilings, it can kill Mario around 25%. That's a big reward; still, this attack is just too hard to pull off anywhere but maybe in team battles.
Down Smash --- Sudden Collapse --- In an unpredictable attack that looks somewhat like his crouch, Storo jumps up into the air and drops flat on his back. This is a big hitbox that sends foes skipping along the ground in perfectly horizontal knockback. Since it takes time for Storo to jump up and fall down, and also to clamber back to his feet, this is yet another brutally slow Smash, not quite as useful as Forward Smash or as potentially powerful as Up Smash. It does 20%, though, and has good knockback. The large hitbox, again, can get foes who are trying to roll around Storo's feet.
>>>AERIALS
Neutral Aerial --- Inner Strength --- In a slowly executed move, Storo curls up, pulling in his arms and legs, then suddenly stretches, thrusting out and flexing his arms, suddenly extending his legs, and puffing out his chest. His whole body is a hitbox here, but each part has different properties. His fists do a nice 15% but not too much knockback; the soles of his feet are a nice spike that does 10%; his chest has awesome knockback and KO potential while only doing 4%. This attack has wind-up, yes, but it's still a very important part of Storo's game, with its many applications. It's definately the best of his meager aerials.
Forward Aerial --- Hulk Mouse --- Storo leans forward in midair, pulls his arm back, and then extends it with a grunt. His fist does 9% and OK knockback, but what with the windup and overall mediocre power of this move, combined, of course, with Storo's aerial weakness, I suggest passing on this one.
Back Aerial --- Crash Clap --- Storo leans so that he's parallel to the ground, then claps powerfully above his head. The clap itself does high damage - 15% - and has KO potential, but a small star shoots out from between his clenched palms, doing a mere 3% and flinching damage to foes who just barely escaped the clap itself. Though it may not sound like it, this attack has massive lag. An interesting point of note, though, is that if Storo hits the ground while using it, you can shift the control stick down to go instantly into an almost lagless crouch. This, of course, paves the way for a quick Down Tilt into a Smash attack. This is the move's best application, as it's too easy to beat Storo in the air.
Up Aerial --- Bicycle Kick --- Storo clumsily does a backflip, hitting foes with a stuck-out foot. This attack is slow and bulky, and rarely will you be able to complete before Storo hits the ground, ending in more lag for you. The pay-off is decent - 16% with the potential to KO with backwards knockback - but it's just so EASY for almost every character to dodge and then start comboing poor old Storo.
Down Aerial --- Corkscrew Headbutt --- Rather like Wario, Storo turns upside down and butts foes with his head. This has a small hitbox, does only 11%, has only liberal uses as it doesn't even spike, and, if he hits the ground before the move is complete, he will be buried a la Headbutt, letting the foe start an attack of his own. Even worse than his other Aerials. I warned you to stay on the ground, Storo - who do you think you are, Doc?
>>>THROWS
Grab --- In this nice-range grab, Storo leans down and grasps at the foe's ankles. If he catches someone in his long arms, he picks them up by the foot and holds them upside-down in the air in front of him. Pressing A makes him pummel them while they're just hanging there. Storo has a nice grab game to compensate for his weak Aerials and slow Smashes.
Forward Throw --- Lasso --- In this quite comical attack, Storo lifts them over his shoulder, spins them around so that they are no more than a blur, then tosses them forwards. This does a terrific 14%, but can't KO except at higher %s.
Back Throw --- Bum-p --- Storo drops the foe behind him and bumps them away. Pretty simple and straightforward. Has pretty good knockback, but not as much damage as his other throws, doing only 9%. It's pretty easy to chase the foe tossed like this.
Up Throw --- Faceplant Uppercut --- A brutal toss, as Storo slams the foe into the ground face-first, then throws them upwards. Has straight vertical knockback, but not enough to KO. Still, the damage is impreissive - 13% - and it may have a demoralizing effect on weaker foes to see their precious characters being brutalized so badly. Note that on foolish, inexperienced foes, this is the perfect set-up for an Up Smash - against light characters on small stages, these two moves may be all you need to make the world's fastest KO.
Down Throw --- Squash --- Storo drops the foe beneath him and essentially sits on them. Although it sounds simple, this is in fact Storo's most tantalizing toss, as, after sitting on them (to good damage but literally no knockback), he falls backwards into a crouch. Since the foe is right beside you, 10% more damaged, you can follow it up with a Down Tilt, tripping to them to set up a big hit.
>>>TAUNTS AND POSES
Up Taunt --- Storo pulls a large hammer out of nowhere, and chuckles a bit to himself as he holds it.
Side Taunt --- Storo draws a swashbuckler's sword, and swings it around once or twice before accidentally poking himself in the foot with it. He hastily puts it away.
Down Taunt --- In a strange taunt that actually has a practical use, Storo falls down onto his back and takes a quick snooze, "...ZZZ..." floating up from him. By holding down at the end of the taunt, this links - you guessed it - to his crouch and his Down Tilt. Nice way of tricking a foe into coming close, assuming that you're vulnerable.
Victory Pose #1 --- Storo poses in the foreground, flexing his muscles and grunting, then laughs heartily, slapping his belly.
Victory Pose #2 --- Storo walks in, carrying a hefty treasure chest on his shoulder. He chuckles a bit, then accidentally drops the chest on his toe, causing himself to fall over in a heap.
Victory Pose #3 --- Storo is sitting in the middle of the screen, then shuffles forward a bit so that you can't see the other characters for his massive bulk. He laughs a bit, pleased with himself.
Losing Pose --- Storo claps loudly, bringing his hands far apart before bringing them together.
>>>MISC
Entrance --- Storo tramples in from the distant background, whipping up a cloud of dust behind him.
Kirby Hat --- Kirby gains the eyepatch and the bandana with mouse ears sticking out the top. He gains the power to use Roly Poly, though his is obviously less potent, him being so much smaller.
>>>PLAYSTYLE
Storo is quite literally a tank. He can take a LOT of punishment without being KO'ed, as long as it doesn't come to aerial combat. Storo must keep both feet firmly planted if he's to stand a chance at winning: with his quick fall time, huge body, and minimal knockback, he's truly a combo-player's paradise.
Down Tilt is a very potent weapon. It's one of Storo's only ways of setting up a smash, which is important, as a Smash or two from Storo will end your game real quick. Speaking of Smashes, Forward Smash is a very potent weapon, and should be used quite often to keep your foes on their toes and fearful to approach from the ground. When a foe approaches from the air, you have the Up Tilt, or, if you're feeling really daring, the Up Smash.
An important trick to wield is the Squeak Squad Standby. This is Storo's only real way of controlling the stage, of forcing foes into close quarters combat, and of keeping pressure on the foe even from a distance. On small stages, Storo's Standby and Storo in general is obviously more dangerous.
Now, as Storo always comes out at 0%, it's crucial to take advantage of that beginning portion when you're at such low damage that most attacks will hardly faze you. Use that to try out bold and risky attack patterns, high-power attacks, and tilt combos. Keep your foe fearful of what you're up to, and they will, eventually, slip up, letting Storo mop up their remains.
>>>SWITCH TIME?
Storo has the strangest switch condition; he must be at 150% to go into Spinni; even if he's in the air, Spinni's ninja smoke bomb engulfs Storo and replaces him with the ninja in an instant. This isn't really that hard, when you consider just how heavy and easy to combo he is, but it makes things difficult for everyone. Ought you kill yourself before hitting that critical mass? Is the foe at high enough percents that it would be good for Spinni to come and land a quick finisher? Should you actually LET your foe combo you? Hmm, good questions all.
And for your foe, too, there is pressure. Do they want Spinni to come out? If they're a heavyweight who can't properly edgeguard Storo, perhaps they do, and will try their best to dish out as much damage as possible. Maybe they're a lightweight character who prefers edgeguarding and dodging Storo's clumsy attacks to chasing Spinni and being chased by Spinni. It really adds layers to strategy.
In any case, Spinni comes out at 150%; a high percentage indeed. This is when you must use all the aggression you have left; attack the foe relentlessly; hopefully he, too, is at a high damage after tussling with Storo. Hopefully he'll be too focused on trying to stop your attack to launch his own. The Squeak Squad is not an easy character to master, not at all.
...
Now for the extras that all the Squeaks have in common, starting with their Final Smash.
...
FINAL SMASH
Uh oh! The Squeaks have a Smash Ball! Suddenly, whoever it is raises a hand skywards, calling out to someone (Doc's "hand" being a mechanical arm). An explosion shatters the sky, and Daroach appears, floating in the center of the stage!
For fifteen seconds, you control Daroach while your character remains in the background. Daroach can fly, rather like Yoshi's Final Smash, is invulnerable, and has a simple but devastating moveset:
Neutral Special --- Triple Star --- Daroach draws a star rod (not THE star rod) and swings it, causing three stars to bounce along the stage for a few seconds. They have pretty good knockback and each do 8% if they hit someone. They bounce aroudn near the ground and vanish after a few seconds.
Forward Special --- Freezing Beam --- Swinging his wand, Daroach makes a thin beam shoot straight forward, across the whole stage. Compare to Dialga or Palkia, but thinner. If it hits someone, it dishes out 14% and freezes them for long enough for Daroach to come over there and follow up.
Down Special --- Bomb Attack --- Daroach flings a bomb directly at a foe who's not too far away. This bomb blows up abruptly, doing nice knockback and 12%.
Any A attack --- Wand Wham --- Daroach simply swings his wand like a bat. This, being his most basic and quickest move, does 10% and has OK knockback that can KO a foe after a few Stars and a Freezing Beam.
Bear in mind, though, that you don't control Daroach for long, and the foe CAN potentially run the whole time, so use your time wisely and rack up the damage if you're using Storo, go for a KO with Doc, and do both if you're Spinni.
ALTERNATE COSTUMES
Red Team --- Doc's moustache become bright red, Spinni become red, his cape yellow, and Storo, too, has his two colours reversed, his shirt and bandana suddenly blue. Strictly a functional change.
Blue Team --- Doc's moustache changes to blue, as does his UFO. This combined with his blue skin makes him look somewhat frozen. This bodes true for Storo as well, whose shirt and bandana become blue. Spinni, though, just changes the colour of his cape for a dramatic effect of blue on yellow.
Green Team --- Doc's UFO and skin becomes green, while his stache goes blue. Looks cool. Storo's shirt and bandana change, as does Spinni's cape.
Awesomeness change --- In their final, awesome costume, Spinni's cape become black, and his glasses are replaced by a ninja-style mask. He looks very much like an actual ninja, only rat-like. Doc, meanwhile, become green, and his swirly glasses are replaced with big, black, bug-like eyes. He look pretty much like an alien, although his blue moustache doesn't help the impression. Storo, meanwhile, gets a black-and-white style shirt to go with his red bandana and eyepatch, making him look like a true pirate. Ninja, alien, and pirate all in one, how could you go wrong?
SNAKE'S CODEC
Snake - Otacon, who are these guys?
Otacon - That's the Squeak Squad, Snake. There's Spinni, who's very acrobatic. He throws Shuriken.
Snake - Ninja stars?
Otacon - ...Yeah, ninja stars. Then there's Doc, who floats around in an Unidentified Flying Object!
Snake - You mean... a flying saucer?
Otacon - Yes, that's what an Unidentified Flying Object is, Snake! Of course, there's also Storo, who's a bit of a buccaneer.
Snake - ...
Otacon - Sigh... a pirate, Snake.
Snake - Otacon, you really need to learn to talk like a normal person.
MORE MISC
Symbol --- The Kirby Pop Star.
Victory Theme --- The Squad gets the recognizable riff of their own theme,
linked here in its original, non-Brawl version.