~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
POPPY BROS. SR.
A more large incarnation of the enemy Poppy Bros Jr., a Poppy Bros. Sr. is a jester-like enemy that’s found in various places in Dream Land. While some of them have been known to wield boomerangs or roll around on apples, the majority of Poppy Bros. Sr. carry around bombs that they’ll throw at Kirby as he passes. Always wearing a jolly smile as he attacks, it would seem that Poppy Bros. Sr. does this for no other reason than that it’s fun.
Note: All the bombs Poppy uses are the same size as the apples on Green Greens.
STATS
Size: Large
Weight: Heavy
Power: Strong – Despite those bombs looking dangerous, they do pack too much of a punch.
Jumps: 2
Jump (1): Medium
Jump (2): Medium – Poppy’s jumping abilities are matched among Smashers.
Speed (Walk): Mid-Slow
Speed (Run): Slow
Traction: Good – Poppy has about the best traction in the game. He does not slide A LOT.
Speed (Attack): Mid
Speed (Falling): Mid-Slow
Range: Long – Both in melee attacks and projectiles, Poppy reaches far.
Crouch: Mid-High
Crawl: No
Wall-Kick: Yes – Poppy’s Wall-Kick gets him straight up that wall. It gains relatively little distance horizontally, be he rockets up about twice the distance of most wall-kicking characters.
Wall-Cling: No
Glide: No
STANDARD ATTACKS
Standard Combo – Tornado Kick – Poppy slowly falls to his back as he starts running with his feet in the air. He runs similar to Sonic, with his feet making circles as they go. His feet are large, so this reaches about as far as Mr. Game & Watch’s Standard Combo, and functions similarly as well. As long as one kick hits, the next will execute automatically if the button is held, but if not, the Combo will stop. Each hit does 2% damage, and has a moderately strong pull-in for another hit. Poppy gets back up pretty slow when he’s done, so this move isn’t especially punishable, though it seems like it would be when you first see it.
[Variable Damage, 2% per hit]
Forward Tilt – Pirouette Kick – Poppy spins, leg extended, to damage opponents. He spins slow and gets two kicks off, one really powerful and the other a little stronger. Both hits have a solid range, about as long as Kirby’s Forward Tilt. Poppy spins about as slow as Jigglypuff does in her Side Taunt, so if you get hit by the first kick, which does only 2% damage and has basically no knockback, you’re guaranteed to get hit by the next one, which has a little knockback and does 5% damage. Poppy recovers slowly from this move, so it’s not punishable, except from the back during execution.
[2% + 5%]
Up Tilt – Twirl-a-Whirl – Poppy spins very slow in place. He does this for about a second. Enemies he touches receive multi-hit damage up to 8%. This is one of Poppy’s moves that, unfortunately, doesn’t have a lot of range. The hitbox only consists of his spinning body, but it has a slight horizontal suction if enemies are close. At the finish, there’s a slight knockback, just enough to clear Poppy some space as the move ends. He suffers a little ending lag on this move, posing briefly as he finishes spinning.
[Up to 8%]
Down Tilt – Foot Clap – Poppy, lying on his back, extends both feet forward and claps them together. He reaches far, about as far as Olimar does with his sliding Down Tilt, though he doesn’t move like Olimar does. There’s a slight startup lag as Poppy gets his feet stretched out, but the reward is a 10% damage-dealing hit with a sizeable hitbox. Poppy also suffers a little ending lag on this move. The knockback of the clap is about 20 degrees from the horizontal, away from Poppy, and moderately strong. This is the only one of Poppy’s Tilts that’s even remotely likely to score a KO.
[10%]
Dash Attack – Super Slide – Poppy leaps forward and slides on his stomach a good distance, damaging anyone he hits along the way. When I say “a good distance,” I mean almost half the length of Final Destination. This move has decent priority, so it can be useful for canceling powerfuler projectiles as well. While Poppy is going, his entire body is a hitbox, dealing 6% damage to those he hits. During the initial leap, however, which covers a distance of about one Battlefield platform, Poppy does 8% damage to anyone he comes in contact with. Knockback is directly upward, though not strong, during the initial leap, but during the slide, there’s no knockback. Rather, opponents are 100% guaranteed to trip if hit by Poppy while he’s sliding. Once he’s finished, Poppy slowly hops up and flips to his feet, reducing ending lag to a minimum. If you distance yourself right, he’ll be up before your tripped opponent has a chance to be.
[8% or 6%]
SMASH ATTACKS
Forward Smash – Pinwheel Spin – Poppy jumps forward, spinning like Mario does during his Down Taunt, damaging opponents as he goes. He covers a distance approximately equal to one-and-a-half Battlefield platforms. He’s barely above the ground as he goes, so you can’t duck under him. Poppy does 12% damage and moderate-powerful backward knockback (yes, it hits them straight behind him) if he hits anyone, and the damage is not affected by charging. So why charge the move? Because it make him go slower! Completely uncharged, Poppy takes about two seconds to complete the move, and has pretty bad priority. Fully charged, however, he takes only about half a second, and has much better priority. There’s not much startup lag, but the ending lag on this move is something to probably be aware of. Poppy catches his balance for almost half a second at the move’s end, so it’s a tad bit punishable.
[12%]
Up Smash – Rocket Bomb – Poppy throws a bomb upward that explodes once it reaches its peak height. The height is determined by the charge, similar to Snake’s Up Smash. Unlike Snake’s, recall that the bomb explodes at peak height, so it will not fall back down, and will not explode on any opponents it strikes on the way up. If it does hit an opponent on the way up, it has a slight upward knockback, and also deals 2% damage. The bomb goes at a speed similar to Snake’s Up Smash, and the charge-to-height ratio is very similar as well. The explosion has about half the radius of a Smart Bomb explosion, and does 12% damage, with moderately powerful knockback, directly away from the center of the explosion. Poppy suffers slight lag at the beginning of this move as he pulls a bomb out, but almost none at the end, allowing for the possibility to combo.
[2% + 12%]
Down Smash – Bomb Party – Poppy sets bombs all around him that explode when the button is released. The longer you charge, the more bombs he places, which does not increase damage, but increases the blast radius of the party, giving this Down Smash some serious range. This move has a longer charging time than most, only reaching full charge after five seconds of holding down the button. At the beginning of every second, Poppy places another bomb in the heap surrounding him. The bombs will go off at the end of the second that you release the button. For example, releasing the button at the beginning of the third second will not stop Poppy from placing the third bomb and waiting until the end of the third second to detonate. Poppy ducks down and covers his head when you release the button, signaling that the bombs will now go off. The blast radius increases at even intervals, from one bomb having about the blast radius of a Bob-omb, to five bombs having a blast radius slightly larger than that of a Smart Bomb explosion. The blast will not pass through solid platforms, but will pass through pass-through platforms, such as those hovering over Battlefield. For this reason, it’s difficult to use it for edge-guarding an opponent, since the blast will not reach below the edge. Anyone caught in the blast is dealt 14% damage, with moderate knockback away from the center of the explosion. Poppy is slightly stunned after such a massive explosion, so he suffers a moderate ending lag as he hops to his feet and shakes it off.
[14%]
AERIALS
Neutral Air – Swell Up – Poppy swells up (go figure) and bursts, presumably from a bomb (inside him, maybe?). There’s no after-effect or anything, he returns to normal after blowing up. He gets about as big as King Dedede, and damage is only done from the explosion, which takes about a second to get to. There’s pretty much no ending lag, though. The blast radius is about half that of a Smart Bomb, but the hitbox only lasts for a split second. Anyone caught in the smoggy blast receives 8% damage and moderate-powerful knockback. Poppy falls very slowly the first time this is used in the air, so you won’t have to worry about falling far during the time he’s swelling up, but if you use it again without touching the ground, you won’t have that luxury.
[8%]
Forward Air – Dud Toss – Poppy tosses a dud bomb forward. It is affected by gravity, and stops after covering a distance about half of what Mario’s Fireball does. The gravity on it is similar to throwing a crate or barrel, so it’s seemingly a pretty heavy dud, and will end up covering a lot more downward distance than forward. If the bomb hits anyone, it will do 6% damage, and do powerful downward knockback, bouncing on them when it does. Hitting someone will also double the length of time the bomb has left on the field before it will vanish. So hitting early can make the bomb drop a lot further (even though it will have to bounce a short distance up when it first hits). The downward spike of the bomb is powerful, so don’t expect many KOs from it, but it’s still a nice attack for approaching from above. When a bomb strikes the ground, it will disappear with no additional effect.
[6%]
Backward Air – Launch Kick – Poppy kicks backward with both feet. This kick is similar to those of characters like Kirby and Mario, but with a notable difference: If Poppy hits an opponent, he’ll kick himself a good distance forward in the air! His range is similar to Mario’s Backward Air. Hitting an enemy (or a crate/barrel) will shoot him forward about the distance of a Fox Illusion, and will keep him at the same vertical level while it does. The kick does 6% damage to anyone hit, and directly horizontal backward knockback. The knockback is moderate, and one of Poppy’s better Aerials for KOing opponents.
[6%]
Up Air – Juggle Bomb – Poppy tosses a bomb upward, then catches it as it falls back down. You can throw up to two bombs at a time, so you can cover yourself pretty well from overhead attacks, but there’s a lot of ending lag as Poppy’s got to catch the bombs and put them away. The peak height of the juggled bombs is about one Stage Builder block above Poppy, and the full cycle takes about a second and a half for each bomb. The bombs rise and fall as Poppy does, so they won’t stay up any higher above Poppy if he’s falling slow or anything. The bombs will do 5% damage and moderately powerful upward knockback to anyone they hit, but they’ve got great priority, so they can be used as a shield from overhead attacks quite well if you can time the throws of two bombs right.
[5%]
Down Air – Bomb Dunk – A stall-then-fall. Poppy stalls in the air, pulling a bomb out and raising it over his head. He then brings the bomb down and falls, similar to Mr. Game & Watch’s Down Air. Poppy will only fall for about the distance of 3 Stage Builder blocks before the bomb will vanish and he’ll become controllable again. If he hits an opponent, the bomb will explode. It also explodes if Poppy hits the ground. The explosion will give moderate knockback to everyone nearby, including Poppy, but only gives damage to his opponents. The blast is slightly larger than a Party Ball, and does 8% damage to anyone (besides Poppy) caught in it. The bomb explodes instantly when you hit, but won’t explode during the stall as Poppy pulls it out.
[8%]
SPECIAL ATTACKS
Neutral Special – Bomb Toss – This move functions similarly to how the Bomb ability works in Kirby games. Pressing B once will make Poppy pull out a Bomb, which has a 3-second fuse time. The bomb will not explode until the fuse is up, even if it hits something, in which case it will deal only 2% damage and minimal knockback. While Poppy is holding the Bomb, he can only walk, run, and perform both of his jumps. If the Bomb goes off in your hands, Poppy will take moderate knockback, but no damage, so make sure you get rid of it soon enough. The Bomb can be thrown with either the A or B button, and both will throw the Bomb exactly the same way. By default, he’ll throw it directly forward, and it’s highly akin to Smash-throwing a Bob-omb. The blast radius is about twice as big as a Bob-omb, but only does 10% damage, with moderate knockback directly away from the Bomb. Tilting the control stick while throwing will make Poppy throw in the direction you are tilting, or more accurately, whichever you’re closest to of the eight cardinal and intermediate directions (Up, Left, Down, and Right, and the midpoints between them). Poppy takes about a second to pull the Bomb out, but suffers almost no lag at all on the throw.
[2%, 10%]
Side Special – Spitfire – This is a chargeable move that takes about 3 seconds to reach full capacity, and cannot be held stored for later use. In other words, when you hit full charge, the move executes automatically, like a Smash Attack. Pressing Side B will make Poppy shove a Bomb into his mouth. This takes about half a second, and the charging begins after that half-second has passed. When the button is released, the Bomb goes off, and Poppy uses the explosion to shoot a concentrated stream of flames from his mouth. The stream shoots directly forward, and cannot be angled. At powerfulest charge, it shoots about as far as Bowser’s or Charizard’s fire breath. At full charge, it can reach all the way across Final Destination. Despite it’s potentially incredible horizontal range, it’s very concentrated vertically, having about the same vertical range as R.O.B.’s laser. Poppy spits the fire pretty slow when you release, slightly slower than R.O.B. fires his laser. However, the flames aren’t quite as slow as the laser, so far-away opponents may still be able to avoid it. Poppy spits fire for about one second before stopping, at which point he suffers brief, but noticeable, ending lag. The fire deals multi-hit damage to those caught in it, with possible damages ranging from 1% to 10%, depending on how long an opponent is caught in the flames. Additionally, this move pushes Poppy back when used, for about 1/3 the distance of the flames he shoots. If he is on the ground, however, it will not push him beyond the edge of the floor he’s on. This gives this move some potential for recovery, and it should be noted that this move will not put Poppy in a freefall.
[1-10%]
Up Special – Kick-Off – Poppy takes about half a second to pull out a Bomb, then kicks off of it, propelling himself through the air, at a moderate speed. The Bomb travels the exact opposite direction of Poppy, and you can tilt the control stick to make him go in any direction. Poppy launches for about the same distance that Lucario goes with his Up Special, but can’t change direction in the middle of it. If Poppy shoots such that he strikes the ground, he’ll faceplant, and take about half a second to get up. Poppy does no damage while flying, but the Bomb he kicks the opposite direction can be used to attack in some cases. The bomb travels indefinitely, only exploding on impact with something. The explosion is not as large as most of his Bombs, only slightly larger than that of a Bob-omb, but to compensate, these Bombs have a special property: They’re unaffected by gravity! The exact direction you kick the Bomb is the way it will go until it strikes someone. The bomb’s explosion is fairly powerful, only doing 8% damage, with moderately powerful knockback directly upward, but it can still be used as a great ranged attack. The Bombs’ speed is similar to that of Wolf’s blaster.
[8%]
Down Special – Firework Show – Poppy returns on the Warp Star to the exact location he left from. As he reaches the playing field, he sets off a powerful Bomb. This particular Bomb’s blast radius is about that of a Smart Bomb explosion, but it reaches that size instantly, and lasts for about a second. Players caught in the blast receive no knockback at all, but will rapidly accumulate damage, similar to the effect of Olimar’s Final Smash. The maximum damage an opponent can accumulate from this attack is 25%, if they are in the blast for its entire duration. During the explosion, Poppy will remain on the Warp Star, and is able to be hit and damaged as normal. When the explosion finishes, Poppy falls off the Warp Star slowly, and everything continues as normal.
[Up to 25%]
FINAL SMASH
Final Smash – Super Swell – To begin this Final Smash, Poppy puffs himself into a ball, roughly the size of a Party Ball. From there, you can control his next action, from a few options. You can move left and right to roll (tilting or tapping doesn’t matter, he just rolls). You can press the Jump button to bounce up about the distance from Battlefield’s base to the top platform. This is the extent of Poppy’s mobility in this state. He has no mid-air jump, and has pretty bad traction, due to rolling around, so be careful where you go. As far as this Final Smash’s power goes, you have two options. You can press B at any time to detonate Poppy, at which point he will pause where he is, implode slowly, and then explode with a blast that has a radius about 1.5X the size he was. This whole process takes about half a second, and the blast lingers for about a second to damage opponents.
However, proper use of another ability makes this Final Smash even more versatile and deadly. Pressing A during this Final Smash will also cause Poppy to pause and implode, but rather than explode, he’ll swell up even bigger. He has three sizes he can be. The first is his default size, about that of a Party Ball. If he swells up again, he’ll be a little bigger than King Dedede is while performing a mid-air jump. The final swell up makes him almost the size of a Smart Bomb’s explosion, meaning his explosion would be a bit larger than that. Damage and knockback increase if you make Poppy bigger before detonating, but you also lose a lot of mobility. In his Party Ball-sized state, he can jump from Battlefield’s base to the top platform, and he can roll as slow as he can run, but he only does 15% damage and moderately powerful knockback. In his Dedede-sized state, he can jump from Battlefield’s base to either of the lower platforms, and rolls about half the speed he can run. His explosion in this state does 30% damage and moderate knockback. In his Smart Bomb blast-sized state, his jump is practically non-existant, and he rolls about as slow as Ganondorf walks, but his explosion is large and does 45% damage with moderately high knockback. All knockbacks are directly away from Poppy. After he explodes, Poppy (now normal size) remains where he used the Final Smash, shakes himself off slowly, then returns to normal. This takes about a second, and he can be hit during this time.
[15% or 30% or 45%]
GRAB AND THROWS
Grab – Normal – Poppy reaches forward and grabs. Nothing special, and he’s got a pretty average range.
Pummel – Poppy spins a full 360 degrees while holding his opponent. He gets around once in about a fourth of a second, but only does 1% damage, since he’s not doing much of anything directly to his opponent.
Forward Throw – Hat Trick – Poppy releases his grip and pulls his hat off. He opens the base of it toward his opponent who is still in front of him, and…BOOM! An explosion comes out of the hat? Absurd, but that’s what it looks like. Knockback is moderate, forward and upward, with 8% damage. The whole throw takes about 1 second to complete.
[8%]
Backward Throw – Hurricane Toss – Poppy spins rapidly about 5 times, then releases his opponent to the back. This takes about a second to execute, but rewards with better knockback than most throws, directly horizontal. Unfortunately, the 6% damage this throw deals is not so marvelous.
[6%]
Up Throw – Topper – Poppy tosses his opponent onto his head, then spins around like a top, dealing multi-hit damage. This throw takes about a second and a half to perform, and has almost no knockback at the end, but rewards with five hits dealing a solid total 10% damage, more than any of Poppy’s other throws.
[10%]
Down Throw – Trampoline Slam – Poppy tosses his opponent to the floor, then jumps on them, using them to bounce himself into the air, where he is controllable just like if he had jumped there normally. He gets almost as high as Sonic does with his Up Special. His victim takes only 7% damage, and almost no knockback, so this throw is best used in situations where you need to avoid the possibility of being punished while throwing, particularly in free-for-alls. The throw is pretty slow, too, so you can get out of the way slow while still doing some damage.
[7%]
RECOVERY ATTACKS
Ledge Attack (Under 100%) – Poppy throws himself onto the stage slowly and swings his legs around, similar to the first part of Mario’s Down Smash. He covers a similar distance, dealing 4% damage and minimal knockback.
[4%]
Ledge Attack (Over 100%) – Poppy crawls up slowly, then performs a powerful headbutt forward. He covers a fairly average distance, and only deals 3% damage.
[3%]
Get Up Attack (From Front) – Poppy pushes off the ground into a front flip, hitting enemies as he does and then landing on his feet. He covers a further distance than most Get Up Attacks, but only does 4% damage.
[4%]
Get Up Attack (From Back) – Poppy rolls backward, onto his head, then spins horizontally (yeah, on his head) for about half a second before backflipping onto his feet. Covers an average distance, and deals multi-hit damage up to 6%.
[Up to 6%]
Get Up Attack (From Rear) – Poppy jumps onto one foot, pirouetting as he does. Opponents who touch him receive damage, but his body (which is his hitbox) isn’t extremely large, so this one doesn’t have a lot of range, and still only does 5% damage.
[5%]
TAUNTS AND VICTORY POSES
Up Taunt – Poppy pulls out a Bomb and bounces it a couple times on his head before putting it away. Takes about 2 seconds.
Side Taunt – Poppy performs a front flip, but overrotates, smacking his face on the ground instead of landing on his feet. He then gets up, appearing dazed for a second, then shakes it off. Takes about 2 seconds.
Down Taunt – Poppy jumps up and down twice, then faces the camera and winks. Takes about a second.
Up Victory Pose – Poppy, with a Bomb balanced on his head, looks left, then right, looking confused. He then looks up, sees the Bomb, and smiles, just before the Bomb explodes. Smoke fills the screen, and after it clears (about a second), Poppy can be seen in the exact same pose he was in, looking above his head and smiling, as if paralyzed by the explosion. He is covered in black, of course, since he was just in the center of an explosion.
Side Victory Pose – Poppy runs in from the right side of the screen, tries to stop in the center, but slides off the left side of the screen. Shortly after he does, a crash is heard, and Poppy rolls back into view, finally stopping as he faceplants on the ground. He remains there, not looking up, but I’m sure he must still be smiling.
Down Victory Pose – Poppy is seen juggling three Bombs. After a second or two of juggling, he throws them all up into the sky. They fall to the background, and explode as fireworks in the sky. Poppy jumps up and down as the fireworks go off.
Loss Pose – Poppy sits on his rump and looks confused.
MISCELLANEOUS ANIMATIONS
Idle 1 – Poppy hops up and down a couple times, keeping himself loose.
Idle 2 – Poppy bends over and attempts to look behind him, between his legs. His feet are low to the ground, so obviously he can’t do this, so he gets discouraged and quits after a second or two.
Crouch – Poppy falls back and lies on his back when he crouches. He’s fairly low to the ground.
Run – Poppy leans forward and flails his legs wildly behind him while he runs. There appears to be no form to his running, but it certainly makes him move!
Wall Hit – If Poppy hits a wall while running, he’ll smack his face hard and bounce off, still smiling as usual. It doesn’t appear that he’s hurt by such things.
Dizzy – Poppy falls on his face if he gets dizzy. Luckily, this makes him somewhat short while he’s dizzy.
Sleep – Poppy lies on his side and sleeps, looking very innocent and child-like.
Shield – Behind his shield, Poppy can be seen trying to pull his hat over his eyes.
EXTRAS
Symbol – Warp Star
Entrance – A Bomb swells up out of thin air, and explodes. From the smoke, Poppy emerges, ready to fight!
Alternate Costumes – Color changes affect Poppy’s jester hat and suit, as well as his shoes and buttons.
+ Standard – Sky blue hat and suit; pale green shoes and buttons
+ Blue Team – Blue hat and suit; yellow shoes and buttons
+ Red Team – Red hat and suit; silver shoes and buttons
+ Green Team – Light green hat and suit; dark green shoes and buttons
+ Brown – Tan hat and suit; brown shoes and buttons
+ Black & White – Black hat and suit; white shoes and buttons
Wii Remote Sound – A spring-like noise is heard, followed by an explosive bang.
Kirby Hat – Kirby gets Poppy’s hat. Didn’t see that one coming, did you? He also gets the Bomb Toss ability, which functions just like Poppy’s. Yes, that means Kirby’s got all of his jumps at his disposal while still carrying the Bomb. Yipes!
SOLID SNAKE CODEC CONVERSATION
SNAKE: Mei Ling, there’s a baby jester thing here.
MEI LING: That’s Poppy Bros. Sr., Snake. He’s from Dream Land.
SNAKE: Right… So, what? Is he King Dedede’s court jester or something? What’s he doing here?
MEI LING: Actually, he’s another of Kirby’s common enemies. He throws bombs and has plenty of other explosive attacks. You’ll want to keep your distance as best you can.
SNAKE: Bombs? What kind of jester carries around bombs?
MEI LING: Well, he’s not necessarily a jester, Snake. Nobody’s sure exactly what he is.
SNAKE: I’m telling you, Mei Ling, this is a jester if I’ve ever seen one.
MEI LING: Sure, Snake… Whatever you say…
PLAYSTYLE SUMMARY
Obviously, Poppy’s moveset makes him a beast when it comes to spacing. If you’re good, you can maintain a pretty safe distance from your opponent while still giving them a few good hits. His Tilts really aren’t too reliable for much, so you’ll probably be keeping your use of those to a minimum. Poppy’s Smashes all require that you do a little good prediction of your opponents’ moves, so it’s good to be able to read your opponent to set up any of those. He’s got good Aerials, so you’ll make good use of those if you want to get good with him, particularly the unique properties of the Forward Air. Edge-guarding opponents is fun there!
Poppy can be a campy character if you want him to be, but isn’t restricted to a campy playstyle by any means. He can function just as well up close, but you’ll need to stay very aware of your spacing and the distances that your various moves cover. Luckily, Poppy can get in and out of the fray with ease, due to his speed and jumping abilities, so if something goes sour up close (or far away), you should be able to adjust your situation accordingly.
Poppy’s Specials provide him his best distance game. If you’ve got to keep far away from your opponent, his Neutral, Side, and Up Specials can all be employed effectively. The Neutral has a variety of uses, as the Bombs can be thrown in almost any direction. The Up Special can be useful for attacking opponents that are well out of reach, either vertically or horizontally, and the Side Special is a powerful tool for opponents that are stuck far away on your same horizontal plane.
Poppy’s obscure moves don’t make him an ideal starting character for those just taking up the Helpers. He’s best saved for after a bit of experience and training, as his moves can take quite a bit of getting used to. It shows if you don’t know your moves with most characters, but it really shows with Poppy. Opponents will make slow work of you if you don’t know yourself inside and out.
AUTHOR’S NOTES
Range is obviously Poppy’s biggest asset. You probably noticed (or will notice) that while reading the moves, as well as the low damages and knockbacks. Any player of Poppy’s got to be a careful player, since he’s so light, making him very reliant on proper spacing. He’s a strong character if effectively mastered, but his obscure moveset and lack of power can make that difficult.