Slowpoke's a Pokemon from the first generation. He's cute, isn't he? Slowpoke's a rather sedative Pokemon. They spend most of their days dozing off, except for when they're fishing with their sap-tipped tails. Many folktales surround Slowpoke. Their yawns are said to cause rain, and their empty head is said to be a sign of enlightenment. Still, it doesn't mean much to Slowpoke. He'd rather be taking a nap.
Weight ~ 8
Power ~ 7
Recovery ~ 7
Movement Speed ~ 5
Priority ~ 5
Attack Speed ~ 4
Fall Speed ~ 4
Size ~ 4
Range ~ 3
Traction ~ 2
Slowpoke's stats are based upon one thing, and one thing only: outliving the opponent. Not only does he have heavy weight in a relatively small frame, his recovery is unorthodox but stops him from being launched offstage in the first place and his movement speed isn't too shabby. His crouch is good as well, and he even has a moderately quick crawl! On top of this, his Neutral Special literally allows for super armor anywhere, any time, with no strings attached and some good healing as well. Slowpoke's a god at stalling. Unfortunately, this means that his attacks won't have much effect on the opponent. Their power is nothing to scoff at, but their poor speed and range and mediocre priority mean that they can be anticipated and countered. With Slowpoke, one should play at a very slow pace.
S P E C I A L _ A T T A C K S
Special ~ Rest
Slowpoke loves to sleep. Lazily laying on the ground, chin propped up, Slowpoke willfully enters a sleeping state, as if by Sing or an item. After five seconds of rest, Slowpoke opens his eyes, grumbling, and stands back up. Five seconds must pass before this may be used again. This is quick enough to come out but there's nearly half a second of ending lag as Slowpoke gets back up.
Slowpoke steadily heals in increments of 1% while asleep, recovering a maximum of 15% after five seconds. More notably, he has constant super armor during this move. In addition, he only takes half damage. Attacking him won't even knock him out of it, just adding half damage.
Ordinarily this would be inviting the opponent to have a damage-dealing fiesta, but Slowpoke isn't helpless from his sleep. There are a couple of moves, most notably his Side Special, which can be used out of Rest to defend himself. Granted, he's not a defensive powerhouse here, but the damage regained generally makes up for the damage lost used right. Even if you sacrifice more damage than you heal, this is automatic super armor anywhere. Damage doesn't make a whit of difference when you can never be launched away.
Defense, healing, staller, camper; Rest certainly is a versatile move, and easily one of Slowpoke's best. It's perfectly conducive to his playstyle as a staller, gives him some extra health to play with, and allows him to generally vex the opponent; Rest is great. The most notable use, however, is the constant super armor it grants. When the opponent attempts a laggy KO move, drop into slumber and laugh at their feeble attempts to kill Slowpoke. Slowpoke never dies! Just be aware that the super armor begins to let out at the end.
So get your rest!
[15% Heal + Super Armor]
Side Special ~ Yawn
Slowpoke lets out a deep, exaggerated yawn, creating a projectile the height and width of an upright Slowpoke that moves a little faster than Bowser's dash before disappearing at the end of the screen. This is very laggy for a projectile, coming out a little slow and having bad ending lag, but it's powerful, dealing 8% and forcing the opponent into a sleeping state dependant on their damage percentage, twice as long as Jigglypuff's useless Sing. Midair foes go into a helpless state. It's a high-priority projectile, even beating out a full Charge Shot. In fact, it's Slowpoke's most prioritized move.
This is already useful, but more notably, Slowpoke can use it out of Rest, it being half as laggy this way and sending the opponent into a sleeping state thrice as long as Sing. Obviously Slowpoke can't capitalize on this, but he can set up a slumber party, stopping the opponent from punishing him out of Rest. Of course, there are going to be some hits landed, but not nearly as much, and Slowpoke's given some moderate healing. Overall, this is a useful move and one of Slowpoke's best.
[8% + Sleep]
Up Special ~ Growl
Slowpoke endearingly growls for a second, there being some ending lag. If Slowpoke's hit with an attack in this state, he isn't damaged or knocked away at all... But he suffers from worse ending lag of a little more than half a second. This isn't too crippling, but it enables for a weak move and an easy combo thereafter, making this risky. Against weak attacks, Rest is flat out superior to Growl despite the damage taken, as the ending lag makes the nulled damage moot given how easy Slowpoke is to combo. This shines against stronger moves, which tend to have more ending lag and are used at un-comboable percentages.
But how do you recover with this? You don't. You don't get knocked away in the first place. Growl makes Slowpoke very difficult to kill, even if it's predictable, as a good Slowpoke will rarely miss this. Still, you'll want to watch out for quick KO moves, and this is not amazing given that it's useless if missed.
[Invulnerability]
Down Special ~ Amnesia
Slowpoke forgets where he is, and whatever it is he's doing! Once this move is inputted, Slowpoke leans to the side briefly for about a third of a second of lag. This is useless on its own, but it can be used to cancel any move at all, Slowpoke just getting some extra ending lag from it. This can even stop his momentum when he's sent flying like Game and Watch's Bucket Halt, and stop a dash in an instant! To discourage spamming, Confusion can be used once every fifteen seconds. A mindgamey move, especially useful when trying to score a KO with Headbutt (more on that later).
[No Damage]
S T A N D A R D _ A T T A C K S
Neutral Attack ~ Tackle
Slowpoke lowers his body to the ground, like a salamander-hippopotamus about to pounce, for almost half a second before raising back up. His body is an average priority hitbox dealing 5% with poor set knockback in this state, though if nothing else this is fairly fast for Slowpoke.
What's the use of this? This looks almost exactly like his idle stance. It's highly difficult to tell if Slowpoke is tackling or just messing with you. This makes it a valuable way of cancelling out projectiles and weaker attacks and confusing the opponent, and it's somewhat useful for stopping low-priority approaches. It's also one of Slowpoke's only quick hits, though it's still somewhat punishable if you get too predictable with it. Overall, this isn't his best move, but Tackle is a decent option in most situations.
[5%]
Dash Attack ~ Zen Headbutt
Slowpoke does a lunging motion with his head out of a dash, sort of like Pikachu's Skull Bash. However, he only bounds half a stage builder block, with a good bit more ending lag and bad priority. He only deals 8% with below average knockback as well. Still, this is a moderately useful move if only for being Slowpoke's only half-decent approach.
The real use of this move is moving while asleep. That's right, this is so simple to use, Slowpoke could use it in his Rest! By simply imputting a dash and mashing the A button, Slowpoke actually gets some mobility out of his Rest. This can only carry him a little slower than Jigglypuff's dash used perfectly, but it's his only way of dodging things, and it prevents opponents from dealing dealing damage with projectiles if you try to outprioritize them with this. Slowpoke still can't move much while resting, but this is one of the moves that ensures that Slowpoke isn't totally helpless out of Rest.
[8%]
Forward Tilt ~ DoubleKick
Forget DoubleSlap, Slowpoke has his own dual attack! Balancing on a single arm like a breakdancer, Slowpoke swings around with his legs stuck out in a dual kick, similar to Pikachu's Forward Tilt but going all the way around. The effect here is none too shabby, a nice 12% with average knockback that might even KO at exceptionally high percentages... But after swinging all the way around, Slowpoke falls on his side and has to stumble back up, giving this ending lag almost as bad as Lucas's Up Smash.
Forget what I said about Tackle; DoubleKick is Slowpoke's only quick hit. It comes out fast and has a powerful effect, a deadly combination in the hands of Slowpoke. It's great to clear out a little breathing room... if you land it. The hideous ending lag is easy to punish and spells doom for Slowpoke given that he can't recover conventionally if he even has a moderately high attack. This isn't to say that this should be completely forgotten, but this move still remains on the lower end of viable.
[12%]
Up Tilt ~ Water Pulse
Slowpoke idiotically begins to blow a bubble out of his saliva, him continuing to blow it as long as the imput is held. The effect comes in after almost a second of blowing. Slowpoke can partially blow it and finish later, it staying on his mouth as he walks around, but it deflates at half the speed it inflated left idle.
Fully blown, the bubble is a little bigger than Slowpoke and forms a bubble shield around himself. This functions exactly the same as his regular bubble shield, but doesn't shrink unless hit by an attack, at which point it takes double shieldstun. Slowpoke can use the same imput to reinflate it at the same speed, but if inflated too far, it pops, giving Slowpoke some pretty bad ending lag. He can pop it early with a jab input to deal 3% to 7% with flinching knockback depending on size. In any case, it pops automatically after ten seconds. Slowpoke can use this out of Rest.
This is a moderately useful defensive move for Slowpoke. It can't really be pulled out at any time for the full effect, it requiring a bit of thought to be used properly, but it has a nice effect when used properly. He can even inflate his bubble out of a shield and keep alternating to be mostly invincible, pretty useful, though a little pressure to him will end this early. It being usable out of Rest is the icing on the cake. Overall, a versatile move for many situations.
[3% to 7%]
Down Tilt ~ Calm Mind
Slowpoke closes his eyes in concentration for almost a second, a wide smile remaining on his face for five seconds after the startup lag. During this period, Slowpoke's dash is bumped up to a 7, and more notably, it has average priority. Most projectiles and some weaker melee attacks won't even hit him here! Slowpoke shakes his head around once the effect ends, giving this a little ending lag, but it's nothing too punishable. Overall, this is tricky to use properly, but it's moderately useful when it is used properly.
[No Damage]
S M A S H _ A T T A C K S
Forward Smash ~ Headbutt
As he charges, Slowpoke clambers forward with an animation and speed nearly identical to his dash. Hmm... Upon release, Slowpoke launches forward half a Stage Builder Block forward. This looks virtually identical to his Dash Attack, but with the timeframes reversed. This comes out in almost no time at all, but the ending lag is hideous as Slowpoke clambers back up, worse than even Lucas's Up Smash. He's a hitbox dealing 12% to 22% with average to above average knockback. As it sounds, this is a KO move, and a powerful one at that, usually being reliable at around 120%.
Despite its power, this doesn't make for much of a KO move on its own. It can be somewhat predictable, and when predictable Slowpoke's signed a death wish due to the hideous ending lag. You want to mix this up with Zen Headbutt if you want to land it. By moderate percentages opponents won't know if you're building damage with Zen Headbutt or KOing with Headbutt, pretty useful, though of course it's obvious you're using Headbutt by higher percentages. If you're unpredictable with this, it can take Slowpoke far.
[12% to 22%]
Up Smash ~ Body Slam
Slowpoke leaps up the distance of a regular jump fully charged to half of Super Dedede Jump fully charged, halts in midair for a moment, than slams downwards in a stall-then-fall. During the charge the direction can be aimed with the Control Stick, Slowpoke tilting himself for the correct trajectory, for up to a 75° angle to either side. As he ascends, Slowpoke deals 4% to 8% with set knockback that sets up for the next hitbox, while suspended in midair, he deals 6% to 12% with a powerful meteor smash, and during the stall-then-fall, he deals 7% to 14% with high to great horizontal knockback. This deals a massive 34% fully charged, and it's almost assured to KO at even moderate percentages, but there's significant lag on both ends so it isn't particularly useful unless you can Slowcide with it.
No, the real use of this move is moving while asleep. Like Zen Headbutt, Slowpoke can use this while sleeping. It gives Slowpoke an actual means of KOing, but it's still as laggy as ever. Rather, this is a great way of moving across the stage in any direction, though it isn't always superior to Zen Headbutt due to the predictability and possibility of SDing.
[4% to 8% + 6% to 12% + 7% to 14%]
Down Smash ~ Slack Off
Slowpoke lies on his side as he charges, and once he releases the charge, he does... nothing? Mindgames, maybe? Instead, three to seven seconds later depending on the charge time, Slowpoke dozes off. This works exactly the same as Rest, but buffed. He enters and exits it with nearly no lag, never losing his invincibility frames, and he heals his health 1.5X as fast for up to a good 22%.
This isn't simply a massively buffed version of Rest, however. Slack Off is insanely predictable against a competent foe. The charge is rather obvious, and it's easy to estimate when Slowpoke is going to doze off. By the time he falls asleep, the opponent could very well be right next to Slowpoke, just where he can't get them away out of Rest, and it's sure that the damage gained will exceed the damage healed. Still, by being unpredictable with this, Slack Off can be just as useful as Rest.
Note that Slack Off counts as Rest for the five second charge, so don't think you can use Rest and wake up with an immediate Slack Off or vice versa.
[22% Healed]
A E R I A L _ A T T A C K S
Neutral Aerial ~ Ball Up
Slowpoke rolls up into a ball a little bigger than Squirtle and remains in it until hitting the ground or grabbing a ledge, him being able to direct himself with 2/10 aerial DI. Contact with him deals 8% with average set knockback depending on what part of his body he hit with. For example, hitting him at the bottom causes downwards knockback. There's a bit of ending lag when he lands, but it's not as bad as most stall-then-falls, thank God. This isn't exactly a versatile move, but it isn't too difficult to score a cheap KO with this while the opponent is offstage and notably it sweetspots ledges. Probably Slowpoke's best aerial.
[8%]
Forward Aerial ~ Chomp
Slowpoke rears back his head for startup lag comparable to Mario's Forward Smash, then slams his head forward, biting the opponent with a grab hitbox if he connects. From here controls work similarly to Wario's Chomp. By mashing the A button Slowpoke can bite down for 2% at the speed of a quick pummel. The B button is the same animation for no damage... why would you want to do that? As a grab, this can be escaped by button mashing. Slowpoke automatically hurls them down after two seconds of biting, dealing 6% with a powerful meteor smash.
This is a great damage dealer, especially for Slowpoke, but there's significant risk to it. If Slowpoke reaches the ground while chomping an opponent, they automatically escape as Slowpoke flips over, giving ending lag of almost a second where the opponent can easily turn the tables on the poor guy. You obviously want them released by the time Slowpoke reaches the ground. Each press of the B button sets their button mashing forward by a quarter second, so you can force them to approach if they refuse to button mash. You won't really build much damage this way, so this is a strategic move. It's best to use this mainly at low percentages when the opponent can easily escape, though at higher percentages this is a cheap KO due to the meteor smash.
[Variable Damage + 6%]
Backward Aerial ~ Iron Tail
Slowpoke's long tail reaches towards his face before slamming backwards, it turning a vaguely silver color, dealing 12% with average knockback. This has good priority, but it's nothing special. This has a powerful effect, but it has nearly a second of startup lag, so it's effectively useless... but good ol' Slowpoke can hold in the move by holding the A button. He can continue moving before releasing the move now, making this into a decent approach, and potential KO move at exceptionally high percentages. This, along with Zen Headbutt, is Slowpoke's only viable way of approaching.
[12%]
Up Aerial ~ Disable
Slowpoke tilts his head upwards ominously, as his eyes flash white. This has a very narrow hitbox, and there's some lag on both ends (though it isn't crippling), but it deals 11% and forces the opponent into a helpless state if they're hit. This has a variety of uses. You could use it to cancel stall-then-falls (as if you would be hit by them...), set up for a Down Aerial meteor smash, squeeze in some Rest... it's really only limited to your creativity here. This rivals Ball Up for Slowpoke's best aerial, though unfortunately the narrow hitbox and lag prevents this from being amazing.
[11% + Helpless]
Down Aerial ~ Tail Fishing
Slowpokes love to fish with their tails. Once this move is imputted, Slowpoke sticks his tail downwards and swirls it around for almost a second. This is somewhat punishable if missed, but it has a nice effect, dealing multiple hits for up to 15% and being a weak meteor smash at the end for another 5%, though it only has potential for a cheap KO on opponents with horrible recoveries like Bowser or Bear Hugger. One of Slowpoke's few damage dealers.
[15% + 5%]
G R A B B I N G _ A T T A C K S
Grab ~ Tail Whip
Slowpoke whips his tail forward, grabbing the opponent. This has pretty nice range like a tether grab though it can't be used as a tether recovery. Unfortunately, this is quite laggy so it's borderline unusable... but out of Rest, this has halved lag, making it much more useful. He can use his entire throw game out of Rest as well. Unfortunately, he won't heal while grabbing out of Rest.
[No Damage]
Pummel ~ Wrap
Slowpoke tightens his grip on the opponent. Deals only 1%, but isn't quite spammable... but like his grab, this is half as laggy out of Rest, making it ridiculously spammable.
[1%]
Forward Throw ~ Snot Bubble
A bubble of snot blossoms out of Slowpoke's nose and pops on the opponent, dealing 5% with below average set knockback forward. Normally this just releases the opponent with a little more damage, but out of Rest, due to his faster grab, it's possible to use this as a chaingrab! This could theoretically continue infinitely, but of course Slowpoke automatically leaves Rest after five seconds and it's tricky to grab the opponent out of Rest given the tricky movement.
[5%]
Back Throw ~ Discharge
Slowpoke simply balances the opponent on his tail for a moment before hurling them back, dealing them 7% with average set knockback. This is usually nothing too special, but used near the end of Rest this is good for clearing out some space, and it's a nice way to end a chaingrab. This is also a potential KO move on walk-off stages.
[7%]
Up Throw ~ Headbutt
Slowpoke simply drops the opponent onto his head like Dedede's Up Throw, dealing 7% with above average set knockback. While awake this is standard usage really, but out of sleep this is great for clearing the opponent away so Slowpoke can safely sleep and heal, as it keeps the opponent away for a good bit. This won't ever KO, however.
[7%]
Down Throw ~ Sleep Walk
Slowpoke forces the opponent onto his back, and gains the ability to walk around freely at half the speed of his dash. This also deals 5%, but it really doesn't matter... opponents can button mash out of this, but it's twice as difficult as a grab. Slowpoke can use this as a Slowcide, but him being on the bottom, he'll always die first, screwing him over if he only had one stock left. This is better used to find a more opportune position for a throw.
[5%]
F I N A L _ S M A S H _ ~ _ T H E _ C H O I C E
In Pokémon, trainers can choose between the Rare Candy and the King's Rock to evolve Slowpoke to either Slowbro or Slowking. Once Slowpoke unleashes his Final Smash, a Rare Candy and King's Rock appear above Slowpoke's head. He can choose one of them with a cursor to evolve himself into a buffed state of either Slowbro or Slowking. Slowpoke can stay in this state indefinitely (he loves to stall!), but there's no point in it, as the timer halts as he chooses.
Slowbro isn't any more powerful than Slowpoke. Rather, he's lazier. He's an even better staller than Slowpoke, him healing health much faster from Rest and the like. His effect won't strike fear into the opponent's heart, him being a slow burner, but he's still a plenty viable choice for Slowpoke's evolution. Even at 100%, it isn't uncommon for Slowpoke to be fully healed after the Final Smash.
- In Rest, Slowbro heals health twice as fast for a maximum of 30%. On top of this, he doesn't just have super armor out of this, he's fully invincible! Unfortunately, he still has to wait five seconds before using it again.
- Yawn causes a sleeping effect a massive four times longer than Sing, making it an amazing way of putting the opponent out of commision.
- Growl now has much less ending lag, though it's still present.
- Confusion can be used without any charging at all.
- Water Pulse inflates twice as fast and shrinks half as slow.
- Calm Mind has halved startup lag.
- Just like Rest, the recovery from Slack Off is doubled for up to 44% healing! Unfortunately, it's as predictable as ever.
Slowking isn't a staller anymore. He's a ridiculous powerhouse. Well, he still stalls, but the almighty combination of stalling and quick and easy KOing makes Slowking a force to be reckoned with.
- Zen Headbutt and Headbutt now have the exact same animation, both having no lag whatsoever.
- Body Slam now has halved lag.
- Ball Up can be entered and exited at will.
- Chomp has no startup lag, deals 5% for every bite and doesn't suffer from landing lag when it lands early.
- Iron Tail can still be held, but it has almost zero startup lag now.
- Tail Fishing does double damage and knockback, being a double threat as damage-dealer and KO move.
- His grab is still doubled in speed out of Rest, but now it has former Rest-level speed while awake, making it truly insane out of Rest.
- Due to Slowking's faster grab, Snot Bubble can chaingrab infinitely.
- Back Throw and Up Throw do double knockback that's no longer set, making them amazing KO moves.
- Down Throw moves twice as fast.
Slowbro and Slowking are both fully vulnerable to damage and knockback in this state. This Final Smash ends after 15 seconds or if Slowbro or Slowking are KOed (yeah, good luck with that one).
You've chosen Slowpoke? You're in for one interesting fight. Slowpoke is not a powerful character at all. He can't dish out the damage, nor can he KO all too well. He isn't a speed demon or a projectile spammer. No, playing Slowpoke is all about stalling. Slowpoke's an insane staller, and if he stalls enough he has plenty of time to deal damage and KO. With Slowpoke one must play at their own pace, which is a slow one.
So the first part about Slowpoke is stalling. If you can't stall, you really can't do anything else, so learning how Slowpoke stalls is quite essential. There are quite a few moves one must master the use of for stalling. First and foremost is Rest. Rest is key. Ideally, Slowpoke wants to be using Rest whenever he can. Invincibility frames, healing and even a couple of means of defense, Rest not only extends the match but can grant Slowpoke some easy healing if he defends himself enough. Throwing out Rest whenever you can makes Slowpoke highly difficult to KO.
While Slowpoke's other stallers don't reach the utility and versatility of Rest, they're vital to Slowpoke nonetheless. First and foremost is Down Smash, Slack Off. This could arguably be as useful as Rest. It's a highly buffed version that grants some ridiculous healing, marred only by its predictability- which is admittedly a pretty bad quality to it, but Slack Off is a ridiculously useful staller nonetheless. Use it often and use it well.
Beyond that, Slowpoke has some cool stallers. These are Side Special, Yawn, Up Special, Growl, Down Special, Amnesia, Neutral Attack, Tackle and Dash Attack, Zen Headbutt. That's quite a few, isn't it? Let's start from the top. Yawn is probably the third most useful staller, putting the opponent into a state of slumber for punishment- but Slowpoke is bad at punishment. It's better off to set up a slumber party, or rather let Slowpoke sleep himself. Up Special is fairly wonky as a recovery, but it works nonetheless. While it doesn't work so well against quick KOers, Growl stops Slowpoke from ever going offstage in the first place, which is especially infuriating with difficult-to-land KO moves like DK's Giant Punch. Still, Slowpoke can still stop himself from flying away when all else fails with Down Special. Don't ask how, but Amnesia allows Slowpoke to forget that he's taking knockback. Still, you shouldn't have to use it in the first place and save the charge for something else, like cancelling an attack or dash for wonky mindgames. Neutral Attack is probably the least useful out of all of them, but you want to use it occasionally if only for the sake of unpredictability. Dash Attack isn't very useful at all as an attack, but it finds a niche as a quick and easy way to move across the stage out of Rest, no strings attached.
The biggest mistake Slowpoke players make is trying to nullify all damage taken while stalling. It isn't the end of the world if Slowpoke takes a few hits during Rest or Slack Off. You're already winding down the clock, taking lessened damage and healing yourself so that the damage taken is rendered moot. Instead, what Slowpoke should really worry about is managing to damage deal and KO as much as possible before he needs to stall.
While Slowpoke can't damage deal all too well, considering that he can heal and stall the match he can see his opponent's damage going higher than his own. While damage dealing, Slowpoke's playstyle focuses more on landing quick and nippy individual hits and then healing with Rest or Slack Off. Down Aerial, Tail Fishing, is Slowpoke's only real good damage dealer, and it being one move and not amazing at it Tail Fishing can't be used exclusively. While damage dealing, any move that does an above average amount of damage works as long as you're sure to heal afterwards.
Still, while damage dealing it's best to try to be KOing at the same time. This is limited to cheap KOs, but Slowpoke has a good number of these, namely Neutral Aerial, Ball Up, Forward Aerial, Chomp, Up Aerial, Disable, Down Aerial, Tail Fishing and Down Throw, Sleep Walk. Notice that all but one of these are aerials, as they need to be used close to blast zones. Ball Up is generally the most powerful, it having a good chance of KOing. Still, it's a suicide KO unless you're near a ledge to cancel with, preventing this from KOing significantly earlier than his other aerials. Forward Aerial can be used for Slowcide, but it can't be used for safe KOing without a significantly high percentage. Up Aerial is probably the least useful for this, but it finds a niche against poor recoveries regardless. Down Aerial doubles as a damage dealer despite being easy to DI out of. Finally, Sleep Walk is all but assured at even a moderate percentage, but remember to only use it when Slowpoke's a stock ahead.
If Slowpoke -does- make it to a KOable percentage, his cheap KO moves still work but you're better off using Forward Smash, Headbutt. It's both predictable and punishable, an unfortunate combination, but by mixing it up with Zen Headbutt this is largely alleviated. It still is hard to land properly, but once it does, hoo boy! Headbutt's a great KO move, when you can land it, that is.
If you knock the opponent offstage, edgeguarding generally isn't worth it. You're putting Slowpoke at risk. Instead, you're better off taking a nap. This gives much more of a stock lead than any weak aerial ever could. Still, edgeguarding isn't totally out of the question if you want a cheap KO, probably with Ball Up or Tail Fishing, but the answer is generally a no.
All in all, Slowpoke isn't a character for those who want to play fair, him being a creature of cheap KOs, turnabouts and rallying victories. He does this all with free healing, super armor and not being able to be knocked away, enough for any casual to throw down their controller and proclaim that Brawl is too hard. Slowpoke finds himself a cushy spot in mid-high tier, but his unique playstyle may scare off most players. If you find yourself to be a natural Slowpoke, pat yourself on the back. You could go far with such an obscure character.
Kirby ~ 65/45, Slowpoke's Favor
The main thing Kirby has going for him in this matchup is his Kirby Hat. Not only is it absolutely adorable, it gives Kirby a quick counter to Slowpoke's stalling- stalling a little himself, and giving him some easy healing to counteract his weight. Still, Slowpoke comes out on top with stalling due to having so many more tools for it like Down Smash and his ability to knock Kirby right out of it while sleeping himself. Beyond this Kirby has an obvious disadvantage. While he can damage deal on Slowpoke just fine, his lack of solid KO moves accentuates Slowpoke's stalling. This isn't a strong advantage, but this is surely one of Kirby's worse matchups.
King Dedede ~ 60/40, King Dedede's Favor
Whatever the hell he's the king of, at first glance King Dedede has an obvious disadvantage here. His huge arse can be dealt damage on fairly easily, and his generally slow speed means that he can't retaliate. The same speed also means that the king can't really knock Slowpoke out of Rest all too easily, though his range mostly makes up for this. Despite being a heaviweight, Dedede can't really KO Slowpoke all too well, as his slow KO moves are easy to counter with Growl.
But Dedede has one thing that makes up for this: his chaingrab.
While he's active Slowpoke isn't any more vulnerable to the chaingrab than normal, but while he's asleep Dedede's almighty standing grab outranges nearly all of Slowpoke's options. He doesn't even need to put himself at risk. Using Rest is practically inviting Dedede to come up and deathgrab. Slowpoke still has the advantages from before, but the chaingrab is enough to give Dedede a significant advantage.
Ice Climbers ~ 80/20, Ice Climbers' Favor
The Ice Climbers are effectively a superior Dedede for this matchup. Dedede was held back by his lack of speed and countering to Rest outside of his chaingrab. The Ice Climbers have no such trouble. If they want to fight directly, their moves outrange and outprioritize virtually all of Slowpoke's options. They even can build the damage without even putting themselves at risk with Ice Block and Blizzard. Blizzard in particular outprioritizes everything on Slowpoke. Finally, they only need a single grab for the chainrape. They have difficulty getting it ordinarily but once again Rest is an invitation for it. Choose a different character for this matchup if you have half a brain.
Marth ~ 60/40, Slowpoke's Favor
Marth's lack of any variety in his attacks comes back to bite him in his feminine arse here. All of Marth's attacks are basically identical with insignificant variations, and so they can all be countered in the same way: Rest. Marth's moves require some spacing to work properly, and with Zen Headbutt and Body Slam can clear away very, very easily so that his moves don't work properly. Still, Marth doesn't have much trouble dealing damage and KOing on Slowpoke, even though Slowpoke can counteract that damage, so this isn't total ****.
Ike ~ 75/25, Slowpoke's Favor
Uh-oh. Ike pretty much has all of Dedede's disadvantages, and no chaingrab. Ike has a very difficult time dealing damage on Slowpoke during Rest, as Slowpoke can just move away during his ridiculous lag, and he really can't land many hits on Slowpoke at all due to his retreatist playstyle. Even if he can build up the damage, he'll never KO a competent Slowpoke, Growl being perfect for his laggy KO moves. Ike's matchups are a roller coaster ride, good and bad, and this is definitely one of the bad ones.
Snorlax ~ 60/40, Snorlax's Favor
This is a pretty simple matchup; Snorlax is flat out better than Slowpoke. Both of them need to go to sleep eventually, and Snorlax has the advantage either way. When the drowsy Pokemon are awake, Slowpoke finds it difficult to land an attack on Snorlax before he goes back to sleep, him being exposed to some highly powerful attacks. Asleep, Snorlax has more mobility and power than Slowpoke, and Sleep Talk, while unreliable, gives him full access to his movepool. His Yawn in particular is rendered moot as Snorlax's is much better prioritized. Overall, Snorlax's advantages in this matchup are slight, but unavoidable, and Slowpoke doesn't have any of his own, giving the bigger Pokémon the bigger chance at victory.
Slaking ~ 80/20, Slaking's Favor
Slowpoke has a laughably bad matchup with Slaking. When Slowpoke tries to land a quick attack on Slaking before going back to sleep, he's really exposing himself to a scary combo, Slaking generally outprioritizing all of Slowpoke's options. Crush Claw is particularly scary. Slaking has to go to sleep quickly, and he can't move or attack out of Slack Off, but does it really matter? He's totally invincible, all of Slowpoke's pathetic moves bouncing right off of him. One of Slowpoke's worse matchups without a doubt.
Mr. Sandman ~ 70/30, Mr. Sandman's Favor
Mr. Sandman's a comboer: Slowpoke's worst nightmare. If he ever even thinks about approaching him, let alone hitting him, Mr. Sandman can combo him to hell and back. The scariest part, however, is that Sandman can stack knockback on Slowpoke as he sleeps. Whenever Slowpoke tries to heal with Rest or Slack Off, Sandman achieves an easy combo and nullfies all damage healed. Slowpoke is not going to hold out for long at all in this matchup, which spells an early death for him. Still, Mr. Sandman's size and lag holds him back somewhat like Dedede, so not all is lost.
Anne Elmtod ~ 65/35, Anne's Favor
What kills Slowpoke in the end here is his sheer predictability. He's going to need to rely upon a select few moves for his playstyle. In particular Slowpoke is going to need to return to Rest and Slack Off again and again and again... Due to this, Anne can easily play with Slowpoke with her pictures. Simply taking a picture of any move, Anne can mess with Slowpoke. Force him to use Rest with Repeat Performance to take a picture, or force a Forward Smash for easy punishment. Use Critical Analysis to super armor a bunch of his moves, which is scary considering how long he'll take to use them. This is the only advantage in the matchup, but it's a large one, and Anne definitely has the advantage.
TAC ~ 70/30, Slowpoke's Favor
You can't have your cake and eat it too. Slowpoke's playstyle is very much reliant on individual moves, and TAC has one hell of a difficult time getting all the proper moves. Special Steal is just about as far as he'll get with an individual steal. In the meantime, Slowpoke can easily poke at TAC without fear of any attacks hitting him, and easily dodging his pathetic attempts at thievery with Zen Headbutt and Body Slam. Once he gets all of his important moves TAC can be on par with Slowpoke, but given his excellent stalling abilities this won't be very soon.
Up Taunt
Slowpoke lets out a long and drawn-out yawn. Great for when the opponent isn't providing much challenge.
Side Taunt
Slowpoke lies on the ground, tossing and turning for a moment before standing up, looking sad. Slowpoke gets insomnia! Poor guy! This has a longer duration than the average taunt.
Down Taunt
Slowpoke lets out his cry, his yawn or moan or whatever, from the Pokemon games.
Up Victory Pose
Slowpoke simply sleeps at the victory screen. No way to celebrate victory like a nice a refreshing nap.
Side Victory Pose
Slowpoke sleeps, but now he's actually closing his eyes and pretending to sleep. Way different from the Up Victory Pose, I promise.
Down Victory Pose
In a dramatically unique victory pose, Slowpoke sleeps, but he's in his REM stage, so this is REALLY unique. Seriously.
Loss Pose
Slowpoke sleeps, but he's congratulating the winner in his sleep. He swears.
Codec
Snake: Colonel, what's this newt-thing doing here?
Colonel: Snake, that's Slowpoke. He's a Pokemon who loves to sleep, and spends most of his life sleeping.
Snake: Wish I could do that...
Colonel: Slowpoke sleeps in all situations. I'm willing to bet that he'll go to sleep in this battle too soon.
Snake: Colonel! He just fell asleep!
Colonel: Ah, fascinating...
Snake: I'll go attack him while he's defenseless!
Colonel: Snake? Snake? SNAAAAAAAAKE!