I'm sorry D:
“Tally ho!"
Toadsworth, the elderly mushroom retainer and steward of Princess Peach, is here to join the Brawl!
Contents :
I. Introduction [INTRO]
II. Playstyle [PLYST]
III. Pros & Cons [PRCNS]
IV. Statistics [STATS]
V. Special Attacks [SPATT]
VI. Standard Attacks [STDAT]
VII. Smash Attacks [SMSHA]
VIII. Aerial Attacks [AIRAT]
IX. Final Smash [FNLSM]
X. Grabs & Throws [GBTHR]
XI. Stage & Music [STGMS]
XII. Appearance [APRCE]
XIII. Taunts [TANTS]
XIV. Victory/Losing Poses [VICLO]
XV. Single-Player Roles [SNGPL]
XVI. Assist Trophy [ASTRY]
XVII. Trophies & Stickers [TRPST]
XVIII. Snake Codec [SNKCD]
Introduction
[INTRO]
“I am most concerned with the well-being of the princess in this dreadful heat. Master Mario, if you would, cross over to that shore and find some assistance...”
– Toadsworth, Super Mario Sunshine (2002)
Toadsworth (
キノじい, Kinojii) is the old Toad steward of Princess Peach, the one you see in Brawl today. Toadsworth sports a white bristling mustache, a pair of black spectacles, brown spots on his domed head (Which signify his longevity; it is said that when a Toad ages, their spots turn darker until they reach a shade of brown), with a matching walking stick. His first appearance was in Super Mario Sunshine (2002), and since then, he's appeared in quite a few games, either as a supporting or playable character. In the first game he's appeared in, Super Mario Sunshine, the old Toad has had a minor role; simply walking around everywhere on Isle Delfino in deep worry of the captured Princess Peach. He has also had similar, minor roles in many of the other games he has appeared in, from being a referee in Mario Power Tennis, to the main host in Mario Party 7, and to teaching the Mario and Luigi [Bros. Moves] in Mario & Luigi : Partners in Time, with his younger self, Toadsworth the Younger.
Toadsworth is generally seen fussing about Peach, no matter if she has been kidnapped or is resting peacefully in the castle. He gets flustered easily and overreacts a bit too often; he has even fainted in shock, but...you can't really be surprised, he's sixty years old, after all. Toadsworth is often seen speaking in a stereotypical southern English accent, uttering phrases such as “Tally ho!” at the top of this post. Without Toadsworth's vast knowledge, who else will we look for some elderly advice? (And don't say Merlon or anyone similar, I know some of you are inclined to, sorry~)
~
And now, onto the moveset!~ I hope you'll enjoy it! And I'm very sorry for all of the errors and mistakes in the moveset … I'll try and get them all fixed (Eventually...if I don't get lazy or procrastinate, which I usually tend to do > <; ). I know I have a lot of kinks to work out, sorry. I apologize for the inconvenience!
Note : For most of Toadsworth's attacks, if they have some sort of thing to do with using his cane/walking stick as the primary weapon of the attack, then most of the time the small brown mushroom on the tip will deal more damage and knockback. It also tends to have a slightly bigger hitbox than the stick itself, which...is sort of obvious if you look at it.
Pros & Cons
[PRCNS]
~ To be done ~
Statistics
[STATS]
Power : 5.5/10
Weight : 4/10
Size : 3/10
Fall Speed : 5/10
Attack Speed : 6/10
Ground Speed : 2/10
Priority : 5/10
Range : 7.5/10
Traction : 5/10
Movement : 5/10
Jumps : 5.5/10
Recovery : 5/10
Crouch : 7.5/10
Abilities : None
Toadsworth doesn't seem to be very proficient at anything when you first look at him, but he has ways to substitute for his atrocious abilities. He can steal KO off of others easily, rack up damage on multiple players without having to do very much, and cause all sorts of effects, such as healing himself, slowing others down, shrinking them, and one very special quality to his moves; bouncing! Bouncing is incorporated to some of Toadsworth's more shroomy moves, which causes the player that comes into contact with him to be repelled at the same speed they were at. Sort of like a slingshot! Most of Toadworth's playstyle requires cooperation on both parts, which means his abilities are somewhat hindered in a 1 vs. 1 match.
Some not-so tiny tidbits :
First paragraph of a move basically describes what it does, its animation, and some other interesting quirks about it. This is the meat of the move. I suggest you read this part of every move, but you can skip over the the...
Second paragraph, which is for statistics. There are mainly three of them : Knockback, Range, and Speed, in that order. This leaves out some important details of the moves, but can still give you a general yet precise idea about the move. If you don't want to bother reading my strange writings, this is where you might be happy to go to first, although I don't guarantee anything. Sorry.
And lastly, the third paragraph. These are the comments about the move, but they're pretty much just that; where I write my opinions, thoughts, and stuff about the move. This is also where I list the ways you can use the move, and its usefulness compared to others. Situational Attacks don't have this, since...situational attacks are already situational for their own part. I think reading this part is completely optional (But then again, reading anything of him is optional), since you can decide however you want to play with Toadsworth! Although, I don't think he's very optimal in choices...I'll try and work on it.
Well then, enjoy!
Special Attacks
[SPATT]
(Note : I think I still have things to say about Mushroom Monarchy...although, I forgot what it was...which you would've assumed after reading this, I think. My lousy memory failed me again, sorry! If I do remember it, I'll be sure to include it, so...um, yes, don't think that this is it for Toadsworth's Down B...uh, sorry for trying to capture or retain your attention. > < Okay, here it is!~)
Neutral B : Mushroom Monarchy – Toadsworth jabs his cane into the ground in front of him, causing a slight shockwave or tremor to rack the area around him, dealing very little damage. The main part of this attack is what happens next though; a small, yet tall brown mushroom with a flat cap pops up approximately one Stage Builder block in front of Toadsworth, doing moderate damage and propelling the opponent up into the air, if they happen to be within range of the mushroom.
The mushroom stays in effect for roughly a second, before disappearing. This gives it enough time to catch any other opponents that may run into the mushroom. The mushroom functions like a while for the remainder of its time before it disappears.
- [Tremor : 3%, Mushroom Hit : 10%]
- (Knockback : Tremor : Very Low. It causes the opponent to flinch, nothing more. Mushroom Hit : High. At 0%, you'll be knocked One Stage Builder block into the air. The attack has the potential to KO Jigglypuff from the center of Final Destination off the top in about 80% or so.)
- (Range : High. Like I said in the move description, it's about one Stage Builder block both in height and width.)
- (Speed : Average. The speed is just a bit faster than when Dr. Wright summons up his skyscrapers; predictable, but a bit tricky to dodge.)
Comments : To be used in conjunction with other attacks for the most part, Mushroom Monarchy is a basic staple to your game when you start playing as Toadsworth. By causing people to bounce up into the air leads you to use some of your more airborne attacks, which you'll find out later. I find Mushroom Monarchy to be a very good surprise attack to use, and the fact that it comes out quite quickly doesn't really degrade it that much either. Use it, have fun with it, profit~! (I know that after reading the entire moveset, Mushroom Monarchy actually has very few and limited uses, so...>_< Bleh. It's a bit useless to Kirby as well...oops.) Although, you can use it as a KO move, as at higher percentages, this move becomes extremely deadly. Using this on Luigi's Mansion is sure to cause some laughs, since the height of the shroom is the same as the second floor of the mansion.
Side B : Shroom Spread – Toadsworth takes out a small Mah-Jong tile used in the game of...Mah-Jong, obviously, and tosses it forward, bending his back a bit. You can change how high or far the tile is thrown by tilting the control stick as if you were throwing one of Snake's grenades or Yoshi's eggs. After the tile is tossed, whenever Toadsworth presses his side-special again, or if an opponent gets close to it, three mushroom spores eject from it, infecting everyone nearby. The players affected will then receive a small flower on their head, as if they were hit by Lip's Stick and Jigglypuff's rest, causing them to be dealt 1% damage for every second for the number listed on the tile. If the tile has a direction symbol on it (North, South, East, and West), they'll have a five-second flower on their heads; if it's a lucky flower, they'll be affected for nine.
So, is that it? Just a flower on their heads? Well, no, that's not all of it, silly, if I'm asking you that question. The key thing about Shroom Spread and that it's an epidemic (Or pandemic?), hence, Shroom 'Spread'. Once a player is affected by one of Toadsworth's Flower-Mushroom spores, they are able to infect another player as well! If the affected person comes into direct contact with someone else, other than Toadsworth, then they will also be affected by the flower for the rest of the duration of the one that originally had the flower. I hope that that made sense. Toadsworth is able to have two Mah-Jong tiles on the stage at any one time. The previous Mah-Jong tile will disappear only when the flower of the one affected (If anyone is affected) falls off. If a player is already affected by the effect of the spores when they come into contact with another spore attack, then it won't affect or override the first flower.
- [Mah-Jong Tile : 7%, Spores : Varies]
- (Knockback : Low? The hit from the tile doesn't really matter, since you want them to be affected by the spores anyway.)
- (Range : Um, this one is a bit tricky. The Mah-Jong tile itself is tiny, only having the size of a Smoke Ball; the spores, however, spread out roughly one character length away from the tile, giving the move a considerable range boost. Plus, you can't really say exactly the range of the attack, as it goes on and can spread to other opponents. So, I guess you could say it can cover the entire stage! Or, um, not really. Never mind. Maybe the same as Snake's grenades or something.)
- (Speed : Average. The spores take about a fifth of a second to shoot out of the tile, so anyone has a chance of powershielding the attack. The tile itself is tossed rather slow, since it was tossed, after all.)
Comments : Obviously one of Toadsworth's better moves, Shroom Spread is very good at racking up damage on multiple opponents. I'm not really sure if this should've been a special mechanic or something, but I think Toadsworth would be too broken if all of his attacks had a spore or something. The spores can also be reflected back at their owner, so if Toadsworth throws the tile at point-blank range on an opponent, if they reflect it, it'll be Toadsworth that'll be spored instead. Oh, and the opponents can also pick up the tile and throw it back at Toadsworth, but only after the tile has come to a complete halt, which only gives them a few moments before the tile blows up, which I think I mentioned in the description of the move itself.
You'll see me refer to this move very, very often throughout the whole moveset, so obviously I consider it to be a valuable part of Toadsworth's gameplay, although I could be … over-hyping it, I suppose. There aren't really any cons with this though, other than the tile can be reflected, but that shouldn't happen too often, especially when you can pelt two tiles at once, if you so wish.
Up Special : Toad Tier – As soon as you use Toad Tier, Toadsworth tosses his cane up into the air, which will then start twirling all around Toadsworth. Toadsworth will then be able to float for three very brief seconds (Or less if he wished), to move any direction he wants. The cane that's spiraling itself around Toadsworth performs as a pseudo-shield and possibly protects Toadsworth from attackers.
During each second, Toadsworth immediately creates a platform in the shape of a flat and brown mushroom cap, about the width of a crate and being relatively thin. The platform cannot be pass through, but you can jump into it...it's like Delfino Plaza's main bottom platform, or Halberd's main bottom platform. If you want to create one, simply press the B button again during each second, and make sure that you're close to the time limit, or else it'll be too late for you to sprout a mushroom cap. The platforms don't do any damage, and last for one second each. The cane floating around Toadsworth can do up to nine hits, doing three hits around Toadsworth per second.
- [Each Hit : 2%]
- (Knockback : Low. The cane merely serves for protective purposes, and isn't meant for KOing. It does the same knockback as his jab.)
- (Range : Low. Well, you might've guessed from the comments above that the cane doesn't really have much range either. It's a few inches away from Toadsworth's body, but it does cover all of him, but not at the same time. The cane can only guard one half of Toadsworth's body at a time.)
- (Speed : Average. I'm not really sure of what the speed is, if you mean by the attack, or just how long it takes to initialize it. There's a bit of a stall when you start the move, and Toadsworth moves relatively slow for a recovery like his. Something like the speed of Charizard's Up-B or glide.)
Comments : The cane, unfortunately, twirls at a slow pace around Toadsworth (Which is sort of contradicting, if it causes Toadsworth to float and fly in mid-air). The three platforms Toadsworth create help support him in case someone does manage to get through the cane shield, but they may also help the other players too, obviously. Toadsworth cannot form very tight curves when he's floating around, and he stalls for a bit if you stay still for too long, so make sure you already have an idea of where you want to put your platforms. Don't try to create a staircase though; unless you're about to get meteor smashed/spiked somehow. All in all, Toadsworth's recovery is there just to help
him recover, nothing more.
Down Special : Refreshroom - Toadsworth has his own recovery move, oddly enough! Being the old fellow he is, Toadsworth typically needs treatment nearby whenever he has an issue, be it from 'Shroomshock' or getting tired and having to stay at the Rogueport Inn for the duration of the entire adventure, Toadsworth never fails to keep or find a nice remedy at hand. (I dragged that on a bit too much, I know > <; ).
Once you activate this move, Toadsworth will immediately be propped onto a small throne embroidered with the Mushroom Kingdom logo, with three Refreshrooms floating by his side. For each second that passes by, Toadsworth will be healed by 3% damage. (The amount decreases by 1% for each Refreshroom lost) While that may seem small, it can build up over time. Toadsworth can't be hurt while the three Refreshrooms are surrounding him, as they act as a shield of some sorts.
Each Refreshroom vanishes into the air upon being hit by an opponent's move or item, so you'll have to destroy each Refreshroom before you can hit Toadsworth. Once Toadsworth is knocked out of his throne, he'll have to wait five seconds from that point before he can use the move again. You can cancel the attack whenever you want by pressing Down + B again, but it will take about a fifth of a second for you to recover.
- [0%]
- (Knockback : None. Um, there's no attack at all to Refreshroom. I don't think I have to explain.)
- (Range : Um, well, the Refreshrooms surround Toadsworth about a Barrel's height and width, but there's no attack range on this, obviously.)
- (Speed : Again, no attack speed, but Toadsworth takes about a tenth of a second to sit onto the throne, and the Refreshrooms appear another tenth of a second later.)
Comments : Oh boy, this'll be annoying. Toadsworth can't move while using Refreshroom, and the three Refreshrooms don't help all that much either, due to their
Mr. Saturn-like vitality. Once the opponent sees you sitting on your royal throne, you can bet that they'll be scrambling up to get you. The good thing is, is that while they're attacking the Refreshrooms, you can quickly end the attack and possibly put your shield up if you're lucky. Refreshroom is absolutely devastating if you have the Starman effect on you; I'd be laughing hysterically, though. (My sense of humor is a bit odd like that.) Don't plan on using it in a 1 vs. 1 match, you'll be knocked out of the attack before you can even heal 3%.
This move doesn't really have that much depth into it, but each senior citizen needs some time to recuperate after a while, right? Maybe I should let Toadsworth be able to move with this move and heal only 1% per second...that'll add a whole other aspect to his gameplay...or maybe not, that'll just make him more annoying.
Standard Attacks
[STDAT]
A : All of a Dither – Toadsworth shouts in a haughty tone as he takes out his trusty cane and shoves it forward, smacking the opponent in the face, causing them to cringe with pain and surprise.
- [2%]
- (Knockback : Very Low. It causes the opponent to flinch, of course.)
- (Range : Average. Hm, it reaches ahead of him roughly the same distance as an uncharged Lip's Stick attack. That's not bad.)
- (Speed : Below Average. For a jab, it's a bit slower when compared to others, and can be shielded, if not powershielded, quite easily.)
A-A : A Thrust in the Gut – Toadsworth does his first hit of the jab as usual, but instead of reverting back to his idle stance, he continues the attack by taking in his cane for a moment before thrusting it out again, this time hitting the opponent's gut. (Sorry for another run-on sentence, you'll be seeing a lot of these > <; I'll fix them all eventually, sorry!)
- [3%]
- (Knockback : Low. A bit higher than the first hit, but the knockback dealt can still be considered flinching.)
- (Range : Average. A bit less than the first hit, but it's still about the same.)
- (Speed : Average. A bit faster than the first hit, but still slower than some other jabs out there.)
A-A-A : Ungrateful Lout – Toadsworth proceeds to do his first two hits of the attack as normal, but instead of ending it there, he proceeds to do another hit. Toadsworth brings his cane into the air above him for one very brief moment, before slamming it down onto the opponent's head, thoroughly dizzifying them.
- [4%]
- (Knockback : Average. Not very viable as a KO move, but it's good for knocking an opponent off the stage, but not little enough so that Toadsworth may use an aerial on them. They get knocked at more of a horizontal direction as opposed to a vertical one.)
- (Range : Average. Hm, well, same as the first hit of the jab, about the same length as a Lip's Stick.)
- (Speed : Average. Hm, well, same as the second hit of the jab, about the same speed as Mario's third hit of his jab.)
Comments (Basic A Combo) : I blended all of the comments in together for Toadworth's slow jab combo, since having one for each would be very unnecessary. Anyways, Toadsworth first hit of the jab isn't fast enough so that the stun from it will be able to get you out of a problematic situation, but if you're using it for all three hits, then it's pretty durable. It does more damage than other three-hit A combos out there, but don't expect to use it very often.
Up Tilt : Mushbrella – While Toadsworth may not have the magical and powerful umbrella that Peach has in many of her games, Toadsworth's seemingly novelty-use umbrella provides more uses than simply fending off harmful raindrops. His 'mushbrella' is made out of mushrooms, as you may have guessed, and has the attribute of...
bounce! Or ...equal trade or something like that.
When you start to use the attack, Toadsworth spends a few moments to take out a fancy umbrella made out of Golden Mushroom caps, and opens it up above his head, giving it considerable starting lag of about ¾ of a second. While it is open, anyone that touches the umbrella will receive a small amount of damage; however, if the opponent flies into the umbrella at a very high launch speed,
they'll bounce away from the umbrella at the same speed (Sorry if that's too broken; I'll tone it down a bit!).
Another little quirk about Toadsworth's umbrella is that it can produce...
spores! Wow, that's a lot of effects. In order to produce the three spores, all you have to do is as soon as you start to use the attack, rotate the control stick once before you open the umbrella, and voilà! Toadsworth will spin the umbrella once in his hands, and three spores pop out. So, I think that covers everything. Toadsworth ends the attack by holding it in front of him and closing it up neatly before it vanishes into thin air after about ¾ of a second.
- [10%]
- (Knockback : It varies, obviously! But if the opponent just touches the umbrella, then they'll just flinch. Make sure that you're...sure of when to use this attack, or you'll be left very vulnerable.)
- (Range : Average. The mushbrella by itself only covers the general area of Toadsworth's head, sort of like Peach's parasol, except...shorter, and a lot more brown. The spores, however, reach out approximately ¾ of Toadsworth's width from the sides of the umbrella, so that'll hopefully help it not so much.)
- (Speed : Low. ¾ of a second of start-up may be a bit too much, but with a number like that, I don't really think I need to explain. At least the end-lag is bearable, coming in by only a ¼ of a second.)
Comments : Mushbrella is a great attack to use in a Free-For-All, despite it's discouraging starting and ending lag. If there are three players fighting on the stage at a high percentage, feel free to crawl in and try to use Mushbrella; it's almost guaranteed to steal a KO off of someone else! Plus, having the ability to produce spores makes it even better in an FFA, since the chances of one or all of the spores hitting and spreading are a lot greater than in a 1 Vs. 1 match. But...that's the bad part of this move. In a 1 Vs. 1 match, this move can't really be used all that often. The starting animation can be, um, 'seen-through' clearly, and they'll have plenty of time to shield or run away as you activate it. So basically, the start-up lag is a big giveaway, and the ending lag isn't that good either. Buuuut, just um, think of it as a strange substitute for Toadsworth's Up Smash, which you'll read in a bit.
Mushbrella is a nice move when both sides of the field cooperate; it's useless if you use it just by itself. Oh, and don't try to edge-guard with it either, if I didn't say it (Sorry if I contradicted myself). Because the Mushbrella only covers the area above Toadsworth's head, the opponent can only be bounced up into the air, and never, ever bounce...downwards, unless they try by using DI.
Forward Tilt : Slow Shroom Switch – Toadsworth is renowned for his slow pitch in the Mario Baseball titles, and he shows that again here, when he demonstrates his own pitch by throwing a baseball in front of him. Slowly, obviously! So this makes it a projectile, sort of, right? Um, sort of.
Toadsworth is unable to move during the duration of the attack, which is bad because of what happens later. Erm, as you can see, Toadsworth throws a baseball in front of him... Toadsworth throws what seems like a baseball, but just before it hits the opponent (Or if it misses, near the end of the pitch), the baseball transforms into a Poison Shroom! (It's not a Slow Shroom, despite the name of the move. Sorry about that.) The Poison Shroom (If it hits the opponent) then
shrinks the player as if they were effected by a regular...Poison Mushroom.
- [10%]
- (Knockback : Very Low. Once the opponent is hit by the pseudo-baseball...thing, they'll just step back a bit as they realize that they were not really hit by a baseball.)
- (Range : High. The range of the pitch is about two Stage Builder blocks long, higher than even Toadsworth's forward smash attack, coincidentally.)
- (Speed : Very Low. Oh, this attack is something awful in the speed category. But it IS a slowball, so I guess that reconciles things a bit.)
Comments :
This move is just...horrendously slow. Even for Toadsworth, it takes a very lengthy three seconds to completely start and finish. The pitch itself takes the longest, with one and a half seconds topping the...invisible charts. That means that there's half of a second of lag on either end of the move, so that's...bad. (It's sort of obvious, but...) This means the opponent can whale on you with a completely charged Smash Attack if you miss completely, so use it with great, great caution. However, with all of the downsides to this usually terrible move, there are a few good sides. One good thing about this is that if the baseball or mushroom actually manages to hit the opponent, it'll shrink them no matter how they avoid it, even if they have their shield up, it's not effective against Toadsworth's Star Pitch. If the opponent tries to sidestep it, then, unless they do it almost perfectly, most character's sidestep dodges don't last long enough before the Poison Mushroom completely disappears. The duration that the opponent is shrunk is a bit less than being shrunk by a real Poison Mushroom, which is about...seven seconds or so? Oh, and one last thing before I end this very long move description; the reason why it's a Poison Mushroom is because it shrinks...um, … yes, it shrinks them and also it's based off of the Poison Mushroom used in Luigi's Mansion, which...is a Slow Shroom, judging by its colors...or something. Something like that. I also apologize if I made the move a bit too broken...or maybe the other way around. I think I went overboard on the tilts, a bit. It's fine if I replace this with the Forward Smash, or I could just scrap this all together. I'm still a bit unsure about this move, which explains the...giant wall of text. I think it's a bit too broken since it effects them in their shield state and also sidestepping doesn't work...maybe I could have it bounce off shields instead of nullifying them? Or...or, or! Maybe it'll just slow them down? Wow, I'm incredible! > <; And pathetic. This is just wayyy too impractical for Smash Bros., I'm afraid.
Down Tilt : Stupendous Sweep – Toadsworth takes his mushroom beheaded cane and swings it across the floor in a stiff movement, causing anyone hit by the cane to be knocked abruptly into the air. If the opponent is hit by the top of the cane, again, by the
mushroom sweetspot, they will be dealt slightly more damage and knockback. The mushroom on the head can't spike anyone, however, so don't go all willy-nilly whacking everyone in sight if they're on the edge.
- [Mushroom Tip : 12%, Rest of the Stick : 10%]
- (Knockback : Above Average. It knocks the opponent into the air, almost at a ninety degree angle perpendicular to the surface, about ¾ of a Stage Builder block at Mario in his fifties. Percentage, not age.)
- (Range : Average. Most Down Tilts reach pretty far, and Toadsworth and his cane are no exception. The cane's hitbox is roughly twice of that of Luigi's or Ness'.)
- (Speed : Average. Not the fastest Down Tilt in the world, nor the fastest attack in Toadsworth's arsenal, but its speed can still get its job done. Too bad it doesn't have enough speed to 'lock' the opponent, or any qualities that might let Toadsworth be able to chain a few Down Tilts continuously.)
Comments : A 'normal' (Or I guess you could say bland) down tilt. There's nothing very notable about this, as it is average in all retrospects (At least in my opinion; sorry if I came off as too rude or anything > <; ). It can lead to a couple of set-ups though, so that makes it better than some of the other Down-Tilts out there (It still can't trip anyone though, too bad.) You might be able to get a hit of Mad Hatter in if they're at a low percentage; or, jump over them and use Mushroom Screw if they aren't expecting it (That one's not much of an option.)
Or, you could attack someone on the edge, that'll knock them into the air. Probably the biggest downside of this is it's ending lag; it takes about a quarter of a second for it to end, leaving you a bit vulnerable. The attack has very good shield stun (Or push?) though, so hopefully that'll lessen the chances of them being able to counterattack. But aren't most down tilts like that?
Dash Attack : By My Grandfather's Marmalade! - Toadsworth rushes forward carrying a jar of dusty peach-flavored marmalade, and shouts some random gibberish, before tripping. Toadsworth falls flat on his face, and the marmalade of jar is thrown out in front of him, and shatters on the ground, spilling and leaving a gooey mess all over the floor/opponent. It seems that the opponent is stuck in a sticky situation! (Sorry, I couldn't resist ^^')
Toadsworth is free to do whatever he wants to the opponent (If they're caught in the blast of the marmalade, or if they stumble into it)
for one second, as the opponent is able to do anything but move. Toadsworth has to hurry and recover from his trip, of course, so the timing is really strict here. After a second has passed, all of the marmalade vanishes instantly, and the opponent is able to move again.
Oh, and if the jar is thrown over the edge of the stage, if it comes into contact with an opponent, then they won't be smothered with marmalade when the jar breaks on their heads, it'll just cause them to flinch, which had to be sort of obvious.
- [7%]
- (Note : If the opponent walks into the marmalade after it has already spread all over the ground, they simply get stuck in it, and don't suffer any damage. Sorry if you already knew or guessed.)
- (Knockback : Very Little. It causes them to flinch, which means that they'll almost always get stuck in the marmalade, unless they roll away at the last second. The main knockback will be from your next move, however~)
- (Range : Average. Toadsworth's marmalade range is a bit...odd. It'll completely miss an average sized opponent if you stand right next to them, since he tosses the jar in a high arc and all that. You have to be a little less than two character lengths away for the jar to actually be able to hit. The width of the marmalade mess on the stage is about the same width as Toadsworth, which, fortunately, isn't a lot.)
- (Speed : Average. With a further similarity to Toadette's dash attack, it's speed is that of Mr. Game & Watch's dash attack.)
Comments : Wow, I really need to read other movesets more...the only inspiration I get is from my other movesets, which isn't a good thing at all...I'm very sorry once again to others, when I get lots of really nice help and advice yet I'm not giving any others any...I'm sorry. Anyways, I'm sure that this is just a carbon copy of one of those 'Aiding in Playstyle' moves or something. The sticky effect lets Toadsworth to be able to use some of his slower moves, provided that he gets out of his trip animation first. Slow Shroom Switch might actually be able to use in play here, as well as some other attacks.
Oh, and to stop marmalade jars from flying all over the place, the user can only have
one marmalade jar on the screen at a time. If you use it while the marmalade jar or marmalade is still in effect, then Toadsworth will simply trip while carrying nothing in his hands. Still, that makes a 2 vs. 2 Toadsworth only match very, very chaotic. Not to mention the spores, bouncing, and everything.
Smash Attacks
[SMSHA]
Up Smash : Mad Hatter – Toadsworth, while he isn't really mad as a hatter, when he gets stressed, he certainly...does go...uh, mad. Both kinds of mad. (Or more, if there are any other than the two most generally used definitions, if I remember correctly)
Toadsworth holds up his cane as if in prayer, clasping his hands firmly and furrowing his eyebrows somewhat angrily. After about a half-second (If you're not charging up the Smash, of course), Toadsworth unclasps his hands and the mushroom on his cane leaps up off of its resting place and expands into a brown and bulbous Mega Mushroom, squishing anyone above and around Toadsworth. The mushroom then pops back onto the cane as it floats down while Toadsworth brings it back to his side.
- [Uncharged : 12%, Fully Charged : 28%]
- (Knockback : Above Average. The opponent doesn't flinch, but takes damage and bounces away from Toadsworth in the same manner as being hit from Jigglypuff's Final Smash. The direction that they're knocked away is the exact mirror of...the angle [?] that they hit the mushroom in...so it's pretty useful as an edgeguard, provided that the opponent bounces off of the mushroom from the upper side of it, of course! And the knockback is obviously a less when comparing to Puff Up, of course!)
- (Range : Average. The mushroom isn't very big itself; it's just a bit smaller than Toadsworth's spotted cap itself, and only covers the area above and in front of Toadsworth.)
- (Speed : Below Average. Taking a half of a second to execute, this makes the mushroom quite predictable and the opponent will usually halt in place when they see you blow up the mushroom.)
Comments : An underestimated attack with a lot of potential; this move is a nice surprise attack if you don't use it as the accepted intended function of it being a KO move. I think it's the perfect (And probably only) 'Get-Away' move when you're in a sticky situation! The range and timing is a bit awkward however, with the whole thing taking time to getting used to. While it can't be used in conjunction with any other move, it's still great by itself. It's quite useful against those aerial combatants; one hit to the face and they'll be knocked back as if they were a popped balloon. Just one thing about when you use it; don't hesitate! Do with that what you will~
I'll try and get more commentary on this move later, I'm a bit tuckered out right now. Sorries!
Forward Smash : Simply Smashing – Toadsworth wags his index finger teasingly as he brings out his cane extravagantly out of his coat pocket. He grabs the bottom of it, holding it behind his shoulder, getting ready to whack the opponent. One of Toadsworth's feet lifts up off of the ground as he charges up power for a devastating blow. The mushroom on the tip of the cane expands into a bigger mushroom the longer Toadsworth is holding the Smash, which is a visible notification that it gets more powerful with each passing second. Once his back reaches his limit, Toadsworth promptly brings down the tip of the staff onto the opponent's head, causing them to be hit by the large, brown mushroom cap on top of the stick and bouncing away from Toadsworth closes his eyes in tiredness but with satisfaction as the mushroom on the cane reverts back to normal.
- [Uncharged Mushroom Tip : 11%, Fully Charged Mushroom Tip : 24%, Uncharged Rest of the Stick : 7%, Fully Charged Rest of the Stick : 18%]
- (Knockback : High. A pretty powerful move in Toadsworth's arsenal, Simply Smashing knocks the opponent back two Stage Builder blocks away, and has the potential to KO an opponent.)
- (Range : Above Average. Toadsworth's walking stick reaches farther than most would expect due to his short height. It reaches forward exactly one Battlefield platform length in front of him, with a square-like hitbox on the mushroom, rather than a completely round one.)
- (Speed : Above Average. It's not as slow as some of Toadsworth's other attacks, but compared to other characters, it's certainly not the fastest either. The opponent has a brief moment to shield the attack as Toadsworth starts it, creating some very tiny lag on the start and end if it misses.)
Comments : Simply Smashing is your basic, rounded Forward Smash attack. There isn't really anything special about this, other than the fact that the attack stops as soon as it hits a wall or something of the sort, causing the attack to end abruptly. This actually makes it useful if you trapped the opponent in a corner, because if you use it on them and they roll behind you, the quick halt of the attack can provide you enough time to shield yourself, if the opponent tries to counter-attack on you. Sidestepping is the best method of avoiding this attack though, even if it is a bit tricky to judge the exact moment when the cane is brought down.
You can also maybe tie this attack in with your Down Throw if you predict where they're going to roll, so don't hesitate! This is also pretty much Toadsworth's main way of KOing opponents, due to its pretty small starting and ending lag along with good priority. But other than that, I like it because I think that it's just...so normal, yet so fun at the same time. I mean, playing as Toadsworth of course...but everyone feels that their character is fun to play as, that's why they made a moveset for them, right? I know this isn't the most entertaining thing to read, but I think putting some of your thoughts here and there can make making your moveset a whole lot more fun! Or, just talking to other people about it, but your ideas tend to be a bit...um, restricted? Sorry if I offended anyone.
Down Smash : Adored Spores – Toadsworth waves his hand around the top of his cane, closing his eyes, as if he was peering through a crystal ball when you first activate this move. The mushroom on the tip of the cane glows brighter the more you charge it, just as an indicator. Once you release the smash, Toadsworth will summon up and fire out two small brown mushrooms, similar to those of the Mario series, on either side of him on the floor. The brown mushrooms, as soon as they appear (They also appear instantly, for further information),
sprout up to three spores out of their caps, depending on how long you've charged the move.
The mushrooms themselves also do damage, although, it's very minor and doesn't do much significant knockback. The spores last longer on the opponent the longer you charge them, with using it immediately lasting for a measly 1 second along with the mediocre knockback.
- [Damage Varies; Uncharged : 3 Second Spores, ½ Charge : 6 Second Spores, Fully Charged : 9 Second Spores]
- (Knockback : Average. The mushrooms themselves knock away the opponent(s) roughly half of a Stage Builder block away at 0%, unlike the spores.)
- (Range : Above Average. It covers both sides of Toadsworth very well, leaving only the top of his domed head exposed when the move is activated.)
- (Speed : Above Average. This attack is surprisingly quick. I don't think it's fast enough to be used as an OOS option, but it surely is one of the faster Down Smashes out there, being equivalent to the speed of Mario or Luigi's Down Smashes. And both sides are covered at once too, so that's even better...or maybe not.)
Comments : More of a damage racker than a smash attack than anything, Adored Spores is another alternative for one of Toadsworth's attack; in this case, Shroom Spread. Providing a bit of physical damage as well, you can use this move at a close distance instead of far away, in case you're stuck in a strange situation. The starting lag is high, so that nullfies the use of it somewhat, but at least the ending lag leaves you minimally vulnerable.
Since the tiny mushrooms cause the opponent to flinch, it's possible to land another attack (Neutral or Down Aerial would be nice) if they're distracted and don't put up their shield in time. And, as I'm sure you all have guessed, using it right on the spot only releases one spore from the mushroom cap, charging it halfway causes two, and a fully charged one has three. Most of the time, you'll get one or two, as you'll rarely have enough time at your disposal to fully charge any smash attack.
Aerial Attacks
[AIRAT]
Neutral Aerial : Polar Opposites – Toadsworth and Polari, Rosalina's faithful companion, have a lot more/less in common than you may think (Okay, maybe not). Toadsworth calls on for some assistance speaking in his gibberish talk while waving his cane in a circle around him, sprinkling purple sparkles all over the place. The swing with the sparkles and sprinkles and things surprised Toadsworth; he wasn't expecting his … twirling motion to deal such a high amount of damage. He turns his head around and finds a small, black Luma waving merrily behind his shoulder, before popping into thin air.
- [10%]
- (Knockback : Average. Toadsworth and Polari combined don't have enough power to KO a heavyweight opponent, as strange as that may seem. The opponent will just be knocked back as if they were hit by one of those Checkpoint Posts in Green Hill Zone.)
- (Range : Above Average. The cane and Polari's enhanced range gives Toadsworth's cane a bit of a disjointed hitbox; the enhanced cane range reaches about ¾ of one Stage Builder Block on both sides of Toadsworth. Just picture the sparkles as part of the hitbox too, that'll help!)
- (Speed : Average. Um, yes, another average. Looks like this attack seems a bit bland...? Anyways, Toadsworth takes about .1 of a second to initiate the attack, making it rounded, sort of?)
Comments : Okay, I know that the description is very, very confusing and probably doesn't even make the slightest sense (Heck, most of the things I say don't make sense...), but it's just a basic...swing in the air. For the animation, it's basically just Mario's Star Spin move in Galaxy, except Toadsworth uses a cane instead of his arms and Polari is present instead of the Luma Mario has when he does the move. Polar Opposites has exceptional range compared to most other N-Airs, so use that to your advantage as well. The move does, however, cause the person hit by the cane to be sucked in and hit throughout the other side, so if you're lucky, you might be able to get a Back Air in, or you can chain a few Down Airs as well, due to the some strange hitstun the opponent receives.
I have just one qualm about this move though; Polar Opposites can really confuse you...when you use it, it's pictured as sluggish in my mind, but...for some odd reason, that doesn't really fit my desires. So I gave it a strange speed. But I guess you all didn't have to know that. Oh, and before I forget, here's something that you all should know : Toadsworth gets a brief stall (Prepare to see a lot more stalling in his aerials > <; There's plenty of them) when he uses it, so make sure that you're at the right height when you attack someone!
Up Aerial : Sporesosbord – Toadsworth tosses his cane up into the air, and then surprisingly twirls the cane in his fingers very nimbly, mimicking the blades of a helicopter. This causes the opponent to be hit up to a maximum of six times, but they won't be sucked in if they come into contact with it. After a brief moment of twirling the cane, Toadsworth pulls it back down, looking satisfied, surely proving the point that just because he's old doesn't mean he isn't energetic!
Toadsworth also gets a very slight boost into the air when he uses it, almost like a stall, but that's only for the first time that you use the attack. This stall is so that you're able to get all of the hits in before you plummet.
As if all of that weren't enough,
Toadsworth can produce yet more spores if the player happens to twirl the control stick (Depending on your controller scheme) in a circle quickly before the attack ends, causing two spores to pop out from either end of the cane. The spores last for three seconds, but hey, at least you get some additional damage!
- [Each Hit : 3%]
- (Knockback : Above Average. For a damage-racking move, it deals surprisingly high knockback. It can even be used at a KO move during some situations, if you're high enough on a stage with a low ceiling, like Battlefield, for instance.)
- (Range : Above Average. The cane has a very wide hitbox; it's longer than Toadsworth's rather large head, elongating to the length of a Star Rod or something similar. The hitbox has low height, but I think the width of the attack is the most important part of a U-Air.)
- (Speed : Average. There's a tiny bit of delay when you start the attack, which makes it slower than some U-Airs such as the Zero Suit Samus' or Meta Knight's, but faster than ones like Zelda's or Pikachu's.)
Comments : Dear dear, this move seems remarkably similar to someone else's Up Air, doesn't it? Oh well, I've done what I can. Sporesosbord is another damage-racking move, and is much less situational than some of the other ones. While Sporesosbord can only be effectively used while the opponent is in the air, thankfully, Toadsworth can easily force them to do that whenever he wants to, so this is a nice touch to his aerial combat. It's quickness, priority, and sheer usefulness makes it a solid attack to use in almost any environment.
The only downside of it is that when shorthopping and using this, you might not get through the entire attacks duration, and making yourself vulnerable, as the knockback of the final hit isn't being dealt. But I personally think that's a small price to pay when you can potentially rack up 18% damage from one move. The...suction is not as effective as Meta Knight's Tornado though. It can still be DIed out of if done correctly. I'm not very knowledgable about...um, things like this, so sorry if that description was a bit confusing.
Forward Aerial : Bug Zapper – Toadsworth's might cane has another interesting function; it can be used as Toadsworth's personal bug zapper! Once you use this, Toadworth will jab his cane out in front of him and a very, very small lightning bolt will shoot out of the cane. The lightning bolt provides a small extra damage boost to the main damage dealer of this move, which is Toadsworth's cane itself.
The lightning bolt also has a
small chance of stunning the opponent, only at about 10% or so. Because of this low chance, it can be hard to react quickly by attacking the opponent again while they're stunned, making it not very viable (The stunning part, that is.). After Toadsworth finishes quickly zapping the opponent, then the cane will turn back into vertical position.
- [8%]
- (Knockback : Below Average. This attack is more to be used as a pressuring tool rather than a KO one.)
- (Range : Above Average. The cane reaches in front of him about the same as Link or Lucas' Tether Grabs, so Bug Zapper beats some other attacks in terms of range, here.)
- (Speed : High. Almost as fast as a jab (Not Toadsworth's own jab, mind you), this aerial is the fastest attack out of … all of Toadsworth's attacks, somewhat surprisingly enough!)
Comments : This attack has a very short duration, only lasting for the same time as a jab. The good thing about it is that it's almost as fast as a jab as well, matching up to the speed of Mario's jab. It can be used as a good surprise attack, and you actually might be able to chain a few of these on lighter (Or was it heavier? Or maybe floaty...) characters. There aren't really any risks to this, so use it without hesitation! Even a small burst of damage can help you in the long run.
Oh, and one other probably important feature that I should've told you before was that Toadsworth … sort of stalls, when he uses Bug Zapper. This means that it's a bit hard to use on moving opponents, but it's also quite helpful in a couple of other situations, such as trying to avoid an edgeguarding attack as you recover back onto the stage.
Back Aerial : Fine 'N Dandy – Toadsworth takes a brief glance behind him, before swinging his cane out behind him abruptly. You can
direct the direction of the cane by tilting the control stick (Depending on your controller scheme) slightly upwards or downwards, giving this move a bit more versatility. Once Toadsworth is finished glaring angrily behind him, he brings his cane up and back as quick as it came.
- [10%]
- (Knockback : Above Average. Oh, not too high, and not too low. It can KO a middleweight at a percentage of 130% or so, but this attack can also be used … um, repeatedly.)
- (Range : Below Average. The cane, unfortunately, doesn't poke out as far as it usually does. Surely not the best compared to most of the other B-Airs of the cast, it can still get the job done if you're within one character width within the opponent.)
- (Speed : Average. Not the fastest attack either, it looks like Fine 'N Dandy is rather bland, right? It takes about .3 of a second for Toadsworth to bring his cane out)
Comments : A viable and good attack for almost any purpose, you can either chain two or three of these swings together; it's a great edge-guarding tool, and you can use it as a follow-up after quite a few other attacks and throws. The ability to change the positioning of the cane just makes it better. The only thing dragging it down is it's range and speed; the opponent has to be quite close to Toadsworth in order to be hit, and if the opponent is quick to powershield the attack, then, well...expect to be shieldgrabbed, or N-Aired by the opponent. Its ability to pressure the opponent well makes it a good move by itself as well; although maybe not as good as Mr. Game & Watch's.
Down Aerial : Mushroom Screw – Toadsworth twists his cane upside down and propels it downward, twirling it like a drill. This allows him to do up to three hits on the opponents, but
it also causes him to fly down into the stage, like Toon Link/Link's Down Air or some other similar attack. The attack's duration is only for a second or so, so don't think that you can drill someone all the way on your way to the stage. Once Toadsworth reaches the ground, if he's finished with the attack, then he'll just plop down with a touch of ending lag (If you hadn't used another aerial attack by now, or air dodged, of course).
If he's still in the middle of his Mushroom Screw, then Toadsworth will
bounce off of the floor approximately one Stage Builder Block in height, and you can control the direction he bounces, causing him to do a bit more damage to someone if they get hit by his bounce, as well as possibly confusing them.
- [Each Hit : 3%, Mushroom Hit : 4%]
- (Knockback : Drill Hit : Low. It causes the opponent to flinch, but even the last hit doesn't do much significant knockback. This is, yet again, another damage-racking move for Toadsworth. Mushroom : Above Average. It doesn't have the 'bouncing' properties as some of Toadsworth's other mushies do, but it still deals some considerable knockback. The hit from the mushroom is the one that may KO; it sends Mario sprawling from the edge of Final Destination at 110% or so.)
- (Range : Drill Hit : Low. The opponent has to be nearly in direct contact for one of these hits to um, hit. Mushroom : Above Average. Does this even count? It's a spherical ball, about two or three times the size of a Smart Bomb (When it's not activated, of course).)
- (Speed : Drill Hit : Above Average. It's fast enough to rival that of Bug Zapper. It's roughly the same as other D-Airs that send you toward the ground, a bit of start-up lag at the beginning, but nothing extreme. Mushroom : Below Average. Toadsworth bounces off of the ground at a speed roughly half of that when he was plummeting towards the ground, so that might catch an opponent off guard.)
Comments : A strange attack, but I think it has a bit of flair. Guess where I got the inspiration? (Hint : It's from a magical talking umbrella :D ) This is especially fun to use during short hops; the bounce you receive from the attack is higher than your original jump, actually! An okay damage-racker, the only thing that's bringing it down from usability like Mario's Down Air or something is that aforementioned bounce at the end...it's a shame, but the bounce gives some good and bad sides. You can use this on the edge so that you can ignore the bounce factor of the attack completely and grab onto the ledge if no one is occupying it.
You can also stall somewhat using this attack, similar to Toon Link/Link and Lucario's Down Air semi-stall. The attack comes out pretty quickly, but has a bit of considerable ending lag (Either from the bounce or just landing), so make sure that you're okay that when you use this against someone, that you'll be able to recover!
And try not to bounce off of the stage, please! This attack is just a feast for characters that attack quickly...~ At least the priority is okay against some Up Airs and such, but this is just absolutely horrible to use on someone that's just waiting on the stage with an Up Smash. Your best bet is to use it after another attack, possibly Mushroom Monarchy, to drill your opponent down onto the stage, sort of like Zero Suit Samus when she uses her Up Tilt and follows up with an Up-B.
Final Smash – Royal Retainer
[FNLSM]
Toadsworth's Final Smash is pretty handy for the old fellow, as you don't need to aim or do anything beforehand; just press the Special button and you're ready to go!
As soon as you activate the Final Smash, Toadsworth twirls his cane around him and shouts, “Hi-ho!”, before a yellow and red striped time vortex appears in the ground beside him. After a dazzling display of lights and stars, a somewhat familiar figure pops out of the hole. Young Toadsworth is here to aid Toadsworth! Once Toadsworth's younger self stands beside him, the hole sinks in back to the ground. Toadsworth is now free to attack whomever he likes, with Young Toadsworth mimicking his actions. The current Toadsworth can still be hurt by attacks and such, but Young Toadsworth is not affected at all, so that provides some assurance. Young Toadsworth sticks around with Toadsworth for fifteen seconds, before another time vortex appears beside him, and brings him back to his original time period.
Notes : Hm, nothing very extravagant, but I think that suits Toadsworth's demeanor quite well. I'm thinking of having him summon up a bunch of Toads instead of this, but I thought that there were already a bit too many Final Smashes like that. (Okay, maybe not. Only King Dedede and Pit have those kinds of Final Smashes.) I really need to work with my originality/creativity when writing Final Smashes, as I need to do with everything else I'm doing. Toadsworth seems like some super shroom ninja with Young Toadsworth right by his side. >_>;
Grabs & Throws
[GBTHR]
Grab : Wisdom of the Wise – Toadsworth jabs a finger at the opponent's face, beckoning them to come forward. The opponent, if at a close enough range, will be dragged towards Toadsworth as if by a magnetic force. Toadsworth then grabs the opponent's shirt/collar/chest and holds onto them tightly, a vindictive glare in his eyes.
- (Range : Above Average. For a stationary grab, the range is surprisingly high. Due to the erm, disjointed area of affect box, the opponent may be caught off guard. Unfortunately, Toadsworth's Pivot Grab is horrible, and he doesn't really utilize his grabs all that much.)
- (Speed : Average. I don't think that I even need this category, it's just to distinguish the difference between those with tether grabs and...those that don't.)
Dash Grab : Cashmere Cardigan – Toadsworth, for some very odd reason, tosses out one of Peach's beloved cardigans, in the prettiest shade of pink, out in front of him. Toadsworth has his arm in one sleeve, with the other wrapped around his cane, forming a true...cane. Toadsworth stumbles a bit if he misses.
- (Range : Above Average. The cane reaches out quite far in front of Toadsworth, the same as Lucas's tether grab. It's not as good as either form of Samus' grabs, but it's still quite exceptional.)
- (Speed : Below Average. Like most (If not all) tether grabs, there is some rather high ending lag. The start-up lag is acceptable, but Toadsworth is left a sitting duck if he misses.)
Comments : That was some very awkward wording there. I need to remind myself to fix it later. Bleh, so many things to fix. The cardigan was there to provide some comfort to the person being grabbed; I wouldn't want to be dragged by a chain or plasma whip, would I? And cashmere is just so soft! Wow, I sound odd. Sorry, this is just a self-insert note for me, really. Not much objective insight or anything like that, sorry.
Pummel : Wheel of Whimsy – Once Toadsworth has a firm hold on his opponent, the mushroom cap on the tip of his cane is replaced by a rotating wheel; Toadsworth nudges the opponent in the chest with the wheel, and by chance, he can either do 3% for one pummel, or a measly 1% per pummel. Each has an equal chance of being done.
- [Each Hit : 1 ~ 3% (Random)]
- (Speed : Average. To keep things fair and as even as possible, isn't it only logical for the speed of the pummel to be average? It's the same as Mario or Mr. Game & Watch's pummel in terms of speed.)
Comments : Or rather, just a random blurb...thing. I just thought of another, perfect replacement for Toadsworth's pummel : Shroom Shake! Oh, that was such a bad pun. Sorry. My sense of humor is terrible.
Up Throw : Chin Up, Old Bean – Once Toadsworth has gotten a firm hold on his opponent, he sets them scolds them by pointing his finger angrily at their neck. The opponent looks down, slightly surprised and confused by the action, but as soon as they do, Toadsworth whacks his cane right under their chin, sending them flying into the air.
- [10%]
- (Knockback : Average. The opponent is knocked roughly one Stage Builder block away from Toadsworth at a moderate percentage like 60% or so, which gives Toadsworth a chance to shield himself if the opponent tries to counterattack.)
- (Speed : Average. This throw is just a tad slower than King Dedede's Up Throw, making it pretty fast.)
Comments : I was thinking of using Polari for this move and substituting another for the neutral aerial, but I guess that's too late for now. I'm sure you all know what the move name would've been. Anyways, Toadsworth's Up-Throw doesn't have much going for it; it's just like any other Up-Throw~ I don't mind the blandness of this move, but I should spice it up a bit more. It's not getting much interaction. :x You will easily get a hit of Sporesosbord if you toss the opponent up onto a platform though, unless the roll or shield in time. That makes it very, very useful on Battlefield, Smashville, Pokemon Stadium, and the like.
Forward Throw : Quite Right – Once you start this throw, the opponent's mouth will open, but Toadsworth will stop them and shake his head sadly. As he shakes his head and the opponent looks at him in confusion, Toadsworth jabs his cane at their feet, tripping them. Toadsworth then knocks them away using the bottom of his cane, using it as a broom. The opponent will always trip as they land after they're thrown.
- [7%]
- (Knockback : Average. The opponent flies into the air for roughly ¾ of a Stage Builder block away if there is no surface for them to land on.)
- (Speed : Average. This throw takes a little longer time to execute than his other throws, but it's actually a bit quicker than you might expect. Something a bit faster than the Ice Climbers' Forward Throw is what I think. Sorry if that made no sense.)
Comments : Quite Right, is really just there to help you mind-game your opponents. By forcing them into a trip, you can follow up after them, or use Mushroom Screw to maybe catch them off guard. Any aerial attack other than Sporesosbord will work too, although you have to be quick if you want to catch them with Fine 'N Dandy. Mushroom Monarchy is a nice way to use this too, since there isn't much ending lag to this throw. Who knows, it might even KO them! Take a few risks.
Back Throw : Lefty – Toadsworth takes his cane and twirls it once in his hand behind his back, transforming it into a golf club. Toadsworth places the opponent behind him, and he takes a fine swing at their bottom, sending them sprawling into the air with pain. Toadsworth looks at the opponent as they fly through the air, satisfied, as his golf club poofs back into his cane.
- [9%]
- (Knockback : Below Average. The opponent flies at a low angle, which may cause them to roll onto the ground, if they cancel the momentum. Not sure if you can do that from throws, though. Toadsworth' Back Throw can never be used as a KO move, it's just nonviable.)
- (Speed : Average. Not the fastest for a B-Air, maybe something like the speed of Peach's in terms of execution.)
Comments : The funny thing about this throw is that Toadsworth has never appeared in a Mario Golf title, and he has a throw about golf when it could've been a tennis racket or baseball bat. I didn't want him to be a bit too similar to Ness or Peach though, so I didn't choose those two (But then again, Peach has a golf club too...Oops!).
Okay, with all that aside, I think that this throw is … average. The time that it takes to set it up is a bit slower than other throws (Around the same speed as the Ice Climbers' Forward Throw), but other than that, it's pretty rounded in all aspects. It's hard to follow up with an attack after this throw though, due to its slightly unpredictable knockback, since the opponent can DI into any direction they want easily.
Down Throw : Undergrowth - With a bit of effort, Toadsworth shoves the opponent onto the ground, and raises his cane. As soon as the cane reaches the apex of its raising of caning, Toadsworth slams the bottom of it into the ground harshly, causing the victim to open their eyes in surprise. A small tremor appears on the ground, and knocks the opponent away.
- [10%]
- (Knockback : Average. The opponent is sent off in a northwest/northeast direction, out and above Toadsworth.)
- (Speed : Below Average. Toadsworth takes his time in slamming his cane down into the ground, but the tumultuous quake doesn't affect himself, which is all the more benefit to him.)
Comments : Like all of Toadsworth's throws, there is very little ending lag, and Toadsworth can follow up easily afterwards. For undergrowth, I don't suggest using any aerial attack other than N-Air, since they'll be sent right above and next to you. Actually, maybe you could use Mad Hatter! Since the attack's duration is quite long, if the opponent doesn't DI out of Toadsworth's way in time, you may just be able to scrape off a KO, although...that's not very likely.
Situational Attacks
Get-Up Attack (Faceplant) : Bifocals - Toadsworth presses his hands onto the floor and plucks himself off of the ground with a small popping sound, his face flattened by the fall. As he rises back up, his cane lying beside him floats up and twists around Toadsworth once, damaging any opponents that are near him. Once Toadsworth is fully up, his face pops back out to normal and his cane flies back into his hand, with his other adjusting his spectacles.
- [6%]
- (Knockback : Low. His cane works as a protection device, although it's not really guaranteed that it'll work on quick players. It seems like Toadsworth's cane acts like more of a magic broom now, right? That's what I've been thinking. >.< Maybe I've been reading too many fantasy stories lately.)
- (Range : Very Low. The opponent has to almost literally bend their back over Toadsworth in order for them to be hit by the cane.)
- (Speed : The entire attack takes less than ¾ of a second to finish, which is surprisingly short for him. There is a touch of starting and ending lag though, so be wary when getting up, although it'll probably be already too late if you've already done it.)
Get-Up Attack (Pratfall) : Delirious – Toadsworth swings his cane up into the air as he leaps up with unexpected vigor and speed, shouting incomprehensibly. He spins around twice on the spot, his cane protruding out from his side, all in the matter of a second or so, dealing two hits in total. Toadsworth's eyes are replaced by stars for a brief moment, before he shakes his head and supports himself with his cane.
- [Each Hit : 4%]
- (Knockback : Average. The first hit doesn't have as much knockback as the second, but it can still blow away an opponent to keep Toadsworth safe from harm.)
- (Range : Average. Toadsworth's cane is similar to a blade when talking about range, and his get-up attack is no exception. If Toadsworth to use any other part of his body, it probably wouldn't even hit Olimar, when he's at his real size. It is about the same as Toon Link's Get-Up Attack.)
- (Speed : Average. There's a lot of start-up lag for this one, leaving people like Falco to Up Smash you easily if you happen to use this while they're shielding, but the overall attack goes by quick with not much ending lag.)
Ledge Attack (<100%) : Royal Rumpus – Toadsworth swings himself up onto the stage without injuring his back for once, his bottom up first. After hitting anyone in the way with Toadsworth's bottom, he pulls himself back up onto the stage and uses his cane for support. Toadsworth looks appalled by the feat he had done, but he quickly turns back to the tide of the battle.
- [7%]
- (Knockback : Below Average. The opponent will be knocked towards the center of the stage, but not enough at almost any percentage so that Toadsworth is safe from any long ranged attacks, especially smashes.)
- (Range : Average. The hitbox doesn't cover much of the stage, but it does cover the area all around the edge, so it's useful against other people that may also be recovering.)
- (Speed : Average. Toadsworth's swing takes just a brief second as he musters up the energy to do so, but it is still quick enough to be considered, 'average', in my book. It takes about three tenths of a second to activate.)
Ledge Attack (>100%) : Mushroom Maneuver – Toadsworth pulls himself up onto the stage headfirst with a huff using both of his hands, flourishing his cane in front of him as he does so. It's merely for cosmetic purposes, the cane doesn't really do more than one hit. There are two hits in total though, first is pushes himself onto the stage and his domed head functions as a hitbox, the second as the cane. He lets out a breath of air when he crawls back on, and even his mustache droops as his energy dwindles.
- [Each Hit : 4%]
- (Knockback : Above Average. The opponent, if their percentage is also in the hundreds, then they'll be knocked back to the center of Final Destination if they walked over to give Toadsworth a hearty hello. Although, I'm not really sure if it's above average, maybe it's actually average...oh well, I may be a bit too picky.)
- (Range : Average. Pardon me for saying this, but some of you may realize that this ledge attack of Toadsworth is remarkably similar to that of the Ice Climbers' [It's so memorable for me for some odd reason; maybe it's because I can never shield myself against it, and I want to give Toadsworth … that kind of power too, although I hardly thing that that's a good 'power', seeing as how you have to be above 100% for this to come into effect. Sorry for that ramble. Or rant. Whichever you prefer.])
- (Speed : Average. When compared to other >100% Ledge Attacks and moves in Toadsworth's moveset alike, the speed of this is only average. Not that surprising though, since you must be pretty tired by now if you're above 100% in damage.)
>_<; I also just realized I'm missing a trip get-up attack. I'll get that one added in shortly. Thank goodness situationals aren't required!
Taunts
[TANTS]
Up Taunt – Salutations! : Toadsworth faces and waves at the screen with a quick flick of his hand, similar to the introductory image I used at the very top of this post.
Side Taunt – Memorable Memoir : Toadsworth takes a small locket out of his pocket, before flipping it open immediately. He gazes fondly at whatever is inside the locket (It's too blurry for you to see), before snapping it tight and putting it back into his vest.
Down Taunt – Chipper Kipper : Toadsworth faces the screen and nods his head up and down slowly, closing his eyes with satisfaction as his hands rest on the top of his cane. After about a second or so, Toadsworth opens his eyes and goes back to his idle stance.
Victory/Losing Poses
[VICLO]
Victory Pose 1 : The Perfect Parade - Toadsworth zooms into the screen on his Parade Kart, with two large mushroom statues sitting on the two pedestals on the kart. Toadsworth waves one of his hands as he drives, before stopping to a halt after looping around three times. He continues to wave as he looks at the screen.
Victory Pose 2 : Congratulated Caretaker – Toadsworth is seen surrounded by five differently colored Toads (Their colors match those of the Toad Brigade), as well as Toad, Toadette, Toadsworth the Younger, Baby Peach, and Princess Peach herself. Toadsworth looks flustered by all of the commotion until he notices the screen, and a blast of confetti showers him. He looks up, and smiles hesitantly into the camera.
Victory Pose 3 : Jolly Holly – Toadsworth puts his hand on the tip of his cane and nods up and down slowly, closing his eyes with a small smile on his face, exactly the same as his Down Taunt. In the background, you can see a small, red sleigh drive past, with a figure dressed in red sitting on the seat.
Victory Pose (With Mario/Luigi/Princess Peach) : Surprised Steward – Toadsworth rubs the back of his head nervously as he apologizes, saying, “My apologies, Master Mario / Master Luigi / Princess!” If there is a combination or all of them up there, then Toadsworth will say both or all of their names.
Losing Pose : Surly Shroom : Toadsworth claps his hands politely with his cane set in the ground beside him, but you can see the ends of his mustache drooping. Poor Toadsworth, he must be disappointed.
Playstyle
[PLYST]
As you may have noticed, Toadsworth specializes in building up the opponents damage from afar, before bringing in one or two powerful hits as his most … um, fitting form of play. With his low speed and average priority, Toadsworth must make use of his range attacks, as all of them can lead to potentially problematic predicaments. Toadsworth's attack durations are deceptive, and well, so are most of his other qualities, so that's another advantage. Toadsworth also tends to rely on his aerial attacks more so than his tilts and such, since his aerials are generally the fastest attacks of his group (Or the only fast attacks at his disposal). However, Toadsworth's Dash Attacks leads to a possibly infinite number of set-ups, and because it's not that slow either, try and incorporate it into your playstyle.
Free-For Alls / 2 Vs. 2
Toadsworth, as you may have guessed, is best at Free-For-All battles. Toadsworth can't bring out the potential of some of his more important moves in a 1 vs. 1 match, and his spores can be homicidal in a Team Battle. However, this makes Toadsworth as much of a threat to the other team as he is to his own, in a 2 vs. 2 match. His Mushbrella (U-Tilt), Mushroom Monarchy (Neutral B), and Mad Hatter (U-Smash) moves are moves you should use sparingly; only when needed, and make sure your partner is out of sight or at a low percentage! If you're in a Free-For-All, you can jump amidst the fray and try to use a marmalade jar; then use Slow Shroom Switch for maximum effect.
1 Vs. 1
Approaching
For approaching, pressure the opponent by tossing out marmalade jars (Dash Attack), Mah-Jong tiles (Side B), and some confusing Mushroom Screws (D-Airs). Keep them guessing what you'll do next; if you're in a 1 vs. 1 match Retreating Bug Zappers (F-Airs) can be useful against an opponent if you're trying to approach, due to the small stall and how fast it comes out. Most of Toadsworth's other aerials are good options as well, due to them also having a short stall, with Bug Zapper having the most effective one, as mentioned before. Most of Toadsworth's projectiles have low priority, however, so keep note of that if Link is chugging arrows and boomerangs and such everywhere, or Zelda with Din's Fire, before tossing a jar or tile. If they're firing lasers or some other sort of annoying projectile continuously, shield, and either approach using his aerial moves like I mentioned before or simply toss Mah-Jong tiles to force them to stop their projectile barrage. Use Stupendous Sweep (D-Tilts) Toadsworth doesn't have the best range out of the cast; in fact, it's actually pretty limited. But I have to say he's pretty good when it comes to pressure and approaching. Maybe this paragraph should've been dedicated to pressure instead, I'm not sure what this is now.
Attacking
Hm, attacking. Toadsworth doesn't have many viable ways of racking up damage (From what I think); again, his aerials are best, but there are other ways too. Tiles are obviously one way, but his grabs should be used often as they can lead up to another attack.
Onto defense.
So, all in all, Specials are used either sparingly or very, very often (Refreshroom, Tiles...), Aerials are pretty much his best overall aspects, Tilts are for situational purposes, use Spores to rack up damage, apply bounce tactics as a substitute for a set-up to rack up damage other than simply knocking them into the air. Most of Toadsworth's attack come out rather slow, so you have to think ahead of time of what you're going to do. I think that Toadsworth's playstyle is a bit...flopped. But I haven't ever really done a real playstyle, so I know that it's horrible and I'll try and get to work on it. But I hope that it's fun enough, I'm still experimenting with the 'Bounce' concept...I may incorporate it into a future moveset someday, that's how much I like it! But that's not saying much, since I copied some of my previous movesets' attacks and such...bleh. I'm not even sure if Toadsworth is underpowered or overpowered, although I'm sort of hanging on the former. The moves don't exactly mesh well together.
Most likely to be edited later, but due to my laziness and procrastination 'skills', that doesn't really seem all that likely after all.
Playing Against Toadsworth
“Now now, boys! Don't touch that stuff!”
Toadsworth, Super Mario Sunshine (2002)
The main thing that you should avoid from Toadsworth, are his Mah-Jong tiles. While they aren't as big of a deal as I make them sound like, they're still pretty troublesome and can mess up your game. Treat them as you would with Snake's grenades, toss them back if you see that they're distracted, or just reflect the spore explosion when Toadsworth sets it off, it'll render the tile completely harmless, and if Toadsworth is within range of his own spores (A very, very low chance; it's meant to be a ranged weapon, obviously), he'll get effected too, like I said in the move description.
Toadsworth's ground game is a bit absurd; all of his tilts (Except for his run-of-the-mill down tilt) are impractical to use in a real 1 vs. 1 match. His jab isn't all that fast either, so he'll have to rely on his Smashes to get him out, but even his Smash Attacks are easily predicted. Corner him and lay a barrage of attacks on him; Toadsworth can't use his tiles, spores, or other good attacks. Toadsworth lacks the options to get him out of a troublesome situation.
Toadsworth's recovery is mediocre as well; while it may be tricky to gimp Toadsworth, he can surely be attacked at any one time, much like some other, more predictable recoveries of other characters. Since his Toad Tier causes him to spiral in any direction he wants, on his way down, he'll be left a sitting duck. Attack him while he's gently falling if you can. Toadsworth's off-stage game isn't that marvelous, but you have to watch out for his Stupendous Sweep; it'll knock you off of the edge and into the air where Toadsworth can annoy you with his spore attacks, either by Adored Spores or Sporesosbord.
Toadsworth may even seem like an ally in a 2 vs. 2 match, since he hampers and helps his team equally. Watch out for his marmalade jars in battle, and if you have a reflector, reflect the tiles if he tosses them at you; they will affect both him and his partner.
Match-Ups
[MTCHU]
Meta Knight : 35 – 65
Toadsworth doesn't fare too well against Meta. Due to Toadsworth general lack of speed and options, Meta Knight has an easy time to pressure Toadsworth and bombard him with attacks. Toadsworth's useful attacks also lack in priority when compared to Meta Knight's, which leaves him extremely vulnerable to his D-Tilt, Tornado, N-Air, and such. Toadsworth's somewhat slow 'Shield' also hinders him if Meta Knight approaches him using Shuttle Loop. Plus, since Toadsworth is easily gimped by characters like Meta Knight, he really doesn't have much of a chance against him.
King Dedede : 50 – 50
King Dedede is an even match-up for Toadsworth. Toadsworth's marmalade jars and tiles may not cancel out King Dedede's Waddle Dees, but they are small enough and thrown in such a way that they can either go above or pass under them, respectively. This forces both of them to approach. King Dedede has a much better ground game than Toadsworth, and he has no trouble chaining a few D-Throws while he's at it. However, if Toadsworth manages to knock King Dedede into the air (Maybe Mushbrella?), Toadsworth can easily go through his attacks if he so wishes. When King Dedede is falling, Toadsworth can use Mushroom Monarchy or some other high-ranged move to keep the big penguin in place. Toadsworth's F-Air beats King Dedede's B-Air in range, but not priority. This may discourage you a bit, but I'd be willing to take the risk if King Dedede tries to edgeguard you using his B-Air or something similar. Just watch out for his grabs, and keep away from him, and you'll do just fine against King Dedede.
[.::*To be updated when I get some insight on general match-ups and playstyles in general*::.]
I'm so sorry to have disappointed you all, especially the moveset before mine. Sorry! > <;
Stage & Music
Toadsworth, unfortunately, doesn't have a stage. He shares his main stage with the rest of the Mario cast, of Mario, Luigi, Princess Peach, and Bowser. He does, however, have some music that can be unlocked once you unlock Toadsworth.
[Mushroomy Kingdom]
[Mario Circuit]
[Luigi's Mansion]
Assist Trophy – Baby Peach
Baby Peach makes an appearance in Brawl, in the form of an Assist Trophy! The much more childish form of Princess Peach tries her best to use all of her abilities to affect the playing field. That is, her crying. Once Baby Peach is summoned out of the Assist Trophy, she'll start crawling around the stage. After three seconds of crawling aimlessly, Baby Peach settles in her baby carriage, and starts to suck on a pacifier for, about six seconds. If anyone bumps into her while she's sucking on her pacifier, Baby Peach spits it out and immediately starts to cry, bawl, and everything else that has to do with tears. (If no one touches Baby Peach, then she simply giggles and disappears) The baby carriage then flips and transforms into the Baby Booster (Mario Kart Wii), and then starts to drive back and forth across the stage at a medium pace, Baby Peach rampaging all the while. Being hit by the Baby Booster will deal 10% damage per hit with low knockback, dealing a strikingly similar amount of damage and knockback as the Wario Bike. After six seconds of crying, Baby Peach will halt in place and a giggle will be heard as she disappears. Talk about mood swings!
Trophies & Stickers
“Princess, look! On the statue's head!”
Toadsworth, Super Mario Sunshine (2002)
Toadsworth – Worrywart
Royal Retainer – Two's Company
Young Toadsworth – Daft and Daring
Baby Peach – Royal Infant
Refreshroom – For the Faint
Parade Kart – The Shroomobile
Lady Lima – Another Unpredictable Advisor
Fawful – The Chortling Charlatan
Descriptions to be added later~
~
Ah, I'm sorry for being so late! I hope everyone has had a great summer, I sure am! Although, I procrastinated...a bit. With everything. I apologize for that. ^^; I know I tend to drag things on a bit...I'm just trying to keep everything interesting, sorries. Oh, and I'll try to be a lot more open to suggestions; I can't believe that I just realized that I didn't really listen to many of the suggestions some of you have given me; I'm very sorry for that! Thanks again for your support ^^;
Okay, wow, that paragraph above is seriously outdated! It's been a month since I've even looked at my moveset, I'm so sorry! I forgot about it, which isn't that surprising...oh dear. Looks like I'm getting worse and worse with every Make Your Move contest. Fiddlesticks. I know I can't make up for all I've missed, and I won't get that much reception due to me not contributing that much, an eye for an eye, but I appreciate for all of you that take the time to even take a glance at Toadsworth or any of my previous movesets.
The main problems with Toadsworth's moveset (Other than a slightly overwhelming amount of detail and my horrible grammar/writing habits), I think, are playstyle. I'm not very good at imagining how Toadsworth for play, I think that that's because my way of thinking is just too narrow or shallow. There aren't very many (If any) move interactions, and Toadsworth is a very straightforward character, from what I've experienced. Another thing that doesn't help is that I stink at noticing the negatives as well as giving some negative aspects to Toadsworth's moves, as my um...Make Your Move instinct causes me to make Toadsworth the best character in the universe. D: And my abysmal memory doesn't help that much either, as I've forgotten what I was going to say again...maybe I'm just overthinking a bit too much.
...I tend to ramble a bit, as you all may have noticed. That's a habit I really have to stop. Oh, and I tried a new layout this time, instead of just coloring and pasting walls of text all over the moveset. I hope that it's a bit easier to read than my other sets. I'll get all of the other information soon, like the Trophies, Stickers, and whatnot. I really have to stop my stupid rants...they're so boring, and I'm quite sure no one is really interested in the things that are going on in my head; or maybe … never mind. Oh, and I tend to repeat what I say, a habit I'm trying to get rid of > <; I'll get it all worked out eventually...eventually. I'll try and promise to make my next moveset much less detailed, as I'm planning to do so with a surprise moveset! I think my mindset towards things are simply way too shallow, and I just can't really come up with anything all that causes a 'Yowsers!' reaction or something. Sorry D: I'll get the rest of the extras done later, but...I never finish them...so don't expect much, sorries. The quotes are also something I'll finish later, I know that it looks a bit off and incomplete with only a few sections having quotes or something; I'll get it all done eventually. Eventually. I hope you won't mind... Um, so, with that...
Pip pip, cheerio!
Sorry if I offended anyone with all of the sterotypical British sayings and all that > <; Although I guess that's too late for now...
And I'll try to promise that I'll cut back on all the ramblings, I'm sure you're all very tired of them by now, but thanks for sticking with me until the end, everyone! I'm sorry that I have ignored some of your kind words without saying a proper thank you (Which I still haven't done, have I?). So, thank you!~
– Meadow
Trying out a new layout, and boy, did that ever go wrong >_>; I should've experimented earlier. I'll make it a whole lot neater, I'm a bit tired (and feeling lazy) right now. >_< Sorry, I know it's rude and won't get much attention due to its incompleteness, but I don't want to get a last minute rush like last contest, with Toadette. I'm not doing so well this time either. I'm really sorry. o-o ... Wow, it still looks like I have gigantic blocks of text, even though I spread out everything and everything. >_> And I know that I should use a different font color for the little 'comments' thing, since it's hard to tell where each move ends and begins. I'll get to it when I'm not feeling lazy. D:
~
D: And sorry, dancingfrogman, I should've gave commentary on your sets before posting, but I'm sort of limited on time right now. I'll be sure to include a small review here or later in another post. I hope I'm not stealing yours or anyone's else thunder.
Oh, and thanks for welcome, King K. Rool, and you're very welcome, _calming_rain_!
Good-bye for now!