SID’S TOYS
Playlist
Sid is that random kid on the block you knew as a brat who tortured ants with magnifying glasses, his younger sibling, and, due to lack of anything else to torture, his toys. In other words, Sid probably closely resembles your older brother. He serves as the primary antagonist from the original Toy Story film, but this isn’t a moveset for Sid. See, one of Sid’s favorite methods of torturing his toys is to rip them apart and combine them together to form monstrosities, and this moveset has you play as five of the more "iconic" toys Sid created – Hand in the Box, Roller Bob, Babyface, Ducky, and Legs. All at once. While the mutant toys eventually turned on Sid in the film, they are generally quite hostile to any regular toys who come into their realm – presumably out of envy of their far more practical bodies.
Considering you control all five at once, they obviously don’t all get full movesets, each of them only getting separate sections of a regular character’s moveset, and you don’t control all of their movement with the control stick – we will get to how each of the individual toys move in their individual sections. The toys have their own separate percentages, with only the most recently attacked one displaying on the counter, foes having to kill every last one of the toys for them to lose a stock. While the toys do indeed have their own individual methods of movement, due to how annoying it is to move all of the toys about in this manner they are also adept at moving each other around. The most obvious toy who does this is none other than. . .
ROLLER BOB
Roller Bob is hands down the largest of the mutant toys, being 1.5 platforms long, though the majority of the skateboard only reaches up Mario’s height. Roller Bob’s action figure half is the exception, making that part of him tall as marth. Roller Bob is Meta Knight’s weight, making him among the heavier toys (They’re all overly light for balance purposes), but he takes no hitstun unless his action figure half is hit. His action figure half is also the only part of him that can be grabbed. Furthermore, Roller Bob actually takes advantage of his size by having his skateboard half completely solid, enabling him to act as a transport for the other toys. As a matter of fact, the starting position for the toys at the beginning of a match has them all mounted on Roller Bob to simplify things.
Forward/Back Tilt – Skateboard Scamper
Bob reaches down to the ground in front of himself and pulls himself forward. This is a very fast motion, but only takes him forward half a platform and has no hitbox. If the move is used in rapid succession, though, Bob is able to build up momentum to easily travel across the stage, his humanoid half and the front of his skateboard half becoming a more powerful hitbox in the process. 4 uses of the move in quick succession will have him traveling at Captain Falcon dash speed dealing 20% and knockback that kills at 120%. He can of course go faster, but it’s already a stretch to make sure he doesn’t suicide.
Inputting the move as a back tilt causes Bob to slowly push himself back with his hands at Ganon’s speed for as long as you hold the button, making the back of his skateboard half a very weak hitbox that does 5% and set knockback. If you input a btilt while Bob already has forwards momentum, he will hold his hands to the ground, digging them in, slowing his momentum down until he runs out. If he was going Captain Falcon’s speed, it’d only take him .35 seconds to slow down to a complete stop. This has the usual property of such momentum stopping moves of kicking up dirt in front of Bob as he grinds to a halt, but seeing Bob –must- come to a stop when using the btilt he
can’t use it to just distract foes with other hitboxes so he can casually hit with all his momentum for free.
Neutral A – Drift
If Roller Bob has no momentum, he simply reaches his hands down to the ground and lifts the back of his wheels just barely off the ground, then ever so slowly shuffles around with his hands to move his skateboard half through the background so that he’s facing in the opposite direction when the move is over. This has no hitbox and is quite laggy, though if nothing else it can hide a damaged toy in the background for a bit, seeing the toys have no actual dodges. Just keep in mind if a foe was also on Roller Bob they’ll be able to hit any toys they were on him as well.
If Bob –does- have momentum, he uses it to forcefully swing the rear of his skateboard half in front of himself. This does 1.5x the damage and knockback Bob would deal by simply colliding into the foe with his momentum normally, but is quite a laggy motion at .6 seconds, requiring Bob to have a lot of track to use it on, much less if he wants to not slide off-stage before this move finally stops his momentum.
Most stages are too small for you to get enough momentum for this to be practical, but anybody who is standing on Bob as he swings like this takes half the knockback they would if Bob just generically collided with them, but no damage. The other toys are not immune to this, but when foes/toys fly forwards like this they are hitboxes that deal just as much knockback as they took, along with half the damage a generic collision would’ve done. If they are using an attack as they fly forwards, this damage/knockback is added to said attack so long as they keep the momentum in-tact.
Up Tilt – Handstand
Bob puts his hands onto the ground, propelling the rear end of his skateboard half up into the air, turning Roller Bob into a diagonal slope. As Bob first makes the slope, anybody who wasn’t already standing there takes 12% and vertical knockback that KOs at 155%. As for people who were standing on Bob, he’s at too much of a angle now to be walkable terrain, but is still solid none the less, causing foes to slide down his skateboard body to be in front of him. Bob will hold this stance until you input any of his moves again, enabling him to act as a decent wall. Upon exiting the stance, anybody unlucky enough to be under him as he falls down will take 14% and horizontal knockback to get out from under Bob that KOs at 130%.
Down Tilt – 180 Flip
Roller Bob pushes against the ground before springing up with his actual skateboard half, then flips in mid-air, becoming a hitbox briefly that does 8% and knockback that KOs at 175%, before landing upside down. The underside of Bob will now be have a Mario tall 1.5 battlefield platform due to Bob retaining his solid status, with foes having to knock Bob off of themselves to get out. If the foe is taller than Mario and aren’t crouching, they are knocked into prone when Bob comes crashing down, and upon “getting up” are forced to stay crouched for their idle position. Seeing most dtilts won’t hit the skateboard above them, they –can- use other attacks, rising as they do so in an uppercut-like fashion, but will immediately go back into the crouching stance afterwards if Bob hasn’t risen enough for them to be able to move. Bob will exit this stance upon any move for him being input, albeit very, very laggily.
HAND IN THE BOX
Hand in the Box keeps his hand inside said box for his idle position, being the size of a more square-ish Bowser in this stance, weighing as much as Luigi to make him the heaviest toy. He is completely solid just like Roller Bob and, unsurprisingly, claims control of the grab-game in the moveset. Hand in the Box starts with the opening for his hand to come out face-up, but is able to change that as he wills. . .
Side Z - Topple
Hand in the Box simply topples over to whichever direction you input, moving a Bowser in that direction and changing the direction the top of his box faces. As he falls over, he deals 7% and knockback that KOs at 190%. You can hold this input for Hand in the Box to repeat this process, building up enough momentum to move at Ganon’s dash after half a second, but this momentum does not actually power up the power of the toppling and just lets you move more conveniently.
It should be noted that when Hand in the Box takes knockback, he never actually leaves the ground and simply topples in the direction he was sent flying. He can use this move to attempt to topple in the opposite direction to counteract it, but this will only slow him down ever so slightly. If he so wishes, though, he can boost his momentum if he was, say, flung off of a drifting Roller Bob, by toppling in the direction of the momentum. Hand in the Box never takes hitstun of any kind, though he can still be grabbed.
Up Z – Shuffle
Hand in the Box jumps slightly and turns forward in place. If you input the move diagonally upwards and backwards, he will instead turn backwards in place. This move simply enables you to control which direction the top of Hand in the Box’s box is facing without moving, though he still does become a hitbox that deals 7% and knockback that KOs at 190% as he lands.
Neutral Z – Pop Goes the Weasel
The top of Hand in the Box’s box flings open as the giant hand comes out of the box in whatever direction at Captain Falcon’s dashing speed. The hand will continue to travel up to its’ maximum distance of 5 platforms or until you release Z, at which point it will –instantly- grab anybody overlapping with it, friend or foe and retracting back to the box at double speed, where foes must escape with regular grab difficulty. Inside the box foes take a constant 1.5% per second, and Hand in the Box is still perfectly capable of using all his moves during this time to move around. The foe can counteract this movement from inside the box, able to use Hand in the Box’s Side Z and Up Z. The character with the lower damage has more control as you’d expect, but even if Hand in the Box has more he can get the other toys to help him out, most obviously Legs or Roller Bob.
Upon inputting Neutral Z again to actually throw the foe, they will take 10% and knockback based off how far you were able to extend your spring. If fully extended, the knockback KOs at 120%, which while not immediately great, is amazing when combined with the length Hand in the Box extends out already goes towards getting the foe to a blast zone. The foe can still escape as Hand in the Box extends out, though, taking no damage or knockback at all, so it can be quite a gamble. If you use this to throw an ally, they will be given momentum that boosts their power much like when Roller Bob flings a foe off of his back by drifting. With a fully extended throw, the boost is 30% and knockback that KOs at 80%, stacking with any attack they do while they fly through the air, but good luck finding a stage that long for such an absurdly powerful boost unless you just intend to throw a toy off-stage for a gimp.
If you input down and Z when you press the input for Hand in the Box to actually use his hand to grab something as it’s being shot out, he will grab the ground and pull himself over to that point, moving at Meta Knight’s dash speed to do so and his box a hitbox that deals 7% and tripping as it moves.
If you use this move when Hand in the Box’s top is facing the ground, then Hand in the Box will push against the ground and extend out his spring to push his box into the air. Considering Hand in the Box is solid, this can be useful to take the other toys/foes up into the air, especially considering that if you do this Hand in the Box can angle his spring left or right. If you do indeed angle the spring, when Hand in the Box retracts his spring his box will stay at its’ horizontal position before it falls, giving Hand in the Box an actual method of vertical recovery/climbing up awkward stages. If you use this version of the move as a “throw”, it deals 17% and puts the foe into prone.
Down Z – Crank
Hand in the Box’s crank starts cranking as the stereotypical music those Jack in the Boxes starts playing. This is lagless to input and does not interrupt any of Hand in the Box’s other attacks. If you input the move as diagonal down/right or just completely down, the faster the song will play. If you input diagonal down/left, the song will play slower. Once the song reaches its’ end, Hand in the Box will automatically use his Neutral Z if he isn’t already, except the spring will extend out at twice Sonic’s dash speed, Hand in the Box’s hand automatically grabbing any foes (Not allies) it comes into contact with. If Hand in the Box already had someone grabbed, then he will automatically throw the foe when his spring is fully extended.
This can obviously make it much easier to throw somebody for the full length, but considering the foe has control over the box while they’re inside, you’ll have to mindgame them significantly with the tempo of the tune. As far as using this to actually grab foes, one of the best mindgames is to work the tune ever so slowly towards the end, then using the grab just before it finishes, ignoring the speed boost in order to catch them off guard.
LEGS
Legs is the size of Ganondorf if there were a diagonally upward half of a platform sticking out of his face – the upper half of Legs’ fishing rod sticks up to increase her hurtbox significantly. Legs is the weight of Game & Watch and has access to the B Moves in the set. While her movement is not as seamlessly integrated into her attacks as the other toys, she is excellent at moving the other toys.
Side B/Up B/Down B – Catch and Release
Legs reels in the opposite direction you tilted the control stick before throwing out her line. The cast can be charged for up to a second to increase the range from the default Battlefield Platform to 1.5x the distance of Final Destination, and the line travels at the speed of Ganon’s dash. The hook on the end is a constant grab hitbox as the line goes out. While “grabbed” foes are still perfectly capable of attacking, they cannot move more than a Bowser width away from where the hook is keeping them, and have no control over their movement at all if they have any form of momentum from being swung about by Legs.
Surprisingly, Legs –does not- reel the line back in after the ending lag. In order to do so, you must input the direction opposite you cast out the line to reel it in. If you use a different move with the line already out, Legs will just thrust in the desired direction to influence the line. Of course, she can’t send the line as far up as she could if it was all reeled in, but the benefits of leaving the line out include not having to reel it in every time and turning wherever the hook is laying into a trap waiting to be sprung. In addition, if you charged up the move so that the line has a ways to go, Legs will come out of the lag before the hook reaches its’ destination and can use another move to influence its’ path as it goes.
Aside from firing the line downwards with Down B through platforms, slamming the foe against the ground with it if they were in the air will deal varying damage to the foe based off charge on contact with the ground – at max charge it deals 25%, and even at so much as 20% charge foes will be put into prone by being slammed. Foes cannot be slammed if the line was already on the ground. The Down B also has obvious applications when used next to the edge.
If you input the direction the foe is already being swung in, regardless of whether or not Legs is in lag, she will unhook the victim and cause them to go flying with all of their momentum in-tact. If Legs swings whatever she’s holding back and forth, she can slowly build up momentum on it regardless of whether or not she charges the swings. This naturally becomes far easier for Legs if she has some sort of perch to stand on so she doesn’t constantly swing the foe past her hurtbox, though if they knock Legs away and she already has some momentum up on the foe it’s quite easy to just swing the foe along with you for a suicide KO.
Obviously Legs can hook the ledge to recover and other toys to build up momentum on them or to save them from certain death – Legs is the main thing that will be saving any toys knocked off-stage, so she’s pretty crucial. Legs doesn’t even have to necessarily release the toy – they can still have momentum while being swung about without the threat of being thrown off-stage. A particularly evil idea is to catch a foe inside Hand in the Box and swing them off the stage to make it so the foe’s fighting back against him is irrelevant. If Legs herself should ever be in trouble and the foe is competent enough to edge-hog her tether recovery, Hand in the Box is capable of saving her specifically by grabbing her hook, in which case he’ll pull her in as if he grabbed her normally. Rather than actually pulling her inside the box, though, he simply pulls her against the box and proceeds to rapidly swing her around him at however far out her line currently was, her body a hitbox that deals 15% and knockback that kills at 110%. While she will probably go off the stage to her death upon whenever Hand in the Box releases her with all that momentum, using the solid nature of the other toys can save her, as well as any other toys that would otherwise fly off-stage to their doom.
Neutral B – Kicking Dance
Legs simply starts doing the stereotypical Russian kicking dance, using her actual legs. This stance can be entered and exited with minimal lag, and while in this stance Legs is capable of actual movement, fully responding to the control stick (Babyface won’t respond while the move is in effect), able to move forward at Mario’s dash speed but backward only at Ganon’s. Contact with her legs deals 5% and weak set knockback forward, but if she has the foe she’s kicking hooked they’ll get knocked backwards before the hook swings them right back into her legs. Due to the fact the hook brings the foe slightly off the ground, they –can- jump over her kicking legs to get to her and knock her out of the stance, but if she predicts it properly she can just move backward to block her upper half with her kicking legs. It’s an excellent way to stall the foe and potentially drag them across the stage for other toys to hit.
DUCKY
Ducky’s upper half is about the size of Wario. Ducky’s upper half is the heaviest of the toys at Samus’ weight, but his lower half has the weight of Jigglypuff if struck. In exchange for this, attacks that hit Ducky’s spring deal no damage or hitstun to him whatsoever.
Ducky constantly hops in place, going a Mario height up with each jump before coming down. Some of his attacks vary based off whether he’s currently in contact with the ground or not when his attack is input. In order to actually issue inputs to Ducky, you must use the shield button instead of the A button, as that’s assigned to Roller Bob.
Down Shield – Suction Cup
Ducky does a stall then fall with no stall as per standard protocol on Down Shields, dealing 15%. Ducky’s momentum and power can be boosted even further if swung downwards by Legs as he uses the move.
Rather than spiking foes directly, any foes Ducky hits get grabbed by his suction cup bottom half, having to escape at regular grab difficulty. The damage isn’t actually dealt on contact with Ducky, but once Ducky smashes the foe into the ground. Ducky will continue to stick to foes for the remaining duration of the grab after he and the foe hit the ground, but they will still be able to move around with Ducky stuck to their heads, unable to remove him outside escaping the “grab”. Foes can still attack Ducky while grabbed like this, him taking normal knockback (And damage if they can somehow hit his upper half), but they will be dragged along with Ducky.
If Ducky slams down onto the ground or an allied toy, he will stick to his target in the same manner, able to tag along with other toys for the ride potentially – most immediately useful so Ducky doesn’t bounce off of Roller Bob. In order to release from whatever you’re sticking to, just input Down Shield again.
Forward Shield – Right Hook
Ducky does a gigantic sweeping punch to generate a hitbox as wide as Bowser in front of himself, dealing 13% and knockback that kills at 115%. Aside from being a nice powerful attack to invest momentum in for quick kills, Ducky bends the hook downwards a bit more if he’s latched onto a character in order to smack them with it. If used on an allied toy, they will take the damage and knockback of the attack but no hitstun, enabling Ducky to smack around the other toys to build their momentum very easily, but not without a cost.
Back Shield – Suplex
Ducky bends over backwards and attempts to grab anybody behind him. After grabbing someone, he stops straining himself by bending and just lets gravity do the work for him as he gets shot forwards a bit, releasing the foe from the grab and dealing 11% and knockback that KOs at 130% to them. Ducky does the whole animation regardless of whether or not he grabs someone, so it’s fast but punishable in the air. Ducky can also chuck allied toys with this move and deal no damage to them whatsoever to give them a bit of momentum.
If Ducky uses this while close to the ground, he will grab onto it as his bottom half falls onto the ground in front of him, able to stay in the position until you press the input again. Upon release, Ducky catapults himself forwards half of Final Destination at Meta Knight’s dash speed, his body dealing 15% and knockback that KOs at 95%. If Ducky uses this move while his lower half is stuck to the stage, then he can let go with his lower half instead of his upper half by inputting Down Shield again to catapult himself backwards instead of forwards. If Ducky lets go with his upper half while stuck with both halves, then Ducky’s upper half will repeatedely swing back and forth on either side of his lower half rapidly, dealing 10% and knockback that KOs at 160% for the 2 second duration before entering horrible end lag. If Ducky does this while his lower half is stuck to a foe, they’ll find it impossible to move from their horizontal position outside rolling due to Ducky rapidly slamming down on either side of them, leaving the foe very vulnerable to being punished. If they take to the air, their only lag free means of movement, they lose said ability to roll.
Neutral Shield – Chain Grab
Ducky lunges going in any direction you select, forward by default. Ducky’s lunge takes him into the foreground, preventing him from being hit, then he swoops into the background as he attempts to go back to his idle position. A piece of his chain is the only thing that goes through the main fighting plane, and it’s a hitbox that deals 6% and knockback that KOs at 180%. After Ducky fails to return to his idle position, his spring snaps him back into place. Until he does so, that part of his spring in the main fighting plane is a lingering hitbox the entire time, and during that time most of Ducky’s hurtbox is safe in the background/foreground, with only his suction cup remaining and being hittable.
The spring has awkward priority in that you can still attack Ducky as normal during the move, but because Ducky’s spring takes no hitstun it won’t interrupt the move in any way. Your goal with this move is to surround the foe in such a way that if they attack the spring they’ll knock it into themselves, causing them to get dragged along with the lingering spring hitbox and take many, many hits. If you angle the move in downward directions, you can even use this on a foe you’re sticking to with your Suction Cup Down Shield.
Up Shield – Coil Up
Ducky scrunches up his spring, getting his upper half right up against the top of his suction cup, before springing upwards into the air. It takes a Warlock Punch’s worth of lag to fully charge the move, but it can be released at any time. In the air this only takes Ducky up .5-2 Ganondorfs and deals 6-13% and knockback that KOs at 190-140%, and it won’t give him height in the air twice. If Ducky coils up on the ground, though, the distance he travels and the power of the move doubles. If used while latched onto a foe with your suction cup, they will take the damage of the move and take the knockback Ducky normally deals, but dwownwards. Obviously this causes Ducky to release his grip on the foe early. While a very powerful spike if you can get a different toy to knock the victim off-stage, the foe requires massive damage racking for Ducky to fully charge the move.
BABYFACE
Babyface is the one character who actually responds to the control stick for regular movement, though he doesn’t move if you’re just inputting an attack for somebody else. He has a decent regular jump and everything, but his movement only goes as fast as Ganon’s. Babyface’s head is almost the size of Wario alone, while all of his legs are a Ganondorf long each, causing Babyface’s head to constantly be a Ganondorf off the ground. While his head is rathe heavy, it unfortunately takes triple hitstun. While Babyface’s legs are normally safely tucked away in the background/foreground, the tips of Babyface’s legs occasionally come into the main fighting plane during his movement animation, though no more than 2 ever come out at once during the animation. If you attempt to attack Babyface’s legs, you’ll deal no damage or hitstun to Babyface and you’ll find that the legs have 5x the weight of Babyface’s head. The knockback is also only dealt to the attacked leg and the attacked leg only. What is the purpose of attacking the legs, then? If all of the legs on one of Babyface’s sides gets 1.5 platforms away from all the legs on the other side of Babyface’s body, he will trip, becoming incapable of doing anything whatsoever for 2 seconds as he gets up. While attacks that would trip Babyface do not automatically cause him to enter this stance, they deal 1.25 platforms worth of “knockback” to any leg they hit in the direction said leg was attempting to move.
The entirety of Babyface’s body outside his two claws is completely solid. If you want to take advantage of the solid nature of the legs, then you can just have Babyface stop in place the moment one of them comes into the main fighting plane during his movement animation – while only the lower halves of his legs ever come into it, it’s enough to block off a foe on the ground. The solid nature of Babyface’s legs is still beneficial when they’re in the background as well, as they prevent foes from using their spot dodges. If they intend to roll, just block off said roll with a leg barely in the main fighting plane to prevent them from getting away. Last but not least, Babyface’s constantly elevated head makes an obvious perch for Legs to stand upon to give her more height to slam foes into the ground with a Down B.
Up Smash - Impale
Babyface leaps up into the air a Ganon height, turning to face the screen in mid-jump. When he comes down, all of his legs turn into grab hitboxes that deal 14-24%. Babyface has aerial DI on par with Dedede as he falls (The worst in Brawl), but his momentum can still be manipulated by other attacks to move him around as he falls to impale foes. While foes cannot button mash out of the grab once they’re hit, they will be impaled more deeply based off the charge of the move, going up further on the leg that Babyface used to impale the foe with. What this means is it will take longer for the foe to slide off the leg to the ground and be released from the grab into prone, taking .5% every .1 seconds they’re impaled. The actual time it takes for foes to slide off varies from 2-4 seconds, and during this time Babyface is free to move. While foes cannot button mash off, they can use any aerials/specials they’re physically capable of using, albeit with tripled lag. Conversely, they can attempt to “fastfall” off Babyface’s leg, doubling the speed they go down it, but causing the damage they take every .1 seconds to boost from .5% to 1.3%. Impaled foes are obviously immune to all forms of knockback, hitstun, grabs, what have you.
If Ducky uses his Neutral Shield in such a way that he surrounds one of Babyface’s legs, he’ll hold onto the leg at the end of his arc, not letting go until you input any move at all for him. If his spring gets in the way of the foe sliding down, they’ll take a full second to slide through it and the damage they take as they do so will be boosted to 1.3% every .1 seconds, with them losing the ability to “fast fall”. If Ducky overlaps the impaled foe as he surrounds Babyface’s leg, then he’ll grab them and force them to button mash out at grab difficulty before they can resume sliding down Babyface’s leg at all, taking .8% every .1 seconds until they do. Babyface cannot move while Ducky is surrounding one of his legs, though he can turn around and walk in place to move the position of his legs, his movement animation varying based off which leg Ducky has grabbed.
The last thing of note about this move is the fact that when Babyface turns to face the screen in mid-air, he doesn’t just casually turn back to his normal position – he keeps facing the camera. This causes Babyface to crabwalk left and right at half his already slow speed, but has his legs constantly in the main fighting plane, enabling them to act as constant walls. Of course, this makes Babyface lose a lot of his pressure game as now only parts of his legs occasionally going into the background/foreground, but he can go back to his normal stance by just using the move again, and also makes it far easier to make Babyface trip.
If Ducky grabs more than one of Babyface’s legs with his Neutral Shield, he’ll bind all the legs he grabbed together with his spring into either the main plane if Babyface is in his default stance, or into the background/foreground (You choose by inputting down/up, respectively) if he’s in his crabwalking stance. Aside from transferring the position of Babyface’s solid legs while he’s performing other attacks, Ducky will need to do this on occasion when Babyface is busy being plagued by his triple hitstun. If Ducky is sticking to the floor with his Down Shield, grabbing Babyface’s legs multiplies the weight of Babyface’s head times the amount of legs Ducky has grabbed and combines the weight of the grabbed legs together until Ducky lets go, foes having to attack Ducky’s suction cup if he doesn’t let go willingly.
Forward Smash – Big Meaty Claws
Babyface clacks his claws twice, one very fast and weak pinch, and one slow and mighty clamp. While the pinch deals 2-5% and stuns foes long enough to be hit by the clamp, foes who would get hit by the pinch are inevitably in the air due to the elevated position of Babyface’s claws (Though the pinch homes very slightly on foes), meaning they can use DI to get away from the giant clamp regardless of being stunned. After Babyface inputs the move, though, he can input any direction. If he input nothing, the clamp will take place in the same position as the pinch. Otherwise, it will take place a Wario width in the input direction away from the pinch. The clamp does a meaty 26-36% with knockback that KOs at 100-60% to those who are dedicated enough to land it.
This move is much more practical when Babyface is in his crabwalking stance, as rather than doing it in front of his position he’ll be doing it underneath himself, attacking foes trapped between his legs. Even if Babyface doesn’t predict correctly with the clamp, the stun from the pinch brings foes back to the ground, preventing them from jumping over Babyface’s legs. Babyface can also predict that the foe will avoid the pinch and position the clamp to block off the foe from escaping from between Babyface’s legs. If Babyface is in his default stance, the move’s main function is as fodder to be powered up by momentum. While if Babyface is flung past the foe it’s largely impossible for both the pinch –and- the clamp to connect, only the pinch connecting is fine because the momentum will boost the hitstun the pinch deals rather than the knockback. If you want to hit with a momentum boosted pinch –and- clamp, it’s still possible, but you’re going to have to Legs or Hand in the Box swing/throw you out and hit with the pinch, then hit with the clamp on the return trip.
Down Smash – Imprison
Babyface scrunches all of his legs together and lowers his head in an attempt to give the foe barely any breathing room at all, surrounding them with solid objects at all sides. This move has no hitbox, with charging simply increasing how fast Babyface does the attack, Babyface able to enter the stance instantly at full charge. If Babyface is in his default stance, foes can spot dodge to dodge through the cracks in Babyface’s legs as he scrunches together to avoid getting trapped – Ducky’s Neutral Shield obviously comes very much in handy to prevent foes from doing so here. As far as the cracks in Babyface’s legs when he’s in his crabwalking stance, foes simply have to run through the legs at a specific time, but in this variant it’s far easier for the other toys to assist in preventing the foe’s escape.
Once Babyface enters the stance, foes can either knock Babyface’s legs far enough to make cracks to escape through or attack Babyface’s head to try to knock Babyface into the air, enabling foes to run under Babyface’s legs. Inputting usmash or moving will cause Babyface to exit this stance, while inputting dsmash will have him scrunch up any unscrunched parts of himself again. Fsmash cannot hit foes imprisoned by Babyface at all when he is fully scrunched, but if Babyface predicts the foe’s going to attack a specific side of his legs it’s easy to catch them in it. With so little space the clamp is guaranteed to hit if the pinch does.
Using Ducky’s Neutral Shield obviously comes immensely in handy to drag legs back into place during this move as well as to weigh them down. Ducky will inevitably plant his suction cup outside the prison so the foe can’t uproot him from the position, meaning that a good portion of Babyface’s legs and his head will be far too heavy to even hope of budging. Seeing the foe’s options are then limited to attacking Babyface’s other side if they want to get out in a remotely timely fashion, they’re not only easy fodder for fsmash, you can start setting things up for them for when they inevitably come out that side.
FINAL SMASH – ROCKET LAUNCH
Sid comes in from the background as a giant so large that only his upper torso is visible at all once he gets right up behind the stage, the rest of his body going off the bottom blast zone. As he comes he yells out “It came. . .It finally came!”, swinging around a toy rocket in his hand as he makes his way to the stage. Once he arrives at the stage, all characters lay limp – not just Sid’s Toys. All the other characters are toys too, remember? Didn’t the Smash 64 intro teach you anything? The only way a character won’t go limp is if they’re off-stage and thus out of Sid’s vision, meaning there will generally be a massive edge hogging war. Considering you have 5 toys to assault edge hogging characters with, though, you should generally be good, and you have more than enough ways to contain characters on-stage before you even activate the Final Smash.
Sid picks the foe with the highest damage who has fallen limp to grab once he arrives to the stage, calling them a “wimpy doll” as he does so. Once he does so, he straps them to the rocket with some duct tape before doing a 3 second countdown and lighting the fuse of the rocket. It takes an additional 1.5 seconds for the rocket to go off the top blast zone and explode, instantly killing the foe as some of their body parts rain down onto the stage from the top blast zone as throwing items. Characters can escape from the rocket during this time at 10x grab difficulty. If they do indeed escape, they’ll spring into action as they rip themselves off of the rocket, causing Sid to scream and run back off into the background as the “toy” randomly comes to life.
Sure, the Final Smash is largely useless against foes with low damage, but if you want more damage on the foe you can just defend the specific toy that broke the Smash Ball until you have enough damage on the foe for escape to be impossible – if you want to be really cheap, you can just contain it inside Hand in the Box.
PLAYSTYLE
While there’s a large amount of ways to play the toys, it’s generally a bad idea to have them all constantly be building momentum together or constantly pressuring the foe. In the case of the former, foes will easily interrupt the toys, and in the case of the later it’s overly difficult to apply mass pressure with the control scheme and you’re wasting time the foe is distracted without building momentum of some kind. It’s also generally good to split the toys up into at least 2 groups just so that the foe can’t hit tons of toys at the same time.
In order to properly distract the foe, the easiest way is to outright disable them with one of your many grabs. Every single toy has some method of doing so – once Ducky has the foe grabbed, he can just slam on either side of them rapidly, and even Roller Bob can trap a foe underneath him by flipping over. Ducky can even pressure a foe underneath a trapped Roller Bob if he used his suction cup on Roller Bob before he flipped. If outright disabling the foe proves too difficult, one of the easiest ways to delay them is to simply abuse the solid nature of Babyface, Hand in the Box, and Roller Bob. Roller Bob’s utilt is among the most obvious ways to block off part of the stage, but considering Hand in the Box and Babyface can so passively do it just by moving around they are much better at actually pressuring the foe as they do so.
Legs is undoubtedly one of the best methods of building momentum considering she can build the momentum of another toy without overly large amounts of stage and potentially stop them from going over the edge, but you have the solid nature of half the toys for that anyway. Considering Legs prefers to have a perch to stand upon, you may want to reserve Babyface from pressuring duty to function as it, but if you’re ballsy you can assault the foe with Ducky as you’re swinging him around and building up momentum, using him to form additional pressure. This can all be done on top of Roller Bob so that he can bring you to the edge as you’re doing all of this so Ducky can get the momentum boosted KO more easily, or Roller Bob can rampage in from the side shortly after Ducky to give the foe no hope of dodging them both. While Legs can’t save them both from certain death, that’s what Hand in the Box is for. Hand in the Box doesn’t even necessarily have to grab him to pull him back to the stage – he can just plop himself on the side of the stage to make Bob come to a halt when he rams him, better using his time to attempt to grab the foe on their way back to the stage if they survived.
When a toy starts to become significantly damaged, there’s plenty of room to play as liberally or conservatively as you want. You can do your best to defend the toy and get the most milage out if you can if you think you’ll need it later, but their uses for the most part will be limited to being momentum fodder to be manipulated by Legs. If Babyface is the one that’s damaged, Ducky can make him nigh invulnerable while Babyface is still able to function for the most part, though this prevents Ducky from doing much of anything. If you want to play liberally, on the other hand, you can just not bother with blocking them off from suicide missions as they use all their momentum to sweep the foe off-stage. Other than that, you have far more literal suicide KO methods at your disposal, and losing a single toy can be a small price to pay for stealing a foe’s stock, much less if that toy was damaged anyway. All of the toys save Roller Bob can pull off true suicide KOs by grabbing a foe then going off-stage, and even Roller Bob can just make a run for it with a foe on his back. Hand in the Box is best at this, and Ducky and Legs are generally preferred to not be sacrificed in most cases.
Hand in the Box can even potentially survive the suicide KOs if he can get Legs to save him afterwards, just taking the foe as far off-stage as possible for a gimp, intending for them to break out. Of course, Hand in the Box has to time his hand coming out of his box when the box is facing downwards, though, which can be quite difficult with no others on-stage. If the foe is breaking out of Hand in the Box too quickly due to Hand in the Box being too damaged, Ducky can use his suction cup to stick to Hand in the Box and help him out by repeatedely smacking him towards the blast zone, then jumping off at last second for Legs to save him while Hand in the Box is sacrificed.
If you’re willing to sacrifice multiple toys in a suicide mission, you can make things significantly harder for the foe to escape. Remember that simplistic little use of imprisoning foes with Babyface’s dsmash to stall them? Try it on Roller Bob’s back and go off-stage while they’re stuck, with Ducky along for the ride to prevent them from escaping. You’ll probably be able to save Ducky anyway if Legs is still on-stage, and this can be an easy way to get the final KO on the foe when you have no need to stay so conservative.
This obviously only begins to touch on the possible strategies the toys have, but most of the best ways have been presented. Your playbook can go in many different directions depending on which toys you find the most valuable and are willing to sacrifice, and how willing you are to sacrifice the toys in general like the sadistic 10 year old boy you are.
BOSS MODE
The collection of toys hardly need that many changes to function as a 3v1 boss character, and they’re pretty much the only boss that can get away with no hitstun/grab resistances outside what they already have due to their nature. While Hugo’s mechanic focused on gangbanging a single foe with little room for outside interference, Sid’s Toys are more than capable enough to handle multiple enemies at once. . .The list of changes are as follows.
- Roller Bob weighs as much as Bowser.
- Hand in the Box weighs 1.25X as much as Bowser.
- Legs weighs as much as Ganondorf.
- Ducky’s upper half weighs as much as Bowser and his chain weighs as much as Samus.
- Babyface weighs as much as Dedede.
- The toys gain anti-grab armor if they have any form of momentum, and superarmor if they have enough momentum to increase the power of their attacks by 1.5X.
- Roller Bob is able to stop his momentum 3x as fast, meaning he is able to sweep across the stage en mass with minimal risk to himself.
- Foes are treated as if they had 50% more damage on them than they do when they are inside Hand in the Box’s box alongside him, giving Hand in the Box more control over where he takes the victim.
- The max length of Legs’ line is multipled by 1.5X.
- If a foe intends to uproot Ducky when he’s stuck to something with his suction cup, the hit they deal to knock him off must deal at least 15%.
- Babyface’s head takes only 1.75x hitstun instead of triple hitstun. The real buff to Babyface comes automatically in 3v1, though, as Babyface has 6 legs he can use to impale his three foes with in his usmash all at once.
The Toys can indeed go with the standard boss protocol of just attempting to disable as many foes as possible while unleashing all of their momentum on one, but it’s rather a waste when you take into account how much trouble you have to go through to get it done. Besides, the ability to hit multiple foes at once with your momentum can be motivation enough to keep them out. If you want to lure them together for a big strike from, say, Roller Bob, try imprisoning one or two under Babyface’s legs in order to make the third come over and help, seeing foes can actually do something about that. Foes will also tend to be together a lot on their own naturally without any help from you, as the two main options they have are to try to attack all of your toys to keep them all pressured, or preferably to gang up a single one of your toys to eliminate it ASAP, in which case you can hit all three enemies at once with ease. Even if things take a turn for the worse on the toy that’s being ganged up on, with all 3 enemies pressuring it the toy will probably easily be able to pull off a suicide KO on one of them before it goes down. If they do indeed stick together a lot, whether or not it’s by your hand, have Ducky latch onto one of them so he can constantly attack all three of them – using his Back Shield to make him slam back and forth rapidly on either side of the foe is ideal.
The toys do indeed prefer to fight only one foe at a time regardless, but they have better ways of going about this then just disabling the individual foes temporarily. . .They can go for mass cheap suicide KOs on one foe in particular to take them out of the match. Even with 3 enemies, they can only die 9 times while you can die 15 times. With so many deaths to waste, you can afford to invest multiple toys in the suicide missions to ensure that the enemy dies. Sure, you may technically end up losing more in the numbers, but if you can manage to take out a specific foe, probably one that gives you a problem in the match-up, early on, everything becomes much simpler with you not even having to bother to disable them at all. Just be aware that this isn’t a foolproof strategy – with multiple foes attacking you, it’s far harder to remain a competent force when you get down to 3, much less 2 or 1, toys. Any suicides should probably involve as many toys as possible, or quickly be followed up by an additional suicide attempt on another character immediately after.
You don’t even really need to disable foes in the traditional boss manner in order to build up momentum – Hand in the Box can just grab a toy and shoot it out immediately with little the foe can do to stop him other than try to make him unable to launch the toy forwards. While foes can interrupt Legs herself from swinging a toy around, if the toy has any real degree of momentum the foe won’t be able to interrupt the toy Legs is swinging around directly. Roller Bob is a similar case, but he doesn’t even have to worry about suiciding off the side of the stage with his buffed stopping. If you do want to disable foes anyway, both Babyface and Roller Bob’s prisons are more than large enough to imprison multiple foes at once to make it quick and easy.
SID’S TOYS VS. ANDY’S TOYS
VS. MR. POTATO HEAD – 60/40, SID’S FAVOR
Mr. Potato Head can use his spare parts to gimp enemy toys he throws off the stage while still staying on the stage himself personally in order to prevent Legs/Hand in the Box from reaching out and helping the knocked off toy recover. Spare parts lying around the stage in general help Potato Head to be able to multitask far more efficiently, able to assault toys building momentum even when he’s far away from them and being pressured by other toys.
While that’s all well and good, Potato Head’s Up Special is a –tether recovery-, and the mutant toys have more than enough characters to edge hog poor Potato Head from it. Sure, Potato Head has some incredibly mediocre recovery options in his aerials, but they’re still not going to take him that far. Sid’s Toys don’t even have to terribly bother building up momentum – you can just knock him onto Roller Bob, pressure him enough so he can’t get off, move him over to the edge, then poke him off and hump the ledge, blocking the actual stage itself off with Roller Bob’s utilt. Of Course, if Potato Head has strategically placed shoes on-stage he can avoid this by being able to assault the toys blocking the edge, but it’s difficult for Potato Head to take this momentum and capitalize on it if he succeeds. This is because Potato Head can’t get that much stage control, as the solid nature of all the toys prevents two arms throwing a bowler hat back and forth to fail as they block the hat. Granted, Babyface can’t very well do it, seeing the hat has a 50% chance of tripping what it hits, leaving that task very specifically to Hand in the Box.
VS. REX – 50/50
Rex’s ability to absorb single powerful hits is truly a horror for the mutant toys in this match-up, as they rely on smacking foes with many potential KO moves for damage racking and have little to their game to function as traditional damage racking. For the most part the toys are going to have to abuse grabs to get past Rex’s superarmor, and if they’re looking for damage specifically impaling Rex on Babyface’s legs is probably the best answer. All of Rex’s awkward lag makes it easy for Babyface to charge up the usmash to impale Rex deeply, giving him plenty of free damage Rex can’t absorb. Of course, the toys will eventually have to go for the KO, but they can try to hit him immediately after he comes out of a grab so he can’t Down Special – this is largely a test of reflexes though and is ill advised. If Rex gets enough damage built up, his dsmash can slaughter multiple toys at once as he spins around using his tail as a gigantic hitbox, knocking so many toys off-stage that there’s none left on-stage to help them recover – much less time for the Sid’s Toys player to actually input for all of the toys to recover in a timely fashion. That said, an alternative method of killing Rex while giving him no chance to build damage on his smashes is to just go exclusively for grab suicide KOs. The purpose of damage racking Rex is to ensure that he will be unable to escape these grabs. Unfortunately, Rex actually has a surprisingly decent recovery, meaning if you don’t take him all the way down to his death he might be able to make it back – especially if the toy who dragged him down was solid (Highly likely), enabling him to start his way back up with his first jump.
Considering Rex is so terrible at damage racking, he will struggle to do much in this match-up if the toys are intelligent enough to not give him damage to absorb, but the Sid’s Toys player generally struggles to rack damage outside strong individual hits he will struggle to suicide KO Rex all that well, oftentimes just killing the toy that attempted to pull it off. Rex will get in his boosted power, but it only lasts for one attack, and one good attack isn’t going to –kill- Sid’s Toys the vast majority of the time. Granted, he will get it multiple times seeing how much the toys will want to damage rack Rex.
VS. HAMM – 30/70, ANDY’S FAVOR
The fact there are so many toys to knock over Hamm’s blocks means that Hamm will find it almost impossible to actually use the blocks to his advantage, as there will inevitably always be another toy on the opposite side to knock it down before Hamm can use it how he wants. Hamm has to forget the possibility of knocking them down almost entirely until only 2, maybe 3, other toys are left, just using them as generic walls until that point by making use of tape. Granted, generic walls are surprisingly useful against Sid’s Toys, as they will have to go out of their way to climb over them. While it wouldn’t be a huge deal, Hamm can capitalize on it by just rapidly hopping to either side of the wall, forcing them to go over it en mass. Roller Bob in particular struggles to get past it, as well as any toys with built up momentum. Sure, they can be launched over the wall, but they will find it incredibly awkward getting low enough to actually hit Hamm afterwards. Your best bet is probably to have Legs stand on top of the wall and swing the toy back and forth before suddenly slamming them down on Hamm.
Hamm is able to get damage on foes very easily thanks to his Side Special, enabling him to damage rack them all at once en mass with his coins. Considering Hamm is mainly using the wall to prevent all the toys from gang banging him at once, their primary goal will be to all get to one side, and once that happens they’re just fodder for said Side Special. Granted, it’s not all rainbows and lollipops. The toy soldiers are useless due to the solid nature of Bob, Babyface, and Hand in the Box constantly bringing their movement to an abrupt halt, and Hamm struggles to KO significantly due to being unable to actually topple his blocks down himself. Granted, Hamm has another KO method in his fsmash, but if he loses the cork he won’t be able to use it again, requiring him to separate the toys so that they can’t steal it from him. If he loses the cork, things become complicated for him, as while his Side Special damage racking is great it has a cap so he can’t get the other toys to percents to mindlessly kill them with his other attacks. . .Or at least all of them, anyway. The lighter ones will go down, and then the other ones will be helpless without them.
VS. SLINKY – 60/40, SID’S FAVOR
Slinky is able to grab multiple characters at once in his gigantic interior, making life exceedingly complicated for Sid’s Toys as they are aware they absolutely cannot let him expand out to cover that much of the stage. Furthermore, their solid nature does absolutely nothing to Slinky’s sling – it only affects his hindquarters and front, the actual dog parts of his body, meaning that anybody who intends to block Slinky will have to stay right in front of him to keep him from expanding. Considering Slinky has no grab hitbox on his dog half, Hand in the Box is excellent for this as he is immune to hitstun outside of grabs. Hand in the Box is pretty easy to jump over, though, so Babyface may be preferred. When Slinky takes to the air, follow him with usmash and bring him right back down. If Sid’s Toys can keep him from expanding out that far, which isn’t that hard of a task, they also have the massively added benefit of having two distant hurtboxes on Slinky to assault – you can build up momentum, then flank Slinky from the rear as you have a couple toys to distract him from the front and keep him stunned. Slinky is in danger of being infinite’d with his two distant hurtboxes – if he can’t extend out all the way, extending can actually be a massive burden for him. If he ever succeeds, though, don’t expect the mutant toys to put up much of a fight, no matter how many stocks they have left.
VS. MR. POTATO HEAD, REX, HAMM – 40/60, ANDY’S FAVOR
Hamm’s walls prove as effective as they did in the solo match-up, and with Rex and Potato Head around a competent stage control is far more likely to get properly set-up with Andy’s Toys being able to properly pressure Sid’s, or at least be aggressive enough to resist pressure from them so they can control the stage. Sid’s Toys will be too busy fighting to dedicate themselves to such menial tasks as blocking off a bowling hat being thrown back or forth or Hamm’s toy soldiers. Hell, with Hamm having two assistants, he can even afford to have the tower not be taped down, as Potato Head or Rex can knock down the tower for him.
If Sid’s Toys intend to fight Rex while all of Andy’s are alive, it will be too chaotic for them to not hit Rex with big hits, powering up his smashes and enabling him to get easy kills. Sid’s Toys will be going out of their way to avoid Rex to save him for last, wanting Hamm’s head in order to rid the stage of block towers, easy damage racking coins, and the army men as a nice bonus. Unfortunately, this isn’t as easy as it looks, as cheap suicide KOs are difficult when Hamm’s recovery is as good and ungimpable as it is, meaning Potato Head is the ideal target to go for due to how quickly he goes down, along with the fact he contributes to Hamm’s stage control. You’ll have to go out of your way to contain Rex during this, as he’ll be trying his best to act as a meat shield for Potato Head and absorbing damage to destroy all of Sid’s Toys – he must be kept out of the fight at all costs. If you can manage to get a more elaborate KO on Hamm with multiple toys to take him farther down than he can recover, go for it. Just don’t expect Potato Head and Rex to let Legs casually reel back up one of the toys knocked off the side. . .This is the primary reason Potato Head indeed needs to be killed, as if you can keep Rex contained (And he’s by far the easiest –to- contain), you can fight Hamm largely solo for extended periods of time with nobody to stop Legs from saving the toys, meaning Sid’s Toys become far harder to finish off.