AcousticAdrian
Smash Apprentice
TheReflexWonder, in a recent interview, brought up the possibility of adding Slippy Toad into the game. I thought that idea would be intriguing, so I put thought into his possible move set and other properties.
I imagine that his fighting style would be somewhat less disciplined than that of Fox and Falco's, as he comes off as not being as much of the hand-to-hand combat type. The time he spends around them, though, has led him to adopting the fighting style and adapting it to his own.
--Ground--
Neutral A: Does two quick jabs akin to Fox, with his third hit being a straight forward kick.
(For his kick, the animation would be Slippy jutting his foot straight out, with him throwing his arms back to keep his balance as he faces forward)
Forward-Tilt: Similar to Fox and Falco. Animation wise, he would seem to have a little more trouble keeping his balance, but the attack is more or less the same. The range and speed would be about the same as Fox's.
Up-Tilt: Slippy hops a little in the air, and claps his hands together above his head. The attack has similar properties to Fox and Falco's, except it has a longer range in front and above him, and the hitboxes are out a little longer. The attack is slightly slower, because he has to land back on the ground.
Down-Tilt: Slippy pokes his foot out in front of him. Has a downwards knockback angle. At low percents, the character will just flinch. At higher percents, the character can either tech off the ground, setting up for tech chases, or rebound off the ground, setting up for combos. The attack also has hitboxes that reach below the ledge, meaning the attack can be used to edge guard. In comparison to Fox's Down-Tilt, the attack is shorter ranged but quicker.
Dash Attack: Slippy slides face first on the ground. The attack is quicker at first, and slows down as he slides on the ground, meaning it can be canceled for a DACUS. The speed of the attack is similar to Fox and Falco's dash attack.
Up-Smash: Slippy leaps high in the air with an uppercut. Powerful sweetspot at the apex of the uppercut. Has weak hitboxes over his body on the way back down.
Forward Smash: Slippy lunges forward with a Butterfly Kick, akin to Fox's Forward Smash in Brawl. Has longer range and a wider overall hitbox, but slightly slower when compared to Fox or Falco's Forward Smash in PM/Melee. (Animation wise, Slippy swings his hands up in a way akin to Shiek's Down Smash on landing, in an effort to keep his balance)
Down Smash: Slippy does a split kick akin to Fox and Falco's Down Smash. Faster, but slightly shorter ranged than Fox's Down Smash.
--Aerials--
Neural Air: Similar to Fox and Falco's. When compared to Fox's, it hits a frame earlier but has slightly less range in front of him.
Down Air: Slippy gets in a belly flop position, spreads his arms out, and starts spinning. Has similar properties to Fox's Down Air, but with longer horizontal hitboxes and shorter vertical hitboxes. Frame data is the same as Fox's.
Up Air: Slippy quickly swipes the air above him with one hand, as if he were hitting a volleyball. Spikes when his hand is in the middle position, and has weak knockback when his hand is at the beginning and end of the swing.
Back Air: Slippy juts both legs behind him, as if he were lying on his side. Knockback similar to Fox's bair, with shorter range and a frame earlier startup. Hitboxes linger for a slightly less amount of time.
Forward Air: Very similar to Fox and Falco's Forward Air, but only kicks three times.
--Specials--
Blaster (Neutral-B): Slippy's blaster has the property of launching the opponent towards where the shot came from with weak-average knockback. When the B-button is held, Slippy will keep his blaster held in the firing position, and will fire once the B button is released. Tapping the B button fires it regularly. Slippy can change the direction he points the blaster with the control stick while B is held. In the air, Slippy retains aerial momentum as the blaster is held. The blaster can only be fired once at a time, so tapping the B button multiple times will result in him firing, putting the blaster away, and then pulling it out again and firing. The speed at which he pulls out and puts away the Blaster is similar to how fast Falco does it both on the ground and in the air, although he puts it away slightly faster. The blaster can auto cancel by landing. The projectile moves as fast as Falco's, and is green.
Slippy Mirage (Side-B): Slippy starts up, and dashes akin to Fox and Falco's Side-B. Slippy Mirage has a slightly faster startup but slightly shorter range than Falco's Side-B. Slippy Mirage has the property of being jump cancelable if the user is in the air and the jump button is pressed after a(n) Illusion/Phantasm/Mirage cancel is performed. Slippy Mirage has an extra frame window for Mirage canceling closer to the very end of the attack. Jump canceling the Mirage will result in Slippy not going into his special fall, but prevents him from doing another Up-B or Side-B until he touches the ground.
Reflector "Shine" (Down-B): Slippy activates his reflector, akin to Fox and Falco. Default shine properties same as other Spacies. Slippy's reflector has the property of hitting the opponent at a downwards angle with weak/average knockback. Range is slightly less than that of Fox and Falco's reflector, and instead of halting your vertical momentum at the startup, it slows it down. Knockback scales with damage.
Fire Toad (Up-B): Similar to Fox and Falco's Up-B, with a startup time similar to Fox's and a distance between Fox and Falco's. The hitboxes that surround Slippy when Slippy launches the attack grow slightly as he travels through the air. Has hitboxes during the beginning of the charge-up.
--Taunts--
--Other Properties--
(To be continued)
I imagine that his fighting style would be somewhat less disciplined than that of Fox and Falco's, as he comes off as not being as much of the hand-to-hand combat type. The time he spends around them, though, has led him to adopting the fighting style and adapting it to his own.
--Ground--
Neutral A: Does two quick jabs akin to Fox, with his third hit being a straight forward kick.
(For his kick, the animation would be Slippy jutting his foot straight out, with him throwing his arms back to keep his balance as he faces forward)
Forward-Tilt: Similar to Fox and Falco. Animation wise, he would seem to have a little more trouble keeping his balance, but the attack is more or less the same. The range and speed would be about the same as Fox's.
Up-Tilt: Slippy hops a little in the air, and claps his hands together above his head. The attack has similar properties to Fox and Falco's, except it has a longer range in front and above him, and the hitboxes are out a little longer. The attack is slightly slower, because he has to land back on the ground.
Down-Tilt: Slippy pokes his foot out in front of him. Has a downwards knockback angle. At low percents, the character will just flinch. At higher percents, the character can either tech off the ground, setting up for tech chases, or rebound off the ground, setting up for combos. The attack also has hitboxes that reach below the ledge, meaning the attack can be used to edge guard. In comparison to Fox's Down-Tilt, the attack is shorter ranged but quicker.
Dash Attack: Slippy slides face first on the ground. The attack is quicker at first, and slows down as he slides on the ground, meaning it can be canceled for a DACUS. The speed of the attack is similar to Fox and Falco's dash attack.
Up-Smash: Slippy leaps high in the air with an uppercut. Powerful sweetspot at the apex of the uppercut. Has weak hitboxes over his body on the way back down.
Forward Smash: Slippy lunges forward with a Butterfly Kick, akin to Fox's Forward Smash in Brawl. Has longer range and a wider overall hitbox, but slightly slower when compared to Fox or Falco's Forward Smash in PM/Melee. (Animation wise, Slippy swings his hands up in a way akin to Shiek's Down Smash on landing, in an effort to keep his balance)
Down Smash: Slippy does a split kick akin to Fox and Falco's Down Smash. Faster, but slightly shorter ranged than Fox's Down Smash.
--Aerials--
Neural Air: Similar to Fox and Falco's. When compared to Fox's, it hits a frame earlier but has slightly less range in front of him.
Down Air: Slippy gets in a belly flop position, spreads his arms out, and starts spinning. Has similar properties to Fox's Down Air, but with longer horizontal hitboxes and shorter vertical hitboxes. Frame data is the same as Fox's.
Up Air: Slippy quickly swipes the air above him with one hand, as if he were hitting a volleyball. Spikes when his hand is in the middle position, and has weak knockback when his hand is at the beginning and end of the swing.
Back Air: Slippy juts both legs behind him, as if he were lying on his side. Knockback similar to Fox's bair, with shorter range and a frame earlier startup. Hitboxes linger for a slightly less amount of time.
Forward Air: Very similar to Fox and Falco's Forward Air, but only kicks three times.
--Specials--
Blaster (Neutral-B): Slippy's blaster has the property of launching the opponent towards where the shot came from with weak-average knockback. When the B-button is held, Slippy will keep his blaster held in the firing position, and will fire once the B button is released. Tapping the B button fires it regularly. Slippy can change the direction he points the blaster with the control stick while B is held. In the air, Slippy retains aerial momentum as the blaster is held. The blaster can only be fired once at a time, so tapping the B button multiple times will result in him firing, putting the blaster away, and then pulling it out again and firing. The speed at which he pulls out and puts away the Blaster is similar to how fast Falco does it both on the ground and in the air, although he puts it away slightly faster. The blaster can auto cancel by landing. The projectile moves as fast as Falco's, and is green.
Slippy Mirage (Side-B): Slippy starts up, and dashes akin to Fox and Falco's Side-B. Slippy Mirage has a slightly faster startup but slightly shorter range than Falco's Side-B. Slippy Mirage has the property of being jump cancelable if the user is in the air and the jump button is pressed after a(n) Illusion/Phantasm/Mirage cancel is performed. Slippy Mirage has an extra frame window for Mirage canceling closer to the very end of the attack. Jump canceling the Mirage will result in Slippy not going into his special fall, but prevents him from doing another Up-B or Side-B until he touches the ground.
Reflector "Shine" (Down-B): Slippy activates his reflector, akin to Fox and Falco. Default shine properties same as other Spacies. Slippy's reflector has the property of hitting the opponent at a downwards angle with weak/average knockback. Range is slightly less than that of Fox and Falco's reflector, and instead of halting your vertical momentum at the startup, it slows it down. Knockback scales with damage.
Fire Toad (Up-B): Similar to Fox and Falco's Up-B, with a startup time similar to Fox's and a distance between Fox and Falco's. The hitboxes that surround Slippy when Slippy launches the attack grow slightly as he travels through the air. Has hitboxes during the beginning of the charge-up.
--Taunts--
--Other Properties--
(To be continued)
Last edited: