I use this song in my Rococo set room in ACNL. It's oddly fitting (especially with the creepy mannequin dressed up in a king outfit).
Also, how do I Villager? I kinda want to pick her up, but I don't know what to do except for fair/bair spam and that usmash oos is life. (i guess this also applies to @
Fernosaur
, too).
U-smash OoS is good but not thaaat good. Nair is much safer OoS, and d-air is also a good OoS option because it's a super lingering hitbox, you just have to know when to use it to punish and when to use it for retreat. You don't really have to depend that much on the slingshots, since IMO they're better to follow up combos with poke damage from afar, and for carrying people to the other side of the stage so you can attempt to edge guard either with a bowling ball, tree, or with a wall of nairs. Just be mindful of whose recovery you're trying to intercept, with which you'll know which aerial to use. Also, u-air is really good at juggling because of the lingering hitbox.
Lloyd's best use is as a set up or as an "incidental" follow up. Put up a Lloyd and wait to see how they react. Most of them will sit on their shields, so you can grab them. If they're savvy, they'll wait for you to come in and dodge your grab, so you can either make an empty approach and punish the shield grab or spot dodge with a rising nair or with a d-smash (it's frame 6 so it will beat a lot of standing grabs).
Never forget that you can go down every stage so long as it hasn't got a wall too. It's not a quick recovery, but if you're up against someone harassing you off-stage (like WFT or other Villagers tend to do) you can always go to the other ledge to make a safe(r) return.
Also, the pivot grab range is RIDICULOUS. It's honestly the better use of grab for Villager because the hitbox is massive enough that you can throw it out without *much* concern about getting punished unless you're up against really fast characters.
Jab is frame 3 (just like nair), and very slightly disjointed, so you can use it to stuff approaches and to prevent punishes if you attack someone's shield. Jab can actually stop Monkey Flip and a lot of other approaching specials, so it's good to keep it in mind. Also, floaty characters can eat a grab if you jab cancel, and other fast fallers can be d-tilted after one or two jabs, which can be followed up by a fair. Just be careful of who you're up against because, for example, Greninja can jab you out of your own jab, and luigi, villager, ness among others can Nair before you can do a follow up, so in those particular MUs shield right after jabbing to punish their counterattack.
Eh I'm going off the rails here, but yeah, Villager's aerial game is very good. The ground game isn't AMAZING, but it's disjointed and safeish enough to be good with it. f-tilt is a tad slow, but it's a great follow up to your low knockback attacks like nair and the late hit on dair and uair. U-tilt can kill, but some characters can interrupt it with nair. The good thing about u-tilt is that the move lasts a lot, so you can set up landing traps or punish rolls with it, otherwise it's not amazing.
Timber is more reliable to set up axe kills or kills by growing the tree, tbh. Cutting the tree down is lethal (and can be an amazing and deadly edgeguard if you set it up correctly) but it's not gonna happen often. The tree growing up is a massive hitbox that lingers and does 18% on a hit, and will kill at about 80 or 90%, so keep it with you and try to bring your opponent towards your sapling if you got one on the floor. The watering can can actually gimp some recoveries, which is hilarious, but it won't happen much. You can also use it to push some approaches back and maybe you'll get a free punish if they used a particularly laggy attack, but that's a bit unreliable because the windbox isn't too powerful.
Also, Pocket is life.