Bionichute

carrot set

Mar 30th, 2020
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  1. "The sea is truly a wonderland!"
  2. Carrot
  3.  
  4. Carrot is one of the many, many characters from One Piece. She is a Mink, a tribe of animal people who live on the back of a 1000 year old elephant that walks through the sea. The Minks are an isolated society, and allegedly have a dislike towards normal humans, but they'll gladly put that hatred aside if they need to. Minks live in a society where they are governed by a dog-man during the day, and a cat-man at night, and the two sides follow a strict sleeping pattern to keep the balance. There are a few important Minks called King's Aides that have incredible stamina and can stay up 24 hours, one of which happens to be Carrot herself.
  5.  
  6. All Minks have two unique supernatural powers that aren't being weird animal people. The first is the ability to control "Electro", an electric force that all Minks are in tune with by nature. The second is that Minks will turn into Super-Werewolves called Sulong if they look at a full moon. Sulong forms are immensely powerful and dangerous, and only those trained to use them can use them while in control of themselves. If an un-trained Mink becomes a Sulong, its said they will rampage and kill until they die of exhaustion.
  7.  
  8. Anyway, Carrot first appears in the Zou arc, as a minor character acting as a partner to the more major character Wanda, a dog Mink. When a few of the Straw Hats head to rescue Sanji from a marriage arranged by Big Mom and Sanji's father, Carrot joins the crew after sneaking on board. Having never left Zou, she's amazed by basically everything around her, and is constantly positive and upbeat. However, because she's a Mink, she's incredibly powerful, and nearly manages to take out Luffy when he tries to eat her carrot snack. Of course, this power helps the Straw Hats, even as she and fellow talking animal Chopper get trapped in a mirror maze. Through the looking glass, if you will. She's even crucial to the group's escape from Big Mom, as she enters her Sulong form to fight against the Big Mom Pirates.
  9.  
  10. As of now, Carrot has been with the main cast for over 100 chapters, though she's become more of a background character as the crew finally made their way to Wano. Hopefully she ends up doing something by the end of it. Due to this major importance over the last few years, she's been featured in a lot of auxiliary media, including video games. In Smash Bros., she takes her look from the later half of the Whole Cake Island arc, which not coincidentally is her look in Pirate Warriors 4.
  11.  
  12.  
  13. Stats
  14. Weight - 90
  15. Walk Speed - 1.14
  16. Run Speed - 2.5
  17. Air Speed - 1.4
  18. Fall Speed - 0.90
  19.  
  20. Carrots stats are, well, a bit ridiculous. She's tied with Falcon for the fastest run speed in the game, beats the top aerial speed with Yoshi, and even falls slower than Jigglypuff. Her walk speed is much slower, and has her cheerily walking along, while her run animation has her doing a fairly standard anime run. She also almost falls into the lightweight scale, but she's just barely a middleweight. These stats come from her being a Mink and being just legitimately better at these things by nature. She also has great control of herself while in the air, with high aerial acceleration, high air deceleration, and low air friction. This means that Carrot is unmatched while in air combat.
  21.  
  22. Being a rabbit, her jumps are also very good. In fact, they're some of the best jumps in the game, only being beaten out by Falco. This doesn't mean much, though, when Carrot has THREE jumps, beating the bird in total height by that fact alone. However, while the first two jumps are that good, the third is a quick backflip with much less distance to it, making it more of a strange, secondary dodge than a proper jump. It even has invincibility frames at the very start. Carrot is proportioned like most of the human characters in Smash, but comes off slightly shorter than basically all of them. She stands at a slightly wider width than Marth, between him and Falcon, and she tends to move a lot during her idle.
  23.  
  24.  
  25. Specials
  26. Neutral Special - Electro Charge
  27. Carrot takes on a quick pose, causing her body to be charged with blue-green electricity. Carrot has now charged Electro into her rabbit paw gauntlets, which she uses for most of her attacks. With Electro, she's now granted herself a buff to all her attacks, and a few special effects on certain moves, a fairly standard buff. Before we get into the specifics of the buff, we'll cover some details on the move itself. For one, while the attack starts up very quick, it takes a bit for Carrot to become controllable again, as she needs to finish her pose and return to her normal stance. This makes the ending lag the most opportune time for an opponent to take advantage of her, but fortunately the attack unleashes a short burst of electricity in a circle around Carrot, reaching out 0.5 Grid Blocks away from her. This electrical burst deals 2% damage, but has decent knockback, though it can't kill until very late. This allows Carrot to protect herself while gaining the charge, but it doesn't last the entire move and is really only there to protect front-loaded attacks, though its knockback is fully capable of preventing opponents from attacking her before the move ends.
  28.  
  29. For the actual Electro buff itself, this affects practically every move in Carrot's arsenal in three different ways. The first is a simple buff to basic attacks, adding an extra 3% to every attack's overall damage. Though it doesn't add anything to knockback, it does add to shield damage. Second, all her attacks will gain extra hit stun, with each move having a different addition, from large to small. The third effect has the Electro charge certain moves, creating new powerful effects for her. After using one of these super effects, the Electro charge will wear off, meaning that Carrot will need to charge up again. The charge doesn't last forever either, lasting 15 seconds before it runs out. There's also a brief cooldown period before Carrot can activate the boost again, taking roughly 5 seconds. The super charged moves can be used by holding the button as they are performed, meaning that you can still access the basic moves without needing to waste the buff on accident, but the special effects are definitely worth it.
  30.  
  31. Obviously these can't be covering all of this right now, but the effects will be covered as we come to them.
  32.  
  33.  
  34. Down Special - A Snack, A Carrot!
  35. Carrot quickly drops to her knees as she pulls out an actual carrot, which she then starts to nibble on. This is a very long animation, roughly 1.5 seconds, but at the end she'll recover 15% from the very tasty carrot. You might think the opponent would want to take full advantage of this. After all, she's left wide open, and a direct hit will cancel out the healing effect. However, that's not all that happens. When hit while eating her carrot, Carrot will take the damage, but not be knocked back. Instead she'll enter a lengthy invincibility period (shorter than the animation at least) where she watches helplessly as the carrot falls off screen. She then gets to her feet and enters a feral stance, with her eyes glowing white and her face darkened. During this animation, the opponent will be stunned as well, as this is a counter.
  36.  
  37. You messed with Carrot's snack time, and now its time for you to pay. In response to the attack, Carrot will leap at the opponent who made this grievous error, and tackle them to the ground. She will then start biting at them in a very vicious looking animation, dealing a massive 15% damage, which is a lot for a basic counter attack. After she finishes attacking the opponent, Carrot will pop back to normal, and give a quick smile as the opponent automatically rolls away from her, with Carrot regaining control slightly before the opponent does. Because of this, the attack deals no knockback. This makes the move more of an odd dual support attack for Carrot rather than a traditional counter.
  38.  
  39. Carrot, being on the lighter end of the spectrum, will probably want to use that heal whenever she can, though it unfortunately has a 30 second cool down between uses. Attempting to use it in that period will result in a shorter animation where she looks for her carrot snack, before frowning and returning to her normal stance. This cool down period only activates if you manage to heal, though! Anyway, the healing is good and you should use it whenever you're able. On the other hand, Carrot doesn't have easy access to great KO moves, and 20% is a lot of damage in one go. Opponents have a choice of either taking the damage and preventing Carrot from healing, or not taking the 20% and letting Carrot heal a bit. This is a bit of a loaded choice, with both options having good outcomes for the opponent and for Carrot. Also of note is that there's a bit of starting lag where the opponent can knock Carrot out of it safely, meaning she can't trick foes into hitting her, like an actual counter. This is a very difficult point to hit, however, as the opponent would need to be incredibly prepared to actually land a hit during it.
  40.  
  41.  
  42. Up Special - Mink Step
  43. Carrot performs a very basic aerial jump (if in the air already, that is) that creates a poof of smoke under her feet as she lifts off. When used on the ground, this is the single best jump in the game, launching Carrot 10 Grid Blocks high. When used in the air, however, it only reaches 5 Grid Blocks high. There isn't any hitbox on the attack, meaning that Carrot is completely open during it, but she can use any of her aerials shortly after she lifts off, while keeping the momentum of the launch. The step is also incredibly fast, with minimal starting lag and pretty much nonexistent ending lag, since you can immediately go into aerials. In addition, she can can even aim the jump in five directions: backwards, diagonally backwards, up, diagonally forwards, and forwards.
  44.  
  45. Unlike other aimable recoveries, Carrot won't automatically turn to face the direction of the input. For example, if you perform a backwards step, she will still be facing the direction she was when the attack was inputted. This means you can dash backwards while performing BAir without having to worry about fiddly inputs. Because of this, Carrot has a different animation for each of the directions. An important thing to note about this is that basically all her Aerials, aside from UAir, become amazing approach tools. Finally, the attack doesn't put Carrot into special fall, but she can only use it once per air trip. Basically, Carrot excels in the air, and isn't particularly worried about going off stage thanks to her many jumps. Opponents will need to focus on properly knocking her out instead of trying to cheese her into freefall.
  46.  
  47.  
  48. Side Special - Mink Rush
  49. Carrot rears back, and then leaps forward, gauntlets first. She's accompanied by a a burst of wind around her, which actually acts as part of the hitbox, basically forming a full oval around Carrot's body (though the wind effect only covers her upper half). This move has a bit of starting lag, though like most of Carrot's moves, its not actually a lot. The rush travels forward around 5 Grid Blocks in distance, dealing 12% with knockback that can KO at 180%. At the end of the move, Carrot will perform a forward flip and land, performing a quick pose as she does. This gives the move a bit of ending lag, and while not especially painful, it makes it punishable if it misses.
  50.  
  51. Mink Rush can be used in the air, as you might guess, giving Carrot ANOTHER means of recovery, though this will actually put her into special fall. It can also be used out of Mink Step because of this, but it doesn't have impressive results thanks to it cancelling all momentum when used. The attack has high priority, making it useful as an approach tool, not exactly a surprise since its similar to a lot of other dash SSpecs. This is actually our first move that has a special effect while Electro is active. When used with Electro, the burst of wind is instead replaced by a burst of electricity. The change here is that, instead of dealing a singular hit, hitting with an Electro Mink Rush will result in the opponent taking multiple hits over the duration, with a max of 10 hits of 2% damage, launching the opponent automatically on the last hit, or before the move ends. The knockback remains the same. Carrot will not enter special fall if the Electro boosted version of the attack is used in mid-air.
  52.  
  53. While this is a fast damage dealer, it both requires you to hit fairly early in the attack's life in order to get the full damage, and it uses up your Electro charge, so it comes down to good timing or using it out of a combo. On the up-side, it has some major utilities, as it not putting Carrot into special fall makes it so that she can go off-stage with an opponent, dragging them closer to the blast zone and giving her a better chance of killing opponents with her rather weak attacks. She can even use a normal Mink Rush to zoom back to the stage! In both forms this can deal good damage, but in the Electro version fills a particular niche that none of her other moves can.
  54.  
  55.  
  56. Smashes
  57. Forward Smash - Electrical Luna
  58. As a note before we get into this move, Carrot's Smashes will have her charging up Electro as she uses them, whether you have activated the charge or not. The same buffs will apply to these moves while the buff is activated, so it isn't really an issue, I just thought I'd clarify this first.
  59.  
  60. For the start of this move, Carrot takes a hadouken-esque stance, putting her gauntlets together as she charges electricity between them. This is the basic charge stance of the move, and upon release Carrot will leap slightly into the air, and then slam her gauntlets down in front of her. The attack is fast, but the start-up is one of her slower attacks by comparison. The jump notably has the ability to jump over certain low hitting attacks. As you might be able to tell from that opening paragraph, this has a bonus effect when an Electro charge is in play, but we'll cover the basic move right now. This is a very close range attack, with it only hitting directly in front of Carrot, but it is decently powerful, dealing 18-24% damage with knockback that can KO at 140%, making it one of Carrot's good kill options. The attack has some fairly bad lag, as Carrot will enter a "looking over the distance" pose for a few frames before she returns to her usual stance.
  61.  
  62. With an Electro charge, the attack changes fairly significantly. Instead of just hitting in front of Carrot, the slam will now send out a shockwave of electricity. The shockwave takes on an isosceles-right/left triangle shape (it changes depending on which side Carrot is facing, obviously), with the farthest point coming from the initial slam, and then spreading out into the rest of the triangle. The shockwave reaches about 1.4 Grid Blocks, with it hitting 1 Grid Block in height. If the opponent is hit by this, they will take a series of rapid hits, dealing 5 hits of 2%, significantly less than the damage caused by the slam. It also deals no knockback, but instead locks opponents into very bad stun that lasts for slightly longer than Carrot's ending lag. It doesn't last long enough for you to pull out another FSmash, however, but using a slightly faster move can actually result in a true combo.
  63.  
  64. With the Electro charge, the initial slam still deals the same damage, but the direction of the knockback will automatically combo it into the electrical shockwave. This will cancel out the knockback, but rack up a lot of damage. This is a rather binary choice when discussing this move in a vacuum, if the opponent has low damage use the Electro version, if they have enough for a kill use the regular version. The problem comes with Electro's single use, and you can potentially get much more stable damage out of other moves, it's just that the base hit to electric combo is by far the single most damaging standard attack Carrot has.
  65.  
  66.  
  67. Down Smash - Electrical Tempesta
  68. Carrot winds up her arm, charging her gauntlets up with Electro, and then pounds it on the ground, creating an electric burst on either side of her. The attack is fast, but compared to her other Smashes, it's the slowest of the bunch, with mediocre starting lag and ending lag, with the latter having Carrot peppily hop back to her battle stance. For the starting animation, Carrot will always have to wind her arm twice, even without charging the attack, as that's roughly how long it takes for the Electro to charge up. And yes, you have to still wait that even if you have Electro charged up outside of the animation.
  69.  
  70. The electric bursts are rather small, comparable to something like Mega Man's down Smash, but only about a fourth as tall, and with slightly wider horizontal reach. The actual attack part of the attack is fast, with either side dealing 13-20% damage and knockback that can KO at 160%, making it not really that powerful, but still decent to throw out when you need to. Functionally, it falls in the same niche as most Down Smashes, a defensive attack on both sides, so use it for edge guarding or the like.
  71.  
  72. With the Electro buff, the attack changes pretty completely. The original hitbox is removed, alongside any real hitboxes, and is instead replaced with Carrot laying down a massive electrical trap on the ground. The trap resembles a large net made of electricity, and it will remain on stage for a blistering 15 seconds, taking up 4 Grid Blocks worth of space (though it will automatically shrink down if the platform its created on is smaller than that). Carrot can move freely through the electricity, but opponents will unfortunately end up taking 1.5% damage every 9 frames they remain standing in it.
  73.  
  74. It's best to use this on main parts of a stage in order to block out combat there and move focus for a moment into jumping around the stage. With the opponent finding that the ground is less viable, it will force them into the air, where Carrot is more comfortable in combat. Of course, if you can force the opponent back onto the ground, you can have them take more damage from the trap as well. The main downside is that, as it limits the opponent, it also limits what Carrot can do. Carrot's best KO move, her Forward Smash, is pretty much useless when you can't hit the opponent with it. There's also the consideration of what stage you're on at the moment. This is incredibly effective on stages like Battlefield and Final Destination, not so much on ones like New Pork City. You may want to use your Electro charge for other things as well, so this is generally something you might not ALWAYS want on stage.
  75.  
  76.  
  77. Up Smash - Moon Rising
  78. Carrot bends down as she charges the move up, charging her gauntlet with Electro as she prepares an uppercut. Upon release, she... does that uppercut. This hits in a similar arc to other uppercut smashes, meaning that the range isn't particularly good. It's the fastest of her Smashes, however, with very minimal starting and ending lag. On contact, the opponent will take 10-18% and upwards knockback that can KO at 160%, making it Carrot's weakest Smash as well. That doesn't matter much, because the uppercut does exactly what it needs to do, and that's get opponents into the air.
  79.  
  80. While this is far from Carrot's only way to get opponents into the air, it is her most damaging. As mentioned, Carrot is very strong in the air, and having a decent damaging attack that can lead directly into combos is a pretty good thing. This ties directly into her Electro charge version, as, unlike the previous two examples, it's more just a straight upgrade. While it still deals the same damage, it has a slightly wider range as the extra Electro flies out as Carrot performs the uppercut, making what looks like a VFX into an actual hitbox. The hitbox itself isn't perpendicular to the hitbox Carrot herself makes, traveling slightly behind her fist, but surpassing it in vertical range by the end.
  81.  
  82. Anyway, the extra range basically consists of the added hitbox being a second version of the uppercut hitbox already, but with slightly more vertical reach, as mentioned. This isn't much of a bonus, but that comes in with the secondary effect. The attack now deas a lot more hitstun than before, making the attack even better as a combo tool, with nearly all of Carrot's aerials becoming true combo follow ups out of it (under the right damage circumstances, of course). The dilemma here is fairly obvious: do you want to use your Electro charge on this fairly basic upgrade instead of something a bit more useful? obviously the answer is up to you, but this one is generally safer to throw out during neutral, as it can potentially lead to a decent advantage, though a normal version of Up Smash can do that as well, just with less effectiveness.
  83.  
  84.  
  85. Standards
  86. Jab - Rabbi-Combo
  87. In a fairly standard jab combo, Carrot will scratch with her right gauntlet, then her left, and then perform a flip kick, ending the attack standing still. This has fairly basic combo properties, with the first two hits dealing minimal knockback, but also both dealing 5%. The flip kick deals the actual knockback, which is rather weak but good at spacing. The flip kick also only deals 5%, which does total up to a decent 15% if all three hits connect, which makes up for the move's lack of launching power.
  88.  
  89. The range on the claw swipes aren't particularly great, but are slightly extended by VFX scratch marks that extend it. They're otherwise on the range of other similar jab strikes, however. The flip kick does have slightly better range to it, and actually hits above Carrot as well, giving it a bit more versatility than other jab finishers, but is otherwise pretty simple. The most notable thing about the jab is that it is potentially the fastest basic jab combo in the game, only hampered by its low knockback and some mediocre ending lag where Carrot will strike a quick V-pose after she performs the kick.
  90.  
  91. Much like other Jabs in Ultimate, holding down the attack will cause Carrot to perform a rapid jab. This will result in her rapidly scratching in front of her with her gauntlets, functionally acting as the same hitbox as the first two hits of the basic Jab animation. This is a very simple rapid jab by all accounts, not being noticeably faster than any other ones. Each hit will deal 2% damage, and the finisher has Carrot performing a stronger punch that deals 5%, and launch the opponent off with moderate knockback.
  92.  
  93. The Electro buff is notable on this attack, particularly on the rapid jab, as it can keep the opponent locked in to the move for a longer period due to the increased hitstun. This added time isn't much thanks to knockback, but it is worth keeping in mind.
  94.  
  95.  
  96. Forward Tilt - Ele-Claw
  97. Carrot quickly jabs her gauntlet forward forcefully, a simple attacking animation. This is a very quick move, though there's a notable but slight bit of starting lag as Carrot prepares to strike. The attack has decent range, slightly better than her basic Jab scratches, but it's more direct hitbox can make it good for poking. Like with a few other FTilts, this can be angled upwards and downwards diagonally, giving Carrot a bit of extra versatility when it comes to this rather simple move. The thrust will deal 8%, with average knockback that won't kill until the mid-late 100%s.
  98.  
  99. Even though this move is simple and particularly niche, it can also use stored Electro! An Electro-enhanced Ele-Claw will shoot out a thin stream of electricity directly from Carrot's gauntlet, increasing its overall range. The electricity has roughly the same hitbox size as Carrot's arm does, but slightly longer and only activates a few frames after the move starts, specifically when Carrot's arm is fully outstretched. The hitbox is lightning fast, lasting only a few frames before disappearing. It deals the same damage, but with LESS knockback and high hitstun, making it better for shield poking but not for much else when used normally. The initial thrust has upwards-diagonal knockback, which means that the initial hit can only combo into the Electro hit at VERY low percents.
  100.  
  101. This can be an extremely dangerous weapon when used in conjunction with the tilted variants of the attack, with the upwards angled one being a great anti-air, and the downwards angle being a frightening tool off the edge. This is because, thanks to the low knockback and high hitstun, any opponent who is hit while in the air will basically be forced into a slight freefall mode. It doesn't last that long, but it can be long enough for Carrot and her quick attacks and aerial superiority to land in a few game-changing hits. The downsides are twofold, the main one being that, of course, you use up your Electro charge when you might have been better spending it on something more powerful. The second, more minor issue, is that using angled tilts is finicky (or maybe that's just me).
  102.  
  103.  
  104. Up Tilt - Rabbit Rise
  105. Carrot performs an uppercut, not dissimilar to her USmash, but not the same either. It's instead a shorter range uppercut with a jump to it. There isn't a whole lot to this move, but it is useful to Carrot's playstyle. It's fast and can be used directly out of a few combos, though very rarely does it end up a "true" combo, exactly. The range is limited, only hitting opponents that are very cloe to Carrot, which is why you'll mostly want to use it out of combos. The uppercut deals 7% and light upwards knockback that won;t kill for a while, but it doesn't need to.
  106.  
  107. The attack, whether it connects or not, will end with Carrot in the air for a brief moment. From here, she can directly combo into her more powerful aerials, or boost herself up even more. The optimal use is comboing into UAir in order to get even more air time, but you can basically use any move aside from BAir (because it hits behind Carrot) and DAir (because it has too much lag). This is basically a combo string move, fast and weak, but important enough to be useful. There's a lot of things you can use this in conjunction with, especially with the added hitstun that Electro adds to most moves.
  108.  
  109.  
  110. Down Tilt - Rabbi-Kick
  111. Carrot performs a very simple crouching kick. This has decent range thanks to her legs, giving it range comparable, if not slightly better, than her FTilt. This makes the move good at shield poking, maybe even better than FTilt is. The downside is that it's slower, though because most of Carrot's attack are fast, this doesn't mean it's actually that slow, just not as fast as FTilt. Anyway, the attack deals low damage, 6%, with weak knockback and hitstun as well, giving it more of a downside compared to FTilt outside of poking.
  112.  
  113. However, because of Carrot's already mentioned VERY FAST attacks, the low hitstun still means she can combo off of DTilt easily, and it becomes even better when you factor in the additional hitstun caused by an Electro boosted version of this move. The hitstun boost is good enough that it basically allows Carrot to combo from it into nearly any of her attacks, and with the attack's slower speed and damage, this sets it firmly as a combo starter, rather than a continuation or finisher.
  114.  
  115.  
  116. Dash Attack - Ele-Wheel
  117. From her dashing animation, Carrot leaps a bit into the air and performs a spinning sweep with her claws, performing an attack that makes her look like a white wheel. On a basic input, Carrot will perform this attack once, landing with her gauntlet on the ground, before returning to her feet, for slight ending lag. Her gauntlet is the main hitbox, as she spins it around her twice in incredibly quick succession. This will move her forward automatically a bit, giving it decent range outside of just the gauntlet itself. In this form, there isn't much to it than being a very fast dash attack, though it can deal 2 hits of 6% to opponents in front of her due to the rotation, with the second one actually dealing the knockback, which can KO in the mid-late 100%s.
  118.  
  119. As I've hinted, this move is affected by Electro charge, in a fairly special way. On a basic input, nothing will seem to have changed, aside from the white VFX changing to green and it dealing the standard Electro-based buffs. The difference comes when the move ends, as you can activate the move two more times in a row by pressing the attack button during the ending lag. While this might seem dangerous, the second hit of each spin will still deal knockback, meaning that the spins won't combo into each other unless at very low percents. This does make it incredibly good as a type of wall approach, and especially good against shields due to Electro boosting shield damage.
  120.  
  121. It can also work as an edge guard technique, due to dash attacks automatically stopping at ledges. This means you can just block the ledge for a few seconds, though due to the rotating hitbox it still gives the opponent plenty of opportunities to roll back to the stage... it just requires timing. This is probably one of the main moves you'll want to Electro charge, besides Smashes, due to its versatility, but that isn't to say that its base form doesn't have merits. In fact, a lot of what the Electro charged version can do, the base version can do as well, in case you want to save your charge for later. You can even activate the charged version from the endlag of the normal version thanks to how activating Electro attacks works, meaning you can even use the move for mind games.
  122.  
  123.  
  124. Aerials
  125. Neutral Air - Jumping Flash Step
  126. From her neutral aerial stance, Carrot will quickly vanish, appearing a few frames after she does just to the upper right, striking a combative pose. She then vanishes again, appearing to the bottom left and striking a different pose. She repeats this action two more times, appearing to the upper left and then to the lower right, before returning to where she started and striking a final cute pose for the ending lag.. This all happens over the course of a handful of frames, no longer than an average NAir's length, potentially even a bit faster. This is all accompanied by scratching VFX to signify there is actually a hitbox here as well.
  127.  
  128. This is near instantaneous to pull off, but has some middling ending lag. The hitbox itself is in a circular shape, again comparable to the average NAir that hits on both sides. Basically, the animation as described takes place in a very compact area. The hitbox will flicker on and off, disappearing when Carrot it visible and appearing when she isn't. These hits all combo into each other, making this a multi-hit attack as well The attack is weak, even for a multi hit, and especially for an aerial, with each hit only dealing 2%, and all hits having weak knockback that will eventually KO at around 230%. However, it does have a high amount of hitstun even without the Electro boost, meaning that this attack's main function is as a combo string move. It can be used out of practically any move that doesn't launch the opponent that far, or moves that leave the opponent and Carrot herself in the air. It's an incredibly versatile move despite only having one real practical use. It can become incredibly dangerous if used out of Mink Step, as it basically turns into the aerial equivalent of a multi-hit dash attack. Also regarding Mink Step, the attack still basically stays the same in regards to its hitbox, the movement caused by the attack just creates an illusion of it looking like it covers more area. It's hard to describe in a text only format. This goes for both horizontal and vertical uses of the move.
  129.  
  130.  
  131. Forward Air - Ele-X
  132. Carrot raises both her gauntlets up, and then slashes with them in an X-shape. This attack is a fairly basic FAir, coming out quickly, though with a bit of starting lag that makes it Carrot's second slowest Aerial, and having good range to it. It has very low ending lag as well, making it easy to throw out without being punished. The hitbox covers the same range that FTilt does, but slightly longer thanks to additional scratching VFX that act as a part of the hitbox. The attack is fairly powerful, being able to KO at 125%, and dealing 13% on hit.
  133.  
  134. This has an Electro charged version, which changes the move considerably. Instead of just scratching the air, Carrot's Electro-charged gauntlets will let out an X-shaped projectile made of 6 electrical scratch marks. The scratch marks will fly forward a short distance, roughly 0.5 Grid Blocks, and deals significantly lower damage, 7%, and weak knockback that pushes the opponent towards Carrot. It also has high hitstun, like you would expect at this point in the set. These aspects give the move a completely different niche, as it now becomes a combo string attack rather than a combo finisher, the low ending lag means that you can combo directly into another, faster aerial, and then maybe even back into FAir itself! The hitbox of the base move still exists, with it ending just as the projectile is created, and will hit directly into the projectile, making this string even wackier.
  135.  
  136. With a horizontal Mink Step, the move obviously gets better range, but it has some strange effects on the Electro boosted version of the attack. Instead of the projectile moving past the attack, it's actually slow enough that it will overlap with Carrot, making it actually harder to hit with the projectile. While it's still possibly to hit with, it makes this version of the move much more preferable to use outside of Mink Step. Also obviously, being Carrot's best aerial KO move, of course you want to use the base version out of Mink Step. A vertical Mink Step is a bit different and less useful, as the projectile will still only travel forward from where it's created. Not exactly much else worth noting there.
  137.  
  138.  
  139. Up Air - Rabbit Ears
  140. Carrot holds her arms out to her sides as she pulls her legs into a kneeling position, her ears flatting out to match the position of her arms. She then claps her gauntlets together in a fairly basic UAir clapping hitbox, with her ears following the same motions as her arms. This is rather speedy, and has low starting and ending lag. The range is in general comparable to her FTilt, but on both sides of her, though obviously the hitbox isn't the same at all, but you get what I mean. The arms as they go up deal 8%, with mediocre radial knockback, but there is a brief sweetspot as Carrot's gauntlets clap together, dealing a much stronger 14% with directly upwards, but still rather weak, knockback.
  141.  
  142. This move is a combo tool first and foremost, as the direction that it launches opponents doesn't entirely matter thanks to Carrot's unique jumping abilities. It has high hit stun while Carrot is Electro charged, so it's ideal to use it for combos when the buff is active, but it can still be effective without the buff active. Basically, this is a tool to keep the opponent in the air for as long as possible, as you generally will want to do with Carrot.
  143.  
  144.  
  145. Back Air - Bunny Kicking
  146. Carrot quickly spins around, performing a spinning kick in the process. This is a very simple move, but like most of Carrot's moves, is very fast. It reaches out fairly far as well, slightly farther than Carrot's usual claw swipes. The kick is moderately powerful, dealing 11% and KOing in the mid 100%s. It's knockback is decent, which is a bit of an issue for Carrot's focus on aerial combos. This puts this move in a very niche situation, as it is basically an alternate combo finisher, taking advantage of Carrot's unique jumps and recovery to make it so that she can finish with this rather than FAir or DAir. It is probably the best move to use directly as an approach tool when in regards to Mink Step, as it has high priority. A use during an upwards Mink Step can be useful as well, basically turning this into a wall.
  147.  
  148.  
  149. Down Air - Electrical Shower
  150. Carrot turns her whole body so that she's facing the ground, and unleashes a bunch of powerful punches below her. The punches fly out rapidly, each hitting for 3%, with 6 punches in total, meaning a max amount of 18% damage if you hit with the full move. Knockback is downwards and powerful, but not quite meteor smash powerful. The hitbox is in a sloped cone shape where Carrot punches, with the distance being similar to her FTilt. The hitbox is roughly 0.6 Grid Blocks wide, and the punches are semi-random, with Carrot only punching anywhere in the area of the hitbox. Of course, this is partly just animation, since the punches are fast enough that they will blur together into one hitbox. She also can't punch in the same place more than once during the move, splitting the punches into 6 different directions. It has pretty bad ending lag, as Carrot has to spin around to enter her neutral stance.
  151.  
  152. This attack has a Electro-charged version, which makes it so that each punch shoots off a projectile, creating a barrage of projectiles under Carrot! The projectiles are roughly the size of Mario's fireball, but with a green, electric design to them. They fly fast and only travel roughly 1.5 Grid Blocks worth of distance before they vanish, and are fired in the directions of the punches. This also means that the 1.5 Grid Blocks is a base estimate of distance, due to angles and math. Anyway, the projectiles are fast, but deal 2% on hit, with upwards knockback that has a high chance of sending the opponent directly into another projectile. The projectiles also have decent hitstun on them, meaning that you can potentially combo directly into the normal version of the move. The projectiles are a combo stringer, while the normal version is a good finisher or a good off-stage move, as Carrot's aerial mobility mean that she doesn't need to worry about lag in the air that much.
  153.  
  154. While the normal version of the move isn't particularly notable to talk about in regards to Mink Step, the Electro version is, for probably obvious reasons. The projectiles will be shot out like normal, but given an even larger range, whether that be horizontally or vertically, depending on how early you use it. This can give it a massive spread over a stage, making it very difficult to avoid. There isn't much of a downside to using it out of Mink Step, either, as it doesn't even mess with the move's combo potential, thanks to how Mink Step works with Carrot's jumps! Though, you will need to take note of how you've used your jumps if you want to combo out of a horizontal Mink Step.
  155.  
  156.  
  157. Grab Game
  158. Grab & Pummel
  159. Carrot performs a simple grabbing animation, reaching out with one of her gauntlets and grabbing the foe with the big claws on it. She'll hold them in place, other hand raised. The grab has pretty basic range to it, on level with grabs for normal humans in Smash Bros. Her pummel is equally simple, as she smacks the opponent lightly with her raised hand, dealing 1% with very fast attack that can be spammed easily. Overall, this is a basic Grab, but there is a bit more to it.
  160.  
  161. If Carrot has an Electro charge, the grab will change slightly. While its range remains the same, the grabbed opponent will now be grabbed for 1.2x the length they would normally, thanks to the electricity in Carrot's gauntlet. In addition, her pummel also changes, though it receives the same damage buffs as every other move. What changes is the animation, as Carrot will now perform an electrically-charged gut punch to the grabbed opponent. This is much slower, preventing the grab from being spammed, though it isn't the slowest grab in the game. This can be a great way to get easy damage, something Carrot doesn't have really great access to, but your Electro charge will still run out during this. If it does run out, Carrot and the opponent will be forcibly separated, Carrot being knocked to the ground for a bit of ending lag.
  162.  
  163.  
  164. Forward Throw - Bun Punch
  165. Carrot lets go of the opponent and takes a step back, winding up a punch in an exaggerated manner. She then unleashes an also exaggerated and cheerful looking uppercut, launching the opponent off. This is a basic throw, and is Carrot's main spacing tool, as it has slightly bad ending lag and high hitstun on the opponent. It isn't strong enough to function as a KO, as it will only KO in the mid-late 100%s, but it is decent enough to be a quick way to get the opponent away from you. It also deals a healthy 6%, but it obviously isn't that great for dealing damage much either.
  166.  
  167.  
  168. Up Throw - Rabbi-Toss
  169. Carrot grabs the opponent by the arms, and tosses them above her head, for a very weak 4% and incredibly weak knockback. This is because this is directly a combo throw, used to lead directly into Carrot's aerial combos. It's a bit slow for a throw, but it also has decent hitstun and low end lag, meaning that Carrot can lead directly into her aerials. Mink Step is particularly important to note due to how good of a chasing tool it is, and it's interactions with Carrot's Aerials. There's not much else to mention there.
  170.  
  171. There is more to mention about the move's Electro boosted version, however. Carrot will quickly follow up the toss by unleashing an electrical blast on the opponent, launching them upward with more knockback. This still isn't great, but it is her strongest throw, dealing 10% in addition to the 4% from the base attack, and KOing before 130%. This makes it one of Carrot's two choices for a definitive KO throw, but it comes at the expense of higher ending lag, removing combo potential from it.
  172.  
  173.  
  174. Back Throw - Behind You-teia!
  175. Carrot quickly steps away from the opponent, letting go of them in the process, before she becomes a white blur and moves to their backside. She then quickly kicks the opponent, launching them off. The throw is average, dealing 7% and knockback that launches at a low-upwards angle and can KO in the late 100%s. This attack will end with Carrot on the opposite side of where she was before, and has low endlag, meaning that Carrot can near-instantly go from the attack to chasing after the opponent, though it will only be able to true combo into her other attacks at lower percentages, making it a good combo throw.
  176.  
  177. The attack has an Electro boosted version, where Carrot will charge her feet with Electro, drop to her haunches, and then perform a rabbit kick into the opponent, launching them off. This deals significantly higher knockback, KOing at 130%, but has higher ending lag on Carrot's end as she pushes herself back to her feet after performing the kick, and strikes a cute pose. This means that the attack can't be used to chase any more, and becomes more definitively a KO throw, the second of her two KO throws, and not coincidentally the second of her two throws with an Electro boosted version.
  178.  
  179.  
  180. Down Throw - Bunny Step
  181. Carrot lets go of the opponent, and quickly bops them on the top of their head with her gauntlet, knocking them to the ground. She then leaps up and performs four quick stomps, alternating between legs, before finishing off with a stronger stomp with both legs. This final hit launches the opponent upwards and diagonally. Each stomp deals 1%, while the final hit deals 5%, equaling 9% in total. The knockback is notable, as its the strongest of Carrot's base throws, KOing at around 140%. Yes, this is the strongest of Carrot's base throws, making it her KO throw. She's not exactly a grappler, you know. It has some fairly bad ending lag, as Carrot will use the momentum from the final stomp to backflip and land back on the ground, but at lower percents it can still be used as a less effective combo throw than UThrow.
  182.  
  183.  
  184. Final Smash
  185. Sulong Unleashed
  186. Carrot has the Smash Ball! Unleashing it's power, a cinematic will start which recreates the iconic scene where Carrot first transforms into her Sulong form in the manga, which should be shown partially above. Carrot will look up into the sudden full moon, and then transforms into her Sulong form, before it transitions back to gameplay. Sulong Carrot will launch up into the air as she lets out a roar, creating a massive hitbox of electricity above her that covers most of Battlefield's main platform, hitting the inner halves of the lower two platforms. Any opponent caught up in this will be completely stunned for the rest of the attack's duration, and take 20% in the process.
  187.  
  188. Carrot will then spin around, entering a brief cinematic where she prepares to launch a downwards kick. She then performs said kick, going directly downwards this time, creating a near identical hitbox, which instead of stunning, launches the opponent's off. This deals 20% more, and deals massive knockback, like you would expect from a Final Smash. It's basically a KO if you get hit by it at all. Once Carrot lands back down, she'll fall to her knees and transform back, before quickly glancing around and hopping back to her feet.
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