The Beaver Brothers, who often get angry at each other. The shark-like brown beaver is named Daggett, and the yellow mellow beaver is named Norbert.
Playstyle
Beavers are flexible and can be played in a variety of ways, from aggressively to more patient play. Daggett is an aggressive rushdown that relies primarily on getting in the opponent's face and not letting them breathe with his suffocating combo routes. Norbert is more of a swordie-type character, who excels more at mid-range. You can opt to play one beaver primarily, or use both during your play to mix up your playstyle.
The centerpiece of the brothers' toolkits are their assist attacks, which are extremely good at making sure you control the pace of the match at all times if used optimally. Overall, Beavers are a great pick for people who like having a grab bag of tools at their disposal, and also enjoy playing in multiple ways.
Assists are fantastic on both beavers and are excellent stage control options.
Excellent ground normals and aerials. The beavers have sparse bad options.
Due to the nature of their switching mechanic and the assists being amazing normally, the Beavers typically are not slime-heavy characters. Add on their amazing combo routes, and you will likely have a healthy amount of slime at the ready in most situations.
Daggett
Fast. Dag is a speedster and his movement can be extremely tricky.
Suffocating combo game. Can do 60 off of one Up Light conversion.
Aerial Neutral Strong is an incredible movement option.
Excellent recovery options.
Mashed potatoes (Side Special Assist) is an amazing neutral tool and covers half the stage if positioned well.
Short, which means he can escape some combos easier than some characters taller than him.
Norbert
Some of the best midrange aerials in the game.
Extremely strong combo routes into Aerial Up Strong, an amazing kill move.
Powerful edgeguarding and ledgetrapping tools.
Great, fast strong attacks.
Log (Neutral Special) is a great stage control tool and can even target the opponent if slime is used.
Amazing voice. "Service!"
Both
The assist beaver can be killed fairly easily if not careful. This can rack up damage fairly fast and causes a cooldown for using assists or switching.
Subpar disadvantage state. If the Beavers are down a stock they can take a lot of time and pressuring to get back on track.
Assist projectiles often get beat out by better projectiles due to the cooldown. As such, against zoners Beavers have to be careful.
Daggett
Lightweight. Dag has to play very fast and loose because if he takes too many hits he will die pretty quickly.
Ground strongs are good but not amazing. Often will need to be confirmed into and not super useful point-blank.
Norbert
Slightly heavier than his brother (maybe it's the hair?) but that also means he is more susceptible to combos.
Recovery is on the weaker side, having very little horizontal distance. Using EX might make it better, but unless you're close to ledge it might be more safe to switch to Dag instead to recover.
Moveset
Swapping
Beavers have a unique meter for their swapping mechanic, performed by doing Down Special. This meter is represented by swirling arrows (🔄). You can generally swap whenever, but it is most useful during assist attacks, as you can swap to the other beaver mid-attack. If the assist beaver is killed at any point in the match, the swap meter will have a small cooldown before you can swap again. During this time, if you perform Down Special, it will have no effect.
Assist attacks
The beavers' neutral and side special moves are both assist attacks. This is also represented by it's own meter, being the face of the brother not currently in use. Unlike the swapping mechanic, the assists always have a cooldown after use, though it is very short. However, if the assist beaver is killed by an opponent's attack, the time for it to regenerate increases, so it is best to be careful with how you space your assist attacks. The assist beaver being killed also causes the swap meter to empty.
Ground Light Attacks
Slap City Light
"That's the wrong game!"
Damage
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0
0-0
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The beavers engage in a slap fight with the opponent. This is an amazing shield pressure tool and you can call an assist attack during the animation.
The hitbox is slightly different depending on the beaver:
Dag's is more in front of him but he can hold it for longer.
Norb's can hit behind him, but has slightly different mash timing.
Chomp Champs Forward+Light
nomph
Damage
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A forward-facing chomp move. Works pretty well as a tech chasing tool, but is tough to combo from.
A Beaver's Sweet Tail Up+Light
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One of the Beavers' main combo starters. Fantastic anti-air, neutral, and defensive move. Does it all, really.
Dag's has a smaller hitbox on startup and sends towards him.
Norb's has a bigger hitbox on startup and sends away from him.
Slap Happy Down+Light
Damage
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0
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A doofy little tail slap move. This move doesn't see much use, but it sometimes can work as a tech chase tool and can be a very funny edgeguarding tool for vertical recoveries.
Sliding Tackle Light (Running)
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The Beavers slide on their belly. Good tech chase move, but like forward tilt, it's difficult to combo from. Good at higher %s.
Air Light Attacks
Spinning Spoots Light (Airborne)
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A great get off me aerial and combo tool. Often sees more use with Norb due to the slightly larger hitbox on him.
The Sweet Spoot Slash Forward+Light (Airborne)
Damage
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Dag lightly slaps the opponent. Small range, but great combo tool at low and mid %s, even comboing into itself fairly easily.
Norb wields a golf club and swings at the opponent. One of the best aerials in the game: amazing, safe tool that is great at comboing (even comboing into itself at low-mid %s!), keeping opponents away, out of shield...an amazing versatile tool and the shining star of Norbert's kit.
The Tail End of Things Back+Light (Airborne)
Damage
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0
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A multi-hit tail slap. Dag's sends down, Norb's sends up. The final hit sends farther horizontally on both beavers. Niche combo tool.
A Tail of Two Beavers Up+Light (Airborne)
Damage
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An upward tail slap. Dag's sees more use due to his higher gravity compared to Norb, but it is a great combo tool on both Beavers.
Backhander Down+Light (Airborne)
Damage
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0
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Dag's is a downwards slap. Another good combo aerial. Particularly good to use after Forward Air.
Norb's is a downwards slash with his golf club. The tip of the club has a sweetspot and will spike if it connects, but the sourspot is also a pretty good tool for on-stage combos. Overall an excellent edgeguarding tool and confirms from his Forward Air quite handily.
Ground Strong Attacks
Excaliball / Time Traveling Punch Strong
Damage
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Dag throws a bowling ball tethered by gum: the fabeled "Excaliball." This move is particularly strong during the startup, but becomes weaker over time.
Norb socks the opponent with a boxing glove. This move is surprisingly fast for a strong attack, but shares the same startup trait as Dag's.
Explosive Force / Triple-Bogey Up+Strong
Damage
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0
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Dag channels his inner MUSCULAR BEAVER and bulks up for a short moment. This move is great for dealing with up close pressure and doubles as a kill move at high %s on stages with low ceilings, but it doesn't have much use aside from that.
Norbert swings his golf club upward three times. This move is great at controlling space and is a great anti-air move, and can even kill at high %s. In recent patches, the consistency between the three hitboxes has been reduced marginally, which has made the move slightly weaker.
Gone Berserk / Around the world and back Down+Strong
Damage
Startup
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Safety
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0
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Dag turns into a crazy tornado and spins in place. This move is good as a kill option, but in recent patches, it has become much easier to fall out of, so use it wisely.
Norbert swings his golf club in a circular motion. Due to it's speed, this move is fantastic at covering ledge options and also doubles as a great tech chase tool.
Air Strong Attacks
Silent Wind of Doom / Logging you out Strong (Airborne)
"Also known as 'The Headband Thingy'"
Damage
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Daggett does a karate kick in the air. Can only be used once in the air as of Patch 1.09, but that doesn't mean this move still isn't fantastic: it's a great movement option all-around and is difficult for most opponents to react to. It also doubles as an amazing followup tool for combos and even a horizontal recovery tool, and you can fastfall it during the startup frames. Arguably Dag's best move.
Norbert swings a log. This move actually has a particularly strong sweetspot on the tip like his golf club! Good as a horizontal kill move or as a combo ender if you want to reset to neutral.
Daggett flings Excaliball upward. This move is great as a combo ender and kill move. The back hit after the initial swing sends the opponent flying backwards, so this also doubles as an edgeguarding tool as well, oddly enough!
Norbert swings his dazzling hair at the opponent. VERY early kill move and amazing combo ender. Even useful as a horizontal recovery tool as it stalls him in the air for a short time.
Fantastic Woodwork / Hold in one Down+Strong (Airborne)
Bonk
Damage
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0
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Daggett bonks you with a mallet. This move is great for ending combos near ledge as the sweetspot of the mallet sends the opponent particularly low.
Norbert swings his golf club in a similar fashion to Daggett's mallet. This move sends more horizontally, but otherwise functions pretty similarly.
This move has different sweetspot properties depending on the Beaver. MimiksYou created this handy chart here.
Special Attacks
Hidden Logs / Cheers to the New Year! Special
Damage
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Norbert calls for Dagget to throw wooden logs at their opponents. The EX version has better targeting. Great tool for edgeguarding, and will often set up opponents to eat a Down Air.
Daggett calls for Norbert to throw out a special New Year's beam attack. Travels across the whole screen, so its impossible to run away from, but it's not spammable. Great combo tool as well, as per usual with the Beavers.
Norbert calls for Dagget to bite continuously in front of them, dealing damage. Great as a tech chase tool and can also double as a great high recovery tool if you swap to Dag in between the move.
Daggett calls for Norbert to throw a barrage of mashed potatoes diagonally in front of them. Amazing stage control assist, as it covers most of the stage if positioned correctly. Best to use while jumping to cover the most space possible, especially on stages with high platforms.
Tag Out! Down+Special
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The Beavers tag out for each other. This is your main method of switching between them. As said before, if the assist beaver is KO'd and the swap meter is currently being replenished, this move will have no effect: the animation will play and you will simply stay as the current player Beaver.
Dagnado / Beaver Slash Up+Special
Damage
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Dagget becomes a tornado rising upwards.
Norbert grows out bird wings and rises upwards.
Grab/Throws
Grab Grab
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One of the centerpieces of the Beavers' kit. Confirms into many of their grounded normals, notably Up Light.
Dash Grab Grab (Running)
Damage
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Dash grab has a higher chance of whiffing upclose than normal grab and can (rather annoyingly) mess up setups if you aren't tight with chaingrabs, but it's just as useful as normal grab otherwise.
Grab Pummel Light (Grabbing)
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Just a pummel. Nothing too special.
Up Throw Up (Grabbing)
Send it up!
Damage
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The Beavers slap you upward with their tail. This is one of their main combo tools and confirms pretty handily into up tilt at low percents, which can set up for a regrab. Can even chain into itself, especially in Daggett's case!
Forward Throw Forward (Grabbing)
Service!
Damage
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The Beavers slap you with their tail. This can kill at high %s sometimes but mostly is used as a spacing method.
Down Throw Down (Grabbing)
Editor's Note: Norbert screenshot is out of date.
Damage
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The Beavers stomp on the opponent. Both variations of this throw have the ability to chaingrab, but the method is different for both beavers.
Daggett's sends directly forward. This is fairly easy to chaingrab at low %s, but past that it might require a jab to reset the chaingrab. Works on the whole cast for the most part.
Norbert's sends behind him and upward. This one's a bit more tricky, but by turning around quickly you can regrab and start the chain over until around 35%. This is confirmed to work on heavier characters.
Back Throw Back (Grabbing)
Damage
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The Beavers point and throw the opponent backwards. This works well as an assist setup as well as a surprisingly good kill move on smaller stages.
Super
Super Slime+Light
"Nobody messes with a beaver's reality and gets away with it!"
Damage
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The beavers attempt to fire a supercharged laser beam...but it doesn't work, so they just throw it at the opponent instead.
Taunts
Taunt Taunt
SHUT UP
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The Beavers raise up a "HA!" sign.
Down Taunt Down+Taunt
oh yeah baby swag
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The beavers do their dances from the opening to the show.
Daggett does a little tap dance.
Norb does a little hip wiggle.
Up Taunt Up+Taunt
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The Beavers brush off their hands. A job well done.