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* '''Assist call during an attack''' is an essential Beaver tech. It's fairly simple to pull off: do pretty much any attack (except grab or throws) and summon an assist special at the same time or just after. The main difficulty comes with the timing, as depending on the move it can have a very tight window, but this is an extremely helpful tech to learn, particularly as Daggett. | * '''Assist call during an attack''' is an essential Beaver tech. It's fairly simple to pull off: do pretty much any attack (except grab or throws) and summon an assist special at the same time or just after. The main difficulty comes with the timing, as depending on the move it can have a very tight window, but this is an extremely helpful tech to learn, particularly as Daggett. | ||
'''Swap during assist''' is another essential tech. During an assist attack, you can use Swap (Down special) to change into the Beaver performing the assist. This is most commonly used as Norbert to use side special as a recovery move, as swapping back into Daggett allows for a lot more options off-stage. | * '''Swap during assist''' is another essential tech. During an assist attack, you can use Swap (Down special) to change into the Beaver performing the assist. This is most commonly used as Norbert to use side special as a recovery move, as swapping back into Daggett allows for a lot more options off-stage. | ||
Revision as of 06:38, 7 April 2025
About
The Beaver Brothers, who often get angry at each other.
The Angry Beavers are the eponymous brothers from the show of the same name. The shark-like brown beaver is named Daggett, and the yellow mellow beaver is named Norbert. They reside in their dam in a lake somewhere on the outskirts of Oregon, and often get into unusual adventures for a beaver colony to get into, such as becoming one-hit wonders, going to space, or even accidentally pissing off an Amazonian tribe of raccoons. When they aren't fighting off some beast or annoyance, the brothers often fight their biggest target...each other.
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.
Metagame
The Angry Beavers are ranked 3rd out of 29 on the current tier list, in the S+ tier.
The Beavers possess multiple different strengths, the biggest of which is their limitless combo potential. Able to swap between the two beavers out of any light attack, having a very strong throw game, and being able to confirm into most of their strong attacks, the only limit to the Angry Beavers' combo potential is the player's imagination. They also possess a particularly strong neutral game due to their assist special attacks. Between the both of them, the Beavers have nary a bad move to choose from.
In spite of their overwhelming strengths, the Beavers do have some flaws. One of the more notable flaws is their weight, with both of them being relatively lightweight. Being reckless with their combo game can cause an accidental early death if they are not careful. The Beavers also have a somewhat middling disadvantage state due to the assist cooldown their specials have, which makes being down a stock risky. Finally, killing the assist beaver can largely alter their gameplan at any given time, which makes losing them dangerous.
Overall though, the Beavers' strength largely outweigh their weaknesses, and throughout the meta they have been a very popular character at all levels of competitive play.
Strengths | Weaknesses |
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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
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Air Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Ground Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Air Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Special Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Grab/Throws
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Super
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Taunts
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Strategy
Disclaimer: This section is a massive WIP!
There's no one correct way to play the Angry Beavers. Again, they are a super flexible duo and can be played in many different ways. As such, I (dille) will go over some of the more optimal ways to play them in this section:
Daggett: General Tips
Daggett is always the beaver you start the match with. As such, many Beaver players such as myself tend to stick with him until mid-%, and then switch to Norb when it is time to take the stock.
Dag commonly starts routes with an up tilt. From there you can get a free grab into an up throw into another up tilt. Daggett can generally repeat this process twice or even three times depending on the character and how good you are at following DI. From here it's up to your imagination: if the opponent gets sent too high to warrant another regrab, there's a lot you can do: you can up air them, you can F-air them and start a F-air chain, or you can use Strong Neutral Air to catch their next option.
Strong Neutral Air (hereafter Kick) is generally Dag's best movement tool and best tool in general. With this move he can soar across the stage and is difficult to challenge. If you hold down on the stick during the frames where Dag starts to kick, he will also angle more downward, allowing him to slide onto platforms and the stage. You can also mix up the charge timing or slime cancel out of this move as a mixup. Just remember: you only get 1 kick per airtime, so use it wisely.
Daggett's assists are also extremely useful. New Year (Neutral Special) is great for controlling space or startling opponents who like to stay in one spot. It also works great as a combo extension into Kick or one of his f-air chains. Mashed Potatoes (Side Special) helps a ton with neutral as it controls a lot of space. It's best to do a retreating jump before doing Mashed Potatoes: that way you can cover as much space as possible, and its harder for the opponent to swat Norb out of the sky.
It's best to remember that Dag is a lightweight: he can't take too many hits before he gets knocked out. But he does have the better recovery of the two: his Up Special grants him a lot of height and he also has Kick at his disposal for horizontal distance. Dag is also pretty short and can escape tricky situations better than most characters, so it's best to use kick onstage to manuever around and make yourself hard to catch.
Usually Dag is often the "Combo beaver": stick with him at low % and then switch to Norb when the opponent is harder to combo. Dag's routes are very free flowing and surprisingly simple, but you need to be very quick for them to be effective, utilizing Dag's speed to the fullest. Dag benefits a lot from stages like Technodrome and Irken where there are a lot of platforms he can do his up air and Kick shenanigans with. As of Patch 1.13, his kill moves have been nerfed, but he can still kill: just at higher %s.
Strong Down Air is Daggett's main kill move in this meta. Ideally you'd want to confirm into it from an offstage combo. Fair -> Fair -> Snair -> Sdair is a common combo, but you need to make sure you line up sdair correctly, otherwise you'll get the sour hit and mess up your confirm.
Dag's main kill moves are Strong Up Air and Neutral Strong. They work great as combo enders and can seamlessly flow into most of his routes. Up Strong and Down Strong work sometimes but are more committal. Kick can kill but the opponent needs to be at high % and you need to be really close to the blastzone, so it's risky and you have better options. You can also spike the opponent with Down Air Strong offstage for a cheesy early kill.
Dag is overall all about momentum. When he gets going, he won't stop until the opponent is either gone or at a deficit.
Norbert: General Tips
Using Down Special as Dag causes you to switch to Norb. Norbert is more of a mid-ranged swordie character, but he can play from up-close too. Norbert can start chains very similarly to Daggett, but his combo routes are fairly different, pun not intended. He often uses Forward Air in his combos, as it's an extremely safe move that works well both from midrange and close-range. Forward air combos pretty well into Neutral air and also itself. Up air is useful as well sometimes but the options after it are limited.
Norbert is much more useful at mid-high %s. His strongs are dangerously fast and cover a ton of space. He also has access to one of the strongest s-upairs in the game, and its a great combo ender as well. That doesn't mean he's useless at low % though, oh no, not at all. His combo routes are dangerous at any point in the match.
Norb's routes are less tight than Dag's due to how much hitstun his moves have. He really only needs one up tilt or f-air to confirm into pretty much anything he wants. Even something as simple as down throw -> f-air can cause massive damaging combos. His neutral air is also great at getting out of tough scenarios due to it's size.
Norb's assists are a little bit more situational than Dag's but still are great tools. Log is great at edgeguarding and disrupting the opponent, especially the EX version. Side special works well as a tech chase tool, but it's best trait is the fact that you can switch out of it. This makes it a very useful tool offstage for high recovery.
Norbert's Up Special works like a Dolphin Slash, but it might be even better than that: slime cancelling on the ascent gives him insane momentum which helps with his recovery. He can also use it as a kill move if he plays up close to his opponent, or as a funny tech chase option. Fair -> Up Special should work on big bodies, but may be more dangerous to go for on small characters or floaties.
Norb's not immune to weakness though: He's a little bit heavier than Dag, which means he doesn't fall very gracefully, and is subject to being combo food. He also has a pretty exploitable recovery: he doesn't have a lot of horizontal options. Aside from the aforementioned side special trick, he can simply switch to Dag to make it painless, but if Dag is knocked out, he doesn't have a lot of options. Strong upair can marginally give him some airtime, but otherwise if he's too low, he's likely gone.
Bread n' Butters
- SC. = Slime Cancel
Dag
- Up tilt (Up light) can start -> Anything. Your imagination is the limit.
- Up tilt -> Turnaround Up tilt -> Up air -> Up air
- Up tilt -> Up throw
- The Locus: Light Fair -> Light Fair -> Strong Nair -> Strong Dair. Timing on hitting the mallet is a little strict but otherwise this is a fairly standard Dag special. You can also trade the mallet for an Up Air Light or ignore the Strong Nair if you have enough momentum.
- Up Air Light -> Up Air Strong is a general confirm around 70-80%. Higher than that it's a little bit tougher to hit.
Norb
- Light Fair is Norb's main combo starter. You can also use Up Light and then Light Fair if it's easier for you.
- Up Special -> SC. Strong Up Air.
- Light Fair -> Light Fair -> Light Dair. Strong confirm offstage, easy to set the opponent up into a tough situation offstage or straight up kill them.
- Down Throw -> Strong Up Air. Try at mid-high %s.
Techniques
- Assist call during an attack is an essential Beaver tech. It's fairly simple to pull off: do pretty much any attack (except grab or throws) and summon an assist special at the same time or just after. The main difficulty comes with the timing, as depending on the move it can have a very tight window, but this is an extremely helpful tech to learn, particularly as Daggett.
- Swap during assist is another essential tech. During an assist attack, you can use Swap (Down special) to change into the Beaver performing the assist. This is most commonly used as Norbert to use side special as a recovery move, as swapping back into Daggett allows for a lot more options off-stage.
Matchups
*This is a matchup chart that assumes the player uses both Beavers, seeing as that is usually considered the most optimal way to play the character.
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Other Resources
Costumes