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(2 edits) (+1)

Happy and Mad:

Crouch attack: Happy and Mad have a unique gimmick in which their crouch attack will change them between 2 different movesets and stats, and as such this character will be formatted differently from the others. Happy and Mad’s crouch attack is a short spin that deals 3 damage. This attack takes the role of a combo extender/mixup tool as the changing of character mid combo can account for countless combos, of which I highly recommend trying to find yourselves, as there is no one best combo and there is plenty of ways to make interesting combos, even if just by button mashing.

Tips and Tricks: Happy and Mad are both unique characters that have differences outside of just movesets, such as while happy is generally better to use while at range, mad has a faster movement speed and thus can get both in and out of melee range better, which can be amplified by Dash-Jumping (which is explained in the tips and tricks for Shella Snail). Another potentially dirty trick you could use against other players is use the Emote of happy and mad (you can emote with the ‘N’ key), as the first half of the taunt is entirely identical to the crouch attack animation, and thus may briefly deceive your opponent into believing you changed character (note: this works best with the second skin, as it doesnt change the color of happy and mad when changing character)

Happy:

Basic Attack: Happies basic attack is a chargeable horn swipe, with 3 levels of charge, doing 3, 5,or 12 damage depending on charge. The uncharged version is a quick swipe of the horn that can be used to extend or start combos. The partially charged version is a swipe that moves Happy forward a bit, serving as a combo starter or extender like the uncharged variant. The fully charged version is a projectile that is unique as it both moves farther than other projectiles, aswell as won’t break from taking damage unlike every other projectile in game, and makes an incredible pressure tool that basically forces your opponent to get within close range.

Dash Attack: Happies dash attack is a forward thrust that deals 6 damage. This attack has low damage on shield, but covers a lot of ground but has a large amount of endlag, and mainly serves as a ‘get off me’ tool that can combo with itself. Happy is a character that wants to get in and change to mad for the main combos, and this is an attack that works best to allow safer use of the projectiles.

Up attack: Happies up attack is a stabbing leap that deals 16 damage. This attack does high damage on shield, and causes Happy to jump in an arcing motion, knocking your opponent into the air, making it an all purpose attack that can do a bit of everything. This attack not only makes a great approaching tool, and can combo into itself or another attack in the toolset.

Air Attack: Happies air attack is a downwards slash that deals 10 damage. This attack serves the role of a combo starter, easily opening a combo of your choice. While this attack makes a fine opening it works best as a mixup from the up attack, as it generally performs worse in gameplay comparatively.

Super Attack: Happies super attack is a massive lazer that deals 26 damage. This attack will insanely high damage on shield aswell as 19 damage against the blocking opponent, with any previous damage being enough to cause a shield break. the “kamehamehorse” as Weenter himself calls it, is an incredibly powerful attack that can be incredibly lethal due to having infinite range, and can knockback your opponent into oblivion. This while being the safer of the 2 super attacks is the one I find being weaker, but certainly can be used to great effect when timed correctly.

Mad:

Basic Attack: Mads basic attack is a chargeable headbash, with 3 levels of charge, doing 2, 7, and 20 damage. The uncharged version is a small spammable attack that can be used to extend combos, but otherwise is pretty useless, as it has very little damage on shield. The partially charged headbut is a stronger attack that hits moderate damage on shield, and does small knockback, and can be used for juggling enemies, aswell as extending combos. The fully charged version is a stronger version of the partial version, doing impressive damage and launching your opponent away, working best as a combo finisher.

Dash Attack: Mads dash attack is a flaming roll multihit that deals a total of 14 damage. This attack deals moderate damage on shield, This attack is a multipurpose combo starter/extender that can help quickly build up damage and combo into itself.

Up Attack: Mads up attack is a downwards slam that does 18 damage. This attack does very high damage on shield, with only 2 being able to break a shield entirely. This attack makes an extremely efficient shieldbreaker, but is somewhat difficult to properly utilize outside of that niche due to long windup, but can also work as a way to attack aerial targets.

Air Attack: Mads air attack is a downward dive that deals 12 damage. This attack deals low damage on shield, but is a fast attack that works as one of Mad’s many combo extenders. This aerial attack is an excellent way to apply pressure on your opponent, as Mad has many attacks such as this that move him forward.

Super Attack: Mads super attack is an extended charge that deals a total of 66 damage. This attack has high shield damage, but it's possible to entirely bypass the shield by briefly turning around during one of the attacks (this is a bug that will likely be patched in the next update now that I have mentioned it here). This attack is risky and difficult to use to its best effect, as it functionally does more damage the closer it is used, though the charge leaves the player entirely vulnerable.

Some other points:

Happy and Mad have 120 HP. The lowest in the game.

Happy and Mad's stats vary wildly from eachother. Happy has the highest jump in the game (ignoring totem monster's double jump) and the slowest walk speed, while mad has the lowest jump in the game and the fastest walk speed.

If you can see that your opponent will block happy or mad's fully charged neutral attack or super, you can press down and the animation will cancel. You will not do the attack and keep your super meter.

If you hold forwards or backwards during crouch attack you will move slightly in the direction. not really too useful, but nice for microspacing or repositioning.

Happy up attack is completely invincible at the start, so it's a great way to escape if the opponent is pressuring your shield. it can be punished hard so watch out.

in general Happy's moves are very unsafe if the opponent blocks, so don't use her too much at a close range. especially dash attack.

Mad uncharged neutral attack is the fastest attack in the game (frame 2) (ignoring the fact that lily and orbit's Orbit charge is instant, but it will take a while to hit the opponent) if you let go of the charge instantly. this means that it can punish almost every attack that is even slightly unsafe against shield (if you're up close). This includes even dragonfish crouch attack. it can also combo into the amazing combo attack medium charged neutral attack, which can be followed up by all sorts of things, such as dash attack. So yes, this is actually a very good attack. It is not safe if the opponent blocks it, but it can still be hard to react to, so don't worry too much throwing out this attack.

Mad up attack gains him a great amount of pepper meter, even if he misses, so if the opponent is keeping you at a distance, try to use this attack safely a couple of times.

Mad is completely invincible during his super attack until the last hit.

Side note: the super turn around shield ignore glitch (this should really have a better name) is a result of a different mechanic. Normally when a character jumps over the opponent while they are blocking, they can hit hit the opponent from behind. This glitch is the unfortunate result of the fact that mad can turn around while his opponent is still facing him during the super attack, and the fact that the attack hits behind mad. But yes, this will be patched out later. In the previous version there was actually a really niche infinite combo with totem monster. if the opponent jumps over totem monster, but totem monster keeps blocking and then uses crouch attack, the opponent will get hit regardles of if they are blocking, because TM is not facing the opponent's side and crouch, TM can spam this over and over again, becuase the opponent doesn't have enough time to counterattack and blocking doesn't work. in the current version, moves that hit on both sides will still ignore block if the opponent is behind you, but often they won't combo afterwards. except for Mad super of course.