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Super Smash Bros. for Nintendo 3DS Wii U Villager.png

The Villager moves in as the first Animal Crossing representative in Smash Bros.! Villager is an odd character with unconventional attacks that give him good defensive abilities. With a variety of projectiles, utility moves, high-powered attacks and a very unique special move in Pocket, Villager is a potent zoning threat, able to keep up long distance pressure and reverse attempts to camp against him as well. Like most keep-away oriented characters, Villager is at a disadvantage in close quarters combat, so Villager must make the most out of his unique moves to keep foes away. Just like how Animal Crossing makes daily tasks fun and interesting, Villager turns household tools into effective weapons bound to catch even veteran players off-guard.

Basic Attributes[edit]

Villager is a middleweight, around the same weight as Mario, so his stats aren't radically different. Being built around keepaway and defensive projectile play, Villager isn't very mobile, with a below average dash speed. Villager's jumps are moderately high and floaty. Villagers evasive options are nothing out of the ordinary. While they might not look like much of an athlete, Villager can indeed wall jump, giving you an additional recovery option back on to the stage when you're not far from the ledge.


Moveset Analysis[edit]

Standard Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
A button(+A buttonA buttonA button) A button(+A buttonA buttonA button) 2 button(+2 button2 button2 button) Flail-Out Villager does two rapid hooks while wearing boxing gloves. This attack looks and controls like a infinite standard attack combo but is not actually one, so it lacks a finisher like that of Metaknight. The punches knock foes diagonally outward, and Villager will usually get 3 hits at most off a close-range opponent. It is a decent, quick close-range move that deals a little extra damage. Although Villager has better close-up options, this move is the fastest ground move he has. You can also use it to catch dodging opponents due to its repeating hitboxes.
A button(+A buttonA buttonA button) A button(+A buttonA buttonA button) A button(+A buttonA buttonA button)
(Left lstick or Right lstick)+A button (Left nunchuk or Right nunchuk)+A button (Left dpad or Right dpad)+2 button Umbrella Swing Villager takes out an umbrella and swings it in front of him. This is a strong close-range move as it is not only fast, but also powerful enough to knock foes a safe distance away. It also has decent reach as well as a slight disjoint making it a good poke around mid to close ranges. Lastly, it is a good move to pivot cancel into as it is faster than any other of Villager's options out of a dash pivot.
(Left lstick or Right lstick)+A button (Left control or Right control)+A button (Left cpad or Right cpad)+A button
Up lstick+A button Up nunchuk+A button Up dpad+2 button Twirling Stick Villager whips out a stick and twirls it around, doing one weak hit that leads to the stronger second hit. This move has deceptive range and duration, letting it hit airborne opponents nearby, and sometimes catching them at the end of a dodge. It functions as a good anti-air due to its range, as well as a launcher for opponents on the ground. It can also be used to KO at very high percentages You are vulnerable if your opponent blocks, so don't use the move too liberally.
Up lstick+A button Up control+A button Up cpad+A button
Down lstick+A button Down nunchuk+A button Down dpad+2 button Weeding Day Villager plucks some weeds out of the ground, doing damage and upward knockback to grounded enemies nearby. It has no effect on airborne foes. Like the Strong Up Attack, this move has deceptive reach, although this reach is entirely horizontal. It is good for punishing missed attacks, predictable rolls and landing lag from a short distance, and leaves them close enough for you to potentially combo off of it.
Down lstick+A button Down control+A button Down cpad+A button
A button while dashing A button while dashing 2 button while dashing Gardening Slip Villager trips while holding a potted plant, flinging the pot out to the front. The pot is a projectile and therefore can be reflected. Occasionally, the pot might bounce after hitting the ground, increasing its reach. This move is a pretty good combo setup as well as mid-range punish move, as it not only has good range, but also boasts a helpful knockback angle that leads opponents into Villager's aerial attacks. The pot can fly off the ledge, although its trajectory makes it difficult to hit recovering opponents. Villager is noticeably open to attacks after tripping, so don't use this when up close with other enemies.
A button while dashing A button while dashing A button while dashing
A button while hanging A button while hanging 2 button while hanging Villager does a sweep kick while climbing up.
A button while hanging A button while hanging A button while hanging

Smash Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
Smash (Left lstick or Right lstick)+A button Smash (Left nunchuk or Right nunchuk)+A button (Left dpad or Right dpad)+1 button+2 button Bowling Drop Villager holds out a heavy bowling ball and drops it, doing high horizontal knockback. The ball is a reflectable projectile, so be very careful using it against characters with reflectors. This is Villager's strongest standard attack, but it is very noticeably slow, meaning it will be difficult to hit with this move against a careful foe. This smash attack also suffers from poor horizontal range, although it can be dropped off of platforms to hit enemies below. Its high knockback makes it a good finisher, capable of KOing earlier than usual at around 90%, but its slow speed makes it an unattractive option for faster characters.
Smash (Left lstick or Right lstick)+A button Smash (Left control or Right control)+A button Smash (Left cpad or Right cpad)+A button
Smash Up lstick+A button Smash Up nunchuk+A button Up dpad+1 button+2 button Fireworks Display Villager launches several fireworks. The attack consists of an initial launcher hit, which knocks grounded enemies into the rest of the attack, where they will be trapped by fireworks before being shot upward with an explosion. This move is a good anti-air and upward KO move, owing to its good vertical reach. The height of the fireworks lets Villager attack airborne opponents without worrying about most of their air-to-ground attacks, as long as Villager remains a safe distance below his foe. Smaller characters can duck under the fireworks and counterattack unless they are hit by the initial shot, so use this carefully when one's in the match.
Smash Up lstick+A button Smash Up control+A button Smash Up cpad+A button
Smash Down lstick+A button Smash Down nunchuk+A button Down dpad+1 button+2 button Double Pitfall Villager digs both sides around himself, burying any opponent it hits. Since foes can mash out of burying pretty quickly, don't expect this move to combo into Side Smashes often. Instead, try to hit your opponents when they pop out of the ground and into the air, usually with an Up Smash or Up Air Attack. This can sometimes help you get KOs. The move is relatively slow and leaves you vulnerable when shielded, so use it conservatively.
Smash Down lstick+A button Smash Down control+A button Smash Down cpad+A button

Air Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
A buttonControl-Modifier-Air.png A buttonControl-Modifier-Air.png 2 buttonControl-Modifier-Air.png Mayoral Cartwheel Villager spins around with limbs extended, hitting away any enemies nearby. It is a quick move with good knockback for fighting up close in the air, and can sometime lead into other moves. However, it's mainly used defensively, as a way to interrupt combos and clear away opponents when landing. The moderately long duration of the attack lets it hit airdodge-happy foes. The weaker hit during the latter half of the attack can also combo into another move when used on grounded foes.
A buttonControl-Modifier-Air.png A buttonControl-Modifier-Air.png A buttonControl-Modifier-Air.png
Right lstick+A buttonControl-Modifier-Air.png Right nunchuk+A buttonControl-Modifier-Air.png Right dpad+2 buttonControl-Modifier-Air.png Slingshot Shot Villager launches a stone forward with his slingshot. As the animation of the move might suggest, the pellet is a projectile and can be reflected. Hitting opponents at mid to close range does more damage and knockback than hitting them at long range. While the projectile's small size make it a bit difficult to hit foes with, it is quite fast and disruptive. Use it in conjunction with Villager's other long range options to apply pressure to your foes from afar. This move can sometimes combo into itself.
Right lstick+A buttonControl-Modifier-Air.png Right control+A buttonControl-Modifier-Air.png Right cpad+A buttonControl-Modifier-Air.png
Left lstick+A buttonControl-Modifier-Air.png Left nunchuk+A buttonControl-Modifier-Air.png Left dpad+2 buttonControl-Modifier-Air.png Slingshot Strike Villager shoots a pellet with his slingshot backward. Like his Forward Air Attack, the move does more damage and knockback at close range and the pellet is a projectile. However, this move is stronger and more damaging, but also has longer startup delay. The slow startup makes it inferior to Forward Air for long-range harassment, although it does rack up more damage if you do hit. If you're accurate enough with it, you can even use it to KO opponents offstage with the mid-range sweetspot.
Left lstick+A buttonControl-Modifier-Air.png Left control+A buttonControl-Modifier-Air.png Left cpad+A buttonControl-Modifier-Air.png
Up lstick+A buttonControl-Modifier-Air.png Up nunchuk+A buttonControl-Modifier-Air.png Up dpad+2 buttonControl-Modifier-Air.png Stalk Market Villager holds up up to 3 turnips that deal upward knockback to opponents hit by it, with damage and knockback power depending on the number of turnips. The amount of turnips is determined randomly, although it tends toward a higher number. The start of the attack is stronger than the ending stages of it. This move is versatile despite its random power, being able to function both as a juggle and as a KO move. It has good vertical reach useful for attacking aerial opponents trying to land, and can be used after dropping from the ledge to poke at foes above. A 3 turnip Up Air is both fast and strong as a KO move, but the randomness of it showing up makes it an unreliable finisher.
Up lstick+A buttonControl-Modifier-Air.png Up control+A buttonControl-Modifier-Air.png Up cpad+A buttonControl-Modifier-Air.png
Down lstick+A buttonControl-Modifier-Air.png Down nunchuk+A buttonControl-Modifier-Air.png Down dpad+2 buttonControl-Modifier-Air.png Stalk Crisis Villager swings down up to 3 turnips that knock foes sideways, with damage and power dependent on the amount of turnips used in the move. The number of turnips Villager takes out is randomized, although like Up Air Attack, stronger versions happen slightly more often. A 3 turnip Down Air hit at the very center is a powerful meteor smash. This attack is a decent air-to-ground move due to its fairly good horizontal reach, and can be used to start combos with weaker versions. The meteor smash, though unreliable, is very helpful when it appears, giving Villager an additional KO move offstage. It can also set up combos onstage with the groundbounce, potentially leading into an upward KO move at high percentages.
Down lstick+A buttonControl-Modifier-Air.png Down control+A buttonControl-Modifier-Air.png Down cpad+A buttonControl-Modifier-Air.png

Throws

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
(ZL button or ZR button)Control-Modifier-(Air).png Z button+A buttonControl-Modifier-(Air).png Minus buttonControl-Modifier-(Air).png Net Villager uses a bug-catching net for his grab, which gives him a greater grab range but a significantly slower grab. Due to its sluggishness, you won't find yourself using it often outside of occasional setups.
(Zl button or Zr button)Control-Modifier-(Air).png Z buttonControl-Modifier-(Air).png L buttonControl-Modifier-(Air).png
A button after grab A button after grab 2 button after grab Net Struggle Villager shakes the net to hit the grabbed foe. It does average damage for a pummel and thus can rack up a good bit of damage on your grabbed victim.
A button after grab A button after grab A button after grab
Right lstick after grab Right nunchuk after grab Right dpad after grab Net Fling Villager swings the grabbed opponent out of the net and off in front of him. A useful throw that creates some space between you and your opponent while keeping them close enough that you can choose to continue pressuring. It is also good for knocking foes offstage when near the ledge.
Right lstick after grab Right control after grab Right cpad after grab
Left lstick after grab Left nunchuk after grab Left dpad after grab Rejected Bug Villager swings the grabbed opponent backward and out of the net. It mostly serves the same purpose as Forward Throw, just with more damage and in the opposite direction. While it does less knockback than Forward Throw at low percentages, its knockback rises significantly with percent. It can guarantee KOs on hardy opponents that managed survived beyond 150% on normal-sized stages, making it Villager's only KO throw.
Left lstick after grab Left control after grab Left cpad after grab
Up lstick after grab Up nunchuk after grab Up dpad after grab Skyward Release Villager flings the grabbed opponent upward. Like many Up Throws in the game, this move sends foes too high up to be comboed but is too weak to KO reliably. It can be handy against characters that have trouble against Villager's turnips, potentially letting you get extra damage or even start a juggle.
Up lstick after grab Up control after grab Up cpad after grab
Down lstick after grab Down nunchuk after grab Down dpad after grab Bagworm Drop Villager slams the opponent in the net on to the ground, knocking them diagonally upward. Like many Down Throws, this move has weak knockback and places foes in an easy position to follow-up with attacks, although Villager can't really get any significant combo strings off of it.
Down lstick after grab Down control after grab Down cpad after grab

Special Attacks[edit]

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
B button B button 1 button Pocket Villager holds his hand out to grab any projectiles or items nearby. If he manages to get one, he will store it and use it by pressing the special attack button again, amplifying their power if its a projectile. Villager can also use this move to pocket a held item, or even to switch between two held items. The move has some invincibility to ensure Villager pockets his target, but failing to get anything leaves Villager vulnerable for a while. This is one of Villager's signature moves, being extremely versatile against projectile characters and with items on the field. It can neutralize enemy projectile spam and gives villager some potent extra KO moves if he pockets a strong attack. As Villager can release the pocketed move instantly, they can be even more effective in the hands of the Villager than when used by the original character. It also has some creative uses with items, such as storing Maxim Tomatoes for healing on demand, or powerful items like Hammers and Bob-Ombs for a key moment. Whatever the use, learning to use Pocket on reaction against pocket-able attacks is key to playing Villager. With so many different objects he can Pocket, the only limit to this move's versatility is your creativity with using them.
B button B button B button
Garden Villager has a smaller pocketing radius, but opponents hit by the hand will have a flower grow on their head similar to being hit with Lip's Stick. It has good horizontal knockback and can potentially deal a lot of damage, but there is some noticeable startup before the move activates. As Villager still has invincibility while using the move, Garden can be used as a pseudo-counter. All the functionality of the original Pocket still remains, but the range for Pocketing is more strict. With good timing, Villager may be able to make use of Garden even better than Pocket.
Pocket Plus Villager has a wider grab radius for pocketing, but any projectiles he tosses back have lower amplified power. This is simply a crutch for more novice players who have trouble catching projectiles, since timing and skill can compensate for the shorter range of default Pocket. Nevertheless, the power of items is unaffected. Since some items are more dangerous than character-based projectiles, and many of them can have odd movement patterns, this custom special could be useful if you integrate items in your tactics a lot.
(Left lstick or Right lstick)+B button (Left nunchuk or Right nunchuk)+B button (Left dpad or Right dpad)+1 button Lloid Rocket Villager pulls out Lloid the Gyroid, who propels himself in a straight line forward, exploding upon hitting terrain or a player, or after a short while has passed. Only one Lloid per player can be on the field. Villager can choose to ride on Lloid by holding the special attack button. If he hits a wall or gets off by pressing the same button, Villager will be put into a helpless state. However, hitting an opponent while riding Lloid won't leave Villager helpless, and in fact puts you in a perfect position for follow-ups. This move's main use is sending unmanned Lloids to harass opponents from a distance. Lloid is just slow enough to let Villager follow behind him as an approach, and is fairly big for a projectile making it difficult to dodge. An opponent trying to evade or counter it usually has to do deliberate actions, which you can react to and take advantage of any resulting openings to do more damage. It can also be used as a horizontal recovery when rode on, letting Villager travel quickly across the screen.
(Left lstick or Right lstick)+B button (Left control or Right control)+B button (Left cpad or Right cpad)+B button
Liftoff Lloid Instead of going straight forward, Lloid curves upward after activating an explodes much sooner by itself. This custom special is intended to boost Villager's recovery, as it sends Villager upward and even retains their upward momentum when Lloid explodes. However, it loses a lot of Lloid Rocket's powerful utility, as it is much harder to harass and pressure opponents with Lloid's curved trajectory. Additionally, Villager already has a great recovery with Balloon Trip and its variants, and using Liftoff Lloid removes the horizontal recovery Lloid Rocket provides. Overall, this is one move you will seldom be using. It's probably best on stages with a lot of vertical space, such as Gaur Plains and Tomodachi Life, as enemies are more likely to be in position to be hit by Lloid on these stages.
Pushy Lloid Lloid is significantly bigger, but travels slower and over a smaller distance. It doesn't explode upon hitting an opponent, but drags them along for multiple hits before the final blow. The slower speed and larger size means that Villager can have a large, moving hitbox for longer, good for pressuring foes, but the reduced distance makes it a lot worse for long range harassment. Although the combo and explosion isn't very powerful, it lets Villager follow-up easily if ridden.
Up lstick+B button Up nunchuk+B button Up dpad+1 button Balloon Trip Villager spawns two balloons that slow his fall. Pressing the special button makes him flap his hands to move up, while pressing the attack button causes Villager to let go prematurely. The move has a bit of inertia to it, so it is a bit difficult to flap up once the Villager has fallen a bit. The balloons can be popped by opponents to reduce lift Villager will be put into a helpless state if the both balloons are destroyed, the duration of the move ends or if he chooses to let go. This is Villager's main recovery move, and one of the best in the game, since it offers both distance and control, letting Villager recover from almost anywhere offstage. It can be stopped by breaking both balloons, but this is easier said than done, since hitting the Villager while popping the balloons will refresh the move.
Up lstick+B button Up control+B button Up cpad+B button
Extreme Balloon Trip Villager fills his balloons with an explosive gas, gaining less lift from the flight, but letting him detonate each balloon by pressing the attack button to damage nearby opponents. Villager is propelled upward once both balloons have exploded. This move makes it more dangerous to edgeguard Villager, and even though it sacrifices a bit of control, it still lets Villager travel really far. Opponents that pop the balloon will also be knocked away by the explosion. An interesting feature about this move is that when Villager lands or grabs a ledge, the balloons detach and remain onscreen for a short while. If an opponent pops these balloons or if Villager uses Extreme Balloon Trip again, they will explode, letting you set up balloon mines to control space more.
Balloon High Jump Villager shoots straight up with the balloons, letting go once he reaches the peak of the jump. The force of the ascent lets Villager knock opponents away on his way up. This is a straightforward special variant that trades control for speed. While it limits Villager's horizontal recovery, there is a smaller timeframe to hit Villager out of it, and the added hitbox helps defend against edgeguarders. Villager is also not losing out on much distance, as he still shoots up further than most other similar ascending moves.
Down lstick+B button Down nunchuk+B button Down dpad+1 button Timber Timber is a multi-step move. The first stage has Villager planting a seed, which produces a sapling on the ground, which disappears after a while. The move is useless if used in the air or near the ledge. Once the sapling has been planted, Villager gains a watering can that can push around but not attack foes. It can also be used to water saplings to make them grow into trees, doing strong upward knockback during growth. The tree can block attacks and will disappear after a while. While the tree is active, Timber becomes an axe, which Villager can use as an attack, but also to chop the tree. Chopping the tree down with two axe strikes to one side causes it to deal heavy knockback to opponents caught in its path. The falling tree is a projectile and can fall off ledges. After the tree is fallen, it will rarely leave a chunk of wood, which can be thrown at foes for damage, or a healing fruit.

Timber sounds complicated, but is pretty simple to utilize. It has two functions: to control space and to KO. The latter role is obvious, since the tree's two attacks are very powerful. The initial growth of the tree does strong upward knockback equivalent to a smash attack, while the falling tree is much stronger, KOing as early as 70%. Although watering and chopping the tree is rather telegraphed, the size of the tree can make it hard to avoid, especially when used as an edgeguard. Additionally, the axe itself is a good KO move with very quick startup making it very reliable for nabbing KOs. As for controlling space, the large size of the tree creates a projectile shield. Villager can peek out from behind the tree to fire off Lloid Rockets and slingshots, while opponents are forced to abandon their projectiles and move closer. It is also slightly awkward to maneuver around the tree, letting Villager capitalize on any mistakes made by enemies trying to approach him.

Down lstick+B button Down control+B button Down cpad+B button
Timber Counter The sapling now trips foes that walk over it, and the tree it grows into knocks enemies away when attacked. However, all attacking parts of the move are greatly weakened. This special move greatly enhances Timber's space-controlling properties, making it useful even as a sapling. For foes that like to move around, the sapling can deter excessive movement and create openings for you to land free attacks. As a tree, Timber will knock foes away if hit by an attack, even if you are attacking. This makes it even harder to approach a Villager camping behind a tree, since you can just attack the tree to send nearby foes away. The loss of power, especially from the axe, does necessitate a little adjustment to your tactics, since you have a lot less KO moves as a result of using Timber Counter. Nevertheless, the sheer disruptive potential of the Timber Counter makes it arguably the best Timber variant.
Super Timber The sapling requires more water to grow, but the growth of the tree is stronger and the resulting tree is much taller. The axe is slower to swing but stronger as an attack, while the falling tree does immense damage and knockback, hitting as hard as Villager's own final smash. This is a simple slow but powerful tradeoff, meant for players who can find openings for quick KOs. The larger tree also protects you more and is harder to avoid when it falls. However, the slowness of the move and its components make it difficult to utilize if your opponents are careful enough.

Taunts

Control Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
Up dpad 1 button Up dpad+A button Villager cheers three times.
Up dpad Up dpad Up dpad
(Left dpad or Right dpad) 1 button+2 button A button Villager does a short Shrunk Funk Shuffle.
(Left dpad or Right dpad) (Left dpad or Right dpad) (Left dpad or Right dpad)
Down dpad 2 button Down dpad+A button Villager takes out a stick and scrapes the ground with it.
Down dpad Down dpad Down dpad

Final Smash - Dream Home[edit]

Tom Nook and his two nephews Timmy and Tommy appear in front of Villager. Any opponent that touches them will be trapped as the Tanooki salesmen build a house around them at astonishing speed, complete with decorations and furniture. At the end, the house explodes, launching everyone inside the house off sideways with enough knockback to KO from center stage starting at around 50%. Any foes nearby as the house is being built and when it explodes will also be harmed. Dream Home is a standard trapping Final Smash, so you just need to land the initial hit to activate the rest of the attack. The initiation range is not bad as the raccoons are lined up horizontally. The construction of the house and its eventual explosion is also useful when playing against multiple opponents, since it takes up some space and can still harm players not trapped by the Final Smash.