"Crime? I haven't stolen anything... yet."
Completing the trifecta of Daxter, Jak, and Daxter.... Ok, I really mean Jak, Ratchet, and Sly! They were the trio of 3D platformer series on the PS2. While Ratchet was known for his many guns and Jak had a more refined combat with a bit of mystic thrown in, Sly is more focused on stealth. While there are some combat options, most enemies were tough to take down, prompting you to sneak around, pickpocketing enemies for extra cash while stealthily ruining the villain's plans with the help of his 2 best friends: Bentley (the brains) and Murray (the brawn).
Within the Smash realm, Sly isn't much of a powerhouse and he's fairly light. He doesn't like enemies getting in his space since he has terrible defenses... so what makes him viable? He would be the one true stealthy character. With so many tricks up his sleeve, the game turns into cops and robbers, with Sly attempting to get in small hits without leaving the opponent much opportunity to react. He's quite good at it, too.
Passive: Shadow Power
Holding down the shield button makes Sly invisible. He can run around and jump while in this state, but there is a slight shimmer that can alert enemies to his location if you go too fast.
"But wait! What about the shield and roll?" That is the tradeoff - Sly does not have a shield and cannot roll. He's much more susceptible to direct attacks compared to other fighters because of it.
Passive: Backstab
Sly deals extra damage and knockback whenever he hits an enemy in the back with any move.
Neutral Special: Smoke Bomb
Sly takes out a smoke bomb and crushes it, causing an explosion of smoke, obscuring view. Upon using it, you can input a direction to teleport a short distance in that direction, unleashing another smoke bomb when you appear to signal where you traveled.
This move serves as Sly's trademark getaway move. Rather than push enemies away, he runs away from battle. Since he cannot roll, this is a must-have move
Up Special: Jetpack
Sly dons a jetpack and shoots straight upward for a good distance. A nice recovery move and can also serve as another escape technique. This does not leave him helpless after the move, but he will automatically take out a paraglider after the move, which can be cancelled by any other move.
Side Special: The Murray
"Fear the Murray!" Sly takes a sidestep, and Murray appears, charging forward. Murray himself is invulnerable to attack and is very strong, but is kind of slow. Sly can use the distraction Murray causes to ready an attack.
Down Special: Bentley Bomb
Sly does another sidestep, and Bentley appears, dropping a bomb. The bomb detonates after a short period, and if an opponent touches it, it sticks to them. The blast has a good amount of knockback, helping Sly control the battlefield. Unfortunately, Bentley is not invulnerable, and will escape (through some kind of high-tech teleportation or something) if hit before dropping his load.
Combo: Cane Swipe
A simple 2 hit cane combo. Nothing special about it, though he can repeat it very quickly after the 2 hits.
Side Tilt: Pickpocket
Sly reaches over his cane and attempts to grab something from the opponent. It does very little damage, but it serves 2 purposes: It stops projectiles (by pocketing them, but he can't reuse them), and it steals an item if the opponent is holding one (it can even steal items like Franklin Badge).
Up Tilt: Upward Swing
Sly swings his cane upward, doing a decent amount of knockback that doesn't scale well with %. Good for starting a small combo, but not much else.
Down Tilt: Cane Spin
Sly quickly spins his cane around him, dealing a decent amount of knockback. If this attack is repeatedly used, Sly can move around while spinning. If Sly desparately needs to get enemies away from him, this is his one option.
Forward Smash: Alarm Clock
Sly throws an alarm clock forward. Odd for a smash attack in that it's a projectile that does no damage. Any opponent that touches the alarm clock after it lands (and thus starts ringing) is stunned for the duration. The clock itself has a longer range and longer duration with more charge.
Up Smash: Decoy
Sly charges up a jump. Upon release, Sly drops a cardboard decoy and leaps high into the air, with a distance proportional to the charge. The decoy itself damages and stuns any who touch or attack it. His leap also does a slight amount of knockback. Useful for escape and as a make-shift counter.
Down Smash: Rage Bomb
Sly throws a grenade at the ground. The radius of the explosion is directly proportional to the charge. If it hits, the foe's controls are temporarily randomized. It otherwise does a bit of damage but no stun or knockback - mainly useful for messing with his opponent.
Dash Attack: Knockout Dive
Sly jumps forward, spinning his cane while in midair. It has a good amount of knockback and mobility, so he never has to stop for long.
Neutral Aerial: Barrel
Sly goes inside a barrel lined with explosives! It really limits his horizontal movement upon activation. Another tap of the A button will explode the barrel, hitting enemies all around him. He'll stay in the barrel if he lands on the ground, though - and can then walk around before exploding it. Another property of the barrel is that it protects him against projectiles, giving him some cover against spammers.
Forward Aerial: Cane Smash
Sly slams his cane forward in front of him, acting as a meteor smash. It comes out faster than other forward aerial meteor smashes, allowing him to get a quick kill if the opportunity presents itself.
Backward Aerial: Voltage Strike
Sly's cane lights up with electricity as he stabs it behind him. It stuns enemies momentarily so he can regain his footing.
Up Aerial: Overhead Swing
A generic swing of Sly's cane above him. Nothing significant about it.
Down Aerial: Air Dive
Sly stops all horizontal movement and dashes to the ground, spinning his cane until he hits it. It has a good amount of knockback, similar to his dash attack, and is useful in a pinch to adjust his trajectory.
Grab: Cane Grab
Sly reaches out his cane to attempt to pull in enemies.
Pummel: Rapid Punch
Sly simply punches his helpless opponent. Nothing special.
Forward Throw: Push Away
Sly pushes the handle of his cane into the opponent, knocking them back a set distance. Sly can act out of this very quickly, allowing him to escape.
Backward Throw: Swing Around
Sly swings his cane around, throwing the enemy behind him. It has the most knockback of any of his throws, but it's still not much of a kill move.
Up Throw: Silent Obliteration
Sly dissapears into a tornado of hits on the enemy before ejecting him/her into the air.
Down Throw: Takedown
Sly lifts his foe with his cane above him before slamming down to the ground behind him. Deals a good amount of damage and leaves the enemy prone.
Final Smash: Agent Fox
Looks like Carmelita showed up! Sly jumps behind a cardboard cutout as Carmelita drops in. You now control Carmelita for a short time as she blasts enemies with her shock pistol.
Taunt: Sly shrugs. "Chasing after shadows again?"
Victory: Sly swings his cane around and puts it on his shoulder.
Loss: Sly tips his hat down and claps.
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