Archetype:
Zoner, Setplay, One Shot
Health:
36
Endurance:
10
Walk Speed:
3.3/-2.3
Prejump Frames:
5
Fastest Attack:
5A (7f), 2BB (6f)
Toxicroak is a frog. It does.
Introduction
Looks like the cheeky frog is up to its zoning antics once again! Toxicroak loves to wall the opponent out and keep them on their toes! Toxicroak has both a traditional fireball and projectile-consuming remotely detonated bubble, each with speed variation and an air-controlling version. These allow Toxicroak to generate a veritable wall of projectiles, while using tools like 5A, 2A & j8A to stop any foe who slips through. Once these tools force the opponent to the corner (chipping them down with poison damage all the while), their functionality pivots and Toxicroak becomes a pressure monster, threatening solid mix leading into surprisingly lethal combos for a zoner. Build a full bar of meter and you can unleash the Toxic Bubble, a high-damage unblockable super that can effectively checkmate opponents before Toxicroak even uses it!
However, all this talk of its tricky gameplan has left Toxi on the frail front in traditional combat. With low health and endurance (somewhat offset by above-average escape options), its trap can fall apart if the opponent catches it off-guard. Getting impatient and approaching too soon can also spell your doom, as Toxicroak doesn't have much in the way of midscreen pressure. But if you like poisonous zoners with attitude, Toxicroak is the one for you!
Playstyle
Toxicroak is a zoner that uses its projectiles to gain stage control before using those same projectiles for frightening pressure.
Pick if you like
Avoid if you dislike
Zoning Zealot: Toxicroak's set of speed-variable projectiles control both the air and ground, destroying both standard approaches & enemy zoning.
Damage Over Time: Toxicroak's poison mechanic slowly drains the opponent's lifebar until Tox is parried, compounding with its slow-paced neutral and solid combo damage.
Frog Hops: Toxicroak has a high jump arc and its aerials have excellent range, making it hard to challenge in the air (especially when there's a bubble on top of you).
Toxic Traps: Toxi's projectiles, several of which have delayed activations, give it very solid offense despite its middling normals.
Slippery: A frame 8 reversal, arcing airdash and side-switching standard dash make it relatively easy for Tox to slip right out of the corner.
Unblockable Super: 624B is a unblockable bubble with a lingering hitbox that leads to massive damage with the right setup.
Fragile Frog: Tied for the lowest health and guard value, Toxi can be shattered in an instant if their opponent manages to close the distance.
Midscreen Mediocrity: Toxicroak's offense relies on the corner, which has to be secured through slow zoning.
Dash
Dash
Cancel
Invul
Startup
Recovery
Cost
Unique
-
-
-
-
-
-
Toxicroak ducks down and slips past the opponent.
Uniquely goes through the opponent, allowing for left/right mix
Normals
5A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
0
Low
Special, C Cancel
Throw (extended leg only)
-
Startup
Active
Recovery
Advantage
Cost
Unique
7
3
18
+6 [-4]
-
-
Toxicroak stretches its leg for a low kick.
Very fast and far, easily Toxicroak's best button to challenge with in neutral
Combo/blockstring filler when out of range of 6A, comes in clutch in improperly executed 624B juggles
Toggle Hitboxes
Toggle Hitboxes
4A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3+2
1+1
Mid
-
-
Knockdown (Air Hit)
Startup
Active
Recovery
Advantage
Cost
Unique
22
11
12
+21 [+1]
-
-
Toxicroak stretches its leg and strikes downwards with its heel.
Easier meaty to use than 5B, with less risk of whiffing
High advantage on hit makes it a great combo starter, even linking into 3A
Slow but active, rewarding callout in neutral
Toggle Hitboxes
Toggle Hitboxes
6A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
1
Mid
Special, C Cancel
Throw (extended arm only)
-
Startup
Active
Recovery
Advantage
Cost
Unique
10
6
24
0 [-6]
-
-
Toxicroak jabs forward with its wrist claw.
Combo/blockstring filler, shorter range but more damage than 5A
Has more blockstun than 5A, creates frametraps with 5B instead of 6B
Extends its hurtbox later than 5A, making it a workable counterpoke
C-Cancels on block into an autotimed 5A/throw mixup
Toggle Hitboxes
Toggle Hitboxes
2A Reactive anti-air
Reactive anti-air
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4/2
1
Mid
2B, 421B, 624B, C-Cancel
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
Unique
14
4, 7
16
+72 [-2]
-
-
Toxicroak raises its leg.
Primary anti-air, strings into super if hit high enough
Late hit is air-only
Good for juggling opponents when extending combos
Close-range grounded combo starter, juggling into either 624B for a meter dump or 6A x 6B for spaced 5B oki
Toggle Hitboxes
Toggle Hitboxes
3A Just like Dee Jay
Just like Dee Jay
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2 (Grounded) / 1 (Juggle)
1
Low
-
-
Sweep
Startup
Active
Recovery
Advantage
Cost
Unique
16
23
24
+41 [-29]
-
-
Toxicroak slides across the ground.
Travels almost halfscreen, affecting frame data the further this move connects (though it's never quite safe numerically)
High risk high reward neutral option, good for conditioning combined with tools like j8A and jBB
Can slide under certain moves, similar to Toxicroak's crouch
Leaves Tox fairly close, good for 624B checkmates
Toggle Hitboxes
Toggle Hitboxes
j5A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
1
High
jB
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
9
20
6
+20 [+17]
-
-
Toxicroak swipes the air with its wrist claw.
Toxicroak's main tool for jump-ins, allowing combos on hit and additional pressure on block
Large, fast, and active, dominating the air
Toggle Hitboxes
Toggle Hitboxes
Damage
Endurance Damage
Guard
Cancel
Invul
Property
5
-
None
JB
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
13
17
6
+16* [-]
-
-
Toxicroak stretches its leg for an upwards angled kick in mid-air.
Cannot hit a grounded opponent, must land as an air-to-air; advantage is estimated from a standard hit
Massive air-to-air, walling opponents out and synergizing with grounded 2B
Causes Toxicroak to fastfall, opening up offense on a grounded opponent late to respond
Toggle Hitboxes
Toggle Hitboxes
Specials
Poison Spit 5B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
1
Mid
5BB, C-Cancel
-
Poison , Projectile
Startup
Active
Recovery
Advantage
Cost
Unique
24
∞
45
18 [-2]
-
-
Toxicroak spits a ball of poison horizontally across the screen.
Fairly basic fireball, good for controlling space
Primary meaty option, leaves Toxicroak plus enough for at least 5A
Leads to meter-neutral extensions on C-Cancel
Advantage assumes point-blank range
Applies poison state to opponent on hit
Inputting as you spit will make the spitball travel faster
Fast version immediately stuffs out approaches & is reactable at fewer ranges
Slow version throws off parry timing & controls space for longer, allowing Toxicroak to focus on anti-airing
Only one spitball can be out at a time; pressing the move again will result in a small, 1 damage attack that also poisons
Poison Spit (Upward) 4B Preemptive anti-air
Preemptive anti-air
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
1
High
C-Cancel
-
Poison , Projectile
Startup
Active
Recovery
Advantage
Cost
Unique
26
∞
47
44 [+24]
-
-
Toxicroak spits a ball of poison in an upwards arc.
Advantage assumes point-blank range
Applies poison state to opponent on hit
Active anti-air
Hits on a large delay, good setplay tool
Poison Dart 6B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4
1
Mid
C-Cancel
-
Poison , Knockdown
Startup
Active
Recovery
Advantage
Cost
Unique
17
21
24
+48 [-20]
-
-
Toxicroak puts both claws above its head and strikes forward.
Incredibly active with a generous hitbox, can be safe if spaced accordingly
Main combo ender, stringing out of all special-cancellable normals
Launches high enough to situationally juggle back into 6A or 5A
Toggle Hitboxes
Toggle Hitboxes
Damage
Endurance Damage
Guard
Cancel
Invul
Property
-
-
-
-
-
Anti-Projectile
Startup
Active
Recovery
Advantage
Cost
Unique
18
-
45
-
-
-
Toxicroak sends out a bubble that floats forwards.
Input with 3B to create a bubble that travels faster and further
Certain moves, such as 6B and any jumping normal, will immediately detonate
Bubble will auto-detonate after a set period of time
Deletes all projectiles that come in contact with it
Disappears when Toxicroak is hit
Key zoning tool, allowing Toxicroak to stuff anti-airs and score hard knockdowns
Reemptive anti-air?
Reemptive anti-air?
Damage
Endurance Damage
Guard
Cancel
Invul
Property
-
-
-
-
-
Projectile
Startup
Active
Recovery
Advantage
Cost
Unique
18
-
45
-
-
-
Toxicroak sends out a bubble that floats upwards.
Air controlling version of 2B
Stays out longer than 4B, but has to be detonated on reaction
Longest-lasting bubble in the corner, ideal for setplay
Dirty Bubble (Detonation) 2B while Dirty Bubble is out
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
0
Mid
-
-
Poison , Projectile
Startup
Active
Recovery
Advantage
Cost
Unique
6
7
6
+4 [+6]
-
-
Toxicroak swells its throat, detonating the bubble.
Very plus even if the bubble whiffs, allowing a parry-safe frametrap with 5A
Faster than 5A, good mash option if you're on defense with a bubble out
Bubble pop startup begins on first active frame of the throat swell
Toggle Hitboxes
Toggle Hitboxes
Dirty Bubble (Pop) 6B, 2B or an air move while Dirty Bubble is out
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
1
Mid
-
-
Poison , Projectile
Startup
Active
Recovery
Advantage
Cost
Unique
5
6
-
+102 [+11]
-
-
Toxicroak's bubble pops.
Frame data assumes that the bubble pops off of a whiffed 2BB
Roughly as plus as the throat swell if both hit
Good whiff punish if the bubble lines up right
Gives a floaty, combo-extending pop up on hit
Poison Arrow j5/6/8B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
7/9
2
High
jBB
-
Poison , Knockdown
Startup
Active
Recovery
Advantage
Cost
Unique
39
∞
40
+51 [-10]
-
-
Claws overhead, Toxicroaks stalls itself in the air before sending itself forward.
Change direction traveled by changing the direction you press: j7/8/9B sends you upward, j6B forward, and j1/2/3/4/5B downward
You can only change direction before the movement starts
Down-angled version does 2 less damage
Auto-detonates 2B for a simple combo
Can be used to escape the corner, especially when angled upwards
Toggle Hitboxes
Toggle Hitboxes
Hyper Moves
Double Spit 5BB
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2, 2
1, 1
Mid
-
-
Poison , Projectile
Startup
Active
Recovery
Advantage
Cost
Unique
12
∞
39
+21 [+1]
1
-
Toxicroak fires an extra ball of poison.
Can double spit any combination of the slow, fast, and upward versions
Good for blockstring pressure, allowing for additional followups
Counters certain answers to projectiles
Damage
Endurance Damage
Guard
Cancel
Invul
Property
6
1
Mid
-
Full (1-16)
Launch
Startup
Active
Recovery
Advantage
Cost
Unique
8
9
34
+72 [-25]
1
-
Toxicroak flips backwards on its hand, kicking with its leg as it rotates.
Great get-off-me tool, invincible on the startup frames and comes out quick
Easily affords enough time on hit to set up projectiles to advance behind
Combos into moves like 3A or 6B in the corner
Attempting to use this move without meter will give 2B
Toggle Hitboxes
Toggle Hitboxes
Damage
Endurance Damage
Guard
Cancel
Invul
Property
7/9
2
Mid
6B
-
Poison , Knockdown
Startup
Active
Recovery
Advantage
Cost
Unique
27
∞
27
+64 [+2]
1
-
Claws overhead, Toxicroaks launches itself forward in the air
Faster version of Poison Arrow
Can mix up opponents due to its speed relative to its non-EX counterpart
Great combo extender after a j5A or j8A
Toggle Hitboxes
Toggle Hitboxes
Super
ah, gottem ggs
ah, gottem ggs
Damage
Endurance Damage
Guard
Cancel
Invul
Property
7
-
Unblockable
-
-
Poison , Projectile
Startup
Active
Recovery
Advantage
Cost
Unique
29
600
56
-
3
-
Toxicroak summons a big bubble that floats forward and up.
Pops after 6 seconds or when Toxicroak is hit
Can create a checkmate scenario after hard knockdowns, notably 3A
Allows for follow-up juggle combos after enveloping opponent
Opponent can use invincible reversals to attempt to challenge, but usually trade in Toxicroak's favor
Toxicroak's hurtbox extends forwards during the bubble release animation, allowing the opponent an opportunity to challenge
Universal Mechanics
Forward Throw 6C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
-
Unblockable (Throw)
-
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
Unique
8
2
61
-
-
-
Toxicroak punts the opponent away.
Back Throw 4C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
-
Unblockable (Throw)
-
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
Unique
8
2
61
-
-
-
Toxicroak throws the opponent behind itself.
Parry C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
-
-
-
-
Poison
Startup
Active
Recovery
Advantage
Cost
Unique
-
-
-
-
-
-
Toxicroak dodges back and jabs out with its claw.
Combos
Meterless BnBs
Jump-in Combo
j5A 2A 6A x 6B
Note: At the very tip of j5A's range, 2A will whiff and must be omitted.
Meter Gain
4A 3A
Note: Combo is not true at 4A's max range.
4A Corner Combo
4A 2A 6A x 6B
Note: Omit the 2A midscreen or if even slightly spaced.
One Meter Combos
Corner Dagger Heel
2A x 421B 6B
C-Cancel Combos
Meter Neutral Corner Carry
(5A/6A) x 5B cc 4A 3A
Note: Leads into a Toxic Bubble checkmate if you end up in the corner. Can also end with 2A 6A x 6B, but the damage is rarely worth it.
Good Damage Corner Combo
(5A/6A) x 6B cc 6A x 6B 5A x 6B
Two Meter Combos
Toxicroak's 1 bar enders aren't particularly efficient; all combos in this section are double C-Cancels.
Extended 4A Combo
(5A/6A) x 5B cc 4A 6A x 5B cc 4A 3A
Note: Also has a variant that swaps the 4A 3A with a damage finisher from the Meterless BnBs section.
Corner Quadruple Dart
(5A/6A) x 6B cc 6A x 6B cc 6A x 6B 6A x 6B
>> >> >> >> >> >> >> >> >>
Toxic Bubble Combos
Corner Bubble Checkmate
3A 624B
Note: Very consistently leads to follow-ups.
Beginner Jump-In to Corner Bubble Checkmate
jA 2A 6A x 6B 624B
Corner Bubble Followup
624B 1B 2A 6A x 6B 6A x 6B 6A x 6B<
Note: The 2A must be hit as the opponent emerges from the bubble, and the 1B must be used late enough to detonate off of the first 6B.
Colors