SLOTH ALPHA

Sloth Alpha was created long, long before Sloth Beta. He was tasked with creating a tunnel around the region of Amestris, but the fact that he never finished it due to laziness despite hundreds of years passing leaved the other homunculi to wonder he was dead. Because of this, Sloth Beta was made. . .She wasn’t particularly Slothful or powerful, but she was but a temporary replacement until Sloth Alpha would return. Dante severely doubted the single strongest homunculus would die so easily. . .
In Sins of Alchemy, Sloth Alpha is an unlockable character. He is unlocked by either getting to him in the Story Mode, playing 600 vs. Matches, or beating Arcade Mode on Intense difficulty and no continues with Sloth Beta. With the exception of the Story Mode, you must defeat Sloth Alpha in a one on one match to unlock him. . .
Sloth Alpha has the most stamina of anyone in the game, having an unmatched 250. Unfortunately foes will also find him the easiest person to damage rack. . .Though his boulders for the most part negate that.
LAZINESS
Sloth isn’t named after the sin of laziness for nothing, unlike his anime counterpart. Sloth suffers from a far more severe version of Pokemon Trainer’s stamina (It’s 1.5X as bad to be precise), but unlike PT’s Pokemon Sloth doesn’t have anybody to switch out to while he rests, thus he has to find time in the middle of battle to do so. Standing perfectly still is the most basic means of doing so, causing his energy to regenerate 1.5X as fast as it normally degenerates, but taking a nap with your neutral b is the main way you’ll be replenishing your stamina, as you regenerate 5X as fast as you normally degenerate when asleep.
A ATTACKS
Neutral A – Chain Whip

Sloth raises up his arm upon the first press of A, his arm being a htibox with average range and priority that does 7%, bad knockback, and only kills foes with 6 stamina left. Upon the second press of A, Sloth quickly moves his arm back down into it’s initial position for the same properties. This has below average lag.
Sloth isn’t aiming to hit with his arm, though, he’s using the chain on his arm as a flail. The end of the chain on the arm he jerked around will raise up and then slam down to deal 13%, decent knockback, and potential to kill foes with 28 stamina left. The chain is disjointed, but doesn’t reach out all that far from Sloth. . .
Side A – Chain Toss

Sloth moves his arm back as if preparing for a wind up punch, then hurls it forward. This causes Sloth’s chain to fly it’s full length forward, Sloth making use of it’s range. The chain reaches two thirds of Final Destination away from Sloth with disjointed priority and does 15%, decently good knockback, and kills foes with 35 stamina left. This has average lag.
However, once you throw out the chain, Sloth doesn’t pull it back in. He’ll drag it along as he moves about. If you use your neutral A during this time, the end of the chain will be the part that raises up and slams down. This the main reason you’ll be wanting to throw out your chain. Using your Side A with your chain already out will cause Sloth to pull it back in, having no hitbox and average lag. This means you can’t use the Side A on it’s own all that well due to having to “reload” it, so you’ll mainly want to throw out your chain when left alone then rely on the neutral A.
Up A – Chain Clash
Sloth thrusts his arms upwards like DK does when charging his A Down Smash. His arms aren’t hitboxes for this move, but this causes his chains to swing up over his head. The range is dependent on whether Sloth has sent out his chains with his Side A and Side B or not, the chains potentially able to go very high into the sky if they’re both extended out. The main part of the chains only deal 5-10% with mediocre knockback that only kills foes with 0 stamina, but where the ends clap together deals 20% and great vertical knockback that kills foes with 50 stamina left.
Keep in mind that if the chains aren’t either both extended out or both unextended, then the ends won’t clash together, thus creating no deadly hitbox. You’ll generally want the chains unextended for this move simply due to foes being unlikely to be so insanely high. This move has high starting lag and above average ending lag.
Down A – Swirling Pain
Sloth flings both his arms forward for above average range and little starting lag, though bad ending lag. This deals 12% and kills foes with 20 stamina left, though it does an awkward type of set knockback. The foe travels the distance of a Battlefield platform while spinning around rapidly, dizzy, over the course of a second. Sloth is unfortunately unable to take advantage of this due to the terrible ending lag of the move. This is only worth mentioning due to how quickly it first comes out in comparison to Sloth’s other moves. Beyond that, the move is disgusting.
B ATTACKS
Neutral B – Slack Off

Sloth goes into a pose similar to Dedede’s crouch and falls asleep with little lag. From here, there’s absolutely nothing you can do, but you regenerate your stamina incredibly quickly, making this a vital tool in Sloth’s arsenal. This means you’ll be wanting to slack off whenever you have a free moment. When the foe’s respawning is an obvious time, but another one is when they’re just off stage, seeing Sloth can’t gimp to save his life anyway. You can come in and out of slumbering with below average lag, so don’t be afraid to use it, but if your foe will soon be up in your face again it’d be a better idea to just stand still and not be greedy. Being put to sleep by outside means will regenerate your stamina just as if you manually went to sleep.
Side B – Bound in Chains
Sloth jerks one of his arms forward to hurl forward one of his chains just as far as in his Side A, two thirds the length of Final Destination. This has nearly identical properties to the Side A.
The chain can latch onto destructible objects. If you bind your chain to a destructible object like this, then you can’t be knocked away further then the length of the chain from where you bound yourself. Foes can get around this by destroying the destructible object you’re bound down to and break you loose, but otherwise you’re impossible to KO.
Sloth’s Side B has him launch his right arm forward while his Side A has him launch his left arm forward. This allows you to control the two chains bound to Sloth’s arms separately, meaning you can be bound down at two separate places, as well as have two separate places where you can flail your chains with your neutral A.
Up B – Jumpchain
Sloth spins his chains around himself rapidly in a motion as if he were playing jumprope with it in the air. If he’s on the ground, he –literally- plays jumprope with it. Both chains must be extended out the same length for this move to work, or else Sloth will simply do generic upward flailing when he performs this move.
If the chains are both unextended, then the move has below average lag on both ends and the chain is a hitbox that deals 12%, decent knockback, and kills foes with 25 stamina left. This can be used to stall in the air pretty well, drastically slowing Sloth’s momentum.
If both the chains are both extended out, Sloth does the same spinning motion and the chain does the same damage/knockback, but since the chain is so much farther out, the hitbox around Sloth is very large, creating a protective barrier around Sloth. It’s pretty much impossible to get past the disjointed hitbox to Sloth if you’re outside it, but if you’re already inside the chains you can easily punish him. Good for spacing/blocking projectiles, just beware the landing lag.
Down B – Boulder Smash
This is nothing whatsoever like Charizard’s Side B, so remove any notions of that idea immediately. Sloth lifts a massive boulder up out of the ground, and then carries it around slowly until you press B again to throw it. This works just like when a character is carrying Bonsly in terms of how slow Sloth moves and the arc the boulder’s thrown in, though other characters besides Sloth aren’t strong enough to budge the boulder. The boulder is double Kirby’s size, and deals 1.5X the damage and knockback of Bonsly when thrown. It can kill foes with 80 stamina left, though hitting with the tossing of the boulder is laughable. You can also press A to casually put the boulder down for weak set knockback and 5% without throwing it.
While this is incredibly powerful, the move is too laggy to really use all that well. Thankfully though, there’s little lag in taking out the rock and setting it down, so you can use it as a decent means of approach, the boulder blocking projectiles or pretty much any attacks from the front as you slowly come toward your foe.
If you latch onto the boulder with a chain via Side A/Side B, you’ll be unable to go farther then the distance of the chain from it. . .and be unable to be knocked away farther from the boulder then the distance of the chain. While this may sound like just an alternative to latching onto platform edges, foes can’t break the chain bindings to the boulder, unlike platform edges, keeping you securely chained in place. They can attack the boulder to move it, though the boulder has Metal Mario’s weight and infinite stamina. This isn’t nearly as bad as it’d be in Brawl seeing there’s no edges to throw it off of. Unfortunately, knockback isn’t nearly as much of a concern here as it is in Smash Bros, so to compensate this prevents Sloth from being KOd. So long as he’s bound to a boulder, he won’t die. Period.
While Sloth isn’t strong enough to use the boulder as a flail on the end of his chain with only one attached, if you fasten both chains onto the boulder he’ll be able to use it as a deadly ball and chain and move about freely, albeit at half his already sluggish movement speed and he falls twice as fast when he’s at the maximum distance of his chain and pulling the boulder along with him. Using your neutral A, bair, or A Down Smash with the boulder attached to the end of your chains gives you a massive deadly hitbox on the end. Whatever you do with the boulder though, keep in mind that the moment you set it down or throw it, it’ll vanish in 15 seconds.
A SMASHES
A Side Smash – Behemoth’s Tomb
Sloth rips out a chunk of the ground from where he’s standing, then smashes it forward. The chunk of ground is as long as Sloth is tall. This is slightly laggier then Ike’s A Side Smash. It has disjointed priority and deals 26%-34, good knockback, and kills foes with 50-70 stamina left.
After successfully finishing the move, the land that Sloth ripped up out of the ground will stay where Sloth slammed it down, leaving a hole as long as Sloth is tall and as deep as Mario is tall, and also leaves the ground which Sloth ripped out in front of the hole, significantly altering the stage layout. Needless to say, this can’t be used on platforms that aren’t as deep as Mario’s height, such as the paper thin platforms of Battlefield.
Now, here’s where the stage altering begins to serve a purpose. If you’re in the hole you created when Sloth goes to take a nap, Sloth will pull over the ground he ripped out over himself to form a sort of tomb as he goes to sleep, burying himself within the stage as he slumbers. This makes him completely impervious to all damage, and he bursts up out of the ground once his nap time is up with little lag, though he refuses to stay underground for more then 5 seconds due to lack of air. You’ll generally want to open up a tomb and always retreat back to it when your time starts ticking down.
Be warned, though. Characters with moves that can go inside the stage like Gluttony’s Side A Smash or the various alchemists who can alter the stage layout can dig up Sloth from his tomb, so beware these match ups. You may only have one tomb at a time.
If you place a boulder from your down B inside the pit, the boulder will be firmly secured in the ground and foes will be unable to move it at all. More importantly, this also resets the duration of the boulder.
If used next to a destructible object larger then Sloth, Sloth will rip out a chunk of the object and use it as the weapon. If the object is large enough to accommodate him (Like a tree), Sloth can then use the interior of the object as a resting place. It’s much faster to do this then opening up the ground, though keep in mind the destructible object is destructible. . .
A Up Smash – Chain Swing
Sloth thrusts his arms upwards and his chains and his chains along with him, just like in his Up A. In fact, the entire move seems identical to the Up A at first, but the chain is a weak hitbox that does 1-2% and the part where the chains clash together does no damage, but has a grab hitbox, and if they’re hit by it Sloth hastily reels the chains back in to get the foe in his regular grab. This move looks like it starts up slow like the Up A, but in the middle of the animation it suddenly speeds up, having half the lag on both ends. This gives the two moves decent mindgame potential when used together.
So an upward grab? That’s it? Well, if your chains are unextended and you stand under a drop through platform when you use this move, the chains will latch onto it, and Sloth will then proceed to swing around the platform, rapidly going above and under it as he swings. Contact with Sloth as he spins about like this does 27-39% %, good knockback and kills foes with 30-50 stamina left. Sloth has super armor during the move. He has to keep spinning like this for at least 3 seconds, after which he can press A to casually come down.
On long drop through platforms, such as the one on Smashville, Sloth can move back and forth along the platform as he spins around it at a decent speed. This can give him massive stage control on stages such as that, but if he keeps spinning around the same platform for 6 seconds, he’ll cause it to crash into the ground from his weight and give himself abysmal ending lag. The fallen platform stays in the background and never comes back on it’s own, but if Sloth comes in front of it and uses his A Up Smash, he’ll lift it back up into position with high lag, repairing it. The earlier given example of the Smashville drop through platform is absolutely ideal to use this on due to how the platform moves back and forth. To use this on drop through platforms below you, you can input a A Down Smash right after inputting the A Up Smash to cause Sloth to aim downwards instead of upwards.
A Down Smash – Steel Whirlwind

Sloth strikes a T pose as he extends out his arms, then starts spinning around rapidly. Sloth’s body is a decent priority hitbox that does 23-34 hits of 1% and flinching with the last hit doing decent knockback that kills foes with 15-30 stamina left. Very little lag, but a ridiculously long duration that begs for enemies to come from above and pound you.
But why would the foe have to do that instead of hitting you normally? Well, if your chains are thrown out with your Side A/Side B, they’ll spin around with Sloth in a circle of death. The chains do the same damage as Sloth, but all in one hit, and the knockback is vertical. This kills foes with 30-50 stamina left based off charge.
While this move is infinitely more appealing to use if you’ve thrown your chains out in the distance to give the move truly absurd range, if either of your chains are out they’ll tangle around Sloth as he rapidly spins them around, the range of the attack slowly decreasing over the long duration, causing him to be completely bound by his own chains by the end of the attack. He falls over in the direction he was facing after the attack is finished laggily (Ready to use a stomach rising attack), and he can’t use any other attacks (Besides rising attacks) until he throws his chains back out again with his Side A and Side B to free himself.
B SMASHES
B Side Smash – Titan Rush

With very little beginning lag, Sloth goes just barely under the length of Battlefield, turning into a blur as he does so. How the hell does Sloth move so d*mn fast? Sloth is very surprisingly the fastest homunculus, he’s simply too lazy to use it. He uses all his speed in one burst in this move. . .Any foes who get hit by Sloth as he zips by at a blinding speed take 17% and great knockback. It can kill foes with as much as 50-75 stamina left! This move is beastly.
Sloth will be exhausted and begin napping and refuse to get up for 3 seconds(Though he has super armor during this forced sleeping and no lag upon getting up, so a foe can’t just fully charge a smash on him). During this forced sleeping, Sloth won’t regain any stamina.
B Up Smash – Death Leap
This move is extremely comparable to Dedede’s Up B, but Sloth only goes half as high as the floaty penguin king before crashing back down and doesn’t create stars at his sides when he lands, the move having worse ending lag then Dedede’s Up B to boot. In return, Sloth has super armor for the entire move and doesn’t have to cancel it to grab ledges, and his body is a hitbox that does upward knockback as he ascends in addition to as he descends. Increasing the charge of the move makes Sloth potentially go as high as the penguin King’s Up B. This move kills foes with as much as 20 stamina left.
Despite not needing to cancel the move to grab ledges, Sloth is still able to. What purpose does this serve? When Sloth lands on the ground, he slams into it with such force that his feet get ingrained in the stage. Sloth is unable to move like this, though on the plus side he has superarmor and can’t be KOd. Canceling the move prevents this from happening. Sloth’s feet will be knocked out of the ground if he takes 30%, though he can come out of it earlier if he so desires by using his Up B again to leap up out of the ground.
B Down Smash – Dig
Sloth starts digging downwards. The move has a hitbox as it’s charging as ground gets shoved to either side of Sloth, though they’re rather small projectiles with little range that just do 6% and flinching. What this does is that it makes pits like the Side A smash, but they’ll only be big enough for you to sleep in if you build two right next to each other, in which case it’ll count for one of your pits you’re allowed to make. This isn’t any faster of a way to build them and this has a weak hitbox, so what’s the point? The longer you “charge” the move, the further down Sloth digs (The furthest down you can go in a single charge is double Ganon’s height), and you can dig much deeper then you can with your other moves. More then for creating new pits, use this to make existing pits deeper. How does this help you? It makes it much more difficult for foes with moves that go underground to get to you while you sleep, and it also makes foes trapped underground longer when you use your bthrow on them. You can also make a more narrow pit and send a foe into it, then drop your boulder on top of them as they have nowhere to run from it. Considering that narrow pits don’t count towards your main total (Though you can only have two regular pits and two narrow ones), you’re free to do this and make tombs for resting. Just be careful you don’t make the pit too deep in case you should expose a bottom blast zone, in which case you’ll find yourself very easily gimped.
GRABS AND THROWS
Grabs – Normal
Sloth has a run of the mill collection of grabs. The standard neutral grab that can catch foes who roll, the standard heavyweight ranged forward grab, the anti air upward grab. . .Nothing special really.
Down Grab – Stomp Sloth’s down grab is the obligatory Warlordian stomp as Sloth holds the foe down with his foot. The range is worse then the forward grab, but it’s a bit quicker. How is this one remotely important? Well, this grab gives Sloth a “zair” of sorts. If used in the air, it’s a stupidly slow but powerful spike (Which is useless due to gimping) that does 21%. More importantly, if you hit the ground with the move, it creates a tomb like those in Sloth’s A Side Smash, giving you an alternative means of creating them. In addition, you can have one hole each from Sloth’s down grab and A Side Smash, allowing you to make two holes instead of just one.
Pummel – Doze Off
Sloth suddenly falls asleep standing while he holds the foe, regaining his stamina at 3X the rate it normally degenerates. While this isn’t as fast as he normally regenerates when sleeping, it’s a very safe sleep. Pressing the pummel input a second time causes you to wake up and be able to throw the victim.
It’s good to get in a bit of sleep before you throw the foe, but it’s unlikely you’ll be able to get in anything worthwhile and still manage to get in a throw until higher percents. Don’t get too greedy with this or you’ll lose your free throw.
Forward Throw – Chain Throw
Sloth ties the end of the chain around the foe then throws out the chain in his Side A, the foe taking the same damage as in the move. If the chain from Sloth’s Side A (Not his Side B) has already been thrown out, Sloth has to pull in the chain before he performs the throw, during which time the foe can easily escape.
After the throw is complete, Sloth and the foe will be bound together by the chain, unable to move farther then the distance of the chain from each other. If Sloth uses his Side A to reel back in the chain, he’ll cause the foe to trip as he causes them to come back in, in a perfect position to be regrabbed for a chain throw! If you try to just use this throw again, though, Sloth will untie the chain that bounds him and the foe together. . .There goes the potential chain throw. Ah well. It still sets you up to use another throw, at least.
If you don’t use the fthrow again, the foe automatically breaks loose from the opposite end of the chain after 15 seconds. In addition to the obvious use of this throw for combos, this prevents foes from running away from you. If they insist on getting too close, though, you can always just use a casual ftilt to send them out. Keeping the foe chained is a great way to keep them in check.
Oh god, there’s more, just for one throw? Sorry, sorry, just bear with it a little longer. . .Anyway, if you go to try to pick up a boulder you’ve created when you’re bound together with your foe, Sloth will take off the chain from his arm and tie it to the boulder. This robs you of your Side A until you get the chain back, but the foe is stuck to the boulder while you can move about freely, albeit they can still attack it to move it. . .Unless you put it in a pit from your A Side Smash/down grab. If used properly, this gives you plenty of time to rest in peace. You can also bind foes to destructible objects in which case the foe can’t move the boulder around, but they can always destroy the object.
To get your chain back, simply press A next to the end of the chain once the foe has escaped from it. If the foe manages to knock the boulder off the stage and it still has the chain attached, don’t worry. It’ll respawn around your arm in 10 seconds.
Back Throw – Gravedigger
Sloth smacks the foe into the ground behind him for 7%, leaving the foe in their downed state. This is relatively fast, but that’s all that’s notable about it. at first glance.
That’s all to the throw, unless you use it in a hole dug with Sloth’s A Side Smash/down grab, in which case Sloth will hastily pull the ground over the foe to fill in the hole to trap them in the tomb. The foe is stuck inside for a full 5 seconds, and there’s nothing button mashing can do to help them. While this does no extra damage then normal, it allows Sloth plenty of time to take a nap, set up his chains, or dig another tomb.
Up Throw – Spine Breaker
Sloth lifts the foe above his head and lets out a mighty roar as he tries to snap the foe in half. While he probably would be able to do this to some of the lighter characters, Smash censors this visually delightful feast from occurring. This deals 10% to the foe and causes the foe to fall down onto the ground in pain afterwards. This throw’s damage output is –okay-, but Wario’s fthrow and Bowser’s dthrow do 12%, so it’s far from spectacular.
What makes this throw one of Sloth’s best, though, is the fact that he breaks the foe’s spine in his attempt to rip them in half, a cracking noise like Snake’s pummel (Though more exaggerated) heard when he does this throw. This prevents the foe from crouching (And thus they can’t use their Down Inputs), jumping higher then a short hop, double jumping, and most importantly prevents them from turning around. This lasts 10 seconds. This is any slow hulk’s dream, being able to bring down a foe to their level and make them easy to approach. So long as you stay behind the foe, there’s really not all that much they can do to you besides short hopped bairs, seeing they can’t turn around.
Oh, and remember that horrible Down A? When the uthrow is taken into account, it’s actually a decent addition to Sloth’s arsenal. If the foe has a broken spine when you use the Down A on them, it’ll deal double damage to them due to it rapidly forcing them to turn around for a very impressive 24%, though keep in mind this’ll be just what the foe needs to get their spine back into shape, so use the Down A right when it’d heal automatically anyway.
When Sloth grabs somebody with an Up Grab, he holds them above his head already, significantly decreasing the lag of this throw and increasing the damage by 5%.
Down Throw – Body Slam
Sloth releases the foe, then quickly jumps up and body slams them. . .Ouch. This deals 14%, good knockback, and kills foes with 40 stamina left. In addition to being Sloth’s only throw for actually KOing his victims (Which it’s pretty d*mn good at), this also creates a pit like the ones from his A Side Smash and down grab where he body slammed the foe. It counts as one created by the A Side Smash by default, though if there’s already one created by the A Side Smash it’ll count for the down grab. If he already has two pits out, no pit will be created.
OVERALL PLAYSTYLE
Early on in the match, you’ll want to get in a grab and break the foe’s back with a uthrow, then stay behind them and set up your two pits via A Side Smash/down grab. These pits never go away via normal means until you sleep in them, and few foes have the capability to remove them themselves. You want your pits up as soon as possible. If your foe is giving you a particularly annoying time with their bairs while their spine is broken, extend out your chains and make yourself some space with your uair, then proceed to finish making your pits. Once the foe’s back is about to heal, quickly go Down A them for some quick damage.
This is the most awkward phase of Sloth’s game, just racking up general damage. Aside from the uthrow/Down A combo, other possibilities include dashing attack to spammed rising attacks, but for the most part you’ll be forced to use just a few powerful hits to get up the foe’s damage. It’s perfectly normal for Sloth to get extremely behind in the damage count here, don’t worry. He doesn’t need to rack the percents that high anyway.
As you fight, you’ll generally want to keep at a distance and stand still as much as possible. Save your pits for sleeping tombs for when your stamina gets low, and try to use them after landing a hit to ensure you don’t get attacked as you go into the pit. Always try to keep at least one pit in reserve, though. If you use your last one, try to make another ASAP. You don’t want to have no tomb to go back to when your stamina is in the red.
While Sloth can get comboed to all hell due to weight and size, he makes up for it by being able to chain himself to the stage and boulders. He’ll never take any bonus damage from walls or destructable objects or what have you. While chaining yourself to a destructible object is only a temporary solution, if you put a boulder in a pit and chain yourself to it you’re invincible. Your B Up Smash is a quicker option for this when you cement your feet in the ground, but provides less freedom due to restricting your movement. Once you get yourself to a high percentage, your first priority should always be to bound down to –something-. If you can manage to do that, it doesn’t matter how high your percentage gets, you’ll just simply never go down. Foes who focus on taking chances to get your damage all the higher will do little to stop you when they should be focusing on preventing yourself from being bound to the stage.
KOing the foe obviously isn’t a problem once their stamina is remotely low, but it can be tough which option to choose among your many absurdly powerful moves. It’s really no contest, though. The B Side Smash is without a doubt your best option. . .Assuming you don’t whiff it. However; there are ways of getting around it. If you make a pit on one end of the stage and use your B Side Smash facing towards it from the other end, Sloth will end his mad dash in the pit and go to sleep safe and sound inside it. Thus you have a all powerful move with no start lag or penalty for missing, albeit it requires set up and is somewhat predictable once you get into position for it.
So overall, ignore your damage percentage as it climbs ever higher and just stay bound to the stage as best you can, only coming out from your bindings to take naps if absolutely necessary. It’s safer to just stand in place, and seeing Sloth fights at a range so well you have little reason to budge from your well fortified position anyway. Just keep in mind much of Sloth’s lifespan takes place when he has 0 stamina as he lives on due to being chained to something or other, and that without it he won’t be around any longer then those who have less stamina then him.