Prima Games eGuides PlayStation All-Stars Battle Royale eGuide

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PlayStation All-Stars Battle Royale eGuide Walkthrough Characters

Sweet Tooth

All-star overview

Sweet Tooth is a hardcore melee player, a bruiser in the traditional mold. However, that doesn’t mean that he’s the best of the best at Combos. No, in fact, Sweet Tooth’s greatest strength isn’t his Combos at all. His greatest strength is his ability to dominate a match by way of fast ejections and launchers. He can set the pace, and thanks to some rapid AP gain, he can take the lead in a match and sustain it with ease.

WHAT’S THE BENEFIT OF USING SWEET TOOTH’S LEVEL 1 SUPER ATTACK?

  • It comes out quickly and recovers fairly fast, protecting you from reprisals on whiff.
  • The explosion can strike several enemies simultaneously, letting you rack up multiple kills.
  • It is by far the fastest Super attack Sweet Tooth has, something that is vital for quickly gaining kills.

WHAT’S THE BEST WAY TO ACHIEVE AND UTILIZE SWEET TOOTH’S LEVEL 1 SUPER ATTACK?

  • Sweet Tooth earns around 40AP to 55AP on average per brief combo, so once you perform two short Combos and the Super attack is ready to go.
  • Use Roadkill Mine Drops to earn AP and launch your enemies, even if you aren’t around to punish them.
  • Death by Shotgun earns a good amount of AP for a single hit, and can quickly fill your Super meter.

Focus on controlling the space around Sweet Tooth. He doesn’t excel at point-blank range, but if you can engage your foes from close or medium-close range, you should be in good shape. Keep a mine out at all times, as the AP gain is well worth the effort involved in laying the mine. Go heavy on the anti-AIR Attacks and try to catch several characters in them at once.

AT A GLANCE

Costumes

Rundown

SUPER ATTACKS

OVERVIEW

AP Level AP REQ Name Duration Unique Commands Notes
1 100 TNT Tag Other foes can be killed by exploding enemy

TNT Tag: Sweet Tooth slaps a pack of TNT onto his foe and then gives them the big boot, sending them skyrocketing away before they explode and are killed. This move can kill enemies that are caught in the explosion, and is pretty effective in close quarters. This is a reliable move in match play. Try to kick an enemy toward a nearby wall to maximize its effectiveness. The foe gets kicked pretty high into the air when there’s no wall around, but is left much closer to the ground after a wallbounce. This way, you have a better chance of hitting your other foes.

AP Level AP REQ Name Duration Unique Commands Notes
2 400 Death by Missile 6 seconds Left Stick: Control missile, any attack to detonate Invincible until explosion

Death by Missile: This Super attack takes quite some time to properly utilize. Sweet Tooth sets up a missile launcher and fires a missile into the air at a steep angle. You must manually aim the missile at your target. The missile moves slowly, and while Sweet Tooth is invincible for the duration of this Super attack, it is going to be tough to earn multiple kills. Enemies will see the missile coming as soon as you activate the Super attack and make an effort to avoid the blast. To cancel the Super attack, press , , , or .

AP Level AP REQ Name Duration Unique Commands Notes
3 750 The Rise of Mecha Tooth 17 seconds : Sweet Mini-Gun, : Sweet Swarm, : Sweet Slam Press or to aim while firing gun, move & jump OK

The Rise of Mecha Tooth: Sweet Tooth hops inside Mecha Tooth and goes to town with missiles, gatling guns, and stomps. Mecha Tooth must be manually controlled. You can aim the gatling gun, while the missiles are good as an anti-air attack. Mecha Tooth is efficient at earning kills in certain situations, but has trouble against fast characters or in complex stages. Considering the AP required to activate the Super attack, you would be best off holding this move back for a desperation attack or employing another Super attack entirely.

THROWS

OVERVIEW

Name Command AP Penalty Properties Hit Effect Notes
Human BBQ Right Stick 15% Unblockable; 30AP of super armor Lift

Human BBQ: Sweet Tooth grabs the enemy, presses them over his head, and then covers them in a gout of flame. This move lifts the enemy, though Sweet Tooth’s recovery period after successfully completing the throw is a bit too long to allow for solid follow-up Attacks.

Name Command AP Penalty Properties Hit Effect Notes
Skull Breaker Right Stick or 15% Unblockable; 30AP of super armor Eject roll

Skull Breaker: Sweet Tooth keeps it simple and slams an enemy with his fist, knocking the enemy away in an eject roll. This move is a good escape hatch for Sweet Tooth, as his recovery time is fast enough that he can begin moving or attacking once the throw ends, but before the eject roll finishes.

Name Command AP Penalty Properties Hit Effect Notes
Grave Digger Right Stick 15% Unblockable; 30AP of super armor Bounce Combo starter

Grave Digger: This is Sweet Tooth’s throw-based combo starter. The enemy bounces after a heavy body slam, and Sweet Tooth can easily follow-up with a fast combo or ejection at will. This is his best throw, and the one you should structure your gameplan around.

: SQUARE ATTACKS

GROUND ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Machete Massacre 5
- Machete Massacre 2 , 30 Eject roll; eject tornado (aerial foe)
2 Brutal Shoulder Crush 30 Dash forward Eject spiral (short)
3 Jaw Breaker 2~20 Lift
4 Shin Breaker 10/20 Creates small burst effect that can catch foes for 10AP Crumple; sweep (burst effect)

Sweet Tooth isn’t a particularly combo-friendly character, but that doesn’t mean he’s utterly incapable of performing combos. Jaw Breaker ( ) is an effective move that lifts enemies on impact, leaving them free to be hit by another special move or juggled. It comes out quickly and hits several times for a total of 20AP upon completion. This makes it a great starter for a short juggle, and landing this attack five times alone fills Sweet Tooth’s Level 1 Super meter. If combine Jaw Breaker with other Attacks or a combo, you can decrease that number drastically.

Shin Breaker ( ) is another move that gives Sweet Tooth room to follow-up with another attack. A full Shin Breaker hit crumples affected enemies for 20AP, while nearby enemies that are struck by the Shin Breaker’s small burst are swept for 10AP. This is a move that creates openings, despite its somewhat slow start-up period.

Use Sweet Tooth’s Brutal Shoulder Crush ( ) to maintain your personal space. This fast-acting move makes enemies eject spiral for a short distance. This move is excellent at interrupting an enemy’s offensive press, and vital for keeping Sweet Tooth away from combo-heavy characters. Blocking an incoming enemy’s attack and retaliating with Brutal Shoulder Crush is a good tactic to keep in mind.

Machete Massacre ( ) and Machete Massacre 2 ( , ) are Sweet Tooth’s basic Attacks. Enemies eject roll away after being struck, so you can use this move with impunity.

AIR ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Aerial Machete Slash Air 20 KD; kneel (grounded foe)
2 Aerial Shoulder Crush Air 20 Dash forward Lift
3 Aerial Jaw Breaker Air 20 Forces directional change if done close to ground. Lift Long recovery
4 Shock Wave Air 20 Active until grounded; passes through aerial foes Full launch Attack area extends to shockwave

Sweet Tooth’s Shock Wave ( ) only hits opponents once Sweet Tooth hits the ground and the burst appears. As a result, this move is less than ideal for trying to attack an airborne enemy, but great for jumping in on a group of opponents who are otherwise occupied. Be careful when using this move, and try to make sure that you’re alone in mid-air when you activate it.

Aerial Shoulder Crush ( ) is the move to use when you have a pesky foe who likes to perform aerial Combos. Sweet Tooth rushes forward a short distance when using this move, allowing you to reach characters that would otherwise be out of range. Aerial Jaw Breaker ( ) is another solid aerial move that lifts your enemies higher after they’re hit. Sweet Tooth is a little too slow to pull off a follow-up attack after these moves, but this is another move that gives you plenty of room to set-up your next attack.

Aerial Machete Slash ( ) is the perfect combo ender. It forces enemies into a knockdown state, has decent range, and comes out incredibly quickly. This is a good counter to an enemy attempting to jump up to your position, and can even make grounded enemies kneel. This move is versatile enough that you should attempt to use it whenever you can. Sweet Tooth needs space to work, and this special attack is great at creating that space.

: TRIANGLE ATTACKS

GROUND ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Chainsaw Slaughter 2~10 Hits on either side Eject tornado (final hit, enemy in front)
2 Death by Shotgun 30 Short range Eject tornado Repeatable
3 Spinning Machete 10
4 Blown Ankle 20 KD Repeatable

Getting double-teamed is unavoidable, but Sweet Tooth has one tool that can help ease that pain: Chainsaw Slaughter ( ). This lengthy move involves Sweet Tooth spinning in place while swinging his chainsaw around him. It hits enemies in front of and behind you simultaneously, and is a great way to stake a claim to a patch of real estate. The enemy in front of Sweet Tooth is forced to eject spiral away upon completion of the rule, which should leave only the rear foe for Sweet Tooth to deal with.

Death By Shotgun ( ) earns a fair amount of AP—30AP, in fact—and makes enemies eject tornado after they’re hit. This move is a key part of Sweet Tooth’s offense, and it also lets him maintain his distance from unwanted foes. Use Death by Shotgun for crowd control, so that you don’t end up fighting against too many characters at once.

Blown Ankle ( ) is another good crowd control move. This one earns 20AP and results in a knockdown, but it’s good for sapping an aggressive opponent’s momentum, giving you a chance to turn the tables and take control of the match. It only works within close range, however, so tread carefully. If you’re in doubt, use Death by Shotgun.

Spinning Machete ( ) is an anti-air maneuver that travels in a short arc after the wind-up period. It comes out a little slowly to be a super-effective anti-air, but if you’re skilled at predicting when an enemy is going to jump in, you can easily counter them with a Spinning Machete.

AIR ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Aerial Chainsaw Slaughter Air 5, 5, 15 5AP per hit if enemy is behind Sweet Tooth Eject tornado (final hit) Attack continues if grounded before completion
2 Aerial Death by Shotgun Air 30 Eject tornado Repeatable
3 Aerial Spinning Machete Air 10
4 Aerial Blown Ankle Air 20 KD

Sweet Tooth’s Aerial Spinning Machete ( ) actually travels in the same arc when performed in mid-air as it does when you perform a grounded Spinning Machete. You can’t rain down Spinning Machetes from afar, but you can use the extra height to throw your enemies off. Time it so that an Aerial Spinning Machete hits them around the same time Sweet Tooth lands on the ground for maximum effectiveness. If you’re fighting someone with a habit of running toward you before jumping in to attack, throw an Aerial Spinning Machete before they jump to ward them off.

Aerial Death by Shotgun ( ) and Aerial Blown Ankle ( ) remain enormously useful moves in the air. Like Brutal Shoulder Crush ( ) and Aerial Shoulder Crush ( ), Aerial Death by Shotgun and Aerial Blown Ankle are good for pushing enemies away from Sweet Tooth or ending combos. Aerial Blown Ankle is particularly fantastic at stopping grounded enemies from jumping at you while you’re airborne, and Aerial Death by Shotgun is good for stopping an enemy’s air combo before it starts. Use the shotgun Attacks whenever you feel pressured or trapped. All you need is to connect with either attack once to stop an enemy cold, and then you’re free to retreat or attack.

Aerial Chainsaw Slaughter ( ) is another good move to use when someone’s in your face. This move keeps enemies close to Sweet Tooth, earning 25AP while Sweet Tooth spins, before pushing them into an eject tornado. It comes out quickly, can hit enemies on either side of Sweet Tooth, and should definitely be a go-to move when you’re in a pinch.

: CIRCLE ATTACKS

GROUND ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Hellfire Breath 2~22 Hold A for longer duration; press C or V to direct stream Pushes foes away from Sweet Tooth
2 Fiery Molotov 5 Creates pool of fire active 3 seconds, earning 10AP per second Fire: twitch , , Hold to throw farther; fast recovery
3 Death by Fire 20 Full launch Can be repeated
4 Roadkill Mine Drop 20 Creates mine in front of Sweet Tooth Full launch Mine explodes on impact, only 1 in play at a time

Sweet Tooth’s Attacks revolve around explosions and fire. One of his most useful moves is Roadkill Mine Drop ( ). No matter what’s going on, it is always worth having a mine out, just in case. Whenever an enemy hits a mine, they are launched into he air and you earn 20AP. Even if you aren’t around to take advantage of the launch, it’s still worth it thanks to the AP gain.

Fiery Molotov ( ) is Sweet Tooth’s other main trap. This thrown explosive creates a flame that is active for three full seconds if it misses an enemy. If it hits an enemy dead-on, then the explosive immediately detonates instead of forming a trap. Use the Fiery Molotovs in an offensive manner to maximize their effectiveness. Try to either pitch them into groups of enemies or drop them near heavy traffic areas to force enemies to contend with the flames. Charge to throw the Fiery Molotovs farther.

Hellfire Breath ( ) is a good move to force your enemies away from you without ejecting them. Sometimes you need to push a foe into position so that you can perform a solid combo or lay a trap, and Hellfire Breath is the best move for that. While it is most effective on enemies that are not blocking, enemies that block this attack are forced back a short distance regardless. Beware of the recovery period, however, and make sure to use Hellfire Breath when you know you’ll be safe.

Use Death by Fire ( ) to launch your enemies and utterly demolish slow-moving aerial Attacks. Sweet Tooth claps his hands near his head and sends a tremendous blast of flame skyward. This move can hit grounded enemies or ones that are airborne with ease.

AIR ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Hellfire Breath Air 3~12 Pushes foes away from Sweet Tooth
2 Fiery Molotov Air 5 Creates pool of fire active 3 seconds, generating 10AP per second Fire: twitch Hold ( ) to throw farther; descent slowed while holding
3 Aerial Death by Fire Air 20 Full launch
4 Aerial Roadkill Mine Drop Air 20 Mine active when grounded Full launch Halts forward momentum

The Aerial Roadkill Mine Drop ( ) doesn’t activate until the mine itself hits the ground, which limits the anti-air capabilities of the attack. However, since mines are one of Sweet Tooth’s best assets, you should be willing and ready to perform Aerial Roadkill Mine Drop in mid-air as soon as your prior mine explodes. Someone is going to trip over a mine eventually, so keep trying until someone falls for it. Only one mine can be out at any one point in time, so dropping a new mine removes the previous mine from the level.

Aerial Death by Fire ( ) is a great move to use after a launcher or when you need to take down a double jumping enemy. The wind-up is more obvious when performing Aerial Death By Fire, since Sweet Tooth is in mid-air when beginning the move, but the move still comes out quickly enough to be very efficient in match play.

Sweet Tooth can really get some distance on his Fiery Molotovs ( ) when he fires them in mid-air. Charge the attack to gain a little extra distance. If you can locate a platform above a heavy traffic area on the level, you can rain down Fiery Molotovs until one of your targets wises up and moves in to attack you. Use Fiery Molotovs as a source of AP when you aren’t currently earning big AP with a combo.

Finally, Hellfire Breath ( ) isn’t quite as effective in mid-air as it is on the ground, but it is still a great attack to whip out when an enemy is jumping at you. Tapping gives you a burst of flame, which should be enough to push your opponent out of combo range, leaving Sweet Tooth safe from danger.

COMBOS

MAIN COMBOS

Note: All combos assume your character is facing the right side of the screen.

I. Against grounded foe: , ,

55AP

Sweet Tooth isn’t great at extended Combos, so focus your efforts on earning a decent amount of AP via brief Combos with ejection finishes. This combo begins with a Shin Breaker ( ) that leaves your opponent crumpled, making it easy to follow-up with a Machete Massacre 2 ( , ). This is Sweet Tooth’s longest basic attack, and a fine combo finisher.

II. Against cornered foe: , land,

40AP

Generally, Attacks used in concert with or are the same attack, though aimed to the left or right, depending on your character’s position. The same is true of the Brutal Shoulder Crushes ( ) that make up this brief combo, but there are extenuating circumstances here. The goal is to make your enemy bounce off the wall after the first tackle, and then to immediately respond with a second tackle. The timing is tricky, but it is much easier to perform this combo if you think of it as being , than , , since there is a direction switch between the two moves.

III. Against jumping foe: (air), (air)

40AP

This combo needs a fine touch. When facing down a jumping enemy, perform an Aerial Roadkill Mine Drop ( ) while above them. The mine falls to the ground before the enemy does, and when they hit it, they’re launched into the air. As soon as you touch the ground, however, you need to jump and immediately input to catch the enemy with an Aerial Death by Fire and complete the combo.

COMBO APPENDIX

Combo +AP Notes
, 40 This combo needs a pause between the two inputs to allow the enemy to fall into range and a corner to work properly.
, , 55 This variation on Combo I is just as effective.

ADVANCED STRATEGIES

Use Roadkill Mine Drop to earn some low-effort AP.

Hellfire Blast is an extremely useful maneuver.

If you’re interested in playing as Sweet Tooth, you shouldn’t expect to nail very many long combos or earn 100AP with each attack. Sweet Tooth, like his ice cream truck, is a little slow, but very powerful. He can knock enemies far away or push them into position. He has a couple of vicious anti-AIR Attacks and launchers, as well. Your goal with Sweet Tooth is to earn 100AP as soon as possible so that you can perform his Level 1 Super attack and begin earning kills.

Be content with earning around 40AP to 55AP per combo. Sweet Tooth has trouble countering the more combo-heavy characters, especially if they’re playing very aggressively. His best anti-air, Hellfire Blast ( ) takes a moment to come out, so depend on his Death by Shotgun ( ) to force an enemy to break off their attack as soon as you see an opening in your enemy’s offense Sweet Tooth has solid THROWS, as well, so make use of them.

Keep a small amount of space between you and your foe. Sweet Tooth’s best zone is at close, but not point-blank, range. You want to be close enough to be able to hit your foes with Death by Shotgun or Chainsaw Slaughter ( ), but not so close that they can easily throw you.

Force enemies into a zone of your choosing with Sweet Tooth’s semi-ranged Attacks, like Hellfire Breath ( ). Once you have them at a slight distance, go wild with Chainsaw Slaughter or Brutal Shoulder Crush ( ) before they have a chance to move in again.

Bait your enemies into getting close. Push them to where you need them to be. Use an attack that ends in an eject or sets up a brief combo. Repeating that pattern until you find success is a good way to stay safe and ensure that you maintain your lead.

Raodkill Mine Drop ( ) is your new best friend. No matter what is going on in the match, Sweet Tooth should always have an active mine somewhere in the level. You can force an enemy into it, launching them into the air, or you can simply wait until someone misjudges a jump and lands on it. Drop mines from the air, at your enemy’s feet, or wherever you think it’ll do the most good. Throw a new mine as soon as the old one goes away, even if you’re in the middle of battling someone. It’s a valuable move, in terms of both AP gain and zoning tactics. Mines can protect you from ambushing enemies or give you a quick burst of effective offense in a pinch.