Springtrap

> *The man behind the infamous slaughters of Freddy Fazbear’s Pizza, or at least, what is left of him. After he was trapped and killed by his own victims inside a springlock suit, his body was left to rot inside of it for 30 years, up until a group of underpaid carnival workers rediscovered his body and utilized it in their new attraction, Fazbear Fright, based upon the horrors he created. Little did everyone know that he was still alive, and now roams the attraction to frighten anybody who opposes him. After becoming a victim of the Cross, however, the first person he met, a little ghost girl, wasn’t afraid of him at all, but was impressed. After threatening to turn him into one of her minions to take over the world with her spookiness, Springtrap agreed to assist her on thwarting the king and his puppet companion who took down her mansion, and though he isn’t quite experienced with direct combat, he still packs a punch with his terrifying abilities and techniques.‘'*
>
> *Springtrap’s description*

***Springtrap*** is a playable character in ‘’IndieVisible’’, being the second representative of the Five Nights at Freddy’s series. In ‘’IndiVisible’’, Springtrap utilizes the various abilities that William Afton from different points in the FNaF timeline used throughout the games.

## Playstyle

Similarly to the other FNaF character included in the game, Freddy, Springtrap is a sort of grappler, but he plays quite differently from the aforementioned bear. For one, he is notably a more fast-paced character compared to Freddy, having a bit more combo potential and having a faster run and air speed. Another notable difference between Springtrap and Freddy is that Springtrap notably lacks a bit more KO potential than Freddy, meaning that he will slightly struggle more at KOing opponents solely with big, strong attacks, though his increased speed does mitigate this to an extent.

Despite having a faster playstyle than Freddy, Springtrap is still a grappler, and thus has a command grab for his neutral special, Spring Lock. This is a fairly unique command grab, as Springtrap can either use this attack in the area he’s in, or while lunging in any direction, easing in approaching or grabbing a mobile opponent. Compared to Freddy’s command grab, Springtrap’s is more focused on dealing major damage and being a sort of combo-starter than positioning and KOing opponents. The damage it can cause to opponents is quite high, being around 32% if the opponent does not attempt to escape from Springtrap via mashing buttons. With Springtrap being able to lunge in any direction, including in the air, it can be a semi-useful recovery tool, though opponents can intentionally get caught in it in order to make him fall down into the blastzone and gimp his recovery, though this maneuver is fairly risky due to the opponent usually escaping near the blastzone themselves. This lunging ability can also make this a fairly difficult to dodge command grab, as Springtrap lunges deceptively fast and it has a decent detection radius

Springtrap’s side special, Slasher, is a fairly deadly move if used properly. While Springtrap is slashing forwards, he has super armor, meaning he cannot be launched by nearly anything, including projectiles, making it a fairly reliable anti-zoning or approach option. The damage it deals and how far Springtrap goes when using this move is also fairly decent, especially if the move is charged beforehand. When charged, this move becomes a fairly reliable and hard to gimp recovery move, with the main drawback being the end lag on the attack and the charging period being fairly long, making it quite easy to punish.

Springtrap’s up special, Wave Goodbye, is a fairly standard teleport move, nearly identical to Freddy’s in everything but appearance. With really only having noticeable end lag, this move is most likely Springtrap’s safest and most reliable recovery option. Due to dealing no damage, however, its relatively unsafe as an approaching optin, with Slasher taking that role, though it can still be useful for mixing up opponents via quickly teleporting from the air to ground level or quickly across platforms.

Springtrap’s down special, Phantom Calling, is Springtrap’s only true projectile move, but doesn’t go a very far distance. Despite that, it is still quite powerful, as opponents that touch the phantom that Springtrap summons will take some damage and, most importantly, have decreased attack power, speed, and jump height for 6 seconds. While only one phantom can be out at a time, and it is not very spammable, this can still be a very deadly move to weaken opponents to make them easier to KO. With the decreased speed and jump height, this makes them easy targets for Spring Lock and Slasher, and the decreased attack power means that Springtrap can’t be punished as hard even if he did leave himself vulnerable. It is also important to note that phantoms also cannot be summoned if a character is under the effects of one.

Despite having many strengths, however, Springtrap is not perfect. While his mobility is a fair bit better compared to Freddy, it is still not that fast. Though Springtrap does have a few mobility options to compensate for this, he can still find himself overwhelmed by faster opponents. Many of his moves, while quite strong, are also quite slow, containing a fair bit of end-lag, making him quite an easy character to punish. This is especially true for his specials, as many of them have very noticeable end-lag that can be exploited and punished with little drawbacks.

Springtrap’s specials, aside from speed, also have noticeable flaws. Spring Lock has a fair bit off start-up lag and isn’t quite good at KOing opponents by itself, instead relying on it being a combo-starter for other moves. While this can be useful in some situations, if an opponent manages to tech off the ground when they are thrown away after being caught by Spring Lock, then they can have enough time to fight back or avoid being caught in a combo. Slasher is quite slow, and the fact it cannot be angled anywhere but directly in front of Springtrap means its quite easy to avoid by jumping over him or standing on a platform. Wave Goodbye is fairly unsafe if the opponent can predict where Springtrap can teleport, and Phantom Calling is pretty easy to avoid and punish due to its poor range.

Overall, however, Springtrap has a good variety when it comes to strong attacks that, while slow, can be devastating if used in the right ways. With his weightiness, strong attacks, and deceptively tricky abilities, Springtrap can be a large threat to his opponent, and may make them think twice about rushing in towards him.

## Moveset

### On-screen Appearance

* Springtrap emerges from flames as they are put out behind him

### Taunts

* **Up Taunt** - Springtrap begins violently twitching as his springlocks go off
* **Side Taunt** - Springtrap waves in front of himself as purple pixels surround him.
* **Down Taunt** - Springtrap drops to the ground while shaking.

### Block Animation

* Springtrap goes into suit mode as his eyes go dark, staring emptily forwards.

### Idle Poses

* Springtrap looks left and right.
* Springtrap twitches a bit.

### Victory Pose

* Springtrap appears in a fiery area as he menacingly stares at the camera before stepping back into the shadows.

## Arcade Mode Route

Springtrap's Arcade Mode route is titled ***THE MISSING CHILDREN INCIDENT***.

Like all other Arcade Mode routes for other characters, there is unique pre-fight banter before each fight.

## Trivia

* Springtrap's codename is **Smoke**, which is commonly emited from fire, refrencing the fact that Springtrap is commonly burnt alive in many of the endings of the ganes he appears in. It can also reference Hell, which Henry says William will burn in at the end of Freddy Fazbear's Pizzeria Simulator.