Hat Kid

> *.‘'*
>
> *Hat Kid’s description*

***Hat Kid’'** is a playable character in ‘’IndieVisible’’, being the sole representative of the A Hat In Time series. In ‘’IndiVisible’’, Hat Kid uses the various abilities learnt throughout her game, either via her hats or badges.*

## Playstyle

Similarly to her original game, Hat Kid focuses on quick maneuverability around the stage, outrunning opponents, but unlike most other rushdown characters, she also has a heavy focus on spacing, though not enough to make her a full fledge zoner. Many of her normals, especially those utilizing her umbrella, are disjointed, thus allowing Hat Kid to attack from a safe distance, making her great at footsies, shield pressuring, and punishing opponents. Despite not 100% being a zoner, Hat Kid also has a good amount of projectiles and long-range options, and when combined with her good air speed, this makes her a fairly difficult opponent to keep in place for long periods of time.

Hat Kid also has a minor unique trait compared to the other fighters on the roster. If she were to press up while falling, then she will open her parasol to slow down her fall while allowing her to move horizontally at a good pace. By pressing down or up, she will close her parasol and continue falling downwards normally. This trait allows Hat Kid to mix-up her landing, assist in her recovery, and interrupt combos, as her opening her parasol can deal minor knockback to opponents with no damage.

A good example of Hat Kid’s good distanced options is her neutral special, Brewing Hat. When tapped, this acts as a basic projectile that travels in an arc, exploding on contact with opponents. This makes for a good pressuring tool, especially on shield, as its large radius and damage can make it a good zoning tool. This move can also be charged up for a bigger blast, dealing more damage and knockback and even being able to KO at certain percentages. What’s more, once the projectile is fully charged up, Hat Kid can store it for later, and when the button is pressed again, the fully charged potion will be instantly thrown forwards, making for a good mix-up tool and further adding to her good spacing options.

Hat Kid’s side special, Sprint Hat, makes for a useful approach option, allowing her to cover ground quickly while barreling through weak projectiles thanks to the light armor on her. Like her neutral special, this move can be charged up to make Hat Kid travel faster and further, as well as deal more damage on contact with opponents. When inputting the move, the initial start-up of the run deals the most damage and knockback, launching opponents directly forwards, with the rest of the run dealing less damage and knockback, popping opponents into the air. After the first few frames of the move being used, Hat Kid can cancel it into a jump or any of her aerials, allowing for mix-ups, combos, and a safer option against more agile opponents or those with stronger projectiles.

Hat Kid’s up special, Hookshot, is a two part attack, though it’s mainly used for recovery purposes. When initially used, Hat Kid will use a grappling hook to shoot upwards at an angle, which can have one of three effects. If it latches onto a ledge, Hat Kid will zip onto it, being a simple tether recovery. If she grabs onto an opponent, then she will pull herself towards them and damage them, dealing slight knockback if on the ground or popping her into the air if in the air. If she doesn’t latch onto a ledge or an opponent, then she will latch onto a floating lamp as she sticks onto it for around 3 seconds, in which the lamp will break and send Hat Kid into freefall. From here, Hat Kid can swing from side to side, damaging opponents on contact, and by letting go of the button, she will launch herself in the direction she was swinging at. This can be a good option for stalling or mix-ups, and gives Hat Kid a very reliable horizontal recovery. Hat Kid can also use her side special out of this move to further increase her horizontal range, as well.

Hat Kid’s down special, Time Stop Hat, acts as a sort of unique counter attack. If she were to use this move right before she would take damage, then she will slow down time around her in a small radius for around 3 seconds, with the time decreasing for repeat uses. Everything in the radius, including opponents, projectiles, and items, will be slowed down by half their normal speed save for Hat Kid herself, allowing her to easily combo opponents, land a KO move that would normally be unsafe, and as a defensive option to escape from a combo or strong projectile.

Despite all of Hat Kid’s deceptively strong abilities, she still has her flaws. Hat Kid is very heavy on keeping opponents at bay and at a distance, but there is a reason for that, as she is a lightweight and is, therefore, fairly easy to KO. Her good airspeed and spacing options do mitigate this to a degree, but if her opponent manages to close the gap between them, then Hat Kid can struggle against them and be at a disadvantage.

Despite her flaws, Hat Kid can be a very strong opponent if used in the right hands. Her plethora of spacing abilities mixed with her great mobility options makes her have a good matchup against nearly anybody on the roster, and her deceptively powerful attacks can make opponents think twice before approaching.

## Moveset

### On-screen Appearance

* Hat Kid lands from the sky and strikes a pose.

### Taunts

* **Up Taunt** - Hat Kid puts her hands up and sticks her tongue out at the camera.
* **Side Taunt** - Hat Kid blows a small kiss forwards.
* **Down Taunt** - Hat Kid performs the Peace & Tranquility dance.

### Block Animation

* Hat Kid opens her parasol in front of herself.

### Idle Poses

* Hat Kid looks left and right.
* Hat Kid spins her parasol around.

### Victory Pose

* Hat Kid spins around with a Time Piece while posing to the camera.

## Win Quotes

Hat Kid is a silent character, and thus lacks win quotes of any kind.

## Role in THE CROSS

### Playable Appearances

Hat Kid's Arcade Mode route is titled '**’A CROSS IN TIME***.*

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

## Trivia

* Hat Kid's codename is **Desert**, referring to how deserts are commonly filled with sand which are used to create hourglasses, which the Time Pieces in A Hat in Time resemble. It cna also reference an infamous cut area from A Hat in Time called Sand n' Sails, which would've been a desert.
* Hat Kid is one of few characters to lack unique post-fight dialog, simply saying "...". She shares this detail with The Knight, Henry Stickmin, Carrion, OMORI, Madotsuki, Brad Armstrong, Quote, Isaac, and The Lost.