Freddy Fazbear

> *As the mascot of Fazbear Entertainment, a company already known for having dark secrets, it should come as no surprise that Freddy himself also has a few skeletons in his closet. After a man known as William Afton murdered five unknown children, their bodies would be stuffed into the animatronic suits and would go on to possess the animatronics. This included Freddy Fazbear, and he now wanders the restaurant at night, forever at search of his killer. One fateful night, the building he and the other animatronics resided in were consumed by the Cross. The building landed in the middle of a large ocean, with Freddy stranded in the water. He would later be retrieved by and repaired by a certain criminal organization with some very good fashion sense, receiving a few upgrades to gift him more combat abilities, courtesy of various other Freddy’s through Fazbear Entertainment’s existence. He now works as a sort of bodyguard for the entire airship the clan rides, and will not hesitate to take down anybody in his way. Unless they happen to be a child.”'*
>
> *Freddy’s description*

***Freddy*** is a playable character in *IndieVisible*, being the first representative of the Five Nights at Freddy’s series. In ‘’IndiVisible’’, Freddy utilizes various abilities used by a large variety of other Freddy Fazbear animatronics throughout the series, including certain spin-offs.

## Playstyle

Freddy is best described as a sort of grappler character, sharing many traits with those seen in other fighting games. While his mobility and frame data leave something to be desired, he makes up for it with raw strength and KO potential. As such, Freddy focuses less on fast-paced combos and moreso getting close to opponents to deal powerful attacks to launch them far even at low percentages.

Of course, as a grappler, Freddy has access to his signature command grab as a neutral special, Birthday Hatch. This works as a fairly standard command grab, automatically catching opponents within it if Freddy is close enough. It has similar properties to a standard grab, meaning that Freddy can grab opponents out of their shield, but he has super armor while grabbing, meaning he is not stunned or pushed back by weak attacks. This makes this move quite deadly if Freddy can use it in a good way, as once he traps an opponent in his hatch, he has numerous options for it. With an opponent inside him, Freddy can walk around and jump once, though the opponent will automatically escape from his hatch either after a few seconds or faster if they button mash. While somewhat situational, this can be used to position opponents in a more advantageous area, or to spit them off stage for a powerful aerial attack. If Freddy were to input the attack button in any direction with an opponent inside him, he will instead shoot out the opponent in that specific direction. This can be very useful for set-ups and positioning, mitigating Freddy’s poor mobility. Off stage, it can also be a strong KO option when Freddy is near the blastzone, and he can shoot the opponent downwards to make them fall into the bottom blastzone. If timed correctly, the animation of Freddy’s chest opening can reflect projectiles, and Freddy can absorbs smaller, weak projectiles for as long as his stomach is open. This allows for a decent option against zoners, which Freddy usually struggles against without these options.

Freddy’s side special, Sludge, has him create a debuffing floor in front of him that lasts 6 seconds. Any opponent who walks over this area has their speed and jump height dramatically decreased for as long as they are on it. This can tremendously assist Freddy in approaching opponents, as most opponents that are on the sludge are even slower than him, which can easily allow Freddy to use his neutral special or one of his powerful strong attacks. When this move is inputted, Freddy’s spewing of sludge can also act as a strong projectile with great launching power, making it an excellent edgeguarding tool. While the sludge is on the floor, Freddy can not make a new puddle until the sludge goes away after 6 seconds, so it is important to spew it in an area he can make the most out of.

Freddy’s up special, CAM Switch, acts as a basic teleport move with no hitbox. Due to the high endlag of the attack, it is less useful as an approach option as it is a direct recovery move, though the start-up is quite quick, meaning Freddy can use this as a way to mix-up opponents, though this is situational.

Freddy’s down special, Jumpscare, will deal damage and stun any opponent in front of Freddy when initiated after some start-up lag. This can be a very powerful move, as while the opponent is stunned, it easily leaves them vulnerable to one of Freddy’s strong attacks or neutral special, essentially giving Freddy a free follow-up which could lead to the opponent being KOed. In the air, while the opponent isn’t stunned, they are launched a long distance away, making it extremely powerful off stage, as it can KO even at low percentages depending on how close they are to the blastzone.

However, Freddy is not a perfect fighter by any means, despite his strengths. His biggest and most notable flaw is his poor mobility and frame data. His speed and air speed are quite poor compared to most of the roster, being one of the slowest characters in the game. This means that, against zoners or fast-paced opponents, Freddy can easily be put at a disadvantage. Though many of his moves, especially his specials, have abilities to mitigate these, most, if not all of them, have some poort frame data, mostly having some start-up lag before initiating, meaning that if an opponent is dominant enough, Freddy may not have enough time to truly take on his opponent.

Overall, however, Freddy is a decently powerful character with some great attacks for quickly KOing opponents and leaving them at a disadvantage for him to punish. Though he does have some notable and exploitable flaws, utilizing Freddy’s kit intelligently and appropriately can lead to him quickly taking out opponents.

## Moveset

### On-screen Appearance

* Freddy Fazbear walks off of a stage as it disappears behind him

### Taunts

* **Up Taunt** - Freddy's music box plays as he performs left and right.
* **Side Taunt** - Freddy starts glitching out as garbled noises begin playing.
* **Down Taunt** - Freddy simply stares into the camera ominously.

### Block Animation

* A Recharge Station appears and surrounds Freddy to protect him.

### Idle Poses

* Freddy looks left and right while waving.
* Freddy's head briefly glitches out.

### Victory Pose

* Nothing appears on screen for a few seconds before Freddy comes out and jumpscares the camera, turning the screen to static.

## Arcade Mode Route

Freddy's Arcade Mode route is titled ***7 KNIGHTS***..

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

## Trivia

* Freddy's codename is **Eyes,** referencing how, in the original *Five Nights at Freddy's,* Freddy was almost always hidden in the shadows, only visible via his glowing eyes, most notably during the power outage sequence. The Game Over screen from FNaF 1 also shows the player in a Freddy Fazbear suit, with their eyes popped out of it. It can also be seen as a reference to *Five Nights at Freddy's: The Silver Eyes*, a novel in which Freddy Fazbear appears on the cover of.