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Wario-PAC alpha'd
11/15/2009, 04:50 PM (This post was last modified: 12/10/2009 06:41 PM by Bionic.)
Post: #1
I'll be updating the OPs as information comes in. This thread should be used for ideas and testing results for Wario. Videos are appreciated.

Proposed General Changes
Dgrav down, fastfall speed up.
Super armor on all of jab 1, damage +2
Jab 2 cooldown speed x2, damage +3
Dash attack has invincibility frames 3-36, speed x2.3 frames 5-49, cancels into run, angle up slightly
Ftilt has invincibility during windup animation. KBG up considerably, angle down slightly. Damage +6
Dtilt can be jump canceled after frame 10. Knockback up, angle should be somewhere around 50.
Utilt speed after hitbox comes out x2
Fsmash damage, power up. Full invincibility frames 30-44. Slides a good bit further (warioman's).
Dsmash has invincibility as long as the hitbox is out. Damage on all hits up, all hits hit like strong hit. Power up.
Usmash harder to DI out of. Invincibility during hitbox. +1 damage per hit
Nair super armor on frames 4-38, invincibility frames 15-30. Damage on first hit up to 13, should knock straight up.
Fair full animation speed x2
Bair landing lag quartered. Damage +3, knockback slightly up. Invincibility from 9-33
Uair hitbox disjointed down. Damage +6, BKB down, KBG up. Invincible about 6 frames on either side of the clap.
Dair does double shield damage. +1 damage per hit.
UpB should send him flying like warioman's. Also, make it harder to DI out of.
Bite lasts longer. Individual bite damage up.
DownB has invincibility the whole time. Hitbox size up slightly. Charge time halved.
Pummel should move very slowly back and forth in the frames right before and after it hits (lol rapist) 2 or 3 times. Not useful, but funny as fuck. Should do 3 damage, opponent can't mash out during it.
Bthrow has IASA during the ass-waggle after hitting
Fthrow damage +3, knockback up slightly.
Uthrow BKB down slightly, constant knocback. Should combo into waft.
Dthrow damage up, knockback up.
Airdodge invincibility frames from 1-10 instead of 4-29. Makes it worse and more punishable, but not quite useless.
Spotdodge invincibility frames from 2-10 instead of 2-20. Actually, this one is just downright bad.
Roll animation speed x2.
Air speed x1.5
Weight up slightly
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11/19/2009, 10:19 AM
Post: #2
Wario side smash always slides along a short distance.

Up smash has a bit of a suction effect to increase effectivity to hit them.

Downsmash...more hit boxes so that you don't get lag hits and spaces where nothing happens when he's next to you?

Eat deals more damage or has a longer range, but preferably not both.

Stronger grab time if possible (aka a stronger hold so people can't get out so easily) (?)

Up B also has suction and top of the attack deals a sweetspot of luigi Up B or sorts of damage.

sidetilt punch has a longer wind-up but gives a lot of cinematic hit stun such as like that of a lightning kick and deals decent damage. maybe also a straight sideways launch too.

Downtilt spikes people who are in the air. (perfect timed ledge guarding anyone?)

Down air when it hits the ground causes a decent shockwave rivaling the DK slam thing but he gets his head stuck for longer due to that shield damage increase and all these other increases.
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11/19/2009, 04:22 PM
Post: #3
1. Like. Not quite warioman's, but a good bit more than normal.
2. Also a good idea.
3. I'd just make it so that you can jump cancel the dsmash after a certain point. Could actually lead to followups, as ridiculous as that sounds (woot crazy air speed). If it can't, we'll up the dsmash angle.
4. Bite sounds like a good move to buff. Giving it more of a disjoint would just be stupid; therefore I think that's probably a good idea.
5. What for?
6. The last hit should knock them out of range, but it shouldn't have THAT kind of knockback. More like snake utilt than weegee upB.
7. Maybe make it chargeable? That would be lulzy.
8. This is genius.
9. Dair has almost no endlag; it's already crazy if it does tons of damage and destroys shields.
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11/24/2009, 09:38 PM (This post was last modified: 11/24/2009 09:40 PM by thanyou.)
Post: #4
Wario is already known/hated for his great air dodge, but I'd like to see Wario receive a complete reimagining with the same concept of offensive (in more ways than 1) defense, except differently. Manly what I'm talking about is a pile driver character, a character that piles through an opponent's moves with invincibility frames covering his. But wouldn't a Wario with a lot of invincibility frames an a air dodge but just too much?
What we do is give nearly all of Wario's moves a good deal of invincibility on start up to push through an opponent's attack and hit them out of it, BUT, at the same time, we remove Wario's ability to spot dodge and air dodge, forcing him to use his invincibly frames to cut through attacks.
Of course we won't put invincibility frames every frame of the attack, but only on some portion of the frames, though I don't know enough about Wario's attacks to start talking about which ones should have so many frames of invincibility.
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11/24/2009, 11:59 PM
Post: #5
- bike should have a chance of explosion (like crates. don't have the bike break on dismount because we love to throw the bike...Tongue)
- Give haft waft superarmor like fully charged wafts
- Make the corkscrew chargable (like diddy kongs maybe) ? could have the same animation as usmash if necessary.
- Control dsmash so you can move left/right while spinning. (lolz breakdancing)


- Also, if Chomp can work on multiple players at once...XD and still eat items.
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11/25/2009, 02:46 AM
Post: #6
(11/24/2009 09:38 PM)CRASHiC Wrote:  Wario is already known/hated for his great air dodge, but I'd like to see Wario receive a complete reimagining with the same concept of offensive (in more ways than 1) defense, except differently. Manly what I'm talking about is a pile driver character, a character that piles through an opponent's moves with invincibility frames covering his. But wouldn't a Wario with a lot of invincibility frames an a air dodge but just too much?
What we do is give nearly all of Wario's moves a good deal of invincibility on start up to push through an opponent's attack and hit them out of it, BUT, at the same time, we remove Wario's ability to spot dodge and air dodge, forcing him to use his invincibly frames to cut through attacks.
Of course we won't put invincibility frames every frame of the attack, but only on some portion of the frames, though I don't know enough about Wario's attacks to start talking about which ones should have so many frames of invincibility.

I really like this idea. If it isn't possible to make him not able to dodge with PSA, we can just make them have no invincibility or something.

Nair would probably be a good attack to have a lot of invincibility on. It's long-lasting, and a decent approach.
Dair can probably pass off with just absurdly high priority.
Bair needs some invincibility; it's his longest spacing move but also very slow and laggy comparitively. Also, it should be useful for spacing.
Fair needs no invincibility. It's really, really fast.
Uair should have invincibility as long as the hitbox is out.
Dash attack should have lots of invincibility. And maybe suck less. Same with usmash.
Fsmash should have way more invincibility than it does now and slide further.
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11/28/2009, 11:28 AM
Post: #7
All right. Time to make Wario busted.

Dgrav down, fastfall speed up.
Super armor on all of jab 1, damage +2
Jab 2 cooldown speed x2, damage +3
Dash attack has invincibility frames 3-36, speed x2.3 frames 5-49, cancels into run, angle up slightly
Ftilt has invincibility during windup animation. KBG up considerably, angle down slightly. Damage +6
Dtilt can be jump canceled after frame 10. Knockback up, angle should be somewhere around 50.
Utilt speed after hitbox comes out x2
Fsmash damage, power up. Full invincibility frames 30-44
Dsmash has invincibility as long as the hitbox is out. Damage on all hits up, all hits hit like strong hit. Power up.
Usmash harder to DI out of. Invincibility during hitbox. +1 damage per hit
Nair super armor on frames 4-38, invincibility frames 15-30. Damage on first hit up to 13, should knock straight up.
Fair full animation speed x2
Bair landing lag quartered. Damage +3, knockback slightly up. Invincibility from 9-33
Uair hitbox disjointed down. Damage +6, BKB down, KBG up. Invincible about 6 frames on either side of the clap.
Dair does double shield damage. +1 damage per hit.
UpB should send him flying like warioman's. Also, make it harder to DI out of.
Bite lasts longer. Individual bite damage up.
DownB has invincibility the whole time. Hitbox size up slightly. Charge time halved.
Pummel should move very slowly back and forth in the frames right before and after it hits (lol rapist) 2 or 3 times. Not useful, but funny as fuck. Should do 3 damage, opponent can't mash out during it.
Bthrow has IASA during the ass-waggle after hitting
Fthrow damage +3, knockback up slightly.
Uthrow BKB down slightly, constant knocback. Should combo into waft.
Dthrow damage up, knockback up.
Airdodge invincibility frames from 1-10 instead of 4-29. Makes it worse and more punishable, but not quite useless.
Spotdodge invincibility frames from 2-10 instead of 2-20. Actually, this one is just downright bad.
Roll animation speed x2.
Air speed x1.5
Weight up slightly


How does that sound?
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11/28/2009, 04:30 PM
Post: #8
I like it. giving him terrible dodges and lots of invincibility on moves is going to make wario a far more interesting character than he was before. The only move that I think needs buffing besides the ones you mentioned is sideB. We should make it move 1.5X faster on the ground and in the air and give it enough knockback to KO. Also, I think that pummel should have the coin animation it has in bbrawl.
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11/30/2009, 11:14 PM (This post was last modified: 11/30/2009 11:46 PM by zain.)
Post: #9
I don't like the invincibility idea. Interesting or not, it's just not going to be fun to use. I think it's just best to just turn keep him as the greedy, smelly, sexy beast that he is and keep him on that road, making him greedier, smellier, and sexier.

Also, I call dibs on Wario.
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11/30/2009, 11:26 PM
Post: #10
i agree with the OP except for the pummel (inescapable). it should still be escapable, but somewhat harder than normal.
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12/01/2009, 01:40 PM
Post: #11
How about tech-chasing with dthrow? And is his grab release fixed (easiest is make it either gives advantage to Wario or him being able to move in the same frame that the opponent can move) so that it's useless on him?
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12/01/2009, 02:36 PM
Post: #12
(11/30/2009 11:14 PM)Kitamerby Wrote:  I don't like the invincibility idea. Interesting or not, it's just not going to be fun to use. I think it's just best to just turn keep him as the greedy, smelly, sexy beast that he is and keep him on that road, making him greedier, smellier, and sexier.

Also, I call dibs on Wario.

Ask yourself, what is more fun to watch and play, a Wario forward airing until he sees an opening, using air dodge the entire match, doing everything he can to run the clock, or a Wario that charges through an opponents attacks head first. You want a OOOOOOH!!!!!! moment out of wario, ever, then giving him the ability to Forward smash through Metaknight's down smash for the win is the way to do it while keeping the basic idea behind his playstyle. This is how you can make Wario epic while still keeping his defense playstyle.
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12/01/2009, 02:58 PM
Post: #13
Someone just put it together and we'll see how it works.

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12/01/2009, 06:23 PM
Post: #14
If invincibility is too much of a buff, we could make it super armor instead.
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12/24/2009, 03:24 AM
Post: #15
Why not just make him play more or less the same as Warioman, but without the invincibility or the infinite flight capability?

Well whatever is done, the FSmash has to be epic. Wario was cheated out of not having his signature move be made into one of his prime offensive techniques, he needs to be able to shoulder-barge through anything! Maybe it should be made a powerful but punishable move, like have him rush forward with super armor/invincibility, but then give him a fair bit of ending lag so that opponents who dodged it can hit him from behind. It should also hit at a more horizontal angle, I think.
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12/25/2009, 06:44 PM
Post: #16
How about removing fully charged Fart suicide when close to the top of the screen?
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12/25/2009, 06:49 PM
Post: #17
I have no idea how.

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Atheist because the burden of proof is on the one making the claim, and it is literally impossible to scientifically or otherwise prove god. ^_^

FC: 3610-3665-4231
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12/25/2009, 08:44 PM
Post: #18
Maybe removing the animation he had replaced with the animation he has when just in the air will fix it, but still not possible to move until reaching the top of the fully charged Fart?
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12/31/2009, 08:47 PM
Post: #19
WARIO HAS A CHAIN GRAB THAT IS COMPLICATED BUT MUST BE REMOVED.
I'm not even sure how to do it, ask DMG. It will make him far too good.
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12/31/2009, 09:26 PM
Post: #20
I personally think it should leave the opponent in the ground (similar to Snake's dthrow) for tech-chasing instead. And it that way it is already fixed.
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