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Wilber

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Apr 27th, 2016
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  1. Wilber
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  3. Attempted self-analysis:
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  5. Wilber is centered around establishing stage control through traps. He has two specials to control space, a way to heal inside his safe zone, and anti-air options to knock out aerial opponents. He may not have the best damage or KO options, but if his opponent ends up walking into a trap, he can quickly capitalize on the situation.
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  7. Wilber should stay out of hand-to-hand combat, but when the opponent slips up or steps into a trap, Wilber can beat the opponent down for damage. His normal moveset is full of disjoints, projectiles, and ways to sweep areas. Forward tilt and forward air can quickly rack up damage on a trapped or charging opponent. Up smash and up air can quickly send aerial opponents into the ceiling. To knock out foes, Wilber has wide-reaching smashes, and his forward tilt is a powerful edgeguarding tool.
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  9. Wilber's real strength, however, lies in his traps. Layer trap is quick to summon, and can lock opponents in position and allow Wilber to reassert stage control, heal, or set up for a combo or a KO. Bucket can cover large swaths of the stage, be used as a baiting tool to make opponents use aerial approaches, or simply keep downed foes down. Heal doesn't heal much, but the threat of Wilber healing away his damage can get opponents to approach headlong into Wilber's traps.
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  11. Wilber can easily take stage control, but has his weaknesses. Many of Wilber's fastest moves have sourspots close to him, so he can do only so much if opponents bypass his traps and get into his face. Wilber's only long-range move is bucket, which can trip foes, but doesn't deal damage, so against long-range specialists, Wilber will usually be the one approaching. His only recovery move is curve ride, which, though armored and directable around opponents, gives the opponent plenty of time to snipe Wilber, and potentially take him down if he runs into a strong enough attack. Wilber players must be on the defensive, using Wilber's various tools to pressure and wall the opponent, and assert Wilber's robust advantage state when the time is right.
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  13. Small frame
  14. Medium-low weight
  15. Medium-low fall acceleration
  16. Medium maximum speed
  17. Medium-high friction
  18. Medium air control
  19. 1 midair jump
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  21. Walk: Low-medium speed.
  22. Dash: Medium speed. 35 frames of turnaround.
  23. Roll: Intangible frames 3-20, ends on frame 35. Medium-low distance. Wilber appears translucent while intangible.
  24. Spotdodge: Intangible frames 2-20, ends on frame 28. Wilber appears translucent while intangible.
  25. Airdodge: Intangible frames 2-32, ends on frame 40. Wilber appears translucent while intangible.
  26. Jump: Medium. Active frame 5.
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  28. Jab: Pencil jab. Moderate disjoint. Active frames 5-9, ends frame 29. 6 damage tipped, 3 damage otherwise, slight horizontal knockback both boxes.
  29. Ftilt: Airbrush. Creates projectiles that float a medium distance in the control stick direction before disappearing. Active frame 10, ends frame 24, loops. 3 damage, no flinching, but moderately strong windbox in the direction of fire.
  30. Utilt: Paintbrush swipe upwards. Moderate disjoint. Active frames 8-12, ends frame 33. 8 damage tipped, 5 damage otherwise. Moderate diagonal knockback.
  31. Dtilt: Eraser. Short disjoint. Active frames 10-16, ends frame 35. 7 damage. Moderate vertical knockback.
  32. Dash: Pencil thrust. Moderate disjoint. Active frames 8-12, ends frame 38. 10 damage tipped, 5 damage otherwise, strong horizontal knockback.
  33. Fsmash: Gradient wave. Large hitbox that starts at the center of Wilber and shoots forward a short distance from him. Active frames 12-18 stage 1, 19-25 stage 2, 26-32 stage 3, 33-39 stage 4, ends frame 55. 17(24) damage stage 1, 15(21) damage stage 2, 13(18) damage stage 3, 11(15) damage stage 4. All hitboxes high diagonal knockback proportional to damage, stage 1 can KO at 130.
  34. Usmash: A very strong light beam comes out of Wilber's held-up hands, and travels upwards all the way to the blast line. The light beam is a reflectable, absorbable projectile. Active each third frame from 20-35, ends frame 55. 5(7) damage per third frame that the opponent is in the beam, each hit moderate vertical knockback, can KO grounded opponents at 145.
  35. Dsmash: Uses a giant pair of scissors and cuts in front of him. Long disjoint, but whiffs up close. Active frames 14-22, ends frame 49. 14(19) damage, strong horizontal knockback, can KO at 140 from the center of the stage.
  36. Nair: Wilber creates a circle of darkness around himself using a mask. Very slightly disjointed all around. Active frame 7-14, ends frame 32, land 9 frames. 4 damage, autolink.
  37. Fair: Airbrush. Creates projectiles that float a medium distance in the control stick direction before disappearing. Active frame 10, ends frame 24, loops, continues after land. 3 damage, no flinching, but moderately strong windbox in the direction of fire.
  38. Bair: Ink pen jab. Active frames 8-20, ends frame 38, land 15 frames, autocancels from short hop. Long disjoint. 10 damage tipped, 5 damage otherwise, slight horizontal knockback, trips grounded opponents if tipped.
  39. Uair: Burn. A spot of darkness appears at Wilber's hand. Active frames 6-10, ends frame 35, land 15 frames, autocancels from full hop. 7 damage, high vertical knockback, can KO grounded opponents at 130.
  40. Dair: Wilber swipes below him repeatedly with his tail. Active frames 8-24, ends frame 39, land 8 frames. 5 damage, weak meteor smash, 2* normal hitstun.
  41. Grab: Wilber traps the opponent in a selection box. Wide disjoint, not a tether grab. Active frames 12-30, ends frame 50.
  42. Pummel: Wilber applies a noise filter to the selection box. Active frame 3, ends frame 40. 2 damage.
  43. Fthrow: Applies a gradient to the selection box. Active frame 10, ends frame 24. 6 damage, low diagonal knockback with moderate knockback growth, KOs at 170.
  44. Bthrow: Applies a fisheye effect to the selection box. Active frame 10, ends frame 24. 8 damage, very high horizontal knockback, but no knockback growth.
  45. Uthrow: Contracts the selection box. Active frame 7, ends frame 21. 5 damage, moderate vertical knockback with good knockback growth, KOs at 160.
  46. Dthrow: Spins the selection box. Active frame 15, ends frame 39. 5 damage, weak diagonal spike with moderate knockback growth.
  47. Ffloor: Jabs a pencil on both sides, then gets up. Active frames 8-13 front, 15-20 back, ends frame 40. 8 damage tipped, 4 damage otherwise, strong horizontal knockback.
  48. Bfloor: Swipes a paintbrush in an arc while getting up. Active frames 8-12, ends frame 32. 10 damage tipped, 6 damage otherwise, moderate diagonal knockback.
  49. Tfloor: Same as Bfloor.
  50. Edge: Jabs a pencil, then gets up. Active frame 7-13, ends frame 33. 8 damage tipped, 4 damage otherwise.
  51. Nspecial: Layer Trap. Creates a layer trap where Wilber is, which lasts for 8 seconds. If the opponent contacts one, they will be trapped in place for two seconds, but won't suffer knockback for the duration of the trap and can still act. Only one can be in play at a time. Active frame 25, ends frame 40.
  52. Fspecial: Bucket. Splashes a slick of oil in the direction of the control stick whose effect depends on how long since it was last used. At 6 seconds, it will trip grounded opponents. At 12 seconds, it will create an oil slick that trips opponents that lasts for 6 seconds, or until opponent contact. At 24 seconds, it will create an oil slick that lasts for 15 seconds, and will cause hit aerial opponents to trip as soon as they land. Active frame 20, ends frame 50.
  53. Uspecial: Curve ride. For a second, Wilber moves with the control stick, up to 3/4 a typical stage length, and will deal damage to foes he contacts. Medium armored up to 10 damage. Active frames 30-90, ends on frame 120. 12 damage, moderately strong knockback in direction moved.
  54. Dspecial: Heal. Stands in place. Recovers 2 damage if not interrupted. Active frame 40, loops.
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  56. Up taunt: Gnaws on a paintbrush.
  57. Down taunt: Gets on all fours and sniffs the ground.
  58. Side taunt: Spins himself around twice, once forwards, once backwards.
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