Wally, The Narwhal

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Authors: PJ, Hemuth

Last revision: 3 Sep, 2024 at 05:06 UTC (7)

File size: 3.02 MB

On Steam Workshop

Description:

Potemkin plus Tager gimmick!

•WALLY SUMMARY•

  • Archetype: Heavy, Grappler
  • Good qualities: Breaking through offense, burst damage
  • Bad qualities: Slow, large hurtbox, slightly linear recovery

As a retired fighter of the underground fighting club complex in WaterTown, Wally decides to follow a rumor that says a new challenger has been sweeping their competition with fearless strength and might. They face off in the arena to speak morals with fists! This fighter’s name is Peat!

Peat can be found and subscribed here!

GIMMICK

Wally generates Static Electricity through movement (running, wavedashing, Grounded Forward Special and Dash Attack). When Wally generates enough Static, he can transfer that built up Static to the opponent with any attack. When the Static mark is applied to the opponent, Wally can use Neutral Special, Grounded Up Special and Jab 3 to pull the opponent like a magnet. The Static mark is consumed when Wally’s Neutral Special and Grounded Up Special make contact with the opponent.

Wally can use Static Pull to extend combos, keep opponents close, and confirm into his grabs much easier.

•SPECIALS OVERVIEW•

NEUTRAL SPECIAL

  • Best damaging move
  • Great for KOs and ending combos
  • Fast, but short reach
  • Hold for Static Pull

FORWARD SPECIAL

Grounded and Aerial versions are different

  • Grounded:
    • Command dash
    • Single-hit armor
    • Forces tech situations on hit
    • Charges Static faster
    • Cancel the run with Dodge
  • Aerial:
    • Powerful spike
    • Small hop in the air to help with recovery a little

DOWN SPECIAL
  • Full-stage projectile that leaves opponents vulnerable long enough for Wally to get in
  • Projectile hitbox is deceptively short
  • Can spike opponents while falling, but can’t cancel animation unless Wally wall jumps
  • Can be "Orca Hopped"

UP SPECIAL

Grounded and Aerial versions are different

  • Grounded:
    • Big anti-air grab that covers a great angle
    • Hold for Static Pull
  • Aerial:
    • Dolphin dive that skewers opponents on Wally’s horn
    • Can be cancelled by pushing Dodge during flight, or air dodge cancelled during startup
    • Landing on a solid surface after skewering will apply a Static mark without a full charge

•OTHER NOTABLE QUALITIES•

FORWARD STRONG REFLECT

Forward Strong is one of Wally’s weaker moves, but with a powerful tool. A barrier forms around Wally to absorb projectiles, then he hits his own projectile at the opponent.

  • Projectile has soft homing properties
  • Will apply Static mark without Wally being fully charged

DOWN STRONG PROJECTILE

At the end of Down Strong’s animation, a projectile will be placed. This projectile can be hit with every move and will fly in multiple different directions depending on the move used. Otherwise, the projectile stays in place as a single-hit stage hazard.

  • If the enemy has a Static mark, the projectile will home in toward them
  • Can be Static Pulled with Neutral Special, Grounded Up Special, and Jab 3

WALL CRAWL AND WALL ATTACK

Wally can wall cling and crawl up the wall until he reaches the ledge. He can also push any Attack, Special or Strong input to snatch his opponent standing close to the ledge, tossing them offstage. Instantly turn the tables on the opponent with this surprise attack.

Credits:
Regina for the in-game portrait
Ferpe for the Jab animation
Hemuth for finishing part of Wally’s animations
NitroAnilin for the reveal music and victory theme!
Bumblebomb and Shen for playtesting and consistent inputs