Fraymakers/Welltaro: Difference between revisions
ColbyJackC (talk | contribs) m (→Moveset) |
ColbyJackC (talk | contribs) (strong attack data + more info added) |
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Line 34: | Line 34: | ||
| startup = 2 | | startup = 2 | ||
| active = 3-4 | | active = 3-4 | ||
| recovery = | | recovery = 3 | ||
| kbGrowth = 5 | | kbGrowth = 5 | ||
| baseKb = 20 | | baseKb = 20 | ||
Line 42: | Line 42: | ||
| hitstun = -1 | | hitstun = -1 | ||
| onHit = ? | | onHit = ? | ||
| | | onBlock = -9 | ||
| limb = Fist | | limb = Fist | ||
| reversible = true | | reversible = true | ||
Line 60: | Line 60: | ||
| startup = 5-9 (earliest) | | startup = 5-9 (earliest) | ||
| active = 10-11 | | active = 10-11 | ||
| recovery = | | recovery = 2 | ||
| kbGrowth = 5 | | kbGrowth = 5 | ||
| baseKb = 20 | | baseKb = 20 | ||
Line 68: | Line 68: | ||
| hitstun = -1 | | hitstun = -1 | ||
| onHit = ? | | onHit = ? | ||
| | | onBlock = -12 | ||
| limb = Fist | | limb = Fist | ||
| reversible = true | | reversible = true | ||
Line 86: | Line 86: | ||
| startup = ? | | startup = ? | ||
| active = ? | | active = ? | ||
| recovery = | | recovery = N/A | ||
| kbGrowth = 0 | | kbGrowth = 0 | ||
| baseKb = 24 | | baseKb = 24 | ||
Line 94: | Line 94: | ||
| hitstun = ? | | hitstun = ? | ||
| onHit = ? | | onHit = ? | ||
| | | onBlock = -1 | ||
| limb = Fist | | limb = Fist | ||
| reversible = true | | reversible = true | ||
Line 100: | Line 100: | ||
* The minimum amount of attacks from Rapid Jab is 2. | * The minimum amount of attacks from Rapid Jab is 2. | ||
* Is canceled into Jab Finisher by releasing attack. | * Is canceled into Jab Finisher by releasing attack. | ||
* Because spot dodge is frame 1 you can technically avoid the rest of the attack on shield, although it loses out to | |||
}} | }} | ||
Line 121: | Line 122: | ||
| hitstun = ? | | hitstun = ? | ||
| onHit = ? | | onHit = ? | ||
| | | onBlock = -29 | ||
| limb = Fist | | limb = Fist | ||
| reversible = true | | reversible = true | ||
Line 140: | Line 141: | ||
| startup = 8 | | startup = 8 | ||
| active = 9-20 | | active = 9-20 | ||
| recovery = | | recovery = 16 | ||
| kbGrowth = 55 | | kbGrowth = 55 | ||
| baseKb = 50 | | baseKb = 50 | ||
Line 148: | Line 149: | ||
| hitstun = ? | | hitstun = ? | ||
| onHit = ? | | onHit = ? | ||
| | | onBlock = -19 | ||
| limb = ? | | limb = ? | ||
| reversible = false | | reversible = false | ||
Line 167: | Line 168: | ||
| startup = 4 | | startup = 4 | ||
| active = 5-12 | | active = 5-12 | ||
| recovery = | | recovery = 21 | ||
| kbGrowth = 45 | | kbGrowth = 45 | ||
| baseKb = 70 | | baseKb = 70 | ||
Line 175: | Line 176: | ||
| hitstun = ? | | hitstun = ? | ||
| onHit = ? | | onHit = ? | ||
| | | onBlock = -20 | ||
| limb = ? | | limb = ? | ||
| reversible = true | | reversible = true | ||
Line 193: | Line 194: | ||
| startup = 7 | | startup = 7 | ||
| active = 8-12 | | active = 8-12 | ||
| recovery = | | recovery = 24 | ||
| kbGrowth = 45 | | kbGrowth = 45 | ||
| baseKb = 40 | | baseKb = 40 | ||
Line 201: | Line 202: | ||
| hitstun = ? | | hitstun = ? | ||
| onHit = ? | | onHit = ? | ||
| | | onBlock = -20 | ||
| limb = ? | | limb = ? | ||
| reversible = false | | reversible = false | ||
Line 227: | Line 228: | ||
| hitstun = ? | | hitstun = ? | ||
| onHit = ? | | onHit = ? | ||
| | | onBlock = -12 | ||
| limb = ? | | limb = ? | ||
| reversible = true | | reversible = true | ||
Line 254: | Line 255: | ||
| hitstun = ? | | hitstun = ? | ||
| onHit = ? | | onHit = ? | ||
| | | onBlock = -1, ? | ||
| limb = ? | | limb = ? | ||
| reversible = false | | reversible = false | ||
}} | }} | ||
* Has 8 frames of landing lag. | * Has 8 frames of landing lag. | ||
* *Angle 365 sends in the direction that Welltaro is moving. | * *Angle 365 sends in the direction that Welltaro is moving. [https://ajewelofrarity.github.io/FraymakersDocs/docs/classes/SpecialAngle.html] | ||
* Because this attack regenerates 2 bullets if both hits connect, and because it takes 2 jumps to reach the same vertical position as your opponent after landing the move, it's very easy to chain this move into itself offstage without risking running out of bullets. | * Because this attack regenerates 2 bullets if both hits connect, and because it takes 2 jumps to reach the same vertical position as your opponent after landing the move, it's very easy to chain this move into itself offstage without risking running out of bullets. | ||
}} | }} | ||
Line 282: | Line 283: | ||
| hitstun = ? | | hitstun = ? | ||
| onHit = ? | | onHit = ? | ||
| | | onBlock = ? | ||
| limb = ? | | limb = ? | ||
| reversible = true | | reversible = true | ||
Line 308: | Line 309: | ||
| hitstun = ? | | hitstun = ? | ||
| onHit = ? | | onHit = ? | ||
| | | onBlock = ? | ||
| limb = ? | | limb = ? | ||
| reversible = false | | reversible = false | ||
Line 335: | Line 336: | ||
| hitstun = ? | | hitstun = ? | ||
| onHit = ? | | onHit = ? | ||
| | | onBlock = ? | ||
| limb = ? | | limb = ? | ||
| reversible = true | | reversible = true | ||
Line 361: | Line 362: | ||
| hitstun = ? | | hitstun = ? | ||
| onHit = ? | | onHit = ? | ||
| | | onBlock = ? | ||
| limb = ? | | limb = ? | ||
| reversible = | | reversible = true | ||
}} | }} | ||
* Has 7 frames of landing lag. | * Has 7 frames of landing lag. | ||
* Down Air projectile breaks on terrain or platforms. | * Down Air projectile breaks on terrain or platforms. | ||
}} | |||
==Strongs (images coming soon)== | |||
{{MoveData-Fraymakers | |||
| pic = [[File:Fray_welltaro_jab1.png|225px]] [[File:Fray_welltaro_jab2.png|225px]] | |||
| hitbox = [[File:Fray_welltaro_jab1_box.png|225px]] [[File:Fray_welltaro_jab2_box.png|225px]] | |||
| caption = | |||
| name = Up Strong | |||
| input = | |||
|{{AttackData-Fraymakers | | |||
| version = | |||
| dmg = 14, ? | |||
| startup = 16 | |||
| active = 17-25* | |||
| recovery = 44 | |||
| kbGrowth = 67, ? | |||
| baseKb = 67, ? | |||
| angle = 87, ? | |||
| hitstop = ? | |||
| selfHitStop = ? | |||
| hitstun = ? | |||
| onHit = ? | |||
| onBlock = ? | |||
| limb = ? | |||
| reversible = true | |||
}} | |||
* *Due to limitations with the frame data tool, it's unclear exactly when the weak hit starts, or its hitbox values. | |||
}} | |||
{{MoveData-Fraymakers | |||
| pic = [[File:Fray_welltaro_jab1.png|225px]] [[File:Fray_welltaro_jab2.png|225px]] | |||
| hitbox = [[File:Fray_welltaro_jab1_box.png|225px]] [[File:Fray_welltaro_jab2_box.png|225px]] | |||
| caption = | |||
| name = Forward Strong | |||
| input = | |||
|{{AttackData-Fraymakers | | |||
| version = | |||
| dmg = 3, 13 | |||
| startup = 13 | |||
| active = 14-15, 12-17 | |||
| recovery = 31* | |||
| kbGrowth = 0, 80 | |||
| baseKb = 65, 60 | |||
| angle = 367**, 40 | |||
| hitstop = ? | |||
| selfHitStop = ? | |||
| hitstun = ? | |||
| onHit = ? | |||
| onBlock = ? | |||
| limb = ? | |||
| reversible = false | |||
}} | |||
* * This is the amount of recovery frames when falling off of the stage with Forward Strong. When used on the ground, the recovery is reduced to 21 frames. | |||
* ** Angle 367 is stronger autolink, basically working to ensure that hit 1 connects into hit 2. [https://ajewelofrarity.github.io/FraymakersDocs/docs/classes/SpecialAngle.html] | |||
}} | |||
{{MoveData-Fraymakers | |||
| pic = [[File:Fray_welltaro_jab1.png|225px]] [[File:Fray_welltaro_jab2.png|225px]] | |||
| hitbox = [[File:Fray_welltaro_jab1_box.png|225px]] [[File:Fray_welltaro_jab2_box.png|225px]] | |||
| caption = | |||
| name = Down Strong | |||
| input = | |||
|{{AttackData-Fraymakers | | |||
| version = | |||
| dmg = 6, 7 | |||
| startup = 15 | |||
| active = 16, 17-21 | |||
| recovery = 28 | |||
| kbGrowth = 45, ? | |||
| baseKb = 40, ? | |||
| angle = 40, ? | |||
| hitstop = ? | |||
| selfHitStop = ? | |||
| hitstun = ? | |||
| onHit = ? | |||
| onBlock = ? | |||
| limb = ? | |||
| reversible = false | |||
}} | |||
* Has 11 frames of landing lag. | |||
* The later hit of Forward Air spikes, not exactly sure what angle it is at this time. | |||
}} | }} |
Revision as of 12:40, 23 March 2024
Story
Welltaro is a "young person" who is the protagonist of Downwell, a game where he travels down a well, shooting enemies, chaining together midair combos, and earning upgrades as he descends deeper and deeper down. Why? I'm not just gonna spoil the ending here, you're gonna have to play it for yourself to find out.
Gameplay
Overview Welltaro generally likes to stay above his opponents, tacking on damage with small bullets created by his mid-air jumps and creating openings by hitting them with an aerial, mainly down air, which is a larger bullet that launches opponents upwards for a safe follow up. His unique ammo resource can be difficult to keep track of at first, but it creates a very unique character with extremely explosive and expressive gameplay once you get the hang of him.
Strengths | Weaknesses |
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Unique Mechanics
- Bullets
Welltaro's jump (1), down air (3), up B (2), down B (4), and air dash (2) all consume his bullets. If he doesn't have enough bullets to perform one of these actions, he won't be able to use it, making a clicking sound and displaying the text "EMPTY!" above his head.
He can get bullets back by hitting the opponent with a physical attack (1 per hit) or grabbing ledge/landing on stage (all 8 are refreshed instantly).
Welltaro's side B, Gem High, deals more damage and knockback the less bullets you have, being an extremely powerful kill move when you have no ammo.
Moveset
Jab
Arm Spin Style Toggle Hitboxes Toggle Hitboxes
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Loops between the two. Toggle Hitboxes Toggle Hitboxes
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Dash Attack
Boulder Style Toggle Hitboxes Toggle Hitboxes
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Tilts
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Handstand Style Toggle Hitboxes Toggle Hitboxes
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Aerials
Since being changed from a spinning kick during tester build, the new neutral air sprites haven't been fully completed. Toggle Hitboxes Toggle Hitboxes
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Make sure to clean up those shells! Toggle Hitboxes Toggle Hitboxes
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Strongs (images coming soon)
Toggle Hitboxes Toggle Hitboxes
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