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And hey, don't worry about that. I'd rather get something like this than nothing at all.
Maypul's plant is on the top platform while the players are fighting on the bottom, no one's on the center platform. Zetterburn does his side special and Kragg parries it. Maypul's plant ends up in parry stun despite the fact that no one is around to trigger it and it hasn't attacked in the first place.
That's what I'm experiencing when playing with a friend (remote play/local play) in team battles when using her, and I don't get why it's a thing.
As for the rune, I guess I didn't feel too much of a difference with it vs without it? Because when I noticed that it didn't mean something like "3 hits in one charge", my next guess was that it affected wind up/end lag, but I couldn't tell too much even while spamming it. It's very likely this one could just be me though and I don't want to have you stressing over one random dude's claims on an otherwise well made character.
Are you sure? Because that rune has a quicker startup and less endlag, but it's weaker. Making it spamable in rune play.
Really? It seems to be working fine on my end, and I haven't heard anyone else mention any issues with that. There are two sound cues, one for the mid-charge and one for the full charge. If this is still a problem, I'll add a charge bar that appears underneath Wapeach in a later patch, either in training or normal play.
The runes I ask because one of them for example being turning her DStrong into "Tantrum City", yet there was no difference I could tell? While the reduced/removed endlag on her DAir is very noticeable, only slightly slower than Speedrunner Mario's at high speed.
And ok, so I've only been seeing her mid charge then since the audio plays but she only glows a soft orange/yellow, meaning that her full charge takes *a while* to charge then huh?
The Chain Chomp getting stunned from parries follows how Maypul's Minion Plant gets stunned when it gets parried, so yes. Unless there's a hiccup going on.
The full charge for Wapeach would make her flicker back and forth with a specific colour. And the final charge has the fastest speed/distance compared to the other charge rates and grants temporary soft armour while spinning away.
Otherwise, she feels fun to play/goof off with as someone who mains faster rushdown types. However, is it intentional that her Chain Chomp end up stunned when (anyone) gets a parry or is it only supposed to be if she herself or it gets parried? Playing with a friend has the AI parry her and the Chomp on the other side of the field gets stunned when no one is around it.
I can't tell with her side special also if I'm just not hearing it or otherwise if the charge is full or mid. I hear the Mario Kart countdown noise, but I can't figure if it's supposed to be the signifier for a full charge or mid charge (if it charges that fast). Mostly because the range feels the same between the 3 states in a match.
It is what it is.
@Dash
Thanks! I could probably make the bombs more chaotic with Runes in any later patches/updates, but for normal play, that's not what I was going for.
As for the side B switcharoo idea, her elbow dash basically behaves like Peach's Smash 4 custom move, the Flying Peach Bomber, but with a Wario-flair. Appreciate the feedback, though.
Maybe the Peach color could have an easter egg that replaces Aerial Side Special with a (Wa)peach Bomber sprite? Would be same range and power and all, just a funny nod that she's wearing Peach colors lol. Just an idea for the future heh, great character!
absolutely amazing work, simply phenomenal
on the other hand: how we get this before daisy
I bet he feels embarrassed right now.