Andarel
Smash Apprentice
Bit of an issue - if we assume Wisp dies early, 8 or 9 hits of about 12% each should be a stock - and that's only 27%, a quarter of the way to maximum charge. Even if you turn 10 times and block 5 attacks (and since Wisp likes to dodge more than block...), that's only at best 42%, halfway to maximum charge. Since it's only a kill move now, compare it to, say, the Waft.
- They both take forever to charge up.
- The Waft does 25 - 45 damage at higher charges, so even if it doesn't kill it sets up for a future kill pretty quickly.
- Side-B, if it does negligible damage, has moderate risk and almost no reward unless it kills. That means you have no reason to use it once it gets to higher charge levels, except to grab a kill - and if you hit max at the beginning of a stock, that'll take a while. Dead move most of the time. At least Samus and Lucario can empty their charge at the beginning of the stock for 20%+.
Even worse, Wario's waft always charges. Rewarding one of the lightest characters in the game doesn't seem like the way to go about things. What would be ideal is, hopefully, to give 3% or 4% on the hit of any move, 3% on the blocking of a move, and 1% on turning. That rewards turning, but it also rewards playing Wisp successfully, since you actually want to hit with moves. And since she kills pretty high, you can either go for the gimp or go for a kill and charge side-B more. This would also reward playing on the ground more, since you can't turn or shield in the air.
Up-B in the air isn't that fast, and having it spike would be reasonable stylistically and not a bad idea for her playstyle - it doesn't kill most recoveries anyways (maybe like...Marth's, but not that easily and f/bair work just as well on a stagespike).
Her aerials play very well, as do most of her tilts - Utilt is a bit awkward, but I've gotten used to it. I think USmash could do with being a tad faster, grab a tad slower, and Down-B a lot more useful. So far, it's just been trash every time I tried to use it - perhaps extending the initial hitbox, speeding up the charge, and boosting the low-charge hits slightly would help. I'd like to see little tremors travel along the ground close to Wisp that trip as she charges (like Quake Hammer), but that would be obnoxious in a FFA so it's probably a bad idea.
- They both take forever to charge up.
- The Waft does 25 - 45 damage at higher charges, so even if it doesn't kill it sets up for a future kill pretty quickly.
- Side-B, if it does negligible damage, has moderate risk and almost no reward unless it kills. That means you have no reason to use it once it gets to higher charge levels, except to grab a kill - and if you hit max at the beginning of a stock, that'll take a while. Dead move most of the time. At least Samus and Lucario can empty their charge at the beginning of the stock for 20%+.
Even worse, Wario's waft always charges. Rewarding one of the lightest characters in the game doesn't seem like the way to go about things. What would be ideal is, hopefully, to give 3% or 4% on the hit of any move, 3% on the blocking of a move, and 1% on turning. That rewards turning, but it also rewards playing Wisp successfully, since you actually want to hit with moves. And since she kills pretty high, you can either go for the gimp or go for a kill and charge side-B more. This would also reward playing on the ground more, since you can't turn or shield in the air.
Up-B in the air isn't that fast, and having it spike would be reasonable stylistically and not a bad idea for her playstyle - it doesn't kill most recoveries anyways (maybe like...Marth's, but not that easily and f/bair work just as well on a stagespike).
Her aerials play very well, as do most of her tilts - Utilt is a bit awkward, but I've gotten used to it. I think USmash could do with being a tad faster, grab a tad slower, and Down-B a lot more useful. So far, it's just been trash every time I tried to use it - perhaps extending the initial hitbox, speeding up the charge, and boosting the low-charge hits slightly would help. I'd like to see little tremors travel along the ground close to Wisp that trip as she charges (like Quake Hammer), but that would be obnoxious in a FFA so it's probably a bad idea.