Weldar
HOLY CRAP I've been working on this for a while, sorry it's long, and I'm not even done! PLEASE take the time to read, and tell me what you think!
Weldar
~Visually Impaired Welding Torch~
-image doesn't work :/-
About: Weldar is the guardian of Grunty’s Industries. He enforces the rules from the basement of the huge building; I’m guessing Grunty gives him orders. Weldar is, well, a welding torch, and visually impaired at that. He forgot his glasses, so his vision isn’t at 100%.
Potential: I believe Weldar has huge potential! As a boss! And a character, with explanation on size decrease included! Weldar can exhale/spit intensely hot flames that resemble those produced by, well, welding torches. Weldar also has a sucking attack that puts Dedede’s to shame. His bulk makes for good squishing qualities as well! And FYI, rumor has it Weldar’s well-paying, high position at Grunty’s Industries has enabled him to get his old pal, Clanker, to make a few ‘modifications’ on all the playable stages…
Why I chose him: Well, I chose Weldar because… He pawns. That’s a FACT. Weldar beats the pants off of any and all others. If he had his glasses, he would have smoked Banjo Kazooie, hands down. That’s why I chose him—he is the best.
About this Post: The first section is the boss section. Second section is the SSE part. And last but, of course, not least, the playable-character move set.
----------------------------------------------Boss-----------------------------------------
First, a few videos so you can see this bad boy in action
http://www.youtube.com/watch?v=eh_sfipAy0s
Okay, never mind, just one video, but that should be good enough
Now Some General Info on the Boss
• He’s on his own turf! In the basement of the SSE bomb factory, to be exact. Grunty has invested in the company (apparently it’s a company), cheated her way to head of staff, and placed Weldar (repaired, of course), as head of security. Clanker has come along to help Weldar out as well (Grunty installed her best security system EVER).
• He forgot his glasses. :/
• Very powerful
• One of the hardest bosses, on the highest difficulty
• He actually requires strategy to beat him—when I say strategy, yes I do mean the repetitive do-this-when-he-does-this routine.
• Boss battle music:
http://www.youtube.com/watch?v=YnACDGPdFzU
Okay, now for a description of how Weldar works.
BOSS Move Set
Weldar attacks primarily by shooting flames at you, or trying to suck you up.
Flames: Weldar remains in the background as he shoots blue flames at you out of his mouth. These blue, hot flames do around 16% damage each time you are hit. Fortunately they have little to know knockback, and can be air-dodged (land dodged, their ending lag causes them to snag you). Lacking his glasses, Weldar’s aim isn’t the best.
1.
Easy difficulty: Shoots 3-4 flames at you, slowly.
2.
Normal difficulty: Shoots 3-6 flames at you, mediocre pace.
3.
Hard difficulty: Shoots 6-8 flames at you, at a varying pace (the first two may be slow, while the last three might fly at you and vice-versa).
4.
Intense difficulty: Shoots 10-12 flames at you, starting mediocre, and speeding up every two flames shot. The last two are either very fast or ‘HOLY CRAP WTF WAS THAT?’ fast.
Vacuum: Why is a welding torch vacuuming? I don’t know, but it just adds to Weldar’s awesomeness, if you ask me! Anyways, when Weldar decides to clean up the dust bunnies, he leaps into the background, and extends his next out, so his face is just out-of-bounds (side-stepping will cause you to run into him and get swallowed/take damage). When his face just barely lands on the ground, he won’t be sucking in air yet, giving you a split second to avoid the attack. However, he’ll move his neck around, in an attempt to suck you up.
When he sucks you up, he’ll cause a varying amount of damage (variable depending on level difficulty)*, and will perform varying actions afterwards (see last parenthesis*). This move, like the previous, has virtually no knockback.
1.
Easy difficulty: His head remains at ground level, and he only sucks for around five seconds; getting sucked up causes 15% damage. He stops sucking, and our character tumbles back onto the stage.
2.
Normal difficulty: Remains for seven seconds, and the last two seconds, he will raise his head (towards you) if you are above it. He does 18-22% damage (stale move system, whoopee!), and spits you back onto the stage as before. However, if you are in the air when he spits you out, you will receive an additional 5% damage from the impact of landing on the ground.
3.
Hard difficulty: Weldar’s head remains onstage (well, right behind, technically) for twelve painful seconds, his head chasing you whichever way you go. If he sucks you up, he’ll chew on you (sort of like Yoshi’s grab attack), doing 3% damage per chomp. You have to struggle free, but even after you do so, he swallows you and then spits you back out. The swallow does 20% damage (OMG), and you WILL receive another 10%+ damage for landing once he spits you out. He will rise into the air slightly to spit you out if he caught you at ground level, dealing 10% damage instead of the previous five. At the middle of the screen, the damage raises to 15% and a drop/slam from the top results in 19% extra damage dealt.
4.
Intense Difficulty: Basically the same as on hard difficulty, but Weldar will chase you constantly for a total of thirty-five seconds. Damage percents are the same as hard difficulty.
Ker-SPLAT: Weldar usually performs this attack in between his other attacks. He does NOT use this attack on the ‘Easy difficulty’ setting. He screams “Wahee” or something similar as he shoots off into the air VERY high. Around a second or so later, a very small shadow will appear on your character/ground under your character. The shadow will quickly get bigger, and eventually Weldar will come crashing onto the stage.
His mass has a width of about three Bowsers standing side-by-side, so you’d better move. A side-dodge won’t work here. Getting smashed does a whopping 45% damage, and also makes your character tiny for around eight seconds after Weldar leaps off screen back to the background. Once Weldar is 1.5 seconds away from appearing onscreen, his shadow will lock in place, and that is where he’ll land. If Weldar’s initial leap misses, he will chase you for a short time. If he has more than ¾’s of the stage behind him, and you have ¼ or less on your side, you can pretty much expect him to KO you.
He’ll take four to six tiny (ish) hops towards you before bounding back to the background. When he lands in the background, he’ll produce a white shockwave that travels across the ground, doing 5% damage if it connects. It’s fairly easy to avoid.
1.
Normal difficulty: Weldar takes about five seconds to land, counting down three seconds after he disappears from the background. If he misses, he’ll take four steps towards you.
2.
Hard difficulty: Takes three seconds to land, counting down five seconds after he disappears from the background. This is the same amount of time, but five seconds his shadow will appear, giving you only three seconds to react, whereas on ‘Normal’, its vice-versa, and you have five seconds to react. If he misses, he’ll take five hops towards you.
3.
Intense difficulty: 3.5 seconds until he lands, counting down immediately after he disappears from the background. If he misses, he’ll take (you guessed it) six hops towards you.
Back-up: Now unfortunately, Weldar doesn’t have his supply of nuts n’ bolts to share with us. He does, however, still have his co-worker, Clanker, who was resourceful enough to get a few Primid to volunteer for this fight. This isn’t really a move of Weldar’s, but halfway through the battle, a cut scene will show him saying how things weren’t working out (I’ll provide a script later on), and so Clanker (over the intercom of course) requests the ‘new shipment of Primid’ to be transported to the basement. Primid, from here on out, will spawn in groups of about three every 30 seconds or so (but only if there isn’t any Primid already on the field).
• Regardless of difficulty, only three Primid will spawn
1.
Easy difficulty: Three normal Primid will spawn
2.
Normal difficulty: Three beam sword-wielding Primid will spawn, as well as an occasional blaster-wielding Primid
3.
Hard difficulty: Two boomerang-wielding Primid will spawn, as well as a Motorcycle Primid (sorry, forgot the name, and not in the mood to research).
4.
Intense difficulty: Three sumo-wrestling Primid spawn. I’m talking about the red>yellow>blue Primid who grow bigger occasionally.
Shock Treatment: As a last resort (on ‘Hard’ and ‘Intense’ difficulties only), Weldar will ask Clanker to turn on the zappers! That’s right, just like in the original boss fight against this bad-boy (welding torch), Welder electrifies the floor. Tiles you were fighting on will have a blue, ‘lively’ outline to them. If you touch this line, your character will flinch in electrocuted pain. The floor stuns them for .5 seconds, and does 3% damage, increasing by 2% each time. Weldar activates this on certain conditions:
1.
Hard difficulty: Either
a. Has two hits left
b. A trophy base item falls onto the stage (de-activates when it disappears)
2.
Intense difficulty: Either
a. Has five hits left
b. A trophy base item falls onto the stage (remains activated)
This Is Great and All—But How Do I Beat Him?
Okay, so you are probably wondering how you deal with this monstrosity (who is bad ***, I might add). Well, it’s simple really. Items will spawn occasionally, and (as we Banjo-Tooie fans all know), Weldar is ‘allergic’, I suppose, to explosive material. When Weldar performs his ‘Vacuum’ attack, throwing an explosive weapon to wherever his mouth is will cause him to suck it up, doing damage to him. Smart bombs, gooey bombs, bob-ombs, and explosive crates all come in handy. Mines don’t do so well.
Now most of these items aren’t as powerful as the Grenade Egg, so (yippee) Weldar has more health! He has 25 hits he can take, all of which have to be dealt out with explosives. I’ll list them in order of effectiveness and appearance rate.
1.
Gooey Bombs: These appear most often, and are the ONLY items you get in ‘Intense difficulty’. They do whopping two damage. One appears around every ten seconds (begins appearing twenty seconds into the match).
2.
Bob-ombs: These appear about as often as Gooey Bombs, and do four damage, appearing in all difficultness besides ‘Intense’
3.
Crates and Smart bombs: Appear only in ‘Easy’ and ‘Normal’ difficulties. They do ten damage per hit
4. Trophy Bases: Very rarely spawn (same rate as with any other boss fight I suppose). Get Welder to swallow it, and you might luck out. Note he has to have five or less hits left in order to capture him.
----------------------------------------------SSE--------------------------------------------
Woot woot, story time!
Weldar’s Role in the Subspace Emissary
Grunty is along the top of the villains, and obviously, she wants things to go well for her. She sees the subspace as an excellent way to get her old body back, as well as a great way to punish Banjo and Kazooie for past troubles they’ve caused her.
One of these troubles is, of course, destroying her giant blow-torch, Weldar. Furious at his futile attempts to dispatch the bear and bird, she rebuilds him (he was already torn apart, so she couldn’t do that…), and orders him to keep watch in the basement of the Subspace Bomb Factory on Angel Island (yes, I’m changing the island to Angel Island, because it is obviously a complete rip-off). In order to keep Weldar in line and aid in security, Grunty also installs Clanker, whose various security cameras distributed among the grounds keep watch. Clanker controls many aspects of the factory, including power (and switches to open the doors).
So, the party who faces off against Meta Ridley also fights Weldar. Let me explain how they end up in the basement. After defeating Meta Ridley, <insert explanation for subspace bombs not going off here>, and Meta Ridley swipes Captain Falcon’s vehicle, causing it to plummet into the cargo hold of the factory. Here you have to deal with the usual supply of R.O.B.s (a bit stronger due to Ganondorf personally controlling them), and of course, Clanker’s security bots. Once you’ve done this for a while (several levels), you find the basement, where Weldar appears.
Becoming Playable
Weldar in his true form, understandable, isn’t fair to use against others in a Brawl. Which is okay, since after he gets blown up the second time, he is rebuilt once more, but on a smaller scale.
Grunty, in all her rage, decides to make Weldar chase after team. He’s already in subspace, and finds the group of ‘heroes’/’legends’ at the entrance to subspace. He spots Banjo and Kazooie, and challenges them. After he is defeated, he decides to switch sides. He turns on Grunty and aids Banjo in his showdown against the witch later on in subspace—Weldar is ultimately destroyed by one of Grunty’s spells—but his head flies out of subspace and lands on the dome of Klungo’s Emporium (or whatever the place from Nuts N’ Bolts is called… oops gave away fan-spoiler ). Anyways, Weldar is remade with a small enough body to pass as playable.
In-game texts:
As I stated in the boss moveset, Weldar and Clanker have a few short cut scenes. I’ll state those here, along with intro cut scene and defeated cut scene.
Meeting Weldar
*Party enters the basement
Clanker: Attention all personel! Intrusion in Sector B, sub level A!
*Door opens behind party; Weldar crawls out from the shadows behind the door
Weldar: Well, well, well! I believe regulation sixty four (*tribute to the best console ever) clearly states no power suits are allowed in this sector! You ARE wearing a powersuit, aren’t you? *Looks at Olimar
*Olimar shakes head, ‘no’ as Samus scoots behind Captain Falcon and DK
Weldar: Agh! I mustn’t forget to bring my reading glasses any more! Well, I’m already out, and it’d be a let-down to end my cameo appearance with a simple ‘fare-well’, so I might as well level you all out!
Weldar is Hurt by Explosion
Weldar: Hey! Please, not this again… Do you have any idea what it’s like to swallow explosives? It’s worse than after eating a plate full of beans… And that’s bad, just ask the rabbits! (Banjo-Tooie joke/reference)
When Weldar Calls For Primid Back-UpWeldar: Agh! Things aren’t working out as I had planned… I may need some help! Hey! Anyone listening? Send something—anything!
*pause
Clanker: Attention all sub-level Primid officers! Your assistance is required in Sector B, sub level A! Please direct all new Primid shipments to this area.
Weldar Activates Electricity 01
Weldar: Agh! I’ve had enough of this! Let’s see you run now! Hey, whoever’s up there, flip the switch on the left!
*Lights go out
Weldar: No, no, no! Your other left!
*Lights come back on, and the floor lights up in electricity
Clanker: Basement security mechanism, full power!
Weldar: It is? Agh I can’t tell! WHERE ARE MY GLASSES?!
(As you may have noticed, the conversations between Clanker and Weldar are a bit less direct as I may have made them out to be earlier)
Weldar Activates Electricity 02
*Trophy Base falls onto stage
Weldar: Agh! Get that thing away from me! I need assistance!
Clanker: Basement security mechanism, full power!
Weldar: Okay then, where’d you go pipsqueak? It’s times like this I wish I knew where I left my glasses…
Weldar’s Defeated
Weldar: Agh! Not again! I think I’m gonna--*explodes
*Parts fly everywhere, head smacks into wall, creating a whole to escape from
Clanker: Subspace bombs, reactivated, will detonate in 5… 4… 3…
Weldar: Oh no…
*Party escapes on Falcon’s car
Clanker: 2… 1…
*Subspace explosion
----------------------------Playable Character------------------------
Unlock Message
“He wasn’t really invited, but since he’s here he might as well get to work on you!”_Weldar has joined the Brawl!
General Info
Weldar is a big guy! Even when shrank way down, he’s towering above Ganondorf (thanks to his long neck). However his simple figure and bulky body make him somewhat slow and, well… slow. He’s got amazing range and power, however. He generally uses his long neck in sweeping motions to attack, but still uses a fiery mouth to singe foes who dare to venture to close. He is by far the heaviest (as well as fastest faller), and rivals Dedede in strength.
Stats
-1 being worst, 10 being best
Walking Speed: 2/10
Running Speed: 3/10
Primary Jump: 4/10
Secondary (double) Jump: 3/10
Size: 10/10
Range: 8/10
Weight: 10/10
Power: 10/10
Final Smash: 2/10
And now, what you’ve all been waiting for!
Specials
Neutral B: Ember
Weldar spits out an ember, being round-ish and blue in shape and color respectively. If you press and hold down the special button, and rotate the control stick right, Weldar will aim his head upwards; if you rotate it left, he will point his nuzzle downwards. Release the special to shoot the ember.
If you try to spit many embers at once, Welder will choke on them, and you’ll take 4% damage as he struggles to breath. There is about .5 seconds of ending lag after each ember exits Weldar’s mouth.
Ember’s do 6-10% damage, and have very poor knockback, but can be used like the Ice Climber’s Ice Shot to gimp/interrupt recoveries.
Side Special: Vacuum
Weldar smacks his head against the ground, when it bounces up slightly, a constant force of sucking air appears as well as a vacuuming sound. Weldar’s neck is curved up to his tank body (not literally a tank, just big).
Yep, Weldar’s still using this technique! Weldar’s vacuum has a bit further range than King Dedede’s, and does substantial damage to whoever is caught in it. Down side=Weldar sucks up any projectiles—Luigi’s Fire Ball, Mario’s, Pikachu’s Electricity, Lucario’s Aura Sphere, you name it! Weldar takes have the intended damage, except explosives are amplified to 1.5 times the normal damage (the stale move system is taken into consideration).
Weldar has excellent range with his Vacuum attack, but when a character is at the edge of the move and they continue to dash they can escape it as the move pulls in opponents slower than Dedede’s or Kirby’s. Any jump a victim performs while within the Vacuum’s air will be half that of their short jump. Foes can attack while being pulled towards Weldar, but any non-projectile attacks aimed into his jaws will be futile; Weldar has supreme priority over all but projectiles with this move, and non-explosive projectiles will not interrupt the move (but still cause damage) until Weldar is around about 180%, and the projectile does more than 2% damage. Explosive projectiles, however, pawn him.
Once a foe reaches Weldar’s jaws, he bites down, with a similar effect of the Ultimate Chimera’s—the foe is sent flying off at a vertical, upwards angle (although a lot powered down). This move does not have KO potential, but can serve well as an edge-guarder.
Down Special: Lug Nuts
Okay, this time around, Weldar gets his friends all riled up from Grunty’s Industries, and they are ready to do his bidding! Weldar hops in the air slightly (very slightly), and a Nut, Washer, or Bolt on each side of him will rush out from beneath him. They will then get up when an opponent nears, and chase after them relentlessly. However they are a bit weaker than King Dedede’s minions, but electricity does nothing to them (sorry Pikachu). This move cannot be preformed while airborne.
Pressing down and the special button will cause Weldar to jump slightly (very slightly) into the air, a nut, bolt, or washer rushing out from underneath him on his left and right. When they rush out, they do 8% damage and have mediocre knockback. After they rush out, they will either:
A. chase after a nearby foe
B. walk around for a few seconds before laying down, appearing inanimate; they will wait for a foe to wander close
These lug nuts are DEADWEIGHTS. As in, if they drop off the screen onto your character, they bring them straight down! Lug nuts will chase an opponent of the stage, but will fall fast and hard, so most will not be beaten by gimping lug nuts. You will know if a lug nut has your number, as it will scream ‘Argh!’ and jump to life before rushing you (quite fast for a living bolt/washer/nut, I might add)
Lug nuts do 8% damage when they rush out from underneath Weldar. However, when they are rushing a foe, they constantly ram into them, doing only 5% damage per ram. When they drop onto you from above, however, they do 10% damage.
Up Special: Ker-SPLAT
Yeah, it’s the same as the boss move, kinda. Hey thinking of a move set for a giant welding torch can be… a bit problematic. I’M TRYING TO DO WELDAR JUSTICE, OKAY? Anyways this is pretty much the same as the boss move set’s ‘Ker-SPLAT’, BUT it doesn’t go as high (Weldar’s smaller body has trouble making those impossibly high jumps).
Weldar slightly compresses (vertically) his body, and leaps high into the air while shouting ‘Woopee’ or something like that (see the boss video for reference). This move is a bit shorter than Dedede’s, and when he lands, any characters near him will be bumped into the air slightly. If his shadow is directly above a character, it will ‘lock-on’, and Weldar will fall towards them. However, if they leap of the stage, he will land on the edge.
This move does a whopping 38% damage if he lands on you, which will also make a character tiny for 3.5 seconds. On his way up, non-explosive projectiles will bounce off his hull. Getting smacked by him on his way up does varying damage; if you are hit by his hull, you take around 15% damage. If you are smacked by his neck or head (which are straightened upwards, like he is reaching for the stars) you are dealt 7-10% damage; his head/neck region suffers from the stale move system, but his hull does not.
Standards
A: Weldar does a quick swooping motion with his neck/head downwards. He slams his head against himself. This has horrible ending lag, but does 5-8% damage with fair knockback for a standard A.
Atilt: Weldar leans his head down (at a height of about Mario’s head) and breaths a hot, blue flame for a moment. This has bad knockback, but does 7-10% damage.
Forward Smash: Weldar leans his neck back (resembles a snake about to strike), and then lunges forward, his hull crashing to the floor, and his neck half-way spread out across the ground, his head rising from the floor. This is a tremendous attack with an incredible knockback. IT does 28-40%, the stale move system taken into consideration. This move K.O.’s Mario at around 30% (DI not considered). However, its ending lag is horrible, as Weldar has to get back on his base to continue fighting. His neck can be side-stepped, but the hull is too massive. His hull does the most damage (reaching 40%, fully charged), and also has the most knockback, but his neck gives him great range. It’s hard to land a hull-hit because his neck will most likely get to an opponent first.
Utilt: Weldar swings his neck in a similar way Donkey Kong swings his arm for his Utilt. Weldar’s has mediocre knockback, and does 9-13% damage. Ending lag isn’t the best.
Up Smash: Weldar brings his head in close to his body, and gargles an ember, aiming his mouth upwards. When you stop charging, a flame bursts from his mouth and lasts for about 1.5 seconds. This move has okay kill potential, and inflicts 16-24% damage. This move will completely miss anyone standing at ground level with Weldar.
Dtilt: Weldar extends his neck and stabs at the ground (in similar fashion to R.O.B.’s dtilt). He recovers slowly from this, but does 7-11% damage, with low knockback.
Down Smash: Another powerful move! Weldar posts his head on the ground, and swings his hull around his body in a full circle. When you begin charging, his head will be planted in the ground, so the attack will execute rather quickly. However when the move ends, Weldar will be immobile for 1 second, as he is dizzy from the spin and waves his head around quickly, trying to recover. This has a large amount of knockback, and should definitely be feared. Weldar does 25-38% damage with this move, and will K.O. Mario as low as 45%.
Dash: Weldar will crash to the floor, his neck raised, his hull doing around 14-18% damage to anything it hits. Weldar slowly gets up after this move, leaving him wide open.
Edge-Attack: Weldar, holding on with his mouth, swings his hull/body up and over him, it land on the ground before he lets go. He then releases the edge, and his head snaps over his body. This has good knockback and does 9-14% damage.
Aerials
Nair: Weldar spins his hull around a few times very quickly, bringing his head in close while he does so. Mediocre priority and mediocre knockback, doing 11-15% damage.
Fair: Weldar does an attack similar to Charizard's fair, but he breathes much hotter, blue flames (with a shorter 'blast' radius/hitbox) that do 11-16% damage.
UAir: Weldar outstretches his neck, pummeling all who are directly above his head. This move has a small hitbox, but does 13-19% damage, with outstanding knockback! Low priority, however.
Bair Weldar wraps his neck around his hull as he does a back flip; 9-14% damage, mediocre knockback and priority
Final Smash
Weldar leaps off stage, out the top boundary; when he lands, electricity outlines the floor in square tiles! THIS is the modifications Clanker has made to all the stages! Weldar's defense system is now activated, and touching the floor will stun you for 1.5 seconds, while causing 3% damage. That's it though. Weldar cannot be stunned by his own electricity. The final smash lasts for around 40 seconds.
^
WELL, WHAT DO YOU THINK?