From the people who brought you Cortez, it's Hyper_Ridley's and Goldwyvern's birthday moveset extraveganza!
Music:
Megaman X2: Wheel Gator stage theme
Megaman X2: Final Boss
Megaman X2: Neo Sigma
Megaman X5: Axel the Red stage theme
Megaman 5: Napalm Man stage theme
Megaman 7: Turbo Man stage theme
Wheel Gator is a “reploid”, or sentient robot, originating in
Megaman X2. He was the leader of the Reploid navy until he was corrupted by a computer virus known as “Sigma”. This caused him to join up with other “Maverick” reploids and help Sigma in attempting to destroy all human life. Wheel Gator’s abilities include launching the wheels on his shoulders (hence his name), eating enemy projectiles to fuel his own, and of course, his powerful jaws like organic alligators.
STATS
Movement Speed: 5/10
Traction: 8/10
Attack Speed: 5/10 (His moves tend to have lower lag on one end of the move but higher lag on the other, as well as some plain quick ones and plain slow ones)
Attack Power: 5/10 (He can deal some nice damage with some moves, but he has only one true KO option. This KO option is powerful enough to keep him from dipping below average.)
Range: 8/10 (He’s got a far reaching projectile as well as movement-based attacks that even keep his melee moves from being truly short-ranged)
Priority: 8/10 (Lotsa grabs. You’d think Warlord was involved with this set.)
First Jump: 5/10
Midair Jump: 4.5/10
Aerial Movement: 3/10 (he’s a water creature not a bird!)
Fall Speed: 6/10
Size: About as tall as Luigi but wider due to his tail
Weight: Around the same as Samus
SPECIALS
Down Special \\ Marsh Trap //
Wheel Gator dives straight into the ground, going trough drop-through platforms until he hits a solid platform. If he has to fall through the air to reach solid ground, his body is a low priority hitbox that deals 6% and flinching knockback. When he does hit the target ground-type, he will promptly dig into it and create a hole filled with mud over .6 seconds, being completely invulnerable during this time, before he jumps out of the puddle and lands directly in front of it. There is below average startup and end lag to this.
The mud hole is 1.4 times the width of Bowser and as deep as Luigi is tall, shrinking down if need be to fit onto the platform. Characters can walk into it with no problems due to a short slope from ground level to the hole’s bottom. If the character’s head is submerged under the mud it won’t affect gameplay but you can’t see the character underneath the mud. There can only be one hole at a time, with the move input disable until the current one disappears. A mud hole lasts for 10 seconds before drying up and the platform returning to normal. Water attacks will refresh the timer however (Wheel Gator's sole water move is his DTilt).
If Wheel Gator has his enemy in a grab or caught in a grab-like move while either of them is in the mud hole he will pull them under the surface (no matter how small the puddle is, the characters will simply disappear under the surface of the mud). You can hear some attacking sounds as Wheel Gator viciously mauls his prey, and then the victim will be shot out of the hole, taking 20% and vertical knockback that KOs at 60%. This is Wheel Gator’s primary KO method, but naturally your enemy is gonna be trying to avoid the hole at all costs. Hmmmmm…
Neutral Special \\ Buzzsaw Blur //
Lol alliteration. So anyways, the bronze wheel on Gator’s shoulders will start to whirl around as energy gathers around it. Another press of the button will cause the wheels to stop. There is low lag to start or stop the wheel. While the wheel is turning, it is a low priority hitbox that deals 1% with flinching knockback for every .1 seconds the enemy is caught in it, and while the enemy can DI away rather easily Wheel Gator is free to move and attack while his wheel is activated. So why would you want to ever turn it off? Well, the energy used for the wheel is drawn from Wheel Gator’s movement systems, causing him to move at .75 times speed and aerial mobility while it is on. His attack speed is unaffected (video-game logic FTW!). It’s best to use attacks that propel Wheel Gator around while he uses this move so that he can more easily keep up with the foe.
Side Special \\ Spin Wheel //
This is Wheel Gator’s obligatory usage of his weapon that he gives to Megaman. Hooray! The wheel on his shoulder will rev up before firing out of his shoulder (a new one appearing instantly thanks to video-game logic) on a low trajectory. There is average startup lag to this with low end, but if you already had a wheel spinning from the neutral special the startup lag is reduced to nearly nothing, though this will also deactivate the netural special in the process.
The wheel will roll along the ground at the speed of Wolf’s blaster with decent priority, traveling up walls and across ceilings like a hothead but it can’t grip walls going down. It lasts for 6 seconds but only 2 of these can be on the stage at a time (just like in the game omg!). It deals 4% with flinching knockback when it hits something but it won’t disappear until its timer is up or it’s out-prioritized. If the wheel runs into Wheel Gator’s mud-hole, it will become stuck in the bottom. This can be used to ensnare an enemy in the mud-hole if they happen to be in it at the same time, though Wheel Gator will still have to get over to the mud-hole himself for the killing blow.
Up Special \\ Wheel Grip //
Wheel Gator leaps upwards .8x the height of Sonic’s Up Special with low startup lag to boot. His entire body is an average priority hitbox that deals 8% with knockback that KOs at 175%. As he reaches the top of his jump, his shoulder wheels rev up if they weren’t already and have a green glow. If his wheel were already revved with the neutral special they will have a green glow the entire time. If Wheel gator hits a wall or the underside of a platform with his wheels in this state he will actually grip onto them and pull himself up to the top of the wall/platform. His body is a hitbox of priority during this and deals 9% with knockback that KOs at 165%. In any case this move has below average end lag, making this a very nice recovery move overall
STANDARDS
Jab \\ Mmmm, Bullets //
Wheel Gator opens his jaws and keeps them held open as long as you hold the attack button. Any projectiles that go inside his mouth will be absorbed, with explosives dealing 6% without hitstun when Wheel Gator eats them. Upon releasing the attack button, Gator slams shut his jaws, forming a high priority hitbox that deals 8% with knockback that KOs at 210%. There is below average startup lag to the move and average end lag.
Forward Tilt \\ Foul Breath //
Wheel Gator once again opens his mouth, but this time he opens it momentarily to exhale a strong gust of wind that travels forwards as far as 1/5 of battlefield. There is low startup lag to this but average end lag.
But wait, couldn’t an enemy just advance during the end lag so you don’t push them at all? Well, if you’ve eaten at least one projectile with his jab before using this move, he will fire a small yellow energy pellet out of his mouth at the same time he exhales. This pellet travels straight ahead for infinite range, having low priority and dealing 3% with flinching knockback and slightly higher than normal hit-stun. This allows you to push enemies further back with the wind as they’re either in hit-stun during Gator’s end lag or they’re stuck in their attack animation to beat out the energy pellet. With this and any other attacks that use "ammo" acquired from the jab, you will have to eat some more projectiles before you can use these functions again.
Down Tilt \\ Undertow //
Gator’s crouching position is him low to the ground on all fours. An effective crouch if I say so myself. For the actual attack, he’ll spew some murky water out of his mouth that travels along the ground at the speed of Sonic’s walk. The stream is as long as Peach is tall and doesn’t reach high off the ground at all. It pushes enemies along like Piplup but this water is actually possible to DI out of (though still harder than average), and the water deals no damage and lasts for .6 seconds before disappearing. There is low startup lag and average end lag to firing the water,
Up Tilt \\ Tail-Stand //
Wheel Gator leaps straight up as high Bowser is tall, performing a head-butt which deals 9% with vertical knockback that KOs at 150% and has average priority. At the apex of his jump, Wheel Gator extends his tail downwards, bending it a bit as he lands, and you can press left or right on the control stick for him to launch himself in that direction at a 20 degree angle upwards. He goes as far as 1/3 of battlefield at a good speed, his body a high-priority hitbox that deals 8% with knockback that KOs at 170%. The move ends in the air. Below average startup and end lag.
Dash Attack \\ I Spin Me Right Round... //
Wheel Gator seamlessly starts to rapidly spin in a ferocious spiral as he travels forward, having below average startup lag to do this. This deals 1% per .2 seconds as he goes along at 1.2x his normal dash speed and has average priority. Enemies are pulled along with him for continuous hits but can escape with moderate DI. You will not stop moving while in this attack until you hit something or you press the attack button again (sorry Junahu). If he hits a wall, he will smash into it, leaving a small niche in the wall that does nothing. There is above average ending lag if this happens as Wheel Gator struggles to get out of the wall. Otherwise, this attack has below average end lag if you cancel it manually.
SMASHES
Foward Smash \\ Catch, Maim, and Release //
Wheel Gator will Crouch low in a feral pose during the charge that makes him completely invisible if standing in his mud hole. After the charge is released, Gator will lunge forward as far as 1/4 of battlefield at a surprisingly high speed. If the hitbox (his head), touches an opponent, Gator will grab them (that's important, kiddies) with his teeth, dealing 7-18% depending on the length of the charge. He then proceeds to throw the opponent away with a single head movement sending them fowards as far as half of battlefield. This move has average startup lag and low end lag.
Down Smash \\ Weapon Assault //
Wheel Gator gets down on all fours and spreads his arms as a wheel revs up and fires off backwards with a red glow, acting similarly to the one from his side-special but only lasting half as long and dealing 8% (13% charged) with knockback that KOs at 180% (140% charged). Average startup lag (unless you have a wheel pre-revved via neutral special) and average end lag.
If you’ve eaten projectiles beforehand with your jab, Wheel Gator adds a new piece to the move. He’ll open his jaws and let loose with a barrage of machine-gun fire from his mouth that reaches straight across 1/4 of battlefield. It is disjointed and lasts for .6 seconds, dealing 4% for every .1 seconds you are caught in it and being extremely hard to DI out of. This part of the attack also happens very quickly once you start up so Wheel Gator has extra defense from the front while his wheels prepare for firing. This is a good damage racking tool in any case since the end lag is below average when he can use this attack.
Up Smash \\ Frisbee Catch //
Wheel gator opens his jaws and leaps straight up off the ground and slightly forwards, snapping his jaws shut at the apex of his jump. He jumps higher with more charge, from Mario’s height with no charge to triple that at full charge. If he hits somebody during the leap, he will instantly clamp his teeth around them (this counts as a grab), and flip over in midair so his enemy is beneath him. He will then perform his version of a spinning piledriver straight into the ground, dealing 11% with no knockback, instead leaving the enemy lying on the ground as Wheel Gator hops off. There is below average startup lag and average end lag whether he misses or not, with him ending the move in the air if he misses. This is your primary way of getting opponents out of the air and one step closer to your hole of death.
AERIALS
Neutral Aerial \\ Swimming Upstream //
Wheel Gator leans forwards and goes into a real-life alligator swimming motion with his arms and legs tucked closed to his body. As he does this his shoulder wheels rev up if they weren’t already, though either way the startup lag is below average. Wheel Gator “swims” through the air as far as ½ of battlefield at an above average speed and his fall speed is reduced to the same as Lucario’s. Even if he hits the ground his spinning wheels allow him to keep “swimming” through the remainder of the attack distance. His wheels are a high-priority hitbox during this attack that deal 10% with set knockback as far as 1/3 of battlefield. Below average end lag.
Forward Aerial \\ Get Back Here! //
Wheel Gator simply reaches out and snaps with his jaws. This has below average startup lag but average end lag if he misses. If he connects (grab!) he swings his head upwards and tosses his enemy over his shoulder for 8% and low backwards knockback. The move has below average end lag if he connects and deals decent hit-stun, allowing you to combo into his Bair.
Back Aerial \\ Tearing You Down //
Wheel Gator turns around and…does another bite with a grab hitbox xD. This one has average startup lag since he has to turn around first but below average end lag since he doesn’t turn back around if he misses. If he does grab someone he will toss them downwards with a jerk of his neck, dealing 10% and a moderate spike. This is mainly a method to get an enemy out of the air, but you could of course attempt some gimping with it.
Up Aerial \\ Shotgun Burst//
Wheel Gator looks straight up as he opens his mouth, exhaling a small wind gust that pushes enemies as high as Mario is tall. There is low startup lag and average end lag to this. Average end lag for a non-damaging small wind effect? Surely there must be more to this move than that.
Fortunately, there is! If you had eaten projectiles before doing this move, a yellow burst of energy will fire from Wheel Gator’s mouth when he opens it instead of wind. This burst is the size of Olimar and disjointed. Normally it deals 12% with vertical knockback that KOs at 150%. However, this move works like a real shotgun so if you hit someone right at the base of the blast, it deals 1.3x damage and knockback! (smirk)
Down Aerial \\ Airboat Ahoy! //
Wheel Gator Goes into a belly-down position in the air and straightens out his body. He will then fall at double his fall speed for the height of 2 Ganondorfs or until he hits an opponent. This is far from a spike, but it does have small downward knockback to backup the 4% the enemy also receives. If he lands on his mudhole, he will automatically start to dash towards the closest enemy. They arent getting away so easily! Well, maybe they are since the priority of the falling attack is abyssmal and your dash is no faster than your normal dash. The dash can be cancelled with a press of the Attack Button. There is low startup and end lag to the overall move
THROWS
Grab/Pummel \\ Pearly Whites //
Wheel Gator will bend forward and grab his opponent in his mouth. This has nice range due to him leaning fowards and the grab comes out quickly, but it has punishable end lag. His pummel is un-surprisingly biting the opponent, dealing 2% for each bite but this cannot be spammed very well at all.
Foward Throw \\ Never Look A Gift Gator in the Mouth! //
Wheel Gator will grasp his opponent's head with both hands. He then opens his mouth and unleshes a RAAAWR! into his opponent's face, dealing 1% and absolutly NO knockback before Wheel Gator releases his opponent. What makes this move useful though, is that the opponent is dizzy for .6 seconds after Wheel Gator lets go, but they are immune to grabs during this special stun. Another added perk is that if you've eaten a projectile via Gator's Jab, he will shoot an energy pellet into his opponent's face as he rawrs, causing an extra 4% to be done. Nifty!
Back Throw \\ Taken to Your Doom //
Wheel Gator gets on all fours as he keeps the enemy held in his mouth. He then starts to walk backwards, dragging the enemy along with him at the speed of Dedede’s dash, and hopefully towards his mud-hole…fortunately for the opponent, their grab-timer continues to tick down at its normal speed during this “throw”, so Wheel Gator had best use this the moment he connects with a grab for maximum efficiency.
Up Throw \\ Leaping Slam //
Wheel Gator leaps up with the foe still in his grasp as though he were about to perform his USmash on them, but then…oh wait, he does. Yep, it does the same damage and whatnot as if he performed his actual USmash on the enemy, but this one obviously doesn’t have anti-air uses since he’s performing it from a regular grab. Use this to build damage when your grab timer is too low to make much use of BThrow or DThrow.
Down Throw \\ Death Roll //
Ah, the classic killing maneuver of alligators and crocodiles. Wheel Gator proceeds to roll in place, whipping the enemy around so fast that their head starts to be ripped from their neck (thank goodness for Brawl’s E10 rating!) The grab timer continues to go down during this throw but only at .7x its normal speed. 2% is dealt for every .1 second the enemy is “torn apart”, and when the enemy is supposed to break free Wheel Gator tosses them backwards for an additional 5% and set horizontal knockback as far as 1/5 of battlefield.
SITUATIONALS
Rising Attack \\ Playing Possum-Bot //
Wheel Gator seems to do nothing for .6 seconds, but then he suddenly leaps off the ground as far as Ike is tall, dealing 9% and knockback that KOs at 200%. After this, he just falls back down to the stage with no end lag. Due to the startup lag, enemies can simply attack if you if they predict you are doing this move, so mix it up by waiting without doing this move only to roll away as they attack.
Ledge Attack \\ Even Robots Exercise //
Wheel Gator musters extra strength into his servos and does a pull up to lift his head over the edge, biting forward when he does so. The bite has suprisingly high priority and deals 9% with knockback that KOs at 120%. There is high startup lag to the move but essentially no end lag as he remains on the ledge when the attack is finished.
FINAL SMASH
\\ Natural Habitat //
Wheel Gator starts to rotate every sharp or pointy object on his body (that's a lot) as he dives downward similarly to his Down Special except this time the damage if he connects with an opponent is 16% this time and he goes all the way down to the bottom of the screen. After he gets there, the stage begins to flood with mud until 2/3 of the screen is filled. But no, this isnt a simple mechanic enhancer as this mud isnt for standing in. If anyone except for Gator touches it, they are pulled like the rapids in Jungle Japes. If Gator touches the rapids, it's as if he fell into normal water that he cannot drown in. While Swimming, pressing the attack button will cause Gator to bite an opponent, and this counts as a grab and the screen-filling mud can be used for mud-hole KOs. This final smash lasts for 16 seconds. Watch out!
PLAYSTYLE
Alright, so you want to play this guy? Well, at first you might think you are playing a typical mid-heavyweight. He’s only moderately fast and damages okay, and he prefers ground combat. That’s when you get your butt kicked because he only has one real KO move that doesn’t even work like a traditional melee power move.
But first things first, let’s rack up damage! Wheel Gator likes to play defensively during this stage of the game. Buzzsaw Blur should be active during this time as Wheel Gator will be focusing on forcing approaches with Spin Wheel, and his reduced movement speed won’t be a hindrance as he can use the range of his lunging attacks to punish enemy attacks. Considering how many grab-type moves he has he should have no problems simply waiting for an enemy attack then casually biting through it. If the enemy tries to camp, just use your Jab to eat all of their projectiles and get buffs to some of your moves in the process. Then use FTilt and DTilt to return enemies to ranged combat. Wheel Gator also has a bit of combo potential due to some of his moves being cancelable, but he’s still far from one of those darn combo heavyweights.
Once you get your foe up to a moderately high percent, it’s time to actually create a mud-hole! The placement of this should be someplace you can easily access without leaving a large amount of escape options for your foe. Generally, you want an aerial (USmash) and grounded access point for your attack, and have it somewhere on the most traversed part of the stage so it will be in play that much more often.
Oh, but of course, you still need to actually get the opponent into the hole and grab them to finish them off! Now you’ll want to play a little more aggressively since your opponent probably won’t be coaxed into approaching you when you’re inside your mud-hole. Buzzsaw Blur should be disabled to give yourself some extra movement as you chase after your opponent, using Wheel Gator’s lunging attacks to help him get ever closer to his enemy as he hopefully hits them towards his mud-hole. BThrow will become vital at this point as you could potentially take the victim into the hole without having to be inside to begin with! The key here is to make sure you remember which moves are grabs so that once the enemy is in the hole you can immediately go for the kill. If your mud-hole start to run out of time then quickly fire a stream of water with DTilt to keep it fresh.
Generally speaking, you won’t want to go into the air that much. Wheel Gator’s aerial attacks themselves are by no means bad on their own, but his mediocre jumps, higher than average fall speed, and poor aerial movement makes it difficult to use his aerials much outside of his NAir, which is great due to its lunging nature and the ability to continue on the ground. Fai and Bair of course have their niche due to being grab moves so they play a role in the KO phase of Wheel Gator’s strategy.
Wheel Gator is actually competent at gimping in case he simply cannot get his foe into the mud-hole. DTilt’s already been compared to Piplup and you know how easily that thing can push enemies into the abyss. FTilt has a wind-effect which can always be used to keep enemies from just barely reaching the edge. Bair is a meteor smash. Heck, why not just place the mud hole at the edge and catch someone as they try to recover! Conversely, Wheel Gator has a respectable recovery. He has a sub-par aerial game but his actual Up-special is quick, long reaching, and can even grab the underside of platforms if he misses the edge.
Overall, Wheel Gator is a rather unique character on the roster. He is a defensive character heavily focused on a strong grab-game but he has to be a bit more aggressive to score KOs. A variety of attacks that launch him around the stage nicely round out his abilities. Casuals (and Onishiba) will probably hate him due to his emphasis on grabs but competitive players will be able to take advantage of his sluggishness and keep him from being dominating.
MATCHUPS
Vs Overdrive Ostrich: 75/25 Overdrive Ostrich’s favor
Wheel Gator may have moves to propel him around the environment, but Overdrive Ostrich is quite difficult to catch due to being the ultimate hit-and-run character. The moment Gator whiffs an attack Ostrich can just casually punish with a dash attack which turns him around so he can immediately make an escape. Even if Wheel Gator does happen to get him to KO percents, Ostrich can just escape to the background and escape to the other side of the stage, pelting Wheel Gator with projectiles the entire time. Gator will have to control the stage with Spin Wheel and basically spam BThrow to try and keep Ostrich remotely close to the mud-hole. But even then, Ostrich can literally run circles around Wheel Gator as he struggles to keep up
Vs Cortez: 65/35 Wheel Gator’s favor
So, Cortez is sluggish, and despite his insane melee range Wheel Gator can still punish Cortez due to his lunging moves. Cortez is also big and light, so he’ll be die quickly and be easily grabbed in the mud-hole. However, Cortez actually has a decent aerial game for something with his speed and size, so if he remains airborne (and avoids Gator’s USmash) he’ll never actually be in the mud-hole to begin with. Cortez has an okay recovery but Wheel Gator can still gimp him, whereas Cortez doesn’t have any way to gimp Gator, nor does he have much KO moves either. The matchup goes to Wheel Gator, but Cortez can possibly win if he emphasizes his aerial game to defend against Gator’s KO move.
Vs Acid Seaforce: 60/40 Wheel Gator’s favor
Oh no, a rival joint Maverick that won MYM5! Like you might expect, Wheel Gator will have a bit of trouble with Seaforce camping with projectiles all day while Wheel Gator’s damage climbs from acid damage. Good luck coaxing Seaforce over to your mud-hole when he can just escape and return to even more camping. However, there is a hitch; Seaforce just cannot KO Wheel Gator. His KO moves are already difficult to set-up, and Wheel Gator’s up-special is nearly un-gimpable, leaving Seaforce with no choice but to try camping far longer than he should. Wheel Gator WILL get in some damage (toss a Spin Wheel around the back of the stage where Seaforce’s FSmash won’t guard him) and all he has to do is keep grabbing Seaforce and pull him along more and more with BThrow, or use his own Bair to gimp Seaforce’s merely “okay” recovery. Wheel Gator wins the matchup due to him KOing Seaforce and not the other way around, but Seaforce can still pull off a win if he takes camping to the extreme.
Vs Spadefox: 60/40 Wheel Gator’s favor
Alright, so Spadefox will be doing the approaching, which we know he isn’t good at and Gator like to play defensively. Spadefox will taking a lot of damage while he tries to get past Gator’s grab-spamming (oh the delicious irony). Of course, Spade can also take away Wheel Gator’s projectiles and his precious mud-hole via FTilt, and this even takes away Gator’s DTilt so he can’t replenish a hole he already has on the stage. Still, Gator could always just camp a bit more while he waits for the effect to go away, but without his projectiles he can always be hit by a few more effects and completely lose his defensive options. The main advantage Spadefox has is that like Cortez, he can fight competently in the air to evade the Mud-hole, and he can even just casually glide under the stage to actually force Gator into trying to approach against Spade’s defensive tools! This keeps the matchup from being one-sided, though Gator will has the overall advantage.
TAUNTS
Side Taunt: Shared Defect
Gator starts to spark a little on his joints. He distresses and jogs in place rapidly until it stops. where have we seen this before...
Up Taunt: Birthday Moveset
Gator will put a birthday hat on and dance happily for a few seconds before putting the hat away.
Down Taunt: Tradition
Gator puts on a Football helemet and chugs a bottle of Gatorade. He then flexes all manly-like before putting his props (OMG PROP!) away