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Walter White
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Walter White was a chemistry teacher undergoing a mid-life crisis after learning he had cancer. After learning how much drug kingpins make and knowing a lot from his backgound as a master chemist, Walter White was inspired to take on the New Mexico drug scene with his former student Jesse Pinkman. As Walter White continues to build up his empire and does even more devious tasks, the question begins to mount- is it really about cancer, family, or even money anymore?
Walter White is a unusual opponent for most, as he has elements of base building and some variability to his Level 3 finisher that most Walter White players are going to want to build to. Walter White's Meth Labs make him a dangerous foe who gains a lot of stage control easily and if these are not stopped he can quickly become even more powerful. Walter White is also generally not someone you'd want to mess with as he has a variety of poison attacks that even to other poison fighters he can still probably manage to inflict damage onto them. His lack of a true recovery does hinder him, however, and it is always very easy to tell what a Walter White player might have up their sleeves if they pay attention. A good Walter White player knows how to improvise.
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Gimmick: Break Bad
Walter White's gimmick is Break Bad, which has him gain money that he can either expend to gain Finishers quicker or save up to get a different ending to his Level 3 Finisher- Breaking Bad. Money is gained by producting extra meth at Meth labs, and he can extend money to buy additional Finisher energy by doing a guard attack at a Meth Lab.
Additionally, Walter White can switch to his Heisenberg persona through a dash attack, which as long as one meth lab is active he will passively gain money, although he'll be worse at cooking meth. It is a good idea to try and get the best ending you can to Walter White's Level 3 finisher as it does the most damage.
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Moveset
Blue Meth
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Walter White produces a packet of Blue Meth and throws it at opponents for 7 damage, which also inflicts the Poison effect. He carries five bags of Blue Meth at the start of a stock- if he runs out he will have to produce more from Meth Lab, RV Cookout, or Exterminator.
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Heisenberg Displacement
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Walter White performs a dash attack where he switches on/off his pork hat, dealing 7/1 damage if he's putting the hat on or off. When he has the hat on, all his voice lines switch to how he acts as Heisenberg and he also gains a casual cash flow multiplier of 1.2x. However, as Heisenberg, he doesn't deal as much damage with Blue Meth or Red Phosphorus- dealing 0.7x less damage. He also can't produce meth as easily. Thus, it's benefical to switch between the two.
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Meth Lab
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Walter White either sets up a meth lab where he is or works at the meth lab if one is already set up and he's close to the set up meth lab. The meth lab can be destroyed by opponents if they deal 45 damage to it, although it heals back over time. When a meth lab is active and extra blue meth is produced that Walt isn't pocketing, Walt gains money he can use to spike up his Finisher Bar quicker. The meth lab also has a Radioactive bubble around it that doesn't effect Walt if he's actively working at it, but as long as the meth lab was recently active it can put the Radioactive effect on them.
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Red Phosphorus
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Walter White puts down red phosphorous into a vial of water to create phosphine gas that is then thrown to create a explosion that deals 10 damage and the Wither effect. The area around the explosion will then have an toxicity around it that deals 1 damage lingering around it every 5 frames, as well as dealing the Wither effect- the area will be considered clean if water attacks are used on it or after six seconds.
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Finishers
RV Cookout Level 1
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Walter White upgrades his active meth lab to an RV to cook things in, allowing for faster production of meth and increased money-making opportunities. He also gains a complete refill to his Blue Meth packets. The RV has 100 health compared to the standard Meth Lab's 45, although it will lose it's radioactive properities. This acts as a permanent upgrade for a Meth Lab until it is blown up.
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Exterminator Level 2
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Walter White can set up an additional meth lab under the guise of an Exterminator bug bomb tent- this additional meth lab only has 35 health but will always be manned by a cook that will give Walter White refills on his Blue Meth packets and give a casual boost to Heisenberg's income and empire. A Radioactive bubble coats this second meth lab. Walter White can also set up a third and fourth meth lab if he really wants through continued use of this move.
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Breaking Bad Level 3
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As Walter White/Heisenberg gains more money, this move will influence the ending of Walter White's story you get when you perform this finisher. This will drain all your money and leave you with the possible endings as followed:
0 - 1,000 dollars - The Tuco ending. In this ending, Walt throws down what opponents think is meth- only for Walt to reveal it's an explosive that goes off and deals 30 damage to all opponents on the ground. Crouching opponents will be able to avoid the attack while airborne ones will take 15 damage. All money is cleared out of Walt.
1,001 - 10,000 dollars - The Gustavo Fring ending. In this ending, Gustavo Fring will appear and suddenly slit the throat of the nearest opponent, dealing the Bleed effect and 45 damage to the opponent. All money is cleared out of Walt.
10,001 - 50,000 dollars - The DEA Shootout ending. In this ending, Hank Schrader will bust Walter White and send the DEA to perform a shoot out. Walter White will hide while the DEA shoots at all opponents- disappearing after dealing 45 damage to all opponents. All money is cleared out of Walt.
50,001 - 150,000 dollars - Felina ending. In this ending, Walter White sets up a machine gun in a car to go off while he hides, the machine gun spraying bullets to all opponents to deal 55 damage and inflicting Break to any surviviors. All money is cleared out of Walt.
150,001 - 999,999 dollars - Blue Meth Monster ending. In this ending, Walter White becomes a giant blue meth monster resembling Godzilla and fires off a blue laser that inflicts 60 damage to everyone and the Dizzy effect to all survivors. All money is cleared out of Walt.
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Alternate Outfits
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