ChrisNemo
Rank: member
Forum Rank: Kage
Posts: 3607
Joined on:
August 19, 2006
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#65
Name: Tameko

Sorry for my mediocre artistic abilities, but I don't think you'll quite get him if I don't put this up...
Game: None (yet...?)
Costume: Default only, but the colors of his clothes can be changed.
Style: If he can get an enemy into the air, they're dead. His aerial combat is near unbeatable. But, as one might expect, his attacks on the ground are equally weak. If he's forced to battle on a level surface, his only real hope is to knock the enemy up into the sky - where he can utterly destroy them. He leans towards the lightweight category and has below average speed on the ground. Can perform a total of 3 jumps.
Taunt: "I hope everyone's okay..." -Tameko glances around nervously with his hand held in front of his mouth, practically overflowing with moe cuteness. =3 Brief duration.
Ground Attacks
A: Light Bullet: Tameko thrusts his arm forward, releasing a small burst of light.
Sideways-A: Stay Back!: A simple shove forward with both arms.
Smash-A: Wing Snap: Tameko slams his wings together in front of him. The closer the enemy is to him when they are hit by the attack, the higher they are lifted into the air (as opposed to flying straight forward).
Down-A: Beat: One of Tameko's wings is used to strike low.
Smash Down-A: Radiance: His wings spread wide, Tameko releases light energy from them onto the ground in front and in back. A "floating" smash..
Up-A: Upper Light Bullet: The regular A move is performed, but aimed above his head instead of in front of him.
Smash Up-A: Upper Wing Snap: Like his forward smash, execpt he crouches before performing it and the wings snap shut behind his back.
Running A: Trip: Tameko actually falls foward, flat on his face when he's running. Despite how it sounds, since he quickly moves from standing to a flat position, it's difficult to predict and an effective method for dodging while attacking.
Aerial Attacks Please note that all aerial moves are roughly on the same level as an uncharged smash attack.
Air A (while not moving forward or backwards: Seraph Pulse: A ring of light spreads outward from Tameko. There's about a one second cooldown, so while it does strike in all directions around him, it's not completely spammable.
Moving Air-A: Seraph Drive: Used if the control stick/wiimote is positioned to make Tameko move forwards or back while jumping (he automatically changes the direction he's facing to reflect the diretion he's moving in midair). Tameko spins forwards, striking in front, above, and below with a shield of light (it looks similar to Kiba's Tsuuga).
Up Air-A: Celestial Shot: Tameko fires three light beams in rapid succession, aiming at 11, 12, and 1 o'clock that travel for a little ways before disipating. To prevent spamming, if used while the beams are still on-screen, he simply does a three-hit combo with his fists straight above him.
Down Air-A: Angelic Rain: 6 feathers of light are hurled below him, spreading apart as they travel. Because there's more each individual part of the attack does less damage than the beams in Celestial Shot. Also, due to the spread effect, they're easier to dodge if you're not near Tameko when he uses it, but if he does and there's an enemy directly below him, all the feathers will hit them. The anti-spam feature on this move is a strong downard kick.
Throws (like all his moves, they are weak on the ground)
Standard: Tameko grabs the enemy and shoves them backwards.
Up: The enemy is tossed onto Tameko's back, where he closes his wings in a scissors-like movement (a la Upper Wing Snap).
Down: Tameko points a finger at the ground to make a burst of light at the enemy's feet.
Sideways: His wings are closed in front of him and then quickly open, slamming the enemy in the chest. Instead of sending them flying, however, it automatically makes them collapse (Hint: Great for comboing with Radiance).
Aerial (yes, he actually CAN grab in midair! XD): Since choosing trying to choose a direction to throw while falling would defeat the purpose, as soon as the enemy is grabbed Tameko performs a midair flip with them and hurls them downwards, which if followed up by a powerful beam of light. After using it Tameko cannot perform his Up-B or use any jumps, so while it is an effective KO technique to use it away from platforms, it is also dangerous.
Signature Moves
B: Blinding Shot: And auto-charge attack (i.e. Samus and DK's B moves), therefore it requires the button to be pressed twice to fire on the ground. A small orb of is fired from a deceptively large burst of light on Tameko's hand. Although only the damage and smashing power increase with charging, not size, and it's a far cry from rivalling either of the above examples in either respect. However, the burst of light actually serves a purpose. If the move is used at point blank range, any enemies that get hit by it temporarily have the "blind" status*. When used in midair it is fired automatically without the required charging, and the projectile has 66% of the power and smash of a fully-charged ground shot.
Sideways-B: Mirage of Light: A transparent Tameko is created about two characters' widths away, and then both slash a stabby-dagger-type blade of light. Tameko always slashes forwards, but if the back button is pressed during this attack, the transparent Tameko will change his direction and face the regular Tameko for the slash, so if an enemy is caught between them they take double damage. If the move is used in midair, Tameko actually switches places with the transparent one when the move ends (can be used as a semi-recovery move in this case).
Up-B: Transcendence: Tameko launches upwards, spinning with his wings held out. Although it can't be steered and always goes straight up it travels farther than Fox's Up-B. Also, the attack is only on the sides of Tameko, so he's vulnerable from a downards attack during the move. However, it reflects any projectiles coming at him from either side.
Down-B: Death of Innocence: Tameko's wings turn black and he reaches up across himself to grab ahold of one with each hand before ripping them out. As he does so, they become the swords Kaishiga and Kurotsume (just keep reading, it'll make more sense when I've finished the next character), and the in-game switch between Tameko and Tamekuro occurs.
Final Smash: Xenocide
The screen starts to fade to white, during which only the icons displaying characters' lives and percentages remain. Once everything else has been whited out, Tameko's automatic (CPU controlled) attack begins. He teleports back and forth between enemies, raining blitzes of attacks down upon them. There's a maximum number of strikes that can be dealt, so the total damage dealt to each enemy is divided by the number of enemies. The other characters must try to, while remaining on whatever platform they're stationed on (dificult obviously because of the white screen), strike Tameko in the middle of one of his attacks against him. Because of how fast the attacks are, this is fairly difficult. Also, if he teleports next to an enemy while they are in the middle of an attack that lasts for a certain duration, he is not effected. Only an attack that is begun after he has warped next to the character will knock him out of the smash. Because heavyweight character flinch less to the individual strikes, they have an advantage in this. Either way, it is a timed Final Smash.
Advice of the Week: Natural talent beats hard work every time.
Nemo wants YOU to help him in his quest. Talking in 3rd person ftw.
Witty line here.
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