Awakening the Voice - Tiki for DLC! *Go to sleep...and wait... *

Wintropy

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#1


“I know that to love another, I must watch the world move past him. But such short years make an eternity worth living.”

* CHARACTER *

Who is Tiki?

Tiki is a character in the Fire Emblem series. She is the daughter of Naga, leader of the Divine Dragon tribe, and her chief emissary within the mortal world - as she discerns the will of Naga and imparts it unto Her subjects, she is known as the "Voice of Naga". She was once close friends with the Hero-King Marth in ages long since past, though as her kind is immortal, she has long since outlived her old comrade. She entered a deep slumber after the Hero-King's adventures had ended, awakening centuries later and taking refuge in the fabled Mila Tree. From her hallowed abode, Tiki guards Azure, one of the five gemstones that power the legendary Fire Emblem. When the Fell Dragon Grima threatens to destroy all of creation, she entrusts Aazure to the Hero-King's descendants, Exalt Chrom of Ylisse and Princess Lucina of Ylisse, and later allies herself with them against the Fell Dragon and his minions.

Tiki is a Manakete, a race of dragon-folk that can alternate between human and dragon forms at will with use of the mystical Dragonstone. She is immortal and has lived for thousands of years, keeping a constant vigil over the mortal world and ever devoted to her sacred duties as the Voice of Naga.




A comparison of Tiki's human and dragon forms

What games does she appear in?

Tiki first appeared in the original game in the series, Fire Emblem: Ankokuryuu to Hikari no Ken (Shadow Dragons and Blade of Light), where she was an ally of Marth and a playable unit, a role she would later reprise in the narrative sequel, Fire Emblem: Monshō no Nazo (Mystery of the Emblem), as well as the DS remakes of those two games.

Perhaps Western fans will remember her most vividly from the most recent game in the series, Fire Emblem: Awakening, where she again appears as an important figure in the plot and, later on, a full-fledged playable character in the extra-narrative Xenologues. Tiki's original design from the earlier games in the series (where she appears as a child) also makes an appearance in Awakening as a SpotPass character that players can download and recruit into their army. She has different stats depending on which form of her the player uses, as both are considered separate characters and can be played individually.




Tiki embraces Nowi in Awakening

* CONSIDERATION *

So why does she deserve to be in Smash 4?

There's a simple answer to that: originality!

We all know by now what Sakurai's criteria are for selecting characters for Super Smash Bros. Originality is a huge factor in the design process for each game's roster and Sakurai had publicly stated many, many times before that he strives for diversity and distinction with new characters. Appearing as a playable character in Smash is a huge honour, after all, and there are always newcomers that are ready and waiting to enter the fray - yet at the end of the day, a diverse roster means more potential fun for the players and more exciting gameplay overall.

Fans of Fire Emblem's very own Chrom - myself included - remember all too well when the Exalt of Ylisse, long thought to be a shoo-in for Smash 4, was disconfirmed in favour of Robin. For better or for worse, this embodies Sakurai's philosophy of diversity and originality: in an interview shortly after Robin's reveal, he explained that he simply thought Robin had more potential for a dynamic and interesting moveset.

There's also the fact that, Robin aside, all of the Fire Emblem characters in Smash thus are swordfighters. This has led to a popular joke / criticism that Fire Emblem is a game about "blue-haired swordfighters" and nothing more. Robin's inclusion in the roster challenges that notion and proves that the series has much, much more potential than just big men with sharp swords!



Concept art of Tiki in Awakening

Okay, okay, we get it. Sakurai likes originality. Big deal. What does that have to do with Tiki?

Tiki is, by her very design, a unique character. She doesn't wield a sword, for a starters, and she doesn't even have blue hair! She doesn't technically wield any weapon, at least not in the sense of martial armaments. Rather, she uses her own natural weaponry to hold her own in battle, augmented by the power of the Dragonstone: divine flames, snatching teeth, rending claws and powerful wings all factor into her fighting style, and being able to transform into a holy being with fiery breath and wondrous wings is always a plus in the heat of battle. Her fighting style would represent something new and exciting in Smash, which is always a big plus in your favour if you're looking to join the Smash roster.



Tiki's map sprites in Shin Monshō no Nazo and Awakening

So how important is she?

Pretty important, actually. She is a central character in the original game, serving as a thematic link between the human heroes and the wicked dragons. She is the daughter of Naga, the leader of the Divine Dragon tribe and among the most powerful Divine Dragons in existence. She helps the protagonist, Marth, and his allies defeat the evil Earth Dragon Medeus and save their homeland of Akaneia from his evil will. She later appears as a supporting character in the sequel, where she aids Marth once again in defeating his friend-turned-adversary, Prince Hardin. She subsequently plays an important role in the main story of Awakening. Although she is not playable initially, she appears as an important NPC in the story, as she is the one who gives you one of the gems that seals the power of the Fire Emblem itself.

She plays a central role in the DLC episodes of Awakening, "The Future Past", wherein she adopts the role of the Divine Dragon herself and aids in the heroes' defeat of the Fell Dragon Grima. Although this is arguably non-canon, as it takes place in a different timeline than the official story of the game, it nevertheless demonstrates that Tiki's role in the game goes above and beyond merely being a peripheral NPC and bonus playable character.





Tiki's portraits in Shin Monshō no Nazo and Awakening

Okay, that makes sense. Why Tiki of all characters, though?

Well, for starters, Tiki is the most important and iconic of the Manakete class - a class that has yet to appear in any playable capacity in Smash. The term "Manakete" may sound like something quite strange and esoteric, but it's really quite simple: they're units that, through use of a Dragonstone, can transform into dragons in battle. Manaketes are a staple unit in the Fire Emblem series, having first appeared in the very first game in the series and making subsequent appearance in almost every game since. In addition to Tiki, the Manakete class includes Bantu, Nagi, Gotoh, Fae, Myrrh, Nowi and Nah - and those are just the playable characters! Manaketes have also appeared as major antagonists, with the likes of Medeus and Idenn appearing as primary foes in their respective games.

There's also the fact that Tiki herself represents the thematic link between the original games and the newer games: just as the original and Awakening are connected by adventures in the same world many years apart, so too does Tiki connect the classic roots of the series with the modern era of Fire Emblem, single-handedly unifying entirely separate generations of players and stories alike! Tiki is a recurring character in the series who not only represents an essential aspect of the game's class system and storylines, but also represents the evolution from the series' humble beginnings right up to the smash (;3) hit that is Awakening!




Tiki confessing her love to the Avatar

* CONCEPTS *

How would she play in Smash?

As a Manakete, Tiki has the unique ability to harness the power of the Dragonstone and adopt the guise of a Divine Dragon. In this form, Tiki can harness the power of her divine flames to scorch her foes and punish evil-doers, whilst also making use of her teeth, claws, talons, wings and other natural weapons. She could even harness the power of Naga for her Final Smash, unleashing a torrent of divine flames from the heavens above!

Wait a minute! Sakurai said transforming characters aren't in this game!

Right you are, friend mine! That's exactly why Tiki could represent a totally new kind of character: rather than transforming into a dragon as needs be or fighting solely in her Divine Dragon form, she could summon her Divine Dragon spirit for certain moves. This would allow her to fight with both aspects of herself simultaneously, thus representing the full potential of her character whilst also keeping within the technical limitations of the game.

But that just sounds like the Ice Climbers! That wouldn't work either, y'know!

The difference here is that the Ice Climbers are two entirely separate AI, with the lead AI being controlled by the player and the other following their commands. In effect, they're two totally distinct character models in one, and that is too much for the game's technical limitations to handle in multiplayer battles.

Tiki in this case would be more akin to Rosalina and Luma or Duck Hunt: while there are technically two entities, the dragon form is not a separate AI, but rather an extension of Tiki's character. They share the same essential AI and are animated together. For the sake of balance, when the dragon form is summoned, they would share their hitboxes and hurtboxes. This would be an interesting mechanic to embellish Tiki's playstyle: do you opt for greater range and strength at the risk of being more vulnerable, or do you wait for the right moment to strike with the Divine Dragon's awesome powers?


That's cool, but a bit complex. Could Tiki fight any other way?

Of course! This is just a potential concept for how she could fight. There are plenty of other ways in which she could fight, and any and all moveset concepts will be accepted in that sense!

* ARGUMENTS *

Fire Emblem has enough reps already!

The roster isn't divvied up based on "reps". It's based on what seems good and what works - if a series is popular and has good characters to work with, there's no reason why it should be limited because of simple numbers. The same goes for the "slots" argument, as there is no maximum limit of characters that can fit into a roster. Especially with DLC, the developers potentially has as much time as they require to work on new characters, so the theory that "they won't have enough time to make that many newcomers" is now redundant.

Isn't she already in the game?

Yes, she appears as a trophy in Super Smash Bros for Nintendo 3DS.



"Tiki resides in Valm as the Voice of the Divine Dragon. You might be surprised to learn that she is 3,000 years old. As befitting one of the Divine Dragon Tribe, she has a very calm demeanor…but every so often, she'll show her youthful spirit."
- Trophy description

Close-up shot of Tiki's trophy in Super Smash Bros for Nintendo 3DS
This argument is officially debunked as of Mewtwo's announcement, though: now that we know trophies can potentially be playable characters, too, there's no reason to believe this would stand in Tiki's way. If anything, it works in her favour, since it demonstrates that Sakurai considers her notable enough to be referenced in the game!

There's also the fact that it depicts her human form and dragon form simultaneously, proving that it can be done similarly in-game.

Oh, and take a look at this!

Look familiar?

Of course, this doesn't necessarily mean anything substantial for Tiki as a playable character, but it does prove that Sakurai remembers her! It's certainly not a damning factor, since Mario has a Wario-coloured alt and even Pit has a Dark Pit-coloured alt!


She's not relevant!

By whose account? As has already been elaborated upon, she's been around since the very very first Fire Emblem game and is an important figure in Awakening. Awakening itself is the best-selling Fire Emblem game of all time and a fan favourite, bringing back plenty of well-known favourites (Marth, Ike) alongside popular new faces (Lucina, Robin). Tiki's popularity has been revived with her new design in Awakening, bringing her back to the fore once again as a central character in the Fire Emblem mythos.

Oh, and she even appears in the crossover title, Shin Megami Tensei X Fire Emblem. That's pretty cool!


Tiki's appearance in Shin Megami Tensei X Fire Emblem

What are her chances?

As of right now, it's difficult to say. Sakurai seems to be content with the amount of Fire Emblem characters thus far and probably isn't considering any more, at least for the time being. Should she appear in a future Fire Emblem game during Smash 4's DLC cycle, and if her role is increased in that game, she has a strong chance of appearing somewhere down the line.

Even Lucina supports this idea!



"It's true!"

* MOVESETS *

TIKI

The voice of Naga awakens! Tiki is a lighter heavyweight fighter that enters the battlefield with flames and talons in tow. Wielding the power of the Dragonstones, she is able to summon her draconic Manakete form for her special attacks. Ordinarily, whilst fighting in her human form, she focuses on strength and knockback over defense or durability - while not as heavy as many other fighters and relatively easy to be KO'd herself, she is lighter than her regular fellow heavyweights and can use this to her advantage for strong aerial potential and good recovery. Her Manakete spirit fights at her side and is an extension of her own form, so damaging it will damage her likewise. She can even summon the aid of her Divine Dragon heritage to envelop her foes in almighty holy flames, so be told: she may look pretty, but this girl has teeth and claws in plentiful abundance, and she isn't afraid to wield them for the greater good.

Regular B - Breath Flames

Tiki summons her Manakete form to breathe divine flames. The flames deal gradual damage whilst active and can be aimed up or down at will, though they will fade over time. Tiki herself cannot move whilst using this move

Custom 1 - Raging Flames

Flames are twice as strong, but last half as long

Custom 2 - Cold Flames

Flames do no damage, but cause freezing if maintained for long enough

Side B - Fire Talons

Tiki summons her Manakete form to tear through her foes with powerful claws. Her claws can be used in a combo if they strike, with each successive hit getting stronger and more potent, climaxing in a brilliant finishing move if all hits are successful

Custom 1 - Furious Talons

Claws are twice as strong, but cannot move whilst using them

Custom 2 - Shredding Talons

Claws release a blast of air when used, but damage and knockback is halved

Up B - Burning Wings

Tiki summons her Manakete form to take to the skies on wondrous wings. She will fly upwards in whatever direction she is pointed in and charge through anything in her path

Custom 1 - Volatile Wings

Damage from flaming charge is doubled, but there is a chance of it backfiring for self-damage

Custom 2 - Soaring Wings

Travels twice as far, but does not do any damage

Down B - Dragons' Focus

Tiki summons her Manakete form to shield her from harm. Whilst protected, Tiki will counter any physical attacks she receives, though she cannot move until the animation is completed

Custom 1 - Dragons' Fury

Countered attacks do twice damage, but damage is still received

Custom 2 - Dragons' Heart

Projectile attacks absorb damage, but do not counter

Final Smash - Blessings of Naga

Tiki summons the aid of the Divine Dragon, Naga, to unleash her full potential. When activated, an image of Naga will appear before Tiki and release a powerful deluge of divine flames in a straightforward burst. Anyone caught in the flames receives massive gradual damage and will receive strong knockback after its effects

Regular - Strike
Combo - Strike combo
Side smash - Bite
Up smash - Upward flames
Down smash - Lower flames
Dash - Sweeping wings
Side tilt - Roundhouse kick
Up tilt - Upward sweep
Down tilt - Tail whip
Regular air - Air slash
Front air - Air bite
Back air - Air tail
Up air - Air flames
Down air - Air slam
Grab - Grab
Pummel - Rage
Front throw - Throwing claws
Back throw - Throwing teeth
Up throw - Throwing flames
Down throw - Throwing talons

Up taunt - Manakete form appears and floats about
Side taunt - Puts hands together and prays
Down taunt - Throws head back and gives praise

Entrance

Appears in Manakete form, wreathed in divine flames, and transforms

Victory

Victory 1 - Looks to the skies and says, "Blessings of Naga be with you."
Victory 2 - Strikes an elegant pose whilst her Manakete form roars
Victory 3 - Giggles playfully and embraces her Manakete form

Colours / Costumes

Green and red (Tiki)
Red and black (Bantu)
Purple and yellow (Fae)
Purple and red (Myrrh)
Green and purple (Nowi)
Red and pink (Nah)
Green and pink (Naga)
Black and purple (Medeus)

Kirby Hat

Green ponytail with golden tiara

This moveset is too big to fit in the OP, so I'll link it in its own post. See for yourself and have fun!

So I have my own concept (which is why I voted for Tiki) that is somewhat similar but also different. Making her a much more unique fighter (probably not high tier but you'll see why in a moment). Also a part of my pitch is that FE1/3/11/12 Tiki is used, so that she can be reskinned as Fa, Ninian, Nils, Kurthnaga, Myrrh, Nah, and Nowi as alternate models/costumes.

The gimmick: Dragon Transformations
The main aspect of this gimmick will be two fold, a partial transformation happens to various parts of Tiki for Smash Attacks/Special attacks and her Final Smash makes all her attacks stronger/faster by having her transformed for the duration of the Final Smash. So instead of a Manakete 'luma' she has dragon overlays on her model like Falcon's fire and Ganondorf's dark energy. This also makes her much more reliant on the Final Smash as her attacks will be lackluster overall relying on combos to get into killzones.

Her transformations will put some lag into her moveset that will make her a tough fighter to master, but in settings with a Smash Ball she'll have an easier time breaking it and in her transformed state her moves will come out much faster and harder.

Standard attacks:
Tiki's standards will be, overall, fairly weak strikes with her hands/feet/head. With maybe one or two airs and her dash using her wings or tail in a transformation. She'll have a fairly low range low power but fast interrupt style.

Smash Attacks:
Her smashes will almost always be a tail lash of some kind (maybe a double Wing slash like Palutena's D-Smash), charging her smashes will be less difficult as some of the transformation lag will be omitted by charging.
Throws:
Throws will be done with tail transformations giving her a tether throw (but not a tether recovery), and will be about as effective as Marth and Lucina's throws.
Special Attacks:
Her specials are where she gets the real meat of her transformation moves. Her wings naturally play a major role as they are iconic to being dragon-like, and good recovery. Probably again sharping some motion properties with Falcon or Charizard for Up and Side Specials. She'll probably have a Tail Lash with a reflective property for a down special (she is a dragon resistant to magic). With her neutral special being a charged dragon claw slash.
Final Smash:
Her Final Smash is named "A True Dragonstone" and turns her into her full Manakete form giving her perpetual jumps, hitstun immunity, and all her attacks are stronger/lagless versions of her untransformed moveset. Overall making her an explosive character for games with smash ball on.

Again, this is pretty big, so I'll link it in its own post. Praise be to Naga!

* STAGES *

THE MILA TREE (3DS)

The Mila Tree in Awakening
The Mila Tree is Tiki's home in Awakening, located in the continent of Valm, and the resting place of Azure, one of the Fire Emblem's sacred gemstones. The tree itself is guarded by Mila, the Earth Mother of Zofia, and Tiki has dwelt here for many years in anticipation of a great hero. Chrom and his army arrive here to claim Azure from Tiki, and after defeating Cervantes of Valm and his troops, Chrom receives the gemstone and Tiki returns to her indefinite sleep.


Concept sketch of the Mila Tree stage
In Smash, the Mila Tree is a medium-sized stage with three main platforms: a large central platform and two smaller platforms floating in the air. The stage is set in the interior of the tree, and the tree's branches reach out at either side in the background. The branches do not function as platforms and cannot be stood on, yet they do serve an important purpose: every so often, a torrent of water will come washing down from above and fall down from the branch, and any fighter caught in the water will be dragged down with it! It won't KO them right away, though: when the water starts to flow, the area below the stage will be briefly flooded, and is treated like any other stage with water that can be swum in. Fighters can use this as a means of surviving if they can swim back to safety, but be careful: as soon as the water stops flowing, the stage will return to normal, and any unwary fighters still swimming around when this happens will find themselves washed off-stage! Furthermore, there's a chance that the torrent of water will be much stronger than usual, and this will cause a furious current to flow underneath the stage - fighters can't swim in this kind of water, and the undertow can drag fighters off-screen very quickly if they're not careful!

ICE DRAGON TEMPLE (Wii U)


The Ice Dragon Temple in the Fire Emblem TCG
Once home to the Ice Dragons, this ancient temple is known in Akaneian lore to be the shrine that houses the legendary Starstone. Marth traveled here to receive the Starstone from Gotoh, and Gotoh entrusted both the stone and the young Tiki to him, confident that they would be of aid to him in his journey.


Concept sketch of the Ice Dragon Temple stage
In Smash, the Ice Dragon Temple is a large stage with four main platforms: two large central platforms with a break between them and three smaller platforms floating in the air. The stage is set outside the temple, and the structure can be seen in the background. The stage's most striking feature the Ice Dragon that will occasionally appear from within the temple. When the Ice Dragon appears, it will fly around the stage for a few seconds before halting in mid-air, at which point it will take aim and unleash a storm of freezing ice breath. It will release its ice breath in one of two ways: a continual beam of ice that will do massive damage to any fighters caught in its range, ultimately freezing and launching them, and an intense hailstorm of freezing wind that will temporarily freeze the entire stage, reducing the traction to almost nothing. The Ice Dragon will eventually return to the temple of its own accord, or it can be defeated by hitting it repeatedly. It will reappear later on if the fight progresses. The Ice Dragon will only intervene in one way per appearance.

* SUPPORTERS *


* ICONS / BANNERS *



Courtesy of @Starry





Courtesy of @LIQUID12A



Courtesy of @Villager's_Mewtwo





Courtesy of @TikiFan

Thanks to @Starry for the splash plate and banner icon!

Feel free to use these in your signatures! Spread Naga's holy word and support Tiki for DLC!
 
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False Sense

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#6
Well, to be honest, I don't see this happening anytime soon.

But that being said, I am very impressed by the amount of effort that was so clearly put into this. Your dedication to this concept is quite apparent, and frankly, I think Tiki would be a pretty cool and justifiable addition to the Smash roster.

So, I guess I support Tiki. ;)
 

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#7
Gregor time>Manakete(s?)> all

Will gladly support.

Also i wish this thread was made awhile ago so we could have a Nah pun counter. Unfortunately thay count will forever be 0. . .

Sign me up!
 
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#8
Sign me up, Winny!

I've always had a fascination for human-dragon hybrids, long before I got into the Fire Emblem series. Tiki would be one of the best possible candidates to represent this franchise outside of Lords.

The concept alone of playing a shapeshifter like Tiki is incredibly intriguing.
 

Célja

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#10
Would totally support Tiki. She would be a very interesting character who has a lot of history in the Fire Emblem series. Also could play very in a very unique manner that's not just a FE rep with a sword.
 

FyrianFate

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#11
Yes, I support.
Tiki's always been one of my favorite FE characters, and she has the potential to be incredibly unique, which is awesome. Any FE character without a sword is great too^^

And your dragon as an extension is a great idea, I was thinking more of the end of attacks as dragon, sort of like jab-jab-fireball kind of thing^^
 

The Soulless One

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#13
I hope I'm not the only one that would want her alt colors to be those of the other manaketes.

Nah dress pls.

Seriously though I feel like that would be a nice payment of respect to the other characters of the series.
 

The_Cardinal

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#14
Would her having a limited "dragon meter" where she temporarily turns into a dragon with limited moves still qualify her as a transforming character? Because I am envisioning her playing like Jon Talbain (darkstalkers) and Valkenhayn (blazblue) but as a dragon instead of a werewolf, which would be sick.
 

Tino

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#15
Well, this is new...but hey, we could use some more Fire Emblem reps here whose completely not a swordsman or swordswoman. Wonder what her final smash could be.
 

Wintropy

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#16
I hope I'm not the only one that would want her alt colors to be those of the other manaketes.

Nah dress pls.

Seriously though I feel like that would be a nice payment of respect to the other characters of the series.
That's actually featured in my moveset for her!

...Whiiiich I will post as soon as I can get my hands on it again~
 

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#18
She actually sounds pretty badass. I'm guessing she doesn't receive much support due to coming from mostly Japanese games, but she would be an awesome character.
It more comes from other characters getting in the way (read Lords and super Fan Favorites {Tharja})

When characters tend not to be recurring, it's hard to beat out a main protagonist. Tiki on the other hand IS recurring and would represent the entire manakete class which would of course be amazing.
 

Wintropy

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#19
Updated the OP with some new graphics and tidied things up a bit.

Big big big big thanks to the incredibly and eminent @StarStrike for jazzing up the images for us! Go check out her YouTube channel at StarStrikeZS and show her your appreciation, yo~!
 
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Kenith

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#24
I'm really hooked on the idea of a character that transforms as their fighting.
I never considered Tiki before, but now I that think about it, this could work really well.

Before I was thinking of Vaati shifting into his beast form for Smash attacks, so you can imagine the applications it would have for Tiki.
What I think would be really cool with a little creativity, is if Tiki doesn't fully transform for all attacks.

For example, all her Smash attacks feature a full transformation, but her down tilt could be her growing a tail and sweeping with it, or her Up Special is growing wings, or her f-tilts/airs are her growing dragon claws and slashing with them.

Support for that prospect alone!
 

Pacack

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#25
I'm really hooked on the idea of a character that transforms as their fighting.
I never considered Tiki before, but now I that think about it, this could work really well.

Before I was thinking of Vaati shifting into his beast form for Smash attacks, so you can imagine the applications it would have for Tiki.
What I think would be really cool with a little creativity, is if Tiki doesn't fully transform for all attacks.

For example, all her Smash attacks feature a full transformation, but her down tilt could be her growing a tail and sweeping with it, or her Up Special is growing wings, or her f-tilts/airs are her growing dragon claws and slashing with them.

Support for that prospect alone!
Note that previous Manakete in the series commonly have their wings without being fully transformed.







In fact, Tiki's map sprite from FE3 shows her with her wings.
 
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Wintropy

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Winterwhite
#27
Ask and ye shall receive!

Courtesies of the wonderful and fabulous @LIQUIDFGC, our very own support icon for Tiki!



He's also graciously offered us this alternate splash plate for Tiki if you want to use that to spread Naga's holy word!


Thanks again, and be sure to check out his stuff and show your appreciation to him!
 

Wintropy

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Winterwhite
#28
Double-post for the sake of updating.

I managed to find the Tiki moveset that I promised I'd share with the thread. This is a bit old by this point, but I think it still gets across the general feel of what I'm going for with her potential moves. I'll add it to the OP ad well. If you have any movesets or suggestions you'd like to add, feel free to do so!
 

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AEMehr

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#30
Learning more about the Fire Emblem franchise, I think Tiki is an ideal choice alongside Anna for seniority. But Tiki simply outclasses the Merchant when it comes to making a fun new playstyle.
This unique way of making her work sounds like it'd be fun to play as and see in action, so I would love to be considered a supporter of the character.
 

Wintropy

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#31
Thanks for your support, everybody! I've added your names to the list!

In other news, myself and a fellow Acolyte of Naga are working on something interesting pertaining to our resident Voice. We'll post it as soon as it's done and see how y'all like it~!
 

The Soulless One

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#32
The something interesting is now finished and will be up sometime soon.~

@ Wintropy Wintropy 's just been busy with things.

Not that anyone here is incredibly impatient or anything, but I thought I'd let you all know.~

And yes I'm stupidly proud of the thing.

Don't take this as me pressuring you Wintropy btw </3
 

The Soulless One

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#34
I can't wait to see what this surprise is.

It sounds interesting.
Mostly because I'm really narcissistic, but I think it's sooooooooooo great.

I don't want to get people hyped for something that is way more than what it actually is.

The thing we worked on was a moveset, that may sound underwhelming but I really enjoyed writing it.

The idea was it to be a complete makeover of the moveset that @ Wintropy Wintropy posted.

New moves that gave Tiki her own unique thing, a tweak to the Stand concept, etc.

I think it's cleaner and is more viable as a character moveset for Smash, particularly from the standpoint of fluid animations and such.

I did all of the characteristic writing (read: the damage data and stuff) I tried to balance it based off my knowledge of the game and how other characters perform.

I don't claim to be an expert, but I know a decent amount about the competitive side of Smash (which is the side I prefer/mindset I play in) so I took the approach of wanting to make Tiki, were she to be put into the game, as a mid/top character.

I don't have a way to get frame data and I don't trust my understanding of it atm, but if I did I would have come up with some frame numbers for it.

Disclaimer, the characteristics I wrote are a bit biased probably, but that's to be expected I guess because I'm not going to make a character I like and want bottom tier (in terms of fan movesets). I think at least that Tiki's moveset that we wrote would put her at mid/top, but of course I can't speak from an objective standpoint as there are more factors than just the damage and lag data that contribute to a character's performance.

Hey look I'm rambling again yaaaaaaaaaaaaaaaaaaaay.

But yeah I hope everyone will enjoy it, I would post it but I'm garbage at writing flair and all that cosmetic stuff that would make the post "good" so to speak, which is why I'm letting @ Wintropy Wintropy handle it when she gets the chance to sit down and write the post up.

Derp.
 
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Matoi Knight

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katarina-hatsune
#36
I never realized how much I wanted Tiki in Smash until I saw this thread.

Definitely supporting considering it'll do Fire Emblem some justice in terms of representation and breaking the whole "blue-haired swordfighter" stereotype it's been burdened with since Melee.
 
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#37
Add me to the support list. Having a character that uses claws, talons, and dragon blasts gives her a movest unlike others. It would be nice for a character that can morph their hand during mid attack.
 

Wintropy

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#40
After a lot of college work and tweaking and sorting it, the moveset is done!

This is a fully fleshed out moveset for Tiki, featuring animations and damage counters and everything! An inconceivable amount of credit to @ The Soulless One The Soulless One for helping me flesh out these ideas, while also providing all of the technical details (damage counters, trajectory angles, etc.) that I would not know how to figure out by myself. We spent a lot of time and effort at this, and I daresay it's now ready for public consumption. Soulless deserves most of the kudos, though, I just came up with the essential moves and made this presentation nice and shiny.

Thanks for being so patient while we figured this all out. It means a lot that we have so many dedicated and considerate supporters.

Praise Naga! The Divine Dragon awakens!

[collapse=Jab Combo]Tiki strikes with her palm first, then backhands them with her knuckles and then follow through with an open palm with her other hand to make it fluid and comfortable-looking.


In Manakete form Tiki's strikes are augmented by strikes from the Manakete, which strikes with Claw -> Other Claw -> Bite.


Damage:


Human Form: Hits 1-2: 2%, Hit 3: 3%, Total: 7%


Manakete Form: Hits 1-2: 3%, Hit 3: 5%, Total: 11%


Startup: Essentially none in both forms, first jab comes out pretty quickly, a characteristic shared by most jab combos.


Endlag: Low, punishable if hits are shielded, similar in endlag to jab attacks from other midweight fighters.


Landing Lag: N/A


Trajectory: ~20-25 degrees above horizontal for both forms, notable knockback increase in Manakete form.

[/collapse]


[collapse=Dash Attack]Tiki slides forward along the ground with one leg extended in a slide tackle motion, similar to Mario's Dash Attack.


Damage:


Human Form: Fresh: 6%; Late: 4%


Manakete Form: Fresh: 10%; Late: 7%


Startup: Very Low/None, comes out at a speed similar to Mario's. Doesn't "slide to a stop" quite like Mario.


Endlag:


Human Form: Very Low, Tiki can act almost immediately out of it, for example following up with aerials or rolling. Not quite as quickly as Pac-Man can act out of his dash attack though.



Manakete Form: Low/Medium-Low, can still act fairly quickly afterwards, but the attack is more punishable and not quite as combo friendly.


Landing Lag: N/A


Trajectory:


Human Form: Fresh: 40~ degrees; Late: 35~ degrees.


Manakete Form: Fresh: Horizontal (AKA semi-spike), akin to the trajectory of Zelda's D-Smash/Falcon's D-Tilt.


Late: 40~ degrees.

[/collapse]


[collapse=Tilts]

[collapse=F-Tilt]Tiki strikes with a backhanded motion (starts across body and swings out until chopping arm is extended to the side, like Zelda's f-tilt).


Damage:


Human Form: 6% (Same for all angles)


Manakete Form: 10% (or perhaps 11%, let me know what you think, same damage for all angles)


Startup: Low, will be beaten out by especially quick attacks though.


End lag: Low/Medium-Low, punishable by quicker attacks if shielded or whiffed.


Landing Lag: N/A


Trajectory:All Angles (Low, Middle, High): ~25-30 degrees.

[/collapse]


[collapse=U-tilt]Tiki thrusts both her palms upwards in a dual palm strike.


Damage:


Human Form: 4%


Manakete Form: 8-9%


Startup:


Human Form: Low, a good juggle tool at low/mid percent.


Manakete Form: Low, perhaps slightly slower than in human form, still a good juggle tool at low/mid but will have higher base knockback so not quite as much as Human Form.


End Lag: Low/Medium-Low in both forms, in keeping with the idea that it can be used for juggles.


Landing Lag: N/A


Trajectory: Vertical.

[/collapse]


[collapse=D-tilt]A would be a sweeping kick that would have Tiki spin completely throughout, a la Fox's, ZSS's, C. Falcon's, etc.


Damage:


Human Form: 5%


Manakete Form: 10%


Startup: Low, similar in Speed to other "spinning kicks", a la Fox's, Falco's, etc.


Endlag: Human Form: Low, around the speed of Mario's D-tilt (perhaps a little slower).


Manakete Form: Medium-Low, to balance for the higher damage and longer reach, a little more end lag than say Fox's D-tilt.


Landing Lag: N/A


Trajectory: Human Form: ~50 degrees.


Manakete Form: Close: ~50 degrees; Tip: ~30 degrees.

[/collapse]

[/collapse]

[collapse=F-Smash]Tiki strikes with a burst of flames from the Dragonstone in Human Form, and releases a much greater deluge of flames in Manakete Form. She focuses the stone's power with two hands and then thrusts the hand holding the stone forward and causes the flames to materialize, like what Zelda does when she releases the Phantom.


Damage:


Human Form:

Uncharged: 9%

Fully Charged: 12%


Manakete Form:

3 hits

Uncharged: Hits 1-2: 4%, 5%; Hit 3: 9-10%


Total: 18-19%

Fully Charged: Hits 1-2: 6%, 7%; Hit 3: 13-14%

Total: 26-27%


First two hits trap opponent and combo into each other and third hit, third hit deals a great amount of knockback.


Startup:Medium-Low, a small amount of time for Tiki to grasp the Dragonstone before she thrusts her arm/arms forward at which point the flame hit box materializes.


Same amount of Startup in Manakete form, Tiki has Super Armor throughout the attack execution animation though.


End lag:


Human Form: Around the same as Robin's F-Smash


Manakete Form: Medium-High/High, pretty punishable if missed.


Landing Lag: N/A


Trajectory: ~35-40 degrees.


Additional notes:

Both forms push a shielding opponent a little bit away, very slight for first two hits of Manakete Form and more notable for the the third hit, also slight for the Human form. Manakete Form provides great shield pressure, guaranteed shield break if all 3 hits connect when fully charged (and all 3 should connect on a shielding opponent unless they are at the very edge of its range).


Human form is right in front of her in terms of reach, it extends out to about the width of one Kirby in front of Tiki (perhaps a little more). Manakete form is more than this, I would say just around/under the range of Marth's F-Tilt/F-Smash.

[/collapse]


[collapse=U-Smash]Tiki releases a burst of flames from her Dragonstone. She holds it in her hands and imbues herself with its energy, then releases it as a fireball above her head. Sort of like Mario's f-smash, but overhead. In Manakete Form, the fireball is bigger and more powerful.


As with the F-Smash, she holds it with two hands and then extend one arm upwards to release the fireball with the Dragonstone.


Unlike the F-Smash this would be a single explosive Fireball in both forms, just notably stronger in Manakete form.


Damage:


Human Form:

Uncharged: 9%; Sourspot (Next to Tiki/slightly below Fireball): 7%

Fully Charged: 12% Sourspot: 10%


Manakete Form:


Uncharged: 15-16%; Sourspot: 13%

Fully Charged: 21-22%; Sourspot: 17%


Startup: Just about the same as for F-Smash for both forms.


End lag: Medium, a faster recovery than F-Smash, although can still be punished if missed.


This move doesn't have Super Armor like Tiki's F-Smash, the fireball acts like a disjointed (and thereby invulnerable) hitbox right above Tiki.


Landing Lag: N/A


Trajectory: Vertical.

[/collapse]


[collapse=D-Smash]Tiki releases a two-sided Sweep-Kick in Human Form which would become a Tail Sweep in Manakete Form. Manakete Form’s tail appears over Tiki’s feet and strikes alongside her when she uses it.


Damage:

Human Form:

Uncharged: Front: 6%; Back: 8%

Fully Charged: Front: 9%; Back: 11%


Manakete Form:

Uncharged: Front:11%; Back: 13%

Fully Charged: Front: 15%; Back: 18%


Startup: Low, is the fastest Smash Attack to come out, comes out at a speed similar to Samus's, perhaps spins a little slower than Samus's though.


End Lag: Low/Medium-Low, Tiki is vulnerable as she stands back up, punishable, but is the least punishable of her Smash Attacks.


Landing Lag: N/A


Trajectory: Front: ~45 degrees; Back: ~30 Degrees for both Forms.


Notable knockback increase in Manakete Form.

[/collapse]

[collapse=Nair]Tiki extends her arms out to her sides, throws her head back and extends her legs out below her as she faces the screen, she closes her eyes as her divine aura glows around her to deal damage around her entire body. In Human form this hitbox goes no further than her body, in Manakete form the aura shines brightly and the hitbox extends out past her body, becoming a disjointed hitbox of sorts.


Damage:


Multi-hit: 5 hits.


Human Form: Hits 1-4: 1%, Hit 5: 4% Total: 8%


Manakete Form: Hits 1-4: 2%, Hit 5: 5%, Total: 13%


Move "traps" and combos into itself in both forms, knockback is much higher in Manakete form, making it a good KO option. (Think Palutena's U-air).


Damage from move is of a magical effect (akin to Zelda's moves) in Human Form, becomes a Flame effect in Manakete form (the flame effect for Tiki would be of a color akin to her Manakete color, differentiating her flames from the generic flame effect from other characters).


Startup: Low to none in both forms, hitbox comes out as soon as she extends into her pose.


Endlag: Low in both forms, the least laggy of her aerials, can be comboed with itself easily at low percent.


Landing Lag: Medium, Tiki lands on her knees catching herself with her hands. Open to be punished, but not extremely hard.


Trajectory: Hits 1-4: None, Hit 5: Diagonal upwards (~45 degrees).

[/collapse]

[collapse=Fair]Tiki strikes with a mid-air chop in Human Form, and in Manakete Form, it becomes a brutal headbutt that spikes the opponent into oblivion.



Damage:


Human Form: 6%


Manakete Form: Sweetspot: 14-15% Sourspot/Late: 11-12%


Startup:


Human Form: Low, comes out quickly a la Lucina's, Luigi's Fair, etc.


Manakete Form: Medium-High, comes out around the speed of DK's Fair.


End lag:


Human Form: Low, can be used as a Pseudo WoP.


Manakete Form: Medium/Medium-High, Tiki and the Manakete do a full front flip to return to idle position.


Landing Lag:


Human Form: Low/None, can be used to follow up at low/mid percent, I want either this or her Uair to be autocancels in Human Form.


Manakete Form: Medium-High, open for a hard punish if done into ground.


Trajectory:


Human Form: ~30-40 degrees above Horizontal


Manakete Form: Sweetspot: Directly Dowwards Vertical (Meteor); Sourspot/Late: ~40-45 degrees above Horizontal.


[/collapse]


Tiki strikes with a high kick in Human Form, snaps upwards with her jaws in Manakate form.



Trajectory: 80~ degrees above the horizontal.

Startup: Non-instantaneous (the hitbox won't come out like Yoshi
or
Ness's Nair), not necessarily a windup, but a very small amount of time before the hitbox comes out.

In Human Form it will be similar in speed to
Lucario's Uair.

Manakete Form a little slower, sweetspot will be directly above Tiki/at her head as the Manakete will snap it's jaws directly upwards. Sourspot out front, either Sourspot or nothing behind Tiki.

End lag: In human form, a little, good for Juggles, but not as much as Mario’s Uair. More end lag in Manakete form, moreso a Kill move as opposed to a Juggle here.

As for percentages:

Human Form: 5%

Manakete Form: 13-14%

On landing: low landing lag in Human Form, notable landing lag in Manakete Form, enough to be punished pretty well.



Tiki performs a twirling two-hit strike in Human Form, turning and striking with her a backhand motion, then following through with a palm palm, continuing twirling after the strike to return to a neutral stance. Strikes with claw, followed by spinning in with tail in Manakete Form.


Characteristics:

% Damage:

Human Form: 2% (backhand), 5% (palm strike)

Total: 6% (7%)

Manakete Form: 5% (backhand/tail) 9% (palm strike/claw)

Total: 14%

Startup: None in Human form. Low startup in Manakete form.

End lag:

Human Form: Low, Wall of Pain application.

Manakete Form: Medium, hits hard but leaves open for punish if missed.

Landing Lag:

Human Form: Low/Medium-Low; a little less than say Fox's Fair or Dair into ground.

Manakete Form: Medium, be careful doing into ground as you will be left open to be punished pretty easily, not as bad as doing Charizard's Bair/Fair into ground but still pretty punishable.

Trajectory:

Human and Manakete Form: ~15-25 degrees above Horizontal.



Tiki raises her kicking leg to about waist height then swings it down quickly in a heel smash like motion below her, turning her torso sideways as the kick's arc is completed, facing the screen as the move ends. She is looking downwards throughout the motion, cosmetic thing as if she is aiming it at what's below her. There is a "white spark" that appears below her kicking leg as she raises it, typical of hard hitting moves like this (recall Mario's, Yoshi's, DK's Fairs, etc.). As she raises her leg, her arms are raised to around chest height in front of her and then go out more to her sides as the kick comes out.

Damage:

Human Form: 9%

Manakete Form: 15%

Her hardest hitting aerial, 9% puts it 1% under the Dair damage of Pit, and Dark Pit and on par with Palutena.

Startup:

Human Form: Low, comes out nearly as fast Zelda's Dair.

Manakete Form: Medium/Medium-High, comes out at a speed in between Falcon and Ganondorf's Dair (closer to The Dorf's). Hits hard AF though.

End Lag:

Human Form: Medium-Low/Medium, End lag a little less than that of DK's Fair (I want to say around that of Falcon's Dair).

Manakete Form: Medium/Medium-High, about on par with that of DK's Dair.

Landing Lag:

Human Form: Medium-Low, similar to Palutena's Dair end lag.

Manakete Form: Medium, similar to that of Fox's Fair.

Trajectory:

Human/Manakete Form:

Sweetspot: Perfectly Vertical Downwards

Otherwise: ~30 degrees above Horizontal.

[collapse=General Grab information]

Tiki's grab range is in the middle of the pack, not as short as Robin's or WFT's and not as far-reaching as Dedede's.


Pivot and Dash Grab have slightly increased reach as is typical.


Human Form Pummel has Tiki performing quick strikes to the chest of the opponent, 1% each, around the speed of Link's pummel.


Manakete Form Pummel has the Manakete form clawing the opponent "over" Tiki doing the palm strike, 2% damage and maintains the same speed as in human form.

[/collapse]


[collapse=F-Throw]Tiki hits the opponent in the chest with a quick two-handed palm strike in Human Form. In Manakete Form, she unleashes a strong headbutt.


Damage:


Human Form: 5%


Manakete Form: 9%


Startup: N/A


Ending Lag: Low in both forms, allowing Tiki to have some follow-ups at low/mid percent, similar in lag to C. Falcon's F-throw


Landing Lag: N/A


Trajectory: ~35-40 Degrees in both forms


Knockback: Allows for follow-ups at low percent but opponent is eventually thrown out of the effective range to follow up at mid percent and above. A fair amount of knockback but not a kill throw by any means.

[/collapse]


[collapse=D-Throw] Pins opponent to the floor and strikes with an open palm to the chest in Human Form; catches opponent under talons and breathes fire on them in Manakete Form


Damage:


Human Form: 4%


Manakete Form: 7%


Startup: N/A


End Lag: Very Low/Low, can be true comboed into aerials at lower percents, like Palutena's D-Throw. Can still follow up at higher percents but will not be a true combo, I don't want this to become another Diddy Kong D-Throw -> Uair situation in terms of strength, i.e. follow-ups are escapable at higher percents.


Landing Lag: N/A


Trajectory: 65-70~ degrees


Knockback: Not extraordinary for a throw, at low/mid percents this works to allow for combos/follow ups after the throw. At higher percents the opponent will be sent out of effective follow-up range. This throw is more a follow-up tool, the least likely throw to kill at any percent.

[/collapse]


[collapse=B-Throw]Tiki pulls the opponent behind her and hits them with a roundhouse kick in Human Form. In Manakate Form, she strikes them with her tail.


Damage:


Human Form: 5%


Manakete Form: 9-10%


Startup: N/A


Ending Lag: Medium-Low/Medium, not meant so much as a follow-up and not particularly a kill throw, knocks the opponent a good distance away though.


Landing Lag: N/A


Trajectory: 45-50~ degrees


Knockback: A fair amount, will start to kill opponent at the edge (back facing nearest blast zone) as the percent gets high (~135%+ depending on character weight, will KO the lightest characters (G&W, Jiggs, etc.) at the edge at around 130~%), if not a KO will be close, having the Black Lightning effect at this percent for them. KO's midweights at around 150-155% and heavyweights around %170+ at the edge.

[/collapse]


[collapse=U-Throw] Throws opponent upwards and impales them with her wings in Human Form; the same, but the wings are bigger and on fire, in Manakete Form.


She throws them up and then does a short turning jump to slash the opponent with her wings, similar to the animation that Link does for his U-Throw


Damage:


Human Form: 6%


Manakete Form: 12%


The most damaging and dangerous of Tiki's throws, is a solid kill throw in Manakete form. Not quite as disgustingly powerful as Ness's B-Throw though.


Startup: N/A


End Lag: Medium, meant to throw the opponent far away as opposed to be used for follow-ups.


Trajectory: Vertical.


Knockback: High, will kill Bowser from the base of Battlefield at around 145-150%.

[/collapse]


[collapse=Specials]


[collapse=Neutral Special: Manakete Form]Tiki raises her Dragonstone above her head and cries out as the Dragonstone shines and her Manakete Stand materializes around her, she gains an aura in the color of her Manakete when she enters Manakete Form.


The pose is a triumphant hybrid between the Special Flag pose:

[collapse=Special Flag Pose]

[/collapse]


And the pose that Nah takes in her Concept Art.

[collapse=Nah]




[/collapse]


Manakete Form appears to fight alongside Tiki, augmenting her abilities and increasing her hitboxes. Manakete Form’s hitboxes are 1.5 times the size of Human Form’s hitboxes. Manakete Form can take up to 65% damage before dissipating, and it must wait 15 seconds before materialising again.


Tiki is invulnerable as the Manakete materializes, similar to how Zelda is invulnerable as she transforms into Shiek. Though she is vulnerable in the short time in the beginning when she goes to raise the Dragonstone above her head.


Used in the air, she will go to the invulnerable state (or be able to act out of the transformation) a little faster and will also hover a bit as she enters Manakete Form, so that she doesn't fall to her doom trying to transform to recover, for example.


Custom Variants:


Custom 1 – Durable Manakete Form:


Manakete Form has 1.5 times as much stamina, but her speed and jump remain the same as Human Form, and damage is 90% of default Manakate Form


Custom 2 – Reckless Manakete Form:


Manakete Form does 1.5 times as much damage and knockback, but has half stamina, and regenerates after 20 seconds


[/collapse]


[collapse=Side Special: Divine Flames]Manakete Form rears its head back and releases a fireball from its jaws to burn the opponent.


Tiki brings the Dragonstone into both hands, holding it sort of in a "prayer position" as it charges and then extending one hand forward with the Dragonstone and pointing when the Manakete releases the fireball like Zelda does when she releases the Phantom.


Tiki brings her hands into this prayer position (with her body slightly turned from the direction in which she is facing, almost looking towards the screen/the other way, with her eyes closed and her head pointed down slightly) from idle, and the "bringing her hands together" serves as the startup before she can release the uncharged projectile or start charging. While she brings her hands together in the startup this would be when the Manakete would begin moving its head back to ready the fireball.


Similar to Greninja and Bowser Jr's Neutral Specials, this is a chargeable move but the charge cannot be stored.


The Manakete will bring its head back and "gather" the flames in its stomach/mouth (as its charging animation) and then release the projectile as a fireball at a slight downward angle in front of Tiki on the ground, will be at a steeper angle in the air (~40 degrees below horizontal, Think a midair PK Fire from Ness but not as steep, like 2/3-3/4 as steep)


On the ground it will travel about half the distance of Battlefield's base platform before hitting the ground.


On impact with the ground, it will explode, splashing small embers of flame on to the surrounding area, the more it is charged, the larger the explosion and the more embers are splashed out. Will do the same if it hits opponent or something else in the air.


As it charges it will gradually get larger, starting around the size of Arcfire/Mario's fireball (maybe a tiny bit bigger) and at max charge being around the size of Lucario's Aura Sphere when he is at 70% damage.


Will travel a little faster than WFT's soccer ball when uncharged and when fully charged will fly a bit faster than that (at a speed a bit slower than that of a full Charge Shot from Samus).


Colour of flames depends on palette chosen and varies based on which palette is currently the wielded.


Damage (Impact):


Uncharged: 6-7%


Embers: 0


1/4: 9-10%


Embers: 1


Half Charged: 12-13%


Embers: 2


3/4: 14-16%


Embers: 3


Fully Charged: 19-20%


Embers: 5


Ember Damage: 5%, single hit on contact, will be launched in a random direction after the explosion and then will burn on the ground (when landed) for 3-4 seconds


Will be just about the size of Mario's fireballs.


The color of Tiki's Divine Aura/Flames.


Startup: Medium, even at its lowest charge the Manakete swings its head back a little before releasing the fireball (simply does it more as it charges), a startup in between (in terms of speed) Greninja's and Bowser Jr's uncharged N-B projectiles.


End Lag: Medium/Medium-High, vulnerable as the Manakete returns to idle state.


Landing Lag: Animation goes uninterrupted, no landing lag separate from ending lag.


Trajectory: 40-45~ degrees on impact (~35-40 degrees for Embers)


There is no "aerial" stall when she's initiating the move/charging, but as she fires it there will be a little kickback that will stall her descent (since it is being fired at an angle downwards she will recoil in the opposite direction (a little up and in the opposite direction) when the fireball is released. There will also be a little bit of kickback when she releases a fully charged fireball, as with most fully charged projectiles.


Custom Variants:


Custom 1 – Searing Flames:


Instead of becoming a larger fireball with explosive embers as it charges, the Manakete fires a greater number of fireballs, all the same size and traveling at the same speed, but fanning out at different angles.


Size: A bit smaller than Bowser Jr's default Cannonball


Speed: A bit slower than WFT's Soccer Ball


Damage: 6-8%


Trajectory: ~40-45 degrees (all charge levels)


Uncharged:


Number: 1

Angle: 0 degrees (straight ahead)


1/4 Charge:


Number: 2


Angles: 0 degrees (straight ahead), ~20-25 degrees above horizontal


1/2 Charge:


Number: 3


Angles: 0 degrees, ~20-25 degrees above and below horizontal.


3/4 Charge:


Number: 4


Angles: 0 degrees, ~20-25 above and below horizontal, ~35-40 degrees above horizontal


Fully Charged:


Number: 5


Angles: 0 degrees, ~20-25 above and below horizontal, ~35-40 degrees above and below horizontal.


In the air the number of fireballs will follow a similar progression, being 20-25 degrees above/below the central fireball and then 35-40 degrees above/below the central fireball, which is fired at an initial angle of ~35 degrees below the horizontal.


Custom 2 – Flying Flames:


The Fireball travels perfectly horizontally regardless of ground/air release. Has a more "streamlined" shape, i.e. isn't as wide.


Is faster and goes through enemies (doesn't stop when it hits the first one, like Thoron), but does less damage/knockback and is a little smaller.


Charging increases speed/possible distance, at maximum will travel a bit more than the length of FD and travels a bit faster than a fully charged Arrow from Link.


Uncharged:


Damage: 4-5%


Fully Charged: 11-12%


Trajectory: ~35-40 degrees

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[collapse=Down Special: Manakete’s Maw]The Manakete lunges forward and snaps its jaws in in an attempt to grab opponents.


Once grabbed, the Manakete will hold the opponent in its Jaws, Tiki will then have the option of throws in all four directions as well as a pummel.


All throws and pummel are done by the Manakete exclusively.


Pummel: Manakete bites down with its jaws, 2.5%, can be done up to 7 times maximum.


Range is similar to that of Bowser's Side Special, thereby having longer reach than Tiki's normal grab.


For the actual grab animation:

Startup: Low, but can be interrupted by fast attacks (jabs, quick tilts, etc.)


End-Lag: Medium-Low, punishable by faster attacks if missed, a little laggier end to it than the normal grab, to balance the extra reach it has.


Landing Lag: N/A, grab animation will simply finish if started in air and done into ground.


Throw Characteristics:


[collapse=Command F-Throw] Launches opponent forwards from jaws and propels with a follow-up fire blast; hits twice, second hit does fire attribute damage to opponent


Damage:


Throw: 4%


Fireball: 7%


Total: 11%


Fireball cannot be DIed out of, will always connect after throw.


End-Lag: Medium, punishable as Manakete returns to idle.


Trajectory: 45~ degrees above horizontal; If done in mid-air trajectory will be a little lower, ~35 degrees above horizontal


Knockback: Medium-High, kills pretty well if pulled off at ledge (facing blast zone), ~130% kill at edge on midweights.

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[collapse=Command U-Throw]The Manakete swings its head up and releases its Jaws, throwing the opponent into the air above Tiki.


Damage: 8-9%


Trajectory: Vertical.


End-Lag: Medium, moreso meant to just throw the opponent away as opposed to be used for follow-ups


Knockback: Medium, puts on damage and sends opponent away, kills at higher percents (Midweight Opponent: ~170+%) but not particularly "special". Free damage from throws is free damage though.

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[collapse=Command B-Throw]The Manakete swings its head around and releases the opponent behind Tiki.


Damage: 10%


Trajectory: ~50 degrees above horizontal.


End-Lag: Medium, not particularly meant for follow-ups so much as just throwing the opponent away


Knockback: Medium, puts on damage and sends opponent away but not particularly "special". Can kill at edge, ~155%+ for midweights.

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[collapse=Command D-Throw]The Manakete raises its head and then slams/throws the opponent onto the ground, causing them to bounce into the air.


Damage: 7%


Trajectory (After Ground Bounce (which cannot be teched)): Vertical (~70-80 degrees in front of Tiki)


Done in midair/at edge:

Vertical Downwards (Meteor Effect), will throw opponent down into the lower blast zone if offstage. On-stage opponent will bounce off the floor as if they were just hit with a meteor smash.


End-Lag: Very Low/Low:


At low/mid percent can be true comboed into aerials, opponent is bounced out of effective follow-up range at higher percents.


Knockback: Medium-Low, on the ground (the ground bounce) it is the least likely to kill of the command throws, unique in that its vertical downwards trajectory can be used to meteor and KO opponents that are offstage early.

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Custom Variations:

Custom 1 – Savage's Maw:

Grab range is doubled and does 1.5 times as much damage and knockback, but can only use command f-throw

Custom 2 – Maniac's Maw:

Double knockback from throws, but throws do no damage

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[collapse=Up Special: Wondrous Wings]In Human Form Tiki will spread her wings and flap them once to send her gliding through the air, similar in Startup to Pit's Up Special. Relative to Pit's U-B it travels 1/2 as far and has no Hitbox. Travels straight ahead in a direction of the player’s choice, similar to Fox’s Up-B.


In Manakete Form the Startup will be a little longer but the Manakete's wings will set ablaze and Tiki will fly in a twirling "barrel roll" style motion. This will fly her a notable bit further, almost as much as Fox's Up-B. The Manakete will twirl and then grandly spread its wings at the end before Tiki goes into her helpless state, this last hit will knock the opponents away.


Damage:

4 hits


Hits 1-3: 3%, Hit 4: 7% Total: 16%


Startup: Detailed Above


End-Lag: Medium/Medium-High for both, punishable if missed and used on ground, will go into helpless state if used in air.


Landing Lag: Medium/Medium-High for both, punishable if ledge is missed and move lands on stage, Tiki lands and touches her hands to the ground as she stands back up.


Trajectory (Last Hit): 60-70~ degrees above horizontal.


Custom Variants:


Custom 1 – Volatile Wings:


Damage from flaming charge is increased, but has a chance to backfire for self-damage, only travels as far as Human Form


Damage:

4 hits


Hits 1-3: 4-5%; Hit 4: 9%; Total: 22-24%


Same Trajectory/Lag as default, notably more knockback though.


Custom 2: Soaring Wings:


Move has no hitbox but travels further, a bit farther than Pit’s Power of Flight


Same Lag as other two.

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[collapse=Miscellaneous Characteristics]For her Manakete Form, when it reaches its "break" %, the aura around Tiki will fade, some noise (perhaps from her Manakete form) sounds as she returns to Human form. If she is using a move such as her F-Smash that has super armor, and takes enough damage to reach or pass the "break %" then the Manakete form will fade immediately after the move has ended.


When the Manakete Form fades, Tiki will return to Human Form holding it, this broken Dragonstone functions as a throwable projectile, dealing ~13% when thrown with a Smash Input and 8-9% when Z (midair grab) dropped or soft thrown.[/collapse]
 
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