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

D

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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 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

[/collapse]


[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.

[/collapse]


[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.

[/collapse]


[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.

[/collapse]


[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.

[/collapse]

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

[/collapse]


[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.

[/collapse]

[/collapse]


[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]
*Prepares to be crucified by people with greater technical knowledge than me*
 

Lilfut

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If you hold your phone sideways signatures should show.

Also @ Lilfut Lilfut 's post was taken by Wintropy because the op is very big. I am sorry for having to steal your likes ):
you son of a ***** (nah its cool)
 
D

Deleted member

Guest
@ Wintropy Wintropy

I just double checked it and the reference images that I included in the moveset broke in the transition from conversation to public thread, which I think is the case for all images of that nature.

So for those wondering about the broken images:

For Tiki's "summon", recall that it is meant to be a hybrid between the special flag pose and Nah's pose in her official art:

[collapse=Special Flag Pose]
[/collapse]

[collapse=Nah's (<3) Stance in her official art]

[/collapse]

Also you'll notice broken images in the Uair tab.

Those are simply :4yoshi:, :4ness:, and :4lucario:'s faces.

That's all for now thanks.~
 

Wintropy

Peace and love and all that jazzmatazz~! <3
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@ Wintropy Wintropy

I just double checked it and the reference images that I included in the moveset broke in the transition from conversation to public thread, which I think is the case for all images of that nature.

So for those wondering about the broken images:

For Tiki's "summon", recall that it is meant to be a hybrid between the special flag pose and Nah's pose in her official art:

[collapse=Special Flag Pose]
[/collapse]

[collapse=Nah's (<3) Stance in her official art]

[/collapse]

Also you'll notice broken images in the Uair tab.

Those are simply :4yoshi:, :4ness:, and :4lucario:'s faces.

That's all for now thanks.~
Ah, right, right, nice.

Cheers for that, I appreciate it.
 

Syrek

The Freshest Strategist
Joined
Apr 10, 2008
Messages
1,323
I support Tiki for DLC! :D I would absolutely love to see more dragon representation in Smash, especially from the Fire Emblem series. Tiki is very much an integral part of Fire Emblem since she's existed since Marth's time as they were close friends and everything. That and having more female representation in Smash Bros. is ALWAYS a good thing! ;D

Praise Naga! <3
 

The_Cardinal

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Not to mention she would be reunited with her dear Mar-Mar.
 

RobinOnDrugs

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Me and @ The_Cardinal The_Cardinal are really twins. Nah, I kid.

Also, after reading the new moveset, I would like to support this character!
 

The_Cardinal

We have become a spectacle to the world.
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Me and @ The_Cardinal The_Cardinal are really twins. Nah, I kid.

Also, after reading the new moveset, I would like to support this character!
I actually started mind-gaming myself for a bit. "Wait, did I really say that?" lol. Anyways, I for one, welcome our manakete overlord.
 

Wintropy

Peace and love and all that jazzmatazz~! <3
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Since Fire Emblem 14 has been announced and all, and it seems that it's set in a totally new world from Awakening, chances are that we'll be getting some new characters. While I'm not expecting Tiki in particular to appear in a central role (since she's particular to the Akaneia / Ylisse series), I think it'd be cool to see her as a bonus character or in a DLC role.

Tiki Einherjar, anybody? Nah Einherjar, too?
 

warriorman222

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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 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

[/collapse]


[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.

[/collapse]


[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.

[/collapse]


[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.

[/collapse]


[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.

[/collapse]

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

[/collapse]


[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.

[/collapse]

[/collapse]


[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]
I love the concept of the moveset, but some things:
1. I think the whole moveset is weak in terms of power and dmg output, and doesn't make up for it, even in manakete form. Faster characters of this cast have much stronger and faster attacks. Maybe she is a hybrid between speed and range(The last one is impossible to calculate)? In this game, where even the unviables like Wii Fat and Mii Swordsman would be high tier in Brawl, the character should be really good, as one bad thing can ruin them (customless Mii Brawler: a worse Ike recovery makes him suck).
2. If you're gonna do taunts, one must put her to sleep. Another must turn his into a dragon or grow her wings to do something.
3. Maniac's Maw: It should do 1% then immediately heal them(or not). Don't wanna risk 0-damage glitches when someone has a dmg multiplier, right? The damage could glitch and go up/down, rolling over like the 136 year ban glitch.
 

Wintropy

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I love the concept of the moveset, but some things:
1. I think the whole moveset is weak in terms of power and dmg output, and doesn't make up for it, even in manakete form. Faster characters of this cast have much stronger and faster attacks. Maybe she is a hybrid between speed and range(The last one is impossible to calculate)? In this game, where even the unviables like Wii Fat and Mii Swordsman would be high tier in Brawl, the character should be really good, as one bad thing can ruin them (customless Mii Brawler: a worse Ike recovery makes him suck).
2. If you're gonna do taunts, one must put her to sleep. Another must turn his into a dragon or grow her wings to do something.
3. Maniac's Maw: It should do 1% then immediately heal them(or not). Don't wanna risk 0-damage glitches when someone has a dmg multiplier, right? The damage could glitch and go up/down, rolling over like the 136 year ban glitch.
Thanks for the feedback! Bear in mind that this was all processed over several days of discussion and edited when I was due to go to bed, so there are more than likely some kinks that need to be ironed out.

@The Soulless One is the technical maestro here, I'm just the aesthetics patron. You'd need to talk to him if you want a better concept of the damage percentages and tier placement. :3
 
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I love the concept of the moveset, but some things:
1. I think the whole moveset is weak in terms of power and dmg output, and doesn't make up for it, even in manakete form. Faster characters of this cast have much stronger and faster attacks. Maybe she is a hybrid between speed and range(The last one is impossible to calculate)? In this game, where even the unviables like Wii Fat and Mii Swordsman would be high tier in Brawl, the character should be really good, as one bad thing can ruin them (customless Mii Brawler: a worse Ike recovery makes him suck).
2. If you're gonna do taunts, one must put her to sleep. Another must turn his into a dragon or grow her wings to do something.
3. Maniac's Maw: It should do 1% then immediately heal them(or not). Don't wanna risk 0-damage glitches when someone has a dmg multiplier, right? The damage could glitch and go up/down, rolling over like the 136 year ban glitch.
Noted.

It was kinda hard for me in deciding the percentages because I wasn't exactly sure, all characteristics considered, that if I were to push the percentages higher if the damage output then would render her a bit too strong, I leaned a little low for that reason.

But I understand where you're coming from thanks for the feedback.~

Do you have any percentage ideas?
 

warriorman222

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Noted.

It was kinda hard for me in deciding the percentages because I wasn't exactly sure, all characteristics considered, that if I were to push the percentages higher if the damage output then would render her a bit too strong, I leaned a little low for that reason.

But I understand where you're coming from thanks for the feedback.~

Do you have any percentage ideas?
... They need to make spoilers more apparent. WHERE ARE THEY!?!?!?

Tiki seems almost like a management character, so I understand why you were careful. Although a character harder to use or requiring circumstances to be used properly (Olimar, ICies) desrve to be a little better. Not broken/nearing broken like every other management character in the series bar Smash 4 Olimar, who was only bottom becuase AI sheninigans. This mindset of mine is probably why I would suck at balance. Don't listen to that. How the f*** do you spoiler, the following is bigger than Bagan's Giant Mega Ridley.

First of all, I should say I like the imaginativity of the moves, especially the specials. Next, feel free to take all the below with a grain of salt considering I'd probably be the worst balancer on the planet. Third, if her moves posess a lot of range, the % doesn't need much tweaking, especially considering she seems dependent on the Manakete for killing. fourth, the % isn't so bad as is what makes up for them, which is undetermined but yeah...

This isn't %, but one cool thing would be Tiki having multiple air jumps and good airspeed along with floatiness. She has wings, so it could work. Her recovery move also goes meh distance, so yeah. With the Manakete,considering how easy it is to summon, it should go about 3/4 Fox's Up-B, to compensate for many jumps.

One idea of mine is to make her a character dependent on Manakete in between Rosa and ICies. Like the former, the it's replacable, but takes longer. Like the Latter, her moveset is seriously nerfed without it. Unlike both, however, the effect of Manakete being there should raise her stats, like in the games. Say Tiki is normally a little Robin's weight. Makes sense, she being jsut above the middle right? With the Manakete, she should be at least Yoshi weight. The enemy should work to take out Manakete, like ICies and unlike Rosa, but get a large but reasonable benefit, something no other management character has(Olimar instantly deploys k then, ICies is permanent wtf and Rosa's is way too long for something OHKOed, and too short for something with Smash Ball HP-1%... MAKE UP YER MIND COMMUNITY). Therefore I approve of the 65%. Manakete should not flinch from attacks but rather take a large amount of hitstun, so you need to find openings and wear it down. it should have more trouble attacking under assault, either a higher hitstun multiplier or something. The cooldown should be visible to everyone, and be long but not permanent.

These examples exactly aren't needed, just some random stuff slapped together within minutes and made to look like it makes sense to combine, but they're examples. What I mean is for Tiki to be quite bad but not useless without Manakete unlike Rosa who without Luma would be High/Mid, keeping a weaker but full moveset, not to the extent of ICies because being unable to recover is stupid. She should also be really good with manakete on her side without reliance on further gimmicks, unlike Olimar who was only good because Pikmin spam, and limiting him to 1 Pikmin would nearly ruin him.

Other alternative is to make Manakete easier to use, lose, recover and deploy, but make it a different moveset. That would require an entire overhaul of writing, so less recommended. She should be a fast heavyweight regardless. We don't have that yet, just like we don't have a powerful lightweight. Manakete would change her from a faster attacking heavyweight to your you-know-what heavy, but not change her actual stats (She would run, jump, take hits and fall the same). She also shouldn't be as hard to use as the above.

Feel free to take this with a grain of salt, again, I'm the least qualified person to balance, thinking Villager's Nair and Fair should have omniscient priority(Term made up by me, guess what it means) to solidify his role as a gimper

Also, I've never played FE outside of Awakening, but I liked Tiki for unknown reasons. Just a question: If she's a dragon, then why does she have pointed ears as a "human"? If this explained anywhere in the series(Fe has lots of easter eggs conversations just to waste time)? Although I wouldn't want this to change, it makes her look "better" to me, and is a reason on why I like her so much.

tl;dr I think: She could be floaty with multiple jumps because wings, and a dragon would probably know how to fall slower and move faster aerially. She could either be reliant on a very persistent Manakete that collapses under pressure, or the Manakete changes her moveset but not upgrades it. Take with a grian of salt if you wish. Also are her pointed ears explained? I LOVE them.
 
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Wintropy

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Also, I've never played FE outside of Awakening, but I liked Tiki for unknown reasons. Just a question: If she's a dragon, then why does she have pointed ears as a "human"? If this explained anywhere in the series(Fe has lots of easter eggs conversations just to waste time)? Although I wouldn't want this to change, it makes her look "better" to me, and is a reason on why I like her so much.

tl;dr She should be floaty with multiple jumps because wings, and a dragon would probably know how to fall slower and move faster aerially. She could either be reliant on a very persistent Manakete that collapses under pressure, or the Manakete changes her moveset but not upgrades it. Take with a grian of salt if you wish. Also are her pointed ears explained? I LOVE them.
It's a Manakete thing. Manaketes have pointed ears as standard, kind of like how Taguel have floppy bunny ears.

They're not human, that should be stressed. They can and do live for thousands of years and are honestly more dragon than human; Tiki, in particular, is the daughter of Naga, the Divine Dragon, so she's got a pretty impressive life expectancy.
 

warriorman222

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It's a Manakete thing. Manaketes have pointed ears as standard, kind of like how Taguel have floppy bunny ears.

They're not human, that should be stressed. They can and do live for thousands of years and are honestly more dragon than human; Tiki, in particular, is the daughter of Naga, the Divine Dragon, so she's got a pretty impressive life expectancy.
Hmm. Ok, thanks!
 

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Your ideas for Tiki are pretty interesting. I would love to see a Tiki dlc character. I have my doubts that Sakurai would make many dlc characters other than mewtwo but I support it nonetheless.
 

Oracle_Summon

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Add me to the support list if you have not already (or I asked) Wintropy. Though one question, when you say "Transforms" do you mean Tiki's body transforming when she uses certain attacks?
 

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Add me to the support list if you have not already (or I asked) Wintropy. Though one question, when you say "Transforms" do you mean Tiki's body transforming when she uses certain attacks?
The idea is that Tiki summons her Manakete Form as a separate entity. There's no transformations involved. That was just a few stray ideas I tossed out onto the OP for the sake of clarification. In the final moveset, all of her moves are either performed with her hands and feet in Human Form, and with the power of her teeth, claws, wings and talons in Manakete Form.
 

Oracle_Summon

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The idea is that Tiki summons her Manakete Form as a separate entity. There's no transformations involved. That was just a few stray ideas I tossed out onto the OP for the sake of clarification. In the final moveset, all of her moves are either performed with her hands and feet in Human Form, and with the power of her teeth, claws, wings and talons in Manakete Form.
That sounds more appealing.
 

Troykv

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Am I post here before? Anyway, I LOVE the idea the have a not-swordman fighter from Fire Emblem in Smash
 

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Oh hey thanks for bumping this~

Been meaning to get back to doing stuff here, eheheh~
 

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Tiki is definitely my #2 most wanted.
High praise indeed coming from the Pig Mask General himself!

I must admit, I'm surprised at Tiki's popularity. She'll never be of the same hallowed heights as K. Rool or Isaac, but it's heartwarming to know that she's got a dedicated fanbase all the same.
 

Troykv

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High praise indeed coming from the Pig Mask General himself!

I must admit, I'm surprised at Tiki's popularity. She'll never be of the same hallowed heights as K. Rool or Isaac, but it's heartwarming to know that she's got a dedicated fanbase all the same.
Tiki is after Anna (and with Marth) the character's with more appearances in the series (5 of 13 games... Even if we discount remakes she still appears more than all the other characters.). But Anna is only a cameo charater, and Tiki has actually relevance in the games.
 
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Wintropy

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I support Tiki and Anna equally.

By Naga's breath, I would play the hell out of both of those wonderful ladies~
 

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Posting (with mod's permission) to update the thread:

In a Nintendo Direct on 1 / 4 / 2015, Satoru Iwata announced that the Smash Bros Fighter Ballot has been opened to the public! This will allow fans to vote for the character they would most like to see as a playable fighter in Smash, and represents a great opportunity for fans to let their voices be heard by Sakurai himself!

Now I think we all know that Tiki is a very obscure character as far as Nintendo heroes go, and the chances of her being added as a playable character as DLC are pretty slim. That said, the poll states that information gathered will be used to determine what characters people would like to see for this game and for future entries in Smash - so even if it doesn't materialise right away, getting the word out there may still help Tiki's chances in a future Smash game, or may even inspire future appearances from her in Fire Emblem!

As far as we know right now, you can only vote for one character per person. It's not quite clear how this will be moderated, so if you want to vote for submit multiple votes on multiple devices, please do so. Be sure to use different personal details if you do so! As well as that, rather than consistently spamming votes for one character (in this case, Tiki), spread 'em all out and vote for different characters. Remember to vote for your favourite character and don't feel pressured to vote for anybody else if you don't feel comfortable with it - but if you have another device and want to send in a vote on behalf of Tiki, then please do! Your support means a lot!

Let our voices be heard, Acolytes of Naga! The Divine Dragon lives!
 

Rakath

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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.​
 

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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.​
Nice moveset! Want it to be added to the OP? :3
 

Rakath

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By all means, it isn't a move for move set cause I was running late for class so I could do better when I'm a bit less drowning in stuff.
 
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