darth meanie
Smash Journeyman
- Joined
- Jun 6, 2008
- Messages
- 452
Happy Halloween Everyone :D
“Boring, boring! Humans are so boring! Kill yourselves! Kill yourselves!”
Of the 27 Dead Apostle Ancestors, the 13th is the most mysterious. Unlike the other vampires, the TATARI does not have a real body, and does not even truly exist. He is instead a mere phenomenon of the world, a concept fueled by rumors and nightmares, and thus can no more be killed than you can kill thought or language. His power is fueled by his reality marble, the Night of Wallachia, which transforms fears and nightmares into reality, summoning him into the world to suck it dry. It looks upon the entire world as if it were merely a stage, and sees everything as if it were merely a play. He takes his current name, Wallachia, from the first time he was ever summoned, a province of Romania where the people feared that their lord was a vampire. Their fears came true, and he sucked the entire region dry under the guise of Dracula.
However, under the Crimson Moon, he is forced to revert into his original form, the vampire Zepia Eltnam Oberon. An insane vampire who cries more blood than he drinks, his thirst is never ending, and his ability to manipulate nightmares and shadows remains alongside the superhuman abilities of a vampire. In addition, his cape acts as an incredibly sharp blade which he can manipulate into various shapes.
He also has the biggest smile. See?
“KI KI KI KI KIKIKIKIKIKIKIKI!”
Range: 8
Power: 8
Size: 8
Fall Speed: 7
Air Speed: 7
Jumps: 5
Attack Speed: 4
Weight: 3
Move Speed: 2
Wallachia plays defensively on the ground, but has a very dangerous approach while in the air. While he's not too terribly fast, his attacks have good range, strength, and priority, making it very difficult to overpower him in combat as well.
Down Special – Night of Wallachia
Spinning in the air, Wallachia wraps his cape around his body, transforming into a dark sphere floating in the sky. While in this state he has complete invulnerability to all attacks, but cannot move or attack either. He is essentially removed from the game to serve as a spectator, hovering above the stage.
"The curtain is raised,"
For upon entering into this state, Wallachia releases his curse, generating an enemy out of his opponent's own fears and nightmares; a dark version of themselves. This dark clone plays exactly like the character does, with the exact same stats, speed, and moves, and even keeps Wallachia’s damage percentages. This is why he is also called TATARI, or ‘curse’, because he becomes the very fear that people have in the area he is in. The nightmare copy isn’t perfect though; Wallachia has triple the trip rate and is doubly affected by move decay. He also suffers from stamina similar to the Pokemon trainer, where after about a minute (less for each smash or special used) all of his moves will be fully exhausted and he’ll move at half speed.
In order to exit this state, you must jump into the sphere in which Wallachia has hidden himself in. Doing so, or being KO’d, will cause the sphere to disappear and Wallachia to return (at the cost of a stock if he was KO’d though). Wallachia can only do this once per stock, and is in freefall when he exits this state.
So what is the advantage of using this to you? Well, besides being able to utilize what the other player’s character might be able to do more effectively, every move that Wallachia performs in this state is kept to be used for later. How? Read on.
Neutral Special – Etherlite
Zepia flicks his hand forward, cracking a thin, almost invisible whip out of his fingertips. This is Etherlite, a tool used by the Eltnam family of alchemists to read and control minds and collect information. The whip has a range of about a battlefield platform, and deals no damage, but instead grabs foes that are hit by it, leaving them stunned.
Wallachia can then press A to pull the opponent into his grab, or press B to yank the Etherlite out, taking control of the foe himself. The opponent still can button mash out like a normal grab, but until they escape, he is free to control them, forcing them to run away or even suicide offstage.
But wait, there's more! If you hold out the button, shadows will fly out of the end, allowing Wallachia to summon a nightmare to attack for him for a short period. Pressed normally, a simple shadow will fly forward, dealing 3% damage and mild hitstun, a fairly weak projectile attack.
Wallachia can summon the foe’s own nightmare form to fight though as well! Press an input for an attack that Wallachia landed while in his Night of Wallachia state during the start-up period, and the opponent’s own nightmare will jump out and rush down the foe to perform the exact same attack. You can even string multiple attacks in a row into a single nightmare, but beware that this increases the lag before the attack is released, so you can be hit out of it before the nightmare is sent out. Hit the foe with their own smash, and follow up so they can’t escape their attack.
The nightmare is nigh indestructible. The only way to kill it is to hit it with the exact same attack it’s using, in which case the real one will cancel out TATARI’s fake.
Side Special – Cutting Wheel
Diving forward, Wallachia flips into a quick forward roll, his entire body shifting into a wheel rolling along the ground or through the air. He charges through very quickly, and can still use his jumps, but can't turn around. His cape forms a disjointed hitbox, making him very difficult to hit in this form, similar to Meta Knight's Mach Tornado.
If he strikes someone while slicing across the stage, he deals 12% damage and fairly strong knockback that won't KO until high percentages. Hitting someone or releasing the button causes him to exit the roll, taking just a few frames.
Needless to say, this is an excellent approaching option on the ground or in the air, but does have its weaknesses. When used in the air, Wallachia is left in his helpless state at the end of the attack, because it counts as a recovery move, but when used on the ground, the attack loses its transcendent hitbox.
Up Special – Vanishing Cloak
Zepia flourishes his cape, and spins in place once, his cape whirling around him, completely enveloping him. He then disappears in a puff of black smoke, only for him to open his cloak a short distance away in whatever direction the control stick is pointed. Opponents who are caught in the smoke take 5% damage and mild hitstun, while foes that Wallachia hits in front of him with his cloak are teleported with him and knocked away with knockback that kills at around 120%. Wallachia is left helpless at the end of this attack unless he manages to hit someone with it, or if he lands on the ground, in which case it auto-cancels, letting him freely switch into his melee moves.
Wallachia slashes out with his nails, but it is not the nails that he seeks to strike the foe with. Dark shadows are summoned into existence as he slices, and they stretch forth with a great deal more range than his claws do, leaving large claw marks in the air in front of him. These shadows are the materialization of all the virtual information of fear and rumors that he has collected, given shape.
His jab is a two-hit combo. First he rakes his claws down, four lines of shadow downwards that deals 8% damage, then he slashes upwards for another 8% damage with surprisingly good knockback for a jab, killing around 140%. The move is slightly slow, but has range and priority such that it is very difficult to punish. Useful as a quick poke or a powerful two-hit combo.
Forward Tilt – Slicing Cape
Wallachia spins in place, his cape billowing out as it swipes around him like a silken knife. The attack hits with long range in front and behind him, striking in front of him first, then behind, then in front of him again, dealing 11% damage for each slice. However, the attack also has a long duration, making it vulnerable if the opponent jumps from it.
Up Tilt – Cape Flourish
Wallachia throws his cape forward like a dramatic opera villain, blowing it upwards in front of him. Opponents caught by his cape are thrown upwards into the air by a grab hitbox that outprioritizes any enemy attack. After the opponent reaches the apex of the jump, they automatically fastfall downwards. This attack does only 8% damage, and is slightly slow, but is good for mixing up opponents and killing momentum.
Down Tilt – Cape Guard
Wallachia crouches down, and his cape flies over his head of its own volition and stabs the area directly in front of him. This deals 7% damage, but just pokes foes. It’s not particularly fast, but the cape hits around his entire body, making it fairly safe to use.
Dash Attack – Malice
Zepia rushes straight ahead and holds both of his claws back, then does a double slash in front of him with shadow boosted nails, dealing 16% damage. While this attack is very powerful, and can kill at relatively low percentages, Wallachia’s slow dash speed and lag on this attack makes it a risky move to use, and will generally be better off with a safer attack.
Forward Smash – Shroud of Slaughter
Stretching a hand forward, the TATARI's cape leaps forward with a mind of its own, sweeping in a wicked upward slash, skewering any opponent in its path. There are two hitboxes attached to this move. If a foe is glanced by it or hit by the edge of the cape, they take 13-18% damage and are knocked back a ways.
If Wallachia strikes them with the tip of the cape, he pierces through and impales the foe on the cape, dealing 22-28% damage. Wallachia laughs as the opponent hangs helplessly, then slams the foe into the ground, leaving them sprawled on their back. Like most forward smashes, you can control the angle of this attack and manipulate it to strike from different angles. It can serve as good anti-air or as a powerful disincentive for foes to approach.
Up Smash – Hurricane of Darkness
Wallachia throws his hand up and shadows dance along the ground, spinning into a twister of pure darkness. The swirling nightmare is generated about a battlefield platform in front of him, and stretches about as far across as Meta Knight's Mach Tornado, but is about twice the height of Ganondorf. It travels forward at about the speed of Jigglypuff’s run, and lasts for about two seconds.
Opponents caught in this maelstrom are thrown back and forth inside before being tossed upwards for very high knockback, perfect for killing or for pursuing with anti-air. Enemies take 13-39% damage, exactly how much depending on charge, DI, and how close to the bottom of the twister they were in when they were first hit. Enemies caught at the top can DI out quickly for almost no damage, while enemies at the bottom get sucked in for every hit, making it best as a launching move rather than an anti-air attack.
Down Smash – Mr. Twister
Wallachia starts to spin in place, and his cape flows around him as shadows swirl around him, similar to his jab. These shadows cut any foes who touch them, dealing 17-29% damage and pretty good knockback, with a long duration similar to Pikachu’s Down Smash. It’s essentially a smaller version of his Up Smash, but a far more defensive one, and has better horizontal knockback potential. Zepia throws his head back and laughs at the end of the attack.
Neutral Aerial – Spinning! Spinning! Spinning!
“Kutto, Kutto, Kutto! Kutto! KuttoKuttoKuttoKUTTOKUTTOKUTTOKUTTO!KUTTO!KUTTO!KUTTO!!!”
Wallachia’s appearance becomes hazy as he spins in place once, saying “Cut!”. His body appears like a red and black disk, and deals 1% damage and light knockback, with a fair bit of ending lag. If you tap the button again though, Wallachia will spin slightly faster, saying “Cut!” more excitedly, dealing 1% on contact again. Rapidly tap the button, and he will continually scream “Kutto!” while swirling like a disc through the air. As you build up speed, you also gain the ability to use directional influence to move Zepia through the air as he spins, eventually zooming across the sky as he hits again and again.
You can only keep up this assault for about two seconds, at which points he drops out of the air, helpless. Landing on the ground in the middle of this move also punishes him with massive ending lag. This is a fantastic pursuit option in the air though, and can rack up damage or get you closer. Beware getting too much momentum though, as it’s not unheard of for a player to miss, fly off the edge of the stage, and suicide by accident, or ram into the stage and leave themselves open for punishment. Used correctly though, this is essentially a more mobile Mach Tornado without the ability to trap foes. The value of that should be obvious.
Forward Aerial – Cape Point
How many names can you come up with for hitting someone with your cape anyways?
Wallachia motions forward with his hand, and his cape springs to life, forming a blade in front of him pointing in a slightly downwards angle. This attack has a long duration and deals 12% with good range, making it his go to attack at mid-range in the air. It is one of his slowest aerials though, and has punishable end lag. It can also be very dangerous out of a shorthop though, as it auto-cancels if Zepia lands during it.
Back Aerial – Dramatic Cape
Raising his hands, Wallachia’s cape blows backwards as if a strong, dramatic wind is flowing past him. Besides looking good, this attack dealing 9% damage and has a push effect on enemies even if it misses, making it a good option for gimping as well if the time is right for it. It has minimal end lag too. The awkward hitbox makes it hard to actually hit with unless the foe is basically on top of him though.
Up Aerial – Shadow Spiral
Zepia raises his claws to the air, and shadows dance around. After a moment, he spins in place, a small tornado of shadow surrounding him, a cone with the tip at the end of his nails. Contact deals multiple hits of 4% damage and knocks the foe upwards to the tip, where they are spiked up for high knockback, KOing at 130% from a shorthop, lower at greater heights. Average end lag, and it auto-cancels, like several of his other attacks.
Down Aerial – Claw Savage
Wallachia flips upside down, laughing to himself as he rapidly strikes below him with his claws. Each hit does 5% damage and knocks him upwards slightly if it hits, dealing up to 15% damage. Unfortunately, it only really works if Wallachia is right on top of a foe, but it can rack up damage pretty effectively if it does. Ending lag is significant, as Wallachia rights himself in midair.
“I invite you to my feast of blood.”
Grab – Enter the Nightmare
Wallchia leans backwards, then suddenly reaches forward, claws extended, for a slightly slow but very long ranged grab. If he does grab someone, he pulls them in, chuckling to himself lightly. For his pummel, Wallachia bites into the foe’s neck, drinking their blood and dealing 5% damage a second. This blood doesn’t heal TATARI though, as he cries out all the blood he ends up drinking, which splashes on the ground. Ah well though, at least he enjoys it.
Back Throw – Etherlite Bondage
Zepia pulls out some Etherlite, last seen in his Neutral Special. This time though, he tosses it around his foe, chaining them to him, and slams them into the ground for 7% damage. The foe is now chained to Wallachia for the length of his grab, and Wallachia is free to wreck havoc on them with his moves until the foe escapes. The opponent can still fight back, but moves like Wallachia’s Neutral Aerial, Down Tilt, etc. can all wrack against the foe easily, especially when combined with moves stolen from the enemy himself.
Forward Throw – Look Into My Mystic Eyes
Wallachia smiles as he nears his face to his opponents, who stares into his… well, they’re more like bloody sockets than eyes, but the ability common to all vampires still exists, albeit weakened. With his Mystic Eyes of Enchantment, Wallachia makes it twice as hard for the foe to escape his next grab, allowing him to abuse his Neutral Special, Pummel, or Back Throw even more… Best of all, even though it does no damage, it counts as a grab release, meaning it usually can combo into his Up Tilt too.
Down Throw – Stop Moving!
Wallachia knocks the foe down, and starts to beat on him, cackling as he rips the opponent into a bloody mess as they lie defeated. This throw deals a massive 17% damage, but Wallachia laughs at the end of the attack, actually making him the punishable one at the end as the opponent lies prone and half-ripped to shreds.
Up Throw – Whirlwind of Nightmares
Wallachia spins around with his cloak, and raises his hands, causing shadows to dance into another tornado of darkness, trapping the foe in for multiple hits adding up to 12% before shooting them up into the air where Zepia can approach. A good set up move, and easily his best one without something else to consider.
“Time for the Curtain Call.”
Wallachia raises his hand dramatically, laughing to reveal his final act, Night on the Blood Lier. A huge storm of darkness is generated, swirling around the stage and knocking all the foes into the air. But that’s not enough for the TATARI though. In fact, he’s brought some of his favorite nightmares to join the show! How bad could it be?
For the uninitiated in Tsukihime, from left to right that’s Arcueid, an insane True Ancestor, Akhia Vermillion, a demon-human hybrid, and Nero Chaos, a vampire who eats people whole and incorporates them into his body. You’re screwed.
All three proceed to rush down the enemy while they’re tossed about in the winds of the shadow hurricane; Arcueid throwing rings of blood that deal 15% damage and home in on foes, Nero Chaos slamming the foe with a giant claw, and Akhia blasting the enemy with fire. All in all it’s basically a difficult dodge-fest until it ends or you manage to escape by DIing above.
Of course if you do manage to escape, Wallachia swoops in from above and slashes the foe away, dealing another 35% damage and KOing them. Nobody escapes the curtain call.
“Where’s the FUN?”
Wallachia is a pretty interesting character to play as. When playing as him, his primary objective is really just to toy with his foes; he sends them up into the air where he can dominate them with his aerials and specials, pushes them around with his Neutral Special and Up Special, and yanks them towards him with his grab, only to force them to suicide KO or pull them around like an abused puppy on a leash. And of course, to toy with the foe’s mind above all, send their very own attacks at them by creating a nightmare of their very own, completely with their own dark persona.
Night of Wallachia is usually how you’re going to want to start the game off, unless the character in question has some massive benefit to playing at higher damage percentages, like Lucario. Either way, you’ll want to try to hit the foe with their own best moves, even their KO moves early on, as it’s those attacks that you’ll want to be using later by producing them from shadows. Attacks that are hard to hit are arguably more useful in Wallachia’s hands, as he can try to force the foe into their own attack, but as Wallachia must land an attack on the foe in order to use it himself, you’ll have to take what you get.
Once you’ve decided you’ve had enough of the opponent’s form, probably around the time when you’re getting close to exhausting, return to your true form and let the real games begin.
You’ll want to keep the foe away in order to set up strings of attacks with Etherlite. Create a trap by sending an Up Smash the opponent’s way, trapping them in an Up Throw, blowing them away with your back air, or any other high knockback attack, and then teleport or wheel away to set up a string of attacks for your nightmare clone to peform. Approaching together, you have twice the chance of landing those attacks and devastating the opponent with vicious, fluid combos.
But that’s not the only way, and even with that method, it’s hard for Wallachia to get the space and time he wants. Plus, if the foe is smart, they can cancel out any string of attacks with a single, well-timed move. If you want to be truly effectively, you’ll want to be even trickier. Send out two clones, send out a quick, strong attack and teleport to the other side to force the foe into it with your Down Smash, Down Tilt, or Jab. Feint an attack, and hit them when they try to avoid it with another move. Use your Back Throw to trap the foe between two characters beating them down, or control your enemy with Etherlite and force them into their own charged up smash. The possibilities are endless with a few good attacks copied from a foe and thinking on your feet.
“Ad-libbing is far more enjoyable, in both drama… and slaughter ,”
Even without support from nightmare shadows, Wallachia is powerful enough to stand on his own with his strong smashes, control of foes, and brilliant ability to control the air. With his Neutral Air and Forward Air alone he can peg at foes from the skies, or launch foes with one of his numerous attacks to combo into his Up Air for a kill. Wallachia can approach aggressively with a multitude of options, but he can easily shift into being defensive with a number of attacks with long, extended hitboxes. Control the flow of the match, and peg away at the foe.
When it comes to getting the kill, there are a number of ways to go for it. If you focus on air juggling, your Up Air will probably be your killing move of choice, although Up Smash may come as a close second. The Forward Air can easily knock foes into pits, and his Forward Smash and jab can be deadly too. For the more sadistic users, Etherlite after a boost from Mystic Eyes can force enemies to run helplessly off the stage to their deaths. Of course, to get really dangerous, you can use your foe’s own KO moves against them. Knock them into their own best attack, send shadows after them to knock them away. You can even use Etherlite to force someone to walk right into their own best attack, for the ultimate in dramatic irony.
The game is your stage, and the match your debut. Bring your actors and actresses into the limelight, and, with the final curtain call, bring the end to a beautiful tragedy.
TATARI
“Boring, boring! Humans are so boring! Kill yourselves! Kill yourselves!”
Of the 27 Dead Apostle Ancestors, the 13th is the most mysterious. Unlike the other vampires, the TATARI does not have a real body, and does not even truly exist. He is instead a mere phenomenon of the world, a concept fueled by rumors and nightmares, and thus can no more be killed than you can kill thought or language. His power is fueled by his reality marble, the Night of Wallachia, which transforms fears and nightmares into reality, summoning him into the world to suck it dry. It looks upon the entire world as if it were merely a stage, and sees everything as if it were merely a play. He takes his current name, Wallachia, from the first time he was ever summoned, a province of Romania where the people feared that their lord was a vampire. Their fears came true, and he sucked the entire region dry under the guise of Dracula.
However, under the Crimson Moon, he is forced to revert into his original form, the vampire Zepia Eltnam Oberon. An insane vampire who cries more blood than he drinks, his thirst is never ending, and his ability to manipulate nightmares and shadows remains alongside the superhuman abilities of a vampire. In addition, his cape acts as an incredibly sharp blade which he can manipulate into various shapes.
He also has the biggest smile. See?
“KI KI KI KI KIKIKIKIKIKIKIKI!”
Stats -
Traction: 10
Range: 8
Power: 8
Size: 8
Fall Speed: 7
Air Speed: 7
Jumps: 5
Attack Speed: 4
Weight: 3
Move Speed: 2
Wallachia plays defensively on the ground, but has a very dangerous approach while in the air. While he's not too terribly fast, his attacks have good range, strength, and priority, making it very difficult to overpower him in combat as well.
Specials -
Down Special – Night of Wallachia
Spinning in the air, Wallachia wraps his cape around his body, transforming into a dark sphere floating in the sky. While in this state he has complete invulnerability to all attacks, but cannot move or attack either. He is essentially removed from the game to serve as a spectator, hovering above the stage.
"The curtain is raised,"
For upon entering into this state, Wallachia releases his curse, generating an enemy out of his opponent's own fears and nightmares; a dark version of themselves. This dark clone plays exactly like the character does, with the exact same stats, speed, and moves, and even keeps Wallachia’s damage percentages. This is why he is also called TATARI, or ‘curse’, because he becomes the very fear that people have in the area he is in. The nightmare copy isn’t perfect though; Wallachia has triple the trip rate and is doubly affected by move decay. He also suffers from stamina similar to the Pokemon trainer, where after about a minute (less for each smash or special used) all of his moves will be fully exhausted and he’ll move at half speed.
In order to exit this state, you must jump into the sphere in which Wallachia has hidden himself in. Doing so, or being KO’d, will cause the sphere to disappear and Wallachia to return (at the cost of a stock if he was KO’d though). Wallachia can only do this once per stock, and is in freefall when he exits this state.
So what is the advantage of using this to you? Well, besides being able to utilize what the other player’s character might be able to do more effectively, every move that Wallachia performs in this state is kept to be used for later. How? Read on.
Neutral Special – Etherlite
Zepia flicks his hand forward, cracking a thin, almost invisible whip out of his fingertips. This is Etherlite, a tool used by the Eltnam family of alchemists to read and control minds and collect information. The whip has a range of about a battlefield platform, and deals no damage, but instead grabs foes that are hit by it, leaving them stunned.
Wallachia can then press A to pull the opponent into his grab, or press B to yank the Etherlite out, taking control of the foe himself. The opponent still can button mash out like a normal grab, but until they escape, he is free to control them, forcing them to run away or even suicide offstage.
But wait, there's more! If you hold out the button, shadows will fly out of the end, allowing Wallachia to summon a nightmare to attack for him for a short period. Pressed normally, a simple shadow will fly forward, dealing 3% damage and mild hitstun, a fairly weak projectile attack.
Wallachia can summon the foe’s own nightmare form to fight though as well! Press an input for an attack that Wallachia landed while in his Night of Wallachia state during the start-up period, and the opponent’s own nightmare will jump out and rush down the foe to perform the exact same attack. You can even string multiple attacks in a row into a single nightmare, but beware that this increases the lag before the attack is released, so you can be hit out of it before the nightmare is sent out. Hit the foe with their own smash, and follow up so they can’t escape their attack.
The nightmare is nigh indestructible. The only way to kill it is to hit it with the exact same attack it’s using, in which case the real one will cancel out TATARI’s fake.
Side Special – Cutting Wheel
"Reverse the birth, reverse death, reverse the world, and spin spin spinspinspinSPIN!!!"
Diving forward, Wallachia flips into a quick forward roll, his entire body shifting into a wheel rolling along the ground or through the air. He charges through very quickly, and can still use his jumps, but can't turn around. His cape forms a disjointed hitbox, making him very difficult to hit in this form, similar to Meta Knight's Mach Tornado.
If he strikes someone while slicing across the stage, he deals 12% damage and fairly strong knockback that won't KO until high percentages. Hitting someone or releasing the button causes him to exit the roll, taking just a few frames.
Needless to say, this is an excellent approaching option on the ground or in the air, but does have its weaknesses. When used in the air, Wallachia is left in his helpless state at the end of the attack, because it counts as a recovery move, but when used on the ground, the attack loses its transcendent hitbox.
Up Special – Vanishing Cloak
Zepia flourishes his cape, and spins in place once, his cape whirling around him, completely enveloping him. He then disappears in a puff of black smoke, only for him to open his cloak a short distance away in whatever direction the control stick is pointed. Opponents who are caught in the smoke take 5% damage and mild hitstun, while foes that Wallachia hits in front of him with his cloak are teleported with him and knocked away with knockback that kills at around 120%. Wallachia is left helpless at the end of this attack unless he manages to hit someone with it, or if he lands on the ground, in which case it auto-cancels, letting him freely switch into his melee moves.
Standards -
Jab – Bad News
Wallachia slashes out with his nails, but it is not the nails that he seeks to strike the foe with. Dark shadows are summoned into existence as he slices, and they stretch forth with a great deal more range than his claws do, leaving large claw marks in the air in front of him. These shadows are the materialization of all the virtual information of fear and rumors that he has collected, given shape.
His jab is a two-hit combo. First he rakes his claws down, four lines of shadow downwards that deals 8% damage, then he slashes upwards for another 8% damage with surprisingly good knockback for a jab, killing around 140%. The move is slightly slow, but has range and priority such that it is very difficult to punish. Useful as a quick poke or a powerful two-hit combo.
Forward Tilt – Slicing Cape
Wallachia spins in place, his cape billowing out as it swipes around him like a silken knife. The attack hits with long range in front and behind him, striking in front of him first, then behind, then in front of him again, dealing 11% damage for each slice. However, the attack also has a long duration, making it vulnerable if the opponent jumps from it.
Up Tilt – Cape Flourish
Wallachia throws his cape forward like a dramatic opera villain, blowing it upwards in front of him. Opponents caught by his cape are thrown upwards into the air by a grab hitbox that outprioritizes any enemy attack. After the opponent reaches the apex of the jump, they automatically fastfall downwards. This attack does only 8% damage, and is slightly slow, but is good for mixing up opponents and killing momentum.
Down Tilt – Cape Guard
Wallachia crouches down, and his cape flies over his head of its own volition and stabs the area directly in front of him. This deals 7% damage, but just pokes foes. It’s not particularly fast, but the cape hits around his entire body, making it fairly safe to use.
Dash Attack – Malice
Zepia rushes straight ahead and holds both of his claws back, then does a double slash in front of him with shadow boosted nails, dealing 16% damage. While this attack is very powerful, and can kill at relatively low percentages, Wallachia’s slow dash speed and lag on this attack makes it a risky move to use, and will generally be better off with a safer attack.
Smashes -
Forward Smash – Shroud of Slaughter
Stretching a hand forward, the TATARI's cape leaps forward with a mind of its own, sweeping in a wicked upward slash, skewering any opponent in its path. There are two hitboxes attached to this move. If a foe is glanced by it or hit by the edge of the cape, they take 13-18% damage and are knocked back a ways.
If Wallachia strikes them with the tip of the cape, he pierces through and impales the foe on the cape, dealing 22-28% damage. Wallachia laughs as the opponent hangs helplessly, then slams the foe into the ground, leaving them sprawled on their back. Like most forward smashes, you can control the angle of this attack and manipulate it to strike from different angles. It can serve as good anti-air or as a powerful disincentive for foes to approach.
Up Smash – Hurricane of Darkness
Wallachia throws his hand up and shadows dance along the ground, spinning into a twister of pure darkness. The swirling nightmare is generated about a battlefield platform in front of him, and stretches about as far across as Meta Knight's Mach Tornado, but is about twice the height of Ganondorf. It travels forward at about the speed of Jigglypuff’s run, and lasts for about two seconds.
Opponents caught in this maelstrom are thrown back and forth inside before being tossed upwards for very high knockback, perfect for killing or for pursuing with anti-air. Enemies take 13-39% damage, exactly how much depending on charge, DI, and how close to the bottom of the twister they were in when they were first hit. Enemies caught at the top can DI out quickly for almost no damage, while enemies at the bottom get sucked in for every hit, making it best as a launching move rather than an anti-air attack.
Down Smash – Mr. Twister
Wallachia starts to spin in place, and his cape flows around him as shadows swirl around him, similar to his jab. These shadows cut any foes who touch them, dealing 17-29% damage and pretty good knockback, with a long duration similar to Pikachu’s Down Smash. It’s essentially a smaller version of his Up Smash, but a far more defensive one, and has better horizontal knockback potential. Zepia throws his head back and laughs at the end of the attack.
Aerials -
Neutral Aerial – Spinning! Spinning! Spinning!
“Kutto, Kutto, Kutto! Kutto! KuttoKuttoKuttoKUTTOKUTTOKUTTOKUTTO!KUTTO!KUTTO!KUTTO!!!”
Wallachia’s appearance becomes hazy as he spins in place once, saying “Cut!”. His body appears like a red and black disk, and deals 1% damage and light knockback, with a fair bit of ending lag. If you tap the button again though, Wallachia will spin slightly faster, saying “Cut!” more excitedly, dealing 1% on contact again. Rapidly tap the button, and he will continually scream “Kutto!” while swirling like a disc through the air. As you build up speed, you also gain the ability to use directional influence to move Zepia through the air as he spins, eventually zooming across the sky as he hits again and again.
You can only keep up this assault for about two seconds, at which points he drops out of the air, helpless. Landing on the ground in the middle of this move also punishes him with massive ending lag. This is a fantastic pursuit option in the air though, and can rack up damage or get you closer. Beware getting too much momentum though, as it’s not unheard of for a player to miss, fly off the edge of the stage, and suicide by accident, or ram into the stage and leave themselves open for punishment. Used correctly though, this is essentially a more mobile Mach Tornado without the ability to trap foes. The value of that should be obvious.
Forward Aerial – Cape Point
How many names can you come up with for hitting someone with your cape anyways?
Wallachia motions forward with his hand, and his cape springs to life, forming a blade in front of him pointing in a slightly downwards angle. This attack has a long duration and deals 12% with good range, making it his go to attack at mid-range in the air. It is one of his slowest aerials though, and has punishable end lag. It can also be very dangerous out of a shorthop though, as it auto-cancels if Zepia lands during it.
Back Aerial – Dramatic Cape
Raising his hands, Wallachia’s cape blows backwards as if a strong, dramatic wind is flowing past him. Besides looking good, this attack dealing 9% damage and has a push effect on enemies even if it misses, making it a good option for gimping as well if the time is right for it. It has minimal end lag too. The awkward hitbox makes it hard to actually hit with unless the foe is basically on top of him though.
Up Aerial – Shadow Spiral
Zepia raises his claws to the air, and shadows dance around. After a moment, he spins in place, a small tornado of shadow surrounding him, a cone with the tip at the end of his nails. Contact deals multiple hits of 4% damage and knocks the foe upwards to the tip, where they are spiked up for high knockback, KOing at 130% from a shorthop, lower at greater heights. Average end lag, and it auto-cancels, like several of his other attacks.
Down Aerial – Claw Savage
Wallachia flips upside down, laughing to himself as he rapidly strikes below him with his claws. Each hit does 5% damage and knocks him upwards slightly if it hits, dealing up to 15% damage. Unfortunately, it only really works if Wallachia is right on top of a foe, but it can rack up damage pretty effectively if it does. Ending lag is significant, as Wallachia rights himself in midair.
Grab Game -
“I invite you to my feast of blood.”
Grab – Enter the Nightmare
Wallchia leans backwards, then suddenly reaches forward, claws extended, for a slightly slow but very long ranged grab. If he does grab someone, he pulls them in, chuckling to himself lightly. For his pummel, Wallachia bites into the foe’s neck, drinking their blood and dealing 5% damage a second. This blood doesn’t heal TATARI though, as he cries out all the blood he ends up drinking, which splashes on the ground. Ah well though, at least he enjoys it.
Back Throw – Etherlite Bondage
Zepia pulls out some Etherlite, last seen in his Neutral Special. This time though, he tosses it around his foe, chaining them to him, and slams them into the ground for 7% damage. The foe is now chained to Wallachia for the length of his grab, and Wallachia is free to wreck havoc on them with his moves until the foe escapes. The opponent can still fight back, but moves like Wallachia’s Neutral Aerial, Down Tilt, etc. can all wrack against the foe easily, especially when combined with moves stolen from the enemy himself.
Forward Throw – Look Into My Mystic Eyes
Wallachia smiles as he nears his face to his opponents, who stares into his… well, they’re more like bloody sockets than eyes, but the ability common to all vampires still exists, albeit weakened. With his Mystic Eyes of Enchantment, Wallachia makes it twice as hard for the foe to escape his next grab, allowing him to abuse his Neutral Special, Pummel, or Back Throw even more… Best of all, even though it does no damage, it counts as a grab release, meaning it usually can combo into his Up Tilt too.
Down Throw – Stop Moving!
Wallachia knocks the foe down, and starts to beat on him, cackling as he rips the opponent into a bloody mess as they lie defeated. This throw deals a massive 17% damage, but Wallachia laughs at the end of the attack, actually making him the punishable one at the end as the opponent lies prone and half-ripped to shreds.
Up Throw – Whirlwind of Nightmares
Wallachia spins around with his cloak, and raises his hands, causing shadows to dance into another tornado of darkness, trapping the foe in for multiple hits adding up to 12% before shooting them up into the air where Zepia can approach. A good set up move, and easily his best one without something else to consider.
Final Smash -
“Time for the Curtain Call.”
Wallachia raises his hand dramatically, laughing to reveal his final act, Night on the Blood Lier. A huge storm of darkness is generated, swirling around the stage and knocking all the foes into the air. But that’s not enough for the TATARI though. In fact, he’s brought some of his favorite nightmares to join the show! How bad could it be?
For the uninitiated in Tsukihime, from left to right that’s Arcueid, an insane True Ancestor, Akhia Vermillion, a demon-human hybrid, and Nero Chaos, a vampire who eats people whole and incorporates them into his body. You’re screwed.
All three proceed to rush down the enemy while they’re tossed about in the winds of the shadow hurricane; Arcueid throwing rings of blood that deal 15% damage and home in on foes, Nero Chaos slamming the foe with a giant claw, and Akhia blasting the enemy with fire. All in all it’s basically a difficult dodge-fest until it ends or you manage to escape by DIing above.
Of course if you do manage to escape, Wallachia swoops in from above and slashes the foe away, dealing another 35% damage and KOing them. Nobody escapes the curtain call.
Playstyle -
“Where’s the FUN?”
Wallachia is a pretty interesting character to play as. When playing as him, his primary objective is really just to toy with his foes; he sends them up into the air where he can dominate them with his aerials and specials, pushes them around with his Neutral Special and Up Special, and yanks them towards him with his grab, only to force them to suicide KO or pull them around like an abused puppy on a leash. And of course, to toy with the foe’s mind above all, send their very own attacks at them by creating a nightmare of their very own, completely with their own dark persona.
Night of Wallachia is usually how you’re going to want to start the game off, unless the character in question has some massive benefit to playing at higher damage percentages, like Lucario. Either way, you’ll want to try to hit the foe with their own best moves, even their KO moves early on, as it’s those attacks that you’ll want to be using later by producing them from shadows. Attacks that are hard to hit are arguably more useful in Wallachia’s hands, as he can try to force the foe into their own attack, but as Wallachia must land an attack on the foe in order to use it himself, you’ll have to take what you get.
Once you’ve decided you’ve had enough of the opponent’s form, probably around the time when you’re getting close to exhausting, return to your true form and let the real games begin.
You’ll want to keep the foe away in order to set up strings of attacks with Etherlite. Create a trap by sending an Up Smash the opponent’s way, trapping them in an Up Throw, blowing them away with your back air, or any other high knockback attack, and then teleport or wheel away to set up a string of attacks for your nightmare clone to peform. Approaching together, you have twice the chance of landing those attacks and devastating the opponent with vicious, fluid combos.
But that’s not the only way, and even with that method, it’s hard for Wallachia to get the space and time he wants. Plus, if the foe is smart, they can cancel out any string of attacks with a single, well-timed move. If you want to be truly effectively, you’ll want to be even trickier. Send out two clones, send out a quick, strong attack and teleport to the other side to force the foe into it with your Down Smash, Down Tilt, or Jab. Feint an attack, and hit them when they try to avoid it with another move. Use your Back Throw to trap the foe between two characters beating them down, or control your enemy with Etherlite and force them into their own charged up smash. The possibilities are endless with a few good attacks copied from a foe and thinking on your feet.
“Ad-libbing is far more enjoyable, in both drama… and slaughter ,”
Even without support from nightmare shadows, Wallachia is powerful enough to stand on his own with his strong smashes, control of foes, and brilliant ability to control the air. With his Neutral Air and Forward Air alone he can peg at foes from the skies, or launch foes with one of his numerous attacks to combo into his Up Air for a kill. Wallachia can approach aggressively with a multitude of options, but he can easily shift into being defensive with a number of attacks with long, extended hitboxes. Control the flow of the match, and peg away at the foe.
When it comes to getting the kill, there are a number of ways to go for it. If you focus on air juggling, your Up Air will probably be your killing move of choice, although Up Smash may come as a close second. The Forward Air can easily knock foes into pits, and his Forward Smash and jab can be deadly too. For the more sadistic users, Etherlite after a boost from Mystic Eyes can force enemies to run helplessly off the stage to their deaths. Of course, to get really dangerous, you can use your foe’s own KO moves against them. Knock them into their own best attack, send shadows after them to knock them away. You can even use Etherlite to force someone to walk right into their own best attack, for the ultimate in dramatic irony.
The game is your stage, and the match your debut. Bring your actors and actresses into the limelight, and, with the final curtain call, bring the end to a beautiful tragedy.