Therefore, the character is envisioned as a "jack of all trades" in a vein similar to Link while skewing more towards offense than the defensive Link. While his blade has noticeably less range than other sword fighters (Katanas are shorter than the European broadswords and rapiers which inspire the swords used by Link and Marth; at most he has Marth's vBrawl range), this is made up for by the speed of his attacks as well as his projectiles.
The character base for Takamaru would actually be Link. On top of providing the necessary articles to be referenced for his projectiles, the relationship between the two brother series cannot be understated. Whereas Johnny was the biggest influence on my ideas for Lyn,
Baiken, another Guilty Gear character, and Kenshin Himura of the Rurouni Kenshin anime series served as the greatest inspirations for my ideas for Takamaru.
Running speed: Between Marth and PM Pit (Closer to Marth)
Wall Jump: Yes
Wall Cling: No
Tether: No
Reflector: Yes (First draw of Forward Smash)
Fall Speed: Fast
Weight Class: Lightweight
Jump heights: Average (think Fox)
Jab: Takamaru swings his sheathed sword once from left to right. Pressing jab again has him do it again from right to left. The third jab has Takamaru draw his sword, thrusting it by the hilt forward at an opponent's midsection before deftly sheathing it again.
F-Tilt:
Takamaru draws his sword and swings it forward similar to the third downward dance of Marth's Dancing Slash before sheathing it again. Unlike Marth's however, this can be angled upward, straight forward or downward.
D-Tilt:
Takamaru sweeps his sheathed blade forward along the ground to hit his opponent's ankle with the lowest part of the scabbard. Can be rapid fired.
U-Tilt:
Takamaru flicks/draws his sword hilt out and upward near himself hitting an opponent with the butt of the blade. This launches opponents for juggles. "...I wasn't finished speaking."
F-Smash:
Takamaru does a two step Battoujutsu styled draw similar in style to Himura Kenshin's final attack in the Rurouni Kenshin series. The second swing is generated with a second press of the A button.
D-Smash: Takamaru unsheathes his sword and drops on one knee stabbing the ground in front of himself. A quake is then generated in a small area on both sides of himself launching opponents upward somewhat. (Think PM Wario's down smash)
U-Smash: Takamaru does a short hop knee kick that launches upward before drawing his sword in a solid attack arc above himself then sheathing his sword before landing. This attack arc is similar to Meta Knight's Up Smash.
N-Air: Takamaru performs a single hit
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F-Air:
Takamaru draws his sword and slashes a straight horizontal arc in front of himself before quickly sheathing his sword. (Note: Moves referenced in links are not an indication of how I perceive their actual distances.) Can be used for carry combos but does not have a lot of active frames.
B-Air: Takamaru performs a somersault in the air slashing from under to behind himself in a manner similar to
Baiken's H guard cancel attack from Guilty Gear.
U-Air: Takamaru sweeps his katana above his head after a draw. This is similar in nature to
Baiken's Youzansen.
D-Air: (
Ryu Tsui Sen) Takamaru draws his sword straight downward in a power streaking movement then re-sheathes it. The attack has a very small range and active time but is a true spike.
Neutral B:
Fireballs: Takamaru can launch will-o-wisp style fireballs that travel straight forward with this move. Holding B generates a larger wisp made of multiple fireballs that moves forward in a coil motion before exploding and scattering in a cross like pattern. This is in reference to the You cannot store this charge however.
Forward B:
Windmill Swords:
Takamaru throws a circular projectile forward that travels like a Frisbee while creating a small circle of wind as it flies forward. Holding the B button before letting go charges this move, making Takamaru throw four of these projectiles forward in a stack while generating a larger and more intense tornado.
This is in reference to the Bishop Shogi piece power up found in his game. These winds push people out while dealing damage. (Think of Link's vBrawl Gale Boomerang except it does damage as it pushes and doesn't come back to Takamaru) This attack can be angled. When thrown against the floor, the blades roll along the surface of the stage.
Down B:
Throwing Knives: Takamaru pulls out a set of throwing knives holding them between his fingers when this move is performed. When pulled out, these act as a new item to be tossed with the A button or dropped with the Z button. Depending on how long the player holds the button on the initial draw, Takamaru will pull out a single knife, two knives or two sets of two knives (two knives per hand). These can either be tossed all at once (Smash toss) or one after the other (tilt toss). The knives only travel a short distance before disappearing in a poof of smoke regardless of where you throw them. Throwing them downward while in the air . This move is a direct reference to how The Mysterious Murasame's Castle gameplay worked, trading off Takamaru's adept swordplay for ranged weapons until he got close enough to deal with opponents. It also highlights the four way throwing Takamaru could employ while traversing the grid based design of his game.
Upward B:
Empty Dash:
After a short animation of an invisibility scroll unrolling (the unfurling scroll could do light contact damage), Takamaru slams his palm down on it and "teleports" a set distance in this state before reappearing. Holding the control stick in a given direction determines the trajectory of this move. When moving along the ground, a small cartoon-like circle shadow gives players a
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Spot Dodge: Takamaru leans to the side hand on his hilt looking attentively at whatever just passed him by.
Air Dodge: Takamaru is wrapped into his invisibility scroll as Sakura petals show where he is headed before the cloak is cast off.
Grab: Takamaru reaches out for the opponent with one hand outstretched.
Pummel: Takamaru jabs the butt end of his katana at the character's midsection.
Forward throw: Takamaru does a turn around back kick hitting the opponent square in their jaw launching them forward.
Back throw: Takamaru performs a turn around sword draw slice after positioning himself behind the opponent's back.
Up throw: Takamaru throws an clay bomb explosive downward that launches the opponent into the air.
Down Throw: Takamaru jumps on top, stomps once (think Kirby's down throw with a single kick down) and jumps off landing on the other side of the now downed opponent.
Final Smash:
Inazuma Lightning:
After donning the Helmet power up (thus appearing in a state of visible intangibility), Takamaru stabs his katana into the air where it is struck by lightning. This burst of lightning is large (think Pikachu's Volt Tackle burst) and can be used three times in total while moving about in this state. During this Final Smash, the
Invincibility Theme from Mysterious Murasame Castle plays in the background.
Other Animations:
Knockdown: Takamaru lands face in ground. His feet twitch every now and again similar to his damage animation from the Famicom title.
Broken Shield: Takamaru teeters in place alternating one foot with the other
Crouch: Takamaru sits seiza style with his dominant hand in drawing range of his sword.
Up Taunt: Takamaru draws his blade and swings it twice in a lightning fast manner before posing in the Famicom box art pose
Side Taunt: A small circle shadow appears in front of Takamaru who then looks down. A tanooki appears (with the SMB3 sound effect) before him and the two give each other a nod in approval before the tanooki vanishes again.
Down Taunt: Takamaru seats himself on the ground in seiza style and meditates calmly.