SPECIALS
B Throwing Knife: Quickly throws a knife. If B is held, throws a second knife shortly afterwards. Does little damage and hitstun.
• Upgraded B Fire Shuriken: Throws three fireballs shaped like shurikens simultaneously in a row.
Side B Windmill Sword: Throws a curved, double bladed throwing weapon that goes far. Does more damage and stun than the knives, yet has longer animation. Only one can be on screen at the time, unless improved.
• Upgraded Side B Fourway Windmill Sword (+): Throws Four Windmill Swords in a + pattern. One behind, one in front, one directly above, one directly below.
Smash Side B Diagonal Windmill Sword: The throwing weapon goes forward and up at 45 degree angle, instead of straight.
• Upgraded Side B Fourward Windmill sword (X): Throws Four Windmill Swords in an X pattern.
Up B "I am throwing weapon": Takamaru flips multiple times in an upward arc while spinning his sword completely around him each time. Multiple hits with slight hitstun if an opponent is caught in the center of the blade. Goes all the way to the floor (with ending leg) unless:
• A press of 'B' will allow him to send an ending strike forward and down (meteor strike) then go into free fall. Can be canceled into free fall. Must end attack with a strike before you can grab the ledge.
Down B: Spiritual Projection: Takamaru meditates, legs crossed, arms out, palms up. A translucent image of him runs in the direction he is facing. The projection will go half of Fox's Illusion before disappearing. If B is pressed, Takamaru vanishes and appears where his illusion is running. The illusion becomes solid and Takamaru strikes upwards with his katana. Sets up combos. If any other button is pressed, Takamaru cancels the illusion and exits his meditating stance.
• Image goes through projectiles
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A: Unsheaths, hitting with hilt during the action
Tilt A: Unsheathes for a low-range downward strike and then a straight stab.
Down A: Crouches down, unsheathes sword and spins body one revolution forward while slashing out blade low
Up A: Unsheathes and flicks blade upwards
Dash Attack: Slides low on sandals, unsheaths and slashes forwards
Smash: Unsheathes sword and does two rolling downwards strikes while taking a step forward between them. Can reflect projectiles. Moderate knockback.
Down Smash: Hunkers down (one knee bent and the other leg stretched out and braced for a pivot), unsheathes sword and with a hard two-handed grip revolves the sword around his body. If tipped, sends opponent into a roll in the direction they were going. Otherwise, the swipe sends the enemy completely horizontally. Moderate, yet straight angle is good for knocking people off stage.
Up Smash: Raises an illuminating sword straight up with two hands. Flashes blue. If an enemy touches the sword, a lightning bolt shoots out carrying the opponent upwards. Others can be hit by the bolt.
Neutral Aerial: Throws a knife in front and behind him. Does not upgrade with Shogi pieces.
Forward Aerial: Unsheathes sword and swings forward and up. Can combo into Up Aerial.
Back Aerial: Spins around, unsheathes sword and slice diagonally at a downward angle.
Down Aerial: A quick slice underneath. Does not meteor. Gives slight vertical lift to Takamaru the first time he uses it.
Up Aerial: Flips as he unsheathes sword and swings upwards.
Grab: Takamaru has a very short grab. His throws deal fair damage, but do not have the best knockback. The exaggerated slashes (longer than usual) and movement are designed to nab other enemies in free-for-alls.
A: Dips shoulder and hits with a braced forearm
Forward Throw: Two exaggerated slashes while moving forward, last sends opponents away
Up Throw: Two exaggerated slashes while rising up, last sends opponents away. Lands back on floor.
Back Throw: Whirls around opponent and dashes in with two exaggerated slashes, sending opponent away
Down Throw: Hit opponent down with his elbow and rakes them back and forth along the floor with two downward exaggerated slashes.