Editing Tabuu

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 41: Line 41:


[[File:Goldenbracket.jpg|thumb|Tabuu's Movement Throw attack.]]
[[File:Goldenbracket.jpg|thumb|Tabuu's Movement Throw attack.]]
*'''Movement Throw''' ({{ja|移動投げ|Idō Nage}}) - Tabuu transforms into a reticle-like entity that is composed of a pair of sparkling yellow brackets and flies across the stage, grabbing the character and slamming it into the floor for a [[semi-spike]] of immense power. This attack has low horizontal knockback on every difficulty, and can deal enormous damage on Intense: a huge 60%. On Hard or higher difficulties it becomes a guaranteed OHKO (on Hard, only if Tabuu has more than half HP left, heavyweights may survive at 0%). Characters with a [[grab aerial]] can survive by [[DI]]'ing downwards and attaching to the edge of the stage as they pass by, but this technique requires very strict timing, especially on Intense difficulty. There is no predetermined way the brackets fly, and when the player is not able to make a jump, they should try an air-dodge. It is one of the least predictable attacks of Tabuu and the second more powerful behind Off Waves (at least in knockback terms), making it really dangerous. On Very Hard difficulty and above, its power is more than enough to one-hit KO even [[Metal Box|metal]] or [[Super Mushroom|giant]] characters, making survival nearly impossible. The entity resembles Tabuu's wings as seen at the center of [[The Great Maze]].
*'''Movement Throw''' ({{ja|移動投げ|Idō Nage}}) - Tabuu transforms into an energy cage (resembling two glowing yellow brackets or butterfly wings) and flies across the stage, grabbing the character and slamming it into the floor for a [[semi-spike]] of immense power. This attack has low horizontal knockback on every difficulty, and can deal enormous damage on Intense: a huge 60%. On Hard or higher difficulties it becomes a guaranteed OHKO (on Hard, only if Tabuu has more than half HP left, heavyweights may survive at 0%). Characters with a [[grab aerial]] can survive by [[DI]]'ing downwards and attaching to the edge of the stage as they pass by, but this technique requires very strict timing, especially on Intense difficulty. There is no predetermined way the brackets fly, and when the player is not able to make a jump, they should try an air-dodge. It is one of the least predictable attacks of Tabuu and the second more powerful behind Off Waves (at least in knockback terms), making it really dangerous. On Very Hard difficulty and above, its power is more than enough to one-hit KO even [[Metal Box|metal]] or [[Super Mushroom|giant]] characters, making survival nearly impossible. This move resembles Tabuu's wings as seen in the background of the Portal in [[The Great Maze]].


===Second moves===
===Second moves===
*''' Chain Throw''' ({{ja|鎖で投げ|Kūsari De Nage}}) - Tabuu produces a '''Chain of Light''' ({{ja|軽鎖|Kei Kūsari}}) and throws it in front of him in an attempt to catch the player. Despite its range, it cannot catch those too close to him. If he succeeds, he will swing the player around before smashing them into the ground, with high knockback and considerable damage (up to 45%, or 47% at low HP). If played in [[co-op mode]], the other player can be damaged by the hitbox generated by the attack. If Tabuu is defeated while grabbing a character with the Chain of Light, the [[Tabuu Whip glitch]] will occur. Additionally, if one uses a heavyweight fighter with a strong flinch resistance [[sticker]], and uses a [[Super Mushroom]] or a [[Metal Box]], at very low percentages on Easy difficulty the attack will not cause the player to flinch, and they will remain stuck on the chain in the [[T-pose]] until Tabuu teleports. This move is very swift and unpredictable: on higher difficulties, it requires less than a second to land, making it one of the most dangerous.
*''' Chain Throw''' ({{ja|鎖で投げ|Kūsari De Nage}}) - Tabuu produces a '''Chain of Light''' ({{ja|軽鎖|Kei Kūsari}}) and throws it in front of him in an attempt to catch the player. Despite its range, it cannot catch those too close to him. If he succeeds, he will swing the player around before smashing them into the ground, with high knockback and considerable damage (up to 45%, or 47% at low HP). If played in [[co-op mode]], the other player can be damaged by the hitbox generated by the attack. If Tabuu is defeated while grabbing a character with the Chain of Light, the [[Tabuu Whip glitch]] will occur. Additionally, if one uses a heavyweight fighter with a strong flinch resistance [[sticker]], and uses a [[Super Mushroom]] or a [[Metal Box]], at very low percentages on Easy difficulty the attack will not cause the player to flinch, and they will remain stuck on the chain in the [[T-pose]] until Tabuu teleports. This move is very swift and unpredictable: on higher difficulties, it requires less than a second to land, making it one of the most dangerous.


*'''Discharge Attack''' ({{ja|放電攻撃|Hōden Kogeki}}) - Tabuu teleports right next to the player. His sphere-like nucleus splits into several smaller versions of it, which fly in circles around him for a short time while emitting electricity. This attack has a decent [[range]] that changes over time (rapidly increasing until it reaches its maximum for around five seconds, and then slowly decreasing), but leaves Tabuu wide open for projectile weapons. It somewhat resembles an atom, with Tabuu being the nucleus and his fragmented energy core being electrons; in fact, the spark rings attract the player with a very strong [[vacuum]]. Touching the sparkles or Tabuu's body deals a single powerful hit and up to 64%. Poor [[recovery]] characters will be KOed at 0%, since its knockback is perfectly horizontal or [[spike]]d (depending on how the hitboxes land). It is possible for the player to be damaged by the sparks without taking knockback or being sucked into Tabuu's body, but only if they are near enough to Tabuu; in this case, they will take up to 36% per hit instead of the direct damage, which can result in a huge combined damage output (over 200% on Intense). If the player is on the exact endpoint of the move's [[range]], they will probably suffer multiple hits by the sparks before [[flinch]]ing and getting sucked in by the vacuum, which results in a guaranteed OHKO after touching Tabuu's body on Intense (damage can exceed 250%). However, this is unlikely, unless they are on the precise endpoint. Since the attack has a very powerful vacuum effect, it is possible for the player to be sucked again repeatedly until they is KOed. Another dangerous property of this move is that it has a very fast beginning, and also Tabuu's body will continue to have KO power even when the last sparks fades: this means that Tabuu can be directly attacked only after he uses Teleport. Eventually, if the player is offstage before the attack begins, Tabuu himself will probably appear offstage while executing the move, in some cases cancelling every possibility to harm the player.
*'''Discharge Attack''' ({{ja|放電攻撃|Hōden Kogeki}}) - Tabuu teleports right next to the player. The purple sphere inside his torso splits into several fragments, which fly in circles around him for a short time while emitting electricity. This attack has a decent [[range]] that changes over time (rapidly increasing until it reaches its maximum for around five seconds, and then slowly decreasing), but leaves Tabuu wide open for projectile weapons. It somewhat resembles an atom, with Tabuu being the nucleus and his fragmented energy core being electrons; in fact, the spark rings attract the player with a very strong [[vacuum]]. Touching the sparkles or Tabuu's body deals a single powerful hit and up to 64%. Poor [[recovery]] characters will be KOed at 0%, since its knockback is perfectly horizontal or [[spike]]d (depending on how the hitboxes land). It is possible for the player to be damaged by the sparks without taking knockback or being sucked into Tabuu's body, but only if they are near enough to Tabuu; in this case, they will take up to 36% per hit instead of the direct damage, which can result in a huge combined damage output (over 200% on Intense). If the player is on the exact endpoint of the move's [[range]], they will probably suffer multiple hits by the sparks before [[flinch]]ing and getting sucked in by the vacuum, which results in a guaranteed OHKO after touching Tabuu's body on Intense (damage can exceed 250%). However, this is unlikely, unless they are on the precise endpoint. Since the attack has a very powerful vacuum effect, it is possible for the player to be sucked again repeatedly until they is KOed. Another dangerous property of this move is that it has a very fast beginning, and also Tabuu's body will continue to have KO power even when the last sparks fades: this means that Tabuu can be directly attacked only after he uses Teleport. Eventually, if the player is offstage before the attack begins, Tabuu himself will probably appear offstage while executing the move, in some cases cancelling every possibility to harm the player.


*'''Tabuu Smash''' ({{ja|タブースマッシュ|Tabū Sumasshu}}) - Tabuu teleports behind the player and repeatedly slashes the area in front of him with extremely swift karate chops, creating visible slashes. This move can easily catch and juggle players, but it has less range than the large visible slashes would indicate. Again, Tabuu leaves himself wide open to projectiles, and if the player gets behind him he can be hit - although it is dangerous, as the player can be trapped in the attack or hit by the chops with higher [[range]]. Certain melee attacks are also viable. It deals extremely high damage if all hits connect (quite over 300% in a less than three seconds on Intense). Even on Easy difficulty this attack can inflict up to 121% if all hits chain (or 132% if Tabuu has less than half HP remaining). Although Tabuu slashes a total of 13 times, the maximum number of hits is only 11, due to the rehit rate of the hitboxes. It can be easily SDI'd out of, also its activation is slow and very easy to prevent, except for the higher difficulties. However, if the player is hit and survives (avoiding the last slash), they will be left unharmed to further attacks, due to suffering a ludicrous damage output.
*'''Tabuu Smash''' ({{ja|タブースマッシュ|Tabū Sumasshu}}) - Tabuu teleports behind the player and repeatedly slashes the area in front of him with extremely swift karate chops, creating visible slashes. This move can easily catch and juggle players, but it has less range than the large visible slashes would indicate. Again, Tabuu leaves himself wide open to projectiles, and if the player gets behind him he can be hit - although it is dangerous, as the player can be trapped in the attack or hit by the chops with higher [[range]]. Certain melee attacks are also viable. It deals extremely high damage if all hits connect (quite over 300% in a less than three seconds on Intense). Even on Easy difficulty this attack can inflict up to 121% if all hits chain (or 132% if Tabuu has less than half HP remaining). Although Tabuu slashes a total of 13 times, the maximum number of hits is only 11, due to the rehit rate of the hitboxes. It can be easily SDI'd out of, also its activation is slow and very easy to prevent, except for the higher difficulties. However, if the player is hit and survives (avoiding the last slash), they will be left unharmed to further attacks, due to suffering a ludicrous damage output.
Line 52: Line 52:
*'''Tabuu Fire''' ({{ja|タブーファイヤー|Tabū Faiyā}}) - From one side of the stage, Tabuu makes a pointing gesture. Five locations along a line leading to the player's current location will flash once and explode after about two seconds, creating huge fiery bursts in a very brief time (less than half a second for the whole sequence). The line is not straight and varies in height, also the explosions last for around a second. This move can easily be avoided by noting and staying away from the flashes, or crouching if the pointing line is high. Can also be shielded with perfect timing. It is an OHKO on Intense and deals up to 60%. Since its knockback is perfectly horizontal or a semi-spike, poor recovery characters are very likely to be KOed even on the lower difficulties. This attack is very predictable, but its speed and extremely large hitbox can make it difficult to avoid in time, considering that it covers the entire length of {{h2|The Great Maze|Tabuu's Residence}} and the bursts will always hit at different heights.
*'''Tabuu Fire''' ({{ja|タブーファイヤー|Tabū Faiyā}}) - From one side of the stage, Tabuu makes a pointing gesture. Five locations along a line leading to the player's current location will flash once and explode after about two seconds, creating huge fiery bursts in a very brief time (less than half a second for the whole sequence). The line is not straight and varies in height, also the explosions last for around a second. This move can easily be avoided by noting and staying away from the flashes, or crouching if the pointing line is high. Can also be shielded with perfect timing. It is an OHKO on Intense and deals up to 60%. Since its knockback is perfectly horizontal or a semi-spike, poor recovery characters are very likely to be KOed even on the lower difficulties. This attack is very predictable, but its speed and extremely large hitbox can make it difficult to avoid in time, considering that it covers the entire length of {{h2|The Great Maze|Tabuu's Residence}} and the bursts will always hit at different heights.


*'''Clone Attack''' ({{ja|分身攻撃|Bunshin Kōgeki}}) - Tabuu shoots out many holographic images of himself from his body in all directions, which burst after achieving a certain distance. The player can dodge the images, but take note that they explode upon making contact with the ground, so combatants can still receive damage while sidestepping the projection itself (although severely reducing their knockback and damage). They can also be destroyed, preferably by projectiles. The number of images is not constant, although it tends to increase with the difficulty and is usually set between ten and seventeen. Their knockback also varies and can be either angled, vertical, spiked or horizontal; if perfectly horizontal or semi-spiked, it drastically increases the chances of a KO or even an OHKO for poor recovery characters. The distance they cover can also vary, slightly increasing with difficulty: on Easy, they cover more than half the length of Tabuu's Residence, while on Intense they almost cover the entire stage. Notice that each image has a different direction, seemingly not always related to the player's position and that Tabuu can shoot a maximum of two images at the same time (up to four in a second on Intense). When the images' explode upon touching the ground, their burst has a little hitbox and is much less dangerous than contact with the image itself; however, it can still deal up to 24% damage and KO below 40% on Intense. Tabuu can be attacked with projectiles while performing this move, but not touched: contact with his body during the attack deals the same massive knockback of the initial explosion. This move is considered one of Tabuu's most dangerous attacks and its swift and unpredictable beginning may force the player to pay attention before attacking Tabuu. A [[glitch]] can occur in the Subspace Emissary if Tabuu is hit by a [[Green Shell]] while performing this attack. The Shell will remain stuck on Tabuu's body, which completely nullifies and blocks the move, instantly neutralizing every image he produces until the attack ends, regardless of their direction. This allows the player to stay still without taking any damage or knockback by the attack, preventing its ludicrous damage and very high KO power. An interesting fact of this glitch is that the Green Shell does not get destroyed, but remains freezed for some seconds, until Tabuu uses Teleport.
*'''Clone Attack''' ({{ja|分身攻撃|Bunshin Kōgeki}}) - Tabuu splits his body in half and shoots out many ghost images of himself in all directions, which burst after achieving a certain distance. The player can dodge the projections, but take note that they explode upon making contact with the ground, so combatants can still receive damage while sidestepping the projection itself (although severely reducing their knockback and damage). They can also be destroyed, preferably by projectiles. The number of projections is not constant, although it tends to increase with the difficulty and is usually set between ten and seventeen. Clones' knockback also varies, and can be either angled, vertical, spiked or horizontal; if perfectly horizontal or semi-spiked, it drastically increases the chances of a KO or even an OHKO for poor recovery characters. The distance they cover can also vary, slightly increasing with difficulty: on Easy, they cover more than half the length of Tabuu's Residence, while on Intense they almost cover the entire stage. Notice that each projection has a different direction, seemingly not always related to the player's position, and that Tabuu can shoot a maximum of two clones at the same time (up to four clones in a second on Intense). When the clones' explode touching the ground, their burst has a little hitbox and is much less dangerous than contact with the projection itself; however, it can still deal up to 24% damage and KO below 40% on Intense. Tabuu can be attacked with projectiles while performing this move, but not touched: contact with his sparkling body during the attack deals the same massive knockback of the initial explosion. This move is considered one of Tabuu's most dangerous attacks, and its swift, unpredictable beginning forces the player to pay attention before attacking Tabuu. A [[glitch]] can occur in the Subspace Emissary if Tabuu is hit by a [[Green Shell]] while performing this attack. The Shell will remain stuck into Tabuu's body, which completely nullifies and blocks the move, instantly destroying every projection he shoots until the attack ends (regardless of clones' direction). This allows the player to stay still without taking any damage or knockback by the attack, preventing its ludicrous damage and very high KO power. An interesting fact of this glitch is that the Green Shell doesn't get destroyed, but remains freezed for some seconds, until Tabuu uses Teleport and vanishes.


===Third moves===
===Third moves===
Line 73: Line 73:
*'''Teleport''' - Tabuu teleports around the stage and appears at a set spawn which is randomly decided from the large amount of spawns available. He can spawn at different heights, up to around three quarters of {{h2|The Great Maze|Tabuu's Residence}}'s height. This move can be randomly used once or multiple times in a row (up to five). He also sometimes teleports behind the character and attacks with one of the available attacks. Tabuu makes a distinctive sound on his final teleport.
*'''Teleport''' - Tabuu teleports around the stage and appears at a set spawn which is randomly decided from the large amount of spawns available. He can spawn at different heights, up to around three quarters of {{h2|The Great Maze|Tabuu's Residence}}'s height. This move can be randomly used once or multiple times in a row (up to five). He also sometimes teleports behind the character and attacks with one of the available attacks. Tabuu makes a distinctive sound on his final teleport.


*'''Explosion Attack''' ({{ja|爆発攻撃|Bakuhatsu Kōgeki}}) - Tabuu teleports around, leaving a powerful burst everywhere he teleports from. Touching the burst deals perfectly vertical knockback, with enormous KO potential and high damage (up to 45% on Intense). Since it KOs at very low percentages even on average difficulties, the player must not be too eager to attack Tabuu during his teleports and must always pay attention before attacking him. Crouching or simply staying still is the best way to avoid every hit, since this move cannot harm grounded players. Due to being extremely unpredictable and powerful, this attack is usually considered one of the most dangerous of Tabuu's moveset. The only weakness is that the bursts last for a brief time and have a very small hitbox but, since they can appear at different heights, attention must always be payed. Notice that this Teleport is always used five times in a row, and that the final teleport lacks the usual distinctive sound.
*'''Explosion Attack''' ({{ja|爆発攻撃|Bakuhatsu Kōgeki}}) - Tabuu teleports around, leaving a red explosion everywhere he teleports from. Touching the burst deals perfectly vertical knockback, with enormous KO potential and high damage (up to 45% on Intense). Since it KOs at very low percentages even on average difficulties, the player must not be too eager to attack Tabuu during his teleports and must always pay attention before attacking him. Crouching or simply staying still is the best way to avoid every hit, since this move cannot harm grounded players. Due to being extremely unpredictable and powerful, this attack is usually considered one of the most dangerous of Tabuu's moveset. The only weakness is that the bursts last for a brief time and have a very small hitbox but, since they can appear at different heights, attention must always be payed. Notice that this Teleport is always used five times in a row, and that the final teleport lacks the usual distinctive sound.


==Moveset==
==Moveset==
Line 116: Line 116:
<gallery>
<gallery>
TabuuTeleport.jpg|Tabuu teleporting.
TabuuTeleport.jpg|Tabuu teleporting.
TabuuElectricity.jpg|The Discharge Attack
TabuuElectricity.jpg|Tabuu surrounds himself in electricity, creating a [[vacuum]] to attract the player.
TabuuBoomerang.jpg|The Tabuu Boomerang attack
TabuuBoomerang.jpg|Tabuu throws a projectile, functioning like a boomerang.
TabuuLaser.jpg|The Shadow Laser attack
TabuuLaser.jpg|Tabuu summons a dragon that fires a large beam of bright azure light.
TabuuExplosion.jpg|The Tabuu Fire attack
TabuuExplosion.jpg|Tabuu creates a line of explosions.
TabuuEyeLaser.jpg|The Eye Laser attack
TabuuEyeLaser.jpg|Tabuu grows to a large size, emitting lasers from his eyes.
TabuuShark.jpg|The Blade Charge attack
TabuuShark.jpg|Tabuu surrounds himself in a blade resembling a shark.
TabuuChain1.jpg|The Chain Throw attack
TabuuChain1.jpg|Tabuu grabs a character using the Chain of Light.
TabuuChain2.jpg|The consequence of being caught by the attack.
TabuuChain2.jpg|Tabuu then swings the grabbed character into the stage.
TabuuGhost.jpg|The Clone Attack
TabuuGhost.jpg|Tabuu bursts and emits explosive duplicates of himself.
TabuuBulletFinish.jpg|Tabuu firing a huge ball of energy to conclude the Tabuu Shot attack.
TabuuBulletFinish.jpg|After firing a chain of bullets, Tabuu fires a large ball of electricity.
TabuuOffWave.jpg|A set of Tabuu's Off Waves. Each one covers the whole stage and is a [[one-hit KO]].
TabuuOffWave.jpg|Tabuu, with wings unleashed, releases an Off Wave from the purple gem inside his chest. Each crimson ring covers the whole stage and is a [[one-hit KO]].
TabuuDivingSlash.jpg|The Tabuu Charge attack
TabuuDivingSlash.jpg|Tabuu dives, slashing opponents in his pathway.
TabuuBracketEnd.jpg|The culmination of the Movement Throw attack.
TabuuBracketEnd.jpg|Tabuu, having turned himself into an energy cage, grabs a character and slams him into the stage.
TabuuRapidChop.jpg|The Tabuu Smash attack
TabuuRapidChop.jpg|Tabuu repeatedly slashes characters with swift karate chops.
TabuuExplosiveTeleport.jpg|The Explosion Attack
TabuuExplosiveTeleport.jpg|Tabuu teleports around the stage, causing explosions every time he does so.
</gallery>
</gallery>


Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 2 meta categories: