Tabuu: Difference between revisions

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→‎Attacks: Mechanic
Tag: Mobile edit
(→‎Attacks: Mechanic)
Tag: Mobile edit
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[[File:Goldenbracket.jpg|thumb|Tabuu's Golden Bracket attack.]]
[[File:Goldenbracket.jpg|thumb|Tabuu's Golden Bracket attack.]]
*'''Golden Bracket''' - 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 a perfectly horizontal knockback on every difficulty, and can deal enormous damage on Intense: a huge 85%. If played on Normal or higher difficulties, it becomes a one-hit KO (on Hard or higher in Boss Battles), though characters with a [[grab aerial]] can survive by [[DI]]'ing downwards and attaching to the edge as they pass by with strict timing. For characters with low [[recovery]], this move Will be a one-hit KO even on Easy difficulty (same for Boss Battles), due to its massive horizontal knockback which can launch them far away from the stage. Even on Easy difficulty, middleweights with good recovery are KOed as low as 20%, while light characters are usually KOed at even lower percentuals. If played on [[Multiplayer|co-op mode]], Tabuu will try to smash the caught player into the other, with even more KO power. This results in a guaranteed OHKO on every difficulty in the Subspace Emissary and on Normal and above in Boss Battles. The same happens if two players are caught by the attack and smashed together; however, damage doesn't increase, unlike Chain of Light. There is no predetermined way the brackets fly, and when the player is not able to make a jump, they should make an air-dodge. It is one of the least predictable attacks of Tabuu and the second more powerful behind Off Waves (in knockback terms), making it really dangerous. This move resembles Tabuu's wings as seen in the background of the Portal in [[The Great Maze]].
*'''Golden Bracket''' - 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 a perfectly horizontal knockback on every difficulty, and can deal enormous damage on Intense: a huge 85%. If played on Normal or higher difficulties, it becomes a one-hit KO (on Hard or higher in Boss Battles), though characters with a [[grab aerial]] can survive by [[DI]]'ing downwards and attaching to the edge as they pass by with strict timing. For characters with low [[recovery]], this move Will be a one-hit KO even on Easy difficulty (same for Boss Battles), due to its massive horizontal knockback which can launch them far away from the stage. Even on Easy difficulty, middleweights with good recovery are KOed as low as 20%, while light characters are usually KOed at even lower percentuals. If played on [[Multiplayer|co-op mode]], Tabuu will try to smash the caught player into the other, with even more KO power. This results in a guaranteed OHKO on every difficulty in the Subspace Emissary and on Normal and above in Boss Battles. The same happens if two players are caught by the attack and smashed together; however, unlike Chain of Light damage doesn't increase (85% on Intense). There is no predetermined way the brackets fly, and when the player is not able to make a jump, they should make an air-dodge. It is one of the least predictable attacks of Tabuu and the second more powerful behind Off Waves (in knockback terms), making it really dangerous. This move resembles Tabuu's wings as seen in the background of the Portal in [[The Great Maze]].


===Second moves===
===Second moves===
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===Third moves===
===Third moves===
*'''Dragon Laser''' - Tabuu appears on the side of the stage and manifests a dragon head (also bearing similarities to the [[Dark Cannon]]s), which floats beneath Tabuu as it spits out a powerful laser horizontally across the stage. The laser lasts for a few seconds, but only deals a single hit when the player touches it. Jumping is advisable, although some characters may have a harder time dodging it this way. It's a [[One-hit KO]] on Normal or higher [[difficulty]] and on Hard or higher in Boss Battles; damage can reach 72%. Knockback is spiked. Tabuu can be attacked while performing this move, although it is very dangerous; hitting the cannon will also damage Tabuu himself. The attack is predictable, but the laser can be really swift, and characters with poor jump will risk to get caught; this is more evident in the Subspace Emissary, when gravity and falling speed are slightly higher.
*'''Dragon Laser''' - Tabuu appears on the side of the stage and manifests a dragon head (also bearing similarities to the [[Dark Cannon]]s), which floats beneath Tabuu as it spits out a powerful laser horizontally across the stage. The laser lasts for a few seconds, but only deals a single hit when the player touches it. Jumping is advisable, although some characters may have a harder time dodging it this way. It's a [[One-hit KO]] on Normal or higher [[difficulty]] and on Hard or higher in Boss Battles; damage can reach 72%. It is a [[semi-spike]], but not horizontal. Tabuu can be attacked while performing this move, although it is very dangerous; hitting the cannon will also damage Tabuu himself. The attack is predictable, but the laser can be really swift, and characters with poor jump will risk to get caught; this is more evident in the Subspace Emissary, when gravity and falling speed are slightly higher.


[[File:Tabuu Fight.jpg|Tabuu using Bullet Rain on {{SSBB|Captain Falcon}}.|thumb|250px]]
[[File:Tabuu Fight.jpg|Tabuu using Bullet Rain on {{SSBB|Captain Falcon}}.|thumb|250px]]
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*Intense: 326% for bullets, 394% for bullets + sphere (Subspace Emissary); 268% for bullets, 318% for bullets + sphere (Boss Battles).
*Intense: 326% for bullets, 394% for bullets + sphere (Subspace Emissary); 268% for bullets, 318% for bullets + sphere (Boss Battles).


Since it can deal nearly 400% in a few seconds, this attack is one of the [[Damage|most damaging ever]], only surpassed by [[Lugia]]’s Aeroblast and multiple [[Floow]]s’ lament on Intense difficulty.
Since it can deal nearly 400% in a few seconds, this attack is one of the [[Damage|most damaging ever]], only surpassed by multiple [[Floow]]s’ lament on Intense difficulty, [[Bucculus]]' kiss and [[Lugia]]’s Aeroblast.


*'''Shuriken Boomerang''' - Tabuu appears on one side of the stage and throws a huge, circular, three-bladed shuriken, which flies across the stage like a boomerang before he catches it. Avoided by jumping and using the [[up special move]] (depending on character) to avoid the second swing. The boomerang only has three blades, but the speed of its spin makes it look like it has about nine. At higher levels, the player may need to dodge both the throw and the return in one jump, due to its high speed; players with low recovery will have more difficulty in dodging, especially in the Subspace Emissary where falling speed and gravity are slightly higher. The first swing deals massive spiked or horizontal knockback, and can OHKO on Hard or higher difficulty (on Very Hard or above in Boss Battles); the second swing OHKOs starting from Very Hard and Intense respectively, dealing perfectly vertical knockback. The first hit also inflicts more damage (48% against 43% on Intense). Tabuu can be attacked while performing this move, with some risks.
*'''Shuriken Boomerang''' - Tabuu appears on one side of the stage and throws a huge, circular, three-bladed shuriken, which flies across the stage like a boomerang before he catches it. Avoided by jumping and using the [[up special move]] (depending on character) to avoid the second swing. The boomerang only has three blades, but the speed of its spin makes it look like it has about nine. At higher levels, the player may need to dodge both the throw and the return in one jump, due to its high speed; players with low recovery will have more difficulty in dodging, especially in the Subspace Emissary where falling speed and gravity are slightly higher. The first swing deals massive spiked or horizontal knockback, and can OHKO on Hard or higher difficulty (on Very Hard or above in Boss Battles); the second swing OHKOs starting from Very Hard and Intense respectively, dealing perfectly vertical knockback. The first hit also inflicts more damage (48% against 43% on Intense). Tabuu can be attacked while performing this move, with some risks.
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The attack is not easy to dodge but is most straightforwardly possible by either [[sidestep]]ping or [[roll]]ing three times in a row with accurate timing. If playing as {{SSBB|Pokémon Trainer}} or {{SSBB|Zelda}}/{{SSBB|Sheik}}, the temporary invulnerability granted by using the [[down special]] transformation at the right time (the instant Tabuu extends his wings) also works. It can also be avoided by using [[perfect shield]]ing or by using moves with [[armor]], but the timing involved with these techniques is extremely difficult. With characters like {{SSBB|Kirby}} and {{SSBB|Jigglypuff}}, the player may also [[air dodge]] if they jump high enough. It is possible to actually survive being hit by a wave if the player is in the air under the stage, where she or he can [[DI]] and ceiling [[tech]], but only on lower difficulties and this requires a considerably good reaction time and tech skills to pull off and the character must also have a good recovery to make it back. Off Waves' speed is very high and increases with the difficulty, leading to less than half second between each ring on Intense.
The attack is not easy to dodge but is most straightforwardly possible by either [[sidestep]]ping or [[roll]]ing three times in a row with accurate timing. If playing as {{SSBB|Pokémon Trainer}} or {{SSBB|Zelda}}/{{SSBB|Sheik}}, the temporary invulnerability granted by using the [[down special]] transformation at the right time (the instant Tabuu extends his wings) also works. It can also be avoided by using [[perfect shield]]ing or by using moves with [[armor]], but the timing involved with these techniques is extremely difficult. With characters like {{SSBB|Kirby}} and {{SSBB|Jigglypuff}}, the player may also [[air dodge]] if they jump high enough. It is possible to actually survive being hit by a wave if the player is in the air under the stage, where she or he can [[DI]] and ceiling [[tech]], but only on lower difficulties and this requires a considerably good reaction time and tech skills to pull off and the character must also have a good recovery to make it back. Off Waves' speed is very high and increases with the difficulty, leading to less than half second between each ring on Intense.


When faced in [[Boss Battles]], Tabuu's Off Waves are made much slower and relatively weaker, to compensate that the player has only one [[stock]] instead of six and also has no [[continue]]s. On Easy difficulty, one wave will deal 22% to 36% damage with high knockback, OHKOing {{SSBB|Mario}} only on its [[sweetspot]] or if he touches Winged Tabuu (while the [[sourspot]] KOs around 35%). Both damage and knockback rapidly increase, and regain their guaranteed one-hit KO status on Normal difficulty and above. On Intense they can deal over 160% damage, like on Very Hard in the Subspace Emissary.
When faced in [[Boss Battles]], Tabuu's Off Waves are made much slower and relatively weaker, to compensate that the player has only one [[stock]] instead of six and also has no [[continue]]s. On Easy difficulty, one wave will deal 22% to 36% damage with high knockback, OHKOing {{SSBB|Mario}} only on its [[sweetspot]] or if he touches Winged Tabuu (while the [[sourspot]] KOs around 35%). Normally, it is a guaranteed OHKO on characters not heavier than {{SSBB|Zelda}} if the player is not too far from Tabuu. Both damage and knockback rapidly increase, and regain their guaranteed one-hit KO status on Normal difficulty and above. On Intense they can deal over 160% damage, like on Very Hard in the Subspace Emissary.


Off Waves are so powerful that even [[metal]] or [[Super Mushroom|giant]] characters will be OHKOed, usually starting from Hard difficulty (or Very Hard in Boss Battles). However, when playing in Co-op mode they are partially nerfed in the Subspace Emissary (but not in Boss Battles), to compensate their immense power and range (which covers the entire stage). On Normal difficulty, the sourspot will usually KO around 40%, but the sweetspot and contact with Winged Tabuu will still OHKO. On Normal difficulty and above, they regain guaranteed OHKO power.
Off Waves are so powerful that even [[metal]] or [[Super Mushroom|giant]] characters will be OHKOed, usually starting from Hard difficulty (or Very Hard in Boss Battles). However, when playing in Co-op mode they are partially nerfed in the Subspace Emissary (but not in Boss Battles), to compensate their immense power and range (which covers the entire stage). Firstly, they are made slower in every difficulty. Secondly, on Normal the sourspot will usually KO around 40%, but the sweetspot and contact with Winged Tabuu will still OHKO. On Normal difficulty and above, they regain guaranteed OHKO power.


The following list shows the maximum damage inflicted by Tabuu's Off Waves for every difficulty (calculated on the [[sweetspot]] or by direct contact with Winged Tabuu):
The following list shows the maximum damage inflicted by Tabuu's Off Waves for every difficulty (calculated on the [[sweetspot]] or by direct contact with Winged Tabuu):
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