Tabuu: Difference between revisions

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===Third moves===
===Third moves===
*'''Shadow Laser''' ({{ja|シャドーレーザー|Shadō Rēzā}}) - Tabuu appears on the side of the stage and manifests a draconic head (also bearing similarities to the [[Dark Cannon]]s), which floats beneath Tabuu as it unleashes a powerful bright azure laser horizontally across the stage. The beam has a huge hitbox and lasts for about three seconds, although only dealing a single hit when the player touches it. Jumping is advisable, although some characters may have a harder time dodging it this way. This move is a OHKO on Intense, dealing up to 67% (1-2% fresh). It is usually a [[semi-spike]], but angled and 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 low jump or recovery are quite more likely to get caught by the blast.
*'''Shadow Laser''' ({{ja|シャドーレーザー|Shadō Rēzā}}) - Tabuu appears on the side of the stage and manifests a draconic head (also bearing similarities to the [[Dark Cannon]]s), which floats beneath Tabuu as it unleashes a powerful laser horizontally across the stage. The beam has a huge hitbox and lasts for about three seconds, although only dealing a single hit when the player touches it. Jumping is advisable, although some characters may have a harder time dodging it this way. This move is a OHKO on Intense, dealing up to 67% (1-2% fresh). It is usually a [[semi-spike]], but angled and 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 low jump or recovery are quite more likely to get caught by the blast.


[[File:Tabuu Fight.jpg|Tabuu using Tabuu Shot on {{SSBB|Captain Falcon}}.|thumb|250px]]
[[File:Tabuu Fight.jpg|Tabuu using Tabuu Shot on {{SSBB|Captain Falcon}}.|thumb|250px]]
*'''Tabuu Shot''' ({{ja|タブーショット|Tabū Shotto}}) - Tabuu appears in a random area in the air and fires a barrage of small rain-like bullets, finishing with a huge energy sphere. Easily avoided by keeping a safe distance from him; the bullet chain always lasts for less than three seconds, with a brief additional time for the huge energy sphere (about one second on Intense). It seems to be the least frequently used attack of the Third Moves, but [[punish]]es overzealous jumping that would be done to avoid the other two attacks. Still, pattern memorization will give his location away if he's about to use this attack; namely, if Tabuu appears anywhere not off the edge of the stage, he will use Tabuu Shot. On Intense, a player fully hit by all hitboxes can sustain almost 400% damage before being invariably KOed. The huge energy sphere inflicts up to 54% and immense vertical knockback, being a guaranteed OHKO on Very Hard or higher difficulties; however, despite being enormous in size (much larger than {{SSBB|Zelda}}'s [[Din's Fire]]), its hitbox has roughly the same dimension of the sphere itself, not more - even though it explodes on the ground. The bullets inflict small set knockback but deal extremely high damage (quite over 300% on Intense if all hits connect); they are also very dangerous, since the player gets trapped and suffers multiple hits before being released. Apparently, their maximum combined damage increases by 44% per difficulty, except for Very Hard to Intense in the Subspace Emissary (where the gap is reduced to 29%). Tabuu can be attacked while performing this move, but it becomes very dangerous when the first hitbox ends, since touching the electrical sphere on his hand (noticed due to a red flash) can KO early on every difficulty (because Tabuu is high and closer to the upper [[blast line]], and this move's knockback is almost straight up).
*'''Tabuu Shot''' ({{ja|タブーショット|Tabū Shotto}}) - Tabuu appears in a random area in the air and fires a barrage of small rain-like bullets, finishing with a huge ball of energy. Easily avoided by keeping a safe distance from him; the bullet chain always lasts for less than three seconds, with a brief additional time for the huge energy sphere (about one second on Intense). It seems to be the least frequently used attack of the Third Moves, but [[punish]]es overzealous jumping that would be done to avoid the other two attacks. Still, pattern memorization will give his location away if he's about to use this attack; namely, if Tabuu appears anywhere not off the edge of the stage, he will use Tabuu Shot. On Intense, a player fully hit by all hitboxes can sustain almost 400% damage before being invariably KOed. The huge energy sphere inflicts up to 54% and immense vertical knockback, being a guaranteed OHKO on Very Hard or higher difficulties; however, despite being enormous in size (much larger than {{SSBB|Zelda}}'s [[Din's Fire]]), its hitbox has roughly the same dimension of the sphere itself, not more - even though it explodes on the ground. The bullets inflict small set knockback but deal extremely high damage (quite over 300% on Intense if all hits connect); they are also very dangerous, since the player gets trapped and suffers multiple hits before being released. Apparently, their maximum combined damage increases by 44% per difficulty, except for Very Hard to Intense in the Subspace Emissary (where the gap is reduced to 29%). Tabuu can be attacked while performing this move, but it becomes very dangerous when the first hitbox ends, since touching the electrical sphere on his hand (noticed due to a red flash) can KO early on every difficulty (because Tabuu is high and closer to the upper [[blast line]], and this move's knockback is almost straight up).


*'''Tabuu Boomerang''' ({{ja|タブーブーメラン|Tabū Būmeran}}) - Tabuu appears on one side of the stage and throws a huge, circular and 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 very high speed (it could cover the entire length of {{h2|The Great Maze|Tabuu's Residence}} in roughly three seconds, including throw and catch phases). Players with poor recovery or low jump will have much more difficulty in dodging. The first swing deals massive angled or semi-spiked knockback, KOing at very low percentages, and inflicts slightly more damage than the second one (48% against 44% on Intense). Tabuu can be attacked while performing this move, with some risks.
*'''Tabuu Boomerang''' ({{ja|タブーブーメラン|Tabū Būmeran}}) - Tabuu appears on one side of the stage and throws a huge, circular and 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 very high speed (it could cover the entire length of {{h2|The Great Maze|Tabuu's Residence}} in roughly three seconds, including throw and catch phases). Players with poor recovery or low jump will have much more difficulty in dodging. The first swing deals massive angled or semi-spiked knockback, KOing at very low percentages, and inflicts slightly more damage than the second one (48% against 44% on Intense). Tabuu can be attacked while performing this move, with some risks.
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