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Re: Fairy Fighting
Moveset. If someone wants to correct the names feel free. Most of the moves are shown when selecting Tiki. The only two that aren't are the Fairy Shot and what I dubbed Fairy Breath.
d = Down
f = Forward
b = Back
P = any punch
LP = Light Punch
HP = Hard Punch
K = Kick
LK = Light Kick
HK = Hard Kick
f, f / b, b - Dash
Tiki hops over the ground a good distance. She flashes blue with a few afterimages as she does to show, and during the hop she is invincible. There are vulnerable frames during the start and finish, but the enemy needs to grab you just as you start in order to knock you out of this.
d, d - Crouch
Tiki pretty much throws herself to the ground with her ass slightly in the air. This is purely defensive and can be used to avoid a number of attacks, mostly Meat Catchers projectile grab. It can go under other attacks, but realistically you won't get any warning to actually get her to crouch in time.
d + LP + LK - Masturbate
Tiki plays with herself and fills both her health and SP bars. Masturbate for long enough and Tiki will cum for a few seconds. She cannot be touched during that time, but afterwards she will sit on the ground resting and completely exposed.
d, df, f + P - Sliding Punch
Tiki take a moment to wind up before sliding forward with her fist to the ground. After moving forward depending on which Punch you used she will end with a standing uppercut. The LP version doesn't hit as hard and doesn't move as far, but it comes out faster than the HP version.
f, d, df + P - Wind Upper
Typical Dragon Punch move, Tiki leaps into the air and and smacks her enemy multiple times as she does. Unlike other similar moves this one doesn't suffer from a large window of recovery. LP makes her hop just a little for light damage, HP makes her launch into the air for a heavy attack.
d, db, b + P - Fairy Tackle
Can be used in the air
Tiki takes a moment to prepare before she charges forward flying through the air with her fists leading the way. The LP version moves forward slowly and only slows Tiki's descent if she uses it in the air, but it can hit repeatedly and do more damage than the HP version. It takes a little longer to charge, but Tiki becomes a streak that shoots through an enemy and really doesn't lose any altitude. This version is best used as a means to get behind an enemy whenever you get cornered.
K (tap) - Rapid Kick
Tiki sticks her leg out and starts kicking an enemy as quickly as she can. Using LK makes her kick to the ground while HK makes her kick to her side. LK is weaker, but it effectively keeps an enemy stunned. HK is very strong, but it pushes an enemy back. After a few kicks Tiki will stop and recover for an extended period. Supposedly you can use Sliding Punch during that time, but I've never seen it work properly.
d, db, b + K - Fairy Shot
Tiki winds up and executes a small jumping kick. She doesn't truly leave the ground, and the distance varies depending on the kick. LK will send her forward a good distance, HK will practically keep her in place. The Light doesn't do much damage but is good for closing the distance while attacking. The Hard hurts, but getting it to actually hit is another matter.
LP (tap) - Fairy Breath
Must be at full SP
Tiki brings her hands up as if she were blowing a kiss, and a gust of wind is released that can repeatedly strike the enemy. This move can hit hard, but it has a pretty good windup. Once it does hit keep tapping LP to keep up the attack. It can last for a pretty long time, but it drains SP pretty quickly.
d, df, f, d, df, f + HP - Wind Slash
Must be at full SP
Tiki flashes for a few moments, then she uppercuts with both arms and releases a strong projectile that travels on the ground and is as tall as her. The move is executed quickly, and after Tiki fires it she does a small backflip and is read to move once again. You can actually chase after the Wind Slash and join it as it pummels your enemy.
Moveset. If someone wants to correct the names feel free. Most of the moves are shown when selecting Tiki. The only two that aren't are the Fairy Shot and what I dubbed Fairy Breath.
d = Down
f = Forward
b = Back
P = any punch
LP = Light Punch
HP = Hard Punch
K = Kick
LK = Light Kick
HK = Hard Kick
f, f / b, b - Dash
Tiki hops over the ground a good distance. She flashes blue with a few afterimages as she does to show, and during the hop she is invincible. There are vulnerable frames during the start and finish, but the enemy needs to grab you just as you start in order to knock you out of this.
d, d - Crouch
Tiki pretty much throws herself to the ground with her ass slightly in the air. This is purely defensive and can be used to avoid a number of attacks, mostly Meat Catchers projectile grab. It can go under other attacks, but realistically you won't get any warning to actually get her to crouch in time.
d + LP + LK - Masturbate
Tiki plays with herself and fills both her health and SP bars. Masturbate for long enough and Tiki will cum for a few seconds. She cannot be touched during that time, but afterwards she will sit on the ground resting and completely exposed.
d, df, f + P - Sliding Punch
Tiki take a moment to wind up before sliding forward with her fist to the ground. After moving forward depending on which Punch you used she will end with a standing uppercut. The LP version doesn't hit as hard and doesn't move as far, but it comes out faster than the HP version.
f, d, df + P - Wind Upper
Typical Dragon Punch move, Tiki leaps into the air and and smacks her enemy multiple times as she does. Unlike other similar moves this one doesn't suffer from a large window of recovery. LP makes her hop just a little for light damage, HP makes her launch into the air for a heavy attack.
d, db, b + P - Fairy Tackle
Can be used in the air
Tiki takes a moment to prepare before she charges forward flying through the air with her fists leading the way. The LP version moves forward slowly and only slows Tiki's descent if she uses it in the air, but it can hit repeatedly and do more damage than the HP version. It takes a little longer to charge, but Tiki becomes a streak that shoots through an enemy and really doesn't lose any altitude. This version is best used as a means to get behind an enemy whenever you get cornered.
K (tap) - Rapid Kick
Tiki sticks her leg out and starts kicking an enemy as quickly as she can. Using LK makes her kick to the ground while HK makes her kick to her side. LK is weaker, but it effectively keeps an enemy stunned. HK is very strong, but it pushes an enemy back. After a few kicks Tiki will stop and recover for an extended period. Supposedly you can use Sliding Punch during that time, but I've never seen it work properly.
d, db, b + K - Fairy Shot
Tiki winds up and executes a small jumping kick. She doesn't truly leave the ground, and the distance varies depending on the kick. LK will send her forward a good distance, HK will practically keep her in place. The Light doesn't do much damage but is good for closing the distance while attacking. The Hard hurts, but getting it to actually hit is another matter.
LP (tap) - Fairy Breath
Must be at full SP
Tiki brings her hands up as if she were blowing a kiss, and a gust of wind is released that can repeatedly strike the enemy. This move can hit hard, but it has a pretty good windup. Once it does hit keep tapping LP to keep up the attack. It can last for a pretty long time, but it drains SP pretty quickly.
d, df, f, d, df, f + HP - Wind Slash
Must be at full SP
Tiki flashes for a few moments, then she uppercuts with both arms and releases a strong projectile that travels on the ground and is as tall as her. The move is executed quickly, and after Tiki fires it she does a small backflip and is read to move once again. You can actually chase after the Wind Slash and join it as it pummels your enemy.