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*Bonus picture at the end of the video~*
I just decided to randomly do a video to showcase UJI's Tiki, which is based on her design from Fire Emblem 3: Mystery of the Emblem. I have to say, she's really fun to play with, even if she technically only has 3 attack buttons (one button is technically for Roll, another for Shield which I never used once, and the last is to call the Helpers). Only 2 supers too, but with how powerful they are, she doesn't need anymore really. One is easy to block and the other is easy to interrupt at that, but given their strength as you can see, there's a good reason they're set that way I think.
Now, onto what I think about the character herself without being biased~
*Moveset-wise, she's pretty well-set. Dragon Fang (the dashing punch move) has enough blockstun that it's easy to punish, but it's good for ending aerial attacks or Tiki's Standing Strong Punch, assuming they hit. Dragon Breath (flame move) is really good for hitting downed opponents as well as just being a keep-away move. Dragon Wing is a decent anti-air move, but is another that can lead to Tiki being punished pretty hard if it whiffs and the opponent doesn't fall for the bait.
*Ah, the Helpers. So we have Marth who can surprise attack from behind the enemy, AND can be used while Tiki is blocking which is great for interrupting the opponent. In addition, we have Sheeda who's alright at pressuring and/or comboing, and lastly we have...an Armor Knight whom I don't know if he represents any character in particular. This guy is by far the best Helper Tiki has, as he blocks everything thrown at her and gives her time to attack from afar or to charge up her super meter. Did I forget to mention that holding B + C will let her charge up super? Yup! Oh yes, and each Helper has their own lifebar, indicated by the three sepearate bars (going from Marth, Sheeda, Armor Knight). Whenever the character is summoned and attacked, they will substain some damage, and if their respective lifebar hits zero, they can no longer be used for the remainder of the fight period. Armor Knight will probably fall the quickest, as he can generally stay around the entire round unless dismissed. So keep this in mind if you want to deal with Tiki quickly and/or want to keep her from being mauled!
*Supers: Mist Breath, if combo'd into, can be a pretty powerful move, but when used alone, it's super easy to block. Divine Dragonstone, likewise, is extremely powerful and can potentially OHKO the opponent if the Critical hits (there's also a chance that the move can be blocked too, as I have seen once). However, it's super easy to interrupt simply by jumping at Tiki and hitting her, assuming the opponent doesn't go over her head. Really, these are all the Supers she'll ever need!
*Sprite-wise, I like how her sprites are. If there's anything that I would like to see done, is for her to get newer idle, walking forward, and walking back sprites, as they're really stiff and could be done better. She could even probably do with a run animation like in KoF to give her more liveliness. The animations on her attacks and the Helpers are all fine I think, and work well with the spritestyle UJI has given her.
*AI-wise, she's pretty rough to fight. Most of her attacks can be blocked low luckily, but she can easily mix up with highs either with Standing SP or with Sheeda/Marth, which makes it easy for her to get a pretty devastating combo off. If in the corner, it's even possible for her to launch the opponent into an aerial combo which ends with Mist Breath for a pretty good chunk of your life. If she has the Armor Knight out, odds are she'll try to charge up Super and then try to land a level 3. Ironically enough, the Armor Knight tends to keep the player from being sucked in but...
And that's all I have to say on my favorite Fire Emblem character~ Probably not much feedback that can be used or be useful, but hey! I tried. ^^;
Stage: Mittlebirge Castle
Music: Fire Emblem: Radiant Dawn - Eternal Bond
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