Bionicle: Kanohi Klash/Tahu: Difference between revisions

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Note: blue and cyan hurtboxes don't have any difference in-game
Note: blue and cyan hurtboxes don't have any difference in-game
====Standing Normals====
====Standing Normals====
{{MoveData
{{MoveData-SG
|name=5LP
| pic    = [[File:BKK-Tahu-5LP.png]]
|image=BKK-Tahu-5LP.png
| hitbox  = [[File:BKK-Tahu-5LP-hitbox.png|225px]]
|image2=BKK-Tahu-5LP2.png
| caption = Cross Jab
| name    = 5LP
| input  = '''s.'''{{NotationIcon-SG|LP}}
|{{AttackData-SG |
| version      = x1, x2
| guard        = Mid
| properties  = {{Property-BKK|Chains Into Self}}
| dmg          = 30
| meter        = 0%
| startup      = 3
| active      = 3
| recovery    = 9
| hitstop      = 8
| hitstun      = 13
| blockstun    = 13
| onhit        = +1
| onblock      = +1
| onpushblock  =
| superhitstop =
}}
|
'''Gatling options:''' 5MP, 5LK
* Rapid-fire jab not unlike [[Akatsuki Blitzkampf/Akatsuki|Akatsuki]]'s.
* Incredibly stubby but sees use as an anti-hop attack sometimes.
* As far as gatlings go, just use 5LK as an opener instead.
}}
}}


{{MoveData
{{MoveData-SG
|name=5MP
| pic    = [[File:BKK-Tahu-5MP.png]]
| hitbox  = [[File:BKK-Tahu-5MP-hitbox.png|225px]]
| caption = Brush Cutter
| name   = 5MP
| input  = '''s.'''{{NotationIcon-SG|MP}}
|{{AttackData-SG |
| guard        = Mid
| properties  = -
| dmg          = 60
| meter        = 0.66%
| startup      = 9
| active      = 2
| recovery    = 15
| hitstop      = 12
| hitstun      = 17
| blockstun    = 17
| onhit        = +1
| onblock      = +1
| onpushblock  =
| superhitstop =
}}
|
* Head-invulnerable anti-air.
* Chains from lights unlike 5MK but is awfully stubby by comparison.
* Decent kara throw button but 5HK might be a little better.
}}
}}


{{MoveData
{{MoveData-SG
|name=5HP
| pic    = [[File:BKK-Tahu-5HP.png]]
| hitbox  = [[File:BKK-Tahu-5HP-hitbox.png|225px]]
| caption = Burning Slash
| name   = 5HP
| input  = '''s.'''{{NotationIcon-SG|HP}}
|{{AttackData-SG |
| guard        = Mid
| properties  = -
| dmg          = 200
| meter        = 1%
| startup      = 17
| active      = 2
| recovery    = 34
| hitstop      = 16
| hitstun      = 28
| blockstun    = 24
| onhit        = -7
| onblock      = -14
| onpushblock  =
| superhitstop =
}}
|
* Samurai Shodown heavy slash. More damage than Tahu's specials and slightly less than his supers.
* Minus on hit, but a) the pushback makes that sting less and b) it is super-cancellable like all non-airborne normals.
* If blocked, goes into a recoil state that can be cancelled into any special move on frame 11 and beyond.
}}
}}


{{MoveData
{{MoveData-SG
|name=5LK
| pic    = [[File:BKK-Tahu-5LK.png]]
| hitbox  = [[File:BKK-Tahu-5LK-hitbox.png|225px]]
| caption = Knee Bash
| name   = 5LK
| input  = '''s.'''{{NotationIcon-SG|LK}}
|{{AttackData-SG |
| guard        = Mid
| properties  = -
| dmg          = 40
| meter        = 0%
| startup      = 5
| active      = 2
| recovery    = 12
| hitstop      = 12
| hitstun      = 14
| blockstun    = 12
| onhit        = 0
| onblock      = -2
| onpushblock  =
| superhitstop =
}}
|
'''Gatling options:''' 5MP
* Excellent light poke.
* Gatling into 5MP could be tricky at poke range, circumvent by cancelling into MP Bolt or LP Eruption.
* Can be cancelled into itself a little before recovery ends. Not as fast as jab renda.
}}
}}


{{MoveData
{{MoveData-SG
|name=5MK
| pic    = [[File:BKK-Tahu-5MK.png]]
| hitbox  = [[File:BKK-Tahu-5MK-hitbox.png|225px]]
| caption = Roundhouse
| name   = 5MK
| input  = '''s.'''{{NotationIcon-SG|MK}}
|{{AttackData-SG |
| guard        = Mid
| properties  = -
| dmg          = 80
| meter        = 0.66%
| startup      = 7
| active      = 4
| recovery    = 12
| hitstop      = 12
| hitstun      = 19
| blockstun    = 16
| onhit        = +3
| onblock      = 0
| onpushblock  =
| superhitstop =
}}
|
* Tahu's other best poke.
* Standalone medium, no gatling into it unfortunately.
* Moves forward a bit. Not that notable, but could be important for certain blockstrings.
}}
}}


{{MoveData
{{MoveData-SG
|name=5HK
| pic    = [[File:BKK-Tahu-5HK.png]]
| hitbox  = [[File:BKK-Tahu-5HK-hitbox.png|225px]]
| caption = Backspin Kick
| name   = 5HK
| input  = '''s.'''{{NotationIcon-SG|HK}}
|{{AttackData-SG |
| guard        = Mid
| properties  = -
| dmg          = 110
| meter        = 1%
| startup      = 14
| active      = 3
| recovery    = 16
| hitstop      = 12
| hitstun      = 25
| blockstun    = 18
| onhit        = +6
| onblock      = -1
| onpushblock  =
| superhitstop =
}}
|
* Pretty oppressive due to only being -1 on block.
* Goes airborne on frame 7, dodges lows from 7-25, becomes grounded again on frame 26.
* Links into light normals. Go crazy!
}}
}}
====Crouching Normals====
====Crouching Normals====
{{MoveData
{{MoveData-SG
|name=2LP
| pic    = [[File:BKK-Tahu-2LP.png]]
| hitbox  = [[File:BKK-Tahu-2LP-hitbox.png|225px]]
| caption = Low Jab
| name   = 2LP
| input  = '''c.'''{{NotationIcon-SG|LP}}
|{{AttackData-SG |
| version      = x1, x2
| guard        = Mid
| properties  = {{Property-BKK|Chains Into Self}}
| dmg          = 30
| meter        = 0%
| startup      = 3
| active      = 2
| recovery    = 11
| hitstop      = 8
| hitstun      = 13
| blockstun    = 13
| onhit        = 0
| onblock      = 0
| onpushblock  =
| superhitstop =
}}
|
'''Gatling options:''' 2LK, 5LP, 5LK
* Not very distinct from its standing equivalent.
}}
}}



Latest revision as of 15:10, 28 June 2024

Background

The hot-headed but selfless leader of the Toa Mata. After awakening on the shores of Ta-Wahi with no memory, Tahu begins his quest to find six great masks.

Introduction

Tahu, being the de-facto mascot for Bionicle, slots in as Kanohi Klash's "shoto". True to this nature, he is equipped with a fireball, an invincible uppercut, and a gap-closing move (a rekka, in this case).

  • Mask: Kanohi Hau - Mask of Shielding: Gives access to a parry (both grounded and aerial) as well as a pushblock. The parry can be dash-cancelled.

Similar to: Ryu (USF4), Genjuro (SS2)

Playstyle
BKK-Portrait-Tahu.png Tahu is an all-rounder who thrives off of strong mix-ups and can play well at any range.
Pros Cons
  • Defense: Parries and reversal DPs make Tahu a strong character on defense.
  • Range: Tahu sports some great pokes, a very fast HP fireball, and a beam super. This makes him quite a threat at mid-to-long range.
  • Mix-ups: In addition to a fairly fast overhead and some good lows, Tahu also boasts a command grab and some tricky left-right mixups with his Trailblazer rekkas.
  • No Sauce: Tahu has a hard time doing substantial damage once he opens up his opponent. His only juggle opener is j.2HK which doesn't launch very high and adds quite a few juggle points to boot.

Move List

Note: blue and cyan hurtboxes don't have any difference in-game

Standing Normals

BKK-Tahu-5LP.png
BKK-Tahu-5LP-hitbox.png
Cross Jab
Toggle Hitboxes
Toggle Hitboxes
5LP s.Sg lp.png
x1, x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 30 0% +1 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
3 3 9 13 13 8

Gatling options: 5MP, 5LK

  • Rapid-fire jab not unlike Akatsuki's.
  • Incredibly stubby but sees use as an anti-hop attack sometimes.
  • As far as gatlings go, just use 5LK as an opener instead.
BKK-Tahu-5MP.png
BKK-Tahu-5MP-hitbox.png
Brush Cutter
Toggle Hitboxes
Toggle Hitboxes
5MP s.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 60 0.66% +1 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9 2 15 17 17 12
  • Head-invulnerable anti-air.
  • Chains from lights unlike 5MK but is awfully stubby by comparison.
  • Decent kara throw button but 5HK might be a little better.
BKK-Tahu-5HP.png
BKK-Tahu-5HP-hitbox.png
Burning Slash
Toggle Hitboxes
Toggle Hitboxes
5HP s.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 200 1% -7 -14
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 2 34 28 24 16
  • Samurai Shodown heavy slash. More damage than Tahu's specials and slightly less than his supers.
  • Minus on hit, but a) the pushback makes that sting less and b) it is super-cancellable like all non-airborne normals.
  • If blocked, goes into a recoil state that can be cancelled into any special move on frame 11 and beyond.
BKK-Tahu-5LK.png
Knee Bash
Toggle Hitboxes
Toggle Hitboxes
5LK s.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 40 0% 0 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
5 2 12 14 12 12

Gatling options: 5MP

  • Excellent light poke.
  • Gatling into 5MP could be tricky at poke range, circumvent by cancelling into MP Bolt or LP Eruption.
  • Can be cancelled into itself a little before recovery ends. Not as fast as jab renda.
BKK-Tahu-5MK.png
Roundhouse
Toggle Hitboxes
Toggle Hitboxes
5MK s.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 80 0.66% +3 0
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 4 12 19 16 12
  • Tahu's other best poke.
  • Standalone medium, no gatling into it unfortunately.
  • Moves forward a bit. Not that notable, but could be important for certain blockstrings.
BKK-Tahu-5HK.png
Backspin Kick
Toggle Hitboxes
Toggle Hitboxes
5HK s.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 110 1% +6 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 3 16 25 18 12
  • Pretty oppressive due to only being -1 on block.
  • Goes airborne on frame 7, dodges lows from 7-25, becomes grounded again on frame 26.
  • Links into light normals. Go crazy!

Crouching Normals

BKK-Tahu-2LP.png
Low Jab
Toggle Hitboxes
Toggle Hitboxes
2LP c.Sg lp.png
x1, x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 30 0% 0 0
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
3 2 11 13 13 8

Gatling options: 2LK, 5LP, 5LK

  • Not very distinct from its standing equivalent.
2MP
2HP
2LK
2MK
2HK

Jumping Normals

Command Normals

Universal Mechanics

Special Moves

Super Moves

Combos

Colors

Tahu's colors (with references)


General
FAQ
Controls
Netplay
Characters
Tahu
Gali
Onua
Mechanics