Titanic Tim
Titan The Great

Introduction
The bigger they are, the harder they hit!
A giant friendly doof hailing from Wigan, England, Tim was notably huge even as far back as elementary school, standing 6'3" after graduating. He enters the ring to fully utilize his gigantism, and have fun while doing so.
Titanic Tim is a big body character that has a dynamic playstyle based on his advantage in a given match; in mid-to-fullscreen neutral, Tim has the tools to wall out opponents and play defensively. After he gets his opponent in the corner, he transforms into a mix-up vortex machine with his high and low hitting normals, and easy confirms into knockdowns because of Ultra Round / Tsunami.
Unfortunately, Titanic Tim struggles if he himself is in the corner because of his large hurtboxes, mediocre frame-data and complete lack of a useful invincible reversal. If you're looking for a momentum-heavy, mix-up machine character that's also something of a big body bruiser, Tim might be up your alley.
Strengths |
Weaknesses
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- Overheads: Titanic Tim is the only character in the game to have grounded overhead normals, in f.5LP / c.5HP / f.5HP - f.5LP, being both chainable and fast, grants Tim access to powerful consistent high/low vortex.
- Speen: Tsunami is a fantastic, very versatile special; with lightning fast start-up while boasting a very large hitbox and low profile hurtbox. It makes up a very large part of Tim's gameplan, so get used to hearing "ULTRA ROOOUND!"
- Anti-Flying-Wrestler: Titanic Tim has quite a few anti-air options available to him (f.5LP, c.5HP, f.5HP, 2369P); some better than others, some trading frequently, but all rather useful.
- Big Boy Man Boy: Titanic Tim has higher defense and stun resistance than most of the roster, allowing him to survive more abuse and giving him another chance in pressure situations.
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- Titanic: Titanic Tim is the largest character in the entire game when standing, and the 2nd largest when crouching, while also being generally sluggish due to a slow run and floaty jump; this can make approaching very challenging, and some match-ups polarizing.
- Lacking Defense: Despite Tsunami having incredible speed, it isn't a fool-proof reversal nor invincible, getting cleanly beaten by meaties. Tim is also cursed with having his invincible reversal be 2147K, which always fails to hit targets point-blank.
- No Fullscreen Presence: Due to Tim's underwhelming run-jump normals, jump and general speed, as well as having no projectile, his fullscreen presence is non-existent and is forced to either wall-out opponents with his pokes and anti-airs or try desperately to close the gap to start his corner dominance.
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Attributes
Prejump: 5 frames(?), 2 frames out of run(?)
Jump length: TBA
Standing*1 |
Crouching |
Taunt*2
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 |
 |
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Titanic Tim standing |
Titanic Tim crouching. |
Taunt Length: 37 frames
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- 1: Tim is the largest character in the game while standing, including stand blocking, as stated in Pros/Cons
- 2: Taunt not only keeps Tim's full standing hurtbox (actually makes him 3 pixels taller than normal standing), but also makes him wider on his upper half; this can get you tragically sniped and subsequently stunned by fast, long run jump moves, so make absolutely sure you are safe when you taunt.
Normal Moves
Far Standing Normals
5LP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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6
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8
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4
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H
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-
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-
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C, R
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Tim does an overhead chop. The only jab in the entire game that hits overhead, but to compensate is slightly slower than most, making it a weak mash option. Tim's best anti-air for opponents directly above.
Tim can combo into Tsunami directly from f.5LP, but only if you chain a second f.5LP and then kara-cancel it into Tsunami; f.5LP itself cannot special cancel. The input for this looks more like [f.5LP-LP>LP+HP]. Alternatively, if you're close enough, you can just chain into 2LK xx Tsunami instead.
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5HP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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6
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9
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8
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H
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-
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-
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R
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Tim does a slower, heavier overhead chop. Has 3 different hitboxes. Much fatter anti-air but it being slower than f.5LP makes it unpreferable for stopping opponents directly above Tim. Best option for stuffing run-jumps but prone to trades, and flat-out loses to moves like Biff's 66j.HK, in which case 2HP can be a better option.
This move is notably much easier to connect with than f.5LP, and can be chained into after a sequence like c.5LK>2LK for a good mix-up; however, it nets far less reward than f.5LP due to no possible route into Tsunami or knockdown.
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5LK
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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6
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1
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12
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HL
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-
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-
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S, R
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Tim sticks out his foot to kick. Only a single active frame and very bad recovery for a kick. Pretty bad button overall, and usually isn't preferred over 2LK, f.5LP or f.5HP for pokes at this range.
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5HK
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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10
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8
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12
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HL
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-
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-
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-
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Tim waits a small moment before sticking out his foot to kick. 4 Frames slower than f.5LK but has a much larger hitbox. If you're going to use either one of Tim's kicks for poking, try this one.
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Near Standing Normals
n.5LP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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5
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6
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13
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HL
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-
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-
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S, C, R
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- Tim's fastest standing grounded normal at 5F start-up
Tim swats out in front of him. Has two hitboxes, mostly used as combo filler. Unsafe on hit when not chained, so make sure to buffer another c.5LP or chain into 2LK xx Tsunami.
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n.5HP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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6
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8
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9
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H
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-
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-
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R
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Tim swings his fist over his head to bonk the opponent. Hits overhead, and can be linked after with 2LK. Has 3 different hitboxes and may look like an impeccable anti-air at first glance, but the move is unfortunately too slow combined with the very small proximity range to use it as such; if you attempt to use it, you'll get f.5HP most of the time anyway, and if you're in the range for this to trigger you are most likely going to get trade hit.
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n.5LK
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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6
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5
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9
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L
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-
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-
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S, C, R
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Tim swings his leg to perform a low kick. Standing low, and extremely vital to Tim's corner vortex game.
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n.5HK
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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10
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8
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10
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-
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-
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-
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-
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Tim knees at the opponent's midriff. If anyone who plays Titanic Tim has ever used this button for anything, please add a description here.
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Crouching Normals
2LP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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S, R
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Quick slap directly in front of Tim.
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2HP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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-
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Tim does a slower slap in front of him. If the first hit successfully connects, Tim reels his hand back to hit twice.
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2LK
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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S, R
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Tim sticks out his foot to kick. Integral to Tim's blockstrings and special cancellable for his vortex in the corner, but also makes a decent poke abare and sees lots of use in link combos.
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2HK
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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-
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Tim does a heavy kick while kneeling. Same sprite as 2LK, follows the same trend of Tim's other heavy normals; slower, but fatter hitbox. Interestingly is not a sweep, and does not knock the opponent down.
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Running Normals
66LP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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-
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Tim does a shoulder tackle. Does not knock down, and cannot be linked after. There is, as of right now, no obvious reason to use this move over 66HP.
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66HP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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-
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Tim does a better shoulder tackle. Guess he really wasnt feeling it with the light one, does knock down.
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66LK
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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-
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Tim sticks out his foot while sliding forwards. Active for a very long time and is shockingly disjointed, making it a decent meaty or approach option.
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66HK
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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-
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Tim knees while sliding forwards. Knocks down, acts the same as most characters' running clotheslines
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Jumping Normals
Diagonal Jumping Normals
j.LP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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until landing
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?
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-
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-
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-
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-
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Tim does a chop while in the air.
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j.HP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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-
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The classic body-splash. Has a much larger hurtbox than 66j.HP, but unlike 66j.HP does not knock down, which grants you higher damage and combo opportunities. Not an ideal mix-up button outside of cross-ups.
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j.LK
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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until landing
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?
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-
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-
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-
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-
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- Looks and acts exactly the same as 66j.LK, j.8LK with no hitbox differences
Tim does a knee in the air.
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j.HK
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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-
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?
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-
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-
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-
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-
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- Same move on straight jump, no differences in hitbox or frame-data
Tim does a mighty stop in mid-air.
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Neutral Jump Normals
j.8LP Why, Capcom? Why, Capcom?
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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until landing
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?
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-
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-
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-
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-
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Tim throws a punch. This acts exactly the same as j.7/9LP in every way, but has a different sprite for some reason.
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j.8HP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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-
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Tim clobbers his hands together before deciding he wants to throw a one-handed punch instead. Has an absolutely ginormous hitbox, great air-to-air for its remarkably fast speed.
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Running Jump Normals
66j.LP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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-
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Same exact move as j.LP, but does more damage.
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66j.HP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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-
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Tim does a body splash. Outside of the obvious benefits of a running normal (momentum, mainly), this move has a remarkably different hitbox from j.7/9HP, featuring significantly less hurtboxes. Knocks down on hit.
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66j.LK
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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-
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Tim does a jumping knee. Same song and dance as 66j.LP, but for j.LK instead.
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66j.HK
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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-
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Tim does a jumping knee. Looks visually identical to j.LK, but has a different hitbox which is lower and less horizontal, while having slightly more hittable hurtboxes on Tim's back leg. Rarely ever preferable over j.LK. Knocks down on hit.
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Grabs and Throws
Grabs
Grab G
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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-
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Tim is a big guy. Being a big guy means you got a big grab.
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Running Grab 236G/41236G
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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-
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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-
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|
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Throws
Face Lift G (vs Standing)
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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-
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|
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Choke G (vs Crouching)
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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-
|
|
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Titan Breaker 12-8G
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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?
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?
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?
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-
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-
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-
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-
|
|
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Special Moves
Tsunami / Ultra Round LP+HP LK+HK
"ULTRA ROOOOOUND!" "ULTRA ROOOOOUND!"
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
|
?
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?
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?
|
?
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-
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-
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-
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-
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The bread and butter of Tim's everything. Tim gets down and does a revolving spin while standing on his arms.
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Elephant Bomb 2147K why is this frame 1 invul - why this move? why is this frame 1 invul - why this move?
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
|
?
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?
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?
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-
|
-
|
-
|
-
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- Has 4 different hitboxes
- Is full-body invulnerable on frame 1
Tim does a small squat before launching himself into the air, doing a somersault and attempting to headbutt the opponent along the way. LK and HK Versions go at different arcs; LK goes more forwards at a 25° degree angle, while the HK version goes at a 45° angle which makes it better for anti-air usage... if you want to use it for that.
Can always cross-up in the corner, making it a cheesy round-ending option, but is otherwise a very rarely applicable move and should be used very sparingly.
Click below to view all hitboxes.
Unique Recov. 2 (Repeat till landing, 3(?) recovery frames landing)
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Mountain Breaker 2369P
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Version
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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2369P (Normal)
|
?
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?
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?
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?
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HL
|
-
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-
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-
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- Has 4 different hitboxes upon landing
- LP and HP versions go at different arcs, see below for details
- Chop can hit between 3-6 times, see below for details
Tim jumps forward with a rising knee, then does a large chop as he lands. The knee usually combos into the chop, but sometimes mysteriously whiffs, and the amount of hits the chop does is wildly inconsistent.
Click below to view hitboxes.
Unique Recov. 1 (repeat for latter recovery frames)
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2369P (Rage)
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-
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-
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-
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-
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HL
|
-
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-
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-
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Mountain Breaker is Tim's rage move. During Rage, Tim will do 2 knees before landing for the chop, making the move somehow more inconsistent. Has the tendency to drop or whiff on various characters and depending on if they are standing/crouching.
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Strategy
to be added
Combos
i'll add the vortex details here later