Smash Brothers 4 Moveset Idea: Rupee Maniac Tingle!
by, 25th November 2012 at 01:12 PM (1515 Views)
Intro: Tingle! Tingle! Kooloo-limpah! Everyone's (?) favorite 35-year old wannabe fairy finally makes his grand Smash debut, and people the world over are thrilled! Like Wario and Yoshi, Tingle has struck out on his own, separating himself from his former home in the Zelda Universe and instead being the sole representative of the newest series to join the Smash Brothers family, the Tingle Series, consisting of Tingle's Rosy Rupeeland, Tingle's Love Balloon Trip, and Tingle's Balloon Fight DS. The Tingle Series Logo is, of course, a Rupee!
He's NOT Zelda Tingle, but rather Tingle Series Tingle and, yes, there is a difference! Tingle Series Tingle is a completely different character, apart from sharing a similar personality to the normal Tingle, and while there are elements of him that borrow from Zelda, his moveset is heavily inspired by the Rosy Rupeeland/Balloon Trip of Love Tingle.
Tingle...is...well, Tingle is a very special character who some might say is a "joke character". He's not very strong, and not very durable, but he does have a very unique mechanic that sets him apart...the Rupee Counter! You see, unlike other characters, Tingle has two different sets of numbers...first of all, his damage percentage which, like everyone else, increases as he takes damage. The second is the Rupee Counter. With Tingle, none of his attacks actually cause the damage percentage of opponent's to rise...rather, when he lands attacks, Rupees pop out of the foe, raising the Rupee Counter to possibly 999 max. When Tingle is attacked, he takes damage, and he loses Rupees equal to half of the normal damage inflicted to him, and he loses ALL his Rupees if KO'd. Anyway, the knock-back of Tingle's attacks aren't influenced by the opponent's damage percentage, but rather how many Rupees Tingle is carrying. The knock-back done to him, however, is influenced by his damage percentage just like everyone else. And Item Damage is calculated normally.
What this means is that Tingle can actually, when properly used, wipe everyone out as he'll do full knock-back to everyone he hits when he's at 999 Rupees, even opponents who have just respawned. Pretty broken, right? Well...not exactly. None of Tingle's attacks have strong knock-back, even when at max 999, so you're not guaranteed an instant win. His Specials are stronger (one of them being rather unique), but actually deduct Rupees to use. What does this mean? Playing as Tingle involves balancing Rupees, and using them to win. It's pretty much based on how Tingle's Rosy Rupeeland worked!
Theme Songs/Intro: Tingle's Theme is the Tingle House Theme from Rosy Rupeeland.
His Stage Intro has him begin as the Human Tingle from Rosy Rupeeland, before suddenly transforming into the Tingle we all know and love!
The Tingle Series Victory music is Super Rupee from Rosy Rupeeland.
* Green Team: Default
* Red Team: Ankle from Wind Waker's coloring.
* Blue Team: Knuckle from Wind Waker's coloring.
* Alt #1: David Jr's White coloring.
* Alt #2: Pinkle's Pink coloring.
* Alt #3: Silver Tingle.
* Alt #4: Gold Tingle
Alternate Costume: The Dog from Duck Hunt. Tingle dresses up as the Dog from Duck Hunt. Yup.
Physical Characteristics: Tingle's design is based off his appearance in Rosy Rupeeland, meaning eyes open, unlike the slit eyes in Wind Waker, and a bit shorter and rounder too. He's a 3D model, although he has a slight filter over him that gives him a drawn-look, resembling the style of the Tingle Series, and he has very cartoony animations too. His voice-actor from the Tingle Series, Kazuyuki Kurashima, takes over to voice him, making it clear this is not Wind Waker Tingle, but Tingle Series Tingle. Of course, that's not to say that Tingle's elements from the main Zelda series are completely ignored, as they make cameos in his taunts and win-poses.
Tingle is very short, Toon Link's height, making him hard to hit. Due to his...gut...he's actually an upper-tier lightweight, so he's not easily blown away. He's got a slow, comical walk, and can run slightly faster, but he's pretty slow for a lightweight. He's really not that good in terms of physical condition. Tingle can do two short little hops, and falls really fast to the ground, so he's not a naturally good recoverer, although his Up-B makes up for that. He can crouch and crawl.
Tingle's Shield is unique, and possibly his saving grace. Resembling a Rupee, it completely shields him...and won't break! Well, as long as you have Rupees! As you keep it up, your Rupee count slowly takes down and, if you're struck, you lose a lot of Rupees, the full amount of damage the attack does as opposed to half like when Tingle is struck normally by an attack. But if you have a lot of Rupees to burn, you can protect yourself for quite awhile. The Rupee Shield is still vulnerable to certain shield-breaking moves, of course. Of course, a good defense won't win, so you can't hide behind the shield forever...
Normals: Tingle's Normals...well, suck. Utilizing extremely pathetic "sissy slaps" and stubby-leg kicks, his moves are fast, but have weak range and little knock-back, even when at max Rupee. So, what are they good for? Well, quickly wracking up Rupees! Because they do so little knock-back, it's easy to quickly chain them together and gain a lot of Rupees to use for Tingle's special attacks. You just got to make sure to not take any hits while doing it.
Tingle's Grabs are also kind of interesting, and based off the "battle system" from Rosy Rupeeland. Tingle has really short range but, when he grabs an opponent, he'll be surrounded by a cartoony "dust-cloud" as he brawls it out. He can slightly move as he beats up the opponent, possibly trapping other opponents in the dust-cloud. He'll then throw everyone trapped by the dust cloud out in the direction the control stick is pointing. Of course no damage is caused nor does he throw far but, hey, more Rupees for more opponents.
Neutral-B: Bodyguard: From Rosy Rupeeland, where Tingle hired bodyguards to protect and fight for him.
If Tingle has less than 200 Rupees, he'll instead frown and hold up a contract with "Rupee = 200", hinting at what you need to do to use the move. The Contract, incidentally, can actually reflect a projectile during its initial animation...but that's a hidden quality.
Tingle must have at-least 200 Rupees to use this, meaning that you'll have to do a bit of work at first. Pressing B summons Teddy Todo, the "required" Body Guard in T'sRR, who will follow Tingle around like a second Ice Climber! As he's out, your Rupee Count will quickly deplete, so call on him when you're close to foes! When it hits 0, Teddy Todo will vanish. Pressing B also has him disappear, if you want to conserve Rupees.
Teddy Todo is fully interactable, and is an upper heavy-weight, so he can potentially die if hit hard enough. He'll attack with his club mimicking Tingle's moves, and his knock-back is MUCH stronger. However, he still uses Tingle's Rupee Counter to calculate the knock-back caused and, since it's going down as long as he's out, it's not a broken attack. Also, his attacks won't add Rupees, although you can attack with Tingle to get some back. When Teddy Todo is out, Tingle's Side-B, Up-B and Down-B change.
Up-B has Teddy Todo jump high into the air, slamming back downward and causing a shock-wave akin to DK's Hand Slap that knocks foes into the air. Tingle is vulnerable too, although he won't suffer damage, just be thrown skyward. When using this, the Rupee Counter depletes faster.
Down-B has Teddy Todo pull out a Boom Box, calling up a barrier around him (and Tingle, if you're near) that deflects projectiles. When you hold B, it stays out, but your Rupee Counter depletes even faster. The Boom-Box plays the Zelda "da-da-da-da!!!" tune on replay.
Side-B has Teddy Todo dash forward, slamming anyone in his way with his gut. If Tingle's in-front of him, he'll actually run the poor guy over, flattening him, but not actually causing any damage. Using this also depletes the Rupee Counter faster, but is stronger than Teddy's normal attacks.
Summoning Teddy Todo is important, as it's Tingle's best means of scoring a KO. So save up those Rupees! Oh, and if you have over 500 Rupees when summoning Teddy Todo, he'll appear in his second, stronger form, with more base knock-back.
Side-B: Love Push: From Balloon Trip of Love!
Tingle holds out a present with hearts in his eyes, and any opponent in front of him is briefly stunned for a few seconds...from love. Tingle can then quickly attack before the opponent recovers, although he has a small opening. And...yeah, that's it pretty much. As an added bonus, female characters (Peach, Zelda, Barbara, Samus, and Medusa) actually have shorter stun times because, y'know, Tingle!
Tingle cannot use this when Teddy Todo is out.
Up-B: Tingle Balloon: From Tingle's original appearance, enter the famous balloon!
Tingle spins around as a large, red balloon inflates, lifting him up into the air. He will quickly rise, level out and slow down, and then float downward towards the stage, but is slow-moving, thus an easy target, but it's a great recovery move, and it doesn't use any Rupees either! The balloon will slowly deflate and will eventually pop, leaving Tingle helpless as he falls towards the ground. Oh no!
When flying around, Tingle can attack as well! Press B to drop a small bomb, costing 20 Rupees, that will fall to the ground and blow up those below. It has decent range, but the knock-back isn't anything to write home about, but it's the only move of Tingle's to actually knock-back based on the opponent's damage (but doesn't add any damage). It's worthless in a 1-on-1 fight since Tingle won't be able to score damage often to the foe, but can be fun to use in multiplayer fights.
Tingle can't use this when Teddy Todo is out, so Tingle is lacking a solid recovery move during that time.
Down-B: Treasure Shovel: An item in Rosy Rupeeland, it itself inspired by the Shovel from classic Zelda games.
Tingle digs into the ground (like with Peach, any platform, even metal/wood, works) with a shovel, unable to cancel out until he's finished and thus vulnerable to enemy attacks. There are a few things you can dig up, from common to rare...
* Green Rupee - 1 Rupee is added to the Rupee count.
* Blue Rupee - 5 Rupees.
* Yellow Rupee - 10 Rupees.
* Red Rupee - 20 Rupees.
* Item - A random item is dug up, but it won't be any item turned off.
* Bomb - To prevent spamming, sometimes a bomb will appear, blasting Tingle away and subtracting Rupees. It will also hurt any nearby foes.
* Purple Rupee - 50 Rupees
* Orange Rupee - 100 Rupees
Use this move to gather Rupees whenever the opponent is busy! Oh, and it can't be used while Teddy Todo is out.
3DS Final Smash: Love Paradise~: Inspired by Balloon Trip of Love!
Tingle jumps on the bottom screen, as Kakashi, Buriki, and Lion from BTL appear, and they all begin dancing. During this time, Tingle's player must tap the indicated buttons on the bottom screen DDR-style in order to keep dancing, slowly earning rupees the more successful he is.
For the rest of the players, however, the top screen becomes bright pink and filled with hearts and, during the entire duration, any damage they do is converted to Rupees for Tingle!
This Final Smash does no damage, but is a great way to quickly wrack up Rupees and then summon Teddy Todo to do some serious damage.
Wii U Smashformation: Too Much Tingle!: The name is inspired by the Too Much Tingle Pack DSiWare, but the effect is based off Rosy Rupeeland.
When Tingle uses this...everyone else becomes Tingle via Uncle Rupees Tingle Curse! Yes, everyone is turned into the default Tingle, making it hard for them to tell each other apart from a quick glance, making things initially confusing and chaotic. The new Tingle, however, have one weakness...well, two. First off, they're as weak as Tingle. Second, since they are Tingle, they can no longer cause damage, and instead only gain Rupees when attacking each other, which disappear after the effect wears off (and go to the real Tingle too). And the copy-Tingle don't have access to the Special Moves, meaning that they're pretty much worthless. This allows Normal Tingle to go crazy and do some damage to people on his playing field.
If the other players were already Tingle, well...nothing happens. Sorry!
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