Centaurian Warp
“Centaurian Warp” (K) is an Ambush assist with 15f startup, where Motaro will appear instantly behind the executing player, grab onto them, and quickly teleport them to the other side of the opponent at sweep distance. This teleport is also directable; holding Back during the startup will perform the “Close” version (placing them even closer to the opponent than the default version at point-blank range), holding Forward will perform the “Far” version (placing them at nearly midscreen range from the opponent), and holding Up will perform the “Very Far” version (placing them fullscreen). This assist has no armor or invulnerability which leaves it more prone to being interrupted by attacks during its starting animation, as well as having a 55f recovery when reappearing on the other side; Motaro does appear and disappear faster than Lao’s Teleport, however, which can make Warp harder to react to in comparison. This teleport can also be similarly used to interrupt an executing player out of certain attack animations, allowing for unique kombo opportunities that are not normally possible; some instances may allow Warp to create kombos with characters that “Away We Go” cannot— whereas Lao’s Teleport typically requires players to hold the Kameo button for the Air version that allows them to cancel into jump attacks to extend the kombo, Motaro’s Warp will leave the player grounded, and in some cases may come out faster to interrupt certain attacks (i.e. Shao’s F2 causing a quick faux “crumple” animation that Motaro is fast enough to interrupt and continue a kombo). This assist costs half of the Kameo Gauge and will have a slightly delayed cooldown window after Motaro disappears before recharging the gauge at a moderate rate.
Reflect
“Reflect” (B+K) is a Summon assist that will immediately call Motaro onscreen beside the lead character to hold up a red energy shield right in front of them that reflects or negates most projectiles; this shield becomes active instantly and last for 2 seconds, with the lead character’s Summon animation ending quickly allowing them to move freely in front of or behind the shield. This move costs half of the Kameo Gauge and has a very brief cooldown window where Motaro teleports offscreen before refilling the gauge at a very fast rate; holding the Kameo button when summoning Motaro will begin gradually depleting the remainder of the gauge, and will allow him to extend Reflect while slowly advancing forward for as long as the button is held. Once the shield is no longer active, Motaro will remain onscreen momentarily and will be vulnerable to attacks for this brief window of cooldown; extending Reflect will allow Motaro to begin recharging the gauge at a fast rate right when the shield goes away before he has teleported offscreen. Most projectiles parried by this shield will reflect back to the opponent and inflict equivalent damage, with some reflective attacks having very unique and situational reactions (i.e. Geras’ “Time Stop,” Sub-Zero’s “Ice Klone”); however there are some projectiles that will simply be absorbed by Motaro and negate all damage or hit reaction (i.e. Scorpion’s “Spear,” Sektor’s “Up Rocket”). There are also certain character-specific projectiles that Motaro may not be able to reflect or negate due to their properties (i.e. Havik’s “[EX/Seeking] Neoplasm,” Li Mei’s “Sky Lantern”).
TAIL SHOT/TURRET
Motaro has two different Summon assists that utilize his tail projectiles. “Tail Shot” (F+K) is a single Low projectile that is relatively fast, causes a knockdown on hit, and is +13 on block when used at point-blank range (with 9 active frames). This assist costs half the Kameo Gauge and has no cooldown window when Motaro quickly teleports offscreen before recharging at a very fast rate. “Tail Turret” (D+K) uses a full gauge to summon Motaro onscreen and set him up; after the initial Summon animation, the player will be able to move freely onscreen as Motaro slowly begins to steadily fire three consecutive Mid launching projectiles. The gauge will begin recharging at a moderately fast rate once the third shot is fired, just before Motaro teleports offscreen. These shots can be very useful for extending kombos (especially in the corner), as well as being extremely advantageous on block, allowing the player to pressure their opponent and control space on the screen.
CHARGE! (Fatal Blow)
Motaro also features the unique ability “Charge!” which allows him to attack out of the Fatal Blow startup cinematic instead of the lead character; pressing the Kameo button during the Fatal Blow’s startup before the cinematic ends will cause Motaro to attack with a fast Mid (listed as 12f but displayed on the frame counter as 16f), allowing him to come out faster than certain characters’ Fatal Blows may be able to connect by default. This move has mid-range reach and will also armor Motaro as it does the lead character, allowing him to extend past the executing player’s hurtbox slightly and thus making it easier to absorb an incoming attack. Although it has mid-range pushback on block (which is only slightly decreased when Flawless Blocked), this move is still highly punishable on block and may even be more punishable than the lead character’s default Fatal Blow “Into” hit. This ability can still be useful for surprising opponents who may not be expect the Kameo to attack as opposed to the lead character.