Silly Willy Scramble Wiki

Tomo (Back to Home)

Wielding a glaive and tome, Tomo is a master of the midrange who uses his resources to control the ebb and flow of battle.

Tomo is entirely defined by his unique resource, Mana. Tomo uses a portion of his Mana to cast any of his special moves (including 6S). If a move costs more Mana than he currently has, it will not trigger and instead will whiff. If his Mana is depleted, he will enter Exhaustion—a debilitating state that leaves him highly vulnerable to massive damage.

Once he is at a safe range, Tomo can use his specials to expertly control the midrange, forcing the opponent to think twice about their approach. With the right momentum, he can easily keep up a solid web of denial; once his opponent is caught, Tomo is free to close in for a full combo combined with the choice of okizeme or resource recovery. When he has Mana Crimen and 50% meter on his side, Tomo can skip this choice altogether and opt for a much longer and more effective pressure sequence which at worst leaves him at neutral odds with the opponent.

Tomo's kit gives him the freedom to decide how the game unfolds, provided he has the resources to do so. In the right hands, Tomo is a highly versatile and cerebral fighter who rewards patience, precision, and execution.

Tomo

Tomo Portrait Tomo Alternate Costume Portrait
TypeMagic
Health575
Movement Speed0.85x
Unique Movement-
Stage-
Reversals236236S

Mechanics

Mana

Mana is a resource that Tomo depends on to perform his specials. Upon being hit, he loses Mana proportional to the amount of damage he takes. He cannot use moves that cost more Mana than he has, requiring him to always stay on top of his resources. If he is to lose all of his Mana, he enters Exhaustion.
Mana Meters

Mana meter when full (left), compared to Mana meter when in Exhaustion (right)

Exhaustion

When Tomo's Mana is exhausted, he automatically enters Exhaustion. During this state, Tomo is left helpless and vulnerable—he cannot input any commands, takes twice as much damage as normal, and the following hit triggers an automatic counter hit. Exhaustion lasts until a couple seconds have passed or until the current combo ends. At the end of this state, Tomo recovers with 100% Mana, and is able to restart his offense.

Command Normals

6S

6S with 5% Mana
6S Sprite
6S Hitbox
Damage Guard Startup Active Recovery On Block Invuln
- All - - - -
Tomo uses his tome to summon a large wall of magic covering a wide area in front of him.

This move serves as both a good spacing tool and an even better anti-zoning tool, reflecting any incoming projectiles back from whence they came. Being a command normal, this move can be canceled into any of Tomo's powerful special moves or supers. Additionally, this move can be canceled into itself on hit for easy extra damage in the corner.

Overall, its low Mana cost and wide array of follow-up options being available both on block and on hit solidifies this move as a reliable option as a non-committal 'get-off-me' tool whenever Tomo is low on Mana or needs to escape a less than favorable position.

Special Attacks

Ignis Rush (Hold, Air OK)

236S/H with 20% Mana
Ignis Rush Sprite Ignis Rush Sprite 2
Ignis Rush Hitbox S versionIgnis Rush Hitbox 2 H versionIgnis Rush Hitbox 3 j.S versionIgnis Rush Hitbox 4 j.H version
Version Damage Guard Startup Active Recovery On Block Invuln
236S - All - - - -
236[S] - All - - - -
236H - All - - - -
236[H] - All - - - -
A chargeable fire-based projectile that travels along a set path, exploding into a fiery vortex which launches the opponent up into the air after a few hits. Charging Ignis Rush increases the amount of distance the projectile can travel before exploding or disappearing.
  • S Ignis Rush creates a projectile that travels along the ground. When performed in the air, the projectile maintains its usual horizontal trajectory. The explosion triggers after a certain amount of distance or upon hitting the opponent.
  • H Ignis Rush creates a projectile that travels diagonally up into the air. When performed in the air, the projectile travels diagonally downwards. The explosion no longer triggers automatically, only activating when it hits the opponent.

Ventus Thrust

214S/H with 10% Mana
Ventus Thrust Sprite Ventus Thrust Sprite 2 Ventus Thrust Sprite 3
Ventus Thrust Hitbox S versionVentus Thrust Hitbox 2 H versionVentus Thrust Hitbox 3 Ventus Thrust Hitbox 4
Version Damage Guard Startup Active Recovery On Block Invuln
214S - All - - - -
214S~S - All - - - -
214H - All - - - -
214H~H - All - - - -
Tomo summons blades of wind that can be used to push the opponent.
  • In S Ventus Thrust, Tomo summons blades of wind from the opposite side of the screen, pushing the opponent towards himself. Can catch opponents who have a habit of backdashing. Pressing S again makes Tomo perform a forward thrust with his spear, sending the opponent into the winds.
  • In H Ventus Thrust, Tomo uses his wind to propel himself and stab into the opponent. Pressing H again halts his movement to float upwards, shortly before diving into the ground and hitting the opponent high.

Renovare (Hold OK)

22P/K
Renovare Sprite
Renovare Hitbox
Version Damage Guard Startup Active Recovery On Block Invuln
22P - - -
22K - - -
Tomo stands in place and recovers his Mana gauge
  • P Renovare recovers mana with no cost, but at a slow speed. Is very easily counterhit, so Tomo should be very careful when using it. This version is almost always overshadowed by 22K unless Tomo has secured a safe position to use it in.
  • K Renovare recovers mana quickly at the cost of meter. This version is much safer to use in neutral, but is still requires a similar caution to its P counterpart, as Tomo will gradually lose more meter over time.

Glacies Pierce

214P/K with 15% Mana
Glacies Pierce Sprite Glacies Pierce Sprite 2
Glacies Pierce Hitbox Glacies Pierce Hitbox 2
Version Damage Guard Startup Active Recovery On Block Invuln
214P - Low - - - -
214K - High - - - -
Tomo covers a large amount of space with ice, interrupting the opponent's approach. On hit, freezes the opponent in place until a set amount of time passes or immediately upon the next hit.
  • In P Glacies Pierce, Tomo slams the ground in front of him, sprouting a large pillar of ice that hits the opponent low. Creates a large enough barrier to make it difficult for the opponent to jump over.
  • In K Glacies Pierce, Tomo rides into the air, summoning a trail of ice underneath him that hits the opponent high. On air hit, the opponent is frozen until they reach the ground, taking additional damage and causing a ground bounce. The ice trail is summoned high enough to where it is difficult to jump over, and low enough that the opponent needs to use a good low-profile option to respond.
Boasting its large space control and relatively low mana cost, Glacies Pierce is a formidable move that demands respect in neutral, making it simultaneously one of Tomo's safest options to set up Renovare and a great option for setting up damage using a fully charged Ignis Rush.

Supers

Mana Crimen

214214K/P with 50% meter
Mana Crimen Sprite
Mana Crimen Hitbox
Version Damage Guard Startup Active Recovery On Block Invuln
214214K - -
214214P - - -
Tomo quickly activates his reserve of Mana to refill his resources.
  • In K Mana Crimen, Tomo instantly refills his Mana gauge to full, letting him reset his offense on a whim.
  • In P Mana Crimen, Tomo's Mana reserve will slowly refill his gauge over time, eventually rewarding more Mana than the K version.

Tonitru Pirouette

236236S with 50% meter
Tonitru Pirouette Sprite
Tonitru Pirouette Hitbox
Damage Guard Startup Active Recovery On Block Invuln
- All - - - - Full
An invincible reversal. Tomo charges his glaive with electricity and spins it around, hitting the opponent regardless of what side they are on. On contact, flings the opponent far away, allowing Tomo ample time and space to set up for his next move.