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TomTom Detective Agency
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ToonPimp (c) 2025

This version updated: 04 Aug 2025

Dickory, the dark-furred head of the TomTom Agency, could feel the weight of the heavens pressing down on his tired everything. His crew was always underpaid, barely getting by, and now he had finally stumbled onto a chance to investigate the Fight Palace tournament—a lucky break he hadn’t seen in weeks. But was it worth the trouble? His client wanted him to expose ToonPimp’s investors, yet those same investors were quietly offering generous bribes to keep things under wraps. Every day that passed made it harder to refuse. Could he blame them, with the importance of what he yanked under their nose?

The deeper he goes, the less sense things make. Paywalled research articles? The ancient mysteries of life? Related, tied up in something called Chronostrand... ToonPimp, in enthralled deceit, pulls the strings of the tournament? And then there were the Mining Kings?? It was all connected. Meanwhile, the investors keep silencing people, one puppet at a time. Not today.

Dickory took a long drag from his weed cig, bloodshot eyes fixed on the screen, fingers flying as he started to spin his own take on the whole mess. Preemptive measures—ad-hominem attacks, carefully regurgitated sources wrapped in a neat little bow, all designed to flip the narrative. Playing by their rules? That was for suckers. If the investors wanted to play dirty, Dickory could get filthier. Each keystroke, every failed password attempt, pulled him deeper into the dark corners of his past—the damp, grimy alleys of Seegar Township where he grew up.

Seegar... What a place for the starving and desperate, where the air's rot and rust clung to buildings in sour, oozing squalor. Exhausted laborers, façades broken clean, as though they too, dealt in their short mortality. Narrow alleys wound between old factories and abandoned storefronts, sheltering those abandoned to no goal. The streetlights bent, some with loose paint, crooked... flickered the truth, steadfastly gleaming on damp curbs littered in brown glass and needles. In this township, survival was the only religion around. Good luck with the Sunday services here.

Sirens screamed in the smog, gunshots echoing like bad headaches, rivals' bashed in skulls in broad daylight. That was Dickory’s world back then—but his protruded, pudged father, Saucie, forever clutching a cheap pale ale, always said, “every shot fired’s got a story behind it, kiddo.” He wasn’t naive, not back then, and certainly not now. His brutal upbringing had carved him into the sharp-armed thug he was, leading a gang of misfits united in shared betrayals. 'Course, Saucie eventually died on the sauce. And who'd now tell Dick not to bear arms against those seeking his destruction via debt?

His crew of felines? Teyjas, brown powerhouse from Texas whose uppercuts carried the weight of generations of boxers fighting for survival. Durst, orange scrappy orphan in a red cap, swinging each punch like a turntable of defiance. Chips, charcoal ex-cop who’d lost his badge but never his sense of justice, even if that line was crossed long ago. Haans, the tan-albino strategist, cold and calculating, pondering in ancientness of a German helmet, whose sharp mind keeps them all one step ahead of death. They are a gang bound by loyalty, survival, and the ebbing scars of their past.

The Fight Palace tournament now loomed like a storm on the horizon—a twisted riddle of greed, sorcery, and blood. It wasn’t just about ToonPimp’s investors anymore. No, this was bigger. Darker. Rumors swirled like smoke around the tournament—whispers of sorcery, legends about a banker tied to Paumanok’s ancient history. The Gathering of the Unseen, the last witnesses to the Ancestrion’s rise, were more than just myths. That old history had fragmented into Conglamorous, the modern company that now cloaked itself in the guise of a beauty and medicine empire, manipulating everything from the shadows.

“We’re not just gonna fight ‘em; we’re gonna tear their whole fuckin’ empire down! We're rippin' out their quad, man!!” Dickory snarled in flung saliva, his voice cutting through the tension in the office as his crew geared up, his fur standing on its end. This wasn’t just about the money, or even about ToonPimp. This was personal—about the lives they’d lived, the scars they wore, and the demons they had fought in the shadows.

As the pressure built, Dickory knew he couldn’t afford a misstep. It was fine—he thrived under pressure, but even this was starting to feel more like a seltzer fizzing out after too long. Maybe the acid reflux was talking. He already knew the one way this would go. He’d tear down the Fight Palace, rip the truth from ToonPimp’s grip, and burn the whole damn thing down. Maybe Shawna would dance in the ashes with him.

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Controls
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Basic Controls
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Dickory of the TomToms is a 6-button character. A/X for weak kicks
and punches, while B/Y summons Teyjas to deliver a strong
punch or kick respectively. We will use W. to mean weak, and S.
for strong. C/Z are situational buttons to use weapons and dodge.
If Dickory crouches, all secondary moves will be throws instead.

We will use the notation:
D - down
F - forward
U - up
B - back
x - button X (weak punch)
y - button Y (Teyjas kick)
z - button Z (dodge roll)
a - button A (weak kick)
b - button B (Teyjas punch)
c - button C (use weapons)

DF means diagonally down-forwards, UB diagonally up-back,
etc. If you see ab it means press button A and button B
simultaneously. x/y means hit either x or y, and so on.

Use the direction keys to move Dickory. Press down to crouch,
and up to jump. While in the air, you can press up again to
air-jump. Hold the direction facing away from the opponent
to guard. Dickory can guard attacks while jumping.

When falling in the air, hit buttons X and Y at the same
time to recover. Hold a directional key when recovering to
move a little bit in that direction. If you are near the
ground when you hit xy, you will do a ground-based recovery
instead.

Dickory has a taunt. To do it, press the start button.


Standard Movement
-----------------

U              - Jump
UF             - Jump forwards
F              - Walk forwards
DF             - Crouch
D              - Crouch
DB             - Crouch or low guard
B              - Walk backwards or high guard
UB             - Jump back
F, F           - Forward dash
B, B           - Back dash
xy             - Recovery (when falling)

Basic Standing Attacks
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x              - W. Punch
y              - S. Kick (Teyjas)
a              - W. Kick
b              - S. Punch (Teyjas)
c              - Gat Throw

Basic Crouching Attacks
-----------------------

x              - Low Punch
a              - Low Kick
c              - Grenade Toss

Basic Air Attacks
-----------------

x              - Air Punch
a              - Air Kick

Throws
------

D + z - Tosser/Reverse Cowgirl
D + b - Tosser/Blowjob
D + z - Tosser/Standard Fuck

Special Attacks
---------------*Mainly TBD

F, D, DF, y    - Teyjas Uppercut

Hyper Attacks (each uses 1 NRG bar)
-------------

D, x/y  - Gat Shot W/ Extra Bullets
D, DF, F, x  - Call Durst


Combo notes
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Dickory's strengths lie in his ability to///// raise hell. Here are his basic combo rules:

1.  To Be Discussed

These rules make it possible for you to do some damaging combos.
Experiment, and perfect your own Dickory Combos!
