Tico

Tico is one of the six playable agents in Trap Gunner.

Background Story
Tico is a spy Droid developed by the CIA. Therefore, she doesn’t have a past or future. She was programmed with very simple emotions and by doing this the CIA believed that she would not get any ideas of her own…Until one day…Gain promised to provide her with her favorite ice cream. That was enough of a reward for her to follow and obey Gain’s orders. She is generally happy and positive. However, her logic circuits are very unstable which can sometimes cause erratic activity.

Appearance
She has cybernetic parts around her body, combined with a robotic skirt in the shape of a dome. Her hairstyle resembles huge bunny ears or a heart symbol. Tico's hair color seems to inconsistently change from blonde to dark brown at random due to an artistic error. She strolls around in skating boots and has cutesy mannerisms throughout the game. Tico has two color schemes, one is pink and the other is blue.

Tico has an unlockable alternate costume.

Overview
Tico has slow movement, low health, and without any bombs to back up her switch traps, lowish damage. But she makes up for it with one of the best shots in the game, and a set of traps flexable enough to play whatever style she needs to at the moment.

Weapon: Rear Missile (slow speed, low power, homing missile, 4 shots per reload, knockdowns opponents)

Back Kick

Traps:

3 Switch Detonators

4 Pitfalls

4 Force Panels

Basic Strategy
Switch traps are good to control power-up locations, but since Tico doesn't have any bombs the damage these put out isn't very high, there also isn't a way to only detonate a switch trap close to your opponent, so after detonating you'll have to go back and reset everything. This means you have to refrain from spreading yourself thin.

When trapping bridges it's important to consider the stage. On a stage like Sanctuary where there's a cluster of bridges all near each other it would take 4 traps to secure just that one location, or you could put a single switch there. But on a stage like Depot where there are few bridges and they're spread out, 4 pits/forcepanels cover two thirds of the escape options. Also, keep in mind that while using force panels to throw enemies into pitfalls will work, it uses two traps for low damage, if you're using that to control a power-up it'll take a lot of time for you to set it back up. It's probably better to just throw your opponent away and into a wall and then use that time to run up, grap the power-up your opponent wanted, and then put the force panel back.

Matchups
Bishous

Dyn

Tico

Abdoll

Lou Richie

Elg/tenrou

Rem/Van raily