Summary
Himari Tanahashi is a magical girl in Arc 2. She's a caring and sociable girl who's in college. She is very protective of her friends and isn't shy to oppose those who threaten them. After first becoming a magical girl with her two best friends, she passes the death-game exam set by Cranberry in which her friends die and her memories of the exam were erased. She nonetheless remembers that her friends died and is devastated, feeling that a part of her life was taken from her. After delivering magical phones to the girls of Arc 1 as part of a job from the Magical Kingdom, the uncomfortable and inexplicable sense of dread she felt when meeting the other magical girls was too much, and she quit being a magical girl. However, she was forcefully made one again to participate in the game of Arc 2. Her magical girl name is @Meow-Meow. During the events of Restart, she's part of Team Daisy, alongside Genopsyko Yumenoshima and Nokko, and gets along with all of them, especially Genopsyko.
Powers and Stats
Tier: 8-A
Name: Himari Tanahashi, @Meow-Meow
Origin: Magical Girl Raising Project
Gender: Female
Age: Early 20s
Classification: Human, Magical Girl, Delivery Girl for the Magical Kingdom, College Student, Child of Cranberry
Powers and Abilities: Superhuman Physical Characteristics, Enhanced Senses (Comparable to Ripple), Very Proficient in martial arts and CQC, Shield Proficiency, Sealing, Damage Boost against fire-type enemies, Regeneration (Mid-Low; Can heal deep wounds, broken bones and teeth; Most wounds will be healed after undoing her transformation), Self-Sustenance (Types 2 and 3), Resistance to Air Manipulation (Isn't hindered or slowed by air resistance), Poison Manipulation/Disease Manipulation (their bodies automatically reject their effects), and Fire Manipulation via Water Charm
Attack Potency: Multi-City Block level (Should scale to regular Melville who considered @Meow-Meow too dangerous to take on. She defeated Akane)
Speed: At least Hypersonic+ (Even a weak magical girl can run 2 kilometers in the blink of an eye), possibly higher (Described as the most agile of Arc 2 girls)
Lifting Strength: At least Class 10
Striking Strength: Multi-City Block Class
Durability: Multi-City Block level (Should scale to regular Melville)
Stamina: As a magical girl, she has hugely improved stamina and resistance to fatigue (moreover, she doesn't need to eat or to sleep)
Range: Standard melee range, Extended melee range for sealing and unsealing objects
Standard Equipment: 10 talismans, Shield, Water Charm
Intelligence: Above average. Extremely capable and reactive in combat.
Weaknesses: None of the Average Human weaknesses. If she becomes unconscious, she turns back into a human and loses all the magical girl advantages.
Notable Attacks/Techniques:
Magical Girl Stats:
- Strength: 4/5
- Durability: 4/5
- Agility: 5/5
- Intelligence: 2/5
- Mental Strength: 4/5
- Magic Experience: 4/5
- Self-assertion: 2/5
- Ambition/Desire: 2/5
- Magical Potential: 3/5
- Magic Rarity: 3/5
Sealing: @Meow-Meow’s magic is to seal (and unseal) objects inside small paper talismans, regardless of shape, size or mass, without them deteriorating when sealed. The act of sealing/unsealing is instantaneous and she can apply force and movement on the object when it's unsealed. Each talisman can only contain one object at a time and @Meow-Meow needs to see the whole object to seal it. Objects can be sealed indefinitely.
Others
Notable Victories:
Notable Losses:
Inconclusive Matches: