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SolxBaiken

J-Stars Victory VS: Player's Guide & Discussion

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A friendly reminder that I'm almost finished with my Medaka guide (sorry for the delay, more and more stuff comes up that I want to test). If you want to contribute to it, wait until I'm done.

Some more observations about the assists: Chitoge actually locks down the enemy team's assist on hit for 30 seconds. An excellent choice for the characters with long combos who don't want to be combo-broken by Hancock all day.

And apparently, Zebra's wall (and probably Aizen's, too) does NOT block Koro-sensei's rocket, though I'll test it again just in case.

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Sorry for the double-post, but I figured that a guide deserves to be posted separately. I think it's in a good shape right now, but that doesn't mean there's nothing left to improve.

Kurokami Medaka ver. 1.1

Character Overview

凛ッ!!

Background:

Medaka Kurokami is the female protagonist of the series Medaka Box. A freshman of Class 13, she was the 98th and later 99th Student Council president of Hakoniwa Academy. In addition to her academic achievements, she has excelled in various other areas, such as calligraphy and sports, and obtained seemingly inhuman results. However, she is somewhat lacking in practical knowledge, as no one expects her to have the need to understand subjects "below her". Medaka is an Abnormal, a master of an ability (Abnormality) that puts her above the rest of the general population. Her Abnormality, The End, makes her capable of learning other Abnormalities and completely mastering them, to the extent that she can use them to one hundred and twenty percent of their capability, becoming more skilled with them than even their original owners. This ability allows her to learn any skill quickly, from simple skills like baseball to the impossible feats performed by other Abnormals.

Gameplay:

At the first glance, Medaka doesn’t seem like anything special. She’s a fast, mobile character with good normals, a weak projectile and some support capabilities, but it’s not really enough to bring her to the level of other characters. What does make her different from the rest of the cast is her powerful stamina-reducing tools. Stamina advantage is very important in this game, and it’s extremely easy for Medaka to keep this advantage over both of her opponents for the whole match. When she has all the resources in the world, while her enemies have none, it’s just a matter of time before she and her teammate tear the opposition apart.

Medaka is a simple character to pick up, but can be tricky to get good with. She has many gimmicks that might not work against smarter opponents, and her universal tools (such as stamina charge or the guard break) are a little weaker than average, but by capitalizing on her strengths, you can lead any team to victory, just as a student council president should.


War God Mode

I am never right! But, I actually try to be right!!!

Kurokami Medaka’s Proof of One’s Worth #4 (the rest just don’t fit this game’s genre). At the start of the match, Medaka can’t charge stamina the usual way: instead, pressing g.X makes her read a speech of fixed length. She can’t stop it midway (though she can be interrupted by the enemies hitting her), and as it goes on, she quickly builds up her second stamina gauge. By the time the gauge is full, Medaka enters the War God Mode, allowing her to charge stamina freely from then on. Supposedly, it also raises her attack and defense, but after testing it over multiple matches, there doesn’t seem to be any difference. Medaka leaves War God Mode when her stamina drops to zero, at which point she must read the speech again to enter it.

Basically, this mode is just a small hurdle that Medaka has to cross before being able to charge her stamina freely. Sure, it doesn’t matter most of the time, and Medaka’s stamina charge rate is pretty damn good, but you might not get a chance to transform on smaller stages like Time of Great Inferno or Tougenkyou. Then again, the speech only lasts for about 5 seconds, so just getting behind a nearby wall might give you just enough time for that. And if you can’t do even that, you can still transform by using your Ougi. This is the price we pay for having such great stamina advantage.


Specials

Anki: Chuushaki Midareuchi (Hidden Weapons: Syringe Barrage) (S) – Medaka uses the skill of a certain murdering demon who doesn’t kill to throw syringes full of Normalize Liquid borrowed from a certain Flasc Plan supervisor with her feet. How does she do that with her shoes on? She’s Kurokami damn Medaka, that’s how. The move costs 3 stocks of stamina, removes 1 stock on block and deals miniscule damage, but most importantly, it puts a debuff on the opponent. While this debuff is active, all stamina costs are quadrupled (with the only exception of blocking, which is doubled). The debuff wears off after a certain period of time and can’t be removed in any other way.
Needless to say, keeping the debuff on both opponents at all times plays a huge role in Medaka’s gameplan. It’s going to drain the opponent’s stamina really quickly, especially if they don’t know about its effect (the debuff’s visual cue is a bit subtle). If they do, they might wait it out and play more conservatively, utilizing more normals or escaping the skirmish to wait until the debuff wears off – and if they do, Medaka’s mobility and good normals will probably beat them. Now, actually applying the debuff shouldn’t be too difficult, since the move is safe and comes out quickly, but if you really don’t want to risk unnecessary stamina loss (it does cost a decent amount of it), just end your combos with it or stuff other people’s moves. But remember: its tracking is rather poor (especially the vertical one), and it doesn’t fly too far, so you can’t just toss it out at the start of the match and be done with it.

Kurokami Phantom (t.S) – Medaka’s signature move that she, for once, didn’t steal from anyone. Pressing and holding down the button makes her jump up and down, trying to break the sound barrier. As you release the button, she dashes forward, dealing extreme damage to everyone in her way. The move costs 2 stocks of stamina, removes 2 stocks of stamina on block and deals whopping 35% damage. Quite a nice deal for the cost, isn’t it? But there is a catch: as you press the button, 20% of Medaka’s health becomes grey, meaning that she’s going to lose it if she’s hit before it regenerates back. Note that the costs are paid when you press the button, not when you release it.
This is Medaka’s primary combo ender that single-handedly makes her abare very solid (even if its damage gets scaled a bit). It’s not fast enough to connect from any hit, but its hitbox allows you to land it after a knockdown, and lots of Medaka’s strings lead to one. That way, you also minimize the risk of being hit out of its start-up and end up far enough from the target to withdraw and regenerate, if necessary – though even then, a combo-breaking Assist can still throw a monkey wrench in your plans. Lastly, using it in neutral is not as useless as you may think: you can delay the start-up indefinitely AND cancel it by blocking, so if they don’t respect it, just block and punish. Or if they respect it too much, cancel it and go for an unblockable attack.

Kotoba no Omomi (Weighted Words) (g.S) – Medaka takes some pages out of a certain Gilgamesh wannabe’s book by ordering the opponents to kneel. This is an unblockable AoE attack that paralyzes all enemies in a wide range around Medaka. It costs 3 stocks of stamina, deals about 5% damage, and removes 4 stocks of stamina on hit. You can hold down the button to deal up to three hits, removing 12 stocks of stamina in total.
To check whether or not the opponent is within the move’s range, check the lock-on crosshair: if it’s yellow, you’re good to go. Note that the move doesn’t hit enemies in mid-air, so an enemy outside the circle can jump in and interrupt you. Naturally, you want to use it with both opponents within range, especially since you get to remove twice as much stamina from them, but it’s not as easy as it sounds. If both opponents are that close to you, something is bound to hit you even if they’re not actually focused on you. But honestly, the move isn’t that bad even when you get to use it on just one opponent: if they respect you and just hold down the block (for instance, after you blocked their string), you can use this to remove their stamina and even follow it up with a combo. The number of hits you want to deal with this mostly depends on how well your teammate is doing: if there is a chance of the move getting interrupted, better not keep it going for too long.


Key Strings and Normals

LLLL – Medaka throws a flurry of punches, staggers the enemy with a kick and goes through them with a Kurokami Phantom (not the same as the t.S one, but a weaker one that doesn’t cost any health or stamina). This is Medaka’s best string not only because of its short start-up, but also because the third hit staggers, meaning that you can pick up the opponent with HH or just go for the proper Kurokami Phantom right away.

Kurokami Open Blow (LLH) – after punching the enemy, Medaka thrusts her palm forward, blowing them away. Unlike what you might expect from the description, it’s actually an AoE attack with great range, though it’s only slightly bigger than the range where your character automatically dashes towards the opponent. Basically, if the opponent is within the range as you press the first L, you end up too close for the AoE to matter. I suppose it can be used to hit people who want to punish you for whiffing the first hit, but you have to make a good read and probably go for LH, since LL is active for so long.

HHH – Medaka lifts the enemy with a couple of kicks, then blows them away with a spinning heel kick. This string deals quite a lot of damage, especially with Kurokami Phantom on top of it (you either cancel the second hit into it or, if there’s a wall nearby, just use it after the third one). Of course, it’s slower than the light string, but Medaka has a couple of tools that confirm into this.

H(H)L – Medaka kicks the opponent high into the air for a Cross-Break. Nothing special about this, maybe other than the fact that you can connect it into Kurokami Phantom (though you’re going to wait for a while before the opponent falls into its range). It’s a bit less vulnerable to combo-breakers, and Medaka doesn’t mind staying close to the enemy, so feel free to use it from time to time.

g.L – Medaka performs a quick combo with her legs and blows the enemy away. Costs 1 stock of stamina, takes 1 stock of stamina on block, deals about 15% damage. This reversal gets its invuln frames pretty early, but its long duration and short range make it risky both on block and whiff. That said, the fact that Medaka tends to have lots of stamina means that simply blocking is more efficient, so the enemy probably won’t expect to see this move that often, making it a bit more rewarding. Oh, and it combos into Kurokami Phantom near a wall.

g.H – Medaka grabs the enemy and brings them down behind her with a judo throw. Costs 1 stock of stamina, deals about 15% damage. It’s one of the cheaper guard breaks in the game, but since it doesn’t deal much damage and can’t combo into anything, it’s not really enough to be respected by the enemy. Luckily, Medaka also has Weighted Words for guard-breaking purposes.

Dash + L – Medaka thrusts her palm forward, crumpling the opponent. This would’ve been a great move if it wasn’t for its poor range and the dash telegraph. It’s easily disrespected by many attacks with better reach and as easily punished by respecting and blocking it. The only way left to land it is when the enemy is too busy to pay attention to you – for example, when they’re beating down your teammate. The combos you get from it are worth the trouble, at least.

Kurokami Hip Attack (j.L) – Medaka falls to the ground, knocking the enemies down with a girly attack. It can be done very low to the ground, but that makes the knockdown not long enough to amount to anything. If you use it on an airborne opponent, however, you actually bounce them off the ground, leading into an easy combo.

j.HH – Medaka performs a short mid-air combo with her legs and launches the opponent. The launch doesn’t leave them too far from Medaka, so she can easily link it into Kurokami Phantom. Combine that with the fact that Medaka can jump while running, and this chain becomes one of her best ways to enter a skirmish.

Just Guard – Medaka instantly moves behind the opponent. Lots of characters have this one, and just as usual, it leads to perfect punishes – but since the opponent is still free to do anything they want, they may get away from Medaka or keep attacking her if they’re fast enough. It’s still better than simply guarding their attacks, but do keep this weakness in mind.


Ougi: Kurokami Phantom – War God Version


“I just learned to bend my ways. You could liken it to taking immediate turns in a hurry.”

Medaka switches to War God Mode (if she’s not in it already), then uses Kurokami Phantom to launch the enemies into the air. If the first hit lands, she turns back and hits them with another one. The first hit deals 10% damage, while the second one deals 50%. Both hits can be blocked and take no stamina on block.
If nothing else, this Ougi is hella fast, so it’s very easy to punish careless offense even from afar. The fact that Medaka is completely invincible during the transformation also helps, though your opponents will quickly learn to just block and wait till you’re done. Speaking of which, you better not throw this move out carelessly, yourself, since it means the loss of a whole Ougi and, most probably, a punish. Luckily, just like with the regular Kurokami Phantom, you can simply combo into it – and thanks to Victory Burst’s cancel, do it even from that very Kurokami Phantom. Considering that a good combo easily deals around 40%, this is a nice way to guarantee a kill.


Assists

Assist Actions__________

Hidden Weapons: Syringe Barrage (40 sec cooldown) – Medaka appears and throws her syringes, applying the stamina debuff. Because of the move’s long cooldown and small hitstun, you can’t really use it as a combo breaker or a linker, so the only reason to use it is the debuff. But if you want all their stamina gone, why not just use Kumagawa, who can also stun people and has shorter cooldown?

Kurokami Phantom (20 sec cooldown) – Medaka appears and uses her charging attack after a short start-up animation. The damage is nothing but a pale shadow of the original move, dealing only about 5%. Because of that, the only reason you could want to use it is as a combo breaker, but there are many Assists that do that better. At least its hitbox is big, I guess?

Weighted Words (40 sec cooldown) – Medaka appears and uses her AoE unblockable attack for its minimal duration (one hit and 4 stocks of stamina drained). This move gets better as an Assist since it can’t be interrupted, but its long cooldown may make it less efficient than other alternatives. If nothing else, it drains some stamina and can be comboed from, making it like a combined version of both of Kumagawa’s moves.

Assist Partners__________

Kumagawa – Naked Apron-senpai is an obviously good fit for Medaka’s stamina advantage gameplan. Using Book Maker (the stamina removal) along with Medaka’s stamina-draining moves might seem redundant, but it also allows you to skip all the syringe-tossing and word-weighting and get straight to your ideal position with a single button press. And if you managed to remove all their stamina by yourself, Kumagawa can still be useful with his All Fiction (the stun), breaking combos and guaranteeing a good punish.

Chitoge – combo breakers hurt Medaka even more than usual because of Kurokami Phantom’s health cost, but using Chitoge guarantees that you won’t be interrupted for a while. It even combos into Kurokami Phantom near a wall.

Neuro – Medaka can make use of the invisibility with Weighted Words and Dash + L, though the lack of a combo breaker can hurt her defense a lot. Only take it if your teammate also works well with invisibility, and only if you two are ready for some weird gimmicky gameplay. Note that Kurokami Phantom removes invisibility as you press the button, not when Medaka charges forward.


Combos

The core of Medaka’s combos is scoring a launcher or a knockdown and linking it into Kurokami Phantom for damage. Luckily, there are many ways for Medaka to do so. These are the moves that are guaranteed to combo into Kurokami Phantom:


- LLL
- HH
- HHL/HL
- j.HH
- Dash + L
These are the moves that can combo into Kurokami Phantom, but only if you’re close to the wall (otherwise, the opponent is launched too far away for you to reach them):
- LLH/LH
- HHH
- g.L
These deal slightly more damage, so it’s worth learning them, too. The rest of Medaka’s moves (g.H, j.L, LLLL) do cause knockdown, but it doesn’t last long enough to link into Kurokami Phantom.

Putting these chains together, we get combos like this one:
LLL > HH > t.S – a BnB from a light attack, this one deals about 55% damage for the low cost of 2 stocks of stamina. The link between the two chains may take time to get used to, but as long as you press H fast enough, it should be fine.

To get some more use of our stamina from a different starter, we can do something like this:
Dash + L > g.S > LLL > HH > t.S – you can see that the combo itself is the same, but you can easily start it from the running L thanks to its crumple. Weighted Words can be omitted, but since it nicely “re-crumples” the opponent, there’s no harm in using it as long as you know it won’t be interrupted.

 

An interesting link to keep in mind is used in the following combo:

Dash + L > j.H > LLL > j.H > LLL > HH > t.S - j.H's recovery is fast enough for you to land (since it's already done pretty low to the ground) and pick up the combo with the light string. Moreover, you can do it again after LLL's stagger! It does take a lot of time to perform, but the damage is clearly better than that of the earlier combos.

 

If you want to use that tech for a jump-in combo, it can go like this:

j.H > Dash + L > HH > t.S - luckily, dashing only requires a single button press, so the combo isn't as difficult as it might seem.

 

The next combo is a bit gimmicky, but is nice to keep in mind in case things go wrong for you:

LLL > HL > Double Jump > j.L > Land > t.S - imagine if you wanted to combo into a cross-break, but your teammate suddenly got ambushed by the other opponent. What do you do? Luckily, Medaka can finish things off by herself by double-jumping after the opponent, bouncing them off the ground with j.L, and finishing things off with good old Kurokami Phantom.

 

Lastly, here are some very technical combos that might be vulnerable to online lag. Read only if you're ready to be the most devil cool Medaka around:

LLL > HH > t.S > Guard > L > LLL > HH > t.S - yes, you can actually use Kurokami Phantom's guard cancel in a combo by canceling into it, then canceling out of it and picking up the launched opponent with a weak attack. You get more gray life, but can deal as much as 80% damage with this. And with even more time and stamina on your hands, you can go even further:

(LLL > HH > t.S > Guard> L)x2 > LLL > HH > t.S - three repetitions in a row net you whopping 90% damage! If you actually manage to land this in a proper match, your opponents might as well quit on the spot - this is The End, things won't get any worse than this.

Gonna work on Nube next, though I might get something done for Toguro before that, since he's pretty straight-forward.

 

And after testing it a few times, I can confirm that Zebra's walls do NOT block Koro-sensei's missiles.

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Been trying to find useful ways for Rukia's assist but it's pretty difficult because of the short range and the fact that she stays in one spot. The best way you can use her assist 

is near a wall or during the animation of your super.

 

Here's 2 combos with Ichiruki (Ichigo/w Rukia Assist) I'll record more sometime this week.

https://www.youtube.com/watch?v=jOFn2PjGfMw

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I think I'm getting better at this, even if it got quiet around here. Still, have a Toguro guide.
 

Toguro (Younger) ver. 1.0

Character Overview

Very well. I will show you 80% of my power.
 
Background:
 
Younger Toguro, more commonly known as Toguro, served as the leader of both the Apparition Gang and Team Toguro, alongside his brother Elder Toguro. Throughout the series, Toguro displays a calm, relaxed attitude, hardly ever showing any signs of emotion. His only accentuated facial expressions are present when he is either very happy, usually during an exciting fight, or very angry, against posers and dishonorable people. He mostly speaks plainly and firmly to others, but is never afraid to speak his mind out loud. Toguro prefers not to take the lives of anyone, unless the job demands it, and usually ends up apologizing for his actions afterwards. He is also very loyal to his employer, as long as he is under contract. But while in the presence of individuals who behave dishonorably, cheat, mock, or otherwise do not follow the rules, he displays a ruthless and highly brutal behavioral pattern. Toguro's signature is the ability to regulate how much of his maximum power he releases, ranging from 0% to 100%. With each increase comes a burst of demon energy and his muscles thicken and enlarge themselves.
 
Gameplay:
 
Toguro is as close as it gets to being the game’s take on a grappler. Even though he’s slow and can’t fight well at long range, he can absolutely decimate people if he actually gets in. Not only do his combos deal incredible damage, but his mix-up game is pretty scary, as well: nothing feels safe as long as Toguro is close. That said, this is a team-based game, so Toguro can also work as a solid bodyguard, protecting his teammate from incoming attacks and keeping any outsiders away. And if he has to fight both opponents alone, he can hold his ground well enough to wait for the teammate’s arrival – and maybe even set up a kill or two in the process.
 
Just like any other mighty glacier, Toguro easily destroys inexperienced opponents, but as his enemies get better, his slow speed and short range become more and more of a burden. A smart Toguro player has to know when to get in and when to stay out, and if he does get in, he better go all way into opponent’s head and never leave.
 
Pros:
 - Very damaging combos off random hits
 - Good defensive tools against all types of attacks
 - Many mix-up options that lead to easy guard breaks
 - Works well with any teammate and Assist
 
Cons:
 - Difficult to get into the range of all the good options
 - Very dependant on stamina that is slow to charge
 - Worthless Ougi and mode change
 - Many attacks blow the opponent away, making it difficult to maintain pressure


Specials

Shidan (Finger Flip Bullets) (S) – Toguro flips his fingers with such strength and speed, it creates small vacuum bursts. This projectile costs 3 stocks of stamina, removes 1.5 stock on block and deals 2% damage, but you can mash it to deal more hits: in that case, it costs 4 stocks, removes 3.5 stocks on block and deals 10%. It can also be performed in midair.
This is a weird tool to give to an infighter: why keep my opponent away when I want to get in? Well, the most obvious use for this move is to stop the enemy from throwing out any long-ranged attack that might halt Toguro’s approach: it comes out very quickly, has decent range and doesn’t push them too far away unless you mash it, so you can try walking towards the opponent, check their reaction, and if they try to throw something towards you, stuff their attack and keep going. Then there are some cases when Toguro does want to keep his opponents away: for example, when his teammate is charging stamina. It does a pretty decent job at that, since it’s active for a while, but its recovery is a bit too long to just spam it all day. The last use is the least intuitive, but perhaps the most powerful: by ending his combos with this move, Toguro re-stands the opponent, skipping their long wake-up invincibility and resetting his pressure. You can even alter the number of hits so the opponent isn’t sure about when exactly you’re going to start your mix-ups again. Just remember that Toguro’s combos can get long enough for this move to trigger the combo break system.
 
Katsu!! (t.S) – Toguro unleashes his demonic power, creating a huge sphere of pain around himself. This move costs 5 stocks of stamina, removes 2.5 stocks on block and deals 10% damage, but you can hold down the button to deal more hits: in that case, it costs up to 7 stocks and deals 20%.
This move is simply insane for many reasons. First, it’s huge, easily hitting both opponents when they don’t expect it – even out of the air. Second, it comes out very fast – fast enough to throw out on reaction and keep the intruders at bay (even in the middle of a combo). And third, it causes crumple state, allowing you to pick up the combo and keep the other opponent from interrupting you! All this power comes at quite a hefty cost, however, especially if you consider Toguro’s slow stamina charge. It also pushes the opponents away from Toguro, though it’s not that much of a problem when they’re crumpled and he can release the button before they get too far. While it is possible to abuse this move’s range in neutral, getting it blocked nets you very little reward (not to mention that Toguro’s combos would not be as threatening as they are without it), so do it only if you have lots of excess stamina.
 
Omae wa Muryoku Da (You are Powerless) (g.S) – Toguro strikes a pose, provoking the opponent. If he is hit with a blockable non-projectile attack, he takes no damage and blows them away with a heavy punch. You can also press Triangle when Toguro is hit; in that case, he launches the enemy upwards rather than blowing them away. This move costs 2 stocks of stamina and deals about 10% damage.
The most important thing to remember about this move is that it’s not active from frame one, meaning that trying to use it during the enemy’s blockstring probably won’t lead to anything good. You can, however, do it in the middle of your own string as a feint to make opponents respect you (for instance, to set up a grab), but since you can’t catch Assist attacks (the thing that’s going to interrupt your combos most of the time), that’s usually not worth the trouble. Lastly, you can use it on opponent’s wake-up to discourage heavy attacks (something that most of Toguro’s kit doesn’t do well), especially if your reaction is good enough to wait until they actually press a button, but catching an attack while the opponent has wake-up invulnerability makes the counter-attack go straight through them (same case with long-ranged attacks), so don’t discount blocking so soon. And yes, you can combo after it, though only if you go for the launcher.


Key Strings and Normals

Before we get to the good parts, let’s talk about

super-armor a bit. Toguro is one of the few characters in the game (if not the only one) who has it on his moves (the first L and H hits, as well as g.L and j.L), allowing him to easily counter-attack people for crazy damage. Of course, there are conditions to it, which go like this:
 - Toguro can only tank light hits, so simply pressing Triangle should beat him clean – if he doesn’t hit you first.
 - Projectiles and specials count as light hits if they only cause hit stun. As long as it doesn’t launch, stagger or stun Toguro, he should be fine.
 - Super-armor can’t tank more than three hits, even if they’re all light. The strings usually just aren’t fast enough for that, but this makes super-armor lose to some specials that are not covered by the last point.
 - Toguro still loses life from taken hits and can even be knocked out before delivering his attack.
Overall, the mere existence of super-armor is going to discourage people from throwing out random hits, since the risk of eating a full combo is too high. Therefore, they might opt for even more risky options (such as heavy hits or specials, especially projectiles), which loses to the light strings and the catch, or respect Toguro and block often, which loses to his heavy strings and the grab. Figure out the enemy’s behavior early, it will make your life that much easier (and theirs that much more miserable).
 
LLLL – Toguro throws a couple of punches, then headbutts the opponent; if the headbutt lands, he grabs them and blows them away. This string looks cool as hell, but its combo potential is pretty low despite the headbutt’s long hit stun, and it leaves the opponent too far away from you. Still, it does its work of dealing fast damage for no cost well enough.
 
L(L)HH – Toguro delivers a gut punch after the initial two, then blows the enemy away with a heavy swing. Now, this string is pretty damn good, having everything you might want: super-armor, combo potential, speed, raw damage, guard breaks… The thing is, the hard string still beats it in all these aspects other than speed, so you shouldn’t just mash Square at every opportunity. But when you do, know that the gut punch staggers for long enough for you to go back into neutral and link it into Katsu or Finger Flip Bullets.
 
HHH – Toguro swings with his fists twice and finishes it with an overhead kick. This string is the one that you want to use when the enemy’s blocking: it removes ridiculous amounts of stamina on block, and you can cancel the second hit into Katsu for a full combo. Just keep in mind its long start-up: the enemy can just side-step it and punish you even with all the super-armor.
 
H(H)LL – after the initial swings, Toguro throws a short flurry of punches, then launches the enemy upwards for a cross-break. This string is another one of Toguro’s greatest, since the punches can be linked into the light string, while cross-break is a perfectly valid way of getting damage (as long as your teammate is available or you have a Hinata Assist). You can even go for Katsu after the launcher to deal damage as the enemy falls down, though it’s more of a “style over substance” kind of ender.
 
g.L – Toguro hops forward and punches the ground, raising debris around himself. This move costs less than 1 stock of stamina, removes half a stock on block and deals 10% damage. As far as reversals go, this move is just excellent: not only does it have invulnerability, but it also got some of Toguro’s signature super-armor. I can’t say whether or not it’s active from frame one, but it’s certainly close. Perhaps the only downside of it is that it knocks down, so you have to deal with the wake-up invulnerability.
 
g.H – Toguro lifts the opponent off the ground, laughs and blows them away with a heavy punch. This move costs 4 stocks of stamina and deals 20% damage. That’s some good reward for an unblockable, though its short range and long start-up make it difficult to use. Go for it if you’re 100% sure the opponent’s going to be blocking, but if it’s just a hunch, perhaps you should rather go for the strings and try to break their guard.
 
Dash + L – Toguro blows the enemy away with a heavy punch. Certainly not a move that you want to use after finally getting close to the opponent, so it’s a better fit for getting the enemy off your teammate than for starting your own offence. Unfortunately, Toguro doesn’t really have that many options while running, so sometimes, it’s still better than doing nothing.
 
j.L – Toguro dives down with a punch that causes a small quake, launching the opponent. One of the two aerial options that we got, and luckily, a pretty good one that leads into an easy combo (and even has super-armor). But being so good also makes it predictable, so don’t do it every single time you jump.
 
g.X – Toguro’s stamina charge is slow, very slow, but at least he can have up to two bars and can stop the charge at any time. Considering how much stamina his combos take, charge whenever you can – for instance, after all the blowback moves that we got.
 
Just Guard – Toguro instantly moves behind the opponent. He can actually use this a bit better than other characters by swinging with his H and going for the full combo, but look out for the opponent breaking it with their own H at the end of their string.


100%

Come! I’ll show you who was testing whom!
 
By pressing R3 during Victory Burst and spending one Ougi charge, Toguro transforms into his 100% version. This gives buffs to his specials and allows him to use his proper Ougi. Here are the buffs:
 - Max duration of Finger Flip Bullets is increased, dealing 20% damage rather than 10% and blowing the enemy away.
 - Max duration of Katsu is increased, dealing 25% damage rather than 20%.
…Wait, that’s it? You have to spend a whole Ougi charge just for some minor damage buffs? I really, really want there to be something else, but I just couldn’t find anything even after many rounds of testing. Better look for a teammate who can put two Ougi charges to good use, since Toguro isn’t going to do that anytime soon.
 
But wait, maybe it’s because the Ougi itself is so good?


Ougi: Perhaps you still think you won’t die?


“You’re too soft… Too soft, too soft, too soft, too soft!”
 
Toguro jumps high into the sky and punches the ground, creating fissures and dealing around 60% damage to everyone around him.
Okay, so the damage is about equal to the rest of the Ougis, so it’s not the reason to use it. Can we combo into it? I’m afraid we can’t: the VB cancel doesn’t work because of the mode change, and most of Toguro’s launchers just don’t leave the opponent in a position that’s covered by the Ougi’s hitbox. Well, maybe we can use it as a reversal? Check this out: after Toguro falls down, but before the move’s active frames come out, he’s completely vulnerable. Yep, you can easily get interrupted by the silliest things, wasting your precious Ougi charge for nothing!
Let’s face it: this Ougi is trash, pure and simple. Even if I am actually missing something that makes it amazing, it’s still not worth two Ougi charges, since other characters deal much better damage with two supers in a row. Kinda amazing how Toguro’s meterless options are better than what is supposed to be his best move, isn’t it?


Assists

Assist Actions__________
 
Finger Flip Bullets (20 sec cooldown) – Toguro appears to shot the max amount of bullets at the opponent and knock them down. This is a very fast projectile Assist and can be used decently well to get enemies off you or stuff their setups at long range if you can’t do it by yourself. It doesn’t get you out of every combo and it’s not combo-friendly, but that’s to be expected with its short cooldown.
 
Katsu!! (50 sec cooldown) – Toguro appears to create his sphere of pain for its minimal duration around himself. This Assist doesn’t deal much damage, but it sure does well at breaking combos. You can even break those silly DBZ juggles with it, and when you do, they’re left wide open for a counter-attack. The cooldown is as long as it gets, though, so you might want to pick a combo breaker that can be used more often.
 
Assist Partners__________
 
Chitoge – Toguro does not need Assists to boost his damage, but he sure wants to guarantee it, especially since his kit is so weak against combo breakers. I’d recommend learning how to implement Chitoge into your combos, even at the cost of damage – better lose it by your own will than at the press of the opponent’s button.
 
Ryotsu – the rocket launcher is broken enough when you’re playing as Ryotsu, but as an Assist, it becomes one of the best gap closers in the game. Just call him at the very beginning of the match, press Triangle, and suddenly Toguro is right in the enemy’s face, ready to get the beatdown going. He even doubles as a half-decent combo breaker, too.
 
SKET-dan – if your team is more defensive, you might want to use an Assist to help you charge your stamina. SKET-dan is active for pretty much an eternity, so you can easily get your second bar maxed without worrying about enemy attacks. And hopefully, your teammate’s character is a good fit for this “Immobile Fortress” kind of strategy.


Combos

Toguro has many potential combo routes from all kinds of hits, but not that many optimal ones, so it’s not that difficult to learn them. From the light hit, he can go like this:


LH > t.S > HHL > LLHH – deals about 60% for 5 stamina stocks. Note that the first string should not be LLH, since that hit triggers the combo break system before you finish the combo, and getting an H at the end is better than L at the beginning.
 
Hard hit is your best combo starter, netting you lots of damage and even having super-armor. When you land it, go for this:
HH > t.S > HHL > LLHH – basically the same as the last one, but the different starter makes it deal up to 75% (if you spend more stamina on the skill). If you want to go for the cross-break, the route changes a bit:
HHL > LH > t.S > HHLL – a bit more tricky to connect, but the damage goes through the roof if you do everything right – it might actually kill people in one go depending on your teammate!
 
If you happen to land Katsu (for instance, to protect a teammate), nothing stops you from also using it as a combo starter, though the damage isn’t going to be as good:
t.S > HHL > LLHH – about 60% damage from a starter with great AoE is nothing to sneeze at: just make sure you’re close enough to pick them up.
 
Toguro’s catch may seem weak and inefficient, but it’s really not that bad even with the most simple strings:
g.S > H > HHLL – by itself, the combo deals 55%, and if you go for the cross-break, can easily deal more than 75% - all for the measly 2 stocks of stamina. After seeing this, opponents will think twice before trying to land slow hits on you.
 
Lastly, if you have a long, damaging Assist, such as Vegeta’s Big Bang Attack, you can go for the kill with something like this:
LLH > t.S > HHL > LLL > Assist > g.H – you get 100% damage by implementing the slow, but awesome-looking grab into your combo, what’s not to like?


 
While I'm at it, I finally found a nice source of info on the game, even if it's in Japanese:
http://jbbs.shitaraba.net/game/56864/
I got most of my combos there, and even updated the earlier guides with lots of them, so check those out. I also added Zebra's fourth Voice Missile mode - who would've thought he had even more of those?
 
Totally doing Nube next, though if that Shishioh guide isn't happening, I might write something for him, as well.

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I think I'm getting better at this, even if it got quiet around here. Still, have a Toguro guide.

Toguro (Younger) ver. 1.0

Character Overview

Very well. I will show you 80% of my power.

Background:

Younger Toguro, more commonly known as Toguro, served as the leader of both the Apparition Gang and Team Toguro, alongside his brother Elder Toguro. Throughout the series, Toguro displays a calm, relaxed attitude, hardly ever showing any signs of emotion. His only accentuated facial expressions are present when he is either very happy, usually during an exciting fight, or very angry, against posers and dishonorable people. He mostly speaks plainly and firmly to others, but is never afraid to speak his mind out loud. Toguro prefers not to take the lives of anyone, unless the job demands it, and usually ends up apologizing for his actions afterwards. He is also very loyal to his employer, as long as he is under contract. But while in the presence of individuals who behave dishonorably, cheat, mock, or otherwise do not follow the rules, he displays a ruthless and highly brutal behavioral pattern. Toguro's signature is the ability to regulate how much of his maximum power he releases, ranging from 0% to 100%. With each increase comes a burst of demon energy and his muscles thicken and enlarge themselves.

Gameplay:

Toguro is as close as it gets to being the game’s take on a grappler. Even though he’s slow and can’t fight well at long range, he can absolutely decimate people if he actually gets in. Not only do his combos deal incredible damage, but his mix-up game is pretty scary, as well: nothing feels safe as long as Toguro is close. That said, this is a team-based game, so Toguro can also work as a solid bodyguard, protecting his teammate from incoming attacks and keeping any outsiders away. And if he has to fight both opponents alone, he can hold his ground well enough to wait for the teammate’s arrival – and maybe even set up a kill or two in the process.

Just like any other mighty glacier, Toguro easily destroys inexperienced opponents, but as his enemies get better, his slow speed and short range become more and more of a burden. A smart Toguro player has to know when to get in and when to stay out, and if he does get in, he better go all way into opponent’s head and never leave.

Pros:

- Very damaging combos off random hits

- Good defensive tools against all types of attacks

- Many mix-up options that lead to easy guard breaks

- Works well with any teammate and Assist

Cons:

- Difficult to get into the range of all the good options

- Very dependant on stamina that is slow to charge

- Worthless Ougi and mode change

- Many attacks blow the opponent away, making it difficult to maintain pressure

Specials

Shidan (Finger Flip Bullets) (S) – Toguro flips his fingers with such strength and speed, it creates small vacuum bursts. This projectile costs 3 stocks of stamina, removes 1.5 stock on block and deals 2% damage, but you can mash it to deal more hits: in that case, it costs 4 stocks, removes 3.5 stocks on block and deals 10%. It can also be performed in midair.

This is a weird tool to give to an infighter: why keep my opponent away when I want to get in? Well, the most obvious use for this move is to stop the enemy from throwing out any long-ranged attack that might halt Toguro’s approach: it comes out very quickly, has decent range and doesn’t push them too far away unless you mash it, so you can try walking towards the opponent, check their reaction, and if they try to throw something towards you, stuff their attack and keep going. Then there are some cases when Toguro does want to keep his opponents away: for example, when his teammate is charging stamina. It does a pretty decent job at that, since it’s active for a while, but its recovery is a bit too long to just spam it all day. The last use is the least intuitive, but perhaps the most powerful: by ending his combos with this move, Toguro re-stands the opponent, skipping their long wake-up invincibility and resetting his pressure. You can even alter the number of hits so the opponent isn’t sure about when exactly you’re going to start your mix-ups again. Just remember that Toguro’s combos can get long enough for this move to trigger the combo break system.

Katsu!! (t.S) – Toguro unleashes his demonic power, creating a huge sphere of pain around himself. This move costs 5 stocks of stamina, removes 2.5 stocks on block and deals 10% damage, but you can hold down the button to deal more hits: in that case, it costs up to 7 stocks and deals 20%.

This move is simply insane for many reasons. First, it’s huge, easily hitting both opponents when they don’t expect it – even out of the air. Second, it comes out very fast – fast enough to throw out on reaction and keep the intruders at bay (even in the middle of a combo). And third, it causes crumple state, allowing you to pick up the combo and keep the other opponent from interrupting you! All this power comes at quite a hefty cost, however, especially if you consider Toguro’s slow stamina charge. It also pushes the opponents away from Toguro, though it’s not that much of a problem when they’re crumpled and he can release the button before they get too far. While it is possible to abuse this move’s range in neutral, getting it blocked nets you very little reward (not to mention that Toguro’s combos would not be as threatening as they are without it), so do it only if you have lots of excess stamina.

Omae wa Muryoku Da (You are Powerless) (g.S) – Toguro strikes a pose, provoking the opponent. If he is hit with a blockable non-projectile attack, he takes no damage and blows them away with a heavy punch. You can also press Triangle when Toguro is hit; in that case, he launches the enemy upwards rather than blowing them away. This move costs 2 stocks of stamina and deals about 10% damage.

The most important thing to remember about this move is that it’s not active from frame one, meaning that trying to use it during the enemy’s blockstring probably won’t lead to anything good. You can, however, do it in the middle of your own string as a feint to make opponents respect you (for instance, to set up a grab), but since you can’t catch Assist attacks (the thing that’s going to interrupt your combos most of the time), that’s usually not worth the trouble. Lastly, you can use it on opponent’s wake-up to discourage heavy attacks (something that most of Toguro’s kit doesn’t do well), especially if your reaction is good enough to wait until they actually press a button, but catching an attack while the opponent has wake-up invulnerability makes the counter-attack go straight through them (same case with long-ranged attacks), so don’t discount blocking so soon. And yes, you can combo after it, though only if you go for the launcher.

Key Strings and Normals

Before we get to the good parts, let’s talk about

super-armor a bit. Toguro is one of the few characters in the game (if not the only one) who has it on his moves (the first L and H hits, as well as g.L), allowing him to easily counter-attack people for crazy damage. Of course, there are conditions to it, which go like this:

- Toguro can only tank light hits, so simply pressing Triangle should beat him clean – if he doesn’t hit you first.

- Projectiles and specials count as light hits if they only cause hit stun. As long as it doesn’t launch, stagger or stun Toguro, he should be fine.

- Super-armor can’t tank more than three hits, even if they’re all light. The strings usually just aren’t fast enough for that, but this makes super-armor lose to some specials that are not covered by the last point.

- Toguro still loses life from taken hits and can even be knocked out before delivering his attack.

Overall, the mere existence of super-armor is going to discourage people from throwing out random hits, since the risk of eating a full combo is too high. Therefore, they might opt for even more risky options (such as heavy hits or specials, especially projectiles), which loses to the light strings and the catch, or respect Toguro and block often, which loses to his heavy strings and the grab. Figure out the enemy’s behavior early, it will make your life that much easier (and theirs that much more miserable).

LLLL – Toguro throws a couple of punches, then headbutts the opponent; if the headbutt lands, he grabs them and blows them away. This string looks cool as hell, but its combo potential is pretty low despite the headbutt’s long hit stun, and it leaves the opponent too far away from you. Still, it does its work of dealing fast damage for no cost well enough.

L(L)HH – Toguro delivers a gut punch after the initial two, then blows the enemy away with a heavy swing. Now, this string is pretty damn good, having everything you might want: super-armor, combo potential, speed, raw damage, guard breaks… The thing is, the hard string still beats it in all these aspects other than speed, so you shouldn’t just mash Square at every opportunity. But when you do, know that the gut punch staggers for long enough for you to go back into neutral and link it into Katsu or Finger Flip Bullets.

HHH – Toguro swings with his fists twice and finishes it with an overhead kick. This string is the one that you want to use when the enemy’s blocking: it removes ridiculous amounts of stamina on block, and you can cancel the second hit into Katsu for a full combo. Just keep in mind its long start-up: the enemy can just side-step it and punish you even with all the super-armor.

H(H)LL – after the initial swings, Toguro throws a short flurry of punches, then launches the enemy upwards for a cross-break. This string is another one of Toguro’s greatest, since the punches can be linked into the light string, while cross-break is a perfectly valid way of getting damage (as long as your teammate is available or you have a Hinata Assist). You can even go for Katsu after the launcher to deal damage as the enemy falls down, though it’s more of a “style over substance” kind of ender.

g.L – Toguro hops forward and punches the ground, raising debris around himself. This move costs less than 1 stock of stamina, removes half a stock on block and deals 10% damage. As far as reversals go, this move is just excellent: not only does it have invulnerability, but it also got some of Toguro’s signature super-armor. I can’t say whether or not it’s active from frame one, but it’s certainly close. Perhaps the only downside of it is that it knocks down, so you have to deal with the wake-up invulnerability.

g.H – Toguro lifts the opponent off the ground, laughs and blows them away with a heavy punch. This move costs 4 stocks of stamina and deals 20% damage. That’s some good reward for an unblockable, though its short range and long start-up make it difficult to use. Go for it if you’re 100% sure the opponent’s going to be blocking, but if it’s just a hunch, perhaps you should rather go for the strings and try to break their guard.

Dash + L – Toguro blows the enemy away with a heavy punch. Certainly not a move that you want to use after finally getting close to the opponent, so it’s a better fit for getting the enemy off your teammate than for starting your own offence. Unfortunately, Toguro doesn’t really have that many options while running, so sometimes, it’s still better than doing nothing.

j.L – Toguro dives down with a punch that causes a small quake, launching the opponent. One of the two aerial options that we got, and luckily, a pretty good one that leads into an easy combo. But being so good also makes it predictable, so don’t do it every single time you jump.

g.X – Toguro’s stamina charge is slow, very slow, but at least he can have up to two bars and can stop the charge at any time. Considering how much stamina his combos take, charge whenever you can – for instance, after all the blowback moves that we got.

Just Guard – Toguro instantly moves behind the opponent. He can actually use this a bit better than other characters by swinging with his H and going for the full combo, but look out for the opponent breaking it with their own H at the end of their string.

100%

Come! I’ll show you who was testing whom!

By pressing R3 during Victory Burst and spending one Ougi charge, Toguro transforms into his 100% version. This gives buffs to his specials and allows him to use his proper Ougi. Here are the buffs:

- Max duration of Finger Flip Bullets is increased, dealing 20% damage rather than 10% and blowing the enemy away.

- Max duration of Katsu is increased, dealing 25% damage rather than 20%.

…Wait, that’s it? You have to spend a whole Ougi charge just for some minor damage buffs? I really, really want there to be something else, but I just couldn’t find anything even after many rounds of testing. Better look for a teammate who can put two Ougi charges to good use, since Toguro isn’t going to do that anytime soon.

But wait, maybe it’s because the Ougi itself is so good?

Ougi: Perhaps you still think you won’t die?

“You’re too soft… Too soft, too soft, too soft, too soft!”

Toguro jumps high into the sky and punches the ground, creating fissures and dealing around 60% damage to everyone around him.

Okay, so the damage is about equal to the rest of the Ougis, so it’s not the reason to use it. Can we combo into it? I’m afraid we can’t: the VB cancel doesn’t work because of the mode change, and most of Toguro’s launchers just don’t leave the opponent in a position that’s covered by the Ougi’s hitbox. Well, maybe we can use it as a reversal? Check this out: after Toguro falls down, but before the move’s active frames come out, he’s completely vulnerable. Yep, you can easily get interrupted by the silliest things, wasting your precious Ougi charge for nothing!

Let’s face it: this Ougi is trash, pure and simple. Even if I am actually missing something that makes it amazing, it’s still not worth two Ougi charges, since other characters deal much better damage with two supers in a row. Kinda amazing how Toguro’s meterless options are better than what is supposed to be his best move, isn’t it?

Assists

Assist Actions__________

Finger Flip Bullets (20 sec cooldown) – Toguro appears to shot the max amount of bullets at the opponent and knock them down. This is a very fast projectile Assist and can be used decently well to get enemies off you or stuff their setups at long range if you can’t do it by yourself. It doesn’t get you out of every combo and it’s not combo-friendly, but that’s to be expected with its short cooldown.

Katsu!! (50 sec cooldown) – Toguro appears to create his sphere of pain for its minimal duration around himself. This Assist doesn’t deal much damage, but it sure does well at breaking combos. You can even break those silly DBZ juggles with it, and when you do, they’re left wide open for a counter-attack. The cooldown is as long as it gets, though, so you might want to pick a combo breaker that can be used more often.

Assist Partners__________

Chitoge – Toguro does not need Assists to boost his damage, but he sure wants to guarantee it, especially since his kit is so weak against combo breakers. I’d recommend learning how to implement Chitoge into your combos, even at the cost of damage – better lose it by your own will than at the press of the opponent’s button.

Ryotsu – the rocket launcher is broken enough when you’re playing as Ryotsu, but as an Assist, it becomes one of the best gap closers in the game. Just call him at the very beginning of the match, press Triangle, and suddenly Toguro is right in the enemy’s face, ready to get the beatdown going. He even doubles as a half-decent combo breaker, too.

SKET-dan – if your team is more defensive, you might want to use an Assist to help you charge your stamina. SKET-dan is active for pretty much an eternity, so you can easily get your second bar maxed without worrying about enemy attacks. And hopefully, your teammate’s character is a good fit for this “Immobile Fortress” kind of strategy.

Combos

Toguro has many potential combo routes from all kinds of hits, but not that many optimal ones, so it’s not that difficult to learn them. From the light hit, he can go like this:

LH > t.S > HHL > LLHH – deals about 60% for 5 stamina stocks. Note that the first string should not be LLH, since that hit triggers the combo break system before you finish the combo, and getting an H at the end is better than L at the beginning.

Hard hit is your best combo starter, netting you lots of damage and even having super-armor. When you land it, go for this:

HH > t.S > HHL > LLHH – basically the same as the last one, but the different starter makes it deal up to 75% (if you spend more stamina on the skill). If you want to go for the cross-break, the route changes a bit:

HHL > LH > t.S > HHLL – a bit more tricky to connect, but the damage goes through the roof if you do everything right – it might actually kill people in one go depending on your teammate!

If you happen to land Katsu (for instance, to protect a teammate), nothing stops you from also using it as a combo starter, though the damage isn’t going to be as good:

t.S > HHL > LLHH – about 60% damage from a starter with great AoE is nothing to sneeze at: just make sure you’re close enough to pick them up.

Toguro’s catch may seem weak and inefficient, but it’s really not that bad even with the most simple strings:

g.S > H > HHLL – by itself, the combo deals 55%, and if you go for the cross-break, can easily deal more than 75% - all for the measly 2 stocks of stamina. After seeing this, opponents will think twice before trying to land slow hits on you.

Lastly, if you have a long, damaging Assist, such as Vegeta’s Big Bang Attack, you can go for the kill with something like this:

LLH > t.S > HHL > LLL > Assist > g.H – you get 100% damage by implementing the slow, but awesome-looking grab into your combo, what’s not to like?

While I'm at it, I finally found a nice source of info on the game, even if it's in Japanese:

http://jbbs.shitaraba.net/game/56864/

I got most of my combos there, and even updated the earlier guides with lots of them, so check those out. I also added Zebra's fourth Voice Missile mode - who would've thought he had even more of those?

Totally doing Nube next, though if that Shishioh guide isn't happening, I might write something for him, as well.

If I may add toguro has a special feat. Which allows him to absorb a small amount of damage before he is able to flinch. Basically he can take two or three hits an still be able to attack back

Sent from my SGH-T999L using Tapatalk

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Yeah, I wrote that down in the normals section (since from what I gathered during my tests, he only has it on his normals).

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This is random but I have come to notice after testing that you can interrupt ace's ougi after the cut-scene by attacking ( haven't tried close range) but attacking before he can throw it apparently cancels the whole thing

Sent from my SGH-T999L using Tapatalk

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Some minor updates:

 - Toguro has super-armor on his j.L, as well.

 - You can change the target of Kagura and Allen by locking on a different enemy.

 - The stages that have no descriptions yet don't really have any special traits about them, but I can put together the general landscape writedown for them.

 

Lastly, I'm not sure which thread it should be posted in, but since it's already been brought up in this one, here, have another tier list. It's put together by PirateKing92 / Weewer from GameFAQs, and I (and many others) believe it to be the most accurate tier list out there. Note that it's based on online 2v2 and that the order within a tier goes from stronger to weaker.

 

S: Saiki | Vegeta | Ryotsu

A: Luffy | Toriko | Akainu | Sasuke | Yusuke | Zebra | Killua | Madara | Momotaro | Aizen
Goku | Luckyman | Tsuna | Hiei | Bobobo | Gon

B: Ace | Korosensei | Ichigo | Boa | Toguro | Nube | Kenshiro | Jonathan | Shishio | Kenshin |
Raoh | Seiya | Medaka | Taro | Freeza | Arale

C: Gintoki | Joseph | Oga | Naruto

 

Better than it could be, don't you agree?

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Yeah that's a pretty accurate list. We won't be seeing any high-level stuff in this game so a list like that is the best we're gonna get.

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I'd say that the game's simplicity makes it easier to get to the high-level stuff sooner. Because there aren't that many combos to be learned, and most of them don't require strict timing, you quickly pass the "Die to your own inputs" phase and get to the juicy "Outsmart your opponents" phase.

 

It's come to my attention that characters in this game actually don't have the same amount of health. Well, most of them do, but there are some exceptions. The following characters receive 1/5 less damage:

 - Luffy

 - Gon (Ken / Defensive aura)

And these characters receive 1/5 more damage:

 - Goku

 - Sasuke

 - Ichigo

 - Gon (Kou / Offensive aura)

My guides should still be fine, but you guys might want to double-check your damage values if you've been practicing on these characters.

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Maybe now I'll actually finish that Nube guide that I've been writing since August :v:

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Maybe now I'll actually finish that Nube guide that I've been writing since August :v:

Yeah . . . now that a small peak of re-surging interest will happen, perhaps I can get off my ass too ' x'

 

So, i'm curious what the difference between base game and + are. Cool that it's coming I guess, though I found the first to be a bit mindless and mashy.

We currently have no idea what changes are coming to this version, all they've hinted at are new features for the PS4 version [PS3 and Vita weren't mentioned, but we can assume any gameplay features will transfer over, so they likely meant built-in system stuff like the Share functions]. Also if you were expecting a deep fighter from a legit anime fighter . . .

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Just picked this game up since I never bothered with the JP release, working on Kenshin and Gon for now and then I'll probably move on to Tsuna and a few other characters, I was surprised with how varied alot of the playstyles are.

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So, what was the Plus deal all about in the end? Did they change anything? Can the US version play with Japan? Because I would be down for some matches.

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Tried looking up the changelog, could only find this write-up by Yoh from the JoJo forums.

Luffy

-Ultimate can no longer be teched out of and Gatling loop is gone.

Bobobo

-Don Patch now disappears when Bobobo is hit. Don Patch has less tracking.

Saiki

- Rocks disappear when out of stamina. Cannot charge stamina with rocks out. Rocks no longer combo into each other and each rock must make a full rotation before it can hit.

Ryotsu

-Tracking reduced on Rocket

Gon

-Ultimate can no longer be teched out of.

Aizen

-Danku is active for less time

Zebra

-Sound Wall is active for less time

Koro-sensei

-Reduced tracking on Rocket

Vegeta

-Big Bang Attack has reduced damage. Big Bang Attack has terrible tracking now. RIP VEGETA

Toriko

-Tracking reduced on Flying Fork

It all sounds pretty damn good, if you ask me. They only have to fix Toguro's bugs (that makes his 100% form terrible) and that damn Jaguar assist to make me completely happy.s

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