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Setsuna

Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread

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Tomoka stuff: Updating the "Normals/specials/Super" thats listed:

 

 

5A - Sweeping horizontal hit with a folding fan. Jump cancellable. Generic 5A.
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5B - Forward push with both hands. Jump cancellable. Air unblockable. Doesn't have nearly the hitbox or range of many other character's 5Bs, but dashing up wth a 5B if you think they're going to jump is a pretty safe option, as you can jump cancel on either block or hit.
 
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5C - Cleans the floor with a mop. While it looks like it should hit low, it does not. Long reach, long recovery. There's a few things to be careful about with this move. It has long range, but due to the opponent getting pushed back on hit, depending on the range, 5C into A+B will not always connect, and you're then setting yourself up to get hit for free if your A+B is blocked. Also, because you throw with the C button, when the throw whiffs, you're generally open to get hit if you just 5C really close and dont followup with anything, though if you're too close, no matter what you do, you're most likely screwed. In addition, while yes, you can cancel into 236A or 214A or whatever you want after the 5C, it's very easy to A+B in reaction to seeing either of those moves come out, so if you start to get predictable, you're going to end up losing move likely.
 
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2A - Low sweep with a folding fan. Hits low, is jump cancellable and air unblockable. Super solid 2A, and like the other 2As in this game, you can chain it 3 times into itself before it will automatically do 2B. Tomoka crouches pretty low, and hits deceptively far, so you will most likely be tossing out 2A just because you can in a lot of matchups.
 
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2B - Uses some small firework sticks, with a bucket of water nearby. Long reach, does not hit low. Opponent can slip on the bucket after the fireworks are done. Not a low. Has very long recovery when wiffed. This is her longest range normal that you can jump cancel. it's fairly quick and will always hit when a 2A hits. Don't get too predictable with jump cancelling or your opponent will be able to read that and jump A in response to seeing you jump. You can delay after the 2As to try to catch the opponent doing something and bait for the counterhit.
 
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2C -  Spins around while holding onto a basketball. Despite its animation, it is a low. Very bad on block. 2A>2C will combo. Air unblockable. I would recommend using 2A -> 2B -> 2C over 2A -> 2B -> 5C because even though Tomoka has terrible range on 2C, if the 2C hits, then no matter how far away the opponent is, the A+B will hit. So if the opponent is so far away that 2A 2B 2C doesn't connect, at least you're not whiffing an A+B that's a little bit out of your range. This move is also useful in a lot of combos where the opponent is bouncing to allow you to combo into A+B from her specials. 
 
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j.A - Sweeps folding fan diagonally down. Will hit standing Kirito while rising. Fast startup and can cross up. Can sometimes be used to fuzzy guard. Overall a fast and very good air move. Not as much range as some other character's, but the speed is there.
 
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j.B - Swings her school bag out in front of her. Hits very horizontally, so it’s best used air-to-air. Jump cancellable. Will cross up in some situations, but because it's her longest range air move, it's best used from a somewhat medium range. 
 
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j.C - Attack with an umbrella much like Anji’s j.D in GG. Jump cancellable. The hitbox is quite big for this move, and it's pretty fast. Very easy to abuse.
 
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One Handed Jump Shot - 236A/B/C or A+B (Air OK). Throws a basketball towards a hoop. The distance she throws depends on the button pressed, with A being the closest. The ball is a projectile as it flies toward the hoop and there is a small burst of energy when it makes it. With the EX version, if her opponent is close when the move is activated, they will become the ball and Tomoka will throw them. 
This attack is good if you know where the opponent is going to land, or what path they're going to jump, as it can allow Tomoka to close distance. On wakeup, this move is very strong and can ensure that the opponent will stay in place in fear of getting hit.
The EX version is always used for turning the opponent into a ball. The reasons being are in the air, if you have 3 meters, then 236A+B into 214B+C is guaranteed. If your opponent is in the corner, you can get a 236B+C instead of a 214B+C if you want! Just be careful as 236B+C will not connect if you turn them into a basketball in the air midscreen. You can also use it on the ground after a throw or an A+B. If you do the 236A+B on the ground, though, then 236B+C will connect, so if you're going for a kill with max damage, then ground 236A+B into 236B+C is the best way to end your combo.
 
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(rebound)
Pass - 214 series. Passes the ball to a teammate. Each button passes to a different teammate and will do different attacks. 
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Innocent Charm - 214A. Passes to Hinata behind opponent. She will dribble back towards Tomoka and then do a reverse shot. Releases pink energy when the shot lands. If Hinata hits the opponent, they will fly up in the air and get hit by the pink energy. This is a staple in Tomoka combos. It's safe if the opponent blocks hinata, but if they clash with her, Tomoka is unable to move for quite a while. In addition, if they jump over Hinata but before the fireworks come out, it's easy to hit Tomoka. Hinata will also disappear if Tomoka gets hit before the pink energy comes out, but once that's out, even if tomoka gets hit, it remains on the screen for a bit. If the opponent blocks the pink energy and you dash up to 5B them, because of the way that the energy hits them when blocked, they will most likely move to the other side, or a place where you're not expecting them, so you must be careful and prepare for them to fall in a strange position if they block the move. On hit, there is quite a lot of hitstun, as the opponent will bounce off the floor and then back into the air, so you can followup with a nice air combo or a pink burst.
 
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Ice Age - 214B. Passes back to Saki. Her shot will freeze the hoop and drop it. Extendable. Follow up determines the range.
4/5A or B: Middle Shot
6A or B: Long Shot
The ball is also an active hit. If the opponent gets hit by, or blocks the ball in the air before it makes it to saki, the move will not come out. Once it makes it to Saki, it will turn into an ice crystal and fall. The ice crystal does 2 hits and will bounce the opponent off the ground on hit. If you hold the B button when you do the move, Tomoka will charge the ball and Saki will instead drop an ice crystal doing 5 hits instead of just 2 hits. Aside from that, everything else about the move is identical. With the charge, you don't have to manually let go of the button, as Tomoka will automatically pass the ball when she's done charging. This is extremely useful on wakeup following a 214B+C super, or some other way to knock the opponent down. When she has a little less wakeup time, such as the 236B+C super, then the noncharged version will work just fine.
 
214B 4/5C: Middle Shot Rebound
6C: Long Shot Rebound
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Tomoka will pass the ball the same way she would if she was passing to Saki, but instead Airi will show up. Two perpendicular rainbows show up and will hit both vertically below where Airi showed up, and horizontally in the air. If the vertical hit gets the opponent, they'll fly into the air and get hit by the horizontal hit and get sent flying back. Because you can send this full screen pretty safely, it's one of Tomoka's best ways to get in vs characters that zone, such as Mikoto or Miyuki. Your biggest worry before used to be Kino, but now that Enju assist is available, and she can instantly go full screen, you have to be more careful. Kino only did a small single gunshot worth of damage from fullscreen but enju leads into a full combo. 
Also, if you happen to be close enough or in the right position, you can sometimes catch the opponent after they get hit by the 2nd hit with a j.B and convert into an air combo. It wall bounces as well so you can also catch the opponent with that, too. Similar to the 214B ice drop, you can charge this as well. Instead of just one shot, 4 rainbows will shoot out one at a time. Usually the opponent is forced to sit and block so you can easily dash in during that time. 
 
214A+B (EX)
Tomoka passes to Maho, who then passes back to Tomoka. If the ball hits the opponent, they will turn into a ball, and you are free to do an air combo or super to followup. This is useful after an A+B for a free pink burst, or you can combo into 2A+B after it hits for more possible combos or wakeups depending on your assist. This move is quite fast and can catch the opponent off guard, but not usually worth wasting the meter if you're not guaranteed a hit.
 
Fire Works - 214C Passes to Maho. Her shot will explode into fireworks. Opponent will bounce off the fireworks, allowing for combos.
A: Reverse Shot - Like 214A
B: Long Shot
C: Rebound
 
214AB for EX will turn the opponent into the ball, and then Maho will return the pass to Tomoka, allowing for air combos.
This is a really cool move! It's like having a built in assist! The startup is quite slow, and most of the cast can actually 214B+C you and hit you for free if you try to do this on wakeup, but when you can get this out safely, it's very rewarding. There are multiple fireworks, so you're generally pretty well protected. The scaling is also quite low on them, so if a combo starts with the opponent getting hit by a firework, then there will be a lot of damage, even for a very simple combo.
The best applications for using this are after a 214B+C super when the opponent has less than 2 meters. They can attempt to A+B if you do it too late, but if you do it fast, then you're safe from that as well. Then you can attempt to jump over them, cross them up, punish or whatever. Once the fireworks are out, even if Tomoka gets hit, they stay out. This is good because if you have a good setup for this in the corner, once the opponent bursts, they might blow you off of them for a bit, but then they get hit by fireworks, bounce a few times, which gives you enough time to dash up and combo them. Same goes for most trump card usage, if you have enough life and they're at very little life, even if you get hit, they're still going to get hit by fireworks, and even then you may be able to combo. There are a lot of very cool assist specific setups you can do to get the fireworks out safely. I prefer to use the B version with the ice dropping, but the other versions have their strong points as well.
 
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Steal  - 5A+B. Armored running attack grab. Turns opponent into a ball. There are 3 followups:
A+B do nothing: Tomoka will dribble them twice then toss them to the ground, where they will bounce once and be able to recover afterwards.
A+B A+B: If you press A+B anytime during the A+B attack, tomoka will jump and do a free throw shot. If you dont press anything, she'll pass to Airi who will do her rainbow attack and send the opponent flying to the other side of the screen.
A+B A+B:A+B : If you do A+B while doing A+B, she'll do a free throw, but there will be a short period where Tomoka flashes white. During that flash, if you press A+B, instead of passing to Airi, the opponent will get shot up and then down on the ground. If you didn't have much hitstun on the opponent before doing the move, they won't be able to tech and get away, allowing you to hit them on the ground. A good followup would be dash up 2B 2C 236A, 2B 2C, wait a smidgen, 214A, or even just to superjump at them and do a mixup with hitting a j.C or landing and doing a 2A.
 
This is where most of tomoka's combos really start, once you hit with A+B, depending on the situation depends on what you want to do. If the opponent's back is to a wall, then the A+B A+B into airi will bounce the opponent off the wall allowing for a free j.B combo, a free 2A+B or depending on the assist, a free attack. If you want to pink burst and are against a wall, this is a great followup as it used no meter and gains 2 instantly plus the meter that charges while in powerup mode. If you are not near a wall and want to pink burst, you can just do anything into A+B, then 214A+B and burst while the opponent is stuck as a ball. If you have an assist that hits the opponent up, you can just do a no followup A+B into assist into 214A and burst from that. 
In addition, if you need the winning kill and have a burst available, doing A+B no followup into blue burst into 214A will give very high damage if you end in her 236B+C super, so always remember that as an option. A+B also acts as an automatic burst bait. If you do a no followup A+B and the opponent green bursts and you dont cancel the A+B into a super or EX, then the burst will whiff and you can get a free 5B into an air combo. Be careful when playing against this and keep the opponent's burst habits in mind when using it as well. Also, due to clashing, if one of your moves gets clashed with an opponent's 2A+B or A+B, you can hit your own A+B in response to hit them as the 2nd clash usually wins in this game.
 
Anti-Air - 2A+B. Spinning uppercut attack (like Andy’s in KOF) with folding fans. Armored
While it works as an anti-air, its startup is rather slow and it doesn't hit behind her very well.
 
This will clash both in the air and on the ground. However, it is very unsafe if blocked or whiffed. On block the only possible thing you can do is blue burst if you can react quickly enough. However, on hit, you have a plethora of options, with many of them leading into very high damage. This can combo into 236A+B in the air, or 214B+C right when you land. If you have an assist that hits the opponent up, you can use that, then combo into 214A.
While not to be overused, the threat of this move might cause your opponent to be more careful about coming down with an air attack anytime they jump at you. If they like to hit 2A a lot when attacking you, every once in a while this will surprise them enough to the point when they forget to react to it. Be careful though that depending on the timing of when who does what, Tomoka may lose the clash to the universal overhead and get hit instead of comboing the opponent. 
 
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Impact Break - 4A+B. Short jump into an overhead attack. Useful especially for Tomoka thanks to having so many ways to keep the opponent trapped and blocking. Since sometimes your opponent may like to use their 214B+C super right off the ground on your wakeup, especially when there's an ice block on the way, doing 4A+B on your wakeup will actually clash the super allowing you to combo the opponent for free. Also can clash with many character's trump cards as well. Unlike some characters, if tomoka hits an airborne opponent with overhead (such as after a 214B crystal on hit) then the 2nd hit most likely will whiff and the opponent can punish for free. If it hits and it's a counter hit, even if the opponent is airborne, the second hit will still get them, but be careful when doing the second hit if it's against an airborne opponent.
 
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Shiny Gift - 41236B+C. Short range charge attack. Turns opponent into a ball, dribbles them and then shoots.
Combo finisher with lots of minimum damage
Very short range
No invulnerability
After the super hits, Tomoka runs forward, so you can use this to help push the opponent into the corner. While she doesn't get nearly as much wakeup time as she does with her other super, she can still super jump j.C the opponent on wakeup if you're midscreen. If they try to clash, you should be able to block. If they try to push a button or jump, they get hit. If they try to burst or backdash, you can buffer in a 214B+C super and nail them for unscaled damage. In addition, because of the threat ot j.C, you can also superjump land 2A the opponent after you hit with this super. In the corner, you actually have enough time to do a 214B (no charge) into either 2A, 4A+B, or throw. You can also just 236A into wakeup for that as well, or just dont even bother and do a regular jump into j.C and keep them pressured in the corner. This is the super you go to more for raw damage than for setups and getting % back on your burst. 
 
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RO-KYU-BU! - 63214B+C. Long, invincible rush into and flurry of basketball attacks. Ends with a pose.
Longer range than Shiny Gift, but does less damage
Can react to some projectiles with it
This super goes almost full screen, and is invincible, so against things like Mikoto 5[C] 2A+B, or many character's 5C into special, you can hit this super in between hits and get the opponent. This move charges 20% of your burst meter back, and gives quite a long wakeup time. While it is less damage than her other super, it has potenial for more damage because of the setup and because of being able to get your burst back quickly. It's also often used after an air EX 236A+B, as it is the only thing that will combo afterwards. Midscreen, you can do 214C if the opponent doesn't have 2 meters to be able to do their super against you (not applicable against characters who have too slow of a super, or not enough range, like Miyuki, Shana, or KYH). You can also do a charge 214 into a dash 2A 2A 2B 2C (ice crystals hit) A+B, or a 4A+BB on hit, which will lead into tomoka jumping behind the opponent allowing for a land 2C A+B, or even just being able to do a pink burst. You can also run up and throw (6656C) and toss the opponent into the ice and then combo from that as well. Sometimes you can just play it safe and just jump at them, too. Of course, backdashes can sometimes get out of the ice, as well as some character's EX moves (like Mikoto), but you can definitely react accordingly. You can mix it up and toss out the charged Airi rainbow as well if you think your opponent has an answer to the ice dropping.
In the corner, i would always recommend doing a 214, as there are just way too many options and very litte room for escape from the opponent. In the corner, you can do things like 2A 4A+B to mix it up and keep the opponent guessing how to block, and in the corner, if you hit with the super and then the ice, chances are you have an assist that will keep them in the corner while you continue the mixup game. Overall a very strong super with many uses, and a perfect contrast to her other super, as they both are used for different reasons.
 
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Uhhh……N-nooooooo!! - A+C. Her trump card. Overhead with strike invincibility. Big push away with both hands.
Invincibility runs out during the move, so a support with a delayed attack can beat it
Fast startup, long reach and pushes very far back. Very difficult to punish on block, though Shana can airdash and get a punish. On whiff it's very easy to punish, unfortunately.
Just looking at it, one might think "Wow Tomoka really has a weak trump card, other characters have one hit, so in the event of a trade, they get full damage while Tomoka only gets a little! And there's times that I hit them and only get a couple hits instead of the whole thing, that's not fair!" This is true, and that does suck, but Tomoka's trump card is special in the sense that it does something that no others can do. You can actually combo from it. Obviously when all the hits get the opponent and they go flying to the other side of the screen, you can't combo from it. However, as long as the last hit does not get the opponent, they are still game for getting hit, meaning you can OTG them. But, there's a special instance where if the opponent is in the air, and you do Tomoka's trump card, if two hits get them, and then go flying, you can A+B and actually catch the opponent with an A+B. Since two hits of the trump card is still decent damage, being able to combo further from that with low scaled damage is insane. Since assist calls become free post-trump card, you can call out your assist for free, get a free 214A into j.C A+B, and end with super for half a lifebar of damage. So while there are times when you get shorted on damage, if you time it correctly, you can actually potentially get way more damage than a regular trump card with Tomoka's! Of the character's that have an attack rather than a cancel, hers is the only one like that! 
Another very strong use of the trump card is when the opponent is in the corner. It's very easy to hit them with fireworks, or ice and bounce them off a wall and combo if you have 3 meters or more (EX 236A+B into 236B+C/214B+C), but what about when you have only 1 or 2 meters? This is when you can use your trump card. Trump card combos from 236A+B if the opponent is in the corner. All the hits connect for decent damage, and then you get the bonus effects of a hard knockdown (allowing for 214C or 214), free assist calls, ability to call assists in the air, and the ability to jump cancel and chain all of her normals on block. Being able to turn the slightly unsafe 2C into guaranteed safety by cancelling it into either a 5C, a 5A or a jump makes it much harder for the opponent to deal with what you're doing. So even if they get out of the wakeup, you can still pressure them a lot better than before when you've got the post-trump card meter!
 
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Gameplay:
Pros - Strong Wakeups
Built in Assists
Solid Pokes
High Damage
Cute
 
Cons - Short range on normals
No airdash
Poor anti-air normals
 
Tomoka is an aggressive character, who utilizes her teammates in order to allow her to get close to the opponent. She has fairly high damage, and generally uses assists to further setup her strong wakeup game. Tomoka likes getting the opponent in the corner where she can have ice and fireworks pressuring the opponent. Her j.C is a very strong air attack both offensively and defensively, and really allows her to keep the pressure, or combo for large amounts of damage. If you like characters that can call a partner to help them, then you'll like playing as Tomoka! Beware of the characters with longer range and assists with long range, though! Tomoka doesn't have any ways to instantly get in or hit the opponent from far (her 214B6C is the closest), so it can feel very grindy and very hard to close in against an opponent that keeps pushing you out, especially due to her lack of an airdash. She also lacks an air attack that gives her extra mobility, giving her possibly the worst air mobility in the game, as every other character that doesn't have an air dash has an attack that can be used to either escape from a certain incoming attack, or to hit an opponent below them. You might find yourself without the ability to do much about a lot of character's anti-air attacks with Tomoka, so be ready to adapt to that playstyle if you want to use this character! However, once you get her offense going, it's very strong and allows her to often loop setup into setup until the opponent blocks correctly or you won the round!
 
Recommended Assists:
Kino - By far the most used by Tomoka players. Kino gives you a full screen quick option outside of 214B6C, and not only that, because Kino's air shot hits the opponent up for a hard knockdown, it's easy to combo into that and setup a charged falling ice! When you use your trump card, Kino is made much stronger not only by the ability to instantly shoot the opponent even if you're in the air, but also because she will not cost anything when you want to cancel into her air shot mid combo. Since Tomoka benefits from using her meter to setup over and over, this could give you a huge advantage, both in damage and in meter!
 
Koko - Koko's neutral assist hits the opponent up, allowing you to combo into 214A after an A+B. It also steals some of the opponent's meter, giving you not only damage, but slight meter advantage as well. Her secondary walk up can also be very useful for pressure. If the opponent is forced to block all 5 hits, then you can easily mix them up with a 2A or an overhead, and from that you can easily do a 214A into a full combo or a pink burst. There are times when you hit air to air, but don't have enough meter to combo into super, so after letting the combo go after a j.C, you can call Koko and the opponent now has to worry about her while they're on their way down. In the corner, after doing an A+B A+B wall bounce, you can call Koko for free (since you're already recovered) and have plenty of time to set up a 214C, giving you a mixup attempt on the opponent, which would lead into a full combo if you can open up the opponent. All the while, this is stealing meter from them. 
 
Enju - Enju acts functionally similar to Koko, she has a kick that hits the opponent up after A+B or the A+B A+B wall bounce, but it also hits grounded opponents too, unlike koko which just hits opponent's in the air, which is especially strong defensively post-trump card, where you can activate assists in blockstun. Her neutral D will hit the opponent anywhere on screen and allows you to combo as well, like Kino but stronger. If you charge up Enju, then any hit will cause her to hit the opponent instantly (or take out their assist if it's called, whichever comes first, which is also really strong), allowing for a lot of combo possibilities!
 
Matchups:
Asuna (Sword Art Online) - This can be difficult, as Asuna's 236 pokes can be hard for Tomoka to get through. In addition, she has many means of escaping Tomoka's pressure due to her crazy 2A+B as well as a strong backdash. The range of her normals, both in the air and on the ground, can make it difficult for Tomoka. However, if you don't play too recklessly, and you can get her in a position you want, you should be able to take her out.
 
Kirino Kosaka (Oreimo) - Kirino's Athlete dash (236A/B/C) is hard for Tomoka to deal with. It can get her out of some of the pressure because she moves too quickly, and due to Tomoka's lack of aerial movement, it's very easy to anti air Tomoka without too much risk. The way you're going to beat Kirino is by playing around that one move and by baiting it (and hopefully punishing it) enough, you might be able to train the opponent into not constantly doing it, which should make the matchup a bit more fair.
 
Kirito (Sword Art Online) - Like all his matches, this is totally based off his trump card. If he can hit you, and then activate it and keep the pressure on, you might be taken out before you have a chance to do anything. You have to be careful not to jump too much or too recklessly when he has his trump card activated because his 2A and his 5B will anti air from a range that shouldn't be possible. There are times when you can bait him into whiffing a 5B if you're really good, but you just have to be careful more than anything. His 2C is also huge, so don't just mash mindlessly against him if you think he's going to push block, as his 2C will outrange every normal you have, but hitting you before any special comes out. If you can get him to use his trump card and still stay alive, or likewise not get hit by anythign that allows him to easily activate, such as his air move mid air-to-air while you're doing a blockstring, then you should be able to win.
 
Kuroyukihime (Accel World) - Be very careful from far away. Close up, you have to watch out for the counter, as you can't react to it, and it almost always catches you, even if you think you're safe. Try to change up how you attack so that you can get a free combo from her whiffing the counter. Many KYH players like to do counter after a blocked j.C, so instead of doing j.C 2A, do j.C jump again, and if she whiffs, she eats a big combo. Be weary of her ability to trump card anytime and try not to leave yourself too open closeup, as that's where you're at an advantage. Far away doesn't allow for much leeway, and if she's doing teleport tricks, don't try to challenge it, just try to escape and not let her nail you.
 
Mikoto Misaka (A Certain Magical Index) - A very very annoying matchup. She can get out of a lot of setups with her EX jump back, and her long range combined with Tomoka's short range can make it very difficult to get close. You have to hope to bait her into whiffing something she doesn't want to, like air lightning, or doing a [C] right over your head. Options from far away include 214B6C, and an occasional 214B+C in response to a reckless [C]. Her trump card is fairly easy to see on reaction if you're looking out for it, so try not to panic. She lacks good quick anti airs, but if you get too predictable with jumps, she can easily j.A and hit you before you can land, leading into most likely strong wakeup for her. Beware of jumping too much thanks to the huge damage from her 5C 236C super, as well.
 
Shana (Shakugan no Shana) - This is a hard matchup. She has longer range than you, she's faster, the hitstun on her normals is absurd, her anti airs are whack, and her damage is insane. Try not to jump to much, and just be better than your opponent. Do whatever you would do against a character with much better normals than you.
 
Shizuo Heiwajima (Durarara!!) - Aside from washing machines and whatever assist, he can't do anything from far away. 214B6C is good against him, and aside from that, just attempt to punish whiffs, and be weary of air divekick as that can make Koko a lot less effective. However, if he tries to mash between a blockstring, predict it, block, and then get a free j.A 2A into whatever punish. He's pretty weak overall, and while he has decent range, especially his j.B, it's not too difficult to open him up.
 
Tomoka Minato (Ro-Kyu-Bu!) - Don't get hit by your own setups. Don't burst after an opponent gets you with A+B. Jumping back and doing j.C is really strong, and since her air attacks don't crossup too well, you can often dash under her pretty easily, which can turn "crap I'm in the corner and blocking" to "yay my opponent is in the corner getting hit!" Watch out for assists, too. If your opponent is running Kino and you're running Boogiepop, then of course they're gonna have access to far away tools you don't, and you have to be more careful because of it. Also don't use Boogiepop.
 
Miyuki Shiba (The Irregular at Magic High School) - Miyuki is strange because she wants you to jump sometimes, but othertimes dies when you jump. Her trump card hits anywhere on screen and is air unblockable, so watch out for that for sure. Her anti airs, 5C and 2A+B are both really strong against poor jump ins. However, if you jump at her when shes trying to do something else, then you can hit her, and once you're on the offensive, she has a rough time. Don't try to challenge her air 236 attacks, just block, or pushblock as necessary, and when you can open her up, she's yours. Her only real option against you, aside from wakeup trump card, is A+B (most likely into trump card after that), so if you punish enough or scare her, then she can't really get out of your setups too well.
 
Taiga Aisaka (Toradora!) - Taiga, like Shizuo, is pretty bad. She's got annoying pokes, but not really much more range than Tomoka, so you don't have to worry too hard. She also lacks wakeups that are as strong as Tomokas, so it's a lot easier to get out of hers, while she has trouble getting out of yours. Shes just an unfortunate character, just don't be careless and you should be fine.
 
Yukina Himeragi (Strike the Blood) - Yukina is problems. Huge range, huge damage, can easily deal with blockstrings because of pushblocking and range, 2C anti airs really well from a distance that shouldn't be possible. Her air attacks make it hard to dash under and punish, while it's very easy for her to dash under tomoka and 2C. Just get in and stay in, abuse the overhead, toss basketballs at her, do what you can to stay in and you can win.
 
Rentaro Satomi (Black Bullet) - Not too familiar with this matchup, but he's got range from guns, so you can't get careless from far away, and his 5B has a huge hitbox, so you WILL get anti air-ed often. He has an overhead from midscreen, so just be careful when you see him flash. He's able to dash up really quickly and punch you, so do all your setups knowing that he could escape from them if he dashes forward right away on wakeup. Punish him for trying and then try to get him just blocking, and you should be fine as long as you don't jump recklessly.
 

 

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http://dengekionline.com/elem/000/000/918/918230/

 

What did it just said? Console version?

 

So then, whose gonna be another last one (or 3) after Akira or just that it?

Given that Akiras sprite (basically character) was already made it didn't seem like that much of a surprise. I personally don't think more characters are going to happen but if they do thats great ! Magaret got revealed the week before P4U2 release do who knows

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Given that Akiras sprite (basically character) was already made it didn't seem like that much of a surprise. I personally don't think more characters are going to happen but if they do thats great ! Magaret got revealed the week before P4U2 release do who knows

Which means he's the only one whose going to face his impostor. I mean look, his AC story will be just like Teddie's

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I have some questions relating to supports. Especially their "hidden" powers.

Ryuji Takasu: he turns "super-saiyajin" mode whenever he is hit by any kind of projectile, negating them, thus he is projectile invincible

Enju: sometimes she does an additional downward kick after her first one.

Kuroneko: sometimes she apperas in white dress, if I saw it correctly she does more rose petals than her normal black dress one

- side note: what her other move does? (when she does a spell-circle thing)

 

Based on these, I think every support has some "hidden" power.

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I'm really afraid this game won't get the love it deserves outside of japan because people can't close an eye over the anime-style to enjoy what i consider the best system mechanics among the latest fighters that came out.

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When people choose to ignore system mechanics and judge a game based on visuals and feel, there's not really much anyone can do. It's not a big deal really. In the end, those who enjoy playing the game will play the game. That will have to be enough.

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I'm really afraid this game won't get the love it deserves outside of japan because people can't close an eye over the anime-style to enjoy what i consider the best system mechanics among the latest fighters that came out.

yeah just started wratching match videos and the game looks fun. Its shame most written off due to it not being the usual "anime" fighter people so accustom too..........Just like aqua pazza......

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I'm really afraid this game won't get the love it deserves outside of japan because people can't close an eye over the anime-style to enjoy what i consider the best system mechanics among the latest fighters that came out.

See, that's definitely something I want to be able to push in the right direction. I'm already planning on making a full cast CMV as soon as I have my copy, hopefully that could garner some interest. I know that every time I watch any new match videos there's always something that gets me really hype. Be it a new combo, a new bit of Oki for someone, or a rarely used character coming out of the woodwork and running a train on everyone. As long as the presentation is right, other fg players are likely to give it a chance as long as they find something in it that they deem "cool" or "worth it". Since it's all about the presentation at this point, it's going to be up to the community to show off just how fun the game is. I think we can do it, couldn't hurt to try.

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Believe me I am judging it on its systems alone.

Call it a bad first impression from the loctest, carried over to full release and basically all footage I see hasn't changed my opinion.

At least it will be very easy to pick up.

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While I only played the game for about an hour in total, I'd say that my main gripe with it is the lack of individual character mechanics. Yeah, the overall system is excellent and has many nooks and crannies to master, but if you learn how to play a single character, the odds are that it won't take too long to learn the rest of them.

Then again, it's still possible to gravitate towards certain characters (I enjoyed playing as Rentarou more than Taiga, for example), so of course, I'm gonna buy this game and give it the attention it deserves online.

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While I only played the game for about an hour in total, I'd say that my main gripe with it is the lack of individual character mechanics. Yeah, the overall system is excellent and has many nooks and crannies to master, but if you learn how to play a single character, the odds are that it won't take too long to learn the rest of them.

Then again, it's still possible to gravitate towards certain characters (I enjoyed playing as Rentarou more than Taiga, for example), so of course, I'm gonna buy this game and give it the attention it deserves online.

So your looking for the next blazblue or injustustice?

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If you mean that the only way to give characters unique mechanics is by designating a special button for them, then that is not true. Just look at Guilty Gear or Persona to see some good examples of varied casts without hardwiring it into the game's system.

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So, there's a console trailer out. I guess that's it, no more new characters hidden in the wings to be revealed.

 

I'm absolutely fine with anime games, and I do think this could be an OK game, but there's not enough here for me. Pretty much all of the better, more interesting options for characters are assist-only, with some confusing omissions in regards to both characters and series. There's just nothing really here for me that's playable that I care about, as the only playable character that I like that specific character from the specific series is Miyuki. I like Kirito's fighting style, but I don't like Kirito himself, and I thought Black Bullet sucked but Rentarou was kinda decent. So, i'd have Miyuki i'd want to play, and Kirito and Rentarou that i'd possibly play begrudgingly. Not only that, the roster is depressingly small, Aquapazza has literally double the amount of playable characters.

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So, there's a console trailer out. I guess that's it, no more new characters hidden in the wings to be revealed.

 

I'm absolutely fine with anime games, and I do think this could be an OK game, but there's not enough here for me. Pretty much all of the better, more interesting options for characters are assist-only, with some confusing omissions in regards to both characters and series. There's just nothing really here for me that's playable that I care about, as the only playable character that I like that specific character from the specific series is Miyuki. I like Kirito's fighting style, but I don't like Kirito himself, and I thought Black Bullet sucked but Rentarou was kinda decent. So, i'd have Miyuki i'd want to play, and Kirito and Rentarou that i'd possibly play begrudgingly. Not only that, the roster is depressingly small, Aquapazza has literally double the amount of playable characters.

I count 13 Playable Characters and 13 Selectable Assists in AP, I count 13 Playable Characters (console character Akira included) and 19 Selectable Assists (Pai included) in DFC. Unless the roster shown on wiki is wrong (outdated) your math is pretty off

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