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SolxBaiken

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

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New general discussion thread for J-Stars Victory VS, now with the first few posts reserved for information that will hopefully make the transition into playing the game that much easier! [currently developing . . .]

 

Table of Contents

System
Explainations of the HUD layout, battle rules, and controls.

Characters
Description and analsys of the 52 playable characters. [Part 1 | Part 2 | Part 3 | Part 4]

Modes & Translations guide
Rundown of all of the gameplay modes and a few handy translation notes.

J-Cards
Breakdown of the J-Cards system.

Media
Match play and various other types of videos

Community
Player registry with Playstation Network IDs for easy match making.

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HUD
1tejc9s.jpg

 

Win gauge - ?

 

Voltage gauge - ?

 

Health bar - ?

 

Stamina - ?

 

Team Members - ?

  • Partner - ?
  • Assist - ?

Stage Map - ?

 

Timer - ?

 

Lock-on Reticule - ?

 

Controls & Notations
Square = Light attack / L

Triangle = Heavy attack / H

Circle = Special attack / S

X = Jump

L1 = Lock-on

L2 = Assist

L3 = Taunt

R1 = Guard

R2 = Dash

R3 = Victory Burst/Super

 

*Note: for the examples listed below "X" represents an empty variable which is representative of any button press, not the X-button on the controller specifically, anywhere else where "X" is listed will indicate the actual press of the X-button.

t.X = toward + button

g.X = Guard + button

j.X = aerial button

XX = consecutive button presses

 

System

Rules of Engagement
J-Stars Victory VS is a team based, arena style fighter where each side competes to fill their Win gauge to maximum. The Win gauge increases by 1-point with every KO'd opponent on the opposing team, first side to 3-points* is victorious! In the event of a time out** the team with more points in their Win gauge are the victors, however if both sides are also equal in points then final judgment lies with the team that has more total combined health.

 

 

*Note that in J-Adventure mode the total number of points toward victory can vary.

**There are only two possible settings [when adjustable] for the timer: 300s and Unlimited.

Advance Actions
Step (guard + direction) - For the cost of a little more than 1-point of Stamina you can preform a fast, short distance Step in any of the four primary directions [forward, back, left, or right]. While this action has no invincibility it does has significantly less start up and recovery than a Dash and moves quicker than your normal walk. Use it wisely to avoid linear attacks, escape opponent attack ranges, and swiftly close gaps!

 

Stamina Charge (guard + X) - You can manually charge up your Stamina gauge, many characters can hold 2 full bars of Stamina which can allow for more attacks, greater defense, or more movement. Be warned, not all characters charge at the same rate and you will be vulnerable while building meter and shortly after releasing the charge. Also, if you are at the maximum capacity for your character, you will not enter the charge state when entering the command.

 

Dash Attack (L, during dash) - A quick running attack that will leaven the opponent in a crumble state on hit, relatively safe on block but a risky maneuver due to Dashing's inability to change direction or halt easily.

 

Reversal Attack (g.L) - An attack with a small window of invulnerability, however that period comes AFTER some start up, so it is not something you can mash out easily.

 

Guard Break (g.H) - Will instantly break your opponent's guard, however these attacks tend to be much slower than most of your other attacks and the guard crush does not deplete any of your opponent's Stamina.

Victory Voltage
Voltage gauge: The meter between [or beneath if playing split-screen] the team Win gauges may appear like a typical tug-of-war system but that is actually not the case, instead it is a meter that determines how close your team is to activating a Victory Burst! The Voltage gauge is built up as members of your team successfully hit attacks and whenever an Assist is called. In general there are no ways to deplete the gauge [a rare exception is Lala, see: Support Only Assists] so don't worry about being penalized for creating distance between you and the action.

 

Victory Burst: A powered up state that is activated when all team members press R3, it will grant you different bonuses depending on the "Character Types" of your team (which is, in all modes but J-Adventure, the 2nd to last/4th option after selecting your character):

  • Friendship ( 友情 ) - Reduced Stamina spent on actions.
  • Effort ( 努力 ) - Increased defense.
  • Victory ( 勝利 ) - Increased attack.

Note that Character Type effects do not appear to stack, so always make sure you and your partners are complementing one another.

 

Also, along with these bonuses, you are allowed access to your most powerful attack, your Ultimate Super! While Burst is in effect the Voltage gauge will transform into 3 pairs of thunderbolts, the center bolt represents the timer for how long Burst will remain active. The bolts to the left and right represent 1 stock each of Super, so doing your ultimate attack will spend one bolt, greying it out. However this is not an indefinite thing as after 1/3 of the timer goes by a stock bolt will vanish, regardless if you used a Super or not, and on the final third you will not be able to do Supers at all! Also keep in mind that stock bolts are shared among team members.

 

Team work will be key to making the most out of Victory Burst, especially when you consider a few additional notes:

  1. When the Voltage gauge reaches maximum both team members don't need to activate immediately, you are given a considerable timer before the activation effect wears off, but even if you miss that initial window you only lose a little Voltage, making it easy to build back up again.
  2. You can activate Burst at almost any time, including during most cases of hit stun, and when you do you will be returned to a neutral state. This will allow you to escape many different types of situations.
  3. Also, due to the neutral state, you can even initiate actions immediately after the cinematic ends, this can lead to the illusion of an "instant" Super or other attacks!

Combination Attack
Certain attacks will put the opponent in a special launch state where, if you and your partner carefully alternate presses of the H button when prompted, will allow for team up attacks. Some character pairings even have unique enders when on the same team, this end result is known as a Cross Break, but we'll identify the entire sequence as Cross Rush.

Stages
Tougenkyou (Gintama Stage) - ???

 

Kameari Park (Kochikame) - ???

 

Thunder Needle Battleground (Sakigake!! Otokojuku) - BANNED!!! Or at least it should be due to being the only area that features environmental hazards; periodically you will see a prompt appear that counts down from 3, when it hits 0 the outer edges on the bottom of the stage will raise up electrified spikes for a fixed time. These spikes are unblockable, knock you back, and take easily 1/4 of your life. Sure you can work around it but for the sake of keeping things balanced and fair it is just better to avoid playing on this stage all together [although if you are just fighting the CPU then it is an easily exploitable means to victory!].

 

Shrine of Athena (Saint Seiya) - ???

 

Vegetable Sky (Toriko) - Small area with A LOT of destructible obstacles, J-Stars has a tendency to lag a bit when a lot is happening on screen at once so this environment can easily add to that stress. Also there is a large divider between the team's starting points which is not destructible at all, so there is a bit more maneuvering required. There are also elevated spaces thanks to various plant leafs that players can stand and fight upon.

 

Penguin Village (Dr. Slump) - ???

 

Planet Namek (Dragon Ball Z) - an uneven stage with a high plateau on the west, a road in the middle and a lake on the east. Fighting underwater only affects a select few characters [reflecting weaknesses shown in their source material]:

  • Koro-sensei is unable to stamina charge
  • Luffy loses auto Stamina regeneration
  • Ace is unable to use any flame based attacks

Also note you can only lock on to opponents underwater if you yourself are also underwater, and vice-versa. This can easily lead to dropped combos if you launch the opponent out of (or into) the water, as well as some degenerate gimmicky tactics, such as Sasuke using Amaterasu with little risk.

 

Konoha Village (Naruto) - ???

 

Soul Society (Bleach) - ???

 

Dark Tournament Arena (Yu Yu Hakusho) - A smaller area with no walls however the central area plate can be fully destroyed over time, creating an even crater space.

 

Time of Great Inferno (Rurouni Kenshin Stage) - Smaller and more confined area, probably one of the most "balanced" fields as outside of a few walls (some of which are destructible) it is all fairly even, open space.

 

Alabasta (One Piece) - ???

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Assassination Classroom

Korosensei

Character Overview

Korosensei is a highly mobile and evasive character with simple but highly effective tools that can be used to zone and runaway as well as punish mistakes in the neutral game. His unique dash gives him unrivaled speed both on the ground and mid air; giving both offensive and defensive oriented characters alike trouble when he has stamina to work with.

 

Korosensei's largest weakness are his close range attacks which, despite their range and damage potential, are slow and usually can be punished easily. This forces him to commit to calling a support character or using his missile Skill that costs 4 stamina in order to get enemies off of him; providing he can not successfully Just Guard. Keeping Korosensei's stamina up is key to successful play and mastering his movement skills will yield great success against anyone and everyone.

 

It should be duly noted that Korosensei can not charge stamina when underwater on the Planet Namek stage so staying underwater for extended periods of time is detrimental to his game plan.

Key Strings

L·H / L·L·H - These attack strings leads into a Cross Break on a successful landing.

 

H·L / H·H·L - These strings knock the opponent down and buy Korosensei time to charge stamina and/or slip away using his dash Skill. The L attack ender dashes through the opponent, making it his most difficulty attack string to punish. They also take a great deal of stamina when blocked.

character specific mode/key action

???

Specials

Missile (S) - Korosensei uses his Mach 20 speed to teleport out of the arena and throws a missile upon return that explodes on impact. Uses 4 stamina with each use and useable midair.

 

Can You Keep Up? (t.S) - Korosensei dashes at great speed and does damage on impact. The stamina cost at its shortest duration is 2 but if the Skill button is held down Korosensei will continue to dash until the button is either released or he runs entirely out of stamina. Removes 2 stamina on block and is useable in midair.

 

The signature Skill used in Korosensei's game play and what is used more than anything else. In a very similar fashion to the universal dash mechanic, Korosensei is able to input any direction and the Skill button to use this unique dash. By moving the analog stick while the Skill button is held, the trajectory can be slightly adjusted both to avoid and trick opponents. The trajectory can also be changed completely mid flight by releasing and pressing the Skill button again with proper timing.

 

Korosensei's dash Skill more or less replaces any need for the unversal dash mechanic. The only advantage that the universal dash has over Korosensei's dash Skill is the lower stamina consumption rate which becomes negligible when used properly. It is essentially an upgraded dash that is both much faster and doubles as an attack; making it an extremely powerful tool both on offense and defense. It can regularly be used to quickly manuever around the opponent and punish long range projectile attacks with ease and also gives Korosensei virtually unparalleled runaway when he has enough usable stamina.

 

Sticky Situation (g.S) - Korosensei arranges his front tentancles into the pattern of a spider web and holds them out at a distance as a shield. At its shortest duration the stamina cost is 3 but it will stay out for as long as the Skill button is held down or until Korosensei runs out of stamina.

 

 

This Skill has two uses that are dependant on the distance the opponent is away. At a close distance, an opponent who runs into Korosensei's tentacle web shield will be stuck for the duration of the move while taking a small amount of damage each second that it is active. This makes it useful for setting up attacks with both support calls and your team members.

 

The other more valueable use for Korosensei's shield Skill is its projectile invincibility that lasts the entire time the Skill is held out. Although not a major aspect of Korosensei's game plan, it becomes incredibly useful in match ups against more powerful zoning characters such as Aizen.

Assists

Assist Actions__________

Can You Keep Up? - 30 second cooldown. A very solid assist that comes out very fast and knocks the opponent down. Useful for putting pressure on opponents quickly from large distances.

 

Sticky Situation - The support version of this move loses its projectile negating properties making its uses limited. It is likely best used while the enemy is in close range as a defensive tool or a combo extender.

 

Assist Partners__________

Himura Kenshin [Dragon Counter, 30 second cooldown] - Korosensei's biggest weakness revolves around his close range game. His light and heavy attacks are generally more damaging but they are also slower making them easy to interupt. In most cases, using the invincibility of Korosensei's missile Skill is usually his best bet, but at close range this can be baited and punished heavily. The time freezing effect of Kenshin's field makes it an incredibly well rounded assist that can be used make Korosensei's attack strings safe, get / keep opponents off him for safe stamina charging and retreat as well as a powerful combo extender. Easily one of the best assists to compliment Korosensei.

 

Kagura & Sadaharu [30 second cooldown] - One of the best defensively oriented assists in the game. Sadaharu is relentless and will not rest until Korosensei's opponent is incapacitated and as far away from Korosensei as possible; giving him ample time to continue his evasive runaway game or go back on the offensive.

 

Misogi Kumagawa [30 second cooldown] - Despite its slow start up, Kumagawa is a very solid assist for Korosensei when paired with his movement and trickery. When called at a far distance, Kumagawa's screw will lock out an opponent's stamina for roughly 15 seconds. This allows Korosensei to harass in any manner he wishes. When called at a close distance, Kumagawa's screws lock the opponent in a set spot for a few seconds making it a solid combo extending and combo breaking tool.

Combos

g.H > S

LL >H > S*

HHH > t.S*

HH > LLLL*

HH > L > HH > L*

LL > HH > L*

LL > g.S*

LL > Victory Burst > Ultimate*

 

*All of these combos can be done off of a dash attack and/or jumping Heavy Attack

 

Katekyo Hitman Reborn!

Tsuna & Reborn

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Gintama

Gintoki

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Kochikame

Ryotsu

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Saiki Kusuo no Psi Nan

Saiki

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Sakigake!! Otokojuku

Momotaro

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Hell Teacher Nube

Nube

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

JoJo's Bizarre Adventure

Jonathan Joestar

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Joseph Joestar

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Saint Seiya

Seiya

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Chin'yūki -Tarō to Yukai na Nakama-tachi-

Taro

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Absolutely! Luckyman

Luckyman

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

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Toriko

Toriko

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Zebra

Character Overview

Zebra might be built like a brick house, but don’t be fooled by his appearance and assume him to be a melee fighter. He’s big, slow and can deal tons of damage, that much is true, but rather than trying to get close to the opponent, he prefers to keep his distance with a wide array of traps and projectiles, similar to the likes of Nero Chaos or Justice. He does not build stamina easily, but that is compensated by the sheer power and versatility of his tools. Given enough time, Zebra can build an impenetrable fortress and punish cocky opponents with combo breakers, stuns and lots of hurt at any distance.



Zebra is a powerful character with low barrier of entry, but high skill ceiling. Playing him effectively requires not only good spatial thinking, but a well-built team and a competent teammate, as well.

Key Strings

LLHHS – Zebra kicks the opponent, blasts them away with his voice, and shoots a massive Voice Missile after them. Note that even though you only press S, Zebra performs the charged version that’s guaranteed to hit (unless something’s in the way, of course). This is the string that you punish people with, and it does everything that Zebra needs (that is, deal lots of damage and blow them away so they have to get through your obstacle course again). However, keep in mind the recovery and stamina consumption of Voice Missile: if the second opponent is too close, you might want to drop the last hit and rather do some setups instead. You can also drop the second hit for about the same reasons.

HHHS – the same string, but it begins with the slower and more damaging H rather than L. You can go for it if the opponent is stunned, but if you start it too late, the stun ends before the string ends, so they get knocked down and the end of your string goes through their wake-up invulnerability. Ergo, it’s vulnerable to online lag, so be careful.

LLLL – the mini-version of the first string, with less damage, smaller Voice Missile, and less stamina spent. Still decent for a quick GTFO, but it’s the weakest string you have, so use it if you really, really want to end it quickly.

HHL – the cross-break string. You usually don’t want to leave your pillow fortress by teleporting after the opponent, but there are times when your teammate needs to get into a better position, and this string does it well (you don’t have to follow up your teammate’s attack, after all). Don't forget H's slow start-up.

Running + L - Zebra blows the enemy away with a clothesline swing. Used to get the enemies off your teammate's back. On one hand, it's cheaper and more effective than Voice Missile, but on the other hand, it brings you right into the red zone, and you don't want to stay there for too long.

j.L - Zebra falls down with an axe kick. The hit stun isn't long enough to get the combo going, so it's mostly just a jump-in attack.

j.H - Zebra falls down with a body splash attack. This one knocks the enemy down, but since the range of it is as small as it gets, you don't really have much space for any setups.

Just Guard - Zebra staggers the enemy with an intimidating pose. Pretty good when compared to other Just Guards, but alas, the reward that Zebra gets from it isn't that great. It's still very important to do it at every opportunity, though

Eating

Zebra recharges his stamina (g.X) by taking out a chunk of manga meat and eating it. Its recovery rate is slow, but accelerates over time, and you even restore about 10% of your health gauge over the last 30% of the duration. The speed isn’t the only drawback, though: there is also long recovery, long minimal and limited maximal duration (Zebra can’t restore less than 3 stamina stocks and more than 1 full gauge, though he can have up to 2 of them), and the fact that Zebra gets so concentrated on eating, you can’t see anything that’s happening around you (keep your eyes on the mini-map!).



Obviously, the advantage of restoring health isn’t really worth all those disadvantages, but it’s not all that bad for Zebra. Unlike Toriko, he can safely eat behind his walls and traps, meaning that even if he does get interrupted, he can punish it with a simple combo that blows the opponent away. And if you get to eat all the way through, your setups can easily get ridiculous. Of course, your teammate better be smart enough to watch your back rather than getting into a 2v1 and making you feel guilty.

Specials

Voice Missile (S) – Zebra shouts out a pink projectile. This move actually has three different versions, so let’s check them out one by one.
S – the quickest and the weakest of the four. Costs 3 stocks of stamina, takes 2 stocks on block, deals about 10% damage. Simply put, damage is not why you want to use this one: it’s a much better fit for interrupting charges and getting the enemies off your teammate. Its tracking is also not too bad before the shot, but who cares when you mostly use it on immobile targets? Can also be used in midair, but there are no differences other than Zebra’s position.
– the big bad missile. Costs 4 stocks of stamina, takes 9 (!) stocks on block, deals about 20% damage. Stopping you from spamming this is going to be the main reason the opponents might dare enter your magical realm – especially since its recovery is incredibly long even on hit, so they might get cocky and try to punish you. Which is why you don’t want to use it without a good wall or two between yourself and the opponents – and you certainly don’t want to shoot one enemy and let the other one approach you. You also probably don’t want to shoot this one when there are any destructible obstacles nearby, since they stop the missile for good, and the opponent might use it as a cover. Just shoot the small missile to destroy it, and then go for the big one.
j. – rather than shooting the big missile, Zebra shoots three small ones. Costs 4 stocks on stamina, takes 2 stocks on block per hit (6 total), deals about 20% damage in total. This one is somewhere between the regular and the charged ground missiles – it doesn’t even have to hit to bother your opponents (as long as they run around and do nothing, you’re fine), but if it hits, it gives you some nice damage, too. Its recovery also isn’t as big as the ground version’s, though it’s still enough to be punished if the enemy is close to your landing position. Also, it can sometimes shoot forward instead of downwards even if you’re locked on the enemy, so if you’re not sure whether you’re close enough, better leave it for another time.

Thunder Noise (t.S) – Zebra shouts out a yellow ball of electricity that floats above the ground before him (you can shoot it farther by holding down Forward). If an enemy gets close enough, the ball activates and stuns them with lightning. Costs 3 stocks of stamina, takes close to zero stocks on block, deals about 20% damage. You can have up to 5 balls set up at the same time, though it would require bonus stamina to set them up before the first one disappears. This trap is your main weapon against melee opponents: unless they can hit you outside of the trap’s range, there’s no safe way for them to get you from under it. A smart opponent might hit you with a launcher or another attack that puts you out of commission for a while, so even if they can’t do anything, you also can’t really combo them after the stun or do any setups – and the trap is gone after it activates, so they end up with a slight advantage. Basically, standing in a trap doesn’t mean you can get cocky – block their offense, laugh at them as they get stunned, then blow them away with a combo. And if they try to block the trap, just go for the grab.

Otokabe (Sound Wall) (g.S) – Zebra shouts out a thick wall of pink energy that blocks projectiles before him. Costs 3 stocks of stamina. You can have up to 4 walls set up at the same time, though it would require bonus stamina to set them up before the first one disappears. If the opponent touches the wall, they lose 5 stocks of stamina, some health (about 2%) and are put in a long hit stun, waiting for you to get the combo going. This one is obviously an incredible tool to have against zoners such as Vegeta, but its applications against melee enemies are nothing to sneeze at, either. The setup is pretty damn fast, so you can use it on reaction to the enemy’s gap closers, such as Sasuke’s Chidori or Goku’s rush. You can also use it similar to Thunder Noise, literally standing inside the wall (it’s thick enough for that) and punish anyone who’s cocky enough to try and hit you out of it. And if you happen to get the opponent in a corner, a single wall can deal lots of unblockable damage. Note that performing strings on the opponent carries them through the wall, so alas, no silly juggles here.
Lastly, a short reminder of which attacks the wall can and cannot block.
+ All of Vegeta’s projectiles
+ Kamehameha (including Gintoki’s)
+ Tsuna’s X-Burner
+ Koro-sensei’s rocket
+ Joseph’s machinegun
+ Kenshiro’s Tenha Kassatsu
- Long-ranged melee attacks (such as Sasuke and Madara’s Susanoo)
- Frieza’s Death Ray
- Arale’s poop on a stick (Why? Because cartoon logic, that’s why)
- Attacks that come out of the ground and from above (such as Akainu’s eruptions)
- Bobobo’s Don Patch throws
- Saiki’s lightning
- Melee Assist attacks
Note that any player worth their salt knows about their attacks that can pierce your walls, and won’t hesitate to use them as often as possible. Add to that the fact that a lot of them can hit you without getting too close to Thunder Noise, and Zebra has to play much more carefully against such opponents.

Sound Bazooka (g.L) – Zebra makes an explosion of sound around himself, blowing away all nearby opponents. Costs about 1 stock of stamina, deals about 10% damage. This is a great “Get off me” move, especially since it has some invincibility and can’t be dodged that easily. The main reward that Zebra gains from this is space and time, so use them to eat or lay down your traps.

Power Slam (g.S) – Zebra grabs the opponent and slams them down to the ground. Costs 4 stocks of stamina, deals about 20% damage. Unfortunately, unlike other guard breaks, this is a rather poor combo starter, since it causes hard knockdown rather than stagger. Then again, a knockdown is a fine outcome, too, since it gives you time for setups. Can also be used in midair, though there aren’t that many cases where you’d want to use it – I mean, you can’t block in midair in the first place.

Super: Meteor Noise

Zebra shouts out a gigantic pink energy ball that strikes a wide area before him with lightning. Can’t be blocked and deals about 50% damage. The worst thing about this Super is the camera angle – it just won’t let you get a good look of its area of effect at all. You’re going to whiff with this move an awful lot before you get used to it, and even after that, its long start-up leaves enough time for the opponents to get out of the way. Its start-up is invincible, sure, but I’m pretty sure that it doesn’t hit the enemies right before Zebra, so you might only punish long-ranged attacks with it. By now, you’re probably thinking that you’re better off leaving both Supers to your teammate, but there are actually some cases when it’s perfectly usable, and that is when Zebra’s traps come into play. Obviously, opponents can’t dodge it when they’re stunned by Thunder Noise, and neither can they do it when their paths of escape are blocked by Sound Walls. Overall, it’s a pretty standard Super: you can’t spam it left and right, but it’s not too difficult to use properly.

Assists

Assist Actions__________

Voice Missile (30 sec cooldown) – Zebra appears in midair and shoots a single Voice Missile at the opponent. Nothing to write home about, really: the cooldown is long, the damage is low, and even the range is worse than of some other Assists out there. It can be useful as an interrupt for midair combos (like those of Goku or Tsuna), but even if it does track them well, it’s still way too weak to bother.

Sound Wall (20 sec cooldown) – Zebra appears to set up his wall. One of Zebra’s strongest tools, available to any character? With a pretty short cooldown, to boot? Sign me up! It’s actually even better than the one you’re using while playing Zebra, since the setup is independent from your character, meaning that you can prolong combos with it – or break out of the enemy’s combos, though that one kinda depends on your position. And don’t forget that the wall stays on the field for a while, effectively reducing the Assist’s cooldown even further.

Assist Partners__________
Hancock – the reigning queen of Assists, Hancock’s Pistol Kiss does many things well at an insanely low cooldown (15 seconds). If you’re not too sure on which Assist to pick, you can’t go wrong with her.

Zebra/Aizen – what would a setup-based character want? Why, a setup-based Assist, of course! You can double the amount of walls in your gameplay – or just leave the wall-building to the Assist and spend your stamina on more important stuff, like Thunder Noise.

Kagura – the fact that her attacks knock the enemy down might be a downside for the combo fiends, but for Zebra, the fact that she keeps the opponent occupied for so long is invaluable. A single call for Kagura gives you more than enough time to set up two or three traps and even have a quick snack afterwards

Combos (WIP)

Zebra’s combo potential is pretty low without an Assist: none of his normals stagger, and only one chain (HHL) is a launcher, and that one can’t be followed up by much (a regular Voice Missile is probably all there is). He has a single stun in Thunder Noise, but its long start-up means that it can only be used as a starter. Lastly, there is Sound Wall… and that is where things get interesting. Lots of interactions with it are yet to be tested, but you can already do stuff like this:



LL > H > g.S > LL > HH > S – the timing here is a bit tricky, but if you do everything correctly, the wall re-stands the opponent as they’re hit by it, so you can start the string going again. You probably won’t have enough stamina to repeat the first section, but if you do, you can probably do it over and over again. And if you drop the combo, it’s not too bad: the opponent either tries to punish it (and runs into the wall on their own accord), runs around it for a less cocky counter-attack (which is a bit difficult when Zebra himself can go through the wall just fine), or passes the momentum to you by blocking or running away. And you get to set a wall relatively safely out of the whole deal, which will stay useful for quite a while.

 

Dr. Slump

Arale & Gatchan

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Dragon Ball Z

Goku

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Vegeta

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Frieza

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Naruto

Naruto

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Sasuke

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Madara

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Hunter x Hunter

Gon

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Killua

Character Overview

Killua is a character is is focused on close ranged ground game and because of that, he has limited air options (which is limited to Narukami and Jumping Light Attack), however he is really good up close and has fast attacks. Killua has 2 Stamina Bars with a transformation that can be entered with 2 ways. The 2 Stamina Bars fill exactly at the same speed. He can also keep up his range with his Yo-yos and Lightning Punch.

 

Overall, Killua is a strong character up close and can deal fast damage. He is an intermediate character with tools that must be used in the perfect timing.

Key Strings

Narukami (Follow-Up) (LLLL) - This version of Narukami is only available after hitting LLL. Killua jumps to the air to unleash bolts of electricity to the ground. What makes this version of Narukami different from the other Narukami is that Killua falls to the ground much faster, allowing for some combo extensions.

God Speed Mode

Killua's transformation can be entered with 2 ways.

  1. Charge t+S long enough
Use Killua's super and hit the opponent 

During his transformation, he can use some attacks at a lower cost:

Narukami: 3 bars normally, 2 bars on transformation

Lightning Palm: 3-4.5 bars normally, stays same on transformation

Zetsu: 4 bars normally, 3 bars on transformation

Yo-Yo Attack: 1.9 bars normally, stays same on transformation

Guard Break: 0.9 bars normally, stays same on transformation

Dash: 1 bar normally, 0 bars on transformation

Guard Teleport: 1 bar normally, 0.8 bars on transformation at odd numbers, 0.2 on even numbers

 

There is no noticeable damage change.

Specials

Narukami (S) - Killua jumps to the air to unleash bolts of electricity to the ground. This move covers surprisingly more range than it should, however it is mostly used after a combo string rather than alone, because Killua is open to attacks if the opponent successfully blocks.

 

Lightning Palm (t.S) - Killua charges up electricity on his right hand and strikes at the enemy with it. The perfect attack to end a combo (although if you aren't fast enough, this attack WILL miss.) because this attack throws the opponent away from you, giving you the time to charge up your energy.

 

Zetsu (g.S) - Killua stops his aura flow to become invisible to the opponent. During this time, Killua can move freely while being invisible. Zetsu will wear of if Killua gets hit or attacks. The perfect move to get close to the opponent. This attack is best used at the start of the match or after Lightning Punch if you have still meter left. It should be used carefully however, because Killua isn't invincible to attacks. Killua can't also charge his stamina during Zetsu.

Assists

Assist Actions__________

Killua has 2 assist attacks, one of them being Narukami (30 Second cool down) and Lightning Palm (20 Second cool down).

 

Assist Partners__________

Hisoka - Just about everyone and their father has noticed that Hisoka is the best assist in the game, and for many right reasons. He'll launch the opponent in the air after a set amount of time, allowing for more damage with Cross Rush.

 

Misogi Kumagawa - Misogi is a great assist to Killua because he allows you to either continue after Narukami (which is amazing after a long combo) or lock the opponent's stamina, allowing you to pummel the opponent until they recover back.

Combos

With Killua, you'll be always using HHHS combo, so I'm going to list all the starters and some of the finishers you can use.

 

g+H/L, during Dash/Perfect Block/LLH > HHHS > t+S: These are the most practical starters for HHHS, the only thing that makes these starters kinda faulty is that, the opponent can crumble before you can hit them with HHHS. Regardless, you can still work with them. If it's annoying for you to follow up with HHHS, you can use this combo:

 

LLLL > L, During Dash > HHHS > t+S: The best combo Killua has, period. It deals great damage and it is easy to hit. The reason I didn't say this combo before the others is because you'll run out of energy fast with this combo and sometimes, it is better to Perfect Block or directly dash attack an opponent, rather than trying to catch them off-guard.

 

His Special attack can be comboed after HHH, which is really amazing.

 

Bleach

Ichigo

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Aizen

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

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Beelzebub

Oga & Beel

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Fist of the North Star

Kenshiro

Character Overview

Kenshiro can be best described as a lightning bruiser, he hits REALLY hard and is not too slow to boot either (he's kind of a medium speed character leaning slightly towards slow). That being said, Kenshiro is still on the slower side of the cast when compared to characters like Luffy, Naruto and Kenshin. However, although his normals and strings are somewhat slow, he makes up for it in high damage output. His heavy attack string is strong enough to wipe out a good 20% on its own. Kenshiro is also an almost entirely melee character which puts him at a disadvantage against keepaway or anti melee characters like Saiki or Vegeta, Yusuke. Kenshiro only has one ranged projectile attack, Tenha Kassatsu and even then its not an amazing ranged attack. Despite that his normals have surprisingly good range and hitbox size making it relatively easy for him to hit opponents, but the also have long whiff recovery frames.

 

Kenshiro relies somewhat heavily on his Area of effect attacks like Hokuto Hykyaretsuken (I will refer to it as 100 Crack Fist or atatatata for simplicity's sake), and Tenha Kassatsu as they are a core element of his gameplay. At the same time these moves do tax heavily on Kenshiro's stamina gauge in return for dealing huge amounts of damage. 

 

Kenshiro's transformation is just him taking off his shirt but doubles his stamina gauge and (unconfirmed) damage output, his ougi Transformation, Musou Tensei i will cover later

 

To break it down here's a quick pro and con list

 

Pros:

-High Damage output

-Normals that have good range, hitbox size and very combo-friendly, as they either knock the opponent extremely far back, or into the air.

-Decent set of air attacks

-Stamina charge time is very short for Kenshiro as he charges very quickly

-Strong set of AoE attacks

-Good assist with atatatata

-Very strong AOE fighter with atatata while dealing massive damage

-Very useful and practical ougi with Musou Tensei

 

Cons:

-Very melee centric, vulnerable to keepaway

-Tenha Kassatsu, Kenshiro's only ranged attack is both slow and somewhat short ranged (but it stuns and does heavy damage, can combo off of potentially)

-Kenshiro relies on his AoE attacks and thus consumes allot of stamina.

-Running speed and running recovery frames both kind of slow

-Strings have long animations and thus has big whiff windows

-Doesn't have an amazing gap closer.

-Not every move is useful

 

General Tips__________

-Kenshiro is a melee character, getting him in is essential

 

-Be cautious of just straight using Kenshiro's run to get in, its not that great and leaves him very vulnerable to ranged or counterattacks, instead try jumping or just walking

 

-Should always powerup at the start of matches, Kenshiro's charging speed is very fast compared to most characters and as a stamina heavy character he needs it

 

-Tenha Kassatsu should be used for specific situations, it is not a move to be spammed, try using it to finish off someone far away, or interrupt an opponent hitting your ally.

 

-In cluttered battles with all 4 players in close range, Atatatata is extremely useful in gaining the upperhand as its vortex, large hitbox size and high damage are all incredibly useful

 

-Sometimes you have to respect opponents' speed, Kenshiros normals are not the fastest in the game

 

-Use dodge to move around primarily in Musou Tensei, and make sure you won't get hit when you go for a Musou Tensei punish

 

-Musou Tensei can save your life if you're very low as it makes you practically unkillable, use this to stall for your partner to gain the upperhand

 

-Kenshiro does really well when paired up with a character who has projectiles and or long range thus can help Kenshiro deal with keepaway/provide ranged support.

 

-Kenshiro has extremely high damage potential if he can gang up on someone during a non-cutscene ougi attack (Gintoki's ougi, Toriko's Ougi) as using atatata while an opponent is getting hit by a partner's super is tons of damage.

Key Strings

g.L - Kenshiro whips out double nunchaku and strikes his opponent multiple times before kicking them away. This move I don't find very useful, its got an awkward command doesn't have amazing range nor damage and its kind of slow on coming out.

 

LLL > H - Kenshiro does his light string before kicking them very high into the air, this is Kenshiro's standard L combo that can set your partner up for a Partner-Combo (The one where you both press triangle) If not, this move string can be followed up by Tenha Kassatsu which does good damage. 

 

HHH - Kenshiro kicks twice before delivering a huge knockback punch - while dealing huge damage at the same time, this stirng is very useful if you want to get someone away from you as the knockback range on the final hit is ginormous

 

HH > L - Kenshiro's current AFAIK setup for a standard combo as the third hit leaves the opponent close enough for an atatata or another follow up, if continued into another L this string knocks the opponent extra high allowing for a partner combo

 

g.H > H - A double elbow bash that does wonders on opponent's stamina gauge while blocking, Kenshiro's strongest opening move for a combo AFAIK, leaves a stun to be followed up for a combo.

 

Running L - Kenshiro runs and does a flying kick, this flying kick unfortunately doesnt have as good of a range as it looks, but it causes a HUGE hitstun that you can easily combo off of afterwards, is 1 of 2 of Kenshiro's primary gap closers

 

j.L - Kenshiro jumps and does a descending flurry of kicks towards an opponent, his 2nd gap closer - This is better if you're in range and the opponent is either running away or throwing a flurry of projectiles at you, You can slightly control the direction of which Kenshiro kicks at. If you land and hit your opponent you can combo off this.

character specific mode/key action

???

Specials

Hykyaretsuken (S) - Kenshiro's signature attack he punches rapidly in a 90 degree cone in front of him with a total of 30-40 punches before finishing with a strong punch that causes a huge knockback, costs 5 stamina bars to use. This move's damage/duration can be extended by mashing S. This is Kenshiro's primary damage nuke attack, landing it in a combo is essential since landing the entirety of the punches does MASSIVE damage.

SPECIAL NOTES: 

-After 10-20 seconds after getting hit by the last hit the opponent will suddenly take 1 small damage hit and be stunned, this is a reference to Kenshiro hitting the pressure points and the opponents usually taking the affects of the attack afterwards. Useful in guranteeing your opponent cannot set up an offense without being interrupted themselves.This effect also applies to Zankai Ken

-The last hit of atatata makes Kenshiro invulnerable until the opponent is sent flying.

-This move has a unique property of a Vaccum/Vortex within a certain range outside of atatatata's hitbox, opponents will be SUCKED into atatata unwillingly and they cannot stop it and the vaccum effect acts like a stun. This is highly useful in fights where all 4 combatants are in close proximity.

 

Tenha Kassatsu (t.S) - Kenshiro's signature attack he punches rapidly in a 90 degree cone in front of him with a total of 30-40 punches before finishing with a strong punc that causes a huge knockback, costs 5 stamina bars to use. This move's damage/duration can be extended by mashing O. This is Kenshiro's primary damage nuke attack, landing it in a combo is essential since landing the entirety of the punches does MASSIVE damage.

SPECIAL NOTES: 

-After 10-20 seconds after getting hit by the last hit of atatata, the opponent will suddenly take 1 small damage hit and be stunned, this is a reference to Kenshiro hitting hte pressure points and the opponents usually taking the affects of the attack afterwards. Useful in guranteeing your opponent cannot set up an offense without being interrupted themselves.This effect also applies to Zankai Ken

-The last hit of atatata makes Kenshiro invulnerable until the opponent is sent flying.

-This move has a unique property of a Vaccum/Vortex within a certain range outside of atatatata's hitbox, opponents will be SUCKED into atatata unwillingly and they cannot stop it and the vaccum effect acts like a stun. This is highly useful in fights where all 4 combatants are in close proximity.

 

Zankai Ken (g.S) - Kenshiro stabs the opponent's temple with his thumbs, triggering a hidden pressure point. This move is very risky to use because it has terrible range and is still kind of slow. However, it gives a very long stun time that can be used to setup a combo. Unknown if it breaks blocks at the moment.

Super: Musou Tensei

both a transformation and an actual attack. There are a couple changes to Kenshiro while in Musou Tensei:

-While in Musou Tensei: Kenshiro's heavy attack string is changed to have the first attack a small amount of invincibility frames, is now a very long ranged dash and does more damage. 

 

-Musou Tensei in general seems to amplify all of Kenshiro's damage by a small amount

 

-The most important feature of Musou Tensei is invulnerability:  Kenshiro's standard dodge is replaced by a unique dodge where he creates afterimages instead of actually moving, while dodging Kenshiro does not use stamina, and becomes completely invulnerable to all damage while dodging, his blocks in Musou Tensei also no longer consume stamina (unconfirmed) Kenshiro's Musou Tensei movement also allows him to pass through enemies and some character  created obstacles like Bobobo's Don Patch or Aizen's force fields. This dodge is also much faster in movement and recovery frames to start the next dodge.

 

-Pressing R3 again while intiate Musou Tensei's attack based on the final punch delivered on Raoh in HnK, Pressing R3 will thrust Kenshiro a small distance forward very quickly, if the punch connects Kenshiro will turn around and do a high damage (at least 60-70%) rush punch that also knocks opponents back. If Kenshiro does not connect with this move he will end the Musou Tensei state.

 

-For whatever reason Musou Tensei can only occur while Kenshiro is shirtless (Transformed) thus, if you are not shirtless when Victory burst is used, Kenshiro will pop his shirt first and then proceed into the Musou Tensei transformation automatically, he's still invulnerable but do note that it takes longer to get into. 

 

-Note that Musou Tensei is only invulnerable while dodging or blocking running around or attacking while in Musou Tensei still makes Kenshiro vulnerable. 

 

-Musou Tensei's unique attack can be comboed into but it is difficult since you have to do it while under the effects of the Musou Tensei transformation unlike other characters who can do a combo, victory burst then use it straight away. 

 

-If people are stupid, they will try to hit Kenshiro while he is in Musou Tensei, this will allow for very easy punishes and even using Musou Tensei's super, smarter opponents will try to run away espscially by jumping, but you can still chase them down. 

 

-Personally I like to stalk my partner's opponent and wait till he attacks and then use the Musou Tensei attack, after entering Musou Tensei I for the most part move around using almost only dodges since its invincible.

Combos (WIP)

LLL > H > t.S

 

HH > L > S

 

g.HH > HH > L > S

 

(Ichigo, Rapid Slash, assist) g.HH > HH > L > S > (wait around 25-30 hits) Assist > S - deals near death (99%) damage.

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Raoh

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

BoBoBo-Bo Bo-BoBo

Bo-BoBo & Don Patch

Character Overview

Bobobo is without a doubt one of the most unique characters in the game that has a strange playstyle. Bobobo's unique trait is that he can call Don Patch as a sort of 2nd assist but with a much lower cooldown along with the team shared assist. As a result Bobobo can move independent of Don Patch and both can hurt the opponent. Bobobo plays well at a medium-distance from his opponent or up close, While Bobobo has ranged options he is not a pure keepaway character but at the same time he is not entirely rushdown either. Bobobo works really well as a lockdown and pressure character I've found as his set of multi hitting attacks that locks opponents in blockstun or unable to move does amazing things for debilitating your opponent. While Bobobo has allot of lockdown moves (Oranges Assault, Don Patch Flurry, Hanage Flurry, Hanage Smash) he has a couple low points

 

Bobobo while having some of the fastest meter charge in the game he is one of the few characters with only 1 stamina bar available as he cannot charge past his initial bar. This also means Bobobo has no transformation. Bobobo is also very meter hungry as his Specials are essential to his core gameplay. His normals are also very combo-unfriendly and very slow, they're range and hitbox size is decent but they're still pretty slow and the incoming dash is not that great.

 

Pros

-Don Patch assist

-Some of the best lockdown and pressure

-Decent attacks from all ranges, both ranged and melee

-Good dash

-Decent Ougi

-Very fast stamina charge

-Works well with anyone and benefits everyone

 

Cons

-Only 1 bar of stamina

-Really subpar normals. 

-Don Patch assist calls cost allot of stamina

-Low combo versatility

-Low Damage overall

 

Tips

-Bobobo is meter hungry, try to be wise on how you use his meter

 

-Hanage Flurry can be used during Don Patch flurry to do great damage but its hard to get all the hits to connect and can be a waste of stamina

 

-Bobobo can call Don Patch to save him from being hit by multiple opponents or a single opponent who is going in for the attack

 

-Bobobo's normals himself are slow and his guard break cannot start a combo, keep these in mind

 

-Orange Assault is a great projectile at medium range but the projectiles will dissipate at a far ranges and they're not good anti-airs

 

-If an opponent is blocking Don Patch assault, you can open them up with Nose Hair Smash, thus creating an unblockable setup.

 

-Bobobo can stamina charge while Don Patch flurry is being used thus setting up for more stamina or an additional Don Patch Flurry

 

-Don Patch can be jumped away from so make sure to use it as close as possible.

 

-Orange Assault stuns opponents for a long time.

 

-Bobobo while he has great tools, he has overall low damage therefore he has trouble killing opponents quickly keep this in mind as if your partner is losing its hard for Bobobo to make a great come back

 

-His Ougi is good in chaotic situation with all 4 players and make sure you're in capable range

 

-Bobobo can use his Super off of Don Patch Flurry but you have to be very very close as Don Patch will gradually push them away from Nose Hair Alley's range.

 

-Bobobo's Super has fast startup.

Key Strings

LLLL - standard Bobobo keepaway string which hits the opponent far back before launching a short Oranges flurry and blasting them high.

 

HH > LL - Bobobo's best damage string. Something to note that people don't usually know is that the 3rd light, Bobobo kicks don patch at the opponent, you HAVE to press L again in order for Don Patch to latch on to the opponent to explode. The final two parts of this string involve Bobobo kicking Don Patch onto the opponent and Don Patch grabbing/stunning them mid air and after a brief pause, exploding. This string does amazing damage if all parts connect and is crossbreakable, however the final parts leave Bobobo kind of vulnerable as he has to pause and say "DON PATCHI!!!"

 

j.H - Bobobo jumps and swings Don Patch like on a swing set in a cyclical vertical motion. This attack has great vertical range and can be used as an anti-air, if the opponent is grounded Don Patch will be launched at the opponent like a catapult. Just note that the move while it has great vertical range is kind of slow and has poor tracking.

 

Dash L - Bobobo throws a flurry of Tissue Paper/Napkins around which stuns and allows for a combo, Move has a huge hitbox and deceptively long range.

character specific mode/key action

???

Specials

Nose Hair Flurry (S) - Bobobo walks forward while spewing a flurry of Nose Hair whips, mashable for more damage before finally blasting the opponent far away. This attack is similar to Kenshiro's Hokuto Hykyaretsu Ken in that its a big hitbox flurry of attacks that traps opponents and blasts them far back. The difference is that you have slight control over Bobobo's walking directon while performing this move. Which is good for tracking opponents who are trying to dodge, but once you hitconfirm its best to not touch any directions or else they will leave hitstun because you start whiffing. This move hits around 20-25 times and does decent damage, nowhere near as much damage as Kenshiro's atatata. This move also has much more range than Kenshiro's atatata and is almost a ranged attack in itself.

 

Orange Assault (t.S) - Bobobo and Don Patch throw a barrage of Oranges at an opponent before Bobobo kicks Don Patch at the opponent which stun locks further before exploding launching the opponent into the air and doing more damage., the first hit stun locks which gurantees the rest of the oranges. This is a medium-ranged ranged projectile attack which has great tracking except on opponents who are moving exceptionally fast. The amount of oranges thrown before kicking DonPatch is influenced by mashing O. Unfortunately the attack itself does not do great damage outside of Don Patch exploding. Don Patch's explosion is Cross breakable. Good move for interupting opponents attacking alies, or harassing enemies. This attack also doesn't have great anti-air capabilities as the oranges only go so far up.

 

Don Patch Flurry (g.S) - Bobobo's most well known move in this game. Bobobo summons Don Patch who begins tracking the targeted opponent while unleashing a huge hitbox sized flurry of punches. Don Patch lasts for about 7 seconds before disappearing all the while punching his opponent before knocking them far back with a huge punch. This attack costs a hefty 5 stamina bars, but is well worth it. While Don Patch is attacking Bobobo is free to do any action that does not require Don Patch such as his Hanage attacks. Don Patch hitting the opponent is great for Bobobo to either: Combo off of it for more damage, stamina charge, or help an ally. If the opponent is blocking Don Patch it does hurt stamina gauge and Bobobo can do an unblockable setup with his guard break throw. There is no cd on this move ecept for when Don Patch is out or Bobobo lacks usable stamina, therefore after knocking the opponent down Bobobo can call Don Patch again. The weakness of Don Patch flurry other than its stamina cost is that Don Patch can be ran away from which wastes Bobobo's stamina so he can't chase either and usually running away from Don Patch is what smarter players will do. However, if Bobobo stays near Don Patch most of the time Don Patch will defend Bobobo thus making it difficult to hit Bobobo at melee range when Don Patch is out.

 

Aerial Nose Hair Flurry (j.S) - Bobobo jumps in the air and performs Hanage Flurry while in the air. The attack is the same in properties with two key differences, instead of Bobobo being able to walk forward or left or right he remains stationary in the air and can stead rotate left or right. And instead of performing the Nose Hair attack straight ahead like an anti-air he spews nose hairs downwards like Killua's Narukami. Doesn't seem to have great range or much use yet. 

 

Nose Hair Smash (g.H) - Bobobo's guard break, he, at a decent speed grabs his opponent with his nose hairs before lifting them up and smashing them down 2x. During the grab animation Bobobo is invincible. While unlike other guard breaks taht are actual normals, Bobobo's guard break is a unique throw which has great range and can be used to great effect when combined with the Don Patch flurry to create an unblockable setup. Does decent damage and doesn't cost allot of stamina to use.

Super: Super Fist of the Nose Hair - Nose Hair Alley

Bobobo's Super, Nose Hair Alley, is pretty good. Bobobo pauses briefly and then shoots a mass of Nose Hairs in a 360 degree radius all around him including vertical with great range (about the range of Oranges Assault) hitting opponents multiple times and knocking them down. This Super is blockable and can't really be comboed into outside of special circumstances. This Super works well as an interrupt or defensively as the startup time is very quick allowing it to be used defensively. It can also be used to great affect in cluttered fights as the range of the attack is large enough and wide enough to be a threat to anyone near Bobobo at all regardless of height.

Combos

Don Patch Flurry > HHH

 

Don Patch Flurry > HH > LL - All hits need to connect or they will drop out of hitstun

 

HH > L > j.H

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Medaka Box

Medaka

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Yu Yu Hakusho

Yusuke

Character Overview

Yusuke seems to have options for almost every situation with his only flaws being a slow ougi, his demon transformation, and his meter charge. Learning to manage your meter and not fatigue yourself is essential to playing Yusuke efficiently.

 

Meter Management__________

This is where Yusuke's damaging combos are attempted to be balanced. Yusuke, like everyone else, starts off with 1 full stamina bar which is 10 small blocks. All his specials and Beatdown take stamina. Take the last combo for example, it uses 3 Spirit Guns for max damage. That means the combo takes a whopping 9 stamina to execute. Do it with more than 9 stamina and you should be fine. However, the game allows you to use specials even if you don't have the full stamina need to do it. So let's say you did it with 7 bars. You would fire all three shots and probably still get max damage but your character would be fatigued. That means you can't charge, step, dodge, or anything else that uses stamina. It also means that  until you get 4 bars of stamina back, blocking is worthless as one hit will crush your guard and allow whatever else to combo. To make it worse, the game signal's your fatigue by making you flash red.

To prevent this you should always be wary of your stamina gauge and do NOT mash your Spirit Gun combos. See all the combos say "Spirit Gun (1-3)" except for one? That's because at most only 3 Spirit Guns will actually combo but the game has no problem letting you fire off a 4th. Mash them out and not only did you just extend how long it'll take you to recover from the combo, you also have to wait for your stamina to recharge before you can block successfully. In combo 4, it's possible to fire off the 4th shot, go into fatigue and recover fully before the opponent can attack but remember this is a team based game with assists. Doing a combo is risky enough, there's usually no need to fire that 4th Spirit Gun and lose the ability to block.

 

Lastly, because of Yusuke's huge meter use it's good to charge up his second meter but the damn thing takes so long to charge that getting it full will only result in letting your partner get beat or worse. Because of that, it's best to just forget about the second meter and rely on the normal stamina recharge unless one opponent is already dead.

Key Strings

??? - ?

Demon Mode

Yusuke's transformation grants him an attack boost like most (if not all other transformations) but has some drawbacks:

- can no longer use his Super

- dies after Victory Burst mode is over

- can only be activated upon being knocked down

 

Not being able to use his Super isn't that bad since you'll rarely get a chance to confirm it but the second two are major problems. With only being allowed 3 deaths on the team, Demon mode guarantees a death on your team. Add on the fact that Yusuke can't really chase down opponents (especially air dashers) and even if you do get a combo, an assist or teammate can easily hit you out of it, you begin to see what makes this transformation so bad. On top of that, Yusuke doesn't transform till he hits the ground so if your opponent knocks you into the air and you purposefully try to transform, you have to wait till he slowly falls to the ground and wastes Burst time. Luckily, I don't think there is a move that forces him to transform as long as you're mashing tech.

Specials

Spirit Gun (S) - Very fast projectile that can be charged for more damage but has very little tracking properties. Costs a little over 3 bars for either version once it has been fired. Charging/holding drains stamina slowly and becomes fully charged after 1 stamina point has been consumed. Cannot perform any actions besides assist calling while charging. Just like in the anime, be careful about blasting these off. 3 bars+ is a lot to waste so stop firing off rapidly if the opponent is dodging all of them. Safe on block.

 

Going along with the true-to-anime theme, Yusuke's signature move also happens to be his most useful special in this game. While charged Spirit Guns do a bunch of damage, it's far easier and better to fire off a quick uncharged one which also knocks the opponent down immediately on hit. It's actually possible to combo 3 rolling Spirit Guns (direction+S) if the opponent doesn't tech however I'd advise against it bc of the stamina cost and most people will tech anyway. After Spirit Gun, it's best to either run in (dont dash to let your stamina recharge) or sit back and recharge stamina depending on your current strategy. Lastly, certain combos allow you to fire 3-4 Spirit Guns back to back for more damage (see meter management for more info before using it though).

 

Shotgun (g.S) - A modified version of the Spirit Gun which fires off a bunch of "bullets" as if it were a shotgun. This move's range is much more limited than Spirit Gun and costs 4 bars.  On the flip side, this move also knocks opponents far away allowing for more stamina recharging and more potential damage from crashing into objects. Unlike the Spirit Gun, this move is also a big "fuck you" to Aizen's shield as it completely ignores it like most g.S attacks. More damage than Spirit Gun but less than a charged Spirit Gun. Unsafe on block.

 

Spirit Wave (fully charged g.S) - Yusuke does a gutpunch filled with spirit energy. Takes around a second to charge fully and can hit airborne opponents (tho unlikely that you ever will). A very costly special at 7 bars and useless as there's only one known combo for it with a linked Spirit Gun afterwards. Making it even more useless is that you can extend the combo used for it (instead of doing Wave) then add two Spirit Guns and get more damage for half the stamina you'd use in the Spirit Wave combo. So why use this move? Well it does actually launch the opponent a very short distance then they land in a hard knockdown state (comboable).

 

Beatdown (j.H > g.H) -  No known official name yet but Yusuke does a diving punch at the opponent and proceeds to pummel them into the ground then kicks them away. Throw-type move (Yusuke can be hit while in the animation tho) and the g.H version has amazing tracking. Everyone I've seen try to sidestep it gets hit. This move also has no problem jumping in the air and bringing someone back down to the ground. Make your opponents fear this move!

Super: Spirit Gun Mega

Yusuke charges up a gigantic Spirit Gun. Nothing special. The move takes damn near 6 seconds to fire and the first couple of seconds before and a second or two after are real time meaning there's no way to solo combo off it and, worse, it makes it easy to dodge. Making this move even more laughable is the fact that it's unsafe if blocked. You can try using this move by switching your lock on to an enemy that's not fighting you and blasting it in their direction. It has no tracking tho so smart enemies will simply jump even if they aren't locked on to Yusuke. The best application I've used is as a pseudo counter. Since most people mash out combos (and even better, the second string of a combo is usually a flurry of punches) you can use the Super's invincibility to hit someone coming to attack you. This has to be done before the opponent has started hitting you of course (unless you do the actual VB first) but the risk of it being blocked and punished is still a threat. Using it as a pseudo counter also relies on the enemy actually attacking you instead of running away.

 

(Theory - Yusuke's VB options being so useless makes me feel like he'd go best with a character who can fully utilize their Super. While playing online, I ended up just not activating VB unless my teammate did it first. Afterwards, I tried to not transform and let my teammate use both stocks of ougi.

Combos

1. LLHH > HH Shotgun/Spirit Gun (1-3) - Basic combo that uses 3,4, 6, or 9 bars depending on your combo ender. Shotgun and Spirit Gun Double do the same damage at about 3.5 bars. A third Spirit Gun cranks it up to 4 bars of damage.

 

2. LHH - Yusuke's main BnB starter. Does less damage than the LLHH starter above but has more combo extensions and more potential damage. Ends in a crumple state similar to LLHH but allows HHH to combo afterwards.

 

3. LHH > Spirit Wave > Spirit Gun - The only combo for Spirit Wave and it involves linking the Spirit Wave which takes a bit of practice. Does 4.5 bars of damage without the Spirit Gun and 5 bars with it. Doing the full combo will exhaust your stamina unless you charged a bit of your second stamina bar. No reason to use this really but it's there.

 

4. LHH > HH > Shotgun/Spirit Gun (1-4) - Shotgun ender does 5 bars of damage (nearly half health!) for just 4 bars of stamina and knocks the opponent back. Spirit Gun version does 4, 4.5, 5, and 6 bars of damage respectively and leaves the opponent in a standing state (except Spirit Gun x4). That's where this combo gets a little dirty. Resetting them allows you to "grab" them with a g.H afterwards for 2 bars of unscaled damage. Depending on the spacing, it can most likely be back-stepped to avoid but is great to know as most people expect to be on the ground after a combo and the dust from the Spirit Gun shots makes it a bit hard to see.

 

5. LHH > HHH > Spirit Gun (1-3) - An extra H is added from the previous combo for more damage and sends the opponent flying but not before Yusuke gets a couple of shots in with his Spirit Gun. Does 5, 6, or 6.5 bars of damage depending on how many you fire.

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Hiei

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Toguro

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Rurouni Kenshin

Kenshin Himura ver 0.8

Character Overview

Kenshin is a character completely focused on the ground game and as such has poor aerial options (with only a single jumping light attack and no air dash) however he is a very strong and dominate mid-range fighter. He has the ability to store 2 full stocks of Stamina bar but does not have a transformation (in fact his secondary meter build is considerably slower than most, but VERY important none the less!). He can deal large chunks of damage (which consume large chunks of Stamina) and thanks to his secondary stance has some great mobility options.

 

Kenshin is a strong intermediate to advance character that has strong tools which require firm understanding to utilize efficiently.

Sheath Stance

Normally g.H is a character's immediate guard break attack but for Kenshin this causes him to sheath his sword and enter into a secondary stance. Entering this stance costs a little more than 1 section of Stamina and can be cancelled for free by inputting g.H again.

 

Movement__________

The first thing to note is moving is this stance results in the same speed and velocity of a Dash, but unlike a Dash Kenshin can quickly and easily alter his direction, also this movement only consumes a single section of Stamina rather than continually drain it like a normal Dash (this includes changing your direction, so as long as you do not stop you will move quickly at optimum energy consumption) adversely you cannot recover Stamina while moving. Be cautious however as Kenshin can neither jump nor defend while in this stance. Also keep in mind that there is a point when approaching the target that you cannot alter your course, you will recognize this range when Kenshin begins to tilt sideways. This brings us to another benefit of this movement over a standard Dash, when you reach your target you will not stop in front of them, rather you will actually cross them up and appear behind them! (or beside them if a wall prevents the former) but passing through them will NOT occur if the opponent is in recovery state. One final note about movement, it is small but all knowledge can be valuable, be aware that fall of an uneven surface will cause Kenshin to enter an aerial state and will cancel the stance upon landing.

 

Offensive Actions__________

Sheath Stance allows for quite a few attacking options but keep in mind that preforming any one will immediately take you out of stance.

 

First let us talk about his Normal options: g.H > L is Kenshin's Cross Rush Launcher; this is the move to go to when you need a helping hand from your partner to tack on some extra damage against an opponent. g.H > H has you cross through the opponent [if close enough] and leave them in a crumble state on hit (which can easily be followed up with various attacks - see: Combos). g.H > H on block drains a lot of Stamina on block [4] and if done close to the opponent still passes through them, in fact it lands you a good distance away from your opponent, so it is a relatively safe option.

 

Out of the Sheath stance Kenshin can do 2 of his 3 Specials; Dragon Storm and Dragon Counter, which act exactly the same as when he is in normal stance [see: Specials] but cannot do his Super (can still Burst though).

Key Strings

??? - ?

Specials

*Note: for the sake of simplicity I will be using nicknames derived from the actual move name translations

 

Dragon Storm (S) - a quick horizontal strike that moves Kenshin forward a bit, costs 3 Stamina. You'll be using this move quite often in combos thanks to its ability to re-stand the opponent. Chips 4 Stamina on block.

                Dragon Storm 2nd (SS) - a secondary attack that can only be executed on hit, costs 1/2 Stamina. This will cross over the opponent and still retains the strong re-stand ability of the first hit.

                Dragon Storm 3rd (SSS) - final attack that can only be executed on hit, costs another 1/2 Stamina, bringing the total chain to 4. The final hit sends the opponent flying.

 

9 Dragons (t.S) - rush attack that covers a good amount of distance but has even better attack range, sending the opponent flying, costs just under 6 Stamina. This move has a high cost for good reason as this attack is completely unblockable, to make up or the fact that Kenshin does not have a traditional Guard Break with g.H. However you probably won't be doing it much outside of keeping the opponent on their toes or if they are against the wall, as there are more damaging (and consistent) things you can do (especially for that much meter).

 

Dragon Counter (g.S) - Kenshin surrounds himself in a hemisphere and any opponent within range will be halted and struck down, costs 5 Stamina. Ok, so "counter" may be a bit misleading as the opponent technically doesn't need to be attacking you to activate, still this is one of Kenshin's strongest options at close range (as the sphere has a short, but reasonable range). However this is also your riskiest move as whiffing it leaves you vulnerable and mashing it out more so, also it CAN be guarded against if the opponent doesn't simply rush toward you. If the initial sphere is blocked push back will occur, but NO Stamina will be chipped off, thankfully Kenshin is still invulnerable during the active portion and will still do the follow-up strike, however it can be blocked and you can be punished afterwards. The follow-up chips 4 Stamina on block. Luckily this move can be combo'ed into and out of fairly easily.

 

Rising Dragon (L, after j.L) - an upward slash that provides a small launch. This is technically not a "Special" as it consumes no Stamina but it is listed under as such and is certainly worth mentioning. Kenshin may not have strong aerial actions but this move makes that singular air attack a little better as you can instantly follow up with an S for a small combo. Combined with j.L it only does about 1/2 Stamina chip on block

Assists

Assist Actions__________

???

 

Assist Partners__________

Chitoge - first and for most, she can lock the opponent's Assists for a significant amount of time, so this helps Kenshin maintain pressure. Also when summoned during combos, due to the close proximity and Kenshin's tendency to cross up the opponent a lot, Chitoge can often strike from behind the opponent and send them flying toward Kenshin. Example: L > Assist > H > [stuff]

 

Kumagawa - for the same reason that Chitoge is a great partner, Kumagawa allows Kenshin to play his game while preventing the opponent from playing theirs. Either of his actions are good because worst case scenario you simply get the stun [but can now do all sorts of wonky combos] and best case you get to lock your opponent's Stamina!

 

Neuron - as his ability is casting invisibility, he is obviously a great partner for anyone, however I am actually listing him to point out something that weakens his combination with Kenshin in particular . . . you see . . . Sheath stance technically counts as an "attack" so Kenshin can NOT combine its high mobility with Neuron's ability, not even if you enter the stance before walking through his field. Bummer . . .

Combos (still WIP)

L > H > HH > LLLL > SSS - does 50% for 4 Stamina. The trickiest part is linking the HH for the re-stand (you can essentially mash it but be careful about doing so on the LLLL or else you won't get the proper chain for SSS). If Chitoge is your partner you can call her in between L > H to make the following HH easier to link, tack on a bit of extra damage, and lock the opponent’s Assist.

 

Shishio

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

One Piece

Luffy

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Ace

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Hancock

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

 

Akainu

Character Overview

???

Key Strings

??? - ?

character specific mode/key action

???

Specials

Special 1 (S) - ?

 

Special 2 (t.S) - ?

 

Special 3 (g.S) - ?

Assists

Assist Actions__________

???

 

Assist Partners__________

???

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Support Only Assists

There are a total of 13 characters that are Assist only, while it is saddening that certain characters are regulated to this role these are actually a few of the more interesting options as many of them have unorthadox actions which have more utility outside of comboing.

Kagura

Cooldown: 30s (a rush attack. The great thing about this is just how long this move lasts, it will probably knockdown the opponent 3x and even though the wake up invincibility frames apply each time, Kagura will stay on top of them, making dodging or blocking [rather than counter offensive] your opponent's main option. Sadly this comes at the trade of combo-ability, as this move pushes the opponent far out and is pretty relentless, still very nice to regain one's composure and distract the enemy)

Kuroko

Cooldown: 15s (if your opponent is locked on to you it forces them to switch targets to basketball. In theory this sounds cool but it doesn't appear [initially] to be all that great, the ball is only there for a brief moment and it has a lot of start up for the duration, also the fake lock-on doesn't force the opponent's dash to track.)

Edajima

Cooldown: 20s (large area unblockable attack that knocks back on hit. At first this attack seems situation due to the long start up, and to some extent it is, however if you summon Edajima within close vicinity of your opponent he actually forms a pseudo wall as he appears behind them! Of course you'll have to be careful with juggling them as he is a big man, but not THAT big . . .)

SKET-dan

Cooldown: 50s (2 possible actions that appear dependent on range: 1a. Bossun will fire a shot, 1b. Bossun will fire a volley of shots, 2. Himeko will smack the opponent around. This is a rather versatile assist as the range that Bossun can cover is pretty crazy and his volley is easy to combo off of [especially since if the opponent is airborne since it will actually being in a combo-able float state] but keep in mind it is strictly linear, he won't connect on anyone jumping outside of his standing height. Himeko's assault is also a nice annoyance if the opponents gets too close and can be easily picked up off, however do realize she sends them flying after her attack. Also this assist has a very long duration which is double-edged as this applies to its active phase AND the moment before they retreat and allow the assist timer to count down.)

Allen

Cooldown: 40s (a 2-part, multi-hit rush attack that leaves the opponent in a crumble state. Covers a great deal of distance and is relatively fast.)

Lala

Cooldown: 30s (creates a healing field that can affect ANYONE inside [total duration recovers about 1/4 health]. This is an interesting assist as it is not a straight up easy recovery attack; for one anyone within the field will drain points from their team's Voltage gauge as the trade off for recovery. Also Lala appears from behind and runs toward you and if she bumps into you her "attack" is unblockable . . . which the opponent can combo you off of. Of course you can evade her and she will keep running, where she can potentially run into the opponent to do the same, however there is a big problem with this . . . Lala creates her healing field wherever she stops . . . so you could potentially be giving your opponent a helping hand . . . The only "benefit" to letting Lala hit you as opposed to just letting her run her course [outside of keeping the field close to you of course] is the fact that Lala will change into a swimsuit during the duration of the healing field.)

Chitoge

Cooldown: 30s (fast, unblockable attack that knocks the opponent back and seals their assist [roughly 25s]. This is NOT an instant attack, although Chitoge will only attack if the opponent gets close to her she does not do so instantly, not even if you summon right next to the opponent. Also this attack is highly susceptible to dash actions as Chitoge doesn't fully track. Regardless if an enemy is actually in range she will eventually do her attack before leaving.)

Shoya

Cooldown: 20s (runs on field and spikes a volleyball at the opponent. Due to the angle of attack it is all but useless at close ranges and the attack itself is rather unremarkable as it can be blocked and does not cause a lot of stun.)

Hisoka

Cooldown: 15s (sticks a tether to the opponent and launches them up after a set amount of time, putting them in a cross rush state, all of which is unblockable. A really good assist, especially for how quick the cool down is. It has excellent OTG properties so you can easily work combos around it.)

Jaguar

Cooldown: 20s (runs at the opponent and drops an unblockable, large bowl of ramen on them, causing visibility issues for a short time. It makes for OK comboing and even better mixup, but what's really impressive is the distance it covers/how long the run lasts, allowing for even wake up setups.)

Rukia

Cooldown: 30s (appears before you and creates a pillar of ice. A rather unreliable attack with practically more cons than pros. The good thing is the opponent can become trapped and frozen in the ice, making them open to all sorts of combos. However this also launches them, so characters with poor aerial actions will find it mostly useless. Also it is very easy for the opponent to be hit on the outer edge of the attack, which does not freeze them but does cause crumble. Also worth noting is Rukia will stay stationed where she is summoned and will attempt to attack any opponent that gets too close to her, of course if no one is in range she will do her attack before exiting anyways.)

Neuron

Cooldown: 30s (appears before you and creates a small field which, if passed through, turns allies invisible. The duration of invisibility is about 20s [or until you attack, hit or whiff] and it also prevents the opponent from locking on to you. Do note that your movements can be tracked by the dust clouds your feet kick up while running or jumping, also it is possible to recast invisibility so long as Neuron is present [does not stack])

Kumagawa

Cooldown: 30s (will either [depending on the distance] rob the opponent of all their Stamina [and prevent them from building it for a set time] or paralyze the opponent in place for an extended amount of time. A single dark spike [which stays for the duration of the seal] will appear on the opponent for the first action while 2 will be lodged in them for the second, just in case you need to make sure. While the 2nd is great for combos I find the 1st action to be far more interesting as without Stamina the opponent can NOT guard OR use Specials, this allows for a lot of harassment either through smaller combos that don't end in knockdown or making the opponent pretty easy to approach.)

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Game Modes

J-Adventure
The premier mode of J-Stars Victory VS, here you can experience the story of the merging Jump worlds as you explore several world maps in search of treasure, friendship, and answers. This mode is split up into 4 sections, each one following a different set of main characters:
  • Dynamic Arc - Luffy, Ace, and Seiya
  • Hope Arc - Naruto, Gon, and Yusuke
  • Investigation Arc - Toriko, Zebra, and Goku
  • Pursuit Arc - Ichigo, Oga, and Hiei

Victory Road
Here you'll traverse a world map as well, however it is much more linear and basic than the one featured in J-Adventure, in fact this is much more reminiscent of a "dungeon crawler" (on its most basic level of course). Each time you select a location you will have to battle through several stages in order to clear the area and certain stages will even offer additional challenges that will reward you with extra J-Points if met.

Free Battle
This mode lets you battle CPU opponents or friends with no restrictions.

Online Battle
Test your skills (and cooperation) against the world to see who is the best of the best! Also be sure to log-in every day for your free 1000 J-Point bonus!

J-Customize
Edit your J-Decks with the J-Cards you have found (in J-Adventure) or purchased (though the J-Point Shop). Gather strong cards and form cleaver setups to help give yourself that little bit of extra edge in battle. You can see the J-Cards section for more details.

J-Point Shop
You can spend the J-Points acquired through play in order to acquire consumable items (for J-Adventure), unlock new characters*, or get new J-Cards.

 

*In the beginning you will have a fixed allotment of how many characters you can buy (initially staring out with only 3) but this limit will increase as you raise your Friendship, Effort, and Victory bonus gauges (represented at the top, just beneath your J-Point value on the main menu). All modes of play will increase these stats based on play and you will need a combined total of level 27 (each stat maxes out at 10) to have all 52 characters available.

Gallery
Check out the character models and voices or re-watch your favorite battle replay.

Options
Adjust various settings; camera controls, screen display, audio levels, customize the song list with music from your HDD, or up/download save data which can be shared among PS3 or Vita copies of the game.

 

Default OST List__________

  1. Raging Blast (Dragon Ball Z theme)
  2. Never Ending Adventure (One Piece theme)
  3. Ninja Slayer (Naruto theme)
  4. Good Appetite! (Toriko theme)
  5. Bring it On! (Gintama theme)
  6. Matsuri! Revolution (Kochikame theme)
  7. Brave Soldiers (Saint Seiya theme)
  8. The Styx (Bleach theme)
  9. Burning Sword (Rurouni Kenshin theme)
  10. Dark Inferno (Yu Yu Hakusho theme)
  11. Man of Men (Sakigake!! Otokojuku theme)
  12. You're easygoing . . . (Dr. Slump theme)
  13. Bravely and Resolutely (Hunter x Hunter theme)
  14. Edge of the Fist (Fist of the North Star theme)
  15. Bad Boys (Beelzebub theme)
  16. Abnormal Psychology (Medaka Box theme)
  17. Assassin Rendezvous (Assassination Classroom theme)
  18. Psycho Circus (Saiki Kusuo no Psi Nan theme)
  19. Beat tun Up! (BoBoBo-Bo Bo-BoBo theme)
  20. The Hitman (Katekyo Hitman Reborn! theme)
  21. Good Luck! (Absolutely! Luckyman theme)
  22. The Incredibles (Chin'yūki -Tarō to Yukai na Nakama-tachi- theme)
  23. Two Steps from Hell (Hell Teacher Nube theme)
  24. Fighting Stars (J-Stars Victory VS theme)

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J-Cards

Luffy

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: Ace+Naruto/Goku/Toriko/Zebra/Gatchan/Neuron/

Ace

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Hancock

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Akainu

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Naruto

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Sasuke

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Madara

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Goku

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Frieza

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Vegeta

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Yusuke

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Toguro

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Hiei

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Toriko

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Zebra

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Ichigo

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Aizen

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Rukia

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Gon

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Killua

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Hisoka

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Kenshin

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Shishio

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Seiya

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Kenshiro

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Raoh

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Oga

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Beel

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Gintoki

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Kagura

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Sadaharu

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Medaka

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Kumigawa

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Ryotsu

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Arale

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Gatchan

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Korosensei

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Saiki

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Momotaro

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Edajima

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Bo-BoBo

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Don Patch

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Tsuna

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Reborn

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Luckyman

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Taro

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Wandering Granny

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Jonathan

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Joseph

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Nube

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Neuron

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Chitoge

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Jaguar

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Kuroko

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Bossun

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Himeko

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Switch

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Lala

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Allen

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

Shouya

1-Star__________

???

 

2-Star__________

???

 

3-Star__________

???

 

4-Star__________

???

 

Line Combos: ???

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Good stuff so far, I'm going to try and contribute from now on (finally got the game up and running). For now, it's worth reposting this list from the previous thread (courtesy of Weewer AKA PirateKing92):

https://docs.google.com/spreadsheet/ccc?key=0AkGoPzxJWSbKdHhUVEV4d1FqY2Z6QTAzanl5MGNoMWc&usp=sharing&richtext=true#gid=0

 

And there is also this official combo movie sort of thing, even if some combos are extremely simple:

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

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I'm really happy this game is developing a dedicated/competitive scene. I've really enjoyed playing it so far and look forward to discovering things along with you guys!

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Lmk if there's anything I can do to help with this. I've been going in depth with a couple of characters so maybe I can cover them using your Kenshin guide format SoBa :D

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Yeah sorry for the slow developments, there's just so much to cover [i even find myself making new place holders for things to include lol] but yeah anyone who wants to fill out a character section or other tidbit then please just put the info here and I'll copy pasta it in ' 3' [really wish I could have others just fill it in on their own, ahh the joys of a wiki ; -; ].

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I'll probably write down some Zebra stuff tomorrow, since he's actually not that complicated as a character (and even his move names don't have to be translated). I haven't tried Medaka yet, but she might be the first character I write an "in-depth" summary about.

 

I just noticed that there is some new stuff in the posts, so would you mind summarizing the updates? Since there are so many posts and collapsed portions, it takes a while to find what's new by yourself.

 

Random tidbits that can be added:

Gintama stage - Tougenkyou

Kenshin stage - Time of Great Inferno

Toriko J-Adventure playables - Toriko, Son Goku, Zebra (and Nube as a temporary teammate)

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This is for Killua. This is actually my first time writing a guide for a character, so please point out if it's sloppy.

 

Killua

Character Overview

Killua is a character is is focused on close ranged ground game and because of that, he has limited air options (which is limited to Narukami and Jumping Light Attack), however he is really good up close and has fast attacks. Killua has 2 Stamina Bars with a transformation that can be entered with 2 ways. The 2 Stamina Bars fill exactly at the same speed. He can also keep up his range with his Yo-yos and Lightning Punch.

 

Overall, Killua is a strong character up close and can deal fast damage. He is an intermediate character with tools that must be used in the perfect timing.  

God Speed Mode

Killua's transformation can be entered with 2 ways.

 

  1. Charge t+S long enough
  2. Use Killua's super and hit the opponent 

During his transformation, he can use some attacks at a lower cost.

 

Narukami: 3 bars normally, 2 bars on transformation

Lightning Palm: 3-4.5 bars normally, stays same on transformation

Zetsu: 4 bars normally, 3 bars on transformation

Yo-Yo Attack: 1.9 bars normally, stays same on transformation

Guard Break: 0.9 bars normally, stays same on transformation

Dash: 1 bar normally, 0 bars on transformation

Guard Teleport: 1 bar normally, 0.8 bars on transformation at odd numbers, 0.2 on even numbers

 

There is no noticeable damage change.

 

 

Key Strings

??? - ?

 

Specials

Narukami (S) - Killua jumps to the air to unleash bolts of electricity to the ground. This move covers surprisingly more range than it should, however it is mostly used after a combo string rather than alone, because Killua is open to attacks if the opponent successfully blocks.

 

Lightning Palm (t.S) - Killua charges up electricity on his right hand and strikes at the enemy with it. The perfect attack to end a combo (although if you aren't fast enough, this attack WILL miss.) because this attack throws the opponent away from you, giving you the time to charge up your energy.

 

Zetsu (g.S) - Killua stops his aura flow to become invisible to the opponent. During this time, Killua can move freely while being invisible. Zetsu will wear of if Killua gets hit or attacks. The perfect move to get close to the opponent. This attack is best used at the start of the match or after Lightning Punch if you have still meter left. It should be used carefully however, because Killua isn't invincible to attacks. Killua can't also charge his stamina during Zetsu.

 

Narukami (Follow-Up) (LLLL) - This version of Narukami is only available after hitting LLL. Killua jumps to the air to unleash bolts of electricity to the ground. What makes this version of Narukami different from the other Narukami is that Killua falls to the ground much faster, allowing for some combo extensions.

Assists

Assist Actions__________

Killua has 2 assist attacks, one of them being Narukami (30 Second cool down) and Lightning Palm (20 Second cool down).

 

Assist Partners__________

Hisoka - Just about everyone and their father has noticed that Hisoka is the best assist in the game, and for many right reasons. He'll launch the opponent in the air after a set amount of time, allowing for more damage with Cross Rush.

 

Misogi Kumagawa - Misogi is a great assist to Killua because he allows you to either continue after Narukami (which is amazing after a long combo) or lock the opponent's stamina, allowing you to pummel the opponent until they recover back.

 

Combos

With Killua, you'll be always using HHHS combo, so I'm going to list all the starters and some of the finishers you can use.

 

g+H/L, during Dash/Perfect Block/LLH > HHHS > t+S: These are the most practical starters for HHHS, the only thing that makes these starters kinda faulty is that, the opponent can crumble before you can hit them with HHHS. Regardless, you can still work with them. If it's annoying for you to follow up with HHHS, you can use this combo:

 

LLLL > L, During Dash > HHHS > t+S: The best combo Killua has, period. It deals great damage and it is easy to hit. The reason I didn't say this combo before the others is because you'll run out of energy fast with this combo and sometimes, it is better to Perfect Block or directly dash attack an opponent, rather than trying to catch them off-guard.

 

His Special attack can be comboed after HHH, which is really amazing.

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This is for Killua. This is actually my first time writing a guide for a character, so please point out if it's sloppy.

A couple of things:

-Killua has a transformation, Godspeed mode. You enter it after landing your Ultimate or by holding t+S. No clue on what it actually does though.

-t+S is a counter that also works on projectiles (it wont hit them if they're far but Killua wont get hurt either). You can use it as an option select by holding it where if they attack you'll get the counter and if they don't you'll transform. Just tried it out and apparently it has some invincibility frames but its not a counter.. why isnt there a training mode :< ?

- g+H (universal guard break) is stupid good as it covers mad range really quick and he goes to their back so even if they try to mash lights against it they'll get hit. Their only option is just guard or if they have a 360 attack like Vegeta's explosion.

- His Just Guard: a chop to the back of the neck that crumples and you can combo after, basically what he did in the Heaven's Arena. It has solid tracking to the opponent's backs as long as theyre not doing some crazy string that's all over the place.

- A combo I've been doing, dunno if it does more or less than the ones u listed (no training mode -__-) 

LLL (S auto followup) g+H HH t+S

 

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Sorry SoWL, I just didn't want to keep making a bunch of tiny posts lol, but I'll update you guys on when I update the opening segments [i'll do them in bigger bursts] I also added your notes, thanks!

 

Good work so for Qubil, I'll add your Killua stuff in soon, I'll just reorder a few things [in general I'll probably put any talks of Auto-Combos into the Key Strings section, since it is meant for taking about good natural strings like if say someone's L > H ends in crumble and is good for combo extension, etc] And put the God Speed mode that Blaze talks about in.

 

Speaking of, yeah no training mode does suck, having to test stuff against myself is a pain :v: especially since you have to thing outside of the box on a lot things [like with the Voltage gauge]. Damage is a relatively hard thing to calculate which is why I wrote "around" and "about" so much in my Kenshin guide lol.

 

Also you can't finish Raoh off! lol I have to test the exact conditions but every time I fight Raoh in Victory Road he always explodes on the final KO, he's all like "nah bro,m I finish myself off on my own terms!" *boom*

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I just got Tsuna in my Toriko party, so now I'm not sure if we should even list the temporary party members. Or at least I should wait until I finish the route before listing them all.

 

For now, I double-checked the OST, here are some corrections and additions:

Brave Soldiers - theme of Saint Seiya and JoJo (at least Jonathan)

Bravely and Resolutely - theme of Hunter x Hunter

Bad Boys - theme of Beelzebub

Abnormal Psychology - theme of Medaka Box (makes sense)

Psycho Circus - theme of Saiki Kusuo no Psi Nan

Beat tun Up! - theme of Bobobobo Bobobo

Two Steps from Hell - theme of Hell Teacher Nube

 

That only leaves The Incredibles, which I can only assume to be Chinyuki's theme (haven't unlocked Tarou yet, so can't test it).

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Well in J-Adventure you'll get a bunch of characters near the end and yeah like you said a few temps along the way [ichigo also had a small thing with Nube and Killua is a consistent temp until the 3rd act] so I just list the 3 primary characters. And I'll add the OST stuff in too!

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A couple of things:

-Killua has a transformation, Godspeed mode. You enter it after landing your Ultimate or by holding t+S. No clue on what it actually does though.

-t+S is a counter that also works on projectiles (it wont hit them if they're far but Killua wont get hurt either). You can use it as an option select by holding it where if they attack you'll get the counter and if they don't you'll transform. Just tried it out and apparently it has some invincibility frames but its not a counter.. why isnt there a training mode :< ?

- g+H (universal guard break) is stupid good as it covers mad range really quick and he goes to their back so even if they try to mash lights against it they'll get hit. Their only option is just guard or if they have a 360 attack like Vegeta's explosion.

- His Just Guard: a chop to the back of the neck that crumples and you can combo after, basically what he did in the Heaven's Arena. It has solid tracking to the opponent's backs as long as theyre not doing some crazy string that's all over the place.

- A combo I've been doing, dunno if it does more or less than the ones u listed (no training mode -__-) 

LLL (S auto followup) g+H HH t+S

 

Thanks for pointing out all these. I tested all these on Vegeta and here's what I got.

 

-I was indeed mistaken on 0 transformations. I tested out to see what the transformation can do, and it seems you spend less stamina on some attacks.

 

Narukami: 3 bars normally, 2 bars on transformation

Lightning Palm: 3-4.5 bars normally, stays same on transformation

Zetsu: 4 bars normally, 3 bars on transformation

Yo-Yo Attack: 1.9 bars normally, stays same on transformation

Guard Break: 0.9 bars normally, stays same on transformation

Dash: 1 bar normally, 0 bars on transformation

Guard Teleport: 1 bar normally, 0.8 bars on transformation at odd numbers, 0.2 on even numbers

 

Also, I found out you can't charge your stamina during Zetsu. Understandable though.

 

- I tried countless times to bounce back a projectile of Vegeta, but either it doesn't work or I just have really bad timing. :I

 

-Sadly, g+H and Just Guard can't be combo'ed into LLLL. Shame, they could have been excellent combo starters, although they can still combo into HHHS.

 

-Your combo is fine until the very end, where t+S won't combo with HH. I also tried HHH, but Killua throws them too far off to land t+S

 

 

 

 

Good work so for Qubil, I'll add your Killua stuff in soon, I'll just reorder a few things [in general I'll probably put any talks of Auto-Combos into the Key Strings section, since it is meant for taking about good natural strings like if say someone's L > H ends in crumble and is good for combo extension, etc] And put the God Speed mode that Blaze talks about in.

 

 

Thank you! I'll add the transformation into the list and the other stuff I found out.

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Thanks for pointing out all these. I tested all these on Vegeta and here's what I got.

 

snip

 

Nice, so dashing is free in Godspeed mode then? That's good to know :)

- Yeah I dont even know whats up with t+S anymore, I've seen it beat normals and projectiles and I've had it activate on it's own so I thought it's a counter, but other times it just doesn't do shit <__>

- Yeah apparently that works online (when random lagspikes kick in) but it's not a legit combo lol. Here's a legit one though:

LLL (S auto followup) g+H HHHS then LLH/t+S/Assist extension to HHHS or Super, With Big Bang or Kumagawa assist this should be a 100% or close to it.

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More silly OST stuff: The Incredibles is indeed Yamada's theme, but the rest of them, uh, aren't as set in stone as you might think. No character from the same franchise shares a theme, which means that there aren't that many "exclusive" themes in the OST. Here's the full list off the top of my head:

Goku - Raging Blast

Vegeta - Dark Inferno

Frieza - Two Steps from Hell

Luffy - Never Ending Adventure

Ace - The Hitman

Hancock - Beat tun Up!

Akainu - Edge of the Fist

Naruto - Ninja Slayer

Sasuke - Burning Sword

Madara - Edge of the Fist

Toriko - Good Appetite!

Zebra - Raging Blast

Gintoki - Bring it On!

Ryotsu - Matsuri! Revolution

Seiya - Brave Soldiers

Jonathan - Brave Soldiers

Joseph - Bravely and Resolutely

Ichigo - The Styx

Aizen - Two Steps from Hell

Kenshin - Burning Sword

Shishio - The Styx

Yusuke - Dark Inferno

Hiei - The Styx

Toguro - Edge of the Fist

Momotaro - Man of Men

Arale - You're easygoing...

Gon - Bravely and Resolutely

Killua - Assassin Rendezvous

Kenshiro - Edge of the Fist

Raoh - Brave Soldiers

Oga - Bad Boys

Medaka - Abnormal Psychology

Koro-sensei - Assassin Rendezvous

Saiki - Psycho Circus

Bobobo - Beat tun Up!

Tsuna - The Hitman

Luckyman - Good Luck!

Yamada - The Incredibles

Nube - Two Steps from Hell

 

Now I wonder why they couldn't give each character their own theme, like they did in JoJo ASB. I suppose because it's a team battle action rather than a proper fighting game? Oh well, the OST itself is still pretty good, especially Assassin Rendezvous and Edge of the Fist.

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I did an in depth write up on Korosensei. I think this character is insanely good and crazy fun.

 

Korosensei

Character Overview

Korosensei is a highly mobile and evasive character with simple but highly effective tools that can be used to zone and runaway as well as punish mistakes in the neutral game. His unique dash gives him unrivaled speed both on the ground and mid air; giving both offensive and defensive oriented characters alike trouble when he has stamina to work with.

 

Korosensei's largest weakness are his close range attacks which, despite their range and damage potential, are slow and usually can be punished easily. This forces him to commit to calling a support character or using his missile Skill that costs 4 stamina in order to get enemies off of him; providing he can not successfully Just Guard. Keeping Korosensei's stamina up is key to successful play and mastering his movement skills will yield great success against anyone and everyone.

 

It should be duly noted that Korosensei can not charge stamina when underwater on the Planet Namek stage so staying underwater for extended periods of time is detrimental to his game plan.

Key Strings

L·H / L·L·H - These attack strings leads into a Cross Break on a successful landing.

H·L / H·H·L - These strings knock the opponent down and buy Korosensei time to charge stamina and/or slip away using his dash Skill. The L attack ender dashes through the opponent, making it his most difficulty attack string to punish. They also take a great deal of stamina when blocked.

Character specific mode and/or Key action

See

ついてこれますか?in the Skills section for details.

Skills

ミサイルです (S) - Korosensei uses his Mach 20 speed to teleport out of the arena and throws a missile upon return that explodes on impact. Uses 4 stamina with each use and useable midair.

 

One of the major keys of Korosensei's game play. Korosensei's missile throw is an exceptionally strong move for a multitude of reasons. The missile travels a large distance at high velocity, takes 5 stamina on block and has a brief period of invincibility during start up which almost always puts him at advantage even when it trades.

 

ついてこれますか?(f.S) - Korosensei dashes at great speed and does damage on impact. The stamina cost at its shortest duration is 2 but if the Skill button is held down Korosensei will continue to dash until the button is either released or he runs entirely out of stamina. Removes 2 stamina on block and is useable in midair.

 

The signature Skill used in Korosensei's game play and what is used more than anything else. In a very similar fashion to the universal dash mechanic, Korosensei is able to input any direction and the Skill button to use this unique dash. By moving the analog stick while the Skill button is held, the trajectory can be slightly adjusted both to avoid and trick opponents. The trajectory can also be changed completely mid flight by releasing and pressing the Skill button again with proper timing.

 

Korosensei's dash Skill more or less replaces any need for the unversal dash mechanic. The only advantage that the universal dash has over Korosensei's dash Skill is the lower stamina consumption rate which becomes negligible when used properly. It is essentially an upgraded dash that is both much faster and doubles as an attack; making it an extremely powerful tool both on offense and defense. It can regularly be used to quickly manuever around the opponent and punish long range projectile attacks with ease and also gives Korosensei virtually unparalleled runaway when he has enough usable stamina.

 

ネバネバしてみますた (g.S) - Korosensei arranges his front tentancles into the pattern of a spider web and holds them out at a distance as a shield. At its shortest duration the stamina cost is 3 but it will stay out for as long as the Skill button is held down or until Korosensei runs out of stamina.

 

This Skill has two uses that are dependant on the distance the opponent is away. At a close distance, an opponent who runs into Korosensei's tentacle web shield will be stuck for the duration of the move while taking a small amount of damage each second that it is active. This makes it useful for setting up attacks with both support calls and your team members.

 

The other more valueable use for Korosensei's shield Skill is its projectile invincibility that lasts the entire time the Skill is held out. Although not a major aspect of Korosensei's game plan, it becomes incredibly useful in match ups against more powerful zoning characters such as Aizen.

Assists

Assist Actions__________

 

ついてこれますか?(t.S)

Korosensei dashes at great speed and does damage on impact. 30 second cooldown. A very solid assist that comes out very fast and knocks the opponent down. Useful for putting pressure on opponents quickly from large distances.

 

ネバネバしてみますた (g.S) - Korosensei arranges his front tentancles into the pattern of a spider web and holds them out at a distance as a shield. The support version of this move loses its projectile negating properties making its useage limited. It is likely best used while the enemy is in close range as a defensive tool or a combo extender.

 

Assist Partners__________

 

Himura Kenshin / (あまかけるりゅうのひらめき) [30 second cooldown] - Korosensei's biggest weakness revolves around his close range game. His light and heavy attacks are generally more damaging but they are also slower making them easy to interupt. In most cases, using the invincibility of Korosensei's missile Skill is usually his best bet, but at close range this can be baited and punished heavily. The time freezing effect of Kenshin's field makes it an incredibly well rounded assist that can be used make Korosensei's attack strings safe, get / keep opponents off him for safe stamina charging and retreat as well as a powerful combo extender. Easily one of the best assists to compliment Korosensei.

 

Kagura & Sadaharu [30 second cooldown] - One of the best defensively oriented assists in the game. Sadaharu is relentless and will not rest until Korosensei's opponent is incapacitated and as far away from Korosensei as possible; giving him ample time to continue his evasive runaway game or go back on the offensive.

 

Misogi Kumagawa [30 second cooldown] - Despite its slow start up, Kumagawa is a very solid assist for Korosensei when paired with his movement and trickery. When called at a far distance, Kumagawa's screw will lock out an opponent's stamina for roughly 15 seconds. This allows Korosensei to harass in any manner he wishes. When called at a close distance, Kumagawa's screws lock the opponent in a set spot for a few seconds making it a solid combo extending and combo breaking tool.

 

Combos

Guard Break (g.H) > ミサイルです(S)

L·L·H > ミサイルです(S)*

H·H·H > ついてこれますか?(f.S)*

H·H·L L·L·L*

H·H·L H·H·L*

L·L H·H·L*

L·L > ネバネバしてみますた (g.S)*

L·L > Victory Burst > Ultimate*

 

*All of these combos can be done off of a dash attack and/or jumping Heavy Attack

 

Also the three main characters in Luffy's J Adventure are Luffy, Ace and Seiya.

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