Dengeki Bunko: Fighting Climax/DFCI/Tomoka Minato: Difference between revisions
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=Introduction= | =Introduction= | ||
Originally from the light novel ''Ro-Kyu-Bu!'' | Originally from the light novel ''Ro-Kyu-Bu!'' | ||
==Gameplay== | ==Gameplay== | ||
Tomoka is an aggressive character, who utilizes her teammates in order to allow her to get close to the opponent. She has fairly high damage, and generally uses assists to further setup her strong wakeup game. Tomoka likes getting the opponent in the corner where she can have ice and fireworks pressuring the opponent. Her j.C is a very strong air attack both offensively and defensively, and really allows her to keep the pressure, or combo for large amounts of damage. If you like characters that can call a partner to help them, then you'll like playing as Tomoka! Beware of the characters with longer range and assists with long range, though! Tomoka doesn't have any ways to instantly get in or hit the opponent from far (her 214B6C is the closest), so it can feel very grindy and very hard to close in against an opponent that keeps pushing you out, especially due to her lack of an airdash. She also lacks an air attack that gives her extra mobility, giving her possibly the worst air mobility in the game, as every other character that doesn't have an air dash has an attack that can be used to either escape from a certain incoming attack, or to hit an opponent below them. You might find yourself without the ability to do much about a lot of character's anti-air attacks with Tomoka, so be ready to adapt to that playstyle if you want to use this character! However, once you get her offense going, it's very strong and allows her to often loop setup into setup until the opponent blocks correctly or you won the round! | Tomoka is an aggressive character, who utilizes her teammates in order to allow her to get close to the opponent. She has fairly high damage, and generally uses assists to further setup her strong wakeup game. Tomoka likes getting the opponent in the corner where she can have ice and fireworks pressuring the opponent. Her j.C is a very strong air attack both offensively and defensively, and really allows her to keep the pressure, or combo for large amounts of damage. If you like characters that can call a partner to help them, then you'll like playing as Tomoka! Beware of the characters with longer range and assists with long range, though! Tomoka doesn't have any ways to instantly get in or hit the opponent from far (her 214B6C is the closest), so it can feel very grindy and very hard to close in against an opponent that keeps pushing you out, especially due to her lack of an airdash. She also lacks an air attack that gives her extra mobility, giving her possibly the worst air mobility in the game, as every other character that doesn't have an air dash has an attack that can be used to either escape from a certain incoming attack, or to hit an opponent below them. You might find yourself without the ability to do much about a lot of character's anti-air attacks with Tomoka, so be ready to adapt to that playstyle if you want to use this character! However, once you get her offense going, it's very strong and allows her to often loop setup into setup until the opponent blocks correctly or you won the round! | ||
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== | ==Universal Mechanics== | ||
{{DFC-Move | |||
|name=Throw<br/>6C or 4C | |||
|input= | |||
|image= | |||
|caption= | |||
|data= | |||
{{DFC-Data | |||
|damage=x | |||
|cancel=x | |||
|guard=x | |||
|startup=x | |||
|active=x | |||
|recovery=x | |||
|frameAdv=-x | |||
|hitbox= | |||
|description=Fluff | |||
}} | |||
}} | |||
{{DFC-Move | {{DFC-Move | ||
|image= | |name=Impact Skill<br/>Steal<br/>「スティール」 | ||
|input=5A+B | |||
|image= | |||
|caption= | |caption= | ||
|data= | |data= | ||
{{DFC-Data | {{DFC-Data | ||
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|frameAdv=-x | |frameAdv=-x | ||
|hitbox= | |hitbox= | ||
|description= | |description=Fluff | ||
}} | }} | ||
}} | }} | ||
{{DFC-Move | {{DFC-Move | ||
|image= | |name=Impact Skill<br/>Anti-Air<br/>「日舞演目・『対空』」 | ||
|input=2A+B | |||
|image= | |||
|caption= | |caption= | ||
|data= | |data= | ||
{{DFC-Data | {{DFC-Data | ||
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|frameAdv=-x | |frameAdv=-x | ||
|hitbox= | |hitbox= | ||
|description= | |description=Fluff | ||
}} | }} | ||
}} | }} | ||
{{DFC-Move | {{DFC-Move | ||
|image= | |name=Impact Break<br/>4A+B | ||
|input= | |||
|image= | |||
|caption= | |caption= | ||
|data= | |data= | ||
{{DFC-Data | {{DFC-Data | ||
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|frameAdv=-x | |frameAdv=-x | ||
|hitbox= | |hitbox= | ||
|description= | |description=Fluff | ||
}} | }} | ||
}} | }} | ||
{{DFC-Move | {{DFC-Move | ||
|image= | |name=Trump Card<br/>Uhhh……N-noooo!<br/>「ふえ……だ、だめえええ~っ!」 | ||
|input=5A+C | |||
|image= | |||
|caption= | |caption= | ||
|data= | |data= | ||
{{DFC-Data | {{DFC-Data | ||
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|frameAdv=-x | |frameAdv=-x | ||
|hitbox= | |hitbox= | ||
|description= | |description=Fluff | ||
}} | }} | ||
}} | }} |
Revision as of 01:52, 22 August 2014
Introduction
Originally from the light novel Ro-Kyu-Bu!
Gameplay
Tomoka is an aggressive character, who utilizes her teammates in order to allow her to get close to the opponent. She has fairly high damage, and generally uses assists to further setup her strong wakeup game. Tomoka likes getting the opponent in the corner where she can have ice and fireworks pressuring the opponent. Her j.C is a very strong air attack both offensively and defensively, and really allows her to keep the pressure, or combo for large amounts of damage. If you like characters that can call a partner to help them, then you'll like playing as Tomoka! Beware of the characters with longer range and assists with long range, though! Tomoka doesn't have any ways to instantly get in or hit the opponent from far (her 214B6C is the closest), so it can feel very grindy and very hard to close in against an opponent that keeps pushing you out, especially due to her lack of an airdash. She also lacks an air attack that gives her extra mobility, giving her possibly the worst air mobility in the game, as every other character that doesn't have an air dash has an attack that can be used to either escape from a certain incoming attack, or to hit an opponent below them. You might find yourself without the ability to do much about a lot of character's anti-air attacks with Tomoka, so be ready to adapt to that playstyle if you want to use this character! However, once you get her offense going, it's very strong and allows her to often loop setup into setup until the opponent blocks correctly or you won the round!
Pros
- Strong Wakeups
- Built in Assists
- Solid Pokes
- High Damage
Cons
- Short range on normals
- No airdash
- Poor anti-air normals
Recommended Assists
Kino - By far the most used by Tomoka players. Kino gives you a full screen quick option outside of 214B6C, and not only that, because Kino's air shot hits the opponent up for a hard knockdown, it's easy to combo into that and setup a charged falling ice! When you use your trump card, Kino is made much stronger not only by the ability to instantly shoot the opponent even if you're in the air, but also because she will not cost anything when you want to cancel into her air shot mid combo. Since Tomoka benefits from using her meter to setup over and over, this could give you a huge advantage, both in damage and in meter!
Koko - Koko's neutral assist hits the opponent up, allowing you to combo into 214A after an A+B. It also steals some of the opponent's meter, giving you not only damage, but slight meter advantage as well. Her secondary walk up can also be very useful for pressure. If the opponent is forced to block all 5 hits, then you can easily mix them up with a 2A or an overhead, and from that you can easily do a 214A into a full combo or a pink burst. There are times when you hit air to air, but don't have enough meter to combo into super, so after letting the combo go after a j.C, you can call Koko and the opponent now has to worry about her while they're on their way down. In the corner, after doing an A+B A+B wall bounce, you can call Koko for free (since you're already recovered) and have plenty of time to set up a 214C, giving you a mixup attempt on the opponent, which would lead into a full combo if you can open up the opponent. All the while, this is stealing meter from them.
Enju - Enju acts functionally similar to Koko, she has a kick that hits the opponent up after A+B or the A+B A+B wall bounce, but it also hits grounded opponents too, unlike koko which just hits opponent's in the air, which is especially strong defensively post-trump card, where you can activate assists in blockstun. Her neutral D will hit the opponent anywhere on screen and allows you to combo as well, like Kino but stronger. If you charge up Enju, then any hit will cause her to hit the opponent instantly (or take out their assist if it's called, whichever comes first, which is also really strong), allowing for a lot of combo possibilities!
Move List
Normal Moves
5A |
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2A |
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5B |
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2B |
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5C |
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2C |
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j.A |
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j.B |
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j.C |
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Special Moves
One Handed Jump Shot 「ワンハンドジャンプシュート」 236X |
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One Handed Jump Shot (Air Version) 「ワンハンドジャンプシュート」 j.236X |
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Innocent Charm 「無垢なる魔性-イノセントチャーム-」 214A |
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Ice Age 「氷の絶対女王制-アイスエイジ-」 214B |
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Fireworks 「打ち上げ花火-ファイヤーワークス-」 214C |
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Universal Mechanics
Throw 6C or 4C |
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Impact Skill Steal 「スティール」 5A+B |
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Impact Skill Anti-Air 「日舞演目・『対空』」 2A+B |
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Impact Break 4A+B |
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Trump Card Uhhh……N-noooo! 「ふえ……だ、だめえええ~っ!」 5A+C |
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Climax Arts
Shiny Gift 「雨上がりに咲く花 -シャイニー・ギフト-」 41236B+C |
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RO-KYU-BU! 「RO-KYU-BU!」 63214B+C |
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Combos
Midscreen Starter
fluff
Corner Starter
fluff
Colors
Color 1 | Color 2 | Color 3 | Color 4 |
---|---|---|---|
Color 5 | Color 6 | Color 7 | Color 8 |
Color 9 | Color 10 | Color 11 | Color 12 |
Color 13 | Color 14 | ||