Dengeki Bunko: Fighting Climax/DFCI/Tomoka Minato: Difference between revisions
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|description= | |description= Throws a basketball towards a hoop. The distance she throws depends on the button pressed, with A being the closest. The ball is a projectile as it flies toward the hoop and there is a small burst of energy when it makes it. This attack is good if you know where the opponent is going to land, or what path they're going to jump, as it can allow Tomoka to close distance. On wakeup, this move is very strong and can ensure that the opponent will stay in place in fear of getting hit. | ||
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|description= | |description=*If her opponent is close when the move is activated, they will become the ball and Tomoka will throw them | ||
The EX version is always used for turning the opponent into a ball. The reasons being are in the air, if you have 3 meters, then 236A+B into 214B+C is guaranteed. If your opponent is in the corner, you can get a 236B+C instead of a 214B+C if you want! Just be careful as 236B+C will not connect if you turn them into a basketball in the air midscreen. You can also use it on the ground after a throw or an A+B. If you do the 236A+B on the ground, though, then 236B+C will connect, so if you're going for a kill with max damage, then ground 236A+B into 236B+C is the best way to end your combo. | |||
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|description= | |description=*Passes to Hinata behind opponent. She will dribble back towards Tomoka and then do a reverse shot. Releases pink energy when the shot lands. If Hinata hits the opponent, they will fly up in the air and get hit by the pink energy. | ||
This is a staple in Tomoka combos. It's safe if the opponent blocks hinata, but if they clash with her, Tomoka is unable to move for quite a while. In addition, if they jump over Hinata but before the fireworks come out, it's easy to hit Tomoka. Hinata will also disappear if Tomoka gets hit before the pink energy comes out, but once that's out, even if tomoka gets hit, it remains on the screen for a bit. If the opponent blocks the pink energy and you dash up to 5B them, because of the way that the energy hits them when blocked, they will most likely move to the other side, or a place where you're not expecting them, so you must be careful and prepare for them to fall in a strange position if they block the move. On hit, there is quite a lot of hitstun, as the opponent will bounce off the floor and then back into the air, so you can followup with a nice air combo or a pink burst. | |||
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|description= | |description= Passes back to Saki. Her shot will freeze the hoop and drop it. Extendable. Follow up determines the range. | ||
*4/5A or B: Middle Shot | |||
*6A or B: Long Shot | |||
The ball is also an active hit. If the opponent gets hit by, or blocks the ball in the air before it makes it to saki, the move will not come out. Once it makes it to Saki, it will turn into an ice crystal and fall. The ice crystal does 2 hits and will bounce the opponent off the ground on hit. If you hold the B button when you do the move, Tomoka will charge the ball and Saki will instead drop an ice crystal doing 5 hits instead of just 2 hits. Aside from that, everything else about the move is identical. With the charge, you don't have to manually let go of the button, as Tomoka will automatically pass the ball when she's done charging. This is extremely useful on wakeup following a 214B+C super, or some other way to knock the opponent down. When she has a little less wakeup time, such as the 236B+C super, then the noncharged version will work just fine. | |||
*4/5C: Middle Shot Rebound | |||
*6C: Long Shot Rebound | |||
Tomoka will pass the ball the same way she would if she was passing to Saki, but instead Airi will show up. Two perpendicular rainbows show up and will hit both vertically below where Airi showed up, and horizontally in the air. If the vertical hit gets the opponent, they'll fly into the air and get hit by the horizontal hit and get sent flying back. Because you can send this full screen pretty safely, it's one of Tomoka's best ways to get in vs characters that zone, such as Mikoto or Miyuki. Your biggest worry before used to be Kino, but now that Enju assist is available, and she can instantly go full screen, you have to be more careful. Kino only did a small single gunshot worth of damage from fullscreen but enju leads into a full combo. | |||
Also, if you happen to be close enough or in the right position, you can sometimes catch the opponent after they get hit by the 2nd hit with a j.B and convert into an air combo. It wall bounces as well so you can also catch the opponent with that, too. Similar to the 214B ice drop, you can charge this as well. Instead of just one shot, 4 rainbows will shoot out one at a time. Usually the opponent is forced to sit and block so you can easily dash in during that time. | |||
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|description= | |description=Passes to Maho. Her shot will explode into fireworks. Opponent will bounce off the fireworks, allowing for combos. | ||
*A: Reverse Shot - Like 214A | |||
*B: Long Shot | |||
*C: Rebound | |||
This is a really cool move! It's like having a built in assist! The startup is quite slow, and most of the cast can actually 214B+C you and hit you for free if you try to do this on wakeup, but when you can get this out safely, it's very rewarding. There are multiple fireworks, so you're generally pretty well protected. The scaling is also quite low on them, so if a combo starts with the opponent getting hit by a firework, then there will be a lot of damage, even for a very simple combo. | |||
The best applications for using this are after a 214B+C super when the opponent has less than 2 meters. They can attempt to A+B if you do it too late, but if you do it fast, then you're safe from that as well. Then you can attempt to jump over them, cross them up, punish or whatever. Once the fireworks are out, even if Tomoka gets hit, they stay out. This is good because if you have a good setup for this in the corner, once the opponent bursts, they might blow you off of them for a bit, but then they get hit by fireworks, bounce a few times, which gives you enough time to dash up and combo them. Same goes for most trump card usage, if you have enough life and they're at very little life, even if you get hit, they're still going to get hit by fireworks, and even then you may be able to combo. There are a lot of very cool assist specific setups you can do to get the fireworks out safely. I prefer to use the B version with the ice dropping, but the other versions have their strong points as well. | |||
*AB:EX will turn the opponent into the ball, and then Maho will return the pass to Tomoka, allowing for air combos. | |||
Tomoka passes to Maho, who then passes back to Tomoka. If the ball hits the opponent, they will turn into a ball, and you are free to do an air combo or super to followup. This is useful after an A+B for a free pink burst, or you can combo into 2A+B after it hits for more possible combos or wakeups depending on your assist. This move is quite fast and can catch the opponent off guard, but not usually worth wasting the meter if you're not guaranteed a hit. | |||
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Revision as of 10:10, 25 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
5A Starter
- 5A > 5B > 5C > etc
- Notes about this particular combo
4A+B Starter
- 4A+B > B > j.A > etc
- Notes about this particular combo
Corner
5A Starter
- 5A > 5B > 5C > etc
- Notes about this particular combo
4A+B Starter
- 4A+B > B > j.A > etc
- Notes about this particular combo
Assists
Assist Character 1
- 5A > 5B > 5C > 5D > etc
- Notes about this particular combo
Assist Character 2
- 5A > 5B > 5C > 6D > etc
- Notes about this particular combo
Colors
Color 1 | Color 2 | Color 3 | Color 4 |
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Color 5 | Color 6 | Color 7 | Color 8 |
Color 9 | Color 10 | Color 11 | Color 12 |
Color 13 | Color 14 | ||