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* CriticalHitClass: "Cleaning Maid" increases Aqua's crit damage to all enemies within her Pick Up Range. Combined with her high base crit chance and various crit-boosting items, Aqua is capable of churning out some very impressive damage numbers from her crits.



* MechanicallyUnusualFighter: Unlike the other projectile-based characters, Aqua's mops are affected by gravity and will arc downwards towards the bottom edge of the screen when thrown. This makes upward shots more difficult to pull off without actually taking their trajectory into account due to their sharper downward travel.

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* LongRangeFighter: Her "Sololive" skill provides Aqua with a hefty damage boost as long as enemies stay a certain distance away for her, making ranged weapons and items that excel at playing keep-away a must for her. This also means she's one of the few characters who gets good mileage out of the often situational Devil Hat item.
* MechanicallyUnusualFighter: Unlike the other projectile-based characters, Similar to Okayu's starting weapon, Aqua's mops are affected by gravity and will arc downwards towards the bottom edge of the screen when thrown. This makes upward shots more difficult to pull off without actually taking their trajectory into account due to their sharper downward travel.travel.
** Aqua's "Cleaning Maid" skill is the first to scale in effectiveness with Pick Up Range, making items like Limiter and Knightly Milk a key part of optimizing her damage output instead of just being BoringButPractical buffs to the aforementioned stat.


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* PowerAtAPrice: Aqua's [[CuteClumsyGirl "Klutz"]] skill increases the number of projectiles of multi-shot weapons in exchange for a small chance for said projectiles to do reduced damage.
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* CatSmile: Naturally, since she IS a cat.
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* FragileSpeedster: Much like Kronii, while she is not necessarily more fragile than other characters, her skills are based on not taking damage, so any collision with an enemy can represent a massive tempo loss that can easily snowball a situation into an irrecoverable disaster. In fact, she is arguably even more fragile than Kronii: she has '''two''' skills that break upon taking damage to Kronii's one, she also has no built-in self-healing, contrarily to Kronii, and her Special is nowhere near as good a panic button as Kronii's full screen freeze is. She does, however, compensate for these disadvantages with what amounts to a built-in SmartBomb every 5 seconds and an extremely powerful main weapon that can tear through hordes when Awakened, compared to Kronii's very short-ranged Clock Hands that leave her very vulnerable to retaliation.
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* SpamAttack: She is the only holomem with a way to reduce the cooldown of her special skill built into her native skillset. Combine this with an Idol Outfit and a Piki Piki Piman, and she can MUDA MUDA MUDA MUDA nearly nonstop.

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* SpamAttack: She is the only holomem with a way to reduce the cooldown of her special skill built into her native skillset. Combine this with an Idol Outfit and a Piki Piki Piman, and she can MUDA MUDA MUDA MUDA nearly nonstop.



* GlassCannon: Reine can dish out powerful critical hits at incredible speed, but she has no defensive skills to help her stay alive, so she appreciates picking up a defensive item.

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* GlassCannon: Reine can dish out powerful critical hits at incredible speed, but despite being tied for the second highest starting HP in the game, she has no defensive skills to help her stay alive, so she appreciates picking up a defensive item.



A secret agent who may or may not be a cat. She puts her marksmanship to use with her silenced pistol.

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A An enigmatic yet somewhat clumsy secret agent who may or may not be a cat. She puts her marksmanship to use with her silenced pistol.

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Tweaked a lot of Mumei's folder to better reflect the update.


* CompanionCube: She's able to summon "Friend", a floating paper bag that flies around and occasionally uses one of Mumei's current weapons at random. It can also grab pickups.
* FeatherFlechettes: Her default weapon is this.
* GatheringSteam: Mumei's History skill gives her a stacking damage buff for every fifty enemies she has defeated, making her gradually more powerful as the match goes on. Problem is, there is simply not enough enemies in Stage Mode to fully level History before Smol Ame appears, so the only way to witness its full potential is to play the game in Endless, as at level 3, one would need to defeat at least ''10,000'' enemies to fully stack this skill. And that was after an update which slashed the kill requirements in half, as the original version of History gave a 1% buff per ''100'' enemies defeated. [[note]]Prior to the 0.4 update, [[https://www.youtube.com/watch?v=SRyPvPLVNYs the buff was every 25 enemies, not every 50, and the cap didn't work as intended, meaning you only need one level to get the most out of it; the only reason to bother upgrading it past the first level was to get the game to stop offering it to you at level-ups.]][[/note]]

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* BalanceBuff: 0.6 tweaked Mumei's kit
** Mumei's special, "True Horror", was a closer equivalent to the pentagram from ''VS'', erasing all non-boss targets on screen while having the chance-based consequence of [[DisadvantageousDisintegration erasing all pickups and anvils on-screen along with the enemies.]] The 0.6 update removed the downside of deleting pickups, and adds in a temporary Haste buff to Mumei based on how many enemies were killed by the special.
** History's effect of giving a stacking has since been merged with the skill Civilization without the kill-count cap, [[{{Nerf}} at the cost of increasing the defeated enemy requirements back to 100.]] With said merge, comes the introduction of the new skill "Bloodthirsty", granting the occasional temporary damage up and 10% heal for every 20 enemies defeated.
* CompanionCube: She's able to summon "Friend", a floating paper bag that flies orbits around and Mumei shooting its own weaker FeatherFlechettes, with an occasionally uses of up to one of Mumei's or two her current weapons at random. random, based on the Skill's level. It can also grab pickups.
pickups, like most other companion-types.
* FeatherFlechettes: Her default weapon is this.
this, flinging multiple brown feathers.
* GatheringSteam: Mumei's History skill Civilization skill, in addition to damage based on the amount of enemies on-screen, gives her a stacking damage buff of 1% for every fifty hundred enemies she has defeated, making her gradually grow more powerful as the match goes on. Problem is, there Since the skill is simply not enough naturally dependent on the number of enemies in Mumei faces, Stage Mode to fully level History mode may only ever grant her so much damage increases (with even Endless only offering so much before Smol Ame appears, so the only way to witness its full potential is to play [[AntiPoopSocking YAGOO Horde]] ends the game in Endless, as at level 3, one would need to defeat at least ''10,000'' enemies to fully stack this skill. And that was after an update run), which slashed makes early-game Halu a useful (if incredibly risky) method of getting the kill requirements in half, as the original version most out of History gave a 1% buff per ''100'' enemies defeated. her skill.[[note]]Prior to 0.6, when this effect was in the skill "History", its gone through many tweaks and forms of effectiveness. Such as a cap that limited the damage increase to 100% at max level, along with different enemy count requirements of 100, to 50 (which was instead 25 prior to the 0.4 update, [[https://www.youtube.com/watch?v=SRyPvPLVNYs the due to an oversight]] that [[GoodBadBugs offered a buff was every 25 enemies, not every 50, and dissonant to the listed 50 enemy requirement, along with the cap didn't work not working as intended, meaning you only need one level to get the most out of it; the only reason to bother upgrading it past the first level was to get the game to stop offering it to you at level-ups.]][[/note]]intended.]])[[/note]]



* PowerAtAPrice: Her True Horror ability instantly obliterates any and all non-boss enemies visible on-screen regardless of health, but at the cost of also having a very high chance of destroying pickups, Holozon boxes, anvils, and XP tokens as well. As a result, it is often [[GodzillaThreshold only used in cases of extreme emergency]], where survival is more important than anything else. 0.6 removes the downside of deleting pickups, and adds in a temporary Haste buff to Mumei based on how many enemies were killed by the special.

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* PowerAtAPrice: Her True Horror ability ability, prior to 0.6, instantly obliterates any and all non-boss enemies visible on-screen regardless of health, but at the cost of also having a very high chance of destroying pickups, Holozon boxes, anvils, and XP tokens as well. As a result, it is was often [[GodzillaThreshold only used in cases of extreme emergency]], where survival is more important than anything else. 0.6 removes the downside of deleting pickups, and adds in a temporary Haste buff to Mumei based on how many enemies were killed by the special.else.



* SmartBomb: "True Horror" destroys all non-boss enemies on-screen, [[DisadvantageousDisintegration but may also erase all pickups and anvils on-screen as well.]]

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* SmartBomb: "True Horror" destroys all non-boss enemies on-screen, [[DisadvantageousDisintegration but may also erase all pickups and anvils on-screen as well.]]turning each individual enemy into a haste buff that lasts for ten seconds.

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Trope was cut/disambiguated due to cleanup


* DropTheHammer: Her main weapon is a titanic hammer as a reference to her smithing skills.


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* WeaponsOfTheirTrade: Her main weapon is a titanic hammer as a reference to her smithing skills.
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* MagikarpPower: The projectiles from her main weapon is quite weak, due to its hit limit early on preventing her from dealing with hordes of enemies. It's not until its sufficiently upgraded can it properly last against hordes, with its Awakened form turning it into a stream of projectiles, which, while doing minimal damage at base, can stack really well with her CriticalHitClass skills, with it getting particularly stronger after some store upgrades such as Growth.

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* MagikarpPower: The projectiles from her main weapon is quite weak, due to its hit limit early on preventing her from dealing with hordes of enemies. It's not until its sufficiently upgraded can it properly last against hordes, with its Awakened form turning it into a stream of projectiles, which, while doing minimal damage at base, can stack really well with her CriticalHitClass skills, with it getting particularly stronger after some store upgrades such as Growth. Said Awakened weapon even works incredibly well with stamps of the "on-hit" variety, with the large stream of projectiles practically guaranteeing the chance-based effect happening to enemies.
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* AchillesHeel: While no character likes dealing with ranged enemies, Anya is one that gets '''really''' screwed over by them. She is heavily reliant on standing still, using Slumber to keep her enemies at bay and her health topped up. Slumber slows enemies down, but does absolutely nothing to projectiles, and getting hit dead-on by a flurry of bullets can easily kill her instantly, even through several Slumber stacks. This invalidates her biggest ace in the hole and forces her to start maneuvering, something she is absolutely terrible at due to her low speed. The more shooting enemies a stage has, the worse Anya will perform.

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* TheBerserker: In stark contrast to most melee characters, who typically want to stay just out of the enemies' reach, Fubuki will fearlessly dive straight into thick hordes, relying on Friendzone to stay alive and Kon Kon to leave nothing standing in her wake.



* MechanicallyUnusualClass: Rather than have a standard LimitBreak ability, her special instead allows her to [[SwapFighter change between Haato and Haachama]], changing the functions of her main weapon and skills, which is aided by the unnaturally short cooldown timer. In addition, to substitute the lack of a standard LimitBreak, one of her skills serve to function as one. This uniquely allows what is effectively her special to level up, increasing its duration and decreasing its cooldown, but it does mean she can't make good use out of effects that reduce special cooldown.

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* MechanicallyUnusualClass: Rather than have a standard LimitBreak ability, her special instead allows her to [[SwapFighter change between Haato and Haachama]], changing the functions of her main weapon and skills, which is aided by the unnaturally short cooldown timer. In addition, to substitute the make up for her lack of a standard LimitBreak, one of her skills serve to function essentially functions as one. her Special instead. This uniquely allows what is effectively her special to level up, increasing its duration and decreasing its cooldown, but it does mean she can't make good use out of effects that reduce special Special cooldown.



* GatheringSteam: Aki needs to keep moving in order to build up her Belly Dance stacks, with standing in place unleashing her built-up stacks as a powerful full-screen blast. This does mean she suffers somewhat from the same problem as pre-0.4 Kiara, although at least her weapon autoaims so it's a little easier to deal with having to constantly dance in place, though it can still get a little painful on the fingers.

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* GatheringSteam: Aki needs to keep moving in order to build up her Belly Dance stacks, with standing in place unleashing her built-up stacks as a powerful full-screen blast. This does mean she suffers somewhat from the same problem as pre-0.4 Kiara, although at Kiara. At least her weapon autoaims so it's a little easier to deal with having to constantly dance in place, though it can still get a little painful on the fingers.



* StandardStatusEffects: The whole focus of her character is piling a bunch of these on nearby enemies with Aromatherapy while damaging them through Mukirose in the process. Her special Shallys also slows down enemies (also triggering Mukirose a bunch of times).
* StatusEffectPoweredAbility: Aki's Aromatherapy and Mukirose skills center around giving her enemies various and random debuffs and dealing damage based on those debuffs- Getting close gives her enemies debuffs, and the more debuffs inflicted on the enemy, the more damage they take.

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* StandardStatusEffects: The whole focus of her character is piling a bunch of these on nearby enemies with Aromatherapy while damaging them through Mukirose in the process. Her special Shallys also slows down enemies (also triggering (triggering Mukirose a bunch of times).
* StatusEffectPoweredAbility: Aki's Aromatherapy and Mukirose skills center around giving her enemies various and random debuffs and dealing damage based on those debuffs- Getting debuffs - getting close gives her enemies debuffs, and the more debuffs inflicted on the enemy, the more damage they take.



* MagikarpPower: She is a little underwhelming in the early game. Her syringe has narrow radius compared to most melee attacks, enemies may not be plentiful enough to consistently keep her Chocotto Cooking active, and for a CriticalHitClass, she has no way of actually boosting her critical threat chance without items. However, because her heals convert into damage output, it's easy to build Choco to have insane resilience without sacrificing any damage output.

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* MagikarpPower: She is a little underwhelming in the early game. Her syringe has narrow radius compared to most melee attacks, enemies may not be plentiful enough to consistently keep her Chocotto Cooking active, and for a CriticalHitClass, she has no way of actually boosting her critical threat chance without items. However, because her heals convert into damage output, it's easy to build Choco to have insane resilience without sacrificing any damage output.raw power.



* CrutchCharacter: She has multiple skills that inflict damage in a wide area, which is extremely powerful at the start of the game and will utterly erase hordes of early enemies from existence. However, these skills heavily fall off in the lategame, as they simply cannot compete with powerful collabs, and Shion's only ability to boost her attack power is weak and conditional. This means she is heavily reliant on items to keep her damage output up to snuff. It doesn't help that her special is extremely strong early on, but the fact that it pauses all of Shion's weapons for several seconds '''will''' result in an overall loss of damage in the late game, making it only useful as a repositioning tool.

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* CrutchCharacter: She has multiple skills that inflict damage in a wide area, which is extremely powerful at the start of the game and will utterly erase hordes of early enemies from existence. However, these skills heavily fall off in the lategame, as they simply cannot compete with powerful collabs, and Shion's only ability to boost her attack power is weak and conditional. This means she is heavily reliant on items to keep her damage output up to snuff. It doesn't help that her special is extremely strong early on, but the fact that it pauses all of Shion's weapons for several seconds '''will''' result in an overall loss of damage in the late game, making it only useful as a repositioning tool. All that being said, the nerfing of collabs and the introduction of Beetle in 0.6 gives Shion's skills a better chance to shine in the lategame.



* AchillesHeel: She really doesn't like dealing with shooting enemies while the Undead health debuff is active. The massive attack boost [[GlassCannon will usually shred most melee enemies before they can get close enough to deplete her lowered HP]], but ranged enemies don't need to worry about that and can shred her like tissue paper with just one or two attacks if she doesn't dodge their projectiles perfectly.

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* AchillesHeel: She really doesn't like dealing with shooting enemies while the Undead health debuff is active. The massive attack boost [[GlassCannon will usually shred most melee enemies before they can get close enough to deplete her lowered HP]], but ranged enemies don't need to worry about that and can shred tear her apart like tissue paper with just one or two attacks if she doesn't dodge their projectiles perfectly.
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* RecurringBoss: This is the third instance of fighting Smol Ame - who happens to use the same exact ground pound attack pattern in the Grassy Plains. This time however, you also have to focus on fighting ''four'' other large targets ganging up on you.

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* RecurringBoss: This is the third instance of fighting Smol Ame - who happens to use the same exact ground pound attack pattern in the Grassy Plains. This time however, not only does her ground pounds cause debris to fall on you now, you also have to focus on fighting ''four'' other large targets ganging up on you.you with varying attacks for you to avoid.

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* AchillesHeel: She really doesn't like dealing with shooting enemies while the Undead health debuff is active. The massive attack boost [[GlassCannon will usually shred most melee enemies before they can get close enough to deplete her lowered HP]], but ranged enemies don't need to worry about that and can shred her like tissue paper with just one or two attacks if she doesn't dodge their projectiles perfectly.



* LastChanceHitPoint: With Ollie's "Undead" skill, she becomes immortal for 10 seconds after her HP is reduced to zero. The downside is this halves her max HP for 60 seconds, an effect that stacks multiplicatively, and the skill also has a 10-second cooldown after the immortality period ends. If Ollie dies during the cooldown, then it's game over.

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* LastChanceHitPoint: HealingShiv: Ollie's merch bags normally damage her before restoring the lost health. If Ollie is already at 1 or zero health (as a result of Undead activating), the bags cannot damage her further, while the health recovery still occurs. This means that diving into a big stack of unused merch bags right after triggering Undead can be a good strategy to get Ollie's health back if she has no other health recovery items.
* LastChanceHitPoint:
**
With Ollie's "Undead" skill, she becomes immortal for 10 seconds after her HP is reduced to zero. The downside is this halves her max HP for 60 seconds, an effect that stacks multiplicatively, and the skill also has a 10-second cooldown after the immortality period ends. If Ollie dies during the cooldown, then it's game over.
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* ExtremeOmnivore: If the right conditions are met, Okayu can eat any kind of non-boss enemy, ranging from large shrimps, to walking skeletons, living fireballs, batteries on legs, and even YAGOOs.

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* ExtremeOmnivore: If the right conditions are met, Okayu can eat any kind of non-boss enemy, ranging from large shrimps, to walking skeletons, living fireballs, batteries on legs, and even YAGOOs.[=YAGOOs=].



* GatheringSteam: A more immediate example than most characters. With Korone Brainwashing, defeated enemies have a chance to drop Yubi that can be collected to give her a Haste buff for several seconds, which can stack up to 30 times. Her offense is superb when she has maximum Yubi and the skill is maxed out, but it will drain quickly if marked enemies aren't being defeated quickly enough.

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* GatheringSteam: A more immediate example than most characters. With Korone Brainwashing, defeated enemies have a chance to drop Yubi that which can be collected to give her a Haste buff for several seconds, which can stack up to 30 times. Her offense is superb when she has maximum Yubi and the skill is maxed out, but it will drain quickly if marked enemies aren't being defeated quickly enough.



** Her main weapon is underwhelming if it hits foes unoptimally -- either at close range or just out of range -- requiring the weapon to hit foes at the right sweetspot to get most out of its multi-hits.

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** Her main weapon is underwhelming if it hits foes unoptimally -- either at close range or just out of range -- requiring the weapon to hit foes at the right sweetspot to get the most out of its multi-hits.



* SquishyWizard: Kobo has low base HP and poor starting critical rate, and an average weapon that only shines when awakened. She does however, boast one of the most powerful Specials in the game, a full screen attack that massively slows down all enemies, rapidly damages them, and speeds up Kobo and heals her.

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* SquishyWizard: Kobo has low base HP and poor starting critical rate, and an average weapon that only shines when awakened. She does does, however, boast one of the most powerful Specials in the game, a full screen attack that massively slows down all enemies, rapidly damages them, and speeds up Kobo and heals her.



* YouWillNotEvadeMe: Her GroundPound attack is her gapcloser, and will be aimed at the direction of your character as she comes down.

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* YouWillNotEvadeMe: Her GroundPound attack is her gapcloser, gap closer, and will be aimed at the direction of your character as she comes down.

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Defunct/misuse (was IUEO)


* ExtremeOmnivore: If the right conditions are met, Okayu can eat any kind of non-boss enemy, ranging from large shrimps, to walking skeletons, living fireballs, batteries on legs, [[TheLastOfTheseIsNotLikeTheOthers and even YAGOOs]].

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* ExtremeOmnivore: If the right conditions are met, Okayu can eat any kind of non-boss enemy, ranging from large shrimps, to walking skeletons, living fireballs, batteries on legs, [[TheLastOfTheseIsNotLikeTheOthers and even YAGOOs]].YAGOOs.
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A motherly black-haired wolf girl who uses her deck of tarot cards to fight.

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A black wolf with a gentle, motherly black-haired wolf girl who uses her demeanor and a deck full of tarot cards to fight.that she wields in a fight, though rumors say she's also a Stand user...
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* InterfaceScrew: Enemies converted into friendly Takodachi with The Ancient One look almost exactly like their hostile counterparts. While their translucent sprites can help differentiate them from enemies, these also add to the confusion when there are so many enemies around Ina to even tell which unit is which. On a more technical level, the small army of friendly Takos trailing Ina can cause significant performance issues on weaker rigs, especially when there are also waves of hostile units nearby. This is mitigated in the 0.5 update where the friendly Takodachi can merge together to become increasingly large to stand out among the crowd.

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* InterfaceScrew: Enemies converted into friendly Takodachi with The Ancient One look almost exactly like their hostile counterparts. While their translucent sprites can help differentiate them from enemies, these also add to the confusion when there are so many enemies around Ina to even tell which unit is which.which[[note]]Stage 1 (Hard) and Stage 3 Hard in particular feature Takodachis as enemies[[/note]]. On a more technical level, the small army of friendly Takos trailing Ina can cause significant performance issues on weaker rigs, especially when there are also waves of hostile units nearby. This is mitigated in the 0.5 update where the friendly Takodachi can merge together to become increasingly large to stand out among the crowd.
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The punch-loving Lady of the Peafowl, willing to use her wind-imbued feathers as weapons.

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The punch-loving Lady of the Peafowl, willing to use her wind-imbued feathers and her mighty fists as weapons.

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