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**[[https://www.youtube.com/watch?v=ueXikEwQ-yw Be a Shooting Star]] is straight from Time To Come
**[[https://www.youtube.com/watch?v=sgSCemyBQW0 Chinese Girl, Stand Guard!]] = No One Can Oppose Me
**[[https://www.youtube.com/watch?v=yxct-9kUKAg UDON- ZAM]] is 00's Fight's(Trans-Am Mode)theme
**[[https://www.youtube.com/watch?v=Nq2i6JgnqkQ The Romantic Flavor of Westernization]] is similiar to Seikan Hikou
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** Akyuu in ''Complete Box'' can hit this moreso than any other character, even including Yuuka. This all comes down to her Miare innate skill, which boosts her stats and damage dealt relative to the Encyclopedia's completion. With high completion on the Encyclopedia, she can deal obscene amounts of damage from Chapter 50 on Reimu's route, where she first becomes available, even outdamaging some of the heaviest hitters in the party with just her Brush attack (It's her only attack, but with the Brush+ Personal Skill, it becomes a 1-7 range post movement attack, and it only costs 5 MP so she basically never has to worry about running out- and that massive damage can also make Akyuu usable as a backline unit). Even better, since Miare boosts all of her stats, it also makes Akyuu deceptively difficult for enemies to take down, as this includes her Defense and Evasion stats, which more than makes up for Akyuu's extremely low HP, her one weak point. This is understandable, however, given that standalone Akyuu is a SecretCharacter. However, her overwhelming strength ''more than makes up'' for her no longer being able to be a sub-pilot for the Palanquin Ship. This is made even more poignant by the fact that Akyuu is a 1.0 cost unit (For reference, there's only one other 1.0 cost unit the player has access to and that's Utsuho's [[JokeCharacter Cooldown]] form), making her strength ''extremely disproportionate to her cost.'' And if you really want to completely annihilate the concept of difficulty itself, raise Akyuu to Waifu Level 10, with all of the extra perks mentioned above, and you might actually have a character able to ''solo clear entire maps, even in Yume''.

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** Akyuu in ''Complete Box'' can hit this moreso than any other character, even including Yuuka. This all comes down to her Miare innate skill, which boosts her stats and damage dealt relative to the Encyclopedia's completion. With high completion on the Encyclopedia, she can deal obscene amounts of damage from Chapter 50 on Reimu's route, where she first becomes available, even outdamaging some of the heaviest hitters in the party with just her Brush attack (It's her only attack, but with the Brush+ Personal Skill, it becomes a 1-7 range post movement attack, and it only costs 5 MP so she basically never has to worry about running out- and that massive damage can also make Akyuu usable as a backline unit). Even better, since Miare boosts all of her stats, it also makes Akyuu deceptively difficult for enemies to take down, as this includes her Defense and Evasion stats, which more than makes up for Akyuu's extremely low HP, her one weak point. This is understandable, however, given that standalone Akyuu is a SecretCharacter. However, her overwhelming strength ''more than makes up'' for her no longer being able to be a sub-pilot for the Palanquin Ship. This is made even more poignant by the fact that Akyuu is a 1.0 cost unit (For reference, there's only one other 1.0 cost unit the player has access to and that's Utsuho's [[JokeCharacter Cooldown]] form), making her strength ''extremely disproportionate to her cost.'' And if you really want to completely annihilate the concept of difficulty itself, raise Akyuu to Waifu Level 10, with all of the extra perks mentioned above, and you might actually have a character able to ''solo clear entire maps, even in Yume''. It's rather telling that she is the one character you are not allowed to pick for your starting lineup in Dream Mode.
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** Suwako got a massive buff in ''Complete Box'' that pushes her to absurd levels. Her Earth God personal skill originally only doubles terrain bonuses, but now it also doubles the effectiveness of terrain adaptation if is S rank or higher. She comes with an S rank in land and water and can equip an item that grants her S rank in sky and/or night. She also has the Adapt spirit to raise her terrain rank even higher, which also stacks with the raised terrain rank in a night stage when equipped with a Firefly Gem or Flower of Fantasy. With all of these traits combined, she is capable of having SS rank or even SSS rank in a terrain, making her extremely strong and evasive, and grants her solid bulk with 50% damage reduction despite her being a Real. As if that wasn’t enough, Suwako is also capable of reducing an enemy's Armor by using Mishaguji to make everyone deal more damage afterwards. Alternatively, she can instead use her Native Faith's Pinnacle to grant Adapt to everyone, and if her Power is 120 or higher, Triumph to frontline units, which allows for huge burst damage.

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** Suwako got a massive buff in ''Complete Box'' that pushes her to absurd levels. Her Earth God personal skill originally only doubles terrain bonuses, but now it also doubles the effectiveness of terrain adaptation if is S rank or higher. She comes with an S rank in land and water and can equip an item that grants her S rank in sky and/or night. She also has the Adapt spirit to raise her terrain rank even higher, which also stacks with the raised terrain rank in a night stage when equipped with a Firefly Gem or Flower of Fantasy. With all of these traits combined, she is capable of having SS rank or even SSS rank in a terrain, making her extremely strong and evasive, and grants her solid bulk with 50% damage reduction despite her being a Real. As if that wasn’t wasn't enough, Suwako is also capable of reducing an enemy's Armor by using Mishaguji to make everyone deal more damage afterwards. Alternatively, she can instead use her Native Faith's Pinnacle to grant Adapt to everyone, and if her Power is 120 or higher, Triumph to frontline units, which allows for huge burst damage.

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** Suwako got a massive buff in ''Complete Box'' that pushes her to absurd levels. Her Earth God personal skill originally only doubles terrain bonuses, but now it also doubles the effectiveness of terrain adaptation if is S rank or higher. She comes with an S rank in land and water and can equip an item that grants her S rank in sky and/or night. She also has the Adapt spirit to raise her terrain rank even higher, which also stacks with the raised terrain rank in a night stage when equipped with a Firefly Gem or Flower of Fantasy. With all of these traits combined, she is capable of having SS rank or even SSS rank in a terrain, making her extremely strong and evasive, and grants her solid bulk with 50% damage reduction despite her being a Real. As if that wasn’t enough, Suwako is also capable of reducing an enemy's Armor by using Mishaguji to make everyone deal more damage afterwards. Alternatively, she can instead use her Native Faith's Pinnacle to grant Adapt to everyone, and if her Power is 120 or higher, Triumph to frontline units, which allows for huge burst damage.



** Despite being a main character in ''Kou'' and the first half of ''You'', Nitori is a viable contender for the worst unit in all four games. She's a tanking unit with Guard, Support Attack, and Support Defense, but without the raw defensive stats to make using Guard viable. Her Extending Arm ability is made to let her act as a healer using items, but items in ''Kou'' are scarce and once-per-campaign, while from ''You'' onward actual healers like Lily White are readily available. She gains an Afterimage ability in the form of Optical Camouflage, but it costs her MP to use it, the ''only'' Afterimage ability that costs MP out of all the units that have one. Her new finisher in ''Yume'' has only 1 ammunition and runs off her weak Melee stat. Enough investment of funds, kills, and WP can make Nitori usable for those who like her, but her weaknesses are plentiful and her strengths few. ''Complete Box'' helps Nitori out a bit, mainly by giving her a littany of useful starting skills (notably an extra level in Support Attack and Support Defend, as well as starting with P-Damaged, which she wanted anyway), gives her a third item slot innately, and lastly, makes her an actual healer with the Heal Command- though even then, she's still on the lower end of the playable characters.
** Komachi has an unfortunate case of being a Super with bad Defense and even worse Armor than Nitori. Her low Melee stat means that she is heavily reliant on Triumph to do some actual damage, leaving her unable to make the most of some of her personal skills like Way of Avici or Spirit-Deatching Scythe. Her Slacker personal skill, while appealing at first, starts getting irrelevant when enemies start to hit OHKO range, like against Utsuho, Yumeko, or the bosses in the Nightmare arc. Her only strong point is her range, and by the time that becomes important, you have much better snipers.

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** Despite being a main character in ''Kou'' and the first half of ''You'', Nitori is a viable contender for the worst unit in all four games. She's a tanking unit with Guard, Support Attack, and Support Defense, but without the raw defensive stats to make using Guard viable. Her Extending Arm ability is made to let her act as a healer using items, but items in ''Kou'' are scarce and once-per-campaign, while from ''You'' onward actual healers like Lily White are readily available. She gains an Afterimage ability in the form of Optical Camouflage, but it costs her MP to use it, the ''only'' Afterimage ability that costs MP out of all the units that have one. Her new finisher in ''Yume'' has only 1 ammunition and runs off her weak Melee stat. Enough investment of funds, kills, and WP can make Nitori usable for those who like her, but her weaknesses are plentiful and her strengths few. ''Complete Box'' helps Nitori out a bit, mainly by giving her a littany of useful starting skills (notably an extra level in Support Attack and Support Defend, as well as starting with P-Damaged, which she wanted anyway), gives her a third item slot innately, and lastly, makes her an actual healer with the Heal Command- though even then, she's still on the lower end of the playable characters.
characters. She gets more value on Hard and Lunatic due to her Mechanic of Gensokyo personal skill, which increases item effectiveness by 50%, which combos well with Yuyuko's Sense of Elegance personal skill and SP restoring items, allowing the entire party to get a lot of power immediately from repeated Rally usage.
** Komachi has an unfortunate case of being a Super with bad Defense and even worse Armor than Nitori. Her low Melee stat means that she is heavily reliant on Triumph to do some actual damage, leaving her unable to make the most of some of her personal skills like Way of Avici or Spirit-Deatching Spirit-Detaching Scythe. Her Slacker personal skill, while appealing at first, starts getting irrelevant when enemies start to hit OHKO range, like against Utsuho, Yumeko, or the bosses in the Nightmare arc. Her only strong point is her range, and by the time that becomes important, you have much better snipers.


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** Eiki has a gimmick from her Judge of Paradise personal skill in that she changes the accuracy of herself or her enemy to 100% if it was 50% or above, or 0% otherwise. The problem is that this can be ignored by spirits, which are used by bosses on Hard and Lunatic. She also lacks considerable firepower especially for her cost, making her hard to justify deploying.
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Bonus Boss is a disambiguation


** Chapter 10 of ''Kou'' is a modestly tough stage even if the player doesn't go for the WP Bonus, as it involves fighting Sakuya. If the player ''does'' go for the WP Bonus, it means fighting [[BonusBoss Yuuka]], who's difficult to even make ''retreat'' once antagonized. Actually defeating her for the enormous rewards she hands out requires playing the entire game up to that point with defeating her in mind, feeding Alice and Marisa nearly all of the kills and Marisa all of the WP so that a Danmaku Power LV3-enhanced Master Spark, supported by Shanghai Doll, can do just barely enough damage to take Yuuka down. While there are other arrangements that can defeat Yuuka if both the regular and support attack are critical hits, it's legitimately faster to just redo the whole game up to that point than to try and farm the RNG for double critical hits.

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** Chapter 10 of ''Kou'' is a modestly tough stage even if the player doesn't go for the WP Bonus, as it involves fighting Sakuya. If the player ''does'' go for the WP Bonus, it means fighting [[BonusBoss Yuuka]], Yuuka, who's difficult to even make ''retreat'' once antagonized. Actually defeating her for the enormous rewards she hands out requires playing the entire game up to that point with defeating her in mind, feeding Alice and Marisa nearly all of the kills and Marisa all of the WP so that a Danmaku Power LV3-enhanced Master Spark, supported by Shanghai Doll, can do just barely enough damage to take Yuuka down. While there are other arrangements that can defeat Yuuka if both the regular and support attack are critical hits, it's legitimately faster to just redo the whole game up to that point than to try and farm the RNG for double critical hits.

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** Byakuren takes some time to get going, needing to enter her Super Saiyan form to gain her full stats and skills. Her finisher in that form also knocks her out of it and costs her twenty Power, although she can change back into it on her next turn. She's entirely worth the effort, though, as her Buddhist skill combined with her morale capbreaking personal skill allows her to hit tremendously hard and become nearly invincible at full strength.

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** Byakuren takes some time to get going, needing to enter her Super Saiyan Superhuman form to gain her full stats and skills. Her finisher in that form also knocks her out of it and costs her twenty Power, although she can change back into it on her next turn. She's entirely worth the effort, though, as her Buddhist skill combined with her morale capbreaking personal skill allows her to hit tremendously hard and become nearly invincible at full strength.



* LowTierLetdown:
** Despite being a main character in ''Kou'' and the first half of ''You'', Nitori is a viable contender for the worst unit in all four games. She's a tanking unit with Guard, Support Attack, and Support Defense, but without the raw defensive stats to make using Guard viable. Her Extending Arm ability is made to let her act as a healer using items, but items in ''Kou'' are scarce and once-per-campaign, while from ''You'' onward actual healers like Lily White are readily available. She gains an Afterimage ability in the form of Optical Camouflage, but it costs her MP to use it, the ''only'' Afterimage ability that costs MP out of all the units that have one. Her new finisher in ''Yume'' has only 1 ammunition and runs off her weak Melee stat. Enough investment of funds, kills, and WP can make Nitori usable for those who like her, but her weaknesses are plentiful and her strengths few. ''Complete Box'' helps Nitori out a bit, mainly by giving her a littany of useful starting skills (notably an extra level in Support Attack and Support Defend, as well as starting with P-Damaged, which she wanted anyway), gives her a third item slot innately, and lastly, makes her an actual healer with the Heal Command- though even then, she's still on the lower end of the playable characters.
** Komachi has an unfortunate case of being a Super with bad Defense and even worse Armor than Nitori. Her low Melee stat means that she is heavily reliant on Triumph to do some actual damage, leaving her unable to make the most of some of her personal skills like Way of Avici or Spirit-Deatching Scythe. Her Slacker personal skill, while appealing at first, starts getting irrelevant when enemies start to hit OHKO range, like against Utsuho, Yumeko, or the bosses in the Nightmare arc. Her only strong point is her range, and by the time that becomes important, you have much better snipers.
** Tewi's main role is to increase the amount of points gained by allies. The problem is that she joins in the late game of ''Ei'', where points are less of a concern. She has very bad offense and defense and doesn't provide the support to be worthwhile in the long run.



* TierInducedScrappy:
** Despite being a main character in ''Kou'' and the first half of ''You'', Nitori is a viable contender for the worst unit in all four games. She's a tanking unit with Guard, Support Attack, and Support Defense, but without the raw defensive stats to make using Guard viable. Her Extending Arm ability is made to let her act as a healer using items, but items in ''Kou'' are scarce and once-per-campaign, while from ''You'' onward actual healers like Lily White are readily available. She gains an Afterimage ability in the form of Optical Camouflage, but it costs her MP to use it, the ''only'' Afterimage ability that costs MP out of all the units that have one. Her new finisher in ''Yume'' has only 1 ammunition and runs off her weak Melee stat. Enough investment of funds, kills, and WP can make Nitori usable for those who like her, but her weaknesses are plentiful and her strengths few. ''Complete Box'' helps Nitori out a bit, mainly by giving her a littany of useful starting skills (notably an extra level in Support Attack and Support Defend, as well as starting with P-Damaged, which she wanted anyway), gives her a third item slot innately, and lastly, makes her an actual healer with the Heal Command- though even then, she's still on the lower end of the playable characters.
** Komachi has an unfortunate case of being a Super with bad Defense and even worse Armor than Nitori. Her low Melee stat means that she is heavily reliant on Triumph to do some actual damage, leaving her unable to make the most of some of her personal skills like Way of Avici or Spirit-Deatching Scythe. Her Slacker personal skill, while appealing at first, starts getting irrelevant when enemies start to hit OHKO range, like against Utsuho, Yumeko, or the bosses in the Nightmare arc. Her only strong point is her range, and by the time that becomes important, you have much better snipers.
** Tewi's main role is to increase the amount of points gained by allies. The problem is that she joins in the late game of ''Ei'', where points are less of a concern. She has very bad offense and defense and doesn't provide the support to be worthwhile in the long run.
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Requires Word Of God confirmation


* AuthorsSavingThrow: ''Yume'' released at around the same time as the main series game ''Legacy of Lunatic Kingdom'', which introduced Doremy Sweet, ruler of the Dream World, which would make her Makura's boss. In order to explain her absence away, it's noted that Yorihime asked Doremy for help, only for Doremy to laugh in Yorihime's face and declare it not her problem. Doremy doesn't even appear in ''Complete Box''.
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** Understandably, given you only get proper access to her in second-to-last chapter of the game, Yuuka Kazami cranks this up to eleven. Her stats are top of the line, with armor rivalling Tenshi, HP and MP Regen, and attacks that rival even your heaviest hitters (such as Marisa, Utsuho or Flandre) in power. On top of this, she also has Shield Defense, Parry and a passive 50% Double Image. When combined with Diligence L2 (which she starts with) and the PS Unreachable Flower (Doubles the effect of Diligence), this gives Yuuka a flat '''80%''' chance to dodge any incoming attack assuming that Strike or Fury aren't on the table. Even if an incoming attack doesn't proc Double Image, they still have to roll checks for Yuuka's Parry (for Solid attacks) and her natural evasion (and her mobility isn't half bad) and then they have to do enough damage against Yuuka's considerable armor and Shield Defense, AND do so consistently enough to overwhelm Yuuka's HP Regen in order to take her down, which is easier said than done considering the aforementioned 80% Double Image, making Yuuka nigh-unkillable. Her attacks are also incredibly strong too, and are backed up by Yuuka's access to Strike, Fury and Valor. She draws comparisons to [[VideoGame/SuperRobotWars Shu]] [[Characters/MasouKishin Shirakawa]] and his Neo Granzon, and this is for ''VERY good reason''. The only characters who could feasibly compare is Sanae with FINAL MAXGOD active and Akyuu with a full Encyclopedia. Even without Unreachable Flower, Yuuka's Double Image still has a respectable 65% chance to proc, and she has two other noteworthy personal skills: Off-Season Bloom (When Power is above 150, damage increased by 15%) to crank her damage up even more, and Blooming (When Yuuka enters her Full Bloom mode, she restores 50% of her SP), which... 50% SP restoration speaks for itself, really (though it's a lot worse in ''Complete Box'', where units regenerate SP innately). Once you enter NewGamePlus, Yuuka Kazami will, true to fanon form, take the game and break it in two with her bare hands.

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** Understandably, given you only get proper access to her in second-to-last chapter of the game, Yuuka Kazami cranks this up to eleven. Her stats are top of the line, with armor rivalling Tenshi, HP and MP Regen, and attacks that rival even your heaviest hitters (such as Marisa, Utsuho or Flandre) in power. On top of this, she also has Shield Defense, Parry and a passive 50% Double Image. When combined with Diligence L2 (which she starts with) and the PS Unreachable Flower (Doubles the effect of Diligence), this gives Yuuka a flat '''80%''' chance to dodge any incoming attack assuming that Strike or Fury aren't on the table. Even if an incoming attack doesn't proc Double Image, they still have to roll checks for Yuuka's Parry (for Solid attacks) and her natural evasion (and her mobility isn't half bad) and then they have to do enough damage against Yuuka's considerable armor and Shield Defense, AND do so consistently enough to overwhelm Yuuka's HP Regen in order to take her down, which is easier said than done considering the aforementioned 80% Double Image, making Yuuka nigh-unkillable. Her attacks are also incredibly strong too, and are backed up by Yuuka's access to Strike, Fury and Valor. She draws comparisons to [[VideoGame/SuperRobotWars Shu]] [[Characters/MasouKishin Shirakawa]] and his Neo Granzon, and this is for ''VERY good reason''. The only characters who could feasibly compare is Sanae with FINAL MAXGOD active and Akyuu with a full Encyclopedia. Even without Unreachable Flower, Yuuka's Double Image still has a respectable 65% chance to proc, and she has two other noteworthy personal skills: Off-Season Bloom (When Power is above 150, damage increased by 15%) to crank her damage up even more, and Blooming (When Yuuka enters her Full Bloom mode, she restores 50% of her SP), which... 50% SP restoration speaks for itself, really (though it's a lot worse in ''Complete Box'', where units regenerate SP innately). Once you enter NewGamePlus, Yuuka Kazami will, true to fanon form, take the game and break it in two with her bare hands. And if you put Wife Points into her... well, as she once said in ''Mystic Square'', she will reduce most of her foes to a mist of atoms on contact.
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** Akyuu in ''Complete Box'' can hit this moreso than any other character, even including Yuuka. This all comes down to her Miare innate skill, which boosts her stats and damage dealt relative to the Encyclopedia's completion. With high completion on the Encyclopedia, she can deal obscene amounts of damage from Chapter 50 on Reimu's route, where she first becomes available, even outdamaging some of the heaviest hitters in the party with just her Brush attack (It's her only attack, but with the Brush+ Personal Skill, it becomes a 1-7 range post movement attack, and it only costs 5 MP so she basically never has to worry about running out- and that massive damage can also make Akyuu usable as a backline unit). Even better, since Miare boosts all of her stats, it also makes Akyuu deceptively difficult for enemies to take down, as this includes her Defense and Evasion stats, which more than makes up for Akyuu's extremely low HP, her one weak point. This is understandable, however, given that standalone Akyuu is a SecretCharacter. However, her overwhelming strength ''more than makes up'' for her no longer being able to be a sub-pilot for the Palanquin Ship. This is made even more poignant by the fact that Akyuu is a 1.0 cost unit (For reference, there's only one other 1.0 cost unit the player has access to and that's Utsuho's [[JokeCharacter Cooldown]] form), making her strength ''extremely disproportionate to her cost.''

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** Akyuu in ''Complete Box'' can hit this moreso than any other character, even including Yuuka. This all comes down to her Miare innate skill, which boosts her stats and damage dealt relative to the Encyclopedia's completion. With high completion on the Encyclopedia, she can deal obscene amounts of damage from Chapter 50 on Reimu's route, where she first becomes available, even outdamaging some of the heaviest hitters in the party with just her Brush attack (It's her only attack, but with the Brush+ Personal Skill, it becomes a 1-7 range post movement attack, and it only costs 5 MP so she basically never has to worry about running out- and that massive damage can also make Akyuu usable as a backline unit). Even better, since Miare boosts all of her stats, it also makes Akyuu deceptively difficult for enemies to take down, as this includes her Defense and Evasion stats, which more than makes up for Akyuu's extremely low HP, her one weak point. This is understandable, however, given that standalone Akyuu is a SecretCharacter. However, her overwhelming strength ''more than makes up'' for her no longer being able to be a sub-pilot for the Palanquin Ship. This is made even more poignant by the fact that Akyuu is a 1.0 cost unit (For reference, there's only one other 1.0 cost unit the player has access to and that's Utsuho's [[JokeCharacter Cooldown]] form), making her strength ''extremely disproportionate to her cost.'''' And if you really want to completely annihilate the concept of difficulty itself, raise Akyuu to Waifu Level 10, with all of the extra perks mentioned above, and you might actually have a character able to ''solo clear entire maps, even in Yume''.
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Up To Eleven is a defunct trope


** Understandably, given you only get proper access to her in second-to-last chapter of the game, Yuuka Kazami cranks this UpToEleven. Her stats are top of the line, with armor rivalling Tenshi, HP and MP Regen, and attacks that rival even your heaviest hitters (such as Marisa, Utsuho or Flandre) in power. On top of this, she also has Shield Defense, Parry and a passive 50% Double Image. When combined with Diligence L2 (which she starts with) and the PS Unreachable Flower (Doubles the effect of Diligence), this gives Yuuka a flat '''80%''' chance to dodge any incoming attack assuming that Strike or Fury aren't on the table. Even if an incoming attack doesn't proc Double Image, they still have to roll checks for Yuuka's Parry (for Solid attacks) and her natural evasion (and her mobility isn't half bad) and then they have to do enough damage against Yuuka's considerable armor and Shield Defense, AND do so consistently enough to overwhelm Yuuka's HP Regen in order to take her down, which is easier said than done considering the aforementioned 80% Double Image, making Yuuka nigh-unkillable. Her attacks are also incredibly strong too, and are backed up by Yuuka's access to Strike, Fury and Valor. She draws comparisons to [[VideoGame/SuperRobotWars Shu]] [[Characters/MasouKishin Shirakawa]] and his Neo Granzon, and this is for ''VERY good reason''. The only characters who could feasibly compare is Sanae with FINAL MAXGOD active and Akyuu with a full Encyclopedia. Even without Unreachable Flower, Yuuka's Double Image still has a respectable 65% chance to proc, and she has two other noteworthy personal skills: Off-Season Bloom (When Power is above 150, damage increased by 15%) to crank her damage up even more, and Blooming (When Yuuka enters her Full Bloom mode, she restores 50% of her SP), which... 50% SP restoration speaks for itself, really (though it's a lot worse in ''Complete Box'', where units regenerate SP innately). Once you enter NewGamePlus, Yuuka Kazami will, true to fanon form, take the game and break it in two with her bare hands.

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** Understandably, given you only get proper access to her in second-to-last chapter of the game, Yuuka Kazami cranks this UpToEleven.up to eleven. Her stats are top of the line, with armor rivalling Tenshi, HP and MP Regen, and attacks that rival even your heaviest hitters (such as Marisa, Utsuho or Flandre) in power. On top of this, she also has Shield Defense, Parry and a passive 50% Double Image. When combined with Diligence L2 (which she starts with) and the PS Unreachable Flower (Doubles the effect of Diligence), this gives Yuuka a flat '''80%''' chance to dodge any incoming attack assuming that Strike or Fury aren't on the table. Even if an incoming attack doesn't proc Double Image, they still have to roll checks for Yuuka's Parry (for Solid attacks) and her natural evasion (and her mobility isn't half bad) and then they have to do enough damage against Yuuka's considerable armor and Shield Defense, AND do so consistently enough to overwhelm Yuuka's HP Regen in order to take her down, which is easier said than done considering the aforementioned 80% Double Image, making Yuuka nigh-unkillable. Her attacks are also incredibly strong too, and are backed up by Yuuka's access to Strike, Fury and Valor. She draws comparisons to [[VideoGame/SuperRobotWars Shu]] [[Characters/MasouKishin Shirakawa]] and his Neo Granzon, and this is for ''VERY good reason''. The only characters who could feasibly compare is Sanae with FINAL MAXGOD active and Akyuu with a full Encyclopedia. Even without Unreachable Flower, Yuuka's Double Image still has a respectable 65% chance to proc, and she has two other noteworthy personal skills: Off-Season Bloom (When Power is above 150, damage increased by 15%) to crank her damage up even more, and Blooming (When Yuuka enters her Full Bloom mode, she restores 50% of her SP), which... 50% SP restoration speaks for itself, really (though it's a lot worse in ''Complete Box'', where units regenerate SP innately). Once you enter NewGamePlus, Yuuka Kazami will, true to fanon form, take the game and break it in two with her bare hands.
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** In ''Complete Box'', there's [[spoiler: [[TrueFinalBoss Shitone]] from the Future Route, who is this even by Final Boss standards. She gets Double Move, Extreme (At 130 Power, Accuracy and Evasion are increased by 20% and damage taken is reduced by 20%), Power Limit ++, Potential+ Level 7 and her own take on Makura's Manifest Dream Level 9, which, at 130 Power, gives her an additional action per turn (essentially meaning she has '''Triple Move'''. She also has multiple powerful [=MAPs=] and she's not afraid to spam them either (and by powerful, I mean shredding anything not named Hisoutensoku or Makura's Dream Form, up to and including other tanks like Meiling, Tenshi, Yuuka and the Palanquin Ship). Her final Spell Card is especially rough, as, even with an Ally Spell Card granting Unlimited Full Power Mode Usage, +200 Max Power and doubled weapon damage, she can tank it well due to gaining defense and accuracy as her HP drops (and even on Normal+ she has ''600,000 hp''. For reference, that's ''four times'' as much as Makura's final Spell Card in the main route, which has the same effect), eventually becoming so accurate with her attacks that even the most elusive characters like Reimu and Yorihime don't stand even a ghost of a chance at dodging without spirits. And that's after slogging through multiple other devastating spell cards, such as one that reduces your entire party's frontlines' hp to 1, one that disables healing spirits like Trust, One that doubles MP Consumption and one that fully heals Shitone at the start of each turn. She makes even Yorihime's strongest from the Gaiden Chapters, previously the Superboss of ''Yume'', and even the brutal BossRush on the previous chapter look ''easy'' in comparison.]]

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** In ''Complete Box'', there's [[spoiler: [[TrueFinalBoss Shitone]] from the Future Route, who is this even by Final Boss standards. She gets Double Move, Extreme (At 130 Power, Accuracy and Evasion are increased by 20% and damage taken is reduced by 20%), Power Limit ++, Potential+ Level 7 and her own take on Makura's Manifest Dream Level 9, which, at 130 Power, gives her an additional action per turn (essentially meaning she has '''Triple Move'''.Move'''). She also has multiple powerful [=MAPs=] and she's not afraid to spam them either (and by powerful, I mean shredding anything not named Hisoutensoku or Makura's Dream Form, up to and including other tanks like Meiling, Tenshi, Yuuka and the Palanquin Ship). Her final Spell Card is especially rough, as, even with an Ally Spell Card granting Unlimited Full Power Mode Usage, +200 Max Power and doubled weapon damage, she can tank it well due to gaining defense and accuracy as her HP drops (and even on Normal+ she has ''600,000 hp''. For reference, that's ''four times'' as much as Makura's final Spell Card in the main route, which has the same effect), eventually becoming so accurate with her attacks that even the most elusive characters like Reimu and Yorihime don't stand even a ghost of a chance at dodging without spirits. And that's after slogging through multiple other devastating spell cards, such as one that reduces your entire party's frontlines' hp to 1, one that disables healing spirits like Trust, One that doubles MP Consumption and one that fully heals Shitone at the start of each turn. She makes even Yorihime's strongest from the Gaiden Chapters, previously the Superboss of ''Yume'', and even the brutal BossRush on the previous chapter look ''easy'' in comparison.]]
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** In ''Complete Box'', there's [[spoiler: [[TrueFinalBoss Shitone]] from the Future Route, who is this even by Final Boss standards. She gets Double Move, Extreme (At 130 Power, Accuracy and Evasion are increased by 20% and damage taken is reduced by 20%), Power Limit ++, Potential+ Level 7 and her own take on Makura's Manifest Dream Level 9, which, at 130 Power, gives her an additional action per turn (essentially meaning she has '''Triple Move'''. She also has multiple powerful [=MAPs=] and she's not afraid to spam them either (and by powerful, I mean shredding anything not named Hisoutensoku or Makura's Dream Form), up to and including other tanks like Meiling, Tenshi, Yuuka and the Palanquin Ship. Her final Spell Card is especially rough, as, even with an Ally Spell Card granting Unlimited Full Power Mode Usage, +200 Max Power and doubled weapon damage, she can tank it well due to gaining defense and accuracy as her HP drops (and even on Normal+ she has ''600,000 hp''. For reference, that's ''four times'' as much as Makura's final Spell Card in the main route, which has the same effect), eventually becoming so accurate with her attacks that even the most elusive characters like Reimu and Yorihime don't stand even a ghost of a chance at dodging without spirits. And that's after slogging through multiple other devastating spell cards, such as one that reduces your entire party's frontlines' hp to 1, one that disables healing spirits like Trust, One that doubles MP Consumption and one that fully heals Shitone at the start of each turn. She makes even Yorihime's strongest from the Gaiden Chapters, previously the Superboss of ''Yume'', and even the brutal BossRush on the previous chapter look ''easy'' in comparison.]]

to:

** In ''Complete Box'', there's [[spoiler: [[TrueFinalBoss Shitone]] from the Future Route, who is this even by Final Boss standards. She gets Double Move, Extreme (At 130 Power, Accuracy and Evasion are increased by 20% and damage taken is reduced by 20%), Power Limit ++, Potential+ Level 7 and her own take on Makura's Manifest Dream Level 9, which, at 130 Power, gives her an additional action per turn (essentially meaning she has '''Triple Move'''. She also has multiple powerful [=MAPs=] and she's not afraid to spam them either (and by powerful, I mean shredding anything not named Hisoutensoku or Makura's Dream Form), Form, up to and including other tanks like Meiling, Tenshi, Yuuka and the Palanquin Ship.Ship). Her final Spell Card is especially rough, as, even with an Ally Spell Card granting Unlimited Full Power Mode Usage, +200 Max Power and doubled weapon damage, she can tank it well due to gaining defense and accuracy as her HP drops (and even on Normal+ she has ''600,000 hp''. For reference, that's ''four times'' as much as Makura's final Spell Card in the main route, which has the same effect), eventually becoming so accurate with her attacks that even the most elusive characters like Reimu and Yorihime don't stand even a ghost of a chance at dodging without spirits. And that's after slogging through multiple other devastating spell cards, such as one that reduces your entire party's frontlines' hp to 1, one that disables healing spirits like Trust, One that doubles MP Consumption and one that fully heals Shitone at the start of each turn. She makes even Yorihime's strongest from the Gaiden Chapters, previously the Superboss of ''Yume'', and even the brutal BossRush on the previous chapter look ''easy'' in comparison.]]

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