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Moving YMMV tropes to the YMMV page


** Some people have noted the ''SA'' and ''UFO'' characters are a... bit stronger than the rest of the cast, to put it mildly.



** 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, 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 form to gain her full stats and skills. Her finisher in that form also knocks her out of it, 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.



* SuspiciouslySimilarSong: Much of the game's soundtrack consists of Touhou tracks mixed to sound like particular SRW or mecha anime tracks.



** 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.
** 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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** 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.
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.run.
* UnexpectedCharacter: Few people probably expected the PC-98 characters to show up. Or [[spoiler:the catfish from ''Hisoutenkou'']] to be one of the major villains in ''Yume''.
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* CreatorsPet: Some fans feel this way about Sanae. See ThatOneBoss below.

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* CreatorsPet: Some fans feel this way about Sanae. See ThatOneBoss below.The music room commentary directly calls out Sanae as the lead developer's favorite character. The composer notes their own pet is Sunny Milk.

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* 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.

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* TierInducedScrappy: 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.few.
** 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.
** 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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** One of Yuyuko's Personal Skills, 'Return to Yomi,' is stated to give her half the remaining SP of any defeated ally character. What is ''does'' is give her half the remaining SP of any defeated unit on the map. Combined with her Rally spirit command (+5 Power to all allies on her map), Yuyuko can have your entire party at max Power by turn 2, and still be packing a full SP bar. This Personal Skill is fixed in later versions, but still comboes hideously well with Mokou's resurrections and and Alice's Hourai Dolls.

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** One of Yuyuko's Personal Skills, 'Return to Yomi,' is stated to give her half the remaining SP of any defeated ally character. What is ''does'' is give her half the remaining SP of any defeated unit on the map. Combined with her Rally spirit command (+5 Power to all allies on her map), Yuyuko can have your entire party at max Power by turn 2, and still be packing a full SP bar. This Personal Skill is fixed in later versions, but still comboes hideously well with Mokou's resurrections and and Alice's Hourai Dolls.



** Chapter 70 of ''Yume''. This chapter is a defense mission where if any enemy crosses the white line and invades Eientei, you lose. Your party starts on the left side, while the right side is limited to the Three Fairies, making this chapter brutal if you haven't invested in them. The only bomb is held by a sheep which only defends, and this chapter introduces white sheep that have Double Move. If you don't have anyone with a MAP attack like Wind Sanae, Shinki, or Utsuho, or units with Zeal like Reimu, or units with Enable like Kaguya, or someone with maximum WP investment, prepare to have a very difficult time.

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** Chapter 70 of ''Yume''. This chapter is a defense mission where if any enemy crosses the white line and invades Eientei, you lose. Your party starts on the left side, while the right side is limited to the Three Fairies, making this chapter brutal if you haven't invested in them. The only bomb is held by a sheep which only defends, and this chapter introduces white sheep that have Double Move. If you don't have anyone with a MAP attack like Wind Sanae, Shinki, or Utsuho, or units with Zeal like Reimu, or units with Enable like Kaguya, or someone with maximum WP investment, prepare to have a very difficult time.time.
* 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.
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** Yuyuko is the most powerful support defender and morale booster in the game, depending on her choice of personal skill. She has good bulk that's made better by her shield, and her Ghostly Butterfly Dance+ personal skill causes her to automatically dodge any attack that her shield activates against. Since shields always activate on Support Defense, her Support Defense thus nullifies attacks altogether, while in the front she can be built to have what amounts to a significant Afterimage chance and a guarantee of surviving any enemy onslaught no matter how big as long as she Defends. The only reason someone wouldn't equip her with this skill is that Return to Yomi is even ''better'', granting her half the remaining SP on any ally who's shot down. This includes Alice's Hourai Dolls and Mokou's extra lives, both of whom can provide Yuyuko with near-limitless SP to spam Rally in order to increase the entire party's morale. If Rally isn't necessary, she can just use that SP on Enable to give allies more turns, or Soul to inflict big damage herself. Her Sense of Elegance and Ghost Spot personal skills would be top-tier skills on any other character, but Yuyuko's best skills are ''so'' good that they're overshadowed.

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** Yuyuko is the most powerful support defender and morale booster in the game, depending on her choice of personal skill. She has good bulk that's made better by her shield, extra evasion from her Ghostly Butterfly Dance skill, and her Ghostly Butterfly Dance+ personal skill causes her to automatically dodge any attack that her shield activates against. Since shields always activate on Support Defense, her Support Defense thus nullifies attacks altogether, while in the front she can be built to have what amounts to a significant Afterimage chance and a guarantee of surviving any enemy onslaught no matter how big as long as she Defends. The only reason someone wouldn't equip her with this skill is that Return to Yomi is even ''better'', granting her half the remaining SP on any ally who's shot down. This includes Alice's Hourai Dolls and Mokou's extra lives, both of whom can provide Yuyuko with near-limitless SP to spam Rally in order to increase the entire party's morale. If Rally isn't necessary, she can just use that SP on Enable to give allies more turns, or Soul to inflict big damage herself. Her Sense of Elegance and Ghost Spot personal skills would be top-tier skills on any other character, but Yuyuko's best skills are ''so'' good that they're overshadowed.

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* DifficultButAwesome: Sanae as a player unit is reliant on her Faith gauge to improve her performance, which raises steadily as she hits enemies and dodges or grazes attacks. This means she takes a considerable amount of time to get going, and needs to use Faith to fuel her more powerful attacks, but at high Faith she's one of the strongest units in the game. Her difficulty and awesomeness scale depending on her choice of personal skill: Living God makes it much easier to get her up to 100% Faith, but MAXGOD ensures she'll ''stay'' there, meaning she can spam her finishers without limit, and gives her a big power boost once she does. Her FINAL MAXGOD personal skill in ''Yume'' makes her even more difficult but even more awesome by raising the gauge cap to ''200%'' and giving her such a gigantic power boost if she gets all the way up there that soloing the rest of the stage will be a breeze.

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* DifficultButAwesome: DifficultButAwesome:
**
Sanae as a player unit is reliant on her Faith gauge to improve her performance, which raises steadily as she hits enemies and dodges or grazes attacks. This means she takes a considerable amount of time to get going, and needs to use Faith to fuel her more powerful attacks, but at high Faith she's one of the strongest units in the game. Her difficulty and awesomeness scale depending on her choice of personal skill: Living God makes it much easier to get her up to 100% Faith, but MAXGOD ensures she'll ''stay'' there, meaning she can spam her finishers without limit, and gives her a big power boost once she does. Her FINAL MAXGOD personal skill in ''Yume'' makes her even more difficult but even more awesome by raising the gauge cap to ''200%'' and giving her such a gigantic power boost if she gets all the way up there that soloing the rest of the stage will be a breeze.breeze.
** 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, 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.



** Any unit can become this if raised to Waifu Level 10, which grants a truly gargantuan set of bonuses, including Double Action and an additional 10 bars of upgrades in all stats. Reaching this point requires 1000 WP, which is only achievable halfway through ''Yume'', and that only if the player has achieved every WP Bonus condition throughout all four games.
** Sanae's new MAXGOD personal in ''Ei'' skill eliminates her issues with her stronger moves costing Faith, and grants her a host of bonuses at 100% Faith that give her similar stats to those that Reimu would enjoy at Waifu Level 5. Her FINAL MAXGOD personal skill in ''Yume'', meanwhile, is designed for use if Sanae ''is'' the player's waifu of choice, the MP and SP regen allowing Sanae to cast Miracle repeatedly so that she can reach 200% Faith and nullifying her issues with being an MP glutton. Her upgrade frames make her even more ridiculously powerful, with Earth God increasing her mobility and movement speed in exchange for a weaker but ammo-based finisher, while Sky God trades a measly 5 Mobility for HP and Armor rivaling Tenshi, a new sniping attack, and a MAP attack that's as strong as her finisher and can have its reach enhanced by the MAXGOD skills. While every character benefits from WP investment, Sanae takes advantage of its perks to a degree that few others can claim.



** Yuyuko. She has good enough bulk to tank hits, and she also comes with an ability that gives her an evasion boost if she has higher Skill than the enemy (which is a frequent scenario with anyone that isn't an EliteMook), meaning she can dodge as well. Her most notable personal skills are "Sense of Elegance" which doubles consumable item effectiveness, allowing her to spam Rally while regaining back her SP with Sakuya's Tea or the Rose Cookie, and "Return to Yomi," which gives her half the remaining SP of a defeated ally. Combine that with Alice's Hourai Dolls to use as cannon fodder and Yuyuko will never run out of SP. ''Yume'' gives her Enable to allow anyone to move again, and ''Soul'', which is helpful for the final spellcards of a boss fight.

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** Yuyuko. Yuyuko is the most powerful support defender and morale booster in the game, depending on her choice of personal skill. She has good enough bulk to tank hits, that's made better by her shield, and she also comes with an ability that gives her an evasion boost if she has higher Skill than the enemy (which is a frequent scenario with anyone that isn't an EliteMook), meaning she can dodge as well. Her most notable Ghostly Butterfly Dance+ personal skills are "Sense of Elegance" which doubles consumable item effectiveness, allowing skill causes her to spam Rally automatically dodge any attack that her shield activates against. Since shields always activate on Support Defense, her Support Defense thus nullifies attacks altogether, while regaining back in the front she can be built to have what amounts to a significant Afterimage chance and a guarantee of surviving any enemy onslaught no matter how big as long as she Defends. The only reason someone wouldn't equip her SP with Sakuya's Tea or the Rose Cookie, and "Return this skill is that Return to Yomi," which gives Yomi is even ''better'', granting her half the remaining SP of a defeated ally. Combine that with on any ally who's shot down. This includes Alice's Hourai Dolls to use as cannon fodder and Mokou's extra lives, both of whom can provide Yuyuko will never run out of SP. ''Yume'' gives her with near-limitless SP to spam Rally in order to increase the entire party's morale. If Rally isn't necessary, she can just use that SP on Enable to allow anyone give allies more turns, or Soul to move again, inflict big damage herself. Her Sense of Elegance and ''Soul'', which is helpful for the final spellcards of a boss fight.Ghost Spot personal skills would be top-tier skills on any other character, but Yuyuko's best skills are ''so'' good that they're overshadowed.



** One of Yuyuko's Personal Skills, 'Return to Yomi,' is stated to give her half the remaining SP of any defeated ally character. What is ''does'' is give her half the remaining SP of any defeated unit on the map. Combined with her 'Butterfly Dance' spirit command (+5 Power to all allies on her map), Yuyuko can have your entire party at max Power by turn 2, and still be packing a full SP bar. In Versions 1.0.5 and up, Yuyuko no longer possesses this Personal Skill.

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** One of Yuyuko's Personal Skills, 'Return to Yomi,' is stated to give her half the remaining SP of any defeated ally character. What is ''does'' is give her half the remaining SP of any defeated unit on the map. Combined with her 'Butterfly Dance' Rally spirit command (+5 Power to all allies on her map), Yuyuko can have your entire party at max Power by turn 2, and still be packing a full SP bar. In Versions 1.0.5 bar. This Personal Skill is fixed in later versions, but still comboes hideously well with Mokou's resurrections and up, Yuyuko no longer and Alice's Hourai Dolls.
* MechaExpansionPack: A few characters, especially ones introduced in ''Ei'' and ''Yume'', are designed primarily to be backpacks for other characters. Yumeko is the most notable example, with a set of skills and personal skills tailor-made to support Alice. Shinki is a universal backpack, as she
possesses this Personal Skill.virtually no movement speed, post-movement attacks, or spirit commands that affect herself, but her team attack is extremely powerful and she grants a free damage-reducing barrier to whoever's in the front of her pair. The Aki sisters are a bizarre case of each being an expansion pack for the other, with more than half of their movepool being combination attacks with each other. Who's in front determines whether the pair focuses on dodging or tanking.

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* DifficultButAwesome: Sanae as a player unit is reliant on her Faith gauge to improve her performance, which raises steadily as she hits enemies and dodges or grazes attacks. This means she takes a considerable amount of time to get going, and needs to use Faith to fuel her more powerful attacks, but at high Faith she's one of the strongest units in the game. Her difficulty and awesomeness scale depending on her choice of personal skill: Living God makes it much easier to get her up to 100% Faith, but MAXGOD ensures she'll ''stay'' there, meaning she can spam her finishers without limit, and gives her a big power boost once she does. Her FINAL MAXGOD personal skill in ''Yume'' makes her even more difficult but even more awesome by raising the gauge cap to ''200%'' and giving her such a gigantic power boost if she gets all the way up there that soloing the rest of the stage will be a breeze.



** Mokou lacks any kind of spirit command for a surefire dodge such as Alert or Sense (Alert+Strike) unlike other [[RealRobot "real robot"]] type girls. She just doesn't care/exert too much effort if ''Inaba of the Moon And Inaba of the Earth'' is any indication.
* GameBreaker: Mokou in ''Ei'' is incredibly powerful, having max level "Instinct Dodge" and "Berserk" as well as the ability to revive ''four'' times in a single map. Her new attacks, "Fujiyama Volcano" and "Possessed by Phoenix", have even greater damage output behind them than "Flying Phoenix" did in ''You''. Additionally, just like in ''You'', Mokou still has some of the highest natural mobility in your team behind Reimu and Sanae. She also has "HP Regen M" (recovers 20% of her max HP each player's phase), but YMMV depending on how useful that is for the player given her previously mentioned "Instinct Dodge" and "Berserk." Her most glaring downside is her lack of focused movement and MP consumption, the former which can be amended by pairing her up with Keine, and latter by giving her the "MP Save" skill (-20% MP cost) and possibly an item. Not only that, but you get her for the entirety of the Subterranean Animism plotline after being teased as a reinforcement unit in Imperishable Night's finale, subverting her presence in the third game being an EleventhHourRanger. Imagine if [[Anime/ArmoredTrooperVOTOMS Chirico]] [[VideoGame/SuperRobotWarsZ Cuvie]] possessed this many lives and could easily trigger his [[LightningBruiser "Abnormal Survivor"]] skill and that should give you an idea of Mokou's destructive capability. There's a good reason Sanbondo didn't allow her to go to the Moon.

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** Mokou lacks virtually any kind of defensive spirit command for a surefire dodge such as Alert or Sense (Alert+Strike) unlike other [[RealRobot "real robot"]] type girls. She just doesn't care/exert too much effort if ''Inaba of the Moon And Inaba of the Earth'' commands at all. The only one she has is any indication.
Focus, which also increases her hit rate. Why should she care about defense when she's immortal?
* GameBreaker: GameBreaker:
**
Mokou in ''Ei'' is incredibly powerful, having max level "Instinct Dodge" and "Berserk" as well as the ability to revive ''four'' times in a single map. Her new attacks, "Fujiyama Volcano" and "Possessed by Phoenix", have even greater damage output behind them than "Flying Phoenix" did in ''You''. Additionally, just like in ''You'', Mokou still has some of the highest natural mobility in your team behind Reimu and Sanae. She also has "HP Regen M" (recovers 20% of her max HP each player's phase), but YMMV depending on how useful that is for the player given her previously mentioned "Instinct Dodge" and "Berserk." Her most glaring downside is her lack of focused movement and MP consumption, the former which can be amended by pairing her up with Keine, and latter by giving her the "MP Save" skill (-20% MP cost) and possibly an item. Not only that, but you get her for the entirety of the Subterranean Animism plotline after being teased as a reinforcement unit in Imperishable Night's finale, subverting her presence in the third game being an EleventhHourRanger. Imagine if [[Anime/ArmoredTrooperVOTOMS Chirico]] [[VideoGame/SuperRobotWarsZ Cuvie]] possessed this many lives and could easily trigger his [[LightningBruiser "Abnormal Survivor"]] skill and that should give you an idea of Mokou's destructive capability. There's a good reason Sanbondo didn't allow her to go to the Moon.



** Sanae in ''You'' is by far the toughest boss you'll face until the FinalBoss. Her {{Miko}} innate skill gives her a great boost in Accuracy and Evasion, meaning that she will be able to hit even your dodgiest of units while your own struggle to even touch her. Her attacks are very powerful, and the special effects of her spell card can be debilitating. "The Day the Sea Split" will treat all attacks against Sanae as though she were standing in water, which largely means that they will do diminished damage. "Summon Takeminakata" gives her the spirit Focus auto-cast every turn, which will boost her already insanely high evasion and accuracy even higher. Finally, her final spell card is a MAP attack with a large range... and she casts Miracle after declaring the card, which gives her ''nearly every buff in the game.'' If you don't manage to take her out in a single turn or get all of your units away from her, she can easily cause a TotalPartyKill. She's a tough nut to crack even if you go into her battle prepared. Those who aren't will most likely get their asses kicked quite handily.
** Not surprising as she appears to be the favored character of the designers, possibly overlapping with CreatorsPet as she has perhaps the best animations and her 3rd special skill? [[GameBreaker SP Regen]] with a remark about her being the developers' "Waifu" in the notes.

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** Aya in ''You'' comes at the end of a long meat grinder of a stage, much of which is spent with units you've had no chance to upgrade or use before if you're on Marisa's route. She comes paired with Momiji, whose Shield Defense is as annoying as ever, but Aya is by far the more difficult of the pair due to her enormous evasion rate and being the first boss in ''You'' to use two spell cards. Her second card, Illusory Dominance, gives her such an enormous boost to her evasion rate that hitting her without Strike goes from merely difficult to mathematically ''impossible'' for most units.
** Sanae in ''You'' is by far the toughest boss you'll face until real ClimaxBoss of the FinalBoss. ''Mountain of Faith'' storyline, with Kanako and Suwako after her being a BreatherBoss by comparison. Her {{Miko}} innate skill gives her a great boost in the same boosts to Accuracy and Evasion, meaning Evasion that she will be able to hit even your dodgiest of units while your own struggle to even touch her. Her normally make Reimu untouchable, her attacks are very powerful, and the special effects of her she brings three powerful spell card can be debilitating. cards to bear. "The Day the Sea Split" will treat all attacks against Sanae as though she were standing in water, which largely means that they will do diminished damage. water unless the attacking unit is in the one randomly-changing column that's not within the danmaku field. "Summon Takeminakata" reduces the player's evasion rate and gives her the spirit benefit of the Focus auto-cast every turn, spirit, which will boost her already insanely high evasion and accuracy even higher. higher. Finally, her final spell card "Godly Wind" is a MAP attack with a large range... range, the card effect reduces the range of all of the player's weapons...and she casts Miracle after declaring the card, which gives her ''nearly every buff in the game.'' If you don't manage to take game''. On Lunatic, she instead casts Miracle ''every turn'' after declaring Godly Wind. The only consolation is that the stage before her out in a single turn or get all of your units away from her, she can easily cause a TotalPartyKill. She's a tough nut to crack even if you go into her battle prepared. Those who aren't will most likely get their asses kicked quite handily.
** Not surprising as she appears to be the favored character of the designers, possibly overlapping with CreatorsPet as she has perhaps the best animations and her 3rd special skill? [[GameBreaker SP Regen]] with a remark about her being the developers' "Waifu" in the notes.
is mercifully short.

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* GoodBadBugs: One of Yuyuko's Personal Skills, 'Return to Yomi,' is stated to give her half the remaining SP of any defeated ally character. What is ''does'' is give her half the remaining SP of any defeated unit on the map. Combined with her 'Butterfly Dance' spirit command (+5 Power to all allies on her map), Yuyuko can have your entire party at max Power by turn 2, and still be packing a full SP bar.
** In Versions 1.0.5 and up, Yuyuko no longer possesses this Personal Skill.

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* GoodBadBugs: GoodBadBugs:
** By taking advantage of the priority of event flags, it's possible to hit Yuuka with Master Spark up to two times on stage 10 without triggering the ShmuckBait event, as long as Marisa is the first character to attack Yuuka[[note]]triggering the event where she accepts your challenge to battle and casts Strike, which overrides all others[[/note]] and she doesn't use any attacks besides Master Spark[[note]]Marisa's first pre-battle dialogue event with Yuuka overrides the one where Yuuka notices Marisa's using Master Spark and starts using it too[[/note]].
**
One of Yuyuko's Personal Skills, 'Return to Yomi,' is stated to give her half the remaining SP of any defeated ally character. What is ''does'' is give her half the remaining SP of any defeated unit on the map. Combined with her 'Butterfly Dance' spirit command (+5 Power to all allies on her map), Yuyuko can have your entire party at max Power by turn 2, and still be packing a full SP bar.
**
bar. In Versions 1.0.5 and up, Yuyuko no longer possesses this Personal Skill.

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* ThatOneBoss: Sanae in ''You'' is by far the toughest boss you'll face until the FinalBoss. Her {{Miko}} innate skill gives her a great boost in Accuracy and Evasion, meaning that she will be able to hit even your dodgiest of units while your own struggle to even touch her. Her attacks are very powerful, and the special effects of her spell card can be debilitating. "The Day the Sea Split" will treat all attacks against Sanae as though she were standing in water, which largely means that they will do diminished damage. "Summon Takeminakata" gives her the spirit Focus auto-cast every turn, which will boost her already insanely high evasion and accuracy even higher. Finally, her final spell card is a MAP attack with a large range... and she casts Miracle after declaring the card, which gives her ''nearly every buff in the game.'' If you don't manage to take her out in a single turn or get all of your units away from her, she can easily cause a TotalPartyKill. She's a tough nut to crack even if you go into her battle prepared. Those who aren't will most likely get their asses kicked quite handily.

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* ScrappyMechanic: How the second game handles units: the stronger the unit the higher its "cost" and each mission only gives you a certain total cost. This alone wouldn't be so terrible if not for the rather large number of characters by the end of the game. This might have been done with good intentions (namely stopping players for fielding only heavy hitters), but there's usually good reason why certain mechanics are not in normal Super Robot Wars games (closest thing would be how Alpha 3 handles its 4 unit squads, but it has no bearing on the total number of squad deployment).
* ThatOneBoss: Each game has at least one:
** Patchouli in ''Kou'' comes at the end of a trap-laden stage designed to wear the party down with sniper fire before even reaching her. While her HP is lower than Meiling's on the previous stage, she's the first boss to use ''two'' spell cards, potentially giving players a nasty surprise if they thought she would be finished after breaking her first card. Her cards are also the first to feature multiple barrage layers, creating overlapping zones where the doubled effect will absolutely cripple anyone stuck in them.
**
Sanae in ''You'' is by far the toughest boss you'll face until the FinalBoss. Her {{Miko}} innate skill gives her a great boost in Accuracy and Evasion, meaning that she will be able to hit even your dodgiest of units while your own struggle to even touch her. Her attacks are very powerful, and the special effects of her spell card can be debilitating. "The Day the Sea Split" will treat all attacks against Sanae as though she were standing in water, which largely means that they will do diminished damage. "Summon Takeminakata" gives her the spirit Focus auto-cast every turn, which will boost her already insanely high evasion and accuracy even higher. Finally, her final spell card is a MAP attack with a large range... and she casts Miracle after declaring the card, which gives her ''nearly every buff in the game.'' If you don't manage to take her out in a single turn or get all of your units away from her, she can easily cause a TotalPartyKill. She's a tough nut to crack even if you go into her battle prepared. Those who aren't will most likely get their asses kicked quite handily.



** 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.



** Chapter 70 of ''Yume''. This chapter is a defense mission where if any enemy crosses the white line and invades Eientei, you lose. Your party starts on the left side, while the right side is limited to the Three Fairies, making this chapter brutal if you haven't invested in them. The only bomb is held by a sheep which only defends, and this chapter introduces white sheep that have Double Move. If you don't have anyone with a MAP attack like Wind Sanae, Shinki, or Utsuho, or units with Zeal like Reimu, or units with Enable like Kaguya, or someone with maximum WP investment, prepare to have a very difficult time.
* ScrappyMechanic: How the second game handles units: the stronger the unit the higher its "cost" and each mission only gives you a certain total cost. This alone wouldn't be so terrible if not for the rather large number of characters by the end of the game. This might have been done with good intentions (namely stopping players for fielding only heavy hitters), but there's usually good reason why certain mechanics are not in normal Super Robot Wars games (closest thing would be how Alpha 3 handles its 4 unit squads, but it has no bearing on the total number of squad deployment)

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** Chapter 70 of ''Yume''. This chapter is a defense mission where if any enemy crosses the white line and invades Eientei, you lose. Your party starts on the left side, while the right side is limited to the Three Fairies, making this chapter brutal if you haven't invested in them. The only bomb is held by a sheep which only defends, and this chapter introduces white sheep that have Double Move. If you don't have anyone with a MAP attack like Wind Sanae, Shinki, or Utsuho, or units with Zeal like Reimu, or units with Enable like Kaguya, or someone with maximum WP investment, prepare to have a very difficult time. \n* ScrappyMechanic: How the second game handles units: the stronger the unit the higher its "cost" and each mission only gives you a certain total cost. This alone wouldn't be so terrible if not for the rather large number of characters by the end of the game. This might have been done with good intentions (namely stopping players for fielding only heavy hitters), but there's usually good reason why certain mechanics are not in normal Super Robot Wars games (closest thing would be how Alpha 3 handles its 4 unit squads, but it has no bearing on the total number of squad deployment)
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** Yorihime in ''Ei''. She charges at you on ''turn 2'', comes with Miko, Supreme, Break Power Limit, Blocking, Predict, and '''Double Move''', and is equipped with an L-Shooter. Think Sanae, but ''even worse''. She also hits ''hard'', and will target the ship if it's in range. "Ame-no-Uzume-no-Mikoto" casts an effect where only melee attacks can hit Yorihime, which are limited to a few units. "Takemikazuchi" gives her Accel, and also lets her ''move through your formation'' and ''break the accuracy limit'', which '''becomes even more damage'''. Finally, "Amaterasu-no-Oomikami" is a MAP attack with a large range... and she casts '''Zeal''', which gives her a third action, and gets '''+40 in all stats!''' If you don't take her out quickly, she ''will'' cause a TotalPartyKill. And that's not even mentioning the Moon Rabbits that have very high stats as well. What makes this even harder is that great units like Yuyuko, Yukari, Mima, or Yuuka aren't present in the Silent Sinner in Blue arc. [[spoiler: And in the refight in the gaiden chapters of ''Yume'', even THOUGH you have all of the playable units, Yorihime's stats and abilities get jacked up even further if you enrage her, to the point where she comes packing '''Re-Attack''', mentioned below in Yumeko's section, and stats that put even the FinalBoss to shame HP, which makes it even more deadly.]]

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** Yorihime in ''Ei''. She charges at you on ''turn 2'', comes with Miko, Supreme, Break Power Limit, Blocking, Predict, and '''Double Move''', and is equipped with an L-Shooter. Think Sanae, but ''even worse''. She also hits ''hard'', and will target the ship if it's in range. "Ame-no-Uzume-no-Mikoto" casts an effect where only melee attacks can hit Yorihime, which are limited to a few units. "Takemikazuchi" gives her Accel, and also lets her ''move through your formation'' and ''break the accuracy limit'', which '''becomes even more damage'''. Finally, "Amaterasu-no-Oomikami" is a MAP attack with a large range... and she casts '''Zeal''', which gives her a third action, and gets '''+40 in all stats!''' If you don't take her out quickly, she ''will'' cause a TotalPartyKill. And that's not even mentioning the Moon Rabbits that have very high stats as well. What makes this even harder is that great units like Yuyuko, Yukari, Mima, or Yuuka aren't present in the Silent Sinner in Blue arc. [[spoiler: And in the refight in the gaiden chapters of ''Yume'', even THOUGH you have all of the playable units, Yorihime's stats and abilities get jacked up even further if you enrage her, to the point where she comes packing '''Re-Attack''', mentioned below in Yumeko's section, and stats that put even the FinalBoss to shame HP, shame, which makes it even more deadly.]]
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** Yorihime in ''Ei''. She charges at you on ''turn 2'', comes with Miko, Supreme, Break Power Limit, Blocking, Predict, and '''Double Move''', and is equipped with an L-Shooter. Think Sanae, but ''even worse''. She also hits ''hard'', and will target the ship if it's in range. "Ame-no-Uzume-no-Mikoto" casts an effect where only melee attacks can hit Yorihime, which are limited to a few units. "Takemikazuchi" gives her Accel, and also lets her ''move through your formation'' and ''break the accuracy limit'', which '''becomes even more damage'''. Finally, "Amaterasu-no-Oomikami" is a MAP attack with a large range... and she casts '''Zeal''', which gives her a third action, and gets '''+40 in all stats!''' If you don't take her out quickly, she ''will'' cause a TotalPartyKill. And that's not even mentioning the Moon Rabbits that have very high stats as well. What makes this even harder is that great units like Yuyuko, Yukari, Mima, or Yuuka aren't present in the Silent Sinner in Blue arc. [[spoiler: And in the refight in the gaiden chapters of ''Yume'', even THOUGH you have all of the playable units, Yorihime's stats and abilities get jacked up even further if you enrage her, to the point where she comes packing '''Re-Attack''', mentioned below in Yumeko's section, and stats that put even the FinalBoss to shame, which makes it even more deadly.]]

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** Yorihime in ''Ei''. She charges at you on ''turn 2'', comes with Miko, Supreme, Break Power Limit, Blocking, Predict, and '''Double Move''', and is equipped with an L-Shooter. Think Sanae, but ''even worse''. She also hits ''hard'', and will target the ship if it's in range. "Ame-no-Uzume-no-Mikoto" casts an effect where only melee attacks can hit Yorihime, which are limited to a few units. "Takemikazuchi" gives her Accel, and also lets her ''move through your formation'' and ''break the accuracy limit'', which '''becomes even more damage'''. Finally, "Amaterasu-no-Oomikami" is a MAP attack with a large range... and she casts '''Zeal''', which gives her a third action, and gets '''+40 in all stats!''' If you don't take her out quickly, she ''will'' cause a TotalPartyKill. And that's not even mentioning the Moon Rabbits that have very high stats as well. What makes this even harder is that great units like Yuyuko, Yukari, Mima, or Yuuka aren't present in the Silent Sinner in Blue arc. [[spoiler: And in the refight in the gaiden chapters of ''Yume'', even THOUGH you have all of the playable units, Yorihime's stats and abilities get jacked up even further if you enrage her, to the point where she comes packing '''Re-Attack''', mentioned below in Yumeko's section, and stats that put even the FinalBoss to shame, shame HP, which makes it even more deadly.]]
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** Yorihime in ''Ei''. She charges at you on ''turn 2'', comes with Miko, Supreme, Break Power Limit, Blocking, Predict, and '''Double Move''', and is equipped with an L-Shooter. Think Sanae, but ''even worse''. She also hits ''hard'', and will target the ship if it's in range. "Ame-no-Uzume-no-Mikoto" casts an effect where only melee attacks can hit Yorihime, which are limited to a few units. "Takemikazuchi" gives her Accel, and also lets her ''move through your formation'' and ''break the accuracy limit'', which '''becomes even more damage'''. Finally, "Amaterasu-no-Oomikami" is a MAP attack with a large range... and she casts '''Zeal''', which gives her a third action, and gets '''+40 in all stats!''' If you don't take her out quickly, she ''will'' cause a TotalPartyKill. And that's not even mentioning the Moon Rabbits that have very high stats as well. What makes this even harder is that great units like Yuyuko, Yukari, Mima, or Yuuka aren't present in the Silent Sinner in Blue arc. [[spoiler: And in the refight in ''Yume'''s gaiden chapters, even THOUGH you have all of the playable units, Yorihime's stats and abilities get jacked up even further if you enrage her, to the point where she comes packing '''Re-Attack''', mentioned below in Yumeko's section, and stats that put even the FinalBoss to shame, which makes it even more deadly.]]

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** Yorihime in ''Ei''. She charges at you on ''turn 2'', comes with Miko, Supreme, Break Power Limit, Blocking, Predict, and '''Double Move''', and is equipped with an L-Shooter. Think Sanae, but ''even worse''. She also hits ''hard'', and will target the ship if it's in range. "Ame-no-Uzume-no-Mikoto" casts an effect where only melee attacks can hit Yorihime, which are limited to a few units. "Takemikazuchi" gives her Accel, and also lets her ''move through your formation'' and ''break the accuracy limit'', which '''becomes even more damage'''. Finally, "Amaterasu-no-Oomikami" is a MAP attack with a large range... and she casts '''Zeal''', which gives her a third action, and gets '''+40 in all stats!''' If you don't take her out quickly, she ''will'' cause a TotalPartyKill. And that's not even mentioning the Moon Rabbits that have very high stats as well. What makes this even harder is that great units like Yuyuko, Yukari, Mima, or Yuuka aren't present in the Silent Sinner in Blue arc. [[spoiler: And in the refight in ''Yume'''s the gaiden chapters, chapters of ''Yume'', even THOUGH you have all of the playable units, Yorihime's stats and abilities get jacked up even further if you enrage her, to the point where she comes packing '''Re-Attack''', mentioned below in Yumeko's section, and stats that put even the FinalBoss to shame, which makes it even more deadly.]]
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** Yorihime in ''Ei''. She charges at you on ''turn 2'', comes with Miko, Supreme, Break Power Limit, Blocking, Predict, and '''Double Move''', and is equipped with an L-Shooter. Think Sanae, but ''even worse''. She also hits ''hard'', and will target the ship if it's in range. "Ame-no-Uzume-no-Mikoto" casts an effect where only melee attacks can hit Yorihime, which are limited to a few units. "Takemikazuchi" gives her Accel, and also lets her ''move through your formation'' and ''break the accuracy limit'', which '''becomes even more damage'''. Finally, "Amaterasu-no-Oomikami" is a MAP attack with a large range... and she casts '''Zeal''', which gives her a third action, and gets '''+40 in all stats!''' If you don't take her out quickly, she ''will'' cause a TotalPartyKill. And that's not even mentioning the Moon Rabbits that have very high stats as well. What makes this even harder is that great units like Yuyuko, Yukari, Mima, or Yuuka aren't present in the Silent Sinner in Blue arc.

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** Yorihime in ''Ei''. She charges at you on ''turn 2'', comes with Miko, Supreme, Break Power Limit, Blocking, Predict, and '''Double Move''', and is equipped with an L-Shooter. Think Sanae, but ''even worse''. She also hits ''hard'', and will target the ship if it's in range. "Ame-no-Uzume-no-Mikoto" casts an effect where only melee attacks can hit Yorihime, which are limited to a few units. "Takemikazuchi" gives her Accel, and also lets her ''move through your formation'' and ''break the accuracy limit'', which '''becomes even more damage'''. Finally, "Amaterasu-no-Oomikami" is a MAP attack with a large range... and she casts '''Zeal''', which gives her a third action, and gets '''+40 in all stats!''' If you don't take her out quickly, she ''will'' cause a TotalPartyKill. And that's not even mentioning the Moon Rabbits that have very high stats as well. What makes this even harder is that great units like Yuyuko, Yukari, Mima, or Yuuka aren't present in the Silent Sinner in Blue arc. [[spoiler: And in the refight in ''Yume'''s gaiden chapters, even THOUGH you have all of the playable units, Yorihime's stats and abilities get jacked up even further if you enrage her, to the point where she comes packing '''Re-Attack''', mentioned below in Yumeko's section, and stats that put even the FinalBoss to shame, which makes it even more deadly.]]
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** Yuyuko. She has good enough bulk to tank hits, and she also comes with an ability that gives her an evasion boost if she has higher Skill than the enemy (which is a frequent scenario with anyone that isn't an EliteMook), meaning she can dodge as well. Her most notable personal skills are "Sense of Elegance" which doubles consumable item effectiveness, allowing her to spam Rally while regaining back her SP with Sakuya's Tea or the Rose Cookie, and "Return to Yomi," which gives her half the remaining SP of a defeated ally. Combine that with Alice's Hourai Dolls to use as cannon fodder and Yuyuko will never run out of SP. ''Yume'' gives her Enable to allow anyone to move again, and ''Soul'', which is helpful for the final spellcards of a boss fight.


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** Yorihime in ''Ei''. She charges at you on ''turn 2'', comes with Miko, Supreme, Break Power Limit, Blocking, Predict, and '''Double Move''', and is equipped with an L-Shooter. Think Sanae, but ''even worse''. She also hits ''hard'', and will target the ship if it's in range. "Ame-no-Uzume-no-Mikoto" casts an effect where only melee attacks can hit Yorihime, which are limited to a few units. "Takemikazuchi" gives her Accel, and also lets her ''move through your formation'' and ''break the accuracy limit'', which '''becomes even more damage'''. Finally, "Amaterasu-no-Oomikami" is a MAP attack with a large range... and she casts '''Zeal''', which gives her a third action, and gets '''+40 in all stats!''' If you don't take her out quickly, she ''will'' cause a TotalPartyKill. And that's not even mentioning the Moon Rabbits that have very high stats as well. What makes this even harder is that great units like Yuyuko, Yukari, Mima, or Yuuka aren't present in the Silent Sinner in Blue arc.
** Yumeko in ''Yume''. You only have ''7 turns'' if you want the WP bonus, and you have to deal with Makai Bugs that nullify damage below 4000. Yumeko charges at you on turn 2 and comes with Double Move and '''Re-Attack''', which allows her to Support Attack with herself. Her initial danmaku field has a ''huge'' evasion and defense penalty and boosts her accuracy and defense. "Saber Dance" guarantees that she will hit if anyone has lost HP or MP, and "Misery Doll" buffs her Attack and Defense proportional to '''how many units are within 3 squares of her'''. If you don't have a bomb on hand, this phase will be a nightmare.


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** Chapter 21 of ''You'' is already annoying at start, and gets even harder when Aya and some Crow Tengu show up. They are very accurate and evasive, and your army is likely still busy trying to handle Momiji and the Wolf Tengu. There are also Kappa that take almost nothing from many of your units and have very high accuracy and firepower.
** Chapter 31 of ''You'' if you want the WP bonus, since you only have 3 turns to trigger Ran's spellcard, which is a MAP attack. There are crows in the bottom so 2 units will have to deal with them, and Chen and Ran have Double Image for a chance to evade your attacks.
** Chapter 70 of ''Yume''. This chapter is a defense mission where if any enemy crosses the white line and invades Eientei, you lose. Your party starts on the left side, while the right side is limited to the Three Fairies, making this chapter brutal if you haven't invested in them. The only bomb is held by a sheep which only defends, and this chapter introduces white sheep that have Double Move. If you don't have anyone with a MAP attack like Wind Sanae, Shinki, or Utsuho, or units with Zeal like Reimu, or units with Enable like Kaguya, or someone with maximum WP investment, prepare to have a very difficult time.
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* ThatOneLevel: Chapter 7 of ''Kou''. First off, it comes right after the previous chapter, so you don't get the chance to heal or upgrade units. Secondly, Sanae takes a cheap shot at the beginning and leaves Reimu with 500 HP, reduced MP and one less use of Fantasy Seal. Third, Daiyousei (your only dedicated healer unit in this game), is stuck on the other side of a crow blockade surrounding the rest of the party. Fourth, Momoji hits HARD and can take a hit too. All in all, this leads to a protracted war of attrition and the player having to learn to manage their resources.

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* ThatOneLevel: Chapter 7 of ''Kou''. First off, it comes right after the previous chapter, so you don't get the chance to heal or upgrade units. Secondly, Sanae takes a cheap shot at the beginning and leaves Reimu with 500 HP, reduced MP and one less use of Fantasy Seal. Third, Daiyousei (your only dedicated healer unit in this game), is stuck on the other side of a crow blockade surrounding the rest of the party. Fourth, Momoji Momiji hits HARD and can take a hit too. All in all, this leads to a protracted war of attrition and the player having to learn to manage their resources.
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** Mokou lacks any kind of spirit command for a surefire dodge such as Alert or Flash unlike other [[RealRobot "real robot"]] type girls. She just doesn't care/exert too much effort if ''Inaba of the Moon And Inaba of the Earth'' is any indication.

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** Mokou lacks any kind of spirit command for a surefire dodge such as Alert or Flash Sense (Alert+Strike) unlike other [[RealRobot "real robot"]] type girls. She just doesn't care/exert too much effort if ''Inaba of the Moon And Inaba of the Earth'' is any indication.
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** Mokou lacks any kind of spirit command for a surefire dodge such as Alert or Flash unlike other [[RealRobot "real robot"]] type girls. She just doesn't care/exert too much effort if ''Inaba of the Moon And Inaba of the Earth'' is any indication.
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* ThatOneLevel: Chapter 7 of ''Kou''. First off, it comes right after the previous chapter, so you don't get the chance to heal or upgrade units. Secondly, Sanae takes a cheap shot at the beginning and leaves Reimu with 500 HP, reduced MP and one less use of Fantasy Seal. Third, Daiyousei (your only dedicated healer unit in this game), is stuck on the other side of a crow blockade surrounding the rest of the party. Fourth, Momoji hits HARD. All in all, this leads to a protracted war of attrition and the player having to learn to manage their resources.

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* ThatOneLevel: Chapter 7 of ''Kou''. First off, it comes right after the previous chapter, so you don't get the chance to heal or upgrade units. Secondly, Sanae takes a cheap shot at the beginning and leaves Reimu with 500 HP, reduced MP and one less use of Fantasy Seal. Third, Daiyousei (your only dedicated healer unit in this game), is stuck on the other side of a crow blockade surrounding the rest of the party. Fourth, Momoji hits HARD.HARD and can take a hit too. All in all, this leads to a protracted war of attrition and the player having to learn to manage their resources.
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* ThatOneLevel: Chapter 7 of ''Kou''. First off, it comes right after the previous chapter, so you don't get the chance to heal or upgrade units. Secondly, Sanae takes a cheap shot at the beginning and leaves Reimu with 500 HP, reduced MP and one less use of Fantasy Seal. Third, Daiyousei (your only dedicated healer unit in this game), is stuck on the other side of a crow blockade surrounding the rest of the party. Fourth, Momoji hits HARD. All in all, this leads to a protracted war of attrition and the player having to learn to manage their resources.
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* GoodBadBugs: One of Yuyuko's Personal Skills, 'Return to Yomi,' is stated to give her half the remaining SP of any defeated ally character. What is ''does'' is give her half the remaining SP of any defeated unit on the map. Combined with her 'Butterfly Dance' spirit command (+5 Power to all allies on her map), Yuyuko can have your entire party at max Power by turn 2, and still be packing a full SP bar.
** In Versions 1.0.5 and up, Yuyuko no longer possesses this Personal Skill.
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* GameBreaker: Mokou in ''Ei'' incredibly powerful, having max level "Instinct Dodge" and "Berserk", as well as the ability to revive ''four'' times in a single map. Her new attacks, "Fujiyama Volcano" and "Possessed by Phoenix", have even greater damage output behind them than "Flying Phoenix" did in "You". Additionally, just like in "You", Mokou still has some of the highest natural mobility in your team behind Reimu and Sanae. She also has "HP Regen M" (recovers 20% of her max HP each player's phase), but YMMV depending on how useful that is for the player given her previously mentioned "Instinct Dodge" and "Berserk." Her most glaring downside is her lack of focused movement and MP consumption, the former which can be amended by pairing her up with Keine, and latter by giving her the "MP Save" skill (-20% MP cost) and possibly an item. Not only that, but you get her for the entirety of the Subterranean Animism plotline after being teased as a reinforcement unit in Imperishable Night's finale, subverting her presence in the third game being an EleventhHourRanger. Imagine if [[Anime/ArmoredTrooperVOTOMS Chirico]] [[VideoGame/SuperRobotWarsZ Cuvie]] possessed this many lives and could easily trigger his [[LightningBruiser "Abnormal Survivor"]] skill and that should give you an idea of Mokou's destructive capability. There's a good reason Sanbondo didn't allow her to go to the Moon.

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* GameBreaker: Mokou in ''Ei'' is incredibly powerful, having max level "Instinct Dodge" and "Berserk", "Berserk" as well as the ability to revive ''four'' times in a single map. Her new attacks, "Fujiyama Volcano" and "Possessed by Phoenix", have even greater damage output behind them than "Flying Phoenix" did in "You". ''You''. Additionally, just like in "You", ''You'', Mokou still has some of the highest natural mobility in your team behind Reimu and Sanae. She also has "HP Regen M" (recovers 20% of her max HP each player's phase), but YMMV depending on how useful that is for the player given her previously mentioned "Instinct Dodge" and "Berserk." Her most glaring downside is her lack of focused movement and MP consumption, the former which can be amended by pairing her up with Keine, and latter by giving her the "MP Save" skill (-20% MP cost) and possibly an item. Not only that, but you get her for the entirety of the Subterranean Animism plotline after being teased as a reinforcement unit in Imperishable Night's finale, subverting her presence in the third game being an EleventhHourRanger. Imagine if [[Anime/ArmoredTrooperVOTOMS Chirico]] [[VideoGame/SuperRobotWarsZ Cuvie]] possessed this many lives and could easily trigger his [[LightningBruiser "Abnormal Survivor"]] skill and that should give you an idea of Mokou's destructive capability. There's a good reason Sanbondo didn't allow her to go to the Moon.
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* FridgeBrilliance: In [[SuperRobotWars Super Robot Wars]], stages that take place on satellites such as moons use a Space terrain instead of an Air terrain for flying units; however, in Gensou Shoujo Taisen, the Space terrain is replaced instead with the Night modifier. When the party visits the True Moon in Ei as a part of the Silent Sinner In Blue story arc, flying unit bonuses are still determined by their Air terrain, why is that? Because the True Moon has an atmosphere as opposed to any other moon!
* GameBreaker: Mokou in "Ei" incredibly powerful, having max level "Instinct Dodge" and "Berserk", as well as the ability to revive FOUR times in a single map. Her new attacks, Fujiyama Volcano and Possessed by Phoenix, have even greater damage output behind them than Flying Phoenix did in "You". Additionally, just like in "You", Mokou still has some of the highest natural mobility in your team behind Reimu and Sanae. She also has "HP Regen M" (recovers 20% of her max HP each player's phase), but YMMV depending on how useful that is for the player given her previously mentioned "Instinct Dodge" and "Berserk." Her most glaring downside is her lack of focused movement and MP consumption, the former which can be amended by pairing her up with Keine, and latter by giving her the "MP Save" skill (-20% MP cost) and possibly an item. Not only that, but you get her for the entirety of the Subterranean Animism plotline after being teased as a reinforcement unit in Imperishable Night's finale, subverting her presence in the third game being an EleventhHourRanger.

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* FridgeBrilliance: In [[SuperRobotWars [[VideoGame/SuperRobotWars Super Robot Wars]], stages that take place on satellites such as moons use a Space terrain instead of an Air terrain for flying units; however, in Gensou Shoujo Taisen, the Space terrain is replaced instead with the Night modifier. When the party visits the True Moon in Ei as a part of the Silent Sinner In Blue story arc, flying unit bonuses are still determined by their Air terrain, why is that? Because the True Moon has an atmosphere as opposed to any other moon!
* GameBreaker: Mokou in "Ei" ''Ei'' incredibly powerful, having max level "Instinct Dodge" and "Berserk", as well as the ability to revive FOUR ''four'' times in a single map. Her new attacks, Fujiyama Volcano "Fujiyama Volcano" and Possessed "Possessed by Phoenix, Phoenix", have even greater damage output behind them than Flying Phoenix "Flying Phoenix" did in "You". Additionally, just like in "You", Mokou still has some of the highest natural mobility in your team behind Reimu and Sanae. She also has "HP Regen M" (recovers 20% of her max HP each player's phase), but YMMV depending on how useful that is for the player given her previously mentioned "Instinct Dodge" and "Berserk." Her most glaring downside is her lack of focused movement and MP consumption, the former which can be amended by pairing her up with Keine, and latter by giving her the "MP Save" skill (-20% MP cost) and possibly an item. Not only that, but you get her for the entirety of the Subterranean Animism plotline after being teased as a reinforcement unit in Imperishable Night's finale, subverting her presence in the third game being an EleventhHourRanger. Imagine if [[Anime/ArmoredTrooperVOTOMS Chirico]] [[VideoGame/SuperRobotWarsZ Cuvie]] possessed this many lives and could easily trigger his [[LightningBruiser "Abnormal Survivor"]] skill and that should give you an idea of Mokou's destructive capability. There's a good reason Sanbondo didn't allow her to go to the Moon.
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* GameBreaker: Mokou in "Ei" incredibly powerful, having max level "Instinct Dodge" and "Berserk", as well as the ability to revive FOUR times in a single map. Her new attacks, Fujiyama Volcano and Possessed by Phoenix, have even greater damage output behind them than Flying Phoenix did in "You". Additionally, just like in "You", Mokou still has some of the highest natural mobility in your team behind Reimu and Sanae. She also has "HP Regen M" (recovers 20% of her max HP each player's phase), but YMMV depending on how useful that is for the player given her previously mentioned "Instinct Dodge" and "Berserk." Her most glaring downside is her lack of focused movement and MP consumption, the former which can be amended by pairing her up with Keine, and latter by giving her the "MP Save" skill (-20% MP cost) and possibly an item. Not only that, but you get her for the entirety of the Subterranean Animism plotline after being teased as a reinforcement unit in Imperishable Night's finale, subverting her presence in the third game being an EleventhHourRanger.
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* FridgeBrilliance: In [[SuperRobotWars Super Robot Wars]], stages that take place on satellites such as moons use a Space terrain instead of an Air terrain for flying units; however, in Gensou Shoujo Taisen, the Space terrain is replaced instead with the Night modifier. When the party visits the True Moon in Ei as a part of the Silent Sinner In Blue story arc, flying unit bonuses are still determined by their Air terrain, why is that? Because the True Moon has an atmosphere as opposed to any other moon!
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* CreatorsPet: Some fans feel this way about Sanae. See ThatOneBoss below.

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** Not surprising as she appears to be the favored character of the designers, possibly overlapping with CreatorsPet as she has perhaps the best animation and her 3rd level special skill? [[GameBreaker SP Regen]] with a remark about her being the developers' "Waifu" in the notes.

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** Not surprising as she appears to be the favored character of the designers, possibly overlapping with CreatorsPet as she has perhaps the best animation animations and her 3rd level special skill? [[GameBreaker SP Regen]] with a remark about her being the developers' "Waifu" in the notes.notes.
*ScrappyMechanic: How the second game handles units: the stronger the unit the higher its "cost" and each mission only gives you a certain total cost. This alone wouldn't be so terrible if not for the rather large number of characters by the end of the game. This might have been done with good intentions (namely stopping players for fielding only heavy hitters), but there's usually good reason why certain mechanics are not in normal Super Robot Wars games (closest thing would be how Alpha 3 handles its 4 unit squads, but it has no bearing on the total number of squad deployment)
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* ThatOneBoss: Sanae in ''You'' is by far the toughest boss you'll face until the FinalBoss. Her {{Miko}} innate skill gives her a great boost in Accuracy and Evasion, meaning that she will be able to hit even your dodgiest of units while your own struggle to even touch her. Her attacks are very powerful, and the special effects of her spell card can be debilitating. "The Day the Sea Split" will treat all attacks against Sanae as though she were standing in water, which largely means that they will do diminished damage. "Summon Takeminakata" gives her the spirit Focus auto-cast every turn, which will boost her already insanely high evasion and accuracy even higher. Finally, her final spell card is a MAP attack with a large range... and she casts Miracle after declaring the card, which gives her ''nearly every buff in the game.'' If you don't manage to take her out in a single turn or get all of your units away from her, she can easily cause a TotalPartyKill. She's a tough nut to crack even if you go into her battle prepared. Those who aren't will most likely get their asses kicked quite handily.

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* ThatOneBoss: Sanae in ''You'' is by far the toughest boss you'll face until the FinalBoss. Her {{Miko}} innate skill gives her a great boost in Accuracy and Evasion, meaning that she will be able to hit even your dodgiest of units while your own struggle to even touch her. Her attacks are very powerful, and the special effects of her spell card can be debilitating. "The Day the Sea Split" will treat all attacks against Sanae as though she were standing in water, which largely means that they will do diminished damage. "Summon Takeminakata" gives her the spirit Focus auto-cast every turn, which will boost her already insanely high evasion and accuracy even higher. Finally, her final spell card is a MAP attack with a large range... and she casts Miracle after declaring the card, which gives her ''nearly every buff in the game.'' If you don't manage to take her out in a single turn or get all of your units away from her, she can easily cause a TotalPartyKill. She's a tough nut to crack even if you go into her battle prepared. Those who aren't will most likely get their asses kicked quite handily.handily.
** Not surprising as she appears to be the favored character of the designers, possibly overlapping with CreatorsPet as she has perhaps the best animation and her 3rd level special skill? [[GameBreaker SP Regen]] with a remark about her being the developers' "Waifu" in the notes.
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ThatOneBoss: Sanae in ''You'' is by far the toughest boss you'll face until the FinalBoss. Her {{Miko}} innate skill gives her a great boost in Accuracy and Evasion, meaning that she will be able to hit even your dodgiest of units while your own struggle to even touch her. Her attacks are very powerful, and the special effects of her spell card can be debilitating. "The Day the Sea Split" will treat all attacks against Sanae as though she were standing in water, which largely means that they will do diminished damage. "Summon Takeminakata" gives her the spirit Focus auto-cast every turn, which will boost her already insanely high evasion and accuracy even higher. Finally, her final spell card is a MAP attack with a large range... and she casts Miracle after declaring the card, which gives her ''nearly every buff in the game.'' If you don't manage to take her out in a single turn or get all of your units away from her, she can easily cause a TotalPartyKill. She's a tough nut to crack even if you go into her battle prepared. Those who aren't will most likely get their asses kicked quite handily.

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* ThatOneBoss: Sanae in ''You'' is by far the toughest boss you'll face until the FinalBoss. Her {{Miko}} innate skill gives her a great boost in Accuracy and Evasion, meaning that she will be able to hit even your dodgiest of units while your own struggle to even touch her. Her attacks are very powerful, and the special effects of her spell card can be debilitating. "The Day the Sea Split" will treat all attacks against Sanae as though she were standing in water, which largely means that they will do diminished damage. "Summon Takeminakata" gives her the spirit Focus auto-cast every turn, which will boost her already insanely high evasion and accuracy even higher. Finally, her final spell card is a MAP attack with a large range... and she casts Miracle after declaring the card, which gives her ''nearly every buff in the game.'' If you don't manage to take her out in a single turn or get all of your units away from her, she can easily cause a TotalPartyKill. She's a tough nut to crack even if you go into her battle prepared. Those who aren't will most likely get their asses kicked quite handily.

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ThatOneBoss: Sanae in ''You'' is by far the toughest boss you'll face until the FinalBoss. Her {{Miko}} innate skill gives her a great boost in Accuracy and Evasion, meaning that she will be able to hit even your dodgiest of units while your own struggle to even touch her. Her attacks are very powerful, and the special effects of her spell card can be debilitating. "The Day the Sea Split" will treat all attacks against Sanae as though she were standing in water, which largely means that they will do diminished damage. "Summon Takeminakata" gives her the spirit Focus auto-cast every turn, which will boost her already insanely high evasion and accuracy even higher. Finally, her final spell card is a MAP attack with a large range... and she casts Miracle after declaring the card, which gives her ''nearly every buff in the game.'' If you don't manage to take her out in a single turn or get all of your units away from her, she can easily cause a TotalPartyKill. She's a tough nut to crack even if you go into her battle prepared. Those who aren't will most likely get their asses kicked quite handily.

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