Follow TV Tropes

Following

History YMMV / GensouShoujoTaisen

Go To

OR

Is there an issue? Send a MessageReason:
None


** 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), 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), 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_ ''four times'' as much as Makura's final Spell Card in the main route), 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.]]
Is there an issue? Send a MessageReason:
None


** In ''Complete Box'', [[spoiler:Chapter 73 of the Future Route is a brutal chapter based on the main game's Chapter Chapter 76 where you face a BossRush of Nightmares nonstop, with all of them activating their Spell Cards upon spawning. Amongst others, it includes Flandre's Four of a Kind, Remilia's Scarlet Gensokyo, Toyohime's Waveguide Fan (An infinite range MAP), Yuuka's Dual Spark (Also an infinite range MAP that covers the blind spots of Toyohime's Waveguide Fan and vice-versa), Ran's Ultimate Buddhist, Yorihime's Take-Mikazuchi, Marisa's Master Spark (The MAP from Chapter 40R) and Reimu's Fantasy Nature (from a short stage between Chapters 49 and 50), complete with their Danmaku effects.]]

to:

** In ''Complete Box'', [[spoiler:Chapter 73 of the Future Route is a brutal chapter based on the main game's Chapter Chapter 76 where you face a BossRush of Nightmares nonstop, with all of them activating their Spell Cards upon spawning. Amongst others, it includes Flandre's Four of a Kind, Remilia's Scarlet Gensokyo, Toyohime's Waveguide Fan (An infinite range MAP), Yuuka's Dual Spark (Also an infinite range MAP that covers the blind spots of Toyohime's Waveguide Fan and vice-versa), Ran's Ultimate Buddhist, Yorihime's Take-Mikazuchi, Marisa's Master Spark (The MAP from Chapter 40R) and Reimu's Fantasy Nature (from a short stage between Chapters 49 and 50), complete with their Danmaku effects.effects, alongside some original spells from characters like Yuyuko (whose Danmaku has a HPToOne effect- and appears [[OhCrap at the same time as Yuuka's and Toyohime's Double MAP combo]]).]]
Is there an issue? Send a MessageReason:
None


** 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''), 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. 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), 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''), hp''. For reference, that's _four times_ as much as Makura's final Spell Card in the main route), 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.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.]]
Is there an issue? Send a MessageReason:
None


** In ''Complete Box'', [[spoiler:Chapter 73 of the Future Route is a brutal chapter based on the main game's Chapter Chapter 76 where you face a BossRush of Nightmares nonstop, with all of them activating their Spell Cards upon spawning. Amongst others, it includes Flandre's Four of a Kind, Remilia's Scarlet Gensokyo, Toyohime's Waveguide Fan (An infinite range MAP), Yuuka's Dual Spark (Also an infinite range MAP that covers the blind spots of Toyohime's Waveguide fan and vice-versa), Ran's Ultimate Buddhist, Yorihime's Take-Mikazuchi, Marisa's Master Spark (The MAP from Chapter 40R) and Reimu's Fantasy Nature (from a short stage between Chapters 49 and 50), complete with their Danmaku effects.]]

to:

** In ''Complete Box'', [[spoiler:Chapter 73 of the Future Route is a brutal chapter based on the main game's Chapter Chapter 76 where you face a BossRush of Nightmares nonstop, with all of them activating their Spell Cards upon spawning. Amongst others, it includes Flandre's Four of a Kind, Remilia's Scarlet Gensokyo, Toyohime's Waveguide Fan (An infinite range MAP), Yuuka's Dual Spark (Also an infinite range MAP that covers the blind spots of Toyohime's Waveguide fan Fan and vice-versa), Ran's Ultimate Buddhist, Yorihime's Take-Mikazuchi, Marisa's Master Spark (The MAP from Chapter 40R) and Reimu's Fantasy Nature (from a short stage between Chapters 49 and 50), complete with their Danmaku effects.]]

Added: 706

Changed: 39

Is there an issue? Send a MessageReason:
None


** 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''), 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. 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 Omega, 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 [=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''), 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. 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 Omega, 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.]]


Added DiffLines:

** In ''Complete Box'', [[spoiler:Chapter 73 of the Future Route is a brutal chapter based on the main game's Chapter Chapter 76 where you face a BossRush of Nightmares nonstop, with all of them activating their Spell Cards upon spawning. Amongst others, it includes Flandre's Four of a Kind, Remilia's Scarlet Gensokyo, Toyohime's Waveguide Fan (An infinite range MAP), Yuuka's Dual Spark (Also an infinite range MAP that covers the blind spots of Toyohime's Waveguide fan and vice-versa), Ran's Ultimate Buddhist, Yorihime's Take-Mikazuchi, Marisa's Master Spark (The MAP from Chapter 40R) and Reimu's Fantasy Nature (from a short stage between Chapters 49 and 50), complete with their Danmaku effects.]]

Added: 691

Changed: 2007

Is there an issue? Send a MessageReason:
None


* 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, 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.

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), 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''), 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. 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 Omega, previously the Superboss of ''Yume'', and even the brutal BossRush on the previous chapter look ''easy'' in comparison.]]
* 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, 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. It's easier in ''Complete Box'' as your units do heal between Chapters and Reimu doesn't lose most of her HP.
Is there an issue? Send a MessageReason:
None


* 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). [[spoiler: This mechanic is sent straight to Hokkai for the final chapter against Makura, which explicitly gives you ''infinite cost''. You're still stuck with only 39 deployment slots, however - technically 40, but the lead heroine of your playthrough (Reimu or Marisa) is a forced deployment. In ''Complete Box'', you only have 38 slots, as the other heroine (Reimu on Marisa's route, Marisa on Reimu's route) is forced, too. In the Future Route, Shitone similarly does away with the cost mechanic, though Makura is forced.]]

to:

* 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). [[spoiler: This mechanic is sent straight to Hokkai for the final chapter against Makura, which explicitly gives you ''infinite cost''. You're still stuck with only 39 deployment slots, however - technically 40, but the lead heroine of your playthrough (Reimu or Marisa) is a forced deployment. In ''Complete Box'', you only have 38 slots, as the other heroine (Reimu on Marisa's route, Marisa on Reimu's route) is forced, too. In the Future Route, the final battle against Shitone similarly does away with the cost mechanic, though Makura is forced.a forced deployment.]]
Is there an issue? Send a MessageReason:
None


* 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). [[spoiler: This mechanic is sent straight to Hokkai for the final chapter against Makura, which explicitly gives you ''infinite cost''. You're still stuck with only 39 deployment slots, however - technically 40, but the lead heroine of your playthrough (Reimu or Marisa) is a forced deployment. In ''Complete Box'', you only have 38 slots, as the other heroine (Reimu on Marisa's route, Marisa on Reimu's route) is forced, too. ]]

to:

* 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). [[spoiler: This mechanic is sent straight to Hokkai for the final chapter against Makura, which explicitly gives you ''infinite cost''. You're still stuck with only 39 deployment slots, however - technically 40, but the lead heroine of your playthrough (Reimu or Marisa) is a forced deployment. In ''Complete Box'', you only have 38 slots, as the other heroine (Reimu on Marisa's route, Marisa on Reimu's route) is forced, too. In the Future Route, Shitone similarly does away with the cost mechanic, though Makura is forced.]]
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


** 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 understable, 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.''

to:

** 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 understable, 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.''
Is there an issue? Send a MessageReason:
None


** In Chapter 7 during the ''Kou'' Scenario, Turmoil on the Lake Part 2, Sanae manages to avoid Reimu's Fantasy Seal. In practice, for the time this happens, this scenario should be impossible due to Reimu's naturally great accuracy combined with the ridiculous accuracy modifier of Fantasy Seal, meaning nothing short of a ''miracle'' [[note]]Sanae's ability is that she's capable of causing miracles, implying that she used one to avoid Fantasy Seal[[/note]] would make it miss. Indeed, come Chapter 13R, Sanae is running low on faith, implying that she used up most of it to cause the miracle she needed to avoid Fantasy Seal.

to:

** In Chapter 7 during the ''Kou'' Scenario, Turmoil on the Lake Part 2, Sanae manages to avoid Reimu's Fantasy Seal. In practice, for the time this happens, this scenario should be impossible due to Reimu's naturally great accuracy combined with the ridiculous accuracy modifier of Fantasy Seal, meaning nothing short of a ''miracle'' [[note]]Sanae's ability is that she's capable of causing miracles, implying that she used one to avoid Fantasy Seal[[/note]] ''miracle'' would make it miss. Indeed, come Chapter 13R, Sanae is running low on faith, implying that she used up most of it to cause the miracle she needed to avoid Fantasy Seal.Seal in Chapter 7.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In Chapter 7 during the ''Kou'' Scenario, Turmoil on the Lake Part 2, Sanae manages to avoid Reimu's Fantasy Seal. In practice, for the time this happens, this scenario should be impossible due to Reimu's naturally great accuracy combined with the ridiculous accuracy modifier of Fantasy Seal, meaning nothing short of a ''miracle'' [[note]]Sanae's ability is that she's capable of causing miracles, implying that she used one to avoid Fantasy Seal[[/note]] would make it miss. Indeed, come Chapter 13R, Sanae is running low on faith, implying that she used up most of it to cause the miracle she needed to avoid Fantasy Seal.
Is there an issue? Send a MessageReason:
None


** 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 understable, 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. Especially since Akyuu is the only 1.0 Cost Unit in the game aside from Utsuho Cooldown.

to:

** 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 understable, 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. Especially since This is made even more poignant by the fact that Akyuu is the a 1.0 cost unit (For reference, there's only one other 1.0 Cost Unit in cost unit the game aside from Utsuho Cooldown.player has access to and that's Utsuho's [[JokeCharacter Cooldown]] form), making her strength ''extremely disproportionate to her cost.''
Is there an issue? Send a MessageReason:
None


** 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). 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 understable, 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.

to:

** 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).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 understable, 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. Especially since Akyuu is the only 1.0 Cost Unit in the game aside from Utsuho Cooldown.

Added: 1095

Changed: 36

Is there an issue? Send a MessageReason:
None


** 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 character who could feasibly compare is Sanae with FINAL MAXGOD active. 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.

to:

** 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 character characters who could feasibly compare is Sanae with FINAL MAXGOD active.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.hands.
** 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). 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 understable, 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.
Is there an issue? Send a MessageReason:
None


** 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.

to:

** 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.
Is there an issue? Send a MessageReason:
None


* 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). [[spoiler: This mechanic is sent straight to Hokkai for the final chapter against Makura, which explicitly gives you ''infinite cost''. You're still stuck with only 39 deployment slots, however - technically 40, but the lead heroine of your playthrough (Reimu or Marisa) is a forced deployment. In ''Complete Box'', you only have 38 slots, as the other heroine (Reimu on Marisa's route, Marisa on Reimu's route) is forced, too). ]]

to:

* 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). [[spoiler: This mechanic is sent straight to Hokkai for the final chapter against Makura, which explicitly gives you ''infinite cost''. You're still stuck with only 39 deployment slots, however - technically 40, but the lead heroine of your playthrough (Reimu or Marisa) is a forced deployment. In ''Complete Box'', you only have 38 slots, as the other heroine (Reimu on Marisa's route, Marisa on Reimu's route) is forced, too).too. ]]
Is there an issue? Send a MessageReason:
None


* 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). [[spoiler: This mechanic is sent straight to Hokkai for the final chapter against Makura, which explicitly gives you ''infinite cost''. You're still stuck with only 39 deployment slots, however - technically 40, but the lead heroine of your playthrough (Reimu or Marisa) is a forced deployment.]]

to:

* 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). [[spoiler: This mechanic is sent straight to Hokkai for the final chapter against Makura, which explicitly gives you ''infinite cost''. You're still stuck with only 39 deployment slots, however - technically 40, but the lead heroine of your playthrough (Reimu or Marisa) is a forced deployment. In ''Complete Box'', you only have 38 slots, as the other heroine (Reimu on Marisa's route, Marisa on Reimu's route) is forced, too). ]]
Is there an issue? Send a MessageReason:
None


** 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 character who could feasibly compare is Sanae with FINAL MAXGOD active. 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).

to:

** 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 character who could feasibly compare is Sanae with FINAL MAXGOD active. 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.



** 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 Alice's Hourai Dolls.

to:

** 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 it ''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 combos hideously well with Mokou's resurrections and Alice's Hourai Dolls.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* 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''.
Is there an issue? Send a MessageReason:
None


** 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 for ''VERY good reason''. The only character who could feasibly compare is Sanae with FINAL MAXGOD active. 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).

to:

** 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 Granzon, and this is for ''VERY good reason''. The only character who could feasibly compare is Sanae with FINAL MAXGOD active. 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).
Is there an issue? Send a MessageReason:
None


** 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 for ''VERY good reason''. The only character who could feasibly compare is Sanae with FINAL MAXGOD active. 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).

to:

** 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 Shirakawa]] and his Neo Granzon and for ''VERY good reason''. The only character who could feasibly compare is Sanae with FINAL MAXGOD active. 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).
Is there an issue? Send a MessageReason:
None


** 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 for ''VERY good reason''. The only character who could feasibly compare is Sanae with FINAL MAXGOD active. 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).

to:

** 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]] Shirakawa]]and his Neo Granzon and for ''VERY good reason''. The only character who could feasibly compare is Sanae with FINAL MAXGOD active. 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).SP), which... 50% SP restoration speaks for itself, really (though it's a lot worse in ''Complete Box'', where units regenerate SP innately).
Is there an issue? Send a MessageReason:
None


** 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 and the PS Unreachable Flower, 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)m 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 for ''VERY good reason''. The only character who could feasibly compare is Sanae with FINAL MAXGOD active.

to:

** 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 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, 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)m 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 for ''VERY good reason''. The only character who could feasibly compare is Sanae with FINAL MAXGOD active. 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).
Is there an issue? Send a MessageReason:
None


** 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 and the PS Unreachable Flower, 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)m 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/MasouKishin Shu Shirakawa]] and for ''VERY good reason''. The only character who could feasibly compare is Sanae with FINAL MAXGOD active.

to:

** 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 and the PS Unreachable Flower, 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)m 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/MasouKishin Shu [[VideoGame/SuperRobotWars Shu]] [[Characters/MasouKishin Shirakawa]] and for ''VERY good reason''. The only character who could feasibly compare is Sanae with FINAL MAXGOD active.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** 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 and the PS Unreachable Flower, 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)m 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/MasouKishin Shu Shirakawa]] and for ''VERY good reason''. The only character who could feasibly compare is Sanae with FINAL MAXGOD active.
Is there an issue? Send a MessageReason:
None


** 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. It's little wonder she's said to be the lead dev's favorite character, given how much the WP system seems deliberately built to compliment her innate abilities.

to:

** 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. It's little wonder she's said to be the lead dev's favorite character, CreatorsFavorite, given how much the WP system seems deliberately built to compliment her innate abilities.
Is there an issue? Send a MessageReason:
None


** 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.

to:

** 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. It's little wonder she's said to be the lead dev's favorite character, given how much the WP system seems deliberately built to compliment her innate abilities.
Is there an issue? Send a MessageReason:
None


* 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''.

to:

* UnexpectedCharacter: Few people probably expected the PC-98 characters to show up. Or [[spoiler:the catfish from ''Hisoutenkou'']] ''Hisoutensoku'']] to be one of the major villains in ''Yume''.
Is there an issue? Send a MessageReason:
None


* 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).

to:

* 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). [[spoiler: This mechanic is sent straight to Hokkai for the final chapter against Makura, which explicitly gives you ''infinite cost''. You're still stuck with only 39 deployment slots, however - technically 40, but the lead heroine of your playthrough (Reimu or Marisa) is a forced deployment.]]

Top