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--> Series: ''Manga/KatekyoHitmanReborn''

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--> Series: ''Manga/KatekyoHitmanReborn''''Manga/Reborn2004''
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* LookBehindMe: Kuroko's support skill (via a nod to his famous Misdirection ability) is to force an opponent to lock-on at the ball that is thrown till out of sight, losing the lock-on from the opponent momentarily.

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* LookBehindMe: LookBehindYou: Kuroko's support skill (via a nod to his famous Misdirection ability) is to force an opponent to lock-on at the ball that is thrown till out of sight, losing the lock-on from the opponent momentarily.

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* GoLookAtTheDistraction: Kuroko's support skill (via a nod to his famous Misdirection ability) is to force an opponent to lock-on at the ball that is thrown till out of sight, losing the lock-on from the opponent momentarily.


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* LookBehindMe: Kuroko's support skill (via a nod to his famous Misdirection ability) is to force an opponent to lock-on at the ball that is thrown till out of sight, losing the lock-on from the opponent momentarily.
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--> Series: ''Manga/KurokoNoBasuke''

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--> Series: ''Manga/KurokoNoBasuke''''Manga/KurokosBasketball''
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* FrickinLaserBeams: His Death Beam (his neutral circle) which can also be charged up; it drains a bit more stamina the more circle is held down, but it inflicts more hits. The midair version charges faster. A minor version of this trope applies to the finishing inputs to both his jump attacks, which use up a small amount of stamina.

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* FrickinLaserBeams: EnergyWeapon: His Death Beam (his neutral circle) which can also be charged up; it drains a bit more stamina the more circle is held down, but it inflicts more hits. The midair version charges faster. A minor version of this trope applies to the finishing inputs to both his jump attacks, which use up a small amount of stamina.



* EnergyWeapon: LUCKY BEAAAAAM!



* FrickinLaserBeams: LUCKY BEAAAAAM!

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* FrickinLaserBeams: LUCKY BEAAAAAM!
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not a trope


* TheSouthpaw: On top of that, Nube is actually left-handed.

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* AGodAmI: He aims to dethrone the Soul King and take his place.


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* GodhoodSeeker: He aims to dethrone the Soul King and take his place.
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* KiAttacks: Uses the Haki to power up his attacks. He'll instantly transition into this form for more damage when he further powers up his attacks during his Gear Second state.

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* KiAttacks: KiManipulation: Uses the Haki to power up his attacks. He'll instantly transition into this form for more damage when he further powers up his attacks during his Gear Second state.
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* DifficultButAwesome: Gintoki's kit manages to be both simple and complex at the same time, as many different combo routes do exist, but many of them involve linking his moves together in ways that aren't immediately intuitive, and sometimes requiring pinning an opponent against a wall or corner. Played well, Gintoki is capable of powerful damage at only a fraction of the stamina cost as his competitors.


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* LethalJokeCharacter: On paper, Gintoki is almost comically lacking in options. He only has one proper auto-combo on the ground, only one aerial attack, his guard break is very slow on start-up, and only one of his specials even deals any meaningful damage without properly charging his stamina first. In practice, his unorthodox moveset offers a wide variety of combo routes, and his Soy Sauce Sword special being unblockable means being either too reckless or too defensive when fighting will get you blinded for your troubles. Upon successfully charging it, his Kamehameha is also one of the strongest specials in the game in terms of raw damage.
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* HeroicAlbino

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* BlowYouAway: He can swing his sword hard enough to create tornadoes. A notable example is his [[EverythingIsBetterWithSpinning Hishou Kakusuiken Ougi: Rin Senpuu (Secret Hearing Crane Spindle Sword Secret Skill: Threshold Whirlwind)]] forward+circle special making him spin on his sword via a handstanding sword-plant. It can be extended with extra button taps to change its direction (which uses up stamina per input), and up against a wall/corner it can rack up an insane amount of hits.

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* BlowYouAway: He can swing his sword hard enough to create tornadoes. A notable example is his [[EverythingIsBetterWithSpinning [[SpectacularSpinning Hishou Kakusuiken Ougi: Rin Senpuu (Secret Hearing Crane Spindle Sword Secret Skill: Threshold Whirlwind)]] forward+circle special making him spin on his sword via a handstanding sword-plant. It can be extended with extra button taps to change its direction (which uses up stamina per input), and up against a wall/corner it can rack up an insane amount of hits.
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--> Series: ''Manga/DragonBall''

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--> Series: ''Manga/DragonBall''''Franchise/DragonBall''



--> Series: ''Manga/DragonBall''

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--> Series: ''Manga/DragonBall''''Franchise/DragonBall''



--> Series: ''Manga/DragonBall''

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--> Series: ''Manga/DragonBall''''Franchise/DragonBall''



* MsFanservice: Even more shameless example than Medaka and Hancock, she is frequently mentioned getting nude for no reason. In fact, her recruitment quest involves finding her after she runs away from the Kame House, residence to ''Manga/DragonBall''[='s=] DirtyOldMan bar none, Master Roshi (who's the one that requests you bring her back to him).

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* MsFanservice: Even more shameless example than Medaka and Hancock, she is frequently mentioned getting nude for no reason. In fact, her recruitment quest involves finding her after she runs away from the Kame House, residence to ''Manga/DragonBall''[='s=] ''Franchise/DragonBall''[='s=] DirtyOldMan bar none, Master Roshi (who's the one that requests you bring her back to him).

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** FrickinLaserBeams: Also has one for his Death Beam (his neutral circle), where charging it up drains a bit more stamina the more circle is held down, but it inflicts more hits. The midair version charges faster. A minor version of this trope applies to the finishing inputs to both his jump attacks, which use up a small amount of stamina.



* FrickinLaserBeams: His Death Beam (his neutral circle) which can also be charged up; it drains a bit more stamina the more circle is held down, but it inflicts more hits. The midair version charges faster. A minor version of this trope applies to the finishing inputs to both his jump attacks, which use up a small amount of stamina.



* SphereOfDestruction: His LimitBreak, Death Ball.

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* SphereOfDestruction: SphereOfDestruction:
**
His LimitBreak, Death Ball.
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* RapidFireFisticuffs: Not much to the extent of Kenshirou however, as it's only for his strong-weak/strong-strong-weak combo.

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* RapidFireFisticuffs: Not much to the extent of Kenshirou however, as it's only for his strong-weak/strong-strong-weak combo.combo which is likely based on his Shuu Renda (Collected Barrage).

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* DifficultButAwesome:
** In Luffy's case, while he has lots of damage, his stamina usage is on an extreme level (can gain it up to fully instantly but not past 100%, and can use up quite a bit of it for his specials). Thus, learning to manage his resources is key to unleashing his maximum potential.
** His weak attack string finisher (the forward jump push kick) can also be cancelled into an automatic forward-step (by flicking forward) that can also cancel into its own unique string, though trying to fit other moves into it can prove a bit hard if you're not accustomed to it.



** DifficultButAwesome: However, in Luffy's case, while he has lots of damage, his stamina usage is on an extreme level (can gain it up to fully instantly but not past 100%, and can use up quite a bit of it for his specials). Thus, learning to manage his resources is key to unleashing his maximum potential.
*** His weak attack string finisher (the forward jump kick) can also be cancelled into an automatic forward-step (by flicking forward) that can also cancel into its own unique string, though trying to fit other moves into it can prove a bit hard if you're not accustomed to it.



* NiceHat: His greatest treasure is his straw hat, given to him by his father-figure, the Red-Haired Pirate Shanks.
** [[spoiler:Said hat also used to belong to Shanks' former captain, Gold Roger]].

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* NiceHat: His greatest treasure is his straw hat, given to him by his father-figure, the Red-Haired Pirate Shanks.
**
Shanks. [[spoiler:Said hat also used to belong to Shanks' former captain, Gold Roger]].



* PowerPalms: His forward+circle special, Gum-Gum Bazooka (done with both palms horizontal of each other). He also gets a running start beforehand which is somehow done by the CPU version. Yet when charging the attack up, Luffy always stays stationary before moving forward.
** Also done during the finisher of his Gum-Gum Gatling, as mentioned above in the same manner.
* RapidFireFisticuffs: His signature Gum-Gum Gatling (the kanji being literally read as "Gun Battering"), done with neutral circle. Should one [[ButtonMashing button mash it]] more, he'll instantly transition into Gear Second's Jet Gatling, and end it with a pseudo-Jet Bazooka (he actually yells "CANNON!"). Doing this again while already in Gear Second will make the final Gum-Gum Cannon get laced in Haki instead.
** In the air, it turns into Gum-Gum Stamp Gatling instead, done with his feet diagonally to the ground for a bit with the same effects as the ground version.

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* PowerPalms: His forward+circle special, Gum-Gum Bazooka (done with both palms horizontal of each other). He also gets a running start beforehand which is somehow done by the CPU version. Yet when charging the attack up, Can be charged up via having Luffy always stays staying stationary before moving forward.
**
boosting forward with the Jet version, or can have him run up to his foe via holding down both the dash and guard button during the animation. Also done during the finisher of his Gum-Gum Gatling, as mentioned above in the same manner.
* RapidFireFisticuffs: His signature Gum-Gum Gatling (the kanji being literally read as "Gun Battering"), done with neutral circle. Should one [[ButtonMashing button mash it]] more, he'll instantly transition into Gear Second's Jet Gatling, and end it with a pseudo-Jet Bazooka (he actually yells "CANNON!"). Doing this again while already in Gear Second will make the final Gum-Gum Cannon get laced in Haki instead.
**
instead. In the air, it turns into Gum-Gum Stamp Gatling instead, done with his feet diagonally to the ground for a bit with the same effects as the ground version.version (and ends with his normal weak-to-strong finisher or strong chain finiser, which is likely his Gum-Gum Axe).



* [[PowerPalms Power Palm]] DashAttack: His signature Chidori for one of his specials (forward+circle), which also stuns the opponent if it properly connects its final hit. Funny enough, Chidori seems to have higher priority over a Naruto using Rasengan if the two of them happen to attempt to collide in this game.
** His standard dash attack can also be cancelled into a faster Chidori input, albeit that very specific version can also be forward-step cancelled by tapping a forward direction for some strange gimmicks.

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* [[PowerPalms Power Palm]] DashAttack: His signature Chidori for one of his specials (forward+circle), which also stuns the opponent if it properly connects its final hit. Funny enough, Chidori seems to have higher priority over a Naruto using Rasengan if the two of them happen to attempt to collide in this game.
**
His standard dash attack can also be cancelled into a faster Chidori input, albeit that very specific version can also be forward-step cancelled by tapping a forward direction for some strange gimmicks.gimmicks. Funny enough, Chidori seems to have higher priority over a Naruto using Rasengan if the two of them happen to attempt to collide in this game. \



* DyingMomentOfAwesome: If Raoh would be the last K.O. in a match, he'll recreate his famous death scene, FamousLastWords and all.
** However, via a cheap-shot it prolongs the time the K.O. sign pops up, so if his partner is quick enough depending on the situation, they may be able to score a K.O. (especially if it's the winning one) quickly enough to turn it around and/or claim victory.
* FingerPokeOfDoom: His R1 + Circle special, Shinkesshuu (New Blood Distress), where he jams his finger into his foe's chest for an unblockable grab. Once he connects, he'll hold them up, and smash them down with the attack's kanji being shown. A few moments later, his foe will then explode out of nowhere.

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* DyingMomentOfAwesome: If Raoh would be the last K.O. in a match, he'll recreate his famous death scene, FamousLastWords and all.
**
all. However, via a cheap-shot it prolongs the time the K.O. sign pops up, so if his partner is quick enough depending on the situation, they may be able to score a K.O. (especially if it's the winning one) quickly enough to turn it around and/or claim victory.
* FingerPokeOfDoom: His R1 + Circle special, Shinkesshuu Shinketsushuu (New Blood Distress), where he jams his finger into his foe's chest for an unblockable grab. Once he connects, he'll hold them up, and smash them down with the attack's kanji being shown. A few moments later, his foe will then explode out of nowhere.



* KamehameHadoken: His LimitBreak, Tenshou Honretsu (Heaven General Bustling Fury); unlike most supers however, it loses its invincibility frames after Raoh goes through his cutscene and upon him firing the beam, so it can easily be interrupted by lingering attacks.
** Also applies to his neutral circle, Goushouha (Strong Palm Wave).

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* KamehameHadoken: KamehameHadoken:
** His neutral circle, Goushouha (Strong Palm Wave), a short-to-mid ranged energy blast that flies out pretty fast, making it a solid neutral tool.
**
His LimitBreak, Tenshou Honretsu (Heaven General Bustling Fury); unlike most supers however, it loses its invincibility frames after Raoh goes through his cutscene and upon him firing the beam, so it can easily be interrupted by lingering attacks.
** Also applies to his neutral circle, Goushouha (Strong Palm Wave).
attacks.



* GroundPound: His Bakuretsu Kazan (Exploding Volcano) R1+Circle special, which sends an explosion from underneath his target from nearly any distance. Interesting of note is that this is an attack that's only seen in his video game appearances.
** Also applies to his jump attack and his [[DivingKick Meigou done in midair]].

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* GroundPound: His Bakuretsu Kazan (Exploding Volcano) R1+Circle special, which sends an explosion from underneath his target from nearly any distance. Interesting of note is that this is an attack that's only seen in his video game appearances.
**
appearances. Also applies to his jump attack and his [[DivingKick Meigou done in midair]].



* [[MegatonPunch Megaton]] ElementalPunch: Forms elongated-magna-fists with his Dai Funka (Big Eruption) technique during his normal attacks, which can also be done mainly as his neutral circle special. His weak, strong/weak, weak, strong combo(s) also involve him punching a bunch of lava fists into the air at his target upon uppercutting them into it.
** His strong attack combo, unlike most other characters, has him punch out lava blasts per strike (and thus also use up his stamina).

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* [[MegatonPunch Megaton]] ElementalPunch: ElementalPunch:
**
Forms elongated-magna-fists with his Dai Funka (Big Eruption) technique during his normal attacks, which can also be done mainly as his neutral circle special. special.
**
His weak, strong/weak, weak, strong combo(s) also involve him punching a bunch of lava fists into the air at his target upon uppercutting them into it.
** His strong attack combo, string, unlike most other characters, has him punch out lava blasts per strike (and thus also use up his stamina).



** CounterAttack: If timed right since he draws his sword from his sheath for the first input, he can instantly stop attacks and counter with the second slash right away if triggered.

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** * CounterAttack: If timed right since he draws his sword from his sheath for the first input, he can instantly stop attacks and counter with the second slash right away if triggered.



** MagicMisfire: Usually, when the target is near Madara, he can get himself caught in the blast when the second meteorite is summoned. [[FriendlyFireproof Good thing there's no friendly fire damage for it.]]



* MagicMisfire: Usually, when the target is near Madara, he can get himself caught in the blast when the second meteorite is summoned. [[FriendlyFireproof Good thing there's no friendly fire damage for it.]]



* ChargedAttack: In his home series, kidou all have [[BadassCreed incantations]] which further increase their potency, while those skilled enough with the art can skip those said incantations. In Aizen's case in this game, charging up his special moves (which are all kidou) causes him to recite their incantations, though it leaves him pretty open when doing so.



** ChargedAttack: In his home series, kidou all have [[BadassCreed incantations]] which further increase their potency, while those skilled enough with the art can skip those said incantations. In Aizen's case in this game, charging up his special moves (which are all kidou) causes him to recite their incantations, though it leaves him pretty open when doing so.



* SuperDrowningSkills: True to his source material, one of his weaknesses is his skin is hyper-sensitive to water, making it melt and burst. However, in this game, it instead works akin to the weakness of the ''One Piece'' characters via Koro-sensei being unable to stamina charge passively or manually whenever he's in a body of water.



* InstantExpert[=/=]PowerCopying: Her abnormality via The End (aside from the fact that she can't proper copy any abilities that require passionate approaches like music), while lacking overall practical knowledge (making her a bit air-headed sometimes). A majority of her attacks save for some of her basic attacks and Kurokami Phantom all come from someone else she's met in her home series.
** BrokenAce: However, she herself via later arcs of her home series becomes more aware of her own flaws.

to:

* InstantExpert[=/=]PowerCopying: Her abnormality via The End (aside from the fact that she can't proper copy any abilities that require passionate approaches like music), while lacking overall practical knowledge (making her a bit air-headed sometimes). A majority of her attacks save for some of her basic attacks and Kurokami Phantom all come from someone else she's met in her home series.
** BrokenAce:
series. However, she herself via later arcs of her home series becomes more aware of her own flaws.flaws as a BrokenAce.



* AssistCharacter: He has Don Patch with him and uses him in various attacks, [[HeroicComedicSociopath willingly or not]]. He can send Don Patch out to deliver a barrage of punches, or he can use Don Patch as a shield that stuns his opponent if Bo-bobo blocks just as he's about to be hit. Don Patch also helps Bo-bobo throw oranges at the opponent, and the attack ends with Bo-bobo using Don Patch as the last projectile, latching onto the opponent like [[Anime/DragonBallZ Chaozu]] and exploding.

to:

* AssistCharacter: He has Don Patch with him and uses him in various attacks, [[HeroicComedicSociopath willingly or not]]. He can send Don Patch out to deliver a barrage of punches, or he can use Don Patch as a shield that stuns his opponent if Bo-bobo blocks just as he's about to be hit. Don Patch also helps Bo-bobo throw oranges at the opponent, and the attack ends with Bo-bobo using Don Patch as the last projectile, latching onto the opponent like [[Anime/DragonBallZ Chaozu]] and exploding. However, Don Patch actions obviously cannot stack with one another, as using one action involving him will cancel out the prior one.



* GlacierWaif: With this in mind, the main downside of Bobobo is that his animations are very showy and laggy; there are times where without his zany ConfusionFu setups, he'll have a hard time continuously applying pressure as his strings have plenty of gaps within them, as well as having some average damage overall.



* SprintShoes: Bo-bobo dons a pair when he runs...except in his case, they're tissue boxes.

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* SprintShoes: Bo-bobo dons a pair when he runs...except in his case, they're tissue boxes.
boxes. He even uses them for his DashAttack via tossing the tissue at his target whilst braking.



He may be a lazy guy with a sweet tooth, but his wooden bokuto and his personal-yet-honest way of bushido isn't just for show!

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The alternate version of the figure Kintoki Sakata. He may be a lazy guy with a sweet tooth, but his wooden bokuto and his personal-yet-honest way of bushido bushidou isn't just for show!



* BattleAura: Does so just like how Seiya does it. "Burn! Whatever it is!" he says.

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* BattleAura: Does so just like how Seiya does it. "Burn! Whatever My whatever it is!" he says.



* HeroesPreferSwords: Wields the Sword of Luck & Pluck for his area attack (R1 + Square).

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* HeroesPreferSwords: Wields the Sword of Luck & Pluck for his area attack (R1 + Square).forward+circle special via a ThreeStrikeCombo via three inputs.



* CombatPragmatist: Often has very zany ways of combat in tandem with his Hamon, ranging from using a tommy gun for his neutral circle, clackers for his shield special, and a few other tools.
* MoreDakka: His neutral circle where he uses a tommy gun.

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* CombatPragmatist: Often has very zany ways of combat in tandem with his Hamon, Hamon/Ripple, ranging from using a tommy gun for his neutral circle, clackers for his shield special, and a few other tools.
* MoreDakka: His neutral circle where he uses a tommy gun. The second input has him running up to his target still in hitstun to smack them up into the air with the gun's butt for a LauncherMove, then charges it up with Hamon/Ripple to strike at them again when they land.



--> Voiced by LaSalle Ishii

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--> Voiced by LaSalle Ishii
[=LaSalle=] Ishi'i




to:

A humble teacher from Doumori Town, ready to be the best exocist/teacher for his precious students!



** TheSouthpaw: On top of that, Nube is actually left-handed.

to:

** * TheSouthpaw: On top of that, Nube is actually left-handed.



Another version of Sun Wukong/Son Gokuu from ''Journey to the West'', known as a "the best kabukimono of all time".



** {{Gasshole}}: Tying into the above, he can also fart as a double jump.

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** * {{Gasshole}}: Tying into the above, he can also fart as a double jump.



* MakeMeWannaShout: His area attack.

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* MakeMeWannaShout: His area attack. Specific spacing with it also allows it to be a Tag-Team Launcher.



* BeamSpam: His neutral circle special, the signature Renzoku Enerugii Dan (Continuous Energy Bullets). Never lost his touch for that kind of move for a second. The grounded version launches the opponent with more damage per hit, while the midair version does less damage but has a small knockdown for it to be able to have more bullets hit. Both versions can have more inputs added when in Super Saiyan mode.
** He has a slower variation that are standard Ki blasts with his R1+Square (which is not an invincible area attack) and his midair strong attack, where he can fire two successive small blasts per input. Pressing Triangle for the former and Square for the latter causes him to fire a stronger blast with awkward tracking that acts as his Tag-Team LauncherMove.

to:

* BeamSpam: BeamSpam:
**
His neutral circle special, the signature Renzoku Enerugii Dan (Continuous Energy Bullets). Never lost his touch for that kind of move for a second. The grounded version launches the opponent with more damage per hit, while the midair version does less damage but has a small knockdown for it to be able to have more bullets hit. Both versions can have more inputs added when in Super Saiyan mode.
** He has a slower variation that are standard Ki Ki/Qigong Cannon blasts with his R1+Square (which is not an invincible area attack) and his midair strong attack, where he can fire two successive small blasts per input. Pressing Triangle for the former and Square for the latter causes him to fire a stronger blast with awkward tracking that acts as his Tag-Team LauncherMove.



* ChargedAttack: His normal Strong Attack is a MegatonPunch variation to invert him from Gokuu (and thus Vegeta's Guard Break is a spinning kick attack akin to an inverted version of Gokuu's as well), where if charged up fully, he'll [[FlashStep warp]] to his target before unleashing it. Unlike other Strong Attacks it has no combos that branch off of it.
** However, that changes in Super Saiyan mode, where he can press Triangle a few more times to beat them around via two more teleporting blows upon landing the charged version of it (and it also charges faster in that said mode). The final fourth triangle input allows him to instantly use the airborne version of his neutral circle which functions the same. [[DifficultButAwesome However, this whole combo can easily be messed up by the terrain and completely miss if not positioned right]].
* DashAttack: His version like Gokuu and Frieza's is more unique. His has two extra inputs by default, and if done during the Triangle finisher to his weak combo (as the third and fourth input only), he can dash after them and pummel them with his dash attack (which instead turns into a six-input rush during this).
** Vegeta's unlike both Gokuu and Frieza's also is the only pursuit dash that uses the dash button input (with R2) instead of jump (X). Thus, his chase followup is the only one that uses up stamina. Can also followup with a different version of his neutral circle that costs no stamina by itself when circle is pressed just as Vegeta spike-kicks his target.

to:

* ChargedAttack: His normal Strong Attack is a MegatonPunch variation to invert him from Gokuu (and thus Vegeta's Guard Break is a spinning kick attack akin to an inverted version of Gokuu's as well), where if charged up fully, he'll [[FlashStep warp]] to his target before unleashing it. Unlike other Strong Attacks it has no combos that branch off of it.
**
it. However, that changes in Super Saiyan mode, where he can press Triangle a few more times to beat them around via two more teleporting blows upon landing the charged version of it (and it also charges faster in that said mode). The final fourth triangle input allows him to instantly use the airborne version of his neutral circle which functions the same. [[DifficultButAwesome However, this whole combo can easily be messed up by the terrain and completely miss if not positioned right]].
* DashAttack: His version like Gokuu and Frieza's is more unique. His has two extra inputs by default, and if done during the Triangle finisher to his weak combo (as the third and fourth input only), he can dash after them and pummel them with his dash attack (which instead turns into a six-input rush during this).
**
this). Vegeta's unlike both Gokuu and Frieza's also is the only pursuit dash that uses the dash button input (with R2) instead of jump (X). Thus, his chase followup is the only one that uses up stamina. Can also followup with a different version of his neutral circle that costs no stamina by itself when circle is pressed just as Vegeta spike-kicks his target.



* HavingABlast[=/=]SphereOfDestruction: His forward+circle special, the Big Bang Attack. It has slight homing properties (which were nerfed in the + version).

to:

* HavingABlast[=/=]SphereOfDestruction: His forward+circle special, the Big Bang Attack. It has slight homing properties (which were nerfed in the + version). However, the assist version inflicts more damage with 1 hit inflicted if launched at a far-enough distance.



!!'''Shoyo Hinata'''

to:

!!'''Shoyo !!'''Shouyoh Hinata'''
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* DashAttack: His version like Vegeta's and Frieza's is more unique. His has two extra inputs by default, and if done during the finisher to his weak attack string, he can either dash-flight-chase (with R2) or jump-cancel-flight-dash after them (with the jump/X button) and pummel them with his dash attack. Can also be done during either version of his R1+Square combo finisher as well, and the said finisher of the pursuit attack can be followed up with a Kamehameha.

to:

* DashAttack: His version like Vegeta's and Frieza's is more unique. His has two extra inputs by default, and if done during the finisher to his weak attack string, he can either dash-flight-chase (with R2) or jump-cancel-flight-dash after them (with the jump/X button) and pummel them with either his dash attack.attack or a different unique automated string. Can also be done during either version of his R1+Square combo finisher as well, and the said finisher of the pursuit attack can be followed up with a Kamehameha.
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!!'''Son Gokuu'''

to:

!!'''Son !!'''Sun Wukong/Son Gokuu'''



A Saiyan that was sent to destroy Earth, and has been raised on it and now its greatest savior!

to:

A Saiyan named after the Chinese monkey king that was sent to destroy Earth, and has been raised on it and now its greatest savior!



* NamedAfterSomeoneFamous[=/=]NamesTheSame: He simply has the name of [[Literature/JourneyToTheWest Sun Wukong]] himself romanized in the Japanese on'yomi reading.

to:

* NamedAfterSomeoneFamous[=/=]NamesTheSame: He simply has the name of [[Literature/JourneyToTheWest Sun Wukong]] himself romanized in the Japanese on'yomi reading.format.

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%%* CombatPragmatist: Even if it's not visible in-game, fans will remember the fact that Luffy won't object to using human shields or other similar tactics.



* PowerPalms: His direction+circle special, Gum-Gum Bazooka (done with both palms horizontal of each other). He also gets a running start beforehand.

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* PowerPalms: His direction+circle forward+circle special, Gum-Gum Bazooka (done with both palms horizontal of each other). He also gets a running start beforehand.beforehand which is somehow done by the CPU version. Yet when charging the attack up, Luffy always stays stationary before moving forward.



* ElementalPunch: His signature Hiken (Fire Fist), which also makes up his epithet of "Fire-Fist Ace". This is direction+circle special, and it can home in on opponents quite well (but doesn't have a range that one expects to be good as a trade-off). Also shows traces of this in his basic combos and other moves.

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* ElementalPunch: His signature Hiken (Fire Fist), which also makes up his epithet of "Fire-Fist Ace". This is direction+circle forward+circle special, and it can home in on opponents quite well (but doesn't have a range that one expects to be good as a trade-off). Also shows traces of this in his basic combos and other moves.



%%* HotBlooded



* [[PillarOfLight Pillar of Fire]]: His Hibashira (Fire Pillar), first prepped up by his Enkai (Flame Commandment; which is also used as his Just Guard).

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* [[PillarOfLight Pillar of Fire]]: His Hibashira (Fire Pillar), first prepped up by his Enkai via R1+Circle (Flame Commandment; which is also used as his Just Guard).Guard). It can't be used from his Just Guard version however, and must only be used from his R1+Circle.



* DoppelgangerAttack: His signature Shadow Clone Jutsu. Either in a number of his normal moves or done as his direction+circle. However, using one other Shadow Clone-based move will cancel out the other one, so they can't stack on each other willy-nilly. Often used for misdirection and/or to zone his opponent for the special move-based version.

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* DoppelgangerAttack: His signature Shadow Clone Jutsu. Either in a number of his normal moves or done as his direction+circle.forward+circle. However, using one other Shadow Clone-based move will cancel out the other one, so they can't stack on each other willy-nilly. Often used for misdirection and/or to zone his opponent for the special move-based version.



* FingerGun: His Reigan (Spirit Gun). Unlike the ''VideoGame/JumpSuperStars'' series, he can freely move while using it via a [[UnnecessaryCombatRoll dodge-rolling]] shot (which is why he doesn't have a normal direction+circle special). It can approach SpamAttack levels! He can of course, [[ChargedAttack charge it up for more damage]], but it takes a rather long while though he can also walk during it (again, which is why he doesn't have a direction+circle special).

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* FingerGun: His Reigan (Spirit Gun). Unlike the ''VideoGame/JumpSuperStars'' series, he can freely move while using it via a [[UnnecessaryCombatRoll dodge-rolling]] shot (which is why he doesn't have a normal direction+circle forward+circle special). It can approach SpamAttack levels! He can of course, [[ChargedAttack charge it up for more damage]], but it takes a rather long while though he can also walk during it (again, which is why he doesn't have a direction+circle forward+circle special).



* DeathOfAThousandCuts: His [[SpeedBlitz Kousoku Giri (High-Speed Cutter)]] special (direction + circle), where he dashes forward in iconic fashion, to cut his opponent up with 16 slashes as he did with Seiryuu in his home series (save for the auto-combo version which does a total of 8 hits instead). However, he's not invincible during this, meaning he can easily dive into attacks on accident while also being easy to punish if it's blocked and/or it misses.
* FlashStep: A ton of his moves and his main specialty (his jumping strong attack and his aforementioned direction + circle). His Just/Perfect Guard is also this, and he outright states that it's an afterimage in his quote.

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* DeathOfAThousandCuts: His [[SpeedBlitz Kousoku Giri (High-Speed Cutter)]] special (direction (forward + circle), where he dashes forward in iconic fashion, to cut his opponent up with 16 slashes as he did with Seiryuu in his home series (save for the auto-combo version which does a total of 8 hits instead). However, he's not invincible during this, meaning he can easily dive into attacks on accident while also being easy to punish if it's blocked and/or it misses.
* FlashStep: A ton of his moves and his main specialty (his jumping strong attack and his aforementioned direction forward + circle). His Just/Perfect Guard is also this, and he outright states that it's an afterimage in his quote.



** Also has an akin version with his direction + circle special, Meteor Smash: a rushing elbow attack which when it connects, leads into a blazing teleporting rush of attacks ending in a [[MeteorMove slamming axe handle used in that said aforementioned pursuit combo finisher]].

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** Also has an akin version with his direction forward + circle special, Meteor Smash: a rushing elbow attack which when it connects, leads into a blazing teleporting rush of attacks ending in a [[MeteorMove slamming axe handle used in that said aforementioned pursuit combo finisher]].



* BlowYouAway: He can swing his sword hard enough to create tornadoes. A notable example is his [[EverythingIsBetterWithSpinning Hishou Kakusuiken Ougi: Rin Senpuu (Secret Hearing Crane Spindle Sword Secret Skill: Threshold Whirlwind)]] direction+circle special making him spin on his sword via a handstanding sword-plant. It can be extended with extra button taps to change its direction (which uses up stamina per input), and up against a wall/corner it can rack up an insane amount of hits.
* BlownAcrossTheRoom: 3 of his standard string combo finishers and even his area attack finisher invokes this.

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* BlowYouAway: He can swing his sword hard enough to create tornadoes. A notable example is his [[EverythingIsBetterWithSpinning Hishou Kakusuiken Ougi: Rin Senpuu (Secret Hearing Crane Spindle Sword Secret Skill: Threshold Whirlwind)]] direction+circle forward+circle special making him spin on his sword via a handstanding sword-plant. It can be extended with extra button taps to change its direction (which uses up stamina per input), and up against a wall/corner it can rack up an insane amount of hits.
* BlownAcrossTheRoom: 3 of his standard string combo finishers and even his area area/ranged attack finisher invokes this.



* BreathWeapon: His classic Katon: Goukakyuu no Jutsu (Fire Release: Great Fireball Jutsu). Can also be done in midair and homes in slowly on opponents (and he also has a backward direction+circle version that acts as a non-homing anti-air).

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* BreathWeapon: His classic Katon: Goukakyuu no Jutsu (Fire Release: Great Fireball Jutsu). Can also be done in midair and homes in slowly on opponents (and he also has a backward direction+circle backward+circle version that acts as a non-homing anti-air).



* [[PowerPalms Power Palm]] DashAttack: His signature Chidori for one of his specials (direction+circle), which also stuns the opponent if it properly connects its final hit. Funny enough, Chidori seems to have higher priority over a Naruto using Rasengan if the two of them happen to attempt to collide in this game.

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* [[PowerPalms Power Palm]] DashAttack: His signature Chidori for one of his specials (direction+circle), (forward+circle), which also stuns the opponent if it properly connects its final hit. Funny enough, Chidori seems to have higher priority over a Naruto using Rasengan if the two of them happen to attempt to collide in this game.



* SwordBeam: A non-sword example in his direction+circle special, the Daichi Retsuzan (Great Earth Rending Slash) AKA Death Wave, where he slashes two waves forward that have good coverage but somewhat pitiful damage as a trade-off.

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* SwordBeam: A non-sword example in his direction+circle forward+circle special, the Daichi Retsuzan (Great Earth Rending Slash) AKA Death Wave, where he slashes two waves forward that have good coverage but somewhat pitiful damage as a trade-off.



* BarrierWarrior: His direction + circle special, Touki Houshutsu (Fighting Qi/Ki Emission), where he forms a barrier that lasts for as long as his current stamina amount (as it drains gradually for the duration), where it can both crumple any targets that come into contact with it and block any attack for free. Pressing circle again will cause him to unleash a powerful blow that sends the target(s) far away; though the primary weakness is that any unblockable attack can break through the barrier like with a normal guard. That, and the second followup blow has some startup and will completely drain all of Raoh's current stamina.

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* BarrierWarrior: His direction forward + circle special, Touki Houshutsu (Fighting Qi/Ki Emission), where he forms a barrier that lasts for as long as his current stamina amount (as it drains gradually for the duration), where it can both crumple any targets that come into contact with it and block any attack for free. Pressing circle again will cause him to unleash a powerful blow that sends the target(s) far away; though the primary weakness is that any unblockable attack can break through the barrier like with a normal guard. That, and the second followup blow has some startup and will completely drain all of Raoh's current stamina.stamina (and after a few seconds, he'll automatically use the followup anyway if he still has stamina remaining during that time).



* GrappleMove: His Guard Break, where he grabs his foe's face with both hands, laughs for a while, then flings them up and away like nothing.

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* GrappleMove: His Guard Break, where he grabs his foe's face with both hands, laughs for a while, then flings them up and away like nothing. Often used as a guaranteed followup to his Super.
* MightyGlacier: Hits hard and has solid combo game and versatile moves, but has a sluggish high jump akin to other bulky-types like himself and some of his move animations are rather lenghty, on top of using up notable chunks of stamina per special.



* KamehameHadoken: His LimitBreak, Tenshou Honretsu (Heaven General Bustling Fury); unlike most supers however, it loses its invincibility frames upon Raoh firing the beam, so it can easily be interrupted by lingering attacks.

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* KamehameHadoken: His LimitBreak, Tenshou Honretsu (Heaven General Bustling Fury); unlike most supers however, it loses its invincibility frames after Raoh goes through his cutscene and upon Raoh him firing the beam, so it can easily be interrupted by lingering attacks.



* RapidFireFisticuffs: Not much to the extent of Kenshirou however, as it's only for his strong-weak combo.

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* RapidFireFisticuffs: Not much to the extent of Kenshirou however, as it's only for his strong-weak strong-weak/strong-strong-weak combo.



* DashAttack: His aforementioned Meigou, done as his direction+circle special where he dashes forward with a lava punch, then hits them with another strike from the same fist if circle is inputted again when he connects.

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* DashAttack: His aforementioned Meigou, done as his direction+circle forward+circle special where he dashes forward with a lava punch, then hits them with another strike from the same fist if circle is inputted again when he connects.



* {{Shoryuken}}: His Mugenjin Senkuu (Infinity Blade Whirling Air) direction+circle special is a DashAttack example of this, added with a SwordDrag before the finishing uppercut leap. Via the DashAttack aspect, it can even be inputted mid-dash where it forgoes its startup animation.

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* {{Shoryuken}}: His Mugenjin Senkuu (Infinity Blade Whirling Air) direction+circle forward+circle special is a DashAttack example of this, added with a SwordDrag before the finishing uppercut leap. Via the DashAttack aspect, it can even be inputted mid-dash where it forgoes its startup animation.



* GreenThumb: His direction + circle special, Mokuton: Jukai Koutan (Wood Release: Timber Realm Nativity), due to him containing some of the first Hokage's (Hashirama's) cells which gave him his Rinnegan. Using it causes a tendril of wood that binds the foe in place if it connects correctly.

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* GreenThumb: His direction forward + circle special, Mokuton: Jukai Koutan (Wood Release: Timber Realm Nativity), due to him containing some of the first Hokage's (Hashirama's) cells which gave him his Rinnegan. Using it causes a tendril of wood that binds the foe in place if it connects correctly.



* AlternateCharacterReading: His three primary electric-based attacks are read in a strange alternate reading as opposed to traditional Japanese.



* ElementalPunch [[PunchedAcrossTheRoom Across The Room]]: His Shippuu Jinrai (Hurricane Swift Thunder) direction+circle move is more of an elemental elbow-strike, where he can continue to delay the attack. It has a few notable perks:

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* ElementalPunch [[PunchedAcrossTheRoom Across The Room]]: His Shippuu Jinrai (Hurricane Swift Thunder) direction+circle forward+circle move is more of an elemental elbow-strike, where he can continue to delay the attack. It has a few notable perks:



* KillerYoYo: His weapon of choice in this game. Primary done as his ranged attack (R1+Square), and is one of the only ranged attacks in the game that has extra inputs.

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* KillerYoYo: His weapon of choice in this game. Primary done as his ranged attack (R1+Square), and is one of the only ranged attacks in the game that has extra inputs.inputs (up to three total).



* DishingOutDirt: His R1 + circle special, where he causes rocks to orbit around him; he can either throw them forward, or hold on to them so they can flinch his foe upon contact, making it very difficult to assault Saiki without projectiles.

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* DishingOutDirt: CrowbarCombatant[=/=]WrenchWhack: Seen in his jumping weak attack, where he drops down with a crowbar in hand.
* DishingOutDirt BarrierWarrior:
His R1 + neutral circle special, Psycho Bit, where he causes rocks to orbit around him; he can either throw them forward, forward with the press of circle again, or hold on to them so they can flinch his foe upon contact, making it very difficult to assault Saiki without projectiles.projectiles.
** The + version however, nerfs this attack in a few ways; first is the fact that his rocks now need to orbit around him at least once in order to have their hitboxes active (allowing people who interrupt Saiki much sooner to make the floating rock shield basically useless despite still being active). Second is that while the rocks are active, until they are completely expended with any method, Saiki ''cannot charge up his stamina'' at all, making it a risky tool that can easily limit his resources.



* ShockAndWave: His R1 + circle special, Psycho Hold, has him firing a wave of purple lightning forward, during the duration of shocking any enemy targets, he can followup with circle + any direction in order to toss them around, or choose to also setup a tag-team launch with it.




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* SphereOfDestruction: His LimitBreak, Seigen Kaijo Psychokinesis (Limiter Cancel Psychokinesis).
* {{Teleportation}}: Has it everywhere in his moveset. His forward + circle special, Aport, takes the cake however, where he can aim a far-flying ball of energy that hits his target, but at the same time literally swaps places with them (leading to some DifficultYetAwesome shenanigans if you know how and when to use it). The target can still Just/Perfect Guard against it to negate its effect however, and Saiki even if there's enough hitstun to spam it on the target, can only link it on a single target up to 3 times before the loop/infinite-prevention system kicks in.



* [[RedRightHand Red Left Hand]]: He has a demonic left hand, the Oni no Te (Hand of the Oni), which he utilizes in combat. Uses it [[ShapedLikeItself in name]] for his direction + circle to snatch a portion of his foe(s)'s soul, forcing them into a crumple state and snatching away a portion of their stamina (also uses a similar move as his Guard Break).

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* [[RedRightHand Red Left Hand]]: He has a demonic left hand, the Oni no Te (Hand of the Oni), which he utilizes in combat. Uses it [[ShapedLikeItself in name]] for his direction forward + circle to snatch a portion of his foe(s)'s soul, forcing them into a crumple state and snatching away a portion of their stamina (also uses a similar move as his Guard Break).



* HavingABlast: His direction+circle special, the Big Bang Attack.

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* HavingABlast: HavingABlast[=/=]SphereOfDestruction: His direction+circle forward+circle special, the Big Bang Attack.Attack. It has slight homing properties (which were nerfed in the + version).

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%%* BrokenHero
* BoisterousBruiser: In comparison to most ninja, Naruto's fighting style has always been of the "powerhouse" type.
* DoppelgangerAttack: His signature Shadow Clone Jutsu. Either in a number of his normal moves or done as his direction+circle.

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%%* BrokenHero
* BoisterousBruiser: In comparison to most ninja, Naruto's fighting style has always been of the "powerhouse" type.
type. Contrary to this however, Naruto doesn't hit that hard in his base form, and has to rely on his Sage Mode and/or Shadow Clone Jutsu to somewhat out-gimmick his opponent(s).
* DoppelgangerAttack: His signature Shadow Clone Jutsu. Either in a number of his normal moves or done as his direction+circle. However, using one other Shadow Clone-based move will cancel out the other one, so they can't stack on each other willy-nilly. Often used for misdirection and/or to zone his opponent for the special move-based version.



* PowerPalms: His [[BlowYouAway Rasengan]] [[SphereOfDestruction (Spiraling Sphere)]] and its many variations. The auto-combo version of it can even suck in targets off the ground into it.

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* PowerPalms: His [[BlowYouAway Rasengan]] [[SphereOfDestruction (Spiraling Sphere)]] and its many variations.variations, which can also be [[ChargedAttack charged up]] to become the Futon: Rasen Shuriken (Wind Release: Spiraling Shuriken). The auto-combo version of it can even suck in targets off the ground into it.



* SuperMode: His Sage Mode is the normal version that only lasts a set amount of time, and can mainly be done outside of Victory Burst. It also changes his Rasengan to become Futon: Rasen Shuriken (Wind Release: Spiraling Shuriken).

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* SuperMode: His Sage Mode is the normal version that only lasts a set amount of time, and can mainly be done outside of Victory Burst. The main gimmick of this is to enhance his weak and strong attack strings.
**
It also changes his Rasengan to become Futon: Rasen Shuriken (Wind Release: Spiraling Shuriken).to be be able to be thrown forward, via charging it up and pressing the strong attack button during it (triangle). However, he's largely quite open when doing so.


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* ChargedAttack: His primary gimmick; his main special moves can all be charged up, and he relies on being able to fight up-close with his combos and/or from afar with his Spirit Gun. However, he possesses a Spirit stamina bar that makes his stamina very slow on manual charge compared to passive charging, and he tends to have his attacks be quite committal.


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** He even can use it during his midair recovery, hence why it's also one of the slowest ones in the game where he flips stationary in midair instead of instantly achieving falling speed.

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*** His weak attack string finisher (the forward jump kick) can also be cancelled into an automatic forward-step (by flicking forward) that can also cancel into its own unique string, though trying to fit other moves into it can prove a bit hard if you're not accustomed to it.



* [[PowerPalms Power Palm]] DashAttack: His signature Chidori for one of his specials (direction+circle), which also stuns the opponent if it properly connects its final hit. Funny enough, Chidori seems to have higher priority over a Naruto using Rasengan if the two of them happen to collide in this game.

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* [[PowerPalms Power Palm]] DashAttack: His signature Chidori for one of his specials (direction+circle), which also stuns the opponent if it properly connects its final hit. Funny enough, Chidori seems to have higher priority over a Naruto using Rasengan if the two of them happen to attempt to collide in this game.game.
** His standard dash attack can also be cancelled into a faster Chidori input, albeit that very specific version can also be forward-step cancelled by tapping a forward direction for some strange gimmicks.
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This trope is when they form a bond with the "X" that "changes them forever, usually starting them down the path to adulthood."


* [[ABoyAndHisX A Girl And Her Dog]]: Though both girl and dog are horrifyingly strong (and the dog is huge).
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* GreenThumb: His direction + circle special, Mokuton: Jukai Koutan (Wood Release: Timber Realm Nativity), due to him containing some of the first Hokage's (Hashirama's) cells which gave him his Rinnegan.

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* GreenThumb: His direction + circle special, Mokuton: Jukai Koutan (Wood Release: Timber Realm Nativity), due to him containing some of the first Hokage's (Hashirama's) cells which gave him his Rinnegan. Using it causes a tendril of wood that binds the foe in place if it connects correctly.
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%%* FallenHero

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%%* FallenHero* GreenThumb: His direction + circle special, Mokuton: Jukai Koutan (Wood Release: Timber Realm Nativity), due to him containing some of the first Hokage's (Hashirama's) cells which gave him his Rinnegan.



%%* PeekABangs

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%%* PeekABangs* PeekABangs: Due to his long hair.
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* SuperReflexes: His perfect guard is one of the few that is a direct (counter) attack, the Musou Insatsu (Thoughtless Shade Killing), where he kicks either in front of behind himself on pure reaction to inflict a crumple.
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*** After that, if he does the same thing with his Gum-Gum Gatling Gun and Rifle while in Gear Second before it wears off, he can gain another boost in power by covering himself in Haki. He does so by changing his Gatling Gun into a Haki-laced Gum-Gum Cannon, or charging up his Gum-Gum Jet Rifle into a Gum-Gum Elephant Gun. This state will also eventually wear off as well overtime, as well as whenever he runs out of stamina.

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*** After that, if he does the same thing with his Gum-Gum Gatling Gun and Rifle while in Gear Second before it wears off, he can gain another boost in power by covering himself in Haki.Haki (which makes his attacks reduce more stamina on block and makes him have a guard animation while dashing). He does so by changing his Gatling Gun into a Haki-laced Gum-Gum Cannon, or charging up his Gum-Gum Jet Rifle into a Gum-Gum Elephant Gun. This state will also eventually wear off as well overtime, as well as whenever he runs out of stamina.
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%% * ShounenHair: Downplayed. (Not enough context)

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%% * ShounenHair: Downplayed. (Not enough context)While it is spiky, it's a rather generic design.



*** After that, if he does the same thing with his Gum-Gum Gatling Gun and Rifle while in Gear Second before it wears off, he can gain another boost in power by covering himself in Haki. He does so by changing his Gatling Gun into a Haki-laced Gum-Gum Cannon, or charging up his Gum-Gum Jet Rifle into a Gum-Gum Elephant Gun. This state will also eventually wear off as well overtime, as well as whenever he does Gum-Gum Red Hawk.
* ThisIsADrill: His Gum-Gum Rifle (literally read as "Rotating Bullet" with its kanji), where he screws his fist as he stretches it back for a powerful drilling punch. This is his R1+Circle, which can be charged up to make him enter Gear Second for Jet Rifle, then Haki mode for Elephant Gun or Red Hawk in that respective order of continuous usage.

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*** After that, if he does the same thing with his Gum-Gum Gatling Gun and Rifle while in Gear Second before it wears off, he can gain another boost in power by covering himself in Haki. He does so by changing his Gatling Gun into a Haki-laced Gum-Gum Cannon, or charging up his Gum-Gum Jet Rifle into a Gum-Gum Elephant Gun. This state will also eventually wear off as well overtime, as well as whenever he does Gum-Gum Red Hawk.
runs out of stamina.
* ThisIsADrill: His Gum-Gum Rifle (literally read as "Rotating Bullet" with its kanji), where he screws his fist as he stretches it back for a powerful drilling punch.punch that's also unblockable. This is his R1+Circle, which can be charged up to make him enter Gear Second for Jet Rifle, then Haki mode for Elephant Gun or Red Hawk in that respective order of continuous usage.

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** [[KickThemWhileTheyreDown Punch Them While They're Down]]: His Guard Break, which is a solid anti-air where Yuusuke dives at his opponent in a leap to [[GrappleMove grab-shove]] them to the ground, then wails away at them in the above manner.
* ShotgunsAreJustBetter: His Spirit Shotgun, which acts as his R1+Circle special.
* SpellMyNameWithAnS: His name can be written as "Yusuke", "Yuusuke" or "Yūsuke".
* SphereOfDestruction: His LimitBreak, Kyokudai Reigan (Maximum Spirit Gun), and for his charged normal Reigan. [[BilingualBonus The kanji for "gan" in his Reigan in general also literally translates to "round".]]
* SuperMode: His Mazoku form. Interesingly, it seems to be activated when Yusuke is knocked out and only can happen during his Victory Burst.
* UseYourHead: Yusuke's well known trait is that his headbutts are quite brutal. He uses them as one of his combo finishers.


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** [[KickThemWhileTheyreDown Punch Them While They're Down]]: His Guard Break, which is a solid anti-air where Yuusuke dives at his opponent in a leap to [[GrappleMove grab-shove]] them to the ground, then wails away at them in the above manner.
manner. Can also be done in midair as just a simple triangle/strong attack input, but still costs 10% stamina like any other Guard Break.
* ShotgunsAreJustBetter: His Spirit Shotgun, which acts as his R1+Circle special.
special. Can be [[ChargedAttack charged up]] with enough stamina to turn it into a Reikoudan (Spirit Light Bullet) instead, which is an unblockable upward punch that launches a bit for 2 hits (but the second hit can miss on downed targets).
* SpellMyNameWithAnS: His name can be written as "Yusuke", "Yuusuke" or "Yūsuke".
"Yūsuke". Also note despite the original English dub of his home anime, [[ItIsPronouncedTroPay it should be stressed that his last name is pronounced "Uu-rah-meh-shee"]].
* SphereOfDestruction: His LimitBreak, Kyokudai Reigan (Maximum Spirit Gun), and for his charged normal Reigan. [[BilingualBonus The kanji for "gan" in his Reigan in general also literally translates to "round"."round", or as well as the way it's said in Japanese sounding like "ray gun".]]
* SuperMode: His Mazoku form. Interesingly, Interestingly, it seems to be activated when Yusuke is knocked out and only can happen down during his Victory Burst.
Burst. However, Yusuke will instantly get K.O.ed for a free notch to his opposition's victory gauge if Victory Burst ends.
* UseYourHead: Yusuke's well known trait is that his headbutts are quite brutal. He uses them as one of his combo finishers.

finishers (weak-to-strong string).




* DeathFromAbove: His Narukami/Rakurai (Thunderbolt), done as his neutral circle special or during his LimitBreak.
* ElementalPunch [[PunchedAcrossTheRoom Across The Room]]: His Shippuu Jinrai (Hurricane Swift Thunder) is more of an elemental elbow-strike, and it can only be done if his opponent draws near him during his direction+circle or if circle is released before [[ChargedAttack charging it up fully to perform Denkou Sekka (Voltaic-Flint Speed)]].
** SuperMode: [[spoiler:The Kanmuru/Shinsoku (Godspeed)]]. Activating it by fully charging up direction+circle to Denkou Sekka, fully executing a Tag-Team Melee or using his Limit Break (hit or miss) allows him to enter a mode that gives him more damage and lowers his stamina costs on his area attack, guard break, sidesteps and specials. His dash also uses up no stamina in this mode, but like all super modes it wears off soon via set duration.

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* DeathFromAbove: His Narukami/Rakurai (Thunderbolt), done as his neutral circle special or during his LimitBreak.
LimitBreak. Can of course, also be done in midair.
* ElementalPunch [[PunchedAcrossTheRoom Across The Room]]: His Shippuu Jinrai (Hurricane Swift Thunder) direction+circle move is more of an elemental elbow-strike, and it where he can only be done if his continue to delay the attack. It has a few notable perks:
** CounterAttack: It's primary shtick. If the
opponent draws moves near him during Killua, he'll instantly respond with an invincible elbow strike as aforementioned which inflicts wallbounce near a wall. However, if he actually is hit by an attack just a few frames after its startup and while delaying it, he'll instead warp to in front of his direction+circle or if circle is released before [[ChargedAttack charging it up fully foe to perform Denkou Sekka (Voltaic-Flint Speed)]].
inflict a crumple onto them with the said elbow attack instead.
** SuperMode: [[spoiler:The Kanmuru/Shinsoku (Godspeed)]]. Activating it [[ChargedAttack It can be done by fully charging up direction+circle his Shippuu Jinrai fully to perform Denkou Sekka, Sekka (Voltaic-Flint Speed)]], fully executing a Tag-Team Melee or using his Limit Break (hit or miss) allows him to enter a mode that gives him more damage and miss). It lowers his stamina costs on his area attack, guard break, sidesteps and specials. His nearly all stamina-based actions, while his dash also uses up no stamina in this mode, but like all super modes it wears off soon via set duration.duration. It is indicated by having lightning emanate from his feet while having more spikier hair.



* PowerPalms: His Izutsushi/Raishou (Thunder Palm), which in this game is one of his combo finishers as opposed to a special.
* ShockAndAwe: His Hatsu (Emission) allows him to transform his aura into electricity, thanks to being constantly tortured since childhood.

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* PowerPalms: His Izutsushi/Raishou (Thunder Palm), which in this game is one of his combo finishers (his weak attack string final input) as opposed to a special.
* ShockAndAwe: His Hatsu (Emission) allows him to transform his aura into electricity, thanks to being constantly tortured since childhood.childhood to the point where tazing himself can recharge him.
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* {{Shoryuken}}: His Mugenjin Senkuu (Infinity Blade Whirling Air) direction+circle special is a DashAttack example of this. Via the DashAttack aspect, it can even be inputted mid-dash where it forgoes its startup animation.

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* {{Shoryuken}}: His Mugenjin Senkuu (Infinity Blade Whirling Air) direction+circle special is a DashAttack example of this.this, added with a SwordDrag before the finishing uppercut leap. Via the DashAttack aspect, it can even be inputted mid-dash where it forgoes its startup animation.
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* {{Shoryuken}}: His Mugenjin Senkuu (Infinity Blade Whirling Air) direction+circle special is a DashAttack example of this. Via the DashAttack aspect, it can even be inputted as just a simple neutral circle mid-dash.

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* {{Shoryuken}}: His Mugenjin Senkuu (Infinity Blade Whirling Air) direction+circle special is a DashAttack example of this. Via the DashAttack aspect, it can even be inputted as just a simple neutral circle mid-dash.mid-dash where it forgoes its startup animation.
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Just recently discovered you can press O during an R2 Dash with Shishio for a quicker Mugenjin Senkuu with much less startup


* {{Shoryuken}}: His Mugenjin Senkuu (Infinity Blade Whirling Air) is a DashAttack example of this.

to:

* {{Shoryuken}}: His Mugenjin Senkuu (Infinity Blade Whirling Air) direction+circle special is a DashAttack example of this.this. Via the DashAttack aspect, it can even be inputted as just a simple neutral circle mid-dash.

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