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==Characters== ===Madoka=== <table class="infobox" style="width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;"> <th colspan="3" style="text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;"> Madoka </th> <tr><td colspan="3" style="text-align: center;">[[File:Gsmadokaidle.gif]]</td></tr> <tr><td style="background-color: #EEF; font-weight: bold; text-align: center;">Parameter</td><td style="background-color: #EEF; font-weight: bold; text-align: center;">Base stat</td><td style="background-color: #EEF; font-weight: bold; text-align: center;">At level 99</td></tr> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Vitality</td><td style="text-align:left;">92</td style="text-align: left;"><td>225</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Power</td><td style="text-align:left;">10</td style="text-align: left;"><td>108</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Soul limit</td><td style="text-align:left;">28875</td style="text-align: left;"><td>41416</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">SL lost in revive</td><td style="text-align:left;">9.6%</td style="text-align: left;"><td style="text-align:left;">16.3%</td style="text-align: left;"></tr> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Special cost</td><td style="text-align:left;">45</td style="text-align: left;"><td></td></tr></table> Madoka is a ranged attacker who relies on charging up abilities. She can use cheap tactics to rain destruction on enemies without allowing them any opportunity to fight back, and possesses a huge soul limit, but she is vulnerable to being interrupted while charging attacks, has a limited set of abilities, and her main attacks require precise aiming. Abilities: *Quick Attack: Fire a barrage of arrows. Holding the attack button down allows you to charge the attack up to 2 levels. Doing so increases the number of arrows fired. Holding up or down while starting the attack causes Madoka to aim upwards or downwards at 45 degree angles. Each arrow disappears after hitting once and has weak knock back. Pushes back both small and large enemies. **No charge fires 3 arrows. **1 level charged fires 7 arrows. **2 levels charged (max) fires 14 arrows. *Strong Attack: Fire a piercing arrow horizontally that knock back into a wall bounce. Holding the key down causes Madoka to charge up for higher damage and stronger properties. **No charge pierces 2 enemies and hits a 3rd and has weak knock back. **1 level charged pierces any number of enemies and will hit enemies all the way into the wall. **2 levels charged (max) pierces any number of enemies and will hit enemies all the way into the wall. Has a much larger hitbox than the previous level of charge (can hit enemies standing on her) and does over twice as much damage. *Special: Shoots a single arrow straight up, and then 60 arrows rain from the sky, damaging all enemies near Madoka, for a total of 61 hits. The shower will knock down enemies. *Charging: While charging up attacks, Madoka can float in the air. She can do this indefinitely, staying out of an enemy's reach. *Idle: Madoka looks super cute. Review/Tips: Madoka has the most SL out of the characters, both starting and growth rate. Don't take her charging shots for granted, they are very effective in stunning/controlling mobs of enemies, especially with their knock back. All her moves essentially put the enemies in a stun state and do quick and rapid damage. To get out of a crowded situation you can fire her special as a canopy of safety; while it rains death on the enemy you are being protected at the same time. Not bad eh? When she fires her bow in midair, it creates a magical platform where she is suspended for a few seconds. Madoka can "store" a charge of the quick attack by jumping after charging it 1 or 2 levels. You can also store a charge by using a fully charged strong attack or just charging it to full and jump cancelling. If a quick attack is used next, it will have 1 level charged. Therefore, alternating between strong and quick attacks maximizes damage. If you get fatally hit, while Madoka is reviving you can float above the visible screen, where you are safe from almost all enemies. From there you can rain down special attacks, then hold one of the other attacks to stay up there indefinitely while recharging for more specials. ===Homura=== <table class="infobox" style="width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;"> <th colspan="3" style="text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;"> Homura </th> <tr><td colspan="3" style="text-align: center;">[[File:Gshomuidle.gif]]</td></tr> <tr><td style="background-color: #EEF; font-weight: bold; text-align: center;">Parameter</td><td style="background-color: #EEF; font-weight: bold; text-align: center;">Base stat</td><td style="background-color: #EEF; font-weight: bold; text-align: center;">At level 99</td></tr> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Vitality</td><td style="text-align:left;">88</td style="text-align: left;"><td>221</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Power</td><td style="text-align:left;">10</td style="text-align: left;"><td>108</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Soul limit</td><td style="text-align:left;">17460</td style="text-align: left;"><td>27456</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">SL lost in revive</td><td style="text-align:left;">15.2%</td style="text-align: left;"><td style="text-align: left;">24.2%</td style="text-align: left;"></tr> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Special cost</td><td style="text-align:left;">50</td style="text-align: left;"><td></td></tr></table> Homura is a ranged attacker who uses combinations of explosives and gunfire to attack. She's deadly and versatile, but has a very low soul limit and requires tactical play to set up combos. Abilities: *Quick Attack: Fire a rather weak handgun. Can be fired 7 times. Bullets will disappear before reaching full screen. *Standing Strong Attack: M249 Machine gun. Fires 18 bullets. If used midair, the gun will change to a Howa Type 89 but do the same number of hits and damage. Will slow your fall in mid-air. Bullets do not disappear and are even capable of "de-spawning" enemies if they're pushed too far off the screen. Slightly pushes Homura back, much more so if using the aerial version. Can be jump cancelled after she starts firing. *Left/Right Strong Attack: AT-4. Fires one rocket that explodes on contact. The explosion has sizable splash AoE. Can be jump cancelled anytime after the rocket is fired. Firing the rocket pushes Homura back a little. May miss close grounded enemies. Only hits enemies and other destructible objects. *Down Strong Attack: Jump and drop a pipe bomb that explodes on contact. The bomb bounces a bit before exploding on its own. Pushes Homura back a little. If used in the air, holding left or right will throw the bomb farther. Can be jump cancelled after the bomb is dropped. *Up Strong Attack: Fires a mortar from behind at an upward angle. After traveling about screen height the shell arcs back down. The shell explodes when it contacts a surface, be it an enemy or part of the stage. Explodes on floating platforms on the way down. The explosion has sizable splash AoE. Can be jump cancelled any time after the mortar appears, even before it is fired, making this move effective for setting up high-damage combos. *Up Strong Attack (mid-air): Small jump forward and throw a pipe bomb upwards that explodes on contact. The bomb bounces a bit before exploding on its own. Holding left or right will throw the bomb farther. If used during the rising part of a jump, Homura does the attack during the jump. If used during the falling part of a jump, Homura does an extra small jump and then the attack. This is Homura's only attack that cannot be jump cancelled. *Special: Freeze time for approximately 4 seconds. During time stop you cannot be hit by enemies or their projectiles. This has about a second of start-up before it comes into effect, so try not to cut it too close before activating. Can be jump cancelled after time stops. *Idle: The wind be blowing back and forward a lot. Review/Tips: Homura is a great character to have for multiplayer. Not only does her special (time freeze) stack with other character's moves, but she has quite a few defensive maneuvers as well. While weak in the soul limit and life department, she does have the second fastest growth of soul limit per level. Though her Soul Limit is quite low and drains quickly, she makes up for it with fast projectiles and a time-freezing special. Homura benefits greatly from being able to jump cancel almost all of her moves. Some examples of this are jump cancelling from 8X or 6X into any of her various aerial grenade tosses, then repeating this when she lands, quickly filling the screen with explosive attacks while remaining highly mobile, or looping 5XC to fire her machine gun nearly without pause. The sheer number of explosives and bullets she can put on screen this way will have most enemies spending most of their time stunned and/or flying around the screen, unable to retaliate. Combine this with time stop and you're looking at very safe and damaging setups. Homura rocket-cancel: Hold right or left direction then press X, followed by CX, and then another CX. If done correctly you should fire 3 rockets in one go. You can also use 8X or 2X on the final iteration to toss a grenade instead for lower lag time; 2X is good for retreating or spacing since it pushes you back a bit. Be careful not to press strong attack too soon after jump cancelling the first one, otherwise you will use the rocket launcher too close to the ground and you will land again before Homura can fire the rocket. Mortar/Nade Spam: Hold up/right or up/left then tap XC repeatedly to rain down explosions to your enemies. ===Homura (Another)=== <table class="infobox" style="width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;"> <th colspan="3" style="text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;"> Homura </th> <tr><td colspan="3" style="text-align: center;">[[File:Gsmoehomuidle.gif]]</td></tr> <tr><td style="background-color: #EEF; font-weight: bold; text-align: center;">Parameter</td><td style="background-color: #EEF; font-weight: bold; text-align: center;">Base stat</td><td style="background-color: #EEF; font-weight: bold; text-align: center;">At level 99</td></tr> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Vitality</td><td style="text-align:left;">88</td style="text-align: left;"><td>221</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Power</td><td style="text-align:left;">10</td style="text-align: left;"><td>108</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Soul limit</td><td style="text-align:left;">17460</td style="text-align: left;"><td>27456</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">SL lost in revive</td><td style="text-align:left;">15.2%</td style="text-align: left;"><td style="text-align:left;">24.2%</td style="text-align: left;"></tr> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Special cost</td><td style="text-align:left;">50</td style="text-align: left;"><td></td></tr></table> Homura as she appears in the earliest timelines, affectionately nicknamed Moemura by fans. She wields a golf club for melee, and uses a chargeable gun, shotgun, and explosives (which can damage herself and other players as well as the enemies) for ranged attacks. She has a very low soul limit and requires tactical play to set up combos and avoid accidents. She is extremely difficult to play. Abilities: *Quick Attack: Swing a golf club. This can knock pipe bombs across the screen (a technique known as Moegolf). If Homura is in mid-air, she will descend slowly while swinging. When on the ground, Homura moves forward slightly. You can also press UP + attack to swing the golf club upward and launch the pipe bomb in the air. *Standing Strong Attack: Fire a handgun. This can be charged up to three levels to become a piercing attack. It is much like Madoka's strong attack, although damage dealt does not increase and, for each level of charge, the shot will pierce only one enemy. If Homura is in mid-air, she will descend slowly while charging, but the attack will be canceled if she lands before firing. The recoil pushes Homura back slightly, and this attack knocks enemies back. Can be shot rapid-fire by pressing the jump and Heavy Attack buttons/keys at the same time (X+C) with proper timing. *Left/Right Strong Attack: Draw and fire a shotgun that unleashes a spread of ten bullets that dissipate after traveling about half a screen, each one at a random angle within an approximately 60-degree arc in front of her. If Homura is in mid-air, the recoil will push her backwards significantly and up a bit. If she lands before firing, the attack will be canceled. When fired on the ground, she is pushed backwards slightly. This attack knocks enemies back. *Down Strong Attack: Throw a pipe bomb at the ground and hop backwards. This attack will be canceled if she lands on a higher platform before throwing the bomb. *Up Strong Attack: Hop forwards and throw a pipe bomb into the air. This attack will be canceled if she lands on a higher platform before throwing the bomb. *Up Strong Attack (mid-air): Throw a pipe bomb into the air and move forwards slightly. This attack will be canceled if she lands on a higher platform before throwing the bomb. *Special: Freeze time for approximately 4 seconds. During time stop you cannot be hit by enemies or their projectiles. This has about a second of start-up before it comes into effect, so try not to cut it too close before activating. Cannot be jump canceled after time stops. Bombs thrown during a time stop cannot be hit with her golf club. Homura's pipe bombs explode three seconds after being thrown, and blink red shortly before detonating. The bombs will detonate instantly if they are hit by Homura's handgun or shotgun. They will also detonate if they are hit by other explosions, meaning that laying down a line of bombs (such as by using her Down Strong Attack repeatedly) can result in a chain of explosions traveling all the way back to her. The explosions will damage herself and other players slightly (in addition to dealing normal damage to enemies). The damage dealt is highly variable, but generally large. Homura can combine her skills to attack enemies via Moegolf by knocking bombs towards enemies with her golf club. They detonate upon contact with enemies after being hit with the golf club (be careful, as they will also explode when contacting defeated enemies before they dissipate). Single golf swings will knock bombs sideways. Hitting bombs with second swings knocks them upwards into the air. This can be accomplished by throwing a bomb on the ground and swinging twice without moving, or by holding up while swinging. She can also perform a ghetto version of the Homuhop by throwing a bomb into the air and immediately firing the shotgun to detonate it, a technique with is effective against aerial targets. Homura is able to jump-cancel her golf club, handgun, shotgun, and pipe bomb attacks to unleash rapid-fire combinations. Homura is difficult to play for many reasons. Her attacks, in general, deal low damage; her only high-damage attack is delayed, difficult to aim, and dangerous to her own (and her teammates') health, and it does not even deal high damage consistently. Her only piercing attack requires precious time to charge and maxes out at piercing three enemies but can be shot rapid-fire by pressing the jump and Heavy Attack buttons/keys at the same time (X+C) with proper timing. Her only upward attack (Moegolf) requires two moves and needs a fair amount of operating space to avoid self-injury and ensure accuracy, while her only downward attack is to drop a bomb and wait. Her wide-range attack takes a defenseless moment to initiate and neither covers much distance nor deals much damage, and yet it is still limited to a rather narrow forward arc ([http://www.youtube.com/watch?v=i1dThgIwfVk and is unreliable even within that arc]). Furthermore, her ability to set up bomb combos during time stops is limited by her inability to club bombs frozen in the air, and the fact that the bombs can damage her makes using them during or shortly after a time stop extremely risky. Furthermore, all moves begun in the air are canceled if she lands, compromising her ability both to fight on uneven terrain and to handle groups of enemies on or near the ground at the same time as groups of enemies in the air. Paired with her low Soul Limit, she is nearly unplayable, even on low laps, whether solo or multiplayer. Recommended only for experienced players or people looking for a challenge. Tip: To instantly detonate her bombs, just shoot at them. Be careful not to shoot them from too close. ===Mami=== <table class="infobox" style="width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;"> <th colspan="3" style="text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;"> Mami </th> <tr><td colspan="3" style="text-align: center;">[[File:Gsmamiidle.gif]]</td></tr> <tr><td style="background-color: #EEF; font-weight: bold; text-align: center;">Parameter</td><td style="background-color: #EEF; font-weight: bold; text-align: center;">Base stat</td><td style="background-color: #EEF; font-weight: bold; text-align: center;">At level 99</td></tr> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Vitality</td><td style="text-align:left;">110</td style="text-align: left;"><td>268</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Power</td><td style="text-align:left;">10</td style="text-align: left;"><td>108</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Soul limit</td><td style="text-align:left;">22278</td style="text-align: left;"><td>30510</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">SL lost in revive</td><td style="text-align:left;">14.87%</td style="text-align: left;"><td style="text-align:left;">26.4%</td style="text-align: left;"></tr> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Special cost</td><td style="text-align:left;">100</td style="text-align: left;"><td></td></tr></table> Mami is a hybrid melee-ranged fighter who is widely regarded as the most difficult character to play. Her muskets have a very short range, her damage is low, and her truly powerful move, Tiro Finale, turns an enormous amount of the health bar blue. Abilities: *Quick Attack: Summon and fire muskets in succession with low range, but AoE damage. At close range you can attack the enemy with both the shot and the musket itself, doing extra damage. Can be pressed 8 times. *Standing Strong Attack: Summon multiple muskets that each shoot once before disappearing. **This move can be charged by holding down strong attack. Uncharged summons 4 muskets. The longer you charge it, the more muskets will appear for up to 19. **The move can be charged indefinitely. When charging in the air you will not move. You can jump cancel this move at any time. Doing so before letting the Strong Attack button go will cause the summoned muskets to disappear without firing. If you jump cancel after letting go, however, the muskets will fire and then disappear like normal. *Left/Right Strong Attack: Step forward and strike the enemy with muskets on both sides, followed by a strong musket shot on both sides. The musket shots hit far out in front and back of Mami will low horizontal range, but have strong knock back and surprisingly good vertical reach. *Down Strong Attack: Jumps forward and sends out a cloth whip down and forwards. Hits multiple times with weak damage and knock back; good for holding enemies still. You can hold the button down to prolong the attack for a short while. Will not hold bosses down. *Up Strong Attack: Mami fires cannons diagonally upwards to both sides. Does not hit directly above her, though it has good vertical range. Doing this attack on the ground while holding left or right will cause her to move in that direction and then fire. Doing this attack during the rising part of a jump causes Mami to do the attack during the jump. Doing it during the falling part of a jump causes her to do an extra small jump and then the attack. *Down and jump: Dive downward and hit for no damage, but if she hits an enemy she will jump off. *Special: Tiro Finale. Summons a very large musket and fires a strong laser. The attack can be continued by holding the special button down and can continue until the health bar is all blue. Hits 6 times without holding. Review/Tips: Mami has a sizable SL supply but takes a considerable hit when reviving as well (nearly double the cost of some other characters) making her large pool quite deceptive as you will see your reserves run dry if you are not careful. Her special does great damage, but be aware you need to back up before using it since the length of the gun is nearly half the screen and only hits in front. Considering the subtraction from the health bar and that you're immobilized and wide open to attacks while holding it, this move is extremely risky, and is best used to punish bosses when they present an opening. Repeatedly jump-canceling her forward-strong attack allows her to advance across the screen while attacking. Beware, though, that like Homura, if you do a forward strong attack too soon after jump cancelling, you will land before the attack goes off. A good way to damage high up or large enemies is to do an up strong attack on the ground, jump cancel it and do a rising up strong attack, and repeat when you land. Using her down strong attack causes a quick jump forward, and if you cancel it right after the whip comes out with a jump, you can move forward quickly. ===Sayaka=== <table class="infobox" style="width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;"> <th colspan="3" style="text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;"> Sayaka </th> <tr><td colspan="3" style="text-align: center;">[[File:Gssayakaidle.gif]]</td></tr> <tr><td style="background-color: #EEF; font-weight: bold; text-align: center;">Parameter</td><td style="background-color: #EEF; font-weight: bold; text-align: center;">Base stat</td><td nowrap="nowrap" style="background-color: #EEF; font-weight: bold; text-align: center;">At level 99</td></tr> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Vitality</td><td style="text-align:left;">138</td style="text-align: left;"><td>328</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Power</td><td style="text-align:left;">10</td style="text-align: left;"><td>108</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Soul limit</td><td style="text-align:left;">19935</td style="text-align: left;"><td>27971</td> <tr><td nowrap="nowrap" style="text-align:left;background-color:#EEF; font-weight:bold;}">SL lost in revive </td><td style="text-align:left;">6.23%</td style="text-align: left;"><td style="text-align:left;">10.6%</td style="text-align: left;"></tr> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Special cost</td><td style="text-align:left;">20 (+20 to add Strong Attack)</td style="text-align: left;"><td></td></tr></table> Sayaka is a mobile melee fighter who uses charges and aerial attacks. She is an extremely powerful solo character whose diving attack can destroy enemies easily. Her strong attacks can chain into each other, making her extremely mobile while attacking. Abilities: *Quick Attack (Z): Swing her sword back and forth. On the ground, this can be pressed up to 6 times with the 6th being a step forward and strong slash that wallslams. In the air, the combo stops at the 5th hit. *Standing Strong Attack (5X): Lunging sword thrust forward. **Chargeable up to two levels and can be held indefinitely. Charging increases damage and knock back. Fully charged will hit opponents all the way into the wall. **Can be cancelled after the lunge forward into a jump or any other strong attack. Charging cannot be jump cancelled. If you charge this move in the air, your movement will be slowed drastically, but you will still move in the direction you were when you started charging and slowly fall back to the ground. You can continue charging even if you touch the ground before releasing the charge. *Left/Right Strong Attack (6X): Forward slash attack. Will knock back enemies all the way into the wall and cause them to bounce off. *Down Strong Attack (2X): Jump backwards and then diagonally dive attack the way you were facing. *Up Strong Attack (8X): Jump forward diagonally with a sword thrust. Can be done twice in a row. Beware of using this move though, it incurs a very long recovery time unless you land quickly or otherwise cancel it into a jump or her special. If used on the ground, this uses up one of your jumps. *Down and jump (2C): Dive downward and hit for no damage, but if she hits an enemy she will jump off. Note that this won't cancel your attacks like a normal jump would, instead you'll jump cancel normally in this case (the jump can then be cancelled into this), so watch out if you intend to use this to evade attacks. You can cancel this into any other attack, but not a jump. *Special (A/A.X): Forward dash. Press Strong Attack during the dash to add a powerful attack with some extra cost to your bar. During the dash you do not take hit stun, but you can still take damage. The damage you take during the dash, however, is significantly reduced, to around one fourth. You can cancel any version into a jump to reduce the recovery time. *Idle: Bouncy. Review/Tips: Sayaka is the definitive powerhouse that can tank it out with little to no effort. Her attacks are very strong and fast and with the best vitality, vitality growth, regeneration per soul limit spent, and dps growth of the girls, she is probably the most powerful character of the game. As such, you really have to try hard to die on the first few laps of the game. Her left/right strong attack will stun enemies and send them flying into the wall. A good way to damage enemies, especially those on later laps with lots of hp, without fear of retaliation is to continuously hit them into the walls. This works on larger enemies as well. Just hit them as they're bouncing off the wall to negate their super armor, and then the next hit will slam them into the wall, again. Sayaka combos: One way to max out your damage rate with Sayaka is to use the strongest attacks that don't move your enemies out of range. This being said, if you have a wall close by or your enemy can't be slammed into the wall, looping cancel strings of the form :: 5X 6X (A.X) C j(5X 6X/8X (A.X) C 5X 6X (2X or 2C)) repeat or the slower and less safe, but more damaging :: 5X 6X j(A.X 5X 6X) C j(5X 6X (A.X 5X 6X) C 5X 6X (A.X 5X 6X) (2X or 2C)) repeat are best. This string is also great to attack while moving quickly, as an alternative to her A.X special, and being capable of changing directions quickly between strong attacks. Otherwise, you either want to keep your enemies in place with strings like :: Zx5 C j(23Zx5) repeat (with a few possible 5X's intercalated if their super armor can take them), or slam them into a wall and chase them, with :: Zx5 (6thZ or 5X) 6X C j(A.X 5X 6X (A.X) C 5X 6X) chain into a loop for example. If you're fighting against aerial enemies, you should try to lower them with 2X. If you can't reach them with it, a possibility is to alternate between the higher ones and the lower ones, since you may only reach an aerial enemy with strings such as :: C j(C 8X A.X (2X or 2C)) at which point you combo a grounded enemy and then jump to hit a higher one. ===Kyouko=== <table class="infobox" style="width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;"> <th colspan="3" style="text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;"> Kyouko </th> <tr><td colspan="3" style="text-align: center;">[[File:Gskyokoidle.gif]]</td></tr> <tr><td style="background-color: #EEF; font-weight: bold; text-align: center;">Parameter</td><td style="background-color: #EEF; font-weight: bold; text-align: center;">Base stat</td><td style="background-color: #EEF; font-weight: bold; text-align: center;">At level 99</td></tr> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Vitality</td><td style="text-align:left;">95</td style="text-align: left;"><td>253</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Power</td><td style="text-align:left;">10</td style="text-align: left;"><td>108</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Soul limit</td><td style="text-align:left;">23742 </td style="text-align: left;"><td>32268</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">SL lost in revive</td><td style="text-align:left;">12%</td style="text-align: left;"><td style="text-align:left;">23.5%</td style="text-align: left;"></tr> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Special cost</td><td style="text-align:left;">35</td style="text-align: left;"><td></td></tr></table> Kyouko is an offensively oriented melee fighter who has high damage attacks that cover wide areas. She is an extremely powerful solo character who can destroy waves of enemies easily in the early laps, but she can't handle taking very much damage. Abilities: *Quick Attack: Swing her spear. Can be pressed 8 times for 2 pokes and 6 swings. The swings have very good vertical reach. *Standing Strong Attack: Lunging spear thrust forward. **Chargeable up to two levels and can be held indefinitely. Charging increases damage and knock back. When fully charged the lunge will do great damage, hit enemies all the way into the wall, and go extremely far, around one whole screen length. **Can be cancelled at any time into a jump or any other strong attack. Charging can also be jump cancelled. If you charge this move in the air, your movement will be slowed drastically, but you will still move in the direction you were when you started charging and slowly fall back to the ground. If you touch the ground before releasing the charge, the charge will be cancelled. *Left/Right Strong Attack: Spinning double hit. The first swing has weak knock back, but the second swing will knock back enemies all the way into the wall and cause them to bounce off. Can be jump cancelled after the second swing. *Down Strong Attack (grounded): Jump and slash down. *Down Strong Attack (mid-air): Spear thrust diagonally downward. Pressing left or right will have her thrust in that direction. *Up Strong Attack: Use her spear like a pole vault bending it and causing it to spring upward. Even in the air... Slashes in a large arc in front, over, and behind her. *Down and jump: Dive downward and hit for no damage, but if she hits an enemy she will jump off. *Special: Create a box shaped barrier around Kyouko comprised of small diamonds. Each diamond hits for extremely low damage, stuns enemies, and disappears after hitting something. *Idle: No Pocky? Review/Tips: Kyouko is no pushover and is excellent at crowd control and melee combat. Her left/right strong attack grants invulnerability frames. Kyouko's up strong attack deals great damage and is particularly effective at evading attacks. It can also serve as another jump in a tight situation. Her mid-air down strong attack is her damage-dealer. After use she will pop up into the air slightly and is in position to repeat using it. Against bosses this is an effective way to do a lot of damage quickly. It can also be used to stay off the ground indefinitely. Her special has limited use, such as blocking enemies or projectiles, but usually hurts more than helps her because it ironically leaves this tank in a vulnerable state. The most useful attack for Kyouko at lower laps is her up strong attack. This attack is her third strongest attack (behind fully charged strong attack and down strong attacks), covers an enormous area (including behind her), and can be spammed quickly, juggling enemies with ease. At lower laps, this attack will OHKO small enemies rendering even the largest crowds a trivial chore. Kyouko combo: Z x5 + 5X + 6X + j2X + j2X or j8X ===Kyubey=== <table class="infobox" style="width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;"> <th colspan="3" style="text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;"> Kyubey </th> <tr><td colspan="3" style="text-align: center;">[[File:Gskyubeyidle.gif]]</td></tr> <tr><td style="background-color: #EEF; font-weight: bold; text-align: center;">Parameter</td><td style="background-color: #EEF; font-weight: bold; text-align: center;">Base stat</td><td style="background-color: #EEF; font-weight: bold; text-align: center;">At level 99</td></tr> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Vitality</td><td style="text-align:left;">?</td style="text-align: left;"><td>?</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Power</td><td style="text-align:left;">?</td style="text-align: left;"><td>?</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Soul limit</td><td style="text-align:left;">?</td style="text-align: left;"><td>?</td> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">SL lost in revive</td><td style="text-align:left;">?</td style="text-align: left;"><td></td></tr> <tr><td style="text-align:left;background-color:#EEF; font-weight:bold;}">Special cost</td><td style="text-align:left;">?</td style="text-align: left;"><td></td></tr></table> Kyubey is a non-combatant incubator who becomes available if there are more players than living playable characters. He is ineffective in combat and can be killed by friendly fire. Abilities: *Quick Attack: Kyubey sits down. *Standing Strong Attack: Kyubey faces the player and raises his tail until the key is released. *Left/Right Strong Attack: Same as standing. *Down Strong Attack: Same as standing. *Up Strong Attack: Same as standing. *Up Strong Attack (mid-air): None *Special: Kyubey rolls on the ground. Kyubey is unable to deal damage. He can be damaged by the both enemy and player attacks, which kill him instantly. He respawns quickly after dying, and has unlimited lives. Enemies will attempt to attack Kyubey, so he can be used to distract them or consume projectiles that disappear after hitting. Kyubey's hurtbox is small, so many enemies will have difficulty hitting him. Kyubey's abilities cannot be used in mid-air or jump-canceled. Since all of the girls have already made contracts, he is unable to contract new girls. To play Kyubey, select a dead character when all living characters have already been selected by other players. If all of the magical girls die during a level, Kyubey will be unable to act and you will be returned to the stage select screen. If all magical girls are dead, it is not possible to begin a game with only Kyubeys, and you will remain at the character select screen.
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