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>> No.45053548 [View]
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45053548

>>44985736
Different round of advice from a cheeselord who got a Loony 1cc on it and it's as fraudulent as it gets.
The 2 best builds in the game in my opinion are:
Bomb spam (Tsukasa/Megumu/Byakuren kind of starting loadout, remember that along with increasing the power of your bomb, Byakuren's cards has the side effect of making active cards refresh faster, or so it claims and I'm pretty sure it does work). This is best done by Sanae to ensure even as Tsukasa's power bomb squeeze everything out of you, the bomb still kills or comes close to doing so. Desired stage pickups throughout the run include Phoenix (always, obviously), Kaguya's box, or Narumi's Jizo.
Centipede + synergy that can afford taking hits without breaking the Centipede counter (This is Eirin's Ultramarine Elixir, or Eiki's 200 coins thingy, along with the right item to synergize with these death prevention items, like Patchy's 1 bomb per stage or Yachie's hand increasing the amount of coins). This is where Sakuya shines the most granted you can get past the hurdle of early stages in higher difficulties and survival sections without too much pain. Her Centipede'd spread will actually play the stages for you, and with the right setup there's a solid half if not more spells that don't even have time to reach you.
Other notable builds and miscealleanous good items include, but are not limited to:
Sannyo's dragon smoke + Remi's Vampire Bite. Can feel a little inconsistent if you don't route precisely or get accustomed to how Remi's card works, pretty neat.
Saki's wolf power up for slightly stronger shots.
Mamizou or Koishi's if you don't wanna entertain UM's otherwise harsh death penalties as hard (More useful as characters with bad bombs like Sakuya)
There's hardly ever a run where Megumu's card isn't useful. Already mentioned it for bomb spam but +1P or a bomb piece if at Full Power is really good. That, and while less frequent than both Sumireko's cards or Raiko's drum, it has that circle screen clear around you and it lasts a little bit. Can save you in a pinch.
The 2 cards mentioned above aren't bad either. Sumireko's is more beginner friendly with its longer duration but the more you identify precise spots where you wanna use it the better Raiko's drums become.
Character shots are okay enough for more power without full commitment to Centipede i.e no bombs (or if you haven't beaten Momoyo)
Screen clear active cards are generally pretty alright, just don't get cocky with Miko's since its not a full one if I remember right. I experimented with Keystone once and found it surprisingly useful.
Experimentation is the name of the game and if that's fun to you the game's great fun. In my first runs I fucked with Misumaru's magatamas which I would argue are one of the most situational/bad cards in the game and I still squeezed some use out of it (even if it's hard for my brain to get used to how it works sometimes)
Now this is the part where I also mention that as fun as this is, lives as a ressource still mog most of these items. Not just Phoenix or Jizo or Sannyo's Dragon Smoke if you can cap spells, just the basic 1up is good. But if you wanna squeeze the game for what it's worth I think going beyond that holds some fun.
Once you've 1cc'd or done everything you wanted, you could RNG yourself a starting deck and perhaps character and see how that goes. Maybe that'll just aggravate you even more, maybe you'll like it. It's not for everyone but I find it fun.

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