• Ereek

    Ohayou~ Ohayou~ Bonjour~~!

    I can’t wait for Team Sakura Taisen.

    • pressstart

      Same here! It’s my #1 reason for wanting this game!!! With them retaining their original Japanese voices, squeeeee!!!!

    • MrTyrant

      “Ohayou~ Ohayou~ Bonjour~~!”

      My Ogami face at that moment:

      • MrSirFeatherFang

        I need to play this…

      • Göran Isacson

        I have no idea what I just watched, but judging from the guys expression I am not alone in that sentiment.

        • MrTyrant

          You just watched Erika amazing morning dance. You will never have a nun waking you up like that in your room.

          • Göran Isacson

            The strangest thing is that I’m not sure if I’m glad or sad about that fact.

  • Jibun Rest@rt

    I haven’t even played Space Channel 5, but I’m so excited to see Ulala again. She just looks like she’ll be fun!

    • Kibbitz

      Her support attack is amusing, she summons Oppa Oppa from Fantasy Zone, the Space Harrier guy and the robot from Alien Storm to aid in the attack. In a way, because of this, she’s the only one to represent old era Sega, everything else Sega here is from the Saturn era onwards.

  • Haseyo

    This is a good breakdown, I’ll use it as a miniguide for now. Comon UPS, get here already ; ;

  • IshimaruKaito


  • Kibbitz

    Some additional notes to supplement Spencer’s points.

    1) Attack ranges for units range from 1-4, your guys usually have 2 to 3. This can be boosted via use of specific skills, but IIRC it still cannot exceed 4 no matter how you try to stack it.

    2) You can only get support attacks from allies if they’re in any of the 8 squares surrounding your unit, simply having them in your attack range doesn’t work.

    3) If you look at the 3rd image in this article, you can see 3 circles above your XP gauge on the bottom right. Those circles represent the unique attacks that you can make by pressing A or A and a specific direction. You start with A, A+Left and A+Right and 3 attacks. As you level up, you’ll get A+Up and A+Down, and can perform up to 5 attacks per turn. These attacks all have different properties in terms of how much XP/Super gauge they build, damage, guardbreaking, stun or knockback, so experimenting with them is helpful and indeed, part of the fun.

    Every time you use an attack, the marker is greyed out to indicate that you’ve done it this turn. If you use all the different attacks that your pair can do, they actually reset the counter and allow you one last free attack, so it’s usually best to try to use every move in your arsenal for the free hit. There are, though, a few times where it’s more worthwhile to try to go for knockback, stun or gauge building, so that’s something to think about.

    4) Support attacks aren’t there just for damage, they also mean a lot to your XP gauge. Your XP gauge usually caps out at 100%, and the only way to push it up to 150% is to build gauge via Cross combos. This is done by hitting the enemy with both your pair’s attacks and that of any supporting character, be it from another pair nearby or the attached solo unit.

    5) The number of attacks you can do on a counterattack is equal to the number of attacks you can do regularly -2. There are specific characters with skills that give +1 to Counterattack, so that can drop to a -1, I don’t think you can fully negate the penalty.

    6) Your characters will get more active and passive skills as they level up. Pay attention to your passives (they’re called AUTO skills here.) Some of them trigger when your XP gauge is at a certain level while others trigger when the pair’s HP is at a certain level. For example, the X and Zero pair has the following where X’s increases all stats by 10% when XP is at 120% or higher, while Zero’s decreases all active skill costs by 20% when XP is at 100% or lower. This gives you an incentive to manipulate your XP gauge and HP as needed for some of these AUTO skills to trigger.

    7) The XP gauge mentioned is a common gauge shared by all allied characters on the map, so you really need to be a little mindful of it when managing it since it’s pretty easy to have most of your XP sapped away doing Defends on enemy turns. The enemy also has a similar bar in the lower left corner, called EP, which also caps out at 150%. Hitting enemies and having them hit you increases that, and just like you, certain enemies can throw AOEs or Supers once enough EP is accumulated (100 for the super, can’t remember the AOEs). Managing that helps a lot in later stages.

    There’s a lot of small little details and nuances to this game that you can make use of which can make your life a lot easier, all of this is available in a tutorial section in the database section if you’re willing to read.

    • Covnam

      Are attacks set up like in Super Robot Taisen OG Saga Endless Frontier? (if you’re familiar with that game…)

      • Kibbitz

        I assume when you say setup, you mean setting up queues of attacks and picking from the ones you’ve made in combat and then just timing your A presses. If so, no, it’s not, it’s like Namco x Capcom where your attack options are mapped to A and A+direction, so when you want to input another attack, you press A or A+direction for the attack you want if it’s available and if you have spare attacks left.

        • Covnam

          Awww, that’s too bad. I really enjoyed that system and from the way it looked I hoped it was using a similar setup. Thanks for clarifying that.

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