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#DOUBLE YAGYU
crocrubies · 5 months
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2 sides of the same coin <3
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cafeinthemoon · 7 months
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Feral Heart - Prologue
Chapter --
Wordcount 1,3k
Title Prologue - A Savage
Fandom Tenkaichi: Nihon Saikyo Bugeisha Ketteisen
Symbols ⭕ . ➕ . 🖤
Warnings: none for now, just guards gossiping
Tagging ?(If you want to be tagged in any of my stories, just leave a comment on this chapter or send an ask or a message)
N. A.: I just wanna say that I'm posting this story out of pure happiness and not expecting much from it bc I know no one will read it lmao
I have this story in my head since the beginning of this year, but I left it aside to focus on the other ones, but now I decided to try and work on it. Tenkaichi is a relatively new manga and isn't known by much people (at least among my friends), but it has great potential and excellent characters, my fav being the one starring this ff, Yagyu.
I'd like this story to be as weird and unsettling as possible, but without disgusting my readers with graphic content. If a synopsis is necessary, there you go: the Shogun decided to create a kinda paramilitary group formed only by women, who will work in environments where men usually don't manage to enter, and the man chosen to train these women is Yagyu. One of his students (reader) gathers his attention for her peculiar habits and mindset.
To the people who mind reading this, I hope you have fun 😅
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You're such a strange girl
I'd like to shake you around and around
You're such a strange girl
I'd like to turn you all upside down
(Mareux, The Perfect Girl)
The afternoon was calm and warm, as a blessed silence took over it despite the agitation of the last days, and the guards were more than grateful for that. The arrival of a big group of women – most of them loud, young girls who barely reached adulthood – has been predicted and feared by each of them, who were about to see their work double: more people to watch over, more rooms to include in their supervisions and more details to remember in their reports. If only they could spend their free time flirting with the adult ones… but this was specially forbidden by the Shogun himself, and professional contacts was the only thing left for them – plus, disobeying the Lord’s order was equal to sign one’s death sentence. This, and having to stand the chattering and the trickery from the younger ones.
But that didn’t mean the guards wouldn’t talk about the newcomers: gossiping was even worse when it came from men, and since there was no way to stop them from talking, there were no efforts in this sense at the palace. Still, they used to be careful and not distract themselves while on duty.
At that moment, four guards were going to do the shift exchange at the gates, at a reasonable distance from the places where the women were allowed to walk on, and the men wouldn’t waste the opportunity of exchanging some words between themselves as well.
– It seems that Nobunaga-sama is having so much fun with this project in particular – Todo, one of the guards who were about to leave, was commenting – But only a fool would suppose that he’s doing this only for diversion.
– I agree – Yuki, his partner, replied – If it was any other man doing it instead of him, people would call him crazy – and, with a giggle, – Can you imagine that? Gathering a bunch of girls from each part of the country and train them to serve as soldiers?
– Not mere soldiers – Todo clarified – They will be spies, diplomats, teachers, swords-women and everything you can turn a woman into – and, lowering his tone, – To be honest, it’s a bit scary to imagine that happening.
Unluckily, his whispers were loud enough to reach the ears of the guards who came to replace them. One of them, an incorrigible jester, soon took the chance to mock his coworker, speaking as affected as he could:
– Are you really scary of these young girls, Todo-chan?!
Todo jumped and let out a scream, then began an irritated self-defense.
– O-of course, not, Takaba! I’m referring to the idea itself – he calmed down a bit – Consider this: women usually do not hold as much power as men, except in the domestic sphere. Still, they’re everywhere: in the countryside, in the cities, in familiar houses and noble rooms. They can enter many places, see many things and use many disguises. With the appropriate training, and at the same time with the reasonable control over their activities, they will make Nobunaga-sama invincible for even a longer time.
Takaba, even though recognizing the validity of Todo’s statements, was going to insist on his laughter, but his partner, Kenji, who was the youngest of the four and has been in silence until that moment, spoke in his place to keep the moods calm.
– You have a point, Todo-san – he hesitated a second – And, considering who was chosen by Nobunaga-sama to manage these girls’ training, I can only say that our Lord will accomplish his goal sooner than he planned.
– Yeah? And who is it? – Takaba asked in an annoyed manner; the composed posture of his young partner wasn’t entirely pleasing to him.
The response came from Yuki.
– That young swordsman from the Yagyu family, Munenori.
All the three men fell in uncomfortable silence when that name was mentioned.
– That one with the white strand on his hair? – Todo gasped.
Kenji moved his in an affirmative sign.
– Yes, him.
The other man sighed.
– If this is true, I feel bad for the girls.
– Really? – Takaba frowned – He’s a bit awkward, but he’s a formidable swordsman, isn’t he?
– I know, but that’s not the problem – Todo twisted his lips in discomfort – That guy creeps me out with that soft voice of his.
Yuki corroborated.
– To be honest, I feel the same whenever I find myself around him. He’s weird.
No one made efforts to continue that conversation, but there was an agreement about the feelings towards the said swordsman.
The first pair of guards decided it was time to go and leave the work for the other two. After an exchange of a few words, Todo and Yuki walked away, disappearing in a corner right after.
Once they were out of sight, Kenji, in spite of his distaste for gossiping, felt the need to add comments to the subject they just abandoned.
– You know, I think there could be some girls who will adapt to him. Like that one.
Takaba turned to him with a frown. He never appreciated his partner’s habit of making those sudden, abstract statements.
– That one? Who?
– That one who’s as weird as Yagyu-sama himself – and, seeing that the other still couldn’t follow his train of thought, – You still haven’t heard about her? It’s a girl who wanders around during the meal times, always alone, only interacting with animals and plants.
Takaba burst out in laughter.
– As if there’s such a girl! Nobunaga-sama needs sane girls to his project, Kenji-chan, did you forget that?
Leaving his temperance aside for a moment, Kenji scolded the older guy in a rare moment of irritation.
– The girl is real, you idiot! I saw her myself. Me and other friends of mine did.
Takaba gave him a suspicious glare, both for the fact that the women were kept away from the usual places Kenji used to watch and the mention of “other friends”, given the boy was almost always by himself.
– Really?
– Really – Kenji, oblivious to his companion’s mistrust, thought of the girl for a moment – In my opinion, she has a pretty face and could be popular among men if she had a proper education and wore fine clothing, but she’s basically a savage. She sleeps in strange places outside the house, walks around on barefoot and barely talks to the other women, giving weird answers whenever people speak to her – he sighed – I don’t know where she was found, but the people who decided to bring her here were certainly stupid. What could be made of such a person?
Takaba didn’t look as impressed as he would be if an older, less serious person told all those things.
– And are you sure you saw all of this with your own eyes, or did people tell you these stories?
Kenji startled, as if caught off guard.
– Well…
The other man, whose practical manners used to show during moments of impatience, dismissed his companion’s worries.
– Look, I don’t think half of this is true. This girl you talk about, she might be just a farm girl who never saw a crowded palace before and is struggling to get used to it. I wouldn’t worry about her since she’s not our responsibility. Now, we’re better off minding our own business here and forget about this.
Kenji was going to argue, but he held his tongue in the last moment. Takaba was right that time. He looked away and the conversation died seconds after.
– Thank Heavens she’s not – he murmured, not knowing if his partner heard him or not.
Chapter 1
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chernobog13 · 1 year
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Machibuse, aka Ambush or Incident at Blood Pass (1970).
This was the second cinematic pairing of Toshiro Mifune and Shintaro Katsu, the first being Zatoichi Meets Yojimbo, released three months prior.  This time the film was produced by Mifune-san’s production company.
Machibuse was directed by legendary Japanese director Hiroshi Inagaki (Samurai Trilogy, Yagyu Secret Scrolls, Rickshaw Man, The Birth of Japan aka The Three Treasures,Chushingura, Samurai Banners).  This was the 20th or 21st film that Inagaki-San and Mifune-san made together (there are conflicting lists on the Interwebs).  By contrast, the much celebrated collaboration between Mifune-san and director Akira Kurosawa lasted 16 films.  This would also turn out to be the last film Inagako-san directed.
The film also featured another big star of samurai cinema, Kinnosuke Nakamura.  Like Mifune-san, Nakamura-san had portrayed the legendary Miyamoto Musashi in a series of films that are better regarded in Japan than the more internationally famous Samurai Trilogy.  Other famous roles he played included a very psychotic Tange Sazen in The Secret of the Urn, and Ogami Ito in the Lone Wolf and Cub television series.
I remember finding this film at a video store where it was touted as the “fourth and final film adventure of Mifune’s famous character, Yojimbo” (the others being Yojimbo, Sanjuro, and Zatoichi Meets Yojimbo).  This is completely false.  As I’ve pointed out in previous posts, Mifune-san’s character in Zatoichi Meets Yojimbo is the not the same as the ronin from Yojimbo and Sanjuro.
Likewise, Mifune-san’s character in Machibuse is not the same ronin.  Heck, he’s not even the same character from  Zatoichi Meets Yojimbo (which would’ve been a neat touch), although his character from all four films share many similarities.  It also confuses things in that everyone else in Machibuse just calls him “yojimbo,” the Japanese word for bodyguard.
The film is more of a slow burn drama than action movie, although there is swordplay later on.  The story involves a number of people who, through various circumstances, find themselves snowbound in a secluded roadside inn.  No one is quite whom they seem, there are plots within plots, and a few double-crosses thrown in for good measure.
Some have compared Quentin Tarantino’s The Hateful Eight to Machibuse, pointing out the similar settings and character dynamics.  I’ve never seen the former so I can’t speak to that.  It’s not like Tarantino has ever been accused of lifting scenes, or entire plots, from other films for his own movies (he said, tongue firmly placed in cheek).
Machibuse is not the best film Mifune-san or Katsu-san have been in, but it a far cry from the worst either.  It was not a commercial success at the time it was released.  However, it’s great to watch Mifune-san and Katsu-san on screen together, and the film holds up very well more than 50 years later.
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greysfind · 2 years
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Total war shogun 2 collection vs gold
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#TOTAL WAR SHOGUN 2 COLLECTION VS GOLD PATCH#
#TOTAL WAR SHOGUN 2 COLLECTION VS GOLD SERIES#
Sword unit charge bonus upgrades reduced.
Sword unit melee attack skill upgrades reduced.
Admiral Heavy Bune Fire arrow ability added.
Siege Tower Bune: cost from 1550 to 3000.
Matchlock Samurai: cost from 700 to 650.
Naginata Warrior Monk Hero: cost from 1700 to 1500.
Fire Bomb Throwers: cost from 700 to 600.
Daiyku Samurai : cost from 1000 to 1100.
Matchlock Ashigaru: cost from 400 to 500.
Bow Warrior Monks: cost from 1000 to 1100.
Loan Sword Ashigaru: cost from 400 to 500.
World Weary: accuracy debuff reduced from -5 to -3, melee attack debuff reduced from -2 to -1.
Yagyu Sword Instructor: sword infantry melee attack bonus reduced from +2 to +1.
Drill Square: sword infantry melee defence bonus reduced from +3 to +2.
Trading Post: cost decrease for all units reduced from -5% to -4%.
Untrained Fugu Cook : Effect now applies to sword infantry only.
Yabusami Master: avatar accuracy and reload speed increased from +5/+5 to +7/+7.
Zori Tori Sandal-Bearer: avatar fatigue resistance increased.
Lightweight Gunjingura War Saddle: cavalry speed buff increased from +5% to +10%.
Uma-Jirushi Nobori Standard-Bearer: avatar morale buff increased from +2 to +3.
Mouldy Feed Stocks: enemy cavalry fatigue resistance debuff increased.
Kacchu-Mochi Armour-Bearer: avatar armour increased from +3 to +4.
Supply Wagon: missile units’ extra ammo increased from +5 to +8.
Scroll of Inspirational verse: avatar melee attack increased from +3 to +4.
Gokamon Bodyguard: avatar melee defence increased from +5 to +6.
Camp Sickness: missile units’ speed debuff increased.
Tetsu-Bishi Caltrops: spear and missile units’ bonus vs cav increased from +3 to +4.
The amount of XP awarded is double the base win/loss XP for avatar battles.
Avatars now get awarded XP if the player participates in a drop-in battle.
All non-key building maps have been removed from the match-making map pool.
The Kyoto and Buatsui castle maps have been removed from match-making map pool.
The small funds bracket has been removed from match-made siege battles.
Time limit added to siege battles (45 mins).
This is based on the skill tree with the most skill points spent within it. Ladder and overall stats have been rearranged for clarification and ease of use.Īn avatar’s primary skill-set is now displayed on the avatar’s banner in battles.
Units and retainers which cannot be used in the next battle have been made more visible.
Locked icons have been added to retainer slots which currently can’t be used.
The player’s current number of clan tokens is now displayed on the skills tree.
Avatar rank is now shown on the pre-battle setup screen of all users.
The XP bar on the avatar screen now shows current and required XP for a rank increase.
Match-made battles will now prioritise avatar level when attempting to match players, taking into account ELO rating.
Higher-Prestige avatars require consequently more XP to level, and cost more to field.
Upon promotion to a new Prestige level, Avatars gain +10 Veteran Slots.
Upon promotion to a new Prestige level, the avatar’s skill-tree is reset, but his units retain their veterancy, and he retains any armour pieces, retainers earned through armour pieces and clan tokens.
Coloured ranking stars are now used to define the current Prestige of an avatar: Bronze Silver and Gold.
Upon reaching level 10, Avatars can now be promoted to a new Prestige level and re-play the avatar conquest mode.
Winner of clan competition (Mon, Crest, Helmet).
#TOTAL WAR SHOGUN 2 COLLECTION VS GOLD SERIES#
There is now a series of rewards for players whose clans are promoted: Filters have been added to sort retainers into smaller concise lists based on units and weapon restrictions.You can now cycle through and view all other worlds in the clan competition as well as search for a specific clan and view the world they are operating in.A number of filters have been added to help display the strategic situations of your own and other clans in the clan competition.Points loss: Every time a player loses a match-made battle, they will lose 50% of the clan influence they would have gained for a victory.Corruption and logistics: clans will suffer a cumulative 5% cost in influence point gain for every province beyond 3 that they own (with a maximum penalty of 95%).These maps do not appear in the Rise of The Samurai DLC campaign. O 1 top-tier castle, considerably larger than any other castle in Shogun 2Įach castle appears across five maps, resulting in 15 new siege battle-map variants. O 1 standard sized castle on a clifftop with limited approaches O 1 standard sized castle of new configuration Three newly-designed castles specifically for the Shogun 2 campaign map:
#TOTAL WAR SHOGUN 2 COLLECTION VS GOLD PATCH#
Darüber hinaus steht ein Patch mit allerlei Bugfixes und Balance-Verbesserungen für das Hauptprogramm bereit und sollte automatisch runtergeladen werden.
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tomykentaro · 7 years
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(x)
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cursedprovidence · 4 years
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Muse Tag Drop
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1. We are apparently only going to get one servant this event i.e. Kama 2. The pv was animated by A-1 like the rest, the person credited with it is Enokido who doesn't have any credentials with shaft, interestingly enough
1. Damn… That’s too bad there :/ Kinda hoping for a second Servant since in the trailer there’s a debatable appearance of that samurai/shogunate assuming to be either Tokugawa Ieyasu or just one of the Tokugawa family. But knowing DW, they could follow to just having one Servant and throw the rest all into the coming next hype of LB4, or a second banner later? No idea how long this event is going to be, but knowing it’s a new event with clear requirement for SIN Lostbelt… There’s chance for 2nd banner if they given 2 or 3 week duration
2. Damn… Either that person is either an ex-Shaft member or they are inspired by Shaft tons of head-tilting and animation to give that PV today! Or even better, they were once one of the many animator or so in helping out the Monogatari series back then!
Either way, I’m neutral for the Servant (i’m having issue in questioning what are they and the possible fanservicey Final Ascension) but damn hype for the coming event because everything screams out relation to the next LB4 plot!
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grailfinders · 3 years
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Fate and Phantasms #187
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Today on Fate and Phantasms we’re making Yagyu Tajima-no-Kami Munenori, living proof that you can prevent spoilers by spoiling other things. Anyways, he’s an Inquisitive Rogue to defeat his foes with facts and logic, as well as a Samurai Fighter to defeat his foes with a goddamn sword because he’s in the saber class.
Check out his build breakdown below the cut, or his character sheet over here!
Next up: Domo Arigatou, Kaa-san Roboto
Race and Background
Yagyu beef is still a Human, but he’s a Variant Human for the extra skills. This gives him +1 Wisdom and Dexterity, as well as proficiency with Investigation to put that big brain to work. That’s not enough skills though, so grab the Skill Expert feat for another +1 to Dexterity, as well as proficiency with Animal Handling for your riding skill and doubled proficiency with Perception. I know we didn’t get regular proficiency yet, but it’s happening at level one so it’s fine.
Yagyu might have been as rich as a noble, but that doesn’t mean he was one. We’ve been using Mercenary Veterans for swordsmen for a while now, and I see no reason to stop now. This background gives him proficiency with Athletics and Persuasion.
Ability Scores
First up make your Wisdom as high as possible. Yagyu’s a clever boy, and wisdom-based skills are the more applicable part of that equation for you. Secondly, your Dexterity has to be good- Yagyu is a master swordsman, and he’s not exactly swinging a greatsword around. His Intelligence is also pretty solid, but it’s just lower since it’s not quite as directly helpful for the build. Yagyu’s Constitution isn’t half bad, he’s got to be tough to survive feudal Japan. That means his Charisma is pretty low- he’s scary, but not much else. That means we’re dumping Strength. He’s an old man, and we don’t really need it for the build.
Class Levels
Rogue 1: Starting off as a rogue nets us a couple extra skills, more than we’d get from multiclassing in later. Rogues start off with proficiency in Dexterity and Intelligence saves, as well as four rogue skills, like Deception, Insight, Intimidation, and that Perception we mentioned back in the Skill Expert feat. Told you not to worry about that.
They also get Expertise in two skills for double their proficiency bonus. Double down on Insight for more logic and Intimidation to put that logic to good use scaring the crap out of people. You also get a Sneak Attack once per turn, dealing 1d6 extra damage as long as you are using a finesse or ranged weapon and either A) have an ally next to your target or B) have advantage on that attack. It’s complicated, but we’ll make it real simple soon enough.
Oh yeah, you also get Thieves’ Cant. It’s a language.
Fighter 1: Okay, the underhanded stuff is done for a while. Bouncing over to fighter gives you the Dueling, adding 2 to damage rolls with a one-handed weapon, like a short-sword, which you can now wield since you’re proficient with martial weapons. You also get a Second Wind each short rest that will heal you as a bonus action. Taking a break when you need one is smart. You’re smart, so you take breaks when you need one. That’s the transitive property.
Fighter 2: Second level fighters can use all that break-taking to push themselves once per short rest, making an Action Surge to take two actions in a single turn. Fighting your hardest can also be the smart thing to do sometimes.
Fighter 3: Third level fighters get their martial archetype, and as a Samurai you learn to unleash your Fighting Spirit, spending your bonus action to gain some temporary HP as well as advantage on all your attacks for the turn. You can do this three times per long rest.
You also get History proficiency. It’s almost cheating given that you’re a historical figure, but hey, we had to get another proficiency here.
Fighter 4: Use your first Ability Score Improvement to bump up your Dexterity.  Your sword uses dex, your armor uses dex, it’s just a really good ability to improve upon.
Rogue 2: Going back to rogue lets you stuff even more into a single turn thanks to your Cunning Action, letting you dash, disengage, or hide as a bonus action. I’m not saying you’re faster than a monk now, but you could definitely keep up with one for a bit.
Rogue 3: Third level rogues get 2d6 in their sneak attack, and they get their roguish archetype. as an Inquisitive, you gain an Ear for Deceit, so your insight checks to determine lies always get die rolls of at least an 8. You also have an Eye for Detail now, letting you spot hidden creatures with perception or find clues with investigation as a bonus action. You’re really getting a lot out of those things, huh?
Continuing the bonus action train, you can use Insightful Fighting as a bonus action, forcing a contested insight check against a creature’s deception. If you win, you can use sneak attacks against that creature for up to a minute without needing advantage or a nearby ally. Your fighting spirit has limits, but you can use this one as many times as you need- just keep in mind you can only target one creature at a time.
Rogue 4: We’ve got more feats we want, so use this ASI to become a Defensive Duelist. Use your reaction to add your proficiency bonus to your AC for one melee attack, potentially avoiding the attack entirely. You need to be holding a finesse weapon, but somehow I don’t think that’ll be an issue for you.
Fighter 5: Fifth level fighters finally get their Extra Attack, letting you attack twice per action. You can still only use your sneak attack once per turn, but now missing once isn’t the end of the world!
Fighter 6: You get another ASI now, so lets grab Keen Mind to show off how clever you really are. Your Intelligence bumps up by 1, and you’re really good at keeping track of yourself in time and space thanks to knowing which way north is and the number of hours left until sunrise or sunset. Most importantly, you have a photographic memory of the last month.
Fighter 7: Seventh level samurai are Elegant Courtiers, giving you proficiency with Wisdom saves to prevent your emotions from getting the better of you. You can also add your wisdom modifier to persuasion checks now. I’d prefer that to be intimidation, but if you can’t talk your DM into that it’s not the end of the world.
Rogue 5: Fifth level rogues get an Uncanny Dodge, using your reaction to halve damage from one attack. Defensive Duelist would reduce the damage more, but even enemies score natural 20s sometimes. Also, your sneak attack grows to 3d6. It’s been a while, just wanted to make sure you remember that.
Rogue 6: At sixth level you get another round of Expertise; double down on Investigation to be a clever boy and History to prevent your party from repeating it.
Rogue 7: Seventh level rogues can deal more damage with 4d6 sneak attack, and they can avoid consequences of using that damage thanks to Evasion. If you fail a dex save you only take half damage. If you succeed, you take 0.
Rogue 8: Use this ASI to max out your Dexterity, giving you the most accurate and deadly swordplay available to mere mortals. It also makes your AC good as a side effect.
Rogue 9: Ninth level inquisitives gain a Steady Eye, giving you advantage on perception and investigation checks as long as you move at half speed that turn. It’s not quite Reliable Talent, but it’s still pretty useful. This also means your sneak attack grows to its final size, 5d6.
Fighter 8: Use your final ASI to bump up your Wisdom for better Insightful Fighting, Wisdom saves, and perception checks.
Fighter 9: Ninth level fighters are Indomitable, letting you re-roll a failed save once per long rest. Even when you fail a wisdom save you succeed it, that’s how solid your mind is.
Fighter 10: Tenth level samurai get a Tireless Spirit, so if you start a fight without any Fighting Spirit, you get one back for free. Also, your fighting spirit gets a bit better, giving you 10 temporary HP when you pop one.
Fighter 11: Your capstone level is simple, but effective. Another Extra Attack lets you attack thrice per turn, up to six times with action surge.
Pros:
With a maxed out attack stat and plenty of attacks per turn, you can dish out pretty consistent damage, especially if you use your fighting spirit to fish for critical hits. 6d6 per turn without spending any resources is nothing to sniff at.
As befitting any rogue, you’re also very skilled out of combat, lending insight and knowledge to the party.
I know I’ve said this before, but it bears repeating- mixing a fighter’s health pool with a rogue’s damage reduction techniques makes for a very solid combo, especially when you throw Defensive Duelist in as well for an even higher AC and Fighting Spirit for extra health to chew through.
Cons:
You have great AC and some extra health in reserve, but that doesn’t change the fact that your HP is rather low for a front-line fighter. Your damage reduction makes up for it, but it’s something it has to make up for, you get me?
You’re too focused on your sword. It makes you really good with your sword, but not very flexible in combat. If you’re playing to character, you’ll have trouble with flying creatures and those that resist or ignore nonmagical attacks. (Assuming your DM doesn’t give you a magic weapon. Hopefully your DM’s nice enough to notice you’d be hosed without one, but for a guide like this it’s best to assume the DM gives you nothing.)
You need your bonus action to activate your fighting spirit, cunning action, eye for detail, and insightful fighting. Similarly, your reaction is split between opportunity attacks (which are super useful for rogues with their sneak attack), uncanny dodges, and defensive duelist uses. Basically, your main action is too simple, but everything else is really complicated for some reason, and you’ll have to sort all these options out for yourself.
Hey, nobody said being smart was easy.
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gear-project · 3 years
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I know this isn't exactly Guilty Gear related but I can't find the answer to this anywhere online and you've talked about the game before so I figured it was worth asking, do you have a list of the non-GG and non-BB assists in Code Shifter? Everywhere just says there are 100 but they never say what the 100 are. Feel free to ignore.
Non BB/GG Playables: 16 in total (16/30)
-Kunio (River City/Kunio-Kun) -Riki (River City) -Masao Kobayashi (River City) -Koki Mizoguchi (River City) -Saburo Jinguji (Detective Jinguji Saburo: Ashes and Diamonds/Jake Hunter) -Willy (Double Dragon) -Abobo (Double Dragon) -Jimmy Lee (Double Dragon) -Billy Lee (Double Dragon) -Misako & Kyoko (River City Girls) -Desert Ship (Of Mice and Sand) -Avatar (Birthdays the Beginning) -Gear (Damascus Gear Series) -Explorer (Inferno Climber) -Alto Travers (Wizard's Symphony/Wizard's Harmony) -Spica Celest (Wizard's Symphony/Wizard's Harmony)
Double Dragon Assists: 3 -Chin Taimei -Yagyu Ranzou -Burnov
The Combatribes Assists: 3 -Berserker -Bullova -Blitz
Guilty Gear Assists: 18 in Total
BlazBlue Assists: 18 in Total
The Launch Trailer states that there are "30 Playable characters" and "70 Assist Characters", which is where the 100 total comes from.
This listing accounts for 42/70 Assists, as I haven't unlocked them all or discovered them all, unfortunately.
Chances are good though that they are in fact part of the above listed games, if not something else entirely that ARC System Works has worked on.
Sorry I couldn't list them all, but it's a good start, at least for now...
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Saito Hajime Analysis
tl;dr Worse than most of the other Arts Sabers without loop set-ups, secret 5-star when he can loop
Saito Hajime Max HP: 11,873 Max ATK: 9,425 Attribute: Man Star Absorption: 102 Star Generation: 10% NP Charge ATK: 0.76% NP Charge DEF: 3%
QAAB Quick: 4 hits, Arts: 2 hits, Buster: 2 hits, Extra: 4 hits Quick: 3.04%, Artts: 1.52%, Extra: 3.04%
Freely Drawn Sword B Increases own Arts performance for 3 turns. (10% -> 20%) Increases own Buster performance for 3 turns. (10% -> 20%) Gains critical stars (10 -> 20) Cooldown: 7 -> 5 turns
Eye of the Mind (True) B Grants self Evasion for 1 turn. Increases own defense for 3 turns. (9% -> 18%) Cooldown: 8 -> 6 turns
Invincible Sword A Increases own attack for 3 attacks, 3 turns. (20 -> 30%) Increases own critical damage for 3 attacks, 3 turns. (50% -> 100%) Cooldown: 7 -> 5 turns
Magic Resistance D: Increases own debuff resistance by 12.5%. Independent Action C: Increases own critical damage by 6%.
Mugyo Arts 7 hits Reduce one enemy's Arts resistance for 3 turns. (20% -> 40%, OC) Deals damage to one enemy. (900% -> 1500%) Reduces their critical attack chance by 20% for 3 turns.
Primary Role: DPS, Looper Secondary Role: Crit DPS Situational Role: N/A
Saito Hajime is yet another 4-star Arts Saber, a niche that is quickly becoming very full, so there is a lot of competition. Just like his appearance, Saito is pretty unassuming at first, but has a lot of potential in the right team. Starting with his fundamentals, they aren't great. His stats are good, having solid HP and ATK, which is pretty typical of the Saber class. His NP generation is much less noteworthy, and despite his QAABB kit, the low NP generation on his Arts hurts Saito. His best NP generation chain is actually his AAQ chain, generating 30% of his NP gauge, which is equivalent to his AQA chain, but it also generates 2 more crit stars. His crit star generation is also another sore point: despite his 4 hit Quick, he only has one and won't generate a lot of crit stars on his own. This isn't uncommon for Arts Sabers though.
His first skill, Freely Drawn Sword, is very good, providing two decent buffs on top of a 20 crit star bomb, and on a good cooldown as well. The Arts boost will help his NP generation slightly, but the primary reason to use this is the 20 crit star bomb. This means its best timed when Saito has a Brave chain coming up, for reasons that will become apparent. Saito can have as much as 32 crit stars going into a Brave chain, giving him a pretty solid chance to crit durign the next turn. His second skill is an Evasion skill with a very weak defense buff, anyone who knows about Eye of the Mind True knows that its just a hard survival skill. It's good for that reason alone, but not an especially noteworthy skill, and has no real synergy in his kit.
Invincible Sword is a pretty powerful skill that synergizes better than you might expect. A 30% Attack buff and a massive crit damage buff, this works great with his star bomb on a Brave Chain. Since he can't consistently make crit stars, it makes for a great bit of burst damage. That crit turn will also help to ramp up his NP generation.
His NP, Mugyo, is pretty solid. It's a ST NP, reduces Arts resistance before dealing damage, and reduces critical hit chance for 3 turns. His NP will typically refund about 22%, ignoring overkill, and his NAA chain will generate 54%, or 79% with crits ignoring overkill. That's pretty solid and means that Saito will naturally access two NPs generally pretty quickly on his own. Of course, if you've gotten to this point, you've probably come to the conclusion that Saito is a burst damage Arts Saber, focusing on crit damage, which actually isn't very noteworthy among his archetype. Lancelot will definitely outdamage him over the course of a couple of turns, Munemori has better NP generation and synergistic effects, and Hokusai does a lot more NP damage while having scaling crit damage.
But let's take a few moments to look at his NP in more detail. At base, his NP generation sits at 5.32%. Why is this notable? It's sits pretty squarely between Tomoe Gozen and Jason, two of the Arts AoE Sabers. Compare that to Yagyu Munemori's 3.24%, Beni-enma's 2.80%, Summer Medb's 4.32%, Hokusai's 3.44%, or Dioscuri's 4.08%. Saito has the highest base NP generation on his NP, on par with the AoE Arts Sabers that are known to be able to loop, although they typically need a little bit of added help.
Saito cannot loop with just the Double Castoria System, although he can get pretty close and can do it with an additional Arts. However, Saito does loop with the addition of a Paracelsus, and this marks being one of the only Arts Sabers who can loop effectively, along with Summer Medb. With a Level 100 Black Grail, and Level 10 skills throughout, a Double Castoria plus Paracelsus system will loop Saito's NP with only two hits of overkill on a Lancer, or in terms of practical numbers, any Lancer with less than 357,000 HP, and that's at NP 1. Against a Berserker, he can do it with a Level 100 Sign of Smiling Face and 4 hits of overkill, or any Berserker with less than 110,000 HP. That's a lot more situational and probably would just useful against some story and event bosses, but the fact that it is even possible is very noteworthy. Even if you miss the loop point, his Arts cards will generation around 30 to 35% of his NP gauge with full support line-up and any CE, so he can quickly pick it back up.
And if you're so F2P inclined, a Level 100 Royal Icing allows Saito to loop with just one hit of overkill, or a Lancer of 353,000 HP. Very slightly less optimal. I'm pretty sure this isn't with Overkill bug either, given that there should probably be more hits of overkill here. Unfortunately I'm not doing those calculations manually.
One final note: an MLB Art of the Poisonous Snake let's you loop without overkill, letting you take on any Lancer! Your damage will be worse though, so keep that in mind.
Saito sits at a very interesting spot. He's very team reliant, probably more than the other Arts Sabers, but he benefits the most from it and has one of the best ceilings, comparatively, of any Arts Saber. If you have the tools to make him work, he'll very easily a very strong Arts Saber, and better than the grand majority of Arts Sabers in the game, possibly only really rivaled by the 5-star Dioscuri and Beni-enma. But without a dedicated Arts team, he's going to be much less impactful than most of the Arts Sabers. It's a position that exists mainly because he's the only one, ignoring Medb, who can very easily loop out of the bunch, which makes most of his viability dependent on that.
And I mean, he loops easier than Medb and does more damage. So it's not a fair comparison there either.
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mobius-prime · 4 years
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296. Sonic the Hedgehog #211
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Home Invasion (Part Two): Security Measures
Writer: Ian Flynn Pencils: Steven Butler Colors: Matt Herms
After a brief recap of prior events, we launch right into the action as Sonic, Sally, Tails, and Khan burst back into New Mobotropolis to save the day. The Iron Queen is unconcerned when Geoffrey taunts her about her defeat being imminent, certain that with Iron Nicole under her control, she'll have no problem winning anyway.
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You know, you'd think she'd have seen this coming, considering that right after Sally cut Nicole off from the Iron Queen's control for like five whole minutes, her plans started being thwarted left and right. The Iron Queen is furious and begins to use the nanites to fight Nicole, and Nicole likewise fights back with her own set of nanites, each conjuring up machines, shields, walls, and so on to battle it out. Sonic heads straight for Amy and the Iron King to help out, while Snively crawls around in a panic seeing everything he's worked so hard for fall apart around him in an instant.
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You know, as much as I realize Snively is a self-serving traitor and thus obviously doesn't want to be captured by the very people he's screwed over so many times, what is he really so terrified of? Sure, Sally's angry with him, but A. she has every right to be and B. this is Sally we're talking about. It's not like she's about to sentence him to be publicly burnt at the stake or something. Even the worst of the worst get fair treatment in New Mobotropolis' prison system - three square meals a day, humane living conditions, and so on. At worst, Snively would spend a very boring few years in prison until he found a way to break out or otherwise reformed his behavior or something. Snively tries to remain confident in the face of Sally's accusations, reminding her that they still have three other clans to call on in the Dragon Kingdom, but, well, clearly he hasn't read the latest arc of SU. Khan descends on his cloud from above and calls out to the Yagyu that on his word of honor they’re free of the Iron Dominion, and to Lien-Da's shock and anger, the Yagyu on the field immediately pack up and leave, uncaring what happens to the Legion without them. However, Lien-Da suddenly realizes this could be a blessing in disguise for her, as with the Iron King and Queen tied up in their own fights and the Iron Dominion's support base crumbling, this is her chance to seize power of the Eggman Empire for herself. The Iron Queen overhears her announcement of the change in management to her troops, and tries to take control of the Legion's cybernetics to force them to continue fighting for her, but Lien-Da's already got that one covered.
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…okay, yikes, definitely didn't see that one coming. The legionnaires panic upon seeing their Grandmaster basically explode in front of them, and look to Snively for guidance, but at this point Snively completely breaks and goes running off screaming, leaving the legionnaires to gather up Lien-Da's limp form and retreat to the Eggdome, leaving the Iron King and Queen to fend for themselves. The Iron King is doing a good job of holding his own on account of his invulnerability, but luckily, the heroes have access to just the macguffin they need!
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It's actually never clearly stated, but the implication here is supposed to be that when the Iron King stole the fan, he hid it in the Iron Fortress, and when the Raiju occupied said fortress, Espio was able to go there and retrieve the fan with their blessing. Khan blows the Iron King straight out of the comic with the encouragement of Sonic's trash talk by his side (I mean it, too - this is the last time we ever see the Iron King), leaving the Iron Queen to fight alone. Snively sees the Iron King fly straight through the metal dome over the city and panics to the point of incoherence, heading straight for the prison and shakily typing in the code to open Eggman's cell.
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Hey, look, it's exactly what I was talking about last issue. Snively, given the choice between surrendering peacefully to Sally and receiving fair treatment in prison, or going back to his abusive, controlling uncle, chooses the latter, simply because it's all he knows anymore. And even worse, Eggman totally called it. He knows just how much influence he has over Snively, and relishes it, using it to his fullest advantage to make sure he always has a loyal lackey in the end. The heroes back in the coliseum offer the Iron Queen a fair chance to surrender, but unwilling to give up, she uses the nanites to encase herself in a giant mechanical Chinese dragon in one last-ditch effort to win. Tails fires on the dragon from the Tornado, while Khan and Amy chime in with lightning powers and heavy hammering respectively, and the Iron Queen makes a break for the hole in the city's dome, trying to escape so she can come back and win another day. However, Sonic simply isn't having it, and runs all the way up the length of the dragon to ensure she can't get away.
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Nice job using a catchphrase that isn't even yours, Regina. Antoine handcuffs the defeated queen while the rest of the heroes celebrate winning the day, none of them yet realizing the renewed storm brewing on the horizon now that Eggman has escaped and is sane once more. Snively tentatively suggests doubling back to rescue Regina, but Eggman refuses, saying that he's already got new plans and now that he's had time to "rest and recharge," he's more ready than ever to complete his world conquest…
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It seems unlikely but ... Boss x Falco ?
Name: Reo Shizue-Hayato(Kuranushi-Yagyu?)
Gender: Male
General Appearance: Short black hair and brown eyes. Normally wears a dress shirt and dress pants. Doesn’t really see the appeal in jeans for some reason.
Personality: Clever, quiet, assertive
Special Talents: Influencing people just by his words alone
Who they like better: His dad, considering Reo found out about Falco’s double-life. Sometimes he wonders what his mother would be like as an assassin. This would normally make Falco speechless (cause thoughts. Anyways--)
Who they take after more: Falco
Personal Head canon: Reo actually snuck into Boss’s office once and sat in her chair while she sat on her desk. For some reason she didn’t seem to notice the young boy until she actually decided to sit in her seat. Truth be told, she screamed that day and it made Pewter and Falco rush in to figure out what the heck happened.
Face Claim:
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animebw · 6 years
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Binge-Watching: Gintama, Episodes 176-181
Welcome to the final cours of GIntama’s first season! And holy balls, what a spectacular arc to come back to.
Break Time’s Over
At long last, we’ve reached the eighth cours. The final twenty-five episodes of Gintama’s first season. And if last cours felt like a relaxation and a loosening of the form, allowing the show’s subconscious to spill out in completely unadulterated fashion, then this cours promises to be a lightning-flash return to form in the final stretch. I hope you had fun with the little larks and bizarre digressions, because we’re wasting no time bypassing the frying pan and jumping right back into the fire. Once again, you’d think I’d learn by now to stop calling this race before it ends. “Gintama won’t return to its utter badassery this season after Yoshiwara in Flames”. What the everlasting dick was I thinking? Of course it wasn’t finished. It just needed some time to set up the next massive explosion to blow my socks off all over again. Awe-inspiring action? Check. Strong thematic meat that fleshes out and gives texture to what’s come before and what’s to come? Check. Gut-wrenching moments of catharsis and connection that drive home just how meaningful every single character’s story is in the greater picture? Double check with fries. We’ve got another one, folks. Another contender fit to stand alongside the Yagyu Clan, Benizakura, Aliens vs Yakuza, Shinsengumi Crisis, and all the rest in the pantheon of god-tier Gintama arcs.
Of course, it’s notable that for once, we’re not treading far from where we had our last epic showdown. Coming back to Yoshiwara so soon was an incredibly pleasant surprise; aside from being the location for Gintama’s single best arc yet, it’s also one of its most immediately striking and intriguing locations, a city of night that’s just now learning how to live under the sun. And it seems the city is still reeling from the aftereffects of the Odd Jobs’ clash with the Yato as much as I am; for once, not everything has immediately been solved the moment the heroes declare victory over the villain. This time, the ripples of Yoshiwara’s dark past won’t be cleansed so easily. There are still plenty of shadows hiding behind every closed door, a new breed of scum rising up now that Hosen is no longer around to keep them in check. It’s a detail that adds so much depth to the setting, like it has a history and ecosystem all on its own. Seriously, it’s damn impressive how well Gintama has fleshed out this city. I hope we keep getting more arcs set here, because its mere presence makes for some fascinating occurrences.
But let’s leave that aside for now and jump into the meat of this arc. Because with the history and legacy of Yoshiwara in Flames serving as the backdrop, the show is able to serve up one of its most brutal, nail-biting confrontations yet.
Tsukuyo the Woman
I’ve mentioned this somewhere before on this blog (I think is was Kimi ni Todoke?), but one of the most effective ways a story can fuck with its audience is by breaking one of its established rules. Once any show goes on long enough, the audience will develop certain expectations about how the stories it tells and how it tells them. Dragonball Z will have big, explosive, multi-power-stage fights, Kimi ni Todoke will be laid-back and everybody will be the sweetest possible person ever, and so on. So breaking those rules- having an episode that’s paced differently than usual, having an opponent who does more damage than any villain up to this point- can be a really strong way of getting the audience prepared for things to really get crazy. And wouldn’t you know it, the first scene of this arc takes about the most decidedly non-Gintama-standard approach it possibly could: silence. The scene of Tsukuyo waking up and contemplating herself in the mirror is loaded with pregnant silence, each still moment setting the tone that much harsher. In a show as normally eccentric and wild as Gintama, to suddenly be presented with a moment of void as potent as this is... chilling. And it effectively sets the stage for Tsukuyo’s story to drag us down about as dark as we’ve ever gotten on this show.
Tsukuyo was one of my favorite parts of the Yoshiwara in Flames arc, a kickass lady ninja who single-handedly kept her broken city alive by refusing to slaughter the victims of its oppression and giving them a second home in her elite squad of death. So you can imagine how excited I was to see her take center stage this time; anything to add more fantastic characters to GIntama’s ever-expanding roster of fantastic characters. But her return also marks the return of one of the more disturbing aspects of Yoshiwara’s first appearance: the idea that Tsukuyo and her Hyakku team had to “give up on being women” to defend the city in the way that they did. In the old Yoshiwara, your worth was entirely determined by your desirability as a prostitute; once you were too old or exhausted to continue, you might as well just keel over and die on the spot. Tsukuyo and her team had to reject that system, adopting a mantle and persona that wiped away their perceived femininity in the eyes of the city. It was the only way for them to stay alive in such a broken system. But now that the city is healing, and the old oppressions are starting to fade away... who is Tsukuyo now? Rejecting her womanhood no longer makes logical sense, but is it even possible to reclaim that part of herself after untold years of shutting it down? Is it even right?
It’s notable that I’ve seen this kind of story a lot before, and it’s so rarely done right. The “workaholic woman who needs to loosen up and find a nice guy to make her a proper lady” trope is one of the most frustratingly sexist tropes of the 90s that really needs to die out by now. But Gintama takes a different, much more subtle approach to this material: not just breaking down how Tsukuyo perceives her own femininity, but how the men in her life have poisoned the ways in which she views it. Suddenly, a trope I would like to see burn in the pits of hell becomes the basis for a fascinating tale of control, abuse, gender essentialism, toxic masculinity, and above all, healing. And it all goes back to the enemy Tsukuyo and GIntoki must face down: her former master, Jiraia the Spider.
The Spider’s Web
There’s an aspect of our heroes’ confrontation with Mr. Peely Face that reminds me greatly of our first introduction to Kyubei back in the Yagyu Clan arc. Before they became such a lovable member of the supporting cast, Kyubei was one of the most terrifying villains we’d ever seen, because she broke the show’s rules in another critical way: they stepped over the boundaries of consent and de-powered one of the show’s most in-control, confident female characters. It was incredibly uncomfortable seeing the usually unflappable Otae have her defenses stripped away like that, but that was the entire point. By shattering that trust, Gintama was able to completely throw us off our guard, resulting in what is still to this day one of its most emotionally wrenching arcs yet. Jiraia is an opponent written in much the same vein: a possessive, obsessive abuser who exerts his control over his student with the desire to strip her autonomy away and reform her in his own image.
And yes, the effect of his shattering the governing rules of consent once again is just as palpable as last time. Jiraia is a goddamn nightmare in every conceivable sense. The spider metaphor the show keeps coming back to is incredibly apt; this man is a manipulater, driven by pain and fear to spin webs of pain and fear himself, ensnaring his prey in a trap they never see coming until it’s too late. Add to that the fact that he’s also, like, a literal spider ninja, using his lightning-fast kunai to build actual webs around his opponent to serve as their battlefield, and you have the recipe for a series of truly chilling battles, our heroes facing a predator that seems to be everywhere at once, never giving them a single opportunity to recover before he twists the next knife in. He carries himself like an artist, observing his craft with an almost dispassionate pleasure right before the moment he goes in for the kill.
In short, he’s a walking metaphor for every hipster douchebag who thinks themselves above such base lechery but in reality is every bit as creepy and objectifying as the frat bros they look down upon. He’s the living embodiment of Pablo Picasso’s infamous quote “Every time I paint a woman, I must destroy her” (or something along those lines). As Hinawa herself points out, he never cared about Tsukuyo for herself; he was always building her up as his own creation, the perfect vessel who would destroy him with his own empty rage. He sought to destroy her womanhood because he could never imagine such an emotional, hysterical creature to be capable of the same strength he saw in himself. But in the end, he was nothing but a coward. He would tear down a woman’s life just to give himself an appropriately poetic death, all because he could never forgive himself for driving his sister to suicide. What a monstrous, pathetic excuse for a human being.
Master and Student
What’s really remarkable about the show’s tackling of this dangerous material, however, is that much it completely gets just how despicable Jiraia’s actions are. A big part of how it’s been able to so consistently land these epic arcs is that they’re the few times when Gintoki and crew will almost entirely dispense with jokes. For all its goofing, this show knows that when things get dark, its characters have to adjust to the gravity of the situation accordingly. And sweet buttery Christmas, does this arc take the cake. I don’t think we’ve ever seen Gintoki express this level of rage while fighting a foe before. He’s not even trying to end this fight standing tall and proving his opponent wrong: he just wants Jiraia to fucking suffer. And it’s no surprise. Because beyond the horrible ways this monster views femininity and control, he also breaks what is, to Gintoki, one of the most sacred bonds in existence: the bond between master and student.
Gintoki’s past and the way it informs his future has always been one of the most fascinating aspects of his character. On the one hand, he is constantly looking toward the future, seeking to leave the relics of his violent days behind. On the other, this past is always driving him, always serving as something for him to keep pushing through. In this arc, we actually get a flashback to how Gintoki was taken in by the master who would shape his, Katsura’s, Shinsuke’s, and so many other’s futures. He was an orphan scavenging corpses when the old man found him, scraping the bottom of whatever barrel he had to to stay alive. But his master give him a home, a purpose, and, above all else, a creed. However Gintoki may try to escape his past, the ethos his master instilled in him will never go away. He knows the importance of not just living, but refusing to let anyone else define your life for you. Yes, it gets messy. Friends can die, people can leave, you can hurt the people you care about without realizing. But if the alternative is to shut yourself off completely, staying perfectly untouched and pristine and hollow until you die, then give me the dirty life any day of the week. Give me the aches and pains and sacrifices: it’s the price we pay to feel. Nothing is worth giving that up.
And that’s why Jiraia’s treatment of his student lights such a fire under Gintoki. Because it’s a master’s job to train their student until, one day, they can surpass you. So they can carry on your legacy, but do it better than you could in this life. Your student is not your art project, your perfect canvass, your willing vessel; she is your future. She is who you could never be. To betray that bond is the cruelest act of inhumanity. A student is not for you; she is for her. Jiraia would rather wallow in his own cowardice, pull Tsukuyo down to his level because he can’t accept the sacrifices of living honestly. He is no master. He doesn’t deserve to hold power of Tsukuyo’s life. His actions are for nobody but himself, a broken man determined to drag the rest of the world down with him.
Great Big Wheezes
And Gintoki forces Jiraia to see that truth in one of the most epic, bone-crunching duels of the show’s entire history. My god. Just, my god. When the colors fade and the cell-shaded black-and-white aesthetic takes over, their final duel becomes the stuff of legend. I felt every single brutal strike, every furious roar, every stinging slice of the spiderweb’s strings, every ounce of the passion and determination that GIntoki used to slam his opponent to the ground, every ounce of the fervor with which he tore the bastard’s broken, self-serving philosophy apart, every single spark of emotion that flowed like a flooded river, bursting forth in an unquenchable tide of “Fuck you, asshole!” This. Fight. ENDED me. And Tsukuyo getting in the final blow, proving her broken master wrong with a single kunai, was just the icing on the cake.
Tsukuyo has suffered so much at her master’s hands. She’s internalized self-hatred, isolationism, and a broken view of her own worth as a person. But finally, at the end, she gets the chance to step in and reclaim her life for herself. She is not the pet project of Jiraia the spider. She is not a broken woman walking his path of loneliness. She has friends. She has a home. She embraces all the glory and torture of life that Jiraia never could. She is nobody more or less that Tsukuyo of the Hyakku. Proud and reserved, powerful and weak, a million contradictions in a single human body. And because of that, she is stronger than he could ever hope to achieve. In the end, the student surpassed the master after all, delivering him the death he craved by embracing the philosophy he tried to beat out of her. Perhaps in his next life, he may find some measure of redemption. Until then, the single shot of Tsukuyo carrying him on her shoulder, giving him a final gaze at the moon he could never reach, will stand as one of Gintama’s most beautiful codas yet. She is free of his burden at last.
Which also means that at long last, Tsukuyo can start figuring out what it means for her to be a woman.
Not Your Blushing Waif
Which brings me to the one criticism I have of this arc: the fact that we suddenly had a running “accidental grope” gag. And I gotta ask... why? Why? Why do this? What could this possibly achieve? Why sink to the literal laziest anime trope you possibly could? I mean, fuck, this show has always been spectacular at avoiding the bullshit fanservice tropes that so many other shows fall into, kicking them in the nuts or twisting them to its own purposes. But this? There’s no subversion, no deconstruction, it’s just that awful trope played straight! Why, GIntama? FUCKING WHY?!
And if I seem especially pissed about this admittedly minor detail, it’s only because literally everything else about Tsukuyo reclaiming her femininity after years of suppressing it is legitimately one of the best defiances of tired gender expectations that I’ve ever seen. In any other story, this would be an excuse to make her more “lady-like”, to have her drop the tough-girl act and reveal the giggling princess she always was underneath. But nope, reclaiming her femininity means that Tsukuyo gets to reclaim it on her own terms. In other words, she’s still the exact same brash, intense person she always was. And if she gets drunk? She gets “angry old man” drunk. She is not your fainting flower, not your fetish fuel. She is exactly as battle-hardened and confident as the always was. Only now, she’s that way on her own terms. Like Gintoki says, however she came to this path in the first place, it’s the one she chose for herself. Nobody can define her life now. If her womanhood doesn’t fit the box of what a woman is supposed to be, then so what? This is her life, and only she decides how to live it. Seriously, how fucking good is that? How spectacular a rejection of tired old tropes is her story here? And on top of that, how about Gintoki flat-out refusing to play a strip game with her drunk, acknowledging that being drunk doesn’t equal consent like a real bro? For god’s sake, why shove the stupid accidental groping in there when literally everything else about this is SO FUCKING GOOD?!?!
Well, fuck it. I’ll let it slide just this once. Because the rest of this arc is so spectacular it hardly leaves a lasting impact. This is Gintama at its best, all the passion and creativity and respect and understanding I’ve come to expect from it over the past 175 episodes. We may be in the final stretch of the first season, but it’s abundantly clear that we’re still in very good hands.
Odds and Ends
-”You think people still trust this show?” Harsh but fair, Kagura.
-”Do I look like I’m lying?” “Well, all we’ve got is a background shot, so I can’t tell.” aksdjhaksdasda
-”Why are we in CG?” Don’t question it, Shinpachi. Just roll with it and it can’t hurt you.
-I greatly appreciate that for the Number 1 Line they went with Gintoki LITERALLY FUCKING SUPLEXING A HELICOPTER WHILE SCREAMING ABOUT FRIENDSHIP(tm). What a worthy choice.
-Damn, it really sinks in after that montage just how many fantastic female characters this show has. From mainstays to one-offs alike.
-”Censoring words and images is one of the basics of Gintama!” I mean, you’re not wrong.
-”Yeah, don’t you feel how the show is fizzing out? How we’re making stuff up as we go?” askjdhaskhd he’s not even trying anymore.
-Holy shit, I forgot Prince Hata always showed up for this nonsense. Welcome back, dorkwad.
-Hm, interesting new OP. I like the visual storytelling, but the song’s not really my jam.
-This ED, on the other hand? This I approve of.
-”Wait! I haven’t even had a close-up yet! Is that all the screen time I get?!” Oh no, Seita has become self-aware! RUN WHILE YOU STILL CAN!
-aksjdhaskjdh yes Gintoki keep getting skewered it’s hilarious
-I’m sensing some ship tingling between GIntoki and Tsukuyo. Well, if it ever blossoms into anything, I wouldn’t mind at all. Just please, no more accidental groping. PLEASE.
-”You mean Tsukky?” homigosh Kagura already has a nickname for her
-Aw yiss welcome back Zenzo
-HOW THE FUCK DOES HE HAVE FIRE POWERS
-Lol at Gintoki wiping his booger in Kagura’s hair
-”CHANGE!” askjdhakhsdasd
-”The alcohol is unleashing some unknown power!” God, I love her.
Twenty episodes to go now. See you next time, Gintameers!
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requiescat-aria · 3 years
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Tsubana-Nagashi | Nori | Final Decision
And so the curtain falls on this sordid affair. The players all reconvened, even those whose characters perished during the story. But there's no audience to give them applause, let alone a standing ovation. Just the imposing figures of the two titans above them, an apology from Crocell, and a decision.
Nori watches with a mix of fascination and fear as two of their number choose to forego life entirely. Jules was to be expected - his life, if he chose to return, would be a dangerous one. There's altogether too many chances for him to kill again, or for him to be killed himself. He understands. Ronny, though, is a complete surprise. He didn't expect to convince her that life was worth living or anything, but it's still a lot. She's fallen even further than he has.
There's one thing keeping him from saying yes to returning to earth immediately.
Nori turns to see his master, standing a short distance away from the group. An interloper with no stock in this whole thing, but no hope of returning home. Even if he did - like Jules, he wouldn't have much time left, either. He was still sickly and weak. It wouldn't be right to drag him back with him. But he didn't want to lose Yagyu III, either. He was the only person who ever really saw potential in him. 
He uses the time when the others are talking and ruminating over their own decisions to slip away, looking up at his sensei for what might be the last time. The old man takes his hands in his own calloused, withered ones, and squeezes slightly.
"It seems as though this is the end of the line for me," He chuckles. "Sooner or later, when all of this fuss is resolved, they'll likely usher me back into the processing line and proceed as usual."
Nori swallows, hard. He's seen what happens to the double-dead here, and...
"I d-don't want that to happen to you. I, I mean- I c-can stay. Maybe stop them from d-doing that to you. They, uh, let us run around. Maybe they c-can do the same for you, if I try hard enough-"
Almost like how Ricardo tried to reason with them for their freedom. But that was impossible. This seems like even further of a stretch. And it seems like the old man knows this, because he smiles sadly and shakes his head.
"No. My boy, you're still young. You have many things to learn and figure out - about kabuki, and about yourself. I don't want you to give all of that up for a sorry old fool like me. I've lived a long life. It's time you go out and live one, too."
Despite himself, Nori's eyes start watering and his cheeks redden. He tries to hide it by pressing his face into his master's chest, wrapping him in a hug that the old man returns.
"I d-don't want you to go."
"I know. But we'll certainly meet again one day. That I know."
Nori eventually manages to pull away, managing to look his mentor in the eyes one last time. He can't bring himself to say goodbye, because that'll make it all too real. But Taneyori Yagyu III nods in understanding. Their farewell is one without words. 
Nori turns and walks off, leaving his mentor behind. He rejoins the crowd. His face being red and wet with tears isn't an unfamiliar sight, but there's an air of finality to his expression. He closes his eyes and exhales through his nose.
"...I'm going to leave. G-go home. Back to my family, and the theater."
"Crocell... good luck." 
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colossalgluttons · 5 years
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double tie OMEGALUL. Lusamine though, I don’t think I can play her yet as much as I want to. Soon I will, but I’ll keep note of your guys’ opinions and consider playing her in the future! Guess it’s Yagyu that’ll be the winner then~
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Which 4 star would you recommend? 🤔
Sorry for the late reply since I’m currently studying a part-time course on the weekday ^^;
I’d say it’s always boil down to what you really need the most in your party? A particular class like Saber, Caster, Extra Classes? Or more of, DPS, Tank and Healer? If you’re going for husbando/waifu, again, all the following above are irrelevant and just grind for QP. Because raising a waifu/husbando isn’t cheap
I’ll put the rest under the cut for Servants (sort by classes), numbering are based on what I used most or feels good which is debatable before anyone starts murdering me. And also some I have yet the chance to try because they are not home for me after rolling/i didn’t pick them at all
Sabers:
ST NP:
Lancelot
Yagyu Munemori & Rama
Diarmuid Saber
Papalot will always be my number one no matter who says, and been saving my ass in both FGO JP and NA. His own skill alone is summary of enjoying hearing him crit his enemies to death. With support like Tamamo and Castoria, he makes the pain twice as fun :D
Unfortunately for all his attacks, he’s your glass canon. So you don’t have either of the two support or just any support in general, he’s going to die ASAP. Munemori’s 2nd and 3rd skill are a headache with them being mixed together, especially that Evade + increase attack
Munemori is the one I feel should actually be on par very closest to Lancelot with both sharing the same NP type. In terms of surviving longer, this old swordsman is your choice. But in terms of consistent attack, it’s Lancelot.
Oh my sweet Rama, while I’m sorry DW is a dick in putting your wife in Arcade (BECAUSE FUCK YOU DW, THAT’S WHY). You’re worth to grind and have on par with Munemori. So far in LB whether or not having any Demon enemies, his damage especially on crit is as good as Lancelot. But unortunately, this skill is a one-time effect, so need to know when to make use of that burst to kill your Boss. Lastly, he’s got the Guts in terms of own survival kit.
As much as a husbando you are my dear Diarmuid... You’re also fucking expensive in terms of grinding 180 stakes to raise you. NP damage is good which is unfortunately held back that your defense buff removal comes AFTER dealing damage to your enemy. He’s more in need of a good support like Skadi to put him to his fullest potential (or heck hell you might as well take Caesar since he does better than him being in the same NP quick category)
AOE NP:
Artoria Alter
Siegfried
Suzuka & Nero
Gawain
Artoria Alter being first aside story-locked, her damage output for me is the highest among all I have used just using her skills alone. But may or not need strengthening to upgrade Intuition, have her more crit-based attack? (dude, everyone getting their intuition replaced.)
Siegfried ranked higher to me because he’s still hits hard enough in my opinion to replace AOE saber that I don’t have such as Artoria Alter in JP. However, he’s still easily replaceable once you got better AOE Sabers. And, you’ll still want him in some event and main story mobs where dragon-type enemies show up.
Compared the two above after using Suzuka, she’s definitely ranked third with lower NP damage. Charm, well, may or not work but LB debuff immunity is saying otherwise for all male servants. But her skill of generating her own stars help her in criting and gaining NP slightly more faster.
For Nero’s case, she’s more on survivalist skill thanks to her 3 times Guts skills. Arts AOE NP Saber are limited until you get budget Jason next year which, yeah, Jason works better than her if you want NP damage. Her attack boost is based on RNG probably either want to love or have hate sex with you to get that buff out. Again, if you want more of surviving long duration fights in LB thanks to break bars, she’s your good choice.
While Gawain is story-locked issue too, he’s heavily reliant on his skills. Which those skills are also can be highly reliant on field to be Sunny before strengthening. But charging of NP will take a long while with his current deck set, so you’ll need a better support or AOE Saber to do the work
Support:
Chevalier D’eon
If you haven’t grinded Georgios or Leonidas, they are your best replacement for tank support. The two I mentioned will do a far more better job than D’eon, aside wanting their NP to debuff.... Which unfortunately also not that useful in current LB difficulty, too many servant bosses are putting up debuff immunity.
Archer:
ST NP
Chiron
Tomoe Gozen
Emiya Alter
Tristan
Chiron-sensei as per his lore is more of a support due to his skills revolving mainly in supporting your party. Castoria and Tamamo may or not fix with his damage output but you definitely want that remove defensive buff which comes BEFORE dealing damage at your Boss enemy.
Tomoe’s burn debuff makes her one of Arjuna Alter’s best friend if you’re aiming for him in the future. But aside from that, her skills are quite generic of attack + np damage buff, crit gather and drop (lacking of crit dmg to make her good on her own right) and guts to survive. However she isn’t story-locked, so if you can wait for her to spook...
Emiya Alter: I haven’t tried what’s the changes aside increased in damage output with Castoria. But he’s more of a staller in removing enemy gauge by 1 and if you have those annoying enemies with tons of defense buff, he’s your Servant against to fire a hole in them. Only issue his normal version Evade and star drop rate is gone and replace with a defense buff, so may or not need support to keep him alive
For Tristan I didn’t put him high because if you have David, he’ll do a more slightly better job than him? Reliant on Skadi if you have her to boost his damage for NP, which... If you’re doing NP charge from his skill, do remember he has that unfortunate debuff of NP seal that blocks him from using NP during or not the same turn. Though if you’re getting him to complete your Knights of Round Table Servants collection urgently and not caring about gameplay, go ahead :D
AOE NP:
Mama Emiya
Atalante
Now that’s my mom who raised me :D But anyway, Emiya’s investment especially 2 years later with that one last NP strengthening, he’s a nightmare of Arts AOE Archer once Castoria joins into the party. Right now before strengthening, he still crits hard in single attacks with his own star generation + also having evasion to survive.
Without Skadi especially, Atalante both damage output of normal and NP is very weak. Her NP more or less served as a function to gain a one-time burst of 60+ stars. But if you have Skadi and your friend support does, then get her for one of your Quick Archer Servant farming if you don’t have her.
Lancer:
ST NP:
Li Shuwen
Vlad III EXTRA
Medusa Lancer
Li Shuwen will be one of decent choice Arts Crit Lancer before Kagetora kicks in next year. A good burst of his NP helps to kill your enemy Boss ignoring that he also have a instant death NP. Though said burst is relying on both 1st and 3rd skill which... they should have just kept either one (preferably ignore invincibility) and pointless for them to stack. 2nd skill however is ok with your evasion to survive and increase star gather rate.
Vlad III EXTRA’s NP... Pretty much gonna see more Evil Servant in the future so he’s good to keep around. And that ignore invincibility is good until DW being a dick and put Archer Servant with Solemn Defence in the future LB. Despite lacking skills to survive, he has his own HP recovery that also buffs his defense and attack. And a decent taunt if you haven’t got Leonidas ready, for 1 turn. Though damage output you’ll need support like Merlin to increase.
Maybe just me without Skadi, Medusa Lancer ranked low due to her damage output. But having Skadi will increase her rank with 1 skill keep her alive (invincibility + guts), 1 skill to stall (charm and provided it’s male servant), and 1 last skill for one-time burst in attack.
AOE NP:
Parvati & Artoria Alter Lancer
Valkyire
Fionn
Elizabeth Bathory
Nezha
Artoria Alter Lancer being another Servant who like her Saber, does well in her AOE NP damage. And a good debuff of NP seal to stall + def buff ignore damage. However trying to gain NP for her is problematic if you don’t have support like Merlin to do so.
Parvati will be one of the many Servants recommended to have if you’re going for Double Skadi farming. She’s got good NP refund and good support to other Servants. But make sure your Skadi or support having a star generator CE to get her loop going.
Like Parvati, you’ll need Valkyire if you already got the former for double Skadi farming. She’s more on a defensive in surviving if not use for farming, and definitely Skadi regardless to improve her damage performance. Beside that, her NP is applied with good buff such as ignore evasion and instant death for demonic enemies (excluding them working on enemy Servants)
If you’re aiming for Castoria next two years, Fionn is one of the Servants to invest for farming. And latest strengthening has upgrade to give more of NP charge to himself and your party. His own NP buff to mental debuff immunity is good to prevent him from being stun like charm, etc. However if you’re in need of Rare Prism and any other reason or so, feel free to burn him.
Elizabeth doesn’t rank high since she’s more support and debuff oriented Servant than damage. Support being attack that gives additional boost to female servants and debuff lower defense and curse. Unless you’re urgent to complete your Eli-chan collection, she’s not in a hurry to get and can spook anytime.
While Nezha has a good skill kit of own Quick + Buster buff, increase star weight and remove debuff, and guts + NP charge.... Most of her skills are best used if they are at max level. And even at max level, her low NP damage isn’t that a viable choice with better AOE NP Servants above be it farming or attack.
Rider:
ST NP:
None of the above
This is the only rare case I really don’t recommend getting, especially mary and anne. The two are definitely meant to be glass canon which unlike Hijikata, there’s no guts for them to survive if you want to utilize their NP at its fullest. Welfare and 3 star like Ushiwakamaru and Ryouma, Mandricardo in the future does a better job than her.
AOE NP:
Astolfo
Martha
Marie
In terms of damage output among the 3 Riders, Astolfo hits hardest and also perfectly compatible with double Skadi farming. Has 2 rank up on strengthening their NP and 3rd skill to improve farming performance. However outside farming, they definitely still need Skadi to keep that performance.
Martha is one of the more recommended Servants when it’s come to Challenge Quest. Mainly her instant team debuff removal and enemy buff removal targetable, and additional healing. Damage output may be easily fix with Merlin and Waver to deal more. But, as of now her status whether being useful is debatable as most LB debuff on your team are permanent thus rendering her to rank lower.
Despite sharing the same NP type, Marie ranks lower using more of a support for herself and her allies on her damage. Her NP buffs while it’s provide good support, it can easily be replaceable with either Jeanne, Merlin, Waver, etc. But if you’re not concern for her and already got Astolfo, you can still get her to invest on Quick farming. Or raise Medusa who could do about the same like Astolfo...
Caster
ST NP
Queen Sheba
Circe
Sheba while story locked, she fits well in both support and own DPS of herself for CQ and in LB. NP damage may be concern but having Tamamo and Castoria will makes up for it, especially in surviving for long fights. Her excellent NP gain with good crit buff helps her to refund NP easily for spam.
Circe while provide good support (debuff removal and star gather) and debuff (poisoning AOE), she ranked lower from a few things. One being very bad NP gain (if your NP charge skill on CD), low NP damage which can be compensated with good support, and debatable stun NP effect. If you already have Xuangzang or Caster Shuten, you’re better off with them. 
AOE NP:
Nitocris
Caster Gilgamesh
Nursery Rhyme
Helena
Thomas Edison
Nitocris ranking top for her being the best farming Servant to have, and remained that spot with now Castoria boosting her damage. NP Charge skill at full 100% when needed, increase death chance (can be RNG and not effective with some enemies) and Guts + Buff removal making her a Servant recommended to have. And of course being the best.... You’re gonna need to offer her 180 bones of your dead enemies to upgrade her skills to the max, making her one hell of an expensive material grinding Servant to have.
Caster Gilgamesh with wisdom now considered one of the recommended Arts Support Caster if you don’t have Tamamo or Castoria. While damage can be lacking, his NP debuff of lowering defense helps your other Arts DPS to crit to death thanks to his skillset. Despite that, he still additional support and composition which preferably best work when the team deck in total has higher percentage of Arts cards.
When paired with the right team, Nursery can be one of the good damage dealing and staller for AOE Caster. The latter however is RNG dependant which praying it works in your favor. She also have good NP refund and self-charging with her skill making her easily spamming her NP. But she’ll need good support to boost her damage and star generation to utilize her.
If you still haven’t gotten Waver and willing to wait for that SSR ticket in the future, she’s your alternative with all cards type buff, 20% NP gauge charge and own crit star generator. NP deals good damage, which further improve with either Tamamo and/or Castoria. However, many may turn away of choosing her because of notorious long skill cooldown even at max level. Also if friend support already got your main 4 or now 5 support of Caster, you’re better off with other Servants unless you want her for farming.
Thomas gonna need his strengthening to increase his rank here, mainly that 1st skill to reduce skill cooldown which is targetable. While his NP and normal damage is weak, he makes up by being the best stalling support (provided no debuff immunity), having skill seal, NP seal to stall enemy Servant. 3rd skill of his provide a good buff to your main DPS to overcharge their NP level. And, also being a story-locked servant some may consider getting him if you can accept the long cool down (2nd skill at 10 turns CD on max level) on his skill.
Support
Medea Lily
If you’re wondering who is the White Mage/Healer in this game, that would be Medea Lily. Pure healing + Debuff removal and now a targetable buff removal resist? That’ll be her where many sought her in Challenge Quest. But her skillset is overshadowed easily by your Top 5 Caster (Merlin, Waver, Skadi, Tamamo & Castoria) who can do those said job if not better than her.
Assassin:
ST NP:
Yan Qing & Emiya Assassin
Wu Zetian
Carmilla
Chiyome
Yan Qing while I put him first, he can easily replaceable with Jack who does better star generation. Or pair them to generate even more stars while you watch them burn your potato phone. His recent skill upgrade increase his damage making him more usable in fights, but will still need Skadi to invest him well.
Emiya Assassin, with good NP damage buff like Ignore Defense + Invincibility and NP drain, own Arts buff, and targetable taunt, he’s one of the recommended Servants for Arts DPS with Castoria when she’s out. And especially needing Castoria because of his horrible Arts card NP generation... If you got Shiki who’s doing better along with Hundred face Hassan, you’ll want them for damage and own survival kit.
Wu Zetian would be in line with Kiritsugu if not better for damage, but is heavily reliant on her Imperial Privliege RNG to work with her. Skadi support and buff removal NP makes her one of the recommended Assassin Quick NP DPS to pick if you’re lacking..
Carmilla is low rank while despite having good NP gain, charge and own healing with a staller..... You’re better off having other Servants like Wu Zetian. Or even Jack who does more better than her on the Anti-female damage.
Chiyome definitely her low damage despite NP spam and charge, make her least wanted for SR ticket. Even NP seal can be ineffective with those having debuff immunity, which many other Assassins are doing their job including the 3 stars one.
AOE NP:
Katou Danzo
While waiting for Gray next year, Danzo is your currently only 4* Assassin with more on the support side. Having both targetable evasion and invincibility, she can keep either DPS or support Caster against enemy on their attacks and NP. AOE damage may not be boost a bit with the help from said support caster, unless your enemies are demon to work against.
Support:
Stheno
Aside additional Rare Prism to exchange, Stheno acts more of a support if you want to challenge yourself with a Divine Servant theme in CQ, etc. She along with Gorgon Sister are known for their notorious Charm Lock in CQ, and NP now easily spammable to remove buffs on enemy. Stheno together with Euryale is why Gawain is having nightmare every night ever since his humiliating defeat in Camelot. But in terms of damage output, you definitely want alternative Servant than her. And support wise, you’re also better off with others if you’re not that into Divine team routine.
Berserker:
ST NP:
Heracles
Penthesila
Beowulf
Atalante Alter
Ibaraki
Aside being bias because that’s my boy I raised and grailed him, Heracles will be your number 1 must have Servant to have for all Master. One of the best surviving Servant for long fights, may need a little boost from support Caster. His investment to get Bond 10 will be a long while but will definitely be worth it once achieved. Now, with the latest strengthening his Guts Skill and own CE makes him the monster on why Lancer ga Shin Da and Emiya in Saber Route one of a nightmare to fight with.
Penthesila while ranked second despite lacking of Greek Males (doesn’t include Achilles avoiding her), she provide a good Buster support for all team, own NP charge and debuff immunity for herself that brings out a high NP damage. However, without Merlin... She’ll die before finding and killing Achilles.
I swear to god DW has a grudge against you, Beowulf. But hey, after his strengthening next year, good bye intuition, hello Inspired Hero that increased crit damage and gather rate! If you’re looking for a more general damage unlike Penth, he’s your boy. High NP damage and Guts to keep him in the game longer, but requires support to boost NP gain and normal damage.
Like many other Quick Servants, Atalante Alter is Skadi compatible. A ST NP with staller and curse debuff, her own crit generation, gather and damage allow her to produce good NP damage. Yet like all Berserker she falls harder in terms of glass canon like lacking of survival skills. Her critical dmg is hard to maintain with her 1st skill merely providing her a one time burst.
Probably the one Servant who fits truly as a glass canon is Ibaraki, NP damage can be comparable with Heracles, Penth and Beowulf. Removing own debuff and enemy buff is a good thing, but defense buff alone may not save her from enemy Servants who hits the poor banana like a truck. NP gain may also need boost from support due to her triple BBB in her deck.
AOE NP:
Lancelot Berserker
Frankenstein
Tamamo Cat
The most recommended yet also possibly need additional whaling is Lancelot Berserker. The moment Skadi appears, he’s on the top list of having in party to do farming. Own NP create large amount of sum and massive crit boost helps to refund NP. But, without Skadi and needing NP2 at least, he’ll be ranked lower.
Frankenstein will be your alternative to berserker Lancelot if you already have him. But like Berserker Lancelot, you’ll need Skadi to do the looping. Her own NP Damage boost and increase gain helps for the loop, but unfortunately you’ll need Servant with debuff removal to remove her stun after using her NP. Aside farming....You’re gonna want other Servant to save her from getting killed within few turns.
Tama Cat aside being one of Chaldea main cook, she’s more utilized for farming after abusing poor Waver and Caster support. And poor Waver everyone will have to do their best to protect Tama Cat who took a few turns of napping (stun) after using her NP. Beside that, she does provide an RNG of NP drain and own defense and attack boost. However other than farming, you’re better off with other AOE Servants for survival.
Avenger:
Situational between Gorgon or Hessian Lobo
Because a Ruler enemy is very rare to find aside coming LB3 without mention spoilers on who, it’s more or less situational. Do you want for the sake of it? Want to do your own CQ rules to experiment against? If so, AOE or ST NP?
AOE being Gorgon where she got a a decent AOE NP Damage with a stun but definitely need support to survive (guts may not be sufficient) and star generation. She’s also story-locked which if you want to get her before Babylonia, might as well do so.
Hessian Lobo is compatible with Skadi and alternative if you don’t Avengers like Jeanne Alter. Good crit gather for 3 turns with Skadi or any other Servants provide star generation. NP damage has own boost of ignore evasion and additional crit damage, excluding your instant death. While having buff removal is one and atk decrease, your death resist is still ineffective on enemy Servants boss.
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