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Cost: 16 SP | Cost: 16 SP | ||
AKA Rolling Slash. Madotsuki rolls | AKA Rolling Slash. Madotsuki rolls upward while swinging in circles around her. During the roll-jump, she rolls forward, and then retracts back. | ||
This attack is potent. It drives certain enemies into the air, so it can deal more hits than Whirl Slash. However, because Madotsuki moves forward, she may collide into enemies if they don't get pushed back. It's best to avoid using it when the enemy is stationary or against the wall if you don't want to take damage. | This attack is potent. It drives certain enemies into the air, so it can deal more hits than Whirl Slash. However, because Madotsuki moves forward, she may collide into enemies if they don't get pushed back. It's best to avoid using it when the enemy is stationary or against the wall if you don't want to take damage. | ||
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Cost: 16 SP | Cost: 16 SP | ||
A variant of the previous attack. Madotsuki leaps forward in a roll while swinging in circles around her, and lands at the height she was when she leaped. Enemies tend to | A variant of the previous attack. Madotsuki leaps forward in a roll while swinging in circles around her, and lands at the height she was when she leaped. Enemies that get knocked back tend to be pushed quite far while taking hits from this attack. | ||
Whether Tornado Slash I or II is better depends on the situation (including the nature of the enemies). The first one swings up, while the second one swings down. These moves also help Madotsuki jump further up. | Whether Tornado Slash I or II is better depends on the situation (including the nature of the enemies). The first one swings up, while the second one swings down. These moves also help Madotsuki jump further up. |
Revision as of 19:27, 13 November 2011
The following are the playable characters in Little Knife Girl Fantasy. This page includes information about their stats and abilities.
The stats are calculated based on a formula involving the level of the character. The attack and defense strength are rounded up to the nearest integers if they are not integers after the values are otherwise calculated. It is not known whether the actual attack and defense values are rounded up to integers, or merely their display.
The basic abilities of each character are (basic) attack with Z, jump with X, and dodge (some form of escape maneuver) with C.
An ability indicated by a number can also be executed by pressing that number key. With a few exceptions, a more advanced ability always takes precedence over a more basic ability. That means if you use ability 4 while the character is using ability 2, then you interrupt the former to use the latter, whereas you cannot use ability 2 until the character finishes ability 4. Knowing this can help string combos together.
Note: The attack names are unofficial. The attacks have no names in-game.
Madotsuki
HP: 34 + (16 * Level)
SP: 12 + (8 * Level)
Attack Strength: Level * 1
Defense Strength: Level * 1.0/2.0, rounded up
Knife
Key: Z
Madotsuki's basic attack. It is a quick 5-hit combo with the knife. Up to 5 hits: a small slash, three jabs, and a frontal flip with a swing. She moves slightly forward with the 5th hit.
The attack is very short-ranged in nature, requiring you to get close to your enemies. But once your target is within reach, this combo can be quite effective when you combine it with other attacks.
Dream Knife
Requirement: Nightmare (found to the right of the entrance)
A range upgrade for the Knife attack. Each of her Knife hits now creates a red wave motion; this greatly increases the ease of use of the ability.
Double Jump
Key: X
Press X to jump, and press it again mid-jump to jump again. You can also jump up to twice after you drop down from a platform. This can be combined with backflip or jump-based attacks to get even more height and distance.
Backflip
Key: C
Madotsuki does a somersault hop while moving back, so you can dodge close-range attacks instinctively. While not a very necessary skill, it allows you to retreat while maintaining your focus in one direction. This is more helpful during early game.
This move also allows her to jump higher. If you want to combine this with the Double Jump, you need to jump first and then use Backflip.
Slipslide
Key Sequence: Down, X
Requirement: White Orb (beat Monoe in level 2)
Cost: 8 SP
This is a forward escape maneuver, and you can quickly bypass annoying enemies with it. While holding Down, press X once to slide forward on the ground. The slide decreases Madotsuki's vertical height, so you can avoid some enemy attacks with this.
Press X again, or continue holding the buttons, to finish off with an upward slide and flip. Pressing X during the initial slide interrupts it to do the upward slide. This uses up your jumps.
Both slides damage enemies while Madotsuki slides through them, but she might get hit if they touch her in a way that interrupts her between the slides.
<1> Shockwave
Key Sequence: Down, Front, Z
Requirement: Level 3
Cost: 8 SP
Madotsuki does a swing that creates a shockwave at her feet level; the shockwave shoots forward horizontally. This works regardless of whether she's on the ground or mid-air.
This is Madotsuki's ranged attack, and it's handy since you learn it so early.
<2> Whirl Slash
Key Sequence: Front, Down, Front, Z
Requirement: Level 6
Cost: 10 SP
Madotsuki does an upward flip while making a crescent-shaped swing above her. This can help against enemies that approach from the air, since it hits basically anything close to her.
<3> Multijab
Key Sequence: Front, Front, Z
Requirement: Green Orb (beat boss in level 1)
Cost: 12 SP
Madotsuki jabs multiple times in rapid succession. It has a bit longer reach than the regular Knife attack, and it can do substantial damage at melee. Note that the attack is in front of her, so it might miss if the enemy has already collided into her.
<4> Tornado Slash I
Key Sequence: Down, Front, Up, Z
Requirement: Level 10
Cost: 16 SP
AKA Rolling Slash. Madotsuki rolls upward while swinging in circles around her. During the roll-jump, she rolls forward, and then retracts back.
This attack is potent. It drives certain enemies into the air, so it can deal more hits than Whirl Slash. However, because Madotsuki moves forward, she may collide into enemies if they don't get pushed back. It's best to avoid using it when the enemy is stationary or against the wall if you don't want to take damage.
<5> Tornado Slash II
Key Sequence: Up, Front, Down, Z
Requirement: Level 15
Cost: 16 SP
A variant of the previous attack. Madotsuki leaps forward in a roll while swinging in circles around her, and lands at the height she was when she leaped. Enemies that get knocked back tend to be pushed quite far while taking hits from this attack.
Whether Tornado Slash I or II is better depends on the situation (including the nature of the enemies). The first one swings up, while the second one swings down. These moves also help Madotsuki jump further up.
<6> Lightning Strike
Key Sequence: Front, Back, Front, Z
Requirement: Blue Orb (beat Masada-sensei in level 3)
Cost: 24 SP
A potent ability with three hits. Madotsuki strikes at her feet level twice, creating large sparks in front of her. Then flips slightly forward to deliver a lightning strike, again in front. This third hit appears from higher above and can hit enemies above.
While a melee attack, it has a good reach (more than Multijab), strong damage, and high likelihood of interrupting enemies.
<7> Angel Dive
Key Sequence: Back, Down, Front, Z
Requirement: Red Orb (beat boss in level 5, left path)
Cost: 36 SP
A winged Madotsuki dives horizontally in the air while holding her knife; this results in a forward thrust attack. Madotsuki is invulnerable during this attack, so it's useful as an escape maneuver.
<8> Wave Sweep
Key Sequence: Front, Back, Down, Front, Z
Requirement: Level 28
Cost: 40 SP
A very useful move once you get adjusted to it. Madotsuki jumps forward and swings upward; then she swings downward as she lands. Immediately after the second slash, she creates two shockwaves in a succession, and they shoot forward horizontally. Unlike the Shockwave ability, these penetrate through enemies.
<9> Hyperslash
Key Sequence: Front, Up, Back, Down, Front, Z
Requirement: Pink Orb (beat Ghost Madotsuki in level 5, right path)
Cost: 45 SP
A seven-hit combo involving three slashes in front of her, and two forward jumps, each with an upward and a downward swing. The complicated nature of this move makes it unpractical in some cases, but when it does succeed in connecting, it can do a lot of damage.
<10> Hydro Storm
Key Sequence: Up, Back, Down, Front, Up, Z
Requirement: Black Orb (beat Ghost Madotsuki II in Last Dream, right path)
Cost: 120 SP, 104 HP
Madotsuki's ultimate. Similar to PK Starstorm. A large FACE appears at the center of the screen (this appearing itself hits enemies). Then, a series of vertical projectiles rains down to strike enemies, both on-screen and below.
Madotsuki is invulnerable during this ability, but she takes damage from her own ability as the projectiles rain down, so be careful not to kill her with this or let her health get too low. She is also immobile until the ability ends.
Ultimate Hydro Storm
Requirement: Yellow Orb (beat FACE in Nightmare)
Cost: 128 SP
An upgrade to the Hydro Storm ability. The projectiles are now outlined in green, and FACE is now dark red. This no longer drains HP, and has slightly greater SP cost.
Broom
Requirement: Broom (beat boss in level 5, left path)
Once you obtain the broom in level 5, you can select it from the menu. When you do, Madotsuki transforms into her witch effect. This allows her to fly freely. She moves faster horizontally than vertically.
Be careful; Madotsuki takes more damage while she is flying. Also, she can't use her normal abilities in this form, but she gains access to two broom-exclusive ones.
Press the X button (or select the broom again in the menu) to revert to Madotsuki's normal form. For most of Madotsuki's abilities, she can't transform from one form to another while she is using the ability, so wait until she finishes.
Starlight
Key: Z (in broom form)
Requirement: Broom
Cost: 5 SP
Madotsuki's normal attack in broom form. Press Z to shoot a horizontal projectile forward. Hold the button to continue shooting; Madotsuki keeps facing in the same direction if you hold the button. This drains SP quickly, though, so don't hold the button if you're not hitting anything.
Milky Way
Key: C (in broom form)
Requirement: Broom, level 30
Cost: 60 SP
Madotsuki's super attack in broom form. Madotsuki backs up a little and then dashes forward in the air. At the same time, she summons stars that move with her and then shoot forward ahead of her. These stars penetrate through enemies.
Like with Angel Dive, Madotsuki is invulnerable during the attack.
Monoko
HP: 66 + (14 * Level)
SP: 30 + (10 * Level)
Attack Strength: Level * 1
Defense Strength: Level * 1.0/2.0, rounded up
Whip
Key: Z
Monoko's basic attack. Up to 3 hits: Monoko extends her pairs of arms to touch and damage enemies in her way. It's useful because it has a rather long reach for a melee attack.
Double Jump
Key: X
Press X to jump, and press it again in mid-air to jump again. Monoko can't turn around mid-jump due to its awkwardness.
Fade
Key: C
Cost: 8 SP
A very valuable escape maneuver for Monoko. Press C to have Monoko fade to dark and dash forward; Monoko is invincible during this. She drops down as she dashes if she is mid-air.
The direction Monoko is facing decides which way she dashes. This matters since Monoko has a hard time turning around (as said above, she can't turn around mid-jump). Jumping and using Fade interrupt each other.
<1> Toss
Key Sequence: Down, Front, Z
Requirement: Level 3
Cost: 12 SP
Monoko throws an arm forward, which flies horizontally. Whereas Madotsuki's Shockwave appears at her feet level, Monoko's arm appears at her midsection level.
<2> Windmill
Key Sequence: Front, Down, Front, Z
Requirement: Level 8
Cost: 24 SP
Monoko jumps straight up, and during the jump, she cartwheels, resulting in a rolling attack that hits enemies in contact. This can be used to deal with enemies close by, including airborne ones.
This can be used similarly to Madotsuki's Whirl Slash, though Monoko jumps higher and the reach is a bit more limited.
<3> Wheel Roll
Key Sequence: Back, Down, Front, Z
Requirement: Level 15
Cost: 36 SP
Monoko's analog to Madotsuki's Tornado Slash I, but a bit different. Monoko does a quick dash forward before she jumps, during which she moves forward and then retracts back. During the jump, as with Windmill, she rolls to attack enemies in contact.
The initial dash, as well as the cartwheel jump, can damage enemies, though enemies can interrupt Monoko's attack before she jumps. Since the dash is on the ground, Monoko will drop down during the dash if she dashes off a platform.
<4> Wheel Leap
Key Sequence: Front, Back, Down, Front, Z
Requirement: Level 22
Cost: 56 SP
Monoko's analog to Madotsuki's tornado Slash II. Just like with Wheel Roll, Monoko first does a quick dash forward. Then she leaps forward in an arc while doing cartwheels.
However, this ability is stronger than Wheel Roll. It does more damage, has a greater reach, and costs more SP. The leap distance is also quite large.
<5>: Airborne Assault
Key Sequence: Front, Up, Back, Down, Front, Z
Requirement: Level 28
Cost: 120 SP, 3 self-damage hits (18-20 HP each)
Monoko's ultimate. She quickly dashes (it does no damage) and trips in a clumsy way, hurting herself. While she is down, a winged Madotsuki, a sprinting Monoe, and a spaceship (belonging to Masada-sensei) appear from behind Monoko and fly horizontally. Each pierces through enemies and damages them heavily.
Monoko is invincible as soon as she uses this, including during the dash. She takes three hits when she trips, but she does not die from the damage. Although this ability is not that damaging for an ultimate, it can be used to sweep enemies that are lined up more or less horizontally.
Monoe
HP: 85 + (15 * Level)
SP: 41 + (9 * Level)
Attack Strength: Level * 3.0/2.0 - 1, rounded up
Defense Strength: Level * 1.0/5.0, rounded up
Swipe
Key: Z
Monoe's basic attack. Up to 3 hits: Monoe slashes the air with her hands, creating large yellow claw swipes in front of her. The third swipe makes her move slightly forward. The swipes are strong for a basic attack.
Hold the Up button during an attack to move forward while attacking.
Double Jump
Key: X
Press X to jump, and press it again in mid-air to jump again. Because Monoe is quite agile, she can cover a lot of distance with her Double Jump.
Handspring
Key: C
Monoe quickly flips backward to retreat. It's similar to Madotsuki's backflip, but the hop is smaller and this focuses more on retreating than jumping, so it allows faster escape.
If you want to combine this with the Double Jump, you need to jump first and then use Handspring.
<1> Shadow Strike
Key Sequence: Down, Front, Z
Requirement: Level 5
Cost: 25 SP
Monoe summons a shadowy projection of herself, which moves forward a short distance (it does not need a floor on which it can stand) and does two swipe attacks, one as it moves forward and another after it stops. The swipes are slightly weaker than Monoe's normal Swipe attack. Since Monoe is melee-oriented, this short-ranged ability serves as a crucial substitute.
You can't make Monoe move, jump, or use Handspring while she is using Shadow Strike; if she is mid-air, she drops helplessly, though the projection does not. However, she can use another ability while the projection attacks. Once the projection actually appears, it finishes attacking even if Monoe herself is interrupted.
Even though the projection deals two hits, it does not interrupt an enemy more than once, so it might counterattack if you let Monoe do nothing during the attack. For these reasons, this move is best used in conjunction with other abilities.
<2> Fury Swipes
Key Sequence: Front, Down, Front, Z
Requirement: Level 10
Cost: 30 SP
<3> Sprint
Key Sequence: Back, Down, Front, Z
Requirement: Level 15
Cost: 45 SP
<4> Powerdrive
Key Sequence: Front, Back, Down, Front, Z
Requirement: Level 21
Cost: 60 SP
<5> Overdrive
Key Sequence: Front, Up, Back, Down, Front, Z
Requirement: Level 28
Cost: 120 SP
Masada-sensei
HP: 100 + (20 * Level)
SP: 46 + (4 * Level)
Attack Strength: Level * 4.0/3.0 - 1, rounded up
Defense Strength: Level * 4.0/3.0 - 1, rounded up
Bash
Key: Z
A basic attack. Up to 3 hits.
Double Jump
Key: X
Evasion
Key: C
<1> Sing
Key Sequence: Down, Front, Z
Requirement: Level 5
Cost: 20 SP
<2> Plunge Kick
Key Sequence: Front, Down, Front, Z
Requirement: Level 11
Cost: 30 SP
<3> Heavy Swing
Key Sequence: Back, Down, Front, Z
Requirement: Level 17
Cost: 44 SP
<4> Ensemble
Key Sequence: Front, Back, Down, Front, Z
Requirement: Level 23
Cost: 79 SP
<5> Crash Landing
Key Sequence: Up, Back, Down, Front, Up, Z
Requirement: Level 28
Cost: 111 SP
Poniko
HP: 44 + (6 * Level)
SP: 82 + (18 * Level)
Attack Strength: Level * 1
Defense Strength: Level * 1.0/2.0, rounded up
Fireball
Key: Z
Cost: 5 SP
A basic attack. Up to 4 hits. Hold Up or Down during an attack to angle it 45 degrees in that direction.
Triple Hop
Key: X
Teleport
Key: C
Cost: 12 SP
Hold Left or Right to teleport in that direction. If neither is pressed, the teleport is backwards by default. Can only be used before jumping (on the ground or after dropping down without jumping).
<1> Eruption
Key Sequence: Down, Front, Z
Requirement: Level 6
Cost: 30 SP
<2> Chain Eruption
Key Sequence: Back, Down, Front, Z
Requirement: Level 12
Cost: 45 SP
<3> Blaze Sphere
Key Sequence: Down, Front, Up, Z
Requirement: Level 18
Cost: 60 SP
<4> Phoenix Flight
Key Sequence: Front, Up, Back, Down, Front, Z
Requirement: Level 23
Cost: 80 SP
<5> Transform
Key Sequence: Up, Back, Down, Front, Up, Z
Requirement: Level 28
Cost: Has no cost when used, but staying transformed drains HP
Detonate
Key: Z (in Uboa form)
Requirement: Transform
Cost: 24 SP
Terminal Beam
Key: C (in Uboa form)
Requirement: Transform
Cost: 100 SP