TOMO

OVERVIEW

Tomo is seen as a better version of Kino. Both act the same with their fast projectile attacks however, Tomo is able to charge her arrows allowing for delays which can lead into better oki which is something Kino lacks. It’s commonly seen that after a hard knockdown 5[S] is called then the player runs up to the opponent on their wake up and begins to mixup. The situations where the player gets the opponent hit by the arrows is very rewarding especially if the arrow hits raw. It’s even better that the arrow causes hard knockdown, one of the DFCi’s most important aspects. Getting it from fullscreen can turn the tide of the battle just like that. 6S is generally the same but angled at a diagonal view. 6[S] I believe should be used as a combo extender since the opponent is less likely to jump with her aiming in the air but the regular version makes a good snipe. The extremely interesting part about Tomo is she is the only assist in this game that has a Climax Art of her own. A reference to her Siege Mode debut in her series she delivers CA damage to the opponent with fashion. Wanting to end a combo flashier than your character’s CA? Tomo can fill that job for you! She can even power it up and deliver even more damage. You definitely don’t want to get hit raw by this one!

Strengths

  • 5S is very fast, allowing full screen pokes

  • One of the fastest cooldowns in the game

  • Hard knockdown

  • Potential 50/50 Oki

  • Personal Climax Art

Weaknesses

  • Recovery on moves are slightly longer than Kino’s, leaving her open to get hit which results in longer cooldown

MOVE DESCRIPTION

5S

Tomo fires a fast traveling arrow at a horizontal angle. On hit it launches the opponent into a techable state. Fast startup and cooldown.

5[S]

Tomo charges the arrow then after a short delay she fires it horizontally. On hit it launches the opponent vertically into an untechable state. When used further away the arrow will change it's trajectory towards the opponent to a small extent. This move is mainly used as a combo extender but can also be used as an oki tool.

6S

Similar to 5S except Tomo fires the arrow at a 70° angle. It will only cause hard knockdown on counter hit when the opponent is low to the ground.

6[S]

Same attack as 5[S] except with the angle of 6S. It is generally harder to use this move due to its angle.

41236S

Tomo enters “Siege Mode” and unleashes a large scale arrow towards the opponent. Costs 2 meter and can be powered up by by using an additional meter up to 3 times. On hit the player cannot move until Tomo disappears and cannot be combod from. The move fires the same angle as 6S and is therefore limited to hitting airborne opponents or point blank when on the ground. This move is great when used a blast safe combo ender from an air confirm. Or in other cases as a 50% Blast safe punish when sitting on full meter.

FRAME DATA

5S

Damage: 800

Startup: X

Recovery: X

Cooldown Time: 200 (2.75 seconds)

5[S]

Damage: 1200

Startup: X

Recovery: X

Cooldown Time: 286 (4.5 seconds)

6S

Damage: 720

Startup: X

Recovery: X

Cooldown Time: 200 (2.75 seconds)

6[S]

Damage: 1080

Startup: X

Recovery: X

Cooldown Time: 286 (4.5 seconds)

41236S

Damage: 3400 (2 meter), 4760 (3 meter),

5440 (4 meter), 5780 (5 meter)

Startup: X

Recovery: X

Cooldown Time: X (2 seconds)