5A: Fast horizontal normal.
Fast startup
Jump cancellable on block
Will hit OTG
General use is for stagger pressure. 5F which is the fastest strike in the game but below average horizontal range.
2A: Fast low normal. One of your most used normals.
Fast startup
Not jump cancellable
Will hit OTG
Can chain into itself 3 times
Addition to the stagger pressure. 5F normal and suffers horizonal range. One of your two lows so you should be using this almost all the time.
5B: Pushing motion.
One of the worst anti-airs in the game but isn’t totally useless.
Jump cancellable
Will hit OTG
Go-to meaty option.
As a meaty this is strong as this can counter wake up Impact skills and with an option select, can beat strike trump cards. You could still attempt to use this as an anti-air at this will hit if the opponent decides to empty jump.
2B: Lights a small sparkler while a bucket slides away.
Long reach
Does not hit low
Will hit OTG
Longest normal that can be jump cancelled
Bad recovery when whiffed
The majority of your blockstrings will likely end with 2B into jump-cancel, since her 5B is so short. The same goes for combos since after a 2A, 5B can whiff while 2B will never miss. Her 5C and 2C are unsafe on block, and cancelling into any of her specials leave vulnerable gaps. Because of that, don't get too predictable with jump cancelling forwards, or the opponent will be ready to throw out a j.A in response to seeing the 2B animation. You can late chain this after a 2A to try to catch the opponent with a frame trap.
5C: Tomoka cleans the floor with a mop.
Moves forward with it so it has more reach than vanilla.
Not jump cancellable
Will hit OTG
Unsafe on block
Prone to grab baits
Not recommended in a blockstring. You could cancel into a special but on reaction Tomoka can get punished. Due to the hitbox being so low this will not clash with 4AB which allows her to be grab baited with ease.
2C: Tomoka spins around while holding on to her basketball.
This move is a LOW.
Not jump cancellable
Will hit OTG
Very minus on block
Air unblockable
Used mainly in combos to catch the opponent's air momentum to go into 5AB or in cases with low hitstun, hard knockdown. With it being minus this can be punished so do be careful using it in blockstrings as this does move her forward putting her closer to the opponent.
j.A: She sweeps her folding fan diagonally downward. This can hit average height characters while they rise.
Fast start up
Can cross up
Small yet fast to combat opponent’s in the air.
Can be used to fuzzy guard.
Jump cancellable
j.B: She swings her school bag around her.
Great horizontal reach
Can hit behind her allowing to cross up
Best air-to-ground move
Jump cancellable
j.C: She opens her umbrella for an attack.
Her longest reaching air normal.
Decently fast for a j.C
Due to its size and speed this move can be used to space and pressure the opponent with ease.
This normal will be one of your most used to annoy the opponent. It's deceptive range can let you get in on the opponent with ease or keep them away whether they approached from the air or ground. This can still be anti-aired so don't abuse it at a extremely close range. With it's decent speed and hitbox it can definitely carry you a long way as you learn her.
Tomoka shoots her basketball into a basket.
A ver. Is about ¼ of the screen
B ver. Is about ½ of the screen
C ver. Is about ¾ of the screen
Once the ball enters the net it will turn into sparkles.
This is a good tool if you know where the opponent will be going. This allows you to close the distance or keep them away.
The ball is considered a projectile.
Excellent tool to use on opponent’s as this almost guarantees the opponent won’t act in fear of being hit.
The move can be interrupted if the ball gets blocked before entering the backboard.
Ex version will cause a hard knockdown if you do it on the ground. However, doing it in the air will not cause the hard knockdown. This is normally your go-to when you want to combo into a CA. If midscreen you would want to do 63214BC but it is possible to do 41236BC if you delay your air combo.
ONLY USE EX VERSION IN COMBOS
All versions requires the backboard
Tomoka passes the basketball to Hinata and Hinata does a reverse shot into the basket causing pink sparkles to unleash.
If Hinata hits the opponent it will launch them into the sparkles.
Combo stable for combos that use assist or after a combo blast.
If the opponent blocks Hinata the move is safe. If they clash with her, Tomoka will most likely be punished.
Hinata will disappear if she gets hit before receiving the ball or Tomoka gets hit before the sparkles unleash.
If the opponent jumps while the sparkles are active they will get hit.
Can be combo’d into Power Blast
This helps you get closer to the opponent.
214B is Ice Basket at its normal distance.
214B~6B makes the basket go farther. It can be full screen.
214B~5C is Airi coming out doing her rainbow attack that is arched diagonally.
214B~6C is Airi but farther.
All versions can be charged and do more hits/damage. Airi version has more range.
Airi, herself, is air unblockable.
Airi version is very good due to her rainbow huge hitbox. Charged version of that is good too since it adds more blockstun.
This has 3 different versions.
214C: Tomoka passes to Maho then to Hinata which launches the opponent into the fireworks after Hinata’s successful shot.
214C~B: Tomoka passes to Maho then to Saki and initiates Fireworks. Normally used as oki.
214C~C: Tomoka passes to Maho then to Saki then Airi does her rainbows which activates fireworks.
EX version, Tomoka passes the ball to Maho. If the ball hits the opponent they turn into the basketball. If blocked Maho will still pass the ball back and this has a hitbox.
The go-to is usually C~B for oki. C is for combo but not recommended since 214B is a better option.
Steal will be your go-to combo extender. You can get meterless hard knockdown off this by inputting 5AB and additional two times while the third you have to time perfectly to get a Perfect Shot. As Tomoka jumps shoot you will notice she lights up white for a brief moment. If done correctly her wings will appear on her back and this will knockdown the opponent allowing oki setups.
If you do 5AB twice instead Tomoka to shoot the ball and Airi will intercept it causing a rainbow flash knocking the opponent horizontally. In the corner, the Airi attack wall bounce which allows meterless assist calls depending on assist or meterless power blast combo. On block this is extremely minus and your only option is trump card or combo blast. Trump card being the worst of the two due to the opponent anticipating it, blocking or punishing it.
Spinning uppercut attack. It's a decent anti-air and does not hit behind her like some of the other's 2AB. On block it's extremely minus leaving your only option to make it safe is combo blast. On hit you have a bundle of options to go into. Ideally you want to get hard knockdown which will cost you combo blast or your assist, granted it can cause hkd and available.
"Standing" overhead. Acts like everyone else but with Dokuro specifically you can get a meterless 5S off of this.
Tomoka does her 2C animation and on succession turns the opponent into a basketball. She dribbles the ball and proceeds to shoot the basketball and her wings appear appearing to be a "Shiny Gift." This move has no invul on start-up, very short range and of course, minus on block. Doing this in an air combo isn't advised especially if you're at max height. This will whiff causing you to get punished. As oki you mainly want to do 214B and continue pressure. 236A is an option however against 5F characters the risk is a bit higher since they can poke you if you try to jump after the oki. But blocking it is okay.
Tomoka runs towards the opponent and on succession will launch them with her school bag. Afterwards all her teammates pass the ball around locking the opponent in a series of moves and ends it with the girls posing saying "Elementary Schoolers really are the best!" with RO-KYU-BU! in the background. This is your go-to super when you want to fill up your Blast gauge as it gives 20%. This can also be used as an reversal since it is invul on start-up. Due to Tomoka's lack of a j.214 this can also be used in a safe jump reversal bait. Something worth noting but probably won't ever happen. If by some way, you can manage to somehow FORCE the opponent to recover/tech DURING the super, which isn't supposed to happen, you can get extra damage since the flurry of attacks are all unblockable. EXAMPLE HERE
Have all of Tomoka's teammates appear on screen at least once for Attack Level 1 for 10 seconds. Can be activated twice a round.