Hope more people can enjoy the awesomeness of Points Battle 2vs2 games! Imo it is one of the most interesting tag battle mode I've ever played. Though there is some balancing issues, it is still highly addictive and requires some luck or cooperation to win, which is the most interesting part!
1. An introduction of the system of Points Battle Mode in Senran SV It is a mode that requires you to reach certain goals(more or less ripping off clothes of others, or defeating others) to gain points. It can be played in free for all among 4 players, or 2vs2. Personally I think the 2vs2 is the most interesting part because it requires more cooperation, so even if relatively weak characters can also perform well. Thereofore, this guide is based on the 2vs2 mode in Points Battle, which is also the mode that played most by the online community in Japanese version.
2. How do you get points? As mentioned above, you need to get points to win, and here is the detailed explaination. It is calculated by gamers on 2ch, credits belong to them. And they're proved correct by many battles.
The points multiplier in the beginning 1.0 After using inochikakei 1.2 10 sec After using taunt 1.2 Inochikakei+taunt 1.4
Every 10 hits +100pts
Finish an aerial combo/hit by a complete air combo +500/-300
Successful Hit of Hiden Ninpo 1 or 2/ Hit by hiden ninpo 1 or 2 +1000/-500 (the hiden ninpo activated by L+square and L+triangle, if multiple targets are hit, the points time the number of opponent a hiden ninpo hit)
Successful Hit of Zetsu Hiden Ninpo/Hit by Zetsu Hiden Ninpo +2000/-1000 (the hiden ninpo activated by L+circle, if multiple targets are hit, the points time the number of opponent a hiden ninpo hit)
Ripping off clothes/clothes being ripped +1000/-800 (clothes are ripped off when successfully launched or hit by a hiden ninpo)
Use Limitbreak -200
Defeat a minion +100
Defeat a player +3000
Defeat a player ranks lower than you/ defeated by a player ranks lower than you +10% of the points of the players you defeated/-20% of your points (The rank refers to the real-time battle rank, not the rank on the leaderboard)
Defeat a player ranks higher than you/defeated by a player ranks higher than you +20% of the points of the players you defeated/-10% of your points (The rank refers to the real-time battle rank, not the rank on the leaderboard)
Armor Armor, which is determined by the endurance of a character (can't be viewed on the character info screen), is a property of a character that can withstand a certain hits of attack and remain not staggered. Each character has different armor. Obviously, the characters with strong armor have great advantange in close quarter battles.
Each move has different capability to consume armor, some break the armor by a single hit, while some needs several hits to break the armor. To break the armor the easiest way is hit the opponent with a launcher or air triangle(ground smash).
The armor value of each character:(the higher the better, from 2ch)
Endurance（Sen mode，MAP: 死塾月闪女学馆－前庭，the hits can take before being staggered）
DCD DCD refers to dash cancel dash. If a character is able to do DCD, she has advantage in speed. The DCD characters include Ikaruga, Hikage, Imu, Murakumo and Rin. They can move lightning fast. However, from version 1.01 the invincibility frames of their dash are removed and the stun time is slightly longer. So take care of projectiles and long attacks. Ryouna is a special case that she can do DCD but the distance and speed are not so great, and her dash has invincibility frames. Hikage and Rin are the only two characters can do dash cancel dash in air.
ACD ACD refers to attack cancel dash. Obviously it means attack cancelled by dash. for example, Asuka's square,circle loop. ACD is very useful for non-DCD characters, it adds to the mobility greatly and has invincibilty frames. It is often used in close battles. Some ACD are ridiculously strong that they're almost no way to deal with in close battles.
Limitbreak Limitbreak which is activated by "down" on the d-pad, is one of the best thing you can do when you're being comboed. It is a 360-dgree burst attack that has invincibility frames and is able to push away opponents, but each time you use it it drains 10% of your total health. Moreover, after using a limitbreak you will leave yourself wide open for around one second, and you cannot do anything about it. So be careful not use it too obviously. If it is just guarded by the opponent, you'll get punished heavily.
Taunt As mentioned above, taunt, which is activated by "up" on the d-pad, increase your points mulitiplier for 10 seconds. It cannot be cancelled by anything, so it only should be used when opponent is far away from you, e.g. at the beginning of each round.
Ukemi When you're hit by certain moves like a hiden ninpo or air triangle, the armor is completely broken and you lose control of your character, at this time press cross repeatedly to ukemi and dash to escape. After using ukemi, though you gain control again, the armor is temporarily unavailable, and if the opponent guessed the time you'll use ukemi, it can also be punished. Four seconds after using ukemi and touching the ground again, the armor will recover.
Guard Press R to guard. A lot of moves, even some hiden ninpos can be blocked. Guard is also useful to cancel some moves to make them safer. If guard is pressed exactly at the moment you're attacked it is called just guard, it stuns the enemy for around 2 sec and add half bar of meter. Just guard is very useful in close battles especially against some obvious attacks. Though it is highly benefitial, if the timing is not correct, you'll get hit.
Yin, Yang and Sen Mode In online modes the three modes of a character are all capped at level four. The guard of Sen mode can block every attack and cannot be crushed. In Yin and Yang mode the characters can use hiden ninpos. The speed to gain meter is twice as fast as Sen mode.
Yin mode has 3 times of attack and 1/10 of defense. Yang mode has 1.2 times of attack and defense is the same as sen mode.
This guide is all my experience when playing online, so it is just my understanding and cannot be all correct. It was posted to share and discuss, if there is anything unclear or wrong please tell me!
Character Overview: A typical protagonist, that is to say, she is average in many ways. The endurance is average, attack is 7th in all 22 characters; defense is 9th. The length of life bar is 18th. When defense and length of life bar both considered, she ranks 12th. So she has certain room for mistakes, but when hit by poweful hiden ninpos, the sooner you use limitbreak the better.
Common moves in all three modes, Dash Asuka's dash is fast and has invincibility frames, though the distance is relatively short
Air dash Fast air dash with medium distance, has invincibility frames
Run Her running animation is fast so it is useful for spacing and observing the whole stage.
One of the most important moves of Asuka, crushes guard, can be cancelled by jump, dash or guard. If you guard cancel it the visual effect is still there but it won't hit the opponent, which can be utilized as a fake attack to lure your opponent to just guard, thus you can hit them with hiden ninpos. Though the reach of this move is poor, it sent the opponent into the air and force them to ukemi.
(Hold) Hide in the ground and then suddenly attack from below of locked target. This move has two hits. the first hit can stagger the target for some time and can be dash cancelled to be connected with a launcher when hit. The second hit attack from the ground, it is able to hit opponent in low air, but can be blocked. Generally speaking this move is very slow and easily blocked. So it is best to use it for sneak attack. If blocked, you can still jump and air dash to avoid being attacked.
Air , , A great move to punish ukemi. It has great homing property on locked target. It is usually used for punish ukemi and limitbreak.
Air The ground smash attack similar to everyone else. Upon hit it will force the opponent to ukemi and the armor is broke for sometime. It can be dash or jump cancelled, but can't be guard cancelled. If the opponent doesn't ukemi as fast as being hit, Asuka can dash cancel it to combo him into a air combo.
Just guard A generic just guard, the reach is poor so it cannot hit some long-reaching attacks even after a succesful just guard.
Sen mode After hitting the enemy with air or ground to break the armor, every attack of Asuka's sen mode ground chain will connect. The first hit of the chain has homing property and the last hit is a dashing launcher which can be useful to reach mid-distance opponents.
,, The fastest launcher in sen mode. Used most to punish ukemi or limitbreak. It can also be used to sneak attack airborne enemy about to land (need to pay attention to their shadows)
,,,, Not used so often as you already have the move mentioned above.
Yang mode The first of the chain is two-hit. After hitting the enemy with air or ground to break the armor, every attack of Asuka's Yang mode ground chain will connect.
, A very useful launcher, Asuka throws five kunais and upon hit launches the opponent. When using this Asuka will jump backwards so it is quite safe, even if not hitting anything you can still air dash to get away. It is best to lure your opponent to dash at you then utilize the long reach of this move to launch them for aerial combo.
,, Being similar to ,, in Sen mode, it is also a quite useful launcher. And the usage is almost the same.
,,,, This move is too long so it is literally useless.
,,,,,, It is not displayed on the commandlist but can still be used. It has the same animaton as ,,,,, still because it is too long it is useless.
As mentioned above, Asuka only has average health and defense. So if you use Yin mode there is almost no room for mistakes. The ground combo chain is slightly longer.
, A multi-hit launcher, but it is relatively slow so not easy to hit the opponent.
Hiden Ninpo 1 Unleash immediately, cannot be blocked, and cannot hit airborne target. A single-hit hiden ninpo. The hitbox is a long square in front of Asuka, thus it cannot hit opponent in the back of beside Asuka. As it is 1-hit, it can be escaped by Limitbreak or dash. It is mainly combined with (hold) to fake attack and dash cancel into hiden ninpo 1.
Hiden Ninpo 2 Unleash immediately, cannot be blocked, can hit low-air target. A great hiden ninpo 2. After activated can be controlled by left stick to move. Genenrally speaking this is the best hiden ninpo of Asuka. It is reliable no matter using it straightaway, sneak attack, or punish limitbreak, landing or even hiden ninpo 1.
Zetsu Hiden Ninpo One of the worst Zetsu Hiden Ninpo in the game. Summoning a frog and licking the target. The target will be hit higher and higher so they can escape from the combo. Considering the fact that it consume 5 scrolls it is useless.
Strategies As mentioned above, Asuka has great ground combo chain in Sen mode (uniform mode), though in sen mode the speed to gain scrolls is only half of Yin and Yang, it is still worth using. So it is advisable not to Shinobi Tenshin too early, so you can have more health.
The strategies vary under different circumstances. When facing with low-armor characters, Asuka is in total favor so Asuka users should try to catch them and use ground combo as often as possible, as soon as they're hit by Asuka in sen mode, the whole ground chain will connect which is quite powerful.
When facing with high armor characters, the most important moves are air and . These two moves are used to break the armor so Asuka can make full use of her great chains.
When Asuka launches the opponent into an aerial combo, if you have guessed the timing they'll use limitbreak, Asuka can dash backwards to evade it and dash fowards to punish the stun of limitbreak.
I just started a new section in my tag i will post your link there.
Thanks. When SV is out for EU/NA hope there would be strategies/guide for all characters. I have to admit that I seldom play some characters such as Miyabi or Yozakura so I don't know much about them. If anyone is willing to share something that would be good.