Work Text:
Last week, I found something so odd, so inexplicably out of place and mysterious, that I simply had to make a note to remember it by.
Thank goodness I did, 'cause you know I'd forget half the important stuff and make a short story even shorter.
I was on my usual walk home from work one night, taking an extra long path just to soak up the amazing weather I missed most of the day, y'know, because I was working. I cut through a park in the area that I hadn't visited much.
Let me tell you, it was absolutely gorgeous. The sun was starting to set and the moon was high in the sky, so it looked like an even split between dusk and nighttime, and the sunset itself was stretching on for a while, such that practically all of the sky was just purple.
I dunno about you, but I haven't seen- Oh, I'm sorry, I started ranting again.
Anyway, when I was walking through the park, I heard some strange ringing noises, and the bush next to me started rustling before spitting out some disc case onto the sidewalk next to me.
It was dark enough that I couldn't make out the letters or anything at all, and I didn't feel like getting my reading glasses out of my purse. I only knew what it was at the time because it made that iconic sound, you know, when you bust open a Blu-Ray and it makes that dinky hollow plastic sound?
It made that sound when it hit the sidewalk, that's how I knew.
And I couldn't tell what it was beyond that, so I just left it. Call me boring, but that thing just popping out of some shrubbery just reeked of magical shenanigans, probably that Enormita gang again, and the last thing I want is to get roped up in that even a little bit.
I just kicked it off the sidewalk, onto the grass, and kept enjoying my walk home. I wrote it down in my journal, and didn't think about it.
Until the next morning, when I was heading over to Komuro-san's house for some tea on my weekend. On my way there, another case fell out of a tree and landed right at my feet. Damn thing could've hit me on the head if I was just a little bit quicker.
Now I'm not a superstitious person, but I figured that twice in less than 24 hours couldn't be a coincidence, so I gave it a once over and put it in my bag. It said "The Official Tres Magia Fighting Game" in big, gaudy letters on the top, and it had our magical girls in real dynamic poses all around the rest of it.
I pretty quickly figured out it was a video game, which I wasn’t about to bother with, doubly so because I'm not so into the Tres Magia in general, let alone in the territory of buying novelty items with their faces on it.
I know they do good, keeping Enormita in check and all, and it's none of my business to tell 'em they should be doing a better job, or they shouldn't be doing anything, but I think we'd all be better off without the loud noises and property damage that tends to follow them around.
Anyway, back on topic, Komuro-san didn't believe me when I said it fell out of a tree, and I just knew it wasn't worth bringing up from that point.
Last thing I need to do is try and convince her that I haven't turned into some creepy magical girl otaku overnight.
I assume you'd be more knowledgeable on that front, 'cause your generation’s a lot more in tune with these things.
Later that day, when I was walking around the city, I saw a few more copies just laying around outside, on benches, playsets, the like. I could've sworn I was being haunted, and I had to ask random people if they were seeing them to make sure my head was still screwed on right.
Then I walked by that used DVD and video game store, and I saw two teens talking to an employee with that game on the counter.
I walked inside, and sure enough, it just showed up right outside their condo, according to what they were telling the clerk. What's that- yeah, I was eavesdropping, is that so wrong? They were in a public place, so it's fair game.
So after I confirmed twice that I'm not going crazy, I went home and looked at the box a bit more closely. I looked at the back, and you got some pretty generic stuff, filler words like "action-packed" and "crossing fates" that just ham things up without contributing to any ideas.
There was a QR code on it, though, and when I figured out how to scan it, my phone went to a website and...
I mean, I don't know what I expected.
THE OFFICIAL TRES MAGIA FIGHTING GAME
You've seen the spectacular airborne clashes between the Tres Magia and the legions of Enormita time and time again from the distant comfort of the ground, running in fear or daring to capture the moment with your camera.
You've heard legends and whispers of the no-holds-barred brawls in some dark corner of the forest that they bravely fight through, not just for you and me, but for the sake of good itself, even when no one is watching.
Cower no more, because now, you too can experience the frills, chills, and thrills of a fever-pitch battle between eternal enemies, with the OFFICIAL TRES MAGIA FIGHTING GAME!
NEVER LEAVE YOUR FILTHY ROOM AGAIN, because with 15 unique playable characters, fleshed out single-player content, and NO simplified inputs, you'd have a hard time getting bored of this game!
You know what's better than having fun by yourself? Having fun with other people. The lucky few of us with gamer friends can enjoy local multiplayer with up to 2 players at the same time, because this is a fighting game, not Super Smash Sisters.
The less fortunate of us can go suck a lemon because there's no online play. I mean, for god's sake, we're only dropping in this one city, it can't be that hard for you losers to go outside and make some friends. I'm sure 90% of kids in town have gotten their hands on a copy by the time you read this. Go out and bring arcade culture back to its former glory for the sake of an amazing game!
Regardless, you must be itching to learn more about your beloved magical girls and your beloathed evil syndicate, so read on! Below you will find an overview of every starting fighter, and some sneaky previews of hidden characters. :0
Helpful information:
L: Light attack
M: Medium attack
H: Heavy attack
U: Utility attack. For most fighters, acts as a grab when standing and a sweep when crouching. Some characters make use of it in unique ways.
Number notation: Numbers in front of the above letters denote command inputs for special moves. Follow them on your keyboard's numpad in sequence to read the movement, assuming your character faces right. (236H, for example, is quarter-circle forward + Heavy).
If a number has brackets around it, you must hold that direction for some time before executing the rest of the movement. //like screw you Baiser I'm not putting in actual input graphics for all of this shit
[Air ok]: Means a move can be used in the air as well as the ground, though it may not have the same properties.
Starpower: As you punch and get punched, you'll build your starpower meter up to a maximum of 150. Cash in with super attacks and star cancels to really up your game.
Star Cancel: Press the L and M buttons at the same time to interrupt your own attack at the cost of 50 starpower. Use it to protect yourself from an incoming punish, or make your combos that much cooler with a clever extension.
If you use it while blocking an attack, you'll briefly stun and push back close opponents, essentially resetting the situation to a neutral state, giving you the chance to take back the offensive. This is called a Heart Cancel, and it also erases nearby projectiles.
Heart Burst: Start with this meter fully filled, and press all three buttons at once to instantly break your opponent's combo!
Replenish it the same way you fill your Starpower, and if you're feeling crazy, you can use it outside of a combo to get a Star Burst that blows your opponent away, recovers some of your gauge, and makes your next hit a Breaking Blow. //Think of it like a fatal counter
It deals extra damage and sets up the juiciest possible combos you'd be hard pressed to get anywhere else.
Air Movement: Each fighter has one of 3 tiers of air movement:
- Flight: Omnidirectional movement in the air. Free to use air attacks while moving.
- Hover: Stall your fall and move freely back and forth as you slowly float towards the ground. Also free to use air attacks as you please and double jump before hovering. Each character has a different hover timer.
- Jump/Dash: Just like your average anime fighter, these girls can either double jump or airdash once before touching the ground. No fancy gimmicks, but it's more than enough to get by.

MAGIA MAGENTA
Toughness: Medium
Power: Medium
Speed: Medium
Air Movement: Hover (Short)
As the token jack of all trades, Magia Magenta's got the speed, strength, and durability to adapt to any situation you can throw her way. The jack of all trades is of course the master of none, but as many forget, this can be preferable to a master of one. Of course, this is not to say Magenta is without spice.
Her healing super is an especially potent X-factor that enemies need to watch out for. Whether you box your opponents out with the legendary Magenta Spear or overwhelm them with a flurry of persistent attacks, the only limit to her playstyle is your own feeble imagination! Perfect for all you fledgling fighters out there.
Fuschia Fireball (236L) [Air ok]
Magenta hucks a mean fastball of pure pink energy at the opponent, approaching them along the ground. Use this to keep opponents away or stop them from interfering with your approach, since you can act before it reaches them if far enough. In the air, it fires sharply down, but if you're hovering it fires at a much shallower angle.
Cherry Charge (236M/H) [Air ok]
Magenta lunges forward, spear first, to close the gap between her and the bad guys. While the medium version is quick and difficult to punish, it deals little damage and leaves no opportunity to follow up.
The heavy version is the opposite, being slow and vulnerable, but it packs a serious punch, and its forceful wallbounce allows for amazing combos and extensions. In the air, both M and H have the same properties, but the M version has a shallow downward angle, and the H version dives nearly straight down.
Scarlet Shoryuken (623M/H)
I'd like to see Capcom even try to sue us. Anyway, Magenta rockets into the air with a powerful uppercut, or twirls into the sky with her spear if you use the heavy version. The medium version of this attack is invincible during its windup, so use it when you're backed into a corner with no way out— or when the enemy least expects it— and turn the tide of battle.
The heavy version has no such luxury, instead providing invincibility to air attacks throughout and creating stylish combos with a well-timed hover cancel, though personally, I find this is a bit finicky.
Jasper Javelin (41236H)
Another projectile at Magenta's disposal, though this one is a bit more specialized. After significant wind-up, Magenta will fling her spear forward at incredible speed, pushing the opponent back, and if they're pushed to the wall, pinning them there, giving her easy hits if she's close enough. On block, the spear will pass through them and stick into the wall, pushing them back slightly.
Whether or not it hits, this move will temporarily deprive Magenta of her spear-related heavy and special attacks, before the spear comes flying back to her, bonking opponents on the way.
This move also slightly tracks aerial adversaries, and brings them to the ground when it hits, with even a little drag on block. Did I mention it also destroys other projectiles in its path? Use this move to knock those pesky zoners out of the sky and give 'em a proper whooping.
Red Rose Wringer (236236H) [50 Starpower] [Air ok]
Magenta dashes across the entire screen, slamming into her opponent and rolling along the ground with them before tossing them forwards. Despite its grab-like appearance, this move can be blocked easily, though projectile immunity throughout makes it trivial to call out sloppy ranged play.
In the air, she will dive down to stomp the enemy on the noggin, before continuing the tumble on the ground.
Tornado of Thorns (632146H) [50 starpower]
Magenta sweeps the opponent with the back end of her spear before unleashing a dizzying flurry of thrusts, chops, and slashes, finishing with a rocket kick across the stage.
This move is a straight damage dealer, plain and simple. No fancy gimmicks, just some good range that makes it an ideal combo ender and a good choice to catch a reckless opponent off guard with full invulnerability.
Cure Blossom (222L) [50-150 starpower]
Spend your entire starpower meter to heal yourself! The more meter you spend, the more health you regain. While spending between 50 and 100 SP is limited to a percentage of your current health, more than 100 will grant you a fixed amount from 1/3 to 2/3 of your total HP bar.
While potent, this move leaves Magia Magenta quite vulnerable, so use caution if you don’t want to lose all the vitality you just got back.

MAGIA AZUL
Toughness: Low
Power: High
Speed: Medium
Air Movement: Jump/Dash
Magia Azul, the stoic swordswoman of the Tres Magia, brings a chilling atmosphere to the battlefield, reducing the pandemonium of battle to a mere hum before bursting forth a volley of ice attacks that can overwhelm the opponent in a flash.
While she may lack in raw durability in comparison to Magenta, she more than makes up for it with her own unique defenses and freezing heavy attacks that help you rack up damage fast.
Make a few too many missteps against her, and you'll find yourself iced like a Bluefin tuna at the local fish market. Make the correct calls, on the other hand, and she'll be in some hot water. Magia Azure, the moving mountain, walks the battle along a tightrope. It comes down to you whether or not she can make it across.
Hishouken (236L/M) [Air ok]
Magia Azul sends forth a flying ice sword with a graceful twirl. Like her heavy attacks, the medium version of this move will freeze fighters in place, whether or not they're airborne. Keeping its straight trajectory in the air makes it adept at keeping an opponent contained at every height, but a slow wind-up means it can't be relied upon to do so consistently.
It might just be worth it, though, as its freezing property can provide an excellent chance to infiltrate their defense from across the screen. The light version, on the other hand, is much faster to use but lacks this special property.
Fubuki (623M)
Azul quickly strikes diagonally into the air, utilizing the full reach of her sword to catch unaware villains who think they're safe hovering just outside her normal range. Can be effective at giving grounded opponents a haircut at very close range, but I don't recommend it, since you'll have many other options.
Hizansen (214M) [Air only] //dw about her mixup game 6L is a standing overhead
Like Fubuki, but angled downwards. With long reach and lightning speed, it's great to thwart an opponent's crouching block with a quick jump, since it halts your momentum. Alternatively, use this on the approach to deny anti-air attacks by striking from outside their range, or to smack your opponent into the ground at the end of a combo.
Zanshin (236H) [Air ok]
Thanks to her incredible nerves of steel, Azul can take a melee attack head on with nothing more than a flinch, then retaliate with a devastating counterattack. This is a great move to use on the back foot to catch your enemies off guard, thanks to its instantaneous nature, but— obviously— you will still take damage (albeit reduced by 40%) from the attack, and moves that outrange the counterattack will simply cause her to stare the opponent down like a deer in headlights after tanking the hit.
If hit by a projectile, she will take full damage, but in return power up her next hit. Make the long-range masters of Enormita think twice before shooting at you, even if you can't get in swinging distance.
Sekkajin (214L/M up to 3 times)
Either a fast but stubby pommel strike, or a leaping downward slash that hits overhead. Use this move repeatedly to perform a 3-hit combo that continues with a flurry of stabs— then a roundhouse kick that sends the enemy flying away— if you used light attacks. For medium, Azul will instead follow up by slashing an X into your foe before freezing them and finishing with the 3rd hit by cleaving straight through, ending up behind them.
Mix and match the two versions to tailor this move to whatever you need. A light finisher will easily combo by hitting them into the corner, while a medium finisher can get you a combo anywhere— if you're fast enough— though it won't be as damaging.
Urin Hishouken (236236L) [50 starpower]
What's better than one flying sword? A bunch of flying swords. What's a better position than in front of your enemy's face? Ominously floating above their head. That's right, we're taking it back to UMvC3 with this super.
Azul summons several ice swords that revolve above the opponent's head, then plunge down one at a time after a short delay, which you can extend by holding down the L button. This one's good to use just about anywhere, but it's especially potent after a knockdown, when you're already in their face and you have the extra time to set 'em up.
Kokuujin: Yukikaze (236236H) [50 starpower]
An enhanced version of her Zanshin counter, this super has Azul instead rely on her technique, effortlessly disarming whoever hits this counter before dispatching them by elegantly slashing straight through, leaving her enemy contemplating their life choices from inside the icecube.
Rengoku Hyouya (632146H) [100 starpower] //can you tell I like Blazblue yet
EVEN MORE SWORDS!! Azul sends forth a massive volley of icy blades to rain down on the opponent. If it hits the opponent, the swords will stick into the ground and freeze them at the legs, allowing Azul to follow with a deadly laser that turns them into a solid block of ice.
It comes with big time damage and huge range, but it's slow and costly to use. Even freezing the enemy may not guarantee a hit with this move, but it might just be worth it for the coolness factor alone. //you literally never shut the fuck up about it

MAGIA SULFUR
Toughness: Very high
Power: Very high
Speed: Very Low
Air Movement: None //lmao get fucked sulfur :p
Okay, I know we called Azul the moving mountain, but if anything, it's Magia Sulfur who really deserves the title, considering she wields an absolutely shocking amount of destructive power and the endurance to match.
And just like we noted how a few missteps against Azure can lead to a frosty demise— make one mistake against Sulfur and you can practically kiss your health bar goodbye.
Unfortunately for her, these opportunities don't come easy. With no mobility to work with against a cast full of human airplanes, she needs to work hard to find those openings, weathering the storm with her energy shield and wearing down your nerve, right up until you snap— and she snaps your HP bar over her knee. //Leo stop fucking typing here
Sulfur Shield (U while blocking) [Air ok]
And here we have our first unique use of the utility attack! Holding it while blocking will have Sulfur bring up a wall of yellow hardlight, which blocks attacks more effectively by pushing the enemy farther away on hit and avoiding the chip damage that would cut slivers off your HP bar through a normal block. You might recognize this as a "pushblock" mechanic present in other, inferior games which don't have the Tres Magia in them.
Wondering why only Sulfur possesses a tool that is typically a universal option? Simple. It ain't easy being the token grappler in a game where the average character can fly circles around her, so we've decided to double down on defense to cover it with some especially forceful pushback.
Using the shield consumes her charge gauge quickly, but blocking hits replenishes it almost as fast, when combined with its passive recovery. Fully draining your shield charge will disable it until it fills up again. Press forward when you stop blocking and the shield will remain for a brief moment, giving you extra time to act while your opponent's busy slamming their skull into your golden wall. //then why tf are you typing here
Sulfur Shine (214U) [Air ok]
This move involves the Sulfur Shield again, though this time, it won't block attacks, but instead reflect projectiles that come into contact with it. Sulfur will flash the shield across her front side, consuming a big chunk of her shield charge to do so. In return, if you reflect a projectile, you'll get all that charge back, and your opponent will get a taste of their own medicine. Some ranged attacks, like Azul's Rengoku Hyouya, won't be reflected and will just be plain blocked by the Sulfur Shine.
Giant One-Two (41236H) //Head dev privileges, now get outta the hidden text zone, you'll make it obvious
Sulfur lurches forward to deliver two hefty hooks with her giant fists in "quick" succession. Slow to come out and supremely strong, this move comes with armor, meaning it won't stop even if Sulfur takes damage from an attack during its startup.
Sulfur's Spinning Piledriver (360M/H)
Your foes live in fear of this move, for when they get just a bit too close for too long, they'll find themselves enveloped in Sulfur's arms and hurtling into the sky at escape velocity, before crashing into the earth just as fast, taking huge damage. The medium version is really short and really fast, perfect for close-up scrambles and calling out your opponent for being too passive. The heavy version, meanwhile, is a little longer, but quite slow.
It does, however, have armor throughout, making it great for punishing an opponent for being too aggressive, as well as all the other things command grabs are good for. One thing that both the variants have in common is that your opponent will not be the same woman once they come out the other end of Magia Sulfur's Wild Ride. //HeAd DeV pRiViLeGe thats a crock of shit and you know-
Air Buster (623L/M) [Air ok] //And... gone. Never pick a fight with a masta hacka xD
Your average high-risk, high-damage command grab, now repackaged for anti-aerial use! Sulfur will leap diagonally into the air ready to drag those lofty floaters face-first into the soil from which they came. Deals big-time damage, though not as much as SSPD, and this grab is far more punishing to whiff due to its long recovery.
You'll be able to block as you fall back to the ground, but some characters have the air speed or range to swat you down while you're still vulnerable. On the bright side, you'll be temporarily immune to air attacks, and access to a shallow and steep angle with L or M keeps this move versatile enough to be an invaluable part of Sulfur's kit.
Giant Palm Strike (236H/623H) [Air ok]
Sulfur thrusts a giant fist in front of her, or diagonally upward, blowing enemies away. Sounds terrible for someone this slow, right? Luckily, Sulfur can follow up with...
Rocket Punch (H during Giant Palm Strike)
An aptly-named move that sees Sulfur let her fist go flying after the foe, exploding in a mess of belts and strange gases. The enemy will be sent tumbling up before they end up knocked down on the ground, giving you plenty of time to get over there and grab 'em again. Palm Strike is invincible against projectiles, and if you miss it but hit this move, it'll carry the opponent away before exploding. These properties make it totally possible to use this move at long range to catch an enemy asleep at the wheel. It's still really slow, but it's something.
Brimstone Colossus (720H) [50 starpower]
After crunching her opponent in her giant fist like an empty soda can, Sulfur uses the ancient forbidden technique of jumping really, really hard to take them into the stratosphere before slamming them into the pavement with just one arm, with a bonus explosion, of course. Hope you didn't get too attached to that health bar, 'cause it's basically dust in the wind by this point.
Topping it all off, this grab is quick and fully invulnerable, so although two circles in a row might be difficult to perform, know that nothing can save your opponent from it if you're in range. Pro tip: start making circles while getting up from a knockdown and you can grab the enemy as soon as you get up, without jumping by accident.
Sulfur Shield: Type Ω (236236M) [50 starpower]
Use this super and Sulfur will throw forth a floating wall of hardlight that creeps forward, blocking attacks and juggling opponents if they get hit by it. Use it to safely approach, force your enemy into the air, or get crazy damage mid-combo. Also takes half your current shield charge, but if you used type Ω properly, you probably didn't need it anyway.
Sulfur Shield: Type λ (360U) [50 starpower] [Air ok]
Unlike the offensively oriented type Ω, the Sulfur Shield Type λ uses your shield gauge to cover Sulfur with a massive dome that blocks attacks while she is completely actionable. It will drain your entire shield bar over time, meaning it can stay up for as long as 10 seconds if you had full charge, down to just 1 second if you're running on empty. Using it in the air will reveal that the dome is actually a whole sphere that disappears into the ground. If you manage to get high enough to see the bottom of it, you'll be able to stand there.
Blocking isn't all it's good for, though. Sulfur can pass through her own shield just fine, but her opponent cannot, even if you're currently comboing them. This plus a decently fast startup means Sulfur can either box out enemies for 10 seconds, or keep them trapped in the thunderdome for the same amount of time. Any self-respecting grappler player will understand that there's really only one course of action when given a choice like this.
There are some limits to the shield, though. It has its own healthbar that, while big enough to guarantee it'll stay up for a while, can be broken by anyone in the roster given enough elbow grease. Play too passively with this and you'll just waste starpower and shield charge. On the other side of the spectrum, it has its own limits when it comes to trapping. If you knock the enemy against it more than twice, it'll just break outright when they bump into it a third time. While this might crush your ToD-related dreams, you'll conserve whatever shield charge you had left, so it's not all bad.

MAGIA BAISER
Toughness: Very Low //This portrait captures my likeness perfectly! Good job Leberblume. Good job on every portrait so far, actually!
Power: Low -> High
Speed: High (Rising Dash)
Air Movement: Hover (Long)
Here we have the enigmatic master of Enormita, Magia Baiser. In real life, her priority seems to be endlessly frustrating the Tres Magia with increasingly ridiculous acts of lewdness, and in game, it is a very similar song and dance. Magia Baiser will play keep-away with her high speed and menagerie of projectiles before getting intimate with her opponent, tying them up with even more projectiles before subjecting them to tortuously fast mixups thanks to her rising dash, which is just as effective at getting over your opponent's block as it is at running away.
And in accordance with her tendency to run away at the first sight of resistance, Magia Baiser gets this power at the cost of health, meaning that it's just as easy for her to gain full control of the situation as it is for her to be put down in just a couple of interactions. Then again, if you can't close out the round, she is perfectly capable of making you regret it. Spilling her blood will only grease her wheels, and once the Baiser train gets going, there's very little stopping it from running a train on you. //ooh I love the wordplay
Of course, I'm specifically referencing her unique excitement meter, which fills up from just about anything. Hit a projectile? She's already grinning. Opponent desperately sprinting towards you? Can't stay still. Match coming down to the wire, sworn archenemies staring each other down for the final time as the life slowly drains from their bodies and into the aether? Wet as can be. Her mouth, that is. She's drooling a lot. //:flushed:
Excitement Meter
Gauge that fills up to 100%, at which point Utena will transform into her "awakened" state, with long, flowing hair and straightened horns, among other things. Her attacks will ramp up in damage with the bar, but awakening will add additional damage and change the properties of her attacks, usually making for upgraded versions. She also gains the ability to cancel her specials into any supers, and supers into other supers. Do with that information what you will, lab goblins.
Hitting an attack, getting blocked, getting hit, and your opponent's movement all increase and reduce the excitement meter to varying degrees. On top of all that, it also has a permanent multiplier which increases as her health drops. I'll spare you the boring numbers, because it just boils down to: play game, get stronger. And conversely: don't play game, get weaker. Because you'll also start losing excitement if you haven't raised it in a while.
Menace Walner (236M/H) [Air ok]
An attack often favored by the real life Magia Baiser. She throws back her infamous riding crop, the Full-Star Dominazione,*and unleashes a wave of dark mana to batter her foes from afar. Simple but effective, this projectile boasts relatively high power but lacks any of the bells and whistles you'll find on the rest of her arsenal. Use the H version to launch it into the air, or at a steeper angle while you're in the air.
While Baiser is awakened, Menace Walner will explode into raw mana and hit the opponent multiple times. //*Frustino Dominanza if you're lAaAame
Menace Rondo (63214/41236/360H) [Air ok]
A spin on the classic Menace Walner, Baiser infuses her crop with dark mana, causing it to extend and whip around like crazy, forming a tornado of dark energy that spins around her, lashing victims multiple times for solid damage. Menace Rondo comes in three different variations for maximum sauce. Half-circle back (63214) and half-circle forward (41236) are quite similar— both hit in front of and behind Baiser, dragging the opponent along with them— but forward will take much more time to hit them, since Baiser will drag the whip around from behind her first, as opposed to the half-circle back version, which will hit them much quicker.
On the other hand, the forward version will recover faster if whiffed, and leaves you with the advantage on block. Missing or getting blocked with the reversed version will put you on the back foot at best. The full-circle version of this move has Baiser realize that she is fighting in only a 2d space, and move her whip in a complete circle that covers all sides, including above and below. It's a middle ground between the speed and power of the other versions with the unique trait of sucking victims towards Baiser instead of popping them up when it ends.
While awakened, Magia Baiser can cancel Rondo on hit and block by jumping or hovering, making it far less committal and an indispensable combo tool.
Root Terror (623L/M/H) [Air ok]
Baiser points her whip forward, commanding a giant root that jumps up from underground before bursting forward to slap airborne enemies really hard. Use L for a shallow angle, H for a steep one, and M for something in between. In the air, the roots will still come from the ground, letting you take your victims seriously off-guard in high-flying encounters. //I whipped a tree offscreen ;)
While awakened, Root Terror can be cancelled with a jump, dash, or itself (up to three times), letting you move in scarily fast off a stray hit or chain multiple roots together.
Scissor Schiavo (236L)
Scissoring gets a whole new meaning when Magia Baiser gets her hands on a pair, launching it into the sky with her crop. The newly transformed scissor-bug-thing appears behind her victim, mercilessly cutting through them three times. It's slow and is the only one of her specials that requires her to be grounded, but in exchange for this unwieldiness, this move can dominate a blocking opponent, keeping them stuck in place while you set up whatever degenerate mix-up you've got in mind, and it really jacks up your Excitement Meter if you manage to land a clean hit.
When awakened, Baiser will chuck two pairs of scissors at once, which hit the opponent in a staggered fashion, essentially increasing the damage and blockstun to ludicrous heights.
All wrapped up... (214L/M/H) [Air ok]
Magia Baiser lets the Full-Star Dominazione lazily extend across the bottom of the stage, wrapping around the legs of victims too inattentive to block low. Use M instead of L and Baiser will extend the whip behind her, sending it offscreen just for it to reappear on the opposite side, lashing out to wrap up your opponent from behind. If you press H, the whip will drop down from the ceiling instead of appearing behind them. If they don't block standing, they're in for it now.
Awakening will turn this move into a true command grab, making it completely unblockable. No matter which version you employ, the enemy will be at Baiser's mercy for the follow-up move:
...Like a present just for me (L/M/H during All wrapped up...)
With the opponent trapped by her extended whip, Baiser can pick between a simple slap by repeatedly pressing L, or a brutal squeezing choke hold with M. Both are slow, but if you use M they will slip out much more quickly. L deals less damage but greatly increases her excitement, while M is pretty much all damage. Pressing H will cash out with an elegant twirl to unravel the coiled crop and finish the job with a stinging whip.
Menace Rondo: Grave Waltz (632146H) [50 Starpower] [Air ok]
This super has Baiser take full advantage of Menace Rondo's potential, covering the entire screen with her darkness-charged whip in a terrifying vortex of delicious agony. Not much to say here, just don't get too careless against her if she's got 50 starpower on deck. Not that you can afford to be careless against her in general.
In her awakened form, Grave Waltz obscures the whole screen and ends with Magia Baiser holding her victim by the neck before tossing them aside like garbage.
Ultimate Tentacle Flower Attack! (214214M) [50 Starpower] [Air ok] //oh, I was wondering if you'd implement that one
A giant flower schiavo barges into the background to lend aid to its master. It's tough tentacles burst out of the ground one after another, slowly creeping across the stage and practically reaching into the sky. Baiser can act during most of this move's uptime, letting you put tremendous pressure on your enemies just by pressing forward behind the tentacles. //Jeez, a kiss? Seems a bit much, Leber!
The Kiss of Death (236236L) [100 Starpower] //Ok fine we can make it an air kiss instead. I guess I should probably scrap the part where both players get enveloped in the dark flower, too.
In one of her most devilish moves yet, Magia Baiser reaches out and lifts her helpless victim by the collar. If she's not awakened, she'll blow a kiss into their face, inflicting them with a poison that damages and slows them for several seconds. In addition, Baiser will gain 75% excitement post-super, which should guarantee an awakening if you even halfway know what you're doing. //DON'T PUT MY TRAUMA IN A VIDEOGAME
When she is awakened, she'll do the same thing, albeit more pointy, except, instead of letting them go with some uncouth disease, Baiser's blown kiss will truly live up to the moniker of "death," creating a massive explosion of dark mana right in her victim's face, dealing huge damage but draining your entire excitement meter in the process.
Given the huge costs, it's important to consider your position to know how to most optimally spend your resources, but let's be honest: you're playing as the petty lord of evil. It'd be an affront to Baiser's legacy to sweat that hard for the W. Not that that's a bad thing, because we here at Atimrone games are in no way associated with Magia Baiser nor do we condone her actions. //10/10 rundown so far. Keep it up, Leberblume! //BARK, AND BARK, IT'S A VACANT URGE //???

LEOPARDE
Toughness: Very low
Power: High -> Very high
Speed: High
Air Movement: Jump/Dash x2 -> Flight
The ruthless right hand of Enormita makes her explosive entrance into the Official Tres Magia Fighting Game with half the style but all the substance of her dark lord. Though she shares her insane damage potential, oppressive space control, and pixel-long healthbar, Leoparde and Magia Baiser set out to accomplish their game plan in completely different ways.
While Baiser would be content to sit back and slowly build up excitement while her opponent wades through an ocean of flying health hazards, Leoparde would prefer to get up in her enemy's face as much as possible while dancing around their retort with her incredible speed and— count 'em— two airdashes. That's right, we heard you like airdashers, so we put more airdashes in your airdasher. Sorry not sorry, I just had to. Now, without further ado, the simplest fighter you're gonna find among the ranks of Enormita, which is not saying much, frankly. //I don't get it
Backblast Catapult (214L/M) [Air ok]
That's right, we've tricked you! You thought Leoparde only had two airdashes when she actually had three! Half dash and half jump, this special sees Leoparde fire a shot from her derringer that somehow launches her towards her opponent, I mean, look at how small it is, you wouldn't think— nevermind that.
Use L to use what is essentially a dash with an arc, or M to go higher, as basically another jump. If you somehow manage to plant your behind right on top of some unlucky foe's face, you'll be able to hit them with the shot and pop them up in front of you for easy combos. Very impractical, all things considered.
Backblast Catapult also grants Leoparde access to unique special moves, in addition to her usual air normals.
Backblast Bombard (214L after Backblast Catapult) [Air only]
Leoparde halts upside-down in midair and fires a pistol volley down at her opponent. Use this as a cheeky counter to anti-air attacks from heroines who expect you to fall right into their hands.
Backblast Ballista (214M after Backblast Catapult) [Air only]
Leoparde plummets to the ground, slamming her heel into her enemy's cranium. Placing you on the ground right in front of the enemy makes this move a risky but rewarding combo starter that can convert in situations where her normals can't, since it stops your horizontal momentum.
Backblast Trebuchet (214H after Backblast Catapult) [Air only]
Once again, Leoparde drops towards the floor, this time holding the opponent's head in a leg lock if she manages to land on them. She'll then backflip and suplex them into the ground. You won't get a combo off this grab, but a knockdown is basically halfway there. Leoparde can't complain. //Though I'm sure she would because she refuses to understand the value of oki beyond mashing L
Battering Ram (236L)
Another burst of movement, Leoparde puts her whole body into a powerful shoulder check that sends the opponent tumbling away and bouncing off the wall on hit. This move gets you a surprising amount of distance, which can easily catch opponents off-guard.
Sapper Slide (236M)
Pretty similar to the Battering Ram, Cannon Slide sees Leoparde lunge forward before sliding across the ground, violently tripping opponents with her outstretched legs and netting an easy combo if your foe can't block low. If they can block low, you're boned, but if you're maining Leoparde, you're probably gonna spam the heck outta this anyway.
Cannon Chaser (Mash L after Battering Ram or Sapper Slide)
After launching the opponent away with either of those moves, Leoparde can draw her derringer and leave them with multiple parting gifts. When using Sapper Slide, she can start shooting immediately after hitting, and remain prone while firing up into the enemy. Battering Ram, meanwhile, forces her to take extra time getting into position.
Warwolf Dive (236L/M) [Air only]
Like Backblast Ballista before it, this special sends Leoparde gracefully falling down to stomp the enemy on the head. With the obvious difference of not being locked behind Backblast Catapult, Leoparde also takes a sharply angled trajectory, rather than going straight down.
Unlike most moving attacks in this game, the choice between L and M doesn't have to do with angles, but instead strength. Use the L version for an extra fast dive that has Leoparde bounce off the opponent on hit and is fairly safe on whiff and block, and the M version for a high-power dive that takes longer to come out, but lets Leoparde land right next to her hit victims instead of bouncing off. That difference, of course, comes with the inherent risk of getting donked if the enemy can block.
Mortar Flip (623L/M) [Air ok]
A devastating kick to the jaw delivered with a stylish backflip into the sky. This move right here is one of Leoparde's few defensive tools, its L version acting as a sweeping anti-air, while the M version is a high-risk invincible reversal.
Petard Fan (623H) [Air ok]
With this rather unassuming input, Leoparde quickly ducks down, facing away from the camera, before snapping up, tossing 5 grenades into the air with a cheery flourish. Normally they'll fan out and explode on the ground around her, but they will also detonate on contact with the opponent, racking up immense damage.
Howitzer Hail (236H) [Air ok]
Continuing with the dedicated super-high damage specials, Howitzer Hail sees Leoparde use her pistol for exactly what it's made for: standing still and shooting people. She fires three unlimited-range shots aimed at the opponent, and can fire additional ones by pressing H, up to 3 times.
Taking aim consumes a significant amount of time, and since the shots are not instantaneous, they can be dodged on reaction as well. These factors kneecap Leoparde's ability to be a ranged terror, but the huge strengths should make up for it. //Don't worry I also played Strive season 1
WMD: Big Bertha (236236M) [50 starpower] [Air ok]
Leoparde digs out a colossal bazooka from her hammerspace, firing at will. Quite a normal attack, save for the fact that— she's shooting it backwards? Why??? Oh, I see, she's using the recoil to launch herself across the stage and kick straight through her enemy, which causes them to explode, because... duh. Ok. Well, I suppose she'd be happy to know that she's invulnerable for the startup and active portions of this move, and that holding up during the super cutscene will have her launch herself upward as well.
WMD: Gustav Obliteration (236236H) [50 starpower]
Finally, we've reached the attack Leoparde is most known for. By tossing a flashbang into her opponent's face, Leoparde creates an opening to summon an entire company's worth of oversize armaments. With but a single click from her derringer, she gives the command to unleash hell upon her victim, dealing big chunks of damage. Just like Big Bertha, this super is an invincible reversal that can easily blindside an opponent who's gotten too comfortable pressuring you.
Defcon 1: Mutually Assured Destruction (214214L) [Any starpower] [Low health] [Air ok]
When the chips are down, your stamina whittled to the bone, and it all comes down to clutching victory from the jaws of defeat, Defcon 1 comes out to play. Using this super has Leoparde incinerate her materialistic possessions in a massive explosion, emerging with new destructive powers and led by primal feline instinct. //I have become a master at gassing people up
She'll replace her jump with an infinite flight mode, get 20% increased damage, and improve the properties of most of her normals. Backblast Catapult is gone, but the rest of her specials stick around and get souped up as well. She can also perform the three follow-ups to Backblast Catapult at any time in the air, all of which now have greatly reduced startup time.
Backblast Bombard has Leoparde shoot tiny lasers from her finger, while Cannon Chaser and Howitzer Hail both create localized explosions right on the enemy’s face. Big Bertha gets a huge upgrade, spending a bit of Leoparde’s health for the death laser to end all death lasers. Gustav Obliteration also spends health, replacing her guns with a battery of missiles, ending with a straight-up nuke. This enhanced super demonstrates the inmutable folly of nuclear deterrence: they're just too cool to not blow shit up with.
Both of her supers come only at the cost of health due to the one crippling weakness of Defcon 1: your starpower meter is now a timer. Once you pop this super, your meter will start draining to the bottom, at which point, it’s game over. You get about 15 seconds with 50 meter and 30 seconds at maximum. Just know that if you feel like making that comeback, you gotta do it quick.
Prove to everyone in your neighborhood that you’re capital H Her, or look like a crayon-chewing moron. The difference between victory and defeat is your own skill. //and your meter hoarding but it’s cooler to say it that way

NEROALICE
Toughness: Medium
Power: High
Speed: Very Low <-> Medium
Air Movement: Hover (Long)
Little is known about the pint-sized wild card of Enormita. We often see her exert control over the battlefield with her army of toys and play support for her more offensively-inclined peers, but often she is the least serious member of Enormita, using her powers to turn the typical clash of good and evil on its head, such as keeping certain girls trapped in her dollhouse or locking a super-size Magia Magenta into an uncomfortable kaiju battle.
We've taken inspiration from this behavior to shape Neroalice's playstyle in game. Like Magia Baiser, Neroalice is slow to get going, but given enough time, she can snowball into a terrifying force of nature that can easily crush you under an avalanche of projectiles. Neroalice is a much more "pure" zoner, aiming to keep her opponents out for the whole game instead of the aggressive half-breed approach taken by her dark overlord. Her approach involves manipulating the opponent with long-lasting projectiles and being difficult to break through, thanks to the protection of her towering cheshire cat doll and the longest hover in the game.
Cheshire Doll
Neroalice's giant plush cat follows along in the background, jumping in to assist its master as the battle progresses. Though it usually won't attack the opponent, you can command it using the Utility button. Performing any motion input causes the cat to leap into action, performing whatever function you've called on. 236U commands it to stand ahead of Alice and take hits for her.
Generally, it'll stand still unless you hold U while moving forward or backward, in which case it will move instead of you. Using 214U will command it to sprint towards Alice, reaching her near instantaneously and shrugging off any attacks, and toss her into the air and across the screen— not if she's flying too high, though. Those stubby legs might be fine for running, but jumping's another matter.
41236U will cause it to run forward, knocking enemies into the air as it stampedes across the ground, and 63214U will command it to run the other way. If it passes by Neroalice, she'll hitch a ride on top of its head, being able to jump off at any time. Once it reaches one side of the screen, it'll enter the background again, kicking Alice off if she hasn't done so yet. This move covers for Alice's otherwise pitiful running speed, especially because all of these commands only require her to spend a few frames issuing orders.
The cat isn't an omnipotent ally though. It too, has a health bar, which you can find at the bottom of the screen, above Alice's starpower meter. While it has the health to tank several attacks, it can only take so much damage before being launched into the background again, where it'll take some well-deserved break time. While its health does recover while it chills out, it is a very slow process, and you shouldn't expect to have a full-health cat after playing with it for much of the round.
It can take damage while performing any function, not just blocking, though no attack actually stops it unless it reaches the ejection threshold. The Cheshire Doll's health also persists between rounds, so roughing up Neroalice's toy all willy-nilly can cost you severely in a future round. //ejection threshold sounds dirty. It's perfect
Jack-in-the-Ground (214L) [Air ok]
The jack-in-the-box is a common fear tactic used to terrorize little children everywhere with horrifically bisected jesters— one that the twisted mind of Neroalice is all too familiar with. Hours of tinkering have fashioned the cheap trick into a landmine. Neroalice will drop a box into the ground, which will bury itself into the dirt and become virtually invisible, waiting for some poor fool to take one wrong step and get clocked in the chin by a hard plastic clown head. You can have two Jack-in-the-Grounds set up at once, and setting down a third will trigger the first one you placed.
Opalescent Wonder ([4]6L/M) [Air ok]
Ponder the orb with Neroalice, and find out what it tells you (Spoiler alert: It tells you to block). Alice picks a piece off a nice-looking pearl necklace and super-sizes it before slowly casting it across the screen. Note that the charge input to perform this move means you won't be able to spam this with impunity like other moves such as Menace Walner. Neroalice prefers to be far away from her opponent throughout the match, and by god are you gonna stay there to take advantage of this move and the next one:
Toy Box of Enigmas ([4]6H) [Air ok]
The crux of Alice’s scary long-ranged pressure. Reaching deep into her floating toy box, she drafts a random toy and sends it off to fight for her. Before it jumps out of the box, there’s no way to tell what it is, a dangerous aspect considering some of the crazy things she can hit you with.
Between a superball that bounces all around at mach speeds, a cutlass-wielding nutcracker that marches towards the enemy, a Lego Death Star that explodes into a million bits of plastic shrapnel (how tragic), an Ultra Ma’am transformer that super-sizes whoever it touches first, and many more, the long windup alone should keep the enemy on edge.
String Theory (236M/H) [Air ok]
Another of Neroalice's most important moves, though not as iconic as her wildcard toybox. Alice will turn towards the background and sew a button into the fabric of reality (???). When she's finished, you'll find a string trailing behind her wherever she goes, leading back to the button. If she uses this move again, the two buttons will connect via this string, and the tether between her and the button is gone.
This, of course, doesn't mean you can't add a third button to your web of cotton. Or a fourth, fifth, sixth— you get the idea. Enemies who touch the string will be violently launched in a direction that depends on where the string is facing— basically, it works as a slingshot. If it's still connected to Alice, they'll be bounced towards her instead.
Pressing M will place a small button that damages enemies who touch it, but breaks on contact. The larger H buttons rotate, grinding down close opponents with multiple hits, and only disappear when they hit the maximum lifetime, or Neroalice is struck (That goes for M buttons too!). This extra power obviously comes with significantly longer prep time, but I bet you figured that out already, because you're so smart. //*Pats you on the head* Good girl
~Step~ into the Wardrobe (632146L) [50 Starpower]
We've already gotten well acquainted with grounded traps and long-lasting set pieces, but let's add one more star-powered addition to the pile. With careful hands and no superflash, Neroalice plops her little dollhouse onto the ground, leaving it unassumingly laying with its door open to the sky. Step near it, however, and the horror begins. The enemy will be sucked into it and subject to all sorts of twisted perils within its confines, all in the space of a few seconds, before being spit back onto the field much worse for wear.
With a whole minute-long lifetime and a decent health pool, the dollhouse is practically guaranteed to get something done unless you get yourself smacked for putting it down, in which case it'll disappear and Neroalice will be severely disappointed in your terrible decision making skills.
Am 1 a Rea1 Gurrl! ([2]8H) [50 Starpower] [Air ok]
Crouch down and burst forth with a surge of electricity! Every string on the field will sequentially erupt into a 10,000 volt tightrope once you're done, with the oldest one going first. Your Cheshire Doll will mirror your shenaniganery as well, and together you can potentially cover the whole screen with an attack that pierces right down to your opponent's cartoonish skeleton. What do you mean you've never seen her command electricity before? Can you prove that she can't do that? No? Then sit down and shut up. Capiche?
Neroalice is in {Wonderland} Right Now— Please Leave a Message [After the Beep] ([4]1236236H) [100 Starpower] [Air ok]
So, Wardrobe didn't actually let you get a peek at what goes on inside Alice's dollhouse, nor can it trap an opponent who's blocking when it activates. Why not kill two birds with one l33t super move? Quick as a flash, Neroalice's cheshire doll appears by her side and cages her opponent inside the held dollhouse, before we travel inside and witness the pure, unspeakable carnage that unfolds within. The sheer violence rips the dollhouse apart in seconds, leaving a properly traumatized magical girl lying at her feet. //-Alice- you [[little sponge]] ass name scheme. gotta love it //Satisfactory. Leberblume, as we agreed, Magia Baiser will write this next summary for you //Oh come on, we're really doing that?

LOCO MUSICA feat. LEBERBLUME
Toughness: Medium //Ooh I'm so excited
Power: Medium //okay can we talk about this? // nope! <3
Speed: Low <-> Medium
Air Movement: Hover (Medium) <-> Jump/Dash //You better at least use the move names I put in the ideas doc istg
Loco Musica, Enormita's long-ranged powerhouse, and Leberblume, the master of stealth and control, have been known to work as an intimidating power couple even before Enormita as we know it was formed, and it shows. While each one is a perfectly capable fighter individually, together they pose a threat even to veterans of the magical girl game. Their tag-team tactics and ability to fuse together via shadow possession makes them perfect for their fighting style in-game.
You'll control Loco Musica in two different modes: Ensemble mode, in which Leberblume looms behind her back, half melded in shadow, and jumps ahead to attack the enemy at your command. Swapping to Solo mode will cause Leberblume to ~possess her shadow, granting her a welcome speed boost at the sacrifice of her hover. The duo loses access to Leber's shadow attacks, but Loco will be more effective and durable up close. //stop tildeing right goddamn now
Counterparts (Shadow Puppet) (U + 1 other button)
Pressing two buttons including U will cause the two to become one (and vice versa) with a quick change animation, Loco Musica taking on dark tendrils all over her body as Leberblume boosts her close combat abilities. In Ensemble mode, Leberblume can follow up Loco's special moves when U is pressed while performing it.
Alternatively, U can be held for as long as you wish, delaying Leberblume's attack indefinitely, though of course, I'm sure you'd prefer not to withhold the many benefits the U button contains for too long now. If you find taking a split second to transform too inconvenient, you are also able to switch modes by pressing U after landing a grab or sweep to seamlessly transition. How each move is affected by your mode is detailed in their individual descriptions. //Should've at least mentioned negative edge //Is that what you and Loco call it these days? //...eh?
Voix Forte: Vapor Trails (236M/H + [U]) [Air ok]
Loco Musica’s signature singing is powerful enough to blow anybody to kingdom come, and with this move, that destruction rolls along on an orange ball of energy, gliding across the screen and gracefully homing in on your victim. Due to being composed entirely of sound, these balls simply pass through other projectiles and attacks, a double-edged sword to be sure, but the downsides of such are trivial.
In Solo mode, she will spew two in quick succession, justifying its long ending lag with the power that comes with the number two. And if you thought two was enough, you'd be wrong, because in Ensemble mode, the musical maestro adds another note to the pile, and in combination with Leberblume's high flying spray of daggers, this third is anything but minor. //Did I use that word right? //yeah that's how you use lag, just don't be so robotic with it //... //No offense, Roboko
Voix Forte: Rush (623H + [U]) [Air ok]
Voix Forte: Rush happens when Loco Musica casts away the shackles of control and eloquence required for Vapor Trails and simply overwhelms her opponent with a grating, ear-blasting screech, radiating out and launching them up while inflicting incredible damage. In Solo mode, this move is invincible at its beginning, making for a potent reversal tool, though you lose out on the combo potential from Leberblume's swift dive kick.
Don't forget that while it does cover some ground, holding onto it for too long is a folly, as Leberblume's attack position will stay wherever you used Rush, just like every other shadow follow-up.
Caress of Steel (236L/214L + [U]) [Air ok]
Let me ask you something: have you ever been clocked in the jaw by a microphone thrown by a major league pitcher? Neither have I, but I believe we can imagine the sensation. Now imagine inflicting the pain of cold, penetrating steel on someone else, and you've got a good idea of what this move is like. Okay, maybe not so strong, but a little imagery never hurt anybody. //Hey that first sentence actually didn't suck
Loco Musica whips her microphone out with the proper flourish of a Prima Donna, extending it as far as it'll go before it zips back to her outstretched hand. The perfect tool for mid-range punishment comes equipped with an anti-aerial angle with 214L (or anti-grounded if you are the aerial) and a nasty follow-up— a row of shadow spikes jut up from the dirt after using 214L, and Leberblume summons a single sky-scraping spike after using 236L.
By immediately taking advantage of the follow-up, you can embarrass your enemy for rushing in too carelessly. In Solo mode, this move doesn't reach quite as far, but inflicts a much longer stun when used as a counter hit.
Permanent Waves (214M) [Air ok]
Leberblume knows that any self-respecting assassin possesses an eclectic cornucopia of deadly weapons in order to properly express themselves in the art of murder. The most out-there selection from her arsenal is a simple tuning fork. Now, while a makeshift shank and weapon of mass annoyance rolled into one is nice, its real purpose shows itself when its power is dedicated to her partner. By dropping it onto the stage, Loco Musica can amplify her specials to even greater heights.
Voix Forte: Vapor Trails will beeline for the tuning fork, regardless of the opponent's position, each projectile bouncing off it and leaving behind a duplicate that will seek out the enemy after a short delay. If it's within the range of Voix Forte: Rush, the fork will mimic the attack after waiting a beat, and smacking it with Caress of Steel will send it sliding across the ground, damaging the enemy on contact because of... microphone feedback, I suppose. Best not to think about it.
Actually, you can launch the fork around with any attack, including Leberblume's and even the opponent's. This opens up many unique applications and counterplay, sure, but most importantly, the Official Tres Magia Fighting Game now has air hockey.
Hold Your Fire! (41236U) [Hold ok] [Ensemble mode only]
The master of possession finally gets to put it all on display at Loco Musica's command. Leberblume dives into a pool of shadow, slowly creeping along the ground until the enemy is foolish enough to step inside it. At this point, Leberblume takes hold of their body, rendering them helpless against the most devastating onslaught you can devise.
Simply tapping U will have Leberblume travel a very short distance in front of Loco Musica before returning to her side, and Loco will be vulnerable to counterattacks throughout.
Should you hold U, Leberblume will keep scooting along for as long as you keep it pressed, while Loco returns to her normal state, making for some tantalizing traps if you have the space to set them up. Additionally, stun time increases exponentially from a brief moment within kissing distance to several seconds from across the screen, so it may not be so rewarding to use this vulnerable move at close-mid range.
Fly by Night (22L/M/H) [Air ok] [Solo mode only]
In Solo mode, you'll trade out your powerful shadow grab for an equally volatile special move: on-demand teleportation. Leberblume will submerge the both of them in the shadows before they quickly pop up in an entirely different position, depending on which button you've pressed. Press L and you'll go half a screen length forward, M and you'll teleport the same distance backwards. Tap H to appear in the same spot and fake out your opponent. //You can teleport? //I've taken some creative liberties //So you can be the coolest, bestest character, right? //Yes |'-'|
Using all three positions wisely is key to becoming the trickiest idol this side of the power grid, but get too reckless with it and you'll find yourself getting demolished on entry. It's worth noting that using this move in the air will send you straight to the ground as well.
A Farewell to Queens and a Welcome to Idols (632146H) [50 starpower]
Bask in the megalomania of relentlessly pounding your enemy with hit after hit of concentrated melodic force, courtesy of Loco Musica's... incredible singing voice and Leberblume's extensive collection of amps and speakers. Render them helpless with the initial hit, or punish them at long range with the meat of this super: an endless torrent of Voix Fortes to absolutely tear up the dancefloor, and the body of your victim.
R011 the B0nes (236236M) [50 starpower] [Ensemble Mode only]
Leberblume takes hold of the spotlight for just a moment for this move, enough time to consume the opponent with a gargantuan, amorphous maw of shadow before impaling them with hundreds upon hundreds of star-shaped daggers within its depths. Straightforward, save for the fact that if Leberblume is already on the field, the shadows emanate from her current position, rather than her default state by the side of Loco Musica.
The Snake and the Arrow/Grace Under Pleasure (360M) [50 starpower] [Air ok] //Delete that second title. No meme delete this. //nope ;)
Both villains are enveloped in a ball of twisting, melting darkness, doing who-knows-what inside before emerging from their cocoon, fused more closely than ever before. Loco Musica is now covered in a cloak of shadow, from which Leberblume can come and go at will. In this transformed state, you'll benefit from the advantages of both modes and the drawbacks of neither, bullying your enemy into submission with the balanced scrapping of Solo mode and the ranged oppression of Ensemble mode at the same time. //I take back every good thing I've ever said about you
Cannon Fortissimo: Resonant Annihilation at 2112 dB (2362141236H) [100 starpower] [Solo mode only]
Warm up your voice and let all hell break loose with the chorus of Loco Musica's 3rd act: Cannon Fortissimo. Take a second to process those movement directions, build up a surplus of starpower, take a breath, and let it rip when the opportune moment appears.
Obliterate your hapless foes at any range with the power of Loco Musica's and Leberblume's "friendship," then, if they're still standing, prey on them again and again while they're too shell-shocked to resist you. Even against a blocking opponent, you can expect to deal more damage than you might expect. //I dislike you personally rn but your writing is ok //hooray :}
AND THAT'S A WRAP!
You've just gotten a rundown of every magical girl available when you first boot up The Official Tres Magia Fighting Game.
Don't think we're done though— you've got a whole 'nother roster of characters to unlock, from high-powered newcomers of the scene to empowered versions of the magical girls you know and love, there's so much more than meets the eye to this game.
Just look at all the pretty faces down there (I know you can't see 'em; humor me here.) So enough reading, get playing! Whether you take your time, or try to be the first person on your block to collect all of your favorite "waifus," as they call ‘em.
What? Were you expecting guidance in this old-magazine-style game guide? I'm not a conveniently placed yellow arrow, so get outta my face and figure 'em out yourself.
"Dang, Auntie, that sure is somethin'. Why'd ya pull me aside though— oh, you want to give me it? I mean... sure, I guess I'll take this off your hands." Kaoruko pondered the artifact so graciously given to her while the relative walked away to chat with her mom. She looked the flimsy plastic over with suspicious eyes which narrowed as she got further along the back cover.
Her aunt may have been oblivious, but if her story were to be believed, Kaoruko— Magia Sulfur— knew that this was one of Enormita's schemes. Not that there was anything suspicious about the name, but Atimrone Games was surely a front for the organization.
"And if it's Enormita's doing... surely this must be cursed. Somehow. Even though a bunch of kids have probably been playing it already and haven't spontaneously... nutted, or something. And they never play the long game." Whether it was for better or worse, Kaoruko's rejection of the piece grew lesser as she hacked her way through the foliage of logic.
"Fuck it. I'm booting this up to see just how bad the Enormita game is."
...
Two hours later, Kaoruko finally fell from her ascended state of focus. Sticky sweat coated her palms and slipped off her cheeks, right next to her chapped lips. She layed down her controller in victory and raised her fist to the ceiling.
"FINALLY!" she shouted, "I FINALLY got La Verita Sulfur. What kind of psycho locks characters behind arcade mode? It makes sense for the context, but come on, you're making it so hard to see everything the game has to offer aughhh..." She curled over on the floor, coming to realize that half the roster was locked behind a series of cryptic, inane conditions.
"Aw fuck, this game is actually good."
"Welp. I guess that should be good enough for now." Kaoruko reached for her phone and opened up LIME, quickly tippy-tapping out a message to Sayo and Haruka. "Not."
TK: Y'all busy? Sent 3:22
HH: Nope! Sent 3:25
MS: Not doing anything important Sent 3:26
TK: Come down to my place, there's a new game I want to play Sent 3:26
MS: It's not that "Official" Tres Magia Fighting Game I keep seeing around, is it? Sent 3:27
TK: Mayyybe ¯\_(ツ)_/¯ Sent 3:27
10 minutes later, the three of them had set up a rotation and were off for the races, shouting over each other and practically folding over as they leaned towards the screen. Kaoruko's mom had yelled at them from across the house to keep it down, but her complaints were brushed off with only Haruka even trying not to yell. The hype reached a fever pitch at the seemingly spontaneous unlock of Imitatio, immediately reversing the dim energy of a one-sided stomp.
"The hell!?"
"Wait what?"
"How?"
Haruka turned to face the victor of the match and asked, "Kaoruko, what'd you do?!"
"I dunno— sure wish I knew, but I don't. Tch, of course Magia Baiser would link an easy unlock to her own character."
Sayo, having rolled onto her back, quietly basking in the afterglow of a resounding defeat, peeked her head over her chest to add her two cents. "Mmmm... Maybe it has to do with you getting that amazing double perfect? We can keep experimenting on that with other characters, I can take the losses."
Kaoruko looked over at her opponent and gave an exasperated sigh. Her thinly veiled annoyance shone through her speech, "Sure, sure, that's why I invited you over to my house. I didn't want to play the video games with my good friends Sayo and Haruka, apparently I actually wanted to jerk you off for 20 minutes. Put some effort into it next time, or I'm not gonna invite you over to play again."
"You're so cruel, Tengkawa-san! I was trying, you're just too good at these games. And I just want to help! Don't we both want to unlock the other characters?"
"See, there you go talkin' all formal again. You're really bad at hiding it. You'd have to honest-to-god throw the game to get double perfected like that."
Sayo, now sitting up, raised her hand to her forehead and leaned back, putting everything into the most exaggerated princess sigh of anguish and despair— the anguish of going misunderstood and the despair at being punished for something she simply couldn't control.
"Alright you freakin' drama queen, get over here!" Kaoruko lunged straight towards her, tackling her to the floor and delivering an aggressive deluge of noogies.
"Ah! No, Kaoruko, my hair! Ah!"
"Feel the love yet, asshole?" At this point, it could hardly be called a noogie, more like Kaoruko using Sayo's cranium as a hand pan. "She's struggling! Haruka, hold her legs down!"
"What?" Haruka was shaken from her idle panic, "Why do I have to get involved!?" she cried as she confusedly stumbled off the couch and flattened out on Sayo's calves.
Sayo cried into the aether, "S-Somebody help me!" But the aether gave no reply, it only judged her for being herself.
Earlier, in Nacht Base...
A metal cap flies across the concrete common room, and a fountain of Boca-Cola gushes forth from the glass bottle it belonged to. Araga Kiwi points the bottle outwards and swings it around in jubilee.
"WOOOOOO! It's over! My precious Utena-chan lives again!" The rest of the troupe was abuzz with excitement, but clearly Kiwi's antics were a bit too much to stomach for some of them.
"Hey! Don't spray it on me!" shouted Nemo, jumping out of her seat at the table to avoid the oncoming stream of delicious carbonated muck. Once out of the splash zone, she padded down her hoodie and sweats to see if she'd been struck with a smattering of syrup. "You're lucky I stayed dry, punk." She stared at Kiwi intensely over her distinct eye bags, which had become more pronounced than usual in the past few days.
Utena, sharing those eyebags, raised her head from her folded arms on the table. "We still saw each other every day, Kiwi. I didn't go anywhere."
"But you did! I saw it in your eyes, Utena, your body was moving but your soul wasn't with you! And every day after school for the past week, you've been squirreling yourself away in some random corner of the base with Nemo and Makina!. I still tear up thinking about those dark times. But now, you're back! There's light in your eyes again!"
"Oh... I'm so sorry, Kiwi. I should've known I was neglecting you... but I was so enraptured with making the game— it was practically the only thing I thought about for that week." Kiwi coolly slid over the table and wordlessly snared Utena in a clinging bear hug. "Oof!"
"It's okay Utena-chan, I'll always love you." Kiwi's face moved in for the kiss, while their teammates watched in horror; Nemo had moved to cover Korisu's eyes, but Roboko beat her to it.
Things had progressed to a light peck on the lips before someone breached the awkwardness. "AHEM!" sounded Matama, taking none of this shit, "You have company!"
The duo groaned at their rude interruption, but complied, breaking apart reluctantly as Kiwi took a seat next to the supreme commander.
Utena turned towards her and unsubtly whispered, "I'll make it up to you, okay?"
That was enough wind to fill Kiwi's sails, so she sank into the background with zero complaints, knocking back her half-empty bottle of soda with a satisfying swing.
Now that Utena and Kiwi had sorted their personal gripes, Matama took the proverbial spotlight. Turning to Nemo, she said, "Kiwi had a point, though. You disappeared on me so often, and that kind of hurt. Then it got worse once we finished the planning and writing phase and it was just the three of you, practically every time I saw you outside of Nacht Base, you were napping!
You really couldn't have spared some time to go down to the karaoke bar or something?"
As Korisu and Makina bore witness to the Circle of Feelings, munching on the greasy popcorn that had been prepared for the occasion, the robot looked down at her master. "Unlike them, I did not suffer adverse effects from the job. However, I would understand if you felt that way, the way that Matama currently feels, about the many times Nemo called upon me to assist, and I could not be with you."
Korisu though for a moment, before shaking her head and giving her a confident thumbs-up.
"...Thank you."
Nemo closed her eyes, took a breath, and opened them to meet Matama's expecting stare. She explained, "Listen... I had something special in my hands. It was rough and unpleasant at first, but as I sanded it down and gave it some polish, It got brighter, and brighter, until I couldn't see anything because the light from that was just overpowering everything. I had to finish it, 'cause if I wasn't working on it, I was thinking about it.
But, now, it's done! We can spend all that time together now that I can actually be present for them."
"Grrr... You can't just brush me off by waxing poetic like that!" Matama stood up in indignation.
"I'm not brushing you off!"
"Fine then. We're going down to karaoke. Now."
"But the game! That's why we got everyone together, we made something everyone can be proud of. I want to see all the time I invested rewarded."
"You can always play the game later, but I've been waiting to do anything with you for two weeks. You're coming with me whether you like it or not." Matama pulled her partner out of her seat and dragged her butt across the pavement by the hood.
Nemo squirmed and whined, but only gave token resistance as she was taken farther and farther away from her masterwork. "Nooooo!" she cried as a dark portal formed in front of Matama.
"Sorry guys, but some things are more important than video games. Nemo and I are gonna have to leave early." She looked around at her friends, all of them giving gestures of approval that ranged from reluctant to enthusiastic, before turning around and dragging her girlfriend into the real world.
"I'll remember this, traitors!" shouted Nemo as she disappeared along with the portal.
"Nice!" exclaimed Kiwi, "Now we don't have to play against the no-life geek anymore."
Utena was not as thrilled with Nemo's departure. "She deserved to play the game too, though," she muttered while staring at where the portal had once been, "She worked really hard on it. Learning how to manipulate Korisu's dollhouse together, record movements, make us use moves we've never done before..." she trailed off, "So much went into it all. It's a shame, but I didn't want to fight Matama on that."
"Hey, she was right anyway. It's not like we don't all meet up here basically every day. Nemo's gonna come back with a gamer vengeance, so think of this as training to beat her at her own thing."
Utena sighed and stood up, joining the other three gathered around the console. Makina and Korisu had already started while Matama and Nemo left, too focused on the game to bother with Matama confiscating its creator. Korisu's Magia Sulfur LV was tearing up the field, with Makina's Loco Musica barely able to keep up.
Once Korisu had coasted to an easy victory, leaving Roboko slumped over in defeat, Kiwi and Utena took up the controllers and exchanged looks.
"So," Kiwi inquired, "Who you pickin'?"
"I haven't the foggiest idea. Do you want to... play as each other?"
"That's an awesome idea, let's do it!"
And so, Magia Baiser and Leoparde duked it out on the flatscreen for many hours, alongside the prodigal daughter and her bodyguard. Just as within the Tres Magia, the blue-haired compatriot of Enormita was left to suffer the agony of not playing The Official Tres Magia Fighting Game!
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