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ACT [Umai Neko] Fighting Girl Sakura-R (RJ183230)


Re: Fighting Girl Sakura-R

The same as the second Zombie Guy. In the second or third screen, the zombies have a different rape animation.

Stage 8 has 4 sections. First two sections give the second zombie rape animation, last two sections give the third animation.
 
Re: Fighting Girl Sakura-R

How many potions do you need to pull that off? Not my style but curious to see how much button spamming would be required to pull off the win.

Its a very small amount. I think the beat the final stage you need like 30 or so. But you can go to the first boss stage (6) to farm coins with the same method. Within about 5 minutes you can have over 500 potions.
 
Re: Fighting Girl Sakura-R

Its a very small amount. I think the beat the final stage you need like 30 or so. But you can go to the first boss stage (6) to farm coins with the same method. Within about 5 minutes you can have over 500 potions.

Potions restore a fixed amount so the number of points invested in HP most likely helps. Considering how tough the stage 6 boss is for new players, the tactic of spamming space bar and the A key likely requires a bit of grinding on stage 5 to get the potions necessary (I hated that stage until I got the timing down for the spin attack and remembered to take out the green lizards rather than being tripped).

As I said it's not my style. For me it's more satisfying beating all creatures except the last boss using counter-attacks.
 
Re: Fighting Girl Sakura-R

Potions restore a fixed amount so the number of points invested in HP most likely helps. Considering how tough the stage 6 boss is for new players, the tactic of spamming space bar and the A key likely requires a bit of grinding on stage 5 to get the potions necessary (I hated that stage until I got the timing down for the spin attack and remembered to take out the green lizards rather than being tripped).

As I said it's not my style. For me it's more satisfying beating all creatures except the last boss using counter-attacks.

Well, I didn't realise there was a block in the game, and never really used the spacebar attack... For stage 6, I had to kite each of the golem things separately, then use spin attack into it and spin attack away again with the timing to dodge his attack and take out the lizards...
 
Re: Fighting Girl Sakura-R

Well, I didn't realise there was a block in the game, and never really used the spacebar attack... For stage 6, I had to kite each of the golem things separately, then use spin attack into it and spin attack away again with the timing to dodge his attack and take out the lizards...

Gave up on that strategy since my timing is shit, my dexterity too low to avoid the smash attack when jumping through and my HP too low for surviving more than two hits from the mutant.

Thought about grinding for coins to win via money doping, realised the block and counter from the demo might come in handy against the mutants if I could figure out the attack pattern and keep the crawlers away from my feet.

Assuming most people on this thread haven't decided to ignore my posts, my post with the full command list (with help from a new user who spotted what Q and W do) is definitive.
 
Re: Fighting Girl Sakura-R

What each stat variable does:

Strength: Increases attack damage and defence. You can dish it out and take more hits before the clothes break.

Dexterity: Increases avoid and refresh. Avoid is a % based value with screwy calculation and presentation immediately after finishing a stage. Getting it too high ironically makes collection of H-scenes harder since Sakura will avoid all attacks bar crawling enemies tripping her up. Refresh determines how long the bar is when Sakura is knocked down and the amount of button-mashing required to get up/escape from rape. It makes a noticeable difference when refresh is at 50 compared to half the level (get raped by the mutant and the difference is like night and day).

Stamina: Max HP and HP refresh. Self-explanatory. Note that the Q and W keys scale self-inflicted damage according to Sakura's maximum. The HP penalty from using the space-bar attack also scales upwards, but the more points are invested the more attacks Sakura can pull off at once without needing a potion (I could pull off 2 maximum when first finishing the game. Now with 100 stamina I'm able to pull off 4).

Mental: Max MP and MP refresh. It's possible to have too much since this bar only drains when the special attacks are used. Invest enough to spam a comfortable number of tornado kicks and shadow steps and then leave it.

Useful attack breakpoints:

Strength 90 = counter-attack kills all regular enemies bar the cat and praying mantis in one hit.
Strength 245 = counter-attack kills everything except mutants and stage 12 boss in one hit.
Strength 470 = counter-attack kills stage 6 mutant in one hit.
Strength >960-970 = Space-bar special attack kills last boss instantly.
Strength 1080 = counter-attack kills stage 9 mutant in one hit.

Dexterity 350 = Avoid 100. Complete immunity to attacks bar crawling enemies tripping you up.
 
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Re: Fighting Girl Sakura-R

What each stat variable does:

Strength: Increases attack damage and defence. You can dish it out and take more hits before the clothes break.

Dexterity: Increases avoid and refresh. The former is a weird value as it will wrap back onto a lower level once certain thresholds are achieved (for example avoid will go up to say 50 and all of a sudden decrease to 25). The process will repeat itself with prolonged investment in dexterity but the new "base" for each cycle will be slightly higher than the one before it. Probably done to ensure players don't get 100% dodge and make the game rape-free. Refresh determines how long the bar is when Sakura is knocked down and the amount of button-mashing required to get up/escape from rape. It makes a noticeable difference when refresh is at 50 compared to half the level (get raped by the mutant and the difference is like light and day).

Stamina: Max HP and HP refresh. Self-explanatory. Note that the Q and W keys scale self-inflicted damage according to Sakura's maximum. The HP penalty from using the space-bar attack also scales upwards, but the more points are invested the more attacks Sakura can pull off at once without needing a potion (I could pull off 2 maximum when first finishing the game. Now with 100 stamina I'm able to pull off 4).

Mental: Max MP and MP refresh. It's possible to have too much since this bar only drains when the special attacks are used. Invest enough to spam a comfortable number of tornado kicks and shadow steps and then leave it.

Useful attack breakpoints:

Strength 90 = counter-attack kills all regular enemies bar the cat and praying mantis in one hit.

I noticed something about the AVO value with regards to that. I haven't tested this FULLY, but I think the AVO value increases the more you lose to enemies. It resets upon stage completion or when you return to the menu screen.
 
Re: Fighting Girl Sakura-R

Gave up on that strategy since my timing is shit, my dexterity too low to avoid the smash attack when jumping through and my HP too low for surviving more than two hits from the mutant.

Thought about grinding for coins to win via money doping, realised the block and counter from the demo might come in handy against the mutants if I could figure out the attack pattern and keep the crawlers away from my feet.

Wow, how long do you practice to get the counter timing right? I always feel it's so troublesome to counter in stage 6 since there are times when both the crawling lizards and the boss approach Sakura, I can't decide which one to counter. My strategy is using the sweep attack to keep the bosses and any incoming lizard at bay, so I only have to worry about crawling lizards spawned from behind.

By the way, does anyone complain about the constant spawn of crawling lizards on the developer's blog?
 
Re: Fighting Girl Sakura-R

Wow, how long do you practice to get the counter timing right? I always feel it's so troublesome to counter in stage 6 since there are times when both the crawling lizards and the boss approach Sakura, I can't decide which one to counter. My strategy is using the sweep attack to keep the bosses and any incoming lizard at bay, so I only have to worry about crawling lizards spawned from behind.

By the way, does anyone complain about the constant spawn of crawling lizards on the developer's blog?

They complain about the cats, but the infinite lizards are helpful since it means more coins and a source of HP and MP powerups for players not keen on potion spamming.

This isn't a fighting game with multiple animation frames, so anyone not bothered with the grind can look at the guide I made a few pages back regarding the counter-attack frame.

Rule of thumb: Players get 10-15 seconds to attack the mutant from the start. After that lizards will crawl in from both sides at set intervals. In my experience after the first wave of lizards shows up (plus time taken to beat both down) players will have time for roughly two counter-attacks from the mutant before the cycle repeats itself. NEVER let the lizard trip you, prioritise them both and be sure to stay out of range of the mutant when down or waste more time trying to beat up a fully regenerated mutant which has raped Sakura.
 
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Re: Fighting Girl Sakura-R

I noticed something about the AVO value with regards to that. I haven't tested this FULLY, but I think the AVO value increases the more you lose to enemies. It resets upon stage completion or when you return to the menu screen.

Edit: Never mind, the whole spiel about a "snapback" is really just the game being screwy with its avoid value presentation. Avoid increases like the rest of the stats but at a much slower rate per point invested. Just completing a stage will present a wildly messed up value which is immediately recalculated and presented properly once more dexterity is picked up.

350 dexterity = Near invulnerability. Players should have collected all of the animations and scenes by then.
 
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Re: Fighting Girl Sakura-R

wow, just finding out it was released. I'm late this time around. I'll give it a go next week.
 
Re: Fighting Girl Sakura-R

Well guys if is for the uncensored extra animations the only thing that you can do, at least for now.

Is to mix the last DEMO "Image" folder into the Full Game folder and overwrite it and it will change the .gmspr files with the uncensored animations from the Demo into the full game...
BUT not all of them is uncensored... just the first 8 monsters animations.

ALSO i found a great surprise in the Gallery after doing that...
the 7th, 8th and 9th GameOver scene is totally uncensored.

My Guess is that the game's creator wanted to use those scenes on the demo, and put the uncensored gmspr files in the demo, but never used them and he forgot that he added them in the demo folder and censor it...

Here's a Screenshot... cant post Links yet... but just if anyone is interest...
h t t p://imgur.com/a/idksE

P.D: I Highly advise you to make a Backup of the "Image" folder before you edit anything... changing files like i told you, can/may generate or create bugs and errors...
 
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Re: Fighting Girl Sakura-R

anyone still happened to have the trial for an upload lol?

i imagine the trial been updated to the censored version

*Welp i found something i think?*
Also, the only note worthy files i think should be copied over are the gm ones and the CG folder
 
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Re: Fighting Girl Sakura-R

Agreed, anyone still have that trial?
 
Re: Fighting Girl Sakura-R

Give me a few minutes, I have it uploading to Mega as we speak

Still uploading, this thing is like 2GB lol


Here you go everyone


the f- 2.05 g-gigabytes!?
i don't even
 
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Re: Fighting Girl Sakura-R

Stage 6 is pretty much impossible for me, those brown dudes don't get staggered by my attacks, and i cant really counter them because of the 500 green alien dogs running around. Any tips?
 
Re: Fighting Girl Sakura-R

Stage 6 is pretty much impossible for me, those brown dudes don't get staggered by my attacks, and i cant really counter them because of the 500 green alien dogs running around. Any tips?

I used to think like that before figuring out my own strategy. Well, here are everyone's tips to beat stage 6:

buy red pots and spam special attack (space)

For stage 6, I had to kite each of the golem things separately, then use spin attack into it and spin attack away again with the timing to dodge his attack and take out the lizards...

Gave up on that strategy since my timing is shit, my dexterity too low to avoid the smash attack when jumping through and my HP too low for surviving more than two hits from the mutant.

Thought about grinding for coins to win via money doping, realised the block and counter from the demo might come in handy against the mutants if I could figure out the attack pattern and keep the crawlers away from my feet.

Assuming most people on this thread haven't decided to ignore my posts, my post with the full command list (with help from a new user who spotted what Q and W do) is definitive.

Or you could use my strategy, but try these first.
 
Re: Fighting Girl Sakura-R

They complain about the cats, but the infinite lizards are helpful since it means more coins and a source of HP and MP powerups for players not keen on potion spamming.

Really? I found the cats and mantises super easy. Spin into them, use the down attack to knockdown, then use an up attack and juggle to death.
 
Re: Fighting Girl Sakura-R

Really? I found the cats and mantises super easy. Spin into them, use the down attack to knockdown, then use an up attack and juggle to death.

Same, but that's their complaint and not mine. I hate the cat because it's the one small-fry in the game I can't counter-attack reliably so more stress on the keyboard to finish the job.
 
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