Mewtwo Smash Ultimate Tech: Shifted Teleport

After messing around recently in Training Mode in Smash Ultimate, I made an interesting and useful discovery regarding Mewtwo: a simple move I’ve begun to call the “Shifted Teleport.” 

How to Do It

In Ultimate, if you dash or run at a ledge or platform edge but let go a little before you actually hit it, you’ll stop at the ledge instead of running off the platform. As your character halts their forward movement, they’ll usually go through a small stopping animation, like a skid or similar. 

In the case of Mewtwo, it’ll either start to lean their body up out of a dash, or do a little spinning animation out of a run. During this animation, if Mewtwo performs a Teleport, the game will not consider Mewtwo to be starting the teleport from the ground. Rather, because of how Mewtwo’s body is shifted forward a bit, it’ll be as if Mewtwo is Teleporting from the air, and this influences how Mewtwo exits the Teleport as well.

In the video above, you can see the difference between simply Teleporting when teetering at the ledge (Mewtwo comes out of the Teleport grounded vs. using a Shifted Teleport (Mewtwo is considered slightly above the ground and therefore gets the extra bit of a distance).

The Second Piece of the Puzzle: Teleport Shortening

The extended Teleport is a practical utilization of the Shifted Teleport, but there’s more. First, let’s look at another technique available to Teleport characters called “Teleport Shortening” or “Short Warping,” as demonstrated on Youtube by a user named Kaiser:

Essentially, if you pick the direction of your Teleport using the c-stick instead of the control stick, you exit the Teleport at a slightly shorter distance, no matter which direction you pick. The timing is a little strict, but far from impossible to pull off. As demonstrated in the video guide, this can help with things like ledge canceling, i.e. using Teleports to slip off ledges as an advanced movement technique. 

Here’s a video I uploaded showing how Shortened Teleports can help out Mewtwo on Kalos:

Notice how Mewtwo was falling off and dying, but with Shortened Teleports, things turn out differently. Also note that the angle to do these was straight down on the c-stick, 270 degrees. No need for fancy obscure angles or anything, which is a huge boon for players like me who aren’t good at being so consistently precise on the stick.

Shifting + Shortening = Even More Possibilities

Now, what happens when you combine Shifted Teleports with Shortened Teleports? Here’s one result—an easy ledge-trump method from on stage:

If you tried this from a standing position and a normal Teleport, you’d simply stay on the ground. If you do the shifted Teleport but non-shortened, you fall to your doom. It’s only by combining the two that this is possible.

Going back to ledge cancels, Mewtwo has a much more difficult time pulling them off than Palutena, and often risks self-destructing when trying. Part of this is that Mewtwo’s Teleport is much more unforgiving in terms of the precision of angles required to successfully ledge cancel. For someone like me who’s bad at consistently hitting those angles, it can feel too daunting to even attempt. But in the video below, all you have to do is hit the c-stick straight down during a Shifted + Shortened Teleport, and you get this reliable ledge cancel down-air on Battlefield (also works on Small Battlefield). 

Advantages of Shifting your Teleport

Shifted Teleports take a bit of time to set up due to the necessity of dashing and stopping, but I think it comes with a lot of benefits even before you factor in all the tech possible. 

  1. It allows for easy spacing of these techniques, because all you need to remember is “dash at ledge” instead of “stand at this exact spot, or else.” 
  2. Prior to the Teleport, you’re still considered grounded, so there’s less of a risk compared to being in the air or off-stage. 
  3. You’re facing forwards (as opposed to backwards), which can be helpful depending on the situation. 
  4. If done from a platform, you can safely threaten the ledge from a farther position. 
  5. You can always choose not to do the Shifted Teleport and do any number of other options: shield, jump away, etc. It’s fairly non-committal.

More Research Needed

I’ve only tested Shifted Teleports a little bit, so I think there’s a lot more to discover. For one thing, this isn’t exclusive to Mewtwo, and I’ve found that the shift you get from dashing at ledges affects at least Sheik and Pikachu. There are also other stages to practice on.

I’ll be uploading all future Mewtwo clips (including all of the above) into a Youtube playlist, so it should be easy to keep track. In addition all the Shifted Teleport stuff, I even have a couple other things:

Happy labbing!

Real Character: Love Live! Superstar!!

In my estimation, Love Live! Superstar!! is the best Love Live! anime from a storytelling perspective. It doesn’t necessarily have my favorite characters, but what it brings is a sense of both personal and interpersonal development that feels satisfyingly cohesive and speaks to real worries that people have. 

Superstar!! is the story of Shibuya Kanon, a girl who is a wonderful singer but is constantly held back by severe stage fright. Over the years, her optimism has waned, especially after she failed to get into Yuigaoka Academy’s prestigious music program due to freezing up during auditions. Resigned to enter its general curriculum instead, Kanon thinks singing will only ever be a private thing for her, but that all changes when she’s discovered by Tang Keke, a student from Shanghai. Keke loves school idols (essentially idols who act as mascots for their school), and she thinks Kanon would be perfect for it. However, not only does Shibuya feel that she simply doesn’t have it in her—the school itself forbids school idols as something that would drag down its reputation.

Kanon’s sense of defeat at the start of the series feels all too real, and it’s what makes the generally positive attitude of Superstar!! that much more poignant. Kanon stands out from past Love Live! heroines because her struggle reflects a genuine doubt that comes from believing she is physically and mentally unable to pursue her dreams. But thanks to the friendships fostered with Keke and the other eventual members of the group (not a spoiler because they all appear in the opening), as well as the way they help each other rise to the occasion, her gradual steps to overcoming her situation feel well earned.

All this applies to the other girls as well. Whether it’s Keke’s enthusiasm often running ahead of her ability, Arashi Chisato’s relationship with both dancing and her childhood friend in Kanon, Jeanna Sumire’s frustration with being a former child actor who always seemed destined to never shine, or Hazuki Ren’s conflict between upholding her family’s honor and her own desires, there are challenges each of them face that feel simple yet profound. The hope they give each other fights back against the fear in them, and helps them stand.

The fact that there are only five girls (instead of nine or more) also helps greatly with making the series feel more complete. Not only does it give more time for each character’s story to develop, but there’s a far better sense of how they complement one another. When you have nine-plus like Superstar!!’s predecessors, they often seem like well rounded groups just through sheer brute force. With a smaller main cast, their connections feel deeper without having to delve into ancillary material (drama CDs, etc.). It also results in what I think is the most robust cast overall—it’s hard to pick a definitive favorite, but I lean towards Keke.

Unlike Love Live! Nijigasaki High School Idol Club, which began with character designs more in line with the previous series and then given a different spin for its anime, the Superstar!! designs have been their own thing from the start. This gives this generation a somewhat different visual impression overall, and the animation does a great job of having both that idol sheen and a sense of the personal. The songs are standard idol/Love Live! fare but fun and uplifting, while the physical performances are portrayed incredibly well. They do an especially good job of showcasing Chisato’s superior dance skills compared to the rest of the cast.

Out of all the Love Live! anime, this is the one I would most readily recommend to people unfamiliar or wary of idols and idol-related media. The story of Kanon and the others feels like it exists a little beyond the parameters of idoldom, and thus more accessible while also just being really solid and beautiful overall. While this season ends well, there’s little doubt that a second season is coming. I can’t wait.

The Ginguiser Crowdfund: Only 24 Hours Left to Help Preserve This Retro Mecha Anime!

Back in January this year, I posted about a crowdfund by the anime studio Nippon Animation to digitally preserve one of their obscure giant robot anime from the 1970s, Blocker Corps IV Machine Blaster, and avoid being left with only the original deteriorating film prints. While it looked to be in danger of not making it, the crowdfund was successful. Now they’re back to raise money to archive another one of their quirky 70s mecha series: Super-Transforming Magic Robo Ginguiser. Unfortunately, I only discovered this crowdfund very recently, and now there’s only 24 hours left to fund it as of this post!

Ginguiser, like Machine Blaster, is not exactly the most timeless anime around. But it’s still a part of anime and mecha history, and I feel it’s important to make sure we make even the possibility of a high-quality release someday a likelihood. I mentioned it briefly in my overview of 1977 for the Golden Ani-Versary back in 2013, but mainly to share the amazing image above. Check out the opening by Sasaki Isao of Space Battleship Yamato and Getter Robo fame!

Readyfor.jp is a Japanese-only site, so it can be tricky to navigate, and it doesn’t make donating from abroad easy. For the convenience of those who want to contribute but hit a language barrier, I’ve provided the same guide to donating as in my previous Machine Blaster post.

First, you’ll have to make an account on the site. At the top-right corner is a red button for logging in and creating an account. From there, you can either choose to register directly with readyfor.jp by clicking the red button on the right, or via Facebook using the button below it.

The blank spaces above, from top to bottom, are “user name,” “email address,” “password,” and “password again.” Then you’ll get a confirmation email, in which you’ll have to click a link to confirm your registration.

From there, if you go back to the Ginguiser project, you’ll see another red button to the right of the main image. That’s the donate button, and it’ll take you to a page where you can choose how much you want to put in. Unlike other crowdfunding sites, you can only select along preset amounts, so the minimum is 3,000 yen, which gets you a thank-you message and updates via email. The most expensive one, at 70,000 yen, is Ginguiser soft-vinyl figures. At the bottom, you’ll have the choice to pay via credit card or bank account. For payments outside of Japan, it’s probably better to use a credit card just because bank info in Japan can be very specific and have aspects that other countries don’t.

This is where it gets tricky. After putting in your credit card info, you’ll have to add your address as well. However, the form is not formatted for non-Japanese addresses, so you’ll have to work around it. Thankfully, if you just kind of fill it in as you would a normal address (and ignore the actual meanings of each form space, in case you can read Japanese), then it works out. Another crowdfund on readyfor.jp has provided a helpful screenshot, which I’ve also provided here. Note how the postal code in Japanese is just filled out as 111-1111. The only blank spaces this image isn’t showing are for your name.

From there, you hit the last button at the bottom and confirm your contribution! You can also write a message in the space provided.

I hope Ginguiser can make it! And if you’re the curious sort, there’s actually a Ginguiser tag on the Japanese art site Pixiv. Warning: Some images are NSFW!

Away with Ads: Ogiue Maniax Status Update for November 2021

Readers may have noticed something different this month: Ogiue Maniax is now ad-free! And right in time for this blog’s anniversary!

I felt that the ads were getting more and more intrusive on the blog if you don’t use any sort of ad block, so I’ve been wanting to do something for a while now.

I’ve also had my Patreon going for more than a few years now, and I wanted the money to go more directly to giving my readers a better experience when reading my posts. I’m thankful to my patrons for allowing me to talk about the new anime season or giant robots or whatever, with special gratitude to the following this month:

General:

Ko Ransom

Diogo Prado

Alex

Dsy

Sue Hopkins fans:

Serxeid

Hato Kenjirou fans:

Elizabeth

Yajima Mirei fans:

Machi-Kurada

Blog highlights from October:

The Anime THEY Don’t Want You to Know About: Makyou Densetsu Acrobunch

I reviewed a lesser known but quite peculiar mecha anime from the 1980s.

The Best Sports Manga You’re Not Reading: Shoujo Fight

My long overdue general review of thia fantastic volleyball manga.

Sora in Super Smash Bros. Ultimate Gameplay Thoughts

My personal take on the style and potential of the final DLC character.

Hashikko Ensemble

Chapter 45 might just be my favorite chapter to date. Things are coming to a head between Akira and Jin!

Kio Shimoku’s Twitter has been buzzing with preparation for both his collected-volume releases in September. In a rare treat, he’s actually been retweeting fans who are supporting both Spotted Flower and Hashikko Ensemble, which is how I got retweeted by the man himself!

Apartment 507

A look at the farewell episode for Jigen Daisuke’s retiring veteran voice actor in Lupin III.

Closing

The two things that have my attention as of late are the final Hakai-oh: Gaogaigar vs. Betterman novel and Super Robot Wars 30, which features that very same story. I’m in a constant internal struggle as to which I prioritize. Do I spoil the novel or the game?

This month is also Anime NYC, and I’ll likely end up going. It’s smaller than New York Comic Con, so I predict it’ll be safer, but it’ll still be important to exercise best COVID-19 prevention practices. Remember, vaccinations will be required!

Kio Shimoku Twitter Highlights October 2021

Kio Shimoku claims at the beginning of October that there won’t be as much tweeting, but that turns out not to be so much the case. This month also features (?) Kio drunk tweeting for the first time!

Work-Related

Kio felt he did a good job with the linework in this “pencil” layer for some extra art for Spotted Flower Volume 5, but laments that he inevitably has to cover it with ink lines.

Kio explains that he had all this energy doing collaborative illustrations and tweeting a bunch because of the double-release, and apologizes that it won’t be the same once September is over.

Kio thanks readers of Spotted Flower, and mentions that he has no idea where the story will go.

Working on a choir-themed manga, Kio is extremely grateful to all the talented musical composers involved.

Kio talks about how he used a technical high school as reference for Hashikko Ensemble, and that he basically drew it in Volume 2.

Kio links to a couple of songs that have shown up in Hashikko Ensemble. In turn, the composer of those songs retweeted him and expresses how happy she is about them appearing in Hashikko Ensemble, which Kio finds to be a good thing.

After all the endless work from doing two collected releases and more, Kio finally relaxes at a nice spa and massage place. But when he went to take a nap in the nap room, there was an old man snoring there. Though, overall, it was the first time in a long while that he had no trouble waking up early.

Hashikko Ensemble vs. Spotted Flower

Kozue: “A forced growth spurt?!”

Kio struggles all night to work on the final page of his manuscript for the recent chapter of Hashikko Ensemble, while at the same time being aware that he’s probably going to make corrections to it in the morning anyway.

People could win Spotted Flower stickers!

Hobby-Related

Kio wonders if they still make ekranoplans, and finds himself wanting one when he thinks about them.

Kio is tempted to get a small apartment very close to Akihabara.

“I escaped from reality.” Whether this is related to the previous tweet is unclear.

Kio buys Five Star Stories Volume 16, as well as a Newtype Magazine with Five Star Stories on the cover. He also has a model of the VOLKS Arsculs, but hasn’t built it yet because the binders are pretty daunting. (At this point, it’s pretty clear he’s a huge fan.)

Kio looks at his Speed Mirage Five Star Stories kit. It took him ten years to finish it.

Kio retweets a model kit site’s tweet featuring the Kettengrad, the namesake (?) of Ritsuko from Kujibiki Unbalance.

Kio and Drinking

Kio worries about the fact that he likes himself best when he’s drunk, to which others reply. Artist Ikuhana Niro says “Yep, I like you!” to which Kio says, “Thanks!” Another individual mentions that communication skills get stronger after drinking, which Kio agrees with.

Kio drunk tweeting. It’s mostly about him heading home, having trouble getting through his door, and asking if people like Drunk Kio. Ikuhana inevitably replies with a yes, but asks him to take care of himself.

Kio later thinks he drank a hangover supplement on the way back, but can’t actually remember it.

Miscellaneous

Kio successfully makes a phone call, and then reminisces about when he was a kid. He hated talking on the phone, sometimes to the point of tears.

The weather’s getting colder, so Kio is bringing his pet tortoise back indoors.

Kio dons the belly warmer for the coming months.

All Eyes On: Hashikko Ensemble, Chapter 45

Akira asks everyone whether they think a beginner can get into music college.

So much of what I’ve been wanting and anticipating has finally hit in what is one of the most impactful chapters of Hashikko Ensemble yet.

Summary

At a meeting, Akira openly asks the Chorus Appreciation Society members if they think he has what it takes to get into a music college. While Tsuyama gets mad at him for bringing that up among students at a vocation-focused technical high school, Jin points to Akira’s many impressive qualities as a singer. However, while Jin’s words are filled with praise, his demeanor barely hides his conflicted emotions. But even though Jin doesn’t understand what exactly he’s feeling, it has a real effect on him physically and psychologically—Upon attempting a rehearsal, his voice cuts out, and he finds himself unable to sing. To everyone’s surprise, Jin takes a break from chorus activities.

Without Jin, the society’s general mood turns sour, and as Valentine’s Day approaches, Kozue gets an idea: Hold a private Valentine’s Day performance in their meeting room, with all the girls—even the normally non-participatory Kanon and Mimi-sensei—as the singers. The girls give the guys their chocolate (including certain romantic hopefuls trying their luck), but the “concert” itself has a couple twists. First, as per Japanese tradition, this Valentine’s Day event is to be reciprocated by the guys via a White Day performance. Second, a couple of guests are included among the girls: Hashimoto Tech’s resident arm wrestling champion,Yukina, and Jin’s childhood friend and ace soprano, Yumerun. As the performance begins, the chapter ends.

Jin Reaches the Breaking Point

Jin starts to sing but then suddenly stops, and it almost looks like his entire being is shattering from around the throat area.

Jin’s spiral was more a matter of “when” than “if,” and it signals a crucial moment in Hashikko Ensemble. Up to this point, the friendship between him and Akira has been the lynchpin of both the manga and the Chorus Appreciation Society within. To see a serious metaphorical fracture is the most direct drama we’ve seen as of yet.

Jin’s inner conflict seems clear to me: His mind and his heart are at odds with each other. On the one hand, he intellectually understands on a deep level everything about Akira’s talents and continuous improvement, and even wants him to succeed as both a friend and a person undeniably passionate about music. On the other hand, seeing Akira accomplish so much more in such a short period (even earning praise from Jin’s infamously blunt mother) must fill him with an envy that’s hard to isolate from his other emotions. As Jin states in his thoughts, he feels proud that he’s the one who discovered Akira and who first recognized his potential, but for the master to have been surpassed by the student so soon is itself a blow to Jin’s pride in himself that he achieved through hard work. It’s like Jin wants Akira to both succeed and fail, and this has compromised his ability to approach music itself.

I live for this kind of complex emotional richness in manga.

The Girls Do Their Thing

Kozue announces Yumerun as the special guest.

I’ve been hoping to see the girls do their own thing. It’s not just for some arbitrary requirement to fulfill, but simply that there are so many excellent female characters that I feel they could use a spotlight that’s founded in the very gimmick of Hashikko Ensemble: music. I did not expect Yukina or Yumerun to show up, but their presence is welcome.

I suspect that the reason Yumerun is part of the performance is because this is, in part, Kozue’s plan to get Jin out of his funk, and she’s been in regular contact with Yumerun ever since M-Con. The way Jin instantly beams upon seeing Yumerun shows a connection that’s different from what he has with everyone in the main group, including Akira, and I think Kozue recognizes that bond. The deal about the guys having to return the favor on White Day only adds to the idea of this performance being a way to encourage Jin to find back.

Speaking of Yumerun, I love the reaction to her from Mai. While Hashikko Ensemble is full of eccentric personalities, there’s something about Yumerun that exudes “odd duck” vibes. It’s not just the fancy dress either, as her mere presence—especially that “anxious confidence” look she always has on her face—kind of feels like a disco ball in human form.

Mai, Yukina, Kanon, Kozue, Yumerun, and Mimi-sensei singing.

I also love this image of all the girls singing together because you can really see their personalities shining through. Kanon is nervous and unsure of herself. Kozue is earnest but also in an unfamiliar situation. Yumerun is, well, Extremely Extra.

Songs

“III. Blue” from “The Wings of Mind”

“Haru yo, Koi” (“Come, Spring”) by Matsutouya Yumi. This is the song the girls start performing at the end of the chapter.

Final Thoughts

Volume 7 of the manga is on sale in Japan and worth checking out. There’s a picture of Mai and Yumerun together in swimsuits, and the fact that it came out before this chapter (which is their official first meeting) is interesting. 

Sora in Super Smash Bros. Ultimate Gameplay Thoughts

Sora was the most desired character for Super Smash Bros. Ultimate. When you have a character with so wide an appeal, it behooves the creators to make him accessible to the fans eager to use him. In this respect, I think Sakurai and his team have succeeded in spades, but I’ve also been watching the pros try their hands at Sora, and I’ve noticed that the character seems to have a very high ceiling for what is possible. From this, I find that Sora is built very firmly on a classic concept of game design: easy to learn, but difficult to master.

Surprisingly, that combination isn’t all that common among characters in Smash—all the more odd because it’s a franchise built around that very idea. Often, characters who are simple to pick up don’t get absurdly tricky at higher levels, and the characters who are difficult to get the hang of remain complicated even at higher levels of play. Sora, in contrast, has a relatively simple and easy-to-understand game plan, but the room for optimization looks endless. 

Sora’s enormously generous air mobility and the ease by which he can get his Kingdom Hearts–esque combos started (neutral air, forward air, and down tilt are all strong tools) means that neutral isn’t overly complicated. At the same time, the ability to delay or interrupt hits means that players will likely get better and better at maximizing damage. His special moves also allow players to do a lot right off the bat, but their intricacies are deep. The very fact that his neutral special, Magic, switches between three very different attacks every time you hit the B button makes it so that players have to subtly change strategies every time they use the move.

One thing that’s very unusual about Sora is his movement. Overall, he’s below average in nearly every mobility category, but a combination of an enormous second jump reminiscent of Ness and Mewtwo—as well as a level of floatiness that’s strange even compared to other generally similar characters—means that Sora ironically can feel more strange to those with lots of Smash experience. As a Mewtwo user myself, one would think that Sora would feel right at home, but even I found the character’s physics to be bizarre at first blush. On a technical level, this is owing to a combination of very low fall speed and extremely low gravity, a stat that determines how quickly a character hits their top vertical speed in the air. The result is a character who just ends up spending a lot of time in the air. His high-altitude juggling and deep offstage edgeguarding are, as expected, both incredibly powerful.

At the same time, Sora doesn’t look like a slouch on the ground either. What I find is that, due to the contrast between his mediocre-yet-funky mobility and the relative safety of his disjointed Keyblade attacks, Sora is neither especially good nor especially bad at getting in on his opponents. Against those who like to fight up close, Sora should have no trouble making it happen. In fact, more often I could see the fight coming to him. And against characters who like to play more of a bait-and-punish style, Sora can contend decently well. It’s the strong zoners, the ones who excel at running away and have either one or more long-range tool, who can give Sora trouble. From a Mewtwo perspective, I can see my character doing well because of a combination of Shadow Ball and just across-the-board superior mobility that allows Mewtwo to both play keepaway and chase Sora down in the air, which is supposed to be Sora’s specialty. 

I predict Sora is going to get better and better over the course of Ultimate competitive play, but he won’t necessarily be able to ignore his weaknesses the same way other characters can. He might always have at least a few bad matchups where he has trouble getting his game plan started, but against most of the cast, Sora shouldn’t have much trouble playing Kingdom Hearts in Smash. And he’ll always be that accessible character who eases people into Smash but provides ample room for players to grow, and for the experts to flex their skills.

A Tribute of Violence and Reverence: Getter Robo Arc

Getter Robo Arc is one of the most unusual Getter Robo anime ever, doing what none of its predecessors even bothered to try: Be a generally faithful adaptation of the manga. This choice is all the more unusual because 1) the manga never finished, and 2) watching any (or even all) of the previous Getter Robo anime only prepares you to a certain degree. But Getter Robo Arc has different priorities than many anime, including its predecessors, and that’s to be a letter of love and gratitude to the original creator of Getter Robo, the late Ishikawa Ken.

Getter Robo Arc is the story of Nagare Takuma, son of the original head pilot of Getter Robo, Nagare Ryouma. Having experienced tragedy and now filled with a desire for revenge, he travels to the Saotome Research Institute (the home of Getter Robo) to get some answers. However, heading the Institute is his father’s old co-pilot, Jin Hayato, and the old scientist recognizes in Takuma the same fiery spirit as Ryouma. Hayato draws Takuma into piloting the mighty Getter Robo Arc against a mysterious force from beyond the cosmos bent on wiping out humanity known as the Andromeda Stellaration, and joining him are Takuma’s friend Yamagishi Baku, a psychically gifted monk whose older brother also has ties to Getter Robo, and Shou Kamui, a half-dinosaur descended from the first Getter Robo’s enemies. As they battle, their struggle takes them to the core truths of what the mysterious “Getter Energy” is.

It’s difficult to exaggerate how varied the Getter Robo anime prior to Arc have been. Sometimes they’re approximate counterparts to manga versions with the edges shaved off a little, like with Getter Robo, Getter Robo G, and Getter Robo Go. Sometimes they’re heavily reimagined sequels and reboots that play with elements of the franchise like Lego blocks, as is the case with Shin Getter Robo Armageddon, Shin Getter Robo vs. Neo Getter Robo, and New Getter Robo. So while Getter Robo Arc is supposed to be the last manga entry and the direct sequel to every manga version before it, watching literally every anime that has come out before will give you a rough preparation for what’s going on, but there will inevitably be a lot of blank spaces to fill out in terms of understanding. Someone coming in with this as their very first Getter Robo anime may feel lost for at least two or three episodes.

Yet, even with this confusing aspect of the series and animation that comes across in the best of times as desperately trying to make the best of limited talent and resources, I really enjoyed the ride that Getter Robo provides. Even if Takuma, Kamui, and Baku can never stay on-model from scene to scene, the anime conveys their intensity in spades. Though the story feels like a rickety minecart, the franchise’s general emphasis on the positives and negatives of limitless human potential ring loudly here in a way that shows the original manga’s undeniable influence on works like Tengen Toppa Gurren-Lagann. And while the battles aren’t quite as gorgeous as the ones found in the 2000s OVAs like Armageddon, they’re still impressive and exciting. 

I didn’t go into this show knowing what I’m about to mention, but I think it can be important for fans to know an important SPOILER about the Arc manga:

It never finished.

Similar to Miura Kentaro’s recent passing and Berserk, Getter Robo Arc and Getter Robo as a whole are in a state of limbo because of Ishikawa’s death in 2006. While the question of whether Berserk will continue is still unknown, the anime version of Arc barely adds anything extra to the cliffhanger that greets viewers by the end. I can’t say I’m entirely satisfied with that approach, as I think it wouldn’t have been a terrible idea to at least try—the manga’s still there, after all. But much like with Miura and Berserk, it might not have felt appropriate to take a generally faithful manga adaptation to a conclusion not envisioned by an author like Ishikawa, who clearly had an entire universe of Getter in his mind.

Overall, Getter Robo Arc comes across as crude and inconsistent in execution, yet filled with love and passion. In a way, it perfectly encapsulates the Getter spirit. It does make me wonder if we’ll ever see more Getter Robo anime, but I think that’s, in a way, an inevitability.

The Best Sports Manga You’re Not Reading: Shoujo Fight

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Shoujo Fight by Nihonbashi Yoko (released in English as Shojo Fight) is my favorite volleyball manga. Yes, even more than Haikyu!!, and even more than Attack No. 1. The series is great in so many different ways, but I think the key is how it manages to succeed at being both a story about volleyball and a story with volleyball in it. The drama is compelling on- and off-court, and the characters’ continued growth in both arenas feels both organic and satisfying.

This isn’t the first time I’ve written about this manga, but after 16 volumes released in English digitally by Kodansha, I realized I’ve ever written a proper review to talk about why I love Shoujo Fight so damn much. Now I’m here to correct that oversight.

Shoujo Fight is the story of Oishi Neri, who we first meet as a second-stringer on the prestigious Hakuunzan Middle School Girls’ Volleyball Team. Although she may seem unfit for the sport, it’s soon revealed that she’s on the bench not for a lack of talent, but because she voluntarily chooses to hold herself back for fear of alienating her teammates. Volleyball has been her way to cope with major trauma in her life, but the intensity with which she plays drives others away.  After Neri is mistakenly kicked off the team due to a supposed sex scandal, she is unable to join Hakuunzan’s high school division and instead ends up at Kokuyoudani High: a school infamous for its heelish misfits. However, it’s only by joining their volleyball team that Neri begins to find teammates who will accept her flaws, help her overcome them, and even recognize when they’re actually strengths.

Neri alone would be enough to carry the series and keep me hooked, but I can’t emphasize enough that the entire cast of characters is incredibly strong and memorable, from major to minor figures. Not only do they have outstanding personalities that rarely come across as one-note, but they develop in interesting ways too. As players, their strengths and weaknesses on the court give hints as to how they approach the game and how they function within teams, but Shoujo Fight also explores how these qualities within the context of volleyball are but fragments of whole human beings with thoughts, feelings, fears, and dreams.

Aside from Neri, the best example of character growth in Shoujo Fight is Odagiri Manabu, a nerdy girl who starts off as an old classmate of Neri’s more interested in drawing manga in class, and who looks up to Neri for her inner strength. She eventually joins Kokuyoudani’s team just to try it out, and though an absolute novice in every way possible, the senior members of the team see something in Manabu. Her personal traits of kindness, thoughtfulness, and sense of imagination gradually translate into volleyball and take her on the path to becoming a great setter.

My favorite character by far, though, is captain Inugami Kyouko. As Kokuyodani’s premier setter and master strategist, her coming onto the court spells trouble for the other team every time. However, her lack of stamina (due to being asthmatic) means she can only provide a temporary boost. Not only does this make for exciting moments, but she is shown to purposely based her play styler around being a shot in the arm. More importantly, though, she is a practical jokester par excellence whose masterful trolling is also a result of skills honed due to the limitations of her physical condition. Her mischievous personality combined with her keen game sense means that she can swing from serious to silly and back, and it never feels out of place. Though, that’s not actually something exclusive to Kyouko—Shoujo Fight as a whole does a great job of expressing both the dramatic and comedic at once. 

When I say that it manages to somehow both be about volleyball and simply include it, what I mean is that the sport can act both as background and foreground depending on which storyline is involved. When it’s about team rivalries or maybe animosity between two players, then the game of volleyball and all its quirks are front and center. When familial political maneuvering is happening and characters are caught up in it, then volleyball becomes the backdrop through which the drama plays out. They’re two sides of the same coin, and often it’s hard to tell what’s heads and what’s tails. For example, while Shoujo Fight doesn’t really have “antagonists” per se, one character introduced later is basically a woman with deep pockets and a lot of clout whose desire to build stronger national volleyball teams sees her going as far as to manipulate families into arranged marriages for both political convenience and to create super athletes. Shoujo Fight never feels like merely an ad for volleyball or the power of friendship in volleyball, but it’s also not above celebrating these concepts.

Shoujo Fight is, in essence, a manga where a variety of dueling contradictions come together to make something greater than the sum of its parts. Its energy is pure and innocent, yet also down and dirty. Its storylines and characters can be filled with ennui yet lighthearted as it gets. High school feels like Neri and the others’ entire world but also just a temporary stop in life. Shoujo Fight is all things, and it’s a world that’s both amazingly accessible and remarkably deep. 

Sakura Wars, Super Robot Wars 30, and the DLC Hype Train

Sakura Wars is in Super Robot Wars 30. That means, for the second time in history, a Sega giant robot video game series is debuting in Super Robot Wars as a newcomer—16 years after Virtual On broke new ground in Super Robot Wars Alpha 3. I find this to be an important moment in SRW history, and not only because Sakura Wars has been long anticipated by fans. The other big factor is that Sakura Wars is the first new series to come in as DLC, and the concept of continued hype via shocking entries reminds me a lot of one of my other favorite game franchises: Super Smash Bros.

Super Robot Wars as a whole predates Super Smash Bros. by almost a decade, but they’re built from a similar concept in terms of promotion: Show all the varying franchises that are in each game, and have players freak out over the fact that what was thought to be impossible is, in fact, real. Even on Youtube, Super Robot Wars 30 has been getting the reaction videos common to Smash, albeit on a smaller scale. But SRW has long done it in one giant cannon fire, releasing one massive preview video, as opposed to the drip-drop approach that Smash has utilized since the Brawl website days. While there are only two batches of DLC for Super Robot Wars 30, I like the idea that there are still surprises on the table after we thought things were done. I don’t necessarily feel this way about DLC in general, and the difference is that SRW and Smash alike are generally already filled to the gills with content.

It’s also funny to think about how the series that go into SRW are collectively older than what shows up in Smash. The oldest mecha manga dates all the way back to the 1960s (namely Tetsujin 28), while the Duck Hunt light shooter game (before video games even really existed) came out in 1968. While Nintendo and video games in general are bigger business these days, one could argue that the resources that make up Super Robot Wars are bigger and more legacy-defining in their own way.

Super Robot Wars 30 comes out in a couple of weeks, and I already have my Ultimate Edition pre-order. Unlike previous games, this one is officially available in English in an easy-to-obtain way via Steam, which is where I’ve purchased it. I’ll be eager to try out the Sakura Wars units, and everything else the game has to offer. Most importantly, we’re gonna get some sweet-ass Sakura Wars music.

It might be about time for me to work on another Gattai Girls post too…