Higurashi Daybreak Wiki
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Type  Attack
Black Charge  Flash
Yellow Charge  Tomitake Flash!
Red Charge  Strobe Flash

Main = 12
Charge = 1

Performance:

Tomitake - Survival camera

Tomitake using the survival camera

Melee Short Range Attacks Mid Range Attacks Long Range Attacks
Its go time baby flashflashlfashlfashflshaf C X

Charges[]

Black Charge[]

The black charge is where all the magic happens. Your entire plan essentially relies on getting in real close and going to town with melee hits and flashes. You get 12 of these and they recharge relatively quickly so unless you are spamming out of your mind you will basically never run out. However, if you do run out then its gonna take an eternity to get access to your flashes again so avoid that at all costs. you can flash your camera in a variety of ways, such as:

While standing still.

While in the air.

While taking pictures of Hinamizawa's natural beauty.

While moving forwards, backwards, to the left, or to the right to dash a small distance followed by a flash.

While sidestepping backwards (that doesn't sound right), to the left, or to the right to do the same small dash but with three flashes instead of one. (more damage and more hitboxes)

While sprinting you can dash forward while flashing three times, which makes this a pretty good approach tool.

Hitting 3 flashes tends to do around 30% while hitting one tends to do around 10-15%. Take these numbers with a grain of salt I'm just eyeballing it.

Tomitake with the survival cam is great a juggling enemies for pretty long combos. Chaining together uppercuts and forward flashes tends to work well but honestly treat it like a DIY project. Most everything combos into each other if you time things right so I recommend you go try it out yourself and see what sick nasty stuff you come up with. Using a healthy amount of melee attacks and flashes in combos tends to make things last longer and look cooler. Even if you are a bit messy you can kill a character like Satoko with two combos. Also make sure to stick to your enemies like glue because if they get far enough away you are absolutely worthless.

Note that with friendship online, your flashes (and Tomitake Flash) will stun enemies hit for a second or two. Either your enemies flee at that point or you put em 6 feet under with some shnasty shit.

Yellow Charge[]

Your yellow charge charges up extremely quickly. (like in a second or so) Sadly that's about the only consistent thing about the Tomitake Flash. Tomitake shoots out a huge flash that knocks back and blinds enemies that are hit with a surprisingly big rannge. (when the enemy is blinded their entire screen becomes white for a bit, so maybe tell your partner launch a big projectile or something) Either the hitbox on this thing is just mind bogglingly janky or I'm missing something. Whenever you think its going to hit it doesn't, and whenever you don't think its gonna hit it will. You'll see what I mean when you try it.

Its still useful however, because you have nothing else to even think about contesting the air with, so a good bet when an enemy is from midrange or closer while the air is your Tomitake Flash. Also keep in mind that if you hit a Tomitake Flash at close range you can combo off it for meaty damage. Also Also keep in mind that you can combo into a Tomitake Flash from basically anything.

If you wanna be really funny then here is what you do, you choose the school map so that the enemies are in plain view. Once the round starts you sprint forward and launch a Tomitake Flash as fast as you can. Chances are you hit both of them as you sit there wondering why that even hit.

Red Charge[]

Your red charge sucks. Strobe Flash is basically a multi hit Tomitake Flash that does around 40%. From what I could tell it has the same jank hitbox as the Tomitake Flash so instead of waiting a second for a move that doesn't hit anything, you wait until the end of time and then get hit by a nuclear warhead from Satoko and die instantly.

Someone add a funny picture or two I don't know how I'm lazy.



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