Beat chapter 20!
lol, my son (4) wanted them on the team from the beginning of the game. He danced for a good 2 minutes, like literally up and down, when I showed him.
Only had one person "die" so far. Game is so easy to build meter that it's pretty hard to die if you look at unit order.
I didn't use to waist meter on counter attacks, but quickly realized how good the EXP is from counters that I'll do it every time now.
Assists seem best for keep a unit locked down (and building meter). If an enemy doesn't have a block gauge, I'll call out an assist instantly, then immediately follow with my quickest attack. This will put them immediately in a CROSS hit and build meter extremely fast. If there's another assist, I'll wait till there's an animation for the previous assist to run out, or I'll watch the X in the middle, wait till its almost gone, then call the next one out.
It's clear this isn't the best way to maximize DPS in a particular fight, as you can't get CRITICAL when doing these types of strings, but your gauge is maxed in 2-3 battles, which unlocks supers and is obviously the highest DPS.
If there is a block gauge, I'll wait for the second attack, and try to time the attack (for the critical), then immediately follow with the assist (before the attack hits). Most times, the critical and assist will land simultaneously, scoring the elusive critical and locking them at that perfect height for the duration of the battle.
For COUNTERs, I find it best to check out your teams attacks, and see what combination has the best DPS (attack rating or whatever) and which one builds the most meter, for each team. If you're performing a counter, it's best to use the most damaging attack 2-3 times in a row (depending on the number of attacks they get). Anytime a character is dead and you're allowed to juggle, always go with the one that builds the most meter, over and over. This includes normal, non-counter battles as well.
Sorry for the long post, but i think implementing these tactics makes the game a breeze.