EmperorIng wrote:No joke that US version has one mean power kick. I just wish the tentacle attack wasn't so hard to pull off (it seems far more finicky than the roundhouse).
NB (already mentioned it, but just in case it helps): the roundhouse will register no matter which direction you hit first. The tentacles require you to hit "away, towards, away" - the inverse won't work. So it's probably a good habit to always use away.
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Ongoing Super Fun Tymes with SH3MD: I already knew Normal Rick's "jab-jab-body-upper" combo stored its current state if interrupted, provided you don't grab anything or get hit (eg, if a monster falls on the second jab, the next punch you throw will be the body blow followed by the uppercut). This is a useful tidbit, since the uppercut is an instant knockdown and, AFAIK, invincible.
WHAT I DIDNT KNOW THO rather than depending on a monster to fall, or (suicidally) turning away from it mid-combo, you can manually break the combo with a roundhouse (which is totally invincible and a guaranteed knockdown itself). Dead easy, just keep "attack" depressed and hit "jump."
Keeping "attack" held in the heat of battle is a good habit. Reaction RH will save your ass and look SUPER 1337 too!
BOOF! OH ALSO: both normal and monster specials are excellent at shoving stubborn corner-lurkers into the screen center. I always enter a room holding "attack" so I can quickly get a wall at my back and boot backstabbers clear in one stroke.
All of the above applies to Monster Rick's bludgeoning barrage from what I've seen. But more research required, on this and many other fascinating issues! I love this game. Savage violence, mean challenge and finessed play in spades, with a highly revisitable super meter system. It's got its rough edges for sure* but as Rob once said, perfect games are overrated. Very nearly as enjoyable a console beater as Natsume's outstanding The Ninja Warriors Again (SFC).
MISC PROTIPZ
1) unfortunately enemies can force you to execute a grapple, even when the pad's neutral. This is really dangerous when attacking multiple foes, since headbutt and throw are both very unsafe. Always hold up/down while attacking crowds so you'll automatically use body slam, which is far quicker and will knock down would-be exploiters too.
2) autograpple can be exploited for instant grabs on enemies getting back to their feet, if you know your spacing.
3) as noted above, up
or down works fine for their associated grapple attacks (body slam/body blow). Good to know if you're really caning it (or racing a dwindling POW meter) and need a move out pronto.
*BILRZR0471AM's THEORY LABEL**
*all cutscene skip toggle in Options Menu, why are Gleylancer and Vampire Killer seemingly the only games with this
*fix lazy hori/vert movement drift, be moonwalkin up in this mufucka
*less knockdown-happy Game Master diff, I can take a beating but don't make me wait for it (・`ω´・)
*monsters don't drop on hitting low HP, you take what i'm givin out cocksucker (・`ω´・)
*grapples can't be initiated by monsters while pad is neutral, get outta mah face muhfucka (・`W´・)
**(naww IDGAF, original code or bust 凸(`⌒´メ)凸 and by "bust" I mean TRADE 4 BOOZE ;3 ;3 ;3 )