Yeah, got the game over right on the first two enemies. After they knock you down, they will continue to mercilessly beat you to a pulp. Really brutal stuff.BIL wrote:The corridor is an absolute meatgrinder - that was where all my casual credits would typically end, too. The Right Arms are utterly lethal if not properly shut down, and if you get pincered, hoo boy. O'hara and Bobo take a bit of figuring out too, thanks to the single plane.
Haha, I know, I've hit my poor character's head against the ceiling so many times, he'd be quite dead otherwise.BIL wrote:NB though - the ceiling is actually harmless, despite its menacingly spiky appearance. Deliberately whacking your head, then uppercutting/kneeing is totally viable. Personally though, I find it way more interesting and satisfying to play that section as if the ceiling does hurt - instead I use KKP knockdowns to soften up the Right Arms, while keeping out of their pincer attack, and try to tag the followup O'hara with PPP-PPP started from just outside his range. He'll often just flatten you on approach - but then you've got the perfect excuse to uppercut the shit out of him and get in close. Either way, once he's down he's done. Just like DD1's Abobos, he's extremely vulnerable to pointblank attack, so just hammer away until he's dead.
I guess I'll have to start using more punches/back-kicks to beat them, as my usual spinkick+uppercut tactic doesn't work here.
I've once tried to use the small vertical opening in this section, to perform a neutral jump+spinkick+uppercut, but it doesn't quite work, since the moment you do the spinkick, the enemy(ies) will stop and duck, and you'll never hit them (nor with the uppercut). And if you don't use the spinkick, so that they'll continue to march towards you, you'll most likely get hit by a punch before you can land and uppercut them. You really need the forward momentum for this.BIL wrote:This goes for DD2's Abobos, too! Technically called "Bolo," but cmon Bobo, you ain't fooling me with that dimestore rug! An easy way to deal with M4's Bobo is to ensure you're right at the end of the corridor when the last Williams dies - Bobo will spawn on top of you (that felt wrong to type ), ready for an unstoppable beating.
Ah, so that's it, a harder variation of the Uppercut's input.BIL wrote:Forward + AB, just as you go from kneeling to standing (after a jump, a ledge drop, or a knockdown - the game doesn't distinguish). The timing is cruelly tight... I get maybe 90% accuracy from jump-setup ones, but I find recoveries harder since I don't get that nice (Jump) (Wait) (Kneel) (BLAOW) rhythm.
On Normal, I mostly used either Jump+Uppercut or Jump+Spinkick+Uppercut, but on Difficult, the one without the spinkick will mostly make you get hit instead (as the enemies are more aggressive), and you won't have the time to reach the ground, for the Uppercut.
So now I mostly do the J+S+U variation, as doing the spinkick makes them duck, which in turn gives me enough time to reach the ground and perform the uppercut.
Once again, I think I'll have to start relying more on the standard punch/kick to prevail on Difficult.
It's easy to pretty much go through the game on Normal with spinkicks/uppercuts alone, but I'm honestly happy that the harder difficulty somewhat forces you to rely on the other methods of attack.
A great game indeed.
I know what you mean, but I think beat-em-ups just rely much more on bread-and-butter combos, rather than big damaging one like in fighting games.FinalBaton wrote:I find it hard to pull off (and remember) combos in beat 'em ups for some reason. It's really weird, because I have no problem studying them and cranking them out in 1-on-1 fighting games. I'm a Street Fighter whore and I love to study that game and learn combos (not just actual special moves. but real-deal COMBOS. as in "sequences of moves/special moves that can't be countered once the sequence is successfully started).
Maybe it's because I don't feel like studying/putting in the work for beat 'em ups? Or didn't play said games enough? Or maybe it's because having multiple enemies on-screen make it impossible for my shit attention span to focus? haha
It really is a weird phenomenon...
Of course it depends on the specific game (beat-em-up) you're playing, but for most of them, there are always several enemies on screen at once, which discourages spending too much time on any single one of them, instead the emphasis being on crowd control and doing as much damage as possible to as many enemies at once as you can.
While fighting games ask of you to maximize the damage you inflict, for each opurtunity you have (hence the usefulness of combos), I believe beat-em-ups rely much more on performing simple (or comparatively simpler) moves/combos over and over again.
I'm pretty much like that too. If I find a tactic/combo that works, I won't bother to implement other combos until the necessity to do so arises, just like playing DD2 on Difficult now, and this is why I enjoy when playing a game's higher difficulty makes me rethink the strategies I've been using so far, and implement new ones.FinalBaton wrote:The other moves, I haven't bothered to implement in my gameplay... see first half of my post
Combos, I haven't studied/implemented in my game yet