ST: ESPGaluda II

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Re: ST: ESPGaluda II

Post by PsikyoPshumpPshooterP »

SP3RRFEUER wrote:
GaijinPunch wrote:
SP3RRFEUER wrote:Can anybody tell me how to reach/defeat the final boss kujaku?
Practice.
Sure, but how can i make the final boss appear?
heres a real answer to your question


play Arcade mode, thats how i got kujaku to appear
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Re: ST: ESPGaluda II

Post by GaijinPunch »

SP3RRFEUER wrote: Sure, but how can i make the final boss appear?
Play through the game to the end?
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Re: ST: ESPGaluda II

Post by Aripug »

Thanks gaijinpunch for the guide, i've just bought espgaluda II for my 360 and i'm using your guide, really thanks! :D
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Exarion
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Re: ST: ESPGaluda II

Post by Exarion »

A few things I found while playing Black label:

extands at 100m and 300m
all characters gain a major firepower increase in any kakusei or over mode, in some cases using over mode will allow you to end a boss phase before the bullets even reach you.

MAJOR IMPORTANT INFO ON OMAKE!:

if you have full gold and full gems, a ring will appear around your character, showing exactly how close to bullets you have to be for them to turn red. while this ring is active, canceling bullets turns them into gold rather than gems, making your score skyrocket due to the massive multiplier you gain on gold. To cancel a red bullet into items, kill any enemy.
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Axelayer
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Re: ST: ESPGaluda II

Post by Axelayer »

got espII a week ago,after reading the guide here and watching some videos,finally i understand the modes and all the stuff and enjoying it more than mushi futari..think i like it more because i can go into this "bullet time" mode when i want to,for me that is much cooler than relying on "slowdown spots" in mushi futari...(stage 3 2nd half for example,if you dont blow up one of the slowdown triggering enemies you are simply fucked..)

theres only one thing i really do not get in espII-whats the point of the second kakusei mode(holding button down) in black label? i mean,my strategy is to blow up many of this trash enemies in normal kakusei,spawn a hell of bullets,than switch to normal mode and cancel all this bullets but what is the point on going into the second kakusei that spawns these needle-like bullets which are green glowing? by now its only getting more hectic in my opinion but it doesnt make sense at all,i have higher scores when i just use the normal kakusei,spawn the screen full of bullets and cancel all of this...i watched the tutorial and there as far as i can see its possible to use the second kakusei to fly into the bullets and make em split but the timeframe is freaking short to do this so i always end up dying when i try to do this..would be neat if this tutorials were in english..

call me a sissy but i like the espII black label for a more "chilled" gamesession,would be a thick improvement if that were also possible in mushi futari black label,this bullet cancelling everytime is really a hell of fun to me because it feels different than normal dodging-if i want i can spawn the whole screen full of bullets,if i dont i just shoot through as fast as possible,its up to you to turn some garbage enemies into bullet throwing monsters-think ill do some runs now cant get enough of this game-the arranged music in the 2nd level is so damn nice,really a game experience that i hadnt had for long times...
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Re: ST: ESPGaluda II

Post by Gwyrgyn Blood »

You use regular Zetsushikai mode to split bullets, like it says in the guide. You can also use the invincibility to let you hammer through some stuff easier (like the big ships in stage 3).

You use Zetsushikai Over mode because you can spawn the needle bullets which can be canceled into gold/gems. At certain times, this is a better option than doing anything else, most commonly at the start of stages.

Both of their uses is a lot more limited than regular ESPG2 but they're still useful.

The actual guide for Black Label is near the end of Page 2. The one in the OP is very out of date.
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Re: ST: ESPGaluda II

Post by roker »

I'm still trying to get the hang of Z mode

I cracked 44 million on 360 mode and I haven't come close in 3 days (my next highest is 33)

are people uploading their replays? I'm not sure how that whole deal works, but I'd like to see a good player get through this game so I can come up with a better strategy.

I keep getting my ass kicked repeatedly on the first 2 stages, it's like I'm regressing once I've tried to use the Zesshikai more.
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100th post w/ a dumb question

Post by xris »

I'm not really sure how to get kakusei to level 3-4 in BL. I need gems to go into over right? The gauge goes around once then stops. Do this 3 times? What about reaching Shin Seseri in arrange?
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Re: ST: ESPGaluda II

Post by Gwyrgyn Blood »

There aren't any over levels in BL. You don't need to do anything with that to get to Shin, just get to her without dieing.
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Re: ST: ESPGaluda II

Post by Defcon 5 »

Hi!

I dont know if this was poster before ( sorry if so ) but is it possible to switch from kakusei Shikai directly to Zesshikai ? That would be helpful sometimes.
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Re: ST: ESPGaluda II

Post by TLB »

Yes it is. You have to go into Kakusei and hold the button, and as long as you have no gold or run out of gold before you basically do anything, you can wait for something to grow a decent pattern, shoot it, and if you're still holding the Kakusei button when you collect the gold, you'll go into Zetsushikai. Very, very useful technique for scoring.
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Re: ST: ESPGaluda II

Post by spineshark »

OHHHHHHHHHH, so that's what's going on on awesome stage 1 replays. Thanks!

I'm wondering how I'm supposed to know how much more bullet-slowing I get in Black Label. I can get further in the regular game thanks to the slowdown and the fact that at least I know I have to keep dodging things, especially against bosses =/
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Re: ST: ESPGaluda II

Post by roker »

I just found out you can download replays from the leaderboards ... man am I behind with the times!
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Re: ST: ESPGaluda II

Post by GaijinPunch »

OHHHHHHHHHH, so that's what's going on on awesome stage 1 replays. Thanks!
I'll save you some time & frustration:
1: Make sure you hold the button down until your is gold counter is high enough... the counter will go down faster than you can suck the first bit in
2: If you want to emulate the really high scoring plays, don't suck too much gold in.
roker wrote:I just found out you can download replays from the leaderboards ... man am I behind with the times!
First Cave port?
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roker
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Re: ST: ESPGaluda II

Post by roker »

GaijinPunch wrote:First Cave port?
On the 360, yes.

(please don't tell me I can do this with the PS2 ports as well ...)
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Re: ST: ESPGaluda II

Post by GaijinPunch »

roker wrote: (please don't tell me I can do this with the PS2 ports as well ...)
Afraid you'll need a computer and one of those USB memory cards for that. The game actually does allow for downloading replays from a disc. AFAIK, the only one to come out was some promo that had some sick arrange mode replays on it.
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Re: ST: ESPGaluda II

Post by RGC »

Finally got the second extend on stage 1 tonight! :D I think I know why it has taken me so long (see below):

Do people here tend to use a set number of shot button taps to consistently peel the top layer off each of the carriers, or do you just keep tapping until you see a mini explosion? The reason I ask, when the first pair of ships descend, it consistently requires 2 taps to peel the first ship and 3 to peel the second. I have no idea why, but that's just the way it is. In the latter half of the stage, the requirements for 'peeling' each ship seem less consistent. Weird.

Anyone else notice this, or have any tactics for avoiding moving off without peeling the layer, or worse shooting once too often and destroying the ship? Oh, the first carrier that appears down the left of the screen after (guarding) the midboss always takes 2 shots to peel. I like him.
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Re: ST: ESPGaluda II

Post by GaijinPunch »

I have no idea why, but that's just the way it is.
B/c you're starting earlier on the 2nd than the 1st. They've got a few frames of invincibility so Asagi & Tateha don't rip the ass out of everything in kakusei mode.
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Re: ST: ESPGaluda II

Post by TLB »

GaijinPunch wrote:
I have no idea why, but that's just the way it is.
B/c you're starting earlier on the 2nd than the 1st. They've got a few frames of invincibility so Asagi & Tateha don't rip the ass out of everything in kakusei mode.
Oh, shit, that's good to know. No Dangunnin' in Galuda then, I guess. Too bad I don't play this game anymore, heh. I had similar thoughts though; thanks for clarifying that.
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Re: ST: ESPGaluda II

Post by RGC »

GaijinPunch wrote:
I have no idea why, but that's just the way it is.
B/c you're starting earlier on the 2nd than the 1st. They've got a few frames of invincibility so Asagi & Tateha don't rip the ass out of everything in kakusei mode.
That makes good sense. So what's the best approach for shelling those beasts reliably on each run - set no. shot taps vs watching for small explosions? I guess the latter is far easier once everything starts to slow down.
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Re: ST: ESPGaluda II

Post by GaijinPunch »

RGC wrote: That makes good sense. So what's the best approach for shelling those beasts reliably on each run - set no. shot taps vs watching for small explosions? I guess the latter is far easier once everything starts to slow down.
I usually tap the button and just watch... but my tapes are quite spaced out. You just gotta get used to it, but that's not to say I can do it every time.
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Re: ST: ESPGaluda II

Post by Schrodinger's cat »

RGC wrote:
GaijinPunch wrote:
I have no idea why, but that's just the way it is.
B/c you're starting earlier on the 2nd than the 1st. They've got a few frames of invincibility so Asagi & Tateha don't rip the ass out of everything in kakusei mode.
That makes good sense. So what's the best approach for shelling those beasts reliably on each run - set no. shot taps vs watching for small explosions? I guess the latter is far easier once everything starts to slow down.
Actually the ships are invulnerable until they come to a complete stop or are at the very end of their deceleration (forget which but the timing is very close). That's why if you bomb the mid-boss, the middle ship that appears at the top of the screen afterwards (the one after the ship on the right spawns) seems to go down almost instantly- because it stops right away.

I usually shell the ships after they stop by holding down C for about 1/2 -3/4 of a full barrage of shots (1 barrage is what I call an uninterrupted stream of bullets before seeing a gap if you hold down C).

With practice, you don't even really have to watch once you get the ship stop timing down.
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Re: ST: ESPGaluda II

Post by EPS21 »

Does anyone know how much more scoring potential there is when you fight shin seseri vs. normal (for arcade/360 mode)?
I know if you zesshikai at the right times on the 1st and last phases (going off what Yoz does in his replays) its pretty easy to get 50-60mil+ just off of those two, and maybe another 25mil if you time the 2nd phase right too.

I haven't even seen shin seseri in a normal run (just in practice mode) but how many more points can you get off of her, assuming you have the gold/gems to zesshikai all 3 phases? I wonder if its worth it to play earlier parts of the game safer just to ensure not dieing all the way up to her.

I'll also assume there is better scoring potential for her, since there must be some benefit to fighting her other than seeing some different patterns. Are there any good replays of someone scoring well on shin seseri? I've only checked out Yoz's so far.
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Re: ST: ESPGaluda II

Post by RGC »

Schrodinger's cat wrote:Actually the ships are invulnerable until they come to a complete stop or are at the very end of their deceleration (forget which but the timing is very close). That's why if you bomb the mid-boss, the middle ship that appears at the top of the screen afterwards (the one after the ship on the right spawns) seems to go down almost instantly- because it stops right away.

I usually shell the ships after they stop by holding down C for about 1/2 -3/4 of a full barrage of shots (1 barrage is what I call an uninterrupted stream of bullets before seeing a gap if you hold down C).

With practice, you don't even really have to watch once you get the ship stop timing down.
I'll bear this in mind when I have another crack this evening. I should mention I've never used the corner trick on the first boss, hence it's probably not surprising I've only just hit that stage 1 second extend milestone. Guess I'd be in the 43m region if I bothered with that, but I like playing it safe and conserving barrier for stage 2. :oops:
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Random question about an easy mode

Post by xris »

Should I be using zesshikai more in omake? Just irritated that I can 1LC it with max gems and gold through most of it, but I'm scoring so damn low! I'm doing most of it in normal mode now.
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Re: ST: ESPGaluda II

Post by GaijinPunch »

Actually the ships are invulnerable until they come to a complete stop or are at the very end of their deceleration (forget which but the timing is very close).
That is incidental... or your eyes playing tricks on you. It's frame based a la mushi.
That's why if you bomb the mid-boss, the middle ship that appears at the top of the screen afterwards (the one after the ship on the right spawns) seems to go down almost instantly- because it stops right away.
You lost me.
I'll bear this in mind when I have another crack this evening. I should mention I've never used the corner trick on the first boss, hence it's probably not surprising I've only just hit that stage 1 second extend milestone.
That's only a couple million points though. There's a few > 40 mil patterns on the first stage, and none require the corner trick.
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Re: ST: ESPGaluda II

Post by RGC »

GaijinPunch wrote:
I'll bear this in mind when I have another crack this evening. I should mention I've never used the corner trick on the first boss, hence it's probably not surprising I've only just hit that stage 1 second extend milestone.
That's only a couple million points though. There's a few > 40 mil patterns on the first stage, and none require the corner trick.
Sadly, I'm at the point where I've got into a pretty set routine for stage 1, obviously with a fairly sub-optimal scoring route. It either succeeds (31-36m), goes wrong (24-27m), or fucks up entirely (life/barrier loss). In case one and two, I'll keep going. I'm on a mission to push through to the 1'CC now. Trouble is, scoring keeps tempting me when I should just bomb da fuck...
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Re: ST: ESPGaluda II

Post by PurpBullets »

Omake mode is missing some information.
When you get full gold and full gems, and go into zesshikai.
you go into a special zesshikai, then every canceled bullet turns into the most valuable gold chunk.
Im not sure about the duration of time special zesshikai lasts..
when i was doing it this morning, it would stop its self before i was out of gems. 300 left or something...
thats how ABI scores the way he did on the first stage. right after mid-boss.

In omake you want to do both, normal and zesshikai.
you want to get the overall counter up, then you want gold.
zesshikai on bosses can add 7 million points, or more?
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Re: ST: ESPGaluda II

Post by GaijinPunch »

PurpBullets wrote:Omake mode is missing some information.
Well, I've never played it... :)
Feel free to put it in some type of bulleted fashion and I'll update the first post.
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Re: ST: ESPGaluda II

Post by Schrodinger's cat »

GaijinPunch wrote:
Actually the ships are invulnerable until they come to a complete stop or are at the very end of their deceleration (forget which but the timing is very close).
That is incidental... or your eyes playing tricks on you. It's frame based a la mushi.
I went into practice mode today to check this and I'm actually quite sure that it's not frame based. Here's how to prove this:

- Before the midboss, charge up your guard barrier so you can kill it right away when it spawns.
- If your timing is fast enough after the midboss is down, a carrier will appear on the left, followed by one to the right, and then one in the middle.
- If you hold down shot to shell the carriers, the left and right carriers have a lot more frames of invincibility than the ship that spawns in the middle.

If you try using the same amount of shots on the carrier that spawns in the middle as you did on the left and right carriers, you will definitely end up destroying it instead. This leads me to believe that the invulnerability timing is not frame based, but rather based on when a carrier has stopped.

My level 1 runs have gotten way more consistent after keeping this in mind.
GaijinPunch wrote:
That's why if you bomb the mid-boss, the middle ship that appears at the top of the screen afterwards (the one after the ship on the right spawns) seems to go down almost instantly- because it stops right away.
You lost me.
Ok... sorry for the awkward wording. What I meant is that when the middle carrier (see above) comes to a halt (which is almost immediately), it loses its invulnerability.
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