Bassa-Bassa wrote:I wanted to give it a try to see if I could reach the Abores duo, but I couldn't. Anyway, at least until that point (which is very far, isn't it?), you don't need anything else than boots and the subsequent rising kick.
To clarify, Abore = Arnold / T-800. If you're seeing two of them onscreen at any point, you're doing it wrong.
The only boss-types you absolutely have to fight 2-on-1 are st3's Burnov/Iron Mask duo, at the elevator, and st4's opening Chins.
You could fight the Abores that appear near the end of stage 4 together, I guess, but there's little reason to (especially as an O'hara is sandwiched between them). Usually I would say "it looks badass" is
more than reason enough in an arcade game (see below) - but with x2 Abores' crushing slowdown boosting your reaction window by 1000%, while bloating the replay's running time and robbing the game of its vital terseness, I wouldn't say it looks badass at all (I've tried it).
I've been using that for all the bosses and it works (Time at 65). Some may reach you from time to time (the Abore is the most dangerous for this, indeed, but you only need to knockdown him once in the second stage), but I find it safer than any other technique. So the game is clearly underdeveloped (also) in this regard.
Depends what consistency you're going for, I guess. If you want no-death clears, even tiny mistakes versus boss-types can get you killed in a heartbeat. You can also die by attrition, since DD2AC restores only some of your HP between stages. Tatsumaki will kill enemies faster, jumpkick and elbow let you bypass their guard more safely - all things that significantly boost your odds of survival. You'll look cooler too.
On that note... provided a move isn't outright worthless (see DD2AC's advancing roundhouse), I get a lot of aesthetic enjoyment out of Technos's gritty fighting systems, even if they're often quite flawed (DD2FC and DD Advance are the two games of theirs I would call genuinely excellent). Outboxing DD1AC's enemies is ridiculously unsafe and difficult, compared to spamming the invincible Elbow, but killing a boss with a carefully-landed kick to the head is a lot more satisfying than blatantly abusing his AI.
^ I use DD2AC's basic crescent kick finisher sometimes too, despite the Tatsumaki providing a "Super Finisher" DD1AC lacks, just because the animation of Billy dropping his heel square on the enemy's face looks cool. Homies be lucky to chew jello after eating that.
Is this the official version/known by the devs? Sounds a bit silly if that's the case when so much money has gone to preserve rare PCBs or media. Too silly for 2020, knowing all the people involved in the Mame project, in fact.
Stuff has gone unfixed in MAME for long periods before, for whatever reason. Price of the project's massive scope, I guess. Rayforce's st3 midboss had non-existent lasers for over a decade, and I'm not sure if Elevator Action Returns' lights were ever fixed. Omega Fighter's zako AI was neutered until a couple years ago. Prior to that, some wondered why the Japanese STG fanbase consider it so hard.
I used to think AC Contra's base stages were just a bit shitty.
Much more interesting with the proper enemy behaviour.