GD: Senko no Ronde Rev.X/WarTech Senko no Ronde

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ForteMP3
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GD: Senko no Ronde Rev.X/WarTech Senko no Ronde

Post by ForteMP3 »

Figured we should get something started for the game, seeing as this is pure VS Shmup bliss. Anyway, I'll get the ball rolling with the basics. For the record, I'm going with the "New" control setup, not the original arcade one.

-Basic Controls-
Left Stick/D-Pad-Movement
X-Main Shot
Y-Sub Shot
B-Barrage
A-Dash
RT-Guard
LT-B.O.S.S. Mode
LB-Overdrive
RB-No Use

-The Gauges-
Armor Gauge-Your healthbar. When it hits 0, you enter Armor Vanish mode, in this mode one more hit will result in your defeat. Armor Vanish is basically your last chance to win a match.

Special Gauge-This goes up as you fight, and is drained when you block, use Barrage Techniques, Anti-Field, or B.O.S.S. Mode. The length of the gauge is the same for every character, but each character uses a different amount of the gauge for their special attacks.

Main Shot Ring-Shows the ammo/time before your Main Shot reloads, is represented by the outer ring around your mech. If your enemy moves inside this ring, they will be able to use a Close Range Attack.

Sub Shot Ring-Like the Main Shot Ring, this represents your ammo/time to reload your Sub Shot. Also like the Main Shot Ring, if an enemy is within this ring, they will be able to use their Sub Close Range Attack.

-Movement/Defense Actions-

Dashing-Dashing is a key component in Senko no Ronde's gameplay, it's used for evasion, attack modification, and cancelling various actions. To dash, simply tap A while moving. You can also perform a Direction Change by tapping A and another direction in mid dash, or tap A with the stick neutral (or just press RT) to Dash Cancel, stopping your dash entirely. Note that while you're in a dash, you can also use your Main Shot, Sub Shot, and basic Barrage Technique while remaining mobile.

Guarding-By holding RT, you can use your Guard function to block and reduce the damage of incoming attacks. However, doing this drains your Special Gauge. If it hits 0, you will be unable to block and will take full damage from attacks.

-Offensive Actions-

Shooting-Most attacks are automatically aimed at your opponent, some however work in different ways. See below for the various shot types:

Main Shot-Used with the X Button. This fires your primary weapon, what makes it interesting is that there's various things that change what the Main Shot actually does. By dashing, you can perform a Dash Main Shot, which varies from the normal one. You can also perform Guard Main Shots by firing while guarding, Guard Main Shots can be manually aimed to lead off a target, simply angle the stick in the direction you want to aim. Note that the angle you can aim at varies from attack to attack. The main shot is quite flexible, though it usually lacks power compared to other attacks. When you run out of ammo, you will have to reload before you can fire your Main Shot again.

Sub Shot-Used with the Y button, Sub Shots are secondary weapons, most of which pack more power than their Main counterparts, although in some cases they also function as support weapons.

Close Range Attack-When you move within the Main Shot ring of your opponent, X will let you perform a Close Range Attack instead of your Main Shot. These are usually combo attacks you can use repeatedly.

Sub Close Range Attack-Like the Close Range Attack, a Sub Close Range Attack can be used when you are inside the Sub Shot Ring, these are single attacks for the most part, and hit harder than a Close Range Attack, but they're usually harder to use too.

Barrage Technique-Activated with B, also varies from character to character, but they ALWAYS require Special Gauge energy to function. These can range from powerful attacks to defensive effects. Along with this, special command inputs can be used to execute additional types of Barrage Techniques.

B.O.S.S. Mode-Can only be used if you have a partial Special Gauge and a Boss Stock (You start with 2 by default). The higher your Special Gauge, the more B.O.S.S. Armor you gain, which is independent from your standard Armor Gauge. In B.O.S.S. Mode you have access to an entirely new arsenal, and new Barrage Techniques too. If your B.O.S.S. Armor is drained, you will be reverted to your normal state. If you are in Armor Vanish, your B.O.S.S. Mode will be powered up to FINAL B.O.S.S. Mode, which has even more attacks at its disposal. Unfortunately, if your B.O.S.S. Armor is drained in THIS state, you will be defeated (But at least you leave behind a cool explosion!).

Overdrive-Activated with RB, Overdrive is a double edged sword that improves your attack/defense attributes, but at the cost of your Armor Gauge, which will begin to drop during Overdrive. Also, if an enemy or you activates their B.O.S.S. Mode.

-VS Mode Rules-
By default, the matches are 60 seconds, with 2 rounds to wind a match. The loser of a match will be given an additional Boss Stock to compensate for their loss.

-Type A/Type B Modes-
Each of the eight Rounder Pilots has two Types, Type A and Type B. Each type maintains a similar style, but their attacks do have variations between each other.

Continued in next post.
Last edited by ForteMP3 on Thu May 24, 2007 2:07 am, edited 2 times in total.
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Post by ForteMP3 »

-Advanced Actions/Info-

Small Down-Take too much damage, and your mech will be forced into a Small Down state. In this state, you are immobile, and vulnerable to further damage. Avoid at all costs.

Medium Down-Certain attacks force you into a Medium Down, which is like a Small Down except it lasts longer. This usually occurs from melee attacks.

Large Down-A Large Down is the only Down that is truly advantageous, because of its effects. Your Anti-Field will automatically be deployed (see below for Anti-Field) and you'll be immune to further damage until you get back up.

Large Down Cancel-Double tap down, or press A/B with good timing during a Large Down to get up faster, and partially refill the Special Gauge.

Large Down Setup-You can force yourself into a Large Down by rotating the pad/stick while taking damage from a combo, or speed up the time it takes to be forced into a Large Down.

Anti-Field-This is used automatically when you are forced into a Large Down state and replaces your B.O.S.S. Mode function when your opponent is in B.O.S.S. Mode. The Anti-Field is your basic Shmup Bomb, it destroys all enemy bullets within the area of effect. It drains your Special Gauge whenever you fire it, manually or automatically. The Anti-Field is a powerful last ditch defense when things are looking bad.

Special Cancels-You can cancel certain animations by entering a dash during time. For example, certain reload and Barrage Technique animations can be cancelled out with a Dash.

Command Input Specials-Some Barrage Technique command inputs can be modified to have their direction changed, just input a direction during the Barrage Technique. For example, if a technique is used with Back, Forward+B, you can enter Back, Forward+B, Up to make the attack fire upward.
Last edited by ForteMP3 on Fri May 25, 2007 3:07 am, edited 1 time in total.
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Post by ForteMP3 »

-Character Data-
Will be updated as I experiment with characters. If anyone else wants to contribute, feel free!

--Mika Type-A--
Overall-A well balanced character with a good offense and defense setup, and a decent B.O.S.S. Mode that has good attack variety. A suitable beginner character.

Main Shot-Vulcan Shot. Fires bursts in a narrow spray towards the target. Somewhat limited in power, but has a great rate of fire.

Guard Main Shot-Spread Vulcan Shot. Fires multi-directional vulcan spreads that are good for target leadoff. Most effective at closer range.

Dash Main Shot-Spinning Vulcan. A good multi-directional attack that fires curves of vulcan shots. Nice coverage, but power leaves something to be desired.

Sub Weapon-Homing Missile. Good power and decent tracking, but the reload leaves something to be desired. A good support weapon that makes up for the Vulcan's lack of power.

-Barrage Technique List-
B-Reactive Bomb. Generates an energy burst around yourself that damages enemies and can also destroy bullets if timed right. Not very good offensively (Close Range is better) but it has great defense potential.

360 Rotation + B-Full Range Burst. Unleashes a 360 burst that has even better coverage than the Dash Main Shot, the shots are fired in straight lines instead of curves, which means more gaps...

Back, Forward+B-Diffusion Shot. Unleashes a massive rapid spread shot similar to the Guard Main Shot, but with far better range and more shots fired at once.

Back, Forward, Forward+B-Remote Missile. Releases the Missile units from your mech, letting them float in the area they're deployed. They can then function as remote attack bits with the Y button, which will fire missiles from their location.

-B.O.S.S. Attacks-

Micro Bullet-Fires automatically whenever you aren't using a command. Fires several small bullets in various directions.

Direction + A-Dash Attack. Dashes into the enemy, causing damage upon contact.

X-Ripple Shot. Fires bullets in ring shapes that expand as they fly out, much like Ripple Lasers from Gradius. Good coverage and hard to avoid, best of the normal attacks

Y-Homing Missile. Powered up version of said missile (Mixed this up with the Y attack on his Type B, whoops!)

B-Option Shot. Releases Four options that fire 3 way spreads from various locations.

B+Y or B+A-Side Laser Beam. Fires one of your side lasers, releasing a massive beam. This attack is powerful, but will DESTROY the laser cannon that fires it.

LT-Booster Bomb (FINAL B.O.S.S. Only). Releases a bomb that explodes into a layered bullet ring. If your Laser Cannons are intact, they'll back the attack up with five way rapid fire barrages as well. Can only be used once. Obscenely powerful!
Last edited by ForteMP3 on Fri May 25, 2007 3:07 am, edited 1 time in total.
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Sonic R
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Post by Sonic R »

I been checking this out as well too.
ST: Senko no Ronde

I am try to absorb all this info found in these two threads!

Thanks guys for help to learn this good game I am enjoy it very much so!
:D
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Kemko
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Post by Kemko »

Here are a few additional info for Mika Cartridge-A.

Guard-M
It forms arrow-shaped bullet cluster when you open fire from side. The direct hit of its arrowhead blows even guarded Rounder off.

S
It's defence ability is noteworthy too.
Dash-S generates bigger blast. Guard-S draws different trajectory.

Reactive Bomb
Dash Reactive Bomb is also noteworthy.

Full Range Burst
Clockwise rotation and anticlockwise rotation generate different bullet patterns; diffusion and converging.

BOSS
Ripple Shot
Not always best, since you are completely off-guard for a while when opponent neutralize them (and it's not very difficult). In my opinion Micro Bullet is the main weapon of Last Arbiter.

Dash Attack
It deals both Life damage and Charge damage. Nonfunctional after using Option or Booster Bomb.

Pulse Laser
Type-A fires Homing Missiles instead of Pulse Laser in Japanese version. Do they changed in the US?

Booster Bomb
Surprisingly enough, there's a safe spot. Don't rely on it too much when you fight against expert players.

Spec Details
Pilot: Mika Mikli
Occupation: Special Space Service
Codename: Hermit One
Rounder Name: Redares MAF-2b VENTUNO DUE custom 221
Weight Class: Middle
Armaments
Main: M72R Hand Machine-gun
Sub: Homing Missile
Option: Shoulder Units
B.O.S.S.: LAST ARBITER


By the way do they call it Type-A, not Cartridge-A in the English version?
--
Ai amu Engrish native. You may want to correct my English.
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dai jou bu
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Post by dai jou bu »

ForteMP3 wrote:-Advanced Actions/Info-

Small Down-

Medium Down-

Large Down-

Large Down Cancel-

Large Down Setup-
So that's what they're called? Maybe I should change my terms. These are in my guide, but they're either not explicitly stated or are termed differently.

The character information is going to be a REAL pain on my side of the ST since I'm going to first capture some videos of them doing the special move, and then make animated gifs from that. That way we also have frame data.
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Post by ForteMP3 »

The last two I had to come up with names for, but the official US manual describes them as Small Down, Med Down, and Large Down, yes.
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Post by dai jou bu »

ForteMP3 wrote:The last two I had to come up with names for, but the official US manual describes them as Small Down, Med Down, and Large Down, yes.
Seems like Ubisoft left those alone since that's what G.Rev calls them too.
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Post by Enhasa »

Back when I tried playing score attack I had it pretty much figured out. It's nothing like normal playing, that's for sure.

First off, the difficulty setting is fixed for score attack (starts on the easiest and ends on the hardest), so it doesn't matter what difficulty you have set for story mode. There is a life bonus and time bonus for each stage. You also get a life stock bonus and bomb stock bonus at the end. You get points for killing bosses and boss parts, so you want to milk both the bosses of every opponent.

Each stage is worth more and more, to the point where you actually want to get to stage 9 with 5 life stock, then milk as many points as possible and suicide until you have 0 life stock, then finish the game. The life bonus from the end is a million per, and the points are greater from stage 9 by killing the first boss, blowing off parts of the second, and dying.

Use your boss stock to regain health, since when you die, you lose your stock anyway. The only time you don't use them is on your last life of course, for the bonus at the end.

Use your meter with reckless abandon. Since you will be killing lots of bosses, you will be regaining full meter a lot. It actually makes sense to use your LT shield a lot so you can keep pounding bosses and kill them before they really do much to damage you.

Since the prime concern is boss killing, some characters have a much easier time in score attack than others. Characters like Cuilan and Lili have it rough, while Ernula and Sakurako are so broken it's a joke. Some characters are also a lot harder to kill than others, as enemy bosses. Cuilan is an example of a really easy kill, while Karel is really tough.

The midboss and TLB are fought like they are in story mode, with an emphasis on speed for the bonus. If you die on the midboss, you just continue on to the next stage, but honestly you should probably just restart anyway. If you die on the TLB, it is not actually that bad. You miss out on the bonuses of course, but most of your points come from stage 9 anyway.

I won't go into the details of how exactly each character best takes on the bosses unless anyone cares. But I will say that angling your shot against the 2nd form of the midboss can be very useful to hit it while the laser is out, and that the main priority on the 3rd form is not to get hit by the side lasers. Meter should be saved for near the end of the 3rd form when the boss is all-out assaulting you.

The 2nd form of the TLB (once the outer shell breaks open) shoots patterns in a ABAC repeating sequence. C is the one you should spend your meter on. Do whatever you can for invincibility frames that is most efficient for the character. Oh and Ernula is totally broken for the entire midboss (stand safe off to the side and beeem) and 1st form of the TLB, but has an incredibly tough time for the last 2 forms of the TLB due to her huge hitbox and surprisingly small damage dealt.

The scores aren't separated by rounder type, so feel free to use whichever is better. Because you want your opponents to actually have enough meter to boss you, you actually want the type that doesn't knock down as much meter.

The computer AI is pretty bad overall so the way you play isn't like how you would play against real people. Melee attacks are great damage per second, so they can be quite useful (although you have to watch out, they knock down meter). Also with say Ernula, you can feel free to always use the RT lasers since the computer won't usually dash away.

This all sounds annoying (and perhaps to some extent it is), but really it's not bad since the computer in score attack is actually very predictable, thankfully. Most stages play out like this:

1) Speedkill the opponent down to low health (but NOT vanish).
2) Wait for them to use their first boss. Kill it.
3) Then you want to speedkill them down to vanish.
4) Wait for them to use final boss and kill that.

The theory behind this is that the computer bosses whenever all these conditions are satisfied:

1) correct amount of health, either "low" or "vanish"
2) enough meter (they will always use as soon as this happens)
3) when the timer reaches a certain amount (they are rough values, something like 35 secs or so for 1st boss, 14 for so for final boss... you can actually get these later but it's not recommended)

So this way the opponents will have more meter when they boss, which means more health, which means more pounding on them, which means more points, which means more happiness for you. If you are in a matchup which is terrible for you (say, Lili vs Karel), you actually might want to use some savvy timing and wait before knocking them down. This way, they will have less health, since killing them at all is much, much better than not killing a boss. But on the flipside, if you wait too long, you run the risk of the opponent not having enough meter in time and not bossing at all, which would be the worst case scenario.
Last edited by Enhasa on Fri May 15, 2009 8:16 pm, edited 1 time in total.
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Kiken
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Post by Kiken »

Extend values for score attack mode are:
1 million
3 million
6 million
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Enhasa
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Post by Enhasa »

Nice to see anyone here playing this game! Thanks for the info (I forgot to include it since those are low enough that getting all 3 extends is trivial).

The patch that came after I wrote that wiped the score attack boards. The biggest change wrt score attack is the full-circle moves have been nerfed, since that was often the best way to kill bosses before (probably too effective).

Oh yeah, I forgot to say earlier that if you're having trouble getting the AI to boss, you can fire off intentionally missed shots as that seems to encourage them to boss.
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Enhasa
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Post by Enhasa »

A thread in shmups chat gave me the idea to post this.


Finally, and it just occurred to me that I should have shared this years ago, here are some great strategy videos. Keep in mind that they are outdated, since they were made before any of the patches, but they're still useful for learning the mechanics:

Edit: I put these all up on my YouTube account.
Last edited by Enhasa on Sun Jun 13, 2010 2:50 am, edited 1 time in total.
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cyprien
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Post by cyprien »

How many people still play this online? Maybe get a list going of gamertags so we can add each other and get some online matches going?
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Post by Shumps4Free »

I do. I'm currently trying to figure out how to get a rank higher than Novice in ranked battles. I mop the floor with most of the people I face, but I always get the Novice ranking.

Edit: I didn't know that the rank was a tier system based on number of battles and such. Oopsies.

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Re: GD: Senko no Ronde Rev.X/WarTech Senko no Ronde

Post by Kollision »

I just started playing this on the 360 and I have some questions for the experts.
Please pardon my noobness....

1. I saw my brother reach the end in story mode once and he got the score attack midboss as final boss. I played with Mika A and got the score attack last boss. Why is that? Is it character dependent? Is it cartridge dependent?
2. Is it possible to practice against the mid/final bosses of score attack mode without playing story all over to see them?
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Enhasa
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Re: GD: Senko no Ronde Rev.X/WarTech Senko no Ronde

Post by Enhasa »

Hi, nice to see you post! It's not noobness because this is rather unintuitive...

1) For each character, there are two endings. Sometimes the alternative one is "better" or "worse," sometimes it has a harder or easier final boss, so there isn't much of a pattern. I don't even remember if it's supposed to be the "true" ending or whatnot.

Anyway, to get the alternative ending, you need to hear all the conversation from every opponent through a certain stage: 2nd for Karel, 4th for Changpo and Cuilan, and 3rd for everyone else. This means that you can't interrupt conversation by someone going into boss mode. Also, since some conversation is only triggered by you or your opponent coming out of boss mode, you need to play on normal or hard so the computer will actually boss you on the first two stages.

2) I have everything unlocked, and sadly you can't. The best way to practice is either to just play score attack or story mode normally, or get there with as many lives as possible and suicide them all for practice. Actually I think in story mode, you can use infinite continues this way to practice, although I heard it keeps ranking down this way, so maybe that wouldn't be very good practice either.
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Re: GD: Senko no Ronde Rev.X/WarTech Senko no Ronde

Post by Kollision »

Thanks for the answers! :)
Enhasa wrote:The best way to practice is either to just play score attack or story mode normally, or get there with as many lives as possible and suicide them all for practice. Actually I think in story mode, you can use infinite continues this way to practice, although I heard it keeps ranking down this way, so maybe that wouldn't be very good practice either.
That's what I thought. In score attack mode though my number of lives don't matter when I reach the mid/final boss, becase it just gives me one chance to fight them.
I guess I'll have some shots in story mode to take advantage of the unlimited continues.
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Re: GD: Senko no Ronde Rev.X/WarTech Senko no Ronde

Post by Enhasa »

Yeah sorry, I was unclear, you can only suicide practice in story mode.
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