Lander wrote:And it's a bit of fun that they pull a Billiam And Lancelot during the intro;
We shall assault with aggression. Zounds!
RedBro of House 2P is
twisting in righteous anger, raising his blade to the heavens!
Rrraaaa! Mildly startling to see the bros mugging in full flexing glory at the intermission screen, after a hard round of beasting.
My
OFFICIAL headcanon: the conspicuously Rygaresque view of rolling green in st1 isn't just for show; this is Argus, beset by beastmen as ever, and
SMOKEMAN is the guardian deity seen in the earlier game's interstitial temples.
Argus no Senshi II: Argus Mokushiroku Would explain the big bugger's fondness for fatal acrobatics! Also explains the presence of
TIGER TONY, who lent his head-stomping power to Rygar's nameless avatar, but evidently decided it's time to bust out the ol' TEEFS!
Squire Grooktook wrote:BIL wrote:(many have deliberately helpful, almost Soulsy windups, just begging for an astute counter-shot).
I really like these outliers to the final fight formula where enemy attacks are telegraphed instead of instant. Puts more of an emphasis on reactive sidestepping rather than patient footsies range manipulation, which is very fun.
Indeed - very organic, and thrilling! Tecmo's telegraphing really does evoke
Bloodborne's crowd rucks; lots of hearty windups and war cries to work with. Instead of a binary hot/cold scenario - you're either on target, or fatally off - you're encouraged to battle on the razorline between crushing victory and scuttling defeat.
Smokeman? THAT BOY AINT SCARED A NOTHIN
Only thing about Tecmo Knight, is it just me or something wrong with the rom I got, or does the game have the "only one hit per enemy" rule on hitboxes.
Working as intended, it's Son of Ninja Gaiden feat. Kong
Not an approach I'm fond of, generally - very annoying in action/platformers like ShatterBrain, where a charging zako will provide cover for his bro, your fist haplessly neutralised by his face. But I like Tecmo's mighty counterbalance: your jab is good for one face only, but the target will be utterly disabled, to an extent far beyond other brawlers. Unleash all hell on their gibbering mug? Or make a crafty escape? Or BOMBA through their would-be saviour's backstab, killing the stricken before punishing his aid? A single well-placed shot, a whole constellation of
SENJUTSU
The hitstun is so strong, you technically can bludgeon your way through packs of enemies - striking oncomers during their windups, their socked comrades reeling uselessly.
Look at me! I AM THE BEAST NOW
Of course, this denies the big rallies you'd get on an isolated target; it's also dangerous, with unlucky hits liable to slip through. Tecmo clearly catered for stick n' move; damage done on the run, combos attempted at deadly risk. In another crucial tweak, jabs add up; doing real, lasting damage, and knocking down in aggregate, freeing up time for authoritatively fatal beatdowns. Very different from Kishimoto et al, whose jabs (from player and enemy alike) are strictly overture, useless without followup:
CITY SLUM.WAV
SOCK THE BRAIN.MP3
Similar to NG's katana, Wild Fang uses its time-limited POW as a pressure-relief valve; scads of unsightly beasts asploding and de-bonced via
GODLAZ0R Regarding big combos, something I really like is your attack string auto-positioning enemies for a prompt headcrusher finish. SMOKEMAN's jab will shunt the bastards into place promptly, while WEEMAN takes a couple lashes; once they're in place, just hit [jump] and commence removal of offending cranium. Note also the direction select on your dismounting vault! Exactly the careful attention I've come to expect from Tecmo's AC division, a canon I've only just become acquainted with over the last few years.