Tuesday, October 05, 2004

Nanasi DESU NO!!!

Ok after finishing today's bloody Ancient Chinese history midterm/test (very time constrained, 12 paragraphs = 4 minutes per paragraph = no time to think) I can find a little time to talk about the Duel Savior Demo.

In short, this thing rocks.
It's a wacky hybrid of sidescroller/beatemup/fighting game, using the numpad (shame on you Giga can't you change to godamn arrow keys already) and the standard 'z' 'x' 'c' key interface you see a lot in Japanese games.

You have two air dashes (forward forward/back back) and two normal jumps (up up).
None of the dashes count as a jump, so it's not like if you jump twice you can't dash twice, (unlike ggxx).

'z' is your good old weak attack, chainable into itself (but pushes the monster away so unless your point blank to a large monster you're max of these usually is 4-5, possible in air).
Forward 'z' is a kick, again possible in air, however usually I do it by mistake coming out of a dash so I forget to combo after it.
Can not chain into itself, but I think can chain into 'x' moves in both the ground and air.
Down 'z' is a wacky staff pole maneouver which I believe mini-launches (hard to follow up mini launch with actual air to air combo moves)
Cancels I think into down 'x' but not the neutral 'x's, at least not normally.
Air down 'z' is a jump in multihitting hammer, very good for continuing chains after an aircombo (after beating the crap out of enemy, forego the usual combo finisher and instead just continue with a hammer to OTG)

'x' is your good old strong attack, chainable into itself 3 times, 3 time launches.
Air neutral 'x' is a spear that multi hits in the air, I think you can combo from after it without cancels but I'm not too sure (via your second jump maybe?)
Forward 'x' is a charged punch, VERY GOOD for covering distance/getting away/whatever.
Air forward 'x' has even less delay for its forward punch, is even better at running away, pretty good jump in too.
(Runaway strat is double jump, diagonally away from monster you want to run from, double air dash, then jam forward 'x's. You will traverse the screen in no time.)
Down 'x' is an axe launcher.
I usually just do this after down 'z', it launches monsters after the minilauncher of down'z'.
Air down 'x' is a dive bomb...literally.
Your character takes out a bomb and dives with it for multi-hits.
USUALLY used as a combo ender, but against the headless rabbit chick I USE IT A LOT just to cancel her weirdo autoguard(one hit or so?) combo counter self.

'c' is guard.
Forward 'c' is roll, back 'c' is backhop/step, 'c' at last second cancels your guard frames significantly.
Up 'c' is weirdo move called highjump, I think THIS is the jump you want for air combo chasing, instead of just the regular jump.
I always mess up the timing on this, cause it's the frikkin guard key and I never expect it.

'z' and 'x' together are supers.
Neutral zx is a flashier version of the neutral x times 3 launcher combo, way more hits, I'm not exactly sure if you can chase the launches at the end of the flashy finisher but probably.
Forward zx is a punch super, think the forward x.
One hit, bounces off wall (if you're good you can continue comboing, if you're me you can't), QUITE a bit of damage if it connects.
Down zx is an axe super...very weird hit properties on this one, it raises earth? stones up to hit your enemy in a deceptively large area, however I rarely land this directly (I use it on Nanasi to keep her away or catch her in the blast radius).
I am VERY unsure if this launcher is followable, she seems to fly too high then fall too fast.
Air neutral zx is a super version of the spear, hits more, I think definitely comboable normally (no cancels) after the last hit.
Air forward zx is the air version of the punch super, use like air forward 'x' or to combo finish, GOOD DAMAGE.
Air down zx is a bomb super, multiple bombs all over the place, they cover you while you cough from the dust.

Cancels:
You can cancel any normal it seems into ANOTHER normal for one red diamond (You generally start off with 3 diamonds, unfull)
You can cancel any normal into a super for 2 red diamonds, it costs 3 red diamons if the normal is generally uncancellable (Think combo enders like the dive bomb.)

Simple huh?
The demo would lead you to believe that...except screenshots of those wacky Japanese.
500+hit combos, the highest scores 3rd 2nd 1st being around 5.5k for 3rd and 2nd and 55k for 1st.
Yes not a typo, 55k.
He overloaded the digits!
WTF.
I can't even fathom how that works, and I even asked a random english guy living in Japan who had been to the playtest and saw a 400+ combo in action.
I don't think he knew either XD.

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