CragMan241
Member
So does that mean you can only call him as an assist or something? Sorry, not sure on the mechanics of the game.
Yes. Only once during the battle turn to whichever pair unit you assign him to.
So does that mean you can only call him as an assist or something? Sorry, not sure on the mechanics of the game.
ENDING SPOILERS
So Saya is literally the only OG character that I don't hate, and apparently she dies? Fuck this game.
Yes. Only once during the battle turn to whichever pair unit you assign him to.
Okay, thanks for the info.
So does that mean you can only call him as an assist or something? Sorry, not sure on the mechanics of the game.
To this day I don't get why Felicia is angry with Ken. I mean, she was an action movie star!
For some reason, it didn't let me customize Dante & Vergil when I met them as well. Wonder why that was.
About to do Ch. 14. I'm noticing I'm taking things much more slowly now, playing every other day or so, compared to a chapter or two a day. Guessing it's because I know how bad the pacing was in the previous game.
I'm also questioning the point of the challenge map if I haven't gained anymore & the one for pre-ordering the game is insanely easy, maybe aside from grinding for EXP, but it's not very much, especially later on.
Yeah, it's the cutscenes that make the game long this time.
sorry new to this thread. i got curious about the game and after reading a bit more i think i'm going to take the plunge for the first time. i hope i didn't miss much not playing the first one.
You're not really missing much. Just take note of which characters were in the first game.
You're not really missing much. Just take note of which characters were in the first game.
Knowing who was in Namco X Capcom also helps, but it's not essential - those presences and some events gets nods, like Natsu from Soul Calibur being aware that Taki went through something similar.
So based on what I am hearing they fixed the overly long battles with too many enemies and in its place they added overly long cutscenes? Is that the consensus? Its not perfect but that would be better than what we got in the first game.
So do I get the ability to do more than 3 attacks per turn? I'm starting to earn my 4th attack for units, but I still can only do 3 at a time.
I've seen a couple of people in here already talk about what they'd want out of another followup if there was one and I've gotten into that train of thought myself just finishing. Honestly, aside from wanting the devs to continue streamlining these games' length, I'm starting to feel that maybe I've seen as much as I want to out of the whole "units are a team of two people" concept. I still like the combat system functionally speaking, but just thinking back on the SRW games and their implementation of certain series' concepts into mechanics for individual units/pilots, I almost wish these games would follow that route much more closely. There's something that is kind of lost when you have a predetermined pair unit whose character's moves are baked into the same combinations, especially when some of those teams are made up of different series. Though I imagine compared to series specific systems in SRW, trying to replicate the various amount of mechanics from these game series into this format would be asking a bit much for the developers and budget.
But, at the end of the day I guess what I'd like to see most is just more flexibility in how you can set up combos with having control over every individual character and not just teams + one solo.
Compared to the first game baddies weren't damage sponges at all in PXZ2 imo. Nearly every boss-type could be knocked out by 2 pairs. Sometimes 1 if they got a back attack + boosts. I was surprised with how quickly bosses went down this time around an regular baddies are all pretty frail themselves. Ya got the potential to do so much more damage in this game its not even funny!That last mission was the biggest slog of them all, but actually highlights probably another flaw with this game in lieu of them fixing the original issue of enemies being enormous damage sponges
Whats cross break? Saw alot of skills that mentioned it but never found out what it was or how to do it.Cross breaking sure deals massive damage.
Oh, I know. Maybe my phrasing was a bit off, but what I was getting at was that despite that problem from the first game not being existent anymore in PxZ2, the new problem that came up was with certain chapters having their maps and hazards/objectives force you to take a path that is longer and more boring than it should be. Which is why the final chapter feels so dull for most of it because of what you have to go through before actually facing the final boss directly.Compared to the first game baddies weren't damage sponges at all in PXZ2 imo. Nearly every boss-type could be knocked out by 2 pairs. Sometimes 1 if they got a back attack + boosts. I was surprised with how quickly bosses went down this time around an regular baddies are all pretty frail themselves. Ya got the potential to do so much more damage in this game its not even funny!
Whats cross break? Saw alot of skills that mentioned it but never found out what it was or how to do it.
Ohh I get ya now! I thought hazards added a neat new wrinkle to the stages but some objectives weren't the greatest. I think at least this time around they didn't have as many overly large or narrow stages ta get around in. Some of the later ones in PXZ, especially the outer wall stair climbing experiece were real painful!Oh, I know. Maybe my phrasing was a bit off, but what I was getting at was that despite that problem from the first game not being existent anymore in PxZ2, the new problem that came up was with certain chapters having their maps and hazards/objectives force you to take a path that is longer and more boring than it should be. Which is why the final chapter feels so dull for most of it because of what you have to go through before actually facing the final boss directly.
Is that another name for Cross Hit? I dunno, I'm dumb an went the whole game without using the cancels so I wouldn't be surprised that I missed out on another useful new mechanic x.xwhen you shatter your cross mode
Happened to me to! Its not strictly 10 per stage, it varies but ya. Now every time you enter a stage an its asks if ya wanna go over your units you totally will want to!Edit 2: Wow, how did I just NOW notice the fact you have to select your team now & can only take 10 units at a time in.
Happened to me to! Its not strictly 10 per stage, it varies but ya. Now every time you enter a stage an its asks if ya wanna go over your units you totally will want to!
when you shatter your cross mode
a cross hit is when the X appears on the enemy, freezes them and any hit gives you high XP output
certain hits in some moves usually force the enemy to a trajectory (the most common being the one that pushes the enemy far off to the left, there are also others like pushing the enemy upwards) can break the X, this is called a cross break, you know this happens when you hear a shattering sound and the X icon is shattered into green pixels
the effect is that the enemy receives critical damage and a boosted damage, like I saw something going for 20k+ damage in a cross break
it's why you see characters like heihachi and segata having two cross break opportunities, and certain attacks like Reiji and Xiaomu's left A having a cross break at the end, so that you can exploit cross breaking damage
there are skills that have increased cross break damage
and of course, there are skills that instead prevent cross break (I think Leon has one), so that rather than dealing massive damage, instead you maintain the cross hit effect to rack up XP.
I believe I'm oblivious enough to never have noticed this X think appearing the whole game >.<;
Something to lookout for next time!
if you attack the enemy along with a support or solo, there's a chance you'll do a cross hit
it's a bit harder to pull off now though compared to before