Timing is everything when you are striking enemies in the air, so don't just mash
the different attack buttons.
I'd like also to point out that the game plays pretty decently, with responsive controls and quite a nice amount of
different attack buttons, allowing you to execute quite a few combos.
Take your character into the field of battle, mash 3
different attack buttons and block / roll whenever you get bored.
MUA has two
different attack buttons, and hitting them in certain orders creates combos with effects like tripping or stunning enemies.
Not exact matches
As you go back and forth across the island of Narapela, you will find yourself fighting hoards of zombies using either a stealth mechanic, or by mashing the square
button to
attack with one of two melee weapons that feel no
different from each other, with the occasional dodge and run away thrown in for good measure.
Akiba's Beat's battle system is quite easy as all you do is mash a
button to
attack while pushing in
different directions to perform slightly altered slashes.
The R1
button dodges, the X
button jumps, the Square
button attacks, the Triangle
button is a
different attack that pops an enemy into the air, and the Circle
button unleashes Musou.
All four of the PS4 controller's face
buttons could be assigned with a number of
different attacks (up to twenty from what I could see, if the melee character had enough combat artes) and customized freely into combos by dialing in the
buttons in
different orders.
The implementation of
button combos for
different attacks feels very reminiscent of a fighting game, albeit not quite so complex.
Although you start with the Mana Sword, each of the three characters can gain a variety of other
different weapons, but all are used in the same basic fashion: press the
button and wait for a little meter to build up to 100 % before you unleash the most powerful
attack possible.
The classic controller feels the most natural, with
different attacks as well as grappling moves tied to the face
buttons.
You have a normal
attack button that you can use in conjunction with the analog stick's direction to execute
different moves.
You can cycle through
attacks of a
different level of strength and then press the A
button to select what you want to do, but then rather than watch your character immediately strike, it will feel like your input hasn't registered if you aren't paying full attention.
- Ryu from Street Fighter confirmed, has weak / strong
attacks, tap / hold
attack buttons for
different attacks, uses combs, toss a hadouken with the press of one
button or by using the original
button press from Street Fighter, shoryuken works the same, two final smashes
Changes aren't just coming in the form of how many dimensions you'll have to think in either: the old Mortal Kombat system which saw
different punches and kicks mapped to the face
buttons has been changed in favour of a more Tekken like system with each
attack button controlling one of the fighters limbs which will (hopefully) result in a deeper fighting system than we've seen before, but don't be fooled this is still going to be a return to the original free - form fighting that got it so many followers and resulted in so many frantic fights.
Unlike more traditional Beat»Em Ups, 99Vidas features two
attack buttons - Punch (fast but weak) and Kick (slow but strong), which players can alternate to perform
different combos.
AC III had an entirely
different control scheme and made the Right Trigger pointless, B would be the counter
button, X would still be
attack and A would break enemies defenses.
While some moves are complete screen - fillers (such as Amaterasu's elemental
attacks), others can be fired in
different directions by using
different combinations of
attack buttons, or fired in mid-air.
Supermove juice can stack up to level three, and each level allows a
different kind of
attack, easily triggered with a single
button press.
The way you can mix up
attacks with
different weapons plus the fact you feel awesome taking down several enemies at one time with a flick of few
buttons.
The controls are appropriately mapped to the Vita with the control scheme consisting of pressing X to
attack an enemy Digimon; holding R then pressing X to escape; pressing select to let your Digimon act independently; pressing triangle to pause gameplay, while opening the Digivice to view the Digimon field guide, look through your inventory, save your progress and more besides; tapping the touch screen to display the DigiLine; changing the direction of the left analogue stick or alternatively pressing left, right, up or down on the d - pad to move Keisuke during on - foot exploration or navigating between menus whilst battling an enemy Digimon; and pressing start to display the title menu, alongside various scenarios and combinations in which certain
buttons have
different contexts.
All the
attacks are linked to the square
button, but a double tap followed by a brief pause and another hit results in a
different move than a simple triple tap.
I found myself
button mashing most of the time as I wanted to use
different moves in order to change things around a bit — I can see people easily resorting to just using the moves once for the trophies and then just spamming the
attack button in order to take out the enemies — there is nothing wrong with this but you will probably find it a little repetitive if you don't experiment.
You can get away with just mashing the
attack button until you get a parry prompt, carry on mashing, then (again) hold the
button down to do some brutal finishers once you hit Fury mode... which isn't even that
different to the standard combat mode.
The
button presses don't even vary much by character type, although the
attacks are vastly
different from one another — visually, at least.
Most weapons have
attacks mapped to the X and A
buttons and some sort of special move attached to the R
button, which can be another
attack that can be used with the other
buttons to generate simple combos or something completely
different entirely.
Core systems change little from the first game — three
different strengths of
attack and a character - specific trait sit on the face
buttons, with shortcuts for throw and interact on triggers along with the Meter Burn
button for powering up moves and NetherRealm's ever - pointless stance switch
button.
Hunters may engage in battle utilizing one of fourteen
different weapon types, and while they all use the same light, heavy, and special
attack buttons, each handles drastically
different from the rest.
You can press the assist
button while remaining neutral for one
attack then press the assist
button while holding in a direction for a
different attack.
Unlike more traditional Beat»Em Ups, 99Vidas features two
attack buttons — Punch (fast but weak) and Kick (slow but strong), which players can alternate to perform
different combos.
There is a bit of initial confusion as you get your head wrapped around eight
different buttons you must use during combat, and it's not exactly the most intuitive of systems either, but give it some time and you'll be launching barrages of
attacks.
Combos that offer extended
button combinations for extra
attacks, as well bonuses to
different skills can increase your character's power.
Mashing those two
buttons makes it feel like the game is on autopilot as the same
button presses yield very
different attack animations.
Different enemies have various weaknesses and resistances that come into play and change up the dynamic of battles, making tough enemies more than just simple
attack button mashers.
You dole out pain by using the
Attack and Special
buttons, which dish out
different moves based on which direction you're holding the analog stick.
Holding the
attack button on the ground has
different effects depending on your class - some characters block, whilst others charge MP or other effects.
Many
different weapons are available to you but the essence is that you will just mash the
attack buttons repeatedly to beat of the constant waves of enemies, and when you have built up enough power in your Musou meter you can unleash a special move, which varies depending on the character you are using and it's a very effective way of clearing out large groups of enemies.
The combat is rather simplistic, with an
Attack button and one Special
Attack, but it can be customized all sorts of
different ways.
Each
button (Square, X, Triangle, Circle) has four
different attacks that can be assigned to them.
While this seems like a nod to the days of classic 2 -
button side scrollers, it seems somewhat unnecessary to have the best part of 10
different attacks pinned to two
buttons, the rest laying dormant on your controller.
Raven plays a lot like Kat, only with
different projectiles, a birdlike ultimate form, and an
attack method that favors slamming the
button rapidly.
You get to pick one Lily to accompany you into battle, each has three unique
attacks which are triggered via three
different button combinations.
During battle, you control one character, while the other three are AI controlled, you have two
different types of
attacks, normal physical
attacks with the X
button, and Artes based
attacks with the O
button, which uses up TP (Technical Points.)
The newest Final Fantasy decided to minimize swordplay to just one
button, and then using the left stick to switch between
different attacks with the weapon of choice.
Pushing the sticks forward or back when
attacking will modify the
attack yet again, and holding the shoulder
buttons and the stick will perform a
different attack.
I started the demo on Normal difficulty hoping to test the
different battle style's strategy, but all I ended up doing was holding down the
attack button in each encounter until the fight was over.
This plays out much like the Dynasty Warriors series where you'll be executing multiple
button presses in
different sequences to perform combinations of
attacks.
As with previous installments, performing
different moves is as simple as pressing the
attack buttons in conjunction with
different directions on the control stick.
Different sequences of these
buttons will unleash combo
attacks which are more damaging than the basic ones.
Battles play out through the use of real - time commands, with
different attacks and special moves designated to
different buttons on the controller.