Each has four slightly
different combo strings, depending on what direction you're holding the joystick, and each still has a number of special moves, which are helpfully indicated on the character select screen.
Not exact matches
As a result, combat begins to quickly feel repetitive as you continously hammer out the same
string of inputs, and while the
different enemies do a decent job of keeping you on your toes, by about half - way through the game I rarely found myself having to go into the
Combo Lab and change - up my Pressens as I had already
combos built for the most common scenarios.
As you play with these characters for extended amounts of time, you can level them up and gain new attacks, extending your
combos and allowing for
different moves to be
strung together.
Their weapon proficiencies offer
different combat animations and range, I often felt like I used the same
combo string for every single one of the game's characters.
Assigning pressens to the
strings of X and Y buttons in
combos offers
different effects so with your first strike you may break their defense, your second strike will give you some health back, your third strike will give you a timer cool down, or maybe all of your hits will do the same thing.
L and R could've been set to
different «super moves», perhaps, A, Y, and X being a trio of battle attacks able to be used in a
string of
combos.
Armed with her trademark heavenly sword, Nariko can easily
string together
combos with a mix of short and long range attacks including using a missile launcher and being able to use
different stances during battle, as it was in the game, which will allow her sword to remain as it is or will extend itself through the use of chains.
Play as the
different heroes and villains as you dominate the scene with flashy
combo strings and powerful special attacks.