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Are combo strings useless in this game? They take way too long to execute, come with a lot of commitment and only some of them can be canceled with a shuriken throw. The fact that you have a number of attacks that practically function like AOE instakills, like UT or izuna drop, only aggravates the issue.
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>>727668804
watch some tutorials or something.
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>>727668804
Half of them have no point like the ones that go for kicks.
NGB is a great game but make no mistake, people love to glace it like no tomorrow and ignore its flaws and how a handful of your moves invalidates the rest of the moveset.
>>
Like any other game with combo strings, there's only going to be a few of them worth using. Generally in Ninja Gaiden, short strings that can you cancel out of are going to be the best ones. They tend to be the most powerful ones because they're pretty much always safe. There's no real reason to use most of the longer strings for all the reasons you mentioned.

Using combo strings for the sake of using them really isn't the point of the game, though. Most of them really are just there for fluff. It doesn't make NG bad because the strings you can use are still enough to make the combat fun and deep. Just learn which strings are worth using and you'll still have fun, because the depth of NG comes from the enemies and how your viable options interact with them, not just the options by themselves.
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>>727669149
>watch some tutorials or something.
https://youtu.be/bKUdiyJk9-g
>10:24
>Strings are not great and have a lot of recovery, it applies to every weapon
>Most of the strings are useless, unless it's a 1on1 combat
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>>727669938
/thread
This sums it up, OP. Just have fun and learn what works and what doesn't. Suboptimal strings being in the game doesn't really mean anything
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>>727669531
>>727669938
Yes, I could already tell that even by casually playing through normal. I just wanted to make sure that I'm not actually misunderstanding something. Thanks.
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why is there no training mode to learn cancels and i-frames
why does the game grade you by time on normal play and call you bad if you used ninpo
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>>727669531
The heavy kick ends the combo by knocking the enemy away. what do you mean "no point"
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>>727670251
Why is there no training mode in other games of that time period?
Why do other games have different rule sets for their score?
Anon, what are you even angry about?
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>>727670251
It doesn't call you bad for using ninpo, only if you don't eat the ninpo herb afterwards
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>>727670350
I'm angry at games that dump a giant list of moves at you that all compete with each other and don't tell you which ones are invincible even though you need to know them or you get raped by grabs
I'm angry because it's obtuse and full of bad design that gets put on a pedestal on /v/ for little reason
the actual game stinks and most people here probably only ever watched it on youtube

kingdom hearts is a better action game and that's because the challenge doesn't come from hidden info and confusing bloated moveset bullshit
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>>727670698
Oh, you're the KHfag, lol
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>>727668804
>>727670003
>They aren't useful but they are cool
I think that's kind of the point, you have your utility moves and you have stuff that's fun to use because it looks cool. If you're getting your ass kicked then you should play more conservatively and use optimum moves but if you're comfortable with the game you can have fun and mix it up. It's not a complicated issue, really.
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>>727670251
>learn cancels
there aren't any except using a shuriken, ninpo, or blocking an attack during recovery
>i-frames
there aren't any except wall flip attacks, ultimate technique, grabs, homing jump, enemy step, and maybe a few frames in the forward-light attack with the dragon sword.
>grade
nobody gives a fuck, not even speedrunners or karma runners
>time
beat it as fast as possible. the exploration factor is a meme.
>used ninpo
because you can use it any time and can dishout decent damage
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>>727671756
I think what he's trying to say is that the ways to feel out your moveset and enemy attacks and behavior is really limited in most of the action games. On lower difficulties you can mostly waltz through the game without understanding what each thing does. Then you go to the higher difficulties and hit the wall, because not only do they require you to know that, but there’s also additional stuff on top of it, and now you have to do twice as much work to get past the challenges, because the lessons that you should’ve learned on the previous difficulties were largely missed.
I think the game would’ve benefited from more things like chapter 2 Doku fight, not in the sense of optional hard challenge, but in the sense of infusing knowledge and understanding of it’s mechanics into the players. If you’ve only just picked up the game and try to fight Doku in chapter 2 you’ll learn pretty quickly which of your attacks are unsafe and which are not, how to attack while keeping your guard up, how do enemies defend themselves and how can they open you up etc. This knowledge goes a long way and helps you play the game better on every level and difficulty.



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