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What's the point of grabs?

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  • Feb 21, 2013 2:16 pm GMT
    They seem to be too slow to be practical in linking them to attacks, the damage isn't impressive or anything, and I can't see any benefit aside from maybe using Ryuga's in order to quickly raise your combo meter (or doing the throw counter I guess?).
  • Feb 21, 2013 2:32 pm GMT
    its handy for raising combo for a few other characters too. its nice when the enemy keeps blocking, which happens more and more often the higher the stars and the difficulty setting. it also seems to raise your aura a lot from my experience.

    it might be possible to set up juggles with some after youve achieved ultimate nexus, i havent specifically tried though.
    ---
    if it doesnt feel like dragging rusty needles across your gums, it isnt worth playing. ~truballergamerjammer2013
  • Feb 23, 2013 11:46 am GMT
    Blocking isn't much of an issue to get around. Just spam normal attacks on an officer and usually halfway through your string he'll open up for a charge attack or something of his own. Drop a Sig at that point to guarantee it hits and probably open up for shock combo opportunities.

    Throws aren't nearly as useful this time around, but a couple characters can do some decent damage with it if need be.
  • Feb 25, 2013 2:48 am GMT
    I feel like throws are a bit more important for local co-op (haven't tried any of the online modes yet). The AI blocks a LOT, the combined pushback from two separate attackers makes it harder to get behind the opponent AND start a good combo, and certain characters just have a really hard time crossing up the the opponent to break their guard (Ein, for one). A throw here and there might help to encourage the AI to come out of its sell.

    Not a huge problem if you have two characters with long steerable strings, though. I guess I'm mostly just thinking of that mess-around Ein/Shew run I did with my brother last night. Ein has fun juggles, but I'm beginning to think he sucks for synergy simply due to the nature of his strings. His Swing for the Fences Musou is DAMN fun for combo extension, though -- just gotta watch that long startup in co-op, where there's no auto-refloat upon close range activation.
  • Feb 27, 2013 11:51 pm GMT
    Grabs in KR2 were diluted in order to speed up play for all those who QQ'd about the first game being sluggish (the DW crowd).

    It's also why they removed the stylised presentation of the sigs and increased the hit-boxes on attacks to Dhalism levels.
  • Feb 28, 2013 12:28 am GMT
    MashYouGood posted...
    Grabs in KR2 were diluted in order to speed up play for all those who QQ'd about the first game being sluggish (the DW crowd).

    It's also why they removed the stylised presentation of the sigs and increased the hit-boxes on attacks to Dhalism levels.


    Wow an almost intelligent post by the troll.

    On topic though, I kinda like the new hit-boxes. It allows for more enemies on screen. Without the change in hit-boxes, the new number of enemies on screen would be rediculous.

    Throws kinda suck and they always did, but now there use has been completely snuffed out. You can't throw blocking, un-shocked opponents anyway.
  • Feb 28, 2013 8:42 pm GMT
    ^ Yes the throw mechanic, much like the rest of the game, was ruined to accommodate the scrubs. Now the game is dead and likely the IP, too.

    Intelligent indeed.
  • Feb 28, 2013 11:04 pm GMT
    MashYouGood posted...
    ^ Yes the throw mechanic, much like the rest of the game, was ruined to accommodate the scrubs. Now the game is dead and likely the IP, too.

    Intelligent indeed.


    It wasn't good in the first game either. You couldn't throw blocking unshocked enemies. I always thought that was what throws we're for.

    Besides, fist of the North Star was never about throwing, so why should it have been good?
  • Mar 3, 2013 3:16 am GMT
    I found that some characters can cancel their throws into signature moves, so it can act as a useful way to guarantee a sig.
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    GUILTY GEAR 2: OVERTURE! it's the BEST game ever made!
  • Mar 20, 2013 6:28 am GMT
    Now that I've played more, throws are a surprisingly reliable way to go into a Sig Move as the enemy will stay in front of you when you activate it right after the throw. The only problem is some enemies (namely the large, muscular guard captains that fight unarmed and go for grabs, large enemies like Heart) can't be grabbed, and will damage you if you try to grab them.

    The grab button also doubles as a grab counter (you can block an enemy grab) although it appears that you can evade grabs by ducking them like any other attack. Grabs also build up a fairly large chunk of Aura.
  • Mar 20, 2013 10:15 am GMT
    MashYouGood posted...
    ^ Yes the throw mechanic, much like the rest of the game, was ruined to accommodate the scrubs..


    It's actually useful in Chaos mode as you can cancel many sub-bosses out of their charge moves. You also don't get the ability to use Timely Strike in Chaos mode (which might explain why it's out of Co-Op too) since Chaos is supposed to be a lot harder, so it's helpful to have a reliable cancel ability that also gives you a good chunk of aura back. There's a few enemies who can't be grabbed, and it's not a very good idea to grab in a crowd, but it has its uses.

    Maybe if, y'know, you actually bought and played the game you'd have figured this out. Speaking of Chaos mode...

    http://www.gamefaqs.com/boards/673088-fist-of-the-north-star-kens-rage-2/65497455

    MashYouGood posted...
    The "difficulty" is actually damage and defensive sliders pushed to OHKO level. Just so you know...


    lolno

    Unlike you, I've actually played the game. In higher difficulty modes (Chaos in particular), bosses will dodge and counter attacks with much higher frequency. On Normal, bosses don't start dodging actively until they're low on health, whereas on Chaos they'll dodge attacks, forcing you to safely cancel a possible counter by using a Signature. This actually makes Chaos a lot harder as it's easier for you to get hit, not counting the increased overall damage taken.
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