Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
2. Try to move as little as possible. Grapple/shove enemies instead of moving around.
3. This take time, but learn their pattern? I can't help you much here because I'm also only using my gut instinct whenever I fight them and sometimes I'm wrong. Can someone help me with tips here? Is there actually predictable pattern on their move? But anyway, with experience, you sometimes will recognize safe spaces to move. For example, for iCompleti boss, I *think* if you move toward him he won't move away? Then you can grapple/shove/stun him safely. Or if you don't have any stun/grapple, sometimes you'll recognize spots that are safe and boxed by other enemies, so if you move there, he'll move, but his attack won't reach you, etc. This is just mostly my gut instinct. Other enemies seem to have other patterns, or the amount of times they move. For example, there is aggressive enemy with gun that will only move one square at a time, etc. Once again, someone might have better tips on this part.
Dodge should work fine too if you don't box yourself in.
https://steamcommunity.com/app/1265820/discussions/0/3075370188235843838/
Grapple and Front Kick are both top 5 for sure. Hammerfist is pretty great too.
-Some amount of replacing for yourself in both your moves and movement. Out of the obvious slip, and the other card to end behind an enemy, front kick is very important to kick away enemies who can counter attack while moving your character. Flip kick is a good disengage move which can't be countered at all. Tackle allows you to also reposition too, same as roll throw.
-Some amount of pushing and repositionning enemies. Out of front kick, you should try to get shove and grapple. Redirect is also fantastic as you can turn enemies into weapons with it. Left/right hook kick can also do some nice work.
-Some throwing. The regular throw is a simple card which cost 0 and allows you to just take down an enemy, no fuss no muss without any set up involved, assuming they aren't heavy. You can just use that to put an enemy out of the fight for 1 turn while also doing damage. Tackle and suplex requires a set up. So does roll throw, which is a bit on the costy side, but great.
-Some stunning. Stun dart is usually easy to find, but ideally I would say you need something else which can stun like headbutt or throat punch.
-One dodge just in case.
With all those tools, you can control the battlefield a lot more. Anything immune to throws won't be immune to stun(and usually in that act, they won't have much in term of blocking to stop the stun), and they are usually still can be pushed. If they can't be pushed, they can usually be thrown and stunned. The rest is so, assuming you can't hit safely, you can at least mitigate or prevent damage by positionning everything the way you want. On the boss stage, the two countering ladies minions have a lot of HP and hit hard, but depending of the flow of the fight, you can manage to make them hit themselves and/or the boss, or get lucky and push one or both off the board. Even if that doesn't happen, throws and stuns will work very well to prevent them from acting. They tend to like to attack from max range, meaning stun dart will punish them if they try that stuff.