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
Partner attacks, especially peppermint help. You can bounce off shields and still get meter.
The robots holding Z-shields can be circumvented by using your grapple to get behind them where they aren't protected.
Strategically save your Hibiki for tough fights in the level, it instantly breaks shields too.
And in the worst case, you can just swing your weapon in the air to keep up the meter while you wait for a partner to recharge.
RM only really punishes waiting around and getting hit, but there are only like 1 or 2 spots where you're actually forced to wait around.
You don't have the leisure to always wait for partner counters, so don't rely on them anymore.
The whole "Use Peppermint to keep combo up" thing must have been patched out, because I see this advice often, but it clearly doesn't work anymore. Try it yourself - the combo meter can be refilled by her only once, second time you use her it basically doesn't do anything. You have to alternate with Korsica and that is very annoying and breaks the flow. I see people already complaining that you need to spam assists to get through fights, which kinda defeats the whole point of the rythm gameplay.
Typically these kind of encounters require that you do a parry counter, but that puts you at mercy of AI (or even worse - when the shielding enemy is present: your targeting system). Each stage has at least one such encounter and since you can only get S rank for a stage if you don't die on it, having this kind of semi-random "difficulty" spike is annoying to say the least. It does not contain any kind of challenge, just breaks the flow when you're playing through the whole level just fine and then have to restart that one section 50 times until you get lucky with the enemy attack pattern and positioning.
This is a very common issue with most games at their highest difficulty, and tbh most people don't care because most of the time people prefer to "have a life" rather than tryhard the top difficulty of a game. The only reason why I am posting it here, is because Hi-Fi Rush is such a good game that it's worth fixing here IMO.
https://streamable.com/snle2d
If you air-combo them after you break their stun-gauge, they can't block you.
Plus this leads into a very easy and useful strategy to quick-break their shields without needing a counter:
Get behind them and use the Quick-Beat-Hit (Spacebar+Attack) to instant trigger a Macaron Partner Beat Hit, which will break their Z-shielding.
For the large Z-shielded enemies, you can actually do a light-attack air combo on them to trigger a Macaron Partner Beat Hit and instant-destroy their shields. You don't stagger off shields while in the air.
As for "Using Peppermint to keep combo up"
Well yeah, using nothing but Peppermint won't keep your METER up, as repeated attacks have diminishing returns. If you really can't hit the enemy, like an electrified Rekka, alternate between Peppermint and Macaron.
I only found partner spam that useful during Mimosa and Roguefort, as both like to move around too much, and Roguefort doesn't have a stagger bar.
If you're looking up "Using Peppermint to keep combo up", you're going to find people talking about the Combo/Hit Counter, not the Meter.
I'm not assuming anything. Your post says that you struggle with keeping the meter up because your strategy is over-reliant on waiting for counters, and I said to not wait for counters. Take them if they're there, but otherwise make the first move.
Yeah that's the problem. When you are playing normally and then suddenly have to resort to spam and other uncharacteristic actions it kinda ruins the level, at least for me.
Thing is - I am not interested in try-harding the game whatever it takes, so I can stroke my ego by scouring the forums for opportunities to point out the fact that I've ticked off a box, and am therefore better than the other guy. That's precisely the problem I am outlining here. My point is that playing on RM feels pretty good, except certain situations which break the flow of the game. This issue is quite easily solved without removing the challenge. Hence this thread.
IMO if a difficulty exists solely for try-harders to brag about beating it, then there is no value in it. It should be enjoyable, I am not playing the game to work though insecurities, I am playing it for the fun of it. RM is pretty fun, it forces you to rack up combos and not just button mash. But every level has at least one such encounter where the game breaks down on that difficulty due to issues I outlined.
The final fight of Track 6, where you're forced to swing wildly at nothing to stay alive while destroying the first tram brake.
And restarting checkpoints during boss fights, which put you back at C meter and thus an awkward situation should you be in something like Kale's phase 2.
But the overall flow of Rhythm Master is to promote speed and constant action in fights.
You can't use the same strategy for the every fight on every difficulty and expect the game to cater itself around you.
The game gives you all the tools to deal with any enemy without having to wait for a counter. It's not the game's fault if you choose not to use them.
I work a full time job. I played this game at a pace of 1-2 missions a day. RM was not that much of a struggle when you bother to try some new things.
It's not "Try-harding", it's literally playing the game the way it's intended.
Also to address some of the original points
True, but additionally most enemies have no attacks that can hit you in the air, and Partner Beat Hits make you invincible. Once you have a combo started, staying in the air and chaining Jam combos generally prevents you from being attacked mid-combo.
Target enemies that are alone and juggle them.
You have to block for each individual hit. Sometimes these hits happen on half-beats. You do have to memorize them, but they're not that common so there aren't a lot to remember.
AFAIK the only fire move that can't be parried are the Gunner's flamethrowers (and obviously any fire on the ground).
I agree that fire is really annoying though, but this is an all-difficulty thing. Didn't find it much worse on RM.
Positioning never really felt important in this game. You can parry almost everything, and enemies pretty much always target Chai directly, and at most have a small explosion, with the exception to boss fights/volcanos (which are parriable).
The game doesn't expect you or grade you on your positioning.
Several special moves, Macaron's Alt-Hold, and several heavy combos have wide-sweeping final hits.
If you mean things like stuns to stop enemies from attacking while you focus elsewhere, then sure, though again, the game was not designed with that in mind, and I feel it'd make the game too easy.
Honestly, I think you just made this post to get jester awards. Considering how many you've gotten, people think this is a joke.
You are trying to teach me how to play RM, while my post was not about that. I have beaten the game on RM already and know the basics. By posting all this pointless flexing about how many times per day you play and how it's no big deal, you are only proving my point. In fact just like I suspected, the only people who replied to this thread are that kind. Because nobody else plays this difficulty. Which is exactly the point.
You didn't bother to read the thread or the OP fully, missed the entire point, told me to get good and proceeded onwards to insults. Like straight out from a meme. And you call me a joker?
Let's see how many tryharders we can bait here, shall we?