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翻訳の問題を報告
Nature Shield is extremely effective by design. It depletes the sub-weapon gauge at such a slow rate, When the gauge because empty the weapon is actually able to stay active while it's charging. Choosing to intentionally destroy one of the four orbiting leafs provides near-indefinite activation time, Draining just over 1% of the sub-weapon gauge every couple seconds. The fact this sub-weapon fires independently is also a huge help, Stacked with the fact Anna's shots home in on enemies you can focus entirely on dodging incoming rounds.
The duration with Nature Shield is ironically the problem of boss levels, Handicaps reducing your damage means you just don't have enough time to let this slowly sap away at the bosses health. It's a nice passive tool, But it lacks in dealing large amounts of damage within a short time period. Luckily however, You can opt out for Razor Lead which can be purchased from the shop.
Razor Leaf opporates similar to Matt's default sub-weapon. It shoots a stream of leaves forwards, "Basically strengthing your main weapon". This makes up for the one thing the previous sub-weapon lacked. You should have no problem with handicaps using that.
All that being said though, Personally I prefer Dry Nolegs. The Bullet Hell sub-weapon is the most devastating thing in the game, Especially when stacked with an instant recharge from diamonds.
My favorite General Purpose Character is Slime Bunny/Mystic Wave/Magic Sweet. This combination gives her decent mobility and a rather high-damage setup with good horizontal range, which is pretty effective against basically anything. Kind of fails in bosses with difficult patterns as the subweapon takes time to burn through health.
For getting those Perfect Stage Clears, Dry NoLegs/Bullet Hell/Spiky Platform is my go-to character. Since Bullet Hell has such a ridiculous range, it easily shreds waves of enemies, allowing the tracking main weapon to finish the job. Collect the Perfect Diamond and repeat with full weapon charge. Spiky Platform just helps in case a deathbomb is absolutely necessary. Has difficulty when dealing with stronger single enemies since Bullet Hell is great on multiple low-health targets, but damage is dramatically lowered when there's one large enemy in the middle of the screen zoning you with bullets.
When it comes to Boss Killing, Anna/Razor Leaf/Big Leaf is my favorite. The combination of a high-burst-damage subweapon and a tracking main weapon makes it easier to focus on dodging the barrage of (if dynamic bullets are on) blinding glowy projectiles since the subweapon gauge drains crazy fast but deals good damage. She's totally effective in regular stages too; just swap to Anna/Nature Shield/Log Slice for sub gauge-efficient consistent damage (plus coin grabbing range).
Shoutout to Natz/Raging Firestorm (who I think is totally under-represented) for having some good consistent damage at the rather high cost of movement speed with no Costume to increase it. She's fun and her other subs have some versailty as well.
Anna with either her spread or her shield, because the shield has a habit of sticking around after the special bar runs out.
NoLegs using the drone-type star. It's that good.
Lance, any Lance, works out okay for me. Kinda situational.
DryLegs can be summed up in one word: If you ain't using Bullet Hell, you're in bullet hell. The rapid-fire wave-mashing death-cone of slash-shots causes screenwipes lake crazy.
HalcyonicFalconX works best with her mine-type weapon. This can be used to easily slip through the eyeball's defenses, as well as being fairly spammy, a limited, versatile range (it doesn't go to the top of the screen) and being able to take large chunks off of bosses.
Razed through the entire game with it. (On Normal, but still.)
For bosses I mainly keep the Shield up to deliver constant damage while letting her main charge to 100 for heavy burst damage.
My other option would actually be Slime Bunny/Mystic Wave/Magic Sweet though, which I mostly use for the endless stages for quick destruction of tightly packed waves.
Basically, starting from wave 2, you can fully discharge your secondary weapon, the collect the diamond, the fully discharge the secondary weapon again. This kills most of the small mobs on the screen, making the resulting bullet pattern easy enough to finish with the primary weapon. Then, your secondary weapon is at maximum charge at the beginning of the next wave again. Almost feels a bit like an exploit.
For bosses, I still prefer the first primary weapon. Using the same technique, you can deplete half of a boss's health before the wave even really begins.