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Breaker is amazing in the right situations. The spinning kicks often can stuck lock enemies, with good knock down keeping you safe while maintaining a crowd of enemies.
Slugger is really powerful and my favorite moveset, when it works. When used correctly it does the most damage and makes short work of even bosses. It's great for breaking through guards, and gives you a lot of super armor to just keep dishing out damage even when you get hit. I try to use Slugger any time I can.
Problem is, that's when Slugger works. Unfortunately a lot of his best moves have collision on walls, breaking your combos, something still doing the damage but either not finishing the combo, or dealing damage but no knockdown/knockback, and the enemy will immediately attack you to punish the screw up. If you have to, try just spamming the standard combo with no heavy strikes. It tends to avoid collision problems and still keeps you on top of enemies and dealing good damage.
There's also a few bosses that make Slugger too difficult to use because they constantly evade indefinitely while you're trying to use it. Not to mention characters like Mr. Shakedown can make it too punishing to try attacking with Slugger in melee.
And then there's Thug which I basically ignore unless Slugger isn't working out as an option. It's good enough to do what you need to do.
The best strategy for boss fights IMO is to use Thug style, keep some distance and double dodge around them when they start to attack. With the double dodge, even if you get your timing wrong, you shouldn't take too much damage. If you see them start blocking your hits, dodge away from them. If you get enough heat for it, you can try using Harsh Lesson (Lock-on + grab counter).
You can also use Slugger style and focus on getting charge attack hits in, from heavy or light-light-heavy. Slugger's attacks have decent range to them, so you should use that to your advantage. I heard that the light-light-light-heavy combo works well against most enemies, but I didn't try it that much. Also, there's an item that prevents you from gaining heat. Combined with weapon master skills (the ones that prevent weapon durability from going down), it will prevent you weapons from getting broken at all. Bladed weapons work well against some bosses. but I haven't tried them against many of them.
Breaker is highly impractical in boss fights. It's best used against normal enemies to build up hit and use it's spinning attacks. Against tougher enemies, you could try the heavy attack from Freeze Pose counter or the evade + grab move, but it's probably more practical to switch to a different style.
Except that Beast Style literally breaks the game and can be used to cheese every boss. It's already a good style, but then you can easily just knock down bosses and throw them almost indefinitely, it takes even the strongest bosses a lot of effort to even kick you off when grabbing them on the ground. Meanwhile you've probably tossed them 10 times for free and gotten a few heat move punches in.
And then when they break the cycle? Just knock them down and start it again...
So, in practice, nothing is anywhere near as good as Beast Style because nothing cheeses the game to the point of breaking it and trivializing every boss fight like Beast Style.
As for weapons, I typically stick with Katanas, Polearms, and Bats. Sometimes knives are fine but I haven't found a good one yet. Polearms I only really would use on bosses because I have difficulty using them with crowds.
Guns can be fine but I only really use them on Mr. Shakedown, and even that is questionable.
1) Majima's Mad Dog style's counter attack. It's supposed to only be usable at 3rd heat level, but you can use it whenever. Does a lot of damage, knocks down even heat mode bosses and can be used rather easily once you learn the timing.
2) Smoke, slime or zap guns. They just deal so much damage that they can take down even Mr Shakedowns or Amons rather quickly.
I spefictically avoided using any of those to not make the game to easy, although I did fall back to weapon/item spam a few times.
Kiryu can get Super Spicy Knife from a rather late game sidestory. Helped me a lot against Mr Shakedowns. If I understand the game mechanics correctly, then it should be possible to buy it on Majima's side after you get it. The sidestory you get it from starts at a telephone club, although at a different one from the one with the minigame. Don't remember it's exact location.
Both characters have styles which are all useful in many, many situations.
For Majima it's pretty simple:
1. Breaker is best against large groups of enemies which can be stunned and don't have weapons or attacks which can easily stagger you.
Saying it lacks heat actions is wrong, it has the best heat actions out of all of Majima's styles when fighting multiple enemies. Just press triangle when getting out of the final part of a full breakdance combo (Light attack x 2-4 and then Heavy attack, freeze action, heavy attack) and you will always get the heat attack action on two enemies.
2. Slugger is best against groups which can't be staggered easily or have weapons or attacks which can stagger you.
Slugger's Light, Light, Light, Heavy combo is also one of the most broken attacks in the game. If you had done even just a little research you'd be aware it totally destroys enemy A.I. and spamming it can easily destroy many bosses which take a lot of effort to beat with other styles.
3. Thug is best against single enemies and bosses, although there are a handful of bosses which are so evasive that exploiting Slugger's Light, Light, Light, Heavy combo is a lot easier.
I don't think any experienced player will agree with this, including myself. Any style which has good movement speed and counters is better than beast. Beast is only good in boss fights if you are truly not good enough to utilize the two other styles. It is definitely the easiest style to do somewhat OK with, but that is not the same as being the best style.
Like Majima's styles, Kiryu's styles are also objectively better or worse depending on the situation:
1. Beast style is best for fights with a lot of usable objects, or fights with an extreme amount of enemies.
2. Brawler is best for fights against multiple enemies with not too many usable objects around, and against medium fast or slow bosses. It's also the most powerful style overall lategame because of the buff you get when drunk.
3. Rush is best for fast bosses.
In general, styles with good Counters are the best ones. Most of the harder bosses are very hard to take down with normal attacks because they're so evasive and get out of combo strings easily while a counter is obviously something they can not evade, and it does tons of damage. Chaining ground throws with beast is far from as broken or OP as abusing counters, which is precisely why most challenge videos on youtube have tags on them like "No Counters".
I'm not certain if boss A.I. is vastly different on Normal and Easy mode and allows for the grapple strategy to work on most bosses, but I can guarantee you that on Hard and Legend it's an awful approach to any of the more difficult bosses as well as half of the challengers in the Coliseum.
Slime and Zap guns don't do a lot of raw damage, but they ignore armor. Hence why the Slime Gun with only a lame 80 damage does way more damage than a gun with double that attack power on Mr. Shakedown.
I don't you understand the perspective I was writing from. Beast Mode literally breaks the game with cheese. The other styles can't do this. I was arguing about which one is better when used as intended or is more fun to play as. Objectively, you can trivialize almost every single fight with Beast mode. To the point where I actually find it quite boring, because of how trivial the game becomes.
You're not stun locking bosses for minutes at a time while you toss them around with any of the other styles. You're talking about combos, Beast Mode doesn't even NEED combos.
Thug-Eye Poke is terrible and ruin all. You should always remember about not using this punch. (This punch is so slow that target will able to recover from blow and strike back, while Majima recovers. If you accidentally use it against Mr. Shakedown you are screwed, because he immune to all status effects.). Majima more agile with Quicksteps, but he paying for it with decreased recover speed after finishing blows.
Breaker-LMB+LMB+LMB+RMB is best combo for spamming. Tear through regular goons easily, but useless against minibosses and bosses.
Slugger-same as Breaker combo. Positive thing-you can block knifes and swords. You can charge RMB after LMB+LMB combo to throw weak goons with staggering power. (Kiryu with Beast hurling himself at enemies with same effect, but, i must admit, Majima's bat charged blow is hard to counter, but Kiryu have LMB+RMB charged,which sends enemy flying). It is hard to dodge or counter his bat attacks, but only for weak goons.
damn man, thats load of crap lol. Everything can work if you do proper timings after evades/block. Here's easy knowledge for you, Majima destroys shakedowns with any weapon, because weapon durability doesnt drop on 1st heat bar, tonfas/kali sticks/premium baseball bat. All those weapons block any of his attacks.
Thug is literally OP, since you can dodge into attacks, counterattack and break any grabs, there are very few opponents that do things that thug cant counter, try playing controller maybe, idk. Thug also have infinite combo with reverse kicks, that takes care of pretty much any standart encounter.