If you're having real trouble with this fight, go complete Saigo's training course as Akiyama, Master's dig in the sewers as Saejima, and Nair's cases as Tanimura. ![]() the SWAT Body Armor, which is found in the Underground Mall in locker C-5) is a very good idea. Tanimura's going to need more healing items than anyone else, and equipping him with a strong anti-gun defensive accessory (i.e. Parrying becomes difficult as it involves standing still, and standing still invites Munakata to double-tap you from across the helipad. Munakata, who's got a pistol, and his small army of bodyguards, several of whom have knives. Kiryu has a lot of options for getting back at somebody following a knockdown, and Daigo likes to knock you down, which neatly sets up those options.įinally, and perhaps inexplicably, it's Tanimura vs. You can take a lot of health off of him quite cheaply if you shotgun Tauriners, keeping yourself at or near max HEAT even if you get floored, then tagging Daigo with the Essence of Reversing counter. Daigo begins the fight as a punching bag, but thanks to his quick knockdown punches and propensity for taunting you every time your back hits the floor, he's more or less permanently in HEAT mode throughout the last 80% of the fight. At low life and full HEAT-and just for fun, count the number of times in this fight Kido goes to full HEAT without actually doing anything to trigger it-Kido will try to stun you and cash in his HEAT for nearly a full bar of health. When he loses HEAT, he staggers for a moment, leaving himself vulnerable. Charging Tackles are probably your best use of meter, and when Kido's powered up, just stay away from him. Early in the fight, you can knock a lot of health off with body slams, but Kido has a vicious habit of being in HEAT mode more often than not, and that makes him very difficult if not impossible to throw. This isn't a particularly tough fight, but it doesn't play to Akiyama's strengths. Arai gets very stable when he's in HEAT mode, and since Akiyama gets so much mileage out of knockdowns, your single best use of HEAT meter is comboing Arai against the nearby wall. After another lengthy cutscene, you'll wind up on the roof of Millennium Tower, fighting four tough boss fights as each of the main characters. When you're ready to finish the main game, talk to Date. This increases your HEAT meter and unlocks new abilities. ![]() It's a good idea to go to the Theater Underground as each character at this point, invest in the Professor's machine, and beat each of the recorded boss encounters. Make sure each character is wearing protective gear, has a full supply of healing items, and is around level 13 if not higher. ![]() You can freely switch between them to pursue their substories, grind XP, explore the city, and generally prepare for the final showdown. At this point, all four protagonists are hanging out in New Serena.
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