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==Melee overview==
==Melee overview==
The melee combat in Oni was designed from the start as a crux of the gameplay. Great effort was undertaken to create a balanced system of strikes, comboes, special attacks, blocks, and dodges, inspired by fighting games such as the Street Fighter series. Attacks are initiated with only two keys, one for punching and one for kicking (also, the left mouse button is punch, and the right button is kick), but complexity is introduced by varying the attacks based on Konoko's movement and with combos such as p-p-k (short for "punch-punch-kick", which yields the powerful Sledgehammer Heel). Blocking simply requires facing the opponent and not pressing any keys, but some attacks break through blocks enough to cause a stun effect and/or do chipping damage, and some are so powerful that they cannot be blocked. Jumping attacks and low attacks (such as leg sweeps) also add challenge to melee combat. One must be crouching to block a low attack, thus requiring fast reflexes; in addition, overhead attacks such as jump attacks and certain other moves can only be blocked while standing. The more advanced enemies are noticeably better at fighting than the ones encountered early on.
The melee combat in Oni was designed from the start as a crux of the gameplay. Great effort was undertaken to create a balanced system of strikes, combos, special attacks, blocks, and dodges, inspired by fighting games such as the Street Fighter series. Attacks are initiated with only two keys, one for punching and one for kicking (also, the left mouse button is punch, and the right button is kick), but complexity is introduced by varying the attacks based on Konoko's movement and with combos such as p-p-k (short for "punch-punch-kick", which yields the powerful Sledgehammer Heel). Blocking simply requires facing the opponent and not pressing any keys, but some attacks break through blocks enough to cause a stun effect and/or do chipping damage, and some are so powerful that they cannot be blocked. Jumping attacks and low attacks (such as leg sweeps) also add challenge to melee combat. One must be crouching to block a low attack, thus requiring fast reflexes; in addition, overhead attacks such as jump attacks and certain other moves can only be blocked while standing. The more advanced enemies are noticeably better at fighting than the ones encountered early on.


When Konoko is in a tight situation or is surrounded, she can use an escape move such as a cartwheel, or call on an omnidirectional attack such as kicking when coming out of a crouch (Devil Spin Kick) to clear some room.
When Konoko is in a tight situation or is surrounded, she can use an escape move such as a cartwheel, or call on an omnidirectional attack such as kicking when coming out of a crouch (Devil Spin Kick) to clear some room.


==Melee tips==
==Melee tips==
'''Block before attacking.''' Oni does not reward button-mashing when fighting advanced opponents. In fact, any enemy can surprise you with a quick jab between your own attacks if you do not pay attention to defense. Wait for an opening before punching or kicking, such as when an enemy is not facing you or when they have just finished an attack. Learn enemy comboes, so you don't try to counterattack in the middle of a combo and let the next attack through your defense. However, this doesn't mean you should just turtle for hours on end waiting for the perfect opportunity to counter your opponent; not only can some attacks do chipping damage even if you block them, but impatient enemies will just throw you.
'''Block before attacking.''' Oni does not reward button-mashing when fighting advanced opponents. In fact, any enemy can surprise you with a quick jab between your own attacks if you do not pay attention to defense. Wait for an opening before punching or kicking, such as when an enemy is not facing you or when they have just finished an attack. Learn enemy combos, so you don't try to counterattack in the middle of a combo and let the next attack through your defense. However, this doesn't mean you should just turtle for hours on end waiting for the perfect opportunity to counter your opponent; not only can some attacks do chipping damage even if you block them, but impatient enemies will just throw you.


'''[[Quotes/Objectives#Chapter_5_:_HOT_PURSUIT|"Both the high and low roads have hidden rewards."]]''' Get the high ground by keeping your opponent knocked down at all times. Useful methods to do this include the crouch+punch move, the crouching sweep kick, an attack in any direction but forward, or any jump attack. A prone opponent is a predictable opponent, as there are only so many ways he can get to his feet. If they try to get up with an attack, it'll be in the direction of their feet, so stay near the head of a fallen foe if you want to wait for him to get up before beating him to the ground again. When fighting on stairs, on the other hand, the low ground is preferable: you can block low attacks while standing, high attacks will generally miss you, all your attacks must be blocked low (allowing you to hit with an overhead like a jump attack) and a prone opponent can be hit by a full Triple Hit Haymaker combo without any possibility of retaliation.
'''[[Quotes/Objectives#Chapter_5_:_HOT_PURSUIT|"Both the high and low roads have hidden rewards."]]''' Get the high ground by keeping your opponent knocked down at all times. Useful methods to do this include the crouch+punch move, the crouching sweep kick, an attack in any direction but forward, or any jump attack. A prone opponent is a predictable opponent, as there are only so many ways he can get to his feet. If they try to get up with an attack, it'll be in the direction of their feet, so stay near the head of a fallen foe if you want to wait for him to get up before beating him to the ground again. When fighting on stairs, on the other hand, the low ground is preferable: you can block low attacks while standing, high attacks will generally miss you, all your attacks must be blocked low (allowing you to hit with an overhead like a jump attack) and a prone opponent can be hit by a full Triple Hit Haymaker combo without any possibility of retaliation.