Duel

Overview

Name: Duel (デュエル Dyueru)
Feature: input button sequences within a time limit
Time1: 4’66, 6’66, 9’33 ,12’00
Acquired: Combat King magazines

Moves

Albeit there is a certain freedom in choosing how to link the moves listed below, some are fixed–that is to say a move can be followed only by certain moves (Dolphin Blow can link before Mach Kick, but Heel Drop cannot) and there are moves available only after a combination of moves (as in the case of finishing blows).

Memorizing all the various possibilities can be very time consuming (and also a bit complicated), so the game provided a list of default moves with their combinations. The best way to get familiar with them is by trial and error. After experimenting with the various combinations, select the ones you prefer and practice until you no longer need to look at the sequence written down.

Another possibility is noticing loops (for example move A, after that move B, then A again) or patterns (for example move X always comes after moves Z and Y). Spotting the right set of moves is especially important in short duels (the ones that last circa 2 or 4 seconds) since there is no time to think which move to perform next.

Normal moves

Punch Rush (base):
Attack Power / Target: 16 / 1
Three punches in a row. It is the weakest attack, but since it can be inserted quickly, it can be easily added before or after most of the other moves.

Booya (base): 
Attack Power / Target: 18 / 1
A knee blow. Another easy move to tap, whose damage is quite the same as Punch Rush. Booya can precede or follow Punch Rush, together they make a basic, but easy loop.

Heel Drop (base):  
Attack Power / Target: 20 / 1
A sort of Axe Kick where Zell lifts his leg up, then hits the enemy. It does a bit more damage than the previous two moves, but, while it is still simple to perform, very few moves can be linked to it.

Mach Kick (base):
Attack Power / Target: 24 / 1
It is a high roundhouse kick: Zell’s leg makes a wide sweep while his body rotates. Compared to Punch Rush or Booya, the damage given by Mach Kick is about 1.5 times higher. It is quite simple and links both before and after Dolphin Blow.

Dolphin Blow (Combat King 001): 
Attack Power / Target: 28 / 1
There is an ocean behind the enemy and two dolphins appear. Among the normal moves, it is the one that delivers the heavier damage. It is slightly more elaborate than its predecessors, but nothing too difficult.

Meteor Strike (Combat King 002):
Attack Power / Target: 25% current HP enemy / 1
An elemental move: Zell picks up the enemy with one arm, springs in the air and then throw it to the ground. The damage carried out is around 75% of the enemy’s HP but, as all moves, the maximum damage is 9999.
Meteor Strikes comes handy against those enemies with many HP and high defence (Iron Giants or Ruby Dragon for example). The only exceptions are most bosses and Behemot. It is very simple, unfortunately it can follow very few moves.

  1. Time intervals depend on Zell’s condition: normally, the worse it gets, the higher is the chance to get a long interval. If the time is 4’66 or 6’66, the fight will begin with Punch Rush while if the time is 9’33 or 12’00 it will begin with Booya. The first move determines which final moves can be done: if the combo begins with Booya, there is only one finishing blow available (either My Final Heaven or Different Beat). []

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