Helene is actually pretty good, like most characters that people hate on she just requires a little finesse. She has a good game vs the 4 most popular characters (cc, anex, vv, yoshiro) shes tough, has a consistent interrupt, and can hit hard in physical, light, and dark. Her attacks can be a little expensive but enchant blade is free and sword slash can actually replenish energy. Her main flaw is that her two main attacks are only 90% accurate. I'd like to see sword slash upped to 95% but other than that Helene is a well balanced character.
What this game really needs is a save button. The autosave is pretty worthless as the game takes about 20 minutes to beat which is easily doable in a single sitting. I'd like to be able to save when I have a good run and not be forced to save when I have a bad one.
Normally, I despise it when games (specifically those from armor games) exclude content but, all thats missing here are some skills relating to gem bombs. I didn't care much when they were missing from the original and I don't care now. Overall this game has enough changed to keep it interesting while maintaining the same style of gameplay that made me enjoy the first one.
The previous protector games had some grind to them but I felt that it was worth it, each level you finished gave you an upgrade point so, although it took some time to become powerful enough to beat the hard levels, you only had to beat each level once. This game forces you to grind the same levels over and over in order to gain enough experience for a single level, and the levels themselves aren't nearly as useful. I've completed 5 levels, am only level 2 and the only bonus i've gained is 5% more experience per level. That might not be so bad except for the fact that the next level requires 20% more experience than the first. I feel like I'm moving backwards. 2/5
Popo: you were at 5 and you took 39, you gained 8 bringing your HP to negative 26, you were still dead. Your opponent was at 15 and took 35, bringing him to negative 20, also dead. Since you both died at the same time the game was tied.
I came back to this game to see if i was a little hasty in calling it crap when it first came out. Unfortunately for me, its worse even than I remembered. I can't stress enough how much I enjoy the concept but the greatest idea in the world doesn't make up for the fact that the gameplay is simply terrible. I'm actually lowering my rating from 2 to 1 because of the idiotic AI and awful controls. A note to the developer: you can't make up for a stupid AI just by doubling their damage.
Eggoramma: "I thought the new decks were coming out after R2... looks like not. R3 is out. Suck. Perhaps it is time to stop playing..." That sums it up pretty well.
Jolly_Rotten: After you made your first comment about popo's slingshot some 20 pages back I explained the reason that it is 50% crit, 10% hit and 40% miss. I'd follow Kasudain's advice and check out the wiki.
Lady_Killer: although you're not the first person i've heard express that opinion, you're wrong. The hit and crit percentages are constant. Whether or not a move hits is solely determined by a random number generator. If popo seems to crit against anex and not phoebe in your experience that is result of chance and not programming. Think of how much more work would have to be done to make the game function as you are suggesting.
I really appreciate the concept of this game, transforming biblical feats into fighting moves is hilarious. However, like every flash fighting game i've encountered, the gameplay is terrible. A for effort, C- for execution.
Jolly_Rotten: most people don't understand that kongai "rolls" hits and crits on the same "die." One number is generated for each attack (stuns and interrupts are seperate). This means that popo's slingshot will miss 40%, hit and crit 50% and, hit without crit 10%. I've found this is probably the most misunderstood aspect of kongai, although it doesn't matter too often when popo isn't around.
dallenkkj: no amount of informal observation will prove that a move's hit rate is bugged. If you want to open palm the bot a statistically significant number of times (at least 1,000) record and report your results then you can make claims about whether the probabilities are off. If not, you've just run into a bad patch of open palm luck.
An interesting game, certainly an improvement over the first yet, its a little too complicated. The campaign seems to amount to nothing more than an test of your direction following skills, leaving me feeling like I haven't actually played the game.
This is a good example of how not to create a game. It offers nothing new (we've all seen a hundred games just like it) and doesn't improve on any aspect of gameplay. Its not that the game is particularly bad, there is just no reason to play it when others have done it better. I expected more from a game developer that has created some excellent games in the past. I love zombies as much as the next nerd but, their inclusion in a game doesn't automatically make it good. 2/5.
no, i completely understand the confusion there, many people have posted comments in which they confused ashi's innate ability. What I don't understand is what an immunity to intercepts (which would be a ridiculously good ability, btw) has to do with origami crane.