撰写了文章 更新于 2022-07-27 23:23:58
PS2忍系列资料整合 | Shinobi&Kunoichi Data integration
中文版
视频整理:
TKMO以前网盘的国内外部分忍系列的高手视频有以前其中很厉害的@YUXI和 @Z2327541 @Kelvin 的速通等等的也有,有兴趣就搜索ID进去看看视频吧。
日本玩家eugene2810的S忍TA:
https://segaretro.org/Shinobi_(2002) 外国整合的SEGA游戏页面
https://www.youtube.com/results?search_query=ps2+shinobi+review 油管的S忍回顾
https://www.youtube.com/results?search_query=ps2+nightshade+Kunoichi+review 油管的K忍回顾
杀阵解析:
南门yim:双紫电就是指那个连续两次的紫电杀阵,全白光是说6A这关从头到尾都可以做特效(由于难度极高,一次性做完的整关的录象目前看来是几乎不可完成的任务,也就是空白指的完美6A = =)
做出7字或7字以上的就有特效,每关都有——
1A1B:紫电
2A2B:黑风
3A3B:白斑(就是8楼说的飘雪花)
4A4B:火焰
5A5B:水雾
6A6B:白光(个人感觉是烈日,仔细看会发现上方似乎是个太阳)
7A7B:樱花
8A8B:不知道叫什么,个人称为咒怨杀阵
除去BOSS战关卡,每个杂兵战关卡里都有做特效的地方,再炒作一次,杀阵MV里有这些……
SHINOBI忍全关卡引兵杀阵(特典追加完成):
【S忍】全关卡引兵杀阵----前言 (特典追加完成) | Shinobi忍 全关卡引兵杀阵特典:前言
【S忍】特典一:非引兵高难度杀阵 | Shinobi忍 全关卡引兵杀阵特典1
【S忍】特典二:邪道杀阵 | Shinobi忍 全关卡引兵杀阵特典2
【S忍】特典三:8双手里剑两段BOSS演示,SUPER难度 | Shinobi忍 全关卡引兵杀阵特典3
Shinobi忍特效杀阵攻略:
1A
1.第4区域,到封印前引出3个下忍,回到本区开始处引出2狗2下忍,7杀阵。
1B
1.第3区域,在较高的两个楼顶间往返,引出兵,7杀阵。
2.第4区域,从最初出现下忍的平台右上角的右侧跳上旁边高平台的墙,壁走到另一端跳回到左边的大平台(接近箱子),转身再跳上高平台引出1个下忍,跳回到大平台,引兵成功的话此时应该是5字。杀掉面前的3下忍1墙忍,左行到最初平台引出兵,杀完后跳上高平台杀最后1个下忍,9杀阵。
3.紧接第2个,将高平台出现的1个下忍杀掉,回最初平台引出4个兵,杀完后右行引出最后4个,9杀阵。
4.第5区域,HARD或SUPER难度,接近封印出现飞头,选择其中两群做9杀阵,这里引兵时可能用到超跳。
2A
1.第6区域,去封印处,再回到区域开始的地方重新引出5下忍,杀其中4个,到封印处引出另外5个,9杀阵。
2B
1.第4区域,到第1个封印石的平台,转身杀掉3个飞头,回第1封印石平台等待另外3个飞头出现并杀掉,回区域开始处引出3下忍,回身杀掉,利用飞来的3个飞头做连接杀掉其中2个,到接近封印初引出最后3下忍,9杀阵。
3A
1.第3、4区域连接通道处,跳上最高处引出前面4个下忍,跳回到下层引出另外4个,8杀阵。
2.BOSS战,7杀阵。
3B
1.第2区域,到右边忍卷处引出4只蜘蛛,接近蛛蛛巢引出里面的1只蜘蛛,回到区域开始初引出1蜘蛛1墙忍,7杀阵。
2.第4区域,进区域出现4字,接近封印处引出一蜘蛛巢里的,再到蛛网群引出另两个蜘蛛巢里的,7杀阵。
4A
1.第1区域,接近右边岩浆引3字,返回走前面通道引出4字,7杀阵。
2.第2区域,引出岩浆前的4字,回头到1、2区连接处引出3字,7杀阵。
3.最终区域,7杀阵。
4.BOSS战,7杀阵。
4B
1.第1区域,过封印后引出3字,回头用超跳或变向蓄力斩到对岸,引出5字,9杀阵。
2.第1区域后通道,引出前面4字,回头引3字,7杀阵。
3.第5区域,接近4块封印石出现8字,8杀阵。
4.第6区域,进区域出现6字,顺序杀至接近***时出现另外3字,9杀阵。也可以破封印石后过区域,返回,***被飞蛾代替,9杀阵。
5.BOSS战,7杀阵。
5A
1.第2区域,出现3字后留下蝙蝠不杀,跳到第1个封印石处出现飞头,杀后继续往左前进,这样同理一路杀到第3个封印石,杀完飞头,转身杀正在飞过来的2蝙蝠,9杀阵。此处也可出现3字时回身引出通道的墙忍,从墙忍开始做杀阵。
2.最终区,壁走到前面封印石处引出飞头,返回到区域开始处,引出单独飞头,杀掉往封印石走,杀掉1飞头,等待另1飞头出现杀掉,以蝙蝠做连接到中间大平台引出最后3字,9杀阵。
3.BOSS战,8杀阵。
5B
1.BOSS战,9杀阵。
6A(本关比较特殊,引兵原理为过门引出后面的再立即回门引前面的,这里写的是一路顺序杀敌下的做法)
1.引前3字,过门,前3字消失,引后4字,回引前字兵,7杀阵。
2.过门,引前4字,过门,前4字消失,引后4字,回引前4字,8杀阵。
3.引前3字,过门,前3字消失,引后5字,回引前3字,8杀阵。
4.引前4字,过门,前4字消失,引后4字,回引前4字,8杀阵。
过门,引4字,杀其中2字,过门,引后7字,回引前面2字杀掉,过门,杀后7字其中2字,中断4字杀阵。
5.过门,前5字消失,引后4字,回引前5字,9杀阵。
6.引前4字,过门,前4字消失,引后4字,回引前4字,8杀阵(目前看来需用雷术)。
7.引前3字,过门,前3字消失,引后4字,回引前3字,7杀阵。
8.BOSS战,8杀阵。
6B
1.BOSS战,9杀阵。
7A
1.瀑布前的通道,出5字后继续走直到出现另外4字,9杀阵。
2.瀑布后的通道,同样走到尽头引出所有兵,9杀阵。
3.第3个长通道,同理,9杀阵。
4.最终区,8杀阵。
5.BOSS战,9杀阵。
7B
1.BOSS战,9杀阵。
8A
1.第2区域,在三柱子处杀掉2飞头后不动,等对面房顶出现1字,过去后出现2字,上右边最高房顶出现6字,9杀阵。
2.第4区域,到左边房顶上,走到最高封印石下面,8杀阵。
3.第5区域,直接经过三柱子来到房顶出6字,杀死其中2字,回到区域开始处引出5字,9杀阵。
4.BOSS战,9杀阵。
8B
1.第2棍式神处,破封印后进去引出4飞头,回身再引出5字,9杀阵。
有请白老师。
2.第4棍式神处,上最高平台,下落到下一层,以出现的3飞头杀上去,再杀掉上面2飞头跳到最高平台,出现最后4字,9杀阵。
3.BOSS战,9杀阵。(https://bbs.a9vg.com/thread-254356-1-1.html)
(https://bbs.a9vg.com/thread-1084309-1-1.html)
[录像]Shinobi忍Stage6-B Super难度秀真一刀斩(1楼添加要点难点讲解)
https://bbs.a9vg.com/thread-1275405-1-1.html
原楼主yuxi:“老实说这个录像只能算是无意间的产物,要不是最近晚上回来后比较无聊,可能就不会去碰这关了。最开始是研究的hard,从找方法到完成大概2-3个小时就搞定的,毕竟这关比较短。但是当我完成hard的时候我自己还是认为super虽然有理论的可能,但实施起来实在太困难了,几个老鸟也是这么认为的,hard的方法在super下没办法用,所以一度想过放弃掉了,但是无意间找到了解决上肩的方法,这又让我看到了希望,开始规划整个打法,大概用了1个小时的时间把方法最终确定下来了,然后拼rp也是个比较扯的过程,因为需要的rp因素太多了,还好昨天rp不错,一场中超的时间就完成,当然前一天曾经打出一个雷术版的一刀斩也确定了这关是可以一刀的,这也大大的增强了信心。好了牢骚就发这么多,希望大家喜欢这个录像~”
B站搬运:6-B Super难度秀真一刀斩
优酷在线:https://v.youku.com/v_show/id_XMTE3MzkwODQ4.html
RMVB下载地址:
http://www.filefactory.com/file/ ... r_Hotsuma-yuxi_rmvb
.
SHINOBI忍 系统之简略介绍
https://bbs.a9vg.com/thread-331996-1-1.html
鉴于新人对SHINOBI忍的系统和操作不太了解,谨以此帖作一个大概介绍,希望对新人有所帮助。
SHINOBI(日版)之简略说明书:
一、基本动作和键位说明:
1 - 左摇杆:手柄左摇杆为控制人物的移动和方向,轻推为走(一般来说实用价值不大,主要是在远距离用手里剑打破封印石时用来调整角度和位置,次要作用为耍酷)、重推为跑(在锁定敌人的情况下再怎么用力推也是走)…………
2 - 右摇杆:这是一个3D的世界,于是手柄右摇杆是用来观察四周及一定角度上下方向的情况的…………
3 - 叉键:叉键是DASH,也就是瞬移,当然配合左摇杆能够四面八方地DASH,DASH能被出招和跳跃取消,基本上这是最为常用的移动技巧了,因为速度比跑更快,而且有一定的无敌时间,在战斗中还有突围的作用;在空中的话只能够DASH一次,但每砍中敌一次就能再DASH一次,但不能累积DASH次数(如果在空中已经DASH过的话,砍中封印石是不能再DASH的),这是空中战的要领。无论怎样DASH必须好好掌握。
4 - 圆圈键:不能跳跃的忍者是没有前途的,所以这个键是跳跃,还能做出违背物理学的二段跳,和DASH一样,跳跃也能在空中进行一次,但无论怎样也只能进行一次,所以这一跳要好好利用,不然受伤乃至摔死就再所难免了。
5 - 方块键:这是斩!用来斩杀敌人。不按此键的话是不能过关的(使用JOE的话另当别论),由斩键衍生的相应招式随后介绍。
6 - 三角键:忍者通常是能使用手里剑的,在本作中按三角键的话就能发出手里剑了;手里剑有一定的杀伤力,但威力不及斩,主要作用是能够麻痹敌人,对所有的杂兵(除了***)和部分的BOSS有效(……用JOE的话……一会详细解释他吧)。如果和敌人距离较近的话,不按锁定(R1键)也能射向敌人。
7 - L1键:按下的话就能看见正前方的情况了。亦是个常用的键…………
8 - L2键:使用忍术,没有忍卷的话,按下则不会有任何效果。忍术有三种:炎术——一个颇有威力的爆炸,周围一定范围的敌人均会中招、雷术——10秒内全身无敌(但仍会摔死和淹死而非金刚不坏之身)并且将DASH的速度提升到极致,在最速破关中有重要的价值、风术——即是剑气伤人了,使用一个忍卷可以发出六个剑气。
9 - RI键:锁定,也就是瞄准,除了能让斩杀和手里键的命中率大幅提高外还有其他的作用,在锁定住敌人的情况下DASH,DASH是向着敌人行进的,在空中也是如此;在锁定住敌人的情况下摇杆向左或右推+DASH则是做以敌人为圆心的圆弧运动(距离够进的话会一下瞬移至敌人身后)、向后推的话是拉开与敌人的距离。如果有多个敌人的话,锁定默认为距离最近的一个。
10 - R2键:在按住R1键锁定敌人的情况下,用来切换锁定的目标,若画面上没有敌人或只有一个敌人的话,亦是没有效果的。
11 - 十字键:在游戏里选择要使用的忍术。
12 - START键:暂停及退出和重试的菜单。
13 - SELECT键:完全没有任何作用。
二、系统及相关名词解释:
1 - 临兵斗者皆阵列在前:这是大家都知道的九字真言,在本作中一个版面上有几个敌人就会出现相应的字数,也就是说一次最多能同时出现九名敌人。每斩杀一名敌人就会亮起一字。
2 - 杀阵:在一定时间内连续斩杀敌人就能形成杀阵了,杀阵的特点是:
A、每斩杀一名敌人,刀的威力就会按一定倍数上升(具体的倍数值和对敌人的伤害值参见《Shinobi Attack System Final - J》这一帖,作者:空白)这一设定是本作的灵魂所在,也是斩杀BOSS的关键技巧。
B、连续斩杀完四名以上敌人就会摆POSE,七名上敌人的话则是带有华丽效果的特殊杀阵。
C、连续斩杀的时间限制为四秒,也就是说在杀死一名敌人后四秒内没有杀死第二名敌人杀阵就会中断,刀的威力回到初始状态。在杀阵中使用忍术的话会中断杀阵。
D、杀阵的分数计算:杀阵中杀死的敌人个数越多分数越高(无论摆不摆POSE,只要敌人同时倒下就算,用手里剑或忍术杀敌的话就不算了),敌人个数一定的情况下,一个杀阵完成的得分多于两个或数个分杀阵得分之和(比如一个九杀阵的得分就多于一个四杀阵+一个五杀阵的得分、一个九杀阵+一个三杀阵的得分多于一个七杀阵+一个五杀阵的得分)。
3 - 过关得分:过关得分分为五项:
A、杀敌率(KILL):杀死关卡中的敌人就能得分,满分15000。
B、杀阵分(TATE POINT):即是在破关过程中做杀阵所得到的分数。
C、BOSS得分(BOSS POINT):用且只用一刀斩死BOSS的话就能得到满分的(通常是用杀阵来提高刀的攻击力,然后一刀斩杀BOSS),A关中的BOSS是20000分(2A有两个BOSS共计40000分),B关的BOSS是30000分,EX STAGE只有一个BOSS,20000分。每多斩BOSS一刀则得分减半,在BOSS战中不用刀斩BOSS和使用忍卷的话则得分为0,一分也得不到。
D、忍卷得分(MAKIMONO):携带忍卷过关的话就能得到了,一个忍卷2000分,满分6000分(5B 6B 7B只有一个忍卷,满分是2000分、EX STAGE有两个忍卷,满分4000)。
E、无伤分(NO DAMAGE):在破关过程中没有受伤的话就能入手10000分,只是被敌人的手里剑击中或是被妖刀恶食吸去体力的话是不影响的,依然能入手这10000分。
4 - 级别评定:过关后的得分总和是评定级别的标准,标准如下:
S RANK:45000以上
A RANK:35000——44999
B RANK:20000——29999
C RANK: 0——19999
5 - 妖刀恶食:主角的武器妖刀恶食在2A关卡开始觉醒,从而能够通过杀阵来提高攻击力,并能使用蓄力斩,但会吸取魂魄,于是要靠杀敌来补充魂魄,魂魄一但吸完的话就会开始吸取主角的体力,所以站着不动也是会GMAE OVER的。
6 - 胧币:在游戏中能得到胧币,过关后回计算胧币的总数(同一位置的胧币反复取得无效),这是开启隐藏要素的关键,不同难度的胧币数量是不同的,收集20胧币后出现画廊,30胧币后能使用苍姣龙,40胧币后能使用乔武藏,胧币共有50个。
7、封印:关卡中很多区域是被封印的,要靠杀敌或打破该区的所有封印石才能解除,从而进入下一区域。
8、难度:日版有三个难度:EASY、NORMAL、HARD。
美版新增最高难度——Super
三、基本招式及判定:
1、四段斩:连按四下斩就是了,每一段的攻击力相同,但由于三、四段的硬直问题,所以这套完整连招的实用价值不是太高。
2、回旋斩:在普通斩的第二或第三段后按住R1+摇杆推向前+斩,范围较大还带吹飞效果并有二段判定的斩技。
3、蓄力斩:锁定敌人并按住斩键,约一秒后松开斩键即可,这招需要消耗三格魂,所以要用这招起码要有三格魂才行,这招的威力是普通斩的2倍,并且能和杀阵的威力叠加,还具有贯穿的效果,距离掌握得好的话还可多段命中;另外这招的突进效果也是一种特殊的移动技巧。
4、狂刀:锁定敌人,然后斩和DASH交替进行,这样就能互相取消以达到高速出刀的目的,实用度高的技巧。(这一招其实属于技巧了,由于实用度实在太高,所以特在此说明)
5、墙壁斩:在墙上按斩就是了,威力和蓄力斩一样也是普通斩的2倍,亦能和杀阵威力叠加。
6、足踢:R1+摇杆推向敌人的反方向+斩键,足踢的作用是破除敌人的防御,没有丝毫攻击力。
7、八双手里剑:二段跳跳至最高点+三角键、从地面DASH到空中后跳+三角(需要掌握好节奏)、在空中的DASH+跳+三角(需要掌握好节奏)都能使出八双手里剑,八双手里剑一次消耗八枚手里剑,做出以人物为圆心、具有穿墙和破防效果的球形范围性攻击,在球形范围内的敌人无论数量多少均可麻痹之(对部分BOSS无效),而且麻痹效果也比普通的手里剑更长久。
8、恶食八双:使用方法和判定与八双手里剑相同,通过斩杀敌人能和刀一样按照杀阵的影响威力倍数上升(具体威力仍然参见《Shinobi Attack System Final - J》这一帖)。当然也是要消耗八枚手里剑的,没有的话就别想了。
9、空中连锁杀:因为在锁定住敌人的情况下DASH,DASH是向着敌人行进的,在空中也是如此,而每斩中敌人一下就再DASH一次,所以空中连锁杀就是在空中杀敌时按住锁定然后DASH和斩交替进行,从而能脚不沾地地将一定范围内的空中敌人全部斩杀。
10、三面杀伤力:对敌人的正面、侧面和背后能造成的伤害是不同的,一般来说侧面的伤害是正面的1.5倍,背后的伤害是正面的3倍,但是不同的敌人还是会有一定的差别(想知道对不同敌人的三面杀伤力的精确值的话再次参见《Shinobi Attack System Final - J》这一帖)。
11、挑衅:1B 3B 4B 5B 6B 7B的BOSS会作出挑衅动作,这时攻击的话能对其造成普通状态三倍的伤害。
四、人物主要区别:
1、秀真:拥有全部的招式,但2A开始才拥有觉醒的妖刀,手里剑具有麻痹效果但对部分BOSS无效。
2、苍蛟龙:拥有全部的招式和最快的移动速度,一开始就拥有觉醒的妖刀,手里剑具有麻痹效果但对部分BOSS无效,攻击力是秀真和乔武藏的2倍(EASY难度下为1.5倍),但吸魂的速度亦比秀真快得多…………
3、乔武藏:一开始就拥有觉醒的妖刀和无限手里剑,并且不会被吸魂,攻击力和秀真一样,不能使用蓄力斩,手里剑和八双手里剑不具有麻痹效果,但对所有敌人均有杀伤力,所以单凭手里剑亦能过关(这是一种很BT的玩法,在美版SUPER难度这样玩的话是SUPER BT的行为)。
五、杂项:
1、移动方式按移动速度从高到低排列依次为:地面雷术DASH、墙上雷术DASH、壁走、 地面普通DASH、墙面普通DASH、跑、走。
2、特殊杀阵的效果:A关+B关=一个大关,每个大关特殊杀阵的演出效果是不同的,各关的效果如下:第一关:紫电、第二关:黑雾、第三关:飘雪、第四关:火圈、第五关:水雾、第六关:白光、第七关:樱花、第八关:火花、EX STAGE:樱花。
3、RETRY:如果在BOSS中死亡而选择由系统自动提示的的RETRY的话,无论进入BOSS战人物是什么情况,一律变为满血,满魂、16个手里剑和一个忍卷。如果是主动选择RETRY的话,则是这次BOSS战人物的最初状况。
结束语:这只是对系统做个最基本的介绍,还有很多方面没有涉及,希望能使新人对系统的初步了解有所帮助,有错误的话还请大家指正,至于各种技巧和各种数据还请看《Shinobi Attack System Final - J》(这才是真正详细的介绍)。
P.S.昨天为了完成这一帖花了一夜时间,完成至90%时打开空白君的帮助程序一看…………原来我竟火星得如此厉害,本想立即回火星睡觉,但想想还是写完发一下吧,也不枉一番心血。完成时已经双眼昏花、头脑模糊,虽然是一篇火星帖,还希望大家看在吐血制作的份上,有钱的捧个钱场,没钱的捧个人场………………
Shinobi原创攻略-----心得~(以前K的精华)https://bbs.a9vg.com/thread-164248-1-1.html
搬了新的忍区,少不了些精华文章
刚好还留了一下,贴出来,充实一下新忍区
顺便帮助一下新加入的朋友~
(以前看过了的不要起哄~~)
Shinobi原创攻略-----心得
重点解说:
等级评定 - 每通过一小关就会出现一个对此关的评价画面。评价是以S为最高,A次之,B又次之,C为最低。能够影响等级评定的高低共有5种因素:1、杀敌百分率:杀光所有关卡敌人以及隐藏敌人就能获得15000的满分;2、杀阵点数:以杀阵结果敌人就可得到,杀阵越多分数越高。杀阵失败同样可得到一定的点数,利用这一点在BOSS战中连续杀阵失败能狂赚高分;3、BOSS战点数:仅砍了一刀就战胜BOSS便可获得(A关20000,B关30000)满分,砍得越多分数越少。一刀未砍得0分,BOSS战中释放过忍术得0分;4、忍卷点数:每个忍卷2000分,每关起初有1个,中途的关卡会拿到2个,最高能得6000分;5、NO DAMAGE通关:即是指不受任何伤害过关(‘恶食’吸魂不计在内)。
直线杀阵(需力斩)- 在SUPER模式下,敌人的防守犹如钢铁般,如果与之近距离作战,一定会提高受伤的可能性。需力斩相对要保险许多,因为远距离敌人是不会轻易发动攻击的。不过在刺出去之前主角会扣3格魂,当魂小于3格时就不能使用了。所以这也是一个往往会被忽视的杀阵技巧。与其它两种杀阵相同,每直刺杀死一个敌人后威力会倍增,并且每刺中敌人一下与直接用‘恶食’砍的一刀相比,威力要高出一倍。另外,需力斩是可以变向的,但实用价值不大。灵活地使用直线杀阵是做到NO DAMAGE通关的必修课。(一般可以把敌人引成一条直线后先蓄力,在敌人非出招的情况下松开斩杀键。需要注意的是:冲在最前的敌人最好是刺中他的侧面或背面,不然第一个不死后面的也难死,直线杀阵就无法连成。)
BOSS的属性 - 每关都会有强悍的BOSS等你去挑战,由于SUPER模式敌人的防御值相当高,要一刀解决必须满足特定的条件。所以只有了解每个BOSS的特点才能采取相应的策略。在所有的BOSS中,除了两架直升机外,大致地可将他们分为两类。㈠人类型BOSS:这类BOSS占绝大多数,也就是胧之一族的所有成员以及最终BOSS产土蛭户。他们同时有着正面、侧面、背面三个方向的受攻击判定,每个方向的防御力也不同,以正面为标准,侧斩的威力是1.5倍,而背斩更能得到3倍的奇效。顺便说一下,大多的敌兵也是如此,所以应当习惯从侧面甚至背面斩杀敌人。㈡非人类型BOSS:除以上的BOSS之外,剩下的就是3B、4B、5B、6B的4位BOSS了,此类BOSS是没有侧面和背面判定的,就算把‘恶食’的威力提升至最高,也无法将其一击必杀。但可以利用它们的“防御松懈状态”(暂名)(所谓防御松懈状态是指:BOSS做出非攻击姿势的特殊动作,例如移动、挑衅等。此时防御力将大幅下降,利用BOSS的防御松懈状态,能给它造成原先3倍的重创)使得原本不可能的一刀斩变为可能。
角色分析 - 以一条超长红围巾引来无数FANS的主角“秀真”就不用多做介绍了吧!两位隐藏人物实力不俗:昔日首领“乔?武藏”的复出,SEGA给予了最为优惠的政策,不仅取消了吸魂系统,而且还拥有使敌人防御崩坏的无限手里剑(利用无限手里剑能轻易获得BOSS战点数的满分,方法是先不断地放手里剑,中途只需砍上一刀,一刀的威力大小无所谓,之后再以手里剑战胜BOSS即可),他的防御力也是三人中最高的。不过缺点也比较明显,首先取消吸魂的代价是不能够使用直线杀阵,其次手里剑是不带麻痹效果的,最重要的原因是攻击力和秀真一样,实际操作起来也感觉差不多,另外本攻略是以NO DAMAGE为目标,所以他防御力高的优势并不能得以体现;以一头长发做为“飘物”以及有着超快吸魂能力这两大缺憾恐怕是各位玩家对苍蛟龙选而避之的最主要的两个原因吧!其实综合各方面来看他是最强的,因为他的攻击力是秀真的2倍,在SUPER难度下,敌人的防御力也恰好是NORMAL的2倍,所以选用苍蛟龙打SUPER模式就相当于秀真打NORMAL模式(仅针对敌人的防御值而言)。
完美攻略:
本攻略是以美版的最高难度SUPER模式进行游戏的,目标为不受伤(NO DAMAGE)全S级通关,选用的主角为苍蛟龙(MORITSUNE)
STAGE1-A摇光难度:C
最初的一关,原本没有还手能力的胧之一族下忍,在SUPER难度下,AI值明显提高,不但会正面防御而且还会主动地采取攻击,原来直接了当地去斩杀很有可能会被防御后遭到反击。在这种情况下,可以尝试使用手里剑并尽可能的背后斩杀。
BOSS战VS武装直升机难度:C
即使选用的角色是苍蛟龙,4字真言燃烧后的威力只能伤它一半的血。如果想将它一刀斩,则必须先引爆它发出的导弹使其爆炸并减血,用手里剑锁定引爆导弹不但保险,而且威力也比用‘恶食’砍略大。每批导弹至少可以伤它1/3的体力,伤到最低点之后一刀斩,本关BOSS无需杀阵。
STAGE1-B破军难度:C
本关要熟练掌握跳跃技巧。一段跳再配合空中DASH绝不会出现因为距离不够而坠楼身亡的事,不到万不得已别使出二段跳。由于‘恶食’吸魂所损伤的血是不计在NO DAMAGE之内的,因此途中的敌人不必理会,可以一路直冲到BOSS战。
BOSS战VS苍蛟龙难度:C
对手是和自己一摸一样的苍蛟龙,难度有所提升。众所周知,BOSS坠楼是会掉血的,同样可以坠到他体力的最低点后一刀解决。不过每此坠楼伤的体力少之又少,相当费时。最好的方法还是杀阵。先让他坠楼三次,依靠下忍提升‘恶食’的威力,锁定BOSS,用跳跃或侧移避开他的直刺后,立刻DASH加背后斩杀。在他身后同样要小心不被他的直刺攻击波及。
STAGE2-A开阳难度:C
这一关的封印门都需要杀光敌人才能打开,这无疑是增加了受伤的可能性,另外还新增2种配套式的敌人:不堪一击但行动速度较快的威龙和强劲的敌兵鸦天狗。前者没什么好说,主要靠它提升‘恶食’的威力;而后者会防御,近身的坐压式攻击也比较麻烦。最有效的方法是先杀光身边所有的敌人后远离它,用可使敌人防御破坏的直线杀阵对付。
BOSS战VS银男铜女难度:C
说到此战还有一个赚取高分的秘技,前提是拥有足够的手里剑。跳上四周红色栏杆便是死角,将他们引过来,对准其中一个BOSS狂仍手里剑将其杀死,记住要往背后扔。等到威龙出来后,杀阵就可以开始了。即使是在SUPER难度下,这两个BOSS都扛不过四字真言燃烧后的背后一斩,一次性便可将另一个BOSS秒杀。完了之后在等级评价画面中,BOSS战点数可以获得40000分,这样总分最高可以“8”字开头。
STAGE2-B武曲难度:C
和1-B一样,紫色的封印门只要破坏封印石就可通过,不要做无谓的战斗,手里剑获得的越多越好。直到最后一块区域,用杀阵补回所有失去的体力和魂,以最好的状态来迎接一场恶战。
BOSS战VS魔化直升机难度:A
最难的BOSS之一,和初关一样,首先还是摧毁导弹,不过由于防御力强化了很多,每批导弹最多伤它1/4的体力,以至于还未伤到它半血敌兵就会出现。在导弹和敌兵同屏出现的情况下,一般会优先锁定敌兵,这样使得手里剑并不那么好用了。一旦锁定错误就必须在第一时间反应过来,取消锁定后用‘恶食’砍加以补救。紧跟着BOSS移动并注意周围环境,绿色的下忍明显比初关强了,多使用DASH摆脱他们的追杀。BOSS体力还剩不多时,会用螺旋桨攻击你,机体明显下沉便是预兆,迅速到达它的下方才是最安全的。将BOSS体力削至最低点,用四字燃烧后的‘恶食’再配合锁定后空中冲刺的斩杀,一刀必定让它机毁人亡。
STAGE3-A玉衡难度:A
本关是难度提升最明显的一关,过关并非很难,但要NO DAMAGE过此关需多加练习。本来已经很难对付的忍犬在SUPER难度下强化成***一般,有时还会和下忍配套出现那就更难缠了。不过也不是没有克制它们的利器。用“八双手里剑”(主角的制胜法宝,脱险的重要途径之一,最后几关将频繁使用,除了能够将四周的敌人全部麻痹之外,还有一个特效:与妖刀‘恶食’相同,每燃烧一个真言后威力将倍增,8字燃烧后的“八双手里剑”其威力还是相当惊人的)对付这群亡命之徒是不二的选择,与直线杀阵配合交替使用更能发挥奇效。忍犬往往是冲在最前的,可以先斩死一两只,让‘恶食’威力变大后再使用直线杀阵毙之。关底有一辆 ***,普通攻击要砍15刀,可以先过去在它侧面或上面砍上N刀,等敌兵围上来一个一个砍也不迟,敌人是会补充的。关键是保住NO DAMAGE,过了这里就是BOSS战,可不要一时心急而前功尽弃啊!
BOSS战VS伯乐难度:C
如果你有 “八双手里剑”的话,打败伯乐简直易如反掌。初期位置DASH瞬移4步后才是最佳的位置。将左、右、下方的三只忍犬引到身旁,不要惊动上方的那三只,用“八双手里剑”全部麻痹。忍犬解除麻痹效果时间很长,所以不必着急,慢慢的砍,最后一刀留给BOSS。伯乐比较特殊,没有背后攻击判定,侧斩即可。还有用“八双手里剑”时切记不要定住他,否则当他解除麻痹状态后便会逃走。
STAGE3-B廉贞难度:C
与前关相比反倒EASY了许多,对手是防御力最低的小蜘蛛,苍蛟龙根本不把它们放在眼里一路直奔。相信各位都已经知道躲开蜘蛛网的最好方法就是攀墙了吧!这关比较容易迷路,需要多熟悉版面。封印石不再是用‘恶食’砍而是正对视角用手里剑打。
BOSS战VS虎头蜘蛛难度:B
从这关开始至第6关,每B关的BOSS都是非人类。只要你不接近虎头蜘蛛,它是不会用两只触手攻击你的,通常只有一种攻击方式:吐毒气球。速度较快,左右虚晃便可从容躲过。它的防御松懈状态是当它上移或下移的那两秒钟左右,杀光所有小蜘蛛把握时机方可成功。
STAGE4-A天权难度:B
许多敌人都可以绕过不打。由于地形较窄,直线杀阵还是挺管用的,至于是先砍掉几个再蓄力还是直接蓄力杀阵看看敌人的防御力就可以找到答案了。本关难点主要在中后期的那几辆***处,往往会因为躲避炮弹而让飞蛾有机可乘,其实只要你的动作够快、连贯,根本不必担心炮弹和飞蛾发出的火球会击中你。
BOSS战VS焰难度:C
焰的弱点是不能防御手里剑,自身的防御力在上忍众中也相对较差,打法不变,仍然是用杀阵。不过倒是有个变态打法来和各位一起分享,但条件很苛刻:必须用苍蛟龙集满所有的32枚手里剑以及满魂状态来迎接焰。当BOSS战刚开始时到焰面前,先给他一枚定住他,迅速绕到他身后并保持一段距离,对准他的身后狂扔手里剑,等到扔完了他的体力也不多了,最后再用仅剩的几格魂蓄力直刺他就挂了。只可惜此打法在SUPER难度下最多将焰的体力槽降至空血。
STAGE4-B文曲难度:B
似乎前四关的B关都只需一路直冲,中途破坏封印石就可打开封印门,不过这里要求瞄得更准。本关是考验苍蛟龙空中杀敌和跳越能力的关卡,圆形***台的大小是经过精心算计的,DASH过程中根据时间的长短按斩杀键可以控制DASH的距离,这样在***台上DASH就不会失足掉落了。空中杀敌过程中要学会尽可能地不用到二段跳,这样能为后几关的频繁跳跃及空中杀阵打下良好的基础。
BOSS战VS巨蛾难度:A
最难的BOSS之一,它共有三种攻击方式:巨型火球和乱弹攻击需要用侧移躲避;全平台攻击只要站在边缘的棱角处便可化解。它的防御松懈状态是当它抖动翅膀,并道***词:“The My……”整个过程虽然仅持***左右,不过每局都会在固定的时间里出现,一般为召唤出第一批小飞蛾后的30秒左右必定会出现一次,多打几遍听游戏的背景音乐即可。小飞蛾出现后需要先拖延一段时间再悉数干掉,混过这段时间是个难点。在***平台及周围的***台处躲避攻击能使飞蛾集中但异常难躲;对面一圈的墙壁能轻松地躲过攻击但会使它们较为分散不利于杀阵。选择哪种方式躲避请自行取舍。
STAGE5-A天机难度:B
主要以攀墙为主,水位的再度涨高使得原本能站立的平台变成***大海,贴着涨潮的水面杀敌有时还会出现一个BUG。远处的封印石用手里剑打比较省事。由于A关的BOSS战点数只有20000分,所以中途还是需要杀一些敌人以便得到S级评价。
BOSS战VS金刚难度:C
金刚属于胧之一族上忍中的败类。出招慢;收招慢;AI值低;防御力低,并且不具备防范手里剑的能力,除了攻击力高外,我实在找不出他有其它优点。配合杀阵将最后一刀烙在他背后吧!
STAGE5-B禄存
BOSS战VS玄九蛇难度:B
最佳位置是让它在正***,而自己应该始终躲在它背后就可高枕无忧了。当它释放8条毒蛇时则可以与它保持一段距离使用“八双手里剑”,如果时机把握得当定能将它们全部麻痹之后……玄九蛇的防御松懈状态是当它做出看似放出毒蛇而又没放出的时候,一般会道***词:“HaHaHaHa…The Akujiki Is Last You”。如果这时再加上8字燃烧后的一刀,那么即使它有三排的体力也不够砍呐!
STAGE6-A天璇难度:B
本关的难度并不是很高,但由于场景的特殊使得视角更令人失望,对寻找封印石也带来了不便。其实只要了解构成圆筒场景的入口和出口都在同一侧就不容易迷路。新增的敌人“棍式神”是最强的敌兵,不过本关是封印石关,没必要和它交手,许多敌人也可不必理会,多用杀阵结果敌人,手里剑可以大胆地使用。另外DASH的前半段距离是无敌的,可以轻松穿越电网。
BOSS战VS刻难度:B
双目失明的刻是水中的王者,不掌握要点相当难对付:1、和他地面交战你必死无疑,反之,他则不占任何优势2、以攀墙连接空中杀阵而并非用地面起跳连接3、一旦失足落入水中必须立刻跳起返回墙面。刻的致命弱点是一旦失去了水就无法知道你的位置,即使在SUPER难度这点也丝毫没有得到强化,不过他召唤的机械兵可厉害了,它们发出的激光通常会形成一道电网将你无情地打入水中,破解的方法唯有多练,幸亏激光的跟踪性不是很好,只要动作做到一气呵成是不难过关的。
STAGE6-B巨门
BOSS战VS古代机械TATSURAO难度:B
对付本关BOSS同样要注意自己的站位,最佳位置应该是铁桥与上平台的交界处,在这里BOSS只会放出佛光攻击,稍加移动便可躲开。当BOSS放出4个机械兵时不要轻举妄动,待它们逼近时再出手,一个一个慢慢砍,算准每斩杀一个机械兵后的时间 别让杀阵断了,同时要注意自己的站位,因为此时它还会有两波攻击。成功躲避之后就可以利用它放出的第二批机械兵将‘恶食’的威力提升至最高。有时BOSS在放出第二批之后还会吐出一团冷气,此时便是它的防御松懈状态,将这一刀孝敬给BOSS就足以让它毙命。
STAGE7-A贪狼难度:B
樱花飘散的场景与游戏背景的音乐配合的天衣无缝,SEGA果然没有让FANS失望,比起当年的颠峰之作《超级忍2》,真可谓有过之而无不及之!多以杀阵结果敌人来赚取高分是不变的真理。本关对手都不好对付,擅长使用手里剑的女下忍就是其中之一,鸦天狗的数量明显增多,不过配套式的机械兵更多,切记先弱后强,一旦不敌可以先用手里剑将其定制或用蓄力杀阵更加省事。中途的悬崖瀑布处是对玩家跳跃能力和心理素质的考验,这里的两个机械兵和一个鸦天狗,堪称是整个游戏中最难连成杀阵的地方了。
BOSS战VS朱刃难度:B
胧之一族最强的女忍者,虽说只属中忍,不过其实力绝不逊于上忍。对付朱刃尽可能的少落地,因为她会不停地追杀你,一旦在地面的时间停留过长,必然会遭到她的攻击。***的4个石台是死角,站在上面一般不会被伤到,她只会用手里剑麻痹你,还好这并不影响NO DAMAGE。朱刃同样也会被你的手里剑麻痹,在砍上重重的一刀之前赐她一剑是最好的办法,但原本锁定后扔手里剑这套老办法在朱刃面前已经不再有效,如果使用“八双手里剑”她必中无疑。
STAGE7-B天枢
BOSS战VS魔化苍蛟龙难度:A
同时拥有背后受攻击判定和防御松懈状态的魔化苍蛟龙不但拥有和主角相同的招式,而且招招都比自己强很多,实在是一个棘手的敌人。无论是从攻击招式和作战方式来看,都和初次交手的那个鲁莽***的苍蛟龙判若两人,倒是有点像朱刃的强化版。中近距离会不停地追击你,而中远距离会用手里剑牵制你,他那带有麻痹效果的手里剑不仅攻击力强,而且速度快得令人难以反应,一旦被打中后很有可能会形成一击必杀,可以说是最难防范的必杀技之一。躲避的方法自然就是和他拉远距离,尽可能地先把他引到场地的***,然后以圆形
的轨迹不停地绕着场景奔跑。不久以后他就会每隔 一些时间召唤出一批小铁龙,每批2个,一共会出现4批。斩杀过程中也要留心苍蛟龙的手里剑,切记要从离他最远的开始斩杀。与之前的所有BOSS最大的不同点就是他会以静制动,这样一来破绽就很少了,即使是踢腿破防后暴露出的破绽也是极小的,如果你运气好,破防之后来个背斩的确是可以获胜,但这样成功率很低。为了确保万无一失,可以先用8字燃烧后的‘恶食’随便挥他一刀(放心,他绝不会被你砍中,一定会瞬移逃走),之后就意味着你的背后将要受到攻击,立刻跳起(此时你应该面对着他的背部)锁定后加空中DASH一刀背斩就可搞定。
STAGE8-A北辰难度A
这关大多是强化版的飞行敌兵,它们会趁你砍它的一瞬间闪避,如果不保留二段跳就准备掉入万丈深渊吧!对地形要了如指掌,远处的封印石用手里剑破坏能节省不少时间。中途同样会有强劲的敌兵等着你,没有必要个个击破,多挑一些简单的敌人以杀阵收工是获得S级评价的明智选择,遇到地形不利于自己的场景以及受到围攻都可以用“八双手里剑”解围。本关没有BOSS战,只是在关尾要打开一扇有体力槽显示的封印门,这里会无限地出现6个飞行敌人和1个“棍式神”,同样可以用“八双手里剑”制服它们。
STAGE8-B太一难度A
最后的关卡,所有敌人的防御力都提升了不少,因此能不打的敌人千万不要去惹祸上身,其实从本关刚开始时一直到第二个“棍式神”之间,只有三个场景是必进的,剩下的都可以在门口用手里剑打破封印即可,在这里应该多存些手里剑,之后的流程还需要靠它救命。不久就会遇到第三个“棍式神”,这里的地形对自己很有利,有条件的话不妨用三 字燃烧后的 “八双手里剑”再加直线杀阵来应付,这样就可以顺利地连接杀阵,但对它似乎有些大材小用。解决一大批顽固的下忍后就来到了最后的区域,无数个分布在两边的平台,那些杂兵不必理会不停地往返跳跃攀升。在关尾,还会有一个“棍式神”来拦住你的去路,能否顺利地连接杀阵还要看它是否“配合”了,三字燃烧后的‘恶食’要砍三刀,如果配合三字燃烧后的“八双手里剑”刚好两刀。
最终BOSS战VS产土蛭户难度:S
经过无数的牺牲,这场惨烈的激战终于到了该分出胜负的时候了,高悬于天空的空中阁楼,这里将成为苍蛟龙与产土蛭户的最终决***。相信各位已经对他那四种普通必杀技的躲法一清二楚了吧!空中五道白光的超杀只要拉远距离不难躲过。无耻的超杀——5HITS旋转式攻击只要在之前踹他一脚就可化险为夷,同时要学会一种躲避方法:『DASH(前半段距离)→跳跃→空中DASH』,以便在赶不及的情况下也能安全躲过,这招能够有效地增加无敌时间,缺点就是空中DASH后落下时的硬直时间较长且破绽很大。一般只要成功躲过1HIT后,连续输入此方法就可轻松躲过,注意:每一斩后的间隔时间是不同的。2HITS和3HITS 间隔较短,3HITS和4HITS之间要稍停顿一下,5HITS是不带杀伤力的,但要小心别被他最后的坐压式攻击波及了。SUPER难度的蛭户只是攻击的频率高了些,其它的强化可以忽略不计,不过他召唤出的咒付确实已经强到了令人发指的地步,要在杀阵途中同时躲过8个咒付的围攻可是相当地艰难,如果这时再加上BOSS的超杀追击,别说是不受伤,就连性命都难保。所以在开始杀阵之前必须了解咒付的特性:⑴BOSS初次召唤出的咒付共有四批,每批2个;⑵每批出现的间隔时间为10秒左右,而连接杀阵的最大时限是4秒左右;⑶第一批的两个咒付会飘在空中用榴弹攻击,之后的三批是在地面上的;⑷有几个还会死追着你不放,靠近你就会自爆⑸咒付的背后是很脆弱的,甚至一枚手里剑都能轻易地摧毁它。OK!了解这些后,便可以进行最后的“杀阵ACTION”了。 视角应该调回初期的高低,这样有利于看清楚BOSS的位置。出手的最佳时机应该是当第二批咒付出现后,对其中一个会自爆的咒付先下手,之后再解决空中的那两个,此后就是一刀一个了,不过不急于快速地斩完所有的咒付,如果时间掌握得恰当,斩完6个后,最后一批正好出现。若能成功躲过BOSS的种种必杀技并连成8字燃烧,那么离胜利也就不远了。虽说最终BOSS带有很强的随机性,但也并非无规律可寻,每批咒付的出现与BOSS的出招几乎是同步的,也就是说每批的出现前后不超过几秒钟,BOSS必定会有一次受攻击的非无敌状态。一般地,BOSS使出两种超杀前后的硬直时间相对较长,约4秒左右,因此连接最后2个咒付的时机也显得尤为重要,抓住他在出招前后的硬直时间给他致命一个背斩吧!.
Shinobi忍秀真Super無傷全殺 | Shinobi & Kunoichi | Indefinite in Heart (wordpress.com)
作者:@Dan_Stone/@A9youmu/@A9z.blade
07/03/2016 Shinobi & Kunoichi Hotsuma, PS2, SEGA, Shinobi
限定條件:
用秀真在故事模式攻略美版Super難度
無傷敵全滅
除3-B和6-B外Boss一刀斬,3-B和6-B兩刀斬
集齊忍卷且不使用忍卷(不能Boss戰死後Retry重置狀態)
也就是除了殺陣外分數必須拿滿(6-B的Boss Point除外)
在線:
Shinobi忍Super难度秀真无伤全杀
https://www.youtube.com/playlist?list=PLtg8Je7DfNZvYCimpQcYI8YKLVI6BvIOn
1-A
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本來一開始的目標是所有Boss都做滿殺陣的,結果第一關就意外了。砍小兵的時候不小心先砍到Boss,而且因為沒出殺陣,連Retry的機會都沒。
總體來說,用鏢打掉導彈比用刀砍更費血,但我覺得這只是表象。導彈爆炸時會引發連爆,只要Boss在爆炸範圍內都可能受到傷害。砍導彈的高度通常比鏢導彈低,造成連爆的浪費。但Boss似乎有受創硬直一類的,所以也不是爆得越快就傷害越高。我試了不少次也沒找到安定高傷害的方法。
砍導彈是可以刷新殺陣時間的,而鏢導彈不行。
從錄像裡發現的一個細節是當Boss先於雜兵死亡時,雜兵不是強制死亡而是離場。
1-B
這關不知怎麼的關卡沒打幾次就無傷過去了,只是殺陣斷得一塌糊塗。最後區不熟悉超跳殺陣,只做了標準殺陣。
Boss戰的各種跳樓法,我在試了多種方法後還是採用了錄像中的這種,引守恆到邊上後自己也後跳到空中。守恆有很大機率繼續Dash斬跳下去。基本上只有剛好碰上出兵時例外。這關每30秒出一次兵,每60秒一次挑釁(挑釁後立即出兵)。有兵的時候,這個打法有一定危險性,落地時用鏢牽制一下小兵可以減少受傷的機會。
這關Boss我很想做個漂亮的殺陣完結,只是在多次失敗後放棄了。由於用了快速跳樓法,剛好可以在2分鐘跳15次後直接正面砍挑釁完結。
另外我曾經試過14次後挑釁砍背,失敗變成空血狀態,可能是砍到了側面。跳14次後剩餘HP是5刀,15次後是3刀。
真一刀斬:根據計算,龍對龍在滿殺陣時挑釁至少砍到側面可以一刀斬。雖然理論上可以,但這麼長的時間裡要讓Boss不跳樓不砍死小兵應該還是有相當難度的。
2-A
狼的小體型很煩,無鎖定砍挺重要。
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理論上Boss戰可以不用八雙,全靠鏢放血完成一刀斬。鏢死銅後先鏢銀背後3下,也可以接著惡食八雙一段砍背一刀。
真一刀斬:即使不算鏢死一個,從攻擊力計算看真一刀斬另一個也要背蓄,看來是無法實現的。S忍的5字攻擊力是4字的2.5倍,沒法像K忍鬼火戰那樣二次中斷殺陣補魂。
這關滿分只需要引一個九殺,是除了5-B、7-B外最容易滿分的關。錄像裡第一次無傷就滿分了,比較欣慰。
2-B
強化直升機那裡我Retry了相當長的時間。越到後期隨機性就越大,令人頭疼。好在我打的過程中重新留意到了Dash的重要意義。在某次隨意Dash後看到小兵很傻很天真地對著殘像攻擊,我才知道原來殘像干擾對小兵是相當有用的。這個Boss戰最不希望看到的陣型就是Boss在小兵正上方,因為這時候不僅只能用刀砍導彈,而且不能鎖定。但即便不鎖定也有一定機率砍到防禦中的小兵,導致出刀不完全而沒有砍破導彈受傷。發現干擾作用後,我的長距離移動都用Z字形Dash,可以一定程度延緩小兵聚集到Boss下方的時間。出小兵後直升機在遠處出導彈,yuxi的錄像用的是先鎖定鏢,後無鎖定砍的打法,因為第二次攻擊時小兵已經到比較進的距離了。而我發現在鎖定鏢後馬上來回Dash一次,讓小兵聚集在殘像處,可以第二次也用鏢打導彈。這樣一來可以更快地削減Boss的體力,也可以讓第一批小兵一直以聚集的方式留到最後,而不是被導彈炸死後又不同時不同地重現。這關Boss戰的小兵HP是最高的,而且只有前兩關的藍忍綠忍會防禦,之後的反而都不會。最後一個八雙狂砍背我感覺比對分散的小兵逐個擊破更加安定,畢竟做殺陣中途直升機再在遠處出導彈就基本死刑了,速度優先。
3-A
無鎖定砍狗背後兩刀很重要。混搭的雜兵出現時,不快速解決狗會讓場面非常混亂。八雙基本是夠用的,錄像裡因為雜兵多出了所以在連續的兩條狗和4個綠忍那裡多用了,站位準確可以不用。
錄像裡也顯出了邊錄邊改進的痕跡,6+6區那裡第一批雜兵應該砍死第二條狗才蓄力,錄像裡不砍先蓄導致殺陣中斷,後來另一處就改過來了。
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另外也是在這關開幕蓄力6殺後抓緊時間站位砍狗背時發現一個細節,秀真在地面大部分殺陣姿勢結束後都可以立即自由活動,唯獨蹲下姿勢時有收招硬直。打最速的想必早已注意到了吧。
3-B
這關多處參考了靶眼的視頻,開局結尾各做了一個特效7殺。結尾處最多可以3個7殺,覺得太煩所以沒做。
另外提一下,蜘蛛巢的雜兵對殺敵率完全沒有影響,跟Boss戰的雜兵一樣。無論是否引出、是否殺死、是否破壞蜘蛛巢,都不影響殺敵率。
蜘蛛的背面判定直到我錄完無傷都沒搞明白。似乎出現瞬間視覺正面就是背面了。過通道後的大區開始的4隻蜘蛛是可以在空中快速完成殺陣的,用的也是出現瞬間砍背的經驗方法,不過錄像裡失敗了。
這關嘗試了三次壁斬殺陣,可惜錄像裡只成功了一次。
Boss白雲在知道挑釁規律後相當好掌握,這帖有提到:【新人新帖-关于S忍3-B BOSS的挑衅规律的一点发现 https://bbs.a9vg.com/thread-1303821-1-1.html 】
我補充一下,白雲在低空時會雙腳支地吼叫,而高空時會一雙前腳砸地,這都是一輪攻擊的標誌。兩次標誌之間的間隔不定,可能是多達4次攻擊,也可能是一小會發呆。而雜兵是按時間出的,所以出雜兵和挑釁的先後不固定。我的算法是一開始那次吼叫不算,每4次吼叫後,第5次就是連續吼叫和上行的挑釁狀態。這時砍一次,白雲會用單腳砸地反擊,動作跟雙腳砸地的一輪攻擊標誌略有不同。之後再連續4次雙腳砸地,第5次就是挑釁下行。
4-A
這關鏢很多,多用八雙,避免跟紅忍硬碰硬。注意小飛蛾的HP是正面鏢一下蓄力過去就死的了。
Boss焰不難,就是場景比較煩,殺完雜兵後還要繞過中間的坑去砍Boss。由於試過鏢定住時間不夠被Boss逃跑,錄像裡補了一鏢。
4-B
直到反覆練了好多次這關,我才發現小飛蛾的秘密。也許大家早就注意到,飛蛾的正面是一張正常的臉,而背面張著血盆大口。它們的正面是不會攻擊的,當發動攻擊時會用背面倒貼過來。這樣的好處是在它們攻擊時的counter attack可以直接白刀一刀斬,但同時也會導致一鏢死。有些地方飛蛾攻擊節奏比較固定,比如兩架坦克處,把自己的節奏也固定下來就很重要。而節奏不固定的地方只能多練多熟悉各種戰鬥狀況了。
Boss戰的時機是30秒出小兵,再30秒挑釁。我以前用的是出小兵後爬牆數圈數的方法,後來發現還是聽背景音樂最好。
5-A
我對這種變化的地形非常苦手,前期的嘗試裡大半的Retry是因為落水而不是受傷。錄像也打得不好看,2區9殺成功率很低。
過關後依然不明白水位變化的規律,似乎不是週期性的。在等待水位變化時一定要耐心。我以前在兩個4殺平台那裡跳過去拿忍卷都是很隨便的,不明白為什麼有的錄像等那麼久。結果在一次錄像裡發現水位最高時是真的跳不過去的。唯一一次9殺成功就這麼被葬送了。
不過攻略時發現了飛頭也鏢一下再背後砍一下必死,善加利用可以降低受傷的機會。
Boss戰可以提一下。我在幾次背蓄失敗後暫時放棄。改用先手裡劍削減體力的方式打無八雙版。結果發現金剛的背面似乎不完全是視覺上的背面。視覺上的背面只算是側面。他的背面是平時提著大手裡劍,有防禦的部位。在他揮動手裡劍攻擊時可以直接兜後砍背。在被定住時(包括八雙直接破防和普通鏢從別的部位定),用鏢扎他的手裡劍部位即是背面。
補記:我是在過了這關後才拿到攻擊力計算程序。HP沒記錯但是忘了金剛有屬性防禦倍率。背後要鏢17下才能一刀斬。
5-B
這關的出兵和挑釁也是看時間。不過由於玄九蛇一輪攻擊持續時間較長,數次數會較為方便。
一般情況下Boss四次攻擊後出雜兵,之後三次攻擊挑釁。如果前三次都是激光攻擊,那之後時間夠就會出小蛇了。如果前六次包含四次激光,那之後也會挑釁。Boss變換位置也算一次攻擊,持續時間似乎略長於冰塊彈,短於激光。但如果出小蛇前變換位置的話,多半是要Retry的,所以沒有詳細統計各種組合需要的次數。
最理想的情況是前四次有兩次激光,出小蛇後連續兩次激光,可以有較高成功率達成無傷一刀。
好的站位躲避激光也是很重要的。我一般選擇錄像裡的那個角落。在前面的攻擊裡保持玄九蛇背對這個角落。出激光時亦可以用跑到背後的方法讓激光回轉。等出小蛇後站在角落躲避攻擊,小蛇後第一次攻擊必定是激光且一定打不中,之後放八雙見機行事。
6-A
在這關我嘗試做了第二和第三個引兵殺陣。可惜錄像裡第二個失敗了。
不引兵7殺陣那裡,雖然穿激光網是可行的,但調整的空間也挺大,推薦算準時機直接壁走過去。
棍式神處是容易受傷的,尤其第二個。棍式神的HP是12刀。4殺陣後即使惡食八雙放血後也要砍3刀。而5殺陣2刀或5殺陣惡八補一刀就能解決。這也是第二個棍式神難的原因。推薦用普通鏢後砍3刀解決。因為八雙比較耗時,八雙中途棍式神撲殺的話,砍過去會讓自己身位變低,從而下一刀即使砍中了也很容易被彈擋,繼而棍式神反擊。錄像裡第二個棍式神處其實打得不好。還好它比較給面子。沒辦法當時對過激光網沒信心,畏手畏腳浪費了時間。後來發現可以利用地形定位,用Dash穿過激光網。
最後一個那裡,當然是惡八再補一刀。我不知道為什麼大部分錄像都用一鏢兩刀這麼冒險的打法。至於沒鏢進Boss嘛……
Boss戰是本次攻略的重頭戲。如果是之前只用惡八達成過準一刀斬的玩家,強烈推薦去做一下這裡的真一刀壁斬成就。原因請聽我道來。
Boss能用壁斬砍到的有4-B、6-A和8-B。其中普通斬不能真一刀而壁斬可以的是6-A和8-B。事實上兩者都是既能牆壁斬也能蓄力斬的。
從Boss戰的設計來說,8-B是更適合蓄力斬的。產土在地面的總體概率比空中屏風附近要大。在屏風那裡是可能慢慢移出壁斬範圍的,而地面不會。第二批符咒可以快速出現,補魂蓄力並不比壁斬多耗太多時間。Hard以上符咒出兩格魂,更是設計者有意為之的證明。只出一格,也許能蓄,但要苛刻不少。
反之,6-A刻靠水聲定位的特性,讓玩家可以把他引到想要的位置。雜兵都是每半分鐘出現一次,蓄力斬比牆壁斬要多等半分鐘。每個雜兵只出一格魂,所以時間比產土戰要緊,第一批也不能殺得太快。總體而言蓄力斬比牆壁斬要難不少。
還有一點,4-B紅天蛾和8-B產土都是只能用鎖定壁斬砍到的。他們都不會防禦——產土在地面會隨著玩家轉和防禦正面,而空中轉速會變慢。紅天蛾本來背面無敵,但玩家跳過去後,她甚至主動轉過來給玩家砍。而6-A刻雖然能用鎖定壁斬砍到,但鎖定會觸發刻的防禦。所以通常使用非鎖定壁斬,這也能做成酷炫的殺陣pose。
好了,廢話這麼多,下面進入技術的解說。說實話,熟悉方法的話其實這個壁斬並不算難。
早年的壁斬錄像我看過的有空白的6-A殺陣MV和魔鐮哀的全程。魔鐮哀版多殺了一輪雜兵,在節奏上基本不用參考(但引刻靠牆的方法是不錯的)。空白的打法是首先踢了刻一腳讓他換向,這有助於提高成功率,雖然後來證實並非必需。
打過惡八放血一刀斬的玩家對斬殺的節奏應該已經爛熟了。雜兵分佈是2-3-2,中間的3先留一個,等回頭再殺,給八雙更充裕的時間。如果之前刻一直在走動,殺陣開始時他的位移就已經過半了。但壁斬是直接2-3-2殺過去的,而且一開始先要花點時間把刻引到牆邊。這樣開始做殺陣時刻的位置可能剛好在中間雜兵處,干擾殺陣。既然如此不如直接把刻固定在更後面的位置,這就是一開始踢一腳換向的原因。
Boss戰通道兩端都有一小段台階是沒有水的,在這上面跑動也不會引起刻的反應,可以站在台階上踢,不用像空白的錄像那樣冒險。刻換向時實際上是作一個衝撞攻擊,在正前方會受傷。但這段時間內玩家可以在水裡自由行動,只要不碰到他就不會有事。
刻自由行走時會逐漸回歸中線,所以引刻靠近牆壁時要略晚一點,同時可以把他往回引,減少干擾殺陣的機率。換向攻擊時有時會略有偏移,掉頭時左轉還是右轉也會影響到牆壁的距離,這些都是不完全可控的。一般來說引兩次就夠了,第二次可以用回到台階再引的方法。全程錄像裡引一次就成功,屬於運氣比較好的。特典錄像裡的是更一般的打法。
特典錄像——不換向牆壁斬
6-B
這關一開始時是想嘗試一刀斬的。不過試了後發現運氣成份實在太重,鑑於這次全程重點在基礎練習,就先略過了。事實上在一刀斬的方法發現以後,別的全程錄像也沒有一刀斬的,可見其難度。不過自己不排除以後單關更新的可能。
這裡說說兩刀斬的方法。Super難度下八面王的攻擊頻率太高,而挑釁時機是看攻擊次數的——每4次攻擊後下一次就是挑釁,如此循環。第一輪挑釁前要先引Boss用時間較長的攻擊拖延挑釁時間,否則可能第二輪雜兵出來前就挑釁完了。近距離時引出來的攻擊不是完全能掌握的,因此兩刀斬通常引遠處的白彈。第一輪挑釁過後雜兵還有消失判定的時間,因此第二輪挑釁是趕不上的,要打第三輪。那麼第二第三輪就完全反其道而行,儘量引佛光普照這個耗時最短的攻擊。
然後說一下一刀斬的一些思路。
Super難度下雜兵防禦力是正面4刀,硬砍的話很難快。yuxi的錄像有一個細節是他在帖子裡沒提到的,我也是看了好幾輪慢動作才發現。就是雜兵出來後鏢一下馬上砍背,不用跳起,這樣可以快速解決第一個。
yuxi說成功的錄像裡第一輪攻擊運氣不好,沒引出耗時最長的揮手攻擊。但事實上,如果三輪都是揮手的話,最後合掌的時候就直接把雜兵打死了。錄像裡兩輪揮手一輪吹氣,說不定是唯一一種能在第一輪一刀斬的組合。
但是也要說明,一刀斬不是只有yuxi錄像的第一輪挑釁這一個時機。第三輪是已經確認可能的,第二輪亦非不可能。
這關的雜兵出現規律並不能用簡單的“第一輪”“第二輪”來描述。從這關開始,雜兵是分批出現的,因此要給雜兵歸類。先出現的一批稱為A類,後出現的稱為B類。A類每15秒出現,B類每30秒出現。任何一隻被系統判定死亡後,就按其類別在15秒或30秒後再現。錄像裡第一批有一個用八雙打落水了,所以那隻再現得很快,就是明證。yuxi一刀斬錄像裡第一批被打落水後,“第三批”緊接著第二批後出現,也是這個道理。
30秒剛好是高難度滿魂到發動蓄力斬最後時機的極限(也許實際數字還要小一些)。而B類也剛好在30秒出現。因此要在第一輪時一刀斬,必須補魂。
那麼之後的挑釁時機呢?兩刀斬的標準打法是抓第一和第三輪挑釁。第三輪一刀斬是否可行?Boss每一輪攻擊都引時間最短的佛光普照。一開始先殺掉8個雜兵。等A類下一輪出現後用八雙打落水,根據A類的特性,之後8個雜兵又差不多會同時出現。這樣等於補12格魂進入第三輪挑釁。經測試是來得及的,只是時間比較緊。如果一開始就先用八雙把A類打落水,然後8殺。下一輪A類又打落水,或者Boss剛好合掌把它們打死,那就可以補16格魂,時間就更充裕了。
還有一個想法是抓第二輪挑釁。同樣,前面的攻擊儘量縮短時間,A類出現八雙落水。由於落水需要時間,第二輪A類出現時機比第一輪B類稍完。這時再發動八雙,時機恰當的話,應該可以剛好把A類打落水而留下B類。這樣第二輪挑釁前A類會出現第三輪。這個想法我還沒實踐過。
無論抓第三輪還是第二輪,由於場景小,Boss攻擊不能完全控制,場面非常混亂,無傷難度很高。Super下Boss攻擊間隔很短,看來也不能用引雜兵飛到高處的上肩法。
至於直接上肩,我試過很多次,可以說無一成功。最好的一次看著上去了,Boss肩膀動一下我就站不穩,蓄力也被打斷。Boss不同的動作下肩膀也會跟著動,似乎要很好的配合。
日本玩家eugene2810打過幾個難度的肩蓄錄像。可惜由於日版的緣故,最高只有Hard。
【S忍】Hard难度6B一刀斩--by:eugene2810
Nicot地址:http://www.nicovideo.jp/mylist/25322757
他用的是另一種直接上肩法。這種上肩法在Super難度下來不及。前面的抓第三輪第二輪挑釁的分析都是針對這個上肩法的。但我照著做也上不去,不知道低難度(低於Super)Boss攻擊肩的暫停對上肩是否起了重要的作用。
7-A
這關比我想像的難。蓬忍的身手相當敏捷,攻擊慾望也高。不過練下來也是繼續提高殺敵的基礎。到這關已經習慣不用鎖定兜後了,全是閃身後插。
提一個無鎖定砍的操作細節。無論一刀還是兩刀Dash消招,希望之後重新從第一刀開始,前提是鎖定到敵人。否則雖然看到Dash消招,之後出的依然是第三第四刀。無鎖定砍用來預防鎖定錯誤,但也可能導致消招後出第三第四刀。由於蓬忍的防禦力是背後5刀,所以我的節奏是無鎖定兩刀,鎖定Dash一刀(操作失誤也就出第三刀,不會出最慢的第四刀),再Dash兩刀,之後還可以出個迴旋斬擊飛偷襲的其他敵人。第一次4蓬忍戰時有用到,不過錄像裡沒打到正背面失敗了。
鴉天狗是最煩的敵人。防禦的情況下鏢它可能會引發反擊。除了兜後,從空中接近也是不錯的打法。由於鴉天狗的鎖定點比較高,空中Dash連斬是不難的。在利用地形可以衝出空中的地方,也可以蓄力穿過去後馬上JD回來砍背。這也是相當有觀賞性的打法。在開幕和6-6-4-3這兩處可以用到。可惜錄像裡蓄力後落地了。
在瀑布那裡遇到鴉天狗的震地大招不要慌,它的攻擊範圍只有地面,在空中會比較容易躲。跳起來後從空中砍過去。
最後區是曾經讓我怨念了四五次的地方。由於飛頭數量多,砍完前三個後,後兩個的位置已經跟鴉天狗混在一起了,導致鎖定錯誤。必要時要用空中無鎖定Dash過去。
Boss戰朱刃我繼續採用了無八雙打法。先鏢背後13下(12.5),她的體力就被削減到九字背後一刀的程度了。
在鏢朱刃的時候我發現她的背面有時不好找,明明看著是背面實際還是側面,這樣就要鏢19下。如果前面是滿手裡劍進入最後雜兵戰的話,數量是足夠的。
砍第一朵花的時候可以像4-A那樣用蓄力斬,不過如果中了朱刃的鏢後魂少就沒辦法了。蓄力斬一般可以中兩段,如果往大門那裡蓄可以中三段。
朱刃是攻擊慾望最高,也最靈敏的Boss,靈敏度至少相當於全力攻擊的蒼蛟龍。八字點亮後不一定能一鏢直接定住她,可能要甩好幾鏢。先鏢後直接一刀的打法好處在於省下了八雙的時間。而壞處就是上面說的,在高速運動中定住了砍過去,有時不是正背面。
分析數據後就會發現,朱刃的防禦力相比惡食的倍率不算高。八雙打法的好處在於,只要命中側面以上(正面二段同理),那刀也只要砍中側面就能一刀斬。八雙命中正面後砍背亦能一刀斬。於是八字點亮後閉著眼睛放八雙的打法也是可行的。我以前不追求無傷時一直這麼打,無傷率就不清楚了。
在攻略中發現的一個現象是,大家都知道自己被敵人鏢到時有時可以直接Dash強制取消硬直。自己鏢朱刃時也是會發生的,不過很罕見。
7-B
我在之前通關時曾經大約20次砍到側面,一刀斬失敗。這次在研究了貼身Dash後比較快就成功了。
為什麼要貼身Dash,213h的解釋是“而最后顶着他身上的那下dash有2个作用,一是贴近他,二是耗到他挑衅快结束才兜后。这是因为他挑衅的前半段会跟着你转,而最后那会儿不会转,所以如果兜后早了,即使是右兜后也容易砍不到背,请各位切记。”
第一點我是同意的。而第二點我覺得值得商榷。我用慢動作看過各種版本的錄像,蒼蛟龍都是跟著秀真轉的。只不過轉速慢於秀真而已。可能由於某些原因,從遠處Dash過去時,秀真的核心和蒼蛟龍的核心不是最接近的。貼近Dash的作用就是進一步減小距離,增大角速度。也可能是貼身Dash的殘像有更好的干擾作用。
靶眼的錄像裡採用Dash三次的打法,也就是兩次完全貼身,第三次是零距離Dash。我覺得時間可能來不及,因此我的打法是用跑動調整距離到一個Dash之內,挑釁開始後馬上Dash兩次繞背。
至於前期的調整,我的建議是儘可能少用地面Dash。一般的雜兵是跑過去容易被打正面,而Dash殘像能造成有效干擾。蒼蛟龍則正好相反,具備上忍的洞察力。自己跑動時他不會有特別動作,Dash行為反而是引發他攻擊的誘因。
雜兵的出現位置要熟悉,前兩批距離隔得比較遠。第一批削減完體力後就要用地面跑再跳Dash的方式把蒼蛟龍往中間引。距離過遠的話他會發射風術手裡劍,相當危險。
蒼蛟龍的挑釁是算固定時機一類的。理論上來說,前期的起舞應該不太會影響這個時機,單純是降低他全力攻擊的威脅而已。關鍵是接近挑釁時,要用DJD去殺小龍。正如前面所說,地面Dash誘發攻擊,延後挑釁時機。
完成了7-B,自然想到1-B真一刀斬的可能性了。經嘗試後,發現守恆版出乎意料地簡單。遠離Boss的話,大部分情況下他只是緩慢地向自己靠近。Dash的殘像也能有效地干擾,從Boss的目光和行走方向的變化就能看出來。更重要的是,雖然放小兵和挑釁的時機是30-60秒。但放小兵算一種攻擊形式,時間到了後只要不靠近Boss,他是不會放的。因此可以靠這個延後足足20秒。最後10秒就用來做殺陣。因為龍可以用八雙,我用了稍提前一點引出來,讓小兵聚集起來八雙定住的打法。
1-B的挑釁比7-B更短,但也不會跟著自己轉,因此Dash一次兜後即可。
特典錄像——守恆版1-B真一刀斬
打完了自然想到,根據計算,喬打背也能一刀斬。但喬版要難不少。背面和側面的區別是次要的,最主要的是鏢不定人,再說鏢到Boss也不算真一刀斬了。我用了延遲20秒引小兵直接做殺陣的打法。
特典錄像——Shinobi忍Super难度1-B乔武藏版真一刀斩
8-A
確實如213h所說。這是看起來不長實際難度是次難的一關。這關是有著唯一HP會隨著難度變化而提升的敵人飛頭的一關。在雙重倍率下,Normal、Hard、Super下的防禦力分別是正面3、6(+1)和12刀。而且除了棍式神和Boss門外全是空中的敵人,的確是非常特別的一關。
對敵人特性的分析自然非常重要。飛頭實際上可以分為三類:完全的擺設,不會動也不會攻擊;不會動但會攻擊的,只會發火球攻擊;會攻擊也會動的,它們也會衝撞攻擊。
通道裡的所有飛頭都是不會動的,也只有部分會攻擊。前兩個通道裡的分佈在各錄像都清楚顯示了。第二通道的豎排分佈,可以用牆的紋理定位,牆壁斬同時砍到兩只。當飛頭發動攻擊時,它是不會轉動的。這時牆壁斬3下就能快速解決掉第一只會攻擊的,然後一通亂砍即可。這裡能打出少有的鬼泣3般同時攻擊多個敵人的感覺。
再說一下最後的通道。這裡總共16個敵人,共存最多6個。好些錄像用兩個八雙打掉前兩批然後做4殺陣解決,這樣也能規避掉跟蝠忍的戰鬥。這樣的打法對八雙的位置要求比較高,要麼就用單獨的鏢對付漏網之魚。而且最後要小心做殺陣時不要越過刷兵點,否則通道的雜兵消失了就再也引不回來了。而實際上最後4個飛頭都是會攻擊的。全部雜兵的順序裡,第2只蝠忍出現在第12的位置。也就是說第一個八雙只鏢下去5只,接下來的6只就全是飛頭,而這批飛頭只有3個會攻擊。加上第二批出現有時間差,可以快速牆壁斬殺掉第一只,威脅大大減小。具體打法看錄像就可以。第一個八雙鏢下去4只還是5只都可以。5只較理想。這樣打分數也會略高點。
因為飛頭體積小,被砍不會動,要留意因太近而砍不到的可能。第2區開頭那裡yuxi的打法是背後砍砍鏢砍,我改成砍鏢鏢砍,就是這個原因。
跟蝠忍的幾場戰鬥都相當令人頭疼。說實話我這個成品錄像有好幾處出了意外後有驚無險地過了。反而之前兩個中規中矩打到最後的流程在門前跪了。
第2區的9殺,可以先引從柱子看過去左側的2飛頭,也可以直接去6字那裡,回頭再引2飛頭。經我實驗後,先引2飛頭要安全不少,因為蝠忍出場後就要儘快殺敵,先提升惡食的威力是更好的。殺掉2飛頭後上台階再快速砍中間飛頭背後2刀,然後無鎖定砍最近的蝠忍。錄像裡上台階後沒砍到飛頭背面。後面還因為算錯一刀導致沒砍死一個蝠忍就轉去其它敵人。
第4區的8殺同樣有多種引敵人的順序。出於惡食的威力考慮,當然也是先殺高處4字後再去引出3蝠忍。引出時要DJD過去,再無鎖定砍死第一只。錄像裡少了J,之後也沒砍準,導致殺陣中斷。yuxi那裡也斷了,成功的錄像看靶眼的就可以了。砍完第一只蝠忍後過一會再鏢剩下的。蝠忍從被攻擊判定出現到被鎖定判定的間隔相當長,立即鎖定可能會鎖到前面的飛頭上面。靶眼的錄像裡回頭D兩次,還有用殘像迷惑蝠忍的效果。
而5區的蝠忍6殺,是全程除了有棍式神的戰鬥外最難的地方。這裡不像2區可以先殺2字提升攻擊力。由於敵人是狹長形分佈,一上來八雙也無法同時定住全部3只蝠忍。B站靶眼的打法是無鎖定砍最近蝠忍背3刀後速殺飛頭。我試過後發現並不容易掌握。先砍飛頭也是可行的打法。後來我的棍式神戰成功率有所突破,於是乾脆在這裡靠次數刷過去。碰巧錄像裡也是發生意外後奇蹟無傷的。
最後就是棍式神了。先說一下蓄力斬能攻擊到的情況。有高台自不必說,忍區很早也發現可以用鏢挑逗撲殺後蓄之。撲殺時無法被普通砍攻擊到,給人一種全身無敵的錯覺。實際上這是一種絕對防禦同時可被破防攻擊打破的狀態。例如3-A的狗平時無法從正面攻擊,但被鏢定住後就可以攻擊正面了。而八雙和蓄力可以直接正面破防。因此對撲殺的蓄力不要等它頭部下落,蓄力完成就要馬上放出了。棍式神在地面不攻擊時有兩種狀態,不防禦和防禦。不防禦時同等高度剛好蓄不到,而防禦時剛好蓄得到。但在8-A要考慮地勢的起伏。從低處蓄過去可能也打不中在高處防禦的棍式神。
另一個要說的就是棍式神攻擊性的週期變化。這在以前忍區的資料沒有提及過,我是看B站另一位up主解說靶眼的視頻時學會的。棍式神在剛出現時攻擊性很強,如果這時遠離它一會,不久後它就進入相對安靜期,可以上去殺之。這也是為什麼我打第一只棍式神時在砍完3字後先到下層平台,然後再上去的原因。而第二只時砍完兩個飛頭後如果鎖定到了近處的蝠忍,要馬上改為先打遠處的,也是避免在早期跟棍式神距離過進。第二只那裡棍式神打死了那只蝠忍,結果我連砍5刀做成4殺陣,還是比較滿意的。
門那裡我打得較少,不太好總結。基本上也是棍式神惹不起多得起。需要提一下的是空白的S忍攻擊力計算程序顯示關卡的飛頭會隨著難度增加HP,而Boss戰不會。但我實測的結果是都會,Boss戰的飛頭仍要背後砍4刀。
8-B
特典錄像——Shinobi忍8-B最后区杀阵1+2+4+1+2+9+1+1+9+5
嗯?正篇前面先來特典?到我挑戰的後期,忍群也活躍起來了。我翻看老錄像時也找到日本人早年就發現的3個新殺陣,提升了關卡分數,其中一個就是8-B這個。最後棍式神的殺陣在Super殺敵挑戰時也是很實用。後面會詳述。
本來看了213h的解說,對這關還是比較懼怕的。打完8-A後休息了兩天,這時兩個組柄的Dash鍵已經被按壞得差不多了,從淘寶訂了一個二手原柄。在原柄到的當晚為了驗貨,沒開錄像打了一把8-B。原柄手感確實好很多。雖然關卡分佈還不熟,但一路打下去,居然很意外地無傷到達最後區。當時我就想萬一無傷卻沒錄像豈不尷尬了,好在倒數第三層受傷了。受傷某種程度也是因為研究新殺陣的緣故。雖然後面很長時間找不回這個感覺,但不管怎麼說,有了這個經歷後我的心理坎就算跨過去了。
關卡前面沒有太多可說的,基本就是像213h說的在掌握敵人特性的基礎上苦練。幾字殺陣砍三面分別幾刀殺死某個敵人也要心中有數。
需要提一下的是鏢數的把握。這關的分佈是前期溢出,後期沒有。前期就不要節省。必須砍飛頭背面的把握的時候可以鏢落地面再砍。第二個有深淵的通道處無論最速還是殺敵錄像通常都用八雙解決封印,這裡也是最後的手裡劍補給。好些錄像隨手先拿道具後再用八雙,比較浪費。建議繞過後八雙再回來拿。這樣後面的鏢還是比較充裕的,想打高分的考慮在棍式神處用八雙也未嘗不可。
最後區是值得提一下的,也算本次攻略中的一個亮點。首先,並不建議單獨地一層一層清理。把引兵殺陣結合在殺敵中,不僅錄像和分數更好看,利用惡食的威力也能更安全地殺敵。除了特典錄像裡那個4+1比較麻煩沒有必要外,其它兩個9殺都是值得去做的。第一個9的第二層有4個紫忍,沒有飛頭。點亮三字上去背後砍兩刀解決第四字,比引他們跳樓方便多了。最後的棍式神9殺很可惜在下來時失誤斷掉了。我設想的方案是,如果前面失敗了,沒有蓄力斬,那麼先做次高層的5殺。如果有蓄力斬,就跟前面的棍式神類似的打法,鏢中砍,鏢擋蓄。注意棍式神的HP是7字下一刀的。如果都失敗了,沒有魂,可以像靶眼的錄像那樣早點砍飛頭,在棍式神剛出現時就去砍。不過我實際練習的次數不多,不確定這套方案的成功率。
要方便殺棍式神的話,用最後三層的8個飛頭連上去做9殺也可以。回來殺紫忍就煩一點。最安全的方式是用最後兩層的飛頭做6殺陣,惡食八雙後剛好一刀。不管怎麼說都比單層4殺陣5刀好多了。
最後是大Boss產土蛭戶。主要的方法當然是蓄力斬,但有牆壁斬的機會也不會放過。砍殺符補魂的方法也是多種多樣的。按流行的1-5-8法,其實最後魂是有相當盈餘。5那裡斷掉也沒問題,這個我最早在鬼的錄像就注意到了,當然時間就會變得更緊。
第二批符的節奏是在第一批第一個符死亡後30秒出,只要場景裡不滿8個符就補滿,跟後面兩個一組如何殺沒關係。Super背蓄和Normal的最大區別是Super要經歷一波場景裡瞬間補滿8個符的攻擊,這也是最容易受傷的時候。而前期留下來的符可以先殺,這數量自然是越多越好。因此我把節奏改成了1-4-8。殺4字時讓殺陣結束時間略靠後點。如果中斷也不要緊,就殺夠5字。殺最後一字時怕殺陣結束太晚也可以鏢死。此外,按照鏢1符後再鏢5符的打法,理論上可以做到不騙分實現背蓄。
總之方法就是這樣,結果錄像裡最後成功的還是牆壁斬。產土謎之轉身,秀真謎之出刀角度剛好砍到了背面。
K忍Hard难度Retry全杀流全S级通关达成+近期感想
12/15/2006 Shinobi & Kunoichi
纯射击党请跳过前面直接到分割线后。~( ̄▽ ̄~)
其实这是我第二次用翡水通K忍Hard。原来只是打算打个全一刀斩补完计划,全S级怕是还在能力之外。以前Easy和Normal都是Retry到分数为0过关的,一直感觉S级离自己挺远。不过直到第10关都很意外地拿到S级以后我觉得全S级并非不可能。
S级的打法无非就是两个极端:尽量减少危险的杀敌拼无伤,或者争取全杀全破坏,还要尽量打连击。当时Normal第8关连击分曾经给我打到40000以上,而且还没全杀……
于是我开始研究ST-11的打法。尽量多杀敌和打连击而又不至于受到太多的伤害。中途Retry太多的话还要全部从头来。最后Retry 11,S级过关。加上前期Restart的时间大概花了两到三个小时。
剩下最后ST-12时心理上已经不觉得这么可怕了。这一关的打法还是我一边打一边摸索出来的自认为比较优化的。光是蓄力斩全关就用了共计5次,最充分地利用了资源。
Section 1:开场共有4个地面的甲壳虫,它们都是宝贝。全用手里剑定住以后疯狂突刺打连击。这4个甲壳虫打完后应该有不少于2格的魂。到强制战斗,有2个大头巨虫处使用八双协助制造杀阵。(注:这里实际上也可以到左方蓄串,但我后来还是采用了八双的打法。)
后面有个房间有2只蚊子,2个大头巨虫。由于第2个巨虫在台阶上,又是一个蓄串的机会。杀一只蚊子后回到起始点蓄串2个大头巨虫,再解决剩下的蚊子。杀蚊子一定要快,否则巨虫移动的话就不好串了(实战中我就这么失败的,不清楚这种打法成功率能有多少)。
有4只竖着排列的蚊子和手里剑处,踢掉最下方一只的甲再用手里剑定住+蹴上、蹴落的方法破全部蚊子的甲。
10杀阵处志在必得,第一巨虫用八双。第二巨虫判定出现得晚,杀阵容易中断,用蓄力斩。
其它巨虫就硬拼吧,杀阵断了也不要紧。
Section 2:没有什么特别的。第一条桥的苍蝇尽力做杀阵;第二条桥的蚊子处妥协,在桥中部放八双,放弃杀第一只蚊子。
Section 3:大头巨虫全部硬扛(我都不知怎么扛过来的)。由于之前看了cloud的两个生存8录像,对杀大头巨虫技巧有了一定认识,因此失误也不算太多。
第3区域结尾处应该满魂。进洞后在蚊子集中处使用手里剑+蹴上、蹴落方法。杀掉没甲的蚊子和只剩1次足踢破甲的巨虫,回头用蓄力斩解决剩下的一只巨虫。
这时两条魂,吃掉巨虫放出的魂再加上第4区域的中魂,Boss前还能使用一次蓄力斩。
Section 4:终点前倒数第2批杂兵,有苍蝇+蚊子+巨虫处使用八双制造杀阵。
最后的地方杀掉一只巨虫后往前跳杀掉三只蚊子,在桥上使用蓄力斩解决最后一直大头巨虫!
Boss:没有太多需要说明的。在这里我正好剩下8发手里剑和2条魂。破甲后用八双定住蚊子,6杀阵3分身打弱点一刀斩。
最后成绩有点出乎我的预料之外,Retry 13,连击分数40150,总分154571。
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前几天突发奇想问同学:为什么动作游戏可以有伤血和补血设定,而射击游戏一中弹就挂一命呢?同学的回答是:“因为射击游戏判定小,玩这类游戏本来就追求完全不被击中。”
以前我也想过类似问题,当时的想法是“射击游戏大多以街机形式出现,为了提高难度所以要这样设定”。现在看来同学这个回答才是主要的。现在街机清版过关游戏不少,不也是有血槽设定的吗?虽然奖命不多,但补血的道具还是常有的。
于是我回想以前游戏的经历。我家所在的城市算是信息相对闭塞的,我玩过的算得上玩得好的游戏以家用机上的动作类为主。街机的清版过关和格斗也玩,但前者一般都是跟同学同乐时在模拟器砸币通关,没有什么追求,后者纯粹是自己呆在家里研究各式各样奇怪的连续技孤芳自赏XD。家用机上的动作游戏的特点除了有血槽的设定,通常还可以存档,挂命以后可以无限次接着重新挑战。家用机动作游戏的难点也仅仅是挂命后必须从某一段的开头进行(例如一场Boss战必须完整),而不像街机那样即使无限砸币也是接着Boss的剩余血量打下去。于是多年以后我自己形成了不顾受伤硬冲,以玩得华丽和开心为主的游戏理念。由于有存档和接关点的设定,动作游戏的难点被分散开来,而且对个别难点能进行针对性训练,一般来说我想通关的动作游戏最后总是能通掉的。所以我跟曾经“以为自己的本事只能去玩RPG”的xixifrank和“机房通1945-II 1周出身”的迪拉克之海在游戏理念上必然是有很大差别的。
但当我开始接触弹幕游戏(为什么我喜欢的射击游戏仅限于弹幕游戏,将在以后说明XD),尤其是Cave的街机时,以前玩动作游戏带来的习惯还是让我吃了不少苦头。常常是某一个地方想玩得华丽点结果瞬间糟掉。射击游戏又没有Retry的设定,就算是最终Boss糟掉也只能全部从头来过。所以我实际通掉的弹幕游戏相当有限,货真价实的街机一次未通。囧
去年底看了第一个ESP Galuda 2的录像,今年2月份开学后宿舍里多了一台PS2。我刚刚燃烧起的地狱热情一来被Galuda 2怨念,二来被PS2转移注意力,结果是几次乱七八糟打下来,混进1-5后就不了了之了。2月份开学后的那段时间可以说是我入门3D动作游戏,而且直接挑战Shinobi忍、Kunoichi忍和鬼泣3三款高难度游戏并且进步神速的时期。(但是请不要对我提出无伤的要求OTL)也因为这样,我在STG上没什么作为(那时东方都很少玩了)但还经常出入渔场录像区教育小白、鼓励新人,经常在地獄之神群里跟大家高谈阔论。因为我相信自己作为核心玩家,在操作和反应上的“General Ability”还在。时机到来后总有一天会以射击党复出的。~( ̄▽ ̄~)
为什么我认识了ESP Galuda 2后会觉得它比绊地狱还要胜出不少呢?我记得射击论坛里有人发投票帖问大家喜欢射击游戏的原因。大部分人都把“操作简单”这一项勾上。我却相反。由于我的动作游戏玩得多,操作方面比较有自信。正是ESP Galuda 2那种复杂的系统,那种控制弹幕的精细操作吸引了我。同时,绝死收掉Boss那一瞬间带来的游戏乐趣的升华我也非常欣赏,很像忍系列的一刀斩、鬼泣3皇家护卫满怒气的Just Release。(看吧,这家伙终究还是动作游戏玩家XDDD)总之,ESP Galuda 2使我又有动力常跑西单了。不过以后不能老把Galuda 2当成动作游戏去玩,否则只有狂糟。要时刻记住:无论之前玩得多么好,Miss累计达到6次直接回老家。人生不是动作游戏,没有那么多Retry的机会。做好充分准备,然后争取一次挑战成功。
(感谢这么有耐心看完这点感想。如果有回复的话我希望了解一下各位以前主要玩的什么,如何成为街机射击党的,以及游戏的理念是怎样的。)
[疑惑]K忍各种攻击力的大小
10/21/2006 Shinobi & Kunoichi
玩了这么长时间K忍,也查阅了不少资料。我对K忍的各种攻击力的某些方面仍然百思不得其解。本来想等K忍攻击程序出现的,不过最近要开始秀真和翡水Hard 计划,所以希望把一些基本问题先搞清楚。
1、K忍杀阵倍率是多少?我记得有说法是线性增加,最大7倍。可是为什么Hard下6刀的蚊子在30杀阵中仍然要砍两刀呢?此外,秀真和乔的杀阵倍率如何?秀真在Hard砍苍蝇需要5刀,可是第二只只需要2刀,难道第二个敌人的杀阵倍率大于2?
2、各难度攻击力的比是多少?我觉得大致是Easy: Normal: Hard是1: 2/3: 1/3或1: 1/2: 1/3。后两种难度的攻击力应该是大家都比较关心的。我发现两个假设似乎都有矛盾。从Normal难度和Hard难度人类Boss一刀斩条件出发,我比较倾向于第一种。Hard难度四分身打翡水正面似乎确实是不多不少伤一半血。可是第一种假设这跟蚊子Normal 4刀,Hard 6刀矛盾。而且带甲的大型敌人(St-7的机炮,St-10的大型式神)在Normal、Hard满杀阵中分别需要砍2刀、3刀也说明这种假设不对。第二种假设则跟Normal地虫可以直接4分身一刀,而Hard 3分身背面、1分身正面都不行矛盾。
足踢和手里剑的攻击力在各难度的差异我倾向于认为是跟斩击一样的。从秀真St-3最速里两个八双制造6杀阵处在Easy难度一个八双就能搞定可以看出。此外各难度破坏建筑需要的足踢攻击也可以说明这一点。
3、绯花和翡水的攻击力是一样的吗?最近翻旧货看ruyiqian早期在Gamehalo发表的绯花Hard攻略才提出的疑问。攻略里说风车一刀斩必须四分身全部命中背面,而且我看录像时确实也听到噼噼啪啪四声。可是鬼神的翡水录像里3分身就解决了。
此外,一刀斩各Boss所需要的最少的分身数也是我想知道的。目前所知的是:
St-1:2
St-2:2
St-3:2(攻略说的,在录像中只看过3分身的,打算有时间实践一下)
St-4:3(翡水限定?)
St-5:4
St-6:4
St-7:未知,没看过3分身的录像
St-8:4
St-9:4
St-10:4
St-11:4
St-12:3(翡水限定?)
St-13:2
式神型Boss的弱点倍率是2还是3?如果是3的话那么所有的式神型Boss都最多只需要3分身就可以一刀斩了。
[录象合集]忍系列最速录像YouTube在线观看(72+8)
https://bbs.a9vg.com/thread-633358-1-1.html
感谢贴主youmu(站内@DanStone)当年做的帖子整合,谢谢。更多的也可以去他的Dan_Stone 观看视频。
具有纪念意义的老录像:有一些纪录虽然现在已经告破,但在当时来说无论录像的操作、想法水平都是有时代意义的,所以也留在这里作为纪念:
《Shinobi忍》常规最速录像
关卡名称 玩家 使用角色 条件 最速成绩&点击观看 备注
Stage 1-A 摇光 w8108310y 秀真 正道 01'23"87 —
└→ Kelvin 守恒 正道 01'11"22 —
Stage 1-B 破军 Kelvin 秀真 正道 00'55"22 —
└→ しゅく君 守恒 5忍卷 00'55"07 —
Stage 2-A 开阳 Kelvin 秀真 正道 01'43"59 —
├→ Kelvin 秀真 5忍卷 01'41"64 —
└→ しゅく君 守恒 5忍卷 01'41"47 —
Stage 2-B 武曲 yuxi 秀真 正道 01'15"02 —
└→ しゅく君 守恒 5忍卷 01'12"59 —
Stage 3-A 玉衡 阎魔刀 秀真 正道 02'52"20 —
└→ しゅく君 守恒 5忍卷 02'30"32 —
Stage 3-B 廉贞 Kelvin 秀真 正道 01'35"10 —
├→ Kelvin 武藏 正道 01'25"84 —
└→ 尚方咸鱼 武藏 5忍卷 01'19"60 —
Stage 4-A 天权 w8108310y 秀真 正道 01'54"02 —
├→ landj1430 守恒 正道 01'47"42 —
└→ しゅく君 守恒 5忍卷 01'42"24 —
Stage 4-B 文曲 yuxi 秀真 正道 01'50"79 —
└→ yuxi 守恒 超跳 00'44"50 —
Stage 5-A 天机 Kelvin 秀真 正道 01'06"50 —
└→ Kelvin 守恒 5忍卷 00'59"34 —
Stage 5-B 禄存 Kelvin 秀真 正道 00'32"87 —
Stage 6-A 天璇 Kelvin 秀真 正道 01'22"80 —
└→ Kelvin 守恒 5忍卷 01'12"74 —
Stage 6-B 巨门 Kelvin 秀真 正道 00'30"45 —
└→ 阎魔刀 守恒 正道 00'21"67 —
Stage 7-A 贪狼 yuxi 秀真 正道 01'40"44 —
└→ Kelvin 守恒 5忍卷 01'22"24 —
Stage 7-B 天枢 阎魔刀 秀真 正道 00'28"22 —
└→ 阎魔刀 守恒 正道 00'12"67 NEW!
Stage 8-A 北辰 Kelvin 秀真 正道 01'25"97 —
Stage 8-B 太一 Kelvin 秀真 正道 04'17"34 —
├→ Kelvin 守恒 5忍卷 03'40"92 —
└→ Kelvin 秀真 Easy正道 03'29"07 —
Stage EX yuxi 秀真 正道 02'07"10 —
└→ 阎魔刀 守恒 邪道 01'27"07 NEW!
Stage 全关卡 Kelvin 秀真 4-B超跳其余正道 25'12"32 youku空间
《Kunoichi忍》常规最速录像
故事关卡部分 STORY MODE
关卡名称 玩家 使用角色 条件 最速成绩&点击观看 备注
Stage 01 胧丸 秀真 正道 01'59"86 —
Stage 02 慢慢变bt 秀真 正道 01'36"99 —
└→ 秋风之刀 秀真 邪道 01'06"19 —
Stage 03 しゅく君 秀真 正道 02'49"27 —
Stage 04 秋风之刀 秀真 正道 01'59"96 —
└→ 尚方咸鱼 秀真 邪道 01'34"95 —
Stage 05 Bな人 秀真 正道 01'38"94 sheepshow上传
Stage 06 しゅく君 秀真 正道 02'56"30 —
Stage 07 羊 秀真 正道 02'08"43 sheepshow上传
Stage 08 秋风之刀 秀真 正道 01'58"14 —
Stage 09 秋风之刀 秀真 正道 02'36"34 —
Stage 10 秋风之刀 秀真 正道 01'54"65 —
└→ 秋风之刀 秀真 邪道 01'12"74 —
Stage 11 秋风之刀 秀真 正道 01'43"98 —
Stage 12 秋风之刀 秀真 正道 04'19"18 —
└→ 飞猿 翡水 正道 04'19"91 —
Stage 13 sunrise 秀真 正道 00'10"10 —
时间挑战关卡部分 TIME ATTACK MODE
关卡名称 玩家 使用角色 条件 最速成绩&点击观看 备注
TIME ATTACK 01 敌搏危 秀真 正道 00'25"51 —
TIME ATTACK 02 尚方咸鱼 翡水 正道 00'24"70 —
TIME ATTACK 03 秋风之刀 武藏 正道 00'39"86 —
└→ 尚方咸鱼 武藏 邪道 00'22"14 —
TIME ATTACK 04 羊 武藏 正道 00'17"89 sheepshow上传
TIME ATTACK 05 尚方咸鱼 武藏 正道 00'17"99 —
TIME ATTACK 06 devilmaycry 绯花 正道 00'17"92 —
└→ 尚方咸鱼 翡水 邪道 00'14"90 —
TIME ATTACK 07 秋风之刀 翡水 正道 00'30"75 —
TIME ATTACK 08 秋风之刀 武藏 正道 00'28"92 —
任务关卡部分 MISSION MODE
关卡名称 玩家 使用角色 条件 最速成绩&点击观看 备注
MISSION 01 yuxi 武藏 正道 00'38"89 —
MISSION 02 羊 武藏 正道 00'09"40 sheepshow上传
MISSION 03 尚方咸鱼 绯花 正道 00'10"77 —
MISSION 04 秋风之刀 秀真 正道 00'39"68 —
MISSION 05 羊 武藏 正道 00'09"38 —
MISSION 06 尚方咸鱼 翡水 正道 00'31"82 —
MISSION 07 羊 武藏 正道 00'29"57 sheepshow上传
MISSION 08 Bな人 秀真 正道 00'44"30 —
生存关卡部分 SURVIVAL MODE
关卡名称 玩家 使用角色 条件 最速成绩&点击观看 备注
SURVIVAL 01 胧丸 武藏 正道 01'08"29 —
SURVIVAL 02 Bな人 绯花 正道 01'53"02 sheepshow上传
SURVIVAL 03 羊 武藏 正道 01'15"30 —
SURVIVAL 04 羊 秀真 正道 01'19"58 sheepshow上传
SURVIVAL 05 Bな人 秀真 正道 01'46"59 —
SURVIVAL 06 Bな人 秀真 正道 00'46"79 sheepshow上传
SURVIVAL 07 w8108310y 秀真 正道 01'23"89 —
SURVIVAL 08 しゅく君 秀真 正道 01'26"31 —
具有纪念意义的老录像:
有一些纪录虽然现在已经告破,但在当时来说无论录像的操作、想法水平都是有时代意义的,所以也留在这里作为纪念:
关卡名称 玩家 使用角色 条件 最速成绩&点击观看 备注
Stage 10 しゅく君 秀真 正道 01'13"03 反K-Project
Stage 11 尚方咸鱼 秀真 正道 01'44"61 反K-Project
Stage 12 Kelvin 秀真 正道 04'24"59 Kelvin告别演出
Shinobi忍Super难度秀真无伤全S
https://bbs.a9vg.com/thread-5294966-1-1.html
bridget4eva:
I don't really have a whole lot to say about this challenge run aside from a few things.
- I hope you enjoyed this run. I may not be the best Shinobi player out there, but I had a blast doing this run... despite how obnoxious it got at times.
- With that being said this is NOT a 100% kill run. Reason why I didn't bother with that is because you don't have to. Surprisingly you don't have to kill a lot of the enemies if you are going for the S-Rank. As long as you keep your Tate score high and don't use any Makimono and OHKO the bosses then you will get a pretty high score.
- A lot of my failed attempts came from getting hit offscreen and hobbies not matching up to their animations. My biggest gripe the game's camera. It's too zoomed into Hotsuma's back. It doesn't help that most of the enemies have no audio cues so good luck dodging a lot of projectiles reactively. The dogs on 3A and ogre body slam attacks are the biggest perpetrators.
- Hotsuma can't OHKO the 3B boss, even with a fully powered critical hit. Instead he will only do 50% damage.
- Shuriken management was one of my bigger priorities in the run. Yeah say what you want about shuriken burst spam, but it's far from a infinite source and in the case of some mobs it's the only way to deal with them. Also being able to freeze a enemy or a group in place to get cleaner back attacks is too good.
- Hiruko is the worst designed boss fight ever and it doesn't matter what diffi***y you played on. He sucks.
Overall I will say that while this wasn't the hardest things ever I will say it was more obnoxious than it deserves to be. More often than not I felt like this was a test of my patience and luck rather than skill. Also if you remove the no damage stipulation then getting a S Rank becomes much easier.
With all that said I hope you enjoyed watching this as much as I did playing it. If you have questions about why I played a certain way then by all means ask. If you wanna brag about how you can do better then that's cool too.
@TEMO:
Shinobi忍Super难度秀真无伤全S:
Super难度
角色:秀真
无忍卷
无伤
全S评价
https://www.bilibili.com/video/av8165810
***源视频:https://www.***.com/watch?v= ... S136knWlsEmRNjLjoqr
源视频为分段录制,为了方便观看,我将它们合并了搬运过来
楼主原话:
关于这套流程没有太多想说的,就做一个小小的总结吧,希望各位能喜欢。我知道自己算不上多厉害的玩家,但这并不影响我对这个游戏的热爱以及为了这套流程所付出的时间精力,虽然有的时候真的很蛋疼。。。
本次并非是100%的敌全灭,我之所以没有去全灭敌人因为我觉得对于拿评价来说这并不是必须的,要拿S评价你并不需要去杀多少敌人,只要拿到足够的杀阵点数,不使用任何忍卷,以及一刀大部分Boss,那基本上就可以达成条件了。
其实这个游戏最让人诟病的地方是它的视角问题,本次流程中我有过很多次的录制失败都是因为这个坑爹的视角,有些角度非常的蛋疼,太靠近秀真的背面了以至于占了大部分的屏幕,从而造成了非常危险的状况,因为这个时候你根本没法根据任何画面或是声音来判断敌人的攻击和位置(且这游戏大部分的敌人攻击时是没有声音征兆的),所以这时候完全就成了赌运气,我有太多次都是因为在这种情况下损了血而重来。3A的忍犬,以及拿狼牙棒的大块头食人魔的泰山压顶,这两个是最大的威胁。
3B的Boss用秀真是无法一刀的(这个我想只要是稍对游戏了解的都知道)
手里剑是我本次流程中最依赖的战术,当然你可以尽管说八双手里剑有多么的无耻变态,但是对于很多场合的兵种配置来说,八双是唯一的克制手段。手里剑封掉敌人后绕背面干净一刀实在是太实用了。
产土是我迄今为止玩过的所有游戏中最恶心的Boss,没有之一,和难度无关。去TM的产土
基本上这套流程对我而言更多的是考验耐心及人品而非技术,如果去掉无伤的限制,只是追求S评价的话那会简单很多(当然观赏性就打折了)
最后的最后还是希望各位看官能喜欢吧,有任何想说的欢迎来此帖一起交流。
楼主之前的K忍速攻暂且搁置了,没啥新突破,所以他最近又重拾了遍S忍顺便录了这套流程,遗憾的是这次的流程最终一刀产土没有录进去,不是因为没有完成,而是录制的时候出问题,直到录完后才发觉画面损坏严重,根本没法看,所以他就把最终战剪掉了,各位可以自行脑补一下楼主当时的脸有多么黑,要一刀产土有多么麻烦相信各位忍友都是深有体会的,所以只能以后有机会的话再补完吧,这次就当作坑了,而且目前他有很多其他的计划,比如最近正在沉迷贝姐2,所以暂时不碰忍系列了,此次流程就当作再回顾一下这款ACT经典之作,也顺便为忍区活跃下气氛,我们来日方长。
最后在这里也顺祝忍区的各位新年快乐~
Explaining to them why the final boss part is missing
S忍和K忍的PS2实体碟照片
美版:
日版封面:
日版Best版封面和多出的官方特典:
亚版:
澳大利亚版本和特别版(应该是加厚多出了设定集):
欧版和Best一样多出来的一个Promo的特典碟片:
K忍的美版日版,欧版封面有区别,碟也是两个封面:
美版,Nightshade忍
日版,Kunoichi忍
欧版
日版/亚版碟面
欧版/美版等英文地区碟面
以下摘录一些我赞成的观点:
@TGFC Nemo:
美术和音乐这块S秒杀K根本毫无悬念
甚至整个系列里S的外包装都是独树一帜的,其他几作都是一股加州卷的味,只有S是纯和风
这其实和Overworks之前搞了樱大战有关系
标准的Beat em Up是快打旋风那种
所以忍龙鬼泣你说算Beat em Up都说得通
但是S的普通连击并不是系统核心,杀阵又和传统意义的连招完全不同
S是传统ACT进入3D形态以后保留最多2D元素的游戏
核心的玩法还是冲刺,跳,躲开悬崖,攻击基本上不会放慢移动的节奏
与FC的忍龙,MD的超级忍2,GBA的洛克人ZERO几乎是一回事,将其区别的核心系统则是杀阵
相比较之下忍龙在3D化之后和FC版的玩法就是两码事了
而利用敌人做跳板连续攻击跨越悬崖地形的设计在世嘉隔壁的索尼克大冒险里也频繁出现过
也就是说这游戏像索尼克的部分都比像忍龙鬼泣多
都说到这里了K有啥问题就很明显了
默认角色的分身蓄力远程剑气代替了杀阵,这件事本身倒是没啥,然而这一招需要连击槽
结果在杂兵战中你要不停的打连击攒槽,为此还要切换到威力并不大的小太刀去攒
做加法做坏了,玩华丽连击比不过鬼泣忍龙,又失去了前作干脆利落的肃杀感,两头不讨好
用秀真倒是省去了这些麻烦,但是恶食破甲不破防,空中遇到会防御的敌人一个失误就噶了
K的优点是更多的可用角色和更多的挑战任务,主线本身的体验真的没啥可说的
K确实换了导演,但和其他的没啥关系
本来当初子公司独立再合并就是人事和财务操作而已
至于大场规胜就是个挂名的
他承认过S的实际开发人员就几乎没有做过MD版的,有经验的都是他们这些挂名制作人罢了
实际开发人员反而基本都做过樱大战,这是S风格大变的原因
赶工的问题确实存在,不过具体来说S也就比K多开发半年
虽然这半年对于一款中等体量游戏也挺关键的
开场那个飞机战其实是对于MD时期的致敬,S想做这么个关卡没时间,当时就决定留给K
换句话说S发售前他们就在考虑K的事了,虽然没考虑的多详细
还有个明显的赶工痕迹就是S第一次在E3展出和最终形态基本就一回事,毕竟已经做一年了
但是K第一次上E3的时候才半年,那时候绯花的造型和最终版都不一样
剧情那块的批判其实瞄准的基本不是主角而是敌人
S和宇宙骑士差不多是一回事,灭族后洗脑,虽然铲土很卑鄙但其他Boss都算是条汉子
K里没意思的丑角太多了,地虫-绯花-斐水的关系本来大有文章可做,结果草草掠过
说预开发也不准确,只能算早期构思
S的概念构思是很早就有的,因为Overworks对于那个外包的垃圾新忍传也不满意
但是整个土星和DC时代他们都在忙活樱大战
他们是想给DC出S,但是一直到DC停产这个项目才正式启动
平台选择PS2也是因为PS2的樱大战已经在做了,熟悉了环境
S初公布的时候就已经说过“有些东西因为时间不够,留到下一次再说”
这其中包括飞机关和更复杂的空中战斗
但这时候距离S发售还有半年呢,我肯定不能说这是K的预开发,这只是早期构思
关于挂名不挂名这个事吧,世嘉比较乱
有的人写着制作人但其实也要赶导演的活,比如水口哲也
但有的是写着导演其实干的是制作人的活
而且有时候连访谈对此都不甚讲究,所以得交叉对比
像大场规胜在访谈里说过“我们有好几个导演,对游戏的看法基本是相同的”,然而他最终在STAFF里写的是个挂名性质的执行制作人
当然我也不能说大场规胜啥都没干,只不过他起到的只能算个是顾问作用
用他自己的话说就是“MD时代忍系列的老将此时很多还在公司,但没有一个人是本作的开发者,他们只是作为顾问来把关的”,这句话当然也包括他自己了
S导演是野村光一,他确实没开发过MD版,后来他忙活别的项目了所以没来得及做K
K导演是小林正英,他之前也只是开发过GG版而已,但32X的索尼克是他导演的,所以他有一种“为了复杂而复杂”的习惯
至于云野雅广虽然写着什么总导演,但他干的其实就是制作人的活,不背锅
S当年还有个最吊诡的事情,我过了好多年才看明白
大场规胜说这游戏算动作冒险游戏,比例是动作60%冒险40%
我当年满脸的黑人问号,要说鬼泣这个生化的衍生品是冒险40%还说得通,S哪有40%的冒险元素,不就砍砍结界,最多收集点胧币么
后来看到中里伸野说真魂斗罗有多结局所以也算有冒险元素,我才恍然大悟
这些日本人是形式自由派+内容自由派,只要有点隐藏要素和分支他就算冒险元素
@quki:
提一个冷知识,对魔忍是在K忍启发下做出来的。记得在一篇嘉神博客还是LILITH官方设定集里提到过
Stage1@hamartia:
这个游戏的最终关【太一】关如其名,是坐镇紫薇的极星,最终boss产土就是北天极上最耀眼的黑暗之光,想要把它扯下来不允许一切小技巧和妥协
Stage1@osborn:
K忍我没能打完,11关那个会迷路的地形对我太不友好了……但S忍的攻关过程真是不错的回忆,虽然各种奈落各种光速死亡,但这游戏的机制就禁止你打的太丑,真能打通关的话能被自己帅到,这个系列才是忍者系游戏时髦值的顶点,不接受反驳。
@Bluekelly:
S 忍 艺术设计好。大气、简约、风格化,人物绘制淋漓尽致,用色老练,造型扎实,速度感强。
S忍人物设定好,秀真的造型结合美日两种风格,高科技的头盔和日本和风的武器飘带搭配,既美观,又避免了忍者正统造型的老气。其他人物不论是忍领、朱刃或者是苍蛟龙和铲土,都极富个性,让人看了印象深刻。
杂兵方面以和式忍兵为主,搭配天狗、飞鱼等和风的妖怪,以及9尾狐、红天蛾等耳熟能详的怪物,很好的营造出了某个时代的韵味。S忍音乐极为大气,融合了洋乐与和乐,十分经典。
gameplay方面人物动作畅快淋漓,不追求华丽的连击打斗或必杀技演出,而结合人物性格着重描画忍者的战斗特点,战斗时简单的跳跃、兜后、冲刺,发现敌人弱点时冷酷无情、毫无多余动作的斩杀,都非常好的体现出了忍者的特点。
相比较之下,K忍在游戏理念上和S忍有一定的偏差。K忍的艺术设计不够好,高科技的味道偏重,场景设计过于昏暗,东西文化结合有些失衡。原画设定造型稍有欠缺,比S忍差了不少,色彩搭配和场景造型的艺术品味没有S忍高,整体风格较为小气,室内场景给人狭小的感觉,逊于S忍如黄金城等。K忍人物设计整体上比S忍要差一个档次。绯花的盔甲虽然颜色鲜艳,但质感较差,塑料感太重,盔甲的整体造型不够勇武,却又没有把女性的妩媚表现到位。
飘物设计成两条丝带,在游戏中表现仅仅是红光划过,体积太小,飘感不足,动起来甚至逊于1代苍蛟龙的长发。绯花的原画体量感不够,人物站地上时重量感过轻,人物的模型整体比秀真小一圈,而视角却没有调到足够近,导致实际游戏时角色偏小。起跑动作有些难看(应该是使用了普通人摆臂跑步动作的缘故)。角色重量感不够的话,dash的速度感就会相应差一些,对比秀真就可以很明显的感觉出来。
绯花的剑设计的太短,相比较她自己的体型,剑就像个小太刀。她斩杀时总有一种在用绣花针战斗的感觉,砍杀动作如模特走台,只有个花架子,没有那种女性特有的灵巧、轻盈、美艳、致命。除去绯花之外的其他忍者,服饰设计略显土气(如风车),斐水同学的衣服和伞稍微丑了点……
杂兵方面几乎见不到和风的敌人,取而代之的是各种式神怪物、昆虫等,虽然我不特别偏向日式或美式,但美式怪物也有做的好的,如战神等游戏,可惜的是K忍中间的怪设计的都不是特别好,造型略显俗气,也没有特别让人印象深刻的怪物,就像例行公事一样平淡(虽然实际游玩不算平淡但敌人的样子真是很平淡……)。boss分为忍领和式神怪,应该说艺术方面设计的最成功的boss应该是黑钢最后形态和霸邪弄蠢母,剩下的风车、地虫一干人也算有些特点,大蚯蚓等东西就不敢恭维了,造型实在乏善可陈,只能算是跑龙套的,也许是因为K忍中的怪物boss都没有台词所以给人的感觉没有玄九蛇他们抢眼。
K忍的音乐偏重科幻、机械、电子,虽然和S忍不是一个方向,但制作水平比S忍要差一些。S忍拥有变貌、炎上、忍领、卑弥呼等太过经典的配乐,对K忍来说太难超越了。游戏内容方面K忍和S忍的理念可以说差别非常大。由于没有了吸魂,非boss战时的杀阵很多时候已经变得可有可无。在S忍时追求的杀敌“快、准、狠”已经变得没有必要,如何打出更多的连击变成了主要目标。这样导致的结果就是K忍在游戏内质上向鬼泣等游戏靠近了一步,研究的不是如何快速杀死眼前的敌人,而是在躲避其他敌人攻击的同时利用威力最小的双翅与手里剑来达成高hit数。
我不评论这种模式是否好玩,但不得不说的是这使得忍系列的独特游戏体验(杀阵、跳跃、高速冲刺、零成长、一刀斩)在衰减。设想一下如果K忍按照它的设计思路,不加入秀真的话,那么K忍将会减少至少一半的乐趣。
Stage1@司马千晶:
这游戏当时在国内能凑齐几十人的比赛,现在看是非常神奇的事情。
Stage1@skstormgg:
吸魂应该只是一个方面。
K忍的UI有一个长条显示杀阵的剩余时间,还有转肋差这种几乎0硬直的动作延长杀阵和判断的时间。
对比S忍,出刀硬直足够杀阵中断了,杀阵的剩余时间也只能通过9字箴言的闪烁频率大致估计。
同时,S忍滞空后砍一刀只刷新一次dash,K忍则可以刷新一次足踢和一次dash。而K忍因为可以操作秀真这种空中无法足踢的角色,怪物和场景的设定都设置成只要一次dash就够的距离,这显然给了玩家反应和思考的时间。
直到今天,《忍领》和《摇光》也是我歌单里绝对不会删掉的两首曲目。K忍相比S忍,给了玩家更多可以反应的时间。对于入门玩家显然给了更多容错空间。
K忍难主要在后面追求最速通关,因为continue扣分算时间,所以要求最速也必须一气呵成
A9VG@cloud:
K忍的開發成本確實沒有S忍的高
但是要知道,K忍是S忍的續作,最花時間的游戲引擎是沿用S忍的
K忍取消了吸魂的系統一是對新手的一種難度上的妥協,另外一方面則是因為地圖增大,需要探索的地方更多的原因(雖然場景重復現象很嚴重),不過我不同意K忍在BOSS戰難度上比S忍簡單
另外K忍的攻擊系統更多強調的是空中的連續殺陣和足踢技巧,再加上敵人數量的明顯增加(游戲場景增多引起的),自然會覺得不如S忍來的緊湊。不過確實加入了秀真這一隱藏角色使K忍樂趣翻倍的說法,我非常贊同。
另外說到攻擊力的問題,K忍在多殺陣的連續攻擊中,緋花的太刀現世雖不及修真的惡食,不過橫向比較惡食在S忍中雜兵戰的威力,可以說并沒有明顯下降。只是因為K忍中修真動不動就用蓄力斬啟動殺陣,然后再以高倍率的惡食來砍殺雜兵,確實是比平時只能用普通攻擊啟動殺陣,或者用雙翅來打連擊感覺攻擊力要高的多(當然實際也是要高的多,我這里的意思只是解釋一下大家判斷時候會出現一的一部分錯覺)
S忍確實是一款經典的游戲,我最早也是被S忍深深吸引,才購買了自己的PS2主機,之后除了時隔3年才研究的SO3DC外,PS2主力游戲只有忍的2作而已。作為2作都有深入研究的我來說,更喜歡K忍的戰斗系統和S忍的整體風格。
說了這么多,我也只是想表達下自己的感覺,沒有戰的意思,不過我還是希望LZ能把2作都好好的玩一玩,你會從中找到各自的樂趣的,一定不會后悔。
A9VG@ikki_fxy:
这个我感觉也是见仁见智吧,个人觉得K忍在高难度下后期关卡(ST11,ST12)的地形比较难,杂兵战也比S忍难很多,尤其一些大型杂兵打起来居然没什么打击感。。。要达成全杀无伤非常困难。。。还有ST7,我感觉用女忍在H难度即使不要求无伤要不CONTINUE打到BOSS那是比较困难的(可能是我比较菜)而S忍在这方面人性很多。
在高难度的BOSS一刀难度上,各有千秋,S忍难在要抓挑衅或是要背蓄,而K忍的ST9,ST10也相当难。个人觉得还是K忍相对难一些。当然对我来说S忍在S难度用秀真背蓄产土这一项就把K忍所有关卡的难度都秒了(我至今就背蓄成功过一回。。。)
A9VG@joachimjojo:
挖个坟~最近又玩了两作。说实话,要说整体耐玩度,系统深度,可重复度,是K忍更高一些,有些童鞋一味的抬高S忍而降K忍,未免有失公允。但S忍的意境确实比K忍要好,充分的把“忍着”那种神秘莫测,来去如风的感觉诠释的淋漓尽致。个人认为在PS2上所有的动作游戏里,只有忍系列和鬼泣系列分别开创出一种游戏形态,剩下的要么是重视爽快忽视技术,要么是刁难玩家让人抓头。
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封面和专栏图地址:
https://www.pinterest.com/pin/391391023851233747/
Ps2 Rare Nightshade Shinobi Bundle For Sale in Maynooth, Kildare from Retro hunter (adverts.ie)
English Version
Translated using DeepL(Translated using DeepL)::
TKMO以前网盘的国内外部分忍系列的高手视频TKMO used to have videos of some of the Shinobi masters from home and abroad on its website, including the very powerful @YUXI and @Z2327541 @Kelvin's Speedpass, etc. If you are interested, search for the ID and go in to see the videos.
眞鷄下蛋的个人空间_哔哩哔哩_bilibiliThe personal space of the Shinobi master, you can click in and watch
PS2超级忍_搜索_哔哩哔哩-bilibili:The results of a direct Chinese search within the site
S忍靶眼_搜索_哔哩哔哩-bilibili:The high-definition version of the enemy all kill S no harm process, only the narrated version remains
【K忍】秀真6关BOSS一刀斩——by: prisma_单机游戏热门视频 (bilibili.com):Kunoichi,Hotsuma 1hit kill Stage6 Boss
【K忍】秀真12关BOSS一刀斩——by: prisma_单机游戏热门视频 (bilibili.com)Kunoichi,Hotsuma 1hit kill Stage12 Boss
【S忍】Bridget4Eva的TA和其他录像 (bilibili.com):Bridget4Eva's Shinobi TA and other stuff
【K忍】Hard难度绯水无伤全S流程——by:Bridget4Eva_单机游戏热门视频 (bilibili.com) Nightshade / Kunoichi Hard Mode S-Rank playthrough for Bridget4Eva
【K忍】Boss速杀整合——by:Bridget4Eva_哔哩哔哩bilibiliSome other concept videos for Bridget4Eva
Shinobi TA by Japanese player eugene2810.
https://sp.nicovideo.jp/mylist/25322757?_to_page=1
https://www.youtube.com/user/eugene2810
【PS2忍系列】eugene2810的TA录像整合 (bilibili.com) :[PS2 Shinobi Series] eugene2810's TA video integration
https://segaretro.org/Shinobi_(2002) Foreign integrated SEGA game page
https://www.youtube.com/results?search_query=ps2+shinobi+review Oiltube's S Shinobi review
https://www.youtube.com/results?search_query=ps2+nightshade+Kunoichi+review Oil Tube's Shinobi K review
10、Three-sided kill: The damage done to the front, side and back of the enemy is different, generally speaking, the damage done to the side is 1.5 times that of the front, and the damage done to the back is 3 times that of the front, but there are still some differences between different enemies (to know the exact value of the three-sided kill on different enemies, see again the post "Shinobi Attack System Final - J ).
11、Provocation: 1B 3B 4B 5B 6B 7B bosses will make provocative moves, when attacked, they can deal three times the damage of their normal state.
IV. Main differences between characters.
1、Hideyoshi: Has all the moves, but only has the awakened demon sword at the beginning of 2A. The hand sword has a paralyzing effect but is ineffective against some bosses.
2、Cang Jiao Long: has all the moves and the fastest movement speed, has the awakened demon sword at the beginning, the hand sword has a paralyzing effect but is ineffective against some bosses, the attack power is 2 times that of Hidetoshi and Joe Musashi (1.5 times on EASY difficulty), but the speed of soul sucking is also much faster than Hidetoshi ...... ......
3, Joe Musashi: the beginning has awakened the demon sword and infinite shuriken, and will not be sucked soul, attack power and Hideyoshi the same, can not use storage chop, shuriken and eight pairs of hands in the sword does not have paralyzing effect, but to all enemies have the power to kill, so the shuriken alone can also pass (this is a very BT play, in the U.S. version of the SUPER difficulty to play this way is SUPER BT behavior).
V. Miscellaneous items.
1, movement in order of movement speed from high to low: ground lightning DASH, wall lightning DASH, wall walk, ground ordinary DASH, wall ordinary DASH, run, walk.
2, the effect of special killing array: A off + B off = a big off, each big off special killing array performance effect is different, the effect of each off is as follows: the first off: purple electricity, the second off: black fog, the third off: drifting snow, the fourth off: fire circle, the fifth off: water fog, the sixth off: white light, the seventh off: cherry blossom, the eighth off: spark, EX STAGE: cherry blossom.
3, RETRY: If you die in the boss and choose RETRY, which is automatically prompted by the system, no matter what the situation is when you enter the boss battle, you will always become full blood, full soul, 16 shuriken and a Shinobi scroll. If you choose RETRY of your own accord, you will be in the same condition as your character at the beginning of the boss battle.
Conclusion: This is just a basic introduction to the system, there are many aspects not covered, I hope it will help newcomers to have a preliminary understanding of the system, please correct me if there are any mistakes, as for various techniques and various data please also see "Shinobi Attack System Final - J" (this is the real detailed introduction).
P.S. I spent all night yesterday trying to finish this post, and when I was 90% done I opened up Blank's help program to see ............ that I was so sparky that I wanted to go back to Mars and sleep immediately, but thought I'd better finish it and post it, it wouldn't be a waste of some I'm going to go back to Mars and sleep. I hope that you will take a look at this post for the sake of the blood that has been spilled, and that you will take a look at it if you have money. ............... ...
Shinobi Original Raiders ----- Tips~(Previous K's Highlights)https://bbs.a9vg.com/thread-164248-1-1.html
I moved to a new Shinobi section, so I'm going to need some of the best articles.
I've just left a few of them, so I'll post them to enrich the new Shinobi section
I'm not sure if I'll be able to help newcomers.
(Don't get excited if you've read it before~~)
——————————————————————
Shinobi忍秀真Super無傷全殺 | Indefinite in Heart (wordpress.com)
Written by @Dan_Stone/@A9youmu/@A9z.bl
07/03/2016 Shinobi & Kunoichi Hotsuma, PS2, SEGA, Shinobi
Restricted Conditions.
Raid the US version of Super Difficulty in Story Mode with Hidemoto
Complete elimination of unharmed enemies
Bosses except 3-B and 6-B are cut once, 3-B and 6-B are cut twice
Collect all Shinobi rolls and do not use Shinobi rolls (you cannot reset Retry status after a boss death)
In other words, you must have all the points except for the kill points (except for the 6-B boss point)
Online.
Shinobi Shinobi Super Difficulty Hidemoto No Damage Kill
https://www.youtube.com/playlist?list=PLtg8Je7DfNZvYCimpQcYI8YKLVI6BvIOn
1-A
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I started out with the goal of killing all the bosses, but I was surprised at the first level. When I cut the minions, I accidentally hit the bosses first, and I didn't even have a chance to use Retry because I didn't have a kill queue.
In general, using darts to knock out missiles costs more blood than using knives, but I think this is just a superficial thing. When a missile explodes, it will cause a chain explosion, and the boss can be damaged as long as he is in the explosion area. The height of the slashed missile is usually lower than that of the dart missile, resulting in a waste of the burst. However, bosses seem to have a type of hard-on, so it's not like the faster you explode, the more damage you do. I've tried many times but haven't found a way to stabilize the high damage.
Slashing missiles can refresh the kill time, while darting missiles cannot.
One detail I found from the video is that when the boss dies before the soldiers, the soldiers leave the field instead of being forced to die.
1-B
I don't know how I got through this level without a couple of hits, but the kill array was a mess. The last area was not familiar with the super-jumping kill array, so I only did the standard kill array.
I tried various methods of jumping in the boss battle, but I decided to use the one in the video, luring the guardian to the edge and jumping into the air myself. There is a high chance that he will continue to dash chop and jump. Basically, the only exception is when the troops happen to be coming out. This level has troops coming out every 30 seconds and provocations every 60 seconds (immediately after the provocation). This is a dangerous way to fight when there are soldiers, so use the darts to hold the soldiers when you land to reduce the chance of getting hurt.
I really wanted to finish this boss with a nice kill, but I gave up after many failures. Since I used the quick jump method, I was able to jump 15 times in 2 minutes and then finish it off with a head-on slash.
I have also tried to do a provocation slash to the back after 14 jumps, but it failed and turned into empty blood, probably because it hit the side. The remaining HP after 14 jumps is 5 slashes and after 15 jumps is 3 slashes.
True slash: According to calculations, a dragon against a dragon in a full kill array can at least slash to the side with a single slash. Although this is theoretically possible, it is still quite difficult to keep the boss from jumping and killing the minions for such a long period of time.
2-A
The small size of the wolf is very annoying, so it's important to have a non-locking cut.
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Theoretically, the boss can be fought without the eight pairs of darts, relying on darts to bleed to complete a cut. After the dart has died, you can first hit the back of the dart 3 times, and then you can follow it with a slash of the back.
The S-nin's 5-character attack is 2.5 times more powerful than the 4-character attack, so there is no way to interrupt the battle for a second time to kill the array of souls like the K-nin's Ghost Fire Battle.
This is the easiest level to score a perfect score on, apart from 5-B and 7-B. The video shows the first time I scored a perfect score with no damage, which is a relief.
2-B
I spent a lot of time Retrying the reinforced helicopter. The more random it got, the bigger the headache became. The good thing is that I regained awareness of the importance of Dash as I went along. It was only after one of the random dashes that I saw the pawns attacking at the residue in a very silly and naive manner that I realised that the residue interference was quite useful to the pawns. The most unwanted formation in this boss battle is when the boss is directly above the minions, because not only can you slash missiles with your sword, but you can't lock on. However, even if you don't lock, there is a chance that you will hit a defending minion, resulting in an incomplete slash and no damage to the missile. After I discovered the interference effect, I used Z-dash for my long distance movement, which could delay the time for the minions to gather under the boss to a certain extent. After the pawns were out, the helicopter launched the missile from a distance. yuxi's video used the locking dart first and then the unlocked slash because the pawns had already reached a relatively advanced distance by the second attack. However, I found that after locking the dart, I would dash back and forth once, so that the pawns would gather at the image and use the dart to hit the missile for the second time. This way, you can cut down the boss's strength faster and keep the first batch of pawns at the end, instead of being killed by the missile and then reappearing at different times. This boss battle has the highest HP of the minions, and only the first two levels of Blue Shinobi and Green Shinobi will be defensive, while the rest will not. The last eight pairs of wildly cut back I feel more stable than the scattered pawns one by one, after all, to do kill the midway helicopter and then in the distance out of the missile is basically a death sentence, speed first.
3-A
It's important to cut the back of the dog without locking. If you don't get rid of the dogs quickly, you'll be in a very confusing situation. The eight pairs are basically enough, but in the video, because there are more stragglers, the two dogs and the four green ninjas in a row are used more often.
The video also shows traces of improvement while recording, where the first batch of stragglers in the 6+6 area should have killed the second dog before accumulating power, but the video does not cut the first accumulation resulting in interruption of the killing array, which was later changed in another place.
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In addition, I also discovered a detail when I was standing in position to cut the dog's back after the opening 6-kill in this level, Hideyoshi was able to move freely immediately after most of the kill positions on the ground, except for the crouching position, where there was a hard stance to close. I'm sure those who play the fastest have already noticed this.
3-B
This level is based on the target-eye video, with a special effect 7-kill at the beginning and end of the game. The end of the game can have up to three 7-killers, but I found it too annoying so I didn't do it.
The spider nest has no effect on the kill rate at all, just like the boss battle. Whether they are drawn out or not, killed or not, or whether they destroy the spider nest or not, it does not affect the kill rate at all.
The back side of the spider was not even clear to me until I finished recording it without damage. It seems that the instant visual front is the back. The four spiders at the beginning of the large area after the passage can be killed quickly in the air, using the same experience method of instantaneous back slashing, but the video failed.
I tried three times to kill the spiders on this level, but unfortunately, I only succeeded once in the video.
Boss Baiyun is quite easy to master after knowing the provocation pattern, as mentioned in this post: [Newbie New Post - A little discovery about the provocation pattern of S Shinobi 3-B BOSS https://bbs.a9vg.com/thread-1303821-1-1.html 】
I would like to add that when White Cloud is low in the air, he will roar with his feet on the ground, and when he is high in the air, he will smash his front feet on the ground. The interval between the two flags is variable, and could be as many as 4 attacks, or a short daze. The mauls are timed, so there is no fixed sequence between the mauls and the provocation. My algorithm is that the initial roar does not count, and after every 4 roars, the 5th is a continuous roar and upward provocation. At this point, White Cloud will slash once and counter with a single-footed slam, which is slightly different from the double-footed slam round. This is followed by 4 consecutive double-footed slams, the 5th being a provocation downwards.
4-A
There are a lot of darts in this level, so use the eight pairs more often to avoid fighting the Red Shinobi. Note that the moth's HP will only be reduced if you dart the moth head-on.
The boss is not difficult, but the scene is rather annoying, as you have to go around the pit in the middle after killing the soldiers to cut the boss.
4-B
It was only after practicing this level many times that I discovered the secret of the moths. As you may have noticed, the front of the moth is a normal face, while the back of the moth has a big bloody mouth. They don't attack from the front, and when they do attack, they stick their backside up. The advantage of this is that when they attack, they can be attacked with a counter attack, which can result in a direct white slash, but can also result in a death by dart. There are some places where the moths have a fixed rhythm of attack, such as at two tanks, so it is important to keep your rhythm fixed as well. For those places where the rhythm is not fixed, you will have to practice more and get more familiar with the various battle situations.
The timing of boss battles is 30 seconds for the minions to come out, and then 30 seconds for the provocations. I used to use the method of climbing the wall to count the number of rounds after the minions came out, but later found that it was best to listen to music in the background.
5-A
I struggled with the changing terrain and most of the early attempts were due to falling water rather than injuries. The video was not good and the success rate of 9 kills in 2 zones was very low.
The pattern of water level changes is still not clear after crossing the barrier and does not seem to be cyclical. You have to be patient when waiting for the water level to change. I've jumped over the two 4-kill platforms before to get the Shinobi rolls, and I don't understand why some of the videos take so long. I found out in one video that I couldn't jump when the water level was at its highest. This was the only time I managed to get a 9-kill, and that was the end of it.
However, I found out during the raid that a dart to the head, followed by a slash to the back, will kill you.
Boss fights can be mentioned. I gave up after a few failures. I switched to using the sword in my hand to reduce my strength to fight the Hachi-less double version. I found out that the back of the Kaneko is not exactly the visual back. The visual backside is only the side. His back is the part of his body that is normally defended with a large sword in his hand. When he attacks with his sword, he can slash directly behind his back. When he is held in place (including the eight pairs of direct defense and normal darts from other parts of the body), you can use the darts to pierce his sword in the back.
Note: I didn't get the attack calculator until after I passed this level, and I remembered the HP correctly but forgot that Vajra has an attribute defence multiplier. You have to hit the back with 17 darts before you can cut him in one blow.
5-B
The timing of the attack and provocation in this level also depends on the timing. However, as the Xuanjiu Snake's attack lasts longer, it is easier to count the number of times.
Normally, the boss will attack four times and then attack three times to provoke. If the first three attacks are laser attacks, then the snakes will come out after that. If the first six attacks include four lasers, then they will also be provoked afterwards. However, if you change position before the snake comes out, you will most likely have to Retry, so there are no detailed statistics on how many times you need to do each combination.
The ideal situation is to have two lasers in the first four shots, and two lasers in a row after the snake comes out, so that you can have a higher success rate of achieving a harmless slash.
Good positioning to avoid the lasers is also important. I usually choose the corner in the video. Keep the back of the Xuanjiu Snake to this corner during the front attack. When the laser comes out, you can also run behind it to turn it back. When the snake comes out, stand in the corner and dodge the attack. The first attack after the snake will definitely be a laser and will miss.
6-A
In this level I tried to do a second and a third kill. Unfortunately, the second one failed in the video.
It's possible to go through the laser net, but there's a lot of room for adjustment, so it's recommended that you just wallwalk through it when you're ready.
The stick gods are vulnerable, especially the second one. The HP of a stick god is 12 stabs. The second stick god has 12 HP. This is the reason why the second stick god is so difficult. It is recommended to use a normal dart and then slash 3 times to solve it. If the stick god lunges in the middle of the move, the slash will make you lower, so even if you hit the next slash, it will be easily blocked and the stick god will then counterattack. The second stick god in the video is actually a bad hit. Luckily, it was a bit more dignified. I couldn't help it because I didn't have the confidence to cross the laser net and wasted my time. I found out later that I could use terrain positioning to get through the laser net with Dash.
The last one there was, of course, the Evil Eight, which added another dimension. I don't know why most of the videos use such a risky way of fighting with one dart and two stabs. As for the boss without darts ......
The boss battle is the main event of this guide. If you've only done the True One Dagger achievement before, you are highly recommended to do the True One Dagger achievement here. Please hear me out on why.
The bosses are 4-B, 6-A and 8-B, of which 6-A and 8-B are the ones that can't be done with a normal slash but can be done with a wall slash, and in fact both can be done with both wall and power slashes.
In terms of the design of the boss fight, 8-B is more suitable for the power chop. The overall probability of the earth being produced on the ground is greater than near the air screen. It is possible to slowly move out of wall chopping range at the screen, but not at ground level. The fact that the second batch of spells can appear quickly, and that it does not take much longer to build up the soul than the wall chop, is evidence of the designer's intent to produce two frames of soul from a Hard spell. If it is only one frame, it may be possible, but it is much more demanding.
On the contrary, the 6-A carving relies on the water sound to locate the player, so that he can lead him to the desired position. The stragglers all appear once every half minute, and the storing chop has to wait half a minute longer than the wall chop. Each mongrel only produces one frame of soul, so time is tighter than in the spawn battle, and the first batch cannot be killed too quickly. In general, the power cut is much more difficult than the wall cut.
Another thing is that both the 4-B Red Moth and the 8-B Spawn can only be killed with the Locking Wall Chop. Neither of them can defend - the moths will turn with the player on the ground and defend the front, and slow down in the air. The Red Moth is invulnerable from the back, but when the player jumps over it, she even turns around and slashes the player. While the 6-A moment can be slashed with a locking wall chop, the lock will trigger the moment's defence. So it's usually a good idea to use a non-locking wall chop, which can also make for a cool kill pose.
So, with that out of the way, let's move on to the technique. To be honest, the wall chop is not that difficult if you are familiar with the method.
Some of the earlier videos I've seen include the blank 6-A kill sequence music video and the full version of Kamakiri. The Kamakiri version has an extra round of killing stragglers, so there's no need to refer to it for pacing (but the method of drawing against the wall is good). The blank shot was to kick Carving first to make him change direction, which helped improve the success rate, although it turned out not to be necessary.
Those who have fought the Hachi's bloodletting slash should already be familiar with the rhythm of the slash. The distribution of soldiers is 2-3-2, leaving one in the middle of the 3 to kill when you turn back, to give the eight pairs more time. If Keng had been moving around, he would have been halfway through the kill. However, the wall cut is a direct 2-3-2 kill, and it takes a while to lure Keng to the wall at the beginning. This means that the start of the kill sequence may be right in the middle of the mob, interfering with the kill sequence. If this is the case, it is better to fix the carving further back, which is the reason for the kick to change direction at the beginning.
There is a small section of step at either end of the boss battle lane that is free of water, so running on it won't cause the carving to react, so you can stand on the step and kick without the risk of a blank video. When the carving changes direction, it is actually a ramming attack, and you will be injured if you are directly in front of it. However, during this time the player can move freely in the water and will be fine as long as they do not touch him.
The carving will gradually return to the centre line when walking freely, so it is important to lead the carving closer to the wall a little later, and to lead it backwards to reduce the chances of interfering with the kill. The distance to the wall can also be affected by turning left or right when turning around, which is not entirely controllable. Generally speaking, two leads are enough, and the second one can be done by going back to the stage and leading again. In the full video, you are lucky to get it right once. The special video is a more general method of play.
Special Video - No Switching Wall Chop
Shinobi Shinobi Super Difficulty 6-A Stamper.........
Here are some excerpts from the points I agree with.
@TGFC Nemo.
The art and music are the only things that make S beat K.
Even the packaging of S is unique in the whole series, the others all smell like California rolls, only S is pure Japanese style
This is actually related to the fact that Overworks had the Sakura Wars before.
The standard Beat em Up is a quick hitting whirlwind kind of thing.
So if you call Shinobu Dragon Ghostbusters a Beat em Up, it makes sense.
But S is not the core of the system, and the killstreaks are completely different from traditional combos.
S is the game that retains the most 2D elements since the traditional ACT went 3D.
The core gameplay is still sprinting, jumping, cliff dodging and attacking without slowing down the pace of movement.
It's almost the same thing as Shinobi Dragon from FC, Super Shinobi 2 from MD, and Rockman ZERO from GBA, the core system that separates them is the killstreak.
In contrast, Shinobi is a different game from the FC version in 3D.
And the use of enemies as springboards for successive attacks across cliff terrain is a design that appears frequently in Sega's Sonic Adventure next door
In other words, this game is more like Sonic than Shinobi Ghostbusters.
Having said that, it's pretty obvious what's wrong with K
The fact that the default character's doppelganger's power-up telekinesis replaces the killstreak is fine in itself, but the move requires a combo slot
As a result, you have to keep hitting combos to save up slots in miscellaneous battles, and to do so you have to switch to the not-so-powerful kotai sword to save up
The addition is bad, you can't play the flashy combos as well as the oni-no-no-ryu, and you lose the crisp, clean feeling of the previous game, so you don't like both.
The Hidetsujin saves you from all this trouble, but the Evil Food breaks armor but not defense, and a mistake in the air will kill you if you encounter an enemy that can defend.
The good thing about K is that there are more characters available and more challenging missions, but there's really not much to say about the main experience itself.
K does have a new director, but that has nothing to do with the rest of it.
It was just a matter of personnel and financial operations when the subsidiaries became independent and then merged.
As for Norikatsu Ohba, he's a titular director.
He admitted that almost none of the actual developers of S had done the MD version, it was only the titular producers who had experience.
The actual developers have done Sakura Wars, which is why S has changed its style so much.
There was a real problem with the rush, but S was only six months longer than K in terms of development.
Although it's a critical six months for a medium-sized game
The opening aeroplane battle is actually a tribute to the MD era, S wanted to make such a level and didn't have time, so they decided to leave it to K at that time.
In other words, they were thinking about K before S was released, although not in much detail.
Another obvious sign of the rush is that the first time S was shown at E3 and the final form were basically the same thing, after all, it had been a year in the making.
But the first time K was shown at E3 was only six months ago, and at that time Himawari's look was different from the final version
The criticism of the plot is basically aimed not at the protagonist but at the enemy
S and Cosmic Knight are pretty much the same thing, brainwashing after the extermination of the clan, and although shoveling dirt is despicable, the other bosses are all kind of men
There are too many uninteresting and scandalous characters in K. The Earthworm-Himura-Fishui relationship could have been a big deal, but it was skimmed over.
It's not accurate to say it was pre-developed, it was only an early idea
The concept for S was conceived early on, as Overworks was not happy with the crap new Shinobi biography that was outsourced.
But they were busy with Sakura Wars throughout the Saturn and DC eras.
They wanted to give DC S, but the project didn't officially start until DC was discontinued.
The platform was also chosen for the PS2 because the PS2 was already working on Sakura Wars and was familiar with the environment
When the S was first announced, they said "there are some things that we'll leave for another time because we don't have enough time".
This included flying machines and more complex aerial combat
But this was six months before the release of S, and I certainly can't say that this was pre-development for K. It was just an early idea.
On the titular thing, Sega are a bit of a mess.
Some people say they're producers but they're actually working as directors too, like Tetsuya Mizuguchi.
But there are those who say they're directors but actually do the work of producers.
And sometimes even the interviews are not very specific about that, so you have to cross-reference
For example, in an interview, Norikatsu Oba said "we have several directors who basically have the same vision of the game", but he ended up writing in the STAFF as a titular executive producer
Of course, I can't say that Katsura Oba didn't do anything, but he only played an advisory role.
In his own words, "Many of the veterans of the Shinobi series from the MD era are still with the company at this time, but none of them are the developers of this film, they are only acting as advisors", and that includes himself of course.
S was directed by Kouichi Nomura, who really didn't develop the MD version, he was busy with other projects so he didn't get to do K
K was directed by Masahide Kobayashi, who had only worked on the GG version before, but he directed Sonic 32X, so he had a habit of being "complicated for the sake of being complicated".
As for Masahiro Uno, although it says he's the director, he's actually the producer and doesn't take the blame.
There's also the most bizarre thing that I didn't understand until years later
Katsura Ohba said the game was an action-adventure game, with a ratio of 60% action and 40% adventure
I was all black back then, it would make sense to say that Ghostbusters, a BioShock spin-off, was 40% adventure, but S had no 40% adventure elements, it was just hacking and slashing through boundaries and collecting hazel coins at the most.
Then I read that Shinno Nakazato said that the real Contra had multiple endings so it had an adventure element, and it dawned on me
These Japanese are liberal in form + liberal in content, as long as there are some hidden elements and branches he counts as an adventure element
RT @quki.
As a bit of cold knowledge, the magic Shinobi was inspired by K Shinobi. I remember mentioning it in a Kagami blog or in the official LILITH setting
Stage1@hamartia:
The final level of this game [Taichi] is, as its name suggests, the polar star that sits atop the Purple Violet, and the final boss spawning earth is the brightest light of darkness on the northern celestial pole, and trying to tear it down doesn't allow for any hacks or compromises
Stage1@osborn:
I couldn't finish K Shinobi, the terrain that would get lost in level 11 was too unfriendly for me ...... but the process of attacking S Shinobi is really good memories, although all kinds of naira all kinds of lightning speed death, but the mechanics of this game forbid you to fight too ugly, really can beat the level if you can be handsome to yourself, this series is the pinnacle of ninja games fashionable value, no No rebuttal accepted.
@Bluekelly.
S Shinobi art design is good. Atmosphere, simplicity, stylization, characters drawn to perfection, sophisticated coloring, solid styling, and a great sense of speed.
The S Shinobi characters are set up well, with Hideyoshi's look combining both American and Japanese styles, with a high-tech helmet and Japanese wabi-sabi weapon floats to match, both aesthetically pleasing and avoiding the old-fashioned look of ninja proper. The other characters, whether they are Shinobi collars, Jubilees or Asuka Dragons and Shovel Earth, are all highly individual and impressive to look at.
The music is very atmospheric, with a mix of foreign and Japanese music, and is very classic.
The game's action is not about flamboyant combos or killing techniques, but rather about the character's fighting characteristics. The simple jumping, back-pocketing and sprinting during combat, and the cold, ruthless, and unnecessary chopping when the enemy's weaknesses are found, all reflect the characteristics of the ninja very well.
The art design is not good enough, with a high tech flavour, and the set design is too dark and a little unbalanced in terms of East-meets-West culture.
The original artwork is a bit lacking, and is much worse than S Shinobi's. The colour scheme and artistic taste of the scenes are not as high as S Shinobi's, and the overall style is rather petty, with the indoor scenes giving people a small feeling, inferior to S Shinobi's such as Golden City. The armour of Himawari is brightly coloured, but the texture is poor, with a heavy plastic feel, and the overall shape of the armour is not brave enough, but does not show the femininity in place.
The floating objects are designed as two ribbons, in-game performance is only a red light crossing, the volume is too small, the floating feeling is not enough, moving even inferior to the long hair of the 1st generation Cang Jiao Long. The original artwork of Himawari is not substantial enough, and the weight of the character is too light when standing on the ground. The starting movement is a bit hard to see (probably due to the use of a normal human arm swing running movement). If the character doesn't have enough weight, the dash will have a correspondingly poor sense of speed, which is evident when comparing Hidemoto.
Himahana's sword is designed to be too short, and compared to her own size, the sword looks like a small tachi. She always feels like she is fighting with an embroidery needle when she slashes, and her slashing movements are like a model walking down a stage, a mere histrionics, without that feminine dexterity, lightness, beauty and lethality that characterises her. Other than Himawari, other ninja, costume design is slightly rustic (such as windmills), Fishui students' clothes and umbrellas are slightly ugly ...... miscellaneous soldiers can hardly see and wind of the enemy, replaced by a variety of gods monsters, insects, etc., although I do not particularly favor Japanese or American, but American monsters also have done well, such as the God of War and other games The monsters in the middle of K Shinobi are unfortunately not particularly well designed, the shape is slightly tacky and there are no particularly impressive monsters, it's as bland as routine (although the actual game is not bland but the enemies look really bland ......). The bosses are divided into Shinobi leaders and Shinobi monsters, I should say the most successful in terms of art design The bosses should be the last form of black steel and the evil to get stupid mother, the rest of the windmill, the ground worms a cadre of people also count some features, big earthworms and other things will not be complimented, the shape is really lackluster, can only be considered a runner, perhaps because K Shinobi in the monster bosses are no lines so give people the feeling that they are not as eye-catching as the Genjiu Snake.
The music in K Shinobi is sci-fi, mechanical and electronic, although not in the same direction as S Shinobi, which has such classic soundtracks as Changing Looks, Inferno, Shinobi Collar and Himiko that it's too hard for K Shinobi to top. The game content wise the concepts of K Shinobi and S Shinobi are arguably very different. With the absence of soul-sucking, killing bouts during non-boss battles have become dispensable much of the time. The "quick, accurate and hard" kills that were the norm in S-Ninjutsu have become unnecessary, and the main goal is to land more combos. The result is that K-Ninjutsu has taken a step closer to games like Ghostbusters in terms of the quality of the game, instead of studying how to quickly kill the enemy in front of you, you use the least powerful wings and hand swords to achieve a high hit count while dodging other enemies' attacks.
I won't comment on whether or not this mode is fun, but it has to be said that it makes the unique gameplay experience of the Shinobi series (kill formations, jumps, high speed dashes, zero growth, one slash) in decay. Imagine if Shinobi had been designed the way it was, without the inclusion of Hidetsugi, then Shinobi would have been at least half as fun.
Stage1@Shippo Chikage.
It's amazing that this game was able to put together dozens of tournaments in China at the time, which is amazing to see now.
Stage1@skstormgg.
Soul sucking should only be one aspect.
K Shinobi's UI has a long bar showing how much time is left for the kill bout, and there are also almost 0 hard straight moves like turning the rib differential to extend the time for the kill bout and judgement.
Contrast this with S Shinobi, where the outgoing sword has enough hard straight to interrupt the kill burst, and the remaining time for the kill burst can only be roughly estimated by the blinking frequency of the 9-word motto.
At the same time, while S-Ninjutsu only refreshes a dash with a slash after stalling, K-Ninjutsu can refresh a foot kick and a dash, and since K-Ninjutsu can operate a character like Hidehito who cannot foot kick in the air, the monsters and scenes are set up so that just one dash is enough distance, which obviously gives players time to react and think.
To this day, Shinobi Collar and Shake the Light are two tracks that I would never cut from my song list.
K Shinobu gives the player more time to react compared to S Shinobu. It obviously gives more room for error for the beginning player.
The main difficulty with K Shinobu is that you have to do it in one go, because you have to do it in one go because of the time deduction for continue.
A9VG@cloud.
It's true that the development cost of Shinobu K is not as high as that of Shinobu S
However, you should know that K Shinobi is the sequel to S Shinobi, and the most time-consuming game engine is the same as S Shinobi's.
The removal of the soul-sucking system in K-Ninjutsu is a compromise in terms of difficulty for newcomers, and also because of the larger map and the need to explore more places (although the scene repetition phenomenon is serious), but I don't agree that K-Ninjutsu is easier than S-Ninjutsu in terms of difficulty in boss battles
In addition, K-Nin's attack system places more emphasis on continuous aerial kills and foot kicks, and with the obvious increase in the number of enemies (caused by the increase in game scenes), it naturally feels less compact than S-Nin. However, I do agree that the inclusion of the hidden character of Hideyoshi has doubled the fun of K-Ninja.
On the other hand, in the case of K-nin, in a continuous attack in a multi-kill formation, Himahana's taijutsu is not as powerful as Shujin's Ogre, but horizontally it is not as powerful as Ogre's in S-nin's miscellaneous battles. It's just that in K-Ninja, Shujin uses his power chop to activate the kill array without moving, and then uses the high multiplier of the evil food to slash and kill the soldiers, which is indeed a much more powerful attack than the normal attack to activate the kill array, or the use of the double wing to hit the combo (of course, it's actually much higher, what I mean here is just to explain the misconception that people may have when judging)
S Shinobi is indeed a classic game, and I was first attracted to S Shinobi before I bought my own PS2 console, after which, apart from SO3DC, which I studied only after 3 years, the only two main PS2 games were Shinobi. As someone who has studied both, I prefer the fighting system of Shinobi K and the overall style of Shinobi S.
I'm just trying to express my feelings, I don't mean to be a warrior, but I hope LZ will give both games a good play, you'll find your own enjoyment in them and you won't regret it.
A9VG@ikki_fxy.
I feel that this is also a matter of opinion, I personally feel that the terrain in the later levels (ST11,ST12) of K Shinobi on high difficulty is more difficult, and the miscellaneous soldier battle is also much more difficult than S Shinobi, especially some large miscellaneous soldier fight up actually has little sense of combat. It's very difficult to achieve a full kill without any injuries. I feel that with the female ninja in H difficulty even if you do not require no injury to not CONTINUE to hit the boss that is more difficult (may be I am more vegetable) and S ninja in this regard a lot of humanity.
In the high difficulty of the BOSS a knife difficulty, each has its own characteristics, S Shinobi difficult to catch provocation or to back storage, and K Shinobi ST9, ST10 is also quite difficult. Personally, I think K Shinobu is more difficult. Of course, for me, S Ninjutsu beats all of K Ninjutsu's difficulty levels on S difficulty with the Hidemoto backstash to produce earth (I've only managed to backstash once so far.)
A9VG@joachimjojo.
I've been digging a grave~ I've played two more games recently. I'd like to be honest, I'd say the overall playability, system depth, and repeatability is a little higher for K Shinobu, and some of the kids are bent on raising S Shinobu and lowering K Shinobu, which is unfair. However, the mood of S Shinobi is really better than K Shinobi, and it fully illustrates the mysterious and unpredictable feeling of "Shinobi" that comes and goes like the wind. Personally, I think of all the action games on the PS2, only the Shinobi and Ghostbusters series have each created a form of gameplay, while the rest are either fast and neglectful of skill, or difficult for the player to grasp.
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Ps2 Rare Nightshade Shinobi Bundle For Sale in Maynooth, Kildare from Retro hunter (adverts.ie)