Comboing in Sengoku 2001

Real Bout Maniac

Corporal Dick,
Joined
Sep 17, 2001
Posts
885
Hey all!

Well, the more I play this game, the more I'm enjoying it. For me it's a nostalgic return to the beat-em-ups that I grew up with. <IMG SRC="smilies/smile.gif" border="0">

Anyway, I'm having a blast with this, but I just wanted to check with others on exactly how the combo system works. I think I've got it, but since I own the Japanese home cart, I can't exactly verify my findings by looking in the manual! <IMG SRC="smilies/wink.gif" border="0">

From what I can gather, as you start hitting your opponent (or even an inanimate object), and the hit count appears in the lower left/right corner, another bar appears below these numbers. I believe this is directly related to how many hits you have - the more hits you can put in, the longer the bar grows. Now when you stop hitting your opponent, this bar starts to go down, and it's during this time period that you have the ability to move and attack another person (or table, chair... <IMG SRC="smilies/biggrin.gif" border="0"> ) - if you can start up another attack string before this bar disappears, the hit count will continue on; if not, it stops and resets itself, and you have to begin all over again.

Does this jive with what others have gotten out of it? Sounds about right, but I just wanted to double-check my findings.

Also, has anyone here gotten the timing down for using aerial strings in their combo sequences? The CPU shows them being used on the attract demo screen (specifically with Falcon), but I haven't been able to get the timing down right as of yet.

BTW - Sengoku 2001 is a jugglers paradise! Especially with Falcon, I've found that if you can pop your opponent up into the air, you can keep them up there all day long! <IMG SRC="smilies/biggrin.gif" border="0">
 

Kuryakin

Cheng's Errand Boy
Joined
Aug 25, 2000
Posts
111
I think you're right about the bar that measures the time you have to continue a chain... Its a pretty neat system, don't you think? i think its great that you can hit chairs, tables etc to continue a combo.
it took me a few times to figure out that you had to dash in between hits to continue a chain...
i also am enjoying Sengoku 3 more as I spend time playing it..

as far as timing the aerial strings in a combo, i haven't gotten that figured out either <IMG SRC="smilies/mad2.gif" border="0">
 

Real Bout Maniac

Corporal Dick,
Joined
Sep 17, 2001
Posts
885
Originally posted by Kuryakin:
<STRONG>I think you're right about the bar that measures the time you have to continue a chain... Its a pretty neat system, don't you think? i think its great that you can hit chairs, tables etc to continue a combo.
it took me a few times to figure out that you had to dash in between hits to continue a chain...
i also am enjoying Sengoku 3 more as I spend time playing it..</STRONG>

Yeah, it really is a lot of fun! <IMG SRC="smilies/wink.gif" border="0">

Also, I find the dash VERY useful, not only for starting a combo, but it seems to be the key to juggling your opponent successfully!

<STRONG>as far as timing the aerial strings in a combo, i haven't gotten that figured out either <IMG SRC="smilies/mad2.gif" border="0"></STRONG>

Oh good... I'm glad I'm not the only one! <IMG SRC="smilies/biggrin.gif" border="0">

37 hit chain today... steadily moving up... <IMG SRC="smilies/biggrin.gif" border="0">

[ October 28, 2001: Message edited by: Real Bout Maniac ]
 
Joined
Oct 22, 2001
Posts
30
Originally posted by Real Bout Maniac:
<STRONG>Oh good... I'm glad I'm not the only one! <IMG SRC="smilies/biggrin.gif" border="0">

37 hit chain today... steadily moving up... <IMG SRC="smilies/biggrin.gif" border="0">

[ October 28, 2001: Message edited by: Real Bout Maniac ]</STRONG>

The combo system is just magnificent ain't it <IMG SRC="smilies/smile.gif" border="0"> !! Does any other game have this concept ? I've seen screen shots of the new Three Kingdoms beat'em up having a combo count shown.

Hey guys ! Try to do stuff like hitting the enemies until they fall and dash across to the other side of the screen and get in contact with another enemy. The more enemies, the merrier ..... combos can go up to 70, 80 this way. And if you run out of enemies, hit some chairs or stuff in the mean time while waiting for more baddies to spawn !!!
 

Real Bout Maniac

Corporal Dick,
Joined
Sep 17, 2001
Posts
885
Originally posted by kagetsura rev:
<STRONG>The combo system is just magnificent ain't it <IMG SRC="smilies/smile.gif" border="0"> !! Does any other game have this concept ? I've seen screen shots of the new Three Kingdoms beat'em up having a combo count shown.

Hey guys ! Try to do stuff like hitting the enemies until they fall and dash across to the other side of the screen and get in contact with another enemy. The more enemies, the merrier ..... combos can go up to 70, 80 this way. And if you run out of enemies, hit some chairs or stuff in the mean time while waiting for more baddies to spawn !!!</STRONG>

Both Guardian Heroes (for the Sega Saturn) as well as Batman Forever (for both the Playstation and Saturn) were side-scrollers with combo engines (as well as a combo meter). I don't think either had the same TYPE of engine, although Batman Forever had some ridiculously high hit counts - I remember having a 432 hit combo with Robin!!! <IMG SRC="smilies/eek.gif" border="0">

As far as hitting enemies on either side of the screen, that's what I've been doing to increase my hit count. I've also found that getting a large group of them together works well, as each time you attack, you'll register a hit from each member that's in the group. It's a nice way to make every ONE of your swings count 4, 5 or more times towards your combo meter! <IMG SRC="smilies/biggrin.gif" border="0">

I've been also trying to incorporate the projectiles into the hit count - using them as sort of a combo linker (i.e. - hit them a bunch of times, and as their falling away from you, juggle them with a projectile, then dash in and continue the combo).

Now if only I could get those aerial strings to work... <IMG SRC="smilies/rolleyes.gif" border="0">
 
Joined
Oct 22, 2001
Posts
30
Originally posted by Real Bout Maniac:
<STRONG>Both Guardian Heroes (for the Sega Saturn) as well as Batman Forever (for both the Playstation and Saturn) were side-scrollers with combo engines (as well as a combo meter). - I remember having a 432 hit combo with Robin!!! <IMG SRC="smilies/eek.gif" border="0">

As far as hitting enemies on either side of the screen, that's what I've been doing to increase my hit count. I've also found that getting a large group of them together works well, as each time you attack, you'll register a hit from each member that's in the group. It's a nice way to make every ONE of your swings count 4, 5 or more times towards your combo meter! <IMG SRC="smilies/biggrin.gif" border="0">

I've been also trying to incorporate the projectiles into the hit count - using them as sort of a combo linker (i.e. - hit them a bunch of times, and as their falling away from you, juggle them with a projectile, then dash in and continue the combo).

Now if only I could get those aerial strings to work... <IMG SRC="smilies/rolleyes.gif" border="0"></STRONG>

yeap it helps to use projectiles, and having a bunch of them baddies in an attackable range. it even sounds good, the slashing sound. but i hardly work with projectiles, i'd rather use of for emergencies ... the bomb or flying dagger are my choice.

air combo strings are best done by Falcon as he is fast enough, I don't know if Kagetsura and Kurenai are fast enough, but I really doubt Kongoh is.

i've seen people doin this, with Falcon ... hit them baddies as frequent as possible in one string before a dash to send him in the air little ... and with a barehand blast (dash) with the dash to send him higher ! with Falcon, them jump in the direction of the baddy with a slash immediately (spinning air slice), that'll do another two hits !

you'll end up on the other side of the enemy and you can keep him up in the air with barehand blasts and slashes, and dash at him again from the other side ... and keep this up till he's done for.

this works well with the Evil Fire Phoenix mini boss of Stage 4 - Brazil. <IMG SRC="smilies/smile.gif" border="0">

[ October 30, 2001: Message edited by: kagetsura rev ]
 
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