I had only played this game a few times and didn't think that highly of it. I read Kazuya's review but didn't think it was that bad.
I just picked up the homecart two days ago.
This game has probably one of the coolest combo systems out of any Neo Geo fighter. If you play this game like a normal fighter, you will suck and die. There is a reason it is called "Aerial Battle Action Game".
I can see alot of people not understanding the gameplay mechanics. The "How To Play Screen" does not elaborate on anything. So those with loose MVS carts are screwed. The only FAQ I've seen (Bun's on gamefaqs). Is very incomplete and wrong in some parts.
Those with loose MVS carts, who would like to know alot more about the aerial combat system, check this thread. <a href="http://www.neo-geo.com/ubb/ultimatebb.php?ubb=get_topic;f=18;t=009197" target="_blank">http://www.neo-geo.com/ubb/ultimatebb.php?ubb=get_topic;f=18;t=009197</a>
There are many ways to start Aerial Combos. You can start from the ground up, or start in the air and work your way down. The air dash (also in Guilty Gear) plays a vital role in starting/continuing a combo. The probably easiest way to start is by dashing in, attack, then use the rising AB. Once your opponent is in the air, try a whole bunch of different things. I find trying to use rising AB from the ground to start aerial combos against shorter characters is alot more dificult. That's where the strong attack forward BC comes in. On the ground it will usually just send the opponent flying backwards. But if you have them backed up to the edge of the screen, it will actually bounce them into the air, then you can start with the rising AB. This is useful against the midgets.
Another good thing, is some special moves that work on the ground can also work in the air (EX: uppercuts).
The charge up system is one of the neatest I've seen. Each character has two different elements (out of Fire, Lighting, Water, Wind). ABC will charge up the first element. BCD will charge the second. Each element for your character wields a different DM. There is also SDMs (you need a full powerstock, doesn't matter which element you have charged), and contrary to Bun's FAQ, this can be preformed at any time, not just when your life bar is flashing red.
Actually gaining power stocks is innovative as well. Let's say you finish charging up lighting. Lighting balls will start to appear randomly around the screen and zap down. To gain a power stock, you have to be standing under it.
This isn't a game you can play for 5 mins and expect to know everything, give it time.
Head over to daddlekingz for a good review. They actually score Ragnagard higher than Rage of the Dragons, and I agree. I have spent more time playing Ragnagard in the past two days, then I have spent playing ROTD over the past month.
I was planning to make a little combo video, but my hosting service is down.
<small>[ June 17, 2003, 07:29 PM: Message edited by: SamuraiShodownSensei ]</small>
I just picked up the homecart two days ago.
This game has probably one of the coolest combo systems out of any Neo Geo fighter. If you play this game like a normal fighter, you will suck and die. There is a reason it is called "Aerial Battle Action Game".
I can see alot of people not understanding the gameplay mechanics. The "How To Play Screen" does not elaborate on anything. So those with loose MVS carts are screwed. The only FAQ I've seen (Bun's on gamefaqs). Is very incomplete and wrong in some parts.
Those with loose MVS carts, who would like to know alot more about the aerial combat system, check this thread. <a href="http://www.neo-geo.com/ubb/ultimatebb.php?ubb=get_topic;f=18;t=009197" target="_blank">http://www.neo-geo.com/ubb/ultimatebb.php?ubb=get_topic;f=18;t=009197</a>
There are many ways to start Aerial Combos. You can start from the ground up, or start in the air and work your way down. The air dash (also in Guilty Gear) plays a vital role in starting/continuing a combo. The probably easiest way to start is by dashing in, attack, then use the rising AB. Once your opponent is in the air, try a whole bunch of different things. I find trying to use rising AB from the ground to start aerial combos against shorter characters is alot more dificult. That's where the strong attack forward BC comes in. On the ground it will usually just send the opponent flying backwards. But if you have them backed up to the edge of the screen, it will actually bounce them into the air, then you can start with the rising AB. This is useful against the midgets.
Another good thing, is some special moves that work on the ground can also work in the air (EX: uppercuts).
The charge up system is one of the neatest I've seen. Each character has two different elements (out of Fire, Lighting, Water, Wind). ABC will charge up the first element. BCD will charge the second. Each element for your character wields a different DM. There is also SDMs (you need a full powerstock, doesn't matter which element you have charged), and contrary to Bun's FAQ, this can be preformed at any time, not just when your life bar is flashing red.
Actually gaining power stocks is innovative as well. Let's say you finish charging up lighting. Lighting balls will start to appear randomly around the screen and zap down. To gain a power stock, you have to be standing under it.
This isn't a game you can play for 5 mins and expect to know everything, give it time.
Head over to daddlekingz for a good review. They actually score Ragnagard higher than Rage of the Dragons, and I agree. I have spent more time playing Ragnagard in the past two days, then I have spent playing ROTD over the past month.
I was planning to make a little combo video, but my hosting service is down.
<small>[ June 17, 2003, 07:29 PM: Message edited by: SamuraiShodownSensei ]</small>
