Landing one of these also gets you a green combo timer and really lets you add on some massive damage. Where things get interesting is when you’re able to use a risky parry to deflect an enemy attack with perfect timing. Inosuke on the other hand has a rekka style special move that gets a green combo timer, giving him a massive amount of time to deal big damage if he lands it. Certain characters, like Zenitsu for instance, have far reaching special moves that can begin a combo from nearly full screen, and in cases like these, the combo timer will be red and be fairly short. The move that begins the combo is what determines the length of your combo meter. When you perform a standard combo, an orange combo timer will countdown the remaining time you have before the opponent automatically jumps out and resets to a neutral position. One of the biggest differences in Hinokami Chronicles is the inclusion of a combo timer, which seems to be used primarily as a way to prevent infinites, but also smartly encourages and rewards some riskier play. It also doesn’t regenerate while dodging, but regenerates quickly if you’re able to pause for a second and not press any buttons. Special moves are tied to a blue special meter that also governs your ability to use things like jump cancels and dodge cancels, so it becomes very important to be mindful about it as a limited resource tied to some of your most important techniques. Urokodaki, for instance, can use his third special move to lay a trap on the ground, Inosuke can use his to bullrush through attacks, and Tanjiro’s can be used much like an invincible wake up attack. Each character has three special moves that generally enable them to extend these combos, end them emphatically with a big chunk of damage, or provide some other form of utility. But on a basic level, there’s one button for attacks, and that button can be mashed for a basic combo, or modified by holding up to launch them into an air combo, or held down for a combo that ends in a hard knockdown. These are truly a sight to behold and only serve to further prove that CyberConnect2 is the master of bringing anime spectacle to the world of video games.įighting mechanics-wise, The Hinokami Chronicles will also be pretty familiar to those who play arena fighters, especially those who played CyberConnect2’s previous games, even though there are some pretty substantial differences. Deal enough damage to them and you’ll trigger one of CyberConnect2’s famous QTE-laden finales that are nearly shot-for-shot recreations of the same climatic scenes from the anime using in-engine visuals. ![]() These are epic fights against foes that can power themselves up and become all but impervious to your attacks, forcing you to fight against them very differently than you would a normal enemy in versus mode. You’ll also do battle with plenty of non-canonical enemies in the form of basic demons, which tend to just leap out of thin air and attack you in certain areas, but the real stars of this mode are the big battles against the main villains of each arc. ![]() Hinokami Chronicles actually takes a page out of the playbooks of the first two Ultimate Ninja Storm games by putting you directly in the shoes of its main characters, whether that's Tanjiro, Zenitsu, or Inosuke, and lets you wander around its world, talking to NPCs, finding collectible memories that unlock scenes from the anime and sniffing out demon scents that lead you towards your eventual destination. This is an abridged retelling of the story of Demon Slayer, covering the events all the way up to the end of the first season, focusing primarily on the biggest moments of the 26-episode anime. If you’ve played any of the Naruto Ultimate Ninja Storm games, a lot about The Hinokami Chronicles’ story mode will be very familiar.
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