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Post by Indigo on Feb 3, 2014 21:02:07 GMT
I haven't tried the borgs suggested after Steve... I forgot to mention I actually did add Pop Honey to the team for that last stage, but she was pretty bad at fighting multiple dragons. Also, Taz totally ditched us, so I'm not sure if I'm keeping his part of the list... Anyway, Sword Knight is probably one of the best borgs in terms of effectiveness and cost. He has a shield and his charge attack is extremely good, and he can be very agile with shield-toss gimmicks. He's like a mobile tank.
Apparently I forgot that I initially picked Victory Tank instead of Spike Knight... But Spike Knight is one of my favorite borgs now. Hammer Knight was already one of my favorites, and Spike is virtually a mega version of him with more attacks and a very fun rolling gimmick. High cost, but he can take on stages on his own. Hammer Robot costs less, and isn't as mobile, but I'd say he's easily one of the best borgs in the game, his double hammer shots are huge and have excellent homing, and do absurd damage, as well as serve as two projectile shields. His mines can keep borgs away or build up hyper energy fast.
Wire Girl has a very low cost, but she's pretty dang mobile and has good shots and a large charge beam. The wires let her bypass virtually anything that immobilizes her, her charge attack, melee, getting hit by melee... Just pull back with wires at any time, even while knocked down. If you boost towards the wires while reeling in, you move faster than Acceleration Ninja. In fact, she's probably broken for her cost...
Tar Diver is better than I thought, but he's still depressingly weak. In a 1 vs 1, he's basically unmatched, though. His air melee and shots are incredibly weak, though if you can manage to stay on the ground, his ground melee is actually very strong. I always thought Carrier Helicopter was considered to be a joke, but it turns out it's a very good borg... Mostly for how it moves like a ground borg, but in the air, and its homing missiles do huge damage while recharging very fast. Best against larger borgs, though. Its gatling isn't very good, and it's hard to find a real use for the hook thing, but its movement and missiles are all it needs.
And Pop Honey... Her cost is very low for what she does. Her B shots are unique and let her fly forever, but she seriously lacks damage. Though her status attack takes a while... You can move during it but it's still too slow. Tried it on the dragons but it was too much for her to deal with, and she barely hurt anything more than make everything spin. Teleport Ninja is a borg whose usefulness is more dependent on skill, but if you know how to use him, he's almost too good. And Copy Man... Much better than I thought. He's a very fast borg and can be very evasive until his copy attack hits, which has decent homing. The copy attack does a nice bit of damage. But he's the ultimate wildcard. His only downfall is how his HP works. You can turn into a dragon and get all their stats, but you'll still only have 200hp. If you turn into a death borg, your HP permanently goes down to the 50s or whatever the thing's HP was.
Well, it's been fun so far. The borgs are good at their own niches, and it's more fun than going through everything with G-Red or Eagle Robot. I know Sword Knight and Copy Man especially have grown on me.
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Post by Stove on Feb 3, 2014 21:30:21 GMT
You could switch my pick to Claw Robot.
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Post by Indigo on Feb 3, 2014 21:38:58 GMT
That'd just make things too easy...
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Post by Indigo on Mar 28, 2014 3:32:07 GMT
Finally got around to some progress!
Starts with two filler missions... Tried to do good with Pop Honey but she's no good at crowd control at all. The tank unit mission is painful... You'd think fighting only tanks is easy, but when having limited borgs it can be pretty rough. Carrier Helicopter carried everyone through the mission, but the Drill Tank trio at the end is horrible... So horrible.
It should be mentioned that I had a little leisure with adding in some music... You'll see what I mean. It's kind of bad because it plays over the normal music, but I think from this video on I'm turning music off and putting in some custom tracks for the most part...
The second half of the video is the climactic battle against Sho! VerdantShade's Alien Insect appears and is on point for the team. Pop Honey wastes Blade Wing! It took forever though, so I cut around half of that duel. And then, the ultimate Teleport Ninja, Copy Man, faces Sho, Garuda vs. Garuda!
Oh yeah, that things I've learned thing.
Not a lot. I found out Drill Tank is overpowered as Gurren Lagann, which isn't really a bad thing, until you're the one facing three of them. For Pop Honey, I've learned she's not too bad, but she's so weak she's virtually pointless against more than one enemy. Alien Insect, he's pretty strong... His shots are really good and powerful. I liked how in the fight against Sho, Alien Insect and Jet Hero basically canceled each others' shots out.
I repeated the fight a few times, actually. I really wanted it to finish with a good Garuda vs. Garuda... But earlier versions of the fight, me and Jet Hero had laid our scopes all over the place, so it was like some crazy arena with shots becoming small or huge. In hindsight I really would have liked that on video... Anyway, I also really like Alien Insect's scope as a mobility tool. Even when it's reloading, he can use it to jump backwards a bit.
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njayhuang
Staff Member
Cyber Ninja
Without Asuka from Germany, everybody would be lost
Posts: 3,472
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Post by njayhuang on Apr 5, 2014 3:25:12 GMT
OMG dat Axe block. OMG dat Garuda ending. I wish I was familiar with the music reference, but it was amazing nonetheless.
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Post by Spike on Apr 13, 2014 8:31:23 GMT
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Post by Indigo on May 13, 2014 0:04:10 GMT
The sixth part at last. Getting pretty close to the end now... Arrow Ninja and Switching Ninja have joined the team for the final stretch, and now the entire friendship force is assembled! Start off with giving Switching Ninja his debut in a spar against Tetsuya and Kotaro. Then I fast forward through a battle against Death Force saucers which was mostly won by Carigun Helicopter plowing through the large one and Wire Girl finishing off...
And then the tough battle with Orochi and the Space Dragons. Not a problem, Copy Man can make use of the dragons' overly strong beam attacks to take one for the team. Switching Ninja was surprisingly good here against the remaining Space Dragon Dragon. Switching places with them here makes them prioritize getting into position. This was my worst run in terms of Switching Ninja, though... I was able to take the second dragon out with him every time before.
Hammer Robot's there for the gem knights... This team lacks a reliable method to fight one on three, and Sapphire Knight is a nightmare, so Hammer Robot's here to tank through the knights. Arrow Ninja follows up and I manage to use one of my favorite combos in the game, launching Orochi's knight and tying them up in the air... And that's about all I could do because he still beat me down embarrassingly.
I'm actually not sure of the name of that borg... But anyway, Sword Knight had a rather early entry in the battle... Against three borgs left and the final Cosmic Dragon, will Sword Knight hear the voice of the world against all odds?!
Well... I learned Switching Ninja can cancel his switching attack animation somehow. I've noticed it sometimes. One true way to do it I learned is to do a normal standing melee hit and then use it. Switching Ninja cancels his melee combo into the switch and jumps overhead of the enemy, but for some reason it cancels the animation so you can still air dash and stuff while the switch beam winds up (0:45). I need to look more into it... It seems it also cancels if you do it while dashing off a ledge (0:17). Also, Alien Insect air attack > ground forward-dash melee is a legit combo (1:50).
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Post by Indigo on May 17, 2014 3:34:12 GMT
Less slacking this time. Already onto the next part!
So this is it, the last big part of the game. Where the whole map is covered by the Death Force, with missions where the enemy has 5000+ GF energy, and some very good borgs appear as enemies, as well as large machine borgs in every mission. AKA the part of the game full of symbolism of my love of mecha!
Well... Again, the whole team is unlocked now. I'm usually going to have Spike Knight or Hammer Robot at the end of each mission now, because they're the only two that can really stand up to other giant robots. Giant robots should only fight giant robots, haven't you heard? For the rest, I'm trying to switch my team up a little according to who I'm partnered with. Oh yeah, that's another thing. The game is truly reaching a climax of friendship now! No longer am I doing all of this solo, as I have to fight alongside a friend in each mission. I have to say, it's incredibly relieving after playing through without them...
The 'special' selections for each mission:
Nekobe: Arrow Ninja to tie up some Nekobe bait, Switching Ninja as a melee borg, Spike Knight and Hammer Robot as homage to his usual partner Kitsune. (This fight's victory results screen was quite a sight if I do say so myself)
Tetsuya: Arrow Ninja for the same reason, Sword Knight because also melee, Carrier Helicopter to tie up some bait but this didn't go as planned at all. (Arrow Ninja did some stylish comboing here if I do say so myself)
Yuji: Tar Diver because duh, Alien Insect because it's goofy looking like Yuji. (Tar Diver lasted this fight like 3-4 minutes and took down a lot of borgs... Must definitely be some partnership resonance)
Kakeru: Arrow Ninja and Switching Ninja because ninja team. Carigun Helicopter because of modern ninjas jumping off helicopters. (Switching Ninja's hyper mode switch-beam is stronger than I thought... Ended with Copy Man because I GET TO BURNING)
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Post by Indigo on May 17, 2014 20:40:38 GMT
The adventure's nearing the finale!
More of the long process of eliminating the Death Force alongside friends... Seven fights included this time, editing a lot, making this more strictly just highlights... By the way, sorry for the scratchy audio here and in the previous video, at some points.
Kotaro - Used Pop Honey because kids have idols and Carigun Helicopter because it's like a toy kids like to have... Well, not much to say here. Felt like just going through the motions in this mission, because I farmed it all the time as I believe it's the most consistent place for a lot of the mechas in large amounts. Unfortunately, yet again I did not get a piece of the amazing red Panther Robot.
Usagi - Wire Girl because girl and Pop Honey as a support supporter. I did fairly well with Pop Honey here... At the end, Usagi stole my thunder as I went in for a stylish melee finish.
Tsutomu - Carigun Helicopter because it's a vehicle... Some typical Copy Man copying OP dragon breath, and then some OP Orange Fighter beam cannons.
Met - Same team for same reasons. I really enjoyed copying his Carrier Helicopter and then charging in with him. The thing at the end was so close to dying I let Met finish it off with some web for lolz... Met is so tsundere.
Mana - Sword Knight is her shining knight in armor! Forgive what I did at the start. Otherwise, this turned out to be a Copy Man fest, resulting in some crazy Switching Ninja skirmish, it was pretty funny and exciting.
Kitsune - The robots in my team to compliment his style... Little did I remember that this mission is supposed to be both of us running scared. I pulled off a miracle with Copy Man at the end.
Kakeru (Again) - Self explanatory ninja team. Well, this was definitely the climax of the fights if I do say so myself, and the hardest. It's pretty fun fighting this huge enemy force with Kakeru. While experimenting with Switching Ninja's canceling, I pulled off something rather amazing... Seen at 8:10. I need to test that more. Two normal ground combo hits, X, two normal hits again, you'll be teleported, then can do a full 3-hit combo. The damage is huge it's stylish as heck... But I'm not sure if it's a truly inescapable combo.
So... The last part, we finish off Victory King. As Copy Man I turned into him just before he went down... Then the legendary combining duo appears to face us. It seemed like the end, but thanks to Victory King's transformation I was able to fly up high, and then use Copy Man's very fast air dashes to circle the combiner from above, while Kakeru heroically distracted them as a true friend. Once they hit their downtime, I copied Machine Blue, and went shonen super robot cosmic mode with Kakeru. I reverted with both of them still alive, and I only had 28HP... But I can never give up! I turn into Machine Red, finish off Blue with some beams, and graze through Red's lasers despite my HP to deliver a final ultimate kick!
That sure was an intense and nerve-racking battle, and a true faceoff of giant mechas. Well... I got my first Cyber Ninja. That is all. Oh, I noticed you can't turn off the game's music, only turn it down a little... Oh well.
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Post by Indigo on May 21, 2014 7:15:44 GMT
I get to burning!
So... Random Samurai Shogun abuse with an appropriate Kitsune reaction... And Copy Man can outrun his detached head if it goes through the Tar Diver field.
Well... I have reached... Enlightenment! Playing Gotcha Force like this has really been something else. I think I've improved a lot, without soloing with G-Red, and at times even having to make strategies with a force to even barely win. I've learned things about many borgs, and how to deal with some without just stacking really good borgs. Essentially... I guess, just as I hoped, I actually got through with lower end borgs, Spike Knight and Hammer Robot aside, but even they're pretty low end for their cost.
Whoops, not quite finished yet. This is the penultimate battle! Having reached enlightenment in training, understanding, and friendship, the former Teleport Ninja, Copy Man, unveils his last form... Carrying the weight of blood and tears and friendship on his back as a weapon, the ultimate Shuriken Ninja appears for the final confrontation. Growing to the size of a true mecha, now he will pierce through the Death Force with his final fiery glimmering shuriken, they shall feel the weight if the world cutting through them!
So... I guess it's a funny thing, I've realized my true favorite borg now that I've made it through this far. Yeah... I took a little bit of leisure in introducing Shuriken Ninja into this run, but hey, it's the finale. And... Just look at the close-up once the borgs scale up. And the ensuing stylish fighting. It's like a classic super mecha mixed with a ninja and a massive shuriken for stylish melee or flying and cutting past enemies with it! Can't forget the symbolism of what the shuriken embodies, either.
And all that aside, hope you enjoy the battle as much as I did. It felt like a battle with everything coming together! There's a lot if goof-ups and lack of hyper mode but it's as planned... I wanted to make sure I could finish with Switching Ninja. Funny thing... Before now I could barely pass this mission with G-Red and whatever else. Now here I am holding back with lesser borgs!
So the final battle is dawning... I wish I could make a force with every borg so everyone can shine, but I'm going to have to pick a finale team. Please understand.
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Post by Indigo on May 23, 2014 2:03:31 GMT
This is... The end! It really is. The finale against the Galactic Emperor... Battled out with the team crafted in this forum! Well... I traded off Spike Knight and Hammer, and combined them into Megaton Robot! A death spike ball with eyes, representing both Dethy's and Spike's borgs for this run. Did it to be able to represent both of them with one borg to make some room... And also to cut away some time from the first quarter of the battle that's rather uneventful. Edited out some of Megaton Robot's screentime, but other than that, this battle took about 14 minutes and the rest is uncut. Considering the spike ball robots replacement, I was able to star practically the whole team, barring Switching Ninja who had his glory just before this, and Steve's Pop Honey... Took a lot more leisure with adding custom music this time, ending with an opening song I love that sounds pretty relatable to Gotcha Force's main theme. And also added a lot of shout-outs-in-disguise comments throughout, so it's like a feature film! Took several hours of trial and error to pull this off with the planned final attack... So it wasn't easy at all. Every borg had a pretty important part to play, which ended up pretty interesting as I wasn't sure some of them would be very effective. Tar Diver kinda failed here, but on better runs, he was capable of breaking through with melee to do some decent damage. Well, learning how to dodge GE's final lasers with Shuriken Ninja felt so wonderful to pull off a shonen moment ending... So, that is all. Enjoy the finale and let's get to burning! Actually... Yeah, again, I've reached enlightenment! It's way different to play the game with limited borgs... Learning how to use them to their fullest, and having to actually deal with some enemies with actual skill, or having to make strategized forces for some missions. Learned some game mechanics better, how to really fight against multiple enemies, among other stuff... And to truly finish up here, it's the final segment of things I've learned! Gonna go over each borg... Sword Knight: Overall I've learned to shield effectively... He got me much better at timing sidestep dodges, too, as well as melee. More importantly though, dancing around with shield-dashing and charge slashes made him a very versatile and reliable borg throughout, nimble and defensive and lethal up close. Spike Knight: Thanks to Dethy I actually farmed to get this borg. OF course, it's a more mecha Hammmer Knight. It's a very straightforward borg, but the spike ball mode offers a nice burst of mobility and super armor and a very high jump that makes him much more versatile. It's decently effective against giant machine borgs or doing an instant high jump. Wire Girl: Very great overall, to the point that her cost seems stupidly low... But she is pretty frail and weak despite how much she can abuse beams. The wires work 100% of the time. By which I mean, it can reel you in during hitstun to escape melee, and even reel you away while frozen. Using the wires has much more use than the simple gimmick I thought it was... Shooting beams while getting into cover, rush in for point blank attacks, and set up a rail-shooter game by pacing them around an entire field and going for a ride. Tar Diver: A lot less of a joke borg than I thought. The shots are of questionable usefulness, but he can take out anything affected by his field, and is very close to immune to bullets while dashing around due to slowing them down. Ground melee combo is surprisingly strong, and his X can cancel several of his animations (even while it reloads) which can lead to some stunlocking or unlocking yourself from his long melee animations. Carrier Helicopter: I always heard of this thing being pretty infamously bad... It has some pretty spammable missiles that are really strong, so it's like a flying tank. Fast ranged weapons do counter it pretty hard, and its gatling guns are not too useful because it slows him down, and the carrier gimmick is hilarious, if pointless... But flying platform with anti-tank missiles that can shred large machines and dragons. Hammer Robot: Costs less than Spike Knight... Has extremely useful mines and huge damage in his two-mace attack that has good homing. Actually... I thought it was absurd. After playing more with it, it can actually be hard to hit fast borgs that attempt to dodge, and it's so slow that it's easy to kill, so it's kind of a short-lived demolisher aside from grunt-killing. No range at all doesn't help its sluggishness. Pop Honey: Didn't use her a lot... She's not too bad. Just takes forever to kill anything with her. But naturally, amazing with a partner. She has some stylish melee combos, and the unique main shot that lifts her up with each shot. The music attack is surprisingly hard to dodge and being able to dash around on top of her hover-stage is pretty useful. Alien Insect: The insect thing with a sword and shield and shot-minimizing scope excels at range. Those homing explosive insect shots just travel after enemies across the stage slowly with very impressive homing, and damage, and fast reload... His ground step-dash is horrible. But four jumps and very fast air-dashing... Yep, just glide around spamming explosive robot bee things mindlessly. It kind of utterly wrecks giant machine borgs. The scope is an interesting backdash thing that can cancel some of his melee attacks, or make some emergency distance if you're on the ground. Arrow Ninja: The arrow attack is so slow... But cancelable. Jump and shoot immediately, it about halves the animation for firing the arrow. Goes pretty well with jump > immediate air-dash > immediate X. His air melee is... Pitiful. But his melee combo is very strong, and his landing/ground-dashing melee attack is really good and safe, and also chains into his arrow to create some pinatas. Really, his melee is better than I thought. Get something stuck and go for a normal ground combo, it kills enemies fast. Playing solo for a lot of the run, tying up enemies proved pretty invaluable. Switching Ninja: He always seemed like a crappier Teleport Ninja. Well, not really. They share the same melee attacks... But Switching Ninja is much more agile in his animations, and I'm fairly sure he has more range, too. That alone is pretty respectable, because Teleport Ninja's melee moveset is great... Switching Ninja just does it faster which sort of makes up for the lack of teleport. He feels faster in movement, too. His ground shots dominate land, spamming wide crescent blades and serve as an approach to follow behind. Now his X attack... It's best used in combos only. He can cancel his melee into it, and it seems with the right timing, you can even cancel the X attack itself while it still plays out, leading to possible combos. So he's a very zone-y borg. For what it's worth, he can get out of Arrow Ninja's and Chainsaw Knight's grapple shots, as well as others. It's usually not bad to just throw out the X attack behind walls and stuff... Hyper mode X spam is awesome and very strong, making it a solid option against giant machines and dragons. And for the last time... It was a journey of enlightenment! Somehow I just felt this resonance with Shuriken Ninja... I can say he's become my favorite borg. We are Friendship Force!
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Post by Stove on Jul 24, 2014 22:48:30 GMT
Somehow I missed this (and I think everyone else did too!) This was really fun to watch with how you planned it, with that epic final attack...best GE battle I've ever seen. *Claps*
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