
Even within the scope of the trial version, I can’t win against the strongest opponents, so maybe I’m just not cut out for this.
When a solo stage is used by the enemy, it’s dangerous, so I can only interfere and can’t manage it at all myself.
Additionally, checking the obtained items is somewhat difficult.
Diva Number 5
The strongest can finally compete only after being properly trained.
Which demo is it?
Is it me after all?
>>3
I don’t know if there are different types, but it’s a PS5.
The Necronomicon can deal instant death without any resistances, and the initial flying cat-like creature is tough with its overall paralysis and confusion!
If it’s the Necronomicon, I’ll turn the songstress into a wall.
Status abnormalities are a prayer.
By allowing the solo performance to precede the enemy, it becomes much easier to bring it out.
The biggest return comes from killing in the worst possible way.
I mean, everything else is surprisingly lackluster.
If the purpose is to collect stories, it’s actually better to avoid the strongest and fight the weaker ones.
If you’re going to do the product version
>>9
I was so happy to have defeated the two strongest bosses in the demo, but I never expected to be dampened by finding that out later…
You’re really making an effort to take them down, so if we’re talking about whether you’re facing it or not, you’re definitely leaning towards facing it.
When you haven’t grown, the worst is really like an impossible game.
There isn’t any diversity or anything like that.
Well, it’s blunt, but there are various strategies for defeating the strongest within the scope of the demo version and aiming for drops, so feel free to search and reference them.
Still, it doesn’t stabilize.
The spirit returns are significant, too.
If you devise a way to act quickly, the water spirit can somehow manage.
It seems that the trial version has become quite challenging, with enemies being seriously tough.
The trial version has restrictions on free battles, so you can defeat enemies, but if it seems enjoyable, buy the full version and play from the beginning.
Even in the demo version, you can technically defeat strong enemies and the most formidable foes, but it’s tough because it also involves preparation and luck.
I defeated the cat in the song princess demo version, but…
The Munenori edition is about friends being puppeteers.
The abnormal Saga lovers will probably defeat the strongest even in the early stages of the first round.
There’s no need to get involved with something like that!
It seems like you’re having a lot of fun, so I think you should buy the full version.
It’s only natural that it’s incredibly strong since it says “the strongest.”
I was also wasting time chasing vampires, and now I’ve ended up wasting time on this game.
There were quite a few perverts who were hunting the most dangerous game even during the demo version.
Since it’s perverted, you don’t have to use it as a reference.
The completed Kugutsu with the souls gathered is incredibly strong.
>>23
But you don’t have your own unique technique, do you?
>>23
It’s quite a struggle to first learn the skills within the range of the trial version.
Komachi-chan is great, isn’t she?
The beginning of a sumo wrestler is when they let go of sumo!
I just want to convey that I was really hesitant at first, which caused me to obtain items like the blue sword very late…
It’s tough for Rita, who racked up a ton of heroine points in the first round, to have to wait until the fourth round.
>>29
My heroine is Dolores, right!
>>29
After all, it’s Rinko who can embrace immorality.
However, the princess of Hachijo… it’s better to avoid that.
If we’re talking about the protagonist, it’s me, right?
By the way, Tsunoki’s first-person pronoun is “ore.”
Other than that, it’s fine not to aim for rare drops, but the presence or absence of the blue sword significantly changes the feel of using the great sword with Musashi and other protagonists!
Who am I…?
The blue sword is too easy to use.
That said, it’s not something to do when aiming for drops on the first round at its most difficult.
The results of the popularity poll have been announced.
Dark King, you’re number one! That’s amazing!
When you are not used to it, the key to living is not to overdo it.
Just taking the spirit soul is strong enough.
I initially thought that since I have no unique techniques, only one weapon, and a special way of learning techniques that makes it difficult to use.
After going through all the main characters, I realized, oh, they’re actually lawless…
The blue sword is ultimately still a candidate for the strongest equipment.
The guard rate is high after the action guard.
Kugutsu can only equip one weapon, so in situations involving a one-handed gun or martial arts, it becomes impossible to guard against various attacks, which can be quite a drawback as enemy firepower increases.
The debuff effect of Soul Techniques is excellent, but there’s a reason Sukune uses dual guns for SUMOU.
Once you master a strong technique, being able to share it quickly among the Kugutsu is pretty astonishing.
I’m learning all sorts of techniques for the kugutsu.
>>47
(I don’t have time to remember supergravity.)
The recommended technique I use is the sword of strength.
I think it’s wonderful that there isn’t a single moment when I feel like I could lose in this game!
>>50
Throwing magical powers into the completed Ameya gives off a strong feeling that the game is quite broken.
>>50
This is just a formality to decide the combat coordination now.
🟩🟩🟩🟩🟩 🟥
>>53
Licking Thunder curses gravity, it’s good, isn’t it? No, it’s not, die, anteater!!!
If you’re going to clear it with just me and the initial members of Kuguts, it’s also good to stack Delay Order on Komachi-chan.
Speaking of the dark king, it’s the air pressure wave, right?
It’s terrifying that even though I’m used to missing the enemy’s solo stage, I still do it.
First, if I defeat this weakened one… it’s showtime, damn it…
I don’t think there’s anything that can’t be done except for the most powerful ones at the beginning, so I believe the balance is well-adjusted in this saga.
💡Disrespectful Sword
The opponent is blown away.
Total annihilation of allies in a solo performance!!!
This is fine for a Sagaeme.
The fact that enemies can also use their own exclusive stages is such a unique system…
>>61
Thanks to that, there is always a sense of tension.
>>61
I think the enemy is also using coordination and interrupts, so we’re fighting on somewhat of the same level.
It feels like the goal is to make myself able while preventing the other person from being able to do so.
If the enemy’s stronghold is established, even if you can fight quite favorably, you might still end up severely damaged…
The demo version of the Steam game starts with the cursed king, and defeating him to obtain the spear of wings was quite challenging.
That gets wiped out by instant death and constant status ailments, but when a mech body singer can negate those effects, it becomes a pretty good balance to defeat them.
If everyone raises their action order and wins purely through 5 combos, it becomes monotonous, so a solo performance is a necessary evil.
Even though I should be checking the timeline every time, I don’t understand why the enemy seems to have the stage all to themselves.
>>66
Why did I move the character I placed next to me as a countermeasure…
Moreover, why do I notice it right after confirming the command input?
There’s only one empty space on the left side of the enemy, so we can go for it with this 5-link strategy!
Excuse me, sword!
Since the days of Saga Sky, the enemies have generally been acting in a way that focuses on targeting multi-hit attacks or going for our weakened characters, so it’s ironically made their intentions easier to read.
I like the appearance of the electromagnetic smash and use it often, so I tend to have accidents with it.
There are times when I want the bump technique, but the rudeness sword quickly goes into overdrive, making it too prone to accidents…
I am the king of darkness.
The specialized weapon is incredibly strong and easy to enhance, so I can generally take care of even the strongest warriors.
It is the king’s grace.
I thought about taking off the offensive sword, but it was quite difficult, so I started to interfere with an interrupt.
The serious battle is too much of a masterpiece.
I heard it on Vansa Ba for the first time in a while and got nervous.
The enemy may show their actions beforehand, but they target unpleasant spots after the decisions are made, so if you don’t think carefully, you will get hit quite a bit.
When the enemy activates their overdrive and launches repeated area attacks, no matter how much you train, you’ll end up getting mercilessly destroyed, so there’s no winning…
I want to shift the enemy with a pump and add coordination, but it’s a bit tricky because the action order drops, excuse me, sword.
Lightning Blitz-kun is easy to use and really helpful.
I chose the character from the thread image for my second playthrough, Anonymous.
The expression variations are so cute that I can’t stop using the drum can no matter how much time passes.
Is it a memorization game to figure out which attribute the thing called “interrupt” is vulnerable to?
>>81
That’s right.
I’ll put a slash, strike, and thrust interrupt on the one-handed gun, and since this one reacts to the strike, it’s a slash interrupt…
Things like that.
>>81
Therefore, a strategy guide or a strategy website’s enemy database is a must.
If the enemy has multiple reserve skills, you can determine their attributes using our interrupt skill.
>>81
It’s a memorization game, but as long as you remember the many counter-interrupts for the disengage, it becomes easier.
Do I not need to play several rounds with the same protagonist?
When you learn various techniques and formations, your tactical options expand, and you can easily defeat even the strongest enemies.
In the trial version, it seems there was a lack of places to do free battles for training, or maybe there wasn’t.
The chase technique that forcibly disconnects has made my body feel insecure, and I definitely need to have someone hold onto it.
>>85
I am the king of darkness.
Blood Chase is good.
I didn’t understand the difference between follow and chase until halfway through!
A water gun? Is it an interrupt removal technique without piercing attributes?
>>90
Yeah.
Because it’s a water attribute, it won’t get caught by any interrupts.
It’s a great technique that even adds a bonus of +1 to the action order.
The opponent’s reserve is released with a water gun.
It’s wonderful.
If it’s bothersome to identify, just prioritize the mech’s action order and have it shoot the water gun, and that will solve the issue.
I’ve recently started and played about 10 rounds, but I regret not buying it on the release date.
>>93
I said in the thread, “Isn’t the boss of the mole world’s mech strong?”
Wow, talking about how that boss over there is like a whale was really fun!
It’s so satisfying to mix in an interrupt move while connecting combos and then execute an overdrive.
If the collaboration rate exceeds 150 before an interrupt occurs, there’s a possibility that overdrive will activate early, increasing the excitement.
The weapon enhancement UI is… the UI is difficult to use!
I turned on battle rank transfer casually, and it felt like hell.
Ahem.
I have to help out.
Ahem, ahem.
>>99
“Yo, what are you talking about?” image
My recommended chase technique is Bull Chase!
I can completely disrupt the enemy’s order of actions!
I wonder if the ease of being targeted due to the formation is just not being displayed.
Adjusting the position of reserves and bumps to earn synergy bonuses and go into overdrive feels great.
Well, I’m doing too much technical stuff and end up mispredicting the enemy’s movements, getting hit hard, hehehe.
For interrupt judgment, a one-handed gun role is stronger than quick-draw reaction shooting with a sword.
It’s good to have the three sacred treasures with you.
The damage from the solo performance will also increase.
Water guns and spam miss are the lifeline of the robot!
The fact that the Solo Performance can only be activated once per turn is an important piece of knowledge.
>>105
If it turns into a one-on-one, we’ll take the upper hand and dominate first!
By the way, most of the moves that don’t have the reserve release on the enemy’s side can generally be parried, so I was really surprised the first time I saw that this one could be parried too!
>>106
It’s a scary game because you can parry even a fireball, really.
Please stop the psycho blast…!
I’m fighting as an initial collaboration team because I want to collaborate, but I feel like I’m weak when it comes to the final stages since I can’t use any BP in the first turn.
>>109
When you really get into it, you end up thinking “It’s powerful after all” when you go through it again, and that’s the synergy formation.
In the end, the collaboration team is the strongest!
Alright, I can take center stage! Once I quickly decided to take action,
It’s common to not notice the enemy ahead and end up getting the jump on you.
I’m a big fan of interrupts, so in the end, I became a Rouge Trap.
Now that I think about it, I did this in Saga Scar as well.
>>115
Rouge Trap is really good.
I forgot to switch when my opponent was using a technique type, and it was a hellish experience!
>>115
Is there really that much benefit to interrupting?
Isn’t it true that the collaboration becomes weaker and there isn’t much good about it except for ignoring guards?
>>123
The interrupt technique has high power against BP, so if chosen in a solo performance, considerable damage can be expected.
It’s a bit difficult, but it’s also possible to incorporate it into the third and fourth members of the collaboration.
It was incredibly fun to dominate using the reduced costs from the tiger den formation.
Speaking of which, I haven’t explained it, but what is anti-air?
Is there something like Yu-Gi-Oh where flying attributes and such are involved?
>>117
Remember that floating enemies have a high evasion rate.
So what can normally hit them are techniques with anti-air properties.
Sometimes you can grant formations, so when there are many bird-type enemies, it’s good to consider that as well.
By the way, ground-based moves generally don’t hit airborne opponents, so be careful.
>>126
If we cooperate, I think it’s a guaranteed hit, but there might be a slight aspect of dying.
Conversely, if we don’t collaborate, I can’t trust even ordinary opponents.
>>134
Well, it’s a game that relies on teamwork, so I can’t deny that it can feel a bit lifeless.
Rather, I might feel more benefits from Salab.
>>117
The one that’s floating is a pterodactyl guarding the fortress, so it’s hard to hit.
The Dessert Rance and Otenbu formation has the tank position character visibly solid and stable, so I recommend it.
>>118
Kato!
Having guns and swords prepared allows for various responses, making things much easier.
I really like using Magical Shower because I enjoy skipping the casting turn with Overdrive.
Entering the defensive battle with a quick time move right from the start in the tiger’s den.
It’s a genre that doesn’t have recovery but is relatively easy to endure.
The ones flying in the sky remarkably evade aerial attacks.
If you coordinate, you can’t miss, but I often forget and end up getting hit by single-target non-anti-air techniques, which is really terrible.
Everyone is talking about different formations, but the combat in Saga Emm is really fun, it’s amazing.
There are so many unfamiliar terms that even if I open the glossary, I can’t figure out which entry it is!
Please arrange it in the order of the Japanese syllabary!
>>129
You’re going to look at the tips from the menu with wide eyes.
Well, even if I see it, if it doesn’t hurt, I’ll forget it.
Why did I let the enemy’s solo stage go unnoticed…
That’s why poison is so scary that it can kill you.
The interrupt techniques of monsters have some that come with a pump, so forming synergies makes it more of a puzzle and more enjoyable.
Especially, the bad smell return is lightweight and recommended for BP.
The collaboration team is stable and easy to use.
It’s helpful that BP reduction activates up to OD, resulting in a -2.
Once you get used to it, there will be people who actively become incapacitated.
>>135
Please graft it.
Is it the power raise that increases damage taken? That’s the best one.
Let the guy in the consumption-2 position swing the great sword.
When you want to temporarily stun an elemental, you should be aware of anti-air.
The basics are to focus on coordination for guaranteed hits, but there are times, especially in the early game, when I want to spread debuffs with single shots, so even subtle accuracy-up accessories are appreciated.
Sarab is strong, but I can’t understand what he’s saying, and he’s scary.
When there are few enemies and none that use interrupts, it’s probably a coordinated formation.
Salab relentlessly spreads spam, so it’s really not accurate at all!
__🦦__<Everyone, look at this!
After being made to smell like poop once and having my strategy collapse, I couldn’t let go of the odor prevention for a while.
>>146
The bad smell is really awful, isn’t it…?
The performer’s solo act is amazing.
Casting high-power spells in rapid succession without incantation will lead to something outrageous.
The technique has an incredible sense of value just by going into overdrive.
Hey… Is there any way to do something about the cute little drum can rolling next to the sawhorse?
>>150
This can only be accepted as it is designed to be (God).
>>159
Since the body is already unlocked, wouldn’t it be okay to unlock the equipment slots too!?
Well, if you’re going to let someone stand in the spotlight, it would be Ameiya.
While I was solo farming with the timepiece, I kept messing up against the linker and suddenly remembered that there was anti-air.
Well, I ended up defaulting on it with the Beyblade.
Speaking of which, I also got covered in dung by the dung beetle and couldn’t do anything.
I switched from the allied formation and defeated the enemy by attacking bit by bit, but when can I start applying status condition resistance?
>>154
You can enhance your armor and some accessories have a resistance to bad odor.
You can also grant it through formations or add it with roles.
I think it’s a good idea to start chanting the purification water spell of water magic when you see the dung of a dung beetle.
Even without that, the firepower is already high compared to BP, and when you bypass BP with something like Rouge Trap, the efficiency becomes quite brutal.
Until you reach the stage of rotating trades and equipping gear, you can somehow manage by relying on formations and roles for resistance.
Because the increase in skills has broadened the range of tactics.
I understand that Kawazu-san suggested reducing the flashes around Saga Scar.
I don’t want to talk about trading.
Ultimately, the great magatama will solve everything, but it has evenly built up resistance to poison, confusion, bad smell, stun, and paralysis.
I’m sorry, but I have a bird brain.
I forgot which target I specified for the spell in the previous turn; how can I check?
>>162
I also forget easily.
When it comes to a one-on-one match and you can’t help but prevent your opponent from taking the spotlight, when you can’t take the spotlight first, an “prayer parry” feels great when it works.
For now, I think the early game needs a round resistance jewel.
The enemies that use a variety of things are the most numerous.
>>166
I understand.
>>170
I’m dying~~
I think it’s easiest to protect the role of the coordinator with things like the Guardian Program and Deflect.
I don’t want to break the haniwa anymore…
Every time I hear that someone has started fresh, I think about starting over from scratch too, but considering trading, I decide to carry on instead.
>>174
I hate everything about trading, like not getting UI responses and not accumulating points.
Even if you can’t interrupt the Rouge Trap at the start, it’s good that you can just set up Quick Time instead.
When I see someone breaking rocks or bumping to provoke enemy collaboration instead of targeting the weakened enemies in OD, it reminds me of that time in Saga Sky when I aimed at a weird spot with a consecutive attack and ended up losing because it triggered the enemy’s consecutive attack…
🐸 Welcome, welcome, uah uah, stan stan, intense pain.
It’s painful to see our collaboration ruined by confusion.
>>178
The chaos during times of confusion is hilariously amusing!
No, it’s not funny.
I hear that many groups, including Ameya, were mercilessly killed by the frog army after transferring their rank for the first time.
Once the tower and magical power are in place, Ameya can only be described as a god-slaying destruction deity.
The undead has curled up.
>>182
It was really terrible during the Saga period.
I was about to burst a blood vessel from staring so hard.
>>182
Well, undead skeletons are just a bit too much like excrement.
>>182
The undead of the skas were too sharp.
It’s strange that despite having various statuses of resistance, we can casually spread statuses with just one star.
>>182
When it came to Saga Sky, the enemies were like the worst of the worst…
Since we went through the trouble of collaborating with VANSABA, it would be nice if they released a DLC with VANSABA elements added.
What I really want is the one that corresponds to the vermilion of Saga Scar.
For now, we need an update that makes things more comfortable in various ways.
The weapon’s guard rate is not the probability of guarding.
The damage cut rate is too hard to understand.
>>188
Is that so!?
The specifications of the guard are one of those parts that I don’t understand even though I somewhat get it.
>>190
Since Saga Sky’s guard was activated, it has caused even more confusion for Saga Sky users.
>>194
This is mine.
The chemical gun has strong debuffs and poison due to my unique technique, and if it’s a mechanical type, I can also use spam missiles, but perhaps because of that, the difficulty of acquiring higher-tier weapons is exceptionally high.
The gun’s dodge rate is exactly the same, so it’s a bit complicated again.
When you are aware of your guard before and after actions, the difficulty changes completely!
→◇
◇←
This is incredibly difficult to understand, do something about it!!
>>198
Isn’t it something that can be understood quite intuitively?
>>198
It’s really concerning that something extremely important isn’t explained anywhere in the game.
>>204
Well, that’s written in the Tips.
Understanding and mastering pre-action and post-action defenses can solidify the defensive formation, which is a good thing.
When your battle rank reaches its peak, you can lose more than half your HP in one hit if you’re caught off guard…
Sometimes there are weapons that have a guard that you can’t parry.
Well, if it’s just not fitting, it can still be useful.
A weapon that doesn’t have front or back… you’re useless…
Did I not write it?
Tips are packed with information.
Whoa, it’s a flood of information…
It’s a bit difficult to find tips for the issues that are also present in the SaGa Frontier 2 remaster.