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Senko no Ronde 2EventsDifferences between Senko no Ronde 2 & DUO
Community

Differences between Senko no Ronde 2 & DUO

Senko no Ronde 2 · published 16 Sep 2017, 03:27 UTC

All eventsPlayers around this dateRead on Steam

For players of the previous installment or those curious, here is a quick rundown of the changes made.

DUO

Senko 2 (international art)

Overall

  • More bullets/effects & gameplay has been sped up.
  • Removed 'parameter strengthening' partner type.
  • Streamlined the partner system: now pilot and partner are preset.
  • Melee combo attacks now favour the person who hits first (simultaneous hits will cancel each other out).

Extra Abilities

  • Added an ability to each partner, giving a wider range to use.
  • Abilities can now be used multiple times in one round (once gauge has recovered).

Shot

  • Removed compulsory reload allowing for continual fire.

Barrier/Shield

  • Barrier now provides full protection from all but a few attacks (beams & napalm).
  • Main melee attack and Bullet Canceller attacks can now be guarded.

Charge Gauge

  • Gauge can now be recharged by picking up items as well.
    • Items are dropped when doing damage to an opponent or destroying enemy projectiles/drones etc.
    • Using Bullet Canceller to cancel an opponent's attacks also drops items.

  • Once gauge is empty, your mech overheats disabling barrier, Barrage Attack and B.O.S.S. mode.

Melee Attacks

  • Adjusted melee attack motions so they would 'home in' on an opponent and thus connect easier.
  • Normal Bullet Cancellers can be cancelled into a dash.

B.O.S.S. Mode

  • Removed bonus to Armour Gauge after exiting B.O.S.S. mode.
  • Removed reduction to armour gauge when using an SP attack in B.O.S.S. mode.

Via developer G.Rev's official blog (Japanese only).

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