Senko no Ronde FAQ v0.1 Last revision: January 31, 2006 Unpublished work Copyright (c) 2006 Scott Tsai scott @ bemanix.com ------------------------------------------------------ Don't sell it reprint it without obtaining permission, and don't post it on a website. You may not incorporate any part of this FAQ into your own guide without obtaining my expressed written permission. This file is only to be found on GameFAQs (http://www.gamefaqs.com) Game magazine/guide/site authors are not allowed to use this FAQ, without my expressed written permission. Senko no Ronde and all characters are (c) G.rev Ltd. ------------------------------------------------------ Game Info- Senko no Ronde was built on a SEGA Naomi I arcade board, and developed by a company called G.rev in 2005. At the time of this writing, there has been two arcade releases, with a XBOX360 home conversion on the way with online features. **Note to XB360/Oldver/Newver owners: Senko no Ronde has added a new control scheme of dashing and defending in the second revision of the arcade versions. New versions of the arcade version will allow you to choose whether you want the "New" or "Old" when selecting your character. For the purposes of continuity, i will first use the "Old" original method. Introduction- Senko no Ronde is a versus shooter/fighter in space. Players control their units and fire off multitudes of different attacks while evading attacks from the opposition. Players have long ranged weapons as well as short ranged melee weapons. Also, all characters can use a Boss Attacks as a desperation move which can dramatically change the tide of the battle. This game mechanics are very similar to an older game franchise by SEGA called Virtual On, where combatants dash around the arena firing off their arsenal of different weapons while avoiding the opponents. The main difference is, Virtual On players have a dedicated camera positioned behind the virtuaroid, while in Senko no Ronde both players share an overhead camera. Movement/Buttons/Controls- The joystick controls your character's movement, up, down, left, right. Holding down a direction will cause your character to glide in that direction in a constant moderate speed. The confines of the playing field makes sure you there is a limit on how far you can go. Three main buttons from left to right- A (Dash), M (Main Attack), S (Sub Attack) Barrier and Dashing- A(Dash) while the stick is neutral activates your Barrier. While Barrier is active, the damage you sustain will be reduced. Using the Dash button in conjunction with a direction moves you in that direction; it also allows you to steer in some limited degree. During a dash,. you can: (a) Dash again by tapping A(Dash) and a direction. (b) Dash Cancel by tapping A(Dash) while stick is neutral. (c) Attack, either with M, or S, or M+S. Attacks/Weapons- The Charge Gauge is the green meter that slowly fills as you attack, and will deplete as you take heavy damage. When one stock is filled it becomes useable for various attacks and abilities. M(Main Attack) is your primary weapon and will probably be your most used weapon. The outermost ring surrounding your unit indicates how much ammunition your Main Weapon has. This meter replenishes itself over time when youre not firing. S(Sub Attack) is your secondary weapon and is usually some type of missile or mine. The innermost ring surrounding your unit indicates when your Sub Attack becomes available, since it's not useable until the meter is full.Pressing M+S together uses your Barrage Skill. Barrage Skill consumes 1 stock off your Charge Gauge when performed. (Variations of Barrage Skills can be performed with command motions.) While the Barrier active (holding A(Dash)): M(Main Attack) is a variation of your unit's main weapon. You can freely aim with it using the movement stick. S(Sub Attack) is a variation of your unit's sub weapon. Most characters will not have one; defaults to the regular S(Sub Attack). Boss Attack/Mode- A+M+S activates your boss attack and consumes 1 Boss stock and all of your Charge stock(therefore you must have some before you use your Boss Attack). The Boss lifebar is relative to the amount of Charge Gauge you have when you activate. you can gain a temporary difference of life back when the Charge Gauge depletes, unless your character is already in Vanish Mode(which I will talk about later). Other/Misc- Regardless of your character's turn speed, a Dash Cancel will automatically make your character face the opponent. If you take heavy damage, or take multiple light damage hits, your antifield will activate automatically. This is just the game system giving you some breathing room by clearing some bullets around you and letting you assest your situation. Automatic antifield is a defensive measure done by the computer in BOTH normal mode and boss mode to balance the gameplay. Essentially, there is an upper limit to the amount of damage your opponent can deal on you in a given time (though it's only give a few seconds. At least you won't die in 10 seconds into the round). ** Antifields can only be activated manually (without taking damage) while defending against a boss attack by pressing A+M+S together. This depletes your Charge gauge. All units have an opportunity to be in Vanish Mode. If your character gets hit with a heavy attack that would have killed him/her, your lifebar will be reduced to zero, and you will enter Vanish Mode. Using a Boss Attack during Vanish Mode lets you use the Final Boss attack, which allows you to have more powerful boss with an additional devastation attack, thereby causing greater damage. However when it ends, you will not recover any life and will return to Vanish Mode with zero health. All units have the same sized Charge Gauge, HOWEVER can hold different amounts of stock within them. You'll notice that some characters who have weak Main and Sub attacks, can hold as many as 6 stocks of Barrage attacks, and requires less to fill each of them! Use this knowledge to know the strengths of your character (which attacks are most beneficial) and weaknesses of your opponent. ---------------------------------------------------------------- (More on Melee attacks, Antifields, command moves, character profiles, etc... next time. I do need to write a lot more but i dont really know where to start. this is also my first faq.) Senko heads, and comments welcome! scott @ bemanix.com is my email. All info contained in this Mini-FAQ is (C) 2002-2004 Scott Tsai find me on the message boards under "indigonight"