- #Dodonpachi resurrection mechanics manual
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Laser: Laser options position themselves about 2 1/2 ship lengths above and 1 ship width away.
Auto-Shot: Laser options position themselves about 1 ship length above and 1 ship width away.Type-B (green): Average movement speed + Shot options angle with player movement three options, two next to the player and one directly behind them.In exchange, its movement speed makes it great at redirecting bullet volleys on-screen and moving in and out. Its Laser range in particular is very narrow. However, the narrow shot gives it trouble in scenarios with many enemies packed onto the screen. The option placements of the Type-A makes it a powerful mid-range ship, able to quickly and nimbly reposition itself and give it enough breathing room to make twitch dodges when necessary.Laser: Laser options position themselves about 1 ship length above and 1 ship width away.Auto-Shot: Laser options position themselves about 2 ship lengths above and 1 ship width away.Type-A (red): Fast movement speed + narrow Shot three options circle around the front of the player's ship.
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Just like in other modes and releases of DFK, and following DonPachi series traditions, the player is given the option of three different ships, each with their own positives and negatives:
#Dodonpachi resurrection mechanics manual
Free Bombs are not as powerful as Manual Bombs, but are stronger than Auto-Bombs, and eventually become a key component of high scoring in DFK B. In order to use Free Bomb, the player must activate a Hyper Counter while both Hyper Gauges are full. Free Bomb: Tap the B button during Hyper Counter.Auto-Bombs are not very powerful, but will save the player from death. Auto-Bombs are only available when the player has both Hyper Gauges filled. Auto-Bomb: Fires automatically when the player receives damage.Manual Bombs do the most damage, and are on screen for the longest duration of time, and are also enhanced by the Bomb customization ( below).
While a hyper counter is active, auto-shot does not block lasers, but your laser blocks both small and large enemy lasers.īombing is a key element of scoring and survival in DFK B, and the player has access to three different Bomb attacks While a hyper counter isn't active, both auto-shot and your laser block small enemy lasers, but not large enemy lasers. Enemy lasers also interact differently with your ship depending on if a hyper counter is active. In DFK B, Hyper Counter does not have an invincibility period when activated (by default). While a hyper counter is active, pink bullets that contact your auto-shot or your focus laser's options turn into Expert Items (blue bullets are unaffected).
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If the B button is pressed during a Hyper Counter that was activated with 2 full Hyper Gauges, the player will cancel the Hyper Counter with a Free Bomb (costs 0 gauge).B (Tap/Press): Releases a Manual Bomb, clearing the screen of bullets and dealing massive damage to enemies on screen (costs 1 Hyper Gauge).A (Hold): Fires the ship's "focus" Laser weapon, slowing player movement and extending the options' laser length to about 50% vertical length of the screen.A (Released): Fires the player's Auto-Shot weapon, which now has two additional options with the ship that fire very short Lasers (this cannot be turned off).The overall mechanics of the game are revised and remixed in several unexpected and unique ways! The player's ship is now set to Auto-Fire its Shot when the A button is not being held down, and the Bomb and Hyper functionalities are packed into the same button. DFK B shaves the button count from DFK 1.0/1.5/BL in half, going from 4 buttons to 2.