ZoE2 notes part 2
Here’s some notes I have regarding subweapons and a few other miscellaneous things. Some of these have a little more to them than others. Again, this is nothing definitive, and I do plan to add more later, but this is some stuff I found through testing on different enemies across different difficulties. I apologize in advance if any of this is incorrect.
Gauntlet
-Moderately low damage, used primarily for collisions.
-Breaks enemies’ guard.
-Very useful in the fight against Nephtis. Can be used on her for collisions as well as the clods to escape pressure.
-Dashing into a gauntlet attack is an easy way to escape the pressure of certain enemies.
Decoy
-Like the name implies, creates a decoy of Jehuty to distract enemies.
-Pressing R2 more firmly will create a decoy that lasts longer, at the cost of more meter.
-Switching subweapons while a decoy is deployed will cause it to vanish.
-Grabs work while a decoy is deployed.
-The amount of meter used to deploy Decoy is also its health bar. Even if you use a decoy that should last longer, it will still be gone almost instantly against certain enemy types.
-You can’t use Decoy to escape an enemy attack that has already started. If you use Decoy while being attacked by Mummyhead’s laser, it won’t work until the mummyhead’s next attack.
-Decoys deployed with Naked or Damaged Jehuty don’t appear to have health because you don’t use meter to use them: instead, they simply run on a timer.
Wisp
-Sends out a wisp to grab enemies from afar and pull them towards you.
-Longer start up than a normal grab, due to the range.
-Holding R2 firmly will allow you to grab and hold the enemy from a distance, letting you knock it into walls and enemies repeatedly.
-While holding an enemy from a distance, you can spin them and damage other enemies with the wisp itself rather than the enemy.
-You can extend the length of the wisp while aiming up or down while holding on to an enemy. This only works in open areas where the enemy doesn’t come into contact with a floor or ceiling.
-Depending on enemy composition, this weapon is incredibly useful against Clods.
Geyser
-Used to stun enemies.
-Can either be thrown on the enemy, or against surfaces.
-Pressing R2 more firmly will throw it further, which gives it a homing effect.
-When thrown at a surface, the area of effect is a narrow beam that shoots off the surface. This does not last as long as throwing Geyser directly on the enemy. (Roughly three seconds compared to six seconds).
-The effect from Geyser does not wear off when an enemy is attacked. For example, if you hit a stunned enemy with Comet, the remainder of the effect will continue afterwards.
-Any grabbed enemy that has been affected by Geyser will transfer it to other enemies if you use the enemy as a melee weapon. For example, it’s easy to Geyser a Raptor, grab it, and swing into a crowd and Geyser several more.
-Very useful during any section with friendlies, as it will help slow down any pressure put on them.
Halberd
-A pretty straightforward laser attack.
-High meter use, but very high damage.
-Disables lock-on.
-Useful for destroying Cellars.
-Leaves you very open to enemy attacks.
Phalanx
-Low damage, rapid-fire weapon.
-Has two firing modes. Lightly hold R2 for a weaker, wider area of effect, or press harder for a stronger, more concentrated area of effect.
-Useful for clearing out mines and other small enemies.
-Disabling lock-on helps when dealing with a large group of small enemies.
-Provides a good amount of hitstun for the amount of meter used.
-During the fight with Nephtis when you have to grab her her and drain the A.I, you can easily interrupt her attack where she damages herself by doing a quick spray from phalanx. This does next to no damage and interrupts her attack, causing her to reset.
Comet
-Used primarily as a ranged guard breaker and homing attack.
-Pressing R2 harder will shoot Comet faster, with less homing capabilities.
-After it hits the enemy, it will bounce back and attack again several times(the most I’ve seen is four, it doesn’t always come back consistently).
-If an enemy is killed by Comet before it comes back for repeated attacks, it will disappear.
Homing missile
-Summons up to 16 missiles that home in on enemies. Hold the button to ready, release to fire.
-Pressing R2 more firmly will generate more missiles.
-Firing a long range normal attack cancels the missiles.
-The missiles can stay readied while using close range normal attacks.
-Taking damage while the missiles are primed will cause them to disappear.
-Works as a guard breaker.
-Very high meter use, especially when using all 16 missiles.
F mine
-Places a mine directly in front of you.
-Can either be detonated by contact with an enemy, or being shot at by any weapon, including Geyser.
-They can be detonated by Jehuty charging near them, but not by dashing.
-You can continue placing them until you run out of meter.
-Once placed, you can use wisp to grab it and move it like you would an enemy. The wisp itself damages enemies like usual as well.
-The mine can be grabbed and charged.
-The melee for the mine is a spin attack similar to the poles, and they can be thrown which makes them explode.
-You can move it manually by bumping into it.
-The mine is placed quickly and does a lot of damage, making it easy to get out of pressure.
-This has an eerie number of parallels to the mine thrower from RE4. Both are mine weapons that don’t seem to get utilized often, and they are incredibly powerful.
Mummy
-A shield that can block all attacks.
-Pressing R2 firmly will restore health at the cost of meter.
Vector Cannon
-Not much to say here, this weapon can only be used during the fight with the battleships and to unlock a secret on NG+. I’ve tried using it at other points but it simply takes too long to set up.
And for the generic weapons you can pick up in some of the environments:
Pole
-Can be thrown with the grab button.
-Can be charged up with the dash button for extra damage, which costs some meter.
-Although the attack is fairly slow, it has a large hitbox and a lot of tracking. With a good amount of space between you and the enemy, this weapon is extremely efficient.
Plate
-Makes for a good shield.
-Dashing while holding a plate will allow you to automatically block.
-Has a melee attack, but it’s weaker than the other weapons.
Barrel
-Explodes when thrown.
-It will absorb a small amount of damage while being held, after that it will explode and damage Jehuty.
-Can be shot after being thrown to cause an early detonation.
When you complete the game, you can use additional frames at the beginning of a new game, here’s some tidbits on those:
Jehuty Ver. 2
-Adds three more shots to accompany your long range normal attack.
-Provides a shield that protects you from normal bullets and weak projectiles without the need to block.
-Blocking does not use meter.
-While holding an enemy, pressing R1 will destroy an enemy rather than charge them up.
Naked Jehuty
-Provides the same shield to protect from projectiles as Jehuty Ver. 2
-Grants unlimited subweapon gauge.
-Provides extra defense.
-Blocking does not use meter.
-Pressing R1 will destroy a held enemy, similar to Jehuty Ver. 2.
Damaged Jehuty
-Blocking no longer produces a shield, so it does not guard against any damage.
-You cannot use long range normal attacks of any kind, including lock-on lasers or charge shots.
-Grants unlimited subweapon gauge.
Here’s some other random points:
-Cellars take much more damage when they’re expanded. The only way to make them expand is to destroy all other enemies in the area.
-While spinning a grabbed enemy, it’s possible to damage another enemy with the spin, and change your lock-on to throw it at a different enemy. This will allow you to get the invincibility of the spin, while getting more total damage out of it.
-Enemy shields block Geyser.
-During the section with Taper, many of the battles can be skipped.
-During the section with the minefield, you can dash straight to the checkpoints if you know the route. You don’t have to wait for Ken to give the commands.
-Depending on the positioning, it’s possible to avoid some of Vic Viper’s attacks by descending into some of the crevices in the arena.
-If you try to grab any small enemies or mines, Jehuty will simply destroy them rather than grab them.
-During the battle with the Bahram battleships, getting too far towards the back of the ship will put you in firing range of another ship’s laser.
-If you do an “equip” run(where you start with all equipment), you’re almost invincible using Damaged Jehuty or Naked Jehuty due to the fact that you can use Mummy to heal yourself with no meter cost.
Hopefully someone finds something useful in any of this!
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