Oh definitely, I’m looking forward to it haha. Do you have a lot of experience with NGS2?
Ninja Gaiden Sigma 2 - General discussion
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51 Re: Ninja Gaiden Sigma 2 - General discussion Mon Jul 06, 2020 10:06 pm
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52 Re: Ninja Gaiden Sigma 2 - General discussion Mon Jul 06, 2020 10:42 pm
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Curious to see the progress. Master Ninja was...quite the wack-up for me back then. Especially the girl chapters. Then I played NGII on Warrior and got swarmed, barely made it through Mentor haha. What a ride.
53 Re: Ninja Gaiden Sigma 2 - General discussion Mon Jul 06, 2020 11:57 pm
hebass
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Infinity_Divide wrote:Oh definitely, I’m looking forward to it haha. Do you have a lot of experience with NGS2?
I do, yes. I bought the game when it was first released and played it on and off for years. Over the past 6 months, I've actually started putting in effort to get better (did not complete Mentor or Master Ninja until the most recent timeline). Master Ninja was extremely difficult. Even after completing it, I could tell I was not yet "good" at the game. It takes a lot of study and repeated play (at least for me) to fully appreciate the game. But it was fun even without that work put in, so by no means necessary...though it does continue to be rewarding :) Also, I'm still not great...so much more work to do. Very enjoyable combat :)
Royta/Raeng wrote:Curious to see the progress. Master Ninja was...quite the wack-up for me back then. Especially the girl chapters. Then I played NGII on Warrior and got swarmed, barely made it through Mentor haha. What a ride.
Oh man, yes, I spent hours on the Ayane mission in Mentor mode...ironically, it wasn't as hard once I did it on Master Ninja...I might've got lucky haha. I'm looking forward to going back to NGII on XBOX360 at some point too. That sounds fun!
54 Re: Ninja Gaiden Sigma 2 - General discussion Tue Jul 07, 2020 7:54 am
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It's a lot of fun to just burst through. When I had a back injury at the time I waltzed through the game with every weapon on Master Ninja (Chapter Challenge) which was an absolute joy.
55 Re: Ninja Gaiden Sigma 2 - General discussion Tue Jul 07, 2020 9:49 am
hebass
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Also, Infinity_Divide, if you get to the point to where you want to play online at all for the Team Missions, please do let me know. I'm still actively playing and probably will be for a little while, I have finished all of the team missions now, but they're still hard...and fun, so I keep playing to get better. Just let me know!
56 Re: Ninja Gaiden Sigma 2 - General discussion Tue Jul 07, 2020 10:00 am
hebass
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Royta/Raeng wrote:It's a lot of fun to just burst through. When I had a back injury at the time I waltzed through the game with every weapon on Master Ninja (Chapter Challenge) which was an absolute joy.
Holy moly, that sounds like quite the challenge. I'm imagining playing through everything with the kusarigama. I may give that a shot :) I have some of the best memories of playing games when injured or recovering from surgery, so I can understand that!
57 Re: Ninja Gaiden Sigma 2 - General discussion Tue Jul 07, 2020 10:03 am
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I'm currently doing the same in NGII, finished BotA run last year and did Dragon Sword this year. Halfway through Claws now, hoping to tackle the Kusarigama next! It's a ton of fun though won't lie, you really start to learn to use the weapons more effictively and learn their movesets.
58 Re: Ninja Gaiden Sigma 2 - General discussion Tue Jul 07, 2020 2:41 pm
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hebass wrote:Also, Infinity_Divide, if you get to the point to where you want to play online at all for the Team Missions, please do let me know. I'm still actively playing and probably will be for a little while, I have finished all of the team missions now, but they're still hard...and fun, so I keep playing to get better. Just let me know!
Will do! I’ll have to get better first though, I still sort feel like I don’t know what I’m doing haha.
Speaking of the weapons, I have a question: do you guys change weapon depending on the enemy type? Or is it more of just a preference of what you want to use in general? Does the environment influence which weapon you use?
59 Re: Ninja Gaiden Sigma 2 - General discussion Tue Jul 07, 2020 2:57 pm
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Every weapon is fully usable against every enemy type, especially in Sigma 2 where enemies are more the same in terms of HP values and delimb percentages are a lot more consistent across the board. In NGII though some enemies like Werewolves can tank a crap ton of hits compared to a regular ninja that dies after a few regular blows. So there's definitely some weapons that are better for others. This translates to NGS2, but there's some weapons that function differently.
With that out of the way:
Dragon Sword: all round weapon. True Dragon Sword's 360UT is a good OHKO move against high health ninjas and Rasetsu. XY(hold) > Shuriken > Flying Swallow is an OHKO in NGII, not sure in NGS2.
Lunar: mostly great for its 360OLUT which is a great delimb against Van Gelf's. Also has an Izuna loop on Genshin, making it a fine choice. XYYYYY (iirc) is a great attack when facing multiple enemies due to its i.frames (its the combo where the chains go lose and smack those around, level 3 only).
Claws: great for tougher foes thanks to >Y which has bonkers delimb, like werewolves and gelvs.
Dual Katana: the go-to boss-killer for newer players thanks to its >Y(Hold), YYYY and 360Y (iframes).
Tonfa: great against Fiend Genshin (>Y, >YY, 360Y). Good mobility weapon. Probably the most overpowered weapon in the game if there is one.
Flails: >Y is very powerful, great against bosses, high delimb.
Regarding the enviroment. If there's a lot of walls the Dragon Sword and Claws shine best imo since they have the best off-the-wall moves.
With that out of the way:
Dragon Sword: all round weapon. True Dragon Sword's 360UT is a good OHKO move against high health ninjas and Rasetsu. XY(hold) > Shuriken > Flying Swallow is an OHKO in NGII, not sure in NGS2.
Lunar: mostly great for its 360OLUT which is a great delimb against Van Gelf's. Also has an Izuna loop on Genshin, making it a fine choice. XYYYYY (iirc) is a great attack when facing multiple enemies due to its i.frames (its the combo where the chains go lose and smack those around, level 3 only).
Claws: great for tougher foes thanks to >Y which has bonkers delimb, like werewolves and gelvs.
Dual Katana: the go-to boss-killer for newer players thanks to its >Y(Hold), YYYY and 360Y (iframes).
Tonfa: great against Fiend Genshin (>Y, >YY, 360Y). Good mobility weapon. Probably the most overpowered weapon in the game if there is one.
Flails: >Y is very powerful, great against bosses, high delimb.
Regarding the enviroment. If there's a lot of walls the Dragon Sword and Claws shine best imo since they have the best off-the-wall moves.
60 Re: Ninja Gaiden Sigma 2 - General discussion Tue Jul 07, 2020 5:28 pm
hebass
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Nice pointers there Royta.
As for switching weapons against certain enemies, I typically don’t...but you certainly should if you enjoy it. I usually pick a weapon at the start and stick with it. There are sections of the game that I will sometimes switch...like the stairs in chapter 13 now. It drives me crazy to get grabbed for an insta kill there and so I tried using Enma’s Fang UT there just recently and it works well.
The Kusarigama has a nifty move that allows you to lift the pesky dogs off the ground in a loop.
The claws have a way to flying swallow into an izuna drop on some enemies as well which can be a fun time.
Tonfa can kill the Mecha Soldiers with a half powered UT.
Finding ways to de limb quickly can be fun as well.
In more recent times I’ve been focusing on the Blade of the Archfiend for team mission purposes. It is useful on multiple missions...but not strictly necessary. In the team missions, you choose only a single weapon and fight multiple enemy types with it (depending on the mission).
As for switching weapons against certain enemies, I typically don’t...but you certainly should if you enjoy it. I usually pick a weapon at the start and stick with it. There are sections of the game that I will sometimes switch...like the stairs in chapter 13 now. It drives me crazy to get grabbed for an insta kill there and so I tried using Enma’s Fang UT there just recently and it works well.
The Kusarigama has a nifty move that allows you to lift the pesky dogs off the ground in a loop.
The claws have a way to flying swallow into an izuna drop on some enemies as well which can be a fun time.
Tonfa can kill the Mecha Soldiers with a half powered UT.
Finding ways to de limb quickly can be fun as well.
In more recent times I’ve been focusing on the Blade of the Archfiend for team mission purposes. It is useful on multiple missions...but not strictly necessary. In the team missions, you choose only a single weapon and fight multiple enemy types with it (depending on the mission).
61 Re: Ninja Gaiden Sigma 2 - General discussion Thu Jul 09, 2020 4:18 pm
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Nice, thanks for the tips guys. Will have to toy around with some of this stuff. I do have another question though...how exactly do delimbs work? Sometimes I seem to delimb an enemy with an attack right away, and sometimes I have to use the move several times.
62 Re: Ninja Gaiden Sigma 2 - General discussion Thu Jul 09, 2020 5:04 pm
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Delimb is simply a %. The values in Sigma 2 are a bit...skewed. There are some moves that have a very high delimb% while others have a low one, but these tend to have other functions.
XXY with the Dragon Sword has a good delimb in the "Y" part of it, while >Y with the Claws has huge delimb%. Other moves like running XX with the Dual Katanas have very low delimb%, but are an area of effect attack.
There are some 'guaranteed' delimb moves but they are very rare. The grabs of the Kusarigama are a guaranteed delimb for example. Doing a flying swallow against an aerial foe is also a guaranteed delimb (in most cases a vivisection).
Note that the % of each attack is in a few categories:
- right arm
- left arm
- right leg
- left leg
- head
- torso
Most attacks have 0% chance to remove the torso, as that's an OHKO. Head tends to also not be present in most moves. XXYY with the Flails has a very low % against arms and legs, but a huge % (50+) against removing heads, which is an OHKO, which is fantastic.
There's a lot of tactical applications present here, though Sigma 2 did away with most of these. You can for instance use a move that you know favours delimbing an arm, like XXY, to have an archer drop his bow, making him a non-threat. Or use an attack to remove a Striga's canon.
Some enemies are 'immune' to certain categories though. You cannot delimb the torso of a Van Gelf without Void Ninpo, nor can they lose their legs. These are rare instances though. Sigma 2 does away with most delimb-immune foes like Red Dragons from NGII.
Hope that explained it all :)
XXY with the Dragon Sword has a good delimb in the "Y" part of it, while >Y with the Claws has huge delimb%. Other moves like running XX with the Dual Katanas have very low delimb%, but are an area of effect attack.
There are some 'guaranteed' delimb moves but they are very rare. The grabs of the Kusarigama are a guaranteed delimb for example. Doing a flying swallow against an aerial foe is also a guaranteed delimb (in most cases a vivisection).
Note that the % of each attack is in a few categories:
- right arm
- left arm
- right leg
- left leg
- head
- torso
Most attacks have 0% chance to remove the torso, as that's an OHKO. Head tends to also not be present in most moves. XXYY with the Flails has a very low % against arms and legs, but a huge % (50+) against removing heads, which is an OHKO, which is fantastic.
There's a lot of tactical applications present here, though Sigma 2 did away with most of these. You can for instance use a move that you know favours delimbing an arm, like XXY, to have an archer drop his bow, making him a non-threat. Or use an attack to remove a Striga's canon.
Some enemies are 'immune' to certain categories though. You cannot delimb the torso of a Van Gelf without Void Ninpo, nor can they lose their legs. These are rare instances though. Sigma 2 does away with most delimb-immune foes like Red Dragons from NGII.
Hope that explained it all :)
63 Re: Ninja Gaiden Sigma 2 - General discussion Thu Jul 09, 2020 9:38 pm
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Wow, thanks for the explanation, sounds like a really fantastic system, very creative. Is there an advantage to delimbing a leg instead of an arm, or vice versa? Also, do head and torso delimb attacks tend to be harder to land?
64 Re: Ninja Gaiden Sigma 2 - General discussion Thu Jul 09, 2020 10:20 pm
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I really think it is the perfect system. Not only does it give casual players something, namely cool finishers, there's a ton of mechanical depth present with it. Also love how it is still random, making combat always exciting.
> legs and arms
Enemy movesets change accordingly. Usually with their legs they are more of a threat as they still have projectiles and gain access to their suicide attack, but without their arms some enemies are still surprisingly mobile, so it is a tossup. Without their arms they also get a suicide attack, but this one is usually escapable.
> head and torso
Usually these are enders of really long strings or part of charged moves. The Flail's ET goes for the head, as does the XX>XY of the Dual Katana. But also some of the harder to nail off-the-wall attacks like X with TDS and Claws.
Torso moves usually require a unique setup. XY(hold)shuriken>Flying Swallow with the Dragon Sword is a torso cut. Though I don't recall if NGS2 has that one considerig how much it changed some values around.
NOTE: some OT animations have a unique start-up animation that can be used in creative ways, or can work against you. >Y is a unique animation for the Dragon Sword against enemies with a missing leg that sees Ryu kick. If they are too low (like on stairs) this kick can miss. But you can also use it in juggles as shown here:
https://youtu.be/iFswPXilclg
EDIT: you can also cancel certain attacks into an OT as shown at the end of that short clip. Really useful.
> legs and arms
Enemy movesets change accordingly. Usually with their legs they are more of a threat as they still have projectiles and gain access to their suicide attack, but without their arms some enemies are still surprisingly mobile, so it is a tossup. Without their arms they also get a suicide attack, but this one is usually escapable.
> head and torso
Usually these are enders of really long strings or part of charged moves. The Flail's ET goes for the head, as does the XX>XY of the Dual Katana. But also some of the harder to nail off-the-wall attacks like X with TDS and Claws.
Torso moves usually require a unique setup. XY(hold)shuriken>Flying Swallow with the Dragon Sword is a torso cut. Though I don't recall if NGS2 has that one considerig how much it changed some values around.
NOTE: some OT animations have a unique start-up animation that can be used in creative ways, or can work against you. >Y is a unique animation for the Dragon Sword against enemies with a missing leg that sees Ryu kick. If they are too low (like on stairs) this kick can miss. But you can also use it in juggles as shown here:
https://youtu.be/iFswPXilclg
EDIT: you can also cancel certain attacks into an OT as shown at the end of that short clip. Really useful.
65 Re: Ninja Gaiden Sigma 2 - General discussion Fri Jul 10, 2020 1:07 am
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Damn this game is crazy. Thanks for the explanations.
>something for casuals but also deep
That’s exactly what I thought, it’s also obvious that the enemies change when they’re missing a limb so you know something deeper is happening than what’s at surface level, awesome stuff.
>arm suicide usually escapable
In the sense that you just need to mash or something more specific?
>head and torso
Is there like a comprehensive list of these delimbs? They’re probably on this site and I missed it...
>clip
Yeah I didn’t think there would be that much going on with the OTs either. I feel like I really haven’t known anything about this game this whole time. I also have to ask, how are shurikens usually used? I tend to throw them at certain enemies to shut them up while I target another foe, other ways to use them?
>something for casuals but also deep
That’s exactly what I thought, it’s also obvious that the enemies change when they’re missing a limb so you know something deeper is happening than what’s at surface level, awesome stuff.
>arm suicide usually escapable
In the sense that you just need to mash or something more specific?
>head and torso
Is there like a comprehensive list of these delimbs? They’re probably on this site and I missed it...
>clip
Yeah I didn’t think there would be that much going on with the OTs either. I feel like I really haven’t known anything about this game this whole time. I also have to ask, how are shurikens usually used? I tend to throw them at certain enemies to shut them up while I target another foe, other ways to use them?
66 Re: Ninja Gaiden Sigma 2 - General discussion Fri Jul 10, 2020 10:44 am
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> this game is crazy
Wait until you play its older brother.
> deep but casual
They heavily marketed it as a casual mechanic which was interesting. There were some people that were worried about it. They noted in early interviews that they felt Ninja Gaiden Black was only fun to play if you were good at it (true), and wanted players to also have fun on that road to being good. Hence this system. I do feel some things behind it were also luck, but every man needs some luck.
> arm suicide
Yeah mashing.
> delimb list
Oh boy. If you can arrange a move-list with inputs that I can copy I can write guesswork numbers for NGII's delimb% on them for you haha. We never got a data-dump, but I can easily categorize every move in my head from Never-Rarely-Sometimes-Nearly Always. I did post a list of 'useful moves' a while back: https://stinger.actieforum.com/t550-ninja-gaiden-sigma-2-general-discussion#10372
Note that delimbs are a lot more rare in NGS2 due to the enemy stat buff to compensate for the lower numbers.
> shurikens
They have a few uses. One being animation canceling as it speeds up recovery like from the DS's XXY. It is great to use after an OT to shut up the nearest target, the hitstun of it is pretty long so you can easily throw a star and start attacking another target. Can also be used to keep enemies airborne. Lastly it increases your air-time. So you can do a Flyingswallow(lvl2) into shurikens, or start with shurikens to stagger a foe and then swallow them (so that they don't auto dodge, timing on this one is tight though).
They can also be used to change animations. If you do XYXXXY the final Y will be an Izuna. But if you do XYXXXshurikenY you get the downwards slash.
They also do damage, be it very, very, very, very, very, very little. It takes up to 700 shurikens to kill a Golden Van Gelf in Sigma 2 on Master Ninja.
It's honestly the best weapon in the game imo due to how versatile it is.
NOTE: god I love talking shop about NGII haha.
Wait until you play its older brother.
> deep but casual
They heavily marketed it as a casual mechanic which was interesting. There were some people that were worried about it. They noted in early interviews that they felt Ninja Gaiden Black was only fun to play if you were good at it (true), and wanted players to also have fun on that road to being good. Hence this system. I do feel some things behind it were also luck, but every man needs some luck.
> arm suicide
Yeah mashing.
> delimb list
Oh boy. If you can arrange a move-list with inputs that I can copy I can write guesswork numbers for NGII's delimb% on them for you haha. We never got a data-dump, but I can easily categorize every move in my head from Never-Rarely-Sometimes-Nearly Always. I did post a list of 'useful moves' a while back: https://stinger.actieforum.com/t550-ninja-gaiden-sigma-2-general-discussion#10372
Note that delimbs are a lot more rare in NGS2 due to the enemy stat buff to compensate for the lower numbers.
> shurikens
They have a few uses. One being animation canceling as it speeds up recovery like from the DS's XXY. It is great to use after an OT to shut up the nearest target, the hitstun of it is pretty long so you can easily throw a star and start attacking another target. Can also be used to keep enemies airborne. Lastly it increases your air-time. So you can do a Flyingswallow(lvl2) into shurikens, or start with shurikens to stagger a foe and then swallow them (so that they don't auto dodge, timing on this one is tight though).
They can also be used to change animations. If you do XYXXXY the final Y will be an Izuna. But if you do XYXXXshurikenY you get the downwards slash.
They also do damage, be it very, very, very, very, very, very little. It takes up to 700 shurikens to kill a Golden Van Gelf in Sigma 2 on Master Ninja.
It's honestly the best weapon in the game imo due to how versatile it is.
NOTE: god I love talking shop about NGII haha.
67 Re: Ninja Gaiden Sigma 2 - General discussion Fri Jul 10, 2020 7:44 pm
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>list
NICE. Thanks for that, very useful. Did enemies in this version get buffs all the way around? Like HP/delimb resistance/damage?
>shuriken
Oh duh, yeah animation cancelling is definitely a big one that I forget to actually utilize. Never thought to do shuriken into swallow, pretty neat. Is there a benefit to doing the downward slash instead of Izuna?
>700 shurikens
Shit...note to never use these for damage, gotcha. Haha.
>love talking shop
I knew I should’ve listened to you sooner about playing these games. When we recommend things to each other, NG2 and ZOE2 get played...can’t ask for much more than that.
NICE. Thanks for that, very useful. Did enemies in this version get buffs all the way around? Like HP/delimb resistance/damage?
>shuriken
Oh duh, yeah animation cancelling is definitely a big one that I forget to actually utilize. Never thought to do shuriken into swallow, pretty neat. Is there a benefit to doing the downward slash instead of Izuna?
>700 shurikens
Shit...note to never use these for damage, gotcha. Haha.
>love talking shop
I knew I should’ve listened to you sooner about playing these games. When we recommend things to each other, NG2 and ZOE2 get played...can’t ask for much more than that.
68 Re: Ninja Gaiden Sigma 2 - General discussion Fri Jul 10, 2020 11:38 pm
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> enemy buffs
Their HP and delimb resistance got a huge buff. Regular IS ninjas can now tank up to 3 Izuna's IIRC while originally one could sometimes kill. Due to this, and the lower enemy counter and their increased damage output (OHKO on Master Ninja mostly) the game's style really shifted to more defensive when starting out.
If you play the way you do in Sigma 2, in NGII, you won't make it through Warrior in that game.
> downward slash
Izunadrop is unsafe upon recovery, especially in NGII where you're swarmed from all sides, so there's that. Downwardslash also knocks enemies down, allowing you to do the special 'you're knocked down' Heavy attack which deals monsterous damage and delimb%.
> we should listen to each other
In that case: give Death Stranding another shot. I'm totally hooked on it haha. Jokes aside, don't fear NGII. If you ever make the jump the game can feel like an absolute mess of a game compared to Sigma 2. Go through that.
Their HP and delimb resistance got a huge buff. Regular IS ninjas can now tank up to 3 Izuna's IIRC while originally one could sometimes kill. Due to this, and the lower enemy counter and their increased damage output (OHKO on Master Ninja mostly) the game's style really shifted to more defensive when starting out.
If you play the way you do in Sigma 2, in NGII, you won't make it through Warrior in that game.
> downward slash
Izunadrop is unsafe upon recovery, especially in NGII where you're swarmed from all sides, so there's that. Downwardslash also knocks enemies down, allowing you to do the special 'you're knocked down' Heavy attack which deals monsterous damage and delimb%.
> we should listen to each other
In that case: give Death Stranding another shot. I'm totally hooked on it haha. Jokes aside, don't fear NGII. If you ever make the jump the game can feel like an absolute mess of a game compared to Sigma 2. Go through that.
69 Re: Ninja Gaiden Sigma 2 - General discussion Mon Jul 13, 2020 3:45 pm
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I finally get to play this today since I have a day off. Taking breaks from games I’m trying to get into annoys me.
>won’t make it through warrior in NG2
Oh boy. So what you’re saying is clearing MN in NGS2 means nothing, haha.
>izuna vs downward slash
Awesome, good to know. It’s funny how everyone calls these games izuna drop spam fests yet they don’t know these details...
>death stranding
I’ve considered playing it again, after my initial dislike of it simply because it wasn’t MGS, I grew to appreciate it for other things, mainly how unique it is and still having that signature attention to detail when it comes to traversal(not so much the combat though...).
>NG2 can feel like an absolute mess
I just worry about some of those sections I remember hating, like fighting the underwater enemies and the green tunnel. If you know ways to cheese these parts please let me know, as I’ve said I really get turned off by annoying sections these days.
>won’t make it through warrior in NG2
Oh boy. So what you’re saying is clearing MN in NGS2 means nothing, haha.
>izuna vs downward slash
Awesome, good to know. It’s funny how everyone calls these games izuna drop spam fests yet they don’t know these details...
>death stranding
I’ve considered playing it again, after my initial dislike of it simply because it wasn’t MGS, I grew to appreciate it for other things, mainly how unique it is and still having that signature attention to detail when it comes to traversal(not so much the combat though...).
>NG2 can feel like an absolute mess
I just worry about some of those sections I remember hating, like fighting the underwater enemies and the green tunnel. If you know ways to cheese these parts please let me know, as I’ve said I really get turned off by annoying sections these days.
70 Re: Ninja Gaiden Sigma 2 - General discussion Mon Jul 13, 2020 4:10 pm
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You can check the topic with AeternalSolitude, I mostly cover the 'how to avoid the dumb sections' there. There's a ton of quick tactics or preps that can see you avoid those encounters all together. It is a game with the highest of highs, but by far the lowest of lows. For water-combat for example, just use Ninpo and dash to the exit, I never do those fights. While for the worm you can just hide in one of the caves and spam Scythe or Arrow UTs for an easy win. Takes a minute.
> Sigma 2 Master Ninja means nothing
It does, don't get me wrong, it just plays very different. Since in NGS2 a single hit spells death you play far more defensive and use abilities like counters far less frequently. So it is more the playstyles not matching, as NGII requires 100% agression from you paired with more realiance on counters (counters are still great in NGS2 though mind you, just very risky compared to NGII where damage taken is like 1/10th).
> izuna
Usually a good indicator of the "mechanical blindness" Birdman preaches. Izunas are a beginners trap. High damage in a game that isn't about damage output at all. Delimbs are always faster and most importantly: safer. You can easily get grabbed in the Izuna recovery by a delimb foe with no way out. It has more merit in NG:B, but even there it is outclassed and most late game foes can't be launched anyway.
Looks really cool though.
> Death Stranding Combat
It's grenade launcher is fantastic though, remote detonatable slip and tranq mines? Pretty sweet but too little to late mostly.
> Sigma 2 Master Ninja means nothing
It does, don't get me wrong, it just plays very different. Since in NGS2 a single hit spells death you play far more defensive and use abilities like counters far less frequently. So it is more the playstyles not matching, as NGII requires 100% agression from you paired with more realiance on counters (counters are still great in NGS2 though mind you, just very risky compared to NGII where damage taken is like 1/10th).
> izuna
Usually a good indicator of the "mechanical blindness" Birdman preaches. Izunas are a beginners trap. High damage in a game that isn't about damage output at all. Delimbs are always faster and most importantly: safer. You can easily get grabbed in the Izuna recovery by a delimb foe with no way out. It has more merit in NG:B, but even there it is outclassed and most late game foes can't be launched anyway.
Looks really cool though.
> Death Stranding Combat
It's grenade launcher is fantastic though, remote detonatable slip and tranq mines? Pretty sweet but too little to late mostly.
71 Re: Ninja Gaiden Sigma 2 - General discussion Thu Jul 16, 2020 2:34 pm
Infinity_Divide
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>highest of highs and lowest of lows
It really frustrates me when games are like this, it seems that a lot of the greats in the genre(IMO) have sections that just flat out suck and don’t belong in the game. The games that are on the light side with this stuff(DMC1) are fine but games like W101...well, you know how I feel about that. Even for it being a traditional action game, even DMC5 has the levels with V which kill replays for me. I think this is actually one big area I have to compliment From Software, their games are really free of crap from beginning to end.
Anyway...
>NGS2 vs NG2
So essentially NGS2 and NG2 use the same concepts and mechanics in a different manner? In that case it’s very interesting how the same things can work really different circumstances. I wonder just how much I’ll have to re-program my brain when I get to NG2.
>izuna drop and delimbs
This kinds of beg the question: does this game force you into a play style of forcing delimbs on the highest setting? Let’s say someone does mostly go for damage, would there be any merit to that play style?
It really frustrates me when games are like this, it seems that a lot of the greats in the genre(IMO) have sections that just flat out suck and don’t belong in the game. The games that are on the light side with this stuff(DMC1) are fine but games like W101...well, you know how I feel about that. Even for it being a traditional action game, even DMC5 has the levels with V which kill replays for me. I think this is actually one big area I have to compliment From Software, their games are really free of crap from beginning to end.
Anyway...
>NGS2 vs NG2
So essentially NGS2 and NG2 use the same concepts and mechanics in a different manner? In that case it’s very interesting how the same things can work really different circumstances. I wonder just how much I’ll have to re-program my brain when I get to NG2.
>izuna drop and delimbs
This kinds of beg the question: does this game force you into a play style of forcing delimbs on the highest setting? Let’s say someone does mostly go for damage, would there be any merit to that play style?
72 Re: Ninja Gaiden Sigma 2 - General discussion Thu Jul 16, 2020 4:03 pm
Royta/Raeng
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> lowest of lows
The difference with NGII though is that, imo, the lowest of lows parts still use the game's core mechanics and thus can be circumvented with smart play or experience. You can't do that with something like the swimming sections in DMC1 or the horrible shmup elements of W101.
To sum the 'bad' parts up:
Chapter 3: tight rope sections, sewer bats, gigadeath boss fight
Chapter 5: water fights (2x), water dragon boss
Chapter 6: Bone giant
Chapter 8: intro fight, ogre fight,
Chapter 9: infinite mines, the water village fight, fish fight, green cave, double dragon boss
Chapter 10: Acid Pit
Chapter 11: Rasetsu fight for some I personally love it
Chapter 12: double Armadillo boss
Chapter 14: Dagra Dai
All except two can be pretty much negated, and one of those two (Acid pit) can be partially skipped. Only Gigadeath can't be hard skipped with an overpowered tactic. So it isn't "that bad". The downside is, you need someone to share the deets with you so you don't have to suffer like he did (me). This doesn't count for challenge runs ofc or trying to do all TOVs.
> NGS2 vs NG2
> same but different
Pretty on the mark. I always loved being able to play them both, such a weird duality you don't see a lot. There are some minor other tweeks though like NGS2 giving the Izuna to every weapon and having Izuna be available at Level1 for every weapon.
> does the game force you
Not at all. The smart-delimb playstyle is an invention of players that just happened to work with the intended mechanics. In NGII you'll delimb an enemy long before they die, in NGS2 they might die before you delimb them. Should note that the two aren't mutually exclusive either. If an enemy loses two limbs, they die instantly, so going for two types of delimb moves i.e. one that goes for the legs and one that goes for the arms, and you've got an OHKO combo (the X-counter of the Talons works for this, or throwing two IS at a foe).
Going for raw damage in NGII will give you more consitent results I feel since delimb is still % based. But if you use the %es smartly, you can nuke a fight way faster than going for pure damage (UT spam not withstanding ofcourse).
The difference with NGII though is that, imo, the lowest of lows parts still use the game's core mechanics and thus can be circumvented with smart play or experience. You can't do that with something like the swimming sections in DMC1 or the horrible shmup elements of W101.
To sum the 'bad' parts up:
Chapter 3: tight rope sections, sewer bats, gigadeath boss fight
Chapter 5: water fights (2x), water dragon boss
Chapter 6: Bone giant
Chapter 8: intro fight, ogre fight,
Chapter 9: infinite mines, the water village fight, fish fight, green cave, double dragon boss
Chapter 10: Acid Pit
Chapter 11: Rasetsu fight for some I personally love it
Chapter 12: double Armadillo boss
Chapter 14: Dagra Dai
All except two can be pretty much negated, and one of those two (Acid pit) can be partially skipped. Only Gigadeath can't be hard skipped with an overpowered tactic. So it isn't "that bad". The downside is, you need someone to share the deets with you so you don't have to suffer like he did (me). This doesn't count for challenge runs ofc or trying to do all TOVs.
> NGS2 vs NG2
> same but different
Pretty on the mark. I always loved being able to play them both, such a weird duality you don't see a lot. There are some minor other tweeks though like NGS2 giving the Izuna to every weapon and having Izuna be available at Level1 for every weapon.
> does the game force you
Not at all. The smart-delimb playstyle is an invention of players that just happened to work with the intended mechanics. In NGII you'll delimb an enemy long before they die, in NGS2 they might die before you delimb them. Should note that the two aren't mutually exclusive either. If an enemy loses two limbs, they die instantly, so going for two types of delimb moves i.e. one that goes for the legs and one that goes for the arms, and you've got an OHKO combo (the X-counter of the Talons works for this, or throwing two IS at a foe).
Going for raw damage in NGII will give you more consitent results I feel since delimb is still % based. But if you use the %es smartly, you can nuke a fight way faster than going for pure damage (UT spam not withstanding ofcourse).
73 Re: Ninja Gaiden Sigma 2 - General discussion Wed Sep 01, 2021 1:35 pm
Royta/Raeng
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Pretty interesting to see:
https://www.youtube.com/watch?v=E1KIZaueOJc&feature=emb_logo
Lots of mods and editing was done to make this possible from what I know, but there is a possibility that we can make Sigma II into the 'dream NGII' one day if it is kept up. Looking fantastic!
https://www.youtube.com/watch?v=E1KIZaueOJc&feature=emb_logo
Lots of mods and editing was done to make this possible from what I know, but there is a possibility that we can make Sigma II into the 'dream NGII' one day if it is kept up. Looking fantastic!
74 Re: Ninja Gaiden Sigma 2 - General discussion Fri Jun 30, 2023 11:17 pm
Omar73874928271728
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How faithful is the black mod to og ninja gaiden 2 reboot?
75 Re: Ninja Gaiden Sigma 2 - General discussion Sun Aug 27, 2023 5:39 pm
NiceNinja
D-Rank
So, I am in a situation where I can't use my living room tv to play OG NG2. Luckily I have the Nintendo Switch and Master Collection. Sigma 2 doesn't run that well on the system but it is what it is. So I got used vanilla's main gameplan - delimbing, but on Sigma 2 the enemies are like tanks especilly IS Ninjas. Do I need to change my playstyle completely or is patience the key to success?
76 Re: Ninja Gaiden Sigma 2 - General discussion Mon Aug 28, 2023 2:26 pm
Royta/Raeng
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Sigma 2 really requires a different playstyle. For one you need to play massively agressive, as enemies aren't that plentiful so there's way more openings. Delimbs are also mostly absent in your regular moveset, but there are a few you can abuse. One of the biggest ones is that the level-1 UT of the Dragon Sword now has a guaranteed delimb, which you can abuse.
GT is mostly crap now, even with walls. In general you want to use headstomps into Izuna for the most damage or longer YYY strings.
It leads to a way more effective-based playstyle imo, even moreso than before. But longer strings are now easier to do (less enemies to interrupt you).
GT is mostly crap now, even with walls. In general you want to use headstomps into Izuna for the most damage or longer YYY strings.
It leads to a way more effective-based playstyle imo, even moreso than before. But longer strings are now easier to do (less enemies to interrupt you).
77 Re: Ninja Gaiden Sigma 2 - General discussion Mon Aug 28, 2023 10:12 pm
NiceNinja
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Thanks for the tips once again. I got so used to >Y so I kinda need to rewire my brains again.
78 Re: Ninja Gaiden Sigma 2 - General discussion Tue Aug 29, 2023 9:44 am
Royta/Raeng
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Yeah they're basically really different games that just happen to look the same honestly. Takes some rewiring to say the least.
79 Re: Ninja Gaiden Sigma 2 - General discussion Sat Jun 01, 2024 7:06 pm
Hyperfist
A-Rank
Finished NG Ligma 2 on MN in a few days. Wrote a review on here https://www.backloggd.com/u/Hyperfist/review/1634925/ to explain my thoughts, but the bottom line is that the game is much better than I was expecting, but still falls short in a number of areas. Altough the biggest surprise was that the majority of the enemies are still like in vanilla 2, so they have low health and high delimb % (in contrast to what I always heard). The problem lies with the "higher tier" enemies, like IS Ninjas, Black Gelfs etc., since they are super spongy and dodge like crazy (can't even ID the IS Ninjas since they keep dodging the Y part of XYXXXY).
The bosses were a fucking pain. Still as shitty as vanilla but with more health and one shot grabs. Thankfully they've nerfed some of them, but they're still a pain.
Here's my full thoughs that I wrote as I was going through the game.
Currently going through the new and improved Ninja Gaiden Sigma 2 Black. The mod is fun but still kinda jank and unbalanced, but I'm sure Fiend Busa will polish it a lot where it counts in the following weeks.
The bosses were a fucking pain. Still as shitty as vanilla but with more health and one shot grabs. Thankfully they've nerfed some of them, but they're still a pain.
Here's my full thoughs that I wrote as I was going through the game.
- Warning: long :
- CH1
Less encounters overall and much less density of enemies.
Izuna Drop already unlocked.
The Dragon Sword’s XXY always delimbs White Ninjas (WN).
More blue orb drops.
Guillotine Throw is meh but still useful.
Grabs and wall splats deal insane damage to yourself, you can die in a split second if you aren’t careful.
Tons of White Ninjas (WN) instead of IS Ninjas.
Health retention is high.
Blue orbs heal a lot more, like double.
IS deal higher damage. IS Ninjas are a lot more resistant to instakills and delimbs compared to WN.
ISN normal strings also deal a lot more damage compared to vanilla and to WN.
WN in general seem to have low health and high delimb/instakill %. ISN are like minibosses in comparison.
Health upgrades are automatic and don’t heal anymore.
Enemies dodge and block more.
WN seem to use slower attacks more often.
ISN don’t spam IS anymore.
Camera seems worse.
Chests with heals no longer give you a herb if you have full health.
Some grabs have a slower startup to compensate for the fact that they basically one shot you.
Rasetsu has more health and gets stuck in a loop where he tries to grab you over and over.
Rasetsu’s grabs one shot you.
Added an additional boss (Buddha Statue) which sucks.
Shop items get a discount depending on how many Crystal Skulls you get.
More heals in chests.
IS don’t interrupt UT charge anymore.
Bodies disappear after a while.
Against bosses you can’t unlock the camera.
CH2
Upgrades only one at the time and at specific shops.
No Bow UT.
Dogs seem to have less health.
Dogshit section where you have to shoot the archers before Rasetsu.
The fight for the Claws is put after you get them and not before.
No need to gather the jewels for the golden dragon.
Dragon orb gives Blue Essence if shot.
Normal Bow shots have a chance to delimb.
Genshin is more vulnerable, can be IDed and uses Void Ninpo.
CH3.
Flails already available at the beginning of the chapter.
No purple Gelfs in sight.
Tac Ninjas (TN) appear. Same relative strength to Vanilla 2.
Gold Gelfs basically one shot you but are made of tissue paper. They get delimbed and istakilled immediately.
Can’t move the camera while on ropes.
ISN can escape from counters since they dodge so much…
Gigadeath is much easier. Blue Face and minions don’t track nearly as hard and he doesn’t do the sideways electric charge attack. Invulnerable while summoning Blue Face (don’t know if it’s the same in Vanilla).
No Tests of Valors.
CH4
Archers get interrupted by shurikens.
Purple Gelfs appear. Same durability and delimb % as Vanilla.
“New” enemy: Black Gelfs. Same as Purple but more durable and with one shot potential.
Spinning doors in the metro removed.
Talons -> Y at lv.1 got a big nerf at its delimb %.
Instead of the Dual Katas you get a new Greatsword type weapon.
IS can’t be used by Ryu.
No healing Xbox sign.
Bosses in general have like double health.
New bossfight after Alexei. It sucks even more than the Buddah Statue fight.
Momiji Chapter
GT doesn’t wall splat.
No Wind Path, gets a double jump instead.
Her UT is super bad. Doesn’t even kill a WN if it its him in full.
CH6
When you die you don’t have to skip cutscenes again.
No Kusari.
You get dual Katas.
Lycans seem to have the same durability and delimb% to Vanilla.
Lycans lost the limb toss attack.
No ambush when you go pick the Talisman.
Golden Gelfs fireball deals half healthbar in terms of damage when blocked.
No Gajas on the water.
No underwater mines.
Alpha Lycans are smaller (maybe?).
New ranged weapon (it sucks). It’s basically the old Bow UT (but worse, since doesn’t guarantee a delimb) but put on a different weapon.
Ghost Fish for water combat.
Can’t run on water when fighting the Water Dragon.
CH7
Drunken Skelly doesn’t have minions.
He seems to be easier overall.
You get the Kusari after.
New save point(?)
New enemy type. Same screeching demons you had in NG1. They are grabbable. Can survive without the head. They are pretty resilient (more than White Ninjas for example). There is a higher tier version that is red.
Gaja tail slam no longer duble/triple connects.
Kusari throws don’t delimb 100% against certain enemies.
Don’t have to get the key to enter the throne room.
No enemies at the savepoint in the hallway with the water floor.
No bridge battle before Volf.
Volf doesn’t end his combo with the charge.
Can’t be looped with the ->X Talon’s combo, but can be combo by using ->Y with the Dual Katas repeatedly.
Rachel Chapter
No GT and Wind Run… Off to a great start.
She has a sort of Wind Run done by dodging into an enemy but it sucks.
Moveset is tiny and sucks. Low damage, no quick delimb.
She has a pseudo-ID which sucks (too little damage).
She has a gun that deals decent damage, stun and delimb. Terrible aim on the ground, decent aim in the air.
CH9
Turrets only need to be killed once.
Grounded robots appear. They seem similar to Vanilla 2.
Robots die in one Scythe UT.
Tac Ninjas (TN) and the Rocket Launcher Ninjas (RLN) are similar in durability to Vanilla 2. There is a higher tier version with a red visor.
Mech Gelfs are much more resilient. They don’t get delimbed with a Scythe UT anymore. Maybe they can’t get delimbed at all.
Don’t have to shoot arrows at the reactor to break it. It all breaks when you hit the control panel.
Scythe seems to have gotten a big damage nerf.
You can clash against Genish now.
Genshin doesn’t have ISN supporting him.
Armadillo is immune to arrows… It’s otherwise the (shitty) same, just without IS to deal with him :)
CH10
Only now you can upgrade weapons to lv.3.
Talons ->Y still has kinda low delimb % even at lv.3.
TN instead of IS for the church encounter.
Goliath doesn’t have adds.
RLN instead of Gajas after Goliath. Ghost Fish instead of ISN.
The clock tower encounters got nerfed to shit. Only a couple of TN. ISN in general seem to have vanished completely for a while now.
Zedonius gets down from the air a lot quickly. Can be Wind Runned. Has a much slower grab.
Ayane Chapter
AHAHAHAHAHAHAH
No Wind Run and a nerfed version of GT.
She SUUUUUUUUUCKS balls.
Has a FS at the very fucking least.
Ninpo is similar to Wind Blades (like Rachel’s).
She has IS, but they suck. They don’t guarantee a delimb and neither the hit nor the explosion stagger bigger enemies.
Her FS seems pretty powerful (it’s a first for the new characters), on the level of some of the FS Ryu has.
Chapter 12
No water mines.
No Hoverbots.
No need to unlock the underwater passage.
Worm tunnel got axed completely.
Mech-zombie enemies are similar to Vanilla. Same for the big worms (although they seem to have slightly higher health).
The Red Fish enemies are surprisingly still in.
Encounter with the Zombies and a Worm before the boss.
New boss. Black Dragon instead of the Golden one. Same dodge and punish trash as always.
CH13
Red Gajas seem a bit more resilient.
Higher tier enemies dodge a lot.
Only one Rasetsu comes instead of 3 (though they wouldn’t even include a single one).
Don’t have to lower the stone pillar in the acid pit (lowers automatically).
Lots of NG1 fiends here.
Golden Dragon is optional. Reward is Yellow Essence (which is completely useless at this point in the game).
Stairway of Doom is only White Ninjas…
Elizabeth is complete cancer. Can’t be looped with FS anymore and dodges like crazy. She’s worse than Alma in NGB. Thankfully she can be cheesed with Scythe UT spam.
CH14
No ninjas at the start, only two small dogs encounters.
More dogs.
When you are at the dojo (where you get the Claws in CH2) there is discount A&R again. No Ninjas in sight.
That dojo is also the only way to get to the other side, since that path is blocked.
Fiend Ninjas (FN) appear (they firstly appeared in Ayane’s chapter). The regular kind don’t throw IS anymore, that’s reserved for the high tier version (which is blue). The normal FN are pretty weak, the blue ones are very dodge happy and spongy (as the other higher tier enemies).
Only 2 Rasetsu and without any ISN to back them up.
FN still have the suicide grab, but it has a slower startup (didn’t get hit by this once in the entire game). The blue FN might just be a regular ISN but more powerful.
In the open arenas before Genshin there are two mandatory fights against Ninjas and Mages. Nice.
FS doesn’t 100% decap a Ninja with a severed leg anymore.
CH15
Robot Dolls appear. They have tons of HP and delimb resistence. They move towards you if they are far, instead of being sitting ducks like in Vanilla.
Marbus instead of the double ‘dillos. Same fights as Rachel’s chapter.
Post bossfight checkpoint.
Red Dragon enemies got removed.
No underlava mines (lava in general is shallow, you can’t even swim in it).
Zed summons Red Gajas automatically after he takes a certain amount of damage (I think, it may be tied to something else).
In the arena where you encounter the Robot Dolls in Vanilla 2 there are only Ghost Fish. Yay.
For the Volf fight, you first fight the Centaurs and then him alone instead of all together.
CH16
Enemy health seems to scale the longer to proceed in the story.
Scythe UT doesn’t delimb nearly as often (only if you also hit them with the Scythe itself).
New checkpoint after the second hallway.
You fight the Tengu Brothers after fighting some Ninjas.
Void isn’t a guarantee instakill (nor a delimb) against Fiend Ninjas.
First (and only) encounter that feels like Vanilla 2. Against Mages and FN after the first savepoint. If the game could handle this encounter they could have increased the number of enemies everywhere without problems.
CH17
Can’t see the Red Fish anymore if you’re above the water.
They added a long platform on the bloody water with the fishes in it for better traversal.
New encounter against FN after Elizabeth. Arena similar to the Survival Missions arena. You fight a bunch and then two of them at once for a handful of waves.
No hallway before Dagra Dai, you go directly to his fight.
Dagra Dai seems to not return to his air fase after he leaves it at the beginning of the fight. He resummons Gelfs automatically.
Other stuff
Chapter Challenge enemies are scaled for endgame, meaning that a puny CH1 WN can survive an Underworld Drop combo without issue.
In CC you have all your weapons and Ninpo maxed out, but the health and Ninpo bar scales depending on the mission (they get higher as they would during the normal story mode).
Karma scoring returns but only in Chapter Challenge mode.
CC substitutes NG+ and the partial NG+ you get (the one where you start with everything unlocked but not upgraded).
Ninja Race is cute, probably the best “new” side content of Ligma 2. Content reuse is heavy but the challenge it presents is fun and it might be cool to optimize it and try different strats. I can’t be bothered and it sucks that you can only use a limited loadout. Guarantee they did this to not make the girls seem complete trash in comparison to Ryu. It would have also been nice to have different enemy comp compared to story mode and to choose the difficulty (instead of being locked in Warrior mode *I assume*), but alas.
Tag Missions are pretty bad. Lots of the same missions as Vanilla 2 (which weren’t great to begin with) but with an AI partner and with limited loadout, how nice. They also cut what were the best missions in Vanilla, which were the Survival challenges and the 100 fiend challenges. Ultimate Ninja missions are a fun gimmick for hardcore ninjaheads but you’d be insane to bother with it considering that you can’t play online anymore.
Currently going through the new and improved Ninja Gaiden Sigma 2 Black. The mod is fun but still kinda jank and unbalanced, but I'm sure Fiend Busa will polish it a lot where it counts in the following weeks.
80 Re: Ninja Gaiden Sigma 2 - General discussion Mon Jun 03, 2024 9:19 am
Royta/Raeng
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Yeah it's mostly a big stat-change, though on Master Ninja the damage values are just stupid imo. You will easily need like 3-4 Izuna's iirc to kill an IS ninja. Will agree it's not a bad game by any stretch (hell, it's where I started and I beat it 19 times, if not more). Just if you have both playable, I'd focus on the original.
Some closing notes:
> The girls
Ironically their ranged weapons are BROKEN beyond belief. Hold that gun button and never let go and laugh. Should note that Rachel was heavily nerfed in Sigma2MC, her Hold-Y was insanely broken in the original and they changed it.
> chapter challenge
Weird mode because as you note, the scaling is unique. It's actually easier than Master Ninja in some points.
> grab damage
There's one grab by Zedonius which is just hilarious. It has numerous breaks during it so you can heal, and even with a Talisman and 3 grains you will die. The damage is hilarious haha.
> Ninja Race
Note that this mode is unique to Sigma2PLUS on the VITA, so people that have been playing Sigma 2 for the last decade didn't have access to this mode.
> Tag Missions
Ditto, this was originally the 'highlight' of NGS2 as it was a unique co-op mode online which was pretty novel. I know you mention it offhand near the end, but fuck me I was bummed that theyr emoved it. UN1 and UN2 were legendary at the time and super tense to do without glitches.
Some closing notes:
> The girls
Ironically their ranged weapons are BROKEN beyond belief. Hold that gun button and never let go and laugh. Should note that Rachel was heavily nerfed in Sigma2MC, her Hold-Y was insanely broken in the original and they changed it.
> chapter challenge
Weird mode because as you note, the scaling is unique. It's actually easier than Master Ninja in some points.
> grab damage
There's one grab by Zedonius which is just hilarious. It has numerous breaks during it so you can heal, and even with a Talisman and 3 grains you will die. The damage is hilarious haha.
> Ninja Race
Note that this mode is unique to Sigma2PLUS on the VITA, so people that have been playing Sigma 2 for the last decade didn't have access to this mode.
> Tag Missions
Ditto, this was originally the 'highlight' of NGS2 as it was a unique co-op mode online which was pretty novel. I know you mention it offhand near the end, but fuck me I was bummed that theyr emoved it. UN1 and UN2 were legendary at the time and super tense to do without glitches.
81 Re: Ninja Gaiden Sigma 2 - General discussion Tue Jun 04, 2024 11:06 pm
Hyperfist
A-Rank
>mostly a big stat-change
Pretty much. They could have also increased the enemies numbers a bit considering that in the endgame you have some decently populated fights. I'm sure the PS3 could have handled at least 5 Ninjas at once.
>their ranged weapons are BROKEN
I only found Rachel's gun to be powerful. Ayane's IS are cute but they also make enemies bounce around too much and the damage isn't stellar. With her I just spammed FS tbh. Momiji's Bow also didn't seem all that powerful. Dunno if it's a MC nerf or if they were better on the PS3.
>easier than Master Ninja in some points
I just found dumb how this replaces NG+ but without making you OP in the first few chapters. A CH1 Grey Ninja should not be able to survive an Underworld Drop, that's just dumb. Why not keep both?
>unique to Sigma2PLUS on the VITA
That so? How nice of TN to include it in the MC then. It's a cute mode, I might take a crack at it in the future.
>Tag Missions
Yeah they could have set up a couple of servers for it, but I find more egregious that they didn't include a solo version of those missions while also removing the best one from Vanilla. This was one of the things that they could have improved from Vanilla without issues, instead they replaced them without keeping the originals. What a shame.
Pretty much. They could have also increased the enemies numbers a bit considering that in the endgame you have some decently populated fights. I'm sure the PS3 could have handled at least 5 Ninjas at once.
>their ranged weapons are BROKEN
I only found Rachel's gun to be powerful. Ayane's IS are cute but they also make enemies bounce around too much and the damage isn't stellar. With her I just spammed FS tbh. Momiji's Bow also didn't seem all that powerful. Dunno if it's a MC nerf or if they were better on the PS3.
>easier than Master Ninja in some points
I just found dumb how this replaces NG+ but without making you OP in the first few chapters. A CH1 Grey Ninja should not be able to survive an Underworld Drop, that's just dumb. Why not keep both?
>unique to Sigma2PLUS on the VITA
That so? How nice of TN to include it in the MC then. It's a cute mode, I might take a crack at it in the future.
>Tag Missions
Yeah they could have set up a couple of servers for it, but I find more egregious that they didn't include a solo version of those missions while also removing the best one from Vanilla. This was one of the things that they could have improved from Vanilla without issues, instead they replaced them without keeping the originals. What a shame.
82 Re: Ninja Gaiden Sigma 2 - General discussion Wed Jun 05, 2024 9:13 am
Royta/Raeng
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> ranged weapons
They get a huge damage buff if you use manual-targetting. Momiji's Bow becomes a armorpiercing sniper rifle if used that way, and Ayane's IS can basically stunlock fights.
> Vita modes
It's super weird. Sigma 1 also has the Vita modes, but has the PS3 loading points and the PS3 DLC included but uses the Vita's models/textures (like the essence). While Sigma 2 has the Vita modes, but the PS3 gore . The vanilla games are superior, but they did a weird amount of effort in terms of offline content in this title. It's super wack.
They get a huge damage buff if you use manual-targetting. Momiji's Bow becomes a armorpiercing sniper rifle if used that way, and Ayane's IS can basically stunlock fights.
> Vita modes
It's super weird. Sigma 1 also has the Vita modes, but has the PS3 loading points and the PS3 DLC included but uses the Vita's models/textures (like the essence). While Sigma 2 has the Vita modes, but the PS3 gore . The vanilla games are superior, but they did a weird amount of effort in terms of offline content in this title. It's super wack.
83 Re: Ninja Gaiden Sigma 2 - General discussion Wed Jun 05, 2024 10:11 am
Omar73874928271728
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My first exposure to ninja gaiden 2 was the vita port of sigma 2, I still remember thinking the Buddha boss was the coolest thing ever.
84 Re: Ninja Gaiden Sigma 2 - General discussion Wed Jun 05, 2024 2:53 pm
Hyperfist
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>huge damage buff if you use manual-targetting
Noted. Does this also apply to Ryu in Ligma 2?
>the vanilla games are superior
Yeah I remember you saying that certain move properties were strange in the MC, wonder if they ever got patched. To be fair the only big oddity I encountered was that if you have an IS stuck inside you before using Flower Garland Drop with the Tonfa, the IS will explode after your iframes have ended (when this wasn't the case in Vanilla 2), but I don't know if that's a problem with MC or Ligma 2 in general.
Noted. Does this also apply to Ryu in Ligma 2?
>the vanilla games are superior
Yeah I remember you saying that certain move properties were strange in the MC, wonder if they ever got patched. To be fair the only big oddity I encountered was that if you have an IS stuck inside you before using Flower Garland Drop with the Tonfa, the IS will explode after your iframes have ended (when this wasn't the case in Vanilla 2), but I don't know if that's a problem with MC or Ligma 2 in general.
85 Re: Ninja Gaiden Sigma 2 - General discussion Wed Jun 05, 2024 9:51 pm
Royta/Raeng
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> Ryu's manual aim
Same, you get a massive damage bonus for doing aimed shots as opposed to auto-aimed. I don't know the specifics but it could easily be 3x modifier.
> attack changes
They fixed most of them. The biggest one was the tracking on the 360UT of the dragon sword, it just straight up didn't work for some reason but it was fixed.
Same, you get a massive damage bonus for doing aimed shots as opposed to auto-aimed. I don't know the specifics but it could easily be 3x modifier.
> attack changes
They fixed most of them. The biggest one was the tracking on the 360UT of the dragon sword, it just straight up didn't work for some reason but it was fixed.
86 Re: Ninja Gaiden Sigma 2 - General discussion Thu Jun 06, 2024 11:53 pm
Hyperfist
A-Rank
>massive damage bonus
Weird. Does this also work with Vanilla? UTs do the same damage regardless, that I know for sure.
>most of them
Glad to hear they patched them. Makes the version at least serviceable.
Weird. Does this also work with Vanilla? UTs do the same damage regardless, that I know for sure.
>most of them
Glad to hear they patched them. Makes the version at least serviceable.
87 Re: Ninja Gaiden Sigma 2 - General discussion Sun Jun 09, 2024 2:23 am
Royta/Raeng
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> projectiles
Not sure. I haven't really played much with projectiles in NG2 outside of shurikens/IS setups. I mostly just use the bow for shooting at annoying bats. If the start-up was a bit faster I might use its OLUT since it's a guaranteed delimb (and has a sick sfx).
Not sure. I haven't really played much with projectiles in NG2 outside of shurikens/IS setups. I mostly just use the bow for shooting at annoying bats. If the start-up was a bit faster I might use its OLUT since it's a guaranteed delimb (and has a sick sfx).
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