Difference between revisions of "Dogyuun/Strategy"
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Shortly after, the player will be attacked by the first '''mid-boss''' of the game. | Shortly after, the player will be attacked by the first '''mid-boss''' of the game. | ||
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This mid-boss starts its attack by shooting a [[Media:Dogyuun_Stage1_004.png|quick spread of bullets]], spawns [[File:Dogyuun_EN-002.gif]] from its side hatches, and [[Media:Dogyuun_Stage1_005.png|firing large missiles]] from its missile pods. | This mid-boss starts its attack by shooting a [[Media:Dogyuun_Stage1_004.png|quick spread of bullets]], spawns [[File:Dogyuun_EN-002.gif]] from its side hatches, and [[Media:Dogyuun_Stage1_005.png|firing large missiles]] from its missile pods. |
Revision as of 12:19, 12 June 2020
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Contents
Weapon Tiers
A Tier: Mega Shot (Blue)
- ( ~ ) When not shooting, it starts charging a sphere of energy in front of the ship, which deals damage to enemies at close range (needs more research)
- ( ~ ) This weapon can also be used to block the chest lasers from the Stage 2 boss, but requires use of sustained rapid fire
- ( + ) Best damage potential with rapid fire
- ( + ) Fantastic vertical coverage
- ( + ) Pairs great with Thruster sub-function due to a persistent hitbox when firing single-shot bursts, and the side lasers from the Thruster's options when rapid firing
- ( + ) Uniquely, this is the only weapon that is directly enhanced by equipping the Thruster sub-function!
- ( - ) Weak crowd control ability without a Thruster equipped
- ( - ) Limited horizontal range
- ( - ) Extremely difficult to use against some bosses (such as the Stage 5 boss)
- ( - ) Rapid fire must be sustained via button-mashing; not taking advantage of rapid fire reduces the overall damage of this weapon significantly
- (2P) When using the two-player super ship, this weapon becomes thicker and deals more damage; it becomes capable of tearing through even stronger enemies with ease
B Tier: Homing Fire (Red)
- ( ~ ) Homing ability prioritizes airborne enemies
- ( + ) Highly versatile weapon
- ( + ) Great damage with point-blanking + rapid fire, potentially rivaling Mega Shot in damage
- ( + ) Excellent crowd control
- ( + ) Sharp angled bullet movement gives the weapon good overall accuracy
- ( - ) Only two volleys can be on screen at once
- ( - ) Fairly slow bullet travel speed
- ( - ) Reckless rapid-fire can create problematic situations in zako rushes
- ( - ) In boss fights, when not point-blanking, volleys are more likely to home in on destructible parts instead of the base of the boss itself
- (2P) When using the two-player super ship, this weapon shoots volleys of four shots as a time
C Tier: Psycho Beam / Psychic Beam (Purple)
- ( ~ ) Homing ability prioritizes grounded enemies
- ( + ) Deals the most raw damage per shot
- ( + ) Large bullet trails that also deal damage (equivalent to raw shot damage? requires testing)
- ( + ) As a homing weapon, it allows you to position yourself in safe positions (extremely useful in most boss fights)
- ( - ) Only one volley can be on screen at once
- ( - ) Extremely weak point-blank weapon due to limited volleys
- ( - ) Bends and homes in wide arcs, making it difficult to hit enemies with when they are within certain ranges or positions on screen
- ( - ) Slow refire rate
- (2P) When using the two-player super ship, this weapon shoots volleys of four shots at a time
D Tier: V-Laser (Green)
- ( ~ ) This weapon is uniquely capable of repelling enemy lasers -- an example of this ability is against the Stage 2 boss, where sustained fire will prevent its chest lasers from hitting you
- ( + ) Persistent hitboxes by holding the Fire button
- ( + ) Pairs well with the Thruster, making it good for tearing down big groups of popcorn enemies
- ( + ) No bullet travel time -- press the button to instantly start dealing damage
- ( - ) Very low damage weapon
- ( - ) Huge blind spot in the center
- ( - ) Horrible to useless for point blanking
- ( - ) Severely underpowered in almost all boss encounters in the game
- ( - ) Awful earsore of a sound effect when firing the weapon
- (2P) When using the two-player super ship, this weapon shoots six bolts of lightning instead of two, and they fire from the sides of the ship as well as behind -- however, damage output does not seem to increase very much (if at all)
Basic Strategy
- An important part of routing in Dogyuun involves a combination of ship positioning and your weapon/function loadout. Experiment and find out what equipment will be best for every situation.
- Although the bomb sub-function is a one-time use, it deals tremendous amounts of damage, often enough to cause total boss part destruction on bosses, and instantly kill most mini-bosses in the game. It also provides a hefty amount of invincibility and deletes bullets from the screen. It can be good to keep one handy when you know the situation calls for it.
- You can still take advantage of both sub-functions with the super ship. Try tagging in a second player and fusing with their ship if you need the extra firepower. Remember that two-player also forgoes the use of checkpoints, making it a much less difficult 1cc (although I guess it's technically a 2cc?).
- Memorize the color order that the pods cycle through (red ▶ blue ▶ purple ▶ green). This order will always be the same.
- Weapon pods that are freshly opened will always open starting with the same color in all runs. This means that if you open up a weapon capsule, and it opens up as a green weapon, it will always open up as a green weapon in that particular area of the map on every run. You can take advantage of this to plan your equipment routes ahead of time.
Advanced Strats
(in progress)
Enemy Overview
Low-Class Enemies
Enemy | Description | Appearance |
---|---|---|
100pts
|
Basic zako.
Flies heading straight for the player while shooting a single bullet, also in trajectory of the player. Once it reaches a certain range of the player, it begins to fly away, towards the edges of the screen. |
Stage 1
|
100pts
|
Basic zako spawned by the mini-boss of the first stage.
They move down from the position they were spawned, and do not fire bullets. |
Stage 1
|
Mid-Boss Enemies
Enemy | Description | Appearance |
---|---|---|
The mid-boss of the first stage.
The elongated front piece, side hatches, and the armor atop the hatches are all destructible. This enemy attacks by firing missiles from its side hatch, volleys of spread bullets from its top eye, and releases green zako from its side hatches. |
Stage 1
| |
Example | Example | Example |
Individual Stage Breakdown
Stage 1
At the start of the first stage, many will start coming down at the player from the very top of the screen (about 20-30). They don't move very quickly and are not particularly aggressive. You can pretty easily move from the left of the screen to the right of the screen shooting the beam and not risk taking damage.
This is also a good opportunity for the player to tractor-beam one of the to begin earning the passive +10pts every 10 frames bonus from smaller captured objects.
You can set up a fairly consistent enemy grab at the start of the stage by moving towards the bottom left of the screen until the first two zako spawn, luring the one on the right as close to the bottom of the screen as possible, then fly towards it with the tractor beam deployed and grab it.
A weapon capsule appears at the end of the zako rush; blow it open to collect a Bomb sub-function.
Shortly after, the player will be attacked by the first mid-boss of the game.
This mid-boss starts its attack by shooting a quick spread of bullets, spawns from its side hatches, and firing large missiles from its missile pods.
The front "nose" of the ship can be destroyed, as well as the green armor protecting the zako hatches and the zako hatches themselves (see here). Each individual piece of the boss is worth 1000pts when destroyed. If you want to shoot this boss down quickly, you can use the Bomb that you collected a moment ago. The Bomb is so massively powerful that it will destroy them nearly instantly.
If the mini-boss is destroyed quick enough, an additional wave of will begin spawning, as well as a weapon capsule on the left side of the screen, containing a Thruster sub-function. This is the earliest point of the game that the player can collect a Thruster. A second mini-boss will then spawn shortly after.
If you held onto the first Bomb that you collected during the first mini-boss fight, you can let the Thruster pickup stay on screen until the second mini-boss appears. Once it appears, you can fire off the Bomb (which will likely destroy the boss) and then collect the Thruster immediately after. This "bomb-and-switch" technique is very useful, as it allows you to use the massive power of the Bomb without being left without a sub-function, so make a note of it; you will be seeing this trick come into use many times over the course of the game.
Stage 2
(in progress)
Stage 3
(in progress)
Stage 4
(in progress)
Stage 5
(in progress)
Stage 6
(in progress)
Stage 7
(in progress)
Stage 8
(in progress)
Stage 9
(in progress)
Stage 10
(in progress)