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This is an effective combo that can be used relatively early in the game. Use bombs and pods to trap the foe, then use the Thunderbolt Gun to hit, and use your physical attack while the enemy is stunned. Use bombs on the enemy or shoot again if the enemy is too far away for a physical attack.
A powerful combo that can take down even the toughest opponents when used correctly. Use bombs to box enemies in, then use great ground speed or quick and unpredictable air dashes to get close enough to use the stun gun. Hit with the stun gun, then use your physical attack. Once the enemy is down, use a combination of more stun gun shots, physical attacks, and wall pods to dole out the damage.
A combo that is very effective against enemies who move quickly, or attack at close range. The most important thing about this strategy is to not let your opponent get too close to you. or better yet, let them get close, then wail on them with the wall pod. use the wall bomb to halt advances and as an offensive weapon (move the bomb target to near or in front of your enemy), and use your gun any time you see fit.
A combo that sets traps and deals good damage if it works. Fly around with the lightning sky air dash, while shooting eagle shots. Normally, this would cause you to need a quick cool down from the gun, but since you are flying, you don't have to. Set up several eagles, then trap or stun your enemy with bombs and pods, and let the eagles do the rest. Don't forget that you can air dash twice with the plus one legs.
A reliable combo that is nice when you have to keep your distance from your enemies. It is also very flexible. Deploy pods and use bombs to freeze enemies or launch them into vulnerable positions, then open fire. You can also attack from the air, which works well most of the time. When using the Homing Star Gun, remember that in the air it spreads and is effective against horizontal moving enemies. The ground shot is better against jumping enemies and it deals more damage, so use when enemies are stunned.
A super powered illegal combo that cannot be used until late in the game. The Deva Bomb is what this rotates around. It's high damage and giant blast radius make it deadly. Run up to your enemies (trap them with pods if necessary) and stun them with Laser Ripples. The Laser Ripple Gun has a very long stun time, so use that time to fire a bomb on top of your enemy, then run away! this will deal good damage. if you want, you can also shoot the bomb, then keep your enemy stunned within the blast radius instead.
The Phantom Legs add a lot of speed to the Ray Mk II. Get close to your opponent and fire 2 Laser Ripple shots. Then be just on robo width away from them at the most and use the deva bomb. The person will still be stunned, so it will hit. When the bomb is touching their head but has not detonated (it happens in a split second and requires strict timing or you will get downed) use your charge at the opponent. The Ray Mk II has a sliding charge and cannot be damaged while charging, and the charge is very fast. You will charge the opponent and hit them with the Deva Bomb at the same time, doing tons of damage. This will get you anywhere from a 340 combo up to the low 500's depending on who your facing and how you attack them when they are down.
A great combo for high damage. Use bombs and pods to trap or lure your foes to you, or just rush them, then let them have it with the Knuckle Gun. You can usually hit twice on the ground before jumping for a last hit.
A modified version of the final boss, Hadron. The Hadron Gun is slow and has horrid recoil when used normally (don't let this stop you from doing it every once in a while, it's power makes up for it) but while continuous airdashing, this powerful gun has no delay or recoil. Use bombs and pods to trap and stun enemies, then fly in for a powerful midair triple knuckle shot with the Hadron Gun. the gun will knock enemies upwards slowly, so follow it up with more shots. don't forget that the AIRS can do two airdashes on it's own, and the Phantom Legs add another. use double and triple airdashes to turn sharply and hit your enemies repeatedly.
The legal Snipe. Its strategy is simple: get yourself at the other side of the arena, bombard, and when in IMPACT state, shoot Halo at the good distance. The pod permit you to improve distance beetwin you and your opponent. The boosters make you dodge more easily the opponent fire. NOTE: don't use it against short-range combinations (e.g: Strike Vanisher with Nova or full AIRS, even if getting over is slightly possible). The plus: it is legal.
This strategy is fairly simple, and is best off with AIRS, due to it giving extra power to the nearly unavoidable 3-Way Gun. What you want to do is fire 3-Way Gun when he is trapped with the pod. If you hit him once with 3-Way Gun, it is over, he should be stunned long enough for you to down him, and finish him with the bomb. If you're close enough, go with melee to do easy amount of 310ish damage. Stay sharp. Remember you have two airdashes to use, use one for attacking, and use one for evading the target.