1.0 IntroductionThis guide is written to give players an introduction to Dodonpachi Daifukkatsu 1.5. It is currently a work in progress
1.1 Differences from 1.0+Addition of B-type, Green Helicopter.
+Max score counter increased by two digits.
1.2 Ship Types
A-Type Do-NX-SF-25B Struggle Fighter "Deltasword"
+ Slightly more powerful laser/shot
+ Highest mobility of the ships
+ Chain rises quickest of the three when canceling bullets
- Short shot width requires intricate pattern building
- Short shot width and options placed on top of the craft means that bullet canceling demands a distinct strategy from the other two ship types: slowly moving away from bullets streams. Normal shot for Power style will require the player to move quite deliberately to avoid getting caught by bullet streams.
- Boost shot in Power mode does a little better but you can still get nailed by shots from the side.
B-Type Do-NX-AH-16B Assault Helicopter "Biaxe"
+Power and movement are both medium.
+Is pretty easy to learn chains with.
+Options on the side means it will be able to cancel bullets in Power style Normal mode up to hyper rank 2 with no real worries.
- Shot moves according to your movement and although two streams of bullets remain straight forward, the shift of the other two can mess up chain timing. This is especially true on Stage 4.
C-Type Do-NX-FB-72D Fighting Bomber "Spearhead"
+ Wide and constant shot makes chaining easier than the other modes.
+ Like B-type, can cancel bullets in Power Style Normal mode with no problems up to hyper rank 2.
+ C-type has the current highest score in DFK much to its wide shot which hits enemies otherwise unreachable by other ship types.
- Slow movement, which can lead to chain dropping if you do not move fast enough.
- Slowest chain increase while bullet canceling.
2.0 Modes2.1 Bomb Mode・Auto-bomb= when you are hit and you have a bomb item remaining, the bomb item will be used.
・Duration of the bomb will be much shorter than a bomb that you choose to use (i.e. hitting B).
・For high-scoring runs, bomb mode will require the player to make use of the "aura" technique by pressing the body of their craft up against enemies to jack up the hyper meter. Otherwise the hyper meter fills very slowly and the player may find themselves in tight spots and/or with very low chain numbers.
A: Shot (hold for laser)
B: Bomb
C: Autofire
D: Hyper
*Buttons C&D are interchangeable and can be adjusted to your play style across all modes.
2.2 Power Mode・Power mode gives the player two shot types: normal and boost. Boost dealing more damage to enemies, it also fills up the player's hyper meter while canceling bullets in hyper mode.
・For this reason, Power Mode players will be able to fill their hyper meters quicker than any other mode, leading to higher chains early on which greatly increases the overall counter.
・However, Power players are not going to be able to run through the game canceling bullets around them with boost mode and expect the chain to be maintained. Due to the way hyper ranks increase, the effective length of the hyper shot shortens with every level, leading to inevitable chain breaks if hypers are used too much.
A: Shot (hold for laser)
B: Shot change (Normal/Boost)
C: Autofire
D: Hyper
2.3 Strong Mode・Strong mode has higher power in shot and laser and is very easy to get a 1-all with. A 2-all is also not too challenging with this mode.
・However, Strong mode does not have Power's ability to cancel bullets for hyper meter and tends to kill enemies much quicker, meaning that scoring runs in Strong will need tricks to keep the chain intact and the hyper meter full.
・Auto-bomb= when you are hit and you have a bomb item remaining, the bomb item will be used.
・Duration of the bomb will be much shorter than a bomb that you choose to use (i.e. hitting B).
A: Shot (hold for laser)
B: Bomb
C: Autofire
D: Hyper
3.0 ChainingChaining in DFK is essentially similar to the other Dodonpachi games in that you have to destroy enemies within a certain amount of time to continue moving the counter up. This amount of time is governed by the combo gauge.
Things that maintain your chain/keep your combo gauge alive:
1. Destroying enemies.
2. Activating hyper.
3. Destroying bullets/obtaining airborne star point items.
4. Training your laser on enemies
5. Obtaining bee items.
Be aware that DFK's chaining system is a bit more lenient than previous games in the series. One thing makes it easier to chain is that killing multiple enemies at once will cause your combo gauge to decrease slower than killing them one at a time. DFK also projects enemy hit boxes onto the top of the screen, so if you think your chain is about to cut out you can hit laser and often your laser will catch on an off-screen, still invulnerable enemy.
Please see the scoring system section to understand how combos translate into points in DFK.
4.0 Hyper RankHyper ranks raises with each hyper you use in DFK, and if it gets too high, it can be deadly to either yourself or your chain. Stages 4 and 5 are especially difficult to full chain if a player raises the hyper rank too quickly.
The game starts at rank 0. As the rank raises:
・Destruction/Cancellation durability of bullets increases ・More danger lasers appear
・Speed of bullets increase ・In second loop, number of suicide bullets increase.
・For BOOST mode in Power style, the green area of your shot will decrease.
This is a somewhat unnoticed feature of hypers in this game, but there is actually a red and green component to your shot. The green area is close to your craft, and will destroy enemy bullets and produce star items (keep your chain intact). However if you're canceling bullets in the red area, star items will not appear and your chain will be much more vulnerable.
Power style players must absolutely keep the above in mind.
4.1 Hyper Rules According to Loop
1st loop: the hyper rank is reset every stage. Hyper rank drops 1 when you die.
2nd loop: (Tsuujou) Rank from the last stage divided by 2.
(Ura) Rank from last stage -1
When a bomb is used, rank -1
If you die, -1
5.0 Scoring SystemUnlike Daioujou, bee items in Daifukkatsu are nearly worthless. Almost all of the points in a serious scoring run will come from building the combo throughout the stage. A multiplier is put into effect for every enemy that you kill depending on the numerical value of your chain.
Multiplier:
0-499 x1
500-999 x2
1000-2999 x3
3000-4999 x4
5000-6999 x5
7000-9999 x6
10000 and up x7
This multiplier ONLY takes effect when your hyper gauge is full, which means effectively that DFK requires a scoring strategy of building a big chain in the early part of the level via hypers and then no-hyper chaining from an advantageous point to maximize points.
Below your hyper gauge, you will notice a "+ value" in a box. I will call this your accumulative counter. Every time you destroy an enemy, its value is multiplied by the multiplier and not only enters your overall points, but also your accumulative counter.
Here's an example, if you destroy the first medium sized enemy in stage 2 after accumulating 1000 on the counter (and with a full hyper counter), the value of that enemy (Reiun), 353,200, is multiplied by 3 (approx. 1 mil points). Since this enters your accumulative counter, EVERY enemy you kill afterwords will have this value applied to them. Thus it is absolutely vital to build up the highest chain number you can before killing mid-sized enemies throughout the levels.
On stage 2, this is for instance the difference between 10 billion and 15 billion before the boss, in stage 3 the difference is already 30 billion or so.
Given that hyper rank is constantly raising the more you use hypers, you will want to plan out a smart strategy for each level which will require to use a minimum of hypers, otherwise you may find your chain cutting out and/or getting killed by bullets you can't destroy anymore.
6.0 Extends1,000,000,000
10,000,000,000 and a 1UP hidden in the following installation on stage 3. Easy to get, just don't bomb.
7.0 Bee Item Locations(Thanks Erzane)
Normal Route
http://www.geocities.co.jp/Playtown-Knight/1496/hatiomote.htmlUra Boss Route
http://www.geocities.co.jp/Playtown-Knight/1496/hatiura.htmlBees come in three types, and any type will boost up your combo meter, which means that you can substitute picking up a bee for destroying an enemy in a pattern. In stage 5 for instance this is critical to maintaining the chain after the first popcorn rush.
7.1 Bee TypesGreen: Fills up hyper meter by about 1/4.
Gold: Worth points multiplied by how many gold bees you picked up in a level. Worth shit in the overall point total so hardly worth stressing over.
White: Hyper meter and points.
8.0 Second Loop ConditionsTsujou 2nd Loop
Fulfill one of: Collect 35 bee items, or clear the game having lost only one life or used only 2 bombs.
Ura 2nd Loop
Collect all 45 bee items and clear the game having lost only one life and used 2 bombs or less.
9.0 Random Tips1. Good players will often bring their hyper rank from the previous level into the next level. Why is this done?
First, rank 5 will produce much more bullets to cancel and increase the player's initial chain value. Second, "smuggling" a hyper can reduce the total amount of hypers you need to use per level by 1. After your rank 5 hyper ends, hyper rank will be reset to 0 (in the first loop). If you are finding a part where you are having trouble canceling bullets, you may want to consider bringing your hyper in from the last stage.
Using this technique is basically essential for stage 3, I in fact had a hell of a time with stage 3 until I started bringing my hyper in from stage 2. Mainly this is because of the need to efficiently cancel the bullets of the mid-boss.
I also recommend this technique on stage 4.
2. "Smuggling" a hyper can be used to boost up your chain to 5000 in the first 10 seconds of stage 3 if you cancel the bullets of the red helicopters with a rank 5 hyper and then laser cancel the resultant Danger! lasers.
That's it for now.