FIGHT KNIGHT

FIGHT KNIGHT

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Round 2 (NG+) kicking your butt? Try these tips (obvious spoilers)
由 Mellowbusiness 制作
Intro
So for anyone who has already beaten the game, but felt that Fight Knight wasn't challenge enough NG+ is pretty much the Hard Mode, and it's much harder than round 1. Combinations of enemies make some encounters absolutely brutal. Some tactics that worked against enemies just don't anymore (shield skellys now catch their shields, torch enemies now leave a trail of fire adjacent to them, gridiron gladiators catch the ball when you knock it back towards them,) and bosses are souped up. Fortunately, there are methods to make the second journey easier. Everything earned in Round 1 (minus the crests found on Floor 5) carries over for Round 2 so make sure you collect every armor, potion, recipe and the Nightwatch emblem before starting Round 2

   
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Glyphs
Glyphs:
Glyphs are unlocked in Round 2. Where you would collect armor pieces, potions, and miscellaneous items, you now instead acquire glyph coins, which you can exchange to a new NPC in your hub area. Glyphs take up the potion slot, but are additive so you can stack multiple glyphs to gain things such as more health, more special meter, more speed, etc. It's best to use glyphs to make up for certain downsides of armors, so for example if you use the Leather Manhandler armor (punk), you'd want speed glyphs so you can move and charge your attack faster. It's best to have at least two glyphs as only having one makes for little changes. If you return any glyphs to the NPC, you get a refund in points so there is no danger in accidentally buying a glyph you don't want.

An extremely important detail to know is that with the Stalwart glyphs, they increase your resistants to knockback/knockdown, but the game doesn't tell you that if you don't get knocked down you won't be KO'd no matter how little health you have. This can be extremely useful during some fights as it can make you immune to death if you have enough glyphs stacked.

Useful Potions
Shield Potion, Time potions, and Revive potions:
Shield potions and time potions will be your best friends. Shield potion lets you ignore all overworld encounters except for the mandatory ones. Time potions make those mandatory fights way easier to manage. Keep at least one on hand of each at all times. Revive potions in mandatory fights are self explanatory. They revive you. But in "random encounters", they actually get you out of the fight if you are KO'd which is a pretty interesting mechanic. Revive potions are always handy to have.




Special Moves
Stooge Maneuver, Flying Divider, and Screaming Scallion
Special moves that had seldom usage in Round 1 are lifesavers in Round 2.
Flying Divider lets you charge though and get to the backline, and with how some encouters are, you want to kill the backline first.

Stooge Maneuver is a Three Stooges reference, but also an instant kill on any non-boss enemy if they have eyes, AND their eyes aren't being protected by headwear. For example, it will instakill the Dullahan if it happens to grab the eye of the cyclops enemy, but it won't instakill the hockey samurai despite them haivng eyes, because their guardmask protects their face. Especially useful against the new King Gizzard enemy that is very strong, very tanky, and always spawns in the backline.

Screamin scallion has a chance to scare enemies away, but they won't drop their loot.
You don't want all of these abilites at once, but it's highly recommended to have at least one of them when playing Round 2

Bosses
Bosses:
Skellotaur:
Changes: Spawns two minitaurs to fight alongside when in the 2nd phase.
Recommended specials: Kongo Wollop, 100-Inch Punch, Clock Knocker, Star-eyed Special
The minitaurs are much faster and stronger than the Skellotaur. So when they spawn, it's best to focus on them. Their moves are hard to parry, but parrying grants special meter. Use your specials to dispatch of the minitaurs safely, and then finish off the Skellotaur

King Casket:
Changes: Snake enemies respawn faster; extra snake on the field; projectiles are slime variant; sometimes a King Gizzard spawns halfway through the first phase
Recommended specials: 100-inch punch, flying divider, stooge maneuver, star-eyed special
Not only will the snakes respawn faster, but they're also more aggressive too. Both fortunately and unforunately, King Casket is very passive in his first phase so he likes to hide in the back. Use the flying divider when you get enough special bar to get close and beat the crud outta him. The snake projectiles are "slimy" so it's best to dodge them.
Can get very hectic when King Casket is also attacking in the second phase and when the King Gizzard spawns. Be very aggressive in the first phase until the King Gizzard spawns and then focus your attention on it. Play defensive on the second as this is whn King Gasket himself is aggressive. When Casket does that charging attack, that's ample time to land a special move. 2nd phase is easier as long as the King Gizzard is out of the way as you'll have more opportunities to damage Casket

Punk Croc
Changes: Faster attacks, and also fires projectiles when doing that swipe-swipe-chomp attack.
Recommended specials: star-eyed special, clock knocker, 100-inch punch
Punk Croc is much more aggressive during this fight, and the constant barrage of attacks means you're not going to have many chances to attack, so try to make them count. Other than that, it's mostly the same as the Round 1 fight.

Undefeated Prince
Changes: Afterimages stick around and must be parried/hit; Has a desperation move where a ton of clones attack
Recommended specials: 100-inch punch, star-eyed special, sonic slicer
Undefeated Prince is mostly the same, but his afterimages linger around and if they aren't taken care of, they can easily overwhelm you. Dodge often, parry the easy moves, and use specials to create breathing room. The desperation move can be crazy, so save up one meter for that moment.


The Butcher
Change: None (from what I can tell). Maybe more health?
Recommended specials: 100-inch punch, star-eyed special
As far As I see, The Butcher is the same fight as Round 1, so that makes it the easiest fight of Round 2. Anything you did for Round 1 works just the same. Dodge/Parry the hammer arm strikes, parry the charge move, attack when necessary.

The Archive and Puppet Knight:
Changes: (The Archive) More fake outs; faster attack speed; has the NG+ changes of any enemies it spawns; The Archive recovers a portion of damage dealt (usually damage that is parried).
(Puppet Knight): Fight two PKs at the same time.
Recommended specials: (The Archive) 100-inch punch, star-eyed special, stooge maneuver
(Puppet Knight) None. PK is immune to all special moves.
The Archive is arguably the hardest fight of Round 2 if you try to do it "normally", and I spent more time on it than all other bosses combined. The hard tells, high damage, health recovery, and little opportunity to counter attack means this boss more comes down to luck than skill. The general increase in speed for NG+ makes it so that you'll have a hard time landing damage as well as dodging it.

The most reliable method I found of defeating it is with the Time Potions. Time slows down enough so that the fight becomes manageable and you can actually get a few hits in when you dodge/parry, but using time potions mean you have less slots for glyphs so there is a trade off.

If you don't want to or don't have the time potions, the next best method is wihh special menu exploits. When choosing a special move, time slows down for you, but not for The Archive. This means you can actually avoid entire portions of enemies if you find them too troublesome. You'll also want to use a special move not when an enemy is on screen as they'll disappear before you land it, but when they are in the process of spawning. I use the 100-inch punch at all times because sometimes The Archive likes to spawn waves of enemies even if it is for a few seconds, and using the 100-inch punch deals massive damage.
Spam that back key, parry every move you can, and exploit that special menu. Eventually you'll beat the archive.

The Puppet Knights aren't nearly as difficult as The Archive, but since there are two of them at once, and each have their separate health bar, there's a high chance you'll be worn down before you reach them. Utilize dodging, parrying to force them to uppercut so you can safely land retaliation hits, and be patient with side punches, uppercuts, and overheads. In most cases, one will follow directly behind the other so you'll mostly be fighting one at a time. Time potions can also be useful for this fight, but shouldn't be needed if you exploit them enough to use uppercuts.

Prince of the Tower:
Changes: Some extra repetitions in a few moves. Spawn two armored shield skellys in the second phase.
Recommended specials: 100-inch punch, star-eyed special, clock knocker
For the most part Prince of the Tower is the same as Round 1. There are some slight differences in the first phrase but not enough to change tactics for Round 2. When the Armored skellys spawn, immediately hit one with 100-inch punch. Focus on the Skellys and get rid of them. Then just handle the Prince like you did in Round 1
6 条留言
Stoopid cat 3 月 1 日 上午 6:27 
Let me save you a couple minutes: The wining move, is not to play
(seriusly, round 2 is just f ing misserable)
waypast 2022 年 7 月 28 日 下午 10:10 
One extra thing that maaaay be a bit desperate but works fine is reducing combat speed in the accessibility options, letting it at 90% has made encounters much more manageable, specially with some mach speed encounters like bone defender and some encounters where every enemy just gets... super fast for no clear reason. Yeeah I figure time potion is supposedly for that but I feel I get way more mileage before returning to town to save this way, plus it's an extra potion slot.
Mellowbusiness  [作者] 2022 年 2 月 4 日 上午 9:27 
There are a few mandatory fights that Screaming Scallion can come in handy (namely floor 4 when you have to do those many fights for the gladiators). The first Nightwatch fight isn't mandatory, but it's one prerequisite to unlock the cannon and that fight on NG+ can be very brutal due to the summoners. But you can use either Screaming Scallion or Flying Divider in that fight to make it much more managable.

I had a feeling that Stalwart stacking wasn't working as intended, so I only mention it in that specific segment and didn't bother to mention it for bosses.It's something more apparent in Round 3 and above, and even then many enemies start getting buffs like the Tough(?) buff that just knocks you down no matter how many Stalwart glyphs you stack.

You definitely make a good point about the revive potions. I'll add that into the guide.
mayonaise 2022 年 2 月 1 日 下午 10:16 
Stacking stalwart glyphs literally makes you invincible, dev has said it isn't supposed to work like that. If you really need to use it to cheese a boss then sure, but you won't get better doing it.

Revive potions should be included, they're my go-to outside of specific setups for bosses. Not skipping fights lets you try out stuff and make sure you're good enough to actually play R2+, and if you die it just ends the fight and you can go on your way or leg it for the exit.

I don't consider scallion a good move (unless it was a bug that made it not work a bunch), especially since you say you use defence potions to ignore fights. I exclusively use star-eyed as my damage spec simply because it's just too good not to use. Flying Divider is a requirement for groups that have summoners or a bunch of projectile spammers in the back.
mayonaise 2022 年 2 月 1 日 下午 10:15 
-My strat with Casket is to kill snakes and walk forwards, give them no space to spawn. King Gizzard isn't a guranteed spawn, it accidentally gets spawned sometimes and the dev said it's funny and he'll probably leave it.
-You can't reflect Punk Croc's projectiles, they'll always just slime you.
-Pretty sure butchered gets faster each round, the healing is when you don't damage it enough I think, archive also does it.
-Maybe it's only R3+ but uppercuts don't work against Puppet Knight, the one in the back ends up hitting you with various attacks. My go to was Punk Gauntlets, All you do is hold the charge while dodging, and then get a free massive hit in.
Captain Norrec 2022 年 1 月 28 日 上午 12:50 
Certainly did a good job of covering all of the changes, although from personal experience, it feels like the Butchered (and by extension, the Butcher) seem to recover a bit of health every time they do that blood vomit attack (might mainly just be if it hits, but I'm not certain), which makes it damn tedious to take them down if playing a purely defensive playstyle, but at least they aren't much beefier otherwise.I could be wrong though, but that's just what I vividly recall, as the only way I beat it was through chugging multiple time potions and going totally ham with a lot of extra damage glyphs.