if you want a good combo and have no sense of honor, do the following - 1. equip Durga on your hands and feet 2. on the other set, equip Lt. Col. Kilgore on your feet and whatever weapon you like in your hands. i reccomend another Durga, making the combo longer 3. press YYYYB (Xbox) while using the double Durga set. 4. as you press B to start kicking, press Lt as you start kicking to switch to the other set 5. mash B The result is that instead of the combo stopping like normal, the game fires off Lt. Col. Kilgore way faster than it's supposed to by using Durga's rapid kick combo instead of something Kilgore should do. The rockets fire off mostly forwards with a few going in other directions, followed by (assuming you've got Durga in the seconds set hands) a rapid claw attack. Due to Kilgore not supposed to be able do to this, you'll inflict massive damage and gain massive combo points, but because this is an exploit and not an intentional thing, it's considered a cheat by many. but the results don't lie - for even more combo points wear the Gaze of Despair.
IMO Pures are definitely easier in Bayonetta 2 with the revamped combo scoring. Bayo 1 just feels a lot harder as a whole. Thanks for this explanation!
@@GreenEyedDazzler I have to agree. I’ve been playing both of the Bayonetta games for years now, and I can never get the same Pure Platinum-satisfaction from Bayonetta 2 in the same way I do with the original because I have to deal as much damage as possible within small timeframes (usually with Umbran Climax, which feels very forced, especially because Witch Time got nerfed and because of the enemy design). It’s such a shame that the second game’s ranking system prioritizes efficiency over style, as it’s (probably) the biggest factor in why the game’s fan base is so divided in regards to gameplay. I really do hope that the ranking system of Bayonetta 3 is closer to, if not exactly like, the original game’s, but I’m honestly fine with anything as long as it isn’t impossibly difficult.
@@januarychild6764 Lol I keep seeing people saying that Bayo 2 is better than Bayo 1 But I also see alot of people saying Bayo 1 is better To be honest Bayo 2 looks alot more fun with the umbran climax, but It also seems less rewarding. Like the umbran climax looks broken as hell, and not very skillfull. But it looks really fun and cool lol I havent played Bayo 2 btw, but I feel like Bayo 1 is the better game due to gameplay.
@@januarychild6764 honestly I like both games equally. I also get the same satisfaction getting platinum medals on both games it always feels like an activement even with the easier system. Eh, I stink at both games anyway so that's probably why I dont prefer one over the other. XD
This is great, I've waited almost 5 years for a concrete explanation of how this game actually works. I really wish they would have taken the time in game to explain at least a quarter of the whole system in the beginning of the game. Thanks for this.
That would had been detrimental for the whole experience, it should had been explained in one of the optional books to reward curious players and even so I would had left some details hidden. One of the best things in games is when your player discovers all those obscure mechanics!
@@zappandy Depends on the player. I absolutely suck shit at discovering the actual mechanics of games like these and coming across them myself is not a rewarding moment at all to me compared to actually using them, so these explanation videos are the only reason I can learn to play and properly enjoy Platinum games and DMC games and the like.
I can't believe how hard it is to find good explanation videos of this game here. RU-vid doesn't seem to want to help either. It took quite a bit of time for me to stumble upon this video. Thank you for this. However, what I was really looking for was an in-depth weapon guide/review of all the available weapons. I could try them all out myself as I unlock them but I kinda want to learn the obscure stuff first this time because that eludes me every time in every game. I didn't find out about jump cancelling in DMC 3 for a long time after I beat it on very hard (barely) and was getting destroyed on the final stage in DMD mode. I already found out about Dodge-offset in Bayonetta thanks to RU-vid but I'd like to know more about the combat mechanics of this game.
For people who are really struggling, learn to Dodge Offset Pulley's Butterfly and maintain your magic bar. You'll have more room for error once you find some time to set them up again. Just watch out when using it near enemies you can Torture Attack or you could lose a lot of magic. Also don't be too afraid to Long-Taunt when you're running low on magic, it does wonders in a pinch.
Just tested this, putting it here for future reference: The handguns don't have Wicked Weaves, but any hit that would normally cause a Wicked Weave (punch kick punch combo, Tetsuzanko, etc) will reset the score reduction penalty if it hits an enemy.
Just started the game and I replay old levels so much to learn how to play. There’s lots of options on how to play the game, at first I only liked the guns but now ice skates and sword is my go to, learning hit a lot is hard, keeping the combos looks so cool when mastered tho
I did PP with Bayonetta and Jeanee back when playing the ps3 version, the no witch time alfheims are a total nightmare playing with Jeanee. Also it is ok to get damaged in a chapter and still get PP for the chapter results. You can fall and get burned by lava, just not when you are in a verse.
Great video! Not letting your combo break really is the crux of it all. My main gripe with how getting pure platinums work is with each and every verse being balanced individually for a suitable time and combo, but the information isn't given to the player, so it's kind of a guessing game whether you'll meet the requirements or not. So you might get a regular platinum because the combo requirement was higher than you thought and you have to start all over because the game autosaved already or whatever. It would've been such an easy fix to just have some kind of meter or other UI element that shows if you got have enough combo points and a good time rank. Sadly it doesn't seem like they addressed this in the sequel, though I might be wrong about that. I agree that most people don't really care how the combo modifier builds up but maybe you could've put a link in the description or something for those who are interested about it? Are you liking the demo? Does it feel like they improved on the first one or does it feel mostly the same? I heard some troubling rumors that item usage is no longer penalized and you could get a pure platinum rank for the chapter even if you spammed yellow lollipops, can you confirm if that's true?
The item usage is indeed true. Although the demo doesn't have yellow lollipops available, if you use a Red Hot Shot there is no penalty in the results screen. The only way you can get anything in the Used Items section is to use a continue. I don't consider it too much of an issue, because The Wonderful 101 did the same thing, but also had certain items that would affect your score, and that game was hard as balls. From what I've seen, Bayo 2 is an item usage free for all, you could definitely abuse this to get easy Pure Platinums on harder difficulties. Large yellow lollipop, large purple lollipop, Pure Platinum.Overall the demo is a good showing of what Bayonetta is like, so from that perspective, I'll be happy to hear if this game sells well because it's reaching and attracting a new audience. The combat is mostly the same, with a new set of combos to memorise. Some combos from the first game return, but generally Wicked Weaves feel a lot slower to come out. The cooldown period between combos seems a bit longer, as well. It's also completely nerfed the aerial bullet climax for feet :(I'm am almost 100% certain they removed Taunt Offset, which is a little annoying. Having the taunt mapped to the d-pad is generally Not a Nice Thing either.Other changes:- The way you earn magic has been changed. In the first game, enraged enemies were like magic dispensers, but in the sequel this barely seems to have any effect. Also, you do not earn magic by dodging in the same way that you did in the first game. You will get one orb of magic for every second attack you dodge. I can't verify because it's not unlocked in the demo, but it's the same for Bat Within - you only earn magic for every second attack you dodge, and if you happen to dodge the second attack using Bat Within, you'll get two orbs of magic. Ultimately they've massively reduced your magic earning capabilities, which is interesting given the higher emphasis of magic use in the sequel.- Taunting has been changed so that it affects more than one enemy at a time. Also, you don't earn as much magic from a long taunt in this game, it's only two orbs as opposed to four.- I dislike that they've removed some of the combat system from the first game for the sequel. The biggest change is Score Reduction Penalty. In the sequel, it's still there in some fashion but is barely worth mentioning. (as in, it will only halve the value of your attacks and can be reset if you switch weapon sets)- This is just purely my experience of the game and I may be wrong here, but the audio cues for attacks from the basic angels are very quiet. Like, 'can not hear unless I turn off the music' quiet, and even then it's hard to hear. Also, not all on screen attacks are telegraphed with a flash, which is one thing the first game did consistently.- Umbran Climax. Cool, but is very visually busy, so much so that it can obscure your view of the field. Which isn't good, because enemies can still react if you're using it. You can turn it off mid-combo, and if you're using one of the barrage combos, you can actually turn it off just as the barrage starts and save magic (but still get the Infernal finisher). It's pretty much required to be able to get good scores because the time requirements are much stricter in this game. Mechanics-wise, you regain health when you use it, so even if it's not just an automatic win button, it'll help.- Wicked Weave launchers act differently depending on the enemy. You'd think the bigger centaurs could still be launched by these but that doesn't seem to be the case. Outside of the centaurs, it's hard to say, but overall it looks like WW uppercut behaviour is inconsistent.- The length of Witch Time has been changed. I'll have to make some recordings and check over it, but all I can say for sure at this stage is that dodging certain attacks will give you longer Witch Time and others will just give you enough time to react from the dodge. This has been changed from the first where the amount of Witch Time was consistent regardless of the attack dodged. Overall, it confirms what I thought in that it's a much more visually polished game than the original, but it's still mostly the same. It's still fun as hell to play, but there's been a lot of tinkering in the engine which I don't like. I was really hoping they'd build on top of the stellar system from the first game and add in something new to master (similar to dodge offset) for experienced players, but my impression from the demo is that this game doesn't offer anything new to me. The fact that they've removed things that worked well in the original for what seems to be no good reason is baffling. There's a whole lot more I have to say about the game, but it's technically spoilers so I won't say until the time comes.
yoshesqueSA Thanks for fucking up formatting, youtube. In regards to multiplier, I don't have everything on me to be able to do a write up on it, but once I'm able to I'll link it in the description.
yoshesqueSA Right, thanks for the info! Some of those changes do sound a bit troubling. Why change or indeed remove mechanics that worked well in the first place? Dodge Offset is my favorite aspect of Bayonetta and I too hoped the sequel would have introduced something similarly advanced. I'm sure it's still a fun game, though.
yoshesqueSA Another informative video as ever, yoshesque, always great to see such a good player dishing out advice. Now this is going might be a bit long winded (and I hope the formatting doesn't mess up for me either), but I think I have explanations as to why the changes to the mechanics in Bayonetta 2 have been done, especially the alterations to Score Reduction Penalty and magic gain. If the saying of "If it ain't broke, don't fix it" applies to Platinum's approach to Bayonetta 2 of tweaking rather than adding drastic new systems, it's a good question to ask as to why some things have been removed or altered in this way. SPOILERS for gameplay below, not story. This is going to be long! Looking at footage of the game from playthroughs, especially the harder difficulties and the new version of Infinite Climax that still includes the use of Witch Time, Bayonetta 2 as a whole seems like the first game but "supercharged", especially in terms of the sheer speed of things. Enemy attacks and aggression are hyped up vastly on the higher difficulties, almost to beyond the speed of Infinite Climax in the first game in some cases I would say, and most of the larger enemies and bosses can evade your standard attacks to the point you can be lucky to get a hit in during some fights. Even on the basic setting of 2nd Climax, common enemies have a tendency to use a shield attack that breaks your combo and briefly staggers you if you just wail on them without using something like Dodge Offset, putting you at high risk of your combo breaking. It's because of this "supercharging" that I feel these tweaks have been made. The Score Reduction Penalty in the first game was, as you say in your video, implemented to stop players from simply using the same kind of attacks over and over again, a deterrent to button mashing your way through the game because that's not how it's supposed to be played. In Bayonetta 2, that same approach is there, but it's been transferred over to the increased aggression and combo breaking abilities of your enemies to make it more obvious that the same kind of attacks aren't going to work. It doesn't just decrease the points you get anymore (even if that decrease is less drastic), you now aren't able to defeat your enemies quickly if they stagger your attacks and there is a higher chance of your combo breaking completely. The only way to get around that is if you mix up your strategy with different combinations of attacks and use Dodget Offset to make sure you complete your combos. In the demo, it's not really apparent that this is the case because it's part of the Prologue stage where the enemies are much easier to defeat than the rest of the game and they don't perform this sort of behaviour unlike in the other Chapters. Now in regards to magic prioritisation when you don't earn as much in some instances, two things come to mind: 1. In terms of dodging, to me it makes a lot of sense as to why you don't earn magic every time based on some of Bayonetta 2's more brutal encounters. I've read testimony from players who've gone through the higher difficulties and they've stated that the game would literally be impossible at those levels without the assistance of Witch Time, which is why it's still included at Infinite Climax. In this sense, they and reviewers have said it's invaluable in not only fighting back, but also to catch yourself amidst all the action because it's simply so frantic with how much is thrown at you compared to the first game. This means that you'll be triggering Witch Time A LOT when you're playing rather frequently because the attacks come thick and fast from some enemies (a boss that can trigger short bursts of Witch Time 4 times in a row springs to mind here). It's for that reason they've had to make it every second dodge for when you earn magic. Because of the faster nature of enemy attacks causing you to dodge frequently and the fact that Witch Time can be triggered in these short bursts in succession with some common and boss enemies, it would make it far too easy to accumulate magic if you earned it every time you dodged successfully. 2. With enraged enemies, I'm not completely sure about the mechanics of it yet. During my demo run, the enraged enemies were invaluable in getting me a full magic gauge much earlier than I would if I hadn't taunted them. but I also wasn't trying to compare it to the first game so I can't make a comparison on the difference in speed of magic gain. But if it is slower, I feel it's likely for the same reasons as dodging as to why it's been tweaked. Making magic too easy to accumulate offsets the increased difficulty as well as an important decision that players now have to make in Bayonetta 2. Basically, the magic changes have to do with the dynamic between Torture Attacks and Umbran Climax. It's supposed to make you weigh up the situation you're in. You need to decide whether you should save your magic for a particular powerful enemy that's giving you trouble with a Torture Attack and take it out immediately or whether you should try to damage all of the ones in range using Umbran Climax if you're being overwhelmed by lots of enemies. Because of how Platinum have tried to highlight this dynamic in their promotional material, getting magic through the same gain speed as the first game would take some of that dynamic and challenge away. I mean, if you got Umbran Climax easily through dodging, taunting, enraged enemies etc, I'm sure most players would use it as a 'Press To Win' button in order to get those high scores which (like the button mashing) isn't how the game is telling you it's supposed to be used. Anyway, these are just my thoughts on these changes as I did notice them as well during my demo run and had to think as to why when you highlighted them in this comment section. It's mostly tweaks to the formula that reign supreme in Bayonetta 2's mechanics and even if they are a bit jarring at first, I personally feel that they work given the faster pacing of the game and the few new features it has. It still feels fantastic to play from the demo alone and the story and visual upgrades make me confident this'll replace the first Bayonetta as my favourite game of all time. I won't be able to make a final judgement until the game is in my hands, but I'm more than excited to play, especially since your videos have actually taught me a lot that I can't wait to implement in the sequel. Keep up the good work!
PARANOiD DJ Thanks! Ultimately, I have no problems with the way they've changed how magic is earned, because it serves to balance the use of Umbran Climax. Like you said, it prevents the player from just using it as an 'AUTOMATIC WIN' button. My only problem with it is that it also impacts how players will approach the other things that require magic to use: accessories and certain moves for example. They've also balanced the combo modifiers by halving the amount of Witch Time you get based on whether the enemy is enraged or not. Although odd, I understand why they've made this change. However, I discovered today that enraged enemies (at least the regular mooks) don't telegraph their attacks the same way they do when not enraged, which is contrary to how the first game handled it, and for the life of me I cannot understand why they would have made such a change. My impression so far is that I'm going to have a lot of problems with how consistently P* make certain changes to the underlying system.I think once the game comes out and I've had a chance to really understand the game I'll probably do a video covering the system changes.
First time I played this game like 5 years ago, I got stone rank on half the levels. Today I’ve got platinum on every level. Maybe in 10 more years I can get pure platinum.
I just want to unlock Jeanne the real way and not through the phone booth. Do I have to get Pure Platinum on all the chapters or can it just be Platinum?
idk if you check your comments but sick videos mate, cheers for teachin me how to play Bayonetta. I didn't know about dodge offset or anything like that so thanks for making me evolve from being a scrub B)
I know this seens petty and noobiah to ask of this of you, but please i gotta know. The ranking medals and statutes who exactly represents what rank? U wont to know of both games. Its obvious whos the stone and whos gold, but i need to be sure on all the other ranks, from both games, simeone please tell me.
In Bayonetta 2 I think it’s the same except Good is Loki, not Cereza and when you’re playing as Rosa, she appears as Pure Platinum. Wait. What happens in the first game when you get Pure Platinum with Zero?
This was fantastically informative.. You should remake this video in 4k HD and maybe even say impersonate Bayonetta when you're doing the v-o to really rack up those views? :D :D :D
You’ll need to get gaze of despair and star of denita too bc they help a lot with a combo points just taunt at the angels make them made activate witch time and keep spamming punch kick punch
There are these monsters one with fire claws and the other with electric and they totally own me. They combo off each other and it's really hard for me to dodge them. I'm a souls player and these guys attack way faster than I'm used to I guess.
Grace and Glory is quite annoying. I wouldn't try and deliberately try to get witch time off them, i normally try and get a decent combo points on one of them and then use a TA on it when jts nearly dead
The hardest part for me about pure plat is the "no dmg" I get so pissed when iam about to finish a chapter but a flying baby jead just gets a random hit 🤣🤣🤣🤣 yeah no..... enraged enemies attacl hella faster and then i get dmged 🤣🤣
Got the game about a week ago, have only played on normal so far, but I can now constantly get platinum or gold in damage or time. But combo is killing me, I can barely get silver and struggling really hard, that is. Does it really get as good as people say it does later on? Because right now it is more of a struggle than it is fun. xD
Awesome Explanation! Though I have still questions after all this. Aside the angel weapon multiplier, do you need to use different weapons for different stages? Can't I just use my favorite weapon setup and stay with that to get pure platinum? Is it WAY harder to get PP that way?
How about platinum+platinum+gold? It equals to platinum... But base on what you said, (5+5+4)/3=4.66666... That should be gold. But that's not the case. Would you like to explain that?
From what I've seen in bayo 2 gameplay a lot of the new weapons attacks are classed as the special combo type. Makes me feel they've been lazy with making new symbols :(
Does how much time you spend in the a verse heavily affect your medal outcome? I'm pretty decent at most of these techniques by this point but I'm always feeling under pressure from taking to long in a verse. Or do certain things like combo points outweigh the time spent?
Yes. Time does affect your medal outcome. Bayonetta 1 is very harsh when it comes to scores. It usually depends on the verse, how many enemies there are and how good you are. The game has replay value with the difficulty settings as well as the upgrades you can get throughout the game. Here's what I mean: if you fucked up in one verse or a chapter the first time around, you can always go back and try again to said chapter as you go further along gaining new moves, weapons and equipment. I would not panic too much with being on a time limit especially if the said time limit won't lead to a death (i.e. Prologue; get 3 torture attacks in before time is up) or it's your first time playing. Bayonetta 1 is made to be played over and over again. And with time and practice, you will get better.
getting a platinum combo on easy (or lower) difficulties is a little more tricky because some of the enemy (like harmony) is easily killed with just 1 or 2 punches. even grace and glory can be killed with one combo (YYYBBB) and all i got was a silver medal for the combo, and a gold medal for total score, and i already use the gaze of despair and the combo point didn't reset at all. someone help!
Hmmm...I'd try and do a pause in between those punches, not too long as the combo will break. Taunting if I remember correctly adds to your combo as well. Lol how ironic though, playing on easy being difficult.
OMAZING GRACE after you get 5 mil halos go to the chapter the burning ground and find the alfheim in normal difficulty and have climax brace by using cheat code. The alfheim is found after verse 1 and go the top of the stairs behind you then break the trash can and the alfheim will appear in the background
thank you so much but can you please do explaining how to be pro in the game specially non stop infinite climax and you'r so rock i mean it best bayonetta channel i have lot frindes who love bayonetta i always recommended them to sub and like you'r channel
THIS is pretty good but I still suck at this game! Lol I can't never get pure platinum on every game cuz I have to keep using healing items and witch magic I done levels before without em but desperate times called desperate measures cuz I can't get a perfectionist everytime! But I know now never use too much torture attacks!
Loved the vid. But honestly, bcz this game is kinda "blurry" its hard to avoid getting hit. On the other hand, its much easier in bayonetta 2. Like, the clarity, the frames per second, everything is so good. Even the combos are better. I wish someone made hd texture packs and reshade mods for this game. Also, if you did a video on how to be good on this game at all, that would be helpful lol. And i mean, how to stop being hit without needing to avoid every single goddamn attack. Also, i suck at air combos lol
I Still never understood how ppl beat this game without ever taking a single hit like ever lol. I have too much trouble with that I guess I just stink at this game. Lol
Not getting hit, is fucking hard! And having to exit to the menu just for taking a hit is total bullshit. Could a restart button have been any harm to add?? Hope they fix that in Bayo 3.