Senko no Ronde FAQ v0.1

Last revision: January 31, 2006

Unpublished work Copyright (c) 2006 Scott Tsai 
scott @ 
bemanix.com

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Don't sell it reprint it without obtaining permission, and don't post it on a 
website. You may not incorporate any part of this FAQ into your own guide 
without obtaining my expressed written permission.
This file is only to be found on GameFAQs (http://www.gamefaqs.com)
Game magazine/guide/site authors are not allowed to use this FAQ, without my 
expressed written permission.
Senko no Ronde and all characters are (c) G.rev Ltd.

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Game Info-
Senko no Ronde was built on a SEGA Naomi I arcade board, and developed by a 
company called G.rev in 2005. At the time of this writing, there has been two 
arcade releases, with a XBOX360 home conversion on the way with online 
features.

**Note to XB360/Oldver/Newver owners:
Senko no Ronde has added a new control scheme of dashing and defending in the 
second revision of the arcade versions. New versions of the arcade version 
will allow you to choose whether you want the "New" or "Old" when selecting 
your character. For the purposes of continuity, i will first use the "Old" 
original method. 


Introduction-
Senko no Ronde is a versus shooter/fighter in space. Players control their 
units and fire off multitudes of different attacks while evading attacks from 
the opposition. Players have long ranged weapons as well as short ranged melee 
weapons. Also, all characters can use a Boss Attacks as a desperation move 
which can dramatically change the tide of the battle. 

This game mechanics are very similar to an older game franchise by SEGA called 
Virtual On, where combatants dash around the arena firing off their arsenal of 
different weapons while avoiding the opponents. The main difference is, 
Virtual On players have a dedicated camera positioned behind the virtuaroid, 
while in Senko no Ronde both players share an overhead camera.


Movement/Buttons/Controls-
The joystick controls your character's movement, up, down, left, right. 
Holding down a direction will cause your character to glide in that direction 
in a constant moderate speed. The confines of the playing field makes sure you 
there is a limit on how far you can go.

Three main buttons from left to right- A (Dash), M (Main Attack), S (Sub 
Attack)


Barrier and Dashing-
A(Dash) while the stick is neutral activates your Barrier. While Barrier is 
active, the damage you sustain will be reduced. 
Using the Dash button in conjunction with a direction moves you in that 
direction; it also allows you to steer in some limited degree.
During a dash,. you can:
(a) Dash again by tapping A(Dash) and a direction.
(b) Dash Cancel by tapping A(Dash) while stick is neutral.
(c) Attack, either with M, or S, or M+S.


Attacks/Weapons-
The Charge Gauge is the green meter that slowly fills as you attack, and will 
deplete as you take heavy damage. When one stock is filled it becomes useable 
for various attacks and abilities.

M(Main Attack) is your primary weapon and will probably be your most used 
weapon. The outermost ring surrounding your unit indicates how much ammunition 
your Main Weapon has. This meter replenishes itself over time when youre not 
firing.
S(Sub Attack) is your secondary weapon and is usually some type of missile or 
mine. The innermost ring surrounding your unit indicates when your Sub Attack 
becomes available, since it's not useable until the meter is full.Pressing M+S 
together uses your Barrage Skill. Barrage Skill consumes 1 stock off your 
Charge Gauge when performed. (Variations of Barrage Skills can be performed 
with command motions.)

While the Barrier active (holding A(Dash)):
M(Main Attack) is a variation of your unit's main weapon. You can freely aim 
with it using the movement stick.
S(Sub Attack) is a variation of your unit's sub weapon. Most characters will 
not have one; defaults to the regular S(Sub Attack).

Boss Attack/Mode-
A+M+S activates your boss attack and consumes 1 Boss stock and all of your 
Charge stock(therefore you must have some before you use your Boss Attack). 
The Boss lifebar is relative to the amount of Charge Gauge you have when you 
activate. you can gain a temporary difference of life back when the Charge 
Gauge depletes, unless your character is already in Vanish Mode(which I will 
talk about later).


Other/Misc-

Regardless of your character's turn speed, a Dash Cancel will automatically 
make your character face the opponent.

If you take heavy damage, or take multiple light damage hits, your antifield 
will activate automatically. This is just the game system giving you some 
breathing room by clearing some bullets around you and letting you assest your 
situation. Automatic antifield is a defensive measure done by the computer in 
BOTH normal mode and boss mode to balance the gameplay. Essentially, there is 
an upper limit to the amount of damage your opponent can deal on you in a 
given time (though it's only give a few seconds. At least you won't die in 10 
seconds into the round).

** Antifields can only be activated manually (without taking damage) while 
defending against a boss attack by pressing A+M+S together. This depletes your 
Charge gauge.


All units have an opportunity to be in Vanish Mode. If your character gets hit 
with a heavy attack that would have killed him/her, your lifebar will be 
reduced to zero, and you will enter Vanish Mode.
Using a Boss Attack during Vanish Mode lets you use the Final Boss attack, 
which allows you to have more powerful boss with an additional devastation 
attack, thereby causing greater damage. However when it ends, you will not 
recover any life and will return to Vanish Mode with zero health.

All units have the same sized Charge Gauge, HOWEVER can hold different amounts 
of stock within them. You'll notice that some characters who have weak Main 
and Sub attacks, can hold as many as 6 stocks of Barrage attacks, and requires 
less to fill each of them! Use this knowledge to know the strengths of your 
character (which attacks are most beneficial) and weaknesses of your opponent.

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(More on Melee attacks, Antifields, command moves, character profiles, etc... 
next time. I do need to write a lot more but i dont really know where to 
start. this is also my first faq.)
Senko heads, and comments welcome! scott @ bemanix.com is my email.

All info contained in this Mini-FAQ is (C) 2002-2004 Scott Tsai
find me on the message boards under "indigonight"