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Knack 2

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1 Knack 2 on Sat Sep 16, 2017 8:53 am

Birdman


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Made a playlist for all the glitches/shortcuts I've found so far.

https://www.youtube.com/playlist?list=PLXU-ANzr6wNdlj0HqHbf4Wvnu8eI9pk40

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2 Re: Knack 2 on Fri Oct 06, 2017 5:27 am

How's knack 2 still? On very hard? I've seen it looks tough in some parts due to tons of mobs, looks like something that's balanced more for coop.

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3 Re: Knack 2 on Fri Oct 06, 2017 5:32 am

Birdman


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You can be wiped out in a few hits and and enemies are pretty aggressive. They come straight for you all at once and attack continuously for the most part.

Still VH is not that hard at all. It's more simply if you don't know what the enemies can do or what's going to pop up. I breezed through VH, but there are a few areas that are tough.

Also if you get all the gems, you can unlock various Knack forms. Like Emerald Knack can fire projectiles (costs sunstone energy) and the parry sends out two projectiles from Knack in addition to the one you deflected.

You'll need all 100 treasure chest to unlock them all. Can be done in a single playthrough or chapter select.

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4 Re: Knack 2 on Fri Oct 06, 2017 7:02 am

That explains what I saw, enemies look to have simple patterns but come in bulk, but you can just use hit n run tactics or crowd control moves. I appreciate the unlockable knack costumes, the one you mentioned is a nice alternate use of sunstone energy which is usually relegated to shield meter right?

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5 Re: Knack 2 on Fri Oct 06, 2017 7:14 am

Birdman


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Actually some enemies have quite a few things they can do.

There's there's large goblin types. Aside from basic slashes, they can do this thing where they hold up their sword like they're about to bring it down, but they just hold it there while advancing towards you. As soon as you're in range they strike. I think they have jumping attacks and AoE shockwave as well.

I'm getting types mixed up I'm sure, but there's one like this, I think the human type, who side step all over the place with their swords poised to attack.

Then you have the large goblins with clubs who have wide range and can run at you while swinging. There are shield variations too.

For default Knack yeah, sunstones create a shield.

As for how you deal with these groups, Knack has lots of useful tools though they're locked behind a skill tree for a while.

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6 Re: Knack 2 on Sat Oct 07, 2017 6:22 am

I'm noticing with knack 1 that there is very little platforming especially compared to combat, combat is even challenging at points with how much damage you take, but platforming is super easy. I've looked at some dev interviews and they said that it's a platformer with de-emphasised platforming.

Also why is knack a jive talking black guy? It's so odd I love it, he's a bit of a thug too, he keeps sizing(literally) himself up against foes in cutscenes. He's an ugly fucker but in an endearing way, where does he begin and end? He looks like the definition of a clusterfuck. I get the impression they made knack for showing off the PS4 physics 1st and making a lovable mascot 2nd. He looks like a magic aztec bucket/koala hybrid.
It's really good so far, I've played some with my dad we had a blast.

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7 Re: Knack 2 on Sat Oct 07, 2017 6:45 am

Birdman


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He definitely is the most bizarre character I've ever played as. He's a sentient pile of relics. You play as a sentient pile of relics. I don't think a single other game in existence can say the same lol. After a while I started to genuinely like the character.

Knack 2 is way easier. The enemies are just as brutal, but the game has way more mechanics to offset that, like the sunstone shield and regen instead of permanent relic loss. You also have a ton of new moves, blocking and parrying etc.

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8 Re: Knack 2 on Sat Oct 07, 2017 7:54 am

Haha, knacks the hero we need but don't deserve. I wonder what he tastes like? Is that wrong to ask?

So how's the platforming in knack 2? Knack 1 its pretty basic and easy, the emphasis is definitely on combat, platforming seems to be used as to and from combat encounters. I'd like more varied and challenging platforming but combat is tough enough haha. I'll replay on hard, I'd like to collect and try the various knack forms.

Knack 2 combat looks pretty good, since so much of knack is combat, well mostly combat, it's nice to have a bunch more moves to mess around with. I've seen you can do a that rapid punch move on your coop knack buddy to send relics out as projectiles.

Overall knack 1 fails to really capitalise on such a unique character in terms of gameplay. Gameplay doesn't really change when you acquire ice, wood or metal, well metal you become magnetised to floors or have the metal sucked off you by those tractor beams but that's about it. That stealth section was neat transforming between mini and medium size knacko, and 2 seems to have a lot of that shape shifting back n forth and more noteworthy elemental form gimmicks. I haven't beaten it yet, stopped at chapter 9-?.

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9 Re: Knack 2 on Sat Oct 07, 2017 8:49 am

Birdman


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I'll replay on hard, I'd like to collect and try the various knack forms.
Problem in Knack one is, gems are random and you can't level select. You have to play the game through over and over. I couldn't be bothered trying to get diamond Knack.

it's nice to have a bunch more moves to mess around with.
And they all have uses against certain enemies.

Gameplay doesn't really change when you acquire ice, wood or metal
Yeah it was just an attack boost in Knack 1. In 2, ice has ice breath which freezes enemies and moving switches/gears for puzzle/progression purposes.

Metal lets you drop a trail of metal parts that act as a wire to connect electrical currents. It also has a sort of rapid metal whip attack but I barely used it.

In Knack 1, the extra forms put you in a permanent state, like Vampire Knack would lose health continuously, but would gain relics with every defeated enemy. Another, I forgot the name, would make you really strong but have extremely low defense.

The forms from gems are really unique and use the sunstone meter to power their special abilities.

Ruby 'Vampire' - Knack can throw relic tornadoes, and can teleport behind enemies.

Sapphire 'Speedy' - Movement and attack speed is increased, and can use a shockwave AoE attack, also usable in the air.

Topaz 'Saber' - Relic regen is faster and Knack uses dual swords as his special move.

Emerald 'Shooter' - My favorite form. Parrying unleashes two relic missile in addition to deflecting the enemy attack. You have two types of shot, a fast firing one, as fast as you can press the button, and a slower but more powerful shot that hits multiple times.

There's more to say on the properties of these as well as each of Knacks regular attacks, but maybe when can discuss those after you play it, if you decide to do so.

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10 Re: Knack 2 on Sat Oct 07, 2017 8:58 am

Sucks knack 1 has no chapter select, rng doesn't help. But Those new forms sound pretty rad, I'll make damn sure I'll get knack 2 soon. The coop moves look cool too, I love coop team up moves.

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11 Re: Knack 2 on Sat Oct 07, 2017 11:13 am

Birdman


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Speedy, Shooter, and Vampire Knack are the ones that really change things up. I'll just post some insights I've had into these forms.

Saber Knack seems to be just an attack boost essentially with his sword special, which is fine but not too interesting.

I haven't used Vampire Knack super extensively but it was the first from I got so I had it on for a little while. His tornadoes launch small enemies and hit multiple times. Haven't really tested them in-depth.

I've had a few issues with his teleport but I believe I'm misusing it. If you teleport when an enemy is attacking, if they have a large attack radius, it's possible to be hit when you appear behind them. if you just do it when they haven't started attacking it's fine. It has a range too, though I'm not sure what it is exactly.

Speedy knack is another I've only used briefly. He can attack faster, so I'm wondering if this could lead to new attacking possibilities like interrupting or catching dodgers. Not only that, he recovers faster too. The AoE is damn good.

Shooter Knack is by far my fav. You can shoot from huge range, shoot in the air, while running, break shields, shoot  into areas before you even enter them and trigger the enemies, like parts where you might have higher ground and are supposed to drop down, and many similar situations.

The homing is INSANE, and with parries you get two FREE shots. There are these robots that shoot and if you parry them, they can parry you back (reminded me of those parry wars in MGR with the white long sword guys). They won't parry the third time I think, but, if you're Shooter Knack, those two extra shots will hit guaranteed meaning no parry war. If there are other enemies the shoots seem to prioritize the closest.

Sometimes the targeting is weird though. I'm not sure what it is, like it sometimes goes off. Maybe it couldn't decide who to hit. Seems to only happen at close range though. If you're little Knack it's really bad for some reason, but you shouldn't ever be trying to take on enemies in that form.

Edit: One important note for Shooter Knack. Each shot will slightly drain your relics making you smaller and subsequently weaker. Due to this fact, it's not a great idea to rapid fire. You never really need to anyway, as enemies die from a few shots, and if not, relics come back pretty fast if you wait a second or two.

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12 Re: Knack 2 on Sun Oct 08, 2017 5:06 am

I beat knack 1, was pretty long I was wondering when it was gonna end. I'll get knack 2 right away. I've seen a vid of the knack 2 forms, speedy knack seems super practical for fast recovery.

So what other additions/uses are there for the dodge? I've seen it can phase through mobs.

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13 Re: Knack 2 on Sun Oct 08, 2017 6:07 am

Birdman


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There are some upgrades like the one you mentioned that lets you pass through them to their backs. There's another upgrade that adds an aura that damages enemies but not by much.

There's also a punch and kick extension, and an upgrade that lets you dash 3x in a row.

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14 Re: Knack 2 on Sun Oct 08, 2017 6:32 am

Damn triple dash is what I was hoping for, dash has some noticeable recovery in knack 1 so you have to be careful with its use.

Knack seems to be all about spacing, baiting out moves and using dash to space out further or use it to dodge a vertical attack. A useful tactic I did a lot against some mobs was 3hit combo-dash-dash attack to follow up before they can recover. For such an accessible family friendly title knack sure can kick your arse, like 1-2 hits guaranteed dead, but mobs die in in 1-3 hits and take massive hit stun so it balances out which I like. It gives you a sense of empowerment and weakness at once.

I think the life regen makes knack 2 easier than it would otherwise be, maybe if they had no regen for very hard or a certain knack form for optional challenge. Or maybe have regen outside of battles or maybe like NG2 where you regen life outside of battle but take permanent damage unless you use a life item or orb. That said I've seen you get smaller the more damage you take and it's super easy to die when small due to shitty moveset range/speed.

Edit: I've heard a flash kick type move also functions as a parry, can you confirm this or any moves like it?

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15 Re: Knack 2 on Sun Oct 08, 2017 8:26 pm

Birdman


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I've heard a flash kick type move also functions as a parry, can you confirm this or any moves like it?


Yeah I discovered that. Check the description for details.


The dash also does this but I think you need the upgrade.


Just remembered some other useful tips.

*There are enemies that cover their bodies in electricity making it impossible to attack them physically. The boomerang cancels their electricity though. Super useful and works even if the enemy is too big to restrain.

*Shots from Emerald Knack do the same thing. Instant cancellation.

*When using the triple dash, the third has a longer recovery though it's nothing serious.

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16 Re: Knack 2 on Sun Oct 08, 2017 9:14 pm

KNACK 2 GOT TECH BAYBEE, DA KNACK TECH IS REAL!!!

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17 Re: Knack 2 on Sun Oct 08, 2017 10:27 pm

Birdman


Moderator
Damn it you got me on a roll and now Im at work thinking about Knack 2 tech.

Now that I think about Knack 2's enemies are kinda unique. I mean the ones that ready their weapon while moving slowly towards you or wait for ypu to come close. And it's nothing like other action games where an enemy approaches and attacks. They are in their stance, THEN they attack when in range. What these Knack 2 guys do is actually change their stance and have their weapons ready to strike.  Sort of like high stance in Nioh.

Edit: Be aware when using the boomerang. If you transform to small Knack for whatever reason when an enemy is restrained, it instantly cancels it and frees them.

Another cool thing I noticed recently is when you're calling your relics back, they can actually damage enemies if they're in the way. The damage is super low, but I did kill a weak human (monk with staff) enemy with them. It causes a small stun on those guys, but no idea if it works on larger enemies. I would assume it does more damage depending on your size.

The boomerang can't trap enemies with shields because they just block it, however, if you throw it while they're attacking, you can catch them. When you hit them while restrained, like with the guardbreak, you still have to go through their shield. Not sure if it works on the robots.

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18 Re: Knack 2 on Mon Oct 09, 2017 3:27 pm

Holy hell this game is sounding amazing! The tech looks really fun!

Any examples of a combat setting or something? Get some gameplay in here? Would love to see it!

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19 Re: Knack 2 on Mon Oct 09, 2017 8:11 pm

Birdman


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The game is pretty simple overall. No complex commands.

It plays pretty much like an action game just with more platforming between encounters. No different really from DMC really just way more platforming.

Despite being relatively easy, enemies can brutally destroy you very quickly and are quite aggressive. People say this is a children's game but no child could play this. Maybe on easy mode which actually shortens the levels.

The game has some really cool aspects like those advancing enemies. Another one is the ball and chain robot. It will power up the ball and have it ready to while slowly advancing and when it attacks it creates an AoE blast that's actually really annoying.

Though the game gives you tools to deal with each type, like when these guys begin advancing you can use hookshot which is a non damaging move where Knack's arm stretches, grabs and pulls them toward you, stunning them. That's how you cancel their bs.

If the enemy is much larger than Knack at the time or has shield/armor, you cant grab them. A large Knack can grab them though.

But when you have other enemies in the mix it's quite dangerous. Very hard has tougher enemy formations from the start which is nice.

There are tons of videos. I know there are some for the unlockable coliseum mode which is an arena battle where you try to kill as many as possible before the time runs out. I'll link one later because I have to drive to work now.

Oh and from now on any Knack techniques MUST be referred to as 'Techknacks'.

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20 Re: Knack 2 on Mon Oct 09, 2017 9:28 pm

Looking forward to the link! Sounds really fun, might get it when it goes on sale. Was the original like this as well or was that different?

I purchased Bullet Witch btw, really looking forward to playing it!!!

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21 Re: Knack 2 on Mon Oct 09, 2017 9:46 pm

Birdman


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The original was very barebones in terms of combat and some things worked differently. It followed the same structure in terms of progression. Most changes in Knack 2 are good but some I dont like. The way you use super moves is totally different.

You only had a few attacks in K1. In K2 you have skill trees with tons of upgrades.

In K1 you couldnt become your small form anytime. Now you are free to transform as you please and a lot of platforming requires this.

I found you can even use transforming to small form as a dodge. This huge robot took a horizontal swing and I hit R1 to disconnect, and the sword flew right over little Knack. Not sure how useful it is a an actual dodge considering it would only be possible against a limited number of attacks but it's still cool and worth more researcch.

This is all 5 battle mode stages which are extras. You can get an idea of what combat plays like easily from these though the player mows through them quite fast.
https://m.youtube.com/watch?v=VCniHuBL7Jg

I really want to write up an analysis of the enemies in this game now.

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22 Re: Knack 2 on Tue Oct 10, 2017 8:17 am

Birdman


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Ok, I may have found a crazy techknack.

I mentioned changing to small Knack and using it as a dodge, but now I think it might actually be a just frame dodge or something. If timed right, when you transform, the action will slow down for a second as all the relics come off and the attack passes through.

I've tested it early and everything is normal speed, and a little after gets you hit (and killed since you're still dropping from the center of the relics as small Knack) and I'm sure it's not slow down. It's always on a specific frame.

I've only tested it on the large robots with clubs because they have slow attacks and an easily dodged horizontal swing. Also tried it on projectile robots but that seem harder to time and sometimes it looked like I transformed at the same time and still didn't get the slowdown. Might just be harder to time with small objects like that.

This doesn't work on vertical attacks as those just come down and smash Knack while he's small and dropping out of the relics.

I have a video but will upload on the weekend.

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23 Re: Knack 2 on Tue Oct 10, 2017 8:25 am

I DEMAND a full NUR for Knack 2 on very hard/Knack Must Krack difficulty for the Stinger Magazine official YouTube channel.....pretty please....with kisses.

I love how each costume has a totally different play style with unique uses for sunstone meter, which I think is meant to be a substitute for using meter for super, I prefer this to knack 1 supers as it gives you more frequent and varied uses for meter than the 3 set supers that take ages to fill up and drain 1 full meter upon use.
The new super state seems like a redundant god mode for a brief period while the game throws stupid numbers of goons at you.

Also robot knack in knack 1 coop can do a small shockwave for a portion of meter as opposed to regular knack's 1 full meter for a massive shockwave. They can also use partial meter to give knack some life.

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24 Re: Knack 2 on Tue Oct 10, 2017 9:14 am

Birdman


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The new super state seems like a redundant god mode for a brief period while the game throws stupid numbers of goons at you.

I like how we use meter now, but the super move thing is weird. It's basically scripted use. The only thing you really have to think about is how to kill everything before it runs out, or to get to the big crystal which can actually vanish, though I forget whether that's based on a timer or if the enemies can hit it. I just remember it breaking then I got owned lol.

Just saw Jim Sterling's garbage review. The guy is just as bad as the others. While I agree with a lot of his comments on the industry, he can't play games for shit and commits the same fraud as the rest, stating his limitations/lack of understanding as fact.

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25 Re: Knack 2 on Tue Oct 10, 2017 8:42 pm

Birdman


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"I DEMAND a full NUR for Knack 2 on very hard/Knack Must Krack difficulty for the Stinger Magazine official YouTube channel.....pretty please....with kisses."

Lol that's sick! I'm sure that would be harder than most action games. I want to try it now. I can think of a few battles that would be brutal on VH and that's even with upgrades.

I will try this but EW2 is this Friday and Im picking it up on my way home. Wont be touching anything else for a very long time. Might take a break now and then though. Horror games freak me out.



Last edited by Birdman on Wed Oct 11, 2017 1:05 am; edited 1 time in total

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26 Re: Knack 2 on Tue Oct 10, 2017 10:52 pm

Jim's issue with dodging delays is like if you spammed backflip in GH and expected to not somehow get caught after it.

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27 Re: Knack 2 on Wed Oct 11, 2017 7:49 am

Birdman


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I've started an NUR VH for something to do before EW2 on Friday. Beat the first mission with no issues. You are forced to learn Bodyslam as part of the tutorial during this mission.

Now for some prime techknacks. I've been testing a few things like Vampire Knack's teleport. This move is really cool and doesn't cost sunstone energy.

*You can only do it from around mid-range.
*It doesn't matter what the enemy is doing. They can be attacking, stunned, nothing.
*It will go past projectiles.
*It will follow enemies into the air.

The downside is it doesn't work on AoE attacks, and some enemies can turn pretty fast and hit you, or larger enemies with swords or clubs that have huge range.

I've been doing some really cool stuff with this. I was thinking today, when I throw Vampire Knack's tornado, could I run after, it, teleport when in range, warp behind them as the tornado connects, then attack? Yes! It worked pretty much exactly as I envisioned.



Boomerang, tornado, run in, teleport, air attack. Probably didn't need to start moving towards it and only ended up being a step or two. Just something to think about depending on your distance and I just wanted to chase the tornado.

I actually didn't mean for that air attack, done with the circle button, to happen. I intended to use the guardbreak punch with is circle on the ground. It was at this point I realised that the teleport will follow enemies into the air. It might be hard to see in the video, but I caught up with the enemy and teleported while he was just leaving the ground, which caused Knack to teleport slightly above ground level and do the air attack.

I can think of a few other cool combos, but the problem is the enemies, despite being super aggressive and having high attack power, have little defense. I could purposely avoid relic pickups I guess, but that would end up being quite annoying and once you kill the enemy, that's it. Even if you can kill yourself somehow in the environment nearby, it will load you after the battle.

Size change dodge and possible just frame. At a specific frame you get this slowdown, but you can also do this just fine if you're a little early or late. If it were slowdown due to all the relics flying around, it would happen all the time but it never does.


Damaging enemies with relic parts.


Boomerang recall. This is kinda the same as relic recall, but it's the small amount of parts from the boomerang that come back automatically after breaking. I size changed just to cancel the boomerang restraint instead of waiting.

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28 Re: Knack 2 on Wed Oct 11, 2017 8:28 am

YEYEYE DAS MAH BOII, NUR KNACK MUST KRACK BAYBEE. For real we dem knack boiis, i'll have to use those techknacks in my knacktics. Gotta say knack 2 is a massive step up from 1, they really utilised knacks gimmicks to the fullest, what with all the shape shifting and using knack's body for various moves(he literally shoots himself as an attack) and the costume exclusive abilities.

Can't wait to play knack 2 with my dad, show of all the legit knack tech(knech?). I sincerely appreciate all this dedication to knack, especially given it's reception as most view knack as nothing more than a punching bag, which is so mean spirited.

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29 Re: Knack 2 on Wed Oct 11, 2017 8:53 am

Birdman


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knacktics.

HAHAH love it!

I sincerely appreciate all this dedication to knack, especially given it's reception as most view knack as nothing more than a punching bag, which is so mean spirited.

Yeah, it's just stupid and seems like hating it is just the latest 'cool' Gamefaqs thing to do or something. The game is great.

It really does have super interesting enemies. I love how they attack then dodge roll, or that thing I mentioned where they raise their weapons and try to control space and bait you.

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30 Re: Knack 2 on Wed Oct 11, 2017 1:24 pm

Honestly this looks really fun and reminds me of just cracking open the mechanics of a more casual game, only to find pure gold. Really tempted to get this and dive in!

That and Knacktics is...just pure freak'n gold. Damn I want this game haha, but first Bullet Witch tomorrow I hope.

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31 Re: Knack 2 on Thu Oct 12, 2017 11:15 am

So what can and can't be cancelled? The uses for the uppercut move? Any juggles?

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32 Re: Knack 2 on Thu Oct 12, 2017 8:21 pm

Birdman


Moderator
Not sure on every move. I know the hold circle guardbreak cant be cancelled. I plan on making a list of all the moves and abilities with cancel points and uses.

Which uppercut move? The one after the dbz punches?

Light juggles are possible like my vampire Knack one but enemies that are light enough to launch can only survive a few hits.



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33 Re: Knack 2 on Fri Oct 13, 2017 10:53 am

Yeh the punch after the rapid flurry move.

Also how does the shield dash upgrade work? It looks to make it harder to jump cancel out of it. Can you unequip/respec upgrades?

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34 Re: Knack 2 on Fri Oct 13, 2017 10:57 am

Birdman


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Never actually tried that punch. Will look into tomorrow maybe.

Shield dash?

You can't respec or unequip as far as I know.

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35 Re: Knack 2 on Fri Oct 13, 2017 11:03 am

The dodge move upgrade that can hurt mobs. Can it also deflect/block projectiles? Do you have iframes on dodges?

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36 Re: Knack 2 on Fri Oct 13, 2017 11:34 am

Birdman


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It doesn't defect anything else as far as I know. Just those cars.

I'm not sure on i-frames either. I guess it doesn't because it doesn't go through projectiles.

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37 Re: Knack 2 on Sat Oct 21, 2017 10:11 am

Birdman


Moderator
So my very hard no upgrade run is still a thing, just playing EW2 first. I might also aim to finish a lot of my games before focusing on challenge stuff. Got a bit to catch up on.

I'm not recording this. Cant anyway. But I will be noting any tough spots and whether they can still be done without damage.

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38 Re: Knack 2 on Sat Oct 21, 2017 10:20 am

Good stuff manbird, I'll get this soon. Beat knack 1 with my dad last week, the knack dance has more personality than the entirety of knack 1. Why couldn't knack be more funky like that?

They should add a dedicated knack dance button, maybe it could function like a taunt in bayo.

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