Psychic Force 2012 Arcade

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Taking place two years after the events of Psychic Force, the sequel finds the world caught in the crossfire between two factions who vie for control over the Earth. Upon returning after his fateful past battle against his old friend Burn Griffiths, Keith Evans resurrects NOA as Neo NOA and once again resumes his conquest of establishing a utopia for united Psychiccers.
Richard Wong, who had broken away from NOA, establishes his own group of Psychiccers known as The Army and seeks to eliminate Neo NOA in an attempt to conquer the world. As the two groups fight for control over the fate of the Earth, independent Psychiccers who find themselves being drawn into the conflict seek to hunt down members of Neo NOA and The Army in an attempt to find the truth and help locate their missing family and friends.

Setsuna, a cold-hearted Psychiccer man who has the ability to use the psychic power of darkness in battle. While Setsuna serves The Army for the thrill of fighting powerful opponents, he plans on eliminating Wong so that he can take full control over the organization.
He's a pure zoner with a litany of high performance projectiles and status affecting PSY moves that cause abnormalities such as life and PSY drain, as well as locking the opponent out of PSY charge completely. In addition his projectile game is one of the best among the cast, allowing him to easily deal roughly 50% of a health bar if certain moves connect. Setsuna shines at the medium to long range, and can easily deal with opponents at a distance.

The fighting system of Psychic Force 2012 remains the same as its predecessor, but the control has been redefined and the balance has been adjusted while the playing mechanics of the previous game has been fleshed out and new ones have been introduced as well.

On the side of the screen are two bars (one for each player). Each bar is separated into 2 gauges, the Life Gauge and the Psycho Gauge. To execute most moves, you will deplete your Psycho Gauge. As your Life Gauge decreases, the space for your Psycho Gauge increases. Hence, your Psycho Gauge can go beyond 100% (max 200%) Above there's a Power Indicator. This indicator shows a number that represents the strength of the character (default is 100%, max 200%).

There are 4 walls of the cube (battle arena) that the characters can contact with. Note that finishing off the opponent with a special move during the last round will cause the opponent to be smashed out of the arena (most of the time). It only applies to the left and right sides.

A light attack will execute small projectiles from far away. These projectiles will not deplete your Psycho Gauge and are weak. A strong attack will fire a bigger projectile, and depletes your Psycho Gauge by 30%. When both characters are close together, the light and strong attacks will execute punches and kicks. The light attack can be pressed multiple times for a combo while the strong attack will deliver a powerful blow. As noted before, the strong attack will consume 30% of the Psycho Gauge. So when the Psycho Gauge is depleted, the character will fire small projectiles just like pressing the light attack from far away. Another thing to note is the two commands that are available for the first move of every character. As the strong attack will deliver a strong physical attack up close, the other will be used to fire a projectile.

Returning tactics from the first Psychic Force includes the Psycho Charge, Barrier Guard, the Normal Dash, and the Quick Dash while the new tactics introduced in Psychic Force 2012 includes the Retreat Barrier, which can interrupt attacks from the opponent, but it will not break combos as it just prevents the opponent from attacking you after being knocked away while it consumes 50% of the Psycho Gauge, a Slide Dash which allows the character to side-step into the opponent's defense, a Hyper Charge which increase the Psycho Gauge while depleting the Life Gauge though it helps raise the attack power, hence the purpose of the Power Indicator that appears at the top, a Psy-Impulse which is a form of counter-attacking in which the character can unleash a repelling force after being knocked into a wall by the opponent while it consumes 25% of the Psycho Gauge, and a Barrier Break in which a character can break through an opponent's barrier and cause damage, but the move can only be guarded by a normal guard and that it consumes 50% of the Psycho Gauge.



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