If you are already familiar with HFR's combat, click here to skip down to the tips and tricks section! If you're not, then you should really read all this first so that you have the base understanding required to even utilize those tricks.
As a spectacle fighter, Hi-Fi RUSH has a plethora of flashy combos and special attacks at your disposal. However, you can't use them like how you would in other games of the genre, because you have to keep in-time with the rhythm. While you still do damage if you attack off beat, you may notice that it takes longer to beat enemies because you don't do as much damage and that you move slower than you would if you were in-time. There's also beat hits, which are flashy finishing moves at the end of combos. They're essentially just an extra attack and, regardless of the combo, can be performed by pressing either the light or heavy attack buttons.
There's a specific type of combo you can do called a rest combo. In order to perform this combo, you have to take a brief pause in-between attacks. If you aren't sure you're doing it right, listen for the clap sound effect and look out for the, "Rest!" that'll pop up next to Chai when you pause. Once those things happen, attack! Rest combos lift enemies who have been stunned into the air. The bosses are the only ones that don't have stun gauges, with the exceptions being Mimosa and Kale. The rest can only be stunned via doing specific things, which I'll discuss in the tips and tricks section.
Speaking of stunning enemies, in order to do so, you have to break what's called their stun gauge. Every enemy has one, but only tougher enemies have theirs visualized. Near their stun gauge will be a star or multiple stars. The amount of stars dictates how tough they are. Once an enemy's gauge is broken, it's possible to lift them into the air with any of the combos that are capable of doing so, as well as disorient and shock them (which I'll discuss in the bit about the partners). And, if you knock an enemy whose gauge is broken down, they'll stay down for longer than they would otherwise.
Much like other spectacle fighters, the game has a ranking system where you are given a letter grading based off of how well you performed in a fight (which are called choruses). This rank is based off of three things: your score, how in-time you were, and how quickly you beat all of the enemies. Each of these gives you a different letter for how well you performed them, and depending on the grade you got, you get a score bonus, which adds to your overall total. How much reverb (which is what you use up when you perform a special) you have left over also adds on to your score, though not by much.
There's a parry mechanic, which you are very much incentivized to use, especially when fighting certain enemies, as parrying their attacks helps to break their stun gauge. Doing so stuns them for a little while, and allows you to take tougher enemies up into the air for some air combos. Some enemies also have what's called a rhythm parry sequence, which they will attempt to pull you into when they're close to dying. All you have to do is parry their attacks back at them.
There's also a grappling hook mechanic (though here it's a magnet), which can be used to get closer to enemies. It's very useful, especially when you knock an enemy all the way across the arena after performing an air combo on them.
To get a boost in combat, you'll want to get some chips, which you can buy from the store and upgrade to make them more powerful. These give you different passive skills, most of which are combat-based, but a few affect general gameplay. You can only have 5 equipped at one time, and if you choose to equip the upgraded form of one, it'll take up 2-3 slots (depending on the upgrade level you pick). They range from enemies dropping health after being successfully parried, to making your partners abilities stronger.
Partners also have attacks that are called jam combos. Jam combos are a way to finish out a regular combo, but they cost one bar/gauge of reverb to use. They're done the same way beat hits are, except instead of pressing one of the attack buttons, you press the partner button. Each partner has two; one for the ground, and one for the air. They don't all do the exact same thing; for instance, while partner 1 and 2's ground combos deal damage and bring enemies up into the air, partner 3's ground combo stays on the ground and can hit enemies near the one you used it on.
There's also a unique state you can put enemies into via jam combos. If you kill an enemy when you use one (or while the score multiplier for performing one is active), that enemy will be in an overkill state. When enemies are overkilled, they will stay alive for a little while longer, be visibly sparking, and won't move or attack you. This allows you to get another combo in (or even more if you use another jam combo to prolong the overkill state) before they die. If you leave an overkilled enemy alone, they'll eventually just die on their own.
TIPS AND TRICKS!
Now that you understand how the combat works, we can get into some things that you can use to your advantage in choruses! These tricks and tips will range from how to get really high scores for all those S ranks, to strategies for making quick work of the bosses.
General Advice
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Enemy Tricks
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Rhythm Parry Sequences If you're struggling to get through these sequences, it might help you to make noises in accordance with the pattern when you need to parry. You can also apply numbers to most of them, so if a sequence is like this: hit, hit-hit-hit-hit, when it's your turn, you can think of it like this: one, one-two-three-four. If neither of those work for you, you can always go into the settings and turn on auto rhythm parry. Click here to see all of the rhythm parry patterns!
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High Score!
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Boss RUSH!
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Post-Game Fun
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Becoming a Rhythm Master
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