Does the game have a sprint in grade shop?
Planning out my runs now since my copy is arriving 'soon', and I'm thinking it's probably going to be best as usual to rush through to NG+ to do the usual uber-boosts for a 100% 2nd playthrough.
I haven't beaten the game yet, but there's a passive ability that increases your speed for a limited amount of time every time you fight an encounter or listen to an NPC conversation(without using the talk command). Later you can get 2 of this ability, and they stack so the effect lasts longer.
Regarding equipment, I've been playing it like a regular Tales game and upgrading gear at every shop without considering their abilities. I figured that spending a bunch of time on abilities would be somewhat meaningless, assuming that stuff just ends up being replaced by better stuff later. My damage and defenses have been keeping up relatively well, though I'm also underlevelled so my AI tends to die pretty often.
Now that I'm a little further in the game, here's some more random combat stuff I noticed:
-Magic is unblockable unless in kamui. When in normal mode you have to parry or dodge it like in Graces F.
-Parrying gives you a ton of blast gauge, especially if you're in kamui. Combined with might charge 2 for free gauge, you can gain a lot of meter just from blocking and parrying stuff. Especially handy for bosses.
-Using 2 steps resets your might charge counter. You can do a loop of sidestep/parry, backstep, block over and over again until your bar reaches max.
-I mentioned before that when a combo ends the enemy gets invincibility, but that doesn't appear to be the case. It looks like there's a window of invincibility when the enemy is recovering from hitstun, and if you attack during this window, the invincibility extends for a long time(like 2-3 seconds?).
-Enemies also tend to have armor during attack active frames and some of its recovery, especially bosses. I've had the most success with staggering when the enemy is at neutral or at the end of its recovery.
-Steps adding to the chain counter turned out to be a huge buff for casters. Unlike Graces F, cancelling a spell to dodge an attack and cast again is a strong offensive option since the added movement will reduce your casting speed dramatically. If you want to only use one spell that takes a long time to cast, you can just do multiple steps out of neutral to add to the counter, then cast it with the speed buff. Also useful for managing spacing between the enemy and the caster while maintaining offense.
-Holding the spell button while casting it lets you switch targets without using R1 and stopping time. Probably a good thing to know if you're going to play with other people.
-If a caster gets hit while casting, there is a chance they will autoguard it(higher chance if caster is resistant to attack element), and the spell they're casting will come out much faster. This addition is actually more useful for the enemy than the party, since it means if you attack an enemy caster, sometimes your attack will just bounce off them and they'll cast some deadly spell instantly. I find that it's just not worth the risk, so I usually ignore them and attack something else, then parry the spell when it comes out.
-Potential bug with the "attack weaknesses" strategy config for AI(?) If you encounter an enemy that the character has no weakness for, the AI will just stand around and do nothing, even if you change the AI in the strategy menu to something else. I had to issue a defense command to force them to do stuff again. Has anyone else noticed something like this?
What the fuck does R2 do in Kamui? Is is just the heal? It seems like it was just the heal but for some reason I go into a certain pose mid-combo.
At neutral it casts the heal, but if you cancel an attack with it you get a very slow attack that deals a decent amount of damage. Both options use a gauge.