HARD CORPS: UPRISING > ARSENAL

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Through the prominent Rising Mode of the game, Hard Corps: Uprising drastically shifts from Contra’s gameplay mechanics, including the weapon system. Although powerup weapons can be acquired throughout the stages, numerous upgrades and abilities are available for use, purchased from the Shop.

The following information pertains to Rising Mode.

The powerup guns, found throughout the stages, and the Normal Gun follow the traditional style of the Contra series. The former, however, can be upgraded in levels. All weapons feature automatic firing, although the rate is slow and rapidly pressing the fire button is preferred.

Many of them can undergo 2 additive upgrades to increase their speed. All of these upgrades are either purchased from the Shop or acquired by collecting multiples of the same powerup. The guns are listed below.

Powerups are acquired through certain objects scattered throughout the game.

-Blimps:

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Normal Gun:

The player starts with this gun and, assuming they have a gun powerup, will revert to it when hit. It can be fired at a fast rate by rapidly pressing the fire button. Firing rate is increased by Automatic Fire upgrade; bullet speed is increased by Rapid Fire upgrade.

Super Machine Gun (M):

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Level 1: Shoots a single rapid stream of bullets, fired automatically.
Level 2: Shoots 2 rapid streams of bullets, fired automatically. Can be bought from the Shop.
Level 3: Shoots 3 rapid streams of bullets, fired automatically. Can be bought from the Shop.

Spread (S):

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Level 1: Shoots 3 bullets that fan out.
Level 2: Shoots 5 bullets that fan out. Can be bought from the Shop.
Level 3: Shoots 7 bullets that fan out. Can be bought from the Shop.

Firing rate can be increased by rapidly pressing the fire button. Useful to clear large groups of weak enemies, but it is weak against bosses, even the highest level upgrade. Firing rate is increased by Automatic Fire upgrade; bullet speed is increased by Rapid Fire upgrade.

Heated Plasma (H):

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Level 1: Shoots small sized plasma rounds.
Level 2: Shoots moderate sized plasma rounds. Can be bought from the Shop.
Level 3: Shoots large sized plasma rounds. Can be bought from the Shop.

The shots have short range and can deflect minor projectiles. This gun must be charged by holding the fire button briefly. The shots penetrate through most weak enemies. Automatic Fire allows firing uncharged shots continuously as another shot is being charged; bullet speed is increased by Rapid Fire upgrade.

Crash (C):

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Level 1: Shoots small sized grendes.
Level 2: Shoots medium sized grenades. Can be bought from the Shop.
Level 3: Shoots large sized grenades. Can be bought from the Shop.

The grenades have short range, but are very damaging; they’re fired in an arcing motion. This gun is similar to the Crush Missiles of many Contra games. Firing rate is increased by Automatic Fire upgrade; bullet speed is increased by Rapid Fire upgrade.

Ripple (R):

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Level 1: Shoots short-ranged blasts.
Level 2: Shoots moderate-ranged blasts. Can be bought from the Shop.
Level 3: Shoots wider, moderate-ranged blasts. Can be bought from the Shop.

The Ripple gun is slow, weak and short-ranged. However, it can reflect minor projectiles back to enemies.

Laser (L):

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Level 1: Shoots weakly damaging beams in intervals.
Level 2: Shoots a weakly damaging, continuous beam. Can be bought from the Shop.
Level 3: Shoots a highly damaging, continuous beam. Can be bought from the Shop.

The following S Shop purchases allow the player to start or continue in a stage with a certain weapon. Each is exclusive to certain characters.

Machine Gun Unit S: Only for Krystal & Leviathan.

Spread Unit S: Only for Krystal.

Heated Plasma Unit S: Only for Harley-Daniels.

Crash Unit S: Only for Harley-Daniels.

Ripple Unit S: Only for Bahamut.

Laser Unit S: Only for Bahamut.

Action Chips are bought from the Shop, allowing the player to perform certain maneuvers in the game. Some of them are offensive/defensive maneuvers, which are listed below.

Action Chip R – Bullet Reflect: The character swings their arm to reflect minor projectile into a pink projectile that returns to the enemy.

Action Chip T – Super Tackle: The character charges certain objects, lunging them into enemies. The character is invincible during the maneuver.

Action Chip B – Ambush & Ambush Shot: The character performs a dodging maneuver against minor enemies, getting behind behind them; optionally, the player can take a shot at the enemy from this point.

The following purchasable Action Chips are termed Dark Action Chips; they are exclusive to the character Leviathan.

Throw: Throws grenades in an arcing motion. It can only be performed while on the ground and Leviathan stands still during the action, rendering him temporarily vulnerable to attacks.

Moonsault: Performs a long blackflip, throughout which Leviathan is invincible.

Moonsault Throw: After performing the above Moonsault action, Leviathan can throw objects/enemies in all 8 cardinal directions.

Slide: Performs a quick slide across the ground, during which Leviathan is invincible. The slide also causes ~1 bullet worth of damage.

The following are miscellaneous Shop items.

Automatic Fire: Increases the rate of fire for certain guns.

Rapid Fire: Increases the bullet speed for certain guns.

Ninja Jump: The character is invincible during the rise of the jump. Only for Bahamut & Sayuri.

Sayuri is a downloadable character. Unique to her is the restriction of only being able to use her Sword as a weapon.

Sword: Simple presses of the fire button perform slashes. Briefly holding the fire button creates a slash projectile (charge shot). The slash projectile is approximately the same strength as the slash; it penetrates certain objects.

The following are additional attacks that Sayuri can perform, as well as upgrades. They are purchased from the Shop.

Samurai Action: Consists of a set of special moves that Sayuri can perform.
Palm Thrust: Lunges objects/enemies into other enemies. She is invincible during the attack and moves slightly forward. On stage 4’s hoverboard, her movement during the attack can be controlled.
Launch Attack: Lunges objects/enemies upwards. She is invincible during the attack and moves slightly forward. On stage 4’s hoverboard, her movement can be controlled.
Homing Jump: Homes in on the objects/enemies launched by the Launch Attack. She is invincible during the jump.
Dunk Attack: After a Launch Attack and a Homing Jump, Sayuri can downward-diagonally slash enemies/objects into others; multiple enemies can be struck. She is invincible during the attack.

Speed Charge: Reduces the charging time for her slash projectile.

Kikuichimonji: Increases the Sword damage by 1.2

Raikiri: Increases the Sword damage by 1.4

Muramasa: Increases the Sword damage by 1.6

Masamune: Increases the Sword damage by 1.8

Amanomurakumo: Increases the Sword damage by 2.0

In the game’s Arcade Mode, the characters start with all Action Chips and their specific abilities. The powerup guns, found throughout the stages, and the Normal Gun follow the traditional style of the Contra series. All weapons feature automatic firing, although the rate is slow and rapidly pressing the fire button is preferred. The information about the weapons provided above pertain to Arcade Mode, save for all of the Shop purchases.

 
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