Takeover 2 S Rank and Difficulty Guide

How Takeover 2's stage ranks work, what Classic, Mania and Hardcore change, and the scoring habits that turn a clean clear into an S rank.

Last Updated: 2026-11-10
At a glance

Takeover 2 grades each stage, and the S rank is a performance score rather than a difficulty clear. Classic, Mania and Hardcore are the three clear difficulties named by the achievements, and each one asks for cleaner play, not just more damage. Source: Takeover 2 achievements ↗

The achievement list gives away more about Takeover 2's structure than the store page does. "S-Class Debut" unlocks for earning an S rank on any stage, and 51.7% of players have it. "Street Survivor" is a Classic clear at 13.7%, "Mania Unleashed" is a Mania clear at 10.3%, and "No Mercy" is a Hardcore clear at 3.4%. That progression tells you two things: the S rank is achievable early, and the difficulty ladder is where the real completion wall sits.

What the S rank is measuring

The HUD tracks score, hits and time. The stage grade is the game's summary of how well you used them. Pelikan13 has not published the exact formula, so any claim like "you need 50,000 points" would be invented. What the system visibly rewards is:

  • Clean defence. Damage taken is the clearest difference between an A and an S. A stage where you take two hits is not an S stage.
  • Combo variety. Repeating one string inflates the hit count without raising the score at the same rate. The game wants different moves, finishers and environmental interactions.
  • Finishers. Ending fights with a finisher is worth more than letting an enemy die to chip damage.
  • Speed. A fast clear is part of the grade, but not at the cost of damage taken. A slightly slower clean run usually beats a fast messy one.
  • Weapon use. Throws and environmental kills appear to contribute to the performance score, which is consistent with the game's "everything is a weapon" design.

The practical target is a stage where you take no damage, use at least three different tools, finish at least one enemy with a gun or a ground finisher, and clear without backtracking.

The three difficulties

The achievement names confirm Classic, Mania and Hardcore as clear conditions. The unlock order and exact modifiers are not documented on the store page, so treat the following as a description of intent rather than a patch-note list:

  • Classic is the baseline. Enemy damage and aggression are tuned for a first clear. This is where you should learn the stages.
  • Mania is the step up. The 10.3% clear rate suggests it is a real filter, not a victory lap. Expect less room for mistakes and more pressure from mixed enemy groups.
  • Hardcore is the top of the ladder. At 3.4%, it is the difficulty for players who already know every boss tell. Do not start here.

If the game gates Mania or Hardcore behind a clear, that is normal for the genre. Finish Classic first, then check whether the next difficulty is available.

How to earn an S rank on any stage

1. Pick a stage you can already clear without dying

The first stage is the best farm. You know the enemy order, the weapon locations and the boss. An S rank on an early stage is worth the same achievement progress as an S rank on a late one.

2. Learn the no-hit route

Walk the stage in your head before you fight. Which enemy group can you skip? Which shooter can you delete with a throwable? Which weapon is worth carrying into the boss? A no-hit route is a plan, not a reaction test.

3. Use three tools per wave

Punch, kick, throw, gun, parry, special. If you use the same two buttons for a whole stage, the score will plateau. The game's combo system is explicitly built around variety, and the rank notices.

4. Finish with a finisher

A gun finisher or a ground execution ends the fight on your terms. It also stops the enemy from getting a parting shot. The Finisher Frenzy achievement (20 gun finishers in a single clear) is a good excuse to practise this.

5. Do not chase the last enemy

If the stage is already clean and one enemy is running, let them come to you. Chasing across the screen is how a no-hit run becomes a two-hit run. The timer is less important than the damage counter.

Difficulty-specific habits

Classic: focus on learning, not scoring. You can earn S ranks here, but the point is to build the route you will reuse on higher difficulties.

Mania: your safe strings become unsafe. Enemies punish whiffs faster, so shorten your confirms. Parry the big moves, take the short punish, reset. Do not try to finish every combo.

Hardcore: treat every stage as a no-hit run. Use throwables early, keep your gun for the boss, and do not experiment with new routes. Hardcore is a test of the route you already know.

S rank and Challenge Mode are different tests

The S rank is a stage grade inside Arcade or Score Attack. Challenge Mode uses a three-star rating instead, with its own objectives. They reward different things: the S rank rewards a clean performance across a whole stage, while a challenge star might ask for a specific completion condition.

Do not assume an S-rank route will three-star a challenge. Read the objective before you commit. The Challenge Mode guide→ covers the difference.

The achievement order

If you want the cleanest path through the difficulty achievements:

  1. Classic clear for Street Survivor and the stage unlocks.
  2. S-Class Debut on an early stage while the route is fresh.
  3. Mania clear with the character you know best.
  4. Full Roster clears, using the Mania route as a template.
  5. Hardcore clear last, after every boss tell is muscle memory.
  6. Absolute Takeover (all Challenge Stages at three stars) as the long project.

The 0.1% completion rate on Absolute Takeover is not a bug. It is the designed endpoint for players who want a reason to keep playing after the credits.

A high-score stage result screen in Takeover 2
A high-score stage result screen in Takeover 2

FAQ

What is the highest difficulty in Takeover 2?

Hardcore, based on the achievement list. Mania sits below it and Classic is the baseline. The exact modifiers are not published.

How do you get an S rank in Takeover 2?

Take little or no damage, use varied attacks and finishers, clear at a reasonable speed, and use the environment. The exact score formula is not documented.

Do you need to clear Classic to unlock Mania?

The game has not documented its difficulty gating. Finish Classic first as a practical matter; it is the best preparation regardless of whether the next tier is locked.

Sources

Official source: Takeover 2 achievements ↗ Takeover 2 guides and walkthroughs