@chloefrazer2956 I agree which is why I also never used them in my run. Even though it is not stated this was also a no item run other than the forced use in the tutorial. I didn't include it as I was unsure how long I could keep it up but made it to the end and just didn't bother changing my titles/descriptions. The only stat boosts I recieved you could argue would be the job ones you recieve as your job rank goes up but I believe the only permanent ones are after job rank 30 (correct me if I am wrong) and the only jobs that went past them are the jobs I had equipped so I could see it argued both ways.
@Muna-Gaming10 күн бұрын
Audio Desync at 35:00 til Garuda because laptop battery was near end of life causing some problems when recording.
@RubenDarioLopezArteaga5 ай бұрын
What is NUR?
@Muna-Gaming5 ай бұрын
NUR stands for No Upgrade Run. For Ghostrunner 2 I class no upgrades as no chips on the motherboard.
@Muna-Gaming6 ай бұрын
Also to note this was a one off side project, no damage is not my kind of thing and I likely will not be doing more
@amberhernandez9 ай бұрын
I adore punishing runs like this! My current run is no MP, and I just finished Majima and Saejima rather easily. Of course, Poundmates are essentially Kiwami skills costing ¥ instead of MP, but that'll be a problem for the no money run! (Well, minimal spending run. That'd mean no upgrades, minimal taxi travel, no Poundmates past first use... holy HELL, it does get worse!)
@Muna-Gaming9 ай бұрын
>love punishing runs I don't like them too much mostly because it's a slog and definitely not fun to watch. My main reason for doing them is the knowledge I gain from how the game works such as AI and other mechanics. Sadly Yakuza LAD is the least documented RPG game I know of (and Infinite wealth) at least not publicly so I like just putting out the info I learn doing the runs in the hopes others do the same and can learn from them. >no MP run Damn I love MP can't imagine living without it. Great job on getting so far. My guess is weapon items for damage (never used but heard they are like mp attacks and scale with party) but if you are actually just punching everyone to death I would hate facing counters like Ishioda and Kiryu. My tip for them if you knock down people like Ishioda who have a counter stance they can not counter back (Top of my head Adachi Detective can not be countered by Ishioda) and floor attack follow ups. For Kiryu I would abuse the fact he doesn't hit girls therefore doesn't counter attack them (neat feature) >Least money There are some decent equipment pieces you can get from Dungeons and around the world no cost other than safe keys. Weapons too. In my original run I unintentionally did something similar where I only bought at the start when you are forced to buy armor for Kasuga (Seiryu clan fight) and used equipment found around the world and didn't upgrade weapons. Also you are forced to fork over like 1mil for advertising near the end xD would love to see if you can skip that. Also if you can I would love to see your challenges recorded as I always learn new things from watching people's runs. Anyways thanks for comment and have a great day and good luck on your challenge runs!
@amberhernandez8 ай бұрын
@@Muna-Gaming Documentation is a noble goal, especially considering the amount of supposed jank in the game that could be explained if we just knew how it worked. Damage calculation formulae, AI pathfinding, and even just stat calculation would be nice numbers to pin down, but that seems unlikely without even more raw data gathering (which means a LOT more work aaaaaaaa). The battle items actually do _not_ scale in the slightest, which was kind of a surprise to me. I tested a Lightning Bomb on Kamurocho mooks before starting the run, and it did a whole 113 damage, coming from a Level 99/all jobs rank 99 Kasuga. Battle items are super useful for crowds, like Hand Grenades in the early game, Incendiary Grenades (which can inflict burns), and Rocket Launchers (which have insanely high base damage). Outside the early/mid-game, battle items have niche uses, like guns putting Counter stance and heavy enemies down, or Liquid Nitrogen being better than basic attacks vs. Saejima. Sawashiro was surprisingly more annoying than Kiryu, if only because his counterattacks can trigger off any item use (including healing items lmao). I will definitely keep note of your other suggestions for least money. That's valuable encouragment (hehehe), and I'll need it for the godawful grind required to get certain endgame weapons (FIVE HUNDRED *THOUSAND* CAN POINTS FOR A HANDBAG). Assuming I don't spend more than the necessary amounts in the meantime, the ¥3M barrier shouldn't be such a huge issue. I will count it as a necessary expense if no skip is found for it! Lastly, I _do_ actually have my -jima slam jam fight uploaded, but private atm. I wanted to do a custom thumbnail, but am having difficulty getting a decent image together with my equipment. As it stands, the thumbnail is just J.K. Simmons laughing. If you'd like to see the video anyway, I can unlist it and drop the link for you!
@Muna-Gaming8 ай бұрын
>Sawashiro counters healing I had no idea that's really funny to know >Min Money Run Would love to know how low you can go ignoring the mandatory payments >Majima Saejima Fight Sure would love to give it a watch if it's not a bother for you.
@amberhernandez8 ай бұрын
@@Muna-Gaming KZbin won't let me post the link, so I'll make a playlist called "hidden stuff," and it'll be the only video on that list. Sorry about this mess :(
@Muna-Gaming8 ай бұрын
No worries I'll give it a watch when I got time
@bobthebuilder568010 ай бұрын
It's cool to see that someone else attempted this challenge. The way you beat castle in the clouds was the exact way I did it.
@Muna-Gaming10 ай бұрын
Yeah I was suprised when searching it up and found nothing since it is a decently easy with some fun challenge. I only did it because my I saw my brother trying to no glide some invasions and joined in with him. Then when I eventually searched it up found nothing and said why not and did it myself.
@bobthebuilder568010 ай бұрын
I find it insane that you managed to do snakes on a cake, that level ruined the challenge for me.
@Muna-Gaming10 ай бұрын
Yeah that snake falling section was a pain I spent around 1 hour getting past the first section with a heart then when I saw the second section I thought it was impossible. Eventually I got to the second section with a heart and after 2 hours miraculously I did it.
@ronny5489 Жыл бұрын
😈 Promo SM
@journeyrc6308 Жыл бұрын
Pretty cool you found out how to trigger it consistently
@Muna-Gaming Жыл бұрын
Again, thanks for the showcase of the bug. Would not have known otherwise.
@DanteDevil12 Жыл бұрын
1:44 This has unfortunately happened to me a couple of times both against bosses/long battle. Basically, when you perform the parry ( you are supposed to be invincible) the bosses or enemies had already planned to attack you ( effectively nullifying your invincibility). in the original this bizzare "bug" did not happen. Note: Amon from my experience, it's probably the boss where you can encounter this bug multiple times (ps4).
@Muna-Gaming Жыл бұрын
Yh it is a really weird bug because sometimes enemies weapons bounce off you but sometimes it just hits you and deals damage. Really annoying for no damages with brawler.
@DanteDevil12 Жыл бұрын
@@Muna-Gaming You're right. Ishin is hated a lot by people who do no damage for the inconsistency/glitch/bugs and the differences with the original, although, in my videos I think I have improved a lot the new techs shown as a basis. Personally, I really like the "brawler style" in ishin OG. it was fun, it allowed you to have a huge offensive potential. For the best performance with this style in the remake, you should upgrade the brawler after level 99 with all skills after the limit breaker in order to have a decent and safe invicibility frame. Note: the brawler can also be useful for a combo starter from behind.
@Muna-Gaming Жыл бұрын
@DanteDevil12 Yh brawler gets better the more you upgrade it but the damage is always bad compared to other stances. Best things about is the parry for soft resets and the invincibility and the faster recovery from block breaks (at least compared to swordsman/katana). Wish it was more viable like allowing us to punish enemies after parrying which is the biggest weakness (other than damage).
@DanteDevil12 Жыл бұрын
@@Muna-Gaming Exactly, flawless analysis. Fortunately, the few invicibility seconds can also be used to take advantage of fire or electricity bullets and perform some combos or heat actions. Unfortunately, the only way to make the attacks strong/heat actions is to enhance an amulet for brawler ( I don't remember what it's called in English) which enhances both heat actions and the brawler's attacks. " Off topic" :i noticed the witcher 3 in the compilations now, but it's the ps4 and ps5 version ( i played the ps4 version)?
@Muna-Gaming Жыл бұрын
@DanteDevil12 It was the PS4 version. PS5 one released half way through my playthrough but I did not feel like swapping.
@RAGE-OF-SPARTA-X Жыл бұрын
8:02 that runic attack works wonders on Heimdall, even if he tries dodging the spears still rain on him and track him. That one can also bug his 2nd phase after you kill gultopr. Great vid. Thanks for the kind words.
@Muna-Gaming Жыл бұрын
I couldn't have praised you enough. Your videos are amazing. I like the way you try and weave in attacks when you can, avoid unneccessary dodging and mix up your combos when you can. Your videos are extremely pleasing to watch because of this. Truly the GOAT of GoW 2018 and Rag. Keep up the great work.
@RAGE-OF-SPARTA-X Жыл бұрын
@@Muna-Gaming once again thank you for the praise, glad you enjoy my content. Comments like this is what strives me to improve my gameplay which is why I’m working extra hard for my next video.
@DanteDevil12 Жыл бұрын
I was curious to see how you handled the insane battle, great job. i think the same, security guards is the hardest fight in the game, i did no damage in this battle and lau ka long long battle, but this fight is very hard. - The only strategy this fight has is to focus aggressively on stun gun guys as they have small health pools, deal high damage and drop their stun guns on death. The stun gun also destroys the other enemies around so after knocking out a stun gun guy use it to clear mobs and other stun gun guys to chain the kills together. I confirm everything, without stun gun it's a nightmare. Anyway, Congratulations for this great run ( i've seen also lau ka long long battle, great strategies.).
@Muna-Gaming Жыл бұрын
Thanks for the confirmation, A thing I forgot to add that really annoyed me in this fight was the stairs and the fact that you could not grab people on it because they are seen as too high/low to grab which is why I tried to stay near the bottom of the stairs. Also saw your no damage on this congrats man I think you are the only person that did this no damage (And has it on youtube). Also I tried some Yakuza 0 No damage and unironically the hardest fight is the first tutorial I had to try it for 2 hours before doing it and that chapter 1 Long battle with Kuze at the end was insane (I was trying no upgrades no damage making it even worse) stopped at Kuze because have not beaten him yet. Curious if you tried the tutorial fight no damage since you did the chapter 1 long battle no damage (Congrats on that aswell, it was impressive)
@DanteDevil12 Жыл бұрын
@@Muna-Gaming Sorry for the late answer and thank you for the compliments. No, consider that 80%/85 of my yakuza 0 videos were made in 2017, I was a neophyte and so many combos/techs was discovered in 2020/2021, same for kiwami 1 and many other yakuza games. I returned in 2021 (yakuza 0) for quick clothes change ( yeah , i always never used equipment in 2017, lol) and some additional challenges : All the ultimate battles and mr.shakedown and so amon challenges last long battle, but for lack of desire and new game released.. I never tried other challenges, i did everything in y0 ( includes coliseum with majima and kiryu, majima and kiryu subs/legend style etc.) except long battles i did only the first one and last one ( the hardest long battle) 😂 For yakuza 3: no damage in that battle is purely random I have to be honest, you must have a lot of luck too. lau ka long long battle is planning and patience. Question: Ever thought about doing speedruns?
@Muna-Gaming Жыл бұрын
Not really I would probably hate speedrunning. I really only like coming up with strategies, execution has always been my weak point. I also like to focus on stuff that I haven't seen done yet and I am interested in. Only experience in speedrunning is some trophies like Uncharted and Furi. How about you, are you interested in speedrunning? If so what games would you like to speedrun?
@DanteDevil12 Жыл бұрын
@@Muna-Gaming Same experience, only "speedrun trophies" ( furi, the last guardian ico, uncharted, crash etc.) or i did some world records in some psn games long time ago (deus ex, doom 1 and 2) ) and honestly now It's too late for me, i don't have the time anymore and the energy/focus, except in the weekend in theory. But i'll tell you, 4 or 5 years ago I wanted to do some speedruns in yakuza series, in particular yakuza 3 and kiwami 1.. but i'll be honest, i changed my mind after some videos i've seen, I noticed after i watched the greatest players that speedruns require a different study: precision, very few mistakes, a lot of constancy and completely different strategies compared with no damage runs, this also applies to no upgrades runs.
@Muna-Gaming Жыл бұрын
@DanteDevil12 Yeah I couldn't agree more, each speedrun/challenge comes with its own strategies and I love seeing how people tackle things differently. Like when I saw your Ishin final long battle no damage I was like how is that even possible. I got frustrated on restarting on each death but on each arrow,spike or gun shot Insane. Hope you keep up your great content (When you have time of course)
@Pskaller Жыл бұрын
GJ. Glad my video was useful.
@Notthingishashtag Жыл бұрын
Insane !!!! 🤯🤯🤯🤯
@lauren-puppytails Жыл бұрын
This was so annoying
@Muna-Gaming Жыл бұрын
Yeah the knife minefield he created was annoying to deal with. Glad they fixed it
@DanteDevil12 Жыл бұрын
Thanks for the mention. I think you're doing a great job, like a dragon ishin is very complicated without upgrades on legend, I really like how you handle the fights and i really like some strategies. Overall, your run no upgrades are very underrated, but there's a great effort, especially with your restrictions. I did this battle without damage in the original (new game) but in my opinion in the remake from what i've seen seems way harder than Original, i haven't tried seriously. About The cards, I'm not against it. I also used them on two insane fights in the dungeon during my videos, because i didn't want to grind my weapon/seals and too much hp and armor from the bosses, but i understand you. You almost finished the game without upgrades, It's a great achievement, finish the job but don't stress yourself, take your time :) Good luck.
@Muna-Gaming Жыл бұрын
>Complicated It's more like its extremely bareboned meaning the tools I have are so little very few stuff becomes viable. Also the weird mechanics such as hyper armor attacks vs attacks that give hyper armor, time between gun knockdowns etc. And of course the knockdown invulnerability (I know it's possible but to my knowledge not NUR+ no cards) >underrated I wouldn't say so I think the most interesting thing in my runs are the strategies (There also the most fun I have for the runs, exection is usually the tedious part). I wouldn't call then youtube material I just enjoy having them to look back at for strategies when I replay games or for the sake of saying the yakuza games can be no upgraded with some evidence to back it. >Remake vs Original difficulty I would say the only reason this is so difficult is the low damage and the fact they can not be knocked down. If they could you could opt for some kind of juggling strategy constantly knocking them over then doing the brawler heat action. It is the single worst change imo to make bosses extremely hard to knock without it I think more no damage people would play/record the game more as seeing what combos people could come up with was always fun. >Cards It feels cheap since with more time I could abuse it to its full extent with the best cards in the game with low cooldowns to make the fight a joke but I think it was a neccessary evil. >Good luck You too man thanks for the kind words. Wish you the best for whatever game you decide to conquer next. I am looking forward to your next video :) but of course don't burn yourself out either.
@Muna-Gaming Жыл бұрын
Captains: Green shirt: Down hit and swipe attack Purple Shirt Green Pants Helmet: Dodge slash, charged poke and charged down hit Purple Shirt Brown Pants Mask: Dodge slash, horizontal slash and running down hit Why cards: So why do I have cards well because I honestly believe a no card of this section is near impossible as green shirt one shots you with his fast down swipe aswell as his swipe up attack if it double hits (It hits both your front and back hit boxes sometimes which is 490ish x2 aka oneshot seen at 44:35 ) which also attacks through block (I believe it is a hitbox bug but who knows) as well as some attacks from the other captains but they are not as quick as the green shirt captain but will still chip you down with their fast attacks. My best run cardless was 5 minutes destroying 1/4 of their armored health bar. Then I tried with only the card health boosts which avoids one shot but the low damage meant I ran out of healing. Best run was 10 minutes getting their armored health to slightly below 1/2. I caved in and decided to just use cards. I only used cards I already had from DLC and picked up from random street battles. I also did some street battles to see which cards I should use and went with the cards I set in the video as they had fast cooldown and decent damage. EDIT: Forgot to say but the reason I chose to allow cards first instead of equipment or accessories is because of the rules I set for the other runs, no cards was more of just a personal challenge and did not really violate the NUR+ conditions I had previously set. Strategy: You can just run around like a maniac and spam the cards but I wanted to attack aswell. So the main strategy was wild dancer square circle and dodging around when the captains attack to build up some heat and get some damage. The green pants and purple shirt mask captain both have dodge slash attack which is the fastest attack so be wary of their chip damage but green shirt does 800+ damage and should always be your main dodge priority. Spam cards when they are off cool down (I liked to focus 1 guy towards the end but was just using them indiscriminately at first) and if they happen to fall over brawler spin around heat action. The best time for the heat action was with crescendo (Guranatee knock for all 3 captains) and violent wind (Gurantee 1 knock when all 3 captains are alive). Then after the heat action I used katana for a quick combo before repeating the wild dance strategy. After a gruelling 30 minutes of repeating this eventually the battle is finished. Time estimates: Long battle before captains: Proper NUR+ conditions: 25 - 30mins NUR with equipment: 13 - 20mins Captains: Cardless: If 5minutes was 1/4 of their armor then the estimate would be 40minutes cardless but realistically it would take around 1 hour of wild dance spamming until you can finish the battle and any little hit can finish you off. Card Health only: Estimate should be similar to cardless (40-60mins) but at least you have a safety net of 1,500 bonus health (2k total) instead of your measly 635(Around about) health. Cards: Depends on how good the cards are but the ones I was using I did 2 runs finishing in 28mins and 30mins so 30mins is a good estimate Conclusion: In the end do I think cardless can be done? Theoretically yes practically probably not the one shot from the captains are enough to drive anyone insane and you have to deal with the 15 minutes of mindless gameplay before you can even have your attempt draining you of your concentration. With card health increase it seems more feasible but still someone has to be insance enough to try play extremely well for 1 hour concentrating that whole time with the 15 minute between each failure. I dont think anyone but me is even crazy enough to attempt the restrictions I put on the run so also a no. I'm just glad to be past this section. Now I can just attempt the finale and hopefully finish off the run. The only way any of the other conditions could be met is if Sega messes up a patch which makes the section easier but it has to be a major screw-up (Turn off AI/Damage, Kiryu one shot even with terrible equipment, health values set to 1) or a new cheese method is developed by someone. I still am a bit dissappointed in not being able to achieve my optional restrictions of no cards as It feels like a really cheap win but I do not think I would have carried on the run otherwise. A completed run is better than an unfinished run.
@sobastian802 Жыл бұрын
Rawdogging the game like this might just be more efficient that grinding the cabaret shit all over again
@Muna-Gaming Жыл бұрын
It might be but the most efficient way is Mr Shakedown he will max your money before you even know it
@JaylenKiwami Жыл бұрын
Oh hey, someone who actually knows this move exists
@Muna-Gaming Жыл бұрын
I only found out about it from SnowiestAngeman in this video kzbin.info/www/bejne/a4fNg6iej9GApq8 (Around 20:17 for timestamp) great video for differences between versions. Also learnt a lot of things like standing still to shoot faster in gun
@SaizenEX Жыл бұрын
I've got the same issue
@Muna-Gaming Жыл бұрын
Yeah I believe it is because of the latest patch so there is nothing you can really do. If you are struggling with the fight because of the bug you can just shoot him up after he does his first knife throw for free damage then after he does his 4th throw run behind him during his laser attack and get some critical hits from behind. Only problem is looking out for the knives mid air and not running into them. Also can you tell me what console you are on because I know 100% it is on pc and ps4/5 but I an unsure for xbox.
@SaizenEX Жыл бұрын
@@Muna-Gaming Ok I see, I didn't struggle a lot against him, actually it was the funniest boss to fight for me 😂 And I'm on pc, so maybe the bug it's just on pc?
@masteroflight72962 жыл бұрын
I swear that getting upgrades must secretly increases your strength because the damage here is microscopic compaired to regular playthroughs. I noticed this a long while ago when I watched a playthrough where the person didnt do many substories meanwhile I did all substories making me get double the EXP they got meaning I got far more upgrades. Compairing the damage output, I was doing far more damage then the person who didnt do substories and thus having less upgrades then I did.
@Muna-Gaming2 жыл бұрын
To my knowledge there is no damage increase skill/upgrade only attack speed and longer combos. Only possible damage increase I can think of is maybe some equipment pieces which increase damage because I remember a throw damage increase equipment. As for the damage it feels fine to me as long as you can get a combo off but if you only do 1 punch (My captain in Finale) then damage seems very low as I had no fast way to deal with him (Komaki Parrys)
@notelijah2762 жыл бұрын
Nice sync at 9:00
@Muna-Gaming2 жыл бұрын
Final Forced Venom Use: At the end after doing the dodging and triangle attacks on Tinkerer there is a forced venom dash where triangle iniates the venom dash which seems unskippable but I have done no testing on it to see if any skips for it exist. Overall the run while not that hard to do as combat in the game is quite easy to get the hang of was a fun challenge to see other ways to beat bosses without the need for Venom and the different challenges presented by no Venom. No upgrades also made the fights a bit more harder but not as much as limiting Venom. Lastly at the start of the run I tried to be the minimum level I could be which was level 17 for me with no side objectives done at all except the cat side story for the costume.
@Muna-Gaming2 жыл бұрын
Mine Phases: No Heat Orange Heat (Boxer Style) Red Heat (Aggro Damage) Purple Heat (Healing) No Heat: When mine has no heat he has the running knee charge attack, a 3 hit combo ending in a leg kick, a 3 hit leg combo and his constant dodging into uppercut when you attack or get too close. This moveset mostly carries over into other heat styles. Orange Heat: He has a uppercut, constant leg swipes and a constant dodge punching attack which is usually done after you try to attack him. Also has the quirk of making him permanently dodge when Kiryu is facing him. Red Heat: Has a charged fist attack and the running knee charge attack. Also likes to do the QTE after this heat phase but the conditions for the QTE to happen are still unknown. Purple Heat: Similar attacks to no heat but has the added perk of healing if you are too far or he has just attacked and is dodging backwards. The healing also does knockback which can stun you long enough for him to get significant healing. The healing he does seems to be higher than hard but could be that he is just taking less damage from Kiryu. Average healing is 3-4 times. Manipulation Strategies: The main strategy relies on a Mine Manipulation discovered by amuro073 in his no damage no upgrades video (kzbin.info/www/bejne/jp68g3t3nrN7o5Y) and an attack manipulation my brother discovered. For the Mine manipulation it was found that after attacking (I believe this applies to only his no heat phase) if you get some distance on Mine and block he will do a taunt which leaves him vulnerable to attacks. The taunt also has some kind of hit box but does 0 damage (or very little). The attack manipulation found was that attacking mine with combo enders while he is blocking makes him do a downards kick which you usually could not punish but for some reason square,square,triangle has enough recovery to dodge behind mine as he does the attack leading to easy full combo opportunites. This means that either the combo ender has a faster recovery than all other combo enders or that you can input the dodge earlier which ends the animation early and does the dodge (Full testing for attack manipulation such as all square hit combos was not tested so easier baits could exist). This was thought to only be possible in his no heat phase but further testing during my Legend run proved otherwise which made the battle possible without weapons. Main Strategy: For the time he has no heat, first the running knee attack is baited and dodged by keeping distance from Mine. Then you get some distance and block to make Mine taunt. Then my punish is to run up to him and do square,square,triangle which should bait his downwards kick which you can dodge and then do a full combo. Then as soon as he gets up sqaure,square,triangle is repeated to bait him again and so on. Then once Mine gains heat you adapt depending on the heat he changes to. If he changes to his red heat I avoid it like the plague as he has hyper armor, aggressive attacks and insanly high damage. I usually just run in circles and dodge when he does his running knee attack until he gets out of the heat phase. If he changes to orange heat I usually also just stay back and hold lock on to him so he just permanently dodges and I keep distance so as soon as he exits the heat phase I can bait his running knee attack. There is also some punishes I saw done by amuro073 but I was not as confident or knowledgeable as him to capitalise on this. Then finally the main problem his purple heat. At first I was trying to bait his attacks to minimise the healing he could do (usually to 2-3 but even then unreliable) but he would still heal too much to the point that my first attempt he did not lose a single bar of health. But the attack manipulation meant that he would constantly keep doing the downwards kick and it could combo into another attack manipulation bait meaning this was an infinite. Because Mine needed some cooldown time before he could initiate the healing he literally could not heal as long as you keep baiting correctly meaning that Mine's healing can be mitigated with no upgrades. As an added quirk he will stay in his purple heat phase until you drop the infinite which means if you do not get nervous or get his quick downwards kick you could end the battle with this combo. After each heat phase he will go into a period of no heat for a while. This usually only gives enough time for 1-2 combo punishes before he goes into his next heat phase. This down time I would do the same strategy as the strat of the fight and after doing one full combo punish I get ready for his next heat phase. I repeat this strategy until eventually Mine is defeated. Manipulation Problems: While the Mine Taunt Manipulation works It was inconsistant at times due to me only being able to test it during my Legend run so I could not test it properly but in amuro's video he was doing it consistantly so a better understanding is needed to improve on the manipultion. For the attack manipulation while the square,square,triangle did give enough time to dodge sometimes Mine would still attack faster than I could dodge which means he either has slight speed variations on his kicks as in his AI decides to do the kick sooner than expected. My only reasoning for this is the downtime I give mine is not enough so he ends up trying to counterattack after the square,square or my button mashing was not good enough and made me miss the frames where I could dodge the attack. And Finally after a long battle against Mine the run concludes. I never ended up showing I had no upgrades other than revelations but your just going to have to take my word for it :) plus I have not lied so far and have little reason to as It would defeat the purpose of the challenge. The run overall is quite boring once you know what you are doing and the chases can be extremely annoying especially if you fail but the boss fights were fun when I was trying to discover the strategies for them as well as some other hard mob fights.
@MrALQRI2 жыл бұрын
Uhm
@Muna-Gaming3 жыл бұрын
Leading up to Jingu: To start for the Jingu fight I grab the staminan spark in the boxes behind the statues nearby. Then using heat I either maintained from the fight before or using a healing potion I komaki flip one of the MIA gun guys for a gun. Using this I finish off the other MIA agents that spawn at the start. Then the gun I used if it still has bullets I waste them and throw the gun in the water to not mistake it for a loaded gun later. Then I take a loaded gun to continue for the next spawns. I walk into the spawn range and then back off to shoot everyone that spawns in. Then I finish off the gun guy and use his gun to finish off the rest of the spawns. Then I dispose of the empty guns and gather the loaded ones in the centre. Now I continue until you get to the cutscene where more spawns appear. I run back to grab one of the stands at the start to heat action one of the sergeants as heat action do insane damage to them. Then using a gun I shoot the normal MIA agents and use the heat gained to pick up another stand and finish off the sergeant I hit before which should either kill or leave the guy with very little health. Then I use another gun to finish off the lackey aswell as the sergeant if he is still alive. I then go for a couch to use on the final sergeant and finish him off with some combos. Then I pickup a gun (You should have at least one left) to beat all the other gun guys in the arena leading up to Jingu. Rush Heat Bug: Usually when dodging in rush you would lose a lot of heat for each dodge but if you are in rush and pull out a weapon it removes this heat loss letting you have the 3 dodges aswell as keeping the heat to heat action the colonels. This made it much more safer to dodge Jingu's grenade aswell as all other attacks before heat actioning someone. Jingu: Now comes the reason I did not do a No Upgrade Run+ Jingu. While I believe it is possible to do without equipment or weapons it is extremely hard and requires insane Jingu manipulation which I do not want to deal with (More on this later for the revival phase). Before entering the arena I equip a revival stone and any armor I have (I believe it does very little but why not equip it) aswell as a Goemon as I usually have heat at this point. Then as soon as the battle starts I heat action one of the colonels. You should try and keep track of who you have stabbed as it will make the battle way easier. The main strategy is to gain heat using the many guns you have and heat action with the daggers as they do the most consistant damage (Even after damage down it is insanely good) and repeatedly heat action the Colonels. If you are below 1/4 health you should heal up as Jingu can one shot with his grenade and using the heat gained from the heal to Goemon heat action which skips some guns needing to be used aswell as obviously healing you preventing the one shots. This should let you easily progress to the next phase letting you beat the hardest phase of this battle. Then I whack up Jingu until the resurrection phase. I equip the goemon and wait around for the qte. After beating the qte you gain heat which I use to stab the Colonels. I then repeat the strategy I used for the first phase for this phase but I use some Jingu manipulation as it is way easier since I do not need to worry about the colonels shooting me up. I named this manipulation the Jingu laugh and it works as such. You make Jingu attack, This can be done naturally or forced by walking out of Jingu's range forcing him to walk towards you and back into his range which you can tell you have done when he started walking to the left or right, then after dodging his attack he has an extremely high chance to start laughing (be wary of attack follow ups). After he starts laughing as long as you stay within his range to not force him to walk but far enough away to that he can not kick you or force his runaway animation he will continuously trigger his laughing animation. I believe this happens because the Colonels aggro make it so Jingu can not attack (His only attacks are shooting or grenade which both are slow and require him to have attack priority for a while) therfore the game defaults to laughing. Using this it makes the gun-dagger strategy even easier. This can be broken though as when you stab a colonel everyones attacks are reset meaning Jingu will likely attack but once the colonel gets up and aggros back on to you, you can redo the Jingu laugh manipulation and repeat. After having only one Colonel left this becomes less reliable but you only really need to focus on Jingu and only need to pay little attention to the remaining Colonel. Then using the same strategy finish off the last Colonel and you have just Jingu left. Although this part may seem easy Jingu is still quite dangerous in a 1v1 especially if you underestimate him. I use the rush abuse for this reason as while I believe the brawler strategy is viable and quite effective the possibility of being one shot and Jingu's evasive nature makes this extremely slow and adds unneccessary risk. Therefore I get behind Jingu in rush (usually by baiting his double kick attack) and then do the square,square,stop rush infinite. This gives Jingu little to no time (Depends on if you are against the wall or not) to do anything meaning you can do this for a while. After 1 bar he will heal which usually breaks the cycle but you can just Goemon stab him and then bait the double kick again and repeat. This also happens one more time at about half health and then you should finally be able to finsih off the battle. Nishiki: Then finally comes Nishiki and due to extremely limited testing I believe just rush using the rush infinite is the best way to beat him. This is mainly due to his insane healing and the only available heat actions being destructable objects. Nishiki seems to have a time based heal instead of the set heals everyone else has as his heals during my testing was highly varied per phase which was dependant on my time taken for him. I do not know why this happened and usually he would either destroy or I would use up all the furniture meaning I could do no more heat actions meaning I had to DPS hard to even progress. Therefore the only non equipment way to do him was to use the rush infinite. I forgot to unequip everything at the start of the battle so I just used the Goemon when he healed as It would just take some more time without but usually the infinite gives him no time to heal if done properly until the phase transitions happen which give you more than enough time to grab something to heat action him with. Their are also many places that line up well for the rush infinite where Nishiki becomes stuck and can not turn around letting you afk combo him. So at this point the fight is merely just a loading screen with very little skill required and while I would of liked to do a less abused fight I did not want to do the whole tower again so I took the easy way out. Finishing Remarks: And that concludes the Yakuza Kiwami no upgrade run. I believe someone more skilled for the Jingu fight could easily make this a no upgrade run+ but It was not for me. I could not see anyway to make this fight bearable as my healing to damage for Jingu usually had me run out mid way through the ressurection phase and that was on hard with less pressure and a lot of healing heat action abuse. This was mainly due to the first phase as I could not find a consistant way to beat it without equipment and I usually waste 90% of my healing on it if I survive it in the first place. If a more consistant phase one can be found this would easily be done with in No Upgrade Run+ restrictions as I already had a good strategy for phase 2 using Jingu's Laugh manipulation and baiting the colonels attacks and beating them up slowly but surely. This while taking a while is an extremely consitant way to do phase 2 without taking much damage but of course while playing for this long mistakes slowly do happen which is why I usually use up the rest of my healing here. I believe that maybe a better look into the Colonels AI patterns (Attack a leads to attack b or at x distance attack a is most likely to happen) could be the next step to do this battle in No Upgrade Run+ conditions combined with the Jingu Laugh Manipulation but this is where my testing will end for this game. It was a good run only getting annoying for the last 2 chapters and discovering the strategies and AI manipulation is always fun for me. I can only hope someone can find the patience/skill and knowledge to finish the final chapter with no upgrade run+ conditions (No equipment, No accessories, No stored weapons). If there are any questions I would be happy to answer the best I can
@MrALQRI2 жыл бұрын
Yeah you fail because you learn 1 in dragon of dojma. This run was pointless 😂
@fattahyahya2106 Жыл бұрын
@@MrALQRI How is it pointless?
@Muna-Gaming3 жыл бұрын
STK91 Car Chase Tips Post: forum.psnprofiles.com/topic/56778-tips-for-car-chase-on-legend-difficulty/ I would also recommend watching Raeng's Yakuza NUR+ run which although he only did 7 chapters on hard and used equipment he did not use healing and some of his strategies are really good especially his gambling den fight as he did a mini boss focus strategy using the gambling den entrance which had some desk which funneled the people one by one letting him beat up the mini bosses. Raeng Playlist: kzbin.info/aero/PLKz6wVNSUw6HPUMatpxQR8gds-SPZ04Py
@Muna-Gaming3 жыл бұрын
After Mirror face dies it is time to focus Ishioda. Ishioda has similar AI to before where he has to be knocked to not counter attack so make sure to only use attack that leave him on the floor. Also if the counter check happens mid air it will count as he is standing so he will initate a counter attack (Adachi's attacks leave Ishioda in the air commonly). Zhao burns his mana with high MP high damage attacks so I can tag in Eri for him to help share the burden of healing. Joon-gi also stay tagged in until he either can not phantom shift anymore or runs out of MP and is then replaced with Adachi. Kasuga should still have quite a lot of MP so he permenatly Tenacious fists Ishioda to constantly whittle him down. Eri and Saeko focus healing aswell as hitting Ishioda on the ground to regain MP when possible. When Ishioda is hit on the floor he will not counterattack unless the game considers him standing when he is hit so make sure react fast if you decide to attack him on the floor. Kasuga also can attack on the floor if he can as it does decent damage aswell as allowing Saeko or Eri to get free hits in by follow ups which regain MP for them. Adachi uses Atlas Hold as his main damage source as it knocks and does decent damage. Only use rolling thrash when he is low on MP (About 45) as if Adachi does not regain MP then the the counter check will happen mid air meaning Ishioda will counter attack so it is always risky to do. It seems that the message that appears when chance based effects happen for Adachi delay the counter check meaning Adachi will not be counterattacked but because it is chance based it is always a risk. Then just before half way make sure to use Mr Masochist as when Ishioda is half hp he will use Malicious grin fearing everyone (chance based) so it helps in making sure no one dies during the fears. Ishioda also gains fearsome countershot which does decent damage and can fear so getting counterattacked is highly not reccomended. Other than that though this phase should go similar to before.
@Muna-Gaming3 жыл бұрын
Why do Sotenbori Arena vs Ijincho homeless man farm. Main reason is Ijincho is boring as you have to get to the homeless man to farm them and all other fights give little to no xp. After getting to the farm spot you make about 10,000xp per min whereas the f26-28 farm gives 9,170 on average and can be faster the higher level you are which means it will eventually be more efficient aswell. But if you do not want to do the arena you can continue the other farm as it is still decent. F1-10 Tips Floor 3 has a lot of people which means you need to get a decent charm with Saeko or Eri but you can also Orbital and clear out some people aswell. Floor 5 boss fight is the same strat as the Totsuka's Underlings fight (Focus healer, then dps, then tank) but you are stronger so it is an even easier fight. Floor 10 has some support guys with "Sawashiro" who focus target Saeko (They have Turncoat guys AI focusing girls) which can kill Saeko if you do not perfect guard one of them or make one of them skip a turn. F11-15 Tips Floor 11 is quite hard with Master and Commando doing insane damage, Payback being tanky and doing decent damage and V.I.P's crit bolt. The focus should be on Dark Sweeper as his mysterious prayer is a charge attack that one shots everyone and he is the weakest to take out. Then attack V.I.P or Commando depending on which one is charmed. If you balance aggro on the team you should be fine. Floor 13 has a lot of enemies but with Nanba's Pyro Prison and Kasuga's Orbital most people should be beaten and then just clean up. Floor 14 has Dragon king who can do dragon sweeper which does a lot of damage aswell as both fighters which can do knockout punch. You just have to beat Qigong master and hope Saeko can charm some people or Orbital paralyses people. Then just beat up the people not charmed or paralysed. Floor 15 is the Tiger which is just a lengthy fight it should not be too hard just have Joon-gi shoot it up and then slowly beat it up. I had both Idols as they can alternate healing and attacking to never run out of MP. F16-20 Tips For Floor 16 watch out for Biker boss and Johnny Gale as both do a lot of damage especially biker boss and keep them stunned or manage their aggro to keep your team alive. Floor 18 has a lot of dangerous people that do high damage, so a good charm and Orbital paralysis is needed to have a chance of beating it. Targeting should be Ghillie -> Death Merchant -> Gangsman -> Twisted Mind -> Chinese Mafia Boss -> Tribechief depending on charm/paralysis. Floor 20 "Mabuchi" is quite weak so should be no problem. F21-25 Tips Floor 21 has 2 oneshotters which are the Mascot's Molotov and Noblesse Obesity's Meaty Press so be careful of both therefore, some decent RNG is required to do this fight with only "Strategies" being to try and make them miss turns with charm and paralysis aswell as trying to get Adachi to get Noblesse's Aggro as he will survive Meaty Press but you have to sacrifice quite a bit of damage. Floor 24 has the Scarred Yakuza who is tanky and his Heavens Divide one shots so should be aggro controlled unless charmed. The other 2 do not matter and can be dealt with quite easily. Floor 25 is a DPS test so... I believe you need to farm 21-24 at least once and it can be doable with amazing RNG (A lot of Crit hits and no earthquake or power press) but I recommend farming it twice for less RNG reliance. Floor 26-30 Tips Floor 26 has 2 Geezers (Girl focus AI) so for a girl to survive you need to perfect block twice or you stop one of them from taking a turn. The divers have catch of the day which I believe kills/nearly kills Kasuga or your Idol aswell as pornagra-pharoahs leaky rocket but some decent charms and paralysis should make it easy. I recommend Eri over Saeko as she has higher agility so can lovedrunk earlier so you know who to focus your damage on and not waste your damage. Floor 27 should be fine I recommend targeting Weltraiser -> Forsaken Samurai -> Captain Crunch depending on charm and it should be fine. Floor 28 more enemy spam the best strategy is to have Adachi, Eri and Nanba. Adachi's, Nanba's and Kasuga's AOE to help take out everyone and Eri because she has high agility so should get a turn after 2 enemies attack so can lovedrunk tycoon to reduce some damage you take (Figured out while farming so not done in my completion run) After everyone has 1 turn you should only have 2 people remaining. Leave Munanugget for last and take out the survivor. Then take out Munanugget. High crit attacks are recommended (Joon-gi head trauma, Eri Lucky Punch, Kasuga Dropkick). I believe Munanugget has a ritual that one shots everyone and takes 2 turns to charge but it never happened in any of my runs so I either got lucky or it happens after quite a few turns so should not be a threat. Floor 29 targeting should be Necromancer -> Death Knuckle -> Undertaker -> Arminator. Necromancer can one shot with his instakill attack but it can be blocked with good timing but better for him not to do it so take him out first. Death Knuckle has Knockout punch which can leave Kasuga or Saeko with little to no HP so is the second priority. Undertaker does little damage so should not be a high priority. Arminator does huge damage especially his Disarm attack but he is also tanky so I prefer trying to charm or paralyse him instead of focusing him. Decent RNG required but not too bad. Floor 30 is easy compared to some other floors the most dangerous person being Slaughter King. I do not know engineer king’s attacks as he was charmed to death so could be dangerous, but Inventor is a joke and the weakest amongst the rest. Targeting is Inventor -> Engineer -> Slaughter King. Just be careful and it should be easy. Overall, the Arena was quite easy the worst part being Floor 25 because I had to test it multiple times and Floors 26-30 as they have some of the toughest enemies and required decent RNG for Charm/Paralysis. I never mentioned any floor I thought were quite easy and also never mentioned every little thing I learnt so If there is certain Floors that are difficult I dont mind being asked for tips about them
@MrALQRI3 жыл бұрын
The heat action is OP Dmg
@Muna-Gaming3 жыл бұрын
KUWANA RANT Then you have Kuwana now this is pure RNG it is disgusting how bad this boss fight is based off this alone I know I will heal for him in the finale (Probably all of it). Most of his move set is quite fair but his parry that is truly unbalanced. He has 3 attacks he can do after parrying you: Charging Grab, Charging Knee or his insta elbow INSTA ELBOW. The other 2 can be dodged but his Elbow is horrible unbalanced garbage I truly believe a No damage for him is impossible unless you are the most luckiest person on earth. So why is it instant well what is supposed to happen is he trips you then comes close and elbows you but thanks to the small arena or my aggressive style if he trips me I go literally nowhere and he can just elbow me. If you get tripped and go to max range you can quite easily dodge or parry him as you will have regained control but if not there is LITERALLY 0 outplay you can do just pray to the gods that you do not get the 1/3 chance of the elbow attack in the first place. Of course though it only does 1/3 of your health so you can get hit by it twice right WRONG because he can follow it up with his downwards kick which if you do not spam fast enough or are unlucky enough to fall in an awkward position where no matter how fast you tap you can physically not get up you will be left with 0.0000000001% of your health where anything will kill you. Even worse if you are unlucky enough to hit an object like the many chairs laid around and take a slither of damage it is a one hit KO which is COMPLETELY BALANCED. Now the obvious thing is well just dont get parried idiot well my good friend he has 3 parry opportunities: After finishing his punch punch kick combo (avoidable), after taunting you (avoidable) and IF YOU FUK HIM UP TOO MUCH. Yes you are actually punished for being too good by him parrying you more. Now I may be completely wrong but how it seems to work is your first combo (light light heavy heavy) will hit and he shouldnt parry it (He still does sometimes but fuk do I know why) then if you parry him or just continue hitting him he will be like oh no I dont like getting hit and parrys you. The best countermeasure I have found is stick to a light light heavy heavy combo then DODGE not parry DODGE his attack and repeat. If you parry only do a light and wait. Even then this does not 100% negate his parry but its the best you are going to get. Also for some stupid reason if you interrupt his parry (LIKE HOW DOES THIS EXIST) he goes into his parry stance without glowing sometimes it doesnt activate so you can attack but sometimes it stays active for the full duration without the glow ty game just more icing on the cake. A neat tip is if he blocks your attack he can not parry at all so full combo just do not try to grab as he generally breaks out or parrys last second. Also if you realise he is going to parry on your heavies you can try to aim away from him (tracking sometimes screws you but better to try) or spam dodge to cancel which sometimes works aswell. For his last phase I do not truly know it but light light heavy combo seemed to do well. Then, when he has one bar left do cone, chair, nunchuck, salt shaker and bin heat action (Should deal just under a bar and a half of his health). Still only took an hr and a half which is better than Tesso but Tesso was me just being bad, this was just RNG. The win was not as satisfying as it felt like I got lucky and did decent instead of I got good and truly mastered him.
@Muna-Gaming3 жыл бұрын
Kiryu Part The finale is probably one of the best chapters its a perfect mix of fun and difficulty the only problem part being the first fight as Kiryu. To start off finale it is best to have the first bar and most of your second bar of heat (use a item or end Kuze fight with heat) and ideally to be in rush stance (End Kuze fight in rush). Then you skip the first fight by rushing straight for the fat guy holding the sofa chair, avoiding the other mobs and projectile guys, then heat action him in brawler for an insta kill and run past in rush sticking to the right railing and doing 3 dodges near the end (This mostly lines up with the gun guys shooting which can hit you on the way up). Although this fight is doable the grenade thrower and the two gunners can insta kill you leading to some unfair times the best strat for a real fight is to have one gunner focus Nishiki and then taking out grenade thrower before taking out the other gunner then finally taking out the final gun guy. Then you can kill everyone else however you want. If you start with heat run straight for the right gun guy and do beast heat action (or bash off the car if you happen to be close by it) pick up the gun and kill grenade thrower and other gun guy before taking out the others however you want. Both strats are viable the heat action being more consistant but overall skipping the fight is the best. Then the first fight inside the boat focus the gun guy and kill everyone else however you want. Then when the door opens up it is best to try and heat action one of the two gun wielders as the right one sometimes runs in first but heat action whoever you want for some cheap damage and then focus the two gunners before cleaning up the other however you want. You should only use 1 healing pot for both these fights and the skip ideally. Mine went pretty terrible as I got shot twice but I did only use 1 healing pot so I was on track. I refrained from healing in the next fight as I got fairly good at it and knew I could do it with low health. For the fight against Takahashi brawler should be used as rush can not knock him and you should find it fairly easy and depending on how much health you can sacrifice here you can use some objects around in beast aswell. It is also nice to end in heat but not required. Next you fight along the side of the boat the first encounter is a fat guy with a barrel which you can either heat action (if you have the heat) or knock him out like normal. Then the 4 guys on the stairs you can easily bait one at a time by walking close to half way up the stairs and make one of them pass the barrier they seem to make at the top of the stairs which allows you to just combo them until you get heat before throwing them off the ship for some easy kills. Also doable without doing this quite easily with the same general strat but making all of them come down but safer using the strat suggested. Ideally both fights should be done without healing. Then at the double gunners you can heal before running towards them. They will always get one shot off and the best way to dodge it is to see the muzzle flash and then dodge twice or thrice. Then the best strat is to go in brawler and throw one of the gunners (ideally the furthest) off the ship before killing the other or if you have no heat do a quick combo (light heavy or light light heavy if you react fast enough) which should be enough time for the other guy to get prepared to shoot which you dodge and repeat. Ideally the only healing here should be when you are first approaching them but I grabbed the left guy without heat which was a guaranteed shot by the other guy) and then I also did an extra light attack in my combo which meant I could not dodge the gun leading to me using another healing item than necessary. Then against the three mini bosses use all the objects lying around and beast to destroy them. Focus heat actions on one guy if you can to quickly kill you most disliked guy. For me its Ide the fatty who does the running double kick attack and Mori the lanky who does the running flip attack. I mostly focus the fatty as his hyper armor annoys me more than the others. As for healing the best I did was using only one but on average anywhere from two to four is good. Then for the triple gunner the best strat is to wait on the left where they can not shoot you until the walk past the barrier use a pot (for heat and also healing if needed) then grab the first gunner after he passes walk a bit toward the wall where you were hiding and do the wall heat action for the gun and use his gun to shoot the other two. The back up is to throw the first off the ship instead and use the hit one avoid the other strat from before. And the back back up strat if you get shot twice is to use a pot and throw another off the ship and beat the last to death. Ideally only one pot to gain the heat is needed but using 2 is not bad. I ended up using the 2 as I grabbed the first gunner too early so I could not move him to the wall and then I thought hiding behind the fence was enough to save me from the other two gunners. Now you should have at least 2 rows of pots leading into the Shibusawa fight. (Only a row is doable but it makes the Shibusawa fight slower than how long it took me)
@Muna-Gaming3 жыл бұрын
Majima Part For most of Majima's fights you can breaker them and there is no real strategy. The only fight with some thought is the mini boss with the 2 gunners. I like to enter with heat from the shotgun guy before and then as soon as it starts go to the left gunner and grab and heat action him then use the gun to kill the other gunner and then fight the mini boss like normal. Ideally with the hidden pot you should only use 0-1 pots. Then comes Awano for him breaker for his non heat phase is too good to pass up on. Thugger also works but breaker speeds up most battles and is easy to do. Then when Awano gains heat I prefer to charge up breaker away from him and then go towards him to do damage then get out. Thugger to dodge behind him then light heavy also works and is more engaging but breaker is still faster and easier as I still dont know thugger well enough. You should ideally only need 2-3 pots for Awano as Lao Gui requires a lot of pots. Now for my worst boss fight Lao Gui. He is the coolest boss fight but the worst for no upgrades. All his attacks have extremely high damage and everytime you get hit by a combo you have to use a healing pot to stay safe. For his first phase he has the claws with no heat he can be bullied like the others with breaker but Lao Gui likes to attack as soon as you are in range generally hitting you first. It is still better to charge up away and come in to finish the combo on him. Then when he gains heat it becomes even riskier as he can not be knocked. Thugger is generally recommended as It is not as luck based as breaker but as I do not know Lao Gui good enough so I used breaker. This is the case for most of his phases. For the gun phase it is his most danagerous as he has the potentional to one you with a swipe triple shot into a floor stab shot so it is advised to stay above 3/4 of you health at all times maybe even full. When you get distance from Lao Gui he runs towards you or shoots but I believe he shoots more often than not. It is advised to always keep eyes on him when running away and to be cautious. You do the same as the first phase breaker charge up. Then for his final phase use the pillars as cover to charge up safely and attack him with breaker. His wall run attack is a grab and as breaker counts as you are on the floor it will always whiff for some easy free damage. Throughout the fight I would suggest saving your heat actions for phases you dont like the most and generally do it when he has heat if possible. Overall the way I fight Lao Gui doesnt really have much strats other than charge away come in to attack run away repeat. I still believe Thugger and some better knowledge of his attacks is the better way and more consistant way to go but getting to him in Legend to learn his attacks was something I didnt want to do.
@Muna-Gaming3 жыл бұрын
Shibusawa Shibusawa is another fight I kinda loved other than his last phase. His first phase is the best there are many option to beat him (except beast) but my most preferred is rush and treat it similar to Kuze. It is definitely the best phase. Then for beast he gains a lot of hyperarmor so brawler light heavy is preferred. I avoid attacking when he has weapons and focus on getting rid of or moving aside the objects around the arena to create a fighting arena as his beast attacks without weapons are extremely easy to predict and punish. The hardest phase and the most slow is his last phase. Not only can you only attack after certain attacks rush does not phase him similar to his beast phase making brawler the only viable option. Then depending on pots depends on what attacks you can attack on the most safe are his full combo attacks as you can always pull of the light heavy combo with no fear of a counterattack. The only risky one is the double floor slam where he shoots balls of aura at the floor as he recovers faster than other attacks and can chip you away. His charging grab is extremely danagerous if you get caught and do not have full health you are as good as dead. To escape you need to be full health and spam escape before the prompt even appears. His other grabs I believe are not as bad and do as much damage as a normal attack from him. You can be more aggressive than I was especially with the pots I had but I was always on edge making me play more passive. Overall Shibusawa is pretty fun and fairly challenging except for the last phase where you can die in one attack and he is very hard to punish.
@BigVEE3 жыл бұрын
Still putting off this evaluation until I'm ready to fully de-rust. Zaser has gone quiet (Cimi seems less than interested in keeping on with this). Zim took a breather with other matters. When the lattermost returns, I'll get to this, I'd think.
@MrZimnas3 жыл бұрын
>Zim took a breather And then he came back and conquered.
@BigVEE3 жыл бұрын
>came back fresh for the fight It just works.
@Muna-Gaming3 жыл бұрын
@@BigVEE As you can tell I stopped trying for ToA Pain+ and probably won't return to it but it was an experience for sure though and was the first time I was truly challenged in a while. It was fun just testing weird ideas out and discovering things. Definitely has helped me in my newer NURs I have been trying and will probably stick with me as my motivation for anything hard as I can just tell myself "At least its not as hard as ToA Pain+". So anyways this if my formal farewell as your "student" (Felt kind of bad leaving without notice like you said your other students did and not being able to get a recorded attempt for ToA. Glad someone did it though). Thanks for the help in trying to make me better as for if I'll ever return to ToA Pain+ probably not. For your achievements list you sent me I might return to complete it for fun in my free time. I will probably also return to GoW just to try some other runs for fun but probably not for a good while. (If you want to recommend some I'll be happy to try them) And as for my final request for now I was looking through the GoW union board at the runs sections and saw this: "NOTE: Purely defeating Skorpius with the BoE in a PAIN/PAIN+ might earn a "*" regarding the face stage" and it may be me misunderstanding but is this saying you can do Skorpius without cestus and if yes how? P.S. For the clip I made for "You play a dangerous game" I'll make it public after my latest NUR+
@BigVEE3 жыл бұрын
Seems I ended up forgetting to return to the evaluation (not really in a position for that sort of thing right now). Cat died. I got sick (still working through that). >stopped trying Many had. At least a half dozen were interested in taking a swing only to get repelled. >truly challenged How about the Clone War and such? We have other challenges to look into. Not all as absurd (while still offering you a chance to get creative). >fun testing ideas Less fun when you get a case like this where you find most things fall through (down to basics and pulling it off). >formal farewell With ToA PAIN+? Not interested in doing as I describe or as Zim shows?: kzbin.info/aero/PLe2tQdQ10VwEVMenxKN1LgYp13d457iLP >achievements list Still going to go at it, eh? Sort of sounds like you're not going to record them. Hopefully that isn't so. Would be fun to see. >not for a good while Got 'life' matters to attend or other projects? >recommend some You could always try to do as Zaser did with GoWIII (No Weapon Run). That was a cute one. Can't recall the full run, but NBR+ NUR+ got interesting against Charon (to a lesser extent Persephone). NGR+ NUR+ was the only time I slightly felt like Deimos had any life in him (jobs very hard in GoS). Obviously there are plenty of specialty runs to consider (weapon/spell focused stuff in particular). This without making more 'achievements' (for different entries). >recent Monster Truck talk at TUGOWU Strange. I wouldn't expect I had anyone to convey that to. At least one fellow professes love for the fight and suggests he'll try to test that which is in question. >if yes how Let's start with clarification. While we respect runners for doing VH PAIN+ (and the like) for following the conditions other than Cestus use throughout, you should be free to break all rules when the fight goes off the rails of conditions (until you pass it). Part of the reason it was like that is the Phase 1 (be it S1 or S2) Onyx Legs that require the stuff (or a bugged workaround, which **if violating rules** is not required), but you already know we make people just deal with easy DQ set-ups. The real problem was Phase 2 (face). The early understanding was that we just lacked the dps needed for the MAX HP and it didn't keep any progress (and legs full heal). What I saw with another player's meme run was rather curious. Enough so that I had to do retesting. The result was to again confirm it was NOT like the Kraken where damage build-up was kept (until you reach 0HP, but fail **causing recovery**) for the headsore (tentacles always regen). This was a big limiter (else we would have had 'bonus credit' explained early on). What was going on? The first drop of S1P2 has the 'full' HP (probably double by way of a bug **they blunder sometimes and this boss is FULL of issues of that sort**). That is to say, not just the HP of the first mandible, but the second simultaneously (unlike with TM3 in GoWIII where you need to bug out the boss to cause the combining of the health pools, this is baked in). The second time it drops it will have half that amount (your hits don't matter at all **do nothing or take it to 1HP, the result is the same as even failing the QTE**) even if still in S1 (working through P1 back to P2 again). First drop with the forced cutscene is always like that. You need dps beyond what the lvl1 Cestus can put out where VH Apollo is concerned. You're fine if efficient with default VH (regarding lvl1). Just that BoE (or BoA) cannot hope to do it even with the halved total. Theoretically (if the math is right and another player's supposed method to get the Spawns stuck **preventing interference** checks out, it should be possible for BoE to have enough dps for second drop and beyond) it might be possible to have a 'gold star' moment here. During testing, I found that fully uncovered (broken) legs full recover if you fail to advance the fight. Those that are not (no matter how damaged) do not get a new coating. Combined with the other consideration, what you're looking at is trying to beat S1P1 (probably focusing on a single side) such that you NEVER land a single HP DMG blow. You can hit the Onyx legs and even the uncovered legs (no HP is lost this way, so I'll allow it). You may not ever harm the spawns using it (would need to grab them or use BoE). That's annoying enough on its own to do. After having done that, it will drop and you will have to sit on your hands (maybe kill spawns to maintain numbers **or don't as it might not matter**). The next step would be to do it again, but this time with intent to actually succeed (if possible). Repeat a triple leg break, but maybe consider (not required) the normal mentality of getting them all to red before S2. Whatever the case, you make him drop again. IF you have a way to get Spawns to not interfere (would love to see it), use that and go hard with long path to Spirit (should be enough dps). If NOT, then you would (to keep adds off you) need to carefully attempt PoP spam that is also landing enough blows to narrowly make the cut in the time given. I just don't know for sure if it is truly possible. Should it be the case that it CAN be done, then it would be another battle one can record a win over for special accolades. NOTE: After advancing to S2P1, you would just do the usual and repeat your amazing display for S2P2 to reach the checkpoint for a free victory (S3). >make it public after another NUR+ Which entry?
@Muna-Gaming3 жыл бұрын
Sad to hear my condolences >Evaluation There really is no need my attempts were not that good from what I can recall and I probably would not return anyways so skip it >No ToA Pain+ The run Zim did was good but I have always struggled with keeping track of multiple stuff as I get tunnel visioned focusing either on dps on medusa or dodging but failing to do both. And to be fair I am not really that good at executions, always finding the most brain dead/easiest ways to do things. Maybe some random tries like I did when I took my 8 month break but I am doubtful. >Achievement List I will definately record how else will I show you I did it. There are some achievements that sound interesting like Talos glitched rage state and Insta fill rage on Gemini. Others not so much (RO through all invisible wall locations) >Clone war and other challenges From what I can recall I hated GoW 1 It being the most challenging one and most annoying (Hades Pillar, Desert Sirens, Harpys, Clones) and I have already seen the strats for it. So definately not the first one that comes to mind. When I do start it will probably be GoW 3 because the remastered is on ps4 so no need to set up my ps3 then maybe GoW 2 as it is my favourite (first ps2 game, parents didnt look at ratings) then GoW:GoS, GoW 1, GoW:CoO (Just order of my fondness for the games). Also heard there was a mobile game of GoW:Betrayal but only saw snippets of it >Recommendations Noted although I have never tried No Grab Runs or NBR(Im guessing it means no blades run) they sound interesting >Skorpius Extra Credit So from my understanding the requirement is get circle prompt on Skorpius using only blades of exile/athena when he goes down and you can break the onyx legs with the cestus. And then you talked about a method to reduce his hp pool to make it possible something about his second drop having less hp than his first. (I haven't played GoW 3 in a long time or done Pain+ or challenge runs for it so it is probably harder for me to understand but I think I got the gist of it) >Entry I am currently doing Yakuza Franchise/Judgment NURs as I dont see many people doing it or only half baked runs (Bosses only, half finished) and it being another of my favourite franchises I wanted to do them. I finished the latest one just today so I made the clip public for you and for others to use. Edit: Yeah I forgot to use proper names like GoWIII and I am too lazy/tired to change it. Just know we aint talking about gears of war here
@absolutedominion20043 жыл бұрын
A change in scenery to recollect yourself? Good call, overcoming different obstacles could benefit you, to reach your goal.
@BigVEE4 жыл бұрын
Any chance of a return to taking on VH PAIN+ ToA W1 or is the matter settled?
@Muna-Gaming4 жыл бұрын
I was thinking of taking it on again but its the middle of exam season right now but my last exam is on the 21st. After I'll take a break to relax from exam season but then I want to give it another go. In terms of how much I practiced between my last comment and now (2 months ago) I had 6hrs so... fair to say i'll be rusty. I did try out your strategy and once the medusa is dead it becomes extremely easy as long as I don't get cocky but killing the medusa is a different story. What I was doing was just roll around and when I can jump in the air next to the medusa and do some squares but escaping after is troublesome I would always seem to get attacked by the medusa or siren forcing me to block and if the medusa does the freeze beam it makes it even worse. I found a 'combo' by getting sirens to be synced or just slightly out of sync and you can just keep jumping near the medusa and do some air squares as it lines up pretty well just block just before you hit the floor and then when you can start it up again but medusa freeze beam or siren scream messes it up so it isn't really reliable. So it seems like the best strat is to walk around evading sirens attacks and then when you can roll in and do some air lights on the medusa and roll out. But one small problem was the medusa seems to favour her freeze beam when I'm out of her range and just come into it which forces me to back away again and trying to do air lights while she is trying to freeze is really risky. Is there a work around or just keep evading until medusa doesn't do her freeze beam. (Sorry about not formatting im typing on my phone so its a but of a hassle)
@BigVEE4 жыл бұрын
>exam season Bah. Forgot it was academia for you. Think Cimi was limited by work. >21st Noted. >6 hours Were you doing it o' natural or did you take my advice with using a NG+ file with cheats so you don't have to die and waste 10 minutes at a time? Sure you will kill them three times faster than the real deal, but you can practice getting in damage safely while avoiding bullshit for an extended duration (effectively a RoSaT version of doing it legit). With a good feel for how to keep clear of the big hits (at least) while chipping away you should manage like I did. >rusty As will I be (for advising). >try out my strategy As in using all means (breaking rules) to just kill it during Part 2 and practicing Part 3 or actually beating Part 2 with the air light slaps to reach P3? The latter is the hardest part to be sure. >P3 isn't hard >so long as you're cautious Yes, no rush. Would be a shame to get caught with an invisible lightning, misidentified shriek, chipped down by the electric aura (start-up for overheads), etc. While impressive, it isn't necessary to catch both at once for juggle strats. Just working them down with safe light slaps is fine (once down to just one, juggle lock becomes more advisable though still risky to botch). >just roll around Recall I caution against being too reliant on it. There are times you definitely need the evade to i-frames or more quickly clear out (as with how jump or trot might be too slow when you've got a bit of petrification build-up), but sticking to running around is still my advise (so you don't have to do fancy cancels into jumps and your movement is more controlled). >evade around before leaping into slaps on gorgon Did you read my notes on trying to bait a safe situation (away from sirens, punishing after certain moves, etc.) so evacuation isn't luck based? Hard to keep taking knocks or depending on RNG in such a prolonged affair. >sync sirens There were times where I found this desirable to be sure. Other times I would try to get one or both to shriek to relieve some pressure (if only for a moment). Also good for re-rolling until you get them timed again. >HG favoring Stare Yeah, you could (in some cases) just settle for a ground slap or so while passing by in such cases, but it is preferred you roll (in terms of chances, not the dodge) a grab so you can (if safe) evade over it into air lights. Again, my notes go over my punishment (along with complaints about them low profiling me, having to watch for how close I am to the ground as overhead bolts threaten below, etc.). >work around It is chance (like it is a risk to punish Stare) unless you get closer to bait different moves (but punishing the melee string is difficult while under pressure from sirens **let alone leaping so as to strafe the move for it to whiff while you punish**). You just have to deal with the cards you're dealt while trying to keep the sirens synced and far enough away from you (if not busy like the very start of overhead) for punishment to even be on the menu. Easier to go over with a video practice session to evaluate (as with Cimi's). Sadly, it isn't like we can false OS (Tether or otherwise) to provoke a desirable reaction (or any) for HGs. The sirens are iffy on whether they will do their counter. If they were consistent and it worked properly, the air OS bait of it can be safely defended (used to pull them to your location). Shame this is just another jank thing as the tech isn't reliable in the end. Wasn't able to get cute with having them wrong warp over the edge, either. >typing on phone Oof. That shit is a bother. Sort of like how foes in this entry have insane statue HP (at least friendly fire works) and things don't want to fall properly (hard enough to set-up shatter let alone make it function correctly). That they come out of this state swinging where they left off is another thing to watch for, but the brief window of them being out of the fight can be a chance to punish the gorgon, at least (even them being slowed can be of some use **to that end**). Then again, it can be annoying to have the timing adjusted. NOTE: As before, I strongly recommend NG+ cheat sessions for practicing and practice videos for showing what you're doing (in terms of moving around, avoiding hits, getting hits in, etc.). Once you've got a strong enough command on dealing out the hurt without getting hurt, you may well be ready to take the training wheels off and go for a ride in the real thing (same as me). I probably spent at least as long as you doing the cheat method (and many hours more before that going at it head-on). My recollection is foggy at this point.
@BigVEE4 жыл бұрын
>bad luck multi-hit And what of good luck downed i-frames? I'm guessing they ain't offering those this time. >tentacle poke >blockable Was it? She doesn't use it in S4, so I hardly take note of that rare S3/S5 move. >ink is unblockable It is this time. Almost certain death if it lands (as you can only escape by being hit in PAIN+ **not allowed to clone out**). I think it only fires on the left during the transition to S4. During S4 for sure, it only first to the right (making that a safe spot to be). >avoid the chomp It misses a lot of the same area that ink does, so S4 has a pretty large 'safe zone' that acts as a 'semi-sweet spot' (safe most of the time, but not all the time). Roar is not an attack, but Shockwave is (and hits there). >Tissy focus I'll differ to my coverage on Cimi and Bick's runs in the interest of time here (after responding to your notes). If you're done trying to blindly best it, you know what to do. For now, I won't 'spoil'. >Ally focus I'll just use copypasta here. >use t0 Too unsafe in general for S4. Even for Ally focus, I'd be cautious about ever throwing it out despite the double hits being free on her (not so much Tissy). >s1,t1 's,t'? Did you mean 't,s'? >safety versus damage ToA W1 will demonstrate this lesson even more clearly. >don't try to finish the fight while Tissy uses meteors May be for the best. >gets stuff if caught doing her string when scrolled off >activates when back on as with Ally attacking Indeed. Have to mind this well (or you can get in trouble). >only just begun Yes, "trophies" and the infamous 'bonus credit'. I imagine more of the former as you prep for cheat-based practice towards the latter. 0:00 Shockwave always opens up S3 (leftside ink for S4's start **don't recall anything special about S5**). Your run isn't allowing it, but generally I'd advise not keeping the Javelin around (pick it up so you can't get stuck on it **one-time i-frame use ain't worth it with the recovery outlasting them**). Can't bypass S4 and S5 through S3 in these conditions, so time to tough things out (not so bad with focus on Not-Charbie). Double hits are free, so go crazy during the various safe openings, I guess. 0:20 Cut it real close with rage build-up for t0. 1:50 I'm not 100% sure Tissy can be hurt the moment she appears (transitions in GoW:A pull this stuff a lot) despite hit count. This aside, Ally focus is indeed about baiting Tissy's charges (keeping her busy and away) while watching Ally. As noted above, t0 has a place this time. Still better to favor the left for safety (as with not ending during meteors). I don't really recommend being airborne when punishing roar if Tissy is using Meteors (or about to **maybe not even if she is starting up the 4 string**). You don't want the distraction when it can very easily go from roar into Shockwave (which combos in deadly fashion with birb-gurl's tech). My notes talk like ink can't go into roar (don't bet on that double opening). Ink may be timed, so if it has been awhile, expect it (can come after another attack, not just after roar). Sort of hard to spot Shotgun, so be on the look out. Charge's block push can move you into trouble, so if you're guarding rather than avoiding...Just be aware (aside from the tip from before about air blocking if going over it). I still advise favoring t1 as the quick option to interrupt start-up of the 4 string (just to help make Tissy behave even if she isn't your focus for damage **though you should be avoiding her**). Lots of decision making depends on what they are doing (and ultimately, I like acting when I know Ally is stuck doing something **while Tissy is far away or otherwise unable to threaten me** as with bite or ink and less so roar **tempting as it is**). 1:53 Got some of these hits counting now. >goes into S4 Meteors Bitch. 2:04 Risky with how the hitbox can glitch (reaching higher than it ought to). 2:15 We're doing Ally focus, so I just can't get behind slapping Tissy to pass time (outside interrupts that stop her misbehavior). 2:20 Bit too aggressive. Can get you in trouble. Let them show their hand before deciding how to react. Leading can get you caught. 2:30 Overly long punishes during roar are asking for trouble (less so if you can react to and see Tissy is busy not being a threat). 2:37 Enough time for this since both were just starting their moves. A little later and no more than light slaps would be advised (versus t0). 2:43 So long as you recall what they're doing, this was an obvious big opening (Tissy stuck doing the conclusion of Meteor and Ally dedicated to the double bite). 2:51 Didn't give in to the temptation to roll around like crazy. That's good. 2:59 Took a gamble here. If she would have chosen Shockwave, I don't think you would have cleared it while in block stun. 3:11 Off-screening slut... 3:26 Too close during start-up. Not great having to watch for her mix while Ally has a free hand. 3:30 The example of being scrolled back on after pausing... 3:34 Creating a dangerous situation like this. 3:37 Shall I link to your private video? 3:48 Got to be ready for Shockwave set-ups. 3:56 Free damage with Tissy scrolled away, but you need to get the Hell away while watching to see what she'll do next as Ally pans the camera out right after this roar. 4:01 Easy to get caught with a grab in a case like this, but she whiffed. 4:05 Risky business. 4:09 Richly rewarded. Bite and Meteor? Easy enough to air light spam after the second bite finishes. 4:23 Now for an easy repeat. 4:27 So leftside ink was the transition into S5, too. Noted.
@BigVEE4 жыл бұрын
>lure away Spartans Not having them interfere does help (however one can manage that). >bait and punish charge with t0 Sounds fine. >switch sides when crowed Right, right. >infinite pool Correct. >gone for a bit Not long enough. Better to have them trailing than spawning near us. >best to keep away Easier if you don't want to fret with tracking the adds, too (at any rate). >breath I imagine you might have learned about it being UB on your own here. >jump the charge Too risky as it starts to hit in the air during Furies 2 (I at least air block if trying this). I'd rather strafe it. >meteors are blockable They are not. They hit in the air for this fight's S1, but in all other cases they don't hit in the air. >blockable ink Just not blockable outside S2 (got to love it). >first try Thus not knowing that restart bugs it out (no need for EoT). 1:50 Mostly the same as our first solo fight, but with the illusory distractions that accompanied Maggy previously. The major change being meteors behaving differently this one time (making punishment of the move tougher). Need to avoid landing s4a (not that it has much merit in terms of stun **worthless here** or damage) as it fills a lot against Ally/Tissy (and during S3-S5 it is a full refill). The moment she drops orbs, you have ~20s before she'll fuck off into S2 (alternatively, deal around ~20DMG to make her leave sooner). 2:07 Double hit while going in deep. Hard to say what is best between cornering her (harder to manage in PAIN+) and being cornered. Perhaps the latter here as you can use attacks through her to fend off others to an extent, but it is still probably safest to just work either (or mid) while slipping out when crowded. 2:10 Hate to see a whiff. 2:13 Then some more. Being right above you accounts for this. During S4, I'd noticed she has some i-frames during Meteors, so you can punish her like normal, except not everything is going to count (I'd already gone over your theory about the crash with talk of how this might be related). 2:38 Too bad for her she can't YEET her illusions or empower them like Mags. 2:57 Saw this coming when you kept at it (rather than canceling into a block **or at least changing course to evade her**). 3:02 Not able to read and punish her just yet, eh? Could have waited on the grab for the hop to air punishment. 3:10 Shotgun suffers from its high vantage point. 5:25 Desire to evade blockables came back on you again. 6:17 What's it going to be? Damage or time? Given this is PAIN+, better not to try for the former at all. Just run down the clock. **seconds later** Just left, eh? GoW:A, please. The irregularities are absurd. 6:52 Dealing with that in NBR+ NUR+ took a bit of exploration. Don't want to eat a hit from it in this run as the damage plus letting it hit you again is likely death (and we are not permitted OSoO to escape, so that's how it is if caught). 7:03 Have to use EoT (can't be helped). Didn't realize it could be used from so far away on this target, but then it isn't exactly super advantageous to do so. 7:06 Crap hurtbox/hitbox interaction. Singles for days. Can be tough even on the other (and both are too tanky **especially the second one**). With this being a single all the time (for S2P1), you should factor that in for dps. Probably better to not go for 6 (might be faster to spam lights with cancels **or just use the air version**). 9:22 Bottom-left position makes most attacks whiff (just the first part of double slam will hit if positioned right). Double hits work better here, at least. 9:31 ...But still a lot of singles can result. 10:34 Got one.
@BigVEE4 жыл бұрын
>off-screen Not scurry? For me, I had a time when I could draw one to the boundary while the other just taunted, but another run saw them not behaving this way. Whatever the cause for the AI change, it is a thing. Leaves one with just drawing in (charge), blocking, launching (when safe) into OH to toss away (and repeat). Terrible (for lack of RO). I doubt it is reasonable to even attempt building up stun here. >may have scrolled them off during an attack Almost certainly the case. Doesn't explain my experience, however. 0:00 Yet another fine checkpoint. 1:44 I forgot this shit's AoE DoT hits well into the air aside from being unblockable. Silly. 3:11 Caught during the dedicated part of T. Classic. 5:35 >goes off-screen during start-up >just continues the move right back on-screen >without being scrolled back on kzbin.info/www/bejne/qYm7Zpeoprd3b9Um14s 5:46 Time to take the remaining harlot to the cleaners. 5:54 Amusing. If she would more regularly do this while other behaved, you could get a stun state, but it isn't like it matters given how the invisible wall works here (cannot dump her for RO). Fun use of it for repeated t0, at least.
@BigVEE4 жыл бұрын
>notable moments imgur.com/a/aPn7EHy >W3 screwjob after good W2 >get through with sloppy W2 i.pinimg.com/originals/7e/89/5d/7e895d3e08d00f1cde09696d23750f18.png >this one had NUR+ before it, but intentionally got slapped around to match the PAIN showing Noted. Looks like you're starting at 20HP. 0:40 Going up to 70HP (patch confirmed). Don't know how the glitched mount insta-kill works for the Amazon/Harpy team, so I can't really advise it (as I'm sure you don't, either). If not able to use RO on the Amazons (we lack knockback options in PAIN+ and the invisible wall will not allow floating **not absolutely sure juggling them by the background wall into variation provocations won't cause them to touch the insta-kill wall like how WE can**), then it becomes about direct damage. Not sure how reasonable it is to aim for dizzy with t0 landing on the taunt (whilst exploiting the boundary) over and over until you can close the gap on gold halo for tossing them at the edge. Don't feel like going for juggle lock is super likely with the narrow walls (wouldn't be able to keep them against the invisible wall long). It is certainly simplest to just reverse repeatedly with t1 and such as punishment. To that end, I might recommend splitting them up at the start (while also getting rid of the harpies via OS for RO). Once one dies, maybe you can juggle for a bit to speed things along. Perhaps use t1 wall bound punish strats. 0:50 Already turning unfortunate. 1:06 Nice toss, slut. 1:25 Now: kzbin.info/www/bejne/bZbFiqtmhJZ7jdU NOTE: Time to skip ahead after a bunch of boring reversal gameplay. Can't be helped. 2:01 So it begins. 2:10 You said it. 2:23 Good thing this obnoxious grab doesn't have the random half circle input. That one really jacks people up under pressure. 2:53 So that's how you ended up with invisible health (until W3's heal). 7:08 What is this? About 10HP off each OS kill on an Amazon? Anyway, time for another Electric Talos. As you say, have to mind the hazard (only affects us). I like working the center, but I know the bottom jet can't hit you if flush. Don't think it would be wise to work the background given the weird death wall (even if the jet isn't flush). Best when you can see things coming at you. Don't want it in rage state when you need room to clear out (and should close in to trigger the rage move when you are ready to pick the AoE's location). 7:25 Ah, yes. Birbs. So easily forgotten. 8:18 He's pushing you back a bit too quickly. Might be good to create distance and turtle up at a boundary, but then the final jet is about to go out, so whatever. 8:46 Not taking chances with it (having to block flare-up, move to the other side as rage attack goes off, move in to set it off once more and going back to work). 8:56 How very cautious. Appropriate given how much of a pain in the ass it is to get back here even with just NUR+ (lots of time wasted). 9:04 Got a good feel for his limitations, I see. 9:20 Not comfortable with fighting while the jet is active there, eh? Understandable. 9:49 Indeed you've got a sense for when he'll flare up. 9:58 What is this cheap shit? It only did one, then flared down (hurting you). At least you didn't die. 10:20 Plenty of time. 10:56 Blows that I couldn't RO this loser (have to settle for reversal spam **and wall spikes are just decorations to them**). Wraiths are to be worked by the boundary, launch one during taunt into OH, bait the burrow away from the other (left taunting or uselessly attempting a summon **not open to launch, but free hits are good** and begin the usual handling along the boundary for 1v1 (kill them all this way). 11:16 Back roll strikes again. 12:14 Good opening set-up, but blowing the opening launch sort of squandered it. 12:39 >testing if walls will fuck you through guard ww5.fmovie.sc/online/constantine-2005/watching.html/?ep=10 **time is 1h19m56s** 13:18 Tether saved you from further embarrassment here. Nerves getting to you or something? 13:24 >lost the loop immediately Hey, alright. 13:38 Got him burrowing, now to get him away from the other while working the boundary. 13:46 Really playing it close to the chest here... 14:00 Glad to see you last second nabbing this fucker. Time to wrap things up. 14:06 This looks about right. 14:14 But not quite. Still a little too close. 14:35 Should just be making enough distance for the taunt, then circling back the moment you confirm it.
@Muna-Gaming4 жыл бұрын
Couldn't see this comment at first until i sorted by new comments first (you dont appear on top comments even though you have been previously) seems like your suspicious links are suppressing you. Thought maybe your comment was shadow banned and couldnt be viewed because of your movie link so ended up clipping the movie (wasted effort now but maybe for your future references link: kzbin.info/www/bejne/iJi5gqCpg5KLpMk ) Also surprising that it couldnt be found on youtube or online (maybe my searches were too broad) I have been reading every comment you made even though I haven't interacted with them. In general when you asked why I unblocked sometimes when I clearly know a hits coming my only response is kzbin.info/www/bejne/eqHYqX2vq8ebgdE . My response whenever I panicked was mostly a roll which is why I sometimes dodge blockable attacks. Some of your general feedback was my heavy reliance on t0 which leads to many of my hits as you cant cancel out of it (I always thought that t0 was the best move and my damage estimate for it was 3x a t1 and t1 was 2x a s1) so It was my main form of attack. Never even noticed that it had a double hit box aswell. Also never knew backroll was worse than other rolls so it really hurt seeing me being caught by attacks because of it. Some of my failed attempts also seems to have sneaked on by which I only noticed while watching back through it (my 15year old self never cared much for editing). Another critique was my extremely safe playing style at times (making me miss some easy damage opportunites) or my extremely greedy playing style (generally always led to a hit unless they whiffed) One of the most memorable comments was when you said I was spacing out Tissy's dragon breath but the actual truth was I didnt even know it was unblockable I just happened to stand in the right place when I tried to block it (leading to my misunderstanding of it being blockable). And the best of all was the ring out with juggs in Chapter 24 the truth was I never even knew there was 2 more shield grunts because the juggs killed them for me. Pure luck saves me again. Note: You don't have to answer if you don't want to but what time zone are you in because sometimes when you comment its 2:00 in the morning for me (I'm from the UK)
@BigVEE4 жыл бұрын
>couldn't see the comment To my understanding, that is normal for YT (buggy mess even without censorship). >don't appear on top comments >only comment Amusing. >suspicious links >often YT Guilty as charged. >shadow banned Unlikely. This place doesn't tend to care to bother with enforcement even of that sort in comments. No, they care about videos (uploads). The most they'll pull with comments (currently) is blacklisted words (of which there are many **even certain combinations**). I always check for comment erasure (up to 30s) to that end. >couldn't be found Just how it was. That specific part of the film was only in Spanish (at the time of the comment). I could get bits leading up to it and after it, but not the quote I wanted. This does not included, obviously, private videos I do not have links to. >makes the private video Amusing (be the difference you want to see). I wouldn't go out of the way for something like that. I often have things I reference that are easier to find (this was a rare exception). >why you didn't block things you knew were coming Brain damage happens. Just look at Gokek. Really overcame (not really, but go with it). Despite this, you've done well (and I've worked with far, far less **and continue to endure one in particular owed to an old vet's request**). Also: imgur.com/a/ofW8p4J >panic Surprising. Perhaps a lack of familiarity (helping with comfort) is part of it. >the best move A meme in the community, yes. Had I been around early on (and you were wanting even that one tip to affect your blind run), I would have been quick to lean heavily on that reminder (as Bick can attest time and time again **when he doesn't learn that lesson**). It has its time and place, but is grossly overstated. >estimated at x3 a t1 with t1 at x2 s1 Well, s1 being 1.5 and t1 being 2.25 means you only slightly exaggerated its value. As for t0, it being a multi-hit makes things tough. With a single (often what you'll get out of it coming from dial-up **not on-demand**), it is merely double s1 (what you that t1 would be). With both hits, it is just a little shy of what you imagined. Not too far off, in essence (especially when averaging out according to your experience **where you likely got more double hits than most who stick to ranged zoning**). >15yo self didn't care much for editing Not far off from how it was with me when I was still recording. I did edit a bit, but mostly for Mickey Mouse purposes (matching the beat, credits, text overlay to explain things or tell jokes, etc.). Garbage recording quality and zero audio is what I had aside from good strategy with fine tactics (and decent execution). >didn't realize you were doing it or what was happening imgur.com/a/4jW8uTR kzbin.info/www/bejne/fYixaGynp56Gd5om16s kzbin.info/www/bejne/nYaTaGOjo8-GepYm11s >time zone Central. I'm up at all hours. It just depends on the day in the week owed to work being graveyard. >the UK As it was with the gent. I wonder if his niece turned him in or if refugees got him. I know Rona wouldn't have given his constant attire.
@Muna-Gaming4 жыл бұрын
@@BigVEE >work being graveyard YOU FOOL THANKS TO YOUR LOOSE LIPS I NOW KNOW WHO YOU ARE. I wont spread your identity but its best to be safe on the internet. Link: bit.ly/3k5Xgii (shortened for dramatic effect) I hope you clicked the link before reading on Note: I never knew that they actually gave him a canonical identity always thought he was just there as some kind of homage. And I even met the conditions to learn his identity but never tried out his costume (the grind for red orbs was tedious and boring). >be the change Just thought it would be a bit weird to make public but when I do finish with GoW:A (Hopefully) I'll make it public >Gokek Haven't heard that name do they go by other aliases (My knowledge is just the TOGOWA forum top posters for names couldnt find a page that listed all posters) list of Vets that were interesting (I know a lot of names but never read up on them or they were just aliases): MrStarKiller (Would of loved to be trained by this dude but im stuck with you :p) Aliases: GodModeGod,BigVEE SBK91(No idea other than his pain+ run) Mustafa El-Deeb (While trying to see other aliases came across "Deeb's GoW:A Strategies for Mumkey" fun read) All his videos say unavailable that he linked :( sad. Most of the posts involving him were funny to read seemed like he loves conflicts. Just a troll or does he have run history? MrAssassin83 (Did a GoW:A run but couldnt find his guide) Aliases: MrFranchise, FranchiseBoy83 (just assuming) Wulf2k (Local hacker man, Saw some of his runs) FindleStick (Saw a lot of his glitch videos and learnt about Akheon aswell but dont know if they have any runs(speedrunners?)) BickBenedict (Saw his MGR:R run first and then some of his GoW runs indirectly got me into the pain+ challenge (He deleted/privated his GoW:A and GoW:II Videos which were the ones I saw)) Hotel_Security (More on the gamefaqs side and whenever he appears the conversation quickly gets derailed or hes there to fan the flames) Ill stop here because writing this list is making me go more into the rabbit hole seeing so many names and topics. I have been writing this comment for 3hrs. >Gent ClassyGent? Im assuming never saw him comment much (I only went through specialty run v2, SBK Pain+ and GMG speciality run and even then breifly) Edit: Seems like he was actually extremely active at first but now has become less so Going back on the grind now to get to TOA both new game + and new game thanks to my stupidness (I never made a back up of my titan run pure when I new gamed over it) and I'll hold off on the "Achievement" compilations
@BigVEE4 жыл бұрын
>Gravedigger Pity about GoS failing to incorporate it into the main game to any extent. First and only dabbling in an alternate character. GoW:A would go on to fail likewise with 'champs'. >never knew It was pretty obvious even without confirmation in GoS. NOTE: I wouldn't advise referring to the wikis. They're a bunch of know-nothings. >bit weird As it falls outside the purview of this channel, yes. Same for myself ever considering uploads for Souls, SWFU1, Dead Space, etc. >haven't heard that name Gokek is just a bastardization of "Goku" combined with "kek" in the application where the term is not standing for laughter, but instead "cuck" (as in cuckoldry in all senses). >TUGOWU top posters I imagine the list is a little longer if using speedruns, challenge runs and other threads with notable posters. >all posters You wouldn't want something so long for a massive (thousands) gathering of unknowns (casuals who barely played the series). >this dude Many names, indeed (as AKheon mentions in his credits for me regarding GoWII's Glitch FAQ). >no idea Doesn't have a ton of GoW videos (lots for other games). Does a lot of the same things I do for other games after training under me so long. With GoW, his record is impressive. Would be hard to say what findings are his own outside the GoW:A case I highlighted (observing Ally focus as wiser than Tissy). He is more finely tuned for dps testing than myself and works with titles I would not (as with Kingdom Hearts). A very capable player that even somewhat tolerated Nu-GoW for testing (as a few others vets did in my place). A great deal of his word (following my example) is in the form of written coverage (thus making it more obscure). SBK and I made the rules for GoW:A's PAIN+. >Deeb One of the victims of YT's system (among many). Many vets were also trolls (owed to my influence). >Franchise Bick's friend (who requested I help the problem child in the first place). Has done some decent work and has a questionable claim to the highest honor for a vet. I recall no significant work (standing out from other vets) from him beyond that Clones showing (a massive outlier). >Wulf Formerly just light glitcher work in GoWII, disappeared for years and returned (I believe) late after GoWIII with insights into coding, hacking/cracking, modding, etc. His work has been most impressive on this new front (a crown jewel to be sure). GoW1/GoWII cheats, mod showings for otherwise impossible showings, decent vet work (as with finding a RO method for a Mongrel in GoW:A), making proper testing tools (for values and such), etc. Really came into his own (and then wastes it on Souls 'Twitch Plays' **no idea what he is doing currently**). >Findle One of the two most significant series glitchers. Not really a challenge runner, but capable nonetheless. Dabbles in speedruns. Worked with him for SWFU, but otherwise does his own stuff in titles I don't much care for. Had significant contributions to be sure (as with Findleglide aka "jet dashing" in GoWIII). Very similar to AKHeon sans the Glitch FAQs. >Bick Not a great student, but is a qualified vet and dedicated fan (to make-up for it). Takes him many passes and a lot of pressure to work towards significant improvements in his play. The most galling issues with him are calling playthroughs guides/walkthroughs (not adhering to that level of standard) and deleting/privating. Unlike most vets, he will talk (commentary). At least he doesn't shame us with Twitch style face cam. His most recent GoW:A VH NUR+ has a lot of my paraphrasing for each bit based on what he did and my old write-ups from post-hiatus (though without using my old testing to recall some oversights). >Hotel He has vet work, but doesn't do videos. Nothing notable to his name stands out (other than questioning his superiors). >stop here More to the list, then? >3 hours kzbin.info/www/bejne/l6WZd2hvj8ukotk >Gent Addaminsain, yes. The one I created PAIN/PAIN+ with. I forget his findings throughout the years (a tall order to remember who did what to begin with). Another accomplished vet. Disappeared on us some years ago. Hard to say what happened (prison, death, etc.). Doubtful he just faded away as some do, but possible (GoW:A did him in even before Nu-GoW took out the remainder only for new blood to rise up seeking GoW proper). >back to ToA for NG and NG+ Noted. >saved over slot Shit sucks. They really should have more of those (another matter, but it is still a bother). >hold off Right, right. I should like to think you'll be at ToA on the NG+ side before long as you gather the cheats to speed that process up (though maybe you'll use the chance to test some other things along the way).
@BigVEE4 жыл бұрын
0:00 Just a fantastic checkpoint. Love it. 0:28 Nicely placed. A bit strict on yourself lowering PAIN+ to PAIN for this as all rules are off until W1 concludes, so you could have gone hard with NUR+ (you don't have the Shield, but you could still use options beyond uppercuts as with rage bombs/dumps for dizzy/lock **aside from Items, other elements, etc.**). My talks with Cimi and Bick pretty well cover all that. The practice session with Cimi for PAIN+. If we're really pretending this is PAIN...Well, on with it then. 0:45 This is what you mentioned. When given a free hand after petrifying you, they will do their taunt, then the grab as a charge before canceling into the sweep. Some small value exists with perhaps using this to pull HG4 while SS1 and SS2 bombard you, but it can be tough to safely execute something like that without getting your ass blown off (or shattered). This would just add another way to kite her away from back-up during ToA PAIN+. 1:20 For now this feels like PAIN+. Wish it was air lights, but whatever. 2:06 A distinctly PAIN moment. 3:44 Using it to draw her to the corner (rather than moving along the boundary while closing in on her **making one taunt, but the other attack**). 7:26 Decent transition (and about to use petrification to pull the new girl in). 10:55 Easier to pull off early RO if damage killing a near death HG1/2 and HG3 (given how sirens spawn on your location **be near the rails**). Without that, in PAIN, you should probably just build meter with Fire lights so you can dump on a siren and begin the loop. Simple stuff. Without that, you have to scout out openings for uppercut (or suffer PAIN+ options). 10:59 Nicely placed, but... 11:02 They can taste your desperation... 11:05 And wish for your suffering from PAIN+ practice sessions to continue. 11:13 Good that you didn't go by visual cues (remembering invisible bolts before they finished you off). 11:29 Lay it on her. 11:34 kzbin.info/www/bejne/iqqsfn6fjNWXi5Y 16:33 SS3 down. One remaining. 16:41 SS4 down. None remain. HG4 is alone. Time to hit her (and prove you're right). 17:07 When 1v1 with a gorgon, you can do better than the usual chip (as I explain to Cimi). Dump and build meter while she is stunned (locking her down). She's had plenty of time to talk. Now it is time she listened. 18:44 What are we going into W2 with? 10HP or 60HP? Depends on whether you have the patch or not, I suppose.
@BigVEE4 жыл бұрын
0:00 GoW:A coming at you with another amazing checkpoint. 0:10 NUR+ used lights and perfect blocking his blockables before evading his flamethrower to keep on him. This avoided birthing. PAIN+ tried the same, but with t1. Not sure if I could have avoided birthing had it been lights, but otherwise it was the same approach. Anyway, this is phase 2 from encounter 1 all over again, but in a smaller space with much more HP (than the sum of both parts). If you get spawns, just get them away form it and OS spam before getting back to it. 0:13 Double hit. How promising. 0:28 At least this shit isn't an attack. 0:40 All it takes is having done enough damage and letting him have a free hand (seemingly not just keeping him using flamethrower after melee). If it is roaring to give openings, you should expect birthing later. 1:00 Impressive whiff. 1:09 And again. 5:52 Backroll dicked you down once more. 6:12 At least this didn't hit you. Unfortunate going into ToA with such low HP (makes you dependent on death exploiting).
@BigVEE4 жыл бұрын
2:04 Optional fight as you note. Solving the puzzle can create a checkpoint (helps with when you get to the sirens). Non-summoned Phantoms are low HP. Summoned ones are altered by restart for some reason. Just t0 them from the boundary. Cap gets normal 1v1 from boundary. Same for wraith. Can't stop the summon, so just have to deal with it if RNG doesn't favor you. Create the checkpoint and use the crystal to block siren bolts for that t0 strat of yours (for dizzy antics **rather than chipping them down**). Sadly, too much space between chests to trap a siren behind it (with the block). Would have allowed some 1v1. Whatever. 4:50 Pity we cannot bring a Siren up to the higher platform (with something like air OS to bait its counter **warping to that spot**) and then again to the next one to have 1v1 (another cheap tactic denied). I still say the bolt from a siren should spark on the thing for an AoE blast (stun/damage). 13:55 Certainly the time to cheese it. 15:10 Now for the main course. Just have to find an opening for the usual wraith handling prior to the t0 stunning (and lockdown).
@BigVEE4 жыл бұрын
0:58 Dogs are a gimme. Grunts should be T'd into OH into the pyre (though t0 for stun to BR toss or armor break into toss work, too). 2:16 Pity one wasn't on a divider. 3:33 The usual for flare up, then have it dump itself in the fire. Same as before with the riff-raff. If you get another Talos, definitely have it on a divider when the thing gives out (for RO). 4:20 Going to be a chipping affair, then. 6:13 Such good boys. 7:16 >one grunt didn't fall >and a Talos spawned after the bell kzbin.info/www/bejne/a6rEnKWippuhg6Mm25s
@BigVEE4 жыл бұрын
>get rid of all grunts first I recommend being rid of projectile users for sure, but using them against the Juggs is best for speeding things along. Just have to beware the second shield wave that spawns in the same spot all the time (don't be there and you should be safe from a sudden grab outside your control). 0:03 Same spot I used. Really pushing it to the limit with the stripping (on the next one **rather than setting up another assuredly safe opening**). Once the shields are handled, I'd be wanting to just kill off the slingers (RO). 0:39 They must die (the roll catching gets worse when the camera pans out later). Didn't expect the toss for a RO. Cute. 0:47 No idea why they keep making them charge and attack thin air. Anyway, I'd be wanting to use the grunts on them while being ready for the shield wave after killing a few (starting with the slingers). If too hard for you to keep them around, RO until the next wave (really desirable to have them after besting shield wave 2, so might want to toughen up there). 0:58 ...See? 1:02 Right...we're still doing this. 1:40 Bold. 2:50 Part of why you don't want to hang around this spot after too many kills. 3:09 Well demonstrated. 4:04 I imagine this gave you a fright. 4:12 Frightfest over here. 4:32 Now for the boring chip. So long as their charge isn't tripped on objects, you can just let them tucker out and go for 's,s,t' into air lights (and repeat). Can use 1v1 once two are dead.
@BigVEE4 жыл бұрын
0:00 Better to not trip the birth of spawns until after the Cyclops is gone (not even really worth using it on them should it stagger). No RO option, but you can still work the boundary. Not necessary. Just chip it down with the normal 1v1. When it dies, kick the Spawns over the cliff by the chest. Lame to lack neat options like if we could take the thing into the red hot gate (too big for that even if it were open) and dump molten material on it for big damage. Perhaps let us lead it away and just pull the platform (and blow it off). 14:10 Cimi has an opening that is more in line with what I advise (getting some slinger rung-out early). Isolating HG in the bottom left (air lights) suits me more than boundary abuse for t0 chip. Save that stuff for slingers (then use dizzy to BR splat them). 15:30 Much better. 20:00 So it begins. 23:38 I prefer to trigger them all and RO at the foreground, myself. Thought I recalled you kicking them into each other for a mass RO. 24:07 >struggling with basic platforming this far in Muna, please. 26:15 Seems like Toss focus ends up being better than WB to OH this time.
@BigVEE4 жыл бұрын
2:30 Shield pull, WB to OH the taste from the Cap's mouth, kill it the usual way and 1v1 strats for its spare. Shame the stun state on them is so worthless. Really no interesting options to speed this up by much (other than tossing the grunt around).
@BigVEE4 жыл бұрын
1:00 As mentioned earlier, OSoO Trial has perhaps the worst recognition of fulfilling the forced usage. 2:58 As before, could be asking a lot of yourself to get the Amazon away from the Mongrel to focus on her, get an opening allowing a launch and scoring the RO (or dizzying her to that end). Easier with the Mongrel dead and getting it away from her isn't hard. Then again, not hard to dizzy it for mounting (then killing delicious brown that way **along with the mutts**). Hounds are easily RO'd with mid-range kicks (too close and they'll get stuck on some invisible lip at the cliff). RO on the Mongrel is something for you to attempt to figure out (if you give up, refer to my explanation to Bick about it). I believe the usual start is to get rid of hounds first. 3:13 Did you a favor (RO on pup). Wish it was able to do that on the Amazon. 3:45 >Launch, you bitch Blue Tat Gurl: kzbin.info/www/bejne/bp-nhWmYmNF1rK8 8:06 kzbin.info/www/bejne/gYSkoXh3ha90hasm 14:44 OSoO isn't needed, but it takes an exploit to not use it as intended, so it is fine for PAIN+ (in this application). I believe I describe how to Bick. Going all the way to the top while fighting isn't super hard (while working boundaries and being ready to de-cast and recast). Once there, it is easy enough to t0 for stun on a grunt (then BR into splat). With armor breaks, you could use them on the statue (WB to OH **though maybe Tether slaps for stun build-up would be a wise call, too**) or each other. With them gone, normal Talos handling. Another option is letting the platform go down to the 'bottom' to kill off all the fauns, then go back up to trigger Talos. Killing it below shouldn't cause issues, but if you take it to the top, expect another wave of fauns after it dies. Then there is the way you found with going to the true bottom (no flame walls and can even leave the arena). 15:28 That their grab is an on-hit type is weird, but makes up for denying us the hazard harming them (not so much it being rock solid **can't go through it, but it can't be used for BR wall splat**). Really dislike that they lack weight (even the Talos). 15:39 Cut it close for very little bonus damage (basically irrelevant). 16:02 Caught you trying to get away from the flame. 16:27 As if not easiest enough in there, had to take the poor bastards outside their leash point. 19:56 Not going all the way down this time? 22:22 Taunt and punish. How very dirty. 24:18 Odd. I don't recall pure 'low' strats producing another wave. No matter.
@BigVEE4 жыл бұрын
0:30 Like Maggy, Tissy's string can just be as simple as lights in the gaps before 's,s,t' (depending on the ender). Both t0 and t1 at the start-up will interrupt the 4 string. Shotgun will whiff when close enough, but otherwise best to evade. I don't believe just strafing is good enough, it hits in the air and goes through guard (despite air block no-selling it). If the 4 string ends with the grab, just hop into air lights over it (into ground t1 **might catch her starting up another**). Air state can flap (block and t1 punish) into charge (chase down for 's,s,t'). That or Meteors (low enough to hit with a ground string **and they don't hit while you're in the air**). Mid-range strats aren't as strong without the Shield, but you can still bait her charge and punish with 's,s,t'. Lots of circle strafing at tip range and punishing with t0 (then watching to see what she picks next). Shotgun might be beyond full punishment like this. Based on the description, you opted out of CQC. 0:35 About as far into her first attack as you can go before hyper armor would set in. 0:40 Save by the whiff twice (not blockable). She needs to learn her own range. 0:44 A third time in a row? What a noob. 0:54 We planning on 's,s,s' punishing her for max safety (stretching this out)? 0:58 Ah, good (shame about single though). 1:04 That's more like it. 1:12 Trot around into air lights. Suits me. 1:20 Should have punished her twice here, however. 1:40 Just looking to reset after these recoils, eh? 2:17 When cornered like this, you could try getting daring with 't,s,t' (if she doesn't react to t1, cancel after s2). 2:27 Works better to strafe this charge. You can leap over it pretty reliably (for now), as I recall. 2:54 Managed to clip her. 3:04 Why did you release early? Forget it wraps around her after the charge multi-hit ends? 3:11 Confident twice in a row about the spacing with this view? Balls of steel. 4:30 If properly luring blasts away, the ground light string is an option, but it isn't a huge boon in PAIN+ thanks to how nerfed s4a is (compared even to s6). 5:42 As you opt to, it is best to just let Damie Maggy open herself up and punish that while keeping away from Tissy. You could target Tissy (as with getting her between you and Maggy) for t0 chip, but you run the high risk of switching the AI into the alternative mode where the team attack becomes tossing Maggy and Tissy favors her solo moveset (charging a lot) rather than just trying to grab over and over (know that getting caught by this grab will also change the AI). Given their HP is not shared and they have the same amount with just taking down one ending the fight, going after the safer of the two to beat on is sensible. No point in going hard during possession as Maggy is invincible until it ends. Same for the transition into the next bit (and her inside the barrier **obviously**). NOTE: There is a bug for Maggy to use her solo moveset for a bit, but I forget how it works (not like you'd want that). 5:53 Ideal punish (don't think there is time enough for x2 't,s,s,t'). Just something to repeat. Maybe t0 chip from range while waiting. 6:18 A bit close to Tissy with this set-up (could interfere with punishment). 6:41 Rare whiff. 7:01 Right idea, but cutting it close. 8:36 Yes, luring her away and letting her whiff before going in for Tissy punish is best (though you can pull a stunt like keeping close with both while making her whiff, I don't suggest it **more for showing off**). Her being lower in position 2 (right) and 3 (center) is odd. Why have them differ from position 1 (left)? 10:00 Slightly stronger punish like this. 10:06 Close shave. 10:16 Not quite the ideal from before. Landing it would be worth 21 versus the 13.5 (air series). 10:32 Went in too early, so the air version would probably have been better. 10:48 Would have been it if her body hadn't given out first. 10:59 Close, but I don't know that you can reasonably expect to lure Maggy far enough away for the last t0 (sadly, I don't believe you can just hop over the overhead **reaches too high**). 11:13 The move ain't unblockable. Could have just defended, then trotted around until evading (or having a momentum air block into trot) into your approach (with Maggy further away and Tissy just starting to open up). 11:38 Almost BICK'd yourself. 11:51 You already know.
@BigVEE4 жыл бұрын
>so hard Just a learning experience. Once you know what's what, it really isn't asking a lot unless you're using a bad approach (making skill a factor). >broke the rules The rules were broken by game design. The only workarounds (almost certainly not intended) wouldn't let you escape without violation in PAIN+. Just how it is. NOTE: This part always takes too long to go over, so I'll pull up my comment on Cimi's video to help (possibly with copypasta). 0:09 Why give this hive x10 HP? Feels like a silly oversight (extra zero). 2:13 Spamming t0 is likely the safest bet (while watching for their super armor team attacks). Just need to take out 4 to end S1. Shame dizzy ain't a factor for Spartans. Not really getting the feeling double hit will happen with them, so maybe other dps options can be better, but zoning is easy street. Maybe DJ towards them into air lights after their team attacks mass whiff? 2:25 Nicely defended. 3:24 More fun to block this. That aside, time to spread damage around before S3 (so you can kill them quickly **when they can't respawn**). Wise to rush her position at the start so the extra Spartans spawn there, then move back to the foreground while pulling her away from her adds. Working corners (with Maggy) until pressured out by Spartans (though Maggy does well to knock them back/away) into a side switch is one way. Maybe stick to the corner and leap into air light punishment. I just kept it simple with t1 (knocking her away). Need to recall whiff/hit rules for the melee string (if it whiffs it ends, but if it even hits allies it continues). Don't trigger her counter (let up when she blocks). Best punish after blocking her string might be 't,s,t' (if not, 's,s,t' suffices). Can't really go for this with back-up too close, of course. Got to mind rage, too. 4:29 Got to love her grab (zero damage, but uses up all your meter **which is nice, just that I don't like how the reversal does nothing to her, but in exchange activation is just for show**) whiffing while in the top-left/right. Takes a little more set-up in other positions. 5:22 Surprised you didn't eat shit for this one. Pure t0 chip is also a thing, but I'm not big on repeated singles. 5:45 Nice continuous session of taunt provoking keeping Spartans at bay while freely landing t0 doubles. 6:21 Time to start working the remnants over (so S3 isn't cluttered unnecessarily). More of the same would be fine with them gone. Amusing that she can throw them (even damages them), but wish it was a faster kill. She flops at the start and at one-third HP remaining. I believe it is here that I stop recommending air punishment owed to inconsistent hit boxes (sometimes higher than they ought to be). Her canceling moves into other things is a bother. If not fussing over rage, you could s1 between hits in her string before punishing (s,s,t if not too high on rage). Not all that different from the previous bout, really. 6:24 Shame about eating a poke. 6:28 Cutting it close with this push to clear the distractions in timely fashion. 6:34 Seems you'll be opting out of eliminating minions as Cimi had. 6:44 Bit slow to get your guard up here. 6:54 What is this Trickster shit? 6:57 You going to take her invite to switch sides OR kill off her help while she sits this out? 7:11 Wasteful. 7:25 We just going with 's,s,s' punishes this time? All the more reason to have been punishing between her strikes (just that you're playing by different rules). 8:50 Had you been laying into her with lights, this would be a welcome sight, eh? 10:10 She likes bounding around or grabbing after being blown away (as with when struck with t1 in a neutral state). 10:15 I imagine you can safely air light spam as she attempts to wrap the corner in a case like this. 10:57 If it weren't for the fucking cancel, this would be an easy read for air light punishment. 11:21 Almost done. 11:36 At least their numbers thinned a bit. 11:41 A respawn? That isn't supposed to happen. 12:29 Don't see that too often. 14:04 What an insane time loss. 14:41 Respawns would normally kick in again here as the game wants you to kill them for RNG chance at a Javelin drop. I'll skip detailing the means around using Javelins, but it is worth noting that S4P1 and S4P2 have 9HP with S4P3 just being about landing '3 hits'). Javelins play by different rules, so it is 4 for P1, 6 for P2 (so one set will take care of both if you don't miss) and 8 for P3. Still hate that the bugs can't be tossed at her and they try so hard to force the projectile toss. 14:55 Right, right, right. You still have the forced WW pick-up from before the x2 Electric Talos fight. This would let you burst through P1 and P2, at least. 14:58 Should have pulled the breaks. Cost yourself some time. 15:58 Seems you have better luck than Cimi. You've got two, so you can wrap this up for sure. 16:04 ...I had no idea they timed out. That is SHIT. Mind you, should have tossed your load at her and gotten the next one, but even then the leftover would be a rushjob. Garbage. I expected a limit to how many are out at once, but NOT a time limit. 16:09 Got another, but I expect your leftover to be gone before you use it, too. 16:27 >got the older one first Good, good. 16:43 Delay of game strats paid off for them (again): kzbin.info/www/bejne/ape9l3h8qtJ9eLcm45s 17:15 Fun for style, but bad for practical use (discard on last toss **as it just uses what you have left rather than ignoring that factor**). 17:50 When you have enough and they are already down on numbers, better not to kill the last (preventing new respawn wave).
@BigVEE4 жыл бұрын
0:30 Would be tough to quickly RO the Amazon without AoU or a way to rapidly dizzy her (as setting up a launch even with boundary abuse for taunt with Centaurs around probably won't happen until you at least get them stuck). More typical to reverse spam until they die. I tend to save working the wall with chests for NGR+ NUR+ with nuking (via Shield Plume with CP glitch). Mind you, it is best to RO the centaurs as I describe to Bick. With the Amazon left alone, RO on her won't be much trouble (even floating works **don't need to dizzy for gold halo at the cliff**). 0:35 >single >at this range Pathetic. 0:55 HERP DERP 5:06 Cheeky cunt was waiting. 5:10 How did you let that one hit you? 5:30 Yeah, it can't RO, but at least it sets up RO.