What I find admirable about Wave 3 is that it really tried to recognize the issues with the base games and fix them. Alas, they are still flawed in either the same fundamental flaws, or didn't fully address the problems. Nontheless, it is quite surprisingly rather different from the other modern 2.5D titles when looked in-depth like this, despite being known as the "samey" one out of the quadrology. The Simultaneous Sword Glide was an attack I didn't even know exists, since basically everyone kills the Knights before they get to split a second time. It looks uncanny - almost like a modded custom attack. I love the sounds used for Morpho's Scale Wave attack in this game so much (I used to dislike FL Morpho's Scale Wave sound as I vastly preferred, but I've warmed up to that sound and like it almost as much now), I wish someone could rip that sound. (EDIT: I forgot about Super Kirby Clash, oops - still gonna yap about FL's Knight fights because I haven't played SKC) We are nearing the end of our knightly journey, a quest or a crusade if you will humor me, with just Forgotten Land and Return to Dream Land Deluxe to go. Forgotten Land's Knight fights are not too difficult, and are quite different from the other Knight bosses in the series due to the extra plane of movement. They borrow aspects from Star Allies' Meta Knight, with the basic slash having the longest windup by far (presumably so they can be dodged), the Triple Crescent Slash having a longer windup, the Rock Throw attack (albeit it's an actual attack rather than a punishment opportunity), but also having Robobot's semi-linear attack pattern, especially in Phase 2. He can't guard, but he can reactively dodge your attacks (or teleport, for Morpho Knight) when in his "fencing" stance, similar to in Star Allies. However, due to the arena being larger than ever, the Knights have to move a lot, meaning they don't actually get that many opportunities to dodge. However, the Knights' weaknesses from KSA return - their lack of punishing aerial opponents (this applies to quite a lot of KatFL's bosses, actually). The two quick Aerial Crescent shots seen in Morpho and Phantom Meta's fights don't do much to rectify this issue, as they can also be floated above. Morpho does have more moves that can hit floating opponents, but those attacks are scripted and heavily telegraphed. Overall, FL's Knights are fun to fight, but suffer a bit on the difficulty department. Phantom Meta Knight is somewhat more challenging than Meta or Morpho, but lacks the health to back that up. (Attacks that can be floated above: Slash, Triple Slash, Triple Crescent Shot, Upper Calibur, Ground Thrust (Meta Knight) Aerial Crescent Shot (quick), Aerial Crescent (charged spam variation), Giant Crescent Slash) (Attacks that can't be floated above: Ground Thrust (Phantom Meta Knight), Force Rock, Flash Slash, Flash Slash (middle fiery pillar), Scale Wave, Tornado (all variations, really), Underworld Beasts)
@lofigalaxy12725 ай бұрын
putting galacta knight's theme in the ost just the used for 5 seconds is really funny though
@jackieboy84605 ай бұрын
Ooh, the editing on this video is even cooler than usual. I don't really remember much about the Star Allies knights, other than that they kinda suck. Wow, watching this video made me realize just how weird they screwed over the knights. So many odd design choices that just don't feel well thought-out, or thought-out for the wrong reasons...
@Albuderol010105 ай бұрын
Next up is Aeon Hero! I hope getting research footage isn't too bad with SKC's free-to-play mechanics.