>TM1
Sounds about right. Â Not looking to worry about CC, I take it.
>Cerberus Bastard
>high jump
Questionable.
>3x PS for taunt and stun
>then fireballs
I see. Â How do you opt to punish the fireballs? Â Leap around (circle strafe) and PS him?Â
>Euryale
To be expected.
>TM2
No sleep spot even for the alt.OH set-up (versus PS spam), eh? Â Then t1 is the champ here.
>Perseus
PS punishes for S1. Â S2 can be locked. Â I forget who made the tactic (I note it in the video). Â It's corner based as some other locks are. Â S3 and S4 weren't noted. Â More PS punishes? Â What of flash? Â What of the shield blocks?
>Lowlands
I imagine there was some air OS infinite, but I suppose one could keep pure with OH/return. Â What order were the Sirens taken out in? Â Such that there is one leftover for the Hades Minotaurs to use against them? Â I suppose multiple ground OS would be more to delay damage a bit before the OH lock along the corner of the exit barrier *such that the spawning Hades Juggernaut takes collisions*. Â How well did this go for you? Â PS of Satyr for knockback collisions beyond that point. Â About what one would expect.
>Interior
Of course. Â If the Satyr is still alive with some HP, wall lock forced OH infinite. Â Small amount left? Â Ground OS spam.
>Lift
Air OS works on them too. Â Even OH of one Captain at the other (just not very easy to execute *not worth focusing on*). Â There's more details to safe handling, but it's hard to go over like this. Â With the video it will be simpler. Â I'm reminded that this is GKTMNUR. Â AQ is a pretty big deal for ease of control here (AQ trial for free refill).
>EntranceÂ
I prefer a TB shot for ease of preventing the more stubborn Beast Lord from making summon. Â Bait to bridge? Â Works for me. Â PS and fleece for ring-out? Â I'm more used to t1 and/or OH. Â I'll see it in action before long.
>Spike Chamber
SoD is fine for the end (Flight). Â With Fight, it's just easier to stick to air OS and maybe work EH in (not necessarily required).
>thought I wouldn't consider running away
Why not? Â Not like we escape the fight. Â We're just leading the enemy on to a more favorable standing. Â That's fairly typical of how I do business, is it not?
>Tranny
Collisions and PS work well, though having 'revenge', RotT and MP (CR is a good call) mean a lot for this lower run. Â W1 is kept simple. Â W2 barrier abuse v2 is good. Â Where did you have the fight? Â I like being near the AI boundary (where W3 takes place) despite the camera. Â As for W3, did you leap (and glide) into the fight after dropping Tranny? Â How did you take-on the Priest at the start (if at all)? Â You note lots of AQ, but any RotT to help keep Tranny safe? Â The RotT would make collisions weaker and Tranny more durable, but wouldn't badly affect AQ otherwise (won't make it stronger as it is modifier based and I don't believe this spell is altered like weapons are *could be something to test though*). Â Checkpoint exploit?
>Pantheon
Same basic idea as before (but with PS), is it?
>4x Cyclops Brute
>ring-out
Figured it out, did you?
>Spike Elevator
t1 with spell cancels, is it? Â I thought I recalled using block canceling back then.
>Gorgon Assassins, Archers and Sentries
360 toss and X toss with Archers. Â Square toss (and OH/air OS) with Sentries. Â OH with Assassins. Â Really, we have the option to return in GKTMNUR, so abusing that is best (rather than trying to force ring-out with PS, OH or false OS). Â False OS to force 'Flash' and then reverese. Â PS can easily do the rest. Â If 2x PS is too slow, speed it up with air PS into on-landing PS (if you so hate CC usage).Â
>Phoenix Chamber
Statue in the center, I trust. Â So some OH/alt.OH while they group up (at the AI boundary) until cleaned out. Â Maybe some air OS on double spawning Hades Harpies. Â Push the statue ahead, trigger the 2x Captains and retreat for easy leading on for lined up PS based collisions. Â Suits me fine. Â Though, with magic, you could consider EH to petrify and crush them as well. Â You seem less adverse to magic than before.
>Last Spartan
Leaping over and PS sounds like something out of the old playback. Â One of the write-ups (at least) and the FAQ should cover that. Â Wish there was more to the fight.
>Kraken
Paced shots are important for making ALL hits land and count (too fast and they go through or hit without registering damage). Â Patience is key. One is only attacking the face like this. Â No need for the body. Â Seems you needed to return a few in the end, but did you work the center (like gent) or the sweet spot (specific to landing shots versus the melee case) that has yet gone unshown for this tactic?Â
>Lahkesis
PAIN+ adapted, is it? Â I opted for total control using AotF to force a bolt and return to knock her down for PS freebies. Â Didn't bother with magic to speed it along any (potential risk in S1P2). Â S2 is just about the PS lock from the grapple points as I'd demonstrated. Â There was a TB based method for S2 as I recall. Â Believe that was long range. Â Methods that knock her down for PS would normally have AotF used as well (making that easier to force).
>Atropos
Not much change, eh? Â Can't be helped. Â They didn't make AotF do anything here. Â Lame. Â We can't really TB chip her as well as we should be able to and can't toss foes long distance at her while she fires bolts at range away from the BotG sword bridge.
>Sisters of Fate
Kept to a simpler method, I see. Â Gent liked letting Atropos run wild at the start to force Lahkesis in the air for the S2 grapple point abuse of PS. Â I liked using AotF at the start (while she is up high) and avoiding the bolt (rather than return) to glitch her in the air for that first portion. Â Beyond that would be as you note though (if I don't misremember, the second portion of the fight didn't allow this sort of tactic with PS lock). Â The last bit would be a good time for magic spam (CR), but PS shots from out of grapple point jumps works for me too.
>ER
You'll have RotT (if you want to tank), MP (EH can speed along a given section, but which to use it on *W1, W5 or W7...probably W5 is best*) and relics. Â Don't forget to false OS Queens to force Gorgon Blast (return for petrification *aside from seeing 'Stare' and returning that as well*). Â I'll let you decide the rest, but W3 is really something that doesn't change much until one loses 'return'. Â To destroy the statues with just SoD...I think you don't have enough time for 2x PS, so you need either air PS to PS or CC (if not TB shots). Â CC is likely the best call to allow shatters of Queens when you don't have lvl3 SoD for 20 damage PS like in the GKTMMAX demonstration.Â
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