I'll spare words repeating myself with disappointment in implementation of bugs (or even the promptless QTEs *or a lot of things like elements, rage, WWs and so on*). Aegean. Prison of the Damned. Parasites. As said above, they job to a single heavy, but you could probably stand to R1,s anyway. Your call. Grab ain't on the table, but it isn't like their explosion is that great anyway (just nice to have the i-frames for slowing down the pace). Think they are the sort of foe that all hit properties do the same thing to (blowback), but it hardly matters with their low HP. All their attacks are blockable (can't even swarm you *much less take over other things mid-combat*). Infected Human is up next. The approximate HP means R1,s takes them out in one go. Just dropkicks all day (no grab that I can recall). Left/right walls of Cell Block are apparently AI boundaries. Notes suggest even just being far enough away (dead center, too) and a hop will provoke a taught (rapid switching Artemis should be the same). Camera abuse instantly cancels attacks, but the moment they get back on-screen, they start up another (so just be mindful of this). Notes suggest their statue form might be 25HP (of 35). Just awful. Talk was of Soul Rage Dump being around 60DMG (the good stuff). That one will be missed for this run, but we still have OSoO to pile on to Artemis attacks, so chin up, eh?
So, yeah. The fight last gone over would just be lots of heavies or R1,s while dodging around if you don't want to do anything special (like hop in the center away from foes to provoke taunts *or works the sides of the room* to open them up) like launch to juggles/lifts. They'll die in a hurry (perhaps slightly faster than with grabs if your handling is good). Aegean Arm Path B. Not sure there is a need to use air t1 for ring-outs (definitely not collisions), but you can do that. They just don't have enough HP (in my opinion) to really focus on that over damage killing. Then come the bugs (even more true here).
NOTE: I suppose I overlooked an issue. Halos rather than "O". It was already clear we couldn't get 'gold halos' (stun), but 'red halos' with damages should appear, just that the problem seems to be the heavy input would have to land to know it needs to register as a grab (as it is normally R1 in this entry). Do we assume you just go into the grab when a heavy impacts (like usual) or Artemis absolutely must weapon switch to grab even for forced OS kills (like with bosses)? The latter seems particularly annoying. Part of why the grab thing works as it does in the other entries is the grab input happens to be circle, so the heavy hits and then touches a "O" to register that it should become a grab now. I don't think it would even do that in GoW:A. We might not even have dizzy/wander (without switching as per forced cases) in this entry. Guess it has to be that way.
Aggy's Infected Hand (Encounter 1). Honky Tonk S1P1. I'm a little unclear here. My 'early' VH NG+ MAX coverage is so focused on things we don't normally have it sometimes neglects basic notation of tactics good for the fight (as I'd covered them elsewhere *hard to find some and others are just gone*). The 'back attacks' (left, center or right) are unblockable, but the drag of the center doesn't hit (unlike with GoWIII's Hungry, Hungry Hippo), so evade through it (use the drag and downtime before the next move for free hits). Apparently this attack is a rare case of i-frames getting stuffed, so don't just trick it (get clear of the hitbox for the stabs). In close, he has a triple strike (all blockable). It always stabs on the left (his right) first. Not sure if the hit box is such that if you just block (or trick) this, you could work the corner for free hits (or if the second and even third would land unless defended). Favoring the right, he would miss the first wide and give you more time to react, but you would need to defend the remainder. Maybe you could leap over one (or both) for continued punishment with Lifts. Doubtful his HP is up to taking this punishment, so he probably doesn't get to attack much before becoming dizzy. Anyway, the boss also staggers and even taunts (allowing even more free damage). I don't imagine this one is balanced for even a single R1,s. S1P2 is the same. Think he gains chaining of stabs (up to three times). But yeah, he taunts after his moves (and the close one doesn't change while center drag can't hit), so even if you're not punishing the center drag, you can go wild on him (and then punish his stagger for more free damage).
NOTE: Nice of them to put bumbers up for us, but being able to fall off the platform might have made things more threatening. It is a bit too easy like this.
S2P1. Starts with unblockable sweep. Could probably SS this. If standing in the center, the stab is blockable (for no clear reason). The rest are not. I suppose you could just stand there, block this attack (if not wanting to get fancy *maybe you could just jump aside its hit box and attack with Lifts*) and leap into Lifts to get damage on the left (his right) blade. BoC in this entry was adjusted so that even the ground strikes will arc up to reach high targets rather than whiffing below. Artemis will not be having that advantage, so you just need to DEAL WITH IT. The tactic I'd most strongly recommend would be getting into the alcove to bait its stab, then 'defend' (SS or evade trick and punish). Slap the claw or even get out (before the attack) to attack his main body before retreating into place to loop the fight. A glimpse at Deeb's fight suggests the blade arm I suggest attacking is low enough (the hurt box included) that the hit box of Artemis should reach, so you could just R1,s there and then (rather than waiting for the alcove stab). He won't get to attack much. S2P2 is a repeat, but gains sweep to alcove stab.
NOTE: If you really wanted to air trick, you would have to have already had the BoC out, then leap into the Sword Summon animation. Just don't know that there is a point in going through the trouble.
Aegean Abdomen. As before, you could ring these guys out, but it isn't worth the effort (without grab access). They're too squishy relative to your tool (apparently there is a boundary here, but I forget the location *probably where they came out of and/or the place with EXP chests*). Bits ahead will see a lot of R1,s. The main issue will be the camera going too far out and not having constant i-frames while attacking (grabs). I suppose you could play it safe with an o1 between tricks, but the input would be a bit annoying without a cancel from Artemis (versus having to switch away from it and back as things were in GoW1) just to fool AI.
Cyclops Berserker. Stomp is blockable (rest are not). Working from range baits a charge into kick to punch (classic). Tricking the kick would be easy (harder to do them back to back with the inferior SS means). Not sure if you could then just side-step the punch. Might be better to just evade (or even hop around its body just to continue the circle strafe on foot until the punch is going to whiff *before punish*) and give it a taste of R1,s. The high hit box of the punch suggests just jumping over for Lift punish would result in a trade. With it taunting after the punch (oftentimes), there is a ton of time to punish (and thrust shouldn't provoke it to cancel the animation *much less stagger*, so you'll get free hits). It has a sweep as a new (unblockable) move if you don't stick to ranged baiting. Might be able to just leap over it for Lift punish. Another case would be overhead slams (front then back *turning with it*). This one should be easy to trick the first part of and punish while it attacks the wrong way (but it will only do that if you move beyond a certain point on its flank *otherwise it will stomp afterwards*). Be aware it can raw kick to punch. Part of why I suggest the ranged approach is so you absolutely know what it will do (it has no choice) versus having to guess or react. How fortunate for us it cannot just charge into option select (making it better able to apply pressure and have us guessing).
I felt like getting a better idea of things, so I started up the game (been 5 years). Soft locked as soon as it could (first Infected Human fight). Neat. Time for some corrections, yeah?
S1P1. For the triple slash, you definitely cannot just be immune to the second and third strike by getting stuck in the top left corner (won't let that happen). You can hang out in the top right so the first and second miss completely. The third you would have to jump over, but you probably won't be missed unless you reposition towards at least the center for that (if not just blocking). For its left, center or right stab, you cannot evade i-frame (so no SS, either). Just how it is. NONE of their drags are attacks in this part of the fight (not much consistency with design). The center stab can just be side-stepping, but only to the right (the left is also part of its hurt box, apparently). When any of them miss you, you get a big opening with the drag not being an attack and it taunting afterwards (until P2 makes it chain up to three times). It's rightside stab whiffs if perfectly still in the top-right corner, but the same is not true for the left. All signs point to favoring the top-right position, I'd say. Triple slash in P2 will follow with a ranged move.
Abdomen checkpoint is terribad (puts you before the slow walk). For Berserker, the stomp can hit a little behind it, but not a lot and even a single hop (well timed) can defeat it (or just block). Said move does track a bit. Tracking on it and the overhead (turnaround) aren't very good. Working the rear the whole time is valid (like some handheld game stuff). There is enough of a delay in the kick to punch out of chase for you to just side-trot (strafe) aside (not even necessary to evade) and the follow-up can't track for shit, so you get a lot of free hits this way, too. Given how vulnerable the rear is, if you're comfortable with the tracking, you should probably just work the ass. Either works fine. Checkpoint is before pulling the chain (another bad one *Hotel loves this stuff*). Notes spoke of AI boundary abuse and air perfect block covering what a block cannot for what that is worth (nothing to Artemis in the latter case).
Honky Tonk 2. Beware his collapse (dizzy) as it is an attack (unblockabe, I think). There are three positions to face it in here (left, center and right). Left and right are basically the same, but I believe right is more favorable. For left/right, I'd say the worst position for safety would be the foreground corner. If it does the triple sweep, none of those are blockable. The starter hits the corner (not if you're in the background), withdraw of that arm can hit at the start of the animation, the slam of the near hand can hit (even in the back) and the sweep reaches about to the center of the map. Artemis probably can't trick (owed to lingering) the first and maybe not the second, but probably the third, but there is no need. Just move back (or evade) the first, put a bit of distance between you and the hand and be ready to hop over the hand slide (air punishment might be possible if close). Moving away from it won't stop the chain, but we can't really take advantage of it. This move's cue is the fingers glowing while low. It looks similar to the grab which brings the farhand back before the glow, slams far away and then brings it against the wall.
You can evade through the grab (or trick), leap over it or get foul tipped (for zero damage). If it catches you, there is no activation damage (only for each failure of doing L1/R1 alternation). Reversal doesn't do damage, but releases a tiny amount of HP orbs. If RNG gives you this move, you get a meaty punish, but it is so similar to the other (which is so dangerous and time wasting) I wonder if it is worth the trouble. It cannot do the grab on the leftside (and falls to the right, so if you're to pick a side *instead of center*, make it the right). The last move it can do from left/right would be stab the wall (might hit you if in the air). If you move far enough away from the side you're on, it cancels the rest. If in that corner, it stabs the ground (covering much of the zone) and then drags across towards the center. You cannot leap over this and I doubt tricking will work (lingering). These are all blockable, however. Just drags you away from the wall placement (which is whatever). It has a taunt and even a roar (openings).
The real money in my estimation would be working the divide between the center and left/right. When it is left/right, move to the center (just beyond the divide/its hand) and slap the resting hand. When it switches sides, you can just switch to the other. It can (and probably will) opt to slide the offhand from center to cover most of the left/right zone you went to (coverage isn't as extra as the unblockable string). This is, of course, unblockable (just leap over and punish). If you linger just long enough in the center when it goes to the center, it could use its center AI. Speaking of which, the only thing it wants to do here is 'pin' you with its hands. If you get out quickly (easy with evades) it will miss with pin (light punish opening) and do a quick hand sweep (just watch for this and leap over *it hits and drags you if too close, so don't try to punish it like the others*). If you get caught (it can't hit you that I recall), you can still escape (easier after one of its attacks fail) by going around the foreground past its fingers. Alternatively, do what they intend (slap the Hell out of it to force a recoil). The stabs it does during this are blockable (how kind). If you stay in pin too long it will crush you (don't think it can be avoided once triggered). Anyway, that's S1 (jobbing quick to R1,s while working the divides or expoiting pin, I'd say).
S2 starts with birthing of parasites. If you're in the foreground rightmost corner (don't think it applies to left) they will spawn into ring-out, which is desirable as we can't just grab them with Artemis for free damage on the boss (and we do better without that). Fight is the same save for the collapsed side being limited to a single new move (that is blockable). Right, the attack for the collapsed side is a blockable that covers the center and right (double probably trick it, but why take the risk). To note it, center's pin will attack the left/right of the central area depending on where you stand with blockables three times before it times out. Seems like it always sweeps from right to left quickly after that (avoidable). That's if you're somehow stuck in the attack still. S3 sees both sides using the blockable noted. Working the walls will prevent spawns from backing him up. Easy prey.
NOTE: My notes forgot to mention the parry on his blockables (at least the pin stabs) will recoil him. I imagine some would be surprised to see my playing to even this extent (with Ascension). But Artemis is a favorite of mine and not being able to speak authoritatively on it bothers me (but enough to play Nu-GoW *for later*, not so much).
Ribs Elevator has no boundaries. We cannot fall off. If you had air OS, you could leap into Tethers to pluck them and redirect for ring-out (or do this by the gear we nor foes can walk into). Amusing to have the animation bring us higher when low to the ground (to make it perpetual so long as there are dogs). Ground OS is still better with (L)+(R) to override targeting (go for kicking others into gears or ringing out in groups rather than one at a time). Hounds are among those with 'blowback'. Bleh. Fighting with melee is a bother, but at least our damage would be good (and air t1 has knockback, so they would be sent flying *as with Ascension, really*). Their grab is on-hit (does DoT until you get hit by another or escape *two circle inputs will do it* which results in a 360 toss killing the dog*). Because of the pressure and bad cues for close range melee (double attacks), it might be better to evade away for a clear view of them before R1,s at the crowd while watching for signs of the grab. Or maybe let them group up and leap (when safe) into air t1 (before putting on pressure).
Head Platform. I'll restrain myself from going too crazy with testing other shit. This is just about how Artemis would perform, after all. I think knockback at the openings would work, but you would need Homerun/Punt to get an Infected Human over the low rails (sadly). Probably better to stick to direct damage again. Infected Head is a big time waster. Just ignore everyone from a boundary (edge like the bottom right). Maybe lure foes away from that spot so when a weakpoint appears there later, you can attack with impunity to win the day.
Infected Hand 3 only has blockables (despite how some attacks look). I'd recommend standing in the center to bait a roar that signifies the head (not the hand) will do a big bite. During this, the hand won't attack, so go in for free hits. Or just block the hand attacks and punish. Whatever. Don't bother with the head (can't hurt it here). The crawl attack has a very precise hit box, so it is bad for hitting us (especially when you're in the background). What a poor execution for the boss. No pressure tools at all. The mounted finish is a glorified QTE (not nearly interactive enough). No traversal combat to get to Maggy or anything (much less a long dive hearkening back to Icarus Vent segments). Skippable cutscenes are nice. Too bad this isn't one of them.
Kirra Market. Juggs. Without a stun, you cannot get a bunch of free hits. With how the grabs are set-up, we can't even use the OS kill, really (only where forced with how we're handling things in this run *otherwise you would just switch*). Wolves are re-skinned hounds. The rush and grab of Juggs are both true unblockables (SS foils them). Their stomp is blockable, but covers more ground than the Berserker version (be careful about just spacing it out). Easy enough to just work the rear like the cyclops, frankly (even evading the charge in the same fashion). It will die before help can arrive. The hounds will die quick, too. Extra juggs comes based on a timer. Normally you would work the boundaries after getting the juggs away from back-up, but it won't come up this time. It shouldn't try to grab if you stay behind (the only move with good tracking is the grab, so take care of it comes out *can whiff, but might want to evade to be safe if not SS*).
NOTE: Forgot to mention, we should have lvl2 already.
Kirra Satyr Arena. Go up to the Archers and kill them first. Drop down and get far enough away from the ledge to bait the Satyr Captain (all blockables) then get flush to that ledge wall. Defend against his attask and punish (repeat). If you want to launch, do so when he's far enough from a wall that he won't bounce around (then you can use lifts or R1,s juggling to shred it quick). Its back-up spawns in and will just taunt if you're far enough from them and at this boundary. When ready to fight them, move away, then back. Same idea. I don't think any of them are tall enough for landing the likes of o3 or air t1 (or even T) from the higher ledge, but it does work for BoC here, so who can say. Could cheese that way.
Sling boys and Harpies. The only unblockable is the bomber (can just get off the ground to deal with it). Getting the former off-camera to single out harpies is easy. Or just rush to the last Slinger, kill him all alone, then kill his friend and abuse the bridge you're on as a boundary (or skip the whole thing). Their low HP means R1,s one-shots. Maybe even just an o1 for the Slingers. Probably better (for the next bit) to work from right to left as they will hit from off-screen (better to see what is going on). When the bridge collapses in the bout ahead (Streets), you get Hounds and Harpies. Go to the far right and the Hounds have a hard time following. Go to the bridge over there and they absolutely cannot while Harpies start having trouble getting to you). Take out the harpies first (then the dogs). Dogs require a little care owed to their hyper armor of light hit stagger.
Kirra Gate. Hooded Gorgon. No stun strats. Don't know if we could even try to stagger lock. Too heavy for higher hit properties. No return. Grab is like the Serpent of GoWIII, but better tracking, has activation damage and she can cancel it into other things (cute). If you keep close, she won't do that or Stare. There is a boundary, but it does you no good. Really, all you can do is block the 2 hit string and punish back (not enough time for all of R1,s). A slog. Fantastic. Evasion i-frames are so short we almost get petrified while rolling around. Can't interrupt the Stare. Just awful.
NOTE: The Ice Trial ahead reminded me just how much enemies hyper armor through light hit stun in this entry (also, lots of attacks reaching over their head while air block can't start right away when jumping). All this and a camera and visual design that makes it hard to see where we are and what foes are doing (to know danger is around).
Tower of Delphi Neck. Manticore Spawn on their own could be handled with air Lifts. Might want to try air t1 or even T to get them out of flying state. Maybe R1,s reaches, anyway. Whatever, they are blockable. Above is a Chimera. Its Snake stage charge is unblockable (how nice for it). Handling should otherwise be like GoWIII, really (lots of heavies to land o3 for a stagger to stun lock while minding the few moves that ignore this). Goat would be the main annoyance (hopping around to draw things out). Maybe just letting it charge, blocking/tricking and slapping while hopping it doesn't hop (as it can opt to do *if it does, leap over flamewave and punish before looping the process*). Notes say the run distance on the grab is about 5-6 rolls. Clockwise movement in melee range apparently trumps Snake's attack options. Ah, we can chase it during the grab to tire it out as an opening. If slightly off, he headbutts the air (no issue).
NOTE: Snake spit is a lingering unblockable pool that holds you in place for the grab. Its counter is rare and fast, but doesn't guarantee it a hit (blockable, too).
Lion. Run counter clockwise around him and react to his attacks. If you're fast, claws will whiff for a small punish (o1). If slow, you get hit, so maybe trick or block (though it guard breaks *not a guard crush and it doesn't set anything up*). Medium distance baiting is always the charge into melee. If he runs longer he'll roar. Lasts around 3-4 evades. Perfect block can help with the melee (bigger openings), but then you have SS. AI boundary won't mean much for Artemis here. Easy to strafe the 3x ice blast in either direction (gap between second and third, even). Could very easily get in R1,s after it. Goat. Ram has a high hit box to mind (not enough for a double jump though). Hmmm, not as much hopping. The ram can guard break, but it doesn't matter. Air block defeats it along with perfect block for what that's worth noting (Artemis can't air block). The unblockable and medium height hit box on the ice wave is dangerous to jump in on unless already close. Really, just get in, let it try to hit with ice, flank and punish and repeat. Nothing to it.
NOTE: If air t1 works anything like club o1 or air O, it would lock the bulk of the fight by itself. Chimera might have less HP in this entry than in GoWIII.
Python Interior. Guards. Don't think I can get the shield without OS or BoC (some rage moves disarm them). Exception noted. Strip one, kill it (narrow ring-out in foreground) or at least knock it away to grab the shield from the other away so you can fight them normally. More Manticore Spawns. Club Satyr doesn't have so much as a guards break, eh? Python B Exterior C. Spawns and Wolves. Ring-out doesn't work well here. Easier to work the boundary on either side, let the former come to use, kill them and then take on the dogs. Temple of Delphi Exterior. Spawns and Ice Parasites. Shame we cannot garb the latter (as they insta-freeze the former *though they won't fall and shatter like they should, our dps is good enough to break the statues*). Break the hives, kill parasites and use T or air t1 to get the Spawns behaved before going at them with R1,s. Python C Exterior B (the ride). Ring out works only in the front or back (not left or right). Just don't get stuck along the barriers towards the start. You can let the enemies crowd up and break the one you can't just move aside (rather than attack). This whole affair is turtling up. They even kill themselves during this.
Tower of Delphi Head. Manticore. S1. Unsafe to get too aggressive with is air state though we do have decent damage thanks to Lifts. Probably just try for R1,s (or more conservatively, just o1) and keep circling to make him whiff his double fire attack (rather than try to trick them as the second probably lingers). Don't be under him in his front during the second attack. His drive leaves lingering fire (better to get clear) and hits a bit under where he starts (watch for this). He can also sting in flight, but he rarely does this (think it is a guard break). Merely timing the air state out works fine. When he comes down, it is a blockable (small) AoE. Just clockwise strafe to evade his stinger if not using SS (then punish with R1,s). As Adel found long ago, you can air block or perfect block some guard breaking moves. The wing slam before this is not an attack (good to know). His most annoying attribute is flapping away (if you keep the flank stuff up, he's less likely to do that) which is an attack and the landing pushes you away if too close (true 'keep out' move).
S2. Fire Breath is his only true unblockable and lingers too long for SS (get clear). Tracks a bit, so be careful. Doesn't hit high enough to punish air attacks, but ours don't angle, so this would be purely to keep above it before coming down with air t1 (hard to say if we would stay above long enough and if the follow-up would be safe). Hard to tell apart the tail slap (guard break setting up fire breath) and wingflap. You can leap over both melee. He can use fire whenever, so be aware of that. Strafing alone won't cut it here. Birthing might be a guard break and even deal damage. Killing the spawns quickly is a bother without grabs to control the fight. Might have to settle for a few hits and retreat though maybe lvl2 Artemis is enough to cut them down before having to do something like that. Evade tricking the melee into light punish could work. Perfect block of the tail to provoke his breath then getting to his flank to punish it might be alright. Shame we can't just attack from over his reach in his face as with the Blades here. Not having ring-out for Spawns is ass. You can ignore them (at you own peril *had to run around while watching them only to get in during Manticore taunts to slap it*), but then you get four at once (and if you kill the boss, they don't go away *have to kill them...dying to them means starting over*). If unsure about his attacks, you might try provoking fire and getting clear (likely to taunt) only to go back in and punish. Really, I think air strats might be the way to go (lifts until you verify you've outlasted breath *or if you see it isn't that move, air t1 right when it is safe to do so*).
Mongrel Arena. Soul type. Can't stun (in any way), so that opening is out. No access to fire lock. Not sure if air t1, o3 and the like would substitute it. At a distance, the dogs can be ignored. Ring-out is doable for the dogs. Lots of i-frame instances (AoE burst, teleport, dizzy state, etc.) for the Mongrel (Manticore's most obvious was when it switched to and from flight in S1). If you don't ride him, another wave of Wolves will not spawn. You can hop over his melee until he tries for soul breath (blockable, low and has horizontal tracking). He can ring-out his help for us, but don't count on it. Opening shockwave isn't real. His gold halo can glitch (forcing a grab to fix). His teleport can't hit in the air (unlike the AoE), but is otherwise unblockable. Swipe is fast, but blockable. If he side steps, it will always be a fast swipe. Backpedal is always breath. His AoE just pauses the fight (stopping attacks from landing) until it bursts (no damage, but stuns us if it hits unguarded). Hounds spawn near you after some time interval (respawns are simialr). Suggested to fight near the exit gate until they spawn, then take the fight to the entrance away from them until the Mongrel is dead. If we had grabs, kicking them for ring-out would be best.
Upper Halls Eastside. Captain and Guard. I block until the Guard knocks the Captain far away, off-screen or into a wall stun (time for shield strip). Then, usual. Westside. Siren Sibyl. Juggles are all we got. Lighting in the feet is a cue that it will rise up for the Shriek (you can double jump over it, but the move has super armor, deals damage on activation, stuns you, set-ups for a guard breaking multi-hit projectile, has a slightly larger hit box than you can see, etc.). Just running around it also works fine. Unblockable, but the rest can be perfect blocked. AoE overhead lightning (stopped with a launch) has obvious cues and works off-screen too (rather than taunting, she does this over and over again *making her far more trouble than she should be*). Couldn't grab her (without AoU) even if we weren't using Artemis (would just be a CG anyway *without it she warp attacks*). You can plain block the overhead lightning and regular projectiles. Overhead lightining can't hit very far off the ground. Like the overhead lightining, the shriek won't stop once it starts (even if off-screen).
Catacombs Chamber. Fire Talos. All their attacks are blockable. They flare up upon taking enough damage into an invincible state that lasts around 10s. The activation and deactivation are both attacks. If close while the aura is active, it does its knock-off of harpy bomber. We don't have the tools to bypass this nonsense, sadly. I don't think air t1, o3 or T would be able to knock it down during flare up to glitch the state out. The AI boundaries get them taunting and allow for free hits. Getting them off-screen stops the ground explosions. Not much else to it. Hall B (harpies over pits) is optional. Skip it.
Hourglass Puzzle Chamber. Wraiths and Phantoms. Delphi Wraiths? Soul Wraiths? What should they be called? Whatever. Better not to have RNG summon Phantoms. They don't have all the real one's moves, but you can't do hit properties like launch on them. Low HP, but a waste of time (killing the real one kills them, too). Without grab we cannot just pluck them out of their burrow which is super shitty (they just keep wanting to stay down there unless you get them to the AI boundary *only up for the duration of the taunt provoked*). While you cannot interrupt the summon with a launch, the rest can be. Juggles or Lifts until dead. Favor the left so the other doesn't team up with him. Then the right. If you should get Phantoms, maybe try the boundary (real one starts to fancy approaching while the copies hang back). If you think you've got the opening to do so, finish off the authentic article. Otherwise, target Phantoms first (low HP, so it wouldn't take long).
Catacombs Chamber, again. Harpy Queens and Satyr Guard. I went with blocking until the Guard slapped his back-up away enough to pull the shield away. Then normal handling. Shame we cannot murder these harpies rapidly even with grabs. Way too much HP for a pest. Probably 80 again. Anyway, next time I resume will be Castor/Pollux. I'll probably slow down (dramatically) as I return to Cistern. I'll likely resume my old testing and finish the run skeleton while trying to imagine I'm using Artemis. So there's that (been a long time coming). Not looking forward to having to mess with the elements and such again just to see how shit they'll be.
Looking ahead for the GoW:A run, it seems obvious that it'll tear up ToA. W1's Gorgon Serpents won't give a lonely **** about ring-out (as usual), but Siren Sibyl is straight fucked (we not only have knockback without needing rage, but we have an aerial application of it for greater range *which is great as my knowledge of the invisible walls says Homerun/Punt would fail here as a they would register as launchers which would NOT get through the invisible wall like it ought to, so Spike is your god now*). W2's non-Talos foes would be in the same shape. Don't think the invisible walls let up on the bullshit. W3...I'm not 100% sure if you could Spike them beyond the invisible walls there. If it wasn't for that nonsense, Homerun/Punt would surely send them up and over (into insta-death). What a shame. I forget how the North and South walls in SoA differ. Hopefully my notes won't be hard to find on this (from vanilla H testing), but I suppose I'll see again during live testing. Not like the Juggs there can be rung-out (not even launchable).
NOTE: Picking up with Castor/Pollux should be amusing. We'll very soon be back to the Cistern, which means back to having to make the run skeleton as I go (so I'll be filling that out here, I guess). Just don't feel like doing the MAX testing (still have the save file for that *later*). Low priority, frankly. I'd rather get around to doing serious run work (finally). Somebody has to suffer ToA W1 PAIN+, dammit.
Thought my run skeleton/coverage ended at Cistern. Seems to go into Kirra a bit. Just not going to be easy to find the lost testing from my vanilla H run (don't think my vanilla VH bothered and I'm about at the end of the NG+ testing I'd gotten done *to continue later with the focus now being just to see what I can quickly pick-up for Artemis while naming areas in the run skeleton*). Have a few vet tabs open to check their videos (see if I commented and if not, if I can glean something from their videos to jog my memory while re-testing a bit *don't need to get too serious just yet*). As an amusing reminder to myself, Deeb demonstrated GoW:A lets you just fucking block harpy bomber. Truly pathetic.
NOTE: Rock tossing won't be an option (save for the forced case), which sucks a bit (sort of like not having the chance to abuse the Shield Plume and rage dumps as this fight eats shit hard from such antics). Castor's attacks bringing down pillars (for ammo) or how they return in S1, S3 and S6 become irrelevant tidbits where this run is concerned, sadly.
S1. Starts with the center shockwave (grab if hits). S1 has a checkpoint before it (rock toss), S2 gets one at the start, S3 gets one at the start, S4 gets one at the end (another after pushing him away), S5 starts with one and the end of S6 gets one (not the start).
His second and third hit in the 3-hit reaches high. More so the second hit. You can get over the third with full double jump height. So Lifts to punish the sweep and the three hits string are doable for what that's worth.
Zoning won't be an option for Artemis (regarding punishing his melee string ender). Maybe circle strafing the ground slash would work. If you keep close, you can block the first two and jump around his ender (landing into a punish like o1). Just loop this. Presumably, an alternative would be to double jump the ender into air t1. Or SS it into at least o1 (if not 'o,o' or even R1,s). Yeah, that's how it is. However, with SS, we can keep our footing during the 'sweep'.
S2 starts with the counter-clockwise shockwave (ring-out if you get caught). I like the 10:30 position before going to the center without touching his shield. His starting position teleports are always the same. Gains dive (can just walk under it or trick it) and time slow AoE. Has an explosive move that breaks all the pillars for you, but that comes as you deal more damage to him it seems. In theory, time slow AoE (AoU) would extend SS i-frames. If he starts to do his body explosion, just keep in his face and R1,s until he stops (think you only need to block the explosion). He can now warp into his string ender, too (something to watch for).
S3. Pillar time. His projectiles will not break them. As you beak them, the ground begins to crumble. You can damage each before breaking any to make it easier (not really necessary).
S4. Return to S2, but with new 4 hit string which can either end with another blockable or the dive attack. Also, he likes to spam a grab move. You can jump through it (or SS). He has a rarely used ground slam too (SS or evade *Artemis lacks an air block and it would need to be done high anyway*). Ends with a push to the foreground center. Could probably R1,s more than once after his blockable ender. Only once after a dive, I'd say. If you SS his ground slam or grab, probably just an o1. He won't keep up the pillar bursting move as much as in S2 (not as abusable), but it is still a good opening for damage.
S5 has Pollux take over. His hand blast doesn't aim up well from point blank. His explosion doesn't hit high above him (as with Castor's version). His new 3-hit string can either end in the unblockable ender or the four shot hand blast. The first hit of the string requires double jump height. The second is too high to evade even when at just above double jump height. The unblockable is like the second. Can't really punish the melee string until you can confirm the hand blast is coming. Transitions to S6 by forcing you to the center and firing hand blasts at you. The idea seems to be to get in (hop over his floor projectiles and evade into his straights), turtle up and see what he does. If he goes for the AoE, block and punish (R1,s). Watch for a quick melee string from him (the first one is quite fast). Block the first two, then strafe around him either way. Whether he uses the melee ender or projectiles won't matter (both whiff and become seeable during this). Don't think there is enough time for R1,s (just o1).
S6 - Starts with an explosion to return the pillars. Seems his projectiles can knock the pillars down (if only when high enough). Doesn't gain new moves. The arena is smaller (less foreground) and he briefly does air straight projectiles before returning to S5. Same as S5 except he has the time-slow aura on him throughout. You would want to get in on his projectiles, turtle up, evade or SS after the second attack and punish the third with o1 (not enough time for more and even this might need a cancel). Block the AoE and punish the same way (if we can even reach). When he starts shaking the place down, slap him silly with R1,s. End has him explode you away before the checkpoint at just before the mini-game.
Shame returns suck so much dick in this entry (especially here). The real game could have used his air states being punished by air OS (Tether), too. Helped make GoWIII Zeus more fun to bully out of his attempts to be safe from on high. Now that I have AoU, I can slow people for openings, juggles, etc. Don't think it would set-up Homerun/Punt (AoU to launch for the glitch, that is), sadly. The cancels won't make a huge difference as they aren't absolutes (can't just say they would let me escape air t1 recovery much less have quick access to SS out of Artemis (a grand shame as that would be a tremendous boon were it so *if I was more willing to bias things towards the weapon, then it would be riding high with this get*).
Seems some runners were confused (understandably) with how PAIN+ works in GoW:A (the runs they show are often just PAIN as they violate the rage ruling). Odd. I suppose my surprise with S6 (this time) being different from what my old coverage suggests isn't without reason. None of the other players I watched had a time-slow aura on the boss (must have been a glitch that just kept repeating reliably). Use of t0 is asking for a DQ (as it gets super meter building here and the moment it lands while full will cause the elemental discharge that invalidates your run). Bravery is what you need (ground t1, in particular). Yeah, I just got a 'unique' version of the fight (spicing up the end so it wasn't a repeat). Hopefully this sort of thing doesn't happen too often (otherwise I'm not playing the same game as other people, which is a bother for standardization). Also, as suspected, the issue I'd had with rocks to toss was unique to the first NG+ VH testing run (this one nor the showings from others had S6 losing half the ammo as options to pelt Pollux with).
Regarding the AoU trial, my notes say, "If you use AoU quick enough on the opening shield user, no other foes will spawn. If you don't use AoU, the fight never stops. If you use it before the shield user spawns, they all spawn, but the gate drops". Checks out. Cistern Hall B lacks a checkpoint (which sucks dick). A little tricky to get Sibyl away from her friends. AoU does indeed open them to a CG off Tether (for what little that is worth). Can't avoid their false OS punish at all if on the ground. AoU on Shield Satyrs (Guards) won't open them up, sadly (not without another glitch that tends to make it impossible to grab their shield, but lets you attack like it isn't there, so whatever). Such a buggy entry.
The idea would be to keep away from the Siren to take out the Satyr Elites first (don't recall if the overhead lightning of Sibyl lands when you're in the air, but I'd wager it does). Can't ring-out for no good reason. Without grabs, we can't just slam them around when their armor (of cloth) breaks. Would just be launch to juggles (if being more adventurous, lifts). More conservatively, pick a boundary, turtle up and punish with o1 (maybe the full heavy string) when safe to do so (like when lightning isn't pounding you). If you lead them away from the siren properly, you get an easier fight (possibly 1v1). With just the siren, it is like before (just in a narrow hall). I may as well start using the skeleton as I make it now (I'd named these areas in the past, but didn't full anything out from the Arena up to where I truly stopped making the form *Swim Tube B*). Going to be a bother to even do lazy naming conventions like in the past (I suppose I could have just watched any playthrough and did this as I went along, but here we are now).
Cistern:Arena
-Hounds and a Captain. The high ground is an obvious point to work, but even the slight elevation of the rightside is generally enough to filter the former from the latter (dividing things to make it easier even without grabs). However, this too is needless as the exit barrier does this even better (hounds don't want to go over there).
Cistern:Hall A
-Navigation
Kirra:Gate
-Electric Parasites and a Cyclops Berserker. The former are quite finite (though there are a lot of them). Working the boundaries lets you keep the cyclops at a distance, but you might have to get in on the bugs when they hang back. I think it is wiser to be rid of them before engaging One-Eyed Willy here where Artemis handling is concerned. The friendly fire just isn't going to help us (and we can't just toss buggos at him). Without stun, we can't just mount him (over and over) or use it as a big opening. Don't know that the likes of air t1 with Artemis would get the special knockdown (pretty sure it is just something for heavy elemental rage discharge as with fire, so probably not). If it did, we would be able to knock him around like a mook for free hits. The handling would be the same as the first appearance once his back-up are vanquished.
-AoU bridge
Kirra:Path D
-Navigation
Kirra:Waterwheel Puzzle
-Do it
Kirra:Grotto:Swim Tube A
-Navigation
Kirra:Grotto:Gate
-2x Ice Talos. Has the same base move and design (enough damage and it goes into invincible aura with a special move *unless glitched*). Its unique is slow overheads (can punish between with likes of o1 for sure) with a small AoE. Rage special is ice shockwave. All blockable. AI boundary along sides (works better on the left by the HP chest **which are apparently full refills for base in this entry even on VH**).
-Puzzle
Kirra:Grotto:Swim Tube B
-Navigation
NOTE: Lack of hidden fights is disturbing on revisits. Here on is 'new' (for the skeleton).
Kirra:Harbor
-Navigation
Prison of the Damned *return*
Aegean:Mouth:Interior
-Soul Cerberus Mongrel backed by Satyrs (Club and Javelin types). Ring-out is an option for the latter. For the former, even the mounted toss apparently won't work by cliffs (lame). Anyway, if you don't stun, there won't be extra waves of grunts to deal with. The main threat would be the unblockable warp (SS) of the mongrel. If you work the top and keep Cerberus close, you can just turtle up as club users ring-out (their light won't do it, but the heavy will) other mooks (takes awhile). Of course, you can land a hit or so during openings (and damage will be good). If more daring, you would launch into lifts (or even Spike with air t1). Just easier without distractions for the mongrel. Shame its swipes can't send them flying (even its AoE will only blast them away with a heavy knockdown, but that won't beat the invisible wall definitions). Further testing shows that more grunts turn up after the mongrel dies. There are a few unarmed in there at times (watch for their dropkick). The ones I want dead quickest are the annoying Javelin guys (pelting from range).
NOTE: Wulf's old NUR+ coverage reminds me that rage fire t0 explosions casn blow the mongrel off the cliff (but it requires it already being half off at the 'exit' zone, so it is quite particular). Won't apply to what we're doing, but this works all the way up to PAIN, so that's nice.
-AoU
Aegean:Entrance:Hall
-Navigation
Aegean:Empusa Balcony
-The methods to control them are limited for Artemis. Pretty much just juggling (and that suffices). Launch to Lifts or (better still) R1,s juggles (or maybe R1,t). No ring-out here, sadly. At range, she likes to dash into a slide (blockable). If too close, she can overhead (blockable) that can lead to two extra hits (only if the first lands will she do the others). Alternatively ,she scurries away for a ranged floor projectile (unblockable) that does damage, staggers and she dashes in for an overhead after (landing). Cue is raising her claws, glowing and the camera likes to pan out for it. If her whole body glows, she will do a ground slam leaving a DoT pool (damages through guard). A second while the first is out will get rid of it. If she scurries away (has hyper armor) in a corner she can get stuck doing this. Her grab (scurry and glowing) seems to be on-hit (blockable). If it lands, waggles (while taking DoT) to toss her. Her stun state is the triple slam (MP orbs). Shame it can't ring-out here. Her OH and air OS are equally weak, but control the fight (OS kill is meh). Anyway, juggle her and she'll die fast.
-Navigate
Aegean:Rooftop
-The Sword WW in the center is a big time hazard and the save point caught me (restart the moment I accidentally got it, but the save came up upon restarting *with the Sword WW*). Stay far away unless you want to get robbed. Won't matter for Artemis, at least. Sword Grunts. Can't ring-out, but fight is optional.
Aegean:Entrance:Path
-Can't ring-out where AoU gets used, but you can where there is a break between the hall from before and this upper area.
-AoU and Navigate
Aegean:Arm:Interior:Hall A
-Navigate
Aegean:Arm:Martyr's Chamber
-Do puzzle
Aegean:Arm:Scribe Jail Hall
-Navigate
Aegean:Arm:Interior:Cell Block
-Sibyl and Sw. Satyrs. When both are gone, a Gorgon appears. If working from below, watch out for the Club WW laid out. More Sw. Satyrs. You can get the siren atop the platform we mysteriously cannot move until all things die (this happens a lot in this game *should let you go for it, but be open to interruption*). With her up there, she's all alone for launch to juggle antics (with SS, it might be reasonable to stand your ground, trick her attacks and give your retort). If you don't feel comfortable working from the higher ground, consider taking out the satyrs (even if that means taking turns to land o1 as the siren harasses with overhead lightning *though maybe not if off-screen*). The crew backing the Gorgon aren't much for chipping her. You can fight uptop, but I don't know that Artemis would reach well for pokes on her (and you can't get up uptop). If you can, just mind that her 2 hit ender reaches up there and even the damned grab (if too close to the edge). Her sweep will go under (making it an opening). AoU would at least open up the major grunts for free hits.
-Drag block and climb out
NOTE: There have been so few skippable cutscenes and so many bad checkpoints in this fucking game.
Aegean:Arm:Interior:Hall B
-Navigate
Aegean:Arm:Exterior:Path A
-Do QTE
Island of Delos
Delos:Landing
-Forced to lose Shield WW here. Cursed Sword Satyrs. OH, air OS and AoU grabs would be CG. No ring-out option at all here. AI boundary helps make them behave (get 1v1 set-up by where AoU gets used later). AoU opens them up, but just launching to Lifts (or juggles) suffices. Our damage should break them down quickly, just recall foes hyper armor like crazy against light hit stun in this entry. Captain comes down. Baiting his charge can easily lure him well away from the others. I'd recommend getting the grunts away from the top-right AI boundary, so you can lure the Captain there (kill him, then the others). Shame about not having any stun damage as these 'cursed' types job super hard to stun grabs (BR) into wall collision (insta-death). Though the rage building is annoying, using t0 over and over controls the mob and builds stun fast enough for this sort of tactic (which is just swell as it takes too long with direct damage even after breaking their armor).
-Touch shiny, AoU, Navigate, AoU and lever
Delos:Path A
-Forced Spear WW (I feel violated). This part is such AIDs. Can't wait to have my precious Shield back (even if I can't use it). Armored Spear Satyrs quickly enough joined by Sword versions. Ring-outs all over the shop. Delicious.
-Interact for QTE
Delos:Path B
-2x Electric Talos. Its unique normal is a thrust (blockable). The rage move is an AoE unblockable (bait it and get away). Switching between them makes sense thanks to the super state behavior with this version.
-Navigate
Delos:Foot of Apollo:Scaffolding
-Juggernaut Brute. Same stomp. Has a quick single. Mostly roars into a flurry (3 hit string that extends to 6 hits total if the third lands *blocked or not* with the 6th being unblockable *ends in a long stagger state*). Light punishes after its attacks until the flurry. You want to block the third hit, then defend how you like with the rest (block then SS the last or just strafe it) before the big opening. At half life, it destroys the club (unblockable) to transition into the unarmed state. Rear strats start to work again. This besides boundary abuse, but that's not really something Artemis can do much with here.
NOTE: Really should have let at least the dizzy grab or fire bomb knockdown blow them off the cliff.
Delos:Foot of Apollo:Exterior:Path A
-Navigate
Delos:Foot of Apollo:Interior:Path
-Navigate
NOTE: Shield is back on the menu, boys.
Delos:Foot of Apollo:Broken Gears Puzzle Room
-Empusa and Manticore Spawns. Don't think ring-out is a thing (as much as I want it). Empusa AoE hits very high. The third hit of her breakdance is a launcher. If you keep the fight to the starting position, you won't get interference from the Electric MS crew (when she dies, they all spawn). If you touch the eggs (or even the Empusa), a given one will break free. You cannot ignore the fight (as usual). Fighting from atop the block is cheap, but way too slow. MS have triple lightning (blockable projectiles) or an on-hit grab (reversal insta-kills them, but it doesn't activation damage to us). Background along the broken chain is good for being an invisible wall (she won't get sent further away, but she'll also not bounce off a wall to mess up a juggle lock while keeping away from eggs with cargo). Murdering the spawns alone isn't so bad, but their HP is a bit high for pests. Launch to lifts or juggles while minding the group (try to get them all at once if not isolating some).
-Puzzle and Navigate
NOTE: One attempt (my first) I managed to Shield HJ right to the grapple, but couldn't do it on repeat attempts. Apparently it is easier at a different angle (as Wulf shows).
Delos:Foot of Apollo:Interior:Hive
-Electric Parasites. Can just ignore them. Watch for the Club WW though.
-Navigate
Delos:Foot of Apollo:Exterior:Path B
-Navigate
Delos:Foot of Apollo:Amazon Scaffolding
-Queens and Amazon. The former has an on-hit grab where reversal insta-kills it (like before, a consideration for one with low damage options willing to part with some HP to be done with them quicker). 2x Queens, then the Amazon before three waves of 2x Queens join her. While they are present, she won't use her grab (mini-game reversal with no activation damage, but only light reversal damage). With harpies out, she can grab one and double toss javelins a few times (you can slap her off). Amazon rolls into a javelin toss if she ground wall collides (just recovers from air version). OH and air OS are countered with a spear toss (with AoU active, she gets CG'd).
No ring-out option here (be it dizzy state or AoU CG). Lame. Amazon has uppercut into projectile, multi-stabs, the grab and overhead toss (all blockable except the grab). Juggling can work well, just stay away from walls. AoU can set up free damage (R1,s). Probably best to get rid of the Queens first. Maybe lure the Amazon to the bottom right, get away and take on Queens from the top-left. Our damage is sufficiently high and harpies attack so infrequently, you could probably get away with blocking and punishing back with o1 (AoU would allow R1,s) if not T into air Lifts or juggles (more risky).
-Destroy scaffold and navigate
Delos:Foot of Apollo:Gondola Lift
-Queens. Ring-out enabled. Not much to it.
-Navigate
Delos:Head of Apollo:Sibyl
-2x Sibyls. Can be unwieldy to herd them, but you want to rush for the lift and pull only one near it. If close enough, get in her face, guard her triple lightning to bait a close attack and evade/defend as needed. You mostly want the guard break melee so it pulls her closer (AoU could be the alternative safe way to get her). Once she's over the lift and her back-up isn't near (if she were, you would need to reset the set-up and maybe restart from checkpoint as their AI can get pretty dedicated to one spot and chipping at length is crap you don't have to put up with). Just divide and conquer.
AoE lightning aura's hit box on contact is larger than it seems. While it sometimes works, air Tether (sometimes needing an attack or some other action before input to get it to come out) as a false OS that causes their teleport attack (air blockable for runs allowing it as with PAIN+) won't always work even when not performing actions (not sure what breaks their AI, but there have been a lot of such problems in this title with behavior altering even in the same place depending on the playthrough). According notes, that is an issue specific to this fight zone (otherwise pulling one to the desired spot would be easy).
Delos:Head of Apollo:Gear Path
-Navigate
Delos:Head of Apollo:Hive
-Soul Parasites.
-Zipline
Delos:Leg of Apollo:Exterior:Arena
-Amazon teamed with 2x Centaurs. They have their old charge (spam it more than ever and the reversal is easier as it is a random-button rather than left stick 180), but no rally. No early OS kill glitch in this entry. No Centaur ring-out. They can knock her out. Their glowing attack's second hit is unblockable. Their charge can't hit for knockback like in GoWIII (on friendlies). AoU on a center just slows and staggers. Valid approach is to try and get the Amazon near a ledge (as with standing in front of her blocking with her back towards where you want to go *reversing grabs*) for a launch over the side (can even float the rest of the way). That is more for PAIN+ though (as AoU does the job). Though a little slow, just reversing all the Centaur charges whittles them down before long (can get a hit after each generally). Same for the Amazon, really.
NOTE: NGR+ NUR+ here is a bother with everyone trying to grab you (centaurs are hellbent on it). Working the chests and setting them up to ram the walls while you land Shield Plume for fire explosions over and over chips them down slowly, but surely.
-Yank and Navigate
Delos:Leg of Apollo:Interior:Flame Lift
-Navigate
Delos:Leg of Apollo:Exterior:Scaffolding
-Navigate
Delos:Statue of Apollo:Interior:Path
-Navigate
NOTE: Couldn't tell for sure what part we were in, so whatever.
Delos:Statue of Apollo:Interior:Hive
-Soul type again. Need to clear the hive to proceed.
-Navigate
Delos:Gauntlet of Apollo
Megaera
S1 - Spartans cannot be grabbed, but this matters little to Artemis. They can be knocked around, but it has no real use. AoU can open them up, but even it doesn't give CG. Plume breaks open their guard. They have two blockables. A poke and a team attack (jump off one to dive thrust, then retreat). Kill ~4 and the illusion is broken shortly thereafter.
NOTE: DaS2 tier tracking and hyper armor on their team attack (possibly invincible for the attacker).
S2 - Maggy joins them (starts by tossing one at us *blockable*). Checkpoint. More gets summoned to back her up. Her attacks are all blockable (grab, 3 hit *doesn't have to do all beyond he first* and ground pound). Working corners and punishing her after turtling is fine. Can't exhaust her help supply. If it gets too cramped (Spartans trying to poke out of sync with her and she's not slapping them away for you, just change sides/corners).
S3 - Same, but wider arena. Starts with a time-slow unblockable (jump over it). Some new melee strings. Seems her grab her is a real one (no activation damage, but low reversal damage, so whatever *more a problem for NGR+ NUR+ to worry about*) now. Same idea as before. Watch out for her dash-in thrust as the scurry part is an attack, too.
S4P1 - Think there was a checkpoint here. She hides above while Spartans do the fighting. The game wants you to WW Javelin her, but to keep the Shield (and not use WWs in this case) you need to keep landing air attacks during her summon animation.
S4P2 - Switches spot. Has kamikaze Soul Parasites (cannot grab). Same idea.
S4P3 - Goes beyond normal reach. Only attack that can land is the Fire Rage dump (doesn't have to wait for summon animation). Thus, not a PAIN+ option at all (to keep shield). For Artemis, you would (at this point) have to use the Javelin, too. No real choice, sadly. There are regular Soul Parasites added here, but you cannot toss them at her even if you air-to-air Tether, so this part is designed like shit in my book.
NOTE: Each of these takes '2 hits' and a given hit will bounce off. P3 is two rage dumps (if you're trying to keep the Shield).
-QTE
Tisiphone
S1 - I don't think she does it raw, but she has a grab (just leap, evade or SS it). Her 4 hit string can end in that (2H means grab) or the dash (1H *can be done raw*) she so loves (amazingly, doesn't even guard break). For the grab, just tricking (or leaping over *don't advise trying to strafe it*) into a small punish like o1 is fine. You can punish after the third attack (o1), even. The dash being defended against might open her to R1,s. Her air state either dive bombs (always ends in this) or casts meteors (unblockable *better to just move aside though just being in the air makes you immune to them, so you could go wild with Artemis Lifts*). For the former, I don't know that we have ground moves that reach her height (maybe T, t2, o3, etc.). I'm less uncertain about the rest. Block the dive bomb (including Daemon's *birb* wings), punish with o1 and defend against follow-up (think there always is one and it is the dash).
Her most dangerous move is the shotgun. You can perfect block (air block if you had it), but you still take damage through the unbroken guard. Instead, trick (SS shines) or (usually *not absolute*) stand directly in her face. Cue looks like the grab, except it is done raw (doesn't follow anything). General advice is to keep close and punish light after each of her attacks (mostly o1). Heavy bounce types knock her away, but I'm not suggesting such moves. She can block, but I didn't see her pull out a counter (so R1,s should be fine where the Centaurs from earlier would try to get cute with their new slap).
S2 - Meteor spam inside a barrier (just move around with an idea for when she will be done and go back towards her for hits *Artemis Lifts make the most sense*).
Furies 1
S1 - Tissy can still shotgun, but it is rare. She doesn't often dive with Maggy active. Her melee string is now a team move. She'll do two blockables (with the Tissy doing one at the start), which launches spider-girl as an unblockable (she often follows this with her dive as bug woman rests). She has another move she lands on her sister to give her Daemon. Briefly Tissy will be in medium height flight (like in S2 of her fight) before she goes high up as Maggy uses two blockables before another dive bomb (unblockable) that she needs to rest after. Tissy comes out of this quickly into her own dive bomb, but doesn't really seem to follow it with dive this time. Her grab isn't so low that you can single jump it now, but you can double jump pretty easily (or trick). Even if Maggy is resting, this team move wakes her up, which is lame. Tissy's solo options are quite limited. She will rarely scurry into a dash attack. Mostly she lets Tissy take the lead. If you get too close, she'll do her blockable ground pound.
My old tactic gives them a lot of respect. Just bait the team move and punish Maggy while she's down. Another variation on this would be to punish Tissy instead (more doable with her melee string into the team move as the dive gets her far away from help). The newer approach would be to get in Tissy's face (baits the grab *mostly*), leap/trick her grab and punish (o1 is fine) while blocking/tricking Maggy's pound (presuming she's right there). Just be aware they can move away and go into a team move, so be ready for that change of pace.
I've now seen Maggy do her other melee moves (blockables). Just rare to see depending on the approach. If you land a heavy hit property move during the hyper armor of her ground pound, you can prevent her from being blown away (if that suits you *as with keeping Maggy ahead of Tissy a good ways so you can chip her down as the other whiffs her grab over and over*). During the Daemon Maggy move you can punish the start and after the first blockable is defended against (other than after the unblockable).
S2 - Starts with meteors in the center background around them teaming up (think you can land hits, but not sure it matters), then goes into a team unblockable (just leap over and steer clear). I move to the left position (think she has to start here, then the right and then the center-back) to begin punishment, but if our DPS wasn't good enough, I would move Maggy away (now covered in the barrier *can only pound now*) and get to Tissy for Lifts until she moves along (ignoring meteors). While she's in the other positions, she seems low enough (right and center) for R1,s to really tear her apart in a hurry, but you would need to do that between meteor summons (else you get pelted). Don't know that you could easily land Lifts without being too close to the ground here.
NOTE: Apparently Mikey lost his recordings from here and beyond. Also, tempted to rename "Flame Lift" to "Screw of Archimedes". Completely forgot the ugly redo of the analog twist bits. Not a fan of this design (attempt to get it in-line with the other QTEs).
Delos:Forearm of Apollo:Oathstone Puzzle Trial
-Do it
Delos:Forearm of Apollo:Oathstone Combat Trial
-Have to use OSoO once or the fight never ends. Ring-out on top or bottom (invisible wall interferes if working the bottom-left for some reason). A fight that shouldn't be forced as there is no good reason for us not climbing out (at best, the Javelin boys hurls some at us while Club kids just gawk).
NOTE: I don't think the single use should force us to aim it off the cliff, but that would be a honorable choice.
-Navigate
Delos:Forearm of Apollo:Interior:Path
-Navigate/Puzzle
Delos:Leg of Apollo:Exterior:Arena *again*
-Soul Cerberus Mongrel (like there are any other kinds in this one), wolves and an Amazon. The puppies require more inputs of circle to throw off than the early ones. They also have a left stick shake to escape grab (the GoWIII dogpile). For Artemis, shy of letting OSoO and AoU do all the work, the PAIN+ approach I have in mind seems fitting, though adjusted (as I can't just OS the hounds *which has to be done a few feet from the cliff else it gets stuck on nothing* nor use NUR+ antics with AoU opening up the Amazon to a CG over the side). You can run around as needed to get the mongrel warp to blast its mini-me's over the side (at least until no one *least of all the Amazon*) is on whatever extreme side you face it at. If down to just an Amazon and the mongrel, but you get the former alone, you can reverse her grab (won't ring-out *also, likes to do it near walls she can bounce off*) before looking to catch her with a launch (maybe float the rest of the way). Could be best to abuse the boundary for a taunt, rush-in and go for Homerun/Punt (if Spike won't do the trick). Lone mongrel handling hasn't changed.
-Puzzle/Navigate
NOTE: Probably should have mentioned they snuck in a Javelin WW in the top-center. Such a shame even some bits where Shield HJ can get you clearly in position, they put up invisible walls (until a fight is done) or even plain don't load the next bit. As forced as the bits where you can't interact with stuff during a fight at all. Just dumb. Also, had no idea you could input circle on a mounted cerberus to toss it without waiting for the mini-game. Shame it (like many grabs) is so very weak. ...Un-be-fucking-lievable. I was wondering why I wasn't seeing any notifications for 'saving'. It wasn't saving. I go to load up and I'm back to Prison of the Damned with the Sword. The **** is wrong with this? Chapter Select for Shield WW there and wasting time getting back to the Flame Lift fight now.
Delos:Leg of Apollo:Interior:Flame Lift *again*
-Forced to use OSoO here (for the buttons). Tried evading through the flame jets, but it has invisible collision and I couldn't get around it without getting off the button (and not in a way you can keep progressing off of). My notes say I had found a way in the past, but wasn't going to force it for PAIN/PAIN+, anyway. Meh. It mentions how at some point you can release OSoO and just fight from the bottom (or keep going until at the top), which leaves the fire jets to contend with. Using boundaries controls the fight (keeping Talos behaved). Enemies lack weight for buttons (another blunder). Hazard only hurts us (despicable).
'Unarmed Cursed Satyrs'. They have an on-hit grab. Real pisser that the trap can't be used on them. I'll test for avoiding OSoO use (for the buttons) later. If you do the 'bottom' strat first, you leave jets to deal with (not ideal), but don't face the Fire Talos until the 8 or so goats are dead (upon raise the platform further. To note it, this is technically fighting at the 'mid' point (though it can glitch and drop you to the bottom. Only have direct damage to work with, so turtle up and respond with o1. Maybe launch to Lifts. Really, R1,s is ideal, but you might want to evade at a wall or something as you can easily run into the flame jets (easier to grove with the 'top' strat). The other approach is taking things to the top, but I wonder if this should be allowed for PAIN/PAIN+ where OSoO isn't allowed. I suppose it is fine (if a bit questionable). In either approach, OSoO and AoU can do all the work (as usual), but that's no fun. Slay the goats until the Fire Talos appears, abuse the boundary to keep him behaved, get him alone and face him as normal. As before, the top has no flame jets. Your shadow clone won't last the full trip, so you will need to reapply it.
NOTE: If you drop a clone on the button after standing there yourself a bit, you'll get a little extra time going into the mid-way (Fire Talos spawn) to unsummon (if needing to) and summoning the next though you might want to delay a little, lead away the horde, etc. Takes slightly more than two casts to get to the top. If you get the second late like this, you would be able to block on a button until finished off (locking in place). Then you can fight. Just recall the checkpoint is before all this fighting (not upon enemies spawning as would be desirable).
Delos:Ribs of Apollo:Scaffolding A
-Navigate
Delos:Arm of Apollo
-Navigate
Delos:Ribs of Apollo:Scaffolding B
-Guard and Captain (time delay for another). Can't go to the top-left while they're alive (invisible wall). No ring-out. Can be done as before (let the Guard knock Cap away, into a wall, etc. for grab opening to get the shield away) if not launching the Captain to make the opening. With the shield taken off (the point where you would get it back after being robbed by Mags earlier), you can just wail away as per normal (no boundary that I noticed in brief time there). Watch out for the Club WW planted here. At least if you accidentally grab that, you'll have the shield drop from the grunt.
Delos:Ribs of Apollo:Interior
-Navigate
Delos:Ribs of Apollo:Furnace:Lower
-Cyclops Berserker (can't be rung out) and Manticore Spawns (can be). Boundary where the gold pours, another at the 'red hot gate' and the last being the narrow path we came from. The ideal would be taking out the pests first, then the Berserker (usual handling though AoU would help open it up and OSoO could add DPS though it can also be distracting). Mind you, if you don't disturb the eggs, they won't interfere in the fight, anyway. Fight towards the top (where it spawns), work the ass, trick, etc. and you won't have adds (just mop them up afterwards as you have to for the interact point to activate). If you exploit a boundary well, you can get especially cheap (like the 'red hot gate' *just mind that the Berserker charge doesn't see it pummel you here* set-up with the Berserker walking at you as you get free hits, so just R1,s until it dies). Watch out for the Sword WW in the middle.
-Interact and Navigate
Delos:Ribs of Apollo:Furnace:Upper
-Open and Navigate
Delos:Ribs of Apollo:Furnace:Lower *again*
-Do it
-Sling WW tossed in (along with the Sword WW). More crap to avoid. Can ring-out the Cursed Sling users, but not the Gorgon (typical). That's one option. Another being to abuse the boundaries. For the Gorgon, you can lure her by one and get free hits aside from normal handling (and things like OSoO for chip and AoU to open her up for more R1,s).
I'd say the best start is to rush to the top-center (by the gap), ring-out three and then cut your losses (unless you use AoU to get the Gorgon to behave while you mop up the rest). Lure her to a boundary (I like the hot gate) and keep her using her close range melee as you cleave her apart. Getting in on these sling guys can be troublesome with their off-screen attacks (at close range, they have a multi-hit spin to win ending in a guard break, too). With Artemis, you might be able to weaponize the Gorgon petrifying her friends (owed to our DPS keeping up with their absurd statue HP, so R1,s saves the day). Normally this wouldn't even really be on the menu.
NOTE: Just be sure you don't knock them to the platform alive (where you can't reach them).
-Interact and Navigate
Delos:Ribs of Apollo:Furnace:Upper *again*
-You can ring-out in the foreground for what that is worth. Just 2x spawns (2x more when you try to go higher).
-Navigate
Delos:Ribs of Apollo:Furnace:Flame Conveyor
-Navigate and Interact
-Probably Spike to send hordes into the flames. Without hit stun, R1,s seems dangerous (maybe less so with OSoO and AoU helping).
NOTE: Sampled the meme dream of Tether evade spam, but it can be broken and is inferior to just using WB to knock crowds into the hazard.
-Navigate
Delos:Shoulder of Apollo
-Starts with 3x Shields and 2x Slings. After killing two of either kind, you get a Jugg (the next is on a timer *upon killing one of them, you get the last*). Club users turn up at some point (think it is during the second Jugg. This is madness for PAIN+ (probably shouldn't be messing with that now, but I felt like it). Options to take off shields (relevant for Artemis) are limited to the grab mini-game (takes just long enough to get you into trouble). Winning it has i-frames (as does picking up the WW, as it happens *worthwhile for keeping things clear*). Ignoring the shield users isn't much of an option with how the targeting is hellbent on going after them, so by priority you want to strip all of them before causing a Jugg spawn (or, at least, before it begins coming after you as finding an opening won't be too likely even before things get crowded *their charge being allowed to time out is one way to get a breather*). Speaking of the spawn, the first one always charges straight down upon appearing for some reason.
Anyway, I find the rightside easier than the left for the starting grab of a shield from max range (so sling boys don't interrupt). If you're fast enough, you've got one down. While it might sound like a grand idea to Tether the others and toss them into each other to get another shield user alone, the targeting is so attracted to their shields, you will find that a hard sell. More reliable to loop around the arena such that sling users are on the side opposite of the (top) corner you're going to camera abuse next (only maybe tossing out slaps like Plume to fend them off as non-shield users tend to glitch at the camera edge). If you see the start of a shield charge, know that they aren't going to stop (like sling tosses won't *or Juggs*). Some enemies just don't respect the camera. Most of them are right here in this arena with no AI boundary (apparently).
We can ring-out, but it is really iffy (not entirely sure what the issues are with when it will and will not let you WB or toss as such). Anyway, with all shields taken off, I'd probably suggest going after the Sling boys (toss them off the cliff *don't want such foes pelting you*). Jugg spawns. Meet him at the bottom-center, Tether a grunt, WB at Jugg, OH and repeat while watching for attacks that might land during your gaps in i-frames (it'll happen). If you keep close, the Jugg won't charge (issue with that being it is an attack good at breaking Tether state). It is better (in my opinion) not to use the dizzy state grab, but targeting (again) is high priority to the halo (not as high as a shield, I think). If you can't make it (with distance, attempt to correct aim, etc.) grab a Satyr and hit him some more, you might just want to stall with evades (even Tether evades) until you can resume.
Part of the reason for that is that if you kill too many Satyrs, it eventually brings back some Shield guys, who feel like a game over scenario when the room fills. Too many things, too much off-screen attacking, unblockable charges, targeting issues, lack of boundaries, etc. Trying to scan the chaos for all cues, find the shield charge, lure them away from the rest and pick your opening (big enough for a shield pull) seems rather unlikely to me as they camera pans out by this point (making that practically a non-option). The other major issue is that Satyrs are infinite while the Juggs are around. One less Jugg would have been nice (as with no infinite Satyrs *or at least no repeat Shield users in the spawn pool*). AI boundary might be asking a lot (certainly a different feeling to the fight having to just deal with the aggression *unable to turn it against the enemy*).
None of my hypothetical plans work as we don't have a true sweet spot. The best we've got is a ledge above the HP chest (you can still be shot down by Sling users if they're in position). With collision damage so low, you can find yourself burning through too many Satyrs pretty easily. The best I've gotten in an hour of attempts was two Juggs down (of the three). Prospects are certainly better for lower runs (more options for taking out shields, controlling the field, etc.). With Artemis, it would be very tough (without OSoU or AoU *cheesing from the ledge above being ideal, but not really allowed for what we're doing here*). Our damage output is great, but we wouldn't have great access to SS tricking and it wouldn't really be able to control the horde too well, I feel. Again, you can't exhaust the grunts, so you would have to try going after the Juggs (without access to spells, rage dumps, WWs, grabs, etc.) when an opening presented itself for o1 as you quick roll around (unlikely to get an opening big enough for R1,s once 2x Juggs with a horde becomes a thing). Not really sure how viable this would be.
Okay, so 'v2' (Juggs first) is probably asking too much (limiting Satyr kills so strictly with efficient use of them to damage Juggs *don't bother with the dizzy grab as it is a waste likely to kill more Satyrs as with letting Juggs run free a lot*). The 'v1' of Satyrs first is a thing (my old notes confirm it). So the issue became 'how to get rid of shield users'. The answer was Juggs. Their charge can knock the shield users around, so if done right by a cliff, it can ring-out. Just have to have room to evade at the right time so you don't get trapped, pelted with projectiles, etc. There is a semi-sweet spot at the top right, but not quite the big cheese one would desire. I suppose once you get rid of the shield guys, it might be wise to stop feverishly killing Satyrs and start chipping with grabs (for PAIN+ as before). But then, you could do that the whole time up until you notice a shield, stop to have Juggs deal with them and proceed, but there will probably be way too many grunts running around for this to be reasonable. With just the Juggs, you have to watch for the grab and the charge (stomp and slap don't mean much). While clearing the Satyrs, I learned that the grab reverse ends i-frames before we regain control (as the other Jugg got a free slap in *killing me*).
If you can exhaust the spawns, that helps a lot (for Artemis). Shield users are a still a bother (Juggs halp) as would be getting pelted, but our damage should almost match being able to toss things (almost). Still, seems like a battle not well suited to the tool, frankly. Just not ideal. Seems like the South wall doesn't let tosses through. Don't think this would be an issue for knockback. These varying wall definitions annoy the Hell out of me (some even let you BR wall collide where normally you cannot). Finally beat it with Satyr first strats and luck with a Jugg charge getting three shield guys at once (less having to run around and try again, the better) while having boys to WB and OH at the remainder for damage (leaving just 1 Jugg before I had to do normal melee tactics). This would be a PAIN+ win. Definitely a tough nut to crack, this fight.
-AoU
Delos:Ribs of Apollo:Furnace:Slide
-left/right, left/right, right turn to center jump-zip, left turn (favor outside), right turn (favor outside), rightside jump, move left for leftside gap jump, move right (avoid break), right turn, center gap jump-grapple, favor left, favor right, center gap jump to end section
Delos:Ribs of Apollo:Furnace:Lower *yet again*
-Interact
NOTE: Another "Flame Lift" dead ahead. I'll rest up for now. Wasn't planning on tackling SoA without sleep (over 24 hours as of now), but I just wanted to take a swing (and don't like to lose and stop there). Forcing PAIN+ on myself didn't help. Time for bed.
NOTE: Neglected to highlight the danger here for PAIN/PAIN+ with how we struggle to recover lost HP on VH (and this isn't long before ToA W1 where you want to be as healthy as you can be going into it). I was at ~40HP when I won. Not ideal, but SoA is no joke (hard not to get chipped along the way with the evade i-frame window seeming smaller and foes happily attacking off-screen and even during i-frames *rather than pausing* to land blows as you come out of them like a handheld entry would pull).
Delos:Ribs of Apollo:Furnace:Flame Lift
-Hounds and Cursed Sword Satyrs. Can't ring-out through the invisible walls, but you can get ring-out as you go via the sections dropping (planning around this can be good, but that's more for the second part). The pyre at the center is the real hero. Boundary abuse helps keep things pretty calm. Send things into it (launch to Lifts should do the trick). Around 5 kills to drop all sections (at once). Whatever isn't dead, must be killed before you can proceed. Think you can ring-out towards the grapple point.
-Interact
-Flame Talos. Killing it (or taking too long) will spawn Unarmed Cursed Satyrs (eventually pups, too). Beating it up enough for its rage is good as you can bait the meteor over the pyre (with good timing, it will dive right in). To note it, there is an invisible wall in the center of the thing, so you have to jump along the edges diagonally. Without this, you just keep chip up. The hot spots are more for us than enemies (top-right and bottom-right at the start) with them taking little damage from what I can tell. 1 kill changes hot spots to top-left and top-right while dropping top divider. You might consider planning around this if you are slow with a Fire Talos kill (instead, have the others spawn, let Talos and friend hang-out over this killzone and work the boundary while going after an isolate foe you'll be sending into the pyre). Hound respawns are on a timer, so you can exploit them (though not ideal without grabs, I'd say). Top divider returns at around 4 kills. Top-left and bottom-left are hot spots now with their divider dropping. Another Fire Talos. At ~6 total the dividers drop (definitely have as many foes as you can in place for this). Mop up survivors.
-Interact and take lift
-AoU
Delos:Eyes of Apollo:Light Puzzle Room
-Clear the crystal
-Phantoms. These unique cases spawned without a master seem to have less HP (perhaps as much as halved). Feels like their OS kill (slam thing) must not do damage (or extremely low) as it never seemed to matter to the others. I wonder if it is the same for other instances (more for orbs, hit count and stun *forget if it builds rage*). Seems like the Wraith spawning (top-center) after killing a dozen of these has to summon (which seems to have some i-frames). Full Phantoms. Like to burrow while they're out this time (and just stays there). Killing them all (boundary abuse opening them up) is easy. However, it became clear I wasn't doing any damage while in its glitched burrow state (unlike before), so even this trick won't let you get around using Tether to pull them out of the ground. How sad. Of course, the fight is technically optional even without exploiting Shield HJ.
On that note, you can just push the crystal box to background and hold the top (with Phantoms far enough away) so the AI boundary keeps them behaved. Drag it along the boundary and begin the puzzle (for finishing it, you would pull the box along the wooden path (at the boundaries) to avoid combat as they taunt away. Two HP chests here is a bit overly kind (odd that neither are alternating). Club WW in the top-right, so be careful about it. The best you can do while working Artemis here is allow Tether to open the Wraith up when it is alone (to feel less dirty) and switch back for some cleaving.
-Do puzzle and Navigate
NOTE: Forgot to mention dirty tactics like OSoO from atop the platform (created when you pull the lever), crstyal, etc. for what they're worth. Would be frowned upon, but are still technically valid. Still won't solve the issue of needing to Tether the Wraith out of burrow state (not sure why it worked differently here). There is a Satyr Captain after you kill the first Wraith (soon after another). Think AoU might interrupt their summon (something Artemis can use and hope it does enough damage before the thing gets away for burrow).
Delos:Latern:Landing
-Manticore handling (starts in S2). Really seems like the tracking is too good for trots to strafe around flames, so it is probably better to either jump into Lifts or evade at the last moment. Maybe just stick to tricking its melee, then doing R1,s (o1 if not confident). Maybe air t1 after Lifts to punish Flamethrower (think it would be safe). Seems like if your damage output is high enough, it won't get a chance to birth, so there's a boon. Still not allowed to damage kill it.
Delos:Lantern:Eyes of Truth
-Do it
Delos:Lantern:Trial of Archimedes
-EoT and Interact
NOTE: Better hold on to your butts boys, this is the big one.
-Half the arena (top) is taken up with a flame trap in the center, but it does basically nothing (could have been a big help). The lip of the arena has a small rail (low knockback will hit it and stops sirens from wandering over) except at the center (shame it doesn't let a Gorgon slip through). Fight starts with 2x Gorgon. Easy enough to get them away from each other. Killing one brings in another. At that point, it is best to get Gorgon 2 and 3 to near death (kill back to back). Killing G2 or G3 will bring in the double Sibyl spawn pool and a complimentary fresh Gorgon (G4). If you kill the 2x Gorgon like this you only have one backing the sirens (who don't care about boundaries) when things get rough.
To note it, the edges of the arena are boundaries (top-left and top-right corners favored for combat strats). Controls the Gorgons well. For Artemis, petrification might not be off the table if sirens are set-up for it, but for PAIN+ that ain't on the table (not nearly enough damage). Homerun/Punt are foiled by the invisible wall definitions, but Spike still works to give Artemis an easy out. Without it, things would be troublesome. You can't just float sirens over (invisible wall definitions again). Wall splat (hypothetical best hope) has failed.
For PAIN, your only recourse is sprint to uppercut for ring-out (as its knockback goes through the invisible wall). The aggression of these boundary ignoring foes means they will absolutely NOT stop using their overhead lightning unless you're close to them (where they have guard breaks and an unblockable). Not reasonable to suggest somehow getting by both (at a boundary) to chip while having the gorgon far away. If the gorgon is staring, you're in a bad spot for trying to do any air stunts since you have no air i-frame options. Air OS to air block relies on the Tether landing at a time that the Siren will even respond to it (and too often they are attacking with hyper armor that blows off this option *won't even warp for us*).
Even IF you succeed to get one siren to the corner with the others away, you're not exactly getting the other Siren off-screen, so you're being pelted with attacks (shrinking attack openings) while the other has option select of guard cracking tools (aside from the Gorgon potentially getting close enough to try a grab or Stare to force your hand). The damned lightning itself is able to push you out of the corner (aside from glitching to hit the cover above or even turn fucking invisible when too many have been out *my explanation*). I just don't see a way to control PAIN+ W1 and running around for pokes is well and beyond a reasonable demand. With this aggressive covering, I don't see it as likely our stun build can get even one Siren to the coveted stun state for beginning an agonizingly slow chip process (going from one siren to the other with their grabs).
The idea of even getting into a corner with a gorgon while picking openings to t1 between 2x overhead lightning spam and the gorgon's melee seems like delusion now. Sirens just keep shuffling closer until suddenly within their (somewhat large) range for shriek to pressure you out of this set-up (making it not worthwhile to even bother in the first place). Would it even be reasonable to try launching (itself risky with the sweet spot needed to not whiff the attack or get hit by their aura aside from lack of i-frames when doing it) into air lights over and over on a Siren (at length) for chip while spotting all the set-ups below? I doubt it (as you could easily be caught by an unblockable while still in the air aside from the on-landing mix-ups). I'm getting my ass kicked royally in this 'gold star' (bonus credit) fight. Indeed, it is no joke (worthy of being put alongside the Clones **might even be tougher due to the unfair design choices made even without being a protection mission**).
Another option this Artemis would have would be OSoO doing chip work aside from AoU opening up foes (especially sirens *could air t1 for Spike based ring-out*). Not PAIN+. PAIN handling finds itself running around trying to scout out a chance to uppercut a siren if not landing something to open them for a mad attempt (even if accepting a trade) to get rid of them. Think there are 4 total. NUR+ and below have a spell use aside from the Items, Shield Plume, etc. (vanilla having Soul Dumping for even more DPS from range). If one wanted to try using EoT for some reason, it sometimes fails to come out (instead a WW attack). OSoO can fail cast (do nothing) and in NUR+ that means a long wait before you can try again. Sometimes it will glitch and float around until called off (aside from casting near a cliff where it rings itself out).
Yeah, Papy did about everything he could have to make this unfair for player using just the basic Kratos (balancing entirely around OSoO *his claim as it was his baby*). Even if you get a given foe in the corner, you just can't do much with them. Hit-and-run is the only real option. What about air petrification (since foes don't seem to shake off well)? I've been lucky enough to get a siren set-up like this twice and both times the same outcome. Recall I've mentioned in the past how statues can fall and not break or even just float? They just float until they escape. The game is rigged against us. This would be the out we would need while running around (sort of like NOT having the Gorgon grab do activation damage, so you just bait it, accept the attack with open arms and do 1/10th of her life in damage before running around to repeat the process). But I've been over these things before. While running around to find safe openings to launch into air attacks (for PAIN+), I didn't even get one to red halo in an hour of trying.
I've seen Sirens frozen during their attacks and break-out (after enough time) to continue it where they left off. Miraculously, we weren't set to 1HP in statue form for this entry (not sure why, but I'll take it). That and some scenarios allowing mashing to escape the statue state while in air. Getting slowed by petrification build-up during the shriek puts you in a super slow state with recovery as foes are free to slap your shit at will. There is just a lot to watch for as you switch sides and look for the opening. Really, truly feels like the three overhead limit of a single cast breaks during this (might just be imagination from the chaos). The invisible lightning really doesn't help (when too much is going on for the game to handle). Bad enough the shriek has phantom range, but the overhead is also a shit box case with a 'shockwave' exceeding the visual (just amazed they didn't have it hit in the air, too *well, it does, but not if you're high enough*).
Was finally able to beat it with focus on Sirens first...With DMG at one-third, HP regen, insta-QTE win and lvl5 BoC. Jests aside, in true PAIN+, avoiding mistakes and being patient while making openings to get safe damage in would likely take an hour (figuring the relevant hits *T, air s1, s2 and s3 at each 1.5 since s3 got nerfed after the original demo* at 1.5 each and allowing for an estimation of the Siren at 150HP, that is 100 hits to land though there would be the red halo to consider*) just for this portion of W1 (that is, trying to kill all Sirens in this way) and be far beyond my skill level (to keep up that level of play/attention with all the forces working against you). Even just killing ONE siren this way would be impressive. I don't think killing its respawn would keep the other alone (then its respawn would also be left alone with the Gorgon), sadly. Considering how long it takes to get an opening and many get ruined by RNG (if a Gorgon decides to Stare, you need to air block, land and evade away), perhaps the hour estimate to chip down four Sirens this way is selling it short (even though the last one should be alone, so easier to chip down while being able to focus down on one).
Ayyy, might have found some small hope. If you happen to be going for a safe-ish T (Gorgon starts up Stare, so you stop shy of rising with your pray), you can try landing slaps to keep the Siren afloat and the angle gives her a standing statue state that can fall and can shatter when it touches the ground. That's a big time saver (if you can manage it) and even if you get petrified, consider your statue HP as some insulation from death (as any love tap did the trick in the past, but even on VH they struggle a bit *gravity sure doesn't, so you gotta be fast in the air...not sure if you can reliably air slap to keep foes there with you and be ready to mash out to safety*). Perhaps this is 'da whey'.
I've beaten one Siren a few times (both ways *recall this is NG+, so I have MAX BoC for 3x damage, so even that is sketchy as this isn't like SoA where I was relying on damage that was the same as the real thing). Two with mutual death. I've seen a red halo Siren petrified (just removes that state when they recover). Seen a Gorgon start their grab from point blank, which is nice, too. Getting sirens syced in their overhead can be good or bad depending on if you're getting invisible lightning you didn't expect, but it also helps spread damage around while having less to evade on-landing. For getting a gorgon's assist, you need them at long range (unless there is already build-up with the Siren between you two so all of the Stare makes contact else it won't be enough). Oftentimes I would find myself pinned down and needing to hop/evade around to get near Sirens long enough to provoke them into actions other than overhead lightning spam (then get away) and re-evaluate. It's that sort of shitty situation.
I've probably done enough PAIN+ testing for W1, so I can afford to save the struggles for later, really. Hopefully my suffering was enlightening about some do's and don'ts (what can and cannot be done, what is good and what is bad, etc.). One more skilled than I (if they wish to bother with this entry further) could probably pull this slow chip off and maybe speed it up with some lucky rolls with the gorgon being in the right place doing the right thing as you set up the siren for the snake gurl to knock down (with all other what-ifs aside, I'm amazed they bothered to fix the GoWIII engine such that partial petrification was removed *it would make it quite dangerous for us to go into the air, but the trade-off with the likes of these sirens would be well worth it, I'd say*).
NOTE: Insult to injury, the checkpoint is before you use EoT on the illusion (as if the time wasted on gorgons prior to sirens wasn't bad enough *the fight would have been plenty starting with 2x Sirens and 1x Gorgon with maybe one respawn for the Sirens with how jacked up things are already or just make it so that the Gorgon 3 dying is the trigger, then you can game the system for a chance to have no gorgons going into the siren bit*), so you get to do that and watch the cutscene every time you redo this fight (no checkpoints until done *patch adds small orb drops after W1 for some reason, but I never updated*). Forgot to mention, you would do well to land the likes of T late into the overhead lightning start-up as the electric aura shrinks and eventually disappears, so it is easier to punish (without getting interrupted).
-EoT and Interact
-Combat zone changes to a hall going from top to bottom. Fires hold for ~7s going from top to bottom (looping rather than working their way back). Not really usable on enemies (big fucking surprise). Still not sure why it is so hard for me to land T without Amazons using super armor to ignore the launch. Can't ring them out with their grab reversal (which is always lame). Launch to float suffices, but that's if you can launch them. Artemis will have no trouble as the damage is high to begin with aside from not being restricted from using AoU to open them up (air t1 for knockback based ring-out). Just two of them (at once). Harpy Queens spawn before long (two at a time, six total). Air t1 should send them over the cliff (without that, you end up having to chip, so better to get them set-up near either extreme). Had a glitch where the remainder wouldn't spawn, so beating Electric Talos wouldn't allow progression. Think they spawned in the walls or something. Anyway, Etal here is to be fought as normal, but paying attention not to get cornered between its rage state unblockable and the fire (can be jumped over, but tricky to execute, so better to just play things safe).
-EoT and Interact
-Arena becomes a rectangular box with spikes along the left/right walls (hot floor on the foreground). Centaur. Same handling as usual (AoU opening for a few hits, but beware landing three hits rapidly *if you see a block, they'll quickly go to a counter-attack should a fourth hit land on it*). Can't toss him into hazards, sadly (again, typical of how ToA was made by that piece of gutter filth Papy). Wraith. Can't summon (even when it does the animation). AI boundary can help with control. Once again, burrow state cannot be beat by merely getting them exposed out of it with the taunt provocation, so you have to Tether them in the unlikely case (here) they use it. Lame.
-EoT and Interact
Delos:Lantern:Eyes of Truth *again*
-Do it
NOTE: It looks like the same room, but perhaps it is the B to the others A. Whatever. To note it, I despise the non-linear narrative here.
Aegean:Arm:Exterior:Path A *again*
-Do it and Navigate
Aegean:Arm:Exterior:Path B *again*
-2x Empusa. Ring-out is disabled (again). Launch and Lifts if not ground juggling when safe. If you divide them up, you can use the boundary to keep one behaved while going 1v1 with the other.
-AoU and Interact
NOTE: Technically this area is called "The Fury Citadel", but only just now tells you. Rather, the area it leads to is, but we don't go there. We go to "Alecto's Chamber" next. Stupid.
Fury Citadel:Alecto's Chamber
-QTE
Fury Citadel:Illusion Maelstrom:Boat
Furies 2
S1 - Spartans alone. Can be rung out. Tissy joins in on a time delay. Pretty much the same attacks as her first encounter's S1 (but with Spartan back-up). The meteors she uses hit in the air now (and don't friendly fire, which annoys me). Some of her other attacks can knock them around (even ring-out). Doesn't mean much as they just respawn.
S2P1 - Alecto snatches up the boat. Slap her tentacles. EoT to blow away the barrier when need be (can't get around it). You can block the ink attack (have to use OSoO if caught by it). Grab when dizzy. Not much to it (it'll go fast with this damage).
S2P2 - Now has triple stab and drag (blockable), double slam (unblockable) and ink. Tentacle hit box is in the center (won't count elsewhere). Get in, Trick double slam's first strike (the second will miss) and punish heavily with R1,s. Without tricking, just get near the mast to avoid the first, then go back near the target. Ink can be easily blocked, but doesn't make a big opening afterwards. If close during triple stab, you can start punishment soon after the drag starts (it won't pull us for a ride, at least).
-QTEs
Fury Citadel:Illusion Maelstrom:Elevated Ruins Arena
S3 - She starts with an unblockable floor attack (leap over it). Beware the Javelin WW they put here. Anyway, the shockwave can be evade tricked, so SS would definitely work. Her ink attacks are unblockable here, but can only either hit the left or right (just go the same side she is firing from). Got to love inconsistencies. Her thrusts are blockable. The double bite is not. You could trick the first, but you'll gt caught by the follow-up (probably even with SS). Better to get back for this one (one evade does it). Big punish after it, at least. Roar is a free space (opening to attack). Ends with ink (rightside, so go to the right).
NOTE: Truly bizarre how much rage builds off s4 here.
S4 - Tissy is back (using the same moveset as before). Ally returns on a timer. No friendly fire (as usual). Could go after either. Life bar is conjoined. Same ink antics after Tissy departs. Doesn't seem like Ally can do thrusts, but has all her other moves. Meteors couldn't hit me while airborne this time (so that's an opening for Lifts). Hard to say who should get focus. During Meteors, I'd say Tissy. If double bite or roar, Ally. Neutral leans towards Tissy, but it is hard to keep up with everything.
NOTE: Got a crash. Also, no checkpoint for S4 (goes back to S3).
S5 - Repeat of S3 (checkpoint at start and end of S5), but with less HP. Do the QTE and be done with the game.
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