- 135
- 41 983
Kira Queen 🏨
เข้าร่วมเมื่อ 8 เม.ย. 2021
God of War challenge runner. Occasionally creating mechanically interesting mods.
God of War 2: SoD Only Part 9
This is a testing run focusing on alternative SoD moves. No/very limited Piercing Shards usage. Magic isn't forbidden.
มุมมอง: 13
วีดีโอ
God of War 2: SoD Only Part 8
มุมมอง 1392 ชั่วโมงที่ผ่านมา
This is a testing run focusing on alternative SoD moves. No/very limited Piercing Shards usage. Magic isn't forbidden.
Metaphor: ReFantazio - Homo Margo [Low Level / Regicide]
มุมมอง 2812 ชั่วโมงที่ผ่านมา
Metaphor: ReFantazio - Homo Margo [Low Level / Regicide]
Metaphor: ReFantazio - Dragon God Eht [Low Level / Regicide]
มุมมอง 912 ชั่วโมงที่ผ่านมา
Metaphor: ReFantazio - Dragon God Eht [Low Level / Regicide]
Metaphor: ReFantazio - Greatworm Homo Butera 2nd Fight. Bardon's Link [Low Level / Regicide]
มุมมอง 1212 ชั่วโมงที่ผ่านมา
Metaphor: ReFantazio - Greatworm Homo Butera 2nd Fight. Bardon's Link [Low Level / Regicide]
Metaphor: ReFantazio - Homo Flaemo [Low Level / Regicide]
มุมมอง 3612 ชั่วโมงที่ผ่านมา
Metaphor: ReFantazio - Homo Flaemo [Low Level / Regicide]
Metaphor: ReFantazio - Treebeast Alento [Low Level / Regicide]
มุมมอง 914 ชั่วโมงที่ผ่านมา
Metaphor: ReFantazio - Treebeast Alento [Low Level / Regicide]
Metaphor: ReFantazio - Glodell [Low Level / Regicide]
มุมมอง 621 ชั่วโมงที่ผ่านมา
Metaphor: ReFantazio - Glodell [Low Level / Regicide]
Metaphor: ReFantazio - Sea Horror Homo Sabara [Low Level / Regicide]
มุมมอง 1421 ชั่วโมงที่ผ่านมา
Metaphor: ReFantazio - Sea Horror Homo Sabara [Low Level / Regicide]
Metaphor: ReFantazio - Cabio and Salva [Low Level / Regicide]
มุมมอง 22วันที่ผ่านมา
Metaphor: ReFantazio - Cabio and Salva [Low Level / Regicide]
Metaphor: ReFantazio - Ceiba [Low Level / Regicide]
มุมมอง 26วันที่ผ่านมา
Metaphor: ReFantazio - Ceiba [Low Level / Regicide]
Metaphor: ReFantazio - Xanth [Low Level / Regicide]
มุมมอง 8วันที่ผ่านมา
Metaphor: ReFantazio - Xanth [Low Level / Regicide]
Metaphor: ReFantazio - Catherina 2nd Fight [Low Level / Regicide]
มุมมอง 20วันที่ผ่านมา
Metaphor: ReFantazio - Catherina 2nd Fight [Low Level / Regicide]
Metaphor: ReFantazio - Trove Imitec [Low Level / Regicide]
มุมมอง 7วันที่ผ่านมา
Metaphor: ReFantazio - Trove Imitec [Low Level / Regicide]
Metaphor: ReFantazio - Goddard [Low Level / Regicide]
มุมมอง 64วันที่ผ่านมา
Metaphor: ReFantazio - Goddard [Low Level / Regicide]
Metaphor: ReFantazio - Homo Jaluzo [Low Level / Regicide]
มุมมอง 173วันที่ผ่านมา
Metaphor: ReFantazio - Homo Jaluzo [Low Level / Regicide]
Metaphor: ReFantazio - Chimenza [Low Level / Regicide]
มุมมอง 28วันที่ผ่านมา
Metaphor: ReFantazio - Chimenza [Low Level / Regicide]
Metaphor: ReFantazio - Mysterious Enemy [Low Level / Regicide]
มุมมอง 11514 วันที่ผ่านมา
Metaphor: ReFantazio - Mysterious Enemy [Low Level / Regicide]
Metaphor: ReFantazio - Catherina 1st Fight [Low Level / Regicide]
มุมมอง 3514 วันที่ผ่านมา
Metaphor: ReFantazio - Catherina 1st Fight [Low Level / Regicide]
Metaphor: ReFantazio - Gideaux [Low Level / Regicide]
มุมมอง 2314 วันที่ผ่านมา
Metaphor: ReFantazio - Gideaux [Low Level / Regicide]
Metaphor: ReFantazio - Homo Butera [Low Level / Regicide]
มุมมอง 1114 วันที่ผ่านมา
Metaphor: ReFantazio - Homo Butera [Low Level / Regicide]
Metaphor: ReFantazio - Parasitic Valmo [Low Level / Regicide]
มุมมอง 1714 วันที่ผ่านมา
Metaphor: ReFantazio - Parasitic Valmo [Low Level / Regicide]
Metaphor: ReFantazio - Homo Avades [Low Level / Regicide]
มุมมอง 2221 วันที่ผ่านมา
Metaphor: ReFantazio - Homo Avades [Low Level / Regicide]
Metaphor: ReFantazio - Mage Captain [Low Level / Regicide]
มุมมอง 7821 วันที่ผ่านมา
Metaphor: ReFantazio - Mage Captain [Low Level / Regicide]
Metaphor: ReFantazio - Grotesque Guptauros [Low Level / Regicide]
มุมมอง 2621 วันที่ผ่านมา
Metaphor: ReFantazio - Grotesque Guptauros [Low Level / Regicide]
Metaphor: ReFantazio - Three Captains [Low Level / Regicide]
มุมมอง 5121 วันที่ผ่านมา
Metaphor: ReFantazio - Three Captains [Low Level / Regicide]
Metaphor: ReFantazio - Zorba 1st Fight [Low Level / Regicide]
มุมมอง 5021 วันที่ผ่านมา
Metaphor: ReFantazio - Zorba 1st Fight [Low Level / Regicide]
0:10 Working the save for a checkpoint helps with control of outcome. Otherwise, retreating to pull them into danger. Possibly rushing high ground, camping gaps or working offcam against them. >tries to catch with UR Hey, managed to hit one. Alas, as strong as this version of the move is, still not enough to oneshot this nerfed HP for blazers. 0:15 Good enough for an opening to OS. 0:22 >caught in 1v1 One wonders where those of Hades slain in it are sent. 0:31 No way to project attacks far enough to work other platforms, but they happen to be janky here (bomber won't track, tend to go off-platform, etc.). Not too hard to use whatever to zone. Not really the play to go for RO. Sometimes gets stuck under the platform. 0:35 >Revenge Amusing. 0:42 Tell 'em, Ken. 0:58 High ground will likely get one showing (for UR). Maybe atop the block, too. Or behind/above it depending on the set-up you go for. These days I prefer pushing the block all the way in and working a narrow boundary there while kitting foes into it. Very effective. 1:23 Really the most logical place to start for this run. AS would be more of a play for atop the block (maybe) or with the newer set-up I described. 2:52 It just disgusts me so much how bad t3 is. Sure it has the corpse mortar (F3 only) and Zeus S1 thing, but it needs to be giving me a lot more than that to justify the bad hitbox. No hit property? Really? Imma need it to deliver serious goods. Not even P% immune? Actually crazy this got greenlit so gimped. Given the build-up you need to even get to this less convenient angle for a PS, it had better be TRIPLE the strength. You give me a MAX version at flat 60? Alright. I'll figure out that hitbox, chief. 3:04 >bothers to hit Just going to the crossing is fine for S1 skip. 3:18 Allowing one toss is all you require before another crossing (into one hit **then have it near enough to trigger the wall buster while clearing that**). 3:24 Already had him with s1. Even AS from afar would work (all the safer with it treated like DS **via CC**). 3:41 >old style I understand. The negation method feels like it is just harder without a good reason to do it (stops tosses, but is much more execution intensive). 4:11 We getting the S3 AI manip or going classic to allow some manner of fight? If the latter, UR as it walks into them or tip AS? If going in, probably more so UR from behind. 4:18 >UR choses itself Why not? 5:25 Wrong alter seems likely. To what extent? Maybe a little multi? UR from high ground? Could be. Let's get it. 5:33 >boundary cheese Would want to get the lads all in position and have them 'real' as UR goes off. Same for leaving one by hives. 6:30 >WA confirmed Multi, when? 6:33 So odd we can alter hives. I'll take it. Just a pity about no wrong altering at them when I want it most later. 6:38 >so dedicated to getting it out he didn't want to CC even here Kek. 6:47 Not being stubborn about using just the specials to clear this makes it much more pleasant (t3 getting shine). 6:54 Also helps when will to bust glass (use OS) in case of emergency. 7:00 Working this spot to offcam limit foes and land many different strikes suited me. Some surprising results in different runs. 7:25 >all those strikes with no hit count >this one has it The rules are strange, indeed. 7:32 >OHKO ender But seriously, chasing them down with their armored keep away that frequently loses vfx isn't great even without partial oncam allowing shots. 7:38 These broken bits can be used as platforms, but at this point you may as well HJ your way out (rather than using the normal path). Would have gone to high ground to 'special' at the horde possibly while spamming UR from above down at them (as one could take out the central hive at the start and use that high ground to the same end). 7:44 Better to trigger the fight after the visual cue (I don't like that this happens EVERY time we fight **or the checkpoint not being on the platform itself among other things like the spawn rules, invisible wall contrivance, palettes making it hard to tell what is happening, no stop points while progressing the crank, etc.**). As ever, one day we will want to learn how to control the getting of a bat (or two) stuck (preferably the respawning ones) to make the fight all the easier. For now, quickly clearing the non-respawning (if not pre-fight as sometimes is in the cards) is the way to make it more reasonable. Anyway, one wonders if you won't bust out MP for the next bit to really dunk on it (GS/GF with UR or even AS). >lots of droppins BUNNYtos. 8:26 Here I thought you were getting tagged for sure. 9:30 >accidentally shows tip-range false OS safe provoking of the throw Nice. NOTE: We've spoken a bit on bomber. While watching Heliax, I realized that just bumping into it as it travels hits us in GoW1. I dislike their i-frames. Even armor (much less hyper armor) for it is a lot in tandem with going so high up. I feel like HJ into aOS (or timing intercept right) should beat it. Would have been cool for the HIGH reaching t1* of NW to just kek it (though the birbs hardly exist by the point we get it **and aren't what they used to be**). 10:57 The lack of ledge grab here is just mean. There are points like that coming to mind (the scaffolds on Etna for sure). 11:08 Take two? What are we doing this time? 11:35 Their tell is so bad (gliding) for this move in a frenetic situation. Needs a shriek and possibly an aura flare. 12:02 Now imagine this with EP% scaling (GoS). Think you would be a bit more than half dead. 13:25 Such a good sport. 13:33 The "O" into i-frames without hit count, but causing half collisions... so bizarre. And they're not the only case in this entry (saw Widows had it). Probably sirens, too. 14:52 Yes, lack of delay, prox, remote det, etc. for UR hurts here. Let's see the opener. Shall we stop one or both (doing a bit more to make it so)? If just one, what's the BERK strats going to be? If allowing throws, it becomes MUCH simpler. Without it, I had to make very different approaches. Still have MP as a back-up, but it has been very sparingly used so far. 14:58 >TB's WB stops both Glass? Broken. 15:12 >classic RO Can dig it. 15:55 >looks down >dies Many such cases. 16:16 >cheeky WB slipped in on 'er Alright. 16:36 Going to bother playing pretend with FIGHT or keep it simple with FLIGHT until the opportune moment to go HAM (perhaps with just UR **I don't think we can wrong alter off the block**)? >dukes it out Noble. >but gets beat up Though ill-advised. 17:48 Wild rolling with no awareness of the pattern order, duration, etc. is asking a lot of oneself. Still need Zestiny's Child to do that PSA with the info I provided him. 18:31 Speaking of, seeing him pull the block with the gate out of place was truly hilarious. 18:41 We're doing it without the new strats? Unexpected. Perhaps Take Two will have v3? We going with v1 or v2, then? >v2 Right. 19:00 >UR not wanting to come out How does one even pretend to see an uneven surface here? JASOOOOOOOOOOOOO- 19:47 >switches to v1 Neat. 20:07 Whoops. NOTE: I suppose we won't be going for a super launch during alter for RO of a goat. 20:45 >delayed for just after the air burst Nice. >out of time W3 next time. It feels like it would be weird to NOT have a take with the new ways. AS from boundary (South makes the most sense). UR from high ground (or block). That sort of thing. Going o'natural would be the sort of scrap where you bust out spells, throws, etc. Real fight on one's hands needing more than just going wild (owing to protection).
1:20 PS would never be this fun/big brain.
Is it more powerful? Yes. Is it as entertaining/creative/tactical/....(insert many things)? Hell nah.
0:05 >this little bit Any fancy stunts planned or we playing it safe and simple? >takes duo out with UR Latter (for now). 0:10 We rushing to cross, going to pull back to use the camera or what? >works UR on the trio And the last duo, too? Too high for UR to leave them a present. 0:16 Going easy on yourself. I get it. Working wrong alters, multi-alters or even just alter and send away (whatever the means) is taxing to do at all times. 0:27 >t1 to AS to t1 to UR Going to feel that one with DO even on VH. >doesn't stop at OS kill >goes for t1 to AS for the slap finish Amusing. And what of 'the other one'? 0:42 >didn't quite get both Bah. Close. Having a tip range AS might have done it with the taunt provocation. >into UR chip as he approaches And to wrap it up? >more Soul of wit 'n all. 1:11 >another take Let's have it, then. 1:15 A simple sweep. Same for the trio? 1:20 >uses the alter'd Cap to take them down Very nice. >clears duo before coming back To then what? Maybe alter, launch and have him RO? 1:38 >didn't give him enough time to turn around >back facing away from cliff I felt this L coming. Pity. 1:49 A parry to keep him in place before retreating could have been good (even without trying to push it with t1). 2:24 Big 'screw it' energy. 2:33 Of all the places to work, eh? High ground is too high. The block is real iffy for UR. The boundary with the exit when going wild using UR can do great as I recall, but actually catching and keeping the trio in the juggle until they die to have a 1v1 to play with? Not easy or consistent. Not as cool, but careful working of the boundary with either special isn't hard. 2:42 Can't get multi with them lined up like pins. 3:43 Lots of safer places to UR. I prefer the exit as the boundary there is super good for UR in particular. 3:53 Disappointing, I know. I was pulling for it to have enough reach, but we both knew it wasn't happening in our hearts. 4:07 Dare you try for juggle strats? >suddenly GF Oh. Fair enough. 4:35 Would have been sick to have t3, UR and explosions (UR/AS) beat burrow (at least let the altered job). For MP's sake, I would prefer a measured finish down to OS kill range (if not setting up OH and switching to BoA to wait for a double MP drop payout). 4:58 Anything fancy with the platform, alcove, blocks, camera and such? 5:03 If lucky, priests show up on this semi-sweet spot. Otherwise good to sync up sudden board wipe of bulls (then going after priests). 5:29 >all these struck >no alter Even with a feel for it, it is super jank. Zester doesn't know the meaning of the term until he works this run. 5:45 Was half expecting you were trying to get a feel for where the priest was and wrong altering AT him using them. 6:02 >cuts the tape As if to say 'it would eventually work'. I get it. I used to do that for my videos. Just give the idea and move on. 6:22 >different use for it from my various strats Oh? Let's see it, then. Some sort of spawn point block antics? 6:51 >the usual But why here? 7:13 >cuts away with the same idea Good, you're learning to save on recording time. 7:30 >working the privilege of ground OS Into AS to OS to UR or what? >t1 Makes sense (if he goes for it). >to AS while still altered UR would make more sense. Just need him not to warp away. 7:42 Whoops. 7:45 >wrong alter'd Kek. 8:19 Anudda wan. 8:42 Annoying for chip, but solid for clean-up with safety. 9:26 >leaving them for later Good. What we got for the Champs? Some crush strats? UR from above? Offcam UR as they approach (tip range zoning)? Maybe AS while stuck on geometry? 9:52 >released guard Curious. 9:58 >one squared away And for the other, then? 10:16 >wrong alter Cute, but I'd expect the blasted to get freed. 10:49 We dedicate this one to the biggest banker backer (Hotel). 10:57 >GF x2 just to get the HJ Funny. Incoming UR spam. NOTE: Was expecting this to be the crush showing. 11:17 >bro forgot he needs to DJ/IL back on tight cases like this Live and learn. 13:21 This had been just chaos, now it is organized. 13:40 Nice to see this spot worked. 15:00 For a remake with harpy mounting or a Griffin to beat down to "O" for mounting, flying across the gap for a skip would be cool (NG+ only scenario **non-fresh**). Bypassing Theseus, BK, Euryale, etc. to turn up here as an optional thing. 15:18 >no Nymphs Bah. UR from above for the lads? AS from the boundary? 16:03 Any fancy grapple break out? Maybe out of order handling? AotF maybe not so much with how it interacts. High ground would be good (as with attacking through walls). Perhaps spawn control. >kept very simple for first half Unexpected. 16:29 >huge whiff Funny. 16:46 >shows the disappointing reality >pauses to emphasize then lets t1 sub in Disrespectful, but warranted. 17:05 >no retreat strats So be it. NOTE: Having a version of UR we can detonate when we want was discussed, but doing the same with AS would have been interesting, too. 18:02 >both of you paid the gent FUNNYROO! 18:15 >no big punish start Pity. We going to shut him down (slapping out of even charge) or just play things more simple (UR or AS where it will stop)? >lets UR do the talking Right. Pity PS isn't going to get to lockdown S2. 19:52 >didn't react fast enough with CC to get it Really wish it was 4s rather than 2s. 20:40 Quite the gut check, belly-buster. 21:00 >CC strats Alright. 21:40 >into moonwalk Think you still got it. NOTE: Could be going to the wall or trading with flash. 22:06 >Return range Oh, you. 22:47 >no archers Right. No mystery here. 23:06 >got a multi Just a double, but we take those. 23:44 Lowlands Caverns. Going to try t1 during 'geyser' to open up for the other stuff? What kill order we plottin'? Maybe crushin'? 23:58 The lockdown is real. 24:20 >goes hard with the focus Sensible. Get HM1 down fast. 24:42 >into the floor SMH, Jason. 25:08 All these vines and the path above makes me feel like an optional wall climb escape should have been there (they had something similar in Euryale's Temple **though that was backtracking**). 25:22 >blocks main attack >jank catches him KEKAROO! 25:37 >somewhat works newer fight start approach We going to crush the goats? 25:47 For a moment I was trippin'. Thought you might send him over the barrier to then focus on the Juggs before killing through the barrier then facing the respawn solo. 26:51 >take two What's the play? MP use? >launcher stuff And then? >aggro Alright. 28:09 >PS on his ashes Rude. 28:48 >Take Three And this time? >just hammers still harder Okay. 29:52 Cute sequence.
No TM2 smh. Here is a script detailing how I did it. False Alter. Desync thr harpy spawns so that they spawn one after the other with a couple of seconds delay between them. Go to the right harpy spawn, air OS it down to the ground. When thats done, false alter the TM using the birb on the ground. Be wary of the rocks he throws. Tricking can basically neutralize his threat. Repeat this with the left spawn and keep looping until TM falls. Another option is to lure the harpies forward, to the chest. Kill them and awaken the TM to deal damage with UR. Basically go to the chest to make him sleep and do the usual.
>TM2 lost REEEEEEEE- >false alter Wrong alter... on what? On birbs at him? >aOS intercept desync >for alter fuel I see. Might have sooner expected aOS from off the rope for sync kill into UR spam along the hip. >the was the alt Would it have been shown?
0:14 As discussed, only by using HJ over this gate then making your way out of the boss fight can you attack to cheese from beyond reach. However, if you wish to try to wrong alter, only maybe can you escape the other way with IJ to the ends of using the corpse (and through the roots **or even the trap door itself**). 0:24 The sensitivity is so absurdly high with uneven surfaces for UR.... 1:48 Surprising choice to CC here. 2:02 Just as it is a shame the body cannot be taken with us (us the GA in his place), Jason's body not being an option is a waste (then there is that trap that can't hurt even if it lands on CB). 4:07 >covers AS fail Kek. 4:21 And success. 4:47 >nearly had a slick set-up >fumbles only to recover just in-time Close. 5:05 >high ground Obi, plz. 5:26 >t3 finish Funny. 6:05 >off-screen GF Perfectly balanced. 6:38 DOUK, stahp. 6:57 >UR fail KEKAROO! 7:05 One of these days I'll get someone to double back far enough to make this statue shatter itself (for no reason). 7:12 >triple crush >with wrong alter Bravis! 7:16 Letting CL tank normals with this move is fine, but it really shouldn't beat hit properties. 7:44 Boundary time. 8:21 >AS landing on aerial CL >takes it to "O" so imitates tailspin (knockback) rather than nada Rare look of what it could have been like if it had the desired/expected hit property (and not just on the blast). >alter noise >no alter Hmmm, yes. 8:28 >Torso Rip I mentioned to Heliax wanting both halves to be tosses aside for half collisions, but with altering it would stand to reason both halves are altered and thus a single explosion becomes two (not halved in potency **more coverage and potentially doubling damage for those caught in the overlap of the two**). A few other things come up, but this was the main thing I wanted to mention. 9:15 Ben getting his flowers again. NOTE: It is for laming things out like this that you want DO's power increase (yet yearn for the stats to be like FK in GoWIII if only for the P% where the RP% increase being kept could justify the EP% being even more absurd **double edged sword says do your worst as 1000% would only be threatening us with a good time**). Frankly, I'd fancy for it 500% P, 100% EP and 500% RP but having a non-stat adjustment with any singular hit reducing HP to 1 (and any hit value over 0 while at 1 killing us). This mechanic is akin to Zero in Bayo (among others using it). Combinations become the most deadly thing. HP recovery is largely irrelevant (just that you get the orb at all as a shield when needed). 10:38 >clearly got the alter >nothing Huh? 11:05 >wrong alter Determined to work it. Admirable. Though precious little multi is going on (still). 11:08 >had to CC it Pity. 12:02 Got to play out this time. 12:36 >final go Ah, so no working of the chest nor high ground. Fine, fine. 12:40 Ben wins again. 12:57 Could get cute to do this a bunch of ways (UR from above, dropping down the shaft with AS, set-up RO using super launch off t1 during alter, same to get above then another super launch to send into the ceiling saw, etc.). 13:06 Pretty sure he didn't live long enough for t3. 13:10 Almost a pity bringing Cap here doesn't really work as he unexists. Otherwise we could potentially wrong alter. Would be funny if there was FF between them (try to get him to attack us with big body blocking the way), but rather unlikely, of course. Things aren't so much set-up like DOOM (or even Souls). Sweet spot it is. 13:43 >allows wave >lure her down Now what? Probably not blocking her return. 13:53 O'Reilly, nay. Cease. 14:17 Briefly showed it (didn't do much with it). 14:52 Not looking to go in for AS or UR during GB? 15:45 How sweet it would be to have this do more DMG on headshot (as with eye of a cyclops), aerial foes, etc. A case like being on a wall (or pillar)? Definitely counts. Have it amp t2 and t3 (the latter already being much better if slightly buffed and made flat P% while being upgraded with the weapon versus being modifier based). Having no hit property for it is super lame, but if it could at least confer the advantage of interrupting even through hyper armor? I'd take that. If they CAN flinch, they WILL flinch. That's fair as trade (versus asking for a Homerun effect lacking collisions, but superlaunching in tandem with blowback). I still say t2 being able to take light foes (not medium) off their feet as a natural juggle (when they are not armoring) would be a nice addition. 15:59 Early CG. If CG combined with Tether to allow pulling a foe outside our reach down to our level? That would be swell (sometimes going where they are ain't desired **and they're too heavy to casually do so as with the Cestus case**). 16:50 No mystery here. 17:21 >weaken the struck enough to OS kill >wrong alter another for the finish >that alter blast radius harms the last Lovely though having just a bit more in the tank to maybe UR her would complete the bow. 20:00 Down to the wire. 20:50 A similar perk for grounded foes (and shorties **possibly wake-up punish, as well**) just a bit less (1.5 rather than 2.0) would be welcome to help s4 and s5 (with the latter's hit needing a better hit box and the same flat DMG treatment t3 is to copy from PS).
What's the game?
TimeShitters Future Perfect
@ Timeshitters...yeah I've heard of it. It's good?
@HajjDoDo It is very funny and manages to encompass large variety of levels. From WW1 to Zombies to robot wars. Decent mechanics. Humor that I find funny and very interesting characters. Its a ps2 shooter though. So don't expect the smoothest of gameplays.
@@kiraqueen0 Humor? Nice. WW1 to Zombies to Robot Wars? VERY nice. Decent Mechanics? OH MAH GAH. Funny and very interesting characters? Batu Khan? Me? Right now? Yes. PS2 shooter? Thanks. You sold this for me.
@@kiraqueen0 timeshitters😂😂😂😂
0:10 Such a disappointment the two can't both be altered to double the value nor is it so that blowing up one blows up the other for doubled DMG (with both at once for QUAD DAMAGE). 0:32 >has to settle for the slam with CC If only UR wasn't THIS sensitive. 0:54 >the false OS on a clear "O" JASOOOOOON! 1:52 >wanted the alter bad enough to eat a hit Such a shame CC ends the purpilization so loved by the gent. 2:20 >now resorts to throw reverse The altering of BK to maybe blow up a merc was amusing. 2:39 You tried. 3:12 >didn't quite reach BC Bah. 3:32 GOTTEM. 3:44 May as well get the early alter in. 3:47 Look! It's one of Viggy's mods! 4:44 Anudda wan. 5:29 >forgot to CC for the altered cutscene Pity. 5:40 No anti-self-RO here, lads. I prefer all training wheel, bumper lanes removed for us and foes generally speaking. One costume and/or cheat should have offered it. 6:49 This camera into existence switch-up is rough. 7:23 >screw 'em Kek. 7:33 Nice early alter. High ground with UR seems likely. Only maybe more alter focus. I forget if background corners can work (without getting GB'd). 7:56 Possibly bottom-right here if not at certain points of the next step up. 8:05 UR, plz. 8:45 >t2 from outta nowhere Alright. 8:55 Killing this guy early to get all the rest at once suits me. 8:59 >working high ground on the hill KotH, is it? >charges through it Yeah. 9:10 Sure wishes it had the GoW:A vertical adjustment about now. 10:11 There it is. Just need to mind some of their moves reaching up here. 10:20 How it has to be. 11:11 Now all the rest are jacked up. 11:20 >wrong alter on-kill Unexpected. 11:48 Probably wanted to go a moment soon for alter to take them out. 12:38 >just pulls him down Understandable. It would take NGR or higher to make one work my newer findings about forcing taunts or otherwise fighting them. No idea why they kek'd the mount state so hard as to let us just pull them down with i-frames WHENEVER (though it doesn't hurt either on its own). Don't think you can multi-alter them, but you can blast both at once, at least. 13:02 Here I was worried the mount would start (has i-frames). More recently I saw the mount die first only for me to kill the rider during armored drop-off (making the mount appear **playing out the rider first animation then Berk dropped dead**). 13:48 You just knew it was coming. 13:51 >timed it >not the follow-up Almost. 14:40 >we are getting taunt provocation Ayyyy. 16:05 >trying this hard to give t3 shine The only cases that come to mind are the corpse mortar at F3 of Clotho and Zeus S1 bug. 16:28 Sensible. 17:30 Nice having this shown. I forget if grapple cancel stops alter/remains. I'd like to think not (sure did souls/flicks). 18:11 Cute. UR got a set-up with EH (the other version being to bounce into GF). 18:34 Special delivery. 18:43 Was unsure if this was going to come out at all. 19:28 Such a bizarre choice not making it GB if not UB. We still need GC. 19:42 This is da whey. 20:25 >opening up first Doubt you mean to go over the low spikes to AS through it, so probably fighting head-on. Didn't free up the vines even with HJ, so no grapple cancel. Could corpse cancel, but that's not super safe. 20:55 >working with UR Good times. Shame super launch to alter isn't exactly capable of stranding like aPS can. 24:13 Admirable. 24:24 >kills two rather than one by rushing right Sure. 25:14 >no early breaks So be it. 25:24 "Here's a present for you!" - Broccoli >doesn't move UR. Pliss. 26:26 Got to be careful not to crush yourself with UR here. 27:04 Would be tough to pull a stunt like timed launch as alter goes off for hazard kill. Boundary is easier.
Tried altering both BK and hist horse. No luck. Tried to alter both the BL and his Bicycleops. No luck with that as well. Jason? That your doing?
@@kiraqueen0 >tried You and me, both. >JASOOOOOOOOOON DAS RITE.
@@BigVEEI tried altering the mole without entering the fight using the body. Near the gate where you can see him eat Jason. Obviously it didn't work. In hindsight, seems like a waste of time but you never know when something like that can work.
@@kiraqueen0 >never know I've tried MANY tricks, but before the cutscene it isn't even possible to target/harm. If you break rules to escape the arena? Different story, though a wrong alter option near enough doesn't come to mind for that scenario. Maybe if we could IJ high enough to go the backway in then HJ to the trigger, start the fight, IJ to escape and bring the body? Not sure how the ceiling works on the door side. The liftable one isn't bad, but with the crusher still in the way? No good. NOTE: Testing what has slowed things down, or is it partly time to read up, do other games, work, holidays, etc.? I should be able to proceed two weeks from now.
@@BigVEEHey big man. How are things? I went to do some testing on modding GoW I. I haven't forgotten about it. Just disappointed about the major limitation that basically prevents us from deploying our desired enemies. We now have a good understanding of why this happens. In nerdy terms, GoW, unlike other games (DMC, Vanquish, etc) loads up its "levels" and assets dynamically as you play. There are entry sensors throughout the map that trigger loading when you. This is well and good for immersion as it eliminates loading screens and level select isn't necessary. But, the game becomes more power hungry and isn't able to load/unload assets quickly. Nor it has the capacity to hold up too much assets. Hence, we can't just barge in and insett whatever enemies we want. Basically, for this dynamic loading, the game pretty much sacrificed flexibility. Still, I believe if I move forward and start modding some part other than the prologue, it may turn out that we still have good chances of making something significant. Other than that, I have picked up Vanquish. And doing a low level run in a JRPG that I quite like. What are you up to?
0:05 >post-Theseus Right, right. Too late (in this run) for hugging the position you're in now (against background wall beyond the circular strip **with holes** on the ground) during a point like the S2 transition to fight without the spikes coming up (or threat from bolts). 0:08 Kek. 0:31 >UR over the side Got the picture. FF. 0:51 Half surprised you didn't aOS intercept to be a hater. 3:04 >v2 With AS, yes. 5:00 It would be OP, but it is sort of a shame SoD can't upgrade EVEN FURTHER BEYOND for a version of Altering more akin to Vexxtal from SWFU1. There getting the infected to touch would spread it (as it is with Inferno from Zester's Bowfriend or Charon's Wrath). That was a DoT (poison), mind you. Don't recall if it was a percentage type. Don't think so. Anyway, just having altered that bump into others spread it would be real helpful if they're going to insist on being stingy with multi-alter. Mind you, having the ability to stack on a single foe (if the regular cap'd at a lesser shade, that would help the MAX look as it does now) would be delightful, too. For sure, the means to keep the threat in play until we went to detonate it. SoD has great gimmicks, but undercooked. 5:35 >v3 Easier with the door open. 7:33 You wish (and so do I). 7:42 Close to its limits. >wanders off Worst part of using it for this spot. I'd sooner work the regular boundary. 8:21 >wrong alter off object Snuck one in, eh? 8:44 Didn't feel like doing more UR from above? 8:52 >fail casts One of many. Uneven surfaces abound. Bizarre how sensitive 'remains' are. 9:28 >high ground Rather than the boundary? Alright. 9:40 >all the effort for wasted potential Admirable effort, still. 10:50 >insta-burrow hit A bit too demanding. Makes approaching them in neutral on VH a gamble if not wanting to get unprettied. 11:00 >off-cam AotF One of the rare times we can pull this stunt. 11:33 Bringing one or more beyond the boundary helps (getting the right one can limit how many are on the other side to deal with if favoring the open **for want of camera**). 11:52 Shame about the high ground on either side. Standing on those bits to UR down would have been good eats. 12:50 I could overlook UR jobbing to burrow (unless we got a mine version that buries it and acts like a prox mine **hitting lower in exchange for this ability), but not altering. 13:40 Such a sorry thing that neither UR nor AS can beat our throws (taking away rather than gaining synergy). 14:09 The strat would be spotty for UR, but with AS it should be fine to have one just off the central platform here far enough away to bait a taunt then time AS to alter and wait him out. I think the explosion would force chase (then reset). Baiting one on it for 1v1 while the other taunts is a play, too. 16:01 One of those rare times there is time enough to finish the throw and still get the blast. 17:09 I can taste the disappointment. Imagine what a difference maker it would be to have it for working boars against the cyclops. 18:57 >found a new sweet spot of your own Ayyy. 19:39 >variant on chest strats Neat.
17:27 was sexy
Cute little showcase of UR synergy with OH. I like these runs focused on testing for these
If only CC swap cancel didn't make it go away. That would be a huge boon. I'd even take an invisible version.
Some things that could be tested with IJ which I just can't perform for some reason. 1. Encounter with the Wraiths. IJ back to where we jump from to start thr fight and UR them from above. 2. IJ back up after the Cyclops encounter starts and again UR the from above.
>IJ issues My own limitations prevented me from doing more in places. >UR from higher balcony Probably too high. The rails work. >top of ladders in Destiny's Atrium Way too high.
you are playing with control
I AM the control
What
0:08 >UR Would be comically cheesy to IJ above for S1 and go full 'bombs away' (death from above). >going hard with AS and UR at once Ready to do that, eh? 0:20 Where are GOING little SOUL? NOTE: I wonder if you land AS as the final strike going into S2 (so he explodes as he becomes vulnerable). 0:30 Close, but just a bit too early. 0:35 Ah, so we are using TB. 1:22 Going for the super launch altering bomb delivery? 2:41 Here I thought you might CC for safety. Balls of Steel. 3:12 >OH based delivery Amusing as ever. 3:21 >down and out Ah, so there is going to be multiple showings. What all are we going to do, then? Go above? Super launch? Zesty already mentioned wrong alter gets shown to some extent. 3:32 >first wrong alter >some MP spent Right, right. 4:00 Anudda wan. 4:10 He can't take much more, Cap'n! 4:33 Almost got put on a t-shirt. 4:47 Presumably three more after this. 5:10 "I can feel you slipping!" - Spots 6:05 Can he take another? >he can Surely the next, then. 6:15 >lived Bah. 6:25 Surely... >nope I suppose you had shot the lad a bit beforehand. 6:32 It's the FINAL COUNTDOWN! 6:50 >take three Now what shall it be? IJ? Super launch stuff? 6:53 >t3 Can it reach after all? 7:12 >traps it beyond the boundary Oh? Related to Zim's antics. Now what? No more bullies, so just going to go for easier IJ? 7:30 >wrong alters anyway Curious. 8:09 >rally interference with launches Zig truly loathed this. 8:55 >FF super launch How rare. 11:20 Sure is nice having new tech. 12:00 Here I was expected AS into UR. 12:10 That's more like it. NOTE: Jank as these tools are, you feelin' it now, MrKiller?
Part 5 dropped
@@kiraqueen0 Been bingin’ the SoD only run (yes, I do have my NUR+ that I keep ghosting, and instead watching others play gaem, veri prodoktiv) and reading GorillaModeGORIRRA’s evaluations alongside to understand what be goin’ on in da hood, but can ya explain to me the different alters and VATT do they do? HOW do they do? VERR do they do? VAI do they do?
@@kiraqueen0 I saw. Had to sleep for work.
@HajjDoDoI gotta go back to your NUR+ too. It is one of the funniest NUR+-es out there fr.
1:22 i wonder if double launching the altered minotaur into thesus can dmg him.
That is among the methods I'd used before (with the aerial knockback behaving much as my old super launch into air PS strat for half collision). Just that you run the risk of them getting stuck up there with him. Much harder than wrong alter. I still have to test to see if t3 can reach (it has surprising properties in some places, so you never know).
@BigVEE >it works Wonderful >can get stuck there LMAO.
Absolutely. The man himself reports to have done that. Turns out you can even nail half collisions via PS. I guess SoD PAIN+ is a real thing here
@kiraqueen0 >SoD TRUE PAIN+ 🙆♂️
@@kiraqueen0 >real thing Real unfortunate to do without Higher Jump antics is what it is.
Great Job 🔥
🔥🔥🏨🏨🥴
Some clarification on how to alter Theseus with more ease. Leave 0 ambiguity for the game to decide who to alter when holding the analog towards Theseus. Meaning, nothing should be between you and him. You can see me standing so that Minotaurs are in front of me and Theseus either to the left or right.
How good of you to spell it out for the Kurdling's at home.
Dante explained it to me how this one works. After understanding it, this is one of the most clever strats I have seen. Good stuff.
Appreciate the sentiment. Make the jank work for you wherever you can 😁
Yes, I was quite pleased to see new tech for a weapon tied for my favorite. While UR mostly just did what I expected (no real change there), and multi-alter was old hat, running into wrong alter was surprising, indeed. Still have some check-ups to do with it.
@@BigVEEIndeed. It looks like a pretty good strat that could be utilized pretty well.
@@Emilos641 >pretty good strat >could be worked well Wrong alter is among the best for PS in S2, yes. The absolute best remains being a super filthy player with Higher Jump to ledge pull as to get up to his level then just going to town on him (pretty much free) then hopping down. Using altered opps (or PS) after a super launch can work, but is significantly more difficult. Even just HJ to air PS is tough to keep at.
0:08 This boundary is such garbage. What a pity. Anyway, high ground suits UR. Otherwise, good chance for multi-alter. 0:22 >double Ayyy. 0:57 >take two Hey, alright. 1:07 >UR approach Lovely. 1:17 >forward movement Primary issue with using it this way. 1:48 High ground at entry. Safe spot for AS spam behind chests. >another double Triple, when? 1:57 >quad Kek. Skipped a first triple to show off the limits (one is not real). 2:13 >wrong altar The jank is STRONK with this one. 2:33 >take two UR time? 2:58 >just a much more effective grouping Right. 3:07 >take three Word? 3:32 There we go. 4:15 I bet UR can't place anything on this portion of the walkway. 4:20 Be it here, the exit platform, the block or whatever other high ground, UR has obvious plays to make. AS attacking through cover with the block can be applied, but it is pretty iffy in terms of bootleg boundary. Maybe we'll get cute with an altered pup punting? 4:47 >more good use of wrong altar using destructibles DAS RITE! 4:53 All the more potent with one half collision tapping the Cerberus, too. 5:25 >meme'd on with partial on-screen Filthy. 6:03 >wanted it to kill With E P% it would have. Here? I anticipated it coming up short. No, I would have used OS kill or spammed UR. 6:17 >lowest high ground KEKAROO! 6:34 >take two Whatcha gonna do, brotha? 6:43 AoE flexing when it feels like it. 9:29 >take three Sure. >lit up Amusing. 9:58 >take four This time with feeling. 10:04 >blockhead strats Unexpected. Better to pull the box out a bit. 12:11 >slapped with another strike killing while altering Yet the explosion goes off just the same. Shame about killing blow's relation to alters (among so many other details). 12:40 You can backleap off the ladder to the ceiling to save time. As for these foes, we just throwin' what we know, pulling them to the start (possibly boundary) or rushing to the bridge to blow them up (below) with UR (through the bridge)? 12:52 >Jacob's Ladder Hmmm, yes. 13:11 >gave 'em the slip Not sure I've seen anyone record this. 13:25 >heavy string getting shine How rare. Still a pity MAX didn't make the reach (and hit count) higher to the degree we can reach Kraken headsore (or Theseus) from the ground (with the former not even leaning down). 13:33 Cover, camera or clearing the archers first? 13:36 >cover with wrong alter Impressive. 14:22 More is the pity we can't trick this lot (Sentries) to drop below so UR can be placed upon them. Don't think they even like going near it enough for UR under their position. Camera allows obvious cheese by the elevator and the chest. 14:25 Dead men walking. 14:35 >1h Wrong alter, then. 14:50 Definitely have this concept down. 15:10 Probably not working the chest. High ground for UR makes sense (even if just from the chain). Otherwise the normal camera abuse with AS (or just going ham with UR bouncing). 15:57 Surprised even here you haven't punished with UR during altering. 16:20 >take two What's good? 16:45 Tough to do from here. Easier from the bottom of the chain. 16:50 More like it. >DROP THE BOMBSHELL Okay, Powerman. 16:58 Clobberin' time. 17:18 Checking for the height limits, are we? 18:10 EZ MONI.
Ok. Why?
Lucie: >Ok "OK" or "Okay". There is no "Ok". >why When out of the loop, better to just be real quiet. Learn in silence through observation.
@BigVEE OK. Transcendent.
@@lucasedu1868 >OK DAS RITE. >Transcendent Careful. TRANSlator talk might trigger Alpha.
@@lucasedu1868 this is the equivalent of going to a bar and asking the people there who are having drinks "why?" Skull emoji.
9:30 They made me do devious things
Where da hood at (P4, when)? NOTE: (DO) BoO MAX (non-DR focus) done. Some decent observations all-in-all. On to a redux of (GK) SoD MAX (PS focus). Got to update the ancients. Hard to recall what all I had left planned. UotG. Greed. Probably something I'm forgetting.
@@BigVEEAyy Big man. Very nice. As for me, I will take part 4 out sometime this week. Theseus is going to be fun.
@@kiraqueen0 >very nice Here and there. >P4 likely this week Right, right. I'll wrap up with Alpha's NBR+ NUR+ finale, then. >going to be fun Depends how far you want to take things. Will you allow yourself to false OS to provoke throws in S1P1/S1P2? Don't really need it (CC makes UR reliable enough with DO for dps even on VH), mind you (even just to speed things up a bit after showing how one would use these tools). No wrong alter comes to mind in S1. S2? You already know. SEMs *COULD* be used to purplize him (not just multi-alter then **then blast with UR while waiting to apply it again**). Could IJ up (slightly troublesome to pull off) and beat him to death (AS/UR however you like). I'll be myself testing the off-chance (get him to 1TB shot away from falling) what if any of my options can hit him (without HJ and then with HJ **anything beyond that may as well be IJ up to his platform in a major exploit**). I'm fairly confident t3 can't go that high, but it could reach in a bugged case what t2 could not, so I have to be sure about these things, you understand (keeping me busy with a bit more than PS play **already well covered ground, but still with room to modernize from more recent findings**). Since the SEM are medium weight, you can't hope for a bounce. You *COULD* try for non-sense like alter timed to go off during a super launch getting the thing close enough (tip height) to land the AoE in addition to the half collision as I recall. Your call if you want to try that hard with even once successful case. One might advise getting him near enough that just landing whatever you want to demonstrate a single time closes the deal. Maybe FF (magic of editing) the filler (this ain't a challenge run). All your call.
NOTE: Before I begin, going to advise Arena use to practice two things. Multi-alter and wrong alter. For the former, recall what I said about rapid rotation as a beginner approach (and the direction moving with the swing) to altering more than one foe at a time per swing. With wrong alter, refer to my note on it (hitting a thing while aiming left analog at the target for altering that you didn't even hit). For the latter, consider a Titan Minotaur without aggro you keep a bit of distance from (whiff range or more) while fighting something else (pretty much whatever) as you land the move going for this bugged instance. This concept is how you hit a tentacle sore on Kraken, but then alter the head sore (vital to avoiding gliding if sticking to AS/UR **less so if allowing any other non-PS option just that the low DMG punish options from the ground probably aren't going to make you happy**). I forget if my strat with Kraken worked the center to bait openings to move in, slap a tentacle sore while aiming for wrong alter of the head, but if it wasn't, you should be going for that versus my early approach. --- >some mental DMG Kek. Adjustment required when not already familiar with the jank. For me, I had a good handle on the nonsense involved, so it was just a matter of seeing what I could do with it (rather than starting from scratch). Best I can do for you is tell you the tech and how I applied it (on your own path to learning the stuff, then finding your own way with testing). 0:15 Saving birbs for later? Alright. What are we doing with the wall? Bringing it to the start? The finish? Just working traversal options (ideally non-BoA)? 0:32 >start Right. And for what comes later? >goes for seeming multi-alter >gets wrong alter for off-screen bat KEKAROO! 0:37 >insta-kill FEELS GOOD MAN. 0:41 >died during alter Bah. This not carrying over (as with CC **though BoA switch is allowed thus grappling and such is okay**) is such an unfortunate reality (even more hard to pardon when ANYTHING killing pretty much right after altering will still allow the thing to go off with no cadaver to work with **vessel-less**). 0:44 Because killin' before laying bombs is a bummer conceptually (at least at full HP they can take one lick). Becomes a case where you may as well lay UR at the distance to make it work effectively. 1:04 >doing it now >high ground Amusing. 1:43 There we go. >still struggling to alter Need to point with (L) at what you want to change if not just looking at it without no input as I recall. Not something it explains about itself. Probably not intended. 3:07 >allows the easy out I sort of expected it here. 3:59 >3h Technically another wrong alter. 4:18 We doing any fancy stuff from long-range (avoiding bull spawn)? Offcam'n to control aggro and cover (with leading) until slaying the one able to target us far left? HJ and LJ antics? Early departure? Working the high ground of scaffolds? Playing it straight with UR (can't alter scaffolds though you could wrong alter the bull to get the archer while taking out the platform)? Let FF do work? >UR Right. >not 360 toss Probably should have let it rock. 4:27 >wrong alters using the RotT door hit Ooooh, very nice. Reminds me of using interactibles against Colossus E2. Hmmm, could we do the same with corpses like Last Spartan to target KRAKEN? Maybe bring and drop it just left of foreground-center and stand just left of that to ONLY get the tentacle slam on the right (enough to whiff us) as we keep (maybe) close enough to wrong alter the head? Would require testing. I remember using it on ZUICE, but S1 wasn't exactly wide open when not actively doing the specific platform punch (others don't count as valid). 4:30 >OH to send the package their way >gets a scaffold with a special delivery >late enough to not waste it on the agent during its i-frames Wonderful. 4:52 We going for the full spawns? How rare. 4:58 >takes out spawner scaffold on platform Never mind. 5:12 >kek'd by high ground during 360 toss Sure is GoW1 in here. 5:20 >zero remains Dude, the ground is slightly higher than where you were standing. Trust. 5:37 >opts out of pulling to start of wall >gets solid ground Now taking them out or going a bit further (grapple stunts, next wall, platform above, the boundary in the cave after that, etc.)? 6:01 Tough to time. 6:21 I wonder when the first multi-alter will happen. Definitely need to get a handle on that for a full showing of the move against mobs. 7:21 >keeps scoring wrong altars Who would have thought? 7:47 >uphill Oh, you. At least the boundary saw some play. 7:52 We doing that here, taking it as we go, reaching the end, going beyond to the open or working further at the next boundary (by the ice chests)? 7:56 >air lights Because air heavy is ASS. What an awful hitbox. 8:36 Just can't have nice things. I wonder if ground marked for destruction is invalid for it. The roots before Perseus might apply. This bridge portion breaks away later. The path on the way to the first Cerberus could classify as such. 8:49 >works here Thought so. 9:04 >can visually see a slight bump uphill You vill get nothin' and you vill be happy. 9:26 Old boundary. New one (when allowing yourself to merc archers early) is the left of the pillar behind you. Still have cover from leftside archers, but can target the right with the Sentries not able to come over here. NOTE: Would be a dubious approach, but you could probably LJ (maybe off HJ) from the breaking bridge (likely doesn't allow UR even downhill) around the pillar to the wooden balcony. Then move just close enough to trigger the barrier. Only trouble is opps don't want to come closer. You might land AS on the nearest FS, but that would probably be it. 9:33 Cute. 9:45 >more failcasts REEEEEEEEEEEEE- 10:02 >forget the ice chest bois and archers Understandable. 10:05 Alright, let's see them get made into jihadi memes. 10:20 >take two Alright. 10:25 >first multi-alter >2 A start. 10:30 I can hear Ash now. (Ayyyyy, Baaaaby! Ooh, that's gotta hurt!) 10:58 >take three We going for a triple? 11:10 >alter sends bull flying into fellow taken out by half collision Neat. 11:18 For moments where you already have them altered, feel free to kill with UR (leaving another bomb to go off alongside the alter). 11:26 >delay Speaking of, I saw an Arty style delayed death with BoO, but I forget the context it had. Think it was a 2s cased. 11:53 We just gonna grab n' go or pull back to do more? 11:59 >broadcasting intention >MENACINGLY AIEEE! 12:07 >lacking hit property >bad hitbox >meh DMG >doesn't even ignore P% Sad! The thing with ZOOSE is the best thing it has going for it. Even then? Needs some of t2 to land or it won't produce the bug (still very particular about placement, as well). 12:10 >actually landed it Good for it. 12:18 Working the start, grapple antics, by the cliff, high ground or open? 12:27 >most reliable way to get it to come out >high ground >so long as it isn't too high Goldilocks ass special.... 12:40 Boundary, open, wall or take 'em to the finish line? >open Righty-o. 12:54 >meme breakout >got him in-time to save him Comedy.
0:12 Here comes the boom. Got to mind the rules I described with restart and swaps (between AS/UR) and all the other oddities with tech (multi-alter, wrong-alter, slanted failed placement, etc.). This while working what little goes in your favor as best you can. 1:00 >failcasting Won't always even make sense. 1:07 >fail-alters Then there are the rules for when something will or will not alter (much less multi). 1:10 >barely avoids getting tapped Close. >alter on kill Avails nothing. >not moving such that you push for a multi You don't want to do this run with AS focus without mastering multis and wrong alters. 1:20 >remains in collisions Often won't work. This case surprises me. 1:30 >the fail Kek. The seeming inconsistency can be as simple as what seems a level floor not actually being. Very frustrating until you really have a great understanding of the terrain. 1:58 >kek'd by slight high ground relative to your feet again Funny. 2:17 >just going for a direct AS How straight-forward. >except the DS alone sufficed so the alter was meaningless **raffs** At least you got the purplization (Gent always loved it so). 2:27 >first UR from high ground Lovely. 2:34 >and again Still not going rotating with (L) for attempts at multi (much less 'wrong'). 2:47 Just standing near enough the edge from above and by the foreground baits the slam without going below. 3:38 Slight ramp down here from the boundary. Could jut spam UR from it. 4:04 I just know you're feelin' the stress with UR's seeming refusal to come out oftentimes for difficult to perceive reasons. 5:13 >side-switch and UR punish Cute. We working any AS stuff like punishing rage pound from the opposite side (as in my old video)? 6:23 Nope, but we got AS for the E2 P2 transition. 7:26 It's so inexplicable. 8:15 Retreating to the other side of the gate (archers fire through) to attempt some stunt with our focus tools might have been a play to make (as I did in my DR focused BoO run). 9:04 The lads are going to need a bit more HP before we can go for multis, but we can still get wrong alters. 9:12 >under the elevator "Inconceivable!" - A '''Sicilian''' 9:56 >tiny baby step up for UR No remains for you. 10:51 >air TB sniping here Oh, you. 11:05 Think this was too high off the ground below for UR to plant one below. 11:45 >the determination Athena approves. 12:07 For the non-DR edition of this bit, the obvious play is using BoO T CC'd as a HJ to grab the ledge and pull up on the beam right before the save. NOTE: With how good DR already is, I get it lacking verticality, but it is a pity the normals with AotG can't vertically track at all (that sort of thing would have to wait for GoW:A). Recycled BotG moves don't escape my attention (as with Hades Gift used by Zeus **his version gets quite the lightshow**). 12:28 Hmmm? This at the MAX height after all? >less lads than their should be Suppose so. Good one. 13:14 Could probably hang behind the hand to bait ONLY the fissures (can't hit on the top-right section of the arena) and AS punish (alter and move back away into safety then wait to slap him again). Didn't do that in my own run. 13:45 >blast from below Right, right. It did work here. 14:28 >accidental PS Lack of block? Felt. Not having a suite of air specials is such a pity. 15:24 >fail UR followed by fail AS Gotta love it. 15:30 >AS during alter This without stacking. With the bug, the MAX at once is 3 before they become fake, I believe. I imagine you won't try to do any restart antics with UR. 16:00 >at high ground HA! HA! 16:20 There you go. A bit of the ol' kiting into AoE blast range/radius. 16:45 Unrelated to this gap, but somehow the notion of leaving a 'remains' to slap around like a puck holds appeal (if not a longer lasting mega for us to push around like an object and even climb on). 17:55 Really driving it home, ain't it? Going to (surely) have the rules down by the time Hotel's bane comes up (UR to the right, but not the left). 18:09 >forms on platform below Dohohoho. 19:35 >almost played himself Would have been a modern Musty moment paying Astolfo like this.
What does that skin do again?
DO makes me deal 2x damage. Useful when the focus is purely on alternative moves. That is, no piercing shards.
@@kiraqueen0 aight
@@kiraqueen0 On Stinger BigVEE had said that you’d focus on SoDs other moves other than the SHUTGAWN BLAZT. But what else will you play around with? Is DO a part of the rule for your run? And speaking of rules for your run, what are they?
@@HajjDoDo It is not really that strict. This is more so a testing session, than a run. Here, my goal is to test how the alternative moves (not PS and t1) behave and how good they are. How do those moves synergize with each other and magic attacks. I am not strictly disallowing PS and t1. But I don't want to spam what has been shown to work consistently. I will still use t1 and PS to test how they work in conjunction with AS and UR, the light string, etc. Also, Alth OH, Magic and grabs are allowed.
>DO On VH (without E P%) so the thing looks half potent. As one ought to know, PS doesn't need the help (nor can P% affect it one way or the other). There are some tactics I could update for even PS, but it is pretty well-traveled from the distant past. >AS/UR focus Extremely jank moves with a lot of weirdness. Good, bad and ugly. The run will demonstrate well these realities. I had a ton of familiarity before this run, so it isn't so strange for me. Kira would be new to all this, so it would be understandable if there is an adjustment period. Having my notes will help smooth the edges, but even then.... >not strictly disallowed Least of all in East Auditorium. >interplay with other tools Just so (like petrification in particular). --- With a run like this, it would be a huge oversight to not score the t3 interrupt at least for the first summon of S1 Zeus (even if RNGesus seems involved for if he'll follow-up with the central platform strike that counts towards the 3 recoils needed for "O"). Probably not super necessary to mess around with enders or even multis (s4 and t2) as things are (the latter would mean more for UotG). His call. While t1 is NOT meant to be worked much, it is the only launcher so using it if only for the insta-downing of Clotho arms would still be tasteful. Setting up OH and air OS with anything other than it would be preferred. PS pretty much shouldn't be seen outside dire straights (makes more sense to see in its own focus run **while it is KNOWN it is good, there actually isn't a huge amount of coverage SHOWING that is the case for others to fully grasp**).
Took a sneak peek of the first encounter, and OH MAH GAWD this’ll be fun, I’ll look forward to watching this tomorrow.
My brother. You will soon see the PAIN I experienced from the first seconds...
>this'll be fun The JANK will be all too real.
@@BigVEE >jank Gandhi 2 if it was released in 2024:
@@HajjDoDo >Gandhi That servant of Britain's false royals sure did love his grand neice (under the sheets).
@@BigVEE B-BUT HE'S A GOOD MAN.
There we go, Kira has conquered GoWII PAIN+. Good stuff. What is next for DA QUEEN? Edit: SoD testing, duh.
Thanks. Yeah, next is definitely SoD testing before we jump back to GoW I
0:04 >blowing off F1 Only a minor pity. >and F2 Meh. >on to F3 >we're getting the true PAIN+ showing Pacifist still or ND or what? Musty will appreciate the visual aid (to help him continue to not read). 0:07 >PAIN+ Right, right. Can't use the Icarus Ascension trick here (could in PAIN). 0:14 Once upon a time I recall cheesing Clotho from up here. These days we have the double arm downing thing aside from the treat on display this fine day. 0:23 >AKheon ain't getting paid Zim, then? 0:42 Whoops. Annoys me we can't backleap or drop from this. 0:57 At least the ceiling didn't put the fix in, eh? 1:04 So it begins. 1:11 Going for it. >ND Just what the Nu-Golden Age's finest would want to see. 1:39 Close one. 1:51 >slightly too slow for true ND OHKO? Ruined. Still, this is true PAIN+. Need to be slightly tighter for true ND. Easiest way remains going against our pacifist glitcher friend of old. 2:22 >taking DMG like this to horse around with T Oh, you. 2:49 The spam got too real. 2:54 Felt that one coming. 3:38 We getting any DR lock from afar or staying real intimate like in CQC? >reps the Gent I see. 6:10 Kept it up for a good while, too. 8:23 >the blocks >no option to RotT to speed this up at all REEEEEEEEEEEEEEEEE- 13:57 Really tests your patience with this demanding case, doesn't he? 15:18 Best to look for a huge opening to punish and probably pull a stunt like starting up s1 then flaring up just after it begins. 15:24 Second best choice (RotT s1). A lazy selection as another ode to Zim would be approaching/strafing air t1*. I'm sure he could dig it. 15:39 Such a bizarre call having the phase ended with one RotT flare up only at this juncture followed by a very brief repeat (sans staggers).
>Clotho About Clotho PAIN+. I find standing and reacting to her hammerfist attack is worse than moving from the right side of the lever toward it while she is recovering or about to attack. This way, she will start the attack and you will be already on your way to the lever or the hook. You'll see me moving to right of the lever and strating to move to the lever at about 1:00. Even before she attacks. Same goes for pulling the hook before the qte. I had an ND attempt offscreen this way. >Zeus Nothing unusual. I fumbled tricking here and there. Note: Now, onto the real stuff. DO SoD only is cooking.
@@kiraqueen0 >better to anticipate True. I am aware. >had ND attempt off-screen A cold comfort to Zim. When the day comes he ever wishes to do her 'true PAIN+', it won't be easily he forfeits ND, so it has to be that way, really. Doubt he'll want to chip Kraken down (easy, but slow). >fumbled tricking You did make yourself do the (easier) double tricking quite a lot by choosing to stay in close (versus spamming DR from afar, but that's harder to do safely without TB's help). >DO SoD For AS/UR? Going to amp yourself for VH just a bit? That works just fine for the sake of that run being less of a slog, but holding danger (not like it is meant to be ND). I believe we discussed it some time ago. Just a pity you can't also give yourself E P% as baseline. Anyway, you know where to find my notes. Feel welcome to them (and your own experimentation). Just recall that PS is more meant for a case like GK on VH (still preferring MAX, but doing pretty alright even with MIN). Enjoy all the jank you need to learn about for this run (before ever considering pure PS focus **on the way to BoO DR focus if not daring to amp yourself in P% to do anything but DR focus like Zester**). Think you still had the Saint Mod NUR+ to consider, too.
@@BigVEE >DO SoD only Just as we discussed. Your notes are in a safe place and I will start the run sooner than later. I think I may still be able to give myself E P% with a mod. Would it make sense to do so? I would prefer not to do it on my first attempt though. >Whats next after this GoW I Vanilla VH with GoW II modifiers. Less orbs, P% EP% changes. Saint NUR+ is still considered, but I find me really wanting GoW I experience recently.
@@kiraqueen0 >may be able to do so Useful if so. >make sense to do so I'm not sure DO won't be enough to keep you relatively strong without being absurdly powerful like this. Wouldn't want to totally undermine the tactical aspect of things by just being able to run up and bop all with UR or clear with AS. That would be a little too braindead. I forget what we were discussing where that would have been desirable. If stuck using crap moves from BoO, maybe then? Certainly so for the worst of the worst with BoA (Athena's Wrath, Hyperion Charge, block specials, etc. **just not the good ol' normals**). Can't even CC to make them safe. Horrible. Likewise, RotT focus (for its unique moveset **very small and not that impressive**). >GoW1 vanilla VH (GoWII style) Ah, yes. I'd forgotten that was on the slate. >Saint NUR+ later Right, right.
@@kiraqueen0 Did true PAIN+ Kraken. Took ~40m, but I was experimenting. With optimal strats, probably sub-35m is doable. I doubt 30m (even if trying ultra hard perfectly with ground t1 instead of air t1). Easy, but a matter of patience.
Very well done, kira. Clotho being done pure PAIN+ was the icing on the cake, clean showcase.
Thanks El Donte, my friend
>thumbs his nose at Hotel with this one **sets song to "Queen - Princes of the Universe" on loop** 0:21 Didn't go as well as you hoped, but at least you had some sort of plan. Might have been good to alter course (shame about lack of redirect even to a minor degree in cases like this **even if touching the left analog forfeit i-frames it would be worthwhile for the option**). 0:38 Very Zig. 0:53 I bet if this were GoW:A the barrier would just be a flame wall hurting only us (for 50+DMG a tap **though maybe not through i-frames if feeling generous**). 1:11 Close. 1:28 >360 toss >downhill Keeping that agent alive, then. 2:05 Not worried about ammo, I see. 3:09 >false OS'd again REEEEEEEEEE- 3:22 My mans doesn't believe in X to- 3:52 .... 4:00 Very Zim of you. 4:40 >OH'd for collisions Clearly not pushing for air throwing sirens away. 5:01 Got to capitalize where you can. Were this GoW:A? You would have NEVER broken them. 5:15 Was wondering if greed might catch you. 5:22 >t3 time It begins. FF-sama, give me STRENGTH! 6:37 Rekt. 7:34 >alone time, quality time GRAPE 'em right in the mouth, lad. 9:05 >not so much as a Valor starter Surprising, but the alternate was nice. 10:10 Lord FF, don't do me wrong now. 11:05 >OH downhill with goat I always feel some type of way doing it knowing it can bug out (softlock). 12:05 >bull FF triggered fake taunt counter of goat Gotta love it. 13:58 Ballsy. 14:16 Might not need to shave that hide for a good while after that close shave. >recalls false OS >just to go back to barrier FF? Has my back. 14:40 Ah, here we are. 16:23 Can afford to be a bit liberal with so much ammo. Soften up the CL a bit. 16:32 >floating here Unexpected. 16:38 Slightly scary. 16:57 >first they don't charge in to get them some collision love >then barrier betrayal Profound. SADNESS. 17:12 That's more like it. 17:23 Gotta take it. 17:48 A fine pass. 18:24 Wonderful. 18:29 In the bag now. 18:52 >with the SPIRIT'd pop-off Neat.
Got here finally. Pretty standard showcase. I did plan out some things with the barriers that actually helped me though. I don't know their exact timings, but still some sort of methodical approach was necessary. So, lets see. 0:21 Bad positioning in the end. I like the 4 rolls from the dripping water location though. Consistently arrived where I wanted to be. 9:05 I messed this one up. My plan was to kite the two CLs near the corner to do their attacks, then follow it up with OH loop. Only one of the attacked here cause I rolled too far and too fast. 16:32 He was about to ruin everything. I think this is the only time I have seen one of the cyclopses spawning here.
@@kiraqueen0 >exact timings I forget. I've told Zim, Zesty and maybe Wright before. >water drips Helps to have a visual (clues off the section for the wave in question where otherwise if you backtrack and head back it would be tough knowing when you are about to trigger the fight). >only time Can't recall a time myself.
0:13 >didn't want to be a good boy "Dirty little Saiy- " Cold >splat KEKAROO! >no follow-up DAYUM SHAME. 0:26 >these boots were made for walkin' And that's just what they'll do. 0:29 >stack >suspend >shred Swell. "It was on purpose, then!" - Zoidberg 0:50 >ded Kek. If only we had a proper rage in the style of RotG for amplifying this tool to double the output. What a display that would make for. 1:01 Time for a proper test of chops with the weapon in a less than ideal case. 1:19 >NR this early Surprising choice. 1:37 Think I made liberal use of this during NGR+ NUR+. I forget. 2:23 >still favoring Berk >in the open Surprising. We going to gracious accept the mount (and work it well) this time? 2:33 >visions of GoWII Funny. 2:41 Safe chip. Thought for a moment you might sync with my Flare method. 3:30 >just going for whatever he can get Oof. Going to take a bit, then. 4:04 >NR in the thick of 'em The time has come. 4:31 Had to get in there and get this 1v3 down to 1v2 all the sooner. 4:44 Now 1v1. Excellent. 5:03 >gets t1* in during armor to keep in >for "O" Lovely.
Whenever you see Zesty again, ask him what color is Zim's avatar. A new meme was born (us teasing him about being colorblind).
@@MrWright >what color It ain't purple (that would be Alpha Kratos aka "Dominus" the OG "Blue" Kratos). You tellin' me the lad sees actually Blue Kratos (Beta), but sees something else? If he's got a legitimate disability, he should be forthright. How the HELL am I supposed to direct him with word descriptions not knowing what to work around? If he likes the pop of GoWII, he probably isn't Tritanopia. He might be Tritanomaly. If he didn't start this way, but is now, he might need to check up on his health (at least eye related as I doubt DIE-A-BEAT-US). Unfortunately for him, he doesn't live by me. My family were specialists on my mother's side with the eyes. If it were so, he would job to blue-green, but also red-yellow. I feel like he would have tripped up sooner regarding the red tats of Krate (with regard to DO versus FK **which is which, Zester**). NOTE: Be sure to tease him about GoWIII QTEs not relying so much on recognition by color (and shape), but actual placement with the buttons popping up in the corners they belong to. Clearly a move to help not just people that don't know the placement well, but those with his disability. Ask if this is why he can't beat Furies 2 S5 of VH PAIN+ in GoW:A. For a guy who can't see it, he sure had the BLUES that day. **raffs**
@@BigVEE >if Zesty actually sees something else He probably can. As I said, just a meme. He just mistook something's color at first glance (but now he just accepts that the thing in question was indeed purple). >what are you supposed to do Now that the matter was brought up, perhaps you could get a more straightforward answer out of him next time you speak with him. >unfortunately Is it really? If he actually lived by your place, you'd just go to his house with a brick filled glove each time he does something terribly (though on the other hand, he'd probably also be in a much better state if this was the case). >GoWIII colors >Furies 2 S5 Complete silence. Just addressed the matter of him definitely not being colorblind at all.
@@MrWright --NOTE: Multi-time. ***** >he just accepts his disability I'll be sure to clap and otherwise applaud him when he manages red-yellow and blue-green differentiation from now on (in-streams). >next time I speak to him I'll be sure to recommend him corrective glasses (don't think it comes in contacts yet).
@@MrWright ---NOTE: "Newest First" is quite the overused meme at this point (on to P2). ****** >if near by I'd keep that boy honest (and bust his own sandals over his pumpkinhead). >complete silence Like the cheers for the GoWII OHKO he beat (on opposite day).
It's always nice seeing GoW vets just display their immense skill and knowledge, there was so much to learn in this video, good job. 18:53 Where'd the "2 Hits" come from?
The hands of Atropos (door).
Appreciate the sentiment. Now that it is done. I suppose I will indulge myself with your run. Your editing is just pure genius. > The 2 hits Good question..... Next question.
@@kiraqueen0 >editing is pure genius th-cam.com/users/clipUgkx5wqGL7bsGCO6X_HGTPyQnxviMZIOhA5y?si=hWkSiLKujOha3ou3
0:13 Did a parry just... cause a wall splat?
Yt decided to hide my reply for some reason. Edit: Yes, seems like perfect block's push back does cause a splat.
It be like that (like in a bug I used to do in GoWIII to open up intangible and shield foes as I recall).
@@BigVEE So is it possible to beat the game in true PAIN+ fashion? NOTE: I was thinking, which game has the most (and the least) amount of exceptions in PAIN+ (PAIN for GoW1)?
@@MrWright >true PAIN+ fashion Meaning what? Not a single exception? No. We don't have a way around all gimmick cases even now where combat is concerned. Just took two more off the list is all. >most/least exceptions I'd have to actually go through and count (as with the RO comparisons I did for Musty).
@@BigVEE >not a single exception Yes. >two cases off the list Remind me again, is one of these two cases Skorp? Or the Onyx prevents it? >have to count Don't if you don't feel like it. Just thought you had an answer or compiled that already.
Nice one Kira. As you asked me earlier about the Pegasus and hands i made a video. It covers the strats for no damage.
Lets see it
0:05 >begins flexing ground light block special into air heavy block special chaining Hurtful. 0:18 >t3 >from above Minor Plume-like that it is. >t1,s3 to this end Amusing. 1:12 Back at it. 1:24 Gottem. 1:30 >tirade Bit late for it. 1:48 >abusing height Good, good. 3:14 >visions of NWR Foes gone? Carry on. 3:55 >perfect target for t1* >s5* instead Bah. 4:33 >GET OFF MY PLANE "AIEEEE!" - Skelly Mitten 4:43 YOU. SHALL NOT. PASS! (not just said to Doctor Money's favs)
Hey big man. As I recall you said there is a true PAIN+ way. But I can't find the details. Can you share with me where the details are?
@@kiraqueen0 >true PAIN+ Which one? Kraken or Clotho? Kraken should be obvious (even Zester has shown the concept in OHKO sim **variant of what I would be doing**). Clotho is a process I over in one of my runs with you. I forget which one. Might have been the second SAINT Mod showing. I imagine you've not read all of it yet (haven't started it).
@@BigVEE My bad. Keyboard ate Clotho for some reason. I believe its on Stinger. I'll look for it.
@@kiraqueen0 I checked it. It was actually the basic Saint Mod one (not the second).
@@BigVEENice. Found it. I'll go with that approach and get a showing on the video.
0:01 >right to S2 Alright. Let's blend. 0:04 Exactly what I wanted to see. 0:11 Somewhat reminds of Arty Lifts. 1:06 >bro sizzlin' n' actin' like it happin' Going to be the coolest guy in the morgue. 2:08 Better to bait this, stop shy of triggering and punish on-recovery. 2:19 Close. 2:27 >s4* tickles Lovely. 2:53 >whiff into s5* light punish Funny. 5:24 Take a bit of distance, don't it? A ton for Inferno. Shame the spread can't count for the bug. Would be baller here. Works on Skorp. 6:04 >all this set-up How noble. 6:21 >t1* >during spawn-in Give 'em Hell. 6:29 >letting him cool off NOOOOOOOO- 6:33 I still want to know if this 0DMG heatup is real or not. 7:10 KEKAROO! 8:07 GONNA TEAR DAT ASS UP! 8:24 That softens him up a bit. Guess we're not getting this one stuck in a corner. No pot trap for the other, either. 9:10 >camera abuse Going for Lion-O, then. 9:25 Same idea, but beating him up for x2 goat (then once more for 1v1)? >goat wastes the pot Bah. Still got some use. 9:42 >just him At least it got to "O". 10:00 Sad! 10:03 That's more like it.
I was having the attempt of my life in ER. Got to the last wave. It was ND all the way to W5. Then I realized the recording was off. What a day. Aside from that, I got 2 Ws. The grind and practices payed off. Now, just gotta focus and get that sweet W.
@@kiraqueen0Sheeesh. Did my strats work?
@@kiraqueen0Pegasus 2 isnt that hard to no damage. The start is easy but when your nearing the end when you have 1 rider up your ass and 1 infront which fires the projectiles while you fight. The best way to avoid the projectiles is strafing in circle and dashing when its safe but watch out for the other rider.
@@GhostofSparta-123 Yes. I'd dabbled in this a bit for the sake of learning. You can try to rush it (with high enough collision DMG as on default VH much less GK VH) by killing one (both is pushing it **arguably a bad idea as you would then have the incoming bunch when you CANNOT dash**) then having a free path ahead for dashing with space enough from the dude at your flank (now). If RNGesus is cruel with DGR instantly going for a volley, I found I could avoid it with side dashes, but it wasn't exactly easy. If he doesn't, you're set for this bit (dash ahead again). That leaves the slip stream. I thought it was L, D, R, U, L. Not so. Much more consistent (despite appearances **for my version as it could vary for all I know as is the case for Hades Hands**) to go with L, D, DR, DR, L. I'd have to watch the footage to know what the L's from Zester were. I imagine he got caught with his pants down even in the first three-quarters a time or two, but the main issue would be what you denoted. Maybe jobbing to slip stream a little. That final stretch without a clear plan can be troubling to consistently ND (just playing without strats).
@@kiraqueen0 >got to W7 Oh? >ND to the start of W5 >not recording Kek. >2 W's Already better than Hotel and Neuro. >gotta focus I'll be interested in seeing how you choose to handle things. For this run, W3 in particular amuses me.
0:05 Usual lockdown. 0:28 Recall seeing this once before. We getting the infinite evades, too? Probably not infinite AotF. 1:00 "I'll try spinning! That's a good trick!" - Lahkesis 1:08 >can't be hit It WAS a good trick. Doesn't even need the Truffle Shuffle, then. 1:13 Clever girl. 1:17 >does it again REEEEEEEEEEEEEE- 1:36 There it is. Now you're done for. NOTE: During my NBR+ NUR+ redux, I wasn't seeing the beam from Atropos at all in Phase 2. 2:41 Ye ol' rightside version. Was beginning to doubt memory she did it on that side, too. >keeps bugging out after this I don't recall this on PS2 at all (like the infamous crashing during tank strats using our super state).
0:05 No Zim strats with the delay? Very well. 0:08 I forget what the data said for best tirades in terms of dps. It definitely matters which you favor not just for hitbox, but for potential DMG in that timeframes. 0:21 >crank What next? Gliding into the boundary for taunts? 1:02 >360 launcher Shame about it forcing an auto-rise, but you can't have it all (like i-frames). Thought you might get ballsy for a moment (go for air heavy block special with tirade). Good move, but no tirade. Same for the air light block special. Ground heavy block special lacks tirades, too. Shameful. That one is mostly for the 'carry'. Not a true air state. Hardly GOAT'd like Logan's lunge. >goes full blender with the air version Amusing. 0:59 >even used the glide strat to make final Tally behave Take notes, ZESTER. 1:07 >did end up briefly with BALLS of STEEL Ayyy. 1:24 Pity we didn't get any loops of t1 to s3*, but it is what it is. Likewise, nothing was tall enough to justify t1*. 1:27 >t,s loops Hey, alright. 1:47 Tall enough for t1* now. Could just get his AI stuck and go for it. Not sure if air light block special spam would work there. Maybe. 2:07 >safety t2 into air light block special to avoid reprisal Sure. 2:41 If only ground heavy block special went over stuff like this and the triple fireball. 3:42 >t1* Tall enough, but you weren't deep enough. Work that rear. Mind you, ground heavy block special juggles this fella in that same situation. 4:12 >acting like it is NGR+ and higher while going for gold So be it. 4:17 >just to BR anyway Kek. 6:22 >CG ain't shit Word? Could probably afford to work ground heavy block special after launching. 6:51 >he's had enough KEKAROO! 7:14 Does well enough for 1v1 lock. 7:45 No re-imagine this with the ender at least having scaling. Delicious. 9:32 >NR Holding the shieldbois at bay while working their fetish fuel to "O". 9:53 Nice crushing though maybe SJ right to air heavy block special tirade would be better dps. Hard to say. Not my field. 10:29 Tidy enough. NOTE: Imagine getting to show off more of its actual potential sooner than Musty (who randomly decided to do it with Apollo to gimp **then compared vanilla CoH to it**).
You know me, MAX weapon/magic speciality runs are my thing. We have a lot of stuff coming up. SoD with focus on alts. More of NW, then NC. And of course, Arty.
@@kiraqueen0 >your thing With obscure abilities. SoD awaits (for that AS/UR focus). BoO can't wait to have non-DR (non-AotG) waste your time. >more NW Ayyy. >NC Sure. Enjoy tinkering with the CG to get a full feel for the bugged nature of it (good, bad and ugly). >Arty Not that MAX substantially changes things for you. If you wanted to be STRONK, give yourself the MAX P% while adding RotG (lvl2+ BoC) to amp yourself further (then be sad as shields still don't care). Really, you can cover this tool at MIN. Just takes longer (which is good for the workaround tech like Homeruns **shining as this other aspect lets you down**).
0:03 Behold. The launcher CoH wishes it got by MAX to justify itself a bit better. 0:06 >shows Zester what's good with tirades before he could ever learn Funny. Now imagine it with the "nitpick" of scaling working as it no doubt did before Jason fouled it all up. Each instance would be 5 instead of 1. Would add up FAST. 0:09 instead of 12DMG from collisions so far, it would be 60. 0:13 Sadly, this isn't pushing them into the wall for splats. It floats, but won't realize its true DMG potential outside tall tanks as I recall. 0:26 This lacking a tirade to shred the inside or arc charge is criminal. 0:32 Orb return are weaksauce, too. NOTE: Part 12 of PAIN+, when?
>Part 12 Working on it, big boss. This or next week most likely. >Launcher for CoH Its launcher is already decent. It and the curse. CG is pure garbage. Block+s or t are nothing special again. Overall, I find NW to have more interesting stuff to work with. >Scaling Tirades would be fantastic with it. >CG's missing tirade Would definitely make it unique. As it is, its just the same thing with the blades. NC has its own (which would be an awesome tool if scaling was a thing). CoH... Oh man. AoH reduced to this. Thanks $M$.
@@kiraqueen0 Never saw CoH CG as AoH because of how pathetic it is, but now that you mentioned it , i realize the similarities and hate the CG even more, thanks.
@@kiraqueen0 >week or so Right. >decent Not enough. It needs more notable tools to standout with so much lackluster. Decent speed, large hitbox (even wide **though not a proper AoE**), relatively safe, pursue optional, etc. Just that the DMG being double a light starter isn't exactly enough to be strong in a meaningful way (x4 is the threshold there as with GoW1 BoC). This before the matter of having more pushback (identity aspect Musty rightly points to **not enough of this to the tool for my liking**), but trying not to sabotage us with it (something easily achieved with the time slow reaction of the launch having such properties **no logical reason the boots have it, they just do so you can get more off them**). >Curse Also lacking. Good base. No Super Curse (why). No MAX amp for lingering longer (or even just more hits, higher hit property flinch/stagger, etc.). The area control should have gotten even better (among other things I'd proposed for it). The weapon in general is just not doing much (only 'good enough' for NUR+ until Cestus arrives **to hard carry with utility job via bugged synergy**). >CG I need not get into it fully, but suffice to say that even Flick/Legion are more useful (this is just about hit count while making us more vulnerable). There is ZERO competition in vanilla when pit against the RP (easily gained resource) fueled might of Soul Dump (don't have the values, but it feels like it may well be up there with AoH lvl1 **not a minor compliment**). Obviously we can't compare it to an expensive spell (that over-performs for the cost while being slightly less dangerous to perform even in close **generally**). Soul Rip failing to be what it was supposed to be (as the name suggests) is a huge failing as with no option to cast variant input (they wanted to go stanceless, which is fine, but allow advanced inputs for selecting multiple summons at a time **don't make me go to the menu for each one**). Not using this to take percentage chunks of HP, rip orbs out and collect new souls (to then upgrade with EXP **if not get more copies off others for higher tier unlocks of the same sort**). That it just can't hook certain things with souls is weird (while hooking other things without a soul). No real logic at play. NOTE: DI is where Tether came from in terms of a long-reaching throw (more so than THE ZERO's 'snatch'). The system of being grappled is an expansion on the Hades S4 mechanic. Sadly, not all aspects of this were kept (and the mechanic wasn't nearly fully fleshed out **nor a thing CoH could vaunt as unique to it**). >nothing special Very minor positives to them as they are. I went over it with Mustard at length (along with improvements). Ultimately, GoW:A Soul specials are a lot better, just lacking in power (they have a slightly low baseline while not being allowed to scale **nor having Costumes to give P%, so you have to settle on E to taste what would be essentially lvl2 potency**). Even then, these are far away from being what Hades was doing with geyer, cage, ceiling hook, etc. It was just a really lazy and unremarkable offering. In a word, "mediocre". NOTE: Just shy of my disdain for CG and relative to these is the held light. Cestus gets to starts with its very whatever option (for some reason). Not so much the case for CoH. You can't dial up to skip the opening flurry before the ender. You can't control the attack throw aspect (shy of distance). Doesn't spice itself up. Doesn't work on all OH okay targets. Doesn't even spawn souls to atone for shallow hits (nor orbs like HP). It needed something more. Good potential, but largely squandered. >just BoE Stronger baseline and slightly more spammable, but falls behind in power rapidly. Having a tirade aspect would help its case.
@@DanteTMed2 >realize it only now Dainty, plz. >thanks "Anytime...." - Mack (Predator)
1:02 AHHHHHH that hit property that makes grounded enemies airborne. Best secondary.
Look at what it did to the dogs. They all run to grab Kratos only to get launched in the air and be shredded.
Don't cream everywhere, let them women have some.
@@kiraqueen0 The re-launch is fun stuff. Don't get too many of those out of the air.
The title sounds like a-actually nevermind, ytb will snipe me if i said the whole thing, but you know what i mean🗿
😂😂😂😂😂😂 That title would be pushing it
Subjectively the best on landing block
Somehow it is even better than GoW II on landing. Nothing objective though. Just saying.
BoA (GoWII) would be so proud (just as SoD, BH and BoO are super jealous about these 'brothas' getting air blocks at all **Arty knows all about that life**).
Well well The time has come enjoy GoW 3 my dear friend
Its hard to enjoy something that is this shit Subjectively
19:25 How the hell did you deactivate her pillars? Can't wait for the next part, where we tackle BEZT ENKUNTUR. So uhh... I got a question...Is a GoW 1/2 Coop mod possible?
Who'da thought? The day LAHKESIS 'TRICKS' our attacks? OHKO would've had a field day with this glitch. I think I've had her glitch on me like that in a General Kratos PAIN+ run once. It was comical, as it took me a long time to get there just for her to start tweakin'.
Yeah, I remember. GK PAIN+. I think I can consistently reproduce this. Keeping Lahkesis in the air while Atropos comes out of the mirror almost always triggered this.
This is the glitch of all time.
Be advised and try not to get this glitch yourself.
0:44 FF, don't fail me now. 3:39 It's all OHKO'ver.... 3:57 Ooh, that's gotta hurt. >another one Oof. 4:16 Rough shape. 5:19 Let's see some good use of collisions, then. 10:31 >double hit stun stagger Hmmm, yes. 12:49 Good thing collision scaling being lost is merely a nitpick, huh? 15:14 >low beam Weird she lacks a high sweep or other variant. >bolt off into the distance as you slap her down directly into beatdown Nice. 15:48 Such a helpful, lass. 17:47 At least you didn't get WOMBO'd. 21:13 On to the ER. Show Hotel how it is done.
>collisons scaling being lost is a nitpick B-b-but BR bro !!!
@@DanteTMed >muh BR More like BO. Shit stinks of JASON's meddling. Imagine bringing an entire system (that was being IMPROVED in the early demo back when Derek and Eric were around) to its knees in one stroke. Now glaze that blunder consistently (for free).
>Removal of collisions >Is just a nitpick Wha... No way. If you count the amount of ways that you interract with the game with vs without collision scaling, you'll be amazed. One day I'll make a mod to disable them and play GoW I and II just to demonstrate how much one misses. You miss a lot without them. My main points: 1. Collission + Grab system required digging up and using a ton of knowledge. GoW II has different Alt OH grabs, knockbacks (Alt weapons have different knockback tools. So does magic). GoW I has redirection + knockback. Different types deal different damage (Not to mention costumes) Top level play requires learning all this, which is exciting. Now, compare all of that to BR... Not only do you have to know your grab options/collision stats, but you also gotta have the skill to set them up for your benefit. 2. Setting up collisions requires precise movement and geometry. Some Alt OH can be aimed, some require us to aim + do it at the right moment as to not allow the target to escape. Engaging stuff. GoW I straight up allows analogous aiming during OH for collisions. Don't see how removal of this is a nitpick. Frankly, there is a lot more to them. But I find these 2 points the most engaging ones for me.
@@kiraqueen0 >no way He continues to say this even after repeated "correction" (with a sandal). Going to need to stuff it with a brick. >mod out the scaling and demonstrate Something I'd suggested for Zester. However, he would simply pull the same stunts as before (saying GoWIII is "different" for having 'other options' **even though it has lesser petrification, hazards take a nosedive even in terms of RO, non-P% scaling got slapped, general dps was reduced, spells are generally nerfed with scaling, etc.**). Kept telling him pointing to other things doesn't 'make up for' what is. Collisions are a pillar of the core fundamentals (as with the throws nerfed **notable exception being Olympus Satyrs, which are perfected in this regard of DMG**). Reminded him how GoWIII added new systems I approved of, but it was the loss of scaling later (after Derek and Eric left with Jason taking over) that infuriated us (in the final build). This in the name of his holy BR (which should be the one that at the very least is made an exception aside from other fixes I've suggested **this is just the simplest one**). If the day ever came GoWIII was possible to alter, the only fitting punishment is to return scaling wholesale EXCEPT for BR (no need to go on the struggle bus making it only block with the agent's body at the cost of their HP, it jobs to GB and higher, only blocking from the front, etc. **such a thing would allow it to regain scaling at least on the half collision level with full for the toss**). He freely admits I'm right about how it would drastically improve GoWIII to have what I note (read: what it should be), yet won't admit it is a huge detriment to what it is now (and he love **his bias**). Similarly, he acts like he doesn't understand the glory of MG/EH as they were (with how GoWIII dropped the ball lacking Stheno as a boss and source of the spell **for greater access to the mechanic with the PS2 era balancing**). Says they are just OP (as if it isn't a good thing that they do alright for themselves with high investment and great plays when particular foes are easily addressed with them **like what**). Bickered with me about CoH (had to beat him down until he grasped it belong with Arty in Meta **over a year, by the way with him pretending he didn't get it was about objective standing when repeatedly clarified**). After jobbing to GoWII in OHKO, his feelings took over, so he called what happened a case of jank (even tried to act like I was doing what he did). I had to go upside his head. Pegasus Flight 2 has such things. That's perfectly clear (and expected). All entries do. But what he lost to? Not it. After time to settle his emotions, he would admit he was wrong. Too often his feelings are his guide (like DUBku). I don't get down with that. NOTE: If you ever do such a demonstration, it will be akin to Wright with the PoP myth. >relation to throw Throws generally had decent value for damage, i-frames, control or even repositioning, but the collisions (as with hazards) were another big boon. As more and more gets taken away until they are low damage (often without loops) invincible (usually) chip tools lacking places (oftentimes) to set foes, then it is hard to get excited with them. With the GoW1 case of differing baselines in particular is this true (but then it had good traversal combat scenarios downplayed later **GoWIII made no real effort as they are glorified padding, not true encounters**). Mere pace changers rather than a blending of platforming (also taking a dive with that entry) with combat. Adventure with Action for the epic this is meant to be. The roots with traps were long forgotten (PS2 era got the memo **some later ones misread it as we want them on just us so usually did that**). CoO let things be immune to petrification, collisions don't exist, spells are super lackluster, throws barely hurt, etc. This with GoZ as a very strong dps and locking tool that crushes armor/shield gimmick effortlessly. Zester had to bend the knee to it (like it or not). He still needs to properly learn AoS (as he pretends he always gave it respect **he doesn't know what he's talking about as I've seen how he uses it**). Even with SoD, he need to do much more work (as he hasn't really demonstrated a full command of the tool's strengths **his issue with repeatedly just using the same thing over and over is a major hang-up**). >positioning, timing, set-up, etc. As it is with petrification. I poopoo glorious PR (despite being overwhelming effective) for being a boring AoE panic button type. Braindead. Thoughtless. There are many in this vein (just worse versions of it usually with little thought). GoW:A is plagued with this boring approach (and no power behind it **instead being super inconsistent and wildly expensive when you understand the reality of how they change the MP system**). The spells are SO bad that "Athena's Blessing" (infinite MP originally, now just orb drops for hits while RP is full **except orb values are in the gutter**) isn't enough. I would dare say you need to find a new route for it. I'd recommend that when you cast at 100RP or more, it consumes 100RP. If you have 200RP, maybe it is more potent and still costs 100RP rather than full draining the bar though that might be pushing it (to avoid the GoW1 'nuke' situation). If we build up RP and want to keep using super weak spells, we should be able to (especially if investing all this EXP while it costs a bunch of RP each time instead of super limited MP at high costs **so if you cast without the upgrades and RP reserve, your MIN is one use with a MAX of 4**). This for IF you want to keep spells so bad as they are in terms of individual use value. This in an entry that already has Soul Dump and Shredding (you can pretend Shield Plume with CP bug is an oversight, but not these). Might as well (need not comment on OSoO). Maybe then you can try to do something more with Ice (still going to be an uphill struggle breaking things). >redirection Something GoWII mostly lost. Where I would admit it is a loss, Zester pretended to like going backwards with the set-ups. While every throw may not necessarily need it (to the same degree if at all), some should have it. Imagine BR in a straight line. Clearly not ideal. If redirection meant loss of i-frames, fair enough for (many of) those cases. Gained alt.OH, but both are given up on by GoWIII by and large (for BR and CG). I don't get dropping advancements each time to put over some new thing. So lazy. GoS had HC. GoW:A pushed Tether (not in a way I agree with, either).
@@BigVEE the new alternatives shouldn't have anything to do with collisions scaling and being useful, quite the opposite. Tether with solid collison values would be useful, same with the CG in GoW3 if it had the collision values and a decent relaible knocback. I'm fine with redirect being a GoW1 exclusive and AltOH being a GoW2 exclusive, gives each game a unique grabbing playstyle, but destroying the values of collisons for the sake of ONE move (BR) is R to the E to the Tarded. Simply make BR not scale with difficulty as oppose to anything else. Not that it matter since GoW3 is an easy game even on its hard challenge runs.
16:39-16:42 Epic camera movement. Hold up, Not ready to die, Nightmare, Mask walk…Wait, are you a zombies player?
Got me. Yes, I used to be a CoD fan. And more importantly, I am a Sevenfold fan.
@@kiraqueen0 "AWWSUUUMMMM" - Dempsey.
>officially ahead of Zig On the way to pass Neuro and Hotel. 0:14 Quite the dynamic entry. 1:04 >keeping archers around off-screen Ammo plans? 1:10 >off-screen GF spam GoWII, plz. 1:31 >FF sDMG Last entry with this, by the way (ignoring the GoS thing with pDMG buggin'). 1:51 >wasn't bold enough for shove love Pity. 1:59 Ayyy. 2:21 Almost home free. 2:54 >opted out of shoving here Why though? 2:58 >accidentally does it We take those. 3:37 >on-purpose Much better. 3:56 Retreat strats (two-fold) can work, but I don't really recommend here. Drop works just fine. 4:25 Trying not to hit that breakable, are you? 4:57 What order? What hazards? >instant T stuffing by armor Least you didn't get tagged. 5:14 Complicated it a bit. Don't think you tripped the checkpoint yet. 5:28 >Bayle's song as you clear the weird invisible wall gap Lovely. 6:00 GOTTEM. 6:51 How it gotta be. 10:38 RIP and TEAR (UNTIL it is DONE). 12:00 So kind to put Valor to work. 13:06 >OH whiff >into shallow false OS making him whiff his throw What a showing. 14:06 Ammo serves you well. 14:28 Order wasn't ideal, but the false OS use was good for control. 14:48 May as well. 15:42 >finally lets you try >block and counter REEEEEEEEEEE- 16:30 Keeping it old-fashioned and simple, I see. 16:34 >moved the block Unexpected. 16:38 Camera? Strugglin'. 17:55 'Ruto wants them big numbahs, baybee. 18:46 >OHKO fail Start over. 20:53 Work that pocket, boi. 22:20 By the way, pretty sure my SoD testing confirms that even without HJ, you can technically do this fight without gliding or using the corpse even in PAIN+. Just stand on the central point to bait his central tentacle slaw, move aside while getting near and do high enough reaching attacks to slowly chip away. He doesn't get to use anything other than the spit, taunt or move we really want for S1 or S2. S3 is the usual. There is no need to go after the tentacle sore as such. Sadly, I have no magical workaround (for GK) regarding the dps issue of Knob 2 (nor a good tactic to make the faulty ceiling catch for traversal without trouble). NOTE: Were my disc not taking the L, this would be another thing I'd do. A truer PAIN+. And no, I won't invalidate other retroactively for doing it the intended way even if this is a bad oversight on the part of all of us (worse than with Clotho's case, perhaps). Set that with Philosophy PAIN+, Pantheon testing, '999,999 hit' estimation and my planned run (redux for NBR+ NUR+, NGR+ NUR+ and 'greedy'). 23:18 Based sweet spot. 24:06 >time out GK? Even worse. 24:09 >mixing moves Odd they allow this. 25:04 >few too close to the center and carelessly so Oof. Big yikes. 25:16 >effortless Nice. 25:27 >time out Not nice. No progression kept, by the way. That's rough, buddy. NOTE: I forget the rules for how many seconds we get, if there is a timer both before and after getting on or if it is one in the same. IF there are TWO, then gaming the system for the most you can get SHY of breaking the thing (and landing) would be best before getting on the ceiling, then rushing (from as near to the target as possible without missing any hits). Don't think the heavy turning tech works quite like we want it to in GoWII. Wish it were capable to position and time for a triple. 26:08 Don't think the head gets full HP returned though it does get some back (obviously) when you bust it only to flub. Nice that it keeps progress (unlike the knob). 26:15 This is the move you want to probably DJ into aerial spam punish (doubt t1 reaches from the ground) with good positioning and timing if trying to go without gliding gimmick. 26:34 Very impressive. 26:44 Then there is another time after the knob busts. Pretty sure it is three distinct timers (overriding the tentacle recovery the moment you get the knob out). 27:00 Wasn't feeling brave enough to Zim it, so you went with my old approach (the newer one would be a more distant sweet spot meant for TB). 27:36 Came close to making you DQ earlier. Glad I've never seen the invisible stabs bug in S3 (just S2). 27:48 **clap** And he's done.
Hey man. How are thingd? Have you solved the disc issues? >SoD True PAIN+ Very nice observation. I'll be sure to do it this way in the future run. >HP rules for Hydra If I remember correctly, the sore on his head resets to much less HP if you fail to do the 2nd tentacle. It resets to the same amount required to do the 1st tentacle. Thats about it. No checkpoints for tentacles themselves. Again, pardon me if I am wrong. Note: I should be getting to this run soon. Life had me pinned once again due to work related stuff.
@@kiraqueen0 >how are things Going well enough. Had to slap Zester for doing his usual depressed bozo routine. >sure to do it this way KurdTurd (no doubt with Zim whispering in his ear) somewhat demonstrates what I'm talking about (using BH air t1 on Kraken). >sore rules Tentacle full heals after time out. Head doesn't heal with tentacle recovery. It partial heals with knob recovery. Knobs full heal on failure. No checkpoints. With the method I allude to, the tentacle is irrelevant. >life had you busy I just bet. Zig, too. Wright for a bit. >new disc I do (and it works). Been busy with Babylon's Baby Boy. Might be able to make headway as he moves on to things that aren't my business after ASF (Another Stunning Failure).
…What happened to the HUD? Anyways, we catching up to Zig, LESGO.
>The HUD It saw Zesty's OHKO attempts...
@@kiraqueen0 >ohko attempts The HUD: DO NOT LET ME DIE-
Nipping at Zig's heels it seems. Good one of us is making progress. Was about to pick up the NBR+ NUR+ today, but it seems fate had other plans for the redux. Forced delay. Disc has had it. Need to get another one. Too many outages with it inside (while all others play just fine). Just before having cause to (mostly) retire the thing. Ain't that just the way? 1:01 This reminds me that I didn't get to try Philosophy PAIN+. Bah. All things in time. Glad I was able to finish up the runs we had planned before the issue. 1:29 Zig got paid? 2:04 A bit of a chaotic showing. Could just lock in a corner for "O" if going that route versus an insta-kill set-up. 2:25 This is more like it. 2:35 >switched up for insta-kill Better late than never. 2:52 >much quicker to set it up Rapid progress. 3:24 Almost gave you the Grandpa Gohan "Good Boy" headpat. 4:37 Lots of jank in this section. Future runs? Not so fun. 4:50 >normal wall-to-ceiling transfer Poor backleap. So neglected. Granted, it is awkward in this spot. Then there is the weird invisible tower and trigger for insta-HZG from the fireflies. 5:55 Right, we going for 2-3CB (Seed exploiting on pools), 4CB without a care (normal and ill-advised) or controlled 4CB (lone Breeder into HB4 with Juggs)? 6:05 Some body block, is it? Could also false OS to shut down fireballs and unwanted actions in such a case. 6:17 >ground OS Switching dancing partners? >into accidental false OS Whoops. 6:24 >the big shut down for OS kill Now for CB3? 6:35 >lined up with wrong one in the way Ruh-roh. 6:43 >"O" Now you know which one to leave alone if trying for the easier strat. 6:46 Welp. 7:48 Can we turn it around? Or are we just going to wing it with the thing half dead going into the CB4 spawn? 7:56 >GoW1 moment >into OS kill So be it. 8:16 >critical get of OS, OH to alt. OH What a turnaround. Now we keeping CB4 around for ammo or just getting rid of him or what? 8:29 BALLS of STEEL. 9:28 So we're committed to normal chip. We going to focus one down with DaC? Maybe stick to tip t3's shallow hits during taunts for safety? >lobs 'em from afar so long as someone is in range I see. FF time. 12:22 >from 1v2 to 1v1 Lovely. We adjusting at all or staying the course? 12:29 >just slightly more bold >PoP gets killing blow set-up All you need (Wright knows it well). 12:36 >HUD Kek. 13:29 Based shitbox reach. 14:15 >double spawn Curious. 15:23 >PoP got all the love Poor T couldn't even get the final girl. Sad.
>Pick up NBR+ >Disc is gone I hope it proves to be only a minor inconvenience at the end. >Philosophy PAIN+ What is that? >The CB fight Despite its issues, still one of my favorite encounters. I like how you need to keep the battlefield under constant control. >Double spawn in the lift Could be just my emulator pulling jokes again. As with the broken HUD. SMS! Where are my ports?!?! >PoP meme at the end Wright. Forgive me. Note: Can't wait for the SoD only run. Just bear with me a little longer. PAIN+ is coming to its conclusion.
@@kiraqueen0 >minor inconvenience Only in the monetary sense. Data corruption would be a bigger piss off. >what is that PAIN+ transcribed according to Philosophy (not legacy). You know legacy. You've heard philosophy, but would have to apply the logic to grasp how they differ (one example being that the parry we have with GF isn't allowed since you don't start with that regardless of the doing of DMG or not **or how it takes MP to forward dash with Pegasus**). Often easier, but not always. >like how You will like it much less without throws to help to that end. The shrinking and RNGesus potential for spam of Seeds can be truly irritating. NOTE: I would probably want to test if letting MAX Breeders happen can stop Seeds or if sync kill on them bypasses FJ somehow. Never know. >where are the ports Clearly Pandora's Box was closed too soon, so it need be opened again to access them. >can't wait You might not feel that way when doing Pantheon of Atropos (if trying real hard to stay faithful to the spirit of the run). Read those notes well. >PAIN+ ending soon Hotel going to be left eating dust for all time? I suppose you intend to overtake Zig in the next part. Already passed Alpha.
Ayyyee we beating the Cerberus breeder today ! On a note black sabbath is Cool
We beat them up pretty alright. >Sabbath is good One of the absolute best. Why would you mention them though all of a sudden?
@@kiraqueen0 my father introduced me to it he will show me his collection Also ever watched House M.D its pretty good
@@belikovdimitri2251 >Dad likes Black Sabbath Nice
0:10 >music Right, right. You were one using his own. Call of Ktulu. Haven't heard this one in a long while. 0:17 Down they go (all alone **they see a phantom stranger**). NOTE: Always fun seeing this old set-up. Likewise, the lazy dumps over the side. 1:44 I imagine you don't intend to exhaust the spawn pool even while working FIGHT (not even in the spot I note near the block alcove). FLIGHT seems more sensible. >starting off on the offensive Oh? 2:29 He tried. 2:34 They want to tickle you to death. 2:39 That is not a tickle. 2:42 >barely cleared the hazard Coming close to jobbing to the chamber (like Zesty). >webbed up Just don't get kek'd like Pete. 2:52 Really cutting it close. 3:10 Just a one to go. 3:26 Putting yourself on life support probably made things harder than they had to be for W3 ahead. We working the checkpoint exploit in any capacity? 4:43 A little dangerous, but fine (ultimately). 5:33 >v2 To be expected. 5:52 This could have gone sideways easily. 6:25 Their i-frames and insta-collision at "O" is so bizarre. Really frustrating with both aspects at times. Want to beat them down? Gotta wait. Would prefer they didn't harm your avid reader by just being near him as you get them near to their demise? Too bad. 7:17 Had a terrible hunger for it (and the HP). 7:22 >HP visible "So be it, Jedi." - Palpy >air drop Right. 7:25 The usual. 7:32 A very Zim start. Let's see how RNG treats you. >dog on the right >goes for you Not bad. Now to keep up well with how hurt doggos are. Good luck. 7:40 >got a collision interrupt and a slap one Good, good. 7:44 >the blind kick Really is a shame we have to contend with this. 7:52 How glad I am that isn't UB nor is the parry a proper projectile Return (for DQ). Could have been truly AIDS (also, the curse is just anti-jump briefly when it could have been so uch worse taking away throws, blocking, etc.). >warp into throw Cute, but fortunately the former doesn't telefrag and the latter also doesn't require a parry or higher (or it would be a threat **NBR+ NGR+ shine**). 7:55 >got one >ya boi took a meaty hit Bit of a trade. 8:03 Fine handling with toss use. Probably the last use you get out of that particular dog. 8:07 Almost forgot to mind that aggro, eh? 8:12 Targeting, plz. At least we're over the hill. 8:28 Definitely worse times to get this. 8:34 Felt the pop-off coming. 8:42 Here I thought air OS was incoming for variety. NOTE: Cursor on-screen? Hilarious.
>Call of Ktulu Great ending to a great album. They used to be one of a kind band back then. >Spiked room I was trying to test the spot near the block. Lets just say, the spot is usable. I am just too bad at this fight. >Translator W3 Lady luck was on my side this time. I noticed that my chances of winning were higher if I intereputed the summon. Started to pretty much do that until I got the W. It is a matter of luck and trying best to minimize the chances of failure. I had setup a pcsx2 save state that would restart me here 7:22. Its as if I used the checkpoint glitch. Well, the benefit is that I could see translators health. However, death exploit is not an option with this approach as it loads the health you had when setting the save state. I basically was forced to either ND or receive max 1 or 2 hits. Tanking wasn't an option. I also switched the recording software for that part as I was literally getting ready to stream for help. It led to Issues with aspect ratio, stutters, and whatnot. It seems streaming wasn't an option all along. >Cursor on screen My laptop's native screen recorder decided to show it for some reason. Going forward, I will use pcsx2 to record as I won't need to stream (hopefully)
@@kiraqueen0 >used to be Became Corpo (among other issues). >usable To an extent. FIGHT with the method I show was more meant to allow ease of opening barrage of kills. Having more tools and working where you were would be easier still. Actually sticking it out to wipe them probably takes more time than can reasonably be done to free up the block on the first go, which is a little unfortunate. >higher chances with less summons Naturally. >luck In tandem with reaction, rapid decision making, etc. >save state Right, right. We did discuss something like that. >sans death exploit This while having let yourself take quite the trouncing prior to the section. >streaming not in the cards All the more reason to properly talk shop, do research, etc., I suppose. Necessity. >decided to show it The coder responsible needs a kneecapping.
The day has come, congratulations.
Thanks man. Overall, considering previous practice with GK and Athena, I'd say it took me about 6 to 7 hours of trial and error. A bit longer maybe actually. I used to practice for PAIN+ during NUR+ as well.