Let’s start from the beginning, changes will get progressively weirder, so keep reading. FYI, I used melee and direct hit modifier OS tuning, it’s 100% possible without but melee felt pretty weak here, so for the sake of the video I used it to make the fight better. 1. Music cuts incorrectly from the cutscene in phase 1. In phase 2 and 3, the transition cuts are better, but both are still slightly off. 2. Killing Iguazu doesn’t immediately start the cutscene, they all explode first. 3. Phase 1 is mostly the same, but it starts getting WEIRD in phase 2. He has that approaching claw-feint attack in both phase 2 and 3 now. What is really interesting about the claw attack here is that everytime he does it, he RESETS HIS STAGGER. It might not be obvious in my gameplay because I had to learn to play around it, but everytime he does that attack, his stagger bar blinks blue and resets. This changed the way I approached the fight, and will detail more in phase 3. 4. 1:57 see how he waves his arms? You’ll notice it throughout the fight and more frequently in phase 3, but sometimes his claw/trident just straight up does not load, and it looks really funny. This is still phase 2, and I’m guessing that move is the one he does when you do a melee at him in phase 3 to “parry” it. Ayre also has a cut line here. The “control systems down” part was never there before, but the “now raven” always was. 5. 2:21 this attack where he shoots the big laser and the spiders spin is really delayed, you can even get a heavy sword in, which I did here. 6. Moving into phase 3, his transition seems to happen at 1/3 or a little below that, not 1/2 HP. 7. You might notice that something seems off about the claw attacks. Usually, Iguazu sort of “closes distance” no matter how far you are from him when he starts a claw attack and it’s really well hidden, but here it seems like it isn’t the case. 8. 3:07 this trident attack caught me so off guard. In this version, he does it at a closer distance and faster. You might notice that the 3 disks that come out when he spins around don’t track properly too. I noticed that they tracked just fine when I was grounded, but in the air they just lose you. Perhaps at this point of development they didn’t give him the ability to track you and angle the 3 blades. 9. 3:30 not sure if it’s just starter ac being slow but this attack felt like it had a bigger hitbox so I couldn’t punish it. 10. 3:35 this attack usually has a leap on the 3rd part of the combo, but here it’s just not there, making it a little awkward to dodge. Because of the stagger reset, you might notice I’m prioritizing staggering him as fast as possible over staggering him and punishing with the pulse blade specifically. This is what I meant when I had to slightly change how I approach the fight. 11. Not shown here, but he also has that instant transmission sword move from phase 2 that he does when you’re far away. That’s pretty much it, this playthrough was a blast and I’m glad the final fight was a highlight. Happy holidays guys!
I find it really weird seeing Phase 2 and 3 without the Moonlight Greatsword style effects on most of his attacks. I also think a lot of his attacks are a little faster and more janky. I don't really see too many changes to the Mind Gamma Fight but this version of ALLMIND is quite a bit different. I think his attacks are a lot less choreographed in this version and as a result it probably looks way harder to dodge and play keep away with. The Stagger thing is definitely a bug, but I feel like it definitely makes the fight way harder. I actually feel like if this was the ALLMIND fight in the Final Version I'd be genuinely terrified of trying to S Rank this stage.
Ohh so cool ❤🎉
That was so fukin epic.
Let’s start from the beginning, changes will get progressively weirder, so keep reading. FYI, I used melee and direct hit modifier OS tuning, it’s 100% possible without but melee felt pretty weak here, so for the sake of the video I used it to make the fight better.
1. Music cuts incorrectly from the cutscene in phase 1. In phase 2 and 3, the transition cuts are better, but both are still slightly off.
2. Killing Iguazu doesn’t immediately start the cutscene, they all explode first.
3. Phase 1 is mostly the same, but it starts getting WEIRD in phase 2. He has that approaching claw-feint attack in both phase 2 and 3 now.
What is really interesting about the claw attack here is that everytime he does it, he RESETS HIS STAGGER. It might not be obvious in my gameplay because I had to learn to play around it, but everytime he does that attack, his stagger bar blinks blue and resets. This changed the way I approached the fight, and will detail more in phase 3.
4. 1:57 see how he waves his arms? You’ll notice it throughout the fight and more frequently in phase 3, but sometimes his claw/trident just straight up does not load, and it looks really funny. This is still phase 2, and I’m guessing that move is the one he does when you do a melee at him in phase 3 to “parry” it.
Ayre also has a cut line here. The “control systems down” part was never there before, but the “now raven” always was.
5. 2:21 this attack where he shoots the big laser and the spiders spin is really delayed, you can even get a heavy sword in, which I did here.
6. Moving into phase 3, his transition seems to happen at 1/3 or a little below that, not 1/2 HP.
7. You might notice that something seems off about the claw attacks. Usually, Iguazu sort of “closes distance” no matter how far you are from him when he starts a claw attack and it’s really well hidden, but here it seems like it isn’t the case.
8. 3:07 this trident attack caught me so off guard. In this version, he does it at a closer distance and faster. You might notice that the 3 disks that come out when he spins around don’t track properly too. I noticed that they tracked just fine when I was grounded, but in the air they just lose you. Perhaps at this point of development they didn’t give him the ability to track you and angle the 3 blades.
9. 3:30 not sure if it’s just starter ac being slow but this attack felt like it had a bigger hitbox so I couldn’t punish it.
10. 3:35 this attack usually has a leap on the 3rd part of the combo, but here it’s just not there, making it a little awkward to dodge.
Because of the stagger reset, you might notice I’m prioritizing staggering him as fast as possible over staggering him and punishing with the pulse blade specifically. This is what I meant when I had to slightly change how I approach the fight.
11. Not shown here, but he also has that instant transmission sword move from phase 2 that he does when you’re far away.
That’s pretty much it, this playthrough was a blast and I’m glad the final fight was a highlight.
Happy holidays guys!
I find it really weird seeing Phase 2 and 3 without the Moonlight Greatsword style effects on most of his attacks. I also think a lot of his attacks are a little faster and more janky. I don't really see too many changes to the Mind Gamma Fight but this version of ALLMIND is quite a bit different. I think his attacks are a lot less choreographed in this version and as a result it probably looks way harder to dodge and play keep away with. The Stagger thing is definitely a bug, but I feel like it definitely makes the fight way harder. I actually feel like if this was the ALLMIND fight in the Final Version I'd be genuinely terrified of trying to S Rank this stage.
Merr Chrimmuh!! 🎄🎄🎄🎄