No Straight Roads: Encore Edition - 1010 (Perfect Parry) (S Rank)
Автор: Trumpet Boi 208
Загружено: 2025-01-14
Просмотров: 631
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When I decided to embark upon this challenge, I decided to tackle the bosses in order from easiest to hardest (at least in my opinion). 1010 is undoubtedly another relatively easy fight to complete on Perfect Parry, although not quite as much as DJSS, namely because their attacks, while timely and predictable, are difficult to dodge and require unique strategies to simultaneously survive and deal damage. If the fight was longer, or if they had an even more diverse move set (or both), then this fight would be significantly higher up the difficulty spectrum.
Cooking and executing the appropriate strategy for each "Load and Shoot" attack was surprisingly not as tricky as it was on Parry. When I was attempting the S Rank on Parry for fun, a couple of those attacks were more precise than I anticipated, taking roughly half an hour of experimenting and reviewing footage before locking it down. Given that Perfect Parry scales to Crazy in contrast to Parry's Normal scaling, this was a bit jarring, to say the least.
When Neon J appears during phase two, utilizing an Arpeggio Assault on top of the parries you are already executing will ensure that the phase doesn't repeat, minimizing your odds of dying. However, if you have the double damage skill with Zuke, then this shouldn't be an issue. Saving up energy may prove especially useful during the interlude leading to the final phase, depending on how comfortable you are with 1010's final attack pattern. Utilizing Arpeggio Assault after roughly the second laser is shot will dodge all but the final laser. The usefulness of this invulnerability depends on the difficulty, though on PP it works perfectly fine, as the final laser is a parriable object. If you want to earn the S rank here, you will need to utilize Zuke's high attack speed to get as many hits in as possible on 1010 to score a decent enough combo. Once they finish their first aerial strike, immediately start wailing on them. Movement speed stickers will help greatly here.
Once you make it to the final phase with Neon J, the fight is practically over, unless you really mess up. The attacks are easy to take care of, parry timing is forgiving, and the fight can be shortened even more if you utilize your damage dealing skills, assuming you already had energy built up from previous phases. Using Missile Launched with Mayday will significantly reduce the time spent in this phase, although the attack won't land 100% of the time, so be sure you have these parries down to a T just in case.
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