Kid Icarus Uprising 10th Anniversary Run - Chapter 16: The Aurum Hive
Автор: Master Knight DH
Загружено: 2022-03-21
Просмотров: 161
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Rules:
-Difficulty on 6.0 or above (going with 6.0 with one exception)
-Base Skyscraper Club (Value 100 with no modifiers, including any Attack Stars)
-No Powers used
This is a project to premiere for the 10th Anniversary of Kid Icarus Uprising. I am doing this on 6.0, which is indicated to be the closest to having fair, balanced fights. Skyscraper Club is used in interest of seeing if enemy attacks avoid being too insane to shake off. Weapon modifiers and Powers are both disallowed to check for consistency. Bombs in Air Battles do not count as Powers due to their global availability.
Also, please excuse the random blackouts. My capture card's cable has some stability issues.
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Another ho-hum level. Oh, and poor Hades. Even though his help isn't a redeeming moment for him despite how it has hurt him, it's the one time he actually helps us and it still hurts him. Well, at least he will learn how Pit feels every day. Hopefully. Also, Viridi similarly helps Pit and gets called "Little Miss Cactus" in recognition of her being a Tsundere, much like you could apply "Sunflower" to a Genki Girl.
I may as well go over the boss because it's almost, if not quite, the stupidest one in the game, without even the benefit of a a redeemable concept. Aurum Generator has you traveling along Grind Rails the entire time, with not a single moment where you're on stable land able to do dodge moves, only being able to have intangibility when switching Grind Rails. To avoid taking damage, you have to destroy shots when they come at you, easier said than done particularly with a Club. Some of them come from the Tribytes, which you can smash to make them temporarily go away, although their respawning will be instant during the Turns Red transition. Of course, if you hit the walls, they react with sending projectiles your way.
Oh, and Aurum Generator will sometimes send out a big fire orb that has 4 Shot Cancel and decent Shot Stamina. Note how most weapon types have 3 Shot Cancel on their Neutral Shot, which is the most you'll have available. Did I say that Aurum Generators junks on Clubs? Actually, it junks on EVERYTHING.
If you care about dealing better damage, the Grind Rails will influence your opportunities for as much. The left path will keep you close to the Aurum Generator for long enough, though you still can't melee it, another black mark against this inane boss. The center path is for consistent mid range against Aurum Generator. At the end of each lap, a spark will cover a random one of the 3 Grind Rails and there's no getting rid of it, only choosing another path or simply accepting the damage. Oh, and when Aurum Generator Turns Red, one of the 3 paths is ALWAYS covered by another spark with the original spark instead choosing randomly between the other 2 paths. Care to guess which path always gets covered? If you guess center, sorry, you're wrong. It's the left one, because Kid Icarus Uprising wants to gut close range once again. When the whole fight is on Grind Rails with no melee opportunities, I want it to tell me HOW Taurus Arm would destroy this boss. It doesn't. Not even close. Oh, and cute touch that if you're on the left Grind Rail during the Turns Red transition, you would want to be ready to jump all the way to the right Grind Rail in case the center path gets covered, and this is precise.
I freaking hate Aurum Generator.
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