oof ouch my hands
During board momentum, throw, jump, grab anew, repeat.
Neutral throws for easier height gain; forward/diagonal throws for more horizontal speed - and potentially height gain on top of it if you do it perfectly.
No chips or bursts are required, but Light Alloy speeds things up and makes it drastically easier while Catch Block lets you tank through obstacles and fly lower to the ground so you know where the heck you are. Energy Absorber counts throws as hits, so with that equipped, if you're playing on Circuit Mode or you miss the energy tank you'll get a free burst or two out of this depending on distance. Air Jumper cannot be equipped and Function Overload must not be active; normal doublejumps or cancels that these influence will cause the board momentum to decay shortly after they're performed.
I previously thought something like this was impossible, or at least far too difficult to be realistic, but here we are! It's just brutal instead. I applied what I found previously with enemies having varying sizes for their grab hitbox; this affects how easily you can grab-climb and how efficient it is in tandem. The less often you need to grab, the more leeway you have with when you grab, translating to an easier time gaining height and more time to push forward with your normal air control. It just so happens that Cannoneers are bulky enough to make even some aggressive forward movement possible with the correct rhythm. This isn't as fast as it can go, just a proof of concept! The execution ceiling for this is incredible.
Grabbing the Energy Tank has only a single tile's margin of error, but you can line Kai's feet up with the second outline of background clouds and fall onto it, letting go of your grab to throw the instant you regain control.
0:00
This route skips the 4th rescue (this one) • Gravity Circuit - High... , but you can choose to fall down to grab it for 100%.
0:43
Example of the opening segment with Function Overload. I think it's possible to do this in one or two fewer grabs, and you can opt for tanking through the enemies and grabbing the Cannoneer normally, but this is is cheaper on resources. Plus it looks cool!
1:11
You cannot skip the miniboss helis! It's especially unwise to do it on v1.06. At best, you'll softlock and have to restart from checkpoint (and none of the ones you flew over, so the start of the stage!), and at worst, the game will crash. This is slated to be fixed so you're forced to 0 speed when you hit the trigger, so it'll just be a wall.
1:58
Outtake that shows what to do if you drop the throw combo after the energy tank; you can salvage by continuing the combo with divekicks, like the previous videos ( • Gravity Circuit - High... ).
2:26
Bonus - carrying the crusher at the start of Ark1 all the way to the door with Light Alloy. This isn't faster because of all of the hitstop, but it was fun to do! It can potentially be done without taking damage, and you can also fly over the spiked platforms at the start if you fly low enough that the missiles don't snipe you. With Catch Block, you can hold on to the Crusher when the missiles are about to spawn on top of you to protect it and continue the combo.
Негізгі бет Ойындар Gravity Circuit - Highway 1st board grab climb to energy tank and 5th rescue (also fun Ark1 intro)
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