A for-fun 5000pts + upgrade run of Bit's stage on Hard difficulty using only the equipment available after the intro stage (Energy Absorber chip, Flying Strike / Rising Upper / Heavenly Piledrive / Catch Interrupt bursts). No damage taken during the stage, and one I made sure to make fast and flashy, but I let the pressure get to me and lost concentration at Bit. Made a separate take for the perfect, but then I wanted to show more of how his moveset works and ended up making another after that, too! The stage run was so clean I decided to upload these together as one video.
Highway is interesting in that it was one of my least favorite stages casually because of how hard it was to tell where to go, but a fantastic stage when you've memorized it and especially when playing for style. There are so many opportunities to do fancy grab chains and uniquely some air-regrab climbs (throw enemy diagonally, jump, grab, repeat) that are usually superfluous in other stages. Bit's my favorite of the main-stage bosses, too.
For the heli miniboss, stay as far to the edge underneath it as you can. Most of the attacks it can do are safe from that position, and you can get very fast KOs like in this video by hitting the missiles right as they're launched. Otherwise, crouch between attacks so you don't take contact damage if it decides to fly low and switch sides. You have enough time to get back into position if it does.
Bit is aggressive to say the least and can be difficult to react to in his second phase, but you can offload some of the reaction to prediction instead.
He will never teleport into you if you stay still and he can't follow you offstage if you leave temporarily. If you're cornered, don't forget the air at the edge of the screen is safe; it's just the floor that'll hurt you!
If he ever jumps suspiciously normally, it's always to do the vertical double wave attack.The horizontal triple wave attack is rewarding to punish if you can react to it up close (and if you're right next to him, you can punch him before each wave!), but it's also a safe window to hook him if you're not in position.
All of his horizontal slashes go past where you were when they began, stopping at the edge of the stage if you happen to be there. There's no obvious limit to how many horizontal slashes he can do consecutively, so in the second phase, limit your punishes to a single punch for each slash so you can comfortably jump out if he continues, or be ready to burst if you go for extra hits. Accidentally doing an air combo WILL put you in danger.
His shimmer is different when he's about to do vertical slashes, and he'll almost always do 2~3 before switching moves - this is crucial to keep in mind in the second phase where he can almost instantly perform a horizontal slash afterwards, which can be extremely hard to react to if it follows the verticals (7:21 and THE reason I was delaying finishing him off; I wanted to show how nasty fast it is!).
Screen Divider can be pretty tight on Hard, but if you keep moving horizontally, the odds you'll be cornered are significantly decreased. If you can manage it without losing focus, try to count to 7 lines and then run as far away from where you were standing as you can - right after the 8th is when the final four all target you at once. Don't relax just because you've dodged it - the instant it's over, he can open up straight into a horizontal slash.
0:37 - I made it through the cycle too FAST and ended up getting walled out by the road sign! If you're even a few frames slower, it's safe to do a throw+aerial combo on that shield grunt.
0:57 - It's possible to divekick the boxes and carry the speed even further, but it's extremely hard to avoid overshooting if you do.
1:27 - The fast return here can be done without using a burst if you do some tight grapples. If Function Overload is active, you can just jump across, too.
1:32 - Going up high isn't faster, but it looks cool and also controls how soon the heavy gunner fires since it's offscreen while you're doing this.
2:09 - It's technically possible to do this climb without using bursts at all, but it's extremely difficult. Even when practicing from the checkpoint, I only got it once or twice. One burst makes this pretty safe, two bursts practically guarantees it'll work once you make it to the platform. While Rising Upper is normally something you'd cancel before the final hit against bosses, in stages, the lingering invulnerability is great since it's a window to perform Flying Strike safely.
2:21 - With a throw or Air Jumper, you can get the rescue without touching the ground and land back on the board.
2:42 - On v1.06, the game will crash if you do this jump too well and hit the hazard in the center of the arena while the cutscene is playing!
2:57 - (from Gordon) You don't have to do this brutal jump; just jump off the board while it's high up and then do a divekick to land up on the rescue platform. The divekick can even be chained!
Негізгі бет Gravity Circuit - Highway / 5000pts+upgrade / Hard / "stage 1" (and a couple Bit perfects)
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