v1.1.0 added some extra upgrades in the form of armor colors that give you additional abilities; this video shows where to get them in each of the main stages and Ark 1.
Heroic Red - The default. Gain burst energy faster (~30% or so).
Hot-Headed Red 0:00
Hold attack when divekicking to shoot a beam that also allows you to glide. Builds up the boss invuln threshold fast but is comfy for the harder platforming sections.
EDIT: v1.2.0 buffed this; it does damage ticks more frequently and also builds boss invuln much slower, about the same as melee attacks now.
Draining Gray 0:28
Gain HP for landing melee bursts; the amount varies based on the attack. Incredible for Circuit Mode since it means costs are more or less halved as long as you land them… and since having at least 2 HP is enough to use a burst from HP, you have infinite bursts if you keep landing them!
Floating Blue 1:02
A humble air slide useful for maintaining height. When used in conjunction with the Dodge Slider chip, it makes it much easier to deal with hazards and escape from being cornered in boss fights.
Electrifying Green 1:33
Electric projectiles on melee attacks that do 0.5hp damage (and also build up boss invuln very fast...). Your second grounded attack or second aerial fires one projectile forward; the up+attack moves fire three in an arc ahead of you; divekicks fire three in a wide fan below you. Nice extra damage for enemies that don't have invuln thresholds, but also makes fighting at range a little safer since normals have less of an animation commitment than hooks do.
Speedy Teal 1:51
Faster movement speed; ground slide goes to max speed immediately and can be held indefinitely. (the divekick chain is completely unnecessary and you can climb up from below at the final hoverboard, I just love this trick)
Playful Blue 2:14
Spin-attack jump; does the same 1hp of damage and boss invuln buildup as melee attacks do. Also triggers with Air Jumper. Strong since jump cancelling is already good for damage output, but it's difficult to manage invuln with.
Heavy Orange 3:08
Much longer hook range; divekick does 2HP damage; hold down to fastfall/stomp. Stomp does not stop contact damage, but you can still get the damage for landing NEAR enemies. Damage is 1HP with the same invuln buildup as melee attacks.
EDIT: v1.2.0 buffed this color to also boost hook damage by +0.5, stacking with Chain Boost (but not the melee attack from Chain Dasher). Very strong against a certain hook-resistant boss...
Scheming Pink 3:22
Press Up+Jump to phase and move in any direction freely; hold jump to stay intangible longer. Instantly destroys weak enemies around you when you pop back in. Has a cooldown.
Fading Onyx
Found in the training room in the hub. Take more damage, but you look cool.
Stained Purple 3:38
Can only be acquired on a cleared save file. Press down+hook while grounded to dig up a block that does 3HP damage when thrown. The dig animation takes a relatively long time, but throws are very good for movement and cover angles that would be impossible with hooks. Can give bosses a rude awakening on wakeup if lobbed upwards.
Press Burst while holding any throwable, including dug blocks, to crush it and boost your next burst (usually 2HP more damage; Clone Array doesn't clock down faster by dealing hits and Function Overload lasts significantly longer). Extremely strong during downtime like boss desperation moves.
In addition, the first hit that would normally KO you puts you into 'Last Resort', making your melee attacks do 1.5HP damage instead of 1HP (without affecting boss invuln thresholds!!) and having the Reach Extender chip effect. Rising Upper’s damage improves as if it were amped, too! Using Hardware Barrier is OK, but healing by any means will disable Last Resort - and you won't get it back unless you restart from checkpoint or start a new stage.
Ultimate Blend
Can only be acquired on a cleared save file; the reward for clearing each fight in C.O.M. (boss rush/refight mode above the stage select teleporter). You don't necessarily need to clear the boss rush, just win at least once against every individual boss, including as part of boss rush attempts. Every color's abilities in one - which includes taking extra damage like Fading Onyx. Healing from melee bursts with Draining Gray's effect will NOT disable Last Resort, making this absurdly strong for Circuit Mode if you intentionally burn yourself down to 1 HP before being struck, since triggering it while already at 1 HP won't count as taking damage for Perfects!
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