Tutorial% Speedrun Tutorial
Guide
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Tutorial% Speedrun Tutorial
Aggiornato 4 years ago di GlacierWolfe

Video tutorial:

Written Tutorial: 1). Make sure to load the tutorial (before the run) since the last time the game has been launched to speed up load time. 2). Use nA as often as possible for attacks. Use fA as your secondary if you need more distance on your attack. It’s better to fA than to walk up and nA in most circumstances. 3). During Midori’s “attack me to advance” sequences, try to time your nA to hit him at the end of the active frames, rather than spamming it. That way you can continue moving faster. If he’s ready for your attack and you’re far away, an fA is fine. 4). In the A attacks section, move quickly to get in-between the first two dummies when they appear. Hitting the first one and then turning around is faster than having to walk forward after the first attack. 5). In the B section be sure to space yourself back a bit from the tiny guy. If you’re too close your fat cloud won’t hit. Press B as soon as you can after jumping to whirlwind the last one that is high up. You want to do the attack during your upward momentum and you’ll consistently hit it every time. 6). In the C section, press C as soon as you turn around from attacking Midori. And work quickly to take care of all three dummies. If you move fast enough you’ll skip an explanation about you flashing white. It’s unconfirmed why it happens, but sometimes I’ve had it happen that if I hit the dummies with the very tip of the sword, it seems to cancel the end of the sword animation. Maybe you can figure out how that works! 7). Make sure that for jumping C you don’t activate the wind too early. Wait for Grave to turn around before doing it. While doing the jumping B attacks with the wind blowing, so neutral jumps instead of forward. That will allow you to control your momentum much better. For the two small guys at the end, whirlwind close to the ground to make sure you hit them. Alternatively if you jump from the right spot and whirlwind at the right time you can hit both of them in one attack. That’s difficult and I haven’t yet figured out how to do it consistently. 8 ). Don’t just walk right up and Super these dummies. Space yourself far enough away to hit with the Super without triggering the full animation. For the jumping one, just don’t hit it while it’s standing on the ground and easy peasy. 9). Air Super is just timing. Doing it from the right side is already optimal, but if you cross through to the left don’t worry. Just jump back up (pun intended) and try again. You’ll be farther away than if you had done it from the right side but it’s not a big deal. 10). Just do combos as normal. 11). During the Blocking section, do nA to counterattack if close enough, but if not just fA from farther away. It’s faster to do that than to walk forward and block again. 12). There’s a small window of time where you can back up if you’re fast enough with the Blocking before Midori is able to be hit with the projectile. Use that to get close to where the first dummy spawns that you will throw in the next section. As far as I’m aware you can only get one chip on Midori before he explains chip. So just fire off the next two by mashing B quickly (don’t hold the button or it’ll take longer for the projectile to come out) and as soon as the last one is out walk left and be ready to throw. 13). Walking up spam grab seems to be the best way to approach Midori Yomi Countering you. But there may be a faster way if you time it rather than whiffing grabs here. After he Yomi Counters you, jump over to his left side. When you Yomi him you’ll end up on his right and he won’t get in your way while walking off screen. For the rest of this section just follow along as normal. If you move during the parts where Midori sweeps you, position yourself where Grave’s front foot is right behind Midori’s when he sweeps, otherwise Midori will walk before he sweeps and waste precious seconds. 14). The Sparring section is the only RNG in this run, and it can be a struggle. Jump-ins work pretty well against Human Midori, but he does sometimes like to use his counter, so some empty jumps may be helpful to bait that out. Crossup whirlwind works well against both forms, and Dragon especially doesn’t seem to know what to do about it. As of a recent patch whirlwind doesn’t knock down anymore, so be wary of Dragon command grab. Ground C is good against both forms, but again, be wary of Dragon command grab. Ground Super is good for getting through anything. Projectiles from a distance are good finishers. I like to jC (forward wind) while he’s transforming and do a jB -> ground Super combo in wind for an easy 3 damage on Dragon.

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