GKPAIN+ Caves FAIL 1

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Uploaded by on Apr 11, 2009

This is just for the benefit of TUGOWU members giving me some advice on this spot, feel free to give some tips though.

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  • Grapple whoring is likely favorable but it's also fairly sure to deal ALOT more damage then just the one (or none) to launch preoccupations (lock). The idea is to deal as little damage possible (and taking none) while keeping the Satyr in posiiton and under control for landing AT LEAST 1 early knockback collision.... not getting that can be especially costly.

  • Trying to force an opening with JUST block after that 'twirl' cost you.

    NOTE: Beware overuse of rolls for loss of control

    There isn't a lot of point to wearing down the Jugs with actual hits here. That too cost you.

  • You showed little control over that Satyr.

    NOTE: You definately need Arena time to understand its openings other then after blocking its most generous opening generator (ends in uppercut).

    The plan was to keep it trapped where the upper Jug spawns then begin OH to launch to OH (3 times or until you cannot safely maintain it) for damage *preferably "O"*

    Though I do block Jug attacks now and then (waiting) I typically lure and evade them.

    3:34 A good set-up but Satyr response wasn't

  • 2:15 FFFFFFUUUU- That would likely have hit.

    2:21 A fine recovery.

    Now it's just you and the Siren.

    WAVE 2

    2:48 I typically start further to the right. The Satyr can be quickly caught with Ascension, blocked until open (that attack is especially favorable) or GRABBED then dealt with *position yourself*.

    NOTE: Your Ascension simply missed. Like PS, it only semi-auto aims.

    2:58 A good time waster but launch (getting in position) then another (prep to OH for Jug) would be better

  • It's good that you are hunting for openings and moving about.

    NOTE: Sucks when you cannot see what the Siren is doing..or her attacks provoke unexpected change in Minotaur behavior

    A little more luring away of Minotaurs (keeping the Siren at a distance) might have helped. False Grab usage (smart application) may have helped to better control them.

    Having the Siren so close to them when thye AREN'T charging is risky to say the least.

    2:09 Good. 1 left.

  • NOTE: Hades Minotaur rushes guarantee a window of oppertunity (to set-up a Siren) so long as NO ONE touches them. As you know, if another foe (say the Siren) or yourself hit it, it can suddenly counter...it can even block (possibly counter to be a bigger dick) collisions.

    1:33 This was pretty good. Just slightly off in appearance but it likely registered on one or the other. As is true with Sirens and their evasive shit, Hades Minotaurs are more vulnerable to collisions while they attack

  • NOTE: Bounce is fairly quick/effective when they are using their 'energy well'. Otherwise they like to evade the likes of t1

    It's unfortunate when OH fails. In this case I'd imagine your left analog stick usage during the OH attempt prompted a grab instead.

    1:14 It's unfavorable to not get an early collision in on at least 1 of the Hades Minotaurs. Worse to leave it 'behind enemy lines' unless you can isolate it and reposition (window of chance) for another go of things.

  • NOTE2: Siren 2 then Siren 3 then Siren 1 may be the same as '2' to '1' to '3'. I'm pretty sure 'Siren 1' doesn't trigger spawns properly and killing like that triggers Hades Minotaurs early

    Good use of air grab tactics to single out foes for "O". Siren 2 to 1 to 3 here.

    1:06 That slap repositioning..not sure if it helped here. A launch (to keep her behaved) then positiion yourself *with respects to Hades Minotaur position* and then launch to OH.

  • 0:10 Though it WOULD have been close, you could possibly have gotten away with OH (just in time) instead of air grab whoring.

    NOTE: If you launch on Siren than get in position to launch the other, you may have less of a fight on your hands to net the collisions though you should still whore for the 'perfect' start destroying Siren 2 right away (with Siren 1) then killing Siren 1 with air grabs/grabs before exploiting Siren 3 for the Minotaurs. One could try for saving another Siren for that

  • Alright friend, let's see what you've got.

    WAVE 1

    0:03 I typically start on the right side so I can send Siren 1 into Siren 2 (restart whore until good start is achieved) *they'll be lined up as both light cover and favorable positioning for OH/collisions*.

    NOTE: I believe I show this in my own video coverage for GK:TM:NUR coverage. I trust you've seen said video for reference along with other related videos for Siren/Hades Minotaur (and solo) and Satyr/Juggernaut (solo) handling

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