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Because those were in Mystic Square, the 5th Touhou game.
Also, how do you do the Cheeto Lasers on hard anyway?
Previous thread: http://www.shrinemaiden.org/forum/index.php/topic,10829.0.html
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DAMN YOU BLUE SCREEN YOU STOPPED ME FROM TAKING THIS
DAMN YOU TO HELL
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Also, how do you do the Cheeto Lasers on hard anyway?
BaitySM has a good timeout Here (http://www.youtube.com/watch?v=lfJXMfW8aJw), just looking at it it left, right, left, right, ∞ shape
DAMN YOU BLUE SCREEN YOU STOPPED ME FROM TAKING THIS
DAMN YOU TO HELL
For that spell card you buy a new pc.
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DAMN YOU BLUE SCREEN YOU STOPPED ME FROM TAKING THIS
DAMN YOU TO HELL
but this is not a contest...
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still hopefully awaiting advice to make something like this...
http://replays.gensokyou.org/download.php?id=21572
...into my first Hard 1cc
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Still wondering about Kogasa's final spell in UFO Extra? >~< I've seen videos, but the lasers are still so intimidating...
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Still wondering about Kogasa's final spell in UFO Extra? >~< I've seen videos, but the lasers are still so intimidating...
Maybe, but there is a trick to it.
What I do is read the direction the lasers are spinning, go the opposite direction, then once the lasers slow down enough to read I get in a gap and move with the lasers.
I've only captured this once out of facing it about 2 dozen times though, so maybe someone else has a better method.
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Still wondering about Kogasa's final spell in UFO Extra? >~< I've seen videos, but the lasers are still so intimidating...
When the laser's slow down move in the same direction, so you know that just when it is going to stop you aren't going to in front of the laser but next to it in the area where there are no area; Here is an example (http://replays.gensokyou.org/download.php?id=21579)
still hopefully awaiting advice to make something like this...
http://replays.gensokyou.org/download.php?id=21572
...into my first Hard 1cc
Stage 2 - Try your best and not deathbomb, on that spell, if you really have to, use a bomb.
Stage 3 - Same as stage 2.
Stage 4 - Near the beginning that deathbomb was not necessary, and that death too, that was by accident i suspect.
- Marisa's 2nd non spell go for a route that has little clusters of stars than trying to micro-dodge it.
- The bit where there are 2 fairies that gives a bomb each...Did you miss one? Do not miss that.
Stage 5 - Don't deathbomb, and spell practice Reisen's first spell card, there shouldn't be a death there. For Reisen's 3rd non spell there shouldn't be a death. Utilise Stage Practice often.
- For "Illusion Seeker" never ever go for small spaces when bullets distort. Go for clear clean spaces.
- Invisible Full Moon, that was just bad luck.
Stage 6 - At the beginning the bomb after the death was not necessary. Bombing earth in a pot was fine, but Eirin's first non spell is doable.
Tl;dr: Try not to deathbomb, either bomb or dodge. Utilise stage practice for stages 4-6 and spell practice for some of the spells.
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Wow these threads go quickly :V
How to do raging waves anyone? I think Yuugi wants me to die and cry on Touhou DS.
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Wow these threads go quickly :V
How to do raging waves anyone? I think Yuugi wants me to die and cry on Touhou DS.
6-5 right?
First wave, charge up, take a picture ASAP then get to Yuugi's feet. Dodge the orange lasers, repeat.
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Stage 2 - Try your best and not deathbomb, on that spell, if you really have to, use a bomb.
Stage 3 - Same as stage 2.
Stage 4 - Near the beginning that deathbomb was not necessary, and that death too, that was by accident i suspect.
- Marisa's 2nd non spell go for a route that has little clusters of stars than trying to micro-dodge it.
- The bit where there are 2 fairies that gives a bomb each...Did you miss one? Do not miss that.
Stage 5 - Don't deathbomb, and spell practice Reisen's first spell card, there shouldn't be a death there. For Reisen's 3rd non spell there shouldn't be a death. Utilise Stage Practice often.
- For "Illusion Seeker" never ever go for small spaces when for go all distorted. Go for clear clean spaces.
- Invisible Full Moon, that was just bad luck.
Stage 6 - At the beginning the bomb after the death was not necessary. Bombing earth in a pot was fine, but Eirin's first non spell is doable.
Tl;dr: Try not to deathbomb, either bomb or dodge. Utilise stage practice for stages 4-6 and spell practice for some of the spells.
Yeah, that accidental death was accidental and I did miss that one bomb item. The bomb early in Stage 6B was because I accidentally hit my bomb button instead of my focus button. Thanks for the tips.
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I realize that this is definitely not going to make me popular and I assure all people present that I have no malicious intentions here, but could somebody please fix the capitalization in the title? It's kind of distracting me and the aesthetical value of this section drops by roughly 20 points if left in this state.
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Better?
Utsuho's 3rd nonspell on lunatic has killed me every time I've seen it.
Where exactly is the safespot?
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So, two Marine Benefit spellcards. Assuming I ever get my regular comp working again, that is. :ohdear:
Kasumi's solo Reimu card in stage 4. Even on Normal this thing is pretty much a guaranteed bomb, and it's also the reason that using Reimu in attempting a perfect run is completely out of the question. So, yeah, I have no clue what I'm doing here.
The other one is Gathering Void -Black-. I'm not silly enough to think I can actually capture this one, but I'd like to be able to have an approach that isn't "press X before you die, repeat".
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Better?
Utsuho's 3rd nonspell on lunatic has killed me every time I've seen it.
Where exactly is the safespot?
Beautiful, thank you!
Assuming you're using Reimu, the safespot is exactly below her if you go down as far as you possibly can. http://www.youtube.com/watch?v=ZQCQCdxQDPI#t=3m59s (http://www.youtube.com/watch?v=ZQCQCdxQDPI#t=3m59s)
I think we concluded that Marisa's hitbox is too big for this, but we weren't quite sure if Utsuho could move down further than she did in this example, which would definitely get you hit. The problem is that the pattern, albeit static, depends on Utsuho's position.
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I've never seen the very bottom fail when you're Reimu.
The other way you can do it is to notice those rings in the background. When you're in the middle of the screen at the very bottom, you're on top of one of the outer rings. There's a slightly dimmer one a bit further in, and then the one past that is at the safe elevation. From there you just have to follow Utsuho left and right, though moving up and down a bit as she does can give you a bit more elbow room.
You can see me use it here - http://www.youtube.com/watch?v=m6TNEy_IV4Y#t=17m27s
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For Utsuho's third nonspell, don't worry about using the "safespot" beyond the first wave. Use the space immediately above that spot past that - just make sure you account for Utsuho's new position each time. Really, the only key is knowing that the attack is static.
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Alright, since the first wave is the only wave that's ever killed me, it's good to know the very bottom avoids it always.
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Am I doing Snake Eats the Croaking Frog correctly? I'm currently firing from the bottom of the screen, going to the right corner for the green wave (left for the aqua wave), finding a way through, and then going above the bottom of the screen just out of the reach of the new wave spawn and the explosions of the old wave.
Also, can anybody explain to me how Jade of a Horrid River works and should be captured...? O.o It's so weird to me...
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http://www.youtube.com/watch?v=AOpdtXYkU-4
Do as in my perfect of the stage and you should capture the static Jade of the Horrid River every time.
For Snake Eats the Croaking Frog what you do is stay under Suwako, move up through the pattern then circle around, repeat.
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Lunasa's second nonspell, third wave (http://www.youtube.com/watch?v=aKB9RqvshjU&t=280s). Trying for a perfect PCB Stage 4, and that seems to be the only thing I don't even know how to do.
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In UFO stage 3 how the heck are you supposed to deal with the section near the stage's beginning where you're showered with blue bullets?
Edit: Might as well ask this as well. How does one deal with the Mid-boss non spell card? It wasn't a problem on hard mode but I'm dying to it every time on Lunatic.
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You can either bomb through that part or summon a UFO and destroy it at the right time. Same goes for the second time after the midboss, just make sure to summon the UFO in time, then bring it down to a sliver of health so you can comfortably destroy it in an instant.
Midboss, not much you can do there but read it. The good news is, the pattern is kind of static I think. If you're having huge problems, you could try escaping to the side, it's easier there, but Ichirin will go down very quickly at 3.00 Power or more.
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You can either bomb through that part or summon a UFO and destroy it at the right time. Same goes for the second time after the midboss, just make sure to summon the UFO in time, then bring it down to a sliver of health so you can comfortably destroy it in an instant.
Midboss, not much you can do there but read it. The good news is, the pattern is kind of static I think. If you're having huge problems, you could try escaping to the side, it's easier there, but Ichirin will go down very quickly at 3.00 Power or more.
It did seem a bit easier on the side though, I still died lol. There's something about lasers that make my brain stop working *Glares at Shou*.
Thanks for the advice.
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For Ichirin's midboss non-card, try to concentrate on the vertical lasers, if that makes sense. (Well, they're not quite vertical, but the lasers that come directly from Ichirin.) The three directions of lasers always intersect around the same height near the bottom of the screen, so if you dodge the vertical lasers and you're at that height, you should dodge the other two as well.
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Yeah, the green ones are all you have to pay attention to. When Ichirin moves near the top of the screen, just move up a bit to follow her and the criss-crossing lasers effectively don't exist. I'd also advise agaist running to the side, since the pattern gets screwed when you're too far away from her. (i.e. the blue and red lasers cross between the greens instead of on top of them.)
You can just dodge those blue sections if you're unlucky enough to not have a UFO. It's kind of hard, but staying near the edge and destroying the enemies above you makes it easier. Also realize that the suicide bullets are aimed right at you.
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OOOOH. So the bullets in that spell are homing... durrr....
Also, feeling quite lazy today. Anybody got any replays I can study to learn about Merlin's opener nonspell in PCB Stage 4? Or tips as well are appreciated~ ^^
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Anybody got any replays I can study to learn about Merlin's opener nonspell in PCB Stage 4? Or tips as well are appreciated~ ^^
Here's my timeout of it. (http://www.youtube.com/watch?v=5wEkcB2nKe4) It's on Normal, though I'm pretty sure higher difficulties can use a similar strategy.
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So, two Marine Benefit spellcards. Assuming I ever get my regular comp working again, that is. :ohdear:
Kasumi's solo Reimu card in stage 4. Even on Normal this thing is pretty much a guaranteed bomb, and it's also the reason that using Reimu in attempting a perfect run is completely out of the question. So, yeah, I have no clue what I'm doing here.
The other one is Gathering Void -Black-. I'm not silly enough to think I can actually capture this one, but I'd like to be able to have an approach that isn't "press X before you die, repeat".
Reimu's solo card. Just circle clockwise slowly for normal mode. Lunatic is some giant bs though.
Gathering Void -Black-, I kinda spawn the bullets in a square kind of pattern, but in the end it's just dodging out as soon as you see bullet + gap.
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Kanako's first nonspell on Lunatic.
What do?
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Kanako's first nonspell on Lunatic.
What do?
Use ReimuB.
Dodge 3 waves.
Bomb.
The way to dodge an appreciable amount of time is to read the 3 waves closest to you and line up with a safespot for those 3. Repeat every wave. Don't blink, trust me.
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There is a large discrepancy in the difficulty of Murasa's Stupid Sign Shitload Of Anchors on Normal and Hard mode, apparently.
Hard mode plox
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There is a large discrepancy in the difficulty of Murasa's Stupid Sign Shitload Of Anchors on Normal and Hard mode, apparently.
Hard mode plox
Same strategy, just lots more bullets.
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How exactly should I misdirect midboss and boss Youmu's first nonspells in Stage 5? I've seen others do it, but it seems I always fail on the execution. What should I look for?
and unanswered requestLunasa's second nonspell, third wave (http://www.youtube.com/watch?v=aKB9RqvshjU&t=280s). Trying for a perfect PCB Stage 4, and that seems to be the only thing I don't even know how to do.
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Since it starts a fixed distance away from her, and does not shoot towards her until it actually passes behind, you can sit directly on top of Youmu and rush downward when it begins. This applies to her nonspell as the fifth stage midboss, and the first one as the boss.
Don't try this in stage 6, because she actually shoots toward her then.
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Question: How hard do you guys find streaming vertically for Red Oni Blue Oni in PCB Extra? I find that the stream going up is that much tougher... Am I doing it wrong?
Although, I noticed it was a bit easier when I streamed more slowly at the bottom (on my way up) before streaming faster up.
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You can stream down for the first wave, then horizontally on the bottom for the rest. Or so I've heard...
I remember having trouble with that card when I did that stage.
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I typically only use vertical streaming in the beginning of that card. I start up by the mystical circle, then stream the first waves down to the bottom, then go left and right from there. It's easy to do it at the start since there are no slow bullets, and once they appear you'll want to stick with side-to-side streaming to keep things simple.
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I typically only use vertical streaming in the beginning of that card. I start up by the mystical circle, then stream the first waves down to the bottom, then go left and right from there. It's easy to do it at the start since there are no slow bullets, and once they appear you'll want to stick with side-to-side streaming to keep things simple.
:\ I'll try again with horizontal afterwards, and also with vertical all the way and see how it goes.
Because I've noticed that because the bullets spawn from the top down, the stream back up is normally tougher than the one down because of how the bullets are most likely meshed together in a mess when you get up halfway, ruining your capture easily. But if you stream more slowly at first, the mess at the top is more spread out, simplifying the task.
...That, and I'm too lazy to stream side to side with SakuyaB, due to her non-homing shottype. :3
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Meiling's first nonspell on Lunatic. Is there any way at all to make this easier?
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Adding to the nonspell requests with PCB Yuyuko 3rd on Hard. I can't tell the best way to do this.
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Meiling's first is somehow related to your position. If you move to the side while she creates the waves, they become trivial... or impossible. :U
Normally, you pick a path and move slowly to one side. Then you read the fast wave. There may be a trick involving what I mentioned above.
Yuyuko's third is 'streaming', no? Blue arrows are aimed, light blue arrows are aimed away, green butterfly rings are the only things you need to watch out for and they're kinda aimed as well I think.
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Yuyuko's third is 'streaming', no? Blue arrows are aimed, light blue arrows are aimed away, green butterfly rings are the only things you need to watch out for and they're kinda aimed as well I think.
That's her fourth. Third is the one with the blue knife walls and the slow waves of bubbles.
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I asked for help on her third as well.
I was told that the knives are memorized :L
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Center first, sides when they start homing in on the center, center when they straighten up again. No way to trivialize it unless you like memorization.
I don't recall them being a problem before Lunatic, so you shouldn't have any problems with it on Hard, really.
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ehh (http://replays.gensokyou.org/download.php?id=21667)
Just hug the right corner. Swap to the middle if it gets too hairy, but the right corner works just fine.
Urgh I'm drunk. Pressing Post before typing most of the message.
But yeah, the main tip for me that works is to hug the right corner. If you're shooting it should actually finish the boss before stuff gets hard to dodge. However, when the corners are filled with knives (I think it was after seven waves shot), you can swap to the middle. Then, remember to almost instantly hop out from the middle, since you get walled really easily over there (what happened to me here IIRC; left one bubble too late and hit a wall) and shit. In my opinion the rightmost corner is the best spot. But it could just be me being either lucky or weird, this is my second ever time playing Yuyuko on hard or something. At least it's been a long time since my last visit and the histories were x/2. (and ReimuA was the only shot that had it open for some reason?)
The hardest part would be Sumizone, but that might just be me not having any idea where should the stuff be redirected to. I... I probably will cry when I wake up tomorrow and watch this replay, given how I died to that penultimate thingy three times. Oh dear, oh dear.
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Kanako's first nonspell on Lunatic.
What do?
Concentrate read hard and read.
You sit in the lanes formed by the bullets and switch lanes when it closes up, something like that anyways.
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Whenever I try for a PCB 1cc on Normal, I notice a lot of my lives are gone in Stage 4. I see alot of streaming there, but sometimes things catch me by surprise, especially That One Fairy right before the boss. I always bomb that one.
And then there's the Prismrivers. I usually play as SakuyaA, and I have a lot of trouble dodging the trumpet player's (Merlin is her name I think) first non spell. Any hints with that?
Also I've been wondering how the first spell card works (I think its called Noisy Sign "Phantom Dining". Sometimes I don't pay attention to the spell card names... too busy panicking). What determines the next non spell after that?
Because one time, I captured that spell, and Merlin came back with her wtf lazors. Another time, it was Lunasa who shot at me.
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I find the Hard/Lunatic spell in place of Phantom Dinning to be much easier, but that's just my opinion. For Phantom Dinning, what you're aiming for is to stream the bullets shot at you, but don't move too much at a time, or else you'll get walled on the other side before they stop their shot briefly. While you stream, you need to position yourself so that you are between the columns of bullets that are created from the music notes. The only problem here is that the columns become increasingly randomly aimed as the spell goes on (or is it just per wave? :V ), so you'd best try to stream mainly underneath one of the sisters before moving away to stream more to deal ample damage.
Merlin's opener is still annoying to me, no matter the difficulty. Apparently, you're supposed to move from side to side, spreading out the bullets that are shot so that they don't get piled up too much.
Here's the method shown to me by Malkyrian: http://www.youtube.com/watch?v=5wEkcB2nKe4
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OK, this seems really strange to ask, but anyone have any advice regarding Kanako's Miracle of Otensui on Easy? I have more trouble with the Easy version than the Hard version for some reason.
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OK, this seems really strange to ask, but anyone have any advice regarding Kanako's Miracle of Otensui on Easy? I have more trouble with the Easy version than the Hard version for some reason.
That is completely normal. That spellcard is either the hardest or second hardest Easy mode spellcard in the entirety of Touhou. (The other hardest card candidate being the one right after it.)
The best way to handle it is to start from the left side, move very very slowly over to the right, speeding up only when necessary to dodge the arrowheads, and then after reaching the middle of the screen, unfocus and dash diagonally right and up once you see an opening in the arrowheads. This should allow you to cross back over, at which point you just do the same thing in reverse.
Here's a video demonstration. (http://www.youtube.com/watch?v=7pZ-sXPNzIE)
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That is completely normal. That spellcard is either the hardest or second hardest Easy mode spellcard in the entirety of Touhou. (The other hardest card candidate being the one right after it.)
What about Yuyuko's fifth card? That one gets really dense on Easy as well.
Anyway, thanks. I was dashing to the sides a lot more than that (it works well on higher difficulties to separate the red and purple arrowheads from the aimed bullets), but I guess moving slowly works better here.
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Reisen's spell cards are evil. Her nonspells are cake, but her spells? URGH.
Help me, please? I have to bomb pretty much all of them.
(playing on Normal)
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Reisen's spell cards are evil. Her nonspells are cake, but her spells? URGH.
Help me, please? I have to bomb pretty much all of them.
(playing on Normal)
Mind Shaker - Position yourself like in the replay, and just keep moving down and right.
Visionary Tuning - When you're trying to find a spot, pick one that's around the "方" and "永", which are to the right of the screen.
Idling Wave - Practice getting to the middle of the screen at the end of every wave. It's easily the hardest required part of the stage imo.
Invisible Full Moon - Once the bullets disappear, position yourself at around the middle of "永", and keep going down as you dodge one wave. Repeat.
Remote Rabbit - Practice it if you want; just remember that you don't have to get through it if you want to 1cc. It's pretty much reading.
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Thank you, Random, now I see what I was doing wrong.
Gonna practice Reisen's spells a bit, then go see if I can clear the game so I can unlock Stage 6 for practice.
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How does Youmu move on Worldly Attachment? All my runs that somehow make it through God's Flashing Slash end there because I can never stay under her.
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.... Need Help: Advice on how to survive all of Marissa's spellcards in TH08 - IN.....
... I don't have any difficulty in the latter stages and bosses (except for reisen... but I think I can handle them.... I've unlocked all the spellcards in the normal mode so I'm practicing all of them) but it is Marissa that extinguishes the extra lives I collected in the past three stages which makes a 1cc run of IN - normal mode pretty much harder..... I'm a beginner by the way so pardon me if I sounded like a fool or something but I really need help clearing the IN....
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I need help on Youmu's last two card, stage 6 youmu opener, and all of Yuyuko (all of this on normal).
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.... Need Help: Advice on how to survive all of Marissa's spellcards in TH08 - IN.....
Midboss 1 is going through the waves while positioning yourself vertically to avoid the horizontal bullets.
Midboss 2 is trivial if you stay at the far bottom and dodge the few stars that come your way horizontally.
Boss 1 is tough, IIRC you just have to misdirect the stars while keeping an eye of the lasers. I'd just bomb. >_>
Boss 2, you can try misdirecting all the sparks sans to the side so you can shoot her. Don't be afraid to bomb though.
Boss 3, I can't remember how the easy/normal is different, but it should be just streaming. Don't quote me on this.
Youmu's last two card
Third card is streaming while keeping an eye on the upward bullets, not too hard.
Last card is just looking for gaps. Go unfocused during the slowdown, you shouldn't be in danger with the extra maneuverability and you can get through them quicker.stage 6 youmu opener
Don't misdirect this one, it's actually easier than her other meshes when tackled normally. Just don't move around a lot when you go through the waves and you should be fine.and all of Yuyuko (all of this on normal)
Any place in particular? <_<
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Yuyuko
Flowery Soul "Swallowtail Butterfly"
Losing Hometown "Lost Soul's Village -Fatal Sin-"
Cherry Blossom Sign "The Perfect Ink-black Cherry Blossom -Getting Lost-
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...... Thanks for the help Seiga Kaku....... I'll try that this coming weekend..... hopefully that will help me attain my very first 1cc of the game.... heheheh ^^
thanks!
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Losing Hometown "Lost Soul's Village -Fatal Sin-"
Easy card, just keep shooting until you have to move, then dodge the waves and repeat the other way. Not much to say.Flowery Soul "Swallowtail Butterfly"
Everyone seems to have a different way of going at this one. My method is to go in a consistent triangular shape. First I lure the butterflies close to Yuyuko (close enough for the butterflies to not hit the bottom) then I go to the bottom, when the butterflies come I go off to one side. From there, I carefully make my way back to where I first lured then, and I repeat until it's over. It's a little daunting to go inward at an angle though, so you might want to do this in reverse.Cherry Blossom Sign "The Perfect Ink-black Cherry Blossom -Getting Lost-
Most of this is random dodging, so I can't really say much. Just try to stay under her (you do more damage directly) and if it helps, I'm pretty sure the aimed side of bullets are shot at your position when they first spawned, I think.
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I have to ask a question here. I always see people struggling to clear the games, trying to get their "first 1cc" or whatever, and it always seems like people are starting out on Normal mode. Is it that you've done Easy already but you don't count it as a 1cc, or do people actually just skip Easy mode and go right to Normal? I only ask becuase I feel like I see this all the time, and the impression I get is that people don't count Easy clears as being real or something.
On topic: I think someone asked about the Prismrivers' first spell. The one you damage most will perform the next few solo attacks.
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the impression I get is that people don't count Easy clears as being real or something.
..... IMO, having a 1cc clear in Easy modes don't unlock the Extra Mode, which makes it a little less worth trying for (this is not the case in IN).... also, it its important to take note that there is at least a huge gap between Easy and Normal Mode, in terms of difficulty (this is at least true to some people, including me).... but it really depends on the person playing if he feels he will improve in playing Easy mode first, rather than going straight to victory (talking about unlocking the Extra stage).....
I don't mean to brag or be little anyone here... this is just clearly my opinion... no offense please..... ^^ :ohdear:
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. but it really depends on the person playing if he feels he will improve in playing Easy mode first, rather than going straight to victory (talking about unlocking the Extra stage).....
This part is true (though I'll limit it to the bolded part). Achievements are purely subjective in the first place, if that weren't the case, no one would feel compelled to congratulate someone who achieved something less significant than what they are capable of in the first place; Hard Mode players would look down on Normal players who, in return, frown upon trying to clear Easy Mode. In the end, they are living in a world heavily oppressed by Lunatic players where Lunatic players get all the women and money.
Achievements are achievements if you struggled to get them. If you have a hard time with Easy and get to clear it, you'll be just as happy as someone who clears Normal - anyone who's willing to become better and fight for what he, personally, wants to achieve, deserves congratulations. From that perspective, an Easy Mode clear is just as signifcant as a Normal or Hard Mode clear. Perhaps some people would be saying that an Easy Mode clear does not take so great an improvement as, say, a Hard Mode clear - but again, that depends entirely on the person. Who am I to judge the half-blind guy with one arm who struggled with all his might to clear Easy? Or the guy who's simply terrible at these games? Am I going to devalue their achievements? Definitely not, if people fought, then they deserve praise. Everything else is just for oneself anyway.
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I beat easy on 3 games total (as accomplishments): IN, when I was first starting, SA and UFO when I was practicing for normal mode. The rest I don't think I touched outside of 120+ FPS :V
So, really, due to the play order I took (stupid score.dat for IN, having me spell practice for extended periods of time) I didn't really play the easy modes, I went straight to normal and didn't have too much trouble with it.
Hard mode start for TH14 though.
Definitely not, if people fought, then they deserve praise.
So does that mean my SA lunatic 1cc doesn't, as I cleared first attempt that didn't die before midboss Parsee ended? Does that mean that my inevitable TD lunatic 1cc will deserve more simply because it took longer/more attempts? Just a couple examples that sow why I disagree with this part only, unless I'm misinterpreting.
on the topic of TD lunatic, does anyone have a good path for when the fairies come from both sides shooting solid streams of aimed bullets? I seem to get trapped by them most attempts.
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Achievements are achievements if you struggled to get them. If you have a hard time with Easy and get to clear it, you'll be just as happy as someone who clears Normal - anyone who's willing to become better and fight for what he, personally, wants to achieve, deserves congratulations. From that perspective, an Easy Mode clear is just as signifcant as a Normal or Hard Mode clear.
I agree with you sir Lepetit89..... this is clearly true .... what I'm trying to say that is less worth trying for is if one desires to unlock the Extra Stage..... :ohdear:
In the end, they are living in a world heavily oppressed by Lunatic players where Lunatic players get all the women and money.
Wow.. is this really true? ???.... I better start practicing.... hehehehe :D
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Wow.. is this really true? ???.... I better start practicing.... hehehehe :D
he forgot to mention the lunatic players are overshadowed by the superplayers (those who play for score, those who do stupid things and win, like 90 FPS lunatic, or UFO ultra lunatic), which are in turn overshadowed by the dodging AIs. meaning robots are one step closer to taking over the world! (see PoFV lunatic match mode, watch computers dodge each other for a half hour straight flawlessly)
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So does that mean my SA lunatic 1cc doesn't, as I cleared first attempt that didn't die before midboss Parsee ended? Does that mean that my inevitable TD lunatic 1cc will deserve more simply because it took longer/more attempts? Just a couple examples that sow why I disagree with this part only, unless I'm misinterpreting.
No, I wouldn't necessarily say that; after all, that SA clear is still a result of all the practice you went through, isn't it? Of course, to you it's probably a bit less of an achievement (really just a bit, I know that it's still a great feeling, had pretty much the same with my SA Hard clear) than it would have been had you tried to beat it for weeks, but as far as I'm concerned, you worked your way up the ladder and beat the game. If you got to that point by playing other games or by going through meditation or some obscure practices, I don't care, I know one thing for sure - you worked for that clear. You practiced with the goal of clearing the games in mind. Not necessarily in the same game, but you got to a point at which you could beat it by practicing. You achieved that clear through hard work, and for that you'd definitely deserve praise.
Of course, there's still stuff that's impressive and merits praise of its own. Lunatics, for instance, are something that's still difficult to me, so I, as a spectator, would look at it from an entirely different point of view then I'd look at, say, Easy Mode. However, that's an entirely different point of view already. In essence, I guess there are two instances in which praise is merited - I consider it difficult or the player had to work. In general, however, the latter is probably the greater reward to the player himself, unless he just wants bragging rights. For spectators, the former is probably more signifcant.
You've got me officially scared of AIs now, though! In that world Lunatic players would be a bunch of corrupt asshats. The superplayers would be the heroes if this setup wound up turned into a story, the AIs the evil overlords with a few Lunatic pawns. This story would write itself!
I agree with you sir Lepetit89..... this is clearly true .... what I'm trying to say that is less worth trying for is if one desires to unlock the Extra Stage..... :ohdear:
Yes, that certainly is true, no doubt. Considering that there's nothing but pain and tears for Easy Mode players in Extra Stages, it shouldn't concern them too much, though. Those are two different groups to begin with; Extra Stages probably have less actual worth to Easy players than to Normal players.
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For those of you having trouble with IN 4B on normal, this (http://www.mediafire.com/?sveso35w9o4192a) might help a bit. Made it ages ago, but it still is rather good, at least for survival.
Regarding the women and money, please dot_asp, stop stealing all my money. You can keep the women, but I really could use the money ;___;
Okay okay, regarding the achievements. Anything you consider an achievement is an achievement. The main thing about achievements is not if they please some random guy from MotK, but if they mean a lot to you. For example, I have several IN easymode clears I can look back and like them, while most of the lunatic 1CC's I've done felt.. dull, compared to those. Hence why I never upload them.
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I have to ask a question here. I always see people struggling to clear the games, trying to get their "first 1cc" or whatever, and it always seems like people are starting out on Normal mode. Is it that you've done Easy already but you don't count it as a 1cc, or do people actually just skip Easy mode and go right to Normal? I only ask becuase I feel like I see this all the time, and the impression I get is that people don't count Easy clears as being real or something.
For me, it's not so much that Easy Modo doesn't count as a clear as it is that it's too... well, easy. For the games that I've played so far (EoSD, PCB, IN, GFW), clearing them on easy took me about 2-3 tries each with a ton of lives left over, and it wasn't until I jumped up to Normal that the games started putting up a fight. I won't begrudge someone for playing on an easier difficulty though - if Easy is what a person's happy and comfortable with, then more power to them.
Yes, that certainly is true, no doubt. Considering that there's nothing but pain and tears for Easy Mode players in Extra Stages, it shouldn't concern them too much, though. Those are two different groups to begin with; Extra Stages probably have less actual worth to Easy players than to Normal players.
I'd say that depends on the player. GFW was my first Touhou game and I jumped straight from Easy to Extra and improved dramatically because of it. Sometimes making the plunge into a higher difficulty can force you to improve in ways that a gradual change can't, but that could just be me.
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Because easy mode isn't good enough to show off and tell others, and the difficulty margins are much bigger (big gap between easy and normal and so on though this varies for some of the touhou games). So easy is massively easy compared to nromal.
Though it all depends on people's standards. Normal is ordinary, so imo its the benchmark for almost everything.
Anyway, how to do that final wave of enemies just before Shou in UFO stage 5 lunatic?
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For those of you having trouble with IN 4B on normal, this (http://www.mediafire.com/?sveso35w9o4192a) might help a bit. Made it ages ago, but it still is rather good, at least for survival.
Thank you very much sir Seppo Hovi!......
Now it is all up to me then to get my first 1cc of the game and the series.....
I'm a beginner by the way (excuses)..... hehehehe :D
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*is in dire need of help on Guerilla Typhoon, the spell after that, Red UFO Invasion, Green UFO Invasion, that one spell with the dark clouds where Nue chases you (I know you can misdirect her from side to side at the top, but I can't weave through the bullets fast enough after like 3 waves), and Nue's survival card*
At least I got there~ ^^
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http://www.youtube.com/watch?v=1DfmSQiXpJw
Guerrilla Typhoon (ultra patched, you should dodge farther to the left than what I do here although I suggest just bombing it)
I don't have a video of the card immediately after, but I have captured it (once) with the following technique:
"What I do is read the direction the lasers are spinning, go the opposite direction, then once the lasers slow down enough to read I get in a gap and move with the lasers."
http://www.youtube.com/watch?v=lqwXbxyCz1M
4:52, Red UFO capture with SanaeA (strategy works with all shot types)
7:35, Green UFO capture
8:15, Undefined Darkness capture
http://www.youtube.com/watch?v=oPWT7t5KK-0
capture of the survival (ultra patched, same strategy applies)
that SA clear is still a result of all the practice you went through, isn't it? ...than it would have been had you tried to beat it for weeks, but as far as I'm concerned, you worked your way up the ladder and beat the game...but you got to a point at which you could beat it by practicing.
Err-what practice? I was completely blind after the Stage 2 midboss. I'd been trying for months but always aborted my attempts before there due to deaths, again, what practice :V
I'm fully aware most people don't have mostly blind clears like that, but it's a pretty common occurrence for me (but not for lunatic, and not for the last 4 stages either!)
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I have to ask a question here. I always see people struggling to clear the games, trying to get their "first 1cc" or whatever, and it always seems like people are starting out on Normal mode. Is it that you've done Easy already but you don't count it as a 1cc, or do people actually just skip Easy mode and go right to Normal?
"Eh, Easy Mode?! How lame!"
"Only elementary school kids play Easy Mode!"
"Kyahahahahahaha!"
This is why I only cleared UFO on Easy and then hammered at TD the day it came out, only to 1cc the game on Normal two and a half months later.
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Okay, thanks for the responses guys. My primary fear was that the deal was... exactly that thing Esu just said. Seems most people here are doing fine with Normal, so playing it makes perfect sense, but I just wanted to be sure noone was avoiding Easy out of pride or something.
@ForeverFanatic - Fufufufu I just love throwing around this replay - http://www.youtube.com/watch?v=WWTbl1RmTkc
If Undefined Darkness is overwhelming you, you can fall back and just run from corner to corner until it times out. It's probably the safest thing to do once the attack gets too fast. Or if you want to play it even safer and spend a few bombs in a controlled fashion, bomb to get to the top of the screen, then go straight back down under Nue. So it's like, bomb on the way up, damage on the way down. If you can back up slowly and take two waves on the way down, that's even better.
Err-what practice?
Playing on Hard or some other difficulty, playing Touhou in general. You didn't play it directly but you still had experience with the game.
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Easy is what I would call casual Touhou - simply because you don't have a reason to play it if you're competitive, not because of pride issues but because it doesn't help you improve outside of knowing the controls.
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Easy is what I would call casual Touhou - simply because you don't have a reason to play it if you're competitive, not because of pride issues but because it doesn't help you improve outside of knowing the controls.
loool~ If Easy mode is casual, then what am I? I half-ass all my runs most of the time. I'm only half focused on the game (...maybe if I actually tried more, I'd have more success :wat: )
And thanks I Have No Name and Zil, those replays really helped me a lot (in fact, the next run, I capped all 3 O: but then the run after that I only got the first 2)
EDIT: Right. I was also gonna say: In Extra Stage, what UFOs should I predominantly aim for summoning? Or is it just go with the UFOs that come, getting some greens and reds sometimes? :V
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I'm talking about people that are perfectly fine with sticking to Easy because they enjoy doing so and don't feel the need to try something waaaaay harder and more time consuming.
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I'm talking about people that are perfectly fine with sticking to Easy because they enjoy doing so and don't feel the need to try something waaaaay harder and more time consuming.
My thoughts exactly. Also: not everyone gets into the series for the gameplay alone. A lot of fans are in it for the lore as well, and Easy's there if they just want to breeze through the game and see all of the new characters and backstory first-hand. There's a reason why ZUN hasn't locked the ending behind Normal since/after EoSD, after all.
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I don't see anything wrong with playing on Easy. I actually had fun every time I was trying to break 1 billion on UFO Easy, and learned new stuff about the game.
On topic, yet not on topic, how do I supergraze Ichirin's second and third non-cards? Is there a specific spot to doing it?
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you don't have a reason to play it if you're competitive
Hi.
Also, there are scoreboards for easy as well, you know. And the optimisation goes into insane amounts.
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EDIT: Right. I was also gonna say: In Extra Stage, what UFOs should I predominantly aim for summoning? Or is it just go with the UFOs that come, getting some greens and reds sometimes? :V
The path I used in that run works very well for me, netting a gain of 2 lives and 3 bombs throughout the stage. (due to 2 2/3+1 1/3 from Nue totals 3 bombs you wouldn't get otherwise).
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Hi.
Also, there are scoreboards for easy as well, you know. And the optimisation goes into insane amounts.
I guess what I meant is that, when you're competitive, you're constantly aiming to improve your skills, and you see difficulty as an indicate. Scoring is the exception, among other things.
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How else do you compete aside from scoring? I'd actually say that when you're competetive, the difficulty setting becomes a non-issue, since everyone competing in that field is subjected to the same level of difficulty. The people playing against you determine the difficulty, hence the insane optimizations, even in Easy mode.
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Easy does help outside of knowing the controls (which I think were easier to learn by playing Normal than Easy anyway, since Normal was giving me bomb-in-advance patterns earlier; I don't think I went for Easy 1ccs until after I learned the controls, though by that point only UFO took me more than a few attempts).
Not only does it help with learning the scoring system (the most effective mode for doing so in my opinion, outside of games like LLS and EoSD where it ends early), it can help you memorize enemy spawn points on the stage portions, the order of boss phases (attack phases that ambush those who auto-collect generally do so on all difficulties), and other aspects of the game that remain the same or similar across all non-Extra difficulties.
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This seems like a good place to ask. I've heard people say the Sakuya A is more suited for PCB Extra. Why is that?
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Because they're too lazy to learn where the enemies will be so they rely on spread and auto-targeting. She's a terrible choice in the grand scheme of things.
e: I'll explain myself. She does very low damage and generates cherry+ slowly, which means less borders and thus less bullet cancelling. ReimuB and SakuyaB have high damage output and cherry+ gain, so they're the ideal choices. SakuyaB is perhaps a bit harder to handle, but she gets an extra bomb. Also, unfocusing can be a good way to get a bit more cherry+ if you need it, and SakuyaA's unfocused shot is horrendous.
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http://www.youtube.com/watch?v=WPHIPez-PQg
My perfect run of the stage used ReimuB as SakuyaA could not get through Charming Siege.
This made Red Oni Blue Oni a pain.
I'd suggest SakuyaA for starting out but ReimuB is the better shot type.
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SakuyaA was my first non-Reimu Extra Clear and SakuyaB was my last >_>
I've been told that SakuyaB's "freeze bullets, collect cherry" shtick could be utilized to gain >30,000 Cherry in one fell swoop at certain points, but the Square usually deletes bullets before anything good happens for me :I
Speaking of the Perfect Square, how the hell do you control the Perfect Square
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SakuyaA was my first non-Reimu Extra Clear and SakuyaB was my last >_>
I've been told that SakuyaB's "freeze bullets, collect cherry" shtick could be utilized to gain >30,000 Cherry in one fell swoop at certain points, but the Square usually deletes bullets before anything good happens for me :I
Speaking of the Perfect Square, how the hell do you control the Perfect Square
Hmm... the way I usually deal with it is just release shift for a split second and bomb. Unfocused bomb is pretty much the same, except there's no square.
And as for controlling it... Not too sure, but it feels like it's sort of following you in lunge-like movements?
SakuyaA isn't my favourite shottype, but it has its good(and bad):
-It's got a homing focused shot, semi-homing anyway
-Very wide unfocused shot
the only thing I don't like about SakuyaA I can think of right now is that the bullets only home in on the enemy's initial position when the bullet is spawned, and then it doesn't home in again, meaning it's pretty much redundant against enemies that continuously move (like the wisps at the beginning of Extra and Phantasm after the fairies. FOcusing with SakuyaA will screw you over there)
of course, you can see, like Zil said, that the homing and the wide unfocused can be bad as well. Yeah, SakuyaB is my favourite shottype after ReimuB (ie the Needle shottype in all games)
EDIT: Help? I'm confused about Stupid Miko's False Exorcism... I'm bombing it every time >~<
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How the fuck do you play Yamame's first nonspell on Lunatic? It makes no fucking sense! Before on Hard and lower I just streamed but you can't do that now that the bullets go so far that they're behind you.
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Try cutting larger gaps in your streaming. Attempting the same biz that you can do on Hard mode in regards to the streaming will probably only get you killed.
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Yeah, instead of moving slightly to the side move a big chunk to the side and dodge the stray bullets. Only the blue bullets that don't stop mid-air should be worrying you then.
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I'm having trouble with Will-O-Wisps in Unknown Orbit and Youkai Orb of Unknown Mechanics.
I know the latter is 'easy' but I keep getting blindsided. I'm actually better at the former, but it's a similar issue to Orb, I get blindisded by a will-o-wisp that suddenly changes direction.
Oarfish I just trance through.
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How the fuck do you play Yamame's first nonspell on Lunatic? It makes no fucking sense! Before on Hard and lower I just streamed but you can't do that now that the bullets go so far that they're behind you.
Also when Yamame shoots the homing bullets, don't stay at the bottom but try to be more further up. The homing bullets lock-on where you last were so if you slowly go to the bottom, you should have plenty of space to dodge them as they don't squeeze hug you entirely at the bottom.
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I'm having trouble with Will-O-Wisps in Unknown Orbit and Youkai Orb of Unknown Mechanics.
I know the latter is 'easy' but I keep getting blindsided. I'm actually better at the former, but it's a similar issue to Orb, I get blindisded by a will-o-wisp that suddenly changes direction.
Oarfish I just trance through.
Will-O-Wisps is all about not losing focus. I die to it more than I used to when I was still clearing Extra stages because I'm less focused.
Youkai Orb can be memorized. You should have a good plan for the first two 'waves' at the least, and that's already 2/3 the time you need to finish the card.
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Also when Yamame shoots the homing bullets, don't stay at the bottom but try to be more further up. The homing bullets lock-on where you last were so if you slowly go to the bottom, you should have plenty of space to dodge them as they don't squeeze hug you entirely at the bottom.
1. I'd rather not time it out
2. Anywhere where I wouldn't time it out, I'd still get raped by the higher bullets as I move down.
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How the fuck do you play Yamame's first nonspell on Lunatic? It makes no fucking sense! Before on Hard and lower I just streamed but you can't do that now that the bullets go so far that they're behind you.
When Yamame goes straight down, go up and over the first red bullet as soon as the second and third blue bullets pass you (http://replays.gensokyou.org/download.php?id=21804) (they're almost right on top of each other). It takes a bit of precise timing, but it's not really that precise. Nothing a little practice couldn't overcome.
Oh, and if you like bullets coming from below you, wait until you face Luna Child on Lunatic. :V
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EDIT: Help? I'm confused about Stupid Miko's False Exorcism... I'm bombing it every time >~<
It seems this was overlooked. Here's a replay I made once to demonstrate it. http://replays.gensokyou.org/download.php?id=18027
You essentially move in a big circle, and don't approach the edge of the screen too early.
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Ahahaha, tried perfecting MoF Stage 5 Lunatic and got what I expected. Perfected everything except Night with Overly Bright Guest Stars, tried timing it out after dying in the first few seconds and died 5 more times. What do?
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Ahahaha, tried perfecting MoF Stage 5 Lunatic and got what I expected. Perfected everything except Night with Overly Bright Guest Stars, tried timing it out after dying in the first few seconds and died 5 more times. What do?
I'm tempted to edit the author to show that I have the same dilemma.
Oh fuck it.
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Night With Overly Bright Guest Stars?
Sadly, it's a memo card-but at least it won't randomly wall you.
My first capture of it:
http://www.youtube.com/watch?v=RrUyuYQWDxo
and another capture of it, in my perfect run of Stage 5:
http://www.youtube.com/watch?v=dojYw8tpyNc
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It actually will literally wall you if you get stuck between lasers when a new wave shows up. Happened a handful of times.
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randomly wall
It actually will literally wall you if you get stuck between lasers when a new wave shows up. Happened a handful of times.
That doesn't sound random to me :V
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That doesn't sound random to me :V
I don't quite see how that isn't so random, or to put it into more fitting terms, is so predictable.
Unless you're playing as Homing Reimu, you're going to instinctively sit under Sanae and hope you won't die. This card subliminally kills you every time if you think that way and it's damn annoying in that regard.
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Well, all you need to do is move out of the way every time the lasers approach, in a right-left-right-left pattern and it should work if you dodge the lasers.
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Well, all you need to do is move out of the way every time the lasers approach, in a right-left-right-left pattern and it should work if you dodge the lasers.
How about those lasers that make the tightest gaps known to man?
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How about those lasers that make the tightest gaps known to man?
a. You're in the wrong place
b. See Cat's Walk lunatic or Imperishable Shooting
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Just wondering... but how hard is it to supergraze that final death fairy in Imperishable Night Extra? :V
I know you circle counterclockwise, but I've yet to try (gonna do that tomorrow)
EDIT: nvm, tried it. It's fun to do~ And so much easier IMO O:
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STAGE 4 MoF.
I can't figure it out. :V
And when I get lucky enough to make it to Aya, she pwns me with Illusionary Dominance.
So I need help w/ the stage, and w/ Aya. >.>
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STAGE 4 MoF.
I can't figure it out. :V
And when I get lucky enough to make it to Aya, she pwns me with Illusionary Dominance.
So I need help w/ the stage, and w/ Aya. >.>
I'm assuming you mean normal since you didn't specify a difficulty. So, naturally, I'll post a perfect of the stage on lunatic since all the stage strategies still apply (streaming or random dodging). You can bomb Momiji once at no power cost as well. http://www.youtube.com/watch?v=5Rp8zG3eKEI
For Aya, you can reference the video, or use the following bombing strats to skip patterns (assuming the bomb is over Aya for the whole thing): http://www.youtube.com/watch?v=igLxg8Uf4Xs
nonspell 1: 1 bomb after bullets are fired
spell 1: 1 bomb when the bullets get near you
nonspell 2: 1 bomb when bullets are fired
spell 2: on normal this is a trivial cap, just dodge the overall lines and stay centered, otherwise 2 bombs
nonspell 3: 1 bomb when bullets are fired
spell 3 (survival): bomb at 6 or so seconds left and the rest is trivial, and it's easy until 10 seconds left.
spell 4: dodge through the waves by moving down, 2 bombs clears it.
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I have big trouble with stages 4 and 5 of EoSD Lunatic.(and the bosses... but it's more of a matter of pure skill so I guess only myself could help me there)
For reference, here( http://replays.gensokyou.org/download.php?id=21901 ) is my latest "good" run, which goes up to Remilia's 3rd spell.
Any kind of help would be welcome.
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A lot of stage 4 could be done better by positioning yourself better. In the begginning of the stage, for example, after the first wave of fairies and the following streaming section, if you'd ended up near the left wall you would shoot the next fairy wave as soon as they appeared. So try to learn where things are destroy them as quickly as possible. There was also a lot of stuff that can just be streamed, but you were flying all over picking up items and stuff. Almost all of stage 5 can be done from the top of the screen, if you're willing to do some cheesy techniques. Misdirection is static (and aimed), though it will depend on which direction she moves, so you want to memorize a path for each direction.
Watching this (shameless self plug) may help. - http://www.youtube.com/watch?v=Tq8JoCYrOWc#t=10m24s
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Any advice with Murasa's survival? I know about going to the corners, but that doesn't seem to work early on since she's not teleporting fast enough.
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Watching this (shameless self plug) may help. - http://www.youtube.com/watch?v=Tq8JoCYrOWc#t=10m24s
Wow didn't know about this! That stage 5 strategy is bound to help. Thanks a lot. Also great run, I can't even clear at 60 fps :V
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A lot of stage 4 could be done better by positioning yourself better. In the begginning of the stage, for example, after the first wave of fairies and the following streaming section, if you'd ended up near the left wall you would shoot the next fairy wave as soon as they appeared. So try to learn where things are destroy them as quickly as possible. There was also a lot of stuff that can just be streamed, but you were flying all over picking up items and stuff. Almost all of stage 5 can be done from the top of the screen, if you're willing to do some cheesy techniques. Misdirection is static (and aimed), though it will depend on which direction she moves, so you want to memorize a path for each direction.
Watching this (shameless self plug) may help. - http://www.youtube.com/watch?v=Tq8JoCYrOWc#t=10m24s
Is the direction Sakuya moves during Misdirection random?
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I'm pretty sure it is. I never found a way to control it, at least. I always just go to that same spot a bit to the right of the center. If she moves left, I go right. If she moves right, I go left for the first wave, then right after that.
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Seiga's overdrive. How do?
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The curvy lasers come in sets of waves. Wait the first wave out at the bottom in the middle, then speed to either side to a bit lower than half of the screen, wait out the next wave, then back to the middle, next wave, opposite side to where you initially have sped to, wave, middle, wave and so on until Seiga's done for - this is to misdirect the magnet bullets to allow you some breathing room. Basically you're dodging in a u-shape with stops inbetween (you wouldn't get around the lasers otherwise). Getting past the bullets is the only tricky part this way, which often times can be avoided by simply sweeping along the screen border.
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Could I have some help with Scrolls of Frolicking Animals, Mamizou's second to last non-spell and Wild Deserted Island? (specifically, dodging the dogs in that last one, the gaps just seem minimal with these.)
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What am I supposed to do for Young Demon Lord, Remilia's first card? (Aside from bomb, but this is assuming I used my last bomb on her opener)
Also, what exactly is the hitbox for the fire bullets?
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It's hard to explain hitboxes, isn't it? Fire bullets aren't huge but they aren't small either. The hitboxes in YDL, on the other hand... let's just say you don't squeeze. Ever. You need to get used to reading the gaps that won't clip you, and memorizing the amount of time it takes for the lasers to despawn helps escape walls. The hitboxes are the same as in her first nonspell, and, well, that one is just as hard to not get clipped by.
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Megumi's third card in Marine Benefit. How do the bubbles work? Usually it's not an issue, but I've had one or two deaths where I definitely didn't get hit by a bullet.
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Assume that everywhere not in a bubble is a sort of miko-irradiating gas and that 0.02 seconds outside of one is grounds for instant death.
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Indeed, but I could have sworn I've died in the middle of the screen without bullets more than once. Do the different rows of bubbles have any effect or something?
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Perhaps you have slipped into those tiny pixel gaps where the bubbles cross over with each other?
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?
Wow.
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I need help with Shoot the Bullet.
6-7, 7-2, 8-4, 8-7, 9-1, 9-7, 10-3, 10-4, 10-5, 10-7, EX-6, EX-7 and EX-8 specifically.
Any words of advice on these?
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9-7
Isn't that Lunar Incense? That one's easy. Get in one of the big gaps near the bottom. Start at one side while you're charging, slowly stream to the other side, the gap will let you dodge all the bubbles until you reach 100%. Just repeat.10-3
You're supposed to make wide circles around her to get between the two colours of coins. Can't help you on execution though, I've only captured it once, and most of it was praying the shutter would get to her before the coin wave got to me. <_<
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Isn't that Lunar Incense? That one's easy. Get in one of the big gaps near the bottom. Start at one side while you're charging, slowly stream to the other side, the gap will let you dodge all the bubbles until you reach 100%. Just repeat.
Got 9-7 now, that's all of Stage cleared.
The ones I'm clueless on are 7-2, 8-4's 2nd phase, 10-4, 10-7, EX-6 and EX-7. The rest I know how to handle.
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7-2 (http://replays.gensokyou.org/download.php?id=20636) - Go in circles around her. It shouldn't be very hard if you do it right.
8-4 (http://replays.gensokyou.org/download.php?id=21958) - Stream along the bottom, then use a picture to dart back to the other side. I think she fires 12 spears per wave, so count them and go back across between waves. I let two waves fire before going back so I'm sure the camera had time to recharge, and so there will be less butterflies lingering on the side I came from.
10-4 (http://replays.gensokyou.org/download.php?id=21959) - It's all streaming in one form or another. On the random-ish waves you avoid the whole thing. Try to get into the lane on the edge between the beans.
EX-7 (http://replays.gensokyou.org/download.php?id=20812) - Run in circles around her for the first part. It makes it a thousand times easier.
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Megumi's third card in Marine Benefit. How do the bubbles work? Usually it's not an issue, but I've had one or two deaths where I definitely didn't get hit by a bullet.
Are you playing the latest version? If you are, and you're on Normal, there really shouldn't be any gaps. I just tested this. (http://www.youtube.com/watch?v=Pk8tql5QUlg) If you're on Hard or Lunatic, then yeah, there are gaps that are visible if you look closely; just try to use the side center of bubbles to cross over.
The ones I'm clueless on are 7-2 (http://replays.gensokyou.org/download.php?id=21960), 8-4's 2nd phase (http://replays.gensokyou.org/download.php?id=21961), 10-4 (http://replays.gensokyou.org/download.php?id=21962), 10-7 (http://replays.gensokyou.org/download.php?id=21965), EX-6 (http://replays.gensokyou.org/download.php?id=21963) and EX-7 (http://replays.gensokyou.org/download.php?id=21964). The rest I know how to handle.
Links go to my replays for each of those. If you want video, I have it for 8-4 (http://www.youtube.com/watch?v=4tl58S8P4uA), EX-6 (http://www.youtube.com/watch?v=MwG3CFBNvS0), and EX-7 (http://www.youtube.com/watch?v=jWbnH9Fi4o4).
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Yeah, I was playing hard. I could have sworn they weren't there before though <_<
lunatic timeout now
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StB help
ummm...I've seen them done but it doesn't help.
In text please?
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Kasumi stage 6 midboss card in MB, the rainbow one as Reimu. Any way for this to not be a bomb dump all the time?
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7-2 (http://replays.gensokyou.org/download.php?id=20636) - Go in circles around her. It shouldn't be very hard if you do it right.
Ok, but how do you "do it right"?
8-4 (http://replays.gensokyou.org/download.php?id=21958) - Stream along the bottom, then use a picture to dart back to the other side. I think she fires 12 spears per wave, so count them and go back across between waves. I let two waves fire before going back so I'm sure the camera had time to recharge, and so there will be less butterflies lingering on the side I came from.
That's well and good, but when do you take the photos?
EX-7 (http://replays.gensokyou.org/download.php?id=20812) - Run in circles around her for the first part. It makes it a thousand times easier.
I knew that already, but I don't know how to approach the 2nd shot-let alone the third, which I've never even reached.
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After the first shot, the bullets usually spread out too much for circling, so it's mostly just improv and bullet clearing shots for the final two. That's how I did it, at least, someone's free to actually give a strategy if they have one. >_>
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Ok, but how do you "do it right"?
By going in circles. I assumed that since you said you were clueless you didn't know that's what you're supposed to do. Start out above her and try to take only one picture before she appears.
That's well and good, but when do you take the photos?
Take the picture just as the twelvth spear fires. Include Yuyuko in the shot while clearing away as many butterlies from your path as you can.
I don't know what to say for EX-7. Just clear as many bullets as you can and try to lead her over the parts she already covered.
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By going in circles. I assumed that since you said you were clueless you didn't know that's what you're supposed to do. Start out above her and try to take only one picture before she appears.
I'd tried circling at first but never managed to last long enough for Remilia to un-bat. I'd been doing U motions with a photo each time to reverse-didn't realize it was time based not photo based.
Still looking for help on 10-7's last 2 shots and EX-6 in a format that is not video/replay.
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10-7, I don't remember the final few shots, just that I did it really quickly, IIRC less than 50 shots.
EX-6 I remember for thinking it was impossible until I watched a video. Start as horizontal to Mokou as she'll allow before you take the first shot then the bullets will form a lane for you to charge. Then it's just streaming, you'll probably have to go back after the 3rd or 4th shot but you can use blank shots to clear the out-of-line bullets until the lane reappears. This one might probably take a while to get used to. <_<
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I'd tried circling at first but never managed to last long enough for Remilia to un-bat. I'd been doing U motions with a photo each time to reverse-didn't realize it was time based not photo based.
Still looking for help on 10-7's last 2 shots and EX-6 in a format that is not video/replay.
Why do you need help with 10-7? You only have to dodge the bullets and circle (and try to not charge the camera, unless you can keep your rhythm)
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Why do you need help with 10-7? You only have to dodge the bullets and circle (and try to not charge the camera, unless you can keep your rhythm)
Like this? (http://replays.gensokyou.org/download.php?id=21983)
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Why do you need help with 10-7? You only have to dodge the bullets and circle (and try to not charge the camera, unless you can keep your rhythm)
Because after the 4th shot either Komachi rams me or I get walled by coins running from Komachi.
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My method above is probably harder, but feel free to try it and see for yourself. <_<
The "normal" way, I guess it just depends on the position of the coin spawn points around you and which direction you back away to. If you can figure out a way to consistently speed away safely, it should be easy.
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Still looking for help on 10-7's last 2 shots in a format that is not video/replay.
Simply because I won't get the trick from watching: I need it explained.
Never mind, got it anyway.
But why waste a post when I could use some help with Orin's 3rd spell on lunatic?
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There's not much to her third spell. The wheels reset their position every two waves, that is after the first set launches and you have a gap secured, stay there and wait for the second wave to pass by (you may have to move a little bit to the side as they like to shift around a little). Then the pattern repeats. Look for a new gap, and wait for the next two waves to pass by (so we're at four waves now). Reading the ghost wheels can be tricky as they are hard to see which is the main problem here (at least it was for me). Try to "loosely" focus your eyes on the middle of the screen, or to the point where you can barely see Reimu but still know where her hitbox is and read the wheels ahead. Don't be afraid to do quick unfocused movements, often times you have enough space to allow for quick bursts of movement.
And then it's practice practice practice until the spell becomes ultra easy and you wonder why you ever thought it was difficult. :D
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Killing Doll. What do?
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MoF extra, the stage and Kanako is taking my liveS :ohdear:
I'm starting to think that the stage is designed for ReimuA :(
I don't like the pellet-in-all-direction part, any clue to it or just read and dodge?
The bubble fairy is annoying, the bubble's faster velocity sometimes get me....
Then the circling around fairies....I keep on ramming them though....
The non-spell's different bullet speed kills me often so I always have to bomb it...
The 1st spell looks stupidly easy when in videos, but I just can't dodge it...
2nd spell...I do it vertically, but it's pretty dangerous and creep me out often...anyone has a clue?
3rd spell...it scares me so I always bomb it since I get bombs by dying to previous attack
Then, it's the amulet+pellet time, which I don't know the proper way doing it...
After that, it's the green bullet wall that I've only captured through extremely lucky dodges...
Then it's the boss 1st spell that looks like doable blind-folded killing me quickly...
........
No replays as it will only include bombing the above -.-
Anyone's having ideas? I still don't know how to do after watching videos =.=
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Kasumi stage 6 midboss card in MB, the rainbow one as Reimu. Any way for this to not be a bomb dump all the time?
I've timed it out sitting at the bottom of the screen in the lane beside the one line of bullets that are different (this gives you more leeway as both sides are never on at the same time. so you have less chance of clipping if you lean to the correct side with good timing).
You do have to move kind of precisely for a loooong time though, and it's easy to clip as the lane is narrow and moves relatively fast.
The good thing is though, you will get enough graze to gain 1 life there so it's okay if you die once.
I have no idea how to capture it - it may be really simple or smthing.
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The hitboxes on Marisa's danmaku in IN stage 4 confuse me greatly. Where on the sprite is the hitbox for her danmaku?
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The hitboxes on Marisa's danmaku in IN stage 4 confuse me greatly. Where on the sprite is the hitbox for her danmaku?
the points of the stars are not the hitbox.
It's more noticeable on the big stars, only the white center is hitbox.
The smaller ones it's safer to regard at all hitbox, even though there's some leeway with the points.
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Has anyone cleared EoSD Extra stage pacifist no-bombs?
Also, which parts are impossible to perfect in the stage on those two conditions?
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QED goes apeshit, but I don't think anything's impossible. I found a way to do the fairies in the intro, and I assume it works for the ones right before Flandre as well.
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The intro is easy enough, but the tri-shot is the thing that stops people doing it.
I tried the intro-style circling for the tri-shot fairies, but it does not work for them.
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You're right, they're a bit different. I tried a few things and found that you can simply stream up the left wall for the pre-Flandre group. I can't get it to work on the ones before the books, but I feel like something could be figured out. (Right wall maybe?)
Unless of course it's something countless superplayers have agreed can't be done. Then I guess it's probably true.
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I'm really starting to get tired of this. Is there a strategy to picking up UFO tokens while dodging danmaku? I cant seem to figure it out, because I'll have my eyes on the UFO and I won't be paying attention to the danmaku and then *pichuun* I die.
Also, Murasa. Surival card. Why? :V
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Ok so StB 3-6, 4-5, 4-7, 5-4, 5-5, 5-7. 5-8. Thanks
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MoF Extra with MarisaC. Need help with Froggy Braves The Elements, the second survival card, Mishaguji-sama and the first Suwako nonspell.
I don't get how to clear Froggy besides insane luck, I think I spent my entire bomb stock there...
The ending portion of the second survival card, where the white and red balls start coming really quick I start messing up.
Misha, I can do the beginning ok but anything beyond half hp and I start failing badly.
And I just seem to die pathetically from clips on the nonspell. Can't read it.
Thanks in advance.
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Ok so StB 3-6, 4-5, 4-7, 5-4, 5-5, 5-7. 5-8. Thanks
3-6: Read the lasers, get into a gap, dodge the arrows in the gap and take the shot. Not much to it, the hard part in the 7 shots.
4-5: Just circle around Medicine, stay completely unfocused in the poison clouds and focus in the non-poison. Hope she doesn't trap you after 4 shots with bad movement.
4-7: Dodge. There is no trick.
5-4: Take pictures of the streams when they cross at the bottom. The pyramid of bullets is aimed, so you can stay in charge and tap sideways a little bit. This one is much easier than it looks.
5-5: THIS SCENE IS EVIL but I managed to come up with a strategy that doesn't involve running around randomly hoping bullets from all sides don't kill you. [attach=1]
5-7: Charge up the camera, take picture. I've never actually failed this scene, every 2 shots dash to Meiling's other side.
5-8: Dodge. Stay somewhat close to Patchy and be careful of the lasers.
MoF Extra with MarisaC. Need help with Froggy Braves The Elements, the second survival card, Mishaguji-sama and the first Suwako nonspell.
I don't get how to clear Froggy besides insane luck, I think I spent my entire bomb stock there...
The ending portion of the second survival card, where the white and red balls start coming really quick I start messing up.
Misha, I can do the beginning ok but anything beyond half hp and I start failing badly.
And I just seem to die pathetically from clips on the nonspell. Can't read it.
Thanks in advance.
Suwako's first nonspell...you can just bomb this if you can capture the first 2 spells fine-at a faith gain and no net power loss, assuing 5 power going into the fight (since there are 3 1 power fairies right before, it's not a big deal). It's pretty tricky to dodge, and there is no real trick to it. If you see a gap take it though.
Froggy Braves the Elements: There is no trick to this.
Suwa War: The white "suns" are random, the dark ones are aimed. Dodge the greens and the suns (about the middle of the screen height works well for most waves), and be at the top of the screen at 10 seconds left. Stream down. Don't be afraid to bomb this card.
Mishaguji-sama: Since you're using MarisaC, you can either dodge below Suwako or dodge from the corner (it's easier to dodge from there, but it will take longer. The frostthrowers damage makes this feasible)
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MoF Extra with MarisaC. Need help with Froggy Braves The Elements, the second survival card, Mishaguji-sama and the first Suwako nonspell.
I don't get how to clear Froggy besides insane luck, I think I spent my entire bomb stock there...
The ending portion of the second survival card, where the white and red balls start coming really quick I start messing up.
Misha, I can do the beginning ok but anything beyond half hp and I start failing badly.
And I just seem to die pathetically from clips on the nonspell. Can't read it.
Thanks in advance.
http://replays.gensokyou.org/download.php?id=22188
Tried demonstrating an alternative approach to Suwako's opener, even though I die to like the first bullet fired, i time it out afterwards (it's streaming).
As far as demonstration replays goes, this one is pretty derpy.
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Ok so I'm trying to 1cc PCB Lunatic, but I have a few problems:
1) Chen's last spell: Kimontonkou. This is pretty much the only thing stopping me from almost consistently perfecting Stages 1 and 2. I feel like there's some pattern to the green and blue bullets, but I can't seem to see it.
2) Is there any way to consistently do the part in stage 3 after you first beat Alice? It's the part with the aimed blue bullets.
3) Alice's first spell: Benevolent Orleans Dolls. Does anyone know how many patterns this card chooses from? I know there's at least 3, possibly 4, but I think it'd be easier on me if I had an idea of if this thing is possible to memorize.
4) Alice's last spell: Hanged Hourai Dolls. I don't even know where to begin on this one, other than the fact that it's kind of aimed at you. Micro dodging just isn't my forte :(
5) I can't figure out the best way to dodge the spam right before final boss Youmu and after the bunch of things that shoot aimed bullets at you. I just don't think that I'm killing the fairies correctly, because I seem to get a higher density pattern than what I see in videos. I'm using MarisaA if it matters.
6) Yuyuko's non spell with the aimed bubble bullets and the knives. I get it's static, but I'm not sure how to move to clear it consistently.
And while I'm at it, any advice for Radiant Treasure Gun? (Shou's first card) I can't make heads or tails of this other than dodge and get lucky, otherwise get clipped. Oh also how to dodge Shou's final card. In normal I could do it rather easily by slipping through a wall before they "break" and reading from that position, but it doesn't seem to work as well in Hard :(
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2) Is there any way to consistently do the part in stage 3 after you first beat Alice? It's the part with the aimed blue bullets.
After first midboss? That's simple, I usually start right, slowly go left, reverse (which isn't hard with most of them killed) and by the time I get back to the right Alice comes back.4) Alice's last spell: Hanged Hourai Dolls. I don't even know where to begin on this one, other than the fact that it's kind of aimed at you. Micro dodging just isn't my forte :(
As far as I can tell, it's just dealing wth dense but slow walls and paying attention for openings. Unless someone else can give better advice, all I can say is to practice reading ahead.5) I can't figure out the best way to dodge the spam right before final boss Youmu and after the bunch of things that shoot aimed bullets at you. I just don't think that I'm killing the fairies correctly, because I seem to get a higher density pattern than what I see in videos.
It's 100% static. Just kill the fairies as fast as you can (can't remember how strong MarisaA is) and then it's just a matter of finding a path you're comfortable with. Here's a video of me doing it, if it helps. (http://www.youtube.com/watch?v=ESkTwjRh2zI&t=137)
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After first midboss? That's simple, I usually start right, slowly go left, reverse (which isn't hard with most of them killed) and by the time I get back to the right Alice comes back.
Hm I guess it's a matter of getting the "reverse" timing down. I seem to get caught fairly often when I try to do it.
As far as I can tell, it's just dealing wth dense but slow walls and paying attention for openings. Unless someone else can give better advice, all I can say is to practice reading ahead.
Hm I was hoping that you could "redirect" it a bit so you wouldn't have multiple stuff converging at once. Oh well. I guess a 30% capture rate will have to do.
It's 100% static. Just kill the fairies as fast as you can (can't remember how strong MarisaA is) and then it's just a matter of finding a path you're comfortable with. Here's a video of me doing it, if it helps. (http://www.youtube.com/watch?v=ESkTwjRh2zI&t=137)
It feels like you kill the fairies with Reimu faster than I can manage it with Marisa :(. Probably a perception thing though. I didn't know it was static though. I probably should've looked closer at that attack. Thanks!
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Hm I was hoping that you could "redirect" it a bit so you wouldn't have multiple stuff converging at once. Oh well. I guess a 30% capture rate will have to do.
IIRC, you can misdirect it by moving to the far edges of the screen repeatedly. I also have to question the use of Marisa. Unless you're using her as some kind of self-imposed challenge, you probably want to use ReimuB or SakuyaB.
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IIRC, you can misdirect it by moving to the far edges of the screen repeatedly. I also have to question the use of Marisa. Unless you're using her as some kind of self-imposed challenge, you probably want to use ReimuB or SakuyaB.
Y U NO LOVE Homing Reimu? All my first clears were with her.(except for SA, obviously). She simplifies the stages so much that I have serious trouble clearing with non-homing types. My PCB Lunatic 1cc was with her as well.
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She simplifies the stages so much that I have serious trouble clearing with non-homing types.
That's a part of the reason. She does simplify the stages, but none of them truly require homing for you to get through, and you end up dependent on it. On the other hand, you can 'simplify' the stages by simply practicing a decent path through them with ReimuB, and then have a much easier time with bosses because her higher damage.
I'll admit, ReimuA isn't a terrible choice (my own first Lunatic clear was with her as well) but I think ReimuB serves you better in the long run. It's kind of a matter of simplifying the stage versus simplifying the boss, and I think the bosses dwarf the stages in terms of difficulty, so the boss-killer types are the best choice.
And Sakuya's decent because of the bomb/border abuse.
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I can see where you're getting at. It does make sense. I just can't be bothered with memorization. I hate having to memorize
whole routes. Of course I know the stages by heart by now, but I like to improvise a bit. Dedicating all your effort to memorizing
routes and trivializing ageless obsession some memopatterns does take a toll on the fun side of the games so I just can't bring myself to do it.
(or anything that requires lots of effort, for that matter)
Maybe I am too casual a gamer for this kind of games.
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Tewi's 1st nonspell and Reisen's last spell are the only things stopping me from getting a perfect stage 5 every time. How do?
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Looking for someone to unlock stage practice on Hard mode for SanaeB for me in UFO. Score file. (http://www.mediafire.com/?jx07hzd50q53x9l)
(If you have time, unlocking Hard for other characters would be fine too =P, but SanaeB is what I'll take for now.)
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Fantasy Heaven
Replays would be greatly appreciated
While I mostly understand what to do, the last few seconds give me the most trouble.
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Looking for someone to unlock stage practice on Hard mode for SanaeB for me in UFO. Score file. (http://www.mediafire.com/?jx07hzd50q53x9l)
(If you have time, unlocking Hard for other characters would be fine too =P, but SanaeB is what I'll take for now.)
It seems nobody responded to this, so I went and did it. Also saved the replay in case you were interested.
@Ranko: I can offer my own ancient replay, though I doubt it's optimal. http://www.youtube.com/watch?v=_QvScoAhCMU#t=15m9s (Possible loud music warning)
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Reisen's last spell
Basically you move to a gap while the bullets are phased out to skip across most or all of them and then move down as the next wave approach.
You don't have to micro through a single wave of bullets.
The safest gap is the one inside the 2nd ring inner most ring of blue bullets.
However, sometimes it becomes risky if the blue bullets form a denser wall on the 2nd ring.
In that case, you can either be very careful and slide right in between the bullets (don't go anymore inside, or else you can die), or you can go instead for the 4th ring.
The 4th ring needs more precise timing because the gap (between the rings of bullets that reappear) is small.
Image to show where you should stand before the bullets reappear:
(http://i48.tinypic.com/24ozk9f.jpg)
Time out by moving inside 2nd ring: http://replays.gensokyou.org/download.php?id=22283
Time out by moving inside 4th ring: http://replays.gensokyou.org/download.php?id=22284
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(http://i.imgur.com/LxrkC.png)
Yeah, sorry, I meant her actual last spell. As far as I can tell it's just random dodging, possibly made easier by moving with one side?
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It seems nobody responded to this, so I went and did it. Also saved the replay in case you were interested.
@Ranko: I can offer my own ancient replay, though I doubt it's optimal. http://www.youtube.com/watch?v=_QvScoAhCMU#t=15m9s (Possible loud music warning)
Thank you very much!
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Could someone take a look at this (http://replays.gensokyou.org/download.php?id=22286) failed SA Lunatic 1CC attempt, and point out any areas where I can improve? I came a lot closer to clearing here than I thought I would (I thought I'd make it to Orin, but here I make it to Utsuho), and I figure I might be able to get a clear with just a little help.
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Could someone take a look at this (http://replays.gensokyou.org/download.php?id=22286) failed SA Lunatic 1CC attempt, and point out any areas where I can improve? I came a lot closer to clearing here than I thought I would (I thought I'd make it to Orin, but here I make it to Utsuho), and I figure I might be able to get a clear with just a little help.
Your stage 1 was fine, for the fairies before Kisume, if you memorise the times they spawn you can usually stay above the PoC line for the first two waves, then move steadily downwards for the last wave with enough communication gauge to collect everything.
Also, you can pretty much border hax everything after Kisume, if you time it right you can kill red fairies and border hax just in time to pick up the power items they drop.
I also bomb Yamame's last spell, it's not bad considering you can get back to full power before Parsee (final boss) even if you bomb twice in stage 1 (The second bomb is usually for Yamame's first non rather than the stage portion).
If you want to, you can learn her last spell because it's static (as far as I know).
The ying-yang orbs right before Parsee (midboss) spawn in groups with short gaps inbetween, I usually kill the first group on the right, then stream all the rest from the bottom left corner, that tends to give me enough communication gauge to collect all the items (including the first group's) and gain max power if I wasn't already.
I usually bomb Parsee's second non-spell as well because it's one of the clippiest things on the planet, and I've found more often than not that it can kill you as it despawns if you don't pay attention.
Parsee's last spell usually also takes up a bomb, one should be enough if you misdirect her aim correctly. You should be able to gain all you power back in stage 3 before Yuugi (final boss) if you've only bombed twice from Parsee's fight.
I think the lasers of Yuugi's (midboss) first non are partially based on your position and have the same pattern, if you stay underneath her when the blue lasers are shot, then move right, you can usually avoid all the lasers, the reds afterwards are aimed straight at you and just need to be side stepped.
The spell afterwards always takes a bomb from me, but I think it's actually static, I've just never really tried to learn it :derp:
It is possible to do the section before Yuugi (final boss) if you're really good at reading lasers and remember to dodge the blue circles, but it's dangerous otherwise and I tend to bomb it anyway myself.
Yuugi's (final boss) first non always follows the same pattern. If you want to learn it try not shooting during practice stage and time it out, otherwise one bomb is usually fine, it can be bit clippy eitherway.
Her second non also follows a repeated pattern, I'd recommend learning it in practice stage. The lasers will always shoot in the same directions but I think sometimes a few might move slower than others so you should watch out for those. There's also pretty cool safespot which you can use to get lots of graze, a WR replay should show it, I haven't bothered to learn it myself (I'm lazy :V) but if it makes things easier then try it out on practice stage a bit.
The bubble spell is alot of read and dodging, bombing is fine, sometimes I bomb it twice if I fluff up somewhere.
The last non is pretty safe if you do it from the bottom right, then less yellow bullets tend to come at you from both sides, if you still have any power though then it's fine to bomb, it's a tricky non otherwise.
The last spell is luck I guess, sometimes it seems to wall you, but there's almost always a way to get through the waves. You need to be quick at finding openings and move fast because sometimes the bullets move about slightly to the sides and make existing openings smaller.
I've made replays of how I'd normally go about doing stage 4 and 5 because I'd probably end up writing a skyscraper of text explaining them.
Stage 4
http://replays.gensokyou.org/download.php?id=22291 (http://replays.gensokyou.org/download.php?id=22291)
Stage 5
http://replays.gensokyou.org/download.php?id=22290 (http://replays.gensokyou.org/download.php?id=22290)
For the start of stage 4, I've learnt a method which almost always gets me through Orin's first appearance without a bomb or death. Stream the ying-yangs from any corner to the middle, then wait until Orin spawns the second group of vengeful spirits and start moving in a counter-clockwise circle. I saw it in a replay by Jaimers (I think he's amazing :3) and have always used it since. You still have to be careful of bullets which may get in your way sometimes, just adjust your circling movements slightly and it should be fine. Thankfully, it's at the very start of the stage, so it shouldn't be too hard to practice, and it looks pretty cool.
Satori's first non is clippy, but static, I think that death was pretty accidental.
There's a method for her hypnotism spell which I saw on a few WR replays, but even then you can die if you've not practiced it enough (which I haven't :ohdear:), I'd recommend checking it out and practicing it a bit, if you get good at it you can end up getting lots of graze from the lasers.
Stage 5, I've tried to start off the ying-yangs with the same power you had, it's possible to get past it with one bomb with good memorisation.
Try to make everything Orin (midboss) throws at you last forever, then you can even skip the popcorn section entirely. I tend to go to her last spell "catwalk" to do this because I tend to have better luck at dodging "catwalk" waves then I do surviving the popcorn section.
You can border hax the ying-yangs after that, but sometimes there's so much popcorn about that it's too dangerous to do so. Some reading beforehand is needed, or just bomb.
For Orin's boss fight, use the safespot!
The replay should show me doing it, and also show me timing out her second non with a similar safeish spot.
The rest of her things are pretty hard and I'd recommend planned bombs, unless you're really good at reading and dodging.
I've got a full replay which I did a bit earlier which shows what I tend to do when playing ReimuA, and should illustrate everything I said earlier.
I had alot of silly and sometimes suicidal deaths, which is nice. It should also show how I do stage 6 there, it's alot of border hax with ReimuA.
Full replay
http://replays.gensokyou.org/download.php?id=22288 (http://replays.gensokyou.org/download.php?id=22288)
You should be able to get the 1cc, ultimately it's memorisation and planned bombs if your going for survival, pretty much like all the other games.
(Lovely wall of text, hehe)
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Could somebody help me with Undefined Darkness? I'm having lots of trouble getting back up to the top of the screen to misdirect Nue from side to side after her first 2 bursts. And then she goes ahead to just ram me and murder me. Those dark clouds are scaaaaary...
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Could someone take a look at this (http://replays.gensokyou.org/download.php?id=22286) failed SA Lunatic 1CC attempt, and point out any areas where I can improve? I came a lot closer to clearing here than I thought I would (I thought I'd make it to Orin, but here I make it to Utsuho), and I figure I might be able to get a clear with just a little help.
Some things in addition to what Nindella said:
Yamame's final spell is not static, as far as I'm aware, but a bomb there is fine anyway.
Yuugi's midboss spell is static.
The part just after then is also "kind of" static. Also note that Yuugi's bullets are aimed around you, so if you focus only on the lasers and don't move around too much, you can ignore them. (Of course, bombing at the right time will restore the bomb completely so that's probably waht you should do anyway.
Orin's thing at the start of stage 4 can be done by just moving left and right. There's no need to go in circles.
Everything that isn't used by Orin in stage 4 is aimed or static, so ideally you could get through with no more than 1 or 2 bombs.
I don't know what the WR record method for Terrifying Hypnotism is, but I know of was to do it that's just gliding left and right. Hard to describe, so here's an example. http://www.youtube.com/watch?v=m6TNEy_IV4Y#t=8m29s
If you skip Cat's Walk, you miss the life piece and must endure an absurd amount of "pellet hell" anyway.
Anyway, I'd say to watch the rest of the video I linked, since it contains every trick I know, aside from Yuugi's last nonspell, which can be done easily in the corner as Nindella described.
Here's the run in replay form, in case you prefer that. http://replays.gensokyou.org/download.php?id=19115
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Midboss Marisa's 2nd nonspell. Are her movements random?
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No, she follows you unless she is against a wall, where she will always move away from the wall.
Plan a path and it's a cake.
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No, she follows you unless she is against a wall, where she will always move away from the wall.
Plan a path and it's a cake.
Could have sworn her first movement was away from me once, but I might have been too focused on the walls to realize I was a little to the wrong side. Guess I'll see for myself.
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Cowrie Shell Hard/Lunatic (If you don't remember, IN FinalB)
What the fuck do I do
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Cowrie Shell Hard/Lunatic (If you don't remember, IN FinalB)
What the fuck do I do
Well, from what I can see you have to be on the upper half of the screen, since this time around Kaguya spawns the laser familiars in the lower half. It's pretty much the same dodging, only made "tougher" due to the fact that the bullets are coming from underneath you. And the fact that you can ram into Kaguya. And the fact that you have less space since most shottypes cannot hit Kaguya if you're above her (which would make dodging easier since you have more space). I guess you should practice the spell a bit, learn the spawn delay for the lasers so you know exactly what risks you can take (ie. running through the laser before it activates) and which you cannot.
Can't help too much, since I've only had 1 cap of it so far.
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How do you capture Desire Sign "Score Desire Eater" ? I always time it out and miss the life/bomb pieces. (TD/Reimu F)
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The best way to catch that card is also pretty risky. You'll need to move up close to Yoshika, going between the lasers before the stretch out, so you can gather as many divine spirits as you can which will allow her to heal less.
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It doesn't drop life/bomb pieces, but yes, if you want to capture it you have to get the spirits before she absorbs them.
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Could somebody help me with Undefined Darkness? I'm having lots of trouble getting back up to the top of the screen to misdirect Nue from side to side after her first 2 bursts. And then she goes ahead to just ram me and murder me. Those dark clouds are scaaaaary...
Bullets can't spawn outside the arena, so you'll have an easier time with the card if you bring Nue to the corners before you bring her downward. That way, you'll have less bullets to deal with. Also note that the bullets spawn as Nue charges, so you can shotgun her a bit from within the dark clouds before you need to dash down to evade the bullets. Other than that, I guess just work on your skills dodging through the bullets. Don't be afraid to bomb it to get the extra clear. It takes a while to get used to it.
How do you capture Desire Sign "Score Desire Eater" ? I always time it out and miss the life/bomb pieces. (TD/Reimu F)
You have to go through the bullets and lasers up and collect half of the blue spirits that spawn around Yoshika before she collects them. Then go back to the bottom of the screen and repeat. It gets much harder on higher difficulties though. Do note that you don't really need to capture this card anyway unlike her earlier cards, seeing as how it's her last card, so you don't get life/bomb spirits by depleting its HP. You can see Malkyrian do it here: http://www.youtube.com/watch?v=xH8tLPrCreI
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Can some1 give me some tips about the last spellcard (Ressurection X%) of Yuyuko in PCB. I took a look at some replays but the only thing I saw is heavy dodging. This is the 2nd time that I failed to open the extra mode because that card killed me, that red bullets are cruel =(
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There are several ways. The best would be to cheese it with bomb/border abuse.
Another, if you are playing normal, would be to swap throught the red waves before they open. However, it needs some practice and is easy to be failed.
Or if you want to do it normally, just dodge at the bottom of the screen. The blue-violet waves should be easy, and you can read the red waves by looking at them while they open.
Also, I suggest you to open Saigyouji Flawless Nirvana (IN card 221) for practice on that card, since it has pretty much the same pattern.
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A trick I learned when I was still a rookie is to border burst right after finishing off Sumizome Blossom (Yuyuko's fifth card) by pressing the bomb button. By doing so, you end up with a bunch of cherry points, which gives you the ability to activate a border on Resurrection Butterfly. It's not much, but it can give you the edge if you're trying to 1cc for the first time.
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So: Pandemonium. (http://en.touhouwiki.net/wiki/Shoot_the_Bullet/Spell_Cards/Level_Ex#Spell_Card_Ex_-_8) How the heck do I capture this thing? I've been beating my head against it for the past two days and I always end up getting clipped at around the last two photos.
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Tewi's 1st nonspell and Reisen's last spell are the only things stopping me from getting a perfect stage 5 every time. How do?
Manipulate Tewi into moving right twice, and the red bullets won't be trouble. Then just move into the gaps.
http://www.youtube.com/watch?v=MUFGt-3spP0&feature=player_detailpage#t=78s
IDK about Reisen's last spell but I like to dodge mostly vertically, but dodging a line by moving in the same direction to the side before they reach you might be good.
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So: Pandemonium. (http://en.touhouwiki.net/wiki/Shoot_the_Bullet/Spell_Cards/Level_Ex#Spell_Card_Ex_-_8) How the heck do I capture this thing? I've been beating my head against it for the past two days and I always end up getting clipped at around the last two photos.
Dodge, hopefully Suika moves down giving an easy 9th shot and you can then scope shot the 10th.
Invisible Full Moon is easy, just shotgun! (no gap dodging required)
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Dodge, hopefully Suika moves down giving an easy 9th shot and you can then scope shot the 10th.
I gave it another shot and I finally pulled it off after 1584 shots; I got lucky on my last attempt and Suika behaved long enough for me to scope out the last shot before I got overwhelmed. I figured I just needed to bang my head against it a little more. :P
Thanks for your help!
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Hi, I have a big problem with Cranberry Trap on EoSD extra stage...
No matter how I do it, I always have to lose a life or deathbomb-abuse on this spell.
Please help me 'w'
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Memorization. There's infinity ways to pull it off. Watch replays and pick the path that works best for you.
(The purple waves are static and the blue waves are aimed, so there are several easy ways to consistently beat it. As I said, memorization.)
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What I do is wait near the center, right under where the purple bullets converge. Then go down to dodge the blue aimed bullets. Then watch out for the purple bullets coming from below, then rinse and repeat. Am pretty consistent at it now.
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For Cranberry Trap, the blue bullets are aimed at you, so start at the middle and stream down.
Here's a replay that has most of Flan's cards timeout in the easiest way possible. Ignore the stage and maze of love.
http://replays.gensokyou.org/download.php?id=21915
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Can anyone give me a visual depiction of where the safespot for Eternal Meek is?
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Can anyone give me a visual depiction of where the safespot for Eternal Meek is?
Can't say I've done this myself, but seems legit from what I know. (http://www.shrinemaiden.org/forum/index.php/topic,6504.msg673729/topicseen.html#msg673729)
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Phantom of the Grand Guignol, waves 2, 3 and the beginning of 4 help please. (how long it takes to capture with Ghost Team)
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>Rising World timeout
>halfway there
>CAN'T SEE SHIT
Does it get denser?
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>Rising World timeout
>halfway there
>CAN'T SEE SHIT
Does it get denser?
Rising World is a survival card though...
I think the waves do get slightly denser, I can capture it about 33% of the time but when I fail it's usually with <10 seconds left.
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Oh. Silly me, I was talking about Game of Rising.
edit:
Naw, nevermind, waves stay the same. She occasionally throws two waves that are relatively close to eachother but I think that's affected by her movement. Got to T-17 just now, seems doable. Fun with hitboxes~
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That Eternal Meek worked with me, but it is hard to go until the safespot without be killed in the way. And I got 700 of graze in 10 seconds of spell :o
(http://img441.imageshack.us/img441/1566/eternalmeekblindpoint.jpg)
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So I think most of MoF is just dodging through small gaps, but I need help with two of Nitori's spell cards: Hydro Camouflage and Spin the Cephalic Plate.
I always seem to crash into something during Hydro Camouflage, as either I see the bright blue bullets overlap in front of/near me, meaning I can't figure out how they're moving and die to them, or I end up crashing into a wall. Any tips other than "find the biggest gap and dodge within it?" Also, is the first wave she fires static? If it is, then at least I have one less wave to worry about :V
And I don't know where to start with Spin the Cephalic Plate other than misdirect. Even still though, is there a specific way to misdirect it so you don't have to dodge through the spinning walls while also having to contend with the popcorn at the same time?
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I always seem to crash into something during Hydro Camouflage, as either I see the bright blue bullets overlap in front of/near me, meaning I can't figure out how they're moving and die to them, or I end up crashing into a wall. Any tips other than "find the biggest gap and dodge within it?" Also, is the first wave she fires static? If it is, then at least I have one less wave to worry about :V
And I don't know where to start with Spin the Cephalic Plate other than misdirect. Even still though, is there a specific way to misdirect it so you don't have to dodge through the spinning walls while also having to contend with the popcorn at the same time?
No additional tips, but the first wave is mostly static-the blues are a little differently oriented, but it shouldn't be too hard. The main problem is when Nitori moves down, creating an overlap of waves. This is one of the hardest spells in the game, so I'd suggest a no dodging auto-bomb on it when going for a 1cc.
Again, no consistent method for her last spell, it can be easily 1-bombed. Redirecting the first bunch to the left then sweeping al the way to the right works for the beginning, but ultimately it depends on Nitori's movements.
I have a capture of both in my perfect lunatic Stage 3 here: http://www.youtube.com/watch?v=tat7Ms7EQ_M
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I unlocked Hatate in Double Spoiler. I certainly didn't think I'd get as far as this.
EDIT: Dammit, I thought this was the accomplishments thread... That's what I get for not being 100% awake right now.
Can a mod move this post to the appropriate thread?
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Huh.
Apparently Murasa can move down during her third spell, making it pretty much impossible.
How to avoid?
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How Earth in a Pot? I'm luring her to the left while destroying the top familiar and the two left of that one both times. Is there a better way of doing it?
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How Earth in a Pot? I'm luring her to the left while destroying the top familiar and the two left of that one both times. Is there a better way of doing it?
Use Youmu/Ghost Team. So many familiars die the dodging is much easier. For Border Team I just go straight Yukari and dodge in circles, no reall strategy.
Huh.
Apparently Murasa can move down during her third spell, making it pretty much impossible.
How to avoid?
Get lucky?
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You can mess around with the bottom familiars by sitting on them, Seiga. (http://replays.gensokyou.org/download.php?id=20084)
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Use Youmu/Ghost Team. So many familiars die the dodging is much easier.
Marisa is better at destroying familiars than Youmu. Also helps a lot for Astronomical Entombing. In stage 6A Magic Team is actually not terrible for once.
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Marisa is better at destroying familiars than Youmu. Also helps a lot for Astronomical Entombing. In stage 6A Magic Team is actually not terrible for once.
Yes but I know Seiga is trying for a perfect 6A lunatic, Yuyuko moves slower than Alice and finishes off Eirin's 3rd spell much quicker than Magic Team. Apollo 13 both teams are 2 waves, and Marisa and Youmu are both effective at Astronomical Entombing (though Malice-ing it is best).
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eh, I'd rather stick with border team. My capture rate on Earth in a Pot is a lot better now that it occurred to me there's no point shooting focused as the first familiar wave make the circle, 1 in 4 isn't bad. <_<
Thanks for the ideas anyways, I might have resorted to switching teams if it wasn't the first real challenge in the stage. <_<
What about the nonspell before Earth in a Pot? Sometimes I do it flawlessly, sometimes the last part of the purples hits me every time. It's clearly something that should be easily explained, anyone willing to say how exactly?
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Kanako's first spell on Normal. How to do?
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Kanako's first spell on Normal. How to do?
The easiest way is to dash to one side as the pillars are coming down to misdirect the amulets, stream back to the center, dash to the other side on the next wave, and repeat until it's captured.
It's hard to really explain it in a way that's easy to understand, so here (http://www.youtube.com/watch?v=FFPXW179a2c#t=1m16s) is a video of me doing it.
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I personally prefer streaming with very small taps, while staying close to the middle still. Stay at the very bottom of the screen, and I just go a certain small distance from the center each way. Basically what malkyrian is saying, but sized down very much? More efficient for ending the spell faster imo, but the distances from the center need to a certain judgement coming from some memorization of the reach of the lasers.
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Ok so after reviewing some replays and stuff, I have a
few quite a few questions about SA:
1) In Yamame's opener, how do the red and blue bullets separate? I seem to collide with the second wave of blue bullets that come down rather easily because I can't seem to see them through the red ones. Also, in the rage thread, Fuunen mentioned that you can go over the red bullets if Yamame moves down as she fires. I think I know what Fuunen means, but can I see a replay/video to confirm?
2) For Yuugi's non-spells involving the lasers, I've seen a technique used in scoring replays where someone sits under Yuugi and manages to graze a ton of lasers, which seems rather safe from what I can tell in the replays. I can't seem to figure out how to do that for the blue waves though. Any advice? Or is it actually easier to dodge/bomb it normally?
3) So I've always known that the first bit with Orin in stage 4 is aimed, but it was easy enough to read and dodge in easier difficulties that I didn't really bother learning how it worked. It's gotten much harder on Lunatic, but I've seen some people do this thing where they move slightly to the right and basically dodge left and right. I'm not really sure why this works though. I think I can figure out how to properly do the move if I practice a bit more (it's pretty early in the stage anyway), but why it works still eludes me. How are those red bullets aimed?
4) Fuunen also mentioned that Terrifying Hypnotism is static, but I don't know if it's worth it to memorize it. (Also is it really static?)
5) Are the butterflies in Flying Insect's Nest (the spell after DBDB) completely aimed at your position? I get the feeling that some are aimed slightly the left/right as well, but I'm not completely sure.
6) In the opening part of stage 5, how do you stream the yin yang orbs at the beginning? This might seem like a silly question, but by the time I get to the right edge of the screen, I tend to take a while to get through the red bullets, and I can't get to the left side of the screen before I get completely overwhelmed and need to bomb.
7) Cat's Walk (or whatever it's Lunatic incarnation is): Do the waves of bullets point in roughly the same direction at each spawn point? The spell certainly seems rather random as to exactly where/which direction the bullets spawn, but I wonder if the same areas in the first wave are always "less dense" than where bullets tend to cross. I find myself bombing twice on this thing, and if I can get through more of the first wave before bombing, I think I can possibly reduce it to a one bomb spell (which would be helpful for me to unlock the stage for practice :V)
8) I'm not sure what the best strategy is for circling around Orin's last spell. I just don't think I understand the spell at all. I think part of the problem is that I have no idea how the bubble bullets spawn. Do they spawn after a certain timer or what?
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2) For Yuugi's non-spells involving the lasers, I've seen a technique used in scoring replays where someone sits under Yuugi and manages to graze a ton of lasers, which seems rather safe from what I can tell in the replays. I can't seem to figure out how to do that for the blue waves though. Any advice? Or is it actually easier to dodge/bomb it normally?
The lasers are static based on Yuugi's position (except for the red lasers in her midboss nonspell, which are aimed). And during the boss nonspell, Yuugi won't move between the red lasers and the next wave of blue lasers, so you can memorize a safespot that works for both waves and position yourself in it based on the red lasers.
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3) So I've always known that the first bit with Orin in stage 4 is aimed, but it was easy enough to read and dodge in easier difficulties that I didn't really bother learning how it worked. It's gotten much harder on Lunatic, but I've seen some people do this thing where they move slightly to the right and basically dodge left and right. I'm not really sure why this works though. I think I can figure out how to properly do the move if I practice a bit more (it's pretty early in the stage anyway), but why it works still eludes me. How are those red bullets aimed?
You can also stream slowly from the bottom of the screen, it's pretty easy, but bombing after a few waves so that you get to kill all the spirits for some regained power is not a terrible thing.
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3) So I've always known that the first bit with Orin in stage 4 is aimed
Thank you. I want to give you a hug, just for that.
In answer to your question, it seems to me like they fire three clusters toward you. One right at you, followed by one to your right, then the third to your left. They're also kind of inaccurate or something, so if you stream too quickly you can collide with one of the side waves. In my opinion, moving back and forth is the easiest way. Plain streaming takes more precise tapping so you don't move too fast or too slow, and depending on how far away she gets, the inaccuracy of the clusters can become more of a problem.
Terrifying Hypnotism, as I said earlier in the thread, can be done by casually gliding along through the lanes without dodging anything. Reimu's diagonal focused speed turns out to be perfect for it.
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My responses in bold, again.
1) In Yamame's opener, how do the red and blue bullets separate? I seem to collide with the second wave of blue bullets that come down rather easily because I can't seem to see them through the red ones. Also, in the rage thread, Fuunen mentioned that you can go over the red bullets if Yamame moves down as she fires. I think I know what Fuunen means, but can I see a replay/video to confirm?
The entire thing is supposed to be aimed, including the blue bullets. From this, you can judge how far away any blue bullets should be from you at any given time. And here's (http://replays.gensokyou.org/download.php?id=21804) that replay.
2) For Yuugi's non-spells involving the lasers, I've seen a technique used in scoring replays where someone sits under Yuugi and manages to graze a ton of lasers, which seems rather safe from what I can tell in the replays. I can't seem to figure out how to do that for the blue waves though. Any advice? Or is it actually easier to dodge/bomb it normally?
They're able to supergraze that because both waves are static. Even if you're going for a survival run, you can learn the lasers' positions and take it from there.
3) So I've always known that the first bit with Orin in stage 4 is aimed, but it was easy enough to read and dodge in easier difficulties that I didn't really bother learning how it worked. It's gotten much harder on Lunatic, but I've seen some people do this thing where they move slightly to the right and basically dodge left and right. I'm not really sure why this works though. I think I can figure out how to properly do the move if I practice a bit more (it's pretty early in the stage anyway), but why it works still eludes me. How are those red bullets aimed?
They're aimed only roughly at you. The most efficient way to dodge them is to make counterclockwise circles, like this (http://www.youtube.com/watch?v=3o40BEiNOSs&t=0m22s).
4) Fuunen also mentioned that Terrifying Hypnotism is static, but I don't know if it's worth it to memorize it. (Also is it really static?)
Yes and yes (at least in the sense that you can manipulate the lasers the same way every time). The only time something wouldn't be worth memorizing is if it's well beneath your current level of dodging skill.
5) Are the butterflies in Flying Insect's Nest (the spell after DBDB) completely aimed at your position? I get the feeling that some are aimed slightly the left/right as well, but I'm not completely sure.
They are indeed aimed only roughly at you. You have to stream them on a larger scale, sort of like in a Cave game.
6) In the opening part of stage 5, how do you stream the yin yang orbs at the beginning? This might seem like a silly question, but by the time I get to the right edge of the screen, I tend to take a while to get through the red bullets, and I can't get to the left side of the screen before I get completely overwhelmed and need to bomb.
You're supposed to kill the orbs as fast as possible so that they don't overwhelm you. Start with the one on the left, then wait for the middle one to appear, then take out the rest in order. The whole sequence should look something like this (http://www.youtube.com/watch?v=sb6r2rL6PIs&t=0m30s).
7) Cat's Walk (or whatever it's Lunatic incarnation is): Do the waves of bullets point in roughly the same direction at each spawn point? The spell certainly seems rather random as to exactly where/which direction the bullets spawn, but I wonder if the same areas in the first wave are always "less dense" than where bullets tend to cross. I find myself bombing twice on this thing, and if I can get through more of the first wave before bombing, I think I can possibly reduce it to a one bomb spell (which would be helpful for me to unlock the stage for practice :V)
The bullets are random enough that there really isn't any area that's consistently less dense than the others. If you're going to bomb it, do so just before the waves reach you, that'll ensure you don't have to dodge anything. And just to make sure, you are following Orin as she's stepping around, correct?
8) I'm not sure what the best strategy is for circling around Orin's last spell. I just don't think I understand the spell at all. I think part of the problem is that I have no idea how the bubble bullets spawn. Do they spawn after a certain timer or what?
Start at the bottom, stream up once the fairies reach you, then go up to Orin's left. Wait a moment for the fairies to approach you again, then head right and use Orin's blue pellets to time when you circle back down. Odds are you'll have to do this twice, but the key for any time you're circling around is to make sure the fairies are above Orin before going down.
Oh, and my name only has one "u" in it. :V
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I thought Cat's Walk had aimed bullet patterns. I.E. if you aren't going for a capture, you can just stream left and right and time it out.
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Happy birthday Esu!
They're aimed only roughly at you. The most efficient way to dodge them is to make counterclockwise circles, like this.
Not so. There's bullets aimed at you, with some aimed slightly away from you. You can easily stream it by making one small tap every two waves, like so (http://www.youtube.com/watch?v=lH9bM3K0qq4).
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Happy birthday Esu!
Not so. There's bullets aimed at you, with some aimed slightly away from you. You can easily stream it by making one small tap every two waves, like so (http://www.youtube.com/watch?v=lH9bM3K0qq4).
1. Thanks!
2. Really? There are bullets that aim away from you? Wow, ZUN really decided to make Orin impossible to cheese, didn't he? (I mean besides her second nonspell but still) Thought you were talking about Cat's Walk. But still, really? I did not know you could do that.
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Not so. There's bullets aimed at you, with some aimed slightly away from you. You can easily stream it by making one small tap every two waves, like so (http://www.youtube.com/watch?v=lH9bM3K0qq4).
O_O
I'm going to do this forever from now on.
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Wow thanks for the replies everyone! Stage 4 at least feels more doable now that the opening part can be easily done and I know how to move for Satori's spells.
I do have one more question though that I remembered while going through stage 3: How are the big white bullets that Yuugi shoots after her midboss appearance aimed? I tend to freak out when having to deal with both the lasers and the bullets at the same time, and more often than not I collide into one or the other.
A few more targeted comments:
@Ace: Happy birthday! :toot:
@Chirpy13: Honestly, seeing that you can do it with minimal movement makes me embarrassed remembering how I was more or less flailing about during that part. Kind of like when I learned that Yukari's/Ran's non-spells are essentially all aimed at you.
@Zil: *Hugs*
@Funen: Noted for future reference :D
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They're aimed around you. The key to the laser grid is making sure you don't move horizontally that much at all, or if you do, make sure Yuugi's not firing any more when you move.
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So. EoSD Normal with MarisaA.
1. Extreme Color Typhoon. It's not a particularly hard spell card, but it always sneaks up on me. If anyone's got a good strategy for capturing it, I'd be grateful.
2. Wood Sign "Sylphae Horn" (I think that's what its called) Never been able to figure it out.
3. Wood and Fire Sign "Forest Blaze". Fire bullets are easy to dodge, but its the little shard bullets that get me.
4. Dark Sign "Scarlet Netherworld". The little trail effect that the bullets have mess me up. It helps if I squint but I don't think I've ever captured it.
5. Red Magic. AFGFFAFAHGHS. Hate this card.
Thanks in advance.
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So. EoSD Normal with MarisaA.
1. Extreme Color Typhoon. It's not a particularly hard spell card, but it always sneaks up on me. If anyone's got a good strategy for capturing it, I'd be grateful.
2. Wood Sign "Sylphae Horn" (I think that's what its called) Never been able to figure it out.
3. Wood and Fire Sign "Forest Blaze". Fire bullets are easy to dodge, but its the little shard bullets that get me.
4. Dark Sign "Scarlet Netherworld". The little trail effect that the bullets have mess me up. It helps if I squint but I don't think I've ever captured it.
5. Red Magic. AFGFFAFAHGHS. Hate this card.
Thanks in advance.
Scarlet Netherworld - the bullets of the same wave follow each other's paths, so if you dodge the first few bullets of a wave, stand still and you'll dodge them all. What I do is look up and move in one of the large areas where the vertical moving bullets won't be, then find a safespot in the criss-crossing bullets.
I don't really know what to say for the others, most of those are pure dodging. That's the thing about EoSD spellcards, compared to the later Touhou games it's less about knowing tricks and more about pure dodging (makes it more fun if you ask me :D). I guess I'll say for Extreme Color Typhoon, Sylphae Horn, and Forest Blaze, try to dodge mostly vertically and try not to get pushed in the corners if you can. For Red Magic, after you die or bomb remember to stand right in front of Remilia while you're still invincible. You'll eat bubble bullets that way, and they won't leave behind their trail of red bullets.
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Anyone know how to do Water Pressure "Breaking Critical Point", aka Mikoto's third card on Lunatic? I have absolutely no idea where to even begin approaching this thing, it is completely incomprehensible to me.
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So. EoSD Normal with MarisaA.
1. Extreme Color Typhoon. It's not a particularly hard spell card, but it always sneaks up on me. If anyone's got a good strategy for capturing it, I'd be grateful.
2. Wood Sign "Sylphae Horn" (I think that's what its called) Never been able to figure it out.
3. Wood and Fire Sign "Forest Blaze". Fire bullets are easy to dodge, but its the little shard bullets that get me.
4. Dark Sign "Scarlet Netherworld". The little trail effect that the bullets have mess me up. It helps if I squint but I don't think I've ever captured it.
5. Red Magic. AFGFFAFAHGHS. Hate this card.
Thanks in advance.
The first 4 are mostly vertical dodging and not getting pushed to one side.
Red magic you have to sort of read ahead.
By the way, have you patched vsync yet? EoSD and PCB's input delay makes them unplayable.
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So. EoSD Normal with MarisaA.
3. Wood and Fire Sign "Forest Blaze". Fire bullets are easy to dodge, but its the little shard bullets that get me.
How about to start going to the right side of screen, since the shard bullets went from this side, you can walk to the left when you feel that they are trapping you.
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fadsfhajfhlfahjdf dammit. *THIS* close to 1CCing TD Hard with Sanae :C
Could anybody give me a few tips on stages 4/5/6? Spellcard-wise, only stage 6, cuz the other 2 I know already, but really I'd like a bit of help planning out trances :\
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fadsfhajfhlfahjdf dammit. *THIS* close to 1CCing TD Hard with Sanae :C
Could anybody give me a few tips on stages 4/5/6? Spellcard-wise, only stage 6, cuz the other 2 I know already, but really I'd like a bit of help planning out trances :\
I'm in a bit of a rush, but I actually made a list of trance locations when I was planning out a TD run. It's kind of rough, but it might help. Just note that the format is Life spirits/Bomb spirits.
Stage 4:
Trance refill at beginning
From small fairies: 0/3
From big fairies after a few waves: 2/2 <- Trance here or after Seiga. Either is fine.
Midboss Seiga spell card: 2/2
Trance refill
From fairies at end: 2/2 <- Trance here
Seiga:
After first spell card: 1/1
After second spell card: 1/1
Total, no trance: 8/11
Normal playthrough, with trance: 12/15 (possibly more bombs from small fairies?)
Stage 5:
Trance refill
Fairies after opener: 2/4 <- Trance
Most likely can?t trance refill, could be barely possible
Fairies after: 2/4
Midboss Tojiko spell card: 2/2
Trance refill possible?
6 fairies: 1/5 <- Trance after killing all/most of them, should carry over into the next batch
7 fairies: 0/6??? (don?t know what the middle has)
Futo:
After first spell card: 1/1
After second spell card: 1/1
After third spell card: 1/1
Total: 10?/24
Normal playthrough: 13/39
Stage 6:
Trance refill
Bomb fairies: 0/14? (estimate) [average spirits gathered: 6] <- Trance here unless you just need a few more until your next life
Life fairies: 4/0? (estimate)
Miko:
After first: 1/1
After second: 1/1
After third: 1/1
After fourth: 1/1
After fifth: 1/1
After sixth: 1/1
Total: 10/20 (Maximum, most likely won?t get all bomb/life ones)
Average get: 10/12
Normal playthrough: 10/18
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I want to perfect MoF Easy, but Kanako's last three cards are great hurdle.
Sth Hunting Ritual is not ramming a ball/sphere while moving carefully, right?
Mountain of Faith is read and dodge that can be helped through practice.
But I simply don't understand Miracle of Otensui. The bullet aiming at me is crazily dense and the fact that arrowheads come from both sides doesn't help.
No matter which side I try to misdirect those aiming bullets, the arrowhead always manage to kill me. :ohdear:
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And I have started MoF Hard as well. How to Minoriko's first card?
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I want to perfect MoF Easy, but Kanako's last three cards are great hurdle.
Sth Hunting Ritual is not ramming a ball/sphere while moving carefully, right?
Mountain of Faith is read and dodge that can be helped through practice.
But I simply don't understand Miracle of Otensui. The bullet aiming at me is crazily dense and the fact that arrowheads come from both sides doesn't help.
No matter which side I try to misdirect those aiming bullets, the arrowhead always manage to kill me. :ohdear:
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And I have started MoF Hard as well. How to Minoriko's first card?
Hunting Ritual is essentially read and dodge. Stay in the middle and stream towards the corners, then dash up to evade the last bit. Repeat.
Mirace of Otensui is a tricky card on easy. Basically it's a matter of timing. You want to dash up and redirect the dense streams when the arrowhead streams have just finished rotating past the middle. That will make it so you don't have to dodge through the arrowheads and the diamond bullets when you come back around. I think the easiest way to keep this rhythm is to start from the corner and slowly move towards the middle. IIRC, that makes it so you pass through the middle right as the arrowhead streams converge on the middle. After you go through the arrowheads, then dash up diagonally and repeat.
Edit: Oh and Minoriko's first card is basically the same as on Normal, but with aimed bullets at you. I do it by starting in the middle, slowly streaming towards the ends, then moving through this safespot that always occurs near the right side of the screen. The first wave fired is always the same. Then restream it back to the left, and find a hole to your left. Run through that, then repeat. It shouldn't take more than 2 or 3 restreams before the card is cleared.
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Now THIS is sad.
132 attempts, and I STILL can't capture Light Sign "Halo of the Guze Kannon".
Why, Miko, why?
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omg i was about to ask that
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How do I capture Embers of Love (no. 172) and Philosopy of a Hated Person (no. 174)?
The former I can sort of capture 50% of the time but I get trapped a fair amount of times.
For Philosopy, mainly the last phase. I don't know what to do and run into bullet :(
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Now THIS is sad.
132 attempts, and I STILL can't capture Light Sign "Halo of the Guze Kannon".
Why, Miko, why?
There is a pattern. Use it to your advantage.
Basically pick a lane to dodge in, switch lane when that lane rotates too far that you might be hitting other things, and hope your eyes don't get overwhelmed.
It's a fun card!
Timeout: http://replays.gensokyou.org/download.php?id=17884
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For that Guze spellcard all I do is a unfocus-focus dance of left-right.
Is there a safe route to herd Miko's Falling Stars on Divine Spirit Mausoleum's spellcard's second phase in Normal?
I tried making the bullets at the first phase go at the left and right corners of the screen, but when she reaches the second phase I'm doomed.
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How does one do Hourai Jewel Lunatic??! I have failed like 200 times by now. I SWEAR VOWG IS EASIER THAN THAT SHIT
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How does one do Hourai Jewel Lunatic??! I have failed like 200 times by now. I SWEAR VOWG IS EASIER THAN THAT SHIT
http://www.youtube.com/watch?v=Me1TymHrXww&feature=player_detailpage#t=305s
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I am slaving away at doing my first extra stage, the logical choice being Imperishable Night. A couple of questions:
1. Keine's first and third spells. Is it better to be unfocused or focused while the spirals are firing? (it changes the speed)
2. Ikahasa's moon curse. I can sort of see a path by going to the left, but I have nowhere left to go when returning to the center. Is there a more suitable path to evade those rebounding knives?
3. Phoenix Rebirth: I need a foolproof way to misdirect the phoenixes.
4. Hollow Giant "Woo". Again, what kind of path is needed to properly misdirect the bullet sprays?
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@Hourai Jewel: It seems to work for the first few turns fine but after a while the yellow bullets seem to desync with the pattern.
..or is it just me? Still awesome tactic to survive at least the first half rather easily. :O
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It addresses this in the video, after you dash under 6 yellow balls you need to start dashing under green ones.
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Well aren't I smart. xD
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Ugh. I always have trouble with Remilia's first nonspell in EoSD on any difficulty, even Normal. I get to her with two lives or one (depending on whether or not I derp on Sakuya midboss nonspell (I always time it out because I don't want to deal with Eternal Meek.)) and that nonspell takes up all my lives. If I somehow make it with one left, I'll derp on Star of David. I curse that nonspell. DX
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Ugh. I always have trouble with Remilia's first nonspell in EoSD on any difficulty, even Normal. I get to her with two lives or one (depending on whether or not I derp on Sakuya midboss nonspell (I always time it out because I don't want to deal with Eternal Meek.)) and that nonspell takes up all my lives. If I somehow make it with one left, I'll derp on Star of David. I curse that nonspell. DX
The first non-spell from Remilia the only think that I know is that you need to look before to dodge the bullets if the bullets are going to trap you, if this is going to happen you need to walk to some side until escape from the bubble traps. Star of David you can go close to the bottom of the screen and avoid the exploding star. Also one question mine, is normal that some stars does not explodes and shots a circle of bullets instead?
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Various replys:
Now THIS is sad.
132 attempts, and I STILL can't capture Light Sign "Halo of the Guze Kannon".
Why, Miko, why?
Given the spell card name, I guess that's on Normal. I find that it's really easy for me to pick out the yellow flashing bullets on Normal. If you dodge to the right of it every single time you see one, you should capture the card with minimal effort (or at least that's what I remember of it).
This doesn't work on Hard and above though :V. The yellow bullets veer too far away from Miko for you to be able to both hit her and get in that safe lane.
How do I capture Embers of Love (no. 172) and Philosopy of a Hated Person (no. 174)?
The former I can sort of capture 50% of the time but I get trapped a fair amount of times.
For Philosopy, mainly the last phase. I don't know what to do and run into bullet :(
For Embers, you should always be under Koishi when she shoots the aimed hearts straight at you. She'll then fire a wave away from you, then repeat. Just repeat. It only really gets harrowing in the last few moments of the card, but for me at least, I couldn't capture it that consistently until I got a feel for how the bullets on the tail spawned.
For Philosophy of a Hated Person's last phase, it's basically just moving in a clockwise direction around the center of the screen, following Koishi around. To my eyes at least, it looks like the bullet walls are moving diagonally, but they're actually moving straight across, so you can dodge them by moving completely horizontally/vertically. Also note that if you do get caught by Koishi, staying in the center of a "square" is completely safe.
I am slaving away at doing my first extra stage, the logical choice being Imperishable Night. A couple of questions:
1. Keine's first and third spells. Is it better to be unfocused or focused while the spirals are firing? (it changes the speed)
2. Ikahasa's moon curse. I can sort of see a path by going to the left, but I have nowhere left to go when returning to the center. Is there a more suitable path to evade those rebounding knives?
3. Phoenix Rebirth: I need a foolproof way to misdirect the phoenixes.
4. Hollow Giant "Woo". Again, what kind of path is needed to properly misdirect the bullet sprays?
1. For her first spell, the familiars shoot two different static patterns that you can easily dodge before the aimed sprays. The safespot for the first wave is above the "E" in "Enemy" and I believe the safespot for the second wave is between the 'n' and the second 'e'. After most of the static bullets move past, just slowly stream. Repeat. For her third spell, the bullet walls are again completely static every single time. I dodge it by starting over the "E" and streaming to the right. The addition of the teal bullets in later waves is just a minor complication. Dodge them normally.
2. The path I use starts in the center, stays for 2 waves, then goes to the right, returns to the center, then right, then back again. It should finish the card off if you're using the border team. Moving to the right is better than moving to the left because the knives fire in a clockwise rotation, meaning that there is a huge hole to the right if they are aimed at the center. Knives will more or less always be coming at you from the left, so don't go that way.
3+4. I'm not too sure what Phoenix Rebirth is. In either case, you can see good techniques and explanations for most of the remaining spells from this Kefit video. http://www.youtube.com/watch?v=tACAYUgYcBs. Do note that he's using solo Alice, which clears all of Mokou's cards in fairly fast time, so you may need to dodge for a while longer than he is. His paths are applicable for all teams though.
Ugh. I always have trouble with Remilia's first nonspell in EoSD on any difficulty, even Normal. I get to her with two lives or one (depending on whether or not I derp on Sakuya midboss nonspell (I always time it out because I don't want to deal with Eternal Meek.)) and that nonspell takes up all my lives. If I somehow make it with one left, I'll derp on Star of David. I curse that nonspell. DX
Remilia's first non-spell can be a bit tricky. The only advice I can really give based off of personal experience is to never ever ever try to dodge between a bubble bullet and the completely solid big bullets (like the kind fired during Star of David). I feel as though EoSD has weird bubble bullet hitboxes (or at least larger ones than the rest of the series), and it tends to throw me for a loop. For Star of David, basically sit at the bottom of the screen and dodge in between lasers/bullets.
Also one question mine, is normal that some stars does not explodes and shots a circle of bullets instead?
Yes, it's normal for you to see bullet circles. The entire array shoots in a big aimed "circle". I'm not too sure how to describe it, but if you watch a replay of the spell a few times you'll see what I mean.
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3+4. I'm not too sure what Phoenix Rebirth is.
Phoenix Rebirth is Mokou's Last Word. Not sure how having a strategy for it would help with Extra, though.
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http://www.youtube.com/watch?v=Me1TymHrXww&feature=player_detailpage#t=305s
SUCH MEMOSHIT. Thanks anyway. I'll do it since I can't do even one turn without resorting to this.
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Phoenix Rebirth is Mokou's Last Word. Not sure how having a strategy for it would help with Extra, though.
Crap, I did it again didn't I? I meant her second spell. I keep thinking it's called Phoenix Rebirth but it's called something else. It's the one where phoenixes are flung right at you.
Anyway, I figured it out by now. Now I need help with some of her other spells:
1. Honest Man's Death. As far as I know, you're supposed to get as close to the spawn point of the laser and hope that it doesn't kill you when it passes over you. Then fight through the red waves to get to the other side and pray, repeat. However, at entirely random intervals the laser originates much farther from me than normal and kills me in an instant. Is there a trick or is it just pure skill? This thing always costs me huge amounts of resources (at least three bombs, most times a death and at times a fourth bomb)
2. Fujiyama Volcano. Three parts to this: shoot one explosion, shoot three explosions (long intervals), shoot a bunch of explosions (short intervals). I seem to get forced into the bottom left corner by the second part and then get killed by the red spray. Any suggested paths on this?
3. Possessed by Phoenix (the farthest I've gotten as of now). The purple bullets I can handle, but the blue five-way sprays get me every time. Once again, how?
Nevermind, watching Kefit helps a lot. Thanks for the help people.
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http://www.youtube.com/watch?v=Me1TymHrXww&feature=player_detailpage#t=305s
It addresses this in the video, after you dash under 6 yellow balls you need to start dashing under green ones.
omg this makes it so much easier.
After 6 yellow balls I do 2 teal and 2 purple. Not sure if that's the best way, but it will time it out.
Hourai Jewel timeout: http://replays.gensokyou.org/download.php?id=22604 :V
Also, I managed to shoot down all the familiars without killing Kaguya on normal mode... using MAlice cannon of course
Replay: http://replays.gensokyou.org/download.php?id=22606
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Yeah, that tactic really cheeses Hourai Jewel to the maximum. Suddenly Kaguya lost all of her difficulty what with being kinda good at her now. Thanks for that strategy Kefit, if you ever read it. I suppose Eirin still remains the hardest bitch. xD
Also is it just me or are avatars randomly switching around. :O
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Yeah, that tactic really cheeses Hourai Jewel to the maximum. Suddenly Kaguya lost all of her difficulty what with being kinda good at her now. Thanks for that strategy Kefit, if you ever read it. I suppose Eirin still remains the hardest bitch. xD
Also is it just me or are avatars randomly switching around. :O
Yeah it is way too cheesy. I wonder if it is possible to do "normally"?
Holy shit I thought it was just me that saw scrambled avatars!
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It is, but it's absurdly difficult. It took me ~80 tries to capture it for the first time when I went after "instinct". You know, when you think it's time to dash to either side to create the large gaps only to find out you mistimed by a second and have everything wall you.
Unless your definition of "normally" is different. :P
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I am slaving away at doing my first extra stage, the logical choice being Imperishable Night.
Why is Imperishable Night the "logical choice"? The main game has reputation for being one of the easiest games, yeah, but I'd say Perfect Cherry Blossom probably has the easiest Extra stage. Or at least I find it easier than IN's.
SUCH MEMOSHIT.
Welcome to Imperishable Night lol
Also lolwut @ the scrambling avatars. I keep refreshing to see what avatar I get.
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It is, but it's absurdly difficult. It took me ~80 tries to capture it for the first time when I went after "instinct". You know, when you think it's time to dash to either side to create the large gaps only to find out you mistimed by a second and have everything wall you.
Unless your definition of "normally" is different. :P
Yeah that's what I meant. And holy damn 80 tries? It doesn't make it sound that difficult :V
I was at 220+ trying to capture it, till I used the cheesy way.
On an unrelated note, as I was trying to save an epic yuyuko avatar I saw, it was named rotate.php.jpg. Damn mods :trollface:
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On an unrelated note, as I was trying to save an epic yuyuko avatar I saw, it was named rotate.php.jpg. Damn mods
Speaking of epic avatars? (http://i.imgur.com/pWyfk.png)
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Speaking of epic avatars? (http://i.imgur.com/pWyfk.png)
LOLWHAT. Still, I guess that was destined to happen because I found your avatar pretty cute.
Mine hasn't even appeared anywhere, by the way.
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I just saw that Seiga's avatar was fries, and I thought: CURVY FRIES!!! (Think: McRoll)
Now I have a clippy problem with Miko's Royal Clan Chaotic Dance. Is there, like her last spell any safe route to herd Tojiko and Futo's arrows?
I hope my question for her last spell's second phase is also answered. :)
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Yeah that's what I meant. And holy damn 80 tries? It doesn't make it sound that difficult :V
I was at 220+ trying to capture it, till I used the cheesy way.
It took me exactly 400 attempts to capture it :V
How are you supposed to do Aya's final spell in MoF? I always get hit by either the rice bullets when I try to dodge the yellow arrwheads, and hit by the arrowheads when I try to dodge the rice bullets. This spell is one of the 2 spells that I haven't captured in MoF lunatic (the other one being obviously VoWG), and it'd be nice to get it out of the way.
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Any help with Undefined Darkness (Nue's 7th spellcard) and Rainy Iwafune (Mononobe's 1st spellcard)?
I need a path to follow to help get by Undefined and a way to make Iwafune shorter lived as it tends to wear me out.
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Any help with Undefined Darkness (Nue's 7th spellcard) and Rainy Iwafune (Mononobe's 1st spellcard)?
I need a path to follow to help get by Undefined and a way to make Iwafune shorter lived as it tends to wear me out.
For Rainy Iwafune Normal, try to find a gap in the "rain drops" while watching out for the thunder arrows (they tend to appear when Futo gets back to the screen). I don't think it's static though, but there should be a gap.
Here's my try at the spellcard: http://replays.gensokyou.org/download.php?id=22619 (http://replays.gensokyou.org/download.php?id=22619)
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Any help with Undefined Darkness (Nue's 7th spellcard)?
You could watch this replay (http://www.youtube.com/watch?v=P1sf67PU0SE), since I'd say T handles the misdirecting Nue to the upper screen-trick pretty well. Moving around the screen with Nue following you is a lot harder, if you ask me.
How are you supposed to do Aya's final spell in MoF? I always get hit by either the rice bullets when I try to dodge the yellow arrwheads, and hit by the arrowheads when I try to dodge the rice bullets. This spell is one of the 2 spells that I haven't captured in MoF lunatic (the other one being obviously VoWG), and it'd be nice to get it out of the way.
It's just... simple sidestepping, I believe? However, I never played MoF that much so I don't know if there's some trick behind it. Don't forget that you can also move vertically a bit to ease the dodging. Also try not to have dodge through both patterns (rice and arrowheads) at the same time - and don't be too stressed about your movements, since there is only one set of arrowheads that forms a wall which you should dodge in the pattern - sidestep those and it's pretty much just fast reading.. I believe? Someone like Nereid would know better, or maybe Funen or dot_asp.
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Also, thank you, Kefit, for showing me how to claim two good players to be TAS-users and still become a respected and liked superplayer by the english-speaking fancommunity. Wow. I think I'll start calling .ASP and T TAS-hoaxes from now on, since it probably improves me as a Touhou player and makes the community love me.
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Why is Imperishable Night the "logical choice"? The main game has reputation for being one of the easiest games, yeah, but I'd say Perfect Cherry Blossom probably has the easiest Extra stage. Or at least I find it easier than IN's.
Well, the reputation made it the logical choice. And I seem to be having a far harder time with Ran than with Mokou. Not because of the bossfight, but the stage is a real killer. I keep messing up streaming and stuff. Chen is quite a bit harder for me than Keine too.
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How to do Scarlet Shoot?
Remilia keeps flying all over the screen and I can't concentrate fire on her...
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How to do Scarlet Shoot?
Remilia keeps flying all over the screen and I can't concentrate fire on her...
Everything is aimed at you.
Two spread waves followed by a concentrated wave.
Then it's two spread waves (but less time between firing), pause, two spread waves, and one concentrated wave. (this phase repeats)
Try to misdirect the next wave during the pause.
By the way, if you play as MarisaB and don't stay under her you might time this out.
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Some1 has any tip about the Prismriver sister's first non-spell attack with white hair that you fight when you arrive at the stage 4 playing with Sakuya. I think that her name is Lirica and I can't read her first non-spell attack, it has a lot of HP and that "spirit shoots" always hit me :(
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Some1 has any tip about the Prismriver sister's first non-spell attack with white hair that you fight when you arrive at the stage 4 playing with Sakuya. I think that her name is Lirica and I can't read her first non-spell attack, it has a lot of HP and that "spirit shoots" always hit me :(
That's Merlin. Here's my timeout of it on Normal (http://www.youtube.com/watch?v=5wEkcB2nKe4); the method used there is consistent and easy once you get the hang of it.
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Thanks Malkyrian, now I can open extra stage with Sakuya, I think that I am losing more lifes in Merlin than in Youmu :P
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After another Normal 1cc attempt run of failure to Miko, I think I seriously need help on some of her spellcards:
Is Colour of Twelve Levels and Laser of Seventeen Articles rely on pure dodging? Are there any good safespots created?
And how do I herd Royal Clan's Chaotic Dance and Falling Stars on Divine Spirit Mausoleum's second phase? I keep getting clipped by the arrows and herding the stars improperly on the respective spell cards. :(
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In all seriousness, being able to evade Miko's attacks is arbitrary. With at least three lives and the bombs you collect in stage 6, you can bomb/trance them all, no dodging needed, victory assured.
MMX made a video once which I found to be highly educational. Watch as he easily disposes of Miko with only a single death. http://www.youtube.com/watch?v=cB99lrfLRwE&feature=my_favorites&list=FLZgAD-98IND5vnvTvJXySGQ
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So. Double Spoiler 3-4, how do I go about doing that?
Been driving me nuts lately. >.>
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So. Double Spoiler 3-4, how do I go about doing that?
Been driving me nuts lately. >.>
Stream, take a shot to change directions. 3-4 is where most people first seem to stumble. <_<
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In all seriousness, being able to evade Miko's attacks is arbitrary. With at least three lives and the bombs you collect in stage 6, you can bomb/trance them all, no dodging needed, victory assured.
MMX made a video once which I found to be highly educational. Watch as he easily disposes of Miko with only a single death. http://www.youtube.com/watch?v=cB99lrfLRwE&feature=my_favorites&list=FLZgAD-98IND5vnvTvJXySGQ
Thanks. I'm trying to plan ahead on bombing/trancing on most of her spellcards/nonspells except her opener, possibly Colors, Taoist, Ikaruga-dera and Guze.
EDIT: it worked! http://replays.gensokyou.org/download.php?id=22664 (http://replays.gensokyou.org/download.php?id=22664)
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A few more questions about SA:
1) Is there a good way of not clipping the red lasers in stage 4 before midboss Orin and before the streaming part? The blue lasers are really no problem, but I can dodge the red lasers sometimes, but other times they just spawn way too fast and I just barely, barely clip them. Am I supposed to swing to a side from the middle or go from the side to the middle or am I completely on the wrong track?
2) Any tips on the streaming bit of stage 4? I'm talking about the part with the green amulets and the aimed giant white bullets. I tend to have more trouble with the green amulets really. Is it just read and dodge or is there a way of somehow aiming the green amulets to make the pattern easier?
3) For Flying Insect's Nest, is there a good way of keeping Satori in the area in the middle of the screen? I notice that when she's closer to the sides, there is less time between butterfly waves to swing back around to the middle. Often times I need a crazy dodge or something to not die/bomb. Or if there's a better way of doing this spell, I'm all ears.
4) What's the lowest amount of power you can have to still be able to do the streaming bit at the beginning of stage 5 with the big white bullets and aimed red ones? I usually enter with something like 2.xx power since I inevitably die/bomb quite a bit on Satori, and I can never manage to do it.
5) I still haven't bothered to figure out what determines how much power drops when you die. I get the feeling that it's like "if between 1 and 3, drop 2.25" and "if between 0 and 1 and 3 and 4, drop 3.20" and "if 4, drop 4". I'm still not sure though.
Thanks in advance!
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The Phantom of the Grand Guignol. Don't even know where to begin. How.
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The Phantom of the Grand Guignol. Don't even know where to begin. How.
It is entirely static. Follow a memo route and stream the red stuff. The waves before the streaming part are doable with little dodges at the middle, so the card should not last too long. Watch a replay if you don't want to make a route by yourself.
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A few more questions about SA:
1) Is there a good way of not clipping the red lasers in stage 4 before midboss Orin and before the streaming part? The blue lasers are really no problem, but I can dodge the red lasers sometimes, but other times they just spawn way too fast and I just barely, barely clip them. Am I supposed to swing to a side from the middle or go from the side to the middle or am I completely on the wrong track?
2) Any tips on the streaming bit of stage 4? I'm talking about the part with the green amulets and the aimed giant white bullets. I tend to have more trouble with the green amulets really. Is it just read and dodge or is there a way of somehow aiming the green amulets to make the pattern easier?
3) For Flying Insect's Nest, is there a good way of keeping Satori in the area in the middle of the screen? I notice that when she's closer to the sides, there is less time between butterfly waves to swing back around to the middle. Often times I need a crazy dodge or something to not die/bomb. Or if there's a better way of doing this spell, I'm all ears.
4) What's the lowest amount of power you can have to still be able to do the streaming bit at the beginning of stage 5 with the big white bullets and aimed red ones? I usually enter with something like 2.xx power since I inevitably die/bomb quite a bit on Satori, and I can never manage to do it.
5) I still haven't bothered to figure out what determines how much power drops when you die. I get the feeling that it's like "if between 1 and 3, drop 2.25" and "if between 0 and 1 and 3 and 4, drop 3.20" and "if 4, drop 4". I'm still not sure though.
Thanks in advance!
1) They're always shot in the same places, it's possible to learn where you should be to have the lasers pass around you and to be safe from the blue lasers if you practice enough, it took me a dozen or so runs to remember the general area which was safe when I first started Lunatic. Also, both red waves are shot in the same places too, so if you stay where you are, you should be safe up to Orin midboss. (same applies to the laser section before Satori).
2) The Green amulets are static as far as I've noticed, and it's possible to memorise a route around it. I never really got around to doing that so I usually spend 1 or 2 bombs, but if you put in some practice it should become alot easier.
3) She'll generally move in your direction I think, it's just really hard streaming which I usually waste a bomb on.
4) It's possible to do that entire section with 0 power, here's a replay of me doing so (http://replays.gensokyou.org/download.php?id=22757), you just need to know it's streaming and that you absolutely MUST kill the orbs before moving off to another, otherwise things get very hairy.
I also demonstrate in the replay how to do Orin with no deaths if you have full power, it's alright to have 1 death though because her first spell is quite hard if you don't bother killing the fairies properly (like I did :derp:).
5) When you die with 3 or more extra lives remaining, you get 2.25 power back, if you die with 1 or 2 extra lives remaining you get 3.20 power back, and if you die with no extra lives remaining then it's a full power up you get.
Good luck!
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I've got a couple of questions.
1) How should I go about dodging Yuugi's spell card "Feat of Strength on Mt. Ooe"? (I think that's the name of her Normal mode card) I've never been able to understand that one.
2) Koishi's first spell card? I can dodge the blue lasers, but the red stuff afterwards gets me away from the center of the screen which throws me off.
3) Also, Recollection "Border of Wave and Particle"? I know about the safespot, but it makes me feel cheap when I use it, so any good techniques for dodging?
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1) They're always shot in the same places, it's possible to learn where you should be to have the lasers pass around you and to be safe from the blue lasers if you practice enough, it took me a dozen or so runs to remember the general area which was safe when I first started Lunatic. Also, both red waves are shot in the same places too, so if you stay where you are, you should be safe up to Orin midboss. (same applies to the laser section before Satori).
2) The Green amulets are static as far as I've noticed, and it's possible to memorise a route around it. I never really got around to doing that so I usually spend 1 or 2 bombs, but if you put in some practice it should become alot easier.
3) She'll generally move in your direction I think, it's just really hard streaming which I usually waste a bomb on.
4) It's possible to do that entire section with 0 power, here's a replay of me doing so (http://replays.gensokyou.org/download.php?id=22757), you just need to know it's streaming and that you absolutely MUST kill the orbs before moving off to another, otherwise things get very hairy.
I also demonstrate in the replay how to do Orin with no deaths if you have full power, it's alright to have 1 death though because her first spell is quite hard if you don't bother killing the fairies properly (like I did :derp:).
5) When you die with 3 or more extra lives remaining, you get 2.25 power back, if you die with 1 or 2 extra lives remaining you get 3.20 power back, and if you die with no extra lives remaining then it's a full power up you get.
Good luck!
1) Just a note: I immediately found out while going through that stage that the red lasers do not spawn in the same locations every wave. I stood in the same place from the first red wave to the second red wave and I got hit by what seemed to be an extra laser that spawned to spite me. There seem to be extra lasers spawning that don't really fit in the pattern at times and that's pretty frustrating.
3) I found out that basically she plays nice with the first few waves if you get her towards the center during DBDB, and after that she won't budge enough to throw you off if you stay around the center.
4) Thanks for the demonstration! Honestly, that whole section still seems really daunting to me because of the overlapping white bullets of doom that throw me off. It'll probably come to me eventually like Yuugi's lasers.
5) Is there an exception for when you die at a certain power level or something? Because I think you always get 4 if you die at 4 and 3 if you die at 3 and etc. Thanks for the knowledge though. Although now I realize that it will make Satori that much harder because I always flub Terrifying Hypnotism in the weirdest ways and screw up really bad.
I've got a couple of questions.
1) How should I go about dodging Yuugi's spell card "Feat of Strength on Mt. Ooe"? (I think that's the name of her Normal mode card) I've never been able to understand that one.
2) Koishi's first spell card? I can dodge the blue lasers, but the red stuff afterwards gets me away from the center of the screen which throws me off.
3) Also, Recollection "Border of Wave and Particle"? I know about the safespot, but it makes me feel cheap when I use it, so any good techniques for dodging?
1) I believe it's just read and dodge. It only comes from one direction on Normal, so just swing around the bubble bullets and go through gaps. It's also a test of how well you know your bubble bullet hitboxes, which I think is more of an acquired skill. Just keep at it!
2) You need to redirect the red stuff after the lasers. The lasers follow 2 static patterns which fire the same way every single time after the first wave. Basically after the lasers finish firing, you want to stream towards the right/left, then maybe a second before you hear the charging sound, swing back around towards the middle and use the safespot for the lasers. I do it from the bottom of the screen, but there's a way of doing it from the middle of the screen that some people like using. I remember for my first clear, I utilized this series of videos from yoslime as a basic guide: http://www.youtube.com/watch?v=rRhg81Xv5Is
3) Got nothing for this one. I believe it's just read, dodge, and abuse hitboxes.
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From my post in the Accomplishments thread:
DS clears:
Levels 1 - 6: All
Level 7-4, 7-6
Level 8-3, 8-5
Level 9-5
Level 10-3
Level 11-1, 11-4, 11-6
Level 12-6, Playstation Nue
Level EX-2, EX-3
Working on:
Star Sword Apologetics: Sixth photo always gets me for some reason. 168 shots.
Byakuren's Nonspell: SO MANY "LAST!!" IT HURTS 120 shots.
Kinkaku-Ji: dat last phase 142 shots.
Orin's Nonspell: I can get to the last photo, and then it goes to hell. 46 shots.
The four mentioned, (maybe except Seamless Ceiling lol), plus any others that I probably should have done anyway that are easy enough? :3
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7-5: Stay 1 square diagonal from Shou, take the picture right as she starts moving, take advantage of the cleared lasers to move another square around. You end up moving in a diamond.
10-1: Either dash away from Tenshi when the bubbles spawn and take the photo OR abuse the safespot from the bubbles at her feet. You still have to worry about the red bullets regardless.
EX-4: If you get in a 'lane', stay in regular focused speed when dodging the cards and take the photos when NOT lined up with the blue bullets.
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7-5: Stay 1 square diagonal from Shou, take the picture right as she starts moving, take advantage of the cleared lasers to move another square around. You end up moving in a diamond.
10-1: Either dash away from Tenshi when the bubbles spawn and take the photo OR abuse the safespot from the bubbles at her feet. You still have to worry about the red bullets regardless.
EX-4: If you get in a 'lane', stay in regular focused speed when dodging the cards and take the photos when NOT lined up with the blue bullets.
All three of these cases are where I know the method, but the execution I fail at, sorry.
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1) Just a note: I immediately found out while going through that stage that the red lasers do not spawn in the same locations every wave. I stood in the same place from the first red wave to the second red wave and I got hit by what seemed to be an extra laser that spawned to spite me. There seem to be extra lasers spawning that don't really fit in the pattern at times and that's pretty frustrating.
Even if you don't move you can't be sure you'll kill the enemies as quickly, so more lasers can get fired. I think the very edge of the screen is always safe though. If you do hide in the corner, you can teleport to the other side to escape more quickly and align for Orin/the purple amulets.
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How
do I avoid
this (http://www.shrinemaiden.org/forum/index.php/topic,13022.msg863828.html#msg863828)
It can't just be my godawful luck.
Have a replay. (http://replays.gensokyou.org/download.php?id=22775)
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Did you move on the upper screen and spam level 2's all day erry day? Since that's the best Eiki method as far as I know.
You make it sound like it's possible plausible easy.
You could watch some 13min high-level vs. replays. They tend to be.. educational at times.
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You make it sound like it's
possible plausible easy.
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I watched the replay, BT. About the scoring, you don't keep your spell points high enough. In fact, you do some strange things sometimes which cause it to reset. The first is timing the enemies. Some good examples of it at the starts of stages 5 and 7. You seem to shoot a few fairies, then wait too long before shooting the next group. I don't know what to say about how you should time it, since it's very situational, but I can recommend a possible way to practice them. Try to play the first stage without ever letting the spell points reset. Then watch the replay after and see which parts went wrong. With some practice at that you should be able to do it easily, and it helps learn how to use the fairies most effectively, not just for scoring but to get rid of bullets and keep yourself alive (which is the same as scoring but whatever). If I can point out a particular example:
(http://oi49.tinypic.com/2rw25ci.jpg)
I think you had a good opportunity here that you passed up. If you had shot the blue fairy there leading the others, it would have made the whole right side of the screen much safer. Instead you went down to the right and charged a spell, letting the fairies pass by, and a bullet wall descended upon you. Once you're earning all of the extends, I think identifying chances like that are what you need to do, since it's especially needed against Eiki.
You also sometimes charge up a spell then hold on to it for a while. There's no reason to do that, since you're defenseless while holding the spell, and your spell points of course reset. You also use level 3 spells sometimes, which I don't think should ever be done.
Another, less significant, thing I can point out is once in stage 9, when Lily appeared, you charged a spell then sat in front of her for a while before using it, presumably to cancel the bullets once she fired. If you had just spammed lasers at her instead she would quickly explode and drop an item, and you wouldn't have to lose a spell to her.
About what Seppo Hovi said about spamming level 2's against Eiki, I think I have to question it. It's good in many cases since you recharge quickly once you get it going, but Eiki is particularly dangerous if you do that, since the bullets you could normally reflect between spell uses (by shooting a few fairies) will usually have hot dogs fired along with them, which the fairies won't reflect, so it's very hard to create a situation where you can recharge the spells as quickly as you use them, which is what I think Seppo was referring to. You'll end up spamming spells anyway of course, but try to keep them for when you need them to survive.
I'm not sure if anything I said will really be that helpful, and do keep in mind that I'm not certain of anything about this game, since I still don't understand how it works. What I've said is just what I think I know.
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First of all, thank you for the reply.
I think you had a good opportunity here that you passed up. If you had shot the blue fairy there leading the others, it would have made the whole right side of the screen much safer. Instead you went down to the right and charged a spell, letting the fairies pass by, and a bullet wall descended upon you. Once you're earning all of the extends, I think identifying chances like that are what you need to do, since it's especially needed against Eiki.
This happens because I don't feel confident enough to look up and time the fairies correctly. Also, I guess I prioritize activating spirits, especially with Reisen. I'm not used to Marisa that much...
You also sometimes charge up a spell then hold on to it for a while. There's no reason to do that, since you're defenseless while holding the spell, and your spell points of course reset. You also use level 3 spells sometimes, which I don't think should ever be done.
Both of these things happen because I don't want to "waste" the spell right before a wall of bullets. So I hold on to it so I actually get rid of the wall, and that sometimes results in level 3 spells. I know they're not ideal, obviously.
Another, less significant, thing I can point out is once in stage 9, when Lily appeared, you charged a spell then sat in front of her for a while before using it, presumably to cancel the bullets once she fired. If you had just spammed lasers at her instead she would quickly explode and drop an item, and you wouldn't have to lose a spell to her.
Same thing I suppose, I prefer the level 2 bullet clearing so that I don't get hit to Lily bullets + pellets.
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Both of these things happen because I don't want to "waste" the spell right before a wall of bullets. So I hold on to it so I actually get rid of the wall, and that sometimes results in level 3 spells.
I figured. (I used to do the same thing, in fact.) Personally I would just use the spell anyway, and if a wall appears you can hopefully reflect it with fairies, and begin replacing the spell that was wasted. If you save it like that you force yourself to use it on the next wall (you don't have the canopy of constantly exploding fairies to protect you) when you might have otherwise found a different way around it. Furthermore, and I'm not sure about this, but I think spells recharge faster when your spell points are really high, so I'd rather waste the spell and keep the points up than save it and let them drop.
And yeah, I wouldn't prioritize spirits. Fairies usually cover a significant chunk of the screen, while the spirits are best for clearing the area right in front of you. Marisa's scope is kind of weird to work with, yes.
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GFW A1 lunatic, Luna's 2nd nonspell. (in stage 1).
It's stupid, as far as I can tell.
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It is entirely static. Follow a memo route and stream the red stuff. The waves before the streaming part are doable with little dodges at the middle, so the card should not last too long. Watch a replay if you don't want to make a route by yourself.
Is there some sort of repeating pattern? I mean, like, maybe it repeats every three waves or something. I'll be a bit surprised if ZUN actually made a new unique wave all the way up to the end...
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Each one is unique, but you only have to face two or three. Even a timeout only involves six waves.
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Is there some sort of repeating pattern? I mean, like, maybe it repeats every three waves or something. I'll be a bit surprised if ZUN actually made a new unique wave all the way up to the end...
If you want a replay, this might [see attachment] help for the first and second but probably not for the end. I did it a couple days ago but I tried to show where to be clear enough and at the end you should be able to do a little sooner but I wanted to show that little bit after. I have one that goes one and a half waves longer but it isn't as clear, it's with Youmu & Yuyu (my first clear of it actually, with them, second total). May as well chuck it up too.
I'm terrible at explaining things but I'll try to for the first streaming bit.
Try to watch the bullets coming from the right. For the first at almost halfway, try to be just in front of it so that the two coming from the left miss you then watch for the next two coming down from the right and either speed up a bit or slow down.
And that's about all I can really explain lol. Good luck with it.
Actually, whilst I'm here, on IN Spell 222's 4th wave (before the big spiral one) is there a way to do it safely? Furthest I've gotten so far is the 6th one (the first new addition) and only twice in 21 tries but up til there that 4th wave the one that hits me a lot of the time. Specifically dodging the ones that shoot inward until it shoots out. It can't just be purely dodging skill since it's static, right?
If it matters I'm using Youmu&Yuyu.
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4th wave of Yukari's last word has 2 strategies, a safespot I never use, and staying centered until the bullets reach the white circle before moving to the bottom and dodging a bit. (from the bottom middle, slightly to the left). That's how I do it anyway.
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Are Orin's Ghost Wheels aimed? And if so, how exactly? Is there a path that always works for dodging the ghost wheels? I want to reduce the amounts of bombs I use on that spell on SA ultra lunatic, and I always get hit stupidly by those things. (I don't care about the little bullets all I want to know is how exactly the ghost wheels work).
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Are Orin's Ghost Wheels aimed? And if so, how exactly? Is there a path that always works for dodging the ghost wheels? I want to reduce the amounts of bombs I use on that spell on SA ultra lunatic, and I always get hit stupidly by those things. (I don't care about the little bullets all I want to know is how exactly the ghost wheels work).
They alternate with them being aimed at you and aimed around you.
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They alternate with them being aimed at you and aimed around you.
I'm pretty sure every one is aimed a bit to the right of you, though not so far right that they miss. At least, I played the stage once and sat still on that spell while using bombs, and every wave of rings was aimed to the same spot. I've also heard it said that they are fired in sets of two. I don't think that's true, but is rather an illusion caused by their slow movement. When you move out of the way as one is about to reach you, the next has already been aimed. Can't promise it's the same with the ultra patch (which may have been what Random was referring to, now that I think of it.)
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How to dodge the last phase of Miko's last card (Normal)?
I can dodge everything perfectly until that last phase.
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Sup guys, any tips to dodge:
- Kanako's first non-spell attack
- Kanako's spell card that she uses blue spheres and red aimed knives. I think that is something like Sakuya's misdirection spellcard but I can't see how to dodge this one without die :(
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How to dodge the last phase of Miko's last card (Normal)?
I can dodge everything perfectly until that last phase.
Best way to handle it is to watch the health bar, and stop shooting just before it gets to that phase. Then, when you're standing still just barely under Miko, shoot. I find dodging down during that card gives more room than dodging up, as long as you don't move too quickly.
Sup guys, any tips to dodge:
- Kanako's first non-spell attack
- Kanako's spell card that she uses blue spheres and red aimed knives. I think that is something like Sakuya's misdirection spellcard but I can't see how to dodge this one without die :(
Kanako's first nonspell is just read and dodge, unfortunately.
As for Misayama: it's her hardest spellcard on Normal, by far, so if you have to bomb don't worry about it. The easiest way I've found for actually dodging it is demonstrated in video here (http://www.youtube.com/watch?v=FFPXW179a2c#t=2m18s); you find a path through the circle bullets (their hitboxes are smaller than they look), then dodge the aimed knives across the screen (I don't run out of room in the video, but if you do, moving up is actually pretty safe as far as the knives are concerned). Fair warning though: while this way involves easier dodging than the "proper" way of doing it, it takes forever to kill the card this way. All I can say is good luck.
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(Nevermind, Malky solved it before me)
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OK, any advice for Charming Siege from All Sides?
And while I'm asking, how about Double Black Death Butterfly?
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Cranberry Trap is trolling me at each attempt of EoSD Extra.
I can't figure out any strategy other than "try to stay under Flandre, don't get walled on the top/bottom of the screen, pray, bomb".
Any tips for it ? Even a way to only use one bomb would be nice.
Also, Catadioptric.
It's just "read and dodge" without anything else to know ? (I suck at reading diagonal bullets...)
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Wrong thread.
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Cranberry Trap is trolling me at each attempt of EoSD Extra.
I can't figure out any strategy other than "try to stay under Flandre, don't get walled on the top/bottom of the screen, pray, bomb".
Any tips for it ? Even a way to only use one bomb would be nice.
Also, Catadioptric.
It's just "read and dodge" without anything else to know ? (I suck at reading diagonal bullets...)
Cranberry trap - memorize a route or smthing.
The pink wave aims to the center, the blue wave aims to you.
I basically "stream" vertically. Move down through pink, but don't go the bottom. Then, pass blue wave.
Then move up above the next pink and blue wave and repeat again.
Catadioptric.
Around 1/4 of the way from the corner you can avoid the bigger bullets of wave 1.
Then move a bit right to avoid wave 2 (dodge under the one that bounces from the right).
Then dodge the 3rd wave (vertical ones) at the very right side of the screen.
Then move back to 1/4 from the right corner and at the bottom to dodge wave 1 again.
Replay: http://replays.gensokyou.org/download.php?id=22827
The stage, besides royal flare (which is done in a highly reliable method), is total disaster as I attempt to flail around for point items.
The death to starbow and bomb in attwbn is also bad. Maze of Love was not meant to be done like that either...
You should be able to see my method for cranberry and catadioptric well enough in the replay though.
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(http://i.imgur.com/AVQzM.png)
Will trade secret behind Kasumi's rainbow card for a clue on how to capture this monstrosity.
Searching says Malkyrian asked the same thing two weeks ago, no response. Wonderful <_<
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OK, any advice for Charming Siege from All Sides?
Cross your fingers for good RNG. Read bubbles 4 or 6 at a time, just trust the walls. What is your shot and target score? If you are aiming for some lower target like plain 1b on a good shot, you can fail the card. But I believe you know not to end the card during a border, that's pretty much all.
And while I'm asking, how about Double Black Death Butterfly?
Use a border cheese. Make it so that you gain the border from the latter cherryitems gained from perishing the non before it. Wait for Yukari to shoot the butterflies and go hug her. After that use the border invincibility frame for cancelling the knives, move down and finish the card when she is firing the next set. Watching a WR should help.
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(http://i.imgur.com/AVQzM.png)
Will trade secret behind Kasumi's rainbow card for a clue on how to capture this monstrosity.
Searching says Malkyrian asked the same thing two weeks ago, no response. Wonderful <_<
I went and found out how to capture that rainbow card...
Mikoto still no luck. There MUST be a way to capture this......
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(http://i.imgur.com/AVQzM.png)
Will trade secret behind Kasumi's rainbow card for a clue on how to capture this monstrosity.
Searching says Malkyrian asked the same thing two weeks ago, no response. Wonderful <_<
Secret please.
At least on hard mode, the red bullets slow down enough to be escaped before they trap you. If you see a gap, go for it. When stream-turning a large exaggerated movement up helps a lot. Try not to get pushed to either side, though it is possible to dodge entirely outside the reds.
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At least on hard mode, the red bullets slow down enough to be escaped before they trap you. If you see a gap, go for it. When stream-turning a large exaggerated movement up helps a lot. Try not to get pushed to either side, though it is possible to dodge entirely outside the reds.
That's kind of what I've been doing, I'll see if I can consciously do that more often.Secret please.
Stay on one side of the alternating pink one at the top of the screen, immediately under her. I've captured it in around 5-7 seconds that way. Felt so good to figure that one out.
While I'm asking about MB, how do I get past Megumi herself in her stage 6 midboss card? The bubble path always takes me right through her. Anything I'm missing?
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While I'm asking about MB, how do I get past Megumi herself in her stage 6 midboss card? The bubble path always takes me right through her. Anything I'm missing?
Here's a video of how I do that card. (http://www.youtube.com/watch?v=BGEXZeqm_pQ) Also includes a capture of Kasumi's rainbow card, since I thought it might help to see it in video.
A Fantasy's Transience is my current timeout objective, so I'd better know how to capture it >_>
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How do I do second midboss alice's nonspell? That thing always eats like at least 3 bombs or lives on my runs, I just can't figure out how to dodge those bullets.
Some help at her first boss non-spell and spell would help too.
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How do I do second midboss alice's nonspell? That thing always eats like at least 3 bombs or lives on my runs, I just can't figure out how to dodge those bullets.
It's static. Find a path, abuse it.Some help at her first boss non-spell and spell would help too.
I find it's easier to move to one side to dodge the rice bullets, if that's what you're having troubles with.
1st spell is more or less random dodging, it's symmetrical along a random angle if that helps at all.
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I feel like I've really, REALLY gone downhill ._. Would any of you who are obviously better than me critique my replay?
TD Hard w/ Reimu (http://replays.gensokyou.org/download.php?id=22899)
EDIT: And pay no attention to me dying on stage 5 midboss spell. I wasn't paying attention at that moment and yeah... >> But my caps with it are consistent otherwise.
EDIT2: Nvm I actually got my act together I think ._." Next run turned out fantastic with not *too* much luck involved :\
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It's static. Find a path, abuse it.
Whaaaaaaaaaaaat
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Rorschach in Danmaku. How to capture? Is it static?
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I haven't played Koishi in ages, but I think the blue and green parts are. I remember, when I still didn't have a capture, that the one thing that really helped me out with that card was to stop hugging the bottom of the screen, because the waves were often out of alignment then, and move a little up to go through the waves when they clearly made a path.
Probably best to get someone else's opinion on this, it's been a while. <_<
Miko's 2nd nonspell. What's the best way of tackling this?
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But my caps with it are consistent otherwise.
I didn't watch the replay, but actually capturing that spell sounds like a problem in and of itself.
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Just how exactly does Kogasa's 2nd non-spell on UFO Lunatic work? ???
I move sideways following the path direction and sometimes I capture it several practice runs in a row, other times it seems to kill me for the heck of it. :wat:
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Just how exactly does Kogasa's 2nd non-spell on UFO Lunatic work? ???
I move sideways following the path direction and sometimes I capture it several practice runs in a row, other times it seems to kill me for the heck of it. :wat:
There is a second layer of bullets that falls out from under the other ones. Are you moving halfway up the screen or staying at the bottom? It's really nothing more than tapping as slightly as you can and perhaps inching up diagonally to slow your horizontal movement. It's pretty tight though and if your keyboard is crappy enough it may be near impossible.
I can't help but feel like I basically just double-posted. Whatever, I'll be shutting up.
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I didn't watch the replay, but actually capturing that spell sounds like a problem in and of itself.
Hah? Is it dramatically different on Lunatic or something? O.o I find the midboss spellcard to be easy...
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Hah? Is it dramatically different on Lunatic or something? O.o I find the midboss spellcard to be easy...
You can get more spirits if you bomb/trance through the card, I think. I capture it anyway because I can and I'd rather save my resources for where I need them.
On lunatic there's another set of arrows but it's really not that hard.
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You can get more spirits if you bomb/trance through the card, I think. I capture it anyway because I can and I'd rather save my resources for where I need them.
On lunatic there's another set of arrows but it's really not that hard.
Oooooh I see. I remember seeing those red arrows on youtube now. They're slower moving and can get in your way waves after right? But mostly it's just a psychological thing.
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Hah? Is it dramatically different on Lunatic or something? O.o I find the midboss spellcard to be easy...
I was going to say "you need to refill your trance for the fairies at the end," though I think you can actually do that from the circles of fairies right after the midboss anyway. Though if that's the case then maybe you should trance the midboss seeing as you get the trance back right after. Oh well. Nevermind, I don't know what I'm talking about anymore.
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I think properly handling the those circles of fairies is enough to refill your trance between Tojiko and the final set of spirit fairies. At least on Hard/Lunatic. I normally trance Tojiko's nonspell though.
(My stage 5 survival route, which I think I used in this replay (http://replays.gensokyou.org/download.php?id=22621): refill trance at the start, start trance on the last note of the music melody before the spirit fairies appear, trance them, bomb the yin-yang orbs to refill trance, shoot down the six spirit fairies, start trance before the first green spirit vanishes, wait if trance is about to last into Tojiko's card, capture Tojiko's card, refill trance on large fairies and fairy circles, shoot down the six spirit fairies, trance and shoot down the other six spirit fairies then the one in the center if there's extra time, Futo, trance Futo's final card for score if trance happens to be full, refill trance at the start of stage 6.)
Anyway, any advice on the last wave of bullets before Alice in Touhou 5 Extra?
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What's the best way to deal with the last few seconds of UFO Extra stage portion? They come too fast for me to kill them all, and once a few get past me the bullets going upward always get me.
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How 'bout someone tells me to do electrified nydoo or something
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How 'bout someone tells me to do electrified nydoo or something
Dodge the lasers in charge, take pictures.
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What's the best way to deal with the last few seconds of UFO Extra stage portion? They come too fast for me to kill them all, and once a few get past me the bullets going upward always get me.
Use SanaeB.
But if you aren't using SanaeB, then you can basically move in a static pattern every single time. I don't think direction really matters, but you want to start from a side, stream towards the middle, then toward the side again, then back toward the middle while moving up, then move back to the side while moving up for the final few waves. You don't want to go any further up than like a sixth of the screen until the last few waves, where you might need to go to around 1/3 or 1/2.
Rorschach in Danmaku. How to capture? Is it static?
It's not static, and there's really no consistent way to do it. Just dash through gaps when you see them.
And now I need some help with EoSD Lunatic:
1) Any tips for Meiling's second to last spell? It's hard for me to dodge when I feel trapped by the walls.
2) I'm having a lot of trouble in the bit right before Sakuya midboss in stage 5 with the fairies that shoot what looks like a bunch of solid bullet walls. Is there a good strategy for this? I can't seem to kill all of them in succession, but is it possible to do it by only killing the fairies to the left side (I think that's where the most fairies come down), or is it an auto bomb/luck based?
3) Is Sakuya's first non-spell static with respect to her position? It'd be nice if I could dodge the first wave consistently.
4) Sometimes with Jack the Ludo Bile, Sakuya shoots bubble bullets that are almost in my face when I'm at the bottom of the screen and it's a pain to dodge. Is there any way to avoid that? Does moving up off the bottom of the screen a bit cause the bullets to move slower or will they just ram into me?
5) I can't seem to read Sakuya's third non-spell. Are the knives in straight lines or what? I feel like they are, but then I get hit a lot by that one so I'm not really sure.
6) Any tips for Remi's second spell? It's completely straight but it completely screws with me.
7) Ditto for Vampire Illusion. Sometimes I feel like I get completely walled. Can I move in a certain way to stop that?
8) Is there a kind of "path" through Scarlet Meister or is it luck based? I start from the right and go towards the middle for the first wave, then I'm completely lost.
9) I can already guess the answer to this one, but it never hurts to ask: Scarlet Gensokyo = Read, dodge, and good luck?
And are the hitboxes for bubble bullets freaking squares or what? I get hit a lot when I try to dodge on a diagonal.
Also I've attached a replay of my most recent run if anyone wants to look at it/use as a reference (or whatever) for the questions above. Any other tips would be nice too if I'm doing something wrong!
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And now I need some help with EoSD Lunatic:
1) Any tips for Meiling's second to last spell? It's hard for me to dodge when I feel trapped by the walls.
2) I'm having a lot of trouble in the bit right before Sakuya midboss in stage 5 with the fairies that shoot what looks like a bunch of solid bullet walls. Is there a good strategy for this? I can't seem to kill all of them in succession, but is it possible to do it by only killing the fairies to the left side (I think that's where the most fairies come down), or is it an auto bomb/luck based?
3) Is Sakuya's first non-spell static with respect to her position? It'd be nice if I could dodge the first wave consistently.
4) Sometimes with Jack the Ludo Bile, Sakuya shoots bubble bullets that are almost in my face when I'm at the bottom of the screen and it's a pain to dodge. Is there any way to avoid that? Does moving up off the bottom of the screen a bit cause the bullets to move slower or will they just ram into me?
5) I can't seem to read Sakuya's third non-spell. Are the knives in straight lines or what? I feel like they are, but then I get hit a lot by that one so I'm not really sure.
6) Any tips for Remi's second spell? It's completely straight but it completely screws with me.
7) Ditto for Vampire Illusion. Sometimes I feel like I get completely walled. Can I move in a certain way to stop that?
8) Is there a kind of "path" through Scarlet Meister or is it luck based? I start from the right and go towards the middle for the first wave, then I'm completely lost.
9) I can already guess the answer to this one, but it never hurts to ask: Scarlet Gensokyo = Read, dodge, and good luck?
1: Hope Meiling moves to either side of the screen. Then you only have to contend with random bullets from 1 side. Failing that, be on the side, for the same reason.
2: For the wallfairies, Make sure you stream the section right before into the center. Kill the middle one, move to the left, kill that one, then kill the last one to arrive, dodging the walls from the 4th one, assuming MarisaA. Beyond that it's luck and confident unfocused movement.
3: The knives are aimed, the walls are for all intents and purposes, random.
4: No way to avoid that, abuse the timestop to figure out a path through the bullets though.
5: The knives are not perfectly lined up.
6: No tips here, I just read and dodge it.
7: Get lucky.
8: Start from the left, move to the right, move back to the left. Repeat. It's still incredibly difficult.
9: Yeah, read, dodge, get lucky.
Remilia is the most random dodging heavy final boss, and she's very hard as a result.
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And now I need some help with EoSD Lunatic:
1) Any tips for Meiling's second to last spell? It's hard for me to dodge when I feel trapped by the walls.
2) I'm having a lot of trouble in the bit right before Sakuya midboss in stage 5 with the fairies that shoot what looks like a bunch of solid bullet walls. Is there a good strategy for this? I can't seem to kill all of them in succession, but is it possible to do it by only killing the fairies to the left side (I think that's where the most fairies come down), or is it an auto bomb/luck based?
3) Is Sakuya's first non-spell static with respect to her position? It'd be nice if I could dodge the first wave consistently.
4) Sometimes with Jack the Ludo Bile, Sakuya shoots bubble bullets that are almost in my face when I'm at the bottom of the screen and it's a pain to dodge. Is there any way to avoid that? Does moving up off the bottom of the screen a bit cause the bullets to move slower or will they just ram into me?
5) I can't seem to read Sakuya's third non-spell. Are the knives in straight lines or what? I feel like they are, but then I get hit a lot by that one so I'm not really sure.
6) Any tips for Remi's second spell? It's completely straight but it completely screws with me.
7) Ditto for Vampire Illusion. Sometimes I feel like I get completely walled. Can I move in a certain way to stop that?
8) Is there a kind of "path" through Scarlet Meister or is it luck based? I start from the right and go towards the middle for the first wave, then I'm completely lost.
9) I can already guess the answer to this one, but it never hurts to ask: Scarlet Gensokyo = Read, dodge, and good luck?
And are the hitboxes for bubble bullets freaking squares or what? I get hit a lot when I try to dodge on a diagonal.
Also I've attached a replay of my most recent run if anyone wants to look at it/use as a reference (or whatever) for the questions above. Any other tips would be nice too if I'm doing something wrong!
1) I move into a lane, then pretend the walls don't exist and dodge the other bullets vertically. Try to move into a lane high on the screen/early so that you have a lot of room to go down if needed.
2) Before the walls fairies start, on the streaming fairies, start slightly off-center and stream towards the center. The first fairy spawns in the center and you'll automatically kill it. Then immediately go left and kill the next fairy, ignore the third fairy and kill the last fairy near the center ASAP. You still need some luck to dodge the walls of the fairy you didn't kill but I find it's *usually* doable. I've seen some people kill the right fairy instead of the left one, maybe that's better IDK. You're have to leave one alive either way.
3) She moves as she fires the red knife walls, so even if it's static based on position (I think it is), it won't matter because only the initial blue knife lanes will be static, and it'll be those without the red knife walls so the initial "wave" is trivial.
4) Not really as far as I know, just look for gaps in the bubbles as fast as you can and try to move into a good position before the knives are aimed.
5) Well, their trajectories don't curve, but they bounce off walls and you have to read knives from multiple directions. You can try macrododging the first few waves right after Sakuya fires them because they don't cover the whole screen, but after you don't have enough breathing room for that it's just read 'n dodge.
6) Reading and micrododging from multiple directions. Sorry but not much advice here either. You might have more room to move around then you think in between waves, so try to stay under her and end it as soon as possible.
7) You can get randomly walled and unfortunately sometimes there's not much you can do about it, sometimes it's just bad luck. Sometimes you can macrododge a wall by moving to the side if it doesn't completely cover the screen, but you have to watch out for bullets spawning - Remilia shoots the bubbles around you relative to your position. And of course, sometimes you can find an opening in the wall and squeeze through.
8) (lol emoticon) Start at the left, move to the right side, weave up through the remainder bullets of that wave and move back to the left, dodge, repeat. http://www.youtube.com/watch?v=LgPffmr2pbs
9) Read, dodge, and good luck. If you die or bomb (which is likely), remember to stand right in front of Remilia during your invincibility and eat bubbles, so that they don't leave behind their trails of bullets, making that wave much easier to dodge (a good Touhou tactic in general).
Sorry that a lot of advice was kind of "just dodge", but that's how EoSD's danmaku is... "just dodge". Less about learning the trick and more about pure dodging. I personally love that about EoSD.
I left this post unfinished in the middle of writing so I have no name responded before me, but eh I'll post it anyways.
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And now I need some help with EoSD Lunatic:
1) Any tips for Meiling's second to last spell? It's hard for me to dodge when I feel trapped by the walls.
I usually stand in the lane one right or left from Meiling. There are least amount of bullets that way.
2) I'm having a lot of trouble in the bit right before Sakuya midboss in stage 5 with the fairies that shoot what looks like a bunch of solid bullet walls. Is there a good strategy for this? I can't seem to kill all of them in succession, but is it possible to do it by only killing the fairies to the left side (I think that's where the most fairies come down), or is it an auto bomb/luck based?
Already explained by others
3) Is Sakuya's first non-spell static with respect to her position? It'd be nice if I could dodge the first wave consistently.
You can also sit on Sakuya's head and cheese it out if you really can't afford to bomb it.
For the first wave stand on the left part of the head, then on the right part of the head, then move UP in case Sakuya moves up and ram into you.
For any other wave, stand right, left, right, up.
You should be able to kill her (you should, to get the extra life) and get 2000+ graze that way.
4) Sometimes with Jack the Ludo Bile, Sakuya shoots bubble bullets that are almost in my face when I'm at the bottom of the screen and it's a pain to dodge. Is there any way to avoid that? Does moving up off the bottom of the screen a bit cause the bullets to move slower or will they just ram into me?
Read the bubbles in advance before they are obscured by the knifes.
5) I can't seem to read Sakuya's third non-spell. Are the knives in straight lines or what? I feel like they are, but then I get hit a lot by that one so I'm not really sure.
Beware of the size of those knife hitboxes. in the middle of the knifes they are as big as the sprite.
6) Any tips for Remi's second spell? It's completely straight but it completely screws with me.
Kill it as fast as possible by moving under Remilia after each wave.
Read the knifes first to figure out where they won't go, and then sit in the rice bullet lane.
7) Ditto for Vampire Illusion. Sometimes I feel like I get completely walled. Can I move in a certain way to stop that?
There are three types of waves in Vampire Illusion.
Type A: most bullets come from above, this is easy to dodge
Type B: some bullets come from below so you have to move UP and dodge.
Type C: This is a wall. There are 2 ways to dodge walls: 1. move right and around the wall. 2. Move left and dodge through holes in the wall.
8) Is there a kind of "path" through Scarlet Meister or is it luck based? I start from the right and go towards the middle for the first wave, then I'm completely lost.
Good luck on that one. Try not to kill it while a bomb is in effect, so you can take advantage of the bug and shoot down 1/3 of Remillia's health before Scarlet Gensokyo spawns (when you bomb she turns into bat after it ends and doesn't take damage until Scarlet Gensokyo begins).
9) I can already guess the answer to this one, but it never hurts to ask: Scarlet Gensokyo = Read, dodge, and good luck?
Beware of when you bomb if you are using MarisaB, because you will end up at exactly the same wave after Master Spark ends, so you should try to dodge the big wave of bubbles. Also recognize when a wall is coming and bomb. Those walls are rare but pretty damn impossible. A big plus is if you can learn how to read the big wave of bubbles AND the leftover little red bullets at the same time. It could save you at times.
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There are two of Yuyuko's spell cards on PCB Normal that trip me up.
1. Swallowtail Butterfly
2. Repository of Hirokawa
And while I'm here, is there a good strategy for dodging Resurrection Butterfly? It's not difficult but it makes me nervous every time I reach it.
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There are two of Yuyuko's spell cards on PCB Normal that trip me up.
1. Swallowtail Butterfly
2. Repository of Hirokawa
And while I'm here, is there a good strategy for dodging Resurrection Butterfly? It's not difficult but it makes me nervous every time I reach it.
I made a replay for you! (http://replays.gensokyou.org/download.php?id=22952) Consisting of me derping through most of it, but it shows off the stuff you asked for pretty well, or at least my methods for doing them.
For Swallowtail Butterfly, I tend to start right beside Yuyuko to misdirect the butterflies, then down about halfway for the next set, then down all the way. After that, it's center bottom, move upward diagonally, down, back to center, and repeat.
For Hirokawa, the butterflies that aren't aimed are in the same place every time, so you can memorize them. The method I use in the replay is one I've figured out to work practically 100% unless you really, really mess it up. The problem with the method, though, is that you're almost never under Yuyuko, so you time the card out unless you're using a homing shottype. If you care about your history, sorry, you'll have to find a different path.
Resurrection Butterfly can either be dodged before the reds spread, near the middle of the screen, or after, near the bottom. The blues shouldn't give you any trouble, just read and tap dodge. I actually prefer to dodge the reds after they spread, but most of the demonstration used the before method except the last few waves. Even though I badly mess it up at one point, you can definitely get the idea.
Good luck~!
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I find it easier to move mostly vertically on Swallowtail Butterfly; it also finishes off the card faster. As for Repository of Hirokawa, it's pretty simple to capture if you alternate left-center-right-center (changing position every wave of non-aimed butterflies) at a certain height on the screen.
(If you feel like watching a second replay, you can see both of these strategies here (http://replays.gensokyou.org/download.php?id=22959).)
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Thanks for the tips guys! I think I actually ended up bombing all/most of those trouble spots in my 1cc, but well, nerves and all. Although I did manage a capture of Meiling's second to last spell thanks to you guys, so that was awesome.
My third question was actually about boss Sakuya's first non card, not the midboss's non card. Sorry I wasn't specific about that. It seems that the familiars spawn and move the same way for the first wave every single time, it's just that Sakuya moves randomly, but that just means the knives move, not the kunais, and if the kunais are static, then I'm sure randomly dodging through the knives shouldn't be too hard. I feel like an almost perfect Sakuya isn't too far out of reach for me, seeing as how the only real problem would be max rank Killing Doll and a bit of luck on her first card and second non-spell... That is if her first non-spell can be done somewhat consistently :P
Also one more question that I've been wondering about: Do the bullets in Vampire Illusion "bend" based on your position? Or is it randomized? I can't seem to tell, but I feel like I encounter less walls when I move off of the bottom of the screen.
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Just played MoF Normal with ReimuC and I'm pretty shocked that I got to Kanako legitly. (A lot of bombspam occured though)
I still have some questions on dodging some of the spell cards to get score (lives).
Anyone have any idea how to do:
1. Sanae's 2nd card. The knife-thingy bullets are so fast. Can you just stream it in one side?
2. Her 2nd ritual card. Is there a chance for the stars to leave noticeable gaps?
3. Nitori's 1st card. Can you just park yourself between the gaps and go no-vertical for the rest of the card while dodging the circles?
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1. Sanae's 2nd card. The knife-thingy bullets are so fast. Can you just stream it in one side?
2. Her 2nd ritual card. Is there a chance for the stars to leave noticeable gaps?
3. Nitori's 1st card. Can you just park yourself between the gaps and go no-vertical for the rest of the card while dodging the circles?
1. You'll probably have to change direction. Stream a bit towards one side, then dash to open a gap and start streaming to the other side.
2. I think you can micrododge everything at the bottom, but not sure.
I usually bomb on this one.
3. You mean her first card as boss ? (which would be Ooze flooding)
If so, you may have to move a bit vertically, because the horizontal bullets sometimes change.
Apart from that, stay in the gaps, slowly stream the big bullets. If you're under Nitori most of the time, the card ends quite quickly.
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Just played MoF Normal with ReimuC and I'm pretty shocked that I got to Kanako legitly. (A lot of bombspam occured though)
I still have some questions on dodging some of the spell cards to get score (lives).
Anyone have any idea how to do:
1. Sanae's 2nd card. The knife-thingy bullets are so fast. Can you just stream it in one side?
2. Her 2nd ritual card. Is there a chance for the stars to leave noticeable gaps?
3. Nitori's 1st card. Can you just park yourself between the gaps and go no-vertical for the rest of the card while dodging the circles?
1. I am not sure about the timing of "dash", but I think you stream from one side, then dash to other side when lasers get close, then start stream to other sides. The knives can kill you while dashing, be careful. This takes some time.
2. This card is just micrododging/memorization, unfortunately. Bombing is better for survival.
3. Boss one, right? Locate Reimu between two water lanes near bottom by moving vertically, then do a horizontal move to dodge the circles. Just repeat this forever. This can take long if Nitori loves to move away from you. Don't stay at the most bottom as the water bullets can catch you surprise.
As this is mountain of faith, you can bomb all these, although Nitori's easy enough to capture.
Here's a replay (http://replays.gensokyou.org/download.php?id=22986) of Boss Nitori's first card with ReimuC.
EDITS: To word it better
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1. You'll probably have to change direction. Stream a bit towards one side, then dash to open a gap and start streaming to the other side.
2. I think you can micrododge everything at the bottom, but not sure.
I usually bomb on this one.
3. You mean her first card as boss ? (which would be Ooze flooding)
If so, you may have to move a bit vertically, because the horizontal bullets sometimes change.
Apart from that, stay in the gaps, slowly stream the big bullets. If you're under Nitori most of the time, the card ends quite quickly.
1. I am not sure about the timing of "dash", but I think you stream from one side, then dash to other side when lasers get close, then start stream to other sides. The knives can kill you while dashing, be careful. This takes some time.
2. This card is just micrododging/memorization, unfortunately. Bombing is better for survival.
3. Boss one, right? Locate Reimu between two water lanes near bottom by moving vertically, then do a horizontal move to dodge the circles. Just repeat this forever. This can take long if Nitori loves to move away from you. Don't stay at the most bottom as the water bullets can catch you surprise.
As this is mountain of faith, you can bomb all these, although Nitori's easy enough to capture.
Here's a replay (http://replays.gensokyou.org/download.php?id=22986) of Boss Nitori's first card with ReimuC.
EDITS: To word it better
Thanks for the help :)
And yeah, it's her first boss spell. I can dodge her camo spell properly.
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Umm... does anyone know how to clear DS 8-6? I've been trying and trying but I just can't clear it. 677 shots. Still can't do it. Gotten to the last shot about 6 times.
And which scene is the easiest to clear in Level 8? If I can't do 8-6, I gotta heve something else to try.
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Umm... does anyone know how to clear DS 8-6? I've been trying and trying but I just can't clear it. 677 shots. Still can't do it. Gotten to the last shot about 6 times.
And which scene is the easiest to clear in Level 8? If I can't do 8-6, I gotta heve something else to try.
8-3 and 8-5 are the easiest 2 scenes in Stage 5, just streaming and timed shots and circle streaming.
To clear 8-6, alternate between the bottom corners every 2 suns, try to clear 2 suns with every shot. Take defensive shots as necessary, and eventually Utsuho will fall.
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I just got a new computer and played some Marine Benefit lunatic for the first time. Got a 3cc, continued twice at the last stage, and I would like some help with some things:
- What's the best aproach to the second stage midboss nonspell? I failed a lot at it for some reason.
- Basically every one of the third stage boss spells. They're all confusing to me, specially the first one.
- Is the first boss spell in stage 4 luckshit? Or there's a good way to capture it?
- The last nonspell in stage 4, what's the timing for doing this?
- Last spell in stage 4 with reimu, big how??????
- What's the best way to approach the first spell and last non-spell on the stage 5 boss?
- Oh and how do I do the blue and green sections of the survival?
- Second Midboss, how?
- I don't know how to do everything of the final boss except the second spell, the 3rd non-spell and the last 2 spells.
Help with some of these things please? I'm using Needle Reimu if it matters.
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Naruko's midboss nonspell
Just don't try to dodge the curvy laser and the bullets at the same time.
When Naruko moves right, gap can be small so move left and wait.
Timeout video: http://www.youtube.com/watch?v=SzFnyt_SmaM
For stage 3, you can consult Malky's perfect video: https://www.youtube.com/watch?v=6HTw1ZDVfZc
Tsubame's first spell
birds are aimed, don't go near the thunder when it appears. Tsubame alternate from left and right sides. That's all.
I'm sure with a bit of dodging and trying to shoot her when situation allows will capture it
Tsubame's 2nd spell
Memo. See my (or Malky's) timeout: https://www.youtube.com/watch?v=ZJEEvsBEaN0
The key places are
1) after you are pushed to the left side, move right so you don't get rammed
2) immediately after that, around the middle of the screen, move DOWN so that you don't get squeezed.
Stage 4
Kasumi's first spell - no idea, reaction??
last nonspell - memorize the timing and basically you sweep up one side and stop when it's about to change, then sweep up the other side.
last spell - NO IDEA it would be great if someone figures it out. On normal mode you can circle slowly, but that doesn't really work on lunatic :S
Stage 5
First spell - you can move the bubble around so if you just look ahead for bullets and stick to dodging in the similar area (don't try to chase Megumi) you should be fine. Sometimes you have to move quite a bit to get around the bullet waves.
Malky's timeout: https://www.youtube.com/watch?v=75YBe0K0p20
3rd nonspell... I call it bullshit - it's possible, provide you are either very lucky or very good at dodging bullets that are constantly changing direction.
Last spell... Basically I stay at the bottom bubble. I move, horizontally, then vertically, then in a V shape (green phase) than circle around and pray (red phase). What kills you often at first is at the horizontal -> vertical transition - you stop abruptly in the middle. Then, the circling phase is really really really freaking fast and prepare to lose resources.
Stage 6
Um... that Megumi's bubble spell you'd better memorize which way Megumi moves so that you don't ram into her - she blocks you intentionally! and that is on top of dodging all the crap while following the bubbles.
Mikoto's nonspells are particularly difficult cuz you have to dodge bullets from all directions in close proximity (the exception is the 3rd one).
First spell - dodge! both fairies and bullets (although the fairies have small hitbox).
Second spell - you can kill the big spawn of fairies by dropping a bomb on her. Otherwise, just beware that when they become butterflies they shoot aimed arrows at you. If you don't kill those fairies fast they build up.
3rd spell - SOMEONE PLEASE figure that out we've been asking it for ages.
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Kasumi's 1st spell, what I do is jump between the top and bottom of the screen every wave when the place I am gets the widely spread bullets, hug the side of the screen when you're transitioning, you should do this when the bullets in the middle are activating.
Megumi's 3rd nonspell, I find it's a lot easier if you follow her rather than her following you, so the bullets are leaving the screen rather than always staying around her.
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Ran's spellcards that I need help with:
1) Banquet of the 12 Great Gods
2) Princess Tenko (my brother finds the name hilarious for some reason)
Haven't made it past Princess Tenko yet.
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I have a perfect run of the stage up here: http://www.youtube.com/watch?v=WPHIPez-PQg
Banquet is a dodging card, stay under Ran then dodge everything in the lower right. It's possible from the center but much harder.
Princess Tenko you want to move in a diamond shape, lure the spam to the diagonal then go to the bottom to lure Ran there. Then move up and right to lure, then up to the top center.
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I'm trying to NB PCB Lunatic and there's some parts I just don't understand:
1)Stage 3: The stage portion right after second mid-boss Alice, I get walled a lot, even if I break a border.
2)Stage 4: The stage portion right after Lily White. Again, walls.
3)Stage 5: Boss Youmu's second spellcard (the one where blue/red bullets come from each side). I guess I could border this but a capture would be preferred
4)Stage 6: Yuyuko's second card... I only captured it once, it's supposed to be misdirection or something?
5)Stage 6: 80% Reflecting: I saw a method that lets you have a border throughout the whole spellcard, any tips? How does it work? Do you need max power going in for it to work?
Help is much appreciated and thank you in advance :)
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5)Stage 6: 80% Reflecting: I saw a method that lets you have a border throughout the whole spellcard, any tips? How does it work? Do you need max power going in for it to work?
You need to have captured 24 (or is it 26? can't remember) 15 spells.
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Is there actually a way to always 100% capture LFS in Touhou 12? :3
I've reached it so many times now that if I just learnt how to capture it I'd be able to 1cc the game with ease. :V
It seems to be partially static, maybe even learnable :wat:, but different levels of damage will cause some phases to appear later/earlier. I'll always get to either 3/4 power before it because of all the power dropped by Superhuman.
This is LFS on lunatic btw :derp: And with SanaeB.
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You need to have captured 24 (or is it 26? can't remember) spells.
Only on Lunatic?
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You need to have captured 24 (or is it 26? can't remember) spells.
Nevermind I found it. You just need to break the broken before the items spawn and POC the items to get another border.
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Nevermind I found it. You just need to break the broken before the items spawn and POC the items to get another border.
That's how you do it, but Kanon was also correct. Each spell you capture increases the value of the cherry items, so you need to capture enough of them.
And for that part in stage 3, I think if you memorize where the larger fairies appear and shoot them down instantly, you'll be fine. I'm not sure where walls could come from if you do that, though do make sure to keep swinging left and right to misdirect things. That stage is very Cave-like, as I recall.
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You need to have captured 24 (or is it 26? can't remember) spells.
According to the wiki it's only 15 spell captures on lunatic, though. Probably because the higher amount of red butterflies.
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According to the wiki it's only 15 spell captures on lunatic, though. Probably because the higher amount of red butterflies.
Yeah, correction - only 15 on lunatic (which is not that bad), and 24 on easy/normal/hard
http://en.touhouwiki.net/wiki/Perfect_Cherry_Blossom/Strategy/Specific#Stage_6
I've never tried it though :derp:
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What's the specifics behind that? Seems kind of arbitrary.
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What's the specifics behind that? Seems kind of arbitrary.
The cherry items boost your cherry by 1000+(spells capture*100). 15 spells captured on lunatic brings it to 2500, which combined with the bullets is enough to reach 50000 for a border.
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Is there actually a way to always 100% capture LFS in Touhou 12? :3
I've reached it so many times now that if I just learnt how to capture it I'd be able to 1cc the game with ease. :V
It seems to be partially static, maybe even learnable :wat:, but different levels of damage will cause some phases to appear later/earlier. I'll always get to either 3/4 power before it because of all the power dropped by Superhuman.
This is LFS on lunatic btw :derp: And with SanaeB.
It's pretty much as you say - doing the same actions at the same times will yield the same results every time. I have a route for Reimu A that pretty much guarantees a capture if I don't screw up. As for the red phase, it's very helpful to separate the bullets in your vision from those moving one direction from those moving another. If you try to parse them all at once you'll just die miserably.
As for different levels of damage, well uh...don't die? BV I dunno, I take that as an excuse to have fun with it.
Oh, and in case you didn't know, the waves are aimed at your position upon firing. Don't ask me exactly how they are aimed, but it's a safe bet that a ton of bullets eventually converge on the spot you are at when the wave is fired, so try and vary your vertical position between waves.
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Marine Benefit Lunatic Stage 4 Final Spell. Am I missing something here? The spell looks easy but I think the amulets have larger hitboxes than they do in ZUN's games which of course makes it a lot harder simply due to the hitboxes being larger than they normally are.
Is there any trick to this or is it just raw dodging?
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Marine Benefit Lunatic Stage 4 Final Spell. Am I missing something here? The spell looks easy but I think the amulets have larger hitboxes than they do in ZUN's games which of course makes it a lot harder simply due to the hitboxes being larger than they normally are.
Is there any trick to this or is it just raw dodging?
Let's wait for Malky's timeout video!
I also think there is more than just sitting in the middle and waiting for death (I mean trying to dodge the aimed oversized amulets).
I'm very very interested to see the "strategy"
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Marine Benefit Lunatic Stage 4 Final Spell. Am I missing something here? The spell looks easy but I think the amulets have larger hitboxes than they do in ZUN's games which of course makes it a lot harder simply due to the hitboxes being larger than they normally are.
Is there any trick to this or is it just raw dodging?
They do have bigger hitboxes, it's not just you. Thankfully this is the only card in the entire normal game that uses amulets. (though there's a few more in Extra)
Anyway, here's my timeout of it (http://www.youtube.com/watch?v=5HwmDZeblvg). It's still cliptastic even with the method shown, because you have to read the card from all around your constantly moving character, but at least it's doable.
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Okay, I almost 1cc'd MoF Normal. I died halfway through "Mountain of Faith." :V
This is what I need help with.
Stage 4
1) Wind God Hidden In the Leaves. The one time I captured it was by luck.
Stage 5
1) Grey Thaumaturgy. It's so claustrophobic that I feel like one tap of the keys could result in clipdeath.
2) Sanae's second non-spell
3) The Day the Sea Split. Can't figure out how often she fires and when I should re-stream.
(Most of Sanae's cards are super claustrophobic)
Stage 6
1) Miracle of Otensui. I call this "Kanako's Troll Card".
2) Pretty much all of Kanako's non-spells, especially the second one.
3) Mountain of Faith. Way I see it, it's just reflexes and macrododging, but it wouldn't hurt to get some pointers.
Thanks in advance!
Mountain of Faith WILL be the second game I 1cc. BV
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1) Wind God Hidden In the Leaves. The one time I captured it was by luck.
The bullets are coming towards the bottom in intersecting streams. Find a gap between two streams and sit there, maybe dodge a bit. Repeat every wave.
1) Grey Thaumaturgy. It's so claustrophobic that I feel like one tap of the keys could result in clipdeath.
Yes, it is clippy. However, it also is somewhat static apart from the star positions, so you can memo it a bit. I would just bomb, though, since you get power right after it.
2) Sanae's second non-spell
Move a bit higher on the screen, go around the "walls" by small movements.
3) The Day the Sea Split. Can't figure out how often she fires and when I should re-stream.
I don't know MoF cards by name but I assume this is Moses miracle on normal. You should restream very often, always when the space in the direction you are moving to is about to stop growing.
1) Miracle of Otensui. I call this "Kanako's Troll Card".
Stream. Make sure you do not have to move through arrowheads and rice at the same time by restreaming. You can bomb here, you get a lot of power after this one. Again I am not sure, assuming this is the penultimate one.
2) Pretty much all of Kanako's non-spells, especially the second one.
First one is simple reading. You can stream the second one vertically with ReimuB, otherwise you have to turn after the red waves, I think. Again, not sure. Third one is wallshit, bomb it. Final one is easy but long. First phase, sidestep. Second, stream, third, dodge. Read two streams at a time on the third phase.
3) Mountain of Faith. Way I see it, it's just reflexes and macrododging, but it wouldn't hurt to get some pointers.
It is easy. Just be calm and do not worry about having to move a lot from under Kanako. The card will be long, but that is about it.
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I would just bomb, though, since you get power right after it.
Move a bit higher on the screen, go around the "walls" by small movements.
I don't know MoF cards by name but I assume this is Moses miracle on normal. You should restream very often, always when the space in the direction you are moving to is about to stop growing.
You can stream the second one vertically with ReimuB, otherwise you have to turn after the red waves, I think. Again, not sure. Third one is wallshit, bomb it.
Adding to this, I've played a lot more MoF than any other game. Gray Thaumaturgy you should start directly under Sanae and line up with the gaps as they show themselves. Her second nonspell, I go around the blue waves then move down and dodge through the gap in the reds. Repeat. Her 2nd spell (The Day The Sea Split) was a bombspam card for me until I figured out to dash, unfocused, up into the ) part before restreaming. This is a very easy card once you know how to do it.
Kanako's nonspells are dodging, streaming (ReimuA and MarisaC can stream along the bottom), static walls (stay midscreen to dodge it, "just bomb" is bad advice in most cases though if you have resources do it for safety) and streaming again.
Miracle of Otensui can be 2-bombed easily, and you'll get the power back after. If you're at 4 or 5 power, just use the 2 bombs. Else, try to go for just 1 used.
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How to do Byakuren's 3rd spellcard?
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How to do Byakuren's 3rd spellcard?
Stay under Byakuren to start. You can either just move up and down to stream the stars, or dash sideways out of the way like I do. I'd suggest trying both methods and seeing which you do better.
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Stay under Byakuren to start. You can either just move up and down to stream the stars, or dash sideways out of the way like I do. I'd suggest trying both methods and seeing which you do better.
what about
the lasers
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what about
the lasers
read and dodge.
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read and dodge.
no
too hard
would bomb everything but a certain tiger made me waste all my bombs
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How to do Byakuren's 3rd spellcard?
It's a bit hard to explain, but here's what I do. For one thing, the star bullets are all aimed at you, yes? So rather than thinking that you're dodging curvy lasers while avoiding star bullets, I think it's more productive to think of it as a streaming card with curvy lasers involved. What this means is that you want to be weaving back and forth regularly, though these weaves are short and you should never move from under Byakuren. While there's no single spot on the screen where you're safe from the curvy lasers, their arcs can be predicted, and you can move to avoid them as you move left and right to avoid the stars. My recommendation is to start at the middle of the screen and slowly move down as the curvy lasers require you to dodge.
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Can some1 give me some tips about the Syou/Shou/UFO's 5th boss non-spellcard attacks? I think that I can read better her spellcards than that curved yellow lasers :P
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I have now 3 consecutive MoF Stage 5 1DNBs... All deaths were on Moses Miracle
Is there a better way to restream it? how often should you restream it? How big are the hitboxes? Thanks in advance
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I hate to ask when there are a few questions still unanswered, but I'm not that confident with either of those up there. <_<
Does anyone actually know how Flower Dream Vine works? It seems to cluster a lot, which shows it's not completely random.
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I hate to ask when there are a few questions still unanswered, but I'm not that confident with either of those up there. <_<
Does anyone actually know how Flower Dream Vine works? It seems to cluster a lot, which shows it's not completely random.
Avoid the clusters and stay under Meiling. Try and circle around big clumps of bullets unfocused.
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That's kind of what I'm doing already, but I'm curious if anyone actually knows how those clusters form and such. Any info is helpful info.
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As far as I could tell, they form aimed around where you are then move in towards where you are from both sides. They seem to come pretty evenly though, so moving back and forth seems to help.
I really don't know though.
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That's kind of what I'm doing already, but I'm curious if anyone actually knows how those clusters form and such. Any info is helpful info.
I'm not 100% sure on this, but it has both static and aimed elements. Bullets are formed around Meiling in a 5 pointed star formation, where the star is aimed at you in that you will lie in between two points of it. Bullets spawn in a "back and forth" movement, and I believe the bullets move in a similar way every time, based off of how the star is pointed at you. Honestly though, because of the density of the bullets in terms of how they spawn, I'm not certain about that. Even if there is a way to aim the cluster to make gaps easily appear, Meiling moves so randomly that any method to aim it would probably be more trouble than it's worth.
I have now 3 consecutive MoF Stage 5 1DNBs... All deaths were on Moses Miracle
Is there a better way to restream it? how often should you restream it? How big are the hitboxes? Thanks in advance
As far as I can tell, the knife hitboxes more or less match their sprite, and you can fit between knives rather easily. Their hitboxes are similar to the knives Youmu fires out in her second? non-card in PCB. As for restreaming it, if you're using Needle Reimu, you shouldn't need to restream it more than two or three times if you stay around the middle. I don't know if the "spread" of the knives are fixed (I don't think they are), but you really do not have to use exaggerated movements to beat it. I find that smaller movements are always preferable because you will rarely encounter multiple waves with spreads small enough that you cannot just tap a little to the side and avoid the whole cluster. Just do a little dash and back when you are about to hit the "sea".
Can some1 give me some tips about the Syou/Shou/UFO's 5th boss non-spellcard attacks? I think that I can read better her spellcards than that curved yellow lasers :P
First non-card: The waves come one at a time, so it just read and dodge this one. Alternatively, you can try hugging the "walls" of the first wave of lasers that come down at the bottom of the screen. I do not believe that the other yellow wave will hit that spot, but the red ones sometimes will, so you'll have to use your own discretion for when to bomb.
Second non-card: I really have no good advice for this one. On hard and lunatic at least, the time between waves will shorten, so it's better to clear this card fast. You can make it easier to dodge by moving to a corner on the opposite side of Shou, but that might come back to bite you as the "cooldown" time shortens.
Third non-card: It's the easiest out of all of her non-cards. Find a spot in between the purple lasers and dodge the green lasers vertically. After a little bit of practice the whole thing should become cake.
Stage 6
2) Pretty much all of Kanako's non-spells, especially the second one.
Adding on to what noname and Seppo said about the non-spells, the second one is completely aimed at you, and can be easily done on Normal. Stay in the center of the screen, let two waves fire at you, and after you hear the second wave completely fire, dodge to the side a little bit, but stay in the general area of the center. Basically you want to let 2 waves fire at you, then dodge, and repeat. Don't dodge every wave and don't go to the corners to redirect. Those are much harder to pull off, I think.
As for the third one, it's static or something based on her position, but what I do know is that you can handle it every single time by moving in a counter-clockwise formation around the center. The rate at which you have to move varies by difficulty, and is something you'll have to get a feel for by yourself, unfortunately.
And for the fourth one, it's basically all streaming, save for the green wave, which can be dodged by basically sticking really close to the big bullets. There are blindspots between two of the green "walls".
How to do Byakuren's 3rd spellcard?
nintendonut and noname basically hit this one on the head. You can't get around reading and dodging the lasers, sorry. The only thing I have to add is that, as donut mentioned, the stars are precisely aimed at your location, but the stars all move at the same speed, so if you dodge this one vertically, you need to keep in mind that the stars fired from the upper two lotuses will pass through their aimed location a little bit after the other two stars will, so try not to move up if you're streaming downward. You'll more than likely hit those two stars.
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I didn't realise I was rather dumb in dealing with Aya in MoF...
Does anyone have any idea how to do Crossroads in Heaven? I don't understand the logic behind it. Thank god crystalgreatsword asked about her second card.
Also I realised I need help in Hina's Broken Amulet. Anyone know how to do that spell card too? I also don't understand its logic too.
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Hina's Broken Amulet :
Watch for the small walls of bullets, read them early to avoid getting walled. Use vertical movement, it helps a lot here.
Crossroads in Heaven :
Go up at the beginning, dodge there and move down when needed. I usually bomb this one, though, so not sure if there's a better tactic.
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Misayama Hunting Shrine Ritual.
This spell card is on the verge of driving me to tears. I cringe whenever I reach it.
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It's quite hard for something on Normal difficulty. The knives are aimed at you so what you'll want to do is to avoid the knives by moving out to the sides while avoiding the other bullets.
You can have a look at this ancient vid of mine to see how to do it: http://www.youtube.com/watch?v=1Xr_L48DY8M (start at 1:00)
You can also do it like this: http://www.youtube.com/watch?v=ic9irVbmWMQ but I wouldn't recommend it.
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You can also do it like this: http://www.youtube.com/watch?v=ic9irVbmWMQ but I wouldn't recommend it.
^Looking at that video, are there actually 2 sets of red knives, with one aimed to the left and one to the right of you? Because I always see that space between them ._.
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Quite possibly. i've never bothered to figure it out but I was playing the card around half a year ago and you can actually use that space between the knives to move back in under the boss faster.
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I'll be honest: I never once figured out Misayama Hunting Ritual. I've captured it out of pure brute force, but it's ridiculous for normal difficulty. If it's any consolation, the spell card becomes something completely different on hard and lunatic, and it's more of a pure dodging card.
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So I just got the farthest I've ever gotten in any attempt at TD Lunatic that I've ever tried, and seeing as how I'm more or less clueless about TD in general, any advice for the attached replay would be awesome. But here's my take on where I can improve, and if anyone has any other advice, that would be great too.
Stage 1: Almost perfect, though I did feel as though I could squeeze in another trance during the Yuyuko fight. I'm just not sure if the extra risk in terms of collecting spirits earlier in the level/during the fight is worth it, or whether it can be consistently done. I'm pretty certain that I can refill my trance gauge back up to full at the beginning part of stage 2 if I do this.
Stage 2: I think I'm fine for the stage portion, but I have no idea how to handle Kyouko's non-spells. I'm just rather uncomfortable with Kyouko's mess of bubble bullets spell, so I bombed that one.
Stage 3: I'm not sure what the best trance route through this stage is, as they all seem equivalent, but I think trancing immediately after Kogasa's non-spell nets a few extra spirits, but I'm not sure. I know that if I didn't trance when I did, I definitely would have lost those bombs/life spirits, but whether a possible extra bomb spirit is worth a possible clipdeath... It's hard to say.
I have no idea how to handle Yoshika's final non-spell. It's really hard to stay under her, and I seem to get dragged to the sides a lot, which doesn't help my situation.
And yeah, I do need to practice dodging Score Desire Eater's lasers. I could have saved two bombs there...
Stage 4: I know I messed up in the beginning of the stage and missed those bomb/life spirits. I forgot where the third fairy spawns.
I really can't see a good way to dodge Seiga's midboss non-spell. Any tips?
I also have no idea where the best location is to dodge the gigantic mess of fairies after midboss Seiga. The middle seems to work the best... sometimes.
A little bit of celebration... I captured Tongling Yoshika for the first time during this run! Woooo! It's a pretty nasty spell card IMO.
Stages 5 and 6: I really have nothing to say for these. I basically only had silly deaths during them, and it was a pretty nasty end of the run, seeing as how I died with tons of bombs in stock. I just don't have a good conception of how I need to ration my resources for the final stage, which is probably something that will come with more experience. Although I do have a few questions about Miko:
1: Any tips for Royal Clan's Dance? (or whatever the one where she summons Tojiko and Futo is called). I try to make them go up, but often times that just results in a death during the second wave as I can't repeat the same maneuver. It wasn't so bad on hard, but they just move faster on Lunatic, which trips me up.
2: Guze Flash is just a nasty spell card for me. My eyes get crossed too quickly. I usually try to dodge to the left of the yellow bullets out of habit, but I get tripped up after a while. Are there any other easy "patterns" of dodging?
3: How do you dodge Miko's final non-spell? Before I could slowly move up, but somehow that doesn't seem to work anymore.
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Midboss nonspell is dodging - maybe move to the side a bit.
If you time it well, you can a trance on both the life-fairies before AND partway through that noncard, which means you essentially dodge nothing.
For the circles of fairies, you can actually sit at the very bottom in the center and move left and right to kill all of them really quickly.
For the last wave where sitting at bottom middle will get you hit, just sit at the bottom left corner and let homing do the job.
Also, for the 3 waves of big swarm of fairies that shoot all kinds of bullets, why not just dodge them to one of the sides - it's a bit easier.
Here's my stage 5 route: http://replays.gensokyou.org/download.php?id=17883
You can actually trance every single life/bomb spirit. No need to bomb.
For stage 6...
Royal Clan Chaotic Dance
See timeout video: http://www.youtube.com/watch?v=n3Q_Ra5GPBA
Basically for the wall waves, you have to lead them to one side, move to the other side, go to the very top, and draw a line down the middle.
For all the other waves you shoot Miko and then swing around to find a gap to get back in the middle at Miko again.
Guse Flash
See timeout video: http://www.youtube.com/watch?v=gdrD7JKGwHo
Abuse the pattern and dodge between the easily spotted purple and yellow bullets.
However, be careful when they shift a bit - you will have to change lanes.
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GFW A1 lunatic, Stage 1, post midboss. I have literally no idea how to approach this to get ice area in a consistent way.
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Miko's 2nd nonspell. What's the best way of tackling this?
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I just did it now by moving to the left and going up through gaps as I saw them.
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What's the best way of tackling the stage portion of TD Extra?
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After timing out Megumi's last 3 spells in the same run, I figured a perfect was something completely possible for me. Horewer, I have some questions:
- Best way of tacking the last two stage sections? Is the green one aimed in some way, static or completely random? And in the red one are only the red bullets aimed or the yellow ones too?
- Megumi's third non-spell, is there any way to consistently capture this?
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What's the best way of tackling the stage portion of TD Extra?
The stage is split up into subsections which can all be handled pretty easily.
For the start you're going to want to not move, then stream right. Grab the spirits then kill all the fairies as they spawn. This is the "red rings" section.
The streaming part next is kind of tricky, you'll want to switch sides every third, unfocused, with Reimu. It's easier to do than to explain, so just do what I did here: http://replays.gensokyou.org/download.php?id=23103
You'll want to trance as the spirits are about to vanish though, so you get through Nue's first spellcard too and get the spirits from that too. You should then bomb the second spellcard, shotgunning, for even more spirits if you can't capture it, then capture the last spell.
For the next part you want to stay to one side, switching after the set of fairies spawn. After they die, center yourself and shoot down the 3 greater fairies that spawn (center, right, left) Grab their spirits and repeat. Now the fairies come 2 at a time. You should trance the 2nd set that come up and shoot them all down, grabbing all the spirits. You are now at Mamizou.
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Miko's 2nd nonspell. What's the best way of tackling this?
The yellow arrows are aimed at your location, and the resulting popcorn spawns the same way every single time. It's a six way spread with the popcorn moving away from the arrowhead. The first wave is essentially static if you stay at the bottom of the screen under Miko, so find a path to the left and right side of her, and use them when you need to follow her that way. Try to stay directly under her at the bottom of the screen when she fires the next wave, then use the same path/idea, with some modifications to adjust for Miko's vertical movement and to dodge leftover popcorn from the previous wave. If you stay under her, the card should be cleared before the brunt of the third wave hits you (assuming full power Reimu/Marisa). Sometimes you may get screwed by the vertical movement though, kind of like Yamame's opener from SA.
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GFW A1 lunatic, Stage 1, post midboss. I have literally no idea how to approach this to get ice area in a consistent way.
This, and a consistent method for DS EX-5 please.
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for EX-5, I usually just circle clockwise and take shots whenever she brings in new familiars. There's probably a better way though.
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for EX-5, I usually just circle clockwise and take shots whenever she brings in new familiars. There's probably a better way though.
That's what I've been doing, but it's still really inconsistent. I want to try to do a 108 scene RTA and I'm more worried about this scene than 9-7 >_<
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DS EX-2?
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Okay, this might seem weird coming from someone who's timed out the thing, but is there a consistent method for capturing Full Moon Pompokolin?
I've been trying to figure out something that works, but every time it seems like I end up needing to dodge near the middle and getting clipped by those bright bullets. Seems like it might have actually been easier to time this out than capture it, even with the timeout phase.
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GFW A1 lunatic, Stage 1, post midboss. I have literally no idea how to approach this to get ice area in a consistent way.
You can try the method I used in this video (http://youtu.be/hcijGQo4Yyo#t=1m20s), though it doesn't get that much ice area (also I released the third freeze too late, it was supposed to reach the fairies on the left to produce more revenge bullets to use the fourth freeze on).
Edit: Does anyone have a good route for capturing St. Nikou's Air Scroll on Hard (not Lunatic)?
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Edit: Does anyone have a good route for capturing St. Nikou's Air Scroll on Hard (not Lunatic)?
I don't have much experience with St. Nikou's Air Scroll, but I think I got the basics. Essentially, you don't want to chase Byakuren around, even though you may think you'll get more damage on her that way; you'll just get trapped when the waves spread out and die. The card is static, so learn where you're safe and when. I dunno if it's like Superhuman where you can stay in the left corner the whole card, but the card is best dodged in the corners.
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Okay, this might seem weird coming from someone who's timed out the thing, but is there a consistent method for capturing Full Moon Pompokolin?
I've been trying to figure out something that works, but every time it seems like I end up needing to dodge near the middle and getting clipped by those bright bullets. Seems like it might have actually been easier to time this out than capture it, even with the timeout phase.
Oh wow I was actually practicing TD extra myself just a moment ago, and your post motivated me to actually try capturing the card. It took me around 30 tries with Marisa to figure out a method, then I got it on my second try with Reimu and my first with Sanae, so I think the way I'm doing it is a somewhat consistent method. Basically the first 2/3 of the spell card doesn't matter because it's rather easy to dodge. I stay in the middle for the most part, trying to finish this part off as quickly as possible. Once Mamizou starts shooting things quicker, at around 2/3, you want to consistently redirect the aimed bullets to the corners, and dodge the bright bullets in the middle. You don't want the aimed bullets shooting towards the middle at all, as you'll just create a gigantic mess there, and it becomes even more awkward since there are a lot of bullets fired higher up and don't move off the screen with the rest of the wave. If you keep on redirecting it and moving to the middle again to dodge the bright bullets, the rest of the card is cake. I've attached my Sanae replay in case you prefer a visual representation of what I mean.
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I don't have much experience with St. Nikou's Air Scroll, but I think I got the basics. Essentially, you don't want to chase Byakuren around, even though you may think you'll get more damage on her that way; you'll just get trapped when the waves spread out and die. The card is static, so learn where you're safe and when. I dunno if it's like Superhuman where you can stay in the left corner the whole card, but the card is best dodged in the corners.
I've tried staying in both lower corners, but neither seems to work well for the Hard version (the right corner gets very dense on the 4th/8th waves, and the left on the 2nd/6th). And switching corners every two waves means I'm almost never under Byakuren.
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The card is static, so learn where you're safe and when. I dunno if it's like Superhuman where you can stay in the left corner the whole card, but the card is best dodged in the corners.
Superhuman sure isn't static. Is St. Nikou different?
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I think both are static - but according to your position. If you stand still while she zig-zags, for instance, I'm pretty sure it'll always be the same.
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I'm pretty sure no version of Superhuman is static, aside from Byakuren's movements anyway. I perform the exact same motions to start the card on every attempt, and I've yet to notice a real pattern to the bullets after they unfold. As for actual tips, I'd suggest that if the bullet patterns look too dense when you're trying to follow Byakuren to the other side, then don't be afraid to just stay put until she comes back. It's easier reading the bullets that way instead of worrying about dashing through them and getting punished for it.
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Would someone be willing to check out my DS score.dat and tell me which scenes have easy improvements? I want to reach 30 million but am stuck at around 26 million (only changes from posted .dat is a SP-7 improvement by 100k and a 250k SP-4 improvement)
edit: pulled off a half a million improvement on 11-1, and then a 600k on 10-5. Sitting on 27.2
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3 or 4 million is easy in EX-9. Just copy the world record (which is around 5 million or something).
I'm with Funen and Zengeku about Superhuman. It's not static, though the rows of bullets will intersect at the same places every time.
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I'm with Funen and Zengeku about Superhuman. It's not static, though the rows of bullets will intersect at the same places every time.
Well yeah, that's just a consequence of the fact that the bullets are left where Byakuren travels. It's like Radiant Treasure Gun or Complete Clarification really, the initial pattern is the same but the bullets merely unfold in different ways each time.
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After timing out Megumi's last 3 spells in the same run, I figured a perfect was something completely possible for me. Horewer, I have some questions:
- Best way of tacking the last two stage sections? Is the green one aimed in some way, static or completely random? And in the red one are only the red bullets aimed or the yellow ones too?
- Megumi's third non-spell, is there any way to consistently capture this?
I would like help with this and also a way to not fail horribly at EX-5 in DS
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I just might be the world's most terrible UFO player.
I spent like two hours just getting to Byakuren on Normal and I didn't even make it past her second spell.
I desperately need pointers with UFO. Desperately. Goddamn curvy lasers...
So... I've got some questions...
1. What's the most efficient shottypes in UFO?
2. How can I effectively dodge bullets while trying to pick up UFOs?
3. How do the Stage 4 and 6 midboss's patterns go, exactly? Something ALWAYS sneaks up on me. I find stage 4's midboss easier than stage 6....
4. Is it wise to plan bombs in this game, if I just can't figure something out? Goddamn Most Valuable Vajra...
Thanks in advance.
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UFO is really hard, so don't get yourself down about it. I think there are very few attacks in it that have a "trick" or something, unlike large portions of IN, so you really just have to improve your random dodging if you want to do well in it. But to answer your questions:
1) SanaeB is undoubtedly the most versatile shot type in the game. Her ability to more or less trivialize the stage portions is a huge boon as it will make collecting UFOs easier, and the fact that her bomb doesn't slow her down at all will allow you to both get in the boss's face to shotgun it for a bit (does a ton of damage), and safely collect UFOs. You will have a slightly tougher time with the bosses though, as her power from the bottom of the screen isn't the best, but it's still fairly strong.
2) Read and dodge. Really though, don't try to go unfocused and make a mad dash for the UFO unless you have a clear shot at it. You want to look ahead a bit, and plan which UFOs to grab, and slowly inch towards it focused if possible. This is especially true in stage 4, as random flailing will just plain kill you. As you play more, you'll also get a sense as to how certain UFOs will fly and how to properly wait until you have a good opportunity to pick them up.
3) They're more or less static. Nue moves randomly, but the pattern fires the same way every single time, and since Nue mostly hangs around the center, it isn't that big of a deal. I believe when I did Normal, I could dodge most of the waves comfortably by staying around the bottom of the screen, about 1/4 to the right of the center.
4) Yes it's useful to plan bombs in any game if you're going for a 1cc, and for UFO especially. I think I pretty much completely bombed most of Byakuren/Shou my first time through UFO Normal.
Good luck!
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I desperately need pointers with UFO. Desperately. Goddamn curvy lasers...
So... I've got some questions...
1. For UFO shot types
Far focus power ranking is: ReimuA >> MarisaA > SanaeA = SanaeB > ReimuB > MarisaB
If you can handle stages well but want to shoot bosses down asap, go for ReimuA. She needs skill if you want to bomb for UFOs though.
If you have trouble shooting stuff down during stages or you are bad at collecting UFO, go for SanaeB and prepare to bomb spam bosses.
2. You can bomb for UFO collection. Abuse this. Also, plan the UFO routes cuz they start at the same color move the same way every time.
3. Static. Memorize it. For the 3rd wave go to the left side, and for the 4th wave go to the right side.
4. Bomb through everything you can't reliably dodge. In my lunatic 1cc I bombed almost everything Shou and Byakuren has, half of Murasa, and all spells for Ichirin, as well as all spells for Kogasa. Don't be afraid to bomb!
After timing out Megumi's last 3 spells in the same run, I figured a perfect was something completely possible for me. Horewer, I have some questions:
- Best way of tacking the last two stage sections? Is the green one aimed in some way, static or completely random? And in the red one are only the red bullets aimed or the yellow ones too?
- Megumi's third non-spell, is there any way to consistently capture this?
Green one I have no idea. Seems like a large clusterfuck on lunatic.
Red one only the red bullets are aimed. The yellow bullets are random and non-issue if you stay near the sides, corners, or bottom.
The down side is that you can get rammed by fairies fairly easily that way, plus the streaming is not trivial with bullets coming from many directions.
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Far focus power ranking is: ReimuA >> MarisaA > SanaeA = SanaeB > ReimuB > MarisaB
It actually seems to me thata SanaeA is a good bit better at focusing power than SanaeB because a bunch of frogs go flying off the sides, which is not the case with SanaeA.
SanaeB is by far the best one for stages though.
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SanaeB has insane power if all frogs actually hit (can be done by staying right in front of a boss focused at 4 power, or on top of the boss at any power level if you're bombing or the boss has no collision hitbox). Though that's not "far focus power", which I assume means the two side frogs don't hit.
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It actually seems to me thata SanaeA is a good bit better at focusing power than SanaeB because a bunch of frogs go flying off the sides, which is not the case with SanaeA.
SanaeB is by far the best one for stages though.
The dps table seems to say otherwise: http://www.shrinemaiden.org/forum/index.php/topic,181.msg286450.html#msg286450
All frogs hit in sanaeB focus (albeit much weaker than unfocused frogs) except at 4 power where there are extra frogs on the side.
SanaeB unfocus, where frogs are shot on the side, is extremely powerful if you can get all of them to hit.
And of course at 4 power, SanaeB focus shotgun is also very powerful.
I wish there were a mefidex style ranking though. I don't really know the difference between SanaeA/B in unfocused long distance fire.
Anyhow, SanaeA is not a bad shot type though. It's got a little bit of homing and also a bomb that doesn't slow you down so you can collect UFOs.
It's just that SanaeB spread and bomb kinda overshadows SanaeA, not to mention that the frogs have splash damage too...
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The dps table seems to say otherwise: http://www.shrinemaiden.org/forum/index.php/topic,181.msg286450.html#msg286450
Eh? Huh? What?
But my tests... er...
Crap, I'll have to calculate everything again. And I could have sworn... blech, whatever.
I'm now trying to get my first Hard 1cc, with Mountain of Faith being my first goal.
And I need some help with Sanae's Moses Miracle. How? Every time I stream until I hit one of the waves. There seems to be no gap where restreaming is feasible.
Also Aya's second card. I don't get it. Do I have to go between those lanes and pray for no clipdeath or is there another way?
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Every time I stream until I hit one of the waves.
I think this is probably the main problem. You never want to stream until you reach whatever it is that prevents you from going further.
First of all, the way it works is the red bullets are aimed at you, while the blue ones are always aimed straight down. (It's because of the blue ones that basic "streaming" doesn't really work, since you'd have to be on Sanae's right to stream right, and her left to stream left. Because of the waves, you'd probably want to change direction by that point anyway.) To change direction, you need to get to the other side of both colored walls, and I suggest doing them separately. So, for example, if you on the right side, you'll want to dash diagonally to the upper right, preferably into one of the low points in the waves. Then start inching down, making sure not to collide with any red bullets that were fired as you ran up. Once all of the red bullets are being fired above you (you're streaming down, essentially), you can safely ignore them and focus on the blue ones. They're just a bunch of vertical walls, but Sanae makes gaps by moving around, so look for one and dash through to the other side. From there you can stream to the left for a short time, trying to damage Sanae as much as possible. She follows you, however, and in doing that she can move to your left and drop a blue wall right in your path, so be careful and get ready to once again change direction, this time going to the right.
Then it's just a matter of doing that repeatedly until it ends, though the walls get longer as the spell progresses. The homing type will probably make it a bit easier, though I don't recommend it since it makes everything else harder.
I tried to make a timeout to demonstrate it. She killed me once, but I think it conveys the general idea. http://replays.gensokyou.org/download.php?id=23155
e: Also did Aya's spell. http://replays.gensokyou.org/download.php?id=23157
You get between the lanes, yes, but you don't just pray. You're supposed to dodge through the last few bullets. Going to the corners can make it much easier.
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Useful text and links and stuff
Thank you for going through all that effort to help me. I must say, those replays are really useful. Now I finally know the stages, too.
Thanks once more.
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Marine Benefit SanaeA users I need your help.
How do you guys use it so well? Those shiny options don't go where I want and I die by running around unfocused.
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Marine Benefit SanaeA users I need your help.
How do you guys use it so well? Those shiny options don't go where I want and I die by running around unfocused.
Yeah, SanaeA is hard to get used to, but she's easily the best shottype in the game. With those disco lights, the way I lock them into enemies is by spinning in circles diagonally to the down left of enemies. It takes a while to get used to, and you also should only try to deal mass damage with them while there's barely any bullets on the screen, besides, the main shot is also really damn powerful.
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Luna's purple circle spell in Lunatic B2-2? :X
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Magic Space "Asteroid Belt" Lunatic, please tell me there's a trick to this. I'm pretty sure that there isn't one but PLEASE let there be a trick to this.
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Magic Space "Asteroid Belt" Lunatic, please tell me there's a trick to this. I'm pretty sure that there isn't one but PLEASE let there be a trick to this.
Follow the large star lanes most of the time, cut through to the left whenever it's safe, keep an eye out for small stars? That's how I got my ~2/3 capture rate. :/
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Follow the large star lanes most of the time, cut through to the left whenever it's safe, keep an eye out for small stars? That's how I got my ~2/3 capture rate. :/
Yeah I'm doomed : /. Thanks for the help though.
Edit: I realized my problem, I was trying to focus on a much larger area of the screen than what was necessary. Once I scaled it back I captured the attack three times in a row!
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kaname funnel plz
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Kaname Funnel here (http://replays.gensokyou.org/download.php?id=23193)
Ignore the first few shots, they're done with a scoring strategy. The latter shots show the survival strategy that works for all shots.
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Flying Fantastica (normal), any useful advice ?
I tend to get pushed at the bottom of the screen even when trying not to, and the amulets flying everywhere mess with my eyes quickly.
I don't really want to capture it, just a general strategy to stop losing all my remaining lives to it...
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Still a fail, but its a little bit closer to Byakuren... Game over'd at Shou's last spell card.
I generally don't have many problems with Stages 1 and 2. With Stage 3, either I do really well against Ichirin, or I completely derp. I think I do know how to dodge her attacks but nerves get me to mess up sometimes. I know her non-spells are static (took various failed attempts of 5-1 in Double Spoiler to realize that)
Stage 4 is... um... well I know I'll mess up at least once during it, especially with UFO collecting. With Murasa, her non-spells are cake, and I know how to dodge her first two spell cards. But it seemed that I needed to bomb when she had only a sliver of health left for her cards. Her third spell card made me really nervous and I just bomb spammed it. Now I just winged it when I was against her survival card, and generally did decent.... I think.
Stage 5, well the stage portion felt like a blur to me, even though I just went through it ten minutes ago. I died to Naz midboss non-spell and panic bombed her card. Now Shou... Shou is an issue here. I died to her opener with a bomb in stock. I pretty much bombed all her cards, and non-spells... and STILL game over'd. Now that I think about it, if I used that bomb that I had at the beginning of the fight, I may have made it to Byakuren...
So I need help with Murasa's third spell and her survival spell. Also need help with pretty much all of Stage 5.
I'll include a replay of this run incase anyone wants to see exactly how my recent run of UFO normal went.
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Flying Fantastica (normal), any useful advice ?
I tend to get pushed at the bottom of the screen even when trying not to, and the amulets flying everywhere mess with my eyes quickly.
I don't really want to capture it, just a general strategy to stop losing all my remaining lives to it...
Okay, just a quick question first. Which shottype are you using?
Second, it's pretty normal to start being pushed to the bottom of the screen, but are you starting the card down there? If you are, bad idea. Shotgun Byakuren right from the start, and when she shoots the rings, weave through them with relative speed and try to get up closER to her, but don't shotgun her at point blank like before, cause it'll get dangerous. Repeat this, and you'll gradually get pushed down the screen rather than being cornered at the bottom the whole time.
Third, because you're not aiming for a capture right now, remember your bombs. Sure, Byakuren might have bomb immunity during this spell, but a well-timed bomb can usually clear the upcoming rings ahead of you (I say well-timed because an ill-timed bomb would clear the rings coming toward you, but not hit the next wave of rings enough to clear them, and they'll be at a relatively close proximity to you when the bomb ends). Homing Reimu (was it ReimuA? O.o)'s Fantasy Seal will probably be the least useful bomb here because of how weak its power is, but bombing is always still better than dying with bombs in stock. Needle Reimu's Wild Exorcism Dance is more powerful, and can clear a column ahead of you. More useful, but not too much, since the rings rotate slowly as well. Marisa's bombs are both pretty much fullscreen from where you are (in the case of Master Spark), and but Master Spark is stronger and is more reliable to clear the bullets, though you'll have difficulty seeing remaining bullets because of the additive blending. Sanae's bombs are also pretty much good, though SanaeB's bomb can probably be placed somewhere strategically if not used for mere survival (as in, so it can clear more bullets).
Last, don't let the many colours and the different movements of all the bullets give you a mindf*ck. Focus mainly on your hitbox in this spell, and staying relatively in the middle most of the time. If you can, widen your view a little bit to more than just around your hitbox. You'll be able to see the most important bullets coming your way, and see how they will cluster or spread to plan out how you'll weave through them or dodge them. The colours tell you the density of the rings (or so I've heard, but I really don't pay any attention to that ._."), but they don't matter that much to me.
Flying Fantastica is one of those really annoying spells that you can't really practice often because of the fact that there is no spell practice and it's the final spell of the stage 6 boss. So yeah, when you do get to it, make as much use of it as practice for the next practical run.
...wow that was a long blurb from a relatively new beginner... ._." Probably should be quiet now.
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Still a fail, but its a little bit closer to Byakuren... Game over'd at Shou's last spell card.
I generally don't have many problems with Stages 1 and 2. With Stage 3, either I do really well against Ichirin, or I completely derp. I think I do know how to dodge her attacks but nerves get me to mess up sometimes. I know her non-spells are static (took various failed attempts of 5-1 in Double Spoiler to realize that)
Stage 4 is... um... well I know I'll mess up at least once during it, especially with UFO collecting. With Murasa, her non-spells are cake, and I know how to dodge her first two spell cards. But it seemed that I needed to bomb when she had only a sliver of health left for her cards. Her third spell card made me really nervous and I just bomb spammed it. Now I just winged it when I was against her survival card, and generally did decent.... I think.
Stage 5, well the stage portion felt like a blur to me, even though I just went through it ten minutes ago. I died to Naz midboss non-spell and panic bombed her card. Now Shou... Shou is an issue here. I died to her opener with a bomb in stock. I pretty much bombed all her cards, and non-spells... and STILL game over'd. Now that I think about it, if I used that bomb that I had at the beginning of the fight, I may have made it to Byakuren...
So I need help with Murasa's third spell and her survival spell. Also need help with pretty much all of Stage 5.
I'll include a replay of this run incase anyone wants to see exactly how my recent run of UFO normal went.
I watched your replay and here are some comments:
Stage 2:
-In the last bit of stage 2 right before Kogasa midboss, you don't need to fire and burst those orbs immediately. You can stop firing for a bit and summon a UFO, then kill them and clear the screen by killing the UFO. It will make collecting the UFO pieces there slightly easier.
Stage 3:
-For Ichirin midboss's spell card, you can get up really close to Ichirin for the first part of it and shotgun her at close range for massive damage, then move down when the center fist spawns. It reduces the time spent dodging the card.
-After midboss Ichirin, I suggest kind of memorizing where the fairies spawn and immediately taking one of them out. It will make dodging the entire section much easier, plus you'll need to learn it when you move to harder difficulties anyway.
-You summoned two rainbow UFOs at the tail end of stage 3, which doesn't really help you that much. Try to get two reds or a rainbow and a red or something like that.
Stage 4:
-In the part after the stage title comes up, the red orbs that release UFOs spawn in the exact same position every time. In order, the red orbs spawn green, blue, red, then blue UFOs. You should probably memorize where they spawn to get them all/at least the red one.
-You should almost definitely bomb during the part where tons of red orbs appear and fill the screen with spam. It's very hard to do properly, and there are tons of small UFOs up for grabs that you don't want to miss out on.
-Your method of doing Murasa's first card is rather haphazard. You really don't need to move all around the screen to beat it. Stay under Murasa and dodge the anchor, in either order. You don't need to move that much from around the 40-50% vertical area.
-There isn't too much advice I can give for Murasa's third card. It's mostly a case of read and dodge. The anchors are aimed at your position, and you need to keep an eye out of bullets that are traveling quickly horizontally, as those will get you. Staying around the center is best, but sometimes you might get pushed to the corners, and you'll have to dodge a few uncomfortable waves. You really have to get an acquired feel as to how the bullets move.
-Murasa's survival is kind of tricky. On Lunatic, the four corners technique works really well, but it doesn't really work as well on lower difficulties because the rate at which Murasa moves is decreased, meaning that you'll end up dodging diagonal bullets at some point, which gets tricky. On Normal, Murasa moves slowly enough that you can use something like a 2 point system. The basic idea is to move to the point opposite of where Murasa spawns, drag her there, then move to a point where you're aligned either horizontally or vertically with the bullets that she spawns. It's kind of hard to explain, so I've attached a replay of stage 4 showing what I mean.
Stage 5:
-Woah I can't believe you lived running right through the orbs before midboss Nazrin. If you move in a circular motion around the screen, you'll pretty much clear that section with no troubles.
-For Shou's second card, the yellow bullets are aimed at you, and the walls are randomly generated (but the first wave is always the same or something). You want to dart between lanes while dodging the yellow bullets. It's not too hard once you get it down.
-Shou's third non-spell isn't that bad, and can be easily done. You can either cheese it by staying close to Shou and moving in a counter clock-wise direction, or you can pick a lane between the purple lasers and dodge the green ones vertically. You really don't need to spend a bomb on it.
General:
-Your UFO path could be optimized. You should be getting primarily Red UFOs for the first three stages, with maybe a green or two in stage 3 if you feel you need the extra bombs. But the way the UFOs spawn in stages 1 and 2 make picking up reds a really attractive option.
-You could definitely move around the screen a bit more to pick up UFOs and such. As of right now, you're playing a bit too conservatively, and that's overall reducing the life pieces/bombs you can get from the UFOs.
I want to especially emphasize the first point I made under the general section. You could have had so many more life pieces/bombs if you summoned red/green UFOs instead of rainbows. You should pretty much never summon blue ones during your run. Remember that even if you use two bombs to get two big red UFOs and grab four life pieces, you will still be ahead by one life. If you use a bomb to get a big green UFO and you fill it up, you have gained 1/3 of a bomb. Bombing to get a few more UFOs and learning the proper paths through levels is very important.
Anyway, attached are a stage 4 and stage 5 replay. I think I more or less perfected them while showing a pretty decent UFO route. Use your own discretion though with bombs and such, and don't be afraid to modify some things to suit your play style/skill level. You probably will mess up with collecting small UFOs during your run. Adaptation is important.
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Okay, just a quick question first. Which shottype are you using?
Using SanaeB. I didn't even tried to shotgun it because I didn't know if it was risky (although the first third of the spell isn't much of a problem). I'm starting near the middle of the screen, I'll try to stay there as much as possible then.
When I bomb, it's usually at the bottom of the screen, so it doesn't clear lots of bullets and it seems it's nearly useless (or at least, I can't bombspam as I planned to).
Flying Fantastica is one of those really annoying spells that you can't really practice often because of the fact that there is no spell practice and it's the final spell of the stage 6 boss. So yeah, when you do get to it, make as much use of it as practice for the next practical run.
Yeah, I think it's the main problem. I will get it eventually, but it's frustrating to have a nice run ended by getting destroyed without hope on the last spell (Mountain of Faith was easier :V ).
At least I can get there with a few spare resources even when failing my UFO path...just need to keep cool on this one, I guess. And focus on the hitbox at first.
Thanks for the help, I really appreciate it.
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Anyway, attached are a stage 4 and stage 5 replay. I think I more or less perfected them while showing a pretty decent UFO route. Use your own discretion though with bombs and such, and don't be afraid to modify some things to suit your play style/skill level. You probably will mess up with collecting small UFOs during your run. Adaptation is important.
Thanks for the help. I've got a UFO path figured out for stages 1-3 which mostly involves getting reds. It gives me four extra lives by the end of Stage 1. I'm definitely gonna practice UFO some more, but right now, I'm taking a break because I just did two UFO normal runs with both of them ending at Shou... and I'm a little discouraged.
In the meantime... I need help with Taboo "Laevatein" (spelling?).
I think the lasers go counterclockwise, right, left and then clockwise...?
Also fricken Royal Flare! How do you dodge that?
Thanks in advance.
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For Royal Flare, you can use my method:
http://www.shrinemaiden.org/forum/index.php/topic,6504.msg392132.html#msg392132 (http://www.shrinemaiden.org/forum/index.php/topic,6504.msg392132.html#msg392132)
Replay: http://replays.gensokyou.org/download.php?id=9624 (http://replays.gensokyou.org/download.php?id=9624)
Basically it involves safespotting the first wave and then make one movement down for the second wave (unless you are MarisaA, who can capture by then).
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In the meantime... I need help with Taboo "Laevatein" (spelling?).
I think the lasers go counterclockwise, right, left and then clockwise...?
Also fricken Royal Flare! How do you dodge that?
Thanks in advance.
Laevatain: Completely static. There are a lot of ways to do this, but how I do it is I shoot a bit at the start, then go to the upper left corner to dodge both the first rotating wave and the first horizontal wave (and hit Flandre while she's charging the horizontal wave), dodge the next horizontal wave going left by going through one of the lanes, and go above her for the last rotating wave. Then rinse and repeat.
Royal Flare: Also completely static. If you're MarisaA, you can just squeeze through the first two "walls", stay at the bottom, and the card will end before you have to dodge anything else. With the other three shottypes, after you go past the first two "walls", go to the bottom-left corner into the "lane" (not sure what to call it, you'll see it in the replay) after shooting Patchouli a bit, go back to the center while staying in that lane, and dodge the last few easy waves there in the center, and the card will end. There are other ways but this is the easiest one I found.
Replay with both captured with these methods: http://replays.gensokyou.org/download.php?id=23211 (also contains a trick for the death fairy I found if you're forced to bomb/die during the spam right before - if you go on top of the fairy during invincibility it immediately dies for some reason)
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Murasa's 2nd and 3rd nonspells. They're static, but how should I approach them?
The random spam near the end of the stage portion too. I've been dashing from side to side to try and eliminate enemies everywhere, to moderate success. Is there a better way?
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I timed out the third one once. http://replays.gensokyou.org/download.php?id=17524
I think that's a good way of doing it, provided Sinkable Vortex doesn't screw you over. I tried to spot that pair of pink bullets and use them to orient myself.
That method I used for the second one should also work pretty well. Just slip to the right for each wave, then move back for the next one. It's easier than her first nonspell, in my opinion.
Assuming you're the needle shot, try to stay unfocused as much as possible for the end spam. I think the enemies spawn in set areas alternating between left and right (just as they do at the start of the stage) so if you time your left and right movements you can kill some before they shoot. Otherwise maybe just stick to one side to be sure you hit at least some of them.
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Okay, so: SA's Extra stage. How the hell are you supposed to deal with the fairies after Sanae? Are they aimed at you or around you or any other way I'm not thinking of right now? Reimu A can cheese past them with her screen warping I guess (and I've already cleared the stage with her anyway), but Marisa C doesn't really have that kind of convenience which kind of screws everything up.
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Okay, so: SA's Extra stage. How the hell are you supposed to deal with the fairies after Sanae? Are they aimed at you or around you or any other way I'm not thinking of right now? Reimu A can cheese past them with her screen warping I guess (and I've already cleared the stage with her anyway), but Marisa C doesn't really have that kind of convenience which kind of screws everything up.
You are supposed to move right, up, and circle around the top.
http://www.youtube.com/watch?gl=JP&hl=ja&v=rRhg81Xv5Is&t=3m24s
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You are supposed to move right, up, and circle around the top.
http://www.youtube.com/watch?gl=JP&hl=ja&v=rRhg81Xv5Is&t=3m24s
Perfect, that's exactly what I needed. Thank you!
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I've tried to figure it out myself, almost timed it out once because 1 power, but I'm still 0/35. Any info on Eternally Anchored Ghost Ship I can use to capture it, or do I just have to play it like I see it?
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I've tried to figure it out myself, almost timed it out once because 1 power, but I'm still 0/35. Any info on Eternally Anchored Ghost Ship I can use to capture it, or do I just have to play it like I see it?
It's mostly static. Murasa follows you around, so if you repeat the same motions the bullets will be in the same general places each time.
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I need help with Murasa's survival card on Normal. I STILL can't do it.
Also I need help with the entirety of Byakuren's boss fight.
Thank's in advance.
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I need help with Murasa's survival card on Normal. I STILL can't do it.
I just move from one corner of the screen to the next one. You've got a lot of room to make errors since the card hasn't even heard of dense bullets, so it's no problem if you don't move enough. Just move from corner to corner, don't stop or start flailing around, and you're golden.
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I've tried to figure it out myself, almost timed it out once because 1 power, but I'm still 0/35. Any info on Eternally Anchored Ghost Ship I can use to capture it, or do I just have to play it like I see it?
I just try to
1. shoot Murasa as much as possible to not time out
2. concentrate a lot on the add-blended bullets that are close to you - most of the time there is a path but sometimes it's a tight squeeze.
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They aren't spell cards, but these non-spells are kicking my ass lately.
Toyosatomimi no Miko's knife non-spell in TD hard (I think it is the 4th non-spell) is difficult to keep up with visually. I've tried different patterns of movement and "captured" it a few times but my success rate can't be better than 20%, not good for non-spells. This spell is static correct?
The other non-spell I'm having trouble with is Yomou's non-spell in PCB hard with the two waves of bullets followed by the aimed blue bullets and the off-aimed red bullets. I have no problem with the aimed/off-aimed part, its the first 2 waves that are getting me. I can usually make it though the first wave easily but the overlap is what is getting me most of the time. If I can get through that overlap I'm usually good. Is there a good way to redirect this?
Sorry if this was discussed earlier in this thread somewhere. I looked through the thread and couldn't find it.
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They aren't spell cards, but these non-spells are kicking my ass lately.
Toyosatomimi no Miko's knife non-spell in TD hard (I think it is the 4th non-spell) is difficult to keep up with visually. I've tried different patterns of movement and "captured" it a few times but my success rate can't be better than 20%, not good for non-spells. This spell is static correct?
The other non-spell I'm having trouble with is Yomou's non-spell in PCB hard with the two waves of bullets followed by the aimed blue bullets and the off-aimed red bullets. I have no problem with the aimed/off-aimed part, its the first 2 waves that are getting me. I can usually make it though the first wave easily but the overlap is what is getting me most of the time. If I can get through that overlap I'm usually good. Is there a good way to redirect this?
Sorry if this was discussed earlier in this thread somewhere. I looked through the thread and couldn't find it.
Well, you can probably finish Youmu's nonspell before the wave repeats itself a second time (maybe a few seconds into it, but harmless). You can misdirect her first wave above her, clearing up the entire space you need. Shoot as usual, and then there will be no overlap on the second set of bullets (before the arrowhead bullets that are aimed/off aimed). You can't misdirect her round bullet waves in Stage 6 though.
As for Miko's nonspell, I find vertical movements are best, with absolute MINIMAL horizontal movement. I treat the waves of bullets as sort of a cross between Mishaguji-sama(red knives?) and Kanako's opener nonspell (blue knives?). One color can be done with only vertical, as it is much like Mishaguji-sama (except all the bullet waves are aligned so you don't need to move side to side). The other color requires slight lane changes IIRC, like Kanako's opener (which I STILL can't get right). Simpler than Kanako's opener still, though.
EDIT: Whoops I got the 2 colors confused. Reds first. And they need lane changing. Blues are more like Mishaguji-sama.
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I captured 40 scenes in StB so Level 9 is unlocked, which means it's time for Seamless Ceiling of Kinkaku-Ji.
I got the card pretty much down in my head, it's just that my reflexes still can't keep up with the 2 last phases.
After 530 shots I have seen the final phase twice (which I already count as achievement).
Any tips from someone who has already captured this card?
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Dodge the bullets, take the last shot from the biggest gap you can find.
There are timings for the earlier shots to prevent massive overlaps of 3+ waves at once but you'd have to ask someone like chum.
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Touhou 12.5, scene 12-3?
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Follow Byakuren and when she moves through the wall, prepare to photograph her when she appears again. Follow her some more and when she moves through the walls, photograph her again when she appears from the opposite wall. Then stream up and down to avoid the bullets she fires. When she starts moving around again you just repeat the process.
Here's someones video http://www.youtube.com/watch?v=dcMP287TEtY. that demonstrates it well
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Thanks, also how do I do blazing star? The last time I tried to capture it, ended up as an accidental time-out :derp:
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When Marisa is flying in your direction, you'll want to move quickly out of the way and as soon as you're clear of the master spark, you'll want to photograph her. You'll likely need some manual aiming to do this and it can be a bit tricky.
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Just tap shift before taking the shot, it will aim the shot at Marisa.
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Aya's last card.
how
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Assuming lunatic, I do unfocused downward dodges through the walls to increase the timing window for dashing through. I also dodge my way up through the pellets so I don't end up pushed downwards by the pattern. It's not too hard once you get the hang of it but before then it's very imposing.
As usual you can see a video in my perfect run of MoF lunatic Stage 4 (http://www.youtube.com/watch?v=5Rp8zG3eKEI) (I like being able to throw that around)
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I meant normal but thanks anyway. I lost two lives to that card just now >_>
Also I just played Subterranean Animism (normal) and Orin/stage 5 is a complete brick wall for me, so help on that? I'm using Reimu A.
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I meant normal but thanks anyway. I lost two lives to that card just now >_>
Also I just played Subterranean Animism (normal) and Orin/stage 5 is a complete brick wall for me, so help on that? I'm using Reimu A.
Normal is pretty much the same thing only you don't need to unfocus.
Edit: Okay...Mountain of Faith lunatic, Stage 5, pre-midboss section. I don't get how you're supposed to do this consistently with ReimuB. Similarly for the post-midboss section.
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EX Midboss Kogasa's cards?
Thanks in advance?
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Video of all 3 here (http://www.youtube.com/watch?v=ZRpYwT1s7VM)
The first card is just dodging, not too hard.
The second card I would suggest bombing as it's fairly challenging horizontal reading, I have a no focus timeout of it here (http://www.youtube.com/watch?v=Ql-OqnGFAWg).
Her last spell I find it much easier to move with the lasers until they slow down, then get into a "safespot" and move with it. I would suggest bombing this if you have a bomb, after the first half of the card.
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First and second card
dodgem
Third card pissed me the fuck off. Hope you survive for 6-8 shots and then bomb the shit out of her.
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The third spell isn't that difficult, stay still for some time, then position yourself right in the middle between two lasers and move with them at their pace. The hardest part is not straying too far away from Kogasa, though it certainly can happen as time passes.
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The lasers are naturally slower if you move up, so staying all the way at the bottom makes it harder. Because of how the lasers are slanted, you can even use purely vertical movement to follow them along, which helps to avoid moving too far.
The first spell is not purely random, iirc. The bullets will appear in rows, with each bullet in the row moving at the same speed. You should try to identify the fastest moving bullets and see how the row is slanted. That makes it very easy to predict where the fast bullets will be before you even see them, so you can slip past them separately from the slower bullets. In general, try to take the rows individually, as there's really no room when they overlap.
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Aside from the X key, is there a consistent method for getting through the stage 4 midboss opener in Lotus Land Story on Lunatic?
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After several runs ending at LFS, I would like some help with it. I don't understand at all what I should be doing anymore, I've captured it three times in practice before but now I can no longer do it. It's a must to be able to get past this card to beat the game, but all of a sudden it just feels impossible. Way too often I can't seem to find any gaps or an amulet snipes me while I'm focusing on going through a gap somewhere.
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Aya 2nd nonspell. How do?
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Be about as close to the reds as you can without being hit and hope you positioned yourself right as to not get clipped by the blues. With ReimuB it's just the one full wave at least (hey Malky go time that thing out)
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Static based on Aya's position. Memorize it.
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It's trivial. The red bullets are always fired straight down, and the blue bullets will always miss if you get close to the red ones. You can use the "enemy" marker at the bottom to memorize a spot. Then it would be no harder even if the bullets were invisible.
pseudo edit: What Kanon said, basically.
actual edit: nevermind
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It's static based on Aya's position, but still unusually tight. Which is bad news if she moves down (or you're playing as Marisa :V).
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Huh, that was easy.
What about Momiji then? That's the only true barrier stopping me from perfecting the stage now.
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Huh, that was easy.
What about Momiji then? That's the only true barrier stopping me from perfecting the stage now.
The pattern is repeated rotationally, so every 'cycle' of the pattern is as bad. I'd suggest just staying under Momiji and dodging the bullets as they come, prevents the issue BT had a while back with "75 degree angle bullets". I assume you have the rest of the stage down, but good luck. You'll need it.
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go time that thing out
Static based on Aya's position. Memorize it.
Well... here it is:
Aya's 2nd nonspell time out: http://www.youtube.com/watch?v=RpP4eLrSY14
Basically, if you need some hand holding... The safespot is this:
(http://i50.tinypic.com/2h3q6c0.jpg)
Get to that position before Aya moves and you'd be safe even if Aya is lower than usual.
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Well...that'll be helpful for when I try MoF lunatic no bomb attempts.
I still need to know how to handle the pre and post-midboss Sanae streaming parts.
Figured out one, the other is still puzzling me.
Disregard. Figured out you don't even need to stream-turn that part.
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A few things in MoF hard :
- Aya's second spell.
- Kanako's second non-spell. It looks like basic streaming, but I must do it wrong.
- Unremembered Crop (with the rice-bullets circles spam) : anything else than "read and dodge" ? So many clipdeaths here...
- Kanako's last non-spell. The knives part. I tried to stream them like in normal mode, but it seems there isn't enough room.
Thanks in advance.
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A few things in MoF hard :
- Aya's second spell.
- Kanako's second non-spell. It looks like basic streaming, but I must do it wrong.
- Unremembered Crop (with the rice-bullets circles spam) : anything else than "read and dodge" ? So many clipdeaths here...
- Kanako's last non-spell. The knives part. I tried to stream them like in normal mode, but it seems there isn't enough room.
Thanks in advance.
Not sure about Aya's second spell, but it's the one with the green bullets coming diagonally, right? My only advice there would be not to stay right at the bottom or you'll get boxed in easily, and if you see an opening, go through it before its too late?
Kanako's second nonspell is the blue/red streaming part, amirite? One color is "bent" in one direction, if you get what I mean, and the other in the other direction, and the waves alternate. basically go with the first wave, then you can go back with the second wave (though IMO it's tight?) or slowly stream 2 more waves before you stream back. Just be careful not to move too much at once, as the waves are still aimed and will spread out and fck you over if you do.
Kanako's clippy spell, not much else to say, I'm afraid. If you see a large opening, go through it before it becomes clip-risky.
Kanako's last nonspell, knife phase. Are you saying you're getting stuck at the wall and can't move to the side anymore to stream? Try starting from one side and streaming to the other. You'll have lots more room, though it'll probably drag the nonspell on a bit longer due to you not attack her as much.
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Kanako's second nonspell on Hard? I think this is the easiest method:
http://www.youtube.com/watch?v=g3TxJLx0jVc#t=19m38
Make sure to stay off the very bottom on Hard (it should be fine on Lunatic though).
Anyway, how about Aya's third nonspell on Lunatic?
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Aya's third non-spell can be quite tricky. The best advice I can give is to position yourself directly in the middle of Aya's enemy indicator since that's likely to cause her not to move and then the attack will be easy to take down.
If she does move however there's not much advice to give beyond trying to predict where the gaps are going to be and then move there. The attack can be quite difficult if you get bad movements from her part so don't be afraid to bomb it.
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I do Kanako's second nonspell on hard from the bottom reversing every third wave. I've never messed it up that way and you don't have to remember to be midscreen.
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Okey dokey. My next and last Normal 1cc goal is SA and my 1cc conquest officially starts now. I've heard that SA Normal is the hardest Normal mode, is that true?
In my recent run, I made it all the way to Orin which is pretty good by my standards.
Now here are the things that I have trouble with... (playing w/ ReimuA)
1) Yuugi's midboss card. I don't mind bombing it but it's hard to get back to full power afterwards so I need pointers for this card.
2) Feat of Strength on Mt Ooe (the bubble card). Even though I have crazy fun with this card, I think its hard. I'm not good with diagonal dodging, especially with those damn bubbles.
3) Stage 4 fairy right before the boss... the one that shoots the green amulets. The pattern is static as far as I can tell but its one of those attacks that likes to sneak up on me.
4) Double Black Death Butterfly.
5) Border of Wave and Particle. If I can't learn to dodge it I will safespot. I have no shame. :V
6) Cat's Walk... please?
I'll probably have more questions once I make it further into Orin's boss fight.
Thanks in advance.
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Okey dokey. My next and last Normal 1cc goal is SA and my 1cc conquest officially starts now. I've heard that SA Normal is the hardest Normal mode, is that true?
In my recent run, I made it all the way to Orin which is pretty good by my standards.
Now here are the things that I have trouble with... (playing w/ ReimuA)
1) Yuugi's midboss card. I don't mind bombing it but it's hard to get back to full power afterwards so I need pointers for this card.
2) Feat of Strength on Mt Ooe (the bubble card). Even though I have crazy fun with this card, I think its hard. I'm not good with diagonal dodging, especially with those damn bubbles.
3) Stage 4 fairy right before the boss... the one that shoots the green amulets. The pattern is static as far as I can tell but its one of those attacks that likes to sneak up on me.
4) Double Black Death Butterfly.
5) Border of Wave and Particle. If I can't learn to dodge it I will safespot. I have no shame. :V
6) Cat's Walk... please?
I'll probably have more questions once I make it further into Orin's boss fight.
Thanks in advance.
Welp, here we go:
1) I think it's staticish, Yuugi moves in your direction after the waves start moving, so positioning yourself slightly left/right to control that aspect might help a bit. Practice it a bit in stage practice without bombing and the pattern should soon engrain itself in your mind. Bombing it is advisable otherwise.
2) Pure dodging unfortunately, just remember to take all your knowledge of bubble hitboxes into account and if you see a wall or tight-squeeze feel free to move far to the left and up/down to avoid it, focused and unfocused dodging is in order for this spell.
3) Static! Absolutely. Learning in stage practice, or prepare to spend a bomb, thankfully it drops a full 1 power afterwards, but I'm guessing you would rather gain the extra 1 power than trade off a bomb.
4) I haven't figured it out much myself weirdly enough. You can usually get through it with 1 bomb by lasting till one of the waves returns then bombing. Stay under satori at all times if you're planning to autobomb rather than dodge it.
5) Static! Once again, stage practice, or simply safespot which I've always done (lovely graze!). I've heard DS has the spell somewhere, but it may take some time unlocking it.
6) Pure read and dodge, follow Orin and if you have 2+ power as ReimuA it should be over before the second wave. If you're unable to dodge the waves go ahead and bomb, and remember that the streaming section afterwards gives ALOT of power back, so do your streaming to the fullest and get that power back!
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To put it simply:
1) Memorize
2) Bomb
3) Memorize
4) Bomb
5) Memorize
6) Bomb
The rest of the game works the same way.
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Let's just change no.2 from Bomb to Dodge shall we?
Honestly, Ooe is not that hard of a spellcard. What I like to do is to read in-coming bubbles and position myself somewhere where the bubbles don't hit me, generally somewhere around the middle of the screen. When I'm sure that nothing from one side will hit me I start looking at the bullets coming in from the other side. This is generally my strategy but in practice you'll likely want to keep an eye on both sides at once.
I could time this out consistenty before getting the clear. Of course, don't forget to bomb if your dodging fails you.
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Yeah, yeah. Of course dodge if you can. I just couldn't resist writing that.
Btw, I think they only come from one side on Normal, but what Zengeku said does apply to Lunatic (and Hard maybe).
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They do only come from one side.
For Yuugi's midboss card, position yourself over the spawning point of one of the streams. Bullet's won't spawn on top of you, meaning you can eliminate some of them.
Ooe is indeed random dodging. There's not much to say about it other than know the hitboxes and good luck.
Border of Wave and Particle is honestly not too hard, especially if you manage to go around the tightest bands of bullets, but if all else fails there's a safespot just at the bottom of the Satorisphere.
The others I always bombed. DDBB and Cat's Walk are really difficult (if you can't manage Ooe, you really shouldn't try) and the fairy can be memorized but it is kind of tedious to practice.
I just realized I never ever even once have used stage practice. I am worried.
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TD Stage 6:
No. 90: Summon "Royal Clan's Chaotic Dance"
No. 106 : "Newborn Divine Spirit"
How do I capture them consistently? The later I can sort of capture, but the former I can never capture.
Thanks in advance.
EDIT: Just timed out No. 90. Still can't deal enough damage to Miko to capture it.
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TD Stage 6:
No. 90: Summon "Royal Clan's Chaotic Dance"
No. 106 : "Newborn Divine Spirit"
How do I capture them consistently? The later I can sort of capture, but the former I can never capture.
Thanks in advance.
EDIT: Just timed out No. 90. Still can't deal enough damage to Miko to capture it.
Second spell you mentioned, I always go near completely vertical movements. Start close to Miko so you can shotgun her right from the start. Do tiny horizontal dodges to avoid getting too close to individual glowy bullets, and stream vertically when the whole screen is aimed at you. People say to start the blue phase shotgunning Miko as well, and I agree because dodging bullets downwards is for some reason easier than dodging upwards, and you can finish that phase much faster that way.
Chaotic Dance? What I do is shotgun Miko, but stay a little bit away still so as not to risk getting kicked when she moves. You're probably at the top middle of the screen right now, so lure Futo and the other girl towards you, and dodge downwards like before. Keep in mind that they do not have hitboxes, so you can be right on top of them if you wanted (not advised, as they fire off the arrow rings pretty quickly already). The tricky part is dodging through all the arrow rings and getting back to the top BEFORE the girls reset. Reach Miko, and repeat with the shotgunning, dodging, etc.
is how I do it anyway :V
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Stupid Miko's False Exorcism. :ohdear: What do?
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TD Stage 6:
No. 90: Summon "Royal Clan's Chaotic Dance"
No. 106 : "Newborn Divine Spirit"
How do I capture them consistently? The later I can sort of capture, but the former I can never capture.
Thanks in advance.
EDIT: Just timed out No. 90. Still can't deal enough damage to Miko to capture it.
For Chaotic Dance, the best way that I've found to capture it is to basically stay under Miko for most of the card while pulling off a kind of looping motion around the screen, misdirecting Futo and Tojiko. The only other thing you have to worry about is to not drag the two to the same side twice. So basically if you drag them to the right, you want to move to the left side of the screen, otherwise you'll get stacking arrows, which are rather nasty. I've attached a replay of a capture in spell practice if it helps.
Newborn Divine Spirit isn't terribly hard. Basically shotgun Miko for most of the card, and switch between being in her face and being at the bottom of the screen to avoid the gigantic cluster of aimed bullets. The only thing you want to be wary of is the switch when the card actually gets hard, and you should time it so you don't already have a cluster aimed at you when the switch occurs. From that point on, you want to quickly switch between the top and bottom for a few waves, and if you're at full power, then after maybe two or three switches, you can basically stay near Miko and slowly stream downwards until she dies. Basically the hardest part of the card is right around the switch, but once you get past that, you're pretty much golden.
Stupid Miko's False Exorcism. :ohdear: What do?
This one is kind of tricky to explain. I suggest watching a Youtube replay or something to get a good idea. Basically Mamizou bounces across the screen in a zig-zag pattern, and what you want to do is redirect the stream when she gets to certain points on the screen, then follow underneath her for a little bit, and dash up before she traps you on the bottom. The timing I use is to do the redirect when she bounces off the right wall about a quarter of the way up, follow her for a bit, then dash up to the top of the screen before she hits the left wall. Then just find a good time to dash downwards again, redirect the stream as she comes down, then repeat the same tactic. It'll take a little getting used to though. Really any card that necessitates you moving away from the bottom of the screen takes a bit more practice than others.
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No. 90: Summon "Royal Clan's Chaotic Dance"
EDIT: Just timed out No. 90. Still can't deal enough damage to Miko to capture it.
Try following Miko for the phases when the arrows aren't complete rings.
Basically... wave 1 - shotgun Miko, wave 2 - move down and move to shoot Miko, wave 3 - shoot Miko from the bottom.
Then, you swing around, dodge all the arrows, and get to shotgun position again for the next phase.
Once you get to the 3rd phase, make sure you get back to the middle asap as you should be there before the complete rings are shot.
There are 2 things you can do to dodge complete rings.
Method A: lure them to one corner, dodge on the other.
Method B: lure them to one corner, move to other side, go to the top, draw a line down the middle.
Method A you can get walled sometimes, the dodges are usually a bit tight.
Method B is risky cuz in addition to the very quick movements, you can get hit by Miko herself at the top,
but if you succeed in doing it, you get a large window for shooting Miko.
A timeout video: http://www.youtube.com/watch?v=n3Q_Ra5GPBA
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I just had a 6DNB MoF stage 6, in which 5 of those deaths were to VoWG :( (the other death was to the first nonspell)
Is there just any way to make this card easier? Anything would help. I just can't for the life of me dodge those amulets.
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I just had a 6DNB MoF stage 6, in which 5 of those deaths were to VoWG :( (the other death was to the first nonspell)
Is there just any way to make this card easier? Anything would help. I just can't for the life of me dodge those amulets.
Practice it repeatedly. It tends to create a number of situations which are very similar to each other (bullets of the same color will always make the same pattern, though aimed at different areas), so once you've played it a lot you start to recognize the patterns much more quickly. Don't try to stay the middle the whole time either. Dashing to the sides and leaving the bottom of the screen are basically mandatory. Really, don't be afraid to run all the way to the corner if you have to. The time between waves will let you recover. And of course, try to look as far ahead as you can and predict how the walls will cross each other. Look inside the flower if possible. If you can do that it will almost never wall you.
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I feel the need to compare UFO with SA here. When I went for a UFO Normal 1cc, many, many, many, many, MANY of my attempts ended at Stage 4, with some of the better ones ending at Stage 5. With SA, so far, my Normal 1cc attempts end at Stage 5. Today's attempt ended at Stage 6, during Utsuho's first card.
Here's a replay of my most recent run... stuff fell apart really quickly during Stage 5, I'm amazed I even made it past Orin :ohdear:
[attach=1]
Oh, and the replay of Stage 6 doesn't match up very well with my memory... I remember surviving longer during Okuu's first spell.
If anyone can review my replay and point out anything I'm doing wrong, and give advice, I'd be really grateful.
Thanks in advance!
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Oh, and the replay of Stage 6 doesn't match up very well with my memory... I remember surviving longer during Okuu's first spell.
If you start SA replays from stage 6, or start before that and fast-forward, the replay will mess up at Utsuho. You have to start some time before stage 6 and not speed it up.
Unfortunately I can't watch the replay, though I can say what I always say and tell you that however much you're actually bombing, you probably aren't bombing enough.
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If you start SA replays from stage 6, or start before that and fast-forward, the replay will mess up at Utsuho. You have to start some time before stage 6 and not speed it up.
Oh damn, that's right. Do we know anything about what causes it, so it doesn't happen when I eventually perfect that stage? Considering I'm perfecting MoF Stage 4 at the moment, I'm doubly curious. <_<
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Practice replays are fine.
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That's good. Do we know why, though?
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How do I kinkaku-ji
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Here's a replay of my most recent run... stuff fell apart really quickly during Stage 5, I'm amazed I even made it past Orin :ohdear:
[attach=1]
Oh, and the replay of Stage 6 doesn't match up very well with my memory... I remember surviving longer during Okuu's first spell.
If anyone can review my replay and point out anything I'm doing wrong, and give advice, I'd be really grateful.
Thanks in advance!
I watched it, so here are a few comments :
Stage 1 : all right.
Stage 2 : You don't need to bomb on this spell (just stay under Parsee all the time) but it doesn't matter.
Stage 3 : Bullets are slower near the bottom of the screen during Storm on Mt. Ooe. You can usually dodge there long enough to only use one bomb.
Stay in the bottom right corner during Yuugi's last nonspell, it's way easier.
Last spell : bomb the first wave.
Stage 4 : bomb before killing the green-amulets fairy before Satori, you'll get your power back.
Maybe go directly for the safespot in BoWaP to avoid dying (of course...).
Stage 5 : kill the big-round-bullet-shooting fairies as fast as possible to avoid bombing ; it's quite easy after a few tries.
Don't die to the popcorn-streaming after midboss. You get lots of power from the second part, so bomb as needed.
Zombie fairy : go directly above Orin to lure the fairies, then go back down (when she fires blue bullets) and shoot the lot (shooting unfocused to hit everything is fun here).
Nonspell just after this : don't follow Orin, stay in the middle and stream slowly.
Stage 6 : stream and abuse ReimuA's border thing to trivialize the first stage portion.
Utsuho's first spell : you can stay under her and use two bombs to pass it easily.
Zil's advice pretty much sums it up, I think. Bomb stuff you can't do consistently and you're good.
Practice stages 4-5 a bit and don't be afraid to continue-spam stage 6 when you get there.
Good luck :)
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How do I kinkaku-ji
This may help: http://en.touhouwiki.net/wiki/Shoot_the_Bullet/Gameplay/Strategy/Level_9
Basically, photo timing to prevent 2 waves completely overlapping each other and walling you.
Other than that, just dodge (or get lucky).
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Wonder if anybody has the time to check what the fuck I'm doing wrong that prevents me from 1cc'ing TD Hard, the supposedly easy game that continuously proves to be harder for me that effing than EoSD.
I mostly hate the hell out of Yoshika's clippy... everything and Seiga's curvy lazors, but in my last attempt I pre-emptively bombed the hell out of them and all shit that had more than 20% chance for killing me anyway, and IIRC made one single mistake of dying with a single bomb until S6 (which I derped like an idiot, mostly thanks to sun bullets' shitty hitbox), but despite that I still started S6 with way too fucking measly resources to even have a decent shot at Miko anyway. What gives? :(
http://replays.gensokyou.org/download.php?id=23669 (http://replays.gensokyou.org/download.php?id=23669)
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Wonder if anybody has the time to check what the fuck I'm doing wrong that prevents me from 1cc'ing TD Hard, the supposedly easy game that continuously proves to be harder for me that effing than EoSD.
I mostly hate the hell out of Yoshika's clippy... everything and Seiga's curvy lazors, but in my last attempt I pre-emptively bombed the hell out of them and all shit that had more than 20% chance for killing me anyway, and IIRC made one single mistake of dying with a single bomb until S6 (which I derped like an idiot, mostly thanks to sun bullets' shitty hitbox), but despite that I still started S6 with way too fucking measly resources to even have a decent shot at Miko anyway. What gives? :(
http://replays.gensokyou.org/download.php?id=23669 (http://replays.gensokyou.org/download.php?id=23669)
So I gave your replay a quick look through, and here are a few things I noticed:
1. In stage 2, you might want to consider not bombing Kyouko's midboss spell and not trancing for the last few spirits. That way, you'll have a trance up for the final set of fairies. The last fairy that spawns gives 2 life spirits when killed, which is missable if you don't kill the previous fairies fast enough. Basically you would have an additional 2 life spirits and a bomb.
2. You used way too many bombs in stage 3. The bomb at the beginning of the stage definitely isn't necessary, and you used at least 3 bombs and a life on Yoshika, which is really excessive. Honestly, you shouldn't be having a hard time with her non-spells/cards except her final non-card/spell, where it's okay to trance or bomb because they can be troublesome if you aren't used to them. I suggest practicing Yoshika more until you have most of her down, which shouldn't be too hard given that most of her attacks involve kunai with rather predictable patterns.
3. You tranced too early in stage 4. Just collect the first 3 bomb spirits normally, and wait to trance the big fairies. You'll take a chunk out of Seiga's non-card health, and you'll get an additional 2 life spirits in exchange for 1 bomb spirit. It could have helped you avoid the death to her non-card.
4. There is no need to bomb midboss Seiga's card. It can be consistently done with roughly the same movements every time.
5. There's no need to auto-bomb Seiga's first non-card. If you can do her second non-card, you can easily do her first.
6. Don't fire on Yoshika during Seiga's first card. Stop firing when you move under her, and only focus on Seiga. You'll have less complications that way, and the card basically becomes trivial.
7. You messed up on the opening bit of stage 5. Memorize where the big fairies come down and kill them fast. You can easily get a full trance gauge from the beginning, which you can immediately use on the 6 fairies that drop life/bomb spirits.
I think your main problem is that you don't have a good trance route through stage 4 and 5. You're missing a ton of spirits, to the point where you just barely made the 15 life extend. If you get a good trance route, you can get through the 18 life spirit extend during Miko. Because you aren't getting as many life spirits as you can, you probably aren't maximizing your bomb spirit gathering either, so you're probably running a bomb deficit too compared to a more optimized run. You also bomb too many things that you can learn and do. You should really look at your trance routes again and see where you can tweak them to get more spirits, or you can just look at a good replay or something instead. Just practice a bit more and you can definitely do it!
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How to Needle Mountain on Normal? :ohdear:
EDIT: Oh, and the one right after that... Rekindling of Dead Ashes?
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How to Needle Mountain on Normal? :ohdear:
EDIT: Oh, and the one right after that... Rekindling of Dead Ashes?
Atonement "Needle Mountain of former Hell"? The spirits are aimed, so you weave yourself through the bullets back and forth between 2 or 3 spots.
I don't know what to do on Rekindling of Dead Ashes. I use MarisaA, I sit right above Rin until the spirits are almost on top of me, then move down and bomb on top of Rin. Kills her almost everytime.
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Atonement "Needle Mountain of former Hell"? The spirits are aimed, so you weave yourself through the bullets back and forth between 2 or 3 spots.
I don't know what to do on Rekindling of Dead Ashes. I use MarisaA, I sit right above Rin until the spirits are almost on top of me, then move down and bomb on top of Rin. Kills her almost everytime.
Aaaaaaactually, Needle Mountain alternates between aimed at you and aimed around you, sometimes being slightly off.
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Aaaaaaactually, Needle Mountain alternates between aimed at you and aimed around you, sometimes being slightly off.
While I admit that I don't remember the Normal version, I know that on Easy they are always aimed around you and on Lunatic they are always aimed at you (slightly to the right but close enough to hit you).
It appears to be a common misconception with the Lunatic version that the waves alternate, when they are in fact always aimed the same way, so I'll go out on a limb here and guess that the same is true for the Normal version.
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While I admit that I don't remember the Normal version, I know that on Easy they are always aimed around you and on Lunatic they are always aimed at you (slightly to the right but close enough to hit you).
It appears to be a common misconception with the Lunatic version that the waves alternate, when they are in fact always aimed the same way, so I'll go out on a limb here and guess that the same is true for the Normal version.
I've always heard it was aimed at you, maybe they were talking about the lunatic version. I watched one of my replays again and on Normal it's always aimed at you but slightly to the right, so you can move to the left a little bit and you should dodge the spirits just fine.
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I've always heard it was aimed at you, maybe they were talking about the lunatic version.
That's what I mean. People think Lunatic does something fancy, when it's really just aimed at you. I was guessing that SirChaotick had made the same mistake about the Normal version.
I just checked a Youtube video and you're correct. The wheels are aimed slightly to the right, nothing more or less than that.
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Strange. I re-checked a replay of mine and the alternation seems really obvious.
Oh well, whatever-it's true that when it is aimed at you, it's slightly to the right.
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Woah, that's a lot to improve on. Thanks for the detailed tips. I guess no other way than bashing my head on s 3/4 until I'm not that effing scared into bombing Yoshika to pieces to not get clipped, all while finding a trance route for latter half of the game (which is basically a roulette for me as of now).
I only got so impatient thanks to my friend who ranted about how easy it is and how he prides himself on avoiding any memorization and is just that damn good (http://replays.gensokyou.org/download.php?id=23685).
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Strange. I re-checked a replay of mine and the alternation seems really obvious.
Oh well, whatever-it's true that when it is aimed at you, it's slightly to the right.
I think it's something like aiming at you 2 waves at a time because the spirits move so slowly that 2 are shot before you move.
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All of Okuu's spellcards?
Her non-spells are so much easier than her spell cards and I always use up all my bombs during one spell card and end up having to go through her non spells with a tiny amount of power.
Thanks in advance, guys.
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All of Okuu's spellcards?
Her non-spells are so much easier than her spell cards and I always use up all my bombs during one spell card and end up having to go through her non spells with a tiny amount of power.
Thanks in advance, guys.
First spell card: This one is easily her hardest. Note that each of the sun bullets are fired at your position, so try and bounce from one spot in the center to one spot on the side and back again. As for dodging the blue bullets, the best advice I can give is to not overestimate the amount of time you have before you have to get out of the way. This card has a large health bar, and trying to rush it will only leave you with less power, which is really bad at this point of the fight. Also, make sure you have a good grasp of the sun bullet. The gradient surrounding them tends to make them appear larger than they really are, so while you shouldn't overestimate the amount of time you have to get away, don't underestimate the margin of error you have to avoid the sun.
Second spell card: This one is tricky to give tips for. The best way to learn what formations can and can't be dodged through will come with experience, but obviously the smaller the sun bullets, the better your chances at getting through them when they reach the bottom. Make sure not to lose track of the blue bullets, because like most of Utsuho's cards, the sun bullets are just there to distract you from the real danger.
Third spell card: There is a very well-known trick that trivializes this card on all difficulties once you learn it. There is a small horizontal "line" between the rotating suns where neither sun will be able to touch you. There's no real point on the screen for reference, so use either the top or bottom sun and get as close to one as possible. The safety zone is not large, but it's big enough that you have a margin of error in positioning. From there, just dodge left and right to avoid the blue bullets and the card is a snap.
Fourth non-spell: It's worth noting that unlike the second non-spell, this attack is not random. The lanes of big bullets Utsuho drops are the same every time. I dunno if normal is any different, but this becomes important after she shoots the yellow bubble bullets. Do NOT follow Utsuho. Go the opposite direction she moves; the area where she moves becomes blanketed in a formation that is very difficult to dodge, while the other end is very sparse. Even without following her, you should be able to end the attack on the second pass with the bubble bullets.
Fourth spell card: The normal version of this card is for some reason harder than the hard/lunatic version in my opinion. There are two ways to handle this attack: Staying in the center and moving off to the sides. If you stay in the center, the card will end sooner, but your dodges will be tighter. You have more room to move on the sides, but you will have to survive longer and the diagonal dodges can be tricker then up and down. No matter which you do though, never take your eyes off your hitbox. Try to dodge with many small taps, trying to move in a pattern that keeps you more or less in one spot.
Fifth spell card: The hardest part of this attack is without a doubt the tiny pellets. If you can try and make the vertical correction for the gravity and the dodging of the red bullets automatic so you can concentrate entirely on the pellets. If you don't see an easy opening/are worried an opening will close off, don't be afraid to move off to the sides - since this card has spell card armor, you will be at a serious disadvantage if you start bombing/dying. Other than that, there's not really much to say except to not let the timer reach 30. :V
Hope that helps.
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About Utsuho's fourth spellcard, I found that staying in the middle and using only horizontal movement makes it easier, or at least you don't have to bombspam it. It becomes basic micrododging this way, so you might find it more straightforward.
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I find the hard/lunatic version of the 4th card harder than the normal mode one.
In either case I bombed 4 times in a row on that card for my first 1cc though. Maybe I'm not reading it correctly.
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How do you cheese Salamander Shield again?
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I'm not sure if there is a way to cheese it. I know you can stream from one side to the other, but I think you still had to turn around.
There's also a vertical stream method I used that kills the card quicker and is better for score.
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How do you cheese Salamander Shield again?
Start direction changing far in advance. Once you reach about 70% of the screen, dash to the corner and dodge the lasers. If you're using a decent shot, you should only need to do this once.
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How do you cheese Salamander Shield again?
Do you mean that thing where you move left and right on top of Kaguya? I'm not sure if that works on Lunatic, and in any event it's not easy to do. That's a simple card so you may as well just do do it normally, assuming you're going for a perfect run like you usually do and are not actually dabbling in the witchcraft of IN score running.
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IN score running.
http://i.imgur.com/R0FK2.gif
I tried it for a bit and sucked, but I'm probably just out of practice. Thanks everyone.
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Fairy Wars.
Any tips on Stardust "Star Piece Shower" and Star Sign "Shooting Sapphire" on Normal?
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Makai Butterfly
There are harder static patterns out there. A few practice runs and you should have it down.
2:43 (http://www.youtube.com/watch?v=nClqh5pGERo) This is the method I use. Move to the side, steam to the center, 2:55 be right at the middle of the screen (timing it really isn't as hard as it looks in the long run), LIGHT sidestep. It doesn't show the rest here, but at 1:00 power, just be at the middle with some vertical height for the next wave, then stay under her and go slightly to the side and the card should end just before the upcoming wave hits you completely. Easier done than said, really.
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How can I complete the five coloured turtles spell on StB?
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How can I complete the five coloured turtles spell on StB?
This scene is at once both very clever and very, very stupid. To put it simply, it's a streaming card. Try tapping left or right while charging and keep a steady rhythm, and if you do it right, everything will miss you. Everything.
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Need some help with SA Lunatic ReimuB please! Since everyone uses ReimuA and all of my knowledge of SA is basically tailored to her play style, I'm having tons of trouble.
1. Is there any way to make Parsee's second to last spell card any less of a drag than it currently is? Right now the timer is almost running out before I can finish the card.
2. How do you do midboss stage 4 Orin without a bomb? It's either a time out if I try to kill the spirits or I get walled. I can only avoid getting walled if my homing spirits decide to behave and actually shoot the spirits behind Orin, which isn't very often.
3. Any advice for the streaming bit with the green amulets and solid white bullets? It's pretty much an automatic 2 bombs for me after the first wave or so, because the green amulets get far too dense for me after that point. I would especially like advice as to where I'm supposed to look. If I try to move up off the bottom of the screen, I tend to get hit by a green amulet shooting from either directly to the left/right because of how they spread. Is it just a matter of reflexes (aka I'm doomed)?
4,5,6. Satori's 3 ReimuB specific spell cards. I can't do a single one :V. I think I'm just not good enough at random dodging for the first, but a little more advice for the second and third spell cards would be nice. The second one I can kind of understand, in that it's basically like a rotating wheel or something. The third... Yeah I have no idea for that one. The way Satori moves really trips me up, so any advice for that one would be great.
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1. Is there any way to make Parsee's second to last spell card any less of a drag than it currently is? Right now the timer is almost running out before I can finish the card.
Shoot Parsee, memorize the movements? Landing a bomb on top of the non-clone one would do some damage, I guess. And you'd gain the power back from stage 3 opener, I think.
2. How do you do midboss stage 4 Orin without a bomb? It's either a time out if I try to kill the spirits or I get walled. I can only avoid getting walled if my homing spirits decide to behave and actually shoot the spirits behind Orin, which isn't very often.
Yeah, you can dodge (http://www.youtube.com/watch?v=G7TbOFosizc) with misdirection like T does. I'm not sure if it works on ReimuB, though. I'd just bomb it, since you get power back after it.
3. Any advice for the streaming bit with the green amulets and solid white bullets? It's pretty much an automatic 2 bombs for me after the first wave or so, because the green amulets get far too dense for me after that point. I would especially like advice as to where I'm supposed to look. If I try to move up off the bottom of the screen, I tend to get hit by a green amulet shooting from either directly to the left/right because of how they spread. Is it just a matter of reflexes (aka I'm doomed)?
The green amulets are static. Learn them, and know when to turn. Once you get that down, it's easy.
4,5,6. Satori's 3 ReimuB specific spell cards. I can't do a single one :V. I think I'm just not good enough at random dodging for the first, but a little more advice for the second and third spell cards would be nice. The second one I can kind of understand, in that it's basically like a rotating wheel or something. The third... Yeah I have no idea for that one. The way Satori moves really trips me up, so any advice for that one would be great.
I don't really know about the ReimuB spells, I think I just bombed the final one on my ReimuB runs. Thankfully, Zengeku has this video (http://www.youtube.com/watch?v=tfcf1Jcf7Qs), where he explains something about those. Satori follows you on the final card, that's all I know about it. You can micrododge it on normal, I don't know about lunatic.
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hey guys. is there a way to make suwa wars easier on myself :v? I am currently trying to perfect the extra stages and in this one it's usually the red frog crap or suwa wars killing me. so I was wondering if there is a way to make the last 10 second of suwa wars into something that is not hell.
well, mokou. I'll be blunt. I have no idea how to do the 2nd phase of the survival spell. all replays I have seen just tap up/down, but if I do that I am either too fast and get cornered or I am too slow and get hit by an arrowhead. how do I do this?
and hourai doll: is there an easy way to make the lines coming at you not go all crazy? it always happens in the end to me :v I know they're aimed and everything, and I move at least as possible, but it still flips out like crazy.
is it possible to do marisa without using the ice :v? I know some spells are, but then comes stuff like big crunch and open universe to flood the screen with deadly deadly death.
I know what to do in philosophy of a hated person, but is there a way to...you know....not end up in the upper left corner in the last phase :v not matter how I move, I eventually get there. and I am scared of crashing into koishi one day. it's just a matter of time before that will happen to ruin my perfect run.
thanks in advance, guys.
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Suwa War: When you get to the final 10 seconds, make sure to be positioned near the top of the screen. Then move down slowly as you misdirect most of the suns. It should be over before you get walled. It's easy to do once you understand the technique.
Watch this for a demonstration: http://www.youtube.com/watch?v=24L6cPTvAZI&t=9m42s
Mokou's survival spell: What you are referring to is the super graze method. There's another way to do it that's considerably easier for a lot of people that you might want to look into. The strategy is to move around in a circle. As the bullets are aimed at you, this can be done.
Watch this for demonstration: http://www.youtube.com/watch?v=Gf4VnenEvFk&t=1m0s
Hourai Doll: You seem to understand how the spell works so you are simply doing something wrong. Practice it in spell practice until you're confident with it.
Marisa without Ice: I don't think it's possible within normal human limits to clear the boss without ice.
Philosophy of a hated person: Be faster. Whenever the flower explosions are away from you, you'll want to make it as far away from the corner as possible. I don't think there's a trick here. You just need to move faster and of course avoid running into it. It's one of the trickier survival cards because of this imo.
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For Philosophy of a Hated Person's last phase, I find the best way to avoid getting trapped in the corner is to wait until the rose waves pass, then dash unfocused through two lanes of bullets. It's high pressure, but if you time it right you will end up sufficiently far enough away that you can then ride the openings back to the left and repeat the process.
Also, to supplement what Zengeku-tan said about Possessed by Phoenix' second phase, if you do the circle method (personally, I have never once successfully done the supergraze method), you want to maximize the amount of room you have. The less room you have, the smaller the circle has to be. If you watch the video he posted, you can see that there are occasional stray bullets when the circle is larger. What I do is I move unfocused and circle around them, causing the familiars to form a wider arc. It's complicated, but if you play it you'll see what I mean.
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The last phase of Koishi's survival can actually be done pretty easily by moving in a big box. No diagonal movement at all. You just run from corner to corner. I saw it in one of Heartbeam's replays, but you can probably find it elsewhere as well. It's not apparent at first because the pattern looks confusing, but essentially you just need to realize that only the bullets moving orthogonally to you are relevant at any given time. Wait for one row to pass, then dash forward as far as you can.
e: Donut beat me to it. You don't need to fall back to the left, however. You can keep repeating it in a square the whole time.
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it's usually the red frog crap
Red Frog is very easy. About two months ago I spent almost an hour coming up with a strategy that works 100% of the time.
http://www.youtube.com/watch?v=gVA9YneuvwE&t=07m23s
Edit: Is Killing Doll RNG based? I notice some randomness and some knives that are perfectly lined up.
And more importantly, how I capture it consistently? I seem to always die when rank is at max.
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Any tips / videos/ tutorials/references/ etc about Kanako's extra spellcards for me? :3
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Any tips / videos/ tutorials/references/ etc about Kanako's extra spellcards for me? :3
Suiga: nudge right nudge right nudge right repeat until over
Cedars: stream vertically
Omiwatari: jump from side to side often so the dodging doesn't get too thick
Kanako is easiest extra midboss
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thanks for the red frog video. I think everyone handles the first frog the same, but when the second comes, I often flail around :v killed me many times. just recently i found a semi-consistent way. but that's even better :O
and yeah, as far as I know, killing doll is pretty random in the way the knives are going after the timestop. it's read and dodge. you will probably never see the same pattern twice when you fight it. the only tip that can be given is: be careful of EoSD hitboxes :v
@Kanako's spellcards:
beautiful spring like suiga is easy. really really easy. All you have to do is move to the side. all cues are formed in a straight line. slight left or right tapping when a cue would hit you and that's it. there is nothing more to it.
ancient fate can be done in 2 ways. one is vertical streaming. I will say this: I never managed to clear it that way :v the second way is...to move in circles. you basically lure one wave in one direction, move around the wave (in a half-circle) and do the same, moving so that the circle becomes complete. it's reallly difficult to explain. if you watch a replay of what I mean, you'll understand :v
omiwatari may or may not be kanako's hardest pattern in the extra stage. but it's still easy. you stay under her. shoot her and when the bullets are about to reach you, you dash into a corner. she will follow you, all you need to do is dodge the bullets from the first wave, dash into the opposite corner of where you are now and you're pretty much done. the "move as far away as possible" approach is the easiest, because the bullets spread out most that way.
edit: ninja'd
and I am not sure about kanako being eaisets extra midboss. Keine doesn't have anything going for her, either :v most others have at least one challenging card.
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all you have to do on the second phase of Mokou's survival is start at the very bottom and tap up to the beat of the music
for Hourai doll I move in a small square formation and it's trivial. Right, down, left, up, one movement per wave. I think you have to start at a certain corner of your imaginary square, I want to say start at the top right corner and move down first, but not sure
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First non directional laser in EoSD lunatic Stage 4.
How.
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First non directional laser in EoSD lunatic Stage 4.
How.
After staying as close to the center as possible to damage Patchouli, move a bit left, and stream to the right. Damage Patchouli as you can during the second wave of lasers, then stream right again. Then, stream the next set of bullets left, and the ones after that right. Once you get the pattern down, perhaps the hardest part is swallowing your pride and accepting you may time it out - it has a rather large health bar and this strategy doesn't afford you much time to damage her.
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It's really a "get it once, remember the method forever" thing. I've never had to time it out, myself.
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Oh, and as for Killing Doll, there is a semi-method I learned to at least predict what you have to do. You see, the red knives are usually not affected by the time stop switch-up - that is, they will mostly stay as Sakuya fired them and not change trajectory. As the red knives are aimed at your position, this means that staying in one spot equals almost certain death. So, you never want to stay in one place too long. When the time stops, check momentarily to see if the red knives are being scattered. If not, continue as you are. If they are though, get out of that spot at all costs.
Of course, no matter what strategy you use, you still have a very tough card where the knives show little mercy.
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Eh, I can do Patchouli's laser nonspells consistently and I've never had to time it out. After the first two lasers, I go left of center and stream right to the center. If you're in the center both lasers will miss - they disappear faster than they look! As soon as the right laser passes through you, dash to right of center, then do the same thing but mirrored, and it should end after like two waves.
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So~
How do I do DS EX-1?
The one with the HUGE Reimu amulet.
EDIT: Been a while since I posted here.
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So~
How do I do DS EX-1?
The one with the HUGE Reimu amulet.
EDIT: Been a while since I posted here.
Take shot of her with every other amulet, redirect the others to one side.
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I need help with Ten Desires Hard because it's really dragging on for too long now.
1) Yoshika's final attack. Should I speed upwards and try to squirm in between the lasers while they're straight (as I'm doing now) or is there a better method?
2) Seiga's third nonspell. Random dodging?
3)For that matter, at what parts of the fight do I target Seiga/Yoshika?
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1: don't worry about timing it out, it's easier that way. I would suggest just dodging below.
2: Yep. Hard random dodging, you need to micro/macrododge at various parts.
3: The only place you deliberately target Yoshika is the 2nd spell. Avoid killing her on the 1st spell.
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Recollection "Double Black Death Butterfly" 02/41
Recollection "Flying Insect's Nest" 04/40
motk help
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Recollection "Double Black Death Butterfly" 02/41
Recollection "Flying Insect's Nest" 04/40
motk help
I would like help with those too :D
DBDB - 0/68
Flying Insect's Nest - 0/64
:V
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How do i do
Wait I forgot the name :V
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DBDB: dodge bullets, try to aim for sparser clusters. Being on the side means you have half the returning bullets but it takes longer.
Flying Insect's nest: Dodge, and remember the butterflies are slightly aimed at you from when they hit the wall.
My histories are 3/5 and 1/5 :V
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I have been trying to 1cc UFO lunatic lately but it's at least 5 times more challenging than any other lunatic IMO. I'd like spell with some stuff.
1) Midboss Ichirin nonspell, I don't know if I'm making the right approach, but I seem to get trapped with those green lasers fairly often
2) Post Midboss Ichirin stage section. How are you supposed to do it? I always end up failing everywhere and getting hit like 3 times.
3) Ichirin's last spell. Big how.
4) What's the best approach to Murasa's last nonspell? I know it's static but I still fail it almost everytime.
5) Any tips for Byakuren's third spell? I find it really difficult and it would really help if I knew a consistent way to do it.
6) What's the best approach to LFS? I captured it the first time I played it then never captured it again, and now I go from 1 death to 4 deaths on it, it would really help to reduce the number of deaths in it.
Also unrelated but Nazrin is driving me crazy >:(
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1) Midboss Ichirin nonspell, I don't know if I'm making the right approach, but I seem to get trapped with those green lasers fairly often
Read harder. You are supposed to look at the lasers and move into the safe zones. It's straight forward but still somewhat tricky. I must admit to getting trapped by lasers too but afaik I don't think there's a pattern beyond just looking at the lasers and dodging them.
2) Post Midboss Ichirin stage section. How are you supposed to do it? I always end up failing everywhere and getting hit like 3 times.
Different characters will have a harder time with this section than others. What you'll want to do is to memorize the spawning locations of enemies and take them out before they start making walls.
3) Ichirin's last spell. Big how.
Fists are aimed so you can misdirect them by moving up the screen. Generally try to stay in the middle of the screen horizontally and misdirect the fists whenever you possibly can. The fists can't hit you if you stay in the dead center of the screen.
4) What's the best approach to Murasa's last nonspell? I know it's static but I still fail it almost everytime.
It's static yes so you'll want to stay under Murasa at all times. If there are any left over bullets from Sinkable Vortex then bomb it immediately if you have any bombs. To dodge this attack you need to read the bullets fast and dodge them but this can be really hard to do so it's probably best just to bomb if you can.
5) Any tips for Byakuren's third spell? I find it really difficult and it would really help if I knew a consistent way to do it
Stars are aimed at you so stream back and forth under Byakuren while moving out of the way of the lasers. If you can reliably dodge the lasers then the card should be consistent and should be her easiest non-memo card.
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Adding to what Zengeku said:
For Ichirin's nonspell, stand between the green lasers and ignore everything else. It will all miss automatically. If she moves up too far then you may want to move up a bit to compensate.
The part right after Ichirin, if you stand flat against the top of the screen, dead center, you'll kill the first two fairies instantly, as well as collect the UFO token or something.
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Recollection "Flying Insect's Nest" 04/40[/i]
To correct IHNN, they're aimed exactly at your position. I knew the timing to this once, but the key is to make a big movement to one of the sides a bit after you start streaming. It's "timing" similar to Hourai Jewel only that the timing window is MUCH more generous and you can also move upwards and not die.
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I've noticed a significant drop in faith value after each of Suwako's survivals. I am not so famaliar with scoring so I'm asking if the faith deduction can be avoided somehow. Tips on how to POC her last non-spell is welcome as well. Thanks guys.
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If you fail survival cards in MoF, they count as timeouts, which lower your faith by 30k.
So you'd better capture them when scoring.
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If you fail survival cards in MoF, they count as timeouts, which lower your faith by 30k.
So you'd better capture them when scoring.
Wrong, it goes down even if you capture them. It's unavoidable because ZUN didn't put in special cases for survival timeouts.
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I have been trying to 1cc UFO lunatic lately but it's at least 5 times more challenging than any other lunatic IMO. I'd like spell with some stuff.
1) Midboss Ichirin nonspell, I don't know if I'm making the right approach, but I seem to get trapped with those green lasers fairly often
2) Post Midboss Ichirin stage section. How are you supposed to do it? I always end up failing everywhere and getting hit like 3 times.
Adding on a little bit more:
1) I think this non-card requires a little bit of getting used to. I do it by reading the green lasers first, then making some last minute adjustments based on where the blueish ones are. It's kind of difficult to explain, but you don't only want to look at the green ones because Ichirin moves both horizontally and vertically, and where the three lasers cross will change depending on her position. Sometimes you probably will get unlucky and the lasers will cross at the exact right distance above you to screw you over, but that shouldn't happen too often.
2) First off with any character, you want to stand right in the middle and immediately take out those two fairies that spawn in the middle. Afterwards, you want to sit on one side of the screen and immediately take out one fairy, so you only have the fairy on the other side shooting those arrow formations. Then it's easy enough to dash to the other side and take that one out. The only problem is that most characters don't have enough power to take out one fairy before it shoots out at least one arrow wall. I know that both ReimuA and MarisaA have enough power to do it, but it doesn't work with the others, so you might end up having some trouble with the later waves. Just bomb it if you feel more overwhelmed near the end. Again, practice makes perfect.
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Dimension Hopping Bullet SKYLARK.
Last phase with the enormous cluster of arrowheads.
How.
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I've noticed a significant drop in faith value after each of Suwako's survivals. I am not so famaliar with scoring so I'm asking if the faith deduction can be avoided somehow. Tips on how to POC her last non-spell is welcome as well. Thanks guys.
For Suwako's last nonspell, what I do is rush up to the top, quickly move back down without going too close to the edge of the screen (since the aimed amulets are more lined up if you're below Suwako than if you're near the edge), and read/dodge the amulets, trying to make the same movements each time; they should straighten themselves out after a short while (see video (http://www.youtube.com/watch?v=Lpbo71m0Dg4#t=8m)). It's hard to explain, and certainly takes some dodging skill, but I can do it reasonably consistently now.
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Tips on how to POC her last non-spell is welcome as well.
Get up there and back down as fast as possible, basically. If you can, move a bit up toward Suwako as her seventh card is ending, and even if you can't, make sure you start your mad dash to the top right as the card ends. Since you'll most likely be POCing along one of Suwako's sides, keep in mind that moving straight down will technically misdirect the first amulets that come out, so you won't have to immediately move again once you reach the bottom. Of course, given how closely they're spaced you don't want to misdirect them too far - I recommend being only slightly to Suwako's side when you're moving down. It should look something like this (http://replays.gensokyou.org/download.php?id=23948) when done right.
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I managed to clear EX-1. I literally need two more scene clears to unlock Spoiler. Which two EX scenes are easiest and how do I do them?
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I managed to clear EX-1. I literally need two more scene clears to unlock Spoiler. Which two EX scenes are easiest and how do I do them?
The 3 I did were EX-3, EX-6 and EX-8.
However, now that I've played more I'd suggest EX-4 and EX-6/8 depending.
EX-4 I do by getting into a lane about 40% up the screen, and focus-dodging the bullets. Make sure you aren't under the blue bullets when you take the photo.
EX-6 I have found is easiest around the top of the screen, directly sideways from Sanae. I take the first shot, tap-stream-dodge the explosion, and take a second shot immediately. Then you dodge the bullets, take another shot (this time of the explosion), move into where the photo was. Then you take the last shot ASAP.
EX-8 is macrododging. Tap shift before taking the shot to make sure you aim at Marisa.
EX-2 is also an option, as it's simply reading and dodging.
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How do i do
Wait I forgot the name :V
I remembered :V
How do I do Nue's rainbow UFO invasion spell
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How do I do Nue's rainbow UFO invasion spell
Stay on one side, kill the UFOs that appear in your half of the screen. Shoot at Nue when there aren't any.
and use MarisaA
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and use MarisaA
HELL FUCKING NO SANAEB 4EVAR
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am I the only one who still plays with ReimuA at this point? I mean, everyone's all over sanae. I can see why. she makes a lot of stages easier, can destroy nue's UFO's fairly well and isn't horribly weak.
Seiga, you are the only person I have ever seen who played with MarisaA :v just saying.
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Seiga, you are the only person I have ever seen who played with MarisaA :v just saying.
My first clear of UFO normal was with MarisaA on my first attempt with her :V
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2/42 Gold Detector (90FPS) is disgraceful. Anything I can do that's better than read and dodge?
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am I the only one who still plays with ReimuA at this point?
Of course not. She's the strongest, slowest, leanest, has the most precise shot and the longest and strongest bomb. Why not use her?
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I believe they're talking about Extra mode in which SanaeB has a definite benefit over any other girl in the game. Not that ReimuA is a bad choice. She just makes the stage harder.
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She just makes the stage harder.
Not to mention the spells with UFOs in them. Unfocus SanaeB is pretty awesome for ufo popping.
EDIT: Oh, I see that was already mentioned earlier. Oh well.
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I'll disagree about Sanae being better for the Extra stage. Nue's UFO spells are already her easiest in my opinion, aside from the rainbow one, but she doesn't help much with that one since her advantage is mostly about killing them all at once. When she has to target one UFO at a time I think she's slower than Reimu, just as she takes longer to end spellcards. Stage-wise, those sets of large fairies are static and the part with the orbs moving around the edge should probably be bombed for UFOs anyway, so she doesn't help too much there either. Further, she'll take longer to kill Kogasa.
Of course not. [ReimuA is] the strongest, slowest, leanest, has the most precise shot and the longest and strongest bomb. Why not use her?
Her bomb is, in my opinion, the second-worst in the game (above Master Spark) because it slows you down and the absurd power is unnecessary. She's still a good shot type (especially in extra), but I think SanaeB is the best for the main game. Of course, people were talking about MarisaA, which is all kinds of weird.
Sometimes you probably will get unlucky and the lasers will cross at the exact right distance above you to screw you over
That will never happen if you move up and down as Ichirin does. The distance from her at which the lasers cross is always exactly the same.
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Well, what's you choice shot type for the extra stage then?
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Of course SanaeB isn't going to be the best shottype if you skirt around everything she trivializes. :l
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Well, what's you choice shot type for the extra stage then?
ReimuA
Of course SanaeB isn't going to be the best shottype if you skirt around everything she trivializes. :l
What did I skip? The only part of the boss that she makes easier is the blue UFO spell. Red's trivial anyway, destroying UFOs is arbitrary in the green one, and she's worse at the rainbow one. Everything else should be harder by virtue of her lower damage and bigger hitbox. The only element of the stage I didn't mention (that I remember anyway) are the orbs that fly at you with aimed bullets. I guess she does "trivialize" that, but again, it's trivial to begin with.
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SanaeB is the best for Extra. You don't even have to memorize anything. Her spread and splash damage is delicious.
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I meant "deal with everything she trivializes" by... memorizing the stage or whatever else you suggested. SanaeB makes everything effortless so she's good!
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may or may not be slightly offtopic, but I have a question regarding PoFV :v
which character is the most difficult to fight against? leaving marisa aside because I don't feel like playing bullshit laser :v
I feel like I need to improve lolrandomdodge skills, so yeah.
> wouldn't mind being told who's easiest, either. I do have to start somewhere.
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Hardest IMO is Sakuya and Medicine
Easiest is Cirno and Mystia :P
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Seconding Sakuya and Medicine, though Shikieiki is up there too.
On the easy side, Cirno. I have to disagree with Mystia being easy though-but Lyrica isn't that hard (and as an AI, Yuuka is easy to fight)
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I meant "deal with everything she trivializes" by... memorizing the stage or whatever else you suggested. SanaeB makes everything effortless so she's good!
Very well. If you want to be lazy like that and not have to memorize anything. ;)
I feel like I need to improve lolrandomdodge skills, so yeah.
If your goal is to practice random dodging, then I recommend fighting Komachi, Eiki, Yuuka, Aya, and possibly Merlin. Most notably Komachi. Otherwise, anyone who's "fun" to fight can probably teach you something.
Medicine is probably the hardest, though I don't think you can learn much by playing against her. Too much bullshit. Someone who's difficult without bs would be Eiki, Sakuya, maybe Reimu (she's kinda fucked up, but eh), and Komachi again. There are harder opponents (Marisa, Lyrica, Youmu, etc.) but they get pretty stupid with their EX attacks and curvy stuff.
Easiest is Yuuka, simply because she gets hit easily, though I assume you meant "easiest" strictly in terms of bullet patterns. In that case, Cirno, Reisen, Tewi, Aya, and Lunasa come to mind. The last two are probably a step above the others, but they boil down to lots of plain old streaming.
Just my opinions anyway.
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2/42 Gold Detector (90FPS) is disgraceful. Anything I can do that's better than read and dodge?
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Everything Zil said.
Also, facing Mari forced me to get comfortable with 45-degree movements/dodging, so I recommend keeping her on your list for that reason.
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I did EX-1 and EX-4. I plan on doing either EX-2 or EX-6 to unlock Spoiler.
I'm going to need extensive strategies and breakdowns of the patterns please. Thank you in advance.
I AM SO CLOSE TO SPOILER.
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for gold detector: to my knowledge: nope. I don't think the bullets always fall the same way, so memorizing is out of the question and there's nothing else you can do about it. so yeah, it's read and dodge.
alright, thanks to all those who've contributed. I'll invest my time in that, then. :v inb4 10 minute matches with nothing happening.
spoiler stages: I guess you won't need any help for spoiler 1 :v if you do, then start over.
spoiler 2: it's simple. don't get hit. or photographed. the only way to make it easier is to be as far away from hatate as you can; that way, the bullets are less dense. they're still fast, though. well
spoiler 3: she's following you, so stay away as far as possible so that you won't get hit by her lense. if you can do that, the card is trivial. the bullets aren#t exactly dense :v
spoiler4: this one has a sort of stragedy do it, if you want so. go into the corner. once hatate starts up using her lense, move away from it. most bullets won't spawn, since they're offscreen, making the card trivial.
spoiler5: repeat spoiler 1 :v
spoiler6: stay far away, wait for lesne to have disappeared, take photo. repeat till end of card.
spoiler 7: she follows you. move around a lot, but make sure she's REALLY far away before she takes her shot. unless you want to die :v best is to get her into a corner or something. her lense goes 2/3 of the screen.
spoiler 8: she zigzags, and everytime she hits a wall, she'll take a photo. make sure no to get hit they can. take pictures of her while she's moving
spoiler9: read and dodge. use horizontal lense, or else getting successful shots is going to be horrible. stay mid-screen.
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Gold Detector is 100% static.
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Okay, a few questions for MB Extra. I've figured out most stuff, but there's still a couple of spots I can't seem to do without the X key.
First of all, how do you do the stage portion, a few waves after midboss Mikoto, with the all-sides jellybean wall death fairies? I can kind of do it with SanaeA, because loads of power and virtue spheres, but I'd like to be able to do it with Reimu/Marisa's purely forward shots.
After that, I can do most of the stuff (except Bloom Star, lol) with at least some consistency...but then I get to the survivals.
How do you do the very last wave of Skylark (Reimu's non-Gathering Void survival) with the enormous cluster of purple arrowheads? I (think I) know the basic idea, but every time without fail, I move away from the center of the spawn point and get either clipped or trapped.
Also, both of Marisa's survivals. The first one is just AAAAAAHHHHHHH, and I don't really have a clue how to make a path for Gathering Void -Black- so that I actually see the bullets in time.
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Can't say for the survivals, but that part of the stage I know how to do.
What I do is stay in the middle of the screen, a little up and to the right, and swing around the first row before it gets to me. No micrododging, just a dodge around a wall. This works even after the fairies start showing up.
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how killing doll, any actual wrds of advice other than to avoid the blocks of red knives?
Another good question is, would anyone happen to know if it's possible to have rank less than max by the card without dying or bombing? <_<
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I think that the rank drops 0,03 per every dropped item. However, in order to outdo the affect from grazing (+0,06) and survival (+1 for every 30-or-so-seconds you remain unhitten), you must drop items and avoid graze pretty actively.
I'm not sure if timing out attacks has an effect, you could try that with the first cards.
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Ouch, that's a lot of graze. Probably a lost cause then, I guess that brings me to my original question of any tricks. <_<
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and I don't really have a clue how to make a path for Gathering Void -Black- so that I actually see the bullets in time.
Start in the Lower left corner, after the first wave, go into the upper left corner, after the second wave, go into the upper right corner, after the third wave, go into the lower right corner, after the forth wave, go back into the lower left corner, rinse and repeat!
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Ouch, that's a lot of graze. Probably a lost cause then, I guess that brings me to my original question of any tricks. <_<
Aside from moving out of the way of the red clusters, you should try to stand in front of the areas that have the most green in them. Those are the knives (red or blue) that had their directions changed, so they'll scatter all over the place and you won't have many blue ones to deal with. Also stay under Sakuya as much as possible. I think the added risk of following her around is better than prolonging the spell any longer than you need to. Furthermore, knives which have already left the screen can't come back, so being closer to her makes the dodging a bit tighter, but once the knives pass you they go away. When you're far away from her, the knives will still be all around you when they stop and change direction again. Naturally, if you're trying to actively follow her, you'll want to misdirect the red clusters so that when you move out of their way you end up back under Sakuya, which means learning the timing of the time-stops and the spacing of the clusters.
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Everything there makes sense, but is there any way to predict her movements so I know where to misdirect the reds? I had thought of that, but sometimes she'd move up and sometimes she'd go off to one side, making the action of misdirecting pointless because the chances of the reds going under her new position was the same regardless of what I did.
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You probably just have to estimate how far she'll go. I think it's more likely that she'll move toward the center rather than further toward the side she's already on. Think of it like Sinkable Vortex. :V
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Think of it like Sinkable Vortex. :V
I seem to recall my strategy being "pray she moves with you" <_<
That should be enough help, I'll try it out and see if it's any easier. In any case, it seems to be shaping up to be the next VoWG, though I hope it doesn't take me 60 almost-perfect runs to capture it as well like VoWG did. <_<
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Well, almost cleared MoF Lunatic, but I keep slipping up in dumb places. For example, Terukuni Throughout the World. Why do I have so much trouble with that and can anyone help?
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Well, almost cleared MoF Lunatic, but I keep slipping up in dumb places. For example, Terukuni Throughout the World. Why do I have so much trouble with that and can anyone help?
It's a personal opinion, but if you're going for a 1cc, I'd suggest bombing that one a while into a card. It's relatively simple to do when you go to practice it, but the problem with that card is that the way you move during it gives you essentially no reaction time to bomb if you make a mistake, unless you have very quick reflexes or have it down to a science. Even still, nerves can very easily affect you since you're pretty far into your run and you just came out of PWG.
But if you want to try to capture it anyway, you want to get into a rhythm where you will move up through one of the pellet rings almost immediately before dashing through the arrows. I'd also suggest getting used to dashing through the arrows in a downwards diagonal motion. That way you're moving in the same direction as the arrows and you get a bit more reaction time to pull off any desperate maneuvers. As the card gets faster, you want to follow the same rule, but you'll have to dodge through multiple pellet rings before doing the dash through the arrows again.
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Uhh... does anyone know of a consistent way to not get raped by Orin's final spell without shooting? I'm thinking of a no-miss pacifist of her but her final just gives me pain.
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More of a general help question. What's the best order to pick up UFOs in? I remember seeing an optimized order somewhere back and I kind of need the extra lives.
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More of a general help question. What's the best order to pick up UFOs in? I remember seeing an optimized order somewhere back and I kind of need the extra lives.
Technically, the best order to collect tokens in is the one that gives you the most resources. Mostly reds on stages 1-4 and greens on 5 and 6. Asking for an optimized route for a specific shot isn't really 'general' any more, and pretty much requires studying a replay.
But what do I know? I'm talking out of my ass here, since I don't actually know jack about this game.
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You don't want to confine yourself to a specific order, since messing up once can screw up your whole plan. If you really want to know what you're doing, learn which tokens appear where so you can change your path as needed mid-run. You want to be flexible, I guess is what I'm trying to say. And as Coreven said, go for reds early and greens later (in general), and convert the blue tokens to rainbow ones when possible.
If you're good enough to go through the game while adhering to the "optimized order" the whole time then you probably do not, in fact, strictly need to do so.
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Personally, I just keep summoning red UFOs throughout the game, except in stage 6 where it's easier to summon green UFOs, and the second half of stage 4 where it's easier to go with whatever you can conveniently summon for the screen clears (including a blue UFO from the solid blue tokens right after Nue). It's more of memorizing the locations of the solid tokens, as well as learning when not to summon a UFO because you're close enough to a midboss/boss that there aren't enough items to fill it.
Oh, and remember that you can actually collect enough parts to reach 9 lives/bombs (applies to both UFO and TD), even though the game only displays 8.
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'Get all the red ones you can and if you fuck up then deal with the less resources' has always been my strategy. Green ones for Stage 6.
Sometimes it's probably better to spawn a rainbow UFO if you can't get the kind of UFO you want since filing up a rainbow UFO will release a color switching UFO upon being filled up as well as another one when you shoot it.
But don't take my words for sound strategy. I don't think about these sorta things, i just pick up whatever sounds like a good idea at the time and mess up several UFO chains during a run.
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Not spellcard related but could somebody tell me when to use Trance in Ten Desires for maxium extends?
On Lunatic, and no bombing for spirits, because I am trying to no bomb.
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If you're trying to no-bomb then you may end up wanting to plan trances for specific attacks (for survival), so that might be at odds with ideal spirit collecting. In any event, I'll just mention a few things I think I can remember.
- Don't collect the spirits from Yuyuko's second spell. Instead, leave them there and damage her third spell as much as you can. Trance just before the spirits vanish, and you can end the third spell before the trance wears off, so you effectively trance the spirits from the second spell as well as from the third. That should probably be your only trance in stage one. If you can trance the midboss and then get another in time to use on Yukuko, then that's even better, though I'm not sure if it's possible.
- In stage 2, whatever you do, you should probably trance the fairies just after the kunai part. That will get you 4 pieces. Then you have some options. You should be able to recharge for the fairies right before the boss, and trancing them gets you 4 life parts (It looks like a lot, but it's mostly bombs there). Whether or not you can charge another trance for one of Kyouko's spells, I don't know.
Alternatively, If you can manage to trance the spirits from the midboss, those will also give you 4. Then kill the pre-boss fairies normally and you should be set to trance one of Kyouko's spells, which will of course help avoid dying, but will also get you a few more pieces, unless you trance the last spell, which drops nothing.
I think option 2 seems like the better one, but I'm not sure if you can recover your trance for the midboss. If you can really shotgun her during the spell, then avoid the spirits she drops until your trance is ready, I think it can be done.
- In stage 3, you'll probably want to trance Kogasa's spell. Capture the nonspell, damage the spell as much as you can, and when she moves away from you, trance and go after her. If you time it right, you can also trance the bonus fairies that appear after she explodes. Then just trance whichever of Yoshika's spells gives you the most trouble.
Since you (probably) won't be trancing those first four fairies that have some life pieces before Kogasa, it might be hard to collect the spirits manually. I found a trick (http://www.youtube.com/watch?v=taJcMXiwIVQ&list=PL8CFC65D36D708FE6&index=3&feature=plcp#t=5m46s) there where you can loop over the top of the screen to get the spirits easily, if you don't have an easier way to do it.
- In stage 4, most of the early fairies only drop bomb pieces. The last two before the midboss will drop life pieces though, so make sure to kill them before Seiga appears, or the fairies will just vanish. You can then trance those life pieces and end Seiga's nonspell before the trance wears off. Then you can stall the spell to skip some of the wisps that appear right after. You'll still have more than enough time to refill your trance. If you can refill it fast enough, you might be able to trance the spirits Seiga dropped if you avoid picking them up just after killing her. After that, you'll probably want to just trance for survival for the rest of the stage, so do what seems best there.
- For stage 5, you probably want to trance the first set of six big fairies after the ones that fly in from the right (which you can use to easily refill your trance). What you do after that will depend on how well you can collect spirits from the laser shooting orbs. You might trance the next group of six fairies, or you might trance the midboss spell. (They probably yield the same number of life pieces anyway.) The things after the midboss should give you more than enough to recharge for the big spam before the boss.
- In stage 6, be sure to kill the wisps at the end of the stage before killing the lead fairies. The first ones only drop bomb pieces, so you can just clear them away, but you'll want the last few.
I feel like this is the fifth time I've written some big thing about TD. It's fun for some reason, even if I don't really know what I'm talking about. Don't take it as the end-all be-all or anything. Hopefully someone else here knows some other tricks. Further, you can probably find a decent no-bomb run on Youtube or gensokyo.org, if you look.
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If you can trance the midboss and then get another in time to use on Yukuko, then that's even better, though I'm not sure if it's possible.
I can trance the midboss, Yuyuko's first card, and the second half of Yuyuko's third card on Hard. It requires rather risky playing though, and I'm not sure how feasible it is to stay as close during Yuyuko's nonspells on Lunatic.
Then kill the pre-boss fairies normally and you should be set to trance one of Kyouko's spells, which will of course help avoid dying, but will also get you a few more pieces, unless you trance the last spell, which drops nothing.
If you trance right at the start of the Kyouko's last spell (shoot for a while without collecting the spirits, then trance), it should be enough to last through pretty much the entire spell. I don't think it's possible to recharge your trance quickly enough without bombing to trance the four fairies near the start of stage 3, though.
Note that my experience is from attempting a maximum-life-parts run (is that 20 extend possible or not?), not a no-bomb run, so I may have the trance timings off since I was allowing bombing to recharge the trance.
Edit:
Does anyone have a consistent strategy for capturing Descent of Izuna Gongen? Sometimes it lines up where I can no-focus it easily and even wait out a border during it, and other times I end up cornered repeatedly and die even without trying to unfocus for an extra border.
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Can you manipulate Remilia's movements during Scarlet Meister?
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Can you manipulate Remilia's movements during Scarlet Meister?
IIRC you can't control any boss' movements anywhere in EoSD.
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Stage 4 Nueball in UFO lunatic.
The last wave always kills me/walls me.
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Stage 4 Nueball in UFO lunatic.
The last wave always kills me/walls me.
Move to the right during it :derp:
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Move to the right during it :derp:
I've been doing that, hasn't been helping.
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Are you trying to stay under the point where the circling fairies are moving straight up, for lack of a better description? That's probably the best place to kill them.
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Begin movement from a few centimeters to the right of Nue when she fires the fourth wave. It's the easiest wave to dodge for me.
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You will actually learn to dodge it naturally after a while. I screw up "the route" often enough and I can't recall the last time I died to any Nueball.
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Stage 4 Nueball in UFO lunatic.
The last wave always kills me/walls me.
Have some pictures:
(http://i.imgur.com/Nwly4.jpg)
Where you want to start out.
(http://i.imgur.com/LbjM1.jpg)
Where you want to go. Be careful of the line of bullets that are heading straight for my hitbox on a like 45 degree angle to the left. You want to move diagonally upwards to the right to avoid that.
(http://i.imgur.com/aFHqY.jpg)
The final bit. See the line of bullets to the left? You want to move far enough to the right to pass right by that.
And just remember that the pattern is static based on Nue's position, which changes on every playthrough, so sometimes you'll have to go up the right wall to avoid the attack. You should always look for the same opening to go through every time though. Just practice it a few times until you see it. The pattern should basically become trivial afterwards.
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As far as I know it's actually not based on Nue's position, just randomly oriented, and very slightly at that. I'm always in the same spot for the first wave of both Nueballs (I'm totally using that name from now on :V), for instance, but it's never exactly the same each time. But given how little the orientation does change between playthroughs, it's still plays a lot like a static attack.
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Can someone help this hopeless soul to fullfill this impossible request or give some tips about it? ??? ???
(http://imageshack.us/a/img18/3038/impossiblehy.jpg)
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Ah, Dragon's Necklace. Kaguya fires familiars at a 30 to 45-degree angle from your position, first left then right. These familiars fire sets of lasers that start out moving in the opposite direction of the familiar, and then eventually fire in the same direction , which means they bunch up quite a bit. At the same time the laser is fired, a bullet appears, which accelerates downward in a randomish direction. What you want to do at all costs is not end up getting near the bunched lasers because you're pretty fucked. Don't make much lateral movement, which means don't keep moving away from the lasers when a wave starts.
Staying at the top is nice in a way because the bullet's aren't too fast at mid-screen, but you're also close to where the lasers spawn in that case and that is not very fun. So what you do is as soon as a new wave starts moving towards you, dodge aggressively through the gap between the lasers as soon as it's visible. The random bullets you just have to deal with. As Tsym said, about 1/4 of the way up is probably best.
Too bad I deleted my old IN replay folder because that's a fun card and I'd love to do a demo run of it. Overall, though, don't worry. When I played IN normal I failed that card 65 consecutive times before finally getting it. It is quite annoying.
OK, Here's a few of my biggest issues with UFO right now.
- Dipper Creeping Close. The non-spell and spell right before it are hard but mostly fair. This, though, makes no sense to me. Should I try to make sure Murasa materializes at the corners and keep running laps? When I try to do that it breaks down at about 20 seconds left.
- The red spam right before Shou. Is there anything one can do as Reimu A but tap up and down frantically and hope that an add-blended bullet isn't heading your way? It lasts too long for a UFO to be of much help. If any part of it is aimed and if staying to one side helps, that'd be great to know.
- While I'm not there in Lunatic, (don't worry, I'm not that fast) I'd like to know how to handle Byakuren's second non. It just mercilessly walls me when I try it on Hard. Streaming the lasers from inside the add-blended bullets doesn't seem to be viable on Hard and above.
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Can someone help this hopeless soul to fullfill this impossible request or give some tips about it? ??? ???
(http://imageshack.us/a/img18/3038/impossiblehy.jpg)
It's actually a fairly tough card, and I didn't capture it for the first time until after I cleared Lunatic (though I never really tried either, but whatever). First off, try not to focus on the lasers. They aren't your biggest threat. Instead, focus on the bullets instead, and predict where they will be the least dense, then once you've found that area, move there and dodge the lasers there. Rinse and repeat. Try to stay off the bottom of the screen. Maybe stay 1/4 of the way up. That way, you won't have curtains of bullets falling on you, and you can adjust better since you'll have more room to maneuver.
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OK, Here's a few of my biggest issues with UFO right now.
- Dipper Creeping Close. The non-spell and spell right before it are hard but mostly fair. This, though, makes no sense to me. Should I try to make sure Murasa materializes at the corners and keep running laps? When I try to do that it breaks down at about 20 seconds left.
- The red spam right before Shou. Is there anything one can do as Reimu A but tap up and down frantically and hope that an add-blended bullet isn't heading your way? It lasts too long for a UFO to be of much help. If any part of it is aimed and if staying to one side helps, that'd be great to know.
- While I'm not there in Lunatic, (don't worry, I'm not that fast) I'd like to know how to handle Byakuren's second non. It just mercilessly walls me when I try it on Hard. Streaming the lasers from inside the add-blended bullets doesn't seem to be viable on Hard and above.
Yes. This "four corners" strategy is actually most viable on Lunatic because of how frequently Murasa teleports. You should be able to maintain the motions for the entirety of the attack once she gets to top speed.
If you're not summoning a UFO or bombing, sticking to a corner is really the best ReimuA can do for the second half, when the fairies come from both sides at once. It's a pretty stupid section for any forward-focus shot type. Note that you don't want to be too close to the side, as you want to be able to react to any bullets that come from offscreen.
I do that nonspell like this (http://www.youtube.com/watch?v=hJps8LOuw18&t=2m32s) to avoid dealing with the lasers altogether. It's a stupid way to do it, but the lasers' random orientations when you stream it normally are even stupider if you ask me. My advice for tackling this attack in a full run? Don't bother. Period. Use a bomb instead. You'll have plenty of them from the stage portion beforehand, so don't worry about not having any.
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If you're not summoning a UFO or bombing, sticking to a corner is really the best ReimuA can do for the second half, when the fairies come from both sides at once. It's a pretty stupid section for any forward-focus shot type. Note that you don't want to be too close to the side, as you want to be able to react to any bullets that come from offscreen.
For what it's worth, I tried this during some fun runs and the fairies coming in from the left came so low they actually ran into me. <_<
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- Dipper Creeping Close. The non-spell and spell right before it are hard but mostly fair. This, though, makes no sense to me. Should I try to make sure Murasa materializes at the corners and keep running laps? When I try to do that it breaks down at about 20 seconds left.
"Running to the four corners" sounds simple enough, but it's a bit trickier in practice. There's a specific rhythm that you want to do, and as Reimu and Sanae, you won't completely make it to a corner before you have to start moving to the next one. Ideally Murasa should be teleporting in within 1/4 or so screen length around the corner during the first part of the card. When it gets faster, that's when you should be able to just move in a straight line and go through the bullets. It's hard to explain what the proper "rhythm" is to the portion before the 20 second mark, but practice makes perfect. You'll get it after a few attempts at it. And don't be frustrated if you fail the card on your next run through. I know that I thought I "got it" a few times while I was going for my UFO 1cc, but the rhythm is hard to get down perfectly until you get quite a few attempts at it. It certainly doesn't help that the way you approach the card is different on lower difficulties.
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Are there any tricks for Reisen's Last Spell, or is it just dodging? I'm more consistent at Tewi's first midboss phase, which I thought was supposed to be the hardest part of the stage, so I'm wondering if I'm missing something.
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I just read it for my perfect. Unless there's something I missed too, it's mostly just positioning yourself to avoid bullet clusters and dodging the rest.
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Are there any tricks for Reisen's Last Spell, or is it just dodging? I'm more consistent at Tewi's first midboss phase, which I thought was supposed to be the hardest part of the stage, so I'm wondering if I'm missing something.
I think when people talk about Tewi being the hardest part, they don't consider the Last Spell relevant because it doesn't matter from a survivalist perspective.
I seem to recall moving left and right along with the bullets while dodging the ones coming from the other direction, kind of like how Miko's Overdrive works. You can keep changing directions to stay under Reisen, or if a particularly ugly group of bullets is ahead you. So basically, you're only dealing with bullets from one direction at a time, while just running away from the others.
For what it's worth, I tried this during some fun runs and the fairies coming in from the left came so low they actually ran into me. <_<
I think what works best there is to move back and forth a bit near the edge. The fairies group together at the sides before quickly rushing off the screen, so if you stay a bit closer to the middle while occasionally moving to the edge to prevent a big group from forming, you should protect yourself from both threats at once. Stay unfocused as much as you can, of course.
And that spam is totally the best part of the whole game.
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I get the feeling that there isn't much of a trick behind catching Esoterica "Astronomical Entombing", but if there is one... please let me know. I'm trying to catch the Lunatic version for whatever reason. :ohdear:
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My method was to shoot down the front two familiars during Eirin's invincibility, direct her in such a way that she's always in the middle or a little to the right of the middle (her going left made things harder IIRC, though I can't remember why) and otherwise just keep attacking and never stop focusing. If you're quick enough, she dies after only a few of the really thick waves.
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Malice Cannon (http://www.youtube.com/watch?v=I9xF6TTYuh8)
Or use any other strong human shot to kill as many familiars as you can. Otherwise yeah, keep her a bit to the right of the middle. The waves overlap more when she goes left.
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Or use any other strong human shot
i.e. Youmu. Sakuya and Reimu are such weaklings :3
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If someone's going to recommend a familiar extermination approach, I'll just say to try both and see which one is more effective for you. I know I found attacking Eirin to be the better approach, but if Zil thinks otherwise you might too.
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I guess I'll just have to suffer through some tough dodging if I stick with Yukrai then... :ohdear:
I guess I'll try the other girls, but I still wanna do this with Yukari. :derp:
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As stated, Marisa (with or without MAlice Cannon) and Youmu both trivialize Astronomical Entombing.
You can still try to destroy familiars with Reimu, but it takes longer. I remember having some success at making it easier (with Reimu/Yukari) by destroying the familars on the lower left or right, then focusing and staying near where those familiars used to be, so you only need to deal with small bullets from the top and one side instead of both.
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"Running to the four corners" sounds simple enough, but it's a bit trickier in practice. There's a specific rhythm that you want to do, and as Reimu and Sanae, you won't completely make it to a corner before you have to start moving to the next one. Ideally Murasa should be teleporting in within 1/4 or so screen length around the corner during the first part of the card. When it gets faster, that's when you should be able to just move in a straight line and go through the bullets. It's hard to explain what the proper "rhythm" is to the portion before the 20 second mark, but practice makes perfect. You'll get it after a few attempts at it. And don't be frustrated if you fail the card on your next run through. I know that I thought I "got it" a few times while I was going for my UFO 1cc, but the rhythm is hard to get down perfectly until you get quite a few attempts at it. It certainly doesn't help that the way you approach the card is different on lower difficulties.
You're not going exactly into the corner, just the general region. What's more important is that you're positioning yourself to dash through the lanes right as Murasa appears in a new spot. It looks like this (http://replays.gensokyou.org/download.php?id=24386) when done right. And I'm not sure where you got that "20 second mark" figure. On Lunatic you'll be starting the motions by Murasa's fourth or fifth teleport, pretty damn early.
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I'm trying to play UFO Extra with a shot type that isn't SanaeB
I have just one question.
How in the name of fuck are you supposed to do the streaming orbs right before Nue?
It looks fucking impossible and I've failed there 10 times already.
e: what about blue UFO? Shotypes I'm using are ReimuA and SanaeA
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I'm trying to play UFO Extra with a shot type that isn't SanaeB
I have just one question.
How in the name of fuck are you supposed to do the streaming orbs right before Nue?
Jump between sides until some get past you, then circle. (http://www.youtube.com/watch?v=K-zyA5bSWbM&t=225)
Can't help you on Blue UFO, unless "use MarisaA" is acceptable advice. <_<
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You're not going exactly into the corner, just the general region. What's more important is that you're positioning yourself to dash through the lanes right as Murasa appears in a new spot. It looks like this (http://replays.gensokyou.org/download.php?id=24386) when done right. And I'm not sure where you got that "20 second mark" figure. On Lunatic you'll be starting the motions by Murasa's fourth or fifth teleport, pretty damn early.
Murasa doesn't reach max speed until quite a ways through the card. You'll be doing the straight line dash early on, but there's also the possibility of dragging Murasa too far into the corner and screwing yourself over by making you need to dash too far into the corner to align yourself properly. I know I've done that quite a few times.I'm trying to play UFO Extra with a shot type that isn't SanaeB
I have just one question.
How in the name of fuck are you supposed to do the streaming orbs right before Nue?
It looks fucking impossible and I've failed there 10 times already.
e: what about blue UFO? Shotypes I'm using are ReimuA and SanaeA
Basically you want to start on the right side of Nue, and destroy the first few UFOs that spawn. Then after that you want to kill any UFO that spawns moving downwards. It's kind of tricky as SanaeA and ReimuB because their shots are weak enough/can't aim properly to the point that you can't kill the UFOs fast enough without being somewhat overwhelmed. There will be a few UFOs that spawn that will move to the bottom of the screen. I believe those are the ones that spawn moving horizontally, but I'm not sure. However, you shouldn't need to worry too much about them because they'll only get to fire off a few shots before moving off the screen.
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Murasa doesn't reach max speed until quite a ways through the card. You'll be doing the straight line dash early on, but there's also the possibility of dragging Murasa too far into the corner and screwing yourself over by making you need to dash too far into the corner to align yourself properly. I know I've done that quite a few times.
The 6th or 7th teleport is when she reaches top speed, or if there is any increase after that, it's small enough to be considered negligible. I suppose if you consider the 6th teleport out of 20 (or 14 seconds into a 44 second long attack) as being "quite a ways into the card", then sure. :V And I mentioned that you're only supposed to be in the general vicinity of the corner, so your account of bringing Murasa too far into the corner is only backing that up.
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Thanks for the replay dude. I wasted my somewhat limited time today gaping at Shin's playthrough, but I'll watch yours tomorrow so I can get some idea of what the fuck to do.
You made a lot of things on the stage much easier for me. Here's my current progress:
http://replays.gensokyou.org/download.php?id=24400
This replay also includes the best Sinkable Vortex capture maybe ever, proving that it's still doable even when Murasa's movement RNG goes wacky, so watch it anyways.
I still don't know what to do on Dipper. I'm trying to follow you best as possible but something is going horribly wrong and I'm not sure what it is. Am I just terribly :derp: or what?
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As stated, Marisa (with or without MAlice Cannon) and Youmu both trivialize Astronomical Entombing.
Jeez, you weren't kidding. I had something like a 1/40 record on Normal and 0/40 on Hard with Border Team. Got both on my first try with Marisa solo.
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- Aura of Justice. Should be easy. Isn't. How do I prevent the seemingly inevitable walling.
- Are the small straight lasers in Radiant Treasure Gun aimed?
- This might be asking a bit much but would one of you guys kindly watch my run and tell me what exactly I'm doing wrong on Dipper? Funen's run gave me an idea of what to do for the first 5 seconds but it's butterfly effect from there.
Really Shou is messing me up in ways I can't quite describe or address in a play. I haven't capped a single one of her cards. Ever.
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- Prevent the walling in Aura of Justice by moving around. You have to be pretty quick.
- No, I don't think they're aimed. I think most of the card is static.
- During Dipper you're way too hasty. You should be moving as far into the corners as possible. During the early parts of the card you have more than enough time for that. You gotta focus on making her spawn in the corners, get the rhythm down, y'know? Later on you can start moving in a smaller rectangle as she speeds up, since you won't have time to get to the corners any more, but you should still try to keep your movement symmetric. And obviously, when she spawns, you move to the next corner as fast as you can. You kinda hung around a few times, which made it even worse.
I'm sure others can help you better with this, but here's a half-assed replay I made of it. It's my first gaming session in 10 days, so excuse my tardiness and death on the spellcard preceding it, but it goes to show that Dipper really isn't a hard card once you get it down once. http://replays.gensokyou.org/download.php?id=24417
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- Aura of Justice. Should be easy. Isn't. How do I prevent the seemingly inevitable walling.
When Shou creates one of the walls, it will be (nearly) seamless in the area in front of her, and the gaps appear further away, so you want to rush to the side, then move up as far as you can. If you just run away from her the whole time, you'll probably never get walled, though you will of course have to run the timer down (which kinda happens anyway). As a last resort, it is technically possible to fit between the bullets that make up the walls, especially for Reimu.
- Are the small straight lasers in Radiant Treasure Gun aimed?
As Coreven said, they're static, though the bullets aren't. That's another card that might be easier to time out than to capture. You may choose to just hide in the bottom right corner, where the lasers will never reach you and the bullets spread out considerably.
I think you'll have to rely on Funen to explain the Dipper technique. I never learned it myself.
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- This might be asking a bit much but would one of you guys kindly watch my run and tell me what exactly I'm doing wrong on Dipper? Funen's run gave me an idea of what to do for the first 5 seconds but it's butterfly effect from there.
Really Shou is messing me up in ways I can't quite describe or address in a play. I haven't capped a single one of her cards. Ever.
So I watched your run then replayed stage 4 to remind myself of how I did the card. I do it by listening to the audio cue of the second "bzzzt" sound you hear when she teleports. When you hear it go off the second time, you want to start moving. So basically when Murasa teleports right on top of you, dash to another corner. In your replay, you lost your rhythm very quickly, and it quickly became a crap shoot. If you do it right, like Funen did in his replay, you'll notice that he moves in a very regular, box-like shape after the initial phase of the card. In your run, you panicked and dragged Murasa to basically the middle of the right side, thus ruining the alignment of the bullets.
And as for Shou, I really recommend bombing most of her stuff. The only things that you probably don't need to bomb is her first and third non-card. Her final card also isn't that hard once you get it down. The problem is that most of Shou's attacks have a habit of catching you off guard. It's very easy to get too nervous, run into a bullet, get frustrated by that, and then ruin the rest of your run. Just bomb it all. You can perfect things after you get your 1cc.
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The initial phase really fucks me up because that's what sets the rhythm. I can do the circling towards the end but for some reason, even if I start at one corner and move at the second buzz I tend to fuck things up from the very start. I'm confident I could do the card fine if I got down the first 3 rings but due to Murasa's random position at the start I have no idea what to do :derp:
I also managed captures of Vajra, Aura of Justice and Complete Clarification today so bye-bye to my goose-egg record on Shou. In fact, I think that run was a NM2B of the entire Shou fight!
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You start Dipper on the opposite side of where Murasa spawns the first time, then you make her spawn into a corner on that side, then you go from corner to corner to corner to corner etc.
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Sylphae Horn High Level is wrecking me. Is there any strategy to this or do I just get lucky?
Also, does anyone have a score.dat file with Lunatic Stage 4 unlocked for MarisaB?
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I actually have one! (2nd clear was with MarisaB)
That card is just dodging bullets, nothing more to it.
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I need help with Earth/Galaxy in a Pot. It's the only card in the game that still gives me trouble even on Easy, where I have about a 50% success rate - and about 10% on Normal, 0% Hard/Lunatic. There's just something about the way the shots come that I never notice I'm in the path of one. Is there anything to it?
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I need help with Earth/Galaxy in a Pot. It's the only card in the game that still gives me trouble even on Easy, where I have about a 50% success rate - and about 10% on Normal, 0% Hard/Lunatic. There's just something about the way the shots come that I never notice I'm in the path of one. Is there anything to it?
For both Earth in a Pot and Galaxy in a Pot, you want to take out as many familiars as you can before hand. Try shooting out the top four or five while it's forming around you. This creates a blind spot in the formation that keeps you from getting totally surrounded. Other than that, the only thing to keep in mind is that, from my knowledge, the familiars fire in a counter-clockwise order. I'm pretty sure there's an order to how they fire, so you can somewhat predict their attack from that.
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Heh, well switching to Marisa, just like with Entombing, wipes out half the familiars in no time and makes it a lot easier (though I still keep getting blindsided). Unfortunately with my preferred Border team, Reimu can only take down 1-2 of them before they fire.
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Those two spells are actually very different. IIRC, Earth in a Pot shoots random bullets while Galaxy in Pot aims them at you, making it notably easier. In both cases, starting out very low on the screen will make some familiars go off the bottom and vanish. Further, in Galaxy in Pot, if you destroy some familiars and them stream towards/away from the gap in the circle. no bullets will be aimed at you from that spot (which is to say, along the same line as your movement), making the streaming much easier. Against Earth in a Pot, if you destroy a few familiars near the top, take their place in the ring, and then follow it along as it expands, you'll have to deal with far fewer bullets, and they will all be coming from (basically) one direction rather than all around you.
That's what I remember doing anyway. Reimu and Yukari can't really take the familiar destroying approach as well as the Magic and Ghost teams.
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http://www.youtube.com/watch?v=Whn_KJV9r6s&t=0m50s
This is how I handle Earth in a Pot. I capture it consistently like this. Move in a circle like I do and dodge the things that remain. It's a bit tricky to get it down but thanks to spell practice you should be able to get the hang of it quickly.
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I somehow didn't realize the two were actually different patterns, I thought Galaxy was just denser. Realizing that and streaming instead, I'm doing a ton better with Galaxy. Earth is still a challenge, but I did get it on Hard once now, which is better than before. Thanks.
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Any tips for midboss Orin's first non-spell in SA stage 5? It's one of those things that I feel as though I should be able to do consistently, but for some reason I always seem to pick the path that forces me to go up the wall in order to stay in a lane, and I die because I'm terrible at following very narrow lanes. I also can't seem to read the bullets fast enough to make a dodge between two of the bullets. Is the way the array fired aimed or something? Because in some replays some people manage to stay almost entirely in the middle, and I don't get how they do it.
Also for MarisaA Satori's first shot type specific spell card (I think it's Spring Kyoto Dolls?). I feel like there's a pattern to it, because the bullets seem lined up in a way that suggests it's similar to the way it's fired in PCB, but the bullets in the card are much faster (or something), and I find myself dodging through what seems to be a thick wall of bullets, then literally nothing comes my way for like another 5 seconds, then another wall comes flying at me.
And while I'm at it, a few other cards that are giving me trouble:
Young Demon Lord (Remi's first card) - I'm having trouble identifying where I can dodge through. I seem to always hit a white bullet.
Suwako's second survival card (the one with the red/white suns) - When should I move to the top of the screen and stream downward?
Koishi's second survival card - How in the world do you do the second phase? (The yellow part) I can barely dodge the pattern alone, not to mention Koishi's bullet explosion shenanigans.
VoWG - Seriously, any help would be appreciated for this one. I can take it down to about half health as ReimuB before my poor reflexes catches up with me and I need to bomb/die. I especially seem to die at waves where the blue/teal walls move at a diagonal path towards the center and catch me by surprise.
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Second phase of Koishi's second survival card?
Koishi moves to where you are at the end of the first phase, then goes to the upper left, then makes a U shape along the border.
I usually try to end the first phase on the upper left, then move to the upper middle, then dodge the rest of the phase there.
It still needs some practice, but the explosions will be less of a problem.
How do I do the blue/cyan bullet spam after Momiji on Stage 4 of th10 Lunatic without bombing?
And what's the difficulty order of the Lunatic on the Windows games?
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How do I do the blue/cyan bullet spam after Momiji on Stage 4 of th10 Lunatic without bombing?
And what's the difficulty order of the Lunatic on the Windows games?
You have 2 choices there, stall Momiji until the timer hits 12 to avoid having to cutback, or move diagonally up then straight down then towards the middle and hope there's a gap. There's probably a more consistent method, but I don't know it.
That's subjective, I'd say PCB/IN>MoF>EoSD>SA>TD>UFO but a lot of people would put TD easier and MoF harder.
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Possessed by Phoenix part 2. I learned this one ages ago as simply timed streaming from bottom to top, but it's super picky, and I've never managed it as anyone but Yukari, since they hit the roof too soon.
So I just went to look at videos of it, and people are doing this looping motion around the screen, but when I try it I don't get the clear path they seem to. What am I aiming to do here exactly?
Edit: Okay, a dozen more tries and now I'm getting it pretty regularly. I miss that thousand graze though, but it saves a life, so...
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Is misdirecting Suwako's lasers in the first spellcard considered cheating?
Is there any trick to finding gaps in Hina's first spellcard? (Broken Amulet of Protection, or something like that)
Is there any easy way to dodge Nitori's Lunatic Midboss spellcard?
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Is misdirecting Suwako's lasers in the first spellcard considered cheating?
Is there any trick to finding gaps in Hina's first spellcard? (Broken Amulet of Protection, or something like that)
Is there any easy way to dodge Nitori's Lunatic Midboss spellcard?
It depends on your view of cheating, it's in the game so I say it's not but some people would view it as such.
Not really, you just have to read for them.
No. That's one of the hardest cards in the game, and there is no real trick to it.
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Is misdirecting Suwako's lasers in the first spellcard considered cheating?
Is there any trick to finding gaps in Hina's first spellcard? (Broken Amulet of Protection, or something like that)
Is there any easy way to dodge Nitori's Lunatic Midboss spellcard?
Honestly Suwako's first card is pretty easy even if you don't misdirect it, so I don't think anyone will care. In fact, it only really matters to you whether you think that something is considered "cheating". I wouldn't worry about it too much.
Hina's first card is static based on her position. Or if it's not, then at least the first wave is static given that you can dodge it the same way every single time. The spot I use to dodge it is about 75% of the screen from the left. After that, you want to look for positions where the "clusters" of bullets intersect at maybe 1/3-1/4 of a distance above the bottom of the screen, and move under that spot. That's the least dense spot to dodge bullets from.
There isn't an "easy way" to dodge her midboss spell card (as in make it near trivial), but it might help to know that the white bullets are static based on her position, so what you want to do is find the biggest "diamond" that you can dodge the glowing bullets in, move there, and reposition when Nitori moves. Regardless, it's still a tough card as the glowing bullets are fired randomly and you might end up in a situation where the glowing bullets will give you a very difficult dodge just because of the RNG. If you're doing a 1cc, I suggest bombing it. The risk isn't worth it, and the entire section from the midboss to the boss can be memorized and done with no bombs most of the time, meaning that you'll almost always get up to 5 power by the boss.
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So I started UFO Lunatic a few days ago and, um.... yeah :colonveeplusalpha:
1. How big/easy-to-use is the safespot in Parasol Star Memories?
2. What is the best method for Kogasa's last card?
3. IIRC, you should move left during Stage 4 Nueball's 3rd wave and right during the 4th. Is there any more specific strategy for the 4th wave? I haven't been able to do it yet.
4. Is there a "simplest" way to handle Murasa's first non-spell? It's hit-or-miss for me at the moment.
(Using SanaeA/B)
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1. It's quite easy to use actually. I do it all the time and it's very rare that I get hit by it. However, it's not an entirely mindless procedure. You'll want to try and predict where she'll move. If she's at the top of the screen then she'll most certainly move downwards when she's done shooting bullets so you'll want to move out of the way with her as she's done firing bullets.
This can be a hard tactic to remember so instead i'll advice being ready to bomb if she moves down while you're enjoying your safespot. Most of the time it won't be necessary as she'll be a good girl and just move about from side to side allowing you to take your position within the rather large safespot. It hardly required any practice for me to get into the safespot, I recall managing it the very first time I tried it and I've even been able to pull it at 90FPS and i'm really bad at precision at that speed so... it's large. Learn it.
2. Hmm... I'm probably not the best to offer advice here since she does throw some pretty mean waves in my direction which might be avoidable if you do some better positioning but what i know so far is that it's most ideal to stay under Kogasa as much as you can to deal the most damage.
You'll want to look at the vertical lines of amulets and position yourself in between two of those, then you'll want to look up and check if there's amulets coming your way, if yes: position yourself in a way so they won't hit you or get out of their way entirely. If no, stay where you are. Then look down to check if anything's coming your way from down there and react accordingly to that as well. This you'll want to do in less than a second. You have to split attention into three directions. Stuff coming from above and below you while not forgetting things coming from the side.
3. I'd just say practice. I have no recollection of what exactly it is I do on her. I just know that it's simple muscle memory to deal with the attack so just play until you develop a sense of how to do it and you likely won't fail.
4. It's a fixed pattern aimed at your position so you can dodge it basically the same way every time. It's not a terribly hard pattern but there might just be something about it that takes you out which i'm sure a bit more practice and paying attention to the fact that it's an aimed fixed pattern will fix.
- Good luck with the game.
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Yeah, what he said. I doubt I'm eligible to advise, and I'm probably wrong, but I think Murasa's nons aren't aimed at your position, rather they're completely static (barring yellow bullets in the last non, which are random) relative to her position. It's the same attack each time, just from a different location. Maybe study some replays for these attacks you're asking about. That's my 2?.
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Murasa's nons are static, yes, 99% sure that they have nothing to do with your position. so all you need to do is memorize a path that you follow somewhere under Murasa every time. It's important to follow her around so you can dodge the pattern the same way all the time. I know there is a very simple way to do her second non (watch a replay)
My strategy for nueball is to hang around the middle and move left for waves 1 and 3, and right for waves 2 and 4. If this is not working for you, you're probably overdoing it, try not moving as far as you do. Sometimes you won't have to move at all... keep in mind that Nueball is not static and patterns will be slightly different every time, so at times you'll have to move all the way to the side. It should be pretty easy to follow the pattern and see how far you need to move.
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Murasa's nonspells are static according to her position, yes, but the problem unique to the first nonspell (and the third, I suppose) is that the leftovers from the prior wave stick around and WILL screw you over. That's probably what's making it hit-or-miss, since you have to improvise every time.
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Oh, I never even noticed that in the first one, you just gotta keep going up and it's no problem. It becomes a problem in the third one, which is still a mystery to me.
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I've never heard about leftover bullets during the first non. Either way, it's very easy.
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The slower bullets from the first wave do not mesh well with the faster bullets from the second wave, and such. It caused me plenty of ire, too. It's kind of shocking that you didn't notice.
Hah, I bet if I look through the rage threads of ~the past~ I can find plenty of my posts that complain about this exactly.
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I always thought they were aimed at your position. I guess that's just me mixing them up with Sinkable Vortex.
Still, first non is really easy. Just repeat the same dodge over and over again until it's over. Leftover bullets from previous waves do nothing to change this.
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How should I deal with Parasol Star Memories as Sanae B? Even with spread it is an annoying card.
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3. IIRC, you should move left during Stage 4 Nueball's 3rd wave and right during the 4th. Is there any more specific strategy for the 4th wave? I haven't been able to do it yet.
I posted a couple of pictures a while back for the last wave. It might help: http://www.shrinemaiden.org/forum/index.php/topic,12762.msg895615.html#msg895615
How should I deal with Parasol Star Memories as Sanae B? Even with spread it is an annoying card.
Preferably bomb it. Otherwise it's pretty much a 50/50 chance to either become a relatively easy card or a very, very painful card depending on which direction Kogasa moves after the first wave. The fact that all the purple bullets force you towards the right doesn't help your chances when Kogasa moves to the left. If she moves to the right (and hopefully stays to the right), it isn't that tough of a capture at 4 power once you see it a few times and get used to the way the purple bullets are fired.
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I believe unfocusing should make it fairly trivial. Unless I'm remembering wrong, it should be her easiest card with SanaeB. Where she happens to move doesn't make much difference in my opinion. With all the extra elbow room you have you can even just pass through the walls. You won't have any umbrellas to worry about. If you aren't killing the umbrellas then you're probably staying focused to much.
Sometimes you won't have to move at all... keep in mind that Nueball is not static and patterns will be slightly different every time, so at times you'll have to move all the way to the side. It should be pretty easy to follow the pattern and see how far you need to move.
I'm not sure what you mean by saying it's not static. She does rotate it a bit, but that's the extent of it. Any other variation in the pattern is purely the result of destroying some fairies before they shoot. In fact, Ridley, I would recommend finding a path without destroying any fairies. Whatever works in that case should always be reliable, regardless of how many you end up destroying.
Still, first non is really easy. Just repeat the same dodge over and over again until it's over. Leftover bullets from previous waves do nothing to change this.
They do though. It is an easy attack, though the same dodge won't always work, especially if she moves down, since the new bullets will reach you sooner. My advice for that one is to not try to memorize it. Just react to it naturally. Exploit the similarity of each wave with general familiarity rather than hard memorization.
Bleh. Been months since I played UFO though. If I said something sketchy then just ignore it.
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Maybe you're right about that, I never learned the exact cause of pattern differences, but I do have to play it a bit differently every time. Nevertheless, the left-right-left-right strategy always works unless you're not paying attention.
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So, a normal player unlocked EoSD extra recently. Chaos ensures. :V [The figures below do not take into account the sheer number of times I ragequitted in the first few seconds from messing up the fairies].
First run, dead on Patchouli.
Second run, made it to Flandre with three extra lives (!!) and promptly failed everything up to Four of a Kind. Featured two deaths on Laevatein before I decided trying to do it the straight way really wasn't worth it.
Third run, dead at Patchouli.
Fourth run, dead at Patc-
So, I'd just like some general combative strategies for every bunch of the goddamned fairies, the entire Patchy battle, and maybe the beginning of Flandre. [You should see the funny way I tried to do Cranberry Trap. :colonveeplusalpha:]
Especially the fairies.
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Maybe you're right about that, I never learned the exact cause of pattern differences, but I do have to play it a bit differently every time. Nevertheless, the left-right-left-right strategy always works unless you're not paying attention.
I just remembered, Nereid once made a video with two instances of it on top of each other. http://www.youtube.com/watch?v=Majt6HSXEWg&feature=plcp
So yeah, it's shifted over a bit, but the overall pattern is identical. From the looks of it though, surviving without destroying at least some of the fairies looks pretty tough. I think how it's likely to play out is the first few moments of each wave will be kinda random because you can't be sure how many shots the fairies will get in. The end of each wave should be basically the same every time though, seeing as the fairies in the back can't really be destroyed (unless MarisaA maybe?). And I agree about left-right-left-right being the best approach.
So, I'd just like some general combative strategies for every bunch of the goddamned fairies, the entire Patchy battle, and maybe the beginning of Flandre. [You should see the funny way I tried to do Cranberry Trap. :colonveeplusalpha:]
Especially the fairies.
Well, most of the fairies are just streaming, so make sure you aren't flying around for no reason when you can just tap along the bottom. Royal Flare can be memorized, but Patchy's other two spells are harder than most of Flandre's stuff IMO, so you may end up bombing them regularly. They're pretty much just random without much of a trick, though there are a few aimed shots in the "five elements" thing. Flandre's early spells can also be memorized. I'm not sure how to describe them though. I can give you a link to a video in which I captured everything, in case that would help. http://www.youtube.com/watch?v=wVriGXk3lSQ
I think Sakurei also uploaded a perfect run of his own earlier in this thread if you want something else to look at. Cranberry Trap and Lava-whatever are both very easy once you memorize them, so watching how other people do them is a good idea. (And many of her later spells are also much easier when approached correctly, even if they may not be truly static.)
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What shot type are you using? I know Marisa A and maybe Reimu B can end Royal Flare before you have to dodge anything difficult. And, really, just do not use Reimu A for that stage at all.
Stay under patchy (slightly to the left/right of her main shot) for Silent Selene. Follow her around. Her main shot is static from her position. Philosopher's Stone is once again a very short card with the right shot-type, but my advice for it is to not sit at the bottom. start slightly below the middle of the screen and move towards the bottom slowly while dodging and it should be captured quickly. Keep in mind that the blue bullet shards are aimed, but they're not a problem with this strategy.
Fairies are streaming. You'll get those eventually without a problem.
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I think my replay helps more than Zil's video :V who the fuck goes no focus in a stage that has never been cleared before :v the approchaes are also a little different. because if you play unfocused AND play as ReimuA, everything takes forever. I at least focus - something everyone does when going for first clears :v and I also don't get how the hell you can play ReimuA, seriously. what makes you do that, Zil? ReimuB is superior in every way possible.
my approach to royal flare is also very consistent and I pretty much never die to it. and you can also do a whole lot of damage to silent selene before you actually have to dodge anything difficult. it makes the spellcard last much shorter. and 5 element thing is...well. good luck :v it turned into an autobomb for me when I was trying to clear the stage for the first time. but it's shortlived! so with MarisaA and ReimuB you won't have to dodge it for too long.
for cranberry trap, you may actually want to watch Zil's replay. it demonstrates how to survive against it for a long time, while I just finished it off very quickly - which you might not be able to if Flandre moves around too much. but for me, that approach works pretty much all the time. haven't died to it since forever. Laevantein is 100% static. memorizing should help you survive it forever.
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I think my replay helps more than Zil's video :V who the fuck goes no focus in a stage that has never been cleared before :v the approchaes are also a little different. because if you play unfocused AND play as ReimuA, everything takes forever. I at least focus - something everyone does when going for first clears :v and I also don't get how the hell you can play ReimuA, seriously. what makes you do that, Zil? ReimuB is superior in every way possible.
Focusing doesn't effect ReimuA's damage output, actually. And in any event, I think she's the best choice, especially for a first clear of the stage, because there are many spells where Flandre won't stay above you. Notably Starbow Break and Kagome Kagome, which I consider to be the hardest spells.
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kagome kagome? yeah, it can become pretty difficult, but it can also turn into something super easy.
I think the claustophobis spell is harder than that, though. many stray bullets and little room to freely move can kill you quickly. I admit that Q.E.D doesn't really pose any danger if you've got the resources, though.
oh yeah, ATTWN can wall you if you have no lue what to do :v
yeah, you're right. I dunno what I was talking about. focusing with reimuA doesn't do shit to your damage output. but it still generally takes longer to defeat just about every spell in the game with her. the 2 seconds I need to move under Flan again when she's moved out of my wait don't make the spell last longer than it would with ReimuA. seriously, just no.
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I found ReimuA to be the hardest to clear with, MarisaA was by far the easiest (and was the first I used). I've cleared with all of them, and MarisaA gave me the best results consistently across all skill levels I had playing the stage. I remember trying ReimuA and getting owned by Cranberry Trap then decided "nope not worth any slight advantages" and went for Marisa.
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Right then, how do I beat High Sensitivity Nazrin Pendulum? I can do the Lunatic version with relative ease, but this spell just kind of slams me in the side when I try to move out of the way.
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Right then, how do I beat High Sensitivity Nazrin Pendulum? I can do the Lunatic version with relative ease, but this spell just kind of slams me in the side when I try to move out of the way.
You memorize a path past the crystals for fire time and memorize where the gaps will be.
Or get lucky.
My capture here (http://www.youtube.com/watch?v=FngyRL-Mfs8) is some of both.
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Thanks.
I think my capture here (http://www.replays.gensokyo.org/download.php?id=24787) is a bit of both as well...
From the looks of your video, the rest of UFO looks absolutely hellish. Honestly, I don't know why I'm trying UFO's Hard before any of the others'. :P
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Bombs are your friend.
Also: I've heard the lasers in Ichirin's opener are static. Where is the gap in relation to her so I can 'spot' a safezone before the lasers are even a threat.
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Just move vertically into a spot right below where the lasers cross. I can't really explain it, it's intuition. I was completely lost with her lasers when I was a newbie (which I reckon I still am), but after 20 or so tries I just "got it".
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But I can't tell where the lasers are going to cross before they've already hit me/went around me.
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If it helps any, I hang around the bottom, dodge upwards the wave of bullets fired by her, then inch slowly downwards while the lasers get closer, ending with a last-moment tap somewhere to dodge them. I usually do the last dodge horizontally towards where she fired them from. I don't do it consciously, anyway.
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:/
I know that in DS Ichirin's lazers have a safespot below her and a bit to right (http://img-fotki.yandex.ru/get/6420/110955323.6/0_a9000_971c5b82_orig). Don't know about UFO, however.
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Two of the lasers always cross at a certain distance directly below her. You could be to either side of that point. I just gleaned that from watching a couple youtube videos two seconds ago, however. Can't comment on how easy it would be to utilize.
Edit: After looking at it a bit more, it seems like it should be very easy to use. And I guess they cross a bit to the left of her, if we want to be overly specific. Under the spot to the left of her head where she spawns everything.
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Just went on UFO Easy (didn't think I'd reach St3 on Normal). Ended St4 with 2 lives and many bombs. Then th12e.exe crashed. >_>
And yeah, lasers are static. You can take a screenshot of them to study where to go for safespotting.
BTW, on Easy this patters was symmetric, so choosing left/right side didn't matter.
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th12e.exe
Say, are you using vpatch? Would make playing a bit easier.
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:/
I know that in DS Ichirin's lazers have a safespot below her and a bit to right (http://img-fotki.yandex.ru/get/6420/110955323.6/0_a9000_971c5b82_orig). Don't know about UFO, however.
There's a similar one to the left and that's how I do that scene in DS anyway (100% consistency is fun)
And I guess they cross a bit to the left of her, if we want to be overly specific. Under the spot to the left of her head where she spawns everything.
Excellent, I shall try implementing that as a 'safespot' on my next Stage 3 practice run. Any pattern I can avoid bombing is another I can bomb.
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What do for Nirvana's Cloudy Way in Purple? My approach has always been to watch out for being pushed left by the glowing bullets and cut through when needed, but that isn't cutting it any more.
And any specific words of advice for LFS, particularly where to direct the rings? Search brought up tons of questions about it, but nothing seems to answer the one question I have. <_<
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For LFS, I see a large number of players direct the first 4 or so waves by staying below Byaku, and that certainly works better than staying at the bottom. For me it's an exercise of staying mid-screen, tapping down, and squeezing up when gaps appear, but my last Sanae attempt at it was a travesty so don't take my word for it. I do know that it helps measurably to stop shooting for 5 seconds when the purple waves appear, since that will clear the screen a bit before the red waves appear.
Nirvana's Cloudy Way really depends on whether the waves of waterdrop bullets line up into clear lanes or not. When the waves of orbs start to push you to the left, cut to the right just before a wave reaches you. In other words what you're doing is right it's just that the card is obnoxiously luck-dependent.
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NCWiP is RNG. Try to survive. I try to stay low on LFS, after the fourth wave I start inching upwards and dodging stuff as best as I can. Just find gaps and if you can't just go to the side.
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Thanks for all the help. I've gotten a lot better at Stage 4 Nueball :)
So, after some more playing...
1. Seems like there's barely enough time to actually get to the Kogasafespot since things start spawning right away. There's also very little time to move if she's going to move down. I'm doing something wrong...
2. How static is Hook Combo?
3. What is the most consistent way to do the pre-Shou barrage? On Hard I misdirected the things at the bottom without shooting, but it doesn't seem like that's going to work as well here.
4. How static is Radiant Treasure Gun?
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Bomb PSS unless you're using Sanae B. The safespot is not worth in in my experience. Sure you might save one bomb but there are ways to make up for that, like capturing her last attack.
Hook Combo, hmm. I have a lot of trouble with that one but the general movement pattern is actually pretty easy to do no matter how the bullets align (I think they're aimed at the position you're at when the fist impacts, not sure).
Pre-Shou, what I do is make my way to the center top of the screen and stream down when the third wave starts, dodging the few remaining bullets. With Reimu you might not have enough time to get up to the top given that you have to handle the red waves from the bottom, so either make your way to the center right and stream the first two waves up in preparation for the third, or bomb it. You can also squeeze through the corner but it's real chancy.
The small lasers Shou fires when she moves are static. Other than that the way the bullet columns fall apart is semi-static but you won't have it look exactly the same way every time since the starting position is random (I hope that makes sense, i can make screenshots if it doesn't)
BTW if you're only a week in and already on to Shou, holy shit dude nice job.
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capturing her last attack.
:ohdear:
Pre-Shou, what I do is make my way to the center top of the screen and stream down when the third wave starts, dodging the few remaining bullets. With Reimu you might not have enough time to get up to the top given that you have to handle the red waves from the bottom, so either make your way to the center right and stream the first two waves up in preparation for the third, or bomb it. You can also squeeze through the corner but it's real chancy.
Hadn't thought of streaming the first waves through the center like that before. I'll try it next time.
I've only made it to Shou through continues TBH. Furthest I've gotten in a run so far is Stage 4. I already know that the last section of Stage 5 is going to be one of "those" parts though :V
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Maybe the last two times I tried it threw up lenient waves but Kogasa's final is not too hard if you stay centered. I can't quite explain the trick but my last replay that got to LFO (http://replays.gensokyou.org/download.php?id=24800) captures it so watch that.
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The safespot in PSS is piss-easy to use unless you're SanaeB, in which case you're barraged with orbs from all sides while having to stay in the safespot, which is tough as balls. The size of the safespot is really big, it's no problem positioning yourself there. Just remember to move a bit downwards every time she finishes firing, if she has moved upwards, since there's the chance she's going to ram you.
The fists are completely static in Hook Combo. The bullets that spawn from them appear and move differently.
Pre-Shou barrage meaning the last orb waves? Well, I can't really explain it so here: http://replays.gensokyou.org/download.php?id=24810
RNG has a good way of doing the last spell of Kogasa, I'll throw you another replay (http://replays.gensokyou.org/download.php?id=24780) so you can reference both. Stay low, align yourself with the vertical waves, start moving to the other side when Kogasa fires the red bullets aimed at you, watch how the cyan amulets are approaching from the side you're going towards, make your way through and do a quick check below to see if any are coming your way from there, if there are, dodge them.
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Uhh, I think I need some help regarding Stage 4 and Stage 5 in UFO.
Murasa and Shou tend to screw me up, causing my lives stock being reduced to only one or two at Stage 6. :V
Here's my replays from Practice (http://replays.gensokyou.org/download.php?id=24843) Mode (http://replays.gensokyou.org/download.php?id=24842).
I didn't use bomb on purpose on both replays. And as you guys can see, Shou completely obliterated me :(
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I watched the Shou one. A few tips:
On Shou's first card (and Nazrin's second as well), I find I survive way more often if I force myself to stay all the way at the bottom. It doesn't make sense, and my instincts always tell me to move up a bit, but every time I glue myself to the floor, I make it through.
Now, a few of the subsequent deaths wouldn't have even happened if you were still at full power, but two other things.
The last nonspell, try to stay mostly straight under, going no more than an inch to the side to dodge. There should always be room within that area. That way you never have to even look at all the lasers that go out at wide angles.
Then on Vajra, your first death was just inattentiveness to the red shots. You'll be able to focus on them more once you remember the lasers' pattern. But the second was because you moved up to get your power back, leaving you in a different quadrant that closes up. Getting back power is basically never worth going out of your way in UFO, because that 5/100 isn't gonna get you back up a level. If you die or bomb Vajra, get back to the section you started in.
Light Sign still blindsides me constantly too, so I can't help much there.
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I suck at Devil's Recitation. Any info at all I could use to make it a little easier, or is it all reflexes and the luck of the random bullets?
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The bubbles are aimed, the orbs are vaguely aimed. Nothing much to cheese that spell with.
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As I thought. I need more practice, but if I time that out I never have enough lives for LFS. :/
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You get 2 power from Superhuman which is kind of easy, so I don't see why timing out DR would be an issue.
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You get 2 power from Superhuman which is kind of easy, so I don't see why timing out DR would be an issue.
No, I need the lives for leeway in practice. I think I edited it after you read it. <_<
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The surprising thing about Devil's Recitation is that I find it easier waiting for the last second to dodge things -- near the bottom of the screen. When I go up on instinct to "avoid getting trapped", I usually end up overwhelmed by orbs that come from the side in an angle that makes them really hard to read.
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I can't for the life of me get past Princess Tenko without depleting my bomb supply and (most of the time) losing a life. Any tips? It's destroying me in the long run. =/
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There aren't a lot of tricks for it. What I do is repeatedly go up and down, so I'm hitting Ran half of the time. It also puts you in a cardinal direction from the epicenter of the blast, which makes the butterflies a lot easier to dodge.
Basically try to ensure that you can dodge the butterflies in a straight line and you should be good to go.
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Thank you~ I've improved a little, but it'll be a long time until I can capture it. On the bright side, I did capture Ultimate Buddhist and Chen. :derp:
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I've never tried it going up and down myself, maybe that's better. But my method is just to move far left and right, step down to fire and have the shots aimed straight down, then dodge out far left or right again, going slightly up. It's definitely one where Yukari's version is much easier. It's also about twice as hard on low-damage characters (ReimuA, SakuyaA), because the movement speeds up over time, and you won't be able to make it to the far sides.
Edit: Now I need help. Blink on Lunatic is now the only thing between me and having captured all spells on stages 1-5 in practice. I'm at 0/55 so far. Thing is, it's not even the mess of cards that Lunatic makes that's the problem - I suck at it even on Normal. It feels like luck hoping Reimu doesn't dash the wrong way while making purple blobs - if she doesn't, I'm fine that round, but if so, I'm totally trapped. And she always does in at least one of the three rounds you gotta survive.
My current method: low right corner until the first amulets all go red, then head to mid-upper left, then start heading right as soon as the first amulets come near. She bursts, and I start heading down the right wall. If she's dashed left, I survive onto the next round. If she goes down or starts gapping near me, I'm screwed. I know that to avoid her, I'd need to go somewhere OTHER than down the right wall if she's near it, but by the time I can see where she's headed, all the amulets are already homed in on the upper left side of the screen, meaning I can't go over there even if I read her movement quickly enough.
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Reimu charges at you. Try your best to make her path as vertical or horizontal as possible, so it's easy to stream. Dealing with a diagonal path is ugly.
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heh, I came to ask for the reimu last word, too. it's a pain and in the 20 attempts I've given it, I haven't managed yet.
another thing I just don't fucking get is kogasa's 2nd non. I know what to do, but I always end up getting hit because I was tapping too fast or too slow. is there some sort of help with the beats? what rhythm do I use? it keeps killing me (not that it's the only thing doing so, because last spell and first spell, but eh)
talking about the first spell: what can I do not to die with ReimuA? safespotting is for pussies, and I never got it anyway, because I usually ram kogasa :v tips, please.
okay, I know every hates it and it's a horrible spell, but if I want to NMNB stage 5, I need to know how to do varjia. What I currently do is "stream" it along the frame, but I keep getting laser'd.
Next one is Keine's last spell (the actual one). I don't get it. plainly as that. anything, please?
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Keine's last spell? The lasers are static; the other bullets are aimed. Find a starting point that works, and stream very slowly. Like this. (http://www.youtube.com/watch?v=NYU5pdXbE7M#t=4m10)
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another thing I just don't fucking get is kogasa's 2nd non. I know what to do, but I always end up getting hit because I was tapping too fast or too slow. is there some sort of help with the beats?
There's probably not much anyone can tell you to not fuck this one up. It's really just a non-spell where you gotta practice until you get the rythm down.
safespotting is for pussies
Well you'll be spending time in close proximity to one if you do the safespot. And given that it's Kogasa that should be plenty of reason to use the safespot in the first place. Another good reason would be that even super players does it so if you feel like you're being a pansy for safespotting, just incorporate some milking to justify yourself. A third option would be to not worry about being a pussy and just use that safespot because it's the smart thing to do.
Capturing the card with ReimuA is definitely possible without the safespot but it's a very unreliable affair and you'll probably have to rely heavily on RNG to pull through with it at all. So safespot that bitch. In case you're stubborn and don't want to do that my strategy is to not touch the bullets, note that sometimes you can pass through the purple (i think) bullet walls to get closer to the center. Stay clear of the umbrellas. For safespotting, i usually end the preceding non-spell just after dodging a wave of bullets at the middle of the screen so i have good time to move into the safespot. It's pretty large and I got it down consistently very quickly but it might take some practice.
Once you've gotten the safespot down, you might wanna move onto a more advanced technique. The one where you make sure to move in and out of the safespot whenever she moves. This can be tricky so you might just wanna keep a finger on the bomb key to be ready to deathbomb if she moves in your direction but that doesn't happen that often.
okay, I know every hates it and it's a horrible spell, but if I want to NMNB stage 5, I need to know how to do varjia. What I currently do is "stream" it along the frame, but I keep getting laser'd.
Move faster and avoid getting hit by the bullets. That's really all i can say.
Next one is Keine's last spell (the actual one). I don't get it. plainly as that. anything, please?
I think shots are aimed at your position for every third shot, but i'm not sure on this one. I found it possible to capture consistently by moving a bit to the side, then waiting three shots, then moving a bit more etc. You'll likely need to memorize where the lasers are gonna appear.
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well, I figured it'd be something like that for Kogasa's 2nd non.
for Keine's last spell: I always noticed the lasers being static and the bullets being aimed, but I always messed up the streaming, thus me thinking I am missing something :V apparently, I was just being bad. that's entirely alright.
> move faster. I cannot move faster than unfocused speed. maybe I should be more compact, instead.
for Kogasa's first spell: I laughed. you're right, I'd be spending a lot of time near a pussy, but it feels a lot like cheating if I go for a perfect stage; that's the thing. of course I don't want to rely on RNG if I want to clear/perfect it, but man, that might just be me. I'll see what I can/will do. I'll call it now, though: the perfect kogasa iis probably with the safespot :'D
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Reimu charges at you. Try your best to make her path as vertical or horizontal as possible, so it's easy to stream. Dealing with a diagonal path is ugly.
Thanks to her gapping I didn't even realize this. Thank you. 20 more tries and...
[attach=1]
Dunno if it was just luck, but the time I succeeded, I did it backwards, directing wave 1 up and wave 2 down in each round after the first.
TA-DA!
[attach=2]
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Stupid Miko - I can time it out without any trouble, but my record with capturing it isn't so great. Here's a replay of how I've gotten it a couple times - is this the best way to do it, or is there an easier method?
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I made it to Radiant Treasure Gun (http://replays.gensokyou.org/download.php?id=24974) :o
...so yeah, biggest issue at the moment is resource collection in Stage 2. Specifically, is there an efficient route which starts the stage with just one red or green UFO (or one of each)? I haven't managed to get that extra red UFO yet and am wondering how essential it is.
I've had trouble with the very last fairy wave before Ichirin, but now it seems like it can be streamed in one motion from the bottom. And would the way I started Dipper Creeping Close lead to four-corners?
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There are a couple of things I would do differently. Ending stage 1 with two reds isn't all that difficult. If you don't, you can reach the same results with a red and green, but it's gonna be more difficult.
The last fairy wave before Ichirin can indeed be streamed in one motion. The way you started the survival card was a bit odd to me. I doubt it's gonna help any, but I think my run (http://replays.gensokyou.org/download.php?id=24631) had halfway decent stages 1-4. Don't mind the death on Kogasa's first nonspell, it never really happens. The safespot should always be used. It's really easy.
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Stupid Miko - I can time it out without any trouble, but my record with capturing it isn't so great. Here's a replay of how I've gotten it a couple times - is this the best way to do it, or is there an easier method?
I can't watch your replay (or my own, for that matter) but I think I put together a pretty decent way of doing that spell a while ago. http://replays.gensokyou.org/download.php?id=18027
I think I just went in a big counterclockwise circle. Make sure to wait for Mamizou to bounce off the wall before approaching it yourself. Or something.
another thing I just don't fucking get is kogasa's 2nd non. I know what to do, but I always end up getting hit because I was tapping too fast or too slow. is there some sort of help with the beats? what rhythm do I use? it keeps killing me
Tap diagonally.
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Hm, pretty similar to what I was doing, though it looks like you don't have to cross over back through the homing cards as much, which is what I was doing to stay under her for longer. Thanks.
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Recollection: Princess Undine on Lunatic - Satori's MarisaB 2nd spell (Touhou 11, Stage 4).
How're you meant to capture/time out that card?
The lasers are aimed, so they need to be streamed I guess, and streaming as little as possible is probably best, but how on earth do you predicted which direction you're meant to stream the stuff before you get squashed against a wall with 1pixel's width space? :wat:
I'd really like to know how you're meant to overcome it consistently. [NB: it's destroying my NB attempts, yay. :ohdear:]
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Going to do an SA lunatic clear with ReimuB. Are there any good survival-focused replays available for that shot-type and is there anything else I need to know?
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Any tips for Satori's version of Mercury Poison? I feel as though if I see it enough times, I'll figure out how to dodge it, but I'm too lazy to play through stage 4 practice seeing as how the rest of it is pretty much trivial, so tips on where to look on the screen/what to look for would be much appreciated.
I made it to Radiant Treasure Gun (http://replays.gensokyou.org/download.php?id=24974) :o
...so yeah, biggest issue at the moment is resource collection in Stage 2. Specifically, is there an efficient route which starts the stage with just one red or green UFO (or one of each)? I haven't managed to get that extra red UFO yet and am wondering how essential it is.
I've had trouble with the very last fairy wave before Ichirin, but now it seems like it can be streamed in one motion from the bottom. And would the way I started Dipper Creeping Close lead to four-corners?
To be completely honest, your UFO route is overall pretty bad. You should pretty much only be getting reds, and should be wasting as few UFOs as possible. Right now, you're mostly getting them haphazardly, which WILL make your life hell if you aren't very, very comfortable with Shou/Byakuren. As someone who has pretty bad dodging skills, let me tell you that I basically bombed every pattern Shou/Byakuren had in my 1cc, which is basically where most of my bombs went during the run. You're dying at RTG because you pretty much ran out of resources. You can go much farther with a better UFO route. Basically try to pick up reds whenever, and utilize rainbows sparingly. Greens only in stage 6 of course.
As for stage 2, there are two essentially "perfect" (meaning you either don't waste any UFOs or waste 1, I don't remember which) routes you can take through it, one with two reds from stage 1, and one with one red and one green from stage 1. I'm not too comfortable with the first, seeing as how I believe the timing for that is far too strict for my tastes, but the second one is what I used for my 1cc. I double checked just now, and the path does indeed work for SanaeA, and I'm thus guessing for basically any shot type, so it should be fine. It goes like this:
-For the opening bit, do it as normal, but don't pick up a UFO token. Instead, stick with the rainbow token so it stays onscreen longer, and when the yin yang orbs start spawning, pick up the blue one to summon a rainbow UFO and stream the bullets from the bottom of the screen while killing the UFO.
-From there, pick up your 3 red tokens and summon a red UFO for the next wave of yin yang orbs. Pick up your two red tokens from the UFO and the one that spawns from the fairies.
-Summon a red UFO from the fairy after the next wave of yin yang orbs, and pick up the red token from that and the fairy that comes after. This part is a bit tricky since your timing for picking up the token immediately before Kogasa midboss is very tight. You may need to bomb to get it, but it'll be fine regardless of whether you do bomb or don't. From my experience, you won't be really hindered in stage 3 because you were down a bomb or something. One tip is that the UFO stays on screen long enough that if you time it properly, you can finish off Kogasa's non-spell and use the screen clear to run up and grab the token while it's red. If you aren't fast enough or something, you can totally use a bomb to skip the card. That way you won't get mad because of clip deaths/Kogasa being mean and moving away from you. Make sure you bomb after the card starts though. Otherwise you won't do any damage.
-If you do bomb the non-spell, try not to bomb the spell. You only need to bomb 1 in order to finish off Kogasa midboss fast enough to get enough enemies to spawn for the next bit to fill up a UFO. Using both would be a waste.
-Pick up the red token that Kogasa drops to summon a UFO. If you can pick it up immediately, then that's great, but I often find that it's too dangerous to do so, so it's fine if you wait a wave if you bombed Kogasa midboss, or finished her off quickly. If you didn't, then your red UFO won't get enough items to fill up. If you don't get enough point items to fill it up, you can try to salvage it by using a yin yang orb from the next part, but don't let the red UFO escape.
-You might need to bomb the next bit with the yin yang orbs and the fairies. You need to keep shooting, but the screen can fill up with bullets fairly quickly.
-Pick up all red tokens during the next bit. A bomb will help, and might even be necessary. If you can, try to only use one bomb during the entire stage portion. It's totally doable, and you get an extra bomb to use against Kogasa. I used it on her first card, but if you're safe spotting it, then you can get a free pass through one of Kogasa's final cards.
The UFO routes for the next 3 stages are much more of an open affair. You'll probably have to make adjustments on the fly. There are two reasons why you probably want this particular route through stage 2. 1) You waste exactly 0 UFOs, and you'll end up with almost maxed out lives when you get to Kogasa. 2) You'll start with exactly one red UFO token for stage 3, which, as it turns out, is the best starting set up for using UFOs to skip some of the harder bits of the stage. Less headache.
Recollection: Princess Undine on Lunatic - Satori's MarisaB 2nd spell (Touhou 11, Stage 4).
IMO that card is RNG BS, but maybe there is a way to get through it consistently. It's constantly wrecking me too, so I decided to study it a bit. I played a practice stage and timed it out to study it, and here's what I think:
-The card's difficulty is in large part determined by Satori's movements, similar to Yamame's opener. If she decides to move down, you're screwed. If she moves up, then the card is trivial. Basically you want to look for the cases where she moves down.
-For the most part, your most difficult situation is caused by the combination of Satori moving in a disfavorable way before she starts firing the lasers. She moves either two or three times between every laser fire, and your worst case scenario is something where she moves to the left, then right, then down, and begins firing lasers. You'll have the slower bullets trapping you and the lasers closing in very quickly with little space to maneuver.
-For the most part, the best/easiest things to read to determine where to move are the big and white bullets. Relative to the center laser she fires, you will want to be on the side opposite of them if Satori is near the middle of the screen, and I believe it's easier to dodge them while on the same side as them if she is higher up on the screen.
-I did notice that the above method isn't really foolproof, in that you will still end up with tough situations to dodge regardless of which side of the lasers you are on, but you will never hit either a wall or an absolutely impossible situation to dodge, which I think is probably most important.
-When Satori is near the middle of the screen, you absolutely don't want to dodge the small bullets by staying close to the center laser of the array that she fires. In my case, I found that I often got clipped by those lasers because I had to contend with both the slower, small bullets, the faster bullets, and the lasers constantly tracking my location. Try to squeeze through the small bullets to the other side if you see the opportunity.
Honestly though, I just plain have a difficult time with the card. It's a crap shoot for me.
Going to do an SA lunatic clear with ReimuB. Are there any good survival-focused replays available for that shot-type and is there anything else I need to know?
I used Nindella's because it was the first one I saw :V.
ReimuB's shots are weak, the homing/piercing does pretty much nothing, and the bomb sucks. Don't DO make a plan around them (since the weaker bomb makes it harder to gain power and skip stuff). You WILL NOT be able to skip any cards with her bombs, and you'll likely have to use 2 to skip a card. If you do use it, you'll want to plan your uses, because like MarisaB, the bomb doesn't move with you and only covers a certain portion of the screen, and since bullet density is smallest near the bottom, you won't get much damage out of it. Your best card skip candidates are the ones where lots of bullets spawn more or less on top of the boss, like Okuu's first card. If you don't plan your bombs, think of it more as a life as opposed to a screen clearer. Small damage, small bullet clearing capabilities.
You'll want to get very accustomed to certain areas of the game. The last bit of stage 3 is, for me at least, especially harrowing because the lasers disappear while in the bomb's area of effect, and I use those to help judge where the ones that are coming at me are going to hit, which killed me many, many times. Other than that, nothing really comes to mind. It's just a hard shot type to 1cc with if you're coming off of shot types where bombs can really trivialize stages/bosses with little thought/planning (ReimuA and ReimuC).
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Hey! You can 'skip' some things with ReimuB's bomb! :derp:
Stage 4, 2nd midboss Orin, stream the Ying-yang orbs bullets from the bottom-middle to right underneath Orin, and just as Orin spawns her red shards press X and tada!
Orin's 1st stage 5 Boss spell, lure fairies above Orin, then go right beneath her, bomb, and kill fairies as they walk into your bomb so that their suicide bullets are converted into your damaging bullets, can take out a massive massive chunk on her health!
ReimuB's bomb works wonders on Parsee's nons, if you're confident with regaining power back from stage 3 (the start ying-yangs, fairies and the purple ying-yangs afterward) then you may as well bomb them! Just remember to plant them square on her right as they start for maximum duration and damage.
Planting a bomb on Satori during any of her attacks (except for her 3rd Suika attack) can do alot of damage: Will pretty much skip nons if timed and place right, does alot of damage to terrifying hypnotism, a decent amount to Suika's 1st and quite a bit more to Suika's 2nd. Just remember that placement is important as you want as many spawned bullets in it as possible to do tons of damage.
There're a few other places where Suika bombs can do significant damage if planned and placed correctly, but really it takes some preparation and good handling, as a panic-bomb it's not good, but when planned it can be one of the strongest bombs!
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mm
Mmm, thanks for the help, nice to get advice from someone else trying to get past her, hehe.
For myself, Mercury Poison appears to be a pure dodging thing, but it's pretty damn hard to read, and seems to squash you if she goes down... I reckon it's sorta static though relative to her position, in the way that it's spawned, so practice will definitely help with it. Something to note though is that the WR replay from UKT bombs it, and I don't think the bomb was for score, so.... yeah, it's a tricky thing I think.
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Given that there are not a whole lot of areas in SA with enemies right on top of each other for extended periods, ReimuB's piercing obviously doesn't stand out like, say, MarisaA's does in UFO. It's simply not needed as much. A few areas where enemies are on top of each other, however, it actually is useful. She has an easier time surviving Stage 4 midboss-Orin without bombs than ReimuC does, in my experience. The green amulet streaming right after is also a bit less dense on average. If you like streaming the wisps right before Stage 5 midboss-Orin, she can kill the center orb at about the same time as ReimuA. Believe it or not, she can also plow straight through boss-Orin's first card at the bottom, something ReimuA can do but ReimuC can't (as far as I know, anyway). That's about it, though. :V
I've mentioned before that ReimuB works more like a weaker but slightly wider ReimuA - treat her like a forward-focus type and you'll do better. As for bombs, yeah, hers is pretty terrible, and the only skipping it'll allow you to do is when you time and position it right. Stage portions are more regulated, for instance you can time one during the laser grid before boss-Yuugi and attack a few orbs during the invincibility period to regain Power. Bosses are a different story, but cards like the Catwalk can still be skipped with one bomb (make sure you place it in the center!). Though at that point it sort of devolves into "learn the attacks so you don't have to bomb them", something that helps with every shot type but is more pronounced for ReimuB.
Fake edit: You shouldn't be needing to use bombs on Parsee and Satori's nonspells like Nindella said. Though his post reminded me that a well-placed bomb works wonders on Satori's second and third cards too.
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There are a couple of things I would do differently. Ending stage 1 with two reds isn't all that difficult. If you don't, you can reach the same results with a red and green, but it's gonna be more difficult.
The issue for me is the third red UFO during Nazrin. It always flies away before I can get it....
To be completely honest, your UFO route is overall pretty bad. You should pretty much only be getting reds, and should be wasting as few UFOs as possible. Right now, you're mostly getting them haphazardly, which WILL make your life hell if you aren't very, very comfortable with Shou/Byakuren. As someone who has pretty bad dodging skills, let me tell you that I basically bombed every pattern Shou/Byakuren had in my 1cc, which is basically where most of my bombs went during the run. You're dying at RTG because you pretty much ran out of resources. You can go much farther with a better UFO route. Basically try to pick up reds whenever, and utilize rainbows sparingly. Greens only in stage 6 of course.
As for stage 2, there are two essentially "perfect" (meaning you either don't waste any UFOs or waste 1, I don't remember which) routes you can take through it, one with two reds from stage 1, and one with one red and one green from stage 1. I'm not too comfortable with the first, seeing as how I believe the timing for that is far too strict for my tastes, but the second one is what I used for my 1cc. I double checked just now, and the path does indeed work for SanaeA, and I'm thus guessing for basically any shot type, so it should be fine.
...yeah. Things keep going wrong, so I often end up just trying to get anything I can (especially for Stage 3's orb spam, Stage 4's flowers fairies, and other parts where you're "supposed" to summon). Would you happen to have a replay/video of that run?
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There's a trick for that UFO token. You have to delay its color change during the second non or midboss spell for about half a second to a full second so it'll change path and not fly up during the midboss spell.
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The issue for me is the third red UFO during Nazrin. It always flies away before I can get it....
...yeah. Things keep going wrong, so I often end up just trying to get anything I can (especially for Stage 3's orb spam, Stage 4's flowers fairies, and other parts where you're "supposed" to summon). Would you happen to have a replay/video of that run?
Let me just say right now that I believe that I may have overloaded my frustration inhibitors while testing this out.
Alright so first thing's first. The UFO route where you end stage 1 with 1 red and 1 green? Not good for any purely forward shooters. It's designed primarily around SanaeB's lower forward shot power and much wider spread, so it works much better with SanaeB and ReimuB. Perhaps MarisaB as well, but I haven't tried it with her, so I'm not sure.
For the other shot types though, grabbing 2 reds during stage one leads to a much, much more stress-free stage 2. You won't have to deal with a gigantic mess of tokens on the screen, and I found that I sometimes had to use a bomb to grab all the tokens in time. Managing them is also painful with a forward shot type. So don't do it. Just don't do it. Honestly, you'll become far more frustrated using this method than if you use the double red token method as you are liable to make more mistakes using the red/green method using a forward shot type. Anyway, that was half of my pain. Figuring this out took, far, far too many attempts than I care to say.
The second half was trying to figure out how to pick up the stupid red token during Nazrin. I didn't manage it until I realized that I was babysitting the token for too long, meaning that it changes color/leaves the screen at the wrong time, plus I don't think I captured Busy Rod once while trying to figure this out. I still can't always get it, but it's actually doable for me now, which is nice. The trick is basically as Coreven said, and you can roughly check to see if you did it correctly or not by looking at the location/color of the token at the beginning of Busy Rod. If it's moving downwards through the middle and is red, then you need to spend a little bit more time with the token to get it to work right. Basically you want to collect the token at the bottom left area of the screen when it's red. You can check really any good survival replay for this. Jaimers's, Cor's, whatever. Just search them up on gensokyo. Honestly I don't think the run I talked about should see the life of day after doing the red token method.
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Alright so first thing's first. The UFO route where you end stage 1 with 1 red and 1 green? Not good for any purely forward shooters. It's designed primarily around SanaeB's lower forward shot power and much wider spread, so it works much better with SanaeB and ReimuB. Perhaps MarisaB as well, but I haven't tried it with her, so I'm not sure.
I see. Double red from stage 1 is all well and good for ReimuB and MarisaB. Any shot except SanaeB. Stage 2 was giving me a lot of shit with SB, I could try that red + green method. Maybe I'll get somewhere. Don't even bother with double reds for her, you'll just pop a vein.
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I see. Double red from stage 1 is all well and good for ReimuB and MarisaB. Any shot except SanaeB. Stage 2 was giving me a lot of shit with SB, I could try that red + green method. Maybe I'll get somewhere. Don't even bother with double reds for her, you'll just pop a vein.
Really? I've seen double reds work just fine with SanaeB in stage 2. In fact, I believe that the red+green strategy is in the minority, and if red+red works with basically all shot types, then I see no reason to use red+green at all. The only reason I used it is because I planned out a UFO path by myself, and though I'd heard of the red+red path, I'd never bothered to learn the timing.
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I agree. I've only seriously used SanaeB for survival, but stage 2's stage portion became noticeably easier once I learned how to finish stage 1 with two reds (meanwhile, midboss Nazrin became harder, but that's a much earlier point in the game to restart on). I think I had a pretty good early-game SanaeB red UFO route in my first Lunatic 1cc if you feel like watching it.
By the way I keep track of the midboss Nazrin token's color by what it is during the bullet clear between her nonspells. If it's blue as it's moving diagonally up-left from the bottom center, good, so focus on defeating Nazrin as fast as possible. If it's going to turn green, stay near it a little longer then focus on Nazrin. If it's already beyond moving diagonally up-left, then you took too long on her first nonspell.
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Really? I've seen double reds work just fine with SanaeB in stage 2. In fact, I believe that the red+green strategy is in the minority, and if red+red works with basically all shot types, then I see no reason to use red+green at all. The only reason I used it is because I planned out a UFO path by myself, and though I'd heard of the red+red path, I'd never bothered to learn the timing.
Of course it's just my UFO route that fails, since I'm bad and all. The way I do it basically requires moderately precise and strong forward fire, which is possible with anybody but SanaeB. Spread splash damage ruins it all. I've tried to modify it in a few ways but I always end up messing something up, accidentally killing the UFO instead of filling it (which is sort of a problem in other places of the game as well, only with SanaeB), killing enemies too early, stuff like that. Midboss Nazrin is a chore as well, but it's a minor annoyance compared to the shit I have to go through in stage 2.I think I had a pretty good early-game SanaeB red UFO route in my first Lunatic 1cc if you feel like watching it.
I guess I could learn something then, I'll take a look at it.
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Just three questions:
1. Marisa. Marisa's Magic Sign: Milky Way in IN. It just seems that the bullets from the sides home in on you and do not home in at will, with me dodging bullets from up, left, right, [thankfully not the bottom also] but getting hit after dodging by a bullet with seemingly no homing
2. Reisen (?) [Boss of stage 5]. Her Invisible Full Moon. I have no idea how to dodge it besides memory. Is there some sort of tell-tale sign/signal/method of finding out where the disappeared bullets are? Because I have to keep hiding at the corner or hug bottom line just to give myself some sort of reaction time to the disappearing/re-appearing bullets.
Also, how to dodge that bullet criss-crossing illusion thingy. I tried countless times in practise mode, but only succeed when I deathbomb/bomb it in the real stage. Not that I do not like bombing, but I want to save it for accidents during Invisible Full Moon as I do not have a response to it yet other than "Hug bottom, pray."
3. Final boss of Stage 6. Esoterica: Astronomical Entombing. It downright sucks that I can do next to no damage to the boss, and the shots just get faster and faster and denser, and I am bad with peripheral vision, unable to dodge things coming from top, left and right at the same time. Tried getting out of the Entombing with ReimuA, but still getting owned.
And yeah, I don't wanna get rid of the familiars... but if it is the only way, just tell me upfront [yes I read the previous posts]
Note that I am so bad, all these are done on Normal. Only Normal.
Also, if anyone can help me with Cirno's Icicle Fall card, would be appriciated. [LOL I know, played for laughs]
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Magic Milky Way is just dodging, there's no homing to it at all. It's a tricky card though and when I was going for normal I bombed it.
Invisible Full Moon has a "cheat sheet". You know the blue bullets? I use those a sight to see where I should be. There are 2 strategies, a dodge through one wave (stay next to the 5th blue bullet down) and a dodge through 0 wave (stay up close to Reisen at the 2nd bullet, though you do have to dodge the blues with this method).
Astronomical Entombing is another dodging card, and Reimu is very bad at destroying familiars so I would suggest staying focused and just dodging as best you can.
Reisen's 3rd spell you want to stay near the bottom and try to tackle it 1 set of bullets at a time. When the next set is fired you want to be in the middle though.
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Ok so in my morning run of SA, I attempted a MarisaC SA 1cc, but I got completely stone walled when I saw this card for the first time (and another time in stage practice): Extending Arm. I'm not joking. This thing is wrecking me. The lasers move extremely fast to the point that I can't read them, especially since the second bunch of lasers come so quickly after the first. Is this thing static based on Satori so I can dodge it the same every time? Please tell me it is, because I can't even skip it with a bomb due to how MarisaC's bomb works. I pretty much just run out of power and die, which makes things so much worse for Kappa's Pororoca.
1. Marisa. Marisa's Magic Sign: Milky Way in IN.
2. Reisen (?) [Boss of stage 5]. Her Invisible Full Moon.
Also, how to dodge that bullet criss-crossing illusion thingy.
3. Final boss of Stage 6. Esoterica: Astronomical Entombing.
Also, if anyone can help me with Cirno's Icicle Fall card, would be appriciated. [LOL I know, played for laughs]
1. It's pretty much like IHNN said. Preeetty much just dodging. Honestly dodging it is something that you'll just have to get used to as you practice more. One piece of advice is to try to get a feel for the bullets that are fired vertically downward at you. That pattern feels like it's static (or something), in that you don't really need much concentration to dodge it. Focus instead on the bullets coming from the sides instead, because those are your main issue. It may feel like you're dying more on the big stars, but it's far more likely that you're just panicking in reaction to the small ones. Bomb it if you need to.
2. For Invisible Full Moon, the bullets fade in on the exact same location on the screen every time. If you look to the right of the screen, see the crescent moon? You want to be aligned around the middle/lower middle of it, vertically speaking. So basically when the bullets fade out, run to that location, and when they fade in, follow them down towards the bottom of the screen. You should only need to dodge like one or two waves of bullets before they fade out again. Rinse and repeat.
For Reisen's cris-crossing card (I'm assuming that's her first card), it's the same trick as for Invisible Full Moon, but harder. When the bullets fade out, they will appear in the exact same location every single wave. You should run to the middle every wave, and find this sort of rounded diamond area while the bullets are faded out, and dash into it. Then you'll have to dodge a wave of cris-crossing bullets before you the bullets fade out again. I did find another way to do it, which is much safer, but much slower. Basically you want to follow the waves of bullets diagonally towards the bottom from the middle of the screen. That way you'll only have to dodge one circle of bullets instead of two. I can show you pictures/you can look at a replay if you don't really get it. Right now I can't though.
3. It's pretty much dodging. If you aren't too good at dodging bullets coming at you from 180 degrees though, I would suggest moving to the sides and taking out one or two familiars on each side to reduce the bullets coming at you from the extreme ends. It should be too hard to do in the beginning portion of the card.
Icicle Fall: Basically Icicle Fall Easy's pattern with Cirno shooting out yellow bullets. You can either dodge the entire array around the middle of the screen on either the right or left side, or you can get up much closer to Cirno and avoid the need to dodge the icicles at all. If you do the latter method though, be advised that the yellow bullets are aimed and the speed that they are fired at is based on your distance from Cirno. It should pretty much be basic streaming anyway. Just be sure to tap quickly enough.
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How do I do IN Stage 4B Marisa's second non-spell? I get trapped and clipped too much.
Also, for SA, are Yuugi's lasers somewhat static?
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How do I do IN Stage 4B Marisa's second non-spell? I get trapped and clipped too much.
I'm pretty sure it's static so you can just memorize a path and follow it to capture it successfully.
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Invisible Full Moon is totally possible to get just sitting along the bottom and micrododging. I know because I used to do this like an idiot, and don't recommend it. You may not have it open yet, but if you do (or can watch a YouTube of it), have a look at Last Word "Lunatic Red Eyes." That version is so fast and messy that it really shows off how you want to move up and down.
With Astronomical Entombing, I'll repeat what I learned on here recently: have a try of it with Marisa, and you can wipe out all the familiars really quickly. With Border or Scarlet teams though, your humans are too weak for this, and you'll take forever to try to kill them. Your best bet is to clear out one corner to give yourself a little room, then focus and kill Eirin as fast as possible. It's a really hard spell though - I can play most of the game on Lunatic, and I'll still fail Entombing on Easy pretty regularly with Border team,
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Thanks for all the help, but yeah, Icicle Fall was played for laughs... whatever.
And yeah, Marisa 4b's second non-spell has a very little gap between each (seemingly) wall of stars after the scattered ones fly out, so practice that stage until you can manage it perfectly.
For Astronomical Entombing I opted for the easy way: GTFO the damned entombing, then go right into Eirin's face and shoot her with bullets until she dies. Anyways, the only thing to fear is the damned bubbles, and her Life Bar falls pretty quick if you can dodge the bubbles and maintain fire, which is possible for the border team. Of course, Marisa...
Fun Fact: Good luck timing it out, it is 99 seconds, and if I am not wrong, doesn't reduce.
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Fun Fact: Good luck timing it out, it is 99 seconds, and if I am not wrong, doesn't reduce.
Longer than 99 secs, starts timing down eventually. At least that's how other spells work.
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Well, at least I am right about the part where you have an easier time if you shotgun Eirin down to the ground.
But at least Hourai Elixir just involves you dodging through it for 99 seconds, and the patterns are relatively easier.
*But I have yet to figure out if that spell is meant for you to be pacifist and focus on dodging, or you can try to shoot for an easier time. Cause Eirin x Sakuya's life bar doesn't decrease. AT ALL [At least that is what I see.] or in very miniscule amounts.
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How do I do IN Stage 4B Marisa's second non-spell? I get trapped and clipped too much.
Also, for SA, are Yuugi's lasers somewhat static?
Yuugi's 2nd Midboss non-spell lasers are sorta static based on her position and should play the same if you're underneath her vertical line (I think the red wave is aimed straight at you, the blue is kinda iffy as to how it works, but a sizable side-step dodges it anyway).
Yuugi's 2nd Boss non-spell lasers are all completely static based on her position. If you don't shoot, you can even get into the same safespot during the red lasers and completely milk it for graze (scoring stuff), might wanna check a WR or something for that as it's quite interesting.
Another tip for Yuugi's 2nd Boss non-spell is that the red lasers appear to lose their hitbox quite early (I think when they start shrinking?) so if you're trapped by the reds and see a wall of on-coming blue-lasers, you can try to quickly move out of the red-lasers when they start despawning just before the blues reach you, to avoid doing any very tight dodges.
Hope that was explained well.... hmm :ohdear:
Naturally, practice helps alot since it's almost a memorisable thing and not really something based on dodging prowess. Good luck!
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Hi. I would like to get any help available for timing out Red Oni Blue Oni in the PCB extra stage. PCB extra is probably my favorite stage of all the games and i'd ultimately like to do a pacifist no-deaths no-bombs deal for the entire stage but I am getting caught up on Red Oni Blue Oni every single time. I have no problem at all with it normally (I usually end the card after the second set of orbs go out, sometimes during the third and capture it constantly during normal runs) but timing it out they start to come out faster and faster until I am completely swarmed.
Here are two of my own replays for reference:
http://replays.gensokyou.org/download.php?id=25085
http://replays.gensokyou.org/download.php?id=25086
When I did a youtube and google search for "Red Oni Blue Oni timeout" to see if I could get any references the closest I could find was this video of someone timing out every one of Chen's cards except Red Oni Blue Oni xP http://www.youtube.com/watch?v=_tXiJkuakaQ When I look for extra stage pacifist runs I tend to see "Ran only" or "shooting during stage allowed" so I have not been able to find any videos or replays of someone else doing it yet.
Any tips / help is appreciated, thank you =)
- Elu
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But at least Hourai Elixir just involves you dodging through it for 99 seconds, and the patterns are relatively easier.
An interesting note: Hourai Elixir actually lasts 130 seconds, because the last 20 or so go in slow motion. As such, it almost exactly matches the combined time of all Kaguya's finals, which last 128 seconds. (Both by my timings - so it's close enough that they may be exactly the same).
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An interesting note: Hourai Elixir actually lasts 130 seconds, because the last 20 or so go in slow motion. As such, it almost exactly matches the combined time of all Kaguya's finals, which last 128 seconds. (Both by my timings - so it's close enough that they may be exactly the same).
At least it is in slow motion. Doesn't make it easier though, but I guess it is cold comfort in knowing that the timer is actually ticking down the first few parts of the spellcard, when you can still afford to look.
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Hi. I would like to get any help available for timing out Red Oni Blue Oni in the PCB extra stage.
I heard it gets faster. But all it means is that you have to restream more rigorously. (ie. change directions every 1 or 2 waves)
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Which team is the easiest to beat th08 Lunatic with?
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Which team is the easiest to beat th08 Lunatic with?
The top tier choices are forever Reimu [small hitbox] or Marisa [power to the Malice Cannon], but if you like shotgunning I suppose you can go Ghost team and get away with...
WAIT. This is a spellcard help section...
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Which team is the easiest to beat th08 Lunatic with?
Border Team is the most stable but Ghost Team has Yuyuko's spread for stages and Youmu's shot for bosses-if you can use it. Magic Team has the Malice Cannon and Scarlet Team can trivialize with memorization.
If you can control Youmu's shot then Ghost Team.
If you can handle the stages and can Malice Cannon effectively then Magic team.
If neither of the above, Border Team.
The top tier choices are forever Reimu [small hitbox] or Marisa [power to the Malice Cannon], but if you like shotgunning I suppose you can go Ghost team and get away with...
WAIT. This is a spellcard help section...
Spellcard help is a misnomer. ANY help fits here.
Ghost is horrendous.
This person is a blasphemer who never bothered to use them right.
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Which team is the easiest to beat th08 Lunatic with?
Border Team please. Ghost is horrendous. Magic is passable but worse in almost every way. Similar deal for Scarlet.
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I have not been able to find any videos or replays of someone else doing it yet.
Here you go. (http://replays.gensokyou.org/download.php?id=24956) For strategic help, all I can give is stream and turn everytime she stops shooting for a milliseconds which allows you to make a dash and create a gap for restreaming. Also get lucky with the RNG, that's how my "one lucky shot" did it. I'll watch your replays later and see what you did.
Oh, going for the full stage, enjoy Charming Dicknipples from all sides. Good luck.
I'll be contacting someone who is more consistent with timing it down and seeing if they can help you, I can't give you anything but that one replay, which hardly is a help.This person is a blasphemer who never bothered to use them right.
Controlling Youmu for correct familiar-timings is a hell, even for the simplest cancels to make your survival easier. Also she's fast as fuck, so I assume you'll enjoy dodging shit like Kaguya's first card or Marisa's first card without focusing. Or anything that requires really exact and little movements. Obviously, ghost team is a bad pick for player who wishes to clear the game for the first time.
I'd go with border team and bomb everything relatively threatening. That's how I do with every game and it's bad advice, but it'll get you a clear.
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If you want to use Youmu's shot for the power, go with solo Youmu, not ghost team. That way you actually keep the power when focused, at the cost of familiars always being solid, meaning they won't just safely pass through you when focused (becomes an issue for a few of Marisa's patterns). Yuyuko's spread is completely unnecessary; Youmu's shot actually gets very good stage coverage once you learn how to aim with it.
Still probably not the best shot type to go for a first 1cc on a given difficulty with. Border Team is much easier to use for survival, with the long deathbomb interval, homing/lock-on making aiming issues near-nonexistent, etc.
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Hi. I would like to get any help available for timing out Red Oni Blue Oni in the PCB extra stage. PCB extra is probably my favorite stage of all the games and i'd ultimately like to do a pacifist no-deaths no-bombs deal for the entire stage but I am getting caught up on Red Oni Blue Oni every single time. I have no problem at all with it normally (I usually end the card after the second set of orbs go out, sometimes during the third and capture it constantly during normal runs) but timing it out they start to come out faster and faster until I am completely swarmed.
Here are two of my own replays for reference:
http://replays.gensokyou.org/download.php?id=25085
http://replays.gensokyou.org/download.php?id=25086
When I did a youtube and google search for "Red Oni Blue Oni timeout" to see if I could get any references the closest I could find was this video of someone timing out every one of Chen's cards except Red Oni Blue Oni xP http://www.youtube.com/watch?v=_tXiJkuakaQ When I look for extra stage pacifist runs I tend to see "Ran only" or "shooting during stage allowed" so I have not been able to find any videos or replays of someone else doing it yet.
Any tips / help is appreciated, thank you =)
- Elu
Watched your replays real quick, and the problem I'm seeing is that you don't have the timing for restreaming the waves down properly. Instead you're getting trapped by the remnants of the previous wave and the wave coming at you, and dying because of it. If you're timing it out, I don't see any reason to start from the top of the screen and go down. It might be more comfortable to get into the rhythm required by starting at the bottom left/right and moving in the opposite direction. But really though, it's more of a timing issue than anything else. I believe there are audio cues as to when the bullets fire, so you should definitely use those to judge your movements. Good luck!
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Controlling Youmu for correct familiar-timings is a hell, even for the simplest cancels to make your survival easier. Also she's fast as fuck, so I assume you'll enjoy dodging shit like Kaguya's first card or Marisa's first card without focusing. Or anything that requires really exact and little movements. Obviously, ghost team is a bad pick for player who wishes to clear the game for the first time.
I said they were a good choice if you could use Youmu's shot effectively, and by that I mean switch to focused dodge bullets then unfocus, aiming all shots straight up.
Karisa, I find Youmu solo a much less stable shot type because there are times you want the familiar piercing, and a few cards become hellish with a solo human (namely Event Horizon)
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It's my latest try of MoF Hard, it went pretty nice until I got to deal with Sanae's last spell (which I've captured with no power in the previous run :/ ) and Kanako's nospells, which went just terrible. Could you please take a look at it and give me some advice? Also, be prepared for lots of preventive bombs during stages.
Thanks in advance :)
http://replays.gensokyou.org/download.php?id=25111
By the way, does Momiji look a bit easier here than on Normal, or is it only me?
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It's my latest try of MoF Hard, it went pretty nice until I got to deal with Sanae's last spell (which I've captured with no power in the previous run :/ ) and Kanako's nospells, which went just terrible. Could you please take a look at it and give me some advice? Also, be prepared for lots of preventive bombs during stages.
Some advice then (I only watched stage 5-6).
Stage 5 : you should try to bomb less the stage portion, in order to get to the boss with full power. Kill the big fairy before boss Sanae quickly, so you don't have to bomb the last waves. I usually bomb nearly everything Sanae has, so I won't be able to help here. Only obvious advice would be : don't die when you have bombs left.
Stage 6 : a large part of the stage portion is streaming (the blue-circles bullets are aimed at you, so just stand still and stream slowly), you could save lots of power with just a bit of practice.
About Kanako's nonspells :
1st one is really hard, maybe one of the hardest thing she has imo. If you are at full power, one bomb should be enough, even with ReimuA.
2nd one : stay under her, just a bit above the bottom of the screen. Then move just a bit to dodge each wave (left-right-left-right...). A bit tricky at first, since it will become hell if you move too much.
3rd one : don't know, I bomb it. There isn't any real trick here I guess.
4th one : Bubbles part : go to one side of the screen, then stream slowly. Try to end under her if you can. Knives part : same as bubbles, just be more careful. Bullet-lines part : no real trick, just learn to read it (and trust your hitbox).
If you're getting to Sanae with 6 extra lives like you did on the replay, you should be able to clear it by bombing everything threatening. Don't be afraid to continue-spam stage 6 when you get there, it will give you the practice you need.
Good luck :)
I have a bad replay of myself here (http://replays.gensokyou.org/download.php?id=23767) if you want, mainly to illustrate Kanako's second non since everything else was awful.
By the way, does Momiji look a bit easier here than on Normal, or is it only me?
Yeah, I had the same feeling.
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I said they were a good choice if you could use Youmu's shot effectively, and by that I mean switch to focused dodge bullets then unfocus, aiming all shots straight up.
As if the bullets leave huge moments of empty space during the middle of the spell? What's the point of the damage output if you're continually switching back to Yuyuko? There is no advantage to it. If you're some kind of superplayer, then maybe you can consistently dodge all of the attacks with Youmu's movement speed, while staying directly under the boss the whole time, okay. But were not talking about superplayers, and the ability to end a spell a couple seconds faster is pointless when you're making the whole thing twice as difficult in the process. The notion that that would be better than Yukari's very high damage output (with auto-targeting, slow speed, and small hitbox thrown in for the lulz) is completely absurd. Youmu is extremely hard to use compared to anyone else, and Yuyuko brings nothing to the table other than slow movement to correct Youmu's glaring weakness.
I agree with Karisa that if for some reason you really want to use Youmu, you're better of without Yuyuko, but anyone going for a first clear should use the Border Team anyway.
Your recommendations here bug me because someone was legitimately asking for the the team that gets the easiest Lunatic 1cc, and you gave him the opposite of good advice.
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I think I have no name meant pressing focus even briefly resets Youmu's shots' direction to shooting straight up.
But what are the reasons for th08 Lunatic being the easiest? How is it different from th07 Lunatic or th10 Lunatic?
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Your recommendations here bug me because someone was legitimately asking for the the team that gets the easiest Lunatic 1cc, and you gave him the opposite of good advice.
I cleared IN Lunatic with Ghost Team first. I gave a disclaimer that unless you're good with Youmu's shot it's not worth it. I don't see how that isn't good advice, speaking from my experiences. Note that I did suggest Border Team as a generic pick but went on to give other options if the player is good at other things.
I think I have no name meant pressing focus even briefly resets Youmu's shots' direction to shooting straight up.
But what are the reasons for th08 Lunatic being the easiest? How is it different from th07 Lunatic or th10 Lunatic?
IN lunatic throws bombs at you, coupled with the deathbomb mechanic makes it easier to avoid dying. PCB throws lives at you and the border mechanic makes it about as easy as IN to clear. MoF is not too hard (IMO) with liberal use of bombs outside of the wall for a new players that is Virtue of Wind God.
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Satori as Reimu B. What to do with Deep Mist Labyrinth?
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Should be a fairly simple card for you. Satori is constantly chasing you around (duh) so you'll have to move quickly to escape her. You just have to quickly read the bullets as you move. There isn't much time to stop to analyze the situation.
With a bit more practice you should be able to nail this one without issues RNG.
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Satori as Reimu B. What to do with Deep Mist Labyrinth?
Well for me at least, I bombed the hell out of it. Lead it around the screen a few times, then bomb once and sit on top of Satori. For me at least, it was way too easy to clip/run into bullets. I'm terrible at dodging through tiny moving gaps.
Otherwise, what you want to do is get a feel for how Satori moves. She moves in bursts, and doesn't do tight turns well, meaning that she'll do this arcing motion when you redirect her. A little bit of a problem if she overshoots you or something. The bullets left on screen last for roughly 2 to 3 of Satori's up and down motions. Meaning that if you lead Satori down the middle, then up a side, then down the middle, then up the other side, then down the middle again, then repeat, you'll be dealing with somewhere between 1.25 to 1.5 times the amount of bullets that Satori leaves when she goes through the middle of the screen once. I thought it was best to avoid that situation, so I divided the screen into fourths. For ease of explaining, number them from 1 to 4, left to right. When she starts, lead her down the middle, up 1, down 2, up 4, down 3, and repeat. Because Satori tends to overshoot you when you make her turn, I reasoned that her overshooting would make her run into the middle a bit more, so I avoided going through the middle except on the bottom of the screen, because Satori tends to move off the screen a bit when chasing you down there as you're sticking relatively close the bottom.
That was the best idea I could come up, but there are probably better ways of tackling it. I never managed a single capture in 30 runs, but I'm a terrible player, so you'll probably get more mileage out of that strategy than I did. At the very least I could survive for 1.5 of those loops so I only needed to use 1 bomb :V
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Red Oni Blue Oni related
I'll be contacting someone who is more consistent with timing it down and seeing if they can help you, I can't give you anything but that one replay, which hardly is a help.
Not as consistent as anyone would like to be, a gross overestimation of myself. But I made a couple of Red Oni Blue Oni timeout out of tens of tries.
https://dl.dropbox.com/u/20195246/cap/PCB/Replay.rar (https://dl.dropbox.com/u/20195246/cap/PCB/Replay.rar)
These replays are awful and inconclusive, though someone might see helpful cues from those, not me though. Besides, I really want to wave my e-peen around.
Notes :
I don't feel I was doing it right while making udRBO1 and udRBO2. No one should do it this way.
I screw up a lot during <10 timer mark while using udRBO3, udRBO4, and udRBO5 technique. Overall I feel those misses shouldn't have happened, and pretty confident it's the best way to handle it.
(Probably) Helpful facts :
The first three or four aimed red-blue waves are fired with slowest interval. I did it vertically for some other reason that isn't realted to timing out in mind.
Starting at eight or ninth waves, bullets are fired with quickest interval. Around 20 seconds left. You can try bruteforce your way out if you're comfortable with the waves after 20 seconds mark.
Tips :
Try to dodge things with horizontally in priority.
Hug the bottom edge of the screen.
Obviously don't stream the next wave in the same direction with the previous wave.
Maybe Sakuya would help with her faster focused movement, or I'm too used to her speed and having a bias. Mostlikely the latter.
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Thank you for all the help and advice with Red Oni Blue Oni timeout, I watched the replay Vee posted (I will check Zetzumarshen's out when I get some time tomorrow) and with a little rethinking how I approach it (and the free time to make some more shots) I think I can get it down now.
And yes I have noticed that Charming Siege is 50-50, sometimes I will time it out with 0 problems whatsoever and sometimes I feel like I am just being trapped, well, from all sides : P but I have timed it and most of Ran's other stuff out including Izuna Gongen (which I thought was going to be much tougher than it really was.)
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I managed to pull off the safespot on Suwako's second spell card. I guess it might help someone struggling with the spell normally (probably not though).
http://replays.gensokyou.org/download.php?id=25158
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So I got to Stage 4 with SanaeB for the first time and managed to continue-spam to Stage 6. I'm still not sure how to consistently do Stage 2 or the wall-fairies in Stage 3. Those were the main reasons I hadn't used SanaeB much before now, and they continue to be problematic with her lower power. Anything I might be missing?
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Can anyone give a quick look through this run (http://replays.gensokyou.org/download.php?id=25359) of UFO Lunatic SanaeA and see where I can improve? At this point I'm not sure if I'm doing most of the stuff right and the reason why I can't seem to get to Byakuren is due to my mistakes or if I'm doing stuff just plain wrong and my mistakes make this thing 20x harder than it should be. Also, is there any way of practicing faster danmaku without turning up the FPS to 90? I've tried 90 FPS before, but I really can't get used to/just plain hate/am annoyed at just how fast my character moves. It's just so weird for me. Non-Touhou is fine too, as long as it's runnable on a laptop with an integrated graphics card.
So I got to Stage 4 with SanaeB for the first time and managed to continue-spam to Stage 6. I'm still not sure how to consistently do Stage 2 or the wall-fairies in Stage 3. Those were the main reasons I hadn't used SanaeB much before now, and they continue to be problematic with her lower power. Anything I might be missing?
I have a good stage 2 in my 1cc (http://replays.gensokyou.org/download.php?id=25360). I used a red-green route, but a red-red works too. You just have less UFO token clutter on the screen after your first summon. Stage 3 is slightly trickier. I have a (somewhat poor) example run here (http://replays.gensokyou.org/download.php?id=25361). I assure you that my deaths during Ichirin midboss were (mostly) intentional; they were intended to get me down to 1 power to show that the part after her can be done with 1 power, so you can definitely do it with more power. I wanted to demonstrate a decent circling bit for the end portion of stage 3 as well, but I messed up so whatever. And you're not missing anything else for SanaeB. Past stage 3, she has clear waters thanks to her spread and her insanely powerful bomb.
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Also, is there any way of practicing faster danmaku without turning up the FPS to 90? I've tried 90 FPS before, but I really can't get used to/just plain hate/am annoyed at just how fast my character moves. It's just so weird for me.
PoDD. Ellen has some seductively slow movement if that's what you're into. And all of the bullets are fast of course.
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Can anyone give a quick look through this run (http://replays.gensokyou.org/download.php?id=25359) of UFO Lunatic SanaeA and see where I can improve? At this point I'm not sure if I'm doing most of the stuff right and the reason why I can't seem to get to Byakuren is due to my mistakes or if I'm doing stuff just plain wrong and my mistakes make this thing 20x harder than it should be.
You should use the safespot for Kogasa's first two attacks, besides that it looks like you have an idea of what you're doing, you just make a lot of mistakes. Your stage 5 was pretty bad, though.
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Is there any trick to getting more score in th09?
Just game over'd with less than 100000 left for an extend. I can't let this happen again.
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Is there any trick to getting more score in th09?
We should get a team of Oompa Loompas to come out a sing whenever this question is asked.
How high was your score, which character were you using, where did you lose your lives, etc? In general, you want to get the spell point counter as high as possible. Try to time the destruction of the fairies to prevent it from resetting, and of course, avoid getting hit at any cost. Particularly in the early stages that's important, since you can get anywhere between 1 to 5 million depending on how well you do, or even higher with some characters. Once you reach stage 6 and beyond, just worry mostly about survival I guess. The longer you survive against them before losing, the more points you'll get. So even if you lose once to every boss after stage 5, you can replace all of those lives.
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Saigyouji Flawless Nirvana. I've managed to rack up 350 attempts with no progress whatsoever. How is this even done?
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I basically only have 1 question for UFO:
Is there a technique for Murasa's third non-spell like there is for her second? I tried playing the stage and looking at my replays several times, but I can't seem to find a good path. Everything else is basically a matter of skill/consistency, not knowledge :(
PoDD. Ellen has some seductively slow movement if that's what you're into. And all of the bullets are fast of course.
Hm PC-98 games aren't exactly my cup of tea, but perhaps PoDD might be an the exception. I'll give it a try!
You should use the safespot for Kogasa's first two attacks, besides that it looks like you have an idea of what you're doing, you just make a lot of mistakes. Your stage 5 was pretty bad, though.
I don't like using safespots for attacks that I know I absolutely cannot dodge if I do them legitimately. I only use them to reduce the number of tries I have to do playing through tons of stages again because I accidentally clipped something stupid. See: Orin's opener, Orin's second non-spell, BoWaP, etc. I think the only exception to that preference is midboss Sakuya's non-card in EoSD Stage 5. I've actually never done it legitimately haha.
And yes, stage 5 is generally where I tend to make the most mistakes in a run. Somewhat frustrating to get into it with like 6 lives and not make it past Shou. I just hate and can't get used to how the power items/background makes it really hard for me to see the red bullets - glowing or arrows. The purple ones are fine though. Also, the entire post-Nazrin section is an absolute nightmare without SanaeB's magical spread and long bomb duration. Fairly annoying.
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I basically only have 1 question for UFO:
Is there a technique for Murasa's third non-spell like there is for her second? I tried playing the stage and looking at my replays several times, but I can't seem to find a good path. Everything else is basically a matter of skill/consistency, not knowledge :(
From what I've been seeing, there is, but it's just really hard to get used to :derp:
Anyone more proficent with UFO can correct me, but from watching people playing it there does seem to be a same repeating pattern for the 3rd non!
The real problem would probably be if the spell before glitches extra bullets on you... hehe :3
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I basically only have 1 question for UFO:
Is there a technique for Murasa's third non-spell like there is for her second? I tried playing the stage and looking at my replays several times, but I can't seem to find a good path.
There is, but the yellow bullets are randomly aimed, the previous spell might and usually will leave extra bullets to fuck you over, and repeating waves of the pattern linger and screw with your dodging.I just hate and can't get used to how the power items/background makes it really hard for me to see the red bullets - glowing or arrows. The purple ones are fine though. Also, the entire post-Nazrin section is an absolute nightmare without SanaeB's magical spread and long bomb duration. Fairly annoying.
Yeah, can't see shit, captain. I know that feel.
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Saigyouji Flawless Nirvana. I've managed to rack up 350 attempts with no progress whatsoever. How is this even done?
Read the red butterfly-waves. Dodge the blue-violet waves with vertical movements.
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I basically only have 1 question for UFO:
Is there a technique for Murasa's third non-spell like there is for her second? I tried playing the stage and looking at my replays several times, but I can't seem to find a good path. Everything else is basically a matter of skill/consistency, not knowledge :(
With enough practice, you'll start to notice that the gaps always appear in the same places. With enough practice you should be able to capture it consistently. Of course, it isn't exactly easy. You'll have to take into consideration that residue bullets from the previous spell can spawn in compromising positions and really give you a bad day so I'd keep a bomb ready but I've yet to see a formation of bullets that was undodgeable.
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I guess I'll once again link to a timeout I did of that nonspell. http://replays.gensokyou.org/download.php?id=17524
I can't say I've ever seen the yellow bullets screw me over or anything, but the leftovers from Sinkable Vortex can be a problem.
Hm PC-98 games aren't exactly my cup of tea, but perhaps PoDD might be an the exception. I'll give it a try!
It's very likely that it could be the exception. I'm not a huge fan of the other PC-98 games myself, but I'd say PoDD is one of the best games I've ever played, if not the absolute best. Do note however that recommending Ellen was kind of trollish on my part, but there's an important point I want to make (that I didn't feel like writing out before). Basically, you shouldn't avoid fast moving characters. Especially when dealing with fast bullets, high movement speed is a tremendous advantage, and not liking it is no excuse for not using 90fps to practice. It's something you should get used to, so that you can always take advantage of a character's speed whenever the opportunity presents itself.
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Hm PC-98 games aren't exactly my cup of tea, but perhaps PoDD might be an the exception. I'll give it a try!
Grouping the PC-98 games together? The first three are all pretty different, but LLS/MS have a lot in common with EoSD (which in my opinion plays more like LLS/MS than PCB/IN, if you go by the feel of the stages/patterns as opposed to the existence of stage practice, replays, etc). LLS is somewhat less polished, but I'd say MS is at least worth as much consideration as the early Windows games are.
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I tried playing PoDD this morning, but I ran into the same problem that I have with PoFV. My hands get sore very quickly when tapping the shoot button to shoot and not charge. I could only do a few stages before I could see my fire rate go down and my hand started to feel rather painful. Is there any way of not having to tap like a madman to shoot? Otherwise I absolutely can't play this. My hand will get wrecked within a few years at most.
Thanks to everyone for the advice on Murasa's non-card. I'll give Zil's timeout a watch when I can. I personally don't find the leftovers from Sinkable Vortex a problem because I generally have to bomb it in an actual run. It's not that hard, but I either tend to clip it at some point, or I get bad luck with Murasa's movements that make me even more likely to clip something.
Basically, you shouldn't avoid fast moving characters. Especially when dealing with fast bullets, high movement speed is a tremendous advantage, and not liking it is no excuse for not using 90fps to practice. It's something you should get used to, so that you can always take advantage of a character's speed whenever the opportunity presents itself.
It's not that I don't like fast movement speed, but stuff that requires any sort of rather tiny precision that isn't streaming or something like that just becomes far too aggravating for my liking. For example, I already have a tough time with Cloudy Way in Purple, and I already accidentally press a movement key for too long and crash into a bullet often enough. I don't think doing that at 90 fps with less precision would do wonders for my sanity. If there was a way to speed up the bullets without speeding up my movement speed, I'd be fine with it. I might try stage practicing instead of a full run with 90 fps. That might be somewhat useful... If getting accustomed to moving at 90 fps doesn't total my ability to move at 60 fps :V
Grouping the PC-98 games together? The first three are all pretty different, but LLS/MS have a lot in common with EoSD (which in my opinion plays more like LLS/MS than PCB/IN, if you go by the feel of the stages/patterns as opposed to the existence of stage practice, replays, etc). LLS is somewhat less polished, but I'd say MS is at least worth as much consideration as the early Windows games are.
I know for a fact that I can't stand LLS. The stages are far too long, and I basically get bored after a while and lose focus. I'm not sure about MS though. I think I tried it and found the early stages and bosses as less fun than those in EoSD (plus I always cracked up too hard at the super fast items after some point) and subsequently gave it up, but I'll try it again.
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Grouping the PC-98 games together? The first three are all pretty different, but LLS/MS have a lot in common with EoSD (which in my opinion plays more like LLS/MS than PCB/IN, if you go by the feel of the stages/patterns as opposed to the existence of stage practice, replays, etc). LLS is somewhat less polished, but I'd say MS is at least worth as much consideration as the early Windows games are.
I'm inclined to slightly disagree about EoSD. You're probably right about the stages, but in Mystic Square at least, most boss patterns are somewhat simpler and either aimed at the player, or very fast and based on reflexes (well, or both), while EoSD features quite a few slower but dense patterns. Oh, and much more meaningful and threatening midbosses. I think Yumeko and Sakuya illustrate this rather well - they're both knife-throwing maids, but their attacks are quite different in nature. Although I realize that Sara's similarity to Rumia goes a bit against what I said...
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Is there any way of not having to tap like a madman to shoot? Otherwise I absolutely can't play this. My hand will get wrecked within a few years at most.
Ideally you shouldn't be shooting very much at all. You target the lead enemy and then let the rest chain together. Anything super healthy like fireballs and bosses can just be spammed with charge attacks. Otherwise I don't know what to tell you. I never found it to be much of a problem myself.
It's not that I don't like fast movement speed, but stuff that requires any sort of rather tiny precision that isn't streaming or something like that just becomes far too aggravating for my liking. For example, I already have a tough time with Cloudy Way in Purple, and I already accidentally press a movement key for too long and crash into a bullet often enough. I don't think doing that at 90 fps with less precision would do wonders for my sanity. If there was a way to speed up the bullets without speeding up my movement speed, I'd be fine with it. I might try stage practicing instead of a full run with 90 fps. That might be somewhat useful... If getting accustomed to moving at 90 fps doesn't total my ability to move at 60 fps :V
Well that's true. Attacks like that purple thing will pretty much need to be bombed. (Those attacks are pretty stupid to begin with in my opinion.) You kind of put up with that stuff to play the good parts. Byakuren's nonspells, for example, are very doable at 90fps. Most of the nonspells in UFO are very good at that speed, in fact. Further, don't worry about it hurting your control at 60fps. It should improve it dramatically. Just play 90fps for a while and you'll see what I mean. It's worth putting up with the stupid parts.
About EoSD and late PC-98, I'll agree with Karisa there. Not only is the scoring similar (simple, stage by stage, rather than everything snowballing as you go), but the patterns have similarities as well. Smooth stage sections. Bosses use lots of attacks that fire in quick waves, as opposed to continual barrages. More straightforward, non-gimmicky, and faster paced in general. It certainly has it's differences from the PC-98 games, but it's even more different from PCB, IN, and onward.
Of course, this post is full of my personal opinions at this point, so don't take it too seriously. (I think I said I'm "not a huge fan of the PC-98 games" earlier. I phrased that poorly. I do like them, much more than I like the Windows games, just not nearly as much as I like PoDD and PoFV.) Bleh. Opinions, blogging, etc.
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Right, okay, how am I meant to do Guze Flash(on Hard, I'm not
mad very experienced)? It's literally the only spell in the entire game ('cept for most Lunatic spells, Skyfish with Unknown Shape, Mamizou's last 4 spells, and the Overdrives) that I cannot consistently do.
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I take back everything I said about 90 FPS for UFO Lunatic only. I tried doing 90 FPS for a number of games, but the only one that really made me go "holy crap" was UFO. SA was a bit too gimmicky for my liking, and holy crap glowing bullets (OKUU!!!) do not do well at 90 FPS. But 90 FPS UFO was the first thing in a long while that made me go "holy crap. That's HARD. EVERYTHING IS HARD!" I haven't had that feeling since my first UFO Lunatic 1cc. Amazing. I think I'll definitely play around with it some more. I also went back into 60 fps after like 5 minutes of 90 fps, and everything felt like it was moving through molasses. Jeez.
Ideally you shouldn't be shooting very much at all. You target the lead enemy and then let the rest chain together. Anything super healthy like fireballs and bosses can just be spammed with charge attacks. Otherwise I don't know what to tell you. I never found it to be much of a problem myself.
Well then I've been playing those games wrong the entire time. I've always thought that the level 1 charge was completely useless. The fact that I've only really played as Reimu in PoFV doesn't help that notion, because her charges just fly all over the place... I think her PoDD one is nice though. I'll give it another go later.
And please please please post more of your personal opinions. The world would be a very, very boring place if no one took opinions about subjective things seriously (though not too seriously.)
Right, okay, how am I meant to do Guze Flash(on Hard, I'm not mad very experienced)? It's literally the only spell in the entire game ('cept for most Lunatic spells, Skyfish with Unknown Shape, Mamizou's last 4 spells, and the Overdrives) that I cannot consistently do.
It was my hardest spell to capture on Hard as well. I do it by always dodging to the right of the yellow tinged one. You'll need to make adjustments as the firing angle rotates though. Doesn't work as well on Lunatic as you need make more adjustments, but it should work well enough for Hard. If it's still giving you trouble, I'd suggest just moving on to Lunatic and coming back for it.
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About EoSD and late PC-98, I'll agree with Karisa there. Not only is the scoring similar (simple, stage by stage, rather than everything snowballing as you go), but the patterns have similarities as well. Smooth stage sections. Bosses use lots of attacks that fire in quick waves, as opposed to continual barrages. More straightforward, non-gimmicky, and faster paced in general. It certainly has it's differences from the PC-98 games, but it's even more different from PCB, IN, and onward.
Don't forget the rank system. It's another reason why there's more reflex-based dodging/bombing involved, since you can't necessarily memorize certain patterns as obvious captures or auto-bombs (as I've normally done in survival runs). The way MS and EoSD give you lower resources than later games (until TD, but that has trances) contributes to this as well.
Also, EoSD's spells and nonspells aren't as distinguished as they are in later games. The Cirno, Meiling, and Remilia battles in particular seem like they wouldn't be out of place in LLS or MS mostly as is (but with one large health bar, a spell background throughout the entire battle, etc). Combined with the way Flandre's nonspells are so boring (they seem like they were added after the main portion of the battle was created), I've concluded that much of EoSD was likely designed before the spell system was added. (The Sakuya battle is structured more like the later games though, with a clear distinction between spells that have time-stop and non-spells that don't. But then, Yumeko also has a sort of alternation between super-speed aimed sword phases and not-so-frantic other phases...)
And yet another way I find EoSD similar to the PC-98 games is that despite auto-collecting existing, after stage 2 (where it's more a reward for reaching full power sooner) the game doesn't seem designed around reaching the POC during stage portions without bombing. In contrast, PCB and IN stage portions seem designed to allow reaching the POC after most waves of enemies, MoF gives you enough bombs to bomb for items wherever you don't have a clear path, and SA and UFO have alternate auto-collecting methods.
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Well then I've been playing those games wrong the entire time. I've always thought that the level 1 charge was completely useless.
In PoDD at least, the charge attack is extremely important, mainly because they have the quality of penetrating through everything. Most character's EX attacks in this game will block regular shots, and of course you'll never shoot your way through the big clusters of fireballs, so charge attacks are the most reliable way to get through that stuff, as well as protecting yourself from it. In Reimu's case, she has a high charge speed, and the charge attack covers the area right in front of her, which makes it excellent for shielding yourself from fireballs, especially since Reimu is often too slow to escape from under them. The drawback is that the amulets spread diagonally, so it's very hard to use on bosses. Even if you plant them on top of the boss, the damage is pretty low.
Actually, it's perhaps worth noting that the three top tier characters (Reimu, Rikako, and Yumemi) all have pretty clumsy charge attacks. The weaker character's charge attacks tend to be much easier to use, in my opinion.
I've concluded that much of EoSD was likely designed before the spell system was added.
That's an interesting idea. I think in Rumia's case you might say then that her first spell was actually an afterthought, stuck between what would have otherwise been two random attack phases. Also interesting is that Patchouli essentially doesn't use nonspells, and the two she has are almost identical.
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That's an interesting idea. I think in Rumia's case you might say then that her first spell was actually an afterthought, stuck between what would have otherwise been two random attack phases. Also interesting is that Patchouli essentially doesn't use nonspells, and the two she has are almost identical.
That sounds about right for Rumia. Especially since you get a glitched version of that first spell if you time out the nonspell on Easy, but that glitch doesn't occur if you time out, say, Meiling's second boss nonspell on Easy.
As for the midbosses, Daiyousei and Koakuma already fit the pattern of PC-98 midbosses, Rumia, Meiling, and stage 5 Sakuya seem like they'd fit as well if they were a generic character using only their nonspell, and stage 6 Sakuya already resembles a harder version of MS stage 2's midboss. Ex-Patchouli doesn't seem to fit, but it's possible there was some generic midboss first (the death fairy right before her, maybe? it's not like MS Extra's midboss has much health either) and she was added later.
I think someone should try to make a "PC-98" version of EoSD sometime. It'd have mostly the same patterns, but designed to look and sound like LLS/MS, without EoSD+ aspects of the series like spell cards, the POC, and character-specific bombs (though stage practice and replays can stay, they're convenient). I'd try to do it myself if I knew how.
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ARGH
Why am I so bad at Remilia's opener!? I captured Eternal Meek, yet died TWICE to this attack! DX
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ARGH
Why am I so bad at Remilia's opener!? I captured Eternal Meek, yet died TWICE to this attack! DX
Remi's opener requires a lot of proactive dodging. The bubble bullets are designed to block off the openings and pin you down, so you have to realize immediately when this will happen, and then successively dodge up through the opening before it would normally reach you.
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okay, I need help. not exactly with a spellcard or part of a stage, but with what to perfect next :V
as everyone here may know, I have done a bunch of stages, but I am uncertain which ones I should tackle next. I had a bunch in mind, but it came to nowhere. so yeah, you decide, if you care enough :V here's the list of what I could do.
Patchouli, Sakuya, Remilia, Prismrivers, Youmu, Yuyuko, Yukari, Reimu, Reisen, Kaguya, Mokou, Satori, Orin, Kogasa, Shou, Byakuren, Marisa (I am working on it, but only 1 stage at a time is...eh?), Mamizou, Rika, Gengetsu, Pc-98 Alice.
or, perhaps some other pc-98 stage? I dunno. so yeah, give me some suggestions, please. so many to choose from, so little time to do them.
EDIT: oh yeah, is there any way to make the input lag for the pc-98 less....horrible? I die a lot due to it, so...something that alleviates that wold be a great help. is there anything like that? vpatch for the old games :V
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okay, I need help. not exactly with a spellcard or part of a stage, but with what to perfect next :V
as everyone here may know, I have done a bunch of stages, but I am uncertain which ones I should tackle next. I had a bunch in mind, but it came to nowhere. so yeah, you decide, if you care enough :V here's the list of what I could do.
Patchouli, Sakuya, Remilia, Prismrivers, Youmu, Yuyuko, Yukari, Reimu, Reisen, Kaguya, Mokou, Satori, Orin, Kogasa, Shou, Byakuren, Marisa (I am working on it, but only 1 stage at a time is...eh?), Mamizou, Rika, Gengetsu, Pc-98 Alice.
or, perhaps some other pc-98 stage? I dunno. so yeah, give me some suggestions, please. so many to choose from, so little time to do them.
Reisen should be a piece of cake for you, go for it! :3
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You can never go wrong with Shou, Byakuren or Kogasa. Kogasa is not overly hard. You can do her. She wants you to.
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okay, I need help. not exactly with a spellcard or part of a stage, but with what to perfect next :V
as everyone here may know, I have done a bunch of stages, but I am uncertain which ones I should tackle next. I had a bunch in mind, but it came to nowhere. so yeah, you decide, if you care enough :V here's the list of what I could do.
Patchouli, Sakuya, Remilia, Prismrivers, Youmu, Yuyuko, Yukari, Reimu, Reisen, Kaguya, Mokou, Satori, Orin, Kogasa, Shou, Byakuren, Marisa (I am working on it, but only 1 stage at a time is...eh?), Mamizou, Rika, Gengetsu, Pc-98 Alice.
or, perhaps some other pc-98 stage? I dunno. so yeah, give me some suggestions, please. so many to choose from, so little time to do them.
EDIT: oh yeah, is there any way to make the input lag for the pc-98 less....horrible? I die a lot due to it, so...something that alleviates that wold be a great help. is there anything like that? vpatch for the old games :V
If you use Anex 86: Open the config menu from the emulator. Go to the "Video" tab, and click on Sync (it's set to Async by default). Set the Sync level to "1." Voila, you now have a lag-free PC-98 experience!
If you use T98-Next: lol dunno.
In return for this wonder tip (that should really be stickied somewhere because seriously this is very important information for PC-98 players), I request you give EX Alice a go.
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alright, thanks for the suggestions, guys. kogasa's already done and I'll give both byakuren (the 2nd non, why ;_;) and shou a few try each day. Reisen will be done soon, I apparently suck so hard at mind stopper that this one's actually difficult. who said tei was the hardest thing in that stage ? :'D oh god, why. but I don't think it will take too long.
and OH GOD, MS RUNS SO SMOOTHLY! I think I can definitely do it like that. so yeah, I'll do Ex Alice along with these. And as a plus, I'll figure her out on my own; not watching a video or something. got halfway through the fight on my first attempt, so...first things first: get a clear out of her; then work for the perfect. with this, I have 5 stages to go, 4 of which will take a while, I suppose. again, thanks =)
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ARGH
Why am I so bad at Remilia's opener!? I captured Eternal Meek, yet died TWICE to this attack! DX
The key to Remi's opener is to always dodge between two solid white bullets. There should always be one of these openings somewhere. Just look for it. As long as you never assume you can fit past a bubble bullet (because trust me, you can't), you should be able to get through it no problem.
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Not really a help question, but I didn't think this was worth its own thread.
Which PoFV characters are the least likely to defeat each other in Lunatic match mode? I feel like leaving the game running sometime to see how high of a score can be reached in a legitimate replay, just for fun. I tried Cirno vs. Mystia but Cirno seemed to have a slight advantage (after around 70 minutes, Cirno had hit Mystia 6 times but was only hit once herself).
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Not really a help question, but I didn't think this was worth its own thread.
Which PoFV characters are the least likely to defeat each other in Lunatic match mode? I feel like leaving the game running sometime to see how high of a score can be reached in a legitimate replay, just for fun. I tried Cirno vs. Mystia but Cirno seemed to have a slight advantage (after around 70 minutes, Cirno had hit Mystia 6 times but was only hit once herself).
Mystia, Reisen, and Tewi are good ones I think. Possibly Sakuya/Komachi/Lyrica? IIRC I had a Mystia vs Reisen fight last several hours with no hits before I has to close it to do something else.
For the purpose you're doing this, Reisen vs Reisen might be a good choice?
The ones I know can for sure hit others at least decently often are Aya, Medicine, Shiki, Reimu, Marisa, Yuuka, Lunasa, and sometimes Youmu/Cirno.
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How do I do Orin's 3rd card on lunatic? I'm reasonably consistent at the entire rest of the fight.
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orin's third should be needle hell or whatever it's called.
the rings are aimed at you, with a slightly off to the right. every shot is aimed at you - I have seen people who claim orin re-aims every second shot :V the small crap is random. so all you need to do is avoid the rings and dodge the small crap. that's all there is to. of course, doing can be quite difficult, due to the small crap making is difficult to escape from under the ring.
wait until she shoots the 2nd ring before moving, if you can. that way, you have to weave through the bullets less.
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(http://i.imgur.com/HL8YT.png)
I'd go with Mystia or Reisen, Karisa.
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Not really a help question, but I didn't think this was worth its own thread.
Which PoFV characters are the least likely to defeat each other in Lunatic match mode? I feel like leaving the game running sometime to see how high of a score can be reached in a legitimate replay, just for fun. I tried Cirno vs. Mystia but Cirno seemed to have a slight advantage (after around 70 minutes, Cirno had hit Mystia 6 times but was only hit once herself).
Is there someway to increase the game FPS instead of let the PC 70 minutes turned on with the game?
Also I am accepting hints about Patchy's Red Flare on EoSD, that spellcard is insane :(
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Do you mean Royalflare? If so, memorize it. Playing as ReimuB, you can just dodge most of it and then when the right moment comes, move to the left side of the screen and then back in again. But really, rather than me explaining a method, you should just look up a replay or a youtube video of it to see it done. There are timeouts of it. Find one of those and copy the movements.
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Mikoto Yaobi on Lunatic.
Practically the entire fight. I can do the 3rd non, Reimu's solo card, and the last card with consistency, and pretty much nothing else.
Haaaaaaaaaalp?
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Is there someway to increase the game FPS instead of let the PC 70 minutes turned on with the game?
Why not? People have done 90fps runs of PoFV before. Might as well set the FPS as high as your computer (or the patch, if there's a limit) can handle.
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II once accidentially set the fps to 690, and it was 690, so I don't think there's a limit for the vpatch. just saying.
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Wrong thread, for the original post, but I've got a question anyway!
Seeing those PoFV times for CPU battles, what if the character in question were to attempt a 1CC? Is it even feasible against the AI or is a different AI at work in Story Mode and CPU battles?
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Yeah, the AI works differently in story mode. It has a hidden timer or something and eventually lets you hit it.
As for which characters to set against each other, I'd say Reisen over Mystia, because she can protect herself more easily with her scope. Komachi may also be an option, but Reisen's still probably better.
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Yeah, the AI works differently in story mode. It has a hidden timer or something and eventually lets you hit it.
With the exception of first round Shikieki, if I'm not mistaken, who is pretty much the same as Lunatic Match Mode AI. So I think with characters like Reisen or Mystia it's pretty much impossible to no death 1cc D:
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With the exception of first round Shikieki, if I'm not mistaken, who is pretty much the same as Lunatic Match Mode AI. So I think with characters like Reisen or Mystia it's pretty much impossible to no death 1cc D:
This.
Reimu can win first round though. (http://www.youtube.com/watch?v=5fQLpnoyzDI)
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okay, is there a way to make big crunch not marisa's thing that kills me almost every time? it's the bane of my existence. died twice to it last time :/ it's not impossible for me to capture it as of now, but it's just so difficult that I fear for my life every time I enter it.
I don't mind if there's no way, but if there is, tell me. I can already tell it's going to cause me into having a whole lot of 1MNB runs :V which in itself is already pretty darn good for gfw extra, just not good enough.
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Freeze as the orbs move out, move in, and shotgun Marisa. Then, -before- the orbs start moving back in, go towards one of the lower corners (left might be easier), freeze, then slip into the corner. Keep shooting to restore your charge, then freeze as the orbs start moving in. You should have room to move under Marisa and shoot her from the bottom of the screen. Just repeat that as necessary. Pretty trivial when done properly.
With the exception of first round Shikieki, if I'm not mistaken, who is pretty much the same as Lunatic Match Mode AI. So I think with characters like Reisen or Mystia it's pretty much impossible to no death 1cc D:
Actually, I'd be very surprised if that were the case. She's perfectly beatable on the lower difficulties, so I suspect that with Lunatic it's just that she lasts an obscenely long time before letting herself get hit. Someone like K.B. might know for certain.
I might also say that if she really were unbeatable, and you were somehow able to survive (which is relatively doable as Reisen, for instance), you'd have pretty much unlimited scoring potential, and that alone might be a reason to doubt that she's designed to last forever at max rank. Assuming ZUN cared about the scoring enough, anyway.
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Regarding Big Crunch, the stars that form by the circling familiars are the ones that turn into fireballs / purple stars, so freezing them constantly is also one way of doing it. (like, grazing as much as possible, avoiding the familiars)
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thanks guys. just tried it and it works fine. I'm not getting hit by the balls ever again :V incidentially, this was also my best run with 2DNB. first death to open universe of all things. super silly, too. 2nd was to the non after that because fireballs overlapping when I though there's a gap free. derp. gut it was a really good run and marisa seems within reach now. Expect the perfect marisa before 2013 :V
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Assuming ZUN cared about the scoring enough, anyway.
I've never thought he did for PoFV (or PoDD). Too much inconsistency with being reliant on how long your opponent survives. Most of the other scoring systems from LLS onward are much more consistent (except EoSD maybe, but going for canceled bullets doesn't seem to be the intended system anyway).
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Actually, I'd be very surprised if that were the case. She's perfectly beatable on the lower difficulties, so I suspect that with Lunatic it's just that she lasts an obscenely long time before letting herself get hit. Someone like K.B. might know for certain.
I might also say that if she really were unbeatable, and you were somehow able to survive (which is relatively doable as Reisen, for instance), you'd have pretty much unlimited scoring potential, and that alone might be a reason to doubt that she's designed to last forever at max rank. Assuming ZUN cared about the scoring enough, anyway.
I didn't even think she allows herself to get hit on Normal/Hard (obviously not the case with Easy). Do you have a replay of someone defeating first round Shikeiki on Normal/Hard/Lunatic with someone like Reisen or Mystia who will almost never hit the AI trying to not get hit?
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Other than improving at random dodging and learning the game's system better, does anyone have any tips for surviving Eiki's patterns? My normal game against her after about 1:00 in is just firing off Lv 2 after Lv 2, praying that each one gets me enough power back for another. I know if I stop shooting things it'll eventually clear up my own screen by not providing her shots to repel, but I can't survive at all without shooting away as many pellets as I can, once things get fast.
(I'm only on Normal for most characters in PoFV, and even there I haven't cleared half of them - I basically rely on having 4 spare lives to waste on her, and some characters just aren't scoring enough to have that many. Meanwhile I can beat Hard with Mystia because she gets so many lives...)
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I didn't even think she allows herself to get hit on Normal/Hard (obviously not the case with Easy). Do you have a replay of someone defeating first round Shikeiki on Normal/Hard/Lunatic with someone like Reisen or Mystia who will almost never hit the AI trying to not get hit?
I have some memory of getting her down to a half heart with Komachi, after no-missing the rest of the game. I don't have that replay though, and I can't honestly say I've seen any runs that beat her on the first round beyond Easy mode. So uh... maybe you're right actually. I felt like I'd seen it before on Normal but I guess not. :V
Other than improving at random dodging and learning the game's system better, does anyone have any tips for surviving Eiki's patterns? My normal game against her after about 1:00 in is just firing off Lv 2 after Lv 2, praying that each one gets me enough power back for another. I know if I stop shooting things it'll eventually clear up my own screen by not providing her shots to repel, but I can't survive at all without shooting away as many pellets as I can, once things get fast.
Try switching sides constantly. Since it's all loosely aimed you can kinda avoid a lot of stuff like that. And use the charge invincibility to hop through the walls she makes. That's always fun.
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Zil, normal people don't use charge invincibility in their gameplay. only you and possibly K.B do that :V
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I do it
versus Marisa and that's it
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Urg, attempted a TD Extra run earlier as Reimu, game over'd on Seventh Duel "Wild Deserted Island" although I've only captured it in Spell Practice after 65 attempts :V and after 47 attempts at Transformation "Pseudo-Exorcism of the Stupid Shrine Maiden" I still don't have the foggiest idea how to capture it =/
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Charge invincibility = ?
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and after 47 attempts at Transformation "Pseudo-Exorcism of the Stupid Shrine Maiden" I still don't have the foggiest idea how to capture it =/
Here's how I used to do it. http://replays.gensokyou.org/download.php?id=18027 I can't say it's the best way or anything, but it worked for me.
Charge invincibility = ?
You're momentarily invincible when you use a charge attack. http://www.youtube.com/watch?v=KGW410ayASs
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Hah.
I think here's my biggest problem - let's say I want to let things clear up a bit, so I stop shooting. Now I need to dodge a ton of little pellets. But moving around focused causes the spirits to activate, causing more of a mess if I'm not shooting them. But I can't even imagine dodging all that mess without focus.
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I really don't think you want to just stop shooting like that. Unless maybe you can sort of play a super cowardly game for the whole match. I'm not sure how well that works though. Otherwise the only reason I think you should stop shooting is to reset your spell points, and that shouldn't take very long. Suddenly going full pacifist in the middle of the match would probably just get you overwhelmed, especially since continually reflecting things gets you spells faster. I guess you might try to avoid reflecting her spell attack and the one boss pattern that uses pellets, since those cause the most mayhem, but again I don't see how you could do that unless you were holding back the whole time.
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About playing cowardly the whole match - I did some very brief and un-extensive tests, but I THINK the CPU's built-in timer for when it decides to get hit stop counting down if you haven't been shooting for several. Just like how in PoFV extra, the timer you can actually see stops counting down. ZUN apparently thought it was needed in Extra, so maybe he thought so for the main mode too...
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Cranberry Trap and Counter Clock. Marisa B. Halp ;-;
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Oh. Okay. I guess I misunderstood the strategy page on wiki. I'll stop trying to stop firing then... now just to deal with the original mess.
Counter Clock is one of the easier ones once you get the pattern down. Round 1 you want to move FAR left, round 2 FAR right, then round 3 you start in the center and slowly move up. Then it repeats.
The trick is that if you move left/right too soon, you'll get the clock spawning onto you. So you need to stay near the center until the lasers fire, then follow the quadrant you're in towards the side. The lasers don't have hitbox right away, so you can pass through them at first - but if you're a bit too far over and think you're going through, you'll get clipped.
Probably the hardest part is returning to center from the sides, because if you don't dodge through the red balls before they end, you won't be centered enough when the next clocks fire.
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Yoshika's third non. I take it this depends a lot on her movement RNG.
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Yoshika's third non. I take it this depends a lot on her movement RNG.
Double checked this one to make sure, but no, I believe she always moves towards you. She just moves very slowly. It's just tough dodging. You can think of it a little bit like Aura of Justice. It's rather easy to time it out; just go where Yoshika isn't. Bullet density is lower there. It's harder to capture since you have to stay rather close to her, and bullet density is thickest under her. Since you're going for NBNT, if it bothers you THAT much, you might want to consider timing it out instead. You'll lose the life spirit, but if you don't need every last one to get an extend, then see if you can just time it out instead.
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Mikoto Yaobi on Lunatic.
I don't personally know how to do it (curse you inability to do Lunatic!), but Jaimers did a Lunatic 1cc of Marine Benefit. Looking at replays helps sometimes.
In my opinion, though, her nonspells are really fricking difficult. I hate them so much.
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A lot of people have done 1ccs, myself and Malky included. It's a matter of knowing how to dodge the patterns for attempting a perfect.
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(curse you inability to do Lunatic!)
this is me in a Nutshell :V I can barely 1CC IN on normal with the Border Team let alone Lunatic in any game, did attempt a Lunatic run in MoF once, gave up after the getting to Stage 2 :P
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Mikoto Yaobi on Lunatic.
Practically the entire fight. I can do the 3rd non, Reimu's solo card, and the last card with consistency, and pretty much nothing else.
Haaaaaaaaaalp?
2nd spell is the only other thing I'm good at, I usually just try to kill all the fairies before I attack Mikoto for the few seconds until she launches a new wave. How do you do it?
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Mikoto Yaobi on Lunatic.
Practically the entire fight. I can do the 3rd non, Reimu's solo card, and the last card with consistency, and pretty much nothing else.
Haaaaaaaaaalp?
Breaking critical point is done like this. (http://www.youtube.com/watch?v=rWFDbiUX4_8&hd=1&t=26m57s)
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2nd spell is the only other thing I'm good at, I usually just try to kill all the fairies before I attack Mikoto for the few seconds until she launches a new wave. How do you do it?
In theory, the same way. In practice, I'm already underpowered because of an earlier death, which means I can't do it in time, and wind up just dropping a bomb next to Mikoto.
Breaking critical point is done like this. (http://www.youtube.com/watch?v=rWFDbiUX4_8&hd=1&t=26m57s)
That really helps, thanks. Now I need to start actually not sucking, at least enough to read that thing. :V
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Since you're going for NBNT, if it bothers you THAT much, you might want to consider timing it out instead. You'll lose the life spirit, but if you don't need every last one to get an extend, then see if you can just time it out instead.
This isn't SA. Nonspells don't give life parts. And neither does Yoshika's final spell, so feel free to time that out.
However, if you're doing NBNT, you actually need pretty much every single life spirit in the game to reach the 15 extend (it takes 8+10+12+15=45, there are 48 total, you'll likely miss two by not defeating Kogasa fast enough, and you'd probably prefer to reach the extend before Avoidance of Defiance rather than after). If you miss a life spirit, well, hopefully either you don't need that last extend, or one of your death trances manages to double a life part.
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However, if you're doing NBNT, you actually need pretty much every single life spirit in the game to reach the 15 extend (it takes 8+10+12+15=45, there are 48 total, you'll likely miss two by not defeating Kogasa fast enough, and you'd probably prefer to reach the extend before Avoidance of Defiance rather than after). If you miss a life spirit, well, hopefully either you don't need that last extend, or one of your death trances manages to double a life part.
Timing a death trance at Gagouji generally gives me 2 extra, but eh. It's a tradeoff. Since the only two spells I'd use the last life on are not incredibly difficult and I probably wouldn't have enough spirits to deathtrance them, I think I can just ignore the 15 extend anyways.
this is me in a Nutshell :V I can barely 1CC IN on normal with the Border Team let alone Lunatic in any game, did attempt a Lunatic run in MoF once, gave up after the getting to Stage 2 :P
Man, I remember when I couldn't pass Stage 3 in any Lunatics. I think it partly took a few years of playing arcade shmups to whip me into shape and drill in the lesson that 1) you have to keep playing even when you think you've hit a wall or it's gotten "too hard" i.e. the challenge is mostly psychological, and 2) you have to abuse the fuck out of every tool for practice. This includes replays.
On the other hand, Jaimers went into bullet hell games fully aware of their memo-based nature, studied the crap out of that "how to do SA extra" guide, and got it pretty soon after picking the games up. Did it benefit him? Well, judge for yourself :V
So don't say you can't do Lunatic mode. That's the only thing stopping you from doing Lunatic mode.
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Stage 5 Orin midboss first nonspell (normal/hard): fling myself left and right to stay in a track or dodge between the shots? Neither has much reliability for me.
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Stage 5 Orin midboss first nonspell (normal/hard): fling myself left and right to stay in a track or dodge between the shots? Neither has much reliability for me.
You've gotta follow the lanes as the easiest method, depending on which lane you follow, what shottype you are and how good your control is (unfocus focus alot? able to do it 90% focused? only unfocus?) will dictate how fast you kill it off. eg. ReimuC has a nightmare of a time killing it off if you unfocus during it, hahaha. :derp:
On Lunatic at least, you can cut in-between lanes rather than always following them to stay underneath Orin longer, but I'm not too good at it myself and find it too risky. As long as you kill it then it's fine, since you've got to remember that the longer the midboss battle is, the shorter the Popcorn section after, so timing down this spell alot before killing it helps.
Really, it'd help to give it a few tries in practice, it takes a bit to get used to how fast you're meant to travel along the lanes. :wat:
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Any tips on SFN? I seem to get overwhelmed easily once it's < 50s.
http://replays.gensokyou.org/download.php?id=25505
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This isn't SA. Nonspells don't give life parts. And neither does Yoshika's final spell, so feel free to time that out.
However, if you're doing NBNT, you actually need pretty much every single life spirit in the game to reach the 15 extend (it takes 8+10+12+15=45, there are 48 total, you'll likely miss two by not defeating Kogasa fast enough, and you'd probably prefer to reach the extend before Avoidance of Defiance rather than after). If you miss a life spirit, well, hopefully either you don't need that last extend, or one of your death trances manages to double a life part.
Derp. I forgot that it's only after every spell card (except for the last) in TD. It would get pretty outrageous if it was after every non-spell. Imagine how many spirits Miko or Sado would give :V
Stage 5 Orin midboss first nonspell (normal/hard): fling myself left and right to stay in a track or dodge between the shots? Neither has much reliability for me.
Both are viable strategies, but it will take practice to do either consistently. If you follow tracks, what you don't want to do is have to go up a wall. I find that starting in the track to the right of the middle cuts down on far you need to go up a wall if you do need to do it, but you will have to bomb it with some shot types. You just can't do enough damage to finish it before you time it out. If you do bomb it as ReimuA/C (maybe MarisaA?), make sure to try to do it after dodging through the lanes a bit. The bomb will carry over into the second non-spell, and you can get some free damage/avoid the possibility of clipping bullets.
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Sorry for being late to the PoFV party.
Someone like K.B. might know for certain.
eb (among others) has said essentially what Star King said. I don't know if it's true, but I haven't seen it disproved.
I only research what a mere mortal could put to use. For your needs, Zil, you'll have to do your own investigation.
Oh. Okay. I guess I misunderstood the strategy page on wiki. I'll stop trying to stop firing then... now just to deal with the original mess.
That exact section bugged me for a long time. I finally decided that what it's trying to say (or what it should say) is that there's value in only cancelling what you need to cancel, at least for survival when things get hairy. You can shoot less and be more precise, only killing a small part of a fairy chain or only killing the activated spirit right above you, clearing a safe area/path for you while letting a lot of the pellets exit the screen. You'll lose out on score and charge refill, and it'll prevent you from fully pressing a human opponent, but if it keeps you from getting hit then it's probably worth it. I'm not sure if I use it much at all against most characters, but I've used it a lot against Medicine (although my main goal there is to kill fewer spirits so I see less poison come back at me).
That said, I certainly wouldn't call it a "style", as the wiki page does. It's a situational thing, and it's really just a side effect of learning to use bullet-cancelling for defense.
I THINK the CPU's built-in timer for when it decides to get hit stop counting down if you haven't been shooting for several.
I'd buy that.
edit:
And use the charge invincibility to hop through the walls she makes.
Agreed on the recommendation, and I'd still use the invincibility frames, but I got to thinking... I bet you could get down the timing and reliably jump through them without using lvl1s. After all, those hot dogs are more bark than bite (http://imageshack.us/a/img819/3391/pofvbullethitboxes.png).
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All right, Yoshika's 3rd non is just a matter of moving away for the first wave, avoiding a few fast bullets, and then staying under her. Seiga's on the other hand are really fucking thick. Her 3rd is not bad but her first and second are total luckshit. Is there any way to avoid being shat on by a wall of kunai and jellybeans?
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After all, those hot dogs are more bark than bite (http://imageshack.us/a/img819/3391/pofvbullethitboxes.png).
No wonder Sakuya's EX attacks are such BS...
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edit:Agreed on the recommendation, and I'd still use the invincibility frames, but I got to thinking... I bet you could get down the timing and reliably jump through them without using lvl1s. After all, those hot dogs are more bark than bite (http://imageshack.us/a/img819/3391/pofvbullethitboxes.png).
You can do that, yeah. Especially once you've died a bunch of times and everything's really slow, it's actually not that hard. Getting through at max rank is another story though. Also, if you're sure you'll be hit otherwise, it's probably worth lunging into the wall and hoping you luck out, doing your best to aim for the spaces.
And about pseudo-pacifying story mode, it seems to be just like how Extra mode works, yeah. If you carefully shoot only one fairy at a time, the AI eventually loses the match. Lily can really screw you up if you're doing that though, since the AI reflects everything, and often gets a boss attack out of it, and if you start reflecting things it's pretty much impossible to stop. Then your score will of course be terrible anyway, so you'll have no lives to work with. I think the only real use for this kind of playing would be once you've earned all the extends (or enough points. i.e. try to cheese Medicine or someone if you can score enough from all the other characters), you can kinda buy yourself some time in the beginning of a match, then start going all out once Lily appears, and maybe then you've slightly shortened the amount of time you have to spend dodging anything difficult. (Also note that you can probably stop shooting entirely to just delay the match until Lily shows up, if you have the patience, and the interest in scoring.)
All right, Yoshika's 3rd non is just a matter of moving away for the first wave, avoiding a few fast bullets, and then staying under her. Seiga's on the other hand are really fucking thick. Her 3rd is not bad but her first and second are total luckshit. Is there any way to avoid being shat on by a wall of kunai and jellybeans?
I'm guessing you know the beans are aimed. Try to position yourself so you go through the kunai and the beans separately. So avoid Yoshika sometimes, or rush up through the kunai and stay above them for a bit, or whatever works. Don't be too worried about not shooting Seiga. You aren't in any rush, really.
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Well, I think I got rid of some of the more outstanding issues. There are still a few specific attacks that trouble me, though. Let me make a list.
- Heal By Desire. Marisa is too weak to do it streaming side-to-side, so I have to stream it top down. This is very iffy, because the jellybeans tend to get in the way when I sneak out one side and make my way back to the top. Is there a better way that doesn't involve timing it out?
- Guhun Yegui. Even in Spell Practice I'm woefully inconsistent. If I work too hard on moving the orbs to the corner of the screen, I get cornered, and the curvature of the walls really interferes with killing Seiga.
- Tongling Yoshika. I hate this attack. If I try to stay at the top to draw Yoshika back up, I end up not killing her and Seiga goes full "you're fucked" mode. Attempts to create a path that works every time have failed because Seiga's movement is so random.
And can any of you guys suggest improvements/things to work on here (http://replays.gensokyou.org/download.php?id=25548) like Nindella did with my SA run? Particularly on Stage 5.
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- Guhun Yegui. Even in Spell Practice I'm woefully inconsistent. If I work too hard on moving the orbs to the corner of the screen, I get cornered, and the curvature of the walls really interferes with killing Seiga.
- Tongling Yoshika. I hate this attack. If I try to stay at the top to draw Yoshika back up, I end up not killing her and Seiga goes full "you're fucked" mode. Attempts to create a path that works every time have failed because Seiga's movement is so random.
http://www.youtube.com/watch?v=WqJtFTsgAU8 is my 1cc, it used Reimu but the techniques used on those 2 spells don't really differ at all. For Tongling Yoshika jsut focus down Yoshika, and right before she gets revived circle around the screen once, waiting for the set of lasers in the top corner. With perfect timing it ends in 2 waves/1 circle, but I do it twice there for safety.
Heal by Desire you can stream down, escape to the side and re-center. Pretty consistent method for me, though I botched it in my 1cc run. make sure you aren't shooting when you're on the side though.
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Fairy Wars. All of it. >:(
I've played this game several times, but no matter how well I do in the beginning I generally start failing in Stage 2. Any general advice?
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for GFW: freeze more. use your bombs, you get them in abundance. Also lok at some replays - I am sure there are some - on how to execute parts you're dying often to. that's really all advice I can give.
I could sarcastically tell you not to touch the bullet, but who am I to do that :V
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Well, I think I got rid of some of the more outstanding issues. There are still a few specific attacks that trouble me, though. Let me make a list.
- Heal By Desire. Marisa is too weak to do it streaming side-to-side, so I have to stream it top down. This is very iffy, because the jellybeans tend to get in the way when I sneak out one side and make my way back to the top. Is there a better way that doesn't involve timing it out?
- Guhun Yegui. Even in Spell Practice I'm woefully inconsistent. If I work too hard on moving the orbs to the corner of the screen, I get cornered, and the curvature of the walls really interferes with killing Seiga.
- Tongling Yoshika. I hate this attack. If I try to stay at the top to draw Yoshika back up, I end up not killing her and Seiga goes full "you're fucked" mode. Attempts to create a path that works every time have failed because Seiga's movement is so random.
And can any of you guys suggest improvements/things to work on here (http://replays.gensokyou.org/download.php?id=25548) like Nindella did with my SA run? Particularly on Stage 5.
Looked at your replay:
-For Kyouko's penultimate card, try to redirect Kyouko twice to the edge. That way you basically only need to worry about one side of bullets at a time. Using Marisa, you should clear it before the second round gets too crazy. Even if you can't redirect Kyouko twice, dodge it near the side anyway. Makes it easier to read the bubbles since the ones from the opposing side spread out more.
-For where you died in stage 3, you probably want to try sitting under the spirits spawn point instead of the fairies. Makes it near impossible for deaths like that.
-For Heal By Desire, you have the right idea, but after you stream downward, dash to the walls before returning to the center. It's much safer and still lets you capture the card, but you might run very tight on time.
-Stage 4 desyncs for me. So uh got nothing
-Guhen Yegui is a really simple card. You don't want to redirect the orbs too much, because the bullets Seiga fires after every "lap" are aimed. Basically you want to move in a vertical oval shape like a '0' right under Seiga. Stay right underneath Seiga, then when you hear the sound of the orbs starting to move, move downward, move up through the bullet walls, then back under Seiga. The strategy never fails for me. It's kind of like Dipper Creeping Close. Annoying until you get the pattern down, and trivial once you do.
-I'm not good at Tongling Yoshika either, but it seems like it's just a plain tough card if you aren't good at dodging bullets on the side. Basically the strategy is to drag Yoshika down to the bottom, then up to one corner, then the other. Should be done after that using Marisa. You almost always want to be hitting Yoshika until she dies as long as you're under her. I believe Seiga should never enter a much faster knife firing phase though. I believe Marisa may be powerful enough to not even need to drag Yoshika up to the other corner if you stay under Seiga instead. Not sure though. There are plenty of perfect stage 4 videos around.
-You perfected stage 5 and did it pretty much flawlessly, so I really don't know what else to say about that.
-I'm not sure whether stage 6 desynced or not, but for the part with the orbs shooting lasers, you want to kill the first two that come up on one side, then dash over to the other and kill the two on the side there, then return to the middle and finish the two there. Practice it a bit, and the stage portion of stage 6 should become near trivial.
Personally I think that you're going to need at least 2 extra lives on Miko (third non-spell and penultimate card, might want to keep a spare for Guze Flash), so you're fairly close already. Honestly the places where you died in stages 2 and 3 are easily fixable, so you're very close already. Just practice Miko a bit and you're golden.
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TY! My current major trouble spot in the first 4 stages is prob Seiga's second non, but I'll just look at more vids for a general method. The Stage 2 and 3 deaths aren't normal but I NDNB the first 3 stages so infrequently that I just roll with it if I have 2 deaths or less.
Too bad about the Stage 4 desync but that was nothing special. I've nearly perfected it a bunch in practice, dying only to Seiga's second non, but eh. 2 deaths, not bad.
Yeah, I did bite the dust on Stage 6. Hard. I was jittery. The stage portion is close to trivial aside from those last 4 life pieces, but you don't get to see it because my brain stopped working after perfect Stage 5.
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> miko's second non is much worse. coming from a guy who perfected her. I dunno how much that weighs when I say that :V the third really is easier if you can see where the rings are going.
also, royal dance will probably kill him if he doesn't know what he's doing, rather than guze flash, which is almost static. the stage potion can be done so that you don't have to dodge anything safe for like 2 lasers each wave.
yeah, there are a couple perfects stage 4s around, but nobody uses marisa :V all stage 4s I have seen use reimu. I don't know about the firepower of each shottype, but I assume reimu's focused shot is stronger than marisa's. just a hunch. that's all I have to add, I suppose.
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TY! My current major trouble spot in the first 4 stages is prob Seiga's second non, but I'll just look at more vids for a general method. The Stage 2 and 3 deaths aren't normal but I NDNB the first 3 stages so infrequently that I just roll with it if I have 2 deaths or less.
Just do what I did and use bombs to get through Kyouko and Yoshika even though I died twice in Stage 3
I don't know about the firepower of each shottype, but I assume reimu's focused shot is stronger than marisa's. just a hunch. that's all I have to add, I suppose.
Marisa's power is slightly more than Reimu's, but Reimu's unfocused shot is more useful and her movement is easier to control. Marisa has a better bomb, trance and trance ability, but those don't help with perfects.
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Marisa's master spark is generally horrible due to the fucking slow movement speed you have during it. it may be stronger, but that's about it. Reimu's bomb is much more versatile.
that's like saying UFO MarisaA bomb is useful. just...no
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Marisa's master spark is generally horrible
>park self in front of boss
>bomb
>get half a trance
No, Sanae's bomb is horrible and Youmu's, though damaging, gets almost no trance.
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Just do what I did and use bombs to get through Kyouko and Yoshika
Guys, I'm doing a no-bomb no-trance run for pete's sake.
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Guys, I'm doing a no-bomb no-trance run for pete's sake.
this was not mentioned in this thread, I just checked. The general assumption is how do I capture this pattern or how do I get a 1cc.
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I knew he was doing a NBNT. which is why I (indirectly) said to learn royal dance. if he could cheese it with a bomb, it would be no problem. I just wanted to tell you that master spark is horrible.
OKAY. tell me how to position myself in front of the boss when the screen is full of shit, blocking every path towards her. we're talking about lunatic difficulty. you can't just go through walls of bullets to place a bomb for optimal trance gauge. unless it's something like guhen yegui. tough luck positioning yourself in front of yoshika on her nons, for example. or miko's nons. OR FUTOS NONS. hell, you can't eeven do that on kyoko's nons and you'll be pushed back by yuyuyko, too.
Also, saying it now: after reimu, youmu's best shottype in this game. only pansies need the trance, anyway. :V
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TY! My current major trouble spot in the first 4 stages is prob Seiga's second non, but I'll just look at more vids for a general method. The Stage 2 and 3 deaths aren't normal but I NDNB the first 3 stages so infrequently that I just roll with it if I have 2 deaths or less.
I know someone mentioned it above, but Seiga's second non is just a matter of not having to dodge the white bullets and kunai at the same time. You also have a limited space around the center to dodge, as I find if you go too far to either side you'll have a much tougher time since Yoshika hangs around there a while before coming back around. You might have an easier time at the corners too, but I remember in my 1cc, I only used the area around the center.
> miko's second non is much worse. coming from a guy who perfected her. I dunno how much that weighs when I say that :V the third really is easier if you can see where the rings are going.
also, royal dance will probably kill him if he doesn't know what he's doing, rather than guze flash, which is almost static. the stage potion can be done so that you don't have to dodge anything safe for like 2 lasers each wave.
yeah, there are a couple perfects stage 4s around, but nobody uses marisa :V all stage 4s I have seen use reimu. I don't know about the firepower of each shottype, but I assume reimu's focused shot is stronger than marisa's. just a hunch. that's all I have to add, I suppose.
You're probably right about the second non being harder. I just remember studying much harder to find a way around the third non because I tended to clip the second non too often so I bombed it more often than not :P
I'm really strange with Royal Dance and Guze Flash. I can clear Royal Dance much more easily than Guze Flash because the gaps are fairly big and you follow the same movement every time. Guze Flash is ridiculously hard because I can't read bullets that fast and I have no idea how to not make my eyes move steadily closer to my hitbox as the card goes on/I have to make more adjustments. I think if you're going for really any full game run, you'd want to practice stage 6 a lot before going in. I can't tell you how many times the Sun card (the one with the big yellow bullets) killed me before I got used to how the bullets move. So embarrassing.
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You're probably right about the second non being harder. I just remember studying much harder to find a way around the third non because I tended to clip the second non too often so I bombed it more often than not :P
I'm really strange with Royal Dance and Guze Flash. I can clear Royal Dance much more easily than Guze Flash because the gaps are fairly big and you follow the same movement every time. Guze Flash is ridiculously hard because I can't read bullets that fast and I have no idea how to not make my eyes move steadily closer to my hitbox as the card goes on/I have to make more adjustments. I think if you're going for really any full game run, you'd want to practice stage 6 a lot before going in. I can't tell you how many times the Sun card (the one with the big yellow bullets) killed me before I got used to how the bullets move. So embarrassing.
during my perfect attempts, 2nd non killed me so_many_times. it's a stupid pixel perfection pattern and these aren't fun.
I'm better at guze flash than royal dance. took me like 40 (?) tries to get my first capture on it in a run. whereas I got guze flash instantly. not that my record on it is perfect. But I know what you mean. My biggest problem would be the glow, though :V they hurt my eyes, I have to blink...super fast bullets. WELL FUCK.
and yeah, 2nd spellcard killed me often, too. I have like 50/99+ on it and most of these captures are from the perfects attempts. I always thought I was the only one who needed to actually practice it, instead of capping at the frist try :V
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OKAY. tell me how to position myself in front of the boss when the screen is full of shit,
You don't. You do it BEFORE the screen is flooded with bullets. :V
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...autobombing shit is cheap and should never be done, really.
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...autobombing shit is cheap and should never be done, really.
Autobombing as in, planning on bombing through something regardless of the situation? Stage 5 Nazrin is the first thing that comes to my mind here, and I'm sure there would be loads of other examples if I spent some time thinking about it.
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yeah, autobombing regardless of what situation you're in; such as bombing when the spell starts etc.
stage 5 nazrin? why would you bomb something so fun? that doesn't even make sense :V greatest treasure is one hell of a spell, really cool. something I'd never bomb. I rather eat a death. the only thing where I am quickly using a bomb when I feel like I lost control is byakuren's 2nd non. and only when I feel like I have no control over what's happening or when I feel cornered. not like "can't do it, press x"
I am sure there are a lot of people who disagree with me on this, but it really doesn't help you improve to just throw a bomb at something just because you can.
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You bomb Stage 5 Nazrin for score.
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yeah, autobombing regardless of what situation you're in; such as bombing when the spell starts etc.
stage 5 nazrin? why would you bomb something so fun? that doesn't even make sense :V greatest treasure is one hell of a spell, really cool. something I'd never bomb. I rather eat a death. the only thing where I am quickly using a bomb when I feel like I lost control is byakuren's 2nd non. and only when I feel like I have no control over what's happening or when I feel cornered. not like "can't do it, press x"
I am sure there are a lot of people who disagree with me on this, but it really doesn't help you improve to just throw a bomb at something just because you can.
No, but bombing through that Spellcard will actually help you gather resources since the amount of UFO-dropping fairies after Nazrin is tied to the time it takes you to defeat her. If you take too long, you might wind up going directly into the fairy-spam section and might not even be able to summon any UFOs. The way I saw it, that fight was always a simple equation - use one Bomb, get two after the fight because you managed to finish it quickly enough to summon two green UFOs with the fairies I would not have even seen had I not bombed the Spellcard. What's more, the Spellcard is tough. I could try to dodge it, survive one wave, maybe two, then make a mistake, use a Bomb anyway and still wind up being too late for any additional UFOs, essentially losing one where I could have gained one and lived through everything safely.
Bombing there is strategy, I think you're getting way ahead of yourself if you call it cheap.
Another example would be Scarlet Meister. A single Bomb doesn't even guarantee victory there if you use it a bad time. Since you use it when the need arises, that will probably happen quite often. Due to that, I developed this http://www.youtube.com/watch?v=DwuwiJyTSIE#t=3m22s (http://www.youtube.com/watch?v=DwuwiJyTSIE#t=3m22s). I spent time developing that strategy, defusing a part of the game that was likely to be a major problem, using the means the game provided me with. I really don't see what's cheap about strategically using Bombs.
Generally, if I want to improve, I'll either do it when I'm out of Bombs or just play Practice. Full runs, 1CCs in particular, are the runs where I make use of every single strategy I've developed in order to come up with the most efficient way to get through the stages for the sake of actually winning.
Please excuse my tone here, but you should be aware of the fact that you'll more than likely step on quite a few toes here if you essentially call their 1CCs cheap.
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I haven't called anyone's 1cc cheap. hell, in my UFo 1cc I bombed greatest treasure, too. But generally doing that is...I just don't like it. UFo lunatic 1cc is a great achievement and everyone should feel proud about their first of it.
if you're really that dependent on that one extra bomb, eh, sure. do whatever you want. I may totally be on my own here and that's fine. bombing for something like that just isn't what I like to do and it's difficult for me to understand why people would trivialize fun parts of the stage for an extra bomb. as far as experience has told me, I'd waste that anyway because I die with bombs in stock. preemtive bombing just isn't what I like to do. but everyone's free to play however they like.
I really am just stating what I think about it - even if it sounds condescending what I certainly don't intend. it's just that ]i]I[/i] find it cheap and that I think it shouldn't be done, regardless of the situation. that's all.
also, vee nobody here plays UFO for score on lunatic :V just saying. not to my knowledge at least
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I haven't called anyone's 1cc cheap. hell, in my UFo 1cc I bombed greatest treasure, too. But generally doing that is...I just don't like it. UFo lunatic 1cc is a great achievement and everyone should feel proud about their first of it.
if you're really that dependent on that one extra bomb, eh, sure. do whatever you want. I may totally be on my own here and that's fine. bombing for something like that just isn't what I like to do and it's difficult for me to understand why people would trivialize fun parts of the stage for an extra bomb. as far as experience has told me, I'd waste that anyway because I die with bombs in stock. preemtive bombing just isn't what I like to do. but everyone's free to play however they like.
I really am just stating what I think about it - even if it sounds condescending what I certainly don't intend. it's just that ]i]I[/i] find it cheap and that I think it shouldn't be done, regardless of the situation. that's all.
also, vee nobody here plays UFO for score on lunatic :V just saying. not to my knowledge at least
No big deal if it wasn't meant to sound condescending, it just has certain implications which you probably didn't want to include when all you probably wanted to say was "I prefer excitement in my runs, so I don't want to rely on Bomb-strategies" but maybe I'm just a little sensitive in that regard since I wouldn't exactly call myself a strong player. Many, many of my 1CCs contain strategies like those, so it doesn't seem that far off to think a 1CC cheap if one thinks a player's approach cheap, but it seems that it was just a misunderstanding.
Anyway, I understand your opinion there regarding not wanting to bomb. It's an individual style of playing and that's perfectly fine as far as I'm concerned. Glad to see that it was just a misunderstanding basically.
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I will be honest: applying certain strategies is sometimes harder than just capturing a card/pattern/stage potion. the nazrin thing may not be a good example here, but I'm sure that if I thought about it there'd e some I could think of.
I'm not a strong player myself. I really aren't. I just have a reluctancy to bomb and that's killed me more times than I can count. it isn't smart play at all. it may look more impressive once the run is done, but...man, it also takes longer to get there. really, watching older replays I often think "why the fuck did I just not bomb this". I mean, in my first MoF 1cc on lunatic, I refused to bomb optical camouflage and PWG just because I liked the idea of possibly capturing them in a full run. I died to both. so yeah, I'm the idiot kind of player, if you want so. strategies require planning, practicing and careful adjustments. the only time I really botherd with something like that was 4 days ago when I was planning for the never-to-happen NMNB GFW extra.
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Pretty much all of my first 1ccs were full of planned auto-bombs. I've always seen that as how to 1cc Touhou: learn which patterns you don't have a decent rate of capturing, and bomb them so you don't die.
And then there's MoF midboss Hina's card. You get so many faith items and power items for auto-bombing it that unless you're doing a no-bombs run of some kind, there's no reason not to.
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Ten Desires Marisa planned bombs: 2 bombs=1 trance in a boss fight. You can literally TRIVIALLY no death Miko starting with 2 bombs in the beginning of Stage 6 if you have your bombs planned. Not planning these bombs would force you to have to dodge a lot more, putting the clear in jeopardy. That's where I was coming from. I believe it was MMX who uploaded a video demonstrating this, but I might be wrong.
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I will be honest: applying certain strategies is sometimes harder than just capturing a card/pattern/stage potion. the nazrin thing may not be a good example here, but I'm sure that if I thought about it there'd e some I could think of.
I'm not a strong player myself. I really aren't. I just have a reluctancy to bomb and that's killed me more times than I can count. it isn't smart play at all. it may look more impressive once the run is done, but...man, it also takes longer to get there. really, watching older replays I often think "why the fuck did I just not bomb this". I mean, in my first MoF 1cc on lunatic, I refused to bomb optical camouflage and PWG just because I liked the idea of possibly capturing them in a full run. I died to both. so yeah, I'm the idiot kind of player, if you want so. strategies require planning, practicing and careful adjustments. the only time I really botherd with something like that was 4 days ago when I was planning for the never-to-happen NMNB GFW extra.
I think UFO in general is full of such examples. Executing certain UFO routes for maximum gain is a lot harder simply living through them; for instance, summoning two single-colour UFOs during the fairy spam at the end of Stage 3. Picking up the UFO the last big fairy leaves behind while surviving without using another Bomb is quite hard and I don't think I've ever done it reliably; not even 20% success rate if I recall correctly.
I understand your attitude, though; there are always certain Spellcards where one cannot help but think "if I capture this and then get the clear, it will the best thing ever!", but in general, such thinking only makes me much more tense, especially if I actually do manage to capture the Spellcard or pattern in question. Always such a delicate balance between being confident and being a nervous wreck. I usually get the best results when I get rid of that "This run has the highest chance of winning I've ever had!", such thinking leads to Game Over going 2/0 into Byakuren's final Spellcard on Lunatic as opposed to going into it 0/0 and winning, simply because I only wanted to find out if at least my practice paid off.
In retrospect, a lot of old runs seem to be full of mistakes, I guess that's the same for everyone.
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I'm with Sakurei here, but I fully recognize it's to my own detriment. I just viscerally don't like planning to use bombs - I play every game to try to be as perfect as possible, even when it's something I'm miles away from actually perfecting. I could probably make it through IN Lunatic by now if I just bombed everything I do poorly at, but I just... don't like to. (If it isn't obvious enough from the way I obsessively track statistics and numbers, I'm a bit of an OCD perfectionist...)
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I stopped going for full runs long ago, so I didn't have to ignore that part of my mind. <_<
Anyway, here's a question I've been meaning to ask for a while but never really got around to asking.
(http://i.imgur.com/I0GhL.png)
Has anyone actually done this before? I'd imagine it's possible with some extreme TASing or something, which I would watch.
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http://en.touhouwiki.net/wiki/High_Scores#Imperishable_Night_world_records_.7E_.22B.22_route_.26_Extra_only_.28.E6.9D.B1.E6.96.B9.E6.B0.B8.E5.A4.9C.E6.8A.84.E3.81.AE.E4.B8.96.E7.95.8C.E8.A8.98.E9.8C.B2_.7E_Final-B.E3.81.A8EX.E9.99.90.E5.AE.9A.29
Sakuya lunatic WR. Captures Hourai Jewel. Fails Buddhist Diamond. Enjoy the capture.
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Might be because i am not so good but i just cant plain beat her spell cards on normal difficulty and she is like the hardest stage 6 boss for me, only kanako getting close, any tips on how to deal with utsuho?
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Might be because i am not so good but i just cant plain beat her spell cards on normal difficulty and she is like the hardest stage 6 boss for me, only kanako getting close, any tips on how to deal with utsuho?
Bomb everything. This is SA, so you can bombspam quite a lot.
More in detail :
First nonspell is trivial, just stay at the bottom under her and move a bit if needed.
First spell is really hard. General strategy (in normal) is to alternate between middle-(left/right)-middle--left/right)... when she shoots the big suns at you. Don't be afraid to use one or two bombs here.
Second nonspell : dodge the blue lines, then slowly stream the big bubbles, starting from the bottom (try to stay under her the more possible so it doesn't take ages).
Second spell : no real trick here, the hardest part is to read the small bullets hidden by the big suns. Bomb when needed.
Third nonspell : trivial, there are some huge gaps, stay under her.
Third spell : there is some kind of safespot. You can stay on the horizontal line where the two circles of suns intersect, so you only have to dodge the small bullets, moving horizontal-only.
Fourth non : same as second, a bit easier.
Fourth spell : no real trick either. I usually try to stay in the middle on the screen and micrododge horizontal-only, but there are lots of ways to do it. Bomb when needed.
Final spell : read the barrages of yellow bullets, get used to the gravity change, don't get clipped.
Go watch any perfect stage 6 replay for more details, there are a few ones on youtube (it's on lunatic because people are crazy, but still).
Again, if you're going for a first 1cc, don't hesitate to bomb a lot. Continue-spam stage 6 once you get there, it's painful but you'll learn to plan everything. You can clear the stage, starting with 2 lives, while bombing all the hard stuff.
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Go watch any perfect stage 6 replay for more details, there are a few ones on youtube (it's on lunatic because people are crazy, but still).
I have a perfect Stage 6 on normal (http://www.youtube.com/watch?v=OMs0fOYF87k) uploaded. Ignore the stage part, I'd put in 2 dozen attempts and taptaptaptap gets boring.
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In games without spellcard systems, AKA every arcade shmup, that "I won't bomb because it's not as impressive" attitude does not hold water. When you want to get a clear, it's best to eliminate every pattern that you can't do consistently by bombing it. If you're going for a perfect run or a no-bomb challenge, go ahead (personally I think that's one of the more entertaining ways to play Touhou games, because there aren't that many situations you're expected to bomb).
If you're going for a regular clear, though, deciding not to use bombs just means everything is going to take longer and be more frustrating. I don't know why you'd willingly do that. Playing Touhou games for survival is all about minimizing risk - hence why people don't generally handle PSM without safespotting, and why everyone gaps Stage 5 and 6 of SA. If the game gives you these tools, you're a fool not to use them.
On topic: Royal Clan's Chaotic Dance. The arrow hitboxes make me afraid of doing precise dodges so I want to do it quickly, but that means spending lots of time under Miko, which leads to exactly what I'm trying to avoid. Due to random boss movement, it's real real fucking hard to do this consistently. Should I just time it out by directing Futo off-screen?
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I suppose you've got the rrow hitboxes figured out. so I'll leave that point out.
the first two waves are easy. you can actually stay under miko a lot due to the rings being very open (I suppose you get what I mean) :V try to make the arrows they shoot to overlap for easier dodging.
for the third wave, you'll want to get the first two shot somewhere far away from the bottom. lead the first shot into the middle of the screen, slightly above midpoint, if miko doesn't block you. then, before the 2 shots overlap, go down between them. that'll also cause this wave to be somewhere in the middle. the third shot will be farther down, but should still be high enough to not corner you into death.
if you're reimu at full power, you should be done just when the 4th wave begins. I've also got another way to do it, but...it takes longer and is even less consistent. I will tell you now: if you get a bad RNG, the arrow on the 3rd wave will screw you over. make sure to find a gap as large as possible.
if you find that to be too weird/hard/inconsistent, I'd suggest you time it out, yeah.
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Royal Clans Chaotic Dance? I recommend just playing it for score.
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Do you mean trancing it? I think I've said twice on the last two pages that I'm doing a no-bomb no-trance run. Jeez.
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On topic: Royal Clan's Chaotic Dance. The arrow hitboxes make me afraid of doing precise dodges so I want to do it quickly, but that means spending lots of time under Miko, which leads to exactly what I'm trying to avoid. Due to random boss movement, it's real real fucking hard to do this consistently. Should I just time it out by directing Futo off-screen?
I honestly find timing it out harder than just clearing it ASAP. It's one of my more consistent Miko cards because of how simple it is as long as you don't underestimate the arrow hitboxes (I've killed myself too many times with that before I got used to it). You should always be done with this card before the pair shoot a full circle of arrows. Sakurei's strategy is essentially how you do it, but I find it easy to just do the pattern recommended for the third wave for all three. Basically the key is to shotgun Miko, make the two head towards the middle, then make them go upwards instead of down. That way the bullets will spread far enough apart that you will never have to do any super tight dodges. You don't need to always be under Miko either, especially for the beginning of the third wave. As long as you make the pair go up the screen instead of down for their second shot, you'll never really need to worry about getting an impossible wave.
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Do you mean trancing it? I think I've said twice on the last two pages that I'm doing a no-bomb no-trance run. Jeez.
Yeah, i know. Just messing with you. :V
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UGH.
PATCHY'S NONSPELLS.
Lasers go die in a hole please.
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Lasers have no hitbox as soon as they start to fade. So start at the right, move left through the laser once it's directly vertical, then stream the next wave from the left to the right. Make sure the bullets she fires in between laser sweeps don't push you too far from the left.
Something like this (http://www.youtube.com/watch?v=Ax0hb4IXT3g).
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I'm just kind of going through the games haphazardly right now trying to find something engaging to do, but I noticed in TD that there are a few spells that I absolutely cannot do at any less than 4 power. In particular I'm talking about:
-Tongling Yoshika
-Futo's last one (I just get overwhelmed too quickly)
These two are only a problem for me because they tend to scale in difficulty the longer you take. It's not just a matter of needing to dodge something for a longer period of time as with other patterns at lower power. I really have no idea how to tackle either, so any advice aside from bomb/trance them would be appreciated. Or if there's no way around it and I have to go into these with a lot of power, then so be it :/.
UGH.
PATCHY'S NONSPELLS.
Lasers go die in a hole please.
Like RNG said, the lasers have no hitbox when they start to fade. You can actually abuse this to a greater extent than shown in that video by just sticking along the bottom and dashing to restream the aimed bits like in this replay (http://replays.gensokyou.org/download.php?id=25601). I can't remember ever failing Patchy's non-spells (not even stupid deaths!) after figuring this out.
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also, vee nobody here plays UFO for score on lunatic :V just saying. not to my knowledge at least
Are you drunk, Sakurei? (http://www.shrinemaiden.org/forum/index.php/topic,163.0.html) But yeah, Baity, Nautie, Dotsie and Nereid have all played it for score with documentary on the scoreboard table, Riz and Jaimers have some stuff, and I've tried and failed.
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Tongling Yoshika, I'd just plan a trance for it, especially if going for a basic clear, but I think the tactic I used (and ended up trancebombing the card anyway) was streaming downwards slowly just below Yoshika, starting from upper screen, damaging Seiga everytime Yoshika died. Might not work, Cactu had some different tactic for it and I didn't fully get the grasp of it, ask him if he ever comes around, I guess. It's TD, I haven't played the game enough to give advice, but let's pretend that this is somewhat useful.
Futo's last card is spinning along the pattern until it reaches the final phase, which is nothing too hard compared to, uh, Futo's first card. You should be able to refill your trance during the fight, though (assuming you just trance the first card), so you could just trance it once you start running into panic. For the actually dodging things part, I don't really know. I guess you should do some runs at spell practice in order to get into the rythm it spins at, so that you can move along it without having to think too much of it. Then just focus on looking at the external bullets you have to dodge, and dodge them, it's not too hard and there are not too many bullets. For the amulet hell (if it exists on lunatic, and not just on the O.D., I don't remember), the middle is somewhat safe, and it lasts for such a little time that you can probably finish it with actually dodging just one or two waves. Of course you could position yourself so that you had to dodge only one wave at a time, it'd probably help if you were going to dodge it. I'd just trance, you'll get a refill from early stage 6 anyway.
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Tongling Yoshika, I'd just plan a trance for it, especially if going for a basic clear, but I think the tactic I used (and ended up trancebombing the card anyway) was streaming downwards slowly just below Yoshika, starting from upper screen, damaging Seiga everytime Yoshika died. Might not work, Cactu had some different tactic for it and I didn't fully get the grasp of it, ask him if he ever comes around, I guess. It's TD, I haven't played the game enough to give advice, but let's pretend that this is somewhat useful.
The way I did it I lured Yoshika to the top right after every resurrection. If all goes well, the Spellcard will be over before the second reanimation is complete (http://www.youtube.com/watch?v=fauOaG6jj8M#t=3m41s (http://www.youtube.com/watch?v=fauOaG6jj8M#t=3m41s)). Hardest part is reading the lasers while misdirecting the knives I think.
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yeah, I'm drunk :V
my high score for ufo lunatic would still come in 4th place for reimuA...and I played some hardcore survival.
was tongling yoshika the card where seiga is shooting the knives and yoshika's following you with the lasers? if so, use my perfect seiga as reference. as far as I see, this would probably ork with lower powerlevels, too. www.youtube.com/watch?v=ZAtFRFASWlU
just don't go for seiga after the second time you've immobilized yoshika, but nstead lead her to the upper right corner and stream down again. it's a bit like undefined darkness. or at least you could do it in a similar way.
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Thanks for the tips Sakurei and LePetit, but the problem I'm having is that even with Marisa, at 1 power Yoshika basically gets all the way to the bottom of the screen before she dies and explodes, and I can't juggle her around the middle like you guys are doing. By the time Yoshika gets back up to the middle where I can hit her and I get below her, Seiga's starting to go into crazy mode, and I haven't even started to hit Yoshika yet. I get the feeling like there's no way out of this conundrum other than to just go in at 3/4 power, but if there any other tips I'd be glad to hear them!
And Vee, the amulet hell phase does exist in Lunatic and is what I'm referring to. I never noticed if the middle has less amulet density than other areas... It might be another case of Milky Way Galaxy for me where I panic and don't see the obvious solution. I guess that one's just frantic dodging at low power though. Thanks for the advice!
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I'm pretty sure that amulet phase still preserves the 3-way symmetry that the card has. Not sure if that helps, but it does mean that if an amulet from one direction won't pass through the exact center, the other two won't either.
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Recollection: Double Black Death Butterfly
HOW?!
(Normal btw)
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Recollection: Double Black Death Butterfly
HOW?!
(Normal btw)
It's pretty much SatoriA's hardest card, and not something that can be done all that consistently. If you're going for a 1cc, then bomb it for sure. I think you have to survive one or one and a half full wave of butterflies doing the loop motion and coming down towards you before you can pretty much clear it with a bomb. I'm not sure though.
If you're going for the capture or something, first know that you definitely don't need or want to be under Satori at all times. The card is a little bit luck based in that the difficulty of the card is based on Satori's random (I believe) movements. If she moves down on the screen, the card gets quite a bit harder. If she moves up, the card becomes rather easy. So watch out for that. You can tell where she is based on where the butterflies stop. If they mostly stop past the bottom, she's on the low part of the screen. If they stop above you, she's higher up. When she's higher up, you only have to worry about the butterflies that come down, and you don't need to worry about the butterflies surrounding you (because there are none). When she's lower down, then you want to look for the places in the butterfly spread that have a rather wide open space - enough to dodge that you won't feel too claustrophobic and strained trying to see what's going on when the butterfly wave comes down towards you. Then dash into that spot and dodge as best as you can. Unfortunately there isn't much else to the card than that. It's just tough dodging, especially because the arcs of the bullets aren't what you're normally accustomed to.
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Thanks!
I'm going for a 1cc atm, but this information will certainly be helpful if I try to capture it. :3
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I just got wrecked on a patchy lunatic IaMP run that reached suika with one spare life so i'll ask a few questions.
-How should I be dealing with youmu's first spell? It's basically a major run ender and it talking 2 lives is not strange.
-Yukari's 4th spell? Those things are like impossible to dodge and take a lot of life.
-And the most important one, Pandemonium, how should I deal with this spell? When it enters the 3rd phase it becomes impossible to do any kind of damage for me and what I do is trying to activate royal flare but patchy just becomes dumb and doesn't accept my spell imputs at all.
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I just got wrecked on a patchy lunatic IaMP run that reached suika with one spare life so i'll ask a few questions.
-How should I be dealing with youmu's first spell? It's basically a major run ender and it talking 2 lives is not strange.
-Yukari's 4th spell? Those things are like impossible to dodge and take a lot of life.
-And the most important one, Pandemonium, how should I deal with this spell? When it enters the 3rd phase it becomes impossible to do any kind of damage for me and what I do is trying to activate royal flare but patchy just becomes dumb and doesn't accept my spell imputs at all.
I hated all of those Spellcards with a passion, though Youmu's was cool I guess. I know that it involved a lot of jumping around, but I think the attacks of the ghosts could be grazed, though I might be mistaken, it's been some time since I dealt with it.
As for Yukari's Spellcard, it wasn't until my actual clear that I realized you could actually dodge all combinations of lasers - the one that forces you into the narrow gap far above you is definitely the hardest, though. If possible, I'd really just burn through it with Spellcards, but that's mainly because I'm really not overly familiar with guard crushing, which is necessary since she blocks almost everything you throw at her when you actually have the time to do so. Aside from that, the Spellcard is horribly, horribly broken, what with the endless cycle of getting hit if you fall into a laser at a bad time. I still hate it, I really do.
Suika's last one seems to involve grazing into the the middle, jumping through the air, landing a hit or two, then grazing back, repeating this. All of this requires extremely good timing, though, and I never managed to do it myself - my run was with Reimu, but I had the same problem you had, namely that my Spellcards would not go off in time. If I'm not mistaken, some Spellcards activate faster than others, or rather, cannot be interrupted once you begin to activate them. I know that I had lots of problems actually getting Reimu's third Spellcard to go off, but her first one was what allowed me to win since I could just spam it. I don't know if that might be the case with Royal Flare, though.
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http://www.youtube.com/watch?v=r6RN6m5ZXlA
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So now that I can make Futo consistently, I'm running into the expected wall on Iwafune. It's not impossible - my record is 38/115 I think - but she seems to occasionally go real damn low and other times stays at the top of the screen. Mind you, I'm staying pretty close to the bottom of the screen at all times, so I doubt she's aiming based on my position or anything. Is it yet another case of dumb-ass random movement?
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you can misdirect iwafune in the beginning of the spellcard by moving into an upper corner. futo will move upwards, then. everything after that is random, as far as I know.
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So now that I can make Futo consistently, I'm running into the expected wall on Iwafune. It's not impossible - my record is 38/115 I think - but she seems to occasionally go real damn low and other times stays at the top of the screen. Mind you, I'm staying pretty close to the bottom of the screen at all times, so I doubt she's aiming based on my position or anything. Is it yet another case of dumb-ass random movement?
It's completely random as far as I can tell. Either way, there's no way to reliably get her to move in a particular vertical direction because you'll probably be busy dodging the bullets that she lets out. Just dodge the low ones in a different way. For times when she's surfing low, the corner is almost always a death trap, but a bit above and to the side of it are good places to try dodging that wave, depending on where she started out at on the other side of the arena. When I was going for my time out, I noticed that as a general rule, when she starts lower on the screen on the other side of the screen, you'll want to dodge up on the wall, and when she starts high, you'll want to dodge on the bottom. The reasoning is that what's killing you are the light teal bullets. Those have the heaviest concentration in the "spray" below where they start, and since Futo hangs around the wall a little bit before surfing across the screen, you'll get a good wall of them running across the arena at you. This isn't foolproof through, because the spray of bullets are completely random, so there are times when you'll just have to improvise.
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I am trying to get a perfect max-rank LLS Marisa but I've gotten this error screen quite a few times, anyone know what it is?
(http://24.media.tumblr.com/3caf0ff3d3b290eba20fcfa907eeb1fa/tumblr_mervr9xaVA1r6ui98o1_1280.png)
Also slightly more on-topic, is there a reliable way to dodge the attack where Marisa expands her familiars and makes you dodge inside of them? That's one of the attacks I have the most trouble with, and It seems awfully simple but I die there very often. Also the one where she spams white dots and blue circles, is it pure hard dodging or there's a trick to it?
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It's basically saying that it's better not to randomly push the STOP-Key (whichever that one is) while in the game and that you can return by pushing the Stop Key if I'm not mistaken.
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OK...I need help. PCB extra...Chen's "Blue Oni Red Oni." Anyone got any tips.
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OK...I need help. PCB extra...Chen's "Blue Oni Red Oni." Anyone got any tips.
Start by going right below her and stream down for the first wave, then stream left and right for the rest of the waves until it's over.
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Start by going right below her and stream down for the first wave, then stream left and right for the rest of the waves until it's over.
Yeah, that seems to be working a little better. Still a pain in the ass.
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I need help with Izuna Gongen and BoLaD. It looks like I lost the ability to safespot it even though I never had memorized a optimal way to enter it, and often the red bubbles are aimed right in front of them, making it hard to shoot Ran/Yukari directly.
So, is there some kind of strategy that would make it easier to enter the safespot, other than not moving much and staying still once Ran/Yukari does? Idk, some kind of timing to move, idk. :ohdear:
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From what I understand, there's no guarantee that you can get it. I just keep moving back and forth until it works, and sometimes it just never happens.
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I need help with Izuna Gongen and BoLaD. It looks like I lost the ability to safespot it even though I never had memorized a optimal way to enter it, and often the red bubbles are aimed right in front of them, making it hard to shoot Ran/Yukari directly.
So, is there some kind of strategy that would make it easier to enter the safespot, other than not moving much and staying still once Ran/Yukari does? Idk, some kind of timing to move, idk. :ohdear:
I'm not sure 100% of how to get the safespot, but here's what I do know. First, Ran's/Yukari's movements (I'll just use Ran from now on because it's easier to type) are determined by where you are, but Ran is confined to a kind of "box". You'll never get her to hit the side of the wall; she'll stop at maybe 1/8 of the screen away from the wall. Now if you're in between Ran and the wall, that's how you get her to stop moving. This, I believe, is one important step to getting the safespot. Now once you're in this area, it's mostly a matter of wiggling back and forth until you find the proper place to sit. The thing is that the red bubbles are aimed statically based on Ran's position, and they don't shoot directly under her, so if Ran doesn't move, then you won't have to deal with the red bubbles at all. If you remove the red bubbles, then the rest of the card actually isn't that hard. The real key is to get Ran to the side of the arena and keep her there. That simplifies the card dramatically. I'm not sure how all the portions of Izuna Gongen are fired, but it seems that since this safespot exists and the red bubbles are static based on Ran's position, the entire card has to be static based on Ran's position, so the exact rule to getting the safespot should just be a matter of figuring out where to sit in the small area between Ran and the wall.
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Wow, I never thought of that. My theory about the "correct time" to move made no sense at all, it was just a coincidence. :V
Thanks a lot, I'll try that out. :3
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I think each wave of the card is aimed based on your position actually (then static based on Ran/Yukari's position for the rest of the card, which is why it can sometimes end up nearly impossible), but they're aimed around you (or at least the last 3-4 waves are, not counting the timeout phase). So if you're already in a safespot you'll still be in one as each new wave fires, as long as Ran/Yukari doesn't move, which as Tsym said is prevented by being close enough to the side.
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Problem: Imperishable Night Extra, spellcards No.202 and No.203. Specifically, I've been using Border Team, but I have the same problems with any team.
(http://i1260.photobucket.com/albums/ii564/SirBlueberry96/Touhou/th08-202-203.jpg)
I can clear the stage easily enough, but these cards are a problem to me. 84 and 33 is not a terribly large amount of tries (IMO anyways) but I don't seem to be improving at these two, even though I can consistently capture her other spells. I might figure out Possessed by Phoenix on my own if I try a little more, but my main problem is Fujiyama Volcano.
Fujiyama Volcano always uses up most of my remaining lives/bombs, I just can't figure this card out, at all. I'd think I should have captured it at least once by now, but nope. I suppose directing the explosions away from my chosen path would be helpful, but I can't find a good way to do so. The explosions are rather large so I can't be slow about it and pile them up in a corner or something, which was my first idea. What should I be doing about these? I've been starting at the top left, dodging downwards slowly until I reach the corner, cutting across to the right corner then going back towards the left. At that point (around 40 seconds remaining on the card) there are too many explosions going on and I run out of room. Am I doing this wrong?
As for Possessed by Phoenix, most of it is no problem, besides the 2nd part of the spell. (the familiars with blue 5-way shots) I can't seem to find a decent path, or perhaps a good starting point is what I need... I always trap myself against the slower moving bullets once I complete a circle, and end up bombing once. Normally slow moving bullets left behind wouldn't be a problem, but I'm quite sure it's my path that is wrong. I'm leaving myself no room to continue running. I'd like to actually capture it, but maybe I just haven't attempted it enough times.
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Here's a couple of replays I made. I missed the bit about you using Border Team, so I did this with Sakuya just to show that if she can do it, anyone can.
Fujiyama Volcano (https://dl.dropbox.com/u/41893180/th8_09.rpy)
Possessed by Phoenix (https://dl.dropbox.com/u/41893180/th8_07.rpy)
For the former, it's mostly a matter of misdirecting the single bombs in a particular pattern, then dashing far away, and once the streams start coming, dashing back to where the bomb was. You may need to climb the wall and stream vertically for it to work.
For the latter, the second phase is easily the hardest phase of the card; don't feel bad if you wind up bombing it. I do it by moving in a small circle-ish pattern around the middle of the screen. It's hard to really describe what it looks like without referencing a replay.
If videos would help, I have a couple videos, though bear in mind these are more to show off than they are to demonstrate anything. BV
Fujiyama Volcano (http://www.youtube.com/watch?v=3_SvDqTk8os)
Possessed by Phoenix (http://www.youtube.com/watch?v=nHjOm8dSjR4)
Hope something in there helps.
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Flying Fire Bird with Remi solo. Any advice?
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Mokou's 2nd card? Just do it normally. You can also capture it all focus if damage is an issue.
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Flying Fire Bird with Remi solo. Any advice?
Flying Phoenix.... misdirect first bird to the screen's side, misdirect second bird below it, go to the bottom as Mokou launches several birds. Dodge them, then misdirect another bird to one side while going to the other as the bird is approaching (it'll clean that part of the screen), and repeat it, until you capture. A replay would be more helpful though, but I'm off in a while.
EDIT: nevermind, here's a timeout (http://replays.gensokyou.org/download.php?id=25860), because I'm nice. :V
I forgot to use Remi solo :V
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Here's a couple of replays I made. I missed the bit about you using Border Team, so I did this with Sakuya just to show that if she can do it, anyone can.
-cut-
Hope something in there helps.
Actually, the replays were very helpful! Seeing it captured correctly definitely helped to understand how the cards work.
(http://i1260.photobucket.com/albums/ii564/SirBlueberry96/Touhou/th08-202-203cap.jpg)
Thank you! :) Only did them once each so far, but that's just because I don't have time for more right now. Now to see if I can capture them in an actual run...
Flying Fire Bird with Remi solo. Any advice?
Threw a quick replay together for this. Doing it full-focus helps to capture it faster (leave the familiars somewhere near the center) but if you want a timeout I can get that for you too. The most important part is directing the phoenixes correctly so that you don't have problems dodging through bullets that otherwise would have already moved on.
Immortal "Fire Bird -Flying Phoenix-" (https://dl.dropbox.com/s/j29wnl9nm0s4794/th8_13.rpy)
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I made up my own strat, thought you guys might find it interesting
http://db.tt/PL6PLMhy (http://db.tt/PL6PLMhy)
EDIT: Oh sweet Jesus I feel dumb after seeing your replay
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okay, in accordance to my laziness to ever download a replay myself, and rthe fact that you won't find 90 fps runs everywhere:
how the fuck do I do cranberry trap again? I remember myself sitting under flandre, charge up and take a photo, but somehow that doesn't work on 90 fps. I'm always too slow for some reason. am I remembering wrong?
next is mokou's second thing. the first one is simple,even though 10 photos is a pain in the ass, but how the fuck do I do the 2nd? I know people always say it's really simple tapping and shit, but I never got the timing down.
next up is bar of 10 kings. specifically the 6th (and 7th, but uh, they're tthe same). I know that moving foxued between the potatoes is "safe" but how the hell do I do the transition between the 5th phase and the 6th. I never managed to do it yet; thus I haven't captures that shit-scene yet.
OH YEAH, GUESS WHAT, THERE'S MORE :V 10-7. I can take the first 3 pictures and I automatically die right there. I know you're supposed to move away from komachi and shit, but the coins are getting crooked in a weird way adn wall me for some strange reason. what the fuck am I doing wrong?
oh, but this one's the last. is there any way to turn Ex-7 into something that is not the most terrible pixel perfection bullshit ever? I mean, I can do the first photo by keeping suika in the middle area somehow, but due to bubbles, charging and bullet spead, after that first photo, it turns into awful pixel perfection because circling around her ceases to be an option. people, let me tell you pixel perfection with aya isn't fun. much less at 150% movement speed
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IIRC there is no Cranberry Trap in StB.
I did 10-4 (http://replays.gensokyou.org/download.php?id=21959) and EX-7 (http://replays.gensokyou.org/download.php?id=20812) quite a while ago, if you want to check the replays. For the 6th and 7th phases of 10-4, you definitely should -not- be dodging among the potatoes. Macro dodge the whole thing like you do with the 3rd and 4th phases. EX-7 is circling and managing Suika's movements. As far as StB scenes go, that spell is pretty damn far from pixel perfection, in my opinion.
Also, Malkyrian has done every scene in the game. You can probably find those either on her youtube channel or gensokyo.org.
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...I meant forbidden fruit. fail me.
I looked on her youtube channel, but only a few scenes are up, sadly. thanks for the replays!
I honestly feel like an idiot when asking these things, to be honest :V
as for Ex-7 perhaps I'm doing a terrible job at it and thus I get to weave to mini gaps while trying to run away from suika.
EDIT: forget forbidden fruit. just cleared it. all that's left is 9-6, 10-4, 10-6 10-7 10-8 EX-3 EX-4 EX-6 and EX-8. some are painstakingly difficult, others I just don't get. derp. maybe I will skip kinkaku-ji after all :V I do have a 6-photo thing for a replay. just that's only after another 800 shots or so, I suppose.
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I imagine this is pretty much inevitable when trying to get your first MoF lunatic 1cc, but...
Divine Virtue of Wind God. Holy. Crap. I had a life and two bombs somehow, I thought I was set! Even if it was my first time getting to it on lunatic I expected to get farther than halfway at least...
So... how? Nonfocus continuously? Vertical movement or not? Dodge through walls? I have no idea, it's ridiculous!
(please let there be something I overlooked so I have an excuse for my suckiness)
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Enter with as much Power as you can; personally, I'd prefer entering with 0 Extra Lives and Full Power and 1 Extra Life and 2.00 Power or less. The Spellcard is based on a timer, so entering with less Power will not only prevent you from dealing greater amounts of damage, you'll also have to deal with the hard part much longer. The shottypes with the highest damage output can take out almost the entire Spellcard before the hard part begins (at least Marisa C if I recall correctly). Nonetheless, you'll still have to dodge, but it's possible to avoid the micro-dodging by escaping to the sides. Not always, of course, but keeping the sides in check can actually save you. Granted, that will require you to unfocus in order to get there in time.
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Marisa C with 4 frost throwers on top of Kanako will take out VoWG before the hard phase.
Other shot types, not so much. I got good at VoWG before I 1cc'd with ReimuB.
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Ah, I've always used ReimuB. But I shall give MarisaC a shot right now.
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No need to switch shot types, I was using the low-power ReimuA for my first 1cc (video (http://www.youtube.com/watch?v=hT9yV0PjOYo#t=21m36)). You may get the 1cc faster by staying with whatever shot type you're used to, though MarisaC isn't a bad shot type to use in general.
Anyway, watching others' videos (plenty of timeout videos out there) and trying to follow why they're moving the way they are can help you get a feel for the card, without having to play through the rest of the stage every time. I didn't manage to learn how to dodge through the "walls" before my first 1cc, but that means you shouldn't need to either.
Alternately, you can work on improving your bombing route earlier in the game. Reaching it with 3-4 lives should be enough to bomb through pretty much the entire card.
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Did an hour of practice with MarisaC. The verdict is "eh". If one could get all of the options to hit, maybe... but I'll be sticking with ReimuB.
And 3-4 lives? Holy... I was proud to have gotten there with a single spare.
Looking at some videos right now and it looks pretty much the same as what I try to do except they're not crashing into them.
I guess there's nothing for it but ARDUOUS PRACTICE. Except for there's no practice mode for stage 6 until I actually do it, so it'll be LONG and ARDUOUS PRACTICE;
Which is fine by me since boy, can I use some practice.
But for all it's worth, my standard bombing route:
Stage 1: Always capture everything except Promise of the Wheat God, for which bombing is acceptable.
Stage 2: Capture all stage portions. Bomb the midboss spell, attempt to do all boss spells. Bombing happens in about 2/3 of the spells.
Stage 3: Bomb once right before random Nitori appearance. Bomb midboss. A bomb is possible during the four large sequential fairies right afterwards. If it doesn't happen, it generally happens when the kedamas come on screen. A last stage bomb is possible if I end up being walled by the last fairies, but it generally doesn't happen.
Nitori: Bomb first nonspell unless I'm feeling really brave(I'm getting better at it). Capture first spell and second nonspell. Bomb the waterfall. Capture third nonspell (most of the time), bomb the Cephalic Plate.
Stage 4: Oh dear. Often a bomb for the first death fairy. Always a bomb for the cascading blue pellet masses afterwards (seriously, is there a way to do that but extreme nonfocussing?). Rarely bomb the second death fairy. Most certainly two bombs for Momiji and another for the pellet storm afterwards. One, but more often two bombs for the death fairies afterwards and another for the crows.
Aya: Capable of capturing the first nonspell, but rarely do because clip. Bomb Saruta. Bomb second nonspell. Bomb Storm Day twice, third nonspell once, and last two spells a total of three times.
Stage 5: No bombs until big yellow bullets appear, may need one or two bombs just before the midboss. Bomb both midboss attacks. Probably a bomb for the streaming bit afterwards too.
Sanae: Second and third nonspell are always captured, Moses Miracle and Divine Wind rarely. Bomb everything else; two are needed for the other spells, one for the mentioned ones.
Stage 6: Two bombs each for the kedama barrage. I'm pretty sure it's all aimed straight at you but borderline impossible to stream anyway.
Kanako: Capture second nonspell. Maybe capture last nonspell. Bomb first four other attacks once, Source of Rains twice. On Virtue of Wind God, bomb until dead. Repeat until permanently dead.
Anything that can be significantly improved there? (also going to sleep now)
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You could always replay glitch MoF stage 6 (watch a replay of a full run with the shot type you're using, it'll unlock the stages in stage practice). Though if you'd prefer not to use a glitch, you can still make use of the game's unlimited continues. I recommend watching someone else's first 1cc regardless, since their skill will probably be close to yours, and if you see someone with similar skill capture something you don't, that's something you can try to learn how to capture. (This advice applies to a 1cc of pretty much anything actually)
As for the stage-by-stage breakdown you listed:
Early-game: If you can reach stage 4 without dying, then your bombing route up to Nitori should be fine.
Aya: First nonspell is static based on her position, so you can memorize a strategy for it that minimizes chance of clipping. Same with her second on Lunatic, where each wave has a safespot on the edge of the rings aimed directly downward (position yourself on the edge of the enemy marker).
Stage 5: The stage portion should be doable consistently without dying with a good enough bombing route (one death if you don't start with high enough power). If you aren't, practice the stage some more.
Sanae: Many of her cards are a combination of static and aimed elements: all of her star phases are a static pattern aimed at your position, and the lasers in her first boss card are also static. It's easy to get clipped on them, but at the very least you should learn them enough so none of them should take more than one bomb. Also, her final card isn't too difficult to capture; since you need to switch directions for each wave, make sure to move far enough when you reverse direction that you won't be cornered by an aimed bullet.
Stage 6: Like with stage 5, you should be able to reach Kanako consistently without dying if you start with high enough power, so if even you're using continues to practice you should still be able to reach VoWG on starting lives. Also learn how to capture Kanako's first card; it's really easy for a stage 6 card.
As for the 3-4 lives, I believe that's something I did for one of my lower-difficulty MoF 1ccs. Not really recommended, but just evidence that you can still bomb pretty much every wave despite the way Kanako becomes invincible whenever you're bombing; you just need a ridiculous number of bombs to do so.
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I imagine this is pretty much inevitable when trying to get your first MoF lunatic 1cc, but...
Divine Virtue of Wind God. Holy. Crap. I had a life and two bombs somehow, I thought I was set! Even if it was my first time getting to it on lunatic I expected to get farther than halfway at least...
So... how? Nonfocus continuously? Vertical movement or not? Dodge through walls? I have no idea, it's ridiculous!
Nothing to it but lots of practice. The entire thing is statically aimed at your starting position when it starts, so be at the same place on the screen every single time. I start at the bottom middle, though other people may use different starting positions. I don't know how the difficulty of the spell is affected by the starting aim though. Other than that, just play it a ton. For the walls, I think micrododging and moving to the corner are both equally valid ways of dealing with them. Really though, the best way to deal with VoWG on a first 1cc is to just get to it with 2 or 3 lives in stock :P.
But for all it's worth, my standard bombing route:
Stage 3: Bomb once right before random Nitori appearance. Bomb midboss. A bomb is possible during the four large sequential fairies right afterwards. If it doesn't happen, it generally happens when the kedamas come on screen. A last stage bomb is possible if I end up being walled by the last fairies, but it generally doesn't happen.
Nitori: Bomb first nonspell unless I'm feeling really brave(I'm getting better at it). Capture first spell and second nonspell. Bomb the waterfall. Capture third nonspell (most of the time), bomb the Cephalic Plate.
Stage 4: Oh dear. Often a bomb for the first death fairy. Always a bomb for the cascading blue pellet masses afterwards (seriously, is there a way to do that but extreme nonfocussing?). Rarely bomb the second death fairy. Most certainly two bombs for Momiji and another for the pellet storm afterwards. One, but more often two bombs for the death fairies afterwards and another for the crows.
Aya: Capable of capturing the first nonspell, but rarely do because clip. Bomb Saruta. Bomb second nonspell. Bomb Storm Day twice, third nonspell once, and last two spells a total of three times.
Stage 5: No bombs until big yellow bullets appear, may need one or two bombs just before the midboss. Bomb both midboss attacks. Probably a bomb for the streaming bit afterwards too.
Sanae: Second and third nonspell are always captured, Moses Miracle and Divine Wind rarely. Bomb everything else; two are needed for the other spells, one for the mentioned ones.
Stage 6: Two bombs each for the kedama barrage. I'm pretty sure it's all aimed straight at you but borderline impossible to stream anyway.
Kanako: Capture second nonspell. Maybe capture last nonspell. Bomb first four other attacks once, Source of Rains twice. On Virtue of Wind God, bomb until dead. Repeat until permanently dead.
Nitori: If you're going into stage 4 power strapped, you should probably learn how to do Cephalic Plate. It's very simple streaming and redirecting, and you should have a decent capture rate after some practice at it.
Stage 4: For the first blue wall mass, you'll want to stay in the middle, then dodge to the left side and stream the big white bullets through the light blue "walls". There should be big enough gaps for you to do that. Check out some perfect stage 4s if you want to see it visually. I don't know how good you are at Momiji, but if you let her time down to about 12 seconds, then you won't have to deal with the post-Momiji walls at all. Might be worth considering. For the crows at the end of the stage, stick to one side and stay there. You may still need a bomb, but you shouldn't need it every time.
Aya: Storm Day has some kind of invincibility or something during its opening 5 seconds or so, so avoid bombing during the first wave if you can. I don't think you should need 2 bombs for it. If you can get past the first 2 waves or so of PWG, you'll only need one bomb to clear it.
Stage 5: The first midboss non-spell is aimed at you and always unfolds statically, so memorize a path and that should be easy. I recommend going "into" the star when it unfolds. Check out a stage 5 replay for specifics. The midboss card is static based on Sanae's position, so you can memorize it if you want to.
Sanae: First non-spell is actually easy. The opening stars are aimed based on your position and can be dodged the same way every single time. Again, watch a replay or video for that method. The lasers in the first card are static, but if you don't want to learn it, just know that you never want to stray too far from the middle or the "lagging" lasers will get you. Sanae's penultimate card is aimed on your position I believe and should only take 1 bomb if you're uneasy about it.
Stage 6: All of the kedama barrages are completely aimed at you and can be easily streamed if you start in the right corner. Starting on the left will probably get you killed.
Kanako: Like Karisa said, Kanako's first card is easy. Learn it. Third non-spell can be captured by moving the same way every single time. Check a replay for specifics, though it's an acceptable bomb at times.
Good luck!
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The entire thing is statically aimed at your starting position when it starts,
That's not true. The first few waves are completely static, then the rest are randomly oriented.
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Whoa, so much feedback... enormously appreciated!
I'll refrain from commenting to everything since it'll result in a big old wall of text, but I shall definitely keep it in mind. This afternoon shall definitely be dedicated to MoF... after the Latin exam :ohdear:
Thanks to all!
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The 4 frost thrower thingy requires a trick, btw, if you didn't know.
That involves putting 2 frost throwers (when you only have 2) in the right place, and then collect power (by bomb if necessary) while sitting close enough that the new options will appear in the right place. (i.e. you bomb, place 2 frost throwers on the death fairy, move a bit left, when death fairy dies, collect items and voila).
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That's not true. The first few waves are completely static, then the rest are randomly oriented.
Oops well, I went back and checked my MoF replay where I thought that was the case and you're right. I just panicked and was dodging from the right of center and wasn't used to it.
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Halp me
Looking for help about spellcards where the bullets move in a circular movement, for example, one line of bullets doing a clockwise rotation while other line of bullets doing a counter-clockwise rotation. Examples of these attacks:
* IN's Tewi attacks;
* Eirin's Curse of Apollo 13;
* Mystia's first spellcard;
* Suwako's last spellcard;
I watched some replays but I want some tips or if you can recommend to me some instructive replay I'd be glad :)
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You didn't state any difficulty so I'm just going to assume Lunatic.
Tewi: I usually find the very first wave of bullets to be the most troublesome here because they seem to come in faster. I dunno if that's just me being placebo dumb here though. I usually find the more dense bullets to be the harder thing in this pattern, not the lanes of bullets. Try to position yourself in a way so that the lanes of blue and red bullets won't hit you but even if you don't succeed at that, there's usually enough time to weave through the dense patterns and out of the way of the lanes at the last moment.
I'd say it's an attack pattern that's hard to explain and hard to pull off if you don't know how but with enough practice you should become more competent at it since it plays out very similarly from run to run. Her second attack should probably not cause you any issues. if it does, practice. It really should be easy though.
Eirin: This one can be really hard to track. A lot of really skilled people fail this on occasion so don't worry too much about it if you fail it. Supposedly the pattern is supposed to be static but aimed in random directions if I got this right, i'm not sure. I think it's better that Zil explains this as it was him who mentioned it originally. What I do is basically is read through the pattern as quickly as possible and dodge it. No trick, just pure dodging. I do remember something about the card getting easier if you move to the opposite side of the screen compared to Eirin, horizontally of course but that might also be placebo.
Mystia: Just dodging. I say grind it out in Spell Practice until you get the hang of the pattern.
Hot Frogger: I recall never having trouble with this one. What I did when I first encountered it, and what has worked ever since then is to simply sit in one spot and tapping left or right whenever a bullet is about to hit me. Shouldn't be too bad for anyone who can get to the spell.
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I used to have trouble with those types of attacks too. You just need to practice them until your brain can process the patterns properly. I'd suggest grinding out Apollo 13.
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Halp me
Looking for help about spellcards where the bullets move in a circular movement, for example, one line of bullets doing a clockwise rotation while other line of bullets doing a counter-clockwise rotation. Examples of these attacks:
* IN's Tewi attacks;
* Eirin's Curse of Apollo 13;
* Mystia's first spellcard;
* Suwako's last spellcard;
I watched some replays but I want some tips or if you can recommend to me some instructive replay I'd be glad :)
You didn't state any difficulty so I'm just going to assume Lunatic.
As far as I know he plays on Normal, but the main idea of the spellcards he mentioned are pretty much the same between the difficulties.
Tewi clips the hell out of me. Try to dodge close to the corner I guess. But be careful about the red wall of bullets. Most times I bomb her due to nervousism as she seems to cut your deathbomb time, and the last time I fought her was at my first and only Lunatic 1cc. :V
Eirin is pretty much what Zengeku said, and there's a risky safespot that you stay very close to Eirin and then do to the exact middle of the pattern circle, but it does need a ridiculous movement accuracy even with Border team. Especially on Normal, as it's the same difficulty as if you were doing on Lunatic if you try the middle spot thing. :V Here's a capture replay where I use both the risky safespot method with a non-Border-team hitbox and the normal way (http://replays.gensokyou.org/download.php?id=26003).
Mystia's first midboss card, or boss card? The midboss card is pretty slow and easy to read, and Mystia will move accordingly to which side you are compared to hers. But if you're talking about the boss card.... I recall if being a bit different on Normal, in which Mystia throws two (three) walls of bit bullets, and then throw other three very fast. Idk, maybe you should kind of balance between shooting her and killing the familiars. Here's a timeout replay where I cancel the first wave of bullets by blocking the familiar (http://replays.gensokyou.org/download.php?id=26001), in which you would destroy them instead in a normal run.
Mishaguji-sama is mostly precise dodging and some basic reading (it's the easiest Extra final spellcard btw). Try going to the bottom and dodging using diagonal downwards movements, it helps me getting some extra accuracy (you'll only move to the sides anyway since you're at the bottom).
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Apollo 13 is essentially static, yes. There are two sets of bullets which are radially symmetrical, though they can each be rotated separately. You can memorize the outer wave and recognize a spot that's easiest to dodge through, then there are basically three ways the inner wave could be oriented with respect to the outer, so you could memorize that, etc.
Anyway, you seem to be asking for general advice with criss-crossing bullets. They can be very hard to deal with, yes. What I would say is you don't want to just take everything on at once. The approach you want to use probably depends on the pattern, but there are a number of ways you can try to read them, or at least two. (I might say it depends on the downward angle of the bullets, but whatever.) One way to look at it is to actively look for bullets that are crossing over each other, then wait for them to separate, and go up through the gap. That gives you time to position yourself. If you're actually looking for the gaps themselves you'll probably notice them too late. Or maybe you can try to see a "cone" of bullets that are going to cross each other, and be ready to stay right under where they cross. Personally, I read Suwako's last attack like this.
Also you could try to look at half of the bullets at once. Like, view the bullets coming from one direction as forming "lanes," and the rest of the bullets make individual rows cutting through the lanes. Then you can kinda move through one lane while dodging the rows from the other direction. This is what I'd recommend for Tewi's patterns, I think.
Other things you could practice are Swallow's Cowrie Shell, Chen's midboss spell, maybe some Prismriver stuff, Youmu's nonspells, etc. I think PCB and IN have much more patterns like this than most of the other games.
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Thanks for the answers guys S2 :)
I said some spellcard names that I remembered to have problems with them at the moment when I posted that because I didn't know what "class" of bullets that patterns are called. "Circular criss-crossing bullets" sounds nice for me :P
As far as I know he plays on Normal, but the main idea of the spellcards he mentioned are pretty much the same between the difficulties
You didn't state any difficulty so I'm just going to assume Lunatic.
No no I am playing on Hard mode now :V
And thanks again for the training material and replays, now I can start my Summer vacation's criss-crossing bullets special training , if I have a specific problem I'll come back to search for more halp :)
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TD Yuyuko's fourth card might also work to practice bullets coming from two diagonal directions, and it's in a game with spell practice.
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Are there any tricks to make Youmu's first boss phase spell card a bit easier? It's too dense for me even on Normal.
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Are there any tricks to make Youmu's first boss phase spell card a bit easier? It's too dense for me even on Normal.
That would be 200 Yojana in 1 Slash, yes? My personal solution to this is to find the least dense space, get into it, and wait for the time-slowing to appear. The important thing is to make sure not to tackle any bullets before the time-slow comes up, because it can mess up your movements because of the switch in bullet speed. At least, here's a replay (http://replays.gensokyou.org/download.php?id=26015).
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Are there any tricks to make Youmu's first boss phase spell card a bit easier? It's too dense for me even on Normal.
The only tip that I know about this spellcard is to dodge the bullets unfocused while the slow motion effect is occurring, this can be hard at the start but after it'll help you. Generally I try to found a secure path between the bullets at the side where Youmu isn't there because the bullets look to be less dense there but I don't know if it is true or not :P
TD Yuyuko's fourth card might also work to practice bullets coming from two diagonal directions, and it's in a game with spell practice.
With this one I don't have problems anymore, just keep moving up and down :)
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Daiyousei's 2nd last card in Phantasmagoria Trues, the one with the blue leaves with the massive hitboxes. Would have had a perfect boss minus that card.
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With this one I don't have problems anymore, just keep moving up and down :)
On Lunatic?
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On Lunatic?
Ah, I never tried to play TD on lunatic until today, after all I captured this spellcard in 10 tries, also I opened one Overdrive for the first time and captured it in 12 tries just going up and down :)
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What's
your opinion on the order of difficulty for the six routes of th128 on Lunatic?
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What's your opinion on the order of difficulty for the six routes of th128 on Lunatic?
B1>C1>A2/B2>A1>C2 with B1 being the hardest. Been a while since I played A2/B2 though, so I can't say which of the two is harder.
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I need help with Lunatic Cirno's opening shotgun. On Easy through Hard I can survive by doing this (forgive the lame Paint work!)
[attach=1]
Being at those points when each shot goes off, then making a large jump back right after the final one. But on Lunatic, the shots are just too wide to escape them in time.
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Because the shots are aimed you can just tap to the side to dodge the 3rd shot. Micro instead of macro.
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The center bullet of each is aimed. The first one is too dense to dodge through as far as I know, but you can dodge through the third (like this (http://www.youtube.com/watch?v=HPl9dUEHJ5I#t=4m15)), and either around or through the second.
Alternately, safespot it (http://www.youtube.com/watch?v=VoZuMtF_6Rk#t=1m43).
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Terrifying, but so simple. Thanks.
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whoa wait what since when were the three bursts not all the same size
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whoa wait what since when were the three bursts not all the same size
I noticed that even back when I was playing normal mode and just practicing on lunatic.
Anyhow, yeah, you can tap through both the 2nd and the 3rd waves.
Beware though, the inner ring of blue bullets are slightly shifted, so if you tap too small and in the wrong direction, you'll get hit.
The first wave can be tapped through but it's really risky lol.
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there is a safespot. place you hitbox on cirno's head and you will survive all three waves. look here
http://youtu.be/J5jwaqfVl4U?t=1m42s
works on every difficulty with every character. there is no need for fancy maneuvers.
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works on every difficulty with every character. there is no need for fancy maneuvers.
It's still precise and macro-micro-micro works just as well, and works for every iteration of the pattern.
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it's not micro macro macro. have you seen the WR run? clearly shows it's not fucking macro shit. I, for one, am consistent at it. I haven't died to that since forever
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it's not micro macro macro.
I never said it was.
macro-micro-micro
The WR run does riskier things for score, so for just survival you aren't making a very good case. I'm consistent by macrododging the first spread then micrododging the 2nd set and I also haven't died to it in forever.
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That particular safespot happens to be very easy to get into (unlike, say, Eternal Meek). Just take your time to position yourself correctly during the dialogue, and remember that Cirno's hitbox is slightly smaller than she looks (you'll still ram her if you're too low so be careful). I think dodging it normally is slightly harder, but neither way is that difficult once you know how.
(Also, Sakurei, I already linked to a video of the safespot)
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Yeah I never mess up the safespot, and this is a guy who is very bad at doing the Eternal Meek one
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whoops, I didn't see you having psoted a video of it. sorry karisa.
but good to know I am not the only one who thinks it's super easy to get into. for a second I thought I was the odd one here :V
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I use it every single time :V, It's easier than Satory-Aya's safespot, in which you also have the dialogue to give you extra time for positioning.
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So I'm attempting MoF Lunatic no bombs, and right now Momiji is giving me hell. Part of the problem is just that I need to time her down so I don't have to deal with the walls afterwards, and I'm fairly certain I can do Momiji better than I can do those walls, so any help?
In particular, I feel somewhat boxed in by those big white bullet walls that she shoots. I can dodge the white spray pretty well if I ignore them, but more often than not I'll find myself getting trapped by them because I dodged too far horizontally. This is even worse when Momiji moves down, as then I have a really small area to work with. Am I supposed to just pray and take the hit?
And if I do have to pray, how in the world are you supposed to deal with those bullets cutting in at like 70 degree angles? I feel as though those bullets are the ones that are making what seems like walls, especially if Momiji moves downwards.
I have little trouble with times when Momiji moves upward and stays there, but that doesn't happen too often so I have to take like 2-3 deaths if she doesn't like me, which I'm not too happy about.
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Ah, Yamame, your first nonspell on Lunatic is so annoying if you move low on the screen. Any suggestions on how to handle things when she gets too low?
Also, Ichirin's second boss spellcard (again, Lunatic). It always wears me out because I can never get under her long enough to do actual damage.
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@momiji: no, you're supposed to dodge vertically, too. she won't box you if you pay attention and move vertically to dodge. that's also what you have to do for the 75 angle bullets. push forward just a little. if you saw my perfect MoF stage 4, you will see me dodging them like that (though, I barely avoided them :V). horizontal movement alone won't help you at all due to said reasons. OPEN THY MIND :V...sorry.
yamamane: pray. pray while making bigger movements than usual. I believe that's the only way to handle it.
ichirin: I trust you know how to actually handle it? yeah, that's all. it's a battle of endurance and it will take a while for everything ever. even ReimuA takes a good deal of time for that card. if all fails, use a bomb :V
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I believe with Yamame's opener you can move diagonally up and over the horizontal bullets.
I've never done it though.
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I guess I get the first question of the New Years? I need help with Radiant Treasure Gun. I can time it out easier than I can capture it. I just don't know where to look. Bullets seem to come from all directions, and some of the "unfolding" patterns are plain brutal. Should I follow Shou to every position or skip some? (Her moving from the middle to far right always seems to get me). I'm not sure how to begin approaching this one.
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Hmm... as it would seem most of the UFO experts aren't very engaged in this board anymore, i guess you'll have to make do with me.
Okay, so the pattern has some static elements to it. Shou's movement is static. She first moves to the left, then to the right etc. What I usually do is follow her as she moves while dodging the things that get in my path. This can be quite hard since sometimes she'll make quite nasty waves. Usually when around the middle of the screen. When I'm facing off against a barrage that is dense and intimidating that I can't get through, i try to stay put until it opens up a bit more while sometimes the barrage will open up more in which case I'll try to push through it. If that makes sense.
Unfortunately, i'm not very consistent on this attack but this is what I do in order to capture it anyway, i dunno if it helps or if it's just spelling out the obvious but I tried. :3 Good luck, it's a hard pattern definitely.
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Scarlet Meister.
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Start on her left, move right, move left, repeat.
Here's a video. Yes, the first wave is easier if you start on her right.
http://www.youtube.com/watch?v=ZC-vdEdNZtg
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okay, anyone adept at playing PoFV, help me :V
http://replays.gensokyou.org/download.php?id=26308 this is one of my better runs.
what am I doing wrong in regards of score (like, fundamentally wrong). it seems...not correct to have a score of just 50 million by the time eiki was reached. I need at least the 70 million extend to clear this - or some inhuman play during the last 3 stages, possibly last 4. I don't think PoFV replays show it, but it shouldn't be needed to say this is at 90 fps.
I pray it's not something like "survive longer for more score", because then...uh, yeah :V
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survive longer for more score
Pretty much. At that speed, you're kind of at the game's mercy when it comes to holding chains and all that. I think you could have really done a lot better in some of the rounds you lost though. 70mil shouldn't be too far off.
I did notice something seemingly odd about your playing, however. It seems you always focus while charging, as if this were GFW, and never unfocus until you've cast the spell. Is that a habit of some kind, or something that your control scheme somehow forces you to do, or am I just imagining it? One way or the other, you should ideally be able to shift between focus and unfocus while charging spells.
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it's how I play, actually. waaaaaaaaaaaaay back then, when I was trying to clear extra, I adopted this style. you saw me unfocusing/focusing after every time I used the charge 1 attack, right? yeah, that's because I used to run into the spirits a lot. that way they activate and...it doesn't happen as often anymore.
I've felt for a while now that it's got its flaws, but I've used that way of playing so much that it's pretty much the only way I know how to play. maybe re-learning komachi properly would help me here, but I am actually feeling comfortable with that playstyle for the most part.
yeah, I could have done better. I know that I am terrible against marisa, always. I only start to pick up some skill against yuuka after losing 2 rounds and the first reimu round could have been better. I genereally need practice against eiki, anyway. I always laugh at myself after losing like 1 minute into the match because I am terrible. thanks for you insight, I'll work on my survivability then
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Is there any way to make Scarlet Gensokyo easier ? (Lunatic)
I tried to dodge in a corner, but it doesn't seem to help and the card lasts much longer this way.
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Shotgun Remilia in the "transition" between Meister and Gensokyo (DO NOT bomb when Meister is about to end or Remilia will turn into a bat until the card begins). I think doing so with Reimu-B at full power with all shots hitting would make SG start with 3/4 of its normal full bar. This is much more useful in Scarlet Gensokyo than in QED because SG doesn't have damage phases. Otherwise, pray to not get clipped/walled. :V
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Yep, I've already noticed that, although I didn't know you could take down so much of the healthbar. Biggest problem is that I usually need two bombs for Scarlet Meister (or one bomb-one death, which is sort of ideal :V ). I'll learn to do it with just one bomb then.
So many runs ended by this spell...oh well, I'll get it eventually.
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There's a very useful trick you can do against that spell. I learned it from Jaimers, in fact. Whenever you use a bomb, stand right on top of Remilia until just before your invincibility wears off. When she tries to fire the next wave of bubbles, you'll cancel them out instantly, neutralizing the entire wave, and buying yourself a considerable amount of time to shotgun her at no risk.
Also, if you time your bomb against Meister correctly, you can do it with one bomb every time, without even having to dodge. Here's a video of that. (http://www.youtube.com/watch?v=DwuwiJyTSIE#t=3m22s)
Oh, the nostalgia.
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Thanks for the video Zil.
However, I'm using ReimuA most of the time (because Patchouli and less screw-ups in stage portions, as I'm bad at memo), so I'll have to dodge at least a bit Meister.
I'll try the bomb trick on Scarlet Gensoky, seems like a good idea.
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Okay, for something I should have asked ages ago (and probably would have if I used MarisaB more often in MB):
How in the FUCK do you do Bloom Star Limited Express?
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How the fuck do I survive Suwa War? I know the pale suns are random and the red suns are aimed, but knowing that isn't helping me that much, I still get constantly trapped. :getdown: It's the biggest obstacle keeping me from perfecting Suwako.
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well, you can simply misdirect the red sund in the beginning. when the timer reaches 11-10 second, be on top of the screen and slowly stream down. you'll misdirect the red suns in a way that you have enough time not to get trapped.
I know that feel :V
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I already try to do that. But I die before getting there. If I go too fast, I crash into something, if I go slower, it's already too late. :V
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try to make up your way a little sooner then. maybe your timing's off
do you have a replay or something? maybe I (or somene else, really) can tell what you are doing wrong (if you are doing something wrong). you could also try to stream it from left to right, but I think that would be much more difficult.
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I only saved this one (http://replays.gensokyou.org/download.php?id=26543) in which I go upwards much earlier (maybe because it was too late to go to the side, I don't remember), and I died for another reason. Well, I'll try again and might upload another one.
EDIT: nevermind, I'll try this tomorrow, or maybe other day, my hands are too cold right now. The problem is, I can't get up there because from like 15 seconds onwards I'm just struggling for survival. Most times I got to it, I end up doing something totally different (like the replay above), because I'm just struggling to stay alive, which made me capture that card only once ever. And that was even before I knew the red suns were aimed.
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Am I correct in thinking that beating th08 Lunatic requires much more memorization compared to beating th10 Lunatic or th07 Lunatic?
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Am I correct in thinking that beating th08 Lunatic requires much more memorization compared to beating th10 Lunatic or th07 Lunatic?
It's one of the more memorization based games. You can also cheese MoF and PCB by spamming bombs/borders and don't need to learn any patterns so maybe you're surprised by the amount of things you actually need to learn (even though you can just deathbomb everything in IN w).
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Am I correct in thinking that beating th08 Lunatic requires much more memorization compared to beating th10 Lunatic or th07 Lunatic?
It might just be because I've become so frustrating doing lunatic spell practice, but if anything I think it just spams more cheap bullet walls. There are games with better designed lunatic modes out there.
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It might just be because I've become so frustrating doing lunatic spell practice, but if anything I think it just spams more cheap bullet walls. There are games with better designed lunatic modes out there.
IN is actually one of the most fair, least random games. There are no impassable walls at any point if you're doing things correctly, even while Kaguya can be nasty with her RNG based attacks.
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Not so much help with spellcards, but can someone tell me why I got the last spell when I didn't meet the stage target? The screenshot is crap but you can see it's the last spell from the whole "nullity" thing.
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I need help with Test Slave. I've watched videos of it, but still can't manage the thing at all. It constantly ends my runs even when I go in with 2-3 lives. Thing is, I just can't seem to do any damage - the one time I've passed it, it was after 2 deaths and then it timed out. I know the ball blocks my shots, but even my ice doesn't seem to be hurting Marisa.
Also a quick question: Ephemerality 137 Lunatic with Border or Scarlet teams - do you think it's worth taking out familiars, given how weak the human shots are and you can only take down 1 or 2 at best?
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Last!
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I don't think it's worth it with Border Team or Scarlet Team on that card.
Arcengal, I just chalk it up to rounding errors.