GoW III Hades NO DAMAGE PAIN+

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4 thoughts on “GoW III Hades NO DAMAGE PAIN+”

  1. Não sei se tu é brasileiro! Se não for eu posso falar em inglês também (Risos)… Essa batalha é uma das mais legais do GOW III, vai um pouco de tempinho para dominar essa parte! Ficou muito bom irmão, acho que deveria fazer essa completa, mas está jogando muito bem! Vi sua batalha contra os Clones War em Nur! Mt bem irmão aquilo foi uma grande conquista, seja bem vindo a equipe de poucos que conseguiram aquilo 🙂 …

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  2. Desde 2017 eu estudo este Gow… Na verdade é o Gow que eu mais gosto, desde esse tempo eu me aprofundei em técnicas, maneiras e estilo de batalhas… Te convido a conhecer o meu trabalho também 🙂

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  3. >VH PAIN+ Hades
    >ND
    Ignoring the last bit (not that it matters much as I wouldn't be expecting RoS tanking here), I've been looking forward to seeing a more recent such go at this encounter since I got a chance to de-rust (except it was BoA and not BoE, so…). Still need to make myself use the break-out glitch to get a feel for the HP S4 has (Tug-of-War) so I can make approximations for the amount of damage we deal with the lights and heavies (just seems nice to know as with traversal stuff) even if not a big deal. I'm most interested in S3 handling (in particular punishment of Geyser).

    0:00 I imagine you'll be favoring the leg he stands on during stomps (safety thing). What shall it be? 't,s,s'? 't,s,t'? Just t1 spam? No need to go hard for the sake of t0 (or even t3) in a small opening as it won't pay out as notably as in GoWII. Think I favored CCW circle strafing. S2P1 buffs his P1 a bit with a bigger AoE stomp, some faster moves and the new UB. Not sure what option you have to stagger him readily like this if any. Would CG even do the trick like s6 can?

    0:04 Going hard with the long path to t3? Guess you weren't sure you had gotten away with it here.

    0:11 Got to take care not to get caught against the wall when working whiffs.

    0:38 >s,t
    Slipping into old habits.

    0:47 I forget, but I think these transitions are invincible (same as the S2P1 use of this as an attack).

    0:52 I tend to favor hugging his left hip, too. Saw an oddity where he gets moved if he grabs you while you're in the air (take damage in the process), but I'm not sure there is anything to it. During the heavies, you only have to fret over his LH attack (in terms of blocking) from this position.

    0:56 Pretty sure this will just not hit you if positioned right. I forget. Think there was one that could clip where others would miss.

    1:13 Nicely done. When not caught in recovery, there is time enough to make a small movement away (rather than a roll **let alone tricking with one**).

    1:26 P3s can be a bit 'slippery'. Damage output is good enough that it shouldn't be much of a problem.

    1:57 Surprising that he would go for the grab at this range. Or that you would try to aerial punish it. A quick (and bold) reaction.

    2:03 Evading by/under him for the UB it is. Think I went with air blocking (in strafing fashion) the pinning portion of the start-up before running to make the UB whiff while starting up a punish with BoA. Not sure what I'd go with for BoE. Maybe just play it safe with 't,s,s'.

    2:36 I keep seeing air lights used to keep out of danger. Should I take it you're under the impression IW are not allowed for gliding as was the case in GoWII?

    3:30 Here I was just about to point out how s6 isn't getting in soon enough for the knockback to stagger him (only for t3 to get a late-hit).

    3:34 Slick. Promising to see (hopefully the same sort of tech is applied in S3).

    3:48 Probably too scary for ND, but I found that if you run up-right against the wall pillar nearby the souls whiff.

    3:56 Good thing those are blockables (unlike in S4).

    4:58 Always starts S3 with Geyser. From my testing, it seems the flailing portion is NOT an attack, but he's invincible during it so don't even bother trying to punish it. The part where he thrusts the weapon down is an attack (hitting in a slightly bigger area than you would expect), but is blockable. He is not invincible during it or the Geyser proper (which is UB and hits high). The latter won't always appear if too near/over the boss, but it is sort of hard to tell when it will fail. Have to take care you don't get stuck on his body (though you can move around him to an extent **even under his legs as with an evade**). Better to not need a roll, but instead keeping momentum (at least trotting a bit before starting up a string else Geyser can catch up to you). This in regards to trying to full punish the move (in this case, with the long path to Spirit **time enough for two doses, even**). The basic idea upon seeing the flailing is to pick a side of him, get a step or so of momentum after the ground impale finishes and begin using the likes of 's,s,s,s,s,t' while in a close orbit moving towards his other side…then taking a brief break to clear the Geysers trailing you (going for another pass upon doing so).

    5:00 Not quite all you could get, but most of it.

    5:05 This is where a bit of an adjustment could be made. Rather than pulling out completely, only maybe evade once before canceling (attack into jump cancel) if at all before trotting in a wide enough berth such that the pursuing threats are made to get out of the way as you go for another 'run' as it were (doubling output to end this bit quicker).

    5:09 From testing, the swipe isn't the attack during his SS. Rather, it is the Mongrels themselves (upon spawning they are UB and become blockable as they charge in to swipe at us). This attack hits high up, so going airborne might not be the way to go. Only two Mongrels can be out at once. If he does back-to-back SS one summon fizzles out in-time, but the second will never come into being (too soon). This makes for a bigger opening on the right (his left) to attack. Working the front-center at 'mid' distance spaces the UB portion. Working his left hip (rightside) would be safer than the opposite owed to which side SS always starts with (more time to react). Evading through can be tricky to time, but spacing isn't hard. Still need to watch for the P2 grab. Evading through it isn't a great idea this time (puts you to his sides) nor really is jumping it. Can just space it and probably use something like 't,s,s'.

    5:13 How good of him to demonstrate an overload failure (one less doggo than he was trying for).

    5:16 Tempting to just hang back and wait for Geyser (safe and easy to punish). If you ever felt like going a bit faster, the approach I was going for was working mid at front-center. If he grabs, just make it whiff and punish lightly before seeing his next move. If SS, move away slightly and to our right before timing a running block to go over his second summoned cerberus (such that its body isn't an UB anymore) before watching to see his next move. If another summon, the attack can't hit on this side (punish freely). If a grab, clear away before reassessing. When he rolls Geyser, do the above noted. Should it follow right after SS, just block until the summons are gone before punishing Geyser (time is on your side, no rush). I forget if you can get two full t3 in this case.

    5:28 Fight is almost over (as we're not going into S4 and S5), so I'll note it now. Mongrels do not disappear upon taking him to "O', so you have to mind them.

    5:34 AoE for each hook isn't quite as big as it looks as I recall. Worth getting a feel for so you can flirt with danger (whiff punishment) more effectively.

    5:37 Glad to see you were careful about the incoming as they also don't just stop instantly upon reaching the dizzy status.

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