Aki
Illusionist Crown
Posts: 1,910
夢幻の冠帯
Favorite Game: The Embodiment of Scarlet DevilFavorite Character: Remilia ScarletCustom Title: Illusionist CrownMini-Profile Background: {"image":"","color":"ffffff"}Mini Profile Text Color: 000000Mini-Profile Name Color: ff0000
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Post by Aki on Feb 17, 2015 9:11:48 GMT
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Proto
It looks kind of like a big fluffy muffin!
Posts: 343
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Post by Proto on Feb 17, 2015 9:52:53 GMT
I analyzed ZM's first UFO Hard 1cc. The replay is here: replays.gensokyo.org/download.php?id=36251AnalysisStage 1 - Red UFO followed by a rainbow UFO, nice! Great dodging at mid-Nazrin while you tried to collect the UFO token. Two more red UFOs after that, yup, optimal Stage 1, I'd say. Nazrin - Shotgunning her first spell is so fun~! Interesting approach for her last spell, avoiding most of the tough dodging that staying at the bottom requires, though the spell sure took a while. You perfect-cleared Nazrin and the entire Stage 1 anyway! Stage 2 - Good job with the rainbow UFO, and the well-timed red UFO after that. Mid-Kogasa was perfect-cleared too. Not sure whether that bomb was for survival purposes or for ensuring that you summon the red UFO before it's too late. Anyhow, entering Kogasa with 5.8 lives, yay~ Kogasa - Nice capture on the first spell. Expected bombskip on the second. Oh snap, I always bombskip the third one too, but you captured it really elegantly, wow! Stage 3 - Very well-timed red UFO there. The death was kinda expected, because that's a really annoying part. Bombskipping mid-Ichirin's spell? I dunno, I didn't find it to be particularly difficult. The rest of the stage went really well, with well-timed bombs and UFOs. Ichirin - Screwup at first nonspell, I'm not surprised, it's really tight, especially for criss-crossing standards. Followed by a justified bombskip. Bombskipped the first spell too, yup. Captured the nonspell, heh. I personally find Ichirin's nonspells getting easier as they progress. Oh, hey, so that's how you do Ichirin's penultimate spell? I never figured that one out, thanks! You were doing pretty well too, could probably have captured it. But yeah, after dying once, might as well spend a bomb instead of risking dying again. Bomb to the last nonspell, ouch. Not sure if that was a reflexive reaction or if you actually have issues with this nonspell sometimes. Final spell, oh snap, silly death colliding into the back of a laser. You could've captured it otherwise, I think. Stage 4 - That opening, whoa, did you like position Sanae just to make the opening smooth? That's pretty cool. Bomb at big fairies didn't really seem necessary but well, this is a generally really intense part so it might not be worth hoping that you can calmly dodge stuff instead of bombing. The second bomb wasn't necessary either, and it had the unfortunate side-effect of destroying the red UFO, denying you the saturation bonus. Ah, well, it's just one life piece. Summoning a red UFO against Nue? Well, it kinda makes sense since you're essentially trading in one UFO token for one life piece, which is a good deal, I'd say. Death to Nue's fourth phase though, ouch. It's like losing two lives and then getting a bomb out of pity. Anyway, for the part after that, I kinda thought that the blue UFO token was a mistake, but then I figured you were probably aiming for the screenclear. The blue UFO token during the bomb was probably a mistake though. Still though, you summoned two red UFOs after Nue, that's pretty good, I'd say. The bullets cleared for Murasa right when you were getting walled, heh CAPTAIN Murasa - I seriously think Murasa's nonspells were untouched from their Normal versions. Anyway, nice capture on the first spell. It seemed like you were trying to misdirect the anchor for every alternate wave, which seems like an effective approach. Murasa's second spell though, c'mon, staying at the bottom is pretty much a death sentence, you'd want to start off much higher up, like slightly above the center even. Ghost Ship Port, well, tbh I find that having double bullets actually makes it easier to identify the bullet paths, making it more obvious how you're supposed to dodge. Kinda like how Byakuren's Makai Butterfly is easier on Normal than Easy. Still though, double bullets also means double the dodging intensity, so yeah, it gets tougher overall. Double Dipper, okay, I haven't actually unlocked this myself so the rest of the analysis is going to be from a blind perspective. Still though, for an upgraded Sinker Ghost, being able to clear it while spending only one bomb is really impressive! Stage 5 - Although you dodged them with ease, those big fairy criss-crossing arrowheads look really annoying to dodge. Oh, hey, the yin-yang orbs fire bubbles now, but they're still trivialized by moving vertically across the screen, it seems. Summoned a red UFO, then died trying to kill it. Considering that the yin-yang orbs like to be annoying if you don't dodge them right, you probably should have focused on surviving them first. Mid-Nazrin nonspell bombskip, eh? I'm guessing the Hard version is much tougher than Normal. Same with Pagoda. Oh, wait, maybe you just wanted to see more of the big fairies? Aaaaaaand then came a greed death caused by trying to autocollect, ouch >_>. Well, at least you didn't have bombs remaining when you died. The next bomb + red UFO were very well-timed, securing the life pieces as well as the screen clears to ignore the big fairy bullets. Final popcorn fairy segment (aka greatest scoring spot) was cleared really nicely. The yin-yang orbs at the ending were always annoying, so yeah, bombed. Shou - What the hell? Now there's a second yellow laser than follows the straight pink one? I'm impressed that you captured this. AND SHE FIRES RADIATING LASERS DURING THE FIRST PAGODA SPELL WHAT??? Okay, I know you guys kept talking about how her first Pagoda Spell is really hard and well, but I was seriously expecting it to be just a tougher version of her Normal spell. This kind of thing is just complete utter BS. Seriously, what the hell, ZUN? Okay, at least her second nonspell was only enhanced by density. I'm not really sure how Aura of Justice was upgraded (more bullets, probably?), but it looks like the same approach still works. Final nonspell looks like a laser endurance spell, ouch. As for Vajra, okay, I know you bombskipped it, but I could see that the red bullets are now being fired continuously, which looks like it'd be awfully difficult to deal with. Final spell seems to have a lot more bullet rows, so yeah, bombskipped~ Stage 6 - Although there seems to be more bullets, it seems Stage 6 is still nothing but UFO spammage. I'm not sure why you summoned two blue UFOs though, because I'm fairly sure you could have smmoned one extra green UFO instead. As for mid-Nue, you captured the first two waves. Now sure how hard the last two are, but you bombskipped it and auto-collected her WALL OF POINTS anyway. Byakuren - Nonspell #1 seems to work the same way (just wider obstacles). First spell looks evil, yeah, bombskipped. Nonspell #2 kinda looked like it could be dealt in a similar manner as its Normal version but idk. It's probably really frustrating to execute, since you bombskipped it too. Same with Makai Butterfly. Nonspell #3 is annoying on Normal too, and you were able to clear it with just a death and no bombs, cool. BUT WHY DIDN'T YOU BOMB STAR MAELSTROM??? Like, come on, that thing is evil on Normal too, and even if you had confidence that you could capture it on Hard, you should have still tried to bomb when you have doubts. Instead of dying twice >_____>. This is just too sad, and I'm impressed you didn't outright raegquit from this failure. Next nonspell was bombskipped, okay. Note, if I wasn't spoiled that this was a Hard 1cc, I would have serious doubts that this run would lead to a clear, after that double Maelstrom death. Anyway, Devil's Recitation looks as fun as it was in Normal, though with noticeably greater bullet quanities. Nice capture! St Nikou's Air Scroll, holy soap, that bullet density is insane. Also, SanaeB's bomb is seriously broken as hell, because combined with her shotgun, you were effectively able to bombskip Air Scroll, despite Byakuren's bomb armor. And now for the Flying Saucer. Judging by your lack of resources, I figured that you'd capture this but I was honestly expecting some kind of lucky dodges or something. But nope, from what I've seen, this was just pure raw dodging skills. You reacted really quickly and appropriately to all the cards and you even took plenty of opportunities to hit Byakuren at close range (unfocused shotgun SanaeB ftw), causing the spell to end much quicker. This was a genuine skillful capture and such a performance is definitely worthy of overshadowing all the mistakes of this run. Overall - The fact that you were able to 1cc UFO Hard, which is considered to be the most difficult Hard Mode in Touhou, is already a testament of how good you are at Touhou. From what I've seen, this was manifested in several different ways. The biggest factor imo was in your sheer ability to keep the UFO summons under control. UFO Hard has really brutal stage sections, so being able to consistently obtain the correct UFO tokens (whether for red or rainbow) without greed deaths, and dealing with the UFO appropriately (saturate -> destroy -> collect) is extremely impressive. No, it wasn't perfect or optimal, but the extent to which you succeeded at was pretty freaking awesome, especially since you're not some crazy 90 FPS Lunatic superplayer. Aside from that, you also did an excellent job with resource management. Most of your deaths only happened after you had no more bombs remaining. Although I mentioned that a few of the bombs "didn't seem necessary", usage of such bombs are actually very effective at avoiding silly deaths. In the long run, this ended up preserving most of your resources and keeping the losses to a minimum... until Star Maelstrom. Yeah, I don't think I need to reiterate how sad the double death was. But I will point out that the double-death probably put you at a level of despair that ended up enhancing your skills greatly, to the extent of capturing Flying Saucer! Aside from the Maelstrom screwups, I can't really find any other serious mistakes at all. All of your other deaths were justified, at least to some extent, and you've performed very well overall. In particular, the Flying Saucer capture was just outright amazing. With how much your skills have grown, combined with all the effort and dedication you've put towards UFO Hard, I can say with confidence that you've more than earned this 1cc. Congratulations!
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ZM
Kochiyaist
Posts: 7,266
Arahitogami~
Favorite Game: Undefined Fantastic ObjectFavorite Character: Sanae KochiyaCustom Title: KochiyaistMini-Profile Background: {"image":"http://i.imgur.com/XZ5Uj27.png","color":""}Mini Profile Text Color: ffffffMini-Profile Name Color: ffffffMini-Profile Text Border: BlackOverride Avatar (Auto-Extended Mini-Profile): Enable
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Post by ZM on Feb 17, 2015 19:51:01 GMT
UFO Hard~
Pinned.
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Glaceon Mage
Resident Shotacon
Posts: 924
Magical ~ ☆
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Post by Glaceon Mage on Feb 20, 2015 16:56:52 GMT
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Proto
It looks kind of like a big fluffy muffin!
Posts: 343
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Post by Proto on Feb 23, 2015 9:43:38 GMT
Autocollection and spell/nonspell capture rewards are bomb pieces, except for every fifth reward which is a life piece. So yeah, you'd get a looooooooooooooooot of bomb pieces. It's easy to cap out bombs before like, fighting Kagerou. Anyway, AnalysisStage 1 - Killed the opening popcorn fairies too quickly, resulting in no Bonuses. Got another Bonus later at least, but ended up collecting items as they fell. Only one Bonus before Cirno, hmmm...
Here's the thing. When you auto-collect a lot of items (20 of them, to be specific, but it's not like anybody actually counts them) together, you get a Bonus. These are important for getting bomb pieces and life pieces. This means that you should avoid collecting items as they fall (unless you'd miss them otherwise) and try to autocollect when there are a lot of items.
Anyway, mid-Cirno was good. It looks like you either didn't practice much of Stage 1 or were unaware of the Bonus system. Although you missed a lot of potential Bonuses, you were able to perfect clear the stage, at least.
Wakasagihime - Perfect clear, yay! But yeah, when clearing a spell, bosses always drop enough items for a Bonus, so you should generally try to auto-collect those for more resources.
Stage 2 - Got the Bonus at the start, good job! Actually secured plenty of Bonuses during this stage. Mid-Sekibanki was nicely cleared and auto-collected from. Note, during the purple yin-yang section, if you try to kill a lot of orbs before auto-collecting, it's easy to secure a Bonus 2.0, which is an instant life piece. The section after that is another Bonus 2.0 moment, but you got two not2.0 Bonuses, at least.
Sekibanki - Perfect cleared, yay! Still no auto-collecting though (because the last one which is automatic) but well, it's a bit dangerous to autocollect after the first spell.
Stage 3 - Nicely perfect cleared. This is the stage that triggers a lot of greed deaths, but you were able to make it through while still auto-collecting a lot! In fact, you were even able to get one Bonus 2.0, which is great!
Kagerou - Perfect cleared until the last spell, which you probably could have captured too, but you ended up panicbombing. I'm actually wondering if you're playing this blind...
Stage 4 - Nice dodging at the start. Kinda messed up the streaming a bit and responded with a bomb, which is better than dying. Mid-Yatsuhashi went well, and you handled the U-section after that really well. Another streaming error against the yin-yang orbs, costing another bomb. The lasers fired by the yin-yang orbs are aimed, so you'd have to stream them. This may be a little annoying when combined with the rain of bullets from the large fairies, so you'd probably end up bombing anyway. In any case, you reached Benben with no deaths at all so far, with 7 lives and 7 bombs, which is really good.
Benben - Nice reactive bomb at the start. Couldn't react quickly enough during the first spell though, causing the first death of the run. Captured the other two nonspells and the second spell though. The third spell is really annoying, with the curvy lasers often catching the player off guard. You ended up dying twice here, the second time while Benben was exploding too >_>. With how annoying this spell is generally, it's recommended that you try to bomb to it anyway, even if you don't feel immediately threatened, unless you're confident you can handle it.
Stage 5 - Excellent dodging here, with plenty of auto-collection too! In particular, capturing Reverse Needle Attack is pretty impressive. Perfect cleared stage~
Seija - Captured Looking Glass and This Side Down, oh, hey, you're not playing this blind after all. Reverse Bow is a really difficult spell, so panicbombing was a good idea. Despite the panicbomb, you had some really amazing dodges during that spell, and I think you could've actually captured it. This is DDC though, which resets bomb count when you die, so you'd want to panicbomb over risking death anyway.
As for Reverse Hierarchy, yeah, bombing whenever there's a screen flip lets you deal with the most annoying aspect of the spell. Note that the screen flip doesn't actually alter the controls i.e. moving right will still make Sakuya move to her right, but since she's upside-down, it would be to the left from your perspective. This means that when Seija flips the screen in the middle of an attack, you can continue to dodge in the same direction by pressing the same keys as before the flip. Also, the spell is designed in a way that you'd likely have to move both horizontally and vertically instead of just vertically. In any case, spending only two bombs on this spell is pretty good, because players tend to die a lot here until they get the hang of the flipping gimmick.
Stage 6 - Yay, you got the Bonus 2.0 at the start! And then you did a pretty great job of dodging. I'd suggest going focused to dodge the yin-yang orb bullets, since the lack of precision in the unfocused movement is likely what prompted the bomb.
For Mid-Seija, you handled her first nonspell pretty well. It's not worth bombing for a bomb piece though, since the bomb piece is only 1/8 of a bomb, and that only amounts to half a bomb after SakuyaA's bomb refund. You captured her second nonspell too!
Shinmyoumaru - Whoa, a little jumpy during the first nonspell, but you captured it. As for the first spell, Inchling's Path, NEVER try to slip through the white bullets outside of the clear gap that opens up. It's always possible to slip through the bigger gap, though the green bullets may make it annoying. If you have doubts on whether you can make it through the gap, then just spend a bomb instead of trying to slip through the wall itself.
Great job with the second nonspell and spell though. As for Shining Needle Sword, it's basically just streaming the swords while avoiding the knives. It might be annoying having to deal with two threats at once, so yeah, might as well bomb if you think you can't handle it. You were moving way too fast though, which is, uh, not streaming.
How the heck did you dodge the first few lasers of the laser nonspell? Like, wow, that was just insane! As for You Grow Bigger, it's quite amusing how you tend to move around even when there are no bullets. I'm impressed by how you dodged a lot of the waves though, but you really should have tried to bomb once you realize you're getting cornered. Dying twice to it is a little sad. As for Attack on Dwarf, you were kinda handling it fine, until there were like, three Titans Dwarves on an opening, which should have looked hopeless enough to warrant a bomb. At least you bombed during the final spell though, allowing you to survive long enough to beat Shinmyoumaru!
Overall - DDC is basically the Autocollection Abuse Edition of Touhou, so being able to 1cc without actually auto-collecting is quite impressive. With respect to auto-collection, your main mistakes were a) auto-collecting too readily, thus not getting enough for bonuses, b) allowing items to be collected on your way up, so they get excluded from the auto-collection, possibly losing a Bonus this way, and c) not auto-collecting after clearing a boss spell. Although I referred to them as "mistakes", your auto-collection was otherwise really good and since you were able to 1cc it anyway, you clearly didn't need the extra resources that avoiding the three mistakes could have granted you.
In case you weren't sure of how the system works (feel free to skip this paragraph otherwise), auto-collecting at least 20 items yields a Bonus. The more items you collect, the greater the Bonus. Unless you get a Bonus 2.0, the reward for this (besides scoring stuff) is a bomb piece that changes to a life piece for every fifth reward that isn't a Bonus 2.0. Collecting 60+ items yields a Bonus 2.0, which is an instant life piece that does not influence the reward counter. Also, capturing a boss nonspell or spell will yield a reward that is part of the Bonus not2.0 counter i.e. every fifth reward will be a life piece, regardless of whether the rewards were from auto-collection or capture. By the way, the only ways to achieve "auto-collection" is by going above the PoC and bombing. Even if you collect 20+ items within milliseconds, but you didn't cross the PoC or bomb, then you won't get any bonuses. That being said, returning below the PoC after you crossed it doesn't matter, since the auto-collected items would still reach you and they'd count.
For survival purposes, you'd generally want to rack up as many Bonuses as possible, since the bomb pieces and life pieces can accumulate at amazing rates, leading to large supplies of lives and bombs. It would also be a good idea to keep track of the specific sections where a Bonus 2.0 can be realistically obtained, since they help a lot with keeping your life count healthy.
Auto-collection stuff aside, your dodging skills were pretty good. You seemed incredibly jumpy though, and although you pulled off a lot of amazing dodges that I wouldn't dare to attempt, you also ended up screwing up quite a bit and getting hit instead. It helps to stay calm and attentive to dodge the attacks thrown at you. If you still feel threatened, it's better to just bomb instead of risking death. This is especially true for DDC, which resets your bomb count when you die, so it's very easy to just rack up 8 bombs and then have it reset to 3 bombs from a single screw-up that cost a life. Don't be afraid to bomb, especially in DDC.
Also, when streaming aimed bullets, it generally works best if you move slowly instead of quickly, thus giving you more room to stream through. This didn't actually punish you much though, but it's something I've noticed in this run. Anyway, your dodging skills were pretty good, and you auto-collected enough to secure the resources needed for your DDC Easy 1cc. Congratulations!
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Post by Deleted on Feb 23, 2015 21:19:49 GMT
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Post by Deleted on Feb 27, 2015 2:45:26 GMT
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Proto
It looks kind of like a big fluffy muffin!
Posts: 343
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Post by Proto on Feb 27, 2015 12:47:41 GMT
You're welcome AnalysisStage 1 - Perfect cleared, as expected. Decided to go unfocused on Cirno, which made the fight last longer but resulted in enough Cherry for an immediate border after Cirno went down, thus securing a lot of items. This was a great decision, I'd say. Allowed one large Power item to fall though, those should usually take priority over other types of items.
Letty - Perfect clear! And focused this time, so it was cleared quickly.
Stage 2 - Looks like you tried to autocollect early on, before realizing that you weren't at full power. Oh, well, didn't miss anything significant there. Autocollected stuff very well after gaining full power. Mid-Chen perfected. Not sure if that border timing was intentional but it was a very good spot nonetheless, granting you more items. For the last wave of bullets, which you bombed to, you don't actually have to dodge through it. The bullets will disappearon their own once the dialogue starts. Better to focus on running away from the bullets rather than trying to dodge through them.
Chen - First spell can get annoying, understandable bomb. Perfect timing for the border on the second spell, it's too bad you couldn't capture it, but at least you didn't lose any resources. Nice capture on the third spell!
Stage 3 - Perfect clear, yay! There were some really impressive dodges too, nice!
Alice - Not sure why you bombed to the first nonspell. All the fast bullets were already out of the way by then. I guess you panicked from the intensity? Still no deaths so far in this run, at least. Amazing capture on the first spell. For the second spell (bombed), you shouldn't hog the bottom or near-bottom. You should actively move ahead and slip through the gaps between bullet clusters while they're still significant. You shouldn't have to dodge bullets from within a cluster.
Last nonspell has some quick horizontal movement reset, which isn't really necessary (Sakuya's knives are aimed, so it's fine if you keep moving in a single direction) but was done impressively nonetheless. For the penultimate spell, I was kinda expecting the bomb to come later (when it gets more annoying) but you cleared it with just one bomb so it's good. Final spell backed you into a corner, but you still captured it, great!
Stage 4 - Nice streaming at the opening. You messed up streaming the last wave, but dodged the bullets anyway. For the next part, streaming across the top border of the screen isn't actually necessary, but it works just fine here. Efficiently murdered all the pentagram fairies. For the part after the pentagram fairies, I actually think the streaming is much easier if you go pacifist all the way until Lily White. It costed you your first death here and you had to bomb near the end, so going pacifist is an option that may be worth looking into.
Lily White was going good, until you messed up restreaming. You weren't doomed yet, but the bomb was a safe choice. The part after Lily White is basically pure streaming, don't more around so fast. That's what made the bullets crazy here. Hexagram fairies were killed efficiently and you even autocollected a few times here. That point item count should stay strong. The part after the hexagram fairies are, agian, pure streaming. Don't focus on killing the fairies, SakuyaA's aimed knives will handle them naturally. Just focus on the streaming. The last fairy is pretty hard to survive, so yeah, bombskipped.
Prismrivers - About Merlin's opener (the one that a lot of people seem to despise), do NOT stay near the bottom. The arrowhead gaps are bigger the closer they are to Merlin. So the idea is to move through the arrowhead gaps (from higher up) when you need to change direction (restream). Also, you don't want to stream too slowly, since it would restrict your ability to dodge in the direction of the streamed bullets. There's enough of a gap between arrowhead+curve firings that you can move further and utilize all 360 degrees to dodge the other red bullets. This nonspell may be somewhat annoying to master, so clearing it with only 2 bombs is pretty decent.
Laser nonspell captured. Spell #1, going for Lunasa, eh? It helps to memorize how many aimed bullet waves there are (4 waves) or what the last color is (yellow), which is when you'll want to restream. Trying to restream between other waves (not after yellow) is really difficult to pull off, so no surprises on failing that.
Due to failed restreaming, you ended up with Lyrica. Or wait, was that your plan all along? Also, I just noticed that the Lyrica art has really thin long legs, huhwut? Anyway, I'd say that Lyrica's spell is easier on Hard than Normal, so it would be a good choice to target her for Hard. For her spell, avoid the bottom, try to find and enter a good path on the smaller set early, and then just go with the flow.
Yes, the penultimate spell got easier too, nice capture! The final spell got tougher though, but that was still some impressive micrododging. You almost captured it before you got hit, ouch. Like the Normal version of the spell, you basically need to keep your eyes open for gaps that are created when the bullet trajectories are altered. Only this time the bullet densities are intense enough to require some micrododging. If you screw up with finding the gaps, you'll likely get walled, like what happened here.
Stage 5 - 4/4, eh? That's... quite lot of losses in Stage 4, but still pretty good and feasible for 1ccing. Anyway, Very good dodging here, though it seems you got caught off-guard by a random bullet after dodging the main criss-crossing bullet thread. Wasted death with 4 bombs lost, ouch >_>.
Not sure if the first bomb against mid-Youmu was necessary, but it's one of her "overlapping bullet mountains" nonspell so I'm not going to question that bomb. Second bomb was required though, and a good reaction. The bomb at the second "half" of the stage wasn't, though, as you were technically already safe at the time. At least there were no more deaths since the earlier screwup.
Youmu - You had a bomb but you didn't use it on her "overlapping bullet mountains" opener >_>. Well, not until after you died. Double bomb at the first spell, yes, it's THAT annoying. Note that for stuff like this, it might be better to use SakuyaA's unfocused bomb. Although the damage is less, it clears more bullets, thus offering you a better chance to survive the upcoming assault. Even if you still can't dodge it, a pair of unfocused+focused bombs are generally still sufficient to bombskip most spells.
For the second nonspell, note that it's not always possible to dodge both sets of knives while going through the empty gap between the bullet mountains. You will often have to move a little bit to the side (into the mountain) and then dodge through it. In this case, regardless of which direction you picked to dodge the blue knives, you'd either have to go through the mountain immediately, or be forced to dodge the red knives and go through the mountain anyway.
Border break on second spell, but at least you didn't die. I miss Karmic Punishment. For the next spell, wow, you were really delaying the direction switching for quite a long time! You did get cornered into a small space, but you dodged well and captured it, good job! As for Deva, in my experience, it didn't get much of a difficulty boost from Normal, so if you already mastered the Normal version, this shouldn't be an issue. The first bomb was definitely an unnecessary one though; either a panicbomb or a slow reactive bomb, hehe
Stage 6 - 2/2, eh? Well, it'd be 3/3 after the 800 Extend and Youmu, I guess. Convenient border, nice dodging, border break. Youmu's "overlapping bullet mountains" in Stage 6 aren't as bad as Stage 5's. Ageless Obsession, I think that was a panicbomb, because you reacted a little too quickly and weren't actually threatened. Well, Youmu refunds the bomb anyway.
Yuyuko - Glorious capture on the first nonspell! Lost Village can get pretty tough on Hard, it's safer to just bombskip, yup. Second nonspell, no restreaming? You were apparently able to survive just long enough to capture it. I hate Poisonous Moth, and although I think you could have survived a bit longer before bombing, I think that bomb would have been inevitable anyway.
Got a bit careless there at the knife nonspell, getting hit by a back knife as the knife column passed you. Well, at least it wasn't a wasted death. Due to the way the knives turn, you'll want to be cautious about all four of the knives in a column, not just the front. Next, Exploding Butterflies, my most hated spell in the game. Moving in either a rectangle/square or a triangle usually works fine, but you didn't seem to be doing either of those. Should've bombed once you realized you messed up instead of suffering yet another wasted death >_>
Also, I noticed you were being a bit wary about auto-collecting. You're above 900 point items, so it might be realistic for you to get the 1000 Extend if you autocollect everything (though that's kinda assuming you reach Resurrection Butterfly). Anyway, the last nonspell is a joke, not sure whether you care about how it works, since it's easy to dodge it anyway. Repository of Hirokawa, okay, you were streaming it right, but it seems the starting burst of the second iteration was annoying to dodge, requiring that bomb.
Entering penultimate spell with 1/1, I'd say the 1cc is definitely still feasible. I'm surprised you didn't manually break the border, since it would clear the butterflies for the first wave, at least. The way I see it, this is a spell that tests your ability to observe your surroundings and react calmly. No matter how many bullets come at you, all of them are really slow and you won't actually get walled unless you get trapped into a corner (which is easy to avoid, by changing directions). You didn't get trapped but you somehow got hit by a random silly bullet... twice >_>
Overall - Dodging skills are really good, in fact, they were much better than I expected from a player that hasn't actually 1cc'd PCB Hard yet. You also used your bombs pretty well, recognizing situations where you might have trouble and bombing accordingly.
What held you back from the 1cc? Not being able to reactively bomb during moments where you weren't expecting to have trouble. As in, silly unanticipated deaths where you died with bombs remaining. The optimal way of avoiding these is by staying alert at all times. Be cautious, and don't let your guard down, even after you handle the hard parts. Still, though, silly mistakes can still creep in, and those should be handled by being prepared to bomb. I would also suggest practicing deathbombing (Practice any stage, purposely allow bullets to hit you and try deathbombing as much as you can), since deathbombing and reactive bombing help immensely in cutting down losses from silly screwups.
Another factor is on the supply of Extends. The 1200 Extend may be difficult to get on Hard, but it's worth attempting to get the 1000 Extend. Try to collect a lot of point items throughout the game. In particular, you should autocollect after every boss spell. Still though, you might not get the 1000 Extend until like, Resurrection Butterfly (which you didn't even reach in this run), but if you can somehow make it that far with like, 0/0 resources, that 1000 Extend could flip your situation around and secure the 1cc.
In any case, even if you don't practice reactive bombing or consistently get the 1000 Extend, I'm sure you can still 1cc PCB Hard if you keep trying and make fewer silly mistakes. Good luck!
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Proto
It looks kind of like a big fluffy muffin!
Posts: 343
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Post by Proto on Feb 28, 2015 15:29:21 GMT
Kawaii~ AnalysisPre-Kanako - Great streaming for the aimed bullets. Interesting approach for the first set of kedamas that fire green diamond bullets. I wonder if that would work on the second set too. In any case, no losses and secured 40M, which should be enough to secure the 100M Extend eventually.
Kanako - Perfect clear, yay~! Second spell had some really close grazes, but I guess you were confident about hitbox sizes. Interesting approach for the third spell. I basically just alternate between two positions (moving vertically, of course) instead of streaming, but this seems to have worked fine.
Post-Kanako - Some really impressive dodges here. Aimed green bullets can get annoying, especially if you forget to restream. Made it to Suwako with five extra lives and max Power, which is basically the max possible resources here.
Suwako
I see you preparing for the Bow Clap cheese, hehe
Nonspell #1 - I find this to be the hardest Suwako nonspell, so good job with the capture
Bow Clap - lolcheese
Nonspell #2 - Perfect clear
Long Arms Long Legs - Captured. Good timings on the upward movement, since a lot of players (including myself, lol) move up earlier, when the gaps are tighter.
Nonspell #3 - Perfect clear
Iron Ring - Or I guess I should call it Onion Rings, since you're doing it wrong. There may be multiple approaches to this, but I would suggest alternating only between the center of the absolute bottom and the center of the absolute top. Do not leave either of those positions until the rings get close to you. And when you do move from the top to bottom or vice versa, move as fast as you can and avoid dawdling. This approach can allow you to capture Iron Ring really easily with no intense dodging required at all.
Note that following an ineffective approach will tend to screw you over multiple times, since your bombs don't clear the whole screen, so there would still be rings that are moving through inconvenient paths. And Suwako would keep firing more of those, so yeah, you'll want to refine your approach with this spell if you don't want to face massive losses.
Nonspell #4 - Streaming, yay. If you were streaming slower, you wouldn't have hit the edge. And even at your speed, restreaming was still feasible. But well, this is MoF, so panicbombs are always fine.
Jade River - You seem to have some idea how this spell works, but let's see. In all of these waves, you tried to move up through the opening (i.e. leave through the gap before it gets sealed). When you leave through the opening, you'll generally need to dodge the green bullets as they approach from the bottom. Trying to dodge them from the side is really risky since the next wall being generated can hit you. Yes, the bullets approaching from the bottom can often be annoying to dodge, which is where the skill or bombs come in.
Another thing is that, instead of dodging through the opening, you can "dodge" through the closing instead. This involves being close to the edge of the walls, but still remaining inside the walls. The edges will fall down and the path will be sealed, but just keep backing down along with the edges and don't worry. Eventually, the two walls will reach the end and part, leaving you safe without having to dodge anything. You should definitely try this out and try to master it, since it's so easy to execute and doesn't require much skill.
Due to how simple it is, it's recommended that you try dodging through the closing whenever you have the chance. However, it's often difficult or even impossible to dodge through the closing twice in a row, which is why I'd recommend you to just alternate between the opening and closing. Even if you bomb to every opening, that would still be fine.
Nonspell #5 - Captured~
Snake Eats Croaking Frog - Looks like you're clueless about this one. Basically, you need to look at the stationary bullets (frogs) between you and Suwako and find a safe path to slip through. Once you slip through, all you need to do is circle around Suwako to run away from the explosions, before returning down. Note that the direction of circling alternates between clockwise and anti-clockwise, and is the same as the direction in which the frogs were produced.
Nonspell #6 - For the left-right nonspells, I would not recommend the absolute bottom. It usually demands more precision than if you were slightly higher up.
Seven Stones and Trees - Gah, I thought you'd capture this. You mistimed the slipping through the bullets and didn't bomb, ouch
Nonspell #7 - Slow streaming, good. Captured.
Froggy - Very good dodging after the first bomb. Note that it's usually a good idea to try moving up whenever you have the chance to because the different speed of the circular bullets can make dodging annoying so it would be nice to open up the option of backing down if the situation demands it. Also, this is probably the most skill-heavy spell of Suwako's, so please don't hesitate to bomb here.
Nonspell #8 - I'll admit, despite this being simple streaming, autocollecting can throw you off-guard. No surprises at the bomb.
Red Frog - You were moving too fast. This will allow Suwako to fill up the screen with red frogs really early, leaving you no place to escape from the explosions. The idea here is to lure Suwako to follow you as you go around the screen very slowly. So by the time you reach where you started, the frogs would have already exploded. Moving in a zig-zag direction can help a lot in slowing down the circling, but be careful if you do this, since the explosions from zigzag paths may get in the way later. I've never captured this spell myself, but simply circling slowly and bombing when you get trapped (or if frogs start exploding on your face) lets you overcome this with very few losses.
Overall - You reached Suwako with max resources, and considering that you could've secured this even if you bombed more, I'm going to assume that you are able to achieve max resources by Suwako consistently enough. The main problem, therefore, is Suwako herself.
You handled all the nonspells really well. A bomb here and there, but they were all normal and expected. Try to stay alert though, since you don't want to die. Be prepared to bomb. Suwako is not invincible when you bomb to nonspells, so bombs help A LOT during them.
As for the spells, you cheesed Bow Clap, and handled both Long Arms Long Legs and Seven Trees and Stones fine. Be careful about the latter though, since the non-trick approach requires very precise timing, so be prepared to bomb. You also handled Froggy pretty well, but again, be prepared to bomb. As for Iron Ring, Jade River, Snake Eats Frog, you'll want to learn and master their tricks, to some extent. Even if you don't learn any of those, your general skill indicates that you could've still cleared Suwako... if you didn't incur so many wasted deaths (dying with bombs remaining). It would still help to learn those three spells though. Even if you can't capture them, learning them would help reduce the losses.
But yeah, the most important thing is to try to stay cautious and be ready to bomb in case things go bad, even during easy parts. Silly deaths can still creep in, so learning those trick spells should help you make up for them. Although I am unsure of how well you'd handle the last two spells, it's still possible that you can clear Extra soon at this rate. Good luck!
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Proto
It looks kind of like a big fluffy muffin!
Posts: 343
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Post by Proto on Mar 1, 2015 1:09:51 GMT
Nope, nothing here can compare to the Miko fight of your Normal 1cc AnalysisStage 1 - Missed plenty of items, but that doesn't matter too much, I guess. Perfect clear.
Yuyuko - Trance-skipping her third spell? I guess it's been causing problems before. Hopefully you'll get to refill the Spirit for when you need Trance next.
Stage 2 - Great job with killing and dodging stuff. I'm not sure it was worth bombing for two purple spirits though, but I guess the 15 Extend can be annoying to secure on Hard.
Mid-Kyouko was perfected, but it's interesting that you didn't go into Trance Mode after that. Full meter with 2 purple spirits. It seems you were waiting for the large fairies at the end of the stage for Trance. I suppose if you have trouble with killing the big fairies quickly (in order to get the two purple spirits), then it would be worth saving the Trance for that moment.
Kyouko - That death on her first spell... >_>. Well, it seems like you moved further than you intended. Not sure whether that bomb in the second spell is necessary. The bullets are pretty slow and the gaps are clear. Nice deathbomb at the final spell!
Stage 3 - Some of the dodges here were really amazing. Another bombing for purple spirits, eh? I was hoping that was a deathTrance against Kogasa but nope, couldn't react in time. In general, when you're in an intense situation, you should be prepared to bomb. If your bomb supply is less than 1, but your spirit is full, you should be prepared to Trance.
Post-Kogasa, you missed a purple spirit that ended up at the top-left corner of the screen. I thought you'd bomb for it but I'm guessing you didn't notice it. Ah, well, the rest of the stage went fine. Two deaths before Yoshika isn't too great, btw, just saying.
Yoshika - For her first spell, if you're willing to kill a lot of spirits, there's no point in actually trying to hit Yoshika, so you might as well just focus only on killing spirits. You perfectly timed it out though, so it was good. Bomb at her second spell? Well, panicbombs are better than dying. Great job with capturing all of her nonspells, btw. For the final spell, I'd honestly prefer timing it out myself, since it doesn't drop a purple spirit like the first spell does. So you should stay near the bottom and dodge safely.
3 deaths before Stage 4, nope, not good at all
Stage 4 - Bombing for two purple spirits, okay, I think this was a good idea, since dodging the bullets can get annoying too, and Seiga likes to ruin the purple spirit generation. And then... another death, what? Oh, wait, it's a deathTrance. Uh, I think a deathBOMB would have been better, because Trance is useful for purple spirit collection and stuff. But well, at least you didn't die, that's what's important.
Failed restreaming after that... the longer you delay the restreaming, the harder it'll get. Especially if you start getting into vertical streaming. Justified bomb there. Trance on the big fairies is always a good idea, for those tasty purple spirits.
Seiga - Captured first nonspell. Did good on the first spell, though that bomb wasn't really necessary. I guess Yoshika's death distracted you? Second nonspell and spell captured nicely. Very good performance on the third nonspell, too bad you got hit. Well, at least it wasn't a wasted death, for once. Final Spell, dunno how well you'd have handled since you just outright bombskipped it early on.
Stage 5 - Try to focus on killing the big fairies first, it makes the dodging a lot easier. More bombing for purple spirits, well, yeah, the 15 Extend might be hard to get if you let purple spirits go. I'm not sure if you were expecting Tojiko, but you could have quickly collected the purple spirits right when Tojiko showed up, before she started attacking. Oh, well.
Nice misdirection at Tojiko's nonspell. And you captured her spell too, cool! You were able to survive the spirit circles this time, yay! Note that the last two sets of big fairies only carry one purple spirit (center-top of first set), but Trance/bombs are still useful because the dodging can get hellish.
Futo - Like in Normal, her first spell gets a lot easier if you actively follow Futo as she moves. Trying to wait near the center while Futo is at an edge will only make things harder, so yeah. Great job at her second nonspell. For the second spell, it's generally a bad idea to hog the absolute bottom, as more bullets would fall there. Try to stay higher up to dodge fewer bullets (but you'd have to be careful of the unbroken plates then). The fire spell can get pretty ridiculous on Hard, so no surprises on bombskipping.
For the final spell, you moved to the right sector, but that still wouldn't save you from being trapped in the small room later. What you'd have to do is move to the area that looks like it would be cut off into a smaller room. You were able to bomb to get to the larger room, at least, but yeah, it's still annoying to dodge in.
Overall - Silly wasted deaths are especially evil in TD, due to how stingy it is with extra lives. The optimal way of avoiding them is to be prepared to bomb at all times, especially during intense situations. If you have no bombs left, but your spirit meter is full, then be prepared to Trance. Even if there is a segment that you have been able to perfect clear in the past but you have doubts on whether you can pull it off again, it's still advised that you panicbomb or outright intentionally bombskip it.
TD may be stingy with lives, but it's pretty generous with bombs. Part of why your bomb supply was lower than I'd expect is because you often bombed for the sake of collecting purple spirits. I would suggest going into Practice Mode and securing approaches for collecting the purple spirits without having to bomb.may not be a bad idea to bomb for purple spirits, though I'd strongly discourage doing it for a single purple spirit only.
Dodging failures, most of them were silly mistakes. There was a speed control screwup against Kyouko, that's pretty annoying. If there are some spells that make you more panicky than others, it might be a good idea to spell practice them to get a solid grasp of those spells. Although I've yet to see you perform against Hard Miko, you can probably still beat her if you can avoid dying so much by then. Good luck!
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Post by Deleted on Mar 14, 2015 16:58:05 GMT
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alzack13
Bun of Darkness
Posts: 936
Rabbits shall rule
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Post by alzack13 on Mar 18, 2015 18:38:33 GMT
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Proto
It looks kind of like a big fluffy muffin!
Posts: 343
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Post by Proto on Mar 19, 2015 2:28:49 GMT
Flan-chan~ <3 AnalysisPre-Patchy - Your approach to the opening fairies looked really risky, but you made it through. You timed the full power really well and skipped the worst of the fairy bullets. Survived the last fairy too, entering Patchy with no losses!
Patchy - The biggest problem with Silent Selene is that Patchy likes to randomly move around a lot, which is annoying. You performed some intense dodges and captured it, good job! As for Royal Flare, shot types other than MarisaA have a really hard time, so you should have been prepared to bombskip it instead of dying >_>. Nice deathbomb on Philosopher's Stone, at least.
Post-Patchy - Good job with the macro-streaming. I like how you avoided streaming in the section after that, opting to quickly kill the fairies instead. Book section went well. For the final streaming section, there were two problems: you chose to stream in a direction where there wasn't much horizontal room, and you moved a little too fast for a streaming section. At least you bombed though. Entering Flan-chan with 3/1, hmmm, it could be a lot better but it's still feasible.
Flan-chan
Cranberry Trap - Nice shotgunning at the start. It took a while but you were able to keep dodging until you captured it, nice!
Lævateinn - Easy pattern. ReimuB is so good at shotgun range that the second wave barely started before this was captured.
Four of a Kind - Sudden panicbomb wasn't really necessary, but I'm guessing this spell has been troubling you in past attempts, so it would be justified, I guess.
Kagome Kagome - Nice capture before the fourth wave! The early shotgun probably helped you pull that off.
Maze of Love - Dying here is perfectly normal and expected. It also essentially skips the spell.
Clearing Maze of Love with 2/3 indicates that your resources are pretty good for taking on the second half of the battle.
Starbow Break - I don't think that the panicbomb seemed necessary, but it's probably due to past experiences again.
Catadioptric - Deathbombing at a bubble, heh, reminds me of my own Ex Clear. Anyway, you handled the dodging and bombing pretty well here. ReimuB's spread really comes in handy for this spell.
Counter Clock - You hesitated in the middle of moving to the right during the second wave, which was bad. Keep moving in the proper direction until the flamethrowers disappear. At least this death wasn't a wasted one though (you had 0 bombs remaining).
And Then There Were None - Handled the initial phase fine, but it seemed like you weren't prepared for the red wave. You'll want to be further from the center to avoid the red waves, since the gaps get smaller as the wave closes in, even outright walling you if you don't dodge it quickly enough. You handled the other colors fine, but you got walled by EVERY red wave. Avoid getting pushed into the center, dodge the red waves asap and the spell will become a breeze to capture.
Ripples of 495 Years - Your first hit was earlier than I'd normally expect, but well, just having an extra life already provides more than enough resources for this spell. You abused the shotgun really well too, which eliminated Flan-chan pretty quickly, allowing you to clear with 0/1.
Overall - To me, the best thing about this replay is how you decided to move on even after dying to Royal Flare, instead of outright restarting the run. And this was the very run in which you were able to clear Flandre Scarlet for the first time! Don't give up, even if you have a bad start!
In any case, you seem to have a very solid grasp of how to deal with the stage and Flandre. The Cranberry Trap capture was especially impressive, and you still knew exactly what you were doing even in the spells that you couldn't capture. The only sections that you weren't doing "right" were Maze of Love and the red waves of And Then There Were None, the former of which is quite difficult compared to the other spells, so deathskipping is to be expected.
Honestly, with how well you handled the entire Flandre fight, I'm surprised that you didn't clear this earlier. I'm guessing it's due to experiencing more wasted deaths (dying with bombs remaining) in previous runs, while you kept improving with each failure. Your effort finally paid off and you were able to play with Flan-chan long enough for her to be satisfied~ Congratulations on your first Ex Clear!
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Glaceon Mage
Resident Shotacon
Posts: 924
Magical ~ ☆
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Post by Glaceon Mage on Mar 29, 2015 0:16:22 GMT
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Proto
It looks kind of like a big fluffy muffin!
Posts: 343
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Post by Proto on Mar 31, 2015 1:06:01 GMT
Whoops, forgot about this, sorry AnalysisStage 1 - Handled the stage pretty well. A lot of focused movement (to avoid the option direction change, I'm guessing) with unfocused movement being utilized well for clearing more enemies with the diagonal shot. Kisume perfect cleared. The second half looked more troublesome, with all the bullets being fired, but you managed to survive through it all. Missed a lot of power though, entering Yamame with only 2.70 Power...
Yamame - Perfect clear! Also, super high speed auto-collecting, wheee
Stage 2 - Nice use of diagonal options to hit enemies in two sides of the screen. Mid-Parsee perfected. Nice streaming for the second half.
Parsee - You were doing pretty well on Hanasaka, but the flowers tend to get really annoying if you don't maintain your position below Parsee, leading you to bomb. Tongue-Cut Sparrow is one of those spells that are harder for Aya than other shot types, but you captured it nicely by going focused-only and cease shooting whenever Parsee disappears. Going focused-only in Anathema probably makes it harder, since the misdirected bullets are close to the center, but you dodged them all anyway and captured it~
Stage 3 - That opening looked scary, I thought you'd restream but nope, you abused the option directions to eliminate the enemies as you kept streaming. You abused the options really well throughout this stage, killing yin-yang orbs that fire blue bullets before they become a pain. Nice capture on Unnatural Phenomenom btw! The bomb at the end of the stage could have been avoided but I suppose the lasers caught you off guard there.
Yuugi - Ouch, first death of the run. This is kinda sad. Looks like Aya keeps generating bubbles on Hell's Wheels, but you took Yuugi down quickly enough that they weren't a problem. Amazing capture on Mt Ooe. Last nonspell is evil, bombskip expected. Knockout required some annoying precision, which you bombskipped and then dodged the last wave very nicely.
Stage 4 - Opening yin-yang orbs apparently pose a problem if you don't kill them quickly enough on Hard, as opposed to being simply free Power. Not sure whether you were aware of that, but you had to bomb anyway. The first Rin bullets seemed pretty intense too, resulting in another bomb. Handled the card fairies pretty well. Another set of yin-yang orbs before the next Rin which you tried to slip through instead of restreaming, resulting in a death. Second Rin was so troublesome that you outright tried to bombskip it, and then got hit when you tried to dodge the last wave, ouch. Cards+streaming was handled well, with a nice bomb when you were pushed into a corner. Bomb on the last fairy, which is fine since it drops 1+ Power anyway.
Satori - Nonspells and Terrible Souvenir were captured well. I don't actually have a lot of experience with Aya!Satori, but I think the issue with the first one was on picking a place where the bullet streams would meet, as opposed to picking a place where the bullet streams would diverge out. Nice job with Macro Burst, despite the panicbomb at the end. Whirlwind is pretty interesting, and it looks like you mastered reading the bullet whirlwinds really well, allowing you to capture it with ease.
Stage 5 - Shooting the red spirits for power and leaving the blue spirits, eh? Red bullet yin-yang orbs went well but got crazy soon, resulting in a bomb. Expected pacifist for the next section. Very impressive speed control and reactive time for Cat Rin's first and second nonspell, respectively. Cat Walk is evil, but you dodged well before you resorted to bombing. A few bombs on the second half, but you made it to Rin with 3.80 Power so it's all good.
Orin - Uh, shooting normally isn't going to work for Zombie Fairies without a spread shot. If you're going to lure them to a corner (recommended if you don't like circling around Rin and lack spread), you should turn off your shot first until you can hit Rin without zombie fairy obstructions. Spleen eater spirals are pretty long now, but the same circle approach works well and you captured it nicely.
Last nonspell is a matter of observing the spirit directions and then dodging the bullets corresponding to a single spirit i.e. avoid the area where the bullets of two spirit paths overlap. Needle Mountain bombskip. Note that when you bomb with Aya, you should try to position yourself right on the enemy so that both the top and bottom options hit the boss i.e. you should not be seeing most of the option bullets being fired beyond the boss's sprite. As for the final spell, well, I'm not sure how hard it is on Hard, but the same approach as Normal should work. You bombskipped it anyway.
Stage 6 - Six lives into Stage 6 is REALLY good, btw. You handled the spirit section decently, and considering that you did try to shoot the spirits, I think it would have worked out if your power was higher. 0 Power Blazing Wheel capture was very impressive, being able to maintain a continuous unfocused left-right motion for such a long period of time. Last two spirits are still pathetic, it seems.
Okuu - GRAZING NONSPELL. Nuclear Excursion having two suns is more annoying than you'd expect because Okuu's HP is still super huge, and the second sun takes away any hope of having a break between waves, even if the dodging is still straightforward. You probably noticed it and tried to bomb but imo it was still too early, unless you were prepared to bomb a second time. Death on the second nonspell was really sad. It's better to just bomb if you get trapped in tight spaces than attempt to maneuver through it, because slanted trajectories can screw you over.
Giga Flare, I hate all variants of this spell, it's the hardest spell in SA imo, probably tied with Koishi's Hated Person. Anyway, be wary about suns overlapping since they may not shrink fast enough. Also, do not assume that you can dodge everything by moving within a small area. You should be prepared to move to the opposite side at any time.
Fixed Star safeline, oh, yesssss, I love you, Bunny-kun. Last nonspell, I don't think the bomb was necessary but I guess it was a precaution for past tendencies to mess up on this nonspell? Hell's Tokamak trajectories look really evil, thankfully Aya's bomb is awesome. ...And then you captured Subterranean Sun. Oh snap, now that's just really impressive. Sure, it's one of Okuu's easier spells, but the huge tension at being so close to victory makes it easy to panic. It's amazing that you kept your cool the entire time, didn't bomb, and slipped through the tight gaps as if it were the most natural thing in the world. If you were tense (as you likely were), it didn't manifest in your play here.
Overall - Back when I said I was confident that you would be able to pull off the SA Hard 1cc, I was still expecting a clear with less than two extra lives remaining. Six lives is really impressive, but there were several factors that allowed you to secure this.
You had a clear idea of how to handle pretty much everything the game throws at you, even if your answer to certain sections (e.g. Yuugi's final nonspell) is to just bombskip them. Aya's shot is very difficult to manage, but it would be hard for viewers to realize this while watching your replay. You seemed to have mastered the shot type very well, and demonstrated great proficiency in handling it, turning what is often a big disadvantage into a nice advantage.
But the most impressive part about this run was your ability to remain calm without relaxing your concentration at all. Even the easier sections seem to have been handled quite carefully and there were very few silly deaths. This is especially important in SA, where life pieces are awarded based on survival, allowing you to rack up loads of extra lives and obtain a clear with six extra lives remaining. Congratulations!
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Proto
It looks kind of like a big fluffy muffin!
Posts: 343
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Post by Proto on Mar 31, 2015 4:49:02 GMT
You can do it! Be of good cheer! AnalysisPre-CatRin - You dodged the opening spirits well, but do note that going pacifist would simplify that section to easy streaming. This also applies to the section where there is a single yin-yang orb in the top-center and a bunch of spirits; going pacifist there allows you to sit in one spot and have a few sips of coffee. Cat Rin - Good speed control for #1. Great reaction dodging for #2. Excellent performance at Cat Walk, good job capturing it! Post-CatRin - Yin-Yang orbs fire aimed bullets, so you just need to stream and then restream them. Warping is not recommended because the spirits fire yellow bullets everywhere that can get in the way, and you'd still have to immediately continue the streaming after you warp (since the bullets will continue to aim at you). In any case, this section is filled with power items so bombing multiple times isn't a problem. Once again, the yin-yang orb at the center is best dealt with by going pacifist. For the last section, well, whether you shoot the spirits or not, their bullets are aimed so you should be streaming in some form. RinNonspell #1 - You can either follow the path between the bullets or slip through the bullets. It is advised that you stay within a small box and just dodge whatever comes your way. Also, don't stop concentrating on a nonspell/spell until you're sure its cleared out, since the pattern continues for a short while after the spell is declared. Zombie Fairies - There are several approaches for this. Common approaches without a spreadshot involve luring the fairies into a corner so you can attack Rin with no obstructions, or circling around Rin. You went for the latter, which is fine, but do note that destroying zombie fairies while they are close to you is very dangerous. In fact, it may be better to avoid killing zombie fairies as much as you can. If you are not directly under Rin, then you should release the shot button as you move around. Since you timed this out, I would recommend the other approach. Lure the fairies into a corner without shooting, move in front of Orin, and then shoot. Repeat with the other side. Nonspell #2 - Try to avoid moving too much. You'll want to stay between the blue diamond bullets while streaming the circular bullets (which are aimed). Don't try to follow Rin, just stick to shooting her when she comes to the center. Staying in a small box helps. Bullets can be streamed by moving either to the side or upwards. Spleen Eater - Here's how it works. The bullets spiral into the center explosion and then those bullets will spiral out. The most important key to capturing this is to not delay. You did a good job of leaving the spirals while they're going in, but you kept trying to run away when they spiraled out. Instead, when the bullets spiral out, you should try to curve through them and enter the center. If you delay it too much, you will have to deal with both inwards and outwards bullets at the same time, which you do not want. In general, moving in a circle works well: half the circle for the inward bullets, the other half for the outward bullets. Just make sure you don't bump into a spirit or into Rin herself. Nonspell #3 - You were doing a surprisingly good job of dodging this. Anyway, you see the spirits up there, like in the middle of the screen? Each spirit corresponds to a set of bullets that all move in the same direction. So try to get into a spot where you only deal with one set of bullets (one direction only) and then dodge them as they come. Rin's toughest nonspell, I personally like to bombskip it myself. Also, going focused increases ReimuA's damage output and makes precise dodging easier. If you went focused, you could have cleared this a lot earlier. Needle Mountain - The wheels are aimed to the place where you were at the time the wheels were deployed. So once the wheels are deployed, you need to move a little more than the radius of the wheel to get into a secure spot where the wheels pass by you. How do you know when a wheel is deployed? Repeatedly glancing at the top if dangerous, so you should either rely on your ears (wheel generation SFX is quite distinctive) or on your sense of timing. However, you'd need quite some practice to pull either of those off subconsciously, since your conscious concentration would probably focus on the bullet micrododging. I consider this to be Rin's hardest spell. Aside from the third wave, you handled all other parts beautifully. Rekindling the Ashes - The first mistake was starting close to Rin and backing down when the fairies get close. What you want to do is start off at the bottom and move up when the fairies get close. Up all the way to the top of the screen (yes, above Rin). Back down from the side only after the red bubbles are deployed. It is not expected for you to dodge the entire spell while staying under Rin (which is why Rin's HP is so low on this spell). Overall - You never went pacifist even once so I'm not sure about whether you were unaware of the advantages of going pacifist or were just too greedy. In any case, you handled the stage pretty well, with a beautiful perfect Cat Rin, while all your other bombs were mostly refunded by all the power thrown around in the second half. ou Your main issue, however, is Rin. You seem to be clueless on how to deal with most of her attacks, so practice more and try to learn each of them. Sure, you bombed a lot this time, while fighting her, but Yukari isn't exactly very good at bombskipping (unlike Aya or Patchy) so you ended up losing a lot more resources than you should be spending on Rin. There is a cheat sheet dedicated to Stage 5 Rin that may help: i.imgur.com/hMmGM9g.jpg
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Glaceon Mage
Resident Shotacon
Posts: 924
Magical ~ ☆
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Post by Glaceon Mage on Mar 31, 2015 22:23:58 GMT
You can do it! Be of good cheer! AnalysisPre-CatRin - You dodged the opening spirits well, but do note that going pacifist would simplify that section to easy streaming. This also applies to the section where there is a single yin-yang orb in the top-center and a bunch of spirits; going pacifist there allows you to sit in one spot and have a few sips of coffee. Cat Rin - Good speed control for #1. Great reaction dodging for #2. Excellent performance at Cat Walk, good job capturing it! Post-CatRin - Yin-Yang orbs fire aimed bullets, so you just need to stream and then restream them. Warping is not recommended because the spirits fire yellow bullets everywhere that can get in the way, and you'd still have to immediately continue the streaming after you warp (since the bullets will continue to aim at you). In any case, this section is filled with power items so bombing multiple times isn't a problem. Once again, the yin-yang orb at the center is best dealt with by going pacifist. For the last section, well, whether you shoot the spirits or not, their bullets are aimed so you should be streaming in some form. RinNonspell #1 - You can either follow the path between the bullets or slip through the bullets. It is advised that you stay within a small box and just dodge whatever comes your way. Also, don't stop concentrating on a nonspell/spell until you're sure its cleared out, since the pattern continues for a short while after the spell is declared. Zombie Fairies - There are several approaches for this. Common approaches without a spreadshot involve luring the fairies into a corner so you can attack Rin with no obstructions, or circling around Rin. You went for the latter, which is fine, but do note that destroying zombie fairies while they are close to you is very dangerous. In fact, it may be better to avoid killing zombie fairies as much as you can. If you are not directly under Rin, then you should release the shot button as you move around. Since you timed this out, I would recommend the other approach. Lure the fairies into a corner without shooting, move in front of Orin, and then shoot. Repeat with the other side. Nonspell #2 - Try to avoid moving too much. You'll want to stay between the blue diamond bullets while streaming the circular bullets (which are aimed). Don't try to follow Rin, just stick to shooting her when she comes to the center. Staying in a small box helps. Bullets can be streamed by moving either to the side or upwards. Spleen Eater - Here's how it works. The bullets spiral into the center explosion and then those bullets will spiral out. The most important key to capturing this is to not delay. You did a good job of leaving the spirals while they're going in, but you kept trying to run away when they spiraled out. Instead, when the bullets spiral out, you should try to curve through them and enter the center. If you delay it too much, you will have to deal with both inwards and outwards bullets at the same time, which you do not want. In general, moving in a circle works well: half the circle for the inward bullets, the other half for the outward bullets. Just make sure you don't bump into a spirit or into Rin herself. Nonspell #3 - You were doing a surprisingly good job of dodging this. Anyway, you see the spirits up there, like in the middle of the screen? Each spirit corresponds to a set of bullets that all move in the same direction. So try to get into a spot where you only deal with one set of bullets (one direction only) and then dodge them as they come. Rin's toughest nonspell, I personally like to bombskip it myself. Also, going focused increases ReimuA's damage output and makes precise dodging easier. If you went focused, you could have cleared this a lot earlier. Needle Mountain - The wheels are aimed to the place where you were at the time the wheels were deployed. So once the wheels are deployed, you need to move a little more than the radius of the wheel to get into a secure spot where the wheels pass by you. How do you know when a wheel is deployed? Repeatedly glancing at the top if dangerous, so you should either rely on your ears (wheel generation SFX is quite distinctive) or on your sense of timing. However, you'd need quite some practice to pull either of those off subconsciously, since your conscious concentration would probably focus on the bullet micrododging. I consider this to be Rin's hardest spell. Aside from the third wave, you handled all other parts beautifully. Rekindling the Ashes - The first mistake was starting close to Rin and backing down when the fairies get close. What you want to do is start off at the bottom and move up when the fairies get close. Up all the way to the top of the screen (yes, above Rin). Back down from the side only after the red bubbles are deployed. It is not expected for you to dodge the entire spell while staying under Rin (which is why Rin's HP is so low on this spell). Overall - You never went pacifist even once so I'm not sure about whether you were unaware of the advantages of going pacifist or were just too greedy. In any case, you handled the stage pretty well, with a beautiful perfect Cat Rin, while all your other bombs were mostly refunded by all the power thrown around in the second half. ou Your main issue, however, is Rin. You seem to be clueless on how to deal with most of her attacks, so practice more and try to learn each of them. Sure, you bombed a lot this time, while fighting her, but Yukari isn't exactly very good at bombskipping (unlike Aya or Patchy) so you ended up losing a lot more resources than you should be spending on Rin. There is a cheat sheet dedicated to Stage 5 Rin that may help: i.imgur.com/hMmGM9g.jpg The main reason for not pacify-ing is just that, I'm pretty greedy. But thank you, I will make the most of this. Funny story: Stage 5 NM feels like the stage patterns are easier than Easy, but the boss patterns are much harder.
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Proto
It looks kind of like a big fluffy muffin!
Posts: 343
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Post by Proto on Apr 4, 2015 1:12:23 GMT
The main reason for not pacify-ing is just that, I'm pretty greedy. But thank you, I will make the most of this. Funny story: Stage 5 NM feels like the stage patterns are easier than Easy, but the boss patterns are much harder. You're welcome. I agree with Stage 5 NM boss patterns as being much harder, but the stage patterns being easier? Well, I can see the spirit bullets being easier on Normal because being generated in sets of 3 makes it easier to subconsciously read their directions. Anyway, I analyzed ZM's SA Hard 1cc. The replay is here: replays.gensokyo.org/download.php?id=36741AnalysisStage 1 - Max Comm Gauge opening, whee~ And supergrazing the big fairies, nice! Kisume fight took a while, I guess because ReimuB is kinda weak. Good power collection despite that.
Yamame - Yeah, it's taking longer than usual, but perfect cleared!
Stage 2 - Opening section looked a bit crazy. Maybe going unfocused would help kill the fairies because homing. Bombskipping Parsee's midboss nonspell? Well, apparently Parsee drops 1+ Power from Green-Eyed Monster so there's no loss there. Nice streaming for the second half.
Parsee - Some close calls on the first nonspell. Hanasaka is annoying, successful bomb skip. Nonspell #2 and Tongue-Cut Sparrow were captured nicely. Anathema isn't supposed to be streaming. You're supposed to misdirect the red bullets elsewhere before returning to shoot Parsee.
Stage 3 - Handled the first half really well, despite the weaker power and not really utilizing homing. Weaker power became an issue for mid-Yuugi's yin-yang nonspell, resulting in way too many lasers, inciting a bombskip. Second nonspell and Unnatural Phenomenom were captured well. For the second half, you should prioritize killing the yin-yang orbs that fire blue bullets. You can't stream them forever. The last bomb was kinda unnecessary, but I guess the lasers were too close and you panicked.
Yuugi - Considering that you entered the fight with 1.95 Power, I'm not surprised you died at the first nonspell. With how weak ReimuB is, killing the yin-yang orbs is difficult, and the first nonspell gets much tougher if you can't destroy any of them. Hell's Wheels should be fine, since it's just the same periodic movement being dragged on. Second nonspell, more yin-yang, bombskip.
Mt Ooe, oh, boy. First bomb was expected, okay. Then came some epic dodging where you somehow avoided all of the bubbles and beat Yuugi... and Level 0. Last nonspell is total BS, bombskip. Knockout at Level 0, eh? Excellent micrododging, nice capture!
Stage 4 - Okay, you took care of the opening yin-yang orbs quickly, that's good. Bomb to first Cat Rin is understandable. The card waves are pretty straightforward in the first half to warrant a bomb though. The circular bullets will never wall you, but you just need to micrododge through the gaps.
Second set of yin-yang orbs, though you didn't take care of them, you were able to dodge all their bullets and transition into Cat Rin's midboss pattern, great! Almost got a perfect timeout on Cat Rin, but eh, at Level 0, you wouldn't have acquired the life piece anyway. At least you're back to Level 2 now.
The next section involves cards + streaming + restreaming. You weren't really restreaming and resorted to bombs instead, which was fine because you grazed enough to almost compensate for all the power loss. All but the last few sets of card waves were perfect-cleared. It would have been nice if you bombed to the last set before killing the fairy/getting its rewards, because it drops 1+ Power, but I suppose entering Satori at Level 3 is fine, unless you screw up her common attacks.
Satori - First nonspell and Terrible Souvenir captured. Bomb at the second nonspell? I'm guessing it was a panicbomb from being too high up (after autocollecting). Ah, well, gotta face Suika's spells at Level 3, it seems.
Note, I do not have much experience with Suika spells so I can't really say much. Your dodging in the first spell looked really fine though, and it would have probably been captured if the shot type wasn't so weak. Second spell, it seemed like it was outright walling you when you bombed/got hit, so I'm guessing that the hitbox sizes are small enough that moving through what looks like a solid clump of bullets might actually be feasible. idk for sure though. Epic capture at the final spell though!
Stage 5 - NO PACIFIST FOR THE OPENING, HMPH! Yin-yang orbs costed two bombs though. As crazy as the bullet patterns may look, staying calm and responding to the bullets around you tends to be easier than it looks. At least you didn't die though. Pacifist on yin-yang pacifist section, that's good. Bombskip on Cat Rin #1, eh? Did well on Cat Rin #2 before the bomb. As for Cat Walk, epic dodging but eh, it's pretty intense so yeah. Looks like you're following Fera's approach of delaying the clear until the last second too.
As for the second half, well, you weren't really restreaming, forcing you to bomb a lot. But this section drops so much power that the bombs barely costed anything. Entering Rin at Level 2, this should be good.
Rin - Whoa, weren't expecting you to abuse the safespot for Nonspell #1. I thought everybody criticized me for abusing that! Brute force for Zombie Fairies doesn't really work without spread, especially with ReimuB's pow- oh, wait, you're brute forcing with bombs as well, nvm, that works just fine. Second nonspell was done well, though I wouldn't recommend being near the bottom since that makes it harder (you resorted to slipping through diamond bullets twice instead of going pure path-following).
Interesting approach for Spleen Eater. I try to avoid going down for the inward bullets because the spirits I kill would have been above me. Starting the circle by moving up also helps you deal with the outward bullets. Anyhow, aside from the first death (spirit bump because you headed down), you captured the rest of the waves really well, while utilizing both approaches.
Third nonspell is kinda annoying. While I would usually accomodate at least one bomb for it, I'd still try to dodge first before resorting to bombing, in order to avoid having to bomb a second time. As for Needles, tbh if you didn't spend that first bomb, I think your increased power would have allowed you to capture it before you got hit. You dodged quite a lot of waves there really well.
Rekindling the Ashes, um, what? You should be moving all the way up to the top, above Rin, when the Zombie Fairies approach you. This spell is quite simple and Rin's health is relatively low, so I really wouldn't recommend trying to skip it using two bombs. Though I guess it doesn't matter too much because Stage 6 opening.
Stage 6 - Two bombs in the spirit section, eh? ReimuB actually has a much easier time with this part by abusing her homing shots i.e. going unfocused. I wouldn't recommend the bottom for Blazing Wheel since it restricts your ability to back out if the need arises, but you captured it anyway! Second half of Stage 6 is nothing special, though I'm surprised you bombed to the last spirit.
Okuu - Grazing at Nonspell #1. Dunno why you kept bombing to Nuclear Fusion though. You just need to alternate between center and one of the sides, bombing only when you feel like you might not make it in time to avoid getting hit. Nonspell #2 had a really silly death, followed by a ragebomb, ouch. This resulted in facing Giga Flare at Level 0, which inevitable led to another death. At least ReimuB bombs are amazing against Okuu suns though, allowing you to clear it with two bombs after that.
Fixed Star safeline, yay~! Bombing whenever Okuu fires golden bubbles in the last nonspell, huh? I'm guessing they caused problems for you in past experiences.
Hell's Tokamak capture at Level 0.
...
...
...
What the hell, seriously???
There are no words that can describe this, really. I just can't articulate my reaction, I'm sorry.
Subterranean Sun capture, good job! It's not a particularly difficult spell on its own, but encountering it at the very end of the run tends to result in very high tension which can make it difficult to concentrate on. Being able to stay calm and capture it in Story Mode is quite impressive.
Overall - Hell's Tokamak capture at Level 0. Nothing else really matters compared to this, seriously. This was such a glorious capture, truly. I'd even rank it as higher than Flying Saucer or Level 0 Rice Shower captures. How the heck did you pull that off???
But okay, fine, let's see. I'm not quite sure why you picked ReimuB because tbh, you haven't really utilized her niches very well. Homing shots and auto-collection weren't really abused, and even the unique bomb wasn't exploited too much in this run.
Although you didn't exploit your shot type much, your raw skills were more than enough to carry you through the game. Even outside the legendary Hell's Tokamak capture, you handled everything else really well. In particular, I can only recall one silly death throughout this entire run, which is really impressive for something like SA Hard. Congratulations!
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Post by Deleted on Apr 4, 2015 3:15:53 GMT
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Glaceon Mage
Resident Shotacon
Posts: 924
Magical ~ ☆
Favorite Game: Impossible Spell CardFavorite Character: Toyosatomimi no MikoCustom Title: Resident ShotaconMini-Profile Background: {"image":"http://i.imgur.com/qoRKQw2.png","color":""}Mini Profile Text Color: ffffffMini-Profile Name Color: befaf5Mini-Profile Text Border: BlackOverride Avatar (Auto-Extended Mini-Profile): Enable
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Post by Glaceon Mage on Apr 6, 2015 0:49:15 GMT
DDC Normal 1ccKobito of the Shining Needle is great. So is Shining Needle Castle Sinking in Air. And *rambles*
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