Crystal Clear
that
Posts: 221
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Post by Crystal Clear on Aug 6, 2015 12:27:58 GMT
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Glaceon Mage
Resident Shotacon
Posts: 924
Magical ~ ☆
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Post by Glaceon Mage on Aug 6, 2015 13:01:09 GMT
The last spell window is smaller if you only have 1 bomb. Relying on deathbombs is bad and you should feel bad recommending to get hit before he bombs. He made the right decision. Your fixation on having Ran on the boss is astonishing. Yes, she does do damage, but let him handle the attacks as he wants to, jeez. Mokou doesn't drop the items for Fujiyama volcano if you have more than 20 familiars on the screen (or 2 explosions). Furthermore, if you get hit (or rather, if you're too slow with killing the spell), you can't have more than 10 familiars on the screen if you want the items (or 1 explosion). Just thought I would mention it since you didn't know. This is problematic because the optimal cancel (for youmu, which is the only shot that matters to me) has you cancelling the spell when she fires rapid shot explosions, so if you're too fast, you have too many explosions on the screen (items are worth like 1.5m each at that point, with 45 items, that's 67m you would lose), and if you're too slow your cancel suffers a lot. The good cancel is only a few frames, so I'm the only one who does it. Hourai doll isn't the largest graze in the stage by any stretch of the imagination. Keine's second spell, Xu-Fu and Honest Man's Death all have a higher graze per second than Hourai Doll, so I don't know why you would say that you get graze like milk from a cow here. Getting hit multiple times on Hourai Doll isn't unusual in my experience, although I guess getting hit 3 times without milking the spell is some new record of sorts. It doesn't matter. There are other points I disagree with in your report, but they aren't wrong things per se. Mostly your bizarre focus on deathbombing and keeping Ran on the boss are really weird. The former is just bad, in fact. Bomb preemptively rather than waiting to get hit before you press the button. In my expirience, Border Team Last Spelling is still reliable with only one bomb (not so much for the others) and does more damage than Yukari's bomb at that distance. It's not as good as just having Remilia's amplified shot just skip what nons you don't like, but still, its better than Yukari spell. Maybe so, but there is more graze if you move in a smaller circle on top of more damage (since hitting Mokou directly > Hitting her Wings) is what I was saying, while increasing the radius when the yellows start is to make those easier to dodge while forsaking the higher damage/graze. The big reason I say this is because HD's small circle is beneficial to both scoring (more graze from the arcs) and survival (more damage to Mokou = less time in phase 3, since ZM went into full panic mode when that started it would be beneficial to cut down how long he'd have to do it) for phase 1. The focus on keeping Ran on the boss is primarily important to the FoFS exploit, since Ran's damage > Reimu's amulets' damage tmk. Reimu can capture it (the only character who can't reliably do so with the safe area is Alice and to a lesser extent Magic), and since unlike with Yukari solo she's not there permanently. She doesn't need to be there 100% of the time, but for things like Woo or Forgiving Shrine it's both possible and beneficial, so more damage and less room for error for the former and just getting done faster for the latter.
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ZM
Kochiyaist
Posts: 7,266
Arahitogami~
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Post by ZM on Aug 6, 2015 13:04:21 GMT
I feel like such a chump after that scrubby clear. I'd rather just forget everything about that stupid Extra and move on since I wanted to get it done as quickly as possible so I can focus on Extras that are way more fun.
I already thanked Annie for her thoughts, so there's that.
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Syaro
Best player in my chair
Posts: 146
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Post by Syaro on Aug 6, 2015 14:01:18 GMT
I think I understand the problem here. You want to make things as easy as possible by skipping as many attacks as you can, and by using as many "safespots" as possible. Basically clearing without any effort. as opposed me who to tries and play well when approaching the stage. That's alright for you, I guess, but I don't think we will be able to see eye to eye when it comes to IN extra, then. That's too bad.
by the way, talking about beneficial for scoring and starting to do so at Hourai Doll is fairly silly, if you ask me. Either start with that from the beginning, or not at all. It's true that you do more damage hitting Mokou rather than her wings, but if you were really going for something beneficial for score, it doesn't matter which part of her you hit per se. You could be grazing everything slightly left or right of her in the beginning in something that pursues score, even if nobody actually does that. The amount of time you cut down in the beginning by making smaller movement is very little though. I assume ZM pressed the panic button in the last phase because he isn't familiar with the attack at all. It's not difficult to capture it with any team even if you don't try to exploit minimalistic extra damage. I won't pursue this further as I am sure you won't quite agree with me here. We just have too different mindsets for the stage.
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Zigzagwolf
Shmup Activist
Posts: 416
Playing Touhou and doing lots of stuff.
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Post by Zigzagwolf on Aug 6, 2015 15:48:15 GMT
The last spell window is smaller if you only have 1 bomb. Relying on deathbombs is bad and you should feel bad recommending to get hit before he bombs. He made the right decision. Your fixation on having Ran on the boss is astonishing. Yes, she does do damage, but let him handle the attacks as he wants to, jeez. Mokou doesn't drop the items for Fujiyama volcano if you have more than 20 familiars on the screen (or 2 explosions). Furthermore, if you get hit (or rather, if you're too slow with killing the spell), you can't have more than 10 familiars on the screen if you want the items (or 1 explosion). Just thought I would mention it since you didn't know. This is problematic because the optimal cancel (for youmu, which is the only shot that matters to me) has you cancelling the spell when she fires rapid shot explosions, so if you're too fast, you have too many explosions on the screen (items are worth like 1.5m each at that point, with 45 items, that's 67m you would lose), and if you're too slow your cancel suffers a lot. The good cancel is only a few frames, so I'm the only one who does it. Hourai doll isn't the largest graze in the stage by any stretch of the imagination. Keine's second spell, Xu-Fu and Honest Man's Death all have a higher graze per second than Hourai Doll, so I don't know why you would say that you get graze like milk from a cow here. Getting hit multiple times on Hourai Doll isn't unusual in my experience, although I guess getting hit 3 times without milking the spell is some new record of sorts. It doesn't matter. There are other points I disagree with in your report, but they aren't wrong things per se. Mostly your bizarre focus on deathbombing and keeping Ran on the boss are really weird. The former is just bad, in fact. Bomb preemptively rather than waiting to get hit before you press the button. In my expirience, Border Team Last Spelling is still reliable with only one bomb (not so much for the others) and does more damage than Yukari's bomb at that distance. It's not as good as just having Remilia's amplified shot just skip what nons you don't like, but still, its better than Yukari spell. Maybe so, but there is more graze if you move in a smaller circle on top of more damage (since hitting Mokou directly > Hitting her Wings) is what I was saying, while increasing the radius when the yellows start is to make those easier to dodge while forsaking the higher damage/graze. The big reason I say this is because HD's small circle is beneficial to both scoring (more graze from the arcs) and survival (more damage to Mokou = less time in phase 3, since ZM went into full panic mode when that started it would be beneficial to cut down how long he'd have to do it) for phase 1. The focus on keeping Ran on the boss is primarily important to the FoFS exploit, since Ran's damage > Reimu's amulets' damage tmk. Reimu can capture it (the only character who can't reliably do so with the safe area is Alice and to a lesser extent Magic), and since unlike with Yukari solo she's not there permanently. She doesn't need to be there 100% of the time, but for things like Woo or Forgiving Shrine it's both possible and beneficial, so more damage and less room for error for the former and just getting done faster for the latter. 'last spelling' it's not a last spell if it's 1 deathbomb, since 'last spell' refers to both deathbombs with 2 bombs in stock used (a partner bomb pretty much.) and the bonus spellcards bosses use when you get a certain amount of time, thus '1 bomb last spelling' is impossible as it's just a deathbomb. The window for a regular deathbomb is 1 or 2 frames, everything after that is a 'last spell' and thus a deathbomb which takes 2 bombs: SourceI only wanted to clear up the confusion V: Furthermore a deathbomb which used only 1 bomb in IN is named "Regular Deathbomb"
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nameschonvergeben
Posts: 180
Favorite Game: Imperishable NightFavorite Character: Patchouli Knowledge
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Post by nameschonvergeben on Aug 6, 2015 16:55:02 GMT
They were referring to using a last spell while you only have 1 bomb in stock
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Zigzagwolf
Shmup Activist
Posts: 416
Playing Touhou and doing lots of stuff.
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Post by Zigzagwolf on Aug 6, 2015 18:03:57 GMT
Oh, my bad then.
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MauserZGK
娜兹琳的男朋友
Posts: 298
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Post by MauserZGK on Aug 6, 2015 18:26:17 GMT
Using safe-strats when clearing an extra? what is this, 2009? just rush in with no plan and yolo the boss to death xD
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Proto
It looks kind of like a big fluffy muffin!
Posts: 343
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Post by Proto on Aug 9, 2015 12:03:26 GMT
Please go easy on me, sensei... (no, I didn't forget about this, sorry for the enormously huge delay) AnalysisStage 1 - Red UFO summoned, fulfilled and destroyed. Followed by a rainbow UFO for power. Mid-Nazrin perfected. Last two red UFOs for optimal red Stage 1.
Nazrin - Shotgunning her spells is pretty useful, eh? Couldn't take the first spell out quickly enough though, and ended up bombing.
Stage 2 - Rainbow at the start, ooooh, never thought of that. Followed by a red UFO before mid-Nazrin, which was perfected. Also, wow, you went pacifist during some sections too! Had to bomb near the end because MarisaB couldn't kill the UFO fast enough >_>
Kogasa - MarisaB's spread at least destroys the umbrellas in Spell #1 easily. Wasn't expecting the hit at Spell #2 but at least it wasn't a wasted death. And then a bomb too, ouch. Final spell captured at least!
Stage 3 - Nice job with navigating through the bullets and timing UFOs. Trying to slip through the bullets during the aimed blue fairy section right before mid-Ichirin looked risky and yeah, you died there, ouch. Perfect mid-Ichirin at least. I'm not sure why you went for a rainbow after that, but I suppose it's a free bullet clear. And then you summoned two red UFOs, nice!
Ichirin - Panicbomb at Non1? Died in spell #1 because you remained higher up even while the firsts were fired. Non2 captured. Interesting approach for spell #2, though you didn't capture it, maybe I should try that. Moving vertically on Non3, eh? The bomb at the final spell seemed unnecessary but eh, better safe than sorry.
Stage 4 - Whoa, that autocollection after the red UFO! Nice timing! And then a rainbow, hmmm... Perfect mid-Nue netted you a 1up. Red UFO afterwards, and then you seem to have mistakenly collected a blue token after a red token. Not sure if the next blue token was intentional, but the blue UFO summon definitely was. Summoned a final unfulfilled red UFO before Murasa.
Murasa - Nice captures on Non1, Spell #1 and Non2. Starting at the bottom for Spell #2, wat? Does that actually make it easier? You captured it, too! Non3 captured. I don't think staying at the bottom of Spell #3 is a very good idea tbh. And you ended up dying and bombing to it. I think you made Dipper Creeping Close harder than it needs to be by moving around too fast, but you still skipped it with a single bomb, which is good.
Stage 5 - Expected red UFO at the opener. Wasn't expecting you to die at the third of the three big fairies though. And I'm not sure why you bombed to the first yin-yang orb section; it's fairly simple by just vertically cutting across the screen back and forth. The bomb at the second yin-yang section made sense though.
Perfect mid-Nazrin, nice! And then a fireball collision during the heavy fairy rain. Heh, you still summoned a blue UFO for that part. Final section of yin-yang orbs is evil, bombing was as expected.
Shou - Whoa, first spell captured! Had a few close dodges, but that's really impressive! Nice capture on her second spell and all her nonspells. Vajra was going pretty good too... could've probably captured it if it weren't for a silly random red bullet collision. Final spell bombskipped with two bombs, eh? Is it really that bad?
Stage 6 - Silly collision near the start while trying to collect the green UFO spoils. Summoned a red UFO to complete the partial life, I guess, before moving back to greens. Bombing to release a green UFO token seems counterproductive, even if you expected it to be difficult to try killing the UFO fairy at the right side directly. And then you went for a blue UFO, heh, gotta rack up that score while you still can. Bombed to Nue's third wave, while the green UFO destruction skipped the fourth wave; either way, you missed the point wall, but got to enter Byakuren with 6/3, which is really good!
Byakuren - Bomb on the first spell, huh, what? It didn't seem very different from its Normal variant... The death on the first spell seems to be due to lack of speed control i.e. you moved too fast when you likely didn't intend to do so. Okay, second nonspell seems noticeably tougher than its Normal version, so I can understand that bomb.
Nice capture on Magic Butterfly. Whoa, are you no-vertical-ing Milky Way? Ended up bombing to it though, but it makes me wonder if no-vertical is a practical capturing approach. Expected bombskip at the final nonspell... except I guess you were too accustomed to the longer invincibility duration bombs of other shots and didn't realize that MarisaB was vulnerable to early, ouch.
Panicbomb at Devil's Recitation, awww, I think you could've captured it! Air Scroll is so much denser here, wow. Heh, the bomb did almost no damage, not surprised. And then you died, ouch. Still at 2/2 (and Lv4) for Flying Saucer. MarisaB is pretty weak, it seems, since the spell ran on for quite a while after the red cards. But you still dodged through them all and captured it for an epic finisher, wheeeee~
Overall - Excellent UFO management throughout the entire run ensured that you had more than enough resources to handle everything. MarisaB is really weak, but you seemed to have mastered most boss patterns pretty well, allowing you to perform really well and even capture many of them despite how long they seem to drag on. Some of your approaches actually gave me new insights on how to tackle some troublesome moments, thanks! In any case, this run clearly demonstrated your proficiency at UFO Hard, finally 1ccing it with the last remaining shot type. Congratulations!
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ZM
Kochiyaist
Posts: 7,266
Arahitogami~
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Post by ZM on Aug 9, 2015 12:18:30 GMT
Please go easy on me, sensei... (no, I didn't forget about this, sorry for the enormously huge delay) AnalysisStage 1 - Red UFO summoned, fulfilled and destroyed. Followed by a rainbow UFO for power. Mid-Nazrin perfected. Last two red UFOs for optimal red Stage 1.
Nazrin - Shotgunning her spells is pretty useful, eh? Couldn't take the first spell out quickly enough though, and ended up bombing.
Stage 2 - Rainbow at the start, ooooh, never thought of that. Followed by a red UFO before mid-Nazrin, which was perfected. Also, wow, you went pacifist during some sections too! Had to bomb near the end because MarisaB couldn't kill the UFO fast enough >_>
Kogasa - MarisaB's spread at least destroys the umbrellas in Spell #1 easily. Wasn't expecting the hit at Spell #2 but at least it wasn't a wasted death. And then a bomb too, ouch. Final spell captured at least!
Stage 3 - Nice job with navigating through the bullets and timing UFOs. Trying to slip through the bullets during the aimed blue fairy section right before mid-Ichirin looked risky and yeah, you died there, ouch. Perfect mid-Ichirin at least. I'm not sure why you went for a rainbow after that, but I suppose it's a free bullet clear. And then you summoned two red UFOs, nice!
Ichirin - Panicbomb at Non1? Died in spell #1 because you remained higher up even while the firsts were fired. Non2 captured. Interesting approach for spell #2, though you didn't capture it, maybe I should try that. Moving vertically on Non3, eh? The bomb at the final spell seemed unnecessary but eh, better safe than sorry.
Stage 4 - Whoa, that autocollection after the red UFO! Nice timing! And then a rainbow, hmmm... Perfect mid-Nue netted you a 1up. Red UFO afterwards, and then you seem to have mistakenly collected a blue token after a red token. Not sure if the next blue token was intentional, but the blue UFO summon definitely was. Summoned a final unfulfilled red UFO before Murasa.
Murasa - Nice captures on Non1, Spell #1 and Non2. Starting at the bottom for Spell #2, wat? Does that actually make it easier? You captured it, too! Non3 captured. I don't think staying at the bottom of Spell #3 is a very good idea tbh. And you ended up dying and bombing to it. I think you made Dipper Creeping Close harder than it needs to be by moving around too fast, but you still skipped it with a single bomb, which is good.
Stage 5 - Expected red UFO at the opener. Wasn't expecting you to die at the third of the three big fairies though. And I'm not sure why you bombed to the first yin-yang orb section; it's fairly simple by just vertically cutting across the screen back and forth. The bomb at the second yin-yang section made sense though.
Perfect mid-Nazrin, nice! And then a fireball collision during the heavy fairy rain. Heh, you still summoned a blue UFO for that part. Final section of yin-yang orbs is evil, bombing was as expected.
Shou - Whoa, first spell captured! Had a few close dodges, but that's really impressive! Nice capture on her second spell and all her nonspells. Vajra was going pretty good too... could've probably captured it if it weren't for a silly random red bullet collision. Final spell bombskipped with two bombs, eh? Is it really that bad?
Stage 6 - Silly collision near the start while trying to collect the green UFO spoils. Summoned a red UFO to complete the partial life, I guess, before moving back to greens. Bombing to release a green UFO token seems counterproductive, even if you expected it to be difficult to try killing the UFO fairy at the right side directly. And then you went for a blue UFO, heh, gotta rack up that score while you still can. Bombed to Nue's third wave, while the green UFO destruction skipped the fourth wave; either way, you missed the point wall, but got to enter Byakuren with 6/3, which is really good!
Byakuren - Bomb on the first spell, huh, what? It didn't seem very different from its Normal variant... The death on the first spell seems to be due to lack of speed control i.e. you moved too fast when you likely didn't intend to do so. Okay, second nonspell seems noticeably tougher than its Normal version, so I can understand that bomb.
Nice capture on Magic Butterfly. Whoa, are you no-vertical-ing Milky Way? Ended up bombing to it though, but it makes me wonder if no-vertical is a practical capturing approach. Expected bombskip at the final nonspell... except I guess you were too accustomed to the longer invincibility duration bombs of other shots and didn't realize that MarisaB was vulnerable to early, ouch.
Panicbomb at Devil's Recitation, awww, I think you could've captured it! Air Scroll is so much denser here, wow. Heh, the bomb did almost no damage, not surprised. And then you died, ouch. Still at 2/2 (and Lv4) for Flying Saucer. MarisaB is pretty weak, it seems, since the spell ran on for quite a while after the red cards. But you still dodged through them all and captured it for an epic finisher, wheeeee~
Overall - Excellent UFO management throughout the entire run ensured that you had more than enough resources to handle everything. MarisaB is really weak, but you seemed to have mastered most boss patterns pretty well, allowing you to perform really well and even capture many of them despite how long they seem to drag on. Some of your approaches actually gave me new insights on how to tackle some troublesome moments, thanks! In any case, this run clearly demonstrated your proficiency at UFO Hard, finally 1ccing it with the last remaining shot type. Congratulations! MarisaB could've taken out Nazrin's final spell faster, but I goofed and panic bombed when it would've been a capture regardless. Ichirin went sloppily. Pretty much every bomb there was a panic one (idk what I was thinking during her first non, I think my finger slipped there, anyway), and it was overall just pretty lame. MarisaB actually can handle her okay. I should've been faster with Dipper. That approach I have usually works and I've captured it a few times with it. Captain was unfortunately in rough spots due to my placement. I was aiming for a perfect Shou. XD shame Vajra ruined it. Her final spell isn't hard at all, don't worry about my bombs. I just wanted to get the run done. Good Omen on Hard is tougher than it is on Normal for sure (Lunatic takes the cake). The entire beginning of Byakuren's fight wasn't very good, anyway. No vertically Milky Way is actually quite practical on Hard. You'd want to make sure the stars are aimed in a way you can just skip through them as well as dodging past the lasers. Don't stray to the bottom. Overall, I'm satisfied with the run. After all, it's MarisaB! Thanks for the analysis, student. XD
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Proto
It looks kind of like a big fluffy muffin!
Posts: 343
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Post by Proto on Aug 9, 2015 14:59:19 GMT
Heyyyy, you were supposed to clear it before I analyzed it! AnalysisPre-Tsukumo - Two Bonus 2.0s from the opening bomb is good. Next set of fairies cleared by moving around in circles, also earning a Bonus 2.0 (with no bombs spent this time). Extra life so early, nice! First two sets of yin-yang orbs were avoided without collecting the spoils, and then the next double-sided set was bombed for a Bonus 2.0 without having to eat any lasers. As for the bullet cluster fairies, the bomb generated three Bonus not2.0s... you could probably have generated a Bonus 2.0 with proper timing and position.
Tsukumos - Benben taken out quickly for the easy autocollection, followed by Yatsuhashi. As for Storm Ensemble, try to stay closer to the center-center, maybe a bit lower. Avoid the absolute bottom or straying too far to a side. Dodging should be mostly through horizontal movement. Mastering this spell helps a lot since it yields two drops instead of one. Joruri's World is much harder, though I wasn't expecting you to bomb before the pattern switch. Skipped with two bombs, that's fine.
Post-Tsukumos - Messed up on dodging the bullet clusters, but you had no bombs anyway. You bombed after you died, generating two Bonus 2.0s. And then a bomb to yin-yang orb lasers netted a Bonus 2.0 and a Bonus not2.0. I hope the death there wasn't intentional (for the purpose of getting more bombs). Another Bonus 2.0 obtained after the yin-yang orbs. You got a few more Bonus 2.0s by bombing at the bullet clusters but you're seriously dying too much. Nice bomb at the streaming fairies but you didn't get a Bonus 2.0 when you dropped out of the PoC. Bombing to the green bullet stream for a single Bonus 2.0 is a waste, since you'll get that one anyway. Only bomb if you can secure two of them.
Raiko
Non1 - You should really consider bombing for Bonus 2.0s. It works great. ...and you failed at dodging it anyway >_>
Raging Temple - Nicely captured!
Non2 - SO MANY BONUS 2.0s! And then you bumped into a bullet, ouch. Well, at least it was a net gain...
Vengeful Spirit - Successful dodging at the bottom-right for the annoying section secured the capture!
Non3 - This one is not very Magic-Absorber-friendly, sadly. Still, it's the first Raiko nonspell you didn't die to, so that's something.
Three Strikes - Oh, wow, you actually memorized a route for this! Great capture!
Non4 - Yay, a bunch of Bonus 2.0s and no deaths!
Land Percuss - Considering the bullet pattern during this shaking instance, the bomb seemed perfectly justified. Cleared just fine after that.
Non5 - A bunch of Bonus 2.0s again, followed by a death. Well, it wasn't a wasted death. I don't think the second bomb was necessary though, since it was too late to get more Bonus 2.0s.
Den-Den Daiko - Good reading of the curved lasers led to a solid capture!
Non6 - Yeah, this is another one of the ripple nonspells which don't yield much Bonus 2.0s
Alternate Sticking - Both deaths were really sad (and headbang-worthy) but the dodges in all other sections were really good!
Non7 - Ooooh, you're dancing in circles to autocollect now! So much Bonus 2.0s! This is still a relatively difficult nonspell to dodge to, so you should have been prepared to bomb again once the first one expired. And then you got hit after the second bomb expired, since you started the second one lower down than your usual Bonus-generating bombs. Yeah, okay, this was quite sad.
Taiko Rocket - Whoa, you captured this! That's pretty great! It's one of the more annoying spells to capture in a run imo.
Non8 - Wheee, more Bonus 2.0s! At least you bombed once you went down to dodge instead of risking another death.
Thunder God - ...three deaths, really? I'm not sure how you can read Den-Den Daiko so well while messing up so badly on Thunder God. Sadly, bombskipping isn't very effective as an option, so try to Spell Practice this more.
Also, I would not recommend being at the absolute bottom, since the bottom tends to force horizontal dodges which can be annoying from the slanted laser angles. Stay higher up, and try to move away from the lasers so you can have more time to react to the incoming lasers and dodge them. For example, if the lasers are curving to the bottom-left, start below center-center and then move away (bottom-left curving) while reading the lasers and then dodge the laser that comes to you. Aaaaand you timed this out, okay.
Blue Lady Show - Some of the wall-slipping in the first phase was really risky, be careful! You captured that phase though. As for Phase 2, try to move clockwise, not anticlockwise. Spell Practice is your friend. BTW Raiko doesn't have a hitbox when she's blue (for most of the spell except the start) so don't worry about touching her). For Phase 3, again, try to circle clockwise. You shouldn't need to bomb until the rest marks are released. Try to be at the bottom when you bomb, because you do NOT want to be near the top when a bomb expires. MarisaB doesn't get much invincibility in her bomb, and bombing at the top will leave you in a dangerous situation where you can't bomb and the Absorber can't protect you. 1/2 should still be fine for Pristine Beat though, I think...?
Pristine Beat - Phase 1 rest bump... what? First of all, while it's good to move up a bit from the absolute bottom, don't move THAT high up. The rests are really fast. Try to stay close to the absolute bottom and don't move up too far unless you anticipate the bullet trios (not rests) being annoying. Also, in case you didn't know, the rests are oddly aimed i.e. they will go for your sides, so if you don't move after they're generated then they won't hit you at all. Aaaaand then you died in Phase 2. Again, stay close to the absolute bottom. Bear in mind that the rests are oddly aimed. Your hesitance in bombing is understandable, since it honestly doesn't help too much; you'd need to dodge more while Raiko is invincible. In any case, you definitely need to grind this on Spell Practice.
I have seen your Pristine Beat capture replay and honestly, I really think moving too far up makes the spell much harder than it needs to be. My captures involved hugging the absolute bottom and moving horizontally only, which works perfectly fine. You should at least consider trying it out on Spell Practice; I think it'll make the spell much easier for you too.
Overall - So much Bonus 2.0 generation! You're utilizing Magic Absorber for resource generation really well. But I can't say the same for your survival though. There were a lot of deaths, and many of them were wasted deaths (bombs remaining). Magic Absorber for Bonus 2.0s are fine, but try to use them to save your skin too. MarisaB's niche of racking up a lot of lives would really appreciate you not throwing those lives out like candy.
On the other hand, you also improved a lot on Raiko's spells, being able to capture spells that really wrecked you before (Three Strikes, Alternate Sticking, Taiko Rocket, etc). The only ones that you really have an issue with are the last three spells. Spell Practice goes a long way in mastering those spells to endure them in Extra Mode. Bear in mind, though, that MarisaB just hates Pristine Beat, so getting better at Pristine Beat specifically is quite critical to victory. 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 Aug 9, 2015 17:16:10 GMT
That's fine, they didn't affect your Remaining Lives bonus~ AnalysisStage 1 - Yay, grazed the opening... but you let a red fairy escape. Also, if you want to graze more, you should try starting closer to the big fairies. I'd recommend switching to Fire Sign for Kisume; it takes her out faster, letting you face more fairies after her. You could have grazed a bit more in the second half, but it was okay, I guess.
Yamame - Oooh, trying to graze more on that first spell, eh? The bullet source on Yamame's second nonpell is a safespot btw, so you can sit there for lots of graze if you really want to score a lot. Finally, Yamame's final spell also provides a lot of graze if you bomb for invincibility, if you're willing to start Stage 2 at Level 2.
Stage 2 - Reached Level 4 near the start, exterminated stuff with Water Sign. What's with the Wood Sign for the orbs before mid-Parsee? I guess you were trying to change to Fire Sign but didn't have time? As for Green-Eyed Monster, note that a) Parsee does not have a hitbox and b) Earth Sign hits much harder than Fire Sign. So you should consider moving above Parsee (or starting above Parsee) to abuse Earth Sign instead of trying to Fire Sign all the time. Water Sign wrecked the second half.
Parsee - For Hanasaka, you didn't exploit Earth Sign the first time you went above Parsee for some reason. Also, switching to Water Sign and Metal Sign during some moments can help hit Parsee more. Nice capture though! Destroying the false Parsee generates a green item, eh? Looks handy for score, but I'm not sure it's worth delaying the spell capture for. You also only got the first of those green items. Misdirection approach works well with Anathema, which you captured.
Stage 3 - Water Sign wrecked the first half at mid-Yuugi's first nonspell. Took a while to realize you were at Earth Sign for the second nonspell before you switched to Fire Sign. Unnatural Phenomenom nicely captured. Second half also wrecked by Water Sign, with lots of laser grazing.
Yuugi - Water Sign wrecked the first nonspell. Amusing Earth Sign destroying a ring on Hell's Wheels. Second nonspell was cleared by Fire Sign (even though Water Signis easier) for more laser grazing, I guess. Last nonspell is where you lost the first life in the run, ouch. Knockout was captured nicely.
Stage 4 - More Water Sign trivializing stage sections. Mid-Cat-Rin spirits were also killed by Water Sign for items too. Not sure what the bombs on the second half were... you weren't in any particular danger, and the invincibility wasn't exploited for heavy grazing. I suppose it was just for autocollection? Well, as long as you return to Level 4 before Satori, which you did.
Satori - Not grazing the first nonspell? Nice Terrible Souvenir capture with laser grazing. Strong endurance for Mercury Poison, effective streaming at Princess Undine, proper multi-directional bullet reading at Philosopher's Stone all enabled you to perfect Satori. Good job!
Stage 5 - Killed spirits for items, of course. Nice handling of the yin-yang orbs. As for the yin-yang + spirits, section, I would suggest grazing (by streaming) the spirit suicide bullets to autocollect the items they release. Mid-Cat-Rin perfected, wheee! I think you can also graze the suicide bullets of the spirits right after Cat Rin too, instead of spending another bomb. Again, for yin-yang + spirits, you can graze the aimed spirit suicide bullets.
Rin - Does Water Sign actually help for the first nonspell? It definitely makes Zombie Fairies easier though, great capture! Going Water Sign on the second nonspell doesn't seem like a good idea. Yes, killing spirits generates items, but you're not likely to collect them. Even if you decide to kill them, you should try to stream the suicide bullets along the path of Rin's diamond bullets. You ended up dying because of how the suicide bullets were being spread around while you got cornered by Rin's diamond bullets. Solid capture on Spleen Eater, the final nonspell (could've grazed more though), and Needle Mountain (does Water Sign have any benefit?). Your approach to Rekindling the Ashes was a little odd but it seems to have worked well. Had to bomb once though.
Stage 6 - Water Sign wrecks more stage sections. Nice Blazing Wheel capture. More Water Sign abuse for generics, an Fire Sign for the last two spirits.
Okuu - Milking the first nonspell for graze, heh. Solid Nuclear Fusion capture, mostly with Fire Sign with a bit of Water Sign. Second nonspell also captured. Petit Flare is pretty annoying, so I can understand that bomb. More graze milking on the third nonspell. Nice capture on Fixed Star, despite not using the safeline! Final nonspell and Meltdown captured. Heh, you went unfocused for brief moments before you realized you can't see anything without being focused. And finally, after a lot of random shot switching, you captured Hell's Artificial Sun! You were so close to hittin those bullets when she exploded, heh. Cleared the game with max lives, which is great for score!
Overall - Your performance in SA Easy was pretty good. You handled a lot of patterns really well, and although you lost a few lives to silly screwups, you racked up enough resources to clear with max lives anyway. You also actively tried to graze a lot and autocollect items, going as far as bombing for autocollection (making sure your power gets restored for when you need it), which should help with score. One issue I noticed is that you sometimes had a hard time switching between Patchy's shot types. Or rather, you were a bit slow or you were too distracted to shift it. It's not really a big deal, but mastering the ability to quickly shift to the appropriate shot can improve your Patchy performance quite a bit. Hitting 400M on your first scorerun is pretty good. Congratulations!
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Post by Deleted on Aug 11, 2015 17:51:21 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 Aug 14, 2015 11:50:08 GMT
Sure thing! AnalysisStage 1 - Missed some power in the by letting some red fairies get away, both before and after Kisume, but otherwise it was good. Perfect clear.
Yamame - Also perfect cleared.
Stage 2 - Maxed power out early on. Green-Eyed Monster approach took a while but you captured it. Perfect cleared.
Parsee - Ooooh, slipping between flowers in Hanasaka! Nice job! The warp seemed a bit risky, but you probably made sure it was safe first. As for Anathema, I think it's easier if you try to misdirect every attack to a side (instead of alternating between the center and a side), since it keeps the center safer from bullets. Still perfect cleared!
Stage 3 - First half perfect cleared. As for mid-Yuugi, the red yin-yang orb lasers are aimed so don't move around too much for them. Only move around to kill more blue orbs. Panicbomb after mid-Yuugi, gah, this is an easy part. Weren't expecting the fairies, eh? Second panicbomb was understandable. Try to kill orbs when you bomb, since they drop power. Don't move around near the top, ReimuA does not benefit from being higher up. This ended up killing you here.
Yuugi - Non1 took a while, though it depends on whether or not you can handle the pattern without killing too much orbs or not. The bomb seemed unnecessary, but it's better than dying. Expected capture at Hell's Wheels. Non2 capture was great! As for Mt Ooe, you should consider going unfocused more. And wow, you captured Non3 too! And Knockout in Three Steps, as expected.
Stage 4 - First half perfected. Cat Rin spirits are annoying. Impressive streaming and restreaming allowed you to perfect the second half too. Final fairy bombskipped; it drops at least 1 Power anyway.
Satori - Captured Non1. As for Terrible Souvenir, try to avoid staying on a narrow space from the lasers (though dodging the bubble was still feasible here). Get yourself into a room with more space. Non2 capture allowed you to return to full power anyway. Expected bomb at DBDB. Nice capture at Flying Insect's Nest! Border of Wave and Particle is pretty evil. At least you got more bomb-happy after the first death.
Stage 5 - If you want to kill spirits for Power, try to stream their revenge bullets so that you can grazecollect the power. You also went pacifist on the third set, though you could've benefited from the extra power. The section with the multiple orbs was actually perfected quite nicely, though you didn't kill all orbs. As for the orb + spirit section, I would suggest going pacifist unless you're safe enough that you can confidently kill spirits without endangering yourself.
For Cat Rin Non1, don't rely only on focused movement. You'll want some unfocused speed to follow the path properly. Nice capture on Non2. As for Cat Walk, I think you could've hit Rin more. Panicbomb at first wave, but you dodged the second and third waves. Timing it out meant you missed the life piece.
And then there was a silly death from the aimed orb bullets, ouch. ...Um, you so know that the orb bullets in this part are aimed, right? You just need to stream them instead of flying around. Finally, there's the orb+spirit sections again, where I would suggest going pacifist unless you're sure you can safely shoot -> dodge. For the final sets of spirits, you could've still killed some red spirits for power.
Orin - Ouch, died while trying to slip through the wall in Non1. And then a nice deathbomb. Yeah, this nonspell seems to be a bit troublesome. Try to avoid slipping through the wall unless you need to, and be prepared to bomb before slipping through it. There is also a safe area on top of Rin (but not absolute top), so you can consider exploiting that if this nonspell is too annoying.
Zombie Fairies was a complete mess. My suggested approach (for Yukari) is to try to lure the zombie faires to either the bottom-right or bottom-left corner while being pacifist, and then rush in front of Rin and fire. Don't fire if there are zombie fairies in the way. If this spell is too evil, just abuse your bombs. Each Yukari bomb kills all zombie fairies, allowing you to shoot Rin freely.
For Non2, don't follow Rin to the sides. And don't stay near the bottom either. Both of those will get you killed. Stay near the center-center and try to follow the path of the wall bullets while streaming the spirit suicide bullets.
As for Spleen Eater, you dodged the inward spirals well, but you waited too long to avoid the outward spiral. Try to enter the outward spirals early on since they get harder to navigate through if you wait. You handled it well after that bomb.
Non3 is annoying, that bomb was expected. I'm impressed that you survived the rest of the way through, considering that you were at Lv0. As for Needle Mountain, note that the spirit wheels are aimed at you, so you have to travel a distance of a bit more than a wheel radius during each iteration after the wheels are deployed (the sound can indicate this if you're too distracted to look up). And of course, you need to dodge the other bullets while you move, but it seems like your main problem was with the wheels.
Rekindling the Ashes can get pretty messy if you don't know what you're doing. Rin fires bullets in a circle, so yeah, watch out for those. There are many ways to approach this spell, but I would suggest starting at the bottom (shooting Rin) and let the fairies come to you, and then move up and go past Rin all the way to the absolute top. Once the red bubbles are deployed, use the right edge to return to the bottom and repeat.
Stage 6 - ...what was with that first bomb? Just stream the bullets normally. If you stream slowly, you can grazecollect the power too. As for the spirits with aimed bullets, this section is really annoying, but effective use of Yukari's warp can make it much easier. Very impressive capture at Blazing Wheel, despite the close calls! Second half was perfected too!
Okuu - You had the right idea for Nuclear Fusion (alternating between the center and a side), though you changed direction too early at some point. Wait for the suns to be deployed (again, the sound helps) before starting to move to the place where you can fit through the gap between suns. Non2 was going fine, until a bit near the end, but you managed to bomb there. I'm actually really impressed by how long you managed to survive Mega Flare. But well, Okuu has huge HP and if your power is low, these spells will take ages, so yeah, I'm not surprised that you lost your last life here after bombing.
Overall - This was mostly a decent run, actually. You handled a lot of parts really well. But the parts that you had trouble with, well, you messed up really badly on those. Stage 3 and Boss Rin are two notable examples. Try to practice them more and get better at them. And if you think any part is too much of a pain to deal with, try to resort to spamming your bombs to skip them. Remember, SA bombs are weak so you'll often need 2 bombs (or more!) to skip stuff. Anyhow, if you can get better at the stuff you have issues with, and manage your resources better, you should be able to 1cc it soon. Good luck!
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Post by Deleted on Aug 15, 2015 15:24:37 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 Aug 20, 2015 10:36:17 GMT
so much grazing AnalysisStage 1 - Expected perfect clear. Quite some graze collected too. Some enemies got away though.
Seiran - Extend after the first nonspell and another after the final spell, man, you've been grazing really well! Perfect clear.
Stage 2 - Died while killing the spirits, what? You also went pacifist for a while when some big fairies were there, not sure why you did that. Finally activated Reisen's bomb during the big fairies + spirits section. Lost two barriers before clearing the stage sections.
Ringo - Last barrier broke at the first spell, but you survived the rest of it just fine. Bomb activation at the second spell, which you survived just fine. But the barriers never broke since you perfect cleared the rest of the boss.
Stage 3 - Bomb activation right at the start, eh? Nice grazing here. Two barriers broke before mid-Doremy, final broke at her nonspell. New bomb activation after that. Second half perfect cleared.
Doremy - Random collision at Non1. Graze approaches on the first spell were two dangerous, breaking two barriers. Messed up on circling the second wave of the second spell. Nice graze farming on the last nonspell and penultimate spell. Barrier break at the latter though. Last barrier broke at the final nonspell... and then you tried to graze farm >_>. Died right when Doremy exploded, ouch. Yeah, don't try to stall for graze unless the pattern is easy enough that you're sure you won't die. Or if you still have a barrier.
Stage 4 - Two barriers broken at the second yin-yang streaming section. ...Actually, you keep getting hit during the streaming sections. Probably because you're always running around like a madman obsessed with every last drop of graze. A few hits at the red arrowheads after mid-Sagume. Excellent graze collection during the last yin-yang orb section, but it costed another barrier break.
Sagume - Okay, at least you're not stalling for graze. Barrier break at first spell and last spell, and everything else was captured, nice! This is even better than your Doremy performance!
Stage 5 - Starting the stage with a bomb seems to be a thing now, eh? Dangerous methods of restreaming at blue ovals broke two barriers. Nice grazing on the lasers. Messed up on streaming/restreaming blue lasers, leading to barrier break and then death. Dodged the yellow and green lasers really well though. The sections after that (curving blue walls, red arrays, multi-color star mess) are pretty annoying though, so you broke some barriers on all of those.
Best Fairy - Following the moon's orbit on the first spell, eh? It worked well, and you captured it! Then Non2 ate a lot of barriers. Second spell (first glowsticks) had a lot of hits but it could have been worse. Early approach for the third spell was messy, but you handled it fine after that, Not sure why Clownpiece wasn't taking much damage on the final glowsticks spell until the timer started running low... You did a great job of surviving until that point. As for the final spell, I would recommend trying to circle around Clownpiece clockwise. The lower area can get really difficult to dodge in when the moons are down there.
Stage 6 - No opening bombs because you had none. You died to the opening vertical-bullet spirits anyway and fired a bomb right after that. Next few sections perfected, except for some minor screwups at the vertical arrays.
Junko - Barrier break during the first spell, and then you handled it fine. As for the second spell, I think it would be easier if you stayed in the middle of the lasers to dodge the bullets. Anyhow, you capped your life count after the nonspell after that. I'm not sure why you didn't bomb after you lost your last barrier at the third spell. You captured the nonspell after that but died (with an unused bomb) on the fourth spell. Which, uh, kinda wrecked you pretty badly. I guess you're not good with continuous rain?
Farming her curvy lasers for graze, well, you only broke two barriers there. As for the survival spell, I would suggest circling along the edge of the screen much faster; it should save your barriers. As for the final spell, you captured the first two phases, and abused barriers to clear the second phase nicely without losing a life.
Overall - A whole lot of grazing, which allowed you to generate many lives. Even going as far as pacifist stalling some patterns for graze. Although such stalling costed a few barrier breaks, the net gain was likely positive in all those cases (since each life grants about 9 barrier breaks). Bombs were utilized really well, allowing Reisen to survive a whole bunch of hits before dying, thus securing a solid 1cc with seven extra lives remaining. Congratulations!
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Glaceon Mage
Resident Shotacon
Posts: 924
Magical ~ ☆
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Post by Glaceon Mage on Aug 26, 2015 19:50:25 GMT
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ZM
Kochiyaist
Posts: 7,266
Arahitogami~
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Post by ZM on Aug 28, 2015 2:53:29 GMT
Will edit replay back in when Proto's less busy.
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Proto
It looks kind of like a big fluffy muffin!
Posts: 343
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Post by Proto on Sept 1, 2015 1:05:35 GMT
Ah, yeah, I should let you know that I'll be pretty busy for a while (flying to Canada this Friday and it'll take me a while to settle in too) so I won't be able to analyze replays for a while. I'll still add new replays to the Pending Queue. btw Grudge Bow at Level 1 is perfectly normal. Will edit replay back in when Proto's less busy. Thanks~
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Post by Deleted on Sept 18, 2015 5:07:30 GMT
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