Gravity Circuit v1.2.0a - Rude Bosses! (Hard)

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  • Опубликовано: 28 июл 2024
  • Gravity Circuit updated with a "Rude Enemies" modifier - it changes almost every enemy in the game to have more difficult patterns for their attacks, different movement patterns, or even entirely NEW tricks! Most bosses have more HP, the weaker bosses are weak no longer, and the tougher ones are even stronger! It definitely feels geared for experienced players.
    No damage taken; for a change of pace I decided to show off some of the game's stronger chips and colors - Chain Booster+Dasher and Dodge Slider for most fights as well as Air Jumper for Commander.
    RUDE MODE CHANGES:
    Wrecker Tank 0:00
    Way faster startup on punch/laser forces you to stay close; projectiles fire in a spread to try and push you away. Orange melts this guy with boosted hooks and divekicks.
    Ray 0:51
    Buffs attacks with Function Overload: mortars stop you from sliding under his mirror lasers to anklebite him; can't easily jump over him during float lasers; mortar attack covers almost the entire arena; flamethrower hits both sides; Burning Laser selects sides randomly and has one extra rep.
    Trace 2:01
    Drops blocks on you if you get gooped (but doesn't stop you from weaponizing it by mashing out for iframes). Energy orbs have more spread, preventing you from just jumping over them. Heals when Reanimate Matter is used (ragdoll her with her summons often!) and new block patterns want you moving more. Phase 2 syringe fan attack is lightning fast with extra spread; punishes you for running under her. Summons get Rude AI (faster Batties; Turret Zombies shoot two projectiles). Green usually interferes with boss invuln too much for my liking, but it's strong here vs. summons.
    Blade 3:02
    Wind attack drops all ice blocks immediately and has falling ice that can be destroyed. Freezing Cycle also has falling ice, making it much harder to avoid without throws or divekick cancels. Can and should destroy them, but I maneuver around with Purple throws to show off.
    Cable 4:04
    Grounded stream replaced with a slow orb that continually electrifies the floor it touches. Arc of projectiles hits all around him, not just the side he's facing. Lightning Network is much faster. I didn't let him, but the shots he fires when jumping above you have a bit of spread. The taunt he performs at :43 is in the regular game too, disparaging you for camping the ceiling... he's just jealous he's getting a taste of his own medicine :^)
    Hot Red's laser denies him mixups; Floating Blue with Dodge Slider lets you air dash out of the corner.
    Bit 5:07
    Whenever he repositions or starts doing vertical slashes, a Screen Divider slash occurs. The sonic booms' 2nd wave can't be doublejumped over; required to slide under it. Screen Divider itself lasts for a few more slashes.
    Medley 6:34
    New bouncing spin makes it dangerous to divekick her too low to the ground; waves are tricky to avoid without the walls. Old spin has targeted subwoofers when she hits a wall. F.Blue makes it much easier to avoid the waves and misdirect the subwoofers; Chain Dasher can counter her spins and jumps since they only deal contact damage.
    Crash 7:28
    New stomp attack that you need to pogo off of to avoid. Destructive Compression is followed up with Piercing Drill. Playful Blue protects you from falling blocks and Dodge Slider prevents you from getting cornered.
    Hash 8:22
    Red clones explode 8-way if not struck. Pattern Reflection flips the screen and up/down controls like in that one Warehouse room. Teal and Power Extender help keep up with his clones and shark him.
    Circuit Crystal 9:52
    More projectiles and harder patterns. Crash phase mixes the hell out of you; burst it or bring Dodge Slider. Any dmg colors, especially Green, are great here.
    Kernel 11:24
    New anti-air grab; far deadlier than contact damage. Ground grab pivots if you dodge it too close to the center. 2nd phase's grabs pierce through Hardware Barrier. Can turn red which makes him stronger; MASSIVE grab damage if red. 2nd phase roars periodically, forcing you to stay away between moves. Orange divekicks and F.Blue air slides (esp with Dodge Slider) help a lot.
    Commander 12:23
    Three 8-way explosions, up from two. Hands get spikes after slams; can't ride them up. Eye streams after roars force you off the hands. Camping under the hands in hook range charges up a laser that fires when he slams or roars (didn't trigger it here). New targeting laser grab in phase 3; summons have Rude AI. Many equips are good due to the variety in each phase, but especially Orange/Purple and Air Jumper!
    Nega 13:26
    FAST!! New 16hp dmg cape-toss Raging Demon like MMBN Colonel that he'll use when he's on the last 16 pips of his health; pierces Barrier. Watch his movements and space yourself carefully!
    MUSIC:
    Great Sluggers 1995 - Great Sluggers / Speed and Charge
    Virtua Racing Deluxe - Replay
    Skeleton Boomerang - Temple Tumble
    Armored Core: Master of Arena - Demolition
    Mega Man Battle Network 3 - Boss / Winner
    Mega Man Battle Network 6 - Surge of Power
  • ИгрыИгры

Комментарии • 25

  • @bland-aid
    @bland-aid 2 месяца назад +6

    i was hoping you would cover these. honestly these new boss patterns are so extreme calling them "rude" seems like an understatement lol. excellent play on your part

  • @mwawadoshanga
    @mwawadoshanga 2 месяца назад +2

    You're one of the greatest players I've ever seen. DAMN.

  • @hypin
    @hypin 12 дней назад +1

    banger showcase, i struggled a bit in the commander until i realized you cant stay below his hands for too long,so thats that

    • @Draycos324
      @Draycos324  12 дней назад +1

      yeah! It triggers directly under the center or by his thumb, which is conspicuously where you’d stand if you wanted to cheese the normal version of the fight with hooks from relative safety. It’s possible to avoid damage even if they’re charged up if you hug the sides - they don’t track you all the way to the wall! Can still be tricky to dodge if you don’t have Air Jumper and he leads with 8-way bombs beforehand…

  • @JLunaarS
    @JLunaarS 2 месяца назад +2

    wtf this is a sick run! Also the Wario sfx got me 🤣

    • @Draycos324
      @Draycos324  Месяц назад

      sfx are a fun surrogate for commentary

  • @jakebello7988
    @jakebello7988 Месяц назад +1

    I tip my nonexistent hat to your skill.
    This was mesmerizing to watch.

  • @ModelAAA90
    @ModelAAA90 7 дней назад +1

    4:43
    Wait, what was Cable doing there?? I’ve never seen that! 😧

    • @Draycos324
      @Draycos324  6 дней назад +1

      Wrote about it in the desc - he taunts you if you're camping the ceiling too much! ... But he's probably just mad because almost none of his moves are dangerous when you're up there, and therefore you aren't at risk of the nasty 50/50 guesses he likes to put you into.

    • @ModelAAA90
      @ModelAAA90 6 дней назад +1

      @@Draycos324 I-I see. Such detail!
      Sorry I neglected to read the description…

    • @Draycos324
      @Draycos324  6 дней назад +1

      This update deserved it!!

  • @thomasalvarenga2839
    @thomasalvarenga2839 2 месяца назад

    Find it weird Rude Blades doesn't make use of Stop Freeze, Rude Crash doesn't make use of Distant Detonation, and Rude Medley doesn't make use of Cycle Kick, making them the only Circuit Techniques that Kai can get that the bosses do not use in either their default or Rude variants.

    • @Draycos324
      @Draycos324  2 месяца назад

      Each of those bursts you listed definitely have functional representation; Blade dropping ice globs in an area around him to control a big circle of the play area, Crash’s nasty-fast hook and trawl to slug you from across the hallway, and Medley’s two different spins all work roughly like Kai’s house-of-mirrors versions do even if they aren’t visually identical.
      It is very cool that the unusual bursts that previously DIDN’T have clear analogues got worked into the Rude version, that’s for sure

  • @aleatorio90007
    @aleatorio90007 Месяц назад

    your run was incredible, I wanted to know, how did you change the color of the hook?

    • @Draycos324
      @Draycos324  Месяц назад

      That’s one of the effects of the Chain Booster chip!

    • @aleatorio90007
      @aleatorio90007 Месяц назад

      ​@@Draycos324Thank you, and another thing, how do I unlock the last color? (not purple)

    • @Draycos324
      @Draycos324  Месяц назад

      Ultimate Blend, the brighter red/cream color, is acquired by winning against every individual boss in C.O.M. or clearing either of the boss rushes (Full Gauntlet / Shuffled Gauntlet) which will incidentally achieve this

    • @aleatorio90007
      @aleatorio90007 Месяц назад

      I got the palette, thanks man​@@Draycos324

    • @aleatorio90007
      @aleatorio90007 Месяц назад

      I know it seems like a lot, but can you make a video on how to get all the upgrades by changing the level in the new game plus?​@@Draycos324

  • @devilzerocazadorhunterydej8926
    @devilzerocazadorhunterydej8926 24 дня назад +1

    And how can it be done so that the bosses have that same ability or how it is in the video appears in the game because for now I tried it and it doesn't come out like you show the video of the bosses that get very serious or that are more difficult how do they react like this gravity circuit patch version 1.2.0c at the moment that came out on steam how to make the bosses get quite very difficult just like you have

    • @Draycos324
      @Draycos324  24 дня назад

      Enable the “Rude Enemies” modifier when creating a file or starting New Game+. It’s separate from the Easy/Normal/Hard difficulty setting.

    • @devilzerocazadorhunterydej8926
      @devilzerocazadorhunterydej8926 24 дня назад

      @@Draycos324 At the beginning the only thing that has to be done is for the bosses to appear with the powers and abilities of the bosses, just as in the video I hit a new game or as