Nice job with the mantis, Iron Mask kinda lit with the NG+ fire under his shoes! Taking advantage of an air jump at 1:01 to smoothly maneuver around a creature as tall as mantis looks good in motion, it's probably my favorite moment of this run. Anime opening material right there haha!
Iron Mask do be zooming around the battlefield 😂 While I do like the "impact" hitstop provides, I didn't know Auto works like this and it indeed does feel smoother, that's an interesting finding. Great work on defeating the Mantis!
This really do be a wall breaking, bucket-headed hobo moment 😳 Swift Ring is an experience, lmao At the end of the day, I think Auto vs Manual will probably come down to preference. I do like that both have their advantages and disadvantages, even though Auto clearly wasn't intended to work this way, lmao. Thanks!
Iron Mask should give those glasses to Mantis. Not hitting the speedy badass is one thing, but missing strikes on his unmoving bitchy commentator is a cry for help. Anyways, nice moves! Things definitely look smoother without the forced Boost Strikes at half health (nothing against those).
Tfw a hobo slave with a bucket on his head has better vision than a bioengineered insect monstrosity literally created to kill people as efficiently as possible. You hate to see it lmao. Yeah, I have mixed feeling on the forced boost strikes. On one hand, they're a nice finisher, but they're also kind of a pacebreaker (especially the one at half HP), and they feel out of place in a solo run. Thankfully, Mantis is available to fight right before you get access to Boosts, or even the Blazing Sword for that matter.
@@UnlimitedMrX Forced Boost Strikes don't serve much purpose other than manufacturing cool looking finishes, and even then the transition (or lack thereof) to a dying enemy cutscene is very poorly slapped together. Can't even call it satisfactory when the one decent thing about boost strike finishes is taken away (that is, the slow-mo fade-out in mob fights) lmao
@@Muggshotter Thankfully the bad transition into the boss KO animation only applies to monster bosses, and human bosses get the clean fade-out. Too bad 95% of the bosses in this game are monsters lol. I like the idea of the boss KO animation, but even without the forced Boost strike, it still has no transition whatsoever and comes off as jarring. I think it would've worked a lot better if they kept that animation if you kill it with a normal attack (but have it as a proper in-battle animation instead of a scripted scene), but skip it if you kill with a Boost or MA. Of course this all goes without saying that forced boosts should be gone.
Nice job with the mantis, Iron Mask kinda lit with the NG+ fire under his shoes! Taking advantage of an air jump at 1:01 to smoothly maneuver around a creature as tall as mantis looks good in motion, it's probably my favorite moment of this run. Anime opening material right there haha!
Iron Mask do be zooming around the battlefield 😂 While I do like the "impact" hitstop provides, I didn't know Auto works like this and it indeed does feel smoother, that's an interesting finding. Great work on defeating the Mantis!
This really do be a wall breaking, bucket-headed hobo moment 😳 Swift Ring is an experience, lmao
At the end of the day, I think Auto vs Manual will probably come down to preference. I do like that both have their advantages and disadvantages, even though Auto clearly wasn't intended to work this way, lmao.
Thanks!
Iron Mask should give those glasses to Mantis. Not hitting the speedy badass is one thing, but missing strikes on his unmoving bitchy commentator is a cry for help.
Anyways, nice moves! Things definitely look smoother without the forced Boost Strikes at half health (nothing against those).
Tfw a hobo slave with a bucket on his head has better vision than a bioengineered insect monstrosity literally created to kill people as efficiently as possible. You hate to see it lmao.
Yeah, I have mixed feeling on the forced boost strikes. On one hand, they're a nice finisher, but they're also kind of a pacebreaker (especially the one at half HP), and they feel out of place in a solo run. Thankfully, Mantis is available to fight right before you get access to Boosts, or even the Blazing Sword for that matter.
@@UnlimitedMrX Forced Boost Strikes don't serve much purpose other than manufacturing cool looking finishes, and even then the transition (or lack thereof) to a dying enemy cutscene is very poorly slapped together. Can't even call it satisfactory when the one decent thing about boost strike finishes is taken away (that is, the slow-mo fade-out in mob fights) lmao
@@Muggshotter Thankfully the bad transition into the boss KO animation only applies to monster bosses, and human bosses get the clean fade-out. Too bad 95% of the bosses in this game are monsters lol.
I like the idea of the boss KO animation, but even without the forced Boost strike, it still has no transition whatsoever and comes off as jarring. I think it would've worked a lot better if they kept that animation if you kill it with a normal attack (but have it as a proper in-battle animation instead of a scripted scene), but skip it if you kill with a Boost or MA. Of course this all goes without saying that forced boosts should be gone.