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Скачать с ютуб Touhou 17 東方鬼形獣 ~ Wily Beast and Weakest Creature - Perfect Extra Stage (ExNNNN) - ReimuWolf в хорошем качестве

Touhou 17 東方鬼形獣 ~ Wily Beast and Weakest Creature - Perfect Extra Stage (ExNNNN) - ReimuWolf 5 лет назад


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Touhou 17 東方鬼形獣 ~ Wily Beast and Weakest Creature - Perfect Extra Stage (ExNNNN) - ReimuWolf

A clear of the Extra stage without deaths, bombs, roar breaks or hypers. The game does force a hyper on me at the end of the survival, but I stopped shooting until it ran out. Extra stage doesn't seem that bad this time, though it's certainly harder than Touhou 16's Extra Stage. Mostly because of a bunch of difficulty spikes here and there. There is also the added difficulty of managing tokens, and there are a LOT of them in this stage. Bullet visibility issues continue to persist. You have red bullets on a red background covered by red power items. Spell 4 and 10 are the big run killers. Mostly because they are very RNG heavy and can easily screw you over if they feel like it. The two orb spam sections post-midboss are also somewhat scary. All the nons are pretty easy, though they do force you to the bottom of the screen. Which makes getting rid of tokens somewhat troublesome. Spell 1: Just random dodging. Spell 2: This spell is easy if you stay at the bottom. Position yourself at the height of the bullets coming from the side and then dodge the rest. Spell 3: This spell is a lot easier with Reimu since you'll always be damaging her with the homing. Spell 4: Red bullets are random, blue are aimed around you. Ideally you want to go above the reds before blue happens, but the reds can sometimes be really in the way. Spell 5: Lasers are random, but you can predict where they will go by looking at the tips of the lasers. Spell 6: Just random dodging. The start is a good opportunity to get rid of tokens. Spell 7: Purple rings that turn yellow and home in on you. The initial transition from purple to yellow can't hit you if you hug the walls. Reimu also has an advantage here. Spell 8: Boss will charge you. How she moves is dependent on your position relative to her. I start it in the top-left and then always stay on her right to manipulate her. Can be made static. Spell 9: Red stars are aimed and yellow stars are random. Not much to this spell. Spell 10: I actually despise this spell. The RNG on this spell is very unstable and can easily wall you. The hitboxes on the jelly beans are also super huge. First wave is the biggest problem since it starts in the middle. You do have a second to see where the jelly beans are going to go though, so at least there's that. This spell actually reminds me a lot of the Dodonpachi stage 2-3 midboss. Spell 11: Big red is aimed, blue are random. This one is very easy. Spell 12: This survival is weird. The wisps will close in on you but you can destroy them. Destroying them makes them shoot revenge bullets and the revenge bullets get more intense the more wisps you destroy. Destroying around a fourth of them is probably the safest. I feel like this spell drags on for just a tiny little bit. It's also 98 seconds long. Spell 13: This final isn't too bad since all the bullets are really slow. Last phase can get somewhat scary though. -----------------------------------------------------------------------------------------------------   / jaimersstg     / jaimersstg  

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