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Incarnation Erased from History - Stage 4A Inhumane NMNB (feat. 4B boss) 3 года назад


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Incarnation Erased from History - Stage 4A Inhumane NMNB (feat. 4B boss)

0:00 4A NMNB 7:10 4B (boss only) NMNBNC === The stage design pretty much mandates that you pick this subshot (with the shield flashbomb), so sadly I had to trade in some of my damage to, well, not die on the silly sections (you'll know them when you see them). I used the same subshot for the 4B boss as well for this reason; you're not getting through the rest of the stage unscathed with any other subshot. I only discovered that shiftspamming significantly boosts your damage (yes, even when you're shotgunning and all lasers are already hitting the boss; why??) while practicing for the second run, so you don't see it in the first run at all. PCB Extra-esque sections are all static (or, at least, the stage opener is), but I'm not interested in trying to find routes through all of them, and you'd need the shield flashbomb to get past books-but-longer-and-faster-and-there's-more-of-them anyway. Furthermore, both midbosses (including the 4B midboss, not shown in this video) are pretty much shield-tank the nonspell + capture the spell, so the stage routes are almost exactly the same for both characters. This is why I didn't bother doing a full run for stage 4B. (Also because I wanted the added challenge of NC) === 4A boss (Solomon): First spell has a decent concept and execution, with one very big flaw. Notice those superspeed bullets zoom by me right before I activate my shield flashbomb? Yeah. I don't know why those are a thing, but they can and will surprise you while you're trying to deal with the next wave. It's also generally hard to pick out which ones they even are, because they accelerate so suddenly that you can't really tell even if you were looking for them in advance. It would have been much better to just make all the bullets from the previous wave despawn / leave the screen instead. Second non is a bit of a nasty surprise if you try to stay under the boss, but other than that, it's pretty easy. Second spell kinda sucks, because restreaming is a bit wacky. Without shiftspamming (using this shot, that is), you wouldn't be able to end it before it walls you off completely, too. However, you'd want to save your flashbomb for the very end of the spell, because... Third non opens with a dense wave of bubbles followed by fast, crisscrossing butterflies which don't quite align with the bubble gaps (this only happens once). The only way to dodge these is to unfocus dash upwards through them. It's hard to read because the bubbles obscure the butterflies, and if you miss your very small window of opportunity you're dead. Way safer to just cancel. Third spell is not a problem if you farm some graze on the non beforehand. Final is completely static and quite cheeseable. In fact, it's rather easy; I only used the shield here because I messed up and was too slow. 4B boss (Gister): The homing bullets this bosses uses (lasers in the midboss and first non, red arrows in the third non) all home in on you extremely aggressively, and for a tad too long. What this means is that (unless you don't stay under the boss, like I do in the first non) you'll have to sidestep them at literally the last possible moment or they'll do some janky stuff. In particular, when the boss is low on the screen, it's entirely possible for them to turn more than 90 degrees and hit you anyway even if you do sidestep them. First spell is easy memo. Shortly after I figured it out, the dev revealed the "correct" way to dodge the even waves of this attack on twitter for some reason. Please have more faith in your players :( Third non is pretty dumb for the reasons outlined above, and the boss does like moving down here for some reason. It doesn't help that sometimes there are lingering arrowheads from the previous wave blocking your way (and obviously moving up is a death sentence, because you're certain to die to the homing bullets if you're too close to the boss). Third spell is cheeseable, but quite tough if you try to do it at the bottom. Final has a decent concept, but a bit too much HP. If not for shiftspamming, this spell would have taken 5 more seconds, and that's very bad given how the density of the red pellets just keeps rising as the spell goes on. Also, if you try to do this outside the heart, the boss will switch to Gengetsu's infamous timeout pattern. === I don't think I will be doing stage 7. It's too long and a bunch of really silly patterns are near the end of the boss. And nobody likes + shaped hitboxes.

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