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KingBunghole

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  1. https://www.youtube.com/watch?v=8hkq-XdhkBM Watched more of the DMC5 Bloody Palace speedrun. 14:46 is pretty cool. He uses Hold and Helter Skelter's Breakage to position four of the Hellbats together, then finishes them off with Showdown. Seems fairly consistent with exceeds but I don't think he's using Bringer Knuckle all the time (it does change the properties of moves, and is best used without accidentally triggering Buster when you're performing a move with a dedicated animation like Showdown). There are moments where I'm not sure what he's doing with random pauses (not counting charging shots for the next stage) and random air taunts when the exceed meter is already full. Clearly a lot of thought put into enemy prioritization and positioning too. Getting those Sin Scissor insta-kills like nobody's business. Some nice dual snatches and group attacks with Rawhide's basic combos. 25:44 went by a bit fast. It looks like he might have done the air version of Punchline's shoryuken but cancelled the full animation with DT... for some quick and dirty damage on a single foe? Not sure what the intent was there. 26:22 and 27:35 were unfortunate, so this wasn't quite perfect in terms of not getting hit. 30:50 was a good opening to exploit for time slow. After the first swing of his combo, activate, then just get behind him with Split, then Maximum Bet... nice. Buster breakage when he's vulnerable, then shut him down before he can resummon his electricity. 36:30 was a thoughtful way to use Dual Hold, which I haven't seen much of. Fighting them off one by one would be more distracting, so instead he grabs the two stegosauri, charges Showdown and lets go of Hold just before it starts so he can attack all three of them together. Edit: More hits suffered towards the later stages so I guess this could still be refined further, but it's still a very impressive curb-stomping of most stages and bosses. A few more apt uses of Dual Hold. The Urizen fight featured a nice use of Helter Skelter Breakage i-frames to nullify the red spikes of doom, but the second use may have been too hasty, as he did it too early and got hit exiting the animation. No breakers left for Stage 101, but it was still handled well. Triggering Vergil's Helm Breaker, then punishing it, using Payline to close large gaps, jumping after Vergil in the air after he's done Rapid Slash... also quite a long air combo to finish him off. Well done.
  2. Something everyone should consider before going down the rabbit hole of related videos on YouTube: Also, started watching a speedrun of DMC5's Bloody Palace using Nero (Dante and V when?). The player's tactics for groups make the game look like Dynasty Warriors for a few seconds. He has some interesting ideas regarding how to optimize group damage within a certain time frame. Some examples of the party getting crazy: 1:50 (Rawhide breakage plus Overture bombs to destroy a large group simultaneously), 5:32 (Goliath fight where continuous pressure is applied to keep him staggered), 11:06 (Maximum Bet, Exceed 3 Streak to knock back enemies into the same general area, then Rawhide breakage). https://www.youtube.com/watch?v=8hkq-XdhkBM Not sure if I'll finish the whole thing, but I should get around to watching more.
  3. Can't wait for Dungeons & Brazzers on the Switch.
  4. Stumbled upon an interesting analysis. I'll get around to playing it... eventually...
  5. One factor affecting section rankings is whether you miss optional fights. I remember playing the demo a few times and just running straight to the three Qliphoth tentacles encounter after the first fight, completely skipping the optional fight you can do to the right of that first fight, jumping past the broken road. That's a better fight to gain style points than wasting your time with the Qliphoth roots, I discovered, so some minor encounters are skippable but larger-scale optional encounters that can net you extra style should be played through. Same goes for V's first mission. There's an optional encounter you can miss if you don't summon Nightmare to break through a building and reveal an alternate path forward. Getting all the way to SSS rank during individual fights themselves is similar enough to past games and still easiest with Nero, I feel. Don't let too much time elapse as you're going from enemy to enemy and use attacks like Nero's Streak or Snatch to keep the offense going. If you see enemies bunched up together and can think of an attack or combo that will hit them all simultaneously, try it out (for example, the Nero ground combo C where you pause after two strikes then press melee four more times, Nero's Maximum bet for long range and Nero's Showdown for close range). Just try to vary as much as possible and not kill things using the same monotonous combos. Use taunts when the opening is safe (air taunts are safer). Try using Ex-Act/Max-Act as Nero but don't beat yourself up if you don't get it right every time (though you'll probably get a better feel for certain attacks if you start habitually tapping rev with different timings during your sword strikes--the Void is a clearly a safer place to practice this). If your character has a gun with a charge up function, what some experienced players like to do is hold charge as they're playing the mission to keep it on reserve, then only release charged shots as needed for a decent style bump and damage. It can help to remap your gun to one of the triggers or bumpers (I use L1 myself). I probably still have a lot to learn with V myself, but again, it helps to map Griffon to one of the shoulder buttons to make it easier to control him and Shadow simultaneously. What threw me off at first was realizing that the directional commands always apply to V himself, not to the pets themselves. So if you want to dive bomb with Griffon, you press forward and attack according to where V is, not where Griffon is. Also, doing the actual command for backwards dodge or double jump will recall Griffon to you and cancel his assault, same for Shadow for side dodges. Avoid this when you want to dig in the offense. Do a regular jump instead unless you know they're going to take an inevitable beating if you don't recall them. The auto attack/attack more aggressively function can help take a load off your shoulders in terms of multitasking and seems to make decent decisions, but I haven't toyed with it too much. You should aim for combined assaults whenever possible and again, keep that variation going. So you could use forward plus triangle to charge an enemy with Shadow, then release your charged shot with Griffon. Then use a basic triangle, triangle, triangle with Shadow. Then dive bomb with forward plus attack using Griffon. Then during the last triangle with Shadow, hold it until you hear the charge up sound/see the visual cue, then release it for the Hedgehog attack. Get in an air taunt with V himself for more style points. Don't keep hitting enemies that can already be cane killed. Move onto the next target by pressing L3 while locked on. Basically always think a step or two ahead in terms of how you're going to vary your assault. Nightmare also helps a bunch, which is straightforward enough (unless you feel like jumping onto him and controlling him). Don't let him kill everything, though. Continue the assault with your other two pets while you're waiting for him to attack. If you have the Royal Fork upgrade (full circle analog, then circle) that helps to kill a bunch of vulnerable enemies that are reasonably close together. I did a S rank no damage run of the demo that's by no means perfect, but good enough according to the game to get an S in each section.
  6. "S-rank" being one homogeneous rank in DMC5 does confuse the matter a bit on YouTube if you're looking for "perfect" grades, in that it doesn't guarantee that you'll see every sub-section of a mission S-ranked during the final breakdown (or even contain any S rank at all for a sub-section), nor the no damage bonus. I'll have to make do. It's still weird how the ranking works in that it sometimes seems like you're doing well during a sub-section but only get A rank for that section overall or something. Also, instant revving applies to Nero's ground taunt too, the one where he points the tip of his sword to the ground and revs the handle.
  7. Haven't had as much time with DMCV as I'd like, but I suppose I'll try for some of the trophies next. Also some thoughts/neat things: - You can EX-Act/Max-Act while doing Nero's air taunt - V's cane can parry certain attacks - According to the loading screen, the time slow bubble from Ragtime can slow bullets, then when they're released, they have the potential to cause multiple hits. Rawhide's Snatch does more damage, and the DT version can pull in staggered bigger enemies - I wasn't using Punch Line to its full potential in the demo. The circle attack isn't just good for aerial/big foes like I assumed from the animation. Do it in right in front of enemies and you can launch them, then follow up with some hidden attacks (triangle plus forward, left, or right). This gives me more reason to enjoy Punch Line. Not straightforwardly boring but also useful at the same time, and quite fun to use for style once you get used to it (also, riding your rocket arm while using Hold on a helpless medium sized enemy is amusing imagery). Still my favorite Devil Breaker but I need to play with the others some more. - I wonder if I can get used to using Nero's new Buster Knuckle system intuitively while also using Exceed. It seems perfectly viable to play without using it, but it's also a free bonus if you do. It does feel similar to Exceed in a sense, but I hear there are differences like having more potential windows of activation, allowing you to use multiple knuckles in one attack. I suppose the punishment for mistiming is getting the regular Buster attack, with all its frames of vulnerability Wonder how big the combo scene for this game will be. Not aware of huge combo exhibitions yet, but I guess players are still figuring things out. I quite like this player's use of time bubbles to slow down falling enemies. Also, the timing for the final time slow and the enemy falling into the shoryuken was a perfect way to end it. A short Dante-focused one:
  8. The developer of Baba is You supports the effective altruism movement with help from his game. Neat.
  9. Sat down for a 2 hour DMC5 discussion. I didn't learn a whole lot new about the game, but it was interesting enough to hear the different perspectives and all that.
  10. Nero has new some tricks like double bringer hold, and apparently, Hold is a much more attractive option in this game. It looks exploitable. Also, the final boss is weak to lasers. This amuses me.
  11. There's much to say about DMC5, but I don't feel like doing an ultra write-up just yet. Short thoughts for now: definitely better than 4 as there's no backtracking as Dante, the characters have a more complete toolset than that game (feels like the game hands out skills like candy after every mission and including the last one, to the point where there's no way you've experimented with everything on your first playthrough), and no weird "smash up objects for your rank" condition. The OG DMC1 has a different sort of appeal than the rest of the series, but is this game better than 3? It's a lot of fun but I actually dunno if it will be remembered as being as good with time. Do you miss Doppelganger, Quicksilver (sort of present but in altered form as one of Nero's Breakers), Nevan, Agni and Rudra, and Spiral? What about Free Ride or Wild Stomp? What about Royal Guard punishing mistimings with damage rather than DT? If you're a purist, you might argue that technically there's still some fun shit in previous games that isn't present here, but Dante and co's new toys are definitely plentiful and interesting. The story, while it doesn't matter much in the end, was still better told in 3. In other news, looks like this game came out under the radar. It still looks cool. You can rewrite the goddamned win conditions.
  12. I didn't really need to see more reviews, but she just has a pleasant voice...
  13. Since I was away for a while, let me just say: Into the Spiderverse was absolutely worth the hype. Watched it twice in theatres and once on digital. Hands down the best Spiderman film and my favorite 2018 film that I can recall. Go see it if you haven't already.
  14. I forgot to mention, the fact that Split is now RI + triangle + back (rather than forward) annoys my muscle memory, as it's the same input as High Roller. I'm guessing it was to make room for Nero's equivalent of Killer Bee, but it doesn't jive well with my intuition. Snatch being simplified to R1 + circle without directional input seems unnecessary other than just making it easier for newcomers. It would have been easier to aim Punch Line's rocket punch more precisely had this not been the case. In the demo, SSS rank can now be achieved even if you take some damage, but you won't get the bonus. Various feats can also get you bonuses, and it doesn't seem like you have to pointlessly destroy objects everywhere for your rank like DMC4. Interesting, I suppose, in that the top tier will now be "SSS no damage" rather than being implied in the rank. The gameplay to look out for will be no damage anyway, so this doesn't affect me much. Downloading DMC5 deluxe now and watching some videos. Downward Thrust got called the fuck out for playing DMC5 on automatic mode (which makes the game do flashy combos for you) and still criticizing it as being button mashy in his conclusion. Has no idea what makes the genre replayable either. I haven't watched much of his stuff, but this is amusing.
  15. I've mostly avoided DMC5 spoilers, but I've seen thumbnails and video titles, so I think I have a general idea of how it's all going to go down. Michael Jackson Dante makes me smirk.
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