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metal_gear_rising:mgrrr06 [2022/09/01 12:06] – hau5test | metal_gear_rising:mgrrr06 [2022/12/10 15:32] (current) – hau5test | ||
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- | [[https:// | + | ====== MGRR - Any% - NG+ - R06 ====== |
+ | {{youtube> | ||
- | [[https:// | + | Shortest mission in the entire game. Sam can pose a couple of issues with Pincer timings, and to be more precise, with Dodge Cancels, that can easily turn this fight into a slogfest. |
+ | |||
+ | ====== R-06 " | ||
+ | * This fight has little to no downtime, so be quick on executing attacks | ||
+ | * After landing two CP2 hits, Sam can potentially try to cut some rocks for fun | ||
+ | * If, by any case, Sam will charge through these rocks around, the game can crash with a very high chance, | ||
+ | * so before manipping Sam for the 2nd/3rd time, make him go into a proper direction | ||
+ | |||
+ | The fight itself has two potential patterns: | ||
+ | * If Sam will do a short taunt (one hand), after landing a CP2 you have to immediately perform a Doubleslide | ||
+ | * If Sam will do a long taunt (two hands), after landing a CP2 you have to perform 2 Dodges that have to be blocked by Sam | ||
+ | * Finally, in case you’ve forgotten, all CP2’s have two hits inside -> Sam has to be hit with the latter. | ||
+ | |||
+ | ====== Bossfight: Sam ====== | ||
+ | ==== Easy Difficulty ==== | ||
+ | [[https:// | ||
+ | |||
+ | [[https:// | ||
+ | |||
+ | * CP1 | ||
+ | * CP2 -> activate Ripper Mode on 2nd Swing | ||
+ | * Blade mode to continue | ||
+ | * Cancel P1 with Dash to the side | ||
+ | * CP2 with 2nd Swing (no Ripper Mode needed) | ||
+ | * QTE | ||
+ | |||
+ | [[https:// | ||
+ | |||
+ | * CP1 | ||
+ | * CP2 | ||
+ | * Blade mode to continue fast | ||
+ | * Skyhigh (forward → forward → light attack) | ||
+ | * CP1 | ||
+ | * Follow up to QTE | ||
+ | |||
+ | ==== Normal Difficulty | ||
+ | [[https:// | ||
+ | |||
+ | Start the same regardless of taunt: | ||
+ | * CP1 then CP2 | ||
+ | |||
+ | * if his taunt breaks, follow up with a P3 | ||
+ | * jump -> cancel into CP2 | ||
+ | * Let go of CP2 when Sam begins sliding towards you | ||
+ | * Dodge, then break his dash attack with a double slide | ||
+ | * Lightningstrikes (forward -> forward -> heavy) can lead Sam into starting the final QTE | ||
+ | |||
+ | * if he stops his taunt he either does 6 light attacks -> dodge, double slide into Sam to interrupt | ||
+ | * if he stops his taunt and does one heavy attack -> continue with a P3 and do the first slash, then jump. | ||
+ | * aftwards: set up a CP2 and hit him with the right timing, he will be below 10% health for the QTE initiation | ||
+ | |||
+ | ==== Hard Difficulty ==== | ||
+ | * Dodge + CP2 | ||
+ | * (Taunt option) Doubleslide / 2x Dodge | ||
+ | * Dodge + CP2 | ||
+ | |||
+ | If Sam is still on the ground, dodge into him, then proceed with the rest of the cycle. | ||
+ | * Doubleslide => P1 => CP2 | ||
+ | * QTE | ||
+ | |||
+ | ==== Very Hard Difficulty ==== | ||
+ | [[https:// | ||
+ | |||
+ | Start as usual: | ||
+ | * Set up CP2 with Ripper mode and slash Sam with the 2nd Swing of the Pincers | ||
+ | * then go into CP3 and have the first attack miss, the 2nd land and then ideally full damage on the third attack | ||
+ | * Sam should be around 56% health roughly | ||
+ | * follow up with two double slides, the first one will miss, the 2nd double slide will stun Sam | ||
+ | * do a CP2 with RM, 2nd Swing only to grind Sam down past the 30% health mark | ||
+ | * repeat the double slide for stunning Sam and CP2 attack chain | ||
+ | * once Sam's health is below 10%, approach (Lightning strike or just running over to Sam) as he does his backwards jump | ||
+ | * start QTE and cut his hand | ||
+ | |||
+ | [[https:// | ||
+ | |||
+ | * Pincer 2 (Ripper Mode) | ||
+ | * Blade Mode Cancel | ||
+ | * Dodge backwards to keep a distance to Sam | ||
+ | * then go into Charged Pincer 2 | ||
+ | * with the distance done correctly, you should only hit Sam with the 2nd Swing of the Charged Pincer 2 | ||
+ | * right after go into Charged Pincer 3, first slash should break Sam's defense, slash 2 and 3 should do damage | ||
+ | * Do a Sky High to juggle Sam in the air until his health is below 30% | ||
+ | * once that health limit is reached, go back into a Charged Pincer 2 -> both swings, first to break defense, second to do damage | ||
+ | * finish with attacks or follow up to get into QTE | ||
+ | |||
+ | ==== Revengeance Difficulty ==== | ||
+ | Thanks to Revengeance difficulty mechanics, this fight can be beaten the fastest utilizing perfect parries to do massive damage at once. | ||
+ | |||
+ | [[https:// | ||
+ | |||
+ | If Sam does his wide arms taunt: | ||
+ | * Start with a CP1, then a CP2 | ||
+ | * parry Sam's attacks, the fourth slash if parried perfect, will give him enough damage to lower Sam's health below 10% | ||
+ | |||
+ | |||
+ | ====== R06 Key Points ====== | ||
+ | * Learn Sam’s intricacies and play around the attacks to figure out the best way you can consistently kill Sam, no matter the attacks or distance | ||
+ | * If you have troubles distancing yourself from Sam (to prevent armour memes), do a dodge to the side/ | ||
+ | * Fight always goes the same way, so if you have any troubles with the fight, the chances are, you’re missing some important part of the equation. | ||
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