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MGRR - Any% - Hard NG+ - R06
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 "Route"
- 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
various Jetstream Sam Easy NG+ approaches timed
Jestream Sam NG+ Easy - Faster method
- 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
Jetstream Sam NG+ Easy - Simple method
- CP1
- CP2
- Blade mode to continue fast
- Skyhigh (forward → forward → light attack)
- CP1
- Follow up to QTE
Normal Difficulty
Jestream Sam NG+ Normal Side by Side examples
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
Simple Method to grind Sam down on Very Hard
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
- 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
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/backwards
- 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.