Horangi
Wait for me, Ill end this
updated
BGM:
Excuse my Rudeness, but Could You Please RIP? - @MoriCalliope remix by @TurboA
Rules:
-No slurs, sexism, homophobia, etc. Basically, just be respectful.
-No political discussion.
-No spoilers for a game I haven't beaten
-No backseating, but feel free to give me tips/hints if I agree to it
Rules:
-No slurs, sexism, homophobia, etc. Basically, just be respectful.
-No political discussion.
-No spoilers for a game I haven't beaten
-No backseating, but feel free to give me tips/hints if I agree to it
It was probably a bit overkill to include the ending cutscene, but hey it felt nice for me to watch after this fight lmao.
Game Modifications:
-Removed the battle event so other party members don't join the fight
-Activated OVL script to use MA at the end of the fight
-Activated Magic Stance normals
Timestamps:
00:00 Intro
01:35 Battle
06:36 Results/Ending
Closing thoughts on the run:
I quite enjoyed this run! I always enjoy playing Xillia 1 and this Milla run was no exception to that. I think that I personally enjoyed the Leia run a bit more since it was my first run of the game and I was learning a lot about how the game worked. Leia also has a lot more flaws which makes fights more interesting to approach from a strategic perspective (although not necessarily more fun). That being said, there were some fights in this run which I loved much more than my Leia run. Gaius 1 is the big one. I felt like that fight was simultaneously more difficult due to Milla's bad backstep and more stylish thanks to the aerial combo I was able to cook up. I think that my favorite part about Milla is her movement. She's just really fun to fly around on and Xillia 1 is a great game to do that in since you don't feel like you're wasting time by not comboing or something like this. I feel this a bit when playing aerial characters in more combo heavy games like Vesperia and X2 (although there are of course ways to use this mobility in combos). I guess my only real issue with Milla is that she's almost too good? I felt that a lot of fights were a bit too easy because Milla deals with them so well lol.
In the end though, I'm pretty glad I did this run. Milla was always one of my favorite characters to play in the Xillias so it's nice to have learned how to play her in Xillia 1. I will eventually be doing a Xillia 2 Milla run so keep an eye out for that one as well.
Strategy:
In the pinned comment!
BGM:
Apex of the World (Rain) - Fire Emblem Three Houses
Game Modifications:
-Changed Luke to Reid :)
BGM:
Mid Boss 2 - Tales of Eternia
Not nearly as cool as Gaius 1, but he is kinda fun to cheese. Only the dreaded Final Boss lies ahead...
Timestamps:
0:00 Intro
0:25 Battle
Game Modifications:
-Modified the party
-Activated Magic Stance normals
Strategy:
Gaius here is a bit different from his Gaius 1 iteration. For one, he can no longer be air combo'd at 50% HP which is quite sad for me. His counters were also shuffled a bit too. He can now use Tiger Blade as a counter for the entirety of the fight and he no longer counters in mid-air with Sonic Thrust and instead opts to air counter with Tiger Blade. This means that I can actually do aerial things without dying instantly to aerial Sonic Thrust which is cool.
Unfortunately, I have quite a difficult time dodging grounded Tiger Blade (since Milla's backstep sucks lol) so I came up with a strat to abuse the fact that aerial Tiger Blade has very little hitbox beneath it. Basically, if I proc a counter with Cloud Pierce, I can use touchdown to be completely safe after the counter procs. Also, if the last hit of Grave procs a counter I'll also be safe since it puts him just high enough for the Tiger Blade to not hit me.
Other than this, the general gameplan remains mostly the same. Keep proccing his counters and stay aggressive so he doesn't do any funny stuff like Swallow Fury or OVL. I decided to finish this fight with Tiger Blade Sigma since it is the last Jude side fight.
BGM:
Nefertiti - Mana Khemia
Timestamps:
0:00 Intro
0:40 Battle
Game Modifications:
-Modified the party
-Activated Magic Stance normals
Strategy:
Very similar to the other two Muzét fights except this time she cannot be guard manipulated. This actually makes her significantly more dangerous as she can go into OVL and start spamming Elemental Hymn which will most likely result in my death unless I can jump over her fast enough (and even then the homing is still insane and she can shoot another one). The gameplan here is just to be aggressive to keep her countering instead of using OVL and killing her as soon as possible. Luckily, she's a bit squisher than most end-game bosses since this fight is meant to be a 2v1 rather than the usual 4v1.
BGM:
U.N. Owen Was Her? - Arrangement by TAMUSIC
This is probably the most incomprehensible and slanderous video I've ever made. If it wasn't obvious, this video is a joke and Hep is my GOAT
BGM:
Miku - Anamanaguchi
Timestamps:
0:00 Intro
0:31 Battle
Game Modifications:
-Modified the party
-Activated Magic Stance normals
Strategy:
There is actually nothing new to say here. He's pretty much the same Wingul from the Chimeriad Trio fight. Maybe he gets a couple of new spells? I really don't know lol. He has his same old Gale Fang guard manip and his Severing Wing/Rising Phoenix counters and he's still easy to deal with. He's still a fun fight though. Lots of movement and Rising Phoenix is always fun to play around.
BGM:
Divine Spirit of Language - Star Ocean 3
Let's get the last pendant :o
Rules:
-No slurs, sexism, homophobia, etc. Basically, just be respectful.
-No political discussion.
-No spoilers for a game I haven't beaten
-No backseating, but feel free to give me tips/hints if I agree to it
Game Modifications:
-Modified the party
Strategy:
This thing is surprisingly dangerous although it's not too terribly difficult. It's usual counter is just a slam down attack that has a ginormous hitbox and can also anti-air very easily. Luckily, it's only one hit so it's easy to time and backstep. The dangerous counter can occur below 50% HP: Rush Bumper. He basically just charges at me and turns his entire body into a hitbox. When you're a bear THAT big, it's quite the scary attack. I have to jump backwards as soon as possible if I see this attack come out. It can be guard manipped into using Assault Claw, which has a little bit of a wind-up so it's easy to punish that and start attacking with Grave as usual.
Last thing to say about Graddic Claw is that it's surprisingly easy to burn. Even with just natural stats, it's very likely to burn this guy if I use fire element attacks. Since this guy is fairly tanky, I just roll with it honestly lol.
BGM:
Determination to Strike - Atelier Firis
Welcome to our mostly no damage (Ktugach is a terribly designed boss) duo run of Tales of Symphonia! This is the first time that I've been in charge of editing one of our multiplayer runs, so I hope it's unique in a good way. Overall, I'm quite happy with how we played as a duo. I'm also satisfied with my individual gameplay here which hasn't always been the case for some other multiplayer runs as I have had to deal with some awful lag in the past lol. As always, big thank you to Stoven who does these duo runs with me. We will also be doing Act 2 and 3, so keep an eye out for those too!
If you're wondering why Efreet was fought and Sylph wasn't... it's because we're waiting to have more accessories and TP before fighting Sylph in Act 2 lol.
Players:
Lloyd (@TailsGt1)
Colette (Horangi)
Game Modifications:
-Artes Sphere mod used in some fights for 1-2 extra arte slots
-Multiplied damage taken so we die in 1 hit (this is why we die instantly in outtakes and such)
-Used encounter edit to set-up fights
-Modified the party
-Unlocked all artes
Timestamps:
00:00 Intro
01:46 Vidarr
03:24 Exbelua
04:52 Botta (Ready for a real fight?)
06:45 Ktugach
08:44 Clumsy Assassin
09:41 Sword Dancer 1
11:29 Kilia
13:01 Magnius
15:30 Adulocia
17:19 Windmaster
18:32 Iapyx
20:51 Resolute Assassin
21:46 Kvar
23:37 Iubaris
25:04 Undine
26:45 Efreet
28:54 Remiel
30:57 Kratos 1
33:59 Extra "Fight": Yggdrasil 1
35:04 Bugs
37:41 Hepkin's Character Arc
BGMs:
Intro: youthful beautiful - Uchida Maaya
Vidarr: Full Force - Another Eden
Exbelua: Ganado II - Resident Evil 4
Botta: Crumbling Castle - Ape Escape Originape Soundtracks
Ktugach: Diablo Battle - Racing Lagoon
Clumsy Assassin: Battle vs. Carmine - Pokemon Masters EX
Sword Dancer 1: Agni & Rudra Battle - Devil May Cry 3: Dante’s Awakening
Kilia: Totem Blume - Umineko
Magnius: Tense Atmosphere - Star Ocean
Adulocia: Dancing Water Spray - Touhou 10.5
Windmaster: Blast of Wind - Gurumin
Iapyx: Speed Queen - Soul Nomad
Resolute Assassin: An Old Life Reborn - Strider 2
Kvar: Beast of Prey - Star Ocean 2
Iubaris: Fire Emblem - Super Smash Bros. Melee
Undine: Under the Sea - Kingdom Hearts
Efreet: Unforgettable - Kingdom Hearts: Birth By Sleep
Remiel: Battle! (Team Plasma Leader Ghetsis) - Pokemon Ultra Sun/Moon
Kratos 1: Decisive Battle I - Octopath Traveler
Yggdrasil 1: Dark Prison - Super Robot Wars Original Generations
Extras: Robot Girls Z - Super Robot Wars X-Omega
Rules:
-No slurs, sexism, homophobia, etc. Basically, just be respectful.
-No political discussion.
-No spoilers for a game I haven't beaten
-No backseating, but feel free to give me tips/hints if I agree to it
Game Modifications:
-Modified the party
-Activated Milla's magic stance normals
Timestamps:
0:00 Intro
0:37 Battle
Strategy:
Volt is extremely annoying and 90% of my problems with him is due to his counter where he jumps up and crashes down with lightning in a huge AOE. The only way I deal with this is to jump away from him or be hitting him from far away. It also hits in mid-air since the AOE spawns where the counter first occurred. His other counters are where he jumps around randomly (this counter only occurs when he's below 50% HP) and a slow attack where he sends lightning in multiple directions. The latter counter is incredibly easy to play around and punish since I can just hover over it or jump away from it if I'm scared of his crash down. The random jumps are similar to the crash down but it feels easier to react to.
Volt can't be guard manipped, but his kit isn't too threatening. I'd say his most annoying attack in neutral is probably Thunder Volley which leaves lingering projectiles on the field. I generally try to jump over these or let Volt approach past them. When Volt goes into OVL, he'll generally spam cast spells (mostly Thunder Blade but he can cast Bolt Strike too). His Thunder Blade doesn't follow him like mine does for me, so as long as I keep some distance it should be fine.
BGM:
Boss Boss Boss - Katana ZERO
Game Modifications:
-Modified the party
-Activated Milla's magic stance normals
Strategy:
This guy is kind of like a monster version of Gaius 1 except easier. It has two counters: Cross Breaker and Slash Arm. Both of them are fairly easy to backstep, even with Milla's bad backstep. Slash Arm only unlocks below 50% HP, so it's a bit trickier to get used to the timing since it occurs less and it's quite a bit quicker than Cross Breaker. Since it's easy to backstep its attacks, I can play pretty back and forth with it. These counters also don't reach very high so it allows me to do some aerial stuff too. I can also dodge Cross Breaker with Radiant Rondo, although I did find Slash Arm to be much more dangerous to dodge with it.
You might notice that I chained multiple spells in a row in mid-air. This is just me chaining multiple Aerial Spell Glitches in a row. It's pretty fun to do!
BGM:
Momentary Life - Guilty Gear
Game Modifications:
-Edited the party
BGM:
Engage - Fire Emblem Engage
Game Modifications:
-Modified the party
-Activated Milla's magic stance normals
Timestamps:
0:00 Intro
1:45 Battle
3:00 Results/Outro
Strategy:
Maxwell has four different forms based on the elements fire, wind, earth, and water. These forms essentially give him a different set of artes and weaknesses/resistances. However, he always starts in fire form and this is one of his worst forms. In this form, he has Flare Bomb as a counter which doesn't have much of a vertical hitbox. This means that I can pretty much beat Maxwell up for free as long as I'm in the air which is very easy for Milla to do. He's also weak to water, so I chose to spam Aqua Protection if he goes OVL and casts Sunburst lol. Had to do it somewhere in the run so might as well do it when I have some time to kill. You can pretty much apply everything I've said about fire form (minus the weak to water part) and it also applies for the earth form. Maxwell's Grave counter is also quite terrible.
As for wind and water forms... I honestly just reset if I see these forms. It's complete RNG whether he switches or not since I can't guard manipulate him or anything. Water form is playable, but it's just annoying due to him spamming Aqua Protection (just like me!). Meanwhile, wind form is pretty much guaranteed death due to some of its terrifying attacks.
BGM:
Last Impression - TWO-MIX
Game Modifications:
-Modified the party
-Activated Magic Stance normals
-Used a script to activate OVL
Strategy:
These two are very similar to how they were in previous iterations, except Agria can use Sunburst now and Presa can use Diffusional Drive (and Agria no longer has Lemon Gel). With these new artes, they can also use their new linked arte Raging Mist, which they absolutely will use if they have the chance. Luckily for me, this arte doesn't really have a vertical hitbox so I can kinda just dodge it by jumping up and it also gives me a good opportunity to cast my own spell. You might also notice that these two absolutely love to go into OVL, so I'll also have to kite that one out a few times.
It's best to engage either of these two using Lightning. The reason for this is so I don't get hit by projectiles or screwed over by Agria's stupid super armor on her artes (since Lightning breaks through this). It's really easy to use the Thunder Blade variant of Lightning to make space for myself and break both of their iron stances at once just like in the Chimeriad Trio fight. After I do this, I can either take one or both of them in the air (it doesn't really matter since they don't have an anti-air counter of note) or I can use things like Grave, Binding Sphere, or Lightning again to hit them on the ground and force a counter. Either way, it's pretty easy for Milla to approach and damage both of them at once. This makes for a fairly easy 2v1 as long as I play somewhat intelligently lol.
If they're not linked, I would say it's better to focus Presa since her spells are generally a bigger threat than what Agria is going to be doing.
BGM:
13th Dilemma - Kingdom Hearts 2
Rules:
-No slurs, sexism, homophobia, etc. Basically, just be respectful.
-No political discussion.
-No spoilers for a game I haven't beaten
-No backseating, but feel free to give me tips/hints if I agree to it
Game Modifications
-Modified the party
Strategy:
Ivar is pretty much the same as his first fight, except he's gained the ability to use Phantom Surge which is a faster and longer ranged version of Phantom Edge. He can also be guard manipped into using this arte. It's fairly easy for Milla to deal with this arte since it doesn't have much of a vertical hitbox, but it can catch me quickly when I land for an AC refill. He can also go into OVL and use his Arcane Arte Crushing Eagle, but this arte is so slow I think I'd have to retire if I got hit by it.
As for Wyvern, it has two tailspin counters (one of them spawns a tornado) and a charge counter. All of these counters can be avoided by simply being above it which is very easy for Milla to do as Wyvern has a huge hitbox to play around. That being said, the charge counter has a huge hitbox so I should use Cloud Pierce to get higher into the air if I see it go for this counter. Wyvern's guard manip move is Poison Dragonspit which is a move that deals 0 damage but poisons me. It also takes a million years to wind-up so it's a free opening for me.
At the start of the fight, I guard manip both the bosses. I target Wyvern, jump over the Phantom Surge, then start beating up Wyvern. From here, I simply hit Wyvern while staying in the air until I feel like I need to land for a better position or AC. When I land, I should try to get into the air again as quickly as possible since Ivar will be on me imminently. To engage Wyvern again, I use Lightning from the air and then Grave to fix my elevation. From here, I want to get into the air again with a jump or an arte to avoid Ivar's next attack. With that said, Ivar's AI will "hang" like any other enemy if I go too high up so I can get a little creative with my offense when he does this as it'll give me some time to do things closer to the ground.
BGM:
Horangi Arirang - Soul Calibur V
Game Modifications:
-Modified party, stats, accessories, and arte list
Strategy:
Surprisingly a very annoying fight and the reason is because of an attack he didn't use lol (I got very lucky). This very scary arte is Snout Flare. It's an insanely quick dashing multi-hit attack which he can use multiple times in a row if he so chooses. It also has no set range, which means he can use it from anywhere he wants. It's also nearly impossible to react to if he uses it at close range. This means that whenever he attacks at close range is a moment where I could just die. The speed at which he moves when he activates this arte also means he dodges Spark Wave if I use it from a distance. Snout Flare has so many hits and lasts for such a long time that I can't even use my spell i-frames to get through it. This is why I keep targeting Gnome to see whether or not he's doing this attack because if I try to cast a spell when he does this, he'll likely be able to punish it (for spells that aren't Spark Wave he'll just punish the longer cast time). With this targeting method, I can see if he's using it before he zooms onto my screen and jump over him. I can tell when he's not using it when he starts his walk cycle which I discern by looking at if his eyes look "angry" or not since his eyes change shape when he walks compared to when he's standing still.
For his other attacks, they're generally a lot more fair than Snout Flare lol. He has Ultra Grave and Grave, both of which I can dodge by jumping at the correct timing. The difference between these two is the range at which he can activate them, with Ultra Grave having the longer range. These can also be spell-queued. He has a charge attack which he always insta-casts Stalagmite after. This can be pretty problematic since an advanced spell like this means I can't cast my own spell. On top of that, he's also active while Stalagmite is going on which means he can mask his Snout Flare or Grave animations within the Stalagmite which is... just awesome honestly. Luckily, I can generally know when he's going to use this attack since he walks up, stops, and then charges. This means I have plenty of time to cast Spark Wave and make sure he doesn't use Stalagmite. Although it has a similar range to Grave, so if I assume it's the charge I may end up jumping into a Grave instead. As for his ultimate attack, King Tackle, it's not an issue for Shizel as I can cancel it with a spell before he turns big. Thank god it's not considered a spell.
Gnome also has two spells: Earth Shaker (AKA Ground Dasher) and Summon Friends. Earth Shaker isn't a big deal at all since it takes a bit to cast. I can just jump out of it and then punish with Spark Wave. Summon Friends is a bit more interesting. I have to jump over it and the timing varies depending on how close I am to the East side of the map. What makes it interesting is that its cast time is very short so if I'm not careful he can spell-queue me with this very easily. He can also attempt to cast this during Stalagmite. If I try to cast my own spell before he can cast Summon Friends during Stalagmite's spell-queue, he will always cast faster than me so I can't contest that. Lastly, he recovers quickly from using Summon Friends and he can use Snout Flare before my spell goes off to quickly gap close on me so punishing Summon Friends can be risky.
My general plan is to make absolutely sure I'm safe to cast before doing so. This means that he has to not be casting Summon Friends and not be using Snout Flare. It almost feels a bit turn-based strategy wise lol. I had a lot of fun with this one overall though. A very methodical fight for Shizel.
BGM:
Star Wind - Atelier Mary
Let's keep going! Hopefully the bosses will be a bit kinder lol.
Rules:
-No slurs, sexism, homophobia, etc. Basically, just be respectful.
-No political discussion.
-No spoilers for a game I haven't beaten
-No backseating, but feel free to give me tips/hints if I agree to it
Players:
Judith: ME
Rita: Hep
Game Modifications:
-Multiplied OVL gain
BGM:
Stab Unjust - Star Ocean Anamnesis
Game Modifications:
-Modified the party
-Activated Magic Stance normals
Strategy:
Very similar to the Milla side duel, except for a couple of differences. In this fight, Muzét is a lot more likely to counter with Sharpened Petals in the first half of the fight. The other difference is that she has a lot more iron stance which makes it a lot more difficult to open her up. This actually does make this version of Muzét significantly more difficult. Otherwise though, it's pretty much the same fight so you can apply most of what I said about Spirit Realm Muzét here.
U.N. Owen was Her - Touhou Luna Nights
Pretty fitting fight to upload on the day of the Remaster's announcement :p
Game Modifications:
-Modified the party
-Activated Magic Stance normals
Strategy:
Although I'm using the Spirit Realm Milla outfit for the bit, I'm going to be restricting usage of the Four in these fights. It's easily justifiable, but eh. In any case, Alvin is another fairly easy fight. Just like Spirit Realm Muzet, this fight is a 1v1 in the original game so he has very little HP and iron stance. Alvin can be guard manipulated into using Pulse Shot or Variable Trigger which I can simply jump over. His counters are: Sonic Thrust, a normal attack, and Tornado Drive. Out of these, I'd say Sonic Thrust is the most dangerous as it's quite quick and tough to backstep. He'll only use Tornado Drive if he counters in the air though. This makes it so that it's easy to avoid seeing it as Milla. That being said, Tornado Drive is a bit scary as an anti-air since it has a big vertical hitbox. I can deal with it by quickly jumping away after I see the counter "!".
BGM:
Yuuki Aru Tatakai - The King of Braves Gaogaigar
Rules:
-No slurs, sexism, homophobia, etc. Basically, just be respectful.
-No political discussion.
-No spoilers for a game I haven't beaten
-No backseating, but feel free to give me tips/hints if I agree to it
Game Modifications:
-Modified the party
-Activated Magic Stance normals
Timestamps:
0:00 Intro
0:59 Battle
Strategy:
This fight is pretty easy. Muzét can be guard manipulated into using Spire Throw, which can be backstepped or countered easily. Since this fight is meant to be a 1v1, this version of Muzét also has low iron stance which makes her free to open up. Muzét has three counters: Illusionary Charge, Sharpened Petals, and Stun Blitz. In this fight, I find that Muzét is very likely to counter with Illusionary Charge above 50% HP. It then essentially gets replaced with Stun Blitz below 50% HP because her Illusionary Charge counter gets disabled while Stun Blitz gets enabled. In any case, Sharpened Petals and Stun Blitz can be dodged simply by making some distance or backstepping (though I find perfect backstepping Sharpened Petals to be pretty difficult). Something I like to do to counter Illusionary Charge is to jump backwards with momentum and then use Death Knell to hit her where she appears. This works because Muzét will always appear behind me when she uses this arte.
The most dangerous attack in any Muzét fight is Elemental Hymn. It's her arcane arte where she shoots a bunch of projectiles which has insane homing. She unlocks this below 50% HP and loves to spam it in OVL. This can be prevented by simply guard manipulating her into using Spire Throw instead. If she does use it, my only hope is to jump over her to dodge it.
BGM:
Touhou Embodiment of Scarlet Devil - U.N. Owen was her
-Judith as the timer continues to tick up...
Doing that first Judith combo made me wanna play more Judith. She is very addicting :p
BGM:
Crimson Shura God - Super Robot Wars Original Generations Gaiden
Timestamps:
0:00 Intro
1:20 Battle
4:32 Results
Game Modifications:
-Modified the party
-Activated Magic Stance normals
Strategy:
Gilland is pretty annoying as per usual, but it's not too bad of a fight. Gilland is slow but has lots of range while Celsius is a speedy close-range combatant. It's a boss set-up that Tales likes to use a lot and one I'm particularly fond of myself. These two also can't be guard manipped, so there's no knowing what arte they'll use next. What's interesting about this fight is that Milla is forced to fight them both linked and unlinked. I can't just rely on forcing a link through the aerial hang because Gilland can use the Heal Shot arte even when I'm not in range. And I've seen him spam this to heal himself and Celsius for lots of HP.
When they're unlinked, I'm focusing on hitting Gilland after I get Celsius pre-occupied. There are a few ways I can accomplish this. My preferred method is to move far away from the both of them, jump over Celsius, then attack Gilland while she's attacking air. This works because Celsius is so much faster than Gilland so by the time she's in range to hit me again, I've already taken Gilland to the air. The only problem with this strat is that it is possible for Celsius to anti-air me with Frost Spears. This arte feels pretty rare though, so I don't feel bad about going for this strat consistently. I can also pre-occupy Celsius by proccing her counter or by knocking her down with Death Knell or something. When it comes to attacking Gilland, it's best to always engage with Lightning. Grave is very dangerous to engage with since Gilland can dodge it easily if he uses his sidestep normal. When it comes to dealing with Gilland's counters, the safest way to deal with both Incendiary Arc and Scatter Bolt is to simply jump away from him.
When they're linked, I can pretty much deal with them as I would any other link. Gilland is always the link leader and he is very unlikely to use normals while linked as he prioritizes using artes that can go into a linked arte (though many of them are bugged and he can't actually use a linked arte off most of them). This makes it pretty safe to engage with Grave unlike when they're unlinked. Gilland can, however, use Perfect Exile off of Poison Shell so I should try to cancel this arte everytime or retreat in to the air as fast as possible if I see him use Poison Shell because this arte is FAST.
When it comes to fighting Celsius, she's really easy for Milla. Her artes/counters don't reach too high so it's pretty much a free meal for Milla unless I'm trying to style on her or something. That being said, she does have one arte that can anti-air and this is Frost Spears. But if she's alone, I can simply cancel this arte with Lightning as she approaches.
BGM:
Battle! Lusamine - Pokémon Sun/Moon
BGM:
Strike! - Fire Emblem: The Blazing Blade
Rules:
-No slurs, sexism, homophobia, etc. Basically, just be respectful.
-No political discussion.
-No spoilers for a game I haven't beaten
-No backseating, but feel free to give me tips/hints if I agree to it
Players:
Lloyd - @TailsGt1
Colette - me
Timestamps:
0:00 Ready for a real fight?
1:51 Results
2:04 Blooper
BGM:
Crumbling Castle - Ape Escape Originape Soundtracks
BGM:
Yuusou - Getter Robo Armageddon
Strategy:
Honestly, this fight is really easy since I can jump over his attacks and kite him quite easily, buuuut he has a jumping attack that serves as an anti-air that can ruin the fight sometimes. This attack does have a set range though, so if I'm close to him when he initiates the attack he will walk backwards to do it. If I see this, I just have to run away from him. If he uses Dragon Swarm, I have to be wary of him "bouncing" off the wall. If he uses Dragon Swarm and hits a wall, he'll come back towards me. This means I may have to jump over him twice for this attack or cast a spell to break him out of it.
BGM:
The Legend of Heroes V "A Cagesong of the Ocean" - For Those Whom We Must Protect
Rules:
-No slurs, sexism, homophobia, etc. Basically, just be respectful.
-No political discussion.
-No spoilers for a game I haven't beaten
-No backseating, but feel free to give me tips/hints if I agree to it
Game Modifications:
-Modified the party
-Activated Magic Stance normals
Strategy:
The Aquadragons are definitely a lot more difficult and annoying than their Milla side counterpart in the Fire Teagle. Their attacks have very large hitboxes and are deceptively fast. Luckily for us, the devs messed up and their link AI is completely broken! When they link, the link partner is completely inactive in this fight unless:
-I hit the link partner
-I have my back to a wall
-I pincer myself in between them
It also seems that the Aquadragon's AI can become inactive again after a counter which is what happens to the Aquadragon in front at 0:58. Compared to Leia, it's a bit more difficult to abuse this AI since Milla's hitboxes are a lot bigger. This means it's a lot easier to hit the other Aquadragon unintentionally with things like Shimmer Spin, Wind Blade, or Lightning. I can still force the Aquadragon partner into its defensive stance if it happens to become active which means its still easier than them both coming at me in an unlinked state. Basically, this fight boils down to getting them to link, being in the air to dodge the counters, being careful with my arte hitboxes, and hoping they don't unlink at very unfortunate timings (this happens a lot).
BGM:
Voice of the Blizzard - God Eater
Timestamps:
0:00 Intro
0:38 Battle
Game Modifications:
-Modified the party
-Activated Magic Stance normals
Strategy:
Well, this fight is kind of annoying but it's not too hard as Milla. I thought it'd be a complete nightmare since Fire Teagle is really good at resisting stagger for some reason and Milla doesn't have any artes that are a guaranteed stagger. I found that simply using a spell that does a decent amount of hits in mid-air was pretty good for opening Fire Teagle up. I preferred using Splash since it seemed pretty consistent with a short cast time + it hit its weakness.
The fight starts with two Tiny Teagles on the battlefield as well. These aren't really too much of an issue. I can jump over the Fire Teagle, target a Tiny Teagle, use Shimmer Spin when the Tiny Teagle I'm not targeting comes towards me to hit both of them with it, and then use Cloud Pierce to take one out. Then, I bait another attack from Fire Teagle then take out the other Tiny Teagle. As for the Fire Teagle, it can be guard manipped into using this lunge attack you can see at 42 seconds. It's more or less just useful for buying space during the Tiny Teagle phase since it's kind of a dangerous attack otherwise. It has Tailspin as a counter which is quite easy to dodge and a charge attack which I can just jump over. Fire Teagle's moveset is pretty chill, the only thing that makes it annoying is its super armor. It can also use Call Out to either summon Tiny Teagles or Fire Djinns. The Fire Djinns can actually be quite dangerous as they can shoot very fast laser projectiles so it's generally good to approach these enemies with caution. They're also incredibly annoying to combo due to their jank hitboxes and physics but I'll complain about that more in Xillia 2.
BGM:
Flame Dance - God Eater
Game Modifications:
-Used Artes Sphere mod
-Modified the party
BGM:
Reach Out To The Truth in Mayonaka Arena - Persona 4 Arena
Think we're getting pretty close to the end :o
Rules:
-No slurs, sexism, homophobia, etc. Basically, just be respectful.
-No political discussion.
-No spoilers for a game I haven't beaten
-No backseating, but feel free to give me tips/hints if I agree to it
Game Modifications:
-Modified party, stats, accessories, and arte list
Strategy:
If you know about Efreet, you know that the biggest obstacle in doing this fight is his mid-fight "mystic arte" Explosion Nova. It's actually a spell that he can cast instantly provided that he doesn't have an attack queued up. It's impossible to dodge once he casts it so the only way to deal with it is to prevent it.
My strategy at the start involves alternating between jump attacks and Aqua Edge. The jump attacks let me dodge attacks and buy time to cast Aqua Edge. If I can get Aqua Edge off, I'm very safe due to i-frames and it does a lot of damage since he's weak to water. This strategy requires Efreet to continuously use his charge attack which is basically a 50/50 at the start of the fight so each time he attacks is a coinflip lol. The reason I'm doing this is to deal a decent amount of damage while not losing any ground. I need space to my left so that I have enough time to cast Holy Lance after running away from Efreet. My plan here is to run backwards and cast Holy Lance to get beneath the threshold for Explosion Nova. Holy Lance isn't enough to get Efreet below 50% HP on its own despite its very high base damage, so the Aqua Edges are extremely necessary. After the Holy Lance, I cast Spark Wave. This is where Explosion Nova gets canceled. He walks up to me, gets his attack canceled by Spark Wave, then tries to cast Explosion Nova in the middle of Spark Wave which obviously gets canceled. I was unsure about this at first due to the lack of visual cues but it's the only possible place where he could have tried to use it. Efreet insta-casts Explosion Nova below 50% and after he's used his last queued attack so he absolutely would have used it after his attack at 0:35 if he hadn't already used it.
After this, I spam my insta-cast spells and pray that he doesn't kill me until he queues up a spell (more RNG yay). Once he queues up a spell, he'll start walking backwards. If I walk right behind him, he will keep walking away from me until he hits the wall. The reason why this happens is because Efreet needs to be a certain distance away from me to cast his spell so he'll keep walking backwards until he gets that distance or he has no room to walk. Once he reaches the wall, I cast Spark Wave to spell queue him and then I start pelting him with spells while kiting backwards with my newfound space. I finish him off by running to the left after a few spells and casting Holy Lance which deals a ton of damage again.
BGM:
Termination - Ys I&II Chronicles
I won't lie, this fight is the primary reason I did this run lol. Had to rely on Sigil Spear quite a bit but I think my combo came out pretty well :)
Thumbnail by @mystearia5441
Timestamps:
0:00 Intro
1:30 Battle
4:01 Results
Game Modifications:
-Modified the party
-Activated Magic Stance normals
-Used a script to activate OVL
Strategy:
Gaius 1 was actually... pretty hard! The strategy is simple: hit Gaius a lot and dodge all of his counters. I want to him to be constantly countering because he cannot be guard manipulated and his attack options are quite dangerous and unpredictable. He also has an arte called Swallow Fury that leads to instant death so I really don't want him using that. It's a lot easier on paper than it is in execution though. I can't rely on any of my aerial tricks this time because his aerial Sonic Thrust counter is ridiculously fast and will punish and aerial shenanigans (you can see it in action at 1:37). I have to be hitting him on the ground and dodge all of his counters with my backsteps... and Milla has one of the worst backsteps in the game (there are differences in the backsteps in terms of how many i-frames they have). This just means I have to be very on point with all of my backsteps. To add onto this, Gaius has a lot of iron stance to break through. My best option on the ground was Sigil Spear due to the fact that it does a lot of hits. If he guards, then I do a jump cancel and do Lightning to break the guard then air dash forwards to do Sigil Spear. Normally, I use Grave to break iron stance but proccing aerial Sonic Thrust a bunch? No thanks.
Luckily, this fight isn't without aerial combat due to Gaius 1 having a unique quirk where he can be aerial combo'd from 50% to 25% HP. This was my first time ever doing a Milla combo and it was really fun to lab out! I will admit to getting really nervous whenever I started doing the combo in these takes though... the 100%-50% HP part of the fight is easily the hardest part of the fight. After my combo, the fight becomes very easy. This is because Gaius unlocks Incineration Wave as a counter which is very slow and easy to dodge. I can just Radiant Rondo behind him and punish. The rest of the fight pretty much plays out like the first half with the inclusion of this easy counter.
BGM:
Nefertiti Vocal Version - Mana Khemia
Game Modifications:
-Modified the party
Timestamps:
0:00 Intro
0:29 Battle
Strategy:
This fight is very similar to Wingul & Presa, except Jiao is here and I have more tools at my disposal now due to leveling up my Lilium Orb a lot since then. Pretty much everything about those two have stayed the same except for the fact that they can go into OVL, use their arcane artes, and Presa can now cast Blue Sphere (which is a joke of a spell btw). Jiao is a little different from his fight, because he'll now use Sundering Fang when guard manipulated instead of Lone Wolf Charge. This is a huge nerf to him because this arte has a ton of end lag on it when it misses.
I'm not going to lie, I don't actually have a super complex strategy for this fight because it simply wasn't necessary for Milla lol. A lot of situations I just played by ear really. One thing I liked to do in this fight was to use the Thunder Blade variation of Lightning to stagger all of them at once. If I follow this up with Binding Sphere, I can keep multiple enemies occupied at once while I go do something else. Despite my general lack of strategy other than "kill them all", some things that I kept in mind were:
-Keeping two of them linked by abusing the air stall with a spell
-When two of them are linked, it was generally better to go after the one that's not linked
-I had to get ready to deal with a lot of OVLs since my plan of attack generally got them all low at similar timings
-Lightning is super OP and pretty much a win button. I tried not to solely rely on it lol
-Guard manipping is quite strong in this fight because it prevents Wingul from using Demon Fang and it makes Jiao have a ton of end lag
-Don't engage Presa with Grave. Trust me.
BGM:
13th Reflection - Kingdom Hearts II
Ange come back :(
Rules:
-No slurs, sexism, homophobia, etc. Basically, just be respectful.
-No political discussion.
-No spoilers for a game I haven't beaten
-No backseating, but feel free to give me tips/hints if I agree to it
I skipped Undine cause I already fought her as Shizel anyways.
Game Modifications:
-Modified party, stats, accessories, and arte list
Strategy:
For this one, I had to very heavily abuse my spell cast i-frames and spell queue. At the start, I wait for the Arms to the left to start moving towards me and then I run past him. His attack is slightly delayed so if I run at him immediately I'll get him by him. Once I'm at the left side of the wall, I can pretty much spam Spark Wave and Prism Sword to kill the Arms. I do have to be careful of Sylph still though. I have to make sure my Spark Waves cancel Sylph's spells. I could have easily died in this fight at 0:11 if he was casting Wind Blade there and not Air Thrust. Wind Blade casts pretty much instantly so I have to be on point with my cancels unless I get lucky. After the Arms die, I can style on Sylph a little bit with my spells. Whenever Sylph gets knocked down, he teleports to a seemingly random spot on the map. I can use this teleport to buy time for some of my more advanced spells.
BGM:
Winds of La Gias - Super Robot Wars Alpha Gaiden
- -Dracula- Nachtigal
Timestamps:
0:00 Intro
0:55 Battle
Game Modifications:
-Modified the party
-Activated Milla's magic stance normals
Strategy:
Nachtigal is a pretty fun and easy fight for Milla. He can be guard manipped into using Massacre Arc which I can pretty much just dodge with a jump and then punish with Lightning or Grave for a free punish. He can use Grave Worm (below 50% HP), Searing Arc, Destruction, and Terra Pike as his counters. However, if I proc an aerial counter, he will only use Destruction. So I can pretty much expect to see Destruction everytime unless I'm trying to do something specific. If I proc an aerial counter with Grave, it's really easy to use Radiant Rondo to dodge it by side-switching. If I'm already in the air, I can do an aerial jump or a backwards jump to make sure I don't get hit by Destruction. I can then use Grave to punish after he's done doing his counter.
Nachtigal is very likely to go into OVL when he goes below about 50% HP. If he's not guard manipped, he either likes to spam Tyrant's Spear or cast Air Pressure/Dark Visitor. If he uses a spell, I like to jump up and counter with my own spell. I think it's a good way of waiting out OVL lol.
Also, I forgot to mention this in the Agria description but I will be using the Devil's Arm from here on out so the fights don't take centuries. I'm nowhere near max ATK stats here but I did use it for a decent ATK boost over my strongest weapon.
BGM:
Bloody Tears / Monster Dance - Super Smash Bros. Ultimate
Rules:
-No slurs, sexism, homophobia, etc. Basically, just be respectful.
-No political discussion.
-No spoilers for a game I haven't beaten
-No backseating, but feel free to give me tips/hints if I agree to it
Game Modifications:
-Modified the party
-Activated Milla's magic stance normals
Timestamps:
0:00 Intro
0:28 Battle
Strategy:
It's a pretty similar fight to the first Agria fight, this time with Lemon Gels and two Auj Oule Spies. I take out the spies pretty easily with two spells via the aerial spell glitch. I chose to use Shining Prism so I could show off confusion. Confusion just makes them beat each other up so I think it's pretty funny lol.
As for the Agria 1v1, she's mostly the same as Girl in Red. She can now use Drill Thrust as a counter though, which is a lot faster than Grand Fire and Blazing Ring which are her usual counters so that's something I have to be careful of. Thankfully, Milla has an easy way of canceling Lemon Gel with Lightning since it's considered a magic attack instead of a physical one so it bypasses the Lemon Gel autoblock/superarmor. Agria also gets superarmor/autoblock on some of her artes like Flare Bomb and Blazing Ring, but Lightning can bust through these as well. Basically, frequent use of Lightning will make this fight a breeze. She can also be guard manipulated into never using Lemon Gel (she'll use Drill Thrust instead), but that requires a lot of manipulation for something I can just cancel lol.
BGM:
Destruction Impulse - Ao no Kiseki
Game Modifications:
-Modified party, stats, accessories, and arte list
Strategy:
My strategy is essentially to wipe out the bees (sorry, EVIL NEEDLES) with Freeze Lancers and then kite the slow Insect Plant around the map and cast spells while it walks at me. When the Plant gets near me, I cast Eruption to run past it safely. This is because I can actually move while the fireballs at the end of the spell rain down. Most other spells lock me in the casting animation while they're doing damage, so this is a pretty unique usage of Eruption!
BGM:
Crimson Rain - Atelier Yumia


