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Ghost of Yōtei - Hell Saito Solo Samurai

Xetnevs

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Ghost of Yōtei - Hell Saito Solo Samurai

221 просмотр · 3 месяца назад
Xetnevs
654 подписчика
221 просмотр · 3 месяца назад
Based off of MuskyPlays:    • Ghost Of Yotei Legends: Solo Samurai vs He...   Seen with the stats at the end, you can see how many attempts this took me. For just that one session! There were three other failed sessions. How Musky did them so fast is a skill beyond mine. I did a run with teammates after this and, wow it's a completely different fight when teammates are dying and the death effects are happening. So many things went right and wrong. I found the first wave the hardest, so many runs lost right there. Mainly due to the two Fallen Lords. Only after seeing Musky leave one Bo Hiya did I realise that was the play. He's annoying, but he's better than the Elite Fallen Lord and constantly spawning adds. One Bo Hiya guy is much easier to manage. Same goes in Wave 2 leaving the Summoner (and technically Onibi Keeper, but he's easy to remove). Leaving the Summoner prevents the other two enemies spawning, not they are difficult, but the Summoner just idles really and you can ignore him. At 0:42, I don't know why I didn't just lose the run right there. Sometimes that combo just prevents you from dodging out, sometimes it doesn't. And then after I failed parries. A sloppy start. My difficulty in round one was making sure only one Bo Hiya guy stays alive, I usually Ult them down, I don't like to use it all on the Boss, but sometimes have to just use spirit moves on them. Makes the first round much slower. Rest of Round one I'm building Spirit and Ult for Round 2 - after the Kitsune/Spider attack. In Round 2, as soon as he uses the explosives vines, the adds have spawned. The Ult on the Yukki Onna's just removes them, and the only other two you need to care about are the grunt Archers. The Onibi Keeper and Summoner can be left, as said before. but I do take down the Onibi Keeper if I can. You can see some of my movement after Round 3 - The Snake/Dragon Attack. I'm trying to dodge near him then give up. I get him later by happy accident though. Round 3 is the only time I feel comfortable Ulting him (except the end). As I know I have enough time to build it up for the final set of adds. Simple round until the phase change. Round 4 - after the Dragon's Giant Bo Hiya move - is the simple again. Nothing here really. At 5:51, this is an interesting one where he will phase change, but with the Shadow Saito attacks. This always happens, and right after this is where the last adds spawn. Round 5. I lucked out super hard here. Got a beeline to one of the snipers, managed to Ult an Elite Fallen Lord down, had enough spirit to spam the other one down, and Hell Saito was just using his AoE moves so I didn't have to dodge both him and the adds. In another world, he would have appeared right there and forced me to dodge around him while taking down the last Fallen Lord. I had gotten to this phase many times, but never took out this full round of adds. At 6:44 - My true bane, eaten dodge inputs. Maybe I'm too slow on the double tap? But sometimes these get eaten. A shame right at the end. In this round, he can also use any of his phase transition attacks again. I think he goes again in order? At this point I ult down the Beserker and Onibi Keeper - this is the furthest I've been and you might be able to see the nerves come in. The final round of adds arrive, but he begins his last phase and I have to go in. Using Heavenly Slash for both the damage, to but to also knockback the adds (and being in the move stops enemies from targetting you). Had enough for an Ult which was used over the Bo Hiya - I didn't even notice, I was just spamming the Ult. That could have been a loss if the timing was a little off. And then the win. Hard, and lucky. #GhostOfYotei