Quote from Seppel:
Teching is hard. Is the boost from getting physically struck by the 2nd Tasen type designed to save time (forgive me for forgetting their name).
It wasn't originally intended to be used that way, but neither was the rocket jumping. :p Teching will come in handy mostly when hit by explosions that are about to send you the wrong way.
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In our regular pacifist playthrough, we found the Massacre to be underwhelming. 
Yeah, it's an overpowerd weapon, but against Tor it's not very effective because of his Texas-sized health bar. I'm halving its reload time and boosting its damage slightly for 1.6 (which won't affect speedrunning).
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You never know, though, I might find I way to glitch through walls! 
It'll only prove useful if you can glitch back in - none of the levels can be completed by entering the exits from behind, as there are invisible teleports that bring you back to the start of the level. These teleprots are spread throughout the "blank space" of each level, too.
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Asha is going to be hell. I'm bad at the Asha fights, although for some unexplainable reason, I perform at least 2x better when I look slightly away from the screen.
It might be because the corners of human vision are more tuned for detecting sudden movements than the center, if I remember correctly.
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Do you have any lists of "odds of certain attacks appearing" for Krotera, Asha, and Proxima?
Let me check.
Krotera:
40% walk, or kick if Iji's nearby (always kick if he's near a crate)
50% machinegun
5% rocket launcher
3% MPFB
2% rapid fire MPFB
-After firing any projectile, he walks forward
Proxima:
-Equal chance for all standard attacks
-Nuke after executing a certain number of orders (successfully beginning to charge any weapon or target Iji with the "tackle" attack, even if they are interrupted, counts as executing an order)
-Cooldowns are decreased the higher the difficulty is, and it fires more sequenced plasma shots as well
Asha:
-Equal chance for all standard attacks, except hailing laser daggers which is 2%
-The "upslash" only appears as a punisher for when Iji is doing medium-height jumps.
-The "crouching slash" does not appear on Normal difficulty.
-Asha's reflexes and cooldowns get considerably faster the higher the difficulty is.
-Hitting Asha with a kick or Resonnace detonator can be done on all difficulties, but it's far harder the higher the difficulty.
-These weapons always hit him: Shotgun, Machinegun, Plasma Cannon, Buster Gun, Hyper Pulse, Nuke
Asha2:
-Equal chance for all standard attacks, including Megasmash (the huge shockwave move) and Elecbombs (but only if it's been 10 seconds since it was last used)
-Add a 10% chance to perform Megasmash if his HP is less than or equal to 3.
-The "upslash" only appears as a punisher for when Iji is doing medium-height jumps.
-The "crouching slash" does not appear on Normal difficulty.
-If it's been at least 20 seconds since Asha last used either of the following, they also have a chance of being executed:
2.5% Plasma rage (downwards ladder of plasma shots)
2.5% Plasma vortex (spinning 8-way plasma shots)
-So, if either of the above two supermoves are used you won't see them again for at least 20 seconds.
-Asha2's reflexes and cooldowns get considerably faster the higher the difficulty is.
-The "rapid teleporting" counts as a standard move. It's also used if the setup for some move fails, usually because Iji jumps around too much. All Assassins only reroll failed orders a certain number of times, which means that you'll force them to randomly teleport around a lot if you don't stay on the ground, which is what most of their attacks are made for.
-The only attack that can hit Asha2 are the Shotgun and Buster gun. Nothing else works, not even Retribution.