Hollow Knight: Pale Court - Mystic Ze'mer (Radiant)

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oh, and you thought the Dryya parries were sick? I&say like 50% of the difficulty of this fight was routing out the super-attack, which she does twice, but it&an entirely static attack and can be done consistently with practice. Passing through her final dash is very difficult, but the way I do it is to sit in the center of the arena and use Ze&voiceline where she says "Gruskiel" (precisely to the &noise of the word) to help time my swing. Without spamming D-Dark, you NEED the slowdown and the i-frames from even a single parry to pass through the slashes. The other 25% of the difficulty of this fight is that goddamn triple-slash, which I would describe as all three of anti-air, anti-dash, and anti-ground. Not only that, her follow-up/return to neutral after this attack is exceptionally dangerous with the way she can just go to the other end of the arena and Shade-check you to set up for a nasty off-screen frame trap. Empty jumps to pre-dodge are your friend for this fight, since Ze&can also do a few other moves from neutral that are all either sorta-countered by a jump, or can be reacted to in midair. On this run she didn&do her Cyclone Slash or her anti-air leap, but you can parry the anti-air leap even if you do an empty jump, and Cyclone Slash is a simple jump-over. All in all, awesome fucking fight. I really liked the focus on parries not only as optimal but even necessary to succeed in the fight. It&so satisfying to pull off and the hitstop/slowdown spam from how...

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