Shademp
420
While playing around with the dash command I realized that its deflective/box-crushing ability happens *immediately* as you press the dash button and initiate the action. Compare this to the ground-melee attack which has a delay in its deflective trait due to Vincent spinning around.
Personally, I find that deflecting missiles is easier when there is no delay. This is why using melee for this purpose was so easy in the original Japanese release, where Vincent's first melee strike is instantaneous. The spinning animation was added for the later releases and I struggled with it when deflecting missiles in Missilebreaker Melee 5 1/2 years ago. When I use the dash move instead, the mission *almost* becomes trivial. This strategy did not occur to me before today. I chose to apply my knowledge on the sequel to Missilebreaker Melee...
DCFFVII: EM25 "Missilebreaker Deathmatch" - Only Dash & Melee, No Damage
Make no mistake, it took a few hours of attempts before I cleared the mission without taking damage. Though it would have been easier to just run away from certain missiles I decided that the video would feel incomplete unless I deflected each and every missile.
The dash+melee combo is super effective. Based on Vincent's spinning animation you'd think there would be a huge delay before the melee can deflect anything. Its deflective property is, in fact, *almost* instantaneous due to how quickly Vincent does the spin. That's why it works so well to press dash->melee in rapid succession. I can deflect with dash, then follow up with a melee before barely any frames of the dash animation have had time to play.
The slower-moving missiles of the mission also helps demonstrate how it is possible to gain chain increments from the same target multiple times. In normal gameplay this usually doesn't happen but if the target is slow enough and the player fast enough, you can optimize chain-building by using the same target twice or even thrice.
The weakness of the dash is that its deflective wall is not very tall. I might be missing some important detail, due to not having a visualizer tool for the hitboxes, but my impression is that the dash is poor against missiles coming in from a steep upper angle. This would randomly happen with the last barrage of missiles, as their trajectories would sometimes make them enter in from sharp angles. But it's difficult to tell if they always hit Vincent in these situations, or if perhaps they collided with the surrounding environment and Vincent got caught in the explosion.
DCFFVII: EM25 "Missilebreaker Deathmatch" - Zoom Climb
Motivation to clear this difficult mission can be low for many players. Beating Missilebreaker Deathmatch doesn't unlock any additional missions. What beating it *does* unlock are the Cait Siths inside the red boxes of EM24 "Contra Kalm". ...But the Cait Siths cause way more trouble than they are worth by alerting the enemy, such as the robot Turks ("Turks Training Robot"), so it's just not a good strategy to use the Cait Siths.
Thankfully, if you are confident in your zoom climbs you can just skip past most of Missilebreaker Deathmatch.
Personally, I find that deflecting missiles is easier when there is no delay. This is why using melee for this purpose was so easy in the original Japanese release, where Vincent's first melee strike is instantaneous. The spinning animation was added for the later releases and I struggled with it when deflecting missiles in Missilebreaker Melee 5 1/2 years ago. When I use the dash move instead, the mission *almost* becomes trivial. This strategy did not occur to me before today. I chose to apply my knowledge on the sequel to Missilebreaker Melee...
DCFFVII: EM25 "Missilebreaker Deathmatch" - Only Dash & Melee, No Damage
Make no mistake, it took a few hours of attempts before I cleared the mission without taking damage. Though it would have been easier to just run away from certain missiles I decided that the video would feel incomplete unless I deflected each and every missile.
The dash+melee combo is super effective. Based on Vincent's spinning animation you'd think there would be a huge delay before the melee can deflect anything. Its deflective property is, in fact, *almost* instantaneous due to how quickly Vincent does the spin. That's why it works so well to press dash->melee in rapid succession. I can deflect with dash, then follow up with a melee before barely any frames of the dash animation have had time to play.
The slower-moving missiles of the mission also helps demonstrate how it is possible to gain chain increments from the same target multiple times. In normal gameplay this usually doesn't happen but if the target is slow enough and the player fast enough, you can optimize chain-building by using the same target twice or even thrice.
The weakness of the dash is that its deflective wall is not very tall. I might be missing some important detail, due to not having a visualizer tool for the hitboxes, but my impression is that the dash is poor against missiles coming in from a steep upper angle. This would randomly happen with the last barrage of missiles, as their trajectories would sometimes make them enter in from sharp angles. But it's difficult to tell if they always hit Vincent in these situations, or if perhaps they collided with the surrounding environment and Vincent got caught in the explosion.
DCFFVII: EM25 "Missilebreaker Deathmatch" - Zoom Climb
Motivation to clear this difficult mission can be low for many players. Beating Missilebreaker Deathmatch doesn't unlock any additional missions. What beating it *does* unlock are the Cait Siths inside the red boxes of EM24 "Contra Kalm". ...But the Cait Siths cause way more trouble than they are worth by alerting the enemy, such as the robot Turks ("Turks Training Robot"), so it's just not a good strategy to use the Cait Siths.
Thankfully, if you are confident in your zoom climbs you can just skip past most of Missilebreaker Deathmatch.
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