Armored Core VI - WRECKER+GILLS PUNCHING ONLY NO OS TUNING VS ENFORCER

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R-Type Final 2
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Duration: 10:56
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The Final Challenge of the Punching Series, Wrecker Arms and Gills Booster, the Worst Punching Combo in the game.
8 hours of attempts in total to achieve this challenge which at a certain it felt Enforcer never wanted to grant me the win for whatever reason.
The reason this took so much to do is due to 2 main reasons: Despite Gills Booster helping a lot thanks to it's super fast QB Recharge it doesn't allow to punch from very far away and also Wrecker Arms deal too little damage
Also worth mentioning that some of Enforcer attacks are...how can I say it? FUCKING INCONSISTENT.
Every Blade Attack actually deal damage in 2 ticks but mostly you take only the first tick which is the low damage...but if you also get the 2nd tick you can say goodbye to a run since 1) you lose 3k AP and 2) you're now staggered and ready to take another guaranteed blade attack
The inconsistency apparently is due to enforcer blade's hitbox. I'm not going technical (since I don't know the technical stuff. I just play and figure out things) but in short whenever you're mid air, more precisely at the same height of enforcer's "weak spot" you take 2 ticks, otherwise it will mostly be the 1st tick of damage.
Worth noting that the highest inconsistency regarding blade damage is on the ramp, I'll let you guess why.

Anyways enough complaining, let's jump onto the strategy used.
Since Gills Booster prevents any punch that is not within ~40 meters from the enemy I had to rely on any occasion I was close to Enforcer and also without almost to no risk of taking damage. Anytime he does his slow charged attack you can land 2 punches at the right time.
In order to stagger you need 5 Punches, but beware that if you land 4 punches in rapid succession he will get stunned. ON ALMOST ANY CIRCUMSTANCE DO NOT GO FOR A PUNCH WHEN HE'S STUNNED. The reason being simple: he runs away and you will miss the punch. Consequence? 2k damage on Bubble Hits and possibly a stagger. Say goodbye to the run
There is a Technique while Enforcer is staggered which is the 7 Punch Combo. Basically it allows you to consistently land 7 punches and Have energy sufficient for being ready to dodge his attack after stagger. In order to do it all you need to do is to do the first 3 punches, then delay as much as possible your 4th punch and finally strike with the final 3 punches.
The idea is that the first 4 punches when Enforcer's staggered will knock him back and extend the stagger time, after the 4th punch he will start the recovery. Delaying the 4th punch allows you to cool down the arms so you do not overheat them and, like this case where I used the San-Tai Generator, quickly recover energy. In addition the knock back can be used to direct enforcer to a place where you want and since the ramp is your worst enemy you want him to be as far as possible from that. Also cornering him can make the fight extremely easier, so it is advised to corner him
2nd Phase can be your best friend and your worst enemy at the same time.
Whenever you fight Enforcer Remember: He can kill you with a single hit, and 2nd phase makes this a lot more evident since we will likely go for the slam and his blade combos which sometimes are just hard to dodge.

That's it...Punching Series Complete
Time to go for the next step

See You Soon!! Enjoy!!

0:00 Restart
0:06 1st Phase
4:26 2nd Phase
9:32 Final Hit
10:17 Proof of No OS Tuning & Build Used


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アールタイプファイナル
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Armoured Core
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