Azure Striker Gunvolt - S+ Rank Run [Part 1]
Welcome to part 1 of my Azure Striker Gunvolt S+ rank run. As Inti Creates’ successor to the Mega Man Zero series, Gunvolt retains the foundation of beautifully crisp movement while introducing a highly unique, score-focused style. A seamless marriage of puzzle platforming and high-speed arcade action, gameplay revolves around destroying enemies simultaneously, netting large point bonuses as you pursue ever higher ranks. Players hold immense freedom in choosing how to approach any given scenario, using whatever tools or abiding by whatever restrictions they may set for themselves. The shifting of genres occurs both per stage—with some favoring puzzles over speed, and vice versa—but also on a micro-scale between groups of enemies within a stage by virtue of the player’s proclivities.
Enemy design in Gunvolt is such that individuals rarely, if ever, present a tangible threat. The overly simplistic attack patterns of most are meant to coalesce with others, forming devilish concoctions. Throwing yourself into the fray, tagging enemies while encompassed elevates otherwise menial dodging into something mandating careful rumination.
Regarding equipment, unless stated otherwise, my loadout comprises a pair of Dynamo Eye+ lenses—increasing my EP—and one of the Audiolockets, which allow you to choose Lumen’s song. Onto the notes.
-Orochi is an unwieldy bolt: the satellite is tempestuous, with the direction of its spread determined by whether you're airborne or not; at many junctions, you're likely to find it equal parts essential and exasperating. As the stages grow in complexity, corralling it to accurately tag groups of enemies becomes an increasingly delicate exercise. It is, unfortunately, the only bolt in the game to offer 8 tags, hence, it becomes a mainstay, particularly when optimizing Triples. Had Naga or Technos this luxury, they'd easily outstrip Orochi as go-to options; this becomes reality in GV2.
-Naga is an indispensable tool, it's piercing charged bolt provides immense functionality in a laundry-list of scenarios. Its ubiquity is held back only by its 5-tag limit, though, it's workable in the vast majority of circumstances. It's primary deficiency next to Orochi is that you can't get two Air Strikes alongside a Triple, but that's rather pedantic as far as scoring is concerned. When precision is called for it runs circles around Orochi, so you'll see me switching frequently.
-1st Sumeragi, the intro stage, offers insight into the flexibility the scoring system allows. Attacking the shutters is unbearably slow under most guises, so I elect to skip out on engaging with them entirely, instead opting for a fast path through the stage. I accrue all the necessary points atop the train, an unquestionably more entertaining proposition. My favorite trick is to pierce the shield soldiers with a charged Naga bolt while using the Flashfield to hover over the Sentry Units.
-You can cleanly dash off a ledge and fall straight down by simply pressing the button without holding a direction. Gunvolt’s hitbox is narrow, so this is useful in tight spaces.
-Briefly zapping certain enemies will interrupt their attacks and have them recoil in the direction opposite Gunvolt. This mechanic underlies a lot of the more intricate combos you can achieve. Some can be pushed rather far from their “home”, but it can be time-consuming, so exercise temperance lest you dally too long.
-The Subaquatic Base marks the first and only usage of the Blue Streak Band: air hops are needed to reach the secret wormhole, which skips the ungodly elevators. Prior to that, I have a jolly time pushing a soldier from atop his crate and onto the elevator. I play a game of twister with his buddy’s missile, buying time for me to apply a fresh tag to the poor dragged soldier who by this point is no doubt begging the reaper to release him from his abject misery.
-Merak’s deluge is a non-factor in this incarnation of the stage. Players can climb fast enough that the rising water never makes an appearance.
-To avoid Merak’s large wormhole punch, stand in the middle of the screen and observe his sprite carefully. If he throws his back fist, the punch will emanate from the side he’s currently occupying. Naturally, the front fist denotes the opposite.
-Mild echoes of Galaxy Man permeate the Media Tower in the form of ringed catapults, which act as both help and hindrance depending on their placement. Contacting a catapult at different points of its hitbox slightly alters your vector; keep that in mind if some enemy groups give you trouble upon arrival.
-Viper is worth far more words than can fit here. For a detailed analysis of his battle, I’ve got a post on my community tab. Take a look if you’re so inclined.
Timestamps:
00:00 - 1st Sumeragi | Mantis Tank
03:12 - Subaquatic Base | Merak
08:11 - Media Tower | Jota
13:11 - Biochem Plant | Viper
Thanks for watching! Any comments or questions you may have are welcome as always.
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