Azure Striker Gunvolt - S+ Rank Run [Part 4]
This is part 4 of my Azure Striker Gunvolt S+ rank run. The postgame Special Missions consist of remixed variants of the regular stages; enemies, obstacles and formerly stage-specific gimmicks are put to inventive and devious use. Naturally, the difficulty skyrockets as a result of these alterations; these four stages put everything prior to shame. With that said, here are my notes.
-A basic principle I’ve yet to discuss is the range at which Gunvolt’s tags still apply to enemies. Bolts and streams of lightning can reach enemies even when it appears they’re out of range, this applies both vertically and horizontally. I’ve been leveraging this for the whole run, but it’s particularly evident and necessary here. The score requirements in these stages are high, so pushing your combo sequences to seemingly extreme degrees is expected.
-An aspect of Orochi’s satellite I’ve yet to define: should it spawn inside of a wall or ceiling, the bolts will pierce terrain in the same style as Naga’s charged bolt.
-A very useful trick: holding up or down on the d-pad after breaking the second Hexapyle in these stages allows you to select which boss to fight. Hold up for the boss belonging to the first half, down for the boss aligned with the second.
-Unlike the original stage, Merak's biblical flood is put to far greater effect in SM1. Enemy selection and groupings are such that safely weaving between them while maintaining combos necessitates deliberation, which, at times, allows the deluge to nip at your heels. Serious movement errors are penalized harshly; should you escape an unsavory situation intact, that invariably entails bypassing entire enemy groups. There are, however, more than enough points to be gained throughout the rest of the stage, so optimizing everything else, leaving yourself latitude for the climb, is a dependable strategy.
-The section succeeding the climb houses three tricky Triples. Sleuthing a timely, repeatable solution, particularly for the first and third, was a tedious operation rife with trial and error; a fact to be lamented given the lack of checkpoints abetting quick practice.
-Given that the Datastore and Stratcombs are noteworthy examples of puzzle-oriented topography, it stands to reason that SM2 doubles down on these aspects, upping the ante considerably. Several roundabout maneuvers and odd strategies can be employed in pursuit of optimal enemy groupings, and formerly simple navigation is transformed into timing-intensive maneuvers using the Flashfield. The ever-persistent laser turrets do a fine job of constraining your movements, demanding calculated, judicious approaches. Naga is a godsend here, circumventing some light puzzles in the second half and saving ample time.
-The two major issues faced in SM3 are Orochi's predilection to mess up your tags and the lovely combo of catapults and laser turrets in the second half. More so than any other, this stage demands measured usage of Orochi; without extensive practice, you'll assuredly wind up in several suboptimal scenarios regarding tags. I highly recommend switching to Naga in the event you're unable to sleuth a consistent solution with Orochi; the points relinquished are minimal, while the ease and speed of using Naga are a great boon. The catapults require highly specific pathing alongside moderately strict Flashfield timing. Your tactics may vary if using the Blue Streak Band or other rings, here, I showcase a route that's doable bereft of any movement-related gear.
-Destroying Eidolon in one cycle is a tad tougher here due to the presence of the wall-clinging tentacles. You need to time and hold your Flashfield the exact moment you jump with Septimal Surge active to deal enough damage while descending. Blue Streak and/or Overflash loosen the timing considerably, not that it's ultra-precise to begin with.
-SM4 contends for the title of most difficult, all the more impressive considering that it lacks reliance on any overbearing gimmicks. The most you'll get are a few errant tentacles, which rarely deign to pose a threat, and the customary wind expected of Eridu. The principal issue here is the absolute monstrosities that comprise the densely-packed enemy groupings residing within the stage; to say that the kitchen sink is thrown at you is a severe understatement. Meandering between the veritable armies standing in your way is an exercise in madness, the sheer amount you have to memorize and execute becomes enervating very quickly. This is where the lack of checkpoints is most bluntly felt; practicing the stage is an odyssey of its own. A few of the maneuvers in augmented Eridu are downright vile; the Mini MLRS give their final salute to Gunvolt, at least until the EX stages of GV2.
Timestamps:
00:00 - Special Mission 1 | Viper
05:55 - Special Mission 2 | Elise
11:18 - Special Mission 3 | Jota
17:53 - Special Mission 4 | Copen
Thanks for watching. Any comments or questions you may have are welcome as always.
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