Copy Kitty- ILs for all of World 12! (Savant)

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Published on ● Video Link: https://www.youtube.com/watch?v=Zse6_bEizaI



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Copy Kitty (2018)
Duration: 9:14
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World 12 is full of long levels with abnormal weapon combos that give rise to so, so many unique strategies! Nearly every weapon we use in this world is one that we'd only see in the speedrun once up to that point, or not at all! Between that and the super-high energy, it's a FANTASTIC way to round out the game, and the run.

Lengthy brief per-level comments:

12-0) Say hi to the only familiar weapon combo of the video :P You can't really count on the few enemies present to cooperate.

12-1) I could definitely improve the Gyrolaser part, it's just a matter of how to do it. The Dayelo has a habit of warping just before death half the time and dying just before warp the other half, so gathering its drop is hard to plan for.
My tactic here runs out of Plasma on purpose to pick up Lightning more easily, in order to use Storm Funnel and make the final Dayelo perfectly consistent.

12-2) There needs to be a short pause before you begin firing Force, or else the shots will reach the first Thremnat too early. If one blocks your shots, it'll keep its shield up for longer.
Take care not to bonk into the Tasbeht near the final clump, or you'll miss your opening on the Thremnat.
Don't forget Shadowstar! Very important.

12-3) Getting Remote at all might not be optimal. It simplifies matters, though, and allows for more of those rare weapon combos to shine. That's a down+left Bounce window at the end, for the record!
The bonk on the Tasbeht was intentional cause all the other damage sources fling you everywhere.

12-4) You can destroy the first turret Thremnat before it fires a second shot! You do not want this to happen. It's a bad thing. Avoid it.
This was the first time I got the stage portion to go absolutely perfect, and I didn't expect that an Inensi would barely avoid the usual Chemical blasts at this timing. Right-then-left with those is the way to go.
By the way, every weapon combo is really strong here, so their DPS against the core is a close match all around. If you're insane, Knuth Arrow might out-do other options?

12-5) THIS STAGE IS LOUD honestly there are probably PLENTY of ways to improve my time but this is the only place the game approaches a genuine sensory overload, so I'll just accept it as a joyride and be satisfied with executing my vague plan to satisfaction.
If you fire Bit Beam as you approach the area with two missiles, one of them will get angry immediately, but only if all of your shots miss. I don't really understand.
You could probably lead some ballistic missiles into destroying their allies in the wide-open area, if you're insane again. The Split enemy can also drift into the first explosion on its own very rare whim (which will not double your damage output but WILL widen your effective range.)

12-6) There are so many ways to approach this stage, but this is the approach that FEELS smoothest. If you cancel the flaming rocks properly then it's even smoother. Should probably experiment with what I can do without spending time on the extra enemies at the start, though.
Moving to the outside of the Fyskir core, in whichever direction it chooses to travel, helps your window stay on target better.

12-7) "I'm doing a surprise plot twist!" Gosh, Lymia's great. I kinda messed up the start of this fight, but the latter half went splendidly.
Phase 1) The more centered Superconductor is on her, the faster you build up damage. Since precise placement is important, remember your barriers in this fight!

Phase 2) Functioning in a completely horizontal line for a while can bolster your accuracy- and even your rate of fire, since you don't have to change aim as often! Once Lymia starts dodging, uh,

I don't have an answer to this actually

Phase 3) Try to lead her second pass on the fly-bys into the ground, and not the upper atmosphere. And take your time!

Phase 4) Barriers create nodes. Usually, a wide clump at the start is something you can count on Lymia drifting through in short order to close the distance, but she sorta parked there this time.
A fly-by dash is a perfect opportunity to cut her off for solid damage, and I was counting on it to end the phase this time, but she moved normally instead! Spooked me.

Phase 5) Okay, so, getting hit by the gigantic laser obviously isn't part of the plan. It's always her opening move, so if you pull it off just right, you can break Lymia's shield immediately! But if you get hit, it'll take long enough to reapproach that she'll almost certainly move out of your trap before you can spring it. Constellaser won't activate with offscreen nodes.

Phase 6) After all that, it's simple to finish. Stick close to your prisms and let them shine!







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