Hyrule Warriors: Twilight F6 (Fi)
Hyrule Warriors A-ranking, no power-up potions. More notes in the annotations!
Want to know why it's called "A Leader Never Sleeps"? It's because your allies are worthless on this map and you end up doing pretty much everything yourself. -_- It took me a lot of tries to A-rank this one for the first time, thanks to the time limit. The morale-boosted glowing red enemies can also make you take too much damage, if you approach them carelessly. Other than the red guys, you've got some leeway for damage so you can be kind of aggressive with your combos. Against the red ones though, it's better to stay dodgy and go for the Weak Point Smash.
I've gotten the impression that not many people know how to use Fi... including me until pretty recently, IMO. C6 is a nice crowd-clearer with solid damage, I think most players get that much. Recently though, I've been using C5 against officers more, for a few reasons.
- You go high up in the air, so less likely to be punished by superarmor or projectiles
- Possible to continue the combo, while C6 scatters officers every which way
- Has the neat tendency to circle around and hit enemies in the back, getting through their guard which makes them get hit by the following flash
As you might guess, C4 is a good approach thanks to its speed and large movement, and can be used alongside C2 for Weak Point Smash.
Finally, dodge A LOT. Fi's dodge in particular is fast, has very little downtime, and covers a huge distance. You shouldn't have trouble getting behind Darknuts for that Weak Point Smash.
In these kinds of missions you can actually stop the enemy reinforcements sent to delay the Messengers from appearing. It's a low-priority event, so after the first Messenger arrives at his destination you have to clog up the event queue so that all the Messengers arrive before the reinforcements appear. I guess the basic idea is to leave behind a few enemies as a "stopper" before letting the first Messenger arrive, then you clear the path and unblock the stoppers so the Messengers arrive one after another.
I was successful having everyone arrive quickly this time, so the reinforcements didn't show up. I try hard to get it since the reinforcements have a Gold Aura Aeralfos, which I really don't like having to deal with along with all the other stuff. In general I try to unblock the Central Keep first since most of the officers go there, then I unblock the south since Ghirahim goes down in a flash. Be sure to pick up the magic jar Ghirahim drops; save it for Link, or for the enemy reinforcements if you weren't able to stop them from showing up.
Powerful Enemies spawn from the 3 keeps west of the Allied Base. Capturing those keeps reduces the number of Powerful Enemies, but for some reason there tends to be one spawn inside an Allied Keep during the second phase of the mission. There's a good deal of downtime while waiting for the Negotiator, so I usually capture the keeps during that time.
You'll want to leave at least 3 minutes to deal with Link, as Fi doesn't deal with sturdy commanders very quickly. Picking up the fairy is too much of a detour, so use Focus Spirit and go ham, or push Link out of the keep and stop him from going back in. There's another large magic jar in the keep the northbound Messengers went to I think, so you can grab that if you had to use Ghirahim's jar to fight a mob of officers earlier.
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