KHBBS - Braig Lvl 1/No Commands/No Block/No EXP Zero/No Hit
I just wanted to do this to show that it's possible. Most of the best players of BBS just did "no attack" for this fight which is an absolute copout since that's literally just the normal way you fight him and it's pretty easy, plus being level 1 and not having commands doesn't make fighting him that way any harder either so it makes the rest of the restrictions redundant. I saw a few of the best players mention in their video descriptions that they thought about no block since it's kind of the obvious challenge for this fight, but no one really cared enough to pull the trigger on it. So since no one else will, I will. It's possible. It's not too hard either, there's just a few naunced rules of thumb you gotta learn to get around some jankiness. Also this is probably one of the only BBS fights you'll ever see take advantage of parries. Parries are mostly a KH1 thing, with some less common uses in KH2, and a few super niche use cases in KH3, but I'll bet most people didn't even realize BBS and 3D had parries at all. I've still never seen a use case of parrying in KH3D, but here's one for BBS at least.
Anyways since I bothered doing this and few if any others have, I might as well report my findings since it isnt common knowledge. Not that anyone cares, but still documentation is cool and all.
First of all there's the scope move. Parrying. You want to attack diagonally to the right, tilted slightly down. The reason for this is that the parry is hard to get consistent and it isn't consistent from all parts of the arena, so by swinging sideways you're not only attempting a parry, but using Terra's step with his swing to dodge the bullet. So if you miss the parry, you don't get hit. The slight downward tilt is to increase the odds of the parry connecting since it moves your swing closer to the bullet sooner gving you a wider window to parry it.
His attack cycle is 4 parts. It goes 1) Ground/Aerial Pattern 2) Charge Shot 3) Aerial/Ground Pattern (the one he didn't do in step 1) and finally 4) Circle Strafe Shoots.
If you get ground pattern first the openings are as such. After his second volley of grounded shots he is vulnerable to be combo'd. Then he will go into the charge shot and you can hit him twice during that, if you're really fast you can get a full combo in there, but it's really tight and not at all consistent. Then after the charge shot he will teleport, he is very briefly open to a combo here before he jumps into the air to do the aerial volleys. During the aerial volleys the most consistent way to survive is to stay at mid to long range and strafe the first volley, then dodge through the second once and punish. Never combo him on aerial volleys 1-3 since he can teleport out and kill you before you land with his next volley. Stick to a single attack punish on the first three aerial volleys, additionally don't go for the punish if he's touching the side of the arena because he'll teleport behind you and it will mess with the camera and you won't have any room to work with and you'll probably die. If he goes for all four aerial volleys, you are free to air combo him on the fourth one. After the fourth air volley, start dodging in circles close to the edges of the arena to avoid his circle shots. Try to keep him in camera and once his shots end he will teleport once somewhat close to you, he is very briefly open to a combo at this time but it's not super consistent but you might as well try for it anyways since its free extra damage if you get it. After the circle shots, he goes back to scope mode to start a new cycle.
If he opens with the aerial volleys the openings are as follows. One hit between the first three aerial volleys just like before, and a full air combo on the fourth if he does all four. However, since he started with the aerial pattern you can safely punish his landing, so after his final aerial volley, when he jumps down he is open to being combo'd. He then does the charge shot, you can get 2 attacks in there just like before. The teleport after the ground shot is not a good or safe opening on this pattern so don't bother, just let him enter his ground volley attack. After his second volley of grounded shots, he is open to attack, but he will immediately go into the circle attack afterwards, so don't go for the combo, just smack him once and make sure to unlock from him when you do to avoid the camera freaking out. Circle dodge around the edges of the arena, keep an eye on him and once he finishes he will teleport close to you and you can maybe get a combo in. After the circle shots, the cycle ends and he goes back to scope mode.
It is random if he starts with ground or air shots. He doesn't alternate each cycle or anything like that, it's just random which one he starts any given cycle with, but which one starts with dictates the rest of the cycle.
And that's all. Oh also I used Earthshaker and default finish command. I also didn't use shotlocks or d-links either.
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