Zone of the Enders Speedrunning Mountain on EZ (1:36.88)

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Published on ● Video Link: https://www.youtube.com/watch?v=C2JBelbePY8



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Mountain is arguably the hardest sequence in the game outside of Viola/Neith 2. It contains five fights with multiple enemies in cramped conditions, creating opportunities for wall throw strategies. Tricky navigation through broken walls means careful movement. RNG repair pickups can delay exits from battle arenas. Enemy RNG can lead to time save or time loss, meaning there is a wide margin of times. A TAS would simply burst spin slash the groups, but that isn't always going to happen.

You should equip nothing instead of Decoy.

Fight 1 - Fly to the wall, Burst shot Lvl 1 Cyclops. Sometimes the Raptor blows up with him, otherwise Burst Spin. 2 combo then Burst Spin the Mummyhead.

Fly low past the Decoy box, then fly along the water

Fight 2 - Swing around the group, either shooting or slashing the Mummyhead to interrupt. Mummyhead needs a 2 combo, 2 Burst Spins. Dash attack the remainder.

If you get a pickup, fly to the height of the 4th laser and blow up the wall. If you do not, fly to the crack in the wall and burst shot both walls from that position.

Fight 3 - Dash Stab the Lv 1 Cyclops, then Burst Spin. Either go for Burst Spins or throws on the Raptors. Burst Spin/Dash Stab the final Cyclops

Fly low in the canyon until you hit the left dark edge.

Fight 4 - Charge, waiting for the 5s to approach in red. Burst spin and finish with a dash stab. Ideally the 4s will be harmlessly floating by a wall, allowing a burst spin or throw combo.

Fight 5 - Since I cannot reliably get the 5* to rush Jehuty, I go for dash stabs. Ideally you would burst spin and dash stab. Dash attack the remaining Raptors.

If there is a way to go through walls via subweapon jank or other means, this would be the place to use it outside of EPS.







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