Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
Thunderstorm attack wise, yeah, I'll probably also cut it by a cycle or two. However, the sparks are purposefully varied enough so there's no permanent safe spots. Reacting fast is the key to it, and it is completely master-able in my experience.
Snatcher beam attack: The best strategy is to trick HMB to jump in spots that benefit you the most. If you're reaching the edge, DO NOT get yourself into a corner, and jump right as the previous beam finishes. The windup on a beam after he lands is lenient enough so a dash'll get you to safety. Just watch out for waves.
Final phase needs work, yeah. I built it off the thunderstorm attack, but I'll adjust it slightly so it's manageable.