I got Chun-Li in MLBBxSF6 Collab

Since Street Fighter is really a popular IP that's more likely to be in several collaborations, here's something I'd like to share as Chun-Li being among of those characters (Ryu, Ken and Guile) featured in Mobile Legends Bang Bang collab.

They really did well on doing her model, those thick thighs really saves lives since it looks faithful to the source. There's Outfit 1 of hers since this is SF6 collab, but it seems like I couldn't able to afford another 200 SF crests anymore to claim it since it's more or less only 4 days remaining before the collab event ends.

u/Razu_Redsoul — 7 days ago

The Samus Returns amiibos

These were the last amiibo pieces I want from Metroid that consists of Samus, while including the Metroid creature too so Samus would have company in my amiibo collection.

Fortunately, the packaging wasn't ruined and was given care from packing it.

u/Razu_Redsoul — 3 months ago

About Anna?

For clarifications, I am not yet an actual fan of the franchise. Posting this here because I'm sure this is the right place to ask. I also had to flair it of spoilers because I don't know, thinking this might be of that matter.

I know Fire Emblem series each has its own protagonist per entry. However, I noticed something about Anna after seeing her appearances in some media. Is she a mascot of FE?

Let's start with me being a non-fan of FE. I was playing Super Smash Bros. Ultimate and one of the Master Spirits there is Anna as a store/shop owner. I don't think it's that much until...

..when I finally visited the Fire Emblem Wiki, I looked up at some characters for lore, specifically of Byleth, Ike and those of characters who appeared in Smash including assist trophies. There, I saw Anna being the person who speaks at a spoiler warning on all of the FE fandom wiki pages.

Then somewhere, I couldn't recall exactly, I saw a thumbnail of Anna from an older FE game clip that's pixelated from an article or post years back that I didn't read of (unfortunately, I don't have a link of the said article so I only looked through Google of that portrait), then see her in modern ones. Surely I heard that the FE entries aren't in same universe, so there's no way Anna could be in a position to be within games.

Just those 3, I then assumed she's probably a crucial character or something. But in what way if she is?

u/Razu_Redsoul — 3 months ago
▲ 75 r/Metroid

Successfully 9.9'd Samus' Classic Route (Guides Below)

#WOHOO! Another successful 9.9 with my 2nd fave character!

No, it wasn't easy. It took me nearly 2 weeks of ragequitting.

So this is connected to my previous post, Guides For 9.9ing ZSS' Classic route. If anything, only ZSS is I wanted to 9.9 and if I can still do more, that would be the regular Samus next.

(If I'm too bored, I might do a guide for Dark Samus and Ridley next.)

Always keep in mind that despite my guides, it's worth of multiple attempts. So you'll need extreme patience, perseverance, and dose of Classic Tickets once you reached 9.9 soonest before the final stage.

I'm pretty sure, most of you find it easier to 9.9 Samus (maybe?) than ZSS since I really prefer Samus' stage (except stage 5) battles over hers.

#Let's get into it, the guides below:

Stage 1: [EASY] The fave of all, probably for being the easiest. Abuse your charge shot. 3-4 times, Wolf is down for good. EASIEST TO PERFECT even without the favor from RNG! 👌🏻

Stage 2: [EASY] Similar to stage 1, but Giant KRR's behavior is random. One of faves by many.

Probable Behaviors:

A. Downtilting and sidetilting like a fool

B. Side-B'ing like a spammer

C. Approaches you for sidetilts

You might want to move, since this also has RNG which might favor him if those items appear nearby him.

Safe to say, 90% probability to perfect this stage. Would be 100% if you're too movey of wanting to avoid his attacks and quick to react from his projectiles.

KRR tends to input read too, but reacts slowly.

Stage 3: [EASY] Probably another fave of most for how easy this is.

Just up-B each R.O.B. and they're off the blast zone as long as you manage to hit them sufficient times before the last hitboxes of your animation frame. You can or not up-B several of them simultaneously.

80% chance to perfect this, 100% chance if you're too cautious and decides to do it 1 by 1 instead of several targets.

Sometimes, the perfect run gets ruined since they input read and react quickly.

Stage 4: [AVERAGE]

  • Hard for beginners or non-Samus mains, especially if you're new to the route. The giant status of Ridley makes his hitbox large enough to target you and easier to launch you.
  • Average for those who are familiar to the behavior of Ridley.
  • Easy (maybe?) if you figured it all out by estimating his reaches and behavior. Perhaps it has become easy to me after several attempts for the 'NTH' time...

You can do several ways how to beat this level. 45-50% chance of perfecting the stage as long as you're fully familiar of his patterns and probable behavior in the level. The fact that RNG is also a factor, since favoring him would turn the tide against you. Also the stage hazard being RNG, the lava flow and lava level rising are predictable, except the lava tsunami that forces you to race for safety capsule.

Method A:

Spam charge shots, only jump to another platform immediately once he approaches you. RNG might screw you up or save you. You can down-B on air for dropping aerial projectiles of Samus' bombs as you transfer.

However, this isn't much reliable since he can always interrupt your perfect charges forcing you to blast sooner or move from places to another. Jab or tilt attacks when necessary at his vicinity.

Method B:

Spam side-Bs but preferably the smashed side-B (flicked) to endure a super missile.

At the start of the level, immediately flick your side-B since you're actually at level with Ridley. While he's flying towards you, flick side-B.

As he lands, quickly flick side-B. Cornered? Flick side-B and make sure he got the animation of being damaged, then quickly jump (or up-B as you switch to another platform fleeing from him).

The optimal spot for you to flick side-B is when at the middle of the aligned platforms. You notice there are 7 platforms, right? 3 on each side and the main floor at the center being the lowest. What I'm referring to is the platform between the two side platforms, not the floor. Why? Whenever Ridley flies at you, he gets hit. The only time you'd do a normal side-B is when you're not at his straight level, since the normal side-B may be weak but its trajectory is homing unlike flicked side-B.

Flicked Side-B: Super Missile, the big green one, is powerful but only goes straight. It starts slow, then accelerates straightly so it can be anticipated.

Normal Side-B: Normal Missile, the typical sharped red one, not as powerful as the super missile but reliable at homing. It goes at a constant speed unlike super missile, but arches on following the target, lesser chance to be avoided.

Now, I'm not limiting you to side-Bs only. If you think a quick reaction is perfect for jabs and other attacks, go for it. This type is mostly spammy for missiles.

Method C:

Timed Screw Attacks, do it from a lower platform.

How to do it? Immediately run to the platform below the current platform where Ridley is, then up-B in time. For assurance, short hop and quickly up-B to lessen the odds of his input reading.

Only stop this when you're at an awkward position or cornered. The usual retreat is either jump first or up-B to the direction where you want to move.

However, this type of tactic isn't effective solely alone, you might want to combine with type A or B.

Method D:

If you're pro, I'm not saying I am, but I think Samus mainers are able to utilize the moveset. It's more like combining the types A, B and C.

My actual way:

I kept doing method B.

I only do method C whenever I can time it once he's too close.

The moment he's floating from the knockbacks is the moment I apply my method A tactics.

I rarely down-B since I'm vulnerable or I think it's easier to be attacked by his bigger stature. Also, he can block it and punish you.

Reminder:

When you're on air and he's standing beside you, you're not safe from his reach of sidetilt, downtilt and quick jabs.

Stage 5: [VERY VERY VERY VERY VERY DIFFICULT]

Oh my fvcking Chozo God! This level is a piece of work that's worth ripping off your hair and crashing things!! Why designed the stage like this, Sakurai? Why??

The most hated stage among all!

Nevermind my reasonable rant, proceed reading. I survived this at intensity 8.0, btw.

Good news, RNG is not a factor.

Bad news, it's why the level became too difficult!! This stage battle rivals with any characters that have Belmonts on their routes.

Now, I have some methods on how to beat this level but the odds here is how they behave RANDOMLY, which varies your supposed strategy.

Sometimes, they are distant.

Sometimes, they are aggressive at you.

MOST OF THE TIME, THEY INPUT READ!

So I can't give specific hints, but only base their behaviors for your situational methods.

Not to mention, they input read you which is a pain in the bum!

Behaviors:

Charizard, he loves to tackle. One of those who blocks your projectiles while Mewtwo charges his Shadow Ball.

Bowser, he loves to sidetilt at a timing and grabs you. Mostly blocking your projectiles for protecting Mewtwo of charging his Shadow Ball.

Mewtwo, the one whom I hate most of all among them for acting cool of his reflect and Shadow Ball attempts when he got 2 heavy teammates to protect his weak arse.

Reminder:

Whenever you release projectile, always shield immediately when Mewtwo is closer because he reflects most of the time. He loves to reflect, hide and charge, uptilt when you're jumping away from others, and grabbing you when at reach. Yet he's the easier one to be knocked off among the three, no wonder he's such a pvssy for hiding behind them.

Always side dodge or move away from Bowser since he abuses his sidetilts. He spams fireballs.

Be watchful of Charizard when at distance as you prepare your shield timely, he can be a piece of work for his ambush by tackling from a sufficient distance. Also uses his flamethrower sometimes, but tends to side tilt you too if it seems favorable for the AI's calculations.

Method Start:

At the beginning of the round, a strat I learned from youtuber Beard Bear, immediately side dodge to the edge of the platform before you begin. Allows you a few more distance even at slightest.

Method A:

The usual thing, charge shots. But be wary of the distance, you would need to halt and release it sooner when at disadvantage. Don't just stay there on the ground, jump a bit and keep resuming the charge shot until done. Jump immediately to the other side if they're too close to you. You can either up-B or down-B for bombs.

However, input reading is prevalent.

Method B:

Unlike method A, the input reading on this isn't much.

Flick side-Bs, this disrupts their timing and shield animation, especially that weakarse Mewtwo.

Much favorable if you can time your super missile-normal missile spam combo. You can't spam super missile or normal missile, so these two can be continuous. Know your timing or you might end up doing charge shot that slows down your momentum.

Method C:

Combine both methods A and B. Add grabbing and throw them immediately when to resume your projectile spamming. It's actually difficult for them to read your inputs when doing this method. Include tackling as well which is a dash attack, preferably when it's just a single target, but you can do two if their shield and lag animation got them disadvantageous. The fact dash attacks couldn't be input read well almost every time, and the grabs surprises them most of the time.

Usual Method:

This applies to all, I'm not limiting you to the 3 methods.

When you're on air and feel like doing Fair upon recovering, do it.

When the closest enemy seems caught up with their animation, get closer immediately and sidetilt as long as they're at higher percentages somewhere near 75%, but charged if you want sureball KO.

However, I can be interrupted of my momentum if they input read heavily.

My method:

I started with side dodge to the left, then method B for doing spam flick side-B, side-B.

Once they're close, I make sure to estimate the wide space of the area they're not. Dash if you can to the edge, with caution and repeat method B.

Also, when jumping from one spot to another, I sometimes down-B or just utilize my double jump as long as calculated.

If they're close again, repeat. However, once the % is high enough and the closeness is convenient, I would sidetilt to kill whoever gets it.

If they're far enough, with sufficient percentage, do the method A and hope and pray that you'll kill whoever fails to block that. However, still shield if you notice Mewtwo is near behind a teammate since he keep reflecting for farming his pretentious aura.

Situational:

More like method A when they're not aggressive, method B if they're aggressive. You can do method C as long as you're fast to input your fingers.

Stage 6: [AVERAGE]

This level is average for me since you have projectiles. Without it, it'll be difficult since Dark Samus is an input reader.

I don't recommend doing much charge shots, she reads that and blocks it even while she does her charge shot too. The missiles are her weakness when it comes to input reading.

Spam your flick side-Bs and side-Bs. Once she approaches, you decide if you dash attack, sidetilt, side dodge or flee away to do your missile spamming.

When she's out of jumping, it means she's vulnerable to air dodge, so immediately charge shot. You can time it if she's at high % since she's floaty for me.

I got +0.9.

+1.0 if you managed to beat her nearly a minute and with lesser than 19% damage.

+0.9 if you managed to beat her nearly a minute and with lesser than 24% damage.

+0.8 if you managed to beat her nearly a minute or a bit while and with lesser than 29% damage.

+0.5/0.7 if you managed to beat it quick but with high % damage, depending on the quantity.

+0.2/0.5 if you managed to beat it slow and with high % damage.

Bonus Stage: Do I have to? It doesn't contribute to intensity, but for highscore, it does. Just ask me in comment, then I'll edit this post to update this section.

Stage 8: Nah, no tips for this since the Hands are unpredictably merciless of their attack patterns. Only a miracle would have you get this stage without dying. Adviseable that you reach 9.9 before this stage so your Classic Tickets can save your intensity, but not your highest score.

That's all for the guides which I think that would be helpful enough since it worked for me after tons of attempts.

Also for extra heads up, the behavior of the enemies that time in stage 5 were manageable or perhaps since they're not more than 8.0 intensity when facing that level. I got lucky for lesser damage, so maybe that's why I got +1.0 after. Then I managed to get +0.9 in stage 6 against Dark Samus with just lesser than 24% damage since I found out she's off guard with missiles.

#Good luck anyone on your Classic routes with every character, especially Samus!

...particularly on Stage 5...

u/Razu_Redsoul — 3 months ago

Successfully 9.9'd Samus' Classic Route (Guides Below)

#WOHOO! Another successful 9.9 with my 2nd fave character!

No, it wasn't easy. It took me nearly 2 weeks of ragequitting.

So this is connected to my previous post, Guides For 9.9ing ZSS' Classic route. If anything, only ZSS is I wanted to 9.9 and if I can still do more, that would be the regular Samus next.

(If I'm too bored, I might do a guide for Dark Samus and Ridley next.)

Always keep in mind that despite my guides, it's worth of multiple attempts. So you'll need extreme patience, perseverance, and dose of Classic Tickets once you reached 9.9 soonest before the final stage.

I'm pretty sure, most of you find it easier to 9.9 Samus (maybe?) than ZSS since I really prefer Samus' stage (except stage 5) battles over hers.

#Let's get into it, the guides below:

Stage 1: [EASY] The fave of all, probably for being the easiest. Abuse your charge shot. 3-4 times, Wolf is down for good. EASIEST TO PERFECT even without the favor from RNG! 👌🏻

Stage 2: [EASY] Similar to stage 1, but Giant KRR's behavior is random. One of faves by many.

Probable Behaviors:

A. Downtilting and sidetilting like a fool

B. Side-B'ing like a spammer

C. Approaches you for sidetilts

You might want to move, since this also has RNG which might favor him if those items appear nearby him.

Safe to say, 90% probability to perfect this stage. Would be 100% if you're too movey of wanting to avoid his attacks and quick to react from his projectiles.

KRR tends to input read too, but reacts slowly.

Stage 3: [EASY] Probably another fave of most for how easy this is.

Just up-B each R.O.B. and they're off the blast zone as long as you manage to hit them sufficient times before the last hitboxes of your animation frame. You can or not up-B several of them simultaneously.

80% chance to perfect this, 100% chance if you're too cautious and decides to do it 1 by 1 instead of several targets.

Sometimes, the perfect run gets ruined since they input read and react quickly.

Stage 4: [AVERAGE]

  • Hard for beginners or non-Samus mains, especially if you're new to the route. The giant status of Ridley makes his hitbox large enough to target you and easier to launch you.
  • Average for those who are familiar to the behavior of Ridley.
  • Easy (maybe?) if you figured it all out by estimating his reaches and behavior. Perhaps it has become easy to me after several attempts for the 'NTH' time...

You can do several ways how to beat this level. 45-50% chance of perfecting the stage as long as you're fully familiar of his patterns and probable behavior in the level. The fact that RNG is also a factor, since favoring him would turn the tide against you. Also the stage hazard being RNG, the lava flow and lava level rising are predictable, except the lava tsunami that forces you to race for safety capsule.

Method A:

Spam charge shots, only jump to another platform immediately once he approaches you. RNG might screw you up or save you. You can down-B on air for dropping aerial projectiles of Samus' bombs as you transfer.

However, this isn't much reliable since he can always interrupt your perfect charges forcing you to blast sooner or move from places to another. Jab or tilt attacks when necessary at his vicinity.

Method B:

Spam side-Bs but preferably the smashed side-B (flicked) to endure a super missile.

At the start of the level, immediately flick your side-B since you're actually at level with Ridley. While he's flying towards you, flick side-B.

As he lands, quickly flick side-B. Cornered? Flick side-B and make sure he got the animation of being damaged, then quickly jump (or up-B as you switch to another platform fleeing from him).

The optimal spot for you to flick side-B is when at the middle of the aligned platforms. You notice there are 7 platforms, right? 3 on each side and the main floor at the center being the lowest. What I'm referring to is the platform between the two side platforms, not the floor. Why? Whenever Ridley flies at you, he gets hit. The only time you'd do a normal side-B is when you're not at his straight level, since the normal side-B may be weak but its trajectory is homing unlike flicked side-B.

Flicked Side-B: Super Missile, the big green one, is powerful but only goes straight. It starts slow, then accelerates straightly so it can be anticipated.

Normal Side-B: Normal Missile, the typical sharped red one, not as powerful as the super missile but reliable at homing. It goes at a constant speed unlike super missile, but arches on following the target, lesser chance to be avoided.

Now, I'm not limiting you to side-Bs only. If you think a quick reaction is perfect for jabs and other attacks, go for it. This type is mostly spammy for missiles.

Method C:

Timed Screw Attacks, do it from a lower platform.

How to do it? Immediately run to the platform below the current platform where Ridley is, then up-B in time. For assurance, short hop and quickly up-B to lessen the odds of his input reading.

Only stop this when you're at an awkward position or cornered. The usual retreat is either jump first or up-B to the direction where you want to move.

However, this type of tactic isn't effective solely alone, you might want to combine with type A or B.

Method D:

If you're pro, I'm not saying I am, but I think Samus mainers are able to utilize the moveset. It's more like combining the types A, B and C.

My actual way:

I kept doing method B.

I only do method C whenever I can time it once he's too close.

The moment he's floating from the knockbacks is the moment I apply my method A tactics.

I rarely down-B since I'm vulnerable or I think it's easier to be attacked by his bigger stature. Also, he can block it and punish you.

Reminder:

When you're on air and he's standing beside you, you're not safe from his reach of sidetilt, downtilt and quick jabs.

Stage 5: [VERY VERY VERY VERY VERY DIFFICULT]

Oh my fvcking Chozo God! This level is a piece of work that's worth ripping off your hair and crashing things!! Why designed the stage like this, Sakurai? Why??

The most hated stage among all!

Nevermind my reasonable rant, proceed reading. I survived this at intensity 8.0, btw.

Good news, RNG is not a factor.

Bad news, it's why the level became too difficult!! This stage battle rivals with any characters that have Belmonts on their routes.

Now, I have some methods on how to beat this level but the odds here is how they behave RANDOMLY, which varies your supposed strategy.

Sometimes, they are distant.

Sometimes, they are aggressive at you.

MOST OF THE TIME, THEY INPUT READ!

So I can't give specific hints, but only base their behaviors for your situational methods.

Not to mention, they input read you which is a pain in the bum!

Behaviors:

Charizard, he loves to tackle. One of those who blocks your projectiles while Mewtwo charges his Shadow Ball.

Bowser, he loves to sidetilt at a timing and grabs you. Mostly blocking your projectiles for protecting Mewtwo of charging his Shadow Ball.

Mewtwo, the one whom I hate most of all among them for acting cool of his reflect and Shadow Ball attempts when he got 2 heavy teammates to protect his weak arse.

Reminder:

Whenever you release projectile, always shield immediately when Mewtwo is closer because he reflects most of the time. He loves to reflect, hide and charge, uptilt when you're jumping away from others, and grabbing you when at reach. Yet he's the easier one to be knocked off among the three, no wonder he's such a pvssy for hiding behind them.

Always side dodge or move away from Bowser since he abuses his sidetilts. He spams fireballs.

Be watchful of Charizard when at distance as you prepare your shield timely, he can be a piece of work for his ambush by tackling from a sufficient distance. Also uses his flamethrower sometimes, but tends to side tilt you too if it seems favorable for the AI's calculations.

Method Start:

At the beginning of the round, a strat I learned from youtuber Beard Bear, immediately side dodge to the edge of the platform before you begin. Allows you a few more distance even at slightest.

Method A:

The usual thing, charge shots. But be wary of the distance, you would need to halt and release it sooner when at disadvantage. Don't just stay there on the ground, jump a bit and keep resuming the charge shot until done. Jump immediately to the other side if they're too close to you. You can either up-B or down-B for bombs.

However, input reading is prevalent.

Method B:

Unlike method A, the input reading on this isn't much.

Flick side-Bs, this disrupts their timing and shield animation, especially that weakarse Mewtwo.

Much favorable if you can time your super missile-normal missile spam combo. You can't spam super missile or normal missile, so these two can be continuous. Know your timing or you might end up doing charge shot that slows down your momentum.

Method C:

Combine both methods A and B. Add grabbing and throw them immediately when to resume your projectile spamming. It's actually difficult for them to read your inputs when doing this method. Include tackling as well which is a dash attack, preferably when it's just a single target, but you can do two if their shield and lag animation got them disadvantageous. The fact dash attacks couldn't be input read well almost every time, and the grabs surprises them most of the time.

Usual Method:

This applies to all, I'm not limiting you to the 3 methods.

When you're on air and feel like doing Fair upon recovering, do it.

When the closest enemy seems caught up with their animation, get closer immediately and sidetilt as long as they're at higher percentages somewhere near 75%, but charged if you want sureball KO.

However, I can be interrupted of my momentum if they input read heavily.

My method:

I started with side dodge to the left, then method B for doing spam flick side-B, side-B.

Once they're close, I make sure to estimate the wide space of the area they're not. Dash if you can to the edge, with caution and repeat method B.

Also, when jumping from one spot to another, I sometimes down-B or just utilize my double jump as long as calculated.

If they're close again, repeat. However, once the % is high enough and the closeness is convenient, I would sidetilt to kill whoever gets it.

If they're far enough, with sufficient percentage, do the method A and hope and pray that you'll kill whoever fails to block that. However, still shield if you notice Mewtwo is near behind a teammate since he keep reflecting for farming his pretentious aura.

Situational:

More like method A when they're not aggressive, method B if they're aggressive. You can do method C as long as you're fast to input your fingers.

Stage 6: [AVERAGE]

This level is average for me since you have projectiles. Without it, it'll be difficult since Dark Samus is an input reader.

I don't recommend doing much charge shots, she reads that and blocks it even while she does her charge shot too. The missiles are her weakness when it comes to input reading.

Spam your flick side-Bs and side-Bs. Once she approaches, you decide if you dash attack, sidetilt, side dodge or flee away to do your missile spamming.

When she's out of jumping, it means she's vulnerable to air dodge, so immediately charge shot. You can time it if she's at high % since she's floaty for me.

I got +0.9.

+1.0 if you managed to beat her nearly a minute and with lesser than 19% damage.

+0.9 if you managed to beat her nearly a minute and with lesser than 24% damage.

+0.8 if you managed to beat her nearly a minute or a bit while and with lesser than 29% damage.

+0.5/0.7 if you managed to beat it quick but with high % damage, depending on the quantity.

+0.2/0.5 if you managed to beat it slow and with high % damage.

Bonus Stage: Do I have to? It doesn't contribute to intensity, but for highscore, it does. Just ask me in comment, then I'll edit this post to update this section.

Stage 8: Nah, no tips for this since the Hands are unpredictably merciless of their attack patterns. Only a miracle would have you get this stage without dying. Adviseable that you reach 9.9 before this stage so your Classic Tickets can save your intensity, but not your highest score.

That's all for the guides which I think that would be helpful enough since it worked for me after tons of attempts.

Also for extra heads up, the behavior of the enemies that time in stage 5 were manageable or perhaps since they're not more than 8.0 intensity when facing that level. I got lucky for lesser damage, so maybe that's why I got +1.0 after. Then I managed to get +0.9 in stage 6 against Dark Samus with just lesser than 24% damage since I found out she's off guard with missiles.

#Good luck anyone on your Classic routes with every character, especially Samus! ...particularly on Stage 5...

u/Razu_Redsoul — 3 months ago

Successfully 9.9'd Samus' Classic Route (Guides Below)

#WOHOO! Another successful 9.9 with my 2nd fave character!

No, it wasn't easy. It took me nearly 2 weeks of ragequitting.

So this is connected to my previous post, Guides For 9.9ing ZSS' Classic route. If anything, only ZSS is I wanted to 9.9 and if I can still do more, that would be the regular Samus next.

(If I'm too bored, I might do a guide for Dark Samus and Ridley next.)

Always keep in mind that despite my guides, it's worth of multiple attempts. So you'll need extreme patience, perseverance, and dose of Classic Tickets once you reached 9.9 soonest before the final stage.

I'm pretty sure, most of you find it easier to 9.9 Samus (maybe?) than ZSS since I really prefer Samus' stage (except stage 5) battles over hers.

#Let's get into it, the guides below:

Stage 1: [EASY] The fave of all, probably for being the easiest. Abuse your charge shot. 3-4 times, Wolf is down for good. EASIEST TO PERFECT even without the favor from RNG! 👌🏻

Stage 2: [EASY] Similar to stage 1, but Giant KRR's behavior is random. One of faves by many.

Probable Behaviors:

A. Downtilting and sidetilting like a fool

B. Side-B'ing like a spammer

C. Approaches you for sidetilts

You might want to move, since this also has RNG which might favor him if those items appear nearby him.

Safe to say, 90% probability to perfect this stage. Would be 100% if you're too movey of wanting to avoid his attacks and quick to react from his projectiles.

KRR tends to input read too, but reacts slowly.

Stage 3: [EASY] Probably another fave of most for how easy this is.

Just up-B each R.O.B. and they're off the blast zone as long as you manage to hit them sufficient times before the last hitboxes of your animation frame. You can or not up-B several of them simultaneously.

80% chance to perfect this, 100% chance if you're too cautious and decides to do it 1 by 1 instead of several targets.

Sometimes, the perfect run gets ruined since they input read and react quickly.

Stage 4: [AVERAGE]

  • Hard for beginners or non-Samus mains, especially if you're new to the route. The giant status of Ridley makes his hitbox large enough to target you and easier to launch you.
  • Average for those who are familiar to the behavior of Ridley.
  • Easy (maybe?) if you figured it all out by estimating his reaches and behavior. Perhaps it has become easy to me after several attempts for the 'NTH' time...

You can do several ways how to beat this level. 45-50% chance of perfecting the stage as long as you're fully familiar of his patterns and probable behavior in the level. The fact that RNG is also a factor, since favoring him would turn the tide against you. Also the stage hazard being RNG, the lava flow and lava level rising are predictable, except the lava tsunami that forces you to race for safety capsule.

Method A:

Spam charge shots, only jump to another platform immediately once he approaches you. RNG might screw you up or save you. You can down-B on air for dropping aerial projectiles of Samus' bombs as you transfer.

However, this isn't much reliable since he can always interrupt your perfect charges forcing you to blast sooner or move from places to another. Jab or tilt attacks when necessary at his vicinity.

Method B:

Spam side-Bs but preferably the smashed side-B (flicked) to endure a super missile.

At the start of the level, immediately flick your side-B since you're actually at level with Ridley. While he's flying towards you, flick side-B.

As he lands, quickly flick side-B. Cornered? Flick side-B and make sure he got the animation of being damaged, then quickly jump (or up-B as you switch to another platform fleeing from him).

The optimal spot for you to flick side-B is when at the middle of the aligned platforms. You notice there are 7 platforms, right? 3 on each side and the main floor at the center being the lowest. What I'm referring to is the platform between the two side platforms, not the floor. Why? Whenever Ridley flies at you, he gets hit. The only time you'd do a normal side-B is when you're not at his straight level, since the normal side-B may be weak but its trajectory is homing unlike flicked side-B.

Flicked Side-B: Super Missile, the big green one, is powerful but only goes straight. It starts slow, then accelerates straightly so it can be anticipated.

Normal Side-B: Normal Missile, the typical sharped red one, not as powerful as the super missile but reliable at homing. It goes at a constant speed unlike super missile, but arches on following the target, lesser chance to be avoided.

Now, I'm not limiting you to side-Bs only. If you think a quick reaction is perfect for jabs and other attacks, go for it. This type is mostly spammy for missiles.

Method C:

Timed Screw Attacks, do it from a lower platform.

How to do it? Immediately run to the platform below the current platform where Ridley is, then up-B in time. For assurance, short hop and quickly up-B to lessen the odds of his input reading.

Only stop this when you're at an awkward position or cornered. The usual retreat is either jump first or up-B to the direction where you want to move.

However, this type of tactic isn't effective solely alone, you might want to combine with type A or B.

Method D:

If you're pro, I'm not saying I am, but I think Samus mainers are able to utilize the moveset. It's more like combining the types A, B and C.

My actual way:

I kept doing method B.

I only do method C whenever I can time it once he's too close.

The moment he's floating from the knockbacks is the moment I apply my method A tactics.

I rarely down-B since I'm vulnerable or I think it's easier to be attacked by his bigger stature. Also, he can block it and punish you.

Reminder:

When you're on air and he's standing beside you, you're not safe from his reach of sidetilt, downtilt and quick jabs.

Stage 5: [VERY VERY VERY VERY VERY DIFFICULT]

Oh my fvcking Chozo God! This level is a piece of work that's worth ripping off your hair and crashing things!! Why designed the stage like this, Sakurai? Why??

The most hated stage among all!

Nevermind my reasonable rant, proceed reading. I survived this at intensity 8.0, btw.

Good news, RNG is not a factor.

Bad news, it's why the level became too difficult!! This stage battle rivals with any characters that have Belmonts on their routes.

Now, I have some methods on how to beat this level but the odds here is how they behave RANDOMLY, which varies your supposed strategy.

Sometimes, they are distant.

Sometimes, they are aggressive at you.

MOST OF THE TIME, THEY INPUT READ!

So I can't give specific hints, but only base their behaviors for your situational methods.

Not to mention, they input read you which is a pain in the bum!

Behaviors:

Charizard, he loves to tackle. One of those who blocks your projectiles while Mewtwo charges his Shadow Ball.

Bowser, he loves to sidetilt at a timing and grabs you. Mostly blocking your projectiles for protecting Mewtwo of charging his Shadow Ball.

Mewtwo, the one whom I hate most of all among them for acting cool of his reflect and Shadow Ball attempts when he got 2 heavy teammates to protect his weak arse.

Reminder:

Whenever you release projectile, always shield immediately when Mewtwo is closer because he reflects most of the time. He loves to reflect, hide and charge, uptilt when you're jumping away from others, and grabbing you when at reach. Yet he's the easier one to be knocked off among the three, no wonder he's such a pvssy for hiding behind them.

Always side dodge or move away from Bowser since he abuses his sidetilts. He spams fireballs.

Be watchful of Charizard when at distance as you prepare your shield timely, he can be a piece of work for his ambush by tackling from a sufficient distance. Also uses his flamethrower sometimes, but tends to side tilt you too if it seems favorable for the AI's calculations.

Method Start:

At the beginning of the round, a strat I learned from youtuber Beard Bear, immediately side dodge to the edge of the platform before you begin. Allows you a few more distance even at slightest.

Method A:

The usual thing, charge shots. But be wary of the distance, you would need to halt and release it sooner when at disadvantage. Don't just stay there on the ground, jump a bit and keep resuming the charge shot until done. Jump immediately to the other side if they're too close to you. You can either up-B or down-B for bombs.

However, input reading is prevalent.

Method B:

Unlike method A, the input reading on this isn't much.

Flick side-Bs, this disrupts their timing and shield animation, especially that weakarse Mewtwo.

Much favorable if you can time your super missile-normal missile spam combo. You can't spam super missile or normal missile, so these two can be continuous. Know your timing or you might end up doing charge shot that slows down your momentum.

Method C:

Combine both methods A and B. Add grabbing and throw them immediately when to resume your projectile spamming. It's actually difficult for them to read your inputs when doing this method. Include tackling as well which is a dash attack, preferably when it's just a single target, but you can do two if their shield and lag animation got them disadvantageous. The fact dash attacks couldn't be input read well almost every time, and the grabs surprises them most of the time.

Usual Method:

This applies to all, I'm not limiting you to the 3 methods.

When you're on air and feel like doing Fair upon recovering, do it.

When the closest enemy seems caught up with their animation, get closer immediately and sidetilt as long as they're at higher percentages somewhere near 75%, but charged if you want sureball KO.

However, I can be interrupted of my momentum if they input read heavily.

My method:

I started with side dodge to the left, then method B for doing spam flick side-B, side-B.

Once they're close, I make sure to estimate the wide space of the area they're not. Dash if you can to the edge, with caution and repeat method B.

Also, when jumping from one spot to another, I sometimes down-B or just utilize my double jump as long as calculated.

If they're close again, repeat. However, once the % is high enough and the closeness is convenient, I would sidetilt to kill whoever gets it.

If they're far enough, with sufficient percentage, do the method A and hope and pray that you'll kill whoever fails to block that. However, still shield if you notice Mewtwo is near behind a teammate since he keep reflecting for farming his pretentious aura.

Situational:

More like method A when they're not aggressive, method B if they're aggressive. You can do method C as long as you're fast to input your fingers.

Stage 6: [AVERAGE]

This level is average for me since you have projectiles. Without it, it'll be difficult since Dark Samus is an input reader.

I don't recommend doing much charge shots, she reads that and blocks it even while she does her charge shot too. The missiles are her weakness when it comes to input reading.

Spam your flick side-Bs and side-Bs. Once she approaches, you decide if you dash attack, sidetilt, side dodge or flee away to do your missile spamming.

When she's out of jumping, it means she's vulnerable to air dodge, so immediately charge shot. You can time it if she's at high % since she's floaty for me.

I got +0.9.

+1.0 if you managed to beat her nearly a minute and with lesser than 19% damage.

+0.9 if you managed to beat her nearly a minute and with lesser than 24% damage.

+0.8 if you managed to beat her nearly a minute or a bit while and with lesser than 29% damage.

+0.5/0.7 if you managed to beat it quick but with high % damage, depending on the quantity.

+0.2/0.5 if you managed to beat it slow and with high % damage.

Bonus Stage: Do I have to? It doesn't contribute to intensity, but for highscore, it does. Just ask me in comment, then I'll edit this post to update this section.

Stage 8: Nah, no tips for this since the Hands are unpredictably merciless of their attack patterns. Only a miracle would have you get this stage without dying. Adviseable that you reach 9.9 before this stage so your Classic Tickets can save your intensity, but not your highest score.

That's all for the guides which I think that would be helpful enough since it worked for me after tons of attempts.

Also for extra heads up, the behavior of the enemies that time in stage 5 were manageable or perhaps since they're not more than 8.0 intensity when facing that level. I got lucky for lesser damage, so maybe that's why I got +1.0 after. Then I managed to get +0.9 in stage 6 against Dark Samus with just lesser than 24% damage since I found out she's off guard with missiles.

#Good luck anyone on your Classic routes with every character, especially Samus! ...particularly on Stage 5...

u/Razu_Redsoul — 3 months ago

Finally 9.9'd my fave character, ZSS (Guides Below)

(Always remember that doing these methods would take several attempts due to CPU or AI's unpredictability and must need hefty quantities of Classic Tickets that you would consume after reaching 9.9 soonest before the last stage. The suggestions are efficient, but RNG mechanic is also a factor. You may proceed reading further.)

I truly want to 9.9 all characters' Classic routes. But it turns out to be impossible since there are characters with easier paths, some are fair, while few are unfairly difficult. The fact that Zero Suit Samus' Classic route is among of Top 10 difficult routes.

Being realistic and honest to myself, I don't want to stress myself over something I wanted to enjoy and have fun. 9.8 is the best I can do to many and few unexpected 9.9s to some characters. However, being biased, I mostly want ZSS to be 9.9 as well. The grind was nerve-wracking, but reaching the goal was fulfilling. I might attempt doing the same for OG Samus too.

Now, for those who are still aiming 9.9 for each character, I hope you all to succeed. For those truly struggling with ZSS' route and wanting ideas, I'll tell how I did it. But not highscores since I'm not a risktaker and performances along swiftness of clearing each stage varies for anyone's result to their scores. Tho, it was just a mere luck or miracle reaching 9.9 for me.

#Guides:

Stage 1: Do few side-Bs whenever they approach you, then quickly up-B the Links at the near-end of the stage (make sure you face the side that you're close to the blast zone). Since her up-B is too little of hitbox, make sure to get close enough and quickly execute it. Doing this soonest would guarantee you perfect bonus.

Stage 2: Utilize the paralyzer, since sometimes, Ivysaur is an input-reader. Once paralized, you go either sidetilt or side-b. He'll surely unable to dodge that. Shielding in the right timing can save you from his hits. Sometimes, you can either have perfect bonus this level or not.

Stage 3: I dislike this stage for how huge it is and the rotations of the platform, making the kills slow. Anyway, aim for uptilt or up-B whenever Dark Samus tries to jump on you when leaping from terrains that are blocking you two together. Utilize the paralyzer and follow with side-Bs. Also, I hope that the RNG will give you nice items for faster kill.

Stage 4: Although I like Yoshi, I find the floatiness of the character annoying. It's a nuisance for his favorable recoveries and he's too fast to jump to each side due to input-reading. The fact that the stage is big and the bumpers can block the trajectory of knocking him back is frustrating.

Like what you did with Ivysaur and Dark Samus, but faster (since her route demands being fast-paced) and time your tilt attacks or up-B. Make sure you're at a spot that won't be interrupted by the bumper or floating solid scalene-shaped platforms. Also, hope for nicer RNG.

Stage 5: Hoooo boy, this is it. The goddang crappy level of all, the Belmonts!! Once you get caught, they'll spam you with holy bottles and combo it with whips.

I can't give a specific pattern here besides running away and going at higher grounds to mess up the AI behavior of the Belmonts' direction aggression.

One time, I did the shield and sudden side-B whip which worked, but didn't anymore. Another time, I did the high ground and side-B, which worked sometimes. The reason they're tricky to try since they usually read inputs and their abusive spamming of projectiles, especially holy bottles.

So what I usually do is jumping on the higher platform and when they approach me, I would immediately switch to another side by doing quick jump + down-B towards the designated area, then shield timely since they would throw axes that would flinch you.

You can try luring them at the edge at the stairway, but for me, I find it difficult since they either do nicely synchronized attacks (one throws axe, while one suddenly dash attacks you) which ruins my safe spot.

Aaand, the least is, hope for the RNG to be on your side.

Stage 6: This one is average for me, can be easy or difficult depending on how lucky you are to face the Lil' Macs. I've read somewhere that their fist attacks at power are increased so high that few attacks would give you higher % sooner and can knock you away immediately.

Sometimes, you get +0.9 by best.. but if lucky, +1.1 (which is the reason I got into safe point before fighting the Hands).

Side-Bs for damage and Up-B once you're sure enough to KO. Be patient, wait for whoever approaches. Timely side-Bs them. With enough damage, you can KO them with 3 or 4 times whipping. If you whipped them twice and they're on a platform over you, up-B immediately!

1v1 is safest, but if they're a lot, make sure they're close to each other so your whip would hit them altogether. Doing this with lesser damage even if it's more than a minute would give you higher probability for +1.0 or +1.1, but don't take too longer since it'll affect your intensity points.

Don't forget to switch places and platforms too. When crowded on the ground, jump on farther platform for spacing. When they cramp on the same platform, drop down soon and move away, uptilt is optional but I find it unreliable due to input-readings.

Bonus Stage: Do I have to? I think everyone has their own strategies due to identical terrains for all characters. However, if any of you want, just comment, and I'll edit this caption for the bonus stage tips on how to grab the trapped big coins in 2 sections.

Stage 8: One thing disadvantageous for ZSS is being a lightweight, so few attacks from Hands can KO her soonest. Their attacks are random so we can't do much besides 'luck' and utilization of ledge invincibility, but be cautious that you might fall.

Uptilt is also weak compared to other characters I tried uptilting the Hands, another reason why it'll take you a bit longer to finish.

I only encountered +1.0 as max score if you manage to survive the stage without death. Very rare is +1.1.

So that's all I can tell for now. Anyone who has another idea to have much efficiency for the run of ZSS' Classic route, please do share your thoughts below in the comments.

Good luck in your classic journey

u/Razu_Redsoul — 3 months ago
▲ 38 r/Metroid

[SMASH] Finally 9.9'd my fave character, ZSS (Guides Below)

#Since I noticed that there's a 'Smash Ultimate' flair, I thought of sharing this knowing there are portion of the Metroid fandom playing Smash and more likely to play from Metroid reps. Sharing this for goodwill of those who want to complete her route as ZSS specifically.

(If motivated, I might do the same for regular Samus and the rest of the Metroid chars in future)

I truly want to 9.9 all characters' Classic routes. But it turns out to be impossible since there are characters with easier paths, some are fair, while few are unfairly difficult. The fact that Zero Suit Samus' Classic route is among of Top 10 difficult routes.

Being realistic and honest to myself, I don't want to stress myself over something I wanted to enjoy and have fun. 9.8 is the best I can do to many and few unexpected 9.9s to some characters. However, being biased, I mostly want ZSS to be 9.9 as well. The grind was nerve-wracking, but reaching the goal was fulfilling. I might attempt doing the same for OG Samus too.

Now, for those who are still aiming 9.9 for each character, I hope you all to succeed. For those truly struggling with ZSS' route and wanting ideas, I'll tell how I did it. But not highscores since I'm not a risktaker. Tho, it was just a mere luck or miracle reaching 9.9 for me.

#Guides:

Stage 1: Do few side-Bs whenever they approach you, then quickly up-B the Links at the near-end of the stage (make sure you face the side that you're close to the blast zone). Since her up-B is too little of hitbox, make sure to get close enough and quickly execute it. Doing this soonest would guarantee you perfect bonus.

Stage 2: Utilize the paralyzer, since sometimes, Ivysaur is an input-reader. Once paralized, you go either sidetilt or side-b. He'll surely unable to dodge that. Shielding in the right timing can save you from his hits. Sometimes, you can either have perfect bonus this level or not.

Stage 3: I dislike this stage for how huge it is and the rotations of the platform, making the kills slow. Anyway, aim for uptilt or up-B whenever Dark Samus tries to jump on you when leaping from terrains that are blocking you two together. Utilize the paralyzer and follow with side-Bs. Also, I hope that the RNG will give you nice items for faster kill.

Stage 4: Although I like Yoshi, I find the floatiness of the character annoying. It's a nuisance for his favorable recoveries and he's too fast to jump to each side due to input-reading. The fact that the stage is big and the bumpers can block the trajectory of knocking him back is frustrating.

Like what you did with Ivysaur and Dark Samus, but faster (since her route demands being fast-paced) and time your tilt attacks or up-B. Make sure you're at a spot that won't be interrupted by the bumper or floating solid scalene-shaped platforms. Also, hope for nicer RNG.

Stage 5: Hoooo boy, this is it. The goddang crappy level of all, the Belmonts!! Once you get caught, they'll spam you with holy bottles and combo it with whips.

I can't give a specific pattern here besides running away and going at higher grounds to mess up the AI behavior of the Belmonts' direction aggression.

One time, I did the shield and sudden side-B whip which worked, but didn't anymore. Another time, I did the high ground and side-B, which worked sometimes. The reason they're tricky to try since they usually read inputs and their abusive spamming of projectiles, especially holy bottles.

So what I usually do is jumping on the higher platform and when they approach me, I would immediately switch to another side by doing quick jump + down-B towards the designated area, then shield timely since they would throw axes that would flinch you.

You can try luring them at the edge at the stairway, but for me, I find it difficult since they either do nicely synchronized attacks (one throws axe, while one suddenly dash attacks you) which ruins my safe spot.

Aaand, the least is, hope for the RNG to be on your side.

Stage 6: This one is average for me, can be easy or difficult depending on how lucky you are to face the Lil' Macs. I've read somewhere that their fist attacks at power are increased so high that few attacks would give you higher % sooner and can knock you away immediately.

Sometimes, you get +0.9 by best.. but if lucky, +1.1 (which is the reason I got into safe point before fighting the Hands).

Side-Bs for damage and Up-B once you're sure enough to KO. Be patient, wait for whoever approaches. Timely side-Bs them. With enough damage, you can KO them with 3 or 4 times whipping. If you whipped them twice and they're on a platform over you, up-B immediately!

1v1 is safest, but if they're a lot, make sure they're close to each other so your whip would hit them altogether. Doing this with lesser damage even if it's more than a minute would give you higher probability for +1.0 or +1.1, but don't take too longer since it'll affect your intensity points.

Don't forget to switch places and platforms too. When crowded on ground, jump on farther platform for spacing. When they cramp on same platform, drop down soon and move away, uptilt is optional but I find it unreliable due to input-readings.

Bonus Stage: Do I have to? If you any of you want, just comment and I'll edit this caption for the bonus stage tips.

Stage 8: One thing disadvantageous for ZSS is being a lightweight, so few attacks from Hands can KO her soonest. Their attacks are random so we can't do much besides 'luck' and utilization of ledge invincibility, but be cautious that you might fall.

Uptilt is also weak compared to other characters I tried uptilting the Hands, another reason why it'll take you a bit longer to finish.

I only encountered +1.0 as max score if you manage to survive the stage without death. Very rare is +1.1.

So that's all I can tell for now. Anyone who has another idea to have much efficiency for the run of ZSS' Classic route, please do share your thoughts below in the comments.

Good luck in your classic journey

u/Razu_Redsoul — 3 months ago

Finally 9.9'd my fave character, ZSS (Guides Below)

I truly want to 9.9 all characters' Classic routes. But it turns out to be impossible since there are characters with easier paths, some are fair, while few are unfairly difficult. The fact that Zero Suit Samus' Classic route is among of Top 10 difficult routes.

Being realistic and honest to myself, I don't want to stress myself over something I wanted to enjoy and have fun. 9.8 is the best I can do to many and few unexpected 9.9s to some characters. However, being biased, I mostly want ZSS to be 9.9 as well. The grind was nerve-wracking, but reaching the goal was fulfilling. I might attempt doing the same for OG Samus too.

Now, for those who are still aiming 9.9 for each character, I hope you all to succeed. For those truly struggling with ZSS' route and wanting ideas, I'll tell how I did it. But not highscores since I'm not a risktaker. Tho, it was just a mere luck or miracle reaching 9.9 for me.

#Guides:

Stage 1: Do few side-Bs whenever they approach you, then quickly up-B the Links at the near-end of the stage (make sure you face the side that you're close to the blast zone). Since her up-B is too little of hitbox, make sure to get close enough and quickly execute it. Doing this soonest would guarantee you perfect bonus.

Stage 2: Utilize the paralyzer, since sometimes, Ivysaur is an input-reader. Once paralized, you go either sidetilt or side-b. He'll surely unable to dodge that. Shielding in the right timing can save you from his hits. Sometimes, you can either have perfect bonus this level or not.

Stage 3: I dislike this stage for how huge it is and the rotations of the platform, making the kills slow. Anyway, aim for uptilt or up-B whenever Dark Samus tries to jump on you when leaping from terrains that are blocking you two together. Utilize the paralyzer and follow with side-Bs. Also, I hope that the RNG will give you nice items for faster kill.

Stage 4: Although I like Yoshi, I find the floatiness of the character annoying. It's a nuisance for his favorable recoveries and he's too fast to jump to each side due to input-reading. The fact that the stage is big and the bumpers can block the trajectory of knocking him back is frustrating.

Like what you did with Ivysaur and Dark Samus, but faster (since her route demands being fast-paced) and time your tilt attacks or up-B. Make sure you're at a spot that won't be interrupted by the bumper or floating solid scalene-shaped platforms. Also, hope for nicer RNG.

Stage 5: Hoooo boy, this is it. The goddang crappy level of all, the Belmonts!! Once you get caught, they'll spam you with holy bottles and combo it with whips.

I can't give a specific pattern here besides running away and going at higher grounds to mess up the AI behavior of the Belmonts' direction aggression.

One time, I did the shield and sudden side-B whip which worked, but didn't anymore. Another time, I did the high ground and side-B, which worked sometimes. The reason they're tricky to try since they usually read inputs and their abusive spamming of projectiles, especially holy bottles.

So what I usually do is jumping on the higher platform and when they approach me, I would immediately switch to another side by doing quick jump + down-B towards the designated area, then shield timely since they would throw axes that would flinch you.

You can try luring them at the edge at the stairway, but for me, I find it difficult since they either do nicely synchronized attacks (one throws axe, while one suddenly dash attacks you) which ruins my safe spot.

Aaand, the least is, hope for the RNG to be on your side.

Stage 6: This one is average for me, can be easy or difficult depending on how lucky you are to face the Lil' Macs. I've read somewhere that their fist attacks at power are increased so high that few attacks would give you higher % sooner and can knock you away immediately.

Sometimes, you get +0.9 by best.. but if lucky, +1.1 (which is the reason I got into safe point before fighting the Hands).

Side-Bs for damage and Up-B once you're sure enough to KO. Be patient, wait for whoever approaches. Timely side-Bs them. With enough damage, you can KO them with 3 or 4 times whipping. If you whipped them twice and they're on a platform over you, up-B immediately!

1v1 is safest, but if they're a lot, make sure they're close to each other so your whip would hit them altogether. Doing this with lesser damage even if it's more than a minute would give you higher probability for +1.0 or +1.1, but don't take too longer since it'll affect your intensity points.

Don't forget to switch places and platforms too. When crowded on ground, jump on farther platform for spacing. When they cramp on same platform, drop down soon and move away, uptilt is optional but I find it unreliable due to input-readings.

Bonus Stage: Do I have to? If you any of you want, just comment and I'll edit this caption for the bonus stage tips.

Stage 8: One thing disadvantageous for ZSS is being a lightweight, so few attacks from Hands can KO her soonest. Their attacks are random so we can't do much besides 'luck' and utilization of ledge invincibility, but be cautious that you might fall.

Uptilt is also weak compared to other characters I tried uptilting the Hands, another reason why it'll take you a bit longer to finish.

I only encountered +1.0 as max score if you manage to survive the stage without death. Very rare is +1.1.

So that's all I can tell for now. Anyone who has another idea to have much efficiency for the run of ZSS' Classic route, please do share your thoughts below in the comments.

Good luck in your classic journey

u/Razu_Redsoul — 3 months ago

Finally 9.9'd my fave character, ZSS (Guides Below)

I truly want to 9.9 all characters' Classic routes. But it turns out to be impossible since there are characters with easier paths, some are fair, while few are unfairly difficult. The fact that Zero Suit Samus' Classic route is among of Top 10 difficult routes.

Being realistic and honest to myself, I don't want to stress myself over something I wanted to enjoy and have fun. 9.8 is the best I can do to many and few unexpected 9.9s to some characters. However, being biased, I mostly want ZSS to be 9.9 as well. The grind was nerve-wracking, but reaching the goal was fulfilling. I might attempt doing the same for OG Samus too.

Post marked as a spoiler since it contains ZSS' classic completion photo and the 9.9 section of the mural.

Now, for those who are still aiming 9.9 for each character, I hope you all to succeed. For those truly struggling with ZSS' route and wanting ideas, I'll tell how I did it. But not highscores since I'm not a risktaker. Tho, it was just a mere luck or miracle reaching 9.9 for me.

#Guides:

Stage 1: Do few side-Bs whenever they approach you, then quickly up-B the Links at the near-end of the stage (make sure you face the side that you're close to the blast zone). Since her up-B is too little of hitbox, make sure to get close enough and quickly execute it. Doing this soonest would guarantee you perfect bonus.

Stage 2: Utilize the paralyzer, since sometimes, Ivysaur is an input-reader. Once paralized, you go either sidetilt or side-b. He'll surely unable to dodge that. Shielding in the right timing can save you from his hits. Sometimes, you can either have perfect bonus this level or not.

Stage 3: I dislike this stage for how huge it is and the rotations of the platform, making the kills slow. Anyway, aim for uptilt or up-B whenever Dark Samus tries to jump on you when leaping from terrains that are blocking you two together. Utilize the paralyzer and follow with side-Bs. Also, I hope that the RNG will give you nice items for faster kill.

Stage 4: Although I like Yoshi, I find the floatiness of the character annoying. It's a nuisance for his favorable recoveries and he's too fast to jump to each side due to input-reading. The fact that the stage is big and the bumpers can block the trajectory of knocking him back is frustrating.

Like what you did with Ivysaur and Dark Samus, but faster (since her route demands being fast-paced) and time your tilt attacks or up-B. Make sure you're at a spot that won't be interrupted by the bumper or floating solid scalene-shaped platforms. Also, hope for nicer RNG.

Stage 5: Hoooo boy, this is it. The goddang crappy level of all, the Belmonts!! Once you get caught, they'll spam you with holy bottles and combo it with whips.

I can't give a specific pattern here besides running away and going at higher grounds to mess up the AI behavior of the Belmonts' direction aggression.

One time, I did the shield and sudden side-B whip which worked, but didn't anymore. Another time, I did the high ground and side-B, which worked sometimes. The reason they're tricky to try since they usually read inputs and their abusive spamming of projectiles, especially holy bottles.

So what I usually do is jumping on the higher platform and when they approach me, I would immediately switch to another side by doing quick jump + down-B towards the designated area, then shield timely since they would throw axes that would flinch you.

You can try luring them at the edge at the stairway, but for me, I find it difficult since they either do nicely synchronized attacks (one throws axe, while one suddenly dash attacks you) which ruins my safe spot.

Aaand, the least is, hope for the RNG to be on your side.

Stage 6: This one is average for me, can be easy or difficult depending on how lucky you are to face the Lil' Macs. I've read somewhere that their fist attacks at power are increased so high that few attacks would give you higher % sooner and can knock you away immediately.

Sometimes, you get +0.9 by best.. but if lucky, +1.1 (which is the reason I got into safe point before fighting the Hands).

Side-Bs and Up-B once you're sure enough. Be patient, wait for whoever approaches. Timely side-Bs them. With enough damage, you can KO them with 3 or 4 times whipping. If you whipped them twice and they're on a platform over you, up-B immediately!

1v1 is safest, but they're a lot, make sure they're close to each other so your whip would hit them altogether. Doing this with lesser damage even if it's more than a minute would give you higher probability for +1.0 or +1.1, but don't take too longer since it'll affect your intensity points.

Bonus Stage: Do I have to? If you any of you want, just comment and I'll edit this caption for the bonus stage tips.

Stage 8: One thing disadvantageous for ZSS is being a lightweight, so few attacks from Hands can KO her soonest. Their attacks are random so we can't do much besides 'luck' and utilization of ledge invincibility, but be cautious that you might fall.

Uptilt is also weak compared to other characters I tried uptilting the Hands, another reason why it'll take you a bit longer to finish.

I only encountered +1.0 as max score if you manage to survive the stage without death. Very rare is +1.1.

So that's all I can tell for now. Anyone who has another idea to have much efficiency for the run of ZSS' Classic route, please do share your thoughts below in the comments.

Good luck in the Classic!

u/Razu_Redsoul — 3 months ago
▲ 164 r/Metroid

In my recent online order, my Metroid Prime 4 amiibos were dented due to inconsiderate local couriers.

Gladly, the delivery this time went smoothly.

u/Razu_Redsoul — 4 months ago
▲ 103 r/jollibee

Thank goodness, kung hindi dahil sa algo ng newsfeed ko, I wouldn't know about Strawberry Burst Choco Sundae at tentative return ng Burgersteak Supreme na limited-timed daw available.

especially until April 30th lang daw ang SBCS na late ko lang nalaman few days ago, but glad that recently pa ang comeback ng BSS which I'm on time haha.

u/Razu_Redsoul — 4 months ago