
How to Deal with Dwarf Gekkos in Metal Gear Rising
This post was taken directly from this entry: https://docs.google.com/document/d/1tAiL_3fg_afQjW9Pzmi1Ua1nZ4Z_xVe0nz_UMBktOMM/edit?tab=t.0#heading=h.vbe37rfmi3zm
Dwarf Gekkos are notorious for being both silly and highly annoying for certain people, especially during the Mistral boss fight. There also is that one cutscene of them with Mistral in the Blade Wolf DLC . . . 👀
The methods by which to handle them are generally not very complicated, and their annoyance—especially during the early game, in which you do not yet have access to Ripper Mode—stems from the fact that they synergize with other bigger threats. That said, Raiden and Jetstream Sam have different tools in their kits that are almost equally useful in handling these fodder enemies that appear in such large numbers.
AS RAIDEN: Raiden’s best tools against these things are the Ninja Run Attack and the L’Étranger Pole-Arm, though other moves and attacks can be situationally good as well. This fact can certainly make the player appreciate the move more considering how it is too weak for enemies with Desperado-grade armor and is best reserved for this purpose.
- Though it is quite weak when not synergized with Ripper Mode, the Ninja Run Attack not only has very high crowd control but keeps Raiden mobile enough to avoid a decent amount of danger. Drawing the Dwarf Gekkos away from the other enemies or just going aggressively after them and spamming the Ninja Run Attack is usually the way to go for most encounters.
- u/LaggyLefty notes that the L’Étranger Pole-Arm, the Unique Weapon known for its crowd control capabilities, is very good at handling Dwarf Gekkos as well, which follows the notion that the Unique Weapons tend to be useful against their respective bosses/owners. It has two very good moves that should be used against them:
- On one hand, the Pole-Arm’s initial hits can be constantly canceled with Blade Mode to refresh them without entering into long combos that are hard or inconvenient to escape from.
- On the other hand, its Plume de l'ange (the attack that many call “the Beyblade attack”) has quite poor damage but very good crowd control in addition to style and fun factor.
- Some additional tools can be used under specific or rarer circumstances:
- Long combos like the Low Roundhouse and Throat Slicer are only good when there is only one Dwarf Gekko left on the field, helping you to finish the fight quicker.
- The Stormbringer is not the best option but is more defensive than Sam’s Blender. I would imagine that the Cercle de l'ange enjoys the same benefits as a move that actually gets a bit more praise than the Stormbringer from some players, but this hypothetical needs a bit more substantiation.
- Blade Mode is a decent way to insta-kill some of them when you don’t yet have access to Ripper Mode. Though it is a common tactic against other enemies as well, u/RiverNest8 notes that the Sliding Tackle–Blade Mode synergy increases the crowd control capabilities of Blade Mode.
AS SAM: Jetstream Sam’s best move against these things is his Piercing Winds, which synergizes exceptionally well with the Taunt, Dash, and Jump—we can call this the weaving method because it looks like he’s weaving in and out of combat. While he has other useful methods of handling them, that is the safest as it allows him to stay mobile.
- There are a handful of steps to the Piercing Winds weaving method, but they are executed very quickly:
- Taunt the Dwarf Gekkos from a safe position, usually after using his Dash; this should be easy to do due to Sam’s 20% speed advantage over Raiden.
- After that, use his Backflip or any other method of animation canceling to cancel the Taunt animation.
- Then, use Sam’s Dash to get him running, and use his Piercing Winds attack to pick off the Dwarf Gekkos one by one. Make sure to hold down his Dash, or you won’t be able to stay very mobile.
- After each Piercing Winds attack, jab the Jump button (while holding down Dash) so that Sam doesn’t Jump too high. You want him on the floor as much as possible, and you certainly don’t want to compromise his horizontal mobility. Jumping like this negates the cooldown on his Piercing Winds and allows you to immediately start insta-killing the Taunted Dwarf Gekkos one by one again.
- Rinse and repeat until all the Dwarf Gekkos have been picked off. This method doesn’t have the same crowd control capabilities as Raiden’s method, but it adheres to the philosophy that if you can kill anything quickly enough, you are practically something of a crowd control unit yourself.
- For a YouTube demonstration on how to do this, visit this link: Metal Gear Rising—How to Handle Dwarf Gekkos in the Jetstream DLC
- There are some other methods that can be useful as well, but they are generally more situational than the method provided above:
- u/Extension_Problem_77’s method of choice is to Dash away to a safe distance after outrunning the Dwarf Gekkos and using the Storm Front on them. This is a safe method as long as you are not in a tight and crowded space.
- The Blender would seem like the go-to method of handling the Dwarf Gekkos due to its AoE, but its long windup and prerequisites are problematic due to the very high chance that one of them will grab you before you can perform it.