Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
metal_gear_rising:mgrrr01 [2022/12/10 14:54] – [Very Hard Difficulty] formatting hau5test | metal_gear_rising:mgrrr01 [2022/12/10 15:03] (current) – [Very Hard Difficulty] ad run notice hau5test | ||
---|---|---|---|
Line 120: | Line 120: | ||
====== Bossfight: Mistral ====== | ====== Bossfight: Mistral ====== | ||
====Easy to Hard Difficulty==== | ====Easy to Hard Difficulty==== | ||
- | | + | ===Start=== |
- | * Each CP1 will progress | + | |
- | * After the 2nd CP1, wait a little bit until the checkpoint mark appears, then restart the checkpoint | + | * the damage will initiate going to the next sequence |
- | * during the loading screen mash Slide | + | * tap R2 to get into the Blade Mode and leave it immediately again to continue |
+ | |||
+ | ===Barrel=== | ||
+ | * Do a CP1, ripper mode is not required | ||
+ | * the damage will initiate going to the next sequence | ||
+ | * during the cutscene, wait until the checkpoint mark appears, then restart the checkpoint | ||
+ | * this will start the third sequence earlier | ||
+ | |||
+ | === Final === | ||
+ | * during the loading screen mash Slide, or run forward | ||
* use RM at the very end of that slide | * use RM at the very end of that slide | ||
* Land a 3rd CP1 | * Land a 3rd CP1 | ||
- | * Mistral should be caught into the blast and die, otherwise Dodge forward | + | * Mistral should be caught into the barrel |
* finish the quicktime event | * finish the quicktime event | ||
Line 139: | Line 148: | ||
=== Final === | === Final === | ||
- | * Start Sequence 3 by using another P1 Dodge into a CP2, activate ripper mode again on first slash | + | * Start Sequence 3 by running forwad and getting into position |
+ | * use another P1 Dodge into a CP2, activate ripper mode again on first slash | ||
* this will bring Mistral' | * this will bring Mistral' | ||