metal_gear_solid:disc_2_normal

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metal_gear_solid:disc_2_normal [2018/10/13 18:26] – [Liquid Jeep] Plywoodmetal_gear_solid:disc_2_normal [2021/09/19 19:57] – [Liquid Snake] add JMChunk hau5test
Line 54: Line 54:
 {{youtube>RtO438LKVJk?large}} {{youtube>RtO438LKVJk?large}}
  
 +Alternate Rappel Sequence explanation
 +  * Jump down twice at the start
 +  * run down the girder to the steam coming out (Whether you get hit by it or not)
 +  * use the Dpad to jump down-left -> down -> down-right
 ====Communication Tower Corridor (Walkway)==== ====Communication Tower Corridor (Walkway)====
  
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   *If going for RTA race strategies, From SOCOM  R ▼ 2 ◄ or ► 1  to Chaff grenades, Use Chaff for 3rd and 4th turret groups.   *If going for RTA race strategies, From SOCOM  R ▼ 2 ◄ or ► 1  to Chaff grenades, Use Chaff for 3rd and 4th turret groups.
 =====Hind-D===== =====Hind-D=====
 +
 +  *Turn the corner, and aim at the pillar
 +
 +{{ :tts:first_shot.png?direct&300 |}}
  
   *From Nothing, R ▲ 2, ◄ or ► 1 for Stinger   *From Nothing, R ▲ 2, ◄ or ► 1 for Stinger
 +
 +  *The Hind's invincibility frames last 4 seconds.
 +
 +  *[[https://www.twitch.tv/videos/325586674|Successful attempt of Phase 2 loop, very difficult to achieve]]
  
   *End the fight with the Stinger out.   *End the fight with the Stinger out.
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 =====Sniper Wolf 2===== =====Sniper Wolf 2=====
 +
 +[[Wolf 2 Positions]]
  
   *Move onto the PSG-1 T ammo. Swap to Stinger to see where Wolf is.   *Move onto the PSG-1 T ammo. Swap to Stinger to see where Wolf is.
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   *The faster strategy is to headshot all guards. Shoot the guard diagonally across. Lock on with B. TPV and punch to lock onto the final guard behind you.   *The faster strategy is to headshot all guards. Shoot the guard diagonally across. Lock on with B. TPV and punch to lock onto the final guard behind you.
 +
 +  *Rolling into the Warehouse door saves up to 2 frames.
 +
 +{{ :tts:upto2_frames.png?direct&300 |}}
  
 =====Vulcan Raven===== =====Vulcan Raven=====
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   *From Socom, R ▲ 2, ◄ or ► 1 for Stinger   *From Socom, R ▲ 2, ◄ or ► 1 for Stinger
 +
 +  *Spam A once you equip the Stinger, to fire as soon as possible.
  
   *Invincibility frames last 90 frames, or 1.5 seconds with no lag.   *Invincibility frames last 90 frames, or 1.5 seconds with no lag.
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   *Fire after 1 second((Keep in mind, this is on 60 Hz without lag)).   *Fire after 1 second((Keep in mind, this is on 60 Hz without lag)).
 +
 +  *This is the magic spot where you will only get hurt by the machine gun, not the missiles.
 +
 +{{ :tts:rex_1_spot.jpg?direct&300 |}}
 +
 +{{ :tts:magicspot.png?direct&300 |}}
 +
 +  *If you are unsure you got the magic spot, creep a bit forward after the first set of missiles.
  
 ===Cockpit=== ===Cockpit===
  
   *STAND STILL, __DO NOT MOVE__   *STAND STILL, __DO NOT MOVE__
 +
 +  *Don't forget to re-equip the ration!
  
   *You should only move if you hit another part of Rex.   *You should only move if you hit another part of Rex.
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   *This fight requires a lot of practice to understand Liquid's AI. With enough practice and knowledge, 2:00 flat is an achievable time floor.   *This fight requires a lot of practice to understand Liquid's AI. With enough practice and knowledge, 2:00 flat is an achievable time floor.
  
 +{{ :tts:lotteryrollangle.png?direct&300 |}}
 +
 +  *Lottery Roll Analog Angle based off of Gamecube Controller from BlueMetal
  
 {{youtube>ibgeeMCWGLk?large}} {{youtube>ibgeeMCWGLk?large}}
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   *0:12 He loops back to Lottery Roll Corner   *0:12 He loops back to Lottery Roll Corner
   *0:15 If he ends up around this corner, I do PP then a circle to slowly push him up to the N edge.   *0:15 If he ends up around this corner, I do PP then a circle to slowly push him up to the N edge.
-  *0:23 Rolling along this edge can net extra damage. I rolled at a really weird angle, but the video posted below shows it as well.+  *0:23 Rolling along this edge can net extra damage. I rolled at a really weird angle, but the video posted above shows it as well.
   *0:30 If you do FPV punches in phase 3, be careful not to stand too close that he stomps you.   *0:30 If you do FPV punches in phase 3, be careful not to stand too close that he stomps you.
   *0:37 After doing FPV PPs, I go to circle strat (not the best execution of it)   *0:37 After doing FPV PPs, I go to circle strat (not the best execution of it)
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   *0:17 I attempted to go back into the position to kite him into the Lottery Corner. I failed since I don't do this anymore if I get left Liquid.   *0:17 I attempted to go back into the position to kite him into the Lottery Corner. I failed since I don't do this anymore if I get left Liquid.
  
 +{{youtube>8WGRg07kGzI?medium}}
  
 +JMChunk initial roll for quick damage, can be followed up by the lottery roll afterwards
 ====Escape Route==== ====Escape Route====
  
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   *Ply does a Third Person Shot during transition, seems to make the shot more consistent   *Ply does a Third Person Shot during transition, seems to make the shot more consistent
 +
 +{{ :tts:transhot1.png?direct&300 |}}
  
   *Depending on when you do the transition shot, Liquid's i-frames will affect the tunnel phase.   *Depending on when you do the transition shot, Liquid's i-frames will affect the tunnel phase.
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   *Aim far to the left   *Aim far to the left
  
 +{{youtube>yDHfTn8Wxyg?medium}}
 +
 +{{youtube>B96BCmUwwg0?medium}}
  
 +  *Choose TPV, FPV, or a mixture of two. It's essentially personal preference.
  
 [[metal_gear_solid:the_twin_snakes|Return to Metal Gear Solid: The Twin Snakes]] [[metal_gear_solid:the_twin_snakes|Return to Metal Gear Solid: The Twin Snakes]]
  
  
  • metal_gear_solid/disc_2_normal.txt
  • Last modified: 2023/08/28 03:33
  • by suavebeardson