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Hollow knight crystal dash sticking
Hollow knight crystal dash sticking




It actually has a gigantic recovery so some times you can heal up to 2 lives. The range of that attack is not the whole screen, so you can BTFO her to a corner and then dash to the other to heal, waiting for her attack. The safest time to heal is when she throws her nail.

hollow knight crystal dash sticking

You do this ~3 times and she gets staggered, allowing for you to wail on her. Use the quick slash to parry her, When she starts defending, attack her guard, she'll retaliate but you can parry by attacking at the same time.

hollow knight crystal dash sticking

The heavy blow let you re position her away from you when she's not attacking and it's actually great for making her back the fuck out. It's silly that you can make a game with sophisticated routing and be called derivative even though almost no game achieves sophisticated routing, and the few that do are obviously not verbatim copies.ĭo you have the quickslash, if not, go get it, it's in the same area.Įquip the quick and the heavy blow. Hollow Knight isn't innovating gameplay concepts but the content design, e.g., the incredibly varied routes, is miles ahead of almost all metroidvanias. Games like DaS1 are ultimately much more noteworthy for their content than for innovative potions.

hollow knight crystal dash sticking

You apply the verbs to the content, the content defines what you do with the verbs, the content is the only thing that makes the verbs worthwhile. it's obvious that the k-dozen metroidvanias released over the past 2 decades have novel content insofar as they're not verbatim copies of one another (e.g., they're not infringing).īut when talking about novelty, many people disregard content in favor of fundamental design concepts like "THE ESTUS SYSTEM." I don't agree with that perspective. >no one was able to come up with anything in 20 years






Hollow knight crystal dash sticking