TarkatPierceHer

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189 Posts
Fighting Game TO, #1 Mortal Kombat and Pocket Bravery glazer, Ella/She/Her 🇦🇷

Minors DNI
Baraka's B1 recovers so quickly that off of some knockdowns he is guaranteed the following OS:
By buffering Hell Blade after B1, he will connect against opponents who try to block, press buttons or jump on normal wakeup, and if the opponent chooses to delay wakeup then he will recover in time to block even the fastest normals & specials (i7)
And because B3 & S4 exist, the defender is discouraged from using an Armoured Reversal on normal wakeup, which would beat the OS

The most consistent option to beat this OS is to use an Invulnerable Reversal on normal wakeup, though there's a few of them that aren't fast enough to connect in time (any that are i24 and slower)
Was navigating through a Japanese MK forum and found this cunty asf Quan Chi picture they made for his guide
Easy sweep lmaoooo get fucked Moji
I have made an horrifying discovery, there may be some form of RNG or unknown conditions to mana dropped by enemies
While labbing out better routes i managed to avoid using 1 mana in 1-2, which saved me one move in that room and two moves in the next room (1-3), and in 1-3 for the first few runs i was consistently getting a +2 Mana drop after killing the last enemy, which let me save FOUR moves in 1-4
But then out of nowhere i stopped getting the drop after killing the last enemy in 1-3, which meant i had to beat 1-4 in five moves instead of three (only saves two moves) and i was only gonna get the mana drop in 1-4 instead
With the 1-4 drop i managed to device a new route in 1-5 that saved me four moves instead of three (the new optimal route i found with the 1-3 drop) but then i stopped getting the mana drop in 1-4 as well, so i was back to the worse route i had with the 1-3 drop
So as you can see mana economy is incredibly important in this challenge, and now i have found that there can be variance in it, which can greatly fuck up the next room's route, and i haven't found a way to make any drop consistent yet
Here's how many moves i had managed to save before everything started going haywire, i don't think this makes the run worse but it certainly makes labbing it a lot more tedious
Day 1 of trying to beat Arashi Gaiden in as few moves/dashes as possible, first stage results can definitely be optimized further:
Just finished Arashi Gaiden, 8/10, almost everything about the game was superb but the jank and input delay on some actions served more to detriment than to enhance it
Would recommend to folks who like puzzle games if they're willing to look past the jank (or can find a way to use it to their advantage)
Here's a bunch of ways my friend Subotaur and I found to punish a very common PM-Jax pressure starter
I'm the Vivian goat
Go forth my gigantic flying skull, hold down the neutral