Euryale's Temple:Antechamber
-Right, so Zesty had asked about whether GoWII was like GoW1 or later entries in terms of shattering. Looking like GoW1 regarding modifiers, P% and EP% (for FF) when taking into account DMG inflicted upon sHP. From what I can tell, the first two statues of CL ahead only trigger when you get close enough (around the point on the ground where the circle starts). I can reach with MotK before that. The closer of the two is bugged in two ways. It doesn't have 5sHP, it is 1sHP. The other oddity is that I can backtrack (closing the door I came through) and this will 'ruin' him. Very odd, indeed.
The next trigger isn't the moment you can see the other statues. If you move slowly you will find that you can target two statues (not all three as the far-right one is around a corner just slightly) before triggering the statues to start break-out (alongside enemy spawn). Said spot is just a step prior to the dark circle's edge before entering the next hall. Too far away for MotK to reach (without crossing the threshold), but TB can reach it (if willing to spend the MP to the tune of one shot per statue, thus 4MP up to x5 times thus 20MP for all of them if going about it exclusively that way). As you close in just enough to see the last statue (having gotten rid of the others, this becomes easy) you can quickly target it as the last two CL spawn-in normally.
Sort of odd that Euryale would petrify some of these CL, but nothing else in the area. Why did she beef with them anyway? Might have been interesting if they dropped down those otherwise useless ladders to spice up some part of her fight just to get bodied in a fatal three-way with us (and not just from petrification). Maybe just a little something for S2P2 (second pillar)? Meh. Back to the fight, you could easily work the entry boundary for collisions. Alternatively, atop the ladder ahead there is high ground to exploit with the likes of MotK (visually looks like it should sail ineffectually over their heads, but it works just fine thus making me take note that is hits well below its visuals though not so much well above in terms of hitbox).
NOTE: Even now you can backtrack for chests or slapping the skelly for RP if desired. HP chest in this room.
Euryale's Temple:Underground Chamber
-x6 petrified CL, but half of them escape before we can do much of anything while the remainder have normal break-out time. x1 HM at the start (with another after killing it or enough time passes). Once you're off the ladder (only lets you jump back and off at the tippity-top), the ground is uneven. You can STILL backtrack. Good to know. Can even make a checkpoint (using the save from before). Alternating chest in the room ain't the only option as such.
The rightside wall (not so much the background corner) seems to have some elevated points that are good enough to often bait taunts from foes along with DJ getting HM off-camera (to cancel its attacks). The barrier itself isn't good enough as a focus (not a true boundary), but there is an element of chest strats possible to set-up with a bull on either side of it (if lured against the wall and switching the side of the chest you're on while keeping directly across from the HM it will not pathfind around all that well).
Could go heavy with MP (using all the chests ignored so far). Sadly, MotK isn't going full PR with infinite downward vertical hitbox, so no blasting from the floor above. No walls to hide behind for that hax, either. Working the far-right as described with MotK can work well (especially with the chest), but you need to maintain distance. If HM gets close, camera stuff can help keep it behaved. If CL get close, you need to switch sides for sure. When they're in the background, you get the advantage of seeing where to aim blasts. When they're in the foreground (off-camera), they have more trouble closing in, but when they do you should switch.
NOTE: All this cheese stuff set aside, you can obviously set-up OH infinite, 360 or X toss for collisions and all that before false OS, trick, strafe and pummel fat pigs to death.
Euryale's Temple:Elevator Puzzle
-When H. Nymphs spawn-in, they are high enough you can MotK them at just about the same height you first see them at, but they will settle a bit lower waiting for you to come down. From that height, you need to be just shy of able to fit (if the blockage is just up to your chin, you're low enough to cheese).
Euryale's Temple:Lowland Vista
-It ain't worth much, but once you're on the wall, Cap won't start new moves (he will finish those he starts). If close enough, you can land left/right heavy (the swing part, not the slam) as slaps. Needs to be point blank to down-heavy at for double hits. The high ground above is slightly too high for MotK cheese. Pity. If you create distance as to kite him to the save, you can rush to the shaft and face it to bait a taunt. This is an opening for long range higher hit property strikes as with Spirit or MotK. Land one, get back in position to bait a taunt and repeat. If he happens to guard or move ahead, reset the set-up. More likely, you'll reach "O" and eventually kill with the chip.
As for legit fighting, tricking the 2-string is a joke. He cannot use the grab save as a false OS counter (intentionally set it up to kill me, but it didn't look as funny as I was hoping). The 5-string is tough to trick (with TB alone). Went with grounded x1 trick twice in a row, then air trick (while rising) for the double and a x1 ground trick on-landing. Took practice to pull off, but plenty doable (not really something you should do or need to learn, but another feather in the cap if wanting to style on fools, show off and all that jazz).
Sending him down the shaft isn't fatal, but his AI struggles to ever attack down there (aside from counter provocation). Should also mention there is an HP chest by the save, an MP chest above and another across the gap (need the ceiling for it). Sadly, nothing for backtracking after doing the puzzle (no hidden compartment or anything). I think the case is that the opposite side of the boss room entrance is the back of the ladder we used to get down here after the petrified opps room at the start. Bit of a pity you can't get an early peak at the boss (in the same vein as how we see Last Spartan at a glance later). Checkpoint at the top of the climbable wall away from the cap (to the platforming with hazards that lack any destructible aspects of any sort or even foes to lure into them).
Euryale's Temple:Temple Hazards
-Navigate through
NOTE: Before you drop down is the last point where it is true you can backtrack to the bog. Beyond this all the stuff you've been saving? Done.
Euryale's Chamber
Euryale
Stage 1 - Hard to motivate oneself to bother taking her seriously in S1 or S3 knowing the sweet spot set-up (where MotK handles business). Why even give her a chance while tricking, evading or spacing/zoning her? If fighting fair, the flash will push you even through tricking. If petrified, she prefers to do the slow 2-string (bit delayed for tricking with the first part). Think she can do the headbutt if really close. Gap in the 2-string allows a BH heavy before tricking again. Nothing too notable for that approach. The moment orbs drops, she WILL cue for her quick sweep in place, so just move away and it will miss. Her transition crawl is invincible.
Stage 2 - Opted to test some things. As ever, you can stun-lock her with TB (don't have enough shots for all of S2 or even really a P1 or P2) or even grounded stuff as with BH 't,t' though catching her in neutral for the stagger while pacing it can be tough (to start, not to keep up). Not something to count on. Keeping close (baiting slaps) doesn't really jive with this run well (one side lets you trick more easily than the other, but spacing is better). An old strat kept along the walls just out of her melee reach to bait her GB barrage (x3). If you favor the left (her right), the homing catches you (unless you defend). The opposite is not true (they will miss). So do that. Alternatively, you can bait this move, get close and punish. her next move after GB will be her version of GR (floor sweeping 'scan'). Thankfully it doesn't catch in the air even while she arcs up. Timing to hop over it (doesn't hit that far off the ground) isn't hard nor is it tough to evade/trick through. Hell, take it on the chin and shake-out instantly and it is like it didn't happen (though if you delay a bit she will go for the flop save if point blank where she might instead tailslap you).
GB can also lead to this situation (if you proc). DMG doesn't usually occur from GB or 'Gorgon Scan', but it can happen (unclear what the particulars are for the former, but the latter is if you're too close as she starts looking up). If you bait flop, she can do S1 moves for a bit (varies). Unlike the transition crawl (into P1 start or P2 start) into pillar coiling (its own thing), the crawl to pillars (post-flop) lacks i-frames (takes hits). Upon testing, the case was that you DO, in fact, deal DMG to her while she is down, but you can't reach "O" (any bit of DMG putting her over the threshold will set it up while on the pillar). Tail slap is easier to trick from her right (our left), I'd say.
So one strat is hugging walls to the right of her pillar while outside melee range to bait 'scan' (hop over), 'blasts' (get in for punishment) and 'scan' (can punish before escaping). Just loop that. Another would be to get petrified outside melee range, delay escape enough to see the start of her uncoiling and fight her grounded. To an extent, you can bodyblock her crawl from the pillars for free hits. I don't think flop is good at hitting us directly (the shockwave is the threat). 'Scan' and said AoE both hit through walls, so going to either sweet spot won't make you safe (though it blocks GB shots). MotK will not reach from the sweet spot, so just hanging back to cheese like that isn't an option.
Theoretically, you could bait her down and RNG can (and has) seen her choose to crawl to us (much more likely she just go for the pillar). If you pull her to the sweet spot and get on the other side (reverse of what is normally the set-up) she could get stuck, perhaps. Alternatively, you could just get her away from the pillar, bodyblock her until you see 'crawl' and then pound her while preventing her movement (if precise in your inputs). Would be a measured thing as she needs to be allowed to leave and struck once after her i-frames stop upon resting on either column. Doesn't especially matter which of the two is done first. Air MotK from the 'center' is doable (hop GB/scan), but isn't the best way.
Stage 3 - Her rage pounds don't factor when stuck in the sweet spot set-up.
Euryale's Chamber:EH Trial
-Petrify and crush 5 Sentries
NOTE: Time slow doesn't persist beyond restart even from a save (as expected). It works just fine during grapples (couldn't recall) and walls/ceilings. Just not ropes, eh?
Euryale's Temple:Pillar Puzzle
-(Center Pillar Battle) Can go to the entrance barrier to pull the Fiends away from their starting position for another cluster formation, but it isn't super necessary. AotF, BH and throwing handles this. Not much new going on.
Euryale's Temple:Stone Crusher
-Honored AKheon once more with another pacifist showing. Kept running circles in the arena with hops and such to blow off the dogs. Have to take care about getting stuck along the 'catches' near the exit as you approach level with them. When nearing the point the ceiling is low, you have to be careful not to get boxed in (as you could lose both rolling and jumping for escape). RotT will not instantly win the mini-game nor prevent interruption (as one would hope it would). If you do the mini-game, you gain i-frames to finish the animation, which is quite helpful.
The idea is to bunch them up at mid-range baiting their hugely telegraphed rabid bite (not the mauling combo in close quarters though funny when they hit each other) until side-switching into the clear with a roll for enough space/time to distance the top from the bottom. Do this three more times, I believe (just enough room to hop through a gap in the exit versus waiting until it fully opens). Sort of odd that Krate can't catch this and pry it open or attack the big chains, but whatever.
For those going with more lethal aims, you can still get cute with the likes of air MotK spam (bunch them up). Not especially difficult. The real money? The usual (spamming ground OS). Take care with OS kill too near the ceiling as it can be interrupted by the animation. While neat you could potentially use the same dog over and over for BKB, it is too risky, I'd say (doubt their numbers fully expire unlike their orb drops). Hell, when you know one is low on life, you could lazily switch gears (BH 't,t').
Euryale's Temple:Cavern
Titan Minotaur 2
-The birbs just won't job to the kill floor even if air OS'd into it. Obnoxious. Infinite until TM2 is dead, thus infinite BKB (again). Not exactly total non-threats, but with the rope it is pretty manageable, I'd say. Anyway, you want to sync their death, rush the wake-up rage pounds, work the flank (with RotT BH 't,t' for sure), flame out, get away to the sleep spot and reset the process until at "O" (no need to skip it this time). Kill the remaining harpies. Alternating chest here.
Catacombs of the Fallen
-Skellies can be saved for RP later if one so wishes. If not, just make them collide or cheese with MotK (sets up "O" nicely, which is easier than killing with it using point blank blasts).
Destiny's Atrium
-Break the door
NOTE: I imagine the game will remember all the chests opened/unopened, but might test for an oversight in a future run. For now, it seems to be doing a good job of not pulling a GoWIII. Still, I've got a lot to work with. Shame there is no way to go to the bog using the old trail (for even more).
Island of Creation:Walkway
-Checkpoint after crossing the shimmy. HP and MP chest. Ladder range of movement after the back-jump is strictly away from it. Not able to ledge hang into pull up off the opposite side. Anyway, x2 CA to X toss at each other as they spawn-in (otherwise make them taunt or lead fire by running at a wall). Rush the x3 CA beyond the Cap to OS the left or right archer then X toss to the other side (catching all at once). Perhaps you could just dunk each on the Cap, but that seems like you're asking a lot. Cross the gap high for camera abuse to open up the x2 CA. X toss into each other. Cross back for 1v1. Aside from RO (as with luring to the edge, then deep air MotK for knockback), I could pull to just before the ladder. Invisible boundary is a point beyond which even our attacks cannot send it. Just attack from here (T then side-switch into T to forced OH lock).
Platform to final position with slight delay to get the Cap to taunt (or really rush) then go for x2 CA. Could use X toss x2, but safer to just 360 toss. Not enough to kill, so RO makes sense. I suppose I should be considering petrification as an option here and there. I am, after all, able to backtrack for the MP chest (lots of HP chests I don't need including another by this ladder). Skelly is still doing fine if bothering to go that far back even after the wraiths ahead, so I might just keep the option to regain RP throughout all this until before the Lowlands Crossing (obvious point of no return). Time will tell if it ever unloads. Checkpoint upon going up the ladder (for visual cue).
Courtyard of Atropos
-Old methods are still options as with grouping them up by the exit chokepoint (boundary if you open the door), just that without blocking you will likely get chipped. Block drop spot and ladder are places to consider, as well. All three for petrification (better the latter two). Could dump them over the ladder we came from with my old use of OH, but this will leave them suspended until later (and stuck below). Zim's ways included air OS such that it dumps them over (if not the burrow start-up) active and isolate right away. Potentially a RO thing if not just a 1v1 for petrification (less efficient without them grouped). For ~40MP, it is easy to get x3 crushed leaving a 1v1. Fair price (with a chest before and after, but having both is what suits me so I keep something for later).
Seems you can provoke the taunt from the ladder with air MotK (bounce them) though they can also block and attempt an attack or bounce and not burrow. If attacking, go down the ladder. If they burrow, the idea is to leap away and keep them on camera until they go over it (falling below). While like this, they leash to the ladder, but you can provoke their attacks still. Something like MotK's shockwave can bounce them to provoke burrow again. The space between the ladder and the gap crossing (with a grapple that you need to make a long leap for and probably delay falling with air attacks) is just about enough to time it out, so leap over as it is about to catch you. Maybe air trick. This will leave its back to the cliff as is desired for this entry. In theory you could land point-blank air MotK, but in practice it was often defended against (tough to be precise with in general). Was easier to RO with air t1. With grabs, it would be better to just OS to OH (if not skipping set-ups with OS to OH against the ladder until it dies). Probably no need to get this fancy in this run.
Exit boundary has a camera change that unexists them, but I wasn't able to exploit it for orbs, sadly. Wasn't super great for boundary abuse, either. Just okay. To note it, the burrow is kek'd by the camera. However, boomerang is their answer to being off-screen'd (and will ONLY do it when you're right next to them). Need to be medium range to bait the homing attack. Said move is the only case where they won't armor you and it cannot turn back (so if you get in as with using a hop to go over it the thing is just a big opening). Once in a juggle state, not too hard to keep them that way. Think you can trick through the homing, but for sure you can trick the boomerang. Probably not burrow without godly timing. Not at all practical outside 1v1. If a mob (even this small) spams their best move, you are just getting lit up. At point blank, you cannot just strafe the boomerange though I think you can the floor spike. With a bit more space (mid-range) you can get around boomerang, but the tremor might catch you in theo pen. I'll probabaly retest this during NGR+ NUR+.
Halls of Atropos (lower)
-(Priests/Minotaur Grunts) Not anything crazy, but you can use Crushing Defeat to get a bit closer during the mini-cutscene at the start. HPotF armor on lots of their moves. I'll probably have to really get into it for 'no grabs'. The basic idea is to BH 't,t' with cancels until they die (not super practical to work lvl1 Stare with this MP and no refills in the room even he's caught when unable to just peaae out). TB isn't going to change things. CR could be useful for longer tricking while holding them in place, at least (there is a chance they escape a hammer lock aside from just blocking). Curse is annoying since it lasts 6s (4s when it lands), hardly hits us during tricking and can circle back (just to take away jumping when I want to use AIR MotK). Light DMG with a kneeling stun state (can jail you for follow-ups by others even if you didn't have BH out to prevent rolling). Felt like the on-hit grab for both lands early.
Geyser spawns just ahead for ~4s (big shitbox) and pushing them around will move it with them (until fully spawned in where it will control space for a few seconds even hitting allies though not harming them, sadly). Slaps are just as they seem. Shotgun has less range than it would appear (like our PS when we get it). The throw also has less range than you would think (without reversal, you will lose a good deal of MP and take some DMG at the end probably something like 40MP/10HP, but I didn't really test it). Warping is a bother along with off-screen antics. Their spawning isn't among the armored tools (don't think Curse is, either). There is a hard limit to x3 MG in this fight (doesn't matter who summoned them). While it might be sensible to rushdown the first priest, you shouldn't sweat it over the other two as much (just go after one and try to kill it).
It is basically a foregone conclusion there will be a bull triplets. Trio De Dangers can be ignored as they have no space closing of note (just walk). When the 'no grab' handling comes up, it will be a great time with being pinned down by the irreversible throws of either (I've even been WOMBO'd to death by them). The strat is with BH focusing down our casters. When minotaurs are all over you, just kite them away (be it foreground or background), locate the priest(s) and take 'em to Pound Town. That's it. Mind you, you can try getting cute if you like. Alcoves with pillars? You can blockade yourself (x2 pillars) to keep them from getting in (or x1 with the crank spot can suffice) and MotK out at the crowd (or even just work from atop the rising platform semi-sweet spot boundary where the top priest in thet x2 spawn will often just walk into the wall for free MotK chip). Just that it isn't super likely the real focuses will play along by moving within range. More likely you'll sync bull kills to solo the summoner(s).
Likewise, using air MotK from atop one of the pillars (easy to slip off). Side-by-side isn't as useful as two deep (which is inferior to getting the stopped up raised platform at the start). Can scrape to tops of all their heads (somehow even HPotF). Not super effective, but can work (slowly). Ledge hang breaks the AI of bulls (if they were attacking they will keep doing it and the overheads reach us, so be careful), but not the mini-boss. Gives a pretty clear idea of the crap you put up with in East Auditorium when they just opt to stay off-screen sending out Curses, trying to spawn (even when they cannot) and looking around (rarely opting to warp of their own volition). The teleport is strange in that there are times when I was near that I could feel them dragging on me as I ran so I knew they would reappear close. Otherwise, I couldn't tell where they would be next. Of the cheeses, perhaps the raised platform is best (maybe even without being stopped up yet). Shame I can't crush them like this (even if I get a platform atop it and drop it down). Also sort of sucks the platform isn't a valid spot for HPotF to really target, so just hanging out up there won't ever bait them to teleport aboard for isolation. Crank spot can be bad for business when a priest actually does get in (as it is hard to get them back out). Pillar alcoves have potential for clipping through the map (and dying).
-HP chest before ladder. MP/RP chest at end of broken bridge. Getting near it triggers x2 FG. Getting near the stairs triggers x2 birbs (each with a respawn unless they get stuck). They spawn from the left and can be rung-out if knocked down while not on the platform (though they can also sometimes fly from through the floor to get back). Going down the stairs triggers x2 FG. It isn't a great boundary, but there is one by the ladder. Another is down the stairs before the next fight. Easy enough to gather them all up for collisions.
-(2 Satyrs) Their defensive reaction can either be a flurry or thrust (think both are linear rather than the latter tracking like in GoW1). The 3-string barely tracks after the first slap and not at all after the second (before the ender). Their ability to block from the downed position is perplexing. The best the 'champs' have would be their sudden spin2win as an armored move. They like using their attacks repeatedly if scrolled off-screen. I'm sort of reminded of the mounted Berserker with regards to their AI being bated into taunts with range and i-frames.
The one obstacle in the arena (floor spike) is not only not a hazard, it isn't a terribly useful thing to get them stuck on, really. With baiting double taunt and them near each other (like the start), not hard to T and line up for shattering for ~40MP. Setting aside magic, one could also t0/t3 chip (even with augments to speed it up). MotK also worked for this (not as good as hoped for off-camera abuse though decent as with using the impaled head), but required a bit more care (was slower as well for lack of augment option on the shockwave). Air MotK strats were hard (not at all the optimal play). They liked to block and counter when caught taunting, downed and even while finishing their 3 string.
Obviously, you can use s6 for collisions. Likewise, BH s3 (taunts make openings as well as the 3 string). With isolation, not super hard (perhaps better with the other in the foreground on-camera) to do forced OH lock just to get rid of one. Not too difficult to work them for collisions, either. Ground OS is just way too weak to be worth trying to set-up in this capacity, sadly. Really just for 1v1 (when you want the rad finisher that is their OS kill dropping a big HP orb and some RP). Had it been more like GoWIII's balancing, this would be the play for sure. Even air OS is superior especially since you can apparently just cue up quick T (force air OS lock as such) and it'll adjust to launch on its own. Mind you, it is not a perfect lock as it is possible (though unlikely) the goat will opt out of playing along (unlike the OH version). When done against the entrance barrier and maybe using air lights before air OS (delaying before landing the throw's i-frames to provoke the other to taunt rather than coming closer or attacking), it seemed an okay method.
NOTE: Lack of checkpoint at x2 Chumps is a curious choice. Backtracking to the save doesn't exactly fix the issue, so best to skip the dudes between you and them, handle that fight, get the new checkpoint and kill the rest. Could have perhaps left the Asphodelians alive (in a matter of speaking) for OS killing after a petrificataion tactic. Maybe x4 of that would have replenished me without using a chest? Just a bunch of OS to air OS type stuff. Probably a bit shy of 40MP for VH, frankly. Still, it is a thought for another time.
Hall of Atropos (upper)
-(Exterior) Nymphs are real pests with their web animation armoring even my TB shots. Their partially on-camera looping of shots is a classic troll move. These fodder can definitely be annoying. HP chest up here. In any of the four alcoves like that one is in, you can hug the wall as a decent boundary for the likes of air MotK to chip them to death, which is nice. Not super practical hoping they'll gather up for air OS to make a collision (or going for OH/alt.OH set-ups). Could break the shield-bearing statue lose (even s1 does it in a single blow), get behind it and drag it to our right to prevent their projectiles from hitting us. They can't get closer, so just MotK through it to cheese them. Also, we're in a fight with a save, so work it for checkpoints while things are going well (like not getting a love tap on the chin just yet). Were this not NBR+ NUR+, I'd probably work a return while they're funneled over the beams (knockback collision them to death).
-(Interior) Lift the door. Go a few steps in and the camera changes before the door can close (if going further). Can still open it back up if you go too far, but just control yourself and it won't. Retreat beyond the entrance for a boundary. Pretty obvious applications. Inside the room, top-right has a boundary. Also, high-ground for MotK antics to wear away at the lot of them. MP/HP chest here. Additionally, another save point. Might opt to work for checkpoints while doing well in the bit ahead that likely won't have them after each success, thus trading a total redo for some platforming. ...I see. Point of no return thanks to piece of the balcony being missing. Duly noted.
-navigate
-(Root 1) Can RO by the grapples (still usable, so you can break out of a lot of things with that) and button. Careful about air MotK going down over cliffs (not among the things you can cancel). Where the checkpoint is there is a background wall. Surprisingly, you can jump up on the higher platform. MotK reaches down below, so you can cheese. Likewise, if you go around the corner, hop up by the bushes and if they're not close (like when already attacking), they won't get close (and you can cheese with air MotK there). AotF is a no-brainer. Right, so ahead you can see x1 FG inactive. If you move close enough, he will trigger for 1v1. Kill him and there is one respawn that jumps in. The jump can be air OS'd, but not otherwise intercepted (not even with slow-mo can the likes of BH air s1 or BH air t1 send him back full deported to the Underworld).
-(Root 2) Opted to get cheesy. Again, could just AotF and do the usual with OH infinities for collisions or alt.OH or whatever. That's old hat. Played out. Been done. This time, I use the fresh slow-mo to go to just where they trigger (x3 bat and x2 FG) and rush to the central island. Hang out on the button and wait for signs of the birdies closing in on your vector. Book it back to R1's pressure plate. Slow-mo, quick roll and BH air t1 them out of the sky before they can do anything funny. Kill them. IF fast enough, feel free to just go for the others. If failing to take them out, retreat to R1 to try again. With the fliers sorted, use the slow-mo and boundary to get the FG off-balance (MotK), get on solid ground, cast Sloth and lay them to waste.
-(Root 3) Same idea as R2's handling, but there is a respawn for each of the harpies. To note it, I had it be the case the over-excited wing-dings following me on the branch as it withdrew simply fell. Took multiple trips, as such. That's fine. Made it very safe. More necessary for lack of throws (and not wanting to use MP). MP and HP chest pre-boss. Not sure about R2, but for R3 you can RO at the root crossing if only by sending them to the thing as it pulls back in (amusing to behold).
Bathouse of Atropos
Perseus
Stage 1 - Right, the game crash. So, I won't be RotT tanking while TB tricking. Forgot about that business (mentally, I more associate this with TRAN KNEE). Pity. I don't plan on letting him charge just to TB him when briefly allowed to target. Think I can just line it up to hit even when free aiming (where CR won't hit save the end). I've had him sling spam while on the other side of a corner, allowing air MotK (~14 should do it). At the start, he is just to left, but isn't possible to hit for ~1.5s. Can punish right away. Having him chase just to punish with air MotK isn't hard with the old understanding of his roll limitations. It would be harder to do t0/t3 (let alone deep and augmented). A more potent version of that would be with BH t2* (not sure if both heavies would be super doable). His "O" is actually active for about half the animation (might be a bug). Probably 2s to react, so being on-top of it is good. Takes ~5 MotK to get him back to "O" if you miss it.
For fun, I opted to beat him as if I could see/hear him. We know how he works for the most part. Small splash? Warped. Big splash? Charge (6s). Hits pretty high, but you can get over it safely (just tough). Slow enough you can just trot away, actually. Interesting. Has the 2-string, the "V" (diving slashing to our flank then from there to what would be our rear), the tri-shot, single and quad barrage. Sling stuff tends to be easily heard. For his CQC melee, you mostly just stick and move to mid-range (outside his first swing) and move away until you can idenitfy if he dove or swung on you (if not an obvious tell like the splashing). If the former, you attack where he'll be next. If the latter, let him whiff the second and punish from where you came from.
Charge is simple enough. The moment you see the big splash, there is 5-6s (somewhere in there) before he times out. His visibility reduces and the water disturbance stops. If you get a feel for this as I have, you can just work with BH 't,t' (probably RotT, but I didn't want to bother). He's not terribly hard to just keep relatively close to like this. Were it not for the run, you could turtle up, but that's the name of the game, ain't it? Start-up of charge is an opening for perhaps all of 't,t' with a TB cancel. If not close enough, you can still edge him with t1 (maybe t2) using TB cancel before trotting away to continue timing out the charge (for the finishing punish). When he takes enough DMG, he will warp away (even if in the middle of something like this).
Probably the hardest for me to punish is the sling (in theory, BH t1 before and after each). They aim where we would be, not where we are (which is nice for leading shots). He'll use them from off-screen, so you need to hear the cues. Air tricking can help. Splits do not track relative to use (where he starts firing is where they will go in the usual formation). His singles (thus barrage aswell) vertically track quite well, so it can be hard to avoid just by going airborne.
Stage 2 - Air MotK knockback CAN work, but no matter what I did I couldn't use it for lockdown (combo of multi-hit and not quite being fast enough let him escape). BH s3 can send him flying as expected, but it won't lock him, either. Sling just won't let me punish it (he blocks regularly). May as well interrupt it. Don't attack his guard enough to provoke his counter (air MotK was good for causing this flurry). You CAN trick his moves, but the new delayed thrust and shield slap are both tricky (owing to the timing). Easy enough to trick the 2-string and dive (won't do both parts of it). Probably not possible to trick the full flurry with TB alone (maybe with rapid cycling between it and EH).
Easier than negating his attacks is just spacing, seeing what he does and punishing it. Mostly let him whiff and punish with t1 ('t,t' if you're feeling frisky, but it can be tough to do this on the dive and thrust). I'm really not so sure his backpedal takes DMG (despite getting struck with the likes of TB). At the very least, it doesn't seem to let him enter "O" (need a hit after it). The flash needs a clear path to us or he can get stuck, so corners are a thing to consider if doing a meme version of 'no grab' where you pretend this is one you can't reverse (and your air tricking ain't always on-point). Will only help with the background spot, not the foreground. While you could negate Flash, it might be better to take it (trade such as 't,t' just as he gets in position), escape and whiff punish.
Stage 3 - More paced heavies to send into the wall with the preference being t2 (though t2* is best) land to blow by this. Likewise, you can just attack where he flashes. Alternatively, it is now a good idea to move near a wall and let it land so he'll come right where he can be opened up. I did some light testing and it really doesn't seem like even the transition to S4's moonwalk takes DMG. Lame.
Stage 4 - His barrage is now upgrade to penta (5). Tricking the opening can be difficult (though doable). Might be safer to intentionally move behind cover, let it land, recover and rush through the hail of fire (big opening between him attacking) before pounding him to death. Not terribly difficult to lay to waste like this. No real tactics required once you're in.
NOTE: HP and MP chest post-fight. Can backtrack to the skelly I left behind ages ago. Don't really need him as things are. Had I left other foes alive and wanted to spend my bank of chests, this would be the time.
Courtyard of Atropos
-Do the puzzle and press on.
Lowlands:Exterior Hallway
-Grapple, get off-camera with DJ and X toss.
Lowlands:SoD Trial
-Grab rape.
Lowlands:Bridge
-Get across.
NOTE: Yet another MP and HP chest. Amazin'. But this is the true point of no return (where I won't be getting to revisit any of the prior chests left behind or even Mr. Skeletal). *long break later* Did a magic focused run with much more favorable cost efficiency (Saint Mod simulation). This ain't that, but some lessons may apply. Likewise, BH focused run for souls/shockwaves could have some lessons transfer (obviously not souls without upgrades). Similar to SoD (AS/UR) in that there were lessons there. Not sure I have a real need to super focus on aMotK stuff given the other coverage. I'll still want to try to make some decent use of MP while keeping chests in mind (probably not caring to kill with SoD just to that end outside grinding infinite respawns to that end as with RP grinding potential for restock *but also more spending if only for BH's HAMMER TIME*). ~2.3h for CR spam on bugged out (RotT BoO or something) Cursed Remains for 999,999 hits using turbo from center of stage on VH. Much faster than the other method, but still slow. As for EXP, that will have to wait for 'Greed' (regarding Hades Hands).
Lowlands:Crossing
-Cross it
Lowlands:Caves
-(Fight 1) Without blocking (much less parries), a bit troublesome to keep a siren around for collisions (not with GK). SoD t1 to OH would be the typical play (if not PS *with CC for safety* just that it doesn't beat the 'armor' of their attacks). Skill intensive. EH for even a single HM is asking a lot. For the sirens, it is like 75MP if done well. A bit too costly with another fight coming up where I want the refill for it (chests after and refill don't matter as such). CR really doesn't have a purpose for me. No, the natural choice is to just SoD t1 to air OS infinite use "O" and repeat until dead. Kill nearest siren first for alone time with furthest which has the respawn (appearing after the first HM). Furthest first for second respawn right away with potential for siren being around before HM1). Since I didn't really care to bother with the sirens, I went with TS2 first, then TS1 taken to final dizzy (pepper with PS maybe twice before moving on) then TS3 killed before returning to finish off TS1 (PS can cut it).
Better if near where HM1 will spawn (so if you could get the final dizzy for both you could club the baby seals and move on to amp antics). I always forget if Icarus refills RotT. I don't think so, which makes me want to be more stingy. Just beating the spawn-in HM1 up with RotT BH (heavy reps with TB cancels) would get to "O" in a hurry. Even if stopping shy with just a quick burst, keep track of which is which for an easy enough chip from afar with MotK (CC cancels) to be cheesy while x2 is still a thing. Probably aMotK though catching them with PS as they run in works fine to chip them down from here, too. Once at "O", use it. When in 1v1, false OS strats begin with tricking of counter, flank and punish (BH heavies or SoD PS stuff). Repeat until at "O". If not concerned about avoiding being caught by an HM out of the sky (after air OS), then TS1 first, then TS2, then RotT BH on HM1 to "O" then TS3 (then HM2). Seems like fales OS set-up for free hits is good for BoA to get in hits without worry about counters when building towards RP refill. Easily got to full RP this way. Easy to get chipped down by sirens here (and with air OS, RNG near another can possibly be multiple geysers in a row which will catch you on-landing so there is a risk *gamble for ND kiddos*).
-(Fight 2) Rather than trying to pull stunts with collisions (OH or PS) using the goat, I just went with EH carrying the day. Pulled it near the MP/HP chest, petrified by it (using most of the bar), shattered with PS just as it became HP then went for MP with time enough to get away from the respawn and get him for a crushing just before the HJs could back him up (again using up the bar). Refills say I don't need to care. I don't plan on face tanking (owing to crash) though I probably could given the refills. PS and aMotK chip while kiting them around (with CC for safety) makes sense to me. The rush into attack (single) is strafable and lacks chest bump unlike FJ later (having a more real danger to them in this run even without ND). Baiting attacks to safely punish at tip range makes sense to me.
NOTE: May 17th was the last save (now September 26th). What a hiatus.
Great Chasm
Icarus
-...
Atlas:Face
-HP chest means nothing to me. Abuse savespot for safety checkpoints as needed. Just went with throws (air OS to pluck from sky if not just catching with ground OS to insta-kill).
Atlas Innards:Spine Chamber
-Didn't realize you could land on the entry hole as a surface to stand upon. Anyway, there is an HP/MP chest inside the fight with an HP chest before point of no return. Obviously you want the MP chest for MP. Can't come back for it later, so the sensible choice is to work MP now. With how easy easy it is for throws to punk out the birbs, you can just tear them up more, but there is also the option to alt.OH at the goats. Then again, you can absolutely ruin them (especially from the high ground block or boundary). Really, none of it matters as a lone goat is open to ground OS spam (aside from boundary). No need to fret with trying to set-up forced OH lock (harder without blocks/parries). Wasn't looking to spam aMotK or PS. MP is pretty unnecessary, but can still speed things along if not making them easier.
Atlas Innards:Battle Arena
Titan Minotaur 3
Stage 1 - ...
Stage 2 - ...
Stage 3 - ...
Atlas Innards:Puzzle Room
-Navigate ahead
Atlas Innards:Hades Nymph Hive Chamber
-Boundary abuse with MotK tip range as I cross the camera threshold to make them all valid targets. Do this until clearing the first three hives to be cheap. Then switch tossing them at their own nests aside from direct hits for the last two. HP and MP chest left behind will become point of no return shortly. Could use magic on the sentries, but there isn't any real point to that. I suppose you could use CR for lazy tricking and canceling with some control while going at this? It would also chip away at the hives. IF I had needed RP, I could have used this bit to get it back. Likewise, infinite respawn means SoD kills would have returned orbs for slow refill. This aside from the ~20MP for VH I could get off the nearest chest from backtracking from the save just used (that will be revisited). I suppose I could have sped up TM3 more, but it was already easy with all the cheese involved these days (S1 skip, S2 control and S3 control).
Atlas Innards:Climbing Section
-Just throw what you know. No need to get fancy at all.
Atlas Innards:Puzzle Room
-Use the Thermal Draft to exit
Atlas:Hanging Platforms
-(Atlas Lift) Prior chests forfeit (as ever). Still don't know a reliable way to get respawning birbs stuck behind chains. Would be great to learn for simplifying this bit. Killing the non-respawning pair to limit down to x2 is a wise call. Got an MP refill ahead, so go wild. Don't need it for the wall section at all. Could even use RP since you can beat on wall lads and slap up the AQ trial fellas pretty easily to get lots back. Tanking with CR and BH comes to mind as a lazy solution to blow through the Captains (without risking a game crash for remaster). EH to petrify then crush is also a thought. Chipping with aMotK with CC from tip range should be easier than PS for safely whittling down, but the latter has the option of collisions (aside from SoD t1 to OH with a Cap or alt.OH of a bat *the usual*). I'd be tempted to punish blazers with ground OS to kill them off for openings to more easily operate (aside from camera abuse), too. SoD t1 on a HL into the likes of air OS over and over can also work to slowly move towards "O". With the real foe taken out, the infinite respawns stop (easily polished off). Were it 1v1 with the scythe (edgy bois) enthusiasts, force OH lock comes to mind. Not sure I'd want to meme it up with aMotK deep hits for knockback collisions. Icarus Ascension launching can be a thing (IO for collisions is just a worse version of PS approach).
NOTE: Had times where fake-out bomber was really hitting me. Unclear.
Atlas' Arm:Wall A
-Went with RotT use for the final go last time, so I pulled them to the bottom of the wall and orb milked for RP until all used up.
Atlas' Arm:Rock Puzzle
-Do it
Atlas' Arm:Wall B
-Navigate it
Atlas' Arm:Hand
-Break the Chain, resist Atlas' grip
-(AQ trial) Slapped for rest of RP then AQ spam.
NOTE: I wasn't around for the crushing, which didn't kill me, so that's nice. I can get an HP chest ahead to refill being taken to critical.
The Great Chasm
-Navigate ahead (after getting an HP chest for once)
Palace of the Fates:Palace Courtyard A
-(Entrance) Lots of interrupt options for the opener. I don't want summons. Pull to bridge end, OS to t1 for RO approach for BL then throw the Fiend to death. Spells need not really apply (could use TB to help with opener then use chest not available later).
NOTE: Technically you can open the way ahead, backtrack to the HP chest and even the savepoint. Means more with even worse HP% and/or more bar.
Palace of the Fates:Spiked Floor Chamber
-(Spike Room) HP chest in-fight technically. Supposedly finite. Let's go for that (for once) even if going over the door open limits. Work the A4/B4 boundary at around 1 o'clock position (moving between). I'd rather not use MP with how desirable it is for East Auditorium to say nothing of the uncertainty with chest weirdness here with some using themselves if saved for later (not always though). Remaster weirdness, maybe. FLIGHT method into CR or EH would make the most sense (if not throws for collisions *or even PS, BH air t1, etc.*), but let's go FIGHT to see about a point where there are no further repawns. Maybe try seeing if there is less if letting it pass a certain point. Just didn't seem to end so much as the respawns were limited to less pools so it was easier to get an opening. Better to just wait until the end to do combat where non-EXP approaches are concerned. Could farm them for RP and MP as such if needed. I don't, so I won't. A nice thing about an alcove freshly opened is time to catch them gathered up for air OS (just don't get stuck in there).
NOTE: HP chest is available before lever pull if one still needed a refill to top off. HP and MP chest left behind. Can't wait to find them opened later. Sort of like post-horn blow chest before the Kraken.
-Get the Crank (because remaster won't let me skip)
Palace of the Fates:Palace Courtyard B
-Puzzle
East Auditorium:Hallway A
-Navigate
East Auditorium:Hallway B
-Kick dogs into chumps. I don't want to spend MP save for W3, really.
NOTE: I don't have the skill with these controllers to try for the set-up I want with doing W1 and W2, skipping to Hallway B fight without checkpoint, opening the door and doing the cutscene before going back for the checkpoint, then on to W3. I can do the set-up for W1 and W2 first, then Hallway B door cutscene, checkpoint, do Hallway B and make my way to W3 without IJ as an alternative to the usual quicker way to retry the fight. Settlin' for silver. More is the pity.
-Get the block
Auditorium of Lahkesis
-(Wave 1) Block v2 is a little excessive, but safe while doing the usual kicking.
-(Wave 2) Block v2 is sensible. Boundary might be unnecessary. Collisions. Down to goat (going for RO without blocking doesn't feel comfy, so pass on that *just throw*)
-(Wave 3) After checkpoint exploit makes things sensible, this is mostly the normal just that there won't be blocking much less parry (forget about Return/Revenge) to help. RotT BH and CR doing real work on Priests. AQ at start of this while trying to have aggro of masses is nice. Definitely an ugly affair (not sure why it was like this).
NOTE: Would have been delightful to save Hallway B for AFTER this to beat on for RP. No matter. Bits ahead will help. No idea why (don't recall this happening last time I did this set-up), but it felt like I triggered Alpha mode. Unless my restored disc is in someway different (maybe not NA or something, too), I don't get why my translator was one-shot by a single dog kick. This isn't GK. He had full HP. I'm not even sure it feel like RotT shielding is doing all it should. Just felt 'off. Also, I kept getting wandering FG's (which was frustrating as they would go back to fighting right away as such).
-Crush his Head, get the key, open the door and head through Hallway C and Hallway A to Palace Courtyard B then use the key on the Ram Door.
NOTE: Kept my HP and MP chests this time. Lovely. Let's see if they're here later still.
West Auditorium:Spiked Wall Hallway
-360 toss covers it (into hazards aside from collisions) with BH out for some RP, I suppose.
West Auditorium:Garden of the Gods
-Hear yourself, break wall, navigate ledge leading ahead
West Auditorium:Sacrificial Chamber
-Get my RP topped back off. Then use SoD super launch, lever pull into t1 set-up for insta-kill.
West Auditorium:Blood Tunnel Chamber
-Navigate it.
West Auditorium:Iced Phoenix Puzzle
-Do the puzzle and proceed (1v1 bulls ain't nothin' even to keep around for RP/MP)
NOTE: RP is super minor from unmarked chest here, but it is a thing.
West Auditorium:Nymph Nest Chamber
-Can't skip them to come back for RP/MP sadly (if not working the sirens, this is your next chance to get stocked up on RP). Conditions don't really change the situation much. Cheese lower nest with aMotK and boundary at tip. The rest get the usual (low aggro when at ceiling).
West Auditorium:Pantheon of Atropos
-Setting aside antics to get down to 2-3 CB for passage, I went with the usual limiting to just CB4 with FJ1/FJ2. Just getting rid of Breeder (tossing its seed back at it). Can use EH to crush both FJ in theory, but just tried for one (for less chipping). When down to chipping, the option is there for punishes with tip range MotK/PS (with CC for safety). If willing to go toe-to-toe, you can try tricking, but the chest bump is really good at catching you. Ended up working the bodyblocking and false OS for chipping down CB4 this time when he wasn't wanting to birth. Opted to finish final FJ with tanking with BH with CR cancels for "O".
NOTE: Backtracked to bulls, beat them up with BoA for RP and opened the unmarked chest for more RP returns than expected. HP chest and MP chest from before Pantheon, but I could swim through the tube for HP, too. While messin' with it, I took a hard L as it did way more DMG than expected with a shitbox (no checkpoint from since before Pantheon, so I IJ'd right over to skip for same result). I ain't holdin' that.
West Auditorium:Fate Statue Puzzle
-Do it
Auditorium of Atropos
-Save the Translator then crush him
-Get Warrior Skull, open door
West Auditorium:Thermal Lift Puzzle
-Do it
Palace of the Fates:Courtyard B
-Without backtracking, this with AotF for BoA slaps would have been a play for RP. Normally skellies would be the play (even for MP), but the trap prevent this from being so. As ever, lead the cyclops quad squad over the cliff.
NOTE: HP and MP chest were used up for no reason. Good stuff.
The Underground:Bone Crusher
-(Spiked Ceiling Elevator) Went with classic t1 punish of taunts into the hazard.
The Underground:Lava Chamber A:Hallway A
-Let them come to me then toss into the lava.
The Underground:Lava Chamber A:Hallway B
-Glorious 'Return' not in the cards, this gets a bit more tricky. Worth keeping archers around for X toss at nearby gorgon. More tricking. When out of ammo, RO by lava gap (false OS and PS if not t1 to OH) would be an option, but I did some PS along the way and used "O" when available, so I finished with a single sentry (tossed into the lava for raffs). Just mind the off-screen GF from GA
The Underground:Lava Chamber A:Hallway C
-Drop from above and toss across the gap for a zero MP break of the wall ahead (for the lever) and throw dudes into each other before gliding across for the lever then above for checkpoint.
NOTE: Ended up getting slapped up, so used the HP chest, but had the MP/RP chest.
The Underground:Lava Chamber B
-Navigate ahead
Phoenix Chamber:Platform A
-Navigate ahead.
Phoenix Chamber:Platform B
-PS into the lava, get checkpoint then launch Cap into spikes
Phoenix Chamber:Boreas Puzzle
-Get jewel, retreat to safety to MotK the wall as the spikes come up and proceed
Phoenix Chamber:Hallway
-Navigate ahead
Phoenix Chamber:Flame Wall Chamber
-HP and MP chest prior. Possible to push for early escape for access to saved up chests, but that's not necessary. Side path has blue on left and post-puzzle has HP. Usual boundary abuse leaves them with nothing to work with. EH for final two is fine.
Phoenix Chamber:Platform B
-Can glide for save (to make checkpoints). Usual sending of skellies into others is on the table as with keeping one around to get RP if needed (just not so much MP). PS or deep aMotK (if not OH) for use against HM. IF not working them (just getting rid of them), then pulling HM from side to side (better to clear left first with RotT BH for 1v1 then another 1v1 rather than 1v2 stuff) to chip with PS or aMotK with CC to chip at tip range. EH could technically get two at once, but breaking two at once just doesn't seem feasible here. I'd rather not bother spending MP with how it is.
-Pull the lever
Phoenix Chamber:Circular Stairwell
-Toss into each other
Phoenix Chamber:Exit Chamber
-Pull the lever
Palace of the Fates:Palace Courtyard B
-Use Boreas
Palace of the Fates:Interior A
-Chain
Palace of the Fates:Interior B
-Blow Horn, navigate to door, open it
NOTE: HP and MP chests by Spike Chamber still doing good. Post-horn HP and MP by save? MP wasn't opened by a ghost this time. Amazin'. I love inconsistencies even without the same version (best I can tell). Like being on crazy pills (or would it be 'off' in this case).
Palace of the Fates:Upper Palace A:Elevator Puzzle
-Spam throws to be done with it
Palace of the Fates:Upper Palace B
-Use the levers
Palace of the Fates:Upper Palace B:Palace Window
Last Spartan
-Face tanking with CR and BH pretty well does the trick (full refill incoming)
Palace of the Fates:Palace Courtyard B
Kraken
-Time out to keep RP
Stage 1 - Can't Return, but I can still use new strats with hanging on central symbol to bait his slam. If taunting, either wait or use TB (it will spit next). If it slams, move to opposide side (left for right, right for left) while getting in close for BH air t1 (RotT would speed it along if you care to). This to bypass normal handling of tentacle sore.
Knob 1 - ...
Stage 2 - Same.
Knob 2 - ...
Stage 3 - Run along front (Zim strats) before CR dumping to conclude
NOTE: Forgot to test out true PAIN+ chipping. Next time around, eh?
-Cross the Bridge
Palace of the Fates:Phoenix Platform
-Tame the beast and ride
Spire:Temple of the Fates:
-Do the puzzle
Temple of the Fates:Throne of Lahkesis
Lahkesis
S1:P1 - AotF can't help well without Return. How unfortunate. Paced BH heavy time with tricking? Nah. Went with AotF, trick, t1 and repeat rapidly for control.
S1:P2 - ...
Stage 2 - BH air t1 lock near grapples.
Athens:Sword Bridge
Atropos
-Usual collisions aside from tip range RotT BH stuff during her beam. Sprinked some WB to punish from afar just to do it.
Temple of the Fates:Throne of Lahkesis
Sisters of Fate
S1:P1 - AotF and trick to get Atropos stuck in the sky, scare off Atropos, pull Lahkesis near a grapple, BH air t1 strats for time-slow BH beating on Atropos.
Mirror 1 - Let Lahkesis break it.
S1:P2 - Let Atropos beam to get air state then the same as before was the plan, but she wasn't doing it at all, so I went with scaring off Atropos for chances to AotF, trick and t1 (loop).
Mirror 2 - ...
Stage 2 - BH bops with hiding on grapple during pillars (air t1 into on-landing heavies was the way to go).
-Crush the Mirror
Inner Sanctum:Hallway A
-Navigate ahead
Inner Sanctum:Circular Chamber
-Navigate ahead
Inner Sanctum:Hallway B
-Break through the wall
Inner Sanctum:Endurance Run
Wave 1 - Wasn't really digging the trade approach with RotT. Just had to be patient with barrier abuse and aMotK tip range with CC on-landing over and over. These Juggs are just a bit too dangerous for my skill level to not get chipped down if staying CQC even in 1v1 (forget about with help).
Wave 2 - Good use of tossing FS around for "O" on CL to 360 at other can work out aside from maybe air OS start, but leading to one side (maybe with CR *if not AQ*) before switching quick to another corner for more tip range cheesing with aMotK with OL CC. If you get a "O", use it (so long as it is safe to get before timing out or someone slapping you).
Wave 3 - More barrier abuse (BH ruling the day), but this time if a siren happens to be stuck in a beam you can at least crush them at times.
Wave 4 - Could easily find yourself wanting to favor MP here. Managed another case like W2, but it is easy to get tagged.
Wave 5 - Even more barrier abuse stuff, but if you get a goat alone you could go full Zim (CR suspended congress), just that I want to hold off on my resources for AQ bailout should I need it (did once). BH with RotT is tempting, but I won't trade. Punishing the spawn in of HM3 would be good. Solo with HM is great for the usual false OS stuff. Really just lots of cheesing with the same shockwave chip as in the other bits.
Wave 6 - ...
Wave 7 - Toss FS all you can. Could do more barrier shockwave stuff while waiting. SoD t1 to OH for CL before 360 toss. Priority target being cyclops. Don't get pinned in. If you do, probably AQ bailout unless feeling slick enough for CR (or air TB or some such). Got in-fight refills like W5, which helps. Got slapped up earlier, so I had to use HP. Good to get near a charging cyclops at a desirable time to bait the attack and trick, evade or otherwise deal with it to force the taunt (controlling the situation if not punishing more from afar with shockdwaves).
Clotho
Loom Chamber:Floor 1
-Got the insta-downing option of a launcher, but dangerous without blocking, so just shockwave from afar. IJ already bounces to reset the arm for BH air t1 chip on corpses. Once they are gone, OL CC aMotK from behind the crank, use it and then more aMotK on the recovered arm before IJ to pull-up from ledge. All this to avoid a small DMG grab (with HP chests to go back for)
Loom Chamber:Floor 2
-IJ up, up and away.
Loom Chamber:Floor 3
-New strat with IA under corpse pile during AotF for raffs. Can do the new strat for pacifist Clotho (doing AKheon proud). No need to block (what little would be). With AotF, it is even easier, but just beat her up during time slow. No need to get fancy.
Loom Chamber:Floor 3:Hallway
-Navigate
Loom Chamber:Floor 4
-Navigate, pull lever and get to threads
Loom Chamber:Floor 3:Strands of Time
-Operate correct strands, get to Mirror and leap through
Summit of Sacrifice
Zeus
Stage 1 - CR and AQ make sense her aside from DR for collisions. Can't do a lot of the usual stuff in the run when stuck with BoO. DR works the best for efficiency.
Stage 2 - Can't do the usual control for bolts with Return. Need to double trick, trick-into-roll or air trick into roll or some such (sort of seemed that some ranged with a late roll could cover both). DR control from afar (with some of TB's WB to help) makes sense. Just tough to do without TB to aim (and especially without stagger). No CC, so you have to be really careful not to get caught with your pants down.
NOTE: By far, the worst thing here is RNGesus giving you bolt spam to deal with. Even if you do CQC, he can opt in for bolts (trick then evade into him or a nearby wall helps).
Stage 3 - Usual t3* antics. Just t0 if he's too close.
Stage 4 - ...
Stage 5 - Bait an attack to punish with a RotT amped strike of whatever. I went with WB*. After that more ranged t3.
-Do the CS mini-game
The Loom Chamber
-Puzzle/mirror