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Overtuned for grand master difficulty, maybe, but glitchy, no.
So it’s possibly better to get rid of one as soon as possible just to prevent bad rng.
From what I have noticed, i fell like they both get equally more aggressive (and also gain the unblockable jump/groundslam attack) as soon as thair health drops to around 1/3. And when one dies, the other gets more aggressive yet again.
I beat the fight using the Blaster stance, which i fully upgraded, in combination with the ricochet attatchment. As a fully charged shot stuns the frog (and with ricochet even both) you can get two hits in before needing to retreat.
Basically circalling them until you get the opportunity to hit both with a charged shot and hitting one over and over again.
By keeping a good distance you can also avoid getting stunlocked from one, while the other uses the tounge bullcrap of an attack.
This makes dodging more predictable aswell.
What helped in keeping the distance aswell was using the dash right after a jump to get around faster.
I paired this strat with the perks Ambidexterity, Marksmanship and Fortitude (as he usually one shots you on GM anyway).
While yes, this might not be the most honorable "Jedi way", i still managed to beat them on the about 30th try.
Hope this helps
I can confirm the force tear fight with both Oggdo and the Spawn is still bs on Jedi Master. Both of them have access to the same moveset, and cheap you constantly with unblockables. Not only that, but the hitboxes on the attacks are such utter crap that you can be completely clear over top of them for the forward lunge attack, and still be hit.
I don't mind that they get more aggressive the more hurt they get.
I don't mind that there's two of them.
I don't mind that they have unblockables.
I do mind that tongue attack tracking perfectly through the entire wind up and launch. That is serious bulls**t.
I do mind that they have no sensible attack order or timing, sometimes never attacking after approaching, other times both attacking at the same time.
I do mind that they cheap you by stringing unblockables together is such a way that you either have no chance of avoiding them, or they knock/stun you long enough that the other's unblockable will hit you (or even instakill you).
I do mind that their attacks have no sequence logic. Take Goroccos, for example: When they perform that one attack that leaves them prone on the ground, if you strike them, they will always sweep around for a counter-attack. If you don't, they simply get back up. These two amphibian f***s adhere to no such attack patterns. Dodge an attack and follow up, and will they counter-attack? Back off? Jump away? Launch into an unblockable? Who knows?! Not them, not the devs, and not me, certainly!
The fact that there is no cover in the tear arena, coupled with no real way to back off from them, or separate them (other than RNG luck as to when they forward lunge), their tendency to corner you against the edge, no way to counter the tongue attack anymore, no ability to confuse one of them even with the major fauna upgrade, and them doing so much damage per hit, means this is easily the worst fight across both games. Which is massively disappointing when every fight in the first game felt so good, and every other fight so far in Survivor has been great (I'd've finished by now, but my 33hr+ save got corrupted just after getting the laser gate dash, so I had to start again).
The only saving grace to this fight is that I've found you can use one of them to block the other's regular bite attacks, giving you some leeway, at least early on, to get in some extra hits without being accosted unduly. Making this fight more bearable, however, is not difficult. Only two things need to be done:
As for stances: Blaster stance is mostly useless. The blaster doesn't do enough damage to either frog to really make a difference, and the fencing style of the stance really messes up the timing of your attacks. I haven't tried Crossguard, but I'd imagine it's far too slow to be useful, particularly in the late fight.