STAR WARS Jedi: Survivor™

STAR WARS Jedi: Survivor™

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brettapuss May 8, 2023 @ 1:36pm
spawn of Oggdo bogdo is by far the glitchiest fight in the game.
so when i first fought the spawn of oggdo bogdo it was awful the arena they put you in is awful for the move set it uses. it glitches against the walls and clips all over the place its a nightmare. at first i thought it was the caves fault turns out its genuinely just broken. perfect proof is in a force tear im doing fight now. it has fight oggdo bogdo himself and the spawn at the same time. oggdo plays beautifully and flows just like the first game hes so nice to fight. the spawn is just a concoction of glitchy in dodgeable attacks 2 of which have to be jumped 1 kinda makes sense since he lunges at you but the other the tongue grab LITERALLY TRACKS YOU ive been testing it and it just cannot be dodge or if it can its such a tiny window its not even worth the risk. youre better off just jumping around like a headless chicken.

but its gets worse, because of the frequency of which he attacks and the fact that two of them are possibly glitched so you have to jump them. it means that sometime before youve even landed on the floor after jumped 1 of the possibly glitched attacks hes already mid animation for a second red attack so you just get instakilled leaving the fight with an element of RNG. you have to home and prey than when it comes to a glitch attack he leaves you enough time to land on the floor for the next one. its a nasty irritating fight nothing fun about it at all. ive been playing around with every enemy in the game and im pretty confident i have every one of them down to a tee. but SOG is just a mess, hardly skill based its just luck of the draw if you get a good run with the attacks in a doable order
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Showing 1-14 of 14 comments
nakoda May 8, 2023 @ 1:38pm 
you can double jump over every one of spawn's attacks
The “Oggdo Bogdo” in the force tear is the exact same as “Spawn of Oggdo” just with its original color palette.
brettapuss May 8, 2023 @ 1:44pm 
Originally posted by (Edgy) Asriel Dreemurr:
The “Oggdo Bogdo” in the force tear is the exact same as “Spawn of Oggdo” just with its original color palette.
no absolutely not, the spawn of oggdo has far more frequent attacks, its parryable attack can have 3 types, 1 parry, 2 parry, or an onslaught of about 4+ attacks. the attacks are the same but the spawn of oggdo does them at a rabbit rate so much so it glitches itself all over the arena
Last edited by brettapuss; May 8, 2023 @ 1:44pm
Originally posted by brettapuss:
Originally posted by (Edgy) Asriel Dreemurr:
The “Oggdo Bogdo” in the force tear is the exact same as “Spawn of Oggdo” just with its original color palette.
no absolutely not, the spawn of oggdo has far more frequent attacks, its parryable attack can have 3 types, 1 parry, 2 parry, or an onslaught of about 4+ attacks. the attacks are the same but the spawn of oggdo does them at a rabbit rate so much so it glitches itself all over the arena
No they’re both the same. In the duo fight both are slower than the solo fight, but get more aggressive the lower their HP gets. Once you kill one of them, though the other becomes just as aggressive as the solo fight.
brettapuss May 8, 2023 @ 2:01pm 
Originally posted by (Edgy) Asriel Dreemurr:
Originally posted by brettapuss:
no absolutely not, the spawn of oggdo has far more frequent attacks, its parryable attack can have 3 types, 1 parry, 2 parry, or an onslaught of about 4+ attacks. the attacks are the same but the spawn of oggdo does them at a rabbit rate so much so it glitches itself all over the arena
No they’re both the same. In the duo fight both are slower than the solo fight, but get more aggressive the lower their HP gets. Once you kill one of them, though the other becomes just as aggressive as the solo fight.
no way im sorry but thats absolute ♥♥♥♥♥♥♥♥♥♥. im playing it right now as we speak i kill oggdo in less than a minutes every single time easy as hell. spawn of oggdo is just red attacks none stop it never ends. literally in the one i just did i died with 9 stims left he stun locked me with 6 red attacks in a row and i was trying to heal none stop between them. i managed to heal between a couple of them finally by the 6th one in a row he got me before i could heal.
Last edited by brettapuss; May 8, 2023 @ 2:02pm
Originally posted by brettapuss:
Originally posted by (Edgy) Asriel Dreemurr:
No they’re both the same. In the duo fight both are slower than the solo fight, but get more aggressive the lower their HP gets. Once you kill one of them, though the other becomes just as aggressive as the solo fight.
no way im sorry but thats absolute ♥♥♥♥♥♥♥♥♥♥. im playing it right now as we speak i kill oggdo in less than a minutes every single time easy as hell. spawn of oggdo is just red attacks none stop it never ends. literally in the one i just did i died with 9 stims left he stun locked me with 6 red attacks in a row and i was trying to heal none stop between them. i managed to heal between a couple of them finally by the 6th one in a row he got me before i could heal.
As I said, once you kill one, the other gets harder. If you kill Spawn of Oggdo first, Oggdo Bogdo will be just as difficult.
dustin1280 May 8, 2023 @ 2:12pm 
I wouldn't actually call it glitchy at all (outside of the tongue's lingering hitbox which I believe is intentional)
Overtuned for grand master difficulty, maybe, but glitchy, no.

Originally posted by dustin1280:
Basically this frog boss (particularly on grand master) can chain unblockable attacks together and has ALMOST zero recovery time on his attacks.

So not only does he just spam unblockables like crazy, but he recovers so quickly that you have to deke out specific attacks so that you can get ONE swing per specific attack off at a time.

Effectively this means the boss is a long drawn out boss that offers very little chance to counter any of his attacks. It's overtuned for grand master (maybe other difficulties it isn't so bad)

As for his attacks:
  • Tongue: double jump to side easy to dodge, offers ONE attack opportunity if you double jump towards his side (staying away from the tongue with lingering hitbox)
  • Jumping tackle where he puffs his mouth first: double jump over frog, can get 1 attack off if you space correctly and hit him on the fall of your jump
  • Extremely quick unblockable where he rears up and bites you: side step, can get 1-2 attacks of here
  • Standing jump: dodge or jump away, no attack opportunity
  • Quick chomps: perfect parry, usually he does two chomps in a row, can USUALLY get 1 attack off after perfect parrying BOTH chomps
  • Jumping slam where he jumps towards you (no mouth puff), double jump away, no attack opportunity.
  • You can cheese this boss to an extent by pulling the hammer guys into the frog pit first. If you can pull both into the pit they will do 50% or more to the frog alone
  • Finally throw lightsaber is going to be your best damage on this boss, particularly if you can get the lightsaber to hit on the way forward and the way back.

    When I beat him on grandmaster I didn't even have the other two stances yet, so I don't really have any strategies for those stances (blaster stance might make him simpler)
Last edited by dustin1280; May 8, 2023 @ 2:13pm
dreadtaz May 8, 2023 @ 2:13pm 
like Edgy said, they both slower together, it is easier if you hit them both, then finish them when they are both low hp
Originally posted by dreadtaz:
like Edgy said, they both slower together, it is easier if you hit them both, then finish them when they are both low hp
I’m not sure if it’s better to lower them both equally. Not because of the aggro, but because of the tongue insta-kill. As long as both are active, it’s possible to be put in an unwinnable situation where one uses the tongue and the other attacks at the same time with both in range.

So it’s possibly better to get rid of one as soon as possible just to prevent bad rng.
dreadtaz May 8, 2023 @ 4:02pm 
for sure the tong strike can happen in an ackward position, but with only 4 stims available, i felt it was my best option, also the the tongue strike can be dodge by a double jump to the side at mid range or side dodge at close range with the right timing
Originally posted by dreadtaz:
for sure the tong strike can happen in an ackward position, but with only 4 stims available, i felt it was my best option, also the the tongue strike can be dodge by a double jump to the side at mid range or side dodge at close range with the right timing
Oh, I know. I spent probably 24 hours to beat these mfs on Jedi Master.
sebi-gross May 17, 2023 @ 4:16am 
I did actually beat this fight yesterday on GM.
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
Idsertian May 17, 2023 @ 7:39am 
Originally posted by dustin1280:
I wouldn't actually call it glitchy at all (outside of the tongue's lingering hitbox which I believe is intentional)
Overtuned for grand master difficulty, maybe, but glitchy, no.

Originally posted by dustin1280:
Basically this frog boss (particularly on grand master) can chain unblockable attacks together and has ALMOST zero recovery time on his attacks.

So not only does he just spam unblockables like crazy, but he recovers so quickly that you have to deke out specific attacks so that you can get ONE swing per specific attack off at a time.

Effectively this means the boss is a long drawn out boss that offers very little chance to counter any of his attacks. It's overtuned for grand master (maybe other difficulties it isn't so bad)

As for his attacks:
  • Tongue: double jump to side easy to dodge, offers ONE attack opportunity if you double jump towards his side (staying away from the tongue with lingering hitbox)
  • Jumping tackle where he puffs his mouth first: double jump over frog, can get 1 attack off if you space correctly and hit him on the fall of your jump
  • Extremely quick unblockable where he rears up and bites you: side step, can get 1-2 attacks of here
  • Standing jump: dodge or jump away, no attack opportunity
  • Quick chomps: perfect parry, usually he does two chomps in a row, can USUALLY get 1 attack off after perfect parrying BOTH chomps
  • Jumping slam where he jumps towards you (no mouth puff), double jump away, no attack opportunity.
  • You can cheese this boss to an extent by pulling the hammer guys into the frog pit first. If you can pull both into the pit they will do 50% or more to the frog alone
  • Finally throw lightsaber is going to be your best damage on this boss, particularly if you can get the lightsaber to hit on the way forward and the way back.

    When I beat him on grandmaster I didn't even have the other two stances yet, so I don't really have any strategies for those stances (blaster stance might make him simpler)

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:

  • Fix the hitboxes, particularly on the forward lunge unblockable, but also the tongue.
  • Make the tongue parry-able. If you're going to take away our ability to slow at will, then allow that attack to be parried away. It's basically impossible to dodge except by luck, and your ability to jump over/away from the thing is often hampered by the other one either being nearby, or "just happening" to choose to attack you at that moment. It's too much in its current form, and apart from anything else: Hello! LIGHTSABER?! You're telling me that tongue can withstand touching one of those blades, and can somehow wrap around it and pull me in, when it effortlessly cuts through literally every other organic matter in the game? Come on, now...

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.
Last edited by Idsertian; May 17, 2023 @ 7:40am
Originally posted by Idsertian:
Originally posted by dustin1280:
I wouldn't actually call it glitchy at all (outside of the tongue's lingering hitbox which I believe is intentional)
Overtuned for grand master difficulty, maybe, but glitchy, no.

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:

  • Fix the hitboxes, particularly on the forward lunge unblockable, but also the tongue.
  • Make the tongue parry-able. If you're going to take away our ability to slow at will, then allow that attack to be parried away. It's basically impossible to dodge except by luck, and your ability to jump over/away from the thing is often hampered by the other one either being nearby, or "just happening" to choose to attack you at that moment. It's too much in its current form, and apart from anything else: Hello! LIGHTSABER?! You're telling me that tongue can withstand touching one of those blades, and can somehow wrap around it and pull me in, when it effortlessly cuts through literally every other organic matter in the game? Come on, now...

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.
The upside to blaster stance against Frogskin Duo here is that the charged shot will stun them out of every single attack they do. This gives you much more openings to punish them, especially later in the fight.
Last edited by (Edgy) Asriel Dreemurr; May 17, 2023 @ 8:18am
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Date Posted: May 8, 2023 @ 1:36pm
Posts: 14