POST 1
For ENEMIES, Use of Weapons/Magic, Leveling order/preferences, Parts of the game, Challenges, etc
Undead Legion/Archer:
1. I use the [ ] grapple to clear out enemies (Hades Shield God Mode NUR..this is a must)
2. When behind you they and their armored version can grapple.
3. They can be grappled at any time.
4. Infinite Air Grapple applies
5. Infinite Orion's Harppon (O from ground to airborne enemy)
6. They make for excellent weapons against themselves and other enemies.
Undead Shieldman:
1. At the Atlas Handle Challenge I use MAX Lance of the Furies to break all shields at once.
2. Lance of Furies and Plume/Spirit are the only attacks that can break the shield.
3. Grappling their shields will usually push them back (sometimes a glitch allows you to grab them)
4. Attacking their shields provokes attack (you can counter it with triangle for a quick plume if in a tight space)
5. Like all Undead but the Captain, they are to be grappled and used as a weapon with the [ ] grapple.
6. Infinite Air Grapple applies
7. Infinite Orion's Harpoon applies
8. Attacking a downed or spawning Shieldman will make a grapple on one possible regardless of the shield *glitch*
Armored Legion:
1. For fun/orbs I triangle grapple them *they are the only Undead who give orbs this way*
2. Look for their blue flash and scream (this is their normal attack).
3. Like all Undead other than the Captain they can be used as a weapon (once O appears)
4. Infinite Air Grapple Applies
5. Infinite Orion's Harpoon Applies
6. They can grapple
7. Their surprise attack has 3 strikes in it (remember this)
Undead Captain:
1. "Square,Triangle" *to knock them into the air* jump and use an air grapple *if timed right you can just keep doing this* until O appears (repeat). L1+X and Ascension (hold triangle) also work but "square, triangle" is safer and more consistant.
2. At close range they have an unstoppable grapple.
3. They always counter attack after you grapple at them (when O isn't present). Use this to provoke the attack and follow up with a parry *Hades Revenge* (thus clearing the area of enemies and possibly kill them)
4. Medusa's Gaze is suggestable against them when at the sacrificial chamber (L2+/ freezes them quickly). You can provoke the attack with a grapple, then parry (don't hit them) and follow with a gaze attack *petrifying them* and quickly break them.
5. UBER EXPLOIT: during its first O grapple hold triangle to IMMEDIATLY follow up with an unstoppable Ascension to continue the air rape exploit (I love this one!)
Wraith/Armored:
1. grapple, X, air grapple (if threatened) [I prefer attacking in air before the air grapple]
2. grapple, Orion's Harpoon, X, air grapple (**** *after the air grapple they will tunnel attack*
3. They hit twice when they use their tunnel attack.
4. Watch out for their whind up attack (parry to stop it)
5. Infinite Orion's Harpoon Applies
Cerberus/puppy:
1. (if alone) hold triangle or L1+X to knock Cerberus airborne. Attack in air/Grapple till grounded. Before it gets up repeat the uppercut attacks. (can't be stopped once started)
An alternate way to do it is block/parry its attack (the fireballs don't present this opportunity) and use Ascension (hold triangle) to get them airborne.
2. Puppies can be thrown at other enemies as both a break from the fight and an attack. Also their finishing grapple gives health orbs.
3. In case you didn't know..the puppies can usually grow up if you don't kill them soon enough.
4. The Cerberus will birth puppies from their mouths if given the time (in most battles anyway) This can be used as an easy source of health/amusement for the more skilled.
5. Infinite Air Grapple applies (hilarious looking for both)
6. Cerberus have two O points (use the first as a way to dish out more damage then go for the grapple)
7. Extremely vulnerable to "Homerun", "Spike" and "Punt".
8. While Cerberus is on its belly it can be 'ascended' without fail. Take advantage of this.
Armored Cyclopes:
1. Roll to Kratos' right to avoid spike ball.
2. The Plume/Spirit (ground smash), Valor/Cross Swipe and Lance of Furies stun them momentarily. THIS APPLIES TO ALL CYCLOPES.
3. (lvl2+ BoC) Double jump into face and use combos (Ex: L1+X/[ ])until just before the Cyclopes' downward swing where you'll use Hermes Stomp (R1 in air) to dive through him then immediatly roll (Right Analog) to saftey. THIS APPLIES TO ALL CYCLOPES.
4. O finisher gives good orbs.
Club Cyclopes:
1. After grapples it will use the stomp to smash attack.
2. They don't have a real finishing grapple (3 small ones that wields orbs each time) .Their Final O grapple does offer the Brutal Kill bonus.
3. It has a club flail attack (like a dog wagging its tail) that last a while..just back off and release a few plumes to its face or concentrate on other enemies.
Spiked Cyclopes:
1. Roll to Kratos' left to avoid attacks.
2. O finisher gives good orbs. They do not offer a Brutal Kill bonus for some reason.
Harpy:
1. To avoid the Harpy bomb either outlast/outrun it or wait to the icon is on you and immediatly roll. Other means of stopping it are more difficult (Ex: Air grapple/Attack)
2. Harpies are known for their famous Infinite Orb Glitch (I don't use it so you'll have to learn this trick from YouTube videos or keltin on the GoW forums).
3. "square, triangle" to Orion's Harpoon works great.
4. Their ground grapple wields no orbs.
5. Using Medusa's Gaze on them wields many orbs from them getting "Ruined"..sometimes they are too close to the ground and just give a smaller bonus upon getting crushed.
6. Infinite Air Grapple applies
7. Infinite Orion's Harpoon applies
8. *GREAT for the Harpy Converyor belt fight* Rolling deters ANY attempt at the Harpy Bomb..they won't even ATTEMPT it..so I stay at the farthest belt from the box so I have plenty of "groove space" and roll, plume, roll, "square, triangle" to Orion's Harpoon, roll...I wasn't hit ONCE on my latest God Mode NUR fighting them (thanks to having no children to distract me *Eternal knows who I am talking about and hates him even more than I* )
You can also of course use the platforms *that shoot fire" while on the belts as a wall that prevents you from moving towards "the crushers" while allowing for stable attack...this is a well known tactic though (I'm just putting it here for the sake of archiving it)
Axe Minotaur/Hammer Minotaur/Spiked Minotaur:
1. "Square, Triangle" to knock in air (Axe/Hammer can be hit with Ascension and L1+X often enough). The Spiked Minotaur is more difficult to get airborn since Ascension and Apollo's Ascension don't work well enough on them. I suggest multiple attempts at "square, triangle" intermediated by blocks (for buffering and guarding purposes) and if the chance presents itself a basic triangle attack (once airborne don't hesitate to "pwn" them)
2. WHENEVER a Minotaur is airborne even if only barely jump and grapple (you can repeat the air grapple for infinites).
3. When it starts blocking it will quickly follow up with an attack so be ready for it or relent long enough for its guard to go back down (and try again).
4. The Hammer Shockwave can be avoided easily by getting in close proximity to the offending Minotuar and blocking/parrying. *the wave itself being unblockable*
5. O finisher for health orbs with no EXP.
6. The Spiked Minotaur has a bull charge attack and its counter/parry will set you up for damage so be on guard for its blocks.
7. Orion's Harpoon will only bounce them once.
8. Artemis usually fails to block Spike Minotaur attacks.
9. "Homerun" usually knocks the Spike Minotaur in the opposite direction you aimed while "Punt" and "Spike" stay true.
Centaur:
1. Use Ascension, "Square, Triangle" or L1+X to get airborne.
2. Infinite Air Grapple applies until O appears (like Sirins and Cerberus they have two)
TIP from Soulxxx: Just before finishing the first O grapple you can hold triangle (Ascension) and bring the Centaur back into the air to continue raping - Good Job Soul
3. Their Shockwave (with yell and weapon spin to warn) is long reaching and does a spectacular amount of damage *unblockable and difficult to avoid without a well timed jump/roll.
4. When they block, they will counter with 2 hits.
5. They can fire their bows between 1 and 3 times per spree.
6. Their 2 hit combo can be augmented (made stronger) when filled with energy
7. During the Hades' Sacrifice Challenge use the blood pool as a way to halt their attacks/movement all together (regroup and break them)
NOTE: The stones surrounding the pool have the same effect. With proper use of Medusa's Gaze you can make 6 of the 8 sacrifices with only one bar of magic on a NUR.
8. If you aren't fighting them under God Mode No Update Run conditions by all means "MAGIC" them to death (AoH, PR, MG..all work well enough)
Gorgon/Medusa:
1. Use favored method to knock into air where they can be air grappled for infinite.
NOTE: Medusa cannot be infinite grappled in air or with Orion's Harpoon.
2. Roll (Right Analog) to work off some of their gaze and avoid any further build up.
3. The Super Plume (Spirit) and Lance of Furies interupts their gaze.
4. Any time they evade your attack they will counter.
5. Their O minigame will always yield magic but no EXP.
6. If confronted by groups of them and you can't just "MAGIC" them away..simply focus on getting one airborne and air grapple it until O appears (like most beasts..performing that mini-game will fill your Rage of the Gods) All forms of grapples grant you immunity from their gaze (basic strikes are another matter)
~END POST 1
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