Muggshotter

MGRR - Sam DLC VR Mission 4 S-Rank notes

Mar 10th, 2014
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  1. Wave 1: 2x Riot Shield Cyborg, 2x Desp. Cyborg, 1x Berserker
  2. Don't try parry counter the shield cyborgs right off the bat, the two cyborgs in the back will try to gun you from a distance and thier bullets will inevitably hit the shields along the way. Instead take a small detour to the back and go for the machine gun cyborgs. Cut their legs off and then continue to bait out the shield cyborgs for an easy parry counter and leg surgeries.
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  4. The Berserker is even easier to deal with. Taunt him and fully charge Quick Draw, then cut his arm off and run away.
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  6. Wave 2: 3x Mastiff, then 2x Vodomjerka
  7. This is what probably gives the most grief to many players here. It is difficult to predict any parry counters or tactics with one trying to mount you, the other trying to crush you and the third one doing anything in between these two actions. Luckily there is a very easy solution to all this.
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  9. Double jump until one or more Mastiffs perform the wall jump attack. It is REALLY easy to fish this one out, they literally do it within first few seconds if you keep jumping a couple times. Once they do jump, pay the most attention to the one who leaped first and parry counter it. It is advised to at least get rid of their arms as soon as possible, this makes their attack patterns even more predictable and easier to parry AND it eliminates the threat of inescapable command g rabs. If you can nail multiple Mastiffs with one execution kick, that's even better.
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  11. And... well, Vodomjerka is about as suspectible to easy parry counters as the Mastiffs are. If you are brave enough you could try taunting them and charging an air dash slash. Honestly, the first parry counter I landed against them was purely a lucky shot - the explosions completely obstructed my view.
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  13. Wave 3: 1x Hammerhead, 3x Slider
  14. It takes a while for this wave to begin, so you can spend this chill moment to practice instant Ninja Run via air dash landing cancel. Or you could setup your taunt so you can immediately move after the Hammerhead gets provoked. The taunted combat helicopter takes about two to three mid-air light attacks and a single heavy attack should be sufficient afterwards. Or in my case a single Slider missile wore it down.
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  16. Sliders are about as easy to deal with, they hardly deal major damage via their projectiles, so jump, light attack and double jump for a well aligned Zandatsu. Or taunt them and do a single mid-air light attack if you are not in a mighty need for fuel cell energy.
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  18. Wave 4: 2x Doge, 1x Steel Cow
  19. The Steel Cow appears at roughly the center of the stage, so position yourself to the left-hand side (from the angle you started the VR mission at) of the stage and keep yourself positioned behind it until friendly fire one shots it. If you want the Zandatsu, go ahead.
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  21. The Doges are not too hard to deal with, you can either parry counter them or you can simply chip away at one and setup charges. Most of the time if you corner a single doge the other one won't run in to assist it, so you can take liberties in your offensive approach. Of course, if you feel that the doge will make a strategic retreat before you can destroy it, cutting the railgun is not a bad idea if it's available.
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  23. Wave 5: 2x Raptor News Network
  24. This is something I personally had a bit trouble getting around. I am not familiar with parry countering them efficiently (even after all this practice), so I taunted them and charged the Azure Ed- projectile in hopes for a knockdown with weakened legs. Had I not scored a knockdown on both of them at one point I probably would have been a goner.
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  26. Again, not a bad idea to get rid of their only means movement.
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  28. Wave 6: Tripods, then more Tripods and 2x Armored Cyborg
  29. Taunt the Tripods, jump to the air and heavy attack them. The Dwarf Gekkos will die instantly. Actually, just about any attack will do. This is something to keep in mind as there is risk involved in doing the descending slash of death with the two Armored Cyborgs later on. They don't get staggered as easily, but you should be able to weaken at least one of their arms and once you see an opening, slice it away. Remember, "no kills". And it is probably the fastest way to dispose them anyway.
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  31. Wave 7: 1x Boss Grad
  32. The Grad will always open the fight a lunge attack. Parry counter it for easy 30 % damage and continue to work your way towards hitting it at close-quarters. Whenever Grad snipes you from afar, run a bit sideways and start rolling forward. Grad's railgun shots have a clear, yet easy rhythm to dodge to, so watch closely for it's start-up. It often catches off guard if you are not aware of it.
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  34. When up close, backroll is your safest option. Grad might try cover your siderolls with 360 leg spin attack and at this point any repair nanopastes you have are extremely valuable. And it evades Grad's lunge attacks rather nicely. Something to keep in mind.
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  36. With all that said, expect more Sam videos soon. I have recorded all of my S-rank runs in this DLC up to this point and I plan to upload the entire DLC mission with S-ranks. Be on the look out for that.
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