Doing so successfully will immediately shatter the shield without the need for Peppermint. As soon as you see the enemy move, press the parry button one beat afterward. To help speed this part up, you can actually parry one of the enemies right as they bring their shield up, as that technically counts as an attack. The first wave features two enemies with blue shields, so you need to have Peppermint selected for this one. So if you parry an enemy and try to attack the other one within the 12-beat limit, your attacks won’t affect them. Also, keep in mind that the 12-beat rule only applies to the specific enemy that you parried. Just like before, your partners’ attacks will only affect enemy shields within those 12 beats, so make sure you parry first. The strategies for this challenge aren’t too different from the ones for the Track 2 challenge, except that you will be dealing with more shielded enemies. Just like the challenge in Track 2, this one restricts you so that you only inflict damage on an enemy within 12 beats after parrying an attack. You can even call in Peppermint after the third hit of your light attack combo to keep the enemy in the air and deal some extra damage. Alternatively, you can use an aerial Jam Combo if you have a section of your Reverb Gauge stored up. Instead, perform three light attacks, wait for a beat, and then perform three more to stay in the air until the enemy dies. Once you do, perform your regular aerial light attack combo, but don’t initiate the Beat Hit, as that will send the enemy to the ground without killing them. For the initial wave of flying enemies, every time you defeat one, try to perform a double jump or midair dodge before you Magnet Grab to reduce your chances of touching the ground.įor the grounded enemies, the most obvious solution is to immediately launch one into the air using your dashing heavy attack. While you still can afford to fall to the ground a few times, you really have to minimize these moments so the timer doesn’t run out. Once you clear that wave, however, things become complicated, as the next wave features standard robot enemies that remain grounded unless you launch them. It even starts off the same way with a wave of flying bomb-throwing enemies that you have to Magnet Grab between to stay airborne. This challenge involves defeating every enemy while staying off the ground as much as possible, much like the Spectra Door challenge in Track 1. But if you wish to find them yourself, the game will indicate which stages contain a door by displaying the word “Spectra” on the level selection menu. We already have a guide detailing how to find these Spectra Doors and conquer their respective challenges. Each of these doors contains a special challenge that requires you to defeat enemies under specific conditions. Right after beating the game, you will be explicitly tasked with going back to previous levels and finding the Spectra Doors hidden within them. What are the requirements to unlock the Hi-Fi Rush secret ending? It goes without saying, but expect heavy spoilers from here on out. If you wish to learn how to unlock the secret ending in Hi-Fi Rush and conquer the challenges associated with it, then feel free to keep on reading. But in particular, one postgame activity may catch your interest: an entire extra story quest leading to a secret ending. You can tackle the Rhythm Tower and see how many enemy waves you can clear, and of course, you can replay levels on higher difficulties and aim for better ranks. Those looking to get the most out of Hi-Fi Rush will have plenty to do after the credits roll.
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