I’d like to dedicate this comment to saying that the Red Guard soldiers with the jingasa inspired helmets and manto cloaks are probably my favorite enemy type in Sekiro in pure drip and thematics. From the very start they are among the few initial troops that single handily break into Ashina as the Ministry’s vanguard and slaughter Ashina’s troops. They’re a perfect mixture of nimble and strong, being in enough armor that you can still feel the weight in their animations despite their speed. A abnormality to the idea of the shinobi and samurai being separate, as these soldiers seem like a mix of both. And even when the rest of the Ministry’s army arrived and Ashina is in flames, those Red Guards remain and still stand out among the Ministry’s forces. With their speed and iconic visage, and their cloaks swaying in the breeze. Seeming almost like commanders compared to their contemporaries. The true elites of the Red Guard. And all this is also why especially with this track’s name, those soldiers are always the ones I think of first when I hear this track.
interior ministry is a nightmare, the red guard skills are top of the top, Ashina truly in the brink of collapse. Awesome soundtrack.. thank you so much!
I'm not sure it'd make a difference. I'm thinking of trying Saileach S3 so it might be useful there. And yeah, that redeploy timer really messed up Puzzle. I might try a different risk set up and see if having him on normal cooldown makes the run smoother. Thanks for watching!
Hell yeah, I'm surprised that last attack hit the boss even with the movement speed risk. I think something weird happened with Bagpipe/Saileach splitboxing the boss because he attacked really fast; Toddifons was supposed to get one more hit on him while he wailed on Saileach. Thank you for watching!
Nice painting session at the end :D Sesa be like "I don't need them to be blocked to deal dmg; just tell me where they are" Also, that last few enemies were clutch - i fully expected that final striker to walk away; anxietyKnights at work
That stomp on the dragonscale doing some damage in a small aoe is big. I'm sad Troll's Roar's followup is still so slow though. Not sure what they expect to get hit by that lol
I think their take on it is causing hard knockdown with the roar and enemies waking up into the slam; they buffed the reach on the slam because enemies that were knocked down were outside of the main hitbox. But I do agree for PvP; I think you can dodge the slam even after knockdown even if you do one panic roll into it. I will test to see.
I am just glad green units are useful in this game, not just literal fodder nor overperforming. Actually units to work with lol. Except on maddening- they aren't balanced around certain things which i get but also don't.