Similar to a bullet time bounce, it's possible to gain a lot of speed abusing a rising cryonis block, although the requirements are a bit more specific. Bullet-Time Bounces are also possible with normal shield-jumps, but these are not advised due to the inconsistent nature of timing the shield-surf input in mid-air.Ī list of all known setups can be found here Cryo Bounce.In these cases, activate bullet-time the very moment before Link’s shield makes contact, and disengage directly after the bounce. Making the most use out of the Paraglider coming out of bounce requires being in bullet-time as little as possible in order to preserve stamina.Triggering bullet-time will reduce Link’s forward momentum, potentially affecting where on the enemy’s body he lands on.When landing on Bokoblins, the lower back is typically the preferred landing spot, as it gives an ideal balance of height and horizontal speed.Due to this technique’s highly inconsistent nature, it is typically used as a last resort to survive a low BTB angle. If Link is facing away from a slope he is about to land on, he can harmlessly bounce off of it and preserve his forward speed. Shield Skipping refers to a technique that allows Link to survive landing on the ground and continue moving forward on his shield. If the player has a flat enough angle for their bounce, putting away the shield will reset Link’s fall speed, giving a safer window to Fall Damage Cancel. Without the Paraglider, surviving a bullet-time bounce necessitates a Fall Damage Cancel or landing in deep water. If the player presses B while the paraglider is not out, Link will put away his shield in turn, this will immediately halt Link’s forward speed. While gliding, Link can put away his paraglider and pull it out again since he’s on a shield, this will not affect Link’s speed and saves stamina at the cost of height. Sometime after starting the bounce, Link will be able to pull his paraglider. The force-unequipping method can be used to pause buffer, making it the easiest to get an early cancel with. Canceling on the first frame Link’s shield makes contact with the enemy will yield the best possible boost. The potency of the bounce is dependent on how early after the bounce the player cancels bullet-time. Link will ricochet in a direction dependent on which body part he lands on. After landing on the enemy, disengage bullet-time by pressing Y, pressing B twice, or force-unequipping your bow. While falling, press ZR to pull out your bow and trigger bullet-time. Perform a neutral shield-jump this is done by pressing Y to swing a two-handed weapon, holding ZL+forward+A, and pressing X. To perform a Bullet-Time Bounce, reach a spot where Link overlooks the target enemy. Red Bokoblins require the least preparation, as landing on them will force them into the ragdoll required to make Link bounce any other higher tiered Bokoblin will require either being frozen beforehand or a well-timed headshot during the bullet-time (though the latter method is highly inconsistent). The type of enemy being used will determine what is required for a Bullet-Time Bounce to work.
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