i have a 5'31 unlisted here: ua-cam.com/video/SbkKzaqn9bM/v-deo.html the overall script was created to keep risen teostra in fire state for as long as possible and have powder state be as short as possible. it is unavoidable to have at least one risen powder state during a run, but i figured out a sequence which would theoretically kill him with just one minute of powder mode hitzones. this would require an aura topple skip. risen teostra enters aura state when enraged. once he has entered aura state, doing somewhere over 10% of his hp as damage will send him into an aura topple. after this aura topple, the next aura/risen state will be in the opposite mode (fire/powder). risen teostra's risen state can only be triggered somewhere around/below 80% hp. once teo is below this threshold and enraged, he will shortly enter risen state. if i fought teo normally, i would just enrage him into aura state, get the aura topple after dealing 10% of his hp, and then he would swap modes and enter that mode's risen state. throughout the course of a run, this would result in him spending a significant amount of time in powder state. the start of my script was designed to skip straight from aura state to risen state. i use the KO from the starburst bugs to land 3 axe hoppers on teostra before he enters aura state, after which the one axe hopper after aura state is enough damage to force him into risen state, since his hp drops below 80%, whilst he has taken less than 10% hp of damage in aura state. since he does not aura topple, he does not swap from fire mode to powder mode, and goes directly into risen fire state. throughout the whole run he should only spend 60 seconds in powder mode (during the second overall risen state). i use a silkbinder dog to help build up mount so i can mount teo during the risen powder state. risen powder state generally has bad ai for charge blade so a mount during this phase reduces the chance i get screwed by ai. powder state was still problematic though and on most attempts i got bad ai anyway and wouldn't even meet the dps check before the 60 second risen mode timer expired. using this silkbinder dog isn't a big damage loss compared to a dog with dual bladed chains since chain dogs don't attack often on axe hopper. chain dogs are strong on regular SAED of course but i still felt axe hopper was stronger than regular SAED overall because you get more punish opportunities with axe hopper and the axe hit is actually important for dps since teo's elemental hitzones aren't great. the tighter phial spread on axe hopper is also beneficial considering teo's small head and foreleg hitboxes there is a lot of thinking i have to do throughout the run, including but not limited to the following things: - phial management if you don't build phials as efficiently as possible, you'll miss valuable openings for axe hopper/saed and your run is fucked. i needed to charge phials/prepare a cpp in every free moment between axe hoppers. some moveset sequences can be very good with 2 phial stacks, but terrible with 1 or none. - flinch management if you flinch him, what should be a safe punish might become an unsafe punish. conversely, you could turn an unsafe punish into a safe punish. by counting axe hoppers landed on the head i could approximate flinch timings, and threshold locks on risen topples also helped for tracking flinches, but perfectly tracking actual damage isn't possible because of sword hits, firing pins, dog damage, phials that land on the feet, etc. whilst head flinches are predictable, foot flinches are kind of random. - risen mode timer anomaly and risen monsters will stay in their powered up state for a minimum of 60 seconds. if you meet a dps threshold before this 60 seconds is up, you will be able to topple them immediately after. if i do not track the risen mode timer properly, what will happen is that my axe hit will topple teo, and all the phials will miss. my goal throughout the run was to ensure i hit a minimum of 4 good axe hoppers per risen cycle to maintain good dps, whilst also having phials loaded or even stacked before the risen timer hit 60 seconds, so i could get a double axe hopper punish on the risen topple. a well-timed second axe hopper on a risen topple will hit teo with the phials just after he stands back up. this should instantly re-enrage him into the next risen mode. if i don't instantly re-enrage teo it means i lose time with the run's overall sequencing. - mount timing precisely timing the axe hopper that mounts him is crucial because if you hit the axe too early, the phials will force teo out of mount state and you can't get a second axe hopper on the mount. sometimes the silkbinder dog will mount him or bind him down at random times and fuck the run. if i know a mount is coming i will aim to get the axe hit as late as possible. sometimes i will gamble an unsafe axe hopper and try to force mount to maintain dps against unfavourable moveset ai. - head break timing if i don't get the head break on the second risen topple, and don't axe hopper him twice on this head break, he probably won't die before entering a second risen powder state, unless i get really good ai and damage on the second risen fire state. powder state hitzones suck so it'll take additional axe hoppers to kill him, which fucks the run. the worst thing that can happen is when the head flinch threshold coincides with the head break - you won't get a topple. - sword charge and firing pins maintaining sword charge throughout the run depends on the moveset teo gives. i can't have full sword charge uptime but any sword charge uptime is beneficial because firing pins are significant damage. firing pins do the most damage on teo's feet, but the placement matters - i need the pins to be on his paw. if the firing pins are too close to the body they will proc on the worse body hitzone and do less damage. as mentioned above this 5'40 had a slow start, since teo queues up the sweeping flame instead of following me across the map at the start. this is my fault since i was slow to charge up phials and get slapped - if teo lands that slap on you he generally follows up with the sweeping flame. if i d it instead he would have entered another sequence which may have been more favourable - a good sequence would save 5 seconds. some other obvious errors are like at 3:16 when i whiff 2 phials - usually i land 5 phials on the head or 3 phials on the head and 2 on the feet when i axe hopper from this angle, i just got screwed this time. i also miss 2 phials at 6:30. if i landed the 2 extra phials on either of these axe hoppers the run would have been 5 seconds faster. so basically the slow start and missed phials cost me 10 seconds total, which really sucks. throughout this run there are several other suboptimal axe hoppers where the phials hit the neck/body instead of the head/feet but those ones are almost unavoidable since teo's flinches can affect where your phials connect, and because several moves aren't 100% guaranteed safe punishes. in general though i still think this is the run with the "cleanest" gameplay and sequences, and i'm pretty happy with how it looks, even though it's not the sub 5'30 i wanted. maybe if wilds sucks i'll be back on this grind... this run requires: thunder starburst bug small-average size
@@juzzi Yes that's true, I was just joking since you were calling your 5'31 ugly. Thanks for this comment btw I really got more understanding into scripting and your thought process while reading it. Now I understand where some of your frustrations were. But, if it's any comfort, all of your runs look awesome to me.
@@juzziTook me a while, but yes. I see where you're coming from with this showing more of the process and looking better, but to me both versions are great to see.
i have a 5'31 unlisted here: ua-cam.com/video/SbkKzaqn9bM/v-deo.html
the overall script was created to keep risen teostra in fire state for as long as possible and have powder state be as short as possible. it is unavoidable to have at least one risen powder state during a run, but i figured out a sequence which would theoretically kill him with just one minute of powder mode hitzones. this would require an aura topple skip.
risen teostra enters aura state when enraged. once he has entered aura state, doing somewhere over 10% of his hp as damage will send him into an aura topple. after this aura topple, the next aura/risen state will be in the opposite mode (fire/powder).
risen teostra's risen state can only be triggered somewhere around/below 80% hp. once teo is below this threshold and enraged, he will shortly enter risen state.
if i fought teo normally, i would just enrage him into aura state, get the aura topple after dealing 10% of his hp, and then he would swap modes and enter that mode's risen state. throughout the course of a run, this would result in him spending a significant amount of time in powder state.
the start of my script was designed to skip straight from aura state to risen state. i use the KO from the starburst bugs to land 3 axe hoppers on teostra before he enters aura state, after which the one axe hopper after aura state is enough damage to force him into risen state, since his hp drops below 80%, whilst he has taken less than 10% hp of damage in aura state. since he does not aura topple, he does not swap from fire mode to powder mode, and goes directly into risen fire state. throughout the whole run he should only spend 60 seconds in powder mode (during the second overall risen state).
i use a silkbinder dog to help build up mount so i can mount teo during the risen powder state. risen powder state generally has bad ai for charge blade so a mount during this phase reduces the chance i get screwed by ai. powder state was still problematic though and on most attempts i got bad ai anyway and wouldn't even meet the dps check before the 60 second risen mode timer expired.
using this silkbinder dog isn't a big damage loss compared to a dog with dual bladed chains since chain dogs don't attack often on axe hopper. chain dogs are strong on regular SAED of course but i still felt axe hopper was stronger than regular SAED overall because you get more punish opportunities with axe hopper and the axe hit is actually important for dps since teo's elemental hitzones aren't great. the tighter phial spread on axe hopper is also beneficial considering teo's small head and foreleg hitboxes
there is a lot of thinking i have to do throughout the run, including but not limited to the following things:
- phial management
if you don't build phials as efficiently as possible, you'll miss valuable openings for axe hopper/saed and your run is fucked. i needed to charge phials/prepare a cpp in every free moment between axe hoppers. some moveset sequences can be very good with 2 phial stacks, but terrible with 1 or none.
- flinch management
if you flinch him, what should be a safe punish might become an unsafe punish. conversely, you could turn an unsafe punish into a safe punish. by counting axe hoppers landed on the head i could approximate flinch timings, and threshold locks on risen topples also helped for tracking flinches, but perfectly tracking actual damage isn't possible because of sword hits, firing pins, dog damage, phials that land on the feet, etc. whilst head flinches are predictable, foot flinches are kind of random.
- risen mode timer
anomaly and risen monsters will stay in their powered up state for a minimum of 60 seconds. if you meet a dps threshold before this 60 seconds is up, you will be able to topple them immediately after. if i do not track the risen mode timer properly, what will happen is that my axe hit will topple teo, and all the phials will miss. my goal throughout the run was to ensure i hit a minimum of 4 good axe hoppers per risen cycle to maintain good dps, whilst also having phials loaded or even stacked before the risen timer hit 60 seconds, so i could get a double axe hopper punish on the risen topple. a well-timed second axe hopper on a risen topple will hit teo with the phials just after he stands back up. this should instantly re-enrage him into the next risen mode. if i don't instantly re-enrage teo it means i lose time with the run's overall sequencing.
- mount timing
precisely timing the axe hopper that mounts him is crucial because if you hit the axe too early, the phials will force teo out of mount state and you can't get a second axe hopper on the mount. sometimes the silkbinder dog will mount him or bind him down at random times and fuck the run. if i know a mount is coming i will aim to get the axe hit as late as possible. sometimes i will gamble an unsafe axe hopper and try to force mount to maintain dps against unfavourable moveset ai.
- head break timing
if i don't get the head break on the second risen topple, and don't axe hopper him twice on this head break, he probably won't die before entering a second risen powder state, unless i get really good ai and damage on the second risen fire state. powder state hitzones suck so it'll take additional axe hoppers to kill him, which fucks the run. the worst thing that can happen is when the head flinch threshold coincides with the head break - you won't get a topple.
- sword charge and firing pins
maintaining sword charge throughout the run depends on the moveset teo gives. i can't have full sword charge uptime but any sword charge uptime is beneficial because firing pins are significant damage. firing pins do the most damage on teo's feet, but the placement matters - i need the pins to be on his paw. if the firing pins are too close to the body they will proc on the worse body hitzone and do less damage.
as mentioned above this 5'40 had a slow start, since teo queues up the sweeping flame instead of following me across the map at the start. this is my fault since i was slow to charge up phials and get slapped - if teo lands that slap on you he generally follows up with the sweeping flame. if i d it instead he would have entered another sequence which may have been more favourable - a good sequence would save 5 seconds.
some other obvious errors are like at 3:16 when i whiff 2 phials - usually i land 5 phials on the head or 3 phials on the head and 2 on the feet when i axe hopper from this angle, i just got screwed this time. i also miss 2 phials at 6:30. if i landed the 2 extra phials on either of these axe hoppers the run would have been 5 seconds faster. so basically the slow start and missed phials cost me 10 seconds total, which really sucks.
throughout this run there are several other suboptimal axe hoppers where the phials hit the neck/body instead of the head/feet but those ones are almost unavoidable since teo's flinches can affect where your phials connect, and because several moves aren't 100% guaranteed safe punishes. in general though i still think this is the run with the "cleanest" gameplay and sequences, and i'm pretty happy with how it looks, even though it's not the sub 5'30 i wanted.
maybe if wilds sucks i'll be back on this grind...
this run requires:
thunder starburst bug
small-average size
Why are your ugly runs always your fastest ones? #Release5'31
@@hanajak that's not really true, most of my recent runs are fast and look decent
@@juzzi Yes that's true, I was just joking since you were calling your 5'31 ugly. Thanks for this comment btw I really got more understanding into scripting and your thought process while reading it. Now I understand where some of your frustrations were. But, if it's any comfort, all of your runs look awesome to me.
What a journey you and this damn cat have been on 👏👏👏
There's so much to think to get a run on Risen Teo and you managed a good time. Well done
The 5:31 one was no that bad in my opinion
I'd say "I was here" but my ass fell asleep. Very nice very stylish SSS Blade gameplay
8 minutes of Axe Hopper goodness
This truly shows the hopping of teo special of all time
Congrats! I caught a number of your practice streams. Glad to see the pay off.
axe coper
We’re bullying Teostra again with this one
Based Chad axe hopper! 😱😎🤯
cant spell teostra without E
Grindset.
Angry fire lion vs mad hopper charge blade
Wake up babe juzzi uploaded
I have to admit this run is gorgeous to look at. But you know what we all want to see. 5 3 1 😏
did you read the description or pinned comment
@@juzziTook me a while, but yes. I see where you're coming from with this showing more of the process and looking better, but to me both versions are great to see.
aint no way lmaooo
👀
E O die
💀