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Recent reviews by Skimbleshanks the E-Sports Cat

Showing 1-6 of 6 entries
No one has rated this review as helpful yet
22.9 hrs on record
An engineering wonder
Posted 8 October, 2024.
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No one has rated this review as helpful yet
0.0 hrs on record
Desktop background creation tool that also doubles as a video game
Posted 30 June, 2024.
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No one has rated this review as helpful yet
0.0 hrs on record
For 8 british brexit pounds you get a campaign that's literally half the size of the entire main campaign, filled with some of the tightest gameplay in the series and jam packed with nods towards the original and sprinkled with niche RE lore.

This DLC is an absolute love letter to RE fans. I consider it a part refund for RE3make and a must buy.
Posted 24 September, 2023. Last edited 24 September, 2023.
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2 people found this review helpful
6 people found this review funny
1.6 hrs on record
To beat level 15, do this:

At the beginning of the boss fight, Fume Knight will rise from the sword as soon as you approach the center of the boss arena, during his summoning animation you can hit him once or twice for a free hit, its unclear if he takes reduced damage at this stage. Once fully active, Fume Knight will begin the boss battle using his Fume Sword and his Fume Ultra Greatsword. Both of which he will use differently and evenly. Generally, moves from the Greatsword are easier to dodge, but also do more damage and have more range, while the Fume Sword attacks generally have good recovery and hard to see coming. As a general rule of thumb IMO, Fume Knights attacks in this stage are best dodged by hugging his left knee (Player's right) and dodging accordingly. Sometimes with luck and low equip load, some of his attacks whiff just by whiffing by circling to his left (Your right) and sticking to his leg. If you have trouble understanding this, try to stay to his greatsword side as much as possible but don't go behind him.

Greatsword Sweep: Fume Knight sets his greatsword slightly to his waistlevel briefly before swinging horizontally. This move is done randomly but seemingly whenever the player is constantly circling Fume Knight. This move has great range and does a hefty amount of damage, be careful not to roll when you see its startup animation but roll as soon as he swings otherwise you will roll into the attack. Unless you are going to roll away which I dont recommend at point blank range, roll towards the greatsword so you end up behind him and have time to counterattack; as this move has heavy recovery and is one of the moves you can get a good, safe punish on.

Greatsword Overhead Strike: Fume Knight sets his greatsword very low on his left side before bringing it over his head and vertically slashing down. Like the greatsword sweep, it is seemingly done at random but is more likely if the player is far away, or is healing. This move has to be recognized against the sweep as rolling into this attack will surely kill you as this is probably Raime's most powerful attack in the first phase. However, while it is the most powerful it is also the easiest to roll or dodge and punish. Even if you roll backwards and outside its range, you can still punish Raime if you rush back in quickly enough or have a long ranged weapon. Rolling either right or left right as the greatsword swings over raime's head is the best way to avoid this attack and its fairly easy to dodge.

Combination Attack Variations: Fume Knight's infamous killer combos that catch many players off guard. This series of attacks is a combination of his longsword and greatsword attacks in a 1-4 attack string, due to the complexity of this move I will list each of it's attack in swing order. Generally Fume Knight uses this whenever the player is close enough for Raime to hit, but not far away and is Fume Knight's most common attack used. Blocking this string is not recommended as all attacks not just the Fume Greatsword eat away at stamina and if you lose all your stamina death is likely due to the comboing factor of this attack.

1st Swing: This is AFAIK, always a standard Fume Longsword diagonal slash. Fume Knight will quickly raise his sword upwards and then attack, intially a difficult tell, but after seeing it enough it becomes seeable. It is a very standard attack and can be rolled in any direction but preferably to the right or backwards.

2nd Swing: 6 out of 10 times the 2nd Swing is another Fume Sword slash which is identical to the first. It is notable that if you were hit by the first swing you are very likely to get hit by the 2nd one in a stunlock chain, unless you have high poise or otherwise. The other 4 out of 10 times Fume Knight will occasionally do a slow sweep with his greatsword, identical to the Greatsword Sweep, he'll tell this by "Charging" his greatsword behind him briefly.

3rd Swing: This is where things get tricky, as Fume Knight has 3 variations of attacks for the 3rd part of the string. The most common is a Longsword stab which is quick but easily dodged by rolling either to the right or left. Rolling backwards is not recommended due to the range of the attack. If you are lucky it is possible to actually just circle Raime to his left (your right) and this attack will whiff automatically, saving you some stamina and time to counterattack. The 2nd variation is a Greatsword sweep. There are however, two ways that Raime can use his Greatsword sweep here. If Fume Knight swung his Greatsword sweep as the 2nd Swing, it is possible but rare for him to swing it again in a difficult to see tell. As the tell for this 3rd Attack a (Horizontal sweep into horizontal Sweep) is difficult because his recovery animation after sweeping at the 3rd swing is very similar to the startup animation of this sweep. Because of this it is not recommended to attack Raime after he whiffs a sweep at the 3rd or 2nd strings due to the possibility of retalliation unless you have become very familliar with the animation. Also of note, the 3rd Variation: the Greatsword sweep into another sweep is different. Instead of swinging left to right, he swings it right to left in a very wide 3/4 of a circle range and is very dangerous to get hit by so be careful.

4th Swing: If Raime is doing the complete string this always ends in a horizontal and slow greatsword sweep. The most common combo is 2 Fume Sword slashes followed by a Fume Sword stab and a Greatsword sweep. This is exactly like the normal greatsword sweep just with faster recovery frames, that being said , if you have enough stamina rolling behind him during this attack wiill leave him vulnerable for 1-2 punishment strikes.

Defensive Sweep: Fume Knight with either his greatsword or his Longsword sweep from his center outwards towards his sides in a quick fashion. This attack is done whenever you are constantly on Fume Knight's sides or his behind. The Longsword version, while does less damage and range is more dangerous because it barely has any tells or startup animation which is why I recommended to strafe Fume Knight to his left. Whether he uses the longsword or greatsword depends on what side you are on. If you are on his left, he will use the Greatsword, on his right, the Longsword. The Greatsword version has a bit of a delay and is thus easier to see. If you have a quick weapon you can punish Raime after the Greatsword version, which can be dodged either away or behind Raime. But be warned that this move doesn't have as much recovery frames as some of his slower moves.

Running Thrust: Fume Knight runs and charges at the player before either stabbing them with the Longsword or slashing them away with the Greatsword. This attack is done whenever you are far from Fume Knight or even more likely is when you try to heal when Fume Knight is not attackin or in his defensive stance. You can tell when he will do this attack as he changes his normal running animation to a much quicker one. He will also raise which sword he will use before attacking so you can have an understanding of where to roll. His longsword thrust is easier to see and dodge, Rolling towards it as it attacks you will give you a good amount of time to counterattack. It is better to roll away from his greatsword version as it has greater range and damage.

Defensive Stance: Raime pulls up his greatsword to his waist area and slowly walks and blocks for a short time, during this time you cannot hurt Raime or seemingly get behind him as his turning speed matches the players equally so that he cannot be flanked. This move is entirely a bait. If you attempt to heal or run away from Fume Knight during the defensive stance he will retalliate, most often with a Running Thrust or a Overhead strike. It is best to just wait out this move Or try to bait Fume Knight to leave this stance by moving very far away from him.

2nd Phase: Dark Fire Greatsword/Berserk
Phase 2 can be avo
Posted 21 March, 2023.
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3 people found this review helpful
2 people found this review funny
0.4 hrs on record
hi missing, i'm dad
Posted 27 October, 2022.
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No one has rated this review as helpful yet
34.1 hrs on record (9.4 hrs at review time)
P-S-M-C-R P-S-V-C-R P-C-NOOOOO

10/10

Posted 6 August, 2015.
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Showing 1-6 of 6 entries