10-13-2014, 11:11 PM
So has anyone else developed a power set-up for Smash Run that you prefer like I have? This is the basic set-up I've used with pretty much every character and it's worked out pretty well:
These first three are always absolute musts for me:
Horizon Beam lv. 1
Why: The horizon beams are extremely useful for most of the harder Door Challenges. Especially the crystal challenges, since it can crack all of the crystals at once, and the target break stage where some of the targets are risky to get in a timely fashion. I find this to be an absolute must.
Health Recovery lv. 1
Why: Simply put, the easiest way to finish with great stats is to NOT DIE, since dying takes a considerable chunk out of all of your stats every time. Level 1 Health Recovery gives you three decent health charges, and really unless you really really suck you should never need any more than that with any character, so it's really a waste to go with a higher level.
Super Armor lv. 2
Why: The really tough enemies can be a real hassle to kill under normal circumstances and the amount of time you have to waste defeating them with attack-and-dodge mechanics can be a real waste when you could pick up more power-ups in the same amount of time it would take to defeat one of these guys. Super Armor speeds things up considerably by allowing you to go kamikaze on these enemies with no regard to what kind of damage you're taking. You have to pick at least level 2 for this tactic though, as a single charge of super armor often won't be enough unless you've powered-up considerably by that point. This is super useful in swarm battles too, especially if your damage is already high. Combine it with Spinning Blades for pure awesome.
Then depending on how much weight I have left and what character I'm playing I usually prioritize these powers, but not necessarily in this order:
High Jump lv. 1 or Shinespark lv. 1
Why: Once you've been playing the game for a while you get used to recognizing certain paths that are more likely to have an abundance of power-ups more than others. These paths however will often cause you to loop around to an area that you've already been, and since enemies don't spawn in areas you've already visited and you have precious little time to defeat as many enemies as possible, it's necessary to get to new areas as quickly as possible (as the old saying goes, "time is money"). High Jump is super useful for reaching a new area extremely quickly. However depending on the character, occasionally Shinespark is a better choice. One charge is usually enough so it's not necessary to go beyond level 1.
Spinning Blades lv. 1 or lv. 2
Why: A super useful power when combined with Super Armor, this combination will make taking down large tough enemies a pleasant breeze. It's also really good power to have if you're being overwhelmed by a swarm battle, and best of all it's great for dealing with those super obnoxious Metroid enemies. Level 1 and level 2 both have only two charges, but level 2 has considerably stronger blades and much more efficient on the super tough enemies, so if you have the weight available it's the better investment.
I've more or less used this set-up with every character and it hasn't done me wrong yet, but I'm curious if anyone else has come up with their own preferential strategies.
These first three are always absolute musts for me:
Horizon Beam lv. 1
Why: The horizon beams are extremely useful for most of the harder Door Challenges. Especially the crystal challenges, since it can crack all of the crystals at once, and the target break stage where some of the targets are risky to get in a timely fashion. I find this to be an absolute must.
Health Recovery lv. 1
Why: Simply put, the easiest way to finish with great stats is to NOT DIE, since dying takes a considerable chunk out of all of your stats every time. Level 1 Health Recovery gives you three decent health charges, and really unless you really really suck you should never need any more than that with any character, so it's really a waste to go with a higher level.
Super Armor lv. 2
Why: The really tough enemies can be a real hassle to kill under normal circumstances and the amount of time you have to waste defeating them with attack-and-dodge mechanics can be a real waste when you could pick up more power-ups in the same amount of time it would take to defeat one of these guys. Super Armor speeds things up considerably by allowing you to go kamikaze on these enemies with no regard to what kind of damage you're taking. You have to pick at least level 2 for this tactic though, as a single charge of super armor often won't be enough unless you've powered-up considerably by that point. This is super useful in swarm battles too, especially if your damage is already high. Combine it with Spinning Blades for pure awesome.
Then depending on how much weight I have left and what character I'm playing I usually prioritize these powers, but not necessarily in this order:
High Jump lv. 1 or Shinespark lv. 1
Why: Once you've been playing the game for a while you get used to recognizing certain paths that are more likely to have an abundance of power-ups more than others. These paths however will often cause you to loop around to an area that you've already been, and since enemies don't spawn in areas you've already visited and you have precious little time to defeat as many enemies as possible, it's necessary to get to new areas as quickly as possible (as the old saying goes, "time is money"). High Jump is super useful for reaching a new area extremely quickly. However depending on the character, occasionally Shinespark is a better choice. One charge is usually enough so it's not necessary to go beyond level 1.
Spinning Blades lv. 1 or lv. 2
Why: A super useful power when combined with Super Armor, this combination will make taking down large tough enemies a pleasant breeze. It's also really good power to have if you're being overwhelmed by a swarm battle, and best of all it's great for dealing with those super obnoxious Metroid enemies. Level 1 and level 2 both have only two charges, but level 2 has considerably stronger blades and much more efficient on the super tough enemies, so if you have the weight available it's the better investment.
I've more or less used this set-up with every character and it hasn't done me wrong yet, but I'm curious if anyone else has come up with their own preferential strategies.