http://replays.gensokyou.org/download.php?id=9241Let's see... that would depend on
where you're getting hit when swinging around. I counted 4 possible instances where a collision can occur with moderate-to-high frequency (i.e. I felt pressured). That said, my actual knowledge on this card is unfortunately, limited. However, let's try to analyze as much of the relevant stuff as needed.
- The laser "walls" are static, obviously. So are the bullets fired from the familiar. It is also technically a safespot, but good luck trying to trace such a complex figure with only 8 directions of input.
- The other "walls" of bullets are aimed in a fixed manner, but are shot at varying times; this depends on where the spray is aimed at the start. Hence the bullets don't have full transparency. For our purposes, these "walls" are not static, though the gaps are static in nature.
Now, I've gone off and marked a few general areas. The yellow ones designate the area which I would (normally) move in. The aqua is when I did my timeout. As I was saying before, there are multiple instances where taking a hit is most likely going to occur:
- Touching the laser wall; this occurs mostly when you use the "inner route" like I do and you press up for too long (or something). Other instances of touching would include having a mind blank or backtracking. WIth regard to moving CCW, this occurs with the MIND GAMES involved when there are other bullets on-screen.
- Using the "outer route" (that is, the gaps that are a little bit more distal from the center); self-explanatory as you need to make more extreme movements across, though you do technically have more room to move around (it's a trade-off of space for degree of movement in layman's terms).
- Moving left / right across the gaps improperly; this is where most of the errors would occur I would imagine. For best results when moving across the screen, do not backtrack your movements. I also recommend avoiding diagonal inputs (especially diagonally upward ones) as the probability of a "miscalculation" when moving in such a manner is much higher when compared to a basic left / right movement, thereby leading to a collision with a bullet on the "wall", or better known by various players as a "clipdeath".
- Moving back down after left / right;
hurrrrrr uh, being on the "outer route", even if only for a moment, is definitely safer when moving down due to the way the familiar moves at that point in time.
...just in case, if you're touching the walls / lasers when moving
up the screen, I recommend
not using diagonal input. Depending on how well you want to manipulate your movement, going as high as 5:1 up:across is possible, but obviously requires more tapping for precision. Mathematically speaking the absolute gradient of the lines making up the sector are 5 and 4; so assuming that your inputs are perfectly equal, you will want to be hitting some number in between there on a ratio compared to 1. It is however, generally better to make less inputs so aiming for a smaller number of inputs (despite being uneven in terms of how long the button is depressed) is better if you follow this, as a reference I (try to) use a 5:2 ratio.
On that note,
This is a p quick killing method with your beloved Border Team. Just pointing it out.