|Guides > Mosaik's Guide To Time Attack In Challenge Mode
|Mosaik's Guide To
Time Attack In Challenge Mode
How I approach TA. Probably not the best way but my style of TA play is good
enough to be acceptable by high tier players.
To get the most out my theory, just think about what I say and why it can work
and modify it to your own game.
Lets start with some general guidelines:
TA is about playing a role. Everyone has a role to play, don't try to exceed this
role by doing everything trying to be a hero. In other words don't 'help' any
HU teammates while they are fighting. Learn to trust them to handle it on their
own. I call those who refuse to play by roles as ones obsessed with "being
the MVP". If you see people who have to jump on every monster you fight in
a TA game, you may as well either quit or not take it seriously because your TA
game is going nowhere.
XP is not important. Don't feel bad if you don't gain any xp in a room at all.
Tagging monsters for xp doesn't help the team, and at worse causes damage cancel
or throws a HU's timing off.
1 on 1 is important. You should be able to take on any monster 1 on 1 with
any weapon without getting hit 90% of the time. If you aren't able to do that,
go practice first then join a TA game.
Efficiency is the key. Ganging up on a monster is overkill. Overkill that could
of been spent attacking other monsters or at the very least being positioned for
future waves. There are smart ways to gang up and I go into detail about that
Targeting theory for me is as follows:
First one in the room targets the farthest monster in the room. The ones behind
the first one in follow the same pattern attacking the next farthest monster etc.
If someone chooses a target leave them alone. When you finish your target, find
another monster that isn't being attacked. If there are no monsters for you, then
wait either at the door or at a zone of the room where no other teammate is to
be ready for future spawns. If the room has multiple waves of monsters, upon finishing
a spawn, simply stay in your zone of the room and take care of whatever appears.
This method avoids confusion to who is attacking what, avoiding ganging up and
If you must attack the same enemy at the same time (namely bosses), use HHH.
HHH is good at avoiding cancel.
|HU fighting theory
There are two crucial concepts every TA HU player needs to know, they are known
as DELAY and STUN.
Delay is the act of not activating your combo as fast as possible. There is
a slight command input leeway between swings in a combo. Its about half a second
to a second depending on the weapon. Delay allows you to STUNlock enemies. I advise
practicing combo delay by seeing how long you can delay the next attack of the
combo without losing the combo animation completely. Delay is the most important
with sabers and daggers. Other weapons less so but should be considered.
Stun is fairly simple to observe, but rarely do I see a player use it to their
advantage. For HUs to be able 1 on 1 effectively, stun is very important. The
trick is to have every hit of a combo cause the enemy to go into a stun-reel animation.
Combo DELAY is the key to do this. By using combo delay, time it so that every
swing of your combo causes the enemy to go into stun. Practice until you can do
it consistently, it is valuable to TA and to regular PSO as well. You can lock
gibbles or mericarol down with a simple handgun if you do it right.
|RA fighting theory
|First of all, RAcasts and RAcaseals are the
recommended ranger of cmode. They come as recommended simply because they can
see traps, use traps, and detonate traps easily. RAmars aren't too bad, their
high ATA proves to be very useful, so useful that they don't require hit% on status-effect
weapons. RAmars can get around not being able to use traps by using trap visions
in tough trap rooms. I recommend using trap visions in rooms full of confuse traps.
RAmars can also use railguns right away in c9, other RAs have to wait. I'm sorry
but RAmarls have absolutely nothing to offer in cmode so don't use them.
RAs are basically support troops in cmode games. In TA they can really speed
a map up right if they are played right. Played incorrectly they are a headache
and unfortunately this happens often in my opinion. So lets get down to business.
If a RA is on a team, they will go to EVERY side item room. Since they aren't
a main source of damage, they can afford to make the detours gaining items which
can really help the HU's out, like power materials, good weapons, and arm units.
RAs will one on one fight just like the other classes do. However RAs are expected
to break from their target if a HU decides to join in. Many times RAs dont fight
at all. RAs can get their share of kills though. Attack guys far away from HUs
or find guys HUs aren't attacking.
RAs have specific strategies based on the stage.
C1 - Use a saber if you can, your ATA is a lot higher than a HU. Use HU strategies
should you choose to wield it. Priority targets for RAs are wolves and regular
Boomas. Heat and dim handguns rip c1 apart if it drops. Against dragon use a saber
if you have one and fight the dragon like a HU. If you only have a gun, you can
only attack when the dragon is recovering from an attack (e.g landing after flying,
just after it finishes breathing fire, after its roar) where your gun has easy
access to the head of the dragon. When the dragon falls down, you can shoot the
head of the dragon a couple times till a HU arrives. When the dragon runs around,
stay behind it as much as you can to prevent it from flying. In fact don't even
attack till you have a true opportunity, otherwise you risk messing up the fight.
C2 - Use a saber. Handguns are too darn weak with one exception, you get one
with heat/shock/dim. Should you get that it needs no explanation. With dim or
shock weapons your priority is nano dragons. Otherwise take targets of opportunity
(enemies not being engaged at the moment). Don't let the power of dim weapons
get to your head. Remember one on one fundamentals, don't jump in to other people's
fights. Only shoot nanos when they are on the ground and when they are about to
attack. With dim or shock shoot whenever.
C3 - Now autoguns are available. Follow c2 gun strategies.
C4 - The RA's weakest stage. I say weak because RA's can do nothing against
the boss. Just going to have to hope your FOs or HUs know how to fight it. Follow
c2 gun strategies.
C5 - RA's shine in the mines. They lock down nearly every enemy here with ease.
RAs need to be very aware in the mines. Look for gillchichs about to fire their
laser. Look for Sinows trying to beat on your allies, pegging them with N attacks
till 2 teammates can attack it. Look for canadines about to shock your team. Be
sure to not interfere with HUs fighting gillchics.
C6 - Lockguns are now available. RAcs are better here because they can freeze
baranz easily. Follow C5 strategies. Against boss, just pick a section of the
boss the others aren't attacking and hope for the best.
C7 - Now RAs are kind of shafted. Your best bet is to disarm sorcerors immediately,
stun delsabers until a HU can get behind it or a FO can barta it to death, and
to go after claws. Aside from attacking the occasional lone dimenian, leave them
to the HUs to fight. Don't even bother with belra unless you have some way to
instantly kill it. RAs only hope is to get a status weapon of some sort to do
any real damage. Otherwise you are pure support more or less.
C8 - Same as C7
C9 - Railguns now available. Follow C7 strategies.
|FO fighting theory
C1-6 FO is a primary attacker. C7-9 FO changes role to more of a support form.
FOs need to 1 on 1 fight just like a HU. Tagging a monster once with a tech
is not very useful since most HUs finish an enemy in 2 combos max anyway. Exceptions
do exist though, which I will talk about later.
If there is only 1 FO on a team, shifta is a must. If there are 2 or more FOs
forget about shifta because there aren't enough HUs to benefit from it.
FOs will drop mates when they receive scape dolls in return.
Resta is not used in TA as it makes it harder for the FO to die on purpose.
Resta can be used when its convenient but for the most part starting mates are
enough for a decent HU.
Jellen is a useful emergency technique in dark rooms. Dark rooms increase the
mistakes that HUs can make while fighting. Jellen with deband can increase your
chances of not getting knocked down when hit.
FOs do not collect items C1-6. Period.
|Weapon Usage By
|Sabers - The male saber animation is superior
to how female characters swing a saber. The third swing of a female saber combo
makes you vulnerable to retaliation from the enemy, limiting its use of full combos
to attacks initiated at the side or rear of the enemy. The male saber animation
gives you enough time to get out of the way of potential retaliation upon finishing
a combo allowing you to full combo from any enemy position. Make sure when using
a saber you use delay, combo too fast and your will get countered. Make sure each
hit of your combo causes stun. Use NNH combos as the H at the end gives you enough
time to back up, get some space and combo again. If you are female, use NH, from
the side or rear if you can, though front is ok. With 35% hit or more, you can
reliably HHH combo enemies. Once again make sure to cause stun/knockback with
each hit through using combo delay.
Daggers - Daggers are hard to use at first, but really fun once you get the
hang of them. My method of non-HUcl dagger usage is as follows: don't initiate
attacks from the front, you will get owned unless you have 35%+ hit and are doing
HHH on the enemy. Instead get the enemy side or rear with a NN combo, making sure
the first and third hit of the four hit series causes the enemy to go into stun.
Retreat and do the combo again from the side or rear, this time adding a H to
the end of the combo. The H is usually enough the 2nd time around to kill any
booma class enemy. If your dagger is especially strong and the enemy is the weakest
grunt monster class of the area, you can probably get away with NNH right away
or even NNN at times. If you do get caught in the front of an enemy with daggers,
your only choice is to NNN as fast as possible without delay to hope you cause
enough damage to kill it. As for HUcl way of fighting with daggers, I can offer
no advice as I don't use HUcl. But I'm sure the idea isn't that different. Dagger
class weapons have lower ATA than sabers so even with NN attacks you can miss
so be wary.
Swords - A lot of HU's don't like using these. I personally find it satisfying
and an essential weapon to master as you are given no choice but swords in certain
stages. If all the HUs are using swords, feel free to help each other out. 1 on
1 doesn't apply with swords, gang up. How I personally use sword class weapons
is as follows: I try to pick enemies that aren't targeting me. If they aren't
targeting me I NNH the enemy. If they are targetting me, I try to circle them
getting two NN hits in then breaking off. If I think I can finish the monster
off I NNH the monster while doing the circling strategy. Swords cause a great
amount of stun, a lot more than partisans anyway, making them more preferable
to me when both swords and partisans are available. If you are caught in a situation
where you are attacking the front of a monster with a sword, your only hope is
to NH and hope the H hits. The H of the 2nd hit will cause enough knockback to
get out of the way of any retaliation. Swords are awesome with confuse traps.
Swords with nice %s are good candidates to grind. Try to cluster enemies if you
are using a sword, common sense but it needs to be said.
Partisan - I used to advocate these but for some reason they miss more often
than swords. Couple that with the fact they deal less damage and cause a LOT less
stun makes them blah weapons. If you are using them, NHH with no combo delay is
really the only way to go.
Slicers - Great for HUcs as it allows them to detonate their own traps.
|The Importance of
Shifta and Deband
|Shifta and deband may not appear to increase
a players stats to a significant level, but these precious points could be enough
to allow a HU to kill in one combo instead of two. Deband may allow a HU to not
get knocked down if he does get hit. Getting knockdowned really costs a lot of
time but at times cannot be avoided so if that is the case, deband can save the
|Materials in TA
Mat distribution really depends on the map and who is playing. But here are some
HP mats should be given to HUs normally. Since knockdowns are based on % of
HP lost, increasing your HP can prevent you from getting knocked down should you
get hit. The only times HUs should not get HP mats is c1 where they should go
to anyone who does not have more than 40 HP by the dragon, c4 where they should
go to the ranger to prevent them from dying in one hit on de rol le, and c9 where
the force needs 141 HP to survive the heaven's punisher.
Pow mats depend on the stage. In general the person who needs the power mat
the most is the person who needs to increase their base atp to use a weapon that
drops. For example non HUcasts should get the power mats in c9 because non HUcasts
need extra ATP to use a pallasch. C1 just pick one hunter to get all the power
mats so they can use a dagger should one drop. Otherwise if there is no need to
raise a person's atp to equip something, just give it to the weakest ATP RA/HU
Mind goes to non FOnl first. If only FOnl, then spread it out as you see fit.
Evade, Def, and Luck go to HUs. TP to forces.
Grinders I recommend hoarding up till you get a nice weapon. Use your own judgment
for what qualifies as a nice weapon. The only exception to grinder use is in c4
where you must save all grinders till you are about to fight de rol le.
Boomas - One of the easier enemies to beat. With sabers use delay. Booma class
monsters are bit more forgiving to delay mistakes so you may as well practice
Wolves - Annoying, will try to pounce on you when your back is turned. Charge
these guys as soon as you can. Use delay to make sure your combo hits.
Rag Rappy - Annoying. With RA, shoot from far away for an instant 'kill'. With
HU NNH combo no delay to finish these guys.
Monest - These guys take way too much time to beat. HHH these enemies. Monest
lags a room. After killing one, it takes awhile for the server to recognize it
is dead. The best genkai maps have no nests.
Hildebear - Freeze them. Two people attack it at most. The best way to attack
it is after it is frozen, one guy does his combo no delay, the next guy starts
his combo with no delay once the previous hunter is recovering. Repeat till dead.
Dragon - If all party members can stay behind it, it will not fly. FOs need
to barta the tail. When you knock it down, every HU takes a body part. The guy
with the daggers goes for the head. FO barta the tail. Everyone else takes a leg.
When its in its second form about to take off, the FO should keep casting barta
until it dives. You can still hit even though its in the air. Just have faith
and keep casting. After it tunnels and resurfaces, stay behind it, FOs once again
go for the tail. Let it fly again you may as well restart. When the dragon is
knocked down, be sure to use HHH attacks. Though the first H sometimes misses,
it doesn't miss often. The damage is worth it. When its walking around, try HHH
if you can. If you aren't confident use NHH but cancel happens more often when
you do so be careful.
Targeting priorities for C1
FOs go for anything weak to foie first. HUs go after non-foie weak enemies. RAs
are on rappy duty.
Other notes for C1
Use traps. Foie, confuse, and freeze all dominate c1. Use it. They refill easily.
Don't use it and you wasted an important tool.
|C2 - 4
|Sharks - Now delay is crucial to doing a combo
against an enemy's front. Without delay on your combo a shark will retaliate against
your second attack making you eat fat damage. Guil Sharks are especially dangerous
to a HU, their EVP is really high and can at times kill you in one hit. Don't
mess with them unless you are experienced and have a good brand on hand.
Lilies - In c2 leave lillies to a FO. Trying to kill them will just get non
droids paralyzed. If you are going to attack, be smart and make sure you do as
much damage as possible while its recovering so when you fail to kill it in one
combo, it will go in its death pose. No delay to be used on these guys. With swords
use HHH. Swords can sometimes hit the stalk of a lily.
Nano Dragons - These guys make a map drag. They fly around a lot, have lots
of hp, and can knock you down easily. These enemies are a FO's #1 priority. Just
barta them to death. Non FOnl need to use 5-6 barta to kill it. FOnl require 4-5
barta to kill it. The HU technique to deal with a nano is hard to explain but
here it goes. The HU should first provoke it to fly which is simply done by charging
it. Now the HU must make sure they are at the location the nano choose to land
at. Do a NH combo with delay. If done right the H hit will knock the dragon back
some. The dragon will get ready to shoot his laser at you. You should have enough
time to do the NH combo with delay again. If done right the H hit will once again
knock the dragon back. The dragon will once again try to shoot you. Repeat till
Slimes - Slime will split when hit by the third hit of a combo so by all means
do not use 3 hit combos on these guys. Slime will also sometimes split when hit
by techs. Use H attacks against a slime, preferably by the strongest HU. Fire
traps are good against slimes, but freeze traps are better. You need to make sure
the slime is frozen when its in attack form, not puddle form. Once frozen you
can hit it till it dies.
Grass Assasins - Incredibly easy enemies. Not much strategy against them is
Pan Arms - In TA games you cannot let them split. If they split they act like
monests, lagging a room, with the game not realizing that all monsters are dead
for a few seconds. Confuse traps should be saved for pan arms as pan arms don't
split when confused. 2 FOs are recommended versus a pan arms, each taking turns
casting foie until it dies. HUs or RAs with heat or shock weapons can also help.
Dim weapons are self-explanatory.
De Rol Le - The goal is to beat this guy upon its first landing. Here are strategies
to accomplish that. FOs need to barta it when its about to shoot its first purple
ball attack. Barta the body and practice so that your barta hits the most segments
of its body as possible. HUs and RAs during this point are to clear the two mines
closest to the worm's body at this point. De rol will then switch to the other
side of the raft about to land. Before it lands once again FOs must barta the
body. Now it lands. The HUs must be at the extreme corner of the raft which grants
the most access to the body of de rol le and use there most powerful sword they
have against it. Now FOs if they have Gifoie or Gizonde are to use it now. If
they don't stick to barta and go for the body of de rol. De rol will then pick
someone to attack. Try to guess who it is and once you know, make sure that hero
chosen does not put others into danger. The one targetted can still attack but
make sure you are smart about it.
C2-4 Other notes
Targeting priorities - Nanos and Guil Sharks are for FOs. FOs need to hit these
guys immediately. Lilies are the FOs next priority. HUs are supposed to go for
non guil sharks and grass assasins first. HUcs deal with slimes. HUcs are given
a gun as soon as possible.
In C2 the HUcasts will feed the mags antidotes to get 1 level of dex which
will enable them to use a handgun at level 6
|C5 - 6
Gillchic - These guys will always fall down in one hit, so when things get
hairy, just use a normal attack to level things out. If gillchics aren't paid
attention to, they will fire a laser which can really mess up your TA rhythm.
They are hard to block since they attack twice in one swing. Best bet for HUs
when they don't have a buster is to NHH. HUcasts with shifta should be able to
NHH once to kill it assuming they don't miss an attack. Other HUs need some power
mats or a brand with some percents to be able to kill a gillchic in a single NHH
combo. With a 0% buster you should be able to kill a gillchic in a NNH combo.
If your buster has 50%+ you should be able to kill a gillchic in a single NH combo.
Do not use delay on a gillchic and do not team up on gillchics. FOnl just needs
two zondes to kill a gillchic so keep that in mind. Other FOs need 3 zondes to
kill a gillchic.
Canadine - Annoying guys. These are the HUs first target when they enter a
room. Try to kill em before they take off. If they refuse to come down, let the
FOs deal with them and switch your focus to gillchics or sinows.
Sinows - You can't one on one these guys easily. There are only two ways to
take these guys on 1 on 1. You either have an uber buster with hit% that allows
you to HHH a sinow and kill it in one shot, or you do the following: A sinow will
always try to swing at you twice before it decides to leap back and try somethings
else. It is important that they make two full double swings against you. Once
you make them miss twice, they will cross their arms and jump back. Now is your
time to strike. While it crosses its arms, use a NN combo with some delay. The
sinow will then try to cross its arms again. Do the NN combo again with delay.
With brands you may miss so that cant be helped, but busters should rarely miss
and you can kill it in about 3-4 NN combos. Sinow golds are easier since after
leaping back they will always try to heal themselves. Once they try to heal themselves
they are pretty much dead to a HU. Sinow beats are a little harder to predict.
1 on 1 isn't crucial against this enemy, but you still need to know how to team
up appropriately against this enemy. My way of dealing with them is if I am targetted
I will lure them to a HU or FO teammate who will then attack it. From this point
the sinow may change targets or continue to pursue me. I then wait till my ally
is recovering before I begin my attack. My ally should be able to finish it off
after I'm done with my combo against it. By all means WAIT till your ally is finished
attacking otherwise you just experience insane damage cancel. Only 2 team members
at most should attack a sinow. Anymore is unnecessary and just makes the fight
drag on longer than it should.
Garanz - I think the fastest way to fight this guy is to freeze him. Even though
its sloppy one guy should take damage while another HU is finishing it off. Spinning
around garanz takes too long and in a TA game mates should not be an issue. 2
HUs max against a garanz and be sure to attack during your ally's combo recovery.
Dubchic - This guy has no purpose except to waste your time. The best way to
deal with this guy is to have a HU with the strongest weapon deal with it as soon
as it is spotted in a room. Dubchics have a certain damage threshold before it
attempt to collect its pieces again. Your goal is to do enough damage per combo
to make it reform itself after the combo is over. Use all H hits if you need to.
Another thing is to make sure while you are beating the dubchic up you keep its
pieces close together so it doesn't take 10 seconds for it to reform itself. Getting
it stuck against a wall or in a corner is probably the best way to deal with them.
Vol Opt - 1st form make sure each person attacks a different pillar. Once someone
is on the attacking (red) pillar, go look for a blue one to destroy. 2nd form
try to pick a different portion of the boss to avoid damage cancel. Once all pieces
of vol opt are gone, do HHH combos to avoid damage cancel as much as you can.
Gizonde or zonde can make a difference here.
Targeting Priorities - Flying Canadines are the FOs 1st priority. Then gillchic.
Then sinows. Canadines which just spawn are a HU's priority, followed by gillchics/grounded
canadines, then sinows.
Other notes - There are some difficult rooms which involve confuse or slow
traps, which can spell a lot of damage if a garanz decides to be there, use caution
or try to disarm as soon as you can.
|C7 - 9
Dimenians - These enemies are even more unforgiving when it comes to delay.
Practice delay to be able to combo them from their front. Learn how to use a sword
against these guys as in c7 and c8 you have no choice but to use them at the beginning.
With really strong busters or semi-strong pallasches you should be able to NHH
the Dimenian and La Dimenian in one combo. With strong pallasches the NHH will
kill So Dimenians in one combo.
Claws - These guys are annoyances. Use NNH combos without delay to dispatch.
With a stronger weapon you can NH these guys to kill. By no means should more
than one person attack a claw.
Bulclaw - Sometimes its useful to let these guys split just so you can kill
claws to gain useful items. If you have adequate equipment, just have a FO deal
Chaos Sorceror - Only one HU should deal with this. There is a judgment call
when one spawns, either go for the kill or an immediate disarm of his Bee L which
casts the attacking magic. Make sure you choose right away what you want to target.
Disarming it when it is about to attack you with a spell wastes a lot of time.
If you choose to kill his Bee L right away, he will sit there helpless allowing
you or a teammate to finish it off for you.
Dark Belra - These guys take a lot of time to kill. Use confuse traps when
available against belras for a quicker kill. When confused it will mindless attack
in a predictable pattern, allowing a HU to combo it as much as they can till they
are in the way of its rampage. If no one is attacking a belra, it will fire its
arm cannon at you, causing a lot of damage, even outright killing certain classes,
so when one spawns, it should be the priority of a HU with a strong weapon, or
if one is not present, the FO. Non FOnl should use grants if available.
Chaos Bringer - This guy is intimidating but not very hard. He has a blind
spot which a HU can attack from. This bilnd spot is the chaos bringers left front
corner. You must HHH this guy at all times because it charges its cannon based
on how many hits it takes. While attacking at this position every attack done
by the horse will whiff. With a %buster or pallasch, just HHH normally. If you
don't have a strong weapon, make sure you freeze it before you start attacking.
You need to kill it before it charges its cannon. Its not the cannon thats dangerous
but the fact that his cannon steals tp from FOs while it charge up. Only one HU
is to take care of a chaos bringer, no more.
Delsabers - Delsabers are a FO's responsibility until a HU gets a decent weapon.
When no HU has a good weapon, FOs are to barta it alone until it dies. Once a
HU has a decent weapon, it can be dealt with one on one with the following technique,
provoke a delsaber to do its 3 hit combo, get out of the way, and while it recovers
do a NNH combo with delay. Repeat the strategy till it falls. With hit% weapons
you can NHH or HHH depending on your skill at timing to kill it easily.
Dark Falz - The dragon head form is dealt with in this fashion: FOs barta the
darvants it spits out. Once all are dead, start casting zonde. HUs or RAs with
guns should target either of the side heads. HUs with pallasches or blades go
for the grounded center head. The sac form has the following strategies associated
with it. FOs use grants if they have it, otherwise barta. Use HHH or delayed NHH
against the sac to avoid excessive cancel. Know how to dodge his rabarta. While
it moves around, don't follow it by tracing the perimeter of the battle field,
rather cut at an angle predicting where it will stop, you will get there faster
In C7 and C8 the HUs start with gigushes. The main attacking will be left to the
FOs until HUs can get decent weapons to start 1 on 1 with. HUs will need to use
traps if they have it. Save freeze traps for delsabers and confuse/foie traps
for dimenians. Bunch up the dimenians and have the HUs start teaming up to kill
them as efficiently as possible. In c7-c8 the FO will assist a HU in dealing with
belra, with the FO making sure they cast during the HU's combo recovery.
I don't think anyone knows exactly when damage cancel occurs. There have been
times I swear it should of been cancel but fortunately was not, as well as other
times where it doesn't look like cancel but you end up seeing it. Cancel does
seem to happen more often on dimenians or sinows, but all enemies have cancel
potential. Lag could be a factor with canceling as well.
I avoid cancel just by watching the weapon swings of my allies. I try to start
my attack once an ally connects one of their attacks so the enemy basically gets
hits in by me in between my ally's attacks. Granted I am not always successful,
but its better than mindlessly attacking. Avoiding cancel is even harder when
3 or 4 people are attacking it since there is no real way to time the hits. In
that case use HHH, it seems to avoid cancel and it does more damage.
As for your miss affecting damage cancel, I don't have a clue of what causes
cancel and what doesn't. I do think ex attacks that miss cancel damage so spamming
ex attacks could do more harm than good.
Yeah, it is kind of stupid that this game can't calculate all the damage that
takes place when people gang up but its just going to have to be accepted and
Guide by: Mosaik