corrosivefrost
Member
1. Hm, strange. I don't remember the jumps being undodgeable. The gekko should really not be fought at all, though, just run away from it until it decides to charge, just like in the campaign. It's too risky to try and air parry it or dodge around it because of the little dudes.
2. The lock-on in the game isn't a true lock-on. It just prevents the automatic soft-lock from changing targets. If the target manages to leave the frame it'll try to find another target and lock on to that one. Lock-on isn't particularly useful on VR18, it's much better to manually adjust the camera. The dwarf gekkos tend to mess with it a ton because the lock-on will stick to them if your target is unavailable (either by the camera bumping against the wall or if they jump offscreen), which is a massive pain.
For 1, I kill all the dwarf gekkos in round 1 instantly, they're gone before I touch the gekko. The problem is if the gekko doesn't charge at the start, I have to block a kick usually and then deal with it until it wants to charge. At points, I would get bored and start doing damage to it and backing off trying to get it to charge and sometimes it would hop. After getting crossed up by that shit on more than one occasion, I figured side evade would have some i-frames and I could get out of it that way. Nope. Still got hit somehow.
For 2, the lock was cause I wanted to keep my focus and attack targets on the damned wolf so I could try to parry and such.
I did manage to do it and moved on to Sam's DLC. Playing as Sam is a lot different. I'm so programmed to try to parry that I forget about the whole taunt mechanic.