【MHW:IB】Safi'Jiiva Speedrun Guide (Wait for Update)

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This is the most detailed article on Safi'Jiiva siege after being nerfed.
The main content is the explanation for the speed run of 1 run slay full energy.
Please note that I do not touch about 2 or more run slay, lobby energy, reward levels, etc.

I'm Japanese, so please excuse my poor English. If you couldn't understand, feel free to comment.

HP and Threshold

Safi'Jiiva(The Red Dragon)'s HP is 20000 for solo, 26800 (x1.34) for duo, and 40000 (x2) for co-op with 3 or 4.
However, it is not possible to slay Safi'Jiiva by reducing his HP. Basically, your damage are not counted at 1HP.
When Safi'Jiiva absorbs energy, he heals a certain amount of HP.
After the ground energy completely drained in the bottom floor, the 1 HP stopper comes off and you can slay him.

Stagger Threshold for solo:

  • head 1500 (destroy a part at 5th times, then more 5th times to completely destroy it)
  • neck 3000
  • chest 2000 (only the Supercritical State, destroy a part at secound times, topple for each)
  • body 5000
  • back 300 (destroy a part in at first)
  • wings 800 for each (destroy parts at third times)
  • frontlegs 1500 for each (destroy parts at 7th times)
  • hindlegs 1000 for each (destroy parts at 5th times)
  • tale 800
  • tale(for cutting) 11000

These threshold values are x1.175 for duo and x1.75 for co-op with 3 or 4.


Hitzone

It can be said that hitzone is a reduction rate, so damage is multiplied by hitzone values / 100.
Safi'Jiiva's hitzones are here.
His hitzones is quite tough when they are not wouded.
In the normal calculation, (100 - original hitzone) / 4 is added by wounding, but Safi'Jiiva has a special correction because his hitzones is hard overall, and the benefit of wounding is lower than normal calculation.

Supercritical State

In the bottom floor, the supercritical shift occurs around Saji'Jiiva's 10th attack.
By canceling these attacks by stagger, you can save the time to transition to supercritical state, and delay the time by locking him.
When the supercritical shift occurs, both physical and element hitzones will rise, and you will be possible to attack the chest.
Your damage is about 1.2 to 1.5 times higher, and physical hitzones tends to be relatively riser.

Keep Supercritical State

The supercritical state will be resolved by a Sapphire of the Emperor(ultimate attack), but you can keep the supercritical state by flash dizzy just before a Sapphire occured.
After run out of energy, the supercritical state is always kept from the nearly dying state (HP 30% or less).


Enmity and Anger state

Damage is multiplied by 1.1 in angry state.
From the 2nd floor, he will focus on a hunter when he get angry.
The first focous goes to a person who dealt the most damage on the first floor. You can also overwrite enmity by throwing slingers full bullet (cannot wall bang).
It is said that 750 damage is required for the 2nd layer and 1500 damage for the 3rd layer to get angry. They are multiplied in multiplayer(x1.34 for duo, ×2 for 3 or 4).
Blast damages but not poison count as these damages.
The damage required for this can not be reduced by Blast Functionality Lv1 and Felyne Provoker food skill.

Clagger

In the angry state, part staggers becomes claggers every certain amount of damage.
Since the damage required until the next clagger is accumulated during the clagger, it is also possible to continuously give the clagger by continuing to deal damage even during the clagger.
However, the resistance to the clagger increases with each number of times, and it is difficult to get it out in the latter half, so be careful.

Challenger Mantle

The Challenger Mantle cannot draws Safi'Jiiva attention, nor makes it angry, but it will cause angry roar.

SA and HA

If the stagger threshold is exceeded during any topple, clagger, or special motions, stagger will not occur.
Even in a situation where different types of stagger could have occurred at the same time, only one of them would occur.
This is because SA (super armor) is given to those motions and reactions.
For example, even if you exceed the stagger threshold again while chest topple, you won't get chest topple again, and if you exceed it, your durability will return to 2000.
However, there are also motions with a special SA that does not exceed the stagger threshold, the stagger threshold and HP stop at 1, and various abnormal statused do not occur.
In this article, they are called HA (Hyper Armor).
What is given HA:

  • While from moving for the next floor to opening of the floor
  • While absorbing
  • While from ultimate attack to after landing
  • While swing up beam attack (up laser)
  • After ultimate attack when fails in keeping supercritical state

During these HA, the stagger threashold stops at 1, and each abnormal state value, stun value, and elderseal value stop at the last 1, and flash stagger does not occur.
Therefore, it is possible to cause sttager and abnormal statuses intentionally, at HA finished.

Apart from this, the stagger threashold will be exceeded during the vine snare and falling rock topple, but any abnormal statuses will stop at the last 1 except for poison.


Slinger

When Safi'Jiiva's HP is low, it will drop bomb pod more often.
Hitting Safi'Jiiva with these will make it stagger.
Dragon pod is also effective. They can be used to accmulate enderseal value or trigger enderseal stagger.


Stamina Energy

Safi'Jiiva has a hidden stat called stamina, and has 10000 energy regardless of solo, duo, or multi.
Safi'Jiiva consumes stamina with various actions, stagger, topple, etc.
The stamina consumed is fully healed by absorbing the ground energy.
Each stamina consumption is as follows.

  • vine snare 5000
  • falling rock topple 5000
  • enderseal stagger 1500
  • chest topple・ride topple・gas explotion topple 500
  • shot down ultimate attack by part stagger、enderseal stagger、assasin's stagger 500
  • shot down ultimate attack by flash stagger、paralysis、sleep 200
  • supercritical shift 200
  • destroy parts stagger・gas explotion stagger 200
  • move stagger(occurs when not angry) 200
  • part stagger(angry) 100
  • clagger(angry) 100
  • extention of clagger 100
  • flash stagger・assasin's stagger・bomb pod stagger 100
  • Safi'Jiiva's attack(while enmity) 100

Please note that all of them require Safi'Jiiva's motions or reactions.
For example, even if you destroy parts while topple, it will not be counted as destroy parts stagger.


Drain Energy and The Ground Energy

Drain conditions are set for each layer, and when the conditions are met, Safi'Jiiva drains the ground energy and heals HP, stagger threshold, and stamina.

Stamina always heals 100%, but HP is set for each. I don't know the details of the healing value of stagger threshold yet, but it doesn't fully recover.
On the 1st floor, absorbs HP 70% or less, vine snare, and falling rocks topple, and heals 100% HP. Also heals 15% HP when moving to the 2nd floor.
On the 2nd floor, when HP becomes 50% or less, it absorbs 35% HP. It also heals 15% HP when moving to the 3rd floor(it called move drain).
On the 3rd floor, it absorbs 35% HP when HP is 40% or less. It does not absorb after the ground energy is depleted.

The ground energy is consumed according to the HP ratio tex:{\rm HP}] and consumption stamina ratio s( \leq 1) at the time of absorption of each floor.
The ground energy consumed E_i in each absorption i is calculated using the basic consumption e of each floor.

E_i = (1-{\rm HP}_i+s_i)e

The basic consumption is 7000 for the 1st and 2nd floor, and 3500 for the 3rd floor. So, it is difficult to consume at the 3rd floor.
In each floor, if the total energy consumed per absorption reaches 10000 or more, the enegy will be depleted.

Completely Drain Energy Conditions

n is the number of absorptions until depletion, and S:=\displaystyle \sum_{i=1}^n s_i (\leq n) is the total stamina consumed in each floor.
The depletion condition is:

\displaystyle \sum_{i=1}^n E_i = (n - \sum_{i=1}^n {\rm HP}_i+S)e \geq 10000

\displaystyle  \iff \sum_{i=1}^n {\rm HP}_i \leq n + S - \frac{10000}{e}

This allows you to back-calculate the required damage and stamina consumption.
Depleting energy after n times absorption is called [tex:] drains.

If you want to know the average HP \displaystyle  \langle {\rm HP}\rangle:=\frac{1}{n} \sum_{i=1}^n {\rm HP}_i;

\displaystyle   \langle {\rm HP}\rangle \leq 1-\frac{10000/e - S}{n} =1+ \langle s\rangle -\frac{1}{n}\frac{10000}{e}

you can calculate easily by using this fomula. \langle s\rangle is average stamina consumption \langle s\rangle:=S/n.

Anti-Drain

The more you increase the number of absorptions until depletion, the more HP Safi'Jiiva heal for each absorption, so it's actual HP increases.
As you can see from the above fomula, if you try to reduce the number of absorptions n required until depletion, the value on the right-hand side will decrease, and the depletion conditions will become harder.
On the other hand, as the stamina consumption increases, the value on the right side to be suppressed increases, and the depletion condition becomes easier.
Therefore, it is necessary to increase S and decrease {\rm HP} (= deal more damage) so that n can be reduced.
To increase S, you can add elderseal stagger.
In order to reduce {\rm HP}, it is necessary to restrain the absorption behavior with status ailments or downs just before the absorption conditions are met, and reduce Safi'Jiiva's HP more than it should.
Specifically, at 51% HP on the 2nd floor and 41% on the 3rd floor, use paralysis, sleep, ride topple, chest topple, gas topple, flash dizziness and stun, and roars detected by smoke bombs, and you can reduce HP before drain energy.


Move Drain

On the 1st floor, if you take the falling rock topple when Safi'Jiiva get out of the vine snare, it will immediately move to the 2nd floor. If not, move with less than 90% HP after depletion.
In the 2nd layer, after depletion, it moves with less than 70% HP.
It heals 15% HP and stagger threshold when moving.

Wounded Individual

There are individuals that do not move drain at the opening of the 3rd floor.
Therefore, it is called this because it does not heal the wounds and stagger threshold that are made after 2nd floor depletion.
Although it is still under verification, the conditions for wounded individuals are as follows.
At the moment of judgment to keep enmity (60 seconds after the first hostility and every 40 seconds after that), "someone has the monster's attention" is announced, you shake off enmity by using a farcaster or sleep.

youtu.be
In this video, the right side is a wounded individual, and you can see that by using a farcaster at the same time as "someone has the monster's attention", there is no move drain at the opening of the 3rd floor, and it starts from the up laser.

Ultimate Attack

In the 2nd floor, when the absorption condition is met, before the absorption, in the 3rd floor, it tries the ultimate attack 60 seconds after the supercritical shift.
If neither of them are enmity, it will try ultimate attack every 60 seconds.
In addition, after depletion on the 3rd floor, when HP is 30% or less, it will shoot every 30 seconds.

Unti Ultimate Attack

There is no SA from the moment Safi'Jiiva tries to fly for the ultimate attack until the moment it shoots, and during this time you can cancel the ultimate attack by taking stagger or topple twice in some way (cannot be stacked).


Flash Bang

Throwing a flash causes flash stagger, then it become flash dizzy state. Basically, the flash works only 2 times, and there is a cooldown time before the flash works again.
The flash has the following special effects for Safi'jiiva.

Flash Stagger

・It has SA.
・It can be stacked on stun, ride topple and chest topple.
・It can speed up to the time to the supercritical shift by action cancellation.

Flash Dizzy

・ Dizzy time is the time or state when there are stars in Safi'Jiiva's head.
・Complete flash immunity during dizzy time.
・After the dizzy time end, the next action will be the dizziy release motion.
・Depending on the length of the motion immediately before the dizzy time end , the end of the dizzy time and the start of the motion to release the dizziy may not match, but in the cases of states A and B, there is no flash resistance during this extended period of time.
・During the dizzy time, absorption is not possible, supercriticality shift is possible, supercriticality realease is not possible, other types of stagger (including clagger/enferseal stagger) are possible.
・If the conditions for get enmity are met during the dizzy time, you will get enmity after the dizzy time end, and depending on the length of the action, the dizzy cancellation motion may occur after the angry roar.

Flash Resistance

State A: Flash resistance is completely absent, and if you throw a flash pod in this state, flash stagger (stagger A) will occur and flash dizzy (dizzy A) will be ended in 10 seconds.
State B: There is some resistance to flash, and if you throw a flash pod in this state, flash stagger (stagger B) will occur and flash dizzy (dizzy B) will be ended in 5 seconds.
State C: Completely resistant to flashes. No flash stagger.

Safi'Jiiva's state shift and flash cool time

・After stagger A occurs, shifts to state B.
・After stagger B occurs, shifts to state C.
・States B and C shift to state A after 210 seconds.










Concrete strategies for each floor are described below.

1st Floor

left hindleg-vine snare-falling rock topple

Using the fact that the part stagger when not angry becomes move stagger, you can take advantage of the movement of stagger twice by driving from the left side, and you can quickly set the vine snare on the third stagger.
The left hintlegs and wings have low threshold, so attack either one.
It seems that if you stagger at the timing that triggers the body press (chest pound) after the first movement stagger, you can put it in the vine snare, but it seems to be unstable.
Until the part is destroyed, the stagger damage value will be 1.3 times by Partbreaker skill Lv3, so let's add it.
In the case of explosions and the great swords, the excess can be adjusted by dropping Partbreaker skill level.
Also, although it takes time, you can also use the stun to roll the vine snare, but I don't recommend it (it might be good if you want to quickly destroy parts such as the head).
In the PS4/PS5 version, I think that the method of using the Storm Slinger LBG is the mainstream, and I think there are many such videos.
In the Steam version, it is recommended to use dragon ammo and explosive bows. It is necessary to investigate the stagger correction of the weapon you use.

You can get S=1 (upper limit) just by taking the falling rock topple following the vine snare.
The falling rock can reduce HP by 10%.
Please note that when the falling rock hit a wing, it will not be able to take topple if it is destroyed.
Also, if the host is in the camp, the falling rock may lag and fails to take topple.

If you can do vine snare-falling rock topple, 1st floor is basically 1 drain. Required HP is

\displaystyle  {\rm HP} \leq 1 + 1 - \frac{10}{7}=\frac{4}{7}=57.1\%.


right hindleg-vine snare-falling rock topple

After move stagger by right hindleg, you can induce an angry roar with the challenger mantle, and if you take the stagger while leaning forward, you can quickly set the vine snare.
Whether or not you get caught in the vine snare is probably determined by the previous motion, and by using the challenger mantle, you can fix the motion and stabilize it.
After this vine snare, you can also get the falling rock topple.
The advantage of this method is that when using dragon ammos, you can set the vine snare in a small amount of time, so you don't have to worry about enderseal stagger. Enderseal stagger will occur on the 7th shot, so try to set the vine snare within 6 shots. If the enderseal stagger occurs on the way, it will fail with a high probability.
youtu.be

right hindleg-vine snare-drain-falling rock topple

It's the same as above until you put it in the vine snare, but here, reduce the HP to 9% or less during the vine snare, and add poison. This will only deplete 5000 stamina consumption by the vine snare and 200 by move stagger.

\displaystyle  {\rm HP} \leq 1 + 0.52 - \frac{10}{7}=\frac{13}{140}=9.3\%

After that, while absorbing 10% of fixed by the falling rock and gaining 1 or more damage by poison. HP will be less than 90% and the move condition will be met.
Since the end of the first floor is the fastest, it can be used for repel quest and HBG 4pt speedrun.
youtu.be


2nd Floor

Fast 2 Drains

If there is no ingenuity, almost 2 floors will be 2 drain. So, the quickest way is to absorb it twice at high speed and block both drops.
With this method, the large amount of HP to be cut in the 2nd floor and the large amount of HP in the 3rd floor opening tend to be bottlenecks in save the time.

2 enderseal stagger + 3 clagger
\displaystyle   \langle {\rm HP}\rangle \leq 1+ 0.165 -\frac{10}{14} =\frac{631}{1400}=45.1\%


1 Drain

Constraint from the absorption condition, if there is enough shaving and 2 to 4 times of enderseal stagger, it can be reduced to 1 absorption.
It would be better to use the high DPS dragon ammo bowgun to deplete it with 3 enderseals stagger and low HP, or use Alatreon Dominator to deplete it with 4 elderseals and medium HP.
You can consume 1000 stamina by shooting topple in the air or ultimate attack even with two enderseals.
The advantage of 1 drain is that the 2nd floor has less HP to reduce quickly, and the 3rd floor opening does not have much HP, and at the same time as the supercritical shift, HP can be brought to around 40%.
If HP is 1 at the time of absorption of 2nd layer, 35% + 15% absorption will be 50% at the opening of 3rd layer, and it will be just before absorption when hostility is removed.
However, it is necessary to produce a lot of stagger in order to hasten the supercriticality shift, and if the HP is extremely low, it will be difficult to produce stagger without absorbing it, and the time until the supercritical shift will take a little longer.

3 enderseal stagger + 3 clagger
\displaystyle  {\rm HP} \leq 1 + 0.48 - \frac{10}{7}=\frac{9}{175}=5.1\%

youtu.be



4 enderseal stagger + 2 clagger
\displaystyle  {\rm HP} \leq 1 + 0.62 - \frac{10}{7}=\frac{67}{350}=19.1\%


3rd Floor

Drain Loop

The 3rd floor is where individuality comes out, but basically it is the fastest and 3 drains. 2 draoms is almost impossible without sacrificing time.
Since the meat quality improves at the supercritical shift, wait until the critical shift (HP is ideal at 41% at this point), and immediately after the supercritical shift, use some ways to inhibit absorption and reduce HP.
Next, the HP is scraped again between the absorption and the next up laser (HA).
After that, Safi'Jiiva takes one action, but you will quickly cancel it by stagger, absorb it again, and let it up laser.
It is exhausted by repeating this process. In this loop, there is about 15 seconds from one absorption to the next absorption, and the tactic of cutting 35% of the recovered during this time requires considerable instantaneous firepower.
3 drain becomes a little easier if you aim for the time when there is no SA or HA and insert enderseal stagger.

1 enderseal stagger + 3 slagger + the supercritical shift + 10 actions(enmity)
\displaystyle   \langle {\rm HP}\rangle \leq 1+0.1-\frac{20}{21}= \frac{31}{210}=14.8\%

youtu.be
This video's method is 1st:light hindleg-vine snare-falling rock topple, 2nd:1 Drain, and 3rd:ride topple then drain loop.

Chest Topple

Between while absorption and up laser, HA is attached and the part threshold stops at 1.
During this time, attack the chest to reducethreshold, and attack the chest when the up laser's HA is released to get the chest topple.
Note that if stagger occurs in other parts, chest topple will not occur during that reaction (same for clagger).
If you attack the chest in the meantime, there is a risk of exceeding the threshold value(because it is SA not HA).
the chest topple consumes 500 stamina, and it also blocks absorption, so it's easy to 3 drain.
Also, if you adjust the flinching during the chest topple, you can loop the chest topple if the absorption does not come immediately after.
Also, if you hide with smoke bombs and are detected when it wake up, the detected roar will be prioritized even if the absorption condition is met, and you can loop if you take the chest topple during roar.
The great sword is suitable, but many melee weapons, buckshot, normal bullets, dragon ammos, and bows can also be used to chest topple.

youtu.be


Abnormal Status

The point is the same as chest topple, and instead of chest topple, use flash, paralysis, sleep, stun, ride down, etc.
I think it's advantage is that it can be taken stably unlike chest topple. I also think that it is good to mix these with chest topple.

youtu.be

Opening Drain

By keeping HP at 1 and poisoning from 2nd floor depletion to movement, after healing 15% by move drain, it will be absorbed at the opening because the 3rd floor absorption condition is satisfied.
After move drain, you can scrape it with poison until the absorption starts after the hunter arrives at the 3rd floor.
Then, take it to the drain loop as it is, and make it 3 drains... I think it's difficult because it's non-supercritical state, but wait until the supercriticat shift, and then do 2 drains, including the engerseal stagge. It is possible to exhaust it.
It is necessary to draw a lot of spare shot of dragon ammos in the 2nd floor, but 13 dragon ammos for 3 drains became 13 bullets for 2 drains, and the firepower. It is also advantageous in terms of durability.


Wounded Individual Opening Drain

When the wounded individual condition is satisfied, if HP is reduced to about 15% at the time of moving from the 2nd floor to the 3rd floor, there will be no move drain, so at the start of the 3rd floor, 35% will be absorbed, and HP will start at 50%.
Similar to the opening absorption above, the 2nd floor has a bottleneck of keeping enmity, and although it can't be that fast in terms of time, it has the lowest HP, making it an interesting strategy. .

Also, it is impossible to draw spare shot a lots and high firepower PT, but if HP is 1 when moving the wounded individual, it will be absorbed at the opening HP 1, and it will be 35% (> 40% or less of the absorption condition), so 2 will be absorbed at the opening.
Deal damage as much as possible before this absorption.
And as soon as it is reduced to 41% after absorption, it can be restrained by paralysis or riding, and theoretically it can be depleted with 1 drain.







I got tired, so it was mostly Google translation the latter half. I hope that English-speaking people will correct each sentence by comments.