Cobra Kai: The Karate Kid Saga Continues
48 Achievements
1,000
Xbox One
Xbox Series
Fear Does Not Exist in this Dojo
Finish any Story level without being hit
25
0.45%
How to unlock the Fear Does Not Exist in this Dojo achievement in Cobra Kai: The Karate Kid Saga Continues - Definitive Guide
This is arguably the hardest achievement in the game. Unless you get really lucky, you will need lots and lots of attempts to get one perfect run together. You can choose any level you like, so I suggest using one of the shorter street levels. I personally did this on the Addison St level as the enemies felt easier to manage and predict, so I will be providing a solution based on that level.
There are only three enemy types you'll see here:
- Skeletons of all variants are present and are the most plentiful of all three types. The ones you really need to worry about are the baseball bat wielding ones. They are typically the most aggressive enemies of the level and have a very long reach. The big boned skeletons can also cause problems as their charged belly bump attack doesn't have a very long wind up and a parry doesn't grab them for a throw.
- Goons of almost every type make an appearance as well. While not particularly aggressive for the most part, they are probably speedier than the skeletons and will sneak in a quick hit, ending your attempt. They're basically the cannon fodder of the level.
- Security guards are slow as molasses and easy to predict. They have two main attacks, one charged punch and one charged kick. The charged kick is a slightly faster wind up than the punch, but both can be easily countered with a parry if you're facing them. An added bonus is that most security guards will be sent flying off screen with a successful parry, regardless of how much health they have. That being said, I would refrain from using parries as you have to get in close to perform one. In a group of enemies, another enemy is likely to take advantage of you standing their waiting for a guard to throw a punch or kick.
Tips for running a no-hit Addison St:
- If this is your first playthrough of the game, play through the story mode until you unlock all four characters for your dojo. As you play, you will get coins from defeating enemies and completing Karate Challenges. Use these coins to unlock only the base Dojo Skills as well as just the base Personal Skills for all characters.
- Refrain from upgrading any of your skills. It sounds counterproductive, but I found that the enemies in the game receive progressively more health as you upgrade your characters. By the time I started making my attempts, I had fully upgraded Tory and mostly upgraded the rest of the characters as well as the Dojo. The result of this was enemies with almost double their starting health. The base Skills are pretty powerful and the benefits you get from upgrading simply aren't worth the headache of having to deal with standard enemies with three full health bars. The longer you're in the level, the more chances there are for an enemy to get a hit in, so you want to be able to wipe these guys out quickly.
- Once you have your characters and all the base Skills are unlocked, play through a bit more of the story, making sure to practice with each character and determine whose Skills fit your play style best. I personally used Tory in Cobra Kai as her Personal Skills kept her moving all over the screen, making it easier to manage large groups of enemies. I even found that using her Skills in sequence with the Dojo Skills created kind of a "super combo" that helped eradicate the weaker enemies really quickly.
- Stay away from enemies as much as possible! None of the enemies in this level have projectile attacks, so make use of the kickable, throwable, and wieldable objects in combination with Dojo and Personal Skills to cut down weaker enemies and deplete the health of stronger enemies. Keep in mind that you cannot run or use Dojo/Personal Skills if you are carrying a throwable or wieldable weapon, so get rid of it if you need the maneuverability.
- AVOID GROUND ATTACKS AT ALL COSTS. If you start a ground attack on an enemy, you're pretty much locked into it until you either complete the ground combo or an enemy kicks you off their buddy. You can't cancel out of a ground attack which is insanely frustrating when you instinctually start one by accident in a group of enemies. I also avoided grabs for the simple fact that when you stop moving, you become a bigger target.
- As I said previously, I would argue against using parries. There are times where successful parries simply reduce the damage you take, and any damage taken counts as a hit. Even in one-on-one situations with security guards, I found the reward of finishing a guard in a single hit wasn't worth the risk of having a run ended because I missed the timing. If you do decide to mix in parries, remember that your parry has a cooldown, so once you use it, do a few dodge rolls to give your parry meter the two seconds it needs to recharge.
- If there are enemies on the screen... Don't. Stop. Moving. Even the least aggressive enemy will eventually take advantage of you being in one place for slightly too long and end a run real quick.
- The final boss of Addison St is a purple baseball bat skeleton that has essentially the same move set as the regular baseball bat skeletons. If you take a wieldable object into the last battle and are fast enough, you can catch him as he does his initial taunt and lay into him. If you are able to hit him with all nine hits from the weapon, you'll take a considerable amount of his health before his subordinates begin flooding the screen.
- Remember to take periodic breaks if you start feeling like you're beating your head against the wall. There are some issues with the way the game controls that don't really take away from normal gameplay but will absolutely frustrate the living daylights out of some players when trying to avoid getting hit. I'm pretty sure I used language that even the US Navy would frown upon, at which point I put down my controller and found something else to do for about a half hour or so.
Good luck!
There are only three enemy types you'll see here:
- Skeletons of all variants are present and are the most plentiful of all three types. The ones you really need to worry about are the baseball bat wielding ones. They are typically the most aggressive enemies of the level and have a very long reach. The big boned skeletons can also cause problems as their charged belly bump attack doesn't have a very long wind up and a parry doesn't grab them for a throw.
- Goons of almost every type make an appearance as well. While not particularly aggressive for the most part, they are probably speedier than the skeletons and will sneak in a quick hit, ending your attempt. They're basically the cannon fodder of the level.
- Security guards are slow as molasses and easy to predict. They have two main attacks, one charged punch and one charged kick. The charged kick is a slightly faster wind up than the punch, but both can be easily countered with a parry if you're facing them. An added bonus is that most security guards will be sent flying off screen with a successful parry, regardless of how much health they have. That being said, I would refrain from using parries as you have to get in close to perform one. In a group of enemies, another enemy is likely to take advantage of you standing their waiting for a guard to throw a punch or kick.
Tips for running a no-hit Addison St:
- If this is your first playthrough of the game, play through the story mode until you unlock all four characters for your dojo. As you play, you will get coins from defeating enemies and completing Karate Challenges. Use these coins to unlock only the base Dojo Skills as well as just the base Personal Skills for all characters.
- Refrain from upgrading any of your skills. It sounds counterproductive, but I found that the enemies in the game receive progressively more health as you upgrade your characters. By the time I started making my attempts, I had fully upgraded Tory and mostly upgraded the rest of the characters as well as the Dojo. The result of this was enemies with almost double their starting health. The base Skills are pretty powerful and the benefits you get from upgrading simply aren't worth the headache of having to deal with standard enemies with three full health bars. The longer you're in the level, the more chances there are for an enemy to get a hit in, so you want to be able to wipe these guys out quickly.
- Once you have your characters and all the base Skills are unlocked, play through a bit more of the story, making sure to practice with each character and determine whose Skills fit your play style best. I personally used Tory in Cobra Kai as her Personal Skills kept her moving all over the screen, making it easier to manage large groups of enemies. I even found that using her Skills in sequence with the Dojo Skills created kind of a "super combo" that helped eradicate the weaker enemies really quickly.
- Stay away from enemies as much as possible! None of the enemies in this level have projectile attacks, so make use of the kickable, throwable, and wieldable objects in combination with Dojo and Personal Skills to cut down weaker enemies and deplete the health of stronger enemies. Keep in mind that you cannot run or use Dojo/Personal Skills if you are carrying a throwable or wieldable weapon, so get rid of it if you need the maneuverability.
- AVOID GROUND ATTACKS AT ALL COSTS. If you start a ground attack on an enemy, you're pretty much locked into it until you either complete the ground combo or an enemy kicks you off their buddy. You can't cancel out of a ground attack which is insanely frustrating when you instinctually start one by accident in a group of enemies. I also avoided grabs for the simple fact that when you stop moving, you become a bigger target.
- As I said previously, I would argue against using parries. There are times where successful parries simply reduce the damage you take, and any damage taken counts as a hit. Even in one-on-one situations with security guards, I found the reward of finishing a guard in a single hit wasn't worth the risk of having a run ended because I missed the timing. If you do decide to mix in parries, remember that your parry has a cooldown, so once you use it, do a few dodge rolls to give your parry meter the two seconds it needs to recharge.
- If there are enemies on the screen... Don't. Stop. Moving. Even the least aggressive enemy will eventually take advantage of you being in one place for slightly too long and end a run real quick.
- The final boss of Addison St is a purple baseball bat skeleton that has essentially the same move set as the regular baseball bat skeletons. If you take a wieldable object into the last battle and are fast enough, you can catch him as he does his initial taunt and lay into him. If you are able to hit him with all nine hits from the weapon, you'll take a considerable amount of his health before his subordinates begin flooding the screen.
- Remember to take periodic breaks if you start feeling like you're beating your head against the wall. There are some issues with the way the game controls that don't really take away from normal gameplay but will absolutely frustrate the living daylights out of some players when trying to avoid getting hit. I'm pretty sure I used language that even the US Navy would frown upon, at which point I put down my controller and found something else to do for about a half hour or so.
Good luck!
2 Comments
To the Hellfires with this achievement! IT IS EVIL!
By IamKamakura on 11 Oct 2021 02:35
This is one of those achievements I will try once, instantly fail and never try ever again.
By Lord Glenn on 24 Apr 2022 17:58