Hi-Fi RUSH
72 Achievements
0-0h
PS5
I hit things with a guitar really well.
Finish a stage with a S rank for every Chorus. (Any difficulty.)
5.7%
How to unlock the I hit things with a guitar really well. achievement in Hi-Fi RUSH - Definitive Guide
Both level 9 and 12 are the easiest as they only consist of one fight; however, both are boss fights. It is recommended to do this on Easy difficulty. The basic strategy is to spam your partner abilities to defeat the boss quickly. Feel free to directly attack if you are confident in your ability to hit on the beat.
3 Comments
Also helps to get the chip updates that extend your combo.
You don't need the bonus scoring chips on level 9 Easy.
You don't need the bonus scoring chips on level 9 Easy.
By VincibleOcean71 on 08 Feb 2023 13:26
For me, the level I got this achievement was number 11, with only 3 Chorus and no boss. Pretty fast to repeat if you don't get it at first try.
By Laurenlindorena on 21 Feb 2023 21:07
While this achievement sounds straightforward in terms of what you have to do, getting it is not straightforward though. As the description says you need to get an S rank in every Chorus (AKA fight) for a stage (a Track), and yes, you can do this on easy too… but that still doesn’t make it easy, per se.
First things first, let's talk about the easiest chapters. There are 4 in my opinion that this is the easiest to attempt this on.
Now, let’s talk how to get an S rank, which is made up of three parts.
And finally, in terms of what chips you use:
First things first, let's talk about the easiest chapters. There are 4 in my opinion that this is the easiest to attempt this on.
- Stage 3, as it’s boss free.
- Stage 6, as again, it’s boss free.
- Stage 9, as it’s just one boss fight.
- The same goes for Stage 12, and although he is the final boss, it’s still only one stage.
Now, let’s talk how to get an S rank, which is made up of three parts.
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Score - This is the hardest one to probably get an S rank on early on. In order to get a high score, you should do the following:
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Combos - Keeping the combo going is vitally essential, as you’ll get points bonuses for every milestone of combos. Also, getting hit and dropping your combo gives you a 0.8 multiplier, thus meaning you get less points while the meter is still running. If you can learn Dodge Counters as well, they reward big points and also keep your combo alive. To give you a rough indication as to how important the combos are, take a look at the points below. The jump from 40 to 50 is immense. If you score over a 50 hit combo in a fight, chances are you’re getting an S rank for Score.
- A 10 hit combo is worth 420
- A 20 hit combo is worth 640
- A 30 hit combo is worth 960
- A 40 hit combo is worth 1,280
- A 50 hit combo is worth 2,240
- Variety - This is perhaps the most important one, because if you use the same move over and over, the game will penalise you for that. If you do it twice in a row, you’re getting a 0.8 multiplier penalty. If you bounce from a few combo sets to another though, you’ll be okay.
- Multipliers - There are two really helpful multipliers that you should be looking out for: the Magnet Link, where you use the magnet and then go straight into a combo (that gives you a 1.2 multiplier); and more importantly, the Aerial Rave (which gives you a 1.5 multiplier). Learning how to get someone into the air ( break is great, as is the and then ) can take you from an A rank to an S rank.
- Partners - Calling in your partners, and mixing them up, will give you bonus points. This should be in your arsenal to use every 5 seconds or so. Spamming all three after one another is also great, as you’ll get a mix up bonus too. Speaking of partners and multipliers, if you perform a Jam Combo ( break and then ), you’ll get a whopping 2x multiplier (you'll need Reverb for this though). So, don’t sleep on your partners if you want an S rank. If you can combine that with an Overkill on an enemy too, you’re looking at points galore.
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Combos - Keeping the combo going is vitally essential, as you’ll get points bonuses for every milestone of combos. Also, getting hit and dropping your combo gives you a 0.8 multiplier, thus meaning you get less points while the meter is still running. If you can learn Dodge Counters as well, they reward big points and also keep your combo alive. To give you a rough indication as to how important the combos are, take a look at the points below. The jump from 40 to 50 is immense. If you score over a 50 hit combo in a fight, chances are you’re getting an S rank for Score.
- Just Timing - This is all about movement. Everything you do in a fight should be on the beat. If you dodge, do it to the music. If you jump, do it to the music. If you attack, do it to the beat. While the Score category can be manipulated somewhat, this one is all about playing to the rhythm. Don’t forget to use the world, the UI and its pulsing, as well as the Rhythm Assist (the view button) to help you find the rhythm and stick to it.
- Clear Time - The quicker you beat the stage, the higher the score and the bonus. The trick to this one is just be relentless and multi-task. That's it.
And finally, in terms of what chips you use:
- Rhythm Meter Rush is especially good if you’re not used to holding down a combo. If you are, then this might be redundant.
- Combo Holder is good as well, and gives you a bit longer to keep that combo alive.
- Parry Charge is great if you want to build your Reverb Gauge, which you can then use on Special Attacks and Jam Combos.
This guide was translated automatically.
I recommend doing it on
If you have a problem with scoring points, then take the “Rhythm Master Class” and “Magnetic Battery” chips, special. attack "808 gigawatts of cuteness" or "Hibiki". It is enough to get two S and one A (for points, accuracy and time, in any order).
If you have a problem with scoring points, then take the “Rhythm Master Class” and “Magnetic Battery” chips, special. attack "808 gigawatts of cuteness" or "Hibiki". It is enough to get two S and one A (for points, accuracy and time, in any order).
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