Projections: Perfect Dodge Guide (All Entities & Thier Types, General Tips)

This guide is meant to give insights and tips into how to up your Perfect Dodge (PD) game and listening skills in PROJECTIONS.
Entities, their types, and general tips are covered, so don’t view unless you’ve played through already or don’t mind spoilers as a new player.

 

Intro

“I fear not the concept who has practiced 10,000 dodges once, but I fear the concept who has practiced one dodge 10,000 times.”

Entity Types

Throughout projections, encountered entities serve particular functions in the fight. Awareness of these functions will help you navigate the dimensions and make careful, and later, unconscious decisions about what telegraphs to prioritize for perfect dodging.

Direct Type

Direct type entities damage in a manner that is unavoidable from being hit. These will require a PD attempt.
In FOCUS mode or otherwise, these entities are the most threatening due to their immediacy and inability to move away from their damage or avoid them all together. When learning to prioritize telegraphs in the noise of an omen, this entity type should be closer to the top of the list.

Projectile Type

Projectile entities damage will target the player to be hit, but the damage is avoidable through movement.
These entities linger around the second position for prioritization, but entity proximity to the concept changes how they should be handled. Although PROJECTIONS is primarily a listening experience during play, this entity type asks for a higher visual acuity if you want to PD them efficiently.
Just keep an eye out.

Danger Zone Type

Danger Zone entities damage will not target the player.
These entities can usually be completely avoided from any kind of damage if you’re carefully navigating the play area in an omen. They are excellent for farming PD in the case where enemies are sparse or you’re trying to gain FOCUS, but jumping up or falling down into their harmful bits can be distracting in a hectic omen.

Obstacle Type

Obstacle entities do not damage the player. Instead, they are designed to obstruct the view or flow of battle, making it difficult to parse enemy positions or projectiles.
Experience makes handling these disruptions easier over time, but being too close to them can throw off the interpretation of telegraphs. It’s best to rid of these types asap to avoid disruptions to battle flow.

Entities

Wanderer

  • TYPE: DIRECT
  • TELEGRAPH: TELEPORTATION \ CHIMES
  • SPEED: SLOW
  • AX: 0

Wanderers telegraph shows it teleporting in a small area accompanied by a chime. The nebula that indicates damage will come out at a relatively longer interval than other direct hit entities aside from Opinion, whose is exactly the same.

Moon Seer

  • TYPE: PROJECTILE
  • TELEGRAPH: wuh!
  • SPEED: SLOW
  • AX: 0

Moon Seer telegraphs with an upward ‘wuh!’ kind of sound, followed by three slow moving projectiles targeting the concept. Having a visual lock on these projectiles is easier than others, hence their AX0 presence. If you ID the first of the 3 orbs, PD is likely on the second.

Jupiter’s Eye

  • TYPE: PROJECTILE
  • TELEGRAPH: ORANGE FLASH / SHARP ZIPPING
  • SPEED: MEDIUM
  • AX: 0

Jupiter’s Eye will telegraph with a bright orange glow in frame with a zipping sound preparing launch of the projections. The percussive sound that follows indicates the launch. Distance will affect the prioritization of dodging, but the projectile is relatively quick. If you’re moving at slow speeds in a crowded play area, they will likely require a PD attempt unless wiped out by a previous PD.

Galaxy

  • TYPE: DANGER ZONE
  • TELEGRAPH: FWUHHH
  • SPEED: SLOW
  • AX: 1

Galaxy has an expansive vocal ‘fwuhh’ sound that will indicate the beginning of it’s stars being released. Galaxy is designed to disrupt movement and flow in the play area. It’s best to keep distance from them and perfect dodge elsewhere to wipe out their stars, as perfect dodging their still objects can be risky. Like when encountering Shroud, jumping gives you a sharp increase in speed allowing you to overlap yourself with Galaxy’s star objects. This speed boost will increase your chance of a PD if you simply want to farm PD off of Galaxy.

Shroud

  • TYPE: DANGER ZONE
  • TELEGRAPH: DISTORTED BLAST
  • SPEED: MEDIUM
  • AX: 1

Shroud is another danger zone entity that quickly shoots out its dangerous objects in all directions, slowly expanding out from an immediate distorted blast sound. It can creep up on you and expand closely to the concept, so a visual on their roaming is needed. Keep away from them as best as possible. If you wish to farm PD off of them, the same jump technique for Galaxy can be used by setting yourself under a vertical row of the objects.

Opinion

  • TYPE: DIRECT
  • TELEGRAPH: RED FLASH / PWAH
  • SPEED: SLOW
  • AX: 1

Opinion’s direct attack is indicated by a red flash and ‘pwah’ sound, with the same interval of time between telegraph and damage as Wanderer. Although their sounds throw off the cadence, it’s useful to intuitively recognize their telegraph to damage time as the same.

Doom

  • TYPE: OBSTACLE
  • TELEGRAPH: BING BONG
  • SPEED: SLOW
  • AX: 2

Doom will appear as a single entity to start in a play area, as you’ll hear them ringing lowly throughout. The ringing is designed to add noise to the aural field of telegraphs in hopes of breaking your focus. Along with this, a spherical field of distortion can hide entity locations, as well as obscure the path of projectiles from Moon Seers and Jupiter’s Eye’s. Doom’s will also replicate 2 other Doom’s for 3 generations (max 15).
Because of this, they should be gotten rid of asap.

Sun Seer

  • TYPE: DIRECT
  • TELEGRAPH: FOCUSING LIGHT / WUH!
  • SPEED: FAST
  • AX: 2

Sun Seer has a similar telegraph sound to Moon Seer, as they are one. A higher frequency ‘wuh’ sound will alert you to their fast direct attack that comes out very quickly after their focusing beam telegraph. Because of the speed of Sun Seer’s, they will often be top priority for PD in the chaos of FOCUS mode.

Violation

  • TYPE: DANGER ZONE
  • TELEGRAPH: EXPANDING RING / ZIPPER CRESCENDO
  • SPEED: MEDIUM
  • AX: 2

Violation’s attack can easily be spotted by the dome of pink left around it’s dropped mine. Once touching the zone of the mine, it will expand in a ring and damage at the apex of pitch and expansion. The sound of the telegraph for Violation’s tends to be the most obvious and are great for retaining PD’s, farming for roulette, etc.

Ennui

  • TYPE: OBSTACLE
  • TELEGRAPH: NONE
  • SPEED: INSTANT
  • AX: 2

Ennui being an obstruction type means they will not damage you, however they can affect perfect dodges in the middle of battle significantly with their stealthy time freezing behavior. If entities telegraph, and Ennui approaches during the middle of them to freeze time, timing PD’s becomes tricky because of the length of time stop disorienting your sense of when a PD needs to be performed.
When an OMEN begins, try seeking out Ennui from far off the perimeter of the play area and use hold attacks to dispose of them right away.

Storm

  • TYPE: DANGER ZONE (SINGLE)
  • TELEGRAPH: EXPANDING PINK ZONE
  • SPEED: SLOW
  • AX: 3

Storm’s presence is indicated by a large pink umbrella shape looming over the play area. A pink field which connects to the ground will slowly expand from the center. If you enter the field, Storm will strike. They can be disposed of by attacking their core at the top of the umbrella form.

Eclipse

  • TYPE: DIRECT
  • TELEGRAPH: 3 THWACKS
  • SPEED: SLOW SEQUENCE
  • AX: 3

Eclipse’s telegraph occurs in a sequence of 3. A small, exploding orb will make a sharp thwack sound on the ground in front of the concept. At the third step in the sequence, Eclipse will attempt to inflict damage. At the moment of being hit, a PD can be attempted.
Due to the long duration of the first telegraph generating a rhythm for you to follow into when they damage, it important you dispose of Eclipse’s asap, as they will require more brain space than any other telegraph.

Angel

  • TYPE: DIRECT
  • TELEGRAPH: MOAN / BREATH
  • SPEED: SLOW
  • AX: 3 (FOCUS ONLY)

Angel will lurk around a play area with a chance to appear after 1 minute in FOCUS mode. A full but perfect 3 seconds (0..1..2..3!) will pass from when they engage and ‘sigh’ at the concept, to when they damage. You can count, or PD instinctively, but it will always be a challenge whether measured technically or intuitively.

General Tips

  • Pay Attention and Be Persistent
    Projections is all about awareness and changing, becoming better. The more you play and carefully analyze the timings, telegraphs, cues, etc. of entities, the better they’ll be able to sink into your unconscious. It’s all part of the communication of battle.
  • Stop Running/Dashing Constantly
    Running too much won’t allow you the space to use your trigger to PD entities in the play area. Slow down your movement and focus on listening and seeing what’s around you. There is a short time after a dash is performed where you will be vulnerable to attack and unable to dodge. Keeping your dashing to a minimum allows you more space to carefully time PD. Even if missed, you’ve expended a dash at an appropriate time without wasting them in the small windows damage is coming to you.
  • Don’t Spam Dodges
    There’s a time and place to spam dodges. They will be useful for lazily slogging through an onslaught of damaging entities in order to retain FOCUS when there’s too much to focus on. This is not a High Score guide. In the spirit of improving PD accuracy, it’s better to take the slower and more hit prone path of separating telegraphs in your mind as a means prioritize the quickest incoming damage. The fight goes on forever, so take your time to understand failures and sharpen your sense into the future.
  • Beware ID Chains
    Although this is a guide to dodging perfectly, sometimes you can still find yourself in situations where IDs are practically unavoidable.

    When attacks are coming in at a high rate, you may find yourself unable to PD in a loop of IDs. This is because dodging gives you a very short grace period where any successive attacks are automatically dodged, and the slowdown affects your timing for further dodges. In fact, this slowdown period leaves you with only the exact frame of damage to PD attacks, which can make PDing multiple attacks in succession very difficult.

    To mitigate this, you can prioritize taking out the more dense packs of entities on the stage, and avoid positioning yourself in the centre of the fray.

  • Learn to Prioritize Telegraphs
    If an Eclipse starts telegraphing, followed by a wanderer telegraphing after the second step sequence of the Eclipse, don’t prioritize performing a PD on the Eclipse’s damage. The Wanderers damage is imminent and needs to be addressed first. Managing longer telegraphs like this will take experience, but this is a reason entities like Eclipse should be disposed of asap. Minimize the amount of things you need to focus on in a period of time.
  • Stop Avoiding Attacks
    “A fight is like a conversation: Sometimes you listen, and sometimes you speak. And if you are prepared, when it is your turn to speak, you will know what to say.”
    If you dash away from projectiles or attempt to evade some direct attacks through movement, you’re essentially exiting yourself from the conversation. Stand in the face of the challenges to change and become better through PD’s. Embrace the failures and fight again and again and again and again and again

Thanks to Zanadu and saturn for his great guide, all credit to his effort. you can also read the original guide from Steam Community. enjoy the game.

Post Author: Robins Chew

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