Monster Energy Supercross 3 Video Walkthrough on Realistic (450)

I took some time off to play Chernobylite, which was both interesting and a bit annoying at times due to having to micromanage your rep with your crew. This will be the final walkthrough I do of this game, and once again, it's great to be back on the better sounding, more capable 450 bike. These first 2 rounds are at Anaheim 1, and Glendale.

Anaheim 1

There's a couple good places to pass AI on this track, and the 450 makes fairly easy work of it, so I gave the AI a 10 sec head start.

I got pouring rain on this one, but it's not nearly as much of a problem on the 450, just a bit of fishtailing now and then out of berms. It starts with a sharp left bend, over a small mound, then a triple over small jumps, into a high, steep 90 right berm. The next section is a double/triple combo on small jumps, then immediately into a 90 right over a bridge jump. This double/triple combo section is a good place to pass AI. You then have a whoop section that starts with a short flat, and into a big air triple off a big jump, ending this section with a high, semi steep 90 left berm.

This takes you into a rhythm section that can be doubled all the way through, which is another good place to pass AI, and ends with a 90 left under the bridge. You then have a near 90 left right after, into back to back big air doubles that each take you over the wide start chute on either side of the first turn. This leads you into a 90 right to the only worrisome rhythm section, which is a double/double/double onto tabletop/double/single combo. This section isn't really anything to worry about on the 450 though.

This takes you into a high, steep 180 right berm, through a fast whoop section, then into a high, steep near 180 left berm, then diagonally along the start chute, into a high, steep near 180 right berm, and off the big finish line jump for a big air double. You then pass by the holeshot line after a sharp left, taking the following section with a triple off small jumps on subsequent laps like the first. The highlight for me was at the 6:02 mark on the final lap, passing teammates Cooper Webb and Marvin Musquin one right after the other just before taking the bridge jump. At the final time check I had a just under .74 sec lead.


Glendale

This one was dry, and the AI ride it much more competitively. There's also a nasty rhythm section where it's hard to pass AI, as they can unpredictably fly across track and at times land on you from big jumps. Thus I gave them a 7 sec head start.

It starts with a sharp left bend, into a double/triple/triple/triple/single combo, then into a 90 left, over a small jump you skip off, then into two flat straits connected by a high, steep 180 left berm followed by a small jump double. This takes you to a 90 right, then a roll over a small jump, into another rhythm section, which I usually take as a double/double onto tabletop/double/big air triple combo. It ends with a small jump and a high, steep 180 right berm right after it.

After the 90 right berm is a small jump, then a long, flat strait on the start chute, into a semi fast, sweeping left with a shallow berm. This takes you into that nasty rhythm section I call carnage alley. Ideally I like to stay on the left side of the track after this turn, and take this section as a double/triple/triple/triple combo, but when AI are present, you need to just pick a clear lane and hope they don't dive bomb you. You then take a high, steep 190 left berm into a fast whoop section, then triple off a med jump, then a big air double off the big finish line jump.

This next section can be tricky to hit right, but can also allow you to pass AI. It's basically a couple doubles off med to small jumps, then into a 90 left, immediately into a big air triple off a big jump right after, then a 90 left with 3 more med jumps back to the holeshot line. I usually double, overshooting the 2nd jump to bounce jump off the 3rd with tempered speed, in order to start this first rhythm section with a small jump double. This allows for the same double/triple/triple/triple/single combo as with the first lap on subsequent laps.

This was a pretty challenging race. Any small mistake and the AI will catch and pass you, so I yoyoed back and forth a bit. I also lost 5 positions on an unintentional turn cut I got reset on. I DID however recover quickly from each mistake to take back my position. The highlight for me was catching lead rider Zach Osborne at the 6:39 mark on the final lap, but playing a cat and mouse game going into the nasty rhythm section instead of trying to block pass him entering it. I knew such a move could possibly not go well and cause me to lose momentum and not hit the rhythm section well. The irony of it was I didn't hit the rhythm section like I wanted to anyway, but managed to salvage just enough speed to stay near him. What saved me was coming off the berm after it higher than he did, which allowed me enough speed off it to catch and pass him on the final berm before the finish lime. At the final time check I was actually .178 sec behind, so I have no idea what amount of slim margin I won by.


Sorry for not tagging the spoilers this time. I tried, but it was either me having a brain fart from lack of sleep, the forum glitching on me, or some possible change in the spoiler tag code I'm unaware of. It was actually putting most of this post in a spoiler.
 
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Here's rounds 3 and 4, a Triple Crown at Anaheim 2, and Oakland. I was having some hand soreness due to injuring the thumbs and pinkies on both hands, so there was some crashes.

Anaheim 2

No pouring rain here, but the track was wet and slippery. The player usually fares better than the AI in such conditions though, so I gave them a 10 sec head start. It starts with a tight left bend, a hop over a micro bump just after the holeshot line, then a double over 2 more such bumps. You then take a 90 right on a shallow berm, into a short whoop section. You then have a shallow 180 right berm, a small jump onto an on/off on a tabletop, exiting the tabletop via a hop to a sharp, shallow left berm. Immediately after the track splits into a short descent on the left, and a small jump on the right. I always take the right, which involves a hop off the small jump to an on/off on a tabletop. It is important to hit the left front of the tabletop to get enough speed to clear the small jump thereafter, and set up for the double/big air triple combo which completes this section.

Landing that big air triple around AI can be tricky, as it's best to go into the following rhythm section starting on the right side, which is elevated more to help clear the first jump when speed is low. This means sometimes slowing and radically swerving left before taking the turn, if you landed the triple on the right to avoid hitting AI. The benefit of starting this rhythm section well is managing a double/double/triple/double/double combo, which is FAR easier to pull off on the 450 vs the 250. You then go into a high, steep 180 right berm, followed by a double to an on/off on a tabletop via a med jump, this section finishing with double jumps all the way.

You then have a high, steep 180 left berm, into a section that starts with a short whoop stretch, and ends with a big air double off a big jump. You then take an immediate 90 right, which I choose to hit at it's apex vs berm, then across the wide, flat start chute. I use the white line marking the far side edge of the start chute as a braking marker, but just to let off gas for the double right after over a big jump off a med one. You then have a high. steep 180 right berm right after, then a very short, low speed jump off a big jump, which steps down to a med jump. This chute cross section is often a good place to pass AI.

You then go left, diagonally cross the start chute, then take a big, flat 180 left in deep sand, and back across the holeshot line, using the same technique on the aforementioned micro bumps, but with more speed on subsequent laps.
The highlights for me were, managing to retake the lead after crashing on the big air triple landing on the final lap of the 1st race, being fortunate enough to get unstuck by Cooper Web from a slippery reset after crashing on the final lap of the 2nd race, and finally getting redemption when lead rider Jason Anderson crashed on the big air triple landing on the final lap in the 3rd race, allowing me a crash free victory with a just over 1 sec lead at the final time check. The other two races were won by a margin so slim it could not be determined.

Oakland

Fortunately conditions were dry here, because I really wanted to shred this wild and crazy track after all that crashing. There are enough tricks to juice speed and pass AI on this track, and it's FAR easier to nail the triple in the rhythm sections on the 450, so I gave the AI a whopping 15 sec head start. When waiting that long to start, it begins with a weave through Tuff Blocks, which is just passable enough to allow for a slick double/triple combo in the first section after a dogleg left across the holeshot line. You then have a semi high, steep 180 right berm, and a rhythm section comprised of a jump up to an on/off on a higher table top off a small jump, finishing with a double/double/double/double combo. You then go into a dogleg right to a big air double off a big jump, over a small jump, then another dogleg right onto a flat strait.

This strait finishes with a massive high speed jump over 3 ascending jumps that's sort of like a stretched out dragon's back. It then drops down where you need to weight back and brake over a small jump double into a 90 right. It then steps up from a small to med jump, which you can bounce jump off to set up for a triple/triple combo off a speed boost from a small jump downslope landing. It then goes into a high, steep 180 right berm, after which you can use a med jump to land a triple on a small jump, to set up for a big air triple off a big jump. You then take a high, steep 180 left berm, into two fast whoop sections separated by a high, steep 180 right berm.

You then have a high, steep 90 left berm, then over a small jump, then a flat section across the start chute. You then finish with a jump over a big jump, which I recommend letting off gas for where the dirt changes color at the edge of the start chute, as it immediately steps down to a small jump, with a near 90 left on deep sand right after. You then intersect with the dogleg left just before the holeshot line. On subsequent laps I take this section as a double/double/double combo, bounce jumping the last 2.
The highlight for me, was catching and passing lead rider Jason Anderson right at the 2 Laps to Go mark, then managing to recover quickly after a silly nose wheelie crash in the turn after the strait on the final lap, securing a just over 4 sec lead at the final time check. And here I thought I was done with the crashing.:rolleyes:
 
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Sorry for the delay, it's often taking an extra 3 days for YouTube to process to 1440p now, and in the wait, I actually forgot I hadn't posted rounds 5 and 6 before I embarked on taking time to play Days Gone again, this time on Survival II with no upgrades. So much of the wait on these 2 rounds is my 64 yr old brain not processing as fast as it used to. LOL

As mentioned, this is rounds 5 and 6, San Diego, and Minneapolis.

San Diego

This was in pouring rain, and there are places where you can catch and pass AI, so I gave them a 10 sec head start. It starts with a tight left bend, and a roll over a micro bump, then a double over 2 small jumps. You then take a 90 left, hop a small jump onto an on/off on a med tabletop, exiting by doubling over a small jump, then into a high, steep 180 right berm. This takes you into a short rhythm section, where I double/double, which I land leaning right for a 90 right. Then there's a longer rhythm section that I double/double/double/triple/single through, the 2nd double being a hop off a small jump over a med jump, the other doubles with small jumps, and the triple a med jump over smalls. It ends with the aforementioned single, which is small.

It helps to end that rhythm section leaning right and at the apex of the 90 right thereafter, as you can pass AI this way. This takes you into another rhythm section with a double over smalls, and a big air triple off a large jump over mediums. You then have a high, steep 180 right berm that takes you into back to back whoop sections separated by a high, steep 180 left berm. These whoops are larger and more spaced out than normal. You then take a big air double off the big finish line jump, into a very tight right, which I'm inclined anymore to take mid track, vs at it's berm or apex.

This takes you over a med jump, onto a wide, flat strait, into a very sharp right which I take at it's apex, and a half circle left back to the holeshot. The sharp right and half circle are all on wide, flat terrain as well. The first short section after the holeshot line is taken the same on subsequent laps due to similar speeds.
The highlight for me was finally catching and passing lead rider Blake Baggett just after the start of the final lap. At the final time check I had a just under 1.5 sec lead.

Minneapolis

This was fast and dry, and if you hit the jumps well, there are good places to catch and pass AI, so I gave them a 12 sec head start. It starts with a sharp left sweeping bend, into a double over smalls, and a triple/triple over mediums and smalls. Then you have a 90 left, then over a dragon's back, and two flats connected by a high, semi steep 180 left berm. This takes you into a 90 right, into a rhythm section I do a double/triple/double combo on, which starts and ends with smalls, with mediums in the middle. This takes you into a high, steep 180 right berm, into a fast whoop section, and then a very sharp near 180 left, which I now take at it's apex.

This takes you diagonally across the start chute, into a very sharp right with a high, steep berm. I take this turn at it's berm to ensure enough momentum for the big air double off the finish line jump right after it. You then take a double on med jumps, ending this section with a high, steep 180 left berm. This takes you into a rhythm section I double all the way through. It helps to end that section leaning left at the apex of the 90 left after it, which takes you into a big air triple, then immediately into another 90 left, with a Med jump right after, then across the bend of the start chute, back to the holeshot line. I can't stress enough the need to end that all double section leaning left at the apex of the left thereafter, as otherwise you can swing wide into the Tuff Blocks, something I had to recover from twice in this race.

I used to take that Med jump before the holeshot line on subsequent laps with tempered speed to set up for hitting marks better on that first rhythm section, but have found that launching off it with good speed can more or less yield the same result, sometimes even better. This I would not attempt on the 250 bikes though.
The highlight for me was being able to recover from some bad mishaps with Tuff Blocks, starting at the 4:30 mark, then again at the 5:26 mark after having passed lead rider Justin Bogle, then finally being able to pass Bogle and Cooper Webb for good at the 5:45 mark of the final lap. At the last time check I had a just over ,2 sec lead.
 
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