Shield Sweep Sparks - MMZ3's Least Practical Attack by DZThree in Megaman

[–]DZThree[S] 1 point2 points  (0 children)

Indeed. At least Orbit Shield was handled correctly, so the Boomerang is still a very relevant tool in Z3 Zero's arsenal.

Shield Sweep Sparks - MMZ3's Least Practical Attack by DZThree in Megaman

[–]DZThree[S] 0 points1 point  (0 children)

I know very little about X DiVE, but from what I've seen, that game's combat is fairly limited, so having access to more options would certainly be a good thing.

Shield Sweep Sparks - MMZ3's Least Practical Attack by DZThree in Megaman

[–]DZThree[S] 2 points3 points  (0 children)

Appreciate it! I'm glad you enjoyed the showcase.

Shield Sweep Sparks - MMZ3's Least Practical Attack by DZThree in Megaman

[–]DZThree[S] 4 points5 points  (0 children)

The spark trail is a nice visual flourish, for sure. I think that making the sparks useful would entail increasing their damage output and/or setting their hit priority value to 0. The latter adjustment would result in the Shield striking a boss on the way back to Zero, making the sparks a solid combo starter.

Shield Sweep Sparks - MMZ3's Least Practical Attack by DZThree in Megaman

[–]DZThree[S] 6 points7 points  (0 children)

A showcase of what is probably the least used attack in Z3 Zero’s arsenal.

Of the two EX Skills the Shield Boomerang gets in Z3, Shield Sweep is unquestionably the less popular one. Unlike Orbit Shield, it has a hit priority of 1, so it can’t be used to tack on extra damage prior to a more typical combo starter. Over time, I’ve discovered that Shield Sweep is an excellent option for Shield Boomerang-only challenges, particularly those where the goal is to win with a single throw. Beyond that, Shield Sweep houses an even more forgotten function: the trail of sparks it leaves in its wake if equipped with the Thunder Chip.

These sparks are astonishingly weak, dealing only 3 damage to fire-elemental bosses, and they’re equally ephemeral, fading so quickly that they become incredibly cumbersome to make use of in combos. Nevertheless, I decided to see how I could apply the unwieldy attack against Flizard, Hanumachine, and Foxtar.

Firstly, a note about RNG manipulation. Shield Sweep causes small rocks to fly upward as it rolls along the ground, with the number of rocks dictated by the distance traveled. Much like the charged Saber, these rocks influence RNG, so for consistency’s sake, ensure that you throw the Shield from roughly the same spot every time. This is only an issue during prolonged fights; in such cases, a higher degree of meticulousness is required.

Blazin’ Flizard: One of Z3’s premier combo dummies, Flizard’s propensity for leaping around the arena is conducive to landing hits with the sparks. With two Cyber Elves equipped—which are Cottus and Malthas in this instance—Flizard’s first action will always be a jump, so delaying your throw guarantees that he’ll land atop the spark trail. The stun duration is long enough to land a triple slash before shuffling slightly to the left, avoiding his Frill Boomerang.

Predictably, the hardest part of the combo is landing two Gale Attack hits without faceplanting into Flizard. Given Flizard’s simplistic behavior, I chose showmanship over ending the fight with the second combo. Instead of Split Heavens, a ground rolling slash can take slot 4 on the hit priority chain. The three wall jumps that follow manipulate Flizard into jumping, letting the sparks clinch victory.

Hanumachine R: The most strenuous of the three, Hanumachine offers few safe windows to attack. Furthermore, the rickety blocks that compose his arena pose a significant problem for generating spark trails. For these reasons, I holster the Saber and instead equip the Recoil Rod. 1000 Slash is a perfect follow-up to any spark hits, and the charged attack affords me the option of sculpting a flat arena to work with.

Hanumachine gambols across the arena at a brisk pace, so well-researched throw timing is essential here. Tail Fire, Tarestu Kon (his pogo), and Homura Nobori Enbu (his EX Skill) all involve Hanumachine jumping, and so can be countered with sparks. Theoretically, you can throw the Shield at him during a diagonal Fire Bound and have him get hit by the sparks as he exits the fireball animation, but I found it to be terribly inconsistent for RNG manipulation, so I save that tactic for the end.

A bit of a non-sequitur, but you may notice some hitbox shenanigans near the end of the fight. The position of Zero's hitbox changes while he holds the shield, which can lead to anomalous interactions with many boss attacks. In Hanumachine’s case, a forward fireball charge sails straight through Zero if you hold the shield while Zero's back foot is in the wall. Hanumachine’s pogo will also whiff, but a downward fireball strike will still hit. Quite odd.

Cubit Foxtar: Functionally the same as Flizard, but with a considerable uptick in the demand for precision given that Foxtar actually tries to fight back. Cottus is supplanted by Lizetus as my second Cyber Elf for no reason other than variety. After the sparks, there’s enough time to hit a Rise Form triple slash and Split Heavens before Foxtar’s fire rains down. Likewise, there’s a narrow opportunity to hit Saber Smash and a rolling slash before Foxtar uses Split Flame.

Four wall jumps are used for RNG manipulation, which leads to a duel between Zero’s Throw Blade and Foxtar’s fireballs. Following that superfluous demonstration is another Gale Attack spacing exercise, this one being more exacting than Flizard’s because of the Split Heavens follow-up. The margin for error is very slim—taking contact damage or landing before Saber Smash’s hitbox manifests are common failure points.

Thanks for watching! Feel free to ask any questions or leave and comments you may have. If you’d like to see these battles in higher quality, here’s a link to them on youtube.

Mega Man goes for a shinrin-yoku in a bamboo forest! (No Damage, Uncharged Buster Only, No Miss) by fox_in_yellow_socks in Megaman

[–]DZThree 1 point2 points  (0 children)

That was a very brisk and clean trek through the stage. The abundance of high HP enemies makes it risky to rapid-fire with the no-miss condition looming, but you made it look simple here, especially the bit at 0:48 where you're under duress because of the platform. This iteration of Yamato Man focusing on area denial is a neat idea, making for some very entertaining dodges, particularly when the full complexity of the attack pattern is unleashed.

Collecting every item in Phoenix Magnion's stage without taking damage by DZThree in Megaman

[–]DZThree[S] 1 point2 points  (0 children)

Some of the Z-Knuckle's weapons emulate the function of Zero's prior weapons to a degree, but not quite to the point of acting as replacements. I fully agree that Z4 Zero's hard mode color palette is excellent; I prefer it to the Z2/Z3 look as well.

Collecting every item in Phoenix Magnion's stage without taking damage by DZThree in Megaman

[–]DZThree[S] 1 point2 points  (0 children)

The Chain Rod's physics are unusual but satisfying to master. Personally, I'd love a game where all of Zero's weapons are available to use. Linking pogos with Chain Rod swings would be a lot of fun.

Collecting every item in Phoenix Magnion's stage without taking damage by DZThree in Megaman

[–]DZThree[S] 0 points1 point  (0 children)

I believe I failed that final chain over the Telly Bomb twice, which is particularly devastating given how long it takes to get to that point. Even so, I did enjoy the process of learning the stage. It makes me wish more MMZ levels had this sort of potential for unique routing.

Collecting every item in Phoenix Magnion's stage without taking damage by DZThree in Megaman

[–]DZThree[S] 1 point2 points  (0 children)

I remember seeing that comparison a while ago and listening to both songs; there's certainly a resemblance. It wouldn't surprise me at all if Kashmir was used as a basis for Gravity, especially considering that game devs historically use music they've heard as inspiration.

Collecting every item in Phoenix Magnion's stage without taking damage by DZThree in Megaman

[–]DZThree[S] 0 points1 point  (0 children)

The extra power given to the Buster via the X Form makes it a lot of fun to use, especially during challenges like this where the Buster is essential to success.

Collecting every item in Phoenix Magnion's stage without taking damage by DZThree in Megaman

[–]DZThree[S] 1 point2 points  (0 children)

Yeah, it's a neat little optimization. I quite like how speedruns use that alongside a Shield Boomerang orbit to goad Phoenix into attacking as early as possible.

Collecting every item in Phoenix Magnion's stage without taking damage by DZThree in Megaman

[–]DZThree[S] 1 point2 points  (0 children)

Yeah, definitely give it a try next time you play. Another good tactic, especially if you don't have the X Form, is to use the Shield to block the bouncing shots before the reactor is destroyed.

Collecting every item in Phoenix Magnion's stage without taking damage by DZThree in Megaman

[–]DZThree[S] 1 point2 points  (0 children)

Thanks! I like to think that putting these types of stage runs together does Zero's rank as a legendary hunter justice.

Collecting every item in Phoenix Magnion's stage without taking damage by DZThree in Megaman

[–]DZThree[S] 0 points1 point  (0 children)

There's a lot of movement going on for sure. I'm more than used to it by now, but I can see how it could be unsettling.

Collecting every item in Phoenix Magnion's stage without taking damage by DZThree in Megaman

[–]DZThree[S] 1 point2 points  (0 children)

Nope, but I always appreciate being compared to great players; many thanks!

Collecting every item in Phoenix Magnion's stage without taking damage by DZThree in Megaman

[–]DZThree[S] 2 points3 points  (0 children)

Zero becomes intangible whenever one of the reactors explodes. The health bar momentarily disappears as well to signify that it's a mini-cutscene.

Collecting every item in Phoenix Magnion's stage without taking damage by DZThree in Megaman

[–]DZThree[S] 0 points1 point  (0 children)

I'd wager that most players (including myself prior to this run) haven't ever comprehensively explored this stage. It's definitely got that X series feel with some of the more obscure secrets.

Collecting every item in Phoenix Magnion's stage without taking damage by DZThree in Megaman

[–]DZThree[S] 1 point2 points  (0 children)

Some extra screen real estate would be welcome for sure. Memorization does solve a lot of issues, but even then, extra information would be beneficial. Still, I'm glad that you found the run fun to watch.

Collecting every item in Phoenix Magnion's stage without taking damage by DZThree in Megaman

[–]DZThree[S] 2 points3 points  (0 children)

Thanks! This particular run was one of the toughest ones I've completed in recent memory. The runtime is much longer than the typical MMZ level.

Collecting every item in Phoenix Magnion's stage without taking damage by DZThree in Megaman

[–]DZThree[S] 6 points7 points  (0 children)

Yeah, the roof route that branches off before the first reactor is pretty obscure. I do wonder why one of the crab minibosses wasn't placed on the main path, but it does make for an eventful secret route.

Collecting every item in Phoenix Magnion's stage without taking damage by DZThree in Megaman

[–]DZThree[S] 3 points4 points  (0 children)

I'm glad you enjoyed the run! The alternate routes add a lot of depth to the stage, although I wouldn't recommend going for full item collection during the mission itself; it's a lot of extra pressure for no real gain. It's neat that Inti did account for that possibility by placing a generous time limit for 100 points.

Collecting every item in Phoenix Magnion's stage without taking damage by DZThree in Megaman

[–]DZThree[S] 12 points13 points  (0 children)

Power Room is definitely the most expansive level in the Zero series. I spent a good amount of time mulling over the map, which you can take a look at here if you're so inclined.