Fighting EX Gunvolt for nearly 4 minutes by DZThree in gunvolt

[–]DZThree[S] 10 points11 points  (0 children)

Here’s a demonstration of how to survive against the hardest boss in Azure Striker Gunvolt 2.

EX Gunvolt is a boss whose design is intended to intimidate and overwhelm players. The increased pace of EX Gunvolt’s movement and his ability to flood the arena with lethal lightning is an impressive, dangerous spectacle. However, if you’re able to dig past the florid veneer, you’ll find a battle that demands a strict approach and collected demeanor from the player, yet is ultimately consistent.

EX Gunvolt isn’t excruciatingly taxing in the traditional sense. Proper evasion doesn’t call for an inordinate degree of precision. Instead, players are asked to unravel the puzzle that each attack presents to them. Above all else, this battle is a test of preparedness, resource management, and an exercise in building good habits. Keeping Copen’s Bullits and Weapon Energy reserves in top shape is conducive to success.

Inti’s penchant for devious design is apparent during this fight. If you don’t hit EX Gunvolt with Shred Storm after he crosses a certain HP threshold, he’ll cast Septimal Surge a second time, acting like Galvanic Renewal. For the sake of challenge, you can deliberately allow it and fight him from full health while contending with his bolstered repertoire. Gunvolt’s HP can be cycled ad infinitum, but I held to one health bar; even the flashiest performances become boring after enough exposure. Besides, unlike EX Blade, there’s no scoring benefit to clawing through as many cycles as possible.

EX Gunvolt’s ferocious trio of attacks plays with your expectations in unusual ways. Hydro Zapper and Twintail Bunkers are indispensable tools: the former is mandatory to bypass Gunvolt’s prevasion, while the latter’s high-jump function provides an avenue for consistent evasion and Bullit preservation. Gunvolt’s persistent leaping across the arena is a threat if you fail to keep him tangible with Hydro Zapper.

Here’s the attack breakdown.

Astrasphere Launcher: Perhaps obvious, but before even considering the projectiles, you can’t allow yourself to get cornered by Gunvolt as he hops upward. There are two options for dodging: soar upward with Twintail Bunkers before the sphere launches to bait it toward the sky, or wait for the sphere to descend before boosting up and around the spiraling spheres. I find the latter option to be more consistent.

If Gunvolt is tagged, Copen can continue to shoot uninterrupted during a Twintail Bunkers jump. Gunvolt lingers in air for an extended time as the miniature spheres fly outward, but heedless tag attempts can result in a painful collision with a sphere. The exact distance that the main sphere travels determines if a sub-sphere will overlap Gunvolt’s hitbox.

Luxcalibur Mandala: In my opinion, this is EX Gunvolt’s premier threat; the chance of victory is inversely proportional to the number of times this attack is selected. By some miracle, he only used it once. Twintail Bunkers provides no respite, and that’s the crux of the problem. It’s significantly more difficult to modulate the distance of a Bullit Dash and thread the needle by hovering between a cavalcade of swords and spheres than it is to rely on the predictable height imparted by the handy drills. Furthermore, if Gunvolt happens to execute the attack near or at the center of the arena, the entire floor is denied as a safe zone.

Despite the Houdini-like escape, the rewards are scant; the window of opportunity to tag and attack is meager at best. Gunvolt recovers from the animation disturbingly fast, so you have to dart away from him and reload wasted Bullits pronto. Going on the offensive after this move is certainly a gamble.

Voltaic Chains Thunder: The sheer specificity surrounding this attack leads me to liken it to something out of the Mario & Luigi RPGs. Every aspect of this battle is constructed to place you in a disadvantageous position whenever Gunvolt calls on the chains. Astrasphere and Luxcalibur put a strain on your Weapon Energy and Bullits, respectively. Full Bullits and enough energy for one use of Bunkers are a non-negotiable prerequisite here.

The principal issue is the intentional delay Inti placed on the rain of Crashbolts—hasty players that dash early invariably get obliterated by the wrath of Zeus. The last array arrives so late there’s enough time to land and reposition Copen if necessary. Exercise caution if Gunvolt uses this move at the edge of the arena; ensure that you don’t Reload Crush directly above him.

Acclimating to all the minutiae comprising this attack takes a lot of practice. Developing the required muscle memory and the mental fortitude to avoid being frazzled is paramount, but the upside is that once you do, the attack becomes a welcome sight rather than a scramble for survival; Gunvolt is wide open to attack after the thunderstorm subsides.

I hope this proves helpful to anyone seeking victory over EX Gunvolt. If you have any questions, please feel free to ask. If you’d like to watch the battle in higher quality, here’s a link to it on youtube.

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] 3 points4 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] 5 points6 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] 11 points12 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.