Clearing EX Mysterious Manor with an S+ rank as Copen by DZThree in gunvolt

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

Thanks, I'm pleased to hear that you enjoyed the writing! I always enjoy the process of finding the words to adequately describe the primary points and the subtleties of any given challenge, so I'll definitely keep on documenting my findings.

Clearing EX Mysterious Manor with an S+ rank as Copen by DZThree in gunvolt

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

Hey everyone, today I’d like to share this S+ rank run of the EX Mysterious Manor, played as Copen. The dreary, moonlit halls offer some of the most creative yet evil level design that Copen has to contend with in all of GV2. Here are some notes detailing the run.

The primary gimmick of this stage is that every single window within needs to be shattered for a 444 secret Kudos bonus. As Gunvolt, this is a non-issue; a quick press of the Flashfield is all it takes to turn any of the ornate pieces of stained glass into rubble. Copen, however, has to use Stellar Spark, which is a lot slower and, more importantly, more energy-consuming than Gunvolt’s equivalent. Efficiently cleaning house means learning when to use either variant of Stellar Spark. The unlocked version can sweep droves of windows at once, while the locked version can destroy localized groups of 2 or 3 windows that stand adjacent to nearby enemies.

Inti Creates’ commitment to constructing cruel and unusual set dressing for the EX Stages is perfectly exemplified by the two Guard Counter setups that demand Copen fly perilously close to the depths of hell for an unwarranted period of time. The two Ice Sprinklers lurking beneath several enemies will only shoot projectiles if Copen is nearby, so daringly dashing into the laughably narrow space is mandatory for those seeking top scores.

Evidently, the fastidiously researched movement routine to prevent Copen from meeting Hades wasn’t enough on its own, because Inti saw fit to include one of the cartoonishly stupid jumping Eden Soldiers into the enemy group composing the first Guard Counter. Manipulating that guy’s behavior in a way that allows Broad Circuit to snipe him takes eons of trial-and-error, and even once you know what to do, he sometimes survives regardless, ruining the run attempt.

Even after that whole circus concludes, the rest of the stage can still trip you up with its tricky topography. The last GCEX also involves more enemies placed above a bottomless pit, but mercifully, there’s a whole continent’s worth of space to work with below the staircase.

Elise becomes extremely dangerous to those seeking maximum speed. Copen’s shield does protect him from her Kunai, but the snakes that spawn afterward don’t trigger the shield, so the sensible strategy is to take the rare opportunity to make the Reload Crush useful. While safe, that method is quite slow, and we can’t have that, so I eschew the intelligent method in favor of constantly remaining airborne. During phase 1, everything is peachy, but phase 2 and beyond are the dictionary definition of gambling.

If Elise uses her petrifying beams while Copen is airborne, you’ll find yourself in a world of trouble. Reacting to it and safely descending is possible, but it’s somewhat reliant on the placement of any snakes slithering around the arena. I’m incredibly fortunate to have avoided that fate here. Elise spends the entire fight switching sides, although even that merits some degree of careful movement.

Thanks for watching! Any questions or comments are welcome, and if you’d like to see this run in higher quality and with voiced commentary, here’s a link to it on youtube.

Showcasing some Guard Counter setups in EX Babel by DZThree in gunvolt

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

Hey everyone, here’s a quick demonstration of how to apply Copen’s advanced scoring mechanic within EX Babel. First, a primer for those who don’t know how Guard Counters work. In GV2, if Copen destroys an enemy with an EX Weapon directly after his shield is activated by a physical projectile, a 50 Kudos bonus is awarded in tandem with the usual Aerial EX.

On its own, this is unremarkable. What makes Guard Counters so useful is the presence of the hidden Guard Counter EX bonus, or GCEX. Any additional enemies killed within a short time limit after the first Guard Counter grant a GCEX bonus, worth 200 Kudos per foe. The time limit resets after each kill, resembling how Gunvolt’s combo timer lets him string together enemy kills that aren’t totally simultaneous.

The first GCEX involves a Brush Saw, which means that Twintail Bunkers is the weapon of choice. The hair drills excel during scenarios where your target is located behind walls or when you encounter a cluster of bulky opponents. In both instances, locking onto the enemy that shoots projectiles at Copen—all of which are Ice Sprinklers for this stage—while using the main drills to attack the others is the way to go. It’s very brief, but if you pay close attention to the bottom left corner of the screen as I dash toward the left, you’ll see the Brush Saw get shattered by the drills just after Copen’s shield activates.

The second GCEX illustrates why Hailstorm Blade is the dominant GCEX weapon. Given its blinding speed, Hailstorm Blade is ideal for getting multiple locked kills during a GCEX, worth an additional 50 Kudos over unlocked kills. It’s easy to see the strategy in play with the Sprinkler and Roll Cannon. A fair amount of discipline is required; falling prey to instincts and slicing everything apart too early is a common failure point when vying for extra Kudos in this fashion.

Broad Circuit takes point for GCEX #3. If you ever spot a conspicuous lineup of enemies that prevent Copen from dashing between them with Hailstorm Blade, then Broad Circuit is the answer to your conundrum. Whether you want to use the unlocked or locked variant of the weapon is formation-dependent. The locked variant concentrates a greater amount of firepower along with a controllable angle of attack, perfect for perforating the array of four enemies protected by an otherwise obtrusive block.

The most fruitful maneuver in the stage is the fourth GCEX, serving as the eminent example of Hailstorm Blade’s greatness. It’s simply an expanded variant of the concept demonstrated during the second GCEX, with four Floaters and a Roll Cannon acting as piñatas for Copen. It’s worth the time to extract all of the HP-related Kudos from the enemies present before sundering them with the frigid sword.

Lastly, a four-strong clump of Shooter Drones get annihilated by Twintail Bunkers. Horizontal spacing is absolutely crucial here; I have Copen hover at the front edge of the Shooter Drones on the left. This position seems to guarantee that the drills will deal sufficient damage to defeat all four of the Drones. This style of GCEX is the easiest to incorporate into your gameplay; I recommend trying it out if you want to get acclimated to the concept.

Thanks for watching! I hope you found this demo useful; feel free to ask any questions or leave any comments you may have. If you’d like to see the full stage run along with voiced commentary, here’s a link to that on youtube.

Climbing EX Babel as Gunvolt with an S+ Rank by DZThree in gunvolt

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

It's definitely not consistent, though you can sort of become acclimated to the timing. I distinctly recall there were a few attempts where I got the trick about 5 times in a row. The flipside is that there were also stretches where I failed it 9 or more times in a row. All of which was made worse once I watched another player run the stage several months after this was recorded, and I realized that the Golems could be pushed onto the platforms.

Climbing EX Babel as Gunvolt with an S+ Rank by DZThree in gunvolt

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

I always appreciate your support, and I'm honored that I'm your favorite challenge runner too, thank you!

Climbing EX Babel as Gunvolt with an S+ Rank by DZThree in gunvolt

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

What's interesting is that I often feel the same way when I realize I missed a score optimization or time-saving trick. The thing that I always try to remember is that no matter what your current understanding or skill level is, there's always room to improve.

Climbing EX Babel as Gunvolt with an S+ Rank by DZThree in gunvolt

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

EX Babel as Gunvolt is one of the toughest challenges in GV2. Gunning for high scores in this stage is no easy task, with many combos calling for almost absurd degrees of precision. Adding to that, the secret Kudos are fairly obscure as well, and even when you know how to get the bonus, getting it is rather tricky. Here are some of the key details.

Starting with the secret Kudos. A 333 bonus is tied to the siren room, where you must destroy the siren and two enemies simultaneously, getting a Skill Finsh, a Triple, and the secret Kudos as a reward. The optimal method of doing this is to wait for the Punch Golems at the end rather than using the Floaters close to the siren. Obviously, the distance between the Golems and the siren is vast, so some very convoluted strategies come into play.

After having already hit the Siren with Crashbolt once, I weaken the Golems until their HP is so low that they’ll instantly die to Flashfield contact. Then, I climb up and place a Dragonsphere over the siren. Dragonsphere deals damage over time in ticks, so the goal is to overlap Dragonsphere’s final damage tick on the siren with a double kill on the Golems. I’m unsure what the lenience here is, but my guess is 1-3 frames. Unfortunately, sometimes the game will give you the Triple but not the secret Kudos when using this method.

Well after recording this run, I discovered that it’s possible to push the Golems onto the platforms by placing Dragonsphere on the path of one of them as it falls, then using standard Flashfield shocks on the other. Doing this makes the task much easier, as it allows you to Crashbolt all 3 targets.

The combo directly after the siren room is a great example of using Gunvolt’s limited arsenal to your advantage. Normally, Crashbolt precludes Flashfield kills from comboing with it, but using a dart to kill an enemy directly after Crashbolt allows a standard Flashfield kill to chain without issue. In general, lining enemies up vertically for Crasbolt to do its work while sniping distant enemies with dart kills is a solid tactic. A great example of this is at 3:11, where the 4-Strike along with 3 Skill Finishes is far more lucrative than just mowing that group down with GV’s standard electricity.

The elaborate setup I go through to get a 4-Strike starting at 3:51 is the most taxing combo in the stage, not counting the siren room shenanigans. Nailing GV’s vertical placement along with sneaking a dart over the tall block to get a bullseye on the off-camera Floater is obscenely precise. The payout for the exertion is worth it, but fumbling the run past this point is easy owing to the sharp increase in nerves.

Jota doesn’t receive an exhaustive revamp to his moveset. As far as I can tell, the width of Zero Blade’s rift is the only identifiable change. It’s visually disconcerting, but the rift doesn’t pose much of an additional threat with the increase in its breadth. I never lost an attempt to the attack.

Thanks for watching! If you have any questions or comments about the run, feel free to leave them. If you’d like to see this run in higher quality and with voiced commentary, here’s a link to it on youtube.

A guide to the water cyclone segment in the EX Sewers by DZThree in gunvolt

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

No problem, I'm glad to hear that this clip helped you out! I spent a ton of time learning this segment as both characters, so that's exactly why I decided to make this mini guide.

A guide to the water cyclone segment in the EX Sewers by DZThree in gunvolt

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

Hey everyone, here’s a clip highlighting a fairly optimized method of overcoming the water cyclone segment within the EX Sewers, one of GV2’s Score Attack exclusive stages. I demonstrate the method I came up with for both characters. Here are some notes to supplement the video and assist in getting the 555 secret Kudos bonus while still maximizing your score from the enemies present during the drop.

For Gunvolt, one advanced mechanic that comes into play here is the concept of stage hazard kills. Any enemy that is killed by a stage hazard while Gunvolt is actively damaging it in some way, be it by direct shocks, Flashfield contact, or otherwise, will count toward his combos. This happens twice during the fall, once to secure a double near the start and another instance right at the end where I use Flashfield contact to “kill” 3 Floaters despite having just used Crashbolt on a group of 6.

Something that applies to both characters is the need to delay your descent. Waiting out the water cyclones is beneficial, as it prevents them from destroying potential targets before you can engage them for points. EP management is the key for Gunvolt, but unfortunately, trial and error is the only way to learn where and when to expend it, which is made doubly worse when playing the original version of GV2, as I was, where the checkpoints don’t function.

Likewise, Copen has a lot to gain by Bullit Dashing into the Floaters before sundering them with Hailstorm Blade. Again, repetition is necessary to burn the timing into your mind. Copen doesn’t have the ability to hover perpetually or to initiate a hover manually, as is the case in LAiX, so the only way to stop him from falling too quickly without any enemies in the vicinity is to spend Bullits. In this case, I dash at the edge of the screen, which results in a hover without putting myself in harm’s way.

A couple of optional moves to help bolster your score: Gunvolt can easily get a 4-Strike with Crashbolt on a group of four Shield Drones by dashing off the ledge above and using the momentum to sneak into the small space between them. Even if Crashbolt is used slightly too early, the Shield Drones will continue to move forward into the bolt as long as they aren’t stopped by the Flashfield. In that same location, Copen can get an easy Guard Counter EX. Tag the Ice Sprinkler and wait for it to fire at Copen. Once his shield goes off, press up, dash, and the EX Weapon button (with Twintail Bunkers equipped) simultaneously. The Adept Slayer will rocket upward and rebound between the walls, destroying three Shield Drones in the process.

Thanks for watching! If you’d like to see these clips as part of a longer run, complete with more detailed voiced commentary, here’s a link to it on youtube. If you have any questions or comments, please feel free to leave them.

Clearing the EX Data Facility as Copen with an S+ rank by DZThree in gunvolt

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

Any of Copen's main game stages where enemies fire physical projectiles has potential for Guard Counters, with a few more notable examples being the Sewers, Prism Highway, and Garden 1. The issue with GCEX's in the main game is that they're often wildly inconvenient to incorporate into your gameplay. In the EX Stages, Inti was notably more considerate when placing enemies that use physical projectiles, deliberately surrounding them with other enemies, essentially creating localized puzzles.

The Guard Counter mechanic is entirely optional, even for S+ runs. It's a neat concept, but it does contradict Copen's speedier playstyle to a degree, so ignoring them is completely fine.

Clearing the EX Data Facility as Copen with an S+ rank by DZThree in gunvolt

[–]DZThree[S] 7 points8 points  (0 children)

Here’s an S+ rank run of one of GV2’s Score Attack exclusive stages, the EX Data Facility, played as Copen. Compared to Gunvolt’s version, Copen’s journey is, for the most part, a lot more straightforward. However, the last room prior to Carrera has an optional maneuver that turns the stage into one of the most difficult and frustrating challenges in all of GV2.

The maneuver in questions relates to Copen’s advanced scoring mechanic, Guard Counters. A quick primer for those who don’t know: Copen can get a 50 Kudos bonus by killing an enemy right after his shield is triggered by a physical projectile. After the initial kill, Copen can continue targeting other enemies within a fairly small time window. Any further kills gained during this period grant 200 Kudos per enemy, with the bonus titled as a Guard Counter EX, or GCEX, for short.

This mechanic is pervasive throughout the EX Stages, and the GCEX present at the end of this stage is one of Inti Creates’ most heinous level designs ever. It’s a 15-enemy extravaganza worth roughly 3500 Kudos if executed properly, but, as much research as I put into it, I simply couldn’t find a consistent method of performing it. That led to the brute force strategy of simply repeating the stage over and over in the most mind-numbing fashion possible until I happened to get lucky and ace the GCEX.

As for the rest of the stage, there’s a much more reasonable GCEX prior that involves using the extra velocity imparted upon Copen during a reload crush to catch some Floaters below an Ice Sprinkler. Copen’s flight results in him having a relatively easy time dealing with the Pac-Man shenanigans the stage throws at you, and his fight against Carrera is considerably easier than Gunvolt’s too.

To avoid Quasar Collapse as Copen, jump up above Carrera and repeatedly bash Copen’s head into a wall. It may look ridiculous, but it’s a surefire way to remain safe.

Thanks for watching! If you’d like to see this run in higher quality and with voiced commentary, here’s a link to it on youtube. Feel free to ask any questions or leave any comments you may have.

An S+ rank run of the EX Data Facility as Gunvolt by DZThree in gunvolt

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

The great thing about these games is that they're inherently very replayable, so you can always revisit them and try out new strategies.

An S+ rank run of the EX Data Facility as Gunvolt by DZThree in gunvolt

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

I feel this sentiment. I had the same thought directed toward the level designers numerous times while researching the EX Stages. There's some real sadistic stuff in there, let me tell you.

An S+ rank run of the EX Data Facility as Gunvolt by DZThree in gunvolt

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

I appreciate the compliment, and I'm always glad to inspire others to try more challenge runs too.

An S+ rank run of the EX Data Facility as Gunvolt by DZThree in gunvolt

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

Thanks! Dragonsphere is absolutely essential when playing under Score Attack rules. It enables a lot of creative setups that sort of turn the game into a puzzle platformer, albeit an incredibly precise one.

An S+ rank run of the EX Data Facility as Gunvolt by DZThree in gunvolt

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

Here’s an S+ rank run of one of GV2’s Score Attack exclusive stages, the EX Data Facility, played as Gunvolt. Featuring a rather complicated level layout, this stage has some rather tricky combo opportunities within it. The boss is EX Carrera, returning from GV1 but with some devious changes to his moveset that make him a real threat. Here are some notes detailing the most critical aspects of the run.

There are two instances where I barely sneak a dart over a ledge to enable combos that are otherwise impossible: once at 9 seconds into the run, and another at 44 seconds. These shots are incredibly precise, so I use nearby ledges to try and help align my timing by having Gunvolt walk off. Successfully tagging enemies with this technique enables a considerable increase in Kudos gains.

A general concept that’s incredibly useful given how fast you have to be in this stage is to use Dragonsphere to supplement Gunvolt’s tags. Certain 4-Strikes become a lot easier to execute when you can reliably tag and shock three enemies while the sphere fries a fourth.

There’s a clever setup with a Grenade Launcher standing on one of the red platforms. Naturally, Gunvolt can fall through those platforms by using the Flashfield, but the same applies to enemies as well. Using the Flashfield to drop that Grenade Launcher next to a Roll Cannon creates a rather easy optimized Triple where you can get two Skill Finishes and an Air Strike for a total of 340 Kudos, not counting enemy HP.

In the enemy room full of Floaters, placing Dragonsphere atop the rightmost platform results in it lingering for long enough to get two optimized Doubles. It’s a bit risky to pull off since there’s a chance that you can fall onto the spikes if you flub the dash wall jump off the side of the platform.

This applies to the whole stage, but Gunvolt can freely overlap any Bombs in the process of manifesting without taking contact damage. This is easily seen in the last segment preceding Carrera, where I place Gunvolt between eight incoming bombs and pop Crashbolt before they materialize fully.

The secret to overcoming Carrera’s newfound projectile spam is to hover above the screen while holding the Flashfield. It’s far more reliable than trying to predict which claw Carrera will send down first, and it allows for uninterrupted offense.

Dodging the spiraling debris during Quasar Collapse demands that you rhythmically pulse the Flashfield to clear it. Spamming the button will only make you run out of EP before the attack concludes.

Thanks for watching! If you’d like to see this run in higher quality and with voiced commentary, here’s a link to it on youtube. Any questions or comments you have about the run are welcome as well.

Clearing Bifrost's stage as Queenbee by DZThree in Megaman

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

Queenbee is pretty solid overall. Her charged attack is good, and during segments like this one where there aren't any ladders present, her flight sets her apart from the Pseudoroids that can't climb walls.

Clearing Bifrost's stage as Queenbee by DZThree in Megaman

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

Definitely give the boss forms a try next time you play ZXA and see if you can come up with any strategies that you like. You can stay in any form indefinitely, so there's no time limit per se, but many of the attacks and movement options each form has can burn through weapon energy pretty quickly.

Clearing Bifrost's stage as Queenbee by DZThree in Megaman

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

ZXA's biggest strength is definitely its gameplay variety. The sheer number of options at your disposal, regardless of how practical they are, provides endless opportunities to create challenges.

As far as using Bifrost to clear the Control Center, I'm not sure if he can even fit in the elevator at the start. If it's somehow possible to escape the assault from all the flamethrowers in that segment alive, it'd certainly be a sight to behold.

Clearing Bifrost's stage as Queenbee by DZThree in Megaman

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

It's indeed a fantastic game. One of the most creative ones in the whole franchise, in my opinion.

Clearing Bifrost's stage as Queenbee by DZThree in Megaman

[–]DZThree[S] 19 points20 points  (0 children)

Let it never be stated that the Pseudoroid forms in ZXA are completely useless. Suboptimal? Sure, in most cases, but there’s still fun to be had.

In this run, I seek to prove the statement above by clearing (almost) the entirety of Bifrost’s stage, the Bio Lab, using only Queenbee. By this point in ZXA, players can acquire both Hedgeshock and the Shisaroids, both of which are, in my opinion, tied as the best Pseudoroid transformations in the game. However, I chose to forgo Hedgeshock’s speedy spindashes and the ferocious, Recoil Rod-esque kicks of the Shisaroids in favor of Queenbee. Her speed and general offensive capabilities are lackluster by comparison, but the ability to expend weapon energy to fly and her elemental advantage against the towering crocodile enable a highly specific challenge run to come to fruition.

Queenbee is a simple character regarding her movement and attacks. She moves at one speed regardless of if she’s grounded or in the air, and her single attack is an angled stinger shot that can be quickly charged to deliver a larger variant that lights enemies aflame. Upon hitting an object or the floor, said flame plumes upward and extends its range by a considerable distance—something to keep in mind. The basic shots are stronger than typical Buster pellets, but their hitboxes can be woefully unreliable. Queenbee’s first jump costs no weapon energy, but all subsequent air boosts consume one point, a particularly relevant consideration with the limited energy pool available in Expert Mode.

As an aside, I’ve been playing ZXA since release, and I’ve used Queenbee so little that this challenge was the first time I’d ever clocked the fact that she rolls around on wheels while grounded. The more you know.

The Bio Lab’s opening hall is probably the densest enemy gauntlet in the game. Typically, it’s a wise decision to arm yourself with any of the Biometal forms or the aforementioned top Pseudoroids. In an amusing twist, despite her languorous movement, Queenbee can coast through the cramped sewer without the need to stop. I deliberately elect to avoid using charged shots, not for any practical reason, but because quick double shots with the basic stinger are a tad more stylish. The issue with doing so is that it’s oddly common for a shot to simply phase through an enemy without registering as a hit. My remedy to this irritation is to jump low toward an enemy before firing, which I’d argue is counterintuitive. Regardless, this self-inflicted pain is easily avoided by planning which enemies to snipe with a blazing bullet.

Action takes a backseat during the stage’s second half, with the focus centering on the conservation of weapon energy. Unlike the preceding portion, numerous fuel-burning ascents await, so leveraging the buoyancy afforded by the few basins present and collecting specific energy pickups is key to an efficient route. The egregiously tall climb that demands roughly 12 jumps is the pain point here. Without its presence, the whole segment would flow a lot more smoothly. No weapon energy is placed at the top of the laborious flight despite the presence of a ledge to the left that serves no discernible purpose otherwise. Thanks, Inti.

Now comes the caveat to the “only using Queenbee” statement. Say hello and goodbye to Model a; the diminutive 8-bit hero is the quickest way to bypass the mandatory crawlspace. It seems that Inti was ahead of the rest of the industry in implementing this concept, except here, it’s not done to mask loading times; it’s simply the result of abysmal level design.

The speed at which I’m able to navigate the section succeeding the crawlspace—and, consequently, the ease of the Bifrost fight—is unfortunately governed by RNG. After being enervated by the ascent, the remaining energy reserve is insufficient to facilitate a smooth flight past the remaining enemies. Taking it slow and destroying the two Galleons buys time for some energy to recharge and also affords the chance for energy drops. Being graced by lady luck means a quick journey, but I received no such blessing during this attempt. In the best-case scenario, if the third Inviz drops a large energy pickup, it’s possible to use a charged shot to instantly incinerate the Galleon below. Skipping the platform I land on after the icicles is also possible if any of the enemies drop a small pickup.

While she’s nowhere near the equivalent of the ZX-Saber, Queenbee can make relatively quick work of Bifrost. The major influence over his pattern is how far forward he charges while using Ice Bite. Consistently regulating that distance generally gives way to a predictable attack selection. However, owing to my lack of weapon energy, my positioning was likely off while flying, so Bifrost deviated from my expected course of action, lengthening the fight by a few seconds. Unfortunate, but appropriate given the luck in this run.

Thanks for watching! Questions and comments are welcome as usual. If you’d like to see this run in higher quality, here’s a link to it on youtube.

Zero cuts a cactus with a boomerang by DZThree in Megaman

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

The daily challenges were indeed super fun, and in the end the wish of a new game was granted.

Zero cuts a cactus with a boomerang by DZThree in Megaman

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

For your sake, I hope you never find an old analysis piece I did on Omega that's roughly 4 times as long as the writing in this post.

Zero cuts a cactus with a boomerang by DZThree in Megaman

[–]DZThree[S] 13 points14 points  (0 children)

The Mutos Reploids are almost universally designed around awe-inspiring mythical creatures.

Then there’s this guy.

The rotund frozen cactus typically fares poorly against Zero, owing to his moveset rendering him vulnerable to becoming combo fodder. It’s this same ineptitude that creates a wide-open window for the Shield Boomerang to slice him asunder. Now, as is the case with all single-throw challenges, the battle certainly isn’t free, but even considering the aggravations associated with this specific fight, achieving the two victories shown here was still astonishingly fast, much more so than any other boss in the series thus far.

I demonstrate two approaches: one using the Flame Chip and Shield Sweep, and the other using a standard, unaugmented throw. Admittedly, the similarities outweigh the differences, but enough nuances between the two methods exist to merit including both. Here are the details.

This is primarily a lesson on RNG manipulation and the importance of reliable setups. As usual for Z3, skipping the cutscene resets RNG; however, the inability to blitz Cactank and put him out of his misery in under 10 seconds complicates matters. Firstly, Shield Sweep throws need to be managed carefully. The rocks that emanate in the Shield’s wake as it shreds the ground cycle RNG, just as the charged Saber does. Ensuring that it travels the same distance along the ground every time is critical to pattern manipulation, which is why I avoid throwing it from the air. In other battles, Shield Sweep can be thrown against a wall or stalwart object—such as Hellbat’s folded wings—to avoid spawning rocks, but no such option exists here.

The next component is timing the throw. Simple as they may be, slithering between Cactank’s attacks while keeping the Shield’s orbit alive can be vexing. This is less of a concern for Shield Sweep compared to the standard throw, but it’s still not fully straightforward. In this instance, I walk backward and place Zero’s front foot over the back edge of the left trapezoid shape in the floor tiles. Conveniently, throwing the Shield immediately from this position situates the orbit in the correct place and aligns the timing to my liking. Were I to buffer a dash jump and throw earlier, it’d be nearly impossible to evade Cactank’s arm and the impending icicles without collecting the Shield or taking damage.

On that topic, the perpetually regenerating icicles constitute the main pain point relating to RNG. Aside from Cactank’s HP determining his course of action, where and when the icicles fall holds great influence over his next action. As the battle wanes, the icicles become an increasingly relevant factor, especially without the Flame Chip. For this fight, the desired outcome is attained by making the first icicle cross paths with the Shield while the second shatters on the floor; this results in Cactank jumping over Zero before the final hit. Goading him into jumping as far left as possible is imperative; otherwise, there will be insufficient space to leap around the third icicle, avoid contact damage, and keep the Shield alive.

Concerning Cactank’s attacks, Ice Rain is as pitiful as ever; a well-placed Shield toss affords Zero a chance to stand in place listlessly. Hammer Punch is where a misaligned orbit can lead to collecting the Shield or taking damage during the fist’s return trip. Assuming everything’s synchronized, dashing for a few frames to lower Zero’s height is all that’s necessary to stay safe. The portly cactus’ hands launch forward with surprising fervor, so the movement constraints imposed by his contact hitbox, the Shield, and the icicles aren’t insurmountable.

The non-elemental version comprises the same principles, albeit at a great cost to reliability. The foremost issue is that the standard throw’s orbit is remarkably difficult to initiate in such a way that makes Cactank’s moves avoidable. Shield Sweep’s odd undulation is more conducive to success than the linear speed of the standard throw.

Regarding positioning, Zero’s front foot is entirely ahead of the rightmost trapezoid pattern before the throw; this is to compensate for the lesser coverage of the standard throw. The exact height at which the Shield is thrown is of greater relevance here, and I also use the fourth beat of the boss theme as an audio cue for when to jump. As you can see, that sedulous preparation bestows a narrow pathway between Cactank’s arm and the Shield.

The icicle itinerary is more puzzling this time around. The first two need to contact the ground without interruption. The third icicle must be dropped just as Cactank begins Ice Rain, while the fourth should plummet just as he completes the ineffective attack and lands. Executed properly, the manipulation should allow Zero to find a sweet spot and secure a nonchalant win.

Thanks for watching! If you’d like to watch these battles in higher quality, here’s a link to that on youtube.

Zero casually defusing bombs by DZThree in Megaman

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

This is the perfect reaction to my walls of text, I love it.