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DZ3
Canada
เข้าร่วมเมื่อ 11 มิ.ย. 2018
I do no-damage runs and other challenges in Mega Man Zero, Azure Striker Gunvolt, and more.
Clearing Buckfire's Stage with Model a
Time to take the fight to Buckfire like it’s 1987.
Using “Model a” outside of its dedicated minigame is interesting. The homage to classic Mega Man meshes oddly with ZXA’s mechanics, creating a form that’s ill-suited to fighting bosses but oddly competent at stage traversal. Furthermore, considering that completing ZX’s postgame grants you the venerated Model OX, it’s certainly a tad strange for Model a to be the reward given for the grueling task of collecting all 24 boss medals. Then again, ZXA is a game that absolutely revels in the bizarre, so it’s not entirely out of left field.
Concerning the merits of Model a, the most noteworthy benefit is its comically undersized sprite; its standing hitbox is similar to Hedgeshock’s, if not a bit smaller. Sliding replaces dashing as your method of quick movement; it’s surprisingly fast, allowing for quick escapes from enemy attacks. The slide can be jump canceled as well; however, momentum doesn’t carry into your jumps, which is in accordance with classic Mega Man mechanics. Taking more from the classics, your shots also pass through walls, though that sees no application here. Opposite to its standalone minigame, Model a can wall jump when used in the main game. Arguably, this somewhat breaks the spirit of the homage, but the stages would be completely insurmountable otherwise, so it’s a reasonable concession.
For its offense, Model a is equipped with a simple buster: no charging, 3-shot limit, 1 damage-it’s as elementary as can be. Against bosses, these miniature bullets still grant full invincibility time, so every single fight you attempt with Model a inherently becomes a war of attrition. However, there’s a neat way to greatly bolster its firepower when running through stages, particularly when facing off with bulky enemies. Like Models F and P, Model a can alternate between the main and sub-weapon buttons to cancel shot animations. This allows you to group bullets closely together, and while the 3-shot limit persists, it’s irrelevant at close range. Additionally, the technique is helpful against enemies that are either airborne or occupy higher ground, as you can increase the number of shots you put on target per jump.
Now for the stage itself. The opening set of 4 Galleon Hunters is mere set dressing; they get perforated and chewed through with ease thanks to the rapid-fire trick. They also recoil upon taking damage, which interrupts their attack animations. Not that it matters, since Model a’s lack of height has their shots pass right over your head without concern. Since its movement speed differs from all other forms, wall jumping as Model a can feel a bit stilted, but even so, it’s no issue here, as the only foes awaiting atop climbs are Galleon Bazooka, whose reaction times are worse than that of an anesthetized snail.
Cannonwalkers are quite amusing with Model a. Most players will likely be aware that you can roll under them with Hedgeshock, but with Model a’s stature, you can simply walk and stand underneath them-sliding isn’t even necessary. I choose to bypass the first Cannonwalker rather than engage it, but a bit of luck is required to have it behave while you tear through the random electric barrels behind it. The second one has to be destroyed, owing to the three Bomb Flowers incessantly spewing garbage onto the platform below. There’s no way to navigate the detritus without taking a hit, so disposing of the Cannonwalker before shifting your focus to the Bomb Flowers is mandatory.
The Bomb Flowers are where the bullet-grouping trick shines. Each one takes 6 shots to destroy, which, if relegated to one bullet per jump, would take eons. By quickly pressing both attack buttons in succession at the apex of your jump, you cut the total number of jumps down from 18 to 9, which translates to enormous time savings. It’s even possible to fire 3 bullets per jump, but it’s markedly more difficult for relatively paltry time savings, and putting that much focus into optimal firing hampers your ability to move between the bombs, so I opt for consistency here.
The first half of Buckfire’s fight is laughably easy; the defensive properties of Model a gleam brightly, with its minute hitbox allowing you to stand right next to Buckfire while he repeatedly shoots groups of arrows to no avail. If you can lure him into the center of the cabin, he’ll also spend almost all his time jumping up and down, meaning that a bit of shuffling is all the movement you need.
Past the halfway point, Buckfire’s Double Tomahawk puts an abrupt stop to the fun. His recovery time after using it is almost negligible; he can snipe you with arrows before you land, so there’s no choice but to retreat. This also exposes another problem: Buckfire gets rather dash-happy if you’re not close to him. He can blitz across the majority of the arena without warning, so stay vigilant.
Thanks for watching! I hope you enjoyed this little excursion with Model a.
Using “Model a” outside of its dedicated minigame is interesting. The homage to classic Mega Man meshes oddly with ZXA’s mechanics, creating a form that’s ill-suited to fighting bosses but oddly competent at stage traversal. Furthermore, considering that completing ZX’s postgame grants you the venerated Model OX, it’s certainly a tad strange for Model a to be the reward given for the grueling task of collecting all 24 boss medals. Then again, ZXA is a game that absolutely revels in the bizarre, so it’s not entirely out of left field.
Concerning the merits of Model a, the most noteworthy benefit is its comically undersized sprite; its standing hitbox is similar to Hedgeshock’s, if not a bit smaller. Sliding replaces dashing as your method of quick movement; it’s surprisingly fast, allowing for quick escapes from enemy attacks. The slide can be jump canceled as well; however, momentum doesn’t carry into your jumps, which is in accordance with classic Mega Man mechanics. Taking more from the classics, your shots also pass through walls, though that sees no application here. Opposite to its standalone minigame, Model a can wall jump when used in the main game. Arguably, this somewhat breaks the spirit of the homage, but the stages would be completely insurmountable otherwise, so it’s a reasonable concession.
For its offense, Model a is equipped with a simple buster: no charging, 3-shot limit, 1 damage-it’s as elementary as can be. Against bosses, these miniature bullets still grant full invincibility time, so every single fight you attempt with Model a inherently becomes a war of attrition. However, there’s a neat way to greatly bolster its firepower when running through stages, particularly when facing off with bulky enemies. Like Models F and P, Model a can alternate between the main and sub-weapon buttons to cancel shot animations. This allows you to group bullets closely together, and while the 3-shot limit persists, it’s irrelevant at close range. Additionally, the technique is helpful against enemies that are either airborne or occupy higher ground, as you can increase the number of shots you put on target per jump.
Now for the stage itself. The opening set of 4 Galleon Hunters is mere set dressing; they get perforated and chewed through with ease thanks to the rapid-fire trick. They also recoil upon taking damage, which interrupts their attack animations. Not that it matters, since Model a’s lack of height has their shots pass right over your head without concern. Since its movement speed differs from all other forms, wall jumping as Model a can feel a bit stilted, but even so, it’s no issue here, as the only foes awaiting atop climbs are Galleon Bazooka, whose reaction times are worse than that of an anesthetized snail.
Cannonwalkers are quite amusing with Model a. Most players will likely be aware that you can roll under them with Hedgeshock, but with Model a’s stature, you can simply walk and stand underneath them-sliding isn’t even necessary. I choose to bypass the first Cannonwalker rather than engage it, but a bit of luck is required to have it behave while you tear through the random electric barrels behind it. The second one has to be destroyed, owing to the three Bomb Flowers incessantly spewing garbage onto the platform below. There’s no way to navigate the detritus without taking a hit, so disposing of the Cannonwalker before shifting your focus to the Bomb Flowers is mandatory.
The Bomb Flowers are where the bullet-grouping trick shines. Each one takes 6 shots to destroy, which, if relegated to one bullet per jump, would take eons. By quickly pressing both attack buttons in succession at the apex of your jump, you cut the total number of jumps down from 18 to 9, which translates to enormous time savings. It’s even possible to fire 3 bullets per jump, but it’s markedly more difficult for relatively paltry time savings, and putting that much focus into optimal firing hampers your ability to move between the bombs, so I opt for consistency here.
The first half of Buckfire’s fight is laughably easy; the defensive properties of Model a gleam brightly, with its minute hitbox allowing you to stand right next to Buckfire while he repeatedly shoots groups of arrows to no avail. If you can lure him into the center of the cabin, he’ll also spend almost all his time jumping up and down, meaning that a bit of shuffling is all the movement you need.
Past the halfway point, Buckfire’s Double Tomahawk puts an abrupt stop to the fun. His recovery time after using it is almost negligible; he can snipe you with arrows before you land, so there’s no choice but to retreat. This also exposes another problem: Buckfire gets rather dash-happy if you’re not close to him. He can blitz across the majority of the arena without warning, so stay vigilant.
Thanks for watching! I hope you enjoyed this little excursion with Model a.
มุมมอง: 172
วีดีโอ
Mega Man Zero 2 - Forest of Notus [100 Point Item Collection Run]
มุมมอง 18821 ชั่วโมงที่ผ่านมา
The concept for this fully-comprehensive item collection run of the Forest of Notus was inspired by @cheesyweezy866, who suggested that I look into finding a cool way to collect the infamous, nefariously placed Cyber-Elf that resides in the skies. I decided to take this idea and expand upon it, intrepidly exploring the whole level and having Zero grab every bit of treasure possible. It goes wit...
Fun Fights with Powmettaur
มุมมอง 26714 วันที่ผ่านมา
This collection of fights against Powmettaur was inspired by a video from @lightningedge which you can find here: th-cam.com/video/gr3HXddeCS4/w-d-xo.html Powmettaur is one of the funniest enemies in the Mega Man franchise; its blank expression combined with its attacks consisting of summoning mini Mets and other enemies via balloons never fails to crack me up. Since Powmettaur is a miniboss, i...
Farming Energy Crystals While Fighting Elpizo
มุมมอง 26021 วันที่ผ่านมา
Avenging X can wait. Zero’s got a lot of Cyber Elves to feed.
Destroying Childre Inarabitta with Every Biometal in Mega Man ZX
มุมมอง 29828 วันที่ผ่านมา
If you thought Childre Inarabitta was a punching bag in MMZ3, you haven’t seen anything yet. Inarabitta makes an appearance in ZX as a bonus boss that can be fought in Area N. Unfortunately for the poor rabbit, I’ll be demonstrating how to dismantle him with every single Biometal in the game, with tactics ranging from pragmatic to downright comedic. Here are my notes on each fight. Model X: Giv...
Defeating Flammole with Two Model PX Shurikens
มุมมอง 234หลายเดือนก่อน
With the Shield Boomerang’s absence in ZX, it’s time for Model PX to step into the spotlight and perform the duty of wielding a magnetic frisbee. For those unaware, the Shurikens that PX fires possess physics that are almost identical to the Shield Boomerang. The initial throw is slightly different, but beyond that, you can manipulate the position of a Shuriken with specific movement, just like...
Defeating Copy X by Pogoing off a Nova Strike
มุมมอง 356หลายเดือนก่อน
Too weak. Was the original X this weak? Here’s an odd little combo clip against Copy X; it incorporates one of my favorite attacks, the Triple Rod pogo. I’ll be leveraging the mechanics of the Copy X fight to beat him in a fast and fancy manner. Here are the details. The premise is to use the usual tactic of juggling Copy X against a wall, then counter his attempted Nova Strike escape with a Tr...
Mega Man Zero 2 - Neo Arcadia Train [Pacifist Run]
มุมมอง 221หลายเดือนก่อน
In this pacifist run of the Neo Arcadia Train, Panter Flauclaws’ stage, Zero will deftly zip past all the enemies and hazards without laying waste to a single foe. In honor of his best friend’s more timid demeanor, I’ll be using the X Form throughout the stage. It’s thematically appropriate, and it serves a practical purpose during the boss fight as well. The Neo Arcadia Train makes for an exce...
Defeating Harpuia with a Single Shield Boomerang Throw
มุมมอง 296หลายเดือนก่อน
As if there weren’t enough methods of dismantling Harpuia, today I’ll be subjecting him to the nightmare that is a Shield Boomerang-obsessed Zero. I’ll be tacking both his Z1 and Z2 incarnations under the single-throw stipulation. The battles play out quite differently, despite featuring the same boss. Here are the details. It should come as no surprise that the Z1 battle is significantly more ...
Mega Man Zero 4 - Pegasolta Eclair Combo Showcase
มุมมอง 3082 หลายเดือนก่อน
In this combo showcase for Pegasolta Eclair, I’ll be demonstrating how you can effectively fight the haughty flying horse using only Z-Saber combos. Up until this point, I had only ever fought Pegasolta by peppering him with charged attacks. Here, my goal was to properly learn his attack pattern and see what counters I could devise. I’ll discuss a few general points, then I’ll detail his attack...
Humiliating Blizzack Staggroff with the Shield Boomerang
มุมมอง 2452 หลายเดือนก่อน
Blizzack Staggroff is often used as a punching bag of sorts for players to test out and learn the combo systems in Z1 and Z3. This time, however, I’ll be approaching Staggroff under the condition that I have to win with a single Shield Boomerang throw. In this pursuit, Staggroff will suffer two rather embarrassing losses, with the second being particularly shameful. While the end result may be ...
Zero Comboing Phantom to Pieces
มุมมอง 3252 หลายเดือนก่อน
For this combo showcase, it’s Phantom’s turn to get thrown into Zero’s blender. With an assortment of quick, stylish strikes from the Z-Saber and Triple Rod, along with some precise movement, you can dispatch the elusive Guardian deftly. However, despite being a quick bout, there are a lot of details pertaining to Z1’s combo system that make things trickier than they appear. In the past, I’ve n...
Zero Defeats Craft Using Only a Water Gun
มุมมอง 4772 หลายเดือนก่อน
Of all the questionable battle strategies I've employed in the many boss challenges I've undertaken, this battle against Craft is the most farcical by a fairly wide margin. Initially conceived as an uncharged Buster-only survival challenge, it quickly morphed into its current form once I realized that the infinite ammo generator known as the Auto-Fill Head Chip would allow this more comedic-and...
Defeating Anubis Necromancess III with a Single Shield Boomerang Throw
มุมมอง 6263 หลายเดือนก่อน
Achieving a single Shield Boomerang throw victory against Anubis is a rather interesting endeavor; it resembles a precision platforming challenge rather than a typical boss fight. Unlike, for instance, Poler Kamrous, keeping the Shield’s orbit alive against Anubis requires decidedly more effort; it’s much more than a game of simple jumps and micro-adjustments. The glaring obstruction here is th...
Mega Man Zero 3 - EX Skill Combos on Locomo IF
มุมมอง 6613 หลายเดือนก่อน
Locomo IF, the miniboss residing in Cubit Foxtar’s stage, the Energy Facility, can be a fairly annoying and lengthy fight. In this video, I demonstrate three combos that utilize a wide variety of Zero’s EX Skills, each of which can defeat Locomo IF in a single cycle. First up is a discussion on the elements of the fight that are common to all three methods. Orbit Shield, Split Heavens, and Sabe...
Pantheon Core - Triple Rod Quick Kill
มุมมอง 2953 หลายเดือนก่อน
Pantheon Core - Triple Rod Quick Kill
Mega Man Zero 3 - Aegis Volcano Base [Pacifist Run]
มุมมอง 4004 หลายเดือนก่อน
Mega Man Zero 3 - Aegis Volcano Base [Pacifist Run]
Defeating Fenri Lunaedge with an Iron Pipe
มุมมอง 7264 หลายเดือนก่อน
Defeating Fenri Lunaedge with an Iron Pipe
A Sad Way to Lose an Attempt at Omega
มุมมอง 3654 หลายเดือนก่อน
A Sad Way to Lose an Attempt at Omega
Mega Man ZX Advent - Hedgeshock's Time to Shine
มุมมอง 3684 หลายเดือนก่อน
Mega Man ZX Advent - Hedgeshock's Time to Shine
Armed Phenomenon Harpuia [Buster Only, No Damage]
มุมมอง 1976 หลายเดือนก่อน
Armed Phenomenon Harpuia [Buster Only, No Damage]
Mega Man Zero 2 - Temple of Ice [Buster Only 100 Point S Rank]
มุมมอง 2536 หลายเดือนก่อน
Mega Man Zero 2 - Temple of Ice [Buster Only 100 Point S Rank]
Defeating Maha Ganeshariff Using Only the Triple Rod Pogo
มุมมอง 3716 หลายเดือนก่อน
Defeating Maha Ganeshariff Using Only the Triple Rod Pogo
Defeating Phoenix Magnion with a Single Shield Boomerang Throw
มุมมอง 4206 หลายเดือนก่อน
Defeating Phoenix Magnion with a Single Shield Boomerang Throw
Mega Man Zero 3 - Buster Only 100 Point S Rank Run [Part 4]
มุมมอง 5817 หลายเดือนก่อน
Mega Man Zero 3 - Buster Only 100 Point S Rank Run [Part 4]
Mega Man Zero 3 - Buster Only 100 Point S Rank Run [Part 3]
มุมมอง 4457 หลายเดือนก่อน
Mega Man Zero 3 - Buster Only 100 Point S Rank Run [Part 3]
Just wanna ask, do you feel tired, sleepy or losing patience and motivation in doing this type of tedious challenge for a boss fight like this? Example.
Since I feel bored, time to make a Pokémon Battle Joke: DZ3 used Toxic! The opposing CutMan.EXE became badly poisoned. DZ3 used Fire Spin! The opposing CutMan.EXE became trapped in a vortex!
モデルa(アンティーク)でクリアしてしまうなんて!
Dude, I never bothered going upwards there. I'm utterly amazed 0:55
Thanks! That section is quite tough to do quickly. It makes sense that it houses one of the more powerful Cyber-Elves.
Model a is so silly, and I love its inclusion. However, any form of gameplay where you can only do 1 damage compared to the expect 3+ per shot... is not what I'd find fun at all. Great job though, I'm not patient enough to get through that!
Thanks! Using Model a during boss fights does take a lot of patience. It's much more suited to fighting regular enemies, so if you ever want to give it a try, I recommend picking any stage and messing around with it to see what you can come up with.
Very nice, btw in what are you playing ZX Advent?
Thank you! For all of my Zero/ZX stuff, I play using Retroarch. I find emulation much more convenient for recording purposes. For ZXA specifically, I use the undub romhack.
Buck broken.
when will the childre abuse end
Ooooo so cool
"YOU CAN DO THAT!?" or "WHAT!" Were the only things I could say while watching this. Even having played this series a few times, there's still so much I never knew about.
Glad I could help you discover some new tricks. That's the beauty of Mega Man in general. There are always new and interesting ways you can approach stages and bosses, no matter how many times you play.
DZ3 never fails to amaze
I have to say, I never bothered exploring the stage beyond what is needed for full points. The secret rooms for crystals are new knowledge to me.
I honestly can't recall if I knew about the secret rooms before, but even if I did, I certainly forgot about them. For this run, I made sure to reference a map so that I could commit the route to memory and ensure I didn't miss any items.
Swag
1:05 He jugado este juego por años y JAMAS habia visto ese Life-Up :0 . Eres increíble, sigue así 👍
Thank you very much!
That was sick!🎉
this is the coolest way to play z2 i have seen. more of this please
I'm glad you enjoyed it! Full item collection runs aren't something I typically do, but this one ended up being quite interesting, so I'll consider doing more in the future.
Oh...yeah I guess assuming the rod wouldn't reach the top platform at 0:50 wasn't exactly my brightest moment
Skipping the first few platforms and hooking onto that one saves a lot of trouble. Generally, you want to minimize the amount of precision swinging with the Chain Rod, as it's quite difficult to get right, even after extensive practice. Thanks again for the suggestion, it was fun to work on.
Siiiick
Oh… another inspiration from another person. I guess Marcus Mayo wasn’t the first person you watch from 100% run. Also notice a pattern on your daily upload videos, you tend to upload one video per week, the rest is just practice runs off screen on your own lol.
Yup. There are a few reasons why, but I find that aiming for one video per week works well for me, especially when trying to complete particularly difficult ideas like this one.
@@DZ-Three I see.
The distespect jajajajajajaja I love it
The difference between just the time bars alone is hilarious, lmao.
To be fair to Model ZX, it does have the intro portion where Powmettaur gets bonked in the head. Still, ZX taking roughly a third of the runtime on its own is indeed funny.
since i have the MMZ/ZX collection,im able to audioswap the soundtrack in these games for ZX i decided that the miniboss theme should be dark skies from MGR. whenever i reach this boss i get intense metal playing on the background this is the best thing i did to my game
Dark Skies while fighting Powmettaur is hilarious. I wouldn't be able to focus at all.
Model L out here literally being a big L. 😭
I never knew PX could do that, like sometimes you can even see the first kunai in a new set of four flying ahead of the last kunai from the previous set of four. Awesome stuff from all the biometals, man.
Thank you! I only recently discovered the rapid-fire trick with PX myself. It's certainly a very handy technique to know.
This is also similar identical boss fight from Metall Daddy from MegaMan 4 Dr Wily Stage 1. Classic Mega Man is harder to do No Damage Run since his slides has less mobility and the cute mettaurs falls at random.
Yup, the Metall Daddy in MM4 was unquestionably the inspiration for Powmettaur. I also think Metall Daddy is more challenging; Mega Man has some pretty solid weapons in MM4, but there's nothing that matches the offensive power of stuff like Model HX.
@@DZ-Three Yeah, though I actually enjoy your Model FX showcase the most, you destroying that Powmettaur with just one Ground Breaker W attack and the 2nd fight where you do Buster Edit to change your shots and shoot backwards. Also you did mention MegaMan 4 weapons yes? Well not as great as MegaMan 9 Weapons Archive but still decent regardless, even Skull Barrier which is the weakest weapon imo still have its uses.
Very well done. Looks like you math’d well with OX’s combo to land such a risky finisher.
Thanks! Even when knowing exactly which moves to go for, there is some inconsistency in the OX combo since the exact damage you deal with each Arc Blade is difficult to control. The timing on the Rekkoha finish is tricky too; you want to land Ryuenjin just before Powmettaur hides so that the flame effect keeps you safe until it emerges.
🎉
You seem to have much fun isn't?, i will apply everything i see here, thx
Yup, I do try to come up with as many fun ideas as I can. I hope that the things I showed here end up helping you.
miniboss theme sounds like X, the Legend and i cannot unhear it
Always has been
Inti certainly loves making callbacks to their previous games. The obvious one in ZX is the incorporation of Dr. Weil's theme into "Fate - deep-seated grudge."
@@DZ-Three can't wait for more in ZXC!!!
@@enderslayer0848 Yup, I'm also looking forward to the year 2058.
1:30 was very clean with that bullet hitting for the triple while avoiding the spikes!
It's quite a tricky combo to get. Aside from the perilous platforming required to avoid the spikes, it's also quite easy to fire the dart at the wrong time and have it bounce off the ledge instead of hitting the Roll Cannon.
Awesome run! Great display of technical skill. At first I was confused when your description described Copen's gameplay is paradoxical. Then I learned about Guard Counters. I'm content to stay with regular S-Ranks and jumping around the map all the time haha. Really love the amount of time you put into notes for this game and giving multiple weapons and skills a chance to shine!
Thank you! I appreciate the kind words; I did my best to get as creative as I could with the various weapons and skills available. Guard Counters are certainly an interesting mechanic. Inti did a good job with making them entirely optional since every S+ is possible without ever having to go for one.
0:52 Holy crap that dodge from the off-screen _koko desuka!(sp?)_ was sooo clean!
Thanks! The acceleration, speed, and homing properties of the ring Elpizo fires can be pretty wacky at times, but that's what makes it a fun attack to manipulate and dodge.
The energy crisis is finally over.
Zero will be credited as the discoverer of the "Infinite Energy Pantheon Principle".
1:02 You missed a crystal. Restart!
I did briefly consider redoing it after seeing that, but despite this playful nature of this fight, there are actually a few precise moments. A detail you might appreciate is that the charged slash I use at 1:19 was a frame-perfect release. I'm not sure if it's actually necessary to be that precise, but it certainly did cost me a few attempts.
“You best believe you’re going to pay for scratching X’s armour. Reploid servicing isn’t cheap”
Even worse, X's armors were all made by Dr. Light, so they're especially rare and valuable.
You crazy dude. How did you even get the idea to do something this silly? Man, poor Elpizo... The disrespect is crazy.
Elpizo's story is rather tragic. He constantly finds himself in unfortunate scenarios, and ideas like this one certainly don't help. The reason I came up with this specific idea is that I realized that I'd never showcased Filter Shield in any capacity prior to this; in a normal run, it has no application at all. I knew Elpizo would be a good choice since I already have an old video where I beat him with a reflected shot from a Pantheon Hunter. That's how this "fight" came to be.
elpizo plan to destroy the humanity? i don't care, i need money bro
Yeah the economy in 22xx is just that awful
The Ultimate Form is an expensive thing to acquire. Gotta fund it somehow.
Damn 🫡
That descending spinning air slash is so sweet. ._.
Yup, it's a lot of fun to time your jump correctly and land tons of hits with it.
Sick
Thanks!
Yup lol
The fixed jump height from Ryuenjin actually contributes to a relentless stream of slashes since the additional height gain in water gives you enough time for the i-frames to cool off by the time you land.
Indeed. The time you spend in the air also serves to bait Inarabitta into firing his next set of missiles in the wrong direction. It's interesting how Ryuenjin's horizontal and vertical momentum work out perfectly for this particular combo.
Bullying Childre is lol
FX constantly punching Inarabitta across the screen and the entire LX fight was extremely funny.
I wasn't quite satisfied with FX having just the Overdrive method, so once I realized that I could punch Inarabitta out of the sky, I was dead set on performing that whole routine. Nice to hear that my efforts paid off.
Yeet the child
Model FX: ora ora you said??
良いサムネとプレイングだ
Thank you!
I originally thought you were going to switch the metals during the fight for one big combo. Still really cool.
I can certainly see how you'd get that impression, but I'm glad that you still enjoyed it. I think it'd be neat to do combos with multiple Biometals if you could seamlessly switch with no pause in the action. ZXA comes close with its touchscreen switching, but there's still a delay.
This is so cool! I love the dodging in between the missiles. This makes me want to play the Zero and ZX games more.
I'm always glad to hear that I can inspire others to pick up these games. The missile dodging is definitely unnecessary but fun to pull off.
This felt like bullying
ESPECIALLY THAT COMBO FROM OMEGA CHILL
I consider it payback for the whole submarine chase in MMZ3.
Here's some in-depth explanation regarding the shuriken for those who are interested. The shuriken deals 1 damage every 4 frames when its collision box is overlapping with an enemy's hit box. If it hits an enemy or destructible object before reaching its full thrown range with overdrive buff, the damage for first tick is increased from 1 to 5. Now the shuriken disperses if it deals 6 instances of damage ticks within the span of 21 frames, but the 6-hit counter will refreshes itself if it misses one damage tick. The trick to shuriken loop is to avoid dealing all 6 hits within that short span of time so it doesn't disperse. Hitting any enemy hit box will always deduct the 6-hit counter, even if the target isn't receiving damage. The only exception to this is when the hit priority value is exceeded and requires enemy's i-frames to reset by waiting it out.
Thanks for sharing your notes! It's good to have the exact numbers available for those who are interested in the precise details. For anyone that wants a good example of the 6-hit counter in action, go to 00:15 and play the video frame-by-frame. You'll see that the Shuriken hits Flammole twice, then escapes the range of his hitbox for 10 frames. This is more than enough time to refresh the counter. Afterward, the Shuriken hits Flammole 6 times in a row without pause, and so it dissipates.