0:38 don’t think we didn’t hear that! Zero obviously snuck a shot in when no one was looking! This is awesome though. Props for going the underwater route, which I imagine is notably harder.
Thanks! The underwater route becomes pretty fun once you're able to consistently jump between the fish. In most scenarios, enemies automatically blowing up when passing through doors is beneficial, but it's a bit unfortunate that it's unavoidable here.
Soul Launcher is underrated; and by extension, the recoil rod. I wish it could gain more popularity despite being potentially hard to aim when the player isn’t familiar with it.
Soul Launcher being a late-game EX Skill doesn't help it either. To get the most out of it, you have to try incorporating it into your gameplay during new game plus.
It does take some getting used to since the inputs are opposite to what you'd expect, but after using it enough times during these challenges, it's pretty much second nature to me.
Awesome! Your skill is on other level, you're like the representation of the real Zero haha, keep it going! I hope one day Capcom releases a new Zero game for you to explore new grounds :')
Thanks! I'll do my best to keep coming up with interesting challenges. I think the Zero series has a good, definitive ending, but I'd certainly like to see ZX3/ZXC at some point.
In this case, the RNG is consistent and easily manipulated since Maha's door is so close to the start of the level. If you slice through the Pantheons with the Saber and enter the door and stand still, Maha should open with his roll first. From there, if you follow the exact movements shown in the video, he should never roll or swing.
Well, there's a good amount of luck involved if you want to avoid damage, but if you get the right pattern, it's fairly simple to avoid his attacks while looping the Shield.
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.
This specific fight using Model a against Buckfire wasn't all that difficult to learn, so there wasn't any issue with motivation for me here. I think that, after having fought Craft with the Water Gun only, other minimalist boss challenges feel comparatively simple.
@@DZ-Three Yeah I saw the first half of the fight, it was pretty simple like just get in close to him and will make his AI attacks like the Burning Arrow & Crash Bunt useless. Only threat I find is when he is low on health, he changes pattern and does the Double Tomahawk more or when he backs away and use Burning Arrow to throw off your position. Reminds me of MegaMan 9 Magma Man and his Magma Bazooka fight lol! 😂
@@leongyuhinleong That's a good point. Considering that Inti made MM9 right after ZXA, there's a good chance that Buckfire's arrows served as the basis for Magma Bazooka.
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!
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.
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.
"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.
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.
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.
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.
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.
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
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.
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.
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.
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."
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.
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.
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.
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.