Mega Man X6 No Damage (Zero): Metal Shark Player [Xtreme]

Описание к видео Mega Man X6 No Damage (Zero): Metal Shark Player [Xtreme]

Project: Mega Man X6, where I'm taking No Damage with Zero on Xtreme Mode. Note that parts will be used once they're acquired, so this isn't a minimalistic run or anything. Either way, whether you like X6 or not, hopefully you'll find enjoyment from this run. Thanks for dropping by.

All right, so here's a pretty long one (at least for my standards). Looking back at this recording, there were at least three instances where I could have made bolder jumps and progression to speed this up, but it'd only shave off about 30-50 seconds off my clear time, so it was no biggie. This isn't a speed run anyways. Regardless, Recycle Lab is a good, yet flawed stage. I wouldn't consider it broken like Central Museum and Magma Area, but it does has it's fair share of problems, and if you come here as base Zero with no tech or parts, some of the Nightmare placement will either screw you over or force you to turtle your way through for safety. Thankfully, I knew what I was doing by bring Guard Shell, Ensuizan and Rekkoha here, as these techniques are essential to getting through here in both a timely manner and help avoid damage more efficiently (well, you actually can do without Rekkoha, except for that one stupid part right before the mini boss...).

...Before you mention it, yes, I DID try to save that reploid by the life up, but I saw the opportunity to jump slash and slide right on out without waiting on the iced floor when the ceiling dropped. I did come back for him off-record since he has Zero's Short Eraser, but... I'm not using that part anyway, so I just wanted to collect all of Zero's parts just to be on the safe side and if I needed to switch up some parts if Central Museum broke me that much.

Metal Shark Player himself isn't... hard. Still, my quick victory here was literally just a result of luck. If Shark does three dives, he's basically opened up for a quick finish with three rounds of SDC. Of course, if you wanna go maximum cheese mode, you can just use guard shell and kill him in one SDC once he's opened up, but... this isn't the Boss Rush, so I literally had no need to totally crush him right now. Anyway, Shark has an array of actions that can make him somewhat challenging if you let him breathe for a bit. When he throws his Metal Anchor, it gives you a projectile to worry about while dodging Shark himself. Like I said, I got lucky and he didn't chuck one or two at me. He does have his junk Reploid revival move, but... really, if you just SDC him before his HP gets to the point where he activates it, you won't even have to deal with it.

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Parts used (once they're acquired later in the run):

-Saber Plus (Equipped Now)
-Hyper Dash (Equipped Now)
-Master Saber (Equipped Now)
-Jumper
-Powerdrive

To explain what the ending difficulty analysis means:

Enemies - My ranking from a scale of 1 to 10 (from easiest to hardest respectively) on how difficult the enemies in a stage are. (NOTE: For this Boss Rush at the end of the run, I'll count the Maverick re-fights as enemies).

Platforming - Ranking for how platforming in a stage (i.e. Stage Hazards, Obstacles, etc.) affects the difficulty score.

Boss - Self-Explanatory.

The Overall Ranking's determined by averaging all three categories instead of just adding the numbers together. There's an exception to this, however. If any category warrants a 10/10, the overall score will raise to 10. This is because if at any point a stage puts me in the mindset that it feels like a 10, then the whole stage will be treated with the same difficulty overall because it isn't a very easy experience overall.

#MegaManX6 #NoDamage #Zero #NoDamageRun #Xtreme #MegaManX6NoDamage

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