Mega Man X6 No Damage (Zero): Blaze Heatnix [Xtreme]

Описание к видео Mega Man X6 No Damage (Zero): Blaze Heatnix [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.

Before the wall of text of my pain and suffering, let's take a moment to appreciate Blaze Heatnix's theme. Despite my problems with Magma Area, this music is FIRE (pun intended). Easily my favorite theme on the entire OST, and I can never get tired of hearing it. Uhh, but nostalgia and music aside...

Fuck. This. Stage.

Okay, I don't hate it as much as the next one, Central Museum, but you can't lie to me and say this stage had good design. Who at Capcom thought it was a great idea to have a recurring mini-boss devoid of any effort put into it's aesthetics in here AND it being ridiculously hard to hit ALONG with maxed out HP? What in the hell, man? Granted, Rekkoha takes good care of that problem for 4 out of 5 of them, but god, look at that fourth donut fight. Rekkoha's got an inconsistent hurtbox on targets that's not directly in the center of the screen and near the bottom, and since this thing CAN'T resurface in the center, you'll miss with the Rekkohas half of the time if it doesn't resurface at least above half-screen (AND given my shitty luck on this take, I missed most of the hits on my last two Rekkohas). My main issue with the fourth donut is that you have to hope and pray it resurfaces on a side you can reach, because unlike X, Zero is straight up SCREWED if the bottom two orbs aren't in range of his Ensuizan or jump slash. And if you don't kill it in time, you've got Nightmares to deal with in-between, which makes it REALLY frustrating and just makes you pray for the Rekkohas to actually hit it at a good angle.

...But getting off the donuts, let's talk about that overall stage design. Brilliant, huh? Hell no. Once again, the flames that shoot from the floors only get in the way with destroying the Nightmares. Yeah, I'm talking about that one part where the Nightmare is literally at the top of the far right tall wall and the flames just bar your path from doing anything to it (because again, Zero's screwed in the long range department). Not to mention you have to deal with the Nightmare's usual random BS like disappearing and reappearing in a randomized 8 direction angle around you before charging at you at near-impossible reactionary speeds to dodge. You're practically forced to just guess which way it'll reappear and hope you can react fast enough to jump away from it. Yeah, all while dealing with the stage hazards...

HOW ABOUT DAT MEGA ULTRA CHICKEN THO?

Like with Metal Shark, I got quite lucky because Blaze Heatnix did a pattern where I knew I could kill him if I timed my buster shots and delayed saber slashes right. If he stays swimming at the bottom before "arise, chicken!" for a while, you've got him. But if he decides to end this pattern early (because he CAN do that), things get REALLY stupid from that point forward. For starters, since this is on Xtreme Mode, you've got drops of magma falling from the purple magma above when he switches it to drop from above. This COMPLETELY hinders your movement and you just have to pray to god he's not hugging the floor, because you've got next to nowhere to dodge when he does his little slash wave, which takes up 80% of the vertical space you have, so it's a REALLY tight jump and VERY hard to pull off consistently thanks to the magma drops. If he's flying above the floor, you can just duck under it no problem.

Then we've got his rush attack where he'll dash at sonic speeds across the screen when he hits desperation mode. He'll come at you from either top or bottom on the sides and again, COMPLETELY random. Since he comes at you so fast, reacting to it can be headache-inducing because you don't know where he's going to appear per pass. People underestimate this fool because he doesn't really deal that much damage with his attacks and half of the time, he'll stick to his derp pattern he did in this video that'll net you a somewhat stress-free win if you're calm and patient. However, if you get unlucky (which happened to me PLENTY of times), your success rate at No Damage just went down from like 90% to 20%.

This should also go without saying, but SDC and Guard Shell are useless against him for the exact same reasons as Infinity Mijinion. He and Heatnix are obviously the only two difficult Investigator Bosses in the game.

So yeah, on top of dealing with the hazards and donut re-fights giving you a lot to manage at once, you've got Heatnix who could outright ruin your run of the stage if his AI wants to go maximum derp drive.

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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

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

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