Sonic Advance - No Damage Boss Run (As Sonic)

Описание к видео Sonic Advance - No Damage Boss Run (As Sonic)

Now 50% more streamlined!

Going from Amy to Sonic (or vice versa) is a jarring change. And it goes without saying that Sonic really doesn't have that many advantages against the bosses. Still, it was pretty fun.

General Notes:
1: The Insta-Shield is not overpowered anymore. There are very few, if any, instances where the split-second invulnerability will actually help you get past a boss attack or armor. However, the Insta-Shield does give your basic Spin Attack more range, so it can be used for that.
2: I'm really not sure how useful the melee (B) attacks actually are against the bosses for non-Amy players. Not that I've bothered to really test them, but they, especially Sonic's are fairly close-ranged, and don't seem to allow time to get away.
3: Tails and Knuckles will mostly likely follow the same strategies Sonic will, barring the additional usefulness of Flight and Gliding/Climbing, respectively.
4: It's worth noting that after you damage a boss, they are unable to hurt you for a second.
5: As before, boss names, except for the first two X-Zone bosses, are taken from the Sonic Wiki.

Boss Notes:

Egg Hammer Tank - It's harder to get more hits in a row for non-Amy players due the Spin Jump's rebound. Still really easy.

Egg Press - Reviewing this, the super jump attack after the fourth hit seems to take about two and a half (2.5) seconds before it lands the ground. Use that knowledge how you will.

Egg Ball - I still wouldn't recommend using the platform. Though I won't stop you.

Egg Spider - Sonic's got a lot of trouble with this boss. Tails can swim to the surface, Knuckles can tread water and attack from the surface, and Amy has the Hammer Jump and sheer range. Sonic MUST use the falling icicles for both reaching the surface and attacking. And yes, the sharp, pointy bottoms will hurt you if you jump wrongly, though if you move into the icicle when you're about halfway up it, you'll jump to the top of it. Weird, but useful.

Mecha Kunckles - Same strategy for everyone. Just don't let him get too trigger happy with the missiles. If you look closely, you can use a rare occurance of the Insta-Shield hitting through an attack you normally couldn't hit through in this game!

Egg Snake - Still very hard, even harder as Sonic, who has few dodge moves. Just have to time your jumps between the shots and his habit of flipping back over. Agressiveness will cost you.

Checker Wrecker Ball - It's the Checker Wrecker Ball. Treat it like you did in Sonic 1.

Drill Mobile - See above, replace Sonic 1 with Sonic 2, and you're golden.

Egg X - It's a battle of reacting to what the boss throws at you. The best times to attack it are when it switches sides, and when it attempts the hand grab. (If you're close enough, you can sneak a hit in when he fires the laser, otherwise, duck.) It's worth noting that once the hand fires and closes, it CANNOT hurt you any more. Use that to your advantage.

Super Egg Robo - The Super Sonic Boss! While rings are scarce in this fight. (You can only get a random amount from destroying the capture capsules when they're active) you should have more than enough to make it through. This fight is surprisingly hard to get through without getting hit, due to Super's sensitivity, but, like the Egg Snake, not being too agressive helps. Best times to attack are after it puts its arms down, and during the third and fourth laser sweeps. And yeah, you can dash twice in the air, and you CAN get two hits each jump, but it's hard to pull off, and not recommended for no damage.
(No, I don't know why Super is a sort of dark orange in the video. Movie Maker darkened that clip during processing for some reason.)

Thank you for watching the video, and I'll see you in the next one. Take care now!

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