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Bir çeviri sorunu bildirin
Oil Man has a easy pattern. But when you play on highest difficult he can go nuts and the pattern is right out of the window. But again, he can be handled easily.
Seeing stuff like this just makes me want to cry at how much trouble I had:
https://www.youtube.com/watch?v=vROX4dEkCQE
I know they make some of the bosses easier so inexperienced players have one or two they can easily beat with the buster, but still don't quite understand the point of robot master that literally just stands there and lets you kill him. Pharoh Man with Bright Flash was another WTF boss fight.
But if we include the Doc Robots, Doc Woodman is nearly impossible to dodge and only gives you the chance to hit him once per cycle. Much much tougher kill.
Also re: Pharaoh Man - It's actually faster to use charge buster shots than Flash Stopper! Of course you're running the risk of actually getting hit, but that's what the "pyramid" in his boss room is for, no? ;p
Fire Man has a weird pattern, so his fight looks like a "spam attacks to the death" match, and that's what I thought until about 5 minutes ago when I checked "okay, actually what is Fire Man's pattern?". It turns out he has a magic distance he'd like to be from you; when he's there, he spams Fire Storm at you at fast as he can (2 on screen at a time or something), and when he's not there he runs there as fast as his stubby little legs will carry him. He'll also fire at you a split second after each time you land a hit on him. The way to exploit this? Start the match by not firing at all and approaching him. When you hit the magic distance, keep going, and jump over the Fire Storm and flame debris. Now you're too close for his comfort, and he'll start running from you. Keep up the pressure, and when he hits the wall he'll turn around in the hopes that he can escape you that way. Jump over him and keep on his tail, and he'll just run back and forth like an idiot without ever firing a shot. Now, just sprinkle in your own attacks whenever it's safe, then jump over the single counterattack. Clearing a Fire Storm without landing on the leftover flame isn't trivial, but the timing's not too bad, and once you have it, it's relatively simple to do a no-damage buster kill on this guy. Again, I discovered this just a few minutes ago, though it's probably known more widely.
Quick Man I don't have down yet. His arena is specifically designed to make it hard for you to hit him and easy for him to hit you, which is why the refight in Wily 5 is so much easier. His pattern seems pretty chaotic to me (as in, obviously controlled by what you do, but very sensitive to small changes in your inputs), and I haven't experimented enough to figure out what works best, so I have to resort to a damage trading fight.
Crash Man and Wave Man are both really easy when you exploit their AIs. Crash Man jumps and counterattacks whenever you shoot. If you run at him, jump and shoot, and run under him, you'll catch him in midair with your shot, and he'll fly over your head like an idiot and land an attack where you're not anymore. Cross to the other side of the arena, turn around when he does, and repeat. Wave Man's trident and jump is easily thwarted by standing right next to him. His trident is constant speed and his jump is constant time, so if you're next to him you can clear the trident well before you have to worry about his jump coming down on you. For both bosses, the key is to develop a pattern that makes use of their pattern to hobble them.
Shadow Man and Needle Man give me trouble. Needle Man is a hyper Metal Man who, as far as I can tell, also lacks the rigid A.I. that makes Metal Man easy. Shadow Man is too sudden in his moves and too aggressive in his distance closing to make damage avoidance feasible.
For Needle Man, when you see him doing a smaller jump, stay close because he will likely do his arm attack and jump over it. If he doesn't it's easier to start evading needles from next to him anyway. It's still a hard boss, but knowing that tactic makes it much more easier
Hm. But they are part of history and some of them are responsible for some things we get in the main series. The 4 / 4 robot master thing for exampel, or the secrets.
Elec Man is relatively easy once you know to stand on the blocks to the left and shoot him only as he tries to jump on, being hit blows him back down and you can repeat it, though any mistake can be fatal against him. Crash Man is very easy once you understand that he jumps when you shoot, so it's a matter of jumping and shooting, then running under him to dodge his bomb.
All the bosses from MM4 to 6 are easy to mildly challenging at most. I grew up on MM2 and 3, and never really played 4 to 6. Most of the MM4-6 bosses I was able to find out their pattern and defeat them with the Mega Buster on the first or second attempt.
I think PipWhips means Gyro Man. At least i hope so oO