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Project: Megaman Zero, where I attempt to perfect the entire game with No Damage and a 100 point S rank at the end of each stage. One of the major goals here is to give light to Zero's overall arsenal instead of just relying on one or two. I've got all my relevant Mega Man videos organized in playlists on the front of my channel page. It's ever-growing, but you'll see more than just Megaman Zero in the future. Thanks for dropping by. We square off against Fighting Fefnir today, who's a... somewhat randomly programmed pushover, more on that below. Twitter: / magnus_blade --- -Stage Overview: Wanna know where ALL of the trouble came from in this mission? How about the ENTIRE mission? Not only do you require an absurd amount of enemy kills for the full 20 points (hence why you saw me grind halfway into the stage), but this stage truly showed me how enemy placement is very flawed in this game, and I'm glad Z2 and beyond fixed that. No, the enemies themselves aren't truly the issue, but it's just how they're randomly, and I repeat, RANDOMLY spawned in their area of usual spawning. Like with the spiders in the last stage, they aren't spawned in a fixed position. For an example, the Pantheon that spawns under the broken tank can sometimes spawn waaaaay behind it where the small enemy with the protective cover is. A lot of times I asked myself "why the hell is he way over there?". Enemy placement memorization can only take you so far, for an enemy being in a spot you expect them to be won't always spawn there. Just... what? Some enemies like the ones that drop the wheels and the fire-breathingdesert horses are fixed spawning, but the Pantheons? Nah, it's a guessing game on where they'll be running. I even had a few cheap shots on me when a Pantheon would spawn right under me as I'm descending the hills and cliffs. ...speaking of those damned hills, those played a big role in making this stage difficult while killing the randomly spawned Pantheons and just about anything else. Since the road is so bumpy and barely anything is solid ground, aiming your attacks can be awkward at times, and you really have to be accurate with your aerial spin because the multi-hits after the initial slash so SUPER low damage that not even a Pantheon will die. And since they can spawn in some uncomfortable positions, you could end up ramming into them if they won't get hit. Granted, the Z-Buster in a constant slot is a must to get through this with as little stress as possible, but as all my descriptions say, my point with this run is to give Zero's entire arsenal some shine. Which this mission does show just how useful the Triple Rod can be if you're a strict close quarters guy like me and only whips out the buster when you need to clear the way from a safe distance. -Boss Overview: Then we've got Mr. Fighting Fefnir himself. Outside of murdering his poor HP with the Z-Saber cancel techniquie (this is most known for use with the Shield Boomering, but I wanted to be different and use the Rod here), this guy's AI is strange. He's got a random selection of using his moves similar to Blizzack, but nowhere near as stupid. Despite being somewhat of a built guy, his agility is surprisingly impressive. He looks slow at first glance, but his jump distances and the speed and which he does them beats Blizzack by a mile. One annoying thing about him is his grab, where if you touch him while he's dashing, you'll get rocketed into the air. This gets on my nerve because he can still grab you even at the peak of the dash, meaning if you're literally just a pixel away from his hand, you're getting chucked. I opted for the safer route of just jumping over him to lock him into a combo trap with the Saber + Rod, for you'll at least avoid having to counter from the front and risk getting grabbed. Either way, Fighting Fefnir is easy once you get the rhythm down, and despite his randomness, he's got visual cues that give you enough time to react, unlike a certain stupid Stagg. But the stage itself warrants allll the difficulty, for most of my fails came from there... I think I went over 200 retries throughout the course of the two nights I attempted to perfect this stage... christ. Overall Difficulty: 10/10 (This is probably the first stage I've ever rated 10/10 that wasn't the final stage of my previous projects... grats, Fefnir.)