Megaman 2: The Power Fighters - Megaman 1CC (Rescue Roll! Route)

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  • Опубліковано 4 жов 2024
  • It's been a minute since I played this one! After trying to do the 1CC live for Insomni-Attack!, I learned that "Dog Juggling" is a thing. I also realized that I don't have a 1CC for this game, unlike the sequel, so here we go!
    This is the sequel to the arcade game, "Megaman: The Power Battle", complete with juicy CPS2 QSound! While you can't super jump unless you get the Power-Up parts in the "Recover the new parts!" route, you can now stagger bosses with certain attacks (e.g., charge shots, the new charge attack, and weakness weapons), perform a brand new Charge Attack (hold UP on the lever as if you were readying a Charge Shot), and utilize the animal partners and their unique abilities.
    If you're playing as Megaman you have access to Rush, who can fly forward like a missile in Rush Jet mode, or give you a boost (read: fling you into airborne hazards) using Rush Coil. Of note, you can use his Mega Upper charge attack to juggle the enemy upward. If the enemy is high enough and in a corner, Rush Jet can connect and bounce the enemy higher still. This is what I refer to as a "Dog Juggle", and they're handy because the extra height from the Rush Jet hit will give you juuust enough time to ready another Charge Attack. It's not a perfect loop, especially as the enemy can shield themselves on wakeup, but it can do some serious damage to bosses with some good timing and reading.
    I used to think Rush was a pain to work with since it meant I couldn't rely on using weakness weapons, but "Dog Juggling" has proven to be surprisingly handy. What a good boy!
    Played via Power Battle Fighters on PS2. Normal.

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