Brickman's running total of grammar mistakes (will update in this post for the sake of keeping it all in one place):
Prologue: "The finest product of the Cossack's to date." "...how to test her in the real world here, I don't think our labs facilities..." "...we can use all the help we can <get> out there..." "With Doctor Lights training ground..." "To late to back out now..."
Character select: KZ "She enters on her own free will" (should probably be of, could get away with current one)
General Intro: "The first two elimination rounds judged each girls beauty..."
Shin Intro: "You're being to negative again." "We could test Shin out and possible cut..." "Anything fine so long as..."
Shin into sky Citadel and into Race to the Finish: Not a single one I caught, and I'm an experienced proofreader. You should be proud.
Going into finale general: Wily kidnapped Kalinka, not the doc, and used her as leverage to force him to make robots.
Going into finale Shin: "Guess <there's> no need to hold back..." "What's a girl to do."
End Shin: "and you're head!" "My sheild's can't..." "I had a good ideal..." Also, in general in Shin's ending most of the "a new generation"s should have been replaced with "the" or "this".
KZ intro: "you're not making any sense?" "read a robots mind." "Just <that> I could hear..." "The Cossack's are..." "...but it doesn't change the fact of what happened"
KZ into sky Citadel: "I'm impressed she's really pouring herself into this, isn't she 12! 12?"
KZ into finale: "before she is to far gone."
KZ end: "colored me impressed."
Jazz intro: "Where are you at!"
Cyan into Race to Finish: "I like the ideal".
EDIT: Well, I was hoping someone else could post so I could state my opinion on the stories without making a double post and have it seen, but whatever. I'll just post them here and hope someone notices. In general, I really liked the plot. I liked how they all did a variation on the same plot yet managed to each stick their own meaningful (or lighthearted, as the case may be) plot inside of it, and I really liked the surprise ending. Shin's was a nice twist on it too. However, I don't like Cyan's story. It totally blows the surprise ending long before you get there, with the only consolation being I highly doubt anyone who chooses Cyan as their first character will even get through Citadel without trying another character instead. It is also too much of a departure from the other stories--all five of the others had the same trick played on them, so the fact that they did something completely different to Cyan detracts from the nice, aesthetic parallelism/similarity that I said I liked earlier. You get five unique variations on the same story and then instead of a sixth you get a completely different story.
I'd like to note that the current plotline does NOT explain the rematch stage, not even for any one of the six characters. It explains the final boss and why her stage looks like it does, but not the rematches leading up to her. Also, I'd like to note that the idea of the contest being a race does not quite explain the format in which the origional levels are played out, with you selecting a level and its boss, always the same one, just waiting around for you at the end to fight you. However, that can be ignored in the name of "dramatic license" because its such a standard format.
Anyways, can't wait to see Cz's story.
Last Edit: Dec 31, 2006 15:38:14 GMT -5 by brickman
- Cyan's story followed a different format cause Takeya is the one who gave Rick the ideal of adding more drama by faking stuff certain elements which in turn leads to the other 5 girls stories. So you ended up with "psycho" CZ thanks to him. Couldn't really think of a way to have Takeya recruit Takeru to test Cyan and get him deep into the race after the other girls already had a roughly half hour/hour headstart, have CZ go nuts and get the control orb to her without blowing that part of the surprise.
- Rematch stage is because 50% tribute to the traditional Megaman theme of rematches, and 50% because "CZ" *wink wink* could create alter reality versions of the girls just as easily as tearing the "world" apart (just like all the hard hats, dino bots, stages and what not that Rick did in the normal stages). Guess I should point that out better once I polish off CZ's story... more work to do... work to do...
- Game mechanics do rain on the parade. Like running into a fallen tree on a path in an RPG... it might as well be a reinforced rune covered steel wall. CZ's story will flesh out a few more things as well as tie back into the comic and world history. Guess it could be considered the 'true' storyline in a sense.
Now on to fix all those typos >x<
Many people in this world are like slinkies... only entertaining when you push them down some stairs.
I stopped caring about typos at some point, so the characters not listed there may have one or two, but nothing greivous.
By the way, WHEN does this occur in your comic's storyline? MMN occurred before Rick arrived (thus before it started), and MMXN is so far in the future we don't have the reference points yet, but this must have happened at some point during the span of the current comic since it is referred back to by characters near the start of the cataclysm chapter (and we see a completed Jazz before that when this contest was used to test her AI right after being finished, as well as Shin and what I think was KZ during Rick's battle with one of Volgon's robots), yet Rick helps set it up so it's after he arrives.
To save Wade work I'm gonna try my hand at doing his strategy guide. Who knows, maybe it'll be more useful than the MMXN one (though the MMN one was fine). Please let me know if you'll be accepting this or not before I waste too much time on it. Also, tell me if anything I say is wrong. By the way, I don't know what the boss weaknesses are since I never use crushers so you'll need to tell me that. So. . .
The Maybe-Official Strategy Guide Part one: Characters There are six normal characters you can play as in this game, and three unlockable ones for beating it on various difficulty levels. Unlike many games, the characters in this game play almost completely differently--even their jump height and running speed vary slightly, and their abilities and attacks work differently too. However, each girl has the following: a main attack, a secondary attack that consumes energy, a "dash" move (not necessarily dashing) which consumes regenerating dash energy, and an aux attack which consumes dash energy. Unless otherwise stated (here and in the instructions page, whenever that gets updated) power upgrades raise the damage of regular and aux attacks, special upgrades improve either damage or cost of special attacks, and dash upgrades decrease the cost of dash and aux moves. Each girl also gets a crusher, which has a slowly charging energy bar visible on the pause screen and when used hurts all enemies on screen. Crusher moves all function identically during levels, but they take the place of the weapon copy/weakness system--each boss is weak to one girl's crusher, and all the other girls' crushers are obtained by beating them (though they share an energy bar and are thus only useful for exploiting weaknesses). Modified versions of the characters you don't play as take the place of Robot Masters at the beginning of the game, though you don't have to fight whichever girl you pick until the rematch stage.
The characters are:
Roll: Roll is a ranged fighter with a very strong offense. However, she's one of the least mobile characters--when not dashing Roll is tied for slowest and worst jump height, and her dash move is one of the least useful (especially of those she's tied with for base mobility). Platform-heavy levels are difficult with Roll.
Roll's main attack is a fairly standard attack similar to traditional megaman's (though the shots come from beat, who follows her, which can throw off your aim on flying targets sometimes) but has a maximum of six shots on screen instead of three, and she is the only character capable of firing charged shots (with the power upgrade her shots charge very quickly and kill most regular enemies in one hit; they're also easier to aim as beat is locked in front of her for them). Her charged shots do 5 shots worth of damage and do some damage to garuding foes.
Her aux attack fires more uncharged attacks, and can be combined with the primary attack to either rapidly fire both shots to increase the rate of fire or to fire while charging, though dodging anything becomes tricky while doing either due to having to rapidly press or hold down two buttons which are next to each other on the default control scheme (or any buttons for that matter), so I suggest not trying it any time a boss is using an attack you will have to jump over (running is usually fine). The power upgrade makes them do 1.5 times the damage of a normal shot and the dash upgrade reduces the cost.
Her special attack, in which beat rushes forward and hurts enemies he touches, is one of the game's strongest and is slightly aimable, but he must slowly return to you afterward and your shots still come from him rather than Roll. It only consumes ammo when it hits and does so proportional to how much damage it deals (stopping once the enemy dies--killing a weak enemy takes less than a strong one), but it does consume a fairly large ammount.
Roll's dash move is an actual dash, which makes her run very fast until you let it go and lets her jump higher and farther. It is useful against some boss attacks or for speedruns but is generally less useful than other dash moves.
Strengths: Strong regular, aux and special attacks, chargable shots ranged. Weaknesses: Poor dash move, poor mobility, difficult to controll when attacking all-out.
Jazz: Jazz is a ranged fighter with versatile abilities, very good for dodging or avoiding fights and best suited for medium to close range. I recommend playing her once you've already gone through the game once or twice, as her air dash ability is much more useful once you know the layout of the levels and the attack patterns of the bosses. She is very mobile even when the air dash isn't useful, sharing the game's best jump height with Shin.
Her primary attack is a barrage of stars. Low damage per shot is compensated by rapidfire, but is subject to the same six shot limit as Roll--it takes about a second to hit the cap and then you have to wait until everything hits before attacking more. Thus the closer you are to your enemies the faster you can damage them, and that if you miss you'll have to wait a bit before attacking again. You have to hit even weak enemies several times to kill them, which is not quite convenient with flying ones.
Jazz's secondary attack is a barrage of hearts which arc upward, allowing you to hit enemies above you. The up and down keys let you change how far they go on the x axis, effectively aiming the shot close to or far from yourself. They share the shot limit with your primary attack. The rate of fire on this attack is extremely fast, even moreso than the primary, so at close range it deals damage quickly. When fighting a boss you can touch them without being hurt, so your shots will hit the instant they're fired and the very high rate of fire can be kept as long as you touch them. Each heart doesn't do a lot of damage, though they also consume ammo slowly (and at half that speed with the special upgrade).
Jazz's dash move is an air dash. This is extremely useful during levels, allowing you to bypass enemies and even entire screens without fighting; this is more useful in some levels than others. It can also make platform sections a lot easier, unsurprisingly. It consumes energy at the beginning of the dash and you will float as long as you hold the button, though it cuts out eventually (however, nothing stops you from simply starting another dash right after that happens and in fact you will simply by continuing to hold the button). I recommend playing through the game once or twice with other characters before Jazz so you will be able to get a general idea of enemy layout, so you don't get yourself into trouble when you land. It is less useful against bosses, but still has its uses against certain attacks. Be careful on higher difficulty levels, since it consumes an entire heart of dash energy to air dash you will have to be careful not to overuse it. The dash upgrade makes you glide faster.
Jazz's aux attack is a megaman-esque "sheild" (in other words, it rotates around you and deals damage on touch). It consumes a lot of dash energy (slightly less with dash upgrade) but will follow you for several seconds and deal massive damage (slightly more with power upgrade) to the first enemy it touches; if you don't mind not being able to air dash for a while it makes such a powerful melee-range weapon against bosses as to feel unbalanced. You can still move, attack and air dash while it is up, though it counts heavily against your shot limit (I believe you can only get two other shots onscreen with this on).
Strengths: Very mobile, can bypass many challenges with dash, strong aux attack. Weaknesses: Attacks rely on close range for good damage output, on the weaker side of the damage scale.
more to come. edit: updated with Wade's numbers, and linebreaks.
Last Edit: Mar 14, 2007 16:03:28 GMT -5 by brickman
Cyan: Cyan has the strongest offense of the game. All of her attacks are the most damaging (or tied for the most damaging) of any attack of the same type and all her attacks can hurt gaurding foes, and she has multiple attacks which also make her invincible. You can count the number of aux or special attacks she needs to kill most bosses on one hand as long as all of them deal their full damage potential and you have the right upgrades. However, ALL of Cyan's attacks are short range and she has to virtually stop moving to attack, and her nonregular attacks are expensive. The combination of poor range and mobility makes her a very difficult character to play as, even though she is quite powerful and can trash bosses easily when played right. As a bonus she has several abilities that allow her to cheat death if she makes a mistake in a platforming section.
Cyan's main attack is a punch or kick (depending on whether you are on the ground or in the air). This has terrible range but deals great damage, even to gaurding foes. However, you need the power upgrade before you can one hit kill almost any enemies and until then you will have to run back after every punch to avoid being hit by an enemy moving forward at a slow pace. Cyan can move sideways a small ammount during a punch without interrupting it but very slowly. When Cyan kicks in the air she freezes in place for the entire kick animation, which is longer than the time between the end of one and the beginning of another; thus holding down the attack button allows her to float very slowly to the ground, letting whatever is under her (such as a moving platform or an enemy) move into a more convenient postion.
Cyan's aux attack actually has three different abilities. Holding it after making a regular attack uses a "level 2" combo attack, which is essentially the same thing with slightly higher damage (though the aerial one hits enemies above and below as well) and consumes no energy, but if you press a direction key during or right after that you perform a powerful "level 3" attack. Left or right is a dash to the corresponding side in a straight line (ignoring gravity though not walls) which deals considerable damage to anything you touch, and up or down (it doesn't matter which) instead makes you float in place and deal the same damage to anything touching you there. Both make you invincible and consume an entire yellow heart. Both of these are very useful, especially against bosses (which you should use depends on which will keep you touching the enemy for longer).
Cyan's special attack is a strong uppercut. To use it you must press the special and attack keys at the same time, rather than one key. The uppercut does high damage, especially if the target is large or you are following a boss's jump, and you are invincible while using it. In general, though, I think the damage is slightly lower than the aux attack used against a boss (though it varies if the boss is moving and does more if you follow its movement) and it takes a full blue heart to use, but this is countered by the fact that it is much faster; it is useful as an emergency invincibility move that just happens to deal damage too, and you may want to save it during a boss fight so that you can use it for that or for a quick finish if you get to near the end without using it. Her special attack can also be used in an emergency to recover from a missed jump, as it causes you to rise upward a considerable distance.
Finally, Cyan's dash move is a "double" jump (though you can use it as many times as you want as long as your dash meter lasts). The additional jump is, unfortunately, less than half a normal jump (unlike most double jumpers), so it is often necessary to hold down the button for multiple extra jumps. The dash upgrade does increase the height slightly (instead of affecting cost), but not a lot. This is, obviously, good for correcting misjumps or making normal jumps easier.
Strengths: Extremely powerful attacks, ability to turn invincible, several aerial manouvers. Weaknesses: Poor range, low mobility during attacks, non-regular attacks expensive.
Tami: Tami is a strong and easy-to-use character I would not feel bad recommending for a first playthrough. While not quite as powerful offensively as Cyan she has better (though still short) range and much better mobility while still doing a lot of damage. She also has a valuable jetpack, which puts most of the other girls' dash abilities to shame and more than makes up for having the same base mobility as Roll. As a side bonus, Tami recovers from hits very fast, though this makes very little difference.
Tami's main attack, the "fire extinguisher", is a short-range projectile attack which fades a certain distance away from Tami. It has rapid fire without ever running up against a shot limit and does good damage, and with the power upgrade its range is increased to medium rather than short, which is almost always as much as you need anyways.
Tami's special attack is a chainsaw. Though it can only be used while standing still on the ground, it deals as much damage as Cyan's or Roll's when unupgraded for very little energy (under a third of Cyan's cost without upgrade and a fifth with, though direct comparison to Roll's is harder). It is very valuable for taking out bosses and strong enemies alike, and has so much ammunition that you can use it freely without worrying about running out; I oftentimes think of Tami as having two main attacks, her normal one and the chainsaw.
Tami's aux attack is an arcing splash of acid. It does only a small ammount of damage and takes several seconds to do it but ignores gaurd completely. It is good for hitting enemies just above you or gaurding foes, though it isn't necessarily useful too often since it shares an energy meter with...
Tami's dash move, the jetpack. As you would expect, this accelerates her upwards. It very useful in levels, not only for platforming areas but for getting past things you don't want to deal with, and in many places a clever use of the jetpack can let you skip entire rooms of obstacles (more often with jumping ones than fighting). It doesn't really work fast enough to be useful against most bosses though. The jetpack consumes a lot of energy, though the dash upgrade (which increases its thrust but not the cost) helps with that. Also useful is the technique of short bursts; this makes the dash meter last much longer, even going straight up, because her vertical velocity from the jetpack is capped and gravity acts fairly slow at the height of a jump or after a jetpack boost. She can clear whole rooms using short bursts to hover over the enemies. Note: When using the jetpack, ALWAYS hold down the jump button the entire time. For whatever reason the jetpack has next to no effect unless jump is held down yet consumes the same fuel.
Strengths: Good offense, cheap special attack, has a jetpack Weaknesses: Mostly short range, slow, jetpack little good on most bosses.
edit: updates. Also with free side order of linebreaks.
Last Edit: Mar 14, 2007 15:56:08 GMT -5 by brickman
ATTACK =================================== 0 (Roll) Regular Dam = 2 Charged Dam = 10 or 2 (4 P+) if guard, (1/2 charge time P+) 1 (Jazz) Dam = 1-2 (2-3 P+), rapid 2 (Cyan) Tier 1 Dam = 3 (5 P+) or 1 (2 P+) if guard, 2 hits per attack Tier 2 Dam = 4 (6 P+) or 1 (2 P+) if guard, 2 hits per attack 3 (Shin) Dam = 3 (5 P+), 2 hits per attack 4 (Tami) Dam = 2 (2-3 P+), rapid 5 (Kz10) Dam = 2 (3 P+), 3 shots per attack
SPECIAL ================================== 0 (Roll) Dam = 2f (3f S+), $3f 1 (Jazz) Dam = 2, $2 ($1 S+), rapid 2 (Cyan) Dam = 2f (3f S+) even if guard, $20 3 (Shin) Dam = 2 (3 S+), $1, rapid 4 (Tami) Dam = 2f, $6 ($4 S+) 5 (Kz10) Dam = 6 (8 S+), $6, 2 hits per attack
AUX ====================================== 0 (Roll) Dam = 2 (3 P+), $5 ($3 D+) 1 (Jazz) Ring Dam = 9 (12 P+), $18 ($15 D+) Sparkle Dam = 2 2 (Cyan) Dam = 2f (3f P+) or 1 if guard, $18 ($14 D+) 3 (Shin) Dam = 3 (4 P+), $17 ($12 D+), 3 hits per attack 4 (Tami) Dam = 1 every 3 frames even if guard, $8, Duration 13 (19 P+ or D+, 25 P+ and D+) 5 (Kz10) Dam = 5 or 3 if guard, $15 ($12 P+ or D+, $9 P+ and D+)
Shin: If I had to pick one character and call her overpowered, I'd probably choose Shin. Not that she doesn't have her downsides, but Shin has good melee and ranged attacks, the game's best base mobility, and a sheild which can absorb 75% of any damage. Definitely a good choice for first playthrough or a later one.
Shin's primary attack is a melee one. It deals the same damage as Cyan's, though it won't hurt gaurding foes. Unlike Cyan, though, Shin retains her full movement speed while using this attack.
Shin's secondary attack, however, is an aimable (in 8 directions) ranged attack. She must stand still on the ground for it, but foes in any direction are at risk of a rapid fire barrage. This deals fairly good damage for a fairly low cost, potentially presenting a better offense than the primary attack (and certainly better defense), though the main advantage is the range and aiming.
Shin's aux attack is a whip that hits anyone level with and in front of her (make sure to hold down the button). It deals fairly good damage but you have to be standing still on the ground (again) and it consumes a large chunk of your dash meter, which is needed for...
Shin's dash move, the sheild (a REAL sheild, unlike Jazz's). When Shin throws up this sheild, she takes one quarter damage from anything except level hazards and has her recovery time cut down to match. You can pretty much ignore weak hits with this up, because if it did less than a heart of damage before it's gonna be practically negligible with the sheild; it's often hard to even tell the difference visually after some hits. The sheild is fairly cheap given its cost and duration, and the dash upgrade boosts only the latter (which isn't quite as useful as cost, but still good), and it won't stop early due to any hits. Throw it up anytime you think you even might not be sure you can dodge a certain attack.
Strengths: Good melee and ranged attacks, sheild, base mobility. Weaknesses: Must stand still on ground for ranged attacks, no mobility-oriented dash.
KZ10: KZ10 is very easy to use for beginners thanks to her riot sheild and triple ranged attack, but she has downsides. Her damage output is among the game's lowest (which presents a problem against the last few bosses) and she can't really bypass much of anything at all with an average mobility and no mobility-oriented dash.
KZ's primary attack, the triple magnum, is a blessing and a curse (depending on whether you're early or late in the game). It has a delay before every firing that gives it a slow rate of fire which doesn't go well with it's average damage, but every shot creates three shots which spread apart, making it very easy to hit anyone at any range. In combat KZ should either try to keep as far from her enemies as possible or get in very close so that two or three bullets will hit, depending on how melee-oriented the opponent is. You will have to hit bosses with this for quite a while before they fall.
KZ's special attack, a stunstick, is almost entirely there to help overcome her damage deficit on bosses. It requires her to stand still on the ground for several moments with her sheild down and has the same range as and deals only slightly more damage than Shin's and Cyan's primary attacks, but consumes a modest ammount of ammo with every attack; if a direct comparison to Tami's chainsaw was made it deals less damage for the same cost without upgrades and less damage for more cost with. It does, however, deal considerably more damage than her primary attack, which is impotant against late bosses.
KZ's dash move is a sheild of different kind than Shin's. This sheild blocks only projectile attacks, but it blocks them completely (zero damage) and instead drains a small ammount from your recharging dash bar. It can be put up or taken down whenever you want but slowly drains the bar while up (as opposed to Shin's which is up for a set period of time on hitting the button and drains dash at the beginnint), so make sure you turn it off whenever you don't need it to recharge. This is the ability that really makes KZ--it basically grants you immunity to at least some and often nearly all of the attacks from every boss in the game, leaving you free to deal damage, and also makes you nearly immune to many enemies. Despite what the appearance suggests this protects your whole body.
KZ's aux attack is a grenade which is thrown in an arc if she's jumping or placed on the ground as a mine if she isn't. Both do a 2.5 shots worth of damage from a regular attack and hurt gaurding foes for 1.5. It can be used to slightly increase your damage output against bosses since it doesn't take as long to use as your primary attack, but its damage is still low so it isn't very effective and it shares a meter with your sheild. The arcing grenades would probably be very useful if you didn't already have the primary attack you do. Ground grenades work nicely on those annoying bulldozers and anything else with a set movement path that you can plant your feet on. The grenades consume a disproportionately large ammount of energy at first but both the dash and power upgrades reduce that significantly.
Strengths: Range, shot spread, bullet sheild. Weaknesses: Low damage output, not very mobile.
Last Edit: Mar 14, 2007 15:31:37 GMT -5 by brickman
Part 2: Upgrades: In general, upgrades are roughly the same for everyone. The speed, jump and crusher ones are identical: +20% speed, +10% jump height and double crusher charge rate respectively. The power upgrades, in general, increase the damage of your main attack and aux attack. The special upgrade improves either damage, cost or both for your special attack (and has no bearing on aux) and the dash upgrade lowers the cost of your aux move and improves your dash somehow. The ammount for those three varies by girl. There are some noteworthy exceptions, which will be listed below.
There are also four outfits you can buy. The first three cost the same as two normal upgrades and add one heart to the health, special and dash meter respectively while giving you regeneration when under one heart of that type (or more regeneration, for dash). The last costs so much I can't imagine bothering to get it without using a money code, but if you do you'll get the full effects of all three other outfits combined plus faster crusher charging. It also gives you a completely new (and cool) sprite rather than a recolor. If you ask me, though, if you have that many credits you're better off just buying a stack of healing and crusher charge items for the boss (unless, like me, you're the type who considers it a matter of pride to never use that kind of item). In general, the dash outfit is useless (with the exception of Jazz or Tami on the last two difficulty levels in Cz's stage, moreso Jazz than Tami), and I'd only recomment special outfits for KZ (and then only for a few bosses) and maybe Shin or Roll if you really like their special attacks. Otherwise, you can never go wrong with extra health and health regeneration.
You can only have three nonoutfit upgrades at once (and one outfit), so even with all the money in the game you still have to choose. EVERYONE should get the power upgrade first, regardless. Then get the dash upgrade if you use your dash or aux move much at all (never for Roll though, and KZ may be better off without) and the special if you like using your special attack (except for Tami). Remaining slots should be filled with speed or jumping, depending on character and personal preference (jumping seems more important for Roll and KZ, wheras you'd never need it on Tami). If you want you could stick crusher in there somewhere, but I never do. This is all subject to personal preference, of course, except for the power one.
Now, the exceptions: Roll's power upgrade only increases the primary attack's damage on blocking foes, but instead its main power is to halve charge time. Which is worth it. It does still boost the aux damage. Tami's power upgrade increases her damage only slightly but also extends the range drastically; still worth it. Both power and dash improve the duration (and thus damage) of Tami's aux rather than cost; they both decrease the cost of KZ's aux rather than damage. Roll's dash decreases its cost. Jazz's dash upgrade makes her move faster while dashing. Cyan's makes her doublejump higher (which lowers cost indirectly) and Tami's increases thrust (also indirect cost lowerer, though more dramatic). Shin's increases the duration of the sheild and KZ's lowers the cost of absorbing shots (but not holding up the sheild).
Last Edit: Mar 14, 2007 15:27:15 GMT -5 by brickman
Part 3: Levels For this section, I'm only going to address important or tricky points in levels, or anywhere I have special tips; I expect you to be able to handle a straightforward room on your own. I will make notes for things only one character or all characters should do special. If you want to use this, count the rooms as you go, as numbering them is the only logical way to make this guide. I won't suggest a level order, except that Roll is a good first choice (especially for melee), Cyan is a good early choice for ranged characters and KZ and Jazz should be done last; these are all based on boss difficulty more than the levels themselves. Also, note that I am making this guide with speed in mind: Since you get more credits for upgrades if you go fast, you should always run past any fight you don't need to do (jump over mets, run under fliers, etc) and should always keep moving forward; pausing for dash to refill isn't worth it. However, taking damage and losing lives (as well as using crushers) also detracts credits from your prize, as well as potentially making you lose, so defense trumps speed--never do something to save time that is likely to get you hurt, and err on the side of caution. Until you're used to the levels at least. And I'm not telling you where the secret level portals are. Find them yourselves. Roll: Rooms 1, 2: You don't have to fight anything in room one or the first enemy in room two--just jump over and run under them to save time. Room 3: Use something strong to take out the annoying flying armor thing, unless you're Tami on a low difficulty level or Shin using your sheild. Anything that breaks guard works well, or any attack you can shoot upward (Shin's or Jazz's specials), but otherwise be careful when you jump so you don't take damage. Room 4, 5: I'm trusting you to know what you're supposed to do here. Don't make that trust be misplaced. Room 6: While the guide arrow means I probably don't need to tell you to hang left at the bottom of the drop to avoid death, I should warn you that there is a met AND a barrel waiting at the bottom. If you try to run past them (except with Cyan's aux or a very skillful Jazz air dash) you'll take damage for sure, so take out the barrel with your hardest hitting attack before jumping the met and moving on. Room 7: This armor is a bit trickier, because it hovers over a level hazard; you can't get as close to it and thus you may get hit if you're NOT jumping when it shoots rather than if you are. You can lure it forward by moving back, but be careful you don't make the situation even worse thanks to the rise in the floor. Also, Shin should be careful not to accidentally walk into the lightning when using her special attack, since you must hold the left key to aim at the enemy; err on the side of wasted ammo. Room 8: Don't fight anything. Just run. Rooms 9, 10: The hazards alternate sides--just get to the opposite side of the screen after passing each one for an easy fall. Room 11: Kill the turrets from across the gap, unless you're Tami or Cyan. Cyan should use one of her invincible moves to seal the deal (though it is possible with primary attacks). The easiest way for Tami is to just jump and shoot your aux attack at them, though you can also either use the chainsaw right after landing to take it out in time to not get shot (you'll probably have to run past where it was to dodge the shot if it shoots right after you land, which it should if you didn't waste time) or jetpack behind it where you have room to dodge, both of which are faster if you can avoid being hit. Jump the mets at the end, of course. Room 12: Same as above for the turret, run under the armor. Room 13, 14: Pressing jump while in the antigravity thing makes you shoot up faster. Don't do it in the first one, do do it on the second. Being pushed off the top of the screen is a death. Room 15: Let the turret fire while you're out of its range, then move in for the kill. If you rush in you won't have room to dodge. Oh, and once again, don't press jump to float faster here; you already only have a margin of a few seconds to get out of the field before being zapped. Room 16: Last room is straightforward.
Last Edit: Mar 15, 2007 15:44:57 GMT -5 by brickman
Post by Wade Monroe on Mar 15, 2007 3:30:39 GMT -5
Room 11: Kill the turrets from across the gap, unless you're Tami or Cyan. Cyan should use one of her invincible moves to seal the deal (though it is possible with primary attacks) and Tami should either use the chainsaw right after landing to take it out in time to not get shot (you'll probably have to run past where it was to dodge the shot if it shoots right after you land, which it should if you didn't waste time) or jetpack behind it where you have room to dodge. Jump the mets at the end, of course.
With Tami, I just stand back and jump to shoot acid on the turrents since it'll go far enough to reach them on the other side of the pit.
- Also updated the damage table above with the new value's after changing Cyan's Tier 3 and Kz's grenades.
Many people in this world are like slinkies... only entertaining when you push them down some stairs.
Ok, I don't have the patience to do all the level ones, so I'll skip to the bosses. If/when I do more levels, please insert them between Roll's and this post's content.
Part 4: Bosses MILD SPOILER WARNING The first five bosses you will have to face are the five characters you didn't choose to play as (you don't fight yourself, and in fact don't have to beat your own stage, though doing it once gives you easy credits). They are heavily modified, with some new attacks and changes to their old ones to make them both fair and interesting. Some bosses are much easier to do with a melee character than ranged and visa-vera. (Strangely, just like in MMXN, most of the starting bosses are range-favorers and the later bosses favor melee). Some bosses are definitely harder than others. After the first six, you get the equivalent of two fortress stages, fighting a giant robot in one (the only non-humanoid boss in the game) and Czarina (who is a modified version of a playable character that you have to unlock) in the other. Then the very last level of the game is the rematch level (including yourself) followed by a super secret final boss (forgive me Wade, but there's no way I'm gonna not reveal who the final boss is and still write a guide to fighting her, so major spoiler warning there). Obviously, in the rematch you want to do the hard bosses first; since there's no master weapons here that probably means the exact opposite order you beat them in the first time around.
All bosses have, in addition to a number of regular attacks, a panic move which turns them invincible for a moment and gets them somewhere else on the screen out of harm's way (often causing you to waste a good special or aux attack) but isn't used too often and a desperation move which they use when low on health (one third or less). The desperation move is more powerful than their other attacks and they are invincible while doing it, and may be used fairly often. Note that, except for Tami and Citadel, when I say "invincible" I mean "guarding"--if you can damage through guard you can still hurt them. Also, all bosses get faster and meaner once they hit 2/3 of their starting HP.
You may touch, run past or even stand on any boss without taking damage, though most have close range attacks that make this dangerous to do for long. Melee characters are gonna be touching bosses a lot.
Some bosses will cancel out of some of their moves with their panic move if you're dealing enough damage, and at least two (Cz and the final boss) are known to simply cancel out of their directional moves if you get behind them while they're doing them (almost always). Most don't, at least not very often, but you've been warned just in case they do.
Roll: Roll is perhaps the game's easiest boss, especially for melee characters (who she favors), so I suggest doing her first. Roll herself does absolutely nothing useful, simply running, jumping and dashing around the room like crazy (her panic move is an even faster dash that she can activate even in midair). All the attacks come from beat, who is completely detached from Roll. For the most part he will fly to one of the sides of the screen and fire uncharged shots at you, though he will sometimes rush right over to where Roll is before unleashing a charged shot. Both are fairly easy to dodge as long as you aren't too wrapped up in killing Roll. Beat will sometimes pause and then charge forward (surrounded by energy so you can tell it's an attack) or fly off the top of the screen and then come barreling straight down at wherever you're standing a couple times. Both move in a 100% horizontal/vertical line. The vertical dive requires you to simply move after he appears, but the horizontal one is tricky because he can do it at any height--including head height, where you still have to jump him but it's not easy. Careful, the vertical dive does a whole heart of damage. For her desperation move, beat charges but instead of flying to Roll he flies to the ceiling while Roll stands in a corner and they both take three shots at you. Beat will try to follow you (but not fast) while Roll shoots hers at ground level; make sure neither hits as both do fairly good damage. Note that all of beats horizontal attacks will occasionally be fired the wrong way due to Roll's crazyness.
To kill Roll, just go berserker on her. None of the attacks are coming from her, so you can stand right next to or on top of her without fear. Jump over anything Beat shoots at you. If you can't keep up with Roll, she does constantly go back and forth between sides of the screen, so just wait for her at a corner. She sometimes jumps into a wall, giving you extra time to pound her. Use attacks such as Cyan's special/aux only when she's going to the edges of the screen. The only time you should give up attacking her for more than one jump's time is for beat's vertical dive or the desperation move, and you can still shoot her during the dive (just not as much or as aggressively).
Jazz: Jazz and KZ have a strong competition going between them for hardest nonfortress boss. So do them last. Jazz's main reason for being a threat is that she NEVER STOPS. She is always throwing attacks on screen like a hyperactive monkey, and it's not unusual to see three attacks onscreen at once. And most of her attacks are made while still moving or even air dashing.
The sparkle move, which is the playable Jazz's main attack, is very different here. She fires it without warning at any time and in any ammount, but it doesn't do damage--it only drains your dash meter (quite fast). This is quite a problem for Cyan, Jazz herself (in the rematch) and anyone who relies on their aux attack or dash move, but otherwise a minor annoyance; jump it if you can conveniently. The happy hearts, her special attack as a player, has both a delay and short range (but does do damage of course); just don't be too close or jump when she finishes. In fact, this is the one attack she stops moving for, so take advantage of the opportunity to hit her if you can. She doesn't use it often. All the rest of her attacks are done from the air. Jazz will jump around like a loon. Sometimes she just jumps, but usually she attacks. If she goes into an air dash, which she loves to do, expect her to drop a random number of laqrge hearts on the ground as she goes. Though the hearts themselves don't hurt, after a few moments they split into two stars which will shoot out in both directions along the ground and then up the walls. These do seem to have a shot limit though. Sometimes when she comes down from her jump she will drop straight down while surrounded by sparkles; when she does this, JUMP because when she hits the ground you take pretty nasty damage if you were touching it and are launched into the air. She'll do this with or without an air dash first. It can be really hard to avoid both this and the giant hearts when she uses both; some dash moves can help if you still have them. Her desperation move throws up a sheild around her for a while; she will still move and attack like normal while it's up but she is guarding the whole time and you can't touch her or the rings floating around her without taking damage.
Killing Jazz is tricky since she almost never stops moving or spamming attacks. Hit her every chance you get, but defense trumps offense. Save some special or whatever meter for once she rreaches the desperation threshold because you're gonna want to finish her off quick; she probably spends as much time with the sheild on as off once she's allowed to use it, making her take twice as long, and it makes her even more deadly by adding more stuff not to touch.
Cyan: Cyan is very range favoritist--if you're a ranged character do her right after or even before Roll. If not, she's still not too bad because Tami and Shin still have attacks that can hit her from out of Cyan's range and Cyan herself has the aux attack for rematches. All characters save Cyan should use only ranged attacks (Tami's main attack with the power upgrade reaches far enough to count as ranged), and Cyan should only use her invincible attacks; doing otherwise is possible but not easy, safe or recommended.
Cyan has a large number of pretty short-range attacks, probably more moves than anyone else save Czarina and the final boss; I won't spoil them for you. Just stay away from her and you'll do fine there, and don't be surprised if she spends a lot of time jumping over you. Do note that with her normal punches and kicks damage seems to be applied at the end of the animation--if you get out of the way between when she starts the attack and finishes you don't take damage. Anyways, the only attacks besides that worth noting are her aux move (when she starts charging up, make sure you're not near her--if you're too close she may do the stationary version rather than charge forward, and it includes a gravity effect that'll suck you in to touch her), and the wall punch (if she punches a wall, one to three large rocks will fly off it and potentially hit you; their size makes them hard to dodge, so try to be on the opposite side of the screen so it is easier (though they can still hit you)). I won't even reveal her desperation move, just don't be near her when she lands from a spinny kick or unclings to a wall flying straight downward once she gets to that health range; the farther away you are, the easier it is to dodge.
Tami: Tami is a medium boss. She's no pushover like Roll, but not a beast like Jazz and KZ. Though most of her attacks are close range do a lot of damage, there's a significant warning for all her attacks, and melee combatants can hit her from behind if they're fast or when she jumps, so it isn't too bad.
Tami's favorite attack is to charge up and then launch a blast of ice, immediately followed by charging forward with her chainsaw out. DON'T GET HIT BY THIS. If you get hit by the ice, you will seriously take a heart and a half worth of damage from the combo (half your health on normal, an instant kill on apologize). She will also sometimes just pull out her chainsaw, though she spends a few moments pulling it out first. Getting hit by just the chainsaw depends on how solidly you were hit (it's less if you were jumping), but getting run straight through while on the ground takes a full heart. When Tami starts gliding forward, watch for her to raise her arm--whenever she does she's about to make a few shots of her fire extinguisher attack. Luckily it has plenty of warning (she only uses it while gliding and has a warning before it even then) and short range. Tami will also sometimes jump and float back and forth for a second or two (I think as her panic move, but she isn't invincible while up there); whether she jumps as high as you can jump or just short of the top of the screen is unpredictable, but if you can reach with any attack her know that she has no attacks she can use until she lands except a very occasional acid blob. Her desperation move is a jump that takes her clear off the top of the screen for a few seconds, during which she drops a barrage of acid blobs; each deals half a heart damage. Dodge them as best you can, and punish her when she comes back down.
To hurt Tami as a ranged character, just unleash while standing on the ground; she rarely jumps. Melee characters (and ranged, mostly melee though) will want to jump behind her while she prepares for an attack or over her while charging with the chainsaw or fire extinguisher, because she is vulnerable from behind and I don't think she ever cancels an attack. Melee characters and Jazz (with the aux attack) should also try to hit her whenever she jumps up, because you're pretty much gauranteed safety whenever her feet aren't on the ground and she isn't doing the desperation move.
Shin: Shin looks tough, but she's really a lot easier than she looks. As long as you keep moving she isn't much of a threat to anyone, melee or ranged, especially since none of her easily dodged attacks do much damage.
Her main attack is to slash at you with her claws. Half the time she runs and jumps to you and half the time she teleports in front of or behind you, but either way once you're within range she'll display her claws for a moment and then slash at you. She hits right in front of her and like Cyan only deals damage during at the end of the attack (only here it makes sense), so if you run away or run behind her you're safe. She does this a LOT, but running in either direction makes it impossible for her to hit you. Aside from that, she'll sometimes stand in place, hold out her arm and then shoot four shots of her special weapon at you. Be careful, she can aim it any direction and will change her aim between shots if she has to. Put enough distance between you that jumping over them won't put you at a 45 degree (or actually anything above 22.5 degrees, aka closer to 45 than 0) angle above her at any point. Finally, she'll go to the side of the screen and pull out her whip, then after a moment zap the entire bottom of the screen. Jump the moment you see her start to do this and you're safe. Tami, Jazz and Cyan may want to use their dash moves to stay off the ground longer, moreso for Tami than the other two since they need their dash bars more. Shin also makes the screen go dark a lot, but I'm not really sure what the point of that is other than looking pretty--you can still see. Shin's panic move turns her into a teleporting blue outline for a moment then teleports her to a random spot, but her desperation move looks very similar to that--she teleports randomly for a bit longer, then before she comes back she flashes for a few moments in one place and then comes back with a one heart attack in that spot. Just keep moving right or left and she won't get you with that. Finally, when Shin is down to two hearts (on normal, I think it increases one for each difficulty level) she'll start slowly regenerating, but not enough to make a difference.
Shoot at Shin whenever and always keep running around. Melee characters who want to play it really safe should attack Shin when she jumps, especially from behind since she can't attack back there or when she lands if the attack is a ground-only one.
KZ10: As stated earlier, KZ is one of the game's hardest two nonfortress bosses, so do her and Jazz last. While I'm being neutral on upgrades for most of these bosses (other than the power upgrade), KZ is much harder if you try to fight her without your jump upgrade--buy one even if you only plan to use it on this one level if you can. KZ is a melee-favoring boss who is harder to not get clobbered by the farther away you are.
First and foremost, the attack that will kill you in this fight is KZ's gun. When she pulls it out, get as close to her as you can (though in reality you want to ALREADY be as close as you'll need to be, and dance in and out of her stun rod range at all times), because the shots that are about to come out spread out as they move, so the farther you are away the higher you'll have to jump to clear the top shot (don't bother trying to go between them--even if you're touching opposite walls it is barely possible). The real problem is that if she does it more than once in a row and you're not in melee range dodging them all is very tricky--you'll have to move forward to get over one shot just to immediately move backwards so you'll have enough room to clear the next shot, sometimes several times in a row. The margin of error shrinks very fast with range too, though especially with the jump upgrade it's always possible to dodge at least one shot (I think). If you jump over her, though, she won't turn around, so you should try to always be close enough to do that (or within that same distance, if there's a wall behind her) This attack does a full heart of damage; all others do a half.
KZ's stun rod (her special attack as a player) complements the gun perfectly, because it is a melee attack. If you're as close as you should be for the gun you're probably within this thing's range. JUMP away from her when she pulls it out until you're just out of range (you'll see what range it is after the first time). KZ will turn around if you try to jump over her while she's preparing to do it but not after she strikes. KZ will also sometimes raise her sheild, be surrounded by a glow and then run forward across the screen; she's invincible while doing this, and hurts if you touch her, but it's easy to jump her. Finally, explosives will appear at random in the room--boxes will be carted in on those chains at the top and drop at random and grenades will teleport in and arc in a random direction. The grenades explode if they touch you but the boxes only explode when they hit the ground. She'll also drop stationary mines at random. All these serve to make things much more difficult by making any pattern you develop for KZ unreliable.
Finally, KZ gets TWO desperation moves, and you're not gonna like either of them. Both the gun and the stun rod are replaced by suped-up energy versions which cover a larger area (and a different chargeup animation and sound) but do the same damage. The rod is pretty reasonable, simply having slightly better range, but the gun becomes terribly unfair--the shots are much taller. There is only a sliver of a margin of error even right in front of her without the jump upgrade (SLIGHTLY more with), and it's almost impossible more than an inch or so away. Save some special for this part, because you don't want her using this attack for long.
Last Edit: Mar 18, 2007 20:02:01 GMT -5 by brickman
Post by Wade Monroe on Mar 18, 2007 3:11:00 GMT -5
Few other lil notes to help ya with that big post there. - If you're close to Cyan she can use either the dash or blast, won't always be the blast if you're close. - Tami's panic escape move makes her jump straight up very fast and high, also makes her invincible like the other girls while doing it. - The junk raining down during Kz10's fight should be totally random, no reading of the character's X-coordinate. - Shin's barrier slowly heals her. Doesn't reduce any damage at all she takes like the player version does. - The general scaling for bosses is at roughly 2/3rds they get quicker and a bit more aggressive, then at roughly 1/3rd they add their desperation attack in like ya noted.
Many people in this world are like slinkies... only entertaining when you push them down some stairs.
Huh. Talk about weird luck--when I was testing it for the guide every one I paid attention to went my way. ^ not in guide v in guide
Citadel: Ooh, a fortress boss. Citadel is the only boss in the game who isn't the same size as you, though her weak point is. The fight has two parts, and I highly recommend saving some or all of your special for the second (depending on how much damage that equates to--Cyan would be wasting it if she saved three blue hearts and had some aux attack to boot). Both parts, however, share a secret: Only half the fire and ice themed attacks the boss is throwing at you are real at any one time. The moon symbols on the bottom correspond in color to whichever one is real at the moment, and whenever they switch (which is done at random) the screen flashes with the new color for a second (though sometimes I myself still get confused and am not sure which it is, because the flash is only for a frame or two, it can happen multiple times within a five second interval as easily as once a minute and the moons are only at the bottom of the two screen tall room). Though this makes it slightly easier, you may just be better off dodging everything during the first form, since they're interspersed and thinking too much reduces reaction time; during the second form, though, you'll definitely want to take advantage of this.
During both forms, Citadel's weak point is a little star and moon symbol which floats up the room to the top and then starts again at the bottom in a random spot. It zigzags as it goes but is easily predictable once it appears. Since no attacks are coming from this, take every opportunity you can to wail on it, especially at close range; damage output is the only concern. Tami should use her chainsaw whenever she can. There are also two platforms which float upwards constantly in loops at the sides of the room, at a different speed from the weak point; use these to stay roughly level with the weak point for longer, thus allowing you more attacks on it (especially with ranged characters). If you can get a melee character or someone with a decent melee secondary on a platform that happens to be right next to where the weak point is you can get plenty of damage in too. It also keeps you relatively safe since most of Citadel's attacks are pointed downwards. When you near the top, leap off and right at the weak point (if possible) to deal a bit more damage. Note that Citadel's "panic" move is to make the weak point teleport back to the bottom, and she pulls it off at the worst time; it has a tendency to mess up expensive moves like Cyan's special and there's nothing you can do about it.
In the first form, Citadel's two arms rain down fire and iceballs at you. The farther you are from an arm the easier, and if you're above an arm you're totally safe, but they try to follow you and stay on top. Note that KZ's sheild can block all of them, even the big ones. This continues until you deal some ammount of damage I'm not about to recheck, after which point she transforms into the second form (note: you can still keep hurting her while she transforms). In this form she has a number of attacks. The worst is to cause a strong wind and then send a number of fire and ice bolts down the walls which will switch to moving horizontally once level with you; try to make all of them shoot off either at ground level or higher than your character's height, because if they're anywhere inbetween they're harder to dodge. Also, always remember only half of those things matter; you'll always be on the ground (I've never seen her use it while I wasn't, but if she did the wind would knock you down anyways) during this attack so you can easily check which is which and completely ignore the safe ones. Other attacks include creating a string of explosions that go from the edges of the ground to the middle, a number of beams of light which after a moment turn into beams of light (once again, only half are real, and there's plenty of overlap because they're random) and creating a little white star which follows you around for a while (during her other attacks) draining your dash meter if you touch it (very, very fast) and eventually explodes. All have distinctive poses from the boss, but really you should be prepared to dodge any of them (so don't stand on the part of the ground where the explosions start unless the weakpoint's there). Her annoying desperation move is to fly off the screen, then send down a number of explosion trails (try to lead them, but you usualy have to do a trick jump anyways to avoid being hit), and then she reappears and makes insta-kill explosions on the entire floor. Both weak point (which is why it's really annoying) and platforms dissappear when she starts this, but the platforms reappear between the two parts; make sure you're on one when she comes back. It can be slightly buggy with the platforms, though, so if something goes wrong try your best to not touch the ground until it stops exploding (Tami, Jazz and Cyan have little excuse if they've already seen the attack once and thus know the timing).