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MegaMan Battle Network 2 Bosses vs Asterisks

megaman battle network 2

bn2

mega

man

asterisk

code

boss

boss rush

virus

chip

hard mode

airman

gutsman

quickman

toadman

cutman

shadowman

thunderman

snakeman

protoman

knightman

heatman

magnetman

freezeman

pharaohman

napalmman

planetman

bass deluxe

gospel

exe

nintendo

gba

Автор: Zarmwhirl

Загружено: 2011-09-09

Просмотров: 139286

Описание: Something important to note:

Even if you belong to the crowd that believes the game can legitimately generate every chip in the asterisk code, by virtue of Hard Mode disabling the network function, it's still obvious that these folders were made through cheats. I don't have any input on the asterisk's legitimacy, but they're in the game's coding, so I wanted to abuse it.

Furthermore, I was a little too harsh on BN5 with my last vid- the vast majority of BN2's chips also cause flinching, but because there's no real need to destroy bosses under ten seconds, it really doesn't matter.

That said, it still means there aren't an awful lot of combo strings you can pull off. I think the methods I show off- freeze and prism abuse- are the cheapest and most effective. Now for some li'l tidbits of info.

Hard Mode doesn't actually make enemies 50% stronger, but rather causes Mega to take 50% more damage. The number over Balloon chips indicates the damage HE will take if it pops, and Zeus Hammers deal 300 damage to him.

Frozen enemies break free as soon as they're hit by anything that would cause hitstun, whereas enemies with super armor stay frozen until the status wears off normally. Unless, of course, they are paralyzed beforehand; then the freezing is indefinite (however, foes lacking super armor still break free as soon as they are hit.)

Breaking chips deal double the damage to frozen foes even in BN2, though this damage caps at 600. Big Bomb and Guardian on ice would deal more damage otherwise. As such, GoldFist is an extremely broken chip, and I try not to use it until the finishing blow of some fights.

While Quake doesn't deal breaking damage yet, it also causes no hitstun, has very little cooldown, and deals twice the damage if you can hit both the enemy and the prism with it. Fairly useful.

Zeus Hammers pop balloons on impact, a feature that makes my absolute favorite combo in the game. Balloons may be unwieldy, but god damn they have potential for some naaaaaasty damage output.

Well-timed ToadMan can hit Freeze and Quick before they throw their protection up. DENIIIIIIIED

Geysers can deal 400 damage with a prism up if you can get the cross portion to hit the prism before the diagonal hits the enemy. Hard to do, but looks cool. Chips that flinch are better off hitting prisms so as to keep the combo going.

Needle chips are generally shitty, thanks to slow startup and no hitstun. It's that lack of hitstun that makes them valuable against frozen foes, though, as they'll never break any ice, and beyond that, they form an excellent PA and are great for balloon fodder.

Chips powerful enough to break Bass' aura that also hit a prism will damage Bass for the amount the prism would have dealt. If the damage from the prism and chip combined are enough to remove the aura, it will do so.

I love doing exactly the amount of damage it takes to defeat a boss. I'm fairly certain I've pulled that off three times in this vid. Take a guess.

Lastly, the needless PA spam on PlanetMan is just because the chips happened to pop up and I thought, "ah, why not?" Think of it like cancelling a super into another super =P

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MegaMan Battle Network 2 Bosses vs Asterisks

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