Can Mega Man Beat EVERYONE In Smash Ultimate?

  Рет қаралды 2,734

Creation Corporation

Creation Corporation

Жыл бұрын

Hey everyone! Just wanted to throw up a challenge that I thought was going to be a lot easier than it ended up being. I really wanted to work on my editing and audio mixing skills before working on the next Battle Network videos.
As mentioned in the video, happy to take any feedback in terms of strategies - looking forward to reading the comments!
All music is from the Super Smash Bros Ultimate OST.

Пікірлер: 18
@mayborneflower
@mayborneflower Жыл бұрын
30:53 - Since you brought it up. You can dodge the explosion from Alpha’s missile in BN3 by walking from one panel to another on the same frame that the explosion has a hurtbox on all panels. I don’t know if there’s a consistent way to time it but the explosion on all relevant panels is so brief that moving between panels saves you some damage. Also fish for an Aqua Style for fighting against DrillMan, as Bubbler-esque attacks hurt him despite his drills blocking most attacks.
@tylermitchell3621
@tylermitchell3621 Жыл бұрын
I like this video, but I'm super super excited about the battle network vids. Thank you for the awesome content!
@marvelstarwarsfan8410
@marvelstarwarsfan8410 Жыл бұрын
I am also looking forward to picking up the collection!
@rorbee
@rorbee Жыл бұрын
Megaman smash 4 trailer is one of the few video game trailers to ever give me goosebumps. A surprisingly interesting challenge, nice work! Having never played ultimate and very little smash4, i was very surprised to learn now about nair's body hitbox's knockback.
@Kazimaru09
@Kazimaru09 Жыл бұрын
I can't believe megaman's neutral air has so much knock back. Who knew. This one was a ride man good job. Looking forward to Part 2!
@MasterKnightDH
@MasterKnightDH Жыл бұрын
I should point out that the KB Scaling is influenced by the damage output, which with 2 damage means it won't be as powerful. But it's still something all the same.
@MasterKnightDH
@MasterKnightDH Жыл бұрын
Hi. I have plenty of experience with 3 Minute Smash in Smash 4, and while I haven't played Ultimate to be sure if the same concept applies with All-Star Smash, I expect that I can impart useful points in light of what you showcase. What happens with 3MS is that if you want a higher KO count, you HAVE to make sure your time spent on KOing each individual enemy is minimized. This is particularly emphasized with Ryu wanting to do his Soft Forward Tilt often enough to avoid Hit Stop causing any issues, although the rest of his toolkit is still there to provide coverage. That is the important thing: you don't want to stop with relying on one move, because situations can be so varied, more so in the same amount of time, that something can all too easily come up and sink your game plan. I can see that you understand that, though even then, you also are right to understand that you could be missing something. If you're wondering about what this has to do with Mega Man, search for the video "DLN-001 VS 3 Minute Smash" and you'd find my runs of 3MS with Mega Man, the newer of which achieves the designated 160 KO benchmark within the 3 minute time limit. I do use Up Smash, but I also use Down Smash, Down Tilt, Back Air, Forward Throw, and Up Throw at the very least for KOs. Mind you, with your project, I don't know how much grabbing or even Down Smash would help, but I do know Back Air has allowed for siege against defensive positions, especially when those pesky reflector characters are involved, and I very much doubt Ultimate made it unusable for that purpose. This brings up a game design policy that works: when range characters have valid, useful incentive to get up close and personal. You saw how Mega Man's Neutral Air involves that close-up hit with the better knockback. That is involved to incentivize doing more than think that GamePro's advice about the Cyberdemon could be sufficient. Anybody smart enough is either not going to let you just stay out of their preferred range without a fight, or simply mitigate any issues with being constantly outside preferred range in the first place, or quite possibly a combination of both. Long range attacks are useful for evading counterattack, but as soon as they're punched through, you better have something to fall back on or you're in trouble. The concept of anti-armor is a more risk-reward solution than staying away all day. What happens with anti-armor is that it tends to draw in some sort of character association, which does involve the point that you'd be involving new weaknesses, but you can also involve new strengths to punch through heavy defensive power. It tends to involve close range capability since that leaves the person behind the anti-armor in position to be counterattacked, though this isn't always the case. See that avatar of mine (at least as of writing)? That involves an actual form of long range anti-armor, in that it can be used to hit hard instead of doing the simple clipping job, but the other guy can score it and cause Pac a lot of problems that way, with the scoring method favoring base damage by design. Anti-armor also often gets secondary purpose to guarantee usefulness outside tearing through defensive power partially to avoid matchup gimmicks but also to make sure that it's feasible to use against somebody who isn't falling victim to the Peltzman Effect. I can speak from experience with Kid Icarus Uprising as well.With Skyscraper Club, tactically THE slowest weapon type in the game (Ancient and Flintlock Staves have lower running speed but do still have momentum on Dash attacks, which especially still lets them Spin Shot, and Clubs have laughable attack speed as well) and also having low Shot velocity to boot, I have a Power setup that is designed to both wall (particularly against cavalry jackholes) AND tag, and let me tell you, all those bad speed stats becomes so fixable because of all the burst mobility capability, the availability of evasion busting, and the general capability to shake up the board state in useful ways to abruptly shut down "hi, I can stay out of swinging range all day" shenanigans that in Smash created the Mega Man VS Dedede matchup mess. I'd be here all day if I talked about the Armor Powers as well. This isn't even the end of it, either, because there's also a Power called Meteor Shower that exemplifies the sort of emphasis that I'd like to see more of, in that Meteor Shower calls in several meteors in single-file and therefore get answered by strafing, a maneuver guaranteed to be done by most players, but if it isn't dodged, it eats through the defender's health like candy, even capitalizing upon the Armor Powers' forfeit of Mercy Defense factor, it naturally anti-airs so it won't be outmaneuvered simply by using a Jump Power either, AND the meteors themselves also have transcendent Shot Cancel to easily overpower any Shot attacks, so for a convenient L shape that never costs a full row and column or even a full line, you get something that answers oversimplified usage of ANY of the Powers on my loadout, and it also wrecks the commonly used Reflect Barrier for good measure, so the secondary purpose aspect is fulfilled there. It's something that warrants the resistance to Power Grid Reading, where Powers like Slip Shot, Bumblebee, and Trade-Off, with the conveniences that they entail to disrupt close range burst damage to cause so much trouble if their capabilities are not deciphered fast, deserve the active full line cost involvement, such that even Power Thief, as underused as it is due to incomplete design, would be far more biased or even outright busted if it didn't cost a full line to guarantee safety in usage of the Power known as Counter as a response. I also have a couple of recent videos talking about Flintlock Staff, which does have its own melee incentive, but it's undercooked, being that its key melee attacks simply have knockback improvement, which is not helpful against any target with knockback immunity. The incentive is still there and capable of being useful at times, though, just don't expect to want to get into close range every chance you get. The point is that risk assessment can yield surprising results. You just have to be mindful of any foibles, but if you master the involved weaknesses, you can show yourself to be making the strengths instead of the other way around.
@mcparker8408
@mcparker8408 Жыл бұрын
I never knew MegaMan Nair was so stanky. You learn something new every day
@ColdEmperor
@ColdEmperor Жыл бұрын
As a fan of smash but hasn't played one since the N64 era I really enjoyed this. When you said buster only I almost had a stroke. No way that's possible. Turns out that was the case lol. Good work tho. I can't imagine how maddening this challenge was.
@unbeknownstx12
@unbeknownstx12 Жыл бұрын
ive watched a few of you last vids an i gotta give you nothing but props and respect for being human an showing appreciation to the grind an that to me made me an instant subscriber an supporter you have an amazing capacity to learn an try to do things in the most organic way possible an im sure someday u will get the full list an beat the challenge
@creationcorporation6267
@creationcorporation6267 Жыл бұрын
Really appreciate the love!
@randomperson10101
@randomperson10101 Жыл бұрын
Great video, was cool to see you progress and try new things. Definitely looking forward to more battle network or other megaman related videos even. I'm sure with some more time and practice you can beat the challenge in this game. This kind of reminds me of some of the other challenges in the smash games where people would try to cheese them with Yoshi and his ground pound, or trying to drag them off the edge with characters like DK or Kirby.
@ariano1561
@ariano1561 Жыл бұрын
This video was fun tho i got pretty distracted by the mmz (?) music playing so quietly ^^;
@creationcorporation6267
@creationcorporation6267 Жыл бұрын
Thanks! Still working on the sound mixing, but the feedback is super helpful!
@ShadowBolt01
@ShadowBolt01 Жыл бұрын
Why didn't you use Crash Bomber(forward special) or Slash Claw (back air)?
@creationcorporation6267
@creationcorporation6267 Жыл бұрын
Great question! I didn't think that Crash Bomber had enough knockback, and back air is a great move and I use it all the time in singles, but it probably didn't cross my mind as a useful tool against multiple enemies. Could be wrong, and will try it out more next time!
@orangeslash1667
@orangeslash1667 11 ай бұрын
@@creationcorporation6267 Here's how to play mega man kzfaq.info/get/bejne/qL6ko697sLvLc5c.html.
@pyrosianheir
@pyrosianheir Жыл бұрын
Probably? I'd say it comes down to the player's skill. Edit: Unfortunately, as will be the case with basically all the games you play, I don't have the skill to give you good pointers.
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