Destroying Childre Inarabitta with Every Biometal in Mega Man ZX

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If you thought Childre Inarabitta was a punching bag in MMZ3, you haven’t seen anything yet.

Inarabitta makes an appearance in ZX as a bonus boss that can be fought in Area N. Unfortunately for the poor rabbit, I’ll be demonstrating how to dismantle him with every single Biometal in the game, with tactics ranging from pragmatic to downright comedic. Here are my notes on each fight.

Model X: Given that Model X is a purely ranged attacker, I use this as an opportunity to showcase some excessively florid methods of threading between Inarabitta's moves. The Double Charged Shot can tear through everything he sends your way, save for his Super Ear Shot. It’s especially satisfying to pursue Inarabitta up the wall and thwart his Split Mines before they get a chance to detonate.

Model ZX: A prime example of the power of the spin slash. The incredibly wide range of combo values assigned to the spin slash allow you to turn Inarabitta’s attacks to your advantage and really bring the pain. Countering Split Mine and Screw Ice by climbing up high and meeting him with a spin slash as he descends is delectable.

Model HX: No Overdrive shenanigans here. All electric attacks are null and void against ice bosses, so the usual tactic of nuking bosses in one or two combos isn’t applicable. When you’re forced to routinely land combos with Model HX, you’ll quickly come to the realization that its swings are quite sluggish and that most of its power comes from ending fights before they even begin. It does make up for this with range; the wide crescents that the HX-Sabers generate are impressive, allowing for some nifty ways to safely incorporate dash slashes into your combos. Furthermore, the sweeping swings can shield you from raining debris and missiles, so while a triple slash locks you in place for what feels like an eternity, you’ll also mostly be safe from Inarabitta’s physical projectiles. Learning how to efficiently use HX in this fight was quite rewarding; it’s quite similar to how it’s used in ZXA.

Model FX: This probably doesn’t even bear mentioning, but Overdrive is disgustingly unfair here. The fact that you can nearly obliterate Inarabitta with a pair of shots and punches is absurd, so in the interest of being sporting, I fight the frigid rabbit twice with Model FX. For the second fight, I deplete all of FX’s weapon energy and engage in some kind of twisted slapstick routine where I punch Inarabitta across the arena repeatedly like a literal crash test dummy. I suppose it is interesting that the programming that went into the Recoil Rod hit reactions was repurposed here to allow Model FX to fight Inarabitta like this—the same thing works against Mantisk as well. Nonetheless, I’m left wondering if it’s less dignified to get incinerated in five seconds or to endure a half-minute of getting beaten to a pulp by a novice kid that learned how to fight only a few days prior.

Model LX: Spin to win, with a guest appearance from the Ice Platform. I’m not going to pretend that the method I used to win isn’t entirely luck-driven, but the fact that this sequence of events has no checks that prevent it from happening in the first place is a bit concerning. Despite the entirely random nature of hoping that Inarabitta keeps spamming his woefully ineffective missiles, there is actually a modicum of skill involved here, and it relates to button mashing. Keeping LX’s halberd spin going in perpetuity requires faster mashing than you might expect, and extending that over 64 units of health, especially over multiple attempts, can get tiresome. What I recommend is alternating between the main and sub-weapon buttons with a quick but not blistering cadence. Both buttons count toward maintaining the spin, making it less strenuous.

Model PX: Unfortunately, winning by only using orbiting Shurikens isn’t quite feasible here. Inarabitta is too agile and unpredictable, and his physical projectiles—especially his missiles—can also intercept the Shuriken, which increments the internal counter that determines if the Shuriken dissipates or not. Because it's impossible to take a calculated approach, I present to you the complete antithesis: Absolutely haphazard nonsense filled with close calls and incorrect guesses that somehow still manages to look cool.

Model OX: Now here’s a nostalgic feeling. This is the closest you can get to Z3 Zero, and OX does a splendid job of taking out the trash with the same finesse as Zero. I don’t bother with the Buster at all, principally because it’d be slower; you can’t store charged attacks when teleporting into the arena. Frankly, it’d be unnecessary even if you could; is it really worth it to rob the poor guy of having even an iota of hope?

Well, yes, it is. But that’s beside the point.

Timestamps:

00:00 - Model X
00:57 - Model ZX
01:19 - Model HX
01:47 - Model FX: Overdrive
01:57 - Model FX: A One-Sided Boxing Match
02:36 - Model LX
02:58 - Model PX
03:57 - Model OX

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There are 7,734 views in 9 videos for Mega Man ZX. Less than an hour worth of Mega Man ZX videos were uploaded to his channel, roughly 3.18% of the content that DZ3 has uploaded to YouTube.