Destroying Deathtanz Mantisk with Every Biometal in Mega Man ZX
Welcome to Deathtanz Mantisk’s Biometal Bash. Here, I’ll be fighting Mantisk with each Biometal, showcasing a wide variety of battle tactics. There are a grand total of 14 fights, ranging from nearly two minutes long to less than 10 seconds. Here are the details.
Model X: As usual, the simplistic nature of Model X makes it an ideal candidate for a dodging exhibition. There are myriad styles of movement you can employ to dodge Mantisk’s arsenal of cuts and stabs, and you can play around with shooting through the boulders and their fragments too. It took a while for Mantisk to bestow upon me the Guillotine Drop finisher I desired, but it did add quite a bit of tension to the dance.
Model ZX: The spin-slash machine shows its prowess quite well here; finding the right balance between careful and aggressive play is especially fun against Mantisk. Using an assortment of the ZX-Saber’s slashes to put a damper on his boulder-cutting antics is immensely satisfying. Punishing Guillotine Drop with a dash slash is a snazzy move while being only moderately timing-intensive. Be mindful of spin-slashing while Mantisk leaps to another point on the ground. If you’re behind him when he lands, he’ll always retaliate with a quick stab.
Model HX: Even without charged attacks, the fact that HX can obliterate neutral bosses using only two combos is simultaneously splendid and revolting. Actually, I’d be remiss if I didn’t showcase HX’s charged attacks, so I do that as well and end the fight in a single combo. The first fight utilizes air dashing to bestow an otherwise unalienable attack opportunity, along with a similar punish to Model ZX. The second fight speaks for itself; the almighty tornado spares naught.
Model FX: My personal favorite Biometal for combating Mantisk. The hit reactions exhibited upon punching Mantisk are identical to those of the Recoil Rod, so you can treat the poor guy like an oddly lanky boxing dummy and launch him all over the arena. The first fight is a bob-and-weave scenario, with some shifty dodging of Razor Arm. The second fight focuses on boulder punching, a tried and true Capcom tradition. The third illustrates the differences felt when deprived of weapon energy. Without fireballs accompanying the punches, you can’t destroy the boulders outright, having to instead attack the pieces. However, landing punches while airborne is easier since there’s no worry of a fireball hitting first and overwriting the punch—remember, the fireballs and FX’s first punch share the same combo value.
Model LX: Deceptively powerful for ground combat, even against neutral bosses. The simple act of chaining air and ground slashes under Overdrive can swiftly end confrontations, but once you learn how to incorporate LX’s charged attacks, you can really bring the pain. Normally, using the Ice Dragon is fairly inefficient since you can combing with the Ice Platform is faster. However, Mantisk’s propensity to cling to walls grants enough time to charge a Dragon while an already-placed platform awaits him like an icy land mine. The setup is highly specific, and it’s still faster to slash opportunistically, but landing a 4-hit combo with LX is stylish enough that I couldn’t pass up the prospect of a two-combo win.
Model PX: Don’t be fooled by the relative lack of movement; optimizing combos with PX is as timing-intensive as it gets. A miserly approach to conserving weapon energy is necessary here. PX’s Shield is expensive to deploy, as is the constant need to Shadow Dash through Mantisk’s stabs and scythes at the last second after firing Kunai and Shurikens at him. It’s essential that you apply Overdrive for the minimum duration needed.
Model OX: The first battle is a fairly relaxing Ryuenjin romp. Just like with Model ZX, punishing Mantisk when he uses the wall-clinging version of Scythe Dance is your best bet for an easy win. The second fight is where I push my attack sequences to the limit. Opening with Arc Blade for an iota of extra damage is key. Ryuenjin’s jump height is just enough to clear Razor Arm after the 6-hit combo. Chaining a jump slash into a spin slash by quickly pressing the attack button twice and ensuring that the spin ends at the right moment to hit with the saber extension will deal 8 more damage than normal. Finally, a blindingly fast projectile combo of an instant half-charged shot, Arc Blade wave, and Shinkujin tears through Mantisk while he vainly slices at air.
Timestamps:
00:00 - X - A Deadly Dance
01:57 - ZX - Skull Crush Finish
02:17 - ZX - Spin Slash Finish
02:44 - ZX - Dash Slash Finish
03:07 - HX - Saber Combos
03:20 - HX - Single Combo Win
03:31 - FX - Razor Arm Dodging
03:54 - FX - Punching Boulders Before Chris Made It Cool
04:19 - FX - No Weapon Energy
04:46 - LX - An Icy Dance
05:05 - LX - Double Full Combo
05:38 - PX - Shield Combos
05:56 - OX - Ryuenjin Finish
06:13 - OX - Shinkujin Finsh
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