Destroying Guard Orotic with One Shield Boomerang Throw
Taking a normally routine boss fight and transforming it into something needlessly complicated, here’s how Zero can put Guard Orotic out of commission with a single Shield Boomerang throw.
With 96HP and no elemental weakness, Orotic can withstand 16 hits from the Shield. Combined with its constant oscillation and weak point exposure occurring only during its attacks, completing this challenge demands considerable research. Finding the correct path to guide Zero, and consequently, the Shield, between Orotic’s assault while making good time feels like solving a labyrinth.
Orotic’s attack cycle is basic. There’s no deviation in its elemental barrage; it always follows the order of normal, fire, electric, and ice. Its EX Skill, where it fires a sizable stream of bullets, follows the predictable trait of only being used when Zero is far from Orotic during an element change. With this in mind, there’s no guesswork involved in knowing which move is up next. However, Orotic’s movement across the arena is a different story.
The eight-headed mech will always move toward Zero’s horizontal position; that part is consistent. Its vertical position is in a constant state of flux while attacking, and its stopping point once an attack is concluded relies on Zero’s location. Furthermore, Orotic’s position after its first attack depends on how you enter the boss door and the current RNG value. Dashing versus walking into the door places Zero on a different floor pixel during the cutscene, and firing Buster shots at the boss door before entering also causes changes in its elevation. Variances like this can result in Orotic’s height between attacks differing from what you see here. There’s enough lenience in the method I devised so that the general principles I outline still apply, but certain adjustments might be required to accommodate the specific pattern you receive, and some may be entirely unworkable.
The ideal fight comprises landing 3 hits per attacking cycle aside from the first, which is always a series of bullets. Each element Orotic uses has an optimal method to evade while ensuring that the Shield intersects its core. With one exception, the idea is to guide the Shield such that it lands a hit as soon as Orotic’s core opens, granting time to land two more hits before it closes. Keep in mind that the core’s hitbox doesn’t manifest until the metal cover retracts fully. Likewise, its hitbox disappears before its core is covered. Keeping Orotic from moving excessively between phases is essential; otherwise, it’ll magnetize toward Zero before initiating its next move, or perhaps even fire bullets if you’re way off. Having Zero jump near the core during the element switch seems to do the trick.
A normal throw from the ground followed by a wide jump around the Shield lures the shots toward the wall, letting Zero dash under. The normal element sequence is conveniently set up such that the Shield will hit the core immediately without any effort on your part. Take note that destroying Orotic’s heads forces it to close its core shortly thereafter. It’s not an issue here, but it becomes a major pain at the very end of the fight. I drag the Shield toward the right while Orotic readies its flames, also ensuring Zero stays relatively close to the core, preventing unwanted movement. Without this adjustment, the Shield will sail past the core as it opens; the same is true for the electric phase as well.
Dodging the tackle attempts of the normal phase is a simple matter of waiting until the Shield is close to Zero, then jumping over and switching sides. The fire phase is similar but slightly harsher; the flame animation gives you less space to work. The remaining phases are a lot more elaborate. The electric orbs linger on the ground, so you have to delay your jump toward the core for the second hit of the phase. Take caution to avoid an overzealous jump and crash into an orb coming from the left side when going for the third hit.
The ice phase calls for a greater adjustment of the Shield’s trajectory than the others. I couldn’t find a way to get the Shield to the correct elevation and horizontal position to strike Orotic at the start of the phase, instead opting to drag the Shield way out to the left of the arena before racing back. This results in a late first hit, but with the benefit of being quite consistent. Luckily, the protracted snow breath allows Zero time to leap around the Shield and between the snow, barely grazing the core twice more.
Contrasting the opening, the second normal phase is a serious issue. Orotic’s heads are guaranteed to be destroyed here unless you chart an abnormally meticulous route. I narrowly avoid striking the right head twice, then quickly dash jump to the right twice, avoiding the tackle and keeping the Shield elevated enough to strike the core. The left head will be destroyed, but with enough margin for the Shield to deliver the final strike.
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