Let's Play Mega Man 9 [Part 14] | The Basement | Mega Man 9 Gameplay: Finale

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Published on ● Video Link: https://www.youtube.com/watch?v=IdCzUJrIqyk



Game:
Mega Man 9 (2008)
Category:
Let's Play
Duration: 12:10
448 views
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Welcome to The Basement, let's play Mega Man 9 on the Wii U!

https://www.youtube.com/c/TheBasementGames

In today's episode (Ep 14 - Finale), we take on Wily himself. Come on downstairs and have a seat with us on the couch here in The Basement!

Master Zed wrote a sweet walkthrough:
( http://www.gamefaqs.com/wii/950625-mega-man-9/faqs/55393 )
Wily 1 - Nothing but the eggs this form shoots will hurt the skull dinosaur mech
Dr. Wily has constructed for the final battle. Fortunately, they can be easily
reflected by most of your weapons, including the Mega Buster and Laser Trident.
The egg must be reflected three times, and on the third hit, it must strike the
jaw to do damage with its explosion. The eggs always start falling to the
ground, then bouncing upward, then down again, while Wily himself moves the mech
back and forth ceaselessly. Get into a rhythm and this form is cake. Also
remember that if you place your shots just right, you can reflect an egg
multiple times in short order. Mess with it and see what you can come up with.
As long as you stay back and don't let the eggs hit you, this form can't hurt
you.

Wily 2 - Blowing off the skull head reveals Wily's pod and the replacement
weapon for the eggs; a flamethrower that acts as if gravity is reversed, first
being shot downward then pouring back up depending on where you were when the
weapon began firing. This is where the true fight begins. Wily himself behaves
in two ways prior to each flamethrower blast, either backing up then charging
you, stopping to fire before hitting the wall (leaving a bit of room to dodge),
or ascending to the sky, where he tries to line the mech up right for a
subsequent drop to the ground that causes a short quake, from which he fires the
flamethrower before moving again. Fortunately, Wily's controls aren't all that
great in the air, so it's easy to make him drop to Mega Man's right simply by
walking in that direction for about two seconds and then turning around to avoid
the mech. He's also slow to fire, so even if the quake knocks you off-balance,
you're not helpless against the flamethrower.

Concrete Shot is this form's weakness, so you want him to use the aerial drop as
much as possible since it provides the best opportunities to fire on him,
provided you don't allow yourself to be shaken by the landing's impact. That's
what the quake is supposed to do actually, to cover for Wily 2 while in a
vulnerable state. Use the shots on the jaw and he should die in seven hits.
Use Magma Bazooka as a last resort, but if he's backing off and you're already
out of range of his charge, Laser Trident can do some damage before he gets back
in your face. The flamethrower can be a pain, but BHB can suck it up if you
have enough ammo to spare. This isn't recommended, however, because of the
final boss.

Wily capsule - Two types of attacks and a love for cloaking and "fakeouts" make
this one of the most challenging final bosses in Mega Man's history, though some
would say Mega Man 7's capsule is still worse than this beast. One of its
attacks is a charge shot that, when fired, produces four shots to the sides and
bottom, the latter at a diagonal angle, which after a brief stall, home in on
Mega Man. The second is a ripoff of Plug Man's own Plug Balls, but there are
six of them each time the weapon fires, three to the ground and three to the
ceiling, one after another with enough space for Mega Man to stand comfortably
between them if they stood still, and yes, the ceiling ones drop down on Mega
Man. Wily himself fades in and out of existance at certain points on the
screen, and can "fake out" an appearance once between attacks. If he fakes you
out, the next time he appears, he's guaranteed to attack. These are not actual
full-on fakeouts, however, for his hit detection does become active for a couple
of frames. Only a very quick player can take advantage of this, and a really
unlucky player will smack into it to receive four damage.

When the capsule's energy is charging at the beginning, place Rush Coil beside
it on its left. When Wily's energy goes above half (14 HP, pixels, whatever),
jump on and switch to Plug Ball as you go up. Fire on it as you peak your jump
and you may be able to hit him with his weakness; this is a free hit, which is
why, despite its difficulty from the timing involved, this guide is encouraging
you to take it.




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