Mega Man Zero 2: Intro (0:45)
After watching Tonic play Z2 at SGDQ, I felt like working on this game again. The current route is fairly solid but it could use an update.
Z2 is a ton of fun to route but a nightmare to RTA. It's a 52-54 minute run with about 30 minutes of downtime which can get tiring fast. Also doesn't help that there's a boss that is very RNG heavy 12 minutes into the run.
Z2's intro is nowhere near as difficult to get an optimal time in compared to Z3's. There's alot of room to get a 0:45. You can probably get a 0:44, but good luck trying to tie the TAS.
There is alot of rng manipulation going on in the intro. I base my manipulations on the golems and the boss giving me good patterns and to reduce health drops. The manipulations works like this.
1. At the start of the stage, pea shoot the wall and kill the pantheon with saber. Kill the two cactus enemies and the first tumble weed enemy. Ignore everything else until the first golem. If you do it right, the golem will shoot its right lasers.
2. After the first golem, kill the first pantheon with saber and the second with buster. If you do it right, the golem will shoot its left lasers.
3. After the second golem, get the cyber elf off screen as fast as possible. Shoot the wall after killing the first vulture (make sure you also destroy the scrap near it).
4. The rest of the stage after that is self explanatory. Make sure to kill the enemies with the weapons I use in this run. Failing to kill an enemy or killing an enemy with the wrong weapon results in losing the manipulation.
For the boss, I do 4 extended jump slashes to finish the fight in 7 hits instead of 8. An extended jump slash does 5 damage while a normal jump slash does 4.
Lastly make sure to finish the stage at B rank to avoid Panter using his EX Skill in the next stage.
Full Time: 0:45.50
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