Mega Man Zero 2: No Damage (Active Form) Poler Kamrous
Mega Man Zero 2 (GBA), no damage taken in Poler Kamrous's stage while achieving an S-Rank (100 points); Active Form only. This video is part of a series; a playthrough dedicated to using only the Active Form for more stylish and fresh gameplay. This is a NG+ file.
Poler Kamrous (Computer Zone) Overview:
A stage pretty much advantageous for Active Form, in my opinion. Despite the ice physics being a nuisance, the Zero's increased speed helps avoid A LOT of the frost obstacles before the golem mini-boss. Only one of them forces you to stop if you want to destroy the generator for the full 20 mission points. Other than that one, stage does encourage you to stay in constant motion if you don't want the ice physics to mess you over. If you doing have an active dash going before attempting to jump, your jumps aren't getting you anywhere but falling into a pit of spikes (the latter half of the stage). But that's fine because if you can keep up the speed, this is the easiest of the initial four stages.
...along with the easiest boss of the four as well. Poler Kamrous, no matter how you slice it, is a simple boss. No boss in this game sticks to a consistent pattern (except Leviathan), but Poler Kamrous's slow speed works against him. Active Form is especially a bad match up for the poor guy, as the aerial rolling slashes make his ice towers he slides a non-issue since the multi hits can destroy it before he even chucks the thing. His special attack is also fairly simple because it's got huge gaps in between that don't require any sort of strict timing. So... in my opinion, fighting this boss with charged Z-Saber is just straight up overkill.
Still, I disliked my initial take of using the Buster as my primary damage dealer in this fight because Tenshouzan feels like the more interesting alternative against bosses, since it's more dangerous to use in comparison to charged Z-Saber, but the damage well than makes up for the short range and I feel like that alone awards an Active Form user, who's limited to what they can do on the ground against bosses. So, to have a cleaner take on Kamrous, you'll see my alternate (and preferred) strategy using the chain rod at the end of the full stage run. This method not only looks more cleaner than charged shot spam, but it just adds a whole new layer of finesse to Poler Kamrous's battle. A good deal of timing and accuracy's involved, however, so it's REALLY easy to mess up if you don't know how the properties of the chain rod double jump work. Failure results in either landing directly on top of him or just barely missing and falling on his elbow.
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