Mega Man Zero 2: No Damage (Active Form) Temple of Fire
Mega Man Zero 2 (GBA), no damage taken in Armed Phenomenon Fefnir's stage (Temple of Fire) while achieving an S-Rank (100 points); Active Form only. This video's part of a series; a playthrough dedicated to using only the Active Form for more stylish and fresh gameplay. This is a NG+ file.
Armed Phenomenon Fefnir (Temple of Fire) Overview:
Contrary to popular belief, Temple of Fire is not a bad stage. People harp on it for the exploding enemies slowing the pace, yet fail to understand those sections are more like puzzles. And you'll only mess up and slow the pace down even further if you mistime attacks or just flat out being impatient (as a couple outtakes showed...). Of course, from a speedrunner's perspective, this is a pace slower regardless, but the fact the game gives you ample time to get 20 points in clear time for this stage, it's not like it's unaware of the pace slower. You've got to use your head a little here and know which parts of the Z-Saber's hitbox will send the exploding enemies in whichever direction (which isn't all that difficult. Just see which parts of the saber hits it and study where it flies off to from each angle). Or take the super patient and easier route and just use lemon shots to send them into a near-straight line. It's a nice change of pace to give you a little different platforming. And if you really know what you're doing, you won't have to wait for them to move up as much and still keep a decent pace, like here.
The rest of the stage is fairly straightforward.
Armed Phenomenon Fefnir is... lame. Not only does his regular form put up a more entertaining fight, but his hitbox is in a place where you can't do anything but charge attack him to get in consistent damage. EX Skills for the saber are practically useless here because of that, and it just leads to a boring fight. However, I gave him a 3/10 because his phase where he shoots out the smaller flames (after destroying his four flamethrowers) can be tricky to dodge at the very beginning. It starts up IMMEDIATELY after destroying the last flamethrower, so it gets in some REALLY cheap shots on you if you're too close to him or temporarily unable to move after an attack. This is why before that phase, you saw me stalling a bit and waiting for the right time to destroy it. It's a bit stressful to deal with, to say the least. But once you work past that, it's basically all over for Fefnir.
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