Mega Man Zero 3 Stylish Combat - Anubis Necromancess V
In this set of stylish combat clips, I’ll be using Zero’s extensive repertoire of moves against Anubis Necromancess V. Having been resurrected by Dr. Weil, Anubis is immediately sent to fight the powerhouse that is Z3 Zero. An unfortunate fate to be sure, but regardless, it’s an interesting fight to experiment with. There are four distinct approaches I take; here are the details.
Orbit Shield Detachment: This first fight makes use of an obscure and tricky-to-leverage property of Orbit Shield. My goal here is to use Orbit Shield only once, but hit Anubis with it three times while sprinkling in Saber combos. The opening is simple; the only caveat is that you have to tap and release the attack button quickly when using Split Heavens to avoid contact damage and enable a fast follow-up with Saber Smash.
The real fun begins after. For the majority of its duration, Orbit Shield maintains a very strict loop around Zero. However, just as it begins to return to Zero, the physics that dictate its movement switch to those that govern how Shield Sweep moves. Therefore, by hopping around the Shield in a specific way during its final orbit around Zero, it’s possible to detach it from Zero and begin manipulating its movement as you would during a Shield Sweep throw.
Integrating this technique in this battle is especially complex; it has to be done while also landing a well-spaced Split Heavens and Saber Smash combo, then dashing under both Anubis’ cane and the incoming Shield. It’s a lot to juggle, but it produces a smooth result. From there, it becomes a game of keep-away until Anubis resurfaces, at which point I land the third Orbit Shield hit, comboing that with the powers granted by Lizetus and Malthas.
Zombie Launcher: The opening is similar to the previous combo, but with the addition of a rolling slash hit to Anubis as he retreats. He’ll still have i-frames after reappearing, so properly timing the first hit of your next combo is crucial. I pogo off the sand instead of wall-jumping off the converging coffins to preserve RNG, plus it’s an inherently flashier way to dodge. On that topic, I use only Malthas since RNG changes depending on if you have one, two, or no Cyber-Elves equipped.
It just so happens that following this sequence of events leads Anubis into summoning two sets of individual Pantheon Zombies—perfect for a bit of silly fun. By luring the Zombies in close, you can send them careening away into Anubis with an upward strike. The Zombies deal 2 damage to Anubis, and curiously enough, they have a combo value of 0, so you can add insult to injury with a charged Saber strike if you wish. In this case, Soul Launcher rains down after the Zombie hit, hence the name of this segment.
Anubis’ quicksand is worth very little mention; the pogo grants escape with ease. I use Split Heavens and a rolling slash to accurately manage Anubis’ HP, leaving him with just 1. Double Jump isn’t strictly required, but it looks cleaner to chain a small air-hop into the rolling slash than to land again. After a tad more stalling, Anubis seals his fate by conjuring a third Zombie and subjecting himself to an embarrassing demise.
Blizzard Arrow: A direct improvement to the Anubis fight in my Buster-only Z3 run. Here, he falls in four uses of the skill instead of five. The key is that I open the fight with a much riskier shot, hitting with the center ball and all three icicles for a total of 16 damage. It’s very easy to dash jump right into the cane, which is why it’s inadvisable to try this during a proper run. Additionally, the lack of equipped Cyber-Elves changes RNG to my advantage. As long as I wall jump off each coffin once, Anubis will forgo summoning Zombies and instead repeat his cane throw, resulting in an easy battle.
Single Shield Throw: It’s difficult to say whether it’s more challenging to perform a single-throw win against Z1 or Z3 Anubis. They’re both uniquely aggravating. The uneven terrain and tall pillars in Z1 are perplexing obstacles, and while the shorter coffins appear to be more forgiving on the surface, Z3 Anubis’ modified moveset and behavior can result in some distressing scenarios. His cane now retains its hitbox while falling into the sand, and it spins around while returning to Anubis upon his resurfacing. This means that you can’t leisurely loiter beneath him and that any jumps made near the spinning cane become exponentially more exacting.
Unlike Z1, Anubis respawns on the same side he sank; Zero’s position isn’t taken into account. Finding a way to keep the Shield in his path is imperative. RNG manipulation plays a large role; deciding when to jump over the coffins before they manifest versus wall-jumping off them needs to be carefully researched. As with any moving platforms, jumping off them can prove troublesome as well.
Timestamps:
00:00 - Orbit Shield Detachment
00:21 - Zombie Launcher
01:14 - Blizzard Arrow
01:36 - Single Shield Boomerang Throw
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