Mega Man Zero 4: Tech Kraken (No Damage Challenge Run)

Mega Man Zero 4: Tech Kraken (No Damage Challenge Run)

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



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Mega Man Zero 4, no damage walkthrough of Tech Kraken's stage. This challenge playthrough is ran on a New Game+ Ultimate Mode file. Most of Ultimate's perks aren't being used - it's mostly ran just for cosmetics (AKA why my color palette is so much more red than default Zero), as Ultimate has the same difficulty as normal mode. I'm only using Hacker Elf level 2 (well, technically level 3, since apparently I forgot to turn that off. Doesn't make a gameplay difference anyway, lol) and Animal Elf level 1 for the entire run. This NG+ file also does not have anything but the Rolling Chip unlocked (which activates the Rolling Slashes). All EX Skills will be earned naturally through my no damage run's routing. In case you need it reiterated here, this is the challenge run's specifications and rules:

-No Damage (Duh)
-No Charge Attacks (This includes buster EX Skills.)
-100 points on EVERY mission.
-No Buster Shot (Not even lemons.)
-No Junk Armor (This chip combination gives double damage, so bosses will survive a little longer from combos.)
-No Double Jump (Final stage is excluded. I'm free to use it there... because it's boring as heck in the boss rush without it.)

Tech Kraken's stage analysis:

One thing I failed ot mention in the breakdown is that this stage is also very generous with enemies, so you really have no excuse for not getting 20 points in enemy kill count here, unless you're purely speedrunning. That's why in the second half, I barely killed anything. Kill requirement is like, barely over 20, so I literally got the majority of that by killing every single enemy that came in contact with me in the maze area.

As for Tech Kraken and his visual cues, there's less to work with compared to Fenri, because Kraken's start-up animations for his cues are much faster. When he's ready to release his shurikens, the wind up can clearly be seen, and he gives you a good second and half to realize what he's doing. These are easy to dodge, as shown in the video, and if you're ballsy enough, you can jump in between the two left-most (or vice versa, depending on which side he's on) shurikens. Wouldn't recommend trying to do that consistently if you're not good enough at tight dodging. That's unless you just want to show off, lol.

Another cue is when he starts laughing, though this is more of an audio thing. He'll also be swimming slightly upwards a bit more than usual, which will let you know he'll cross over. It's actually pretty easy for you to suffer collision damage here, if you're too aggressive to pay attention and not letting up on him. It's happened to me a couple of times, which is why you saw me stay still when he did it in the video. RNG determines this, so it's a much safer option to just be patient for that little second or two between the intervals of his i-frames.

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Credits:

Challenge Rules BGM: Xenogears OST - Invasion

In-game results: MMZ3 - Result of Mission (Remastered)

Stage Breakdown: Mega Man Zero 4 - Deep Blue and Nothing Beats (both Remastered OST)

Background animations - SUNARI VFX, Luna Gualano

All copyright material and game belongs to Capcom

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