
Mega Man Zero 4: Tele. Base (No Damage Challenge Run)
Mega Man Zero 4, no damage walkthrough of Teleporter Base (Randam Bandam). 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.)
Teleporter Base (Randam Bandam) analysis:
So, let me expound upon the cycle of block drops a bit, before I get into Randam. When I said it's the tightest cycle when it comes to platforming in this game, I meant that. If you're even a second or two off, you're getting plopped by that last block, before you reach the other side with the three GangaGuns. But here's the kicker: if you're TOO fast, you'll just get a whole different cycle. This is why I advise to not rely on getting the same cycle of blocks as me. If you can get a full path of no block drops, cool. But chances are, you'll play different that me (unless you're trying to mimic my every movement. In which case, I do NOT recommend that if you don't know what you're doing) and that means your speed will vary, based on how you traverse through this level. I can tell you nine times out of ten, you won't get the same cycle. So, just determine how the blocks will fall when you get there at your own PERSONAL fastest time, and go from there.
Anyway, Randam Bandam is Random Random, for sure. The pattern it gave me is considered the less preferred one, because it's difficult to hit it while it's bouncing around, and there's a high chance it'll fade off into the background after the bouncing (which it's stupid laugh is the cue for that). There's no way of getting a fixed pattern on this thing, even if your movement from start to finish is TAS levels of perfect.
Only shot at scoring some bigger damage is when it bounces (like it did in the beginning). But unless you have Junk Armor's double damage to try and two combo-kill it, it's not worth risking getting hit over. Ideally, you want it to shoot out it's pattern of orange projectiles, which is where it's most vulnerable. There's also the other projectiles that bounce off the walls and ground, but that's got a shorter vulnerability period. All of it's attacks are choreographed when it shoots them (minus when it disappears into the background), so when it shuffles through them, it's another case of just reacting to the unexpected, then go into motion with your movements to weave through the pre-determined paths of projectiles.
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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 - Crossover Station and Nothing Beasts (both Remastered OST)
Background animations - SUNARI VFX, Luna Gualano
All copyright material and game belongs to Capcom
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