Zero Torches Craft with a Flamethrower

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I’ve already beaten Craft using only the Water Gun, so this time, I figured that I’d go in the opposite direction and beat him using only fire.

Unlike the Water Gun, the Flamethrower is powerful enough to destroy Craft’s projectiles. However, my misplaced compulsion to provide entertainment value by dancing around missiles and mines led me to once again avoid destroying projectiles. The sole exception to this is Craft’s new EX Skill in this version of the fight, End of the World, where, unless you have Double Jump equipped, destroying a missile is mandatory to avoid damage. Concerning the strategies to employ when dodging Craft’s attacks, I’ll avoid rewriting the dissertation I already have and link the relevant material at the end of this description.

Dealing damage to Craft with the Flamethrower differs slightly as well. Technically, it’s a combo weapon, dealing multiple hits of 1 damage. To maximize your damage output, you have to remain near Craft for a certain amount of time, which carries a degree of risk. Zero isn’t locked in place, however, so escape is always possible. Ammo is taken care of by the Auto-Fill Chip, which replenishes your stock every 10 seconds. Given the length of the Flamethrower’s animation and Craft’s i-frames, you’ll always have at least 1 unit of ammo available to defend yourself from his EX Skill.

Is this primarily an excuse for me to fight Craft for the 8237th time? Yes. But the circumstances vary just enough to warrant highlighting the battle again. At least this challenge didn’t take a month to complete, so that’s nice.

Thanks for watching! If you have any questions or comments, feel free to leave them below.

Zero Defeats Craft Using Only a Water Gun:    • Zero Defeats Craft Using Only a Water Gun  

Craft vs. Water Gun - Extended Analysis: