Really Goddang Cool Quick Man
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Artwork by Capcom
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Information
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In-Game Information
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HP: |
56
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Attack Damage: |
4 (contact) 3 (Quick Boomerang) 2 (Yamato Spear, rock, lightning) 4 (Ballade Cracker)
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Weapon: |
Quick Boomerang, Yamato Spear, Ballade Cracker
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Weakness(es): |
Z-Saber
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Type: |
Swift
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Occupation: |
Base Security Guard
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Main Stage: |
Entrance Succession
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Misc. Information
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Programmer(s): |
Pyhrrous
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Gender: |
Male
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Eye Color: |
Blue
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Series Information
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MaGMML Game Appearances: |
MaGMML: Episode Zero (Boss)
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- "What the heck! I thought I told you not to break anything! Now I actually have to work!"
- ―Quick Man, Make a Good Mega Man Level: Episode Zero
Really Goddang Cool Quick Man is a boss in Make a Good Mega Man Level: Episode Zero. He is Quick Man with the weapons of Yamato Man and Ballade (and to some extent Quint), as well as a serious distaste for doing his job. He appears as a boss at the end of Entrance Succession, sporting an upgraded pattern from the original Quick Man's.
Strategy[edit]
Really Goddang Cool Quick Man's first pattern is the same as Quick Man's. He will jump three times, shooting a trio of Quick Boomerangs at the peak of his second jump, and then run at full speed trying to tackle Zero, before repeating this pattern. The Quick Boomerangs aim towards Zero when they return. This pattern differs slightly from his original: his final jump is always the same height as the first, and his pattern won't loop unless he's ran for long enough and touching a wall.
Once his first healthbar is depleted, 20 platforms will spawn, he will leave a large health capsule, and his pattern changes:
- Make five of the platforms closed and place a Ballade Cracker on each by jumping. A health-draining Quick Laser spawns on the ground.
- Jump around the room for a set period of time, moving in the direction of Zero on every jump. At random, he will leap high into the air -- often outside of the boss arena -- before stomping down above Zero. When he lands from a stomp, four pieces of debris are created at varying trajectories.
- Make all the platforms closed and use the same barrier given by Boost Pads to run horizontally across all the levels of platforms. During each run on the platforms, he will shoot a Yamato Spear aimed at Zero. Once he reaches the end of a row he will jump and shoot three Yamato Spears, two aiming left and right from each other, and one aiming at Zero. For his last jump, he will shoot three Quick Boomerangs and disperse his boost charge as small bolts of lightning that travel across the screen.
Damage Table[edit]
Phase 1[edit]
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3
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5
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3
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13
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0
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5
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0
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0
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4
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5
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4
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4
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4
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5
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4
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4
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4
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5
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2
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4
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4
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5
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4
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4
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Other Notes
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Phase 2[edit]
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2.5
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4
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2
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13
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0
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4
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0
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0
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3
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4
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2
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2
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3
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4
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2
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2
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3
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4
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1
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2
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3
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4
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2
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2
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Other Notes
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