Difference between revisions of "Joe Man (boss)"

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m (CHAOS-FANTAZY moved page Joe Man to Joe Man (boss): Obeying page naming conventions.)
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'''Joe Man''' is the end boss in his namesake stage, in [[Make a Good Mega Man Level 2]]. He guards the teleporter to the energy element, while '''Joe Man R''' guards a Noble Nickel with his all.
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'''Joe Man''' is the end boss of [[Joe Man|his namesake stage]] in ''[[Make a Good Mega Man Level 2]]''. He guards the teleporter to the energy element, while an optional upgraded form of him called '''Joe Man R''' guards a Noble Nickel with his all.
  
 
==Strategy==
 
==Strategy==
Joe Man and Joe Man R follow a set pattern. <br> <br>
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Joe Man and Joe Man R follow the same base pattern. <br> <br>
1. At the start of the battle, they will shoot 5 projectiles and jump halfway across the screen twice. <br>
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# At the start of the battle, they will shoot 5 projectiles and jump halfway across the screen twice.
2. They will toss 2 grenades and either jump at the player or jump at the player twice. <br>
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# They will toss 2 grenades and either jump at the player or jump at the player twice.
3. Repeat process approximately once or twice. <br>
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# Repeat process approximately once or twice.
4. Jump to the other side of the screen and lay two mines. <br>
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# Jump to the other side of the screen, laying two landmines along the way.
5. Repeat. <br>
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# Repeat.
  
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Once Joe Man R's first health bar is emptied, any landmines that may be active will explode, and he will enter an injured state and be briefly invincible. After a short pause, he will jump to the other side of the screen (In the direction is currently facing), and run across the screen frantically laying mines that explode in his wake, until he reaches the center of the screen, at which point he jumps into the air and lands on the other side of the screen.  He will do this three times, jump to the side of the screen, and return to his base AI.
  
For Joe Man R, everytime he loses 28 HP, aka one health bar, he will be enter a Hurt pose and be invincible briefly. After a short while, he will jump to the other side of the screen, and run frantically laying mines, and jumping at a specified point on each side. He will do this 3 times, jump to the side of the screen, and repeat steps 1-5.
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Once his second health bar is emptied, he will repeat the running landmine attack from before, but instead of returning to his original AI, he begins using this new pattern:
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# Shoot five projectiles.
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# Jump halfway across the screen twice.
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# Fire a volley of five arcing grenade projectiles upward, aimed towards the player's current location.
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# Repeat the above steps twice.
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# Repeat the running landmine attack described above.
  
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When he is below 5 HP, Joe Man R degenerates into a simple loop of shooting five projectiles, jumping halfway across the screen twice, and the running landmine attack.
  
It is worthy to keep in mind Joe Man R does a lot more damage than Joe Man himself, and is advised to bring [[E-Tanks]] and full ammo for Slash Claw and Wheel Cutter.
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It is worth noting that Joe Man R does a lot more damage than Joe Man himself, and it is advised to bring [[E-Tanks]] and full ammo for [[Slash Claw]] and [[Wheel Cutter]].
 
==Damage Table==
 
==Damage Table==
 
{{Damagetable2
 
{{Damagetable2
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==Trivia==  
 
==Trivia==  
 
* Joe Man and Joe Man R's weakness to [[Slash Claw]] is a nod to the fact the Slash Claw tears through shields and tends to easily kill Joe enemies.
 
* Joe Man and Joe Man R's weakness to [[Slash Claw]] is a nod to the fact the Slash Claw tears through shields and tends to easily kill Joe enemies.
* Joe Man R is one of the most disliked bosses, for being 'boring' and 'taking too long' in addition to his high damage output.
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* Joe Man R is one of the most widely disliked entry bosses, for having far too much health and dealing far too much damage.  For this reason, he is one of the few entry bosses that does not appear in the [[Mega Arena]].
 
* A modified Joe Man appears at the end of one path in [[Metallic Ocean]], asking the player if they remember him. This Joe Man has 10 health bars but dies instantly after they fill up.
 
* A modified Joe Man appears at the end of one path in [[Metallic Ocean]], asking the player if they remember him. This Joe Man has 10 health bars but dies instantly after they fill up.
  
 
{{MaGMML2 Tier 6}}
 
{{MaGMML2 Tier 6}}

Revision as of 20:21, 2 December 2017

JoeMan's mugshot
Joe Man's mugshot
Joe Man / Joe Man R
Artwork by MegaVile
Artwork by MegaVile
Information
In-Game Information
HP: 28 (84 for Joe Man R)
Weapon: Joe Buster + Joe Grenade
Weakness(es): Slash Claw
Type: Joe
Occupation: Sniper Joe Commander
Main Stage: Joe Man(Stage)
Misc. Information
Designer(s): Zieldak
Programmer(s): Zieldak
Gender: Male
Eye Color: Red
Series Information
MaGMML Game Appearances: MaGMML2
(Boss)
JoeMan.png

Joe Man is the end boss of his namesake stage in Make a Good Mega Man Level 2. He guards the teleporter to the energy element, while an optional upgraded form of him called Joe Man R guards a Noble Nickel with his all.

Strategy

Joe Man and Joe Man R follow the same base pattern.

  1. At the start of the battle, they will shoot 5 projectiles and jump halfway across the screen twice.
  2. They will toss 2 grenades and either jump at the player or jump at the player twice.
  3. Repeat process approximately once or twice.
  4. Jump to the other side of the screen, laying two landmines along the way.
  5. Repeat.

Once Joe Man R's first health bar is emptied, any landmines that may be active will explode, and he will enter an injured state and be briefly invincible. After a short pause, he will jump to the other side of the screen (In the direction is currently facing), and run across the screen frantically laying mines that explode in his wake, until he reaches the center of the screen, at which point he jumps into the air and lands on the other side of the screen. He will do this three times, jump to the side of the screen, and return to his base AI.

Once his second health bar is emptied, he will repeat the running landmine attack from before, but instead of returning to his original AI, he begins using this new pattern:

  1. Shoot five projectiles.
  2. Jump halfway across the screen twice.
  3. Fire a volley of five arcing grenade projectiles upward, aimed towards the player's current location.
  4. Repeat the above steps twice.
  5. Repeat the running landmine attack described above.

When he is below 5 HP, Joe Man R degenerates into a simple loop of shooting five projectiles, jumping halfway across the screen twice, and the running landmine attack.

It is worth noting that Joe Man R does a lot more damage than Joe Man himself, and it is advised to bring E-Tanks and full ammo for Slash Claw and Wheel Cutter.

Damage Table

M.Buster H.ChaserH.Pumpkin J.SatelliteB.Barrier G.BusterN.BombL.Rocket T.BladeT.Cluster F.StopperC.Distorter S.ClawF.Beam W.CutterH.Trapper SakugarneM.Blast W.AdaptorC.Claw S.Arrow
1/1/3 1 1 0 1 N 4 3 2 7 0
Other Notes Wheel Cutter triggers the mines Joe Man and Joe Man R lay down.


Trivia

  • Joe Man and Joe Man R's weakness to Slash Claw is a nod to the fact the Slash Claw tears through shields and tends to easily kill Joe enemies.
  • Joe Man R is one of the most widely disliked entry bosses, for having far too much health and dealing far too much damage. For this reason, he is one of the few entry bosses that does not appear in the Mega Arena.
  • A modified Joe Man appears at the end of one path in Metallic Ocean, asking the player if they remember him. This Joe Man has 10 health bars but dies instantly after they fill up.
Make a Good Mega Man Level 2 - Tier 6
Entry Stages
Wily CoasterChangeable CavernsJoe Man (stage)Crystal LabNitrogen ManDuwangLava FactoryJust an Ice Level
List of Bosses
Joe ManJoe Man RChill ManCrash Man
Tier Boss
Cheat Man