| Really Goddang Cool Quick Man
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| File:CW-12-QuickMan-Art.jpg
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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
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.
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.
- High jump out of the battle room and stomp on Zero 2-3 times with pieces of debris spawning from each stomp. After his first/second stomp, he will jump about five times across the room.
- Make all the platforms closed and use the same barrier given by Boost Pads. For every run, he will shoot a Yamato Spear aimed at Zero. For every jump, he will 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.
Damage Table
Phase 1
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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
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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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