Jonathan Holmes is the most lovable Associate Editor on Destructoid. Catch him on videos, original editorials, and on back episodes of the Destructoid Show and MTV's Road Rules. Jonathan is a retro gamer's gamer.
Likes
Mega Man 2, Resident Evil, Katamari Damacy, Bit.Trip, Metal Slug 3
Meet the rest of the team
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I respectfully disagree. It was sweet.
As a boss he was only ineffective because there was the upper platform, the author should make the battleground a flat surface for more challenge.
I would like to see it if he tightened up the boss difficulty on level 3.
I may be wrong on this, but from what I've seen, every Mega Man boss has a set pattern based not around Mega Man's position, but the stage itself. A Capcom programmed boss would never find itself tricked into blowing fire into a wall because they don't worry about altering the boss' movements to home in on Mega Man. Certain attacks might- but not the position of the boss itself from what I've seen.
Capcom programmed bosses are so effective because they create patterns that require the player to navigate them by moving into certain positions, many of which are a set up to getting hit by the next attack. They literally play a sort of strategy game with you- they don't try to be intelligent. They try to require intelligence by being preset puzzles.
Ryu's hurricane kick should raise him off the ground just high enough to require Mega Man to slide underneath it rather than jumping over him. That way it'll change up the gameplay a little- jump over fireballs and slide under his kicks, then fire a charged shot as he spins by.
In fact, I say he should spam indestructible fireballs that block Mega Man's bullets until Mega Man jumps over each of them to get close enough to Ryu to hit him with a shot, after which Ryu will immediately switch his strategy to doing hurricane kicks. Ryu also needs another type of move or two...