Difference between revisions of "Boundin' Crash Man"
DragonFaku (talk | contribs) m |
GuardedLolz (talk | contribs) |
||
| Line 1: | Line 1: | ||
{{robotmaster | {{robotmaster | ||
| − | |titlebg=# | + | |titlebg=#B07620 |
|titletext = #FFFFFF | |titletext = #FFFFFF | ||
|name= Boundin' Crash Man | |name= Boundin' Crash Man | ||
Revision as of 19:50, 22 March 2018
| Boundin' Crash Man | |||||||||||||||||||||||||||
| Edit of official CAPCOM artwork of Crash Man | |||||||||||||||||||||||||||
| |||||||||||||||||||||||||||
Boundin' Crash Man is the boss of the level Bouncy Castle. Despite appearing as a purple palette swap of Crash Man, he has a very different attack pattern from the original.
If the player opted to keep the level's bouncing gimmick enabled prior to entering, it carries over to the fight, which can make dodging the shield barrier much more difficult depending on the timing of the stage's bounce. The bouncing is never present if Boundin' Crash Man is fought in the Dojo. He reappears again in Null and Void at the end of Beed28's room; unlike the original fight, the bouncing only occurs if the player hits the bounce switches at either end of the room; Boundin' Crash Man's attacks will not trigger these. The player should still be careful to avoid damage, as after his defeat there's only a single large health capsule and a single large weapon energy capsule to spare before facing Absolute ZERO.
His main weakness is Sakugarne, which defeats him in five hits, but it can leave the player vulnerable to his bombs if he begins to fire them upwards, making this a risky strategy. An alternative strategy is to use Slash Claw, or if the player has it unlocked, Force Beam, which defeats him in ten hits and pierces through his shield barrier if he uses it.
Strategy
Boundin' Crash Man spends most of the fight wandering back and forth, leaping at the player whenever they press the fire button, similar to the original Crash Man. Unlike Crash Man, however, Boundin' Crash Man does not immediately attack when he leaps towards the player, and only attacks after a short period of time. Both of his attacks are picked at random.
- The first involves him stopping in place to fire several bombs into the sky, which then rain down around the room.
- His other attack is to hop in place with a protective shield barrier, which he then fires off at random heights towards the player in a burst of three. These shield barriers can be destroyed with Slash Claw, Force Beam, or the explosion splashes from Truffle Cluster. If the shield he holds is destroyed, the attack ends prematurely.
Damage Table
| |
|
|
|
|
|
|
|
|
|
|
|---|---|---|---|---|---|---|---|---|---|---|
| 1/1/3 | 1 | 1 | 1 | 1 | N | 3 | 2 | 6 | 1 | 1 |
| Other Notes | ||||||||||
| Make a Good Mega Man Level 2 - Tier 8 | |
|---|---|
| Entry Stages | |
| But It Lacked the Depth to Convince Me That This is Really Hell • Force Man • Smed's Big Annoying Mess of a Level • Conveyor Mayhem • Aurora Man • Bouncy Castle • City Under Siege • Escape Sequence • Bond Man | |
| List of Bosses | |
| Mecha Dragon • Force Man • Komuso Man? • Final Toad • Super Cannopeller • Big Fire Telly • Crusher Joe • Napalm Man MK 2 • Bond Man • Boundin' Crash Man | |
| Tier Boss | |
| Jet Man | |
| Other Goodies | |
| Sanct | |
| Make a Good Mega Man Level 2 - Tier X | |
|---|---|
| Stages | |
| Coyote Man • Deep Thoughts • Goblins n' Ghasts • Hardcore Parkour • Mario Land • Metallic Ocean • Nightwalk Castle • So Good • Star Road • Swiss Hotel • The Quickening 2 • Wily Fortress VR • Null and Void | |
| List of Bosses | |
| Coyote Man • Alter Man • Air Capsule • Chomp Man • Sheriff Man • Cheat Man • Skullder • Skullder's Revenge • Excalibur Man • Holo Wily • Air Man • Unbeatable Air Man • Toad Man • Toad Man's Revenge • Gigabgyo • Volt Man MK2 • Ronrez • 8 Centipeder Tower | |
| Null and Void Bosses | |
| Boundin' Crash Man • Napalm Man Mk2 • Disco Ball • Copy Hologram • Die Sign • Fire Man • Literally Just a Bee • Twin Cannons • Stone Butterfly | |
| True Final Boss | |
| Absolute ZERO | |