Team Colonel final liberation mission with what I believe is the best approach of clearing in 4 out of 16 phases. Something else Team Colonel was famously recognised for besides being canon to the continuity. It is possible to clear this the same way with only original members but the battles are SO, SO much easier with ProtoMan and ShadowMan as your party members here with their level 4 charging rate and B + Backward counter in case you needed something to deal instant damage. I just realised I didn't use it anyway with ShadowMan in this video because this mission needs invis as first chip to survive as long as possible and I didn't think too much about using it compared to ProtoMan who really needs it when the effect expires after 5 seconds of custom gauge period. I wish I could do it again for some clips to premiere its usage but my controller is having drift problem when this video got published and worst to worst, I had to buy another one if I can't fix it. But that's the idea of having these two as your party members and it is just that broken to have them in the same mission. Have ShadowMan liberate the panels with the tin hawks because he has float shoes to handle poison panels while let ProtoMan handle the dark holes with Big Brute. Let MegaMan handle the dark hole with bladia and use Colonel soul to sabotage the bombs used by Boy Bomb viruses. This is probably the only merit Colonel Soul is useful in the game as in mission 4, you don't have MegaMan and Colonel freaking sucks as he is just another NumberMan. Use KnightMan when liberating the panels that even if you didn't get one turn liberate, you won't suffer overworld damage by nearby guardians. Change folder for 5DS to have more control of the boss fight. While Meddy may not be necessary to swap with after getting rid of all the dark holes, I just didn't feel like using Life Melody on the same person twice so I opted for Twin Liberation instead and I needed MegaMan to fight CosmoMan for better chip selection in Boss fight with Custom+2 and Custom+1. Twin Liberation is also good for this mission because you don't need to feel pressured of getting one turn liberate to get the most optimal output. The only difference you get is just the other member liberating the opposite end of her panel saying in their lines after completing the battle in one turn or more than that. Guardians are much easier to get one turn liberate compared to no guardians in this mission so be sure to make full use of all liberation mechanics.
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MegaMan Battle Network 5: Double Team DS Team Colonel Liberation Mission 9 in 4 Phases
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