Difference between pages "Bass" and "Cut Man"

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{{Asset
{{Asset
|image=[[File:BassArtworkMM10.png|250px]]
|image=[[File:CutManCW.png|250px]]
|caption=Artwork of Bass from ''[[Mega Man 10]]''
|caption=Artwork of Cut Man from ''Rockman Complete Works''''
|description=Can dash and shoot in 7 directions. Optional double jump.
|description=Throws his scissor blade like a slow boomerang. Flinches when hit.
|category=[[Characters]]
|category=[[Boss]]
|game=''[[Mega Man 7]]''
|game=''[[Mega Man 1]]''
|version=[[1.3.0]]
|version=[[1.0.0]]
}}
}}
SWN-001, '''Bass''' (or Forte, depending on localization) is a [[Bosses|Robot Master]] created by [[Dr. Wily]] as a rival robot to [[Mega Man]]. Originally fought in ''[[Mega Man 7]]'' as a mid-boss, his first playable role was in ''Mega Man 7'''s "Versus Mode" mini-game where he had different abilities from the character's modern interpretations and functioned more like a fighting game character, but he would return as a playable character with more traditional platformer controls and abilities in ''[[Mega Man & Bass]]'', ''Mega Man & Bass: Challenger From The Future'', and ''[[Mega Man 10]]'' as a bonus DLC character. Bass is one of the additional player characters available as of version [[1.3.0]], trading power and sliding for more speed and developed platforming abilities.
DLN-003/DRN-003 ''Cut Man'' is one of the 6 Robot Master bosses from Mega Man that is featured in Mega Man Maker since version 1.0.0. He is a deforestation Robot Master that uses his signature weapon, the Rolling Cutter to cut down trees.
==Behavior==
Cut Man starts the battle by running towards the player, he will not jump for any reason, not even to get over walls or obstacles, or to avoid holes and bottomless pits. Cut Man will continue to run towards the player whenever he is not throwing a Rolling Cutter, jumping, or posing, and is far enough away from the player horizontally (about 2.5 tiles or more space between the player and Cut Man).


==In Mega Man Maker==
If the player gets within close enough range of Cut Man horizontally (about less than 2.5 tiles of space between them), and Cut Man still has his Rolling Cutter on his head, Cut Man will do one of two actions:
Bass' gameplay in ''[[Mega Man Maker]]'' is influenced by that of his playable roles in both ''Mega Man & Bass'' and ''Mega Man 10''. As a playable character, Bass has the ability to shoot his rapid-fire Bass Buster that can shoot four shots at a time in seven directions (being unable to shoot directly downward) but is unable to charge it. Also, the Bass Buster is the only base shot type to not pass through the terrain. Instead of a slide, Bass has a Dash ability resembling that of the Mega Man X series. The speed gained from dashing is kept upon jumping, but this will not be maintained upon a double jump. In addition, this dash cannot enter one-tile gaps that the other characters could enter via sliding.


In the level settings menu, Bass has one setting specific to him - the Double Jump, a skill he had in Mega Man & Bass. Enabling Double Jump will allow Bass to jump once while in midair, either after a jump initiated by the player or after falling off of a tile.
*'''Close Behavior (With Cutter) A: Throws the Rolling Cutter on his head in the player's direction.'''
*'''Close Behavior (With Cutter) B: Does brief pose, then throws the Rolling Cutter on his head in the player's direction.'''
Once Cut Man has thrown the Rolling Cutter on his head at the player, Cut Man's behaviors will change until the Rolling Cutter he had thrown returns to him and he places it back on his head. Without the Rolling Cutter on Cut Man's head, he has the following behavior if you are in close enough range (about less than 2.5 tiles between the player and Cut Man):


In the weapons menu, [[Rush Coil]], [[Rush Jet]], [[Jet Adaptor]], [[Power Adaptor]], and [[Super Adaptor]] are replaced by [[Treble Boost]]. The Treble Boost acts as a form of Jet-Pack that also replaces Bass's regular fire with a three-way spread shot, replacing those utilities. For [[Weapon Blocks]], a specific Treble Boost must be used to destroy it since the block has the ID of the original weapon.
'''Close Behavior (No Cutter): Cut Man does a fixed height and distance jump in the direction of the player.'''
When Cut Man takes damage, he will immediately cancel his current behavior to enter a recoil state briefly, where he is pushed back a short distance.
 
Upon Cut Man exiting his recoil state, if his Rolling Cutter is currently on his head, he will respond by throwing the Rolling Cutter on his head in the player's direction, and then go back to running towards the player as usual. If Cut Man takes damage and his Rolling Cutter is not on his head, he will just run towards the player as usual.
 
==Strategy==
Cut Man will continuously try to home in on the player at every opportunity. However, if the player knows how Cut Man behaves, he can easily be manipulated to whatever will grant the player victory.
 
The general strategy is to attack Cut Man from ground level while he is either running towards the player, posing, or preparing to throw his Rolling Cutter. The moment he throws the Rolling Cutter, the player should short hop over the projectile, getting between the projectile and Cut Man, and run past the spot where Cut Man was since Cut Man will jump towards the player at that point. The player should then immediately punish Cut Man from the ground when he has his Rolling Cutter again.
 
Since Cut Man will always hop at the direction of the player without his Rolling Cutter, the player can simply run where Cut Man was to dodge him if the player gets too close. If Cut Man has the Rolling Cutter on his head, he will always stop before throwing his Rolling Cutter allowing the player to react accordingly.
 
The player only has to deal with the one Rolling Cutter. However, that Rolling Cutter can pass through walls, fly past the player, and reverse fly back to Cut Man. While the player can directly destroy it, it is pointless since Cut Man will just immediately spawn a new one on his head.
 
Beware of the angle that Cut Man throws his Rolling Cutter, as he can occasionally throw it upward or at an unexpected direction. The player should run between it and Cut Man to dodge the upward angled projectiles. Optimally, the player should have Rolling Cutter being thrown towards them or angled lower, as the player can much more quickly dodge and get to the other side of Cut Man that way. The player should not attempt to continuously jump or attack Cut Man without his Rolling Cutter, since he can easily punish the player with contact damage at that point.
 
Since Cut Man will recoil if he is hit, the player should continuously fire and push him with a weapon to create some distance between them before he throws his Rolling Cutter. Preferably, a weapon that can rapidly be fired should be used, like the Mega Buster. Cut Man is prone to land based traps and pits, so the player should take advantage of his recoil weakness to activate them more easily. The player could hit Cut Man over a pit of trap if he happens to hop over it, but it is much easier just to have him run over to the trap and pit himself and recoil stun him from the ground.


==Trivia==
==Trivia==
*Bass is the only character not to always give a positive pose upon winning a level.
*As of version 1.7.5, Cut Man is the only Robot Master in Mega Man Maker to take recoil that pushes himself backwards when damaged by the player. This behavior is the same as in the original boss fight in Mega Man.
*He will give a thumbs down if he is holding onto a ladder, or facepalm if stuck in a sliding position (only available through Charge Kick usage or swapping characters while Mega Man or Proto Man slides).
As Cut Man's Rolling Cutter projectile spawns slightly behind Cut Man when he throws it, the Rolling Cutter projectile has the possibility to instantly despawn if Cut Man throws it when too close to the left or right edges of the screen, even if Cut Man's entire body still remains on-screen. It is currently unknown if this is intentional or a glitch.
*Bass' unique abilities from his playable role in ''Mega Man 7'''s "Versus Mode", such as the variant of Bass Buster that fires blue lasers and has a Charge Shot, are not present in ''Mega Man Maker''.
*Cut Man takes 3 damage from uncharged buster shots in Mega Man compared to 1 damage in Mega Man Maker. This change was likely done to make Cut Man more *challenging.
Cut Man will jump if he touches the sides of any solid Level Objects that are capable of movement. These include Push Blocks, Lift Platforms, Cossack Platforms, Falling Platforms, Rolling Drills, and Jet Platforms. This also applies to the enemy Pooker when it is used as a raft. It is currently unknown if this behavior is intentional or a glitch.
 
==Glitches==
*If Cut Man starts the boss battle spawning directly on top of Mega Man 6 Springs, Cut Man's behavior to run in the direction of the player, and attack if the player gets too close, will not activate. This makes Cut Man unable to move horizontally on his own, and unable to react to the player's distance, and leaves him pointlessly bouncing up and down on the Spring. Cut Man however will still counter-attack with a Rolling Cutter when damaged, if it is still on his head. This behavior oddity will persist until Cut Man lands on something resembling solid ground, where his behaviors will then activate and function normally.
 
==Gallery==
==Gallery==
<gallery>
File:CutMan.png|thumb|Official artwork from Mega Man 1
File:BassStand.gif|thumb|Bass standing
File:BassShoot.gif|thumb|Bass shooting in multiple directions using the [[Bass Buster]]
File:BassDoubleJump.gif|thumb|Bass using both of his jumps
File:BassJumpShoot.png|thumb|Bass shooting midair
File:BassDash.png|thumb|Bass dashing
File:BassHurt.png|thumb|Bass getting hurt
File:BassLadder.png|thumb|Bass climbing on a ladder
File:BassLadderShoot.png|thumb|Bass shooting from a ladder
File:BassVictory.png|thumb|Bass' victory pose
File:BassAerialVictory.png|thumb|Bass' aerial victory pose
File:BassLadderVictory.png|thumb|Bass' ladder victory pose
File:BassSlideVictory.png|thumb|Bass' sliding victory pose
</gallery>

Revision as of 18:26, 14 August 2021

Cut Man
CutManCW.png
Artwork of Cut Man from Rockman Complete Works''
Information
Game information
Description: Throws his scissor blade like a slow boomerang. Flinches when hit.
Category: Boss
Added in version: 1.0.0
Series information
Game of origin: Mega Man 1
Development

DLN-003/DRN-003 Cut Man is one of the 6 Robot Master bosses from Mega Man that is featured in Mega Man Maker since version 1.0.0. He is a deforestation Robot Master that uses his signature weapon, the Rolling Cutter to cut down trees.

Behavior

Cut Man starts the battle by running towards the player, he will not jump for any reason, not even to get over walls or obstacles, or to avoid holes and bottomless pits. Cut Man will continue to run towards the player whenever he is not throwing a Rolling Cutter, jumping, or posing, and is far enough away from the player horizontally (about 2.5 tiles or more space between the player and Cut Man).

If the player gets within close enough range of Cut Man horizontally (about less than 2.5 tiles of space between them), and Cut Man still has his Rolling Cutter on his head, Cut Man will do one of two actions:

  • Close Behavior (With Cutter) A: Throws the Rolling Cutter on his head in the player's direction.
  • Close Behavior (With Cutter) B: Does brief pose, then throws the Rolling Cutter on his head in the player's direction.

Once Cut Man has thrown the Rolling Cutter on his head at the player, Cut Man's behaviors will change until the Rolling Cutter he had thrown returns to him and he places it back on his head. Without the Rolling Cutter on Cut Man's head, he has the following behavior if you are in close enough range (about less than 2.5 tiles between the player and Cut Man):

Close Behavior (No Cutter): Cut Man does a fixed height and distance jump in the direction of the player. When Cut Man takes damage, he will immediately cancel his current behavior to enter a recoil state briefly, where he is pushed back a short distance.

Upon Cut Man exiting his recoil state, if his Rolling Cutter is currently on his head, he will respond by throwing the Rolling Cutter on his head in the player's direction, and then go back to running towards the player as usual. If Cut Man takes damage and his Rolling Cutter is not on his head, he will just run towards the player as usual.

Strategy

Cut Man will continuously try to home in on the player at every opportunity. However, if the player knows how Cut Man behaves, he can easily be manipulated to whatever will grant the player victory.

The general strategy is to attack Cut Man from ground level while he is either running towards the player, posing, or preparing to throw his Rolling Cutter. The moment he throws the Rolling Cutter, the player should short hop over the projectile, getting between the projectile and Cut Man, and run past the spot where Cut Man was since Cut Man will jump towards the player at that point. The player should then immediately punish Cut Man from the ground when he has his Rolling Cutter again.

Since Cut Man will always hop at the direction of the player without his Rolling Cutter, the player can simply run where Cut Man was to dodge him if the player gets too close. If Cut Man has the Rolling Cutter on his head, he will always stop before throwing his Rolling Cutter allowing the player to react accordingly.

The player only has to deal with the one Rolling Cutter. However, that Rolling Cutter can pass through walls, fly past the player, and reverse fly back to Cut Man. While the player can directly destroy it, it is pointless since Cut Man will just immediately spawn a new one on his head.

Beware of the angle that Cut Man throws his Rolling Cutter, as he can occasionally throw it upward or at an unexpected direction. The player should run between it and Cut Man to dodge the upward angled projectiles. Optimally, the player should have Rolling Cutter being thrown towards them or angled lower, as the player can much more quickly dodge and get to the other side of Cut Man that way. The player should not attempt to continuously jump or attack Cut Man without his Rolling Cutter, since he can easily punish the player with contact damage at that point.

Since Cut Man will recoil if he is hit, the player should continuously fire and push him with a weapon to create some distance between them before he throws his Rolling Cutter. Preferably, a weapon that can rapidly be fired should be used, like the Mega Buster. Cut Man is prone to land based traps and pits, so the player should take advantage of his recoil weakness to activate them more easily. The player could hit Cut Man over a pit of trap if he happens to hop over it, but it is much easier just to have him run over to the trap and pit himself and recoil stun him from the ground.

Trivia

  • As of version 1.7.5, Cut Man is the only Robot Master in Mega Man Maker to take recoil that pushes himself backwards when damaged by the player. This behavior is the same as in the original boss fight in Mega Man.

As Cut Man's Rolling Cutter projectile spawns slightly behind Cut Man when he throws it, the Rolling Cutter projectile has the possibility to instantly despawn if Cut Man throws it when too close to the left or right edges of the screen, even if Cut Man's entire body still remains on-screen. It is currently unknown if this is intentional or a glitch.

  • Cut Man takes 3 damage from uncharged buster shots in Mega Man compared to 1 damage in Mega Man Maker. This change was likely done to make Cut Man more *challenging.

Cut Man will jump if he touches the sides of any solid Level Objects that are capable of movement. These include Push Blocks, Lift Platforms, Cossack Platforms, Falling Platforms, Rolling Drills, and Jet Platforms. This also applies to the enemy Pooker when it is used as a raft. It is currently unknown if this behavior is intentional or a glitch.

Glitches

  • If Cut Man starts the boss battle spawning directly on top of Mega Man 6 Springs, Cut Man's behavior to run in the direction of the player, and attack if the player gets too close, will not activate. This makes Cut Man unable to move horizontally on his own, and unable to react to the player's distance, and leaves him pointlessly bouncing up and down on the Spring. Cut Man however will still counter-attack with a Rolling Cutter when damaged, if it is still on his head. This behavior oddity will persist until Cut Man lands on something resembling solid ground, where his behaviors will then activate and function normally.

Gallery

File:CutMan.png|thumb|Official artwork from Mega Man 1