Difference between pages "Cut Man" and "Bomb Man"

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{{Asset
{{Asset
|image=[[File:CutManCW.png|250px]]
|image=[[File:BombManCW.png|250px]]
|caption=Artwork of Cut Man from ''Rockman Complete Works''
|caption=Artwork of Bomb Man from ''Rockman Complete Works''
|description=Throws his scissor blade like a slow boomerang. Flinches when hit.
|description=Takes long and short jumps while chucking bombs.
|category=[[Boss]]
|category=[[Boss]]
|game=''[[Mega Man 1|Mega Man]]''
|game=''[[Mega Man 1|Mega Man]]''
|version=[[1.0.0]]
|version=[[1.0.0]]
}}
}}
'''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.
'''DLN-006/DRN-006 ''Bomb Man''''' is one of the six Robot Master bosses from [[Mega Man]] featured in ''Mega Man Maker'' since version [[1.0.0]]. His signature weapon is the [[Hyper Bomb]], a powerful sphere-shaped bomb.
 
Bomb Man was created by [[Dr. Light]] and is one of the Robot Masters that [[Dr. Wily]] stole and reprogrammed during the events of [[''Mega Man 1|Mega Man'']]/[[''Mega Man Powered Up'']].


Cut Man was build by [[Dr. Light]] and is one of the the robot masters stolen and reprogrammed by [[Dr.Wily]] during events of [[Mega Man 1|Mega Man]]/[[Mega Man Powered Up]] and [[Mega Man: Dr. Wily's Revenge]].
==Behavior==
==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).
When Bomb Man lands on something resembling solid ground and is far enough away from the player (greater than one tile gap between the player and Bomb Man), he will throw a Hyper Bomb in the player's direction. After that, he will do one of the following behaviors:
 
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.
* '''Far Behavior A''': One medium jump towards the player.
*'''Far Behavior B''': One medium jump away from the player.
*'''Far Behavior C''': One large jump towards the player.
When Bomb Man lands on something resembling solid ground and is close to the player (one tile gap or smaller between the player and Bomb Man), Bomb Man will do one of the following behaviors:


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.
*'''Close Behavior A''': One small jump towards the player.
*'''Close Behavior B''': One large jump away from the player.
Bomb Man will cancel his Hyper Bomb throwing animation early if the player gets too close, and will respond with either "Close Behavior A or B" as listed above. If cancelled fast enough, Bomb Man will not throw a Hyper Bomb.


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.
Bomb Man will occasionally use "Far Behavior A or B" to better position himself, so that "Far Behavior C" will make Bomb Man more accurately land on top of the player.


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.
Unlike the player's version of the Hyper Bomb, this version has the bomb explodes just after falling and hitting something resembling a floor, wall or ceiling.


==Trivia==
==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.
*Bomb Man's throwing range for Hyper Bombs is infinite. This means it is possible for Bomb Man to throw a Hyper Bomb so far, that it can hit a player 49 screens away horizontally from the screen Bomb Man is currently on, assuming smooth scrolling is used and nothing is blocking the path of the thrown Hyper Bombs.
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.
**Bomb Man's throwing range for Hyper Bombs is infinite. This means it is possible for Bomb Man to throw a Hyper Bomb so far, that it can hit a player 49 screens away horizontally from the screen Bomb Man is currently on, assuming smooth scrolling is used and nothing is blocking the path of the thrown Hyper Bombs.
*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.
*Due to how their AI functions, Bomb Man, [[Toad Man]], and [[Stone Man]] can be manipulated into never attacking using their signature weapons, if the player never triggers the required conditions for those attacks to occur.
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>
<gallery>
File:CutMan.png|thumb|Official artwork from Mega Man 1
File:BombMan.png|thumb|Official artwork from Mega Man 1
File:CutManInGame.png|thumb|Cut Man in Mega Man Maker
File:CutManThrow.png|thumb|Cut Man throwing his Rolling Cutter
File:CutManRun.png|thumb|Cut Man running
File:CutManJump.png|thumb|Cut Man jumping without his roliing cutter on his head
</gallery>
</gallery>

Revision as of 19:07, 14 August 2021

Bomb Man
BombManCW.png
Artwork of Bomb Man from Rockman Complete Works
Information
Game information
Description: Takes long and short jumps while chucking bombs.
Category: Boss
Added in version: 1.0.0
Series information
Game of origin: Mega Man
Development

DLN-006/DRN-006 Bomb Man is one of the six Robot Master bosses from Mega Man featured in Mega Man Maker since version 1.0.0. His signature weapon is the Hyper Bomb, a powerful sphere-shaped bomb.

Bomb Man was created by Dr. Light and is one of the Robot Masters that Dr. Wily stole and reprogrammed during the events of Mega Man/''Mega Man Powered Up''.

Behavior

When Bomb Man lands on something resembling solid ground and is far enough away from the player (greater than one tile gap between the player and Bomb Man), he will throw a Hyper Bomb in the player's direction. After that, he will do one of the following behaviors:

  • Far Behavior A: One medium jump towards the player.
  • Far Behavior B: One medium jump away from the player.
  • Far Behavior C: One large jump towards the player.

When Bomb Man lands on something resembling solid ground and is close to the player (one tile gap or smaller between the player and Bomb Man), Bomb Man will do one of the following behaviors:

  • Close Behavior A: One small jump towards the player.
  • Close Behavior B: One large jump away from the player.

Bomb Man will cancel his Hyper Bomb throwing animation early if the player gets too close, and will respond with either "Close Behavior A or B" as listed above. If cancelled fast enough, Bomb Man will not throw a Hyper Bomb.

Bomb Man will occasionally use "Far Behavior A or B" to better position himself, so that "Far Behavior C" will make Bomb Man more accurately land on top of the player.

Unlike the player's version of the Hyper Bomb, this version has the bomb explodes just after falling and hitting something resembling a floor, wall or ceiling.

Trivia

  • Bomb Man's throwing range for Hyper Bombs is infinite. This means it is possible for Bomb Man to throw a Hyper Bomb so far, that it can hit a player 49 screens away horizontally from the screen Bomb Man is currently on, assuming smooth scrolling is used and nothing is blocking the path of the thrown Hyper Bombs.
    • Bomb Man's throwing range for Hyper Bombs is infinite. This means it is possible for Bomb Man to throw a Hyper Bomb so far, that it can hit a player 49 screens away horizontally from the screen Bomb Man is currently on, assuming smooth scrolling is used and nothing is blocking the path of the thrown Hyper Bombs.
  • Due to how their AI functions, Bomb Man, Toad Man, and Stone Man can be manipulated into never attacking using their signature weapons, if the player never triggers the required conditions for those attacks to occur.


Gallery