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Doc Quick Breakdown

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Apr 4th, 2017
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  1. Doc Quick, to say the least, is really problematic. Fast jumps, unpredictable patterns, and fast movement, which makes for a really hard battle, but I have seen some things:
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  3. 1. He has four sets of patterns he can do:
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  5. - Jump, Jump + Boomerang, Jump, Running towards you
  6. - Jump, Jump + Boomerang, Running towards you
  7. - Jump + Boomerang, Jump. Running towards you
  8. - Jump + Boomerang, Running towards you
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  10. 2. If he jumps and launches the Quick Boomerangs, he always does it on the highest point of the jump arc, like the original Quick Man, and the boomerang always goes to the last place you were when he launched them, then after 1 second or so, they go after you.
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  12. 3. He has three types of jumps:
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  14. - A short jump, it can be on the same place if you're far away, a little bit further, or trying to aim to you. The short jump can be dangerous if he uses the boomerangs, providing you're in the wrong place.
  15. - A medium jump. Either to a short distance, or towards you.
  16. - A high jump. This, believe me or not is the scariest thing he can do, because the high jump doesn't go to your last position, but further from your last position, like homing the possible place you'll be in which you think you'll be safer. Another dangerous combination if used with boomerangs.
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  18. 4. The type of jump he can use for each one of his sets of patterns is random. For example, he can do Low jump, High jump + Boomerang, High Jump, or let's sey, Medium jump + Boomerang, Low jump, between other combinations.
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  20. 5. And like the original Quick Man, if his first move is the low jump + boomerang combo, then he runs towards you, you're pretty much screwed, because, even if you can dodge the boomerangs with a precise jump, then you're at the mercy of Doc Quick's run. Of course, it can be dodged if you a jump at the start of the battle so the boomerangs go over you, then jump Doc Quick, and then jump the boomerangs that will come at you. This is an extreme maneuver, because starting the battle with a jump is risky, proving he does the medium jump or the higher jump instead.
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  22. That's what I've seen about Doc Quick's AI. Now, I have some leads:
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  24. 1. The Quick Boomerangs can be misdirected.
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  26. 2. Usually it's better to be close to Doc Quick in order to predict the low jump + boomerang combo in order to make the boomerangs disappear, because that can be very, VERY hard to dodge most of the time if he launches them in the right way and you're in the wrong position.
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  28. 3. It's also important to try to keep Doc Quick in a certain distance from you when he switches to the retreat phase (when he runs towards you in order to gain distance), because you would want to dodge the boomerangs and also jump him.
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  30. 4. Also, try to not, I repeat, NOT to be too far away from him. The more distance he gains from you, the more dangerous he becomes.
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  32. Okay, here's the countermeasures I've been able to design:
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  34. 1. If he starts the battle with the low jump + boomerang combination, but he continues with another jump, wait just until the boomerangs are launched, then jump, slide under him, then jump him and the boomerangs. It takes some time to get used, though.
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  36. 2. If you slide under him when he launches the boomerangs at a middle jump and you're close to a wall, then he does the retreat phase, just jump him in the exact moment, so the boomerangs go over your head. This won't work if the boomerangs are in the way of his retreat phase.
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  38. 3. If he does the highest jump when Doc Quick is against the wall, then he proceeds to the retreat phase, you can jump him and the boomerangs just after the boomerangs go after you. It requires good timing, but with some practice it's doable.
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  40. But now, here comes the problems I'm having with this guy:
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  42. 1. Trying to get him into a good position in which you can dodge or misdirect the boomerangs and escape Doc Quick when he decides to run towards you. If Doc Quick is in the wrong distance and you can't jump him and the boomerangs, then he'll corner you.
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  44. 2. Also, It's possible for the boomerangs to be in the way or for Doc Quick doing the scariest high jump, leaving you with few chances of escaping his attacks. This is mainly true if he does the highest jump against the wall, then he proceeds to do another highest jump.
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  46. 3. Doc Quick is very RNG heavy in regards of which set of patterns he can do and how would he do those patterns.
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  48. 4. Precise movements and attacks are kinda hard with MM3's sticky controllers.
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