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![]() That DarkHole is blocking the last panel of the action, it should end in a + shape. It's the riskier, but in my opinion, more rewarding option. The Napalm action, as you can see, sacrifices the dependability and relative safety of TomahawkSwing for sheer range. TomahawkMan is awesome, but I honestly prefer Team ProtoMan's NapalmMan. However, this can be turned into a potent advantage, but more on that later. Like all Order Point actions, however, it can't liberate panels that have an enemy standing on it or DarkHoles. ![]() Being an even square, the newly opened area is also pretty advantageous in that no chances to be surrounded exist in any of the panels it opens up. Well, let's get things started! Yeah, TomahawkSwing has the exact same range it does in battle. And with Order Points at a premium, something KnightMan even voices worry over, this could be a long haul.įortunately, liberating gigantic areas of DarkPanels at a time is the specialty of the Power teammate! Although, using their special actions will destroy anything inside ItemPanels, though thankfully BarrierKeys are exempt to this. What's worse is how thick the DarkPanels are here. Yeah, guys, there's kind of something funny about that. Remember: Only Colonel, Baryl, and Lan know about Dark MegaMan. The Power teammate in either version lives up to the sheer firepower they've been built up to have. ![]() Right, there's your introduction! Get it? Got it? Good. And let's also try not to imagine what one of ShadowMan's "previous commitments" might be. Let's just ignore what that would mean for the whole game. Yeah, the rest of the team kind of needs to show up first.
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