Conditions for this mission are normal, including: No damage 100 pts S - Rank Real time stops when the final hit lands on the boss This stage is slower-paced than the other stages due to its use of Bombs to clear terrain or hazards to proceed, so more patience was required to navigate through this stage. We had a slightly rough start going into the factory, but I'd say there were only minor mistakes in the factory that went well enough. Those bombs were definitely useful for the off-screen turrets if we hit the bombs at the right angle! The generators were a good opportunity to demonstrate simple ways to implement damage stacking with the Shield Boomerang and the Saber Skull Crush. If you use the Shield Boomerang to cover yourself while moving into position, it becomes a lot easier to burn through those generators. I also found a simple method to destroy the hardest/second-to-last generator by simply short-hopping over the grounded bullet. If you do that while covering your approach, it works out just like the other ones. And fortunately, all the spots for damage stacking went well in this run. Another reason this stage requires patience is the enemy count requirement. Zero 2 has a stage gimmick similar to Mega Man X1 where the stage environment changes by removing Pantheons in future levels. To compensate for that, we needed to farm the crawler Pantheons to meet this enemy count requirement. The biggest reason this stage requires patience is because of the boss fight. For some reason, Phoenix Magnion is designed to change RNG... EVERY SINGLE FRAME (Keep in mind that typical animation runs 60 frames in one second). So while having consistent movement in the stage was the gameplan, it could only go so far in this fight. The fight includes spewing lava from the floor, so I had to plan my route to get the best possible room that I could. Fortunately, the RNG was good enough to not get his difficult EX skill for a decent fight. The ending was super funny because I stayed in the same position for a while. Then unplanned at the last minute, I decided to go for a disrespectful slash on his charge attack, and I timed the finishing strike right without any practice! That moment alone was reason enough to count this for the run!