Weapon Analysis - Wild Coil

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D-Man
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Weapon Analysis - Wild Coil

Post by D-Man » Mon Jul 08, 2019 11:01 pm

Wild Coil - From MM7
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Capacity: 14-28 Power: 2(uncharged), 4(charged) Type: Throwing / Charged

Obtained from Spring Man, this gimmicky weapon fires bouncy coils out on both sides of the player. Up to four Coils can be on screen at once, and they will bounce on any terrain, but will be destroyed upon contact with an enemy or wall. Additionally, they can be charged to increase their bounce height and damage output. Holding up or down while firing a charged Coil will also increase or decrease the height of its bounce.
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This weapon is difficult to use effectively, as it cannot hit directly above the player, and an uncharged Coil needs to be fired every time you want to charge, meaning ammo will be wasted more than you'd like. Miscalculating the way the weapon bounces can lead to it going over enemies' heads or just narrowly missing a side hit, resulting in more ammo wasted. Yet, despite this, the Wild Coil is your only hope against the dreaded Wily Capsule 7.

Wild Coil was one of the lucky three MM7 weapons to be introduced in the 1.4 update. It functions the same way it did in its original game, though the inclusion of new objects such as water can be used to affect its bounce trajectory. See the Height Table on the MMM wiki for more information: https://wiki.megamanmaker.com/index.php/Wild_Coil

The coils will bounce on any object with solid collision on top or bottom, but will be destroyed upon contact with weapon blocks marked with Wild Coil, or side hits with Dust Blocks. Side hits against Reflecting Yoku Blocks and Time Bomb platform will cause the Coil to be deflected as normal. They can bounce on top of Bokazurah, but will still cause them to fire like most weapons do. It can now destroy Gabyoall-type enemies, even if uncharged. Against bosses, charged Wild Coils will deal twice the damage as uncharged ones, regardless of weakness settings. Unfortunately, this weapon does not interact with springs.
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Overall, the Wild Coil still proves to be a tricky weapon to use in regular situations, though getting used to its controls can make it a surprisingly useful (and fun) anti-air / anti-ground weapon.
Last edited by D-Man on Mon Jul 22, 2019 12:58 pm, edited 1 time in total.
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Re: Weapon Analysis - Wild Coil

Post by TheCreativeEye » Tue Jul 09, 2019 11:04 am

Didn't know they can be shot upwards, thank you!
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Re: Weapon Analysis - Wild Coil

Post by TheKman100 » Wed Jul 10, 2019 6:16 pm

One thing I've always wondered about this weapon... why is it so effective against Shade Man in the source game? I don't see any logical correlation.
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Re: Weapon Analysis - Wild Coil

Post by D-Man » Wed Jul 10, 2019 9:20 pm

TheKman100 wrote:
Wed Jul 10, 2019 6:16 pm
One thing I've always wondered about this weapon... why is it so effective against Shade Man in the source game? I don't see any logical correlation.
A lot of weakenesses don't make sense in this series, like how Charge Man is weak to a Stone weapon despite being able to produce coals, or Guts Man being weak to Time Slow in PU.
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Re: Weapon Analysis - Wild Coil

Post by TheCreativeEye » Wed Jul 10, 2019 9:40 pm

TheKman100 wrote:
Wed Jul 10, 2019 6:16 pm
One thing I've always wondered about this weapon... why is it so effective against Shade Man in the source game? I don't see any logical correlation.
Maybe it's just that Wild Coil is a silly weapon, and Shade Man is edgy, so capcom decided to include a bit of irony in their game
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Re: Weapon Analysis - Wild Coil

Post by TheKman100 » Thu Jul 11, 2019 2:31 am

D-Man wrote:
Wed Jul 10, 2019 9:20 pm
TheKman100 wrote:
Wed Jul 10, 2019 6:16 pm
One thing I've always wondered about this weapon... why is it so effective against Shade Man in the source game? I don't see any logical correlation.
A lot of weakenesses don't make sense in this series, like how Charge Man is weak to a Stone weapon despite being able to produce coals, or Guts Man being weak to Time Slow in PU.
Large stones can block train tracks, and an altered schedule might be hard for a construction worker to maintain.

What of the Wild Coil, a pair of metal springs, and Shade Man, a vampire robot with a sound cannon? It seems like there should be something.
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Re: Weapon Analysis - Wild Coil

Post by TheKman100 » Thu Jul 11, 2019 2:32 am

TheCreativeEye wrote:
Wed Jul 10, 2019 9:40 pm
TheKman100 wrote:
Wed Jul 10, 2019 6:16 pm
One thing I've always wondered about this weapon... why is it so effective against Shade Man in the source game? I don't see any logical correlation.
Maybe it's just that Wild Coil is a silly weapon, and Shade Man is edgy, so capcom decided to include a bit of irony in their game
Okay, I'll take it. Seems like a stretch, though...
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Re: Weapon Analysis - Wild Coil

Post by Kun fu Cuts Man » Thu Jul 11, 2019 8:35 pm

TheKman100 wrote:
Thu Jul 11, 2019 2:31 am
D-Man wrote:
Wed Jul 10, 2019 9:20 pm
TheKman100 wrote:
Wed Jul 10, 2019 6:16 pm
One thing I've always wondered about this weapon... why is it so effective against Shade Man in the source game? I don't see any logical correlation.
A lot of weakenesses don't make sense in this series, like how Charge Man is weak to a Stone weapon despite being able to produce coals, or Guts Man being weak to Time Slow in PU.
Large stones can block train tracks, and an altered schedule might be hard for a construction worker to maintain.

What of the Wild Coil, a pair of metal springs, and Shade Man, a vampire robot with a sound cannon? It seems like there should be something.
The coils are warlic flavored. Geminilaser's explanation.
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D-Man
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Re: Weapon Analysis - Wild Coil

Post by D-Man » Sun Jul 14, 2019 9:26 pm

Kun fu Cuts Man wrote:
Thu Jul 11, 2019 8:35 pm
The coils are warlic flavored. Geminilaser's explanation.
Okay, point taken.
Why is Galaxy Man weak against Concrete Shot?
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Re: Weapon Analysis - Wild Coil

Post by TheCreativeEye » Mon Jul 15, 2019 9:25 am

D-Man wrote:
Sun Jul 14, 2019 9:26 pm
Kun fu Cuts Man wrote:
Thu Jul 11, 2019 8:35 pm
The coils are warlic flavored. Geminilaser's explanation.
Okay, point taken.
Why is Galaxy Man weak against Concrete Shot?
The Cu- Concrete blocks up his blackhole-shooting hole, or maybe it's that it puts weight on him making him unable to fly
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Re: Weapon Analysis - Wild Coil

Post by phunguy06 » Mon Jul 15, 2019 3:17 pm

TheCreativeEye wrote:
Mon Jul 15, 2019 9:25 am
D-Man wrote:
Sun Jul 14, 2019 9:26 pm
Kun fu Cuts Man wrote:
Thu Jul 11, 2019 8:35 pm
The coils are warlic flavored. Geminilaser's explanation.
Okay, point taken.
Why is Galaxy Man weak against Concrete Shot?
The Cu- Concrete blocks up his blackhole-shooting hole, or maybe it's that it puts weight on him making him unable to fly
No, it just gets in your eyes. Not much.
I know Sputnik Man isn't spooky, shut up.

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14Protoman
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Re: Weapon Analysis - Wild Coil

Post by 14Protoman » Sun Jul 21, 2019 8:00 pm

Forget something:
- Bosses cause double damage if it is charged.
-Now he can destroy enemies of the Gabyoal type and before he could not.
-It's rebound type.

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D-Man
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Re: Weapon Analysis - Wild Coil

Post by D-Man » Mon Jul 22, 2019 12:54 pm

14Protoman wrote:
Sun Jul 21, 2019 8:00 pm
Forget something:
- Bosses cause double damage if it is charged.
-Now he can destroy enemies of the Gabyoal type and before he could not.
-It's rebound type.
First two are much appreciated, but I don't what a "rebound type" is even supposed to be.
Waiting for King Knight and The Delicious Last Course (and 1.6).
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Re: Weapon Analysis - Wild Coil

Post by warlic » Tue Aug 27, 2019 1:22 pm

Kun fu Cuts Man wrote:
Thu Jul 11, 2019 8:35 pm
The coils are warlic flavored. Geminilaser's explanation.
?
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Re: Weapon Analysis - Wild Coil

Post by 14Protoman » Wed Aug 28, 2019 1:53 am

TheCreativeEye wrote:
Wed Jul 10, 2019 9:40 pm
TheKman100 wrote:
Wed Jul 10, 2019 6:16 pm
One thing I've always wondered about this weapon... why is it so effective against Shade Man in the source game? I don't see any logical correlation.
Maybe it's just that Wild Coil is a silly weapon, and Shade Man is edgy, so capcom decided to include a bit of irony in their game
I have all thoose answers.
Shade man is weak to wild coil because springs can serve as toys, toys represent joy and joy is a state that ignores the fear represented by vampires; It may also be because it is an anti-aircraft weapon and rebounds make the flight heavy or because vampires don't know modern artifacts such as springs, keep the first one.
Charge man is weak to power stone because a stone heavy enough can break carbon trains because they are not as modern as electric ones, or because CM is a head of fire, and the rocks stifle the flames, since the water would not work With a steam train.
Guts man in PU is weak in time slow, because hard and strong things become weaker when they lose speed, if you hit something, you realize that the slower you hit, the less damage you do; also because the vibration breaks the rocks.

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14Protoman
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Re: Weapon Analysis - Wild Coil

Post by 14Protoman » Wed Aug 28, 2019 1:56 am

D-Man wrote:
Sun Jul 14, 2019 9:26 pm
Okay, point taken.
Why is Galaxy Man weak against Concrete Shot?
Because concrete is an antiaircraft and since a UFO is a flying vehicle, concrete makes it heavier too. Many weaknesses are because they are anti-aircraft.

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