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Flash Man - Stage
Flash Man's stage is at best minimally sped up by items and weapons, and Flash Man's Time Stop is a very useful utility. As such, Flash is done early if not first in most routes. A few notes on the stage: There are subtleties to the movement to avoid hits ...
Boss - Flash Man
Damage Table To Flash Weapon Normal Difficult Buster 4 2 Metal 8 4 Bubble 4 2 Quick 4 2 From Flash Contact Shots Flash's Pattern Flash Man walks around the room for a few seconds, then activa...
Routes
Zips or Zipless The major difference of the routes is zips. With zips, your route is focused on acquiring Item 1 as fast as possible. Without zips, item 1 is less important. Yes-Zips Flash Depends Fastest: Heat then Air More accessible: Air then Heat...
Normal vs. Difficult
The North American release of the game introduced a difficulty select of Normal or Difficult. The Japanese release does not feature this option, but is equivalent to "Difficult" mode for gameplay. Damage done by the player to enemies is is doubled in normal m...
Route Information
Mega Man 6 routes are mostly centered on acquiring Flame. It is a very powerful weapon and makes short work of normal enemies. Wind First (the current WR Route) Flame First Knight First All routes proceed to follow weakness order: Wind Flame Blizz...
Slide Canceling
Mega Man cannot jump out of a slide in Mega Man 6. Whether underwater or not. Pressing A again in a slide will make Mega Man stand up. This leads to two ways to cancel your slides. "Back cancel", by "pushing left" (assuming you are sliding right) "A-Cance...
Switching to Rush
Hold Start when swapping to Rush Power or Jet. This will immediately end the cutscene.
Mechasaurus
Mechasaurus infamously has a "strange" hitbox. Many seeming direct hits will simply not do damage and dink off it. The problem lies in the behavior of the Yamato spear. The spear travels 6 pixels per frame, but the boss's hit box is only 4 pixels wide, meanin...
Yamato Spear Behavior
The spear always fires on a slight angle, up or down. Shots alternate between them The spear travels 6 pixels per frame, making Mechasaurus rather interesting.
Knight Crusher
Knight can be fired on diagonals Knight will pass through enemies it defeats with more than the needed damage.
Boss - Centaur Man
Damage Values Buster 1:1:3 Knight 4 Strat The old saying was "if Centaur Flashes you, you did something wrong." "Something Wrong" is if both you and Centaur are not in invincibility frames after a Centaur Teleport. As long as you are qui...
Boss Explosion Lag Reduction
Nobody, not even the TASers, know why, but jumping against the right wall of a boss's chamber will reduce the lad of the explosion. As such, it is ideal to end most boss battles close to the right hand wall.
Weapon Switching and Canceling
Quick Weapon Swap Wheel Mega Man 10 features fast weapon swaps with L and R. This functions like most other Mega Man (Classic and X) games, where pushing both L+R puts Mega Man back onto buster. Unlike most others, Mega Man can use L and R to access Rush Coil...
Zero Fly
This only works on the original 2004(?) PC release, and the original PS2 release. It was patched for Legacy Collection 2, along with the shop's money underflow. If you are holding Up when you press down (including any left-or-right diagonal), Zero will fly up...
Boss Invincibility Periods
Mavericks in Mega Man X8 typically follow a few common rules They enter invincibility frames every 8 HP of damage. After the 2nd and 5th sets (at around 16 and 40 HP of damage), they advance to the next phase. Between phases 2 and 3, there is an extended ...
Route Information
This information applies to New Game Runs. Character Choice There are two general character concepts to the routes. Zero Route The main principle of the Zero route is acquiring the Glaive and Zero Fly as soon as possible. The glaive makes it very easy to s...
Vile Locations
Most stages have at least one room with a required challenge. One of those rooms is potentially a Vile fight room. Since these rooms vary in length for whatever lies within, and most bosses are defeated using base character attacks and not weakness weapons, t...
Dashing
Base X and Zero You can dash jump at any time while simply holding dash - you do not need to re-press it. This saves the time of the starting a dash animation and/or a player consciously pressing dash-before-jump.
Yammark Map
Maps pinned in discord by Kammesennin Notable Items Blade Armor part Sub Tank Life Recover part
Invincibility Glitch
Zero's technique from Rainy Turtloid (down+special) has a glitched invincibility property. The move makes Zero briefly invulnerable, however it can be interrupted (typically by having whatever Zero is standing on go away). If interrupted, the game "forgets" t...