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Route Information
All Stages This is largely incomplete information at this time after a brief conversation in The Practice Room in 2025. The route for X5 All stages primarily focuses on defeating mavericks with a high grade to give parts. These parts then take time to craft,...
The Enigma Manip
The enigma manipulation refers to guaranteeing the Enigma Cannon shot at the space colony successfully destroys it, unlocking the final stages with Zero still a playable character. Normally, even if you defeat all 8 mavericks, there is a small chance the colo...
Maverick Parts
After defeating mavericks with a level of at least 8, Alia will ask if you want Life+ or Weapon Energy+. That + is a part that can be equipped, and the part you get depends both on the Maverick defeated, and the Life/Energy choice. Many of these are currently...
Dash Jumping
In the Playstation 1 Mega Man X games, you do not need to re-press dash to jump fast. You can hold the jump button and "just jump". This saves the start-up time to begin a dash before jumping.
Saber Dash Cancel
Zero's most effective damage technique(s) involve slashing, then dashing to interrupt the combo, then slashing again. The first 2 hits of Zero's triple slash do not give bosses invincibility frames, allowing you to do this over and over again. It is a small a...
Heat Man Screen 3 - Part 1
Zipping Do not drop off the ladder when entering screen 3. You can hold down in the screen transition to grab the ladder if you press A to drop down the ladder. (You can also set up the zip from the floor, but it takes several more seconds.) There is a very ...
Heat Man Screen 3 - Part 2
This covers the long disappearing block portion of Heat Man's stage. With Item 2 If you are playing Zipless, or did Air second, you will have item 2. Walk along the bottom up to the lava, then use item 2. Depending on how much energy remains, you may need to...
Ranking System
Akiteru's Pastebin https://pastebin.com/cnvAww69 Mega Man X5 ranking system documentation by Akiteru Done on USA version POINTS TIERS STAGE TIME: less than 1'00"00 - 8 points less than 2'00"00 - 4 points less than 5'00"00 - 2 points 5'00"00 or...
Kraken - Wall Skip
Late in Kraken's stage is a section with two of the colored gate switches over spikes. The speedrun can be seen skipping this through the wall using an invincibility trick. This requires damage boosting. Get on the right edge of the moving platform As soon...
Dynamo
Dynamo attacks twice in runs that play enough maverick stages - after 2 mavericks, and after 6. While Dynamo has a higher level and more attacks in the second encounter, he is trivially defeated by Zero in both instances. Fights with Zero Assuming a run thro...
Heat Man Screen 1
Most of this screen is trivial - hold right and shoot enemies. The Item 3 Throw Section Switch to item 3 after walking off the high platform. Pause and switch to item 3 here - pausing itself (even without switching weapons) resets the falling speed so you re...
Versions
Regions The US and Japanese releases of this game play exactly the same, and both are accepted for runs. Text on the Japanese cart takes approximately 0:28 seconds longer than the US version. Much of this is locked in stone, such as the passageway before Dar...
Up Canceling Slides
That's it. Up canceling slides. In addition to the expected methods of slide canceling (back canceling and jumping out of slides), you can cancel slides with the up button. There are a few places this is useful throughout the run, though it is also almost req...
The Mega Arm
Mega Man's charge shot is replaced by firing his entire fist. Charge Shots A "half charge" is about 30-89 frames of holding B. A full charge is then 90+ frames. Half charges deal 2 damage, full charges 3. The fist after that returns to Mega Man, and the beh...
Pluto Break Dash
Pluto's Break Dash weapon works by charging. Uncharged fires a normal lemon 15-29 frames of charge is a very short dash that uses 0.5 energy 30-89 frames is a longer-but-still-short dash that uses 1 energy 90+ frames is a full charge long dash using 2 en...
Weakness Order
This page is something of a troll, but it is true. Neptune > Mars > Venus > Jupiter > Saturn > Mercury > Pluto > Uranus > Terra > Neptune Bolded robots are in the second half of the game. As such, it is true you cannot use only weakness order. Other Weaknes...
Route
Suggested Route is Neptune First Mercury Mars Venus Dark Moon Pluto Jupiter Saturn Uranus Route Rationale Neptune and Mercury have good early game weapons. Mercury's weapon does 2 points of damage a shot, and Mars is weak to Neptune. Venus coul...
Mashing Text
Most text in this game can be mashed forward with any button, including the D-pad (up/down/left/right). As such an effective way of advancing text is to spin your thumb around the D-pad. Leaving the Shop Since the D-pad advances text, you can mash left/right...
Neptune - Sub Surface
The first few screens are on the top of a rising and falling sub. There are 2 helicopter enemies with 9 HP each, which is the focus of moving through this screen quickly. The strats for this screen rely on being able to follow the rise and fall of the sub. Yo...
Game Start and Stage Select Notes
This game has an opening Cutscene you can press start through. Most game timing allows soft resetting before timing, as the cutscene will not play on a soft reset. The stage select only respects left and right presses. Both screens of 4 start you in the top l...