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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...
Mercury Fight
Movement Patterns Mercury has two ways of moving across the room that depend on his remaining HP. As a note, a full meter has 19 HP. Even - slow hopping across the room Odd - the fast slide across the room Buster Fight In Mercury's stage, you fight with t...
Dinorex - First Half
This stage is all about moving fast, but also not taking damage. If you are playing Dinorex first, you need to achieve GA rank. Decent The first section of the stage falling and outrunning the flame throwers. Dashing off the ledges is largely enough to outru...
Route Differences - 100%
Form PJ on why Shade 5th Shade Man revisit (to the respawn point and exiting, since that is all the additional content):2684 frames (44 seconds)Minus the cost of death abuse and respawn:91411 - 90650 = 761 (11 seconds)Total cost of revisit: +33 Shade Man f...
Route Info
The two main categories being Any% and 100%. 100% collects all permanent upgrades, such as Protoman's Shield, the Energy Balancer, and the Exit Module. Any% Cloud Junk Freeze Burst Slash (use Ice) Spring Shade Turbo An alternate route would be t...
Noise Crush Quick Kills
Shade Man's weapon bounces off walls, creating a unique opportunity to have a shot bounce around a robot master's room. In theory, this can be used to strike a boss the moment its life meter appears, reducing it from the first HP it gained to 0, killing it. ...
Phantomire's MM7 Tutorial
https://www.youtube.com/playlist?list=PLu9v9BR8l89jfhqU6G9YllrApwy_sv2zs
Weapon Notes
The Mega Buster The charge speed is kinda awful. Lemons out DPS it against bosses (though if you do have free time to charge, do it). Wild Coil (Spring) This weapon can be charged. Charged springs do more damage (perhaps obviously), but can also bounce high...
Slash Man Fight
Slash Man has an annoying habit of jumping above the screen to "drop ketchup" after 2 hits. As such, a goal of the fight is to minimize the number of times he goes off screen. This can be done by delaying the shots of Freeze Cracker until after some charged B...
Shield Glitch
When equipped with the saber and Boomerang Shield, Zero can hold the shield and slash relatively quickly. Enemies won't get iframes from the slash, allowing Zero to hack away. Keep in mind Zero cannot dash while holding the shield, so be careful if you have t...
Weapon Experience
This game has a weapon experience system. You start the game unable to do a triple slash or fire a full charge buster shot, or apply elemental chip effects to those weapons. Weapons gain experience through attacking enemies, so the more you use one the faster...
Version Differences
The Japanese version of Mega Man Zero 2 features zips. This was patched out of the North American release.