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Mega Man V
Cossack 1
First castle stage of the game
Wily Stage 1
Wily Stage one is primarily a Jet Sled reprise of Frost Man, with some fancy Thunder Beam grappling at the end.
Misc Techniques
General descriptions
All About Rush
Air Man
He can't be beaten. He is early in most Any% routes to acquire Item 2
General Techniques
Cossack 2
Wily Stage 2
Wily 2 is largely a Rush Jet autoscroller, with a twist...and an RNG heavy boss.
Wily 3
Wily Stage 4
Final Stage
Bright Man
Ring Man
Ring Man is typically the 3rd stage of the any% route.
Wily 5 (Final Stage)
Mega Man 10 - General Tips
General Information about
Wily 1
Crash Man
Dust Man
Dust Man is traditionally 4th in the any% route, although it could be 3rd is you do Bright 4th. It features a very laggy room, and a crusher section.
Cossak 4
The End?
Wily 1
Oh My God It Was Wily All Along also Let's Go Mets
Wily 2
Rush Jet
Route Information
There are two main routes for speedrunning Mega Man 4. They are largely even in length except for the Grasshopper Skip. While "The Nintendo Power Route" suggests Toad first, speedrun routes do either Bright or Pharoah first. The final 6 stages are the same for...
Balloon Jumping
When a Balloon is placed into a wall, it remains there for about 16 frames. This gives you time to land on the despawning ballon and jump again. This is most obvious in Ring Man's stage, and Cossack 2. Its worth noting that the time might be reduced due to ...
Rush Teleporting on Damage
In Mega Man 4 (as well as some ROM Hacks of it), Rush will teleport under Mega Man when he takes damage. This is actively used in the run as a strat and a race-backup. Rush Coil in Pharaoh Balloon Jump By having (unused) Rush Coil on screen, if you take dama...
Extending Flash Stopper Duration
If you pay attention, Bright Man's Flash Stopper lasts longer if you slide. The "duration timer" does not count down while Mega Man is in a slide, so by extending the slide, you make the frozen enemy effects last longer. This allows long rooms, such as the la...
Pharaoh Shot Mechanics
Double Hits You can hit an enemy with the charged orb over Mega Man's head, despawning the orb, and then still fire a full charged shot. Technically, you fire the same charge level the orb was when it despawned, so be aware of this against bosses (mainly Brig...
About Zips
Zips in Mega Man 4 require the player to be in invincibility frames. There are only 2 RTA viable zips in the run, Skull Man and the Dust Man crusher section, and only one of them (Skull) is the optimal strat. These zips are covered in their stages. There are ...
Bolt Locations - Grenade Man
There are 5 bolts in the stage. Only 4 are collectable on your first visit; the fifth requires Flame Sword. Only 1 bolt (the second bolt in half 1) is collected for any%. First Half Credit for this image to the MM8 Compendium (https://i.imgur.com/bMoVz45.p...
Frost Part 1 - General Tips
Remember that ball jumps are almost free on the sled. Simply hold jump and fire Mega Balls in front of Mega Man. Both bolts are collected in any%. Ball jumping can make the jump after the first bolt easier/safer at no time loss. The second bolt is not specifi...
Frost Part 2 - General Tips
Immediately* summon Rush Bike at the start of the stage. Besides generally moving fast, the bike "Goes through" the ice blocks as long as you don't shoot them. * in 40 bolts, on the second visit with Hyper Slider, slide to the bolt first. "Yoshi Ditch" Rush ...
Frost Man - Boss Fight
HP: 40 Damage Chart M. Buster M. Ball T. Hold F. Bomb I. Wave T. Claw 1:2:3 1 1:1 3 1 1 A. Crush W. Balloon F. Sword H. Sniper R. Bike R....
Bolt Locations - Frost Man
There are 6 bolts in the stage. The two in the first half of the stage are collected in any%. One bolt in the second half requires a revisit, specifically after Astro Man. Thanks to the Compendium for image and bolt descriptions. Note that red numbers are co...
Tengu Part 1 - General Tips
Mind the wind at your back. Going left against the wind is difficult. Ball jumping while facing left at the end of the bubble climb is near impossible. The first bolt in the stage is technically slower than others, but it's the fastest bolt not collected in a...
Tengu - Rush Jet
General Jet Tips With the exception of the mid boss, these are auto scroller sections. Nothing you do (such as enemy kill times, again except the mid boss) makes things faster or slower. In the first half, Flash Grenade explosions "zoom off screen." In the s...
Tengu Part 2 - General Tips
You stayed in the bottom right after getting the bolt before getting off rush jet, right? This actually saves a small amount of time. Bubble Climb 2 The second half's bubble climb requires a little finesse but can be done damageless. Go to the right a slight...
Shiriko da Gama
This page lifted directly from the Mega Man 8 Compendium HP: 33 Damage Chart: M. Buster M. Ball T. Hold F. Bomb I. Wave T. Claw 1:1.5:3 3 1:1 0.5 2 2 A. Crush ...
Tengu Man - Boss Fight
From The Compendium HP: 40 Damage Chart: M. Buster M. Ball T. Hold F. Bomb I. Wave T. Claw 2:3:4 1 2:1 1 6 1 A. Crush W. Balloon F. Sword H. Snipe...
Bolt Locations - Tengu
There are 4 bolts in Tengu Man's stage. Only 2 are collected in any% - the visible bolt after the mid boss in part two, and the low bolt on the last screen before Tengu. If the last bolt is difficult to obtain, substitute the stage's first bolt. Special - T...
Hold A on Teleport
Holding A buffers a jump on beam in. This makes Mega Man jump immediately and start moving, as opposed to the start up frames to begin walking. Saves a few seconds across the run.
Clown Part 1 - General Tips
The first half of Clown Man's stage has 1 bolt not collected in any%, and a mid boss. First Three Screens Summon Rush Bike immediately. This lets Rush Bike travel on the second screen, where Mega Man automatically walks to fall into the rest of the stage, sa...
Sisi Roll
From the Compendium HP: 32 Damage Chart: M. Buster M. Ball T. Hold F. Bomb I. Wave T. Claw 1:2:3 3 1:2 2 3 3 A. Crush W. Balloon F. Sword H. Sniper ...