Advanced Search
Search Results
146 total results found
Storm Eagle
Cut Man
Cut Man is early in the route since the nature of his stage does not give opportunities to save time with other weapons. He is also Elec's weakness, and we want to visit Elec soon for Magnet Beam, but the Elec Buster fight is a pain.
Cloud Man
Burst Man
bomb bomber bombest
Intro Stage
Wily 1
Wily 3
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...
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...
Clown Part 2 - General Tips
There are 4 bolts in part 2. One is collected in any% (and is harder to avoid collecting than to collect it). One hard requires a revisit, however 2 are routed into the 40 Bolts revisit. Note that the final screen Clown Climb is on the following page of this ...
Aqua - Part 2
For 40 Bolts, and intentional Game Over is used for optimal bolt gathering. There is a branching path with a checkpoint, each paths with a bolt. First Three Screens Use Grenades and the buster as needed to pass the snails on the first screens. For 40 Bolts...
Pharaoh - First Screens
For the two routes (Pharoah First or Bright First), there are two strategies for this screen. For either one, note that Mega Man might sink slightly between slides if your timing is not perfect. Expect to have a small hop every 3 to 5 slides. Bright First T...
Pharoah - Checkpoint Screen
Note - this is also where you respawn after collecting Balloon. Spike Platforms The platforms fire shots in each direction until you jump on them, then float across the spikes. This makes the section somewhat auto-scroller-like, however you can save a small ...
Pharoah - Last Screen
Like the checkpoint screen, you want to land on platforms as soon as possible to prevent shots, however this is not always possible. Mummy heads can fly forward at 3 angles, straight ahead, or high or low at about 30 degrees. Keep this in mind as you approach...
Bright Screens 2 - 4
Screen 2 - Grasshoppers The second screen of Bright Man features Grasshoppers. They can jump at two speeds - fast needing 2 jumps before they turn around, or slow requiring 3 jumps. On the slow pattern for the second grasshopper, you can make an early jump t...
Bright Checkpoint Screen - Grasshoppers
The checkpoint screen of Bright is the infamous grasshopper screen. There are two strats through here. There is a ladder going down to a side room with an E-Tank. This is completely ignored in the speedrun. Normal - No Balloons Switch to Pharaoh Shot at thi...
Bright Man - Last Long Screen
The last screen has a set of swooping platforms. It is likely to be played in the dark, as it is full of the enemies that turn off the lights. The Enemies The first enemy is a tight shot. Angle up with Pharaoh, or use a charged shot to hit it. Other enemies...
Screens 1 and 2 - Wily Archive 1
Rain Screen Manip As mentioned in RNG Manipulation - moving the same way through a screen to the frame, and killing the same number of enemies, results in the same RNG value. Movement through the rain screen (holding A to jump at beam in) and not stopping res...
Ring Half 2
Technically the Second Hippo is the screen before the checkpoint. See notes on Hippo one, and pass this screen in roughly the same fashion. There are two long screens (with a short screen thrown in) to end the stage. Main Strat - Use Pharaoh Checkpoint Scre...
Dust Man - The Rest
After the crusher screen, if you are not already using Ring, switch to Ring. The gumball machine takes 4 hits from Ring. While a well placed Ring will hit it 3 times instead of 2, you need to fire two anyway. The Met on the spike screen can be killed (3 shot...
Screens 1-3
The first three screens are mostly sliding and jumping as fast as possible. Keep in mind the distance Mega Man is from the spikes when sliding though. It is possible to slide into the spikes before the first ladder if you slide too far On screens 2 and 3,...
Bright Man - Screen 1
Whether first or second, the first section (nay, the whole first half) of Bright Man's stage is the same Movement on this screen is fairly precise, and the timing of kills matters to avoid the lights going out at the wrong time. For example, the first shot...
Escaroo Snail Midbosses
Use Bright BEFORE the snail fully forms, then jump through the hitbox. On the first Escaroo, this is trivial. On the second Escaroo, if you take a death, the second time you enter the screen, there is a frame perfect soft lock if you Flash/use Bright on the f...
Toad - Last Long Screen
Use Bright, and slide as much as possible. Remember you cannot jump out of a slide underwater Shooting the last two fish prevents them from jumping out of the water when the flash ends. This is both convenient and reduces lag. If they miss, just continue. Ju...
The Climb
The first section of Ring Man's stage goes up. These strats largely depend on having balloon. If you do not and are still playing (presumably a no reset scenario), Bright is the ultimate backup for all things MM4. Screen 1 As soon as Mega Man teleports in, p...