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All About The Super Arrow
The Super arrow takes two points of ammo to fire, though it can be fired with only 1 point of weapon energy remaining. You cannot walk (or slide) off the front of a moving arrow - it will catch you. Riding the Super Arrow drains 1 point of energy as Mega Man...
Ice Wall Jumping
With proper timing, you can jump, create an ice wall, land on the created ice wall, and jump again. This is used in a variety of places across the speedrun, so it is a vital piece of tech. Screens can still be completed without it, but you will lose significan...
The Counter Attacker
The little flame item in the shop is "The counter attacker." This item makes all attacks do 2 extra damage whenever Mega Man is under 8 HP. Beyond the obvious but annoying method of counting tiny bars on the screen, you can tell if your character is under 8 H...
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 ...
All About Zipping
Most zipping in this game requires getting pushed into a wall by Ice Wall, then directing Mega Man up or down with Lightning or jumping. Getting Into The Wall At a high level, to get pushed into a wall, you jump, use Ice Wall, then move Mega Man into the ice...
Early Magnet Beam
You can grab the Magnet Beam without Guts (or Elec) by executing a ladder zip. Setup Get Mega Man to the top of the right ladder below the magnet beam (it does not matter how you entered the screen). To get Mega Man into the glitch position, you must push do...
Switching To Heat Man For Pit Deaths
Several points in the speedrun, notably the intentional deaths in the Crash and Wood Man zips, switch to Heat Man's weapon for seemingly no reason and begin charging it before falling into a pit. Mega Man 2's "death respawn timer" uses the sound effect of Meg...
Boss Magic Pixels
Being perfectly centered (X-coordinate, so height doesn't matter*) in an 8 Robots boss room, looking either way, results in skipping some of the "weapon get" animation where Mega Man jumps to the middle of the room and "absorbs" the explosion bubbles. By skip...
Boss Kill Locations
In Mega Man 4, the boss fanfare and weapon get animation do not trigger until all bubbles leave the screen. This means the location of your kill can affect your stage time by up to 2 seconds. In the case of Dive Man, this includes Mega Man's periodic Air Bubb...
Music Cancel
Why Cancel the Music? Mega Man 3's soundtrack, while amazing, generates lag. By removing the background music, the game simply runs faster. Technique By taking a spike death on the exact same frame as a screen transition, the "Mega Man dying" sound also cau...
Stop Hating Top Spin
Seriously. This weapon is much better than you think, it just has one major glitch that you can avoid once you know about it. It's actually quite powerful, just not as fast as other weapons in most situations for a speed run, mostly because at its core it's a ...
Boss Weaknesses
Weakness Order Mega Man 3 has 2 weakness loops Magnet > Hard > Top > Shadow > Spark > Magnet Snake > Gemini > Needle > Snake There are 2 soft weaknesses to "cross over" between the loops (at least 2 that are relevant to the speedrun routes), along with...
Screen Wrapping Items and Enemies
Technically not unique to Rush, this is most often experienced while riding Rush Jet or using Rush Coil. When Mega Man goes off the top of the screen, his Y-coordinate "wraps". This makes it possible to grab items low on the screen while jumping off the top o...
Zipping
This page notes general truths about zipping. For specific zips (such as the Good Wood zip), check their stage pages and Duckfist's Tutorial. A-Trigger vs. B-Trigger Several zips will refer to an A-Trigger or a B-Trigger. A-Trigger zips require mega Man to ...
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.
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 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...