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Spring Man - Large Room
This Large Screen has Auto's Super Bolt! While only required for 100%, if you still need the shop for any% or are just playing casually, you may want to collect this item to improve the shop. Any% To The Next Screen At the start of the screen, use the low sp...
Boss - Spring Man
Spring Man is weak to Slash Claw. Standard Fight Immediately slide in and attack Spring Man with Slash Claw. This stuns Spring Man with a long set of iFrames and resets his attack sequence. Spring Man will jump to the center of the room, then jump straigh...
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...
Drop Tables
Taken from work in discord posted by PJ - Drop tables for enemies, Eddie, and Proto Man. The enemy type, stage, and location of Eddie and Proto Man, all do not affect these tables. What Affects Drops One of the values that is used to determine item drops is si...
The Mega Arm
Mega Man's charge shot is replaced by firing his entire fist. Charge Shots A "half charge" is about 30-69 frames of holding B. A full charge is then 70+ frames. Half charges deal 2 damage, full charges 3. The fist after that returns to Mega Man, and the behavi...
Pluto - Midboss Strats
The Pluto midboss is a drilling machine that con only be damage on its "non-drill" side. Tango Strat WALK INTO THE SCREEN TRANSITION. The initial slide depends on the positioning of walking in, not jumping in. (Sliding might be okay too). Equip Tango and hold ...
Wily Star - Wily Machine
The intended strategy for this boss is to push the time bombs against the body with buster, letting the explosions damage it. It takes 7 bombs. The bombs may jump back and forth over Mega Man. This is not the speedrun strat. Wily 2 Skip For unknown reasons, ki...
Neptune Screen 6 - Inside Sub Room 1
Note, this is the check point It is possible to take short hops and slide under the flying exploding enemy. There is no harm (other than time loss) in shooting it with a charge shot. Similarly, there is no harm other than time loss in shooting the second float...
Neptune Screens 7, 8, and 9 - First Sub Damage Boost
Screen 7 This is a short screen with a single met, and a cracked pipe. This screen's presumed intent is to teach the player a charge shots or extra lemons will go through enemies and damage cracked pipes releasing potentially bad effects like the damaging stea...
Neptune Screens 10, 11, 12, 13 - Pipe Jump
Screen 10 Fall into the water holding right and B. Destroy the first enemy. If you fell through the screen transition with no charge, this should be a half charge which will generate less lag - a full charge is otherwise fine. proceed through this screen. Pipe...
Neptune Screen 14 - Last Long Screen
Water Section You can jump against the wall above the slide-spikes, and fall to the floor without hitting the spikes. You can go that to neutral slide under them safely. Jump through the water and shoot the enemies. You can collect the P-Chips to get them off ...
Boss - Neptune
Damage Table tbd attack Damage Neptune Contact Damage Salt Water (large) Salt Water (drop) Ceiling droplet Attack Pattern Neptune will take several hops towards the player, mixing both jumps or low jumps. You can slide under them. It is recom...
Routes
Zips or Zipless The major difference of the routes is zips. With zips, your route is focused on acquiring Item 1 as fast as possible. Without zips, item 1 is less important. Yes-Zips Flash Depends Fastest: Heat then Air More accessible: Air then Heat See a...