Advanced Search
Search Results
438 total results found
Search Man - Boss Fight
From The Compendium HP: 40 Damage Chart: M. Buster M. Ball T. Hold F. Bomb I. Wave T. Claw 1:1:3 1 1:1 1 1 1 A. Crush W. Balloon F. Sword H. Sniper ...
Wily Stage 1
Wily Stage one is primarily a Jet Sled reprise of Frost Man, with some fancy Thunder Beam grappling at the end.
Mega Man 11 Out Of Bounds (OOB)
From Discord - How do you get out of bounds (in Acid Man)? The one in Acid specifically is a long one. You use Rush Coil to get some height, then you use the Pile Driver to hit the wall. The recoil pushes Mega Man upward. At that moment, you go to the weapon ...
Misc Techniques
General descriptions
About The Final Charge
The "Final Charge" is the extra-large buster shot Mega Man fires at the end of the Power Gear charge. It is most commonly seen in casual play when using the Double Gear Technique. It does 8 damage and pierces/Passes-through all enemies(?). Without the double ...
Rush Despawn
When watching most "top level" runs, this is most visible in Snake Man on the screen after the first Snake Midboss. Rush (Jet And Coil) will despawn if, while sliding, you press Start. Despawning Rush is primarily useful to reduce lag by getting Rush off th...
All About Rush
All About Rush Jet
Rush Jet ammo/energy only gets used while Mega Man is on Rush. This is (some of) why players often jump on Rush Jet a lot. As with most things in this game, more sprites on the screen results in more lag. This is why in Snake and Doc-Needle, when Mega Man j...
Air Man
He can't be beaten. He is early in most Any% routes to acquire Item 2
Air Man - Lightning Lords & Fast Air
The "second half" of the first screen of Air Man is a long chasm with "Lightning Lords" on cloud platforms. Intended Strategy The intended strategy is to shoot the Lightning Lords and ride their platforms across. The clouds spawn at a set "X-Coordinate" i...
General Techniques
Pausing In Jumps
Pausing in a jump will cause Mega Man to "beam in" again, resetting his falling speed. This can be used to extend jumps, such as the fall off the platform in Heat Man's stage before "The Item 3 jump", or to redirect a jump, like the fourth elevator room in Wil...
Cossack 2
Wily 1 Boss - Atetemino
From The Compendium HP: 40 Damage Chart: M. Buster M. Ball T. Hold F. Bomb I. Wave T. Claw 1:1:2 6 1:0 1 1 1 A. Crush W. Balloon F. Sword H. Sniper ...
Wily Stage 2
Wily 2 is largely a Rush Jet autoscroller, with a twist...and an RNG heavy boss.
Wily 2 - Rush Jet
This section features a death warp near the end that requires playing much of the stage on low health. It is not required, but does save about 16 seconds. MAKE SURE YOU HAVE THE EXTRA LIFE BEFORE YOU START TAKING DAMAGE. This section is one long auto scrolle...
Wily 2 - Section 1
Since this the rest of this stage is an autoscroller, this is your only chance to "go faster" in this stage. Although part two does feature a death warp, remember that taking hits in part one will cost you some time, even if you needed to lose the health anyw...
Part 1 - Jump Jump
There are no checkpoints on the sled, so be careful. Remember from Frost Man's stage - you can ball jump on the sled with minimal effort. New to this sled section - you can use Astro Crush to pause Mega Man's decent. Keep this and Ball Jumping in mind as bac...