Advanced Search
Search Results
353 total results found
Heat Man
Volt Kraken
Volt Kraken's stage is late in the speedrun route. His stage holds a part for the Enigma Cannon and a piece of the Falcon armor, if those are desired.
General Information
General Techniques
Neptune
First Stardroid in the route
Mercury
Second robot in the route
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 Damage Transfer
Shoot with Rush out (coil, jet, probably marine), switch weapons, the bullet does the damage of the weapon you switched to (like Top) even if you have no ammo in that weapon.
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 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 - 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...
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...
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 ...
Starting rooms
When you first start Cossack 2 you are welcomed with 2 different paths available Easier right path route If you dont wanna bother with difficult strategy the right path is probably what you want to be taking. We are going to stay on Buster for the few first...
Wily 1 - After the Sled
You must have Thunder Claws for this section You want to have an extra life going into Wily 2. If for some reason you have 0 Lives left, collect the 1up over the boss door. After getting off the sled, swap to ice wave, slide four times, then use an ice wave....
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 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...
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 Boss - Bliking
From The Compendium HP: 40 (20 per wing, 0 in tail) Damage Chart: M. Buster M. Ball T. Hold F. Bomb I. Wave T. Claw 1:1:1.5 1.5 1:--- 1 1.5 2.5 A. Crush W. Ba...
Wily 3 - Part 1
First Screen Ice Wave Second Screen - Climb Ball jumping. Use the middle mine afte rthe first floating time bomb to jump up instead of ball jumping the full distance, to save a mega ball for later. Second Screen - Long Spike Passage The money jump timing...
Wily 3 - Bass
info
Wily 3 - Part 2
First Screen Second Screen
Wily 3 Boss - Green "Jello" Devil
Wily 4 - Part 1 - Refights
As is tradition, you must fight all 8 Robot Masters again here. The teleporters are laid out the same as the stage select, with the first 4 on the left and the second 4 on the right. Order is not significantly important, though optimal movement involves using...
Wily Himself
Wily Machine 8 Wily Capsule 8 This is the most likely place a runner will need to call upon Rush Medic. This has a Red Cross on the PS1 version and is a white box on the Legacy Collection release. Summoning Rush Medic tends to lose about 8 seconds of time, b...
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 ...