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Bright Man Boss Fight
Damage Tables To Bright Mega Buster 1:1:3 Rain Flush (Toad) 4 Pharoah Shot 1:3 Skull Barrier 2 From Bright Contact Damage 8 Shots 4 Strategy Avoiding Flash No matter the order, the key thing to remember ...
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...
Boss Life Meter Speed
Mega Man 4 is known for extremely long meter filling. However, damaging a boss while it's life meter is filling will cause the animation to instantly complete. There are two points in the run where this can be done. Tako Trash (Wily 2 boss) Wily Machine ph...
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...
The Wily Manip
While Dr. Wily's pattern is RNG, randomness in Mega Man 9 and 10 is determined by number of frames since beam-in. As such, if you always move to Wily in EXACTLY the same way, you will always get the same pattern. This often seems like weird unnecessary movemen...
Misc Movement (Mega Man 10)
Hold A on Beam In At stage start (or other beam ins, like the teleporter room), hold A to immediately jump right (or left). Holding the direction creates a few frames of "start up" walking animation. "Buffering" the jump saves a few seconds across the run. J...
RNG and Global Timers
Mega Man 10's RNG is mostly* determined by time since stage start. This means some randomness can be pre-determined by how long it takes to reach a point in the stage by the frame. Since frame perfect movement over long periods of time is nearly impossible, th...
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...
Whopper
There are two Whoppers in Ring Man's stage. The first MUST be destroyed to advance. The second (coincidently the final enemy in the stage before Ring Man himself) can be skipped. Fastest Strat - Pharaoh Boost The fastest Way of destroying the first Whopper i...
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...
Ring Man - Boss
About Ring Man's Pattern Many new players find Ring Man frustrating. With a little practice, you can recognize a consistent pattern. Ring Man fires a boomerang along the ground. Jump over it. When it returns to Ring Man, it will fly up. Ring Man jumps hig...
Crash Man - Boss Fight
Crash Man is weak to Air Man's Air shooter. He jumps when you shoot, but the exact angle is slightly random. If there are no Crash Bombs on the screen when he jumps, crash will also shoot at Mega Man. On the US-normal mode, Crash Man takes 2 hits from the Air...
Chelney's Mega Man 4 Tutorial
An excellent video resource documenting the Mega Man 4 any% run is Chelney's tutorial :
Duckfist's Mega Man 2 Tutorial
Duckfist's Mega Man2 tutorial is an extremely informative resource https://www.youtube.com/watch?v=mTGuCMf_Acw
Dust Man - First Half
There are two main strategies to the first half of Dust Man's stage - Bright Man's Flash Stopper, and The Pharaoh Shot. The Pharaoh shot saves a little time if executed well, but the Flash Stopper strat is significantly easier. Both strategies dictate jumping...
Dust Man - Crusher Room
The screen after Eddie and the Checkpoint is a crusher room. Strategies for this room tend to be cycle based. This room in particular is covered by Chelney's tutorial videos. Note you should switch to the desired weapon in the checkpoint room. Fastest Strat...
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...
Dust Man Boss Fight
Damage Tables To Dust Buster 1:1:3 Ring 4 From Dust Contact Damage / Getting Bodied 8 Dust Crusher 4 Strat Dust Man always opens the fight with a Dust Crusher. The weapon "explodes" on the 4 diagonals when it reaches...
Dr. Cossak Himself - Cossak Catcher
Damage Table Buster 1:1:3 Dust Crusher 2 Wire 1 Buster Strat The Cossak Catcher has an interesting quirk - it stops moving if Mega Man slides. You can use this to essentially freeze the Cossak catcher in place, and work on optimizin...