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Wily Star - Balade Section
The Drop This is the move involved drop. Make a small hop off the starting ledge and hold right. On the second screen, this should let you fall through quickly. (more notes to be added) Horizontal Section Use Pluto Lemons to shoot the Mets and dash th...
Crimson Palace - Room 3-4
After Red there is a fork in the road. TAKE THE RIGHT FORK. The right room is a wave of mechs to defeat. Use the blue mech and it's Dash Special attack to clear out the room as quickly as possible.
Hyanard - Screen 1
Don't save any reploids on this screen (time waste only - it's otherwise fine).
Intro - Crab 1
The first section of the intro stage is easily handled with dash jumps and X full charges. When you get to the crab boss, keep in mind you can use both the dedicated buster and special weapon button to fire buster shots (assuming you have no weapons equipped)...
Intro - Crab 2
X should leave after the first crab encounter, leaving you in control of Axl. Unlike X7, hovering with Axl requires pressing jump again. Use Axl's hover to cross the first large gap. Beware the enemy near the end of the section before the door if the little ...
Intro - Part 3
X's armor capsule is in this section before the door, under The Bee. It can only be acquired in the revisit. This capsule is part of X's speed route, but not needed for "The Zero Route" Axl leaves. Dash and jump with Zero.
Gigavolt - The Chase
This entire stage is just a chase after the boss. You have to shoot Gigavolt enough to trigger the boss fight. You do have a time limit - if you don't get him within 2 "laps", you take a death. Going up and over the very tall building is a good marker for the...
MM4 Refight Route
Both refight routes follow some basic principles Reduce weapon swaps as much as possible (less pauses) Make use of soft weaknesses In stages, it is preferred to kill bosses in the middle of the room to reduce explosion lag. In refights, it is preferred to...
Wily 4 - Stage
Screens 1 and 2 They happen Screen 3 This is the long screen with platforms on tracks. It starts with a platform approaching a shaft. You can use the Speed Gear and Rush Jet to catch this first cycle. Many runners fire Bounce Balls in the vertical shaft b...
Vertical Screens
Screen 1 The vertical screens are where Balloon really shines over Rush Jet. There's various strategies that can be used. Damageless double balloons You place the first balloon to the right of the second spiky block, then place a balloon slightly above the...
Rooster Vertical Shaft 1
Burn Rooster's stage has 3 vertical shaft autoscrollers. The first one if the easiest, as it can be passed by Zero flying into the top left corner.
Encounter Room 1
Both encounter rooms are the same...unless you routed Vile into the second room. Both involve destroying a small swarm of enemies jumping out of the furnace. They are all defeated by Zero flying up against the ceiling with the D. Glaive
Rooster - Spike Room
The middle room of the stage is in the running for worst room in the game.
Rooster - Vertical Shaft 2
You cannot fly in the corner of this shaft to bypass it. Be mindful of your air dashes and double jumps.
Rooster Escape
The stage is not over after the boss fight. The escape sequence is fairly simple after memorizing it, and has no enemies, but the lava is deadly. It's worth practicing this with both Zero and a second character so you know how to handle it with double jumps...
Trilobyte - Robot Skip
In any%, you can skip the entire robot chase sequence. This requires Zero Fly (and as such will not work on Legacy Collection 2). It is very possible to soft lock while skipping the robot, forcing a reset. It is recommended to have a safety save here for mara...
Sunflower - Encounter One
This is the timed encounter that sets your initial grade. There is no moving faster through this room. In any% your objective is to get the middle grade in this room. This requires a "Yellow" number of kills. It should start red at 0. It turns yellow at appr...
Sunflower - How Grades Work
This stage is a series of training rooms, with small movement puzzle rooms in between. You are graded on your performance in the training rooms. The first training room is a number of kills during a set amount of time. The remaining rooms are timed - you must...
Jacob Stage
This is a classic Elevator fight stage. There are no other obstacles to worry about. Your two best friends in this stage are Zero's spin attack (Mantis), and Zero's slam attack (Gravity). The spin attack will clear most of the enemies. This includes the elev...
X8 Refights
The biggest change between refights and the stage encounters is you will have the option of using weakness attacks here. For most robots, this is slower, but a very effective backup strat. Notably Gigabolt is weak to Zero's normal melee attacks with Trilobyte...