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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
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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 ...
Pharoah - Last Screen
Like the checkpoint screen, you want to land on platforms as soon as possible to prevent shots, however this is not always possible. Mummy heads can fly forward at 3 angles, straight ahead, or high or low at about 30 degrees. Keep this in mind as you approach...
Pharoah Man Fight
Damage Table To Pharoah Lemons (Flash Stopper) 1 Mega Buster 1:1:3 Dust Crusher 2 From Pharoah Contact / Getting Bodied 4 Small Jumping Shots Full Charge Pharoah Shot True Weakness / Beginner Option - U...
Bright Man - Screen 1
Whether first or second, the first section (nay, the whole first half) of Bright Man's stage is the same Movement on this screen is fairly precise, and the timing of kills matters to avoid the lights going out at the wrong time. For example, the first shot...
Bright Man - Last Long Screen
The last screen has a set of swooping platforms. It is likely to be played in the dark, as it is full of the enemies that turn off the lights. The Enemies The first enemy is a tight shot. Angle up with Pharaoh, or use a charged shot to hit it. Other enemies...
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...
Ring Man - Hippos
Though the second hippo is later in the stage, the strategies are similar. Misc Hippo Notes The Hippo does not spawn until Mega Man is standing on the floor of the room. Pharaoh Skip Fire an uncharged shot at the Hippo's pillar, then slide up to the pillar...
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...