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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...
Ring Screen 7 (After Hippo 1)
If you haven't already, switch to Pharaoh. Note ammo usage is extremely tight for the rest of the stage. There is a large energy drop on this screen that can be collected between the platform spawning and regenerating, but you have to be quick. it is best to ...
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...
Screens 1-4
Screen 1 Slide off the ledges to the right. If you need the weapon refill (presumably for Pharaoh), switch to the weapon and hold right against the wall at the screen transition. While the record route does not need this refill, it is highly recommended for ...
Screen 5 - The Shortcut
There are two paths through this screen. Going to the top right is faster. Balloon There is a tight space to get a balloon jump and not bonk on the platform above. This is the fastest method as it does not have Rush's pause animation, but it can be tricky....
Screen 7 - Slinkies
Collect the E-Tank if desired, then drop down. Slide to the right, and use drill on the slinkies. Switch to buster at the end and proceed. Stored Charge You can use the stored charge technique on the slinkies here. Technically the slinkies take two hits f...
Underwater Screen
As a reminder, you cannot jump out of slides underwater in Mega Man 4 Take advantage of the walls and slide all the way up to them. Jump and shoot the Mets as needed. Be careful with the jumps and proceed as quickly as you can. What About Rush Marine? Besi...