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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...
Ring Man
Ring Man is typically the 3rd stage of the any% route.
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...
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...
Duckfist's Mega Man 2 Tutorial
Duckfist's Mega Man2 tutorial is an extremely informative resource https://www.youtube.com/watch?v=mTGuCMf_Acw
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...
Dust Man
Dust Man is traditionally 4th in the any% route, although it could be 3rd is you do Bright 4th. It features a very laggy room, and a crusher section.
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...
Screens 1-3
The first three screens are mostly sliding and jumping as fast as possible. Keep in mind the distance Mega Man is from the spikes when sliding though. It is possible to slide into the spikes before the first ladder if you slide too far On screens 2 and 3,...
Stored Charge
If you hold a full charge shot, and switch weapons, the charge will still be there when you switch back to buster.
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...
Escaroo Snail Midbosses
Use Bright BEFORE the snail fully forms, then jump through the hitbox. On the first Escaroo, this is trivial. On the second Escaroo, if you take a death, the second time you enter the screen, there is a frame perfect soft lock if you Flash/use Bright on the f...
Toad Man - Boss
Buster 1:1:3 Drill Bombs 4 (full contact) Entering the Room A very subtle free time save - Toad Man does not spawn until Mega Man touches the ground. By weapon switching inside the room to Drill, the game thinks Mega Man is on the ground...
Toad - Last Long Screen
Use Bright, and slide as much as possible. Remember you cannot jump out of a slide underwater Shooting the last two fish prevents them from jumping out of the water when the flash ends. This is both convenient and reduces lag. If they miss, just continue. Ju...
Mega Man 4
NOTE - MEGA MAN 4 FEATURES MANY FLASHING SCREENS
Route Information
There are two main routes for speedrunning Mega Man 4. They are largely even in length except for the Grasshopper Skip. While "The Nintendo Power Route" suggests Toad first, speedrun routes do either Bright or Pharoah first. The final 6 stages are the same for...
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...
Route Information
WR Route Orders any%: sponge, gator, stag, centipede, snail, ostrich, crab, and moth 100%: sponge, gator, stag, ostrich, crab, centipede, snail, moth Both routes pick up all items, but 100% collects the Zero parts too. This minor route variation account...