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Mega Man 4
NOTE - MEGA MAN 4 FEATURES MANY FLASHING SCREENS
General Information
General Tricks
Pharoah Man
Pharaoh Man can be visited first or second in the any% route - the only major difference is screen 1. It is visited early for both the Balloon Support Item, and the powerful Pharaoh Shot
Cossack 2
Ring Man
Ring Man is typically the 3rd stage of the any% route.
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.
Rush Teleporting on Damage
In Mega Man 4 (as well as some ROM Hacks of it), Rush will teleport under Mega Man when he takes damage. This is actively used in the run as a strat and a race-backup. Rush Coil in Pharaoh Balloon Jump By having (unused) Rush Coil on screen, if you take dama...
Whale Skip
In Dive Man's stage, you can skip the 2 whales using Balloons: For RTA purposes, this only could save time on the second Whale as you'd need to menu here anyways. This can be useful if you have issues mashing this Whale. Disadvantages You most likely w...
About Zips
Zips in Mega Man 4 require the player to be in invincibility frames. There are only 2 RTA viable zips in the run, Skull Man and the Dust Man crusher section, and only one of them (Skull) is the optimal strat. These zips are covered in their stages. There are ...
Room 3 - Skeleton Joes (Checkpoint Room)
This room is the checkpoint room of the stage. It's one of the biggest run killers especially for new runners as it's very easy to get caught by the Up'n'Down enemies if you dont pay attention or jump properly. This room also features Skeleton Joes, which yo...
Room 1 - The Slinkies
This room is the first to introduce the Slinky enemy () into the game. The weakness for those enemies is the Drill Bomb but using it would be very slow as this would require extra menuing when you can deal with them somewhat easily with the Buster. You need t...
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 ...
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...
Pharaoh Shot Mechanics
Double Hits You can hit an enemy with the charged orb over Mega Man's head, despawning the orb, and then still fire a full charged shot. Technically, you fire the same charge level the orb was when it despawned, so be aware of this against bosses (mainly Brig...
Pharaoh - First Screens
For the two routes (Pharoah First or Bright First), there are two strategies for this screen. For either one, note that Mega Man might sink slightly between slides if your timing is not perfect. Expect to have a small hop every 3 to 5 slides. Bright First T...
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...
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...
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...
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...
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...
Chelney's Mega Man 4 Tutorial
An excellent video resource documenting the Mega Man 4 any% run is Chelney's tutorial :
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...
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....