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General Tricks
Misc Techniques
General descriptions
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...
Clown Part 2 - The Climb
There is one bolt in this section for 40 bolts. Map For a detailed tutorial video, look here - https://www.youtube.com/watch?v=iK5J5iEp4pc All Climb Strats Start... Slide onto the screen, jump when Mega Man's front toe starts going over the Circle blo...
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 ...
Swimming
Movement in Aqua is a little different due to swimming. You can mash Jump to swim, but there is no "Hold Up/Down" to control swim height otherwise. To swim at the same height, time your jump presses. you'll need to do this in the spike corridor. Much of the ...
Mega Man 11 Out Of Bounds (OOB)
From Discord - How do you get out of bounds (in Acid Man)? The one in Acid specifically is a long one. You use Rush Coil to get some height, then you use the Pile Driver to hit the wall. The recoil pushes Mega Man upward. At that moment, you go to the weapon ...
Rush Despawn
When watching most "top level" runs, this is most visible in Snake Man on the screen after the first Snake Midboss. Rush (Jet And Coil) will despawn if, while sliding, you press Start. Despawning Rush is primarily useful to reduce lag by getting Rush off th...
Air Man - Lightning Lords & Fast Air
The "second half" of the first screen of Air Man is a long chasm with "Lightning Lords" on cloud platforms. Intended Strategy The intended strategy is to shoot the Lightning Lords and ride their platforms across. The clouds spawn at a set "X-Coordinate" i...
Pausing In Jumps
Pausing in a jump will cause Mega Man to "beam in" again, resetting his falling speed. This can be used to extend jumps, such as the fall off the platform in Heat Man's stage before "The Item 3 jump", or to redirect a jump, like the fourth elevator room in Wil...
Ball Jumping
Hold the jump button From the Compendium The primary movement tech in the run is Mega Ball jumping. This is done by jumping in the air (making sure to continue holding the jump button down), and then dropping a Mega Ball at the peak of your jump. The timin...
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...
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...
Stored Charge
If you hold a full charge shot, and switch weapons, the charge will still be there when you switch back to buster.
Neon Jumps
After collecting the Boots and Buster upgrades, it is possible to have a second jump in mid air. These have been termed "Neon jumps" after Mega Man's glow from firing the first full charge shot. This can be done with either the first or second pink and orange...
Dash Lemons
Just like X1, the first lemon fired during a dash does 2 points of damage. This is extremely useful for buster DPS (Damage per second) on bosses.
MM5 - Charging the Buster
The Mega Buster will not charge while sliding in this game. As such, many times when a top runner is walking and charging, they did not miss a slide but instead are actively building a charge shot.
How Beat Tracks
Beat will attack an enemy if Mega Man is motionless. This is usually on the ground, but also happens at the peak of a jump if you are not moving left or right. You can use this to make Beat attach while jumping over Dark Man's shields, or to be faster to attac...