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Mega Man X is Ready to Rock! 100% Guide (w/Achievements) for the series!
#1
Yep, it's a side LP!  And for those following Breath of Fire 2, do not worry; This will not delay production of those episodes.  Skaizo just wanted to do something different once in a while. 

Anyways:

[Image: MMX1.png]

Yes, we're going to be going through the entire series by the end of this!  This is one of my favorite series of platformers, next to Ninja Gaiden!  Amazing sound, amazing graphics, I love the character designs, and a lot of the games even manage some really cool and challenging boss fights.  Plus, the Mega Man Legacy Collection re-releases have added achievements to mix things up a little.

So, it will be my pleasure to show all these games off, and show you the easiest ways to beat them, the most efficient ways to beat them, and even how to do Buster-Only strategies!  So strap in folks, because this gonna be a wild ride!

RESERVED INDEX POST:
Part 1: Opening & Chill Penguin


Starting off, we have the Highway Stage, and Chill Penguin! More relaxed episode, as we look at the intro crawl text, go into the basic mechanics, and some rules-of-thumb for combat... But next episode will REALLY go into overdrive!

[Image: MMX.png]

Part 1: Mega Man X1 (100% Guide)—Opening & Chill Penguin (All Trophies/Achievements)

BASIC INFO:
1) I'm playing the plain SNES version, so I'll be using captions to mark what achievements I would've won, had I been playing on the Legacy Collection version.
2) X starts with 16 HP (units of health), and can increase that to a max of 32.
3) LVL 2 Charges (green shots) usually do twice the damage of regular shots
4) LVL 3 Charges (blue shots) usually do quadruple the damage of regular shots
5) Dash Shots (dash before shooting) do twice the damage of regular shots
6) Enemies can sometimes drop health & weapon energy. Enemies also respawn when you leave, so you can farm health and weapon energy this way.
7) You can climb up walls by walking into them and pressing Jump.
8) The longer you hold Jump, the higher X jumps. Just tapping it isn't usually enough.

ACHIEVEMENTS SO FAR:
1) "His Name is Actually Vava"—Beat the opening stage of X1, X2, X3, or X4 in both the English & Japanese versions (technically not won, but doing it twice doesn't do anything)

2) "In Buster We Trust"—Beat any of the eight Maverick bosses.

REGARDING THE HIGHWAY STAGE:
Vile (the boss at the end) is invincible, and will activate the next cutscene when he stuns you. He only stuns you when X is at 4 HP, which is why I intentionally hurt myself on the 2nd Beeblader.

REGARDING THE ROUTE:
Chill Penguin's stage has the Dash Boots upgrade, so he's always first.

REGARDING CHILL PENGUIN:
LVL 3 Shots do only 3 HP of damage, instead of x4 times a regular shot.

ENEMY LIST (Opening): The three numbers are shots LVL 1, 2, & 3
Spikies (Spiky balls): 2 HP (1/2/4)
Gun Volts (Big blue guys): 32 HP (1/2/4)
Crushers (The things smashing roads): 4 HP (2/4/5)
Ball De Voux (The balls with two legs): 4 HP (2/4/5)
Bomb Beens (Orange flies): 2 HP (1/2/4)
Jammingers (Flying faces): 2 HP (1/2/4)
Road Attackers (manned): 5 HP (1/2/4)
Road Attackers (empty): 4 HP (1/2/4)

ENEMY LIST (Chill Penguin):
Ray Bits (Rabbits): 4 HP (2/4/5)
Axe Maxes (Axe Guys): 8 HP (1/2/4)
Batton Bones (Bats): 2 HP (2/4/5)
Flammingles (Flamingos): 8 HP (1/2/4)
Metal Wings (Igloo Flies): 1 HP
Ride Armors (Giant Robots): 16 HP (1/2/4)
Snowballs: 4 HP (1/2/4)
Snow Shooters: 8 HP (2/4/5)

MINI-BOSSES:
Bee Bladers: 32 HP (1/2/4)

BOSSES:
Vile: 127 HP (1/2/4; Refills to 48 every time it hits 0)
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Thanked by: DogToon64
#2
And here we go! An episode with lots to unpack! Three different boss routes to cover, Boomer Kuwanger himself, and the fabled Iceless Jump! That last one especiallyshould help everyone who's struggled with it in the past!

[Image: MMX1.png]

Part 2: Mega Man X1 (100% Guide)—Route Order, Iceless Jump & Boomer Kuwanger (All Trophies)

THUMBNAIL ART BY: Shinobi-Gambu (The uncropped version is in his art gallery!)
Shinobi-Gambu's ART GALLERY: https://www.deviantart.com/shinobi-gambu
Special thanks for giving me permission to use it!

WEAKNESS ROUTE (Not recommended):
Chill Penguin (Dash), Spark Mandrill, Armored Armadillo, Launch Octopus, Boomer Kuwanger (Boomerang Heart), Sting Chameleon (Armor), Storm Eagle (Helm), Flame Mammoth (Buster)
x4 Revisits: Chill Penguin (Heart), Spark Mandrill (Sub Tank), Boomer Kuwanger (Heart), Armored Armadillo (Hadouken)

EFFICIENT ROUTE (Ignoring Achievements):
Chill Penguin (Dash), Storm Eagle (Helm), Flame Mammoth (Buster), Boomer Kuwanger (Icy Heart), Launch Octopus, Sting Chameleon (Armor), Spark Mandrill, Armored Armadillo
x2 Revisits: Chill Penguin (Heart), Armored Armadillo (Hadouken)

MY ROUTE (Getting Achievements):
Chill Penguin (Dash), Boomer Kuwanger (Iceless Heart), Storm Eagle (Helm), Launch Octopus, Sting Chameleon (Armor), Flame Mammoth (No Buster), Spark Mandrill, Armored Armadillo
x2 Revisits: Chill Penguin (Heart), Armored Armadillo (Hadouken)

THE NORMAL WAY TO GET THE "ICELESS" HEART:
You'd typically charge an Ice Slide via the Shotgun Ice + Arm Upgrade, then ride that slide off the ledge. You'd jump off it while in mid-air, then grab the ledge. That, or you would return with Kuwanger's Boomerang Cutter, and snag it that way.

ICELESS JUMP INSTRUCTIONS:
1) Get a good wall kick from as far as possible, between the upper black seam and the upper red part of the wall. See the screenshot at 6:43 to see what that looks like.
2) Hold Right and Jump until X is out from under the ledge, then Pause. See the screenshot at 6:56 for what that looks like.
3) Keep holding Jump until you get the right height. See the screenshot at 7:09 for what that looks like.
4) RELEASE the Jump button at this height, while Pausing.
5) PRESS the Jump button as the game fades back in from the Pause menu, and you should get it!

REGARDING SHOTGUN ICE:
A single shot is fired, which then breaks up into 5 smaller pieces when it hits. Each piece will usually do twice the damage of whatever a LVL 1 Shot would've done to that specific enemy. You can do up to 10-20 Damage, if you get it as far inside the enemy as possible!

You can also hit the Shield guys from behind with it, so if you really wanted to fight them, Shotgun Ice is the way to do it. However, I encourage you to practice Dashing through the enemies instead. That will be good practice for the later games.

ENEMY LIST (Boomer Kuwanger): The three numbers are shots LVL 1, 2, & 3
Hoganmers (Shield Guys): 8 HP (1/2/4)
Dodge Blasters (Red Wall Cannons): 3 HP (1/2/4)
Sine Fallers (Flying Guys near Laser Guys): 1 HP
Ray Traps (Invincible Laser Guys): -- HP
Mega Tortoises: 16 HP (1/2/4)
Jammingers (Giant Faces): 2 HP (1/2/4)
Slide Cannons (Pops in and out): 6 HP (2/4/5) [These do not drop health]
Ladder Yadders: 3 HP (1/2/4) [These do not drop health]
Turn Cannons: 5 HP (1/2/4) [These do not drop health]

BOSSES:
Boomer Kuwanger:
HP: 32 (1/2/3)
Damage: 2 (Boomerang Cutter), 4 (Contact), 4 (Dead Lift)
Invincibility Frames: 1 second's worth.
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Thanked by: DogToon64, SmithyGCN
#3
Today we kill three more Mavericks, complete most of our armor, and even show off something called the Phantom Grab! Check it out!

[Image: Octo(resized).png]

Part 3: Mega Man X1 (100% Guide)—Storm Eagle, Launch Octopus & Sting Chameleon (All Trophies)

ACHIEVEMENTS SO FAR:
1) His Name is Actually Vava—Beat the opening stage of X1, X2, X3, or X4 in both the English & Japanese versions (technically not won, but doing it twice doesn't do anything)

2) In Buster We Trust—Beat any of the eight Maverick bosses.

3) Gimp My Ride—Destroy an enemy Ride Armor

EAGLE PHANTOM GRAB INSTRUCTIONS:
1) Jump to the ledge with the Heart Tank, face left, and line the back of X's foot just one pixel from the edge.

2) Hold Jump till X starts to descend from his jump, then shoot a boomerang.

3) Hold right to walk off the edge, then Pause Buffer until one of the two visual cues shown in the video (I prefer the 1st, but some people's TVs will cut it off).

4) Press Jump + Dash at the same time, so X will jump in the air without moving, and still move at Dash speed when needed.

5) Press Right immediately after you get the Heart Tank, and the SFX are playing. Do it right, and you'll have spawned a platform inside your boomerang!

6) Get on the platform and ride it up until you've passed the clouds, then start wall-kicking its right side until it's over the tower with the Sub-Tank. I haven't mastered this last part...so see this video by Walrus_Prime (1st place in Any%, 2nd Place in 100%), starting from 12:45:
MMX 100% Speedrun Tutorial Part Four: Storm Eagle

WHY THIS WORKS:
The game has "spawn points" for spawning different sections of its levels, including the objects in each one. If you grab an item from one spawn point, then enter another spawn point exactly frame after you acquire the previous item, the game will get confused and overwrite it with the next item, instead!

In this case, the Heart Tank was in one spawn point, and the platform was in the other. The Heart Tank entered X immediately before the platforms spawned, so... The Heart Tank became another platform!

REGARDING BOOMERANG CUTTER:
It usually does double what a LVL 1 shot would've done to an enemy, but will do triple to anything weak to it. It goes in an upward arc, unless you're coming down from a Jump. Then it goes in a downard arc, instead. You can also use it to grab items.

REGARDING STORM TORNADO:
It has a deceptively large hitbox, and does 1 DMG per frame to anything that doesn't have invincibility frames. This increases to 3 DMG per frame to anything weak to it.

"Frames" are a fraction of a second, and Mega Man X runs at a little over 60 frames per second. That means this attack does over 60 Damage in JUST a second! You basically have the touch of death on most mini-bosses, and every regular enemy!

REGARDING HOMING MISSILE:
It does 3 DMG to [1/2/4] enemies & 2 DMG to [2/4/5] enemies. No mini-bosses are weak to it.

ENEMY LIST (Storm Eagle): The three numbers are shots LVL 1, 2, & 3
Sky Claws (Grabby guys): 2 HP (1/2/4) [These do not drop health]
Hoganmers (Shield guys): 8 HP (1/2/4)
Lift Cannons (Pops out of the Ground): 2 HP (2/4/5) [These do not drop health]
Gun Volts (Big blue dudes): 16 HP (1/2/4)
Flamers (Fire guys on platforms): 6 HP (1/2/4) [These do not drop health]
Fuel Tanks: 32 HP (1/2/4) [These do not drop health]
Metall C-15s (Mettaurs): 2 HP (1/2/4)
Ball De Vouxs: 4 HP (2/4/5)
Turrets: 13 HP (2/4/5; Weak to Boomerang Cutter)

ENEMY LIST (Launch Octopus):
Amenhoppers (Grasshoppers): 2 HP (1/2/4)
Mega Tortoises: 16 HP (1/2/4)
Sea Attackers (Seahorses): 2 HP (1/2/4)
Gulpfers (They swallow you): 10 HP (1/2/4) [These do not drop health]

ENEMY LIST (Sting Chameleon):
Amenhoppers (Grasshoppers): 2 HP (1/2/4)
Planties (Grass Mettaurs): 2 HP (1/2/4)
Iworms (Water worms): 1 HP
Axe Maxes: 8 HP (1/2/4) [These do not drop health]
Crag Men (Rock guys): 8 HP (1/2/4)
Mad Peckers: 6 HP (1/2/4)
Creepers (Big worms): 1 HP
Hoganmers (Shield guys): 8 HP (1/2/4)
Jammingers (Giant faces): 2 HP (1/2/4)
Armor Soldier (Ride Armor riders): 3 HP (1/2/4) [These do not drop health]
Ride Armors: 16 HP (1/2/4) [These do not drop health]

MINI-BOSSES:
Anglerges (Angler Fish—Octopus):
HP: 64 (2/4/5; Weak to Boomerang Cutter)
Damage: 2 (Snakes), 4 (Contact)
Invincibility Frames: 0.15 seconds' worth (Storm Tornado=7 HP)

Cruiziler (Ship—Octopus):
HP: 64 (1/1/2; Weak to Storm Tornado. Resists other weapons)
Damage: 3 (Torpedoes)
Invincibility Frames: None (Storm Tornado=Dead)

Utuboros (Water Snakes—Octopus):
HP: 72 (1/1/2; Weak to Boomerang Cutter. Resists other weapons)
Damage: 4 (Contact)
Invincibility Frames: None (Storm Tornado=Dead)

RT-55J (Sumo Bot—Chameleon):
HP: 64 (1/1/2; Weak to Boomerang Cutter. Resists other weapons)
Damage: 2 (Arm Grab), 2 (Contact)
Invincibility Frames: Half a seconds' worth (Storm Tornado=2 HP)

BOSSES:
Storm Eagle:
HP: 32 (1/1/2)
Damage: 2 (Boomerang Cutter), 4 (Contact), 4 (Dead Lift)
Invincibility Frames: 1 seconds' worth.

Launch Octopus:
HP: 32 (1/2/3)
Damage: 2 (Missiles), 2 (Homing Missiles), 1-15 (Energy Drain), 4 (Contact)
Invincibility Frames: 1 seconds' worth.

Sting Chameleon:
HP: 32 (1/1/2; Weak to Boomerang Cutter)
Damage: 2 (Spikes), 2 (Chameleon Sting), 4 (Iron Tongue), 4 (Contact), 8 (Ceiling)
Invincibility Frames: 1 seconds' worth.
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Thanked by: DogToon64
#4
Behold! The world's very first All Achievements speedrun for Mega Man X1! 43Cute7! Pretty good for my first run, eh?

[Image: MMX1.png]

Mega Man X1—100% Speedrun with All Achievements/Trophies (43Cute7.071)

THUMBNAIL ART BY: Vrime
YOU CAN FIND HIM AT: https://youtube.com/channel/UC4Jdmm9bddQLGYQ1kaQeFdw
[Special thanks. He made this for me for free!]

NOTE: The frame counter and "Power button pressed" message is there to let verifiers know that I'm not playing back a movie file. This was recorded all in one sitting, no save states used. Here it is on the Leaderboards!

https://megamanleaderboards.net/index.ph...tegory=339
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Thanked by:
#5
Sigma's cronies are dust, and I have a strat for the Arm Upgrade!  Tune in to see it all play out!

[Image: MMX1.png]

Part 4: Mega Man X1 (100% Guide)—Spark Mandrill, Flame Mammoth, Armored Armadillo (All Trophies)

ABOUT "MANDRILL 4TH & ARMADILLO 5TH":
This isn't safer, to be clear.  Octopus 4th & Chameleon 5th gets you the armor earlier.  It's just, you also get the Rolling Shield for the Angler Fish mini-bosses in Octopus, which kills them even faster than the Boomerang Cutters, and this route isn't *that* much more dangerous.  Plus, you also have Octopus' weakness weapon, if you're good at hitting him with it.  That's why I chose this route for my speedrun.

REGARDING CHAMELEON STING:
Each of the three prongs do twice the damage of what a LVL 1 shot would’ve done.  It starts as one blast before splitting off, so you need some distance to enjoy its full power.  This is the opposite of Shotgun Ice, where you want to be as close as possible.

REGARDING ELECTRIC SPARK:
This does 2 Damage to [1/2/4] enemies and 6 Damage to [2/4/5] enemies.  It will split into two, if it hits a wall, with both sparks doing the same amount of damage.

REGARDING FIRE WAVE:
Does 1 HP every two frames, but does not work underwater.

ENEMY LIST (Spark Mandrill): The three numbers are shots LVL 1, 2, & 3
Gun Volts (Big blue dudes): 16 HP (1/2/4)
Hotarions (Flying guys): 1 HP
Famingles (Flamingos): 8 HP (1/2/4)
Rush Roaders: 6 HP (1/2/4)
Turn Cannons (ceiling & floor mounts): 5 HP (1/2/4)
Mega Tortoises: 16 HP (1/2/4)
Ball De Vouxs: 4 HP (2/4/5)

ENEMY LIST (Flame Mammoth):
Scrap Robos (Blue guys with no legs): 8 HP (2/4/5)
Scrap (Dragon heads): 12 HP (2/4/5)
Sky Claws (Grabby guys): 2 HP (1/2/4) [These do not drop health]
Dig Labours: 8 HP (2/4/5)
Metall C-15s (Mettaurs): 2 HP (1/2/4)
Rolling Gabyoalls (Pipe guys): 1 HP (immune to all but Rolling Shield)
Hoganmers (Shield guys): 8 HP (1/2/4)

ENEMY LIST (Armored Armadillo):
Batton Bones (Regular bats): 2 HP (2/4/5)
Batton M-501 (Retro bat): 2 HP (2/4/5)
Famingles (Flamingos): 8 HP (1/2/4)
Metall C-15s (Mettaurs): 2 HP (1/2/4)
Spikies (Rolling balls): 2 HP (1/2/4; Will never die in one hit)
Dig Labours: 8 HP (2/4/5)
Metal Wings: 2 HP (2/4/5)

MINI-BOSSES:
Thunder Slimer (Mandrill): 48 HP (1/2/4)
Damage: 4 (Lightning), 5 (Contact)
Invincibility Frames:~ 0.116 seconds' worth (Storm Tornado=9-10 HP)

Mole Borers (Armadillo): 60 HP (1/2/4; Weak to Flame Wave.  Resists other weapons)
Damage:  2 (Contact) or Instant Death (Spikes)
Invincibility Frames:~ 0.083 seconds' worth (Storm Tornado=15 HP)

BOSSES:
Spark Mandrill:
HP: 32 (1/2/3)
Damage: 4 (Electric Spark), 6 (Dash Punch) 6 (Contact)
Invincibility Frames: 1 seconds' worth.

Flame Mammoth:
HP: 32 (1/1/2)
Damage: 0 (Oil), 2 (Fireballs), 2 (Fire Wave), 4 (Contact)
Invincibility Frames: 1 seconds' worth.

Armored Armadillo:
HP: 32 (1/1/1)
Damage: 4 (Head Beam), 6 (Roll), 6 (Contact)
Invincibility Frames: 1 seconds' worth.
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Thanked by: DogToon64
#6
Today, we go over all the beginner strats!  What to do if this Walkthrough is a little scary for you!  This was inspired by NessEggman (on GameFAQS) saying his friends may be intimidated by some of the tricks I showed, so... Good on him! 

Also, this briefly goes over stage effects.

[Image: MMX1.png]

Parts 2-4 (Beginner Version): All Upgrades & Mavericks (with Achievements)


NOTE:
You should watch this if you have trouble following the normal Walkthrough.  Otherwise, you can skip it without missing anything.

ABOUT THE FRAME RATE:
You must set Youtube to 720p for it to display the SNES' full frame rate. Otherwise, the flickering effects of stuff like the Rolling Shield aren't going to render properly Sad .

PASSWORD (NO ACHIEVEMENTS): 2221 2222 2222
Skips Opening, gets you x5 Heart Tanks, x2 Sub-Tanks, and the Arm Buster.  Also defeats Armored Armadillo, Launch Octopus, Storm Eagle, & Flame Mammoth.

[Still needs to get Penguin Boots, Kuwanger Heart, Chameleon Armor, Eagle Heart & Helmet, Mammoth Heart, Mandrill Sub-Tank, and Armadillo Sub-Tank & Hadoken]

PASSWORD (ALL ACHIEVEMENTS): 2222 2682 2222
Skips Opening, gets you x5 Heart Tanks, x1 Sub-Tank, and the Dash Boots.  Also defeats Armored Armadillo, Launch Octopus, Chill Penguin & Boomer Kuwanger(!!!)

[Still needs to get Chameleon Armor & Heart, Eagle Helmet, Mammoth Heart & Sub-Tank, Octopus Heart, Mandrill Sub-Tank, and Armadillo Sub-Tank & Hadoken.  However, you want to save Armadillo's stuff till after you beat Sigma Stage 1!  You must also remember to knock off Armadillo's armor with Electric Spark, in the refights.]

HADOKEN INPUT (Kills bosses in 1 hit):
Down, Down + Forward + Forward.  Roll your D-Pad to make that work.
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Thanked by: DogToon64
#7
...It begins...

[Image: MMX.png]

Part 5: Mega Man X1 (100% Guide)—Vile, Bospider, Hadouken, & Rangda Bangda (All Trophies)

REGARDING ROLLING SHIELVery Sad
It does x4 the amount of a regular LVL 1 shot.  This makes it *just as powerful* as a LVL 3 shot.  It does just as much as a full-power LVL 3 Buster shot, which no other special weapon does.

Flame Wave and Storm Tornado do more damage overall, due to doing damage every frame… But Rolling Shield is shockingly effective against mini-bosses with invincibility frames and no special resistances (like the Angler Fish in Octopus’ stage).  That’s why the speedrun utilized them against those things.  This is also what makes them works so well against Vile.

REGARDING THE LVL 4 SHOT:
This tends to do as much as a LVL 3 shot at long range, but also tends to do only 1 DMG, at close-range.  At least, that’s how it seems… To be honest, I have a hard time predicting when it will do good DMG, and when it will do bad DMG.  Whatever it is, though, it’s sort of difficult to work with.  I would recommend avoiding this until you need to earn the “Pretty (Devastating) in Pink” achievement.

REGARDING THE CHARGED WEAPONS:
Shotgun Ice—Creates a Penguin Sled that does 8 DMG
Boomerang Cutter—Creates three giant boomerangs that each do 6 DMG [1/2/4] or 10 DMG [2/4/5]
Electric Spark—Creates two waves of electricity that fly to the sides and do 6 DMG [1/2/4] or 3 DMG [2/4/5] every frame.
Storm Tornado—Creates a vertical tornado that does 4 DMG [1/2/4] or 1 DMG [2/4/5] every frame.
Fire Wave—Creates a trail of fire that does 1 DMG every two frames
Rolling Shield—Creates a shield that negates many small projectiles (as well as random things, like Sting Chameleon’s tongue).  Does either 4 DMG [1/2/4] or 6 DMG [2/4/5] upon contact.
Chameleon Sting—Makes you invulnerable for a short period of time
Homing Torpedoes—Creates five torpedoes that each do 3 DMG [1/2/4] or 8 DMG [2/4/5]

ENEMY LIST (Sigma 1): The three numbers are shots LVL 1, 2, & 3

BOSSES:
Vile:
HP: 32 (1/2/4; No resistances or weakness)
Damage: 0 (Stun Spheres), 4 (Knee Bombs), 8 (Contact)
Invincibility Frames: 0.4 seconds' worth (Storm Tornado=2-4 DMG).

Bospider:
HP: 32 (1/2/3; Weak to Shotgun Ice; Resists all else)
Damage: 4 (Small spiders), 8 (Contact)
Invincibility Frames: 1 seconds’ worth.

Rangda Bangda’s Left Eye:
HP: 10 (1/1/2; Weak to Chameleon Sting; Resists all else)
Damage: 2 (Eye Beams), 6 (Contact)
Invincibility Frames: 1 seconds’ worth

Rangda Bangda’s Right Eye:
HP: 10 (1/1/2; Weak to Chameleon Sting; Resists all else)
Damage: 2 (Eye Beams), 6 (Contact)
Invincibility Frames: 1 seconds’ worth

Rangda Bangda’s Nose:
HP: 12 (1/1/2; Weak to Chameleon Sting; Resists all else)
Damage: 6 (Contact), Instant Death (Spikes)
Invincibility Frames: 1 second’s worth

...It begins...

[Image: MMX.png]

Part 5: Mega Man X1 (100% Guide)—Vile, Bospider, Hadouken, & Rangda Bangda (All Trophies)

REGARDING ROLLING SHIELVery Sad
It does x4 the amount of a regular LVL 1 shot.  This makes it *just as powerful* as a LVL 3 shot.  It does just as much as a full-power LVL 3 Buster shot, which no other special weapon does.

Flame Wave and Storm Tornado do more damage overall, due to doing damage every frame… But Rolling Shield is shockingly effective against mini-bosses with invincibility frames and no special resistances (like the Angler Fish in Octopus’ stage).  That’s why the speedrun utilized them against those things.  This is also what makes them works so well against Vile.

REGARDING THE LVL 4 SHOT:
This tends to do as much as a LVL 3 shot at long range, but also tends to do only 1 DMG, at close-range.  At least, that’s how it seems… To be honest, I have a hard time predicting when it will do good DMG, and when it will do bad DMG.  Whatever it is, though, it’s sort of difficult to work with.  I would recommend avoiding this until you need to earn the “Pretty (Devastating) in Pink” achievement.

REGARDING THE CHARGED WEAPONS:
Shotgun Ice—Creates a Penguin Sled that does 8 DMG
Boomerang Cutter—Creates three giant boomerangs that each do 6 DMG [1/2/4] or 10 DMG [2/4/5]
Electric Spark—Creates two waves of electricity that fly to the sides and do 6 DMG [1/2/4] or 3 DMG [2/4/5] every frame.
Storm Tornado—Creates a vertical tornado that does 4 DMG [1/2/4] or 1 DMG [2/4/5] every frame.
Fire Wave—Creates a trail of fire that does 1 DMG every two frames
Rolling Shield—Creates a shield that negates many small projectiles (as well as random things, like Sting Chameleon’s tongue).  Does either 4 DMG [1/2/4] or 6 DMG [2/4/5] upon contact.
Chameleon Sting—Makes you invulnerable for a short period of time
Homing Torpedoes—Creates five torpedoes that each do 3 DMG [1/2/4] or 8 DMG [2/4/5]

ENEMY LIST (Sigma 1): The three numbers are shots LVL 1, 2, & 3

BOSSES:
Vile:
HP: 32 (1/2/4; No resistances or weakness)
Damage: 0 (Stun Spheres), 4 (Knee Bombs), 8 (Contact)
Invincibility Frames: 0.4 seconds' worth (Storm Tornado=2-4 DMG).

Bospider:
HP: 32 (1/2/3; Weak to Shotgun Ice; Resists all else)
Damage: 4 (Small spiders), 8 (Contact)
Invincibility Frames: 1 seconds’ worth.

Rangda Bangda’s Left Eye:
HP: 10 (1/1/2; Weak to Chameleon Sting; Resists all else)
Damage: 2 (Eye Beams), 6 (Contact)
Invincibility Frames: 1 seconds’ worth

Rangda Bangda’s Right Eye:
HP: 10 (1/1/2; Weak to Chameleon Sting; Resists all else)
Damage: 2 (Eye Beams), 6 (Contact)
Invincibility Frames: 1 seconds’ worth

Rangda Bangda’s Nose:
HP: 12 (1/1/2; Weak to Chameleon Sting; Resists all else)
Damage: 6 (Contact), Instant Death (Spikes)
Invincibility Frames: 1 second’s worth
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Thanked by: DogToon64
#8
Vengeance for Zero... Deliverance for mankind... The end of war.  It all hinges on this!  X vs. Sigma!

[Image: MMX1.png]

Part 6: Mega Man X1 (100% Guide)—D-Rex, Velguarder, Sigma, Ending Credits, & Review (All Trophies)

VISUAL CUES FOR ARMADILLO SKIP:

This is as close as you can be:

[Image: Mega.png]

This is as far as you can be:

[Image: Mega.png]

BOSSES:
D-Rex:
HP: 32 (1/1/2; Weak to Boomerang Cutter; Resists all else)
Damage: 0 (Bottom contact), 4 (Top contact), 6 (Charge), 8 (Energy Bombs), 10 (Drop)
Invincibility Frames: 1 seconds' worth

Velguarder:
HP: 32 (1/2/3; Weak to Shotgun Ice; Resists all else)
Damage: 4 (Flamethrower), 4 (Energy Blasts), 6 (contact)
Invincibility Frames: 0.4 seconds' worth (Storm Tornado=2-4 DMG)

Jedi Sigma:
HP: 10 (1/1/1; Weak to Electric Spark; Resists all else)
Damage: 8 (Head Beams), 10 (contact), 14 (Lightsaber)
Invincibility Frames: 1 seconds’ worth

Wolf Sigma:
HP: 32 (1 DMG from LVL 4 Shot and 2 DMG from Rolling Shield. Immune to all else)
Damage: 8 (Claws), 10 (Head contact), 10 (Energy Bombs), 12 (Lightning), 14 (Flamethrower)
Invincibility Frames: 1 seconds’ worth

TOTAL ACHIEVEMENTS (not counting "His Name is Actually Vava"):

1) "In Buster We Trust" - Defeat any of the 8 Maverick bosses

2) "Gimp My Ride" — Destroy an enemy Ride Armor in Mega Man X.

3) "Nobody Nose My Sorrow" — Cut off Flame Mammoth's trunk in Mega Man X.

4) "Just Plain Dillo" — Knock off Armored Armadillo's armor.

5) "Re-Armed" — Get Zero's buster.

6) "First Armor" — Obtain all four armor pieces.

7) "Never Hearts to Be Careful" — Obtain all Heart Tanks.

8) "In the Heart of Battle" — Learn the Hadoken.

9) "Pretty (Devastating) in Pink" — Get a Spiral Crush Buster kill.

10) "It's Over" — Defeat Wolf Sigma.

11) "How Long Will He Keep Fighting?" — See Sigma's Secret Message.
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Thanked by: DogToon64
#9
I actually wasn't sure whether or not to post this... But after making the first X2 episode, I realized that the walkthrough route's going to be a little different from the speedrun route. So, here you go. Consider this a prelude to what you might expect, or pass it so you don't get spoiled on the levels. I leave it to you...

[Image: MMX2.png]

Mega Man X2—100% Speedrun with All Achievements/Trophies (43:44.256)

NOTE: I made the thumbnail this time, reusing some of the elements Vrime used for X1. The frame counter and "Power button pressed" message is there to let verifiers know that I'm not playing back a movie file. This was recorded all in one sitting, no save states used. Will link it on the Leaderboards when it's approved.
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#10
Alright guys, ready for X2?  The game that took everything good about X1, and ramped it up even higher?  Then come!  Step into a new adventure!

[Image: MMX2.png]

Part 1: Mega Man X2 (100% Guide)—Opening & Wire Sponge (All Trophies/Achievements)

BASIC INFO:
1) I'm playing the plain SNES version, so I'll be using captions to mark what achievements I would've won, had I been playing on the Legacy Collection version.
2) The X-Buster's been re-worked from X1.  Basic shots do 3 Damage, Dash Shots do 5, LVL 2 (green) shots do 5, and LVL 3 (blue) shots do 8.  Bosses take lessened damage from all these.
3) Enemy HP has been streamlined since X1.  Regular enemies will always take the damage listed above from the X-Buster (rather than the LVL 3 Shots doing less to some than others).
4) Regular enemies now have weakness weapons, just like bosses do.  More on this in Part 2.
5) Enemies will not usually drop health AND ammo.  They will usually drop one or the other.

ACHIEVEMENTS SO FAR:
1) "Size Matters Not"—Beat the opening stage without taking damage.

ENEMY LIST (Opening):
Cannon Driver (no legs): 10 HP [Drops health]
Bar Wayings (gates): 27 HP [Does not drop health or ammo]
Scrivers (screwdrivers): 4 HP [Drops health]
Scramblers (helicopter guys): 1 HP [Drops health]
Slidame (wall guy): 4 HP [Drops health]

ENEMY LIST (Wire Sponge):
Croak Hoppers (frogs): 12 HP [Drops health & health]
Weather Balls: 64 HP [Does not drop health or health]
Sole Solars (cannons on poles): 8 HP [Does not drop health or health]
Scrivers (screwdrivers): 4 HP [Drops health]
Sky Farmers [Drops stuff): 4 HP [Drops health]
Sabbotein (electrified vine): 21 HP [Drops health]
Rightrod (lightning rods): 1 HP [Drops health]
Aclanda (scorpion): 48 HP [Drops health]

BOSSES:
Gigantic Mechaniloid CF-0:
HP: 32 (Takes as much damage per shot as a normal enemy)
Damage: 2 (Contact)
Invincibility Frames: ~0.97 seconds' worth

Wire Sponge stats:
HP: 32
Damage (normal): 2 (Vines), 2 (Strike Chain), 2 (Lightning), 5 (contact)
Damage (electrified): 2 (Vines), 4 (Strike Chain), 7 (contact)
Invincibility Frames: ~0.97 seconds' worth

Wire Sponge A.I.:
1) Switches to different attack when you move to the other side.
2) The ceiling attack ends when 4 vines are on the ground, or when he's thrown 7.
3) His desperation move starts when he is under 10 HP, and then electrifies his attacks.

THE SQUARE CUBE LAW (provided by Skaizo):

[Image: 01-Square-Cube-Explanation.png]
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#11
And now we get to some of the really interesting stuff! The Weapon Weakness system, the X-Hunter mechanics, the Japanese-exclusive story elements, and much more!

[Image: MMX2.png]

Part 2: Mega Man X2 (100% Guide)—Wheel Gator & Overdrive Ostrich (All Trophies/Achievements)

THUMBNAIL ART FROM:
The Teppen series of trading cards.

WEAKNESS WEAPONS IN MORE DETAIL:
Most special weapons either do about as much as a LVL 2 Shot, or do a small amount of damage over time. However, they will do as much as 50 Damage in one shot, or 10 Damage a frame, to any enemy weak to them. Furthermore, regular enemies will have multiple weakness weapons, which can be divided into three camps:

1) The "elemental weapons" (Bubble Splash, Speed Burner, & Sonic Slicer)
2) The "industrial weapons" (Silk Shot, Spin Wheel, & Magnet Bomb)
3) The "utility weapons" (Strike Chain & Crystal Hunter)

Crystal Hunter will only freeze the enemies weak to it—it will only bounce off the rest. This also means that Strike Chain will OHKO any enemy that can be frozen.

ABOUT THE STRIKE CHAIN:
This "utility weapon" does 5 Damage at base, and 20 Damage to those weak to it. It also attaches to walls, and pulls X toward them a bit faster than Dash speed.

The charged version, at base, does 2 Damage for every frame that the hook is inside the enemy. This increases to 5 Damage per frame to those weak to it. It pulls X to walls faster than a Ride Chaser moves. It also forces every enemy it destroys (even bosses) to drop health or ammo, in *addition* to what they may, or may not, have already dropped.

ABOUT THE SPIN WHEEL:
This "industrial weapon" does 5 Damage every 10 frames at base, and 25 Damage every 10 frames to those weak to it. It also destroys blocks and rubble, allowing you to access hidden rooms.

The charged version does 10 Damage a bolt at base, and 50 Damage a bolt to those weak to it.

WHEEL GATOR'S STUN-LOCK IN MORE DETAIL (not enough time to cover in the video itself):
There's a brief moment at the beginning where you can strike Gator before he sinks. After that are 3 frames (frame=1/60th of a second) between when Gator is invincible via invincibility frames, and when he's invincible via diving in the water.

The first window you get by having a Charged Strike Chain ready to go, then Dashing at the right moment after his health fills up. I accomplish that by pressing Dash three times (just for the rhythm), and then making the 4th Dash the real thing.

The second window I get by walking up to where X's head is about where Gator's shoulder is, keeping the Strike Chain *held*, and then releasing it the instant Gator's head is fully turned. That burns ammo almost twice as quickly as what top-level speedrunners do (they just press Shoot), but I find it takes out any inconsistency in my timing.

ACHIEVEMENTS SO FAR:
1) "Size Matters Not"—Beat the opening stage without taking damage.

ENEMY LIST (Wheel Gator):
Tubamail-S: 4 HP (Weak to elemental weapons) [Drops health]
Tubamail Generator: 24 HP (Weak to elemental weapons) [Drops health]
Tiranos: 10 HP (Weak to utility weapons) [Drops ammo]
Disk Boy 08: 16 HP (Weak to utility weapons) [Drops ammo]
Rideroid G: 48 HP (Weak to industrial weapons) [Drops health]
Cannon Driver: 40 HP (Weak to industrial weapons) [Drops health]

ENEMY LIST (Overdrive Ostrich):
Crash Roaders (pigs): 7 HP (Weak to utility weapons) [Drops ammo]
Aclandas (scorpions): 48 HP (Weak to industrial weapons) [Drops health]
Ride Chasers (motorcyclists): 8 HP (Weak to elemental weapons) [Drops ammo]

BOSSES:
Wheel Gator stats:
HP: 32
Damage: 1 per hit (Bite), 2 (Spiked Walls), 2 (Mouth Blast), 2 (Spin Wheel), 3 (Charge), 3 (contact)
Invincibility Frames: ~0.97 seconds' worth

Wheel Gator A.I.:
1) Always sinks into the oil at the start, as well as every time he's struck with Strike Chain
2) Charges when he has less than 16 HP, every time he re-emerges

Overdrive Ostrich stats:
HP: 32
Damage: 2 (Sonic Slicer), 2 (Rain Slash), 4 (Crane Kick), 4 (Ground Pound), 4 (contact)
Invincibility Frames: ~0.97 seconds' worth

Overdrive Ostrich A.I.:
1) Uses Ground Pound when scrolled off-screen.
2) Rain Slash adjusts to your location before launched. You should stop till the Rain Slashes leave the screen, THEN go that little bit left or right to dodge them!
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#12
You all ready for double jumps? For how to get Morph Moth's Heart Tank without the Crystal Hunter? For more special weapon pwnage, A.I. exploitation, and mini-boss quick kills... and also the most obnoxious achievement in the game? Then welcome back to X2!

[Image: MMX2.png]

Part 3: Mega Man X2 (100% Guide)—Morph Moth & Bubble Crab (All Trophies/Achievements)

THUMBNAIL ART FROM:
The Teppen series of trading cards.

THE TROUBLE WITH CRYSTAL SNAIL FIRST:
Snail is weak to Centipede's weapon, and Centipede is exceptionally hard to 100% without the Speed Burner, which comes from Flame Stag. You would like Bubble Splash before Flame Stag, but you'd really like the Sonic Slicer for slaying mini-bosses in Crab, Centipede, & Moth's stage. The order, then, works out something like:

Quote:Ostrich → Crab → Stag → Centipede → Snail → Moth

...Except that means you have to revisit a stage in order to *get* Friendly Neighborhood Mega Man (unless you Buster Duel Stag, and save Crab for last). Also, that's a long time without the armor. So just getting Moth's Heart Tank via Neon Jump saves a lot of hassle. You even get Junk Shot for Centipede, as a bonus!

HOW TO NEON JUMP (a double jump, basically):
1) Do an Air Dash
2a) Release Shoot & Press Jump in the middle of the Air Dash (1st Neon)
2b) Press Shoot & Jump at the same time in the middle of the Air Dash (2nd Neon)
3) Air Dash again, if needed (the game let's you use it again if you did this right!)

ABOUT THE SONIC SLICER:
This "elemental weapon" will spit out two blades at a time. Each do 4 Damage at base, and 25 Damage to those weak to them. They also bounce off walls and other objects.

The charged version spits out five waves of energy that go a bit up, spread out, line up single file, then come down. Each wave does 1 Damage a frame at base, and 5 Damage a frame to those weak to them.

ABOUT THE GIGA CRUSH:
It instantly kills regular enemies and does 1 Damage per 2 frames to bosses & some mini-bosses. Will refill when hit by projectiles (the exact amount depends on the attack), but never by contact damage.

ABOUT THE JUNK SHOT:
This "industrial weapon" works like the Shotgun Ice did from X1. It spits out a big chunk that then breaks into four little chunks that go upper-left, lower-left, upper-right, and lower-right. Each chunk does 3 Damage at base (up to a maximum of 15), and 15 Damage to those weak to them (up to a maximum of 75).

The charged version upgrades this to eight little chunks. Each chunk does 6 Damage at base (up to a maximum of 48), and 30 Damage to those weak to them (up to a maximum of 480).

The chunks themselves also change depending on the stage. Wire Sponge turns them into leaves (which do only 1 Damage at base & 2 Damage when charged), Flame Stag & Bubble Crab turn them into rocks, Crystal Snail turns them into crystals, and all other stages turn them into scrap metal.

ACHIEVEMENTS SO FAR:
1) "Size Matters Not"—Beat the opening stage without taking damage.
2) "Take Your Time"—Let Morph Moth transform without hitting him.
3) "Dodge This!"—Kill 1 of 8 starting Mavericks with Giga Crush.
4) "Friendly Neighborhood Mega Man"—Charged Junk Shot to get items in 1 of 3 secret areas (located in Bubble Crab, Overdrive Ostrich, & Crystal Snail)

ENEMY LIST (Morph Moth):
Hanged Reploids: 1 HP if hung, 8 when standing (Weak to elemental weapons) [Drops health]
Disk Boy 08 (shield guys): 16 HP (Weak to utility weapons) [Drops ammo]
Garakuta Robots (miner guys on wheels): 22 total HP (Weak to industrial weapons) [Drops ammo]
Pararoid V-1s (they control you): 5 HP (Weak to utility weapons) [Drops health]
Pararoid R-5s (they fly): 5 HP (Weak to utility weapons) [Drops ammo]
Cannon Driver: 40 HP (Weak to industrial weapons) [Drops health]

ENEMY LIST (Bubble Crab):
Batton Bone Gs (bats): 3 HP (Weak to utility weapons) [Drops ammo]
Fisherns (fish): 1 HP (Weak to industrial weapons) [Drops ammo]
Jelly Seekers: 4 HP (Weak to industrial weapons) [Drops health]
Barite Lasters (wall guys): 4 HP (Weak to industrial weapons) [Drops health]
Scrivers (screwdrivers): 4 HP (Weak to utililty weapons) [Drops health]

MINI-BOSSES:
Old Robot:
HP: 30 (Weak to industrial weapons)
Damage: 2 (Scrap Shot), 2 (contact)
Invincibility Frames: None (Giga Crush=Dead)

Pararoid S-38 (inside the Old Robot):
HP: 36 (Weak to elemental weapons)
Damage: 2 (contact)
Invincibility Frames: None (Giga Crush=Dead)

Sea Canthller (Giant Fish):
HP: 283 total (Weak to elemental weapons; 120 for the tail, 72 for the back fin, 40 for the red orb, 30 for the front fin, 15 for the lower jaw, 9 for the face).
Damage: 1 (Laser), 3 (contact), 4 (Mines)
Invincibility Frames: None (Giga Crush=Dead)

BOSSES:
Morph Cocoon stats:
HP: 32 (Weak to Speed Burner)
Damage: 2 (Debris), 4 (contact)
Invincibility Frames: ~0.97 seconds' worth (Giga Crush=2 Damage)

Morph Cocoon A.I.:
1) Will transform to Morph Moth when its sucked up enough debris, or when dropped to 12 HP

Morph Moth stats:
HP: 12-32 (Weak to Speed Burner)
Damage: 2 (Dust), 2 (Laser), 8 (contact)
Invincibility Frames: ~0.97 seconds' worth (Giga Crush=2 Damage)

Bubble Crab stats:
HP: 32 (Weak to Spin Wheel)
Damage: 2 (Bubbles), 3 (Shoulder Spikes), 3 (contact)
Invincibility Frames: ~0.97 seconds' worth (Giga Crush=2 Damage)

Bubble Crab A.I.:
1) Always uses Shoulder Spikes when you're right above him.
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#13
Alright guys!  Ready to throw down with the X-Hunters?!  Because here we knock them down in one fell swoop, along with their remaining lackeys!

[Image: MMX2.png]

Part 4: Mega Man X2 (100% Guide)—X-Hunters, Round 1 (Stag, Centipede, Snail—All Trophies)

ABOUT THE SPEED BURNER:
This "elemental weapon" will do 5 DMG at base and 25 Damage to those weak to it. Both these values are cut to 1/5th inside water.
The charged version allows a second, longer Air Dash that does 1 DMG every 2 frames.

ABOUT THE MAGNET MINE:
This "industrial weapon" does 1 DMG every 2 frames at base and 5 DMG to those weak to it.  This applies to its normal AND charged versions, and both can be guided by the D-Pad.

ABOUT THE CRYSTAL HUNTER:
This "utility weapon" is unique.  The normal version freezes any enemy weak to it, and bounces off any that aren't.  The charged version makes everything go at half speed for a short while.

It shares the weakness table of Strike Chain, so it will freeze anything that Strike Chain is effective against.

ACHIEVEMENTS SO FAR:
1) "Size Matters Not"—Beat the opening stage without taking damage.
2) "Take Your Time"—Let Morph Moth transform without hitting him.
3) "Dodge This!"—Kill 1 of 8 starting Mavericks with Giga Crush.
4) "Friendly Neighborhood Mega Man"—Charged Junk Shot to get items in 1 of 3 secret areas (located in Bubble Crab, Overdrive Ostrich, & Crystal Snail)
5) "Covert Ops"—Dodge all the spotlights AND beat up Magna Centipede *on the same visit*!
—Yes: That means it's unobtainable once you destroy him.
6) "Second Armor"—Complete the armor!

ENEMY LIST (Flame Stag):
Beetron: 48 HP (Weak to industrial weapons) [Drops ammo]
Barite Lasters (wall guys): 4 HP (Weak to industrial weapons) [Drops health]
Bar Wayings (gate guys): 27 HP (Weak to industrial weapons) [Does not drop health or ammo]
Morguns (flying squirrel guys): 1 HP [Drops ammo]

ENEMY LIST (Magna Centipede):
Barrier Attackers: 2 HP (Weak to utility weapons) [Drops ammo]
Bleckers (small boxes): 18 HP (Weak to industrial weapons) [Drops health]
Installers (big boxes): 20 HP (Weak to industrial weapons) [Drops health, ammo, & extra lives]
Barite Lasters (wall guys): 4 HP (Weak to industrial weapons) [Drops health]
Scramblers (copter guys): 1 HP [Drops health]

ENEMY LIST (Crystal Snail):
Batton Bone Gs (bats): 3 HP (Weak to utility weapons) [Drops ammo]
Refleczers (crystal shooters): 5 HP (Weak to industrial weapons) [Drops health & ammo]

MINI-BOSSES:
Chop Register (Sword):
HP: 32 (Weak to Strike Chain & Junk Shot—Charged Sonic Slicer OHKOs, too)
Damage: 2 (contact)
Invincibility Frames: None (Giga Crush=Dead)

Raider Killer (Humanoid):
HP: 32 (Weak to Speed Burner)
Damage: 2 (Palm Cannon), 3 (Scatter Shot), 4 (contact), 2 (Shield—only available to higher forms)
Invincibility Frames: Half a second's worth (Giga Crush=5 DMG)

Magna Quartz (Crystal):
HP: 20 total (Weak to Junk Shot)
Damage: 2 (Lasers), 3 (contact)
Invincibility Frames: ~0.97 seconds worth (Giga Crush=2 DMG)
------------------------------------------------------------------------------------------------------
BOSSES:
Agile stats:
HP: 32 (Weak to Rock-type Junk Shot & Magnet Mine)
Damage: 1 (Sword Beams), 3 (Saber Dash), 3 (contact)
Invincibility Frames: ~0.97 seconds' worth (Giga Crush=2 Damage)

Agile A.I.:
1) He reacts to your moves.  Stay in the air, and he'll always spam Sword Beams

Flame Stag:
HP: 32 (Weak to Bubble Splash)
Damage: 2 (contact), 2 (Flame Trail), 2 (Fireballs), 3 (Wall Uppercut), 2+5 (Suplex)
Invincibility Frames: ~0.97 seconds' worth (Giga Crush=2 Damage)

Flame Stag A.I.:
1) Uses Suplex at 16 HP or less.
2) Will use Wall Uppercut if you're too high up when you're on the same wall he's going up.
3) Will not use Suplex or Wall Uppercut if you repeatedly grab, and let go of, the wall you're on in rapid succession.

Violen stats:
HP: 32 (Weak to Grass-type Junk Shot)
Damage: 2 (Pellets), 3 (contact), 5 (Mace)
Invincibility Frames: ~0.97 seconds' worth (Giga Crush=2 Damage)

Violen A.I.:
1) Leans head back=Forward swing. Looks to the side=Overhead swing.

Magna Centipede stats:
HP: 32 (Weak to Junk Shot)
Damage: 3 (Shurikens), 3 (Tail Fragments), 4 (contact)
Invincibility Frames: ~0.97 seconds' worth (Giga Crush=2 Damage)

Magna Centipede A.I.:
1) Will disable Charge → Rapid Fire → Dash → Jump height, in that order.

Serges/Sagesse stats:
HP: 32 (Weak to Ice-type Junk Shot & Sonic Slicer)
Damage: 1 (Cloak Throw), 1 (Spikes), 1 (Spread Gun), 3 (contact), 4 (Mines)
Invincibility Frames: ~0.97 seconds' worth (Giga Crush=2 Damage)

Serges/Sagesse A.I.:
1) The shield rises the minute you press the Shoot button (having it held will bypass it)
2) Can be stun-locked right after getting knocked down, as he climbs to his feet.

Crystal Snail stats:
HP: 32 (Weak to Magnet Mine)
Damage: 4 (contact)
Invincibility Frames: ~0.97 seconds' worth (Giga Crush=2 Damage)

Crystal Snail A.I.:
1) Will attempt to slow time at 9 HP or less
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#14
Now is the time for the bonus episode! X1 had a "Beginner strats" video, and now this one will too! Also, we show off some other neat stuff, like how to bring the Ride Armor into the Crystal Snail mini-boss fight, the upgraded Raider Killer mini-boss in Centipede's stage, the intended way to get Morph Moth's heart, and other things!

[Image: MMX2.png]

X2 Parts 2-4 (Beginner Version): All Upgrades & Mavericks (with Achievements/Trophies)

NOTE:
You should watch this if you have trouble following the normal Walkthrough. Otherwise, you can skip it. Also, if you're worried about achievements, you should finish the Prologue for "Size Matters Not" first.

Quote:PASSWORD (NO ACHIEVEMENTS / ONE ZERO PART MISSING): 6666 6666 6666 6626
or
Quote:PASSWORD (NO ACHIEVEMENTS / ALL ZERO PARTS): 6666 6566 6666 6626

Skips Opening, gets you x4 Heart Tanks, x2 Sub-Tanks, and the Boot + Armor upgrades. Also defeats everyone but Wire Sponge & Flame Stag

[Still needs to get Gator Buster, Sponge Sub-Tank, Stag Heart, Moth Heart, Centipede Sub-Tank, Snail Heart + Helmet, and Ostrich Heart]

Quote:PASSWORD (ALL ACHIEVEMENTS): 6626 6566 6666 6426

Skips Opening, gets you x4 Heart Tanks, x2 Sub-Tanks, and the Boot + Armor upgrades. Also defeats everyone but Wire Sponge, Flame Stag, & Magna Centipede

[Still needs to get Gator Buster, Sponge Sub-Tank, Stag Heart, Moth Heart, Centipede Sub-Tank, Snail Heart + Helmet, and Ostrich Heart.

ROUTE TAKEN FOR THESE BEGINNER STRATS:

Quote:Wheel Gator: Arm Buster

Wire Sponge: Sub-Tank (get "Half the Sponge He Used to Be" achievement)

Flame Stag: Heart Tank (get "Dodge This!" achievement)

Morph Moth: Heart Tank

Magna Centipede: Sub-Tank (get Covert Ops achievement)

Crystal Snail: Helmet Part & Heart Tank

Overdrive Ostrich: Heart Tank (get "Friendly Neighborhood Mega Man" achievement)
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#15
Hello everyone! Ready to slay ALL the X-Hunters once and for all?! Inside the North Pole, no less? Then come! Meet us for Round 2! X vs. the X-Hunters!

[Image: MMX2.png]

Part 5: Mega Man X2 (100% Guide)—X-Hunters, Round 2 (Fortress Stages—All Trophies)

CORRECTION ON THE SHORYUKEN:
I misspoke on the 1st input method. It's "Forward, Down, Forward", not "Down, Down, Forward".

SIDE-BY-SIDE COMPARISON OF ALL X-HUNTER DIALOGUE:
I figured this'd help give a clearer picture of what I was talking about. Hope you enjoy!

https://lpix.org/sslptest/index.php?id=158790

ABOUT THE FRAME RATE:
You must set Youtube to 720p for it to display the SNES' full frame rate. Otherwise, some effects won't render properly.

SHORYUKEN INPUTS (1 DMG on contact, then 8 DMG every 2 frames):
1) Forward + Down + Forward + Shoot (easier method—Forward Shoryuken)
2) 180 spin forward, down, then backward on your D-pad (harder method—Backward Shoryuken)

ACHIEVEMENTS SO FAR:
1) "Size Matters Not"—Beat the opening stage without taking damage.
2) "Take Your Time"—Let Morph Moth transform without hitting him.
3) "Dodge This!"—Kill 1 of 8 starting Mavericks with Giga Crush.
4) "Friendly Neighborhood Mega Man"—Charged Junk Shot to get items in 1 of 3 secret areas (located in Bubble Crab, Overdrive Ostrich, & Crystal Snail)
5) "Covert Ops"—Dodge all the spotlights AND beat up Magna Centipede *on the same visit*!
—Yes: That means it's unobtainable once you destroy him.
6) "Second Armor"—Complete the armor!
7) "Attack Me if You Dare"—Collect the Shoryuken!
8) "Half the Sponge He Used to Be"—Kill Sponge with an *uncharged* Sonic Slicer!
—The charge version will *not* trigger his unique death animation!

CRYSTAL SNAIL QUICK KILL EXPLAINEVery Sad
Holding the Shoot button RIGHT as his health fills makes the buster shot automatic—it will fire on the very first frame it can, even though you started holding the button beforehand. It will also start a charge, as well.

Hence, Snail gets stunned, and you Dash, Pause while doing so, hover the cursor over Magnet Mine, and buffer the Mine shot by releasing the Shoot button (X was charging as you went into Pause).

This stuns him for longer, and lets you get that Shoryuken off. For some reason, that destroys his shell, so he'll just hop onto where it's supposed to be, again and again.

BOSSES:
Neo Violen stats:
HP: 32 (Weak to Bubble Splash—Immune to all other Maverick weapons)
Damage: 2 (Scatter Shot), 3 (contact), 6 (Macetail)
Invincibility Frames: ~0.97 seconds' worth (Giga Crush=2 Damage)

Neo Violen A.I.:
1) Spawns three sets of platforms in a fixed pattern, and loops back to the start at the end.
2) Leans head back=Forward swing. Looks to the side=Overhead swing.

Serges Tank stats:
HP: 32 (The cannons are weak to the industrial weapons—Serges himself is weak to Sonic Slicer)
Damage: 3 (All Projectiles), 4 (contact)
Invincibility Frames: ~0.97 seconds' worth (Giga Crush=2 Damage)

Serges Tank A.I.:
1) Phase 1 will advance forward after each cannon you destroy.
2) Phase 2 will always stop on the opposite side of the screen. If you're up, Serges goes down. If you go down, Serges goes up (this is why the platform trick works so well for dodging his attacks)!

Neo Agile stats:
HP: 32 (Weak to Magnet Mine—Immune to all other Maverick weapons)
Damage: 2 (Electro Orbs), 4 contact), 4 (Spikes), 6 (Missiles)
Invincibility Frames: ~0.97 seconds' worth (Giga Crush=2 Damage)

Neo Agile A.I.:
1) EDIT: You can sometimes stand in the black gaps, but only if the platforms fall in a certain way before the camera scrolls up.
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