Mega Man X is Ready to Rock! 100% Guide (w/Achievements) for the series!

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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:

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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
Part 2: Route Order, Iceless Jump & Boomer Kuwanger
Part 3: Storm Eagle, Launch Octopus & Sting Chameleon
Part 4: Spark Mandrill, Flame Mammoth, & Armored Armadillo
Part 5: Vile, Bospider, Hadouken, & Rangda Bangda
Part 6: D-Rex, Velguarder, Sigma, Ending Credits, & Review

BEGINNER VERSION:
Parts 2-4 (With easy-to-remember super password): All Upgrades & Mavericks

ALL ACHIEVEMENT SPEEDRUNS:
Mega Man X1—43:37.071 (Performed by me)

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!

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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:
HP: 32 (1/2/4)
Damage: 1 (Machine Gun), 2 (Missiles), 4 (Contact)
Invincibility Frames: None

BOSSES:
Vile:
HP: 127 (1/2/4; Refills to 48 every time it hits 0)
Damage: 1 (Contact), 3 (Punch)
Invincibility Frames: None

Chill Penguin:
HP: 32 (1/2/3)
Damage: 2 (Shotgun Ice), 4 (Statues), 6 (Contact)
Invincibility Frames: 1 second's worth.
Last edited by Fionordequester on Mon Mar 22, 2021 12:34 pm, edited 1 time in total.

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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 especially should help everyone who's struggled with it in the past!

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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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Today we kill three more Mavericks, complete most of our armor, and even show off something called the Phantom Grab! Check it out!

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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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Behold! The world's very first All Achievements speedrun for Mega Man X1! 43:37! Pretty good for my first run, eh?

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Mega Man X1—100% Speedrun with All Achievements/Trophies (43:37.071)

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.p ... tegory=339

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Sigma's cronies are dust, and I have a strat for the Arm Upgrade! Tune in to see it all play out!

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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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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.

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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.

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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...It begins...

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

REGARDING ROLLING SHIELD:
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:
There's a pink pulse around X when you unleash the overcharged shot, in addition to the long stream of pink energy that shoots forward. The "stream" does the same as a LVL 3 Shot, but the "pulse" only does what a LVL 1 Shot would do. This makes it finnicky to use against bosses. I would recommend avoiding it 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
Last edited by Fionordequester on Mon Mar 22, 2021 12:27 pm, edited 1 time in total.

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Fionordequester wrote:
Thu Mar 11, 2021 2:30 am
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.
There's a pink pulse around X when you unleash the overcharged shot, that pulse does the min damage, otherwise its a torrent of Lv3 damage shots, great on mobs, terrible on bosses

Also your index of episodes at the top of the LP hasn't been updated

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Cloudmonkey98 wrote:
Mon Mar 22, 2021 7:49 am
There's a pink pulse around X when you unleash the overcharged shot, that pulse does the min damage, otherwise its a torrent of Lv3 damage shots, great on mobs, terrible on bosses

Also your index of episodes at the top of the LP hasn't been updated
Aha! Thx Cloud! Will update! Now then...

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Vengeance for Zero... Deliverance for mankind... The end of war. It all hinges on this! X vs. Sigma!

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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:

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This is as far as you can be:

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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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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...

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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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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!

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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):

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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!

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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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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!

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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:
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.

I wanted to just say that i've been on a big nostalgic kick of mega man x myself lately, so finding your LP has definitely been adding to that in a positive way.

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BeachedSpider wrote:
Sat Apr 17, 2021 11:38 am
I wanted to just say that i've been on a big nostalgic kick of mega man x myself lately, so finding your LP has definitely been adding to that in a positive way.
Thank you, friend! Can't tell you how much that means to me :) !

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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!

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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)

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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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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!

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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.
PASSWORD (NO ACHIEVEMENTS / ONE ZERO PART MISSING): 6666 6666 6666 6626
or
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]
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:
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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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!

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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 EXPLAINED:
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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Alright guys! Ready for the 3rd hardest boss in the X series?! Here he is! Neo Violen without upgrades!

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Bonus: Mega Man X2 (100% Guide)—Neo Violen without Armor Parts, Heart Tanks, or Sub Tanks!

Neo Violen stats:
HP: 32 (Weak to Bubble Splash—2 DMG from Uncharged version, 4 DMG from Charged version)
Damage: 2 (Scatter Shot), 3 (contact), 6 (Mace Tail)
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.

GENERAL STRATEGY:
1) Get used to the movement you see whenever the 1st set of platforms spawn. Drill that into your muscle memory. That's where Violen tends to spend most of his time!

2) Watch his head movements! They tell you what kind of swing is coming!

3) Use his body (3 DMG) to damage boost past his mace (6 DMG)!

4) Remember that the platforms spawn in a *fixed* pattern. He starts every fight with the same one, then goes through the others in the exact same order!

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Someone on GameFAQs argued that OG Violen was harder than Neo Violen. So, since the pop filter isn't here yet, and I don't have a mic I want to do anything better with...I decided to upload a video response to that—12 fights in a row with vanilla Violen.

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Bonus #2: Mega Man X2 (100% Guide)—Why OG Violen is Easier than Neo Violen (No Upgrades, No Deaths)

ORIGINAL SONG: "Cunning Enemy" (the Ashtar/Jaquio fight from Ninja Gaiden II [NES])
REMIX BY: Mother Brain
YOUTUBE VIDEO OF SAID REMIX (5:16): https://www.youtube.com/watch?v=ch__JtuvgmM
FACEBOOK LINK: https://www.facebook.com/motherbrainmetal

NOTE:
Watch at 720p for better frame rate! Otherwise, you'll miss some flickering and transparency effects!

WHY NO INPUT DISPLAY?
Playing on SNES9X was the only way I could mute the sound channels, and unfortunately, its Input Display doesn't show up when recording AVI. Stuff like that is why I usually use Bizhawk.

Violen stats:
Damage: 2 (Finger Guns), 3 (contact), 5 (Mace Tail)
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.

GENERAL STRATEGY:
1) Stay in the upper corners as much as you can to dodge the vast majority of attacks

2) Dash Jump to the other wall once Violen's passed into your side of the room.

3) Use his body (3 DMG) to damage boost past his mace (5 DMG) when needed.

4) Use Dash Shots as much as possible—Violen takes 2 DMG from those, unlike Neo Violen.

TL;DR ON WHY I BELIEVE OG VIOLEN IS EASIER:
1) He does the bullet spam FAR more often than Neo Violen—I fought both versions several dozen times while making each video, so I don't think it's just personal experience. At the very least, he never seems to do the "standing" version of it as Neo Violen (I suspect it outright replaces the "change platforms" move, as OG Violen).

2) His mace only does 5 DMG. It's a 4HKO, not a 3HKO. That's one of the big reasons why I won some of the fights in that video, rather than losing a few, like I did against Neo Violen did.

3) There are significantly less variables to track, now that the platforms are gone. Not nearly as much clutter on the screen, nor objects shifting around every few seconds, nor as many surfaces for the mace to bounce off.

4) The mace itself often takes longer to get to you, since it has to zig-zag across a big, empty room.

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Deeply sorry for how long this took. TL;DR...
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1) I got a new job working with children on the spectrum. Cool as that is, it also required a lot of time and training—an abrupt change to being in lockdown for a year

2) I was unsatisfied with how much silence there originally was in the commentary, and wanted to fill those in before uploading.

3) Skaizo wants to record earlier, while I want to record later—still figuring that out.
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But regardless, here it is at last! The stirring reunion with Zero, and the fight against the resurrected Sigma. Can we crush him once and for all?! Find out, today!

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Part 6: Mega Man X2 (100% Guide)—Zero, Sigma, Ending Credits & Review (All Trophies)

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.

IMPROVED SHORYUKEN INPUTS (1 DMG on contact, then 8 DMG every 2 frames):
1) Forward, then hold Down & Forward while Shooting (Forward Shoryuken)
2) Forward, then hold Down & Backward while Shooting (Backward Shoryuken)

ACHIEVEMENTS SO FAR:
9) "Zero Square"—Zero crushes Black Zero (need to defeat all X-Hunters in the Maverick stages)
10) "It's Really Over"—Beat Viral Sigma
11) "The Price of Peace is Often High"—Watch the ending credits

SHORYUKEN INVINCIBILITY GLITCH EXPLAINED:
1) Walk far enough into the Zero boss room that X's fist touches the chair, then do a Shoryuken. X will go past the point that would force him to walk backward into the left side, and land in the center.

2) Let the textbox hang after Zero sends you through the floor on accident, until Sigma's text starts.

3) Clear Sigma's text, then Shoryuken as his health fills. That will extend the normal Shoryuken invincibility to last until you perform another.

4) Do a Shoryuken during Electric Spark, as that's when Sigma's vulnerable. If you miss, you'll lose your invincibility, and have to do the fight normally!

BOSSES:
Zero stats:
HP: 31 (Weak to Speed Burner—Immune to all other Maverick weapons)
Damage: 2 (Saber Shot), 2 (Earth Geyser), 3 (contact), 4 (Charged Shot), 5 (Saber Dash)
Invincibility Frames: ~0.97 seconds' worth (Giga Crush=2 Damage)

Zero A.I.:
1) His moves are done entirely in response to yours
2) You can cancel out his buster & saber shots with Charged Shots, or enough pellets

Neo Sigma stats:
HP: 32 (Weak to Sonic Slicer—Immune to all other Maverick weapons)
Damage: 2 (contact), 2 (Plunge), 2+2 (Slash), 4 (Electric Spark), 6 (Charged Electric Spark)
Invincibility Frames: ~0.97 seconds' worth (Giga Crush=2 Damage)

Neo Sigma A.I.:
1) Attacks phase through him while he's dashing or jumping upward
2) He is also invincible during the Charged Electric Spark

Viral Sigma stats:
HP: 64 (Weak to Strike Chain—Immune to all other Maverick weapons, as well as LVL 1-2 Shots)
Damage: 2 (contact), 2 per hit (Viral Wrap), 4 (Enemy Orbs), 6 (Laser)
Invincibility Frames: ~0.97 seconds' worth (Giga Crush=2 Damage)

Viral Sigma A.I.:
1) You can dodge the laser just by standing on the side it starts on
2) Changes color for every 8 HP lost.
3) Starts doing Viral Wrap at 16 HP or less (red)

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Well everyone, it's finally here! I completed the Mega Man X3 100% All Achievements run, I'll be submitting it to the leaderboards, and the LP is soon to come! And don't worry—the LP will be using a different boss route, especially during the midgame. You won't be spoiling yourselves too much by watching it. Happy day after New Years, and God bless!

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Mega Man X3—100% Speedrun with All Achievements/Trophies/Hunter Medals (57:24)

THUMBNAIL ART BY: Opacous (a good friend of mine)

ACHIEVEMENTS LIST:
1) "Speed Isn't Everything"—Reach Bit without a Ride Armor and win without the aid of special weapons.
2) "Power Isn't Everything"—Reach Byte without a Ride Armor and win without the aid of special weapons.
3) "Fight Fair!"—Destroy Vile MK-2's Ride Armor (DRA-00).
4) "Persistence Isn't Everything"—Reach Vile MK-2 without a Ride Armor and win without the aid of special weapons.
5) "All Units Stand By"—Obtain all four Ride Armor chips.
6) "Third Armor"—Obtain all four armor parts.
7) "Always Believe in Your Soul"—Obtain the Hyper Chip.
8) "He Wanted You to Have This"—Receive Zero's beam saber.
9) "X-Treme Danger"—Defeat Kaiser Sigma without the Hyper Chip.
10) "It's Over...Right?"—Defeat Kaiser Sigma.
11) "To Save Mankind"—Watch the ending credits until the "Thank You for Playing" screen [skipped due to redundancy]

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Well guys, the Enigma has finally been solved! Here's how to make it always work, with 0 Parts, on every release of Mega Man X5!

Mega Man X5: How to GUARANTEE Enigma Cannon Success with 0 PARTS, on EVERY Console!

Volunteers (credited at the end of the description) have tested this on every single console — it always succeeded, even with 0 Parts.  Just follow the video and you will too!  This is extremely useful, for the following reasons.

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1) You can earn the "Out of the Frying Pan, Into the Fire" achievement on Legacy Collection.

2) Speedruns are now viable without needing to play the Playstation or X-Collection versions (which used the Demo to get the RNG right).

3) You can immediately get the Ultimate Armor from the capsule in Zero Virus Stage 3 without fear of getting locked into the Bad Ending.  Just stomp the final level and enjoy the Good Ending!

4) This also speeds up 100% runs, thanks to having the Ultimate Armor.  Just get Black Zero & Ultimate Armor, then collect all armor parts, items, and collectibles from the first 8 mavericks!
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So to re-iterate the video, here are the instructions:

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Step 1: Start a new game, play the intro level, beat Sigma, and save your game immediately (unless you're on Xbox One — in that case, get one game-over in Squid Adler/Volt Kraken's stage before saving).

Step 2: Restart your game, load your save file, then enter Volt Kraken

Step 3: Hold the following arrows to lose six lives (with one Continue used) via Volt Kraken's instant death pits.

---PS1: → → Nothing Nothing Nothing Nothing

---PS2, GameCube, & PS4: → ← ← ← ← ←

---All Other Versions: → ← Nothing Nothing Nothing Nothing

Step 4: Fire the cannon and watch the Space Colony blow up!
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SPECIAL THANKS TO THESE VOLUNTEERS FOR TESTING THE FOLLOWING CONSOLES:

PS1: Bouser

PS4: Kino

Switch: B-0, Sotenga, & MisterMatthias

Steam: Lightbox

Xbox One: NinjaDelphox

I PERSONALLTY TESTED THE FOLLOWING:

PS1, PS2, GameCube, & Steam

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Yo, guess what time it is? It's time for Mega Man X3 Walkthrough, co-starring the lovely and beautiful Forneia!  

For this one, I'll also show how to get the unofficial trophies from Retroachievements (including stuff like doing No Damage on most of the bosses). I also use a boss order that balances speed with easiness. Finally, I'm playing on the SNES, but with the CD cutscenes spliced in. I even plan on using the Japanese credits song, once we reach the end.

Enjoy, everyone! 

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Mega Man X3 (SNES) 100% Walkthrough, Part 1: Intro Stage & Boss Order

Time stamps are at the bottom. 


THUMBNAIL ART BY: Innovator123
Special thanks to him for giving me permission to use it!
The uncropped version of this, as well as his complete art gallery, can be found at...

Deviant Art: https://www.deviantart.com/innovator123/gallery
Instagram: https://www.instagram.com/innovator123/
Pixiv: https://www.pixiv.net/en/users/16439829
Tumbler: https://www.tumblr.com/innovator-123

His Twitter can also be found at: https://twitter.com/ArmandoSionosa


WHAT HAPPENS IN THIS EPISODE:
Here we enjoy the opening cinematics, and then the text crawl.  There we learn that Dr. Doppler is this game's new villain — replacing Sigma from X1-2.Then we start the beginning level and see the value of "damage boosting".  This is where one dashes past all the opposition by purposely taking hits in order to abuse invincibility frames.  Note that this only works for levels with relatively weak enemies. 

After a mid-level cutscene, we start playing as Zero!  I show off how he can store **three** powerful attacks, instead of just one... Including a beam saber swing!  He then dispatches a mini-boss in two different ways.  One is a speedrun strategy that shows how broken the Z Saber is; the other demonstrates how much damage each type of buster shot does.

Then we regain control of X, and fight a rather pitiful boss.  Its opening attack can make No Damage runs very hard, though... So I show how to dodge if it attacks immediately.

Finally, I explain what boss route I'm going to use for this playthrough, while explaining why I'm not following the weakness order.  Then we finish things by listening to some awesoe outro music, courtesy of Dracula9AntiChapel. He is an awesome remixer of the X series, the Zero series, Castlevania, Mother, Final Fantasy VI, and others. Check him out—he's got a LOT of great stuff!


FAST AND EASY BOSS ORDER (made for this walkthrough):
Tunnel Rhino → Blizzard Buffalo → Blast Hornet → Neon Tiger → Volt Catfish → Tunnel Rhino Revisit → Crush Crawfish → Toxic Seahorse → Gravity Beetle


SPEEDRUN BOSS ORDER (made for 100% speedruns):
Tunnel Rhino → Blizzard Buffalo → Neon Tiger → Gravity Beetle → Toxic Seahorse → Blast Hornet → Volt Catfish → Crush Crawfish → Gravity Beetle Revisit → Tunnel Rhino Revisit


WEAKNESS BOSS ORDER (horribly slow):
Blizzard Buffalo → Toxic Seahorse → Tunnel Rhino → Blizzard Buffalo Revisit → Volt Catfish → Crush Crawfish → Neon Tiger → Tunnel Rhino Revisit → Toxic Seahorse Revisit → Gravity Beetle → Volt Catfish Revisit → Blast Hornet → Crush Crawfish Revisit → Gravity Beetle Revisit


ENEMIES (Intro Stage):
Image Notor Bangers: 9 HP [2 Damage with All Attacks. Vulnerable to Gravity Well & Parasitic Bomb.]

Image Caterkillers: 5 HP [2 Damage on contact, 3 Damage with electricity or orbs. Vulnerable to Gravity Well & Parasitic Bomb.]

Image Helits: 5 HP [2 Damage on contact, 3 Damage with missiles. Vulnerable to Gravity Well & Parasitic Bomb.]

Image Head Gunners (Custom): 18 HP [1 Damage with projectiles, 6 Damage on contact. Vulnerable to Parasitic Bomb.]


BOSSES:
Image

Mac:
HP: 32
Damage: 2 (All Attacks)
Invincibility Frames: ~0.97 seconds' worth per hit.
Other Info: Takes as much damage per shot as a normal enemy.

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Maoh the Giant:
HP: 32
Damage: 1 (Mace)
Invincibility Frames: ~0.97 seconds' worth
Other Info: Takes 2 DMG from basic shots, 3 DMG from Dash Shots & Half-Charges, and 4 DMG from Full-Charges. Will only attack if it at the bottom of its bobbing up and down.

TIMESTAMPS:
00:00 Opening Cutscenes
02:36 Text Crawl
05:47 Intro Stage (X)
07:49 Intro Stage (Zero)
08:20 Mac Fight
09:25 Maoh the Giant Fight
10:54 Boss Order Discussion
11:59 Outro

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Alright, time for our first two Maverick bosses, as well as our first time seeing Dr. Doppler in the flesh!

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Mega Man X3 (SNES) 100% Walkthrough, Part 2: Tunnel Rhino & Blizzard Buffalo

Time stamps are at the bottom.

WHAT HAPPENS IN THIS EPISODE:
Here we enter Tunnel Rhino's stage, and note just how much more durable and deadly the enemies are, compared to X1-2. We snag a Sub-Tank, see our first "Bit & Byte room", and take on the mini-boss called the Hell Crusher. We defeat it with the same strategy I used in my All Achievements speedrun. Then we switch to Zero and show off just how awkward his charge shots and Z Saber are to use, and then talk about his greatest weakness: The fact he's permanently locked off if he dies even once... At least, if you don't know how to use the exploit I showed off at 7:55.

From there we defeat the Hell Crusher again, this time using a more conventional strategy, and proceed through the same area Zero died in — this way I show just how much easier X is to handle. Then we defeat Tunnel Rhino twice — one time with us having died once, and the other time with us not having died at all. The reason for that is because of a glitch: If you reach him without dying, his AI is bugged out of using one of his attacks.

After that is Blizzard Buffalo. We use the Tornado Fang to collect a Heart Tank, show off two ways of making the Dash Jump to the Leg Parts, and show the very inconveniently placed respawn points waiting below if you fail the jump. From there we backtrack to the Sub Tank we passed up, using our new upwards Air Dash to snag it. Then we defeat Buffalo twice. The first time, I use my knowledge of his AI to trivialize him completely, and the second time, I show how it's *supposed* to go.

Finally, we see a cutscene with Dr. Doppler, who is very heavily implied to be serving Sigma. We also get introduced to this game's equivalent of the X-Hunters: Bit, Byte, & a newly revived Vile. Then we finish things by listening to some awesome outro music, courtesy of Dracula9AntiChapel!

ENEMIES:

Tunnel Rhino:
Image Ganseki Carriers: 12 HP. Weak to Gravity Well & Parasitic Bomb.
Image Iwan De Vouxs: 9 HP for shell; 10 for core. Full Charges hit both shell & core.

Image Drill Wayings: 15 HP. Never drops health or ammo.
Image Drimole-Ws: 18 HP. Drills block all attacks.

Image Wall Cancers: 12 HP. Weak to Gravity Well & Parasitic Bomb


Bilzzard Buffalo:
Image Helits: 5 HP. Weak to Gravity Well & Parasitic Bomb.
Image Notor Bangers: 9 HP. Weak to Gravity Well & Parasitic Bomb.
Image Ice De Vouxs: 9 HP for shell; 10 for core. Full Charges hit both shell & core.
Image Snow Riders: 9 HP.
Image Snow Sliders: 9 HP. Spawns a Snow Rider when slain.


MINI-BOSS:
Image

Hell Crusher:
HP: 32
Damage: 2 (Contact), 3 (Claw)
Invincibility Frames: None
Other Info: Rams you if you're on the ground. Uses claw if you're in the air.


BOSSES:
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Tunnel Rhino:
HP: 32
Damage: 3 (Contact), 4 (Drills), 5 (Invincible Dash)
Invincibility Frames: ~0.97 seconds' worth
Other Info: Only does Invincible Dash at 11 HP or less. Never uses Drills if you reach him without dying.

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Bilzzard Buffalo:
HP: 32
Damage: 0 (Ice Beam), 3 (Icicles), 5 (Ramming), 5 (Contact)
Invincibility Frames: ~0.97 seconds' worth
Other Info: AI is reactive and exploitable. Only does Ice Beam at 15 HP or less. Icicles have 6 HP.

TIMESTAMPS:
00:00 Tunnel Rhino Cutscene
00:28 Tunnel Rhino Stage (Part 1)
02:00 Hell Crusher Mini-boss (Speedrun Strat)
02:26 Why Zero Stinks
03:58 Hell Crusher Mini-boss (Normal Strat)
04:35 Tunnel Rhino Stage (Part 2)
05:17 Boss Fight (With Normal AI)
06:38 Boss Fight (With Bugged AI)
07:55 How to Revive Zero
08:51 Blizzard Buffalo Cutscene
09:20 Blizzard Buffalo Stage
13:32 Boss Fight (Speedrun Strat)
14:19 Boss Fight (The way it was intended)
16:00 Dr. Doppler Cutscene
17:52 Outro

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Here we unlock Ride Armors, get the Arm Upgrade, and fight the first of Doppler's Nightmare Police!

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Mega Man X3 (SNES) 100% Walkthrough, Part 3: Blast Hornet, Neon Tiger, & Bit

Time stamps are at the bottom.

WHAT HAPPENS IN THIS EPISODE:
Here we enter Blast Hornet's stage, and see what makes Ice Shield the best weapon since X1's Storm Tornado & Chameleon Sting. From there, we discover a Ride Armor platform we can't use until we physically find the one in this stage.

We also find the first of four Enhancement Chips—upgrades to our upgrades. It is the Head Enhancement, which very slowly refills your health and/or Sub Tanks if you stand still. But, only one of four can be acquired in a game, and they all permanently lock out the game's ultimate armor... Thus we skip them.

Next we face the mini-boss called Shurikein, then find the robot suit that unlocks the others. But, since it's an All Achievements run, we cannot use it till Bit, Byte, & Vile are all beaten.

Then we defeat Blast Hornet—a relatively simple boss, so long as you know how to easily shred its bees in Phase 2. If you do not, you can still damage race her, for she doesn't hit very hard.

Afterward is Neon Tiger. We get the Arm Parts... Which are unfortunately more of a side grade than an upgrade. We easily destroy the Worm Seeker-R mini-boss with Ice Shields, then face Bit twice. The first battle shows off how easy he can be; the second is a proper No Damage fight with only the Buster. I then do the same with Neon Tiger.

Finally, I demonstrate Neon Jumps, which lets you double and triple jump with the Leg & Arm Upgrades.

ENEMIES:

Blast Hornet:
Image Notor Bangers: 9 HP. Weak to Gravity Well & Parasitic Bomb.

Image Head Gunners (Custom): 18 HP. Weak to to Parasitic Bomb.
Image Helits: 5 HP. Weak to Gravity Well & Parasitic Bomb.


Neon Tiger:
Image Tomborts: 18 HP. Weak to Gravity Well & Parasitic Bomb (9 DMG)
Image Wild Tanks: 18 HP. Weak to Parasitic Bomb.


Image Hamma Hamma: 31 HP. Maces block attacks.


Image Drill Wayings: 15 HP. Never drops health or ammo.
Image Notor Bangers: 9 HP. Weak to Gravity Well & Parasitic Bomb.

Image Caterkillers: 5 HP. Weak to Gravity Well & Parasitic Bomb.
Image Meta Capsules: 5 HP. Weak to Parasitic Bomb.
Image Atareeters: 30 HP. Weak to Parasitic Bomb.


MINI-BOSS:
Image

Shurikein:
HP: 18
Damage: 3 (Contact)
Invincibility Frames: Yes
Weakness: Acid Burst
Other Info: Attack pattern is fixed and comes in 3 parts. Always jumps in response to your shots in Phase 1.

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Worm Seeker-R:
HP: 64 (the mines have 10)
Damage: 2 (Mines), 3 (Contact)
Invincibility Frames: No
Other Info: Takes damage like a regular enemy. Moves in a set pattern.


BOSSES:
Image

Blast Hornet:
HP: 32 (the 1st phase bees have 6, the 2nd phase bees have 3)
Damage: 2 (Bomb Bees), 3 (Contact), 8 (Stinger)
Invincibility Frames: Yes
Weakness: Gravity Well
Other Info: Goes to 2nd Phase at 19 HP or less.

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Bit:
HP: 32
Damage: 1 (Contact), 3 (Sabre), 4 (Fireball)
Invincibility Frames: Yes
Weaknesses: Ice Shield & Triad Thunder
Other Info: He'll be killed if the last hit's with a weakness. Otherwise, he retreats.

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Neon Tiger:
HP: 32
Damage: 2 (Ray Splasher), 3 (Contact), 8 (Slash)
Invincibility Frames: Yes
Weakness: Spinning Blade
Other Info: Sometimes turns invincible at 9 HP or less. Blocks all charge shots if they come when he's standing and not attacking.

TIMESTAMPS:
00:00 Blast Hornet Cutscene
00:32 Blast Hornet Stage (Part 1)
01:24 Why You Skip Enhancement Chips
02:42 Shurikein Mini-boss
03:28 Blast Hornet Stage (Part 2)
06:03 Boss Fight
07:52 Neon Tiger Cutscene
08:18 Neon Tiger (Part 1)
10:13 Worm Seeker-R Mini-boss
10:44 Neon Tiger (Part 2)
11:31 Bit (Speed Strat)
12:26 Bit (No Damage Buster Strat)
13:33 Neon Jumps Demonstration
14:30 Boss Fight (No Damage Strat)
16:37 Boss Fight (Easy Strat)
17:44 Outro

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Mega Man X3 sure made some decisions, eh. Honestly it seems like a baffled game overall. I wonder what its development was like, mostly out of morbid curiosity.

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Count Revier wrote:
Thu Jun 01, 2023 2:56 am
Mega Man X3 sure made some decisions, eh. Honestly it seems like a baffled game overall. I wonder what its development was like, mostly out of morbid curiosity.
Yeah. It really seems, more than anything, that they had two conflicting ideas. That they...

1) Wanted to make X stronger, and possess more tools, than in X1 & 2, as well as make Zero playable.

2) They also wanted X3 to be harder than all the previous games... Despite all the above.

Hence you end up with all these weird limitations on how much you can actually use all the stuff you're given, as well as bosses that do less damage than regular enemies (since Zero can't be played during boss fights).

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