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FionordeQuester

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

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I personally don't find buster-only Kuwanger to be all that hard. I'm not sure Launch Octopus is hard either but he feels more intimidating.

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11 hours ago, AnonymousSpeed said:

I personally don't find buster-only Kuwanger to be all that hard. I'm not sure Launch Octopus is hard either but he feels more intimidating.

Indeed.  And now...

...It begins...

MMX.png

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:
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, it’s 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

Edited by FionordeQuester

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

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: 

Mega.png

This is as far as you can be: 

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.

😎 "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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On 3/22/2021 at 8:12 AM, FionordeQuester said:

"The timing for the hadouken is rather generous"
>cannot do the hadouken

Pretty cool video. Some very neat glitches showcased, and the hadouken finishes were very satisfying.

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20 hours ago, AnonymousSpeed said:

"The timing for the hadouken is rather generous"
>cannot do the hadouken

Ugh... I really should be careful saying stuff like that.  Hmm... Well, so long as the input display is up, I suppose you still have a reference.

20 hours ago, AnonymousSpeed said:

Pretty cool video. Some very neat glitches showcased, and the hadouken finishes were very satisfying.

Thx!  Mega Man X2 will be up shortly, so look forward to more strats and glitches there!

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37 minutes ago, FionordeQuester said:

Ugh... I really should be careful saying stuff like that.

Nah, nah. I know I'm bad.

37 minutes ago, FionordeQuester said:

Thx!  Mega Man X2 will be up shortly, so look forward to more strats and glitches there!

I happen to enjoy X2 a bit more than the first one, so that should be exciting. I think it fixes a lot of the issues X1 had, and it feels more like it was designed around X's movement options.

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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...

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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20 hours ago, FionordeQuester said:

This was recorded all in one sitting, no save states used.

Do people still do segmented speedruns? I would be interested to see where they do so.

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16 hours ago, AnonymousSpeed said:

Do people still do segmented speedruns? I would be interested to see where they do so.

Not as far as I'm aware, unfortunately.  Sorry...

Anyway, y'all ready for X2?  The game that took everything good about X1, and ramped it up even higher?  Then come!  Step into a new adventure!

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):

01-Square-Cube-Explanation.png

Edited by FionordeQuester

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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!

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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You all ready for double jumps?  For how to get Morph Moth's Heart Tanks 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!

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.

Edited by FionordeQuester

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