Mega Man Zero 4: How to Create Junk Armor (Galacta Armor Set)Sliider2026-09-20 | Mega Man Zero 4: How to Create Junk Armor (Galacta Armor Set)Sliider Live StreamSliider2015-08-29 | ...Mega Man 3: Dr. Wilys Stage 4 (Boss Rush)- No Damage, Buster OnlySliider2015-08-13 | Dr. Wilys Skull Castle Stage 4, featuring the boss rush, from Mega Man 3 for the NES. No damage taken, buster only. For detailed strategies and tactical descriptions concerning each robot master please refer to the actual stage run for that boss...see MM3 playlist or select a stage from the Stage Select video, link below.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. let's play wilys skull castle megaman perfect rock rematch rematches speed run.Mega Man X6: Dynamo- No Damage, Buster OnlySliider2015-07-17 | X vs Dynamo from Mega Man X6 for the Sony Playstation PSX. No damage taken, buster only. Confronting Dynamo in the North Pole, or Blizzard Wolfang's stage, presents two notable additional challenges. The terrain here is completely snow-covered therefore providing ice mechanics and thus the incidental challenges: The floors will hinder X's movement most noticeably by causing sliding- a staple of videogame ice mechanics. Secondly, X's ability to wall jump is rendered useless here as the icy surfaces prevent all traction.
This is my third meeting with Dynamo! Check out Dynamo's past epic failures! Links below.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx6 rock rockman perfect "perfect run" "no damage" "megaman x6" speed run ultimate "ultimate armor" "blizzard wolfang stage" "dynamo battle"Mega Man Powered Up: Ice Mans Stage- No Damage, Buster OnlySliider2015-05-31 | Iceman's stage from Mega Man Powered-Up for the Sony PSP. No damage taken and buster only. All surfaces here feature ice properties, take caution. The disappearing blocks return, along with every other gimmick from the original nes stage. Iceman once again shoots random patterns of ice. However, in this encounter he tends to unpredictably move around the room much more. His critical is nearly harmless, as it primarily acts as a shielding ice wall. It's best to stay at a distance from Iceman to allow for reaction time to each of his randomly generated ice patterns. Note the projectiles are evenly spaced at a fixed distance and travel at a fixed and constant speed. Therefore, once you learn this timing, the fight becomes painfully easy. Hyper Bombs are Iceman's weakness.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. "powered up" powered-up "perfect run" iceman "no damage" speed run playstation portable.Mega Man X6: Nightmare Zero- No Damage, Buster OnlySliider2015-05-05 | Nightmare Zero, X vs Zero, from Mega Man X6 for the Sony Playstation PSX. No damage taken, buster only. I decided not to utilize fully-charged buster shots, as Nightmare Zero is lvl 1 here, and it wouldve burned him down far too quickly to present a reasonable challenge personally. Zero's fighting strategy is extremely similar to his X2 and X5 style, with the addition of a few new attacks. He spams his buster, which is two fully-charged shots followed by a saber slash that tracks X. As before, he also pounds the ground creating an aoe attack that covers nearly the entire room. Zero now has the ability to teleport, and will generally re-appear directly at X's location in attempt to inflict damage. Therefore, X must continuously keep moving while he is off-screen to avoid this. Zero will also now randomize his buster shots and saber slashes. There are basically two arrangements: Shot, shot, tracking slash. Slash, shot, shot, tracking slash. However, he will often interrupt in mid-pattern to dash or pull off his buster barrage. This is Zero's most notable additional attack. At first it may appear intimidating, but it can be evaded by wall-jumping then performing a mid-air dash towards Zero. Zero is most vulnerable to X's saber. However be warned, as it will also make him extremely angry, though it still proves to be a reasonable and manageable strategy to take him down.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx6 rock rockman perfect "perfect run" "no damage" "megaman x6" speed run ultimate "ultimate armor" "nightmare zero" "zero nightmare" "x vs zero" "infinity mijinion stage"Mega Man X6: Sigma- No Damage, Buster Only (Final Stage + Ending)Sliider2015-05-01 | Sigma the Sixth, final stage, from Mega Man X6 for the Sony Playstation PSX. No damage taken, buster only. Jumper Part equipped. Features epilogue and credits. Sigma engages with two forms here. Neither is particularly difficult, and this is generally considered one of Sigmas easier appearances...
During his first phase, sometimes referred to as Sigma's Zombie form, he moves quite slowly across the screen while randomly summoning one of three attacks. The first is usually a large green shield that also moves slowly towards X, though it is easily knocked back by continuously attacking it. Sigma will also create large slashes lined up vertically with X's location. These can be ducked under or wall-jumped if need be. The third attack is simply a small energy projectile that is aimed directly at X. It moves fast and will need to be quickly out-maneuvered. Throughout this first form, it is generally a good idea to constantly stay moving to avoid the second and third attacks.
During Sigma's second form, he will create several minions that will either move slowly across the floor, hover in the air while firing projectiles, or morph into a moving platform. Sigma will then open his mouth to pull off one of two energy-based laser attacks. Note he is now vulnerable to damage while his mouth is momentarily open. Both of these laser attacks will destroy his minions, with the exception of the platform. When Sigma's health becomes low, he will begin spamming massive energy spheres that move quickly in both directions...undoubtedly the most difficult attack to evade. Once again, these are summoned directly at X's current location. Therefore, I find it best to jump in the air as he prepares this attack, then quickly duck below it once it materializes. First form weakness: Metal Anchor/Rakukojin. Second form weakness: Meteor Rain/Ensuizan.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx6 rock rockman perfect "perfect run" "no damage" "megaman x6" speed run ultimate "ultimate armor" "gates lab" gate final last "final stage" sigma "sigma's stage" sigmas "sigma battle" "final boss" "last boss" credits ending epilogue 6th "sigma the 6th".Mega Man X6: Gates Lab Stage 3 (Boss Rush)- No Damage, Buster OnlySliider2015-04-24 | Gate's Laboratory, final boss rush, from Mega Man X6 for the Sony Playstation PSX. No damage taken, buster only. Jumper Part equipped. For detailed strategies and tactical descriptions concerning each maverick please refer to the actual stage run for that boss...select a stage from the Stage Select video, link below.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx6 rock rockman perfect "perfect run" "no damage" "megaman x6" speed run ultimate "ultimate armor" "gates lab" gate final last "final stage" "boss rush" rematch "boss run" rush bosses "megaman x6 boss rush".Mega Man X6: Gates Lab Stage 2- No Damage, Buster OnlySliider2015-04-17 | Gate's Laboratory from Mega Man X6 for the Sony Playstation PSX. No damage taken, buster only. Jumper Part equipped. Gates second stage is divided into two sections, each featuring a boss encounter. Once again, corridors are constrictive and there is sometimes very little room to move around, particularly when engaging the Totem-Poles. After clearing the first tedious stage segment, X faces High Max. Unfortunately, the X-Buster alone will not damage High Max. However, you must first land a fully charged buster shot to stun him. This is then followed up by immediately using a special weapon. I recommend the Magma Blade due to range and damage dealt.
Gate is invulnerable to all weapons, including special weapons and the Plasma Shot. He will randomly summon several different colored energy spheres, which spread apart into smaller orbs upon being destroyed. Note the Plasma Shot destroys them in two fully charged shots. These spheres will then break apart, or dissipate, and the remnants will damage Gate. He will also constantly track X around the room, and this provides a method for controlling or strategically positioning him in line-of-sight to the spheres. In all honesty, I had more trouble with Gate than with Nightmare Mother- who is generally regarded as the most difficult boss in the game. Also, you may encounter slight frame rate reduction whenever the red energy spheres are on-screen.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx6 rock rockman perfect "perfect run" "no damage" "megaman x6" speed run ultimate "ultimate armor" "gates lab" gate final "final stage" high max "battle high max" "battle gate" "gates stage" "high max".Mega Man X6: Gates Lab Stage 1- No Damage, Buster OnlySliider2015-04-06 | Gate's Laboratory from Mega Man X6 for the Sony Playstation PSX. No damage taken, buster only. Ultimate Armor (Hover), Jumper Part equipped.
Gate's first stage immediately presents us with a stage element, or design, that is impassable by conventional means. By this, I mean standard armor and maneuvers will not get X over these spiked walls. Even the Ultimate Armor's Nova Strike proves unusable here- it will certainly propel X up and over the wall, but it will also drive him directly into the spiked walls beyond, as it is not possible to stop the Nova Strike short in mid-air. X will need either the Shadow Armor, which allows X to tread freely on spikes, or the Jumper Part. The Jumper Part simply grants the player a higher jump. However, even that alone will not suffice. Blizzard Wolfang's Ice Burst must also be used in combination with the Jumper Part to reach this particular height. Note playing as Zero presents other options I won't discuss here.
The remainder of the stage is fairly typical, however constrictive. Most corridors are narrow and sometimes congested with clusters of enemies. This limited space can restrict movement and will present some awkward angles for progression and targeting mavericks.
Nightmare Mother attacks via two separate animate entities, each sharing half the total health meter. It will rotate around the room, in either direction, making three passes. Note the Nightmare is invulnerable to damage during this phase. After three passes, one or both will make a single move- either up, down, left or right- to randomize the arrangement. Finally, an eye will then emerge from each entity, presenting a damageable target. These eyes are capable of several attacks including lightning bolts, energy projectiles that continue along the floor, and multiple flame-based attacks. After exposing themselves momentarily to pull off their attack, each eye will then retreat to the Nightmare and the cycle repeats. Also, Nightmare Mother's movements will become noticeably faster once it's health depletes below half. Metal Anchor/Rakukojin is Nightmare Mother's weakness.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx6 rock rockman perfect "perfect run" "no damage" "megaman x6" speed run ultimate "ultimate armor" "gates lab" gate final "final stage" nightmare mother "nightmare mother" gate gates.Mega Man X6: Blaze Heatnix Stage- No Damage, Buster OnlySliider2015-04-01 | Blaze Heatnix's stage, the Magma Area, from Mega Man X6 for the Sony Playstation PSX. No damage taken, buster only. Can you say "mini-boss"?
Here we have one of the most difficult X stages I've encountered yet to clear no-damage, buster-only. So many close calls. I particularly had a hard time with the fourth sub-boss Mechaniloid, called Nightmare Snakes. These have four cores, one on each corner, that collectively share the total health of the Mechaniloid. Therefore, each one must be targeted and destroyed individually to take down the Nightmare Snake. These Snakes are generally considered to be among the most irritating sub-bosses in the entire X series as there are six to destroy throughout the Magma Area. At least five must be taken out to reach Blaze Heatnix. It is also worth noting that on Easy Mode, the Nightmare Snakes do not shoot projectiles from its cores.
The Nightmare bugs will only be chased off momentarily by the buster. They can only be destroyed permanently by the Yammar Option. The bugs will often prevent fast movement such as long dashes and sudden direction changes. Their primary function however is to block your shots and provide constant barriers around X. The Nightmare Bugs are activated here after clearing Commander Yammark's stage. Blaze Heatnix's weakness is the Ground Dash or Sentsuizan.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx6 rock rockman perfect "perfect run" "no damage" "megaman x6" speed run ultimate "ultimate armor" magma fire flame volcano "magma area"Mega Man X6: Ground Scaravich Stage- No Damage, Buster OnlySliider2015-03-26 | Ground Scaravich's stage, the Central Museum, from Mega Man X6 for the Sony Playstation PSX. No damage taken, buster only. The Central Museum somewhat echoes Swordman's stage from MM8 in that short stage segments must be completed in order to progress through a main corridor. Here, X will encounter ghostly "totem poles" that teleport him upon contact to one of several randomly selected stage sections, and at the end of each a small device must be destroyed. Once complete, X is then teleported back to the main corridor to find the totem pole has materialized and is now vulnerable to damage. Ground Scaravich's weakness is the Yammar Option.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx6 rock rockman perfect "perfect run" "no damage" "megaman x6" speed run ultimate "ultimate armor" "central museum"Mega Man X6: Commander Yammarks Stage- No Damage, Buster OnlySliider2015-03-14 | Commander Yammark's stage, the Amazon Area, from Mega Man X6 for the Sony Playstation PSX. No damage taken, buster only. Features location of the Heart Tank. This is considered by most to be the easiest stage and is generally regarded as the typical starting point for X6. Commander Yammark himself is also quite easy in fact. The Amazon Area is relatively simple and straightforward, and therefore requires little explanation.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx6 rock rockman perfect "perfect run" "no damage" "megaman x6" speed run ultimate "ultimate armor" "amazon area" jungle "amazon jungle" heart-tank "heart tank"Mega Man X6: Shield Sheldons Stage- No Damage, Buster OnlySliider2015-03-12 | Shield Sheldon's stage, the Laser Institute, from Mega Man X6 for the Sony Playstation PSX. No damage taken, buster only. A relatively short and painless stage here, however the boss more than makes up for its simplicity.
The Laser Institue ofcourse incorporates several lasers that must be refracted correctly to open doors and thus progress. Each time a mirror is shot, it will change angle by rotation. These must be aligned correctly to reflect the lasers path directly at the door. Some trial and error may be required here. Note the laser stream itself does not damage X. Only the beginning of the stream and at the points at which it intersects, or refracts, with the mirrors cause damage.
Shield Sheldon's first phase is generally easy to deal with. He will spam throwing his two shells at X- one at an angle, and one directly at X along the floor. The shell that travels along the ground can be simply ducked under. He will also retreat to his shells and bounce around the room at random. His first phase will also sometimes involve Shield Sheldon creating a clone. Both will then throw shells at X, though he didn't get it off in this particular encounter. Notice the shells move slow and are quite predictable. His second phase is extremely difficult to avoid damage. He will produce energy shields on all four sides of him. These will require damage to shrink and expose Shield Sheldon, therefore leaving him vulnerable to attack. However, the shields are the least of your worries during this phase. He will slowly track X around the room. He stays on target quite efficiently and it requires some careful maneuvering to get around him. I found the only way to evade damage here was to lead him to the top of the room, then drop down to the floor and quickly dash beneath him. Shield Sheldon's weakness is the Metal Anchor/Rakukojin.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx6 rock rockman perfect "perfect run" "no damage" "megaman x6" speed run ultimate "ultimate armor" shell "laser institute"Mega Man X6: Rainy Turtloids Stage- No Damage, Buster OnlySliider2015-03-06 | Rainy Turtloid's stage, the Inami Temple, from Mega Man X6 for the Sony Playstation PSX. No damage taken via hit detection, buster only. It is impossible to take zero damage due to the unavoidable Acid Rain featured throughout this stage. However, the game will still grant you zero damage, at the stage results screen, if no damage is taken by hit detection. The Nightmare Phenomenon in this stage, called Nightmare Dark, is the effect of clearing Infinity Minjions stage prior to coming here. There are several Acid Rain producing devices that must be destroyed throughout the Inami Temple by first taking out small sensors located elsewhere in the room/area. Once these small sensors are eradicated, the acid rain devices themselves become vulnerable to damage. They also act as barriers, so destroying them also means progression. Rainy Turtloid suffers from a painfully obvious pattern. He employs two primary attacks which are simply rotated one after the other. During the first of the two attacks, Turtleoid will retreat to his shell then proceed to spin at X. He will always make four dashes: three chasing you, then one returning to his position. He will then launch a barrage of tracking missiles that can be destroyed by a fully charged buster shot. Rainy Turtloid's weaknesses include the Z-Saber and Ice Burst.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx6 rock rockman perfect "perfect run" "no damage" "megaman x6" speed run "inami temple" ultimate "ultimate armor" rain storm dark darkness "nightmare rain" "nightmare storm" "nightmare dark".Mega Man X6: Infinity Mijinions Stage- No Damage, Buster OnlySliider2015-02-25 | Infinity Mijinion's stage, the Weapon Center, from Mega Man X6 for the Sony Playstation PSX. No damage taken, buster only speed run.
At the beginning of the stage, X will encounter Illumina, a massive reploid created by Infinity Minjion that apparently has gone Nightmare. It will continuously spam balls of flame at X's current position. The hit detection on these is rather forgiving and will only damage X for the brief moment that they are in the foreground. Illumina also has a secondary attack that it seems to switch to at random. It will deploy three pods that will fire streams of energy that intersect at X's exact location- if scanned by Illumina's laser. Note the scanning laser will generally not lock onto X while in mid-air. And only the precise point at which they intersect causes damage.
We must also destroy two large cables which act as sub-bosses throughout the course of the stage. During the second encounter, Illumina dispatches lasers along the sides of both walls that also seem to fire at random. These lasers will move out and engage slightly before firing, therefore presenting you with a moment to act accordingly by most likely either ducking or wall-climbing to evade them. The large metal blocks, called Nightmare Iron, are the result of clearing Metal Shark Player's stage. They can only be destroyed using the Metal Anchor/Rakukojin.
Infinity Minijion will clone himself several times and produce bubbles that continuously track X. Though his clones and the bubbles can be destroyed, they require a ton of damage before doing so, and I find it only necessary to take out the bubbles. Too many of them will quickly fill the screen and offer very little room for maneuvering. It's quite easy to get trapped in a corner. Try wall-climbing and leading them to the upper portion of the room. Then, fall to the ground and take advantage of the cleared space before they return. Repeat. Keep in mind only the original Infinity Minijion can be damaged. It can be difficult to keep track of him, however he will generally teleport or hover around the room, while his clones stay anchored. Much like the stage itself, constantly moving is key to your survival during this encounter. Infinity Minijion's weakness is the Guard Shell or Yammar Option.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx6 rock rockman perfect "perfect run" "no damage" "megaman x6" speed run "weapons center" ultimate "ultimate armor" mini-bossMega Man X6: Metal Shark Players Stage- No Damage, Buster OnlySliider2015-02-17 | Metal Shark Player's stage, the Recycle Lab, from Mega Man X6 for the Sony Playstation PSX. No damage taken, buster only speed run. The Recycle Lab is primarily composed of three long sections, each featuring a massive trash compactor, or descending ceiling, that causes instant death...see Dustman's stage.
Along the way, X will encounter some rather irritating enemy placement composed of Junkroids, Mets, and most notably Nightmares. The Nightmares in particular tend to respawn relatively quickly and can cause trouble while waiting for the compactor to rise. After destroying one, move along quickly in attempt to scroll its respawn point off-screen whenever possible. Note this stage only allows forward progression, no backtracking, as the screen locks and will not scroll in both directions. The Nightmare Phenomenon here, activated by completing Blizzard Wolfang's stage, creates ice-covered surfaces that can only be destroyed with Ice Burst or Hyourouga. The Recycle Lab also features a sub-boss, Nightmare Pressure, which is presumably the core of the trash compactor. After initially deploying several small explosives, it utilizes one of three attacks at random, and can be destroyed by damaging the pink devices that appear from beneath it during each attack cycle.
Metal Shark prefers to spam his Metal Anchors until the room quickly becomes a cluster-fck of anchors spinning in every direction, it doesn't take him long. The Metal Anchors cannot be destroyed, at least not by the buster, but will eventually self-destruct. This encounter therefore proves to be quite unpredictable and will test your reflexes. When he dives into the junk and "swims" just below the surface, he will jump up directly into X, nearly always causing damage as you cross his path from above. However, dashing or wall-jumping over him at the precise moment he leaps up and finishes this maneuver will generally evade damage. Metal Shark's ability to collect DNA also allows him to resurrect past mavericks as seen here when he summons Magna Centipede from X2. Metal Shark Player's weakness is Meteor Rain or Ensuizan.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx6 rock rockman "no damage" "megaman x6" perfect "perfect run" speed run crusher masher junkyard "recycle lab" ultimate "ultimate armor" mini-boss "trash compactor" "heart tank" best time fast.Mega Man X6: Stage SelectSliider2015-02-08 | Stage select screen and music from Mega Man X6 for the Sony Playstation. Hunter H.Q. Features annotation links to no-damage, buster-only runs of each stage. Click to select a stage.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. let's play listen megaman rock mmx6 hq headquarters ost song theme extended "stage select" megaman x6 stage select" "mega man stage select" screen.Mega Man X6: Blizzard Wolfangs Stage- No Damage, Buster OnlySliider2015-02-03 | Blizzard Wolfang's stage, the North Pole, from Mega Man X6 for the Sony Playstation PSX. No damage taken, buster only. Here we have a rather slow and most definitely patient stage for multiple reasons. First off, X will encounter several instances where he must wait for falling or rolling boulders, most notably at 1:36. The boulders here will roll down the slope four at a time. However, there is insufficient time to progress to the next ladder between these groups of four, until the fourth boulder in the group breaks against the ceiling before reaching the bottom. This is your cue to air-dash and move on. This stage also features a few areas where X must once again wait for randomly falling blocks of ice to stack in such a manner that you may progress. Blizzard Wolfgang requires little strategy, in fact his fighting style is quite similar to Slash Beast at times. In addition to moving quickly around the room via wall-jumping, he will often sit and spam snow boulders that will land at X's precise location. Stay relatively near him, as this will cause the boulders to arc and therefore allow you more time to out-maneuver them. Also note that the walls in the boss room can be wall-jumped, despite the ice. Magma Blade is Wolfang's weakness.
I've decided to run MMX6 with the Ultimate Armor solely for it's hover ability, which i've grown to use quite effectively throughout X4 and X5. I will not however be utilizing the Nova Strike. Note the Ultimate Armor is technically the same as the X4 Force Armor, it only differs in name and appearance.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx6 rock rockman "no damage" perfect "perfect run" "megaman x6" "north pole" northpole ice "ice caves" "snow stage" snow speed run wolf wolves ultimate "ultimate armor".Mega Man 3: Dr. Wily Stage 1: No Damage, Buster OnlySliider2015-01-29 | Dr. Wily's first stage, Skull Castle, from Mega Man 3 for the NES. No damage taken and buster only. The Turtle Maker itself is actually invulnerable to damage, don't waste your time attacking it. Instead, the robotic turtles themselves must be destroyed. There are five turtles total and each one moves progressively faster. After a few seconds of swimming, they will also shed their shell which can be destroyed by a single buster shot. The Turtle Maker will then self-destruct after all five turtles have been destroyed. The turtles' weakness is Shadow Blade, it will take one out with a single blade.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman perfect speed run rock rockman "forced rush" rc final "dr. wily stage" "final stage" turtles "turtle maker" wilys lets play music theme "skull castle" ost song listen!Mega Man X5: Sigma- No Damage, Buster Only (Final Stage + Ending)Sliider2015-01-21 | Final Cyber Maze stage followed by final boss Sigma the 5th, from Mega Man X5 for the Sony Playstation PSX. No damage taken, buster only. Features X's ending and staff credits. This time around Sigma is rocking two forms, notably one less than his previous appearance in X4. His first form is generally what we'd expect from Sigma by now, he still wall dashes back and forth. Note the purple trails behind him will damage X when he's moving along the floor, but not when he is dashing diagonally from wall to wall. In addition, Sigma will randomly execute one of two attacks: The first involves four energy balls that move in an easily recognizable pattern across the room. Multiple maneuvers or strategies will avoid these...simply wall climbing for a moment, or even standing right next to Sigma as he unleashes them will work for example. I prefer to duck, jump and hover, as this allows me to play more offensively and burn him down quicker. His second attack involves large arcs of energy that allow for safe spots either below, above, or in the center of the screen. Sigma's second form may initially look threatening and seem a bit overwhelming, but it's not difficult. Only fully charged buster shots will damage him, and his weak spot (the gem on his forehead) can be exposed from either the left or right. Also note that you can pass freely in front of Sigma without taking damage yourself. The hands can be destroyed, but they pose little threat and serve as platforms, so attacking them is generally a waste of time. Sigma will also unpredictably phase in and out, leaving him invulnerable to damage as he's phased out. The most difficult attack Sigma employs is an array of blocks that solidify, creating large hitboxes across the screen as they track X. Constant movement and quick changes in direction will be required to evade these...also plan a path across the room in anticipation for upcoming boxes.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx5 "buster only" rock rockman "no damage" "megaman x5" "zero virus stage" "zero space" "speed run" sigma "final boss" "last boss" "sigma the 5th" 5th fifth perfect "no damage boss rush" "no hit" "final stage" epilogue ending staff credits.Mega Man: Dr. Wily Stage 4- No Damage, Buster Only (Final Stage + Ending)Sliider2015-01-14 | Dr. Wily's fourth and final stage from Mega Man for the NES. No damage taken and buster only. Note Gutsman's weapon is required to progress in this stage. Dr. Wily has two forms here, and therefore two attacks. The first is undoubtedly more difficult to dodge and quite irritating in fact. The key here is to quite simply keep moving, most effectively back and forth either by jumping or running. This maneuver sends his projectiles to your previous location ofcourse. Now, I did find a couple moments where it was advantageous to stay still for a couple seconds, but generally you'll want to keep moving. There is a relatively safe spot directly below the machine, but this still requires a bit of back and forth movement. His second attack is much easier to avoid. Unfortunately, sprite overload in this encounter causes flickering and some serious distortion (even more prominent in the recording), leaving it difficult to see the actual projectiles during his second form. My apologies for that.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. let's play megaman wily perfect "speed run" "final stage" "final boss" credits epilogue "wily boss" "buster only" end ending last bosses.Mega Man X5: Cyber Maze Stage 4 (Boss Rush)- No Damage, Buster OnlySliider2015-01-12 | Fourth and final Cyber Maze stage, boss rush, from Mega Man X5 for the Sony Playstation PSX. No damage taken, buster only. Undoubtedly, this would be considered one of the most difficult and irritating boss rushes in Megaman existence. And this is by no means due to particularly difficult mavericks, but rather primarily to the overly-long and seemingly endless health meters these mavericks now possess the second time around. For detailed strategies and tactical descriptions concerning each maverick please refer to the actual stage run for that boss...select a stage from the Stage Select video, link below.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx5 "buster only" rock rockman "no damage" "megaman x5" "zero virus stage" "zero space" "speed run" "boss rush" rematch rematches "maverick rematch" rush bosses perfect "no damage boss rush" "not hit" rush.Mega Man Powered Up: Oil Mans Stage- No Damage, Buster OnlySliider2015-01-07 | Oil man's stage from Mega Man Powered-Up for the Sony PSP. No damage taken and buster only. This stage features a new element that is both simple yet irritating. The oil makes Megaman slip and fall, and the only way to avoid this is by jumping through it. The oil is also flamable and is often lit by Hot Heads...see Flameman's stage. However, unlike Flameman's stage, the fire here is not instant death, and it only burns for a few seconds before becoming a normal ground surface. Here we have a new robot master, not from the original Megaman. Oilman only has two attacks and doesn't perform any critical attack like the other robot masters. His attack rotation seems to be completely random. It's best to stay on the opposite side of the room from him, and dodge his oil projectiles by jumping over the first, walking under the second, then finally jumping over the third. Fire Storm is Oilman's weakness.
My apologies for the occasional audio/video lag. Also this video was mistakenly rendered at 240p. Previous and upcoming Powered Up videos are rendered at higher quality.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. "powered up" powered-up "perfect run" oilman "no damage" speed run playstation portable.Mega Man X6: Intro Stage- No DamageSliider2014-12-17 | The ruins, intro stage from Mega Man X6 for the Sony Playstation PSX. No damage taken. X begins with the partially repaired Falcon Armor set from MMX5. The giant junk mechaniloid is once again exactly what we would expect from an intro stage boss- massive, menacing, and seemingly overwhelming, but in fact weak, frail, and laughably easy. Attack the control robot with the Z-Saber, as it is invulnerable to the X-Buster. High Max cannot be damaged, X must simply survive a few attacks until he decides to stop the fight and ramble on some more.
Like all my Megaman runs, this game will once again be cleared buster-only. Unfortunately, I will encounter unavoidable situations where this rule must be broken due to specific enemies and obstacles that are invulnerable to the buster and therefore require the z-saber to damage or destroy. Ultimate Armor is likely, as I will want to continue utilizing the Hover Ability as I have in X4 and X5.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx6 rock rockman "no damage" "megaman x6 intro" speed run "high max" "intro stage"Mega Man: Dr. Wily Stage 3- No Damage, Buster OnlySliider2014-12-09 | Dr. Wily's third stage from Mega Man for the NES. No damage taken and buster only speed run. The boss fight here is notorious for its seemingly random behavior, therefore rendering it largely a luck-based encounter. CWU-01P more than likely uses player input to regulate a random number seed, which then determines which entrance the next pod will appear from. Though i couldn't exactly pin down the player input cause-to-effect pattern, there are a couple consistencies that may help with the randomness this fight produces. Most noticeably, the bubble pods will always move clockwise. Therefore, if the next pod appears from above, and you're not to the right of the blocks, it's a guaranteed hit. It's also important to note that the pods cannot be jumped over...when Megaman and a pod are at the same height, the pod is unavoidable. This is where the luck comes into play, as your ability to out-maneuver a pod depends on your position in the room and which entrance the pod enters from. The only other consistency that can be used to your advantage is the fact that the pods shoot their projectiles at regular intervals, making them somewhat predictable. If the player dies, any Gutsman blocks that were previously thrown will not reappear until a continue is used.
The sprite overload in this encounter causes flickering and some minor audio distortion, regardless of console or emulator use.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. let's play megaman wily perfect "speed run" cwu 01p boss cwu01p.Mega Man X6: Intro and Title ScreenSliider2014-11-27 | Introduction and title screen from Mega Man X6 for the Sony Playstation. Gameplay will once again be no-damage, buster-only played as X.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. let's play megaman mmx6 introduction prologue anime cutscene beginning story scene rock rockman yay!Mega Man Powered Up: Bomb Mans Stage- No Damage, Buster OnlySliider2014-11-26 | Bomb man's stage from Mega Man Powered-Up for the Sony PSP. No damage taken and buster only. Bombman's attack pattern is nearly identical to his original appearance in MM1, though he's a bit more unpredictable here. Bombman will leap around the room at random tossing bombs at Megamans location. The bombs are avoidable by always moving, most effectively running, not jumping. However, a nearby bomb explosion can be avoided by jumping at the right moment. Also note most of his leaps will be towards Megamans position as well...yet another reason why constantly moving during this encounter is primary strategy. When Bombmans health reaches below half, he will pull out huge bombs and do one of two things with them: He will either toss it directly at Megaman, or it will bounce three times. The bouncing bomb is a bit more difficult to dodge as it requires some perfect timing to walk underneath it...the hitbox for the massive bomb is rather misleading. Bombman's weakness is Fire Storm.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. "powered up" powered-up "perfect run" bombman"no damage" speed run playstation portable.Mega Man: Dr. Wily Stage 2- No Damage, Buster OnlySliider2014-11-23 | Dr. Wily's second stage from Mega Man for the NES. No damage taken and buster only. The original Megaman does things a bit different in terms of the boss rush stage. Robot Masters appear throughout the stage, instead of a teleporter rematch room, which became the formula from Megaman 2. Here we encounter Cutman and Elecman. Elecman can be locked into a pattern pretty easily. The Holographic Clone of Megaman can be controlled to a certain extent as he jumps when you fire. Use can use this to your advantage by walking under him as you have him jump. Also note the clone will always be using the same weapon you are. Try Hyper Bombs or the Thunder Beam. The key here is to use an rm weapon that is easy for you to dodge.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. let's play megaman wily perfect speed runMega Man Powered Up: Guts Mans Stage- No Damage, Buster OnlySliider2014-11-21 | Guts man's stage from Mega Man Powered-Up for the Sony PSP. No damage taken and buster only. Gutsman's stage is quite a bit longer than it's original version. And of course, they added more difficult rail-cart sections. Gutsman himself will jump around the room at complete random. He will stun Megaman momentarily if your feet are on the ground when Gutsman lands, so time your jump carefully. Also, when he jumps straight up and down, that's a sure sign that he will throw his rock at you next. Gutsman has a new attack once his health goes below half: He will tunnel under the ground, exactly like Drillman, and spring up at Megaman's location. Constantly moving will generally avoid this.
My apologies for the occasional audio/video lag.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. "powered up" powered-up "perfect run" gutsman "no damage" speed run playstation portable.Mega Man Powered Up: Prologue and Intro Stage- No DamageSliider2014-11-20 | Prologue and intro stage from Mega Man Powered-Up for the Sony PSP. No damage taken. Here we see how Mega Man first came to be apparently. And Dr. Wily intends to take over the world? No way. The intro stage is extremely short, even for an intro stage. The first boss we encounter here is Proto Eye, a large version of a Big Eye that also shoots a single projectile after jumping across the room.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. "powered up" powered-up throwback "perfect run" "no damage" speed run.Mega Man: Dr. Wily Stage 1- No Damage (Yellow Devil)Sliider2014-11-16 | Dr. Wily's first stage from Mega Man for the NES. No damage taken. Gutsman's weapon is required here to progress. Concerning the Yellow Devil's attack pattern, although repetitive, the encounter requires precisely timed jumps.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. let's play megaman yellow devil wily perfect speed run "yellow devil" "yellow devil perfect" "perfect run" dr. wily yellow devil.Mega Man X5: Cyber Maze Stage 3 (X vs Zero)- No Damage, Buster OnlySliider2014-11-12 | Third Cyber Maze stage, also known as Zero Space or the Zero Virus stages, from Mega Man X5 for the Sony Playstation PSX. No damage taken, buster only. Here we have a relatively short and painless stage when compered to the previous cyber maze stages. However, there are death spikes everywhere here so tread carefully. The boss is the character you're not playing as. Zero's fighting style is extremely similar to his X2 style. He spams his buster, which is two fully-charged shots followed by a saber slash that tracks X. As he did in X2, he also pounds the ground creating an aoe attack that covers nearly the entire room. When he begins this attack, dash to the opposite side of the room, farthest from Zero, this will allow for more time to recognize the spacing between the projectiles and position yourself accordingly. If you're playing as Zero, you will encounter X here, who pulls out the Ultimate Armor and proceeds to utilize weapons from X4. If Zero went Maverick, you will be forced to fight Awakened Zero, who's strategy and tactics change very little other than the addition of an instant-kill attack he will pull off if the fight takes too long.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx5 "buster only" rock rockman "no damage" "megaman x5" "zero virus stage" "zero space" "speed run" zero vs versus "x vs zero" maverick cutscene anime animation "cut scene" scene perfectMega Man X5: Cyber Maze Stage 2 (Zero Space)- No Damage, Buster OnlySliider2014-11-06 | Second Cyber Maze stage, also known as Zero Space or the Zero Virus stages, from Mega Man X5 for the Sony Playstation PSX. No damage taken, buster only. Here we have yet another throwback stage, this time from MMX1. And one word generally comes to mind when I think of this stage: evil...terrifying, irritating and horrific, formidable, arduous, unpleasant and vile. Okay, maybe more than one word comes to mind. But, it's riddled with devious enemy placement, and although short, the entire stage is designed to be problematic every step of the way. The Sigma Virus is more aggressive here and is often accompanied by Walk Shooters and Eagle Gs. Infact, the entire stage is a cluster-fuck of Eagle Gs (modified Eagle Ride Armors armed with a buster capable of shooting straight or diagonally, and a shield).
Rangda Bangda W is a modification of the original Rangda Bangda, also from X1. It has three eyes, each with a different color and attack. These appear in-cycle one at a time, randomly from one of two eye cavities. The blue eye is a homing weapon of sorts. It tracks and essentially chases the player in several short but quick dashes...probably the easiest of Rangda's attacks to evade. The green eye will shoot streams of small projectiles that can be collectively destroyed with a half-charged buster shot, as seen here. I found it best to line up horizontally with the eye and release a charged shot right before the projectiles reach X, therefore eliminating nearly the entire stream and ultimately causing damage to the eye itself. The red eye is the tricky one. It will create two constantly flowing, indestructible streams of energy rotating clockwise, leaving no safe location in the room. Utilizing the X4 Force Armor, I found that hovering for a moment above the eye would create ample time for the stream below to clear and therefore allow for safe landing on the floor. When the walls move in, a small flame will appear and follow X throughout the enclosed space. Spikes materialize on the floor and, once Rangda Bangda W reaches low health, on random portions of the wall for brief moments. The flame, and each eye, contribute a portion to the entire collective health. Important- If the flame is destroyed before the eyes, the walls will not re-open for the remainder of the encounter, and you'll be forced to deal with the eyes while trapped within this small space...a complete fucking nightmare as you could imagine. In addition, Rangda Bangda W has a specific weakness for each of its four parts:
Blue Eye: Ground Fire and Quake Blazer Green Eye: C-Shot and C-Sword Red Eye: Tri-Thunder and E-Blade Flame: Goo Shaver and F-Splasher
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx5 "buster only" rock rockman "rangda bangda w" "the room" "no damage" perfect "megaman x5" "zero virus stage" "zero space" "speed run" throwback maverick.Mega Man: The Power Battle- Full Game, Co-op (Arcade)Sliider2014-11-04 | Features two player co-op gameplay of all three courses, and all three playable character endings. Sliider plays as Megaman, and Megaquint2 as both Protoman and Bass. Sliider plays buster-only and Megaquint will be utilizing robot master weapons.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. "2 players" "full game" "power battle" arcade player bass protoman megaman power fightersMega Man X5: Cyber Maze Stage 1 (Zero Space)- No Damage, Buster OnlySliider2014-10-25 | First Cyber Maze stage, also known as Zero Space or the Zero Virus stages, from Mega Man X5 for the Sony Playstation PSX. No damage taken, buster only. Here we re-live Quickman's stage from Megaman 2. And although this stage is not an exact replica in terms of layout and design, there are obvious similarities and the lasers once again cause instant death. The first section shouldn't cause too much trouble, but the second section can be frustrating. In fact, there are a couple lasers here that you will just barely avoid, and honestly, will require a bit of luck. That is unless you utilize Dark Hold.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx5 "buster only" rock rockman laser race fast quick "shadow devil" "no damage" perfect "megaman x5" "zero virus stage" "zero space" "speed run"Mega Man 8: Dr. Wilys Tower Stage 4- No Damage, Buster Only (Boss Rush + Ending)Sliider2014-10-20 | Final stage from Mega Man 8 for the Playstation PSX. Features the boss rush, Dr. Wily, ending, and staff credits. No damage taken and buster only. The final stage of Dr. Wily's fortress is nothing more than the boss rush and Dr. Wily himself. For detailed strategies and tactical descriptions concerning each boss please refer to the actual stage run for that boss...select a stage from the Stage Select video, link below.
Boss Rush 0:13 Dr. Wily 1st Form 10:04 Dr. Wily 2nd Form 11:05 Epilogue 12:40 Credits 17:15
This time Dr. Wily is rocking just two forms. But, the second one can be frustrating. It definitely echos MM7's final ufo form in terms of attacks. The only aspect of his first form worth noting is the laser cannon inside the skull's jaw: Focus your attacks on this when it appears rather than Wily. If it doesn't receive enough damage, it will fire and it's difficult to avoid. During his second form, Wily randomly reappears throughout the room, then employs one of several attacks utilizing small balls of electricity. There is one attack in particular that is rather tricky to outmaneuver: Four balls will appear and act as a homing weapon of sorts. They will lock on twice...once immediately, then pause and lock a second time. If you can time it just right...jump then slide so that they lock onto your location in mid-air, therefore sending them over you as you slide...a bit tricky, but you'll see what I mean. His other attacks here are self-explanatory. For weaknesses: Use Water Balloons or Flash Bombs against Wily's first form. And the Flame Sword does the most damage to his second form, though it can be difficult to land a hit.
About the Credits- Capcom held a Robot Master Contest requesting designs for the bosses of Megaman 8. Capcom said three of the six chosen robots (not including Tenguman and Astroman) had to have a specific appearance or element: One with a sword and separable body, one with two heads, and one with long extendable arms. There were a total of 110,000 robot master submissions. Anyways, the staff credits feature the winning designs, as well as several other entries.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. skull castle fortress "skull castle" "wily fortress" perfect speed run "no hit" "final stage" "last stage" "boss rush" buster only dr. wily battle.Mega Man 8: Dr. Wilys Tower Stage 3- No Damage, Buster OnlySliider2014-10-12 | Dr. Wily's third stage from Mega Man 8 for the Playstation PSX. No damage taken and buster only. Bass and Treble have no actual rm weapon weakness. However, when Bass hovers to the center of the room and begins flashing, a well-timed Astro Crush will render his meteors ineffective. Beyond that, a fully-charger buster shot works best here, if you can deal with Bass repeatedly yelling "What?" every time you land a shot. Piercing the Green Devil with Laser Shots is no doubt the most efficient way to burn him down. But if you don't have the Laser Shot, hit him with some Flash Bombs to open a path and reveal the eye inside, then spam the Thunder Claw. Note that either way, the Green Devil will only take damage while the eye is open, inside its fully-formed gel body.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. skull castle fortress "skull castle" "wily fortress" perfect speed run bass treble "no hit" "evil energy" "bass battle" "green devil" "yellow devil take 5" "perfect run"Mega Man 8: Dr. Wilys Tower Stage 2- No DamageSliider2014-09-30 | Dr. Wily's second stage from Mega Man 8 for the Playstation PSX. No damage taken. Excluding a short section at the beginning, this stage, including the boss, will be played on Rush Jet. Keep in mind that robot master weapons can be utilized while on Rush. During the boss fight, you may acquire multiple Surprise Shells depending on how low your life bar is. Astro Crush is the Flying Ship's weakness.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. caves skull castle "no hit" perfect fortress "rush jet"Mega Man 2: The Power Fighters Co-Op: Recover the New Parts (Arcade)Sliider2014-09-25 | Mission: Recover the New Parts. Sliider and Megaquint2 play Mega Man: The Power Fighters 2 co-op. Part 3. In this video, Sliider plays as Megaman, and Megaquint2 as Duo. Megaquint2 will be using all the special weapons on the appropriate bosses to expose weaknesses. Sliider continues to use only the buster. This is not unlike the stage runs found on their channels...Megaquint utilizes weapons, and Sliider runs buster-only.
The Power Fighters is an arcade title released in 1996, and the game can be quite challenging. The robot masters get progressively more difficult, regardless of which order you select them. The Power Fighters 2 was also ported out to the Gamecube and featured on the Anniversary Collection.Mega Man 8: Dr. Wilys Tower Stage 1- No DamageSliider2014-09-19 | Dr. Wily's first stage from Mega Man 8 for the Playstation PSX. No damage taken. Although a bit short, this first Wily stage is often regarded as the most difficult stage of the game due to the overly-long and tedious jetboarding section. I quickly learned that reflexes will get me so far, then they'll get me killed...memorization is key here. It's also a good idea to generally stay as far left as possible to allow for more reaction time.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. cave caves caverns skull castle fortress jetboarding jet jetboard penguin drop-penguin "no hit" perfect quad pod "speed run" snowboard "no damage" "perfect run" perfect fast speed "skull castle" "dr. wily stage".Mega Man X5: Dynamo Take Two- No Damage, Buster OnlySliider2014-09-06 | Second encounter with Dynamo, a mysterious mercenary, from Mega Man X5 for the Sony Playstation PSX. No damage taken, buster only. After six mavericks fall, Dynamo steps in and decides to fck with X again. In addition to his original maneuvers and attacks so fiercely displayed, ahem, in his first appearance, he adds one more rather cheap aoe attack...and he will spam it, trust me. Dynamo slams his fist into the ground three times summoning several bolts of electricity throughout the room. The first round presents safe spots between each bolt and can be measured from the center to calculate visually where to stand. The second and third rounds of bolts leave one side of the room or the other safe.
See the first encounter with Dynamo for additional strategy concerning his other attacks. Link below.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx5 "buster only" rock rockman "no damage" "megaman x5" "speed run".Mega Man 6: Wind Mans Stage- No Damage, Buster OnlySliider2014-08-08 | Wind man's stage from Mega Man 6 for the NES. No damage taken and buster only. A somewhat tricky stage here, but Windman himself is a breeze. His projectile is quite easy to dodge- simply jump at the right moment. He will also hover around the room and land directly at Megaman's location, but a quick slide will evade this attack. Not too much more i can provide in terms of strategy here. Centaur Flash is Windman's weakness.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. let's play megaman mm6 perfect speed run yay!Mega Man X5: Dr. Izzy Glows Stage- No Damage, Buster OnlySliider2014-08-01 | Izzy Glow's stage, also known as Shining Firefly, from Mega Man X5 for the Sony Playstation PSX. No damage taken, buster only. Dr. Glow spends most of this time in the air generally out of reach from the ground level, even for a max-charged buster shot. Expect to be wall-jumping a lot during this encounter. Shining Firefly is also a teleporter making him difficult to keep track of and impossible to predict. He will engage large beams that cover nearly the entire room in one sweep. However, there are safe spots if you can get to them quick enough. Shining FIreflys weakness is the Tri-Thunder or E-Blade.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx5 "buster only" rock rockman "no damage" lab laboratory "megaman x5" "speed run"Mega Man X5: The Skivers Stage- No Damage, Buster OnlySliider2014-07-20 | The Skiver's stage, also known as Spiral Pegasus, from Mega Man X5 for the Sony Playstation PSX. No damage taken, buster only. Features location of the Heart Tank. I might add grabbing this Heart Tank and rescuing the nearby hostage without becoming infected by the Sigma Virus required a couple awkward jumps...it's a bit harder than it looks let's say. Throughout the stage, X must destroy timed bombs before they detonate. Generally when the bomb becomes seen on-screen it begins to count down from three or five. Failure to render the bombs scrap before they detonate will result in some serious damage. Spiral Pegasus spends most of his time in the air or dashing back and forth. He will also dive in several directions at X from off-screen. In fact, the Skivers fighting style is quite similar to Tengu Man or Storm Eagle. Therefore, this encounter is all about timing. You'll want to get a feel for the timing between dives and dashes so that he becomes somewhat predictable. Spiral Pegasus' weakness is the Dark Hold.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx5 "buster only" rock rockman pegasus horse sky bombs "no damage" "destroy the bombs" "megaman x5" "speed run"Mega Man X5: Axle the Reds Stage- No Damage, Buster OnlySliider2014-07-12 | Axle the Red's stage, also known as Spike Rosered, from Mega Man X5 for the Sony Playstation PSX. No damage taken, buster only. A rather short, yet difficult stage here due to particularly devious and irritating enemy placement. Most notably the hidden vines that only appear when you're almost on-top of them. So anyways, this is X5's typical jungle stage as suggested "into the jungle". The encounter with Axle can be frustrating too, as he has several attacks that are preformed at random and can easily fill the room with a cluster-fuck of spiked balls and vines. Spike Rosered will often create a clone that does little more than jump around and sometimes use the vine whip. However simple, this clone ofcourse adds to the mess of things going on here simultaneously. Destroy the spiked balls immediately to free up some space to maneuver, and generally keep your distance from Axle as he will often attempt to catch you in his vines and drain health relentlessly. Spike Rosered's weakness is the Ground Fire or Quake Blazer.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx5 "buster only" rock rockman jungle rose roses flower "no damage" "into the jungle" "megaman x5" "speed run"Mega Man X5: Dark Dizzys Stage- No Damage, Buster OnlySliider2014-06-24 | Dark Dizzy's stage, also known as Dark Necrobat, from Mega Man X5 for the Sony Playstation PSX. No damage taken, buster only. Features location of the Sub-Tank. Note the slowed movement here is intentional, supposedly caused by the "black-hole" in the background. The concept of a planetarium for a stage setting is a refreshing change for X5. But, I was disappointed at the gravity mechanics implemented here. In fact, there's really no mechanics at all...the game simply flips the stage. X remains right-side up as usual without any effect. What's the point? It would've been cool to see Gravityman's stage physics here. Wtf capcom!? Dark Necrobat usually starts by unleashing clouds of Batton Bones, while aimlessly flying around the room completely vulnerable. A fully charged buster shot can easily tear through them all. He will also create three slow-moving large sonic waves that cover nearly the entire room. Getting up and over them requires a precise well-timed wall jump. Then, Necrobat begins charging his hacks. Yeah, Dark Dizzy is a time hacker. However, he can only fly so far before the time-freeze fades. His weakness is the F-Laser or C-Flasher.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx5 "buster only" rock rockman bat "no damage" "space trap" "megaman x5" "speed run"Mega Man X5: Squid Adlers Stage- No Damage, Buster OnlySliider2014-06-21 | Squid Adler's stage, also known as Volt Kraken, from Mega Man X5 for the Sony Playstation PSX. No damage taken, buster only. Features location of the Helmet Falcon Armor upgrade capsule. This stage is rather short and features a relatively simple premise. Activating switches by shooting them opens doors for a fixed amount of time. It gets a bit tricky when this requires two switches to be activated simultaneously, though nothing too difficult. Squid Adler spends most of his time hovering around while sending out bolts of electricity in seemingly every possible direction. I find his tendency to invade my personal space more concerning than the static discharges. He will also randomly create a platform in the center of the room that can be electrified- more of an obstacle than an asset. In terms of strategy, i recommend constantly moving, as he likes to hover directly at you. When he lands, this is your cue to get on a wall, as he will most likely electrify the floor for several seconds. Squid Adler's weakness is the Goo Shaver or F-Splasher.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx5 "buster only" rock rockman "no damage" "megaman x5" "speed run" electric trap "electric trap"Mega Man X5: Duff McWhalens Stage- No Damage, Buster OnlySliider2014-06-14 | Tidal Whale's stage, also known as Duff McWhalen, from Mega Man X5 for the Sony Playstation PSX. No damage taken, buster only. Definitely one of the most difficult and overly long stages I've played in some time, maybe since ZX. Anyways, first thing you may notice is that we're listening to a remix of Bubble Crab's theme from X2. The similarity doesn't end there. We will also be reliving Bubble Crab's stage gimmick as well. X is faced with the submarine U-555 (apparently infected by the Sigma Virus) throughout the entire stage, and acts as a mini-boss three times, exposing three different sides of the sub. Some of these parts were ridiculous, and a few times I squeezed through by mere luck probably. Many of MMX5's hitboxes, or hit detection, is rather generous. Tidal Whale, or Duff McWhalen, has two distinct phases. He will first create moving platforms throughout the room, while simultaneously firing homing missiles. His second phase was much more difficult, though it may look deceivingly simple and easy. Duff will line up on the left side of the screen, and at X's height fire off fast-moving blocks. There is, of course, spikes on the right. So you''ll want to continuously jump the entire height of the screen causing Duff to create blocks above you, while you fire at him from below. Even with this fairly simple strategy, he will manage to send a few directly at you, then it's react or die...and react fast.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx5 "buster only" rock rockman mini-boss "mini boss" "u-555" sea ocean underwater "no damage" "megaman x5" "speed run"Mega Man X5: Dynamo Take One- No Damage, Buster OnlySliider2014-06-10 | First encounter with Dynamo, a mysterious mercenary, from Mega Man X5 for the Sony Playstation PSX. No damage taken, buster only. Dynamo apparently puts little effort into this first battle with X. In fact, he's actually quite pathetic. He does admit, "I'll play less than my best". So, I guess i'll excuse his monumental failure here. Dynamo will randomly cycle through three attacks: Most often he throws his saber like a boomerang back-and-forth across the room. Do i really need to explain how to avoid this? His second attack is a bit more tricky. He will leap into the air and perform a downward slash at X's location. If you dash the moment he begins jumping into this attack, you can evade the slash. The third attack is not really an attack at all. He'll simply stands there for a moment and spins his saber creating a temporary shield...don't get hit by this devastating maneuver! I used these few idle seconds to charge my buster.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx5 "buster only" rock rockman "no damage" "megaman x5" "speed run".Mega Man X5: Mattrex Stage- No Damage, Buster OnlySliider2014-06-04 | Mattrex's stage, also known as Burn Dinorex, from Mega Man X5 for the Sony Playstation PSX. No damage taken, buster only.
This run takes the upper-path leading to the miniboss.
Burn Dinorex generally performs two primary attacks. The first, and most prominent of which, is a mid-air charge. He lines up horizontal to X then dashes forward. You want to coax him into charging a higher position so you can fall beneath, or in most cases slide. His second attack involves variations of fire breath. Mattrex will first project two small flames onto the floor, simply hover above or climb the wall. From an elevated position he will also quickly shoot multiple fire balls. Dashing back and forth will usually evade this. And for the third and final fire-breath variation he will spew flames onto the ground once again, but this time they spread and cover the entire floor. If you're using the X4 Force Armor simply hover above the flames for a moment. Otherwise a well-timed jump can also avoid this. Burn Dinorex's weakness is the W-Shredder/Wing Spiral.
Comments, requests, and suggestions are always welcome! All music/sound copyright Capcom. megaman mmx5 "buster only" rock rockman mini-boss "mini boss" "mattrex" "burn dinorex" " red hot world" "no damage" "megaman x5" "speed run".