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46 Robot Masters tip sheet

Oct 2nd, 2016
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  1. ---46 Robot Masters---
  2. Mega Man:
  3. i: Press Select to pause buffer. Useful for damage stacking, some damage avoidance on vertical scrolling, avoiding knockback, and zipping.
  4. ii: Going Cut Man first requires using the Magnet Beam glitch, which risks a softlock but saves some time overall (~15 seconds). However, since there is no password system in Mega Man 1, this can cost at least 3-4 minutes.
  5. iii: Drops are not generous in this game compared to the others, so be conservative on taking hits and using weapon energy (especially Magnet Beam).
  6. iv: While on Magnet Beam, if it dissipates while on it, you will drop at maximum falling speed. If you don't want that, jump before it disappears.
  7. v: Drops from enemies cause a surprising amount of lag, so it's generally better to pick them up rather than leave them if another enemy appears right after.
  8.  
  9. Mega Man 2:
  10. i: Rockman 2 plays on Difficult while Mega Man 2 plays on Normal. Bosses and enemies die faster on Normal, but text is faster on Rockman 2. Rockman 2 is faster overall, but newer players may have a tougher time with it.
  11. ii: When pausing, vertical falling speed is reset. This can be helpful for avoiding damage or even falling into pits.
  12. iii: Heat Man's weapon is used primarily in zips that involve pit deaths. Charging the weapon beforehand and releasing it after dying will skip to the READY screen, so long as you had an extra life in stock.
  13. iv: For Quick Man's first zip, on the last part of the screen, if you get out of the zip early enough, the screen will stay light and visible. However, if you don't get out of it on time, it'll be dark and you'll be going through the beams without any visibility.
  14. v: The Item-2 use in Metal Man's stage towards the end has a limit on the height. Use it too low, and you'll hit the enemies. Use it too high, and it'll hit some invisible wall part of the way through.
  15.  
  16. Mega Man 3:
  17. i: There are three common routes that runners use: Magnet first, Top first, and Gemini first. Both Magnet and Top take two damage from the buster, while Gemini takes one damage (but his twin form can take chained damage from the buster by attacking both Geminis).
  18. ii: When landing on the same frame as when you try to shoot a weapon, the weapon will not fire.
  19. iii: When using Top Spin (most relevant to Top first route users), there is some knockback from enemies. Also, during invulnerability frames, when inside an enemy's hitbox, Top Spin will drain faster.
  20. iv: While on Rush Jet, you can jump to drain less energy; however, it comes at the cost of more screen lag, so trade wisely.
  21. v: Don't pause while using Rush Marine and over a pit. You'll die.
  22.  
  23. Mega Man 4:
  24. i: Flash Stopper lasts for 5 seconds. Sliding during Flash Stopper stops the timer.
  25. ii: While underwater, you cannot jump out of slides.
  26. iii: Bright Man only uses Flash Stopper at 16, 8, and 4 HP. Shoot him once with a regular shot at the beginning, then charged shots the rest of the fight after.
  27. iv: Balloon is used in two stages: Ring Man (during the climb at the beginning and over the first hippo maybe) and Skull Man (for the first zip and some vertical climbing).
  28. v: If you move to the middle after the boss fight and find "the magic pixel(s)", you can save time on the jump to "get weapon", saving some frames.
  29.  
  30. Mega Man 5:
  31. i: When you take damage while charging Mega Buster, the charge will reset.
  32. ii: When sliding between screen transitions, the slide will stop on the next screen.
  33. iii: Super Arrow usage is decreased as you continually step off the moving (mostly right) side of the arrow, saving energy.
  34. iv: Crystal Skip is really easy and saves time, but make sure you have an extra life in stock. Stay left enough on the second incline for the setup so that the first Pukapucker doesn't spawn until you're moving right on the Super Arrow.
  35. v: Boat Skip in Wave Man's stage hardly saves any time, so unless you're absolutely confident in not softlocking, don't do it.
  36.  
  37. Mega Man 6:
  38. i: You can't jump out of slides immediately, but you can do one of two things to make slides effective: (1) Press the opposite direction to stop the slide and then jump out, or (2) tap jump to stop the slide and jump out.
  39. ii: Knockback is not as severe in this game as the others. That can be beneficial in some cases and detrimental in others.
  40. iii: Flame Blast is your best friend for getting through stages. Wind Storm is nice, but it lags the screen when using it, costing frames.
  41. iv: The quickest transition to Rush Jet Adaptor or Rush Power Adaptor is, once selected, hold Start or A.
  42. v: For the Plant Man runaround, if Plant Man jumps right, do a neutral slide (just down + a) from the starting position, and you'll always be in the correct spot for him to do a long run around the room. This makes it easy to get 4/5 hits in on a cycle.
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