Game Resources / Genesis / X Men 2
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Damage
All enemy attacks do 1 damage, except for the spike columns in Apocalypse's level which do 3 damage.
Generally, the playable characters have regular B-button attacks which all do the same damage, and a special A-button attack which does more damage if the character is in the yellow health range.
Beast | Damage |
Ground pound | 8 |
Ground pound projectile (yellow health) | 2 |
All other attacks | 4 |
Nightcrawler | Damage |
Teleport with yellow health | 4[1] |
Teleport without yellow health | 1[1] |
All other attacks | 2 |
Wolverine | Damage |
Lunge with yellow health | 8 |
All other attacks | 2 |
Cyclops/Gambit | Damage |
Charged laser/card with yellow health | 4 |
Uncharged laser/card with yellow health | 2 |
Charged laser/card without yellow health | 2 |
Uncharged laser/card without yellow health | 1 |
All other attacks | 2 |
Psylocke | Damage |
Energy punch with yellow health | 4[2] |
Energy punch without yellow health | 2[2] |
All other attacks | 2 |
Magneto | Damage |
Energy ball with yellow health | 4 |
Energy ball without yellow health | 2 |
Small shots | 1 |
[
1]The charge meter does not affect the damage, it only affects the distance traveled with the teleport. The teleport can hit twice if the invulnerability time of the enemy is short enough.
[
2]The energy punch only hits biological enemies. The energy punch can hit twice if the invulnerability time of the enemy is short enough.
Horizontal movement
All values in pixels:subpixels. A pixel consists of 256 subpixels.
Beast | Max speed | Acceleration | Deceleration |
walking | 3:132 | 0:80 | instant |
jumping | 2:226 | instant | 0:64 |
roll move | 6:0 | instant | 0 |
Nightcrawler | Max speed | Acceleration | Deceleration |
walking | 4:20 | 0:80 | instant |
jumping | 2:156 | 0:128 | 0:64 |
somersault | 6:0 | 1:0 | instant |
forward kick | 8:252 | instant | 0 |
diagonal kick | 7:48 | 0:150 | N/A |
orthogonal teleport | 10:0 | instant | 0 |
diagonal teleport | 7:0 | instant | 0 |
Wolverine | Max speed | Acceleration | Deceleration |
walking | 4:0 | 0:80 | instant |
jumping | 3:89 | instant | 0:64 |
somersault | 2:245 | 0:128 | instant |
lunge from ground | 3:150 | instant | 0 |
lunge from air | 6:68 | instant | 0 |
Gambit | Max speed | Acceleration | Deceleration |
walking | 3:190 | 0:80 | instant |
jumping | 2:206 | instant | 0:64 |
forward kick | 8:0 | instant | 0 |
Psylocke | Max speed | Acceleration | Deceleration |
walking | 3:140 | 0:80 | instant |
jumping | 2:66 | 0:128 | 0:64 |
forward punch | 7:8 | instant | 0 |
Cyclops | Max speed | Acceleration | Deceleration |
walking | 3:110 | 0:80 | instant |
jumping | 2:206 | instant | 0:64 |
forward kick | 5:20 | instant | 0 |
Magneto | Max speed | Acceleration | Deceleration |
walking | 2:194 | 0:80 | instant |
jumping | 2:138 | 0:200 | instant |
Max speed is self-explanatory.
Acceleration is how quickly you reach the max speed when pressing a direction. Instant means it reaches the max speed instantly.
Deceleration is how quickly the speed decreases when not pressing a direction. Instant means the speed is set to 0 instantly. 0 means that the move continues even when releasing a direction. N/A means the move ends when a direction isn't pressed.
For all characters, while jumping, the speed is set to 0 if it is lower than 1:0 and a direction isn't pressed.
Vertical movement
General
Character | Jump initial speed | Gravity | Max downspeed |
Beast | 8:252 | 0:81 | 16:0 |
Nightcrawler | 8:224 | 0:81 | 18:0 |
Psylocke | 8:184 | 0:81 | 16:0 |
Wolverine | 7:180 | 0:70 | 16:0 |
Gambit | 7:159 | 0:70 | 16:0 |
Cyclops | 7:156 | 0:70 | 16:0 |
Magneto | 6:196 | 0:35 | 16:0 |
Special attacks
Beast | Max speed | Acceleration |
Stomp | 8:96 | 0:180 |
Nightcrawler | Max speed | Acceleration |
Stomp | 8:96 | 0:180 |
Diagonal kick | 8:96 | 0:180 |
Quick drop | 18:0 | 1:94 |
Wolverine | Max speed | Acceleration |
Downwards attack | 8:96 | 0:180 |
Quick drop | 16:0 | 1:144 |
Magneto can hold indefinitely in the air by pressing A. His small shots slow his descent in some unknown way.
The extra upwards boost from Nightcrawler's and Wolverine's somersaults are currently poorly understood. It seems to vary by current upward speed.
Level maps
Tricks
Keeping jumpkick speed with Nightcrawler
Nightcrawler has a maximum of one down/diagonal/forward kick per jump. After the forward kick ends, the speed gradually (0:64 per frame) decreases back to 0, quicker if you hold forward. If you press the kick button again after the jumpkick ends, the speed is locked at its current value.
Keeping lunge speed with Wolverine
Wolverine does not have any limit to the number of attacks he can perform per jump. When a lunge ends, the speed gradually (0:64 per frame) decreases back to 0, quicker if you hold forward. Upwards, downwards or forwards attack can be used to lock the speed, depending on the situation. Downwards attack also increases downspeed. Somersault can also be used, which delays landing.
Dropping quickly
With Nightcrawler: If the kick button is pressed on the same frame as the kick ends, the gravity is increased about four times.
With Wolverine: If the A-attack button is pressed on the frame after you stop holding the jump button, the gravity is increased about six times. This only works on the first 15 frames of the jump.
This can be used to drop quickly, or to adjust the length of a jump.
Ending level early
If you end up inside a wall, the game checks for collision with the end level area before ejecting the character. Known possible uses are the first level and the second sentinel factory level. (The application of this trick in the second sentinel factory level was found by the speedrunner rggibson.)
Fall through thin floors
Related to the trick above, if you fall at a high speed and an upkick ends at the same frame as you hit the floor, you can go through it. This is because of the different shapes of the hitboxes of the upkick and the falling animation. You need a high downward speed to perform this, around 16-18 pixels/frame. Possible in the jungle levels.
Fall through thin floors near trees
Similar to above, but you do not need a high downwards speed. Coming out of a regular jumpkick is enough to make this happen. Possible in the jungle levels.
Quick damage recovery
Normally there is a small recoil when taking damage. By being airborne, close to the ground and in an upkick on the same frame as taking damage, you regain control of Nightcrawler directly.
Temporary invulnerability
After scoring a hit on an enemy, you are invulnerable for a few frames. Besides being generally useful when kicking/slashing through enemies, this can be used to pass through the spiked pillars in the pyramid level, by kicking the barriers that drop down (which counts as enemies).
Slide
By pressing left every other frame, the character moves at walking speed to the left, locked in one frame of animation. It can be used for example to duck-slide along the ground, or for entertainment.
Hang in the air after teleport
By doing an aerial attack, then teleporting before you land, and holding B when you appear, you can infinitely float in the air. Enemies constantly receive 2 damage if they touch you while you are floating. Nightcrawler is invincible until B is released.
(Note that neither of the teleport attacks do 2 damage - the damage is somehow from the aerial attack.)
Corner boosts
When jumping off a ledge or hitting your head against a corner, your position can be shifted several pixels.
Lua script
A Lua script tracking player 1's position (read), speed (read) and acceleration (calculated) is available from
Pastebin.
Enemy health is allocated dynamically and no fixed RAM address can be given because of this. It is easiest to search for decreasing values. Use the damage tables above to know the difference to look for.
GameResources/Genesis/XMen2 last edited by
adelikat on 2019-06-13 23:13:49
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