Mega Man X Tricks

The purpose of this page is to document all the known tricks of the SNES Mega Man X games so far.

Because of the nature of this site, we concentrate here on tricks that are nearly impossible to perform in real play, but are useful in the making of tool-assisted speedruns. For most of the tricks, a frame advance feature in an emulator is a definite must-have.

In this X series, Capcom has fixed many of the glitches that affected the original series, and introduced new ones. Although the famous zip-through-level-structure glitch has been dealt with, new features such as X’s dash, dynamic weapons, and boss reactions to weapon hits have added new ones.

Note: "X" on this page refers to the player character Mega Man X, unless the context clearly indicates otherwise.

Table of contents [expand all] [collapse all]

TODO: Improve these sections. Add more images.

Movies

The basic techniques

Fastest method of movement

This section will be brief. It is recommended to check Rockman Tricks; the methods are similar.

Vertical movement (ladders, wall-jumping)

Upward:

  • Initial upward speed from jump: 5.0 p/f

  • Initial upward speed from slope jump: Either 5.25 p/f or 5.5 p/f, depending on the slope grade.
    • Walking upward and jumping does not reduce initial jump speed.
    • On an upslope, reverse direction for 2 frames, then jump forward.
    • This extra boost gives a higher jump that allows X to barely clear a wall or reach a high overhang (faster).
    • See also Jumping off sloped ground.

  • Climbing ladders: 1.5 p/f
    • 3.0 p/f in X2 and X3 with arm and leg upgrades; then it is almost always faster to climb up instead of wall-jumping (but at the top, wall-jump).

It is best to alternate jumping between two close walls at 13-14 frames per jump, or as few frames per jump as possible without going under 13. If the two walls are too far apart, it is better to jump up the same wall at 20-21 frames per jump.

right It is possible to jump through a ladder where it appears to block X, that is, directly up the center of the ladder. You can wall-jump at the top of the ladder, before the climbing-up-onto-ground animation, but if X does this too low, he is blocked from going through (useful only to get to dash speed as described below, when you go down the ladder).

Downward:

Values are halved in water, except when using charged Triad Thunder.

  • Terminal downward speed: 5.75 p/f
  • Gravity: 0.25 p/f/f

To save time falling down a pit or shaft, jump ahead of time and just barely miss the edge of the hole. The result is that X pre-accelerates himself into the hole and starts his descent with more than zero downward speed. Get as much velocity as possible before dropping down.

Before climbing down onto a ladder, walk one frame to reduce stopping animation delay. After climbing down onto the ladder, release the ladder at the first frame possible; do not climb down the ladder.

Dropping off the ladder does not immediately give you dash speed. To get to dash speed quickly, air-dash or do the wall-jump near the top of the ladder at the lowest point described above, so X does not jump back up the ladder.

Horizontal movement (dashing)

From slowest to fastest in general:

  • Walking: 1.5 p/f

  • Walking downward on slope or jumping off: Either 1.6 p/f or 1.8 p/f, depending on the slope grade.
    • Walking upward does not slow you down.
    • On a downslope, walk down and jump off the bottom of the slope.
    • On an upslope, reverse direction for 2 frames, then jump forward.
    • See also Jumping from sloped ground.

  • Dashing: 3.5 p/f
    • Get in dash speed as often as possible

  • Ride armor dashing (X2): 4.0 p/f

  • Charged Speed Burner (X2): 4.5 p/f
    • Lasts longer on ground than in air.
    • X maintains this speed in air afterward, as long as X does not contact wall or ground, perform an air dash, or jump off the surface of water.

  • Ride armor lunging (X2): 6.0 p/f
    • To keep lunging speed through use of the jets, lunge off an edge.
    • Tap the A button for optimal use of the jets.

  • Motorbike (X2): 6.0 p/f terminal

Things that alter velocity:

  • High speed slopes w/dash speed: 7.25 p/f
    • Stay airborne as much as possible.

  • Mine cart: 5.0 p/f (w/ dash: 8.0 p/f) terminal

  • Strike Chain w/dash speed (X2): 7.25 p/f (charged 10.25 p/f)
    • See Strike Chain below.

  • Zipping through blocks: 10.0 p/f
    • Blocks include crushing blocks, platforms, junk blocks, and Crystal Hunter crystals.

There are other things, such as platforms, that help or hinder speed. Dash over the ones that help and hop on and off the ones that hinder.

Jumping off sloped ground

right If you jump while walking (not dashing) down a slope, your jump will be higher than normal. Sometimes, this trick allows you to gain access to areas usually only accessible through other means, but is more often used either to barely make it over a wall, or to jump earlier than normal to reach an overhang (if coming from the bottom of the slope), or to reach an overhang faster. Note that up-slopes are also down-slopes in disguise; when going up a slope, press the opposite direction for a couple frames and jump. The image to the right demonstrates how to clear a wall that is barely too high to dash-jump over.

Sloped ground also gives a horizontal boost, whether walking (not dashing) downward on it or jumping off of it from walking. This trick is useful when you do not have the dash (in the first part of MMX1). There is no negative boost for walking or jumping up-slope.

Water Hopping (MMX2, MMX3)

By tapping jump while on any body of water’s surface, it is possible to hop along the water, giving you the ability to cross it without ever having to dive down. This technique can be enhanced by dashing onto the surface of the water, so that distance between water hops is made greater.

Double triangle-hop

You do not have to be right up against a wall to wall-jump; you only need to be within a few pixels (around 5 or 6) of the wall. So it is possible to wall-jump when right up against the wall, and then wall-jump again as you ascend off of it, allowing you to gain extra height.

Resetting the mid-air dash (MMX2)

Use of the charged Speed Burner or Giga Crush, or grasping the bottom of an overhang as briefly as possible, resets the mid-air dash. Normally, you can only air-dash if you don't dash jump, and only air-dash once during the jump.

Luck Manipulation

Methods of luck manipulation

Compared to the Mega Man series, it is harder to luck-manipulate. Simply doing a different dance won’t do it.

Luck manipulation methods from best to worst:

  • Drag X down a wall so that dust sprites appear (the best method against bosses).
  • Kill more (or less) enemies.
  • Position yourself differently or take damage (usually doesn't work).
  • Wait a frame or two (or more).

Item drops

For the most part, don’t bother. However:

  • It may be more likely to cause lag if items are dropped.
  • Pick up weapon refills with X-Buster armed to avoid weapon refill delay.
  • Don’t pick up health refills unless your health is full or unless absolutely necessary.

Boss action manipulation

Boss manipulation is usually important.

  • Manipulate to get the boss to do what you want him to do.
  • Almost always there are walls; use them. See above.
  • Know which actions can be luck-manipulated and which cannot, and at which point actions are decided.

Dr. Light capsule manipulation (MMX2)

For some reason, the capsule in Wheel Gator’s stage opens at variable times, any time from instantly to 2 seconds later. You want the capsule to open instantly.

The reason is that, in these games (not just X2), the capsule opens only after the camera is centered properly. In Wheel Gator's stage, the screen periodically shakes.

Weapon Glitches

Passing through enemies

In some situations, the best way to get around an enemy is to go through it, without taking damage. Sometimes when an enemy is in continuous contact with a certain weapon, collision checks are ignored. Note that charged Chameleon Sting allows passing through enemies because it was designed to do so; thus, it is not listed.

Charged Rolling Shield (MMX1): Even if an enemy destroys the charged Rolling Shield by contact, it won’t do collision checks on X for about 7 frames.

Charged Speed Burner (MMX2): X’s Speed Burner dash allows passing through all non-underwater enemies.

Silk Shot (MMX2): Sometimes, the shrapnel from this weapon stops collision checks until the enemy is already destroyed.

Tornado Fang (MMX3): If an enemy can be hit by Tornado Fang, it won’t do collision checks for about 15 frames.

Passing through the giant fish’s laser in Bubble Crab’s stage (MMX2)

It’s very strange, but if you use charged Speed Burner, you may be able to gain enough horizontal speed to pass through the fish’s laser unharmed (poor collision checking). It doesn’t happen often but when it does, it’s magic. Normally, X cannot pass through the laser.

Dashing uncharged X-Buster

rightBy dashing and then shooting uncharged X-Buster shots, the first that comes out does more damage than when not dashing. Specifically, in X & X2 only, this shot does 2 damage to bosses, rather than the normal 1 (this does not hold true against a couple bosses in X2, or against X3 bosses except the intro boss which takes 4 instead of 3). The technique works as long as you are in some type of dash movement, including jumping after dashing, and dashing off a ledge.

Shooting while charged and remaining charged (MMX1, MMX2)

In MMX1, if you fire just as you regain control of X and you are charged up, you shoot a normal shot while keeping the charge (for MMX2 it is just before control). This trick works with any weapon. A possible use is to gain an extra second to charge up when only partially charged.

Point blank shrapnel weapons (MMX1, MMX2)

By shooting enemies at a very close distance with weapons which release shrapnel when they hit (Shotgun Ice and Silk Shot), you can have both the main shot and some (or possibly all) of the scattering shots hit as well. This may be used to cause increased damage or to have the shrapnel shots disappear from the screen quicker.

Strike Chain (MMX2)

rightThe Strike Chain is a weapon and grappling hook with many properties that are important in a speedrun:

The Strike Chain pulls X toward a wall. This method of horizontal movement is one of the fastest in the game, even though it is brief and limited. When charged, it pulls X even faster and from further away.

As the Strike Chain pulls X, vertical speed is preserved. X’s speed only resets if he reaches the end of the Strike Chain. If the Strike Chain pull is cancelled before then (by pressing opposite direction to the pull), X drops off the Strike Chain at the same vertical downward speed as when before being pulled, or even jump upward slightly if X was jumping upward before being pulled.

X can enter thin floors with Strike Chain. If X fires a Strike Chain prior to climbing down a ladder, the Strike Chain will continue and grab the interior of a thin floor when X climbs down. As a result, X is pulled into the floor. When X is inside the floor, it functions as a ladder. This trick does not work on floors with walls underneath.

The Strike Chain can reset vertical speed. If a Strike Chain grapples something and either pulls X completely or not at all, it resets vertical speed. Simply using Strike Chain close to an overhang resets vertical speed while keeping dash movement.

Beam Saber (MMX3)

rightThe Beam Saber (or “Beam Sabre”) is the secret weapon that kills bosses in two hits. Yet much time can be saved from efficient usage:

  • The Beam Saber will not fire until the charged shot is gone. The fastest way to clear a charged shot is to shoot it into a nearby enemy (the boss). It is necessary to prevent the boss from being harmed by this shot due to its 60-frame invincibility, so pre-hit the boss to make it flash beforehand in such a way that the charged shot does not harm the boss but the sword does. If it is not possible to do so in this manner, the next fastest way is to dash while shooting the charged shot off the edge of the screen.
  • The Beam Saber strikes the fastest on the first frame on which it appears, which is behind X. X draws the Beam Saber one frame faster if he stands on the ground to start swinging than when in midair.
  • To charge up a second Beam Saber, it is fastest to take damage after hitting with the first Beam Saber so that the slash animation is cancelled. Post-slash animation has no effect on charging.
  • To cancel either the post-slash animation or the Beam Saber altogether before it slashes, quickly switch weapons. Useful for regaining full control of X.
  • The Beam Saber allows charging of all weapons to the yellow level, even without X-Buster upgrade. This allows firing a special weapon and charging to prepare a Beam Saber.

Beam Saber double-jump (MMX3)

If X swings his Beam Saber either during the part of the wall-jump where the player has no control or during an air dash, and jump is held down, X immediately jumps up as if he jumped from ground. Combined with switching weapons to regain control, X can gain additional height and even air-dash again. Note that this trick alone cannot put X in dash movement.

Zero’s continuous Beam Saber (MMX3)

rightDuring the time when you control Zero, if you have Zero slash with the Beam Saber, then rapidly jump (once every 4 or 5 frames) Zero will keep the sword out and it will continue to damage enemies. This trick is not particularly useful, mainly due to not needing to control Zero for most of the game.



Taking damage to save time

Cancelling damage animation near a wall

rightIf you press left or right to grab a wall when X is forced toward it from being damaged, damage animation will be cancelled. Not only does this save time, but it prevents X from falling a long distance or recoiling, and thus plays a vital part in spike-shaft climbing.

Touching lethal ground while damaged

By now, everybody should be familiar with this. If you get damaged by an enemy, in many games there is a time of recovery in which you can not only touch other enemies and not get hurt, but even touch normally lethal surfaces (i.e. spikes). While by now this is nothing special, there are situations in the Mega Man X series where using this can actually save you from having to get a weapon and backtrack to a level you already visited in order to use it to get a Heart Tank or Sub-Tank. You can also climb spiked shafts rapidly without using platforms if there are enemies around.

Getting height from hit recovery

A rarely necessary trick, if you get hit while you are in the air, you will very slightly ascend due to the hit recovery animation. Thus, you can technically gain additional height during a jump by getting hit while you are at its peak.

Bosses

Abnormal boss recoveries

While in general, bosses have a one-second invincibility after being hit, there are exceptions. A concept that occurs in the X-series and not in the original is that sometimes stunning the boss with his weak weapon will make him do some different action. Occasionally, these different actions can override the current state of invincibility (either forcing on or off invincibility). It is this forcing on or off of invincibility that causes glitches. Not all tricks are glitches; some tricks simply take advantage of the programmers’ erroneous assumptions concerning invincibility.

  • Spark Mandrill (X1): Becomes vulnerable again while he is still frozen from Shotgun Ice.

  • Overdrive Ostrich (X2): Becomes vulnerable again while he is still frozen from Crystal Hunter. When he breaks out of frozen animation, he is invincible for 60 frames. Just before he shoots charged Sonic Slicer, he can be hit. Then right after, invincibility is forced off and he can be hit again.

  • Toxic Seahorse (X3): Becomes totally vulnerable (no recovery) for about 20 frames while he is still blinking from Frost Shield. Must be hit above a certain height.

  • Volt Catfish (X3): Invincibility is forced off to Tornado Fang when he turns blue from his super attack. Still, avoid using Tornado Fang except on the last hit.

  • Crush Crawfish (X3): Becomes totally vulnerable (no recovery) for about 120 frames while he is still blinking from Triad Thunder. Use a rapid-fire weapon.

  • Neon Tiger (X3): Invincibility is forced off when he performs his next action from the ground.

  • Gravity Beetle (X3): Invincibility is forced off when he is hit by Ray Splasher while flashing.

  • Blast Hornet (X3): Gravity Well does damage to Blast Hornet in a unique way and has nothing to do with invincibility. The blinking is for show.

Defeating bosses fast to avoid long invincibility

  • Wire Sponge (X2): If Wire Sponge’s health goes below 12, then after he completes his current action, he becomes invincible for a long time while using his lightning attack. If his current action is hanging on the ceiling, then you can beat him before he finishes this.

  • Wheel Gator (X2): Wheel Gator can be hit with Strike Chain right away at the beginning, and can be hit just before sinking underwater on subsequent sinking attempts, thus forming a cycle.

Bosses that recover like minibosses

Vile (X1), Velguader (X1) (or "Sigma's Dog"), and "Sigma Virus" (X2) (the final boss), all have recovery times similar to most minibosses (around 20-30 frames recovery). For Velguader, the weapon of choice, Shotgun Ice, does not disappear on impact, but creates pellets. You want to shoot so that the pellets disappear fastest. Sigma Virus has 64 health.

Sigma’s Broken Sword Defense (MMX1)

When Sigma uses his sword to block shots, it blocks Electric Spark because the sword sprite is a wall, causing the weapon to split vertically before it gets to Sigma. However, if X fires while standing very close to the sword, the Electric Spark goes through the sword and hits him.

Dialog and event script tricks

A major source of dialog bugs is multiple event scripts breaking each other.

Intro Skip

There is a glitch where the intro scenes can be skipped. To do that, press the start button exactly on the following frames, and nowhere else:

  • (MMX1): 358, 393, 445, 447
  • (MMX2): 441, 444, 508, 510
  • (MMX3): 441, 444, 519, 521

Explanation:

  • The first press clears the opening as soon as possible (it is permitted to hold down any button to clear).
  • The second one skips the intro scene by glitching.
  • The third button presses "Game Start" from the menu.
  • The fourth button clears this menu screen without having to wait for it to fade.

Vile-Zero dialog bug (MMX1)

right During the Sigma 1 stage there is an obligatory Vile-Zero cut-scene just before the first gate where the game plays a scene that is triggered by X standing on the ground that leads to the gate. By jumping through the ladder and climbing the wall on the left before jumping toward the gate as shown in the image, you can clear the ground and avoid this scene. The dialog will still show up, however, if you go fast enough, you can cut Zero’s dialog opening and closing, causing the scene to go faster. You need to scroll the speech during the fight in order for the plot to continue. You cannot press start during the fight because it calls up the menu.

It is possible to, by delaying dialog scrolling when Zero jumps on Vile, to form a Vile/Zero mutation image.

Sigma-Zero dialog bugs (MMX2)

There are two versions of this glitch, both requiring the shōryūken and all the Zero parts:

1) By doing a shōryūken into the center of Zero's room during the final level, you place X in the middle instead of his normal location. When Zero punches a hole in the floor, X simply falls in and the script where Sigma prepares for his first attack runs at the same time as Zero saying “Sigma lies just ahead.” This trick requires collecting all of Zero’s parts and the shōryūken. For some invincibility fun, see Shōryūken invincibility while playing below.

right2) From the rightmost point where you still maintain control of X, it is possible to dash and use shōryūken so that X ends up right between Sigma and his black Zero. From so far in, when Zero shoots at Sigma, he will hit X instead, giving him control. Then, just jump into the hole Zero makes and continue (if you are performing the invincibility trick later, use a sub-tank to refill health).

Shōryūken invincibility while playing (MMX2)

There are at least 4 places in the game where the shōryūken can be used to make X invincible. The trick involves glitching an event script into executing what would be the “Gain Control of X” command while you already have control of X and are performing a shōryūken.

The first and most well known is during the first battle with Neo Sigma[6]. Perform the Zero-Sigma dialog bug. When Sigma’s health gauge is charging, perform a shōryūken anywhere. If you are still doing it when the gauge reaches maximum, you will stop in midair and be invincible for the remainder of the battle unless you perform a shōryūken again or beat Sigma.

Note: The following three tricks are not of serious interest in a speedrun. They are completely out of the way.
The others are in Morph Moth’s stage, Magna Centipede’s (without Sigma), and Bubble Crab’s. For Morph Moth’s level, simply perform a shōryūken into the battle room with the second junk robot miniboss.

For Magna Cenipede's level, you will need a sub tank. Use shōryūken into Chop Register’s room as far as you can. You will be hit by the materializing sword and regain control. Heal up and use the shōryūken as the battle would start.

For Bubble Crab’s level, use the Giga Crush just as the submarine exits its bay, so that the submarine travels underneath X, who falls on it. Again, heal quickly after taking a hit and then use shōryūken. Bubble Crab’s level requires very good timing and quick reflexes to accomplish compared to the others.

X’s black shots (MMX2)

Whenever X is invincible from the above glitches, X will shoot black-and-orange charged X-Buster shots. This lasts until you switch weapons or X loses invincibility. Another way to gain black shots (if you didn’t get all the Zero parts) is to hit Zero last with the shōryūken.

Defeat Chop Register early, but become immobile (MMX2)

At Chop Register’s room, go in as far as possible without losing control of X, and use Giga Crush. If done right, the Giga Crush attack will destroy Chop Register as it barely comes on the screen. However X will be stuck (since the instruction to regain control never occurs), so this trick is not useful at all. It is also possible to use charged Remote Mine to perform this trick, since it is slow.

Jump early from X-Buster upgrade demo (MMX2)

After getting X-Buster upgrade in Wheel Gator’s stage, you regain control right after X stops charging and starts firing. Although you can’t walk or dash, you can jump forward (not dashing), allowing a head start. Alternatively, you can jump backward and cancel the corkscrew shot animation by grabbing the base of the capsule, but this seems to be slower.

Facing backward on cut-scenes (MMX1)

rightWhen near a trigger that causes the player to lose control of X, charge up the Shotgun Ice and either ride it facing backward or let it push you while facing backward. It will push you into the trigger facing that way. Backward is almost exclusively facing left. You can make some weird-looking scenes with this trick. This also works with boss doors, but not with Dr. Light capsules.



Window of Opportunity

Window of opportunity is a one-frame timeframe when you have player control (usually unintentionally). There are times in the game where this occurs:

  • Before all boss rematches in MMX2 which have X drop into a room (weapon switch only).

  • In Crush Crawfish’s stage after you destroy the engine, just before you drop. (MMX3)

Move around before Overdrive Ostrich rematch

For some reason, if you move around when you land from teleportation, Overdrive Ostrich will not begin to appear until you stand still for a frame. This trick does not seem to be useful.

Other useful tricks

Flame Mammoth’s alternate path (MMX1)

rightAlmost immediately after Flame Mammoth’s level begins, a head will fall out of a pipe. It is possible to use the head as a platform to jump up the same pipe it fell out of, allowing you to run along the ceiling, above the normal route. With this method you can avoid the normal path, but soon you will notice glitches, such as the glitched Sub-Tank graphic, the green background, and invisible enemies. This does not last long however, and soon everything is back to normal.

Note: This alternate path is actually slower, because of the mysterious climb somewhere along the way.

Hadōken sequence (MMX1)

right

It is common knowledge that you must visit a certain area (near the end of Armored Armadillo’s stage, high up on the last wall with energy capsule) five times, and you must have all the items, weapons, and upgrades to get the hadōken. However, there are a couple misconceptions:

  • It is assumed that you must have all the items, weapons, and upgrades to begin the sequence; this is not true. You can have nothing and start to visit the hadōken area and it will count as a visit. This is why it is sometimes reported that you need four visits (because the first visit to Armored Armadillo’s stage counts as a visit if you get close enough). As for having everything, it comes into play only on the last visit.

  • It is assumed that you must grab the energy capsule; this is not true. Getting near the area where the capsule would appear is enough. You can simply make X hit the lower-left corner of the visit area, as shown in the image above.

Note that you also need full health on the last visit to make the capsule appear.

The number of visits is stored in memory address 7E1F7E. Check this address to make sure that you visit.

Bubble Crab’s Sub-Tank (MMX2)

Below the area where the sub-tank is, there is the perfect situation to use the Water Hopping and Jumping off sloped ground techniques in conjunction with one another. Normally, you would need to complete Bubble Crab’s stage to get his weapon, and then use it to reach the high Sub-Tank, but this is not necessary. By perfectly jumping off of the sloped ground underneath the tank, you can reach the wall to the left of it, scaling up it and water hopping to the right in order to get the tank.

Cancel long weapon effects (MMX3)

If you use charged Gravity Well or Triad Thunder, you can cancel the long weapon effect by entering the sub-menu and exiting with a different weapon. This is useful when getting items that require those weapons, or when using Gravity Well against Blast Hornet (above).

Spike shaft no-damage hit on X (MMX1)

In Boomer Kuwanger’s level, the spikes that line the walls (not the spikes underneath the barriers) do 8 damage to unarmored X. However, if X jumps off the walls (without contacting them), X gets hit but takes no damage.

Remain in hadōken stance in mid-air (MMX1)

Storm Eagle’s wind, the second suction mini-boss of Launch Octopus, and the walls of the second fortress boss (Rangda Bangda) push X even when he’s not moving. If you use hadōken during this time, and you are pushed off a cliff, X will hang in mid-air until you regain control.

Other not-so-important tricks at David Wonn’s Unique Video Game Glitches

Lag glitches that can only be performed on consoles

Because of the console's inferior power, often there is lag on consoles where there wouldn't be on a computer emulator. Though lag is usually undesirable, sometimes lag can cause glitches. In that case, sometimes these glitches can only be done on consoles that generate the necessary lag. Computer emulators may not emulate enough lag.

As an example, it is possible to skip the Crystal Snail miniboss in X2 on a console by using a charged-up Silk Shot. Apparently, it cannot be done in Snes9x. It is demonstrated in the console speedrun of MMX2 at SDA.

Memory addresses

MMX1:

7E00B4-7E00B5: Horizontal position of camera (pixels).
7E00B6-7E00B7: Vertical position of camera (pixels).
7E0BCA-7E0BCB: Horizontal position of X (pixels).
7E0BCC-7E0BCD: Vertical position of X (pixels).
7E0BFA: Dash, frames remaining
7E0BFF: Charge (counting down) 149 blue 79 yellow 1 pink
7E0E8F: Enemy 1 HP
7E0ECF: Enemy 2 HP
7E1F7E: Hadōken capsule visits.

MMX2/MMX3:
7E00B5-7E00B6: Horizontal position of camera (pixels).
7E00B7-7E00B8: Vertical position of camera (pixels).
7E09FA-7E09FB: Horizontal position of X (pixels).
7E09FC-7E09FD: Vertical position of X (pixels).
7E0A2A: Dash, frames remaining
7E0A2F: Charge (counting up) 20 blue 80 yellow 140 pink1 200 pink2/green/red
7E0D3F: Enemy 1 HP
7E0D7F: Enemy 2 HP
7E0DBF: Enemy 3 HP
7E0DFF: Enemy 4 HP
7E0E3F: Enemy 5 HP

There is no specific boss/miniboss meter; check the enemy HP meters.


Useful links

The Mega Man Home Page
FAQs for MMX1 and MMX2


Authors:

FractalFusion
DeHackEd
Wodball
blechy


[3] The final boss is sometimes mistaken by the name “Velguader”/“Velgauder”.

[4] Confusingly, the first form is called either “Neo Sigma” or “Sigma”, and the second form is called either “Sigma Virus” or “Neo Sigma” (respectively). Technically, “Neo Sigma” is the correct name for both forms, but the wireframe Sigma will be called “Sigma Virus” on this page, because of the similar appearance to MMX3’s Sigma Virus.


Get Firefox!MegaManXTricks last edited by FractalFusion on 2008-03-14 23:50:11
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