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 difficult to play 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. The game also uses scripts for dialogs, some of which can be glitched.
- Blinking, blink
- When X, Zero, or enemy bosses are shot, they’ll blink for a while. During this blinking, no shots will harm them (invulnerability). Also known as flashing.
- Dash-jumping, dash-jump
- On the ground, dashing, then jumping before the dash ends. On a wall, pressing dash and jumping at the same time. A dash-jump has more horizontal speed than a normal jump.
- Dash movement
- A situation where X is either in the air after dash-jumping or air-dashing, or is dashing along the ground.
- Event script
- An event script, in this text, refers to timing commands executed when performing some action. The action may be the start of a cutscene.
- Frame
- The time it takes for a game to refresh the screen when running a game (excluding lag). Most systems update the screen at 50 or 60 frames per second. In terms of tool-assisted movies, a frame is the smallest unit of time.
- Invincibility, invincible, invincible for n[1] frames
- Invincibility, in gaming context, usually refers to a temporary state when the boss cannot be harmed. Invincibility does not necessarily imply that a boss is impossible to defeat. Invincibility is also known as immunity, especially when referring to specific weapons.
- Ladder top
- The top of a ladder which is about 6-7 pixels in height and where X cannot jump through easily.
- Lag
- Slowing of the game due to many on-screen objects.
- Mavericks
- The primary enemy force in the X series. Sometimes refers to the eight main bosses from which X steals their weapons when he defeats them; such weapons are called “special weapons” or “Maverick weapons”.
- Mega Man X (character)
Official name of the player-controlled protagonist who is also known as Rockman X or simply X.
- Pixel
- Short for picture element. The smallest unit of a digital bitmap image.
- Powerup
A bonus item, such as an energy pill or an extra life. Acquired by destroying enemies. Subject to luck manipulation.
- Thin floor
- A floor 6-7 pixels in vertical height which is coincident with a ladder top.
- Walking, walk
- In this text, walking means not dashing (when travelling along the ground).
- Wall-jumping, wall-jump, jump off/up wall
- Jumping off a wall when close enough. It is also possible to dash-jump off a wall. The word “wall-jumping” may imply dash-jumping off a wall, as it does in this text.
- X, Xn[1]
- Sometimes, you see X, X1, X2, X3. What does that mean?
- X refers to Mega Man X (character).
- X1, X2, X3, refer to the games Mega Man X, Mega Man X2, and Mega Man X3, respectively.
- X series refers to the Mega Man X series.
- X-Buster refers to the X-Buster weapon that X has.
- Zero
Official name of the character who helps X in fighting the Mavericks. Zero is player-controllable in MMX3.
TODO: Improve these sections. Add more images. Reorder the footnotes. Explain the intro skip trick.
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:
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.
Wall-jumping is faster than climbing ladders.
[8]
The tops of the walls that hold the ladder act as a ceiling, in order to discourage players from simply trying to jump through. However, there is a slight hole, located at the center of the top of the ladder, that allows you to jump through. When between the ladder top, it acts like a wall, so X can wall-jump off of it. It is faster than grabbing the ladder.
See also Jumping off sloped ground below.
Downward:
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 vertical velocity. 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.
Horizontal movement
From slowest to fastest (in general):
- Walking downward or jumping off of sloped ground
See Jumping off sloped ground below.
- Dashing, dash-jumping, and air-dashing
See also Resetting the mid-air dash below.
- Charged Speed Burner (MMX2)
Apart from boosting X faster than dashing would, X also 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.
See Strike Chain below.
- Rabbit (ride armor) lunge with jets (MMX2)

The fire button charges up the Rabbit’s drills. When released, the Rabbit lunges forward at a high speed, but through a short distance. If the Rabbit is positioned as to lunge off an edge, it will start using its jets (if jump is pressed), but will maintain lunging speed.
It would seem that one would
jump, and then keep the button held down in
order to get the optimum use out of the jets.
However, by tapping the jump button in midair,
the Rabbit can gain tremendous horizontal movement.
Combining these two tricks above allows you to cover a great distance in a short time.
See Collision glitches below. Apparently, in this series, it is only possible to zip through sprite blocks, not fixed walls or ceilings.
The high-speed conduits are the mine cart in MMX1, and the boost slopes in MMX2, MMX3. When jumping off, speed is maintained as long as X does not contact wall or ground. Note that high-speed conduits positively affect speed in one direction and negatively affect speed in the other direction.
Dash-jump off a ladder top (acting like a wall) at its lowest point for horizontal movement
Normally, after releasing a ladder going down, X is not in dash movement. To quickly put X in dash movement, perform a dash-jump off the ladder top. Perform this at its lowest point to prevent X from jumping back through the ladder.
Luck Manipulation
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.
- Know which actions can be luck-manipulated and which cannot.
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.
- Kill more (or less) enemies.
- Wait a frame or two (or more).
- Take damage.
- Lag the game.
- Enter and exit the sub-menu (not recommended at all).
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.
Dashing uncharged X-Buster

By dashing and then shooting uncharged X-Buster shots, the first that comes out does more damage than when not dashing. Specifically, in Mega Man 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 Mega Man X2, or against Mega Man 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 of a ledge.
Shooting while charged and remaining charged (MMX1, MMX2)
After the boss does its little intro dance, if you fire just as you regain control of X and you are charged up, you shoot a normal shot while keeping the charge. 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 combining the concept of Sigma’s Broken Sword Defense below with
weapons which release shrapnel when they hit (Shotgun Ice and Silk Shot),
you can shoot these weapons at point blank inside most
small minor enemies and 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)

The 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[2] (MMX3)

The Beam Saber 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 make the boss 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)

During 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

If 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. This trick is the main reason why it is sometimes faster to take damage than to go around an enemy.
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 ground (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.
Other basic techniques
Collision glitches
There are far fewer opportunities to exploit
collision glitches than in the NES series, but
they are there nonetheless. Simply put, if you
jump up into certain platforms which are moving
down, often you will be pushed to the right or
left depending on whether more of your body is
on the left or right side of the platform(it
has nothing to do with which way you’re facing,
unlike the former collision glitches). The
speed at which you pass through the platform
is greater than just about any other available
form of movement. The most obvious area to test
this in is in Magna Centipede’s level in Mega
Man X2, in which blocks constantly fall down in
an attempt to crush you.
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.
Jumping off sloped ground
If you jump while walking (not running) 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). 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.
Sloped ground also gives a horizontal boost, whether walking (not dashing) downward on it or jumping off of it. This trick is useful for when you do not have the dash (in the first part of MMX1).
Double triangle-hop
Surprisingly, walls are bordered by several pixels
which you can jump off of. That is to say, if you
jumped towards a wall, you would have a timeframe of
several pixels before you physically touch the wall
in which you could jump off of it. If the jump you
are about to make requires very precise timing, it is
possible to jump off of one of the pixels closer to the wall,
and then as you ascend off of it jump a second time in order
to gain those one or two extra pixels of height.
Resetting the mid-air dash (MMX2)
Normally, after either jumping while dashing or
using the leg upgrade to perform a mid-air dash
after jumping, a second mid-air dash cannot be
performed. However, by using either the charged
Rushing Burner or the Giga Crush, additional mid-air
dashes can be performed. A less efficient way that can
be used in any one of the games is to grasp onto the bottom
of a wall at the very last moment and dash immediately after.
While the wall grasping takes a small amount of time, it is sometimes
necessary.
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 action can force invincibility on or off at certain points. 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 (MMX1): After striking Spark Mandrill with Shotgun Ice, he will turn frozen and become invincible
for the normal amount of time. Though it cannot be seen,
he becomes vulnerable again while he is still frozen.
Overdrive Ostrich (MMX2): When using Crystal Hunter
on Overdrive Ostrich, his recovery pattern is very similar
to Spark Mandrill’s, allowing you to hit him while he still
appears to be frozen. The only difference is that he blinks
for a very brief period before going invulnerable again, giving
you a very small window of opportunity during this blinking
period to hit him.
Overdrive Ostrich (MMX2) (again): After Overdrive Ostrich is hit with Crystal Hunter, he breaks out of his frozen animation and jumps (invincibility is forced on here), and just before he shoots his Sonic Slicer, he can be hit (preferably not with Crystal Hunter). At the point when he shoots his Sonic Slicer, invincibility is forced off and he can be hit again.
Toxic Seahorse (MMX3): If Toxic Seahorse is hit with Frost Shield above a certain height, there will be a time between when he stops blinking and when he breaks out of stun animation. In this time, you can hit him as much as you can and he won’t even have any invincibility. To top it off, after he recovers, you can hit him again even while he is blinking.
Volt Catfish (MMX3): Volt Catfish’s super electric charge, the attack that turns him all blue, also turns off invincibility to Tornado Fang. Although he is immune to most weapons in this state, he is not immune to Tornado Fang. Even then, it is still best to avoid using Tornado Fang since it gives him a three-second invincibility (thus, prevent Volt Catfish from using this attack as long as possible).
Crush Crawfish (MMX3): Similar to Toxic Seahorse. If hit by Triad Thunder, there is a time between when he breaks out of stun animation and when he stops blinking (other way around compared to Toxic Seahorse). Although many bosses do this and not suffer the glitch, Crush Crawfish is an exception. In this time, you can hit him as much as you can (preferably with a rapid-fire weapon instead of with Triad Thunder) and he won’t even have any invincibility.
Neon Tiger (MMX3): It seems strange, but Neon Tiger loses invincibility when he performs his next action from the ground, probably from trying to remove invincibility in the case he used his block move. So you hit him just before he performs his next action, invincibility is forced off, and you hit him again. This only works when Neon Tiger is on the ground.
Gravity Beetle (MMX3): Gravity Beetle’s color flashing renders him invincible to everything except Ray Splasher. If hit by Ray Splasher, Gravity Beetle will not only stop flashing, but also lose invincibility; thus Ray Splasher can deal damage immediately afterward. In this manner, if you also hit him just before he flashes (say with X-Buster), you can hit him twice quickly.
Blast Hornet (MMX3): The Gravity Well does damage to Blast Hornet in a unique way and seems to have nothing to do with invincibility. In the case of a charged Gravity Well, the damage is not supposed to be delivered until the gravity effect times out. However, entering and leaving the sub-screen on a different weapon after Blast Hornet is stunned instantly clears the effect and does damage faster. Gravity Well gives Blast Hornet no invincibility when it hits so you can just hit him when he recovers; the blinking is there for show. Despite all this, Gravity Well is still considered an inefficient weapon against Blast Hornet in a speedrun.
Defeating bosses fast to avoid long invincibility
Wire Sponge (MMX2): 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. The key phrase is after he completes his current action, which may never occur if you make him hang on the ceiling while throwing thorn seeds. Shoot the thorns, don’t go under him, and don’t use Sonic Slicer during this time (unless it’s the last hit).
Wheel Gator (MMX2): There are two parts. First, Wheel Gator can be hit with Strike Chain before he sinks in the water at the beginning. This trick can be pulled off even in the rematch and with all upgrades, when you must switch from X-Buster to Item Tracer just before you drop into the room and rapidly from Item Tracer through 4 weapons to Strike Chain (it’s extremely close to not working). Second, whenever Wheel Gator is hit with Strike Chain, he will attempt to go back underwater, but there is a small timeframe when he can be hit with the Strike Chain again. Thus, keep hitting Wheel Gator with the Strike Chain to defeat him quickly.
Bosses that recover like minibosses
Vile (MMX1): Vile actually has a recovery time similar to that of a miniboss. That being said, there is no need for timing, just blast him quickly and continuously to finish him in under 5 seconds.
Velgauder[7] (MMX1): Like Vile, Velgauder (colloquially known as “Sigma’s Dog”) has a recovery time similar to that of a miniboss. Unfortunately, the weapon of choice, Shotgun Ice, does not disappear on impact. This makes this battle difficult to speed because you need to wait until the pellets clear the screen before firing again. However, if he is close to cornering you, you can fire shots off very quickly, as long as you are facing the direction which makes the pellets disappear the fastest.
Sigma Virus (MMX2): Also known as Neo Sigma
[6], Sigma Virus has a recovery similar to a miniboss (in this game, around 30 frames recovery). Assuming you don’t have Shouryuken, shoot it with the Strike Chain and Sigma Virus will fall quickly even with its massive 64 health, which is hidden from the player.
Sigma’s Broken Sword Defense (MMX1)
Typically, when Sigma uses his “lightsaber” to block shots, you can’t hit him with Electric Spark because the sword sprite becomes a wall, causing the weapon to split vertically before it gets to Sigma. However, when X fires next to a wall, his arm cannon goes about 3 or 4 pixels into it. Using this, you can “jam” sparks into Sigma’s face by firing point blank at his defensive stance.
Dialog and event script tricks
Intro Skip
Vile-Zero dialog bug (MMX1)
During the Sigma 1 Stage of Megaman X, there is an
obligatory Vile-Zero cut-scene where the game stops
for dialog boxes to open. This scene is triggered
by X dropping to the ground where the boss’ door. By
dropping from the ladder and climbing the wall on the
left, you can clear the ground and avoid the cutscene
altogether. The dialog will still show up, however, it
will happen during the fight. If you manipulate it well
enough, you can cut Zero’s “I’m not through yet!” dialog
opening and closing, causing the scene to go faster.
Unfortunately, you still need to see the speech in order
for the plot to continue. It should also be noted you cannot
press start to skip the text, or else the weapon select
screen will show up.
Sigma-Zero dialog bugs (MMX2)
The origin of this trick is that the X series of games
for the SNES allows multiple event scripts to execute
concurrently, even though they usually end up breaking
each other. There are two versions of this glitch, both requiring all the Zero parts:
1) By Shouryukening into the center of the
room with Chop Register 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.” Obviously this trick
requires collecting all of Zero’s parts and the Shouryuken.
For some invincibility fun, see Shouryuken invincibility while playing
below.

2) From the rightmost point where you still maintain control of X, it is possible to dash and use shouryuken 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 as above/below (if using shouryuken later, use a sub-tank to refill health).
Shouryuken[3] invincibility while playing (MMX2)
Note: These are probably not of serious interest in a speedrun. They are completely out of the way or will most likely not save very much time, if any.
There are at least 4 places in the game where the Shouryuken
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
Shouryuken.
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 Shouryuken 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 Shouryuken again or beat Sigma.
The others are in Morph Moth’s stage, Magna Centipede’s (without Sigma),
and Bubble Crab’s. For Morph Moth’s, simply Shouryuken into the battle room
with the second junk robot miniboss.
For Magna Cenipede, you will need a sub tank. Shouryuken into Chop Register’s
room as far as you can. You will be hit by the materializing sword and
regain control. Heal up and perform the Shouryuken as the battle would start.
In 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 Shouryuken. Bubble Crab’s level requires very good timing and quick reflexes to accomplish compared to the others.
X’s black shots
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 Shouryuken, which seems to indicate X is actually invincible until you fight Sigma.
Defeat Chop Register early, but become immobile
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.
Facing backward on cut-scenes (MMX1)

When 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). You can jump, shoot, and/or switch weapons during this time. There are times in the game where this occurs:
- Before all boss rematches in MMX2 which have X drop into a room.
- Before the Overdrive Ostrich rematch when X lands. (MMX2)
- In Crush Crawfish’s stage after you destroy the engine, just before you drop. (MMX3)
Other useful tricks
Flame Mammoth’s alternate path (MMX1)

Almost 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 longer, less
direct 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.
Hadoken[4] sequence (MMX1)
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 hadoken. 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 hadoken area and it will count as a visit. This is why it is sometimes reported that you need four visits.[5] As for having everything, it comes into play only on the last visit.
- It is assumed that you must grab the 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.
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; don’t guess.
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 requiring 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 hadoken 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 hadoken during this time, and you are pushed off a cliff, X will hang in mid-air until you regain control.
Memory addresses
MMX1:
7E1F7E: Hadoken capsule visits.
7E0E?F: (Mini)boss meter.
7E00B4-7E00B5: Horizontal position of camera.
MMX2:
7E0D?F: (Mini)boss meter.
Useful links
Authors:
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1] The most popular symbol of unknown quantity, x, is avoided due to ambiguity. Even the term “X” alone is somewhat confusing and ambiguous.
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2] The game spells it “Beam Sabre” (British spelling).
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3] Also known as: Shoryuken, shouryuken, shouryuuken, 昇龍拳 (lit. “rising dragon punch”), dragon punch. The secret weapon of X2 that kills most bosses in one hit. This and the hadoken are in-game jokes referring to Capcom’s
Street Fighter series. Somehow, these names have also been used as verbs.
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4] Also known as: Hadoken, hadouken, 波動拳 (lit. “wave motion punch”), fireball. The secret weapon of X1 that kills bosses in one hit. This and the shoryuken are in-game jokes referring to Capcom’s
Street Fighter series. Somehow, these names have also been used as verbs.
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5] Because the first visit to Armored Armadillo’s stage counts as a visit if you get close enough.
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6] Confusingly, the first form is called “Neo Sigma” by some people, and the second form is called “Neo Sigma” by others.
The Mega Man Home Page might have something to do with this.
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7] The final boss is mistakenly called “Velgauder” in some circles.
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8] However in MMX2 and MMX3, if X has both arm and leg parts, climbing ladders is faster. It is still faster to jump through the top of a ladder.