Optimization of jump height in Mega Man X (especially when wall climbing) is not a trivial matter, so here are the tables related to how high the player can jump when holding down the jump (B) button.
Jump height table when jumping from flat ground
Note: Doing a walking (not dashing) jump from ground that slopes downward uses different values.
All height values are in subpixels (1/256 pixels).
When releasing B, the player starts falling and drops by 64 subpixels.
| N | Increase in height when B is held on the Nth frame | | N | Total height gain when B is held then released on Nth frame |
|---|
| 1 | 0 | | 1 | N/A |
| 2 | 1299 | | 2 | -64 |
| 3 | 1235 | | 3 | 1235 |
| 4 | 1171 | | 4 | 2470 |
| 5 | 1107 | | 5 | 3641 |
| 6 | 1043 | | 6 | 4748 |
| 7 | 979 | | 7 | 5791 |
| 8 | 915 | | 8 | 6770 |
| 9 | 851 | | 9 | 7685 |
| 10 | 787 | | 10 | 8536 |
| 11 | 723 | | 11 | 9323 |
| 12 | 659 | | 12 | 10046 |
| 13 | 595 | | 13 | 10705 |
| 14 | 531 | | 14 | 11300 |
| 15 | 467 | | 15 | 11831 |
| 16 | 403 | | 16 | 12298 |
| 17 | 339 | | 17 | 12701 |
| 18 | 275 | | 18 | 13040 |
| 19 | 211 | | 19 | 13315 |
| 20 | 147 | | 20 | 13526 |
Jump height when doing a wall jump
All height values are in subpixels (1/256 pixels).
When releasing B after the first 14 frames of a wall jump, the player starts falling and drops by 64 subpixels. If B is released before 14 frames, there is no effect.
The first 6 frames of a wall jump do not give any height.
| N | Increase in height when B is held on the Nth frame | | N | Total height gain when B is held then released on Nth frame | Average height gain per frame |
|---|
| 6 | 0 | | 6 | 0 | 0 |
| 7 | 1299 | | 7 | 1299 | 185.57 |
| 8 | 1235 | | 8 | 2534 | 316.75 |
| 9 | 1171 | | 9 | 3705 | 411.67 |
| 10 | 1107 | | 10 | 4812 | 481.20 |
| 11 | 1043 | | 11 | 5855 | 532.27 |
| 12 | 979 | | 12 | 6834 | 569.50 |
| 13 | 915 | | 13 | 7749 | 596.08 |
| 14 | 0 | | 14 | 7749 | 553.50 |
| 15 | 851 | | 15 | 7685 | 512.33 |
| 16 | 787 | | 16 | 8536 | 533.50 |
| 17 | 723 | | 17 | 9323 | 548.41 |
| 18 | 659 | | 18 | 10046 | 558.11 |
| 19 | 595 | | 19 | 10705 | 563.42 |
| 20 | 531 | | 20 | 11300 | 565.00 |
| 21 | 467 | | 21 | 11831 | 563.38 |
| 22 | 403 | | 22 | 12298 | 559.00 |
| 23 | 339 | | 23 | 12701 | 552.22 |
| 24 | 275 | | 24 | 13040 | 543.33 |
For optimal wall-climbing, jumps of 13 frames are ideal. However, this is only possible if there is a narrow shaft where the player can switch sides while wall jumping. If jumps of 13 frames are not possible (such as on a one-sided wall), jumps of 20 frames are ideal.
Jumps of 13 frames are temporarily possible if the left+right wall jump glitch is used (when up against a right wall, press left+right and for one frame X will grab an invisible wall on his left side and can wall jump from that).