FANDOM


Mega Man 2Edit

Boss names are substitued for Weapon names in this article.

Notable RTAsEdit

Rockman 2 in 27:21 by nou1 (Famicom)

Mega Man 2 (Normal) in 27:50 by Buster (NES)

Mega Man 2 (Normal) in 27:49 by Seth Glass (NES, SDA timing)

Mega Man 2 (Normal, no zips) in 29:28 by Seth Glass (NES, SDA timing)

Boss Damage TableEdit

Mega Man 2 Boss Damage Chart (Normal)
Mega Buster
(P)
Metal Blade
(M)
Air Shooter
(A)
Bubble Lead
(B)
Quick Boomerang
(Q)
Crash Bomber
(C)
Time Stopper
(F)
Atomic Fire
(H)
Leaf Shield
(W)
Metal Man 2 28 0 0 8 0 0 2:6:8 0
Air Man 4 0 0 0 4 0 0 4:12:12 16
Bubble Man 2 8 0 + 4 4 0 0:0:0 0
Quick Man 4 0 4 0 0 8 14 4:12:20 0
Crash Man 2 0 20 2 2 0 0 2:6:12 0
Flash Man 4 8 0 4 0 6 0 4:12:12 0
Heat Man 4 2 4 12 4 + 0 +:+:+ 0
Wood Man 2 4 8 0 0 4 0 2:6:28 +
Mecha Dragon 2 0 0 0 2 2 0 2:6:16 0
Picopico-kun 1 1 0 2 1 1 0 1:2:2 0
Guts Tank 2 0 0 2 4 2 0 2:6:14 0
Boobeam Trap 0 0 0 0 0 6 0 0:0:0 0
Wily Machine 2
1st Phase
2 2 0 0 0 8 0 2:6:28 0
Wily Machine 2
2nd Phase
2 2 2 0 2 8 0 0:0:0 0
Alien + + + 2 + + + +:+:+ +
Mega Man 2 Boss Damage Chart (Difficult)
Mega Buster
(P)
Metal Blade
(M)
Air Shooter
(A)
Bubble Lead
(B)
Quick Boomerang
(Q)
Crash Bomber
(C)
Time Stopper
(F)
Atomic Fire
(H)
Leaf Shield
(W)
Metal Man 1 14 0 0 4 0 0 1:3:4 0
Air Man 2 0 0 0 2 0 0 2:6:6 8
Bubble Man 1 4 0 + 2 2 0 0:0:0 0
Quick Man 2 0 2 0 0 4 14 2:6:10 0
Crash Man 1 0 10 1 1 0 0 1:3:6 0
Flash Man 2 4 0 2 0 3 0 2:6:6 0
Heat Man 2 1 2 6 2 + 0 +:+:+ 0
Wood Man 1 2 4 0 0 2 0 1:3:14 +
Mecha Dragon 1 0 0 0 1 1 0 1:3:8 0
Picopico-kun 1 1 0 3 1 1 0 1:3:3 0
Guts Tank 1 0 0 1 2 1 0 1:3:8 0
Boobeam Trap 0 0 0 0 0 6 0 0:0:0 0
Wily Machine 2
1st Phase
1 1 0 0 0 4 0 1:3:14 0
Wily Machine 2
2nd Phase
1 1 1 0 1 4 0 0:0:0 0
Alien + + + 1 + + + + +

Notes:


  • For Atomic Fire (H), the first number is the standard shot; second is when it is charged more; third number is when it is fully charged.
  • Damage values for Picopico-kun apply to each unit. Destroying one will deplete the health bar by two units each.
  • Any data with a "+" represents the weapon actually restoring the boss's health completely.
  • Credit goes to Twilight Man from MMKB for damage values.

Boss OrdersEdit

Mm2zip

"Fastest" Order, With All ZipsEdit

  1. Flash Man (3)
  2. Heat Man (1)
  3. Air Man (2)
  4. Crash Man
  5. Quick Man
  6. Metal Man
  7. Bubble Man
  8. Wood Man

Wood can be done any time after Quick.

This order is best for both Normal and Difficult/Rockman 2.

Short ExplanationEdit

Flash Man's stage cannot be sped up significantly with any weapon. You need Item-3 (from Flash) to zip in Heat, which saves a lot of time. You then want Item-1 (from Heat) to skip the rotating cloud platforms in Air Man's stage, and to quickly go through the rest of the stage. The boss order from there on is self-explanatory. You can do Wood Man at any time after Quick (as you need QUICK to zip and fight him with AIR or HEAT). ITEMs are used very frequently in most stages.

This is a boss order using all zips. Other suggested boss orders are below, depending on what tricks you do not want to use in a speedrun or race. When skipping Air Man with Item-1, do Air before Heat; use Item-2 over the lava/disappearing platforms.

No Zips Boss Order
Mm2
Edit

  1. Air Man
  2. Quick Man
  3. Flash Man
  4. Metal Man
  5. Bubble Man
  6. Heat Man
  7. Wood Man
  8. Crash Man

Advanced TechniquesEdit

Air Man with Item-1Edit

You can skip the autoscrolling, rotating cloud platforms using Item-1 to jump between them. You will need to either take damage from the enemies on the clouds, or jump on the very edge of the platforms. There are several easy setups that are not much slower (at most, 2-3 seconds) than the optimal strategy.

Easy Air Man Item-1 (new)00:20

Easy Air Man Item-1 (new)

Here is one easy setup (video to right): pause to switch to item-1 after the first cloud platform is on screen. The acceleration from the pause (you are slightly slower) will ease the timing, so you can easily be knocked right on your second item-1, and not have to worry about the ceiling.

You can continue using Item-1 until the second set of drill-fans. You can jump over the first set of hatched birds, then face left to spawn the second bird from the left rather than the right--this method takes no damage, and spawns no more birds. Switch to P after the fans.

Place an item 3 on a ladder and immediately jump off itEdit

This is dependent on mega man's position relative to the reoccurring 16-pixel tiles the game is structured on. basically, all i can say is look VERY closely at the exact position mega man is at relative to the ladder graphics directly above mega man's sprite when seth throws the item-3s in crash man stage and wily 4. you only have a window of a few pixels to be able to throw the item-3 and be able to land on it after immediately ceasing to grab the ladder (left or right + A). if you're too high, the item-3 will go way above you, and if you're too low, the item-3 won't be quite low enough for mega man to land on it.


Ceiling ZipEdit

Item1Zip1NoGuide

This is as far right as Item-1 may be placed in comparison to a ceiling.

You can zip over the ceiling of many levels, skipping large portions of stages. Not to be confused with a Wall Zip (tentative name). This is done by:
  • Entering a ceiling with a Item-1 or Item-3, facing right
  • Jumping and quickly pressing left one time (to face left)
  • Facing right will stop the zip. Rapidly pressing left and right to slowly move forward is known as 'wiggling'. http://www.youtube.com/watch?v=Z6sQeaCdwuY

The Item-1/3 must be slightly to the side of the wall--the center of the item must not collide with the ceiling. The item must also be placed high enough to put you above the screen. You must stand far enough right (assuming the edge of the ceiling is to the left) to enter the wall.

If you are too far to the left, you will be ejected to the left. If you fail the input, you will not be able to zip, and must reenter the wall.

When zipping through screen boundaries the traversable ground will often be mismatched to the graphics on screen, being pulled from another screen altogether. This can be both very helpful and very confusing (See: Wood Man Zips), and takes time to fully understand.

This zip is used in Heat, Bubble, Quick, and the Wily stages.

Wall ZipEdit

The wall zip is similar to the ceiling zip (initial entry and movement). However, you will not go above the screen. To initiate a zip, instead of jumping, you must shoot another item-1 or 3 (which will not actually materialize), then press left. Stopping the zip (press right) and wiggling work the same way.

Vertical ZipEdit

(needs better explanation) By entering a wall similarly to a Ceiling/Wall Zip and then repeatedly jumping, followed by an Up input, you can scroll the screen. Your position on the next screen is dependent on how many times you jumped, and each jump lowers your vertical position.


cyghfer's explanation from a mm2 thread in sda forums:

the way the NES palette is structured by tiles seems to affect how mega man is inserted into walls/ceilings. you'll notice that when you go to perform a normal zip, mega man always ascends to a certain exact height before you can begin zipping leftward. now, let's say you let the item-1 that is pushing you into the ceiling keep going - you'll be pushed higher into the ceiling an exact amount, basically what seems like one tile. vertical zipping comes into play when there is 1. a screen above the one you're currently in 2. a ladder touching your X-coordinate in the above screen. if you're lodged into the ceiling close enough to the top of the screen and you jump, you'll ascend so that you're not visible on the screen anymore. technically mega man is now in the above screen, etcetc. further jumps after mega man enters the above screen will decrease your Y-coordinate in the above screen, which affects the height you'll be at when you choose to enter said screen.

Quick Man ZipsEdit

FLASHING SCREEN: A standard Ceiling Zip. Keep in mind the background will remain black for the beam section (see Dark Beam Section below).

You can turn right to pause your zip and then tap left again to resume it near the end of the zip in order to turn the lights back on. This makes the rest of the stage easier to navigate, but it will cost you approx. 1/4 of a second.

MM2QMZip4.gif

FINAL SCREEN: This is a standard Wall Zip, but you must stop the zip (tap right) as you approach the boss door. The boundary you must enter is one(?) pixel wide. If you pass this boundary, you will softlock the game, able to move but unable to proceed or die. Keep in mind that unless you turned the lights back on during the Flashing Screen zip, the screen will still be dark except for sprites, unlike the image to the right.

It is recommended to wiggle near the boss door to lower your chances of getting stuck. Either way, this is a very risky strategy.

QuickZip2-3


Dark Beam SectionEdit

Once you begin the beam section, the traversable ground will be mismatched from the sprites and platforms on screen, so you must use Flash before the second screen or you will die. You must walk off-screen on the second or third screen, wrapping around to reset the ground's position.

DarkZipFinal.gif

Crash Man Zip Edit

Crashman2

This is just one method of doing the Crash Man zip. It is possible to start it one screen earlier, as well.

1: Position Mega Man on the edge of the platform and fire an Item-1 to the left. Jump on the platform and move to the right edge of it.

2: When Mega Man is inserted into the ceiling, fire another Item-1 and immediately hit left to begin zipping.

3: After a screen wrap (possibly 2, going from memory here), hold up as Mega Man reaches the position shown on the screen to grab a ladder and climb up.

4: After climbing up to the next screen start walking to the right and switch to Heat Man's weapon. You will wrap around the screen twice, as you are wrapping the second time, start charging Heat Man's weapon.

5: About 2 or 3 tiles after the second screen wrap, press down to grab a ladder. Press jump to release the ladder and Mega Man will die after falling off the bottom of the screen. After you hear Mega Man die, release the charged Heat Man shot to skip the death fanfare and instantly go to the "READY" screen. You will restart at the checkpoint halfway through the level.

Wood Man ZipsEdit

A Wall Zip can be used on the first Dog screen. However, the boundary to enter the next screen (for all three dog screens) is very thin (2 pixels?), so wiggling is recommended.

It is strongly recommended you watch an RTA along with the following explanation, as well as practice this section on emulator rather than console.

Note: I might have been a little unclear in the next area with some ladder or jump numbers since I'm recalling this from memory.

Beginning Screen: The main zip (Death Zip) in this stage begins on the screen following the dogs. Doing a Vertical Zip next to the ladder (use 2-3 jumps with timing; gif or video needed) will place you in the first of many unloaded screens. In the first screen, you should end up on a ladder near the top right corner of the screen. If you end up on the bottom right ladder, try again.

Screen 1: Release the ladder and tap left to zip. After wrapping around the screen twice, your zip will end near the center of the screen, and you will begin to fall. Move slightly right to avoid the bat and fall into the next screen while facing left in order to continue zipping.

Screen 2: Wrap around once and immediately press right as soon as the zip ends (near the center of the screen where you entered). There is a large gap, so you may need to pause to land on the platform to the right (It is recommended that you use this pause to switch to Quick Boomerangs, as you will need them in order to perform the next zip). Walk right. You will wrap around 3 times total - The first time you will fall on to a lower platform, the second time you will need to jump over the edge of the screen to avoid the pit, and then jump again in the middle of the screen to avoid another pit, and a third time do a short hop 1 block past the ladder. On the final wrap, you will need to grab the ladder at the end of the hall to initiate the zip -- to do this, hold shoot (with Quick Boomerangs equipped) while walking right and press down to grab the ladder. This will place you in the correct position necessary to begin the zip. Once in position on the ladder, press Left and Up to begin the zip. You will need to pause in order to successfully pull off the zip (use this pause to switch to Heat Man's weapon), otherwise you will fall into a room from which you cannot get out except by dying in the ladder pit on the left. You need to grab a ladder on the right of the screen after this zip. There are two different ways to do it: #1: Time your pause so that the weapon switch keeps the velocity and grabs the ladder high (early in the zip, just after you wrap around the screen), or #2: pause a few times after the zip ends to slowly (but more safely) move right til you can grab the ladder. Climb up to the next screen.

Screen 3: Release the ladder and hold left. You will take a step and then fall into the next screen.

Screen 4: Continue to hold left so that Mega Man is walking in place (against a wall). Tap jump 2 or 3 times and press up + right to scroll to the next screen.

Screen 5: (Need to add info on when you're too high/low). Release the ladder and tap left to zip again. After a single wrap, hold up to climb to the final screen.

Screen 6: Tap left and up to begin zipping. Start charging Heat. Zip far enough along the screen to enter the correct respawn zone (past the right side of the lowest bamboo pole platform). Press jump to die, and immediately afterward release the charging Heat to instantly skip the transition to the READY screen.

If done correctly, you should continue in Wood Man's corridor.


Wily 1 ZipsEdit

1. the 1st vertical zip at the dead end, when you start traveling upwards: the setup for this one is pretty precise but you can get consistent at it with practice. while you're on the item-1 rising through the small gap below the ladder, throw an item-1 while facing left and with sufficient distance below the small ceiling to the left of the long ladder AND throw another one somewhat above that one. after throwing the item-1, quickly position yourself so 1. you're facing rightward 2. the leftmost pixel of mega man's hitbox matches or is one or two pixels right of the leftmost pixel of the ceiling. this basically takes muscle memory to be able to position consistently. if you positioned yourself correctly, you should rise into the ceiling. when you've fully entered the ceiling, the item-1 above the one that took you into the ceiling should push you another tile length upward (or, to make it faster, you can jump and the same effect should be achieved). at this point mega man's sprite should be touching/overlapping the top of the screen. jump 3 OR 4 times and then press up+right. the screen should shift upward and mega man should again be touching the top of the screen, halfway into the ladder.

==

==

in this position, pressing jump once will shift mega man from the climbing sprite to the standing still sprite. pressing jump again will, like before, send him to the above screen, and subsequent jumps will push his Y-coordinate in the above screen down. so, you want to hit jump around 13-16 times and then press up. okay, this is important: IF, when the screen scrolls up to the next screen, mega man is partway in the ceiling, simply hold left and press A, and he will descend onto the ground below without zipping rightward (if you're too far into the ceiling you'll be unable to reach the ground and will be forced to zip rightward and kill yourself). IF mega man's sprite is in the climbing animation and is barely touching the top of the ladder, hold up + RIGHT to avoid entering the ceiling and subsequently zipping to your death.


2. the vertical zip through the long ladder leading to the wily dragon stretch: the setup for this one starts in the screen with the little ground robot that moves leftward. you need to jump up three item-1s so that mega man's sprite hits the ladder when he's offscreen. simply make sure you're holding up+right when such happens (mega man's sprite touches the ladder sprite while above-screen). in the next screen, mega man will be partially hanging off the ladder. throw an item-1, climb up the ladder and then jump & throw item-1s so that, when mega man touches the ceiling while standing on the 3rd item-1, the leftmost pixel of mega man's hitbox is AT LEAST 1 pixel left of the leftmost pixel of the edge of the ceiling. be aware that mega man's "throw animation," during which you can't move, will be active for a short time after you land on the 3rd item-1 unless you jump out of it, but as you probably know jumping while you're rising into the ceiling promptly gets you ejected from it (in most cases). so ideally you want to either land so that you're positioned at least a pixel left of the ceiling or you want to throw the 1st item-1 low enough so that you have plenty of room to walk after the throw animation ends such that you're left of the ceiling. mega man should rise into the ceiling - jump 3 OR 4 times and press up+left. in the next screen, switch to quick boomerang - jumping will, in this case, eject you wholly onto the ladder instead of making mega man ascend a tile upward. switching weapons avoids this. after switching to Q, jump twice and then press up, and voila, you'll be at the top of the above screen. then simply hold down+right to advance toward the wily dragon.

Wily 4 Edit

Mettaur Zip Edit

A very short zip is possible on the second screen of Wily-4. Fire an Item-3 into either of the walls. If fired left, the platform will attach below you most of the time, depending on your relative position to the 16 Pixel tiles. If fired right and not lined up with the 16-Pixel tiles, you will need to climb a short ways to mount it. Once on the platform, face right, jump, and press up right at the top of the ladder. If done correctly, Ladder Ejection will insert you into the ceiling, and you will zip right over the head of the Mettaur.

Hallway Zip Edit

A short zip is possible in the uppermost room in Wily 4 (The long hallway before the moving platform screens). Attach an item-3 to the left wall just below the top ladder on the screen below. Jump onto the Item-3, face right, and jump above the screen when you are near the very top of it. Press down at the top of your jump to begin scrolling, and hold up to continue climbing. When the screen transitions, Mega Man will clip up into the ceiling and begin zipping. You can get a little extra distance out of this zip by pausing 4 or 5 frames into it. It is recommended that you use this pause to switch to Item-1.

Buebeam damage transfer Edit

When a Crash Bomb is exploding it's possible to apply it's damage to other nearby enemies by taking damage yourself within a certain distance. In the speedrun this is utilized to kill an extra turret in buebeam trap. The allowed distance from the original explosions depends on certain values in memory that get set whenever you take damage. The general method is to take damage in a specific way that is known to produce good values, then apply the damage in another specific place where you know those values will suffice. There are theoretically a large possible of possible specific setups (which you can explore with this FCEUX script), but two are commonly seen in RTA.

The easier and slightly slower one is to stand close to the upper one of the two turrets on the right wall, place a bomb inside it, then jump and fall on it while touching the wall. This will set the damage transfer distance to 30 pixels horizontally and 105 vertically, letting you damage transfer from the bomb you just set to the bottom turret.

For the faster one, in the beginning of the fight after the initial wall+turret kill, place a bomb next to the middle turret without killing it, and stand on the middle platform facing right with your left foot one pixel over the ledge (TODO image). Wait for the turrets to shoot, and taking damage from the bullets here will set the damage transfer distance to 80 pixels horizontally and 32 vertically. Proceed as normal, until the wall double kill (or top right wall kill if you miss the double). Now if you managed to avoid damage and still have the values you set up earlier, you can transfer the damage from the wall kill to the top right turret.

Basic TechniquesEdit

Catch Off-Screen Ladders Higher: If you press down instead of up when catching a ladder off-screen (when jumping above the screen's ceiling), you will enter the room quite a bit higher than if you had pressed up.Edit

Placeholder 2Edit

text

Placeholder 3Edit

text

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.