Rockman 5 in 33:24.6 by ohon (Famicom)
Rockman 5 in 33:40 by becored (Famicom)
Boss Damage TableEdit
|Mega Man 5 Boss Damage Chart|
|Mega Buster||Gravity Hold||Water Wave||Power Stone||Gyro Attack||Star Crash||Charge Kick||Napalm Bomb||Crystal Eye||Super Arrow||Beat|
|Dark Man 1||1:3||0||3||1||1||1||1||1||1||1||3|
|Dark Man 2||1:3||0||1||1||1||1||0||2||2||2||3|
|Dark Man 3||1:3||0||1||1||2||1||1||1||1||2||3|
|Dark Man 4||1:3||0||1||2||1||2||1||1||1||1||3|
|Wily Machine 5||1:3||0||--||1||1||1||--||1||1||4||0|
|Wily Capsule II||1:3||0||0||0||1||1||0||1||1||1||2|
- For Mega Buster, the first number is when the weapon is fired normally; the second is when it is fully charged.
- Credit goes to Twilight Man from MMKB for damage values.
- Star Man (S. Arrow)
- Gravity Man
- Gyro Man
- Crystal Man
- Napalm Man
- Stone Man
- Charge Man
- Wave Man
Faster than sliding. Super Arrow accelerates at 0.33 pixels per frame, reaching top speed of 4 pixels per frame. To compare, slide's speed is 2.5 pixels per frame.
Note: The arrow will only consume weapon energy when it first appear on screen (2 energy normally, but 1 is enough to make it appear) and when Mega Man stands on one. That means you can save weapon energy by limiting the amount of time you stand on it. **One way to do this is to "run" at the tip of the arrow, as it will clip you back on when you fall of. The arrow(s) will not disappear when the energy runs out.
Certain memory values can affect your falling speed while on an arrow, and potentially cause you to fall off instead of getting clipped back when attempting to run at the tip. Watching the intro cutscene, or more precisely the scene where Proto Man grabs Dr. Wily, will cause this to happen to the second arrow you place on screen, and you should do a hard reset before starting a run if you've let the cutscene play up to that point. Another one that can happen in a run is having napalm bombs explode at a high falling speed, which you can fix by firing them again on the ground. More details here.
Refights Skip (advanced) (Prisi Setup)
- This is accomplished by placing the arrow at the correct height shown, standing against the wall on top of the arrow you slide left and press right very quickly to push through the wall.
Refights Skip (easy) (Baddap Setup)
- This is accomplished by placing an arrow at the correct height shown, and then dropping down a few pixels and firing a 2nd arrow. Then standing against the wall on the top arrow you slide left and have a lot longer time to press right to push through the wall.
Gravity skip Edit
After killing Star Man in his stage, sometimes the jump in the weapon collect sequence happens with normal gravity and sometimes with zero gravity, the latter being a significant time loss. This is because the way the low gravity in the stage works is that every two out of three frames there's zero gravity and every third frame normal gravity, and once you lose control of Mega Man the game gets stuck in one of the two modes. Thanks to how the gravity mechanics interact with jumps and jumps delaying the end of the stage, doing a one-frame tap on the jump button right as the fanfare is about to start playing manipulates normal gravity for you. If the tap is longer but still four frames or less, normal gravity isn't guaranteed, but you'll have better odds than the one out of three you'd otherwise get.
The cutscene after you have defeated Dark Man, is about 18.3 seconds shorter in the Japanese version of the game, compared to the US version.