Megaman X Next – The Game

Strategy Guide

(By : Wade Monroe)

 

 (To quick find the section your are looking for below, press “Control+F” or “Command+F”, then type the part you’re looking for such as ‘PartB’ for Final Stage 3.)

 

Table of Contents :

 

Chapter1 – The Basics

- Basic1 – Characters

- Basic2 – Advanced Controls

- Basic3 – Shopping

- Basic4 – Difficulty Settings

 

Chapter2 – Stages

- Part1 – Steel Forest

- Part2 – Metal Beach

- Part3 – Fossil Cavern

- Part4 – Iron Mountain

- Part5 – Shipping Port

- Part6 – Nuclear Volcano

- Part7 – Transport Train

- Part8 – Seaside Rig

- Part9 – Final Stage 1 : Fortresses Front Gates

- PartA – Final Stage 2 : Fortresses Summit Entrance

- PartB – Final Stage 3 : Fortress Bowels

- PartC – Final Stage 4 : Fortress Exit

- PartD – Maverick Rematch : Fortress Guardian’s

- PartE – Bonus 1 : Island Rampage (Land Tank)

- PartF – Bonus 2 : No Time to Lose (Jetcycle)

- PartG – Bonus 3 : Delia Jetcycle escape (Jetcycle)

- PartH – Bonus 4 : Chase the Jet (Flying)

- PartI – Bonus 5 : Beer Truck’s Great Return (Flying)

- PartJ – Little Baddy List

 

Chapter 3 – Bosses

- Boss1 – Gorillon

- Boss2 – Thunder Gull

- Boss3 – Terra Drake

- Boss4 – Ram Knight

- Boss5 – Harbor Serpent

- Boss6 – Volcano Drake

- Boss7 – Loco Leaper

- Boss8 – Tsunami Drake

- Boss9 – Heavy Metal : Final Boss 1

- BossA – The Return : Final Boss 2

- BossB – Memories : Final Boss 3

- BossC – Destructive Power : Final Boss 4

- BossD – Final Stand Against Darkness : Story Boss X/Zero

- BossE – Showdown of the Goddesses : Story Boss Delia

- BossF – Conflict of Worlds : Story Boss SiC/SiN

- BossG – The Great King : Story Boss Plague

- BossH – The Heroic Legend : Hidden Boss 1

- BossI – The Power Beyond Comprehension : Hidden Boss 2

 

Chapter1 – The Basics

 

Basic1 – Characters

                MMXN has a total of 6 playable characters.  While all 6 share the same basic controls, their special attacks set them apart from each other.  X and Zero are the only ones who learn new moves from defeating bosses.  Delia, Plague, SiC, and SiN have special abilities that grow stronger as more mavericks fall.

There are two basic types of characters in this game, Ranged and Melee.  Ranged characters, such as SiC and X, rely primarily on pelting their foes with bullets while staying a safe distance away.  In general, Ranged characters do less damage than melee characters since they are exposed to less danger.  Melee characters like Delia and SiN rely on getting close to their targets and cutting them down.  Melee character tend to inflict a lot of damage to their targets, but by being close they are at greater risk of being hit.

 

X – Ranged Type

                X starts off as one of the weakest characters in the game, but that quickly changes as he acquires boss weaponry.  If X selects the appropriate weapon to use against a boss, he can inflict tremendous damage to them.  When his X-buster is charged to max it will inflict at least 1 point of damage to a blocking enemy.

- Vine Strike : This attack fires a vine horizontally across the screen.  It deals damage to enemies that are in contact with it and lasts for a good moment.

- Thunder Blast : This is a low cost weapon that you can fire quickly.  It’s damage is the same as your mid-buster shots, and it flickers up and down while moving.

- Ground Surge : This weapon causes a tremor to surge out from X’s feet.  Any baddy close to X will take a good bit of damage from it.

- Ram Dash : This weapon creates a small damaging barrier in front of X.  To get the best use of it, fire it then dash behind it to clear away baddies while you’re on the move.

- Frost Shield : A frost shield spins around X and deals constant damage to baddies that get to close.  Very useful for locked rooms.

- Volcanic Cannon : X fires a lava ball forward that slowly drifts down.  It can be fired quickly and deals damage equal to a max-buster shot.

- Rebound Shot : A very odd gun to say the least.  The shots bounce randomly off the sides of the screen until they hit something or enough time passes. (A bug is that they sometimes jam, to fix simply go to the pause menu and re-click on a weapon.)

- Geyser Cannon : This ground creates a pillar of water at X’s feet.  Any baddy near X or above him will take constant damage from it.

 

ZERO – Melee Type

                Like X, Zero begins the game as one of the weakest characters.  By defeating Mavericks he’s able to increase the effectiveness of his saber attacks and become an offensive powerhouse in melee.  Zero is able to swing his Z-Saber up to 3 times while standing on the ground if you time it correctly.  The 2nd and 3rd swings do the same damage as the first one, but if you have 2 or 3 of the Standing+1 abilities then zero will throw a 2nd and 3rd sword wave for free.  After acquiring his abilities, Zero has to be precise in his attacks since the Saber Waves cost energy when he swings.  In boss fights, Zero is all about stacking attacks together.  The most consistent damaging melee attack in the game is to turn on Zero’s sword barrier next to the boss while hacking away after you acquire all 3 Standing+1 abilities.  Another fun thing to do is Activate his sword barrier, then dash and activate his Blitz ability and throw saber waves.

- Saber Wave : When zero swings his Z-Saber it fires a wave of power.  If you dash behind it you can travel with it for a bit.  These are unlocked as you acquire the appropriate +1 abilities.

- Blitz : While dashing a energy barrier is projected in front of Zero.  It’s useful for simply plowing through baddies, but watch out for blocking ones.

- Sword Barrier : Zero creates a temporary barrier around him that deals constant damage to nearby enemies.

- Shot Cutter : This allows the Z-Saber to cancel small shots it hits.

 

DELIA – Melee Type

                Delia is a capable melee fighter from the very beginning.  Her Hunter Blade is able to cancel small baddy shots from the very beginning, and her Omni-Strike deals loads of damage as she kills mavericks.  In boss fights Delia relies on her Omni-Strike to take away fast amounts of their health when they are vulnerable.  When out of energy, Delia has to rely on normal attacks and evasion until she can use her Omni-Strike again.

- Omni-Strike : This is a quick and powerful attack Delia can execute while on the ground.  It’s the most powerful single attack any character has in the game.

 

PLAGUE – Ranged Type primarily

                Plague is arguably the strongest character in the game in the beginning, and still on par with everyone in the end.  He’s very good for beginners and for those who like exploring.  Given Plague’s nature, he has already accumulated 100 maverick cores (a.k.a.: $$$) after his introduction which he can go shopping with.  Plague’s buster works like X’s, except his doesn’t do at least 1 point of damage at full charge and is a little slower.  However Plague can use his dual swords while on the ground inflicting good damage to any nearby enemy, even those above him.  Plague’s uniqueness comes from his fusion ability.  With it he summons Blight and enters his fusion form which lets him fly and fire fusion shots.  Against bosses Plague can cut them down if in close with his swords, or pelt them from afar with his buster.  While fused, Plague can do tons of damage by peppering them with his fusion shots as well as dodge attacks by simply flying away from them.

- Blight Fusion : While fused, Plague can fly freely around for the duration.  It lasts longer as you defeat more mavericks.  The fusion shots hit as hard as a mid-buster, but have more area than a max buster.  Plus you don’t have to charge.  If you hold down the attack button, you will continue to face in a given direction until you release it.

 

SIC – Ranged Type

               Sic is a balanced ranged character who has the ability to rapid fire shots (you can just hold down attack and he’ll continue to shoot).  He can deal damage quicker than other ranged characters from a distance thanks to the rapid firing.  When a baddy is nearing him, Sic can drop a flame zone that’ll burn anything that gets near it for a short duration.  Against bosses, Sic’s best strategy is to pelt them from afar until he gets a change to hit’m with a flame zone.  If he has time, he can stack flame zones on top of each other he can create a damaging vacuum of sorts.

- Flame Zone : As Sic goes through mavericks, he can drop more flame zones.

 

SIN – Melee Type

                Sin is melee character that focuses on defense rather than offense.  His normal attacks have the ability to breach enemies guard so he can damage even blocking foes.  Sin’s jaw strength also helps him cling to walls, he doesn’t slide down like other characters do thanks to this.  Sin also can continue moving at full speed while on the ground while attacking unlike Zero and Delia.  Sin relies heavily on his power pellet ability, which gives him invincibility to attacks for a moment.  It’s important to remember that invincibility doesn’t prevent hazard damage though, and some boss attacks count as hazards.  While invincible, Sin can just bite away at foes while ignoring what they are doing since he can’t be damaged.

- Power Pellet : This makes Sin invincible for a time.  The more mavericks he has defeated, the longer this effect lasts.

 

 

Basic2 – Advanced Controls

                MMXN is styled to be a furious action game, thus things will come at you quickly and usually in hordes.  You have to know how to dash along then jump like a madman to avoid certain situations.  All of the basic controls are covered in the instructions, this part points out a few things about the controls.

 

- Since there’s auto-dash, auto-jump, and auto-wall-cling you don’t have to worry about banging the keys to continue doing them.

- To speed climb walls, just press towards the wall and hold jump (also hold dash if you intend to do a dash jump off of the wall at some point).

- While dashing you can’t change directions, but you can still jump in any direction.  For example if you are dashing left and want to do a high speed U-turn, then hold right and tap jump, you’ll do a bunny hop and then be speeding to the right.

- When getting away from some attacks, to do a quick dash jump off of a wall simply dash jump at the wall and watch for a stutter.  The stutter is when you cling to the wall, and then immediately press the other direction to dash jump off of the wall.  If your timing is real good you’ll appear to just jump the entire time.  This is especially useful in fights against bosses like Ram Knight and Final Boss 1.

- Sometimes there’s a situation where you don’t have room to safely dash, but want to do a dash jump.  If you are worried about your timing, simply do normal jumps then hold dash at some point.  Once you land you’ll be dash jumping from then on and can just press the direction you originally wanted to dash jump in without ever having dashed on the ground.

- Enemies don’t respawn unless you leave the given stage section and go back to a previous one then return.  Don’t be afraid to scroll the screen to lure an enemy away from a pack or an inconvenient position to be deal with it easier.

 

 

Basic3 - Shopping

                Rick and Mega can make several very useful things, but knowing your weak spots can help.  If you can’t get past a certain part, see if there’s an enhancement you can purchase to make life easier.  For example : If you are having a hard time at the end of Gorillon’s stage because of the small platforms then try buying the jump+ enhancement or if Thunder Gull’s sky blast keeps catching you buy the dash+ enhancement.

                As a reminder, all of the final stages and final bosses assume you have bought EVERY enhancement.  Odds are you’ll have to sponge up some money to do that by re-entering stages.

 

 

Basic4 – Difficulty Settings

                There are four settings to MMXN.  None of them are a walk in a park, and the two hardest settings are insanely difficult.  If you beat Hell on Earth you should treat yourself to a dinner and movie because it’s the hardest 2D platform fight(s) I’ve ever hard.  The Total Annihilation setting is only for the hidden boss fights.   It’s important to remember that you can’t get an ending without beating the game on the Hard setting.  There will be extras unlocked in future updates you’ll get for clearing the game.  If beat Berserk or Hell on Earth you’ll get a code you can email me with to have you name listed on a winner board.

 

Mode

Starting Life

Starting Energy

Boss Life

Boss Aggression

Crusher Use

Normal

250 (5 bars)

50 (1 bar)

Normal

50%

Yes

Hard

200 (4 bars)

40

+50 (1 bar)

67%

Yes

Berserk

150 (3 bars)

30

+100 (2 bars)

84%

Yes

Hell on Earth

100 (2 bars)

20

+150 (3 bars)

100%

No

Total Annihilation

500 (10 bars)

500 (10 bars)

?? (Over 10 bars)

?? (Over 100%)

Yes

 

 

Chapter2 - Stages

 

This section covers the basics of each stage as well as the heart tanks.  While going through the 8 maverick stages you’ll occasionally see flashing red signs in the air.  The exclamation signs mean something is going on such as a moving platform or tricky jump.  Arrows direct you to the end of the stage.  If you see 2 arrows and an exclamation point that means RUN.  All 8 of the maverick stages are reversible meaning you can return to previous sections.  The final stages you cannot return to previous sections.

 

                I’ll list each stage section as well as a brief description using the following codes.  If there’s a heart tank in a section I’ll list it’s location too.

 

- Normal = A straight forward stage section, kill the baddies, jump on the moving platforms, etc and proceed.

- Locked = You must defeat the enemies before you can proceed.

- Crushing = The ceiling in this room can crush you.  Try not to get wedged between a crack as the ceilings rising either because it’ll crush you too.

- Hazard = Hurry to the top because a hazard will engulf you from the bottom.

- Elevator = You’ll be raised to the top of the room by an elevator.

- Underwater = You move slower and Jump higher in these stage sections.

 

Part1 – Steel Forest

                This stage takes place in the forest on the smaller island in the south.  It’s filled with Hounds, BirdBots, and Traps primarily.

Section 1 – Normal

Section 2 – Normal : There’s a heart tank hidden in this stage section.  Once you get on the platform that moves up/down, at the top jump to the left and climb up to reach it.

Section 3 – Normal

Section 4 – Normal

Section 5 – Normal

Section 6 – Normal

Section 7 – Normal

Section 8 – Normal

Section 9 – Normal

 

Part2 – Metal Beach

                This stage is at the beach sitting on the western side of the big island.  There’s a slew of baddies all over this stage so be careful.

Section 1 – Normal

Section 2 – Normal

Section 3 – Normal

Section 4 – Normal : The heart tank is hidden beneath the 3rd platform here.  Just slide down the side.

Section 5 – Normal

Section 6 – Normal : This stage splits, you can take the top route to section 7, or bottom route to section 8.  Either way they come together again at section 9.

Section 7 – Normal

Section 8 – Normal

Section 9 – Normal

 

Part3 – Fossil Cavern

                Under the mountains to the northeast on the big island lies this place.  There’s lots of bombs and stalagmites waiting for you inside as well as falling platforms.  If you see a platform sink a little bit then it’s about to go down.

Section 1 – Normal

Section 2 – Normal : Hurry across the big falling platform and jump to the left above the turret to find the heart tank.

Section 3 – Normal

Section 4 – Normal

Section 5 – Normal

Section 6 – Normal

Section 7 – Normal

Section 8 – Normal : If for some reason you don’t make it up all of the falling blocks, just go to the previous section and re-enter to reset the blocks.

Section 9 – Normal

 

Part4 – Iron Mountain

                This stage is located in the mountains to the north of the big island.  It has lots of shieldbots and goombabots running around in it as well as some tricky moving platforms.

Section 1 – Normal

Section 2 – Normal

Section 3 – Normal

Section 4 – Normal

Section 5 – Normal

Section 6 – Normal : The heart tank is located to the far left of the stage.  Once you get on the second moving platform, jump to the left of the ladder against the edge of the screen to get it.

Section 7 – Normal

Section 8 – Locked : Goombabots and hoverbots pour out of the portals.  This is a nice place to make some money at by re-entering this room.

Section 9 – Normal

 

Part5 – Shipping Port

                This stage lies on the ports in the little sea in between the two islands.  You’ll mainly encounter the annoying capsules appearing here as well as lots of scrolling platforms and conveyor belts.

Section 1 – Normal

Section 2 – Normal

Section 3 – Normal

Section 4 – Normal

Section 5 – Normal

Section 6 – Normal : There is a heart tank hiding beneath the 2nd conveyor belt right before the scrolling block.  Just jump down and then ride the scrolling block back up.

Section 7 – Normal

Section 8 – Normal : This section can be really tricky.  I recommend riding the first block all the way to the top, then jump across the next two blocks.  When you see the next block coming jump on it and ride it back to the top.  Then leap across the next to 2 blocks quickly and make a jump for the ladder.  If you miss the ladder there is another platform coming up just to the left of the ladder.

Section 9 – Normal

 

Part6 – Nuclear Volcano

                This fiery stage is located in the volcano on the north of the big island.  There’s lots of fire and magna here.  Baddy wise you’ll encounter lots of lava balls hiding in fire pits.

Section 1 – Normal

Section 2 – Normal

Section 3 – Normal

Section 4 – Normal

Section 5 – Normal

Section 6 – Normal

Section 7 – Normal

Section 8 – Hazard : Run for you life inside here as lava flows up.

Section 9 – Normal : The heart tank for this stage is hiding in the upper left corner.  After you cross the moving platform and scale the wall to the boss, dash jump to the left to reach the ledge.

 

Part7 – Transport Train

                You can locate this stage on the eastern tracks of the big island.  You run into lots of barrels, ball turrets, ceiling turrets, and bouncers here.

Section 1 – Normal

Section 2 – Normal

Section 3 – Normal

Section 4 – Normal

Section 5 – Normal

Section 6 – Normal : The heart tank is located beneath of the falling block in the center.

Section 7 – Normal

Section 8 – Normal

Section 9 – Normal

 

Part8 – Seaside Rig

                To the east of the small island is the rig.  There are lots of disappearing blocks in this stage so take your time and be careful.  You’ll run into lots of copterbots and capsules in this stage.

Section 1 – Normal

Section 2 – Normal

Section 3 – Normal

Section 4 – Normal

Section 5 – Normal

Section 6 – Underwater : Before you exit to the next section, the heart tank is above you on the ledge.  Jump across the way (The water effect makes it possible), climb up the left side and dash jump to the right.

Section 7 – Underwater

Section 8 – Underwater

Section 9 – Normal

 

Part9 – Final Stage 1 : Fortresses Front Gates

                This stage is littered with baddies, disappearing blocks, and moving blocks of all sorts.  There’s even a few leaps of faith thrown in for good measure.

Section 1 – Normal

Section 2 – Normal

Section 3 – Normal : This room is filled with moving platforms that attempt to confuse you and let you fall to your death.  Despite how crazy it seems, it’s actually easy to get past.  Ride the first platform down and get on the left/right platform.  This’ll take you over to a spot where 4 platforms all converge together.  Despite how hopeless as it looks, just dash jump across a few paces before all of the platforms come together.  You’ll land safely on the right most platform that goes up and down.  Then hop on the next platform that goes left/right and ride it over to the wall.  Jump on the wall and wait until you see a up/down platform come into view and use it to reach the exit ledge.

Section 4 – Normal : There’s a leap of faith in here so watch out.

Section 5 – Normal : There’s 2 huge platforms with conveyor belts on them in here that will attempt to knock you into baddies or throw you off of them.

Section 6 – Normal

Section 7 – Elevator : Watch out for the gears

Section 8 – Elevator : Watch out for the gears

 

PartA – Final Stage 2 : Fortresses Summit Entrance

                This stage is a maze, plain and simple.  The clue I’ll give you is pay attention to stage details, baddy behavior, and to be brave.

Section 1 – Normal

Section 2 – Normal

Section 3 – Normal

Section 4 – Normal

Section 5 – Normal

Section 6 – Normal

Section 7 – Normal

Section 8 – Normal

 

PartB – Final Stage 3 : Fortress Bowels

                This stage is basically an obstacle course.  Like all of the final stages, you’ll run into a variety of baddies.

Section 1 – Normal

Section 2 – Normal

Section 3 – Normal : There’s another leap of faith in here with the disappearing blocks.

Section 4 – Normal : There’s 2 huge conveyor belt platforms in this room going up and down.  Be careful so you don’t slip.

Section 5 – Normal

Section 6 – Hazard : Run!

Section 7 – Crushing

Section 8 – Crushing : Make sure you can fit clearly through a gap before climbing up and running past, even if the block is rising!

 

PartC – Final Stage 4 : Fortress Exit

                This stage is setup to be a test of your fighting capabilities.  There are many locked rooms that throw tons of baddies at you.

Section 1 – Normal

Section 2 – Normal

Section 3 – Locked : Barrels and Capsules in this one.

Section 4 – Locked : CopterBots and Bombs in this one.

Section 5 – Locked : HoverBots, Ball Turrets, Screamers, and Barrels all chase you down in here.

Section 6 – Normal : Be careful in here, if you mess up on the falling platforms you have to die to reset them.

Section 7 – Normal

Section 8 – Normal

 

PartD – Maverick Rematch : Fortress Guardian’s

                Here you rematch 5 of the mavericks.  Starting clockwise from the top-right hand side.  Gorillon, Thunder Gull, Ram Knight, Harbor Serpent, and Loco Leaper.  You get healed 1 bar of life after you beat each one.  If you are in SiC/SiN’s game or X/Zero’s you can hit a switch button on the teleport screen to change characters.

 

PartE – Bonus 1 : Island Rampage (Land Tank)

                You get to ride around in the Land Tank from Sic & Sin’s comic.  Use up/down to control the cannon’s shots to hit targets better.  You can also run baddies over even though you do take a bit of damage.  Try to stay near the left of the screen so you can be ready for big jumps.

 

PartF – Bonus 2 : No Time to Lose (Jetcycle)

                Zero ‘borrows’ a jetcycle in the final fortress.  He travels quickly and fires in a straight line, use dash jumps to booster over big pits.

 

PartG – Bonus 3 : Delia Jetcycle escape (Jetcycle)

                Pretty much the same as Zero.  Delia goes a bit slower on her cycle, and her shots travel randomly up or down.

 

PartH – Bonus 4 : Chase the Jet (Flying)

                X is on top of a cargo jet gunning down baddies while Zero serves as the pilot.  Simply steer clear of baddies and their shoots and let X pelt them with buster shoots.

 

PartI – Bonus 5 : Beer Truck’s Great Return (Flying)

                Vengeance is driving the beer truck while Plague is on top gunning.

 

PartJ – Little Baddy List

- GoombaBot (Little purple jumpy things)
- GunBot (Little gray things that walk + shoot)
- CopterBot (Little gray things that shoot down diagonally)
- RollerBot (Yellow wheels)
- HoverBot (Red thing that shoots down)
- Barrel (Blue spinning thing that homes in on you)
- Ground Turret (Stationary armored baddy that opens to shoot)
- Ball Turret (Little orange hovering things that open to shoot)
- BirdBot (The black raven things)
- Bouncer (Green ball that hops towards you)
- Capsule (The purple things that teleport around)
- Grounder (The little fiery things that zip left/right on the floor)
- Ceiling Turret (Things that shoot down from the ceiling)
- Screamer (The orange comet-like things that fly around)
- ShieldBot (The blue walls that hover left/right at you)
- Trap (The things that wait until you step on them to bite)
- Stalagmite (Things that hang on the ceiling
- Wall Turret (The blue things on the walls that open to shoot)
- Hound (The gray doglike things)
- Bomb (The big things that slowly creep towards you)

- LavaBot (The red things that sit in fire waiting to jump)

 

 

Chapter3 - Bosses

 

                MMXN is host to a slew of ruthless bosses that can and will tear you limb from limb if you aren’t on your game.  You really, really, REALLY have to pay attention to what a boss is doing so you know what to do otherwise you can be hit by some attacks which can spell certain doom in an instant.  Let me re-emphasis the difficulty here, the bosses were made to maul you horribly so be warned.

 

Damage Codes
Crash (CR) = Attack deals damage upon hitting player and the attack ends.
Hazard (HZ) = These are the most dangerous attacks in the game.  They deal damage to the character even if the player is invincible (ei: just been hit or is using SiN's power pellet ability).
Deflectable (DF) = If an attack is deflectable, then Delia's Hunter Saber or Zero's Shot Cutter can negate the attack if they slash it.
Health Drain (HD) = These attacks will deal consistent damage to the player as long as they are in the area of the attack.
Energy Drain (ED) = These attacks drain energy from the character if it successfully connects.
Crusher Drain (CD) = This kind of attack reduces a players Crusher energy.
Push (PU) = Attacks with this description will shove your character around the stage.

 

Boss1 – Gorillon

GORILLON

MONKEY SPIT (CR/DF) >> Gorillon will rear back and hock a loogie at you that will chase you up and down.  It can be avoided by standing dangerously close to Gorillon or by using a well timed jump after luring the shot towards the ground.

SUMMON LEAF (CR) >> When he raises his hand above his head, he summons a leaf above your character that will slowly fall towards them.
VINE STRIKE (HD) >> Gorillon will throw a punch that causes a vine to lash out horizontally across the ground.  Avoid it by jumping or climbing a wall.
MONKEY LEAP (CR) >> Gorillon frequently makes high jumps around the stage while trying to squash you.  This is easily dodged by dashing to the left or right.

X >> X works best by keeping a good distance from Gorillon.  Stay on the ground for a second when Gorillon uses his Monkey Spit to lure it, then do a jump over to avoid it.  If you have Tsunami Blast, then wait until Gorillon jumps at you and use the Tsunami Blast just before dashing away.

Weakness = Geyser Cannon

Gains = Vine Strike

Zero >> As is Zero's usual style, get in Gorillon's face and slash away like a lunatic.  If Zero has his Blade Barrier, turn it on while in close to deal extra damage.  If Zero does not have the Shot Cutter ability then try to keep yourself close enough to Gorillon to avoid his Monkey Spit.  Other than that just jump his Vine Strike while slashing away.

Gains = Standing +1

Delia >> Like with Zero, get in Gorillon's face and slash away like a lunatic using her Omni-Strike whenever possible.  Since Delia's Hunter Saber already can deflect shots, just cut away the Monkey spit.  Other than that just jump to avoid his Vine Strike and dash to avoid being landed on.

Plague >> Plague can approach this fight in several ways.  He can pepper Gorillon from a distance with his Plague Buster while timing jumps to avoid the Monkey Spit and Vine Strike.  When the opportunity arises, dash in real close and slash away with the Dual Swords to deal damage quicker.  If you have the energy, Fuse and fly just high enough off the ground to avoid Gorillon's Vine Strike and pepper him with Fusion Shots.

SiC >> SiC is another distance fighter in this match.  Stay on the ground for a second when Gorillon uses his Monkey Spit to lure it, then do a jump over to avoid it.  When Gorillon jumps at you drop a Flame Zone or two just before dashing away.

SiN >> SiN needs to stick close to Gorillon and bite away.  Try to stay close enough so his Monkey Spit passes over head.  If SiN has the energy use his Power Pellet to focus on damaging Gorillon.

 

Boss2 – Thunder Gull

THUNDER GULL

THUNDER BLAST (CR) >> Thunder Gull will raise his hand while on the ground and fire a large ball of lightning at you.  Jump over to avoid.

LIGHTNING STREAM (HD) >> If you are beneath of Thunder Gull while he’s flying he’ll rear back and fire a pillar of lightning down that will drain a good bit of life from you.

BALL LIGHTNING (CR) >> While flying, he’ll fire a ball of lightning that floats down towards you.

SKY BLAST (HD/PU) >> While Flying, you'll see Thunder Gull fly off of the top of the screen.  He'll come flying across the top of the screen from one side or another while firing a hefty bolt of lightning at the ground.  Be ready to dash left/right to avoid this, and if you have the dash+ enhancement it'll help that much more.

FLIGHT (CR) >> Thunder Gull frequently takes to the skies to deliver the majority of his attacks.  Watch out for when he descends since he aims to land on you.

X >> While Thunder Gull is on the ground, fire at him from a medium distance so you have time to react to his Thunder Blast’s.  Once Thunder Gull takes to the sky go on the defensive until he comes back into range.  If you have the Jump+ enhancement, you can hit Thunder Gull while he’s flying with a Max Buster shot.  If you have the Ground Surge ability, close in on Thunder Gull when he’s on the ground to hit him with it.

Weakness = Ground Surge

Gains = Thunder Blast

Zero >> While performing the usual berserk hacking away with Zero, take care to avoid Thunder Gull in the air.  If you have the Jump+ enhancement you can hack away at him while he’s airborn by slashing at the peak of your jump.

Gains = Dash +1

Delia >> Stay in close with Thunder Gull and swing away.  Pay good attention to Thunder Gull while slashing so you can take a hop over his Thunder Blasts.  Only pull back when he takes to the sky, unless you have the Jump+ item since you can jump up and hit him with it.  Slam him with an Omni-Strike when you have the energy.

Plague >> As usual in many boss fights, Plague can approach this fight in two ways.  If your timing sucks, you can fire on Thunder Gull from a distance so you have time to jump his Thunder Blasts.  If you have the Jump+ enhancement you can hit Thunder Gull with a Max Buster shot.  If you are good on your timing, you can stay next to Thunder Gull and slash away at him to cause major damage.  Fuse if you have the energy or want to fight Thunder Gull in the air.

SiC >> Pelt Thunder Gull from a medium distance so you get optimum hits with SiC’s rapid fire and have time to react to his Thunder Blasts.  If you have a good chunk of energy, stick close to Thunder Gull while he’s on the ground and stack a few Flame Zone’s on him.  While he’s in the air, you can still jump and hit him with a Flame Zone.  When Thunder Gull goes to land from flying, try to leave a Flame Zone there for him.

SiN >> Stay close and chomp away while using your Power Pellets to become immune to his attacks.  When he takes to the air, avoid him and recharge your energy so you can use more Power Pellets.  If you have the Jump+ enhancement then you can hop up and take a bite out of him in the air.

 

Boss3 – Terra Drake

TERRA DRAKE

TERRA PUNCH (CR) >> Terra Drake will raise his fist above his head and then slam it on the ground causing boulders to rain from above.

TERRA KICK (HD/PU) >> When you see Terra Drake rear back his foot and kick at you, be ready to jump over the ensuing wave.  If you get caught, try to jump as soon as possible or else you’ll be dragged with it taking more and more damage.

TERRA BUSTER (CR/DF) >> Terra Drake will drop to a knee and unload his arm cannon at you.  He’ll usually fire several shots that can be jumped over.

GROUND SURGE (HD) >> This is Terra Drake’s primary form of attack.  He’ll jump high into the air and perform a drop either straight down or on a diagonal depending on where you are.  When he lands, a shockwave of stone will erupt with can lead to heavy damage if you are close to the spot he landed at.

X >> Try to keep a medium distance against Terra Drake so you have time to react when he fires his buster or uses his Terra Kick ability.  Be careful of his Ground Surge since he’ll frequently come down on diagonals while you’re at a distance which can lead to being cornered against a wall.  If you have Rebound Shot, then unload with that instead of normal buster shots.

Weakness = Rebound Shot

Gains = Ground Surge

Zero >> Stay in close and swing away, but be especially careful to dodge his Terra Kick since it’ll deal ridiculous damage and push you out of hacking range.  If you have the Shot Cutter ability, stand next to Terra Drake and jump continuously while slashing like a loon to easily get the best of him.

Gains = Standing +1

Delia >> Stay within slashing distance of Terra Drake as much as possible since Delia’s saber can negate his buster shots.  When he’s not using his Terra Kick ability, unleash an Omni-Strike if you have the energy for it.  When he leaps to perform his Ground Surge, dash away/under him just beyond the spread of the ground surge so you can easily get back into melee with him.  The biggest threat to Delia’s strategy is being caught off guard by his Terra Kick (as it is for all character’s).

Plague >> Keep a medium distance away from Terra Drake and pelt him with your buster.  Hitting him with your swords can prove very dangerous if you’re caught by his Terra Kick ability.  When you have the energy, Fure and fire at him madly while staying just above the height his Terra Kick can reach you.

SiC >> Keep at medium distance and rapid fire at him like crazy.  Dash away/under him when he jumps for his Ground Surge.  If he is going to land where you are, leave a Flame Zone as a present for him.  Mostly, just be sure to avoid his Terra Kick.

SiN >> Stay in close and attack madly at him while using your Power Pellet’s to become immune to his attacks.  Go on the defensive to recharge your energy so you can use more Power Pellets if need be.  While in close with no Power Pellets, beware of his Terra Kick ability.

 

Boss4 – Ram Knight

RAM KNIGHT

RAM DASH (HD/PU) >> Ram Knight will crouch slightly and then charge forward trying to crush you against the wall.  Jump on the closest wall and then leap over him to reach safety.

KNIGHT SWORD (CR) >> If you are in close when Ram Knight draws his sword, he’ll rear back and deliver an incredibly powerful overhead chop dealing insane damage.  If you remain in close he’s liable to deliver several more to send you to an early grave.

KNIGHT DROP (CR) >> When you see Ram Knight leap off the top of the screen, dash quickly away from your current position.  Shortly after he goes off the top of the screen, he’ll fall down on your position while trying to run his sword through your head.  When he lands, his sword will be drawn and he may use either his Knight Sword or Sword Boomerang attacks.

SWORD BOOMERANG (HD) >> While his sword is drawn, Ram Knight will throw it at you if you are keeping a distance from him.  It’ll chase you around the screen and drain your health while it’s in contact.  Dash away or climb the walls to avoid it.

X >> The usual X strategy.  Keep at medium distance and light him up (using the Volcanic Cannon if you have it).  Retreat when he uses his Sword Boomerang and dash away when he uses his Knight Drop.  Head for a wall when he performs his Ram Dash.

Weakness = Volcanic Cannon

Gains = Ram Dash

Zero >> This is a dangerous fight for Zero since Ram Knight’s sword can cleave off over half a life bar in one hit.  The best strategy is to wait for Ram Knight to use his Sword Boomerang, then dash in on him and slash at him a few times as he recovers his sword.  ).  Dash away when he uses his Knight Drop, and head for a wall when he performs his Ram Dash.

Gains = Blitz

Delia >> This fight requires patience to get by safely with Delia.  Be on the defensive until Ram Knight uses his Sword Boomerang, then dash in and smack him with an Omni-Strike and run away like hell.  Wash, rinse, and repeat until you topple him.

Plague >> This is one fight where Plague definitely doesn’t want to rely heavily on his Dual Swords since Ram Knight’s sword hits waaaaay harder.  Pepper him from a distance while taking care to dodge his Knight Drop, Ram Dash, and Sword Boomerang.  While Fused, stay away from him will peppering him with Fused Shots.  Simply fly straight up to avoid his Sword Boomerang and Ram Dash, but watch out for his Knight Drop.

SiC >> Keep a healthy distance from Ram Knight while taking full advantage of your Rapid Fire ability.  When Ram Knight uses his Ram Dash, drop Flame Zone’s in his path as you dash for a wall to hop over him.  Go retreat whenever he uses his Knight Drop or Sword Boomerang.

SiN >> This fight is a piece of cake provided Sin has energy for his Power Pellet’s.  Since being in close with Ram Knight can lead to a swift and violent death, try to avoid closing to attack while not invincible.  The only exception to this is when Ram Knight uses his Sword Boomerang since he’s vulnerable for a moment after recovering his sword.

 

Boss5 – Harbor Serpent

HARBOR SERPENT

FROST BLAST (HD) >> Harbor Serpent will coil himself and hold still for a moment before unleashing this attack.  When he does so, jump to a new platform away from him quickly or you’ll be hurt badly.

FROST SPIKE (CR) >> When Harbor Serpent snaps at you, it’ll trigger a ice bullet to fly at you from behind him.  Be careful about this since the attack may take a moment before it reaches you.

SERPENT DIVE (CR) >> Harbor Serpent will jump up off of the screen and then dive back down at you.  Simply move from your current position to dodge.

FROST WAVE (HD) >> Harbor Serpent will jump up off of the screen and quickly fly across the top of the screen from left or right while dropping blocks of ice.  Dodge this attack by positioning yourself perfectly in between the ice blocks or by doing a dash jump towards Harbor Serpent.

*Note: You can only hit Harbor Serpent with Crusher’s when his entire body on the screen such as when he uses his Serpent Dive or Frost Wave abilities.

X >>

Weakness = Vine Strike

Gains = Frost Shield

Zero >>

Gains = Sword Barrier

Delia >>

Plague >>

SiC >>

SiN >>

 

Boss6 – Volcano Drake

VOLCANO DRAKE

MAGMA BUSTER (CR) >> Volcano Drake will raise his buster arm and fire off magma shots aimed at you.  Stay in real close to him to dodge this easily.

MAGMA WAVE (HD/PU) >> Volcano Drake will raise his fist in front of him for a moment before launching one or more tall magma waves.  Magma Waves deal lots of damage quickly and push you away from Volcano Drake so hurry to a wall to jump over them.

MAGMA STORM (CR) >> Volcano Drake will aim his buster arm at the sky and fire off three small magma shots which will then rain down around you.

POUNCE (CR) >> You’ll see Volcano Drake crouch before he does this move.  Stay a few paces away from him or high on a wall to avoid this.

X >>

Weakness = Frost Shield

Gains = Volcanic Cannon

Zero >>

Gains = Standing +1

Delia >>

Plague >>

SiC >>

SiN >>

 

Boss7 – Loco Leaper

LOCO LEAPER

LOCO LEAP (CR) >>

TOAD TONGUE (CR) >>

TOAD SPIT (CR/DF) >>

REBOUND SHOT (CR) >>

X >>

Weakness = Ram Dash

Gains = Rebound Shot

Zero >>

Gains = Jump/Wall/Climb +1

Delia >>

Plague >>

SiC >>

SiN >>

 

Boss8 – Tsunami Drake

TSUNAMI DRAKE

GEYSER CANNON (HD/HZ) >>

GEYSER BLAST (HD) >>

TSUNAMI BUSTER (CR) >>

TELEPORT (CR) >>

TSUNAMI RAIN (ED/DF) >>

X >>

Weakness = Thunder Blast

Gains = Geyser Cannon

Zero >>

Gains = Shot Cutter

Delia >>

Plague >>

SiC >>

SiN >>

 

Boss9 – Heavy Metal : Final Boss 1

MEGA TANK

IRON BLITZ (CR) >>

SOLAR CANNON (CR) >>

HELLFIRE MISSILES (HD) >>

X >>

Weakness = Frost Shield

Zero >>

Delia >>

Plague >>

SiC >>

SiN >>

 

BossA – The Return : Final Boss 2

RANGDA BANGDA EX

YELLOW EYE SHOT (CR/DF) >>

RED EYE SHOT (CR) >>

PURPLE EYE SHOT (HD) >>

BLUE EYE SHOT (HD) >>

NOSE SLAM (CR/ED/CD) >>

X >>

Weakness = Rebound Shot

Zero >>

Delia >>

Plague >>

SiC >>

SiN >>

 

BossB – Memories : Final Boss 3

GOLIATH MK-V

DARK PLASMA CANNON (HD/ED) >>

DARK PLASMA GATLING (CR) >>

DARK PLASMA SPHERES (CR) >>

GOLIATH CHARGE (CR) >>

*Note: Beware of this bosses teleporting ability which it frequently uses to keep a distance from you.

X >>

Weakness = Ram Dash

Zero >>

Delia >>

Plague >>

SiC >>

SiN >>

 

BossC – Destructive Power : Final Boss 4

FUSION DRAKE

INFERNO BLAST (HD) >>

AQUA BLAST (HD/ED/PU) >>

STONE BLAST (CR) >>

FUSION RAY (HD/ED/PU) >>

X >>

Weakness = Thunder Blast

Zero >>

Delia >>

Plague >>

SiC >>

SiN >>

 

BossD – Final Stand Against Darkness : Story Boss X/Zero

VILE NEXT

NIGHTMARE BUSTER (CR) >>

APOCALYPSE CANNON (HD/ED/PU) >>

APOCALYPSE RAIN (HD/ED) >>

BOOSTER RUSH (CR) >>

X >>

Weakness = None

Zero >>

Delia >>

Plague >>

SiC >>

SiN >>

 

BossE – Showdown of the Goddesses : Story Boss Delia

TIAMAT

MAGNETIC CANNON (CR/ED) >>

MAGNETIC SHOT (CR/DF) >>

AGONY BLAST (HD/ED) >>

BREATH OF DESPAIR (HD/ED) >>

X >>

Weakness = None

Zero >>

Delia >>

Plague >>

SiC >>

SiN >>

 

BossF – Conflict of Worlds : Story Boss SiC/SiN

LINK, TOAD, and MEGA MAN

LINK

MASTER SWORD (CR) >>

TRI-FORCE (HD/ED/HZ) >>

BOMB (HD/PU) >>

SHIELD >> When Link raises his shield, he becomes guarded and only attacks that can harm a defending enemy will work.

FAIRY >> Link uses this to recover a large chunk of his life.

TOAD

BASEBALL BAT (CR) >>

STAR POWER (HD/ED/HZ) >>

FIRE POWER (CR/DF) >>

MUSHROOM POWER >> Toad uses this to recover a large chunk of his life.

FLIP KICK (CR) >>

MEGA MAN

MIN SHOT (CR/DF) >>

MID SHOT (CR) >>

MAX SHOT (CR/HZ) >>

ENERGY TANK (??) >> Mega Man uses this to recover a large chunk of his life.

*Note: Touching the boss does not cause damage to you, use this to your full advantage.

X >>

Weakness = None

Zero >>

Delia >>

Plague >>

SiC >>

SiN >>

 

BossG – The Great King : Story Boss Plague

THE GREAT KING

MAVERICK KING BUSTER (CR) >>

MAVERICK KING SWORD (HD/ED) >>

ANNIHILATION BREATH (HD/ED/HZ) >>

X >>

Weakness = None

Zero >>

Delia >>

Plague >>

SiC >>

SiN >>

 

BossH – The Heroic Legend : Hidden Boss 1

?! THE HEROIC LEGEND ?!

POWER KICK (CR) >> ??

FINAL FLASH (ED/HZ/??) >> ??

AIRE TAM STORM (HD/ED/HZ/PU) >> ??

VESTIGE OF POWER (HD/ED/CD/HZ/PU/??) >> ??

*Note: This is only a very small portion of what it can do!!!

X >> ??

Weakness = None

Zero >> ??

Delia >> ??

Plague >> ??

SiC >> ??

SiN >> ??

 

BossI – The Power Beyond Comprehension : Hidden Boss 2

?! THE POWER BEYOND COMPREHENSION ?!

MIGHTY STRIKE (CR/PU) >>

TELEPORT >>

COUNTERATTACK >>

SMALL ENERGY BOLT (HD/PU) >>

RESPECT >>

FINAL CRUSHER (HD/ED/CD/HZ/??) >>

*Note: This is only a very small portion of what it can do!!!

X >> ??

Weakness = None

Zero >> ??

Delia >> ??

Plague >> ??

SiC >> ??

SiN >> ??