
I can only say let’s remember the stage.
You just need to remember the places you have to jump over, and you’ll be fine.
The scrolling is constant, so it’s good to remember the timing with the BGM.
Wasn’t it just a difficult part for taking the sub-tan?
Let’s spam poses.
Clearing is one thing, but taking the tank is also a hassle, isn’t it? Stingray Stage.
>>6
After grabbing the tank, I have a strong memory of dying often unless I quickly land, jump over again, or stay in the air and dash to jump over it.
Originally a game that involves learning from death, right? Mega Man.
If you can’t clear this, the later series will be tough, X.
>>8
The bike stage at 5 had trap holes set up at the start… and it was like, “Whoa…”
Dashes lead to self-destruction, so seal them away.
You can break through just with a shot.
I liked it, but I don’t really feel like redoing the Mega Man series.
The jellyfish seems to have more presence.
Farewell! You may disappear into the sea’s weeds!
>>13
I can’t even ask that.
Overall, I’m not good with zero.
X is strong.
Isn’t it too easy because of the zero baseline? That’s what I thought.
I think that once you get used to it, even zero won’t be difficult at all, thanks to X4.
I think this level of difficulty is easy to play, so I’m a coward.
It’s fine.
It’s fine because action doesn’t necessarily have to be difficult.
Dior!
If you’re making that much noise at this level, you’ll go insane from Nightmare infection in X6.
By the way, it’s definitely the best among the Ride Chaser stages since PS.
>>22
5 is ready… Wowww!! That’s why!
>>22
I’m troubled about whether the worst is 5, 7, or 8.
I think it’s such a waste for a valuable stage to only end with a bike scroll.
Since Zero has to get close, the damage taken inevitably increases, and unlike X, it can’t effectively target weaknesses.
But action is fun and cool, so I use it.
Well, the stingray stage is one of the more troublesome and undesirable stages in the series.
Isn’t it quite difficult to fight Stingray without using weak point weapons after a long time?
>>28
As long as the subunit is not destroyed, it will stay put, and while I remain on the surface, it keeps launching high-speed tackles on troublesome trajectories.
Honestly, I don’t know how to handle this without weapons.
If Zero doesn’t know how to dash cancel slash, it’s understandable that his damage feels low.
When you realize you can cancel the slash dash, you think, “What is this guy?”
X8 is completely a shoot ’em up rather than a ride chaser!
It’s also really long.
Muji 8 has announcements for places where jumps are needed in advance, which is nice, right? Hahaha.
>>31
Jump! Jump! Jump! Jump! Jump! Jump! Jump!
Take this! A small stingray attack delivered with an energetic voice!
>>32
Puchu. Puchu. Puchu. Puchu. Puchu.
X → General yoee~
Zero → General is so strong!
>>36
When you realize that the first hit causes the most damage, doing it with zero is weaker.
If you get close and hit the first shot with your arm, you can cancel it well and defeat them in one turn.
>>56
Getting used to something doesn’t mean it’s easy.
>>77
This is important, isn’t it?
>>77
Once you get used to it, you’ll be able to do it in one go, and it feels amazingly speedy.
You can just kick off the wall in the upper left for the uppermost arm guidance, and you can cut it three times without needing to cancel! What you need to do is straightforward and clear.
The bubbles flying towards me slip through by matching the motion of the Rakuhouha!
The X6 is surprisingly more comfortable than I expected since it doesn’t have ride chasers or forced scrolling.
>>37
Forced scroll… press machine… ugh…
If it’s the collection version, let’s play with Mega Man specifications!
X’s voice is amazing!
Here it comes, here it comes, here it comes!
Zerya!
I ran over you with the Ride Chaser, so why are you still so lively, you stingray bastard?
As a trade-off for being able to use techniques as much as you want, Zero’s techniques themselves are weak.
There’s no extra armor or anything…
>>42
A spinning slash is enough.
The control feeling is quite different between Capcom and Inti…
The X series ended up being mostly the same.
Black Zero, power up!
Only the abilities of mushrooms, owls, and rays are fine!
The Thunder God’s Strike is a technique of Zero that is cool enough to aim for No. 1, but it is really difficult to use.
A technique called “Shippu Fang” that seems to have no purpose for existing.
>>48
Because it’s cool…
Stage 6 has unusually tough levels, or rather, isn’t the person who thought up the spinning cut in cahoots with the stage layout?
It’s an accident, but if it was done intentionally, that won’t be forgiven.
The spinning slash is strong, but it’s uncool!
The usability of special techniques is somewhat similar for X as well.
Shippuga is basically a dash cut that doesn’t kill the inertia of the dash too much, so I think it’s fine to have it even if you hardly use it.
>>53
If X is used, the biggest problem is that it doesn’t hit opponents who come to their weaknesses.
Even if you dash and slash, your hitbox remains the same, so stopping to cancel and then slash is stronger.
You can clear it normally at zero without even using dash cancel.
Rather, I found it more difficult to clear it on X.
The thunder effect is beautiful, isn’t it? Thunder God Strike.
The electric blade of 5 is a bit flashy.
Do a useless fire→ice combo.
Dragon Soaring Flash and Dragon Hammer Flash Disaster
>>58
Since you can’t do it with the default settings in Rokuzero, I often end up doing this when I occasionally work on thread images.
The Zero’s Thunder guy can be used for Sigma’s trash disposal measures.
Zero is so comfortable that I can’t do X anymore.
But I like X2.
I think it’s an interesting feature that you can kick off walls with Lightning Web, but they should make it so you can do it several times or allow the charged version to stick.
In the second half, Sting comes out on stage, but what was he there for?
>>63
If you leave it alone, it will come from behind and attack with a stingray.
I don’t know in terms of the story.
Having two stages to begin with is the problem with 8.
>>65
I want a stage that progresses more normally.
When you think about it, it’s just a normal Rising Dragon Sword, but creating dragon flame blade-type motions for sword characters is quite a nice invention.
>>66
I think the non-jumping later version is easier to use, but with the effects, the Dragon Flame Blade looks the coolest…
6, huh?
No water.
No forced scrolling
No motorcycle-related machines.
Isn’t it actually quite unusual?
>>68
The nightmare virus…
>>68
Due to the circumstances of the rescue.
The scroll itself is at the Metal Shark’s place, but…
The hidden command “Black Zero” that we worked hard for is just a mere afterimage of “Red” and it’s incomplete.
Is the on/off switch for Zero’s learning technique from 7?
I barely remember it anymore.
I think stage 2 is necessary for volume enhancement.
In other words, that’s basically how it is from 4 onwards.
>>75
I think it’s probably about the number of Ride Chaser stages.
There were two types of BGM only for the Kibatos stage, right?
I feel like the X7 Inobuzuki stage was a vehicle-type stage that also had rescue elements.
Forced scrolling is inevitable due to the specifications, but it’s tough when you get stuck and die immediately.
Even if you fall, it’s instant death, so even if it’s not a scrolling stage, difficult parts are still difficult.
A chaser stage that seems refreshing but isn’t at all.
>>83
It’s just forced scrolling…
I like the X2 Ostra League stage.
If you move to the side right before coming down from Stingray and jump, you can get behind without making contact at the very last moment.
It was a weakling that I could defeat just by continuously attacking unilaterally…