Mega Man X4 (X): Slash Beast | No Damage | Stock Arm Only

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Mega Man X4 (PS1), no damage taken in the Military Train (Slash Beast). This is a re-uploaded series called "Arm Parts Only", which is a challenge run where I can only get the arm upgrade (Stock Shot). This means limited special weapon ammo until the end, and allows for some strategic speedrunning with the stock shot.

Military Train (Slash Beast) Overview:

Make no mistake: while the stage has an average difficulty rating, it's still a tough one when you take experience out of the equation. There's just so much that can go wrong here, especially for Zero. But this isn't Zero's turn. For X, it's a bit easier due to Stock Shot being a large boon here. For starters, every enemy minus the Ride Armor punks are made out of Raditz... Well-timed and smart usage of your stocks are ideal for speeding through unscathed--I can't stress that enough. X may have range in his favor, but do not take that for granted. Enemies are littered all over the place and it's so chaotic that you may even step on a met before realizing it. All the destructible cargo in the way merely adds to the mayhem. This stage is like explosion heaven (did Michael Bay design this stage?), and so many details can distract you. Just pay attention to where you're jumping and realize which enemies to shoot and which to pass.

Slash Beast isn't nearly as a problem for X as he is for Zero. Beast is most dangerous up close due to his speed and RNG behavior, so as X, it's ideal to play on his strengths as a ranger and STAY AS FAR AWAY AS POSSIBLE. It may seem like I'm exaggerating, but that random Twin Slasher aint something to play around with. If you've got comfortable distance between you and stay in motion as Beast tries to close the gap, you'll be fine all the way through. Unlike Zero, X can safely shoot Beast at any moment he desires, because if you attack him during his counter, you've still got the distance you created to react to the counter Twin Slasher. If anything, it's free damage by encouraging him to counter attack you. In Zero's case however... eh, well I'll just save that for his run. But he shouldn't be underestimated nonetheless.

One warning, though: Don't. Get. Cornered. Trust me, if he pins you against the wall, you aren't dodging those Twin Slashers, period. Never let him push you into the corner when he's at least 3/4 close to your end of the field.

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