Mega Man X5【ZERO】No Damage Run ~ Mattrex (XTREME)

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Mega Man X5 (Zero) PSX, No Damage challenge/speedrun of Mattrex's stage on Xtreme Mode. In this playthrough, I achieve the MMH/MEH rank in the end.

I have the Mega Man X5 Improvement patch applied, which I mainly used to shut Alia up. You can download the patch here: https://www.romhacking.net/hacks/3711/

More details: In this no damage run, I'm not using Zero's SDC (Saber Dash Cancel) and instead am using other cancel techniques, such as crouch and jump cancels. It's very similar to SDC, just that it requires more finger work with the D-pad and is more technical than SDC. If you want to learn more about the techniques I use during this run, watch this video: https://youtu.be/rfPZxWnpSbs

Stage Overview:

Here's another stage that kind of puts your speedrunning capabilities to the test. The first area of Mattrex is littered with small cannon enemies, so not only do you have to maneuver really well through them, but you also need to time your jumps just right, or else their shots will pluck you right out of a jump. My rule of thumb is to just stay in constant motion, and DON'T. STOP. If you go as fast as you possibly can, you should be able to avoid any shots as long as you jump at the right heights (high and low for different situations). The same applies to the segment after the final wall gets blasted by the lava. Just keep it moving and you won't have to stop for anything. F-Splasher and Twin Dream makes life easier here.

For the second half of the stage, I merely took the dragon mini-boss path because, 1) this isn't a 100% run, so no need to even go down, and 2) It's more fun challenging. I also believe you'll rack up more kill counts while in the ride armor below, so the dragon path is more optimal for MMH. The key to getting through this section is making sure you time your jumps VERY well. By that, I mean know when to short jump in-between the tight platforming. It's really hard to wall slide by accident and get plucked by either a fire ball from the dragon, or a bat. Again, Twin Dream is a godsend here. The extra range really helps to eliminate bats before they can get close, as well as destroying the doors in one shot. The dragon mini-boss itself is self-explanatory.

Mattrex Overview:

Mattrex is about as hard as you make him to be. If you're fully mastered in the art of turn and crouch cancels, he's an absolute joke. It really doesn't help that he's also a slave to a very consistent behavioral pattern. You can predict all of his moves because once the RNG is set for the stage (similar to the Zero series RNG), he'll behave the same each time, with a few minor changes here and there that is random, like whether he'll tackle you after clinging the wall, or just spam fire from his mouth. However, since my combos shred Mattrex here, I never gave him the chance to do RNG shenanigans. Once he hits low HP, he'll ALWAYS homing tackle you after a wall cling. Easy boss, but only if you know what you're doing. If you don't know how he behaves, then you'll have a little rough time.

Number of attempts to No Damage this stage: 171 (will you believe me when I say the stage took more retries than the final stage? Whaaaaaat. And it wasn't even that hard in comparison. Just more perfectionist BS I'm plagued with.)

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Mega Man X5 (Zero) No Damage Playlist: https://www.youtube.com/playlist?list=PL8yX4L5Y6ebj7frob0pnuGOrs5QIJJud5

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