
Mega Man X5【ZERO】No Damage Run ~ Squid Adler (XTREME)
Mega Man X5 (Zero) PSX, No Damage challenge/speedrun of Squid Adler'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:
Gonna set one thing straight here: stop listening to people who complain endlessly about Squid Adler's ride chaser segment. All it does is perpetuate the exaggeration that this section is unfair, when in truth, it's not. Mega Man games have ALWAYS been a trial and error experience, and the ride chaser segment is no exception. It's not perfectly executed, but it's nothing more than memorization and execution that's not difficult to catch onto. Even my nine year-old self figured that out, back when I was terrible at these games. It's the same as figuring out a consistent pattern and sticking to it. It's literally a 15 second segment (that I wish Jet Stingray's was like, as having an ENTIRE stage as a ride chaser run overstayed it's welcome) and 95% regular stage. Just know when to boost and when NOT to - it's that simple. Positioning isn't even specific, either. You can clear that segment in a multitude of different ways that I've done in this video. I simply made it a little harder on my self by purposely avoiding the energy balls so I can move immediately after the bike crash animation.
inb4 the READY comments.
Anyway, the REAL concern goes to the actual platforming segments. This is a very congested area to trudge as Zero, for he has very limited options to speed through and safely pass the obstacles. Not to mention the platforming itself is bumpy and all over the place. The enemies themselves aren't really noteworthy, just minor annoyances. Only part in that regard to bring up are the segments where the lightning rods are going back and forth, while the shield enemies get free shots on you. This is why F-Splasher is a godsend. I-frames through the rods makes bypassing the shields much, much stress-free. You can still get plucked if the shield enemy fires a shot, but chances are, if you keep a great pace, you'll zip through before it has a chance to raise it's shield all the way. Twin Dream also makes the puzzles much easier as well. Still, this stage can kick your ass if you aren't prepared for going as fast as you can. Speed and consistency in that movement is key to bypass problems before they can be actual problems.
Squid Adler Overview:
This little punk isn't hard, just incredibly boring and tedious. He is a boss affected by some heavy RNG once you drop his HP down enough for him to stop spamming lightning. He'll either decide to cling to you like a magnet, shoot out more random bolts, or create his lightning trap on the ground. There's nothing you can do to influence it, and you're just asking to get hit if you constantly stand next to him. A lot of artificial BS going on here, as sometimes bolts that travel on walls linger longer than they shoot, and Adler's tendency to smash into you without warning makes avoiding all this congestion. Sometimes, he can force you into some nearly undodgeable situations. There's always ways around him, but to do that on a spur of the move takes a lot of nerves and reflex.
You can net some pretty long-stringed turn and crouch combos on him if you guess right with him dropping to lay the trap, but it's not a reliable strategy to bet on. Best to just keep your distance, then react accordingly. This isn't a fun fight, just badly designed and lacks creativity in alternate strategies. Well, not as bad as Duff McWhalen (bad as in pathetically easy), so that's something, at least.
Number of attempts to No Damage this stage: 165 (most of these were me just being a stupid perfectionist tossing takes that had sloppy movements, lmao)
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