Good morning, everybody, and welcome back
to VG Myths: the online internet video game TV show on a neverending victory lap. After
permanently and finally murdering Dr. Wily without letting a single drop of his blood
stain our hands, the seemingly peaceful Dr. Cossack has taken advantage of the power
vacuum and unleashed eight new robots with the ultimate goal of scratching Rockman's paint.
How much more harmless is Dr. Cossack than Dr. Wily? I think you already know the answer.
Can You Beat Rockman 4 Without Getting Hit? The rules are identical as always: we
must beat the game, from start to finish, without ever taking a single point of
damage. If we suck and die at any point, the run is forfeit and we go all the way
back to the title screen. For convenience we'll be doing this run on the Rockman Classics
Collection version, but all emulator functions, including Save States, Rewinds, Autofire,
and Turbo CPU are banned. Functionally, it'll be as if we were playing on the original
Famicom with its original controllers. With the rules set: let's route our suffering!
Luckily, the routing will be exceptionally easy this time. First: Toadman for Rain Flush, one of
the two most used weapons in our arsenal. Second: Brightman, who is weak to Rain Flush and gives
us Flash Stopper, the other most used weapon in our arsenal. Third: Pharoahman, who is weak
to Flash Stopper and gives us Pharoah Shot, which, while not used as much as the
other two will be the third most used weapon in our arsenal. Additionally, in
Pharoahman's stage we'll acquire Item #B, granting the very useful Balloon mobility
weapon. By that point we'll have all major tools in our arsenal and all remaining
stages will be as easy as we can get them. Toadman's stage will actually be one of the
most difficult, claiming a huge chunk of failed runs. During this first section, slowly
and methodically clear the way, charging up a shot before each penguin and firing at them right
as they spawn in. Once you reach the first ledge, you can safely slide below every enemy until the
first pit. Here you'll encounter a set of penguins too high to shoot. Instead lure them to spawn
and jump over. Repeat on the following penguin, and you'll be free to chain slides below every
enemy for the remainder of the screen. You should be able to easily breeze through the waterways
until reaching the Snail Miniboss. You'll need its attack pattern memorized. After briefly opening
its eyes, it will either toss a bomb or boomerang its eyeballs. The bomb is super easy to dodge,
but the eyeballs are super not, so we'll want to bait them before they're fired. Just before
the snail's eyes open, do two jumps: one to get extra damage in and the second to ensure you're
in midair at the proper time. If done correctly, the eyeballs will be sent straight forward and
completely miss you. Important note, the timing of the eyes opening is different depending on
the prior attack, occuring nearly immediately after tossing a bomb. You'll need both timings
memorized. Immediately after you'll rematch the snail, this time with pits at the edges and
flowing water interfering with your movement. The overall strategy is the same. Note that Rockman
will stay in place while standing directly under the waterfall. Use that as your default position,
running out and jumping to the left inbetween the snail's attacks. After it's dead, continue onto
the stage's last screen. The jumping fish here are mostly easy, though the third can be scary.
Time for the first boss of the game: Toadman! I offer no tips. He is impossible. With Rain Flush in the bag, we enter Brightman's
stage. We won't actually be using Rain Flush until the boss fight, since all enemies are
extremely easy to deal with using the standard buster. The grasshopper spike hallways might look
dangerous, but they're realistically practically autoscrollers. One note, however, that you should
only jump well before or after the grasshopper has jumped. Attempting to jump right as its
jumping will cause you to re-land on it midjump, embarassing you for the tenth of a second you have
left on this earth. You also might get worried in the final room since at first glance it seems
complicated, but it's deceptively simple. Even if you miss shooting the incoming lightbulbs,
you'll dodge under them automatically. In all, Brightman's stage is the easiest in the initial
eight. To make up for it, Brightman himself is the hardest of the initial eight. First thing's
first: we need to hit his off switch. Brightman is programmed to freeze you in place when his own
health is at one of several specific values. Don't worry if you suck at brainthinking, though,
knowledge of the exact values is unneccesary. Ever coincidentally luckily, if your first
attack deals exactly 1 damage to Brightman, for example with a single buster pellet, then
he will never reach any of the freeze values so long as you deal exactly 4 damage with each
subsequent attack, which is exactly the amount dealt with Rain Flush. We'll unfortunately still
need to worry about Brightman's base moveset, which is its own can of bulbs. Brightman has two
attacks he'll choose at random: either jumping to your current location, or firing a semi-random set
of three pellets. One of those three pellets will go down, one will go up, and one will go straight
foward, but the precise order is random. From the opposite side of the screen, only the straight
shot will hit you at ground level, easily dodged with a jump. Brightman actually favors shooting at
long range, so with decent luck he'll get himself stuck in an endless cycle of pellets while his
health slowly drains. We can't rely on good luck, though, we need a strategy that beats Brightman
100% of the time. If he jumps toward you twice in a row he'll end up in the middle of the arena,
at which point multiple bullet directions might be able to hit you at ground level. To account for
this, rather than running away, stand your ground and jump directly in front of Brightman's face.
It's incredibly scary, but memorize the timing and you'll be able to jump over all three
shots regardless of direction, eliminating that element of RNG. And obviously, be prepared
for Brightman to jump toward you at any moment. Once Brightman's burned out, we obtain Flash
Stopper, which we'll be abusing in conjunction with Rain Flush in Pharoahman's stage. As I'm
sure you've noticed, Rain Flush is a screen nuke, unleashing its damage shortly after the missile
pod leaves the top of the screen. Use it before and during each trek through the desert
sands to melt every scorpion before they can touch you. If rationed well you'll have
two shots remaining when you reach the end of the screen. Rather than jumping down, use Rush
Coil to enter the secret screen to the right, with Flash Stopper equipped. Fire Flash Stopper
the moment you've entered the screen and jump along the surface of the desert, mashing the fire
button along the way. You may be tempted to slide, but we need our timing to be precise, and Flash
Stopper's timer is a little bit funky. For whatever reason, Flash Stopper's countdown
timer pauses whenever Rockman is sliding, making it ultimately last longer. That
probably sounds like a good thing, but on this screen I've timed things out
exactly without slides. Flash Stopper's effect will deactivate and be available for
reactivation just before Rockman reaches a spawning scorpion. After jumping over it you'll
be safe to slide the rest of the distance. At the end of this path is Item #B, though we won't
be seeing it in use for another couple stages. Rockman will teleport into Pharoahman's pyramid,
skipping a chunk of the level. Rain Flush is capable of damaging shielded enemies, so
use your last two shots to take out both bats along the moving platform corridor. The
Mummy Joe corridor can be blasted through free, thanks to Flash Stopper. Use it when approaching
each Mummy before they fire, freezing them in place so you can take them out with buster shots.
Once you reach the boss door, don't go directly in. Run back and forth to the final mummy and farm
for weapon energy. You'll want to have at least 3/4s full Flash Stopper energy before jumping into
Pharoahman's room. Right as his health is reaching full, mash the fire button. Since Pharoahman is
weak to Flash Stopper, it will stop him in place, leaving him open to buster shots. Keep spamming
that fire button, and up the pace when Flash Stopper is about to deactivate to ensure it gets
reactivated ASAP. As wonderfully stupidly easy as this is, sorry, but Pharoahman isn't going
to be embarrassing himself 100% of the time. There exists a relatively rare glitch that can
completely screw us over. I'm not sure on the details since this is pretty stupidly specific
knowledge, but it has something to do with Pharoahman's invulnerability frames' activation
or deactivation occuring on the same frame that Flash Stopper activates or deactivates. However
it occurs, it's so difficult to anticipate it's effectively random, and if it occurs Pharoahman
will move and attack, Flash Stopper be damned. To anticipate this, keep a bit of distance from
Pharoahman while mashing. If the glitch occurs, keep trying to deal damage while getting a
lay of the land. If you're lucky, there will be a thin opening to weave between Pharoahman's
bullets and continue your barrage from behind. Once Pharoahman is dead, take a break from
weakness order and head into Diveman's stage. You could come here later if you want, but I
personally find Diveman to be one of the harder remaining bosses, and we won't need any more gear
to make his stage easier. Throughout the stage, launch Rain Flush as you approach Mets, sweeping
them up before you enter their range. Turns out minibosses aren't immune to Flash Stopper, so
freeze the whale miniboss's soul in place and kill it before it exists. At the halfway point
you'll meet Eddie, who will give you one of several items. Don't grab it immediately, though:
Eddie can only give you one randomly chosen item per stage visit. Leave and re-enter the screen
before collecting that item to force another dice roll. Keep re-rolling and eventually Eddie will
drop an E-Tank. Use the buster and/or Rain Flush in the manta ray corridor while jumping over and
sliding under the jellyfish claws, save for this one, which you should freeze with Flash Stopper
before sliding. After exorcising another whale, intentionally suck and fall in the next pit like
an absolute loser. This strategy rewards us with Item #W, a mobility item that we'll barely
be touching, but is at least barely worth the effort spent obtaining it. After you'll teleport
to the beginning of the manta ray screen, where the same strategies as before apply. In the last
two screens, the bombs will detonate themselves if you stand relatively close-ish, so be patient
and let them blow up before crawling forward. To safely defeat Diveman, we'll be abusing
knowledge of his attack pattern to lock him into a predictable sequence. His only two
attacks are diving and firing torpedos. The choice between those two will likely
seem random on your first few fights, but on closer inspection he's actually only
reacting to Rockman's current distance, with no random variables whatsoever. If
you use the same strategy every time he'll react the same way every time. He begins by
charging toward you. Jump over, stall a little, then slide away to the opposite side of the
screen. Provided you're not too close to Diveman, he'll now fire three missiles before charging
towards you again, at which point the pattern can be repeated. Just keep an eye on your distance: if
you're too close he'll break the pattern and stop firing missiles to dive towards you instead.
Once Diveman is dead, initiate victory dance! Holy crap, it's windy outside too.
That's actually... particularly... bad, cuz if anything's gonna make my
power go out, it's gonna be wind. Holy crap, this has gotta be a new
record! Can we get a- can we get a high score chart for longest time spent
delaying the boss timer? Hahahahahaaa! Next target: Ringman! Fun fact, in practice I
thought this first screen was 100% consistent, but it is not. Sometimes the turret will fire above
you, and others the turret will fire below you. If it fires below, run to the left to get yourself
situated properly. On each screen of this upward climb open with Rain Flush to clear every enemy
ASAP, and be prepared to adjust position if any of the turrets get a shot off. Once at the top,
switch to Flash Stopper, jump into the next screen and mash Fire. If timed correctly, the Hippo
miniboss will begin the battle while demonically possessed, which serves absolutely no purpose
whatsoever. The hippo itself won't be frozen, but the missiles it fires will, making it functionally
harmless. Use the buster to easily trek through the following screen, swap to Pharoah Shot to take
out the sawblade, and fall into the next screen while hugging the right wall. The Ring miniboss is
incapable of hurting you while flush against the wall, and will die from a single charged Pharoah
Shot. The next screen features another hippo, who can be safely demonized. Following along,
use your remaining Flash Stopper ammo to freeze and defeat the upcoming roller enemies before they
can even spawn in. At the reverse light platforms, use a combination of buster shots and Rain Flush
to take out every saturn as you approach. An important note: the timing on Rain Flush is
a bit different depending on how it's fired. If it has enough time to activate its rocket
jet, the rain will come quickly. If, instead, you fire too close to the top of the screen and
the pod despawns before the rocket jet appears, the rain will stall a few seconds. And while
not relevant on this stage specifically, if you scroll the screen too far away
then the rain will be cancelled entirely. After this screen is a second Ring miniboss,
but unlike the first you're no longer safe while hugging the wall. Rather than fighting, jump over
with Balloon and bid this miniboss a heartfelt nope. Ringman himself has a very simple and easy
to dodge nonrandom pattern, with one critical exception: the very first ring he throws can be
difficult to jump over. To bridge the gap, jump on a Balloon as soon as the battle begins, then jump
down and equip Pharoah Shot to fight properly. Jump over Ringman as he approaches, slide for
distance, jump over his chasing ring, and throw a shot back as he's landing from his own jump.
Be patient, he'll counterattack if you shoot him while he's running towards you, but obviously that
becomes a nonissue when dealing the final blow. Next up in the weakness chain is Dustman. Do not
step forward like some kind of dumb stupid idiot when the stage begins, otherwise a shield will
spawn and run into you. Instead, equip and use Flash Stopper. For some likely obscure programming
reason, enemies who can only be harmed from a specific direction, like the shields, can be
harmed from any direction while frozen. Keep the world frozen all the way until you reach these
rising platforms, at which point switch to Pharoah Shot. Not only can you aim Pharoah Shot up and
down, the orb hovering over Rockman's head acts as its own hitbox, protecting you from any enemies
above. In the crusher room, carefully edge forward with the buster. The trickiest segment is this
final set of garbage blocks, guarded by a Met immediately after a crushing wall, leaving no
room for caution. Slide forward right when the wall rises high enough, and focus on taking
out the two rows of blocks directly under the cieling. Try not to trigger the Met's attack
until just before Rockman reaches ground level, then run forward and buster it as usual. Timing
is a bit tight, but actually more lenient than it appears. I've only failed a handful of runs
here, and all of them were due to triggering the Met early. Using Flash Stopper and Rain Flush,
you can kill every remaining enemy in the level without resistance. Time for Dustman. He'll always
begin the fight by firing dust, which explodes four ways diagonally as soon as it reaches your
horizontal position as of the moment it was fired. While this can be skillfully jumped over with
precise timing, if you're bad at video games you can substitute the skill with Balloon. For
the rest of the battle, keep at a mid distance, swapping between Balloon and Ring every time
Dustman acts. You'll have to improvise depending on which attacks he randomly uses, but regardless
you'll always have enough time and ammo. With Dustman finally living up to his namesake,
bring Dust Crusher into Skullman's stage. On the first screen, spam the buster in the
narrow hallways to take out the turrets and their bouncing projectile safely. Against turrets
in more open areas, swap to Rain Flush, which kills the turrets and projectiles in one hit.
Use a charged Pharoah Shot to OHKO the Skeleton Joe on the next screen. Swap back to Rain Flush
and use it to flush the entire next corridor. The entire rest of the stage can be cheesed through
effortless abuse of Flash Stopper. I only note to stop for a moment in a safe spot just before
the timer runs out, to ensure time is always frozen while you're in motion. Pay very close
attention to the Skullman strat, because it is incredibly easy to mess up. Enter the battle with
Dust Crusher equipped, stare Skullman in the eyes, and take a bathroom break. Skullman, more than any
other boss, is incapable of independent thought, so if the player does absolutely nothing,
Skullman will see the brilliance in the strategy and shamelessly steal it. Otherwise, Skullman
has two moves. If the player presses Left or Right while Skullman is awaiting input, he'll
respond with three aimed shots. If the player presses the B button while Skullman is awaiting
input, he'll jump slightly in front of Rockman, pull up his shield for a random amount of time,
then run forward. Note that he'll never respond with the same move three times in a row, opting
for the other move instead. Skullman does not listen to the A button or down directional input,
meaning you can still move yourself forward via slides without triggering a response. You can even
hit him with Pharoah Shot since he only reacts when the B button is pressed, not released, but
he's immune to it so this serves no purpose beyond the entertainment value. Regardless, since he only
moves when you move, you can patiently map out a plan until you're ready. Bait him into firing,
let the first two shots travel horizontally, and jump just before the third shot is fired.
This ensures that third shot travels upward, so you won't have to dodge it after landing.
You can get in some extra damage by shooting him during the barrage, when he's not paying
attention to your input. When he jumps forward, try to hit him just before he lands. If timed
right, you can shoot him again just before his invulnerability frames end. While the initial
Dust block won't hurt him, it will split into 4 smaller projectiles a moment after, which can
still hit Skullman even inside his shield. Wait in place for his shield to lower, shoot him with
Dust and immediately jump over. It's important to note he'll start awaiting input immediately
after; I'll leave it to you to choose whether you find it safer to run away and dodge the
bullets or stop moving just in time so it's safe to patiently slide. Whatever you choose, repeat
the strategy until Skullman is nothing but bones. We now enter the final of the initial eight
stages, Drillman, which we won't be talking about long. As always, Rain Flush and Flash
Stopper will bypass the majority of enemies. Important note in this spike hallway,
don't worry about the upper spikes, your maximum jump height doesn't actually reach
them. There shouldn't be any major surprises until Drillman himself. Drillman was one of the hardest
bosses in this run to find a viable strategy for, but with that finalized strategy he became one
of the easy ones. When he drills underground, hug an edge of the screen, wait a couple seconds,
and then run away while jumping. You'll need the timing memorized, but the safe window is very
forgiving. When he's back in the arena, you'll need to react to his every movement instantly.
He'll dive back underground, jump to your current location, or run towards you while firing Drill
Missiles. The third option is the most dangerous, with nearly perfect pre-emptive movement required
to dodge both the missiles and Drillman himself. Pause buffer just as Drillman is acting to
give yourself extra reaction time. If you see he's walking towards you, swap to Balloon
and jump on, bypassing the need for any skill in dodging. You'll still need to return to
the ground eventually, which takes a bit of prior knowledge to time safely. Drillman always
fires his drills at specific intervals of time, and stops firing once he reachs a wall. If he
started walking from the opposite wall, he'll fire four total shots. Otherwise, you'll just
have to figure out when he's done firing based on your own memorization of the timing. It takes a
bit of practice, but once you've cemented all the relevant knowledge, damageless Drillman becomes
trivial. Another very minor note, if Drillman dives underground with 1HP and you have some
Rain Flush to spare, swap over to it and you can finish Drillman off while underground. It barely
helps, but it's silly, and is therefore required. With the initial eight down, we have every single
tool in our arsenal, and enter the endgame: the Dr. Cossack stages. Important note, our
current weapon ammo is remembered between stages for the remainder of the game. Since enemy drops
are random, how much remaining ammo you have on each weapon at a specific time can vary wildly.
You'll have to use your own best judgement on which weapons to refill, and save ammo with
the buster when you have a relatively safe opportunity. After Rain Flushing the first set of
wheelers, charge up a Pharoah Shot for the first Skeleton Joe. It's finally time to bring out our
good boy's patented aerial form, Rush Jet. He's unfortunately received a very necessary software
update and is far less versatile than before, but can still be used to skip most of this
screen. Halt once you reach this Skeleton Joe, who you can kill with a hovering Pharoah Shot. Now
that we're watching our ammo, it's important to remember that Pharoah Shot will only expend ammo
when a shot is fired. Killing an enemy with the hovering sun is completely free. Additionally,
you can begin charging for free by pressing and holding the button at a time Rockman isn't
capable of firing, such as the pause screen. After grabbing the weapon ammo, finish off the rest of
your journey with Rush Jet and coil all the way up until this first weapon pellet, which you should
use to refill Rush Jet. You should now have more than enough Rush ammo for the remainder of the
game, so all other weapons take priority. Make sure you climb down and back up the lower ladder
before flying across with Rush to ensure the claw hazard is predictably timed. Equip Ring Boomerang
and enter the boss fight against the giant moth. I'm actually not 100% certain on the pattern
here, but I've gotten the impression it fires its bullets on a timer, and will dive downward at
seemingly random. Despite that seeming randomness, it's never actually dived while I was sliding
under, so don't be too afraid to do so unless you find evidence otherwise. Your attacks will only
reach the moth's hitbox at its lower elevations, so time them out patiently. Don't rush your
attacks or you risk a bullet getting shot at you at just the wrong time. Even with cautious
play, I can still take it down within two cycles. In Cossack Stage 2, take the left ladder, drink
a small latte while the pinecones curse Cossack's level design, Rain Flush the upcoming skull
spawner, and Rush Jet across the spike chasm. Spam buster shots during the journey to take out
the enemies along the way, who always spawn at your elevation, and make a couple stops for energy
refills. Equip Pharoah Shot on the far ladder, hold down the charge, and let the upcoming
buzzsaw walk into it for an ammoless takedown. Switch to Balloon. It's not going to make these
spike platforms stress-free, but is absolutely safer than platforming the old-fashioned way.
Time it so you move past the first set while the spikes are vertical, jump past as they change
horizontal, and land on the last two blocks when they turn horizontal. In the upper room, proper
timing will allow you to squeeze past with only a single Balloon. Rain flush to the end of the next
room. You could totally jump the last gap on foot, but screw economics and conveniently ride Rush Jet
for ten centimeters. Both the next two rooms are free and lead to the boss fight against Square
Machine. Its pattern is thankfully extremely simple both to understand and to dodge. If it
moves at full or midspeed, slide under. If it moves at slow speed, jump and slide inside. It
will open its weakpoint to fire three bullets, all predictably timed. Jump up with Dust Crusher
inbetween, but absolutely feel free to waste an attack opportunity if you need to get your
bearings. This is about the point in the game where my fight-or-flight instincts kick in,
making simple input mistakes a lot more common. Keep calm and get in a shot every once in a
while until earning a brief moment of relief. Cossack Stage 3 begins with an autoscroller. Other
than the very predictable spinning orbs, there are just two turrets on the top path. Memorize their
positions and take them both out with Rain Flush right when they're spawning in. Important note
that is completely pointless but very stupid: if you attach to a platform with wire near the
beginning and let the screen push you aside, you can clear this screen by sipping a latte
as you ascend to the heavens. Rockman is still legally being pushed upward by Wire, and
will continue that upward journey until he finds a ceiling, which will probably take
a while. Once the screen is fully scrolled, you can still cancel Wire as usual. Notice the
jumping enemy moved to the right; that's because I moved Rockman to the right, he just needs a little
bit of time to re-enter Earth's atmosphere. Once Rockman is back on-screen you can grab the ladder
and continue the level. As funny as this is, and while it's technically safer than platforming,
I personally don't use this strat since there are two large weapon energy pickups along
the way that we'd have to skip. I'm sorry. Back on track, Ring Boomerang the sawblades
in the upper room, and rush to leave ASAP; if you stall too long it's possible for the
floating enemy to spawn on top of you while climbing the ladder. The next autoscrolling
section is super simple and easy buster-only. If you're curious, yes, you can do the
glitch here as well, but it's slightly more nonviable. Not only would you be skipping
weapon energy, there's a solid wall at the end, and apparently Dr. Cossack managed to get his
hands on an infinite height building permit. Equip Pharoah Shot, and very very importantly hold
Left on the D-pad while jumping through the boss door. Actually, also, double super important
note that I didn't figure out until recording demo footage for this video. Hit the boss door
while your jump is arcing upward and continue holding the jump button. This makes Rockman bop
upwards slightly, which is a tiny bit sillier and thus required. This boss comes in two: the
first cockroach only clings to the ceiling, while the second moves faster and rotates along
the entire wall. When it's on the ceiling, try to hit it with your hovering charge. Not only
does this let you attack directly above your head, you'll retain your level of charge and can still
throw the now nonexistant shot when you release the fire button. As for dodging, keep as much
distance between you two as possible when the cockroach is travelling below. When it's
travelling above, it should be safe enough so long as you're not standing directly below
its dead center. Don't be afraid to waste ammo, either, pausing the game now risks messing
up your timing and Pharoah Shot has plenty. Once both roaches are dead, you enter the final
level, Cossack Stage 4. For ultra showoff points, make sure you make the jump to grab both weapon
energy drops without having to summon Rush. If you fail, your run isn't forfeit, but you
are officially lame. Rain Flush the turrets in the next room, and don't worry, the top
turret's bullets are at least one pixel away from hitting you, which is enough. When you reach
the fork, take the right path, the easier and less ammo-expensive of the two. From that point on, you
won't face any major danger until the boss door. Just one note, the spawning skulls make for a
quick and easy weapon farm if you're exceptionally low, but if you rationed well this shouldn't be
necessary. When you're ready, equip Wire for some reason and enter the final boss battle against the
Cossack Catcher. As soon as the battle begins, run against the wall, turn around, wait for Cossack to
approach, and time a wire shot upward. This won't be enough to beat Cossack, but it's basically
free and will give you a major headstart. You'll notice that sometimes you can hit him twice with
one wire shot depending on his height and the shot's timing, but please resist the temptation
to stall your shots. While that is possible and can deal extra damage, I consider it too great
a risk. Once out of ammo, switch to charged Buster shots. Cossack has only two attacks:
a volley of three bullets in your direction, and an automatic grab if ever Rockman is standing
below him. The grab will not occur if Rockman is sliding instead. Play it safe, watch for the
bullets, always slide under Cossack, and get two or three hits in. Surprise plot twist: Kalinka
is convinced by Blues to come clean and admit she was behind this all along! She firmly believes
that glitches are cheating and that Rockman didn't deserve to save the world, convincing her father
to dedicate his life to punching Rockman in the face as a birthday present! Finally able to stop
and feeling the weight of his actions, Cossack will insist on apologizing and explain to Kalinka
that glitches are a part of life that should be embraced during the length of the most needlessly
unskippable cutscene in video game history, which incredibly coincidentally lasts as long
as it takes for you to use the bathroom. You'll wash your hands just in time to see the end of
the cutscene, where Dr. Wily comes back from the dead as an alien zombie! They don't address this
in-game, but if you check the wiki Kalinka asked her dad pretty please for the necronomicon. Time
for the second and true endgame in Wily Castle! Wily Stage 1 is full of Mets, in three varieties:
standard and underwater Mets can be killed in one hit with either the buster or Rain Flush. Ballet
Mets are killed in three hits with those weapons, or 1 hit with a fully charged Pharoah or Buster
Shot. Use Rain Flush for the standard Mets in the first two rooms, then the buster on the remaining
Ballet Mets. While slightly more risky, you've got the space to retreat easily and Rain Flush ammo
is valuable right now. At the underwater area, swap to Rush Marine. This might seem unnecessary,
but remember, this late in the run your nerves are going to be shot, and it's a lot easier to
flub precise timing on a jump than Rush Marine movement. Swap out of Rush when the path drops
and narrows, take out the last Met on foot, then use a Pharoah Shot charge to eliminate the
sawblade in the next room for free. That room can be safely jumped through without item usage,
but in the next, you should use Rush Jet to bypass the spike gap, then either Wire or Balloon to
reach the upper path. You'll only have Wire if you were lucky enough to get a small energy
drop earlier in the stage, so get used to both strategies. On the final screen, use a charged
Pharoah Shot to take out the first Ballet Met, then charged buster shots on the following two
on ground level. Equip Ring Boomerang and enter one of the most stressful boss fights in the
entire run: Met Daddy. His pattern is as follows: he'll come out of his helmet, wait a random amount
of time, jump to your current position and retreat into his helmet. Upon landing, he creates
a shockwave that stuns Rockman if grounded, and additionally will spawn four Mets from the
top of the screen. These Mets will be in groups of two and walk towards the screen exit. Shortly
after all four Mets are gone, Met Daddy will stand back up and repeat the pattern. Ring Boomerang
doesn't deal damage fast enough to safely kill him before he locks you at the edge of the screen.
You'll have to somehow get past this giant Met while dodging its even more giant hitbox. Going
underneath is possible, but absolutely out of the question. That leaves travelling above. Stick
relatively close while firing Ring Boomerang, getting ready to jump away. How to deal with the
small Mets depends on context. If you have enough wiggle room, pause buffer while keeping your
eyes on the top of the screen. As soon as you know where the Mets will be landing, adjust
your position accordingly, then attack with Ring Boomerang. If you don't have enough wiggle
room, you'll instead have to swap to Rain Flush, timing its firing to kill the Mets in midair. Once
you're close to a wall, switch to Balloon. Fire your first Balloon early, but stall the second
Balloon. Jump over Met Daddy as he jumps under you. Make sure you're not still standing on the
balloon when he lands, either. Standing on the Balloon is technically still legally grounded,
so the shockwave will still freeze you. On a good run, you'll only have to pass above Met
Daddy twice before he runs out of health. Wily Stage 2's stage design should be pretty easy
to figure out, all enemies are ones you should already know how to safely deal with. My only
major note is that once you reach this screen, equip and charge up Pharoah Shot, sit back, and
drink a latte. This is the safest farming spot before the true endgame, letting you sit here
with the B button held down until weapon energy appears. While it's not technically necessary to
fill up literally everything since there are still a bunch of guaranteed energy drops ahead, it all
needs to be filled up almost all the way, with the exception of the Rush and Wire items which will
see no more use. Once satisfied, make the rest of the trek to the boss fight against Tako Trash
with Drill Missiles equipped. Keep a careful eye on Tako, who will randomly launch a fireball
straight forward or a bomb to your current position. Your goal is to land a single hit on its
weakpoint with Drill Missile. Once it's been hit, abandon all logic and reason and literally walk
directly into Tako Trash. You are now completely and 100% safe to win the fight buster-only. If
you're wondering whether this is a glitch, gosh, I'd love to know too, because isn't this silly!
Tako Trash, as you would expect, does begin the battle with a damaging contact hitbox. For
some astronomically stupid reason however, if Tako Trash receives Drill Missile damage, that
hitbox ceases to exist, removing the only obstacle stopping the player from giving Tako a hug. I'm
guessing what happened is a dev fell asleep at the keyboard and accidentally copy pasted the
destructible wall attribute onto Tako's contact hitbox, which apparently is a thing that can just
happen by accident. Regardless of why it happens, it's incredibly convenient and stupid, so abuse
it at the first opportunity to cook Tako for free. Next up is the second final level, Wily Stage 3.
Refill your most empty weapons in the first room, grab the final E Tank, and drop down the left
side with Flash Stopper mashing to bypass the shields below. Hug the left wall while falling to
the next screen so you can grab another line of weapon energy, and continue your descent into the
initial eight refights. Our strategies here will be mostly identical to the first battles, but some
important stipulations apply. Drillman absolutely must be fought before Dustman and Ringman.
All three of their strategies use Balloon, but Drillman is the only one of the three without a
backup strat, and how many total Balloons we need is largely decided by RNG. You'll almost always
have enough Balloons for all three combined, but I'm sure you realize the exact moment you leave
an opening for bad RNG it's going to happen ten times in a row. Also worth noting is Pharoahman
is now fought on flat ground. While this makes him harder to hit if you freeze him in midair,
it also makes his shots easier to dodge if you encounter his glitch, so this should altogether
be safer than the first fight. Otherwise, use all your original strats and pray your fingers
don't slip, because god knows your controller is drenched in sweat. With all eight dead, equip the
Buster and enter the second final boss battle, and arguably the hardest boss battle in the entire
game: Wily Machine #4. Walk slightly in front of him, charge up the buster, and sip a latte while
draining his health bar with absolutely no danger. If you thought I was joking when I said this was
arguably the hardest boss battle, bad news time: this fight has two phases. In Phase 2, Wily's
elevation will set slightly above Rockman's head, and he'll take to firing energy blasts at a
constant rate while randomly wiggling left and right. These energy blasts will be aimed toward
Rockman if he's in range, and otherwise will be fired straight foward. As you can see, standing
below the backside of the machine is a 100% safe zone, but safety is meaningless without a
way to actually deal damage, and no tools with remaining ammo in our arsenal are capable
of attacking Wily without putting ourselves in some kind of danger. Even if we hypothetically had
gone out of our way to refill Wire ammo earlier, I consider it too big a risk as Wily could back
up and punish us with an energy blast. Instead, bide your time, sip a couple lattes, and keep
your eyes out for the golden opportunity. The ideal situation is to enter the danger zone as
Wily Machine is located in roughly the center of the screen and currently moving to the right
side. This gives an ideal compromise of screen space to maneuver Rockman while also giving Wily
the ability to continue moving away from you. If Wily is moving away from you, his energy blasts
will be more spaced out. Be very, VERY patient, Wily wiggles almost as much as his eyebrows,
aggravatingly wasting full on minutes before presenting an opportunity, at which point your
nerves will have exploded so many times in a row it might be best you wait until next time. Once
the opportunity presents itself and you accrue the necessary bravery, run out, detonate
a Drill Missile next to Wily's weak point, and slide back into safety. With proper
timing and good RNG you'll slide under the energy blasts. Unfortunately, there's no
guarantee Wily will act like you're expecting. Nooooooooo! Agh! *After* I
killed him! *After* I killed him! It unfortunately took me a couple embarrassing
failures to realize this, but if you end up in a tight spot, do NOT try to dodge. Instead, pull out
the final weapon of the game, Skull Barrier, which will negate each energy blast on contact. This
will be the longest RNG endurance match yet seen in the series. Be patient and think through every
move before you make it, and any sufficiently cool-headed player will be able to take down Wily
Machine #4 damageless 100% of the time. With Wily Machine #4 destroyed, Wily will escape into the
really truly final level for real this time, Wily Stage 4. Side note, no, using Rain Flush to
kill Wily in his capsule does not count as beating the game. Wily in his capsule is a completely
separate enemy from the final boss, Wily Capsule, and the former is a completely optional enemy
who does not trigger the ending upon defeat. Methodically buster through the final caterpillar
hallway, swap to Pharoah Shot, jump in the final final final boss door and get ready for a
victory lap. While certainly not a freebie, Wily Capsule is one of the easier damageless
bosses, and to my memory I've never once failed to beat him after learning his pattern,
even in practice. Wily can only hurt you either with his aimed electric shot, which
has a long and obvious tell before firing, or with his direct contact hitbox. The contact
hitbox doesn't legally exist until he becomes visible, which coincides with the energy shot
properly forming, making the exact timing obvious. Wily can only appear in preset locations, and the
only preset location which would overlap with a grounded Rockman is at the dead center
of the screen. Knowing this, in order to reliably dodge both Wily and the electric orb,
position yourself at the center of the screen, watch for the orb's spawn location, and escape
to either the left or right edge accordingly. Nice! Ahahahahahaaa! I was so worried
there for a second! He had me locked in like right at the edge of the screen
with a bullet heading towards me, I thought I was gonna get hit after I
beat the final boss! Oh my god! Hahhhhhh! With Wily's resurrected ambition
put on yet another hiatus, the Rockman 4 Mr. Perfect run is Mission Complete! Before heading out, special shoutout to Youtube
channel Sequel Wars' video explaining the AI behind each of the initial eight bosses. The
in-depth info was incredibly helpful, and even if you're not planning on doing the run yourself
is interesting to know anyway. I should also note they apparently made that video as a part of
making their own sequel to Rockman Mega World, which is still in development. Has nothing
to do with the challenge run, but it's neat! And if you were interested in throwing money at my
face: an important announcement: in the interest of preventing the ends of the videos from dragging
too long, vocal shoutouts will be moving to the $10 tier on Patreon on October 1st. To hopefully
make up for it a little, also on October 1st, all commentated videos will become available to
Patrons at the $5 tier. Hopefully this helps me lose a few pounds. On a related note, special
thanks to all Patreon backers, including: Charles Surett! Hey! I'm sorry Charles! I-I bet
you were- you were really sad that your name didn't get called out earlier. I just somehow,
it didn- I just missed it! I'm sorry Charles! You're so cool Charles! Everybody say happy
birthday to Charles! Let me know how much this video sucks and how to improve in the comments
below. Thank you for your Rockman 5 suggestion which somehow you managed to comment before this
video even went live and get out of my house!