I actually learned this years back watching a speedrun where the runner briefly explained how it worked and since I have been frequently using it to get upgrades early. It is really satisfying to pull off.
Thank you so much for this tutorial! I was so worried that it wouldn’t work since im on Xbox, but all I did was change the controls and it worked! Thank you so much :D
Thanks for the tutorial Magnus! This explanation gives me confidence to try next time I boot up the collection. Breakdowns of tricks like this or other frame tricks like the no-ice heart grab from Boomer Kuwanger in X1 are always appreciated for casuals such as myself. I hope we get more guides like this for more of the X games. Thanks again!
Fantastic video, man. I love how you gave some nice explanations and beautiful demonstrations, as well as a bit of general life advice towards the end. And technically, with or without Neons, you can route the game so that you only have to revisit Tunnel Rhino (where Neons wouldn't help get anything early). But still, getting the Body Parts a bit earlier would be nice.
I remember using the Neon Jump by accident like 4 times when I played X2 for the first time, I have to (re)learn how to use it consistenlty on X3, as on X2 is a solid maybe... but I don't see myself taking advantage of it as I nowdays rarely get the armor on said game at all.
I've played both versions and I know it felt off compared to the SNES version, but I didn't know how. I always figured it was just the jump in hardware that made it feel different
I tend to have dashing mapped to the R button when I play the X series. Definitely going to try doing this on the X collection (the original X collection not the legacy collection).
They're primarily only things a speed run would worry about, but aside from minor stuff like SFX differences (which sound worse than SNES) and the remixed OST: - The timing of a quick double wall kick was changed (you have to mash the hell out of it to register in PS1/Saturn), making tricks like the bootless strat in Buffalo's stage (to get the energy tank faster) a lot harder. -Jump height is increased slightly. Can really throw you off when you're adjusted to the original jumping mechanics on SNES, but this can be an advantage in certain spots. This CAN screw with Neons a bit though in certain sections (like Doppler 2 elevator skip), since you want to maintain a certain height to not spawn too many enemies. -Slope jump physics were initially not in SNES X3 for some dumb reason, but the PS1/Saturn version retained them from X1 and X2. So, X can gain even higher jump height when you jump from arcing slopes. Again, can actually be helpful in certain situations, but X3 doesn't really have enough slopes that actually benefits from this in a significant way. -Dialogue speed is slower to scroll through, even when you're pressing/holding the right buttons to increase the speed. So the game is generally just slower to deal with in that regard, along with cutscenes. However, those brief frame pauses during boss encounters/defeats are completely gone, so that at least makes the game itself run smoother than SNES. - When bosses like Rhino and Beetle enter their invincibility states, the ending frames are actually decreased drastically, so that they're able to be hit much sooner. A big plus for the PS1/Saturn version, actually. -It IS ultimately laggier than SNES input-wise, but not to the egregious levels of XLC. Unlike that collection, it's much easier to adapt to the new timing of tech like Neons.
1:26 I presume that while it works with the saber, the after-slash delay can detrimental unless you have an immediate landing spot or get damaged to cancel out the saber-sheathing animation. Right?
Pretty much. That's why 100% can't use the Hyper Chip to spam Neons infinitely. Saber charge essentially kills the flow unless you're willing to take damage and waste a bunch of time refilling it (for speedrunning purposes in the boss rush/Sigma).
For this is probably worth to have a gamegenie code to have infinite charges so you can practice infinite neon jumps and see how long you can stay in the air
It's crazy to find out that I've always the skills necessary to do Neon jumps, but... never gave any interest on the tech, so I never searched how to do it xddd Also, regarding the hotswapping matter, I've grown accostumated to using X and A. Wonder if anyone else does that
X and A is a great alternative. It's what I used before going R and A. X and A made things like the centipede quick kill harder since it's real easy to hit X by accident, but that's situational/a speedrunning woe.
They're primarily only things a speed run would worry about, but aside from minor stuff like SFX differences (which sound worse than SNES) and the remixed OST: - The timing of a quick double wall kick was changed (you have to mash the hell out of it to register in PS1/Saturn), making tricks like the bootless strat in Buffalo's stage (to get the energy tank faster) a lot harder. -Jump height is increased slightly. Can really throw you off when you're adjusted to the original jumping mechanics on SNES, but this can be an advantage in certain spots. This CAN screw with Neons a bit though in certain sections (like Doppler 2 elevator skip), since you want to maintain a certain height to not spawn too many enemies. -Slope jump physics were initially not in SNES X3 for some dumb reason, but the PS1/Saturn version retained them from X1 and X2. So, X can gain even higher jump height when you jump from arcing slopes. Again, can actually be helpful in certain situations, but X3 doesn't really have enough slopes that actually benefits from this in a significant way. -Dialogue speed is slower to scroll through, even when you're pressing/holding the right buttons to increase the speed. So the game is generally just slower to deal with in that regard, along with cutscenes. However, those brief frame pauses during boss encounters/defeats are completely gone, so that at least makes the game itself run smoother than SNES. - When bosses like Rhino and Beetle enter their invincibility states, the ending frames are actually decreased drastically, so that they're able to be hit much sooner. A big plus for the PS1/Saturn version, actually. -It IS ultimately laggier than SNES input-wise, but not to the egregious levels of XLC. Unlike that collection, it's much easier to adapt to the new timing of tech like Neons.
it's actually doable in Legacy, the input lag isn't helping until you get the hang of it. Took me several tries in Morph Moth's stage until I get the dash and press neon dance to work. The main difference for me is that I mapped my buster button to R.
Something worth noting about Legacy Collection is that because of modern platforms you can remap controls and as result you can get both Dash, weapon switching and whichever else (like attacking) all in the triggers. So while the imput lag isn't ideal, this can potentially compensate by making the imput itself easier. -You can also create a set up that presses both buttons at the same time for you but mama raise no bitch-
When you know all you have to do to master this cool stuff is just sit there and practice but you have combined adhd and you just can't focus: Still thank you though!
I’ve used R for dashing in Megaman X games forever. I switched the controls to get the Shoryuken in X2 and never looked back. It’s so much easier to play the game with dash as either L or R
I absolutely love your videos you definitely are an inspiration for me I've been getting better and better with the zero series and its certainly helping my self esteem thank you so much for starting this channel and giving me something to aspire to keep being awesome magnus and good luck with everything you go through
When I was learning, I found the easiest way to do i was double tapping the direction for dashing. Great tutorial. This is a fun technique and it makes these two games much more fun.
The appeal is the fact you don't have to move your right thumb away from the shoot button. Going with the Nintendo layout, Y and A are on totally opposite sides of each other, the B button being in the middle. So you can either jump and shoot at the same time or jump and dash at the same time. If you map dash to L, your thumb can stay on the jump and shoot buttons, and since your index fingers rest near the bumpers/triggers automatically, it lets you use your finger instead of your thumb, leaving your thumb free to rest on the jump and shoot buttons instead of having to move to the dash button. This is especially great in the PSX games as you can map your special weapon button to A instead of having it be mapped to X, making it so your thumb doesn't have to reach all the way up to the X button. tl;dr L dashing is more comfortable as it's less movement for your thumb
@@biggiecheese2544 Honestly I don't move my thumb at all with the default layout. I lay my thumb horizontally over the buttons so that the tip rests on Y and the base rests on A. I then use a rolling motion to jump while dashing and can hold charge or shoot at the same time easily. Might require a larger thumb? But I don't feel like my thumb is particularly big for a guy so idk. Most people I see hold a SNES controller though do it like the video above, diagonally, which I could see why you'd want to use L or R if you're used to that.