MEGA MAN ZERO 4
With this Z-Knuckle, your weapon is now my property

While I had been trying out all the MMZ games during the time I started writing this [and also X6, but that's a story for another day], for whatever reason Zero 4 specifically compelled me enough to try going for S-Ranks in stages, despite the fact I never went out of my way to do THAT in the previous games.
And if you know me, you might figure out that such thing means that I was quite having my fun with the game, as if it weren't the case, I wouldn't have given it more than one run, let alone actually replaying the game for even more S-Ranks and then ANOTHER playthrough to try blitz through the game regardless of rank [to see if I can find all parts to unlock Ultimate Mode, I guess].
While I've heard that many don't like this one as much as Zero 3 due to the changes, instrumentation and Z-Knuckle being gimmicky [which to be fair, most of the time it kinda is, as there's few stages where it's undeniably useful, like Fenrir's stage for a subtank, Titanion's stage for a shield to deal with the miniboss,, and the finale for the Axeloid's damage - Mandrago and the Resistance missions are more so the game NEEDING you to use the Z-Knuckle, so I won't count them], I still find that for how streamlined it is, I actually had quite a lot of fun giving it a spin for S-Ranks even without the elf, which is ironic when THIS is the only game that doesn't penalize you for them under certain conditions.
THE S-RANK QUEST
idk I just felt like it
Click to summary and yapfest explaining the experience
Zero 4 revamps the elf system to be customizable by you leveling up a singular elf and being able to activate a set amount of effects, although losing points if your amount of points used exceeds the elf's max level. And also introduces a part system to craft useful stuff.
...But as I had got used to trying to get as far as possible without cyber-elves in the previous games [succesfully, although needing one subtank in Z2 and two in Z3], as well as the game casually handing me over S-Ranks in the intro stages, I ended up sucked into not just the elf-less run, but also a playthrough where I'd go for as many S-Ranks as possible.
As a disclaimer, I always play with the Type B controls, so I'd always have two weapons available at once. That is why I'll be referring at times to holding on to two weapons at the same time.
Also, I...technically got it all done in the elf/part-less rub? But at the same time not? Unfortunately my average on my elf-less/part-less S-Rank run was 96 when I got to the final stage, and since THAT is not something I can actually S-Rank, the average does tank to 95 even if you get 80 points [which is an A-Rank for a normal stage, all points other than damage because uhh yeah take a guess why]. That's the reason why I haven't uploaded my runs at the last three stages, although perhaps I should just because a victory against Weil without parts nor elfs is kind of a flex all things considered [if you pretend no damage runs don't exist lol]
I maybe could have got it with cleaner runs on the final stages, but also if I had bothered redoing the intro stage for a perfect 100, but eh, I did get that later with some elfs and parts...and eventually DID get the S-Rank at the end with a high enough average [97 points, got lowered to 96 on the finale but that's still enough] when I redid the whole game with a few more consistent runs...and also using the parts and cyber-elf abilities.
...So if you feel like you want to run for S-Ranks but want some more extra leeway, first take your time doing a normal run getting all EX skills, and when you're in New Game Plus territory, stuff like the Quick Charge 3 + Double Jump parts [good luck getting the materials for all that blind though, I guess I got lucky that I did] PLUS getting Max Lvl Elf to use Animal Lv7 to double your defense [which actually affects the rank, so you basically have more buffer for damage points] should hellp, although grinding the elf to max can take a while.
Intro to Ragnarok Control with S-Ranks [No Parts + Elf used]
INTRO STAGES
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Easy as peasy to complete the first one with S-Rank, if you trip up on this one it is either your first time playing Zero 4 or the Zero games at all. That and the boss does have a few beginner traps [specifically the huge beam that can be low profiled if you dash...if you knew the dash can actually do that], but otherwise it is an intro stage like any other, so of course its easy.
The second intro stage has some more platforming, but as long as you only take a few hits at most, you can reach the giant boss that can be dealt with as long as you keep your distance when needed. Cover below a platform if it uses missiles, use charged slashes, and swap to charged buster shots from a distance if it uses the fists or green beams. If you only got hit a few times in the way to the boss and beat it without taking damage, it should be guaranteed.NOBLE MANDRAGO
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Arguably the second easiest [as this one might require luck for a quick fight] of the eight Einjerhar bosses to S-Rank, but the stage itself is quite easy otherwise. The fall with spike walls can be done quickly by freefalling the right way, the flower enemies can be dispatched with a single full charged buster shot, the vines can be Z-Knuckle'd quickly, and Mandrago's not a super complex boss despite everything - the most threatening attack being the big spin and tendency to heal after some attacks. If you get lucky and she spams her digging attack a lot, that will give you A LOT of chances to attack without her healing back.FENRIR LUNAEDGE
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Gotta bait the enemies hiding in the snow at the top, but that aside, you just lower the elevator once, move to the left then raise it again to fall down faster, deal with the enemies, use the saber for the miniboss [while holding on to a charged buster to destroy all the gears the moment they all line up on the floor], run through the barren areas [beware the metools at most], and you'll get to the boss. Lunaedge isn't a super trivial boss, so you have to stay sharp, but as long as you got through the stage quickly and fairly unscathed, you'll be able to take some hits from him and still get the S-Rank if you win.HEAT GENBLEM
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Personified knowldge checks in the stage, miniboss and boss design - the first section can be get through quickly without much practice, but the miniboss requires some good reactions to handle it [triple saber up close when it finishes an attack for fast damage, escape the fire pillar when it uses it, stick to the other wise when it uses the laser tail shots, and hit it with a buster shot if it does the lunge at you before it gets to you on the other side of the screen].
The second section is tricky until you learn the places where you can skip ahead a fair bit until the need to get into a safe spot from the beam, and then Genblem is all about reacting to what he'll do if he charged a fire attack [jump if it's one low fireball, dash under if it's two fireballs and one goes upwards], attack with the buster if it does the flame wave, and book it if he does the spinning, which every two times leads into the spinning laser...that also grants you a chance to hit him [charged slash the hole in his shell] while you dodge - you can wall climb with two jumps and then dash jump off the wall, with the proper timing you'll be safe AND have the chance to strike his weak spot].PEGASOLTA ECLAIR
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Being careful to avoid unecessary hits from anything that isn't the stupid triple star enemy AND to not miss the one generator on a high platform above the rising platforms [I realized that looked too suspicious to not have one hiding, and turns out there was one there] are the key of this level. The triple star enemies are only consistently dispatchable if you ready a shot and get lucky you hit them with it [or the saber charged slash, but there you risk to run into its hitbox or the stars anyways].
The dragon miniboss is much easier in this stage than Genblem's because the elemental attack are sparks that will never reach you if you're up close, but you'll want to actually switch between saber combo and pulling back in case it does the lunge or the tail shots. You should be safe from it if you are at a distance, and if it uses the spark attack, you just get up close to saber it.
Pegasolta himself can throw you off with charged attacks [either a spark wall that can only be dodge before it squishes you with a well timed dash that low profiles, or a big charge - both have different voice cues but you must be aware there's two in the first place], trying to joust you and even sometimes dodging your charged shots. His thunder swords [or whatever they are] will stay on the floor but are also the easiest to dodge, more so if he for some reason uses them repeatedly. That aside, charged slashes [more so when he stays airborne, so triple slash combo is out of question] are the best option as the hitbox will hit even if he tries to dodge upwards. Didn't try if the Flame Fang is effective against him though.POPLA COCAPETRI
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A stage where you have to be careful with the moving blocks and spikes, but with a "miniboss" that's easy to do and also has a very easy boss to beat [he stands still many times, easy target for triple slash]. If you want to do it no damage then of course it will be harder and have to factor some attacks, but if what you want is to just beat him up fast to wrap up the stage with a S-Rank, then going head first with triple slash combos until he dies will get it done quickly.TECH KRAKEN
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The first section will be annoying until you kind of learn the route with practice, afterwards its a matter of not getting hit by enemies along the way. There's ANOTHER dragon miniboss with a freeze attack you can only dodge being far away, as being up close will get you frozen AND get hit with the crystas it shoots right after. The rest is going up stairs with some enemies, and a few are inconveniently placed on the ledge rather than in the middle of the floor [plus airborne enemies], but if you can get through that, beating Tech Kraken is a matter of slamming him with the Flame Fang every time possible. Bonus if you get lucky for him to do more predictable attacks you can dodge and leave him open, instead of his teleport that makes him pop in and out of the screen with attacks.MINO MAGNUS
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The stage itself has a lot of tricky areas to approach if you haven't played it before, so it will take a good amount of practice to know each spot and to proceed through them without taking much damage. Mino Magnus himself is also cumbersome with one of his attacks shooting his limbs over most of the screen, a few moves where he pulls you in with gravity, and mostly the fact that his hurtbox is usually protected by his axe, needing to wait for him to do certain attacks [or jump dash under him to attack his back] just to hit him. You'll want to get here with the Ice Javelin from Tech Kraken to do more damage with each shot you get, but that aside, good luck.SAVE THE RESISTANCE - CRAFT
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The stage itself is basically a matter of memorizing the enemy placements to destroy them as soon as you're in range until you reach the camp, where you WILL have to pluck the water pump with the Z-Knuckle to put out the fires [if you don't, you will lose points], as well as entering the tents and trucks to rescue each human. It is also unfortunate that you have to choose between farming Moloid parts for specific chips or just keep going anyways if you don't get them from the ones you run into naturally to not tank the Clear Time.
At the end, Craft awaits and has a set of specific attacks which you'll have to deal with each time until defeated:- Most basic yet dangerous, his missile launcher will stick out a knife - if he dashes into you with it, the knife will pop out and chip away your health as long as you're still going into the wall. If you are at some distance and react in time, its easy to dodge and punish with triple saber.
- His jumping bomb throw will split into six shrapnel if you don't destroy it before it falls to the floor, although if you do, make sure to not run into the explosion it leaves.
- His kneeling grenades are easy to dodge at distance, but if he's in the middle, you'll have to destroy them mid-air for good measure. It's always three at set distances lobbed upwards, so there's always some time to react.
- When he aims up and shoots a missile, that's THE easiest attack of his to attack and punish. The missile is homing but will always go a bit upwards before tracking you, and can be destroyed with a saber slash to then combo Craft for his stupidity.
- When he silently locks his weapon with a laser scope, he'll do a big beam shot. If he's in the middle, you could jump over him, but if he's in the edge of the screen, your only chance is to hold dash at the right time to low profile - if you do it too early, you'll still get up and take a hit [which also happens if you let go of dash too early, so make sure to dash AWAY from Craft if you're too close to him].
- Finally, when he's halfway in health, he'll do this jump to one of the edges and fly while firing the laser. However, if you hit him while he's already flying, you can knock him out of the attack.
RAGNAROK CONTROL - CRAFT REMATCH
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This is going to be a VERY rough one. You basically have to learn the whole stage by hand, play it as smoothly as possible [avoid time losses, inecessary deaths and hits] which can be tough when there's spike areas and occasional waiting for platforms to get to your reach, and if you do get all that done, you need to fight Craft again with three bars and a special attack that will basically turn the floor into deadly explosions - BUT turns out you can destroy the missiles from that EX attack, so if you've been keeping your timing on point, you just need to slash the missiles that are about to close in on the edge of the screen where you are. Would have been nice to learn that when I was doing my part/elf-less run, but I guess I still got it done.TELEPORTER BASE - RANDAM BANDAM
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I could only get through this one fairly quick with practice because of a Z4 speedrun I saw that used a Gangagun's drill [the blue and purple drill thing] with the Z-Knuckle after coming back from the left path to drill down the bottom path with ease. The rest is just remembering where enemies are and not getting hit by them, then fighting the Randam Bandam itself, which is manageable with enough practice. And yes, if you've played Mega Man X before [or X5], it likely is a reference to the Rangda Bangda wall boss, as this one is ALSO a wall boss but being one hitbox [and that sometimes can move around] instead of three hitboxes [two eyes and nose]TELEPORTER CONTROL - CYBALL
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Fairly doable but you MUST remember where the enemies are to not trip up on them, as well as to not rush into the moving spark things early on. The boss itself is also pretty fair all things considered, although you need to keep in mind the way to dodge each phase [The pink beam can be dodged in the center with a well-timed dash, the four green orbs by standing and moving at the right spot [or going above the top platform i guess], the gooey orbs you just have to keep at bay with slashes, and the electric thing around the arena is harmless if you stay at the center].RAGNAROK CORE
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So uhhh if you want to finish the game but are a mere mortal, you'll want to already have the two subtanks you can get for free and stocked up. The only way to complete the game with an S-Rank without ACTUALLY S-Ranking this mission is through the average, as I hinted at the start of this whole spiel. Even then, if you have two subtanks, you'll have to manage with those to do the boss rush AND both Weil forms without dying, because dying once will tank your rank further than it already would to lose the 20 points from damage. Use the Axeloid near the Weil fight if you feel like you need some extra easy damage.
There probably should be more on this page, but I already had kind of delayed uploading this page due to other stuff [not just the MMZ4 replays, but also trying out ZX and editing a MMX6 video], but for now, at least this is here for y'all to know that I loooooooved playing Mega Man Zero 4 evebn if it kicked my ass sometimes.





