FAQ/Walkthrough by NeoChozo

Version: 1.0 | Updated: 12/24/12 | Printable Version

//version 1.0//						 //updated 12-25-2012//

		      === STREET FIGHTER X MEGA MAN ===    
		      ========= STRATEGY GUIDE ========
 		      ====== written by NeoChozo ======
                      ===== www.themmnetwork.com/ =====

    Welcome to the Mega Man Network strategy guide for STREET FIGHTER X 
    MEGA MAN, a Capcom and fan collaboration released for Mega Man's 25th
    Anniversary. This text document covers all of the stage guides and any
    other pertinent information for completing this title. Use the index 
    below as a reference guide, and visit Mega Man Network's MEGA MAN games
    section for more information on this game as it becomes available along
    with information/walkthroughs for the other games in the series.

   == CONTENTS ==
   1. Introduction
   2. Version History
   3. About This Game
   4. The Story So Far
   5. Recommended Order
   6. Weapons and Items
   7. Walkthrough
      A. Blanka's Stage
      B. Rose's Stage
      C. Rolento's Stage
      D. Urien's Stage
      E. Ryu's Stage
      F. Chun-Li's Stage
      G. C. Viper's Stage
      H. Dhalsim's Stage
      I. Balrog's Stage
      J. Vega's Stage
      K. Seth's Lab Stage
      L. M. Bison's Stage
   8. Secrets and Tips
   9. Acknowledgments
  10. Legal


STREET FIGHTER x MEGA MAN is a freeware title released for the PC in commemor-
ation of both the STREET FIGHTER and the MEGA MAN franchise's 25th Anniversary
celebrations of December 2012. This fan-made game, designed by Seow Zong Hui 
(better known as Sonic) is officially published by Capcom USA, and therefore de-
serves a bit more attention than your typical fangame. Refer to the accompanying
Readme.txt file for specific information on how to set up the game and its de-
fault controller setup. This game is compatible with the standard keyboard or a 
USB-compatible controller.

  This is just a quickly-written basic guide for completing this game. If you
  have comments or suggestions, e-mail me with tips or better strategies, and
  you'll be credited. As of right now, I am missing some attack information for
  some of the bosses (Urien, M. Bison, and Akuma). Also some Energy Tank locat-
  ions are missing, as well. If you, of course, have anything to add to this
  guide that might be beneficial, e-mail me as well. You can contact me at
  timothy.jones1982(at)yahoo.com - please don't send e-mails to Mega Man Net-
  work's inbox. I don't check that particular address, and it requires the staff
  there to forward the information to me anyway - just contact me directly.

This walkthrough has gone through a few changes since the first draft. Below is
a list of the major and minor updates that have been made, starting with the 
most recent.

  VERSION 1.0 (MINOR UPDATE - 12/25/2012)
  Added a proper Acknowledgments section instead of random credits inserted at
  different points through the guide. Included new information on how to refill
  LE/WE during the fighter rematch stage as well. 
  VERSION 1.0 (MAJOR UPDATE - 12/21/2012)
  Finished polishing the walkthrough, revised the order of the first eight boss-
  es, and added the codes to Secrets and Tips, plus information on how to score
  easy Perfects and Easy Energy Tanks. Akuma strategy still missing because I
  haven't yet triggered it (even after getting five consecutive Perfects).

  VERSION 0.9 (MAJOR UPDATE - 12/20/2012)
  The structure of the walkthrough is completed, with all stages and boss infor-
  mation written (except some details for Rolento). Information for Secrets and
  Tips missing as of this draft, and Weapons/Items needs polishing.

  VERSION 0.5 (FIRST DRAFT - 12/18/2012)
  First skeleton version of the walkthrough designed after two playthroughs of
  the game. Initial boss order is present along with suggestions for how to take
  on the last three bosses of the game.

STREET FIGHTER x MEGA MAN is something pretty new. The concept behind it is 
that Mega Man goes through themed levels of multiple different challengers from 
the Street Fighter games and then fights them as stage bosses. The game, like
MEGA MAN 9 and MEGA MAN 10 before it, is rendered in 8-bit graphical format as
a throwback to Mega Man's earlier days. However, one should note that this game
started out as a fan project and later garnered official input and support from
Capcom itself, making this the first true company/fan collaboration.
This game plays nearly as crisply as the games before it, although it's almost
nothing like what you'd expect from a typical MEGA MAN game. Levels populated
with various robots are now replaced by more thematic elements native to each
Street Fighter character (Blanka's level in particular is filled with various
flora and fauna). Additionally, there is no saving or loading here, making this
like the first MEGA MAN game where you had to finish it in a single sitting.
Another thing that increases difficulty is once you get an Energy Tank, that is
the only time you can get it - they never respawn if you get a game over and
continue, so this game forces you to be pretty conservative with the supplies
you find. Another interesting feature is the way in each the bosses get to use
their "Super" attacks during the fights - as you inflict damage, they fill up a
second meter (like the MEGA MAN X series' Giga Attacks) - once full, they can
trigger a powerful and usually screen-wide attack. Lastly, much of the music
seems to be a direct homage to MEGA MAN 2's soundtrack, which is a nice nod to
the series' longevity. Overall, STREET FIGHTER x MEGA MAN is a pretty nice 
anniversary package of sorts, even if it started as a simple fan project.

1. Mega Man's invincibility time after taking a hit seems double than normal.
2. Using the slide at the proper times can actually allow you to dodge some
   attacks, much like how some of the fighters can evade yours.
3. Losing all of your lives takes you to a Street Fighter-esque "Continue"
4. Charging up, then pausing and returning to the game makes you lose your 
   charged shot.
5. Hitting a boss at the same time that they use their Super cancels out your

In the year 20XX... Mega Man has fought countless Robot Masters over the years
and stopped Dr. Wily's schemes over and over again. Now with his 25th Annivers-
ary approaching, Mega Man is ready to kick back and relax. But Ryu and his fell-
ow Street Fighters get wind of this fact and decide they want one final matchup 
before their own anniversary is over. Thus, the stage is set for another epic 
battle - this time Mega Man takes on the martial arts experts from the Street 
Fighter universe!

Like previous MEGA MAN games, you initially start off against eight bosses that
can be tackled in any order before advancing to the second half of the game.
Each fighter is weak to the weapon gained from another, so the order proceeds
in a "loop" pattern. Take out a boss, gain his/her technique, then use that one
on another boss, and so on until the loop is complete. Of course you can take
on the fighters in any order you wish, but this is one of the easiest orders to

     ====		========			===============
     Blanka		Mega Buster/Yoga Inferno	Tropical Hazzard
     Rose		Tropical Hazzard		Soul Satellite
     Rolento		Soul Satellite			Mine Sweeper
     Urien		Mine Sweeper			Aegis Reflector
     Ryu		Aegis Reflector			Hadoken
     Chun-Li		Hadoken				Lightning Kick
     C. Viper		Lightning Kick			Optic Laser
     Dhalsim		Optic Laser			Yoga Inferno

There are no differences in the translation in this title, nor is there any 
kind of different subtitle as found in the other original series installments.

Each defeated fighter yields another weapon to your arsenal. These techniques
are useful for more than just defeating more bosses, so experiment with them a
bit and you might have an easier time.

     You finally get the chargeable version again (after MEGA MAN 9 and 10 took
     it away from you). This is like MEGA MAN 4's version of the charged shot.
     The longer you hold down the button, the larger the blast will be, but if
     firing normally, you only get three bullets on the screen at one time.
     - CHARGE LEVEL 1 (flashing blue): Small white blast with a regular bullet.
     - CHARGE LEVEL 2 (flashing green): Larger white blast.
     Gained from Blanka, this technique allows you to create a watermelon that 
     you can jump on, kick, or just leave lying around as a bomb for enemies to
     run into. Jumping on it gives you a height boost so you can reach higher 
     areas (like if you had Rush Coil).
     Gained from Rose, this technique allows you to create a rotating shield of
     orbs around you that can damage enemies. Additionally, you can fire orbs
     from your Arm Cannon, and even switch weapons while leaving this shield
     temporarily active.
     Gained from Rolento, this technique allows you to fire small proximity 
     mines in an arcing pattern. If they get near an enemy, they will explode.
     Gained from Urien, this technique allows you to create an energy-based 
     shield that will reflect most attacks backwards.
     Gained from Ryu, this technique allows you to create fireballs by using 
     your Mega Buster. Charging it up creates larger and faster-moving fireball
     Gained from Chun-Li, this technique allows you to rapidly kick anything at
     close range. Its only limitation is its incredibly short range.
     Gained from C. Viper, this technique allows you to fire a a giant purple 
     laser in a forward direction. Unlike your Buster, this cannot penetrate 
     Gained from Dhalsim, this technique allows you to create a gigantic spread 
     of forward-traveling fireballs that go in a bit of an arc.

     These are portable LE storage units that will refill your LE meter in a 
     pinch. These seem to be somewhat glitchy in the game, as some will seeming-
     ly spawn in areas where they're not supposed to be, and I have yet to find
     a "maximum" number - I've carried up to 11 so far. These will ordinarily be
     found scattered throughout some levels, and you can use a special glitch to
     easily collect more.
     These give you an extra chance to retry a stage if you lose all of your LE,
     fall into a pit, or otherwise expire. These respawn in a stage every time
     you die, too, so you essentially have unlimited chances to try a stage if
     one has an extra life in it.

     This is never earned through the course of the game; rather Rush Jet just
     shows up at certain times to help you through a level (just like in MEGA 
     MAN 8).
  2. BEAT
     This one really doesn't count either, as Beat never assists you during the
     game. However, he does carry you to and from the last four stages.

The game walkthrough itself is broken into segments that comprise the "stages" 
of the game. Each stage walkthrough will take you through that stage, past the
Robot Master, and go over any backtracking that needs to be done through prev-
ious levels as a result of acquiring a new item before moving onto the next 
stage. The walkthrough will begin at the first recommended stage.

  This jungle-themed stage is pretty straightforward. Start off heading to the
  right and keep your Buster charged to take out the slug-like enemies on the
  ground while either avoiding the hovering enemies or shooting them for LE re-
  fills if needed. Eventually you'll reach two ladders; take them up to reach
  a large flower-type enemy. Ignore it for now since you don't need the large 
  WE refill and keep going to the right. More slug-like enemies are here, as
  well as some spike traps. Keep going to the right and you'll find another
  large flower protecting an extra life. Fire rapidly at this and jump over its
  horizontal laser attack and just avoid its arcing spores. Grab the extra life
  and head down to reach an underwater area to confront some electric eel-like
  enemies. Take them out with the charged Buster and go left and down to the
  next area. Keep taking out the eels and you'll eventually get to a series of
  narrow bamboo spike traps. Dodge them and take out the rest of the eels to
  reach a ladder leading up. Go to the right and collect the LE refills, then
  continue upwards. More slugs and floating enemies await as you continue your
  climb, and two flower enemies lie in wait at the top. Take them out and go
  to the right to face more slugs and narrow spike traps, then go down to face
  another flower. Go to the right and up another ladder and take out one more
  slug, a flower, and use the floating enemies to refill any lost LE before you
  head to the boss gate.
    Blanka is by far the easiest boss of the game. He can be toasted quickly
    with the Yoga Inferno, but for now, just use the charged Mega Buster. Know
    his attacks to make this battle easier.
    1. LIGHTNING ROLL: He'll charge his body with electricity and fly across 
       the screen at you.
    2. BACKFLIP: He will leap into the air, perform a backflip and then land.
       This is his easiest move to dodge.
    3. TROPICAL HAZZARD: He can jump on, kick, or just detonate these explosive
       watermelons. You can also destroy them with the Buster.
    4. SUPER: When the screen zooms in on him, he is about to charge the floor
       with electricity (jump right after to avoid getting shocked) and he will
       drop three to four Tropical Hazzards that he will then use.
    Defeating Blanka is very easy. Keep your Buster charged and unleash it on
    him whenever he's not doing anything. He's invincible during his Lightning
    Roll attack, but is vulnerable just about any other time. Remember to jump
    to avoid the floor charge when he uses his Super, and destroy his Tropical
    Hazzards so he doesn't use them on you. If you can beat him with your LE
    full, you'll earn a "PERFECT!" rating.

  Defeating Blanka gives you his TROPICAL HAZZARD technique. Return to the 
  Stage Select and head for Rose's stage next.

  Rose's stage is fairly interesting. You start off on a Rush Jet segment like
  in MEGA MAN 8 where you freely fly up and down while the screen auto-scrolls
  behind you. This time, you can slide and jump while on the Rush Jet (oddly
  enough, but who's complaining) in case some enemies swarm you and it gets a
  bit tough to maneuver. The enemies you'll encounter here are pretty easy to
  take out, but you'll want to keep your Buster charged. The purple shields
  can be irritating, but you want to watch out for the spinning swords. What 
  benefits you here, however, is that any LE refills remain suspended in the
  air for you to collect. After a while of taking out enemy swarms, you'll end
  up back at solid ground. Head to the right and go up the ladder to find some
  spinning fireball enemies. Take them out and go up for more encounters with
  the spinning swords, then go to the right. This straightforward path takes
  you across some pitfall traps through more enemies that you've already en-
  countered in the stage. Eliminate them and make your way to the rope-like
  ladder at the end and climb up. Grab the large LE refill to the left and then
  make your way to the right across the simple platforms while taking out the
  fireball enemies. Climb up another ladder and go right while eliminating the
  swarms of floating enemies, then go right and take out another shield, a
  teleporting enemy and a fireball to reach the boss gate.

    Rose is actually pretty difficult to defeat even using her weakness. Study
    her attack pattern, though, and you can make this fight a bit easier.
    1. SLIDE: She will slide directly at you. You can just jump over this.
    2. TELEPORT: She disappears into a portal and then re-emerges somewhere 
       on the battlefield. Keep moving so she doesn't reappear right at your
    3. SOUL SATELLITE: She'll fire lasers or balls of energy at you that are
       somewhat difficult to avoid.
    4. SUPER: When the screen zooms in on her, she's about to use her special
       version of the Soul Satellite, where the orbs rotate around her.
    The key to beating her lies in carefully placing the Tropical Hazzard balls
    so that she runs into them - kicking them towards her makes them miss more
    often than not. If she directly collides with one, though, you can inflict
    a great deal of damage. Keep sliding as this more or less seems to keep you
    from being damaged by her attacks, and when you run out of Tropical Hazzard
    WE, resort to the charged Mega Buster. You may need to use an Energy Tank
    during this fight. If you can defeat her at full energy, you'll earn a 
    "PERFECT!" rating.

  Defeating Rose gives you her SOUL SATELLITE technique. Return to the Stage
  Select and take on Rolento's stage next.

  This extremely short stage is pretty easy to get through. From the start,
  fire upon the first enemy to release one of the robots that spins faster on
  the ground when you're in proximity. Jump over it and keep in mind that you
  can scroll certain enemies off the screen in this level. Eventually you'll
  start reaching Mettools - both of the ground-based and the flying variety.
  Take them out as you see them, and you'll reach a section where you have to
  cross on falling platform sections. Make it through here and you'll sometimes
  find an ENERGY TANK right in your path (this is one of the ones that will
  glitch into the environment). Continue navigating the falling platforms to
  reach a small gate that leads into an elevator shaft. Fend off the swarms of
  enemies as the elevator ascends. When you reach the top, the next gate will
  lead to the boss.

    Rolento is a pretty difficult boss overall, even if you use the weapon that
    damages him the most. Study his attack patterns and you will probably be
    able to have an easier time.
    1. POGO BOUNCE: He bounces around on a small pogo stick, but his jumps are
       pretty easy to slide under.
    2. DAGGER THROW: He will either throw these vertically and they'll then 
       fall down on another side of the screen or he'll just throw these at you
       horizontally or diagonally.
    3. MINE SWEEPER: He'll toss these mines out that bounce once and then blow
       up if you're too close.
    4. ROLLING ATTACK: He can curl into a ball and hurl himself at you. During
       this move, he will also deploy Mine Sweepers.
    4. SUPER: When the screen zooms in on him, he'll leap around a bit, then
       go to the center of the screen and release a spread of Mine Sweepers.
    His weakness is the Soul Satellite, but in order to effectively damage him,
    you have to strike him with the two orbs that circle you first. The best
    way to defeat him, however, is to activate the Soul Satellite and then go
    back to the Mega Buster so you can hit him with charged shots and the orbs
    if he ends up getting too close to you. If you can make it through to the
    end with full energy, you'll earn a "PERFECT!" rating.

  Defeating Rolento gives you his MINE SWEEPER technique. Return to the Stage
  Select and head for Urien's stage next.

  This stage starts off outside. Move to the right while avoiding the swooping
  bird enemies. After a few rounds of this, you'll find a knight-like robot.
  Destroy it and the rock it sits on to access a small hole. This section has
  breakable rock barriers that act as obstacles. Use them to get to the left,
  then drop down and use them to avoid the spike traps. After you get past the
  first set, you'll run into some flame enemies. Just slide past them because
  the main hazard is being dropped onto the spike traps. At the end of this is
  a rather neat set of diagonal ladder-like structures. Climb up them and just
  avoid the rotating shield enemies as you ascend to the top. Be careful when
  you fire on the shield enemies because if you hit the shield, then your shot
  will be reflected back at you. As you get to the top, take out more of these
  along with a knight robot and head into the passage. More flame enemies and
  ladders await in the next section. Climb the ladder and you'll find more of
  the rotating shields in this last area. There is an ENERGY TANK high up that
  I haven't quite figured out how to get yet, but it might require bouncing
  with the Tropical Hazzard. After this hallway, you'll face another knight and
  a rotating shield before reaching the boss gate.

    There are no two ways about this - Urien is tough. Even the weapon that
    does the most damage is pretty difficult to use. Study his attack patterns
    to make it through this fight a bit easier.
    1. JUMPING: He leaps into the air, and then rockets down at an angle toward
       your location.
    2. ENERGY ORBS: He will fire these either horizontally or at angles at you;
       they can be pretty difficult to predict.
    3. CHARGING: He will dash towards you and try to slam you into a wall.
    4. SUPER: When the screen zooms in on him, he will generate his powerful
       Aegis Reflector, which will reflect anything you fire back at you.
    Use the Mine Sweeper and try to arc your shots so that the mines hit him
    directly; letting them bounce and hoping he runs into them is pretty much
    a waste of time and WE otherwise. When he leaps around the room, this is
    the best time to rapid-fire your mines since he can't change direction once
    he's airborne. This battle is somewhat difficult without an Energy Tank, 
    but if you can finish the fight with full energy, you'll earn a "PERFECT!" 

  With Urien defeated, you gain the AEGIS REFLECTOR technique. Return to the 
  Stage Select and head for Ryu's stage next. 

  This stage is pretty straightforward, and you won't encounter too many enem-
  ies overall. Start out heading up the ladders and taking out the stationary
  enemies in your path. These will fire energy waves forward, so wait until
  they fire and shoot them with the charged Mega Buster. At the top, head to
  the right to reach an open space and drop down. There is a large LE and WE
  refill to your left if you need it. Go to the right and you'll proceed across
  a straightforward area with flame-dropping birds - get them to drop their
  fireballs and then bypass them or shoot them down. As you near the end, you
  will find an ENERGY TANK right in your path, so collect it and take one of 
  the two paths available. One is in the pit to your left and leads to a few
  more enemies; the other drops straight down at the right, but both lead to
  the same place. Take out the next enemy here by shooting at it right before
  it is about to teleport, then fire upon the wooden barrier blocking access to
  the right. This next short section is simple platforming; cross the pits that
  have fireballs jumping out of them and defeat the wave enemies to reach the
  ladder at the end. Keep going up the next ladder and head to the left while
  defeating the teleporter enemies and destroying wooden obstacles to reach
  a ladder that goes back up to the outer area of this stage. Collect the LE
  refills to your left if you need them, then head through one last section 
  with fire-dropping birds to reach a pit at the end. Take out one last wave
  and teleporter enemy, then destroy the wooden barrier to reach the boss gate.

    Ryu is pretty difficult unless you can counter his rapid repertoire of 
    moves. Study his attacks and learn to avoid them in order to make this 
    fight easier.
    1. HADOKEN: He fires a steady stream of Hadoken fireballs. Blue ones you
       can destroy with the Buster, but orange ones are fast-moving and have to
       be jumped over.
    2. HURRICANE KICK: He slowly flies across the screen while executing this
       spinning kick. He can't be hurt during this move.
    3. SHORYUKEN: He uses this uppercut move only if you're at close range, but
       it can easily be avoided.
    4. SUPER: When the screen zooms in, he is about to create a large purple
       Hadoken move. This travels slowly and he usually Hurricane Kicks at the
       same time, so use fancy jumps to avoid both the fireball and him.
    You can destroy his Hadokens with the Mega Buster, but it's easier to just
    set up opposing Aegis Reflectors so that no matter where he is when he 
    fires Hadokens, they'll just reflect back and damage him. Otherwise, jump 
    over his Hurricane Kicks and stay far away so that he can't use his Shory-
    uken move. Try to defeat him while keeping yourself at full energy to earn 
    a "PERFECT!" rating.

  Defeating Ryu rewards you with his HADOKEN technique. Return to the Stage
  Select and go to Chun-Li's stage next.

  This stage is pretty short and more or less devoid of enemies, but the trick
  lies in the split pathways and maze-like structure. From the start, head up
  the first ladder, then drop down when the path ends. Go to the right while
  taking out any Mettool enemies, then go back up at the next ladder. Go to 
  the right and keep eliminating enemies to advance to the next part of the
  stage. Here, head through the open space and take out the Mettool carts, then
  you will find three paths. The bottom one leads to an extra life, but you
  should take the middle one to proceed. Avoid the skiing enemeis and the two
  cannons at the top, and keep going to the right to reach another open-ended
  area. Head to the top and into the next area where you'll fight another var-
  iety of enemies. The teleporting ones from Ryu's stage are also here, except
  now they disappear and reappear over you, spreading a wave of fire when they
  land. Take them out and stick to the upper path (use the Tropical Hazzard to
  bounce up if you get knocked down) and you can claim another ENERGY TANK as
  you go. Keep heading right and just slide past all of the enemies you see.
  In the next area, Mettools and the skiing enemies will constantly respawn
  from the left and the right, so you have plenty of time to refill any LE you
  might have lost during the previous enemy gauntlet. Refill and keep heading
  to the right, then go up to take out two cannons. Take this path to the final
  area, where you have to eliminate one more teleporting enemy and a cannon. 
  More skiiers will respawn from the left, so you can again refill any lost LE
  before heading to the boss gate.

    Chun-Li falls easily to the Hadoken, especially if you charge it up. Watch 
    out for her assortment of attacks and you'll have an easier time.
    1. HADOKEN: She has her own fireball attack, but it's very weak and can be
       countered by your own Hadokens.
    2. LIGHTNING KICK: If you're up close, she lets one leg fly in a blurring
       continuous kicking move.
    3. HURRICANE KICK: She flies across the screen upside down, executing a
       spinning kick while doing so.
    4. SUPER: When the screen zooms in her, she's about to execute a Hurricane
       and a Lightning Kick combined in an upwards arc.
    Of all the bosses, Chun-Li is the easiest. Keep your distance and charge up
    your Hadoken for extra damage, and use regular ones if she uses fireballs
    of her own. Slide under her Hurricane Kicks, and if she uses her Super,
    then also slide under it. She'll go down very quickly, and is extremely 
    easy to get a "PERFECT!" rating on.

  Defeating Chun-Li earns you her LIGHTNING KICK technique. Return to the Stage
  Select and go to C. Viper's stage next.

  This stage introduces a few familiar enemies and a new mechanic in the form
  of elevators. Start off going to the right and take out the cannons that come
  from the ceiling. As you reach the elevators, they travel up and down by
  themselves, but stop when you get in them. Use Up or Down to navigate and go
  to the next area where you'll find a new variety of Joe robot. These Laser
  Joes fire a powerful laser beam when they drop their shield, but are easily
  defeated. Keep going to the right to find more elevators and Laser Joes. One
  of them in one room protects an ENERGY TANK, so grab it and move on. After
  you get past the three in a row, go to the next area and ride an elevator up
  while dodging cannon fire. In the next area, move to the right to find a
  path leading down. Go down and you'll have to deal with some Force Beam-like
  security structures. Here don't worry about the enemies; just take out the
  gates before you get caught by the instant-kill beams and climb up the ladder
  at the end. Here you'll start running into large ceiling cannons that fire
  much larger blasts. Either destroy or ignore them and keep going along the
  main path while taking out cannons and Laser Joes. At the end is another ele-
  vator that leads up. Take it up to find the boss gate, but first you have to
  navigate another short elevator with a ceiling cannon and a Laser Joe. Take
  them out to reach the boss gate.

    C. Viper is pretty easy to take out with the Lightning Kick, although the
    Soul Satellite seems to inflict decent damage as well. Watch out for her
    attacks to make this fight a bit easier.
    1. OPTIC LASER: She fires a giant laser forward that can be jumped over.
    2. FLAME BLAST: She'll generate a powerful wave of flames that comes up
       from the floor. Keep moving to avoid this.
    3. DASHING: She'll accelerate quickly across the screen and crash into you.
    4. FIRE WAVE: She can generate aerial fire slashes during her jumps.
    4. SUPER: When the screen zooms in on her, she'll use a combination of her
       Fire attacks and her dash, finishing with a leaping attack into the cen-
       ter of the screen, after which she'll crash to the ground.
    You can use the Lightning Kick to easily whittle her LE down, almost to the
    halfway point before she gains enough power to use her Super move. Try to
    hit her during her spinning aerial kick for maximum effectiveness. If she
    stays grounded at any point, just spam the Lightning Kick to quickly drain
    her LE, and you can supplement with the Soul Satellite if you run out of
    WE. The ferocity of her attacks can make this fight a bit tough, but if you
    have full energy at the end, you'll earn a "PERFECT!" rating.

  With C. Viper defeated, you'll earn the OPTIC LASER technique. Return to the 
  Stage Select and head for Dhalsim's stage next.

  This stage starts off going to the left. You can go to the right, but it 
  dead-ends. Go left and take out the enemy, then go up the ladder. Here there
  will another spinning sword variety of robot. Eliminate it when it's not 
  spinning, then use the platforms to go up and left for some large LE and WE 
  refills before proceeding to the right. Go past another teleporting enemy to
  the right and you'll find the boss gate! But you can't reach it yet, because
  you have to go down first and thread a maze. Navigate some floating carpets
  and you'll reach a path split. Go up and past some more spinning sword enem-
  ies to grab an ENERGY TANK, then go back down and continue to the right. You
  have to get past a few more floating carpet sections over spike traps while
  working your way up and to the left. As you go, you'll encounter more spinn-
  ing swords and teleport enemies. When you reach a small branch to the right,
  don't take it - there's nothing in this room. Keep going left and then thread
  your way down to a sliding maze which will eventually drop you by the boss

    Dhalsim isn't terribly difficult to defeat, especially with the Optic Laser
    on hand. Watch out for his attacks, though, just to be prepared.
    1. YOGA INFERNO: He creates steady streams of fireballs that trace around
       the room a bit.
    2. STRETCH LIMBS: Like in the SF games, he'll attack by stretching his arms
       out trying to punch you.
    3. TELEPORT: He will disappear and reappear elsewhere in the room.
    4. FIREBALLS: He will throw slow-moving fireballs towards you.
    5. SUPER: When the screen zooms in on him, he is about to create a super-
       sized fireball that travels slowly.
    Firing the Optic Laser at him when he appears inflicts a great deal of dam-
    age, leaving the only thing for you to do is avoid his attacks. When he 
    uses his Super Attack, which is a larger Yoga Inferno, you can just jump
    over the larger of the fireballs. He tends to disappear and reappear in the
    open space of the room, but keep moving just to be safe and keep pounding
    him with the Optic Laser when you get the chance. Defeat him with your LE
    still full and you'll earn a "PERFECT!" rating.

  Dhalsim's defeat gives you his YOGA INFERNO technique and completes the first
  set of eight challengers. Afterwards, you'll immediately begin the next set 
  of levels against the Shadaloo leaders. As a cute homage to games past, Beat 
  arrives to take you between levels.

  This stage is interesting because it takes place at the same time as the boss
  fight. Your main goal here is to escape from Balrog as he chases you across
  the entire stage. The environment auto-scrolls to the right, and you're best
  bet is to stay around the right-side of the stage so you can defeat any of
  the stage enemies while avoiding Balrog himself. Not much you can do will
  damage him, although there are specific times you can hit him to cause min-
  imal damage. Focus more on moving to the right, defeating the enemies, and
  grabbing any refills they drop. After a while, you'll encounter some of the
  platforms that drop under your weight. Trigger it and quickly slide to the
  right to grab an ENERGY TANK, then wait for Balrog to follow you. He appar-
  ently doesn't know how to jump, and will simply run into the pit that you
  just created, thus ending the fight and the stage.
  Defeating Balrog advances you to the next stage. Remember, try to keep your 
  Energy Tanks as a last option. There aren't too many scattered through these 

  This stage is very straightforward, although you will run into just about
  every single enemy you've faced in the game so far. Start off by taking out 
  the spinning swords, then climb up to the next area. The next room has some
  spinning fireballs, the next room up has some of the wave-firing enemies you 
  saw in Ryu's stage, and the fourth one up has the rotating shields. Further 
  up are the knight enemies, and finally at the top is another wave enemy with 
  three spinning fireballs. Once you get off of the long fence, go to the right
  and you'll face a battery of falling orb enemies that you can get refills 
  from. As you keep advancing to the right, you'll face some more spinning 
  swords, fire-dropping birds, and the large flowers from Blanka's stage. Keep 
  advancing to fight more flowers and rotating shield robots, then finally 
  after surviving this gauntlet, you'll find large WE and LE refills and an 
  extra life right before the boss gate.

    Vega can be a bit of a pain. He mostly sticks to hanging on his background
    fence (which is another feature new to a MEGA MAN game). Study his patterns
    and you should have an easier time.
    1. HORIZONTAL DASH: He will fly across the screen, blade extended, for a
       quick attack.
    2. SLASHING: If you get too close, he'll uppercut you with his blades.
    3. JUMPING: He likes to climb on his fence, then make a leap straight at you
       with a crashing move.
    4. SUPER: When the screen zooms in on him, he'll fly at diagonal angles 
       across the screen (like Sigma's leaping attack in the first MEGA MAN X).
    Vega's speed is the key thing you need to watch out for in this fight. He
    attacks quickly, and you can find yourself losing energy quickly. Keep in
    mind that you can also scale the wall in the background, although this has
    very little benefit to you. If you can back him into a corner, the Lightning
    Kick works best for rapid damage (and as a cute side effect, it knocks his 
    mask and blades off), but he will keep using his other aerial attacks. Supp-
    lement with the charged Mega Buster if you have to, and you may have to use
    an Energy Tank to win here. Defeat him with full LE to earn a "PERFECT!" 

  Defeating Vega advances you to the next stage. Remember, try to keep your En-
  ergy Tanks as a last option. There aren't too many scattered through these 

  This stage is very, very short, but since it leads to the eight rematches with
  the first eight fighters, it isn't much of a "stage". Start off heading to the
  right and you'll encounter a few ceiling cannons and Laser Joes. There is an
  ENERGY TANK high above you; first curve your Yoga Inferno upwards by holding
  Up, then once the enemy has been destroyed, use the Tropical Hazzard to bounce
  your way to the high ledge to grab the Tank. Once you have it, proceed to the
  right to reach the group of eight portals. Below is the approximate layout of 
  the room. Each portal is marked, the [H]'s indicate the ladder, and the [] 
  indicate ledges.
  	      |					  	  |
  	      |			      C. VIPER     CHUN-LI|
  	      |			        ____     H    ____|
  	      |			       [][][]    H        |
  	      |				         H   URIEN|
  	      |				         H    ____|
  	      |				         H	  |
  	      |				         H   ROSE |
  	      |	 []	   []	    []	         H   ____ |
  	      |				         H	  |	
  	      | RYU   DHALSIM   BLANKA ROLENTO   H  	  |
  	      | ____   ____      ____   ____     H	  |

  After every rematch, you can refill LE by shooting the glowing balls in the
  spinning hands. Initially, I thought it was just background animation, but
  this certainly beats using Energy Tanks to refill your LE between fights. Once
  you have defeated all eight fighters for the second time, you'll move onto
  the final stage.

  The shortest stage of all takes you right to the final boss battle. You will
  teleport into a grassy area with a thunderstorm in the background. Just head 
  to the right to reach the final boss. During this next fight, if you met the
  criteria for the hidden boss, you'll see the words "HERE COMES A NEW CHALL-
  ENGER!" at some point during the fight.

    M. Bison has a number of attacks that can quickly whittle down your LE meter
    if you're not careful. Study his moves and learn how to dodge them to ensure
    more success in this fight.
    1. DASHING: He runs back and forth off and on the screen trying to crash
       into you.
    2. ROCKET JUMP: He'll leap into the air and zoom to your location.
    3. FIREBALLS: He won't use these often, but his fists will be encased in 
       fire and he can attack you at close range.
    4. SUPER: When the screen zooms in on him, he's about to use the Body Fire-
       ball and rocket across the screen encased in energy.
    As the last boss in the game (well, almost), M. Bison is your toughest opp-
    onent yet. For the most part, only the charged Mega Buster, the Optic Laser,
    and the Yoga Inferno seem to be worth anything. Try to dodge most of his
    attacks and stay in the air if you can to get away from his Body Fireball
    and dashing moves. Hit him as much as you can with the Optic Laser first,
    then switch to the Yoga Inferno since it can cancel out some of his attacks
    as well. Keep a couple of Energy Tanks left for this fight and you should
    come out on top. If you're at full LE when you finish this fight, you'll 
    get a "PERFECT!" rating.

  If you met the criteria for unlocking Akuma (at least four "PERFECT!" ratings
  during the game, you'll now be treated to a brief cutscene where the hidden
  boss appears.


  After the final bosses have been defeated, Mega Man and Ryu walk off into the
  sunset since their battle has been concluded. One can only assume that after 
  all of the fighting that's gone on, they're on their way to a Starbucks for 
  some good coffee.

STREET FIGHTER x MEGA MAN has a few interesting things present besides just the
novelty of the gameplay. There aren't a whole lot, but what is here is still
worth checking out.

     Energy Tanks seem a bit glitchy in this game anyhow, with some appearing
     inside walls at times or spawning out of nowhere. And of course, everyone
     "knows" that Energy Tanks don't return once collected. Or do they? Collect
     an Energy Tank, then kill off all your extra lives. Wait for the Continue
     Screen to tick down to 0, then restart the game from the Title Screen, and
     you will retain the Energy Tank. Keep doing this until you get however
     many you need. Best place to use this trick is Ryu's stage before taking 
     out any bosses, because the Tank is very easy to get.

     While it may be difficult to defeat bosses without taking any damage, you
     can take advantage of a minor glitch in the game. Use the Easy Energy Tank
     trick until you have quite a few, then during the boss rematch stage (or
     whenever you want, really), fight some bosses. Right before firing your
     final shot, use an Energy Tank to fill your LE to max, then kill the boss.
     Having full energy now makes the game give you a "PERFECT!" rating for the
     boss fight. Do this three more times to fight the secret boss at the end.

     Upon beating the game, you will be given a series of codes during the 
     credits sequence that you can use for some interesting stuff while playing
     the game. These include:
     - GUILE'S THEME: Pause the game at any point, hold the Jump button, and
       press Up-Down-Down-Down to change all background music to an 8-bit ver-
       sion of Guile's them from STREET FIGHTER II. Input the code again to
       change the music back.
     - HELMETLESS MEGA MAN: From the Stage Select, highlight Ryu's icon, then
       hold the Attack button. Now press Right-Right-Right-Left to change the
       Mega Man icon in the center to one of Rock without his helmet. Entering
       any stage will allow you to play as Mega Man without the helmet on.
     - EARLY HADOKEN: At the Title Screen, hold Attack and Jump for 5 seconds
       (or until you hear the chime). When you start the game, you'll notice 
       that the Mega Buster now has a WE meter. Perform Hadokens by quickly
       tapping Down-Down-Forward and Attack for a regular one; hold Attack down
       to charge it for a faster-moving one.

     If you get four or more "PERFECT!" ratings against bosses, Akuma will show
     up after the M. Bison fight for a bonus fight. Refer to the walkthrough 
     for information on how to beat this hidden boss.
     * Needs confirmation on the number of "PERFECT!"s needed; on my fifth run
       through, I got five consecutively and didn't trigger the Akuma fight.

This guide, overall, is my work. I wrote it, from start to finish, but by no
means is the information contained within it entirely mine. Multiple people 
have contributed to this final product, either directly or indirectly. This is
where I'd like to thank those who helped this along.

- DARK_RESONANCE:    The Guile's Theme code.
- METROID00700:      The Helmetless Mega Man code.
- DELTA ATTACK,	     For giving me information about how you can refill LE and
- BADASS_OVERLORD:   WE in between boss rematches in Seth Lab's stage.
- MEGA MAN NETWORK:  The entire community, but specifically those who I worked
		     with on the website in the past and that may or may not
	    	     still be contributing.
- CAPCOM:	     For publishing this game for the 25th Anniversary and for
		     still keeping it a free product.

Thanks to everyone else who may not be mentioned here, and of course, my family
and friends. 

== 10. LEGAL:
This walkthrough must always be shown in full form, unaltered, with credit giv-
en to the author, and a link to Mega Man Network (http://www.themmnetwork.com/)
must be provided. You are free to use this for personal use, but if you wish
to host it on another website, you must e-mail me first with a request for per-
mission. Copyright (C) 2012 Timothy Jones (NeoChozo). Some rights reserved.
All rights, including the copyrights of game, scenario, music and program are 
Copyright (C) Capcom Co., Ltd.