Skills

X's Armor Capsule abilities and Zero's Z-Saber techniques — how to trigger each one and what it does.

Mega Man X — Armor Abilities

Dr. Light has hidden four Armor Capsules across the Maverick stages, one per body part. Stepping into one permanently upgrades that part of X's armor for the rest of the game.

Charge Shot (Head + Arm Armor)

Passive

The Head Armor lets X stock charge shots instead of firing one and immediately losing the charge, so you can unload several in quick succession. The Arm Armor replaces the regular charged shot with the Plasma Charge Shot, a far larger blast that punches through heavy armor plating.

Features
  • Head Armor lets the X-Buster fire off up to 4 stored charge shots in a row
  • Arm Armor adds the Plasma Charge Shot, a huge blast that punches through even armored enemies
  • Both are separate capsules — you need both stages to get the full combo

Nova Strike (Body Armor)

Giga Attack

The Body Armor throws up a defense shield that cuts down damage while it slowly builds the Nova Strike. Once it's ready, trigger the Giga Attack button to unleash it — one of the biggest single hits X can land.

Features
  • Reduces incoming damage while it charges
  • A single devastating hit once unleashed
  • Takes time to build — not something you can call up mid-emergency

Air Dash & Hover Dash (Leg Armor)

Mobility

The Leg Armor grants two new aerial moves. Air Dash — jump, then dash while airborne — covers gaps a normal jump falls short of. Hover Dash — jump, then jump again to hover — lets X drift left or right in midair until the hover power runs out.

Features
  • Air Dash crosses gaps a normal jump can't reach
  • Hover Dash lets you cancel a fall and drift sideways in midair
  • Hover power runs out after a few seconds
  • Needs a clean read on the terrain to use safely

Zero — Saber Techniques

Kuuenbu

Double Jump Slash

Jump, then jump again in midair — instead of a normal double jump, Zero performs a somersault slash that carries him further while also hitting anything in the way.

Features
  • Extends Zero's jump arc with a second aerial slash
  • Extra reach in tight vertical sections
  • Only usable once per jump

Hienkyaku

Air Dash

Press Dash while jumping (or tap forward twice quickly in midair) to burst forward in the air. Zero's answer to X's Air Dash, though it can't be triggered straight out of a dash jump.

Features
  • Crosses gaps a normal jump can't clear
  • Fast enough to dodge some incoming attacks
  • Can't be chained directly out of a ground Dash Jump

Ryuenjin

Rising Slash

While standing on the ground, press the directional button up together with the Ultimate Technique button. Zero launches into a rising slash that catches anything directly above him on the way up.

Features
  • Hits multiple times on the way up
  • Great punish against enemies standing right in front of you
  • Ground-only — needs Zero planted on solid footing to trigger

Hyouretsuzan

Diving Slash

While airborne, press the directional button down together with the Ultimate Technique button. Zero dives blade-first toward the ground, slashing through anything directly beneath him.

Features
  • Strong aerial-to-ground finisher
  • Covers vertical distance fast when diving onto a target
  • Commits Zero to a downward path once started

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