Mega Man X

Mega Man X v1.2.14

Mega Man X Movesets for sm64coopdx​



Current version: v1.2.14
Compatibility: coopdx v1.4.1 and above. Anything below that is not guaranteed to work.

Credits:
  • ShionKaito438 for the extra voices pack
  • Heroslight, BlackJoystick, and Dankira for play testing
  • Blocky for the Menu Template
  • CNOE for suggesting Buster speed up changes
  • Garlicker for suggesting the damage mechanic
  • Twin Drive System for letting me about mirror room issues and null check problems. Also his code for not having players render as many times as players who left the server.
  • dj for his vtx scroll code
  • Agent X for his updated sound code
  • Alysson da Paz for the Neutral Armor HUD sprite. Unknown123 for the Alia HUD sprite
  • Axl sprite by Mettaurlord
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As X:
  • B: X-Buster
  • Z: Dash
  • Y (Ground): Punch
  • Y (Air): Ground pound
As Third Armor X:
  • B: X-Buster + Cross Charge Shot
  • Z: Dash
  • Y (Ground): Punch
  • Y (Air): Ground pound
  • A (Air): Variable Air Dash (Up dash)
As Gaea Armor X:
  • B: X-Buster
  • Z: Dash
  • Y (Ground): Punch
  • Y (Air): Ground pound
  • X: Giga Attack
As Shadow Armor X:
  • B: X-Buster, Saber for charged version
  • Z: Dash
  • Y (Ground): Punch
  • Y (Air): Ground pound
  • X: Giga Attack

As Zero/Black Zero:
  • B (Ground): Triple Z-Saber combo
  • B (Air): Air slash
  • Z: Dash
  • Y (Ground) + Move/Skid: Punch
  • Y (stationary): Rekkoha
  • Dash (Ground) + Y: Shippuga
  • B Attack -> Y: Shippuga
  • Y (Air): Kuuenzan
  • X (Ground): Ryuenjin
  • Dash (Ground) + X: Raikousen
  • X (Air): Hyouretsuzan
  • Dash (Air) + X: Sentsuizan
As Axl:
  • B (Ground/Air/Wall): Axl Bullets. A and Z to aim
  • Z: Dash
  • Y (Ground): Punch
  • Y (Air): Ground pound
  • A (Air): Hover
  • Z+Z same direction: Roll
  • X (Ground/Air): Blast Launcher (Pressure sensitive)

As Vile:
  • B: Vulcan (Cherry Blast)
  • Z (Ground): Dash
  • Z + Y (Ground): Punch
  • Z (Air): Ground pound (Cancellable into specials with extra cost)
  • Y: Napalm (Bumpity Boom)
  • X: Cannon (Front Runner)
As Vile MK-II:
  • B: Vulcan (Cherry Blast)
  • Z (Ground): Dash
  • Z + Y (Ground): Punch
  • Z (Air): Ground pound (Cancellable into specials with extra cost)
  • Y: Flame Round
  • X: Cannon (Front Runner)

As Alia (Currently a clone of X):
  • B: Alia-Buster
  • Z: Dash
  • Y (Ground): Punch
  • Y (Air): Ground pound

Extra voices include:
  • X4 EN voice for X
  • X6 JP voice for X
  • X4 EN voice for Zero
  • X5 JP voice for Zero
  • MHX JP voice for Vile
  • X8 JP voice for Alia
  • X8 JP voice for Axl
To use the extra voices, you have to replace the original voice files in the main mod, by copying what's inside the sound folder of the extra voices into the sound folder of the main mod
Author
ganewatch
Downloads
92,638
Views
170,910
First release
Last update

Ratings

4.90 star(s) 70 ratings

Latest updates

  1. Mega Man X - v1.2.14

    New additions: Added Axl and Third Armor X Changes and fixes: General: Lots of bug fixes in...
  2. Mega Man X - v1.2.13

    Fixed a glaring bug introduced in v1.2.12 that made Goombas register hit effects even during...
  3. Mega Man X - v1.2.12

    An update that originally meant to address issues reported after v1.2.11 released. I was told...

Latest reviews

The new update is excellent, I'm very happy with being able to play as the full maverick hunter trio now that Axl is here. I assume more updates will happen in the future with the rest of the armors but right now things are already excellent. Good work.
My favourite SM64 mod. It's peak!
This is the only mod I'm looking forward to updates. I really hope to see Axel and Iris as playable next. Also what armor set do you have plan for X? Any plans to add Pallette as well?
It's one if not the best mod I've seen on this game, the characters are easy to moove around, X's Armor works the way they do in the original games, the only think I'd like to had would be a Zero (Mega Man Zero) skin for Zero and the Falcon armor for X.
This is an amazingly well made mod.

If you are going to bring any of the future Mega Man X girls in the future, I'd probally make them clones of their love intrests (Alia = X, Layer = Zero, Pallette = Axel). It would be neat.

Also would be possible to see a Mega Man Legends mod from you in the future?
this mod has singlehandedly made me want capcom to make another attempt at a 3D Mega Man X game. In other words, it's great. One thing I do hope to see in the near future are some playable mavericks.
Thanks for taking a look at the issue I was talking about in my last review! I did actually end up finding a reason for the softlocks: Mario has a certain number of action slots. When you enable moveset mods, those action slots get assigned to those movesets. But when you add too many movesets mods, you can run out of action slots (in this case it's ACT_GROUP_AIRBORNE action slots). This can cause mods like the Propeller Fly Guy pet to get assigned invalid actions. Invalid actions will cause the character to be stuck in place. The only way to fix it is to turn off enough moveset mods to make sure it doesn't go over the cap.
That's basically what happens and I don't think there's any way to fully fix it unfortunately. Thank you for trying though and sorry that I kinda sent you on a wild goose chase.
And just to stay on topic mod is still peak btw.
Really good mod but I do have one issue.
when you have this mod enabled it'll softlock other character mods that have special movesets involving jumping. (some examples: Peach, Yoshi, Petey Piranha, Daisy, Kirby, and the Propeller Fly Guy pet all softlock you if you have mega man enabled)
IDK if this is a thing you can fix but if you do have any solutions thank you so much. This mod is incredible and I'd really like to play it with alongside the other characters I have.
Makes the game so much different and fun to play!
This is quite possibly the best playable Mega Man X in 3D that has ever been conceived, the limited walljumps would suck in a proper MMX game but for the Mario 64 maps it's arguably even stronger than it needs to be.

Though in my opinion Zero's double jump feels a little flimsy, I believe it should be at least a little stronger than a fresh walljump (still decreasing overtime of course, it doesn't need to be broken), but other than that, no nitpicks appear off the top of my head...

I do have a thousand suggestions but they're a different topic altogether, this is one of my favorite mods of all time.