The bats in X2 Serges's stage are supposed to be frozen and trekked with Crystal Hunter, a weapon you can't not have at that point of the game. In fact, you are supposed to do this again in Agile's stage, with or without the armor.
I'll ask you to pardon my memory as for some reason I do not recall there being a second bat at that jump. YouTube, however, has proven otherwise. Perhaps I was thinking of that option dead-end branch past the breakable blocks that nobody ever ventures into...
Wolfang doesn't require you to get hit (although it's extremely hard not to with Heatnix's Nightmare Effect), you're supposed to use Blade, Shadow, Zero, etc. to save a lot of the Reploids. To be honest, I am not even sure which Reploid you're talking about, but there isn't any that require you to get hit.
Past the teleporter, there is one and only one Reploid, behind a very long stretch of spikes down one of the pits. It's where you get Jumper. Damage is not by any means required (my entire shpiel with X6 is that virtually never is there "one" solution, and that applies to barrier abuse as much as it does Parts), but it is EXTREMELY helpful. The vertical nature of the Nightmare hazard allows you to "bait" the hazard into following you down the pit to aid you.
Turtloid is the same: you are supposed to use Blade's tight Mach Dash or Shadow (even though you get Shadow in said stage using Blade). Falcon's Air Dash, and by extension Zero's Air Dash probably as well, also work, but I believe Blade's Mach Dash has significantly more leeway. However, most people realize you can just circumvent these getting hit and abusing invincibility.
That is an extraordinarily lofty assumption when you're talking about a game that includes a Power-Up Part specifically designed to extend your invulnerability time.
Remember that such an exploit is not possible without adequate enemy placement, and we have three such examples (Turtloid, Wolfang, Gate) with enemies very clearly distributed to allow it. Turtloid and Wolfang both use enemies (or hazards, for Wolfang) that specifically follow you from a safe area to that concerned (note that for Turtloid I am talking about Shadow Armor's capsule, the single most valuable item in the spike segments, which requires you to bait the Bat Bones into proper position in much the same way as X2's Shoryuken capsule required you to get them to chase you before freezing them with Crystal Hunter). Gate, meanwhile, uses stationary enemies that are ridiculously non-threatening, and proportioned EXACTLY one enemy per jump of equal height, with the only enemy-lacking jump being the smallest of the jumps.
It may be fun to mention that in X5, Skiver's capsule cannot possibly be reached as Zero without such an exploit.
Unlike Metroid infinite bombjumping, walljumping, shinesparking, etc., I don't consider damage invincibility to be clever when many of the items Capcom specifically prepared to be collected for the armors can instead take very little effort to sequence break.
Okay, here's my problem with that statement, which is simultaneously what happens to be one of my biggest gripes with X5: There isn't SUPPOSED to be a sequence to break in the first place. Mega Man games and especially X-series games sell on their non-linear nature, what with the Stage Select screen and all. It's not "exploration" like Metroidvania, but it is meant to be flexible. One or two power-ups to unlock further secrets is done every now and then, yes. However, requiring four or more separate power-ups before obtaining another is something that, outside of X5, was previously reserved ONLY for end-of-game secrets. This is why requiring a COMPLETE armor to obtain part of a second armor is BS design.
What I find ironic about all this Hyper Dash talk is that Capcom accidentally swapped the Hyper Dash and Speedster icon (both in the English and Japanese version), which really puts into question how important they were supposed to be.
About as much as Z1's mistranslations imply how important your Buster Shot (not Z-Buster) is really supposed to be, I'd imagine...
Damn thats insane. Ive tried getting down there with gaea, but it requires pretty much memorization of the level and preplanned moves to an incredible degree.
Thank you.
To be clear, it's not that I HAVEN'T gotten there with Gaia, it's that the level of memorization and handicap is uncalled for. In 99% of all playthroughs, your default abilities are nerfed at the one single point in the entire game where it hurts you the most, and such design works on my nerves. Moreso the problem however is the fact that the "sequence" of Falcon before Gaia should not exist in the first place.