MMKB

When making edits to long standing statements or facts on the wiki, you MUST PROVIDE CREDIBLE SOURCES FOR YOUR CLAIMS. edits done without will be UNDONE, NO REASONS GIVEN. Please use the talk pages to provide these sources before editing!

READ MORE

MMKB
Register
Advertisement

"Dash button while jumping. May be executed in the air."
―In-game text, Mega Man X4

Hienkyaku (飛燕脚 lit. "Flying Swallow Legs"), also known as "Flying jump", is the special technique that Zero learns after defeating Jet Stingray in Mega Man X4. This technique is based off Jet Stingray's ability to fly in midair. By pressing the Dash button while airborne, it allows Zero to perform a horizontal air dash. It can only be used if Zero hasn't already executed a dash jump from the ground or a wall.

Other appearances[]

Rockman X4 manga[]

Hienyaku X4 manga

Zero using Hienyaku while facing Colonel.

In the Rockman X4 manga, when Zero's old friend Colonel launches a fateful, violent uprising for Reploid independence for the Repliforce after the organization was ordered to be disarmed and temporarily disbanded for suspicion of Maverick activity, Zero is forced to fight against him. After meeting at the tree where they had spoken years prior, they engage in combat. After trading blows with Colonel, Zero uses the Hienkyaku to get airborne and then attack Colonel with a Hyouretsuzan strike from above. The strike ultimately misses, and then Colonel and Zero resume their battle.

Screenshots[]

Trivia[]

  • Hienkyaku is one the two special techniques, aside from Kuuenbu, that isn't used for attacking and also along with Kuuenbu, it becomes a permanent skill for him from X4 onwards.
    • Being Ground Hunter's counterpart, it should be Slash Beast's weakness and stun him, but it doesn't because it isn't even an attack, just a special move. Slash Beast's weakness, Raijingeki, doesn't stun him either, it only slows him down.
  • Hienkyaku is essentially Zero's version of Mega Man X's midair dash function from some of the Foot Parts in capsules.
  • In Tatsunoko vs. Capcom and Marvel vs. Capcom 3, it appears that the move can also be used to dash in any other direction other than straight forward, such as straight downward in midair (Light version). The Heavy version which makes him dash upward at a slight diagonal-high-angle as he lands down at a very steep angle is a nod to a jump from a ground dash (if the player doesn't jump forward fully when they do so, even if that said version can be done in the air as well).
    • In Marvel vs. Capcom: Infinite, the new input which makes use of both punch and kick buttons now adds in a new version where from the ground, Zero flies straight upwards before landing downwards (mapped to LK) which also doubles as the prior straight-downwards-version when used in midair (that was mapped to L). The version mapped to HK is the original slight-diagonally-upwards version originally mapped to H, while the punch button versions only fly/dash forwards.
    • So far in TvC, Zero doesn't have his foot-jets emit when using this technique unlike in MvC3 and MvCI. Zero also uses this technique for his grounded and midair back throws in said 3 games.
  • In Mega Man Xtreme 2, Zero has this ability by default, despite the game taking place prior to X4.

See also[]

Similar Techniques[]

Counterpart to this Technique[]


Advertisement