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Weapons analysis
Weapon | Robot Master | Trajectory | Effect | Predecessor |
---|---|---|---|---|
Mega Buster | Mega Man | (Straight) | Charge up: hold "shoot", then release | - |
Bass Buster | Bass | Multi-direction: hold up/down/fwd and shoot | Rapid fire: hold "shoot" | Needle Cannon (MM3) & Metal Blade (MM2) |
Ice Wall | Cold Man | Static block; press "fwd", and it will slide along the floor; Underwater: it goes vertically upwards |
Step on it to increase jump height; ride it over spike floor or to get to water surface | Tornado Hold (MM8) |
Wave Burner | Burner Man | Short-ranged, but wide | Wall breaker: destroys ice blocks and flammable blocks; Underwater: it deals no damage, but it pushes mines away |
Flame Sword (MM8) |
Remote Mine | Pirate Man | Remote controlled: shoot, then press up/down | Detonate: press "shoot" to blast the mine | Homing Sniper (MM8) |
Spread Drill | Ground Man | Wide shot: press "shoot" to split it in two, then four | Wall breaker: destroys black brick blocks | NEW! |
Tengu Blade | Tengu Man | Bouncing Body attack: press "down" + "shoot" |
- | Charge Kick (MM5) |
Magic Card | Magic Man | Multi-direction: press "up" to shoot vertically | Grab: collects capsules it touches | Thunder Claw (MM8) |
Copy Vision | Astro Man | Turret: creates a static copy of the character that shoots continuously | Enemies will target the copy, instead of the hero | NEW! |
Lightning Bolt | Dynamo Man | Full-screen | The hero is invincible while shooting; the hero stops in mid-air while shooting | Astro Crush (MM8) |
Damage data chart
Damage from the most effective weapon is highlighter in green; damage from the weapon of the same robot master is highlighted in red.
The Energy saver is highly recommended during boss battles, but it becomes available only after six Robot Masters have been defeated.
Mega Buster |
Bass Buster |
Ice Wall |
Wave Burner |
Remote Mine |
Spread Drill |
Tengu Blade |
Magic Card |
Copy Vision |
Lightning Bolt | ||
---|---|---|---|---|---|---|---|---|---|---|---|
Req. energy | 0 | 0 | 3 | 1 | 3 | 2 | 2 | 1 | 3 | 5 | |
Green Devil | 2;6 | 1;2 | 8 | 2 | 2 | 6;2;1 | 3;8;0 | 2 | 4 | 4 | |
Robot Masters | |||||||||||
Cold Man | 1;3 | 1;2 | (+) | 2 | 1 | 1 | 1 | 1 | 1 | 3 | |
Burner Man | 1;3 | 1;2 | 3;8 | 0 | 1 | 1 | 1 | 0 | 1 | 1 | |
Pirate Man | 1;3 | 1;2 | 1 | 3;4 | 1 | 1 | 1;2;2 | 1 | 0 | 2 | |
Ground Man | 1;3 | 1;2 | 1 | 1 | 4 | 0 | 1;0;1 | 1 | 0 | 1 | |
Tengu Man | 1;3 | 1;2 | 1 | 1 | 1 | 6;4;3 | 1 | 1 | 1 | 1 | |
Magic Man | 1;3 | 1;2 | 0 | 2 | 1 | 2;1;1 | 4;3;4 | 1 | 1 | 2 | |
Astro Man | 1;3 | 1;2 | 0 | 1 | 1 | 1;0;0 | 0 | 2 | 0 | 1 | |
Dynamo Man | 1;3 | 1;2 | 1 | 1 | 1 | 1;1;0 | 0;0;2 | 1 | 2 | 0 | |
Final stages | |||||||||||
Atetemino | 1;3 | 1;2 | 0 | 0 | 1 | 1 | 0;0;1 | 0 | 2 | 0 | |
King | 1;2 | 1;2 | 1 | 1 | 1 | 1 | 2;1;0 | 1 | 0 | 3 | |
Giant King Robot | 0;2 | 1;2 | 0 | 5 | 0 | 0 | 1 | 0 | 0 | 1 | |
Wily Machine | 1;3 | 1;2 | 0 | 1 | 3 | 1 | 1 | 1 | 1 | 1 | |
Wily Capsule | 1;3 | 1;2 | 1 | 1 | 1 | 1 | 1 | 3 | 1 | 1 | |
Mega Buster |
Bass Buster |
Ice Wall |
Wave Burner |
Remote Mine |
Spread Drill |
Tengu Blade |
Magic Card |
Copy Vision |
Lightning Bolt |
Notes (default weapons):
- Mega Buster: the first digit is the damage dealt by a normal shot, the second digit is the damage dealt by a fully charged shot.
- Bass Buster: the first digit is the damage dealt by a normal shot, the second digit is the damage dealt when equipped with Super Buster or Treble Boost.
Notes (special weapons):
- Ice Wall: it deals 5 additional damages to Burner Man if the enemy is pushed into the spike pit; it restores 3 to 6 energy units to Cold Man.
- Wave Burner: it deals 1 extra damage to Pirate Man if you manage to hit it outside water.
- Spread Drill: where three numbers are listed, the first one is the damage dealt by the large drill, the second one by the medium drills, the third one by the small ones.
- Tengu Blade: where three numbers are listed, the first one is the damage dealt at short-range, the second one by the projectile, the third one by dash-attack.
- Lightning Bolt: the damage dealt is generally less than the "ammunition energy" required, but it allows to dodge enemy attacks; therefore, it's especially useful against King and Wily.