From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
(→‎Turboman: cleanup/addition)
m (Fixed spelling)
Line 99: Line 99:


;Attacks
;Attacks
#'''Stomp''': Freezes Megaman (if touching the ground) and causes multiple blocks of 'junk' to fall from the ceiling.
#'''Stomp''': Freezes Mega Man (if touching the ground) and causes multiple blocks of 'junk' to fall from the ceiling.
#*''Solution'': Jump just before he stomps to be unfrozen, then dodge the blocks that fall.
#*''Solution'': Jump just before he stomps to be unfrozen, then dodge the blocks that fall.
#'''Junk Cube''': Magnetizes his fist (charges) until it is covered with a huge block of junk. He then sends it  sliding towards Megaman.  Junkman then launches  himself through the ceiling to land on top of the cube, absorbing it into a Junk Shield.
#'''Junk Cube''': Magnetizes his fist (charges) until it is covered with a huge block of junk. He then sends it  sliding towards Mega Man.  Junkman then launches  himself through the ceiling to land on top of the cube, absorbing it into a Junk Shield.
#*''Solution'': Jump and move to the other side when the cube slides towards you.
#*''Solution'': Jump and move to the other side when the cube slides towards you.
#'''Junk Beam''': After gaining his Junk Shield (after landing on the Junk Cube) he will jump on your current position  and then fire the remaining part of the shield at you. If hit, you will be trapped within a Junk Shield,  unable to do anything.  Junkman will proceed in  jumping on you.
#'''Junk Beam''': After gaining his Junk Shield (after landing on the Junk Cube) he will jump on your current position  and then fire the remaining part of the shield at you. If hit, you will be trapped within a Junk Shield,  unable to do anything.  Junkman will proceed in  jumping on you.
Line 138: Line 138:
#'''Dual Springs''': Fires 2 bouncing springs in both directions.
#'''Dual Springs''': Fires 2 bouncing springs in both directions.
#*''Solution'': Destroy the springs with your Buster, otherwise you will take damage when trying to dodge.
#*''Solution'': Destroy the springs with your Buster, otherwise you will take damage when trying to dodge.
#'''Pile Drive (grab)''': If close, will grab Megaman and pile drive him into the ceiling.
#'''Pile Drive (grab)''': If close, will grab Mega Man and pile drive him into the ceiling.
#*''Solution'': Stay far away unless using Slash Claws.
#*''Solution'': Stay far away unless using Slash Claws.
#'''Vortex''': If shot with Thunder Bolts, creates a vacuum like effect towards him.  If too close, will grab Megaman and pile drive him.
#'''Vortex''': If shot with Thunder Bolts, creates a vacuum like effect towards him.  If too close, will grab Mega Man and pile drive him.
#*''Solution'': DON'T SHOOT WITH THUNDER BOLTS!!! Also slide away from him towards the walls.
#*''Solution'': DON'T SHOOT WITH THUNDER BOLTS!!! Also slide away from him towards the walls.


Line 201: Line 201:
#'''Bass Buster''': Fires a blue laser, much like one of your Mega Buster shots.
#'''Bass Buster''': Fires a blue laser, much like one of your Mega Buster shots.
#*''Solution'': Jump or hide in the little pit on the left side; if bass is on the right platform and he shoots, he can't hit you.
#*''Solution'': Jump or hide in the little pit on the left side; if bass is on the right platform and he shoots, he can't hit you.
#'''Mega Bass Buster''': Charges up his shot and releases one that rivals Megaman's.
#'''Mega Bass Buster''': Charges up his shot and releases one that rivals Mega Man's.
#*''Solution'': Jump, do not hide.  It's larger than the Bass Buster and thus you cannot stay in the little pit. It's easy to see anyway.
#*''Solution'': Jump, do not hide.  It's larger than the Bass Buster and thus you cannot stay in the little pit. It's easy to see anyway.



Revision as of 07:12, 13 November 2007

subpage
subpage

This page needs to be split into subpages.

Please add some links to the Table of Contents and split this page to separate pages, then remove this template.

This guide works best when fighting bosses within the Wily levels. For bosses within game progression, see the pertaining walkthrough section as well. Boss attack names and miniboss names are unofficial. Also note W. Coil is sometimes referred to as "Spring."

Main bosses

Name Weak to Immune to
Burstman Freeze/Turbo Burst/Adapter Punch
Cloudman D Wrap/Burst/Adapter Punch Junk
Freezeman Junk/Adapter Punch Nothing
Junkman Buster/Thunder/Adapter Punch Junk/Slash/Turbo
Shademan Spring (Charged) Shade
Slashman Freeze/Turbo Nothing
Springman Slash Claw Spring & Thunder
TurboMan Sonic/Adapter Punch Turbo & Thunder

Mini bosses

Name Level Weak to Immune to
Jester Robot Museum (Mid Game) Everything Nothing
Pumpkin Shade Man's Level ?? ??
Protoman Shade Man's Level ?? ??

Wily Stage bosses

Name Wily Level Weak to Immune to
Bass Version 1 1 Super Adapter Nothing
Revised Gutsman 1 Super Adapter, Megabuster, Slash (Noise Crush on rock) All except weaknesses
Bass and Treble 2 Super Adapter Nothing
Robot Turtle 2 Megabuster, Coil, Burst All except weaknesses
Robot Crab 3 Megabuster/Adapter Punch/Slash Thunder
Flying Face (Chase Boss) 3 Mega Buster/Noise Crush, Slash Claw All except weaknesses
Wily Form 1 4 Buster/Super Adapter/Thunder Bolts Nothing
Wily Form 2 4 Buster/Super Adapter/Coil/Thunder Bolts(No damage)

Boss strategies

Freezeman

Weakness Strategy

Attack using Junk Shield, it will cause him to pause, often ending an attack sequence. You can often get two uses of the shield before it runs out, sometimes you will lose it on a single hit. Also, the shield lasts when frozen on both the ground and after being hit with one of his shots.

Attacks
  1. Charge: He just runs across the ground at a normal pace.
    • Solution: Jump over him.
  2. Stalactites: He summons the ceiling to grow icicles, which then fall in a random pattern. Also uses Charge at the same time.
    • Solution: Jump over him when he gets close, and try to dodge the falling icicles at the same time. Look for which ones to fall first, and try to find a gap.
  3. Frozen Ground: Not really an attack, but causes you to slide around when running.
    • Solution: Jump more.
  4. Freeze Shot: Fires a circular ball which freezes you in place, he then Charges you.
    • Solution: Jump over the shot, and then him (usually charges at the same time). Make sure you use Junk Shield before that in case you get frozen, because it will damage him and save you a bit of life (stops Charge).

Slashman

Weakness Strategy

Use either the Scorch Wheel weapon or Freeze Cracker to defeat him. Both use a similar strategy, but take a bit of skill to be perfect. As well, the best way is to use either of these strategies while adding a few Mega Buster shots when possible, it will increase damage with reduced amounts of Egg Drops.

Scorch Wheel Strat

Attack using the Scorch Wheel. The best time to hit him is when he is jumping at you, or standing still. Right before he jumps at you, you can use the shield to hit him no matter what. When standing still you have to worry about timing and what direction you are running. After you hit him, he will jump into the ceiling and drop eggs containing red goo. If you get covered or stuck in the goo on the floor you won't be able to attack, so try moving back and forth to break free (not sure if it works). When you have a chance, hit him again and continue the cycle.

Freeze Cracker Strat

Basically the same as the Turbo Strat, hit him when you can and dodge the goo filled eggs. The best way to shoot using Freeze Crackers is in the air, because it will either hit him in the air or break into parts and hit him below. Standing on the ground might make you miss because he jumps randomly (sometimes the smaller parts can hit him). Continue the cycle to win.

The difference between these two weapons is that the Freeze Crackers can hit him if you miss and the Scorch Wheels can act as a shield if immediately summoned when being pounced on. Also, Freeze Crackers cause him to slide and bounce off the walls so if you hit him and you are near a wall, he might bounce back and hit you.

Attacks
  1. Slash: Will try to pounce on you and then attack with his claws.
    • Solution: Run or use a Freeze Cracker/Scorch Wheel to end his attack.
  2. Egg Drop: Will disappear into the ceiling (becoming invincible). Eggs will begin to drop, containing a red goo that can either cover you (disabling jump/slide/shots) or stick you to the ground (disabling all movement/weapons). After four or five fall, he will return on one side of the room. He will be glowing red, and after a few seconds he will either spring towards your current position or fall to the ground and begin his Slash attacks.
    • Solution: Dodge the eggs, try sliding out of the way (but not into any goo on the ground). If free, stay close to him when he is glowing red, then move quickly before he charges, hopefully you get away unscathed. If try to break free or run in one direction, also pray.
  3. Ice Slide: If frozen, will slide on the ground for a few seconds. In this state he can still harm you if touched.
    • Solution: Dodge if close, otherwise no worries. If you hit him with a richochet and he is in mid air, DO NOT JUMP IF CLOSE, he will move horizontally before falling.

Junkman

Weakness Strategy

If you don't have Thunder Bolts, just blast him when you can with the Mega Buster and dodge the attacks listed below. Otherwise, use Thunder Bolts to send Junkman into an infinite cycle of easy to dodge moves. He will use his Mid-Air Junk Throw every time, and it's only a single shot so it's easy to dodge. Blast him every time he lands.

The Super Adapter can come in handy if you can't use Thunder Bolts, it lets you dodge his Junk Cube and Junk Beam much easier and it does more damage than the Mega Buster.

Attacks
  1. Stomp: Freezes Mega Man (if touching the ground) and causes multiple blocks of 'junk' to fall from the ceiling.
    • Solution: Jump just before he stomps to be unfrozen, then dodge the blocks that fall.
  2. Junk Cube: Magnetizes his fist (charges) until it is covered with a huge block of junk. He then sends it sliding towards Mega Man. Junkman then launches himself through the ceiling to land on top of the cube, absorbing it into a Junk Shield.
    • Solution: Jump and move to the other side when the cube slides towards you.
  3. Junk Beam: After gaining his Junk Shield (after landing on the Junk Cube) he will jump on your current position and then fire the remaining part of the shield at you. If hit, you will be trapped within a Junk Shield, unable to do anything. Junkman will proceed in jumping on you.
    • Solution: Slide under the initial jump, then jump towards him after he fires the beam.
  4. Mid-Air Junk Throw: After using Junk Beam, he will jump from one side of the room to the other. Half way across he will throw a block of junk at your current position.
    • Solution: Stay in the middle, and then slide in the opposite direction of the way he is jumping.

Cloudman

Weakness Strategy

When he is not charging, fire a Damage Wrap towards him (I recommend doing this next to him). If you hit him with a Damage Wrap, you can easily take him down without him doing anything for the rest of the fight. Just after he recovers, he will do his Lightning Bolt attack; at the point before he is struck he is vulnerable against anything, so get him then. If you wait too long, he becomes invincible.

Attacks
  1. Lightning Bolt: Summons a bolt of lightning to hit him, thus charging him with energy. He then releases it in your direction. If it hits the ground, it sends electricity along the ground in both directions.
    • Solution: Interrupt with a D Wrap or jump over the bolt and the electricity on the ground.
  2. Weather: Makes the weather stormy, thus it rains and you are pushed in either direction.
    • Solution: Run into the wind, don't fall off or run into Cloudman.
  3. Ground Sparks: After Weather, he summons a bolt of lightning to him, which he then sends along the ground in both directions in pairs of two (basically at the same time).
    • Solution: Jump just after he charges, it takes about half a second before he releases the energy.
  4. Patrol: After Ground Sparks, Cloudman will hover back and forth above you.
    • Solution: Slide underneath or hit 'em with a D Wrap

Springman

Weakness Strategy

Attack with Slash Claw and you will put him into an infinite loop of the attack in which he jumps, spins his arms, and then tries to punch you at your current location (very easy to dodge by running/sliding).

If you plan on using the Super Adapter (Hard way to win), here are some tips:

  • Attack at all times when not on the defense.
  • When he launches the springs, use the regular Buster shots to get rid of them.
  • When he throws mid air punches, jump into the wall and use your jet pack.
  • Stay away from him when he jumps or is standing, he can do the pile drive either way.
Attacks
  1. Stretch punch: Hovers in air, throws easy to dodge punches.
    • Solution: Just run or slide to get away. Fire when he lands.
  2. Dual Springs: Fires 2 bouncing springs in both directions.
    • Solution: Destroy the springs with your Buster, otherwise you will take damage when trying to dodge.
  3. Pile Drive (grab): If close, will grab Mega Man and pile drive him into the ceiling.
    • Solution: Stay far away unless using Slash Claws.
  4. Vortex: If shot with Thunder Bolts, creates a vacuum like effect towards him. If too close, will grab Mega Man and pile drive him.
    • Solution: DON'T SHOOT WITH THUNDER BOLTS!!! Also slide away from him towards the walls.

Turboman

Weakness Strategy

Basically just power your Noise Crush and wait for an open shot. Dodge him as best you can and he will be a cinch. If you can hit him with Noise Crush, it will send him into an infinite loop of Collision Courses, so take advantage of his programmed stupidity. If you hit him with a Thunder Bolt, be prepared to dodge because he will unleash his "ULTIMATE COLLISION COURSE." It's actually not that special - giving him temporary invulnerability and otherwise no special attacks.

Attacks
  1. Scorch Wheel: Summons a fire shield around him, leaps into the air and fires it at your current position (without hesitation). It then bursts into four or five smaller flames.
    • Solution: Right when he hits the point where he fires the wheel, dodge towards him. I recommend staying at the corner of the room, because if you dodge towards him you will go right underneath. Otherwise, stay close, then run away and leap over it when it chases you down. When it breaks, look for a gap between the flames.
  2. Turbo Suck: Turboman has a spasm and begins to suck you towards him (for no physically apparent reason).
    • Solution: Run/slide the opposite way.
  3. Collision Course: Turboman transforms into a vehicle, revs his engine and then charges.
    • Solution: Jump towards him just as he begins to move.
  4. ULTIMATE COLLISION COURSE: If hit with a Thunder Bolt, he will immediately do this. Exactly like the Collision Course, Turboman will charge up right before and will begin to glow. Basically he is now invincible for a short time. Way to go!
    • Solution: Don't shoot with Thunder Bolts! Jump towards him just as he begins to move.

Burstman

Weakness Strategy

Use Freeze Crackers to take this guy down easily. When the fight begins jump just a little bit so that the shot will go over his head. One of the pieces will ricochet downwards and hit him, cutting off his attack. Repeat this so that he cannot fire at all. Easy huh?

Attacks
  1. Bubble Wall: Sends out 3 yellow bubbles that are both somewhat hard to destroy and which push you backwards against the wall. At the same time, bubbles form from the floor which try to push you against the ceiling.
    • Solution: Simply destroy the bubbles and fall off the sides of any ascending bubbles.
  2. Triple Bubble Wrap: Fires 3 sequential bubble bombs which will put you into a bubble that tries to smash into the spiked ceiling (instant death) with you in it. If destroyed, it drops the bomb that was inside.
    • Solution: Jump over the bubbles when they come, they don't fly upwards until you jump over them. If caught inside, fire like crazy, then get out of the way of the other bubbles. The bombs will fall to the ground, so be cautious of them when they are about to explode.
  3. Time bomb craze: If hit by either a Freeze Cracker or a Scorch Wheel, he will jump backwards and throw five of those yellow bombs.
    • Solution: Stay against the far wall, jump when they explode.

Shademan

Weakness Strategy

Try to stay underneath him as he floats around, when he's about to dive, slide out of the way. When you have an open shot, release a charged Coil attack. Otherwise, he's pretty generic in his attacks, just slide when need be.

Attacks
  1. Suck Your Blood: Dives down, grabs you, then sucks your blood, draining your health and reviving his! Make sure he doesn't do this too much, or you might have to fight the equivalent of two or more Shademen.
    • Solution: Stay underneath, then slide out when he dives. It's difficult to master the timing.
  2. Banshee Sight: Fires two glowing lasers that fire forward in a curving path. These will turn you to stone if you get hit, watch out!
    • Solution: Jump, easy to dodge.
  3. Dual Sonic Blast: Releases sequential sonic blasts after 'Banshee Sight.' Dodge these, and then watch out for his upgraded shots.
    • Solution:If he is on the ground, jump over it, if he is off, then it should either go over your head or leave enough room to slide under.
  4. Super Sonic Shot: If shot with a Noise Crush, Shademan will release an upgraded version back at you. Most of the time he will then go into his Suck Your Blood routine after being hit.
    • Solution: Don't shoot him with Noise Crush, dodge as best you can.

Jester

Possibly the easiest boss in the game...

Weakness Strategy

I recommend just standing in the left corner and firing whatever you like. When you hit his head, it will pop off, making it easier to hit.

Attacks
  1. Hop: Jumps in small arcs, not rapidly.
    • Solution: Slide underneath.
  2. Headache: After getting hit in the head, it will pop off, bouncing around a bit until it comes to a stand still. When it's not moving, it can still hurt you.
    • Solution: Stay away and you won't get hurt.

Bass V.1

Weakness Strategy

Transform using the S Adapter, then take Bass out with powered up punches. Each shot will hit him, and they are superior to his weaponry. Dodge in between shots, and when he charges, make sure you jump. You can usually avoid all shots by using the jet pack. If you don't have the Super Adapter, use Damage Wraps when he gets close or is on the left side of the little pit (and you are close) or use charged Mega Buster shots.

Attacks
  1. Bass Buster: Fires a blue laser, much like one of your Mega Buster shots.
    • Solution: Jump or hide in the little pit on the left side; if bass is on the right platform and he shoots, he can't hit you.
  2. Mega Bass Buster: Charges up his shot and releases one that rivals Mega Man's.
    • Solution: Jump, do not hide. It's larger than the Bass Buster and thus you cannot stay in the little pit. It's easy to see anyway.

Gutsman V.2 (a.k.a. Guts Tank)

Weakness Strategy

If you have the Super Adapter, use it. You can dodge his Land Slide attacks and his Charge easily, plus it does more damage than other weapons and it is easy to aim (make sure you are close and above when you release the arm otherwise it will bounce off him). His weakness is the top of his helmet.

Another easy way is to blast* the rock that falls when he performs 'Land Slide,' it will knock it into him and damage him immensely. Make sure you hit it after it has hit the ground at least once (it bounces). The problem is that you will cause him to use Homing Land Slide, which is just like Land Slide but instead of dropping the rock in front of him, he will target your current position and it will drop wherever you are. Slide out of the way just before it falls. I also recommend using Slash on him as much as possible.

Attacks
  1. Land Slide: The ceiling rumbles and dirt starts falling. A large chunk of rock/dirt falls from the ceiling and then he pushes it at you.
    • Solution: Using Super Adapter, jump. Otherwise jump right when he moves (before pushing the block) or you will be hit. Also, you can destroy the block if you wish by blasting* it.
  2. Charge: Zooms across the screen, grabs you with his huge clamp, then throws you into the ceiling.
    • Solution: Using Super Adapter, jump. Otherwise too bad, you will take damage but to minimize it, just jump so that he rams you with his head.
  3. Homing Land Slide: Same as normal Land Slide, but he drops the rock on your current position. Most likely he will do this if you hit him with his own rock.
    • Solution: Slide right before it falls, no matter where.
  • Only these weapons work to move/destroy the rock: Noise Crush

Bass V.2 (Bass and Treble)

At the start of the fight, Bass will talk and then he will combine with Treble, giving him the ability of flight.

Weakness Strategy

Using the Super Adapter, dodge his shots whenever you can, when he flies at you, jump over in his direction and then let loose when he charges. Dodge his blasts of three by using the jet pack and put distance between you and him when he releases his fist. The easiest way is to get away from his jumping/shots and then have him chase you by flying, then jump on the platform above and let him circle around and charge, right then release a powered S Adapter Punch. You might have to try this fight a few times as well as use an E Tank.

Attacks
  1. Bass Buster Barrage: Hops around and fires a few shots, sometimes even a charged one.
    • Solution: Get far away, attack at all times, and try to jump over/dodge everything.
  2. Bass Punch: He will fly around in an arch, power up somewhere, then chase you down and release his version of the S Adapter Punch.
    • Solution: Take advantage of him charging, he's open to damage. When he chases you, try to get on the side of a platform, then when he shoots, drop down and run away, it only goes so far.

Robot Turtle

Weakness Strategy

Either use his weakness weapons (Powered up Coil or D-Wraps) or use the Megabuster (safer). You can only damage his head, so if he's hiding focus on dodging. He has 2 attacks, and the babies have 3. The babies allow you to replenish some of your weapon energy, if need be, but it's not worth it. To take out the turtles easily, use weapons such as Thunder to take them down in a single shot.

Attacks
  1. Fire Breath: Releases a short burst of flame that slowly curves upwards, evaporates when it hits the wall. Often creates 2 of these with a pause in between before charging.
    • Solution: Simply jump over.
  2. Charge: Hides in it's shell, and flies straight into the wall. It then backs up and either attacks again or comes back to the ground.
    • Solution: Stand out from the wall, about half way between where the turtle lands and the wall. When it flies at you, slide underneath and when it returns, promptly slide back. You might have to do this a few times before it rests.
  3. Baby Turtles: Drops a little bunker which holds 3 turtles and a value on the top. The value tells you what the little buggers are going to do. 1) means they walk into the wall and back, in between they hop, the easiest of all the attacks to defend against. 2)They spin at you, flying around the room. 3)The turtles leave the barracks, dig under ground, pop up randomly, and then spin around.
    • Solution: Blast 'em with Thunder Bolts just as they leave the barracks, give them a little room because they are invincible while inside and they move slow enough to give you a breather.

Robot Crab

Weakness Strategy

You can either use the normal Buster shots to bring him down rather quickly, or you can reduce his healthy much faster by using Slash, each hit is equivalent to like 10 buster shots.

Attacks
  1. Bubble Barrage: Fires 3 bubbles that rise to the ceiling, if they pop, the split into two smaller bubbles.
    • Solution: Blast them, and stay against the left wall, do not move. Take this time to damage the crab.
  2. Triple shot: Fires 3 energy blasts, depending on your position, it will either shoot straight or at an angle if you jump or are in the air within a close proximity of its possible shot.
    • Solution: Jump forward when the first shot comes, don't get too close to the crab or its 3rd shot will hit you when it shoots at an angle.
  3. Ram: Uses its jets to smash into the left wall, it then pauses, and then returns to its original spot.
    • Solution: Jump over it to the right, then back to the left when it moves again.

NOTE: Do not jump after you defeat it, or else you will fly up through the water much faster than normal. This can be dangerous if you don't know where the spikes are.

Flying Face

Weakness Strategy

This guy's hot spot is his nose and lower forehead, so aim for that area. Either wait for him to bob, or jump off of the missiles to get high enough. Do not use the Super Adapter, he is immune to the fists, and it can't outrun anything because slide is denied. The most damage comes from Noise Crush, since it can't be charged and each hit reduces 2 or 3 sections of life. The Mega Buster does the same when charged and it takes three or so normal shots to take it down a single section.

Attacks
  1. Missile Barrage: Releases a few missiles, easy to dodge and you can even stand on them. Watch out for high flying missiles, some are too high to jump on.
    • Solution: Jump on top of them, shoot them, or duck underneath (only the high ones).
  2. Laser Beam: Charges a laser, it then tilts it which reaches almost to the other side of the screen. After it shoots forward once, it will come back for a brief moment and go out again.
    • Solution: Stay against the right side of the screen, sliding to stay away from the laser.
  3. Double Bomb: The two large circles on its sides open and it fires two bombs sequentially.
    • Solution: Stay in between or destroy them by shooting them.

Wily Form 1

Strategy

I recommend focusing on dodging and destroying his little creatures. Throw in a few good hits when you can, but think defensively. The charged Mega Buster shots will do just as much as a Thunder Bolt, so use them to take him down quicker.

Attacks
  1. Bounce Crush: Hops across the room, if caught underneath his chin you will feel the pain of the spikes.
    • Solution: Slide underneath, this is also a good time to blast Wily in the face.
  2. Minion Creation: When he returns (after jumping off screen) he will throw out two replicas of the robot which will try to crash into you. He will slowly walk across the room, about 1/4 of the way across, he will leap the remaining space and smash you if you are in the corner. Often when you destroy the robots, he will rush the rest of the way instead of slowly hopping.
    • Solution: Blast them away and watch out for Wily. Use Junk Shield to remove them easily.

Wily Form 2

Strategy

Blast him when he appears, since he becomes invisible between attacks. Try charging a coil shot every once in a while to speed up the battle. To eliminate the four balls from being summoned, use Thunder Bolts (strike him), this should increase your health capacity by a ton. Have fun, he takes 28 normal hits so this might take a few tries. If he's not in the top 1/3 of the screen, you should be able to hit him, even with the coils, since they shoot upwards a bit when released. Try to hit him with a charged coil, change to Thunder Bolts (through the menu) and then jump up and hit him with a Thunder Bolt immediately after he stops flashing. This way you will damage him and he won't be able to hit you (easily). The best time to dodge the 4 balls (Energy Swarm) is if he is at the top of the screen in one of the corners. If this is the case, simply stand under him, wait for the balls to summon, dash to the opposite corner, and as they chase you, jump over towards them. This way they will be low to the ground and grouped in a way that you can get over all 4 at the same time (almost in a line). Remember to jump at the right time to dodge the 4 sparks. Most likely you will die the first few times when facing this boss. By the time you do beat him, you'll be able contribute to this guide.

Attacks
  1. Energy Swarm: Summons four energy balls to come at you, they move in two spurts, each time towards your position. Afterwards, he will send a wave of energy along the ground: two sparks, like Cloudman's attack, in each direction.
    • Solution: Try to dodge the balls, jump over the dual "shockwave". (See Strategy for more information.)

Main 8 boss numbers and their creators

Boss name No. Designer
Freezeman 49 Shigeaki Shimoto
Junkman 50 Jun Akiba
Burstman 51 Keishi Tsuchiya
Cloudman 52 Isao Nakagiri
Springman 53 Akira Ito
Slashman 54 Yoichi Amano
Shademan 55 Tetsuya Watada
Turboman 56 Takashi Kino