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Weapons analysis[edit]

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[edit]

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.