DATA BASE

Game Play Stats

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For a description of what these stats mean, see the Stat Explanation page.

Open Menu: No
Charge Up: No
Lose Charge: Yes
Horizontal Recoil: 1 block
Vertical Recoil: almost 1 screen (about 10 blocks)
Shots On Screen: Yes*
Fall Off Ladder: No
Paused Refills: Yes**

* But all active weapons disappear when the subscreen is opened; also, Proto Man loses his charge when the menu is opened.
** For Yashichi, the pause is only that of 2 units regardless of how many units the Yashichi actually refills.

Damage Data

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PTBWSCBCSTWRSWCSBTBoMBuSCrBCr
Blade Man1:3112:51:11:11111111
Pump Man1:3111:21:11:511112*21
Commando Man1:3111:11:11:11411-11
Chill Man1:3111:11:11:11131121
Sheep Man1:3111:11:11:13111111
Strike Man1:3411:11:11:11211211
Nitro Man1:3111:21:51:21111111
Solar Man1:3161:11:11:11111-11
PTBWSCBCSTWRSWCSBTBoMBuSCrBCr
Elec Man1:3111:11:11:11411-11
Wood Man1:3411:11:11:11211-11
Gemini Man1:3111:11:11:11411-11
Ring Man1:3111:11:11:11131-21
Napalm Man1:3111:11:11:13111-11
Flame Man1:3161:11:11:11111411
Slash Man1:3111:21:51:21111-11
Frost Man1:3112:51:11:11111-11
Tornado Man1:3111:21:11:51111-21
PTBWSCBCSTWRSWCSBTBoMBuSCrBCr
Crab Puncher1:3111:41:-1:41111111
Block Devil1:3111:11:11:32111111
Wily Machine 11:3111:-1:-1:11131111
Wily Machine 21:3131:11:-1:11111-11
Wily Capsule1:3000:02:-0:00001000
PTBWSCBCSTWRSWCSBTBoMBuSCrBCr
Enker1:-000:00:00:0000-103
Punk1:-000:00:00:0000-300
Ballade1:-000:00:00:0000--30

Notes:

  • Weapon names are the first letters of their names, except the native buster, which is labeled “P” instead. The final four weapons are the “premium” weapons: Treble Boost, Mirror Buster, Screw Crusher, Ballade Cracker.
  • For Proto Man’s buster (P), first number is regular shots; second is charged.
  • For C.Bomb (CB), first number is the missile; second number is the explosion.
  • For C.Spike (CS), first number is hitting directly with the blob; second number is the spike trap.
  • For T.Wool (TW), first number is hitting with the cloud; second number is the lightning bolt.
  • * Hard Mode only.
  • Data greatly expounded upon by Gamble Man.

Weapons

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Uses: 1 unit
Obtained From: Chill Man
Characteristics: Freezes
Color Scheme: Teal and light teal
Appears In: MM10
Chill Spike
Shoots a blob forward that, if it lands on the ground or a wall, will form a small bed of spikes that will damage anything that runs into it. You can only have one of these active on the screen at a time, which can really hinder your firing if you are trying to hit something directly with the blob and you miss. If this happens to you, open and close the subscreen to get rid of the spikes instantly so that you can fire again. The bed of spikes formed by this weapon is relatively low to the ground; anything that hovers more than a block above the floor won’t hit it. Shooting enemies with the blob directly can sometimes freeze them.
Uses: 3 units
Obtained From: Commando Man
Characteristics: Aimable
Color Scheme: Red-orange and light gray
Appears In: MM10
Commando Bomb
Fires a missile forward. You can aim this thing with the control pad/stick; by pressing up, down, left, or right, you can get the bomb to change directions in the air. You are limited to 2 turns per bomb. Also, Mega Man moves around while you are aiming the bomb, so this is something to watch out for. At any rate, when the bomb hits a wall or the floor or something, it erupts into bursts of flame that move in a wave pattern to either side of where the bomb landed. As you might expect, these bombs are what you need to use to destroy breakable walls during the levels.
Uses: 2 units
Obtained From: Strike Man
Characteristics: Aimable
Color Scheme: Purple and pink
Appears In: MM10
Rebound Striker
Shoots a purple ball that bounces off walls, floors, the ceiling, and so on. This can be aimed straight forward or at a diagonal angle; you cannot fire it straight up or down (even while jumping). You can have two of these bouncing around on the screen at a time.
Uses: 2 units
Obtained From: Solar Man
Characteristics: Multidirectional
Color Scheme: Red and yellow-orange
Appears In: MM10
Solar Blaze
Shoots a sphere a short distance directly in front of your character, which after a momentary delay splits into two slashes that shoot off to the left and to the right. These slashes go through everything; they aren’t stopped by enemies or the background. So with careful aim you can hit multiple enemies at a time with a single shot. If you strike an enemy with the sphere directly, it appears to split early, bypassing the delay.
Uses: 4 units
Obtained From: Sheep Man
Color Scheme: Olive and yellow
Appears In: MM10
Thunder Wool
Shoots a cloud that drifts upward and slightly forward, and then sparks a continuous beam downward. You can have up to two of these on the screen at a time. Each cloud’s lightning bolt lasts for a few seconds, during which time it damages anything that runs into it. The cloud itself can hit an enemy and damage it, but the cloud goes away and usually the damage is not as great. On the other hand, once the cloud starts shooting electricity, the cloud itself will no longer hurt things that touch it.
Uses: 1 unit
Obtained From: Blade Man
Characteristics: Multidirectional
Color Scheme: Purple and white
Appears In: MM10
Triple Blade
Shoots three blades in a pattern at an angle. If you are in the air when you shoot it, the shot angles downward. If you are on the ground, they angle upward. One shot in each pattern always goes straight horizontal either way.
Uses: 4 units
Obtained From: Pump Man
Color Scheme: Blue and white-blue
Appears In: MM10
Water Shield
A typical shield weapon. The water droplets take a few moments to totally surround you, so beware that the shield doesn’t appear instantly. The shield can both protect you by blocking shots, or damage foes by touching them directly with the shield. Each droplet is used up individually whenever it strikes an enemy or absorbs an enemy’s shot. You can also fire off the remaining droplets by pressing the fire button a second time; the droplets fly off in an outward spiral formation.
Uses: 1 unit
Obtained From: Nitro Man
Color Scheme: Gray and white
Similar To: Spin Wheel
Appears In: MM10
Wheel Cutter
You can hold down the fire button and your character will just stick out his arm holding the wheel at the end of his arm cannon. You can move and jump around like this, and if you press yourself far enough into a wall, you can even levitate yourself up the wall. The wheel will disappear after a short period of time. When you release the fire button, he’ll release the wheel. Wheel Cutters travel along the floor and go up walls. If they hit the ceiling they vanish. They can climb up stairs, though slowly. You can have three of them on the screen at once. If the wheel touches an enemy it vanishes; but also, enemy shots that hit the wheels will destroy them in transit.

Items

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Also Known As: Life Energy
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMGG, R&FWS
Energy Pellet
Energy pellets refill your life meter. The small ones refill 2 units—not a lot, but it can really add up.
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMGG, R&FWS
Energy Capsule
These globes are the same as energy pellets except that more energy is refilled.
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMGG, R&FWS
Weapon Energy Pellet
The colored pellets are weapon energy. They refill your current weapon or adapter rather than your life energy. Weapon energy changes color according to which weapon you are currently equipped with. Before picking up a pellet be sure to equip a weapon that needs the energy.
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMGG, R&FWS
Weapon Energy Capsule
These are the same as weapon energy pellets except that more energy is refilled.
Also Known As: Bolt
Appears In: MM7, MM8, MM9, MM10, MM11, M&B, R&FWS
Screw
These are the same thing as P-Chips from the Game Boy games. Gather these to build items. Tiny Screws are worth 2; large ones are worth 20. You can carry up to 999 Screws at a time, so if you get full build some things to use them up so you can gather more.
Also Known As: Spare Body
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMGG, R&FWS
1 Up
Extra lives. If you have one of these when you bite the dust, you’ll be given another chance at the stage, restarting at the furthest continue point that you’d reached.
Also Known As: E-Tank; Energy Can
Appears In: MM2, MM3, MM4, MM5, MM6, MM7, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, MMWW, MMGG
Energy Tank
This is an entire stock of energy that you can carry around until needed. You use these off the subscreen. When used, your character’s energy meter will be refilled completely. You can carry up to 9 of these at a time.
Also Known As: W-Tank
Appears In: MM7, MM10, MM11, MMIV, MMV
Weapon Tank
These are tanks which carry a stock of weapon energy. These refill weapons when used. Just select the tank off the subscreen, then you will be asked which weapon you wish to restore.
Also Known As: M-Tank; Mega Tank
Appears In: MM5, MM9, MM10, MM11, MMGG
Mystery Tank
This is a misnamed Mega Tank. It completely refills Mega Man’s health meter and all of his weapons. If you use this when your health and weapon meters are all already full, then every minor enemy currently on the screen turns into a 1-Up. (This does not affect bosses or mini-bosses, of course.)
Also Known As: EB
Appears In: MM6, MM7, MM8, MM9, MM10, MM11, MMIV, MMV, M&B
Energy Balancer
This allows you to pick up weapon energy and refill weapons even if you aren’t equipped with them. The EB machine will fill the weapon which needs the energy most first, but you can override its choices by equipping the weapon desired. In this game, if your current weapon is full on energy, the weapon energy will go to another weapon instead.
Appears In: MM1, MM10, MMPU
Yashichi
Found during Easy Mode, this refills your health and the weapon meters of all of your weapons. If you’re already completely full then this does nothing, so try to avoid picking it up in that case so that if you die you might be able to make use of it later.
Appears In: MM3, MM4, MM5, MM9, MM10, MM11, MMII, MMIII, MMIV, MMV, MMWW, MMGG, R&FWS
Rush Coil
This is a springboard which enables Mega Man to leap greater distances. Just call Rush and then jump onto him. You’ll rebound off and soar almost to the top of the screen.
Appears In: MM3, MM4, MM5, MM7, MM8, MM9, MM10, MM11, MMII, MMIII, MMIV, MMV, MMWW
Rush Jet
Mega Man can hop onto Rush and ride him, much like a skyboard. Like the Item-2, you have little control of Rush in this game; he always flies straight forward, and you can only control up and down to degrees.
Also Known As: Gospel Boost
Appears In: MM10, M&B, R&FWS
Treble Boost
When used, Treble teleports onto the screen. You must move up and touch Treble to activate the mode. Assuming you make the tag, Treble morphs with Bass and Bass turns purple and gains wings. You can now fly around freely. Pressing the fire button will shoot a three-way spread of shots; you can only have one trio of shots on the screen at a time, so your firing rate is severely limited in this mode. Flying around consumes weapon energy; to conserve power, it’s a helpful to switch to another weapon using L or R once you are hovering over solid ground in order to disengage the mode quickly and drop straight to the ground.
Also Known As: Beat Whistle
Appears In: MM7, MM9, MM10, MM11
Beat Call
If you happen to fall into a bottomless pit, Beat will fly down automatically and catch you, flying you back up to safety. While Beat is carrying Mega Man, you can guide its flight with the control pad. Then when you’re over safe ground, press a button to jump off. If you don’t do this manually Beat will eventually wear out and drop Mega Man, so be sure to get him to solid ground quickly.
Appears In: MM9, MM10, MM11
Eddie Call
When used off the subscreen, Eddie teleports in about a block or two in front of you, in the direction you’re facing, and throws about 5 items in an arc. He will not turn around or reposition himself once he comes in so don’t put him near a pit or something. He has a slight delay between each item he throws, so you’ll want to call him in a safe area if at all possible (or in the middle of a boss battle works too in many cases). I’ve seen him throw small and large life and weapon energy, and small and large Screws. Note that if you teleport him straight into a pit or something (meaning he never actually lands) you get the usage for the Eddie Call item back, so at least it isn’t wasted.
Appears In: MM10
Treble Item
When used off the subscreen, Treble teleports in and tosses one item to you. So far I’ve seen him throw 1-Ups, Energy Tanks, large Screws (worth 20 which is the cost of the Treble Item), and large life and weapon energy capsules.
Appears In: MM10
Treble Rescue
This works exactly like the Beat Call except that when Treble rescues Bass, he actually morphs with him similar to the Treble Boost. Functionally, however, it works the same; the graphics are merely different.
Appears In: MM9, MM10, MM11, M&B, R&FWS
Shock Guard
This allows you to land on spikes or lava once without dying (you’ll become briefly invincible instead, just as if you had struck an enemy—so better hurry to safety!). Once this item is used up, you’ll be vulnerable to spikes and lava again.
Appears In: MM9, MM10, MM11
Guard Power Up
When activated by using it off the subscreen, this reduces all damage you take by half. This one lasts for a single stage, and its effects do persist though the use of 1-Ups, but it does not last through a Continue. Not a bad item; however, personally I’d rather have a permanent Super Armor instead.
Appears In: MM9, MM10
Book of Hairstyles
Mega Man takes off his helmet. That’s right, he has to spend 20 Screws just to take off his helmet. Not only that, but it only lasts for one life to boot! While this is nifty and all, why does he have to spend Screws to take off his helmet? During the cut scenes he can take it off just fine without using Screws...

At any rate, in addition to the appearance change this item also increases damage done to Mega Man, which sort of makes sense, since he doesn’t have his helmet to protect his head anymore.

Characters

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HP: 28
AT: 1
Also Known As: Rockman; Rock
Number: DRN001
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMPB, MMPF
Mega Man
Mega Man was once a household robot named Rock, but when Dr. Wily turned evil, Rock was converted by his creator Dr. Light into the fighting robot known as Mega Man. This small blue robot is equipped with twin arm cannons and the Weapon Copy system which lets him take weapons from defeated foes.
Also Known As: Dr.Right; Dr.Wright
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMPB, MMPF
Dr. Thomas Xavier Light
This is the scientist that started it all, for he was the one who first created revolutionary human-like robots. He was responsible for creating Mega Man and Roll, and he worked with Dr. Wily for a time.
Also Known As: Dr.Wiley; Dr.Waily
Appears In: MM1, MM2, MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMI, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPU, MMPB, MMPF
Dr. Albert W. Wily
Dr. Wily was once Dr. Light’s partner, but then he turned against his former colleague and tried to take over the world. Even after being defeated repeatedly by Mega Man, he has yet to give up.
Number: DRN002
Appears In: MM1, MM7, MM8, MM9, MM10, MM11, M&B, MMWW, MMPU, MMPB, MMPF
Roll
She was also built by Dr. Light as a housekeeping robot, and is Mega Man’s sister. Her name is designed to match Mega Man’s (Rock and Roll).
Appears In: MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MM11, MMII, MMIII, MMIV, MMV, M&B, MMWW, MMPF
Rush
Mega Man’s canine companion, this is a robot dog built by Dr. Light to aid in Mega Man’s travels. Rush is always ready to respond to Mega Man’s call; when Mega Man needs use of a Rush form, his dog teleports in, does his thing, and leaves. Any weapon energy you pick up while you have a Rush form equipped (even if Rush isn’t on the screen at the time) goes to that Rush form.
HP: 28
AT: 1-3
Also Known As: Blues; Break Man
Number: DRN000
Appears In: MM3, MM4, MM5, MM6, MM7, MM8, MM9, MM10, MMIV, MMV, M&B, MMWW, MMPU, MMPB, MMPF
Proto Man
This mysterious robot was constructed by Dr. Light before Mega Man was even built. He likes to be on his own, doing things his way. He often pops in during the games, usually with his characteristic whistle, to give his brother Mega Man items or advice, or to just plain pull him out of a jam.
HP: 28
AT: ?
Also Known As: Forte
Appears In: MM7, MM8, MM10, M&B, MMPB, MMPF
Bass
Dr. Wily’s finest creation, Bass was modeled after Mega Man down to the Weapon Copy and his own variation of Rush. An independent robot who enjoys fighting, his only goal in life is to prove he is the strongest robot in existence. As a consequence, he is obsessed with defeating Mega Man.
Also Known As: Gospel
Appears In: MM7, MM8, MM10, M&B, MMPF
Treble
This is Bass’s companion much how Mega Man has Rush. Treble is capable of forming the Treble Boost, an armor much like Mega Man’s Super Adapter which gives Bass better power and the ability to fly.
Also Known As: Rightot
Appears In: MM7, MM8, MM9, MM10, MM11, M&B, MMPF
Auto
This is the robot Dr. Light built to man the Item Replicator. He’s kind of the happy bumbling type that doesn’t have a whole lot of sense, but is usually cheerful.
Also Known As: Flip-Top; Eddy
Appears In: MM4, MM5, MM7, MM8, MM9, MM10, MM11, M&B, MMPF
Eddie
Dr. Light’s walking suitcase. Eddie brings Mega Man items and power-ups on the field.
Appears In: MM5, MM6, MM7, MM8, MM9, MM10, MM11, M&B, MMPF
Beat
Once a little blue attack bird that Dr. Cossack and Dr. Light created together, Beat has now been commissioned to help save Mega Man from bottomless pits instead of fighting directly.
Appears In: MM10, MMV
Tango
A green robot cat built by Dr. Light to aid Mega Man. Unlike Rush, who is primarily a utilitarian tool, Tango is a pure attacker.
Appears In: MM7, MM10
Reggae
Dr. Wily’s hench-bird. Actually Reggae is seen more in the manga than the games; however he makes a cameo appearance here.

Robot Masters

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All attack patterns assume Normal Mode unless otherwise specified.

HP: 28
AT: ?
Number: DWN073
Weapon: Triple Blade
Weakness: Commando Bomb
Appears In: MM10
Blade Man
He can hang onto the walls and the ceiling. He tends to cycle around the room, moving from one wall to the ceiling and then down to the other wall, tossing blades after each jump. If he hits a wall and pauses, he’s about to lunge toward you, trying to land on you. Move away from him at this point. When he’s on the walls throwing blades, you can generally avoid being hit by moving toward the wall that he is hanging onto. Likewise when he’s on the ceiling, move in the direction that his back is facing.
HP: 28
AT: ?
Number: DWN076
Weapon: Chill Spike
Weakness: Solar Blaze
Appears In: MM10
Chill Man
He runs back and forth and tosses little blobs that, if they strike the floor or the wall, will turn into little spikes. These are not instant-death spikes, but they will damage you if you touch them. Should Chill Man tag you directly with his shot, he will freeze your character for a few seconds. I believe you can mash the buttons to break out of this early, but that might just be my perception.

One problem with Chill Man is he favors being right on top of you at all times; he’s virtually always approaching you. He also tends to hop as he moves around, making it a little problematic to jump over him. You’ll spend a large part of this battle simply keeping your distance from him. Luckily, you can shoot the S.Blaze with abandon because it doesn’t matter which way you are facing when you fire it, as it will strike behind you as well as in front of you.

HP: 28
AT: ?
Number: DWN075
Weakness: Wheel Cutter
Appears In: MM10
Commando Man
He jumps and shoots bombs forward that will turn downward when they are lined up with you, trying to hit you. If a bomb strikes you, it explodes into a sphere; if it misses you and impacts with the floor or a wall instead, it erupts into two waves of flame that travel a few tiles in either direction. Sometimes when Commando Man hits the ground after jumping he will stagger your character if you are on the ground at that moment, so try to jump right before he lands. If he shoots bombs at you while standing on the ground, you can jump over them; they do not seem to turn upward at you, at least in my experience. Just watch out for the flames on the wall.

For hitting him with the Wheel Cutter, you might want to try using the wheel directly off your arm cannon rather than rolling it on the floor. You can also try just standing right next to him and pumping him with wheels.

HP: 28
AT: ?
Number: DWN079
Weapon: Wheel Cutter
Weakness: Chill Spike
Appears In: MM10
Nitro Man
He turns himself into a bike and jets back and forth, skidding as he turns around on each side of the room. He can also toss down wheels that roll along the floor, then up a wall, then they drop down at an arc from the ceiling. These usually tend to converge near where you were standing when they went off, so keep moving. And sometimes he pops a wheelie, drives up the wall, and then jumps into the center of the screen and tosses several wheels down at you, then drops back to the floor and races toward you some more while all of those are still bouncing around. Deflate this guy’s tires with C.Spike, or freeze him momentarily by shooting him directly with the C.Spike blob.
HP: 28
AT: ?
Number: DWN074
Weapon: Water Shield
Weakness: Thunder Wool
Appears In: MM10
Pump Man
Overall this guy’s attack pattern is fairly simple: he pumps the pump on his own head to surround himself with his shield, then hops toward you, then leaps into the air and flings his shield away in an outwardly-expanding spiral. Finally he drops down and repeats. This gives you a small window of opportunity to shoot him while he’s not shielded, though note that his shield does not actually make him invulnerable—any shots that can avoid striking one of the droplets will go through the shield and hit Pump Man instead. You can also destroy individual droplets by dealing enough damage to them.

Because of the small hops he often makes, it’s easiest to dodge this guy if you have a slide. Also note that if you want to use the T.Wool on him, you’ll want to aim it such that the lightning bolt strikes down directly on Pump Man; this will destroy his shield outright and damage Pump Man. Try not to hit him with the cloud because that deals less damage and is often wasted entirely on his shield. I personally find T.Wool to be too unwieldy to provide consistent results, so I often just resort to blasting him with my built-in weapon instead.

HP: 28
AT: ?
Number: DWN077
Weapon: Thunder Wool
Weakness: Rebound Striker
Appears In: MM10
Sheep Man
He splits into four clouds that separate off, fly to various positions on the screen, then zap lightning bolts downward in sequence. The last cloud to move into position is also the last cloud to fire, and that is always Sheep Man himself; when he’s done shooting, he reforms and drops down to the floor and tosses a little sphere of electricity at you that moves in a wave pattern. Some variations of this go pretty high, so you have to stand under them; others are pretty short and you have to jump them.

Note that when Sheep Man is divided into clouds, you will need to be careful about standing too close to them because the lightning bolts hit the tiles to either side of themselves as well; additionally, the final cloud will send bolts along the floor that you need to jump regardless of your location in the room. While the clouds are getting into position and then firing, try to be moving away from them to where you’ll have some breathing space. When Sheep Man splits, if you hit his “real” cloud with the R.Striker (and possibly other weapons), all of the clouds will evaporate and he’ll drop down immediately.

HP: 28
AT: ?
Number: DWN080
Weapon: Solar Blaze
Weakness: Water Shield
Appears In: MM10
Solar Man
Rather like Pharaoh Man, he forms a large sphere over his head which absorbs your shots (it gets bigger with every shot it absorbs, though it does have a maximum size), acting as a sort of shield for Solar Man. He hops around the room and tosses the big ball on his head downward at times, where it splits into two slashes that travel left and right. Try to stay on one of the higher platforms in his boss room so that you have the height necessary to dodge his attacks.

Unlike Chill Man, Solar Man does not appear to care much about your position on the field; if you’re lucky, you can sometimes stand against one edge of the room or the other and he won’t touch you. It all depends on where he decides to jump. If you stand near him, he’ll often lean over and try to hit you with the ball on his head. He sometimes appears to do this in a deliberate attempt to block your shots, as well. If you are using W.Shield, get right up next to him (on the left side of him would be best) and let the shield finish him off. Just be sure not to waste all of the droplets on the ball over his head.

HP: 28
AT: ?
Number: DWN078
Weakness: Triple Blade
Appears In: MM10
Strike Man
If you dislike dodging bouncing things then you will hate this battle. Strike Man’s two main attacks involve him either winding up and pitching a purple sphere that bounces around the room, or winding himself up and bouncing around himself. Note that he is invulnerable to most weaponry while spinning. The ball that he throws does have a limited life span and starts glowing right before it disappears. T.Blade goes through his balls and will continue onward to hit Strike Man himself, assuming your aim is good. Try approaching him and shooting him at fairly close range.

Enemies

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I don’t know the official names for most of these enemies, so these names are purely made up. All attack patterns assume Normal Mode unless otherwise specified.

HP: 3
AT: 2
Appears In: MM10
Axe
These floating axes drift upward then chop downward repeatedly. They move persistently after you, chopping constantly, making pests of themselves.
HP: 6
AT: ?
Appears In: MM10
Ball Basket
It tosses balls toward you at steady intervals, though there can only be one ball on the screen at a time, so if you avoid shooting or touching the ball, you can delay when the basket will shoot the next one. Each ball has 1 HP. The red variation of this tosses footballs which, due to their oblong shape, do not bounce in the same pattern as the round balls.
HP: 4
AT: 2
Appears In: MM10
Ball Pitcher
This thing chucks balls that arc downward first, then do a U-shape and fly up off the top of the screen. You can shoot the balls out of the air. The blue variations act like the red ones but their balls will only begin to arc upward, then suddenly they change course and shoot straight at you.
HP: 12
AT: 8
Appears In: MM1, MM9, MM10, MMPU
Big Eye
Giant presses. These hop around trying to flatten you. Try not to let them land on you—it will hurt. Big Eyes can jump two different heights, which they appear to choose randomly. One height is enough for you to run underneath; the other isn’t. It’s probably easier to just destroy these guys before they can reach you, instead of trying to dart underneath them. If you do get hit, take the opportunity to run away before you take more damage.
HP: 1
AT: ?
Appears In: MM10
Blob Block
Square blob enemies that will split like slimes if you leave them alone long enough. Each one requires just 1 hit to defeat but if it is splitting, you have to shoot each one separately. The block-blobs can also go through the background and come at you from annoying angles. However, if you have patience you can in theory use these for near infinite power-ups by shooting one of the pair and then letting the other one split again. Rinse, repeat while gathering the power-ups they drop.
HP: 1
AT: ?
Appears In: MM10
Blob Met
These Met variations shoot purple globs straight forward. The globs don’t hurt you, but they stick to you and make you slide around as if you’re walking on ice. The blobs can be shot out of the air. The Met itself has 1 HP but it tries to duck under its helmet whenever you shoot at it, with its helmet wobbling when shot. This Met can also be found on ceilings.
HP: 1
AT: ?
Appears In: MM10
Blue Blader
As they move in a wave pattern, they fire shots forward that you can shoot out of the air.
HP: 6
AT: ?
Appears In: MM9, MM10
Bomb Cannon
Cannons which toss exploding balls in arcs. Because the balls explode when they strike something, they can sometimes damage you even if the ball itself misses, so this is something to watch out for. This cannon lobs its bombs with exceptional accuracy; however, there is a limit on how far downward it can angle its muzzle. If the cannon is on a ledge, you can usually stand right up against the ledge underneath it and it won’t be able to hit you down there. Also, you can shoot the cannon balls in transit.
HP: ?
AT: ?
Appears In: MM10
Bomber Pipi
These are like the Flying Fish enemies (named that even though they aren’t fish) except they drop what are effectively rocket eggs. The eggs drop down, hover for an instant, then jet forward. Eggs have 1 HP and can be shot out of the air, or simply dodged.
HP: 3
AT: ?
Appears In: MM10
Cannon Roader
These guys move straight forward and will mow you over if you don’t jump them. If you destroy the body of the Roader (or if it runs into a wall or something), the cannon will pop off and move upward off the screen at a diagonal angle, shooting shots aimed at you. The cannon itself has 1 HP, and you can shoot it off the head of the Roader if you have good aim, though this causes the Roader to jet off even faster.
HP: 3
AT: 3
Appears In: MM10
Cursor
These arrows draw rows of flat blocks in horizontal and vertical lines. After a slight delay, each panel either drops downward or moves sideways, depending on your position relative to them. As far as I have seen they do not go up. The arrow itself will remain still until all of the blocks are gone, then it moves to some other location on the screen and draw another row. You must destroy the cursor to put a stop to the attacks.
HP: 4
AT: ?
Appears In: MM10
Flower Laser
While it is charging it is invulnerable, but when it opens to fire, it can be hurt. It shoots short lasers horizontally across the screen. If you have room to jump the laser, wait through the charge phase until just as the flower stops flashing, then jump.
HP: 1
AT: ?
Appears In: MM10
Green Blader
These robots fly by and drop a bomb that explodes into two waves of green flames that travel to the left and to the right. They are usually coupled with the red crabs in the sand, because they frequently drop their bombs directly on the crabs in order to reveal them.
HP: ?
AT: ?
Also Known As: Mettool
Appears In: MM1, MM2, MM9, MM10, MM11, MMB&C, MMPU
Met
The trademark of the Mega Man series, these are yellow hard hats with green crosses. They usually lie in wait with their hats down, covering their eyes and feet. Their helmets are impervious to most known weaponry, so one must wait until they pop up to fire. When Mets are firing is also when they can be damaged. Mets usually fire a three-way spread shot.
HP: ?
AT: ?
Appears In: MM10
Mini-Bulb
These enemies are produced by the Octobulb mini-boss. They move in short bursts, always trying to head in your direction.
HP: 2
AT: ?
Appears In: MM10
Missile Launcher
Small enemy that shoots homing missiles from the top of its head. You can, of course, shoot the missiles out of the air. Also, depending on your difficulty mode, they may have a limited range. The launcher itself can be found on the floor or on a wall. When on a wall it seems to strive to not stay lined up with you, which means it appears to move up or down away from you based on where you are.
HP: 3-4
AT: ?
Appears In: MM10
Mod Pod
This yellow robot floats onto the screen in a wave pattern. If there is a little platform for it to land on, when it reaches the platform it will shoot downward (through walls and floors as necessary) and attach itself to the platform. It then either gains a shield from the front as it flies around dropping bombs, or else it rises up as a ground-based cannon that shoots shots in four-shot bursts, then pauses between each shot. In cannon mode it is not shielded from the front. The enemy’s HP seems to increase to 4 when it has attached to a platform.
HP: 4
AT: 4
Appears In: MM2, MM10, M&B
Mole
These drill out from the ceilings and floors of certain areas. Inch forward slowly and destroy them for power-ups. Whenever you encounter a hall of Moles, you should never leave it until you have full health and full weapons. Moles will never appear right where you are standing, so if you are not moving, you won’t be touched.
HP: 5
AT: ?
Also Known As: Kuttsuki Suzy
Appears In: MM1, MM10, MMPU
Octopus Battery
Large eyes with suction cups that stick to walls. Their only way of dealing damage is through direct contact, and they have little in the way of an attack. Octopus Batteries slide from side to side or up and down in a preset pattern, going back and forth and pausing for a short time at each wall. Because of their slow speed and predictable patterns, dodging Batteries is rather simple. With the normal arm cannon they do take a number of hits to defeat however.
HP: 1
AT: ?
Appears In: MM10
Parachute Bomb
These things fly upward out of bottomless pits trying to knock hapless players into the pits. Walk up to the edge of the pit to trigger these and be cautious about jumping over pits because if you’re not careful these bombs will catch you in mid-leap. After jetting into the air a preset distance, the bombs pop out parachutes and then drift downward. This can be troublesome because the bombs come at timed intervals, and usually there isn’t enough time for one of them to parachute out of your way before the next one appears, so you’ll have to shoot one to make some space. If you touch the bomb or shoot it, it explodes, so keep your distance. However, if you shoot the parachute off the top, the bomb simply drops back down without exploding. Note that the sand that fills the screen will also push these guys around as well.
HP: 6
AT: ?
Appears In: MM10
Pipe Bomber MKII
These guys float onto the screen and then attach themselves to pipes that pour water. They thereby block off your path and also shoot water at you. Note that these pipe enemies have a slightly bigger hit box than they appear; this means if you stand next to one and jump upward you will hit it and take damage even though it appears to be on the next tile over from you.
HP: 1
AT: 2
Appears In: MM10
Propeller Met
This form of the Met drifts up and down, or sometimes side to side, and occasionally pops up and fires some shots. As with all Mets, they are generally invulnerable when hiding in their helmets.
HP: 4
AT: ?
Appears In: MM10
Red Crab
At first these robots appear to be innocuous little red dots on the surface of the sand. When touched bodily or shot (by you or by someone else), they explode into a pit in the ground and start tossing spiked balls at various angles. You can deliberately sink down into the sand to avoid taking damage because the spiked balls will not go through the sand. If you’re anyone but Bass you can also shoot the crab from down in the sand. Some special weapons will destroy these crabs outright rather than creating the hole in the sand. And some of the red dots are decoys, and aren’t crabs at all. (And some crabs are simply found sitting around in the level, though their attack pattern does not change.)
HP: 4
AT: ?
Appears In: MM9, MM10, MM11
Shield Attacker
Seen in other games, these robots are shielded from the front and move tirelessly back and forth. Their movements are not affected by your presence in any manner; they have preset paths and thus will always turn around at exactly the same place every time. Thus, you can predict where you will be able to stand and not be touched by them. Shoot them from behind to destroy them, or use a weapon which can negate their shields. If you shoot the shield enough from the front it will fly off, and the Shield Attacker underneath turns around and jets off the screen in shame.
HP: 6
AT: ?
Appears In: MM10
Shield Sweeper
This robot is shielded from the front, so you’ll have to hop and hit its head if you are facing it head-on. (And if you manage to get behind one, you can get a few free hits in on its backside but then it will turn around.) This robot attacks by charging forward, trying to hit you with its shield; when it reaches the extent of its travel distance, it will slowly back up to its starting position to do it all over again. You can shoot its shield to push it backward and prevent it from reaching you.
HP: 3
AT: ?
Appears In: MM2, MM10
Shrimp
As you’d expect, these appear to move backwards. They come toward you in little spurts, and can move through background objects such as walls and ledges. They are, however, restricted to moving only in water.
HP: 6
AT: ?
Appears In: MM1, MM2, MM9, MM10, MM11, MMPU
Sniper Joe
Sniper Joes defend themselves with their shields and are only vulnerable from the front while they are firing or hopping. In this game, these guys shoot a stream of short beam-like shots. You can get through their shields with a weapon like the S.Blaze.
HP: 2
AT: ?
Appears In: MM10
Snowman
These snowman enemies throw their heads at you; the head goes forward a short distance (with remarkably good aim), then breaks into a plus formation. Each head can be shot out of the air individually and has 1 HP. If you shoot the head while it is on the body you destroy the head and also damage the body. If you destroy the body without hitting the head, the head falls off in a small arc and breaks into multiple shots.
HP: 2
AT: ?
Appears In: MM9, MM10
Spider
These spider-like robots hang out on the ceiling until you get close enough to them horizontally, at which point they drop down on a hair-thin line and begin hopping around. They can make small hops or large ones, and try to aim their jumps so as to land directly on top of you. This can make them very irritating to deal with. Obviously, strive to shoot them from a distance, before they come down off the ceiling. Failing that, you can also try to dart underneath them and run away.
HP: 2
AT: ?
Appears In: MM10
Spike Flea
This variation on the Flea enemy makes short or large hops, and always tries to jump toward you. It is capable of breaking ice blocks by landing on them exactly in the same way as you do (the first hop cracks the block; the second jump breaks it). You can often lure these guys into pits fairly effectively.
HP: -
AT: ?
Weakness: Chill Spike
Appears In: MM2, MM10
Springer
Similar to the Spine enemies from other games. They move back and forth, speeding up when you are standing on the same ledge as they are. If you touch them or shoot them, they will spring upward and start tossing shots in all directions. You can’t destroy them with the arm cannon, but the C.Spike will take them out.
HP: 4
AT: ?
Appears In: MM10
Totem Pole
A pillar with individual sections. Each pillar section has 2 HP; the head has 4 HP. You can shoot its pillar out from underneath it, though it will rapidly regenerate. You can also safely stand on the flat head of this pillar. This causes the pillar to slowly sink down to the floor, and the pillar will not attack while you are standing on it. If you want to use one of these enemies to reach a high place you can jump while standing on it to allow it to raise up underneath you. Just be quick about it. The enemy attacks by shooting two small sonic blasts at an angle that bounce off floors and walls (though once they’re to the point of fading away they’ll go through the background because they no longer bounce).
HP: 1
AT: 2
Appears In: MM10
Trapped Locker
These look like innocuous locker doors, but when you get close they flip open and shoot a shot aimed directly at you. Keep moving to avoid the shots. When you destroy the locker door you leave behind the open locker in the background that remains even if you scroll it off the screen and back on. This is one of the few enemies you cannot scroll back onto the screen; it’s still defeated when you return.