For a description of what these stats mean, see the
Stat Explanation page.
- Open Menu: No
- Charge Up: N/A
- Lose Charge: N/A
- Horizontal Recoil: 1 block
- Vertical Recoil: 6 blocks
- Shots On Screen: No
- Fall Off Ladder: Yes
Beak
Mounted on walls, these cannons fire in multiple directions. They can only be harmed when they are shooting. You can usually run past them with the correct timing.
Big Eye
Giant presses. These hop around trying to flatten you. Don’t let them land on you—it will hurt. You can freeze them into place with the
Ice Slasher—always handy but especially when faced with this sort of hit points and damage.
Also Known As: Bunby Heri
Blader
Little skull-like things with rotors, these make swooping attacks when they get close. They can move at a fairly decent clip and will dog you until they are destroyed (or you leave the screen) so it’s best to eliminate them at a distance, before they have a chance to close in on you.
Also Known As: Bombombomb
Bombomb
These are grenades basically. Typically found at chutes, they lob up and explode in midair, raining down shrapnel. Bombombs can’t be destroyed (they handle that part themselves) but you can usually stand positioned just right so that they’ll completely miss you.
Crazy Razy
This robot actually comes in two parts. The head has 1 HP, but the body has 3. Always aim at the head. You don’t want to shoot the body. It’s bad for your health. If the body is destroyed, the head will fly around and bop at you with its fists.
Also Known As: Kamadoomaa
Flea
Little robots that hop around. Not terribly difficult to deal with, particularly if you have good aim. Good for target practice. They come in a couple of colors.
Flying Shell
Aerial cannons. These shells fly across the screen, pausing at intervals to fire. Incidentally this is also the only time they can be harmed. Flying Shells shoot in a spread formation which is always constant, so with some foresight you can determine where to stand to avoid being hit.
Also Known As: Killer Bomb
Killer Bullet
These appear from the right-hand side of the screen at specific areas. If you stand still in a place where Killer Bullets appear they will come constantly, at a steady interval. These bombs weave up and down and explode when shot. Be careful that you don’t shoot them too close to you or run into the explosion when firing while moving.
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.
Also Known As: Kuttsuki Suzy
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.
Peng
These penguin robots move in a wave-like pattern across the screen. Not a problem except they tend to appear at the most inopportune moments, so keep your eyes open and your trigger finger handy. Pengs pass straight through walls and other solid obstacles as if they aren’t there (how do they do that?).
Picket Man
Very similar to a Joe, this robot even has a shield which protects him when he’s not throwing pickaxes. Luckily (or perhaps unluckily), he is throwing most of the time, so the shield generally is not a problem. The pickaxes fly in an arc so if you keep moving you can avoid being struck by them.
Screw Driver
These cannons fire shots in multiple directions. If you don’t want to take the time to destroy them, you can wait until they retract, then quickly run by.
Sniper Joe
The fabled Sniper Joes are the first incarnation of what would later become a whole family of Joes, each similar in appearance and attack style and almost always possessing the trademark visor. Sniper Joes defend themselves with their shields and, while standing, are only vulnerable from the front while they are firing. If you want to take one on head-to-head, wait until it fires, then jump its shots while hitting it with your own. Sniper Joes can also be damaged while they are jumping.
Spine
Robots such as these show up in some form in nearly every game. They move back and forth along a ledge, speeding up when you approach. They cannot be harmed by the normal arm cannon, although shooting them will freeze them for a brief moment. Some Master Weapons can take them out for good.
Super Cutter
Cut Man-like blades that shoot out of chutes. It’s not really worth it trying to destroy these things; just keep moving, and they’ll all spectacularly miss you.
Tackle Fire
Fireballs with eyes that fly up from lava lakes below, then drift downward. Tackle Fires appear at steady intervals but are pretty easy to take out since they move slowly. Be careful one doesn’t catch you in midair however.
Watcher
These robots pop out their eyes when they sense enemies nearby. They seem capable of moving only up and down. When they come level with a foe, their two eyes let loose streams of electricity at their target. Watchers will usually ambush you while you are climbing ladders. You can avoid damage by positioning yourself between the two sparks of electricity—the shots will pass harmlessly above and below you, with just enough of a gap for you to fit.
Thanks to
Dalek-Man for some of the data, and to
Will for some of the images.