For a description of what these stats mean, see the Stat Explanation
- Open Menu: No
- Charge Up: No
- Lose Charge: Yes
- Horizontal Recoil: 1 block
- Vertical Recoil: 4 blocks
- Shots On Screen: Yes*
- Fall Off Ladder: No
- Paused Refills: Yes
- * But all active weapon shots disappear when the subscreen is opened, even if you still have the same weapon selected when you close the menu. This includes Rush Jet, so beware!
I don’t know the actual names for most of these enemies, so these names are purely made up.
1 Up Met
These are Mets that use 1-Up graphics for their helmets. Obviously they are designed to trick you into letting down your guard as you run to try to pick up all of these “power-ups” that are lying around. As a curious side-effect to this, you can shoot and even walk straight through 1-Up Mets without taking damage or having your shots rebound off. You only suffer damage when they pop their heads up (or if they shoot you). If you have a J.Satellite up, the 1-Up Met is destroyed the instant it pops up and thus never hurts you no matter where you are standing at the time (you can even be standing right on top of it and it doesn’t matter). This makes you completely invulnerable to these guys with a J.Satellite active.
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.
These guys drop down from above at preset locations. If you are running when you touch the trigger, they are timed perfectly so that they will come down directly on top of you. Once one grabs onto your character, they will jet sideways at a rapid pace. You can still jump while in their grip, but overall, their goal is to try to fly you into spikes. Thus, the best thing to do is to avoid them altogether. Try walking slowly so that when you reach their trigger, they drop down in front of you, missing you entirely. Or, try the J.Satellite.
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.
These robots start out as just little puffs of flame in the floor, but as you approach, they come out of the ground and start tossing little fireballs. Fairly easy to avoid; to destroy them, shoot their heads.
These robots fly down from above at specific locations. They then stop and hover in the air while shooting out a jet of flame. Because they are shielded from the front, they can be difficult to shoot in a straightforward manner. The easiest way to deal with them is to jump over them or otherwise avoid them when they come down. Since they always go to the same location, you can predict their movements.
Also Known As: Kamadoomaa
Little robots that hop around. Not terribly difficult to deal with, particularly if you have good aim. Good for target practice.
Flying Fish 2
This variant of the flying bird (otherwise known as a Pipi) drops rocks instead of eggs. When the rocks hit the ground, they break into smaller pebbles. You can also just shoot the rocks out of the air. Or just equip the J.Satellite for easy passage.
These diamond-like robots fly around with their two shell halves closed. They are invulnerable to most weaponry while they are doing this. When they open up to fire, however, you can blast them normally. These robots try to fly toward you, and also aim their shots at you. It’s best to take them out quickly, before they pile up on you.
These start out as green leaf-like things that drift downward through the air. When they touch the ground, they assume Spine-like forms that zip back and forth quickly. Unlike Spines, these things can also make small hops, and try their best to get at you. It’s best to shoot them out of the air if you can, before they can turn into their more punishing form.
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.
Usually found underwater, these start out as ordinary-looking black spiked mines. Get close to them, however, and they turn red and start to chase you. After a short time, they explode. You can’t damage them with your normal arm cannon, but you can annoy them and provoke them into action even from a distance. One of the easiest ways to deal with these guys is to suck them up with B.Bomb or blow them away with T.Blow.
Left to its own devices, this robot just moves from side to side. If you shoot it, however, you will rattle it and little pebbles will bounce out. These pebbles cannot be destroyed but will self-destruct after bouncing a few times. Upon its destruction, the mine cart will drop four more pebbles in predictable arcs, so be prepared for this.
These things are similar in many ways to Pengs. They usually appear in groups of three, and they move across the screen in a wave pattern. They can go straight through walls and ceilings and other solid objects—but then again, so can your shots, so try to be creative about where you shoot them.
This is an octopus of sorts in a jar. You have to jump slightly to hit the head of the octopus with the normal arm cannon; otherwise you just strike the jar. The octopus will shoot balls at you in an arc. If you get hit, your character turns black (as if he’s been inked). I don’t know if this has any effect on game play; it goes away if you open your subscreen.
This robot is fairly simple. They drop from the sky at predictable angles. When a Parasol disappears off the bottom of the screen or is destroyed, another one appears. Thus, one thing you can do is avoid them instead of destroying them, because that buys you more time to navigate the stage in between Parasols. Or, just activate the J.Satellite to travel in peace.
These appear out of pipes in the background, and relentlessly move toward you. They can go through walls and everything. (It’s not fair, I tell you.) Only about three of them can be on the screen at once, but if you destroy one or more of them, the pipes will release additional ones to replace them.
These green leafy bushes toss shots in predictable arcs. By moving carefully around them, you can avoid being damaged. Try firing at them from a distance.
Flower pots with various plantings (flowers, cacti, etc.). When you get close enough to them, they release their flowers (or whatever) as homing missiles that track you. You can shoot the missile out of the air, or dodge it. Also, the missiles have limited range and will self-destruct after they travel too far, so you can alternately simply run away from them.
These robots don’t try to hurt you directly. Instead, when you enter the screen, they fly by and start creating holographic blocks in specific places on the screen. These blocks are strictly there to confuse you; they don’t actually exist and you can’t stand on them. You can memorize the pattern of the room as it was when you first entered and just ignore the holograms, or try to destroy the Projectors as soon as they come onto the screen to prevent them from doing their thing in the first place. Additionally, for rooms that you have entered via a ladder, you can also scroll off the screen and then back on to remove all of the holographic blocks and “reset” the room, giving you another shot at memorizing the pattern or destroying the Projectors when they come in.
Shadow Mega Man
When you walk in front of a static screen, you will spawn one of these things. These shadowy duplicates of your own character run around rapidly, sometimes hopping, trying to run you over. Once you destroy the shadow that a particular static screen spawns, that screen will not create a second one until after you scroll it off the screen and return.
Scissors that operate in a similar manner to the bolts in Mega Man 3. The two halves of the shears come onto the screen from two different directions, then join together. Once the scissors are in one piece, they fly horizontally at a very rapid speed. When they go off the screen the first time, they will turn around and fly back the other way, so be prepared to dodge them. Note that shears have only 1 HP before they join together, but 2 HP once joined. If you shoot one half of the scissors before they join together, the other half will simply fly off the screen in a directional angle.
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.
Big guys with tank treads and large shields. They sleep until provoked. When you get close to one, it will move forward a bit, then slam its shield down, trying to flatten you with it. This is actually quite cute (even though Mega Man isn’t actually flattened if struck). Once a tank gets rid of its shield, it shoots at you with a small pellet gun. T.Blow has no effect on these guys, but you can shoot through their shields with L.Trident.
Sniper Joes defend themselves with their shields and are only vulnerable from the front while they are firing. In this game, these guys shoot a stream of short beam-like shots. There are too many shots to jump normally, so try to use ladders and other topography to your advantage. You can also blast the Sniper Joes with the L.Trident straight through their shields (or suck them up with a B.Bomb, or blow them away with a T.Blow, and so on).
These sparks of energy travel around platforms, circling them endlessly. They are invulnerable to regular arm cannon shots; however, you can get rid of them with weapons like the T.Blow.
These spider-like robots hang out on the ceiling until you get close enough to them horizontally, at which point they drop down to the floor 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.
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.
These things jet through the water or the air. They tend to simply appear from the edge of the screen when you reach a certain trigger. What is somewhat unusual about these guys is that their trigger is usually vertical, not horizontal. What this means is that it is your height on the screen that governs when they appear. Keep this in mind and you can sometimes trigger them on your own timetable.
These robots hang onto walls with two specially-designed wheels. They move up and down somewhat erratically, then pause to toss a bomb at you. These things are usually only a threat when they are positioned such that they are difficult for you to shoot. Try to be creative in how you go after them.
Yellow Eye Blob
These blobs look like they were extracted from an old-style Yellow Devil. (Ironically, the blob boss uses the new-style Yellow Devil eye.) These blobs just float up and down in the air. If you shoot them, however, they explode into about three smaller blobs—which also float up and down. In many cases, it’s easier to just avoid the large blob rather than spawning the little guys trying to destroy it.