DATA BASE

Game Play Stats

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

Open Menu: Yes
Charge Up: N/A
Lose Charge: N/A
Horizontal Recoil: 1/2 block
Vertical Recoil: None
Shots On Screen: No
Fall Off Ladder: No

Damage Data

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PMEWOARCRHATONEMA
Metal Man1-005----
Wood Man15-12----
Air Man106-0----
Crash Man1002-----
Hard Man11001-004
Top Man100104-21
Needle Man1003105-1
Magnet Man12001213-
Quint122245222

Notes:

  • In some versions of the game, Crash Man is called Clash Man, and his weapon is labeled CL respectively.
  • Quint has an energy meter of approximately 30 units.
  • Data compiled by Pixelboy.

Weapons

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Uses: ?
Obtained From: Air Man
Characteristics: Multidirectional
Appears In: MM2, MMII, MMWW, MMPF
Air Shooter
Three small tornadoes fly upward in a tight group, spreading apart as they get farther up the screen.
Uses: ?
Also Known As: Clash Bomber
Obtained From: Crash Man
Appears In: MM2, MMII, MMWW, MMPB
Crash Bomber
Shoots a bomb across the screen. Touching an enemy causes it to explode instantly; however, if it hits a wall or other solid object, it will attach itself and sit there for a few seconds before exploding. Very useful and powerful explosive.
Uses: ?
Obtained From: Hard Man
Appears In: MM3, MMII, MMWW
Hard Knuckle
Fires a fist-shaped projectile that flies slowly forward and packs quite a punch (sorry, bad pun). Although not really an explosive, this can nevertheless take out certain walls and doors.
Uses: ?
Obtained From: Wood Man
Appears In: MM2, MMII, MMWW, MMPB
Leaf Shield
A circle of green leaves surrounds the user. The shield can withstand hits from minor opponents, although some enemies may manage to get through it. Press any direction on the control pad to hurl the shield in that direction.
Uses: ?
Obtained From: Magnet Man
Characteristics: Homing
Appears In: MM3, MMII, MMWW, MMPB
Magnet Missile
Shoots big red and white magnets. The magnets fly straight until they come across an enemy; then they will attempt to swerve upward or downward toward the foe. Their tracking is not very fine.
Uses: ?
Obtained From: Metal Man
Characteristics: Aimable
Appears In: MM2, MMII, MMWW
Metal Blade
This is perhaps the most useful weapon in any Mega Man game. Blades can be fired in any of eight directions by pressing the desired direction before firing. They fly straight, affect most robots, and can be fired over 60 times on one stock of energy.
Uses: ?
Obtained From: Needle Man
Characteristics: Rapid-fire
Appears In: MM3, MMII, MMWW
Needle Cannon
Fires small cone-shaped projectiles forward. Very much like Mega Man’s built-in arm cannon except it fires needles instead of spheres of energy. Can rapid-fire—just hold down the button.
Uses: Random
Obtained From: Top Man
Characteristics: Non-Firing
Appears In: MM3, MMII, MMWW
Top Spin
Activate by jumping and pressing fire. The user will spin until he hits the ground. This weapon is extremely sporadic in its weapon energy use; sometimes a single spin will eat up all of the Top Spin’s energy, and other times, you can use it several times without using a single unit.

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: 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 Mega Man can carry around until needed. You use these off the subscreen (select the “EN” option). When used, Mega Man’s energy meter will be refilled completely. Mega Man can carry up to four of these at a time.
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. This is perhaps the most popular of the Rush modes (the Mega Shows use it extensively).
Appears In: MM3, MM4, MMII, MMWW
Rush Marine
Mega Man rides this through water. It cannot be activated out of the water, although you can take it onto land once you’re in it and hop around if you so desire.
Appears In: MMII
Sakugarne
This is a pogo-stick which Mega Man rides. It’s not incredibly useful, although you can try using it against Dr. Wily.

Characters

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HP: 19
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.
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: ?
AT: ?
Number: RKN002
Weapon: Sakugarne
Appears In: MMII, MMV
Quint
A small robot that looks something like a mix between Mega Man and Quick Man. He is not especially dangerous as long as you keep your distance. He rides a jackhammer-like mechanical pogo-stick named the Sakugarne. Stay clear of this and fire at Quint—not the Sakugarne—to dispatch him.

Robot Masters

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HP: 19
AT: 4-8
Number: DWN010
Weapon: Air Shooter
Weakness: Leaf Shield
Appears In: MM2, MMII, MMWW, MMPF
Air Man
Air Man is definitely an odd-looking Robot Master as he has no neck. It looks as though his mouth is the giant fan-shaped Air Shooter built into his chest, which can not only blow things around, but is also what produces his tornados. The small blue tornados, coupled with the fierce wind Air Man produces, can prove difficult to dodge. However, Air Man does not have a very hardy construction and a few good hits will finish him. Rumor has it you can also equip the Leaf Shield and stand behind him, where his tornados cannot reach...
HP: 19
AT: 4
Also Known As: Clash Man
Number: DWN013
Weapon: Crash Bomber
Weakness: Air Shooter
Appears In: MM2, MMII, MMWW, MMPB
Crash Man
Do not be fooled by how quickly this guy falls to the Air Shooter, for without this weapon you are in for a fierce battle. Crash Man will pace his room rapidly, jumping your shots when you fire and returning fire with his Crash Bombs. A thorough dousing of bombs will make short work of any attacker, though the Air Shooter makes even shorter work of Crash Man. Don’t enter this battle without it!
HP: 19
AT: 3-6
Number: DWN020
Weapon: Hard Knuckle
Weakness: Magnet Missile
Appears In: MM3, MMII, MMWW
Hard Man
Whatever you do, don’t let this monster land on you. He will seriously damage you if he does so. His Hard Knuckles are semi-seeking; they will attempt to head in your direction though their tracking isn’t very fine. Use Magnet Missiles and slide to dodge his leaps.
HP: 19
AT: 2-6
Number: DWN018
Weakness: Needle Cannon
Appears In: MM3, MMII, MMWW, MMPB
Magnet Man
Magnet Man has quite a magnetic personality. Not only are his Missiles magnetic, but he is also capable of putting up a magnetic force field which draws enemies in and damages them upon contact. The Needle Cannon will do well against him here.
HP: 19
AT: 3-6
Number: DWN009
Weapon: Metal Blade
Weakness: Crash Bomber
Appears In: MM2, MMII, MMWW
Metal Man
Metal Man’s Metal Blades are a prized reward, for they are perhaps the most useful of the Master Weapons. Metal Man can toss them out rapidly, but usually he won’t fire unless you shoot first, though occasionally he will chuck a Blade at you for lack of something better to do. He won’t move from where he is standing until you move in too close, so keep your distance and fire away.
HP: 19
AT: 3-6
Number: DWN017
Weakness: Top Spin
Appears In: MM3, MMII, MMWW
Needle Man
Needle Man can be deadly when he starts pelting you with his Needle Cannon. He can also lash out with the spikes on his head for a powerful blow. Try the Air Shooter or Top Spin against this guy.
HP: 19
AT: 4-6
Number: DWN021
Weapon: Top Spin
Weakness: Hard Knuckle
Appears In: MM3, MMII, MMWW
Top Man
Top Man is one of the least durable of the Robot Masters, although he makes up for this by being impossible to hit while spinning. He can produce an unlimited number of tops to throw at you by pulling them off his head when he needs them. Hard Knuckles will knock him for a loop.
HP: 19
AT: 4-8
Number: DWN016
Weapon: Leaf Shield
Weakness: Atomic Fire
Appears In: MM2, MMII, MMWW, MMPB
Wood Man
Built to look as though he is made out of a tree trunk, Wood Man has a great defense in his Leaf Shield. Crash Bombs are one of the only weapons that can penetrate the special leaves. Whack him with Metal Blades once Wood Man tosses away his shield for better damage.