For a description of what these stats mean, see the Stat Explanation
- Open Menu: No
- Charge Up: No*
- Lose Charge: No**
- Horizontal Recoil: 1/2 block***
- Shots On Screen: Yes
- Fall Off Ladder: No
- Paused Refills: Yes
- * If you start charging up before you enter the gate, then you’ll keep your charge all through the “WARNING” sequence and if you aren’t still holding down the button, Zero will fire the charged shot as soon as the battle starts.
- ** If you try to fire/slash and get hit at any point during the attack’s animation, you will lose your shot.
- *** Recoil seems to be worse if you are hit while in the air.
Cataloging all of the enemies takes time, so this list is incomplete for now.
A stationary cannon that can turn its barrel around to face toward you. They can be found on the floor, walls, or ceiling.
A modified version of the Shotloid from previous games. This little guy shuffles along and tries to whack you with the axe mounted above it.
A rather simple enemy that walks along and shoots at you. It can also be found on ceilings, though when you walk underneath it, it ends to drop down to the floor.
These come from the Mechameson. They hop forward dropping fiery bombs. Mostly they try to overwhelm you with sheer numbers, but individually they aren’t very powerful.
This guy dips and soars through the air, dropping fire bombs at you. The bombs explode into bursts of flame that travel along the ground for a few seconds. Try to knock the Bongal out of the air before it can drop its payload.
A worm-like robot that comes in varying lengths. It moves slowly through the air and often tries to head toward you, although sometimes it simply circles. A Bonsect will occasionally blow itself up, tossing debris in all directions.
A little cannon that sits on floors and ceilings. It shoots a spray of shots in a wide semi-circle. You can run between the shots, or try to destroy the cannon before it can shoot.
These appear and disappear. They shoot dart-like projectiles in four directions simultaneously.
A cyberspace enemy that can surround itself with electricity. However they are really of little threat—just keep your distance and shoot at them. When they are destroyed the orbs in their centers drop to the ground.
This cannon fires small blue lasers which can change directions once. When the laser gets near you, it will turn so that it is heading in your direction, so this is something to watch out for. The weapon you grab from the E-Laser has similar homing properties.
Another robot that is discharged by the Mechameson. These simply move in circular patterns through the air, releasing balls of lightning. They aren’t very dangerous if you keep your distance.
This acts as a platform during the particle beam stage; you can jump on top of it to reach higher areas to avoid the laser. The Faital will shoot flames out of its sides when it is raised.
A large robot that doesn’t move. Instead, it drills into the ground and kicks up debris which can damage you. Shoot at it from a distance for best results, or slash it while it isn’t drilling.
This is an ice-based tank that moves back and forth, tossing chunks of ice in an arc. If the ball of ice lands on the ground or a wall or something, it will stick for a few moments as a spiky clump of ice. These ice spikes don’t kill you instantly, but they do hurt.
These are a component of the mini-boss in the Artificial Sun stage. I list them here mostly because they are necessary for several parts that you can build, and this is the only place where they are found.
These hang on horizontal lines and move from one end to the other. If you hit them, they’ll pause briefly, then keep moving. When they reach the end of the line they simply blow up. The trickiest part with these things is catching the items they drop after you destroy them, since such items tend to quickly scroll themselves off the screen.
One of the more common enemies. You can destroy the propeller on top separately from the cannon itself. If you destroy the propeller first, the cannon will drop to the ground, stranded. If you destroy the cannon first, the propeller rises upward; jump up and grab the handle underneath and you can ride it up.
These enemies come from the Mechameson. They are surrounded by six ice crystals. They float forward for a few moments, then shoot their crystals outward in six directions. Destroy them before they get a chance to do this.
A relatively fast little critter that will move back and forth trying to get to you. It can jump too, so be on guard. You can usually hear them coming before you can see them.
These frogs tend to hang out safely underwater, often in bottomless pits where you can’t get at them, and lash upward at you with their long tongues. Be careful because their attack can go through platforms and other solid objects to reach you.
This flamethrower is shielded from one side. You can grab its shield with the Zero Knuckle, but it will still continue to blast you with its flames. Attack from a distance for the easiest time.
There are two variations of these, pink and blue, to match the polarities of the magnetic stage. When you are a blue polarity, you will repel blue MagneMines and attract pink ones, and vice versa when you are pink. MagneMines blow up when you strike them.
Like with the MagneMines, there are two versions of this. These jump toward you and also toss debris. Sometimes the debris can take you by surprise when it comes down from above, so keep a sharp eye out.
The mother of all enemies—or at least some of them. This is essentially a container that will continuously release other enemies at periodic intervals if you let it. Like all enemies that release other enemies, these can be useful for item-gathering purposes: just stand there destroying the enemies it is releasing without harming the Mechameson itself, and you have an endless supply of energy crystals, life energy, and so forth.
This thing bounces up and down; it shoots two bullets to either side when it reaches the peak of its jump. If you are on the ground the bullets will usually go right over your head; however, the game designers have a habit of placing MeduHoppers where they will just barely clip your feet with their shots. Knowing when to jump—and when not to—is the key.
A classic enemy with a classic attack pattern. These are more or less invulnerable while their hats are down, but when they rise up to run toward you, you can hit them.
The mini-boss in the Magnetic Zone stage drops these. I mention them here mostly because you can get parts from the mini crabs to use in building items. There are two variations, a MiniCrabanB and MiniCrabanR.
A mole-like robot with a drill for a nose. It drills its way up from underground and then pokes its head up to shoot at you. The timing of these guys means they usually try to come up right underneath your feet. Sometimes the signs of their presence are easy to miss, so if you know that Molegules will be around, keep your eyes pealed for the tell-tale disturbance in the dirt that signals one’s appearance.
This is like the Axeloid except it has a hammer. These are found only in one stage: the mini-stage event where you save the human encampment. Since you can’t revisit this stage, you have just one opportunity to get their parts. Moloids have a gimmick where they use their hammers to whack the water pumps and spray you with water. This hurts you about as much as when you use your water gun on enemies...
Probably this was supposed to be “NeedleBalloon” but lack of space cut it short. These are essentially balloon fish that shoot off spikes from their bodies. Try to destroy them as soon as you see them and they won’t get a chance to fire.
These crabs run around carrying objects between their two pinchers. Most of them hoist bombs which they will toss at you. There is one variation that carts around a card key instead. You can use the Zero Knuckle to grab the object that one of these things is carrying.
A plant-like robot that grabs at you with its pinchers. If it snatches you, it will chomp at you for a second, then fling you away. This can often result in you getting tossed onto spikes or into a pit or something, so try to avoid being grabbed. You can eliminate these things in one of two ways: either grab them straight out of the ground with the Zero Knuckle, or hit them with a fire-based weapon. Barring that, try to jump over them with the right timing so that you don’t get grabbed.
This thing floats in the air and occasionally sends two balls of electricity rolling along the ground. Just keep an eye out and prepare to jump the spheres as you approach. If you’re fast you can destroy these things before they have a chance to fire.
This cannon pops up and tosses heavy metal balls that bounce and roll toward you. You can only damage the cannon while it is up and firing. When the dome is closed over it, it is relatively invulnerable.
A flying robot that shoots two lasers in diagonal directions to either side. The lasers bounce off floors and walls and such, so be wary.
This tank moves back and forth gathering mud and dirt. If you are underneath it, it will stop and dump its payload over the edge of its platform, trying to hit you with the waterfall of mud. The SandDozer can only really be hurt from behind.
A reoccurring enemy that is even in the original Mega Man games. This quiet robot simply moves toward you. It explodes when it hits something. You can strike it with your weapons to send it careening away from you, where it will blow up when it strikes an object. You can use this to damage other enemies or blow open passages.
These things can be pesky because their throwing star shaped shots can pass through walls, platforms, and any other obstacle to reach you. The Triaformer moves in a triangle formation and produces the three shots, then sends them all toward you at once. If you can destroy the Triaformer before it finishes making its three shots, all of the shots will disappear as well, and you will interrupt its attack.
These fire beams in two different patterns. In particular, they alternate between whether you need to stand directly below them or to either side to avoid being hit. TriRays can’t be destroyed.
Also Known As: Variant Claw
A Pantheon-like robot (they’re called Variants here) with claws for hands. This robot likes to hide in snow and pop out at you. Even the snow that it tosses aside when it comes forth can damage you. These robots are relatively fast but have no long-ranged attack.
Also Known As: Variant Fencer
This robot hangs from horizontal lines and slashes at you with the blade on its arm. Keep your distance and it isn’t very threatening. You can knock it clean off the line with a correctly-aimed blow.
Also Known As: Variant Fire
The most common of the Variants; this guy tosses fiery bombs that burst into a brief flame when they hit a platform or the floor. Even the flame can damage you, which, depending on the position of the V.Fire, can make these things difficult to approach. When you hit a V.Fire you interrupt its shot, so this can buy yourself some breather time.
Also Known As: Variant Missile
Similar to the V.Fire except this one shoots a missile forward which pauses for a split second, then breaks into a bunch of smaller missiles which spread out before moving forward. Because of this type of attack formation, the missiles cover quite a wide area. The best idea is to destroy the V.Missile and the shots that it fires before the missiles have a chance to spread out.
A crab-like robot that is protected by its shell. Either hit it with your saber, or snatch the shell using the Zero Knuckle. Once the crab is unprotected, it will bounce backward away from you as if frightened, and shoot at you from a distance.