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: 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.
All attack patterns assume Normal Mode unless otherwise specified.
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.
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.
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.
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.
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.
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.
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.
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.
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.
These floating axes drift upward then chop downward repeatedly. They move persistently after you, chopping constantly, making pests of themselves.
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.
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.
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.
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.
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.
As they move in a wave pattern, they fire shots forward that you can shoot out of the air.
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 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.
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.
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.
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.
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.
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.
These enemies are produced by the Octobulb mini-boss. They move in short bursts, always trying to head in your direction.
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.
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.
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.
Also Known As: Kuttsuki Suzy
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.
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.
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.
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.
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.)
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.