For a description of what these stats mean, see the
Stat Explanation page.
- Open Menu: No*
- Charge Up: Yes**
- Lose Charge: No***
- Horizontal Recoil: 1 block (and Mega Man freezes in place for a second)
- Vertical Recoil: At least a screen
- Shots On Screen: Yes
- Fall Off Ladder: No
- Paused Refills: No
Stats assume no parts equipped.
* You can’t use
or
to switch weapons either
** But if you release the button before you have control, you lose the charge
*** Yes if Power Gear is active
Note that I’m not listing “Chargeable” as an attribute here, first because all of the weapons in this game are chargeable, and second because charging isn’t technically done via charging at all, but rather by using Power Gear.
Uses: 4 units (5 charged)
Color Scheme: Green and purple
Acid Barrier
This creates a shield around Mega Man. The uncharged one blocks only enemy shots, not the enemies themselves. The charged one can damage enemies directly. Once the shield is up, you can use the fire button to shoot acid blobs in an arc; you can have up to three blobs on the screen at a time, just like with the arm cannon. You only pay the weapon energy cost to generate the shield; shooting the acid blobs is free. Furthermore, the acid blobs will deal added damage to enemies weak against this weapon. The shield has a limited duration; it gradually shrinks, and after a span of time it flickers and fails, and then you have to expend more weapon energy to put it up again. There is a delay when putting up the shield which is something to beware. (Since you have to have the shield up to shoot the acid blobs, if the shield gets taken out—by an enemy striking it, say—while you’re busy trying to fire at something, you’ll end up just putting the shield back up instead of shooting, which can throw you off.) Having said that, the shield does survive opening and closing the subscreen (assuming you still have A.Barrier equipped when you close it) and it survives scrolling to another screen.
Uses: 2 units (5 charged)
Characteristics: Burns
Color Scheme: Orange-red and gray
Blazing Torch
This tosses a fireball a short distance upward into the air that then turns into a flame of fire that blazes downward at an angle for a certain distance. When charged, the fire is larger and it shoots off three streams in a downward fan-shaped formation. This weapon can light explosive blocks.
Uses: 2 units (3 charged)
Color Scheme: Cyan and gray
Block Dropper
Drops blocks a preset distance in front of Mega Man. The individual blocks shatter when they damage something so each one is only good for a single hit. Normally this drops four blocks in a horizontal row spaced about one block apart. When charged, the number of blocks is greatly multiplied and they are grouped closer together so that there are no gaps between them.
Characteristics: Multidirectional, Aimable
Color Scheme: Fushia and yellow
Bounce Ball
Shoots three small balls that bounce around. They last for a few seconds or until they go off the screen; obviously, this weapon is more effective in an area where there are walls and a ceiling for the balls to bounce off. You can fire this twice and have up to six balls on the screen at once. When charged, this shoots twice as many balls, and you can still fire it twice, so you can have twice as many balls again all bouncing around. Obviously, this weapon needs very little in the way of aiming, but you can adjust how it fires depending on whether you’re holding

or

when you shoot.
Color Scheme: Blue and red
Chain Blast
This is a weird one that shoots bombs straight forward. They stick to enemies and to walls and obstacles and after a few seconds they blow up. You can detonate them early by using

+fire. You can have up to four little bombs on the screen at once. If multiple bombs get near each other they “link up” and the explosion is larger in size. You also get extra bonus damage for every bomb you link up past the second. When charged with Power Gear, the bomb (and the resulting explosion) is much bigger and deals more damage (though linking all four small bombs produces slightly more damage for slightly less weapon energy cost). Overall this weapon does not really seem to do very much damage for the expense on minor enemies. However, on bosses it’s a different story. Using Power Gear is easier than linking the bombs and can be a good way to make bosses go boom. (One technique: switch on Power Gear, toss a bomb, then flip immediately to Speed Gear and dodge while the bomb does its thing.)
Uses: 3 units (4 charged)
Color Scheme: Orange/yellow and black
Pile Driver
Mega Man dashes forward with a spike arm that will damage whatever it strikes. (Note that, unlike the
Charge Kick, you activate this with the normal fire button, not by sliding.) If, while dashing, Mega Man hits a wall or block (or an enemy that isn’t defeated in a single hit), he will stick for a second and then there’s an explosion as he bounces backward slightly. (When striking enemies that are destroyed in one hit, he simply dashes straight on through.) The explosion can deal additional damage to your target; it also has a small area of effect so you can use it to indirectly strike an enemy if you don’t want to dash directly into it. (For example, for those situations where you will suffer damage if you aim for the enemy directly.) When used under Power Gear, the explosion is bigger. You can use this weapon while on a ladder but Mega Man basically just air-dashes off the ladder. This can also be activated in midair as a poor man’s air-dash.
Uses: 2 units (3 charged)
Characteristics: Multidirectional, Aimable
Color Scheme: Yellow and black
Scramble Thunder
This shoots two orbs downward that trace along the ground in either direction. If one strikes an enemy, the orb grows larger and stops in place, sparking there for a few seconds. Presumably this can deal additional hits of damage, but for bosses this usually doesn’t due to the boss being immune for a few seconds after being hit. You can aim this upward by pressing

+fire. If you fire this weapon while on a free-floating platform (meaning a ledge not attached to any wall or floor), the orbs will continuously circle the ledge for a preset duration. You can have up to three sets of orbs on the screen at a time. When charged, the orbs are larger.
Uses: 4 units (7 charged)
Color Scheme: Lilac and white
Tundra Storm
This produces a vertical ice tornado in Mega Man’s location. When charged, it hits the entire screen. Enemies that are destroyed by this are frozen briefly as they shatter. It doesn’t, however, appear to freeze enemies that it can’t defeat in one hit.
This game has a gallery that details the enemies, and some of the entries are quite entertaining. I won’t be repeating what it says here. This list does not include every enemy in the game (you have the gallery for that); I’m only listing those enemies that I have some commentary on.
Arc Weldy
A fairly unique enemy; this little robot happily uses its welder on anything available—turning spots of the floor into molten metal. If you leave one of these innocent little guys alone for too long, it can make navigation tricky. Having said that, a shot of T.Storm can douse this robot’s handiwork.
Also Known As: Bubble Bat
Batton
The Bubble Bat makes a glorious reappearance that is slightly more involved than the singular cameo in
Mega Man X, but still a rather sparse showing. You’ll only find these a couple of times throughout the game, but their presence is amusing nonetheless.
Bunby Balloon
A Blader that has lost its rotor and instead floats by the assistance of some balloons. Contrary to appearances you can’t stand on the balloons. Both the Bunby and the balloons repel normal shots (this is probably so that you don’t shoot them by accident) but you can destroy them with a super-shot. If you super-shot the balloons, the Bunby falls to the ground and disintegrates. If you super-shot the Bunby, the balloons are released and spread apart, making a nuisance of themselves.
Gabyoall
A traditional enemy that shows flashing lights when provoked. These move back and forth along a ledge, speeding up when you are level with them. The only weapon I have found that can touch one of these is the P.Driver. You can either dash straight through them, or strike a wall or block nearby and time the weapon’s explosion so that the Gabyoall gets hit in the blast.
Metall
The infamous Mets that hide under their helmets until you draw near, then pop up and shoot at you. You can stagger them with a super-shot, then finish them off with a well-placed follow-up shot. Or some special weapons can get through their shells.
Also Known As: Picket Man
Pickman
Now this is a blast from the past. This guy from Guts Man’s stage lacks the shield here but is quite tenacious. They throw pickaxes in arcs and have shockingly good aim. You can destroy the pickaxes by shooting them in midair. If you block them with Acid Barrier, they break in half and bounce off. A Pickman will turn to face you as needed, but cannot throw his axe at you if you are standing directly beneath him.
Shield Attacker
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.
Sniper Armor
The mecha is back! A Sniper Joe pilots this machine which fires blue plasma shots at various angles. If you destroy the armor, the Sniper Joe will drop to the ground and fight you himself. But if you aim high, you can damage the Sniper Joe directly. Destroying the Joe while he’s still seated in the armor will cause the mecha itself to self-destruct.
Sniper Joe
These guys are a lot of fun (though you might want to qualify the word “fun” here). The traditional Sniper Joe has gotten quite clever in this game. If you come in from above, he will jump and shoot in an attempt to strike you. And don’t think you can take these guys from behind: if you try to jump over one, he’ll pursue you. Sniper Joes are vulnerable while firing. Their shields deflect normal shots, but you can knock them aside with a fully-charged super-shot. Many special weapons will also damage a Joe through his shield.
Tatepakkan
This shielded enemy is similar to a Met in functionality but is significantly larger. It never moves from where it sits nor will it turn around, so if you get behind one, you have easy pickings.
Wall Blaster
For me, the game these most remind me of is
Mega Man 4, where they are
right there at the start of Ring Man’s stage, among other places. These cannons can angle themselves toward you to a degree, but there is a limit to their movement; by learning this limit, you’ll know where is safe to stand.