MEGAMAN NEXT REMIX - WEAPONS
Updated as of July 17th, 2010

(Guard) Whenever an ability (typically a shield ability) allows a player to guard, it'll stop regular shots but not collision damage. In the vast majority of cases, the shield will fade when stopping a shot.
(High Guard) A few abilities (usually melee ones) allow a player to enter a high guard state. This state avoids even collision damage.
(f)
Any damage, duration or freeze with this next to it indicates effect per frame.
(g) Effects guarding enemies.
(DoT) Damage Over Time. These attacks deliver their full effect over the duration to a target.

MEGA MAN

NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Mega Buster - Min
-
20
18
 

Power Buster = Does +2/4/6 damage

Mega Buster - Mid
-
40
22
Will continue on if enemy dies. Power Buster = Does +4/8/12 damage
Mega Buster - Max
-
60
26
Will continue on if enemy dies. Power Buster = Does +6/12/18 damage
Dark Buster
-
15
14
8 Way Firing Power Buster = Does +2/4/6 damage
Lion Buster - Min
-
4f
18 / 12f
  Power Buster = Does +1f/2f/3f damage
Lion Buster - Mid
-
7f
18 / 12f
  Power Buster = Does +2f/3f/4f damage
Lion Buster - Max
-
10f
18 / 12f
  Power Buster = Does +3f/6f/9f damage
NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Beat Dash
-
2f
- / 60f
Duration is reduced by 10f each time it deals damage. Does +1f/2f/3f damage
Tango Flea
-
2f
- / 8f
  Does +1f/2f/3f damage
Rush Shot
-
14
6 to 20
  Does +2/4/6 damage
B Armor - Wind Wall
72
4f
100f
Creates 2 spinning barriers of wind. Duration is reduced by 10f each time it deals damage.  
B Armor - Feather Duster
48
20
20
Only usable while gliding. Fires downwards. Firing this will help extend your glide time.  
T Armor - Yarn Buster Big
90
30
16
If it hits a wall it will create 2 Lil Yarn Busters  
T Armor - Yarn Buster Lil
-
15
8 / 5 bounces
Bounces off walls  
T Armor - Kitty Roar
168
10 to 16 / 20f or 10fg
Freezes enemies for the duration. Guarding enemies have the freeze lessened.  
R Armor - Crash N Dash
212
75
- / 50f
Only usable while dashing.  
R Armor - Rush Rocket
72
20
/ 30f
Homing  
NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Fire Storm - Shot
MM1
141
15f
16
  Does +2f/4f/6f damage
Fire Storm - Shield
MM1
^
10f
- / 30f
  Duration +3f/6f/9f
Hyper Bomb
MM1
113
8f
- / 16f
Press Down to drop instead of throw. Explodes 12f after landing. Does +1f/2f/3f Damage
Ice Slasher
MM1
120
-
18 / 30f
Freezes enemies for the duration if they aren't guarding. Duration +3f/6f/9f
Rolling Cutter
MM1
80
10f
- / 46f or Return
  Does +2f/4f/6f Damage
Strong Arm - Throw
MM1
135
-
8
Shatters into 3 Debris on contact  
Strong Arm - Debris
MM1
^
15
16
  Does +2/4/6 Damage
Thunder Beam
MM1
210
20f
20
Fires 3 bolts each use Does +2f/4f/6f Damage
NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Air Shooter
MM2
162
18
Up to 12
Fires 3 per use Fires a 4th at rank 3.
Atomic Fire - Min
MM2
135
25
18
  Does +3/6/9 Damage
Atomic Fire - Mid
MM2
^
50
20
Requires Mid Charge Does +6/12/18 Damage
Atomic Fire - Max
MM2
^
75
24
Requires Max Charge Does +9/18/27 Damage
Bubble Lead
MM2
72
30
8
  Does +3/6/9 Damage
Crash Bomber
MM2
190
7f
10 / 14f
Will attach to walls and explode after 36f. Does +4/8/12 Damage on impact
Leaf Shield
MM2
210
50
10 / 75f
Can be thrown Up/Down/Left/Right. Does +4/8/12 Damage
Metal Blade
MM2
80
22
13
8 Way Firing Does +2/4/6 Damage
Quick Boomerang
MM2
75
25
- / 30f
  Does +3/6/9g Damage to guarding foes.
Time Stopper
MM2
400
-
- / 50f
Freezes all for duration. Can't attack for duration. Duration increased +8/16/24
NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Gemini Laser
MM3
144
40
8 / 6 Bounces
Reflects off of walls. Does +1/2/3 damage per bounce spent
Hard Knuckle
MM3
180
50
0 to 10
Press Up/Down to steer slightly. Has a 20/40/60% chance to do full damage to guarding foes. Also up/down speed increased.
Magnet Missile
MM3
90
25
18 / -
Will aim Up/Down once lined up with an enemies X-axis. Does +2/4/6 Damage
Needle Cannon
MM3
75
25
17 / -
  Gives a 15/30/45% chance to fire a second one.
Search Snake
MM3
72
20
9 / 100f
Will run along floors/walls. Does +3/6/9 Damage
Shadow Blade
MM3
108
30
-
Can be fired in any non-down direction. Range increased and does +3/6/9 damage.
Spark Shock
MM3
192
-
17 / 40f
Will freeze any enemy that it touches it for duration of spark. Causes +4/8/12 damage on impact to non-guarding enemies.
Top Spin
MM3
68
14f
Melee / 8f
  Does +2f/4f/6f Damage
NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Dive Missile
MM4
108
30
6 / 75f
Homing Explodes doing 1f/2f/3f damage over 5f.
Drill Bomb
MM4
172
7f
10 / 16f
Press Special to explode early. Does +1f/2f/3f Damage
Dust Crusher - Big
MM4
90
30
12
Explodes into 4 Debris if it hits an enemy. Does +3/6/9 Damage
Dust Crusher - Debris
MM4
^
10
8
  Does +1/2/3 Damage
Flash Stopper
MM4
310
- / 35f
Freezes all for duration. Delay reduced -5/10/15.
Pharoah Shot - Min
MM4
155
23
14
Press once to summon a shot above you. Press again to throw current shot and summon another. Is not based on your charge level. Can be thrown in 6 directions (Not Up/Down). Does +3/6/9 Damage
Pharoah Shot - Mid
MM4
^
46
16
  Does +6/12/18 Damage
Pharoah Shot - Max
MM4
^
69
18
  Does +9/18/27 Damage
Rain Flush
MM4
280
2f
- / 40f
Damages all on screen, non-guarding enemies. Duration increased +2/4/6
Ring Boomerang
MM4
72
30
- / 50f or Return
Can return items to you. Does +3/6/9 Damage
Skull Barrier
MM4
340
40 / 10g
- / 100f or contact
Guards you for the duration. Ends if damages an enemy. Normal damage +2/4/6 and damage to guarding foes +3/6/9g
NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Charge Kick
MM5
66
10f
Melee
Hold down Special key to maintain it longer. Must be on ground to use. Enter Guard state at rank 3 but increased energy cost by 44, Speed increased +1/2/3
Crystal Eye - Big
MM5
162
40
12
Shatters into 3 Debris if hits a wall. Does +2/4/6 Damage
Crystal Eye - Debris
MM5
^
15
12 / 50f
Reflects off of walls. Duration increased +4/8/12 and damage +1/2/3
Gravity Hold
MM5
350
30
- / 20f
At end of duration does damage to all non-guarding enemies on screen. Does +2/4/6 Damage
Gyro Attack
MM5
108
30
10
Press Up/Down to change direction. Does +3/6/9 Damage
Napalm Bomb
MM5
151
8f
- / 16f
  Duration before explosion increased +5/10/15. Has a 10/20/30% chance to fire a second one.
Power Stone
MM5
113
25
- / 60f
Fires 3 per use Delay reduced -10/20/30
Star Crash
MM5
360
40
- / 100f
Guards for duration. Press Special again to throw current shield and call another one out. Does +2/4/6 Damage
Water Wave
MM5
72
30
10
  Does +3/6/9g damage to guarding enemies and +1/2/3 to normal ones.
NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Blizzard Attack
MM6
108
18
10
Fires 4 per use Does +2/4/6 Damage
Centaur Flash
MM6
476
50
- / 46f
Freezes all non-guarding enemies on the screen. Does damage at end. Can't attack or use specials while this is in effect. Does +2/4/6g damage to guarding and +1/2/3 damage to normal enemies on screen.
Flame Blast - Shot
MM6
90
30
9
Will turn into a fire if hits a wall or floor. Does +3/6/9 Damage
Flame Blast - Fire
MM6
^
7f
- / 16f
  Does +1f/2f/3f Damage
Knight Crusher
MM6
144
40
- / 36f or Return
Can be shot in 6 directions. Does +3/6/9 Damage
Plant Barrier
MM6
320
40
- / 100f
Guards for duration. Ends if damages an enemy. Restores +5/10/15 health after damaging an enemy.
Silver Tomahawk
MM6
120
40
10
  Throw a second one in the opposite direction at rank 3.
Wind Storm
MM6
72
30
10
Wind effect will retrieve items. Does +3/6/9 Damage
Yamato Spear
MM6
90
30
20
  Does +2/4/6g Damage to guarding enemies and +1/2/3 to normal enemies.
NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Danger Wrap
MM7
116
8f
- / 12f
Use Up/Down/Left/Right to change behavior. Does +1f/2f/3f Damage
Freeze Cracker - Big
MM7
168
40
10
Breaks into 6 debris if hits a wall. Breaks into 7 debris at rank 2, and 8 at rank 3
Freeze Cracker - Debris
MM7
^
10
8
   
Junk Shield - Shield
MM7
240
8f
- / 200f or 10f of damage
Creates 3 per use. Each barrier lasts until 200f or for 10f of damage. Press Special to fire current shield away and summon a new one. Increases amount of damage that can be done by shield before failing by 1f
Junk Shield - Shot
MM7
^
30
-
  Does +2/4/6 damage
Noise Crush - Small
MM7
150
30
10
Reflects off of walls. Catch the reflection to be able to use a large noise crush. Does +2/4/6g Damage to guarding enemies.
Noise Crush - Large
MM7
^
50 / 15g
10
  Does +4/8/12 Damage
Scorch Wheel
MM7
128
40
-
Hold down Special to extend duration. Increased energy recovery while holding down Special.
Slash Claw
MM7
96
12f
Melee / 10f
  Does +1f/2f/3f damage to normal and +2f/4f/6f to guarding enemies
Thunder Strike - Big
MM7
138
25
20
Breaks into 2 smaller ones after hitting a foe. Does +3/6/9 Damage
Thunder Strike - Small
MM7
^
4f
20
  Does +1f/2f/3f Damage
Wild Coil - Normal
MM7
120
20
-
Fires 2 per use. If Max Charge Level will fire a charged coil instead. Reach max charge 3f/6f/9f sooner
Wild Coil - Charged
MM7
^
40
-
   
NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Astro Crush
MM8
340
15
Fires 4 per use. Each damages all non-guarding enemies on the screen. Fires a 5th at rank 3.
Flame Sword
MM8
96
12f
Melee / 10f
  Does +1f/2f/3f damage.
Flash Bomb
MM8
216
4f
10 / 30f
Explodes on contact with enemies or walls. Explosion duration increased +2f/4f/6f.
Homing Sniper
MM8
252
20
8
Targets closest enemy and fires 2 homing missiles per charge level at them. Does +2/4/6 Damage
Ice Wave
MM8
260
2f
10 / 100f
Races along floors and walls. Duration increased +4f/8f/12f
Thunder Claw
MM8
120
8f
- / 15f
Can return items. Restores +10/20/30 health when returning items.
Tornado Hold
MM8
216
3f
- / 60f
After landing, creates a fan on the ground that fires upwards. Will also slow players fall in the wind. Ground duration increased +3/6/9f
Water Balloon
MM8
80
22
18
Can aim slightly by pressing Up/Down. Does +3/6/9 damage
NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Black Hole - Core
SD
426
-
- / 75f
Will freeze any enemy that comes in range (guarding or not). Also creates 6 debris during duration.  
Black Hole - Debris
SD
^
14
  Does +2/4/6 damage
Break Dash
SD
125
32 - 60
Melee / 6 - 20
Duration and damage changes based on charge level. High Guard state while using. Damage from charge level is increased by +20%/40%/60%
Bubble Bomb
SD
188
8f
- / 16f
  Does +1f/2f/3f damage.
Deep Digger - Big
SD
135
45
12
Will shatter into 4 Debris if hits a wall. Does +3/6/9 damage
Deep Digger - Debris
SD
^
15
10
  Does +1/2/3 damage
Electric Spark
SD
125
13f
Melee / 12f
  Gains a 10%/20%/30% chance when doing damage to stun the enemy.
Grab Buster
SD
140
20
18
Will steal 20 health from any enemy it damages. Will also return items. Amount of health restored increased by +5/10/15.
Photon Missile
SD
180
60
24
  Does +4/8/12 damage
Salt Water - Blob
SD
144
40
Will splash into 4 drips when hitting a wall. Does +3/6/9g damage to guarding enemies.
Salt Water - Drip
SD
^
16
  Does +2/4/6g damage to guarding enemies.
Spark Chaser
SD
404
12f
30 / 7 Reflects (28f)
  Reflects 1 additional time at rank 3.
NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Copy Vision
MB
360
Mega Buster
- / 72f
Fires 6 mega buster (min) shots. All powers ups that increase buster damage also apply to these ones. Delay between shots reduced by 1f/2f/3f.
Ice Wall
MB
84
20f
- / 80f
Push against to move. Each time it hits and enemy it loses 20f of duration. A wall drops it's duration by 10f. Decreases the duration loss from dealing damage by 3f/6f/9f
Lightning Bolt
MB
340
20
- / 12f
Creates 3 bolts that damage all non-guarding enemies on the screen. Each rank gives a chance of firing 1 additional bolt.
Magic Card
MB
72
20
18
Can be aimed up. Will return items it hits. Range increased for each rank and damage increased by +3/6/9.
Remote Mine
MB
116
6f
10 / 16f
Will attach to enemies or walls it touches for up to 100f. Pressing Attack will detonate early. Increase the amount of Up/Down movement slightly and the duration before exploding by 3f/6f/9f.
Spread Drill - Max
MB
198
7f
10
Press Special to break into 2 mid drills. Does +1f/2f/3f damage.
Spread Drill - Mid
MB
^
3f
12 / 50f of damage
Press Special to break into 2 min drills. Extends damage duration by +3f/6f/9f
Spread Drill - Min
MB
^
2f
16 / 50f of damage
  Extends damage duration by +3f/6f/9f
Tengu Blade - Sword
MB
205
7f
Melee / 8f
At end is thrown as a disc.  
Tengu Blade - Disc
MB
^
30
13
  Does +3/6/9 damage
Tengu Blade - Dash
MB
^
6f
Melee
Press Down and Special, hold Down to extend duration. High Guards while using. Does +1f/2f/3f damage
Wave Burner
MB
45 / 20
15
-
Hold Special to maintain. Firing to close to an enemy will smother the flame. Reduces energy cost to maintain by 2/4/6
NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Ballade Cracker
EX
188
6f
11 / 16f
8 Way Firing Has a 10/20/30% chance to explode again.
Mirror Buster - Wave
EX
60
-
10 / 8f
Changes certain baddy shots (usually black/white colored ones) into a homing counter attack. Creates +1/2/3 additional shots when a reflection occurs. However the energy cost is also increased by +20/40/60.
Mirror Buster - Shot
EX
^
20
16 / 100f
Tracks closest enemy  
Sakugarne
EX
70
20 / 5g
Melee
Press Special to summon or release. Jump on it to ride. Jump on top of a non-guarding enemy to damage it. Slowly consumes energy. Reduces energy cost by 1/2/3, increase damage by +3/6/9, increase rebound height slightly, and increases damage guarding foes take by 1/2/3g.
Screw Crusher
EX
120
40
9
Will bounce back to Mega if it hits an enemy it doesn't kill or is guarding. It can do this 2 times. Does +2/4/6 damage x number of bounces.
NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Arsenal Storm
MN
476
60
- / 30f
Does damage to all non-guarding enemies on screen over course of duration. Gains a 10%/20%/30% chance to stun enemies for 6f when it deals damage.
Cameo Cannon
MN
90
25
7 / 100f
Summons various illusionary character's to help out. Each one has slightly different behavior (quicker, jump higher, more damage, etc) Reduces delay by 5f/10f/15f
Circuitry Shield - Shield
MN
300
-
- / 60f
Guards player for duration. Creates 6 circuit patterns ever course of duration. For each additional charge level the duration is increased and it will create 1 more circuit patterns. Recovers energy slightly during shield duration
Circuitry Shield - Pattern
MN
^
1f
- / 20f
   
Cypher Edge
MN
178
4f/6f/8f
- / 7f/14f/21f
Huge melee attack. Does one extra swing for each charge level, dealing increased damage to all in range. Freezes enemies for 2f/3f/4f at the beginning of each swing that deals damage.
Frost Fire Shot - Fire
MN
273
2fg
- / 15f
Does damage to enemy for duration regardless of guard state. Will spiral around a wider area for each charge level. Extends duration by 5f at rank 3
Frost Fire Shot - Frost
MN
^
-
- / 15f
Freezes enemy for duration regardless of guard state. Will spiral around a wider area for each charge level. Extends duration by 5f at rank 3
Illegal Blitz - Pass
MN
180
10
8 / 5 Bounces
Press Up to throw high, or Press Down to tackle if on the ground. Does +1/2/3 damage
Illegal Blitz - Tackle
MN
50
Melee / 40f
  Does +4/8/12 damage
Jaws Wave - Ground Swim
MN
108
4f
4 / 12f
Will swim on ground for 200f waiting for an enemy. Used while on the ground. Increases ground swim duration by +10f/20f/30f.
Jaws Wave - Air Swim
MN
^
4f
7 / 10f
If connects with an enemy, will attack for 10f. Used while airborne. Increases attack duration by +1f/2f/3f.
Metal Gear
MN
126
7f
- / 5f
Will fire 6 shots over 40f. Press Up/Down to change target location. Does +1f/2f/3f damage per shot.
Mirror Flash
MN
270
30
- / 20f flash, 50f shot
Will cause certain enemy shots on the screen to explode and freezes objects. Increases duration of flash by +2f/4f/6f and shot damage by +3/6/9.
Nightmare Bloodbath
MN
108
15
11
8 Way Firing. Spawns blood drips that do damage to enemies it falls on. Drips do an additional +2/4/6 damage.
NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Plasmic Burst
MN
144
40
Rapidly spirals away from player either horizontally or vertically depending on whether jumping or not. Has a 20%/40%/60% chance to create a 2nd shot when fired.
Power Moon
MN
207
25/35/45
12 / 150f or 3 shots
Creates a Moon that will absorb buster shots and change them into Power Moons. Damage is determined by charge level when moon is summoned. Angles up/down depending on where buster shots hit the moon. Extends moon duration by +10f/20f/30f and at rank 3 allows for a 4th shot.
Punch Dash - Dash
MN
158
5f
11 / 34f
High Guard state for duration. Can press Jump to lift off for a moment. Fires a impact wave at the end. Duration reduced by 1f when it deals damage. Does +1f/2f/3f damage and increases speed and lift amount during a jump.
Punch Dash - Impact Wave
MN
^
30
14 / 16f
  Does +2/4/6 damage.
Pyro Balloon
MN
252
2f
- / Varies
Will fire 2 or 3 balloons depending on charge level. After 60f or hitting an enemy, the balloon will explode doing damage for 15f. Then a blast of fire drops doing damage to any enemy it hits. If the blast hits the ground it explodes doing damage for 10f. All damage only affects non-guarding enemies. Will fire a extra balloon at rank 3.
ROFL Totem
MN
202
18
14 / 56f
Drops a totem on the ground that fires 4 shots in the direction that was being pressed when summoned. It will fire 1 additional shot for each charge level. Decreases the delay between shots by 2f/4f/6f. At rank 3 fires 1 extra shot.
Skillcoil Siphon
MN
170
30
- / 15f
Fires a scourge rune at enemies, which will do damage to them while sending their energy back to you returning a bit of health and energy. Increases the duration of the attack by 5f/10f/15f, the amount healed by +3/6/9, but also increases the special delay by 5f/10f/15f.
Smoke Screen
MN
300
2f
Melee / 60f
Creates a cloud of deadly smoke that can be hidden in. While in the smoke the cloud will thicken doing additional damage and you will be in a guard state. Duration increased by +4f/8f/12f
Split Missile
MN
236
14
12 / 50f
Fires a compact missile that will explode into 4 parts when it hits and enemy or wall. Each part will home in on the closest target. Each missile has a 10%/20%/30% chance to freeze enemies for 10f.
The Brick
MN
167
25
- / 16f
Hurls a brick at enemies that will do damage and stun them. Control the angle of the throw by pressing Up/Down. Damage increased by +2/4/6 and stun duration increased by +2f/4f/6f.
Twister Swarm
MN
212
4f
- / 90f
Fires 2 or 3 tornado's depending on charge level. Each tornado's duration is shortend by 12f when it deals damage. Duration loss from dealing damage lessened by 1f/2f/3f
NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Over Buster
Talent
800
-
- / 250f
You're next 5 Mega/Dark/Lion Buster shots will be maxed.  
Mega Crusher
Talent
950
150 / 30g
Creates 3 blasts that do damage to all on screen.  
Counter Boost Shot
Talent
-
16
12 / 30f
Tracks closest enemy.  
System Guardian - Regeneration
Talent
200+
-
Self
After the initial 200 energy to activate, will use additional 2 energy to restore 1 health over time. Cannot heal beyond 30% though. When used it will also spawn 2 orbital busters.  
System Guardian - Orbital Buster
Talent
-
As Current Buster
- / 250f
While there's still duration left, each time you fire your buster, each Orbital Buster will also fire a shot. Each shot reduces the duration by 50f though.  

PROTO MAN

BUSTER'S NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Proto Buster - Min
-
-
20
18
  Power Buster = Increases damage done by 2/4/6.
Proto Buster - Mid
-
-
40
22
  Power Buster = Increases damage done by 4/8/12.
Proto Buster - Max
-
-
60
26
  Power Buster = Increases damage done by 6/12/18.
Rocket Buster - Min
-
-
3f
14 / 8f
Explodes on contact with an enemy or a wall. 4 Way firing. Power Buster = Increases damage done on impact by 2/4/6.
Rocket Buster - Mid
-
-
6f
Power Buster = Increases damage done on impact by 4/8/12.
Rocket Buster - Max
-
-
9f
Power Buster = Increases damage done on impact by 6/12/18.
Cypher Buster - Min
-
-
18
16
This attack expands to the appropriate size for the charge level used as it travels. Power Buster = Increases damage done by 2/4/6.
Cypher Buster - Mid
-
-
40
18
Power Buster = Increases damage done by 4/8/12.
Cypher Buster - Max
-
-
62
20
Power Buster = Increases damage done by 6/12/18.
Curse Buster - Min
-
-
2fg
20 / 7f
Places a DoT on an enemy, even if they're guarding. Power Buster = Increases duration by 1f/2f/3f.
Curse Buster - Mid
-
-
2fg
20 / 14f
Power Buster = Increases duration by 2f/4f/6f.
Curse Buster - Max
-
-
2fg
20 / 21f
Power Buster = Increases duration by 3f/6f/9f.
Brick Buster - Min
-
-
18
17
Stun 1f Power Buster = Increases damage done by 1/2/3 and the stun by 1f.
Brick Buster - Mid
-
-
26
Stun 6f Power Buster = Increases damage done by 2/4/6 and the stun by 2f.
Brick Buster - Max
-
-
40
Stun 16f Power Buster = Increases damage done by 3/6/9 and the stun by 3f.
Ghost Buster - Min
-
-
4f
16 / 16f
Homes in on closest enemy. Each time it deals damage, it's duration is reduced by 1. Power Buster = Increases duration by 1f/2f/3f.
Ghost Buster - Mid
-
-
4f
16 / 24f
Power Buster = Increases duration by 2f/4f/6f.
Ghost Buster - Max
-
-
4f
16 / 32f
Power Buster = Increases duration by 3f/6f/9f.
DBZ Buster - Min
-
-
14
20
  Power Buster = Increases damage done by 1/2/3.
DBZ Buster - Mid
-
-
30
24
Power Buster = Increases damage done by 3/6/9.
DBZ Buster - Max
-
-
100
40
Power Buster = Increases damage done by 9/18/27.
Nerf Buster - Min
-
-
18
15 / 2 bounces or a hit
Press Up to throw higher Power Buster = Increases damage done by 2/4/6.
Nerf Buster - Mid
-
-
Throws 2 Footballs, press Up to throw higher
Nerf Buster - Max
-
-
Throws 3 Footballs, press Up to throw higher
SHIELD'S NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Proto Shield
-
-
-
-
  Hyper Shield = Restores 5/10/15 health when it blocks an attack while you have less than 40% health.
Circuit Shield
-
-
10f
250f
Each time it damages an enemy the duration shortens by 10f. Hyper Shield = Increases the duration by 20/40/60.
Pyro Shield
-
-
4f
10 / 25f

Fires 2 balls of fire that arc up and down. It ignites enemies it hits and burns them.

Hyper Shield = Increases the burn duration by 4/8/12.
Fang Shield
-
-
200
250f
  Hyper Shield = Increases the damage by 20/40/60.
Mist Shield
-
-
-
40f
Proto enters a High Guard state while this ability is active. Hyper Shield = Restores 1/2/3 health per frame while in the mist with less than 25% health.
- Mist Shield Smoke
-
-
2f
8f
   
Cameo Shield
-
-
-
4 Shots
Summons a random character to fire several shots in the direction they're facing. Hyper Shield = Increases the number of shots fired by 1/2/3.
- Cameo Shot
-
-
50 or 10g
8
   
Knuckle Shield
-
-
8f
2 to 16
Speeds up as it goes. Hyper Shield = Increases the damage done by 1f/2f/3f.
Shade Shield
-
-
150 or 50g
10
Homing Hyper Shield = Increases the damage done by 10/20/30 or 15g/30g/45g.
CANNON'S NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Missile Cannon
-
750
70
14
Fires 3 homing missiles from the Satellite Cannon. Hyper Cannons = Increases the damage by 10/20/30.
Tornado Cannon
-
750
10f each section
16-20
Creates a multi section twister in front of Proto Man Hyper Cannons = Decreases the speed by 1/2/3 granting more time to deal damage.
Light Cannon
-
750
15f
12 / 12f
Fires a blast of light targeted at where Proto Man is standin and explodes in a horizontal line if it impacts on the ground. Hyper Cannons = Increases the time the horizontal line will remain in effect by 4f/8f/12f.
Recall Cannon
-
750
-
200f
Restores 2 health to Proto Man every frame whenever his health drops below the amount he had when Recall Cannon reached him. It also gathers all power up items on screen periodically. Hyper Cannons = Increases the duration by 20f/40f/60f.
Solar Cannon
-
-
30f
22
  Hyper Cannons = Increases the damage done by 3f/6f/9f.
Thermal Cannon
-
750
25
40f
Freezes everything on the screen, then ignites all enemies. Even guarding enemies are effected. Hyper Cannons = Increases the freeze duration by 10f/20f/30f and the damage by 2/4/6.
Metal Gear Sonic
-
750
35 or 20g
300f (not attacking) or 5 hits.
Summons Metal Gear Sonic to fight along side you. Periodically he'll launch out to attack the closest enemy. Hyper Cannons = Increases the number of hits by 1/2/3 and the overall duration by 30f/60f/90f.
Sword Cannon
-
750
12fg
5 hits
Creates 4 swords that spin in then out dealing damage to anything caught in their way. Hyper Cannons = Increases the damage done by 2f/4f/6f.
CANNON'S NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Phoenix Spirit
Talent
800
-
350f or 10 shots
Summons a Phoenix to fight alongside you for a time. Each time you fire your buster, it will fire a Phoenix Shot.  
- Phoenix Shot
-
-
25 or 8g
12 / 50f
Tracks closest enemy.  
Planar Gate
Talent
650
-
400f
Proto Man creates a gateway to subspace where he draws out power increasing his buster and shield charge rates as well as reducing damage he takes. He must stand in the portal to benefit from it though. Each time Proto gains a charge the duration shortens by 1f.  
Celestial Ray
Talent
900
-
2 / 350f or 500 health healed
If Proto's health drops below 40% he can create a pillar of light that will heal him while standing in it. It heals him faster the closer to death he is, but will only heal him as long as he's under 40% health.  


BASS

NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Bass Buster - Min
-
20
18
8 Way Firing  
Bass Buster - Mid
-
40
18
8 Way Firing  
Bass Buster - Max
-
60
18
8 Way Firing  
Hero Ray - Min
-
20
20
Will continue on if enemy dies  
Hero Ray - Mid
-
40
30
Will continue on if enemy dies  
Hero Ray - Max
-
60
40
Will continue on if enemy dies  
Slash Wave - Min
-
22
10 to 18
   
Slash Wave - Mid
-
44
10 to 22
   
Slash Wave - Max
-
66
10 to 26
   
NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Treble Shot
-
5
20
Can move Up or Down slightly by pressing the respective direction.  

SLASH WOMAN

NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Slash Claw
-
20f (2f), 6f (4f)
10 / 6f
   
Charged Slash Claw
-
15f
25 / 8f
   
NAME
Game
Cost
Damage
Speed/Duration
Effects
Enhanced
Dino Boomerang
-
25
17
   

 

Determining Energy Cost

Impact Weapons (Shot ends once it deals damage)
- Damage Dam x 3
-- Guard Break +Dam x 3 (Only for portion that ignores guard, )

- Small Area Free (Around Min Buster sized)
- Large Area +40 (Around Max Buster sized counting all debris)
- Full Screen +160 (Damages all enemies on screen one time)

Hazard Weapons (Shot does not end once it deals damage)
- Damage (Zoom) Dam x 5 (Passes quickly like Fire Storm)
- Damage (Slow) Dam x 8 (Passes slower allowing more hits like Rolling Cutter)
- Damage (Boom) Dam x Duration (Standard Explosion like Hyper Bomb or Napalm)
-- Guard Break + Dam x 4 (Only for portion that ignores guard)

- Small Area Free (Around Min Buster sized)
- Large Area +60 (Around Max Buster sized counting all debris)
- Full Screen +200 (Damages all enemies on screen over time)

Chargeable +60 (Weapons that take advantage of a charge level, base off min unless special)
Guard State Time x 2 (Weapons that make Mega invincible for a period of time)

Pain to Use -40% (Weapons that are very tricky or situational based like Hyper Bomb or Metal Gear)
Awkward to Use -20% (Weapons that are somewhat unwieldly like most short range/melee weapons given the range or ones like Bubble Lead)
Normal to Use (Weapons that are close to the Mega Buster in design and don't really offer any overwhelming advantages)
Easy to Use +20% (Weapons that have a simple time hitting things like most homing weapons)
Great to Use +40% (Weapons that you would spam and win easily like most full screen effecting weapons)

Restores Power +80 (Weapons that can slightly heal or recharge Mega)
Freeze 1 Time x 4 (Weapons that will freeze either enemies OR platforms)
Freeze 2 Time x 6 (Weapons that will freeze enemies AND platforms)
Freeze Full +100 if affects entire screen (stacks with Impact/Hazard full screen)

Note: Weapons that spawn multiple shots use the combined total, not the individual. If it's hard for all pieces to hit the target reduce number by half.
Note: Weapons that split into multiple projectiles on collision use either the main or debris, which ever totals to more cost.
Note: Weapons with multiple functions use the most relevant part for each different effect.