|
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.