Mega Man & Bass Damage Data Chart
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Mega Man & Bass | ||||||||||||
| Mega Buster | Bass Buster | Ice Wall | Wave Burner | Remote Mine | Spread Drill | Tengu Blade | Magic Card | Copy Vision | Lightning Bolt | Treble Boost | ||
| Green Devil | 2:6 | 1:2 | 8 | 2 | 2* | 6:2:1 | 3:8:-- | 2 | 4 | 4 | 2 | |
| Cold Man | 1:3 | 1:2 | +4 | 2 | 1 | 1:1:1 | 1:1:1 | 1 | 1 | 3 | 2 | |
| Burner Man | 1:3 | 1:2 | 3:8 | 0 | 1 | 1:1:1 | 1:1:1 | 0 | 1 | 1 | 2 | |
| Pirate Man | 1:3 | 1:2 | 1 | 3:4 | 1 | 1:1:1 | 1:2:2 | 1 | 0 | 2 | 2 | |
| Ground Man | 1:3 | 1:2 | 1 | 1 | 4 | 0:0:0 | 1:0:1 | 1 | 0 | 1 | 2 | |
| Tengu Man | 1:3 | 1:2 | 1 | 1 | 1 | 6:4:3 | 1:1:1 | 1 | 1 | 1 | 2 | |
| Magic Man | 1:3 | 1:2 | 0 | 2 | 1 | 2:1:1 | 4:3:4 | 1 | 1 | 2 | 2 | |
| Astro Man | 1:3 | 1:2 | 0 | 1 | 1 | 1:0:0 | 0:0:0 | 2 | 0 | 1 | 2 | |
| Dynamo Man | 1:3 | 1:2 | 1 | 1 | 1 | 1:1:0 | 0:0:2 | 1 | 2 | 0 | 2 | |
| Atetemino Proto | 1:3 | 1:2 | 0 | 0 | 1 | 1:1:1 | 0:0:1 | 0 | 2 | 0 | 2 | |
| King | 1:2 | 1:2 | 1 | 1 | 1 | 1:1:1 | 2:1:0 | 1 | 0 | 3 | 2 | |
| Jet King Robo | 0:2 | 1:2 | 0 | 5 | 0 | 0:0:0 | 1:1:-- | 0 | 0 | 1 | 0 | |
| Wily Machine | 1:3 | 1:2 | 0 | 1 | 3 | 1:1:1 | 1:1:-- | 1 | 1 | 1 | 2 | |
| Wily Capsule | 1:3 | 1:2 | 1 | 1 | 1 | 1:1:1 | 1:1:-- | 3 | 1 | 1 | 2 | |
Notes
- Damage data stats in this chart were gathered from the Super Famicom/Super Nintendo version. Data stats from the Game Boy Advance version may vary.
- Damage values listed on this chart assume the player does not have the "C. Attack" (Counter Attacker) item equipped and activated.
- For Mega Buster, the first number is when the weapon is fired normally; the second is when it is fully charged.
- For Bass Buster, the first number is when the weapon is fired normally; the second is when Super Buster is activated.
- Hyper Buster shots share the same attack power as a standard Bass Buster shot and weak Special Weapon buster shots.
- For Spread Drill, the first number is damage inflicted with the big drill; the second number is with the smaller drills; third number is with the tiny drills.
- For Tengu Blade, the first number is the slash; the second number is striking with the projectile; third number is hitting with the slashing dash.
- For Green Devil, the data values on his row are the amounts of damage done per hit, not the total amount of damage done.
- Interestingly, because the amount of time the Green Devil leaves his eye exposed varies depending on the character (less for Bass, more for Mega Man), the amount of damage it will take from a detonated Remote Mine when his eye is covered will be different: if Bass detonates his Remote Mine on the Green Devil, it will reduce his energy by half. If Mega Man detonates his Remote Mine however, the Green Devil will be instantly defeated.
- Knocking Burner Man into the spikes with Ice Wall will cause 5 additional units of damage against him along with the three initial units of damage for sliding Ice Wall against him in the first place -- resulting in a total of 8 units of damage against him -- but only if Burner Man is on-screen at the time.
- Sometimes Burner Man will also take another 3 units of damage if he stays against the Ice Wall long enough.
- Hitting Cold Man with Ice Wall will restore some of his energy.
- Hitting Pirate Man with Wave Burner will inflict 3 units of damage when he is underwater. When exposed to the air however, the weapon will inflict 4 units of damage instead.
| Damage Data Charts | |
|---|---|
| Mega Man series | |
| Mega Man • 2 • 3 • 4 • 5 • 6 • 7 • 8 • 9 • 10 Mega Man: Dr. Wily's Revenge (Mega Man I) • II • III • IV • V Mega Man & Bass • Rockman & Forte: Mirai Kara no Chousensha • The Power Battle • The Power Fighters Powered Up • The Wily Wars | |
| Mega Man X series | |
| Mega Man X • X2 • X3 • X4 (X) • X4 (Zero) • X5 (X) • X5 (Zero) • X6 (X) • X6 (Zero) • X7 (X) • X7 (Zero) • X7 (Axl) Mega Man Xtreme • Xtreme 2 (X) • Xtreme 2 (Zero) Maverick Hunter X (X) • Maverick Hunter X (Vile) | |