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Mega Man 3/Data

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Miscellaneous data of Mega Man 3.

Gameplay Stats

For a description of what these stats mean, see the Stat Explanation page.

Open Menu: No
Charge Up: N/A
Lose Charge: N/A
Horizontal Recoil: 1 block
Vertical Recoil: 9 blocks
Shots On Screen: No*
Fall Off Ladder: Yes

  • The player can open the menu while Rush is on the screen, but not any shots from other Special Weapons.

Enemy Stats

List of Enemies

Hits Data Chart

Coming soon.

Damage Data Chart

This chart lists the amount of damage inflicted against enemies with two health points or more.

Mega Man 3
Mega Buster Needle Cannon Magnet Missile Gemini Laser Hard Knuckle Top Spin Search Snake Spark Shock Shadow Blade
Bikky 1 1 0 0 6 0 0 * 2
Bomber Pepe 1 1 2 2 6 0 2 * 2
Bubukan 1 1 0 2 0 4 1 * 4
Cannon 1 1 3 2 3 0 3 0 3
Giant Springer 1 1 2 4 2 0 2 0 2
Hammer Joe 1 1 4 4 8 0 0 0 2
Hari Harry 1 1 2 6 2 6 1 * 2
Have "Su" Bee 1 1 1 3 3 0 0 * 3
Hologran 1 1 2 2 3 0 3 0 3
Junk Block 1 1 2 2 4 0 0 0 2
Junk Golem 1 1 2 2 2 6 1 * 2
Komasaburo 1 1 2 6 2 6 1 * 2
New Shotman 1 1 2 2 3 3 1 * 3
Parasyu 1 1 3 3 3 3 0 0 3
Penpen Maker 1 1 2 0 4 0 1 0 2
Peterchy 1 1 2 2 3 3 1 * 2
Petit Snakey 1 1 2 1 2 0 1 0 2
Pickelman Bull 1 1 2 3 3 0 0 0 2
Returning Monking 1 1 2 2 8 8 2 * 2
Yambow 1 1 3 3 3 3 0 0 3
Big Snakey 1 1 2 2 5 0 1 0 3
Giant Metall 1 1 0 2 3 0 3 0 2
Proto Man 1 1 2 1 4 0 0 0 2
Tama 1 1 2 2 3 0 1 0 2
Tama (Yarn Ball) 1 1 2 2 2 0 2 0 2

Notes

  • Damage values in light gray are those only acquired through the use of external cheating devices. In Mega Man 3, stages cannot be replayed: some enemies that appear in only one stage cannot be attacked with the Special Weapon from the boss and level it is acquired from.
  • For Spark Shock, any field marked with an asterisk (*) denotes the enemy being capable of being immobilized with it, otherwise it will be immune, as marked with a "0".

Boss Stats

List of Bosses

Damage Data Chart

See: Mega Man 3 Damage Data Chart

Special Weapons

Weapons Chart

Mega Buster
(P)
MM1-Normal-Sprite
Obtained From: Available from start.
Description: Allows Mega Man to fire small energy bullets from his arm cannon.
Attack Power: 1
Cost: 0 units
Capacity: ∞ uses
Effective: Enemies:
Bosses:
Ineffective:
Needlecannonicon
Needle Cannon
(NE)
MM3-NeedleCannon-Sprite
Obtained From: Needle Man
Description: Allows Mega Man to fire needles that slightly alternate heights as long as the FIRE button is held down.
Attack Power: 1
Cost: ¼ unit
Capacity: 112 uses
Effective: Enemies: Most enemies.
Bosses: Snake Man, Needle Man (2nd encounter)
Ineffective:
Magnetmissileicon
Magnet Missile
(MA)
MM3-MagnetMissile-Sprite
Obtained From: Magnet Man
Description: Allows Mega Man to fire a homing missile that travels horizontally until it is parallel to an enemy, and then travels vertically toward it.
Attack Power: 2
Cost: 2 units
Capacity: 14 uses
Effective: Enemies:
Bosses: Hard Man, Magnet Man (2nd encounter)
Ineffective:
Geminilasericon
Gemini Laser
(GE)
MM3-GeminiLaser-Sprite
Obtained From: Gemini Man
Description: Allows Mega Man to fire a laser that bounces off surfaces.
Attack Power: 2
Cost: 2 units
Capacity: 14 uses
Effective: Enemies:
Bosses: Needle Man, Gemini Man (2nd encounter)
Ineffective:
Hardknuckleicon
Hard Knuckle
(HA)
MM3-HardKnuckle-Sprite
Obtained From: Hard Man
Description: Allows Mega Man to fire a large, powerful fist that can be aimed with UP and DOWN on the D-Pad. Can destroy certain walls.
Attack Power: ?
Cost: 2 units
Capacity: 14 uses
Effective: Enemies:
Bosses: Top Man, Hard Man (2nd encounter)
Ineffective:
Topspinicon
Top Spin
(TO)
MM3-TopSpin-Sprite
Obtained From: Top Man
Description: Allows Mega Man to attack enemies at close by spinning like a top when the player presses the attack button while airborne.
Attack Power: *
Cost: 1 unit*
Capacity: 28 uses*
Effective: Enemies:
Bosses: Shadow Man, Top Man (2nd encounter)
Ineffective:
Searchsnakeicon
Search Snake
(SN)
MM3-SearchSnake-Sprite
Obtained From: Snake Man
Description: Allows Mega Man to fire small snake missiles that climb on the ground and up walls.
Attack Power: 1
Cost: ½ unit
Capacity: 56 uses
Effective: Enemies:
Bosses: Gemini Man, Snake Man (2nd encounter)
Ineffective:
Sparkshockicon
Spark Shock
(SP)
MM3-SparkShock-Sprite
Obtained From: Spark Man
Description: Allows Mega Man to fire electric balls that can immobilize enemies on contact.
Attack Power: 0*
Cost: 1 unit
Capacity: 28 uses
Effective: Enemies:
Bosses: Magnet Man, Spark Man (2nd encounter)
Ineffective:
Shadowbladeicon
Shadow Blade
(SH)
MM3-ShadowBlade-Sprite
Obtained From: Shadow Man
Description: Allows Mega Man to throw a large shuriken that boomerangs back to him.
Attack Power: 2
Cost: ½ unit
Capacity: 56 uses
Effective: Enemies:
Bosses: Spark Man, Magnet Man, Shadow Man (2nd encounter)
Ineffective:


Special Weapon Strength Comparison

A side-by-side comparison chart of the amount of damage Busters and Special Weapons inflict, excluding strengths and weaknesses, against minor enemies and sub-bosses. For damage data against bosses with health bars, see: Mega Man 3 Damage Data Chart.

Mega Man 3
Special Weapon Attack Power
Mega Buster 1
Needle Cannon 1
Magnet Missile 2
Gemini Laser 2
Hard Knuckle 3?
Top Spin *
Search Snake 1
Spark Shock 0*
Shadow Blade 2


Top Spin: Any minor enemy that is not immune to Top Spin will be defeated in one hit. Attack power is proportionate to the enemy's health points.

Spark Shock: Any minor enemy that is not immune to Spark Shock will be immobilized. Spark Shock does not damage enemies; it can used against a single enemy for as long as there as Weapon Energy for it.


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