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Mega Man 6/Data

< Mega Man 6

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Miscellaneous data of Mega Man 6.

Gameplay Stats

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

Open Menu: No
Charge Up: No
Lose Charge: Yes
Horizontal Recoil: 1 block
Vertical Recoil: 6 blocks
Shots On Screen: Yes
Fall Off Ladder: No

Enemy Stats

List of Enemies

Hits Data Chart

Mega Man 6
Mega Buster Blizzard Attack Centaur Flash Flame Blast Knight Crush Plant Barrier Silver Tomahawk Wind Storm Yamato Spear Rush Power Adapter Beat
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Damage Data Chart

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

Mega Man 6
Mega Buster Blizzard Attack Centaur Flash Flame Blast Knight Crush Plant Barrier Silver Tomahawk Wind Storm Yamato Spear Rush Power Adapter Beat
Au-Au 1:1:3 1 4 5 3 4 3 2 2 2:3:4 5
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Boss Stats

List of Bosses

Damage Data Chart

See: Mega Man 6 Damage Data Chart

Special Weapons

Special Weapons Chart

MM6MegaBuster
Mega Buster
MM1-Normal-Sprite
Obtained From: Available from start.
Description: Allows Mega Man to fire small energy bullets from his arm cannon. Can also be charged for larger, more powerful shots.
Attack Power: 1 (normal); 1 (partially charged); 3 (fully charged)
Cost: 0 units
Capacity: ∞ uses
Effective: Enemies:
Bosses:
Ineffective:
Blizzardattackicon
Blizzard Attack
MM6-BlizzardAttack-Sprite
Obtained From: Blizzard Man
Description: Allows Mega Man to
Attack Power: 2
Cost: 3 units
Capacity: 10 uses
Effective: Enemies:
Bosses: Plant Man; Metonger Z
Ineffective:
Centaurflashicon
Centaur Flash
MM6-CentaurFlash-Sprite
Obtained From: Centaur Man
Description: Allows Mega Man to
Attack Power: 4
Cost: 4 units
Capacity: 7 uses
Effective: Enemies:
Bosses: Wind Man
Ineffective:
Flameblasticon
Flame Blast
MM6-FlameBlast-Sprite
Obtained From: Flame Man
Description: Allows Mega Man to
Attack Power: 4
Cost: 1 unit
Capacity: 28 uses
Effective: Enemies:
Bosses: Plant Man; Rounder II; X Crusher
Ineffective:
Knightcrushicon
Knight Crush
MM6-KnightCrush-Sprite
Obtained From: Knight Man
Description: Allows Mega Man to
Attack Power: 3
Cost: 1 unit
Capacity: 28 uses
Effective: Enemies:
Bosses: Centaur Man
Ineffective:
Plantbarriericon
Plant Barrier
MM6-PlantBarrier-Sprite
Obtained From: Plant Man
Description: Allows Mega Man to
Attack Power: 4
Cost: 4 units
Capacity: 7 uses
Effective: Enemies:
Bosses: Tomahawk Man; Rounder II
Ineffective:
Silvertomahawkicon
Silver Tomahawk
MM6-SilverTomahawk-Sprite
Obtained From: Tomahawk Man
Description: Allows Mega Man to
Attack Power: 3
Cost: 1 unit
Capacity: 28 uses
Effective: Enemies:
Bosses: Yamato Man; Power Piston; Wily Machine 6; Wily Capsule
Ineffective:
Windstormicon
Wind Storm
MM6-WindStorm-Sprite
Obtained From: Wind Man
Description: Allows Mega Man to
Attack Power: 2
Cost: 1 unit
Capacity: 28 uses
Effective: Enemies:
Bosses: Flame Man; Tank CSII
Ineffective:
Yamatospearicon
Yamato Spear
MM6-YamatoSpear-Sprite
Obtained From: Yamato Man
Description: Allows Mega Man to
Attack Power: 2
Cost: 1 unit
Capacity: 28 uses
Effective: Enemies:
Bosses: Knight Man; Mechazaurus
Ineffective:

Support Weapons

Rush Power Adapter
Powermeg
Obtained From: Flame Man
Description: Allows Mega Man to fuse with Rush to become Power Mega Man. Power Mega Man is able to break blocks and penetrate enemy shields by charging punches. These punches act as energy projectiles that travel a short distance, with each form becoming more powerful the longer the FIRE button is held down (though stronger shots have less range). Power Mega Man can also push enemies back and can even push blocks in certain stages. Mega Man cannot slide in this form, however.
Attack Power: 2 (uncharged); 3 (mid-charged shockwave); 4 (fully charged)
Cost:
Capacity:
Effective: Enemies:
Bosses:
Ineffective:
MM6-Beat-Icon
Beat
MM1-Normal-Sprite BeatSprite
Obtained From:
Description: Allows Mega Man to summon Beat, a bird-like robot that can home in on enemies to attack them.
Attack Power:
Cost: *
Capacity: *
Effective: Enemies:
Bosses: None
Ineffective:

Special Weapon Strength Comparison

In Mega Man 6, most all minor enemies and sub-bosses take the same amount of damage from each Special Weapon, with no unique strengths or weaknesses present from the previous games. Attack powers for each Special Weapon has been recorded with enemies with high health points such as Squidon and Ben K. Coincidentally, Rounder II displays these values, based on the amount of damage each one takes in bars of health from each Weapon.

Mega Man 6
Special Weapon Attack Power
Mega Buster 1:1:3
Blizzard Attack 2
Centaur Flash 4
Flame Blast 4
Knight Crush 3
Plant Barrier 4
Silver Tomahawk 3
Wind Storm 2
Yamato Spear 2
Rush Power Adapter 2:3:4
Beat *


Mega Buster: First number is from uncharged shots; the second is from mid-charged shots; third number is from a fully charged shot.

Wind Storm: This Special Weapon deals two points of damage to enemies before they are blown away.

Rush Power Adapter: The first number is with uncharged shots; the second number is damage inflicted from partially charged shots; third number is when it is fully charged.

Beat: Beat's attack power is proportionate to the HP amount of the enemy or projectile he attacks first, essentially destroying them in one hit.


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