Wild Coil
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| Wild Coil | ||||||||||||||||||||||||||||
| Mega Man using Wild Coil. | ||||||||||||||||||||||||||||
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Wild Coil (ワイルドコイル Wairudo Koiru?) is Spring Man's special weapon. It sends one spring forward, and one backward. It is one of the few weapons in Mega Man 7, other than the Mega Buster, that can be charged up. When charged, the springs jump higher and cause more damage. The player can also adjust their trajectory slightly by holding up or down when firing them. This weapon is Shade Man's primary weakness.
It also appears in Mega Man 9, where Mega Man is equipped with it in the scenes shown by Rush in the ending.
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Damage Data Chart
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Known damage values in units for Mega Man 7.
- For Wild Coil, the first number is the damage done when the weapon is fired normally; the second number is damage done when the weapon is charged up.
Boss weak against Wild Coil
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- Shade Man: Mega Man 7
- Gameriser: Mega Man 7
- Wily Capsule: Mega Man 7
Dialogues about Wild Coil in Mega Man 7
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Mega Man: The Wild Coil launches one coil forward and one coil backward, right?
Dr. Light: Yes, but remember to charge the coils to make them jump higher.
Trivia
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- Interestingly, while a normal Wild Coil will cause Shade Man to flinch and fall to the ground, a charged-up Wild Coil will not.
| Chargeable Weapons | |
|---|---|
| Atomic Fire • Break Dash • Homing Sniper • Magma Bazooka • Noise Crush • Pharaoh Shot • Wild Coil | |