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Mega Man: The Wily Wars/Unused Damage Values

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This is a sub-page of Mega Man: The Wily Wars.

Hmmm...
To do:
Transcribe all useful and relevant info from the Mechanical Maniacs article. (With appropriate credit, of course!)

Through hacking, it is possible to import other weapons and the Slide mechanic into their non-native games. Unexpectedly, using these weapons against the Robot Masters mostly works. For example, Fire Man will take seven points of damage from the Top Spin weapon. Other weapons such as the Metal Blade can be used against Robot Masters such as Elec Man, Spark Man, or Magnet Man as their weakness.

It can be assumed the developers may have planned a feature at one point to import other weapons into different games, but scrapped it due to possible bugs and glitches based on the game's development history. In particular, while the Copy Robot boss in Mega Man 1 takes extra damage from the Crash Bomber and half of the Mega Man 3 weapons, it cannot use any of the weapons or items from those games itself - attempting to do so generally leads to Copy turning into a block of garbage data and, on occasion, may warp through the floor and disappear. A demonstration is provided in the video at right, showcasing the Crash Bomb being used as a weakness weapon in Mega Man 1, while the Metal Blade glitches the game.

A complete list of level select codes and "weapon set" codes for the Japanese version can be found here, and the code ATNA-CAEW will enable Wily Tower to be selected on any file, which also enables custom weapon selection. Note that using the Wily Tower method will scramble the background graphics for most levels.

Damage Data Charts

Mega Man 1 Weapon Damage Data
P BO EL GU IC CU FI HE H2 H3 AI WO BU QU FL ME CR NE MA GE HA TO SN SP SH
Cut Man 01 02 01 14 0P 01 03 01 03 04 0D 0D 0D 01 FZ 01 02 02 04 01 14 01 0D 01 01
Guts Man 02 10 01 01 0P 01 02 02 04 06 0D 0D 0D 0D FZ 01 10 0D 04 01 01 -- 0D 01 01
Ice Man 01 04 10 -- 0P 02 01 02 06 06 0D 0D 0D 02 FZ 02 04 02 01 04 0D 01 0D 10 02
Bomb Man 02 01 02 -- 0P 02 04 01 03 14 10 0D 01 02 FZ 02 01 02 01 0D 07 04 01 02 02
Fire Man 02 01 02 -- 04 02 01 ++ ++ ++ 02 00 06 02 FZ 02 ++ 02 01 01 02 07 01 02 02
Elec Man 01 02 01 04 00 10 01 01 03 06 02 0D 0D 0D FZ 10 02 01 0D 01 02 01 0D 01 10
Yellow Devil 01 NA 04 00 0P 02 02 02 04 06 01 01 0D 01 FZ 02 01 01 01 01 05 01 0D 0D 02
Copy Robot 01 02 02 -- 02 01 02 01 02 NA 01 01 01 01 FZ 01 02 01 01 01 02 02 02 02 01
CWU-01P 01 01 02 01 0P 01 01 01 03 04 01 01 03 01 FZ 01 03 01 01 01 03 0P 03 02 01
Wily Machine (Both Phases) 01 01 04 -- 01 03 04 01 03 14 0D 0D 0D 0D FZ 01 04 0D 01 0D 07 0A 0D 02 01
Key / Legend
Abr. Weapon Name Obtained From
P Mega Buster Initial equip
BO Hyper Bomb Bomb Man
EL Thunder Beam Elec Man
GU Super Arm Guts Man
IC Ice Slasher Ice Man
CU Rolling Cutter Cut Man
FI Fire Storm Fire Man
HE Atomic Fire Heat Man
H2 Atomic Fire, Mid-Charge Heat Man
H3 Atomic Fire, Full Charge Heat Man
AI Air Shooter Air Man
WO Leaf Shield Wood Man
BU Bubble Lead Bubble Man
QU Quick Boomerang Quick Man
FL Time Stopper Flash Man
ME Metal Blade Metal Man
CR Crash Bomber Crash Man
NE Needle Cannon Needle Man
MA Magnet Missile Magnet Man
GE Gemini Laser Gemini Man
HA Hard Knuckle Hard Man
TO Top Spin Top Man
SN Search Snake Snake Man
SP Spark Shock Spark Man
SH Shadow Blade Shadow Man
## Causes ## damage
++ Heals boss, weapon absorbed
0A 0 damage, weapon absorbed
0D 0 damage, weapon deflected
0P 0 damage, weapon "misses"
FZ 0 damage, freezes the enemy
-- Boss ignores weapon
Mega Man 2 Weapon Damage Data
P BO EL GU IC CU FI HE H2 H3 AI WO BU QU FL ME CR NE MA GE HA TO SN SP SH
Metal Man 01 02 01 04 0P 14 01 01 03 04 0D 0D 0D 04 FZ 14 0D 0D 04 01 04 01 0D 02 02
Air Man 02 04 01 02 0P -- 02 02 04 06 0D 08 0D 02 FZ 0D 0D 01 04 02 02 01 01 04 0D
Bubble Man 01 04 01 02 0P 04 -- 0D 0D 0D 0D 0D ++ 02 FZ 04 02 02 0D 01 02 01 0D 04 04
Quick Man 01 01 04 01 0P -- 06 02 06 10 02 0D 0D 0D 14 0D 04 01 02 04 01 0A 04 01 02
Crash Man 01 01 -- 08 0P -- 01 01 03 06 10 0D 01 01 FZ 0D 0D 02 01 0D 07 04 01 01 01
Flash Man 01 -- 04 -- 0P 04 02 02 06 06 0D 0D 02 0D FZ 04 03 04 01 04 0D 01 01 0D 02
Heat Man 02 ++ 01 02 04 01 ++ ++ ++ ++ 02 0D 06 02 FZ 01 ++ 02 01 01 02 07 01 01 04
Wood Man 01 04 01 04 0P 02 03 01 03 14 04 ++ 0D 0D FZ 02 02 04 0D 01 02 01 0D 04 04
Mecha Dragon 01 NA -- -- -- -- 03 01 03 08 0D 0D 0D 01 FZ 0D 01 01 0D 0D 02 0A 0D 0D 0D
Pikopiko-kun 01 -- -- -- -- 01 03 01 03 03 0D 0D 03 01 FZ 01 0D 01 0D 0D 0D 0D 03 0D 01
Guts Tank 01 NA -- -- -- -- 03 01 03 12 0D 0D 01 02 FZ 0D 01 02 0D 0D 0D 0D 01 0D 0D
Boo Beam Trap 0D -- -- -- -- -- -- 0D 0D 0D 0D 0D 0D 0D 0P 0D 01 0D 0D 0D 0D -- 0D 0D 0D
Wily Machine 2 (Both Phases) 01 NA 02 08 0P 01 01 01 03 14 0D 0D 0D 0D FZ 01 03 01 02 01 07 0A 0D 02 01
Alien ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++ 01 ++ FZ ++ ++ ++ ++ ++ ++ ++ ++ ++ ++
Mega Man 3 Weapon Damage Data
P BO EL GU IC CU FI HE H2 H3 AI WO BU QU FL ME CR NE MA GE HA TO SN SP SH
Needle Man 01 01 08 -- -- 02 06 02 06 01 01 0D 01 03 FZ 02 04 04 01 07 0D 01 01 0D 02
Magnet Man 02 02 02 02 08 08 01 01 03 04 04 0D 01 01 FZ 07 00 01 04 01 02 01 01 07 07
Gemini Man 01 01 04 02 01 02 02 01 03 04 02 0D 05 01 FZ 02 02 01 02 04 02 0P 05 01 02
Hard Man 01 02 01 04 -- -- 02 02 04 06 04 0D 0D 0D FZ 0D 01 0D 04 01 04 0P 0D 0D 0D
Top Man 02 01 -- 08 01 01 01 01 04 06 01 0D 01 02 FZ 01 0D 02 01 0D 07 04 01 01 01
Snake Man 01 -- 02 02 01 02 02 02 06 06 0D 0D 04 03 FZ 02 02 03 0D 02 02 02 04 01 02
Spark Man 01 01 01 02 04 04 01 01 03 06 0D 0D 0D 01 FZ 04 02 01 0D 01 02 01 0D 04 04
Shadow Man 01 02 01 02 01 05 03 01 03 04 01 0D 01 01 FZ 05 02 01 01 01 02 07 01 01 05
Proto Man 01 01 02 04 -- 02 01 01 03 04 02 0D 0D 01 FZ 02 01 01 02 02 04 -- 0D 0D 02
Doc Robot (See Mega Man 2 Robot Masters for data values)
Break Man 01 -- -- -- -- -- -- 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D -- 0D 0D 0D
Kamegoro Maker 01 01 00 03 FZ 03 01 01 02 03 01 01 03 01 FZ 03 01 01 01 01 03 03 03 FZ 03
Yellow Devil Mk-II 01 01 01 05 -- 02 02 02 04 06 01 01 0D 01 FZ 02 01 01 01 01 05 01 0D 0D 02
Holograph Mega Man 01 02 01 04 01 02 01 01 02 02 0D 01 07 01 FZ 02 02 01 0D 01 04 07 07 0D 02
Wily Machine 3 (Phase 1) 01 04 07 08 -- 02 03 01 03 14 01 0D 04 0D FZ 02 04 0D 01 0D 07 0P 04 07 02
Wily Machine 3 (Phase 2) 01 04 07 08 -- 02 03 01 03 14 01 0D 04 0D FZ 02 04 0D 01 0D 07 0P 04 07 02
Gamma (False Head) 0D NA -- 04 -- 02 0D 0D 0D 0D 0D 0D 0D 0D FZ 02 0D 0D 0D 0D 04 0P 0D 0D 02
Gamma (Dr. Wily) 0D NA -- -- -- -- 0D 0D 0D 0D 0D 0D 02 0D FZ 02 0D 0D 0D 0D 0D 14 02 0D 0D

Notes:

  • All weapons will cause Cut Man and Elec Man to stumble backward regardless of damage.
  • Copy Robot cannot use anything other than Mega Man 1 weaponry. Trying to do so will cause the game to lock up with the following exceptions:
    • Metal Blade (ME) causes Copy Robot to turn into screen-wide garbage data when firing. He will be invincible during this time.
    • Crash Bomber (CL) causes Copy Robot's animation to reset to his idle pose while firing. If there's a Crash Bomb or explosion onscreen at the time, he will lose collision data and wrap around the play area until disappearing.
    • Time Stopper (FL) causes Copy Robot's animation to reset to his idle pose while firing. If Time Stopper is used against him, his sprite will glitch up.
  • When charging Atomic Fire outside of Mega Man 2, some parts of the screen may flash, such as boss shutters or the background for the Wily Machine 1, 3, or Gamma. This is because they use the same color value as Mega Man's outline.
  • The Kamegoro Maker can't be damaged, so these readings are for the Kamegoro robots it makes, not the machine itself.
  • If the player freezes a Kamegoro with Ice Slasher then kills it with another weapon before it unfreezes, the Kamegoro Maker will never spit out another Kamegoro, causing a semi-softlock. (Easily remedied by jumping into the Maker and dying.)
  • Time Stopper has some interesting effects on certain bosses:
    • Using it on either Yellow Devil as it assembles itself will cause its pieces to hang on whatever side of the room it was on. Once Time Stopper wears off, the pieces will immediately layer into the correct positions, but the Yellow Devil itself will be invisible.
    • Using it on the Holograph Mega Mans will cause the real one to temporarily vanish while the two fakes continue moving. This causes the trio to fall out of sync and makes it impossible for the real one to teleport away.
    • Using it against Gamma while its arm is on screen will cause the arm to wrap around while the spiked knuckles stay still. Once time resumes, it will become impossible to climb onto the fist, but the spikes still hurt despite now being invisible.

Super Arm Damage Values

Unused damage values for the Super Arm "Guts Block" weapon exist despite the fact it's impossible to use it on some Mega Man 1 bosses and all 2, 3, and Wily Tower bosses.

In the Japanese version, use Action Replay codes FFA438:BC00 FFA439:00CE to try this out yourself. This only works if you are entering a level in Rockman 1 mode.

Mega Man 1
Boss Damage
Cut Man 14
Guts Man 01
Ice Man --
Bomb Man --
Fire Man --
Elec Man 04
Yellow Devil 00
Copy Robot --
CWU-01P 08
Wily Machine --
Mega Man 2
Boss Damage
Metal Man 04
Air Man 02
Bubble Man 02
Quick Man 01
Crash Man 08
Flash Man --
Heat Man 02
Wood Man 04
Mecha Dragon --
Picopico-kun --
Guts Tank --
Boo Beam Trap --
Wily Machine 2 08
Alien ++
Mega Man 3
Boss Damage
Needle Man --
Magnet Man 02
Gemini Man 02
Hard Man 04
Top Man 08
Snake Man 02
Spark Man 02
Shadow Man 02
Break Man --
Kamegoro Maker 03
Yellow Devil Mk-II 05
Holograph Mega Man 04
Wily Machine 3 (Phase 1) 08
Wily Machine 3 (Phase 2) 08
Gamma (False Head) 04
Gamma (Wily) --
Wily Tower
Boss Damage
Buster Rod G --
Mega Water S --
Hyper Storm H 01
Fire Snakey 01
Iron Ball --
Buster Rod G (Buster) --
Wily Machine W (Phase 1) --
Wily Machine W (Phase 2) --
Wily Machine W (Phase 3) --

Notes:

  • Italicized numbers indicate already-known data.
  • Double dashes (--) means the weapon doesn't trigger the damage animation.
  • Double plus signs (++) means the weapon heals the boss.
(Source: The Mechanical Maniacs, Original TCRF research)