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Battle & Fighters
FAQ
(I know, I'm not very good at this ASCII stuff)
B y Q u i c k M a n
Version 1.0
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Table of Contents
1) Introduction
a. Intro Statement
b. Version
c. Info. Needed
2) Basic Facts
a. Controls
b. Character info.
c. Menu
3) Rockman: The Power Battle
a. Story
b. Info. 1-2
c. Info. 3-6
d. Info. 7
e. Endings (Major Spoilers)
4) Rockman 2: The Power Fighters
a. Story
b. Info. Capture Wily
c. Info. Rescue Roll
d. Info. Find Neo-Parts
5) E-mail me
6) Credits and Disclaimers
a. Credits
b. Disclaimer
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1) Introduction
A. Intro Statement
Hey and welcome to the World of MegaMan! As you already know, I'm Quick Man.
This is my first Faq. Since I am a big Megaman fan, I decided to make a
Faq for one of the Megaman games. I decided to make it for RockMan: Battle
& Fighters. But why RockMan: Battle & Fighters? Two simple reasons.
1.No one has never made a Faq for this game.
2. This game is 2 games in 1.
B. Version
10/7/01 V.1.0- My first Faq ever!
C. Info. Needed
- Rock Man 2: The Power Fighters endings.
- Strategies against the bosses.
- More Info. on the bosses and their moves.
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2) Basic Facts
A. Controls
Here I will tell you controls
UL Up UR
Left Right A (Shoot) B (Jump) Options (Pause/Weapon Switch)
DL Down DR
A + B + Options (Reset)
Jump + Jump Near a wall (Wall Jump)
B. Character Info.
Here I will tell you info. on the good guys.
MegaMan/RockMan: If you don't know who this guy is you aren't human! This is
the main character. In this game he is the average person with no highs or lows
Background: He was created by Dr. Thomas Light with the assistance of Dr.
Albert Wily. He was originally supposed to be a Robot programmed to act like a
10-12 year old boy (Rock). But then one day Dr. Wily grew jelous of Dr. Light
and stole his original robots (CutMan, GutsMan, ElecMan, IceMan, FireMan, &
BombMan) and put them under his control to destroy. Dr. Light had no choice and
converted Rock into a War Machine, and from then on was known as MegaMan.
MegaMan had a unique ability, to steal other robot's powers when defeated. He
has thwarted Dr. Wily's plan for world conquest many times. And throughout time
he has aquired many new skills like the sliding ability and the Megabuster. He
also had some of Dr. Light's other inventions assisting him like Rush the Robo-
dog and Eddie/FlipTop.
Appearances: All the MegaMan games and Marvel vs. Capcom 1-2
Stats.
Power: Average
Speed: Average
Defense: Average
Jump: Average
Range: Good
Moves.
Plasma Shot: Press A. Megaman shoots weak little beams. Could shoot up to 4 at
a time.
Mid-Charge Shot: Hold A for 1 second and let go. Has double the power of a
Plasma Shot and more range.
Charge Shot: Hold A for 2 seconds and let go. Has triple the power of a
Plasma shot and more range.
Rock/Mega Buster: (Must have Low energy) Hold A for 4 seconds and let go. Has
very high power and high range.
Slide: Hold Down and press B. Useful to dodge projectiles.
Rock Upper: (Power Fighters only) Hold A for two seconds , hold up and let go
of A. Similar to Ken's (From Street Fighter obviously) Sho Ryu Ken. Has very
good power but close ranged.
Helper: (Power Fighters only) Let me tell you a little bit about helpers. In
some battles, if you have low energy or die and continue, Eddie will come in
and give you a ball. If you get the ball, a helper will come in and assist
you. Helpers have a limit of time though. Different characters have different
helpers. MegaMan's happens to be none other than Rush.
Rush's Abilities.
Rush Coil: If you get near Rush, he will bounce you up high into the air. This
could be annoying because sometimes you don't want to get bouced up and Rush
gets in you're way.
Rush Jet Attack: Perform the Charge Shot, Rock Buster, or Rock Upper and
then Rush will perform this move. He becomes his Rush Jet form and homes
at the closest enemy. Pretty strong.
ProtoMan/Blues: He is MegaMan's "Older Brother". He has more horizontal range
than MegaMan. For some reason most people favor him the most.
Background: He was also created by Dr. Light and Dr. Wily. He was a prototype
of Megaman. One day he mysteriously disappeared and was lost. A few years
later Dr. Wily found him and tricked him into thinking that MegaMan was bad.
Later Proto Man realized that it was Wily who was bad and helped MegaMan
since.
Appearances: MegaMan 3-8, MegaMan 3-5 (GameBoy), MegaMan Soccer, RockMan &
Forte, MegaMan: Battle & Chase, and MegaMan: Battle Network.
Stats.
Power: Average
Speed: Very Good
Defense: Below Average (Just because he has a shield doesn't mean he has high
Def)
Jump: Average
Range: Very good.
Moves.
Plasma Shot: Press A. Same as MegaMan's but with more range.
Mid-Blues Break: Hold A for 1 second and let go. Same as MegaMan's
Mid-Charge Shot but with more range.
Blues Break: Hold A for 2 seconds and let go. Same as MegaMan's
Charge Shot but a lot more range.
Blues Strike: (Must have Low energy) Hold A for 4 seconds and let go. Same as
MegaMan's Rock Buster, but slightly stronger.
Dash: Hold Down and Press B. ProtoMan puts his shield in front of him and
dashes (The shield doesn't block him). He dashes extremely fast. Pretty cool.
Big Bang Strike: (Power Fighters only) Hold A for 2 seconds , hold up, and
let go of A. ProtoMan shoots a large close ranged blast. Powerful.
Helper: Beat
Beat's Ability
Beat Shield: ProtoMan gets surrounded by a shield and can't be damaged.
Wastes fast though.
Bass/Forte: He is an enemy of MegaMan. He is good in power, jump, and range
but not as fast as the others. Unlike ProtoMan, he has good vertical range.
Background: He was created by Dr. Wily as a copy of MegaMan. He even created
a Robo-canine assistant for him, Treble/Gospel, to take place of Rush. He was
defeated by MegaMan before and wants to prove that he is the strongest robot
by defeating MegaMan. But for now he wants to defeat Wily's robots to show
that he is all Wily needs to take over the world.
Appearances: MegaMan 7-8, MegaMan: Battle & Chase, RockMan & Forte, and
MegaMan: Battle Network.
Stats.
Power: Good
Speed: A bit below average
Defense: A bit below average
Jump: Good
Range: Very Good
Moves
Plasma Shot: Press A. The same as everyone else except more vertical range
and power.
Mid-Forte Blast: Hold A for 1 second and let go. The same as everyone else's
Mid-Blast but more vertical range and power.
Forte Blast: Hold A for 2 seconds. Bass blasts a big shot with good power and
range.
Mega Forte Blast: (Must have low energy) Hold A for 4 seconds and let go.
Bass shoots a large blast with good power and range.
Jet Boost: Hold down and press B. Bass boosts a bit off the ground frontward.
Not good.
Air Jet Boost: (Power Fighters Only) Hold down and press B in the air. Bass
boosts frontward in the air. Good.
Crescent Kick: (Power Fighters Only) Hold A for 2 seconds, hold up and let go
of A. Similar to Guile's (from Street Fighter) somersault. Descent in damage.
Helper: Treble/Gospel
Treble's Abilities
Mouth Blast: When you shoot he shoots. His blasts are as powerful as Mid-
Forte Blast.
Gospel Tackle: Do Forte Blast/Mega Forte Blast or Crescent kick and Treble
will dash at high speed. You may aim it depending on which move you use. If
you do Forte Blast/Mega-Forte Blast Treble will dash forward. If you do
Crescent kick Treble will dash Diaganally upward. Pretty cool.
Duo: (Power Fighters only) He is the most powerful, but the slowest in the
game. He has the least range.
Background: He was sent to search and destroy all evil energy. His creator
and origin is unknown.
Stats.
Power: Very Good
Speed: Below Average
Defense: Very Good
Jump: Good
Range: Below Average
Appearances: MegaMan 8, MegaMan: Battle & Chase.
Moves
Plasma punch: Press A. Duo Shoots a fist-like beam, but disappears in front
of him.
Mid-Charge Punch: Hold A for 1 second. Duo shoots a bigger fist-like beam
with twice the range of Plasma Punch and more power.
Charged Punch: Hold A for 2 seconds, then let go. Duo shoots a bigger fist-
like beam with 3 times the range of Plasma Punch and more power.
Mega Punch: (Must have low energy) Hold A for 4 seconds, then let go. Duo
Shoots a large fist-like beam with very high power and more range.
Shoulder Tackle: Hold Down and press B. Duo Dashes forward shoulder-first and
damages enemies, instantly knocking down a boss.
Power Uppercut: Duo does an uppercut with high power but extremely low in
range. If you hit a boss with it you pop them up. You could then easily do a
combo on them. This is what I usually do. Do the Power uppercut an then when
the boss is popped up and about to land do Shoulder Tackle. Very damaging.
Helper: Beat
Beat's Ability
Beat Shield: The same as ProtoMan. I honestly think Capcom could of done
better like Tango comes out instead of repeating Beat.
C. Menu
Game Select- You get to choose between RockMan: The Power Battle or RockMan 2:
The Power Fighters.
Robot Data: Sometimes when you defeat a boss you will get Data from them. To
view their data simply highlight the picture of them and press A. Dr. Light
will tell you a brief description about them.
Save Game: This is to obviously save.
Game Options: You could change difficulty (Easy, Normal, Hard), change
controls, and listen to music.
Load Game: This is to obviously load.
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3) RockMan: The Power Battle
In this game you get to choose from 1 of three sets of bosses. Either robot
masters from:
MegaMan 1-2 (Easy)
MegaMan 3-6 (Normal)
MegaMan 7 (Hard)
The stage select is like Roulette. Their are six levels to choose from. (This
is set in clockwise order)
The Tower, Wily Land, The Artic Area, The High Way, The Abandoned Factory, or
the Sky Palace.
A. Story
It is the year 20XX. Wily sent some of his most powerful robots to run ammuck
on the city. MegaMan is ordered to stop Wily and his menacing robots at any
cost. ProtoMan feels that he must help MegaMan. Bass just wants to show Wily
that he is the best robot an that there is no need for Wily to build more.
B. Info 1-2
Here I will tell you what bosses you face and info. on the bosses.
Recommended Order: Guts Man, Ice Man, Heat Man, Wood Man, Cut Man,
Crash/Clash Man
Robot Master: Guts Man
Stage: The High Way
Attacks: Super Arm (Tossing Small Rock), Super Arm (Crumbling large rock),
Super Arm (Tossing large Rock), Charge.
Attack Pattern: He will jump around and stop to either throw a rock, or
charge at you. Try to stay near a wall incase he comes charging at you.
Shoot at him when he's jumping.
Weakness: Crash/Clash Bomb
Weapon Received: Super Arm- a rock gets shot out and if it hits the floor or
wall, it will crumble. It's powerful. You could shoot up to 2 at a time.
Robot Master: Ice Man
Stage: Artic Area
Attacks: Ice Slasher, Ice Storm
Attack Pattern: He will usually stay in the corner shooting a lot of Ice
Slashers. He is rather easy. You just go up to him and shoot one Super Arm
at a time so that you'll never let him get up. Watch out for Ice Storm,
it freezes you instantly.
Weakness: Super Arm
Weapon Received: Ice Slasher- Small, weak but fast ice picks come shooting
out. Could shoot up to 3 at a time.
Robot Master: Heat Man
Stage: Sky Palace
Attacks: Atomic Fire, Duo Fire Ball, Heat Charge
Attack Pattern: He usually throws 1 large atomic fire along with 2 smaller
ones. He will then look around and do heat charge. Don't rely on your Ice
Slashers that much. He hardly ever does the Duo Fire Ball.
Weakness: Ice Slasher
Weapon Received: Atomic Fire- A fire ball shoots out and when it hits the
ground it will become a flame pillar. Could be charged up, but wastes more
weapon energy like that.
Robot Master: Wood Man
Stage: Wily Land
Attacks: Leaf Shield, Leaf Rain, Log Roll.
Attack Pattern: He will first do Leaf Shield. He is invulnerable while this.
Then while Leaf Shield on he will do the Leaf Rain. He will then shoot the
Leaf Shield. He will start jumping around. After his third jump he will
perform the Log Roll. He has two different ones. Either he heads for you or
he spins around the screen wildly. This is what I suggest you do. Make sure
you are at the wall at the right. If he does the aiming Log roll, quickly
shoot a charged up Atomic Fire at the wall. If he runs into the pillar,it
will take out 1/3 of his energy!
Weakness: Atomic Fire
Weapon Received: Leaf Sheild- Four Leaf missiles surround you. It isn't
really a shield though, but you could go up to an enemy and it will do
damage. It takes eight hits. You could also shoot it at any direction you
want. It does more damage when shot out.
Robot Master: Cut Man
Stage: Tower
Attacks: Rolling Cutter
Attack Pattern: He will shoot from 1 to 4 Rolling Cutters and jump around.
Get the Leaf Shield to do seven hit and then shoot it.
Weakness: Leaf Shield
Weapon Received: Rolling Cutter- Scissor like boomerangs are shot. Could
shoot up to 3. If you don't damage anything it will refill.
Robot Master: Crash/Clash Man
Stage: Abandoned Factory
Attacks: Crash Bomb
Attack Pattern: He will jump in the air and shoot Crash Bombs or run and
shoot. Don't shoot you rolling cutters untill he has 1/3 of his energy taken
out.
Weakness: Rolling Cutter
Weapon Received: Crash/Clash Bomb- A drill shaped bomb that when it hits the
floor, it explodes.
Boss: Yellow Devil
Stage: Wily's Tower 1
Attacks: Cube Blob, Arm Vacuum, Eye Laser, Blob Shoot, Reform
Attack Pattern: He will jump around. He usually does the blob shoot then
reform. Then after reforming he will usually do the Eye Laser. The Cube Blob
gets really annoying. Don't get near him or he'll do the Arm Vacuum.
Weakness: Super Arm
Boss: Dr. Wily Form 1
Stage: Wily's Tower 2
Attacks: Finger Poke
Attack Pattern: Wily's hands will block him from anything so get good aim.
The Finger Poke is easily escapable. He will then jump around a couple of
times. I suggest you use the Crash Bomb on him. When he is about to land,
shoot it and it will do great damage. Save up the Rolling Cutter for later.
Weakness: Rolling Cutter
Boss: Dr. Wily Form 2
Stage: Wily's Tower 2
Attacks: Lightning Strike, Duo Buzz Saw
Attack Pattern: If you stay at one corner he will dash at you. His lightning
strike is pretty easy to escape. Use Atomic Fire on him when he's dashing
down at you.
Weakness: Rolling Cutter
Boss: Dr. Wily Final Form
Stage: Wily's Tower 2
Attacks: Teleport
Attack Pattern: He will teleport from one machine to another. Shoot Rolling
Cutter at both machines to ensure that you will hit him. You have a short
time limit to beat him. If time runs out, he will run away.
Weakness: Rolling Cutter
C. Info. 3-6
Recommended Order: Gyro Man, Plant Man, Dust Man, Magnet Man, Gemini Man,
Napalm Man
Robot Master: Gyro Man
Stage: Sky Palace
Attacks: Gyro Attack, Gyro Tackle, Gyro Teleport
Attack Pattern: He starts off by shooting Gyro Attacks. If he goes all the
way to the side he is ready to do the Gyro tackle. If you knock him off too
much with charged up attacks, he will start to teleport.
Weakness: Napalm Bomb
Weapon Received: Gyro Attack- Pretty slow. You could aim it any time to go
up or down. Could only shoot 1 at a time.
Robot Master: Plant Man
Stage: Wily Land
Attacks: Plant Barrier, Plasma Shot, Plant Sprout
Attack Pattern: He'll start off right away by doin Plant Barrier. He'll then
jump to the side and shoot the Plant Barrier at you. He will run around a
lot after that. He will barely shoot plasma shots. He usually uses Plant
Sprout after the second Plant Barrier. Don't rely too much on Gyro Attack.
Weakness: Gyro Attack
Weapon Received: Plant Barrier- The same as Leaf Shield, but instead flower
petals surround you.
Robot Master: Dust Man
Stage: Abandoned Factory
Attacks: Vacuum, Dust Crusher
Attack Patterns: He usually jumps and then does a random attack. He could be
pretty easy.
Weakness: Plant Barrier
Weapon Received: Dust Crusher- A cube of junk that spreads out when it hits
the wall or a person. Could only shoot 1 at a time.
Robot Master: Magnet Man
Stage: Tower
Attacks: Magnet Missile, Magnetic Field, Teleport
Attack Pattern: Usually he will jump and use Magnet missile and jump a couple
of times and then Magnetic Field.
Weakness: Dust Crusher
Weapon Received: Magnet Missile- Like Gyro Attack but it aims itself and is
weaker. Could shoot up to 3 at a time.
Robot Master: Gemini Man
Stage: Artic Area
Attacks: Gemini Split, Gemini Laser, Gemini Split Attack
Attack Pattern: He will first do Gemini Split, and run around in circular
pattern. After you take off about 2/3 of his energy, he will run away
cowardly and shoot a Gemini Laser if not he will do the Gemini split attack.
Weakness: Magnet Missile
Weapon Received: Gemini Laser: A thin beam that reflects off walls, floors,
and ceilings. It reflects 5 times, then it just goes away. You could shoot 2
at a time.
Robot Master: Napalm Man
Stage: The High Way
Attacks: Napalm Bomb, Semi-Homing missiles, Rocket Launcher, Power Dash
Attack Pattern: He usually start off with Power Dash, then starts using the
Rocket Launcher. If you get too near him he will usually do Napalm Bomb. He
does Semi-Homing missiles at random.
Weakness: Gemini Laser
Receive: Napalm Bomb- It bounces three times and then explodes. The higher
you are, the higher you bounce. Could shoot up to 2.
Boss: Yellow Devil
Stage: Wily's Tower 1
Attacks: Mini-Blob Shoot, Plasma Shot,
Attack Pattern: At first, he will just jump around. Damage him until he has
1/3 energy taken off, then he will split into 3 mini-forms of him. 1 fights
and the other two walk on the ceiling. He usually jumps around. Half of the
time he will do his other moves. Take out a certain amount of damage on him
and one of the other two come. Then he will reform and just jump around.
Weakness: Gyro Attack
Boss: Dr. Wily Form 1
Stage: Wily's Tower 2
Attacks: Finger Poke
Attack Pattern: Same as the first. He defends more though.
Weakness: Dust Crusher
Boss: Dr. Wily Form 2
Stage: Wily's Tower 2
Attacks: Lightning Strike, Duo Buzz Saw
Attack Pattern: Same as the first.
Weakness: Dust Crusher
Boss: Dr. Wily Final Form
Stage: Wily's Tower 2
Attacks: Teleport
Attack Pattern: Same as the first.
Weakness: Dust Crusher
D. Info 7
Recommended order: Shade Man, Turbo Man, Cloud Man, Junk Man, Freeze Man,
Slash Man
Robot Master: Shade Man
Stage: Tower
Attacks: Bat Dive, Dark Stare, Crash Noise, Super Crash Noise
Attack Pattern: He will start off by flying and then he does the Bat Dive. He
will then stop flying and then he will do 2 Dark Stares and Crash Noises.
The Crash Noises will reflect off the wall and then he will absorb it and do
two Super Crash Noise.The pattern repeats itself.
Weakness: Slash Claw
Weapon Received: Crash Noise- A sonic wave that could reflect from a wall. If
you touch it when reflected, you will absorb it's power and shoot a more
powerful sonic wave.
Robot Master: Turbo Man
Stage: The High Way
Attacks: Burning Wheel, Turbo Crasher, Air absorb
Attack Pattern: He will start off by using Burning Wheel. He will then do 2
Turbo Crasher attacks. After that, he will do the Air Absorber. The pattern
repeats itself.
Weakness: Crash Noise
Weapon Received: Burning Wheel- A flaming wheel will surround you. In about 2
seconds it will fire out. Not very strong.
Robot Master: Cloud Man
Stage: Sky Palace
Attacks: Thunder Strike, Storm
Attack Patterns: He will first do Thunder Strike, then he will do Storm and
while the storm is going, he will shoot 2 more Thunder Strikes. The Storm
will then stop and he will be moving across the screen.
Weakness: Burning Wheel
Weapon Received: Thunder Strike- A bolt of lightning that when in contact to
an enemy, will split into 2 smaller bolts. Could shoot 2 at a time.
Robot Master: Junk Man
Stage: The Abandoned Factory
Attacks: Energy Blast, Junk Block, Junk Rain, Junk Shield
Attack Pattern: He usually starts off by jumping over you and shooting an
Energy Blast. He then usually does the junk block. From then on the pattern
is random. Hardly ever would he do Junk Shield or Junk Rain.
Weakness: Thunder Strike
Weapon Received: Junk Shield: Piles of robotic junk will surround you. It
also takes 8 hits but instead of shooting the barrier out straight, it
spreads out.
Robot Master: Freeze Man
Stage: The Artic Area
Attacks: Freeze Cracker, Frost Spikes
Attack Pattern: Most of the battle he will be running around. He will
sometimes jump up and shoot a Freeze Cracker, or stop and do Frost Spikes.
Weakness: Junk Shield
Weapon Received: Freeze Cracker- A giant Snowflake that could be aimed
straight, Diagnally upwards, or diagnally downward. If it hits the floor, a
wall, or the ceiling, it will split up into 5 small snow flakes.
Robot Master: Slash Man
Stage: Wily Land
Attacks: Slash Claw, Claw Dive, Fruit Toss
Attack Pattern: It's completely random. Don't rely on the Freeze Cracker.
Weakness: Freeze Cracker
Weapon Receved: Slash Claw- A small slash comes out with very little range.
It could be charged up for more range and a lot more power.
Boss: Pumkin Bot (I don't know the true name. If anyone knows what his real
name, E-mail it.)
Stage: Wily's Tower 1
Attacks: Seed Shot, Super Seed Shot, Batton Summon.
Attack Pattern: He will usually fly around. He will then open the mouth and
you will see a smaller pumkin inside of him and will spit a couple of Seed
shots or Super Seed Shots. He will sometimes summon Battons.
Weakness: Thunder Strike
Boss: Dr. Wily Form 1
Stage: Wily's Tower 2
Attacks: Finger Poke
Attack Pattern: Same as the first. He defends a lot more.
Weakness: Slash Claw
Boss: Dr. Wily Form 2
Stage: Wily's Tower 2
Attacks: Lightning Strike, Duo Buzz Saw
Attack Pattern: Same as the first.
Weakness: Slash Claw
Boss: Dr. Wily Final Form
Stage: Wily's Tower 2
Attacks: Teleport
Attack Pattern: Same as the first.
Weakness: Slash Claw
E. Endings (Major Spoilers)
Here I will tell you all the endings for Rock Man: The Power Battle. If you
haven't seen the ending and wish not to see it just skip this section. The
endings are the same no matter what mission you choose. Also the endings are
the same even if you defeat Wily's final form or not.
Note: These endings were taken from the Asian Version of Rock Man: The Power
Battle.
Mega Man's ending
Roll: Welcome back Megaman. Glad to see you made it.
Mega Man: Yeah. But Dr. Wily got away again.
Dr. Light: Megaman, I'm so glad you came back in one piece.
Mega Man: Even so, if things don't change, the battle against Dr. Wily will
never end.
Dr. Light: It's just as you said but, this time we learned what robots need.
Auto: Yeah, a hero like me, right?
Dr. Light: Well... Not quite.
Mega Man: What exactly do we robots need?
Dr. Light: Like humans, the robot has to determine what is right and what is
wrong by itself. Robots are not supposed to hurt humans. We need to research
more on A.I program.
Mega Man: When will there be world peace?
Dr. Light: That will be up to us.
Proto Man's Ending:
Narrator: Protoman... who is he? Protoman, Dr. Light's first ever built robot
just before completion ran away and vanished. He appears to Megaman from time
to time and mysteriously disappears. Is he a friend or foe? Where is he off
to? Nobody knows.
Bass's Ending:
Dr. Wily: Noo...! My laboratory! Bass, what are you doing!?
Bass: Now you know that I am the strongest. There's no need for you to make
any more junk robots.
Dr. Wily: The strongest huh? You've been beaten by Megaman before.
Bass: I underestimated him that time. But I will conquer him this time!
Dr. Wily: Yeah right. You can battle Megaman all you want. The robot that I'm
making right now will blow the both of you away.
Bass: Ha! All you make is junk. Do what you want.
Dr. Wily: Wait. Wait Bass. Don't leave me here!
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4) Rockman 2: The Power Fighters
There are many similarities and differences from this game compared to Rock Man
The Power Battle. One difference is that the games are not ordered by Robot
Masters from different Mega Man games, but by different missions. Another
difference is that you have special moves in which you need to motion
buttons. Another difference is that Duo is a character to play as. Other
differences are the Robot Masters you face. Also you have partners to help
you. Something else to take note is that it gets all flashy if you use the
right weakness on a boss. Another thing is that sometimes when you hit a
boss, small items come out (Point Spheres, Weapon Energy Pellets, and Energy
Pellets). Also bosses have last resort moves when in low energy. And finally,
when you defeat a boss, all these energy pellets, point spheres, and other
items will come out, including the weapon you get from the boss you just
defeated. You have a certain amount of time to get the items.
Also you get special abilities for each missions.
Note: The faster you beat the bosses, the faster you will get your special
abilities.
Mission Select:
Capture Wily (Easy) Ability: Power Up
Rescue Roll (Normal) Ability: Weapon Up
Find Neo-Parts (Hard) Ability: Jump Up
The Stage Select is finally normal. It isn't a Roulette. You get to choose a
stage on your own.
A. Story
Dr. Wily has kidnapped Roll and stole Dr. Light's Neo-Parts, parts for a new
invention of Dr. Light. It is up to Mega Man, Proto Man, and Bass to stop Dr.
Wily, rescue Roll, and get the Neo-Parts back. They are accompanied by an old
friend, Duo, who also wants to help.
B. Info. Capture Wily
Weakness Order: Bubble Man, Heat Man, Plant Man, Gyro Man, Centaur Man,
Shadow Man
Robot Master: Bubble Man
Attacks: Bubble shot, Block. Last Resorts: Bubble Lead Bubble Bomb
Attack Pattern: He will at the beginning swim around, shooting a couple of
Bubble shots. When you drain him to low energy, he will shoot Bubble bombs
and hardly ever Bubble Lead.
Weakness: Shadow Blade
Weapon Received: Bubble Lead- A large bubble travels throgh the ground.
Could shoot up to 2 at a time.
Robot Master: Heat Man
Attacks: Atomic Fire, Block. Last Resorts: Duo Fire Ball, Heat Charge
Attack Pattern: He will jump around a couple of times and shoot Atomic Fire.
When he is at low energy, he will mostly do the Heat charge.
Weakness: Bubble Lead
Weapon Received: Atomic Fire- Very different from the first. When it hits the
ground, it will start to travel on the ground. It could still be charged up.
Robot Master: Plant Man
Attacks: Plasma Shot, Rapid Shots, Plant Sprout. Last Resort: Plant Barrier
Attack Pattern: He will start annoying you with the Rapid Shots and Plasma
Shot. A couple of times he will use Plant Sprout. When he is at low energy,
he will use Plant Barrier a lot, giving you a smaller chance of hurting him.
Weakness: Atomic Fire
Weapon Received: Plant Barrier- The same as in Power Battle.
Robot Master: Gyro Man
Attacks: Gyro Attack, Gyro Tackle (Up or to the side), Gyro Teleport.
Attack Pattern: He will usually Fly around, shooting a couple of Gyro
Attacks. If you get too close to him, he will do the Gyro Tackle. A couple of
times he will do Gyro Teleport. As a Last Resort he will shoot more Gyro
Attacks at a time.
Weakness: Plant Barrier
Weapon Recieved: Gyro Attack- About the same as in Power Battle except you
could shoot 2 at a time.
Robot Master: Centaur Man
Attacks: Centaur Arrows, Summon Blaster, Tackle, Energy Shield. Last Resorts:
Scythe Slash, Scythe Charge.
Attack Pattern: He will first summon the Blaster. He will start to use his
Centaur Arrows and will start to tackle. If you shoot him too much, he will
start to use his energy shield. As a last resort, he uses a scythe. He will
start slashing around with it and charge with his Scythe in front of him.
Weakness: Gyro Attack
Weapon Received: Centaur Arrows- Energy made arrows that could be aimed
straight or diaganally up.
Robot Master: Shadow Man
Attacks: Shadow Blade, Shurikens, Shadow Ninjitsu, Slide Kick. Last Resorts:
Summon Giant Kero, Mecha Keros, Fire Breath.
Attack Pattern: He will run and jump around shooting a couple of Shadow
Blades. He will usually run up to you and use Slide Kick. Hardly he will use
the Shurikens. His last resort is that he summons a giant robotic... frog?
He will ride on it and smaller frogs will come out of the Giant Kero's mouth.
Sometimes the Giant Kero will do a Fire Breath attack.
Weakness: Centaur Arrows
Weapon Received: Shadow Blade- Big blades that could be aimed any direction.
Could shoot up to 3 at a time.
Special Ability: Power Up- Your Power highers. Your Special Moves also
change!
Rock Upper: It now moves a bit more horizontally.
Big Bang Strike: Not Sure. I think it's unblockable. Please E-mail me if you
know.
Double Crescent Kick: Charge A for 2 seconds, hold up, let go of A and press
A again. Bass will do 2 Crescent Kicks. The first kick will knock down a
boss, though. But if you hit them with the second kick, wou will see how
great of a power it has!
Super Punch Combo: Charge A for 2 seconds, hold up, let go of A and press A
again. Duo will first do a punch and then an uppercut. It's too powerful!
Boss: Mad Grinder
Attacks: Mouth Blast, Wheel Crush, Grinding Saw. Last Resort: Crushing
Charge.
Attack Pattern: He will usually do Mouth Blast when you jump. Sometimes he
will use his Grinding Saw. Most of the time he will use his Wheel Crush. He
doesn't use his Last Resort much. He will usually fly over you and land on
you.
Weakness: Centaur Arrows
Boss: Dr. Wily Skull Rider
Attacks: Energy Beam, Mini Dragon, Cannon Blast, Summon Blaster. Last Resort:
Skull Bombs
Attack Pattern: He will rely mostly on the Energy Blast. Sometimes he will
use his cannon blast. He summons the Mini-Dragon usually when he is about to
get in his last resort. When he is in low energy, he wil use the Skull Bombs,
very powerful bombs.
Weakness: Bubble Lead
Boss: Dr. Wily Final Form
Attacks: Teleport
Attack Pattern: He will teleport around. There is a small time limit to beat
him. He teleports faster and faster. If you don't beat him, he will try to
fly away, but then his machine malfunctions. He is easier in my opinion than
the Final boss in Power Battle.
Weakness: Bubble Lead
C. Info. Rescue Roll
Weakness Order: Cut Man, Shade Man, Stone Man, Elec Man, Dive Man, Slash Man
Robot Master: Cut Man
Attacks: Rolling Cutter. Last Resorts: Cut-in, Summon Bird Drillers, Bouncing
Blasts, Spike Traps
Attack Pattern: At first he will just throw Rolling Cutters. When he is in
low energy, he will rely on the Cut-in attack. Sometimes when he does his
Cut-in attack, some Bird Drillers come out. He also does Bouncing Blasts and
Spike Traps after his Cut-in attack.
Weakness: Slash Claw
Weapon Received: Rolling Cutter- The same as in Power Battle.
Robot Master: Shade Man
Attacks: Crash Noise, Bat Dive, Dark Stare, Crash Noise. Last Resort: Batton
Summon
Attack Pattern: Just about the same as in Power Battle. He will first fly
around doing a couple of Bat Dives and then he will land and do 2 Dark Stares
and 2 Crash Noises. The Bat Dive is different because when Shade Man catches
you, he will start to drain your energy. And the Dark Stare petrifies you.
When he is in low energy, he will really annoy you with the Batton Summon.
Weakness: Rolling Cutter
Weapon Received: Crash Noise- The same as in Power Battle, except you could
shoot 2 at a time.
Robot Master: Stone Man
Attacks: Stone Crush. Last Resorts: Power Stone, Giant Fist
Attack Pattern: At first he will rely on Stone Crush. When he is in low
energy, he will start to use Power Stone. Hardly ever he will do the Giant
Fist, but if he does I must warn you of it's great power.
Weakness: Crash Noise
Weapon Received: Power Stone- A fist-like stone that travels on the ground.
Could shoot up to 2.
Robot Master: Elec Man
Attacks: Thunder Beam, Summon Thundroid. Last Resort: Thunder Bolt
Attack Patttern: At first he will summon the Thundroid. He will then shoot
Thunder Beams while on the ground or while jumping. When in low energy, he
will start to use Thunder Bolt, a bigger and more powerful Thunder Beam.
Weakness: Power Stone
Weapon Received: Thunder Beam- A lightning beam shoots forward while 2
smaller lightning bolts move vertically. Could shoot only 1 at a time.
Robot Master: Dive Man
Attacks: Dive Attack, Dive Missile, Aqua Mines. Last Resort: Diving Drill
Attack Pattern: He will swim around and use some Dive Missiles. When on the
ground he will do some Dive Attacks or Aqua Mines. When he is at low energy,
he will rely on Diving Drill.
Weakness: Thunder Beam
Weapon Received: Dive Missile- A missile that tracks down an enemy. Could
shoot up to 2 at a time.
Robot Master: Slash Man
Attacks: Slash Claw, Berserk Roll, Fruit Toss. Last Resort: Dive Claw
Attack Pattern: He will sometimes jump in front of you and use Slash Claw. If
not, he will go all the way to the right wall and use the Berserk Roll. He
won't do the Fruit Toss much. He will rely on his Last Resort attack, Diving
Claw, a lot.
Weakness: Dive Missile
Weapon Received: Slash Claw- The character motions his hand to make a small,
but powerful slash. You may use it rapidly.
Special Ability: Weapon Up- Your Weapon energy doubles!
Boss: Yellow Devil
Attacks: Cube Blob, Arm Vacuum, Blob Shoot, Reform. Last Resort: Rapid Fire,
Eye Laser
Attack Pattern: The same as in Power Battle, except he relies on his last
resorts most.
Weakness: Thunder Beam
Boss: Dr. Wily Skull Rider
Attacks: Energy Beam, Mini Dragon, Cannon Blast, Summon Blaster. Last Resort:
Skull Bombs
Attack Pattern: The same as the first one.
Weakness: Slash Claw
Boss: Dr. Wily Final Form
Attacks: Teleport
Attack Pattern: The same as the first.
Weakness: Slash Claw
D. Info. Find Neo-Parts
Weakness Order: Pharaoh Man, Gemini Man, Napalm Man, Guts Man, Air Man, Quick
Man
Robot Master: Pharaoh Man
Attacks: Pharaoh Wave, Summon Mummies, Pharaoh Shot, Eye Shield, Reflect
Shot.
Attack Pattern: He will usually jump up in the air and shoot a couple of
Pharaoh Shots. Sometimes he will use Pharaoh Wave. Sometimes he will jump in
a corner, take out his Eye Shield, and wait for you to shoot him. If yo shoot
his shield, it will counter and send out a reflect shot. For a Last Resort,
Pharaoh Man flies.
Weakness: Quick Boomerang
Weapon Received: Pharaoh Wave- Two large, powerful blasts get shot to each
side. A very cool weapon.
Robot Master: Gemini Man
Attacks: Split Form, Plasma Shot. Last Resorts: Gemini Laser, Summon Bird
Drillers
Attack Pattern: He will first do Split Form and run around. If you try to
blast him, he will shoot a plasma shot. His Last Resort attacks could be
very annoying if he does them all in one time.
Weakness: Pharaoh Wave
Weapon Received: Gemini Laser- The same as in Power Battle.
Robot Master: Napalm Man
Attacks: Napalm Bomb, Semi-Homing missiles, Rocket Launcher. Last Resort:
Power Dash
Attack Pattern: He will usually start off by driving around, then he will
stop and shoot his Rocket Launcher or Semi-Homing Missiles. He always shoots
2 Napalm Bombs at a time. When in low energy, he will annoy you with the
Power Dash.
Weakness: Gemini Laser
Weapon Received: Napalm Bomb- Same as in Power Battle.
Robot Master: Guts Man
Attacks: Super Arm (Tossing Small Rock), Super Arm (Crumbling large rock),
Super Arm (Tossing large Rock), Charge. Last Resort: Earth Quake.
Attack Pattern: He's a lot harder in this one since the crumbling rocks are
bigger. He has about the same pattern as in Power Battle. When in low energy,
he will do the Earth Quake attack, and then one of the Super Arm attacks.
Weakness: Napalm Bomb
Weapon Received: Super Arm- Same as in Power Battle.
Robot Master: Air Man
Attacks: Air Shooter, Tornadoe Baku. Last Resort: Summon Bird
Attack Pattern: He will first shoot many Air Shooters and then blow them to
you with Tornadoe Baku. His Last Resort is to summon a bird that has an egg,
and the egg will hatch with all these smaller birds that will home at you.
Also when in low energy, he shoots more Air Shooters.
Weakness: Super Arm
Weapon Received: Air Shooter- A small tornadoe that goes up. Could shoot 3 at
a time.
Robot Master: Quick Man
Attacks: Quick Boomerang, Speed Run, Quick Tackle. Last Resort: Super Quick
Tackle
Attack Pattern: He will annoy you with a lot of Quick Boomerangs. He will
sometimes do Speed Run to dodge moves. When he is in low energy, he will jump
to a wall and do the Super Quick Tackle, a fast and powerful attack.
Weakness: Air Shooter
Weapon Received: Quick Boomerang- Like Rolling Cutter, but stronger and
faster, but sometimes when it's coming back at you, it may miss and won't
refill your weapon energy. Could shoot 3 at a time.
Special Ability: Jump Up- Hold Up and press B. You will jump about 3 times
higher. It's like having Rush, but you bounce up when you want!
Boss: Mecha Dragon
Attacks: Fire Ball, Fire Breath, Ram. Last Resort: Summon Mini Dragon
Attack Pattern: At first it will do a couple of fire balls or Fire Breaths.
It won't ram much. The last resort attack, Mini Dragon, is a small dragon
that shoots little fire balls.
Weakness: Quick Boomerang
Boss: Dr. Wily Skull Rider
Attacks: Energy Beam, Mini Dragon, Cannon Blast, Summon Blaster. Last Resort:
Skull Bombs
Attack Pattern: The same as the rest.
Weakness: Super Arm
Boss: Dr. Wily Final Form
Attacks: Teleport.
Attack Pattern: The same as the rest.
E. Endings
Actually, I don't know any of them. If you know the endings word for word,
please E-mail me.
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5) E-Mail me
If you wish to E-Mail me, please let it be only for these reasons:
1. You know something about this game I don't
2. You want something added to my FAQ
3. You want to post this FAQ up in your Website
4. You want to give a comment about my FAQ. No harsh ones. My FAQ isn't that
bad.
5. You know someone who copied off my work without proper credits, edited my
work, and/or redistributed my work for a profit.
Here is my E-Mail address: Quickman
[email protected] or Shadow
[email protected] or
you can use AIM to tell me some stuff.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
6) Credits and Disclaimers
A. Credits
I wanna give credit to...
Capcom for making such a great game
SNK for making Neo-Geo Pocket
Game FAQS for allowing me to post this at there site www.gamefaqs.com
Me for making this FAQ
and you for taking your time to read this FAQ.
B. Disclaimer
This FAQ is copyright 2001-2002 Quick Man. You could copy off my work as
long as you give credit to me. Do post it in your web site without my
permission. If you do ask permission to post it in your website, I don't
want you to change it in any way.Do not redistribute this FAQ in your own
name. Do not sell it, or make a profit out of this FAQ. If you know anyone
that copied, edited, and/or redistributed my work, please contact me right
away.
Rock Man: Battle & Fighters is a trade mark of Capcom co., ltd.
Rock Man: The Power Battle is a trade mark of Capcom co., ltd.
Rock Man 2: The Power Fighters is a trade mark of Capcom co., ltd.
Rock Man/Mega Man, Blues/Proto Man, and any other related Mega Man characters
are registered trade marks of Capcom co., ltd.
I am in no way affiliated with Capcom, the people who work at Capcom, or the
creators of this game.