"Is it any wonder I've got too much time on my hands?" - Too Much Time on my
Hands - Styx
In the year 20XX...
+------------------------------------------------+
| |
| Megaman Soccer |
| For the Super Nintendo Entertainment System |
| FAQ/Walkthrough |
| By T. Jackson (section 5.03) |
| Started: 8/4/04 |
| Finished: 8/5/04 |
| Last Updated: 12/18/04 |
| Version 2.1 |
| |
+------------------------------------------------+
This guide is best viewed in 800x600 or 1024x768 resolution with the Courier
New font on your browser's "small" text setting (CTRL + -). It was composed
in Metapad.
Table of Contents:
I. Introduction
1.01: Table of Contents
1.02: Introduction
1.03: Dedication
II. Basics
2.01: Story
2.02: Controls
2.03: Formations
2.04: Options
2.05: Terminology
III. "Walkthrough"
3.01: General Strategies
3.02: Exhibition
3.03: Capcom Championship
3.04: Tournament
3.05: League
3.06: Shoot-out
IV. Appendices
4.01: Players
4.02: FAQ
4.03: Ending
V. Last Words
5.01: Copyright Information
5.02: Revision History
5.03: Contact Information
5.04: Credits
5.05: GOOOOOOOOOOOOOOOOAL!
If you want to find anything, please press CTRL + F and type in the section's
numerical code (i.e. if you want to find the Exhibition guide, then type 3.02).
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
I. Introduction
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| 1.01: Table of Contents |
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It's up there.
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| 1.02: Introduction |
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As a kid, I played soccer. We all did. Of course, since I could slightly beat
a snail in a footrace, I was a defender. The position names were always so
much easier back then. "Forward," "mid-fielder," "defender," and "goalie."
Because the forwards were the future jocks, they were really good at what they
did. So the job of a defender was to sit back and protecting the goal by
talking to the other defenders about birthday parties and about how you never
want to get touched again by that girl who keeps trying to touch you. Life was
so simple.
In an effort to make me excited about soccer (that's not to say I wasn't
excited; I was very excited. It was the social event of the week, as far as I
was concerned), my dad bought Megaman Soccer. I've always had a Megaman
addiction because of my wonderful upbringing. So combining Megaman and soccer
was an awesome touch. It inspired me to move up in the world! I became a
goalie.
Some crazy people got me to write a guide for this game, a game I've been
saying I'd write for for years. I'm finally doing it. And I have no idea
where to start. As I said earlier, Megaman Soccer combines Megaman (insofar as
you have different robot masters) and soccer (the rest of the game). You also
have power shots to take the place of master weapons, and these vary from robot
master to robot master. Either way, Megaman Soccer is a good game to play with
friends or against the computer. Good times.
Due to the nature of this game (and the fact that the only other sport game FAQ
I've written was for an Atari 2600 game), I can't give full-fledged, detailed
strategies like I do for regular Megaman games.
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| 1.03: Dedication |
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This guide is dedicated to Haunter12O. Haunter's an awesome person who doesn't
get nearly the amount of credit in these things as he deserves. He's
charismatic and not afraid to be witty even if doing so has bad reprecussions.
Haunter is an excellent person and a great writer. It's a shame he writes so
little nowadays.
http://www.gamefaqs.com/features/recognition/3432.html
And to Chris "Kao Megura" MacDonald, may he rest in peace.
http://www.gamefaqs.com/features/recognition/85.html
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II. Basics
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| 2.01: Story |
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Aside from Capcom Championship, the game doesn't have a story. But the Capcom
Championship story goes like this (from the instruction manual):
CHAOS AT THE SOCCER STADIUM!
Int he near future, the day had come for the big showdown between the two best
soccer teams in the nation. A wide television audience was expected in
addition to the large crowd that had already assembled at the stadium.
As the teams took the field, an uneasy feeling fell over the crowd. Suddenly,
bursts of fire pelted the stadium, and the field was engulfed in smoke. The
crowd gazed in amazement as the smoke cleared to reveal that the players had
been replaced by highly familiar robots running out onto the field. It seemed
the robots were going to play the game instead.
The television audience was especially surprised at the events. The most
surprised person was the one and only Dr. Light, who immediately recognized the
robots and knew Dr. Wily had to be up to his old tricks. This is unexpected,
Dr. Light thought. That's probably what Dr. Wily is thinking: no one will
notice when my robots take control of the world through its most popular sport.
Think again, Dr. Wily, here comes MEGAMAN!
Dr. Light brought to life a reserve of the blue crime-fighting robots with the
trust Megaman leading them. The next great robot showdown will be on the
soccer field. No matter where DR. Wily's diabolical plots occur, Megaman will
be there to battle through the robots and get Dr. Wily.
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| 2.02: Controls |
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Because the controls vary depending upon your status, the controls are divided
into two sections.
Offensive controls
------------------
-----------------------
| Button | Function |
|--------|--------------|
| A | Punt |
| B | Shoot |
| Y | Pass |
| X | Nothing |
| L | Nothing |
| R | Power shot* |
| Start | Pause |
| Select | Toggle radar |
| Up | Move up |
| Down | Move down |
| Left | Move left |
| Right | Move right |
-----------------------
*Hold R when you hit B to do a power shot
Defensive controls
------------------
-----------------------
| Button | Function |
|--------|--------------|
| A | Tackle |
| B | Headshot |
| Y | Slide tackle |
| X | Slide tackle |
| L | Nothing |
| R | Nothing |
| Start | Pause |
| Select | Toggle radar |
| Up | Move up |
| Down | Move down |
| Left | Move left |
| Right | Move right |
-----------------------
You can do a headshot with Y if the ball is in the air.
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| 2.03: Formations |
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There are five formations to choose from. You should choose your formations
based upon what your strong suits are. Say you are Elecman's team. Elecman's
team is composed of three Elecmen, Airman, Iceman, Bombman, and Flashman.
Elecman is the best as a forward due to his speed. So you want to choose a
formation that will allow you to have three forwards. You do not, however,
have a great choice for a goalie. To make up for this, you want to have three
solid defenders or fullbacks. I'd recommend using Airman, Bombman, and
Flashman here. For goalie, use Bubbleman, and stick Iceman as your halfback,
and you're set with a 3-1-3 position. Here are the formations with ideas on
when to use them:
(note that the way the numbering system works is forwards-halfbacks-fullbacks).
3-2-2
-----
3-2-2 has one goalie, two fullbacks, two halfbacks, and three forwards. You
should use this formation if your goalie is good, and you have solid forwards.
See the terminology/general strategies sections for information on what
qualities these guys should have. Your two fullbacks should be able to kick
well and your halfbacks should have decent running ability. Your focus will be
offensive power here.
-------------------------------------------------------------------------------
Diagram 2.03a |
--------------
-------------------------------------------------------------------
|C | C|
| | |
| | F |
|--------- | ---------|
| | D H | | |
------- |cc cc|cc cc| -------
| S { | | cc cc | cc cc | | { S |
| S { G| | c c M c F c | | { S |
| S { | | cc cc | cc cc | | { S |
------- |cc D H cc|cc cc| -------
| | | | |
|--------- | ---------|
| | F |
| | |
|C | C|
-------------------------------------------------------------------
--------------
- - Line |
c - Circle |
{ - Goal line |
S - Goal |
C - Corner |
M - Midfield |
G - Goalie |
D - Fullback |
H - Halfback |
F - Forward |
-------------------------------------------------------------------------------
Obviously, everyone starts back a little bit further at kickoff, but this is
the default position.
3-1-3
-----
This formation gives you three fullbacks, one halfback, and three forwards. I
used Elecman's team up there as a perfect example of a time to use this
strategy. This formation works very well if you have solid forwards, decent
defense but a poor goalie. Additionally, this takes pressure off of the
individual fullbacks, so put the worst runners in this position.
-------------------------------------------------------------------------------
Diagram 2.03b |
--------------
-------------------------------------------------------------------
|C | C|
| | |
| D | F |
|--------- | ---------|
| | | | |
------- |cc cc|cc cc| -------
| S { | | cc cc | cc cc | | { S |
| S { G| | c D H c M c F c | | { S |
| S { | | cc cc | cc cc | | { S |
------- |cc cc|cc cc| -------
| | | | |
|--------- | ---------|
| D | F |
| | |
|C | C|
-------------------------------------------------------------------
--------------
- - Line |
c - Circle |
{ - Goal line |
S - Goal |
C - Corner |
M - Midfield |
G - Goalie |
D - Fullback |
H - Halfback |
F - Forward |
-------------------------------------------------------------------------------
Sweeper
-------
This formation brings in an entirely new position. You're given two forwards,
two halfbacks, two fullbacks, a goalie, and a sweeper. A sweeper stands just
outside the goal box and serves as a "last minute" defender. Sweepers
basically are goalies outside of the goal box. They cannot pick up the ball.
Use this formation if you have several good candidates for goalie (or are
worried about defense). This position is extraordinarily good for facing Dr.
Wily's team, since the sweeper tends to take the super shot and then the goalie
can pick up the ball.
-------------------------------------------------------------------------------
Diagram 2.03c |
--------------
-------------------------------------------------------------------
|C | C|
| | |
| | |
|--------- | ---------|
| | D H | F | |
------- |cc cc|cc cc| -------
| S { | | cc cc | cc cc | | { S |
| S { G|W | c c M c c | | { S |
| S { | | cc cc | cc cc | | { S |
------- |cc cc|cc cc| -------
| | D H | F | |
|--------- | ---------|
| | |
| | |
|C | C|
-------------------------------------------------------------------
--------------
- - Line |
c - Circle |
{ - Goal line |
S - Goal |
C - Corner |
M - Midfield |
G - Goalie |
D - Fullback |
H - Halfback |
F - Forward |
W - Sweeper |
-------------------------------------------------------------------------------
2-3-2
-----
This is an interesting formation that has a lot of potential if executed
correctly. You have three halfbacks, two fullbacks, two forwards, and a
goalie. You want to use this formation if you have three great candidates for
halfbacks who have great running and kicking abilities. This formation
obviously concentrates on dynamic players.
-------------------------------------------------------------------------------
Diagram 2.03d |
--------------
-------------------------------------------------------------------
|C | C|
| | |
| H | |
|--------- | ---------|
| | D | F | |
------- |cc cc|cc cc| -------
| S { | | cc cc | cc cc | | { S |
| S { G| | c H c M c c | | { S |
| S { | | cc cc | cc cc | | { S |
------- |cc cc|cc cc| -------
| | D | F | |
|--------- | ---------|
| H | |
| | |
|C | C|
-------------------------------------------------------------------
--------------
- - Line |
c - Circle |
{ - Goal line |
S - Goal |
C - Corner |
M - Midfield |
G - Goalie |
D - Fullback |
H - Halfback |
F - Forward |
-------------------------------------------------------------------------------
2-2-3
-----
The final formation gives you an advantage in the fullback category. You have
the goalie, three fullbacks, two halfbacks, and two forwards. Unlike 3-1-3,
you should use this formation if you do NOT have terribly good candidates for
forwards. You'll probably be relying on your halfbacks for offensive power.
Because of the range of the defenders, this takes some pressure off of their
running abilities.
-------------------------------------------------------------------------------
Diagram 2.03e |
--------------
-------------------------------------------------------------------
|C | C|
| | |
| D | |
|--------- | ---------|
| | H | F | |
------- |cc cc|cc cc| -------
| S { | | cc cc | cc cc | | { S |
| S { G| | c D c M c c | | { S |
| S { | | cc cc | cc cc | | { S |
------- |cc H cc|cc F cc| -------
| | | | |
|--------- | ---------|
| D | |
| | |
|C | C|
-------------------------------------------------------------------
--------------
- - Line |
c - Circle |
{ - Goal line |
S - Goal |
C - Corner |
M - Midfield |
G - Goalie |
D - Fullback |
H - Halfback |
F - Forward |
-------------------------------------------------------------------------------
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| 2.04: Options |
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This'll briefly detail the options menu.
Key Config
----------
Here you can change the controls assigned to shoot, pass, and clear (punt).
The default controls are probably the best, though.
Time
----
This is the amount of time in a half. Note that this does not affect the
amount of time in the Capcom Championship mode.
S. Shoot A
----------
This is the number of power shots that Team A (first player) has per half.
S. Shoot B
----------
This is the number of power shots that Team B (second player/computer) has per
half.
Music
-----
Here you can listen to the game's music. Here's a chart of which songs
correspond to which numbers:
------------------------------------------------
| Number | Song |
|--------|---------------------------------------|
| 0 | Stage Selected |
| 1 | Stage Select |
| 2 | Wood Field |
| 3 | Skull Field |
| 4 | Rock Field |
| 5 | Goal! |
| 6 | Cut Field |
| 7 | Needle Field |
| 8 | Elec Field |
| 9 | Dust Field |
| 10 | Enker Field |
| 11 | Fire Field |
| 12 | Pharaoh Field |
| 13 | Blues Field |
| 14 | Position Select |
| 15 | Password |
| 16 | Wily Field |
| 17 | Game Over |
| 18 | Prologue Part 2 |
| 19 | Title Screen |
| 20 | Skull Castle Intro |
| 21 | Protoman's Whistle (unused?) |
| 22 | Extended Protoman's Whistle (unused?) |
| 23 | Unused? |
| 24 | Unused? |
| 25 | Prologue Part 1 |
------------------------------------------------
Sound
-----
Here you can hear various sound effects from the game.
Stereo
------
You can switch from stereo sound to mono sound.
Keeper
------
The default is auto. You can have the computer control your goalie (except for
when the goalie has the ball) or set it to manual and you'll control the
goalie. I recommend letting the computer have it.
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| 2.05: Terminology |
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This section covers the basics of soccer as well as the different terms that
will be used in this guide or in the game. Here's a diagram of the soccer
field with your team in sweeper position (because it has all of the positions
on the field).
-------------------------------------------------------------------------------
Diagram 2.05a |
--------------
-------------------------------------------------------------------
|C | C|
| | |
| | |
|--------- | ---------|
| | D H | F | |
------- |cc cc|cc cc| -------
| S { | | cc cc | cc cc | | { S |
| S { G|W | c c M c c | | { S |
| S { | | cc cc | cc cc | | { S |
------- |cc cc|cc cc| -------
| | D H | F | |
|--------- | ---------|
| | |
| | |
|C | C|
-------------------------------------------------------------------
--------------
- - Line |
c - Circle |
{ - Goal line |
S - Goal |
C - Corner |
M - Midfield |
G - Goalie |
D - Fullback |
H - Halfback |
F - Forward |
W - Sweeper |
-------------------------------------------------------------------------------
Corner
------
There are four corners to the field. This is where a corner kicking team will
kick the ball back into the field.
Corner Kick
-----------
Corner kicks involve the defensive team kicking the ball out of bounds on the
boundary line on which their own goal sits. So:
-------------------------------------------------------------------------------
Diagram 2.05b |
--------------
-------------------------------------------------------------------
|C | C|
| | |
B | <- D | |
|--------- | ---------|
| | | | |
------- |cc cc|cc cc| -------
| S { | | cc cc | cc cc | | { S |
| S { | | c c M c c | | { S |
| S { | | cc cc | cc cc | | { S |
------- |cc cc|cc cc| -------
| | | | |
|--------- | ---------|
| | |
| | |
|C | C|
-------------------------------------------------------------------
--------------
- - Line |
c - Circle |
{ - Goal line |
S - Goal |
C - Corner |
M - Midfield |
D - Fullback |
B - Ball |
< - Kick |
-------------------------------------------------------------------------------
The opposing team gets to kick the ball in from the nearest corner.
Forward
-------
Forwards are the offensive power of the team. They have to cover the area
between the midfield and the opponents' goal box, so running is a key to their
success. If you are playing a formation with less focus on defensive power,
tackling is an excellent skill to have in your forwards (so that there is less
of a chance of the ball reaching your side of the field). Obviously, high
kicking skill is very nice here as well.
Fullback
--------
Also known as a defender, fullbacks stand outside of the goal area (the goal
box, the larger box, and the semi-circle). They protect the goalie. If you're
good, these guys can sit around and talk. It's important for the fullbacks to
have good kicking and tackling skills. If you're playing a formation where
only two fullbacks are in place, then running skills are important as well.
Goal
----
The ball passes over the goal line, giving the kicking team a point.
Goalie
------
This player stands in front of the goal. He's the last line of defense between
the other team and the goal. Unlike other players on the field, the goalie can
pick up the ball with his hands. In Megaman Soccer, when a goalie has the
ball, all of the computer-controlled players return to their default positions
and don't mess with the goalie. It's important for him to have good kicking
and defense skills.
Goal Box
--------
The area directly in front of the goal. Only the goalie can stay in here. The
goalie can leave the goal box, but if he does, he cannot pick the ball up with
his hands until he returns to the goal box.
Goal Kick
---------
This happens when the offensive team kicks the ball out of bounds on the
boundary line on which the opposing goal sits. So:
-------------------------------------------------------------------------------
Diagram 2.05c |
--------------
-------------------------------------------------------------------
|C | C|
| | |
B | <- F | |
|--------- | ---------|
| | | | |
------- |cc cc|cc cc| -------
| S { | | cc cc | cc cc | | { S |
| S { | | c c M c c | | { S |
| S { | | cc cc | cc cc | | { S |
------- |cc cc|cc cc| -------
| | | | |
|--------- | ---------|
| | |
| | |
|C | C|
-------------------------------------------------------------------
--------------
- - Line |
c - Circle |
{ - Goal line |
S - Goal |
C - Corner |
M - Midfield |
-------------------------------------------------------------------------------
A player from the defending team -- usually the goalkeeper -- kicks the ball
from the penalty area.
Halfback
--------
Halfbacks are very important. They can be offensive players and defensive
players when the time comes. Halfbacks should have great running and tackling
power.
Halftime
--------
This occurs after the first half. You can reorganize your players. The teams
switch sides.
Kickoff
-------
At the start of the half or after a goal has been scored, the game restarts at
the midfield. The forwards stand there. One of the forwards has the ball.
This forward can do whatever he wants with it, but the clock won't start until
he passes/shoots the ball. The team kicking the ball depends on the time of
the kickoff. The start of the game will always feature your team kicking off.
The second half starts with the opponent kicking off. After a goal has been
scored, the team on whom the goal was scored gets to kick.
Midfield
--------
The center area of the field. It's composed of a line going through the middle
of the field and a circle in the middle of the line.
Pass
----
A light kick whose aim is to get the ball to another teammate.
Penalty Area/Box
----------------
The area directly outside of the goal box.
Power Shot
----------
A fast shot that is executed by holding R and pressing B. By default, you have
two power shots in each half. The power shots normally clear the opponent that
it hits (although there are some exceptions, and power shots vary from player
to player).
Punt
----
The ball is kicked really hard in an effort to get it to get out of the area of
the kicker.
Shoot
-----
Trying to get the ball into the goal.
Shoot-out
---------
If a game is tied at the end of the second half, then a shoot-out occurs. This
is where five members of each team get one shot at scoring a goal. It's one-
on-one between said player and the goalie. Whichever team scores the most
goals (out of five) wins. If there's another tie, then another shoot-out
occurs.
Sweeper
-------
Sweepers only come out in the sweeper formation. They serve as backup goalies,
standing right in front of the goal box. While they cannot pick up the ball
with their hands, sweepers can manage one side of the goal whlie goalies manage
the other. Sweepers can also take the hit on power shots, leaving the goalie
to take the ball.
NOTE: There is other soccer terminology that exists (i.e. free kick, penalty
kick), but they do not seem to be in this game, so they're not listed
here.
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III. "Walkthrough"
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
This will not be an actual walkthrough, but it'll help you through the
different modes.
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| 3.01: General Strategies |
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These strategies apply to pretty much any mode and just give you basic soccer
strategies.
-Use the formation mode to your advantage! Capitalize on your strengths.
Exploit the enemies' weaknesses. This is such an important part of the game.
-If you can, put Bubbleman as your goalie. He can block a whole lot of super
shots.
-If you're afraid of super shots, use the sweeper mode to block them.
-Don't be afraid to punt the ball. While you will lose control, if you're in a
crowded area, punting is probably your best choice.
-Pass! Pass back and forth a lot while you run.
-Power shots are there for more than just scoring. Use them to get farther
down the field and to knock players out.
-When shooting, shoot from here:
-------------------------------------------------------------------------------
Diagram 3.01a |
--------------
-------------------------------------------------------------------
|C | C|
| | |
| | |
|--------- | ---------|
| | | X| |
------- |cc cc|cc cc|\ \-------
| S { | | cc cc | cc cc | \ |\ { S |
| S { | | c c M c c | \| { S |
| S { | | cc cc | cc cc | /|G { S |
------- |cc cc|cc cc| / -------
| | | X|/ |
|--------- | ---------|
| | |
| | |
|C | C|
-------------------------------------------------------------------
--------------
- - Line |
c - Circle |
{ - Goal line |
S - Goal |
C - Corner |
M - Midfield |
X - Shoot |
\ - Ball path |
-------------------------------------------------------------------------------
You score 90% of the time by shooting from the corners of the penalty box's
semicircle (X) or from the edges of the goal box.
-Use your radar! This can be really important. Figure out which color you are
at the start of the match (it seems to change).
-On that note, if both the opponent and you are using formations where there is
a straight shot between your goal and your opponents goal, give the ball to
your goalie, wait a second, line up the ball with the clearing, and super
shoot the ball all the way across the field.
-To reiterate, have robots with high defense and kick be goalies, robots with
high defense and tackle be fullbacks, players with high run and high tackle
be halfbacks, and characters with high run and high kick (or tackle, depending
upon formation) be forwards.
-If you're on your side of the field and the ball is close to your goalie, do
not be afraid to pass to your goalie. Because everyone runs off when the
goalie has the ball, be sure to use this to your advantage.
-Use headers to your advantage. Get the ball out of your area if the opponent
gets too close or to get the ball further down the field.
-Slide tackle! That's the absolute best way to steal. If you're standing next
to the opponent, tackling works too. But when you slide tackle, you move
quicker AND you stand a chance of stealing the ball.
-When your opponent punts the ball, start running towards their goal. Your
player will switch to one near the ball, so get ready to headbutt the ball.
-Make sure not to shoot a power shot at your own teammate.
-When a fast player has the ball and is being chased by a slower player, run
in zig-zag fashion. You'll last longer.
-You can score on your own goal. Don't.
As you know, when you're substituting characters, you see two rows of four
characters. Here's a quick reference chart to what these players represent (F
is forward, H is halfback, D is fullback, G is goalie, and W is sweeper)
3-2-2
-----
F F F H
H D D G
3-1-3
-----
F F F H
D D D G
Sweeper
-------
F F H H
D D W G
2-3-2
-----
F F H H
H D D G
2-2-3
-----
F F H H
D D D G
Just so we're all clear on this, the oddly colored player on your team is the
goalie.
0=~=~=~=~=~=~=~=~=~0
| 3.02: Exhibition |
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Exhibition is one soccer game. There are four modes:
1P vs. COM - You against the computer.
1P vs. 2P - You against a friend.
1P&2P vs. COM - You and a friend against the computer.
COM vs. COM - Computer against another computer player.
In exhibition matches, you pick your team from the following characters (left
to right, top to bottom):
Megaman
Skullman
Flashman
Bubbleman
Toadman
Cutman
Elecman
Bomberman
Dustman
Airman
Iceman
Needleman
Topman
Fireman
Pharaohman
Enker
Woodman
Protoman
Snakeman
Geminiman
(for character stats, see section 4.01)
When picking your team, realize that you have four choices (five if you're
playing sweeper). Each position is filled with duplicates of one character.
If you choose Protoman to be a forward, then all of the forwards are Protomen
(although you can change these guys around on the next screen; use this to your
advantage!). If you aren't following any of the suggested teams, I recommend
starting out with the Sweeper position. You can change later, and the Sweeper
formation allows for diversity (five positions instead of four). Here are some
individual position suggestions:
Forward : Protoman, Megaman, Enker, Geminiman, Fireman, Iceman, Elecman,
Flashman, Topman
Halfback: Pharaohman, Dustman, Woodman, Cutman, Protoman, Airman, Needleman
Snakeman, Flashman, Enker, Toadman
Fullback: Needleman, Pharaohman, Woodman, Cutman, Dustman, Skullman, Enker,
Bomberman, Toadman, Bubbleman
Goalie : Woodman, Bubbleman, Pharaohman, Dustman
Once your team has been picked, you choose the field of play. You have the
following choices (left to right, top to bottom):
Skull Field
Cut Field
Wood Field
Enker Field
Elec Field
Rock Field
Pharaoh Field
Wily Field
Fire Field
Needle Field
Dust Field
Blues Field
Aside from the color of the grass and the music, there's really no difference
in the fields. I like Wily Field because of its music. Blues and Enker Field
are awesome too. Elec, Cut, and Wood Fields are three others that I'd
recommend.
Now for the game. Just have fun with it, using the strategies listed in
section 3.01. If you're wondering which team has which name, player one is on
the left. Failing that, your team is named after your goalie.
Here are some suggested teams for you people who aren't so creative. Or you
just want team ideas.
Forward Powerhouse
------------------
Select the 3-2-2 formation and get the following team:
3 Protoman
2 Pharaohman
2 Enker
1 Bubbleman
As per its name, this team thrives on pure offensive power. Protoman provides
a great forward. His speed and kicking power are unmatched in the exhibition
games. Pharaohman works well as a halfback (play him forward some). Enker's
speed works well in getting whatever comes to the backfield out (and heck, you
can run him up the field some). Bubbleman will be your main defense, though.
Defensive Shelter
-----------------
Select the 2-2-3 formation.
2 Dustman
2 Needleman
3 Pharaohman
1 Woodman
(NOTE: Mingle Dustman with Pharaohman)
This team is the polar opposite of the Forward Powerhouse team inasmuch as its
offensive power is lacking. Dustman's lack of speed makes him an ideal forward
for this setup; Needleman and Pharaohman are going to be your main players,
though. This team thrives on being able to keep the ball in the backfield
without getting it in your goal. Use this if you're confident with your
offensive skills.
Irregular Regularity
--------------------
(I am so good with names)
3-1-3 formation with this team:
3 Toadman
1 Skullman
3 Bombman
1 Bubbleman
This team is for when you want that rounded out-ness that Megaman brings
without having a team full of Megamen. The members of this team are
statistical twins of Megaman. The 3-1-3 position seems to work best, although
you can feel free to mix it up a bit. When you do mix it up, you don't have to
worry about who goes where -- they're all the same!
Classic Team
------------
Using a sweeper formation...
2 Elecman
2 Iceman
2 Cutman
1 Fireman
1 Bomberman
This team is just one of those for-the-heck-of-it teams. Screw around with
this team however you want. The Megaman 1 team seems to have a lot of strength
in their speed; use that wisely!
Football Team
-------------
Use a 2-3-2 formation for this one.
2 Cutman
3 Pharaohman
2 Airman
1 Woodman
This team is so named because these guys have the best tackling stats (well,
aside from Dr. Wily). This team is actually really balanced. Cutman's great
speed makes him an excellent forward, while Woodman's kicking skills provide a
great goalie. This team is highly recommended.
Dream Team
----------
Use a 3-2-2 formation.
3 Protoman
2 Pharaohman
2 Cutman
1 Bubbleman
This is the team that I personally use. It's a team that I like a lot. The
offensive power is provided by Protoman and by Pharaohman. Protoman's speed
and Pharaohman's power come together nicely. Cutman's speed and tackle
abilities are great assets for defense, and Bubbleman is always good to have.
If you have any more team suggestions, please email 'em to me! I'll analyze
them; you just send them.
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| 3.03: Capcom Championship |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=0
This is the meat and potatoes of this game. I'll give you some ideas on how to
do this. You start off as Team Megaman (as per the story of the game). Your
team is comprised fully of Megamen. As you beat the different teams, you get
one player from their team (composed entirely of the team captain). There are
eight robot masters to choose from: Skullman, Cutman, Woodman, Elecman,
Pharaohman, Fireman, Needleman, and Dustman.
During the matches, save one power shot for the second half. Your enemies
don't get progressively stupider. Wily especially. Wily will use Sweeper both
halves if he has to to guard from your power shots. This effectively
neutralizes his offense, so use that to your advantage!
I recommend starting with Elecman. Elecman's team is weak and having Elecman
on your team is a great asset. To face this team, use a 3-2-2 formation.
Suggested lineup
----------------
Forward : Megaman, Megaman, Megaman
Halfback: Megaman, Megaman,
Fullback: Megaman, Megaman
Goalie : Megaman
Next you want to hit Cutman. Cutman is a lot like Elecman, but his tackle stat
is a little higher. Elecman helps out a lot here. Again, 3-2-2 formation
seems to save the day.
Suggested lineup
----------------
Forward : Elecman, Megaman, Megaman
Halfback: Megaman, Megaman
Fullback: Megaman, Megaman
Goalie : Megaman
Our next target is Fireman. Like the other two Megaman 1 bots, Fireman is weak
defensively. While Fireman isn't as weak as his counterparts, the added
offense that you have on your team helps you out. Use 2-3-2 for your
formation.
Suggested lineup
----------------
Forward : Cutman, Elecman
Halfback: Megaman, Megaman, Megaman
Fullback: Megaman, Megaman
Goalie : Megaman
Now you need a good goalie, so go after Woodman. Woodman's team is the
toughest you've faced so far. Make sure to keep the ball away from your goal
as much as possible. Use 2-2-3 formation here. Once you've cut Woodman down
to size, put him in goal and keep him there.
Suggested lineup
----------------
Forward : Cutman, Elecman
Halfback: Fireman, Megaman
Fullback: Megaman, Megaman, Megaman
Goalie : Megaman
Skullman should be your next target. Skullman's stats are identical to
Megaman's, making him a well-rounded character. While Skullman is defensively
weaker than Woodman, make sure to watch out for his offensive power. Use a 3-
1-3 formation to deal with Skullman.
Suggested lineup
----------------
Forward : Cutman, Elecman, Megaman
Halfback: Fireman
Fullback: Megaman, Megaman, Megaman
Goalie : Woodman
This leaves Dustman, Pharaohman, and Needleman, none of which are easy. Go
ahead and knock out Needleman. Needleman is tough. The weakness that you
should exploit here is his poor running. If you want to take a gamble, stick
Fireman as a forward (I recommend against this, however, as it leaves your
defense wide open). You may want to keep your lineup as it is. Depending on
how good you are, you might want to use a 3-2-2 formation to take the fight to
Needleman's side of the court; on the other hand, it's safer to use a 2-2-3
formation. Or if you want, compromise and use 3-1-3.
Suggested lineup
----------------
Forward : Cutman, Elecman, Megaman -or- Cutman, Elecman
Halfback: Fireman, Megaman -or- Fireman
Fullback: Skullman, Megaman, Megaman -or- Skullman
Goalie : Woodman
Now it's time to hit Dustman. Dustman is one of the two greatest halfbacks
that you can have. This makes Dustman a flexible player and a challenge to
defeat. The trick is to combat Dustman's halfbacks with your own halfbacks.
So use a 2-3-2 formation like so:
Suggested lineup
----------------
Forward : Cutman, Elecman
Halfback: Fireman, Needleman, Skullman
Fullback: Megaman, Megaman
Goalie : Woodman
The final boss in this set of eight is Pharaohman, possibly the hardest robot
master to face. Pharaohman is, like, super Dustman. So, like last time, you
want to have a 2-3-2 lineup.
Suggested lineup
----------------
Forward : Cutman, Elecman
Halfback: Fireman, Needleman, Dustman
Fullback: Skullman, Megaman
Goalie : Woodman
Following this, you go to Skull Castle. Your first matchup is against Enker.
You might not know who Enker is. Enker was a Rockman Killer robot from
Megaman: Dr. Wily's Revenge for the Gameboy. Enker is nothing more than
Megaman with four more points of running skill (and a lot more painful of a
super shot!). Combat this with the following 2-2-3 lineup:
Suggested lineup
----------------
Forward : Cutman, Elecman
Halfback: Dustman, Pharaohman
Fullback: Fireman, Needleman, Skullman
Goalie : Woodman
The next match is against Megaman's brother, Protoman. Protoman has seven more
running points than Megaman, much like Enker had four more. Your lineup should
be pretty much the same, but with one minor substitution:
Suggested lineup
----------------
Forward : Enker, Fireman
Halfback: Dustman, Pharaohman
Fullback: Skullman, Needleman, Cutman
Goalie : Woodman
And now the final match is against the evil Dr. Wily himself. Dr. Wily's team
is a pain. He's got ten more points in the running category than Megaman. But
his tackle stat is 240 and his defensive stat is 240! This is an
extraordinarily hard match that merits an extraordinarily odd formation: the
sweeper!
Suggested lineup
----------------
Forward : Enker, Protoman
Halfback: Fireman, Pharaohman
Fullback: Needleman, Cutman
Sweeper : Dustman
Goalie : Woodman
Good luck! Enjoy the ending!
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| 3.04: Tournament |
0=~=~=~=~=~=~=~=~=~0
Tournament mode is exactly what you'd expect: an ice cream cone. Or that's
what you deserve. It's a tournament. Single elimination. You get to pick
your team, though. I'll go over teams in a minute. But the way this works is
you play against a certain team (and if you have custom rules like the amount
of time being changed, those ARE in effect here). When you beat that team, you
play another team who has already won their first game. Then you play the
champion of the other four teams (there are eight to start with). After that,
you face Enker, and then you face the winner of Dr. Wily vs. Protoman (it's
usually Dr. Wily). Here are the teams (note that you cannot pick Dr. Wily,
Protoman, or Enker's teams) (from left to right and top to bottom) (I've also
added in suggested lineups for different formations):
Skullman
--------
3 Skullman
1 Bubbleman
1 Iceman
1 Bomberman
1 Airman
1 Geminiman
Playing As
----------
Skullman's team seems to be one of the more balanced teams. You've got
three Skullmen, who are statistically identical to Megaman. This makes
Skullman a good choice for any position. Bubbleman is also
statistically identical to Megaman, but he seems to have a greater
immunity to super shots. Iceman's superior speed makes him an
excellent forward, while Airman's lack of speed but speriority in
tackling skills make him an excellent fullback. Bomberman is also
identical to Megaman in stats. 5/8 of this team is. I'd stick with a
3-2-2 or 3-1-3 formation.
Playing Against
---------------
Like I said, Skullman's team is a tough cookie. It can be combated by
exploiting the lack of defensive power. Blast them away with a great
offense (3-2-2) or by keeping your team balanced (3-1-3).
3-2-2
-----
Forward : Skullman, Iceman, Skullman
Halfback: Bomberman, Geminiman
Fullback: Airman, Skullman
Goalie : Bubbleman
3-1-3
-----
Forward : Skullman, Iceman, Geminiman
Halfback: Bomberman
Fullback: Airman, Skullman, Skullman
Goalie : Bubbleman
Sweeper
-------
Forward : Iceman, Skullman
Halfback: Geminiman, Bomberman
Fullback: Skullman, Skullman
Sweeper : Airman
Goalie : Bubbleman
2-3-2
-----
Forward : Iceman, Skullman
Halfback: Geminiman, Bomberman, Skullman
Fullback: Airman, Skullman
Goalie : Bubbleman
2-2-3
-----
Forward : Iceman, Skullman
Halfback: Geminiman, Bomberman
Fullback: Skullman, Airman, Skullman
Goalie : Bubbleman
Cutman
------
3 Cutman
1 Toadman
1 Snakeman
1 Flashman
1 Bubbleman
1 Iceman
Playing As
----------
Cutman's team is another great choice. Cutman himself has better than
average speed AND tackling. This makes him an ideal forward, halfback,
and fullback. Toadman is statistically identical to Megaman (although
his super shot immunity seems to be greater). Snakeman is almost
identical to Megaman, but Snakeman has more tackling points. As such,
Snakeman's best position is probably a fullback or a halfback.
Flashman is one of those players that you have to wonder about. He is
actually worse than Megaman and is the team's only downside. Put him
to work as a halfback or as a forward if need be. As always, Bubbleman
seems to be a great choice for goalie, and Iceman's great speed makes
him an excellent forward. Try to stick with a position that doesn't
require the use of Flashman. 3-1-3 and 2-2-3 positions work best.
Playing Against
---------------
This team can be hilariously easy if you know how to deal with Cutman.
The trick is to focus on defensive power. Use a 2-2-3 or Sweeper
formation, and stick your fastest players up at forward and switch your
fullbacks and halfbacks.
3-2-2
-----
Forward : Cutman, Iceman, Cutman
Halfback: Flashman, Cutman
Fullback: Toadman, Snakeman
Goalie : Bubbleman
3-1-3
-----
Forward : Cutman, Iceman, Cutman
Halfback: Flashman
Fullback: Toadman, Snakeman, Cutman
Goalie : Bubbleman
Sweeper
-------
Forward : Cutman, Iceman
Halfback: Flashman, Cutman
Fullback: Snakeman, Cutman
Sweeper : Toadman
Goalie : Bubbleman
2-3-2
-----
Forward : Cutman, Iceman
Halfback: Flashman, Snakeman, Cutman
Fullback: Toadman, Cutman
Goalie : Bubbleman
2-2-3
-----
Forward : Cutman, Iceman
Halfback: Flashman, Cutman
Fullback: Snakeman, Toadman, Cutman
Goalie : Bubbleman
Woodman
-------
3 Woodman
1 Geminiman
1 Topman
1 Toadman
1 Snakeman
1 Flashman
Playing As
----------
When the designers of the game saw the raw defensive power that they
were giving players here, they decided to balance it out with average
or less-than-average players. You have to realize what Woodman is
capable of to effectively utilize this team. Put Woodman anywhere but
the forward position. Stick to 2-2-3 or Sweeper positions for this
team. Woodman is a great defensive player. Geminiman has speed and
no defense; he should definitely go to the forward slot. Topman and
Flashman are identical: they are just like Megaman but with a worse
tackle stat. These guys should also be forwards or halfbacks.
Snakeman is probably your best offensive player: he is identical to
Megaman but with a better tackle stat. Put him at a halfback. Send
Toadman to be your other fullback, and you're set.
Oh, and Woodman is one of the two ultimate sweepers.
Playing Against
---------------
Exploit the lack of offense! Use a 3-2-2 or 2-3-2 formation to wipe
the floor with this team. Keep the ball on their side of the field.
3-2-2
-----
Forward : Geminiman, Topman, Flashman
Halfback: Woodman, Snakeman
Fullback: Toadman, Woodman
Goalie : Woodman
3-1-3
-----
Forward : Geminiman, Topman, Flashman
Halfback: Woodman
Fullback: Toadman, Snakeman, Woodman
Goalie : Woodman
Sweeper
-------
Forward : Geminiman, Topman
Halfback: Woodman, Flashman
Fullback: Snakeman, Toadman
Sweeper : Woodman
Goalie : Woodman
2-3-2
-----
Forward : Geminiman, Topman
Halfback: Woodman, Flashman, Snakeman
Fullback: Toadman, Woodman
Goalie : Woodman
2-2-3
-----
Forward : Geminiman, Topman
Halfback: Flashman, Snakeman
Fullback: Woodman, Toadman, Woodman
Goalie : Woodman
Elecman
-------
3 Elecman
1 Flashman
1 Bubbleman
1 Iceman
1 Bomberman
1 Airman
Playing As
----------
Elecman's team is a watered down version of Cutman's team. You've got
three Elecmen whose usefulness can really die down on your side of the
field. Keep these guys up front. That said, Elecman can be useful as
a fullback inasmuch as he can reach the ball and kick it away before
anyone else. Some of the recommended formations reflect this. As
always, Bubbleman makes an appearance at goalie. Iceman is a super
version of Elecman: super speed, super bad tackle/defense. Keep him at
offense. You've also got Flashman, the watered down Megaman. Have
Flashy boy at the halfback position. Bomberman -- a statistical
Megaman twin -- works great as a defender or as a halfback. Airman is,
as always, a great fullback due to his tackling capablilites. This
team really doesn't have much going for it, but stick with the Sweeper
or 2-2-3 positions.
Playing Against
---------------
The trick here is to monitor what your opponent is doing with his/her/
its formation. If the opponent is going with 3-2-2, then you should
counter with 2-2-3; you're going to be pummelled with offense. Other-
wise, stick with a 3-1-3 position to knock this team out of the water.
3-2-2
-----
Forward : Elecman, Iceman, Elecman
Halfback: Elecman, Flashman
Fullback: Bomberman, Airman
Goalie : Bubbleman
3-1-3
-----
Forward : Elecman, Iceman, Elecman
Halfback: Flashman
Fullback: Bomberman, Airman, Elecman
Goalie : Bubbleman
Sweeper
-------
Forward : Elecman, Iceman
Halfback: Elecman, Flashman
Fullback: Elecman, Airman
Sweeper : Bomberman
Goalie : Bubbleman
2-3-2
-----
Forward : Elecman, Iceman
Halfback: Elecman, Flashman, Elecman
Fullback: Airman, Bomberman
Goalie : Bubbleman
2-2-3
-----
Forward : Elecman, Iceman
Halfback: Elecman, Flashman
Fullback: Elecman, Bomberman, Airman
Goalie : Bubbleman
Megaman
-------
8 Megaman
Playing As
----------
LET'S ALL SHARE A SNICKER. You don't have too many choices to make
with this team. Don't let its simplicity fool you, though; the team
is well-rounded. Megaman sets the bar for everything. Because of
this, simply check the Playing Against section for each team to see
what you should go with. When in doubt, use a Sweeper formation.
Playing Against
---------------
This team can be a nightmare. It is very well-rounded. The trick is
to see what your opponent tries to emphasize. If the opponent wants
to play offense (3-2-2), then counter it with defense (2-2-3). If
the opponent goes with 3-1-3, 2-3-2, or Sweeper, do what the opponent
does. Keep your head, and you'll be fine.
3-2-2
-----
Forward : Meagman, Megaman, Megaman
Halfback: Megaman, Megaman
Fullback: Megaman, Megaman
Goalie : Megaman
3-1-3
-----
Forward : Megaman, Megaman, Megaman
Halfback: Megaman
Fullback: Megaman, Megaman, Megaman
Goalie : Megaman
Sweeper
-------
Forward : Megaman, Megaman
Halfback: Megaman, Megaman
Fullback: Megaman, Megaman
Sweeper : Megaman
Goalie : Megaman
2-3-2
-----
Forward : Megaman, Megaman
Halfback: Megaman, Megaman, Megaman
Fullback: Megaman, Megaman
Goalie : Megaman
2-2-3
-----
Forward : Megaman, Megaman
Halfback: Megaman, Megaman
Fullback: Megaman, Megaman, Megaman
Goalie : Megaman
Pharaohman
----------
3 Pharaohman
1 Snakeman
1 Flashman
1 Bubbleman
1 Iceman
1 Bomberman
Playing As
----------
This team is a brilliant team. Let's look at it. We've got 3
Pharaohmen, the best halfbacks you could ask for. Then there is
Snakeman, the super tackle Megaman. Flashman is the only downside to
this team. Bubbleman is the awesome goalie, Iceman is a great forward,
and Bomberman is a well-balanced player. This team gets a little
funky. Your best bets are the Sweeper and 2-3-2 positions. Flashman
is more of a nuisance than an asset, though, and if you don't care to
use him too much, put him as a fullback and put Pharaohman as a
forward (that tends to bring about interesting results) or even better,
as a sweeper. This team is very fun to play with, but...
Playing Against
---------------
The best advice is to simply not play against them. Use them. But if
you are dead set for another team, you want to use a 2-3-2 position.
Your halfbacks become very important figures in this game, so make
sure that your best players are the halfbacks.
3-2-2
-----
Forward : Iceman, Flashman, Snakeman
Halfback: Pharaohman, Pharaohman
Fullback: Pharaohman, Bomberman
Goalie : Bubbleman
3-1-3
-----
Forward : Iceman, Flashman, Snakeman
Halfback: Pharaohman
Fullback: Pharaohman, Pharaohman, Bomberman
Goalie : Bubbleman
Sweeper
-------
Forward : Iceman, Flashman
Halfback: Snakeman, Pharaohman
Fullback: Pharaohman, Bomberman
Sweeper : Pharaohman
Goalie : Bubbleman
2-3-2
-----
Forward : Iceman, Flashman
Halfback: Snakeman, Pharaohman, Pharaohman
Fullback: Pharaohman, Bomberman
Goalie : Bubbleman
2-2-3
-----
Forward : Iceman, Flashman
Halfback: Snakeman, Pharaohman
Fullback: Pharaohman, Bomberman, Pharaohman
Goalie : Bubbleman
Fireman
-------
3 Fireman
1 Iceman
1 Bomberman
1 Airman
1 Geminiman
1 Topman
Playing As
----------
This is another great team. Fireman is a better version of Megaman,
stronger in everything but the kick stat (in which they are equal),
even if he is weaker defensively. This makes Fireman a great choice
for almost any position. As always, Iceman serves as a great forward.
Geminiman is another good choice for a forward. Sadly, after that,
you've got Topman, who is another one of those players that is just
like Megaman but weaker defensively. Keep him out of the way. Airman
is a very good fullback/halfback, and Bomberman, having the best
defense on the team, should provide an adequate goalie. Due to the
lack of defense, you'll probably want to reenforce your defensive
powers with a 2-2-3 position or with a 2-3-2 formation. Sweeper is
good too, but you don't have a good candidate for it (Fireman works,
but it's a shame to waste him).
Playing Against
---------------
The weakness of this team lies in its lack of defensive power: they
have no one player who is better-than-average defensively. To exploit
this, pummel the team with a 3-2-2 formation or with a 2-3-2 formation.
Figure out where Bomberman is; he's your biggest concern with their
defense. If the computer is playing a 3-2-2 position, you can be sure
that they're going to rush you. In this case, play it safe with 2-3-2.
3-2-2
-----
Forward : Fireman, Iceman, Geminiman
Halfback: Fireman, Airman
Fullback: Fireman, Topman
Goalie : Bomberman
3-1-3
-----
Forward : Fireman, Iceman, Geminiman
Halfback: Airman
Fullback: Fireman, Topman, Fireman
Goalie : Bomberman
Sweeper
-------
Forward : Fireman, Iceman
Halfback: Airman, Geminiman
Fullback: Topman, Fireman
Sweeper : Fireman
Goalie : Bomberman
2-3-2
-----
Forward : Fireman, Iceman
Halfback: Fireman, Geminiman, Airman
Fullback: Topman, Fireman
Goalie : Bomberman
2-2-3
-----
Forward : Geminiman, Iceman
Halfback: Fireman, Airman
Fullback: Fireman, Fireman, Topman
Goalie : Bomberman
Needleman
---------
3 Needleman
1 Airman
1 Geminiman
1 Topman
1 Toadman
1 Snakeman
Playing As
----------
Needleman's team is the polar opposite of Fireman's team: Needleman's
team has great defense but poor offense. The offense wouldn't be so
bad if Needleman could run faster (he is one of three players with a 64
kick stat). Needleman is an awesome sweeper, though. He's a perfect
fullback and a great goalie (he can kick the ball away). Assign one
Needleman to fullback, halfback, and goalie (use the fullback for your
sweeper). Topman is a player on this team as well. Since his weakness
is defense and since you have an excellent defense, I'm going to
actually recommend that you put Topman as a fullback. This way, he's
out of the way, and Needleman more than makes up for Topman. Airman
works as a fullback or as a halfback. Toadman is a player you want
to have as a forward. Normally I'd recommend putting him at a
defensive position due to his super shot immunity, but you need all
the offense you can get. Geminiman is a good forward. I recommend
putting Geminiman as a forward or as a halfback. As always, Airman
serves decently as your other halfback or as a fullback. You really
have to plan with this team; you can do a lot with it, but you can also
fail miserably if you don't think things through. Try to stick with a
2-2-3, 2-3-2, or sweeper formation to make the most of this team.
Playing Against
---------------
As I said in the above paragraph, Needleman's team specializes in
defense. There's a decent chance that the ball will kept on your side
of the field if you use a 2-2-3 position. Your best bet, I think, is
a 2-3-2 formation. This way, you can have a formidable offense as well
as a great defense.
3-2-2
-----
Forward : Toadman, Snakeman, Geminiman
Halfback: Needleman, Airman
Fullback: Needleman, Topman
Goalie : Needleman
3-1-3
-----
Forward : Toadman, Snakeman
Halfback: Needleman, Geminiman
Fullback: Needleman, Airman, Topman
Goalie : Needleman
Sweeper
-------
Forward : Toadman, Snakeman
Halfback: Needleman, Geminiman
Fullback: Airman, Topman
Sweeper : Needleman
Goalie : Needleman
2-3-2
-----
Forward : Toadman, Snakeman
Halfback: Needleman, Geminiman, Airman
Fullback: Needleman, Topman
Goalie : Needleman
2-2-3
-----
Forward : Toadman, Snakeman
Halfback: Needleman, Geminiman
Fullback: Needleman, Topman, Airman
Goalie : Needleman
Dustman
-------
3 Dustman
1 Bomberman
1 Airman
1 Geminiman
1 Topman
1 Toadman
Playing As
----------
Dustman's team is a better version of Needleman's team. You've got
three Dustmen. Dustman is a great halfback and a great fullback.
Lacking any other decent candidates, Dustman should also be a goalie.
Bomberman and Toadman are very well-rounded. Unlike with Needleman's
team, however, I recommend putting Toadman as a fullback and Bomberman
as a forward (simply because this team has slightly more offensive
power). Because of this formation, Topman is a good choice for
forward. Defense isn't involved in being a forward, so Topman is as
good a choice as anybody. This is also because he can be backed up
by Dustman, Bomberman, and Geminiman, your other forward. Geminiman
goes fast enough to be a good forward. If you want to do something
funky, have Geminiman as your goalie. When he gets the ball, have
Geminiman do a power shot to get the ball down to the other side of the
field. Fun stuff. Anyway, Airman works as a backup halfback and
fullback. Because this team focuses on halfback power, use a 2-3-2
or 3-2-2 formation.
Playing Against
---------------
This team isn't too bad to play against. The computer seems to enjoy
mismatching some positions, so use that to your advantage. Knock this
team out with a 2-3-2 formation or with a 3-1-3 formation. This team
is well-rounded in both offense and defense, so counter it with your
own dynamic offense and defense.
3-2-2
-----
Forward : Geminiman, Topman, Bomberman
Halfback: Dustman, Airman
Fullback: Dustman, Toadman
Goalie : Dustman
3-1-3
-----
Forward : Geminiman, Topman, Bomberman
Halfback: Dustman
Fullback: Dustman, Airman, Toadman
Goalie : Dustman
Sweeper
-------
Forward : Geminiman, Topman
Halfback: Dustman, Bomberman
Fullback: Airman, Toadman
Sweeper : Dustman
Goalie : Dustman
2-3-2
-----
Forward : Geminiman, Topman
Halfback: Dustman, Bomberman, Airman
Fullback: Toadman, Dustman
Goalie : Dustman
2-2-3
-----
Forward : Geminiman, Topman
Halfback: Dustman, Bomberman
Fullback: Airman, Dustman, Toadman
Goalie : Dustman
(you can't do anything with the rest of these teams, so I'm not going to show
you suggested lineups)
Enker
-----
3 Enker
1 Topman
1 Toadman
1 Snakeman
1 Flashman
1 Bubbleman
Playing Against
---------------
This team's offense is dangerous. Enker's weakness lies in his
complete lack of defensive power. The best thing he's got is
Bubbleman. Enker's power shot is very dangerous. He's got Topman
(bad defense version of Megaman), Toadman (just like Megaman), Snakeman
(better tackle), Flashman (just like Topman), and Bubbleman (just like
Toadman). What this means for you is that Enker's primary advantages
lie in his forwards and in his halfbacks. My recommendation is to use
Sweeper formation for the first half, and use 2-3-2 or 3-1-3 formation
for the second half. If you can keep the ball on Enker's side of the
field, you'll be fine.
Dr. Wily
--------
3 Wily
1 Bomberman
1 Geminiman
1 Toadman
1 Flashman
1 Iceman
Playing Against
---------------
Dr. Wily is the one obstacle between you and the winner's circle. As
you probably know, Dr. Wily is the best player in the game (the only
stat that he doesn't have the best of is the kicking stat). This
makes Dr. Wily himself a formidable foe. If the computer has a Wily
on defense, this match if even harder. He's got an ideal offense
with Bomberman, Geminiman, and Iceman. He's got Toadman and Flashman.
Flashman is the only weak part of this team. The best way to face this
team is to treat it like Enker's: use a Sweeper formation for the first
half (Wily's power shot is unmatched). For the second half, use a
2-3-2 or 3-1-3 formation to counter Wily's great offense and defense.
Protoman
--------
I have never seen his team; I don't think he can beat Wily.
Good luck with the tournament! If you want me to recommend a team, I'd go with
Pharaohman's team or with Skullman's team.
0=~=~=~=~=~=~=~0
| 3.05: League |
0=~=~=~=~=~=~=~0
The league is the round-robin version of the tournament. You face every team
once. Unlike the tournament, you do not face Dr. Wily/Enker/Protoman teams.
In fact, each time has one of those players on them! On the league chart, GP
is the number of points scored by the team on the left, and GD is the
difference in points between the team on the left (of the chart) and the team
on the top. Positive scores are good. On the chart, a red circle means that
you won the game. A grey X indicates a loss, and a blue triangle indicates a
tie. You recieve one point for a tie and two points for a win. At the end of
the season, the team with the most points win. Here are the teams (again,
from left to right and top to bottom):
Skullman
--------
3 Skullman
2 Bomberman
2 Flashman
1 Protoman
Playing As
----------
This team has its strength in its offense. Skullman and Bomberman are
the two Megamen for this team (their stats are identical). Flashman
is weaker defensively, so he should be put closer to the front lines.
Protoman is the star of this team, though. His running points are 7
higher than everyone else. For this reason, Protoman should be your
forward. Everyone else can be put wherever you want them. Bomberman
seems to have greater immunity to power shots than Skullman, so put
him in goal. Because of the offensive capabilities of this team, use
a 3-2-2 or a 2-3-2 formation.
Playing Against
---------------
Like I said earlier, Skullman's team is lacking in its defense. Their
offense is nothing special either, so pummel them with offense of your
own: 3-2-2 or 2-3-2 formations are in order. If you keep the ball
on their side of the field, you'll be doing fine.
3-2-2
-----
Forward : Protoman, Skullman, Flashman
Halfback: Bomberman, Flashman
Fullback: Skullman, Skullman
Goalie : Bomberman
3-1-3
-----
Forward : Protoman, Skullman, Flashman
Halfback: Bomberman
Fullback: Skullman, Flashman, Skullman
Goalie : Bomberman
Sweeper
-------
Forward : Protoman, Skullman
Halfback: Bomberman, Flashman
Fullback: Skullman, Flashman
Sweeper : Skullman
Goalie : Bomberman
2-3-2
-----
Forward : Protoman, Skullman
Halfback: Bomberman, Flashman, Flashman
Fullback: Skullman, Skullman
Goalie : Bomberman
2-2-3
-----
Forward : Protoman, Flashman
Halfback: Bomberman, Flashman
Fullback: Skullman, Skullman, Skullman
Goalie : Bomberman
Cutman
------
3 Cutman
2 Bubbleman
2 Iceman
1 Enker
Playing As
----------
This team is another team whose strength lies in their offense. Cutman
is another Megaman-esque player, only stronger. This makes Cutman
ideal for just about any position. Enker and Iceman provide a great
deal of speed, so be sure to utilize them in the forward or halfback
positions. As always, Bubbleman is suited for the back side of the
field. This team does have more going for it defensively. 3-2-2
and Sweeper formations seem to work the best here. If you want,
play around with the 3-1-3 formation.
Playing Against
---------------
Cutman's team is well-rounded. As always, the best way to deal with
well-roundedness is with a 2-3-2 formation. You'll want to watch out
for where they have Cutman. If Cutman is in the backfield, then
prepare for a little bit of trouble keeping the ball back there. Enker
isn't nearly the threat that Protoman is, so he shouldn't be your main
concern. Utilize power shots to get down the field as opposed to
shooting on the goal with them.
3-2-2
-----
Forward : Cutman, Iceman, Enker
Halfback: Iceman, Cutman
Fullback: Bubbleman, Cutman
Goalie : Bubbleman
3-1-3
-----
Forward : Cutman, Iceman, Enker
Halfback: Iceman
Fullback: Cutman, Bubbleman, Cutman
Goalie : Bubbleman
Sweeper
-------
Forward : Cutman, Enker
Halfback: Cutman, Iceman
Fullback: Cutman, Iceman
Sweeper : Bubbleman
Goalie : Bubbleman
2-3-2
-----
Forward : Cutman, Enker
Halfback: Cutman, Iceman, Iceman
Fullback: Bubbleman, Cutman
Goalie : Bubbleman
2-2-3
-----
Forward : Cutman, Enker
Halfback: Iceman, Iceman
Fullback: Cutman, Cutman, Bubbleman
Goalie : Bubbleman
Woodman
-------
3 Woodman
2 Airman
2 Geminiman
1 Enker
Playing As
----------
Woodman's is one of those teams that has a superb balance. Three
Woodmen make up a perfect backfield. The problem with Woodman is
that he is the slowest runner in the game. Because of his speed
(or lack thereof), keep Woodman at the back. While Woodman is an
effective halfback, you have to hope that he gets to where you need
him when you need him. That's not a gamble you want to take. Keep
Airman as a halfback or as a fullback. Geminiman has speed going for
him. He's faster than Enker. You might want to get Geminiman down
the field, have Enker pass it to Geminiman, and then have Geminiman
score. Try to stick with 3-2-2 here; you don't have to worry about
your defense at all.
Playing Against
---------------
This team can be pretty tough. While their obvious strength is in the
defense, Woodman's team has a speedy offense that'll be down your
throat before you can say "Leaf me alone." Combat this by sending
your offense down their throat with 3-2-2. On the other hand, if your
team isn't so strong offensively, then use a 2-2-3 formation to at
least keep the ball outta your goal. Don't use Sweeper, though; that
only leaves you weak in every position.
3-2-2
-----
Forward : Geminiman, Enker, Geminiman
Halfback: Airman, Airman
Fullback: Woodman, Woodman
Goalie : Woodman
3-1-3
-----
Forward : Geminiman, Enker, Geminiman
Halfback: Airman
Fullback: Woodman, Woodman, Airman
Goalie : Woodman
Sweeper
-------
Forward : Geminiman, Enker
Halfback: Geminiman, Airman
Fullback: Airman, Woodman
Sweeper : Woodman
Goalie : Woodman
2-3-2
-----
Forward : Geminiman, Enker
Halfback: Geminiman, Airman, Airman
Fullback: Woodman, Woodman
Goalie : Woodman
2-2-3
-----
Forward : Geminiman, Enker
Halfback: Geminiman, Airman
Fullback: Woodman, Airman, Woodman
Goalie : Woodman
Elecman
-------
3 Elecman
2 Geminiman
2 Snakeman
1 Dr. Wily
Playing As
----------
You've got the good doctor on your team. That's a huge asset right
there. He's an ideal goalie, but why waste that awesome tackle stat
as a goalie? No, Wily's perfect positions are fullback and sweeper.
The speedy Elecman and Geminiman work wonders for your forward and
halfback positions, with the well-rounded Snakeman filling in any
gaps. This team is a really good team. Because you've got a speedy
offense, don't worry about using your power shots to score; you'll be
at your opponent's goal before they realize what hit them. Instead,
use Wily's power shot to get the ball down the field. You don't have
a great candidate for goalie, so Dr. Wily is probably going to be your
unofficial goalie (Snakeman is the best non-Wily candidate). Use a
3-1-3 formation to knock your opponents out of the water.
Playing Against
---------------
This team is a painful experience. They've got an excellent offense,
great defensive power, and Dr. Wily. The computer seems to like to
have Wily in an offensive position. I was successful with a 3-2-2
position, but a 3-1-3 or 2-2-3 position might be safer. However, in
this case, I would not recommend going with the Sweeper formation. You
weaken too many areas just to take care of Wily.
3-2-2
-----
Forward : Elecman, Snakeman, Geminiman
Halfback: Geminiman, Elecman
Fullback: Dr. Wily, Elecman
Goalie : Snakeman
3-1-3
-----
Forward : Elecman, Snakeman, Geminiman
Halfback: Geminiman
Fullback: Elecman, Dr. Wily, Elecman
Goalie : Snakeman
Sweeper
-------
Forward : Elecman, Snakeman
Halfback: Geminiman, Geminiman
Fullback: Elecman, Elecman
Sweeper : Dr. Wily
Goalie : Snakeman
2-3-2
-----
Forward : Elecman, Snakeman
Halfback: Elecman, Geminiman, Geminiman
Fullback: Dr. Wily, Elecman
Goalie : Snakeman
2-2-3
-----
Forward : Elecman, Snakeman
Halfback: Geminiman, Geminiman
Fullback: Dr. Wily, Elecman, Elecman
Goalie : Snakeman
Megaman
-------
3 Megaman
2 Iceman
2 Bubbleman
1 Protoman
Playing As
----------
This team is slightly more diverse than the Tournament version of
Megaman's team. This team is purely offense. Bubbleman is the only
strong defensive player you've got. Keep Protoman up front. Megaman
should take one of every other non-goalie position. Bubbleman is a
solid backfield player, and Iceman should fill in the gaps. Try to
keep Iceman up front, though. Use a 3-2-2 position. There's no point
in doing 2-2-3 since you don't have anything to help reenforce your
defense. Just try to keep the ball on the other side of the field.
If the ball gets too close for comfort, don't be afraid to power shot
the ball back down the field.
Playing Against
---------------
This team has a strong offense and no defense. If your defensive
capabilities are good enough, then try a 2-2-3 formation. 2-3-2 is
definitely the safer formation, though. Protoman is the only major
threat on this team. If you don't let Protoman near the ball, then you
should be fine.
3-2-2
-----
Forward : Megaman, Protoman, Iceman
Halfback: Iceman, Megaman
Fullback: Bubbleman, Megaman
Goalie : Bubbleman
3-1-3
-----
Forward : Megaman, Protoman, Iceman
Halfback: Megaman
Fullback: Iceman, Bubbleman, Megaman
Goalie : Bubbleman
Sweeper
-------
Forward : Megaman, Protoman
Halfback: Iceman, Megaman
Fullback: Megaman, Iceman
Sweeper : Bubbleman
Goalie : Bubbleman
2-3-2
-----
Forward : Megaman, Protoman
Halfback: Iceman, Megaman, Iceman
Fullback: Megaman, Bubbleman
Goalie : Bubbleman
2-2-3
-----
Forward : Megaman, Protoman
Halfback: Iceman, Megaman
Fullback: Megaman, Bubbleman, Iceman
Goalie : Bubbleman
Pharaohman
----------
3 Pharaohman
2 Toadman
2 Geminiman
1 Enker
Playing As
----------
This team is pure awesomeness. Even though it has the weakest of the
three 'secret' characters, everybody else balances out. Pharaohman is
the ultimate halfback. Because of his tackle/defensive capabilities,
Pharaohman also serves very well as a goalie and as a fullback.
Toadman, despite having the same stats as Megaman, is a sight to fear
down in the defensive zone, so keep him there. Geminiman and Enker
are awesome offensive powers, and Geminiman's speed will let him fall
into the halfback role easily if necesary. This team works the best
with the ball in the middle of the field, although the team is dominate
in the other parts of the field. Stick with 2-3-2 or 2-2-3 formations.
Playing Against
---------------
This team is the hardest team in the league. The ball will not be kept
on their side of the field for long. Your halfbacks will probably be
obsolete. The best formation to use is the 3-1-3 formation. This way,
you can focus on getting the ball to Pharaohman's side of the court
and stop Pharaohman's approach to your goal. That's the best way to
survive.
3-2-2
-----
Forward : Geminiman, Enker, Geminiman
Halfback: Pharaohman, Toadman
Fullback: Pharaohman, Toadman
Goalie : Pharaohman
3-1-3
-----
Forward : Geminiman, Enker, Geminiman
Halfback: Pharaohman
Fullback: Pharaohman, Toadman, Toadman
Goalie : Pharaohman
Sweeper
-------
Forward : Geminiman, Enker
Halfback: Geminiman, Pharaohman
Fullback: Toadman, Toadman
Sweeper : Pharaohman
Goalie : Pharaohman
2-3-2
-----
Forward : Geminiman, Enker
Halfback: Geminiman, Pharaohman, Toadman
Fullback: Pharaohman, Toadman
Goalie : Pharaohman
2-2-3
-----
Forward : Geminiman, Enker
Halfback: Geminiman, Pharaohman
Fullback: Toadman, Pharaohman, Toadman
Goalie : Pharaohman
Fireman
-------
3 Fireman
2 Flashman
2 Bomberman
1 Enker
Playing As
----------
This team is probalby not the best choice. It'd be better with Wily or
Protoman. Fireman's strength is his tackling skill. He can also run
at a decent clip (better than average), so keep that in mind. Flashman
is, as always, a liability on defense, so keep him closer to the front.
Enker should also be in the front. Bomberman is the average player on
the team, so stick him in the back (because the front positions are
taken). Keep the ball on the other side of the field. There's no
telling whether or not your defense can handle certain teams. If the
ball gets too close, then use a power shot to get it to the other side
of the field. Ideally, if you can get the ball to Enker, he's got a
great shot at scoring. Use a 3-2-2 or 3-1-3 formation to deal with
threats to this team.
Playing Against
---------------
As I said, Fireman's team is lacking in defense. Therefore, you should
be strong in offense. They don't have a lot of speed, so you do not
have to worry about trying to beef up your defense. For this reason,
the most logical formation is 3-2-2. 2-3-2 might work for you as well.
The trick is to keep the ball away from Enker. Enker is your only
true threat. Exploit the lack of defense in Fireman, and you should
have an easy victory.
3-2-2
-----
Forward : Fireman, Flashman, Enker
Halfback: Flashman, Fireman
Fullback: Bomberman, Fireman
Goalie : Bomberman
3-1-3
-----
Forward : Fireman, Enker, Flashman
Halfback: Flashman
Fullback: Bomberman, Fireman, Fireman
Goalie : Bomberman
Sweeper
-------
Forward : Fireman, Enker
Halfback: Flashman, Flashman
Fullback: Fireman, Fireman
Sweeper : Bomberman
Goalie : Bomberman
2-3-2
-----
Forward : Fireman, Enker
Halfback: Flashman, Flashman, Fireman
Fullback: Fireman, Bomberman
Goalie : Bomberman
2-2-3
-----
Forward : Fireman, Enker
Halfback: Flashman, Flashman
Fullback: Fireman, Fireman, Bomberman
Goalie : Bomberman
Needleman
---------
3 Needleman
2 Topman
2 Toadman
1 Protoman
Playing As
----------
This team is lacking. I say this just because it has Topman. Other
than that, the team isn't bad. Needleman, like Pharaohman, provides
all of your defense. Toadman is a great asset in this field as well.
Protoman should, as usual, stay near the front. Because of Topman's
weak defense, keep him out of the backfield -- always use Topman as a
forward. Even if you sacrifice Protoman as a forward. With Protoman
and Topman providing an offense and with Needleman and Toadman taking
care of the backfield, you'd be doing well with a 2-3-2 or 3-1-3
formation. Even though the latter weakens your midfield a lot, you
reenforce the two extreme positions -- and that's what you need to do.
That said, you could argue that, lacking in any great power on either
side, beefing up your halfback position is the ideal thing to do.
If you subscribe to that school of thought, then use the 2-3-2
formation. Whatever works best for you.
Playing Against
---------------
The offense on this team is lacking. This leaves you with nothing to
worry about in your backfield, so go ahead and use a 3-2-2 formation to
wipe the floor with Needleman's team. The only players to worry about
are the backfield players, and the computer likes to botch those.
3-2-2
-----
Forward : Topman, Protoman, Topman
Halfback: Needleman, Toadman
Fullback: Needleman, Toadman
Goalie : Needleman
3-1-3
-----
Forward : Topman, Protoman, Topman
Halfback: Needleman
Fullback: Needleman, Toadman, Toadman
Goalie : Needleman
Sweeper
-------
Forward : Topman, Topman
Halfback: Protoman, Needleman
Fullback: Needleman, Toadman
Sweeper : Toadman
Goalie : Needleman
2-3-2
-----
Forward : Topman, Topman
Halfback: Protoman, Needleman, Toadman
Fullback: Needleman, Toadman
Goalie : Needleman
2-2-3
-----
Forward : Topman, Topman
Halfback: Protoman, Needleman
Fullback: Toadman, Needleman, Toadman
Goalie : Needleman
Dustman
-------
3 Dustman
2 Snakeman
2 Airman
1 Dr. Wily
Playing As
----------
The last team is one with Dr. Wily. This team has extraordinary
defense. Its offense is somewhat lacking, though. Like Pharaohman,
Dustman works well in all the backfield positions. Like I said with
Elecman's team, there's no point in wasting Dr. Wily in the goalie
position. Unlike Elecman's team, because this team lacks in offense,
I recommend putting the good doctor as a halfback. The only exception
to this is when you play Sweeper. Wily should be your sweeper.
Snakeman is the team's offensive power, though. Airman, that slowbie,
should work from the backfield. However, in the 3-2-2 position, you
might want to use Airman as your forward, because your only other
option is Dustman. Dustman runs too slow for that job. With this
team, try to keep the ball in the middle of the field. Use a 2-3-2
or 2-2-3 formation to cruise your way to victory.
Playing Against
---------------
Like I said, Dustman's team is lacking in offense. That said, if
Wily gets onto your side of the field, you're in for a world of hurt.
The best thing to do is to use a 3-1-3 formation so that all of your
bases are covered.
3-2-2
-----
Forward : Snakeman, Snakeman, Airman
Halfback: Dustman, Dr. Wily
Fullback: Airman, Dustman
Goalie : Dustman
3-1-3
-----
Forward : Snakeman, Snakeman
Halfback: Dr. Wily
Fullback: Dustman, Airman, Dustman
Goalie : Dustman
Sweeper
-------
Forward : Snakeman, Snakeman
Halfback: Airman, Dustman
Fullback: Dustman, Airman
Sweeper : Dr. Wily
Goalie : Dustman
2-3-2
-----
Forward : Snakeman, Snakeman
Halfback: Airman, Dustman, Dr. Wily
Fullback: Dustman, Airman
Goalie : Dustman
2-2-3
-----
Forward : Snakeman, Snakeman
Halfback: Dr. Wily, Dustman
Fullback: Airman, Dustman, Airman
Goalie : Dustman
Personally, I recommend Needleman, Cutman, and Elecman. Have fun.
0=~=~=~=~=~=~=~=~=0
| 3.06: Shoot-out |
0=~=~=~=~=~=~=~=~=0
A shoot-out occurs at the end of the game if there's a tie. This only occurs
in Capcom Championship, Exhibition, and Tournament (in League, there's a tie
symbol). The way it works is thus: five players are chosen at random from each
team. These players each get one shot at scoring a goal. They stand in front
of the penalty box and shoot. If they make it, that's one point towards the
shoot-out score. Whoever gets the most goals wins.
In Megaman Soccer, it's purely luck. Any button will shoot the ball when
you're shooting. You can shoot the ball (you aim) to the left of the goalie
(left + a button), straight (a button), or to the right (right + a button). As
a goalie, you can block to the left (left + a button), straight (a button), or
right (right + a button). Whether or not you succeed in blocking/scoring seems
to be completely random. This is really fun against a friend, though.
To relate, it's like the game Look Away in Mario Party 2 for the Nintendo 64.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
IV. Appendices
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
0=~=~=~=~=~=~=~=0
| 4.01: Players |
0=~=~=~=~=~=~=~=0
After debating on how to do this, I decided to present a quick stat chart here
and in-depth explanations of the players shortly thereafter. I have also, in
each character section, provided the character's stats as well as the stats of
Megaman for the sake of comparison. I've also taken the liberty of describing
the power shots and listing the modes of play in which the players are
available. In parentheses next to the mode is the requirement to play as the
character or the team on which the player plays. Also, just for a quick
explanation of the stats:
Run: The speed at which the character can run.
Kik: The distance of a kick from this player.
Tac: The higher this stat, the better chances are that a player tackled by the
player in question will trip.
Dif: Defense. The higher this stat is, the better chance that this player can
survive a power shot. I also think that the defensive stat determines the
chances of the player falling when he is tackled.
I'll use the acronyms that the game uses for the sake of continuity.
Stat chart:
------------------------------------
| Player | Run | Kik | Tac | Dif |
|------------|-----|-----|-----|-----|
| Protoman | 47 | 62 | 96 | 128 |
| Megaman | 40 | 62 | 96 | 128 |
| Cutman | 42 | 62 | 160 | 98 |
| Iceman | 48 | 62 | 48 | 48 |
| Bomberman | 40 | 62 | 96 | 128 |
| Fireman | 42 | 62 | 128 | 112 |
| Elecman | 43 | 62 | 64 | 96 |
| Airman | 38 | 62 | 160 | 96 |
| Bubbleman | 40 | 62 | 96 | 128 |
| Flashman | 40 | 62 | 96 | 96 |
| Woodman | 28 | 64 | 224 | 208 |
| Needleman | 36 | 64 | 128 | 128 |
| Geminiman | 48 | 62 | 96 | 96 |
| Topman | 40 | 62 | 96 | 96 |
| Snakeman | 40 | 62 | 112 | 128 |
| Toadman | 40 | 62 | 96 | 128 |
| Pharaohman | 34 | 62 | 224 | 160 |
| Dustman | 36 | 64 | 96 | 176 |
| Skullman | 40 | 62 | 96 | 128 |
| Enker | 44 | 62 | 96 | 128 |
| Dr. Wily | 50 | 62 | 240 | 240 |
------------------------------------
Players:
<----------------------------------------------------------------------------->
DRN 000: PROTOMAN
Protoman is Megaman's long-lost brother. He sports a yellow scarf, a shield,
and shades. He dropped the shield to make himself run faster.
Power shot: Charged Proto Buster shot that knocks the enemy straight into the
air. He'll fall back down, shake the shot off after about a
second, and then continue.
Available : Exhibition
Capcom Championship (after defeating him)
League (Skullman, Megaman, Needleman)
Stats :
---------------------------
| Stat | Protoman | Megaman |
|------|----------|---------|
| Run | 47 | 40 |
| Kik | 62 | 62 |
| Tac | 96 | 96 |
| Dif | 128 | 128 |
---------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
DRN 001: MEGAMAN
Megaman is the famous blue bomber that everyone knows and loves. Everyone
except Dr. Wily, of course. Megaman has saved the world countless times, but
can he see why kids love Cinammon Toast Crunch?
Power shot: Charged Mega Buster shot that knocks the enemy straight into the
air. He'll fall back down, shake the shot off after about a
second, and then continue.
Available : Exhibition
Capcom Championship (start)
Tournament (Megaman)
League (Megaman)
Stats :
--------------------------
| Stat | Megaman | Megaman |
|------|---------|---------|
| Run | 40 | 40 |
| Kik | 62 | 62 |
| Tac | 96 | 96 |
| Dif | 128 | 128 |
--------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
DRN 003: CUTMAN
Cutman was made by both Dr. Light and Dr. Wily. He was originally a timber
robot, but now he's out to cut you out of the game!
Power shot: The ball becomes a giant Rolling Cutter than flys in a zig-zag
pattern and makes the opponent go to pieces over this move. The
target will pull himself together after a few seconds.
Available : Exhibition
Capcom Championship (beat him)
Tournament (Cutman)
League (Cutman)
Stats :
-------------------------
| Stat | Cutman | Megaman |
|------|--------|---------|
| Run | 42 | 40 |
| Kik | 62 | 62 |
| Tac | 160 | 96 |
| Dif | 98 | 128 |
-------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
DRN 005: ICEMAN
Iceman was an arctic investigation robot. Due to his small size, Iceman is
very fast. He could probably skate if there was an Ice Field. Think how
awesome that would be.
Power shot: The ball becomes a giant Ice Slasher that encases the victim in a
case of ice for about three seconds.
Available : Exhibition
Tournament (Skullman, Cutman, Elecman, Pharaohman, Fireman, Wily)
League (Cutman, Megaman)
Stats :
-------------------------
| Stat | Iceman | Megaman |
|------|--------|---------|
| Run | 48 | 40 |
| Kik | 62 | 62 |
| Tac | 48 | 96 |
| Dif | 48 | 128 |
-------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
DRN 006: BOMBERMAN
His name is actually Bombman, but for the sake of continuity, I call him what
the came calls him. Bomberman is a robot that demolishes his competition.
Power shot: The ball turns into a Hyper Bomb that blows up the victim. The
victim is in the air for a few seconds, drops, stands up, and moves
along.
Available : Exhibition
Tournament (Skullman, Elecman, Pharaohman, Fireman, Dustman, Wily)
League (Skullman, Fireman)
Stats :
----------------------------
| Stat | Bomberman | Megaman |
|------|-----------|---------|
| Run | 40 | 40 |
| Kik | 62 | 62 |
| Tac | 96 | 96 |
| Dif | 128 | 128 |
----------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
DRN 007: FIREMAN
Fireman was a garbage disposer robot before he came a HUNK OF BURNIN' EVIL.
Fireman likes long, romantic walks on coals and a nice oil bath. He's probably
the most well-rounded of the Megaman 1 robots.
Power shot: The ball becomes a giant Fire Storm blast that engulfs the victim
in flames for about two seconds and then drops the poor guy to the
ground. A second is required to recover before the victim can get
up.
Available : Exhibition
Capcom Championship (beat him)
Tournament (Fireman)
League (Fireman)
--------------------------
| Stat | Fireman | Megaman |
|------|---------|---------|
| Run | 42 | 40 |
| Kik | 62 | 62 |
| Tac | 128 | 96 |
| Dif | 112 | 128 |
--------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
DRN 008: ELECMAN
Elecman is a power generator, both literally and offensively. He can run fast
and is also my favorite robot master in the series (well, tied with Shadowman).
Power shot: The ball turns into a giant blast of Thunder Beam that, upon
contact, traps the player in an electric blast that stuns them for
two seconds, makes them lie on the ground for one second, and then
get back up.
Available : Exhibition
Capcom Championship (beat him)
Tournament (Elecman)
League (Elecman)
Stats :
--------------------------
| Stat | Elecman | Megaman |
|------|---------|---------|
| Run | 43 | 40 |
| Kik | 62 | 62 |
| Tac | 64 | 96 |
| Dif | 96 | 128 |
--------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
DRN 010: AIRMAN
Airman wants to blow you away. He's a big robot with a fan in his middle.
Power shot: The ball turns into a blast of Air Shooter that will send the
target flying upon contact.
Available : Exhibition
Tournament (Skullman, Elecman, Fireman, Needleman, Dustman)
League (Dustman, Woodman)
Stats :
--------------------------
| Stat | Airman | Megaman |
|------|---------|---------|
| Run | 38 | 40 |
| Kik | 62 | 62 |
| Tac | 160 | 96 |
| Dif | 96 | 128 |
--------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
DRN 011: BUBBLEMAN
Bubbleman is the first underwater robot. Ever. And for some reason, this
statistical Megaman lookalike thinks he can play soccer. He can.
Interestingly enough, Bubbleman seems to make a better goalie than Woodman and
Pharaohman, both of whom have higher defensive ratings than Bubbleman.
Bubbleman seems to be immune to a lot of the power shots, though.
Power shot: A giant Bubble Lead shot is fired. The victim is encased in a
giant bubble. The bubble hovers for two or three seconds before
popping.
Available : Exhibition
Tournament (Skullman, Cutman, Elecman, Enker, Pharaohman)
League (Cutman, Megaman)
Stats :
----------------------------
| Stat | Bubbleman | Megaman |
|------|-----------|---------|
| Run | 40 | 40 |
| Kik | 62 | 62 |
| Tac | 96 | 96 |
| Dif | 128 | 128 |
----------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
DRN 014: FLASHMAN
Since Flashman can stop time, you'd think he would put that power to use in the
soccer game. He doesn't, so you have no unfair advantages when playing
alongside Flashman.
Power shot: A solid version of Time Stopper is sent flying at an opponent. If
the ball hits an opponent, the opponent will freeze for three
seconds before reanimating and playing again.
Available : Exhibition
Tournament (Cutman, Woodman, Pharaohman, Enker, Wily)
League (Skullman, Fireman)
---------------------------
| Stat | Flashman | Megaman |
|------|----------|---------|
| Run | 40 | 40 |
| Kik | 62 | 62 |
| Tac | 96 | 96 |
| Dif | 96 | 128 |
---------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
DRN 016: WOODMAN
Wood you?
Woodman is an ideal goalie. His tackle and defensive ratings are through the
roof. The only problem is his susceptibility to power shots.
Power shot: The ball is surrounded by Woodman's Leaf Shield. Anything that is
hit by the Leaf Shield is knocked over for one second.
Available : Exhibition
Capcom Championship (beat him)
Tournament (Woodman)
League (Woodman)
Stats :
--------------------------
| Stat | Woodman | Megaman |
|------|---------|---------|
| Run | 28 | 40 |
| Kik | 64 | 62 |
| Tac | 224 | 96 |
| Dif | 208 | 128 |
--------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
DRN 017: NEEDLEMAN
Needleman has a sharp wit. While he cannot run very quickly, he can tackle
very well and has average defense. His kicking is higher than usual.
Power shot: The ball becomes a NEEDLE BALL. The effect is the same as Cutman's
super shot: the opponent is cut to shreds for a few seconds.
Available : Exhibition
Capcom Championship (beat him)
Tournament (Needleman)
League (Needleman)
Stats :
----------------------------
| Stat | Needleman | Megaman |
|------|-----------|---------|
| Run | 36 | 40 |
| Kik | 64 | 62 |
| Tac | 128 | 96 |
| Dif | 128 | 128 |
----------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
DRN 019: GEMINIMAN
Geminiman has the amazing ability to split in two. Of course, since you can
only have eight players on the field, this ability doesn't help much.
Geminiman's speed is above average, but his defense is low.
Power shot: The ball splits in two. One's a fake. Get this -- the ball passes
through all of the players except the goalie. Handy, eh? The
ball CAN pass through the goalie, but Elemental Knight adds that
the ball will be caught if it's a straight-on shot.
Available : Exhibition
Tournament (Skullman, Woodman, Fireman, Dustman, Wily)
League (Woodman, Pharaohman)
Stats :
----------------------------
| Stat | Geminiman | Megaman |
|------|-----------|---------|
| Run | 48 | 40 |
| Kik | 62 | 62 |
| Tac | 96 | 96 |
| Dif | 96 | 128 |
----------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
DRN 021: TOPMAN
The underrated robot master. YOU SPIN ME RIGHT ROUND, BABY, RIGHT ROUND LIKE A
RECORD BABY, RIGHT ROUND RIGHT ROUND.
Power shot: The ball turns into a top-looking thing that makes the player that
comes in contact with the top disappear for two seconds.
Available : Exhibition
Tournament (Woodman, Fireman, Dustman, Needleman)
League (Needleman)
Stats :
-------------------------
| Stat | Topman | Megaman |
|------|--------|---------|
| Run | 40 | 40 |
| Kik | 62 | 62 |
| Tac | 96 | 96 |
| Dif | 96 | 128 |
-------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
DRN 022: SNAKEMAN
Sssssssnakeman is famous for his Ssssssearch Sssssnakes. I'll stop. Snakeman
is a pretty cool robot master if you ask me. But you didn't.
Power shot: The ball becomes a Search Snake that slithers towards the goal.
In mid-air. It can go right through players!
Available : Exhibition
Tournament (Cutman, Woodman, Pharaohman, Needleman, Enker)
League (Elecman, Dustman)
Stats :
---------------------------
| Stat | Snakeman | Megaman |
|------|----------|---------|
| Run | 40 | 40 |
| Kik | 62 | 62 |
| Tac | 112 | 96 |
| Dif | 128 | 128 |
---------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
DRN 026: TOADMAN
Toadman looks like a girl. Despite what his tackle rating says, Toadman seems
to be a better tackler than Megaman. At any rate, Toadman is a great halfback.
Power shot: Like Flashman's shot, Toadman's power shot briefly paralyzes the
enemy.
Available : Exhibition
Tournament (Cutman, Woodman, Needleman, Dustman, Enker, Wily)
League (Pharaohman, Needleman)
Stats :
--------------------------
| Stat | Toadman | Megaman |
|------|---------|---------|
| Run | 40 | 40 |
| Kik | 62 | 62 |
| Tac | 96 | 96 |
| Dif | 128 | 128 |
--------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
DRN 028: PHARAOHMAN
Pharaohman is the third-coolest robot master ever. His Pharaoh Shot rocks.
Pharaohman is very strong, so his tackling and defensive abilities are through
the roof.
Power shot: Like Fireman's, Pharaohman's power shot -- Pharaoh Shot -- burns
the enemy up.
Available : Exhibition
Capcom Championship (beat him)
Tournament (Pharaohman)
League (Pharaohman)
Stats :
-----------------------------
| Stat | Pharaohman | Megaman |
|------|------------|---------|
| Run | 34 | 40 |
| Kik | 62 | 62 |
| Tac | 224 | 96 |
| Dif | 160 | 128 |
-----------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
DRN 030: DUSTMAN
Dustman is a robot that looks kinda cool and shoots out dust. I never figured
out how much that would hurt, but it seems to be the weakness of half the
fortress bosses in Megaman 4. Dustman is a great midfielder.
Power shot: Dustman fires the Dust Crusher, which buries the attacked player in
dust for two seconds. I hope they don't have allergies...
Available : Exhibition
Capcom Championship (beat him)
Tournament (Dustman)
League (Dustman)
Stats :
--------------------------
| Stat | Dustman | Megaman |
|------|---------|---------|
| Run | 36 | 40 |
| Kik | 64 | 62 |
| Tac | 96 | 96 |
| Dif | 176 | 128 |
--------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
DRN 032: SKULLMAN
You'd think Skullman sucks at soccer. I mean, he's just a pile of bones,
right? Right. His stats are identical to Megaman's. It's Skullman's power
shot that rocks.
Power shot: The ball is surrounded by Skull Barrier. When the ball hits a
target, the target is surrounded by Skull Barrier for a few seconds
while the ball keeps going.
Available : Exhibition
Capcom Championship (beat him)
Tournament (Skullman)
League (Skullman)
Stats :
---------------------------
| Stat | Skullman | Megaman |
|------|----------|---------|
| Run | 40 | 40 |
| Kik | 62 | 62 |
| Tac | 96 | 96 |
| Dif | 128 | 128 |
---------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
RKN 001: ENKER
Enker is one of four robots in the Rockman Killer series of Gameboy fame.
Enker's power is the Mirror Buster, which absorbs shots and fires them back at
the shooter. Enker's got a really cool sword. The difference between Enker
and Megaman lies in the speed.
Power shot: A black Mirror Buster shot that is exactly like Megaman's and
Protoman's power shots.
Available : Exhibition
Capcom Championship (beat him in Skull Castle)
Tournament (Cutman, Woodman, Pharaohman, Fireman)
Stats :
------------------------
| Stat | Enker | Megaman |
|------|-------|---------|
| Run | 44 | 40 |
| Kik | 62 | 62 |
| Tac | 96 | 96 |
| Dif | 128 | 128 |
------------------------
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
EGN 001: DR. WILY
Dr. Wily. Famous for his eyebrow wiggling, this evil genius has built a soccer
machine that is a nightmare. Its stats are through the roof. Wily seems to
like using power shots on players instead of goalies, though.
Power shot: Like Enker's shot, the ball becomes a really big black electric
sphere. This thing will burn up anything in its path. The only
robot I've ever seen shake off a power shot from Wily is Bubbleman,
and that was only once. When fighting Wily, USE A SWEEPER.
Available : Tournament (Dustman, Elecman)
Stats :
---------------------------
| Stat | Dr. Wily | Megaman |
|------|----------|---------|
| Run | 50 | 40 |
| Kik | 62 | 62 |
| Tac | 240 | 96 |
| Dif | 240 | 128 |
---------------------------
<----------------------------------------------------------------------------->
0=~=~=~=~=~=0
| 4.02: FAQ |
0=~=~=~=~=~=0
1Q: Is it just me, or does Rock look really awesome in the intro?
1A: Yes, yes he does.
--
2Q: Is this the first Megaman game for the SNES?
2A: Yep.
--
3Q: How do I score?
3A: When you start, the best way is power shots. After that, I recommend
shooting from the edges of the semi-circle in front of the penalty box.
--
4Q: Dr. Wily is hard! How do I beat him?
4A: Keep trying. It's not like beating him gets you anything.
--
5Q: *reads section 4.03* You're joking. That can't be the ending. Is it?
5A: As far as anyone knows, that's all there is to it.
--
6Q: I can't do a power shot! What am I doing wrong?
6A: Maybe you're out of them. Also, it seems like the opponent has to possess
the ball at least once in between your power shots.
Got more questions? Send 'em in!
0=~=~=~=~=~=~=~0
| 4.03: Ending |
0=~=~=~=~=~=~=~0
The ending is the same for the Capcom Championship, Tournament, and League.
After you beat Dr. Wily/other final team, you return to the title screen.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
V. Last Words
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~=0
| 5.01: Copyright Information |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~=0
Megaman Soccer and all characters, stages, items, and other related things are
copyright Capcom. This guide is copyrighted (c) 2001-2004 to Trace Jackson,
and is the intellectual property of Trace Jackson. This guide/FAQ/walkthrough
is protected under International Copyright Laws. Please feel free to put this
anywhere you like, as long as I get credit for it. And that the guide isn't
for profit. After all, this is to help the readers! It should be spread
around! I WOULD like it if you emailed me asking for permission, but it's not
necesary. Just realize that the latest updates to this guide can and will
always be found at IGN FAQs (faqs.ign.com), GameFAQs (www.gamefaqs.com), and
Meowthnum1.com(www.meowthnum1.com).
The following are sites that can not use my work. If you see these sites using
any of my FAQs, please e-mail me ASAP. Each of these websites are sites that
have plagiarized myself or others in the past, or simply taken our works
without our prior permission. Since they do not have enough respect for the
authors (or an ignorance of the law), I am expressly forbidding them from using
my work. I will not condone such sites that partake in these actions.
911 Codes
http://911codes.com
9 Lives
http://www.9lives.ru/eng/
Bean's PSX Dimension
http://www.bean.dk/psx/index.htm
Cheat Code Central
http://www.cheatcc.com
Cheat Index
http://cheatindex.com
Cheat Matrix
http://cheatmatrix.com
Cheat Search
http://cheatsearch.com
Cheatstop
http://www.panstudio.com/cheatstop/
CNET Gamecenter
http://games.netscape.com/Faqs/
Console Domain
http://www.consoledomain.co.uk
Dirty Little Helper
http://dlh.net
Dark Station
http://www.darkstation.com/
Dreamland
http://kirby.pokep.net
Games Domain
http://www.gamesdomain.com
Game Express
http://www.gameexpress.com
Games Over
http://www.gamesover.com/
Mega Games
http://www.megagames.com
Square Haven
http://www.square-haven.net
Ultimate System
http://www.flatbedexpress.com
If you want to use any part of this guide for whatever reason, please ask. I
will probably say yes.
0=~=~=~=~=~=~=~=~=~=~=~=~0
| 5.02: Revision History |
0=~=~=~=~=~=~=~=~=~=~=~=~0
Version 1.0 (8/5/04) - I completed this guide! Booyah! In sections 3.04 and
3.05, I intend to describe some team strategies later
on.
Version 2.0 (8/10/04) - I added Exhibition teams, Tournament and League team
strategies, and a music chart. I also added
a shoot-out guide, an FAQ, and a request list.
Version 2.1 (12/18/04) - Because it's "You spin me right round baby, right
round like a RECORD" not ratchet.
0=~=~=~=~=~=~=~=~=~=~=~=~=~=0
| 5.03: Contact Information |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=0
Before emailing me, please make sure that whatever question you have wasn't
addressed here in the guide. If it's not a question (i.e. input, suggestion,
correction, etc.), please go ahead and email me. I'm not too picky about
grammar, but if I have no idea what you're saying, I might ask for some
clarification. I'll take emails in Spanish or English. Doesn't matter to
me. No me importa.
I'd appreciate whatever you've got. Questions (again, as long as it's not
answered here), inputs about ideas that I've raised, suggestions or corrections
for the guide, requests for using parts of the guide, problems in life, jokes
(as bad as some of these are in the guide), praise emails (ha!), or whatever
else is on your mind.
Email: meowthnum1 [at] meowthnum1 [dot] com
I wasn't too bad about doing the spam thing at first. Now half of my emails
are virus emails. Just replace the [at] with @ and the [dot] with ..
You could also use AIM. I'd prefer these be quick questions, but I really
can't stop you from long, involved ones. To be honest, I prefer emails. AIM
is still here. That's TracesWritingAIM.
Also, PLEASE be clear about what guide you're talking about. It doesn't help
any of us to ask for help with level one or with Elecman.
Requests: Exhibition teams
Protoman's Tournament team
Information on songs 21-24
0=~=~=~=~=~=~=~=0
| 5.04: Credits |
0=~=~=~=~=~=~=~=0
-animorph1000 - Inspiring me to write this crazy guide.
-bmpsport - Inspiring me to write this crazy guide.
-Brian Sulpher - Where would my guides be without this guy?
-Christina Vidal - Help with some terminology.
-Elemental Knight - Some help and an observation on Geminiman's power shot.
-PSC_Patterson - Ideas.
-StarFighters86 - Encouragement.
-VGK - Chit-chat.
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
| 5.05: GOOOOOOOOOOOOOOOOAL! |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
For my first full-fledged sports game (my other was a rudimentary bowling game
for the Atari 2600), this was a really fun experience. I hope I helped you out
some with this. If there's anything I can do, let me know! Have fun shooting!
--Trace Jackson