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Mega Man 2 Mega Man 2 is the first of the bunch to feature 8 robot bosses instead of 6. Also, Wily's castle wis given a name, "Skull Castle," and it features two more stages than the previous game. Again, the Skull Castle bosses will be separated by the Wily symbol. (Note: The U.S. version was made easier for the usual silly reasons, so any additional weaknesses listed may not work as well on the "difficult" level.)
Metal Man DL #009: Metal man is a pretty cool customer. Remaining at a relative position, he won't react unless Mega Man attacks, and when he does, he'll strike back with his own brand of firepower—mainly three metal blades in succession. If you try to take the battle close up, Metal Man will leap to the other side of the room, at his comfort level. While this may seem tame, Mega Man will have to keep in mind that the floor is one large conveyor belt that always switches direction.
Air Man DL #010: The master of the skies, Air Man is truly a master of his element. He attacks by shooting a series of little tornados that litter the screen, halt, then fly forward upon his command. To get a shot in, Mega Man will have to work his way around the tornados, each set in a different pattern. He'll switch sides every 3 times or so.
Bubble Man DL #011: Of course, he likes to hide out in the water, his chamber's ceiling lined with spikes. He'll jump around, looping his bubble attacks at Mega Man, doing whatever he can to get him to jump into the spikes. While doing so, he'll blast at him with his own arm cannon, furthermore deviating Mega Man from his plan of attack.
Quick Man DL #012: He's just what his name implies. Arguably the fastest of all robot bosses, Quick Man makes things doubly tough for Mega Man by throwing 3 boomerangs in the air, furthermore dashing at you while they home-in. Mega Man will have to be quick, too, to dodge both and get in a clean shot.
Crash Man DL #013: There is some confusion about his name, as he's sometimes referred to as "Clash Man," since he took that name in the Japanese version. However, I'll stick with "Crash." Crash Man is a no-nonsense boss; he'll just jump slightly and bombard Mega Man with his crash bombs. After hitting a surface, they detonate shortly after, unless they make direct contact, which will make them explode on impact. If Mega Man tries to match him shot for shot, without the right weapon, he'll lose.
Flash Man DL #014: Flash Man is one of the more unique bosses, only spawning few like him in the future. His major power is his ability to stop time, freezing everything in place but himself. After freezing Mega Man, he'll let loose a spread-shot from his arm cannon; he'll also try to jump on the frozen Mega Man, to inflict more damage. Finishing him off fast is a must.
Heat Man DL #015: Without the proper weapon, fighting him can be a nightmare. Firstly, he'll loop three flames at Mega Man, each of them blazing upward upon hitting the ground. By the time Mega Man is finished dodging those, he'll already be charging up his dash attack. Mega Man has almost no time to get in an attack. Even if he figures out his pattern, it's still easier said than done.
Wood Man DL #016: Size is the name of the game with this boy. He'll try to use his attacks to trap Mega Man in a corner, so it's imperative to get the job done quickly. Firstly, he'll spin himself a shield made of leaves, protecting himself from just about all attacks while it spins around him. Secondly, he'll release four of those leaves upward, so they come swooping down on top of Mega Man, at which time he'll jump at him and release the shield forward, leaving himself open.
MECHA Dragon This huge dragon pops up unexpectedly from behind as Mega Man jumps across single bricks hovering over a huge gap. As he gives chase, he'll kick the bricks away, so Mega Man can't jump backwards. At the end of the trek, he'll let loose a huge flame blast, which will knock Mega Man back a few steps—perhaps into the chasm if he's not careful. Furthermore, he'll try to crowd Mega Man to the right, forcing him back. His head is his only weak spot.
PikoPiko-KUN This really isn't much of a solid enemy. When Mega Man falls into a certain chamber, the wall will come alive. Sections of the wall—2 at a time—will break off and form into what you see above. They'll then take quick dashes in Mega Man's direction, each pair faster than the one before. Staying out of the way of the individual pieces as they form into one is the main objective, while angling in to get in a good shot is the next. When all sections of the wall have been depleted, so is this boss.
Guts-dozer Guts Man makes his return in the form of a giant bulldozer. This machine will move back and forth, shooting projectiles with good accuracy at timed intervals. As a secondary attack, it'll lift its left arm, releasing an array of Hard Hats in Mega Man's direction. If he can dodge the attacks long enough, he'll find that the forehead is the only weak spot.
Buebeam Trap This, too, is not really a solid enemy. When Mega Man enters its chamber, he'll find 6 of these blue defense drones hidden behind solid metal walls. They'll flash when they sense an intruder, and, after powering up, they'll combine their power to fire pellets at timed intervals. Speed is the game, as Mega Man will have to destroy certain walls while leaving others if he wants to attack each drone—this before they destroy him—and he'll have to use his platform weapons for a boost.
Wily Ship #1 This ship is very similar to the one Wily used in the first part. The only difference is that he shoots looping shots upward from the cannon underneath. The ship will be moving back and forth at the same time, leaving Mega Man little room to maneuver. Its only weak point is the windshield.
Wily Ship #2 With the ship damaged, and Wily now visible, he'll go back to attacking with projectiles that move around in circular patterns. The strategy isn't that hard to grasp: Mega Man must avoid his attacks as best he can and get his own attacks in.
Alien Wily Wily's not really an alien; this is just one of his many creations. The alien moves in a pattern best described as a sideways "8." It'll shoot very precise, powerful projectiles while moving in that pattern, trying to throw off Mega Man's timing.
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