Weapon Information
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You can see the damage tick intervals of the different weapons in the game here. The main takeaway from this involves Flash Bomb - if you fire 2 Flash Bombs spaced apart at an interval of 3 frames, then since two weapons cannot both deal damage on the same frame, you only get the damage of a single Flash Bomb.
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Thunder Claw is a useful weapon for destroying enemies, as it will deal damage on every frame that it touches an enemy on the backswing.
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Water Balloon has no shot limit, and can be mashed at 30hz. This is very useful in a TAS setting, and minimally useful in RTA.
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Homing Sniper can be charged to target multiple enemies at once. This is useful for refighting Astro Man.
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For Mega Buster damage values listed on this site, the first value is the damage done by lemons, the second value is the damage done by half-charged shots, and the third value is damage done by fully-charged shots.
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For special weapons that can deal damage multiple times, the damage values listed on this site are for one tick of damage. The only exception to this is Astro Crush, since the weapon strikes multiple times on the entire screen.
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Tornado Hold is unique in that it has two separate parts that deal damage - the fan and the actual tornado. Below, the first number listed is the damage done by the fan, whereas the second is the damage done by the tornado.
- Mega Ball deals the same damage whether kicked or not. It is most often dropped directly into an enemy, or put in front of Mega Man to "dribble" like a real soccer ball into an enemy.
- Mega Ball can be kicked up at a steeper angle by holding "Up" while kicking it. This is most noticeable in the Atetemino (Wily 1) fight.
- For information on ball jumping, see https://goodboyrush.net/books/mega-man-8/page/ball-jumping
- Remember you have a dedicated Mega Buster button
- Your charge level resets when switching weapons or using a special weapon
- You can charge while another weapon is on screen, such as a Mega Ball being dribbled along
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