List of Special Weapons

Main list
Default sorting is by serial number of the Robot Masters.

Sort the table by Trajectory or by Effect to see at a glance weapons with similar characteristics.

Other special weapons

 * This section is a stub.
 * This section will include information about the ugly games made in USA and about "Rockman & Forte 2".

Along floor

 * The projectiles follow the floors and go down along vertical steps: Bubble Lead (MM2), Water Wave (MM5), Wind Storm (MM6), Ice Wave (MM8);
 * Search Snake (MM3) and Wheel Cutter (MM10) can also climb up walls;
 * Napalm Bomb (MM5) travels a short distance, then explodes;
 * Scorch Wheel (MM7) can be held on Mega Man by holding the "shoot" button;
 * Wild Coil (MM7) actually shoots two coils that jump along the floor;
 * Ice Wall (MM&amp;B) must be pushed forward, and it will start moving;

Arc

 * The projectile follows an arc, going up at first, then coming down: Screw Crusher (MMw3) Water Balloon (MM8), Mine Sweeper (SFxMM);
 * Hyper Bomb (MM1) is harmless until it explodes;
 * Super Arm (MM1) throws a boulder that splits into four large chunks when it touches anything;
 * Flame Blast (MM6) creates a flame pillar when it touches the floor or a wall;
 * Salt Water (MMw5) splits into smaller drops that travel in a second arc;
 * Tropical Hazard (SFxMM) works like a balloon, that can be pushed around, then kicked straight or in an arc;
 * Chill Spike (MM10) leaves ice spikes on the floor or wall, when the projectile touches them;

Barrier

 * A circular barrier rotates around Mega Man until it damages an enemy or absorbs a projectile: Skull Barrier (MM4), Plant Barrier (MM6)
 * Fire Storm (MM1): the barrier lasts as long as the Fire Storm projectile is on screen;
 * Leaf Shield (MM2): the barrier lasts as long as Mega Man doesn't move, then it's shot in any direction;
 * Star Crash (MM5): the barrier can be shot forward by pressing "shoot" again;
 * Junk Shield (MM7): the barrier can absorb several hits, and it can also be shot away by presing "shoot" again;
 * Water Shield (MM10): the barrier has eight bubbles, which each presents 1 absorbed hit. Bubbles can be shot by pressing "shoot" again.
 * Soul Satellite (SFxMM) allows to shoot while the barrier is active;
 * See also: .

Body contact

 * Mega man deals damage to the enemies upon touching them, instead of getting damaged.
 * Top Spin (MM3): press "shoot" in mid-air.
 * Sakugarne (MMw2): jump on enemies (like Super Mario).
 * Charge Kick (MM5): press down and "shoot" to slide.
 * Break Dash (MMw5): press and hold "shoot", then release to dash forward.
 * Tengu Blade (MM&amp;B): replaces regular slide.

Boomerang

 * The projectile travels to a limited distance, then comes back; this limit is always compensated by an extra feature;
 * Rolling Cutter (MM1) has a trajectory.
 * Quick Boomerang (MM2) has the added effect of.
 * Shadow Blade (MM3) has the added feature of.
 * Knight Crusher (MM6) has the added features of and  trajectory.
 * Ring Boomerang (MMw4), Thunder Claw (MM8) and Magic Card (MM&amp;B) have the added effect of bing items.

Rebound

 * The projectile bounces against walls, and can hit enemies in different locations.
 * Gemini Laser (MM3) bounces at 45° against walls, ceiling and floor.
 * Crystal Eye (MM5) splits into three shards that bounce against walls, ceiling and floor.
 * Noise Crush (MM7) bounces horizontally back towards Mega Man.
 * Rebound Striker (MM10) can bounce off walls total of five times before it disappears, and each bounce increases the projectile's power.
 * Tengu Blade (MM&amp;B) bounces against walls and goes upwards in an arc.

Delay

 * Hyper Bomb (MM1): the projectile is harmless, but after a while it explodes.
 * Photon Missile (MMw5): the projectile stays in place for a while, then shoots straightforward.

Front & back

 * Mega Man shoots two projectiles, one forward and the other one backwards: Wild Coil (MM7).

Full screen

 * The attack hits all enemies on screen: Rain Flush (MM4), Gravity Hold (MM5), Centaur Flash (MM6), Black Hole (MMw5), Astro Crush (MM8), Lightning Bolt (MM&amp;B).
 * The attack paralyzes all enemies, but it deals no damage: Time Stopper (MM2), Flash Stopper (MM4).

Homing

 * The projectile automatically goes after the nearest enemy: Dive Missile (MM4), Spark Chaser (MMw5), Homing Sniper (MM8), Hornet Chaser (MM9).
 * Magnet Missile (MM3) is shot straightforward, and it turns vertically once when aligned to an enemy.

Multi-direction

 * By pressing the directional pad, the projectile is shot in a different direction.
 * Thunder Beam (MM1) shoots automatically in 3 directions at once (forward, up and down), without need to press the direction button.
 * Metal Blade (MM2) can be shot in 5 directions: forward, up, down, fwd-up, fwd-down.
 * Leaf Shield (MM2) can be shot in 3 directions: forward, up, down.
 * Shadow Blade (MM3) can be shot in 3 directions (forward, up, fwd-up), but it has limited range.
 * Pharaoh Shot (MM4) can be shot in 3 directions (forward, fwd-up, fwd-down), but it can also be charged up above Mega Man's head.
 * Ballade Cracker (MMw4) can be shot in 4 directions: forward, up, fwd-up, fwd-down.
 * Knight Crusher (MM6) can be shot in 3 directions: forward, fwd-up, fwd-down.
 * Danger Wrap (MM7) can be shot in 4 directions: forward (parabolic), up, down, fwd-up (parabolic).
 * Freeze Cracker (MM7) can be shot in 3 directions: forward, fwd-up, fwd-down.
 * Rebound Striker (MM10) can be shot in 3 directions: forward, fwd up, fwd-down
 * Bass Buster (MM&amp;B) can be shot in 4 directions: forward, up, fwd-up, fwd-down.
 * Magic Card (MM&amp;B) can be shot in 2 directions: forward, up.
 * Yoga Inferno (SFxMM) can be shot in 3 directions (forward, up, down) and has, but it has limited range.

Parabolic

 * The projectile travels in an arc upwards: Air Shooter (MM2), Silver Tomahawk (MM6), Thunder Wool (MM10).

Remote controlled

 * Shoot, then press up and/or down to modify the trajectory of the projectile: Hard Knuckle (MM3), Commando Bomb (MM10), Remote Mine (MM&amp;B).
 * Gyro Attack (MM5): you can press up or down just once to modify the trajectory.

Shield

 * It creates a barrier in front of Mega Man that is especially useful against projectiles
 * Mirror Buster (MMw1) reflects projectiles back.
 * Proto Shield (MM7) protects from projectiles only.
 * Aegis Reflector (SFxMM) reflects projectiles back; it stays in place, instead of following Mega Man.

Short ranged

 * The short range is compensated by a greate amount of damage dealt: Slash Claw (MM7), Lightning Kick (SFxMM).
 * Electric Shock (MMw5) has the added effect of.
 * Flame Sword (MM8) has the added effect of.
 * Wave Burner (MM8B) has the added effects of and.
 * Yoga Inferno (SFxMM) has the added effect of.

Spiral

 * The projectiles spiral away from Mega Man: Power Stone (MM5).

Split

 * The projectile splits up upon contact with an enemy or a wall. The trajectory of the split shards are different for each weapon.
 * Super Arm (MM1): when it touches anything, it splits into four large chunks that travel forward.
 * Dust Crusher (MM4): when it hits an enemy, it splits into four shards that travel diagonally in four directions.
 * Crystal Eye (MM5): when it touches a wall, it splits into three shards that bounce against walls, ceiling and floor.
 * Salt Water (MMw5): when it touches the floor, it splits into three drops that travel in an arc.
 * Deep Digger (MMw5): when it touches a wall, it splits into several chunks that travel at different angles.
 * Thunder Bolt (MM7): when it hits an enemy, it splits into two shards that travel vertically.
 * Junk Shield (MM7): if you press "shoot" again, the barrier will split in three random directions.
 * Flash Bomb (MM8): when it touches a wall, it creates a very large blast that stays in place for a while.
 * Solar Blaze (MM10): after a few seconds, or when it touches an enemy, it splits into two solar waves, traveling front and back.

Tail

 * Instead of shooting, Mega Man leaves a tail of bombs when sliding: Mine Sweeper (SFxMM).

Turret

 * Mega Man creates a copy of himself that stays in place and shoots continuously: Copy Vision (MM&amp;B)

Vertical

 * Bubble Bomb (MMw5) travels vertically up, then follows the ceiling.
 * Tornado Hold (MM8) drops a propeller that shoots vertically up.
 * Thunder Wool (MM10) generates an electric beam that shoots vertically down.

Wide

 * The projectile is wide, and can hit enemies that would pass under normal Mega Buster shots: Blizzard Attack (MM6).
 * Rolling Cutter (MM1) shoots projectiles along a wide ellipse.
 * Star Crash (MM5) is shot pressing "shoot" twice.
 * Magma Bazooka (MM9) shoots 3 projectiles in wide arc in front.
 * Triple Blade (MM10) shoots 3 blades in 45 degree arc upward when on ground or 45 degree arc downward while in the air.
 * Spread Drill (MM&amp;B) gets wider by pressing "shoot" two more times.

Charge up

 * Press and hold "shoot" to charge up, release to shot a stronger projectile: Atomic Fire (MM2), Mega Buster (MM4 onwards), Pharaoh Shot (MM4), Wild Coil (MM7), Magma Bazooka (MM9), Hadoken (SFxMM).
 * Noise Crush (MM7) is charged up if Mega Man is hit by its own projectile Rebound back.
 * Homing Sniper (MM8) shoots automatically as long as it's charged up.

Detonate

 * Press "shoot" a second time to blast the projectile into a large explosion: Drill Bomb (MM4), Remote Mine (MM&amp;B).
 * Black Hole Bomb (MM9) functions the same way, but instead of exploding, it creates a gravity well that drags nearby enemies to it, destroying them in the process

Grab

 * The projectile grabs items and brings them back to Mega Man: Ring Boomerang (MMw4 only), Thunder Claw (MM8), Hornet Chaser (MM9), Magic Card (MM&amp;B).
 * Grab Buster (MMw5) turns into flying energy capsules when it hits an enemy.

Interaction

 * These weapons allow to interact with the stage environments in peculiar ways.
 * Rain Flush (MMw4 only) stops quicksands.
 * Thunder Bolt (MM7) turns on elevators and electromagnets.
 * Scorch Wheel (MM7) burns trees, melts ice, lights up candles.
 * Thunder Bolt (MM7), Scorch Wheel (MM7) and Flash Bomb (MM8) light up dark areas.
 * Thunder Claw (MM8) allows Mega Man to swing from poles.

Invulnerability

 * While the full-screen attack is being performed, Mega Man is immune to any damage and he stops any jump or fall in mid-air: Astro Crush (MM8), Lightning Bolt (MM&amp;B).

Jump upgrade

 * These weapons allow to jump higher: Tornado Hold (MM8), Ice Wall (MM&amp;B), Tropical Hazard (SFxMM).

Lure

 * Copy Vision (MM&amp;B): enemies will target the copy instead of Mega Man.

Immobilizer

 * Enemies get paralyzed instead of getting damaged.
 * Mega Man can switch to another weapon and/or attack: Ice Slasher (MM1), Spark Shock (MMw3 only), Flash Stopper (MM4), Ice Wave (MM8), Chill Spike (MM10)
 * Mega Man cannot switch to another weapon: Time Stopper (MM2), Spark Shock (MM3).

Piercer

 * The projectiles are not stopped by enemy shields: Yamato Spear (MM6), Optic Laser (SFxMM).

Rapid Fire

 * Press and hold "shoot" to keep shooting: Quick Boomerang (MM2), Needle Cannon (MM3), Electric Shock (MMw5), Bass Buster (MM&amp;B), Wave Burner (MM&amp;B), Yoga Inferno (SFxMM).

Reflect

 * The weapon reflects back projectiles: Mirror Buster (MMw1), Aegis Reflector (SFxMM).
 * Water Wave (MM5) just erases the projectiles it touches.

Ride

 * Mega Man can get on top of the projectile and ride it along the floor: Ice Wall (MM&amp;B), Oil Slider (MM1P).

Wall breaker

 * These weapons destroy blocks and open up new passages in stages: Super Arm (MM1), Thunder Beam (MM1), Crash Bomber (MM2), Hard Knuckle (MM3), Drill Bomb (MM5), Commando Bomb (MM10), Charge Kick (MMw4 only), Ballade Cracker (MMw4), Break Dash (MMw5)
 * Rain Flush (MMw4 only) and Freeze Cracker (MM7) can destroy flaming barriers.
 * Flame Blast (MM6) and Wave Burner (MM&amp;B) can melt ice walls.
 * Flame Sword (MM8) can burn wooden barriers.
 * Deep Digger (MMw5) affects blocks under Mega Man only.

Wrap up

 * The Danger Wrap (MM7) can encase small enemies in a bubble, that can be pushed against other enemies.