MMKB

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MMKB
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This chart is for Mega Man 2: The Power Fighters. For damage values for Mega Man 2, see: Mega Man 2 Damage Data Chart

Search for Wily![]

Buster Energy Hand Mega Upper Proto Strike Crescent Kick Shoulder Charge Giant Knuckle Rush Treble Shadow Blade Plant Barrier Gyro Attack Centaur Arrow Bubble Lead Atomic Fire
Shadow Man 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 3 1:6 3 6 4 2:4:3
Plant Man 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 3 1:6 3 3 4 4:8:6
Gyro Man 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 3 2:12 3 3 4 2:4:3
Centaur Man 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 3 1:6 6 3 4 2:4:3
Bubble Man 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 6 1:6 3 3 4 2:4:3
Heat Man 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 3 1:6 3 3 8 2:4:3
Mad Grinder 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 3 1:6 3 6 4 2:4:3
Wily Machine 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 3 1:6 3 3 8 2:4:3
Dr. Wily 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 6 1:6 3 3 4 2:4:3

Rescue Roll![]

Buster Energy Hand Mega Upper Proto Strike Crescent Kick Shoulder Charge Giant Knuckle Rush Treble Rolling Cutter Power Stone Noise Crush Thunder Beam Dive Missile Slash Claw
Cut Man 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 3 6 3:6 4 3 12
Stone Man 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 3 6 6:12 4 3 6
Shade Man 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 6 6 3:6 4 3 6
Elec Man 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 3 12 3:6 4 3 6
Dive Man 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 3 6 3:6 8 3 6
Slash Man 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 3 6 3:6 4 6 6
Yellow Devil 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 3 6 3:6 8 3 6
Wily Machine 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 3 6 3:6 4 3 12
Dr. Wily 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 3 6 3:6 8 3 6

Recover the new Parts![]

Buster Energy Hand Mega Upper Proto Strike Crescent Kick Shoulder Charge Giant Knuckle Rush Treble Super Arm Pharaoh Wave Air Shooter Quick Boomerang Gemini Laser Napalm Bomb
Guts Man 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 6 4 3 3 4 6:2
Pharaoh Man 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 6 4 3 6 4 3:1
Air Man 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 12 4 3 3 4 3:1
Quick Man 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 6 4 6 3 4 3:1
Gemini Man 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 6 8 3 3 4 3:1
Napalm Man 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 6 4 3 3 8 3:1
Mecha Dragon 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 6 4 3 6 4 3:1
Wily Machine 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 12 4 3 3 4 3:1
Dr. Wily 1:4:6:8 8:10 3:6 4 2:4 4 2:6:6 6 4:6 6 4 6 3 4 3:1

Notes[]

  • Damage values in gray were achieved illegitimately by editing the game.
  • Damage values in bold denote a boss weakness, which always causes a boss to flinch.
  • For Buster, the numbers are: uncharged, half-charged, fully charged, and with the new parts.
    • The exception to this is Duo whose fully-charged and supercharged buster attacks (the "Energy Hand") are slightly more powerful.
  • For Mega Upper and Crescent Kick, the first value is the initial hit while the second value is the energy wave.
    • Mega Upper can hit up to three times -- one on the ground and twice in the air.
  • Proto Strike can hit up to three times.
  • For Giant Knuckle, the first value is the initial hit, the second is the launching uppercut, and the third is the aerial ground slam.
  • For Treble, the first value is the power shot he uses on the ground while the second is the charging attack used when Bass fires a charged shot.
  • For Plant Barrier, the first value is when the barrier is idle while the second is for when it's launched as a projectile.
  • For Atomic Fire, the first value is the small (uncharged) projectile and fire wave, the second is the large (charged) projectile, and the third is the large fire wave.
    • The fire waves can hit multiple times.
  • For Noise Crush, the first value is uncharged while the second is charged.
  • For Napalm Bomb, the first value is the projectile while the second is the explosion.
    • The explosion can hit up to two times.


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