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    Boss FAQ by Eternals

    Version: 1.00 | Updated: 03/15/07 | Printable Version | Search Guide | Bookmark Guide

    Megaman & Bass boss guide
    I know, I know. No flashy ASCII art, for the simple reason I suck at it. Anyway,
    I'm bored, and I've noticed there isn't yet an in-depth boss guide for this 
    great game from Capcom, so here we go.
    This guide is laid out very simply. First, there is a list of bosses in the 
    order I recommend taking them on, along with a shortened version of their name, 
    which you can use with Ctrl + F to jump straight to that boss.
    For the bosses themselves, I start off with a short summary of the boss, then 
    list their attacks along with the best way to dodge, as well as opportunities 
    for counter attacking.
    1) Green Devil [grn]
    2) Coldman [cold]
    3) Burner Man [burn]
    4) Pirateman [prt]
    5) Groundman [grnd]
    6) Tenguman [tng]
    7) Magicman [mgc]
    8) Astroman [astr]
    9) Dynamoman [dyn]
    10) Penuin Pulley [pngn]
    11) King Tank [tank]
    12) King Jet [jet]
    13) King phase 1 [kng1]
    14) King phase 2 [kng2]
    15) King phase 3 [kng3]
    16) Dr. Wily phase 1 [wly1]
    17) Dr. Wily phase 2 [wly2]
    *****Green Devil [grn]*****
    Summary - 
    Well, he's back from his outing in Megaman 8, and he's even easier than before. 
    Obviously, as he's the first boss, you won't have any special weapons, but if 
    you come back to the Museum stage for whatever reason, you can fight him as 
    many times as you like. If you do return, the Remote Bomb and Ice Wall are the 
    best weapons. To fight him, you have to fire at his body/head area a few times 
    to make his protective coating roll back, then fire at the metallic core to 
    inflict damage. As if he wasn't easy enough, he has no invulnerability period, 
    so you can hit him repeatedly. He's easiest with Bass, as Bass can use his 
    rapid fire to quickly peel back the coating and do damage, while double jumping 
    over his attacks to maintain fire on the weak spot.
    1) He lets a drop of green goo down to the floor, which then rolls in your 
    direction at either a slow pace, or a somewhat faster one. Just jump over them 
    while firing.
    2) He flings a drop of goo in an arc at your current position. Either dodge, or 
    shoot them out of the air. Green Devil himself is stationary.
    If using the Ice Wall, just jump up in front of him and drop an Ice Wall on his 
    coating, then quickly jump up and fire another one. If done right, you can kill 
    him with one Ice Wall!
    *****Coldman [cold]*****
    Summary -
    By far the best to start off with, Coldman is very easy to fight, although he 
    does have some tricks up his sleeves that might catch you unawares. He's weak 
    to the Lightning Bolt, although you need to use the Energy Saver bought in 
    Auto's shop to have enough weapon energy to kill him with it. He's slightly 
    easier as Megaman, as although Bass' manouverability make evading his attacks 
    easier, Megaman's charge shot can take him down much more quickly.
    Attacks - 
    1) He creates an Ice Wall, which acts as a shield. He then slides it along the 
    floor at you. When it hits the wall behind you, it will bounce back, hit him 
    and shatter. An easy way to avoid it is to stand right against the wall, and 
    jump as it approaches. By the time you come back down, it will have bounced 
    off the wall, and head back towards him. Alternatively, jump over it, shoot 
    him quickly, then jump over it as it approaches you again.
    2) Sometimes after pushing the ice wall, he will leap across the arena to where 
    you are standing. This is dificult to dodge, as often he will leap while you're 
    still in mid air after evading the ice wall. If you're Bass, turn your jump 
    into a double jump and take yourself over him. If you're Megaman, try to land 
    and slide under him quickly.
    3) After jumping, Coldman will create an Ice Wall to protect himself, and start 
    jumping on the spot. Every time he lands, he will create a cold zone underneath
    you which freezes you on the spot. He will then push the Ice Wall at you while 
    you try to escape. To avoid this, just keep jumping away from here you're 
    standing as he jumps. You'll avoid the cold zone. Keep doing this until the Ice 
    Wall shatters on its own.
    4) When you take him down to half health, He will no longer perform attacks 2 
    and 3. However, he will turn invincible, and create a Cloud enemy, which floats 
    towards you. He then performs attack 1. If you get caught in the cloud, you will
    suffer greatly reduced speed and jumping, and be unable to shoot. Dash or slide 
    until it lets go if this happens. If you're Bass, position yourself so you can 
    shoot the Cloud using the up/diagonal angle. Shoot the Cloud, then jump the Ice 
    Wall, and attack normally until Coldman is gone. If you're Megaman, charge up 
    when you see him creating the Cloud, then jump and release the charge shot when 
    it gets low enough. You should have time to jump the Ice Wall while charging a 
    second shot, and attack as normal. If you use the Lightning Bolt to fight 
    Coldman, he never seems to use this attack.
    *****Burner Man [burn]*****
    Summary -
    Burnerman is fast, and he attacks pretty much non-stop. Although he's tough, 
    don't let him trick you into thinking he's harder than he is. He's weak to the
    Ice Wall, and although it can kill him in about four hits, it's a very 
    inefficient weapon to use against him, as there are often times you can't 
    attack him with it. It's better to fight him with the buster, and quickly 
    switch to the Ice Wall when the opportunity to attack him with it presents 
    itself. It should be noted that there is also a spike pit on either side of 
    the arena. If you mess up, it can kill you with one hit, but we are also going 
    to use these pits for Burnerman's downfall. If you catch him with an Ice Wall, 
    he'll be pushed backwards. Follow him to keep him on screen, and when the Ice 
    Wall dumps him on a spike pit, he'll take additional damage, as well as giving 
    you a funny animation. He's a lot easier as Megaman, as the key to defeating 
    Burnerman easily is to do it QUICKLY. The charge shot of Megaman is invaluable.
    Attacks - 
    1) He dashes from one side of the arena to the other. If you try to use an Ice 
    Wall, he'll just go straight through it without taking damage, but you can 
    still hurt him with buster shots. Jump over him when he approaches, then shoot 
    him in the back. However, you should follow him as he dashes around, because 
    you don't want to be taken by surprise by...
    2) He leaps up in the air, surrounds himself with flames and dive bombs you. 
    When he hits the ground, the flames ripple along the ground a short way on 
    either side of him. This is a dangerous attack, because if he's off screen 
    when he initiates it, the first thing you'll know about it is when he's 
    charging towards you, leaving you very little time to avoid it. Try to dash 
    or slide under him, as he'll land facing the other way, and likely charge off 
    in the opposite direction, giving you some breathing space.
    3) He stands in place and throws bombs. If you leave him, he'll throw three, but
    attack him at any point and he'll stop this attack and probably start dashing 
    around again. This attack is the best time to use the Ice Wall against him.
    4) He leaps into the centre of the arena, and throw three bear traps to various 
    places. These are only visible by a faint ring where you can see their teeth. 
    This attack isn't much on it's own, but he always follows it up with...
    5) He stands in one place, and fires his Wave Burner. After a while of this, 
    he'll jump forwards a little, using his Wave Burner all the while, trying to
    push you back into either a bear trap, or a spike pit. Regular shots will be
    deflected, but use the Ice Wall to damage him. If it catches him when he's 
    on the ground, he will be pushed back, but if he's in the air, he will only
    take a bit of damage, and keep coming towards you, so time the push 
    carefully. As a bonus, the Ice Wall will destroy any bear traps in goes over. 
    I have seen him use this attack without using bear traps first.
    *****Pirateman [prt]*****
    Summary - 
    Pirateman is only dangerous if you're new to the game. Some of his attacks can 
    be hard to avoid, if there's not much space between you, but the water helps 
    you out, and as long as you entered the fight with a decent amount of health,
    you can go toe to toe with him, and come out victorious. It should also be noted
    that the water level lowers during the fight, so this advantage lessens a l
    ittle, which is why he's slightly easier as Bass. Strangely, for an underwater 
    robot, he's weak to the Wave Burner, which operates as a preassure shooter 
    Attacks - 
    1) He fires three Remote Mines, guiding each one to your present location.These 
    will never go above the water level. They're easy enough to avoid if there's 
    plenty of space between you and Pirateman, an the water level is high, but if 
    he's too close, or the water level is getting low, then there's less room to 
    manouvere. By this time, he's likely to be getting low on health himself, so you
    can always forgo dodging to attack more.
    2) He encases himself in a bubble, and depending on the water level, either 
    bounce around the arena, or go straight towards you. You don't even need to 
    dodge this, if you shoot him with the Wave Burner, you'll pop the bubble. If you
    wait for him to start spinning before shooting, he'll spin around and fall flat 
    on his face, giving you an opportunity to attack him again safely.
    3) Not really an attack. When the water level gets too low, he'll stand in place
    and pose, which makes the water level rise again. While he's doing this, he's a 
    sitting target. You know what to do.
    *****Groundman [grnd]*****
    Summary -
    You can also start with Groundman, if you want. Although he's not as easy as 
    Coldman, once you get into the swing of dodging his attacks, he can easily be 
    defeated using only the buster. However, I find the Coldman route easier than 
    the Groundman route, so if you like to start easy to get the hang of a game, 
    start with Coldman. His weakness is the Remote Mine, and he's not really easier 
    with either character. Beginners should play as Bass though, as the double jump 
    is insurance.
    Attacks -
    1) He drills into the ceiling, moves over your head, and comes down with a HUGE 
    drill. He'll do this three times, then drop down. Avoid it by sliding or dashing
    as he gets near, and it will miss completely. Although easy to dodge, this is 
    one of the most damaging attacks in the game. I believe it will kill you in only
    two hits, so don't let him catch you with it.
    2) He drills into the ground. Watch the ripple on the ground to see where he 
    comes up, and just get away from there. Once up, he'll use one of the following 
    3) He fires a spread drill, and might bisect it into two or four pieces. I have 
    no idea what causes him to choose between these options. I've never seen him 
    just fire one drill at you. If he bisects it into four drills, it might be 
    impossible for Megaman to dodge, depending on how far off the ground they are. 
    Bass can double jump them. As you see him attacking, fire at him. If you use a 
    remote mine, you can just leave it on him. The next time he tries to burrow, 
    he'll take damage.
    4) He jumps forwards a little, and transforms into a mole-type machine. He 
    travels across the arena three times, then performs attack 1 or 2. Although he's
    invincible during this time, you can attach a remote mine to him. When he's done
    driving around, he'll try burrowing, and take damage.
    *****Tenguman [tng]*****
    Summary - 
    He's not too different from his stint in Megaman 8, but he is a bit harder. He 
    only goes near the ground when he's attacking, so just hitting him is a matter 
    of patience, unless you're playing as Bass. Like with Burnerman, there is a 
    nasty surprise at each end of the arena, this time a bottomles pit. Unlike 
    Burnerman, we can't use these against him. He doesn't spend much time attacking,
    rather choosing to move along the top of the arena in a bobbing motion. Keep him
    on screen at all times, because you need to see when he's attacking if you're 
    going to fight back. His weakness is the Spread Drill. You can bisect it to make
    hitting him easier, but if you use the big drill each time, you can kill him in 
    five hits. He's a lot easier as Bass, as Bass' double jump allows him to be more
    aggressive, whereas Megaman fans have to attack when the opprtunity permits.
    Attacks -
    1) The Tornado Hold makes its return from Megaman 8. He lowers himself to near 
    the ground, and fires a green fan at the floor, which travels along and 
    generates a tornado that lifts you up and along. If you get caught by this, 
    it can be bestroyed by firing and bisecting a well placed Spread Drill, but if 
    you hit him with a Spread Drill before he can even use the attack, he won't get 
    to fire it off.
    2) He swoops down and uses his new attack, Tengu Blade. If the blade hits you, 
    you'll just take damage. But if the blade misses you, it creates a wind gust 
    that can sweep you off the arena if you're not careful! To easily avoid this, 
    use the Spread Drill as soon as he comes down.
    Tenguman might have more attacks than this, but I've never seen them.
    *****Magicman [mgc]*****
    Summary - 
    Like Burnerman, Magicman can fool you into thinking he's tougher than he really 
    is, as he might seem to barrage you with attacks. This can be avoided, as I'll 
    detail in just a moment. He's weak to the Tengu Blade, which has three attacks, 
    as it works close up, can be used with a dash/slide, or used long distance to 
    fire a wind blade. It's best to get up close and personal, as hitting him with 
    the blade stuns him a little longer. This doesn't work with any of the Tengu 
    Blades other attacks. He's about the same with either character.
    Attacks -
    1) He dashes backwards and forwards along the arena. Occasionally, he might 
    stop doing this to perform another attack, but usually he'll just keep doing 
    this until you hit him. If you go in all guns blazing, he'll attack more which 
    is why he's a lot easier than he first appears. Once hit, he'll perform one of 
    the following...
    2) He leaps up in the air, and throws a ball at your precise location. When it 
    hits the ground, it releases three doves, which circle around and try to hit 
    you for a few seconds before disappearing. Although these can be destroyed, you 
    might miss and hit Magicman, causing him to attack again, so it's best to dodge
    them and Magicman's charging as best you can, as the more attacks on screen at
    any time, the harder Magicman becomes.
    3) He stands in place and shoots between one and three magic balls at you. If 
    you attack these, they drop the small magician type enemy you saw in his stage,
    which can grab onto you and hold you still while Magicman hits you. Like the 
    doves, these can be destroyed, but might lead to Magicman attacking even more, 
    so just jump the magic balls.
    4) He stands in place, and throws a Magic Card at you. This acts as a boomerang,
    so you'll have to jump it twice. If it hits you, it takes some of your energy, 
    and gives it to Magicman when it returns. I've heard it's possible to destroy 
    this with the Tengu Blade, but I've never managed.
    You can get into a good pattern with Magicman. Get close, and hit him with the 
    Tengu Blade. When he recovers and attacks, jump the attack, and as you come 
    back down,his invincibility time should be over, so attack him again. Keep doing
    this until he's gone.
    *****Astroman [astr]*****
    Summary - 
    Unlike Tenguman, Astroman is very different from his outing in Megaman 8, and 
    there's no cheap Homing Sniper strategy here. His weakness is th Magic Card, but
    it doesn't seem to damage him as much as some weapons damage their intended 
    target, nor does it stop him attacking for long, so you'll need to play this one
    defensively. He's about the same difficulty with either character.
    Attacks -
    1) He tries to swoop down on you. Depending on where you are, either dodge and 
    return fire, or aim a Magic Card up and shoot him. He'll pause for a second 
    when hit with a Magic Card, but then continue the swoop while invulnerable, so 
    if you do this, shoot him then quickly move.
    2) He flies up to the top centre of the screen, and shoots his two orbs down in 
    a spiralling motion. The safest place is directly below him, so stand there and 
    shoot up with a Magic Card or two. Once his orbs return, he'll probably try to 
    swoop on you, so move.
    3) If he moves close to the ground, don't bother attacking him, as he's now 
    invulnerable. He'll move to a spot, and fire a green beam down on the ground, 
    which causes a robot to start jumping out of a hole repeatedly. Once he's made 
    three of these, he goes on attacking as normal, it's just the jumping robots 
    make it harder to dodge his attacks. You can't fall down the holes, and they 
    close after a few seconds, but if you destroy the jumping robots, they close 
    automatically. Magic Card has a long life span, so fire a few at them to 
    destroy the robots quickly.
    4) He moves to one of the top corners and shoots an electric ball at you, which 
    is easily jumped. He then moves to the opposite corner using a downward arcing 
    motion, and repeats. However, this time when he moves to the opposite corner, 
    he'll leave a copy behind, which also shoots at you. He'll leave a copy in the 
    other corner as well, so you'll have more and more shots to avoid. The copies 
    can be deleted with Magic Card, so do this ASAP to make things easier.
    *****Dynamoman [dyn]*****
    Summary -
    Dynamoman isn't THAT hard, but he can take a long time to kill. Copy Vision 
    works best on him, but if you're unlucky, you might run out of weapon energy 
    before he runs out of life energy, so to play safe you may want to buy the 
    Energy Saver from Auto. As the additional bullets you can shoot while using 
    Copy Vision can only be shot one at a time, Bass' rapid fire advantage is 
    nullified, so he's about as tough for both characters.
    Attacks -
    1) He starts off every attack wave by first trying to jump on you, then runs 
    across the arena twice. It's best not to use Copy Vision while he's doing 
    this, because it might no inflict the best amount of damage, and you need to 
    try and kill him quickly. He'll then perform one of the following attacks...
    2) He jumps from the corner into the other corner, releasing five energy balls
    as he goes. These hover in place, then fly at you one after the other in a 
    seemingly random order. Jump or dash/slide to avoid these as they come, and 
    fire at Dynamoman. Alternatively, use the Copy Vision, and the balls will 
    attack the copy instead of you, so just keep it between you an an incoming 
    ball. While this is happening, the copy will hurt Dynamoman for you.
    3) He creates electrical devices and throws them at you in a pattern. Low ones
    can be jumped, high ones will only hit you if you're in the air, so just let 
    them pass over you. There will be one medium one, which you will have to 
    double jump or slide under. You can use Copy Vision here, and all the low ones
    will be destroyed by the copy. The medium one will still need dodging, and the
    high ones don't need to be worried about.
    4) Three energy balls circle Dynamoman for a while, then head to the ceiling. 
    Depending on how many reach the ceiling, between one and three Lightning Bolts 
    will come down. To avoid this, shoot at the balls. When each one is hit enough,
    it will fly towards you, so jump it, and keep firing. You can also use a Copy 
    Vision here, and stand behind the double, assisting it with additional bullets.
    The balls will vanish when they hit the copy, and you can fire enough bullets
    between you to avoid the lightning completely.
    5) Not an attack, but his worst move nonetheless. A charger will appear from
    the ceiling, and Dynamoman enters it, and will start to replenish his life! To
    stop this, get on the platforms that appear and destroy both sides of the 
    charger. The best way to do this is to place a copy on one side, then quickly 
    get to the other and fire your own shots as quickly as you can on the other. You
    may damage Dynamoman a bit doing this. If you just leave him, he'll completely 
    recharge, so don't just leave him.
    *****Penuin Pulley [pngn]*****
    Summary -
    This boss is awkward rather than actually difficult. The target is the barrel 
    on the right hand side. In order to damage it, you have to stand on the 
    platform over the lava, and shoot at the head when it emerges from the bottom 
    of the barrel. However, as you stand on the platform, it lowers towards the 
    lava, which will kill you. To avoid this, jump up, and allow the platform to 
    rise. Also, keep a close eye on his health. When you kill him, the platform will
    fall into the lava, so make sure you jump off the platform as you fire the fatal
    shot, or you'll take a lava bath and have to do it again. I'm not sure which
    weapon works best on him, as I always use the buster. The Copy Vision and
    Remote Mine might have good uses, but I prefer to conserve weapon energy. Both
    characters have their advantages. Bass' rapid fire makes hitting the small 
    target a little easier, but Megaman's charge shot gets the fight over with more
    Attacks -
    1) A monkey will appear on the wire above the floor, and start throwing coconuts
    at you. Stun it by firing bullets at it, and after a couple of hits, it will
    smack its bottom and leave for a while. You don't have to do this, but the less
    there is to dodge, the easier the fight will be.
    2) Two missiles are fired from th side of the barrel. Just jump them, they're 
    fairly slow and the attack is telegraphed.
    3) A mini penguin leaps up from the lava, travels towards the barrel, turns back
    and goes back into the lava. You'll know this is coming when the lava starts to 
    splash. Easy enough to avoid if you're high enough up. If you're low enough to 
    be hit, just jump to gain height.
    *****King Tank [tank]*****
    Summary - 
    This is a mid boss, but it's dangerous enough to be included in this guide. It
    gets easier to fight as you go on, however, because to fight it you have to 
    disable the various parts it uses to attack you, so as the fight goes on there's
    less to dodge. Depending on the parts bought from Auto, Bass might have an 
    easier time of it. Whichever character, I recommend having the Energy Saver as 
    you need Remote Mines, and you may run out without this handy piece of 
    Attacks -
    1) It makes a revving sound, and dashes towards you. You can only avoid this by 
    being on the floor below the tank, so make sure you stand around near the 
    ladders when you're on the tanks level. You can disable this by firing Remote 
    Mines and guiding them onto its tracks, and keep doing this until you see smoke 
    coming from the tracks. It can still move around, but it can't ram you. 
    Disabling this is optional, but it's best to do this if you're a beginner.
    2) The gun on the front opens, and fires machine gun bullets at you. The best 
    way to dodge this is to just drop down to the lower level, and stand next to the
    ladder, and it won't be able to hit you. To attack it, place a Remote Mine on 
    it, then wait for it to open, and detonate it. Repeat until it breaks.
    3) It's head turret raises, and fires several bombs which go up, then come down
    on your present location. The only way to avoid this is to be on the lower 
    level, and walk back and forwards avoiding the explosions. Again to attack it, 
    place a Remote Mine on it in readiness, and when it uses this attack, detonate 
    4) The hatch on the back opens, and some mini magicians pop out and walk around.
    This can be avoided by just waiting around on the lower level. There are several
    ways to attack this area. The quickest is to place a Remote Mine on the hatch in
    readiness, but if it bumps into the wall it can detonate the mine and take no 
    damage. You can fire up while the hatch is open with Magic Cards and damage it, 
    but it can take a lot of cards to destroy it. If Bass has the Hyper Blaster 
    bought from Auto, he can just stand in place and fire up.
    *****King Jet [jet]*****
    Summary - 
    Another mini boss, this one takes place in an auto scrolling segment, which is 
    infinite as long as the Jet lives. You fight while jumping from platform to 
    platform as they rise from the ground. While it's a very hard boss, you 
    effectively have infinite lives while fighting it, as you can collect a 1-up on 
    the way to the battle, and it reappears if you should die. Bass has a much 
    easier time of things, as his double jump is a very good insurance policy, but 
    for Megaman the platforms are spaced closer together. To damage it, you have to 
    hit the dome on the top, which is none too easy. Bass' rapid fire helps here, 
    but of course Megaman's charged shots get the job done quicker.
    Attacks -
    1) It fires bubbles full of... Power ups?! Collect as many as you can, but be 
    careful, if you see an orange and grey canister in the bubble instead of a power
    up, avoid it. Hitting this will make the screen flash white for a second, which 
    is long enough to distract you and make you plunge to your death.
    2) It creates two fists, which fly forwards slowly. If these hit a platform, it 
    will be destroyed, so once more, be careful not to be sent down the bottomless 
    3) A red crystal appears on the machine and begins charging up. Destroy this 
    quickly, or it will unleash an un-dodgeable crimson rain attack, which damages 
    you heavily. Although funnily enough, as the only attack that isn't as likely to
    send you down the pit, this is its nicest attack. You can easily destroy this 
    with a Remote Mine.
    *****King phase 1 [kng1]*****
    Summary -
    Yet another mini-boss. King just stands there with a shield. Periodically, he 
    will fling it aside, and you can shoot him, but there's no point.
    Attacks -
    1) If you shoot the shield, a large laser comes right back at you.
    2) After standing there long enough, King fires 5 large X's at you. The first 
    two curve down and should be jumped. The third curves up, and should be double
    jumped, or slid under. The fourth curves down, and the fifth curves up. Simply 
    evade three waves of this attack, and Protoman will come and destroy the 
    shield. You now move on to...
    *****King phase 2 [kng2]*****
    Summary - 
    Ah, finally, an energy bar. King now takes out the axe you saw in the prologue, 
    and becomes a lot more aggressive. His weakness is the Lightning Bolt, and 
    you'll want the Energy Saver to have enough energy to finish the job. He's easy 
    enough with the right strategy, and it doesn't matter which character you use.
    Attacks -
    1) He jumps in front of you, and swings his axe for big damage. Dash or slide 
    2) He fires a purple laser, which ricochets around the room at 45 degree 
    angles. It's tough to avoid this as well as King, but a Lightning Bolt can 
    erase it.
    3) After being hit with the Lightning Bolt, King dashes along the ground. 
    When he hits the wall, he jumps a bit towards you, then fights as normal.
    A good pattern is to fire the lightning bolt, while standing a little way from
    the wall furthest from King. When he gets close, fire the Lightning Bolt again.
    He'll go through you while the Lightning Bolt animation plays, but you won't 
    be hurt. When it finishes, King will be stunned, and you have a few seconds to 
    get to the other side before he uses attack 3. Repeat until he's done. If he 
    has just one or two energy units left, finish him off with buster shots. The 
    aim is to get out of this fight with as much energy as possible, because...
    *****King phase 3 [kng3]*****
    Summary - 
    If you don't have much energy left after the last fight, this one will be very 
    short. And if you die, you'll have to face King 1 and 2 again, so whatever you
    do, don't die, K? King has fused with the tank and jet mini bosses to create a 
    huge robot with a variety of attacks, and the biggest problem is, you have a 
    tiny target at the very top to hit if you want to damage him. He doesn't seem 
    to be weak to a special weapon, but you'll be using specials any way to 
    protect yourself. Use the buster to actually attack him. Bass has a horrible 
    time in this fight, as he has to jump and fire at an up/diagonal angle to hit 
    King, or failing that double jump off an Ice Wall. Megaman has a platform above
    him, which he can jump up from and launch attacks at King's weak spot. As far 
    as I've been able to tell, he can only get onto the platform by jumping off an 
    Ice Wall. In fact, that platform makes the fight s much easier for Megaman, 
    Bass fans have just been screwed in this fight.
    Attacks -
    1) He has the same dash attack as the tank. Bass has to time a double jump, so 
    he evades the lower part, and King is reversing before Bass lands. As long as 
    Megaman is on or below the platform, he won't be hit.
    2) He uses the bomb attack of the tank too. Bass has to walk or dash around in 
    the limited space between the wall and King in order to avoid the explosions. 
    Megaman can just stand under the platform.
    3) He uses the jet's red crystal attack. Avoid this the same way, by using 
    Remote Mines on the crystal.
    4) His arm opens up, and four energy balls come out of it. These circle and 
    attack like Magicman's doves, and can also be destroyed. The best way is to 
    just use the Lightning Bolt, but you won't have much energy, so when you run 
    out, use the Wave Burner as a shield instead. The Ice Wall might work too, but 
    I haven't tried it.
    *****Dr. Wily phase 1 [wly1]*****
    It's pretty much the same ship from Megaman 8. If you've played it, you'll know 
    most of what to expect. Wily has some new tricks up his sleeves though, so watch
    out. The part to aim at is the windshield where you can see Wily's face. Why 
    destroying a windshield destroyes the entire ship, I don't know. Remote Mines do
    good damage, but I prefer to use buster shots, as the explosion of the Remote 
    Mines can obscure some attacks and make dodging harder. You want to be able to 
    dodge, as you need to escape this fight with a decent amount of energy.
    Attacks -
    1) The side cannon shoots several blue bullets at you. Just jump/double jump and
    slide around these, but if he uses this attack when close it's very hard to 
    2) Two missiles are fired at you. Either jump both, or destroy the bottom one 
    with buster shots, and just allow the top one to pass overhead.
    3) The side cannon detaches, and bounces towards you. Slide or dash under it 
    when it's high.
    4) The cannon detaches and rolls towards you. Jump over it once when it 
    approaches,and again when it returns.
    5) The mouth opens and charges a laser. Just keep shooting the mouth and it will
    6) The attack that gives Bass a really rough time. The ship shakes, the charges 
    towards you, then flies back. Megaman can slide under it twice, but Bass has to 
    double jump it twice. Get the timing a little bit wrong, and you'll take damage.
    *****Dr. Wily phase 2 [wly2]*****
    Summary - 
    Come on, Wily NEVER has just one ship. This is the teleporting ship we've come 
    to know and lo... Know, since Megaman 4 on the NES. It's attacks are always 
    varities on the appear, shoot something, leave variety. Use buster shots or 
    the Magic Card, but you have to hit the dome on the top. What is it with this 
    game and small, hard to hit targets on these bosses? Yeesh! This is a little 
    easier as Bass, as there are times he's simply too high up for Megaman to 
    Attacks - 
    1) Four bullets shoot towards you. Jump or slide, easy.
    2) Four bombs appear and semi home in on you. Destroy with buster shots, or 
    with the Lightning Bolt. Using the Lightning Bolt also hurts Wily a little.
    3) Numerous bullets appear and circle around. This is hard to avoid, just try 
    and find a safe spot. Fortunately, this attack doesn't seem to appear that 
    He may have other attacks, but I haven't seen them.
    *****In closing*****
    As there may be some attacks I haven't seen, or some strategies I haven't 
    though of, this is still a work in progress. If you can think of anything, just 
    send me an e-mail at meyetgain@hotmail.com, and I'll update the guide with 
    credit where it's due. Happy boss killing!
    This FAQ has been contributed to GameFAQs only. If seen anywhere else, please 
    get in contact with me.
    Megaman and all related characters are (c) Capcom.