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    Battle Mode FAQ by HeoandReo

    Version: 1.47 | Updated: 01/22/08 | Search Guide | Bookmark Guide

    Mega Man 7: Battle Mode & Strategy Guide (SNES, included in 'Megaman 
    Anniversary Collection' for GCN, Xbox and PS2)
    Version: 1.47
    By HeoandReo (Herb S. W. Richardson) (spark_slash_n_crash@yahoo.ca)
    9-05-07: Started Guide
    17-05-07: Version 1.0 complete.
    24-05-07: Welp, my first version came up. And I realized I forgot an entire 
    'sectionette'! AAAAAGGGHH!!! Aside from that, I add little extra tidbits 
    here and there. Put my email in other places to add extra infringement 
    24-06-07: Added 2 more strategies, Tier List.
    9-1-08: Added a new site to those who may host the guide.
    22-1-08: Added another site to those who may host my guide.
    As of current, only these sites may host my guide:
    Gamefaqs.com + affiliates
    Gamespot.com + affiliates
    Neoseeker.com + affiliates
    Supercheats.com + affiliates
    GamesRadar.com + affiliates
    If I find this guide somewhere else, or someone points me to another place 
    that has my guide, I will quite pleasantly ask you to remove it from their 
    site at once. Then I will pleasantly ask again if I get a resounding 'No.' If 
    not, then I will seek legal action somehow. Not like anyone would want to 
    steal a crappy minigame guide, but you never know.
    Stealing from my guide doesn't mean that even words like 'I' or 'they' count. 
    It also doesn't mean using the same strategy or following the same route. But 
    it does constitute if another guide borrows my advice, word-for-word. I will 
    proceed to do what I stated above, and again, if not, I'll provide legal 
    action somehow.
    Table of Contents:
    1. Introduction
    	1a. Introduction
    	1b. Controls
    	1c. Differences between versions
    2. Usable Characters and Special Moves
    	2a. Megaman
    	2b. Bass
    3. Strategies and Tactics (More to be added)
    	3a. Berserker (Offense)
    	3b. Hawk (Offense)
    	3c. Coward (Defense)
    	3d. Cherry-Picker (Defense)
    	3e. Keep-Away (Defense)
    	3f. Combo Master (Offense)
    	3g. Sneak (Offense)
    	3h. Charger (Offense)
    3.5. Character & Strategy Tier List
    4. Credits
    	4a. People who I give props to
    1. Introduction
    1a. Introduction
    So you've had your fun with Mega Man 7, eh? You've experimented with all the 
    weapons, know how to get everything, and can probably beat the game in its 
    entirety with your eyes closed. Okay, maybe you can't, but hey, a man can 
    So now you're bored to death of skimming through Burst Man's chemical ocean, 
    and maybe you feel sick of beating the Robot Masters with new weapons to 
    'see what it's like.' Anyway, when you beat the game, you'll get a code you 
    can enter to activate Battle Mode when you hold L & R(SNES), X & Y(Gamecube), 
    X & B(Xbox), or Circle and Square (PS2) at the same time. Or if you're lazy 
    and/or impatient, just check in the Cheats section. C'mon, it's not 
    that excruciatingly hard. They have those for a reason. Sheesh.
    Eh, I'll stop being rude. For now, at least. So pop in your game, and give 
    Battle Mode a shot. At least this guide'll have a use now.
    Fine, I'll be nice. The password... is...
    There. You happy?
    1b. Controls
    Jump: B(SNES, Gamecube), A(Xbox), X(PS2)
    Shoot: Y(SNES), A(Gamecube), X(Xbox), Square(PS2)
    Move: Control/Digital Pad (All versions)
    1c. Differences Between Versions
    Well, the pictures of Megaman running from Wily's base, as well as the 
    pictures of the Robot Masters are stupidly omitted from the ending in MMAC. 
    The music also appears to be missing bass sound, and is therefore literally 
    half-assed, but eh, could be just my version.
    2. Usable Characters and Special Moves
    2a. Megaman
    Our favourite little Blue Bomber is back, except he's decided to either go 
    against Bass or himself in a heart-to-heart talk... er... fight. Dr. Light's 
    most famous creation, Megaman has saved the earth from the evil Dr. Wily time 
    and time again, absorbing the powers of evil robots a la Kirby. Except now, 
    all he gets is his trusty arm cannon, as well as some special moves. Fight, 
    Megaman! For everlasting peace!
    Costume 1: Light blue suit, blue helmet, gloves, boots & underpants.
    Costume 2: Whitish-grey suit, red helmet, gloves, boots & underpants.
    Special Moves:
    Slide: (Down twice, Jump) Kills opponent in 9-10 hits. 3 damage.
    The Slide is a staple of Megaman, from 3 onwards. This time, it does damage. 
    This baby can allow you to dodge normal shots, and you can move quickly into 
    your opponent. It doesn't allow you to dodge charged shots, though. 4/5.
    Slash Claw: (Down-Forward, Fire) Kills opponent in 9-10 hits. 3 damage.
    Megaman's 'anti-air' attack. It does good damage, but it's not really good, 
    because it moves just ahead of Megaman for about a half-stage length before 
    it goes up. Very situational. 2.5/5.
    Evasion Beam: (Up twice) Allows Megaman to dodge shots. No damage.
    Another staple of the game. This baby allows you to dodge any damage for a 
    few seconds. You can do it in the air, and while charging, too! Its only 
    con is that you can still easily get caught in a shot in the lag created from 
    de-activating it. 4/5.
    2b. Bass
    Megaman's persistant rival, introduced in this game. Created with a 
    mysterious substance, called 'Bassnium', he can equal Megaman's power. In a 
    way, he's a bit of a duplicate. Despite his failing to ultimately defeat 
    Megaman again and again, I gotta admit, I admire his determination to do so. 
    Sometimes, he's actually helped Megaman, and sometimes he'll fight evil, too. 
    But he never, ever does so for the benefit of mankind. Just to fight Megaman 
    again. He's obsessed. So now's his chance to finally defeat Megaman (Or an 
    evil twin of himself) in a one-on-one all-out brawl!
    Costume 1: Grey suit, black armour and underpants, yellow headpiece.
    Costume 2: Grey suit, black armour and underpants, purple headpiece.
    Special Moves:
    Air Dash: (Forward twice, Fire in air) Kills opponent in 7-8 hits. 4 damage.
    Bass can Air Dash for massive damage here. I think it gives him some 
    temporary invincibility. It makes him move forward a fair amount. If you're 
    really skilled, you can do one close to the ground to rush into your enemy. 
    However, it has a bit of lag afterwards. It's worth it, though. 4.5/5.
    Flying Kick: (Forward, Down-'Down-Forward', Fire) Kills opponent in 9-10 hits.
    3 damage.
    What comes up must come down. In this case, Bass gets an awesome move 
    balanced out with a kinda crappy one. Bass's 'anti-air' attack. It's a little 
    difficult for a first-timer to do, though, and it has bad range. It's good 
    for kicks (Ha ha ha I made a funny) for a victory dance. 2/5.
    Evasion Beam: (Up twice) Allows Bass to dodge shots. No damage.
    Another staple of the game. This baby allows you to dodge any damage for a 
    few seconds. You can do it in the air, and while charging, too! Its only 
    con is that you can still easily get caught in a shot in the lag created from 
    de-activating it. 4/5.
    There are subtle differences in the character's shots and evasion. Bass is 
    slightly bigger, so he can get hit easier. Bass's shots are also bigger, but 
    a little slower than Megaman's, in my experience.
    3. Strategies and Tactics
    If you have any other usable thing to do, send it o'er and you'll be thanked 
    be it works!
    3a. Berserker (Offense)
    My sister's personal favourite tactic, this basically consists of firing 
    normal shots repeatedly at the opponent. Despite it sounding simple, it is 
    strangely effective, and can do a hefty amount of damage in a short time if 
    you're not careful.
    Character it's best for: Both
    Taking Advantage: Rush down to your opponent quickly, either with a Slide or 
    Air Dash. This is a good start, as these attacks can do a fair amount of 
    hurt to the other android. Then, ignore everything else and pepper them with 
    normal shots. You can only shoot 1 at a time, so take advantage of the fact 
    your opponent absorbs your shots. You'll probably take a fair amount of 
    damage, but being a berserker is good for annoying your opponent or if you 
    don't have much life to spare, and want to go down fighting. Try to get them 
    in either corner, as it is very, very difficult to escape from there.
    Countering: Quite simply, you can shoot back to try to stun the opponent. 
    That can work on occasions. Also, make do with invincibility given when 
    you've been shot enough, as the basic stuns don't offer enough invincibility 
    to escape or even move. If you do escape, run the heck away, and prepare a 
    charged shot, or if you have health to spare, run over to them and make them 
    see how it feels! HUH?!?! HOW DO YA LIKE THAT, PUNK!
    3b. Hawk (Offense)
    The Hawk is the master of the skies. You attack from the air, either with 
    charged shots or special moves. Since Megaman has no special attacks usable 
    in the air, Bass is probably your best bet for this strategy, which is doubly 
    good, as Bass's Air Dash is the most powerful attack here.
    Character it's best for: Bass
    Taking Advantage: Jump around, doing Air Dashes, or other shots, depending on 
    the character. It's best if you jump onto the highest platform and strike 
    your opponent as you descend. Bass can control the air by doing frequent Air 
    Dashes to prevent falling and to deal heavy damage.
    Countering: You think the 'anti-air' moves I mention are good? Hahahahahayou-
    makemelaughhahahahaha. Well, you can still do the normal and charged shots to 
    deal fair damage to the enemy. You can try an anti-air if you want, but you'd 
    better practice with those moves before doing anything drastic.
    3c. Coward (Defense)
    This guy just runs away. Both characters can do this via the Slide and the 
    Air Dash, but they have different purposes in this context. Nonetheless, I 
    think this is self-explanitory.
    Character it's best for: Megaman on ground, Bass in air
    Taking Advantage: Stay as far away from your opponent as you can. Slide and 
    Air Dash as needed.
    Countering: If it's Megaman, just deal some charged shots at him. Megaman's 
    Slide can't avoid those, for some reason. If it's Bass, wait until he gets 
    into range where you can get him. If he uses the Air Dash, get the heck out 
    of the way until he's done. Then shoot him. If they're jumping, it's easy to 
    time unless they beam for defense.
    3d. Cherry-Picker (Defense)
    As my friend Stewart says, a cherry-picker, as he calls it, is a person or 
    player who just stays in an area and does pretty much nothing but prepare. 
    (In my words, a staller) In this game, the upper platforms are a viable 
    'cherry-picking' area, as you can just jump or beam to avoid shots and charge 
    a shot in safety. That'll make for an annoying and long match.
    Character it's best for: Both
    Taking Advantage: This is similar to the 'Coward' strategy, except 
    aforementioned coward stays in one place. Anyway, jump everywhere, between 
    platforms, onto and from them, and any and everywhere. Throw in a few Slides 
    and Air Dashes for good measure. Charge a few shots and fire, also.
    Countering: Since they're going to do mostly jumping, you have to search for 
    a jumping pattern, and shoot as needed. It's all in the timing.
    3e. Keep-Away (Defense)
    Just shoot stuff to keep the opponent as far away from you as possible. This 
    seems like a clone of the 'Coward' strategy, except you shoot at them, too.
    Character it's best for: Both
    Taking Advantage: Do everything it says for Coward, except shoot more and 
    Countering: Do everything it says for Coward, except be prepared to dodge 
    more shots and attacks.
    3f. Combo Master (Offense)
    This is a strategy which involves doing attacks in tandem with shots to 
    'combo' your opponent. And while you can't really combo in the likes of say, 
    Street Fighter, you can at least do some solid damage. I tend to find Megaman 
    easier to combo with, due to his Slide being fairly versatile and quick.
    Character it's best for: Megaman
    Taking Advantage: Experiment with attacks and charge shots to quickly stun 
    your opponent and deal damage. My personal favourite is having Megaman Slide 
    and then unleash a charged shot on the unwitting opponent. Bass can also do 
    something similar with the Air Dash, I think, except you can't use a charged 
    Countering: Put on a charged shot and practice your moves to get in the way 
    of a combo-happy player. Megaman for some reason or another, isn't guarded 
    from the Charge Shot when sliding, and Bass can just be avoided with his Air 
    Dash and promptly pummelled.
    3g. Sneak (Offense)
    You've gotta be a sneaky sneaker to use this best. The Sneak is like the Spy, 
    or the Assassin. He launches small shots or charged ones at inoppurtune times 
    at you, and he's difficult to nail due to his frequent moving target status. 
    This is a fairly good strategy, as you can smack your opponent and they can't 
    do jack back.
    Character it's best for: Both, but Megaman's shots are slightly faster.
    Taking Advantage: This particular strategy can irritate an opponent very much.
     Basically, you jump pretty much anywhere, while charging, and release as 
    needed. It can also be used to strike the nuisance Cherry-Pickers by charging 
    and releasing mid-jump to a platform or to hit fallers.
    How to Counter: Jump. A lot. And keep moving. That way, there is no 
    definitive place where the Sneak may hit you often. Counter with shots of 
    your own. It may be too dangerous to go up close, so don't bother with that.
    3h. Charger (Offense)
    This it the basic guy who charges his shots and fires. He'll jump, he'll 
    evade, and he's send Charge Shots to your jugular. However, this is a very 
    simple and basic strategy, and while good for scoring early damage, is easily 
    Character it's best for: Both.
    Taking Advantage: Very simple. Hold Fire, release. Jump around. Ook, ook.
    How to Counter: Do same thing. Hold Fire, release. Also jump around. Ook, ook.
     Nonetheless, it is still pretty easy to counter with pretty much anything. 
    Just be careful when they jump and fire.
    3.5 Character & Strategy Tier List
    Character Tiers:
    Both are about the same, but Megaman's combo-ability, speed, and size win him 
    out here.
    Strategy Tiers:
    Berserker Megaman/Bass
    Combo Master Megaman
    Hawk Bass
    Cherry Picker
    Combo Master Bass
    Keep Away
    Coward Bass
    Coward Megaman
    Ultimately, the Berserker strategy is annoying, but very usable, and difficult
     for most to escape. Megaman can combo fairly well, while Bass controls the 
    skies, while doing as much as possible to avoid your opponent does nada.
    4. People who I give props to
    Me, for writing this, heehee!
    My friends Landon and Brian, for inspiring me to get the Anniversary 
    Collection, and Landon again for creating the 'Sneak' tactic.
    My sister, for providing the Berserker fighting style.
    DBean and TantrumBull, for providing controls for the PS2 and Xbox versions, 
    Stewart, for introducing to me the term; 'cherry-picker'
    841 Nagger, Monkey, 2m 50cm Man, and Helpers F and M, among others, for 
    making Megaman 7.
    And of course, Capcom all staff.
    And remember! In case you find this guide somewhere else, it belongs to 
    HeoandReo (spark_slash_n_crash@yahoo.ca), and may only be used on GameFAQs, 
    GameSpot, Neoseeker, Supercheats and their affiliates.
    This guide copyright HeoandReo(spark_slash_n_crash@yahoo.ca... I'm just 
    keeping check of copyrights!) 2007, Megaman 7 copyright of Capcom 1995, 
    Megaman Anniversary Collection copyright of Capcom 2004-2005.

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