Dynamo Man

Dynamo Man (ダイナモマン) is a robot once used as a guide for schoolchildren on field trips through a power plant. When King made him create an internal power generator that emitted a massive energy force field, no one could get close to him, and he soon began to resent everyone. He can charge himself up with electricity to attack and refill his energy column. His stage is unlocked by defeating Astro Man.

Strategy
Frequently throughout the course of the match, Dynamo Man will run back and fourth across the room. He will also shoot out slow moving electric projectiles at different heights at you, which must be avoided by jumping over them or sliding under them. Occasionally, Dynamo Man will jump up on a platform with electrodes on the sides that drops down in the middle of the room. He can charge himself with these, and it will restore his health. To stop this attack, you must destroy each side. Wave Burner is the most effective weapon to destroy the generators quickly. Though Copy Vision is Dynamo Man's weakness, some may find using the Mega Buster to be easier.

Stage enemies
Enemies in Dynamo Man's stage.


 * Bunby Tank DX and Bunby Top DX
 * Batton M64 (Bubble Bat)
 * "Cubelectro"
 * Fire Metall
 * Joe Classic
 * Metall SV
 * Monopellern
 * Plasma±
 * Telly R
 * Sub-boss: Move Cannon

Other media
In the manga Rockman &amp; Forte, Dynamo Man, Magic Man and Pirate Man fight against Bass in King's fortress.

Trivia

 * Part of Dynamo Man's stage music is very similar to the music played in the Manda Ruins in Mega Man Legends 2.


 * The early design of Dynamo Man is called "Coil Man" (コイルマン), drawn by Hitoshi Ariga. He has a belt with a W on it, and his shoulders and arms are different from the final version.


 * Dynamo Man, Pirate Man and Astro Man are the three Robot Masters from Mega Man & Bass to not have NetNavi counterparts.