Mega Man 6/Data

Miscellaneous data of Mega Man 6.

Gameplay Stats
For a description of what these stats mean, see the Stat Explanation page.

Open Menu: No

Charge Up: No

Lose Charge: Yes

Horizontal Recoil: 1 block

Vertical Recoil: 6 blocks

Shots On Screen: Yes

Fall Off Ladder: No

List of Enemies

 * For enemies, see: List of Mega Man 6 enemies
 * For sub-bosses, see: List of Mega Man 6 enemies

Damage Data Chart
This chart lists the amount of damage inflicted against enemies with two health points or more.

List of Bosses

 * For Robot Masters, see: List of Mega Man 6 enemies
 * For other bosses, see: List of Mega Man 6 enemies

Damage Data Chart
See: Mega Man 6 Damage Data Chart

Special Weapon Strength Comparison
In Mega Man 6, most all minor enemies and sub-bosses take the same amount of damage from each Special Weapon, with no unique strengths or weaknesses present from the previous games. Attack powers for each Special Weapon has been recorded with enemies with high health points such as Squidon and Ben K. Coincidentally, Rounder II displays these values, based on the amount of damage each one takes in bars of health from each Weapon.

Mega Buster: First number is from uncharged shots; the second is from mid-charged shots; third number is from a fully charged shot.

Wind Storm: This Special Weapon deals two points of damage to enemies before they are blown away.

Rush Power Adapter: The first number is with uncharged shots; the second number is damage inflicted from partially charged shots; third number is when it is fully charged.

Beat: Beat's attack power is proportionate to the the HP amount of the enemy or projectile he attacks first, essentially destroying them in one hit.