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. He was created by King. 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. Though Copy Vision is Dynamo Man's weakness, some may find using the Mega Buster to be easier.

Mega Man & Bass CD data
The power generator in his body is too high to sustain the electric current from leaking out.

"Be my friend as in old times."

Good point: Honest

Bad point: Incredulous

Like: Pump-off

Dislike: Social intercourse

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
 * Telly R
 * Twinner
 * Mid Boss: Securi-Eyes

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), and is drawn in Hitoshi Ariga's style. 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 3 robot masters from Mega Man & Bass to not have NetNavi counterparts.