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Game Resources / SNES / Megaman X / Damage Charts

These are charts for the amount of damage that the player does to bosses. Most of it was discovered by testing on an emulator. Note that these also apply to the PSX installments of the series.

There are also damage charts for many other Mega Man games, but for some games, data is missing or inaccurate.

Table of contents [expand all] [collapse all]

Mega Man X2 (MMX2) damage chart

XB: X-Buster a.b:c:d::e
a: uncharged not dashing, b: uncharged dashing, c: blue charge, d: yellow charge, e: spiral shot
Damage for spiral shot is center + side shots when boss not flashing. When boss is flashing, damage is 3.

SC: Strike Chain
SW: Spin Wheel
BS: Bubble Splash
SB: Speed Burner
SSh: Silk Shot normal
MM: Magnet Mine
CH: Crystal Hunter
SSl: Sonic Slicer
SSW: Silk Shot Wire Sponge stage
SSB: Silk Shot Bubble Crab stage
SSC: Silk Shot Crystal Snail stage
Except for Crystal Hunter, first is uncharged, second is charged. 0 means both uncharged and charged do no damage.

SRK: Shoryuken
Continuous damage. First is initial damage when boss is not flashing, second is damage when boss is flashing.

XB SC SW BS SB SSh MM CH SSl SSW SSB SSC SRK
Mecha 3.5:5:8::- - - - - - - - - - - - -
Wire Sponge 1.2:1:2::4 1:1 1:1 1:1 2:1 1:2 1:2 0 2:5 1:1 - - 16:8
Wheel Gator 1.2:1:2::4 3:5 1:1 2:1 1:1 1:1 1:1 0 1:1 - - - 16:8
Bubble Crab 1.2:1:2::4 1:1 3:4 1:1 1:1* 1:1 1:1 0 1:1 - 1:1 - 16:8
Flame Stag 1.2:1:2::4 1:1 1:1 2:2 1:1 1:1 1:1 0 2:2 - - - 8:8
Morph Moth 1.1:1:2::3 1:1 1:1 1:1 3:6 1:1 1:2 0 1:1 - - - 16:8**
Magna Centipede 1.2:1:2::4 2:2 1:1 1:1 1:1 2:4 1:1 0 1:1 - - - 16:8
Crystal Snail 1.2:1:2::4 1:1 1:2 1:1 1:1 1:1 3:4 0 1:1 - - 1:1 16:8
O. Ostrich 1.2:1:2::4 1:1 1:1 1:1 1:1 1:2 1:1 3 1:1 - - - 16:8
XB SC SW BS SB SSh MM CH SSl SSW SSB SSC SRK
Violen 1 1.2:1:2::4 1:1 1:1 2:2 1:1 1:1 1:1 0 2:2 3:5 1:1 1:1 -
Serges 1 1.2:1:2::4 1:1 1:1 1:1 2:1 1:2 1:2 0 2:5 1:1 1:2 3:5 -
Agile 1 1.2:1:2::4 1:1 1:2 1:1 1:1 1:1 3:4 0 1:1 1:1 3:5 1:1 -
Violen 2 1.1:1:2::3 0 0 2:4 0 0 0 0 0 - - - -
Serges 2 1.2:1:2::4 1:1 1:1 1:1 2:1 1:2 1:2 0 2:5 - - - -
Agile 2 1.1:1:2::3 0 0 0 0 0 2:2 0 0 - - - 1:8
Zero/31 0.0:1:1::3 0 0 0 2:1 0 0 0 0 - - - 16:8
Sigma 1.1:2:2::4 0 0 0 0 0 0 0 2:4 - - - 16:8
Sigma Virus/64 0.0:0:1::3 2:1 0 0 0 0 0 0 0 - - - 2:8
XB SC SW BS SB SSh MM CH SSl SSW SSB SSC SRK

.* For charged damage, must be instant hit, or done out of water.
.** Morph Moth's first form cannot die; once it reaches 11 or less, even if it reaches 0, it is automatically set back to 12.

Mega Man X3 (MMX3) damage chart

XB: X-Buster a:b:c::d::e
a: uncharged, b: blue charge, c: yellow charge, d: cross shot (pink or red/green), e: combine shot (red/green)
If a number is in brackets, it represents uncharged dashing damage.

FS: Frost Shield
AB: Acid Burst
TF: Tornado Fang
TT: Triad Thunder
SB: Spinning Blade
RS: Ray Splasher
GW: Gravity Well
PB: Parasitic Bomb
Except for Ray Splasher, first is uncharged, second is charged. Ray Splasher does the same damage charged or uncharged. 0 means both uncharged and charged do no damage.
TODO: Fix Triad Thunder. Currently the second number refers to the "earthquake punch" damage and the third refers to the large electric ball that is emitted. Some values are missing. Also, the uncharged Triad Thunder shoots electric beams that may do different damage.

Beam Saber always does 16 damage if it hits with the blade, or 12+4+4+4 if it hits with the projectile.

XB FS AB TF TT SB RS GW PB
Maoh 2(3):3:4::-::- - - - - - - - -
B. Buffalo 1:1:2::2::2.3 1:1 1:1 0 1:2.1 1:1 0 0 3:3
Toxic Seahorse 1:1:2::2::2.3 3:5 1:1 0 1:1.2 1:1 1 0 1:1
Tunnel Rhino 1:1:2::2::2.3 1:1 3:5 0 0:2.0 1:1 1 0 0:1
Volt Catfish 1:1:2::2::2.3 1:1 1:2 2:3 0:1.0 1:2 1 0 1:1
Crush Crawfish 1:1:2::2::2.3 1:2 1:1 0 3:3.3 0 1 0 0
Neon Tiger 1:1:2::2::2.3 1:2 1:1 0 1:1.1 2:4 0 0 1:1
Gravity Beetle 1:1:2::2::2.3 1:1 1:1 0 1:1 1:1 3 0 2:2
Blast Hornet 1:1:2::2::2.3 1:1 1:2 0 1:1 2:3 1 4:6 1:1
XB FS AB TF TT SB RS GW PB
Bit 1:1:2::2::2.3 3:5 1:1 0 3:1 1:1 1 0 1:1
Byte 1:1:2::2::2.3 0 1:1 2:5 1:1.1 1:1 2 0 1:1
Vile/ Mecha 1 1:1:2::2::2.3 1:1 1:1 0 0:1 2:5 2 0 1:1
Bit/Byte M. 1:1:2::2::2.3 1:1 1:1 0 1:0 1:1 3 0 2:2
Press Disposer 1:1:2::2::2.3 1:1 1:1 2:5 1:1 1:1 2 0 1:1
Vile Mecha 2 1:2:3::2::2.3 1:1 1:1 2:3 1:2 1:1 1 0 2:3
Vile 2 1:1:2::2::2.3 1:1 1:1 0 0:1 2:5 2 0 1:1
Volt Kurageil 1:1:2::2::2.3 3:5* 1*:1* 0 3:0 1:1 1 0 1:1
Dr. Doppler 1:1:2::2::2.3 1:1 3:5 1:1 1:2.1 1:1 1 0 1:1
Sigma 1:1:2::2::2.3 2:4 1:1 0 1:1 3:5 1 0 1:0
Kaiser Sigma 0:1:2::2::2.3 0 0 0 0 0 0 0 0
XB FS AB TF TT SB RS GW PB

.* Must be done above water.

Mega Man X4 (MMX4) damage chart

In MMX4, all bosses have 48 HP.

X

XB: X-Buster a:b:c
a: uncharged, b: partially charged, c: fully charged (upgrades don't matter)

LW: Lightning Web
SB: Soul Body
AL: Aiming Laser
DC: Double Cyclone
RF: Rising Fire
FT: Frost Tower
GH: Ground Hunter
TS: Twin Slasher
Except for Soul Body, first is uncharged, second is charged. 0 means both uncharged and charged do no damage. The bracket for Twin Slasher against Web Spider is the damage when his line is cut.

Against Magma Dragoon, Ride Armor does 1 damage for normal attack and 2 damage for slash or charged attack.

XB LW SB AL DC RF FT GH TS
Eregion 1:2:5 - - - - - - - -
Web Spider 1:2:3 0 1 0 1:2 1:2 1:2 1:2 2:4(8)
Split Mushroom 1:2:3 4:2 0 0 1:1 1:1 1:1 1:1 1:1
Cyber Peacock 1:2:3 0 4 0 2:2 1:2 0 0 0
Storm Owl 1:2:3 2:2 1 9*:11* 0 1:2 2:2 0 1:2
Magma Dragoon 1:2:3 2:2 0 0 4 0 0 0 0
Frost Walrus 1:2:3 1:1 0 0 0 4:5 0 1:1 1:0
Jet Stingray 1:2:3 0 2 0 1:2 0 4:5 0 1:2
Slash Beast 1:2:3 1:1 0 0 0 1:0 1:0 4:5 0
XB LW SB AL DC RF FT GH TS
Colonel 1:1:2 0 0 0 0 0 3:4 0 0
Double 0:0:2 0 0 0 5:5 0 0 0 0
General 1:1:2 0 0 0 0 0 0 0 3:5
Grim Reaper 0 0 0 0 0 6:4** 0 0 0
Sigma 1:2:3 4:4 0 0 0 0 0 0 0
Ground Sigma 0:0:2 0 0 0 0 0 0 2:3 0
Wall Sigma 0:1:2 0 3 0 0 0 0 0 0

.* Does damage in continuous 1-damage increments
.** Continuous damage

Zero

ZSG: Z-Saber Ground a:b:c
a: first slash, b: second slash, c: third slash
Unless otherwise specified, first and second slashes do not trigger invincibility.

ZSA: Z-Saber Air a:b
a: without Kuuenzan, b: with Kuuenzan

ZSW: Z-Saber Wall
REJ: Ryuenjin
HRZ: Hyouretsuzan
RJG: Raijingeki
SPG: Shippuuga
RHH: Rakuhouha

Against Magma Dragoon, Ride Armor does 1 damage for normal attack and 2 damage for slash or charged attack.

ZSG ZSA ZSW REJ HRZ RJG SPG RHH
Eregion - 5:- - - - - - -
Web Spider 1:1@:2 2:3 2 3 2 0 4@ 1
Split Mushroom 1*:1*:2 3:2 1 2 2 4 1 0
Cyber Peacock 1:1:3 3:2 1 4 0 2 1 0
Storm Owl 1*:1:2** 2:2** 2 1** 1 2 1 2!
Magma Dragoon 1*:1*:1 1:2 1 0 0 4 1 1
Frost Walrus 2:2:3 2:3 2 5 0 1 1 1
Jet Stingray 1*:1*:2 2:2 2 0 4 0 1 1
Slash Beast 1*:1*:2 1:2 2 2 2 4 0 1
ZSG ZSA ZSW REJ HRZ RJG SPG RHH
Colonel 1:1:1 -:2 2 2 4 0 2 1
Iris 2:2:3 -:2 3 4 2 1 2 1
General 2*:2:4 -:4 3 2 2 3 3 1
Grim Reaper - -:0 0 6 0 - - 0
Sigma 1*:1:3 -:3 1 0 2 3 1 4
Ground Sigma 1*:2*:2 -:2 2 0 3 0 2 0
Wall Sigma - -:3 2 4 2 - - 1

.* Does not trigger invincibility.
.** Does not trigger invincibility unless a second hit occurs within about 10 frames.
.! Continuous damage.
.@ Can only be hit when in desperate mode.

Mega Man 8

MB: Mega Buster a:b:c
a: uncharged, b: partially charged, c: fully charged (upgrade doesn't matter)

Ba: Mega Ball
TH: Tornado Hold
TC: Thunder Claw
FB: Flash Bomb
IW: Ice Wave
WB: Water Balloon
FS: Flame Sword
HS: Homing Sniper
AC: Astro Crush
RC: Rush Cycle shot
RB: Rush Bomber

For Tornado Hold, first number is for spinner, second is for whirlwind.

Against Tengu Man's miniboss, Auto does 6 damage, Rush does 3, Beat does 8, and Eddie does 6.
Against Ship, Auto does 2 damage, Rush does 2, Beat does 1, and Eddie does 2.

MB Ba TH TC FB IW WB FS HS AC RC RB
Tengu Man 2:3:4 1 2:1 1 1 6 1 2 1 0 1 2
Clown Man 1:2:3 1 1:4 1 1 1 1 1 1 0 1 2
Grenade Man 1:2:3 1 1:1 4 2 1 1 1 1 0 1 2
Frost Man 1:2:3 1 1:1 1 3 0 0 3 0 0 1 2
Duo(/15) 1:1:2 1 1:1 1 1 1 - - - - 1 -
Aqua Man 1:1:2 1 1:1 1 1 1 0 1 1 4 1 2
Sword Man 1:1:3 1 1:1 1 1 2 4 1 1 0 1 2
Search Man 1:1:3 1 1:1 1 1 1 1 4 1 0 1 2
Astro Man 1:1:3 1 1:1 1 2 1 1 1 3 0 1 1
MB Ba TH TC FB IW WB FS HS AC RC RB
SwMini(/40) 1:2:3 3 1:- 3 2 4 5 1 2 3 1 -
AqMini(/40) 2:3:4 4 2:- 4 4 4 1 4 2 2 - 3
GrMini(/32) 1:2:3 3 1:2 3 2 3 2 3 2 8 1 2
ClMini(/32) 1:2:3 3 1:2 3 2 3 2 3 2 8 1 2
Te(18+12*4) 2:3:6 8 2:1 4 1 4 4 1 4 18 - -
Box 1@:1@:2 6 1@:0 1@ 1 1 1@ 1@ 0 0 - 2
Ship 1:2:2 1.2 1:- 2.3 1.2 2 1 2.3 1 6 - -
Bass 1:1:2 1 1:1 1 1 1 1 1 0 1 1 1
Green Devil 1:2:3 1 1:0 5 1 0 0 1 1 0 2 0
Wily 1 1:1:2 2 0 1 1 1 2 2 0 2 1 0
Wily 2 1:1:2 0 1:0 0 2 0 1 2 0 0 0 0
MB Ba TH TC FB IW WB FS HS AC RC RB

.@ Cannot be done without boosting upward with Mega Ball.


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GameResources/SNES/MegamanX/DamageCharts last edited by Kyman on 2010-07-19 18:14:01
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