Difference between revisions of "Mega Man 7/Old"
From SDA Knowledge Base
(Removed the existing run note since the run it discussed is not on the site any longer.) |
m (Mike89 moved page Mega Man 7 to Mega Man 7/Old) |
(No difference)
|
Revision as of 08:19, 7 June 2014
This game has a run page on SDA!
Boss Fight Planning
- Note that several of the main 8 bosses have minor alternate weaknesses that can make for a slightly faster fight in some cases -- things like Cloud Man's minor weakness to his own weapon, Junk Man's weakness to Slash Claw, and Scorch Wheel's effectiveness against Burst Man, Freeze Man, AND Slash Man.
- Bass fight 1, recommended weapon is Noise Crush or Super Adapter.
- Guts Man, recommended weapon is Slash Claw (and using the falling rocks).
- Bass fight 2, recommended weapon is Super Adapter -- the charged shot does dramatically more damage than any other weapon.
- Turtle boss, recommended weapon is Wild Coil and use of Danger Wrap to push the small turtles into the boss head.
- Mask boss, recommended weapon is Slash Claw or Junk Shield. Noise Crush also works but will require self-charge timing.
- Wily fight 1, recommended weapon is Thunder Bolt.
- Wily fight 2, recommended weapons are Wild Coil (charged) and Freeze Cracker (for high angle shots).
Route Planning for 100%
- For a 100% run, the recommended order is: Freeze Man, Burst Man, Cloud Man, Junk Man, Turbo Man, Slash Man, Spring Man, Shade Man. This prevents any stages from needing to be repeated.
- Two deaths will be involved in order to cover two forks in the road -- one in Junk Man's stage (S Chip, Rush Jet), and one in Shade Man's stage (Proto Shield, Energy Balancer).