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Doppler Stage A
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Template:Doppler Stage/Header
![]() In-game screenshot. | |
Appearances | |
---|---|
Game(s): | Mega Man X3 |
Game Info | |
Name(s): | Doppler Stage A |
Item(s): | Hyper Chip |
Enemy Info | |
Boss(es): | Godkarmachine O Inary Press Disposer |
Other Info | |
Music: | "Doppler Stage 1"[1] |
Doppler Stage A (ドップラーステージA)[2] is the first Last Stage in Mega Man X3.
Description
This section needs to be expanded. No details have been given. |
Enemies
Minor Enemies
Name | Sprite | Description | HP | Damage | Stage(s) |
---|---|---|---|---|---|
Head Gunner customer | ![]() |
A stationary enemy that shoots two consecutive missiles forward, which slightly home in on X/Zero, or lobs three bombs in an arc. All Head Gunner customers in the main Maverick stages (but not in Dr. Doppler's fortress) are replaced with Head Gunner masspros after Blast Hornet has been defeated. | 6 (Head Gunner) 1 (projectiles) |
6 (contact) 1 (projectiles) |
Hunter Base, Weapons Factory Stage, Airborne Aircraft Carrier Stage, Giant Dam Stage, Power Control Center Stage, Doppler Stage A |
Caterkiller | ![]() |
Moves up and down on a wall and occasionally charges up two energy shots, which it releases diagonally. The shots fly a certain distance, stop, then return. | 2 | 2 | Hunter Base, Giant Dam Stage, Power Control Center Stage, Safari Park Stage, Doppler Stage B |
Meta Capsule | ![]() |
Periodically opens to charge up a shot and fire it at X/Zero. The shot splits in two and briefly travels along walls after colliding with something solid. Can only be harmed while it is open. | 2 | 2 (contact) 2 (projectiles) |
Power Control Center Stage, Safari Park Stage, Doppler Stage A |
Drill Waying | ![]() |
A stationary enemy that extends upwards and drills into the ceiling, creating an impassable barrier. X/Zero must shoot at its "head" to destroy the barrier, which starts at the top and slowly moves downwards. | 5 | 3 | Quarry Stage, Safari Park Stage, Vile Stage, Doppler Stage A |
Walk Blaster | ![]() |
A walking gun that can crouch while firing and will frequently do so to avoid X/Zero's shots. | 5 | 3 (contact) 1 (laser) |
Shipyard Stage, Doppler Stage A, Doppler Stage B, Doppler Stage C, Doppler Stage D |
Hamma Hamma | ![]() |
A stationary robot with spike ball fists that throws first one, then the other in X/Zero's direction. The spike balls hang in midair and deflect shots for a while before being retracted. | 11 | 3 (contact) 2 (spike balls) |
Shipyard Stage, Safari Park Stage, Vile Stage, Doppler Stage A, Doppler Stage B |
Mid-Boss
Name | Sprite | Description | HP | Damage | Stage(s) |
---|---|---|---|---|---|
REX-2000 | ![]() |
Walks back and forth, occasionally opening its mouth to fire many projectiles forward while releasing homing missiles, which can be destroyed. During the fight, the ceiling is collapsing; if Zero is alive, he will slow its collapse and stop it when the REX-2000 is destroyed. Otherwise, it collapses faster and a switch must be destroyed to stop it. | 11 (REX-2000) 2 (missiles) |
8 (contact) 4 (missiles) 2 (projectiles) |
Doppler Stage A |
Boss
Name | Sprite | Description | Stage | Weakness |
---|---|---|---|---|
if Bit and/or Byte are alive | ||||
Godkarmachine O Inary | ![]() |
This boss is only fought if either Bit or Byte was *not* destroyed with a weakness in his miniboss fight; otherwise, the Press Disposer will replace it. | Doppler Stage A | Ray Splasher |
if both Bit and Byte are destroyed | ||||
Press Disposer | ![]() |
This boss is only fought if both Bit and Byte were destroyed with a weakness in their miniboss fights; otherwise, Godkarmachine O Inary will replace it. | Doppler Stage A | Ray Splasher |
Tornado Fang |
Items
Other Media
References
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