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King Stage 2

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Stage Info
King Stages
Appearances
Name(s):King Castle

History

Description

Enemies

Minor Enemies

Name Image Description HP Damage Stage(s)
Onbuubattan A grasshopper carrying a smaller one. They jump around together, but destroying one may leave the other intact. They are flat and difficult to hit while on the ground. 1.5 (big)
0.5 (small)
4 Astro Man Stage, Burner Man Stage, King Stage 1, King Stage 2
Sydecka A massive, stationary beast that releases missiles from its back, which fall down in front of it. If Mega Man/Bass is within range, it can also fire the drill on its head straight forward, which deflects shots. Some will only fire their horn. 60 (Sydecka)
1 (missiles)
10 (contact)
2 (missiles)
4 (drill)
Burner Man Stage, King Stage 1, King Stage 2, Wily Stage
Wall Teck A robot that walks up and down walls, shooting projectiles foward when they are at Mega Man/Bass's height. 3 4 (contact)
2 (projectiles)
Astro Man Stage, King Stage 1, King Stage 2, Wily Stage
Crunchran An enemy that resembles a moving hole, which glides across the ground and follows Mega Man/Bass. When he is on top, a crocodile maw comes out and snaps at him. Mega Man can only harm it with the Mega Buster during its brief attack animation, while Bass can point the Bass Buster downward to attack it at any time. 1.5 5 Astro Man Stage, King Stage 2
Gori-Three A stationary, gorilla-like enemy that periodically throws objects. It comes in three varieties, which never appear on the same screen together:
  • Throws bombs diagonally downward, which explode harmlessly when they hit a wall.
  • Throws blue bubbles, which bounce around diagonally at high speed.
  • Throws spike balls forward, which travel a set distance before exploding into spikes that go left, right and diagonally.

All of Gori-Three's projectiles can be destroyed through damage.

24 (Gori-Three)
6 (bombs)
3 (bubble)
6 (spike ball)
7 (contact)
4 (thrown object)
2 (spikes)
Burner Man Stage, King Stage 1, King Stage 2
Joe Classic A Joe with a shield like the traditional Sniper Joe, which protects its front. It may shoot forward, jump up at random, or lob a grenade and crouch on the ground until it explodes, putting its shield away during any of these. It can be hurt from above or below with special weapons or by aiming the Bass Buster. 6 (Joe)
3 (grenade)
3 (contact)
2 (projectile)
4 (grenade)
Robot Museum, Astro Man Stage, Ground Man Stage, Burner Man Stage, Dynamo Man Stage, Magic Man Stage, Tengu Man Stage, King Stage 1, King Stage 2, Wily Stage
Metrenger Worms that endlessly spawn from an indestructible hatch on the ceiling and crawl around. They are hard to hit on some of their animation frames. 1.5 2 Ground Man Stage , King Stage 1, King Stage 2, Wily Stage
Kamikamin Disguises itself as a regular Chest, which wakes up when fired at. Once awake, it jumps back and forth at a high speed and latches on to Mega Man/Bass, draining health until he shakes it off by mashing the direction buttons. It is only vulnerable after waking up. 1 1 (at a time)
Ground Man Stage, Pirate Man Stage, King Stage 2
Rabbiton An ice-skating rabbit robot that jumps over pits, obstacles, or when near Mega Man/Bass. 3 3 Cold Man Stage, King Stage 2
Batton M64 A bat that starts on the ceiling and waits for Mega Man/Bass to come near, then wakes up and chases after him. Unlike other Batton versions, it does not return to the ceiling. Can only be harmed while it is awake. 1.5 2 Cold Man Stage, Burner Man Stage, Dynamo Man Stage, King Stage 2
Plasma± Two small, stationary robot that create a vertical barrier of electricity between them. If one is destroyed, the barrier disappears, but a new part will soon spawn from the remaining one and take its original position, making it necessary to destroy both halves in short succession to fully eliminate the enemy. 4.5 4 Dynamo Man Stage, King Stage 1, Wily Stage
Shururun A robot that jumps straight up from pits at regular intervals. It respawns infinitely, no matter how many are destroyed. Astro Man can summon Shururuns from the ground during his boss battle, though these will stop spawning when destroyed or after some time has passed. 0.5 3 Astro Man Stage, King Stage 2, Wily Stage(boss)
Telly R A spinning robot that slowly floats towards Mega Man. They are usually spawned endlessly from holes or the edges of the screen. 1 3 Burner Man Stage, Dynamo Man Stage, Tengu Man Stage, King Stage 1, King Stage 2
Tencrow Birds that appear in groups of three and move back and forth in a sine motion. If one is destroyed, the remaining ones will fire small blades at Mega Man/Bass. 1 (Tencrow)
1 (blade)
3 (contact)
2 (blade)
Tengu Man Stage, King Stage 2
Penpen EV A penguin that spins in place on the ground, then quickly slides forward, slowing down until it stops and resumes spinning. It will also stop instantly on hitting a wall. 6 4 Cold Man Stage, King Stage 2, Wily Stage

Layout

Boss

Name Sprite Description Stage Weapon Weakness
Jet King Robo The Jet King Robo is the third phase of King's battle and is assembled from the King Tank and King Plane, with King himself in the cockpit. It drives back and forth on the right side of the screen and attacks by shooting homing energy projectiles from its arms, dropping bombs, or charging up a laser attack, which is unavoidable unless stopped by destroying the crystal in its chest before it finishes charging. He also sometimes rams to wall on the left.

The boss can only be harmed by attacking the cockpit, and Mega Man requires a charge shot or special weapon to do so. When playing as Mega Man, a moving platform enables him to reach it, though it is missing for Bass, forcing him to rely on his diagonal aim and double jumps.

King Stage 2 Wave Burner

Other media

Trivia

References