Note on Boss Orders: The bosses are divided into two separate sets. You must complete the first four stages, then visit the robot museum to add the final four bosses to the stage select.
Boss Damage TableEdit
|Mega Man 7 Boss Damage Chart|
|Mega Buster||Freeze Cracker||Junk Shield||Danger Wrap||Thunder Bolt||Wild Coil||Slash Claw||Noise Crush||Scorch Wheel||Super Adapter|
|Guts Man G||1:2||0:0||0||0||0||0:0||2*||0:0||0||2|
|Wily Machine 7||1:2||1:1||0||0||2||0:0||0||0:0||2||1|
- For Mega Buster, Wild Coil and Noise Crush, the first number is the damage done when the weapon is fired normally; the second number is damage done when the weapon is charged up.
- For Freeze Cracker, the first number is when the shot is whole; the second number is after it splits.
- For Guts Man G, reflecting a rock using Slash Claw does 4 units of damage (as opposed to 2 if used directly).
- For Gameriser, when Danger Wrap is used to wrap up the mini Gamerisers and are then collided against Gameriser himself, the weapon will inflict 8 units of damage.
- Hitting Freeze Man with the Freeze Cracker will recover his health by four units.
- Credit goes to Twilight Man from MMKB for damage values.
any% Boss OrderEdit
This boss order uses the Noise Crush Quick Kill. If you are racing, you should place Slash before Spring, or not fight Shade Man early.
- Cloud Man
- Junk Man
- Freeze Man
- Burst Man
- Shade Man
Followed by Spring Man, Turbo Man, and Slash Man in any order.
Fighting Spring Man first is recommended, as his quick kill is the most difficult (exactly 1 frame). This means you will reset less if you are going for an RTA. Read the items:any% section below for the order of the first four bosses.
100% Boss OrderEdit
This route does not revisit any stage, but abuses deaths in Junk and Shade. Without the Noise Crush Quick Kill, do Shade Man last.
- Freeze Man
- Burst Man
- Cloud Man
- Junk Man
- Turbo Man
- Shade Man
- Slash Man*
- Spring Man*
(*) Slash Man and Spring Man are interchangeable, but Slash is typically done before Spring to keep a run going when you miss the quick kill.
You need Freeze for the RUSH letter in Junk. The boss order for the second half is determined by Proto Man, who must be visited in Cloud and Turbo before Shade Man.
Noise Crush Quick KillEdit
Noise Crush can be shot through any boss door. Spring Man and Turbo Man can be instantly killed (as their health is filling, before you gain control) with a single shot. Each frame before triggering the boss door transition is below, with 0 being the 'correct' frame.
- 0: 5-coil shot (kills either boss)
- -1: Shot is charged
- -2: 4-coil shot (kills Turbo but not Spring)
- -3: Shot is charged
- -4: 3-coil shot
- -5 and on: Shot is charged
Frame 0 is what you should aim to hit. If you fire a 4-coil shot, you are two frames from 'correct' timing--so, Turbo's kill is not necessarily easier.
Note: In the video to the right, the trick is done by mashing (essentially luck)--it is recommended that you attempt to time the shot, since the game runs at 60 FPS.
S.Adapter requires collecting the four RUSH letters in the first four stages. The S.Adapter has a slightly quick double jump, but you cannot slide. Movement is very slow compared to a normal weapon (except for a few vertical climbs). Additionally, you must Pause the game to switch to it, equip it, and Pause once more to unequip (except when you kill a boss).
S.Adapter is not very helpful in a speedrun, but the Rocket Punch makes it useful for a few fights (and possibly rooms) in 100%. Additionally, collecting these letters in all of these stages except Burst take a quite a bit of time.
An upgrade to the S.Adapter attack. Found in Turbo using R.Search. No use in any%, as it requires S.Adapter. In 100%, this weapon can save time against Shade Man and Bass 1 (in Wily 1). As noted above, using S.Adapter is a large timesink and is not particularly useful.
Proto Man must be visited in a few stages (Cloud and Turbo) before you can fight him in Shade, where you can obtain his Proto Shield. The general strategy for Proto Man is to fire charged shots to cancel his charging. The Shield deflects shots. Since it requires a pause to equip, it is not used in any speedrun.
Auto's Bolt: Item collection only; useless in a speedrun. This item allows you to buy some new items in the shop, and cuts the price of all items in half.
Rush Search: Can dig for items hidden in stages. It's very slow and not used outside of 100% Item Collection. Found in Freeze Man's stage.
Beat: Once rescued in Slash Man's stage (using the Scorch Wheel in the final jungle screen), he will pick you up when you fall in holes. However, he doesn't hold you for very long, so for many areas he'll simply drop you to your death.
Rush Jet: see below.
Items Obtained/Used in any%Edit
None of these items are useful in any% except for Rush Jet. With the any% route, R.Jet saves time in Burst Man, and is very useful in the later stages. Because of R.Jet, Junk must come after Cloud, and Burst must come after Junk.
Rush can take damage and drop you if he collides with an enemy. However, if you position Mega Man so he collides with the enemy instead, R.Jet will become invulnerable for a short period of time.
Rush Jet can be used to gain height when switching to R.Coil would take time. If facing backward on R.Jet, you will move more slowly.
The Japanese version has less text, so cutscenes are generally faster. However, the cutscene you get after defeating a boss is randomly chosen (between a Light, Auto, or Roll scene), and adds random time to a speedrun. The difference between these cutscenes may also make the (J) version slower or faster than a (U) run.
The Japanese version also has a slightly different ending, and flavor text during boss intros. Two weapon names are different. No noticable gameplay changes.
Mega Man Anniversary CollectionEdit
MMAC has faster text scrolling. SNES, oddly, has the advantage in lag. MMAC has odd lag spikes when loading rooms. The PS2 version has more lag in normal play. There is a particularly large amount of lag when using Scorch Wheel to acquire Beat in Slash Man's stage for 100%.
The gamecube version of MMAC has no lag outside of loading rooms. It ends up being slightly over 39 seconds faster than the Super Famicom version, assuming the SFC run gets Dr. Light for every cutscene.
With no Mode-7 effect for the ending credits, the cast roll has no animation with Mega Man and the enemies; only the scrolling credits are shown.