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Rockman & Forte is a Super Famicom (Japanese SNES) exclusive. The game is available as "Mega Man & Bass" on GBA, with a badly cropped screen. Japanese names are used in this article since the game is originally a Japanese exclusive. Rockman = Mega Man, Forte = Bass.

The only known full-game RTA is by Nijikutsu as Rockman. You can check out the current TAS runs. for more.

Notable RTAsEdit

(Rockman) any% in 38:28 by Joka

(Rockman) any% in 39:17 by Nijikutsu (虹靴) (Nicolive page: here)

Boss Damage TableEdit

Mega Man & Boss Damage Chart
Mega Buster Bass Buster Ice Wall Wave Burner Remote Mine Spread Drill Tengu Blade Magic Card Copy Vision Lightning Bolt Treble Boost
Green Devil 2:6 1:2 8 2 2* 6:2:1 3:8:-- 2 4 4 2
Cold Man 1:3 1:2 +4 2 1 1:1:1 1:1:1 1 1 3 2
Burner Man 1:3 1:2 3:8 0 1 1:1:1 1:1:1 0 1 1 2
Pirate Man 1:3 1:2 1 3:4 1 1:1:1 1:2:2 1 0 2 2
Ground Man 1:3 1:2 1 1 4 0:0:0 1:0:1 1 0 1 2
Tengu Man 1:3 1:2 1 1 1 6:4:3 1:1:1 1 1 1 2
Magic Man 1:3 1:2 0 2 1 2:1:1 4:3:4 1 1 2 2
Astro Man 1:3 1:2 0 1 1 1:0:0 0:0:0 2 0 1 2
Dynamo Man 1:3 1:2 1 1 1 1:1:0 0:0:2 1 2 0 2
Atetemino Proto 1:3 1:2 0 0 1 1:1:1 0:0:1 0 2 0 2
King 1:2 1:2 1 1 1 1:1:1 2:1:0 1 0 3 2
Jet King Robo 0:2 1:2 0 5 0 0:0:0 1:1:-- 0 0 1 0
Wily Machine 1:3 1:2 0 1 3 1:1:1 1:1:-- 1 1 1 2
Wily Capsule 1:3 1:2 1 1 1 1:1:1 1:1:-- 3 1 1 2

Notes:


  • Damage data stats in this chart were gathered from the Super Famicom/Super Nintendo version. Data stats from the Game Boy Advance version may vary.
  • Damage values listed on this chart assume the player does not have the "C. Attack" (Counter Attacker) item equipped and activated.
  • For Mega Buster, the first number is when the weapon is fired normally; the second is when it is fully charged.
  • For Bass Buster, the first number is when the weapon is fired normally; the second is when Super Buster is activated.
    • Hyper Buster shots share the same attack power as a standard Bass Buster shot and weak Special Weapon buster shots.
  • For Spread Drill, the first number is damage inflicted with the big drill; the second number is with the smaller drills; third number is with the tiny drills.
  • For Tengu Blade, the first number is the slash; the second number is striking with the projectile; third number is hitting with the slashing dash.
  • For Green Devil, the data values on his row are the amounts of damage done per hit, not the total amount of damage done.
    • Interestingly, because the amount of time the Green Devil leaves his eye exposed varies depending on the character (less for Bass, more for Mega Man), the amount of damage it will take from a detonated Remote Mine when his eye is covered will be different: if Bass detonates his Remote Mine on the Green Devil, it will reduce his energy by half. If Mega Man detonates his Remote Mine however, the Green Devil will be instantly defeated.
  • Knocking Burner Man into the spikes with Ice Wall will cause 5 additional units of damage against him along with the three initial units of damage for sliding Ice Wall against him in the first place -- resulting in a total of 8 units of damage against him -- but only if Burner Man is on-screen at the time.
    • Sometimes Burner Man will also take another 3 units of damage if he stays against the Ice Wall long enough.
  • Hitting Cold Man with Ice Wall will restore some of his energy.
  • Hitting Pirate Man with Wave Burner will inflict 3 units of damage when he is underwater. When exposed to the air however, the weapon will inflict 4 units of damage instead.
  • Credit goes to MMKB for damage values.

Boss OrdersEdit

Rockman, No ZipsEdit

  1. Cold Man
  2. Burner Man
  3. Pirate Man
  4. Ground Man
  5. Tengu Man
  6. Magic Man
  7. Astro Man
  8. Dynamo Man

Since most bosses are just about as fast to kill with the R.Buster, for Rockman this might not be the 'fastest' order.

There is also little known about zipping with Rockman--if there are usable real-time zips that use Dynamo Man's weapon, this order may change.

Astro Man and Dynamo Man are faster to fight with the Rock Buster--particularly if you buy High Speed Charge (?).

Forte, with ZipsEdit

This route aims to acquire Ice Wall (Cold Man) and Thunder Bolt (Dynamo Man) to perform various zips. Due to the guided stage select, this order works well: Astro Man is equally as fast with the Forte Buster as he is with his weakness, Cold Man is usually first in the boss order, and Dynamo Man is weak to Copy Vision (from Astro Man immediately before him).

  1. Cold Man
  2. Astro Man
  3. Dynamo Man
  4. Burner Man
  5. Pirate Man
  6. Ground Man
  7. Tengu Man
  8. Magic Man

Buying items may not be useful for this route (?).

Useful ItemsEdit

English (日本語) || Price || # bosses required || Description

RockmanEdit

High Speed Charge (ハイスピードチャージ) || 150 || 6 || Charges the Rock Buster roughly twice as fast. Medium charge takes 35 frames rather than 60; Full charge takes 60 frames rather than 120. Each full charge shot with this item saves approximately one second. It takes about 10 seconds to select the shop, purchase the item, and regain control on the stage select. This item makes some bosses faster (Astro Man, Dynamo Man). Potentially useful, as these bosses are 7th and 8th in the boss order, and you will most likely have 150 screws by this time.

A TAS will not use this item before the King stages--but it may be useful in real time. (More research needed!)

Counter Attacker (カウンターアタッカー) || 200 || 3 || Increases attack power while you have low health (<= 7). Adds 2 damage to any attack. This gives charge shots 5 total damage, and single shots 3 damage (very useful).

ForteEdit

Counter Attacker (カウンターアタッカー) || 200 || 3 || Same as Rockman.

Super Buster (スーパーバスター) || 300 || Increases attack of the Forte Buster -- 2 damage rather than 1. (May not be 2 for all enemies/bosses).

High Speed Dash (ハイスピードダッシュ) || 100 || Allows you to dash faster--you move at 5 pixels/frame rather than 4 pixels/frame. Adds up quickly.

Basic TechniquesEdit

Character DifferencesEdit

Rockman plays just as he does in other games, particularly MM8. Rockman can slide, Forte can dash, MMX style.

Forte has a unique playstyle, similar to MMX. You can dash (has some acceleration on the ground), double jump (at walking speed). The Forte Buster is forced rapid-fire; it cannot be charged. It does 1 damage with no items, 2 with the Super Buster.

The two characters have slightly different hitboxes. Forte is typically faster due to the dash and double jump, though his Buster is very inefficient.


BasicsEdit

  • You can cancel out of Copy Vision with L/R.
  • You can 'ride' an Ice Wall to reach platforms early or move quickly (conveyor belts).
  • Hold Start to scroll text (cutscenes) or B (shop) and mash B/Y to advance text.


Advanced TechniquesEdit

Wall ZipsEdit

Rockman and Forte zip tutorial06:00

Rockman and Forte zip tutorial

For: Rockman, Forte

Wall zips are completeable on most walls where you can get a full jump and spawn a Ice Wall without having it get hit by anything (another platform/wall, or an enemy.) You need to walk up to a wall, then turn around, moving as little away from the wall as possible. Then you equip Ice Wall, and jump. Around 75% of the way up, press B, then on the way down, you need to bump into the Ice Wall which will send you back into the wall you want to zip into. You then press Start and select the Lightning Bolt, then you press B to zip. 

Door SkipsEdit

For: Rockman, Forte In certain 'miniboss' style rooms, such as the Simon Says-style platforms in Astro Man and the Dynamo Man miniboss, you can exit the room without completing the boss/puzzle. While close to the

Rockman Spritewall Clips00:18

Rockman Spritewall Clips

right side, shoot an Ice Wall and slide under it--it will clip you to the right and you will slide through the door.

Conveyor ZipEdit

For: Rockman, Forte

Rockman & Forte Dynamo Man conveyor zips00:15

Rockman & Forte Dynamo Man conveyor zips

The conveyor belts in Dynamo Man's stage can be skipped by entering the floor of the belts (behaves differently from normal floors) with a well placed Ice Wall. To enter the floor, you must shoot an Ice Wall in the air, stand directly below it, and jump just as it will land/push you. The jump is necessary to enter the ground; it is not very precise, but requires practiced timing.

While in the floor: dash (Forte) and slide (Rockman) to move. Jumping will exit the floor. You will move in the opposite direction you are facing.

The Ice Wall you place will block your movement, so you should either push it aside as you enter the floor (difficult), zip in the opposite direction to move it offscreen and despawn it (fast, but not possible at all times), pause and switch weapons (slow), or wait for it to be destroyed normally (slow).


Water ZipEdit

An Ice Wall, when shot underwater, will begin to float automatically. If you slide/dash at the top of an Ice Wall as it approaches a ceiling underwater, then cancel it (push opposite direction) after you are high enough that you cannot stand, you can enter the wall. Since there is not enough room for your character to stand above the Ice Wall and the ceiling, you will enter the wall.


Other Zips ?Edit

in progress--add as needed

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