Mega Man 6 (NES) Boss Guide

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Mega Man 6 Boss Guide

~by tankMage (June 2018)

Introduction

   Out of all of the Mega Man games for the NES, Mega Man 6 has perhaps the most flexible boss weakness system, since the majority of the Robot Masters can be defeated with the Mega Buster without too much trouble. However, the order in which the player defeats each boss becomes important if he or she wishes to collect the Beat letters without backtracking, because the items needed to reach many of the hidden bosses must be won from certain Robot Masters. The boss order recommended in this guide has been designed primarily to avoid the need to backtrack while keeping boss weaknesses in account. Detailed descriptions of the eight Robot Masters, the end game bosses, and the locations of the hidden items that appear in this game are also included in this guide.

Contents

1. Recommended Boss Order

2. The Eight Robot Masters

   a. Flame Man

    b. Blizzard Man

    c. Plant Man

    d. Tomahawk Man

    e. Yamamoto Man

    f. Knight Man

    g. Centaur Man

    h. Wind Man

3. Mr. X Stage Bosses

    a. Rounder 2

    b. Power Piston

    c. Metonger Z

    d. X Crusher

4. Dr. Wily Stages

    a. Mechazaurus

    b. Tank-CS2

    c. Boss Rush

    d. Wily Machine No.6 and Wily Capsule

5. Collecting the Beat Letters

6. Getting the Energy Balancer

1. Recommended Boss Order

Below is the simplest and most effective order in which to defeat the initial eight bosses.Flame Man makes a good first target, because his stage is easy and lacks any significant secrets that require the Rush Jet or Power Adapter to uncover. Be warned that Flame Man is one of the more difficult Robot Masters in this title, but there is an E-Tank in the second half of his stage that can make the battle more manageable. Players who would rather fight Flame Man with a special weapon can start the boss loop with Wind Man, but his stage is one of the more dangerous levels in the game, so proceed with caution.

1.Flame Man

2.Blizzard Man

3.Plant Man

4.Tomahawk Man

5.Yamamoto Man

6.Knight Man

7.Centaur Man

8.Wind Man

2. The Eight Robot Masters

   The first eight stages can be played in any order. A boss waits at the end of each level, whose weaknesses and abilities are described in the section below. Please note that the player can obtain parts for a special weapon known as “Beat” by fighting hidden versions of some of the Robot Masters, see Section 5: “Collecting the Beat Letters” for more information.

a. Flame Man

Weakness: W.Storm, Mega Buster (Sort of…)

Reward: F. Blast, Rush Power Adapter

Strategy

   Out of all the robot masters, Flame Man is the best choice to fight at the start of the game despite the fact that regular Mega Buster shots do little damage to him, because you will get the Rush Power Adapter for beating him. His weapon is also quite powerful even though it lacks range. Flame man will jump around the room, usually about three times, then either shoot his flame cannon in a straight line or make small pillars of flame erupt from the ground. He’ll shoot his flame gun three times, but the projectiles move slowly and are easy to hop over. His flame pillar is harder to avoid, although you can stand between the jets of fire safely. It helps to keep your distance from this boss, since the flame pillars travel from Flame Man towards the player. You’ll also know the boss is about to use the flame pillar attack, because he puts his gun to the ground before executing the move. Charge the Mega Buster up and fire it just as the boss lands or when he is shooting at you. Don’t bother firing on him if the flame pillars are up, because they will deflect your attack. The W. Storm is highly effective against Flame Man and can even pass through his flame pillar attack, so use it if you have it.

b. Blizzard Man

Weakness: F. Blast

Reward: B. Attack

Strategy

Blizzard Man will often remain stationary for a moment before executing one of two moves:

1) He will spawn several snowflakes that hover in the air for a second before drifting towards the player. Slide or jump out of the way to avoid this attack.

2) Blizzard Man will roll towards Mega Man and bounce off of the right or left wall. Jump over him then slide out of his way as he bounces off of the wall.

Sometimes Blizzard Man will ski over to Mega Man’s position before using one of his attacks. Shoot Flame Man’s F. Blast at Blizzard Man when he is not rolling to damage him. The Rush Power Adapter’s punch attack also deals a few bars of damage to Blizzard Man and even pushes him back a bit if you charge it, though the power suit’s inability to slide is a handicap in this fight. One strategy that works well is to stay against the left or right wall and perform vertical jumps to dodge Blizz’s rolling attack as well as his snowflakes.

c. Plant Man

Weakness: B. Attack

Reward: Plant B., Rush Jet Adapter

Strategy

   Plant Man will form a barrier around himself then leap towards Mega Man. He will then launch the barrier in the player’s direction after landing. Next, Plant Man will run towards Mega Man, then stop and create another barrier, repeating the process. The boss will always run towards the spot you are standing, so try to stay near the center of the room and run, slide, or jump out of the way once he is in motion. Keep an eye on on him, because he will randomly switch between bounding towards the wall, then kicking off of it towards the player and jumping directly at the player’s position. Simply jump over the plant barrier once he throws it and be ready to get out of the way of the charging boss. Use the B. Attack or Charged up Mega Buster on Plant Man when his defenses are down, do not shoot at him while the barrier is up or your attack will be deflected.

d. Tomahawk Man

Weakness: Plant B.

Reward: Silver T.

Strategy

   Tomahawk Man has two attacks, the first being a spinning tomahawk that travels in a straight line for a short time before rising towards the ceiling in an arc. For his second attack, the boss will shoot three feathers from his headdress that fly across the screen. The best way to dodge both of these moves is to slide under them, just make sure you slide towards the feathers or you’ll take damage. Tomahawk will also jump around the room, be sure to slide under him when he is in the air and do not slide towards walls if you can help it or he will pin you. The Plant Barrier works well against this boss, just activate it and watch him take damage as you slide under him or his attacks. Try to use the Plant B. conservatively since it uses a lot of energy per shot and the player can run out of energy very quickly if he or she uses it while Tomahawk Man is invincible from being damaged.

e. Yamamoto Man

Weakness: Silver T.

Reward: Y. Spear

Strategy

   Yamamoto Man will spin his spear before executing an attack, so look out for this tell. Sometimes he’ll leap high into the air and fire three spear tips that fan out while traveling downward. Walk or slide out of the way to avoid the spear heads. In other instances, Yamamoto will shoot a fast moving spear tip directly at you, then run to where the spear tip fell to pick it up. You’ll have to jump over the spear tip, then jump over the boss as he charges you. The Silver Tomahawk is quite effective against this boss, especially when he is in the air.

f. Knight Man

Weakness: Y. Spear

Reward: Knight C.

Strategy

   Knight Man is protected by a shield that deflects attacks and is only vulnerable when he is extending his ball mace. The mace flies towards Mega Man slowly and is easy to jump over, but it returns to Knight Man, so get ready to jump a second time to avoid taking a hit. The ball has a habit of stopping where Mega Man was located when Knight Man executed the attack, so it is often possible to run away from the ball as it approaches. Knight will sometimes jump towards Mega Man, so slide under him. Occasionally, Knight Man will sprint towards you and stop where you were standing when he began his sprint, which makes it easy to jump over him. This boss seems to move at random, so you’ll have to observe carefully and react to him. The Y. Spear can penetrate Knight’s shield, which makes this battle a joke if you have it, otherwise you will have to charge up the Mega Buster and hit him while he is swinging his mace.

g. Centaur Man

Weakness: Knight C.

Reward: C. Flash

Strategy

   Centaur Man will usually fire a shot that passes over Mega Man’s head, then breaks into multiple bullets upon hitting the opposite wall. Stay near the center of the room and let both the rebound and initial shot pass over you. Next, the boss will likely charge towards you, jump over him. Sometimes Centaur will teleport, just move a few steps to the left or right (preferably so you are not pinned between the boss and a wall) to avoid getting hit by the boss when he reappears where you were standing. Centaur will freeze time every now and then, leaving Mega Man a sitting duck, so keep your distance if possible and hope the time freeze wears off before he charges you. Keep jumps to a minimum or the boss may freeze you in mid air, leaving you open to his attacks. The Knight C. will make short work of this boss.

h. Wind Man

Weakness: C. Flash

Reward: W. Storm

Strategy

   Wind Man is another boss who uses a semi-random moveset. Sometimes he’ll take off vertically, fly towards Mega Man a bit and try to land on him. Slide to evade him when he does so. He may also try to suck Mega Man towards him using the engines on his shoulders. Stay far away from the boss and run in the opposite direction to keep safe. Finally, Wind Man will shoot two propellers that fly towards you in a crisscross pattern, but these can be easily jumped over if you are far enough away. The C. Flash works well on Wind, but do not get trigger happy, wait for the boss’s invincibility to wear off when using the C.Flash or you’ll run out of energy before the boss runs out of life.

3. Mr. X Stage Bosses

   As with other Mega Man titles, the player must complete the final eight levels in a predetermined order, fortunately players will have all the weapons and abilities necessary to complete the game at this point. The bosses waiting at the end of each of the final stages do not reward the player with anything new, but they do have weaknesses much like the eight Robot Masters. Keep an eye on your weapon energy at this point in the game: Dr. Light will not be able to refill your ammo between stages.

a. Rounder 2 (Stage 1)

Weakness: Rush Power Adapter (Charged)

Strategy

   This boss is actually two machines that travel around on a track, dropping bombs on Mega Man. It is difficult to avoid the Rounders due to their speed, but they have a fatal weakness: The Power Punch. Equip the Rush Power Adapter and charge it up before entering the boss room. Hit the lower Rounder as soon as it is in range and both Rounders will reverse course. Jump up and hit the next closest Rounder once it reaches you and repeat the process until both machines are history. It is possible to use a number of other weapons on this boss, but nothing is really as effective as the Power Punch, which pushes the boss away from the player as well as heavily damaging it without using weapon energy.

b. Power Piston (Stage 2)

Weakness: Silver T.

Strategy

   Stay as close to the left side of the screen as you can when this battle starts or you will get clobbered by falling stones. Power Piston will move up and down the right hand wall firing spread shots at Mega Man, keep an eye on the bullets and jump over them without moving to the right to keep from taking damage. Rocks will fall from the ceiling at random and explode on impact with the ground. Luckily the rocks will not touch you if you are far enough to the left. Use the Silver Tomahawk on the Power Piston when he is near the ceiling to hit him. It may take some time until Power Piston is vulnerable to your attacks, because he moves erratically and may stay out of range for some time. Some patience and about seven or eight good hits will end this battle.

c. Metonger Z (Stage 3)

Weakness: B. Attack

Strategy

   The Metonger Z will roll back and forth across the screen, sometimes firing orbs that travel in a horizontal line or orbs that bounce along the ground. Stand still and the horizontal orbs will pass over your head. Step into the gaps in the bouncing orbs’ trajectory to stay safe. Hop up and fire the B. Attack so it hits the upper portion of the boss to damage it. You can also use the Rush Power Adapter here if you run out of weapon energy, but it does less damage.

d. X Crusher (Stage 4)

Weakness: F. Blast, Power Adapter

Strategy

   The X Crusher will swing back and forth across the room like a pendulum, inflicting heavy damage if it touches you. Stay on the left side of the room and wait for the boss to fire a plasma shot that travels to the ground slowly, then splits into two orbs that move along the floor and off screen. Jump to avoid the orbs just as they touch the ground, then jump a second time and fire the F. Blast at Mr.X. If your timing is right you can hit The X Crusher without taking damage. It is also possible to use the Rush Power Adapter to great effect here, because striking the X Crusher with a fully powered punch will knock it away from the player. Unfortunately, Mr. X will still fire plasma shots, though they should land on the other end of the room, making them easier to dodge.

4. Dr. Wily Stages

   The final four stages are structured much like the Mr. X Stages. Weapon energy will become even more of an issue here, however, due to the fact that players will have to defeat the Robot Masters a second time before fighting the final boss. Try to conserve and refill your weapons when possible and rely on the Mega Buster, Rush Power Adapter, or Beat to defeat regular foes.

a. Mechazaurus (Stage 1)

Weakness: Yamamoto Spear

Strategy

   Jump on the platforms that come out of this boss’s chest and fire the Y. Spear at his head, which is the Mechazaurus’ only weak spot. The disk shaped platforms rise up towards the ceiling while traveling left, so you can reach the boss’s head, just watch out for the fireballs he spits. You can avoid the fireballs by dropping down to the left side of the room or with a quick hop if there is enough space. He usually fires two or three fireballs, then takes a break for a few seconds, which is a good time to attack. Roughly seven hits should be enough to beat the Mechazaurus.

b. Tank-CS2 (Stage 2)

Weakness: Y. Spear, W. Storm

Strategy

   Tank-CS2 will roll towards Mega Man relentlessly until it is about a body length from the left side of the screen. Do not attempt to fly over it using the Rush Jet, the tank will just rapidly back up. It’ll fire a cannon ball that hits the ground a few paces in front of it every few seconds as well as shoot an arcing bullet every time Mega Man fires his weapon. The cannon ball can be destroyed with the W. Storm or another weapon. Only the top section of Tank-CS2 is vulnerable, so jump up and shoot it with the Yamamoto Spear or Wind Storm. There’s not much in the way of strategy that can be applied to this battle aside from hitting the boss quickly and accurately to destroy it before it kills you.

c. Boss Rush (Stage 3)

   The teleporters at the end of this stage are numbered from left to right, starting with the one on the top left hand side of the screen. Each teleporter leads to a Robot Master from earlier in the game, defeat them all to open the way to the final boss.

1.Yamamato Man

2.Plant Man

3.Knight Man

4.Centaur Man

5.Wind Man

6.Tomahawk Man

7.Flame Man

8.Blizzard Man

Recommended Order: Plant Man>Tomahawk Man>Wind Man>Blizzard Man>Flame Man>Centaur Man>Yamamoto Man> Knight Man

d. Wily Machine No. 6 and Wily Capsule (Stage 4)

   The final battle with Dr. Wily has three phases, which must be completed in order to beat the game. Try to save an E-Tank or two for this battle, because it requires a bit of endurance and do not be afraid to throw everything you have at this boss.

Wily Machine No.6 (Phase 1)

Weakness: Silver Tomahawk, Knight C.

   This battle looks more difficult than it actually is, but you’ll need the Silver T. to pull it off, so make sure you try to fill this weapon up in the stage before the fight. The giant skull will leap towards Mega Man and try to crush him at the very start of the battle, begin running forward and slide under the boss to stay safe. The process of sliding under the boss is complicated by the moving floor, so timing is important here. Pivot and fire a tomahawk at Wily Machine No.6 after it lands, then run forward a bit and fire another tomahawk. Wily will shoot orbs that spread out across the room, but you should be safe as long as you keep your distance and stay on the ground, though it may be necessary to hop depending on how close Mega Man is to Wily. Once the orbs have left the screen, Wily will jump again, so run towards him just as he jumps and perform a slide. Staying near the middle of the screen is a good way to bait the boss into jumping in a manner that will allow you to slide under him just as he jumps. You will definitely have to hop to avoid his shot if you stand near the center of screen, however, since you will not have enough time to run away from him before he fires. Wily has a very short invincibility time frame, so you can hit him with an attack every second or so to defeat him quickly.

Wily Machine No.6 (Phase 2)

Weakness: Silver Tomahawk

   The front of the skull will explode after you deal enough damage to it in phase 1. Wily will maintain his jump and shoot pattern in this phase with an added wrinkle: he will aim a single shot at you after jumping. Hop over this shot to avoid damage and fire a Silver Tomahawk at him. His jumps are somewhat random, so watch Wily closely in order to slide under him. The far left or right side of the screen are safe places to run to if you get pinned and can’t slide under the boss, but you will have to perform a jump to evade his projectile, as well as be ready to slide under him immediately, because he will land on top of you the next time he jumps. This boss is more difficult thanks to his random behavior, fortunately he is very weak to the Silver T. and a few hits will end him.

Wily Capsule

Weakness: Silver T., Knight C.

   You may be familiar with the Wily Capsule if you’ve played other games in the series. Wily will vanish and reappear in random places on the screen, then fire orbs in four directions. These orbs can track you slightly, but you can usually get past them with a jump or a slide. It is best to play defensively and react to where Wily rematerializes in order to avoid his shots. Once again, the Silver T. is the weapon to use here, though you may be low on energy for it by now. The Knight Crusher also works fairly well on Wily, so use it if necessary. Do not go near the far edges of the room if possible, because Wily can reappear very close to Mega Man and hit him with an orb unless you are able to quickly slide under him. A few good hits will end the battle and save the day. Congratulations, you have completed Mega Man VI once the Wily Capsule is destroyed!

5. Collecting the Beat Letters

   Beat is a robotic bird that first appeared in Mega Man 5. When activated, Beat will attack enemies automatically like a homing missile, using a small amount of energy with each attack. In order to use Beat, the player must find hidden boss lairs in four of the eight stages that are available at the beginning of the game. Defeating the hidden boss, who is exactly like the normal boss of each stage, will earn the player one of the four letters that spell the word “Beat”. Collect each letter and Beat is yours to use.

Tomahawk Man- You’ll need the Rush Jet Adapter to get to the hidden lair of the real Tomahawk Man. Destroy the second big machine that dispenses metools and proceed to the right. You should come to a room separated by a large platform.  Equip the Jet Adapter and fly over the chasm under the platform after destroying the flying armor. You’ll have to fly over three more pits and destroy two more armors to reach the ladder on the other side. Climb the ladder to get to a room filled with spikes, cross them using the jet and enter the gate to fight Tomahawk Man. Defeat him to get the letter B.

Yamamoto Man- There’s a ladder that can only be reached with the Rush Jet about halfway through the stage. Fly up to the ladder, climb it, then fly over some spikes to another ladder. Climb this ladder and head east to find the hidden boss room. Defeat the real Yamamoto Man to get the letter E.

Knight Man- You’ll see a path behind a cracked block when you reach this stage’s boss gate. Smash the block instead of going through the gate and go down the exposed hole to find the hidden boss along with beat part A.

Centaur Man- Letter T, the last beat part is in Centaur Man’s possession. You’ll need Rush Jet to reach the gate on the other side of the ladder at the end of the stage.

6. Getting the Energy Balancer

   The Energy Balancer is hidden in Tomahawk Man’s stage near the secret boss lair and you will need the Rush Power Adapter to find it. Take the high road when you come to the room with three pits that is cut in half by a platform. You’ll see a cracked block next to a ladder with spikes under it to the left. Jump on the ladder and switch to the Power Adapter. Try to get as close to the end of the ladder as you can without dropping off, charge up the power punch, and smash the block. Enter the gap to find a hidden room and get the Energy Balancer, which will automatically refill your weapon energy when you pick up weapon energy capsules. This is a helpful device, because it allows the player to charge his or her weapons up without going into the item menu and equipping the desired weapon.

More Resources

Looking for more guides? Try the links below.

https://megaman.fandom.com/wiki/Mega_Man_6_Walkthrough

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