Mega Man 5

Like the one before it, this game featured two castles to venture through. However, again, since the whole plot was one of Wily's design, the characters found in both are credited to him.

 

Gravity Man

DL #033: Gravity Man is a unique boss; since he has control over gravity, he can switch the direction of its pull, forcing Mega Man to fight him on both the floor and ceiling. He won't stand still as he does this, however, as he'll run left and right accordingly, stopping to accurately shoot projectiles periodically. He'll always be on an opposite plane, so he can only be hit in midair as he changes the pull of gravity.

  • Weapon used: Gravity Hold
  • Weak against: Star Crush

Wave Man

DL #034: He's got a harpoon for an arm and he knows how to use it. Wave Man is another one of those robots that benefits from not being able to jump really high, as getting under him when he jumps is a difficult task. His main attacks are water waves that pop up beneath Mega Man, unpredictable as to where they'll appear. Whatever the case, he'll be moving at Mega Man at the same time, leaving him little room to move.

  • Weapon used: Water Wave
  • Weak against: Charge Kick

Stone Man

DL #035: Stone Man is a big guy who likes to jump all over the place, trying to crush Mega Man underneath his huge frame. Sometimes he jumps so hard, he crumbles into a stack of bricks, reforming after a short time. When grounded, he'll often activate his power stone attack, which protects him and does damage to anything within its range.

  • Weapon used: Power Stone
  • Weak against: Napalm Bomb

Gyro Man

DL #036: Like Air Man, Gyro Man is a master of the skies. With that said, Gyro Man will use that very element in combination with his attacks. He'll often disappear from sight, flying into the clouds, then quickly reappear to throw one of his gyro blades in the direction of a hapless Mega Man. On the ground, he'll simply continue to throw the blades, one after another.

  • Weapon used: Gyro Attack
  • Weak against: Gravity Hold

Star Man

DL #037: From the breaches of space comes Star Man. He's another robot that takes advantage of his element. He uses the zero-gravity conditions to jump really high. While that may not be enough to get the job done, he'll activate his star shield at any time, sending it hurdling in the direction of Mega Man. He's invulnerable while it surrounds him, and when he throws it, it'll be hard to dodge.

  • Weapon used: Star Crush
  • Weak against: Water Wave

Charge Man

DL #038: Specially designed to look like a locomotive, Charge Man truly is a runaway train. Charge Man will send 3 or 4 mini trains up into the air, which will all descend downward with little space in between them. After that, he'll charge up like a real train and charge at Mega Man quickly. He doesn't take too kindly to being attacked; in fact, they'll make him steam him even more, making him charge even harder.

  • Weapon used: Charge Kick
  • Weak against: Power Stone

Napalm Man

DL #039: He's as explosive as his name suggests. Napalm Man has two different types of attacks, depending on how far away he his from the Mega Man: (1) If far away, he'll begin launching a set of missiles from the top of his head, or (2) If in close, he'll loopingly shoot out pairs of dynamite that explode on impact. Sometimes he deviates from that pattern, but it's rare that he does.

  • Weapon used: Napalm Bomb
  • Weak against: Crystal Eye

Crystal Man

DL #040: Crystal Man likes to let his attacks do all the work. He'll always start out a battle by throwing a crystal at Mega Man, it breaking into four pieces, each bouncing in opposite directions at 45-degree angles. While Mega Man dodges them, he'll jump into the air, stop, and shoot a very accurate pellet in his direction. Getting around all his attacks to get a shot in is the real challenge.

  • Weapon used: Crystal Eye
  • Weak against: Gyro Attack

 

 

Dark Man: Form 1

His pattern of attack isn't hard to figure out. He'll slowly slide his way into Mega Man's direction while stopping every so often to let out a barrage of pellets. While it's easy to dodge his attacks, getting over him is hard because of his width.

  • Weak against: Water Wave

Dark Man: Form 2

The Shieldbot has 2 protective barriers on either side of him. The 2 shields crisscross each other, back and forth, leaving him open only when they're both centered. Because of the space they take up while they crisscross, there's always a danger of running into him. Of course, Mega Man might be too busy dodging pellets.

  • Weak against: Napalm Bomb, Crystal Eye and Super Arrow

Dark Man: Form 3

The Freezebot uses a 3-way spread shot that's hard to dodge if Mega Man doesn't jump over them the moment he releases the attack. Staying close to him is key, but he'll often get away by jumping to the other side of the screen. His favorite attack is to shoot out little ice pellets that freezes Mega Man in his tracks; he'll then either jump into him or hit him with the spread shot.

  • Weak against: Gyro Attack, Charge Kick and Super Arrow

Dark Man: Final Form

The Dark Man robot, under the control of Dr. Wily, was using the guise of Proto Man to fool people into thinking he was Proto Man, framing him in the process. As a foe, he fights a lot like the shieldbot: He has a crisscrossing shield barrier, and he's vulnerable when they're cross-centered; he'll also shoot out sets of 3 pellets while the shield crisscrosses. He's different in that he can command his shields to break apart, dashing in two different directions before returning the same way they left; however, he leaves himself open during that time.

  • Weak against: Power Stone and Star Crush

Big Pets

This is one of Wily's more imaginative robots. It will continuously shoot 2 or 3 looping projectiles into the air, them coming down in a wavy pattern. In order to get in a shot at his weak spot—his head—Mega Man has to make either of his 2 lower extremities move towards him by shooting at them; they'll then move at him, allowing him to jump on top of them. However, if he doesn't jump fast enough, the spikes will ram him.

  • Weak against: Crystal Eye

Circling Q9

This thing moves back and forth in a circling pattern while looping big bombs in the direction of Mega Man. He'll stop after dropping two bombs and descend left, center, then descend right. On either of his descents, he'll open his side hatches, allowing Mega Man to get a shot in, presuming he didn't crash into him on that descent.

  • Weak against: Gyro Attack

Wily Ship #1

While Wily isn't visible, he's surely inside it. The bottom part of the ship is a huge magnet, and while it won't pull Mega Man upward, it will pull the whole floor towards it. Wily will have the ship move back and forth quickly then stop and pull the floor upward; anything underneath it will be crushed. Once it's close to the ground, its top hatch can be hit.

  • Weak against: Star Crush

Wily Ship #2

This tool of destruction will continue to shoot out both bombs and missiles, alternately switching between attacks. The pipe between its jaws acts as a vacuum, as it'll try to suck Mega Man in. The whole skull area of the ship is vulnerable.

  • Weak against: Super Arrow

Wily Ship #3

Yep, it's another teleporting ship. This time, when he reappears after teleporting, he'll do two things: (1) He'll drop a spark onto the ground, which will then break apart into two, one shooting left, the other right, and (2) He'll have a circular shield of sparks spin around expandedly. It's only vulnerable when visible.

  • Weak against: Beat