Dude this could be such a cool idea, assuming the sequal wars follows the time travel plot as the first wily wars it would be cool if we could customize what weapons we bring to each game
I think Heat Man's weapon does that to him too. I remember Woodfrog going over how for Sequel wars he made each weapon have the same damage tables, I wonder if Wily Wars did this too.
@@randomguyontheinternet7940 It would seem that way, but there are a couple of exceptions in some cases. TCRF has a full damage table list for robot masters and fortress bosses.
Theory: you were once suppose to carry weapons between games on save file Theory 2: Wily Tower was suppose to have All Boss Rush somewhere Theory 3: people worked on this and all that effort was wasted.
It gets worse when you realize that 1. Metal man dies in 2 hits from rolling cutter like with metal blades. 2. In rockman megamix, metal man was immune to rolling cutter while cutman was weak to metal blades.
Good catches! Upon re-watching, I also noticed how Magnet Missile does Super Effective damage against Cut-Man (I guess since he's the Original "Metal" elemental Robot Master) as does Hard Knuckle (Most likely a nod to how Rock beats Scissors. Obviously Hard Knuckle is not Rock based but it's one of the "Heavy" type weapons) I'm guessing the dev team didn't read the manual/lore pertaining to Metalman, but honestly almost no one did in those days.
Looking at the video it does give a possible theory for the MM2 portion of the bosses, as since the Doc Robot versions of them exist its very possible that they may have made their assigned weakness order code to each of the robot masters FIRST, them implemented them into the actual Doc Robots later. They both are in the same game, cant imagine why they wouldnt take that kind of shortcut with the games development history.
The actual reason why the megaman 2 bosses have megaman 3 weaknesses was stated in the last video, the weapons were just assigned elements so that the weaknesses in wily tower work as well as enemy weaknesses, so rolling cutter, metal blade, and shadow blade are all cutting type weapons. Note they arent all equally spread so there may be an element only assigned to a mm3 weapon and nothing else.
@@nickblake8767 Looking at the damage values further, that might not be entirely the case. They're very similar, but there are cases where their values don't match up. You can see it in this video when fighting Heat Man - rolling cutter deals 1 damage, but shadow blade deals 4, even though they're otherwise similar most of the time.
I know the Sequel Wars team works on, well, Sequel Wars, but the fact that other weapons actually work in the other games of Wily Wars and the sheer quality of Sequel Wars makes me kinda wish Wily Wars was remade by those people in style of Sequel Wars.
Cut Man - Weak to Crash Bomber, Magnet Missile, and Hard Knuckle Elec Man - Weak to Air Shooter, Metal Blade, Crash Bomber, Hard Knuckle, and Shadow Blade Bomb Man - Weak to Air Shooter, Quick Boomerang, Metal Blade, Needle Cannon, and Hard Knuckle Fire Man - Weak to Air Shooter, Bubble Lead, Quick Boomerang, Metal Blade, Needle Cannon, Hard Knuckle, Top Spin, Spark Shock, Shadow Blade, Ice Man - Weak to Atomic Fire, Metal Blade, Crash Bomber, Gemini Laser, Shadow Blade, and Spark Shock Guts Man - Weak to Atomic Fire, Crash Bomber, and Magnet Missile Heat Man - Weak to Ice Slasher, Needle Cannon, Hard Knuckle, Top Spin, and Shadow Blade Air Man - Weak to Hyper Bomb, Thunder Beam, Fire Storm, Magnet Missile, Gemini Laser, and Spark Shock Wood Man - Weak to Hyper Bomb, Rolling Cutter, Fire Storm, Needle Cannon, Hard Knuckle, Spark Shock, and Shadow Blade Bubble Man - Weak to Hyper Bomb, Rolling Cutter, Needle Cannon, Hard Knuckle, Spark Shock, and Shadow Blade Quick Man - Thunder Beam, Fire Storm, Magnet Missile, Gemini Laser, Search Snake, and Shadow Blade Crash Man - Needle Cannon, Hard Knuckle, and Top Spin Metal Man - Weak to Hyper Bomb, Rolling Cutter, Magnet Missile, and Hard Knuckle Flash Man - Weak to Thunder Beam, Rolling Cutter, Fire Storm, Needle Cannon, Gemini Laser, and Shadow Blade Needle Man - Weak to Thunder Beam, Fire Storm, Quick Boomerang, Metal Blade, and Crash Bomber Magnet Man - Weak to Hyper Bomb, Thunder Beam, Ice Slasher, Rolling Cutter, Atomic Fire, and Air Shooter Gemini Man - Weak to Thunder Beam, Rolling Cutter, Fire Storm, Air Shooter, Bubble Lead, Metal Blade, and Crash Bomb Hard Man - Weak to Hyper Bomb, Fire Storm, Air Shooter, and Crash Bomb Top Man - Weak to Quick Boomerang Shadow Man - Weak to Hyper Bomb, Rolling Cutter, Fire Storm, Metal Blade, and Crash Bomb Spark Man - Weak to Ice Slasher, Rolling Cutter, Metal Blade, and Crash Bomber Snake Man - Weak to Thunder Beam, Rolling Cutter, Fire Storm, Atomic Fire, Bubble Lead, Quick Boomerang, and Metal Blade
Some alternative weaknesses make sense, like the Weapons Archive in 10. For example: with Elec Man, The Rolling Cutter, Metal Blade, and Shadow Blade are all cutter weapons.
it's perfect! what impressed me the most besides being able to change weapons without pause was the improvement in the framerate, I have the retro-bit version, they improved the performance a little but nothing compared to the result you got
Copy Robot's stats are largely the same as OG MM1, but he is now weak to the Ice Slasher too instead of being immune to it. Buster and Rolling Cutter still have normal DMG outputs, weaknesses to Hyper Bomb, Fire Storm, and Thunder Beam, and you still can't use Super Arm.
Oh!! But I wonder how Proto Man in Mega Man 3 would react to Mega Man 1 and 2 weapons!! His Break Man version would probably just shrug it all off, but fighting him in Magnet Man, Shadow Man, and Hard Man stages, he definitely had a weakness to the Hard Knuckle. Only problem, if memory serves, Proto/Break Man's life meter was never displayed on screen...
I always thought, older weapons should not deal damage to new bosses and newer weapons should insta-kill old bosses. This practically doesn't make sense but storywise it does.
im sorry but seeing you only ever use uncharged atomic fire brings me such indescribable anger and frustration Nevermind i wasnt far enough into the video
Costs too much ammo to use on all the bosses. If you're curious about its charged damage, here's the values for it taken from tcrf: Heals: Fire Man 1 damage: Needle Man 4 damage: Cut Man, Magnet Man, Gemini Man, Shadow Man 6 damage: Guts Man, Ice Man, Elec Man, Hard Man, Top Man, Snake Man, Spark Man 14 damage: Bomb Man
@@TechnoKnight2520 tcrf.net/Mega_Man:_The_Wily_Wars/Unused_Damage_Values Here are the full damage tables for all of the bosses. It mostly deals just a bit less damage, except in the case of Bomb Man where it just jumps from 3 middle charge to 14 full.