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Повідомити про проблему з перекладом
Although the hardest boss in the entire classic series IMO would probably be Wily's Capsule from 7, it was just so ridiculously cheap with its DoT fire orbs.
MM1: Fireman
MM2: Airman/Quickman (Tie)
MM3: Needleman/Shadowman (In Their Respectful Tiers, 'Cuz There's 2 Weakness Chains)
MM4: Pharoahman/Diveman? (Never Played, But Did Play R4MI)
MM5: Gravityman? (Never Played, Just Guessing)
MM6: Tomohawkman (Ditto to MM5)
Second, Yeah, Airman's easy, once you get the weakiness.
And Third, I Think MM2 Wily Stage 1-2 Deserves Less Love (I Put It Cuz i Felt like it)
MM1: Cutman (Well, obvious.)
MM2: Metalman (Guys' weak to his own weapon, thus he loses for his Metalman Syndrome)
MM3: Topman (REALLY?)
MM4: Toadman (REALLY?!?!?)
MM5: Chargeman (Never Played It, Just Guessing)
MM6: Flameman (Ditto to MM5)
1 is correct, since Cut Man is actually technically weak to the buster. He and Elec Man both suffer knockback from buster pellets, but unlike Elec Man, Rolling Cutter doesn't eat half your health and is easy to avoid.
2 gets a pass. One/two shotting a boss with his own weakness is pretty humiliating. Otherwise Heat Man is super easy since he resets his pattern when he's shot. You just need to make sure not to get hit by the burning tackle.
3's easy boss is actually Hard Man. If you enter the battle at full health and avoid his ground pound attack he can't actually do enough damage to out-dps your buster. Hence you win simply by shooting him as much as you can.
4 is correct, Toad Man's pattern is reset when you shoot him so you kind of can't lose unless you're doing it on purpose.
5's easy boss is Gravity Man. The battle has you on the ceiling to start with G-man on the floor and he'll swap gravity very frequently causing you to swap sides. You just charge up your buster in the meantime and blast him as you pass. All you have to do is not crash into him and dodge his occasional pellets.
6's easy boss is Plant Man. His pattern consists of Shield > Jump > Throw Shield > walk toward you > repeat. Incredibly easy to dodge and the shield gives you time to charge up your buster.
7's easy boss is Spring Man. Stupid easy pattern that consist of pretty much jumping; hitting him with Slash Claw resets the pattern, and through a glitch you can kill him before the fight even begins with a well timed Noise Crash shot.
8's easy boss is Astro Man, if you have his weakness. By shooting him with Search Missiles you can essentially stun-lock him for the entire fight while he acts as depressed as Marvin.
MM&B's easy boss is Tengu Man, for similar reasons to Astro Man. Spread Drill causes a pattern reset and also takes off a good fifth of his health at once. Interestingly enough you can also stun-lock Astro Man in this game with Magic Card, but it's not as effective as the Search Missiles were.
9's easy boss is Splash Woman. Her pattern is easy to avoid and also very predictable (Call fish > Shoot Tridents > Dive bomb > repeat) plus the fight is underwater so you can chase her pretty much anywhere.
10's easy boss is Sheep Man. Need I say more about this pathetic excuse for a robot master?
Well, in MM3, Topman is preaty weak to your megabuster, and so is Snakeman. Really, Hardman's easy enough with Magnet Missile, but sometimes I run out of Magnet Missile when I reach the boss fight. The ones i can think of ruling out are:
-Shadowman (Obvious)
-Needleman (FREAKING. GEMINI. LASER.)
-Magnetman (That damn forcefield)
-Geminiman (Are we counting weaknesses? no?)
-Sparkman (Meh)
So my conclusion is: Hardman/Topman/Snakeman
I forgot about Plant Man. The Worst Robot Master And I Forgot Him.
Yeah, Spring Man Sucks. Even though I never played MM7, he's just another "We ran out of ideas" Man from Capcom (Yes, I do know he was made by someone else and submitted into a contest, but Capcom CHOSE Springman, So...).
Never played MM8. Or MM&B. Or MM9. Or MM10.
Of course the weak one's gotta be Splash Woman.
Are you forgetting Pump Man? I mean, seriously... PUMPMAN?!??!