Both. Hadn't thought about that third one, though... (isn't that on the WindMan stage?)
The birdie blockers? Those are on the fourth Mr. X stage. I don't think I even knew you could move them until Navi Mode.
I have now added Rockman 3 data to
the file. People who are very bored should either check my work for mistakes, or make a table for one of the very newest games because I probably won't get to it for a long time. Here are some notes:
I decided to put all destructible projectiles on their own lines, so you would know what would destroy them, but I also put their "body damage" value in as the "shot damage" for the character that produced it. So those values are duplicated.
There were a few bosses that could do more than one amount of damage through bodily contact, so I finally split the "body damage" column too. This includes NeedleMan's and ShadowMan's special moves as well as the different parts of Wily's machine. Now that 6-or-12 business with HardMan is that he seems to be able to cut your invulnerability time short sometimes, like when you get stuck inside him, so I thought I would note he got a double hit. The same thing happened with the Flash Man clone just as he was doing the flash, although I had to pull a weird move to get that to happen so it might not be all that common.
I regret that I didn't note which enemies don't attract the Magnet Missile, but then I figured this wasn't so much about how things move as about what happens when something actually gets hit. Still, I did mention that if you fire Hard Knuckle while Nut & Bolt are in the process of joining, the fist flies upward as if you were holding Up, even if you aren't. What's the deal with that?
I did try to note when Top Spin used 0 or 2 units of energy per hit rather than the usual 1, but I may have missed a few because I wasn't thinking about it the whole time. Of course there is that trick where you spin into an enemy right after taking a hit, giving you a hit on the enemy every frame and draining your energy very fast, but this only really matters on fortress bosses that take damage from Top Spin. I noticed that whether the Top Spin uses 0, 1, or 2 units does matter during that trick, as if you watch frame by frame, a character that makes you use 2 units during a regular hit will make your meter count down by 2 each frame when you do the invincibility spin.
It turns out the Junk Blocks the Junk Golem throws are definitely NOT the same as the Junk Blocks that fall out of the chutes. In fact, although it has 8 HP, the block seems to have the exact same weaknesses as the Golem; it does appear to be the only stage enemy that takes damage from Top Spin but isn't a one-hit kill from it. It was very difficult to figure out the block's weaknesses, though, because of how fast it moves. I had to use frame advance on an emulated copy to be able to finish it off in time. One funny thing I discovered by doing this was that if you use Rush Jet to destroy the block before it reaches the Junk Golem, the blocks stop coming, and Junk Golem can do nothing but stand there looking at you and hoping you bump into him.
There is a strange inconsistency with SnakeMan's snakes, and I don't think I've got it completely figured out yet. Usually those snakes only take one hit to defeat and can be hit by the Rock Buster, Needle Cannon, or Top Spin. But in some battles, the first snake takes 3 shots to defeat, and Top Spin doesn't work on it even if I already shot it twice. On the savestate I was testing the most, I believe the first snake of two was the 3-shot snake, and the one just behind it was the 1-shot snake. Furthermore, until I destroyed that 3-shot snake, SnakeMan would keep making 3-shot snakes, at least for the snake in the lead. I think there was a time when I started the battle and both snakes were 3-shot snakes, and there might have even been a 2-shot snake in there somewhere, but it's hard to keep track of because those things are really hard to hit. I guess it's not a big deal, but some hacker might be interested in finding out where the difference in the snakes' power comes from. (Come to think of it, how rare is it for a Robot Master to make things you can destroy?)
So, it did turn out that the shots you fire while using Rush are exactly the same as the regular ones; you just can't have as many shots on screen is all. Needle Cannon is also exactly the same except on bosses, just like uncharged Atomic Fire and some of the Dr. Wily's Revenge weapons.