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Release Date:
Japan: 1988
USA: 1988
Europe: 1988
Developer:
Capcom
Systems:
Nintendo
Genre:
Action

Game Specs:
Dr Wily's at it again. After his crushing defeat at the hands of Mega Man, Dr Wily decided to create eight new super Robot Masters to conquer Mega Man. As Mega Man confronts the new robots, Dr Light equips him with three special items along the way to make his quest easier. Improving the overall look and game play, Mega Man II was a sure hit and an instant classic in the series.

Intro Scene:
In the year of 200X, a super robot named Mega Man was created. Dr Light created Mega Man to stop the evil desires of Dr Wily. However, after his defeat, Dr Wily created eight of his own robots to counter Mega Man.












 

 
Story:
This is your typical revenge story. Dr. Wily, ticked that Mega Man--formerly a small tool-user named Rock--bested him, creates eight of his own robots to wipe out his rival and take over the land. The game does not tell us how Dr. Wily got out of the custody that resulted from his capture at the hands of Mega Man. Rumor has it Wily was pardoned from jail.
Difficulty Modes:
There are two difficulty modes; Difficult increases the number of times you have to hit many robots to defeat them.

Turn Stars Into Birds:
This trick doesn't help you at all but it's quite amusing. When selecting a Robot Master stage hold down A as you hit START, and the stars in the background will be replaced with miniature birds. 
Special Features:
This game was a breakthrough and it was the one that really launched Mega Man's popularity. It introduces many features that continue throughout the rest of the games. It is also, one of the easiest games in the series, which makes it a great one with which to start. Also, Mega Man 2 contains the only two Robot Masters that can be defeated with but a single hit.

Chill Penguin

Metal Man:
Guide:
 A single Metal Blade will finish him off, if you're using it in the teleport room. Other than that, Metal Man is rather easy. He won't attack you unless you attack first, but when you do, he will go into a frenzy. The best method of defeating him is to constantly jump up and down on his conveyor track while hitting him with Arm Cannon shots. This battle is frenetic, but use his constantly repeating pattern to your advantage.
Weakness: Quick Boomerang.
Weapon Received:
Metal Blade.

Chill Penguin

Flash Man:
Guide:
 This Robot Master's lair is staggered, and thus makes it a bit hard to maneuver around, but if you're a good shot, you can knock off Flash Man before he even reaches you. He'll start off running across the uneven room. Fire Metal Blade after Metal Blade to cut him down, and you'll have no problems. If he does manage to get over to you, don't worry too much about getting hit; he doesn't hurt you that bad.
Weakness: Atomic Fire.
Weapon Received:
Time Stopper.

Chill Penguin

Quick Man:
Guide:
 Now this Robot Master is hard. I recommend having the Time Stopper fully charged before entering his lair. Use it to knock off half of his life meter, and spend the remainder of your time dodging him and his Quick Boomerangs while pelting him with your Arm Cannon or the Metal Blade. Also having a spare Energy Tank never hurts either since this battle is pretty tough to nail.
Weakness: Time Stopper.
Weapon Received:
Quick Boomerang.

Chill Penguin

Wood Man:
Guide:
 Depending on what weapons you have, you can beat this Robot Master a few ways. If you have the Atomic Fire, charge it up all the way and let loose the blast when Wood Man tosses his Shield away, and you'll beat him in one shot. If you have Crash Bombs, you can destroy his Shield and pelt him that way. Or (the best way), wait him out until he tosses the Leaf Shield, and then blast him to oblivion with the Metal Blade. However you do it, do it fast, because Wood Man can get kind of nasty with some attacks.
Weakness: Metal Blade.
Weapon Received:
Leaf Shield.

Chill Penguin

Air Man:
Guide:
 This Robot Master is a cinch with the Leaf Shield, but the key is your timing. Wait until he stops his initial Air Shooter tornado attack, then let a Shield fly at him. Repeat this process, and if he jumps at you, it only makes your job easier. If you must, supplement with the normal Arm Cannon. Three hits if I remember correctly will take him down.
Weakness: Leaf Shield.
Weapon Received:
Air Shooter.

Chill Penguin

Crash Man:
Guide:
 Despite his weakness against the Air Shooter (3 hits), he is very difficult to hit with it. The key tactic is to hit him when he's busy reaching the apex of his jump, as the tornadoes curve slightly up wards. Crash Man spends most of his time jumping and firing Crash Bombs at you (which do a great deal of damage), so it's not a bad idea to have an Energy Tank on hand if you need it. Approach this battle carefully.
Weakness: Air Shooter.
Weapon Received:
Crash Bomber.

Chill Penguin

Bubble Man:
Guide:
 He'll just float across the room, occasionally firing his Bubble Lead at you. Bubble Man is the epitome of easy, in this case, wait until he's hovering next to or above you, and pelt him with Metal Blades either diagonally or straight up. This Master falls to these in no time. The only attacks he even uses are firing bubbles at you or unsuccessfully trying to float away from your attacks. Make sure that you stay on the ground, because his ceiling is spiked, and you don't want to hit them.
Weakness: Crash Bomber.
Weapon Received:
Bubble Lead.

Chill Penguin

Heat Man:
Guide:
 He's simple if you have the Bubble Lead on you. Fire one off, and then wait for it to impact him, then count to two and leap out of the way as he comes screaming across the screen. Repeat this strategy and you'll have him beat. You'll still have to avoid his arcing Atomic Fire attack, but this isn't hard to deal with, especially seeing as the Bubble Lead stuns, interrupts, and basically scrambles him.
Weakness: Bubble Lead.
Weapon Received:
Atomic Fire.

Chill Penguin

Mecha Dragon:
Guide:
 When the Mecha Dragon first appears, you can't hurt him, so concentrate on getting away from him. He'll chase you through a long passage, so wait until you get to the three stacked blocks, then when his energy meter fills, start chucking Quick Boomerangs at him. The best way to go about this involves standing on the very top block, so if you get hit, you fall down to the one right below you. He goes down really quickly, so just make sure you don't fall off your precarious perch.
Weakness: Quick Boomerang.


 

Chill Penguin

Moving Blocks:
Guide:
 This boss can be both easy and an absolute pain. The basic premise behind the boss is that blocks separate from the walls at different points, attach to form bigger blocks, and then come flying at you. Your defense against this attack should be the Bubble Lead or the Metal Blade. I personally use the Blade since it flies in eight directions, and is relatively easy to aim, but the Bubble Lead destroys each block faster. The blocks will increase in speed as the battle progresses, so you'd better have some quick reflexes as the blocks deal a lot of damage if they hit you.
Weakness: Bubble Lead.

Chill Penguin

Guts Dozer:
Guide:
 From the moment you enter the room and his energy meter fills up, run towards him and jump up on his front end. From there, keep jumping while chucking Quick Boomerangs at him to take him out. You'll probably get hit by the minor stuff he throws at you, but as long as you keep hitting him, you'll far outlast him.
Weakness: Quick Boomerang.


 


Wall Orbs:
Guide:
 Now this boss is incredibly annoying. First off, the only way to defeat it is to fight it twice. The objective is to destroy the orbs in the room, however, most are blocked by little walls that can only be destroyed using the Crash Bombs. However, given that the Crash Bombs are also needed to destroy the orbs, and you do not have the necessary energy with which to do both, you must first destroy the walls in the room. Allow your- self to be killed, and then use the enemies in the stage to recharge your Crash Bomb energy, then go through a second time and destroy the orbs. It's complicated, but this is really the only conventional way to accomplish this task. As a bonus, though, you can use the faint warp trick described in the Secrets section to avoid any damage; simply start pressing Start rapidly as the orbs begin to flash, and their energy bullets will pass right through you.
Weakness: Crash Bomber.

Chill Penguin

Dr. Wily's First Form:
Guide:
 To start off, charge the Atomic Fire all the way up and shoot the front of Wily's ship to destroy part of it. Then switch to the Metal Blades and start firing like crazy at him until you get him. Jump over his shots and try your best to avoid him.
Weakness: Crash Bomber.


 

Chill Penguin

Dr. Wily's Second Form:
Guide:
 To start off, charge the Atomic Fire all the way up and shoot the front of Wily's ship to destroy part of it. Then switch to the Metal Blades and start firing like crazy at him until you get him. Jump over his shots and try your best to avoid him.
Weakness: Crash Bomber.


 

Chill Penguin

Dr. Wily's Third Form:
Guide:
 Wily appears to transform into an alien for this battle; but Wily is only using a hologram. Nevertheless, you must beat it. The Alien moves in a perfect Figure-8, so keep this in mind, and blast the thing with the Bubble Lead to defeat it. I recommend carrying an Energy Tank or two into battle with you here.
Weakness: Bubble Lead.

 

Chill Penguin

Platform Creator:
The Platform Creator creates platforms that drift upward. Mega Man can place up to three of them at a time. They disappear after a preset period of time.
 

Chill Penguin

Jet Sled:
The Jet Sled begins moving shortly after Mega Man places it and cannot be maneuvered. It merely flies horizontally, and at a rapid pace to boot. It disappears when it runs out of energy or goes off the screen.
 

Chill Penguin

Wall Walker:
The Wall Walker is a platform that climbs walls. It is pretty useless unless you have a wall to attach it to; however, it can get higher than the Platform Creator provided the wall goes high enough. When this item reaches the top of a wall or when Mega Man jumps off, it will reverse and begin climbing back down.

 

Mega Buster:
The Mega Buster is Mega Man's primary weapon. You will have this weapon from the start of the game. This weapon can cause damage to most enemies encountered in the game.

Air Shooter:
This weapon fires out three small tornado-shaped projectiles which will fly out and slowly fly up towards the screen, and can hit enemies high up above Mega Man.

Crash Bomber:
This weapon fires out a small bomb which will continue flying straight ahead until it hits something. It will then stick to the object or enemy and after a few seconds will explode, causing damage to nearby enemies.

Bubble Lead:
This fires out a large bubble which will fly along the ground and continue on until it falls over a hole or hits something.

Atomic Fire:
This fire weapon will shoot out a small fire ball which will fly straight ahead until it strikes something.

Time Stopper:
This weapon will freeze all enemies on screen and can also damage certain enemies while they are frozen. Be careful though as when you use it you can't turn it off until it runs out of energy.

Quick Boomerang:
This shoots out small boomerang projectiles which will fly out a short distance from Mega Man and will then return to him, unless they hit something.

Metal Blade:
This shoots out a large buzz-saw projectile which flys straight out and can strike through multiple targets.

Leaf Shield:
This weapon will create four small spinning leaves around Mega Man which will cause damage to an enemy if they touch one of them.

 
Final Passcode:

Defeat Certain Bosses with 1 hit:
Mega Man 2 contains three Robot Masters that can be defeated with one hit (or more technically, one shot, since some shots do multiple hits of damage). Note that these may not work on Difficult mode due to the fact that Robot Masters effectively have twice the size of an energy meter in that mode. Also certain remakes and variations, such as the Wily Wars, may or may not maintain these. But here they are:
Metal Man: This one needs no further discourse. A single Metal Blade will finish him. I'm sure Capcom stuck it in the game for fun.
Wood Man: There are actually two tricks to this one. The first was most likely intentionally programmed into the game: fully charge the Atomic Fire and you'll defeat him with one hit. The second requires a bit more work: if you manage to detonate a Crash Bomb on his shield, rather than on Wood Man himself, it will explode and strike Wood Man for multiple hits. If all of the explosions take damage they can be enough to whittle away all of Wood Man's energy with just one Bomb.
Crash Man: Technically speaking you need to hit Crash Man two to three times with the Air Shooter to defeat him. However the Shooter fires three tornados with each press of the button, and when you initially fire, they are all stacked on top of each other. If you can manage to hit Crash Man with all three tornados (it helps to let him jump, then come up underneath him and fire), they will all take damage even though they're all hitting at roughly the same moment, and Crash Man will go poof with one shot.

Infinite Weapons:
There are some weapons in the game that can be used infinitely.
Quick Boomerang: Select Quick Boomerang, then shoot only 7 at a time. Press START and select Quick Boomerang again.
Metal Blade: Select Metal Blade, then shoot only 3 at a time. Press START and select Metal Blade again.
Bubble Lead: Select Bubble Lead, then shoot only 1 at a time. Press START and select Bubble Lead again.

The "Faint Warp" Trick:
When you hit START to go to your Weapons screen, Mega Man "Faint Warps". When he is phased, he cannot be damaged. By hitting START repeatedly, you can get some of the faster shots to go right through you. This trick is especially useful when fighting the orbs in Wily's fortress. Also, faint warping will reset Mega Man's velocity. In other words, even if he is currently in midair when you hit START, he will come out of the faint warp as if he was standing still. Use this to slow him down while falling down long shafts.

 
Ending:
The ending begins when the starry background of the final battle disappears at the defeat of the alien, revealing an ordinary room in Dr. Wily's fortress. The scientist himself is behind some controls, and a holographic projector is moving in the exact formation as the alien had. The alien wasn't real; Dr. Wily was using an illusion. The projector falls to the floor, disabled, and Wily jumps down and starts begging.
Then the scene shifts. The screen shows Mega Man walking on a black background, and in the corner is a small picture of a valley and a small village. As Mega Man walks, the seasons change, as reflected not only in the small picture but also by precipitation that covers the screen and also represents one of Mega Man's current weapons. For instance, for fall you see leaves from the Leaf Shield slowly drifting downward. For winter, white Metal Blades that look like snow flakes. Spring: pink Quick Boomerangs that look like petals of flowers falling from blooming tress. And summer is rain--arm cannon shots that drop fast and steadily.

Then Mega Man stops. He looks up suddenly at the image in the corner of the screen. Then the image widens to include the entire screen, but Mega Man is no longer standing there. Only his helmet remains. He'd pulled it off and tossed it to the ground as he ran down the hill...to his home.