Spring Man

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Spring Man
Spring Man.png
Artwork of Spring Man from Mega Man 7
Category: Bosses
Game of origin: Mega Man 7
HP: 28
Damage: Contact: 6 Spring Punch: 3 Wild Coil: 2

DWN-053 Spring Man, Is a Robot Master built by Dr. Wily that consists of over 2000 springs. He is one of the main 8 Robot Master bosses from Mega Man 7 that was added in Mega Man Maker's 1.4.0 update. Spring Man utilizes his light weight and springy body to jump high into the air, can use springs in his arms to extend his limbs to punch foes from far away, and utilizes his signature weapon, the Wild Coil to throw bouncing springs at his enemies.


Spring Man's body consists of mostly silver and orange coloured springs, and minimal armor mostly in bright warm colours such as red, pink, orange, and yellow. His body also has some lights and decorations in the colours blue and green. He has a buster on his right arm.

In-Game Pattern

Spring Man will usually jump around the room with high hops only stopping to preform one of two attacks. One attack he will occasionally do is jump extra high and stay at the top of the room, where he he will then spin around briefly and then throw out two long-ranged punches one after the other at the player. The punches will stretch all the way to the player character's current location no matter how far away, even if they are multiple screens apart from each other. Once the 2nd punch returns to Spring Man he will drop back down and resume jumping. The other attack Spring Man will preform will have him stand still and then point one of his arms at the ground before firing out a Wild Coil in both directions. He will then resume jumping as the two Wild Coils bounce around the room until they are destroyed, acting similar to the balls of yarn created by Tama but only having 2 hp.

Spring Man's jumping isn't very difficult to evade due to how high the jumps are and and will stop moving forward after getting close enough to the player. His punches are also fairly easy to dodge so long as you stay prepared to jump or slide past the first punch and prepare yourself to dodge the 2nd. The main factor that can complicate things is the Wild Coils. Keep your distance from Spring Man when he prepares to fire them off and be prepared to destroy them. Leaving them to bounce around the room can lead to them getting in your way while trying to dodge his jumps and punches. Alternatively, you could destroy only one of them, reducing the amount of things to have to deal with while fighting Spring Man while also ensuring Spring Man can't spawn two more.

Starting Pattern

Spring Man will start the battle with a "Starting Pattern".

This consists of doing one jump towards the player, and then a second jump to attempt to reach the center of the screen on the x-axis, and will then stop and float in the air.

He will then rotate his arms, and launch his extendable right arm at the player, rotate his arms again, and launch his extendable right arm at the player again, then land on the ground.

He will then fire two Wild Coils out of his left arm buster at his feet, with one bouncing to the left and the other bouncing to the right.

Upon finishing the "Starting Pattern", Spring Man will then transition into using his "Main Pattern".

Main Pattern

This consists of doing three jumps towards the player, one away from the player, and then a final jump to attempt to reach the center of the screen on the x-axis.

He will then rotate his arms, and launch his extendable right arm at the player, rotate his arms again, and launch his extendable right arm at the player again, then land on the ground.

He will then only fire two Wild Coils if all previously fired Wild Coils are either destroyed or despawned. If at least one Wild Coil remains active, he will skip this attack all together.

Upon finishing the "Main Pattern", Spring Man will then repeat the "Main Pattern" from the beginning.

Other Information

If Spring Man fails to reach the center coordinate on the x-axis on the specific jump he is supposed to, he will keep doing jumps towards the center coordinate on the x-axis until he reaches it. If he does 15 jumps and still fails to reach the center x coordinate, he gives up and moves on to his next behavior anyways. This quirk is most noticeable in boss rooms with low ceilings.


  • In Mega Man 7 Spring Man has an attack where he attempts to land on Mega Man and slam him into the ceiling. This attack is absent in Mega Man Maker, due to the problems it could cause with ceilingless rooms and the lack of time to restructure the attack.
  • in Mega Man Maker Spring Man's "Spring Punch" has unlimited range, and can hit the player 49 or more screens away, with the right setups.
  • Like in Mega Man 7, Spring Man can be magnetized by anything electric. The Thunder Beam will do it, so long as it's not his primary or secondary weakness, and also Elec Beams, Watchers and the lightning of Kaminari Kogoro.
    • When magnetized, Spring Man will stand still and become invincible for a short amount of time and strongly pull the player towards him to damage him before resuming the fight.
  • Spring Man has been nicknamed "Supuringuman" in the Mega Man Maker forums as an intentional misspelling.
  • As Spring Man originated from a 16-Bit game, new 8-Bit sprites had to be created for him by Gaem and Sodacoma.


  • Wild Coils can occasionally get stuck to walls, possibly caused by some kind of clipping issue.
  • Spring Man will occasionally clip through solid tiles when in tight spaces.
  • If Spring Man is weak to Time Slow and is attacked with that weapon while magnetized, the magnet's force will not slow down.