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For whatever reason I had this urge to slog through Sonic Heroes again looking for useful information for the page. There's more than what i'm about to put here but that's for when it's not 3 in the morning. But for starters, HP counts for all the enemies and some notes:
- Egg Pawn - 3 HP
The stone shield can take the most abuse before being disarmed; the spiked one is inbetween. I don't recall ever seeing any Solid Pawns... - Flapper - 3 HP
...but Solid Flappers can come equipped with any other armament type. The Solid+Needle variety in particular is exclusive to Super Hard Mode. - Cameron - 3 HP
You can flip them, but that's kinda a waste of time since any power character can smash through them. (This is a good moment to mention that when a speed character hits level 3, their jump dash/homing attack gains tornado properties. This allows, for one thing, a simultaneous flip/kill of Camerons.) - Gold Cameron - 6 HP
If you wait until they start to rev up their laser attack, you can kill them then. (they're untouchable when they duck into their shells) - Klagen - 3 HP
If all 3 of your characters get abducted by Klagens, you lose a life. - Gold Klagen - 6/9 HP?
- Rhino Liner - These guys actually have no HP meter, but i'm guessing something like 2 HP, since a level 1 speed character can kill them in one hit. They also regularly shoot mini mace balls at you.
- Egg Knight - 9 HP
Knights can carry any combination of shields and weapons - in fact I don't think any of them ever carry lances (that's the promo art for you). Not sure i've seen one hold a stone shield either, though. - Egg Hammer - 30 HP
Depending on circumstances, Hammers can be a cinch to kill. Knuckles and Omega can simply wail on these guys until they crumble, which doesn't take too long (paralyzing it with Thunder Shoot helps). But better yet, use their combo finishers - with Knux at level 2 and Omega at 3, you can just use that right next to them and the constant damage from the fire/missiles will maul it in seconds. No problem. As for Vector and Big, it's slow going against Hammers until they're levelled up. Also, it goes without saying that power characters are the only ones that can damage them. - Egg Bishop/Magician - 9 HP
- Heavy Egg Hammer - 30 HP
Tornado attacks can also blow the helmet off, not that you won't get hit in the process. Because you don't have long to hit him and the weak point is so small, they do take a while without Team Blast. Omega's level 3 missile finisher will handle them quick,but that's about it.(edit: Vector's level 3 finisher works too) - Falco - 3 HP ...I think that's what the meter said, but in my experience, most of these guys die in one hit from anything.
- E-2000 - 15 HP
- E-2000R - 30 HP
There's no difference between E-2000 and the R model other than one having double the HP. They put up the block when you attack them while they're doing nothing. They also can transform before firing the laser, which allows them to aim better; when they stop pivoting with your movements, they're about to shoot.
Bosses:
== Egg Hawk
Body - 100 HP - You can hit the body anywhere except the tailpipes.
Gunners x2 - 3 HP
Rotors x2 - 15 HP - KO both rotors and the Hawk slows down substantially.
== Team Battle 1
There's 3 power cores for each formation in the arena, and your opponents can collect them. Two sets of them are in the wooden crates. But if you get the speed core right in front of you at battle's start, you're pretty much set, just spam tornado attacks. If you have to fall back on it, there is a weakness triangle where one formation hits hard against another...but I forget what it is. Also, you don't die if you get hit with 0 rings, but you will get walloped if you let it happen.
== Robot Carnival
You get a shield if you light up the wide spring, and there's a balloon up above holding a Blast Gauge Up. It's usually best to save that for the next-to-last wave of enemies.
== Egg Albatross
Battery Body - 40 HP
Battery Rotors x2 - 10 HP - Same effect as the Hawk's rotors if you insist on taking these out
Battery Pawn Turrets x4 - 3 HP
Battery Cannon - 3 HP - Can only be destroyed by a power character
Battery Wing Guns x4 - 3 HP
Blimp Body - 50 HP - Attacking the propeller is useless; hit the blimp itself.
Blimp Cannons x6 - 3 HP - Again, power formation only
Egg Hawk - 15 HP - If you happen to have it ready, one Team Blast and the Hawk is cooked. (or, just trick it into charging at you and use a power character's dunk attack twice)
== Team Battle 2
There's a shield hidden in the black crates, and one power core per formation precariously stashed in balloons off the side. The arena is smaller, but the biggest problem is that your opponents in this round will - completely without warning - break out their Team Blast once. When it happens, this means the following: instant damage to all your team members, any characters you KO'ed come back, and if your opponent is Team Dark or Rose, they get their bonus effect too (time frozen or level ups+invincibility). By my estimate, you only have to start worrying about it within the 27-45 second mark or so; that's the only stretch where i've seen it happen.
== Robot Storm
You can use the cannons to hit some power-ups, but it's never worth it.
== Egg Emperor
Body - 150 HP
Shield - 80 HP - If for some silly reason you manage to knock his shield out (takes a while), he can't use it for the rest of the fight.
== Metal Madness
Weak Point - 90 HP each round
Team Rose gets donated two Blast Gauge Ups to do their segment. Handy, because if you have anything in the gauge (full or not) when it switches to the next segment, that gets passed over too. The Chaotix can use a cannon to get some power cores in balloons, and Team Dark gets to have three cores for each formation. If all your characters get disabled by his freezing missiles in any segment, you die.
== Metal Overlord
You lose rings reeeeeeaaaallly sloooooowwwlllly in this one. Like 1 every 3 seconds. If you dawdle too long near the end of the fight, he'll use Chaos Control on you - this freezes you for 20 seconds while he gets to pummel you with more (futile) attacks. Like the SA2 vs. mode, you can make the countdown go away quicker by shaking the stick and mashing buttons. Finally, the game counts Madness and Overlord as one boss - the time you spent on Madness carries over into the finale.