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MM1 - Bomb, Guts, Cut, Elec, Ice, Fire
The circle is now complete.
MM2 - Metal, Wood, Air, Crash, Flash, Quick, Bubble, Heat
Just feels better, more complete to me.
MM3 - Snake, Gemini, Needle, Shadow (use E-Tank if you must), Spark (use Blade), Magnet, Hard, Top
Or skip Shadow and straight to Spark. Use Needle. Snake is surprisingly easy to dodge if you jump him right.
MM4 - (Balloon), (Wire), Toad (charge shot stops Flush), Bright, Pharaoh, Ring (don't feel constrained to use trick), Dust, Skull, Dive, Drill
Wire amazingly effective against certain enemies, even bosses (Cossack Machine, Wily Machine).
MM5 - Wave, Star, Gravity, Gyro, Crystal (don't forget Gyro can go up and down), Napalm, Stone, Charge
Some people trouble with Charge Kick. Even though useful against freezing Dark bot. Try. Hilarious and effective.
MM6 - Flame, Blizzard, Plant, Tomahawk, Yamato, Knight, Centaur, Wind
I always found this easiest (as it is true boss weakness order, and I can't defeat guts man), but it can be tedious to go through elec twice to get magnet beam.
I did Crash -> Flash -> Metal -> Wood -> Bubble -> Quick -> Air -> Heat
I initially didn't know about how OP Metal Man's weapon was, so I didn't start with him. I defeated Crash Man first as I found his stage to be the easiest. Then Flash Man's stage. Then I tried Metal Man's stage, after which I went for Wood Man.
Then I found Bubble Man's stage rather difficult (water physics messed with me), but Bubble Man himself is easy af. I went for Quick Man at this point, because Airman No Taosenai.
Eventually, I defeated Air Man, so I could get the item-2 which made it much easier to complete Heat Man's level.
My prefered order on 6 is: Flame (Rush Power) -> Blizzard (possible to catch 2 extra tanks with Flame) -> Plant (Rush Jet) -> Tomahawk (Energy Balancer, Beat) -> Yamato (Beat) -> Knight (Beat) -> Centaur (Finish Beat) -> Wind (having Beat here makes the stage a cakewalk).