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The ''Franchise/MegaMan'' franchise is famous for the titular robot's ability to amass tons of weapons after defeating bosses, and their weapons can feel so satisfying to use. However, despite at least eight boss weapons per game, there's a few weapons in the [[VideoGame/MegaManClassic Classic]] series that just [[GameBreaker take power creep to the extreme]].

to:

The {{Game Breaker}}s in the ''Franchise/MegaMan'' franchise is famous for the titular robot's ability to amass tons of weapons after defeating bosses, and series.

!! Games with
their weapons can feel so satisfying to use. However, despite at least eight boss weapons per game, there's a few weapons in the [[VideoGame/MegaManClassic Classic]] series that just [[GameBreaker take power creep to the extreme]].own pages
[[index]]
* ''GameBreaker/MegaManClassic''
* ''GameBreaker/MegaManX''
* ''GameBreaker/MegaManLegends''
* ''GameBreaker/MegaManBattleNetwork''
* ''GameBreaker/MegaManStarForce''
* ''GameBreaker/MegaManXDive''
[[/index]]






[[folder:Mainline series]]
!!''VideoGame/MegaMan1''
This game's weapons that form the FireIceLightning trio are all highly powerful in their own right.
* The '''[[PlayingWithFire Fire Storm]]''' contends with the Thunder Beam for the most effective weapon in the game. Each shot has a fairly large hitbox and travels at a reliable straight path, then a short-lived [[OrbitingParticleShield flaming shield]] orbits Mega Man and is strong enough to kill some non-boss enemies outright if they collide with you (and does multiple hits against opponents with short MercyInvincibility). The weapon also deals at least double damage to more than half of the bosses in the game. It's these perks that turn the first form of the Wily Machine into a cakewalk, as its aforementioned lack of MercyInvincibility means it goes down in seconds just from touching the flaming shield. And on top of all that? The Fire Storm consumes one unit per shot!
* The '''[[ShockAndAwe Thunder Beam]]''' is the other major contender for most effective weapon in the game. In addition to also consuming one unit per shot, it's versatile at hitting enemies above, below, and in front of you all at once, has an overall larger hitbox on the frontal shot, and is much easier to land numerous hits in one shot, especially when using the [[GoodBadBugs Pause Glitch]]. It's this glitch what also makes the [[ThatOneBoss difficult Yellow Devil]] an AntiClimaxBoss, as a single bullet can [[OneHitKill one-shot it]].
* The '''[[AnIcePerson Ice Slasher]]''' isn't as obscene as the other two examples above, but it's very useful nonetheless. Its projectiles don't damage enemies but rather [[HarmlessFreezing freeze them]], and unlike some future Special Weapons that render enemies immobile, you can switch to other weapons to finish them off. Helping its case is the fact that, like the Fire Storm, the Ice Slasher's projectile is a reliable straight shot. [[BoringButPractical As straightforward as it is]], the Ice Slasher does its job, and [[SimpleYetAwesome it does it exceptionally well]].

!!''VideoGame/MegaMan2''
* The '''[[DeadlyDisc Metal Blade]]''' is not only the best weapon in ''2'', but unarguably '''''THE''''' best weapon in the entire franchise that isn't an InfinityPlusOneSword [[PurposelyOverpowered on purpose]]. Each blade can be fired in any direction (something the Mega Buster can never do in any of the games), mow straight through swarms of smaller but still troublesome enemies, and they consume so little energy (four shots per unit, for a total of ''114'' shots) that you'll almost never run out; and due to [[GoodBadBugs a glitch]] that gives any weapons that has more than one shot for each unit infinite ammo, you can simply fire three blades, pause, and unpause. Moreover, half of the Robot Masters take increased damage from this weapon[[labelnote:*]]It's Bubble Man's, Flash Man's and ''[[HoistByHisOwnPetard Metal Man]]'s'' weakness, and it deals good damage to Wood Man as well[[/labelnote]]! Its downside is that a few of the game's enemies are still invulnerable to it, and many of the game's [[ThatOneBoss/MegaMan hardest bosses]][[labelnote:*]]Such as Quick Man, the Mecha Dragon, the Boobeam Trap, and the Alien[[/labelnote]] are immune to it. However, after defeating Metal Man (who is [[BreatherBoss one of the easier bosses to deal with]] with just the Mega Buster), the idea of ever switching out from the Metal Blade back to the Mega Buster pretty much [[ComplacentGamingSyndrome goes straight out the window]]. A sizable potion of players thus consider it a SelfImposedChallenge to not use the Metal Blade at all on a playthrough, because it's ''that'' good.

!! ''VideoGame/MegaMan3''
* The '''[[HoverBoard Rush Jet]]''', while normally a simple transport method that can skip over large sections if used carefully, has a perk in its debut game that no other games had: it can move freely in ''any'' direction. You can skip over nearly ''any'' set of BottomlessPits or disappearing blocks by using it. While some of the game's puzzles were intended with its multidirectional movement in mind, the catalyst is that, [[RunningGag due to]] [[GoodBadBugs a glitch]], its energy only drains if you're ''standing'' on it, and it follows you left and right even if you're ''jumping'' or ''on another platform'' entirely. This means you can cross large gaps with virtually no weapon energy loss. In fact, in stages like Needle Man's Doc Robot stage, the wide horizontal gap sections can be crossed this way, completely skipping the necessity of using the weapon capsules that would fuel the jet and let you cross said gaps (especially if these were picked up before, as they're are not restored if you lose a life).
* ''3'' had a lot of tricks that could count here, though most were removed for the ''[[CompilationRerelease Anniversary Collection]]''. Just by going to the password screen and dialing in A6, either color, you start a new game with nine E-Tanks (this code has stayed in the newer versions). There are also glitches for getting Rush Jet and Marine early. And that's without mentioning [[ClassicCheatCode the Controller 2 tricks]].

!! ''VideoGame/MegaMan4''
* '''[[TimeStandsStill Flash Stopper]]''' is a massive improvement over [[VideoGame/MegaMan2 Time Stopper]], fixing most of, if not all the problems [[ScrappyWeapon the latter]] had. While its time-stopping effect is shorter-lived, you're no longer passive while it's active, allowing you to effectively use the buster. Besides, one use does ''not'' deplete all energy, instead using a generous four energy units, allowing for seven uses and thus more versatile usage. And for one more perk, it allows Mega Man to shoot through shielded enemies while active due to, [[RunningGag again]], [[GoodBadBugs a glitch]]. A much more abusable time-stopping weapon means that while only Pharoah Man is weak to it, you can turn the {{mini|boss}}bosses in this game into a joke, namely stopping Moby in Dive Man's stage from spawning and taking [[ThatOneBoss Whopper's]] (from Ring Man's stage) main strength away.
* '''[[HostileWeather Rain Flush]]''' is the first [[SmartBomb screen-clearing weapon]] in the series, and it set ''very'' high expectations for its successors to live up to. A capsule is fired into the sky, unleashing rain that will typically [[OneHitKill one-shot]] most non-bosses/minibosses, can [[ArmorPiercingAttack penetrate shielded enemies]] and takes out enemy projectiles out of the player's range (namely the missiles from the Kabatoncue mini-bosses in Ring Man's stage). It's relatively expensive (using four units per shot, for only seven uses), but this weakness is mitigable. It's also [[DiscOneNuke the first weapon most people will obtain]], since it comes from [[ComplacentGamingSyndrome the most common choice for a starting point]], [[ZeroEffortBoss Toad Man]].
* The '''[[PowerOfTheSun Pharaoh Shot]]''' is a {{fireball|s}} that can be thrown in six directions, similarly to the Metal Blade from ''2'' though without the ability to throw it up or down; nevertheless, this is still very respectable coverage. The real deal comes from its [[ChargedAttack charge shot]] variant -- it charges up quickly and is also very powerful, destroying a large amount of enemies and even some bosses with ease (it's also the only effective weapon against [[GoddamnedBoss the Wily Capsule]]). However, it's -- [[RunningGag once again]] -- thanks to [[GoodBadBugs a glitch]] that it truly [[{{Pun}} shines]]; the fireball that charges up over your head is able to hit enemies -- either if it deals damage or if the shot is deflected -- as long as you keep the button held down, and while the shot disappears, you can still fire a full-sized shot, managing two attacks with a single charge. By pausing and unpausing, however, another fireball can be charged over your head if you hold the button. This allows the Pharaoh Shot to ''[[BottomlessMagazines never run out of ammo]]'', and while attacking some enemies this way can be difficult at times, there's no denying [[DifficultButAwesome it melts the game's difficulty into nothing]].

!! ''VideoGame/MegaMan5''
* This game's incarnation of the '''Mega Buster''' is quite possibly the most broken it has ever been for one reason: the '''[[ChargedAttack Charge Shot]]'''. While ''4''[='=]s Charge Shot was pretty powerful as well, a few other weapons could either match it or outperform its power (like the Pharaoh Shot or Rain Flush). This one though? The shot is much larger, it charges up faster, it accelerates to top speed immediately, and the shot is still unimpeded if enemies with less than 3 HP are hit by it. While you lose the charge if you're hit (unlike with ''4''[='=]s incarnation), this is a relatively small price to pay when you can simply charge up energy, then unleash it followed by a rain of normal shots to rip through even the strongest enemies.
* This game marks the debut of '''[[AssistCharacter Beat]]'''. As long as you have weapon energy, Beat will chase down any enemy onscreen when summoned and destroy it for a cost proportional to the enemy's HP. It doesn't stop there though, as Beat also works on ''bosses''; in fact, all three versions of Dark Man take as much damage from Beat as a Charge Shot, which is more that their Special Weapon weaknesses. Beat also works as the Wily Capsule's weakness, trivializing an otherwise very [[GoddamnedBoss very annoying encounter]] into simply dodging its shots, and ''[[OverlyLongGag due to]] [[GoodBadBugs a glitch]]'', Beat may even locate where Wily will appear before he even attacks. Granted, getting Beat requires [[CollectionSidequest finding all eight letters in the eight Robot Master stages]], but once you manage that, have fun! It was so bad, ''6'' actually {{nerf}}ed Beat severely by causing him to no longer target bosses, and subsequent games from ''7'' and on would change his function to only [[BottomlessPitRescueService rescuing Mega Man]] when he fell into BottomlessPits.

!! ''VideoGame/MegaMan6''
* The '''[[JetPack Jet Adapter]]''' (Rush Jet Adapter in some regions) lets Mega Man temporarily fly as long as the jump button is held, and recharges its energy quickly while on the ground. You're only able to fly for a short amount of time, and can't slide, use special weapons, or charge your buster while using it, but this armor trivializes the platform-heavy sections (and several other areas) by itself. Given [[NintendoHard the nature of the games]], this thing is a godsend. Getting this item is one of the first things many players do when starting a new game, as the Robot Master who has it, Plant Man, is [[BreatherBoss one of the easiest of the set]].
* When it comes to actual Special Weapons, the '''[[PlayingWithFire Flame Blast]]''' stands out the most. It's a {{fireball|s}} that becomes a pillar of flame once it touches the ground or wall. Excluding any weaknesses, each shot deals four points of damage to every enemy in the game, be it as a fireball or the fire pillar. It does have the problem of firing at an arc, but it still travels enough distance to where it can reliably hit enemies in front of you. The best part? It's ammo-friendly, with each shot consuming one energy unit.

!! ''VideoGame/MegaMan7''
* The '''Super Adapter'''. If you liked ''6''[='=]s adapters, this one is ''[[AllYourPowersCombined both of them in one]]''. Each charged shot deals much more damage than the ({{nerf}}ed) [[ScrappyWeapon regular Charge Shot]], and it can even be upgraded as well to home in on enemies. Much like the Jet and Power Adapters from ''6'', however, you're not able to slide with it. Though even so, once you get this bad boy (which is as early as the first four bosses in), you'll rarely want to take it off.
* The '''[[ExtraOreDinary Junk]] [[OrbitingParticleShield Shield]]''', [[IronicName despite its name]], is the very first "shield" weapon that's considered ''good'', and arguably the second best shield weapon in the Classic series. Each use of the weapon takes a pretty high three units, but the weapon protects Mega Man with a large junk barrier that repeteadly hits enemies for very high damage (as much as a Super Adapter shot), easily decimating through hordes of weak enemies and making it usable for ItemFarming. While it can be disengaged to fire projectiles that deal ''double that damage'', you'll still want to never do so in account of how many hits a shield can soak up, and these projectiles actually decrease in power the more enemies that were previously hit. The Junk Shield's most notable issue is, ironically, its inability to provide projectile protection; nevertheless, it remains a very powerful weapon in its own right.

!! ''VideoGame/MegaMan8''
* The '''[[WeaponizedBall Mega Ball]]''' manages to be this and a ScrappyWeapon at the same time, with its secondary function being its selling point. By pressing and holding the jump button and landing on the ball, it explodes and Mega Man is propelled upwards with a bit more height than the normal jump. However, the ball does not have to be on the ground to do this. [[DifficultButAwesome With practice]], you can fire the Mega Ball in mid-air and land on it, still in mid-air, resulting in a double jump (or triple jump, if you can chain it and still have weapon energy). This trick completely trivializes many platforming sections in the game. The best thing about the Mega Ball is that it's given to you for free during the halfway point of the introduction stage.
* The '''Arrow Shot''' upgrade for the Mega Buster can kill nearly any stage enemy in one hit, shielded or not -- and the plasma spread after it hits something can damage enemies behind your first target. The '''Laser Shot''' can hit anything as well, and while it has less power, it also charges ridiculously fast.
* The '''[[BlowYouAway Tornado Hold]]''' is a small fan that creates a wind pillar that damages enemies rapidly. It also protects you against most enemy projectiles, and also works as an elevator when you step into it, which lets you reach secret areas, retrieve items, and bypass many tricky parts of levels. It's especially effective against flying enemies, including [[ThatOneBoss Bass when you fight him in Dr. Wily's fortress]].

!! ''VideoGame/MegaMan9''
* This installment gives us an entire slew of great weapons, but Jewel Man's '''[[GemstoneAssault Jewel]] [[OrbitingParticleShield Satellite]]''' takes the cake by a landslide. The shield you deploy is capable of reflecting shots back, making enemies that rely on MoreDakka such as Sniper Joes a complete joke. It also stays up until dismissed or until it collides into a strong enough enemy -- while it does deal a paltry two points of damage, any enemy with two HP or lower is destroyed while the shield simply stays up. It even plays a nice role in ItemFarming if used against certain enemies that shoot projectiles that leave pickups when destroyed. As with most shield weapons, its most notable weakness is its high cost -- four units per usage, for a total of seven uses -- but even that is a small price to pay. And if you find the Energy Balancer? ''Forget about it.'' The Jewel Sattellite is thus considered not only the best weapon in the game, but also the best shield weapon in the Classic series and one of the best weapons in the franchise overall.
* The '''[[LaserCutter Laser Trident]]''', while not to the level of the Jewel Satellite, is still a very useful weapon in its own right. The bullets you shoot travel very fast, deal two points of damage, pierce through enemies unaffected, and destroy barriers. Essentially, it works similarly to the Charge Shot from the earlier games but without the need to charge and the ability to fire it twice instead of waiting, making it spammable and a significant upgrade to the severely nerfed Mega Buster. The icing on the cake? It consumes one unit per two shots (for a total of 56 uses), giving it reasonably high ammo. These traits can thus make it a good alternative to the Mega Buster as a "primary weapon."

!!''VideoGame/MegaMan10''
* The '''[[SpreadShot Triple Blade]]'''. While each projectile deals twice as much damage as a Buster shot, its triple spread shot makes it easier to hit enemies above or below Mega Man (depending on whether he's in grounded or in the air, respectively). Two shots can land on the same enemy, allowing the weapon to shred anything in close range when spammed. It also has a low ammo cost of one unit per use, making its maintenance a relatively easy task. It's common for players to switch to this as their "primary weapon", and it can be obtained from Blade Man, who can be [[GoddamnedBoss a bit annoying]] at first but is one of the more manageable Robot Masters of the bunch.
* The '''[[MakingASplash Water]] [[OrbitingParticleShield Shield]]''' can be described as a {{nerf}}ed version of ''7''[='=]s Junk Shield, but even that is still relatively powerful by virtue of just how many projectiles it spawns upon use. Each of its eight water droplets can block enemy shots and deal twice a Buster shot's damage while not deactivating the shield, making it just as much of a potent weapon for facing hordes of smaller enemies as ''7''[='=]s Junk Shield and ''9''[='=]s Jewel Satellite. As with most "shield" weapons in the series, however, its power comes at a price -- its ammo is depleted in seven uses. Once you acquire the Energy Balancer, however, have fun.
* The '''[[ThrowDownTheBomblet Ballade Cracker]]''' is every bit as useful as it was in ''IV''. A weapon that is ammo-friendly (two shots per unit, for a total of 56 uses), can be aimed in seven directions, has a large area of impact thanks to its explosion, the explosion lasts a surprisingly long time, and it deals a fair amount of damage to everything? ''Yes please!'' Essentially, it works as a slower yet stronger version of the Bass Buster. It does have some weaknesses, such as only Mega Man being able to use it, being impossible to use in closed stairways, and that no bosses outside from Enker are vulnerable to it, but even the latter point is a blessing in disguise as it makes for an alternative to the Mega Buster as a "primary weapon." However, what pushes it further over the edge is that, unlike in ''IV'' where it was received [[EleventhHourSuperpower near the end of the game]], it's possible to beat Ballade via the Special Stage 3 ''before'' playing the game, letting you permanently [[DiscOneNuke have it from the get-go]].
* '''Bass''' still has many of his powers from ''VideoGame/MegaManAndBass''. His ''default'' weapon, the '''Bass Buster''', can't shoot through walls, and his shots are half as powerful as Mega Man's, but more than makes up for it with its ability to rapid-fire in seven directions. It is almost hilariously broken when used against the mini-bosses and even several of the Wily Castle bosses -- just stand below the boss's weak point, aim upwards and open fire, and watch as bosses that were a major pain against Mega Man or Proto Man go down in virtually no time at all. Bass' dash also works like Proto Man's slide, letting him dodge out of the way of attacks that would be much harder for Mega Man to avoid, and it allows Bass to even perform a long jump with a lot of control over it. The only power Bass didn't retain in the transition from ''& Bass'' is his DoubleJump, but that's of no issue when it's clear that most of the levels in ''10'' weren't designed with Bass in mind.

!!''VideoGame/MegaMan11''
* The '''[[DashAttack Pile Driver]]''' is a decent, yet powerful weapon by itself, but it's when used for utility and not as a weapon where it shines. Unlike other DashAttack weapons in the series, it can be used midair, allowing you to get past jumping obstacles as it pushes you forward. This can make [[ThatOneLevel Wily Stage 1]] a less of a headache.
* The '''[[BulletTime Speed Gear]]''' makes the Power Gear redundant by comparison. The time slowdown not only makes platforming sections much easier, but it also allows Mega Man to ''shred'' through anything without invincibility frames by rapid firing the Mega Buster up against them. Even against Robot Masters, you're much better off using the Speed Gear since it lets you avoid their attacks ''and'' sneak in damage without any trouble. The Speed Gear Booster upgrade also lets you move and attack at normal speed while in Speed Gear mode, which removes a lot of difficulty from [[ThatOneLevel Torch Man's stage]] and others while making it even easier to spam-attack enemies to death.
* '''Power Gear'''-boosted special weapons can be this:
** A fully charged '''Mega Buster''' will destroy every enemy (including shielded ones) and everything in its path. It will do massive damage to mini-bosses and bosses. The downside is that you will have to let the gears cooldown; if you are in non-critical areas where enemies will continuously barrage you or in a timed area, you can simply wait and repeat again.
** The '''[[DishingOutDirt Block Dropper]]''' is like summoning an avalanche in midair.
** The '''[[PoisonousPerson Acid Barrier]]''' has stronger shots (they deal twice the damage of a Buster shot), the barrier lasts longer, and shoots projectiles at targets automatically if one makes contact with it.
** The '''[[BlowYouAway Tundra Storm]]''' turns into a [[SmartBomb screen nuke]].
** The '''[[DashAttack Pile Driver]]''' becomes even faster and stronger, allowing for much easier section-skipping.
* The "Rush Jet air trick." Simultaneously pressing the Rush Jet button and holding jump allows you to land on the immediate Rush jet in mid-air. Levels that require upwards progress like Bounce Man's stage become a shortcut breeze and levels that have a ton of jumping and pits like Wily Stage 1 a much easier level to handle.
* The '''Auto-Charge''' Chip auto-charges the Mega Buster. Once installed, set the auto-fire to the fire button from the options menu. Use Speed Gear and most enemies and mini-bosses can be easily shredded by a close range Buster Barrage.
* The '''Screw Catcher''' increases the chance of enemies dropping screws by 30%. The downside is that the game must be played on Saturday, unless the player messes with the system clock.

to:

[[folder:Mainline series]]
!!''VideoGame/MegaMan1''
This game's
[[folder: ''Mega Man Zero'']]
!! ''General''
* If you don't care about tanking your mission scores, liberal use of Cyber-elves can make the games a lot easier - particularly in the cases of ''VideoGame/MegaManZero1'' and ''VideoGame/MegaManZero2'' as Zero starts with poor equipment and doesn't have body parts or satellite Cyber-elves like he does in ''VideoGame/MegaManZero3'' and ''VideoGame/MegaManZero4''.
** The -lar suffix Cyber-elves temporarily lets enemy bullets heal Zero, -ck and -eff Cyber-elves heals Zero to varying degrees up to some being full heals like Sub Tanks, Bir- Cyber-elves will save you from BottomlessPits, and Haf- Cyber-elves can instantly reduce a boss' HP by half. Combining Bir- and Haf- Cyber-elves turns the second phase of the final boss fight into a joke.

!! ''VideoGame/MegaManZero3''
* The modification cards that increase the power of your
weapons that form shift the FireIceLightning trio are all highly powerful power balance in their own right.
* The '''[[PlayingWithFire Fire Storm]]''' contends
the player's favor. Activate just one for the Buster Shot and combine it with the Thunder Beam for the most effective weapon in the game. Each shot has a fairly large hitbox Burst Shot EX Skill and travels at a reliable straight path, then a short-lived [[OrbitingParticleShield flaming shield]] orbits Mega Man and is strong enough to kill some non-boss enemies outright if they collide with you (and does multiple hits against opponents with short MercyInvincibility). The weapon also deals at least double damage to more than half anything outside of the bosses with immunity to fire will die in ''seconds''. The Zero Collection give you these cards for finishing games while the Zero/ZX Legacy Collection gives them as rewards for getting trophies/achievements, removing the original need to buy the cards.
* This game was very well made with Zero's base moveset in mind. His dash, jump, Z-Saber, and Buster were all thought out perfectly to fit with every scenario
in the game. Then you get the DoubleJump from Cubit Foxtar. It's these perks that turn the first form of the Wily Machine into a cakewalk, as its aforementioned lack of MercyInvincibility means good you get it goes down in seconds just from touching the flaming shield. And on top of all that? The Fire Storm consumes one unit per shot!
* The '''[[ShockAndAwe Thunder Beam]]''' is the other major contender for most effective weapon
in the game. In addition to also consuming one unit per shot, it's versatile at hitting enemies above, below, and in front of you all at once, has an overall larger hitbox on the frontal shot, and is much easier to land numerous hits in one shot, especially when using the [[GoodBadBugs Pause Glitch]]. It's this glitch what also makes the [[ThatOneBoss difficult Yellow Devil]] an AntiClimaxBoss, as a single bullet can [[OneHitKill one-shot it]].
* The '''[[AnIcePerson Ice Slasher]]''' isn't as obscene as the other two examples above, but it's very useful nonetheless. Its projectiles don't damage enemies but rather [[HarmlessFreezing freeze them]], and unlike some future Special Weapons that render enemies immobile, you can switch to other weapons to finish them off. Helping its case is the fact that, like the Fire Storm, the Ice Slasher's projectile is a reliable straight shot. [[BoringButPractical As straightforward as it is]], the Ice Slasher does its job, and [[SimpleYetAwesome it does it exceptionally well]].

!!''VideoGame/MegaMan2''
* The '''[[DeadlyDisc Metal Blade]]''' is not only the best weapon in ''2'', but unarguably '''''THE''''' best weapon in the entire franchise that isn't an InfinityPlusOneSword [[PurposelyOverpowered on purpose]]. Each blade can be fired in any direction (something the Mega Buster can never do in any of the games), mow straight through swarms of smaller but still troublesome enemies, and they consume so little energy (four shots per unit, for a total of ''114'' shots) that you'll almost never run out; and due to [[GoodBadBugs a glitch]] that gives any weapons that has more than one shot for each unit infinite ammo, you can simply fire three blades, pause, and unpause. Moreover,
second half of the Robot Masters take increased damage from this weapon[[labelnote:*]]It's Bubble Man's, Flash Man's and ''[[HoistByHisOwnPetard Metal Man]]'s'' weakness, and it deals good damage to Wood Man as well[[/labelnote]]! Its downside is that a few of the game's enemies are still invulnerable to it, and many of the game's [[ThatOneBoss/MegaMan hardest bosses]][[labelnote:*]]Such as Quick Man, the Mecha Dragon, the Boobeam Trap, and the Alien[[/labelnote]] are immune to it. However, after defeating Metal Man (who is [[BreatherBoss one of the easier bosses to deal with]] with just the Mega Buster), the idea of ever switching out from the Metal Blade back to the Mega Buster pretty much [[ComplacentGamingSyndrome goes straight out the window]]. A sizable potion of players thus consider it a SelfImposedChallenge to not use the Metal Blade at all on a playthrough, game, because it's it ''utterly breaks the rest of the game in half.'' None of the bosses were designed with the mentality that Zero can double jump to avoid attacks, rendering a majority of the Eight Gentle Judges gimped.[[note]] You can easily evade Childre's missile spam, Deathtanz is only a threat when he's level with you, Devilbat can't drag the fight out since you can jump right to him and attack his vulnerable head from any angle, Cubit Foxtar's best attack requires much looser timing to dodge with a double jump, the only attack Tretista can use to hit you reliably in the air is when he lets loose his dogs, and Volteel's lightning orbs are easily avoided. Really, only Blazin' Flizard and Glacier le Cactank remain roughly the same.[[/note]] The levels face less problems because of Zero's signature double jump, but only because the only ones remaining don't have ''that'' good.

!! ''VideoGame/MegaMan3''
* The '''[[HoverBoard Rush Jet]]''', while normally a simple transport method that can skip over large
many sections if used carefully, has a perk in its debut game where being able to jump twice would be all that no other games had: useful. The final stage, however, is fair game.
!! ''VideoGame/MegaManZero4''
* The description for Croire's Hacker level 5 ability states
it can move freely in ''any'' direction. You can skip over nearly ''any'' set of BottomlessPits or disappearing blocks by using it. While some of the game's puzzles were intended with its multidirectional movement in mind, the catalyst is that, [[RunningGag due to]] [[GoodBadBugs a glitch]], its energy only drains if you're ''standing'' on it, and it follows you left and right even if you're ''jumping'' or ''on another platform'' entirely. makes enemies drop items more often, which really means they will ''always'' drop an item upon defeat. This means you can cross large gaps with virtually no weapon energy loss. In fact, in stages like Needle Man's Doc Robot stage, the wide horizontal gap sections can be crossed this way, completely skipping the necessity of using the weapon capsules that would fuel the jet and let you cross said gaps (especially if these were picked up before, as they're are not restored if you lose a life).
* ''3'' had a lot of tricks that could count here, though most were removed for the ''[[CompilationRerelease Anniversary Collection]]''. Just by going to the password screen and dialing in A6, either color, you start a new game with nine E-Tanks (this code has stayed in the newer versions). There are also glitches for getting Rush Jet and Marine early. And that's without mentioning [[ClassicCheatCode the Controller 2 tricks]].

!! ''VideoGame/MegaMan4''
* '''[[TimeStandsStill Flash Stopper]]''' is a massive improvement over [[VideoGame/MegaMan2 Time Stopper]], fixing most of, if not all the problems [[ScrappyWeapon the latter]] had. While its time-stopping effect is shorter-lived, you're no longer passive while
it's active, allowing you trivially easy to effectively use the buster. Besides, one use does ''not'' deplete fill up all energy, instead using a generous four energy units, allowing for seven uses your Sub Tanks and thus more versatile usage. And for one more perk, it allows Mega Man farm E-Crystals to shoot through shielded enemies while active due to, [[RunningGag again]], [[GoodBadBugs a glitch]]. A much more abusable time-stopping weapon means that while only Pharoah Man is weak to it, level up Croire further if you can turn find a suitable place for farming - such as the {{mini|boss}}bosses miniboss room in this game into a joke, namely stopping Moby Fenri Lunaedge's stage, where destroying three out of the miniboss's four hatches causes the infinite enemy spawns to only come out and move in Dive Man's stage one direction from spawning the remaining hatch and taking [[ThatOneBoss Whopper's]] (from Ring Man's stage) main strength away.be destroyed all in one go by a charged Buster shot.
* '''[[HostileWeather Rain Flush]]''' is the first [[SmartBomb screen-clearing weapon]] in the series, and it set ''very'' high expectations for its successors to live up to. A capsule is fired into the sky, unleashing rain that will typically [[OneHitKill one-shot]] most non-bosses/minibosses, can [[ArmorPiercingAttack penetrate shielded enemies]] and takes out enemy projectiles out Two of the player's range (namely the missiles from the Kabatoncue mini-bosses in Ring Man's stage). It's relatively expensive (using four units per shot, for only seven uses), but this weakness is mitigable. It's also [[DiscOneNuke the first weapon most people will obtain]], since it comes from [[ComplacentGamingSyndrome the most common choice for a starting point]], [[ZeroEffortBoss Toad Man]].
* The '''[[PowerOfTheSun Pharaoh Shot]]''' is a {{fireball|s}} that can be thrown in six directions, similarly to the Metal Blade from ''2'' though without the ability to throw it up or down; nevertheless, this is still very respectable coverage. The real deal comes from its [[ChargedAttack charge shot]] variant -- it charges up quickly and is also very powerful, destroying a large amount of enemies and even some bosses with ease (it's also the only effective weapon against [[GoddamnedBoss the Wily Capsule]]). However, it's -- [[RunningGag once again]] -- thanks to [[GoodBadBugs a glitch]] that it truly [[{{Pun}} shines]]; the fireball that charges up over your head is able to hit enemies -- either if it deals damage or if the shot is deflected -- as long as you keep the button held down, and while the shot disappears, you can still fire a full-sized shot, managing two attacks with a single charge. By pausing and unpausing, however, another fireball can be charged over your head if you hold the button. This allows the Pharaoh Shot to ''[[BottomlessMagazines never run out of ammo]]'', and while attacking some enemies this way can be difficult at times, there's no denying [[DifficultButAwesome it melts
the game's difficulty into nothing]].

!! ''VideoGame/MegaMan5''
* This game's incarnation of the '''Mega Buster''' is quite possibly the most broken it has ever been for one reason: the '''[[ChargedAttack Charge Shot]]'''. While ''4''[='=]s Charge Shot was pretty powerful as well, a few other weapons could either match it or outperform its power (like the Pharaoh Shot or Rain Flush). This one though? The shot is much larger, it charges up faster, it accelerates
four Sub Tanks are obtained just by trading two S-Crystals to top speed immediately, and the shot is still unimpeded if enemies Hirondelle, with less than 3 HP are hit by it. While the S-Crystal's parts being easy to find if you lose know the charge if you're hit (unlike with ''4''[='=]s incarnation), this is a relatively small price to pay when you can simply charge up energy, then unleash recipe or look it followed by a rain of normal shots to rip through even the strongest enemies.
* This game marks the debut of '''[[AssistCharacter Beat]]'''. As long as you
up. Most stages have weapon energy, Beat will chase down any enemy onscreen when summoned V. Fire and destroy it Ceratanium in them already, so at minimum you just need to complete two stages for a cost proportional to the enemy's HP. It doesn't stop there though, as Beat also works on ''bosses''; in fact, all three versions of Dark Man take as much damage from Beat as a Charge Shot, Faital and Mechamesons needed which is more that their Special Weapon weaknesses. Beat also works as the Wily Capsule's weakness, trivializing an otherwise very [[GoddamnedBoss very annoying encounter]] into simply dodging its shots, and ''[[OverlyLongGag due to]] [[GoodBadBugs a glitch]]'', Beat may even locate where Wily will appear before he even attacks. Granted, getting Beat requires [[CollectionSidequest finding all eight letters in the eight Robot Master stages]], but once you manage that, have fun! It was so bad, ''6'' actually {{nerf}}ed Beat severely by causing him to no longer target bosses, and subsequent games from ''7'' and on would change his function to only [[BottomlessPitRescueService rescuing Mega Man]] when he fell into BottomlessPits.

!! ''VideoGame/MegaMan6''
* The '''[[JetPack Jet Adapter]]''' (Rush Jet Adapter in some regions) lets Mega Man temporarily fly as long as the jump button is held, and recharges its energy quickly while on the ground. You're only able to fly for a short amount of time, and can't slide, use special weapons, or charge your buster while using it, but this armor
trivializes the platform-heavy sections (and several other areas) by itself. Given [[NintendoHard the nature rest of the games]], this thing is a godsend. Getting this item is one of the first things many players do when starting a new game, as the Robot Master who has it, Plant Man, is [[BreatherBoss one of the easiest of the set]].
* When it comes to actual Special Weapons, the '''[[PlayingWithFire Flame Blast]]''' stands out the most. It's a {{fireball|s}} that becomes a pillar of flame once it touches the ground or wall. Excluding any weaknesses, each shot deals four points of damage to every enemy in the game, be it as a fireball or the fire pillar. It does have the problem of firing at an arc, but it still travels enough distance to where it can reliably hit enemies in front of you. The best part? It's ammo-friendly, with each shot consuming one energy unit.

!! ''VideoGame/MegaMan7''
* The '''Super Adapter'''. If you liked ''6''[='=]s adapters, this one is ''[[AllYourPowersCombined both of them in one]]''. Each charged shot deals much more damage than the ({{nerf}}ed) [[ScrappyWeapon regular Charge Shot]], and it can even be upgraded as well to home in on enemies. Much like the Jet and Power Adapters from ''6'', however, you're not able to slide with it. Though even so, once you get this bad boy (which is as
early as the first four bosses in), you'll rarely want to take it off.
* The '''[[ExtraOreDinary Junk]] [[OrbitingParticleShield Shield]]''', [[IronicName despite its name]], is the very first "shield" weapon that's considered ''good'', and arguably the second best shield weapon in the Classic series. Each use of the weapon takes a pretty high three units, but the weapon protects Mega Man with a large junk barrier that repeteadly hits enemies for very high damage (as much as a Super Adapter shot), easily decimating through hordes of weak enemies and making it usable for ItemFarming. While it can be disengaged to fire projectiles that deal ''double that damage'', you'll still want to never do so in account of how many hits a shield can soak up, and these projectiles actually decrease in power the more enemies that were previously hit. The Junk Shield's most notable issue is, ironically, its inability to provide projectile protection; nevertheless, it remains a very powerful weapon in its own right.

!! ''VideoGame/MegaMan8''
* The '''[[WeaponizedBall Mega Ball]]''' manages to be this and a ScrappyWeapon at the same time, with its secondary function being its selling point. By pressing and holding the jump button and landing on the ball, it explodes and Mega Man is propelled upwards with a bit more height than the normal jump. However, the ball does not have to be on the ground to do this. [[DifficultButAwesome With practice]], you can fire the Mega Ball in mid-air and land on it, still in mid-air, resulting in a double jump (or triple jump, if you can chain it and still have weapon energy). This trick completely trivializes many platforming sections in the game. The best thing about the Mega Ball is that it's given to you for free during the halfway point of the introduction stage.
* The '''Arrow Shot''' upgrade for the Mega Buster can kill nearly any stage enemy in one hit, shielded or not -- and the plasma spread after it hits something can damage enemies behind your first target. The '''Laser Shot''' can hit anything as well, and while it has less power, it also charges ridiculously fast.
* The '''[[BlowYouAway Tornado Hold]]''' is a small fan that creates a wind pillar that damages enemies rapidly. It also protects you against most enemy projectiles, and also works as an elevator when you step into it, which lets you reach secret areas, retrieve items, and bypass many tricky parts of levels. It's especially effective against flying enemies, including [[ThatOneBoss Bass when you fight him in Dr. Wily's fortress]].

!! ''VideoGame/MegaMan9''
* This installment gives us an entire slew of great weapons, but Jewel Man's '''[[GemstoneAssault Jewel]] [[OrbitingParticleShield Satellite]]''' takes the cake by a landslide. The shield you deploy is capable of reflecting shots back, making enemies that rely on MoreDakka such as Sniper Joes a complete joke. It also stays up until dismissed or until it collides into a strong enough enemy -- while it does deal a paltry two points of damage, any enemy with two HP or lower is destroyed while the shield simply stays up. It even plays a nice role in ItemFarming if used against certain enemies that shoot projectiles that leave pickups when destroyed. As with most shield weapons, its most notable weakness is its high cost -- four units per usage, for a total of seven uses -- but even that is a small price to pay. And if you find the Energy Balancer? ''Forget about it.'' The Jewel Sattellite is thus considered not only the best weapon in the game, but also the best shield weapon in the Classic series and one of the best weapons in the franchise overall.
* The '''[[LaserCutter Laser Trident]]''', while not to the level of the Jewel Satellite, is still a very useful weapon in its own right. The bullets you shoot travel very fast, deal two points of damage, pierce through enemies unaffected, and destroy barriers. Essentially, it works similarly to the Charge Shot from the earlier games but without the need to charge and the ability to fire it twice instead of waiting, making it spammable and a significant upgrade to the severely nerfed Mega Buster. The icing on the cake? It consumes one unit per two shots (for a total of 56 uses), giving it reasonably high ammo. These traits can thus make it a good alternative to the Mega Buster as a "primary weapon."

!!''VideoGame/MegaMan10''
* The '''[[SpreadShot Triple Blade]]'''. While each projectile deals twice as much damage as a Buster shot, its triple spread shot makes it easier to hit enemies above or below Mega Man (depending on whether he's in grounded or in the air, respectively). Two shots can land on the same enemy, allowing the weapon to shred anything in close range when spammed. It also has a low ammo cost of one unit per use, making its maintenance a relatively easy task. It's common for players to switch to this as their "primary weapon", and it can be obtained from Blade Man, who can be [[GoddamnedBoss a bit annoying]] at first but is one of the more manageable Robot Masters of the bunch.
* The '''[[MakingASplash Water]] [[OrbitingParticleShield Shield]]''' can be described as a {{nerf}}ed version of ''7''[='=]s Junk Shield, but even that is still relatively powerful by virtue of just how many projectiles it spawns upon use. Each of its eight water droplets can block enemy shots and deal twice a Buster shot's damage while not deactivating the shield, making it just as much of a potent weapon for facing hordes of smaller enemies as ''7''[='=]s Junk Shield and ''9''[='=]s Jewel Satellite. As with most "shield" weapons in the series, however, its power comes at a price -- its ammo is depleted in seven uses. Once you acquire the Energy Balancer, however, have fun.
* The '''[[ThrowDownTheBomblet Ballade Cracker]]''' is every bit as useful as it was in ''IV''. A weapon that is ammo-friendly (two shots per unit, for a total of 56 uses), can be aimed in seven directions, has a large area of impact thanks to its explosion, the explosion lasts a surprisingly long time, and it deals a fair amount of damage to everything? ''Yes please!'' Essentially, it works as a slower yet stronger version of the Bass Buster. It does have some weaknesses, such as only Mega Man being able to use it, being impossible to use in closed stairways, and that no bosses outside from Enker are vulnerable to it, but even the latter point is a blessing in disguise as it makes for an alternative to the Mega Buster as a "primary weapon." However, what pushes it further over the edge is that, unlike in ''IV'' where it was received [[EleventhHourSuperpower near the end of the game]], it's possible to beat Ballade via the Special Stage 3 ''before'' playing the game, letting you permanently [[DiscOneNuke have it from the get-go]].
* '''Bass''' still has many of his powers from ''VideoGame/MegaManAndBass''. His ''default'' weapon, the '''Bass Buster''', can't shoot through walls, and his shots are half as powerful as Mega Man's, but more than makes up for it with its ability to rapid-fire in seven directions. It is almost hilariously broken when used against the mini-bosses and even several of the Wily Castle bosses -- just stand below the boss's weak point, aim upwards and open fire, and watch as bosses that were a major pain against Mega Man or Proto Man go down in virtually no time at all. Bass' dash also works like Proto Man's slide, letting him dodge out of the way of attacks that would be much harder for Mega Man to avoid, and it allows Bass to even perform a long jump with a lot of control over it. The only power Bass didn't retain in the transition from ''& Bass'' is his DoubleJump, but that's of no issue when it's clear that most of the levels in ''10'' weren't designed with Bass in mind.

!!''VideoGame/MegaMan11''
* The '''[[DashAttack Pile Driver]]''' is a decent, yet powerful weapon by itself, but it's when used for utility and not as a weapon where it shines. Unlike other DashAttack weapons in the series, it can be used midair, allowing you to get past jumping obstacles as it pushes you forward. This can make [[ThatOneLevel Wily Stage 1]] a less of a headache.
* The '''[[BulletTime Speed Gear]]''' makes the Power Gear redundant by comparison. The time slowdown not only makes platforming sections much easier, but it also allows Mega Man to ''shred'' through anything without invincibility frames by rapid firing the Mega Buster up against them. Even against Robot Masters, you're much better off using the Speed Gear since it lets you avoid their attacks ''and'' sneak in damage without any trouble. The Speed Gear Booster upgrade also lets you move and attack at normal speed while in Speed Gear mode, which removes a lot of difficulty from [[ThatOneLevel Torch Man's stage]] and others while making it even easier to spam-attack enemies to death.
* '''Power Gear'''-boosted special weapons can be this:
** A fully charged '''Mega Buster''' will destroy every enemy (including shielded ones) and everything in its path. It will do massive damage to mini-bosses and bosses. The downside is that you will have to let the gears cooldown; if you are in non-critical areas where enemies will continuously barrage you or in a timed area, you can simply wait and repeat again.
** The '''[[DishingOutDirt Block Dropper]]''' is like summoning an avalanche in midair.
** The '''[[PoisonousPerson Acid Barrier]]''' has stronger shots (they deal twice the damage of a Buster shot), the barrier lasts longer, and shoots projectiles at targets automatically if one makes contact with it.
** The '''[[BlowYouAway Tundra Storm]]''' turns into a [[SmartBomb screen nuke]].
** The '''[[DashAttack Pile Driver]]''' becomes even faster and stronger, allowing for much easier section-skipping.
* The "Rush Jet air trick." Simultaneously pressing the Rush Jet button and holding jump allows you to land on the immediate Rush jet in mid-air. Levels that require upwards progress like Bounce Man's stage become a shortcut breeze and levels that have a ton of jumping and pits like Wily Stage 1 a much easier level to handle.
* The '''Auto-Charge''' Chip auto-charges the Mega Buster. Once installed, set the auto-fire to the fire button from the options menu. Use Speed Gear and most enemies and mini-bosses can be easily shredded by a close range Buster Barrage.
* The '''Screw Catcher''' increases the chance of enemies dropping screws by 30%. The downside is that the game must be played on Saturday, unless the player messes with the system clock.
game.



[[folder:Game Boy/''Rockman World'' games]]
!!''VideoGame/MegaManDrWilysRevenge''
* The '''Ice Slasher''' is back with a vengeance, being by far the most valuable weapon in your arsenal. Already a powerful weapon against enemies, it can also be used on otherwise invincible hazards such as the Super Cutters, which completely eliminates the need to do the fast jumps and dodges otherwise required to fight enemies where Super Cutters are present.

!!''VideoGame/MegaManII''
* Remember the '''Metal Blade''' and the fly-anywhere version of '''Rush Jet''', already two of the most infamous examples of the most powerful Mega Man weapons? Now imagine what they would be like if you put both in the exact same game, and then [[ThereIsNoKillLikeOverkill made them]] ''[[ThereIsNoKillLikeOverkill even more powerful]]''. Not only does nearly every single thing stated above apply, but the Metal Blade's blades cut through enemies they didn't originally cut through in this game[[labelnote:Example]]The Kukkus on Wood Man's stage, the chicken-like enemies, were immune to them in ''2'', but they die in one hit to them in this version[[/labelnote]] and the Rush Jet uses energy even slower than in ''3''. And Dr. Wily thinks he has the slightest chance of winning...

!!''VideoGame/MegaManIII''
* The '''[[DeadlyDisc Screw Crusher]]'''. While its arching trajectory can be a little awkward, it deals massive amounts of damage and uses very little energy -- in fact, even when taking into account the Game Boy series having lower energy gauges compared to the NES games (with nineteen units, compared to the original twenty-eight), it can be used ''152'' times; that's more than the Metal Blade in ''2''! On the other hand, the Screw Crusher is [[EleventhHourSuperpower the last weapon you get in the game]], and the only weapon that can harm the Wily Machine's final form, forcing you to conserve at least some energy for the final battle.
[[/folder]]

[[folder:Other]]
* ''Rockman Complete Works'', a series of [=PS1=] ports of the NES games, provided a feature using the Sony Pocketstation, a [[NoExportForYou Japan-only]] portable device, that featured mini-games that allows the player to level up Mega Man, and then add that data back into the main game. Stat boosts include [[LightningBruiser more firepower, more health, and greater speed]]. While this feature was removed when the games were put into the ''Anniversary Collection'', [[https://www.youtube.com/watch?v=85j2Y9joBm8 this]] is a sample of what could've been.
* The aforementioned ''Anniversary Collection'' featured an Easy Mode and the option to start any game with four extra lives. The extra lives is self-explanatory, and it makes a power-up in ''8'' pointless, but the Easy Mode provides better defense, stronger weapons, and less enemies in the NES games. ''7'' has all the weapons at ''double power'' compared to normal settings. Sadly, this doesn't affect ''8'' or [[VideoGame/MegaManThePowerBattle the two]] [[VideoGame/MegaMan2ThePowerFighters arcade games]].

!!''VideoGame/SuperAdventureRockman''
* The '''Proto Shield'' ([[ExactlyWhatItSaysOnTheTin Proto Man's shield]]) is undoubtedly the most helpful item, reducing all received damage from enemies to a mere 1%. As most fights tend to have enemies launch a variety of strong attacks at once that'll drop Mega Man's health heavily, the Proto Shield greatly bolsters defense and pairs nicely with the Charge Shot.
[[/folder]]

[[folder:Rom Hacks]]
* ''VideoGame/Rockman4MinusInfinity'':
** '''Hell Wheel''' allows you to speed through the stages and in earlier versions it could kill almost every enemy. Use this in Wily Stage 2 and the whole first half (except for the Jumbigs) is an entire joke. [[ComplacentGamingSyndrome Many people doing playthroughs tend to use this ability.]]
** '''Recycle Inhaler''' can destroy almost every enemy in one hit and it makes powerful items. In LetsPlay/{{Raocow}}'s words, it'll DUST THEM UP!
** '''Water Cutter''' is basically a way faster version of the already overpowered Metal Blade and has near infinite ammo.
** [[spoiler:The '''?Dagger''', which turns ''every'' hit into a CriticalHit. [[BraggingRightsReward A worthy reward]] for beating [[{{Superboss}} Super Shadow Man]].]]
* ''VideoGame/Rockman7EP'': '''[[ManOnFire Self-Burning]]''' is [=PureSabe=]'s follow-up to [[VideoGame/Rockman4MinusInfinity Hell Wheel]], and manages to be even stronger. It turns Mega Man's whole body into a rapid-damaging hitbox and makes him immune to contact damage while active, protecting him from a lot of enemies and mini-bosses. It has great environmental uses as well, letting Mega Man walk through lava, light up rooms, and boil underwater enemies. To top it off, it uses energy only when activated instead of draining it continuously, allowing it to be kept on throughout entire stages. Its only disadvantages are not protecting against bullets and being the boss weapon of the fairly tough Turbo Man.

to:

[[folder:Game Boy/''Rockman World'' games]]
!!''VideoGame/MegaManDrWilysRevenge''
[[folder: ''Mega Man ZX'']]
!! ''Both Games''
* The '''Ice Slasher''' is back Model H has incredible mobility with a vengeance, being by far the most valuable weapon in your arsenal. Already a powerful weapon against enemies, it can also be used on otherwise invincible hazards such as the Super Cutters, ability to air dash both vertically and horizontally, which completely eliminates the need lets him easily maneuver through stages. Compared to do the fast jumps Queenbee and dodges otherwise required to fight enemies where Super Cutters are present.

!!''VideoGame/MegaManII''
* Remember the '''Metal Blade'''
Vulturon in ''ZX Advent'' who have large hitboxes and the fly-anywhere version of '''Rush Jet''', already two poor offensive capabilities, Model H is human-sized and still a good combatant, meaning Model H will typically be one of the most infamous examples frequently used forms besides Model ZX.
* Model ZX's RollingAttack slash, which can bypass MercyInvincibility and deal continuous damage as Vent/Aile's still spinning. And after that, you can still follow up with your standard triple slash.
* Model P's kunai spam is murder against enemies without MercyInvincibility.
* Model F gets a pair
of Knuckle Busters that deal more damage per shot each and can be more easily spammed together than Model ZX/A's Buster, and F is the only Model in either game capable of firing both its weapons straight up. The Model's main gimmick, though, is Buster Edit, which allows you to direct shots to maneuver over obstacles and terrain or make it easier to hit enemies other Models have trouble reaching. What this adds up to is Model F being able to obliterate most powerful Mega Man weapons? Now imagine what they would be like if enemies from any direction it chooses, without getting in harm's way or using up weapon energy. It's only real weakness is that [[DoNotRunWithAGun you put both in can't run and shoot with the exact Knuckle Busters at the same game, time]], but Model F's aforementioned firepower and then versatility is such that it can be worked around.
!! ''Mega Man ZX''
* Model H's tornado attack, which can hit multiple times and also can pass through MercyInvincibility if the tornado hits the weak point. Try to do it with a fire boss: [[ElementalRockPaperScissors Superior element]] + [[DeathOfAThousandCuts multi-hitting]] + [[AttackItsWeakPoint attacking the weak point]] =
[[ThereIsNoKillLikeOverkill made them]] ''[[ThereIsNoKillLikeOverkill even more powerful]]''. Not only does nearly every single thing stated above apply, but the Metal Blade's blades cut through enemies they didn't originally cut through in this game[[labelnote:Example]]The Kukkus on Wood Man's stage, the chicken-like enemies, were immune to them in ''2'', but they die in one hit to them in this version[[/labelnote]] and the Rush Jet uses energy even slower than in ''3''. And Dr. Wily thinks he has the slightest chance of winning...

!!''VideoGame/MegaManIII''
*
Overkill]]. The '''[[DeadlyDisc Screw Crusher]]'''. While its arching trajectory can be a little awkward, it deals massive amounts of damage and uses very little energy -- in fact, even when taking into account the Game Boy series having lower energy gauges compared to the NES games (with nineteen units, compared to the original twenty-eight), it can be used ''152'' times; that's more than the Metal Blade in ''2''! On the other hand, the Screw Crusher downside, though, is [[EleventhHourSuperpower the last weapon you that you'll get Lv. 1 Victory, so you'd better do that in the game]], boss rush. Unfortunately, it was later {{nerf}}ed in ''ZX Advent'', the attack instead generating two tornadoes that fly forward and the only weapon that can harm hit once.
* Finishing
the Wily Machine's final form, forcing you to conserve at least some energy for the final battle.
[[/folder]]

[[folder:Other]]
* ''Rockman Complete Works'', a series of [=PS1=] ports of the NES games, provided a feature using the Sony Pocketstation, a [[NoExportForYou Japan-only]] portable device, that featured mini-games that allows the player to level up Mega Man, and then add that data back into the main game. Stat boosts include [[LightningBruiser more firepower, more health, and greater speed]]. While this feature was removed when the games were put into the ''Anniversary Collection'', [[https://www.youtube.com/watch?v=85j2Y9joBm8 this]] is a sample of what could've been.
* The aforementioned ''Anniversary Collection'' featured an Easy Mode and the option to start any
game with four extra lives. The extra lives is self-explanatory, as both Vent and it makes a power-up in ''8'' pointless, but the Easy Mode provides better defense, stronger weapons, and less enemies in the NES games. ''7'' has all the weapons at ''double power'' compared to normal settings. Sadly, this doesn't affect ''8'' or [[VideoGame/MegaManThePowerBattle the two]] [[VideoGame/MegaMan2ThePowerFighters arcade games]].

!!''VideoGame/SuperAdventureRockman''
* The '''Proto Shield'' ([[ExactlyWhatItSaysOnTheTin Proto Man's shield]]) is undoubtedly the most helpful item, reducing all received damage from enemies to a mere 1%. As most fights tend to have enemies launch a variety of strong attacks at once that'll drop Mega Man's health heavily, the Proto Shield greatly bolsters defense and pairs nicely with the Charge Shot.
[[/folder]]

[[folder:Rom Hacks]]
* ''VideoGame/Rockman4MinusInfinity'':
** '''Hell Wheel'''
Aile allows you to speed keep [[ATasteOfPower Model X]] past the point where it's replaced with Model ZX as a NewGamePlus bonus on subsequent playthroughs, letting you enjoy Model X's Double Charge attack for the whole game which tears through most bosses.
!! ''Mega Man ZX Advent''
* Chronoforce's [[BulletTime Time Bomb]] which persists even if you A-Trans into another form. Its only downside is that it uses a lot of weapon energy, but that's generally not a problem as
the best use of Time Bomb is to follow it up hard hitting forms like Models ZX and F and hacking/blasting away. Notably, Master Albert himself can counter your Time Bomb with his own in his final phase, which can be avoided if you use it while he's in the middle of another attack.
* Queenbee's ability to [[VideoGameFlight fly anywhere]], which allows you to skip huge swaths of open
stages and in earlier versions it could kill almost every enemy. Use this in Wily Stage 2 and the whole first half (except for the Jumbigs) is an entire joke. [[ComplacentGamingSyndrome Many people doing playthroughs tend to use this ability.]]
** '''Recycle Inhaler''' can destroy almost every enemy in one hit and it makes powerful items. In LetsPlay/{{Raocow}}'s words, it'll DUST THEM UP!
** '''Water Cutter''' is basically a way faster version of the already overpowered Metal Blade and has near infinite ammo.
** [[spoiler:The '''?Dagger''', which turns ''every'' hit into a CriticalHit. [[BraggingRightsReward A worthy reward]] for beating [[{{Superboss}} Super Shadow Man]].]]
* ''VideoGame/Rockman7EP'': '''[[ManOnFire Self-Burning]]''' is [=PureSabe=]'s follow-up to [[VideoGame/Rockman4MinusInfinity Hell Wheel]], and manages to be even stronger. It turns Mega Man's whole body into a rapid-damaging hitbox and makes him immune to contact damage while active, protecting him from a lot of enemies and mini-bosses. It has great environmental uses as well, letting Mega Man walk
navigate through lava, light up rooms, areas with lots of BottomlessPits.
* Vulturon's ability to hover
and boil underwater enemies. To top it off, it uses energy only when activated instead glide at a fixed altitude with the added benefit of draining it continuously, allowing it to be kept on throughout entire stages. Its only disadvantages are not protecting against bullets and being the boss weapon of the fairly tough Turbo Man.able to indefinitely cling onto walls without sliding down, which similarly to Model H and Queenbee makes platforming a cinch.
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* The '''[[ExtraOreDinary Junk]] [[OrbitingParticleShield Shield]]''' is the very first "shield" weapon that put said archtype on the map, and arguably the second best shield weapon in the Classic series. Each use of the weapon takes a pretty high three units, but the weapon protects Mega Man with a large junk barrier that repeteadly hits enemies for very high damage (as much as a Super Adapter shot), easily decimating through hordes of weak enemies and making it usable for ItemFarming. While it can be disengaged to fire projectiles that deal ''double that damage'', you'll still want to never do so in account of how many hits a shield can soak up, and these projectiles actually decrease in power the more enemies that were previously hit. The Junk Shield's most notable issue is, ironically, its inability to provide projectile protection; nevertheless, it remains a very powerful weapon in its own right.

to:

* The '''[[ExtraOreDinary Junk]] [[OrbitingParticleShield Shield]]''' Shield]]''', [[IronicName despite its name]], is the very first "shield" weapon that put said archtype on the map, that's considered ''good'', and arguably the second best shield weapon in the Classic series. Each use of the weapon takes a pretty high three units, but the weapon protects Mega Man with a large junk barrier that repeteadly hits enemies for very high damage (as much as a Super Adapter shot), easily decimating through hordes of weak enemies and making it usable for ItemFarming. While it can be disengaged to fire projectiles that deal ''double that damage'', you'll still want to never do so in account of how many hits a shield can soak up, and these projectiles actually decrease in power the more enemies that were previously hit. The Junk Shield's most notable issue is, ironically, its inability to provide projectile protection; nevertheless, it remains a very powerful weapon in its own right.
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* The '''[[PlayingWithFire Fire Storm]]''' contends with the Thunder Beam for the most effective weapon in the game. It has a fairly large ammo pool, a fairly large hitbox with a reliable straight shot, a short-lived [[OrbitingParticleShield flaming shield]] that is strong enough to kill some non-boss enemies outright if they collide with you (and does multiple hits against opponents with short MercyInvincibility), and deals at least double damage to more than half of the bosses in the game. In fact, it's these two perks that turn the first form of the Wily Machine into a cakewalk, as its aforementioned lack of MercyInvincibility means it goes down in seconds just from touching the flaming shield. And on top of all that? The Fire Storm consumes one unit per shot!

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* The '''[[PlayingWithFire Fire Storm]]''' contends with the Thunder Beam for the most effective weapon in the game. It Each shot has a fairly large ammo pool, a fairly large hitbox with and travels at a reliable straight shot, path, then a short-lived [[OrbitingParticleShield flaming shield]] that orbits Mega Man and is strong enough to kill some non-boss enemies outright if they collide with you (and does multiple hits against opponents with short MercyInvincibility), and MercyInvincibility). The weapon also deals at least double damage to more than half of the bosses in the game. In fact, it's It's these two perks that turn the first form of the Wily Machine into a cakewalk, as its aforementioned lack of MercyInvincibility means it goes down in seconds just from touching the flaming shield. And on top of all that? The Fire Storm consumes one unit per shot!



* The '''[[DeadlyDisc Metal Blade]]''' is not only the best weapon in ''2'', but unarguably '''''THE''''' best weapon in the entire franchise that isn't an InfinityPlusOneSword [[PurposelyOverpowered on purpose]]. Each blade can be fired in any direction (something the Mega Buster can never do in any of the games), mow straight through swarms of smaller but still troublesome enemies, and they consume so little energy (four shots per unit, for a total of ''114'' shots) that you'll almost never run out; and due to [[GoodBadBugs a glitch]] that gives any weapons that has more than one shot for each unit infinite ammo, you can simply fire three blades, pause, and unpause. Moreover, half of the Robot Masters take increased damage from this weapon[[labelnote:*]]It's Bubble Man's, Flash Man's and ''[[HoistByHisOwnPetard Metal Man]]'s'' weakness, and it deals good damage to Wood Man as well[[/labelnote]]! Its downside is that a few of the game's enemies are still invulnerable to it, and many of the game's [[ThatOneBoss/MegaMan hardest bosses]][[labelnote:*]]Such as Quick Man, the Mecha Dragon, the Boobeam Trap, and the Alien[[/labelnote]] are immune to it. However, after defeating Metal Man (who is [[BreatherBoss one of the easier bosses to deal with]] with just the Mega Buster), the idea of ever switching out from the Metal Blade back to the Mega Buster pretty much [[ComplacentGamingSyndrome goes straight out the window]]. It's this reason why a sizable potion of players consider it a SelfImposedChallenge to not use this weapon at all on a playthrough.

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* The '''[[DeadlyDisc Metal Blade]]''' is not only the best weapon in ''2'', but unarguably '''''THE''''' best weapon in the entire franchise that isn't an InfinityPlusOneSword [[PurposelyOverpowered on purpose]]. Each blade can be fired in any direction (something the Mega Buster can never do in any of the games), mow straight through swarms of smaller but still troublesome enemies, and they consume so little energy (four shots per unit, for a total of ''114'' shots) that you'll almost never run out; and due to [[GoodBadBugs a glitch]] that gives any weapons that has more than one shot for each unit infinite ammo, you can simply fire three blades, pause, and unpause. Moreover, half of the Robot Masters take increased damage from this weapon[[labelnote:*]]It's Bubble Man's, Flash Man's and ''[[HoistByHisOwnPetard Metal Man]]'s'' weakness, and it deals good damage to Wood Man as well[[/labelnote]]! Its downside is that a few of the game's enemies are still invulnerable to it, and many of the game's [[ThatOneBoss/MegaMan hardest bosses]][[labelnote:*]]Such as Quick Man, the Mecha Dragon, the Boobeam Trap, and the Alien[[/labelnote]] are immune to it. However, after defeating Metal Man (who is [[BreatherBoss one of the easier bosses to deal with]] with just the Mega Buster), the idea of ever switching out from the Metal Blade back to the Mega Buster pretty much [[ComplacentGamingSyndrome goes straight out the window]]. It's this reason why a A sizable potion of players thus consider it a SelfImposedChallenge to not use this weapon the Metal Blade at all on a playthrough.
playthrough, because it's ''that'' good.



* '''[[TimeStandsStill Flash Stopper]]''' is a massive improvement over [[VideoGame/MegaMan2 Time Stopper]], fixing most of, if not all the problems the latter had. The biggest and most impactful change is that you're no longer passive while it's active, allowing you to effectively use the buster. Second, one use does ''not'' deplete all energy, instead using a generous 4 energy units, allowing for more versatile usage. And for one more perk, it allows Mega Man to shoot through shielded enemies while active [[GoodBadBugs due to a bug]]. A much more abusable time-stopping weapon means that while only Pharoah Man is weak to it, can turn the minibosses in this game into a joke, namely stopping Moby in Dive Man's stage from spawning and taking [[ThatOneBoss Whopper's]] (from Ring Man's stage) main strength away.
* '''[[HostileWeather Rain Flush]]''' is the first screen-clearing weapon in the series, and it sets high expectations for its successors to live up to. A capsule is fired into the sky, unleashing rain that will typically one-shot most non-bosses/minibosses, can penetrate shielded enemies and can take out enemy projectiles out of the player's range (namely the missiles from the hippos in Ring Man's stage). It's relatively expensive (using 4 bars of energy, meaning it can be used 7 times without charging), but this weakness is mitigable. It's also [[DiscOneNuke the first weapon most people will obtain]], since it comes from [[ComplacentGamingSyndrome the most common choice for a starting point]], [[ZeroEffortBoss Toad Man]].
* The '''[[PowerOfTheSun Pharaoh Shot]]''' is a {{fireball|s}} that can be thrown in six directions, similarly to the Metal Blade from ''2'' though without the ability to throw it up or down; nevertheless, this is still very respectable coverage. The real deal comes from its [[ChargedAttack charge shot]] variant -- it charges up quickly and is also very powerful, destroying a large amount of enemies and even some bosses with ease (it's also the only effective weapon against [[GoddamnedBoss the Wily Capsule]]). However, it's -- [[RunningGag once again]] -- thanks to [[GoodBadBugs a glitch]] that it truly [[JustForPun shines]]; the fireball that charges up over your head is able to hit enemies -- either if it deals damage or if the shot is deflected -- as long as you keep the button held down, and while the shot disappears, you can still fire a full-sized shot, managing two attacks with a single charge. By pausing and unpausing, however, another fireball can be charged over your head if you hold the button. This allows the Pharaoh Shot to ''[[BottomlessMagazines never run out of ammo]]'', and while attacking some enemies this way can be difficult at times, there's no denying [[DifficultButAwesome it melts the game's difficulty into nothing]].

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* '''[[TimeStandsStill Flash Stopper]]''' is a massive improvement over [[VideoGame/MegaMan2 Time Stopper]], fixing most of, if not all the problems [[ScrappyWeapon the latter latter]] had. The biggest and most impactful change While its time-stopping effect is that shorter-lived, you're no longer passive while it's active, allowing you to effectively use the buster. Second, Besides, one use does ''not'' deplete all energy, instead using a generous 4 four energy units, allowing for seven uses and thus more versatile usage. And for one more perk, it allows Mega Man to shoot through shielded enemies while active due to, [[RunningGag again]], [[GoodBadBugs due to a bug]]. glitch]]. A much more abusable time-stopping weapon means that while only Pharoah Man is weak to it, you can turn the minibosses {{mini|boss}}bosses in this game into a joke, namely stopping Moby in Dive Man's stage from spawning and taking [[ThatOneBoss Whopper's]] (from Ring Man's stage) main strength away.
* '''[[HostileWeather Rain Flush]]''' is the first [[SmartBomb screen-clearing weapon weapon]] in the series, and it sets set ''very'' high expectations for its successors to live up to. A capsule is fired into the sky, unleashing rain that will typically one-shot [[OneHitKill one-shot]] most non-bosses/minibosses, can [[ArmorPiercingAttack penetrate shielded enemies enemies]] and can take takes out enemy projectiles out of the player's range (namely the missiles from the hippos Kabatoncue mini-bosses in Ring Man's stage). It's relatively expensive (using 4 bars of energy, meaning it can be used 7 times without charging), four units per shot, for only seven uses), but this weakness is mitigable. It's also [[DiscOneNuke the first weapon most people will obtain]], since it comes from [[ComplacentGamingSyndrome the most common choice for a starting point]], [[ZeroEffortBoss Toad Man]].
* The '''[[PowerOfTheSun Pharaoh Shot]]''' is a {{fireball|s}} that can be thrown in six directions, similarly to the Metal Blade from ''2'' though without the ability to throw it up or down; nevertheless, this is still very respectable coverage. The real deal comes from its [[ChargedAttack charge shot]] variant -- it charges up quickly and is also very powerful, destroying a large amount of enemies and even some bosses with ease (it's also the only effective weapon against [[GoddamnedBoss the Wily Capsule]]). However, it's -- [[RunningGag once again]] -- thanks to [[GoodBadBugs a glitch]] that it truly [[JustForPun [[{{Pun}} shines]]; the fireball that charges up over your head is able to hit enemies -- either if it deals damage or if the shot is deflected -- as long as you keep the button held down, and while the shot disappears, you can still fire a full-sized shot, managing two attacks with a single charge. By pausing and unpausing, however, another fireball can be charged over your head if you hold the button. This allows the Pharaoh Shot to ''[[BottomlessMagazines never run out of ammo]]'', and while attacking some enemies this way can be difficult at times, there's no denying [[DifficultButAwesome it melts the game's difficulty into nothing]].



* This installment gives us an entire slew of great weapons, but Jewel Man's '''[[GemstoneAssault Jewel]] [[OrbitingParticleShield Satellite]]''' takes the cake by a landslide, being not just the best weapon in the game but also the best shield weapon in the Classic series and one of the best weapons in the franchise overall. The shield you deploy is capable of reflecting shots back, making enemies that rely on MoreDakka such as Sniper Joes a complete joke. It also stays up until dismissed or until it collides into a strong enough enemy -- while it does deal a paltry two points of damage, any enemy with two HP or lower is destroyed while the shield simply stays up. It even plays a nice role in ItemFarming if used against certain enemies that shoot projectiles that leave pickups when destroyed. As with most shield weapons, its most notable weakness is its high cost -- four units per usage, for a total of seven uses -- but even that is a small price to pay. And if you find the Energy Balancer? ''Forget about it.''

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* This installment gives us an entire slew of great weapons, but Jewel Man's '''[[GemstoneAssault Jewel]] [[OrbitingParticleShield Satellite]]''' takes the cake by a landslide, being not just the best weapon in the game but also the best shield weapon in the Classic series and one of the best weapons in the franchise overall.landslide. The shield you deploy is capable of reflecting shots back, making enemies that rely on MoreDakka such as Sniper Joes a complete joke. It also stays up until dismissed or until it collides into a strong enough enemy -- while it does deal a paltry two points of damage, any enemy with two HP or lower is destroyed while the shield simply stays up. It even plays a nice role in ItemFarming if used against certain enemies that shoot projectiles that leave pickups when destroyed. As with most shield weapons, its most notable weakness is its high cost -- four units per usage, for a total of seven uses -- but even that is a small price to pay. And if you find the Energy Balancer? ''Forget about it.'''' The Jewel Sattellite is thus considered not only the best weapon in the game, but also the best shield weapon in the Classic series and one of the best weapons in the franchise overall.



* The '''[[SpreadShot Triple Blade]]'''. While each projectile deals twice as much damage as a Buster shot, its triple spread shot makes it easier to hit enemies above or below Mega Man (depending on whether he's in grounded or in the air, respectively). Two shots can land on the same enemy, allowing the weapon to shred anything in close range when spammed. It also has a low ammo cost of one unit per use, making its maintenance a relatively easy task. It's common for players to switch to this as their "primary weapon".

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* The '''[[SpreadShot Triple Blade]]'''. While each projectile deals twice as much damage as a Buster shot, its triple spread shot makes it easier to hit enemies above or below Mega Man (depending on whether he's in grounded or in the air, respectively). Two shots can land on the same enemy, allowing the weapon to shred anything in close range when spammed. It also has a low ammo cost of one unit per use, making its maintenance a relatively easy task. It's common for players to switch to this as their "primary weapon".weapon", and it can be obtained from Blade Man, who can be [[GoddamnedBoss a bit annoying]] at first but is one of the more manageable Robot Masters of the bunch.
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* '''[[HostileWeather Rain Flush]]''' is the first screen-clearing weapon in the series, and it sets high expectations for its predecessors to live up to. A capsule is fired into the sky, unleashing rain that will typically one-shot most non-bosses/minibosses, can penetrate shielded enemies and can take out enemy projectiles out of the player's range (namely the missiles from the hippos in Ring Man's stage). It's relatively expensive (using 4 bars of energy, meaning it can be used 7 times without charging), but this weakness is mitigable. It's also [[DiscOneNuke the first weapon most people will obtain]], since it comes from [[ComplacentGamingSyndrome the most common choice for a starting point]], [[ZeroEffortBoss Toad Man]].

to:

* '''[[HostileWeather Rain Flush]]''' is the first screen-clearing weapon in the series, and it sets high expectations for its predecessors successors to live up to. A capsule is fired into the sky, unleashing rain that will typically one-shot most non-bosses/minibosses, can penetrate shielded enemies and can take out enemy projectiles out of the player's range (namely the missiles from the hippos in Ring Man's stage). It's relatively expensive (using 4 bars of energy, meaning it can be used 7 times without charging), but this weakness is mitigable. It's also [[DiscOneNuke the first weapon most people will obtain]], since it comes from [[ComplacentGamingSyndrome the most common choice for a starting point]], [[ZeroEffortBoss Toad Man]].
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* [[TimeStandsStill Flash Stopper]] is a massive improvement over [[VideoGame/MegaMan2 Time Stopper]], fixing most of, if not all the problems the latter had. The biggest and most impactful change is that you're no longer passive while it's active, allowing you to effectively use the buster. Second, one use does ''not'' deplete all energy, instead using a generous 4 energy units, allowing for more versatile usage. And for one more perk, it allows Mega Man to shoot through shielded enemies while active [[GoodBadBugs due to a bug]]. A much more abusable time-stopping weapon means that while only Pharoah Man is weak to it, can turn the minibosses in this game into a joke, namely stopping Moby in Dive Man's stage from spawning and taking [[ThatOneBoss Whopper's]] (from Ring Man's stage) main strength away.
* [[HostileWeather Rain Flush]] is the first screen-clearing weapon in the series, and it sets high expectations for its predecessors to live up to. A capsule is fired into the sky, unleashing rain that will typically one-shot most non-bosses/minibosses, can penetrate shielded enemies and can take out enemy projectiles out of the player's range (namely the missiles from the hippos in Ring Man's stage). It's relatively expensive (using 4 bars of energy, meaning it can be used 7 times without charging), but this weakness is mitigable. It's also [[DiscOneNuke the first weapon most people will obtain]], since it comes from [[ComplacentGamingSyndrome the most common choice for a starting point]], [[ZeroEffortBoss Toad Man]].

to:

* [[TimeStandsStill '''[[TimeStandsStill Flash Stopper]] Stopper]]''' is a massive improvement over [[VideoGame/MegaMan2 Time Stopper]], fixing most of, if not all the problems the latter had. The biggest and most impactful change is that you're no longer passive while it's active, allowing you to effectively use the buster. Second, one use does ''not'' deplete all energy, instead using a generous 4 energy units, allowing for more versatile usage. And for one more perk, it allows Mega Man to shoot through shielded enemies while active [[GoodBadBugs due to a bug]]. A much more abusable time-stopping weapon means that while only Pharoah Man is weak to it, can turn the minibosses in this game into a joke, namely stopping Moby in Dive Man's stage from spawning and taking [[ThatOneBoss Whopper's]] (from Ring Man's stage) main strength away.
* [[HostileWeather '''[[HostileWeather Rain Flush]] Flush]]''' is the first screen-clearing weapon in the series, and it sets high expectations for its predecessors to live up to. A capsule is fired into the sky, unleashing rain that will typically one-shot most non-bosses/minibosses, can penetrate shielded enemies and can take out enemy projectiles out of the player's range (namely the missiles from the hippos in Ring Man's stage). It's relatively expensive (using 4 bars of energy, meaning it can be used 7 times without charging), but this weakness is mitigable. It's also [[DiscOneNuke the first weapon most people will obtain]], since it comes from [[ComplacentGamingSyndrome the most common choice for a starting point]], [[ZeroEffortBoss Toad Man]].
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I honestly think these two are on par with Pharaoh Shot, if not better. Pharoah is better against bosses i will admit

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* [[TimeStandsStill Flash Stopper]] is a massive improvement over [[VideoGame/MegaMan2 Time Stopper]], fixing most of, if not all the problems the latter had. The biggest and most impactful change is that you're no longer passive while it's active, allowing you to effectively use the buster. Second, one use does ''not'' deplete all energy, instead using a generous 4 energy units, allowing for more versatile usage. And for one more perk, it allows Mega Man to shoot through shielded enemies while active [[GoodBadBugs due to a bug]]. A much more abusable time-stopping weapon means that while only Pharoah Man is weak to it, can turn the minibosses in this game into a joke, namely stopping Moby in Dive Man's stage from spawning and taking [[ThatOneBoss Whopper's]] (from Ring Man's stage) main strength away.
* [[HostileWeather Rain Flush]] is the first screen-clearing weapon in the series, and it sets high expectations for its predecessors to live up to. A capsule is fired into the sky, unleashing rain that will typically one-shot most non-bosses/minibosses, can penetrate shielded enemies and can take out enemy projectiles out of the player's range (namely the missiles from the hippos in Ring Man's stage). It's relatively expensive (using 4 bars of energy, meaning it can be used 7 times without charging), but this weakness is mitigable. It's also [[DiscOneNuke the first weapon most people will obtain]], since it comes from [[ComplacentGamingSyndrome the most common choice for a starting point]], [[ZeroEffortBoss Toad Man]].
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* The '''[[DeadlyDisc Metal Blade]]''' is not only the best weapon in ''2'', but unarguably '''''THE''''' best weapon in the entire franchise that isn't an InfinityPlusOneSword [[PurposelyOverpowered on purpose]]. Each blade can be fired in any direction (something the Mega Buster can never do in any of the games), mow straight through swarms of smaller but still troublesome enemies, and they consume so little energy (four shots per unit, for a total of ''114'' shots) that you'll almost never run out; and due to [[GoodBadBugs a glitch]] that gives any weapons that has more than one shot for each unit infinite ammo, you can simply fire three blades, pause, and unpause. Moreover, half of the Robot Masters take increased damage from this weapon[[labelnote:*]]It's Bubble Man's, Flash Man's and ''[[HoistByHisOwnPetard Metal Man]]'s'' weakness, and it deals good damage to Wood Man as well[[/labelnote]]! It's downside is that a few of the game's enemies are still invulnerable to it, and many of the game's [[ThatOneBoss/MegaMan hardest bosses]][[labelnote:*]]Such as Quick Man, the Mecha Dragon, the Boobeam Trap, and the Alien[[/labelnote]] are immune to it. However, after defeating Metal Man (who is [[BreatherBoss one of the easier bosses to deal with]] with just the Mega Buster), the idea of ever switching out from the Metal Blade back to the Mega Buster pretty much [[ComplacentGamingSyndrome goes straight out the window]]. It's this reason why a sizable potion of players consider it a SelfImposedChallenge to not use this weapon at all on a playthrough.

to:

* The '''[[DeadlyDisc Metal Blade]]''' is not only the best weapon in ''2'', but unarguably '''''THE''''' best weapon in the entire franchise that isn't an InfinityPlusOneSword [[PurposelyOverpowered on purpose]]. Each blade can be fired in any direction (something the Mega Buster can never do in any of the games), mow straight through swarms of smaller but still troublesome enemies, and they consume so little energy (four shots per unit, for a total of ''114'' shots) that you'll almost never run out; and due to [[GoodBadBugs a glitch]] that gives any weapons that has more than one shot for each unit infinite ammo, you can simply fire three blades, pause, and unpause. Moreover, half of the Robot Masters take increased damage from this weapon[[labelnote:*]]It's Bubble Man's, Flash Man's and ''[[HoistByHisOwnPetard Metal Man]]'s'' weakness, and it deals good damage to Wood Man as well[[/labelnote]]! It's Its downside is that a few of the game's enemies are still invulnerable to it, and many of the game's [[ThatOneBoss/MegaMan hardest bosses]][[labelnote:*]]Such as Quick Man, the Mecha Dragon, the Boobeam Trap, and the Alien[[/labelnote]] are immune to it. However, after defeating Metal Man (who is [[BreatherBoss one of the easier bosses to deal with]] with just the Mega Buster), the idea of ever switching out from the Metal Blade back to the Mega Buster pretty much [[ComplacentGamingSyndrome goes straight out the window]]. It's this reason why a sizable potion of players consider it a SelfImposedChallenge to not use this weapon at all on a playthrough.

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