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This page deals with characters from the Mega Man franchise, featuring general background information on them and tropes they provide examples of.

Original Timeline

Alternate Timeline

Adaptations

Crossovers

Recurring Archetypes

Given that there are plenty of expies scattered throughout the franchise, it is only reasonable that we keep track of them. No matter how much the developers have played with these archetypes, their core elements can still be recognized.
  • Warning: All spoilers are unmarked, so read with your own risk.
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    Mega Man (The Blue Guy, Hero of the Game) 
The guy who the series is named after. He (or she) is a blue boy (or girl) who fights for everlasting peace with his trademark Arm Cannon and Power Copying abilities. They are always playable, except when they are not.

Examples include:
  • Always Male: Before the Mega Man ZX series gave us Aile and Ashe, all the Mega Men were boys.
  • Arm Cannon: Their weapons; although many of them acquire a sword at least once, the Mega Buster (or the variation thereof) is still the most iconic.
  • Bash Brothers: Very common with the Proto Man. In the classic series' case, they are literal brothers.
  • Blue Boy, Pink Girl: This came into effect once the Roll archetype adopted Alia's pink Color Motif instead of the original red.
  • Blue Is Heroic: The blue in particular represents their honor, innocence, and sense of justice. Downplayed with Omega-Xis, who's more brash and interested in fighting than others, although Geo does give him limits. Played with by Grey/Ashe as not only do they use a noticeably different shade of pale-blue, but they're more associated with purple and red.
  • Boring Yet Practical: Their play style boils down to jumping and shooting, but they are fairly durable and their busters have long range and decent power. This makes them very easy for beginners to pickup and play.
  • Character Title: As you might expect, every Mega Man game has a Mega Man in it.
  • Clothes Make the Legend: Always in dark and light blue armor, with an Arm Cannon and blue helmet most of the time. They tend to have brown hair too.
  • Combat and Support: Combat to Roll's support.
  • For Great Justice: They fight to bring peace and justice to the world.
  • The Hero: The guy you play as, with the above exception.
  • Martial Pacifist: All of them except Omega-Xis do not like to harm others if they can help it, but if they can't, then they are going to deliver some asskicking. X in particular has killed countless Maverick.
  • Multiform Balance:
    • As far back as the classic series, Mega Man's various weapons were each uniquely suited to specific bosses.
    • This started being Played Straight once Mega Man X5 introduced the Falcoln and Gaia armors. Later games in the series would also give X multiple armors to choose from.
    • The first Mega Man Battle Network allowed MegaMan to wear different armors that gave him defense against specific elemental attacks, but later games introduced Style Change, Double Soul, and the Cross System, which give MegaMan numerous optional abilities and attributes.
    • Zero, during his stint as a Mega Man in Mega Man Zero, could install a small array of chips that could enhance his powers and attacks. In Mega Man Zero 2, he even had multiple actual forms with different attributes.
    • In Mega Man ZX, the Player Character's bread and butter is their ability to stack multiple armors on top of their basic Model X armor.
    • Each game of the Mega Man Star Force series gives Mega Man a new Power-Up system—the eponymous Star Force, the Link Force, and the Noise Force—that gives him multiple potential forms, each with their own attributes.
  • One Bullet at a Time:
    • Three in the Classic Timeline. Some upgrades increases them, though.
    • In Mega Man Battle Network and Mega Man Star Force, the Mega Man's Arm Cannon has a Rapid attribute that determines his rate of fire. While it starts at a mere one of five, there are ways to increase that number.
  • One-Man Army: They often defeat the Big Bad's army themselves.
  • The Protagonist As one might expect, as the main Player Character, the Mega Man archetype is filled with Hero Protagonists. A notable exception to the rule is in Mega Man Battle Network, where MegaMan.EXE shares the protagonist role with his Operator, Lan Hikari. In some ways, Lan is even more of the protagonist than MegaMan: each game starts with the former and won't let you play as the latter until later, and even more MegaMan is his own Secret-Keeper until the end of the first game.
  • Swiss-Army Weapon:
    • With the right weapon loaded, a Mega Man's Arm Cannon can fire any of dozens of wildly different projectile weapons.
    • The Triple Rod, Chain Rod, Recoil Rod, and Shield Boomerang are all functions of the Z-Saber in Mega Man Zero
  • Power Copying: All except Volnutt, who instead uses weapons developed by his Roll.
  • Skilled, but Naive: They are powerful, but they are far from seasoned veterans.

    Proto Man (The Red Guy, Mega Man's Wild Card Ally) 
Proto Man is probably the closest thing this series gets for a heroic Char Clone. Proto Man serves as a Big Brother Mentor who watches Mega Man's back and has quite a complicated backstory. Out of the archetypes, he is the most likely playable character behind Mega Man (heck, in one instance is the only playable character).

Examples Include:
  • Aloof Ally: They tend to keep a distance between them and Mega Man, though some like Girouette can be quite friendly.
  • Anti-Villain: When acting as an antagonist, the Proto Man always has sympathetic motives and has no enjoyment of the villainy itself.
  • Bash Brothers: With Mega Man.
  • Big Brother Mentor: They are more experienced and than the rookie Mega Man, and most try to help Mega Man become a stronger hero.
  • Big Damn Heroes: They are often introduced by rescuing Mega Man.
  • Breakout Character: Zero is the definitive example for the entire franchise, to the point that most of the Proto Man archetype resemble him more than the original. Other Proto Men are also likely to be popular within their own series' fanbases.
  • Bring My Red Jacket: Members of this archetype often wear bright red and are prone to suffering great deals of violence.
  • Clothes Make the Legend: He's right behind Mega Man in this aspect. With red helmet, a yellow scarf (or, as Zero popularized it, long blonde hair), red armor, and (again from Zero) a Laser Blade.
  • Color Motif: This archetype wears red armor with white trim and nearly always has a notable splash of gold above the shoulders.
  • Composite Character:
    • Starting with ProtoMan.EXE, later examples often take traits from both Proto Man and Zero.
    • Rogue is a mix of the Proto Man and Bass archetypes, down to deliberately mixing-and-matching traits from ProtoMan.EXE and Bass.EXE. He plays the Bass role in Star Force 2 and the Proto Man role in Star Force 3.
    • Harp Note is a direct clone of Roll.EXE—she's a blonde in pink like all the girls between her and Alia and inherits the Heart Symbol directly from the latter—but she plays a Proto Man, often acting as Bash Brothers with Mega Man and even playing an Anti-Villain in Mega Man Star Force 2.
  • Cool Helmet: Their helmets are very stylish and elaborate compared to Mega Man's.
  • Cool Shades: One of the few lingering stylistic impacts the original Proto Man left on the archetype was his opaque black visor, which is adopted by ProtoMan.EXE and Girouette when using Model Z.
  • Deuteragonist: If Roll isn't the deuteragonist, then Proto Man will have the second billing after Mega Man.
    • The Zero series reverses the convention: the Red Guy, Zero, is the protagonist, while the Blue Guy, X, is the ally. The Roll, Ciel, is still the other Deuteragonist.
    • The ZX series has Vent/Aile initially playing the role of the Mega Man, but by ZX Advent, they play the role of the Proto Man to Grey/Ashe, making them the only characters to fulfill both archetypes.
  • Divergent Character Evolution: While nearly all of this archetype's narrative position comes from Proto Man, Zero had a radical impact on the style and design of this archetype, giving his sword, close-range fighting style, and luxurious golden hair to their successors—the original Proto Man was a Mirror Character of Mega Man with a shield.
  • Fighting Your Friend: Every Mega Man and Proto Man fight each other at least once, though the circumstances vary. Sometimes it's a genuine misunderstanding, other times the Proto Man is Brainwashed and Crazy.
  • Friendly Rivalry: Their relationship with the Blue Guy is often like this, except for Giro, who sheds out the "rival" part entirely.
  • Glass Cannon: In general their health is lackluster and they tend to have a risky playstyle. However, they make up for it with high mobility and powerful techniques.
  • Heel–Face Turn: Most of them start out evil or working for the bad guys, but they switch to the heroes' side either in backstory or in their debut. Giro and Vent/Aile avert this, always being good guys who clash with their Mega Man in either a forced manner or misunderstanding.
  • Heroic Sacrifice: Half of the archetype have sacrificed their lives to save others, often inspiring Mega Man in the process.
  • The Lancer: The ones most often fight alongside Mega Man.
  • Laser Blade: Because of Zero's popularity, most Proto Men after him specializes in melee combat with a saber. The original Proto Man uses a shield.
  • Luckily, My Shield Will Protect Me: The original Proto Man's iconic weapon is his shield. Though with Proto Men taking heavy influence from Zero, this weapon is almost always dropped in favor of a Laser Blade. While Proto Man EXE and Zero in the Zero series also use shields, these are secondary weapons used to complement their swords.
  • One-Way Visor: Proto Man's helmet has a plate of black glass over the eyes to simulate Cool Shades, which was inherited by ProtoMan.EXE and Girouette as Model Z.
  • Opposing Combat Philosophies: With the creation of Zero, Proto Men took up swords as their primary weapons. This lead to them adopting an agile, close-combat centered fighting style, in contrast with Mega Man's ranged fighting style. While some of the later Proto Men have a ranged weapon or a shield, these are always secondary weapons used to complement their swords.
  • Red Is Heroic: They usually wear red armor.
  • Red Oni, Blue Oni: This archetype is nearly always more calm and collected than the emotionally open Mega Man, making an inversion of the typical color motif with the Proto Man as the Blue Oni to the Mega Man's Red.
  • The Stoic: They are always calm before the fire.
  • Super Prototype: This archetype is often a predecessor of the Mega Man in some way and has a notable advantage over them.
    • Proto Man was the first member of the shared Light and Wily series of robots, being DLN-000 to Mega Man's DLN-001. He has an especially powerful buster and a nuclear core.
    • X, created by Dr. Light, was the basis of all Reploid technology. Zero was a rival design created by Dr. Wily and carries a powerful virus capable of infecting Reploids.
    • Girouette was using Model Z before Aile or Vent took up the sword and is uniquely capable of using Model Z all by itself.
    • Rogue uses an Ancient Star Carrier from the lost continent of Mu that allows him to Henshin without doing a Fusion Dance and in Star Force 3 is partnered with Laplace, an Energy Being (also from Mu) that is itself capable of combat without Fusion.
  • Wild Card: While generally understood to be Mega Man's ally, this archetype often has its own agenda and under the right circumstances will fight with the Mega Man.

    Roll (The Girl, Mega Man's Female Assistant) 
Each series has a girl who helps The Hero in his missions. These ladies' importance to the story depends on each series; they can range from the Big Good to glorified item shops. Rolls are rarely playable except as secret characters or via Power Copying.

Examples include:
  • Action Girl:
    • Roll.EXE of Mega Man Battle Network was the first instance of the archetype to be on the Combat side of Combat and Support (albeit as a Support Party Member); after her, earlier members of the archetype like classic Roll and Alia became Promoted to Playable in later installments of their own series and Action Girls in their own right.
    • Harp Note is the most action-oriented of any of the Rolls—she has no ability to heal damage like her predecessor Roll.EXE and instead inflicts certain Status Effects.
  • Always Female: There is no male Roll to date.
  • Blue Boy, Pink Girl: Pink/Red girl to Mega Man's blue boy. Ciel averts this, as she is the pink girl to Zero's red boy. Kalinka is the blue girl to OVER-1's white boy, though it might not be canon.
  • Breaking Old Trends: Kalinka debuted in Mega Man 4 as a blonde in red like other early Rolls. When she was officially inaugurated into the Roll archetype in Xover, she was depicted as a blonde in blue rather than the then-typical pink.
  • Clothes Make the Legend: All Rolls have red/pink colorization with blonde hair.
  • Color Motifs:
    • This archetype originally shared the Proto Man's / Zero's red and gold Color Motif, which Roll Caskett inherited from the original Roll, but once Alia hit the scene in Mega Man X5 in her pink armor, the rest of the archetype followed suit.
    • Kalinka's appearance in Rockman Xover also follows the trend (like the classic Roll she too is a blonde who originally wore red), but rather than adopting the long-standard pink, she wears blue clothes instead.
  • Combat and Support: Support to Mega Man’s combat. The Roll have provided Mega Man with items, upgraded them, guided them, healed them, and dealt out Status Effects.
  • Composite Character:
    • Ciel blends the Roll archetype with the Dr. Light archetype, since she is also a kindly researcher.
    • Harp Note is a direct clone of Roll.EXE—she's a blonde in pink like all the girls between her and Alia and inherits the Heart Symbol directly from the latter—but she plays a Proto Man, often acting as Bash Brothers with Mega Man and even playing an Anti-Villain in Mega Man Star Force 2.
  • Deuteragonist: If Protoman doesn't take the second billing, then Roll will be Mega Man's (or in the Zero series, Proto Man's) most prominent ally. Roll Casket, Ciel, and Harp Note play a major role in their respective series.
  • Distaff Counterpart: If playable, they are similar to Mega Man gameplay-wise.
  • Divergent Character Evolution: In the earliest days of the franchise, the nascent Proto Man and Roll archetypes both wore lots of red and had blonde hair; starting with Alia, the Roll archetype started dressing in pink, reserving the red and gold mix for the Proto Man archetype.
  • Hair of Gold, Heart of Gold: They are blond-haired girls whose innocence and kindness are the core of their characters.
  • Mission Control: They usually give advice to the playable characters if they aren't playable themselves.
  • Nice Girl: They are kind, caring, and considerate to others' well-being.
  • Pink Means Feminine: A good half of them wear pink clothes, and those who do are quite girly. The original Roll is more associated with red.
  • Ship Tease: While the original Roll was Mega Man's sister, other instances of the archetype are no relation to their respective Mega Men; instead, they are often Love Interests. Some Rolls, like Ciel and Prairie, have the implied hots for members of the Proto Man archetype.
  • The Smurfette Principle: Several early Rolls are often the only female member of their immediate social group, if not the whole cast.

    Dr. Light (The Kindly Scientist) 
Dr. Light is the person that Mega Man (and sometimes Proto Man) often serve under. They serve as father figures and their vision of a peaceful world inspires the heroes into action. They are almost never playable, preferring to take a backseat and leave the action to the capable robots.

Examples include:
  • Always Male: Following Thomas Light himself, most of the archetype's members are male, but there are notable exceptions like Ciel, Dr. Goodall, and Dr. Light of Pachislot Rockman Ability
  • Big Good: In the Classic Timeline, they are most often the leader of the good guys. Light is the patriarch of the Robo Family; Cain is the founder and initial leader of the Maverick Hunter; Ciel is the leader of the Resistance. Their ideals are also what drive Mega Man (and sometimes Proto Man) to fight on.
  • Decomposite Character: While Ciel is a Composite Character of the Roll and Dr. Light archetypes, she isn't a Gadgeteer Genius like most of the others—that role goes to Cerveau, one of the Reploids in the resistance.
  • Fantastic Science: Dr. Lights are nearly always involved in some revolutionary new technology that has major implications for the world.
    • Dr. Light in Mega Man (Classic) was one of two brilliant minds who developed modern robots.
    • Dr. Cain developed the Reploids, an entire society of Ridiculously Human Robots, by copying the designs for X, another of Dr. Light's creations.
    • Yuuichirou Hikari developed the PET, which is used to bring humanity and NetNavis together—NetNavis were created by his father, Dr. Tadashii Hikari.
    • Ciel is the creator of a revolutionary energy system that is much coveted by Neo Arcadia in Mega Man Zero 3.
    • Kelvin Stelar invented the Transer and was on the brink of making First Contact with an alien species when he was Lost in Space.
  • Gadgeteer Genius: Dr. Lights love tinkering with mechanical things and produce all sorts of technology used by the world at large and the Mega Man in particular.
  • Improbable Age: A specific subset of Dr. Lights are actually strikingly young for an archetype codified by a wise and elderly man.
    • Yuuichirou Hikari is a particularly young version of the archetype, but without the ethereal qualities of The Master.
    • Kelvin Stelar, Geo's father, is another youngster.
    • Ciel is a Teen Genius who was, according to supplementary material, bioengineered for brilliance.
    • The Master, noble and peaceful elderly friend of Mega Man Volnutt in the distant past, was an intellectual. Unusually, thanks to being Really 700 Years Old, he is among the youngest of the Dr. Lights and the most ancient.
  • Motherly Scientist: The female members of the archetype, Ciel, Dr. Goodall, and Pachislot's Dr. Light all have an at least partly maternal role—Ciel is the caretaker of her Cyber-elves; Dr. Goodall gives cutesy nicknames to Energy Beings Omega-Xis and Acid; and Dr. Light is effectively the mother of Rock Man, Roll, and Trancy.
  • Nice Job Breaking It, Hero: Their inventions may have been intended for good, but they inadvertently get used as weapons and create an arms race.
  • Non-Action Guy: They don't tend to fight on the field, mostly because they are unpowered humans. Furthermore, Light and Cain are old men and Ciel is a young girl.
  • Team Dad: They serve as the father figure of the heroes, sometimes it's because they literally gave birth to the heroes. Ciel serves as a Team Mom to the reploids she saved and recruited.
  • Wide-Eyed Idealist: They have high hopes that their creations will bring forth peace. Unfortunately, outside forces put a spanner to that idea.

    Bass (The Dark Guy, The Villain's Dragon With An Agenda) 
Oftentimes the Big Bads do not operate alone, they need some underlings to do the heavy work. This is where Bass (pronounced BASE) comes in. Bass is The Rival and Evil Counterpart of Mega Man. Bass is more likely to be playable than Roll, either directly playable or via Power Copying.

Examples include:
This is notably the only archetype not to be introduced through the Classic series; the original rival, Vile, predates the Classic Series' Bass by 15 months.
  • Ax-Crazy: Not the most stable guys around. Pandora and Queen Virgo are more subtle about it, but still pretty insane.
  • Brother–Sister Team: A small subset of the Basses come in sibling pairs, the first being Pandora and Prometheus of Mega Man ZX and the second being Jack and Queen Tia of Mega Man Star Force 3.
  • Composite Character: Rogue is a mix of the Proto Man and Bass archetypes, down to deliberately mixing-and-matching traits from ProtoMan.EXE and Bass.EXE. He plays the Bass role in Star Force 2 and the Proto Man role in Star Force 3.
  • Dragon with an Agenda: They only work for the Big Bad because their goals demand it. More often than not, they hate the Big Bad as much as they hate the heroes.
  • Enemy Mine: They are not above joining forces with Mega Man. Just don't mistake this for a Heel–Face Turn.
  • Jerkass: All of them are antagonistic pricks. Some of them have Pet the Dog moments, but they are usually rare.
  • Morality Pet: Some of them have people they exclusively care for, or are at least implied to.
    • Original Bass has Treble.
    • Rogue has Laplace.
    • The Brother Sister Teams all feature the unique quirk in which the siblings are each other's Morality Pet.
  • Purple Is Powerful: Purple is a recurring theme among characters of this archetype, and they often rival the hero's power.
  • Recurring Boss: Battle the heroes at least twice.
  • The Rival: The classic Bass has an explicit rivalry with Mega Man
  • Wild Card: Sometimes working for the Big Bad, sometimes working for themselves.

    Duo (The Huge Guy, Enemy of The Corruption) 
One of the looser archetypes in the franchise due to its lack of membership, the Duo is a big heavy-hitter who carries special authority, either police or military, and arrives to prevent the spread of The Corruption. The Duo often has an imposing presence and is capable of displaying immense power.

Examples include:
  • Composite Character:
    • Craft of Mega Man Zero is based on the Duo archetype, being a Suspiciously Similar Substitute for Baryl (with whom he shares high military status) and Colonel.EXE (whom Craft heavily resembles), but he's really a Bass with the goals and methods of a Sigma, willing to launch a Kill Sat against a human population just to kill one in particular.
    • Acid Ace is a composite of the Duo and Proto Man archetypes—his shapeshifting laser pistol is highly reminiscent of Zero's shapeshifting laser weapons from the Mega Man Zero series.
  • The Corruption: One of the signature elements of the Duo archetype is that it appears in storylines featuring the spread of a corruptive force, which these characters are trying to thwart.
    • The original Duo fell to Earth after battling his Evil Counterpart at the start of Mega Man 8, who appears to have been a twin of some kind who succumbed to the influence of what Dr. Light would later call Evil Energy. Duo's purpose in the game was to collect this Evil Energy before it spread to the rest of the universe.
    • Barrel and Colonel.EXE appear in Mega Man Battle Network 5 as agents acting to take down Nebula, a syndicate whose bread-and-butter is the use and distribution of Dark Power. In the Team Colonel version, Colonel.EXE is captured and forced to submit, which alters his allegiance to Nebula.
    • Arthur and Acid appear in Mega Man Star Force 3, which Recycled many plot elements from Battle Network 4 and Battle Network 5, down to a villainous organization dealing in The Corruption, which is here called Noise. Like Colonel.EXE before him, Acid Ace is made to succumb to its influence.
  • The Giant: Members of this archetype are all notably head and shoulders above their respective Mega Man.
  • Impossibly Cool Weapon: One of the hallmarks of the archetype—the Duo will have a distinctive weapon unique to him.
    • Duo and Colonel.EXE both have The Right Hand of Doom. the first for a left arm and the latter for his right. These oversized arms are their primary weapons; in Colonel.EXE's case it's also the hilt of a Laser BFS.
    • Craft is carrying a BFG Plasma Cannon that also shoots missiles.
    • Acid Ace diverges from this trend of huge weaponry by instead using a small Morph Weapon that alternates between Ray Gun and Laser Blade forms.
  • It's Personal: The Duo archetype is motivated strongly by personal reasons, nearly always a relationship with someone else.
    • Duo's backstory is never detailed, but it shouldn't escape notice that the enemy he fights during his introduction is his Evil Counterpart Mirror Character, with whom he obviously had some connection.
    • Baryl was raised by Lord Wily, while Colonel.EXE is very concerned with his little sister, Iris.EXE.
    • Craft loves a human woman named Neige and has devoted himself to her protection.
    • Arthur was a former member of Dealer and is still in love with Queen Tia, whom he is trying to draw over to the side of good.
  • Knight of Cerebus: On the whole, this archetype is nearly devoid of humor and the events surrounding them are always serious if not outright grim. (Arthur Eos is a lighthearted exception to the rule, doing things like snacking away on his favorite treats repeatedly).
  • Supporting Leader: Baryl and Acid are both leaders within large governmental organizations in general and of heroic teams that the Mega Man belongs to in particular, but Mega Man is still The Hero and is the one who ultimately saves the day.

    Wily (The Old, World-Conquering Scientist) 
A wicked old man who wants to Take Over the World. Nearly always an Evil Former Friend of the Dr. Light character.

Examples include:

    Sigma (The Young, Mass-Murdering Villain) 
Another recurring villainous archetype, Sigmas tend to be younger, ambitious change-the-world types next to the elderly rule-the-world Wilies; while Big Bads in the Wily vein are willing to cause general destruction and mayhem in service of taking over the world, this archetype is distinguished by its specific willingness to commit mass-murder if not genocide to reach its goals—genocide may even be the goal itself.

Examples include:
  • Sigma himself from Mega Man X.
  • Lumine is even younger and more ambitious than Sigma and wants to destroy not only humans but older model Reploids as well.
  • MegaMan Juno of Mega Man Legends.
  • Dr. Wily of Mega Man Battle Network is actually a Sigma; rather than rule the world he wants to destroy modern society, or as he puts it, "DELEEEETE!"
  • Bass.EXE is a Misanthrope Supreme who wants to Kill All Humans for Revenge.
  • Dr. Weil is another blend of both archetypes, but leans in the Wily direction—he's willing to kill lots of people to do it, but he ultimately does aim to conquer the world.
  • Serpent of Mega Man ZX.
  • Dr. Vega of Mega Man Star Force 2, a young and ambitious woman who wants to purify the world of inferior human beings.

    The Copy Robot (Evil Knockoff of The Hero) 
Examples include:

    Sniper Joe (The Faceless Goons) 
A recurring enemy type in the franchise consists of low-grade, mass-produced humanoids, usually Evil Knockoffs of a major series character, distinguished by having loads of Underground Monkeys adapted for various jobs. Most are so robotic that their only facial features are Glowing Mechanical Eyes—often only one.

Examples include:

    The Officials (The Forces of Good) 
Mostly identical with the forces of law and order, often an outright police organization, these guys are a militaristic organization that has an at least relatively positive relationship with The Hero. Depending on how closely they work together, they may be Mission Control for The Hero or Obstructive Bureaucrats that get in his way.

Examples Include:
  • The Maverick Hunters of Mega Man X, who are designed to handle specific crimes and criminals (i.e. Mavericks) rather than being a general police organization.
  • The Officials of Mega Man Battle Network are the first to be concerned with general law and order.
  • The Resistance of Mega Man Zero are a militaristic force of The Hero's allies, but unlike most examples are La Résistance—the forces of law and order are trying to exterminate them.
  • The Guardians of Mega Man ZX
  • The Satella Police of Mega Man Star Force

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