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Game Breakers in the Mega Man series.

Games with their own pages


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     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 Mega Man Zero and Mega Man Zero 2 as Zero starts with poor equipment and doesn't have body parts or satellite Cyber-elves like he does in Mega Man Zero 3 and Mega Man Zero 4.
    • 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 Bottomless Pits, 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.

Mega Man Zero 3

  • The modification cards that increase the power of your weapons shift the power balance in the player's favor. Activate just one for the Buster Shot and combine it with the Burst Shot EX Skill and 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 Double Jump from Cubit Foxtar. It's good you get it in the second half of the game, because 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  The levels face less problems because of Zero's signature double jump, but only because the only ones remaining don't have that many sections where being able to jump twice would be all that useful. The final stage, however, is fair game.

Mega Man Zero 4

  • The description for Croire's Hacker level 5 ability states it makes enemies drop items more often, which really means they will always drop an item upon defeat. This means it's trivially easy to fill up all your Sub Tanks and farm E-Crystals to level up Croire further if you can find a suitable place for farming - such as the miniboss room in 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 one direction from the remaining hatch and be destroyed all in one go by a charged Buster shot.
  • Two of the game's four Sub Tanks are obtained just by trading two S-Crystals to Hirondelle, with the S-Crystal's parts being easy to find if you know the recipe or look it up. Most stages have V. Fire and Ceratanium in them already, so at minimum you just need to complete two stages for the Faital and Mechamesons needed which trivializes the rest of the early game.

     Mega Man ZX 

Both Games

  • Model H has incredible mobility with the ability to air dash both vertically and horizontally, which lets him easily maneuver through stages. Compared to Queenbee and Vulturon in ZX Advent who have large hitboxes and poor offensive capabilities, Model H is human-sized and still a good combatant, meaning Model H will typically be one of the most frequently used forms besides Model ZX.
  • Model ZX's Rolling Attack slash, which can bypass Mercy Invincibility 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 Mercy Invincibility.
  • 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 enemies from any direction it chooses, without getting in harm's way or using up weapon energy. It's only real weakness is that you can't run and shoot with the Knuckle Busters at the same time, but Model F's aforementioned firepower and 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 Mercy Invincibility if the tornado hits the weak point. Try to do it with a fire boss: Superior element + multi-hitting + attacking the weak point = Overkill. The downside, though, is that you'll get Lv. 1 Victory, so you'd better do that in the boss rush. Unfortunately, it was later nerfed in ZX Advent, the attack instead generating two tornadoes that fly forward and only hit once.
  • Finishing the game as both Vent and Aile allows you to keep Model X past the point where it's replaced with Model ZX as a New Game Plus 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 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 fly anywhere, which allows you to skip huge swaths of open stages and navigate through areas with lots of Bottomless Pits.
  • Vulturon's ability to hover and glide at a fixed altitude with the added benefit of being able to indefinitely cling onto walls without sliding down, which similarly to Model H and Queenbee makes platforming a cinch.

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