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Mega Man stands as a shining example of classic Nintendo Hard. These guys are the reason why. It doesn't matter if you've got the Time Barrage glitch or a folder full of Program advances, these mechanized murder Masters are coming for you.

Please keep in mind that if there's an easy method to take out a boss, they're not this trope. Remember as well that this is not the place to tell people how to defeat the bosses; your example shouldn't read, "Unless you do..." or "But if you have..." If there is a trick to defeating the boss, it's probably not an example in the first place. This being Mega Man, every boss has a weapon that they're weak tonote . If that weapon turns out to be impossibly frustrating to use, that boss probably belongs here.

Also, remember that not every Mega Man game needs to have an entry on this page. Even in a series known for its old-school difficulty, it is entirely possible for a game's bosses to conform to a smooth, well-balanced difficulty curve.

Superboss is now banned from being That One Boss. It's optional and you know it's overpowered; nothing prevents you from not fighting it. Examples from Game Mods and Fan Games are also banned, as they are unofficial and thus have no standards for difficulty.


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     Mega Man (Classic series) 

Mega Man

  • Elec Man is fairly quick and aggressive, and his weapon, the Thunder Beam, deals a staggering 10 damage, enough to take you out in just 3 hits. It doesn't help that his weakness, the Rolling Cutter, fires a somewhat slow boomerang projectile with an unorthodox firing arc, meaning you might have to risk getting close to Elec Man to hit him with it (it does at least kill him quite quickly, though). The hate on him has lessened in more hardcore communities, though, since there are ways to trap him in a loop by exploiting his rudimentary AI.
  • The Yellow Devil from Wily Stage 1. Its difficulty stems from his attack pattern; he splits apart and flies across the room one piece at a time, and you have to have crazy good reflexes — or have to have memorized his pattern — to dodge him without getting hit. Once he's fully formed, his eye opens and fires a fast-moving projectile at you, then it closes and he starts flying across the room again. You only get a couple of seconds before the eye closes, and if you're trying to kill him with the Buster, the eye sometimes opens too high to hit. Not only that, but he takes forever and a day to die, even with powerful weapons like the Thunder Beam, since you will probably get in only one shot.note  And when he changes sides after that, you have much less reaction time to dodge with because he's already on screen instead of off of it. And there are two LATER bosses before the final one, and with proper tactics, they aren't nearly as bad as this one.

Mega Man 2

  • Quick Man, right after his own hair-pulling level. He is incredibly fast, but can still deal a respectable 4 damage per hit both with his body and his homing spread of Quick Boomerangs. While Flash Man's Time Stopper can take half his life in one shotnote , the player will probably need it to get past the daunting laser barrage in his very level. The Crash Bomber, his other weakness, is notoriously slow, inefficient, and cumbersome (and probably not available at all in the rematch). This was enforced by the dev team, who initially conceived Quick Man as a rival character and thus made him extra difficult to beat, to the point that the boomerang on his head sticking out of his mugshot frame on the stage select screen is meant to be indicative of his high difficulty compared to the other seven Robot Masters. What isn't intentional, though, is that on top of all of the above, Quick Man's attack pattern is bugged; he's intended to make three jumps and throw his boomerangs during the second jump, but if he gets stuck on a wall, which he tends to do, he often skips one or more of his jumps and goes straight to the boomerangs.
  • Wood Man is also particularly sour. He only has two attacks, but they combo into each other heavily. Wood Man's Leaf Shield is the mother of all Hitbox Dissonance, and is nearly impossible to jump over without a perfect running start. If you consider cheesing it with Item 1, the falling leaves put a hasty stop to that idea. The shield also blocks projectiles before Wood Man throws it (If only your own Leaf Shield could do that...), so it's hard to use his weakness of Atomic Fire while accounting for this. He's also weak to Air Shooter, but you're very unlikely to have it on hand at the point you first fight him as Air Man's only weakness is Leaf Shield.note 
  • Wily 4's boss, the Boobeam Trap, the five turrets with blindingly fast shots from the walls heading straight for you every five seconds or so. It's one of two bosses in the Wily Castle that is only vulnerable to one weapon, the Crash Bomber, which has a maximum of seven uses, and every single one (or if you time it well, six) must be used to defeat both the turrets themselves and the destructible barriers protecting them. If you misuse a single shot, then you will not be able to defeat this boss. And since you don't get energy refills after death, you either need to take forever restocking energy off the few enemies in the pre-boss hallway or just Game Over entirely and restart the stage, which will strip you of all your E-Tanks. The only mercy you're given is that the barriers you destroy don't respawn if you die.
  • Wily Machine #2, the penultimate boss battle, is considered to be a pretty tough battle by most people. First of all, all of the projectiles that Wily fires deal 6 damage while contact deals 10. It's hard enough to jump over the sweeping projectiles in the first phase, but come the second phase, you will get damaged by the bouncing projectiles thanks to both Hitbox Dissonance and the way they spawn more often than not causing them to bounce out of sync. It's possible to use a well-timed Crash Bomb as the second form is loading up (which can possibly instantly destroy it before the phase even starts since it has no Mercy Invincibility) - but good luck considering you'll most probably be out of Crash Bombs thanks to the Boobeam Trap, either forcing you to manage your Crash Bombs even more (which is possible) or get a game over and have to fight the eight Robot Masters all over again, this time without any E-Tanks, of course.

Mega Man 3

  • Shadow Man is a difficult fight, mainly due to how much he operates on the Random Number God. His pattern is that he will jump at a random height either two or three times in your direction, and then either throw two shurikens (one directly at you and one into the air at a 45° angle) or very quickly slide at you before starting again. While the shurikens take about half a second to charge up, the slide is instant, and actually does more Collision Damage than being hit by him regularly. Although his weakness, Top Spin, can kill him in only four hits, it requires you to get very close to him (which will often get you hit, making this more of a battle of trading blows), and due to Top Spin's Hitbox Dissonance, it's entirely possible to accidentally use all of its energy in a single attack.
  • The Doc Robot using Quick Man's attacks is just as fast and unpredictable as the original, but is also larger and more resilient. He also deals far more Collision Damage (8, as opposed to the original's 4), and due to the way that he runs and jumps all over the place, it's extremely difficult to avoid bumping into him. This is such a deadly threat that a common strategy is to get hit by his Quick Boomerangs on purpose; they deal far less damage, and the resulting Mercy Invincibility can be used to avoid a devastating collision. The two weapons he's weak against (Search Snake and Gemini Laser) are also hard to land a hit on him as well. If you happen to be doing a No-Damage Run, you might as well stop here, as you're very likely to get hit by something from him.
  • The Doc Robot using Wood Man's attacks has all the issues of the original Wood Man, but is even worse. Here, he has a Leaf Shield with a significantly larger hitbox than that of the original to match his larger build—large enough that you'll need to either do a pixel-perfect leap over it, or use Rush Coil (which consequently smacks you into the leaves coming from above). The Leaf Shield also deals a whopping 8 damage, as does direct contact with the Doc Robot himself, meaning that he can very easily take you out in just 4 hits. Just like Quick Man, trying to do a No-Damage Run on him is potentially nerve-wracking, as the mentioned precise timing takes a lot of practice (unless if you know how to use Rush Jet correctly, which is already a Game-Breaker).

Mega Man 4

  • Bright Man has two main methods of attack: jumping towards your location and shooting weak pellets either straight at you or upward/downward at slight angles. Seems simple enough, but his third attack is where problems arise. If Bright Man's at specific amounts of health, there is a chance that he will use Flash Stopper, an attack that will freeze Mega Man wherever he is on the screen for several seconds to get a free hit. Sometimes, he'll only shoot aforementioned weak pellets at you, but if you get unlucky, he'll jump right on you. This is especially bad since in Mega Man 4, seven out of the eight Robot Masters do a staggering 8 units of Collision Damage, about a fourth of Mega Man's health. This means that even if you're both at low health, he can easily freeze you and tackle you to steal the win. His weakness, Rain Flush, can kill him in all seven of its uses, but it has a long delay in between, and it won't bypass the health thresholds he can use Flash Stopper at, so the fight is still not free by any means.
  • While the first phase of Wily Machine 4 is very easy and straightforward, the same can't be said about the second phase. Its weak spot (a small gem) can only be reliably hit with a Charged Shot or a Drill Bomb. The latter is its weakness and isn't 100% accurate, as there's a chance the Drill Bomb can hit a little too low and end up just getting deflected, which makes detonating them manually a better option, but neither the game nor the manual mention this is possible. There's a way to just sit below the machine without getting damaged whatsoever, but you can't hit it at all without going to its range zone.

Mega Man 7

Mega Man & Bass

  • Burner Man has a myriad of ferocious attacks - dashing back at forth at high speeds, tossing incendiary grenades, releasing paralyzing snares, a flaming dive tackle that sends shockwaves across the ground, and his Wave Burner, capable of absorbing shots and backing you into a corner while it's active. His weakness, Cold Man's Ice Wall, makes the fight much more different, as you have to use the Wall to push him into the spikes on either side of his arena. However, the Ice Wall requires you to get dangerously close to himnote , and can be only used when he is on the ground; if you use it at any other time, he'll bust right through it, and you'll have wasted your ammo for little damage. If you mess up too many times, it's easy to run out of ammo and lives and be forced to go through his difficult stage all over again.
  • Dynamo Man is a similarly brutal fight. His main attacks are dashing back and forth, deploying durable electric tendrils at three different heights, and jumping across the room while releasing five sparks in a semi-circle that dart towards the player in a random order. What really makes this battle particularly nasty are both that a lot of his attacks shield him, and his two Special Attacks. One is his Lightning Bolt, where he sends 3 orbs that orbit around him into the air and then brings down 3 fast, deadly sets of lightning strikes.note  The other is when his health gets low, in which case he will sometimes randomly jump into a recharger at the top of the screen and quickly regain health until it's destroyed. Even his "weakness", Copy Vision, is a pitiful stationary turret that does little damage to him and doesn't give him a special reaction, making for a very hectic and drawn-out battle.
  • Halfway into King Stage 2, the game's first Marathon Level, you'll face King Plane, a simultaneous Platform Battle and Autoscrolling Level over Bottomless Pits. The Plane not only does not have a visible health bar, but will also take any opportunity to send you plummeting to your death with its two main attacks: an unavoidable screen-clearing laser that takes many shots to cancel out and can wipe out nearly a third of your health on hit, and a Rocket Punch that not only homes in on you, but will destroy any platform it hits, easily killing you if you're unlucky. While the boss is generous enough to constantly provide power-ups in bubbles during the fight, they are mixed in with flashbangs that white out the screen for about a second, more than enough time to slip into the abyss. Its weakness as Mega Man, Spread Drill, is difficult to hit it with due to how the boss bobs up and down, and its weakness as Bass, Treble Boost, drains energy very quickly during use and has to be bought from the shop for 200 bolts beforehand—and since the boss doesn't have a visible health bar, figuring out that it even has a weakness on a blind playthrough is difficult. If you die, it's back to the beginning of the mini-stage that comes before it as well.

Mega Man 9

  • The final battle against the Wily Machine is an arduous task. It's one of three battles in the main Classic series that are three phases back-to-back with no breaks in-betweennote , technically giving it the status of a Marathon Boss. It also comes directly after the traditional series Boss Rush, so if the player has exhausted all of their weapons' energy on the Robot Master rematches without an M-Tank to spare, things can get ugly. All three of his phases have their own problems as well: the first phase is a Tennis Boss with large, bouncing eggs that take many hits to detonate and can only hurt him in his jaw, the second phase has powerful stomping and ramming attacks as well as a flame jet that can be extremely difficult to avoid, especially at close range, and the third and final phase, the Wily Capsule 9, is a heavy user of Teleport Spam and quick, deadly projectile patterns from anywhere on the screen with a weakness to Plug Ball, a weapon that is nigh useless against airborne targets.

Mega Man 11

  • Torch Man is an extremely intimidating opponent. He is a Lightning Bruiser, capable of unleashing ferocious fiery kicks at close range that require good reaction time to jump over, and quick flaming fist projectiles from a distance that must be jumped over or slid under depending on their height. He's not afraid to follow up either with a devastating flaming dive tackle that homes in, hits hard, and will knock you away from him. Even getting away from him isn't safe, as he will quickly hop towards you to bridge the gap if you do. To make matters worse, when he reaches half health, he gains access to the Power Gear, which gives him a Desperation Attack where he unleashes giant flaming wheels (that are very hard to jump over) from both sides of the screen one after another and finishes it off with a giant flaming column that once again tracks your position. Although his weakness, Tundra Storm, can make quick work of him, you'll have to be close to him to use it unless you use the weapon energy-guzzling Power Gear to make it a screen-clearing weapon, and if you used all of it to freeze the One-Hit Kill Advancing Walls Of Doom in his stage beforehand, you're out of luck.

     Mega Man X series 

Mega Man X/Mega Man: Maverick Hunter X

  • Newer players may select Launch Octopus first due to his icon being the default on the Maverick selection screen, only to be blown away due to coming in unprepared for his deadly onslaught. Launch Octopus is a Lightning Bruiser who can attack with a Macross Missile Massacre from the front, piranha missiles from both sides, and also has a powerful whirlpool that sucks you towards him with its current. If he can get ahold of you with it, he'll gladly drain your health and use it to restore his own. Even his weakness, Rolling Shield, is susceptible to being destroyed by his projectiles, and while using Boomerang Cutter to slice off his tentacles gets rid of his piranha missiles, whirlpool, and health-stealing, that still leaves you with his frontwards missiles to deal with.
  • Thunder Slimer, who is a miniboss. He can glue you to the floor with four blobs of slime sent in all directions, and while you can destroy them with a charged shot or dash out of them, it likely won't be in time to stop him from striking you with lightning, or worse, charging directly at you wherever you are. If you get by him, it will likely be with less than half your health, meaning you'll most likely die at least once before getting to the boss, Spark Mandrill, by which point you'll likely only have one life left and have almost no room to get used to his fighting patterns even if you have his weakness. However, if you beat Storm Eagle's stage first, it'll cause his airship to crash onto Spark Mandrill's level, which distrupts the electricity in the level, causing blackouts and makes Thunder Slimer unable to fire lightning bolts at you, leaving him a sitting duck while he's trying to do so.
  • Armored Armadillo on Maverick Hunter X's Hard Mode, where he picks up an attack where he bounces off the walls and fires off bullets in four directions. Even if you use the Electric Spark to take out his armor, it's still hellish. If you're playing as Vile, you will not have Peace Out Roller (the same thing as Electric Spark, except it's lobbed instead of shot) for when you fight him, because its weapon type is locked until you beat him! That's right, you unlock a boss's weakness by defeating that boss. To make up for this, he's also weak to the fist weapons, which you do get from Spark Mandrill; however, they don't remove his armor.
  • The first boss of Sigma Palace, the Bospider. This boss has a peculiar movement schemenote  - there are four poles at the center of the screen, and "bridges" appear at random between them to determine what path Bospider will take down to the floor, where it will then briefly expose its weak point (the center of its abdomen) and quickly zip back up to the ceiling to start again. The problem is that you're given a very short time to see where the bridges are laid out and determine what path it will take, and not only does Bospider get faster and faster as its health goes down, but it also occasionally showers down miniature spiders called Petitpiders that can both absorb any shots coming Bospider's way and damage you before you can shoot at it. More often than not, you'll try to get your once-per-pattern shot in only for a Petitpider to get in the way or for Bospider to slam down on you for heavy Collision Damage, making the fight much longer and more difficult.

Mega Man X2

  • Although the second encounter with Violen in the first stage of the X-Hunter Base can be tricky with his unpredictable mace ball, he pales in comparison to the boss of the following stage, the Serges Tank. If you try to fight him normally, you're in for a hell of a time. You stand on four vertically moving platforms over a floor of One-Hit Kill spikes, and you're only given around half of the screen to fight against it - the rest is taken up by the Tank itself. Its arsenal is fierce: the first phase consists of four durable vertically-placed cannons firing fast projectiles that either go straight forward or bounce along the floor. Once they're all destroyed, Serges reveals himself...but not before inching forward and destroying two of the four platforms, leaving you with even less space and footing. Serges will then start moving up and down erratically while firing projectiles that alternate between exploding into Xs or +s. To make matters worse, not only is Serges only vulnerable on his top half, but he also tends to get very close to the spikes below, so even one mistake can result in a very difficult battle having to be restarted from scratch. Fortunately, you can skip the first phase by destroying the four cannons with a fully charged Giga Crash at the beginning, which also stops him from destroying one of the platforms. What's more, you can stand on his opened tank and fire charged Sonic Slicers at him from below to simplify things. Just mind he doesn't come down on you.

Mega Man X3

  • Bit is the first of the Nightmare Police encountered and usually the toughest for newcomers, due to him attacking X randomly in one of the earlier stages. At this point, players are most likely ill-equipped to fight him and lacking in terms of power-ups and while Bit's lunge attack is easy to avoid, he can also use projectiles that either lock X in place or auto-aim towards him (and he can even send two of said projectiles at the same time). Bit is even more difficult if you aim to finish him using his weakness which is Frost Shield: the projectiles of said weapon are very slow and can most likely hit Bit when he's lunging towards X and can only hit him diagonally due to Bit putting up a shield that protects him from a direct attack
  • While Sigma himself is very pattern-based and easy to read, the true terror appears in the form of Kaiser Sigma, his gigantic battle body. Kaiser Sigma is so large that he fills up half of the arena you fight him in, and his weak spot is not his head, but rather the small "fins" directly above it. He has two patterns, one when you're behind him and one when you're in front of him. When you're behind him, he shoots many homing missiles that hit extremely hard, and when you're in front of him, he charges and fires a cone-shaped laser either upward or downward that continuously damages and stuns you when you get hit by it. All the while he's spawning tracking bombs. Only two things can damage him: charged X-Buster shots (in a game where the X-Buster upgrade actually makes it more difficult to use), and the Game-Breaker Z-Sabernote  which can take him down in only two hits, but get hit once while trying to slash him, and it'll be cancelled out. The beam shot out by the blade also has a good chance of first colliding with his body which makes the beam disappear completely, almost requiring you to get up close. Even after you manage to kill him, it's not over, as you still have one last trial: wall-climbing a long vertical Autoscrolling Level with the Sigma Virus trying to knock you into the damaging lava below. If he successfully manages to, it's entirely possible for you to get stuck in hitstun under one of several outcroppings in the shaft, and since the lava is treated as a solid floor, you can get crushed, in which case it's back to the beginning of Sigma's first form.

Mega Man Xtreme 2

  • Isaz and Sowilo, the tank boss at the end of the second fortress stage; it has two faces that must be destroyed to be defeated, and both require the usage of both characters to hit. Sounds awesome, right? WRONG. The tank takes up a good portion of the screen, and spends much of the battle restricting your movement space on the very left edge of the screen on top of the moving platform, and can only be pushed back by using Zero's Saber or if enough time passes. The upper face shoots a set of three energy balls that are almost impossible to dodge, while the lower face shoots a missile upwards that then comes down on your position. Between this, and the fact that the projectiles actually move with the boss when Zero pushes him back, and you have one of the more poorly coded bosses since the Buebeam Trap from Mega Man 2 and Doc Wood Man from Mega Man 3.

Mega Man X4

  • Magma Dragoon, the boss of the Volcano stage, has a very aggressive moveset that primarily serves as a Shout-Out to Street Fighter, with his main two attacks being high and low Hadoukens and a long-range Shoryuken. Whenever he's not doing either of those, he has a fast downward kick, a deadly fire blast across the entire arena, a magma ball he can throw into the magma around the arena to create a temporary One-Hit Kill pillar, and when his health gets down to half, he can bring down an unpredictable fiery meteor shower. While X can easily get him stuck in a helpless loop with the Double Cyclone, Zero will have to get dangerously close to attack, and the Saber technique he's weak to, the Raijingeki, is both slow to start and makes Zero a sitting duck. The one mercy that Zero can get is that he can bring the Ride Armor into the fight, but it's slow and only has so much health before it's destroyed. It's also not available at all in the rematch with him during the final stage's Boss Rush.
  • Fighting the General as X is an utter cakewalk, as he can easily hug the opposite wall and plug Charge Shots into General's face while dodging generally slow-moving projectiles. The General for Zero, on the other hand, degenerates into this quickly since Zero has no effective long-range attack for a safe option, forcing Zero to close the distance to hit his head. It should also be mentioned the game registers Collision Damage if bodily contact is made with General's Shoulders of Doom or even his body in general, and he hugs the wall he chooses to be by close enough it's suicide to try and Wall Jump behind his back to hit him in the head. The only two options Zero thus has involve either riding on The General's Rocket Punch back to his body while dealing with the previously-mentioned projectiles, which despite their speed require fast reaction times to avoid since Zero is unavoidably coming closer to them, or to hug the opposite wall and wait for The General to charge in close before leaping off and plugging him with a rolling slash. The latter is the safer method, but depending on how General's AI runs it can take a long time to wear him down this way depending on how often he feels like pulling said move off.

Mega Man X5

  • Spiral Pegasus/The Skiver, which is basically a tougher version of Storm Eagle; he boasts the same sort of attacks, but all vastly more difficult, coming from all directions at high speeds. To make up for the fact that he doesn't have similar pushing abilities as Storm Eagle, any contact with him will push X or Zero a lot farther. If you collide into him next to one of the two Bottomless Pits on the sides of the arena, you're probably going in. And making him a standout from every other boss in the entire series, he does not have an actual weakness to a specific power. Instead, he can be frozen with the Dark Hold, which doesn't last long enough to punch off a decent portion of his health.
  • The boss of the first Zero Space stage is the Shadow Devil, a traditional Devil boss from the Classic series turned up to eleven. First, The Shadow Devil has six different random patterns it can go across the screen with instead of the usual one, and whenever it does, it leaves behind a green outline that if touched, if it doesn't One-Hit Kill you, it will leave you seriously hurting, greatly restricting your movement range. Secondly, the Shadow Devil can also randomly take the form of Wily Machine 6 at half health, trying to crush you as it moves across the screen. Thirdly, its weakness is Tri-Thunder as X and E-Blade as Zeronote , but while X can shoot from a distance, Zero has to attack up close, making it very risky, and sometimes its eye can appear very high or low, only making damaging it even harder. A much better strategy as Zero is to use C-Flasher: It's ranged, fast enough to hit twice a cycle, can parry his projectiles, turns any damage you take into more weapon energy, and is as strong as his actual weakness.
  • At the end of the next stage, you'll encounter Rangda Bangda W, a souped up version of the second fortress boss from the first Mega Man X. Each of its three colored eyes have different attacks, and none of them are particularly troublesome - it's very similar to the original fight. It's when the boss reaches half health that things get ugly. Starting from that point, the boss will deploy One-Hit Kill spikes on the walls as well as the floor, including directly where you are - be in the wrong place at the wrong time and it's all over, sometimes before you can even realize because your character's sprites cover the walls. A common strategy against this is to get to the fight as Gaea Armor X, as it is invulnerable to spikes, doesn't slide down walls, and has a heavy damage output, in which case the boss becomes no problem...but the inability to dash makes the level one.
  • The final battle against Sigma is a case where both of his forms are difficult to deal with. The first form, Psycho Sigma, has quick Wall Jumps, large electric sparks, giant blue waves that sometimes even need to be air-dashed in between, and can even surround himself with a shield of Sigma Viruses that will make Zero invincible and heal him if he gets infected, but will slowly deplete X's health. Even after he goes down, Final Sigma W is still left. His weak point is the small, red gem on his forehead, but he turns into an invincible wireframe at regular intervals while unleashing powerful hand slams, homing sparks, electricity from his fingers, and extremely damaging purple squares that not only can appear anywhere on the screen, but also can follow you around very quickly. And of course, if you die, it's back to form 1...

Mega Man X6

  • Infinity Mijinion. To start things off, all of his attacks are entirely random, and his main gimmick is being able to create clones upon taking enough damage. The clones are not only completely identical to the real Mijinion, but they are also quite durable, usually taking several charge shots in order to kill. The clones also releases slow-moving homing blobs of goo which take several shots to kill, easily shielding Mijinion himself and flooding the screen. Whenever he's not making clones, he's firing a slow projectile that can change angles at 90°, shooting an 8-way spread, or raining down Ray Arrows at blinding speed. Even his weakness, the Guard Shell, requires a specific attack to be reflected back at him, and he'll instantly create a clone when it hits. The battle is almost a no-win situation: hit him with something too strong and he'll create a clone; hit him with something too weak and he'll be more than happy to even heal himself completely.
  • The Nightmare Mother, the boss of the first stage of Gate's Lab. The boss consists of two large invincible cubes with small eyeballs inside of them that rapidly shift around the room either clockwise or counter-clockwise for a while until they stop at a random place. They're too large to jump over, so you have to rapidly wall-jump, air dash over them and run back towards the wall before the next one comes. When they do stop to attack by bringing the eyeballs outside of the cubes (the only time they can be hurt), welcome to Bullet Hell. Each eye can release one of four attacks: shockwave-producing blue orbs, fireball rain, setting the entire floor on fire, and countless amounts of lightning. All of these are extremely difficult to dodge, and they hurtnote , and after they're done with the assault, they retreat back into the cubes and start the pattern again, making this fight more of a battle of endurance than anything. When it reaches half health, the cubes move at double speed, making matters even worse. Its weakness is Metal Anchor/Rakukojin, and much like Shadow Devil, this comes with a risk of collision damage for Zero. Also like Shadow Devil, it has a secondary weakness to Zero's ranged attack, Yammar Option, which hits fast enough to do more damage overall (and can hit when the eyes come out the top or bottom, which Rakukojin can't).
  • High Max. When encountered through the side area of a regular Maverick stage, he can easily overwhelm any player with his high speed and wide array of attacks. When he's fought again midway through the second stage of Gate's Lab, he's beefed up even further, including two giant nigh-indestructible shields that you have to wait until he throws to hit him, a very hard to dodge ramming attack, and using the shields to crush you, among others.note  The only way to damage him is to hit him with a charged X-Buster shot and then a Maverick weapon as X, or a saber technique and then regular Z-Saber strikes as Zero. However, it's entirely possible to fight him both times without killing a single Maverick, and if you do, you cannot damage him at all, making your only way out to Game Over and return to the stage select. Even with the proper strategy, he takes very little damage from everything, making for a long, long fight.
  • The fight with Gate is a Tennis Boss and Platform Battle hybrid over a Bottomless Pit while he constantly gives chase and occasionallynote  fires off random colored "gates" that have various detrimental effectsnote . The only way to damage him is to attack the "gates" so they split into smaller projectiles that can hit him, but they can also damage you, so you'll often find the both of you taking damage simultaneously. The red and blue "gates" are by far the most dangerous, as they greatly increase your chances of falling into the pit or getting knocked in. When he gets below half health, he gains an additional attack: breaking the platforms that you need to stand on to survive. Not only can it easily kill you, but it also doesn't allow you to hit him in return. This fight is tedious, dangerous, and overall very frustrating.note 

Mega Man X7

  • Snipe Anteator. His arsenal consists of attacks that can cover good distances, and he gains more as the fight goes on. The battlefield is a large tube that he can move about freely on while you are limited to just the top, but he can send out small drones while staying on the bottom so that he can hurt you while you can't hurt him. On paper, his weakness is the Moving Wheel. In the game, hitting him with his weakness is difficult. Even if you could, it actually does less damage than a fully charged X-Buster. However, X is not available from start. On top of that, he doesn't have a stun animation, meaning that he can counter your attacks as they hit him.
  • Then there is Flame Hyenard. You have to damage a mech traveling over hot lava so you can get to him. This is easier said than done since the camera can screw you over. Then you fight Flame Hyenard on the top of said mech, which you might slide off of if you didn't damage it enough to get it to stop moving. He splits himself into clones that surround you and shoot fireballs at you before the mech fires missiles to rain down upon you during their tri-formation. The weapon he's weak against actually works, but if you're using X or Axl, you'll run out of ammo long before he is dead. And he has a difficult level to boot!
  • And then there is Red. If you don't have Zero, good luck to you. You have to target Red from a distance. Since the camera enjoys screwing you, this becomes a problem. Dodging his attacks is problematic because you're not fighting on solid ground. You're fighting on platforms with a hole in between each one. Fall and you die. Get hit while jumping, and you will be sent hurtling to your doom. He constantly teleports around on those platforms and there is no way to predict where he will end up. The only way to finish the fight quickly is to use Zero and take contact while slashing him as much as possible.

Mega Man X8

  • Ravemanta, the miniboss in Avalanche Yeti's stage. It takes a long time to kill, and appears twice in the stage. The first time, it's a fairly tame if not tedious fight, but in the second encounter, it drops bombs that bounce towards you, and has a longer period of time before it becomes vulnerable to attack.
  • Bamboo Pandamonium. He's tall enough that you can't get behind him without taking a hit, and has attacks that take up big chunks of the screen. Also, when he takes enough damage, he will try to lunge at the player, which is almost instant death if it connects if you don't have any Life Ups. It's more bearable with the Ride Armor...if you knew you could take it with you to the boss. And you don't have access to it at all in the Boss Rush, so good luck with that. Oh, and Zero's technique that's strong against him is...a downward stab from the air (which puts you into a big risk).
  • Lumine comes after That One Level, and is fought directly after Sigma, who's hard enough to begin with. He has two forms; the first one uses the Overdrives of the first 8 bosses, except some are modified to last longer; when Burn Rooster's attack comes out, it lasts for the duration of the match. In other words, once it happens, the walls are off limits. Additionally, he himself is always moving, making it hard to hit him. Once you've drained his health, he enters the second form, which has a multitude of Bullet Hell-like laser attacks (one of which lasts a long time and then comes back in reverse), has no notable weakness, and is difficult to get a bead on. On his trump card, he triggers Paradise Lost, which will outright finish you off if you don't do the same to him in 30 seconds. And the player has to know they had to have Axl finish him with a Doubleteam as a prerequisite for the secret ending?

     Mega Man Zero series 

Mega Man Zero

  • Aztec Falcon, the first mission boss, is seemingly insurmountable the first time you fight him. You have no charge attack (unless you spent time grinding it out by going back to the Underground Lab; if you're playing on Hard, you're screwed), he isn't vulnerable to combos, and the Z-Buster actually bounces off when the chance to shoot him presents itself, if you're not aiming for the tiny hitbox that is his head. Ah, yes — did we mention he is also a Time-Limit Boss?
  • Phantom is spectacularly cheap compared to his fellow Guardians. Three of the Guardians have an elemental weakness which makes beating them fairly simple. Not Phantom. He's neutral, so it takes longer to kill him. Worse, the other Guardians can have most of their attacks interrupted. Only Phantom's dash attack can be interrupted. It is technically possible to interrupt his Doppleganger Spin technique with a charged blow, but for added cheapness, Phantom will break the technique and strike you should you close in to attempt it. Speaking of the dash attack, he'll often do it until you hit him, and he charges to your position. If you don't hit him right off the bat, he'll get at least one hit in, maybe more if you don't score a knockback hit. Finally, his Desperation Attack makes him invisible, during which he'll throw kunai at you from random points on the screen. What's worse, he may potentially position himself above the reach of your weapons, or just plain above you. To top this, he has a Kaizo Trap ability in the second battle.
  • The Rainbow Devil is just as cheap as previous models. It has an especially annoying attack where it bounces around the room, splits into two parts, then into four before finally reforming. It also has a punch attack that crosses nearly half the arena and a projectile attack that makes nearly the entire ground a danger zone. Good times. Thankfully, the redux in Zero 2 is actually somewhat easier.

Mega Man Zero 2

  • Phoenix Magnion is plain ridiculous. He has an arena which periodically spews fireballs from the floor, for starters. You can arrange it so the floor is blocked the first time you fight him, but not the second time. What's worse, he dodges every attack if he's sitting still. He literally cannot be hit unless he's attacking. And when he dodges, he counterattacks with very wide-area abilities. If he grabs you, he will pull the memories of Zero's past foes out of his head and turn them into flaming specters that deliver four brutal hits to your HP, and you can't break free. Worst of all is his EX Skill, which causes him to turn golden and invincible and teleport a few times before rocketing at you with a flaming tackle.
  • Kuwagust Anchus on Hard Mode is just insane! Not only is he really fast and powerful (two hits = dead, period), but he's the boss of a long and grueling That One Level. And he has an attack which cannot be avoided, meaning you have to get him to change his flight path. The only way to do this is to either shoot him with the buster enough times, which takes better timing than God to pull off, or deflect him with the Chain Rod. As if you're just supposed to know this out of hand. And he'll keep using this attack until you die. When he returns in the Boss Rush, you fight him and his brother Herculious Anchus from the previous game at the same time!
  • Harpuia, due to his insanely difficult to avoid new EX Skill, has become MUCH harder than in the first game, where it was possible to abuse the hit cycle. It is a wide ranged sonic wave that blankets the screen several times as Harpuia zips back and forth, forcing you to weave between each and be careful where you choose to stop moving, or else you may overshoot, undershoot, or outright mistime your dashes to safety, and each wave that hits shreds a BIG bite out of your HP.
  • Fefnir's EX Skill requires immaculate timing and precision and constant movement to keep jumping where flame columns aren't going to erupt. You literally cannot afford to take your eyes off the screen at any moment or you may lose track of where to jump!

Mega Man Zero 3

  • Cubit Foxtar. He's able to fire his fireballs in several intricate ways, and especially if you hit him with a lightning attack, he'll transform into 5 "ghost flames" that will then fly around the screen in a pattern that requires you to time your dashes; he's invulnerable when he does this.

Mega Man Zero 4

  • Kraft is a nightmare to fight against. The grenades, the laser rifle that requires you to dash underneath it with split second timing, the giant knife that damages you as it throws you across the arena causing damage depending on how far you were flung (which can be heavily reduced with armor that prevents knockback not that the game tells you this), the missiles, and the fact that he's one of the few bosses willing to get right directly up in your face on a non-scrolling single-screen battlefield are awful. Also of note is him having 3 full bars of health. The only enemy with the same amount of health at that point was the huge Background Boss! He's also fought in an open area with no walls, so there's no wall jumping away from him.
  • Heat Genblem, a fire-based turtle Reploid who has invulnerable periods while spinning with a fiery shell and ricochets off walls to hit you. His most damaging move is a laser that circles the entire screen multiple times, the only way out of this being to display extremely fancy footwork and use the walls to loop up and around him.

     Mega Man ZX series 

Mega Man ZX

  • Fistleo is bound to give players a hard time. He has many hard-to-dodge attacks, and whatever time isn't spent using one or warming up for one will likely be spent healing, and he does this quite frequently. And if you are attempting a Level 4 Victory, prepare for hell because his weak point is very large and on the front of his body in a fight where you aren't given many opportunities to get behind him, along with the inherent difficulty present in a fight against a boss who can heal.
  • Serpent's two forms on hard mode. This sounds like a given, but you're lucky to survive more than two hits from much of anything in this mode, which also means just reaching the end of his level is an ordeal. His first form was made eye-poppingly fast, and while the second form is only minimally altered, you'll still need almost a perfect run to win.

Mega Man ZX Advent

  • The Spidrill miniboss! It breaks the floor (which, in addition to removing a quarter of your standing space, can affect whether or not you unlock a vital checkpoint so that you never have to do that again), the walls have got spikes on, it summons miniatures of itself, and it has an irritating tendency to spam a move that spins its legs around. The upgraded Spidrill Neo fight in the Quarry is comparatively easy for nixing the first two aspects and coming right after you unlock Model ZX.
  • Chronoforce on Expert starts the fight with Time Bomb, and it never wears off, so he's always in turbo speed. He also shoots two sets of icicles, the second set covering all the angles the first doesn't, making a roughly 90-degree arc that's really tough to avoid whether you try jumping between them or dashing underneath Chronoforce to get past them entirely. And may God help you if you haven't figured out the trick to dodging his attack where he shoots a whole volley of exploding icicles at you from the background, then rewinds them to un-explode and hit you again. Even worse, he uses Time Bomb again right before he uses that attack.
  • Aeolus. Not for his relatively tame attack pattern, though lightning reflexes might be needed to get out of his slashing attacks (the brief pause between all of his moves can sometimes get you pinned into a corner if you're not careful). No, the issue is his ultimate attack that he loves to use and abuse: he floats up in the corner of the screen and traps you between two lightning pinwheels that spin in the same direction. Once he starts this, you can't stop it, and from the ground, you have little choice but to try and dash between the uneven lightning rotation (good luck). You can certainly trivialize the attack itself if you turn into Queenbee and fly up fast enough (assuming you haven't already burnt up the weapon gauge), but then you still can't even hit Aeolus until he drops to the ground. By extension, this makes Time Bomb unhelpful. All in all, he's a surprisingly savvy bastard.

     Mega Man Legends series 

Mega Man Legends

  • There are two times in the game where you are forced to fight from a slow-moving vehicle and defeat several enemies and then a boss fight, while protecting your vehicle from the attacks. If the vehicle is destroyed, it is an automatic Game Over.
    • The first one is from a boat, where you're fighting several submarines and a few Draches, which can shoot torpedoes at your boat. After that, you fight the Balkon Gerät, a giant frog battleship-mecha, which will merrily chop your boat to pieces if you can't dish out damage fast enough. It's tame enough that you can get by with just your buster in Normal if you know what you're doing, but on Hard, the entire thing basically mandates a maxed out Machine Buster and Hyper Cartridge to refresh your ammo for it. The game does give you a slight break, however: the fight against the Balkon Gerät barely begins when Roll offers the choice to retreat, and if you do, you can take your time preparing and then enter the boss fight without the lingering damage from the smaller submarines. A mercy that is notably absent in example two:
    • The battle against the Gesellschaft takes this up to eleven. You have to fight several Draches, the Gesellschaft itself, and then the Humongous Mecha Focke-Wulf, one after another, with no continue points or opportunities to heal. You have to do it from the top of the Flutter, which is a small confined space and offers no defensive cover. The Flutter itself can take damage, if it's shot down it's Game Over, the enemies specifically target the Flutter over you, and there's no way to regenerate its HP except for a slight replenishment after clearing each stage. And on top of all that, it is technically possible to sabotage yourself so badly that you have no chance of winning, as once you unlock the Main Gate, you can't return to town without defeating the Gesellschaft. Fortunately, they are very possible to take down by developing superior firepower.
    • What's especially aggravating about the Focke-Wulf is that if you get hit by one missile, you're pretty much guaranteed to get hit by all the remaining ones as well since they're fired so close together.
  • Before the Gesellschaft battle, we have the Karumuna Bash trio, three doglike Reaverbots in the Sub-gate of the Clozer Wood. Those things are nasty if you're not Crazy-Prepared for them. They all attack you at once, they've got a lot of HP, and they are FAST. Their primary attack is jumping at you, which knocks Mega Man down and is possibly also a Camera Screw if you land right. Their other attack is to breathe fire, which instantly depletes your life meter's shield so you can take MORE damage from their jump attack.

Mega Man Legends 2

  • The train battle. You have to chase down the enemy train, taking on each independent train car as its own separate boss, all the while protecting your own train from an inane amount of artillery and homing missiles. When you finally reach the engine, even a shot from the most powered up weapon in the game barely drains a slight sliver from its health bar. All in all, the fight takes about two solid hours of holding the fire button and dodging projectiles. And if you die, even at any part, it's back to the beginning of the fight.

     Mega Man Battle Network series 

Mega Man Battle Network

  • In a game with mostly easy bosses, MagicMan.EXE sticks out like a sore thumb. His main attack is a slow-moving flame that hits like a Mack truck, but what truly pushes him into this territory is that he's also a Flunky Boss. He can summon up to two normal viruses at any time, and the types he summons are those that have difficult-to-dodge attack patterns (especially when you've also got MagicMan's attacks thrown into the mix), and because they'll be replaced as soon as they die, destroying them isn't even really an option.

Mega Man Battle Network 2

  • QuickMan.EXE:
    • He is invincible at all times except when moving or attacking, moves like a spastic monkey on crack so that his vulnerability then doesn't even matter, and his attacks are irritating to dodge, because Quick Boomerangs are really, REALLY fast moving. It doesn't help that he's the second boss of the game, the first boss was a complete chump, and the next boss AFTER him isn't exactly threatening either, so he's not even really a Wake-Up Call Boss. Worse yet, it's entirely possible for the game to be Unintentionally Unwinnable here, as you can't leave his area (either to recover HP or improve your moveset) once you enter (but nothing stops saving...)
    • QuickMan V2 will likely be the first "ghost" boss Navi you fight (a stronger replica of the original that can employ new tactics and gives you a summon chip upon defeat, found on hidden squares in the net), showing up on the way to KotoSquare on a dead-end path. Now he can use two boomerangs in rapid succession and, when he gets low on health, will zip over to your side to use a WideSword-esque move. Since you have to know in advance you’re going to fight him, you may not have saved, which can truly screw you if you're just casually exploring the new area (plus his new tactics can leave you unprepared even if you had a good system on the first bout). Beat Quickman V2 and you'll have a chance of running into V3 in the same zone (which could be as soon as completing the same task that caused you to run into V2), who has even more HP and even more new strategies (among others his boomerang can now be thrown in a wave pattern, making it much harder to dodge).
  • ThunderMan.EXE remains in the back row and fields three thunder clouds that move back and forth on the rows. These can fire off paralyzing thunder balls, and attack MegaMan if their movement gets obstructed. This results in the player needing to do some fancy footwork to be able to land hits on ThunderMan while dodging the clouds. And due to plot circumstances, the first time you fight him, you have also lost all your chips with the exception of the ones in your folder, and you can't access the net to get new chips unless you beat him.

Mega Man Battle Network 3: White and Blue

  • DrillMan.EXE has lower HP than most bosses, but that's compensated by the fact that his drill blocks all frontal attacks and he's always on the move. Very few chips can bypass his drill, and if the player's folder lacks chips that can damage different rows, defeating him is pretty much impossible.
  • BubbleMan.EXE never leaves the back row; and the center tile on his side is a hole that generates an infinite number of bubbles, which block shots and home in on you. Popping them will just make them spawn again, and may distract the player from BubbleMan's other attacks. And that's not even taking into account BubbleMan v3, who can only be encountered if you have less than 1/4 of your max HP remaining.
  • KingMan.EXE hides in the far back row while his nearly invincible, regenerating chess pieces attack you and block your spaces, which means no AreaGrab or powerful direct and melee attacks. If that wasn't annoying enough, if you stay in the back row (the easiest way to avoid his chess pieces), KingMan has a "plan B" attack, where he summons some new chess pieces and permanently steals an entire row of your area. Even if you break the chess pieces with certain chips, they are only incapacitated temporarily, and KingMan can create a different and more vicious set to replace them.
  • When raising your rank to earn the right to face "S", you're forced to rematch with BeastMan way before the endgame Boss Rush. Unlike the plot-based boss rematches that pit you against their Alpha versions, you're up against BeastMan Beta, and he moves much faster than his first encounter.
  • FlameMan.EXE has two candles on his back row, each of which have about 20 HP or so, and revive after a short amount of time. They have different effects depending on their color, and if even ONE of them is Green, he's invincible. If one's Red, he recovers HP steadily, and if one's yellow, then fire appears in your area and limits your movement range. Even worse, he can have two varieties of flames lit, which means he can be recovering HP AND invincible at the same time. And his attacks are designed to take advantage of this.
  • You have to fight Bass twice in the storyline, though the first one is just a Hopeless Boss Fight. The second fight, however, is a pain to get through, because he still has his Life Aura which makes it difficult to damage him unless you specialize your folder properly. Also, he comes right before Alpha, the Final Boss, whose defenses can require a different approach, so you have to be prepared for two distinct fights.

Mega Man Battle Network 4: Red Sun and Blue Moon

  • SparkMan.EXE is very difficult to land hits on, as he keeps vanishing off the battlefield, and is vulnerable for very short moments. If the player faces him in the first playthrough, it's also likely a lot of their chips will get blocked by the mines that SparkMan sends out once they line up with him.
  • ThunderMan.EXE returns for Red Sun, trading his three thunder clouds for one that circulates the perimeter of the field. This time, the thunder cloud will fire paralyzing thunder balls whenever MegaMan lines up with it horizontally or vertically, so if you stand in the wrong position it can stunlock you for a short time.
  • Duo gets less fondly remembered compared to the other final bosses of the series, despite being largely on par with the other series final bosses. This reputation arises from how early it happens compared to the other entries — Counting postgame and all, Duo's first fight is in the first third of the game, compared to the other final bosses being fought around the two-thirds or three-quarters mark. This meant you had to make do with first-tier chips and only three out of six Souls. To rub it in, his back two columns are always empty, invalidating any chips that depend on striking a panel to do damage and further reducing the effective damage output available. Duo's fight feels fairer on subsequent playthroughs when the player has a more well-developed arsenal (like being able to access all six Souls), but the first round will be a pretty big hurdle to overcome.

    If you've been reliant on the Purposely Overpowered Dark Chips to get through the game, it pulls an unannounced Video Game Cruelty Punishment by disabling your ability to use them. Without them, a Dark player is stuck without access to Full Synchro, Souls, or SP Navi chips, and the Evil Chips are not going to easily compensate this loss. No other final boss did this.

Mega Man Battle Network 5: Team Colonel and Team ProtoMan

  • CloudMan.EXE stays in the back row, protected by clouds that periodically shoot paralyzing thunderballs. The clouds don't have much health, but despite this can take infinite punishment from time-stopping Chips. He can also hide in a cloud while summoning a pillar of clouds that chases you around, and the pillar remains even after CloudMan stops hiding. Even in a Liberation Mission, CloudMan's field attack is equally frustrating. Anyone hit by this attack gets paralyzed and will not be usable for the next 2 turns, thereby slowing down your progress on defeating him once you are in position to attack him directly. Even if your Defense Navi can negate the damage done by this attack, it won't negate the paralysis.

Mega Man Battle Network 6: Cybeast Gregar and Cybeast Falzar

  • CircusMan.EXE can prove to be a very frustrating boss fight, especially in the rematches where he gets stronger and faster. Like many others of his kind, he remains in the back row, forcing a player to use Area Grab to even get close enough for short-range chips. He moves by hopping around, creating many brief moments where any attacks would miss, and his own attacks are pretty fast and execute themselves multiple times in succession. His ultimate attack has a short animation and if it connects, it leaves MegaMan with a status effect that makes it difficult to dodge his other attacks! What this amounts to is the player doing some fancy footwork to dodge all the attacks while desperately trying to land their own.

Mega Man Network Transmission

  • GutsMan.EXE is laughably easy in the main series games, but a complete and utter nightmare in this one. He lumbers around slowly, but his attacks come out fast: he likes to smash the ground with the Guts Hammer which creates a shockwave with an enormous amount of range, and if you try to slide under him when he gets too close he's quick to spin around and nail you with a powerful punch. They're his only attacks, but they deal a horrifying amount of damage and will murder you in no time flat.
  • BrightMan.EXE, the first boss to put up shields to your attacks. Whereas the previous bosses were dodging and slapping the boss hard enough before they got you, BrightMan will murder you if you try the tactics that worked on the previous bosses and, indeed, some of the other bosses you can fight at the same time. And the bosses get craftier, more agile, or with more invincibility shielding from there, making BrightMan a Wake-Up Call Boss.
  • StarMan.EXE isn't one of the bosses that can shield your attacks, but he compensates for that by teleporting around and floating out of range most of the time. Not only that, but one of his two attacks involves dropping meteors diagonally on the screen, sometimes being even impossible to dodge and he LOVES to spam them, and every time he uses the attack he also teleports. It gets even worse when he's on low health, because he drops A LOT more meteors that fill most of the screen and are almost always undodgeable, and if anything he likes to spam them even more at this point.

     Mega Man Star Force series 

Mega Man Star Force

  • Gemini Spark can be particularly painful to fight, especially if you're playing the Pegasus version where your version's Super Mode becomes weak to their attacks. Despite it looking like a Dual Boss, you have to defeat only the black Gemini Spark to defeat them both. Any attacks on the white Gemini Spark are wasted, and it's entirely possible for him to step in front of black Spark when you're trying to line up an attack. Things get worse with their SP forms, where they move and attack so fast that it's hard to find the split-second opportunity to strike.
  • A battle with three level 3 Jammers happens after the Gemini Spark scenario is finished. They have above-average HP and fast attacks. While not too complex, they can overwhelm and quickly end you with their punches and machine guns if you make mistakes. If you die, you may even lose some progress because the battle happens out of nowhere during a long period without Geo asking to save the game. Worse still, because Geo has severed his Brotherbands, you can't rely on the bonuses you'd normally get, which only makes their attacks hit much harder because you no longer have Undershirt to bail you out if you make too many mistakes.

Mega Man Star Force 2

  • Le Mu is the greatest nightmare of the three Star Force final bosses, because the field is a storm of activity. In his first phase, Mega Man has to break open the seal down the front of Le Mu's chest, which is hard when Le Mu is launching giant drills at you, tearing open damaging portals all over the field, summoning Murian soldiers to attack you, or shooting at you with machine guns. Once you break open the seal on its chest, well, then things really get started. You still have to shoot at its core, but now it's moving around, attacking twice as fast and twice as hard, and it even has extra attacks, a pair of BFSes and a Wave-Motion Gun! (Have fun!)
  • Plesio Surf, because of all the irritating rocks he uses to block direct attacks. It also prevents him from being bubbled by Cancer Bubble's attack, allowing for a super-devastating quadruple damage Elec-element combo (water terrain double damage + bubble double damage). Although, one could argue that this was the programmers' way of leveling the playing field to keep the fight from being too one-sided. Still, it's annoying as heck, especially when you need to beat it fast enough to qualify for its strongest Mega Card.
  • Yeti Blizzard can compete with Le Mu itself in term of activities you need to watch out for. Good luck dodging the snowball that only leaves you one square free, the stomp that you can't block, and the ultimate attack that becomes a Giga card.

Mega Man Star Force 3

  • Acid Ace. He has a huge repertoire of moves, with something to break any Noise, and he doesn't follow a clear pattern with them. Then there's the matter of his R form, which is fought directly after Dread Joker R without a chance for you to heal.
  • Similar to the Jammer fight above, there is a fight with two Noise Wizards, one level 3 and one level 4note . The level 4 one has an attack that cracks panels, so you can easily run out of room to dodge and just get barraged constantly by their sword and gun attacks, which they can combo between and just constantly put the pressure on you. It can be shocking how difficult this fight is, because Noise Wizards aren't usually a threat when fought one-on-one.
  • Although the Crimson Dragon is considered one of the easier bosses in the franchise, the sheer amount of activity on screen can be stunning for newer players. You're always attacking, dodging, or blocking, with little to no breathing room in between. He also has the annoying mechanic of having to destroy his head every once in a while (recycled from Battle Network's Alpha) to damage the core, which can end up soaking an extra 800 or so damage over the course of the fight. His Sigma version drives this up even further with an even larger health pool and even faster attacks, making it hard to get an attack in without recovery chips and Super Armor.
  • Apollo Flame. (He's also in the second game, but he's the final Optional Boss there as opposed to being fought halfway through the postgame.) He has a lot of HP, a barrier that regenerates, and a lot of attacks that either can't be blocked or keep you from hitting him until his barrier comes back. It's easier if you have Cancer or Virgo Noise, and infinitely harder if you have Ophiuca or Wolf Noise.

(pow-pow-pow-pow-pow...)
GAME OVER

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