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  • Awesome Music: Oh heck yes. The soundtrack mixes iconic Street Fighter themes with Mega Man stage themes in glorious chiptune. And yes, this includes Guile's Theme.
  • Breather Boss: Chun-Li is incredibly easy, and a good boss to start the game with since her attacks tend to be predictable, slow, or lacking in range.
  • Broken Base:
    • A genuine attempt at Capcom appeasing its fanbase? Or a half-assed attempt project to not outright ignore one of their biggest franchises' 25th anniversary?
    • The question of which characters should represent Street Fighter is not without its fair share of bickering. While the line-up for the regular eight World Warriors is fairly balanced (even counting Ryu as a technical Street Fighter II vet, SFII only comprises half of the spots; the remaining three bosses and the True Final Boss are all from II, though), debates range from "Where's Bison/Akuma/Gill/Juri/etc.?" to "Alpha and/or III needs more reps" to "Still not a single soul from EX?" and just about everything else in-between.
    • Then there's the fact that it was originally a fan game that Capcom saw at EVO, which Capcom grabbed and touted as an anniversary game. Regardless of the game's quality, this has some fans pretty miffed.
    • There are some people who are upset that the one Mega Man game released in two years has Street Fighter in it.
    • The last gauntlet of bosses consists of Bison and his Devas/Grand Masters/whatever the translation is calling them now (with Akuma interrupting your match with Bison if you meet certain requirements), but Sagat, regardless of SF canon, is a no-show? Sagat has since been added to the game as of Version 2, completing the Four Devas.
  • Demonic Spiders: There are many enemies in the game that can take loads of damage and have very annoying attack patterns. The teleporting guys that use Reverse Shrapnel in Dhalsim's stage come to mind. Proper weapon usage makes some of these spiders less demonic.
  • Game-Breaker: Optic Laser for the non-boss parts of each stage (against bosses that aren't weak against it doesn't do much more damage than a charged Mega Buster). It has enormously long range, top priority, and it KOs most enemies in one or two hits. Its only drawback is the higher ammo cost.
  • Good Bad Bugs: Certain levels can have E-Tanks out of place, which can help you get an extra one if you're lucky (and if they aren't stuck in a wall).
  • Hilarious in Hindsight: The entire game became this with both Mega Man's and Ryu's inclusion in the fourth Super Smash Bros. game. Looks like Ryu wasn't quite finished testing the Blue Bomber's mettle.
  • It's Easy, So It Sucks!: A complaint from people who do not like the game: the stages are short and simple with a few completely lacking bottomless pits or spikes, staple hazards in Mega Man games. The Charge Shot is also especially powerful here since it can tear right through even shielded enemies, and aside from a handful of bosses, most of them don't put up too much of a fight.
  • It's Short, So It Sucks!: Another complaint from its detractors: a lot of this game's stages are incredibly short, with standout examples being Chun-Li's, Rolento's, and Balrog's which is just his boss fight. Granted, the last one is also a chase scene but it still isn't that long either.
  • Scrappy Mechanic: Being able to destroy enemies' projectiles with your own is an interesting feature, but fell short with players for two different reasons: one being that just standing still and recklessly firing significantly defangs a lot of enemies and even a few bosses. The other is that it can make some fights even more annoying since your shots can't penetrate most projectiles like in the canon games.
  • Scrappy Weapon: Lightning Kick is a short-ranged melee move in a series where all enemies deal collision damage, and roots you in place until you're finished kicking. It's basically Top Spin, but without the quirks that can at least make it deadly in the right hands.
  • That One Boss: It would be a sin to have a Mega Man-related game without at least one of these.
    • Dhalsim loves to teleport all over the place, and will either telefrag you or punch you incredibly fast from annoying angles. His deadliest attack though is his Yoga Inferno, which fires a stream of flames that shoot everywhere in front of him and is nearly impossible to dodge.
    • Vega (Claw). He only uses melee attacks, but he's very fast and does a crapload of damage, and his weakness is a melee attack. He also has That One Attack where he leaps onto the railing and tries to slash down on you, and is very hard to evade if he performs it in the middle of the arena. In fact, the move you want him to use is his Limit Break, which isn't too difficult to evade and leaves him open in the center after it ends.
    • Akuma. At the start of the battle, he will instantly pull out his Raging Demon, which comes out extremely fast; if he successfully grabs you with it, you die. Rest of the fight he will usually spam fireballs, including really fast ones that travel through yours, is really fast and uses and often uses a faster version of Ryu's Hurricane Kick to move across the screen, during which you can't hurt him. Then again, this is to be expected from a True Final Boss. And Version 2 makes this fight even harder. How, you ask? If you use an E-Tank during the fight, it heals Akuma too.
    • Version 2 adds Sagat. You can probably easily guess how difficult he is to fight.
  • That One Level:
    • C. Viper's stage isn't too bad... until you reach the security system that starts blasting an instant kill laser behind you. If you delay to kill the barriers in front of you for even a second, the lasers will kill you just before you climb up the ladder to the next screen.
    • Vega's stage is a huge pain in the ass. Half if it is one long vertical climb clogged with enemies, where one slip-up can send you falling down to the previous screen.

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