History ThatOneBoss / MegaMan

27th Apr '17 7:41:37 AM MarsJenkar
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** The Yellow Devil's 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 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.

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** The Yellow Devil's 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 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.



*** The key to survive this fight is to ''memorize the entire splitting pattern'' since it doesn't change at all. Full knowing when you can jump and when you can't gotta give you some kind of advantage.

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*** The key to survive surviving this fight is to ''memorize the entire splitting pattern'' since it doesn't change at all. Full Fully knowing when you can jump and when you can't gotta give gives you some kind a significant advantage. However, [[GoddamnedBoss the boss is still annoying to deal with]] because of advantage.the short windows of vulnerability.
5th Mar '17 4:10:07 PM Spanks
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* [[ConfusionFu The Doc Robot mimicking Quick Man.]] Remember how in ''2'', Quick Man was a FragileSpeedster and ''still'' tricky to beat? [[LightningBruiser Remove the fragility and increase his size]] [[OhCrap and you have this boss.]]

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* [[ConfusionFu The Doc Robot mimicking Quick Man.]] Remember how in ''2'', Quick Man was a FragileSpeedster and ''still'' tricky to beat? [[LightningBruiser Remove the fragility and increase his size]] [[OhCrap and you have this boss.]]]] It says a lot when the most basic strategy is to ''deliberately try to get hit'' by his boomerangs, which hurt far less than [[CollisionDamage colliding with him]], which is a near-inevitability.
27th Feb '17 8:47:00 AM Getta
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* Magma Dragoon, considering he has both the fire-based [[{{StreetFighter}} Hadoken (Fireball) and Shoryuken (Dragon Punch)]] and loves to constantly use these moves. This isn't even the best part, as when he gets hurt enough, he'll shoot out a large stream of fire, or summon a fiery meteor storm that is pretty much impossible to dodge. This is take UpToEleven with Zero, who has to slash him at close-range, unlike X who can easily fight him from a decent distance away.

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* Magma Dragoon, considering he has both the fire-based [[{{StreetFighter}} [[Videogame/StreetFighter Hadoken (Fireball) and Shoryuken (Dragon Punch)]] and loves to constantly use these moves. This isn't even the best part, as when he gets hurt enough, he'll shoot out a large stream of fire, or summon a fiery meteor storm that is pretty much impossible to dodge. This is take UpToEleven with Zero, who has to slash him at close-range, unlike X who can easily fight him from a decent distance away.



* Sigma's an exhausting grudge match, with ''three'' forms, the last consisting of two separate bosses that switch in and out of the fight and do NOT share health, and no breaks in between. The first form goes down easily enough, but the second delights in chasing you around with his SinisterScythe and filling the screen with projectiles, and the third? Each form stays on screen for maybe thirty seconds at a time, and alternates with three robot heads who try to knock off bits of your health and never stay dead for good. One of the two forms is prone to busting out a nasty laser attack with maybe a second's window for dodging, and the second has a nearly unavoidable garbage-spray and an attack that can knock you into some (non-lethal but very painful) spikes. And while X can tear through the first two forms with ease and at least keep the last at a safe distance, Zero has to deal with these things ''up close.''

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* Storm Owl, a flying boss with variety of dangerous attacks. His swooping move is hard to predict and avoid, and will deal high damage to you should it connects. His feather shots cover a wide area, and he can summon wind orbs which float onto a position each (covering parts of the area) and block your shots, then fly towards your position. There's also his DesperationAttack where he spams wind orbs to 4 directions; you have to constantly move to stay on the safe spot (including upwards to the the top platform). Oh, and he puts a wind barrier that blocks your further attacks whenever he gets hit too much. He's easy with his weakness weapon (even the hard-to-use Rakuhouha) but he's daunting without it.
* Sigma's an exhausting grudge match, with ''three'' forms, the last consisting of two separate bosses that switch in and out of the fight and do NOT share health, and no breaks in between. The first form goes down easily enough, but the second delights in chasing you around with his SinisterScythe and filling the screen with projectiles, and the third? Each form stays on screen for maybe thirty seconds at a time, and alternates with three robot heads who try to knock off bits of your health and never stay dead for good. One of the two forms is prone to busting out a nasty laser attack with maybe a second's window for dodging, and the second has a nearly unavoidable garbage-spray and an a wind attack that can knock you into some (non-lethal but very painful) spikes. And while X can tear through the first two forms with ease and at least keep the last at a safe distance, Zero has to deal with these things ''up close.''



* Squid Adler. His strategy is basically [[BulletHell filling the screen with lightning projectiles]]. Also if his health is depleted by 1/3, he'll electrify the floor (temporarily), forcing you to take the walls and the floating blocks he oh-so-kindly summons for you (which can also disappear without warning). Worse, he might sometimes summon ''electrified'' blocks instead, and his DesperationAttack is him firing a wide spread of lightning at once. The weapons he's weak to are hard to use; X's Goo Shaver will go downward diagonally if fired in midair (and he flies a lot), while Zero's F-Splasher will require him to ''airdash towards him'' (which will damage Zero as well if you're not careful).



* Infinity Mijinion, whose main gimmick is cloning an infinite amount of himself. His clones have the uncanny ability to get in your way a whole bunch until you forget which one's the real one. Even getting to him is a huge problem because the entire stage is spent fighting Illumina, which is no walk in the park either. Heck, this is a case in which using the boss' weakness probably makes the battle ''harder''. Hitting him with the uncharged Guard Shell is difficult, if only because it only works against one of his attacks (which is unpredictable to use, mind you), but if it ''does'' hit, it ''creates another clone''. It wouldn't even be that bad if the clones didn't have so much health, usually taking three charged normal shots to destroy.

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* Infinity Mijinion, whose main gimmick is cloning an infinite amount of himself. His clones have the uncanny ability to get in your way a whole bunch until you forget which one's the real one. The clones also releases slow-moving homing blobs of goo which further add to the difficulty. Even getting to him is a huge problem because the entire stage is spent fighting Illumina, which is no walk in the park either. Heck, this is a case in which using the boss' weakness probably makes the battle ''harder''. Hitting him with the uncharged Guard Shell is difficult, if only because it only works against one of his attacks (which is unpredictable to use, mind you), but if it ''does'' hit, it ''creates another clone''. It wouldn't even be that bad if the clones didn't have so much health, usually taking three charged normal shots to destroy.



** Basically, High Max isn't that much of a challenge in terms of his attacks, at least not as much as he is annoying. He's impossible to beat without any boss weapons, and even then, he only takes a small amount of damage. Zero has to stun him with a boss attack then slash him, which leads to doing pretty low damage, unless you can stun him when he's low enough to peg him with the Z-Buster (which deals far more damage in one shot at point blank than a single slash from the Z-Saber).
*** When he TurnsRed, you're spared the tedious "stun and hit" cycle from before and can hurt him anytime, but he turns into TheBerserker. He floats in the center of the room, spawning four orbs around him at a time and fires them at you one by one in a barrage. If you were too clumsy during the rest of the fight, this attack will kill you very quickly. But when he's fought again in [[ThatOneLevel Gate's Laboratory]] is where controllers start being broken. He gains a barrier that has to be destroyed before the player can deal serious damage, which he can fire to the side and crush the player with. He also gains a watered-down variant of his final attack, which he can use during his "Energy Sphere (DESU BORU (or Death Ball))" attack. Unless you can finish him off in short order, you will die -- again, and again, and again.

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** Basically, High Max isn't that much of a challenge in terms of his attacks, at least not as much as he is annoying. He's impossible to beat without any boss weapons, and even then, he only takes a small amount of damage. X has to stun him with a charged buster and then use a boss' attack to deal damage, while Zero has to stun him with a boss attack then slash him, which leads to doing pretty low damage, unless you can stun him when he's low enough to peg him with the Z-Buster (which deals far more damage in one shot at point blank than a single slash from the Z-Saber).
Z-Saber). Everytime you successfully do it, he'll enter a lengthy invulnerable phase.
*** When he TurnsRed, you're spared the tedious "stun and hit" cycle from before and can hurt him anytime, but he turns into TheBerserker. He floats in the center of the room, spawning four orbs around him at a time and fires them at you one by one in a barrage. If you were too clumsy during the rest of the fight, this attack will kill you very quickly. But when he's fought again in [[ThatOneLevel Gate's Laboratory]] is where controllers start being broken. He gains a barrier that has to be destroyed before the player can deal serious damage, which he can fire to the side and crush the player with. He also gains a watered-down variant of his final attack, which he can use during his "Energy Sphere (DESU "DESU BORU (or Death Ball))" Ball)" attack. Unless you can finish him off in short order, you will die -- again, and again, and again.



!!''Mega Man X8''

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!!''Mega Man X8''!!''Videogame/MegaManX8''



* 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, [[OneHitKO which is almost instant death if it connects]] if you don't have any Life Ups. It's more bearable with the Ride Armor... [[GuideDangIt if you knew you could take it with you to the boss.]] And you don't have access to it at all in the BossRush, so good luck with that.

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* 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, [[OneHitKO which is almost instant death if it connects]] if you don't have any Life Ups. It's more bearable with the Ride Armor... [[GuideDangIt if you knew you could take it with you to the boss.]] And you don't have access to it at all in the BossRush, 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).




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* Cubit Foxtar. She's able to fire her fireballs in several intricate ways, and especially if you hit her with a lightning attack, she'll transform into 5 "ghost flames" that will then fly around the screen in a pattern that requires you to time your dashes; she's invulnerable when she does this.
12th Feb '17 11:09:25 PM LucaEarlgrey
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[[/folder]]

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[[/folder]][[/folder]]
----
-> ''(pow-pow-pow-pow-pow...) \\
[[http://www.youtube.com/watch?v=FAXJ3XUIXWk GAME OVER]]''
10th Feb '17 9:33:18 PM Edgar81539
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* Charge Man. His charge attack can catch the player off guard if not careful, and he spends most of the battle in an invulnerable state (again, either from charging Mega Man or using his coal attack). Good luck using his weakness, the [[ScrappyWeapon Power Stone]].
27th Jan '17 3:22:22 PM Edgar81539
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* [[AdvancingBossOfDoom HannyaNED]], the flying oni mask boss at the end of Wily Stage 3. The screen autoscrolls, it has a plethora of hard-to-avoid attacks such as barrages of bombs and EyeBeams, and its weak point is very small and can only be reached by jumping on the missiles that only stay on screen for a fraction of a second.
27th Jan '17 2:05:52 AM Edgar81539
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* Freeze Man, with his extremely erratic, hard-to-predict pattern, swift movement, fast attacks coming from every angle, and ability to immobilize you? Yeah, that.


Added DiffLines:

** To elaborate, Slash Man has three different attack patterns. One where you can freely shoot him because he keeps following you and trying to slash you, one where he will make a big jump directly towards your position that can be dodged with good use of the slide... or his favorite pattern, where he goes to the ceiling, starts dropping 5 blobs of goop that immobilize you and then he can randomly choose to wall dash at you or go back to one of his starting patterns. The blobs don't have any pattern so you depend on your reflexes to dodge them, and if you get hit by one you depend on button mashing fast enough to get out of that predicament, and if you're unlucky enough you will only get hit by another blob. That or Slash Man uses his wall dash and hits you for massive damage. The kicker? His weakness (Freeze Cracker or Scorch Wheel) makes him repeat the third pattern over and over. Is there any wonder Slash Man is seen as TheScrappy of the classic series by some?
24th Jan '17 11:29:56 PM Ferot_Dreadnaught
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* Aeolus. Not for his relatively tame attack pattern, though [[StealthPun 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 [[GameBreaker Time Bomb]] unhelpful. All in all, he's a surprisingly GenreSavvy bastard.

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* Aeolus. Not for his relatively tame attack pattern, though [[StealthPun 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 [[GameBreaker Time Bomb]] unhelpful. All in all, he's a surprisingly GenreSavvy savvy bastard.
22nd Jan '17 3:38:00 AM Edgar81539
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* Needle Man is also pretty bad, especially if you're trying to do a No-Damage Run. His attacks are unpredictable, he has a long-range attack where he impales you with his head, and he will fire out spikes at a machine gun rate that are really hard to dodge. He's also pretty durable, unlike Quick Man.

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* Needle Man is also pretty bad, especially if you're trying to do a No-Damage Run. His attacks are unpredictable, he has a long-range attack where he impales you with his head, and he will fire out spikes at a machine gun rate that are really hard to dodge. He's also pretty durable, unlike Quick Man.



* Bright Man, who's basically a much tougher version of Flash Man from ''VideoGame/MegaMan2''. Flash Man just randomly ran around and occasionally froze you in place so he could hit you, but Bright Man does the same thing with a much higher AI and much more jumping around, timing it so when you try to dodge him he'll freeze you and then attack. Fighting Bright Man becomes less of a task if you shoot him with the Mega Buster once and then use his weakness, Toad Man's Rain Flush, as he will never use his Flash Stopper from that point on [[spoiler:because he will only use it when his health is at exactly 16, 8, or 4]]. Even if you figure out his pattern, he is still a major pain, especially for those people out doing {{No Damage Run}}s.



* Pharaoh Man is often called the Quick Man of the game, and he earned it. He jumps around the arena while throwing small Pharaoh Shots at you, and then he stops to charge up a powerful Pharaoh Wave, and while dodging Pharaoh Wave is not bad if he does it from the lowest or highest areas of his arena, the rematch in Wily Castle takes place on a flat arena, so good luck timing your jump over it.



* Most of the robot masters could qualify. All but two of them like to attack with collision damage and for whatever reason, all the robot masters in this game deal massive collision damage.

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* Most of the robot masters could qualify. All but two of them like to attack with collision damage and for whatever reason, all the robot masters in this game deal massive collision damage.




* The Paozo elephants from Concrete Man's stage. What makes it worse is the fact they're ''only mini-bosses''. These guys are also found in the downloadable Special Stage featuring [[spoiler:Fake Man, the impostor police robot who arrested Dr. Light]] and Endless Attack.
* Concrete Man hits very hard. The Laser Trident doesn't do much damage to him and he has an unavoidable attack if you're stuck in concrete. While the Laser Trident can pierce through the block of his weapon, it don't work if you're trapped in it -- and they travel diagonally from the air and are ''very fast''. He's so bad that he can even screw up the BossRush.



* Pump Man, mainly because he controls the water current on the floor to work against you and make you even slower than you already are, which makes dodging his attacks almost impossible, especially as Mega Man who can't slide in this version. It doesn't help that he can negate his weakness weapon, the Thunder Wool, if he times his attack correctly.
* Solar Man is pretty much impossible without his weakness weapon, the Water Shield, mainly because he can absorb the shots from your Mega Buster and shoot a huge burst of energy right back at you when he has enough power. Good luck if you take him on first, especially since the mini-boss Suzak & Fenix are just as tough.



* Armored Armadillo has 3 strategies: guarding, bouncing off the walls, and shooting his energy shots. He's invincible whenever he isn't shooting at you, as he will most likely block your attack. Guess what he decides to never do 90% of the time.
** Now try fighting him 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.
** Try fighting Armored Armadillo WITHOUT beating Spark Mandrill[[note]]for added difficulty, receiving Dash Boots from Chill Penguin's stage[[/note]] first. Even a fully charged X-Buster shot won't even scratch him.

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* Armored Armadillo has 3 strategies: guarding, bouncing off the walls, and shooting his energy shots. He's invincible whenever he isn't shooting at you, as he will most likely block your attack. Guess what he decides to never do 90% of the time.
** Now try fighting him
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.
** Try fighting Armored Armadillo WITHOUT beating Spark Mandrill[[note]]for added difficulty, receiving Dash Boots from Chill Penguin's stage[[/note]] first. Even a fully charged X-Buster shot won't even scratch him.
hellish.



* Launch Octopus. He dishes out homing torpedoes like candy and MacrossMissileMassacre is his trademark. When he's not firing torpedoes at you, he's jumping clear across the arena right on top of you. And to make matters worse, he also has a nasty attack called E-Drain where he creates a whirlpool that pulls X into his grasp. And guess what [[LifeDrain it does when he grabs you]].
** You can cut off his tentacles, making him unable to do Homing Torpedo and E-Drain, but this results in him spamming his straight firing torpedoes. Also, since his weakness is stopped by one projectile, you'll have a ball of a time even hurting him.
*** On the other hand, you can cut off his tentacles and then unleash uncharged shots from the X-Buster with impunity. It's kinda fun.



* However, the most difficult boss in the game by far is Sigma. First off, he has three forms, all of which can do massive damage. Assuming you picked up everything in the game, his dog can kill you in 5 hits. However, these collectibles can be monstrous to get, with some making no sense whatsoever. If you miss some heart tanks, you will pay. Notice I haven't gone into the boss itself yet.
** Phase one is hard. The dog has two attacks, which deal loads of damage. The fire attack arcs in a line to do massive damage, while the spark attack is almost a guaranteed hit if you aren't wall-jumping. The second phase has two settings. There is a pattern you can lock Sigma in which makes him easy. However, he will knee you in the face if given a chance. This is a heavily damaging attack. Also, he blocks. Which leads to phase three.
** Only two weapons can hit Wolf-Sigma's head, and both are un-wieldly. A fully charged buster shot, a 5-10 second charge, does 1 damage. The Rolling Shield, the most annoying weapon to use in the game thanks to an inability to fire straight, does two. However, this is just how you damage him. His attacks do anywhere from one 'weak' hit of 5 damage, or 10-14 damage out of your life bar, a 4HKO at most. This is only aggravated by what those attacks are. This boss has two hands and each can do two attacks. They can shoot lightning, which is telegraphed, covers an entire column of the screen, and will be spammed. The hands also swipe at you, which is your one true opportunity to get on them and ride them up to Sigma's head. Unfortunately, you won't have much time. As soon as the hand gets back to its original position before the swipe, it will shoot lightning. There is one other opportunity to get on the hands: wall jumping up the sides and praying that his hands are both out of position and not firing. Sigma's head also has two attacks. It telegraphs when, but not which attack it will use. It can fire electric sparks which take an almost perfectly timed dash to dodge, if you are not in the corner where it starts. It also can breath an impassable stream of fire which can start in the mid-right or mid-left of the room. Since you have no idea which attack Sigma will use, nor where it starts, you have a 1/4th chance of getting hit without a chance to dodge. The lightning from the hands attacks separately, and loves to trap you between fire and lighting. This is the worst fight in the game, bar none. And third in annoyance to the Yellow Devil and Buebeam trap in the entire series.

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* However, the most difficult boss in the game by far is Wolf Sigma. First off, he has three forms, all of which can do massive damage. Assuming The first time you picked up everything in the game, his dog can kill you in 5 hits. However, these collectibles can be monstrous to get, with some making no sense whatsoever. If you miss some heart tanks, fight him, you will pay. Notice I haven't gone be surprised by the sheer increase in difficulty from his previous forms that can be easily locked into the boss itself yet.
** Phase one is hard. The dog has two attacks, which deal loads of damage. The fire attack arcs in a line to do massive damage, while the spark attack is almost a guaranteed hit if you aren't wall-jumping. The second phase has two settings. There is a pattern you can lock Sigma in which makes him easy. However, he will knee you in the face if given a chance. This is a heavily damaging attack. Also, he blocks. Which leads to phase three.
**
exploitable patterns. Only two weapons can hit Wolf-Sigma's head, and both are un-wieldly. A fully charged buster shot, a 5-10 second charge, does 1 damage. The Rolling Shield, the most annoying weapon to use in the game thanks to an inability to fire straight, does two. However, this is just how you damage him. His attacks do anywhere from one 'weak' hit of 5 damage, or 10-14 damage out of your life bar, a 4HKO at most. This is only aggravated by what those attacks are. This boss has two hands and each can do two attacks. They can shoot lightning, which is telegraphed, covers an entire column of the screen, and will be spammed. The hands also swipe at you, which is your one true opportunity to get on them and ride them up to Sigma's head. Unfortunately, you won't have much time. As soon as the hand gets back to its original position before the swipe, it will shoot lightning. There is one other opportunity to get on the hands: wall jumping up the sides and praying that his hands are both out of position and not firing. Sigma's head also has two attacks. It telegraphs when, but not which attack it will use. It can fire electric sparks which take an almost perfectly timed dash to dodge, if you are not in the corner where it starts. It also can breath an impassable stream of fire which can start in the mid-right or mid-left of the room. Since you have no idea which attack Sigma will use, nor where it starts, you have a 1/4th chance of getting hit without a chance to dodge. The lightning from the hands attacks separately, and loves to trap you between fire and lighting. This is the worst fight in the game, bar none. And third in annoyance to the Yellow Devil and Buebeam trap in the entire series.



* Magna Centipede isn't just difficult, but an outright LuckBasedMission if you don't have his weakness, or at the very a least a near-full set of upgrades. His favorite trick is to use an attack which cannot be avoided and will gradually cripple X's combat abilities for the duration of the battle, eventually leaving X with no charge shot, a slow firing rate and limited jumping abilities. After that, he'll bombard you non-stop with ninja throwing stars until you die. While having his weakness does make things a ''lot'' easier by taking out his disabling attack, that still leaves you with a constant stream of throwing stars, and his habit of rapidly teleporting and bouncing around the room makes it difficult to hit him with follow-up attacks.

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* Magna Centipede isn't just difficult, but an outright LuckBasedMission if you don't have his weakness, or at the very a least a near-full set of upgrades. His favorite trick is to use an attack which cannot can only be avoided by spamming dashes and will gradually cripple X's combat abilities for the duration of the battle, eventually leaving X with no charge shot, a slow firing rate and limited jumping abilities. After that, he'll bombard you non-stop with ninja throwing stars until you die. While having his weakness does make things a ''lot'' easier by taking out his disabling attack, that still leaves you with a constant stream of throwing stars, and his habit of rapidly teleporting and bouncing around the room makes it difficult to hit him with follow-up attacks.



* [[LightningBruiser Violen]] is the worst of the three fights you have to do to get the Zero Parts, considering he liked the idea of Armadillo's invincible attacks, but decided to make them even less predictable. Lady Luck needs to be on your side both times to defeat this guy. Why? His ball-and-chain attack. Whenever he fires it, it will do one of two things. Either it will bounce in an arc in a far-mid-close range configuration, or it will bounce around the room at random. When it bounces randomly, it will lazily trail Mega Man, but it bounces off the wall at weird angles. Trying to outrace it is impossible, as it merely has to decide to cut your escape route off and it will.
* Serges is even worse the second time you face him. He's long been held up as the hardest boss of ''X2''. The fight starts with Serges in a tank with four cannons, taking up half the screen. The other half is reserved for you, four platforms that move up and down, and a floor full of spikes.
** In the first half of the fight, Serges will move up and down inside the machine, and fire whatever cannon he is behind when he stops. The projectiles from the cannons bounce and curve oddly, making them hard to predict. In addition, Serges is fast, and you may not realize which projectile he's going to fire before it smacks you in the face. If you decide not to use the Giga Crush (why?), didn't find the upgrade (possible), or don't have it charged (likely), you'll have a lot to balance.
** Once the cannons are destroyed, the second half begins. Serges' tank moves forward, destroying two of your safe platforms. After that, he will constantly fire green shots that split into fours. He has very good aim, and while the split pattern is predictable, it's difficult to keep track of while jumping around on what limited safe space you have. His weakness is the Sonic Slicer, but good luck hitting him with it, since it flies slowly and not quite straight.
* Even the first fights can be challenging without their weaknesses. Serges in particular is invincible a fair part of the time, drops mines on the ground, forcing your jumping to be near-perfect, gives you a small window to jump over his floating platform before he slams you into the wall (while he's spraying a circle of lasers the entire time), and only gives you equally brief windows where he's guaranteed to not be shielded.
* Agile's first fight is possibly the easiest of the three, but can still be something of a challenge for the unprepared. His slash beams take up a good half of the screen, and the lower of the two possible paths looks as if it will sail over your head if you just stand still, but will still hit you (you have to dash into them to get low enough to avoid them), something that will probably catch a first-time player off-guard.

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* The first fights against the X-Hunters can be challenging without and with their weakness.
** Serges in particular is invincible a fair part of the time, drops mines on the ground, forcing your jumping to be near-perfect, gives you a small window to jump over his floating platform before he slams you into the wall (while he's spraying a circle of lasers the entire time), and only gives you equally brief windows where he's guaranteed to not be shielded.
**
[[LightningBruiser Violen]] is the worst of the three fights you have to do to get the Zero Parts, considering he liked the idea of Armadillo's invincible attacks, but decided to make them even less predictable. Lady Luck needs to be on your side both times to defeat this guy. Why? His ball-and-chain attack. Whenever he fires it, it will do one of two things. Either it will bounce in an arc in a far-mid-close range configuration, or it will bounce around the room at random. When it bounces randomly, it will lazily trail Mega Man, but it bounces off the wall at weird angles. Trying to outrace it is impossible, as it merely has to decide to cut your escape route off and it will.
* Serges
will. The rematch against him on the X-Hunters base is even worse harder as now it will randomly spawn blocks that bounce his spike ball attacks. If you try to be cheeky and think that you can use the second time you face him. He's long been held up blocks as the hardest boss of ''X2''. The fight starts with Serges in a tank with four cannons, taking up half the screen. The other half is reserved for you, four platforms that move up and down, and a floor full of spikes.
** In
to avoid his attacks think again as the first half of the fight, Serges will move up and down inside the machine, and fire whatever cannon he is behind when he stops. The projectiles from the cannons bounce and curve oddly, making them hard to predict. In addition, Serges is fast, and you may not realize which projectile he's going to fire before it smacks you in the face. If you decide not to use the Giga Crush (why?), didn't find the upgrade (possible), or don't have it charged (likely), you'll have a lot to balance.
** Once the cannons
blocks are destroyed, the second half begins. Serges' tank moves forward, destroying two destroyed by his ball on rebound. Both battles are more of your safe platforms. After that, he will constantly fire green shots that split into fours. He has very good aim, and an attrition match than anything else while the split pattern is predictable, it's difficult to you keep track of while jumping around on what limited safe space you have. His weakness is the Sonic Slicer, but good luck hitting trying to hit him with it, since it flies slowly the Mega Buster or the Bubble Splash and not quite straight.
* Even the first fights can be challenging without their weaknesses. Serges in particular is invincible a fair part of the time, drops mines on the ground, forcing your jumping to be near-perfect, gives you a small window to jump over his floating platform
kill him before he slams you into the wall (while he's spraying a circle of lasers the entire time), and only gives you equally brief windows where he's guaranteed to not be shielded.
* Agile's first fight is possibly the easiest of the three, but can still be something of a challenge for the unprepared. His slash beams take up a good half of the screen, and the lower of the two possible paths looks as if it will sail over your head if you just stand still, but will still hit you (you have to dash into them to get low enough to avoid them), something that will probably catch a first-time player off-guard.
kills you.



* Crush Crawfish, mainly because if he grabs the player character with his huge pincers, he will proceed to crush them as his name implies. He can deal a '''serious''' amount of damage (you can struggle out if it, though). And if the player character tries to evade his painful pinching attack, he throws some boomerang-like object to bring the player back down!
* Volt Catfish is an absolute nightmare of epic proportions if you lack his weakness, and still hard even if you do have it. His attacks are inanely hard to dodge, as you'll be dashing for your life the entire fight, with not even a second for a breather. He's also incredibly unpredictable, as even with all your dashing prowess he'll manage to somehow use the move that hits you at that exact spot anyway. The worst part is his half-hp move, which renders him invulnerable for a good 15 or so seconds, all the while you have to dodge electric sparks going everywhere and at the end he does an extremely damaging headbutt with no warning whatsoever. ''And he proceeds to spam this attack for the rest of the fight.''

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* Crush Crawfish, mainly because if he grabs the player character with his huge pincers, he will proceed to crush them as his name implies. He can deal a '''serious''' amount of damage (you can struggle out if it, though). And if the player character tries to evade his painful pinching attack, he throws some boomerang-like object to bring the player back down!
* Volt Catfish is an absolute nightmare of epic proportions if you lack his weakness, and still hard even if you do have it.proportions. His attacks are inanely hard to dodge, as you'll be dashing for your life the entire fight, with not even a second for a breather. He's also incredibly unpredictable, as even with all your dashing prowess he'll manage to somehow use the move that hits you at that exact spot anyway. The worst part is his half-hp move, which renders him invulnerable for a good 15 or so seconds, all the while you have to dodge electric sparks going everywhere and at the end he does an extremely damaging headbutt with no warning whatsoever. ''And he proceeds to spam this attack for the rest of the fight.'''' However, by using his weakness (Tornado Fang, one of the easiest weapons to get with an armorless weaponless Megaman) his threat is reduced several levels. While having such a big weakness would make him not qualify for this list, the sheer unbalance between fighting him with it and without it should be noted.



* Sigma and Kaiser Sigma. Sigma's swapped out his Z-Saber and WolverineClaws for a ComicBook/CaptainAmerica-esque shield, which [[LuckilyMyShieldWillProtectMe defends him from all attacks as long as it's bared]]. His main attack consists of spraying fireballs all over the place, which have an unpredictable pattern and do ''huge'' damage. They can be avoided by air-dashing to the wall Sigma's adjacent to, so of course he begins throwing his shield to knock you out of the sky. And when you do bring him down, you get to face Kaiser Sigma, who takes up a quarter of the screen, fills another quarter of it with floating mines, takes another chunk with shots from his cannons, has a weak spot about the size of a pinhead, and keeps his back to you for half the match. Defeating him is not enough, as you have to do an escape segment with a rising inferno eager to nip away your last few bars of health while Sigma's soul threatens to possess X's body to replace its own. He may be the final boss, but he's considered to be easily the worst of all the SNES games.
** Sigma fireballs and attacks are actually not unpredictable. The problem is how blazingly fast his attacks are.

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* Sigma and Kaiser Sigma. Sigma's swapped out his Z-Saber and WolverineClaws for a ComicBook/CaptainAmerica-esque shield, which [[LuckilyMyShieldWillProtectMe defends him from all attacks as long as it's bared]]. His main attack consists of spraying fireballs all over the place, which and while these have an unpredictable pattern and do ''huge'' damage. They can be avoided by air-dashing obvious patterns they are blazingly fast, adding to the wall Sigma's adjacent to, so of course frustration. At 50% health he begins throwing will start spamming his shield to knock attack, that while also predictable is extremely fast. When you out defeat him, Kaiser Sigma appears. His battle body is so big he fills one third of the sky. And when you do bring him down, you get to face Kaiser Sigma, who takes up a quarter of the screen, fills another quarter of it with floating mines, takes another chunk with shots from screen and his cannons, has a weak spot about is the size of a pinhead, and keeps his back to you for half the match. Defeating him is not enough, as you pin. His weakness? Oh wait, he doesn't have to do an escape segment with a rising inferno eager to nip away your last few bars of health while Sigma's soul threatens to possess X's body to replace its own. He may be the final boss, but any weakness and he's considered to be easily only damaged by charged Buster shots in the game with arguably the worst of all Buster upgrade in the SNES games.
** Sigma fireballs
X series so you're stuck with level 2 and attacks are actually not unpredictable. level 3 charged shots. He has 2 patterns, one when you're facing his back and one when you're in front of him. The problem is how blazingly fast first makes him shoot several tracking missiles that hit extremely hard. The second makes him charge a laser that tracks you and continuously damages and stuns you when you get hit by it. All the while he's spawning tracking bombs. And to add insult to injury, the first time you try to hit his attacks are.obvious weak spot, you will find out that you need [[HitboxDissonance to aim for his battle body propellers instead of the head]].



* Zero finds some of his bosses tougher considering that he is suitable for advanced players, especially because it's a technique from another boss that hits their weakness. The aforementioned Magma Dragoon is weak to Storm Owl's weapon... for X, who gets the Double Cyclone. Zero only gets the ability to cancel shots with his saber, which does no extra damage to Dragoon. Also applies to Split Mushroom's weapon against Cyber Peacock; X gets the Soul Body which creates an invincible psychedelic copy of himself that damages Cyber Peacock and interrupts his attacks, Zero gets a double jump and the ability to hit everything around him when he attacks while jumping, which of course deals no extra damage to Cyber Peacock. Same goes for Jet Stingray's weapon against Slash Beast; X gets the Ground Hunter that breaks Slash Beast's claw, Zero gets an Air Dash that does no damage. This can go the other way around as well if someone plays as X after playing as Zero; Web Spider gives Zero the Raijingeki technique, which is his means of hitting Magma Dragoon and Slash Beast's weaknesses, and they both NoSell X's Lightning Web. Likewise, Zero's Ryuenjin technique hits Cyber Peacock's weakness but the Rising Fire that X gets isn't very effective against the same boss.




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* Gamma Sigma may have an unfinished battle body but he's no pushover. He likes to alternate between invulnerability and vulnerability periods while continuously shooting electric balls and trying to crush you with his hands. To top it off, he has 2 extremely hard to avoid attacks. One makes him spawn an energy cube that follows you at light speed and makes humongous ammounts of damage even against armored X and takes about one third of the screen. The energy cube will fully acquire form after a few seconds of chasing you and then it will still follow you so you need to have god-like reflexes to avoid it. The other one makes one of his hands shoot lightning from above and will also track you to hit for humongous damage, so you need to take refuge right under his lightning attack blind spot. The hand will keep moving so you need to follow along slowly.



*** When he TurnsRed, you're spared the tedious "stun and hit" cycle from before and can hurt him anytime, but he turns into TheBerserker. He floats in the center of the room, spawning four orbs around him at a time and fires them at you one by one in a barrage. If you were too clumsy during the rest of the fight, this attack will kill you very quickly. But when he's fought again in [[ThatOneLevel Gate's Laboratory]] is where controllers start being broken. He gains a barrier that has to be destroyed before the player can deal serious damage, which he can fire to the side and crush the player with. He also gains a watered-down variant of his final attack, which he can use during his "Energy Sphere (DESU BORU (or Death Ball))" attack. Unless you can finish him off in short order, you will die -- again, and again, and again. [[spoiler:Although if you know how to do it (short hop with Ensuizan for Zero), the final fight turns into a BreatherBoss, since you can lock him up in what amounts to an infinite that he has no answer to, making the whole affair trivial.]]
* Nightmare Snake, the {{Sub Boss}} of Blaze Heatnix's stage. Which you fight '''5''' times over the course of the entire stage, with exactly 1 segment that doesn't involve fighting it or the actual boss. The worst offender is the part where you fight it while forced-scrolling upwards on very small footholds. Which the sub-boss is bigger than. There is also insta-kill lava ''covering half the fucking screen.'' [[spoiler:However, Rekkoha and a charged Ray Arrow or Metal Anchor will eviscerate their health bar in a matter of seconds.]]
* Gate is quite unpredictable, and has total invulnerability to all of attacks save for [[TennisBoss his energy sphere attack.]] At that, he spends most of the time flying into you rather than using it. His attacks are extremely difficult to predict and retaliate with, since they need to be level with him, and then hit him in the face as they break from damage. [[MalevolentArchitecture Try doing all that over a bottomless pit where the only footing you'll ever get is a handful of small ledges.]] The "gates" that he spawns that you're supposed to damage him with don't make the battle any easier. One follows you around the room, another fires at you, yet another pulls you toward it, and they explode in six different directions, meaning you're likely going to be hit in one of them. When he TurnsRed, he gains an attack that destroys those tiny little ledges that you're supposed to land on. Sub-Tanks are more or less a waste, since the usual cause of death here will be falling to your death due to Gate or his attacks flying into you. At least the game grants a tiny bit of mercy by giving you bottomless pit invincibility when you defeat him.

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*** When he TurnsRed, you're spared the tedious "stun and hit" cycle from before and can hurt him anytime, but he turns into TheBerserker. He floats in the center of the room, spawning four orbs around him at a time and fires them at you one by one in a barrage. If you were too clumsy during the rest of the fight, this attack will kill you very quickly. But when he's fought again in [[ThatOneLevel Gate's Laboratory]] is where controllers start being broken. He gains a barrier that has to be destroyed before the player can deal serious damage, which he can fire to the side and crush the player with. He also gains a watered-down variant of his final attack, which he can use during his "Energy Sphere (DESU BORU (or Death Ball))" attack. Unless you can finish him off in short order, you will die -- again, and again, and again. [[spoiler:Although if you know how to do it (short hop with Ensuizan for Zero), the final fight turns into a BreatherBoss, since you can lock him up in what amounts to an infinite that he has no answer to, making the whole affair trivial.]]
* Nightmare Snake, the {{Sub Boss}} of Blaze Heatnix's stage. Which you fight '''5''' times over the course of the entire stage, with exactly 1 segment that doesn't involve fighting it or the actual boss. The worst offender is the part where you fight it while forced-scrolling upwards on very small footholds. Which the sub-boss is bigger than. There is also insta-kill lava ''covering half the fucking screen.'' [[spoiler:However, Rekkoha and a charged Ray Arrow or Metal Anchor will eviscerate their health bar in a matter of seconds.]]
* Gate is quite unpredictable, and has total invulnerability to all of attacks save for [[TennisBoss his energy sphere attack.]] At that, he spends most of the time flying into you rather than using it. His attacks are extremely difficult to predict and retaliate with, since they need to be level with him, and then hit him in the face as they break from damage. [[MalevolentArchitecture Try doing all that over a bottomless pit where the only footing you'll ever get is a handful of small ledges.]] The "gates" that he spawns that you're supposed to damage him with don't make the battle any easier. One follows you around the room, another fires at you, yet another pulls you toward it, and they explode in six different directions, meaning you're likely going to be hit in one of them. When he TurnsRed, he gains an attack that destroys those tiny little ledges that you're supposed to land on. Sub-Tanks are more or less a waste, since the usual cause of death here will be falling to your death due to Gate or his attacks flying into you. At least the game grants a tiny bit of mercy by giving you bottomless pit invincibility when you defeat him.




to:

* Gate is quite unpredictable, and has total invulnerability to all of attacks save for [[TennisBoss his energy sphere attack.]] At that, he spends most of the time flying into you rather than using it. His attacks are extremely difficult to predict and retaliate with, since they need to be level with him, and then hit him in the face as they break from damage. [[MalevolentArchitecture Try doing all that over a bottomless pit where the only footing you'll ever get is a handful of small ledges.]] The "gates" that he spawns that you're supposed to damage him with don't make the battle any easier. One follows you around the room, another fires at you, yet another pulls you toward it, and they explode in six different directions, meaning you're likely going to be hit in one of them. When he TurnsRed, he gains an attack that destroys those tiny little ledges that you're supposed to land on. Sub-Tanks are more or less a waste, since the usual cause of death here will be falling to your death due to Gate or his attacks flying into you. At least the game grants a tiny bit of mercy by giving you bottomless pit invincibility when you defeat him.
22nd Jan '17 2:28:55 AM Edgar81539
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** Sigma fireballs and attacks are actually not unpredictable. The problem is how blazingly fast his attacks are.
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