History ThatOneBoss / MegaMan

22nd Jun '16 3:32:44 AM OlfinBedwere
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* This game's Wily Machine can come as quite a shock after the easy time that the rest of the game gives you. The biggest issue is that all three phases have attacks that are extremely difficult to avoid, something made worse by the game's HitboxDissonance. In addition, the only weapon that can do decent damage to Wily is the Sakugarne... which also ''damages Mega Man'', so much so that it's a lot safer to just stick with the Mega Buster and deal with Wily's attacks.
19th Jun '16 8:21:43 AM malter
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* Dark Man 3 fires three rings that immobilize Mega Man completely, allowing him to hit him easily (which will pretty much always happen). They're difficult to dodge at a close range as well. His major weakness, Beat, is a weapon that can only be found by collecting all the plates that spell "MEGAMANV" in the Robot Master stages and thus some players may not have. In addition, the boss after Dark Man 3 is also weak to Beat, and the stage containing it is short with absolutely no way to refill weapon energy, so players that ''do'' have Beat will want to save it for him.

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* Dark Man 3 fires three rings that immobilize Mega Man completely, allowing him to hit him easily (which will pretty much always happen). They're difficult to dodge at a close range as well. His major weakness, Beat, is a weapon that can only be found by collecting all the plates that spell "MEGAMANV" in the Robot Master stages (the G in particular is for GuideDangIt, being hidden behind a shootable wall that looks like any other wall in the area) and thus some players may not have. In addition, the boss after Dark Man 3 is also weak to Beat, and the stage containing it is short with absolutely no way to refill weapon energy, so players that ''do'' have Beat will want to save it for him.
13th Jun '16 3:52:31 AM OlfinBedwere
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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 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.
4th Jun '16 11:33:57 AM MarsJenkar
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* From the first bonus stage, Enker. In order to compensate having a much larger arena than he did in the Game Boy titles, he moves significantly faster, his pattern has been altered to occasionally have him jump or dash just to the middle of the room then change his movement, making him harder to dodge. Oh and he's still invincible when he's not charging up his Mirror Buster and still retains that whole immunity to everything except the Mega Buster thing [[spoiler: Unless you beat Ballad in the third bonus stage]].

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* From the first bonus stage, Enker. In order to compensate having a much larger arena than he did in the Game Boy titles, he moves significantly faster, his pattern has been altered to occasionally have him jump or dash just to the middle of the room then change his movement, making him harder to dodge. Oh and he's still invincible when he's not charging up his Mirror Buster and still retains that whole immunity to everything except the Mega Buster thing [[spoiler: Unless you beat Ballad Ballade in the third bonus stage]].



* This game is notorious for Dynamo Man, who likes to hop into a recharging rig in mid-battle. By the time you break it, he'll have regained at least a third of his HP (and he'll happily refill completely if you take long enough).
* Just as bad as Dynamo Man is Burner Man, who resides at the end of ThatOneLevel, and has several attacks that deal a lot of damage as well as one that holds you in place as he has his way with you. His Wave Burner is also capable of deflecting shots, and he likes to back you into a corner with it. Fighting him with his weakness, Cold Man's Ice Wall, he becomes somewhat of a PuzzleBoss, having to use the Wall to push him into the spikes on either side of his arena. Thing is, Ice Wall can be only used when he is on the ground, any other time and he'll bust right through it, and you've wasted your ammo. If you mess up too many times, it's easy to run out of ammo, and be forced to go through his agonizing stage all over again.

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* This game is notorious for Dynamo Man, who likes to hop into a recharging rig in mid-battle. By the time you break it, he'll have regained at least a third of his HP (and he'll happily refill completely if you take long enough).
enough). Mega Man has an easier time because he can slide under Dynamo Man's attacks and use charged shots to take out the recharger faster, but Bass has his work cut out for him.
* Just as bad as Even worse than Dynamo Man is Burner Man, who resides at the end of ThatOneLevel, and has several attacks that deal a lot of damage as well as one that holds you in place as he has his way with you. His Wave Burner is also capable of deflecting shots, and he likes to back you into a corner with it. Fighting him with his weakness, Cold Man's Ice Wall, he becomes somewhat of a PuzzleBoss, having to use the Wall to push him into the spikes on either side of his arena. Thing is, Ice Wall can be only used when he is on the ground, any other time and he'll bust right through it, and you've wasted your ammo. If you mess up too many times, it's easy to run out of ammo, and be forced to go through his agonizing stage all over again. And unlike Dynamo Man, he's a real challenge for both Mega Man ''and'' Bass.
* If you play as Mega Man instead of Bass, a boss that's a relative pushover for Bass becomes a nightmare for Mega Man: Tengu Man. Tengu Man flies around constantly and in confusing patterns, generally out of the reach of Mega Man's shots (Bass could simply angle his shots upward), and his flight from offscreen is difficult to dodge as Mega Man (Bass could simply double-jump Tengu Man's flight charge).
26th Apr '16 9:21:48 PM Gadjiltron
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* [=ThunderMan.EXE=] remains in the back row, and fields 3 thunder clouds that move back and forth 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 exception to your folder, and you can't access the net to get new chips unless you beat him.


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* [=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 (detailed above) 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.
23rd Apr '16 2:17:24 AM Gadjiltron
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* [=DrillMan.EXE=] makes the game a nightmare. He has lower HP than most bosses, but that's because frontal attacks have no effect -- his drill is always blocking frontal attacks, so you have to go ''around'' the drill with WideSwords and such. Only a handful of chips can bypass his drill, so good luck having one in advance when he appears!

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* [=DrillMan.EXE=] makes the game a nightmare. He has lower HP than most bosses, but that's because frontal attacks have no effect -- his drill is always blocking frontal attacks, so you have to go ''around'' the drill with WideSwords [=WideSwords=] and such. Only a handful of chips can bypass his drill, so good luck having one in advance when he appears!



* Flame Man 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 [[ColorCodedForYourConvenience 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 of the same candle, which means he can be recovering HP AND invincible at the same time. And his attacks are designed to take advantage of this.

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* Flame Man 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 [[ColorCodedForYourConvenience 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 the same candle, 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.



*** Though Bass is somewhat easier compared to [=BubbleMan=], [=DrillMan=], and [=KingMan=]. Breaking chips are not common until ''4'', and those chips would help a lot against those three. Bass has no such resistance; LifeAura can be chipped away by any strong chip or NorthWind (blows auras away).

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*** Though Bass is somewhat easier compared to [=BubbleMan=], [=DrillMan=], and [=KingMan=]. Breaking chips are not common until ''4'', and those chips would help a lot against those three. Bass has no such resistance; LifeAura Life Aura can be chipped away by any strong chip or NorthWind North Wind (blows auras away).




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** Let's also not forget that Duo's battle terrain turns his 2 back columns completely empty, meaning panel-reliant chips like the [[GameBreaker game-breaking]] Air Hockey are ineffective.



* Nebula Gray. It has a huge repertoire of devastating moves; it has one that, like Duo's Meteo Fist, can leave your entire side of the field broken, another that ''drains your HP and restores its own'', plus it also has a passive attack just to keep you on your toes. It can only be damaged by hitting the blue flame that orbits it, making it entirely possible to line up an attack and then miss. It also can summon Dark Megaman to use some attacks of its own on you, which can potentially break you out of your Soul form. Not to mention one of them stuns you, making it that much easier for the other attacks to hit you. Fun!

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** 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.
* Nebula Gray. It has a huge repertoire of devastating moves; it has one that, like Duo's Meteo Fist, can leave your entire side of the field broken, another that ''drains your HP and restores its own'', plus it also has a passive attack just to keep you on your toes. It can only be damaged by hitting the blue flame that orbits it, making it entirely possible to line up an attack and then miss. It also can summon Dark Megaman to use some attacks of its own on you, which can potentially break you out of your Soul form.do ridiculous damage should it hit a Soul's weakness. Not to mention one of them stuns you, making it that much easier for the other attacks to hit you. Fun!
** And just like Duo, Nebula Gray's 2 back columns are completely empty, forcing the player to adjust their strategy if their previous tactics used panel-reliant attacks.




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* [=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.


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* Gemini Spark can be particularly painful to fight, especially if you're playing the Pegasus version where your version's SuperMode becomes weak to their attacks. Despite it looking like a DualBoss, you have to defeat ''only'' the black Gemini Spark to defeat them both. Any attacks on the white Gemini Spark are wasted. All in all this results in a chaotic battle with the player frantically dodging attacks coming from both Sparks while trying to aim only at black Spark.
11th Apr '16 9:09:00 PM Exusia
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* Duo's Meteo Fist attack, and by extension Nebula Grey's[[note]]from Battle Network 5[[/note]] dragon attack can easily make the fight unwinnable if you don't have Air Shoes or a Panel Return handy, since your field is cracked to the point where you can't dodge anything.

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* Duo's Meteo Fist attack, and by extension Nebula Grey's[[note]]from Battle Network 5[[/note]] dragon attack can easily make the fight unwinnable if you don't have Air Shoes or a Panel Return handy, since your field is cracked to the point where you can't dodge anything.




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* Nebula Gray. It has a huge repertoire of devastating moves; it has one that, like Duo's Meteo Fist, can leave your entire side of the field broken, another that ''drains your HP and restores its own'', plus it also has a passive attack just to keep you on your toes. It can only be damaged by hitting the blue flame that orbits it, making it entirely possible to line up an attack and then miss. It also can summon Dark Megaman to use some attacks of its own on you, which can potentially break you out of your Soul form. Not to mention one of them stuns you, making it that much easier for the other attacks to hit you. Fun!
5th Mar '16 3:06:26 PM nombretomado
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* Sigma and Kaiser Sigma. Sigma's swapped out his Z-Saber and WolverineClaws for a 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.

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* Sigma and Kaiser Sigma. Sigma's swapped out his Z-Saber and WolverineClaws for a CaptainAmerica-esque 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.
27th Jan '16 10:55:48 PM xenol
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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.
17th Jan '16 1:36:55 AM Revolsin
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* 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 proceed to spam this attack for the rest of the fight.''

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* 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 proceed proceeds to spam this attack for the rest of the fight.''
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