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* ObviousBeta: Keiji Inafune has called ''[=MM3=]'' his least favorite of the Classic games, saying it was released unfinished thanks to a rushed development cycle. It shows in many ways:
** Doc Robot has not been properly balanced. Three of his boss fights give him attacks that hack ''eight'' HP off Mega Man's total of 28, and his body is much larger than any of ''VideoGame/MegaMan2'', so he's really hard to dodge. This is especially noticeable in his version of the Wood Man fight, where the Leaf Shield has been scaled up to match his size. This makes it virtually impossible to avoid without absolute pixel-perfect timing, since the projectile is barely smaller than your jump height.
** The controls are sticky and respond strangely; if you try to do too much at once in the fight against Gemini Man, he'll fire a countershot even when you didn't fire anything.
** The Top Spin drains energy for every frame it's in contact with an enemy, and doesn't protect you from damage should you ram into an enemy with it.
** In Snake Man's stage, if you're standing on one of the platforms that flying spinning-tops emerge from when you're at their edge, you can instantly be catapulted to your death off the side of the platform.
** The Rush Jet only drains energy when you're actually standing on it.
** The game is plagued with SchizophrenicDifficulty. In particular, the Doc Robot stages are considered to be the hardest in the game, whereas the Wily Castle stages that immediately follow are actually among the ''easiest'' thanks to an overabundance of extra lives and E-Tanks.
** The game lacks any kind of introduction, even though the [[VideoGame/MegaMan2 previous game]] has one. Despite this, the title screen features a fairly long music track, suggesting it was supposed to be played over a cutscene.
** Several stages seem oddly off-theme for their Robot Master, including Top Man (who has two top-themed enemies but otherwise seems to have more of a nature/greenhouse theme), Needle Man (has a total of one needle-themed enemy in his stage), Snake Man (starts out going all-in on the snake theme but transitions into a cloud theme), and Shadow Man (a smelting facility whose only on-topic element is the Hologram enemies). This arises from the stages having been cobbled together from cut stages, including an early attempt to give the Doc Robots [[NostalgiaLevel levels based on their Robot Master]].
** The infamous Controller 2 cheats were debug tools that were supposed to be DummiedOut before release.

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* ThatOneLevel: The second visit to Needle Man's stage has a very long {{Bottomless Pit|s}} that can only be crossed with the Rush Jet, so pray you don't run out of weapon energy [[ItemFarming lest you take up the life of a farmer]].

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* ThatOneLevel: ThatOneLevel:
** Hard Man's stage is fairly straightforward, but the last quarter or so is ripe with PlatformHell. It begins with an open era lined with Wanaans and a Have "Su" Bee with a Proto Man fight immediately after that. The next screen gives you a large energy powerup, but a Bikky is waiting for you right before the boss entrance. Unless you have an E-tank, you're not likely to face Hard Man at full health.
**
The second visit to Needle Man's stage has a very long {{Bottomless Pit|s}} that can only be crossed with the Rush Jet, so pray you don't run out of weapon energy [[ItemFarming lest you take up the life of a farmer]].
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* GameBreaker: [[GameBreaker/MegaMan Shares a page with the rest of the franchise.]]

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* GameBreaker: [[GameBreaker/MegaMan [[GameBreaker/MegaManClassic Shares a page with the rest of the franchise.]]
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* MemeticLoser: Gamma tends to be a target of mockery for two reasons: it's [[AntiClimaxBoss an extremely easy final boss]] even by the standards of ''3's'' [[DisappointingLastLevel underwhelming finale]], and it dies in ''one hit'' from Top Spin.
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* ThatOneLevel: The second visit to Needle Man's stage has a very long BottomlessPit that can only be crossed with the Rush Jet, so pray you don't run out of weapon energy [[ItemFarming lest you take up the life of a farmer]].

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* ThatOneLevel: The second visit to Needle Man's stage has a very long BottomlessPit {{Bottomless Pit|s}} that can only be crossed with the Rush Jet, so pray you don't run out of weapon energy [[ItemFarming lest you take up the life of a farmer]].
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* BetterThanCanon: The ''[[http://www.romhacking.net/hacks/992/ Mega Man 3 Improvement]]'' and ''[[http://www.romhacking.net/hacks/4773/ Revamped]]'' [[RomHack rom hacks]] fix a lot of the game's issues and even provide an original intro cutscene, leading fans to consider them the definitive version.

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See here.


* ThatOneAttack:
** The Doc Robot that mimics [[VideoGame/MegaMan2 Wood Man]] has the Leaf Shield as its main attack. Said projectile is much harder to avoid than in the previous game, as it's considerably larger and faster. In the NES, the attack produces so many objects it may also cause the screen to randomly lag, potentially compromising the player's timing.
** While Doc Air Man's tornados are easier to avoid in this game due to Mega Man's new slide ability, the boss will fire them in unavoidable patterns on occasion. As a result, if the player reaches the boss room with low health, the battle becomes a LuckBasedMission.



** A few of the Doc Robot battles. Namely, Doc Quick Man; while Quick Man was a FragileSpeedster in ''VideoGame/MegaMan2'', the Doc Robot using his program data is a LightningBruiser, able to not only deal a lot of CollisionDamage, but his larger size makes him much harder to avoid. This is also an issue with the Doc Robot mimicking Flash Man; due to the fact that you fight him on stairs, he's very difficult to jump over as a result.
*** It doesn't help that [[FanNickname Doc Quick]]'s AI pattern has actually changed from the original Quick Man's; instead of a three-jump pattern that happened to bug against the outer walls (which could sometimes keep Quick Man from throwing boomerangs), Doc Quick jumps a ''deliberately'' random number of times and is more guaranteed to throw boomerangs.
** There's also the larger, harder-hitting Doc Wood Man (whose size also makes his ''Leaf Shield'' bigger), and Doc Air Man which throws tornadoes in unavoidable patterns on occasion (that said, the slide still makes him much easier than he was in ''2'').
*** Additionally, most Doc Robots lack a weapon that can four- or even two-shot bosses like in the [[http://megaman.wikia.com/wiki/Mega_Man_2_Damage_Data_Chart original game]]. The ''3'' [[http://megaman.wikia.com/wiki/Mega_Man_3_Damage_Data_Chart damage chart]] for the Doc Robots fairly closely resembles the Japanese version of the game, however.

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** A few of the Doc Robot battles. Namely, Doc Quick Man; while While Quick Man was a FragileSpeedster in ''VideoGame/MegaMan2'', the Doc Robot using his program data is a LightningBruiser, able to not only deal a lot of CollisionDamage, but his larger size makes him much harder to avoid. This is also an issue with the Doc Robot mimicking Flash Man; due to the fact that you fight him on stairs, he's very difficult to jump over as a result.
***
It doesn't help that [[FanNickname Doc Quick]]'s AI pattern has actually changed from the original Quick Man's; instead of a three-jump pattern that happened to bug against the outer walls (which could sometimes keep Quick Man from throwing boomerangs), Doc Quick jumps a ''deliberately'' random number of times and is more guaranteed to throw boomerangs.
** There's also the larger, harder-hitting Doc Wood Man (whose size also makes his ''Leaf Shield'' bigger), and Doc Air Man which throws tornadoes in unavoidable patterns on occasion (that said, the slide still makes him much easier than he was in ''2'').
*** Additionally, most Doc Robots lack a weapon that can four- or even two-shot bosses like in the [[http://megaman.wikia.com/wiki/Mega_Man_2_Damage_Data_Chart original game]]. The ''3'' [[http://megaman.wikia.com/wiki/Mega_Man_3_Damage_Data_Chart damage chart]] for the Doc Robots fairly closely resembles the Japanese version of the game, however.
boomerangs.
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The first sentence breaks one of the rules from the trope page: Please note that there is an emphasis on the "One" in "That One Level".


* ThatOneLevel: Pretty much every Doc Robot stage. Being little more than "hard mode" retreads of older levels ([[DifficultySpike that are harder than the Wily Castle stages]]), having to fight two bosses (at least one of which acts as ThatOneBoss) per stage, suffering from CheckPointStarvation, ultimately gaining no reward like extra weapons and [[BigLippedAlligatorMoment being insignificant in the overall plot]], it's no wonder that players usually use passwords to skip them entirely. Needle Man's stage is probably the worst of them, thanks to a very long BottomlessPit that can only be crossed with the Rush Jet, so pray you don't run out [[ItemFarming lest you take up the life of a farmer]].

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* ThatOneLevel: Pretty much every Doc Robot stage. Being little more than "hard mode" retreads of older levels ([[DifficultySpike that are harder than the Wily Castle stages]]), having The second visit to fight two bosses (at least one of which acts as ThatOneBoss) per stage, suffering from CheckPointStarvation, ultimately gaining no reward like extra weapons and [[BigLippedAlligatorMoment being insignificant in the overall plot]], it's no wonder that players usually use passwords to skip them entirely. Needle Man's stage is probably the worst of them, thanks to has a very long BottomlessPit that can only be crossed with the Rush Jet, so pray you don't run out of weapon energy [[ItemFarming lest you take up the life of a farmer]].
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YMMV cannot be played with; the example contradicts itself.


* HypeBacklash: Downplayed in a sense, but the game is still considered by some as the best of the series, even compared to its predecessor. This is even considering how rushed the game was, which has only become more well-known over time, with filler stages, a missing intro cinema and less impressive power-ups among the complaints before and since. Even so, it's at worst been considered disappointing by comparison, and better than anything since, barring 9.
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Not ymmv


* PowerupLetdown: The Rush Marine is one of the most useless items in the entire series, being effectively identical to the Rush Jet, except that it can only be used underwater. The problem? There are only a few specific rooms in the game that contain water, and all of them can be flown over easily with the Rush Jet.
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** None of the bosses in the Wily Castle are anywhere near as difficult as the Doc Robot fights, with the possible exception of Yellow Devil Mk. II. Gamma's second phase stands out in that it can be destroyed easily with just a single Top Spin, even though it's the ''final boss''.

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** None of the bosses in the Wily Castle are anywhere near as difficult as the Doc Robot fights, with the possible exception of Yellow Devil Mk. II. Gamma's second phase stands out in that none of its attacks are hard to avoid (though it does have an instant-death punch) and it can be destroyed easily with just a single Top Spin, even though it's the ''final boss''.

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* GameBreaker: The Rush Jet is ludicrously useful in this game, making a platform that can move in any direction and only using energy when Mega Man's feet are touching it. With a trick, you can get it as early as the second stage. The weapon is also so broken it can break certain boss patterns (such as Doc Bubble) and trivialize others (such as Doc Wood). It gets severely {{nerf}}ed in subsequent games. It does become somewhat of a necessity, however, as the energy pellets collected to fuel the jet across wide gaps (such as in Needle Man's stage revisit) aren't restored if you lose a life.

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* GameBreaker: The Rush Jet is ludicrously useful in this game, making [[GameBreaker/MegaMan Shares a platform that can move in any direction and only using energy when Mega Man's feet are touching it. With a trick, you can get it as early as page with the second stage. The weapon is also so broken it can break certain boss patterns (such as Doc Bubble) and trivialize others (such as Doc Wood). It gets severely {{nerf}}ed in subsequent games. It does become somewhat rest of a necessity, however, as the energy pellets collected to fuel the jet across wide gaps (such as in Needle Man's stage revisit) aren't restored if you lose a life.franchise.]]



** While not that bad of a weapon overall, there can only be one shot from the Gemini Laser on-screen at any one time. If it misses, you can't fire another shot or even ''pause the game'' until the shot either leaves the screen, runs out of energy or hits an enemy, which is doubly problematic if you're fighting a boss and low on energy, since it'll temporarily prevent you from using any energy tanks that you have.
** Top Spin drains energy for every frame it's in contact with an enemy. This is why it drains to nothing so quickly when used on an enemy that's invulnerable to it, and one reason why it has to be used carefully against Shadow Man (who has MercyInvincibility). Learning how to avoid draining the weapon in this way is necessary to use it effectively.
** Rush Marine is frequently derided for not only being such a situational device (it can only be used underwater), but in this game especially being completely redundant as Rush Jet does the exact same thing except you can use it out of water as well. It doesn't help that the Marine drains energy so quickly, that it becomes risky to use in water sections with BottomlessPits like in Gemini Man's stage. ''4'' would change the Rush Jet so as to not make the Rush Marine obsolete, while none of the games after it have featured Rush Marine.
** Surprise Boxes, non-respawning containers found in some levels that are guaranteed to drop a random power-up when destroyed, usually located in hard-to-reach areas like 1-Ups and E-tanks are. Unfortunately, they pull from ''every'' power-up in the game, so while they can drop extra lives or E-tanks, the player could just as easily get screwed over with a small health or weapon energy power-up. Fortunately, the concept was refined in later games with the inclusion of Fliptop/Eddie, who's unable to drop small power-ups.
* ScrappyWeapon: While the Top Spin [[LethalJokeWeapon can be surprisingly effective when used properly]], the Spark Shock really is useless. Unlike the Ice Slasher, you can't switch to another weapon to lay on the hurt on a paralyzed enemy, or freeze another enemy while the current shot's sparks are onscreen.

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** While not that bad of a weapon overall, there can only be one shot from the Gemini Laser on-screen at any one time. If it misses, you can't fire another shot or even ''pause the game'' until the shot either leaves the screen, runs out of energy or hits an enemy, which is doubly problematic if you're fighting a boss and low on energy, since it'll temporarily prevent you from using any energy tanks that you have.
** Top Spin drains energy for every frame it's in contact with an enemy. This is why it drains to nothing so quickly when used on an enemy that's invulnerable to it, and one reason why it has to be used carefully against Shadow Man (who has MercyInvincibility). Learning how to avoid draining the weapon in this way is necessary to use it effectively.
** Rush Marine is frequently derided for not only being such a situational device (it can only be used underwater), but in this game especially being completely redundant as Rush Jet does the exact same thing except you can use it out of water as well. It doesn't help that the Marine drains energy so quickly, that it becomes risky to use in water sections with BottomlessPits like in Gemini Man's stage. ''4'' would change the Rush Jet so as to not make the Rush Marine obsolete, while none of the games after it have featured Rush Marine.
** Surprise Boxes, non-respawning containers found in some levels that are guaranteed to drop a random power-up when destroyed, usually located in hard-to-reach areas like 1-Ups and E-tanks are. Unfortunately, they pull from ''every'' power-up in the game, so while they can drop extra lives or E-tanks, the player could just as easily get screwed over with a small health or weapon energy power-up. Fortunately, the concept was refined in later games with the inclusion of Fliptop/Eddie, Eddie, who's unable to drop small power-ups.
** For some reason, Mega Man's hitbox in this game is larger than in other installments. This not only leads to ridiculous HitboxDissonance at times, but it also makes it difficult to dodge attacks that otherwise don't look like much. Examples include Doc Wood Man's [[ThatOneAttack infamously huge Leaf Shield]].
* ScrappyWeapon: While [[ScrappyWeapon/MegaMan Shares a page with the Top Spin [[LethalJokeWeapon can be surprisingly effective when used properly]], rest of the Spark Shock really is useless. Unlike the Ice Slasher, you can't switch to another weapon to lay on the hurt on a paralyzed enemy, or freeze another enemy while the current shot's sparks are onscreen.franchise.]]
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** Rush Marine is frequently derided for not only being such a situational device (it can only be used underwater), but in this game especially being completely redundant as Rush Jet does the exact same thing except you can use it out of water as well. It doesn't help that the Marine drains energy so quickly, that it becomes risky to use in water sections with {{bottomless pit}}s like in Gemini Man's stage. ''4'' would change the Rush Jet so as to not make the Rush Marine obsolete, while none of the games after it have featured Rush Marine.

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** Rush Marine is frequently derided for not only being such a situational device (it can only be used underwater), but in this game especially being completely redundant as Rush Jet does the exact same thing except you can use it out of water as well. It doesn't help that the Marine drains energy so quickly, that it becomes risky to use in water sections with {{bottomless pit}}s BottomlessPits like in Gemini Man's stage. ''4'' would change the Rush Jet so as to not make the Rush Marine obsolete, while none of the games after it have featured Rush Marine.
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** This time around, it's practically a requirement to take on the Robot Masters in some sort of order, otherwise you'll find yourself having to slowly chip away at each and every one of their health points with the Mega Buster, while they whale on you with their own weapons...or if they want to ''really'' beat up on you, they'll just throw themselves at you non-stop and let their HitboxDissonance and insane amounts of collision damage finish you off even quicker. Making matters worse, whereas most of the Robot Masters in the last game had two major weaknesses, here it's usually one major weakness, maybe a minor weakness (i.e. two times Mega Buster damage) if you're lucky, with everything else being either completely useless or no better than using the Mega Buster. To make things more complicated, this is also the only game (except for ''VideoGame/MegaManV'') where the Robot Master weakness cycle isn't a perfect circle [[note]]Snake Man, Gemini Man, and Needle Man are weak to each others weapons, while the other five create another weakness circle[[/note]], meaning that you'll have to fight two Robot Masters without their proper weakness. Mitigated somewhat in the refights however, thanks to all the Robot Masters being weak to their own weapons.

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** This time around, it's practically a requirement to take on the Robot Masters in some sort of order, otherwise you'll find yourself having to slowly chip away at each and every one of their health points with the Mega Buster, while they whale on you with their own weapons...or if they want to ''really'' beat up on you, they'll just throw themselves at you non-stop and let their HitboxDissonance and insane amounts of collision damage finish you off even quicker. Making matters worse, whereas most of the Robot Masters in the last game had two major weaknesses, here it's usually one major weakness, maybe a minor weakness (i.e.(e.g. two times Mega Buster damage) if you're lucky, with everything else being either completely useless or no better than using the Mega Buster. To make things more complicated, this is also the only game (except for ''VideoGame/MegaManV'') where the Robot Master weakness cycle isn't a perfect circle [[note]]Snake Man, Gemini Man, and Needle Man are weak to each others weapons, while the other five create another weakness circle[[/note]], meaning that you'll have to fight two Robot Masters without their proper weakness. Mitigated somewhat in the refights however, thanks to all the Robot Masters being weak to their own weapons.
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** This time around, it's practically a requirement to take on the Robot Masters in some sort of order, otherwise you'll find yourself having to slowly chip away at each and every one of their health points with the Mega Buster, while they whale on you with their own weapons...or if they want to ''really'' beat up on you, they'll just throw themselves at you non-stop and let their HitboxDissonance and insane amounts of collision damage finish you off even quicker. Making matters worse, whereas most of the Robot Masters in the last game had two major weaknesses, here it's usually one major weakness, maybe a minor weakness (i.e. two times Mega Buster damage) if you're lucky, with everything else being either completely useless or no better than using the Mega Buster. To make things more complicated, this is also the only game where the Robot Master weakness cycle isn't a perfect circle [[note]]Snake Man, Gemini Man, and Needle Man are weak to each others weapons, while the other five create another weakness circle[[/note]], meaning that you'll have to fight two Robot Masters without their proper weakness. Mitigated somewhat in the refights however, thanks to all the Robot Masters being weak to their own weapons.

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** This time around, it's practically a requirement to take on the Robot Masters in some sort of order, otherwise you'll find yourself having to slowly chip away at each and every one of their health points with the Mega Buster, while they whale on you with their own weapons...or if they want to ''really'' beat up on you, they'll just throw themselves at you non-stop and let their HitboxDissonance and insane amounts of collision damage finish you off even quicker. Making matters worse, whereas most of the Robot Masters in the last game had two major weaknesses, here it's usually one major weakness, maybe a minor weakness (i.e. two times Mega Buster damage) if you're lucky, with everything else being either completely useless or no better than using the Mega Buster. To make things more complicated, this is also the only game (except for ''VideoGame/MegaManV'') where the Robot Master weakness cycle isn't a perfect circle [[note]]Snake Man, Gemini Man, and Needle Man are weak to each others weapons, while the other five create another weakness circle[[/note]], meaning that you'll have to fight two Robot Masters without their proper weakness. Mitigated somewhat in the refights however, thanks to all the Robot Masters being weak to their own weapons.
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* HypeBacklash: Downplayed in a sense, but the game is still considered by some as the best of the series, even compared to its predecessor. This is even considering how rushed the game was, which has only become more well-known over time, with filler stages, a missing intro cinema and less impressive power-ups among the complaints before and since. Even so, it's at worst been considered disappointing by comparison, and better than anything since, barring 9.

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* ItsTheSameNowItSucks: The Wily Stage bosses aren't really memorable for being rehashes of the Wily Stage bosses from the first Mega Man game. A rehashed Yellow Devil is fought in the second stage, a rehashed battle with Mega Man clones are fought in the following stage, and a similar underwater boss battle is fought in the first boss. All three are also easier than their original counterparts too.



** This time around, it's practically a requirement to take on the Robot Masters in some sort of order, otherwise you'll find yourself having to slowly chip away at each and every one of their health points with the Mega Buster, while they whale on you with their own weapons...or if they want to ''really'' beat up on you, they'll just throw themselves at you non-stop and let their HitboxDissonance and insane amounts of collision damage finish you off even quicker. Making matters worse, whereas most of the Robot Masters in the last game had two major weaknesses, here it's usually one major weakness, maybe a minor weakness (i.e. two times Mega Buster damage) if you're lucky, with everything else being either completely useless or no better than using the Mega Buster. Mitigated somewhat in the refights however, thanks to all the Robot Masters being weak to their own weapons.

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** This time around, it's practically a requirement to take on the Robot Masters in some sort of order, otherwise you'll find yourself having to slowly chip away at each and every one of their health points with the Mega Buster, while they whale on you with their own weapons...or if they want to ''really'' beat up on you, they'll just throw themselves at you non-stop and let their HitboxDissonance and insane amounts of collision damage finish you off even quicker. Making matters worse, whereas most of the Robot Masters in the last game had two major weaknesses, here it's usually one major weakness, maybe a minor weakness (i.e. two times Mega Buster damage) if you're lucky, with everything else being either completely useless or no better than using the Mega Buster. To make things more complicated, this is also the only game where the Robot Master weakness cycle isn't a perfect circle [[note]]Snake Man, Gemini Man, and Needle Man are weak to each others weapons, while the other five create another weakness circle[[/note]], meaning that you'll have to fight two Robot Masters without their proper weakness. Mitigated somewhat in the refights however, thanks to all the Robot Masters being weak to their own weapons.
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Fan Myopia, per discussion


* HilariousInHindsight: This game introduces Doc Robot, who has a skull-shaped head and can use multiple abilities of other Robot Masters such as the ones from ''2''. Several years later in ''Manga/MyHeroAcademia'', we get [[BigBad All For One]], who has a skull-themed mask and uses stolen Quirks for his own.
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That's a pretty big assumption (even if I haven't played much Mega Man outside of the Classic series). Let's not forget that one of the most prominent faces of the early years of Mega Man No-Damage Runs considers Shadow Man easier than Needle Man.


** The infamous western boxart where it looked like Mega Man [[GroinAttack shoots Spark Man in the crotch]].

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** The infamous western boxart where it looked looks like Mega Man [[GroinAttack shoots Spark Man in the crotch]].



** Shadow Man is a BullfightBoss. On every third jump he will either fire the Shadow Blade (slide under this) or he will immediately slide towards you and then cancel it into a jump when he's right in front of you (properly time your jump over him). Basically you can beat him as long as you back away and give yourself enough time to twitch away when he does something, and control your distance. It doesn't help that Shadow Man's weakness is the Top Spin, meaning you have to be close to hit him. It also doesn't help that he's really, really fast (Not so much in ''Wily Wars'' where the speed of everyone is considerably slower, but that came with the cost of how you can no longer slide under his Shadow Blade). Trying to fight with the Mega Buster alone is asking for trouble (it can be done, but it's ''very'' hard). He's also considered probably the hardest boss in the franchise to fight in a NoDamageRun, thanks to his lack of telegraphing and aggressive fighting style.

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** Shadow Man is a BullfightBoss. On every third jump he will either fire the Shadow Blade (slide under this) or he will immediately slide towards you and then cancel it into a jump when he's right in front of you (properly time your jump over him). Basically Basically, you can beat him as long as you back away and give yourself enough time to twitch away when he does something, and control your distance. It doesn't help that Shadow Man's weakness is the Top Spin, meaning you have to be close to hit him. It also doesn't help that he's really, really fast (Not (not so much in ''Wily Wars'' where the speed of everyone is considerably slower, but that came with the cost of how you can no longer slide under his Shadow Blade). Trying to fight with the Mega Buster alone is asking for trouble (it can be done, but it's ''very'' hard). He's also considered probably one of the hardest boss bosses in the franchise Classic series to fight in a NoDamageRun, thanks to his lack of telegraphing and aggressive fighting style.
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* SequelDifficultySpike: This is not the case in general -- the levels are about as challenging as those of the previous game in its "difficult" mode, and still generally easier than those of the first game -- but it is the case in two other regards:
** This time around, it's practically a requirement to take on the Robot Masters in some sort of order, otherwise you'll find yourself having to slowly chip away at each and every one of their health points with the Mega Buster, while they whale on you with their own weapons...or if they want to ''really'' beat up on you, they'll just throw themselves at you non-stop and let their HitboxDissonance and insane amounts of collision damage finish you off even quicker. Making matters worse, whereas most of the Robot Masters in the last game had two major weaknesses, here it's usually one major weakness, maybe a minor weakness (i.e. two times Mega Buster damage) if you're lucky, with everything else being either completely useless or no better than using the Mega Buster. Mitigated somewhat in the refights however, thanks to all the Robot Masters being weak to their own weapons.
** The Doc Robot stages are considerably harder than most of the stages in ''2'', mostly thanks to their fondness for spikes and BottomlessPits, and the CheckpointStarvation that results from only being able to start from either the very beginning of the stage, or after the first Doc Robot fight of the level.

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* AntiClimaxBoss: None of the bosses in the Wily Castle are anywhere near as difficult as the Doc Robot fights, with the possible exception of Yellow Devil Mk. II. Gamma's second phase stands out in that it can be destroyed easily with just a single Top Spin, even though it's the ''final boss''.

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* AntiClimaxBoss: AntiClimaxBoss:
** For all the buildup the fight with Break Man gets, he's a very easy opponent. He has an incredibly basic pattern, doesn't seem to track Mega Man's location, and lacks any real MercyInvincibility, meaning that simply rapid-firing the Buster depletes his health very quickly.
**
None of the bosses in the Wily Castle are anywhere near as difficult as the Doc Robot fights, with the possible exception of Yellow Devil Mk. II. Gamma's second phase stands out in that it can be destroyed easily with just a single Top Spin, even though it's the ''final boss''.
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* HilariousInHindsight: This game introduces an antagonist called Doc Robot, which has a skull-shaped head, is huge and is able to use multiple abilities of other Robot Masters such as the ones from ''2''. Several years later in ''Manga/MyHeroAcademia'', we get [[BigBad All For One]], who is a major antagonist to the heroes, has a large build, has a skull-themed mask and uses stolen Quirks for his own.
* ItWasHisSled: The reveal that Proto Man is Mega Man's older brother, Wily didn't reform at all, and the Doc Robot using the previous game's powers.

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* HilariousInHindsight: This game introduces an antagonist called Doc Robot, which who has a skull-shaped head, is huge head and is able to can use multiple abilities of other Robot Masters such as the ones from ''2''. Several years later in ''Manga/MyHeroAcademia'', we get [[BigBad All For One]], who is a major antagonist to the heroes, has a large build, has a skull-themed mask and uses stolen Quirks for his own.
* ItWasHisSled: The reveal that Proto Man is Mega Man's older brother, Wily didn't reform at all, and the Doc Robot using the powers of the Robot Masters from the previous game's powers.game.
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* GameBreaker: The Rush Jet is ludicrously useful in this game, making a platform that can move in any direction and only using energy when Mega Man's feet are touching it. With a trick, you can get it as early as the second stage. It gets severely {{nerf}}ed in subsequent games. It does become somewhat of a necessity, however, as the energy pellets collected to fuel the jet across wide gaps (such as in Needle Man's stage revisit) aren't restored if you lose a life.

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* GameBreaker: The Rush Jet is ludicrously useful in this game, making a platform that can move in any direction and only using energy when Mega Man's feet are touching it. With a trick, you can get it as early as the second stage. The weapon is also so broken it can break certain boss patterns (such as Doc Bubble) and trivialize others (such as Doc Wood). It gets severely {{nerf}}ed in subsequent games. It does become somewhat of a necessity, however, as the energy pellets collected to fuel the jet across wide gaps (such as in Needle Man's stage revisit) aren't restored if you lose a life.

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* ItWasHisSled: The reveal that Proto Man is Mega Man's older brother. Also, Wily didn't reform at all.

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* HilariousInHindsight: This game introduces an antagonist called Doc Robot, which has a skull-shaped head, is huge and is able to use multiple abilities of other Robot Masters such as the ones from ''2''. Several years later in ''Manga/MyHeroAcademia'', we get [[BigBad All For One]], who is a major antagonist to the heroes, has a large build, has a skull-themed mask and uses stolen Quirks for his own.
* ItWasHisSled: The reveal that Proto Man is Mega Man's older brother. Also, brother, Wily didn't reform at all.all, and the Doc Robot using the previous game's powers.

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* AccidentalInnuendo: Poor, poor Hard Man. The fact that his weapons involve [[RocketPunch fists]] does not help his case. Nor does the fact that one of his attacks is [[BullfightBoss lunging in with that giant phallic head and getting stuck in the ground...]]

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* AccidentalInnuendo: AccidentalInnuendo:
** The infamous western boxart where it looked like Mega Man [[GroinAttack shoots Spark Man in the crotch]].
**
Poor, poor Hard Man. The fact that his weapons involve [[RocketPunch fists]] does not help his case. Nor does the fact that one of his attacks is [[BullfightBoss lunging in with that giant phallic head and getting stuck in the ground...]]



** What is commonly assumed to be the moment Mega Man learns Proto Man is his brother, isn't. [[https://kobun20.interordi.com/2010/09/16/give-a-little-whistle/ It's been stated as late as]] ''VideoGame/MegaMan8'' that he doesn't know their relationship, and that ''3'''s credits are [[InternalReveal something only known to the audience]]. That many adaptations and mis-translations have Mega Man knowing Proto Man is his brother does nothing to curb this misconception.

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** What is commonly assumed to be the moment Mega Man learns Proto Man is his brother, isn't. [[https://kobun20.interordi.com/2010/09/16/give-a-little-whistle/ It's been stated as late as]] ''VideoGame/MegaMan8'' that he doesn't know their relationship, and that ''3'''s credits are [[InternalReveal something only known to the audience]].audience. That many adaptations and mis-translations have Mega Man knowing Proto Man is his brother does nothing to curb this misconception.



* EnsembleDarkhorse: Shadow Man is well-liked due to having a cool design (being the first ninja Robot Master helps) and a useful weapon.
* {{Fanon}}: Some hardcore fans like to assume that Dr. Wily actually died in the collapse of Wily Castle, considering ''3'' the final "true" game of the Mega Man Classic series, and [[FanonDiscontinuity ignoring everything]] from ''VideoGame/MegaMan4'' and beyond.

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* EnsembleDarkhorse: Shadow Man is well-liked due to having a cool design (being the first ninja Robot Master helps) Master) and a useful weapon.
* {{Fanon}}: Some hardcore fans like to assume that Dr. Wily actually died in the collapse of Wily Castle, considering ''3'' the final "true" game of the Mega Man Classic series, and [[FanonDiscontinuity ignoring everything]] from ''VideoGame/MegaMan4'' and beyond.



* MemeticMutation: The infamous western boxart where Mega Man [[GroinAttack shoots Spark Man in the crotch.]]



** Rush Marine is frequently derided for not only being such a situational device (it can only be used underwater), but in this game especially being completely redundant as Rush Jet does the exact same thing except you can use it out of water as well. It doesn't help that the Marine drains energy so quickly, that it becomes risky to use in water sections with {{bottomless pit}}s like in Gemini Man's stage. ''Mega Man 4'' would change the Rush Jet so as to not make the Rush Marine obsolete, while none of the games after it have featured Rush Marine.
** Surprise Boxes, non-respawning containers found in some levels that are guaranteed to drop a random power-up when destroyed, usually located in hard-to-reach areas like 1-Ups and E-tanks are. Unfortunately, they pull from ''every'' power-up in the game, so while they can drop extra lives or E-tanks, the player could just as easily get screwed over with a small health or weapon energy power-up. Fortunately, the concept was refined in later games with the inclusion of Fliptop[=/=]Eddie, who's unable to drop small power-ups.

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** Rush Marine is frequently derided for not only being such a situational device (it can only be used underwater), but in this game especially being completely redundant as Rush Jet does the exact same thing except you can use it out of water as well. It doesn't help that the Marine drains energy so quickly, that it becomes risky to use in water sections with {{bottomless pit}}s like in Gemini Man's stage. ''Mega Man 4'' ''4'' would change the Rush Jet so as to not make the Rush Marine obsolete, while none of the games after it have featured Rush Marine.
** Surprise Boxes, non-respawning containers found in some levels that are guaranteed to drop a random power-up when destroyed, usually located in hard-to-reach areas like 1-Ups and E-tanks are. Unfortunately, they pull from ''every'' power-up in the game, so while they can drop extra lives or E-tanks, the player could just as easily get screwed over with a small health or weapon energy power-up. Fortunately, the concept was refined in later games with the inclusion of Fliptop[=/=]Eddie, Fliptop/Eddie, who's unable to drop small power-ups.



** A few of the Doc Robot K-176 battles. Namely, the one in which he mimics Quick Man; while Quick Man was a FragileSpeedster in ''VideoGame/MegaMan2'', the Doc Robot using his program data is a LightningBruiser, able to not only deal a lot of CollisionDamage, but his larger size makes him much harder to avoid. This is also an issue with the Doc Robot mimicking Flash Man; due to the fact that you fight him on stairs, he's very difficult to jump over as a result.

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** A few of the Doc Robot K-176 battles. Namely, the one in which he mimics Doc Quick Man; while Quick Man was a FragileSpeedster in ''VideoGame/MegaMan2'', the Doc Robot using his program data is a LightningBruiser, able to not only deal a lot of CollisionDamage, but his larger size makes him much harder to avoid. This is also an issue with the Doc Robot mimicking Flash Man; due to the fact that you fight him on stairs, he's very difficult to jump over as a result.



*** There's also the larger, harder-hitting Wood Man Doc Robot (whose size also makes his ''Leaf Shield'' bigger), and the Air Man one which throws tornadoes in undodgeable patterns on occasion (that said, the slide still makes him much easier than he was in ''Mega Man 2'').
*** Additionally, most Doc Robots lack a weapon that can four- or even two-shot bosses like in the [[http://megaman.wikia.com/wiki/Mega_Man_2_Damage_Data_Chart original game]]. The ''Mega Man 3'' [[http://megaman.wikia.com/wiki/Mega_Man_3_Damage_Data_Chart damage chart]] for the Doc Robots fairly closely resembles the Japanese version of the game, however.

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*** ** There's also the larger, harder-hitting Doc Wood Man Doc Robot (whose size also makes his ''Leaf Shield'' bigger), and the Doc Air Man one which throws tornadoes in undodgeable unavoidable patterns on occasion (that said, the slide still makes him much easier than he was in ''Mega Man 2'').
''2'').
*** Additionally, most Doc Robots lack a weapon that can four- or even two-shot bosses like in the [[http://megaman.wikia.com/wiki/Mega_Man_2_Damage_Data_Chart original game]]. The ''Mega Man 3'' ''3'' [[http://megaman.wikia.com/wiki/Mega_Man_3_Damage_Data_Chart damage chart]] for the Doc Robots fairly closely resembles the Japanese version of the game, however.
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* TheUntwist: Dr. Wily didn't actually turn over a new leaf, and he was the BigBad all along! Too bad the game's story was [[AllThereInTheManual relegated to the manual]], so most players probably didn't even realize that Wily was supposed to be one of the good guys in this game, likely assuming that he was the main villain again from the very start.
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* PowerupLetdown: The Rush Marine is one of the most useless items in the entire series, being effectively identical to the Rush Jet, except that it can only be used underwater. The problem? There are only a few specific rooms in the game that contain water, and all of them can be flown over easily with the Rush Jet.
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* MemeticMutation: The infamous western boxart where Mega Man [[GroinAttack shoots Spark Man in the dick.]]

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* MemeticMutation: The infamous western boxart where Mega Man [[GroinAttack shoots Spark Man in the dick.crotch.]]
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* MemeticMutation: The infamous western boxart where Mega Man [[GroinAttack shoots Spark Man in the dick.]]
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Shoehorning. There are no similarities between Shadow Man and Greninja other than the fact that the two are based on ninjas.


* HilariousInHindsight: Years after this game, Mega Man would go on to fight [[Franchise/{{Pokemon}} Greninja]] in ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'', who is essentially a frog version of Shadow Man (who himself fights with a frog in ''The Power Fighters'').

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