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* UnderusedGameplayMechanic: The secret Wire and Balloon adapters make some areas easier but aren't required for much beyond accessing a secret path in Cossack's Citadel and some otherwise inaccessible power ups; the Wire is also usable against Wily Machine 4. The idea of secret adapters that open optional hidden areas is a concept that could have been explored to boost replay value to the game by allowing alternate routes through more stages.

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* UnderusedGameplayMechanic: UnderusedGameMechanic: The secret Wire and Balloon adapters make some areas easier but aren't required for much beyond accessing a secret path in Cossack's Citadel and some otherwise inaccessible power ups; the Wire is also usable against Wily Machine 4. The idea of secret adapters that open optional hidden areas is a concept that could have been explored to boost replay value to the game by allowing alternate routes through more stages.
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* UnderusedGameplayMechanic: The secret Wire and Balloon adapters make some areas easier but aren't required for much beyond accessing a secret path in Cossack's Citadel and some otherwise inaccessible power ups. The idea of secret adapters that open optional hidden areas is a concept that could have been explored to boost replay value to the game by allowing alternate routes through more stages.

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* UnderusedGameplayMechanic: The secret Wire and Balloon adapters make some areas easier but aren't required for much beyond accessing a secret path in Cossack's Citadel and some otherwise inaccessible power ups.ups; the Wire is also usable against Wily Machine 4. The idea of secret adapters that open optional hidden areas is a concept that could have been explored to boost replay value to the game by allowing alternate routes through more stages.
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* UnderusedGameplayMechanic: The secret Wire and Balloon adapters make some areas easier but aren't required for much beyond accessing a secret path in Cossack's Citadel and some otherwise inaccessible power ups. The idea of secret adapters that open optional hidden areas is a concept that could have been explored to boost replay value to the game by allowing alternate routes through more stages.
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** Dust Man is also relatively easy, so long as you know to jump straight up to avoid the imminent impact of his Dust Crusher and slide away from his vacuum move that draws you towards him.

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** Dust Man is also relatively easy, so long as you know to jump straight up or slide away to avoid the imminent impact of his Dust Crusher and slide away or run away from his vacuum move that draws you towards him. Dust Man's hopping around the room does mean that you'll need to adjust your timing to compensate but it's not a huge deal.
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** Because his stage is a giant junkyard full of discarded machines and broken parts, Dust Man's "modified robot sanitation worker" backstory for ''4'' is typically discarded and replaced with a variation of "robot grim reaper".

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** Because his stage is a giant junkyard full of discarded machines and broken parts, Dust Man's "modified robot sanitation worker" backstory for ''4'' is typically discarded and replaced with a variation of "robot grim reaper". He can even be teamed up with [[VideoGame/MegaMan7 Junk Man]] due to both sharing a similar concept.
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* MemeticLoser: Toad Man somehow manages to be both this and an EnsembleDarkhorse at the same time. Despite having a cool (or amusing) design and a great weapon, his actual boss fight is [[ZeroEffortBoss laughably easy]]. Much like Spark Mandrill in ''[[VideoGame/MegaManX1 X1]]'', one can very easily get him into a stun-lock pattern for the whole fight[[labelnote:*]]Toad Man almost always jumps over you when he takes a hit from the buster, letting you run underneath him to do it again. Even if he actually tries to Rain Flush you, hitting him again will cancel it and put him back in the pattern[[/labelnote]]. Even the minibosses in Toad Man's stage are more threatening than he is.

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* MemeticLoser: Toad Man somehow manages to be both this and an EnsembleDarkhorse at the same time. Despite having a cool (or amusing) design and a great weapon, his actual boss fight is [[ZeroEffortBoss laughably easy]]. Much like Spark Mandrill in ''[[VideoGame/MegaManX1 X1]]'', one can very easily get him into a stun-lock pattern for the whole fight[[labelnote:*]]Toad fight, and unlike Mandrill, you don't even need his weakness to do it.[[labelnote:*]]Toad Man almost always jumps over you when he takes a hit from the buster, letting you run underneath him to do it again. Even if he actually tries to Rain Flush you, hitting him again will cancel it and put him back in the pattern[[/labelnote]]. pattern[[/labelnote]] Even the minibosses in Toad Man's stage are more threatening than he is.
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* FanonDiscontinuity: Some hardcore fans like to consider ''VideoGame/MegaMan3'' the true final game of the classic Mega Man series, preferring to assume Dr. Wily died at the end of ''3'' and ignoring everything from ''4'' onwards. Some less hardcore fans like to consider the same of ''VideoGame/MegaMan6'', and ignore everything from ''VideoGame/MegaMan7'' onwards, while still others ignore only ''7'', ''8'', and ''& Bass'', considering only the classic NES style games (1-6, and 9 and 10) to be canon.

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* FanonDiscontinuity: Some hardcore fans like to consider ''VideoGame/MegaMan3'' the true final game of the classic Mega Man series, preferring to assume Dr. Wily died at the end of ''3'' and ignoring everything from ''4'' onwards. Some less hardcore fans like to consider the same of ''VideoGame/MegaMan6'', and ignore everything from ''VideoGame/MegaMan7'' onwards, while still others ignore only ''7'', ''8'', and ''& Bass'', and ''11'', considering only the classic NES style games (1-6, and 9 9, and 10) to be canon.

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** Dust Man is also relatively easy, so long as you know to jump straight up to avoid the imminent impact of his Dust Crusher and slide away from his vacuum move that draws you towards him.



** Ring Man's stage can be very difficult due to having numerous instant-death hazards, troubling enemy placement, and ''four'' {{Mini Boss}}es. It's even worse if you're trying to clear it without taking damage and limiting yourself to just the Mega Buster, as LetsPlay/RoahmMythril has done (with an effect on his sanity). Ring Man himself is no pushover either.

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** Ring Man's stage can be very difficult due to having numerous instant-death hazards, troubling enemy placement, and ''four'' {{Mini Boss}}es. It's even worse if you're trying to clear it without taking damage and limiting yourself to just the Mega Buster, as LetsPlay/RoahmMythril has done (with an effect on his sanity). Ring Man himself is no pushover either.either if you don't know how to deal with his attack patterns.
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** Then there's the erratic Ring Man, who can cause huge collision damage and counterattack if you shoot him on the ground. Even with his weakness, you can still die easily if you don't know how to handle his movements.

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** Then there's the erratic Ring Man, who can cause huge collision damage and counterattack if you shoot him on the ground. Even with his weakness, you can still die easily if you don't know how to handle his movements. However, if you know how his pattern work, he's much easier to defeat even without the Pharaoh Shot.
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* SequelDifficultyDrop: Is considerably easier than the first three games, while still having some difficult moments notheless.
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* WhatAnIdiot: Kalinka Cossack has been kidnapped by Wily. Does her father turn his robots versus Wily? Nope! He targets [[MisplacedRetribution everyone else]] instead! Fortunately, she is rescued before Mikhail can do any more damage. [[BigDamnHeroes Thanks, Blues.]]
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* WhatAnIdiot: Kalinka Cossack has been kidnapped by Wily. Does her father turn his robots versus Wily? Nope! He targets [[MisplacedRetribution everyone else]] instead! Fortunately, she is rescued before Mikhail can do any more damage. [[BigDamnHeroes Thanks, Blues.]]

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** The [[https://www.youtube.com/watch?v=e3B85DIMNUc final boss theme]] is very intense and catchy for a ten-second loop.



** The [[https://www.youtube.com/watch?v=e3B85DIMNUc final boss theme]] is very intense and catchy for a ten-second loop.



* DisappointingLastLevel: While not quite as easy as the one from ''Mega Man 3'', this game's fortress stages usually contain at least one E-Tank each, and are quite barren of enemies later on. This game also marked the start of having shorter Wily Castles to fit in the mid-game stages, with this one only having two full stages, a short level leading up to the boss refights and Wily Machine, and a BossOnlyLevel with the Wily Capsule.

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* DisappointingLastLevel: While not quite as easy as the one from ''Mega Man 3'', ''3'', this game's fortress stages usually contain at least one E-Tank each, and are quite barren of enemies later on. This game also marked the start of having shorter Wily Castles to fit in the mid-game stages, with this one only having two full stages, a short level leading up to the boss refights and Wily Machine, and a BossOnlyLevel with the Wily Capsule.



** This game's charged Mega Buster has widely been accused of being overpowered, for doing nearly as much damage to a boss as their weakness. While this was likely done in response to the previous game, where taking on a Robot Master without their weakness tended to become a brutal slog where you had to chip away each and every one of their hitpoints while they could easily kill you with about 4 or 5 hits, half of the fanbase didn't actually have a problem with that, and the other half thought this game's solution went too far in the opposite direction. Aside from the Game Boy ''VideoGame/MegaManIII'', this version of the Mega Buster would never appear again in the series and would be relegated to Proto Man's buster in ''VideoGame/MegaMan9''. Largely averted in terms of the special weapons, though, with most of them being seen as at least somewhat useful and none being seen as outright overpowered.

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** This game's charged Mega Buster has widely been accused of being overpowered, for doing nearly as much damage to a boss as their weakness. While this was likely done in response to the previous game, where taking on a Robot Master without their weakness tended to become a brutal slog where you had to chip away each and every one of their hitpoints while they could easily kill you with about 4 or 5 hits, half of the fanbase didn't actually have a problem with that, and the other half thought this game's solution went too far in the opposite direction. Aside from the Game Boy ''VideoGame/MegaManIII'', this version of the Mega Buster would never appear again in the series and would be relegated to Proto Man's buster in ''VideoGame/MegaMan9''. Largely averted in terms of the special weapons, though, with most of them being seen as at least somewhat useful and none being seen as outright overpowered.



** Pharaoh Man if you don't have his weakness (if you do, [[ZeroEffortBoss he's a pushover]]), as he's really fast and jumpy, throws many fast projectiles while he jumps, and can fire a high-damage wave that crosses the whole screen.

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** Pharaoh Man if you don't have his weakness (if you do, [[ZeroEffortBoss he's a pushover]]), as he's really fast and jumpy, fast, throws many fast projectiles while he jumps, and can fire a high-damage wave that crosses the whole screen.



* ToyShip: [[RoboShip Mega Man x Kalinka]] seems to be pretty popular. It helps that ''Mega Man Complete Works'' includes artwork of Kalinka giving Mega Man a kiss.

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* ToyShip: [[RoboShip Mega Man x Kalinka]] seems to be pretty popular. It helps that ''Mega Man Complete ''Complete Works'' includes artwork of Kalinka giving Mega Man a kiss.

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* {{Fanon}}: Fans love taking Dr. Cossack's GloriousMotherRussia aspects and cranking them UpToEleven. The fact that his SupervillainLair resembles features of the Saint Basil's Cathedral doesn't help.

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* {{Fanon}}: {{Fanon}}:
**
Fans love taking Dr. Cossack's GloriousMotherRussia aspects and cranking them UpToEleven. The fact that his SupervillainLair resembles features of the Saint Basil's Cathedral doesn't help.help.
** Skull Man's skull motif leads fans to believe that, unlike most of the other Cossack robots, Dr. Wily played some part in building him. How that plays into his relationship with the other Cossack numbers is then explored in further detail by fans.
** Because his stage is a giant junkyard full of discarded machines and broken parts, Dust Man's "modified robot sanitation worker" backstory for ''4'' is typically discarded and replaced with a variation of "robot grim reaper".
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** Toad Man is a special kind of pathetic; he can be looped into an infinite pattern where he does nothing but jump. Alternatively, one can wait and shoot him once his [[MercyInvincibility invincibility frames]] wear off. He'll be locked into a vicious cycle where he just stands still and futilely tries to activate his Rain Flush, only to be interrupted each time.

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** Toad Man is a special kind of pathetic; he can be looped into an infinite pattern where he does nothing but jump. Alternatively, one can wait and shoot him once his [[MercyInvincibility invincibility frames]] wear off. He'll be locked into a vicious cycle where he just stands perfectly still and futilely tries to activate his activating Rain Flush, only to be interrupted each time.
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** Toad Man is a special kind of pathetic; he can be looped into an infinite pattern where he does nothing but jump. Alternatively, one can wait and shoot him once his InvincibilityFrames wear off. He'll be locked into a vicious cycle where he just stands still and futilely tries to activate his Rain Flush, only to be interrupted each time.

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** Toad Man is a special kind of pathetic; he can be looped into an infinite pattern where he does nothing but jump. Alternatively, one can wait and shoot him once his InvincibilityFrames [[MercyInvincibility invincibility frames]] wear off. He'll be locked into a vicious cycle where he just stands still and futilely tries to activate his Rain Flush, only to be interrupted each time.



** Aside from the unavoidable attack, Bright Man is not all that hard provided you are careful with his body. It becomes easier if the player knows what health levels Bright Man uses Flash Stopper on and deals extra damage to skip them.

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** Aside from the unavoidable attack, Bright Man is not all that hard provided you are careful with his body. It becomes easier if the player knows what health levels Bright Man points. He only uses Flash Stopper on and deals extra damage to skip them.when his health reaches specific intervals. He'll be completely locked out of using it if a player first hits him with a regular buster shot, then finishes him off with nothing but fully-charged shots for the rest of the fight.
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** Toad Man, since he can be looped into an infinite where he does nothing but jump.

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** Toad Man, since Man is a special kind of pathetic; he can be looped into an infinite pattern where he does nothing but jump. Alternatively, one can wait and shoot him once his InvincibilityFrames wear off. He'll be locked into a vicious cycle where he just stands still and futilely tries to activate his Rain Flush, only to be interrupted each time.

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** Dive Man, mostly due to being a ''Mega Man 3''-type boss whose main strategy is to use his obscene amounts of collision damage to finish you off quickly. This might not have been so bad if not for the fact that his weakness is the Skull Barrier, which requires you to get extremely close to him.

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** Dive Man, mostly due to being a ''Mega Man 3''-type is notable as a boss whose main strategy that is to use extremely easy if you know how he works, but a nightmare if you don't. As long as you stay on the other side of the room from him, simply spamming the Mega Buster will destroy his obscene amounts of collision missiles and damage him in the process with little risk, and it's fairly easy to finish jump to the opposite side when he does his charge. Try to fight him at close range, or fail to escape him? Then he's an absolute nightmare who will try to ram you off quickly. This might not have been so bad if not for the fact to death with surprisingly high damage, both incredibly aggressive and rather hard to get a bead on. What puts him here, though, is that his weakness is the weakness, Skull Barrier, which requires ''requires'' you to try to get extremely close to him.him, meaning people trying to use his weakness on him will have a much tougher time.

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* ContestedSequel: While few call ''4'' a bad game, it can't help but fall into this territory when its predecessors are considered the best games in the series (and often the best games on the NES). Some consider this game the last great NES classic rather than ''3'' because this game introduced the charged Mega Buster shots and had the best weapon-balancing (in ''2'' and ''3'', half of the weapons could impact each Robot Master, but this game polishes the mechanic to give more focus to the ElementalRockPaperScissors).

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* ContestedSequel: While few call ''4'' a bad game, it can't help but fall into this territory when its predecessors are considered the best games in the series (and often the best games on the NES). Some consider this game the last great NES classic rather than ''3'' because this game introduced the charged Mega Buster shots and had the best weapon-balancing (in ''2'' and ''3'', half of the weapons could impact each Robot Master, but this game polishes the mechanic to give more focus to the ElementalRockPaperScissors).ElementalRockPaperScissors, and lacks a GameBreaker on the level of the Metal Blade), as well as being a pretty strong execution of the overall formula (good bosses, stages, and music). However, it was also the third game in a row to pretty much borrow ''2'''s formula lock-stock-and-barrel, with the only real change being a HijackedByGanon incident.
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* ContestedSequel: While few call ''Mega Man 4'' a bad game, it can't help but fall into this territory when its predecessors are considered the best games in the series (and often the best games on the NES). Some consider this game the last great NES ''Mega Man'' rather than ''Mega Man 3'' because this game introduced the charged Mega Buster shots and had the best weapon-balancing (in ''2'' and ''3'', half of the weapons could impact each Robot Master, but this game polishes the mechanic to give more focus to the ElementalRockPaperScissors).

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* ContestedSequel: While few call ''Mega Man 4'' ''4'' a bad game, it can't help but fall into this territory when its predecessors are considered the best games in the series (and often the best games on the NES). Some consider this game the last great NES ''Mega Man'' classic rather than ''Mega Man 3'' ''3'' because this game introduced the charged Mega Buster shots and had the best weapon-balancing (in ''2'' and ''3'', half of the weapons could impact each Robot Master, but this game polishes the mechanic to give more focus to the ElementalRockPaperScissors).



* RetroactiveRecognition: Dust Man was designed by Creator/YusukeMurata, who would later be known for the art of ''Manga/Eyeshield21'' and the manga version of ''WebComic/OnePunchMan.''

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* RetroactiveRecognition: Dust Man was designed by Creator/YusukeMurata, who would later be known for the art of ''Manga/Eyeshield21'' and the manga version of ''WebComic/OnePunchMan.''''WebComic/OnePunchMan''.
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** While limited by energy, the Pharaoh Shot notably combines the ChargedAttack mechanic of the Mega Buster and can give you two shots for the price of one; a sun-like orb is generated above Mega Man and enemies colliding with it may deplete it, but you can still fire off a sun orb like a projectile for major damage. Like the Metal Blade, you can even aim the shots in multiple directions, similar to the Metal Blade, except for upward.

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** While limited by energy, the Pharaoh Shot notably combines uses the ChargedAttack mechanic of the Mega Buster and can give you two shots for the price of one; a sun-like orb is generated above Mega Man and enemies colliding with it may deplete it, but you can still fire off a second sun orb like a projectile projectile, for major damage. Like the Metal Blade, you can even aim the shots in multiple directions, similar to the Metal Blade, except for upward.

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* GameBreaker: This game's charged Mega Buster has widely been accused of being overpowered, for doing nearly as much damage to a boss as their weakness. While this was likely done in response to the previous game, where taking on a Robot Master without their weakness tended to become a brutal slog where you had to chip away each and every one of their hitpoints while they could easily kill you with about 4 or 5 hits, half of the fanbase didn't actually have a problem with that, and the other half thought this game's solution went too far in the opposite direction. Aside from the Game Boy ''VideoGame/MegaManIII'', this version of the Mega Buster would never appear again in the series and would be relegated to Proto Man's buster in ''VideoGame/MegaMan9''. Largely averted in terms of the special weapons, though, with most of them being seen as at least somewhat useful and none being seen as outright overpowered.

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* GameBreaker: GameBreaker:
**
This game's charged Mega Buster has widely been accused of being overpowered, for doing nearly as much damage to a boss as their weakness. While this was likely done in response to the previous game, where taking on a Robot Master without their weakness tended to become a brutal slog where you had to chip away each and every one of their hitpoints while they could easily kill you with about 4 or 5 hits, half of the fanbase didn't actually have a problem with that, and the other half thought this game's solution went too far in the opposite direction. Aside from the Game Boy ''VideoGame/MegaManIII'', this version of the Mega Buster would never appear again in the series and would be relegated to Proto Man's buster in ''VideoGame/MegaMan9''. Largely averted in terms of the special weapons, though, with most of them being seen as at least somewhat useful and none being seen as outright overpowered. overpowered.
** While limited by energy, the Pharaoh Shot notably combines the ChargedAttack mechanic of the Mega Buster and can give you two shots for the price of one; a sun-like orb is generated above Mega Man and enemies colliding with it may deplete it, but you can still fire off a sun orb like a projectile for major damage. Like the Metal Blade, you can even aim the shots in multiple directions, similar to the Metal Blade, except for upward.
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** Ring Man's stage can be very difficult due to having numerous instant-death hazards, troubling enemy placement, and ''four'' {{Mini Boss}}es. It's even worse if you're trying to clear it without taking damage and limiting yourself to just the Mega Buster, as LetsPlay/RoahmMythril has done (with an effect on his sanity).

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** Ring Man's stage can be very difficult due to having numerous instant-death hazards, troubling enemy placement, and ''four'' {{Mini Boss}}es. It's even worse if you're trying to clear it without taking damage and limiting yourself to just the Mega Buster, as LetsPlay/RoahmMythril has done (with an effect on his sanity). Ring Man himself is no pushover either.
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* RetroactiveRecognition: Dust Man was designed by Yusuke Murata, who would later be known for the art of ''Manga/Eyeshield21'' and the manga version of ''WebComic/OnePunchMan.''

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* RetroactiveRecognition: Dust Man was designed by Yusuke Murata, Creator/YusukeMurata, who would later be known for the art of ''Manga/Eyeshield21'' and the manga version of ''WebComic/OnePunchMan.''
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* ContestedSequel: While few will call ''Mega Man 4'' a bad game, it can't help but fall into this territory when its predecessors are considered the best games in the series (and often the best games on the NES). Some consider this game the last great NES ''Mega Man'' rather than ''Mega Man 3'' because this game introduced the charged Mega Buster shots and had the best weapon-balancing (in ''2'' and ''3'', half of the weapons could impact each Robot Master, but this game polishes the mechanic to give more focus to the ElementalRockPaperScissors).

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* ContestedSequel: While few will call ''Mega Man 4'' a bad game, it can't help but fall into this territory when its predecessors are considered the best games in the series (and often the best games on the NES). Some consider this game the last great NES ''Mega Man'' rather than ''Mega Man 3'' because this game introduced the charged Mega Buster shots and had the best weapon-balancing (in ''2'' and ''3'', half of the weapons could impact each Robot Master, but this game polishes the mechanic to give more focus to the ElementalRockPaperScissors).
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* LikeYouWouldReallyDoIt: While a lot of players genuinely did believe on their first play-through that Dr. Cossack had replaced Dr. Wily as the BigBad, a lot of them worked out when they got to the battle with Cossack without any Robot Master refights that he wasn't really the main villain.

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* LikeYouWouldReallyDoIt: While a lot of players genuinely did believe on their first play-through that Dr. Cossack had replaced Dr. Wily as the BigBad, a lot of them worked out when they got to the battle with Cossack without any Robot Master refights that he wasn't really ''really'' the main villain.

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* ScrappyWeapon: While the other Special Weapons are all useful in some manner, the Skull Barrier is pretty much worthless, since it vanishes after being shot/striking an enemy once, making it useless as a shield. Even worse, Dive Man, the Robot Master who is weak to this weapon, requires you to be close to him in order to hit him with it. He also has an attack that lets him move really fast. And touching him knocks off a large chunk of your health. Both the Dust Crusher and Mega Buster are slightly less damaging but do a better job of eliminating the [[HomingProjectile Dive Missiles]]. In other words, the Skull Barrier's more trouble to use than it's worth. If nothing else, it's very energy-efficient compared to the other shields, so while it only blocks one shot, it can block one shot a lot.
** The one practical use it ostensibly gets is in Drill Man's stage, to protect Mega Man from falling rocks. Even then, the Pharaoh Shot does a better job, as the projectile forms overhead and remains there until Mega Man fires, all while it protects against all damage from above without disappearing.

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* ScrappyWeapon: While the other Special Weapons are all useful in some manner, the Skull Barrier is pretty much worthless, since it vanishes after being shot/striking an enemy once, making it useless as a shield. Even worse, Dive Man, the Robot Master who is weak to this weapon, requires you to be close to him in order to hit him with it. He also has an attack that lets him move really fast. And touching him knocks off a large chunk of your health. Both the Dust Crusher and Mega Buster are slightly less damaging but do a better job of eliminating the [[HomingProjectile Dive Missiles]]. In other words, the Skull Barrier's more trouble to use than it's worth. If nothing else, it's very energy-efficient compared to the other shields, so while it only blocks one shot, it can block one shot a lot.
**
lot. The one practical use it ostensibly gets is in Drill Man's stage, to protect Mega Man from falling rocks. Even then, the Pharaoh Shot does a better job, as the projectile forms overhead and remains there until Mega Man fires, all while it protects against all damage from above without disappearing.


* MostAnnoyingSound: The sound of a health bar filling up is the loudest it's ever been in the series, to the point that it drowns out the music more or less entirely. This naturally makes the usual BossRush near the end of the game a '''lot''' more obnoxious in the audio department than in the other games. It doesn't help that it takes longer for the health bar to fill up than in the past games as well.

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** Toad Man because, despite his exploitable pattern, he possesses one of the most dangerous attacks in the game, and an intimidating design [[{{Cephalothorax}} similar to]] [[VideoGame/MegaMan2 Air Man]]. In-universe, he's perhaps one of the most dangerous robots due to his [[HollywoodAcid Rain Flush]] alone. The Rain Flush Mega Man gains from him is also a powerful [[SmartBomb screen-clearing attack]].\\
\\
It's also possible that someone can find his design so amusing (a toad-based robot!) as to be memorable.

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** Toad Man because, despite his exploitable pattern, he possesses one of the most dangerous attacks in the game, and an intimidating design [[{{Cephalothorax}} similar to]] [[VideoGame/MegaMan2 Air Man]]. In-universe, he's perhaps one of the most dangerous robots due to his [[HollywoodAcid Rain Flush]] alone. The Rain Flush Mega Man gains from him is also a powerful [[SmartBomb screen-clearing attack]].\\
\\
It's also possible that someone can find his design so amusing (a toad-based robot!) as to be memorable.
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It's also possible that someone can find his design so amusing (a Toad-based robot!) as to be memorable.

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It's also possible that someone can find his design so amusing (a Toad-based toad-based robot!) as to be memorable.

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