YMMV / Mega Man 6


  • Awesome Music: Par for the course, but Flame Man and Plant Man have particularly outstanding tracks.
  • Anti-Climax Boss: Even by the game's standards, the Wily Machine is embarrassingly easy to defeat. The fact that every form is weak to the Silver Tomahawk doesn't help.
  • Badass Decay: Beat, whereas in Mega Man 5 he is a Game-Breaker, he's severely nerfed in this game, and can't even target Bosses anymore.
  • Fanon: Some fans like to play around with the idea that Mr. X is/was a real person, and that Dr. Wily either kidnapped him to take his place for the tournament, or that Dr. Wily actually killed him.
  • Fanon Discontinuity: Some hardcore fans like to consider 6 to be the final game of the Mega Man Classic timeline, since it is the last of the NES era Mega Man games, ignoring the events of Mega Man 7 and beyond; the fact that Dr. Wily isn't captured onscreen after this doesn't help the later games' case. Alternately, they skip directly from this game to 9, as 9 returns to the Mega Man 2-style and starts with Wily having been captured for a while.
  • Fridge Brilliance:
    • Why did Mr. X/Dr. Wily spend the extra effort to bother with the Robot Master duplicates to hide the Beat parts? Because he still remembers how Beat kicked so much ass out of his Dark Men and Wily Capsule in Mega Man 5.
    • Having a Final Boss whose final forms are weak against the same attack may seem like a What an Idiot moment, as the Anti-Climax Boss entry above attests. However, if your modus operandi is to have the forms weak against different weapons per stage and if you have enough forms to require the Weaksauce Weakness to be near a full clip at the start of the battle, then you could expect your opponent to overlook the weakness for phase 1 in his analysis of phase 2, at least at first. And by the time he figures out phase 3, he might be out of Emergency Energy Tanks.
    • Knight Man's attack pattern is very simplistic because, well, he's a knight. He believes in a fair fight with a worthy opponent like Mega Man, or at least he was designed to fight like that.
    • Why is Plant Man weak to Blizzard Attack (an ice weapon) instead of Flame Blast (a fire weapon)? Plant Man is based on a tropical plant. Tropical areas are hot and humid, meaning Plant Man would be used to the heat, and there's enough moisture in the air to keep flames at bay. An ice weapon would not only expose him to low temperature, but it would also freeze the water in the air.
  • Fridge Logic: What does being a Centaur have to do with stopping time and teleporting? Even Mega Man 2: The Power Fighters changes this by downplaying the Time Master Archtype and playing up the Centaur Archer Archetype.
  • Game-Breaker: The Jet Adapter utterly breaks whatever difficulty the platforming segments have — Mega Man can fly and hover in it and move quite fast, and it only takes a second for it to recharge and take off again. You only need to take it off during a boss fight or the odd occasion where a charge shot, slide, or your Power Adapter is needed.
  • It's Easy, So It Sucks: A common complaint about the game is that its difficulty is generally much easier than that of previous entries in the series, due to the Robot Masters' very simplistic attack patterns and the addition of Jet Mega Man.
  • It's the Same, Now It Sucks: The Mega Man Classic games have always been Strictly Formula, but this game in particular had outcries of Capcom Sequel Stagnation. While it actually added a lot more new gameplay elements than 5 did, it was the third game in a row to have yet another transparent plot of being Hijacked By Wily, following similar plots involving Dr. Cossack and Proto Man, and the way it was executed just smacked of laziness.
  • It Was His Sled: Gee. I wonder who "Mr. X" really is.
  • The Scrappy: Most of the Robot Master designs are pretty cool, but nobody will admit to liking Plant Man, due to a combo of having one of the most lame designs for a Robot Master in the series, a pathetic attack pattern, and a lame shield weapon that marks him as a poor man's Wood Man. It doesn't help that his stage is also the most infuriating level in the entire game.
  • Scrappy Mechanic: Like in 5, you lose your charge when you get hit.
    • The Jet and Power Adapters are cool and very useful items, but having to constantly deselect and reselect them from the Pause Menu, just to use the charge shot or slide when those obstacles pop up, can get annoying fast, especially since a little cutscene plays each time you select them.
  • Scrappy Weapon: The Plant Barrier is considered the worst shield weapon in the Mega Man series. It has the same flaws the Skull Barrier from Mega Man 4 has, but wastes much more energy, making it far more impractical.
  • That One Level: Most of the game is fairly easy by the standards of the series, but Plant Man's stage can be a nasty surprise for newcomers. It's a very long level with a lot of small, irritating enemies, and no less than three mini-boss fights — and if you die to the latter two, you have to fight them all over again. And a good chunk of the level is centered around a spring segment where leaping fish can easily knock you into the local water pits. You also have to fight other enemies hogging the nearby springs before you can move on, and also dodge the occasional flying bug that tries to blindside you out of nowhere. Fortunately, Plant Man himself is quite easy to beat and you get rewarded with the Jet Adapter for your troubles, which makes the rest of the game a cakewalk.

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