YMMV / Mega Man 6

  • Anti-Climax Boss: Even by the game's standards, the Wily Machine is embarrassingly easy to defeat. The fact that all of its forms are 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.
  • 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.
  • 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:
  • 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 playing down 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 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 sinc a little cutscene plays each time you select them.
  • Scrappy Weapon: The Plant Barrier is considered the worst shield weapon of Mega Man. It has the same flaws of the Skull Barrier from Mega Man 4, 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 miniboss 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.