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** ''Battle Network 2'' and ''3'' have Style Change, where [=MegaMan=]'s body changes color and a certain part of his body is changed to reflect that Style's element (Heat, Aqua, Elec, or Wood) and specialty. They have one particular attribute (an improved buster, greater defense, more chips per turn, being able to carry more Navi chips and being able to get V4 and V5 Navi chips, turning invisible with each charge shot, being able to change the field, or receiving random good or bag bugs at the start of the battle) combined with one of the four aforementioned elements. In ''2'', the player could carry two Souls and switch between them out of combat, though this was reduced to one in ''3''.

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** ''Battle Network 2'' and ''3'' have Style Change, where [=MegaMan=]'s body changes color and a certain part of his body is changed to reflect that Style's element (Heat, Aqua, Elec, or Wood) and specialty. They have one particular attribute (an improved buster, greater defense, more chips per turn, being able to carry more Navi chips and being able to get V4 and V5 Navi chips, turning invisible with each charge shot, being able to change the field, or receiving random good or bag bad bugs at the start of the battle) combined with one of the four aforementioned elements. In ''2'', the player could carry two Souls and switch between them out of combat, though this was reduced to one in ''3''.

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** ''4'' and ''5'' have Double Soul, a combination of this trope and PowerCopying, as they are obtained through defeating one of [=MegaMan=]'s allies in battle. [=MegaMan=]'s charge shot is changed and he gains certain other attributes, usually an elemental affinity. It is toggled in-battle instead of on the overworld by discarding a chip corresponding to that soul (i.e., a Wood chip in ''Team Colonel'' gives you Tomahawk Soul), but they each have at least one con (Knight Soul's charge shot is only melee range, Magnet Soul is weak to Wood attacks, etc.) and last for 3 turns, which can be increased using Navi Customizer programs. ''5'' also had Chaos Unisons, activated by discarding a Dark Chip, where it's the same form with a different color scheme and your charge shot turns into the Dark Chip you discarded, without the bugs or HP penalty you'd get using it by itself. If you fire at the wrong time, however, you'll turn back to normal and [=MegaMan=] DS will attack you for [[ThirteenIsUnlucky 13]] seconds, and he's invincible during that time, and the time it takes the shot to fully charge increases with each success[[note]]If you pause at the right time, it becomes significantly easier to hit your mark[[/note]]. They also only lasted for 1 turn, period.
*** ''4'' and ''5'' also have Dark Soul, activated by using Dark Chips constantly. There are a few minor differences such as [=MegaMan=] becoming darker in appearance and his emotion window gaining a malicious expression, and a few major ones such as not being able to go into Full Synchro, the inability to use certain chips, and being able to use Evil Chips and DS Navi Chips. It isn't nearly as useful as Double Soul, as its drawbacks outweigh its benefits.

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** ''4'' and ''5'' have Double Soul, a combination of this trope and PowerCopying, as they are obtained through defeating one of [=MegaMan=]'s allies in battle. [=MegaMan=]'s charge shot is changed and he gains certain other attributes, usually an elemental affinity. It is toggled in-battle instead of on the overworld by discarding a chip corresponding to that soul (i.e., a Wood chip in ''Team Colonel'' gives you Tomahawk Soul), but they each have at least one con (Knight Soul's charge shot is only melee range, Magnet Soul is weak to Wood attacks, etc.) and last for 3 turns, which can be increased using Navi Customizer programs. ''5'' also had has Chaos Unisons, Unison, activated by discarding a Dark Chip, where it's the same form with a different color scheme and your charge shot turns into the Dark Chip you discarded, without the bugs or HP penalty you'd get using it by itself. If you fire at the wrong time, however, you'll turn back to normal and [=MegaMan=] DS will attack you for [[ThirteenIsUnlucky 13]] seconds, and he's invincible during that time, and the time it takes the shot to fully charge increases with each success[[note]]If you pause at the right time, it becomes significantly easier to hit your mark[[/note]]. They success. It also only lasted lasts for 1 turn, period.
*** ''4'' and ''5'' also have Dark Soul, activated by using Dark Chips in battle constantly. There are a few minor differences such as [=MegaMan=] becoming darker in appearance and his emotion window gaining a malicious expression, and a few major ones such as not being able to go into Full Synchro, the inability to use certain chips, and being able to use Evil Chips and DS Navi Chips. It isn't nearly as useful as Double Soul, as its drawbacks outweigh its benefits.Mega Chips.
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* The ''Franchise/KamenRider'' franchise has many examples where the hero can utilize different weapons, forms, and/or fighting styles. ''Series/KamenRiderV3'' started the idea for the franchise with Riderman's cassette arms, but ''Series/KamenRiderKuuga'' really got it going. Common structures are for the hero to have 3-4 forms specialized in different fighting styles (''Kuuga'', ''Agito'', ''Den-O'', ''Kiva'', ''Wizard'', ''Gaim'') that might then be further enhanced with different equipment (''Fourze'', ''Drive''), 10-15 forms based on pre-existing characters like other Riders (''Decade'', ''Zi-O'') or mythological heroes (''Ghost''), or the ability to swap out the attributes of different body parts (''Double'', ''OOO'', ''Build''). The part-swapping type can grow to particularly absurd form counts if each possible combination is treated as its own form, but these usually have a smaller set of prearranged combinations that fulfill the role of traditional forms.

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* The ''Franchise/KamenRider'' franchise has many examples where the hero can utilize different weapons, forms, and/or fighting styles. ''Series/KamenRiderV3'' started the idea for the franchise with Riderman's cassette arms, but ''Series/KamenRiderKuuga'' really got it going. Common structures are for the hero to have 3-4 forms specialized in different fighting styles (''Kuuga'', ''Agito'', ''Den-O'', ''Kiva'', ''Wizard'', ''Gaim'') that might then be further enhanced with different equipment (''Fourze'', ''Drive''), 10-15 forms based on pre-existing characters like other Riders (''Decade'', ''Zi-O'') or mythological heroes (''Ghost''), or the ability to swap out the attributes of different body parts (''Double'', ''OOO'', ''Build'').''Build''), plus one or two {{Super Mode}}s that may be compatible with any of the previous. The part-swapping type can grow to particularly absurd form counts if each possible combination is treated as its own form, but these usually have a smaller set of prearranged combinations that fulfill the role of traditional forms.
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* The ''Series/KaizokuSentaiGokaiger'' have access to the powers of ''all 34 previous Series/SuperSentai teams'', for a total of nearly 200 powersets (though each individual Gokaiger usually only uses the member of each past team that matches up with their own color, while the SixthRanger uses only the 15 other Sixth Rangers).

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* The ''Series/KaizokuSentaiGokaiger'' have access to the powers of ''all 34 previous Series/SuperSentai Franchise/SuperSentai teams'', for a total of nearly 200 powersets (though each individual Gokaiger usually only uses the member of each past team that matches up with their own color, while the SixthRanger uses only the 15 other Sixth Rangers).
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* The ''Series/KaizokuSentaiGokaiger'' have access to the powers of ''all 34 previous SuperSentai teams'', for a total of nearly 200 powersets (though each individual Gokaiger usually only uses the member of each past team that matches up with their own color, while the SixthRanger uses only the 15 other Sixth Rangers).

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* The ''Series/KaizokuSentaiGokaiger'' have access to the powers of ''all 34 previous SuperSentai Series/SuperSentai teams'', for a total of nearly 200 powersets (though each individual Gokaiger usually only uses the member of each past team that matches up with their own color, while the SixthRanger uses only the 15 other Sixth Rangers).
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[[folder: FanWorks ]]

* The second incarnation of the quest, ''Roleplay/{{Communication}}'', features a strange example where not [[TheHero Homura]] herself has this, but her GuardianEntity, has four [[spoiler: later five]] different modes at her disposal, as signaled by her [[CoolHat witch hat]]:
** '''[[TimeMaster Time]]:''' A metal ring large enough to skim just over the top of her head and down to her lower back that slowly spins in place, engraved with images of various images of events past and future. The Pieces for Access float either side of this ring as curved bars [like this (O)] that cover the left and rightmost 90 degree arcs of the ring. The Piece for Purification is a wire ring that loops around everything else. The Piece for Communication is a silver disk, the size of a tea coaster, that floats behind her head. In this form, she is capable of manipulating time.
** '''[[SoulPower Access]]:''' Two rings, one of iridescent multi colour and the other of shifting darkness, each the size of dinner plates, slowly orbit a centerpoint on Homura’s mid-back. The inside of each ring shimmers with their respective color. The Piece for Time rests as a sphere at the centerpoint. The Piece for Purification is a small ring mandala that is centered on the centerpoint. The Piece for Communication is a silver half-torc that hovers around the back of her neck. In this form she can use Grief Charge and Essence fueled magic. This does not pollute her Soul Gem.
** '''[[ThePaladin Purification]]:''' A shining Mandala with various levels of independently moving pieces. Like the others, it rotates around Homura’s mid-back and is tall enough to stretch from her knees to above her head. The Piece for Time sits at the centerpoint as a disk as wide as a bowl between the mandala and Homura. The Pieces for Access are two rings of equal size, both large enough to encircle the Piece for Time with room to spare, centered on the centerpoint sitting either side of Time, the multicolored one closer to Homura. In this form, she can create white purifying effects like a fire the burns grief.
** '''[[{{Telepathy}} Communication]]:''' A silver disk-like halo that floats about her head. The Piece for Time is a bar that runs parallel to her spine. The Pieces for Access are two rings that encircle the Piece for Time. The Piece for Purification is a swirling mirrored-helix that rotates both clockwise and anti-clockwise around the Piece for Time. In this form, she has true telepathy.
** [[spoiler: '''[[SuperMode Doppel]]''': By reversing the spin on her witch's hat, the brim of which is a spinning record, she activates her own Doppel form, separate from Homura's own.]]
[[/folder]]
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* The ''Franchise/KamenRider'' franchise has many examples where the hero can utilize different weapons, forms, attributes, and/or fighting styles. ''Series/KamenRiderV3'' started the idea for the franchise with Riderman's cassette arms, but ''Series/KamenRiderKuuga'' really got it going. Common structures are for the hero to have 3-4 forms specialized in different fighting styles (''Kuuga'', ''Agito'', ''Den-O'', ''Kiva'', ''Wizard'', ''Gaim'') that might then be further enhanced with different equipment (''Fourze'', ''Drive''), 10-15 forms based on pre-existing characters like other Riders (''Decade'', ''Zi-O'') or mythological heroes (''Ghost''), or the ability to swap out the attributes of different body parts (''Double'', ''OOO'', ''Build''). The part-swapping type can grow to particularly absurd form counts if each possible combination is treated as its own form, but these usually have a smaller set of prearranged combinations that fulfill the role of traditional forms.

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* The ''Franchise/KamenRider'' franchise has many examples where the hero can utilize different weapons, forms, attributes, and/or fighting styles. ''Series/KamenRiderV3'' started the idea for the franchise with Riderman's cassette arms, but ''Series/KamenRiderKuuga'' really got it going. Common structures are for the hero to have 3-4 forms specialized in different fighting styles (''Kuuga'', ''Agito'', ''Den-O'', ''Kiva'', ''Wizard'', ''Gaim'') that might then be further enhanced with different equipment (''Fourze'', ''Drive''), 10-15 forms based on pre-existing characters like other Riders (''Decade'', ''Zi-O'') or mythological heroes (''Ghost''), or the ability to swap out the attributes of different body parts (''Double'', ''OOO'', ''Build''). The part-swapping type can grow to particularly absurd form counts if each possible combination is treated as its own form, but these usually have a smaller set of prearranged combinations that fulfill the role of traditional forms.
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* The ''Franchise/KamenRider'' franchise has many examples where the hero can change into different forms that specialize in different weapons and/or fighting styles. ''Series/KamenRiderBlackRX'' started the idea for the franchise with his Robo Rider and Bio Rider forms, but ''Series/KamenRiderKuuga'' really got it going. Common structures are for the hero to have 3-4 forms specialized in different fighting styles (''Kuuga'', ''Agito'', ''Den-O'', ''Kiva'', ''Wizard'', ''Gaim'') that might then be further enhanced with different equipment (''Fourze'', ''Drive''), 10-15 forms based on pre-existing characters like other Riders (''Decade'', ''Zi-O'') or mythological heroes (''Ghost''), or the ability to swap out the attributes of different body parts (''Double'', ''OOO'', ''Build''). The part-swapping type can grow to particularly absurd form counts if each possible combination is treated as its own form, but these usually have a smaller set of prearranged combinations that fulfill the role of traditional forms.

to:

* The ''Franchise/KamenRider'' franchise has many examples where the hero can change into utilize different forms that specialize in different weapons weapons, forms, attributes, and/or fighting styles. ''Series/KamenRiderBlackRX'' ''Series/KamenRiderV3'' started the idea for the franchise with his Robo Rider and Bio Rider forms, Riderman's cassette arms, but ''Series/KamenRiderKuuga'' really got it going. Common structures are for the hero to have 3-4 forms specialized in different fighting styles (''Kuuga'', ''Agito'', ''Den-O'', ''Kiva'', ''Wizard'', ''Gaim'') that might then be further enhanced with different equipment (''Fourze'', ''Drive''), 10-15 forms based on pre-existing characters like other Riders (''Decade'', ''Zi-O'') or mythological heroes (''Ghost''), or the ability to swap out the attributes of different body parts (''Double'', ''OOO'', ''Build''). The part-swapping type can grow to particularly absurd form counts if each possible combination is treated as its own form, but these usually have a smaller set of prearranged combinations that fulfill the role of traditional forms.

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further cleanup of Kamen Rider, including intentation and removing Decade references in following entries



* ''Franchise/KamenRider'':
** The franchise has many examples where the hero can change into different forms that specialize in different weapons and/or fighting styles. ''Series/KamenRiderBlackRX'' started the idea for the franchise with his Robo Rider and Bio Rider forms, but ''Series/KamenRiderKuuga'' really got it going. Common structures are for the hero to have 3-4 forms specialized in different fighting styles, 10-15 forms based on pre-existing characters like mythological heroes or other Riders, the ability to swap out the attributes of different body parts, or 3-4 base forms that can each have one of several minor additional superpowers added on. The part-swapping type can grow to particularly absurd form counts if each possible combination is treated as its own form, but these usually have a smaller set of prearranged combinations that fulfill the role of traditional forms.
* Even Decade is overshadowed by the ''Series/KaizokuSentaiGokaiger'', who have access to ''all 34 previous SuperSentai teams'', for a total of nearly 200 powersets (though each individual Gokaiger usually only uses the member of each past team that matches up with their own color, while the SixthRanger uses only the 15 other Sixth Rangers).
* The ''Franchise/UltraSeries'' has done this starting with ''Series/UltramanTiga'' and only gotten more insane with each successive form-changer. ''Series/UltramanOrb'' is as ridiculous as ''Series/KamenRiderDecade'' above!

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\n* ''Franchise/KamenRider'':
**
The ''Franchise/KamenRider'' franchise has many examples where the hero can change into different forms that specialize in different weapons and/or fighting styles. ''Series/KamenRiderBlackRX'' started the idea for the franchise with his Robo Rider and Bio Rider forms, but ''Series/KamenRiderKuuga'' really got it going. Common structures are for the hero to have 3-4 forms specialized in different fighting styles, styles (''Kuuga'', ''Agito'', ''Den-O'', ''Kiva'', ''Wizard'', ''Gaim'') that might then be further enhanced with different equipment (''Fourze'', ''Drive''), 10-15 forms based on pre-existing characters like other Riders (''Decade'', ''Zi-O'') or mythological heroes (''Ghost''), or other Riders, the ability to swap out the attributes of different body parts, or 3-4 base forms that can each have one of several minor additional superpowers added on.parts (''Double'', ''OOO'', ''Build''). The part-swapping type can grow to particularly absurd form counts if each possible combination is treated as its own form, but these usually have a smaller set of prearranged combinations that fulfill the role of traditional forms.
* Even Decade is overshadowed by the ''Series/KaizokuSentaiGokaiger'', who The ''Series/KaizokuSentaiGokaiger'' have access to the powers of ''all 34 previous SuperSentai teams'', for a total of nearly 200 powersets (though each individual Gokaiger usually only uses the member of each past team that matches up with their own color, while the SixthRanger uses only the 15 other Sixth Rangers).
* The ''Franchise/UltraSeries'' has done this starting with ''Series/UltramanTiga'' and only gotten more insane with each successive form-changer. ''Series/UltramanOrb'' is as ridiculous as ''Series/KamenRiderDecade'' above!
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I'm fine with you cleaning out the sinkhole, but be thorough.


** The franchise has many examples where the hero can change into different forms that specialize in different weapons and/or fighting styles. ''Series/KamenRiderBlackRX'' started the idea for the franchise with his Robo Rider and Bio Rider forms, but ''Series/KamenRiderKuuga'' really got it going. Common structures are for the hero to have 3-4 forms specialized in different fighting styles]], 10-15 forms based on pre-existing characters like [[Series/KamenRiderGhost mythological heroes]] or other Riders, the ability to swap out the attributes of different body parts, or 3-4 base forms that can each have one of several minor additional superpowers added on. The part-swapping type can grow to particularly absurd form counts if each possible combination is treated as its own form, but these usually have a smaller set of prearranged combinations that fulfill the role of traditional forms.

to:

** The franchise has many examples where the hero can change into different forms that specialize in different weapons and/or fighting styles. ''Series/KamenRiderBlackRX'' started the idea for the franchise with his Robo Rider and Bio Rider forms, but ''Series/KamenRiderKuuga'' really got it going. Common structures are for the hero to have 3-4 forms specialized in different fighting styles]], styles, 10-15 forms based on pre-existing characters like [[Series/KamenRiderGhost mythological heroes]] heroes or other Riders, the ability to swap out the attributes of different body parts, or 3-4 base forms that can each have one of several minor additional superpowers added on. The part-swapping type can grow to particularly absurd form counts if each possible combination is treated as its own form, but these usually have a smaller set of prearranged combinations that fulfill the role of traditional forms.
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Chained Sinkhole.


* Negi Springfield of ''Manga/MahouSenseiNegima'' can go between forms of his [[BlackMagic Magia Erebia]] [[SuperMode Armationem]], his Agilitas Fulminis oriented more towards [[FragileSpeedster speed and mobility with less offense and defense]] while being more alike to his use of [[BlowYouAway wind]] and [[ShockAndAwe lightning]], the other - his Sim Fabricatus - with [[MightyGlacier greater strength and defense over a loss of speed]]. Of note is that [[Creator/KenAkamatsu The author]] likes to reference games and [=RPG=]s throughout the series (this being one of many), so this can be argued to count as a ShoutOut to the game form of this trope.

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* Negi Springfield of ''Manga/MahouSenseiNegima'' can go between forms of his [[BlackMagic [[AsLongAsItSoundsForeign Magia Erebia]] [[SuperMode Erebia Armationem]], his Agilitas Fulminis oriented more towards [[FragileSpeedster speed and mobility with less offense and defense]] while being more alike to his use of [[BlowYouAway wind]] and [[ShockAndAwe lightning]], the other - his Sim Fabricatus - with [[MightyGlacier greater strength and defense over a loss of speed]]. Of note is that [[Creator/KenAkamatsu The author]] likes to reference games and [=RPG=]s throughout the series (this being one of many), so this can be argued to count as a ShoutOut to the game form of this trope.



** The franchise has many examples where the hero can change into different forms that specialize in different weapons and/or fighting styles. ''Series/KamenRiderBlackRX'' started the idea for the franchise with his Robo Rider and Bio Rider forms, but ''Series/KamenRiderKuuga'' really got it going. Common structures are for the hero to have 3-4 forms [[Series/KamenRiderDenO specialized in]] [[Series/KamenRiderKiva different]] [[Series/KamenRiderWizard fighting]] [[Series/KamenRiderGaim styles]], 10-15 forms based on pre-existing characters like [[Series/KamenRiderGhost mythological heroes]] or [[Series/KamenRiderDecade other]] [[Series/KamenRiderZiO Riders]], the ability to [[Series/KamenRiderDouble swap out the attributes]] [[Series/KamenRiderOOO of different]] [[Series/KamenRiderBuild body parts]], or 3-4 base forms that can each have one of several [[Series/KamenRiderFourze minor additional superpowers]] [[Series/KamenRiderDrive added on]]. The part-swapping type can grow to particularly absurd form counts if each possible combination is treated as its own form, but these usually have a smaller set of prearranged combinations that fulfill the role of traditional forms.

to:

** The franchise has many examples where the hero can change into different forms that specialize in different weapons and/or fighting styles. ''Series/KamenRiderBlackRX'' started the idea for the franchise with his Robo Rider and Bio Rider forms, but ''Series/KamenRiderKuuga'' really got it going. Common structures are for the hero to have 3-4 forms [[Series/KamenRiderDenO specialized in]] [[Series/KamenRiderKiva different]] [[Series/KamenRiderWizard fighting]] [[Series/KamenRiderGaim in different fighting styles]], 10-15 forms based on pre-existing characters like [[Series/KamenRiderGhost mythological heroes]] or [[Series/KamenRiderDecade other]] [[Series/KamenRiderZiO Riders]], other Riders, the ability to [[Series/KamenRiderDouble swap out the attributes]] [[Series/KamenRiderOOO attributes of different]] [[Series/KamenRiderBuild different body parts]], parts, or 3-4 base forms that can each have one of several [[Series/KamenRiderFourze minor additional superpowers]] [[Series/KamenRiderDrive superpowers added on]].on. The part-swapping type can grow to particularly absurd form counts if each possible combination is treated as its own form, but these usually have a smaller set of prearranged combinations that fulfill the role of traditional forms.

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** The franchise has many examples where the hero can change into different forms that specialize in different weapons and/or fighting styles. ''Series/KamenRiderBlackRX'' started the idea for the franchise with his Robo Rider and Bio Rider forms, but ''Series/KamenRiderKuuga'' really got it going.
** Taken to ridiculous extremes in ''Series/KamenRiderDecade'', where the main character not only has access to his own powers but also the powers and forms of every previous main Kamen Rider of the Heisei era.
** After Decade, ''Series/KamenRiderDouble'', ''Series/KamenRiderOOO'', and ''Series/KamenRiderBuild'' let the heroes mix and match several aspects of their powers. Double had two halves with three variations each (plus three unique combos) for a total of 12, while OOO has three parts with five variations (plus a unique combo) for a grand total of '''126''' (not counting parts used in movies and promo materials, which drive the number up even further). Build splits the difference, using a two halves setup like Double but possessing many more variations; exactly how many combinations he has won't be clear until the show is finished.

to:

** The franchise has many examples where the hero can change into different forms that specialize in different weapons and/or fighting styles. ''Series/KamenRiderBlackRX'' started the idea for the franchise with his Robo Rider and Bio Rider forms, but ''Series/KamenRiderKuuga'' really got it going.
** Taken to ridiculous extremes in ''Series/KamenRiderDecade'', where
going. Common structures are for the main character not only has access hero to his own powers but also the powers and have 3-4 forms of every previous main Kamen Rider of [[Series/KamenRiderDenO specialized in]] [[Series/KamenRiderKiva different]] [[Series/KamenRiderWizard fighting]] [[Series/KamenRiderGaim styles]], 10-15 forms based on pre-existing characters like [[Series/KamenRiderGhost mythological heroes]] or [[Series/KamenRiderDecade other]] [[Series/KamenRiderZiO Riders]], the Heisei era.
** After Decade, ''Series/KamenRiderDouble'', ''Series/KamenRiderOOO'', and ''Series/KamenRiderBuild'' let
ability to [[Series/KamenRiderDouble swap out the heroes mix and match attributes]] [[Series/KamenRiderOOO of different]] [[Series/KamenRiderBuild body parts]], or 3-4 base forms that can each have one of several aspects of their powers. Double had two halves with three variations [[Series/KamenRiderFourze minor additional superpowers]] [[Series/KamenRiderDrive added on]]. The part-swapping type can grow to particularly absurd form counts if each (plus three unique combos) for a total of 12, while OOO has three parts with five variations (plus a unique combo) for a grand total of '''126''' (not counting parts used in movies and promo materials, which drive the number up even further). Build splits the difference, using a two halves setup like Double possible combination is treated as its own form, but possessing many more variations; exactly how many these usually have a smaller set of prearranged combinations he has won't be clear until that fulfill the show is finished.role of traditional forms.
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Has nothing to do with badass soldiers from the Alps (though it's a reasonable mistake to make). Also not to be confused with the film ''Film/SwissArmyMan'', in which Daniel Radcliffe's corpse manages to become pretty damn versatile and useful even though it can't shapeshift.

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Has nothing to do with badass soldiers from the Alps (though it's a reasonable mistake to make). Also not to be confused with the film ''Film/SwissArmyMan'', in which Daniel Radcliffe's corpse manages to become pretty damn versatile and useful even though it can't shapeshift.
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* ''Project VideoGame/AlteredBeast'' for the [=PS2=] gave Luke 9 different forms each with their own powers and abilities, these forms include a {{Werewolf}}, Merman, {{Wendigo}}, Garuda, {{Minotaur}}, [[OurDragonsAreDifferent Dragon]], [[spoiler:{{Bear|sAreBadNews}}]], [[spoiler: UWH, aka, Alien]] and a [[spoiler:Weretiger]]

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* ''Project VideoGame/AlteredBeast'' for the [=PS2=] gave Luke 9 different forms each with their own powers and abilities, these forms include a {{Werewolf}}, [[OurWerewolvesAreDifferent Werewolf]], Merman, {{Wendigo}}, Garuda, {{Minotaur}}, [[OurDragonsAreDifferent Dragon]], [[spoiler:{{Bear|sAreBadNews}}]], [[spoiler: UWH, aka, Alien]] and a [[spoiler:Weretiger]]

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** ''2'' has Zerker, Saurian and Ninja transformations which are similar to Star Break except they can be combined.

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** ''2'' has Zerker, Saurian and Ninja transformations which are similar to Star Break except they can be combined. Combining all three grant the Tribe King transformation, which is more powerful but lasts for three turns like Beast Out above.

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** ''Battle Network 2'' and ''3'' have Style Change, where [=MegaMan=]'s body changes color and a certain part of his body is changed to reflect that Style's element (Heat, Aqua, Elec, or Wood) and specialty. They have one particular attribute (an improved buster, greater defense, more chips per turn, being able to carry more Navi chips and being able to get V4 and V5 Navi chips, turning invisible with each charge shot, being able to change the field, or receiving random good or bag bugs at the start of the battle) combined with one of the four aformentioned elements. In ''2'', the player could carry two Souls and switch between them out of combat, though this was reduced to one in ''3''.

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** ''Battle Network 2'' and ''3'' have Style Change, where [=MegaMan=]'s body changes color and a certain part of his body is changed to reflect that Style's element (Heat, Aqua, Elec, or Wood) and specialty. They have one particular attribute (an improved buster, greater defense, more chips per turn, being able to carry more Navi chips and being able to get V4 and V5 Navi chips, turning invisible with each charge shot, being able to change the field, or receiving random good or bag bugs at the start of the battle) combined with one of the four aformentioned aforementioned elements. In ''2'', the player could carry two Souls and switch between them out of combat, though this was reduced to one in ''3''.



** ''5'' had two Crosses, Bass Cross and Solar ([[VideoGame/{{Boktai}} Django]]) Cross, though they're barely similar to [=BN6=]'s Crosses as they override [=MegaMan=]'s standard form similar to Styles, sans elemental affinity.
*** Bass Cross can be obtained in the Japanese Game Boy Advance versions using a promotional e-Reader card or obtained in the overseas version via cheating. You can also obtain it in any version of ''Double Team DS'' on an original Nintendo DS or DS Lite if you insert a copy of the GBA version that Bass SP has been defeated in. The abilities and colors of this form depend on which version of the game you're playing, ''Team Colonel'' having a silver version with Buster Rake and ''Team [=ProtoMan=]'' having a gold version with Hell's Rolling.

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** ''5'' had two Crosses, Bass Cross and Solar ([[VideoGame/{{Boktai}} Django]]) Cross, though they're barely similar to [=BN6=]'s Crosses as they which override [=MegaMan=]'s standard form similar to Styles, sans elemental affinity.
*** Bass Cross can be obtained in the Japanese Game Boy Advance versions using a promotional e-Reader card or obtained in the overseas version via cheating. You can also obtain it cheats, or in any version of ''Double Team DS'' on an original Nintendo DS or DS Lite if you insert a copy of the GBA version that Bass SP has been defeated in. The abilities and colors of this form depend on which version of the game you're playing, ''Team Colonel'' having a silver version with Buster Rake and ''Team [=ProtoMan=]'' having a gold version with Hell's Rolling.



** [=BN6=] introduces the Cross System. In contrast to [=BN5=], Crosses here are mostly like Souls, except that they're activated through a submenu on the Custom Screen instead of discarding a chip and [=MegaMan=] goes back to normal if hit by [[ElementalRockPaperScissors an element countering his]].
*** Complementing the Cross System is Beast Out, the ability to tap into Gregar or Falzar's power, gaining a rapid-fire buster, instantly locking on to the closest enemy, the ability to charge non-dimming elementless chips to perform powerful slash attacks, and the two can be combined to obtain a powerful elemental charge shot. Because of the massive power exhibited, using this ability leaves [=MegaMan=] exhausted (which is visibly reflected on his emotion window) and he has to go into battles without using it for it to recharge, as it lasts for a maximum of three turns. Attempting to activate it while the counter is at 0 will activate Beast Over, where [=MegaMan=] goes berserk and [[CastFromHitPoints rapidly loses health]] but also goes into autopilot similar to ''5'''s [=DarkInvis=].

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** [=BN6=] ''6'' introduces the a new Cross System. In contrast to [=BN5=], ''5'', Crosses here are mostly like Souls, except that they're activated through a submenu on the Custom Screen instead of discarding a chip and [=MegaMan=] goes back to normal if hit by [[ElementalRockPaperScissors an element countering his]].
*** Complementing the Cross System is Beast Out, the ability to tap into Gregar or Falzar's power, gaining a rapid-fire buster, instantly locking on to the closest enemy, the ability to charge non-dimming elementless chips to perform powerful slash attacks, and the two can be combined to obtain a powerful elemental charge shot. Because of the massive power exhibited, using this ability leaves [=MegaMan=] exhausted (which is visibly reflected on his emotion window) and he has to go into battles without using it for it to recharge, as it lasts for a maximum of three turns. Attempting to activate it while the counter is at 0 will activate Beast Over, where [=MegaMan=] goes berserk and [[CastFromHitPoints rapidly loses health]] but also goes while going into autopilot similar to ''5'''s [=DarkInvis=].



** ''3'' has Noise Change, which is pretty much the Cross System from ''Battle Network 6'' with the one-at-a-time limitation of ''Battle Network 3'''s Styles. There are six per version, though there's also [[IneffectualLoner Rogue]] Noise in both versions, obtained by refraining from making any [=BrotherBands=] with other players. Additionally, there are Star Break-style forms based on the titular supporting characters Acid Ace and Dread Joker, which grant access to the abilities Black End Galaxy and Red Gaia Eraser.

to:

** ''3'' has Noise Change, which is pretty much basically the Cross System from ''Battle Network 6'' with the one-at-a-time limitation of ''Battle Network 3'''s Styles. There are six per version, though there's also [[IneffectualLoner Rogue]] Noise in both versions, obtained by refraining from making any [=BrotherBands=] with other players. Additionally, there are Star Break-style forms based on the titular supporting characters Acid Ace and Dread Joker, which grant access to the abilities Black End Galaxy and Red Gaia Eraser.
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* Most of the ''VideoGame/MegaManBattleNetwork'' games starting with [=BN2=] allow [=MegaMan=] to change into different variants.

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* Most of the ''VideoGame/MegaManBattleNetwork'' games starting with [=BN2=] the second installment allow [=MegaMan=] to change into different variants.
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* This trope is ''WesternAnimation/{{Ben 10}}'''s entire gimmick. The titular hero wears the [[ImportedAlienPhlebotinum Omnitrix]] capable of temporarily transforming him into a number of alien forms, each with it's own powers and weaknesses.

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* This trope is ''WesternAnimation/{{Ben 10}}'''s entire gimmick. The titular hero wears the [[ImportedAlienPhlebotinum Omnitrix]] capable of temporarily transforming him into a number of alien forms, forms (ten at first, hence the name, but he gains more later on), each with it's own powers and weaknesses.
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* Aaron Stack aka Machine Man has all sorts of handy devices.

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* Aaron Stack aka Machine Man has all sorts Comicbook/MachineMan is full of handy useful devices.
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* Deoxys from the ''Franchise/{{Pokemon}}'' games has 4 different forms that can be changed depending on the game in the Advance generation, or using some meteorites in the DS games. The forms are a normal one that acts as JackOfAllStats, a GlassCannon attack form, a StoneWall Defense form and a FragileSpeedster form. Another Pokémon that can change forms is Rotom, each of these forms gives it increased stats compared to its base form (the five forms have the same stats), a different Elemental power, and as of Gen V, its Ghost typing is swapped out for one matching that of the appliance it's possessed.

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* Deoxys from the ''Franchise/{{Pokemon}}'' games has 4 different forms that can be changed depending on the game in the Advance generation, or using some meteorites in the DS games. The forms are a normal one that acts as JackOfAllStats, a GlassCannon attack form, a StoneWall Defense form and a FragileSpeedster form. Another Pokémon that can change forms is Rotom, each of these forms gives it increased stats compared to its base form (the five forms have the same stats), a different Elemental power, and as of Gen V, its Ghost typing is swapped out for one matching that of the appliance it's it possessed.
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** After Decade, ''Series/KamenRiderDouble'' and ''Series/KamenRiderOOO'' let the heroes mix and match several aspects of their powers. Double had two halves with three variations each (plus three unique combos) for a total of 12, while OOO has three parts with five variations (plus a unique combo) for a grand total of '''126''' (not counting parts used in movies and promo materials, which drive the number up even further).

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** After Decade, ''Series/KamenRiderDouble'' ''Series/KamenRiderDouble'', ''Series/KamenRiderOOO'', and ''Series/KamenRiderOOO'' ''Series/KamenRiderBuild'' let the heroes mix and match several aspects of their powers. Double had two halves with three variations each (plus three unique combos) for a total of 12, while OOO has three parts with five variations (plus a unique combo) for a grand total of '''126''' (not counting parts used in movies and promo materials, which drive the number up even further). Build splits the difference, using a two halves setup like Double but possessing many more variations; exactly how many combinations he has won't be clear until the show is finished.

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* There are many ''Franchise/KamenRider'' examples, where the hero can change into different forms that specialize in different weapons and/or fighting styles. ''Series/KamenRiderBlackRX'' started the idea for the franchise with his Robo Rider and Bio Rider forms, but ''Series/KamenRiderKuuga'' really got it going.

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* There are ''Franchise/KamenRider'':
** The franchise has
many ''Franchise/KamenRider'' examples, examples where the hero can change into different forms that specialize in different weapons and/or fighting styles. ''Series/KamenRiderBlackRX'' started the idea for the franchise with his Robo Rider and Bio Rider forms, but ''Series/KamenRiderKuuga'' really got it going.
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* Ultraman has done this starting with UltramanTiga and only gotten more insane with each successive form-changer. UltramanOrb is as ridiculous as KamenRiderDecade above!

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* Ultraman The ''Franchise/UltraSeries'' has done this starting with UltramanTiga ''Series/UltramanTiga'' and only gotten more insane with each successive form-changer. UltramanOrb ''Series/UltramanOrb'' is as ridiculous as KamenRiderDecade ''Series/KamenRiderDecade'' above!

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* IronMan dips into this on occasion with his multitude of armor suits.


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* Ultraman has done this starting with UltramanTiga and only gotten more insane with each successive form-changer. UltramanOrb is as ridiculous as KamenRiderDecade above!
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* Negi Springfield of ''Manga/MahouSenseiNegima'' can go between forms of his [[BlackMagic Magia Erebia]] [[SuperMode Armationem]], his Agilitas Fulminis oriented more towards [[FragileSpeedster speed and mobility with less offense and defense]] while being more alike to his use of [[BlowYouAway wind]] and [[ShockAndAwe lightning]], the other - his Sim Fabricatus - with [[MightyGlacier greater strength and defense over a loss of speed]]. Of note is that [[KenAkamatsu The author]] likes to reference games and [=RPG=]s throughout the series (this being one of many), so this can be argued to count as a ShoutOut to the game form of this trope.

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* Negi Springfield of ''Manga/MahouSenseiNegima'' can go between forms of his [[BlackMagic Magia Erebia]] [[SuperMode Armationem]], his Agilitas Fulminis oriented more towards [[FragileSpeedster speed and mobility with less offense and defense]] while being more alike to his use of [[BlowYouAway wind]] and [[ShockAndAwe lightning]], the other - his Sim Fabricatus - with [[MightyGlacier greater strength and defense over a loss of speed]]. Of note is that [[KenAkamatsu [[Creator/KenAkamatsu The author]] likes to reference games and [=RPG=]s throughout the series (this being one of many), so this can be argued to count as a ShoutOut to the game form of this trope.
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* Franchise/{{Kirby}} gains various powers depending on what enemy he swallows.

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* Franchise/{{Kirby}} gains can gain various powers depending on what the enemy he swallows.swallows. Each of these forms comes with a different hat and some alter his appearance in other ways.
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* ''DemonsCrest'' - Firebrand has about five or six different forms, which he can shift between at will.

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* ''DemonsCrest'' ''VideoGame/DemonsCrest'' - Firebrand has about five or six different forms, which he can shift between at will.
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This is a ShapeShifting Trope describing a series in which the main character can shape-shift into multiple forms. Each form can be used to do something specific - a water-based one to swim, an earth-based one for [[TheBigGuy strength]], an air-based one for speed, etc. In some games these would be different characters, forming a party, but in this one it's all the same guy.

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This is a ShapeShifting Trope describing a series in which the main character that can shape-shift into multiple forms. Each forms with each form can be used being able to do something specific - specific. For example; a water-based one to swim, swim fast, an earth-based one for [[TheBigGuy strength]], an air-based one for speed, to fly, etc. In some games series these would be different characters, forming a party, group, but in this one it's all the same guy.

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** [=BN2=] and [=BN3=] had Style Change, where [=MegaMan=]'s body changes color and a certain part of his body is changed to reflect that Style's element (Heat, Aqua, Elec, or Wood) and specialty. They have one particular attribute (an improved buster, greater defense, more chips per turn, being able to carry more Navi chips and being able to get V4 and V5 Navi chips, turning invisible with each charge shot, being able to change the field, or receiving random good or bag bugs at the start of the battle) combined with one of the four aformentioned elements. You could switch between 2 in [=BN2=] but could only carry 1 in [=BN3=].
** [=BN4=] and [=BN5=] had Double Soul, a combination of this trope and PowerCopying, as they are obtained through defeating one of [=MegaMan=]'s allies in battle. [=MegaMan=]'s charge shot is changed and he gains certain other attributes, usually an elemental affinity. It is toggled in-battle instead of on the overworld by discarding a chip corresponding to that soul (i.e., a Wood chip in [=BN5=] Team Colonel gives you Tomahawk Soul), but they each have at least one con (Knight Soul's charge shot is only melee range, Magnet Soul is weak to Wood attacks, etc.) and last for 3 turns, which can be increased using Navi Customizer programs. [=BN5=] also had Chaos Unisons, activated by discarding a Dark Chip, where it's the same form with a different color scheme and your charge shot turns into the Dark Chip you discarded, without the bugs or HP penalty you'd get using it by itself. If you fire at the wrong time, however, you'll turn back to normal and [=MegaMan=] DS will attack you for [[ThirteenIsUnlucky 13]] seconds, and he's invincible during that time, and the time it takes the shot to fully charge increases with each success[[note]]If you pause at the right time, it becomes significantly easier to hit your mark[[/note]]. They also only lasted for 1 turn, period.
*** [=BN4=] and [=BN5=] also had Dark Soul, activated by using Dark Chips constantly. There are a few minor differences such as [=MegaMan=] becoming darker in appearance and his emotion window gaining a malicious expression, and a few major ones such as not being able to go into Full Synchro, the inability to use certain chips, and being able to use Evil Chips and DS Navi Chips. It isn't nearly as useful as Double Soul, as its drawbacks outweigh its benefits.
** [=BN5=] had two Crosses, Bass Cross and Solar ([[VideoGame/{{Boktai}} Django]]) Cross, though they're barely similar to [=BN6=]'s Crosses as they override [=MegaMan=]'s standard form similar to Styles, sans elemental affinity.
*** Bass Cross can be obtained on the Japanese version using a promotional e-Reader card or obtained in the overseas version via cheating. You can also obtain it on any version of ''Double Team DS'' on an original DS or DS Lite if you insert a copy of the GBA version that Bass SP has been beaten on. The abilities and colors of this form depend on which version of the game you're playing, Team Colonel's version being silver and Team [=ProtoMan=]'s version being gold.
*** Solar Cross can be obtained in ''Double Team DS'' simply by having a copy of ''Boktai 2: Solar Boy Django'' in the GBA slot. As a reference to the ''Boktai'' series' usage of solar power, there will be a sun on the upper right corner of the screen that powers up the player's attacks if you're jacked in from an area outdoors.
** [=BN6=] introduces the Cross System. In contrast to [=BN5=], Crosses here are mostly like Souls, except that they're activated through a submenu on the Custom Screen instead of discarding a chip and you go back to normal if hit by a element countering yours.
*** Complementing the Cross System is Beast Out, the ability to tap into Gregar or Falzar's power, gaining a rapid-fire buster, instantly locking on to the closest enemy, the ability to charge non-dimming elementless chips to perform powerful slash attacks, and the two can be combined to obtain a powerful elemental charge shot. Because of the massive power exhibited, using this ability leaves [=MegaMan=] exhausted (which is visibly reflected on his emotion window) and he has to go battles without using it for it to recharge, as it lasts for a maximum 3 turns. If you try to do it while the counter is at 0 you'll go into Beast Over, where [=MegaMan=] goes berserk and [[CastFromHitPoints rapidly loses health]] but also goes into autopilot similar to [=BN5=]'s [=DarkInvis=].

to:

** [=BN2=] ''Battle Network 2'' and [=BN3=] had ''3'' have Style Change, where [=MegaMan=]'s body changes color and a certain part of his body is changed to reflect that Style's element (Heat, Aqua, Elec, or Wood) and specialty. They have one particular attribute (an improved buster, greater defense, more chips per turn, being able to carry more Navi chips and being able to get V4 and V5 Navi chips, turning invisible with each charge shot, being able to change the field, or receiving random good or bag bugs at the start of the battle) combined with one of the four aformentioned elements. You In ''2'', the player could carry two Souls and switch between 2 them out of combat, though this was reduced to one in [=BN2=] but could only carry 1 in [=BN3=].
''3''.
** [=BN4=] ''4'' and [=BN5=] had ''5'' have Double Soul, a combination of this trope and PowerCopying, as they are obtained through defeating one of [=MegaMan=]'s allies in battle. [=MegaMan=]'s charge shot is changed and he gains certain other attributes, usually an elemental affinity. It is toggled in-battle instead of on the overworld by discarding a chip corresponding to that soul (i.e., a Wood chip in [=BN5=] Team Colonel ''Team Colonel'' gives you Tomahawk Soul), but they each have at least one con (Knight Soul's charge shot is only melee range, Magnet Soul is weak to Wood attacks, etc.) and last for 3 turns, which can be increased using Navi Customizer programs. [=BN5=] ''5'' also had Chaos Unisons, activated by discarding a Dark Chip, where it's the same form with a different color scheme and your charge shot turns into the Dark Chip you discarded, without the bugs or HP penalty you'd get using it by itself. If you fire at the wrong time, however, you'll turn back to normal and [=MegaMan=] DS will attack you for [[ThirteenIsUnlucky 13]] seconds, and he's invincible during that time, and the time it takes the shot to fully charge increases with each success[[note]]If you pause at the right time, it becomes significantly easier to hit your mark[[/note]]. They also only lasted for 1 turn, period.
*** [=BN4=] ''4'' and [=BN5=] ''5'' also had have Dark Soul, activated by using Dark Chips constantly. There are a few minor differences such as [=MegaMan=] becoming darker in appearance and his emotion window gaining a malicious expression, and a few major ones such as not being able to go into Full Synchro, the inability to use certain chips, and being able to use Evil Chips and DS Navi Chips. It isn't nearly as useful as Double Soul, as its drawbacks outweigh its benefits.
** [=BN5=] ''5'' had two Crosses, Bass Cross and Solar ([[VideoGame/{{Boktai}} Django]]) Cross, though they're barely similar to [=BN6=]'s Crosses as they override [=MegaMan=]'s standard form similar to Styles, sans elemental affinity.
*** Bass Cross can be obtained on in the Japanese version Game Boy Advance versions using a promotional e-Reader card or obtained in the overseas version via cheating. You can also obtain it on in any version of ''Double Team DS'' on an original Nintendo DS or DS Lite if you insert a copy of the GBA version that Bass SP has been beaten on. defeated in. The abilities and colors of this form depend on which version of the game you're playing, Team Colonel's ''Team Colonel'' having a silver version being silver with Buster Rake and Team [=ProtoMan=]'s ''Team [=ProtoMan=]'' having a gold version being gold.
with Hell's Rolling.
*** Solar Cross can be obtained in ''Double Team DS'' simply by having a copy of ''Boktai 2: Solar Boy Django'' in the GBA Game Boy Advance slot. As a reference to the ''Boktai'' series' usage of solar power, there will be a sun on the upper right corner of the screen that powers up the player's attacks if you're jacked in from an area outdoors.
** [=BN6=] introduces the Cross System. In contrast to [=BN5=], Crosses here are mostly like Souls, except that they're activated through a submenu on the Custom Screen instead of discarding a chip and you go [=MegaMan=] goes back to normal if hit by a [[ElementalRockPaperScissors an element countering yours.
his]].
*** Complementing the Cross System is Beast Out, the ability to tap into Gregar or Falzar's power, gaining a rapid-fire buster, instantly locking on to the closest enemy, the ability to charge non-dimming elementless chips to perform powerful slash attacks, and the two can be combined to obtain a powerful elemental charge shot. Because of the massive power exhibited, using this ability leaves [=MegaMan=] exhausted (which is visibly reflected on his emotion window) and he has to go into battles without using it for it to recharge, as it lasts for a maximum 3 of three turns. If you try Attempting to do activate it while the counter is at 0 you'll go into will activate Beast Over, where [=MegaMan=] goes berserk and [[CastFromHitPoints rapidly loses health]] but also goes into autopilot similar to [=BN5=]'s ''5'''s [=DarkInvis=].



* Similarly, the ''VideoGame/MegaManStarForce'' games all have different transformations per each game.
** The original has Star Break, activated in battle using a special card. Depending on what version you're playing, you'll turn into Ice Pegasus, Fire Leo or Green Dragon, each of which have a different charge shot and a Star Force Big Bang activated by countering an enemy's attack. You can obtain the Star Breaks of the other two versions by having a [=BrotherBand=] with people on those versions.
** [=SF2=] has Zerker, Saurian and Ninja transformations which are similar to Star Break except they can be combined.
** [=SF3=] has Noise Change, which is pretty much the Cross System from [=BN6=] with the one-at-a-time limitation of [=BN3=]'s Styles. There are 6 per version, though there's also [[IneffectualLoner Rogue]] Noise in both versions, obtained by refraining from making any [=BrotherBands=] with other players. Additionally, there are Star Break-style forms based on the titular supporting characters Acid Ace and Dread Joker.

to:

* Similarly, the ''VideoGame/MegaManStarForce'' games all have different transformations per each game.
''VideoGame/MegaManStarForce'':
** The original has Star Break, activated in battle using a special card. Depending on what version you're playing, you'll Mega Man will turn into Ice Pegasus, Fire Leo or Green Dragon, each of which have a different charge shot and a Star Force Big Bang activated by countering an enemy's attack. You can obtain the Star Breaks of the other two versions by having a [=BrotherBand=] with people on those versions.
** [=SF2=] ''2'' has Zerker, Saurian and Ninja transformations which are similar to Star Break except they can be combined.
** [=SF3=] ''3'' has Noise Change, which is pretty much the Cross System from [=BN6=] ''Battle Network 6'' with the one-at-a-time limitation of [=BN3=]'s ''Battle Network 3'''s Styles. There are 6 six per version, though there's also [[IneffectualLoner Rogue]] Noise in both versions, obtained by refraining from making any [=BrotherBands=] with other players. Additionally, there are Star Break-style forms based on the titular supporting characters Acid Ace and Dread Joker.Joker, which grant access to the abilities Black End Galaxy and Red Gaia Eraser.
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** [=BN4=] and [=BN5=] had Double Soul, a combination of this trope and MegaManning, as they are obtained through defeating one of [=MegaMan=]'s allies in battle. [=MegaMan=]'s charge shot is changed and he gains certain other attributes, usually an elemental affinity. It is toggled in-battle instead of on the overworld by discarding a chip corresponding to that soul (i.e., a Wood chip in [=BN5=] Team Colonel gives you Tomahawk Soul), but they each have at least one con (Knight Soul's charge shot is only melee range, Magnet Soul is weak to Wood attacks, etc.) and last for 3 turns, which can be increased using Navi Customizer programs. [=BN5=] also had Chaos Unisons, activated by discarding a Dark Chip, where it's the same form with a different color scheme and your charge shot turns into the Dark Chip you discarded, without the bugs or HP penalty you'd get using it by itself. If you fire at the wrong time, however, you'll turn back to normal and [=MegaMan=] DS will attack you for [[ThirteenIsUnlucky 13]] seconds, and he's invincible during that time, and the time it takes the shot to fully charge increases with each success[[note]]If you pause at the right time, it becomes significantly easier to hit your mark[[/note]]. They also only lasted for 1 turn, period.

to:

** [=BN4=] and [=BN5=] had Double Soul, a combination of this trope and MegaManning, PowerCopying, as they are obtained through defeating one of [=MegaMan=]'s allies in battle. [=MegaMan=]'s charge shot is changed and he gains certain other attributes, usually an elemental affinity. It is toggled in-battle instead of on the overworld by discarding a chip corresponding to that soul (i.e., a Wood chip in [=BN5=] Team Colonel gives you Tomahawk Soul), but they each have at least one con (Knight Soul's charge shot is only melee range, Magnet Soul is weak to Wood attacks, etc.) and last for 3 turns, which can be increased using Navi Customizer programs. [=BN5=] also had Chaos Unisons, activated by discarding a Dark Chip, where it's the same form with a different color scheme and your charge shot turns into the Dark Chip you discarded, without the bugs or HP penalty you'd get using it by itself. If you fire at the wrong time, however, you'll turn back to normal and [=MegaMan=] DS will attack you for [[ThirteenIsUnlucky 13]] seconds, and he's invincible during that time, and the time it takes the shot to fully charge increases with each success[[note]]If you pause at the right time, it becomes significantly easier to hit your mark[[/note]]. They also only lasted for 1 turn, period.

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