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* [[VideoGame/MegaManStarForce Rogue]] is essentially like Alpha, except this time, he doesn't take away items, but ''disables the last person standing from getting the last-player-alive bonus''. That could've been it, but we're just getting started. Unlike Alpha, he comes with multiple attacks other than a melee attack, such as a projectile attack, use of a Ring Boomerang projectile, and a whole lot of hard-hitters. If you manage to wittle down his health to low, he starts using his sword, which is almost an insta-kill. He also Roguebreak, his rage, which upon landing, can annihilate anyone within range and causes shockwaves to appear, and the shockwaves can kill players.

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* [[VideoGame/MegaManStarForce Rogue]] is essentially like Alpha, except this time, he doesn't take away items, but ''disables the last person standing from getting the last-player-alive bonus''. That could've been it, but we're just getting started. Unlike Alpha, he comes with multiple attacks other than a melee attack, such as a projectile attack, use of a Ring Boomerang projectile, and a whole lot of hard-hitters. If you manage to wittle down his health to low, he starts using his sword, which is almost an insta-kill. He also has Roguebreak, his rage, which which, upon landing, landing on the ground after jumping to the air, can annihilate anyone within range and causes shockwaves to appear, and the shockwaves can kill players.
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* [[VideoGame/MegaManStarForce Rogue]] is essentially like Alpha, except this time, he doesn't take away items, but ''disables the last person standing from getting the last-player-alive bonus''. That could've been it, but we're just getting started. Unlike Alpha, he comes with multiple attacks other than a melee attack, such as a projectile attack, use of a Ring Boomerang projectile, and a whole lot of hard-hitters. If you manage to wittle down his health to low, he starts using his sword, which is almost an insta-kill. He also uses strong rage attacks, like Roguebreak, which causes some ground eruptions to appear, and the eruptions can kill the player.

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* [[VideoGame/MegaManStarForce Rogue]] is essentially like Alpha, except this time, he doesn't take away items, but ''disables the last person standing from getting the last-player-alive bonus''. That could've been it, but we're just getting started. Unlike Alpha, he comes with multiple attacks other than a melee attack, such as a projectile attack, use of a Ring Boomerang projectile, and a whole lot of hard-hitters. If you manage to wittle down his health to low, he starts using his sword, which is almost an insta-kill. He also uses strong rage attacks, like Roguebreak, his rage, which upon landing, can annihilate anyone within range and causes some ground eruptions shockwaves to appear, and the eruptions shockwaves can kill the player.players.



* Dixieandoff is tough even for a common-tier boss. To start, like Johnson, he has high HP even with low players, but he takes it up a notch with the addition of ''armor'', which reduces damage taken. His main attack can essentially rip a player's health down to nothing. He can also jump and slam into the ground, causing ground eruption ripples, which are almost as hard-hitting. His rage is the kicker: he begins to charge at a high speed, and if he hits you, it's an insta-kill, and to top it off, ''no afterlife attack if the rage kills you''.

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* Dixieandoff is tough even for a common-tier boss. To start, like Johnson, he has high HP even with low players, but he takes it up a notch with the addition of ''armor'', which reduces damage taken. His main attack can essentially rip a player's health down to nothing. He can also jump and slam into the ground, causing ground eruption ripples, shockwaves, which are almost as hard-hitting. His rage is the kicker: he begins to charge at a high speed, and if he hits you, it's an insta-kill, and to top it off, ''no afterlife attack if the rage kills you''.
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* Dixieandoff is tough even for a common-tier boss. To start, like Johnson, he has high HP even with low players, but he takes it up a notch with the addition of ''armor'', which reduces damage taken. His main attack can essentially rip a player's health down to nothing. He can also jump and slam into the ground, causing ground eruption ripples, which are almost as hard-hitting. His rage is the kicker he begins to charge at a high speed, and if he hits you, it's an insta-kill, and to top it off, ''no afterlife attack if the rage kills you''.

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* Dixieandoff is tough even for a common-tier boss. To start, like Johnson, he has high HP even with low players, but he takes it up a notch with the addition of ''armor'', which reduces damage taken. His main attack can essentially rip a player's health down to nothing. He can also jump and slam into the ground, causing ground eruption ripples, which are almost as hard-hitting. His rage is the kicker kicker: he begins to charge at a high speed, and if he hits you, it's an insta-kill, and to top it off, ''no afterlife attack if the rage kills you''.
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* Dixieandoff is tough even for a common-tier boss. To start, like Johnson, he has high HP even with low players, but he takes it up a notch with the addition of ''armor'', which reduces damage taken. His main attack can essentially rip a player's health down to nothing. He can also jump and slam into the ground, causing ground eruption ripples, which are almost as hard-hitting. His rage is what tops it off: he begins to charge at a high speed, and if he hits you, it's an insta-kill.

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* Dixieandoff is tough even for a common-tier boss. To start, like Johnson, he has high HP even with low players, but he takes it up a notch with the addition of ''armor'', which reduces damage taken. His main attack can essentially rip a player's health down to nothing. He can also jump and slam into the ground, causing ground eruption ripples, which are almost as hard-hitting. His rage is what tops it off: the kicker he begins to charge at a high speed, and if he hits you, it's an insta-kill.insta-kill, and to top it off, ''no afterlife attack if the rage kills you''.
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* Dixieandoff is tough even for a common-tier boss. To start, like Johnson, he has high HP even with low players, but he takes it up a notch with the addition of ''armor'', which reduces damage taken. His main attack can essentially rip a player's health down to nothing. He can also jump and slam into the ground, causing ground eruption ripples, which are almost as hard-hitting. His rage is what tops it off: he begins to charge at a high speed, and if he hits you, it's an insta-kill.
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* [[VideoGame/RockmanNoConstancy RNC Clashman]]. To start, his main-fire shoots out a Clash Bomb that explodes on impact with the ground, and they can [[DeathFromAbove fall from the ceiling]]. His rage, though, is him dropping down a Clash Bomb that can ''[[NukeEm essentially nuke the [=AoE=], and will guarantee certain death]]''.

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* [[VideoGame/RockmanNoConstancy RNC Clashman]]. To start, his main-fire shoots out a Clash Bomb that explodes on impact with the ground, and they can [[DeathFromAbove fall from the ceiling]]. His rage, though, is him dropping down a Clash Bomb that can ''[[NukeEm essentially nuke the [=AoE=], and will guarantee certain death]]''. Oh, and when he's moving, he's almost transparent.
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* [[VideoGame/RockmanNoConstancy RNC Clashman]]. To start, his main-fire shoots out a Crash Bomb that explodes on impact with the ground, and they can [[DeathFromAbove fall from the ceiling]]. His rage, though, is him dropping down a Clash Bomb that ''[[NukeEm causes a lot of explosions that deal a crap-ton of damage]]''.

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* [[VideoGame/RockmanNoConstancy RNC Clashman]]. To start, his main-fire shoots out a Crash Clash Bomb that explodes on impact with the ground, and they can [[DeathFromAbove fall from the ceiling]]. His rage, though, is him dropping down a Clash Bomb that can ''[[NukeEm causes a lot of explosions that deal a crap-ton of damage]]''.essentially nuke the [=AoE=], and will guarantee certain death]]''.

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--> The Troper was never seen again.



* [[VideoGame/MegaManStarForce Rogue]] is essentially like Alpha, except this time, he doesn't take away items, but ''disables the last person standing from getting the last-player-alive bonus''. That could've been it, but we're just getting started. Unlike Alpha, he comes with multiple attacks other than a melee attack, such as a projectile attack, use of a Ring Boomerang projectile, and a whole lot of hard-hitters. If you manage to wittle down his health to low, he starts using his sword, which is almost an instant kill. He also uses strong rage attacks, like Roguebreak, which causes some ground eruptions to appear, and the eruptions can kill the player.

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* [[VideoGame/MegaManStarForce Rogue]] is essentially like Alpha, except this time, he doesn't take away items, but ''disables the last person standing from getting the last-player-alive bonus''. That could've been it, but we're just getting started. Unlike Alpha, he comes with multiple attacks other than a melee attack, such as a projectile attack, use of a Ring Boomerang projectile, and a whole lot of hard-hitters. If you manage to wittle down his health to low, he starts using his sword, which is almost an instant kill. insta-kill. He also uses strong rage attacks, like Roguebreak, which causes some ground eruptions to appear, and the eruptions can kill the player.player.
* The Yellow Tankboi could easily surpass his two friends in terms of difficulty. He fires faster, and moves faster, but the faster firing easily makes him the hardest to many. Plus, his rage has him firing a barrage of fast-moving missiles.
** In similar vein, the Red Anti-Unholy Elite, who, despite being the strongest, easily surpasses his role. What makes him the hardest of the elites is not only does he hit like a truck, but his alt-attack can guarantee an insta-kill, especially when he gets the strength rune.
* [[VideoGame/RockmanNoConstancy RNC Clashman]]. To start, his main-fire shoots out a Crash Bomb that explodes on impact with the ground, and they can [[DeathFromAbove fall from the ceiling]]. His rage, though, is him dropping down a Clash Bomb that ''[[NukeEm causes a lot of explosions that deal a crap-ton of damage]]''.
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* [[VideoGame/MegaManStarForce Rogue]] is essentially like Alpha, except this time, he doesn't take away items, but ''disables the last person standing from getting the last-player-alive bonus''. That could've been it, but we're just getting started. Unlike Alpha, he comes with multiple attacks other than a melee attack. If you manage to wittle down his health to low, he starts using his sword, which is almost an instant kill. He also uses strong rage attacks, like Roguebreak, which can completely ruin one's survival.

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* [[VideoGame/MegaManStarForce Rogue]] is essentially like Alpha, except this time, he doesn't take away items, but ''disables the last person standing from getting the last-player-alive bonus''. That could've been it, but we're just getting started. Unlike Alpha, he comes with multiple attacks other than a melee attack.attack, such as a projectile attack, use of a Ring Boomerang projectile, and a whole lot of hard-hitters. If you manage to wittle down his health to low, he starts using his sword, which is almost an instant kill. He also uses strong rage attacks, like Roguebreak, which causes some ground eruptions to appear, and the eruptions can completely ruin one's survival.kill the player.
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* [VideoGame/MegaManStarForce Rogue] is essentially like Alpha, except this time, he doesn't take away items, but ''disables the last person standing from getting the last-player-alive bonus''. That could've been it, but we're just getting started. Unlike Alpha, he comes with multiple attacks other than a melee attack. If you manage to wittle down his health to low, he starts using his sword, which is almost an instant kill. He also uses strong rage attacks, like Roguebreak, which can completely ruin one's survival.

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* [VideoGame/MegaManStarForce Rogue] [[VideoGame/MegaManStarForce Rogue]] is essentially like Alpha, except this time, he doesn't take away items, but ''disables the last person standing from getting the last-player-alive bonus''. That could've been it, but we're just getting started. Unlike Alpha, he comes with multiple attacks other than a melee attack. If you manage to wittle down his health to low, he starts using his sword, which is almost an instant kill. He also uses strong rage attacks, like Roguebreak, which can completely ruin one's survival.

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* Alpha is another case of a tough rare tier boss. He, like [[spoiler:Sampi]] ''takes away your items'', meaning no meteors, Unholy Books, [=GUHUs=], and Wish Stars. To add insult to injury, he hits like a truck, meaning that you won't be able to live for long, especially with his rage, the Rising Upper, which causes Alpha to uppercut the enemy with his sword.

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* Alpha is another case of a tough rare tier boss. He, like [[spoiler:Sampi]] [[spoiler:Sampi]], ''takes away your items'', meaning no meteors, Unholy Books, [=GUHUs=], and Wish Stars. To add insult to injury, he hits like a truck, meaning that you won't be able to live for long, especially with his rage, the Rising Upper, which causes Alpha to uppercut the enemy with his sword.


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* [VideoGame/MegaManStarForce Rogue] is essentially like Alpha, except this time, he doesn't take away items, but ''disables the last person standing from getting the last-player-alive bonus''. That could've been it, but we're just getting started. Unlike Alpha, he comes with multiple attacks other than a melee attack. If you manage to wittle down his health to low, he starts using his sword, which is almost an instant kill. He also uses strong rage attacks, like Roguebreak, which can completely ruin one's survival.
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* Alpha is another case of a tough rare tier boss. He, like [[spoiler:Sampi]] ''takes away your items'', meaning no meteors, Unholy Books, GUHUs, and Wish Stars. To add insult to injury, he hits like a truck, meaning that you won't be able to live for long, especially with his rage, the Rising Upper, which causes Alpha to uppercut the enemy with his sword.

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* Alpha is another case of a tough rare tier boss. He, like [[spoiler:Sampi]] ''takes away your items'', meaning no meteors, Unholy Books, GUHUs, [=GUHUs=], and Wish Stars. To add insult to injury, he hits like a truck, meaning that you won't be able to live for long, especially with his rage, the Rising Upper, which causes Alpha to uppercut the enemy with his sword.
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** Taken UpToEleven with [[spoiler:Alpha EX]], who now has a rage which can '''jumpscare''' victims, and comes with stronger attacks.

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** Taken UpToEleven with [[spoiler:Alpha EX]], who now has a rage which can '''jumpscare''' victims, '''jumpscare victims''', and comes with stronger attacks.
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* Alpha is another case of a tough rare tier boss. He, like [[spoiler:Sampi]] ''takes away your items'', meaning no meteors, Unholy Books, GUHUs, and Wish Stars. To add insult to injury, he hits like a truck, meaning that you won't be able to live for long, especially with his rage, the Rising Upper, which causes Alpha to uppercut the enemy with his sword.
** Taken UpToEleven with [[spoiler:Alpha EX]], who now has a rage which can '''jumpscare''' victims, and comes with stronger attacks.
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[[folder:Player-Controlled Bosses]]

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[[folder:Player-Controlled Bosses]][[folder:Game Mods (Player-Controlled/Expansions/Co-Op Mods)]]
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* The rare tier boss Scrotoman, who is essentially a police Protoman. He has the Proto Buster, a leap attack which can kill anyone with low health, and an item that fires a charged shot that turns survivors into Protomen. His rage, though, is the reason he's here; he gets in his Scroto Cruiser, and drives very fast, all of the while ''magnetizing players towards him and shredding their health''. It makes Skullman's Hell Wheel look less dangerous in comparison.
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* Meguh Mang, who has the BBA Mega Man skin, but is a tough boss. His mainfire is a bullet-spread attack that can deal massive damage if one isn't careful. His secondary fire is summoning Rawsh, which acts like Rush Coil, but does a tiny amount of damage to him each use. Then comes his rage, the Real Megabuster, a giant pink laser that bounces off of walls, and insta-kills anyone.

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* The Gembanker, due to his BulletHell attacks.

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* The Gembanker, due to his BulletHell attacks.attacks, especially when there's '''[[UpToEleven four Gembankers]]'''.


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* The Devileye Richman, despite being an event-exclusive boss, certainly qualifies, due to his mainfire being throwing out money that turns players into Rich Demoneyes, which can also do the same thing to other players.

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* Officer Johnson. To start, even with low players, his HP is pretty high, almost around 10000. His main attack is use of a shotgun-based weapon, which fires slow, but deals much damage. He also has a dash which can essentially rip through anyone. His rage is the kicker: a giant projectile that explodes like a nuke and insta-kills almost everyone.

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* Officer Johnson. To start, even with low players, his HP is pretty high, almost around 10000. 10000 when enough join. His main attack is use of a shotgun-based weapon, which fires slow, but deals much damage. He also has a dash which can essentially rip through anyone. His rage is the kicker: a giant projectile that explodes like a nuke and insta-kills almost everyone. He's probably one of the toughest of the sin bosses, aside from...
* Kakusareta Sutoka. Simply put, with many attacks, almost anyone who's good will almost be hard with this boss. The attacks worth noting are his altfire of his first weapon, which summons many clones of himself that can stun a player, and basically his third attack, which he can use to steal boxes, ''including Mystic Boxes and Tanks of Wonders''. His rage gives him 4 regular boxes. His ability to spam summon clones, steal boxes and being able to get them during a rage, along with the danger of him getting a GUHU, meteor, or Unholy Book, makes him a tough boss.


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* Both of the VideoGame/Rockman4MinusInfinity bosses are hard, but Skullman is probably the worst due to his Hell Wheel being able to rip straight through players. When he TurnsRed, it just takes it UpToEleven, due to it now doing a lot more damage, guaranteeing certain death.
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The ''VideoGame/{{Mega Man|Classic}}'' classic series is [[ThatOneBoss/MegaMan no stranger to soul-crushingly difficult bosses]], and the single player campaign in ''VideoGame/MegaMan8BitDeathmatch'' is no exception. Just be glad you won't have to face these monstrosities while playing online.

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The ''VideoGame/{{Mega Man|Classic}}'' classic series is [[ThatOneBoss/MegaMan no stranger to soul-crushingly difficult bosses]], and the single player campaign in ''VideoGame/MegaMan8BitDeathmatch'' is no exception. Just be glad you won't have to face these monstrosities while playing online.
online. Unfortunately, some game mods and expansions also have some tough bosses.
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[[/folder]]

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Made a folder for player-controlled bosses.


'''NOTE:''' This list covers bosses in the core only, therefore player-controlled bosses (Saxton Hale and Unholy Bosses) and AI bosses from other expansions are excluded.

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'''NOTE:''' This list covers bosses in the core only, therefore player-controlled bosses (Saxton Hale and Unholy Bosses) and AI bosses from other expansions are excluded.[[folder:Core Game]]


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[[/folder]]

[[folder:Player-Controlled Bosses]]
!! Unholy
* Officer Johnson. To start, even with low players, his HP is pretty high, almost around 10000. His main attack is use of a shotgun-based weapon, which fires slow, but deals much damage. He also has a dash which can essentially rip through anyone. His rage is the kicker: a giant projectile that explodes like a nuke and insta-kills almost everyone.
* The Gembanker, due to his BulletHell attacks.
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* As of v5b, the Metool Daddy fight has been revamped, and the old one is a breather compared to this.
** First of all, you need to fight a Met Catcher first, and it's very annoying. It'll pick you up for massive damage and swarm the stage with Metools that you might not have the time to destroy. On top of that, you can do nearly no damage to him with the Mega Buster. Fortunately, it doesn't deal a lot of damage outside of the rocks he hurls (which have vital weapons, such as the ) and its catches, which still take off a quarter of your health and make you die to the Met Catcher at least a few times.
** But when the Met Catcher [[TurnsRed loses half its HP]], he ''plucks the Metool Daddy out of the ground''. With another full bar of HP. Plus, the Metool Daddy's patterns are harder on you this time, since his regular jumps summon a ton of Metools (and can still crush you). Additionally, his third jump [[ShockwaveStomp sends out a shockwave through the ground]] that will [[ThatOneAttack rip through your health and is impossible to jump over]]. How do you deal with it? By ''using the Thunder Claw in the Met Catcher's grip claw to swing over the shockwave'', even though [[GuideDangIt it looks NOTHING like any of the Thunder Claw pegs scattered through the game nor were there any substantial hints to lead you into doing it!]]
** On top of all of this, the Met Catcher will still try to grab you and throw junk at you. But, unlike the first phase, you'll be thanking god for it, since the trash he throws now drops out small health capsules and his patterns are less aggressive... until you kill the Metool Daddy, which is when he goes back to his more aggressive behavior and you have to deal with the remaining half of its health.
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The new update for MM 8 BDM, version v5b, adds a lot of changes to bosses - which made some of them infuriating / hard enough to be put on the list.

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*As of v5b, the Metool Daddy fight has been revamped, and the old one is a breather compared to this.
**First of all, you need to fight a Met Catcher first, and it's very annoying. It'll pick you up for massive damage and swarm the stage with Metools that you might not have the time to destroy. On top of that, you can do nearly no damage to him with the Mega Buster. Fortunately, it doesn't deal a lot of damage outside of the rocks he hurls (which have vital weapons, such as the ) and its catches, which still take off a quarter of your health and make you die to the Met Catcher at least a few times.
**But when the Met Catcher [[TurnsRed loses half its HP]], he ''plucks the Metool Daddy out of the ground''. With another full bar of HP. Plus, the Metool Daddy's patterns are harder on you this time, since his regular jumps summon a ton of Metools (and can still crush you). Additionally, his third jump [[ShockwaveStomp sends out a shockwave through the ground]] that will [[ThatOneAttack rip through your health and is impossible to jump over]]. How do you deal with it? By ''using the Thunder Claw in the Met Catcher's grip claw to swing over the shockwave'', even though [[GuideDangIt it looks NOTHING like any of the Thunder Claw pegs scattered through the game nor were there any substantial hints to lead you into doing it!]]
**On top of all of this, the Met Catcher will still try to grab you and throw junk at you. But, unlike the first phase, you'll be thanking god for it, since the trash he throws now drops out small health capsules and his patterns are less aggressive... until you kill the Metool Daddy, which is when he goes back to his more aggressive behavior and you have to deal with the remaining half of its health.
*Another reworked boss in v5b is [[spoiler:Dark Man]]. Previously, [[spoiler:Dark Man]] was a fairly boring boss that had easy attacks to dodge and a repetitive pattern. This time, though, it [[spoiler:calls upon ''all the other Dark Men'' to blast you off]] once he reaches about half health. Fortunately, [[spoiler:Proto Man comes to your aid and completely heals you]] - but that doesn't help a lot, since [[spoiler:it's still two against ''four''!]] If [[spoiler:the numbers disadvantage]] does not convince you that [[ThisIsGonnaSuck this is going to suck]], let us list all the reasons why you'll be pulling your hair and [[AtomicFBomb dropping F-Bombs at your screen]] in this fight:
**[[spoiler:Three of them (Dark Man 1, 2, and 4, or green-gray-red respectively) have]] attacks or behaviors that may instantly kill you if you are unlucky or poorly positioned. [[spoiler:Dark Man 1 will try to trample you, Dark Man 2 will run towards you with extremely damaging electricity surrounding him, and Dark Man 4 has the same electricity except he also ''throws it at you''. It is also very easy to lose track of them amidst the chaos that this fight is, and you'll break a ton of keyboards over surprise deaths if you don't have a lot of awareness. Did we mention the electricity reflects projectiles?]]
**[[spoiler:Dark Man 3, by comparison, seems like the least of your worries, even though he has a jumping attack that will deal you massive damage if you're not constantly on the move. But he can paralyze you if you don't block or dodge his grounded attack, which is something you ''don't'' want to happen, given his company.]]
**After you have [[spoiler:learned their patterns, trained yourself to be aware of each individual positioning, and put together a plan to kill them one by one,]] you'll reach the last part of the fight, [[SarcasmMode called]] "the part where [[spoiler:Proto Man]] screws you over". Why? [[spoiler:Because when Dark Man 4 is (invariably) the last boss standing, Proto Man has a nasty tendency to get stuck in front of Dark Man, and you can't shoot through him.]] It makes the last stage of the fight unnecessarily longer, which in turn raises your chances of making a mistake. Given that your health is probably not very high at this point and [[spoiler:Dark Man 4]] can easily kill you in a single hit, it might cause [[ClusterFBomb a lot of angry swearing]] to ensue.
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!!Pre-[=V5B=] Chapters 1-6


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!!Post-[=V5b=] Chapters 1-6 and Chapters 7+
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** [[spoiler: Hyper Storm H]] has '''two''' life bars that requires draining and some pretty hard to avoid attacks, such as the move where he sucks you in and then blows you backwards while firing shots at you, his jumping that can cause a quake that will damage you if you don't jump yourself (think the Metool Daddy or [[spoiler: Gamma]] except he doesn't kill you by landing right on top of you), and a ram attack. Depleting one bar makes his attacks faster and much harder to avoid, which means you're gonna have a hell of a time avoiding anything he throws at you from then on. Oh, and did we mention you're on a tiny platform similar to the fight above ''and'' you're surrounded by insta-kill spikes?

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** [[spoiler: Hyper Storm H]] has '''two''' life bars that requires draining and some pretty hard to avoid attacks, such as the move where he sucks you in and then blows you backwards while firing shots at you, his jumping that can cause a quake that will damage you if you don't jump yourself (think the Metool Daddy or [[spoiler: Gamma]] except he doesn't kill you by landing right on top of you), and a ram attack. Depleting one bar makes his attacks faster and much harder to avoid, which means you're gonna have a hell of a time avoiding anything he throws at you from then on. Oh, and did we mention you're on a tiny platform similar to the fight above ''and'' you're surrounded by insta-kill spikes?spikes? And in v5B onward, not even the damage reduction on Easy difficulty will help much for his ram attack, which can still easily send you flying into said spikes.
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** Being many times the size of your character of choice, he can crush you underfoot; as with the above boss, God Mode will '''not''' save you, only Super God Mode (which is entered through the console rather than direct gameplay) will defend you from it's stomping attacks.

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** Being many times the size of your character of choice, he can crush you underfoot; as with the above boss, God Mode will '''not''' save you, only Super God Mode (which is entered through the console rather than direct gameplay) will defend you from it's its stomping attacks.



** Protoman's vague hints. While it is helpful to know that you need to use your strongest weapons against the Final Boss, you might not exactly be aware of what you can use. [[spoiler: Fans of ''VideoGame/MegaMan3'' will know right off the bat that Gamma's weakness was the Hard Knuckle (in his first form anyway), but a fully charged Atomic Fire shot or the Ballade Cracker isn't nearly as obvious]]. Protoman also tells you to use a close range attack, but you only have so many of them. [[spoiler: The one you need to use is a well-timed Top Spin (which is another send-up of ''Mega Man 3''; Gamma's second form could be decimated by Top Spin in mere seconds), in lieu of using Rush Coil moments prior]].
** [[spoiler: Gamma's]] weak point. You should probably know by now that his weak point is [[spoiler: his forehead]], but that alone is hard to hit. Only three of your vast arsenal of weapons can hit it, and finishing him off takes a well timed melee weapon that you might not have used all that much throughout the game anyways.

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** Protoman's vague hints. While it is helpful to know that you need to use your strongest weapons against the Final Boss, you might not exactly be aware of what you can use. [[spoiler: Fans of ''VideoGame/MegaMan3'' will know right off the bat that Gamma's weakness was the Hard Knuckle (in his first form anyway), but a fully charged Atomic Fire shot or the Ballade Cracker isn't nearly as obvious]]. Once you drain all of his health Protoman also tells you to use a close range attack, but you only have so many of them. attack to finish him off. Better figure it out! [[spoiler: The one you need to use is a well-timed Top Spin (which is another send-up of ''Mega Man 3''; Gamma's second form could be decimated by Top Spin in mere seconds), in lieu of using Rush Coil moments prior]].
** [[spoiler: Gamma's]] weak point. You should probably know by now that his weak point is [[spoiler: his forehead]], helmet]], but that alone is hard to hit. Only three of your vast arsenal of weapons can hit it, and finishing him off takes a well timed melee weapon that you might not have used all that much throughout the game anyways.



** Once he's lost a lot of health, he'll start using ''[[TurnsRed two attacks at once]]''. To be more specific, after the first attack, he'll fire the second one ''while the first is still in effect''. Generally he'll use attacks that take a while to end, and then follow up with a quicker one to try and catch you off-guard while you're trying to dodge the first one. This can be very hard to juggle.

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** Once he's lost a lot of health, he'll start using ''[[TurnsRed two attacks at once]]''. To be more specific, after the first attack, he'll fire the second one ''while the first is still in effect''. Generally he'll use attacks that take a while to end, and then follow up with a quicker one to try and catch you off-guard while you're trying to dodge the first one. This can be very hard to juggle. His charge afterwards is also a lot faster.
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'''NOTE:''' This list covers bosses in the core only, therefore player-controlled bosses and AI bosses from other expansions are excluded.

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'''NOTE:''' This list covers bosses in the core only, therefore player-controlled bosses (Saxton Hale and Unholy Bosses) and AI bosses from other expansions are excluded.
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'''NOTE:''' This list covers bosses in the core only, therefore player-controlled bosses and AI bosses from other expansions are excluded.
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The ''VideoGame/{{Mega Man|Classic}}'' classic series is [[ThatOneBoss/MegaMan no stranger to soul-crushingly difficult bosses]], and the single player campaign in ''VideoGame/MegaMan8BitDeathmatch'' is no exception. Just be glad you won't have to face these monstrosities while playing online.

'''NOTE:''' BonusBoss is banned from being ThatOneBoss. It's optional and you know it's overpowered, nothing prevents you from not fighting it.

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* [[SarcasmMode Ladies and gentlemen, I present you the]] [[BlatantLies easiest boss]] [[SarcasmMode in the game,]] [[https://www.youtube.com/watch?v=K15QlWNbBcY the Metool Daddy.]]
** For starters, he has tons of HP, is only vulnerable for short periods of time, and can summon lesser Metools to help him. Scared yet? But then, there's his nasty ability to jump and [[OneHitKill instantly crush the player]], and ''[[UpToEleven not even God Mode protects you from said crushing attack]]''.
*** Oh, and everytime you die and retry, you have to sit through the BaitAndSwitchBoss scene which cannot be skipped.
*** Oh yeah, and the Metool Daddy is a 3D hitbox represented by a 2D sprite, and the sprite is in the center of the hitbox, meaning when he jumps at you, he's closer to you than he appears!!
*** However, he does become much easier to beat if if you learn how to exploit a bug in his AI to get him stuck on the walls. This would make him a sitting duck... if he didn't have his army of normal metools backing him up...
* Then there's [[spoiler: Gamma]], who, while a FinalBoss (at least until v3), is ''incredibly'' difficult to defeat without the use of cheats. Let us count all the myriad ways this boss is difficult...
** Like with the Metool Daddy above, he can cause tremors which damage your character. But while the Metool Daddy's landing tremors have a bit of a cooldown after landing, he can cause a tremor with ''every single step he takes''.
** Being many times the size of your character of choice, he can crush you underfoot; as with the above boss, God Mode will '''not''' save you, only Super God Mode (which is entered through the console rather than direct gameplay) will defend you from it's stomping attacks.
** The arena is in a cross shape, with pits of spikes taking up the corners of the arena. This can be a detriment to you if [[spoiler: Gamma]] ends up trapping you and you have nowhere to run around him, which means either getting stomped into jelly or making a dive into spikes. Particularly jarring if you're trying to go for items and ammo around the arena and you find him bearing down on you seconds later.
** [[spoiler: Gamma's]] attacks are also pretty harsh. He doesn't have many of them, but boy, do they '''hurt'''. They cover a better part of the battlefield and can knock your health down greatly if they connect.
** Protoman's vague hints. While it is helpful to know that you need to use your strongest weapons against the Final Boss, you might not exactly be aware of what you can use. [[spoiler: Fans of ''VideoGame/MegaMan3'' will know right off the bat that Gamma's weakness was the Hard Knuckle (in his first form anyway), but a fully charged Atomic Fire shot or the Ballade Cracker isn't nearly as obvious]]. Protoman also tells you to use a close range attack, but you only have so many of them. [[spoiler: The one you need to use is a well-timed Top Spin (which is another send-up of ''Mega Man 3''; Gamma's second form could be decimated by Top Spin in mere seconds), in lieu of using Rush Coil moments prior]].
** [[spoiler: Gamma's]] weak point. You should probably know by now that his weak point is [[spoiler: his forehead]], but that alone is hard to hit. Only three of your vast arsenal of weapons can hit it, and finishing him off takes a well timed melee weapon that you might not have used all that much throughout the game anyways.
** Finally, if you fail to [[spoiler: successfully pull off the Rush Coil-Top Spin maneuver in time, Gamma]] will get right back up and have a third of his health bar refill.
* As of version 3, and the intro of the ''VideoGame/MegaMan8'' campaign, we now have [[spoiler:the Evil Robot, ''IN SPACE'']]. Granted, he's incredibly fun to fight and the battle itself is ''epic'', but holy hell, is he ''hard''. He may not have any attacks that screw you over even in God mode unlike the above examples, but if you're not using cheats, you're in for one hell of a ride:
** Firstly, his attacks. Considering [[spoiler:he stole the powers of all the ''VideoGame/MegaMan8'' Robot Masters, he now has what are basically hyper-charged versions of them]]. And they do hurt, though they vary in dodging ease - the meteor shower and multi-tornado are usually ''laughably'' easy to dodge, but the bomb spread and freezing wave are a ''nightmare'' to dodge.
** He cannot be damaged most of the time, instead, you have to wait until he starts charging up his fist, and charge up your own [[spoiler:Duo fist]] as well, and ''then'' wait for the small opening when you can bitch-smack him. This isn't so hard, but, if one of the longer-lasting attacks are still in effect, especially late into the fight, you could mess up the timing, and he'll hit you for at ''least'' half your health.
** Once he's lost a lot of health, he'll start using ''[[TurnsRed two attacks at once]]''. To be more specific, after the first attack, he'll fire the second one ''while the first is still in effect''. Generally he'll use attacks that take a while to end, and then follow up with a quicker one to try and catch you off-guard while you're trying to dodge the first one. This can be very hard to juggle.
** The arena is [[spoiler:in space]], with an invisible boundary indicated by the highlighted corners. You can also fly, which is ''vital'' for avoiding his attacks, as you're faster when you're not touching anything. Unfortunately, it's difficult to tell if you're near a wall in the heat of the moment, and if you either fly up into the ceiling or into a wall, there's a good chance you'll be briefly stuck, long enough for an attack to nail you hard.
* Any member of [[spoiler: the Genesis Unit]] in Chapter 9, but special mention goes to [[spoiler: Mega Water S and Hyper Storm H]].
** [[spoiler: Mega Water S]] has an attack that forces you underwater where you must fight off robotic jellyfish and make a couple of tricky jumps back to the platform you fight him on, can deploy a water shield that negates damage, and can often just use the jet of water to knock you back off the platform you fight him on...sometimes several times in a row. It can get aggrivating really fast and all it takes is a bad jump to make you restart the fight all over again (which is easy to do).
** [[spoiler: Hyper Storm H]] has '''two''' life bars that requires draining and some pretty hard to avoid attacks, such as the move where he sucks you in and then blows you backwards while firing shots at you, his jumping that can cause a quake that will damage you if you don't jump yourself (think the Metool Daddy or [[spoiler: Gamma]] except he doesn't kill you by landing right on top of you), and a ram attack. Depleting one bar makes his attacks faster and much harder to avoid, which means you're gonna have a hell of a time avoiding anything he throws at you from then on. Oh, and did we mention you're on a tiny platform similar to the fight above ''and'' you're surrounded by insta-kill spikes?
** And finally, just to top it all off, the final boss battle against [[spoiler: all three of them at once]]. [[spoiler: Buster Rod G]] snipes you from afar with his staff, [[spoiler: Mega Water S]] keeps shooting harpoons at you and [[spoiler: Hyper Storm H]] is causing quakes with an alarming frequency rivaling that of [[spoiler: Gamma]] above. And that's not even getting into the [[CombinationAttack formation attacks]], of which the Delta formation is the hardest to survive due to the [[spoiler: Buster Rod clones]], [[spoiler: Hyper Storm's]] suction and [[spoiler: Mega Water's]] constant water spouts coming up from underneath you. The sole saving grace in this fight is that all three of them are vulnerable to being shot up until they do their formation attacks, which means they're more or less invincible until it finishes. You're gonna spend most of this fight trying to play chicken with them more than you will shooting them, and it's arguably tougher than any of the other bosses ''thus far''.
* V5 brings a whole new slew of bosses that are insanely difficult without the use of GodMode.
** [[spoiler: Bass]] is the replacement boss of the VideoGame/MegaMan7 chapter, and he's quite the doozy. The first phase is a little tricky since he can tank a lot of shots, moves fairly quickly and hits quite hard with his special attacks (a flip-kick and a fully charged buster shot), but it's somewhat manageable. The second phase, on the other hand, gets insane thanks to [[spoiler: Bass activating his SuperMode by combining with [[CanineCompanion Treble]] and causing the roof of the tower to collapse, initiating a FreeFallFight as the second and final phase of the boss]]. Not only does [[spoiler: Bass]] have the ability to fly around wherever he pleases in the fight, his attacks are much more sporadic and cover much more ground. Additionally, [[spoiler: thanks to Bass destroying the floor, you're in freefall riding the roof debris to the bottom of the tower, which means you have many different elevations to keep track of as you fight Bass]]. You'll get the Super Adapter and a Beat Rescue to give you an edge, but you ''have'' to keep moving in this fight and flying around or else you're a sitting duck for [[spoiler: Bass]], and with all the jumping and flying you'll be doing to stay alive and shoot down the boss, you'll inevitably send yourself off into the pit. Beat will save you only the first time, so you can only screw up your landings once. Screw up twice and you'll have to start from the beginning of the second phase. All of this combines to make a boss even more difficult than even the infamous Wily Capsule from the same game. [[spoiler: If you're skilled/insane enough go Buster-Only for the entire fight (yes, this includes the Super Bass segment, which means no using the Super Adapter at all), then you still have to face off against the Wily Capsule after all of that. Better hope you still have some health left over from the Super Bass fight!]]
** [[spoiler: The Mega Mech Shark]], the final boss of the VideoGame/MegaMan9 chapter. It's another fairly epic battle like [[spoiler: the Evil Energy Robot]], but it's hard for the fact that [[spoiler: it's the only UnexpectedShmupLevel in the game; the entire fight takes place flying on Rush Jet]]. And as you'd expect from a side-scrolling shoot-'em-up, there's a ton of projectiles (sometimes to the point where it starts becoming BulletHell) to be mindful of as you chase the boss down. Plus, there's '''four''' whole phases to the fight, [[MarathonBoss making it a true test of endurance to fight]].
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