Follow TV Tropes

Following

History VideoGame / MegaMan2ThePowerFighters

Go To



* BlockingStopsAllDamage: New to this game, all Robot Masters can simply block to defend themselves. Understandable when Elec man puts up a barrier of electrons, cool when Guts Man braces his shoulder for impact, funny when Cut Man ducks his head like he just wants it to stop.

to:

* BlockingStopsAllDamage: New to this game, all Robot Masters can simply block to defend themselves. Understandable when Elec man Man puts up a barrier of electrons, cool when Guts Man braces his shoulder for impact, funny when Cut Man ducks his head like he just wants it to stop.



* BossGame: Like in ''The Power Battle'', there are no stages to go through; You're dropped directly into a room with a Robot Master, and occasionally they may summon basic enemies to avoid, but it otherwise works not unlike a Fighting Game's arcade mode.

to:

* BossGame: Like in ''The Power Battle'', there are no stages to go through; You're you're dropped directly into a room with a Robot Master, and occasionally they may summon basic enemies to avoid, but it otherwise works not unlike a Fighting Game's FightingGame[='=]s arcade mode.



* DiscardAndDraw: A few robot masters, most particularly Centaur Man and Elec Man, have new attack patterns that do not at all resemble their original ones.

to:

* DiscardAndDraw: A few robot masters, Robot Masters, most particularly Centaur Man and Elec Man, have new attack patterns that do not at all resemble their original ones.



* PowerUpLetdown: Rush (Mega Man's AssistCharacter) doesn't do too much to help -- he merely accentuates your jump with Rush Coil (something that you very rarely need, and something you can easily replicate yourself with an upgrade from the third set of bosses), and sometimes flies into the enemy when you fire a charge shot (which doesn't do much damage, but does put the foe into a juggle state). Compared to Proto Man/Duo getting a full-on InvincibilityPowerUp, he's not as useful or desired, especially against enemies who aren't easily juggled or who's weaknesses are more reliable than the lunge/charge shot combo.

to:

* PowerUpLetdown: Rush (Mega Man's AssistCharacter) doesn't do too much to help -- he merely accentuates your jump with Rush Coil (something that you very rarely need, and something you can easily replicate yourself with an upgrade from the third set of bosses), and sometimes flies into the enemy when you fire a charge shot (which doesn't do much damage, but does put the foe into a juggle state). Compared to Proto Man/Duo getting a full-on InvincibilityPowerUp, he's not as useful or desired, especially against enemies who aren't easily juggled or who's whose weaknesses are more reliable than the lunge/charge shot combo.


%%* BossGame

to:

%%* BossGame* BossGame: Like in ''The Power Battle'', there are no stages to go through; You're dropped directly into a room with a Robot Master, and occasionally they may summon basic enemies to avoid, but it otherwise works not unlike a Fighting Game's arcade mode.

Added DiffLines:

* [[SaveThePrincess Save The Robot Girl]]: The overall mission of the "Rescue Roll" chapter.

Added DiffLines:

* StealthSequel: The game is a sequel to the then-unreleased ''VideoGame/MegaMan8'', as shown when Duo appears in his form after he's repaired by Dr. Light and gets the RememberTheNewGuy treatment.

Added DiffLines:

* RememberTheNewGuy: Since ''Power Fighters'' is a StealthSequel to ''VideoGame/MegaMan8'' and Duo is an EarlyBirdCameo, he gets this treatment in-game.


* BottomlessMagazines: An upgrade you can get is to increase your maximum Weapon Energy to more than you would really need to take down a boss.

to:

* BottomlessMagazines: Downplayed. An upgrade you can get is to increase your maximum Weapon Energy to more than you would really need to take down a boss.



* CompositeCharacter: Many Robot Masters get to borrow moves and elements from ones that didn't appear. For example, Air Man gets Junk Man's Junk Shield, and Plant Man take's Crash Man's song from the previous arcade game. Freeze Man apes Ice Man, who appeared in the first arcade game, but not here.

to:

* CompositeCharacter: Many Robot Masters get to borrow moves and elements from ones that didn't appear. For example, Air Man gets Junk Man's Junk Shield, and Plant Man take's Crash Man's song from the previous arcade game. Freeze Man apes Ice Man, who appeared in the first arcade game, but not here.



* GlassCannon: The more difficult to dodge among the Robot Masters tend to be the quickest to flinch. Most notable with Freeze Man, who can be locked in an endless flinching cycle by all characters.

to:

* GlassCannon: The more difficult to dodge among the Robot Masters tend to be the quickest to flinch. Most notable with Freeze Man, who can be locked in an endless flinching cycle by all characters.



* PowerUpLetdown: Rush (Mega Man's AssistCharacter) doesn't do very much to help -- he merely accentuates your jump with Rush Coil (something that you very rarely need), and sometimes flies into the enemy when you fire a charge shot (which doesn't do much damage). Compared to Proto Man/Duo getting a full-on InvincibilityPowerUp, it's mostly useless.

to:

* PowerUpLetdown: Rush (Mega Man's AssistCharacter) doesn't do very too much to help -- he merely accentuates your jump with Rush Coil (something that you very rarely need), need, and something you can easily replicate yourself with an upgrade from the third set of bosses), and sometimes flies into the enemy when you fire a charge shot (which doesn't do much damage). damage, but does put the foe into a juggle state). Compared to Proto Man/Duo getting a full-on InvincibilityPowerUp, it's mostly useless.he's not as useful or desired, especially against enemies who aren't easily juggled or who's weaknesses are more reliable than the lunge/charge shot combo.


* PowerUpMount: Shadow Man's second moveset has him riding a giant fromg.

to:

* PowerUpMount: Shadow Man's second moveset has him riding a giant fromg.frog.


* EarlyBirdCameo: ''Power Fighters'' was released before ''VideoGame/MegaMan8'', and thus Duo's inclusion (and ''especially'' his ending) is basically an advertisement for the then upcoming game.

to:

* EarlyBirdCameo: ''Power Fighters'' was released before ''VideoGame/MegaMan8'', and thus Duo's inclusion (and ''especially'' his ending) is basically an advertisement for the then upcoming then-upcoming game.

Added DiffLines:

* EarlyBirdCameo: ''Power Fighters'' was released before ''VideoGame/MegaMan8'', and thus Duo's inclusion (and ''especially'' his ending) is basically an advertisement for the then upcoming game.

Added DiffLines:

* HighAltitudeBattle: Air Man, Gyro Man, and Shade Man are fought atop a floating platform in the sky.


* BlockingStopsAllDamage: New to this game, all Robot Masters can simply block to defend themselves. Understandable when Elec man puts up a barrier of electrons, cool when Guts Man braced his shoulder for impact, funny when Cut Man ducks his head like he just wants it to stop.
* BottomlessMagazines: An upgrade you can get is to increase you maximum Weapon Energy to more than you would really need to take down a boss.

to:

* BlockingStopsAllDamage: New to this game, all Robot Masters can simply block to defend themselves. Understandable when Elec man puts up a barrier of electrons, cool when Guts Man braced braces his shoulder for impact, funny when Cut Man ducks his head like he just wants it to stop.
* BottomlessMagazines: An upgrade you can get is to increase you your maximum Weapon Energy to more than you would really need to take down a boss.



* ContemplateOurNavels: In Mega Man's ending, Wily drives him into questioning his motives and existence by calling him a hypocrite who destroys robots to bring peace. He's in such a state of navel-gazing that this is what lets Wily escape.

to:

* ContemplateOurNavels: In Mega Man's ending, Wily drives him into questioning his motives and existence by calling him a hypocrite {{hypocrite}} who destroys robots to bring peace. [[HeroicBSOD He's in such a state of navel-gazing navel-gazing]] that this is what lets Wily escape.



* GlassCannon: The more difficult to dodge against Robot Masters tend to be the quickest to flinch. Most notable with Freeze Man, who can be locked in an endless flinching cycle by all characters.

to:

* GlassCannon: The more difficult to dodge against among the Robot Masters tend to be the quickest to flinch. Most notable with Freeze Man, who can be locked in an endless flinching cycle by all characters.



* MissionPackSequel: Downplayed - while there are a number of adjustments and new things, the core gameplay is the same as its predecessor.

to:

* MissionPackSequel: Downplayed - -- while there are a number of adjustments and new things, the core gameplay is the same as its predecessor.



* PowerUpLetdown: Rush (Mega Man's AssistCharacter) doesn't do very much to help - he merely accentuates your jump with Rush Coil (something that you very rarely need), and sometimes flies into the enemy when you fire a charge shot (which doesn't do much damage). Compared to Proto Man/Duo getting a full-on InvincibilityPowerUp, it's mostly useless.

to:

* PowerUpLetdown: Rush (Mega Man's AssistCharacter) doesn't do very much to help - -- he merely accentuates your jump with Rush Coil (something that you very rarely need), and sometimes flies into the enemy when you fire a charge shot (which doesn't do much damage). Compared to Proto Man/Duo getting a full-on InvincibilityPowerUp, it's mostly useless.



* SequelDifficultyDrop: Downplayed - while the first game's irritating roulette-like stage select is replaced with a more traditional one, and there are a number of additions that help the player (including the {{Assist Character}}s and hints to each Robot Master's weakness), it's still roughly as difficult as the first game.
* {{Shoryuken}}: This game debuts Mega man's Mega Upper.
* SpringJump: One of the upgrades is giving the player to jump even high than normal, as much as Mega Man can do with Rush.

to:

* SequelDifficultyDrop: Downplayed - -- while the first game's irritating roulette-like stage select is replaced with a more traditional one, and there are a number of additions that help the player (including the {{Assist Character}}s and hints to each Robot Master's weakness), it's still roughly as difficult as the first game.
* {{Shoryuken}}: This game debuts Mega man's Man's Mega Upper.
* SpringJump: One of the upgrades is giving the player the ability to jump even high higher than normal, as much as Mega Man can do with Rush.


* BossGame

to:

* %%* BossGame


Added DiffLines:

* JokeAndReceive: In Bass's ending, he claims he is so powerful, it must have been a fluke for an idiot like Dr. Wily to build a robot such as him. He's a lot closer to the truth than he realizes.


The game plays like it's predecessor, but has the addition of a fourth playable character, Duo, from ''VideoGame/MegaMan8''.

to:

The game plays like it's its predecessor, but has the addition of a fourth playable character, Duo, from ''VideoGame/MegaMan8''.



%%* AccidentallyAccurate: In Bass's ending, he claims he is so powerful, it must have been a fluke for an idiot like Dr. Wily to built a robot such as him. He's a lot closer to the truth then he realizes.

to:

%%* AccidentallyAccurate: In Bass's ending, he claims he is so powerful, it must have been a fluke for an idiot like Dr. Wily to built a robot such as him. He's a lot closer to the truth then he realizes.

Added DiffLines:


[[SimilarlyNamedWorks Don't confuse this game with]] ''VideoGame/MegaMan2'' for the UsefulNotes/{{NES}} or ''VideoGame/MegaManII'' for the GameBoy.


* WorthyOpponent: Bass and Duo agree to duel next time Duo comes to Earth, and Bass says he'll go after Proto Man after defeating Mega Man

to:

* WorthyOpponent: Bass and Duo agree to duel next time Duo comes to Earth, and Bass says he'll go after Proto Man after defeating Mega ManMan. Bass and Mega Man actually ''have'' a duel in the ending, which ends uncertainly.

Showing 15 edit(s) of 33

Top

Example of:

/
/

Feedback