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* AndTheRest: Mega Man ''1'' and ''2'' get their own roulette. ''7'' gets its own. Games ''3'' through ''6'' have to share a roulette, resulting in games ''4'' and ''6'' getting one representative each. To highlight it it, Dust Man from 4 does not return in the sequel, emphasizing how arbitrary his choice was, and Plant Man reuses Crash Man's theme.

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* AndTheRest: Mega Man ''1'' and The ''1'', ''2'' get their own roulette. and ''7'' gets its own.Robot Masters get their own roulette. Games ''3'' through ''6'' have to share a roulette, resulting in games ''4'' and ''6'' getting one representative each. To highlight it it, Dust Man from 4 does not return in the sequel, emphasizing how arbitrary his choice was, and Plant Man reuses Crash Man's theme.



* CallForward: Subtly -- in Bass's ending, Wily alludes to building a new robot that will trump both him and Mega Man. [[spoiler:He's talking about [[VideoGame/MegaManX Zero.]]]]

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* CallForward: Subtly -- in Bass's ending, Wily alludes to building a new robot that will trump both him and Mega Man. [[spoiler:He's talking about [[VideoGame/MegaManX Zero.]]]]Zero]].]]


* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on CPS-2 hardware that was never properly brought overseas, which bumped up the sound and music quality (with some tracks ported back from ''VideoGame/MegaMan2ThePowerFighters'') as well as included more voice samples at a clearer rate. The CPS-1 version is the one that got re-released in collections, making the CPS-2 port insanely obscure.

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* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on the same CPS-2 hardware that [[VideoGame/MegaMan2ThePowerFighters its sequel]] was never properly brought overseas, released on, which bumped up the sound and music quality (with some tracks ported back from ''VideoGame/MegaMan2ThePowerFighters'') said sequel) as well as included more voice samples at a clearer rate. The CPS-1 version is the only one that got re-released released in collections, the west, making the CPS-2 port insanely obscure.exclusive to Japanese arcades and the Rockman Power Battle Fighters compilation.


* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on CPS-2 hardware that was never properly brought overseas, which bumped up the sound and music quality (with some tracks ported back from ''VideoGame/MegaManThePowerFighters'') as well as included more voice samples at a clearer rate. The CPS-1 version is the one that got re-released in collections, making the CPS-2 port insanely obscure.

to:

* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on CPS-2 hardware that was never properly brought overseas, which bumped up the sound and music quality (with some tracks ported back from ''VideoGame/MegaManThePowerFighters'') ''VideoGame/MegaMan2ThePowerFighters'') as well as included more voice samples at a clearer rate. The CPS-1 version is the one that got re-released in collections, making the CPS-2 port insanely obscure.


* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on CPS-2 hardware that was never properly brought overseas, which bumped up the sound and music quality as well as included more voice samples at a clearer rate. The CPS-1 version is the one that got re-released in collections.

to:

* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on CPS-2 hardware that was never properly brought overseas, which bumped up the sound and music quality (with some tracks ported back from ''VideoGame/MegaManThePowerFighters'') as well as included more voice samples at a clearer rate. The CPS-1 version is the one that got re-released in collections.collections, making the CPS-2 port insanely obscure.


* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on CPS2 hardware that was never properly brought overseas, which bumped up the sound and music quality as well as included more voice samples at a clearer rate. The CPS-1 version is the one that got re-released in collections.

to:

* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on CPS2 CPS-2 hardware that was never properly brought overseas, which bumped up the sound and music quality as well as included more voice samples at a clearer rate. The CPS-1 version is the one that got re-released in collections.

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* UpdatedRerelease: In the arcades at least, the original game was on their first lineup of CP System (or CPS-1 for short) hardware, so the overall hardware was on par with things like the original Street Fighter II. Little known is that the game got a re-release on CPS2 hardware that was never properly brought overseas, which bumped up the sound and music quality as well as included more voice samples at a clearer rate. The CPS-1 version is the one that got re-released in collections.


* NewWorkRecycledGraphics: It's clear that this game is made with ''7'' in mind. In an odd twist, all sprites from those games are stretched 125% to fit the Capcom [=CPS1=] expected screen. ''7'' is the only game who gets a difficulty setting all to itself, while the other games, 1-6, have to share difficulty levels, presumably because for those Robot Masters new graphics had to be made. Humorously, Slash man now directly takes Vega from Street Fighter's sound clips.

to:

* NewWorkRecycledGraphics: It's clear that this game is made with ''7'' in mind. In an odd twist, all sprites from those games are stretched 125% to fit the Capcom [=CPS1=] expected screen. ''7'' is the only game who gets a difficulty setting all to itself, while the other games, 1-6, have to share difficulty levels, presumably because for those Robot Masters new graphics had to be made. Humorously, Slash man Man now directly takes Vega from Street Fighter's ''Videogame/StreetFighter''[='s=] sound clips.


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

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


* ScissorCutsRock: Cut Man's lameness is accentuated when he, a lumber robot, has Leaf Shield as a weakness.

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* ScissorCutsRock: ScissorsCutsRock: Cut Man's lameness is accentuated when he, Man, a lumber robot, has Leaf Shield as a weakness.



* WallJump: A series first for Classic.

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* WallJump: A series first for Classic.Classic.
----

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* AIBreaker: Weapons that have a high chance to flinch, most particularly Super Arm and Slash Claw, can force robot masters into a predictable pattern.


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* NotCompletelyUseless: Bass's dash is frequently unreliable, since it can't be cancelled mid-dash and does not get him low to the ground like Mega Man's slide or Proto Man's dash. However, it can be used to dodge past attacks that crawl across the ground.


Unlike most games in the series, however, there are no stages; instead, the gameplay resembles a FightingGame (as the player and boss face each other one-on-one in a small arena), albeit retaining the usual ''Mega Man'' controls. It's also notable for being the first game in the franchise where the player could choose a character (Mega Man, Proto Man, and Bass - though they all play roughly the same). Also, instead of the traditional stage select, you instead choose a boss through a roulette (that obfuscates exactly who you've chosen). The player is also able to select which set of bosses they want to face (''1''-''2'', ''3''-''6'', and ''7''), which roughly represents the difficulty level.

to:

Unlike most games in the series, however, there are no stages; instead, the gameplay resembles a FightingGame (as the player and boss face each other one-on-one in a small arena), albeit retaining the usual ''Mega Man'' controls. It's also notable for being the first game in the franchise where the player could choose a character (Mega Man, Proto Man, and Bass - -- though they all play roughly the same). Also, instead of the traditional stage select, you instead choose a boss through a roulette (that obfuscates exactly who you've chosen). The player is also able to select which set of bosses they want to face (''1''-''2'', ''3''-''6'', and ''7''), which roughly represents the difficulty level.



* AndTheRest: Mega Man's 1-2 get their own roulette. 7 gets its own. Games 3 through 6 have to share a roulette, resulting in games 4 and 6 getting one representative each. To highlight it it, Dust Man from 4 does not return in the sequel, emphasizing how arbitrary his choice was, and Plant Man reuses Crash Man's theme.

to:

* AndTheRest: Mega Man's 1-2 Man ''1'' and ''2'' get their own roulette. 7 ''7'' gets its own. Games 3 ''3'' through 6 ''6'' have to share a roulette, resulting in games 4 ''4'' and 6 ''6'' getting one representative each. To highlight it it, Dust Man from 4 does not return in the sequel, emphasizing how arbitrary his choice was, and Plant Man reuses Crash Man's theme.



* CallForward: Subtly - in Bass's ending, Wily alludes to building a new robot that will trump both him and Mega Man. [[spoiler:He's talking about [[VideoGame/MegaManX Zero.]]]]

to:

* CallForward: Subtly - -- in Bass's ending, Wily alludes to building a new robot that will trump both him and Mega Man. [[spoiler:He's talking about [[VideoGame/MegaManX Zero.]]]]



* ExcusePlot: As is the norm - Wily's wreaking havoc, go stop him.

to:

* ExcusePlot: As is the norm - -- Wily's wreaking havoc, go stop him.



* IdiosyncraticDifficultyLevels: They're represented by sets of bosses from each of the original games (''1-2'' is easy, ''3-6'' is medium, and ''7'' is hard). For some it could be NonIndicativeDifficulty since the "stronger" robots from 7 have more predictable patterns.
* ImmuneToFlinching: Most of the ''7'' bosses, in contrast to how they were originally fight, no longer can flinch.

to:

* IdiosyncraticDifficultyLevels: They're represented by sets of bosses from each of the original games (''1-2'' is easy, ''3-6'' is medium, and ''7'' is hard). For some it could be NonIndicativeDifficulty NonIndicativeDifficulty, since the "stronger" robots from 7 ''7'' have more predictable patterns.
* ImmuneToFlinching: Most of the ''7'' bosses, in contrast to how they were originally fight, fought, no longer can flinch.



* NewWorkRecycledGraphics: It's clear that this game is made with ''7'' in mind. In an odd twist, all sprites from those games are stretched 125% to fit the Capcom [=CPS1=] expected screen. ''7'' is the only game who gets a difficulty setting all to itself, while the other games, 1-6, have to share difficulty levels, presumably because for those Robot Masters new graphics had to be made. Humorously Slash man now directly takes Vega from Street Fighter's sound clips.

to:

* NewWorkRecycledGraphics: It's clear that this game is made with ''7'' in mind. In an odd twist, all sprites from those games are stretched 125% to fit the Capcom [=CPS1=] expected screen. ''7'' is the only game who gets a difficulty setting all to itself, while the other games, 1-6, have to share difficulty levels, presumably because for those Robot Masters new graphics had to be made. Humorously Humorously, Slash man now directly takes Vega from Street Fighter's sound clips.



* TimedMission: The battle against Wily's final form has only about 15 seconds before he flees. It doesn't quite matter though, since if he does his pod explodes and the player wins anyway.
* TookALevelInBadass: The Yellow Devil is significantly more versatile here - he has the ability to form smaller versions of himself, toss rocks around

to:

* TimedMission: The battle against Wily's final form has only about 15 seconds before he flees. It doesn't quite matter matter, though, since if he does his pod explodes and the player wins anyway.
* TookALevelInBadass: The Yellow Devil is significantly more versatile here - -- he has the ability to [[MesACrowd form smaller versions of himself, himself]] and [[DishingOutDirt toss rocks aroundaround]][[note]]the latter perhaps being a nod to his original localized name of "Rock Monster"[[/note]].


* HannibalLecture: Dr. Wily tries this on Mega Man in his ending, claiming that since Mega Man destroys so many robots, he's a bigger killer than Wily is. Mega Man is stunned, since he realizes he could have tried to reason with the robots.

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* ScissorCutsRock: Cut Man's lameness is accentuated when he, a lumber robot, has Leaf Shield as a weakness.


* IdiosyncraticDifficultyLevels: They're represented by sets of bosses from each of the original games (''1-2'' is easy, ''3-6'' is medium, and ''7'' is hard).

to:

* HannibalLecture: Dr. Wily tries this on Mega Man in his ending, claiming that since Mega Man destroys so many robots, he's a bigger killer than Wily is. Mega Man is stunned, since he realizes he could have tried to reason with the robots.
* IdiosyncraticDifficultyLevels: They're represented by sets of bosses from each of the original games (''1-2'' is easy, ''3-6'' is medium, and ''7'' is hard). For some it could be NonIndicativeDifficulty since the "stronger" robots from 7 have more predictable patterns.


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* MultipleEndings: There are endings for each solo or duo of characters to complete the game.

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