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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/powerbattle.png]]
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3''Mega Man: The Power Battle'' is an UsefulNotes/ArcadeGame released by Creator/{{Capcom}} in 1995. Based on the ''VideoGame/MegaManClassic'' series, the player (or two, for the first time in the series) is once again tasked with defeating six Robot Masters ([[PowerCopying gaining their weapons in the process]]) before proceeding to take on Dr. Wily himself.
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5Unlike most games in the series, however, there are no stages; instead, the gameplay resembles a FightingGame (as the player(s) 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.
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7While the cabinets are hard to find in America, it was included as an unlockable in the ''[[CompilationRerelease Anniversary Collection]]'' and ''Capcom Arcade 2nd Stadium'' (alongside [[VideoGame/MegaMan2ThePowerFighters its sequel]]), and as a playable game in the Battle Hub of ''VideoGame/StreetFighter6''. It was also bundled with its sequel for the Japan-only Platform/PlayStation2 game ''Rockman Power Battle Fighters'', and both were ported to the Neo Geo Pocket Color as ''Rockman Battle & Fighters''.
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9!!Tropes:
10* AIBreaker: Weapons that have a high chance to flinch, most particularly Super Arm and Slash Claw, can force robot masters into a predictable pattern.
11* AndTheRest: The ''1'', ''2'' and ''7'' 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, Dust Man from 4 does not return in the sequel, emphasizing how arbitrary his choice was, and Plant Man reuses Crash Man's theme.
12* BossGame: No stages here!
13* 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]].]]
14* CoOpMultiplayer: A first in the series.
15* ExcusePlot: As is the norm -- Wily's wreaking havoc, go stop him.
16* FriendlyFireproof: In multiplayer, neither player is affected by the other's shots.
17* GraphicsInducedSuperDeformed: The ''Rockman Battle & Fighters'', by virtue of its platform, features far smaller sprites (based on the NES games).
18* 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.
19* ImmuneToFlinching: Most of the ''7'' bosses, in contrast to how they were originally fought, no longer can flinch.
20* InterestingSituationDuel: You fight Crash Man while being able to use Trash Chutes to warp to the top of the stage. While Dust and Junk Man use the same arena, the chutes are absent in Dust Man's battle and the entire wall itself is gone in Junk Man's.
21* MultipleEndings: The three main characters each get their own individual endings. In two player, the endings for the two selected characters used by each player play one after the other.
22* 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 with at least one other game, presumably because new graphics had to be made for them. Humorously, Slash Man now directly takes Vega's sound clips from ''VideoGame/StreetFighterII''
23* NintendoHard: Good luck trying to get through the game on a single credit. You can restore health between matches depending on how well you do, and you can credit feed to pick up where you die, but the actual boss battles and the fact that they get harder the further you go can really try you in something of an endurance run.
24* 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.
25* RearrangeTheSong: Virtually every song in the game is a remix of one from the series proper. (Some of these would be included in the ''[[UpdatedRerelease Complete Works]]'' versions.)
26* RollingAttack: Wood Man's new ability, invoking the absent Blizzard Man.
27* ScissorsCutsRock: Cut Man, a lumber robot, has Leaf Shield as a weakness.
28* 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 escape his pod explodes and the player wins anyway.
29* TookALevelInBadass: The Yellow Devil is significantly more versatile here -- he has the ability to [[MesACrowd form smaller versions of himself]] and [[DishingOutDirt toss rocks around]][[note]]the latter perhaps being a nod to his original localized name of "Rock Monster"[[/note]].
30* UnexpectedCharacter: [=VAN=] Pookin, an otherwise unremarkable miniboss from Shade Man's stage, gets upgraded to fortress boss here.
31* 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 [[VideoGame/MegaMan2ThePowerFighters its sequel]] was released on, which bumped up the sound and music quality (with some tracks ported back from said sequel) as well as including more voice samples at a clearer rate. The CPS-1 version is the only one released in the west, making the CPS-2 port exclusive to Japanese arcades and the Rockman Power Battle Fighters compilation.
32* WallJump: A series first for Classic.

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