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Characters / Mega Man

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This page deals with characters from the Mega Man franchise, featuring general background information on them and tropes they provide examples of.

Original Timeline

Alternate Timeline




Recurring Archetypes

Given that there are plenty of expies scattered throughout the franchise, it is only reasonable that we keep track of them. No matter how much the developers have played with these archetypes, their core elements can still be recognized.
  • Warning: All spoilers are unmarked, so read with your own risk.
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    Mega Man (The Blue Guy) 
The guy who the series is named after. He (or she) is a blue boy (or girl) who fights for everlasting peace with his trademark Arm Cannon and Power Copying abilities. They are always playable, except when they are not. Notable Mega Man archetype examples include Original Mega Man, Mega Man X, Mega Man Volnutt, Mega Man EXE, Mega Man Model X, Mega Man Model A and Geo Stelar/Omega-Xis.

  • Arm Cannon: Their Weapon of Choice; although many of them acquire a sword at least once, the Mega Buster (or the variation thereof) is still the most iconic.
  • Bash Brothers: With Proto Man. In the classic series' case, they are literal brothers.
  • Blue Boy Pink Girl: Blue to Roll's pink/red.
  • Blue Is Heroic: The blue in particular represents their honor, innocence, and sense of justice. Downplayed with Omega-Xis, who's more brash and interested in fighting than others, although Geo does give him limits. Played with by Grey/Ashe as not only do they use a noticeably different shade of pale-blue, but they're more associated with purple and red.
  • Boring Yet Practical: Their play style boils down to jumping and shooting, but they are fairly durable and their busters have long range and decent power. This makes them very easy for beginners to pickup and play.
  • Clothes Make the Legend: Always in dark and light blue armor, with an Arm Cannon and blue helmet most of the time. They tend to have brown hair too.
  • Combat and Support: Combat to Roll's support.
  • For Great Justice: They fight to bring peace and justice to the world.
  • The Hero: The guy you play as, with the above exception.
  • Martial Pacifist: All of them except Omega-Xis do not like to harm others if they can help it, but if they can't, then they are going to deliver some asskicking. X in particular has killed countless Maverick.
  • One Bullet at a Time: Three in the Classic Timeline. Some upgrades increases them, though.
  • One-Man Army: They often defeat the Big Bad's army themselves.
  • Power Copying: All except Volnutt, who instead uses weapons developed by his Roll.
  • Skilled, but Naïve: They are powerful, but they are far from seasoned veterans.

    Proto Man (The Red Guy) 
Proto Man is probably the closest thing this series gets for a heroic Char Clone. Proto Man serves as a Big Brother Mentor who watches Mega Man's back and has quite a complicated backstory. Out of the archetypes, he is the most likely playable character behind Mega Man (heck, in one instance is the only playable character). Notable Proto Man archetype examples include Original Proto Man, Zero, Proto Man EXE, Zero EXE, Girouette/Giro, and Mega Man Model ZX (in Advent).

  • Aloof Ally: They tend to keep a distance between them and Mega Man, though some like Girouette can be quite friendly.
  • Bash Brothers: With Mega Man.
  • Big Brother Mentor: They are more experienced and than the rookie Mega Man, and most try to help Mega Man become a stronger hero.
  • Big Damn Heroes: They are often introduced by rescuing Mega Man.
  • Bishounen: They tend to have a mature looking design compared to the usually childish-looking Mega Man.
  • Breakout Character: Zero is the definitive example for the entire franchise, to the point that most of the Proto Man archetype resemble him more than the original. Other Proto Men are also likely to be popular within their own series' fanbases.
  • Clothes Make the Legend: He's right behind Mega Man in this aspect. With red helmet, a yellow scarf (or, as Zero popularized it, long blonde hair), red armor, and (again from Zero) a Laser Blade.
  • Composite Character: Later examples often take from both Proto Man and Zero.
  • Cool Helmet: Their helmets are very stylish and elaborate compared to Mega Man's.
  • Deuteragonist: If Roll isn't the deuteragonist, then Proto Man will have the second billing after Mega Man.
    • The Zero series reverses the convention: the Red Guy, Zero, is the protagonist, while the Blue Guy, X, is the ally. The Roll, Ciel, is still the other Deuteragonist.
    • The ZX series has Vent/Aile initially playing the role of the Mega Man, but by ZX Advent, they play the role of the Proto Man to Grey/Ashe, making them the only characters to fulfill both archetypes.
  • Divergent Character Evolution: The original Proto Man used what was essentially just Mega Man's default form with a shield in addition to the Arm Cannon. With the creation of Zero, Proto Men took up swords as their primary weapons. This lead to them adopting an agile, close-combat centered fighting style, in contrast with Mega Man's ranged fighting style. While some of the later Proto Men have a ranged weapon or a shield, these are always secondary weapons used to complement their swords.
  • Fighting Your Friend: Every Mega Man and Proto Man fight each other at least once, though the circumstances vary. Sometimes it's a genuine misunderstanding, other times the Proto Man is Brainwashed and Crazy.
  • Friendly Rivalry: Their relationship with the Blue Guy is often like this, except for Giro, who sheds out the "rival" part entirely.
  • Glass Cannon: In general their health is lackluster and they tend to have a risky playstyle. However, they make up for it with high mobility and powerful techniques.
  • Heel–Face Turn: Most of them start out evil or working for the bad guys, but they switch to the heroes' side either in backstory or in their debut. Giro and Vent/Aile avert this, always being good guys who clash with their Mega Man in either a forced manner or misunderstanding.
  • Heroic Sacrifice: Half of the archetype have sacrificed their lives to save others, often inspiring Mega Man in the process.
  • The Lancer: The ones most often fight alongside Mega Man.
  • Laser Blade: Because of Zero's popularity, most Proto Men after him specializes in melee combat with a saber. The original Proto Man uses a shield.
  • Luckily, My Shield Will Protect Me: The original Proto Man's iconic weapon is his shield. Though with Proto Men taking heavy influence from Zero, this weapon is almost always dropped in favor of a Laser Blade. While Proto Man EXE and Zero in the Zero series also use shields, these are secondary weapons used to complement their swords.
  • Red Is Heroic/Bring My Red Jacket: They usually wear red armor. They also tend to get quite the abuse.
  • The Stoic: They are always calm before the fire.

    Roll (The Female) 
Each series has a girl who helps The Hero in his missions. These ladies' importance to the story depends on each series; they can range from the Big Good to glorified item shops. Rolls are rarely playable except as secret characters or via Power Copying. Notable Roll archetype examples include Original Roll, Alia, Roll Casket, Roll EXE, Ciel, Prairie, Harp Note, Kalinka.

  • Always Female: There is no male Roll to date.
  • Blue Boy Pink Girl: Pink/Red girl to Mega Man's blue boy. Ciel averts this, as she is the pink girl to Zero's red boy. Kalinka is the blue girl to OVER-1's white boy, though it might not be canon.
  • The Chick: They may not fight as well as the Mega Man, but the Mega Man can always rely on them for tactical and emotional support.
  • Clothes Make the Legend: All Rolls have red/pink colorization with blonde hair.
  • Combat and Support: Support to Mega Man’s combat. The Roll have provided Mega Man with items, upgraded them, guided them, healed them, and dealt out Standard Status Effects.
  • Deuteragonist: If Protoman doesn't take the second billing, then Roll will be Mega Man's (or in the Zero series, Proto Man's) most prominent ally. Roll Casket, Ciel, and Harp Note play a major role in their respective series.
  • Distaff Counterpart: If playable, they are similar to Mega Man gameplay-wise.
  • Hair of Gold, Heart of Gold: They are blond-haired girls whose innocence and kindness are the core of their characters.
  • Mission Control: They usually give advice to the playable characters if they aren't playable themselves.
  • Nice Girl: They are kind, caring, and considerate to others' well-being.
  • Pink Means Feminine: A good half of them wear pink clothes, and those who do are quite girly. The original Roll is more associated with red.
  • Ship Tease: They are implied to have hots for Mega Man, or Proto Man in Ciel's and Prairie's cases.

    Doctor Light (The Kindly Scientist) 

Doctor Light is the person that Mega Man (and sometimes Proto Man) often serve under. They serve as father figures and their vision of a peaceful world inspires the heroes into action. They are almost never playable, preferring to take a backseat and leave the action to the capable robots. Notable Doctor Light archetype examples include Original Doctor Light, Doctor Cain, Doctor Yuichiro Hikari, Doctor Ciel, Master Mikhail and Master Thomas, and Kelvin Stelar.

  • Big Good: In the Classic Timeline, they are most often the leader of the good guys. Light is the patriarch of the Robo Family; Cain is the founder and initial leader of the Maverick Hunter; Ciel is the leader of the Resistance. Their ideals are also what drive Mega Man (and sometimes Proto Man) to fight on.
  • Nice Job Breaking It, Hero!: Their inventions may have been intended for good, but they inadvertently get used as weapons and create an arms race.
  • Non-Action Guy: They don't tend to fight on the field, mostly because they are unpowered humans. Furthermore, Light and Cain are old men and Ciel is a young girl.
  • Team Dad: They serve as the father figure of the heroes, sometimes it's because they literally gave birth to the heroes. Ciel serves as a Team Mom to the reploids she saved and recruited.
  • Wide-Eyed Idealist: They have high hopes that their creations will bring forth peace. Unfortunately, outside forces put a spanner to that idea.

    Bass (The Rival) 
Oftentimes the Big Bads do not operate alone, they need some underlings to do the heavy work. This is where Bass (it’s pronounced BASE) comes in. Bass is The Rival and Evil Counterpart of Mega Man. Bass is more likely to be playable than Roll, either directly playable or via Power Copying. Notable Bass archetype examples include Original Bass, Vile, Dynamo, Bass.EXE, Pandora and Prometheus, Rogue, Jack Corvus and Queen Virgo.

This is notably the only archetype not to be introduced through the Classic series; the original rival, Vile, predates the Classic Series' Bass by 15 months.

  • Ax-Crazy: Not the most stable guys around. Pandora and Queen Virgo are more subtle about it, but still pretty insane.
  • Dragon with an Agenda: They only work for the Big Bad because their goals demand it. More often than not, they hate the Big Bad as much as they hate the heroes.
  • Enemy Mine: They are not above joining forces with Mega Man. Just don't mistake this for a Heel–Face Turn.
  • Jerkass: All of them are antagonistic pricks. Some of them have Pet the Dog moments, but they are usually rare.
  • Morality Pet: Some of them have people they exclusively care for. Original Bass has Treble, Rogue has Laplace, Pandora and Prometheus are siblings, and so are Queen Virgo and Jack Corvus.
  • Purple Is Powerful: Purple is a recurring theme among characters of this archetype, and they often rival the hero's power.
  • Recurring Boss: Battle the heroes at least twice.
  • Wild Card: Sometimes working for the Big Bad, sometimes working for themselves.


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