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Mega Man stands as a shining example of classic Nintendo Hard. These guys are the reason why. It doesn't matter if you've got the Time Barrage glitch or a folder full of Program advances, these mechanized murder Masters are coming for you.

Please keep in mind that if there's an easy method to take out a boss, they're not this trope. Remember as well that We Are Not Game Faqs; your example shouldn't read, "Unless you do..." or "But if you have..." If there is a trick to defeating the boss, it's probably not an example in the first place. This being Mega Man, every boss has a weapon that they're weak tonote . If that weapon turns out to be impossibly frustrating to use, that boss probably belongs here.

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Also, remember that not every Mega Man game needs to have an entry on this page. Even in a series known for its old-school difficulty, it is entirely possible for a game's bosses to conform to a smooth, well-balanced difficulty curve.

Bonus Boss is now banned from being That One Boss. It's optional and you know it's overpowered; nothing prevents you from not fighting it.


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     Mega Man (Classic series) 

Mega Man

  • Elec Man is fairly quick and aggressive, and his weapon, the Thunder Beam, deals a staggering 10 damage, enough to take you out in just 3 hits. It doesn't help that his weakness, the Rolling Cutter, fires a somewhat slow boomerang projectile with limited range, meaning you'll have to risk getting close to Elec Man to hit him with it.
  • The Yellow Devil from Wily Stage 1. As lamented in this song, many gamers have lost a good chunk of their childhood trying to get past this shining example of Nintendo Hard. Unless they cheated. The Yellow Devil's difficulty stems from his attack pattern; he splits apart and flies across the room one piece at a time, and you have to have crazy good reflexes — or have to have memorized his pattern — to dodge him without getting hit. Once he's fully formed, his eye opens and fires a fast-moving projectile at you, then it closes and he starts flying across the room again. You only get a couple of seconds before the eye closes, and if you're trying to kill him with the Buster, the eye sometimes opens too high to hit. Not only that, but he takes forever and a day to die. And when he changes sides, you have much less reaction time to dodge with because he's already on screen, and less room to move.

Mega Man 2

  • Quick Man, right after his own hair-pulling level. He is incredibly fast, but can still deal a respectable 4 damage per hit. While Flash Man's Time Stopper can take half his life in one shotnote , the player will probably need it to get past the daunting laser barrage right before his door. This was enforced by the dev team, who initially conceived Quick Man as a rival character and thus made him extra difficult to beat.
  • The Boobeam Trap, the turrets with blindingly fast shots from the walls heading straight for you every five seconds or so. It's one of two bosses in the Wily Castle that only has one way to damage it, the Crash Bomber. And the kicker? You only have seven uses of the weapon maximum. Five to actually destroy the turrets, and both of your remaining shots to break barriers blocking the others. To make matters worse, there are plenty of other doors you can bomb, and there is no way to win if you use just one bomb incorrectly. If you don't make clever use of Items or accidentally miss a shot, then you will not be able to defeat this boss. And since you don't get energy refills after death, you either need to take forever restocking energy off the few enemies in the pre-boss hallway or just game over entirely and restart the stage. There's a reason why practically every Mega Man 2 ROM hack out there, even the obscenely hard ones, generally make this boss easier. The only mercy you're given is that the barriers you destroy don't respawn if you die.

Mega Man 3

  • The Doc Robot that mimics Quick Man is just as fast and unpredictable as the original Robot Master, but is also larger and more resilient. He also deals far more Collision Damage (8, as opposed to the original Quick Man dealing 4), and due to the way that he runs and jumps all over the place, it's extremely difficult to avoid bumping into him. This is such a deadly threat that a common strategy is to get hit by his boomerangs on purpose; they deal far less damage, and the resulting Mercy Invincibility can be used to avoid a devastating collision.
  • The Doc Robot that mimics Wood Man has a Leaf Shield with a significantly larger hitbox than that of the original Wood Man's—large enough that you almost need Rush Coil to get over it (which consequently smacks you into the leaves coming from above). The Leaf Shield also deals a whopping 8 damage, as does direct contact with Doc Wood himself, meaning that he can very easily take you out in just 4 hits.

Mega Man 7

  • Slash Man is fast and strong, and he can immobilize you with a red adhesive-like substance. He has three different attack patterns: one where you can freely shoot him because he keeps following you and trying to slash you; one where he will do a big jump directly towards your position that can be dodged with good use of the slide; and one where he goes to the ceiling, starts dropping blobs of red goop, and then randomly chooses to either dive at you from the wall or drop down and go back to one of his starting patterns. If a blob lands on your head, you'll get slowed down and lose the ability to jump; if it lands on the floor, it will create a sticky puddle that will completely immobilize you if you step in it. Should you touch any of the goop, you'll have to button mash to break free, but while you're doing that, you'll be a sitting duck for Slash Man's dive and slash attacks. And just to add insult to injury, his slash attack can actually reflect your shots back at you if you attack at just the wrong time. It doesn't help that whenever he's hit by one of his weaknesses (Freeze Cracker or Scorch Wheel), he repeats the third pattern after he recovers.
  • Wily Capsule 7 is overly difficult even by the standards of final bosses for the Mega Man series. His main attack is shooting four elementally charged orbs that stop mid-flight to adjust their path twice. The ice spheres hurt less, but freeze Mega Man in place, while the fire sphere is as powerful as Turbo Man's Scorch Wheel. His weakness, the Wild Coil, is (as per the tradition) difficult to hit him with. Even the developers found this one impossible without E-Tank usage. You know the boss fight is ridiculous when a common bit of advice for fighting him is "Just get hit by the yellow orbs. They hurt less."

Mega Man 8

  • The first Wily Fortress boss can only be hit by the Mega Ball, a weapon that has to bounce off the wall up to the ceiling at the right angle to hit the boss. It doesn't help that its level is pretty tough to get through normally. The biggest reason this counts, though, is that it's a Guide Dang It! moment — if you hold the up direction while kicking the ball, it goes at an upward angle instead of forward. This boss is a whole lot less annoying if you know this trick, but the game never mentions that you can do this.

Mega Man 9

  • Dr. Wily in this game rivals his Mega Man 7 incarnation. The final battle is a three-form fight with no breaks, and the first form is an unorthodox Tennis Boss. The Wily Capsule is the main problem, though; its attacks are quite similar to the ones used by the Wily Capsule from Mega Man 7, albeit somewhat toned down. Its weakness, as usual, is the most awkward weapon possible—in this case, the Plug Ball. When used in midair, the Plug Ball drops straight down in front of Mega Man, so you'll need to be within melee range in order to actually land a hit with it. However, since the Wily Capsule can appear anywhere on the screen (including the very top, where you can't jump high enough to reach it), it's quite unlikely that you'll be close enough to land a hit with the Plug Ball, let alone do so without getting hit.

Mega Man 11

  • The Yellow Devil returns as the first Wily stage boss, and it's just as hard as in the NES game. It has heavily-damaging pieces that can wipe you out in 5 hits; the window of time to hit its eye is very tight; the eye shoots lasers and bombs that make it even harder to hit while dodging; and its Speed Gear boost splits it into nine miniature copies of itself, which run and jump around the room before recombining.

Mega Man & Bass

  • This game is notorious for Dynamo Man, who likes to hop into a recharging rig mid-battle. By the time you break it, he'll have regained at least a third of his HP (and he'll happily refill completely if you take long enough). Mega Man has an easier time because he can slide under Dynamo Man's attacks and use charged shots to take out the recharger faster, but Bass has his work cut out for him.
  • Burner Man, who resides at the end of That One Level, has several attacks that deal a lot of damage, as well as one that holds you in place as he has his way with you. His Wave Burner is also capable of deflecting shots, and he likes to back you into a corner with it. If you fight him with his weakness, Cold Man's Ice Wall, he becomes somewhat of a Puzzle Boss; you have to use the Wall to push him into the spikes on either side of his arena. However, the Ice Wall can be only used when he is on the ground; if you use it at any other time, he'll bust right through it, and you'll have wasted your ammo. If you mess up too many times, it's easy to run out of ammo and be forced to go through his agonizing stage all over again. And unlike Dynamo Man, he's a real challenge for both Mega Man and Bass.

Street Fighter X Mega Man

  • Vega (Claw) only uses melee attacks, but he's very fast, deals heavy damage, and is only weak to a melee attack. He also has That One Attack where he leaps onto the railing and tries to slash down on you, and it's very hard to dodge if he performs it in the middle of the arena. In fact, the move you want him to use is his Limit Break, which isn't too difficult to dodge and leaves him open in the center after it ends.

     Mega Man X series 

Mega Man X1/Mega Man: Maverick Hunter X

  • Launch Octopus is a Lightning Bruiser who relies on Macross Missile Massacre if you fight him without dashing. He can stop firing and start his whirlpool to Life Drain attack very quickly, and the only warning you get is how fast his jump is. Newer players may select Launch Octopus first due to his icon being the default on the Maverick selection screen, only to be blown away due to not having obtained the dash boots from Chill Penguin's stage.
  • Armored Armadillo on Maverick Hunter X's Hard Mode, where he picks up an attack where he bounces off the walls and fires off bullets in four directions. Even if you use the Electric Spark to take out his armor, it's still hellish.
    • If you're playing as Vile in MHX, you will not have Peace Out Roller (the same thing as Electric Spark, except it's lobbed instead of shot) for when you fight him, because its weapon type is locked until you beat him! That's right, you unlock a boss's weakness by defeating that boss. To make up for this, he's also weak to the fist weapons, which you do get from Spark Mandrill; however, they don't remove his armor.
  • Sting Chameleon. One of the few bosses in the game widely considered to be a total death wish for new players, and still a pain for even veterans. The very annoying part about his fight is when he clings to the ceiling to rain the spikes in his room down on you, which fall quite fast, aren't all that easy to dodge, and their damage adds up eventually. On top of that, thanks to his ability to disappear and reappear at will to attack as well as to dodge your attacks, it turns his battle into a very long, hit-and-run war of attrition. His iron tongue attack is lightning quick and does good damage, and he can take plenty of punishment as well. If you slip up even a bit in this fight, you will pay for it.
  • The Bospider, due to the speed she moves at, the difficulty of quickly figuring out where the boss will end up depending on what pole she appears on and where the pegs she moves along appear, and the timing needed to hit her before she regains her invincibility. And then she Turns Red...Good luck hitting it with its weakness, too. It's not even good against the mini-spiders, since it'll only hit one and the firing rate isn't fast enough to shoot at the one behind it.
  • However, the most difficult boss in the game by far is Wolf Sigma. The first time you fight him, you will be surprised by the sheer increase in difficulty from his previous forms that can be easily locked into exploitable patterns. Only two weapons can hit Wolf-Sigma's head, and both are un-wieldly. A fully charged buster shot, a 5-10 second charge, does 1 damage. The Rolling Shield, the most annoying weapon to use in the game thanks to an inability to fire straight, does two. However, this is just how you damage him. His attacks do anywhere from one 'weak' hit of 5 damage, or 10-14 damage out of your life bar, a 4HKO at most. This is only aggravated by what those attacks are. This boss has two hands and each can do two attacks. They can shoot lightning, which is telegraphed, covers an entire column of the screen, and will be spammed. The hands also swipe at you, which is your one true opportunity to get on them and ride them up to Sigma's head. Unfortunately, you won't have much time. As soon as the hand gets back to its original position before the swipe, it will shoot lightning. There is one other opportunity to get on the hands: wall jumping up the sides and praying that his hands are both out of position and not firing. Sigma's head also has two attacks. It telegraphs when, but not which attack it will use. It can fire electric sparks which take an almost perfectly timed dash to dodge, if you are not in the corner where it starts. It also can breath an impassable stream of fire which can start in the mid-right or mid-left of the room. Since you have no idea which attack Sigma will use, nor where it starts, you have a 1/4th chance of getting hit without a chance to dodge. The lightning from the hands attacks separately, and loves to trap you between fire and lighting. This is the worst fight in the game, bar none. And third in annoyance to the Yellow Devil and Boobeam Trap in the entire series. He was made slightly easier in Maverick Hunter X by letting the Hadoken take him down instantly and you can use the X Buster while using the charged Rolling Shield, but this takes a lot of skill in order to effectively pull off since you need full health to use the Hadoken.

Mega Man X2

  • Magna Centipede isn't just difficult, but an outright Luck-Based Mission if you don't have his weakness, or at the very a least a near-full set of upgrades. His favorite trick is to use an attack which can only be avoided by spamming dashes and will gradually cripple X's combat abilities for the duration of the battle, eventually leaving X with no charge shot, a slow firing rate and limited jumping abilities. After that, he'll bombard you non-stop with ninja throwing stars until you die. While having his weakness does make things a lot easier by taking out his disabling attack, that still leaves you with a constant stream of throwing stars, and his habit of rapidly teleporting and bouncing around the room makes it difficult to hit him with follow-up attacks.
  • Violen in the X-Hunter Base counts because of his ball-and-chain attack. Whenever he fires it, it will do one of two things. Either it will bounce in an arc in a far-mid-close range configuration, or it will bounce around the room at random. When it bounces randomly, it will lazily trail X, but it bounces off the wall at weird angles. Trying to outrace it is impossible, as it merely has to decide to cut your escape route off and it will. This fight will also randomly spawn blocks that bounce his spike ball attacks. If you try to be cheeky and think that you can use the blocks as platforms to avoid his attacks think again as the blocks are destroyed by his ball on rebound. The battle is more of an attrition match than anything else while you keep trying to hit him with the X-Buster or the Bubble Splash and kill him before he kills you.
  • If you collect all of Zero's parts from the X-Hunters, then you'll be able to skip the battle against Zero at the end of the game. If you don't, you're in trouble at the end of the game before you battle Sigma. The only weapon that really hurts him — the Speed Burner — is hard to hit him with, and his attacks are hard to dodge and they HURT. And after you've beaten him (probably draining all your Sub-Tanks in the process), you still have to fight Sigma. The moral of the story is to get all of his parts, no matter how hard they are to get early in the game.
    • Zero's AI is easily predicted/manipulated and all of his attacks are avoidable. All of which means absolutely nothing, as Zero is just too damn fast. Slipping up AT ALL will have you eating his attacks as he grinds your face into the floor.

Mega Man X3

  • Volt Catfish is an absolute nightmare of epic proportions. His attacks are insanely hard to dodge, as you'll be dashing for your life the entire fight, with not even a second for a breather. He's also incredibly unpredictable, as even with all your dashing prowess he'll manage to somehow use the move that hits you at that exact spot anyway. The worst part is his half-hp move, which renders him invulnerable for a good 15 or so seconds, all the while you have to dodge electric sparks going everywhere and at the end he does an extremely damaging headbutt with no warning whatsoever. And he proceeds to spam this attack for the rest of the fight. However, by using his weakness (Tornado Fang, one of the easiest weapons to get with an armorless weaponless Megaman) his threat is reduced several levels. While having such a big weakness would make him not qualify for this list, the sheer unbalance between fighting him with it and without it should be noted.
  • If you defeat Bit and Byte with their weakness, then you'll be able to skip the battle against Godkarmachine O Inary and fight the Press Disposer. If you don't, you're in trouble at the end of Doppler Stage 1. The Godkarmachine O Inary is a formidable opponent on the SNES version who can do major damage to you if you're not quick enough to dodge his attacks, but on the Playstation remake which is also on the Mega Man X collection disk, this boss becomes a real nightmare. Its attack, defense, and speed are much higher than they should be, and even with the Gold Armor found in the same level, this boss might require multiple sub-tanks to defeat if you're not careful, as its damage output easily rivals the Final Boss Sigma's.
  • Sigma and Kaiser Sigma. Sigma's swapped out his Z-Saber and Wolverine Claws for a Captain America-esque shield, which defends him from all attacks as long as it's bared. His main attack consists of spraying fireballs all over the place, and while these have obvious patterns they are blazingly fast, adding to the frustration. At 50% health he will start spamming his shield attack, that while also predictable is extremely fast. When you defeat him, Kaiser Sigma appears. His battle body is so big he fills one third of the screen and his weak spot is the size of a pin. His weakness? Oh wait, he doesn't have any weakness and he's only damaged by charged Buster shots in the game with arguably the worst Buster upgrade in the X series so you're stuck with level 2 and level 3 charged shots. He has 2 patterns, one when you're facing his back and one when you're in front of him. The first makes him shoot several tracking missiles that hit extremely hard. The second makes him charge a laser that tracks you and continuously damages and stuns you when you get hit by it. All the while he's spawning tracking bombs. And to add insult to injury, the first time you try to hit his obvious weak spot, you will find out that you need to aim for his battle body propellers instead of the head.

Mega Man Xtreme 2

  • Isaz and Sowilo, the tank boss at the end of the second fortress stage; it has two faces that must be destroyed to be defeated, and both require the usage of both characters to hit. Sounds awesome, right? WRONG. The tank takes up a good portion of the screen, and spends much of the battle restricting your movement space on the very left edge of the screen on top of the moving platform, and can only be pushed back by using Zero's sabre or if enough time passes. The upper face shoots a set of three energy balls that are almost impossible to dodge, while the lower face shoots a missile upwards that then comes down on your position. Between this, and the fact that the projectiles actually move with the boss when Zero pushes him back, and you have one of the more poorly coded bosses since the Buebeam Trap from Mega Man 2 and Doc Robot's Wood Man form from Mega Man 3.

Mega Man X4

  • Magma Dragoon, considering he has both the fire-based Hadoken (Fireball) and Shoryuken (Dragon Punch) and loves to constantly use these moves. This isn't even the best part, as when he gets hurt enough, he'll shoot out a large stream of fire, or summon a fiery meteor storm that is pretty much impossible to dodge. This is take Up to Eleven with Zero, who has to slash him at close-range, unlike X who can easily fight him from a decent distance away. X can make the fight against him a complete joke using his weakness to lock his pattern into a loop through stun animations, but Zero's most effective technique against Magma Dragoon cannot stun him. As a result, it is entirely possible (and likely) for Magma Dragoon to attack Zero while he is in the middle of the technique's attack animation.
    • As a nod to just how tough he is, the game will allow you to enter this battle with Ride Armor. Which you will lose to the aforementioned stream of fire attack unless you enter the lava behind him quickly, and the Ride Armor isn't exactly good in the speed department. Still, you can knock off a good portion of Dragoon's health before you inevitably have to finish the job on foot. And the X Legacy Collection has a medal for killing Dragoon with the Ride Armor.
  • Sigma's an exhausting grudge match, with three forms, the last consisting of two separate bosses that switch in and out of the fight and do NOT share health, and no breaks in between. The first form goes down easily enough, but the second delights in chasing you around with his Sinister Scythe and filling the screen with projectiles, and the third? Each form stays on screen for maybe thirty seconds at a time, and alternates with three robot heads who try to knock off bits of your health and never stay dead for good. One of the two forms is prone to busting out a nasty laser attack with maybe a second's window for dodging, and the second has a nearly unavoidable garbage-spray and a wind attack that can knock you into some (non-lethal but very painful) spikes. And while X can tear through the first two forms with ease and at least keep the last at a safe distance, Zero has to deal with these things up close.

Mega Man X5

  • Spiral Pegasus/The Skiver, which is basically a tougher version of Storm Eagle; he boasts the same sort of attacks, but all vastly more difficult, coming from all directions at high speeds. And making him a standout from every other boss in the entire series, he does not have an actual weakness to a specific power. Instead, he can be frozen with the Dark Hold, which doesn't last long enough to punch off a decent portion of his health.
    • To make up for the fact that he doesn't have similar pushing abilities as Storm Eagle, any contact with him will push X or Zero a lot farther. Did you collide into him next to a pit? You're probably going into that pit.
  • Volt Kraken/Squid Adler. His strategy is basically filling the screen with lightning projectiles. Also if his health is depleted by 1/3, he'll electrify the floor (temporarily), forcing you to take the walls and the floating blocks he oh-so-kindly summons for you (which can also disappear without warning). Worse, he might sometimes summon electrified blocks instead, and his Desperation Attack is him firing a wide spread of lightning at once. The weapons he's weak to are hard to use; X's Goo Shaver will go downward diagonally if fired in midair (and he flies a lot), while Zero's F-Splasher will require him to airdash towards him (which will damage Zero as well if you're not careful).
  • Shadow Devil in the first virus stage; it is hard for X, but a NIGHTMARE for Zero. Besides a very hard-to-dodge spam attack, his weak point is his eye, which fires yellow orbs at you, and the most effective attack against him is lightning. X has his buster and Tri-Thunder weapon, both of which are ranged, but Zero has to use his saber and the E-Blade, which he slashes upwards while moving forward slightly. This means he has to get practically in the boss's face to use it, but far enough away not to touch the body (which deals massive damage). Add to the fact that sometimes the eye appears in a place which you plain can't reach with the saber, and you get a very difficult boss for Zero to counter. The C-Sword can be used as an alternative, but makes matters no less difficult.
    • Shadow Devil also leaves a green outline behind when it splits...that does a LUDICROUS amount of collision damage to you.
  • Gamma Sigma may have an unfinished battle body but he's no pushover. He likes to alternate between invulnerability and vulnerability periods while continuously shooting electric balls and trying to crush you with his hands. To top it off, he has 2 extremely hard to avoid attacks. One makes him spawn an energy cube that follows you at light speed and makes humongous ammounts of damage even against armored X and takes about one third of the screen. The energy cube will fully acquire form after a few seconds of chasing you and then it will still follow you so you need to have god-like reflexes to avoid it. The other one makes one of his hands shoot lightning from above and will also track you to hit for humongous damage, so you need to take refuge right under his lightning attack blind spot. The hand will keep moving so you need to follow along slowly.

Mega Man X6

  • Infinity Mijinion, whose main gimmick is cloning an infinite amount of himself. His clones have the uncanny ability to get in your way a whole bunch until you forget which one's the real one. The clones also releases slow-moving homing blobs of goo which further add to the difficulty. Even getting to him is a huge problem because the entire stage is spent fighting Illumina, which is no walk in the park either. Heck, this is a case in which using the boss' weakness probably makes the battle harder. Hitting him with the uncharged Guard Shell is difficult, if only because it only works against one of his attacks (which is unpredictable to use, mind you), but if it does hit, it creates another clone. It wouldn't even be that bad if the clones didn't have so much health, usually taking three charged normal shots to destroy.
    • This is taken Up to Eleven with Zero if Infinity Mijinion does his ultimate move and hovers in the air in the middle of the room dropping an endless amount of clones. X can at least stay on the wall and shoot him, but Zero has to do a huge wall jump from the top of the wall and strike him in midair.
  • The Nightmare Mother is already a rather hard boss on Normal mode, but on Xtreme, it becomes one of the most difficult in the game. Both cubes move at an accelerated speed even at full health and can change direction whenever they like, all while constantly firing projectiles at you until they stop. When they do stop to attack, welcome to Bullet Hell. Each eye can release one of four attacks:
    • Shockwave-producing Blue Orbs: This is the easiest attack to dodge, as the projectiles are slow and predictable. However, it's easy for them to sneak up on you when you are dodging one of the other three attacks.
    • Fireball Rain: The eye will unload fireballs into the air, where they will fall upon you like a fountain. The pattern isn't random, but it is unforgivably fast, and you have little room to dodge. This becomes a much worse problem when you have another attack to dodge.
    • Flaming Floor: Exactly what it sounds like. The floor is covered in fire, forcing you to take to the walls. Again, this is only to cut off your dodge room for whatever other attack may be coming your way.
    • Lightning Orbs: The worst attack. The orbs will hover back and forth halfway from the ceiling and fire lightning at random. This is nasty because there's no timing to them, and it's not telegraphed. The only way to know if the orb is about to fire is if you've already been hit by it.
  • Gate is quite unpredictable, and has total invulnerability to all of attacks save for his energy sphere attack. At that, he spends most of the time flying into you rather than using it. His attacks are extremely difficult to predict and retaliate with, since they need to be level with him, and then hit him in the face as they break from damage. Try doing all that over a bottomless pit where the only footing you'll ever get is a handful of small ledges. The "gates" that he spawns that you're supposed to damage him with don't make the battle any easier. One follows you around the room, another fires at you, yet another pulls you toward it, and they explode in six different directions, meaning you're likely going to be hit in one of them. When he Turns Red, he gains an attack that destroys those tiny little ledges that you're supposed to land on. Sub-Tanks are more or less a waste, since the usual cause of death here will be falling to your death due to Gate or his attacks flying into you. At least the game grants a tiny bit of mercy by giving you bottomless pit invincibility when you defeat him.
  • HIGH MAX is fought midway through the second Gate stage and is almost excessively brutal. While facing him before in the secret boss rooms was relatively easy given his lower health, here, he's beefed up and has new attacks, including two giant indestructible shields that you have to wait until he throws to hit him, a very hard to dodge ramming attack and using the shields to crush you. He can only be damaged by firing a charged shot at him and then his weakness. Combined with the fact he does high damage, yet himself takes very little and that he's nigh impossible to avoid properly, he's definitely one of the hardest bosses in the game by far

Mega Man X7

  • Snipe Anteator. His arsenal consists of attacks that can cover good distances, and he gains more as the fight goes on. The battlefield is a large tube that he can move about freely on while you are limited to just the top, but he can send out small drones while staying on the bottom so that he can hurt you while you can't hurt him. On paper, his weakness is the Moving Wheel. In the game, hitting him with his weakness is difficult. Even if you could, it actually does less damage than a fully charged X-Buster. However, X is not available from start. On top of that, he doesn't have a stun animation, meaning that he can counter your attacks as they hit him.
  • Then there is Flame Hyenard. You have to damage a mech traveling over hot lava so you can get to him. This is easier said than done since the camera can screw you over. Then you fight Flame Hyenard on the top of said mech, which you might slide off of if you didn't damage it enough to get it to stop moving. He splits himself into clones that surround you and shoot fireballs at you while shouting "BURN! BURN TO THE GROUND!", and the mech might fire missiles to rain down upon you during their tri-formation. The weapon he's weak against actually works, but if you're using X or Axl, you'll run out of ammo long before he is dead. And he has a difficult level to boot!
  • And then there is Red. If you don't have Zero, good luck to you. You have to target Red from a distance. Since the camera enjoys screwing you, this becomes a problem. Dodging his attacks is problematic because you're not fighting on solid ground. You're fighting on platforms with a hole in between each one. Fall and you die. Get hit while jumping and you will die. He constantly teleports around on those platforms and there is no way to predict where he will end up. The only way to finish the fight quickly is to use Zero and take contact while slashing him.

Mega Man X8

  • Ravemanta, the miniboss in Avalanche Yeti's stage. It takes a long time to kill, and appears twice in the stage. The first time, it's a fairly tame if not tedious fight, but in the second encounter, it drops bombs that bounce towards you, and has a longer period of time before it becomes vulnerable to attack.
  • Bamboo Pandamonium. He's tall enough that you can't get behind him without taking a hit, and has attacks that take up big chunks of the screen. Also, when he takes enough damage, he will try to lunge at the player, which is almost instant death if it connects if you don't have any Life Ups. It's more bearable with the Ride Armor...if you knew you could take it with you to the boss. And you don't have access to it at all in the Boss Rush, so good luck with that. Oh, and Zero's technique that's strong against him is...a downward stab from the air (which puts you into a big risk).
  • Lumine. He comes after That One Level, and is fought directly after Sigma, who's hard enough to begin with. He has two forms; the first one uses the Overdrives of the first 8 bosses, except some are modified to last longer; when Burn Rooster's attack comes out, it lasts for the duration of the match. In other words, once it happens, the walls are off limits. Additionally, he himself is always moving, making it hard to hit him. Once you've drained his health, he enters the second form, which has a multitude of Bullet Hell-like laser attacks (one of which lasts a long time and then comes back in reverse), has no notable weakness, and is difficult to get a bead on. On his trump card, he triggers Paradise Lost, which will outright finish you off if you don't do the same to him in 30 seconds. And the player has to know they had to have Axl finish him with a Doubleteam as a prerequisite for the secret ending?
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     Mega Man Legends series 

Mega Man Legends

  • There are two times in the game where you are forced to fight from a slow-moving vehicle and defeat several enemies and then a boss fight, while protecting your vehicle from the attacks. If the vehicle is destroyed, it is an automatic Game Over.
    • The first one is from a boat, and you're fighting several submarines and a few Draches, which can shoot torpedoes at your boat. After that, you fight the Balkon Gerät, a giant frog battleship-mecha, which will merrily chop your boat to pieces if you can't dish out damage fast enough. It's tame enough that you can get by with just your buster in Normal if you know what you're doing, but on Hard the entire thing basically mandates a maxed out Machine Buster and Hyper Cartridge to refresh your ammo for it.
    • The battle against the Gesellschaft takes this Up to Eleven. You have to fight several Draches, the Gesellschaft itself, and then the Humongous Mecha Focke-Wulf, one after another, with no continue points or opportunities to heal. You have to do it from the top of the Flutter, which is a small confined space and offers no defensive cover. The Flutter itself can take damage, there's no way of healing it, if it's shot down it's Game Over, and the enemies specifically target the Flutter over you. You're also cut off from the town and any resources since the boss fight happens as you are leaving the dungeon and returning to town. It is technically possible to sabotage yourself so badly that you have no chance of winning, but fortunately even without being able to go back to town, they are very possible to take down by developing superior firepower.
    • What's especially aggravating about the Focke-Wulf is that if you get hit by one missile, you're pretty much guaranteed to get hit by all the remaining ones as well since they're fired so close together.
  • The Karumuna Bash trio, three doglike Reaverbots in the Sub-gate of the Clozer Wood. Those things are nasty if you're not Crazy-Prepared for them. They all attack you at once and they are FAST. Their primary attack is jumping at you, which knocks Mega Man down and is possibly also a Camera Screw if you land right. Their other attack is to breathe fire, which instantly depletes your life meter's shield so you can take MORE damage from their jump attack.

Mega Man Legends 2

  • The train battle. You have to chase down the enemy train, taking on each independent train car as its own separate boss, all the while protecting your own train from an inane amount of artillery and homing missiles. When you finally reach the engine, even a shot from the most powered up weapon in the game barely drains a slight sliver from its health bar. All in all, the fight takes about two solid hours of holding the fire button and dodging projectiles. And if you die, even at any part, it's back to the beginning of the fight.

     Mega Man Battle Network series 

Mega Man Battle Network

  • In a game with mostly easy bosses, MagicMan.EXE sticks out like a sore thumb. His main attack is a slow-moving flame that hits like a Mack truck, but what truly pushes him into this territory is that he's also a Flunky Boss. He can summon up to two normal viruses at any time, and the types he summons are those that have difficult-to-dodge attack patterns (especially when you've also got MagicMan's attacks thrown into the mix), and because they'll be replaced as soon as they die, destroying them isn't even really an option. If you've been relying on your alphabet soup folder to get you this far in the game, prepare to keep on dying over and over again.

Mega Man Battle Network 2

  • QuickMan.EXE. The name alone should key you in to how annoying he's going to be. He is invincible at all times except when moving or attacking, moves like a spastic monkey on crack so that his vulnerability then doesn't even matter, and his attacks are irritating to dodge, because Quick Boomerangs are really, REALLY fast moving. It doesn't help that he's the second boss of the game, the first boss was a complete chump, and the next boss AFTER him isn't exactly threatening either, so he's not even really a Wake-Up Call Boss... Worse yet, it's entirely possible for the game to be Unwinnable by Mistake here, as you can't leave his area (either to recover HP or improve your moveset) once you enter (but nothing stops saving...)
    • Quickman V2 will likely be the first “ghost” boss Navi you fight (a stronger replica of the original that can employ new tactics and gives you a summon chip upon defeat, found on hidden squares in the net), showing up on the way to KotoSquare on a dead end path. Now he can use two boomerangs in rapid succession and, when he gets low on health, will zip over to your side to use a WideSword-esque move. Since you have to know in advance you’re going to fight him, you may not have saved, which can truly screw you if you’re just casually exploring the new area (plus his new tactics can leave you unprepared even if you had a good system on the first bout). Beat Quickman V2 and you’ll have a chance of running into V3 in the same zone (which could be as soon as completing same task that caused you to run into V2), who has even more HP and even more new strategies (among others his boomerang can now be thrown in a wave pattern, making it much harder to dodge).
  • ThunderMan.EXE remains in the back row, and fields 3 thunder clouds that move back and forth the rows. These can fire off paralyzing thunder balls, and attack MegaMan if their movement gets obstructed. This results in the player needing to do some fancy footwork to be able to land hits on ThunderMan while dodging the clouds. And due to plot circumstances, the first time you fight him, you have also lost all your chips with exception to your folder, and you can't access the net to get new chips unless you beat him. In the Virtual Console rerelease, he has the potential to be even worse if the player has relied on the Gospel Breath chips (which can't hit anything in the back row) and hasn't upgraded the chip folder from time to time.

Mega Man Battle Network 3

  • DrillMan.EXE makes the game a nightmare. He has lower HP than most bosses, but that's because frontal attacks have no effect — his drill is always blocking frontal attacks, so you have to go around the drill with WideSwords and such. Only a handful of chips can bypass his drill, so good luck having one in advance when he appears!
  • DrillMan.EXE's younger brother BubbleMan.EXE is much more annoying, despite being fought earlier in the game and theoretically being easier. To elaborate, he never leaves the back row and the center tile on his side is a hole from which spout an infinite number of bubbles, which block shots and home in on you, always moving into your row so as to block your line of fire at BubbleMan. Since they're limited by number on screen, if you stand there shooting them, they'll just spawn faster. Meanwhile BubbleMan is using his own attacks on poor distracted MegaMan. Luckily, the electric-element first boss has a megachip that can hit and stun BubbleMan no matter where he hides.
    • And that's not even taking into account BubbleMan v3, who almost ascends to Goddamned Boss status. You can't even find him unless you have less than 1/4 of your max HP. Frickin' bastard.
  • KingMan.EXE is the second hardest boss. He hides in the far back row while his nearly invincible, regenerating chess pieces attack you and block your spaces, which means no AreaGrab or powerful direct and melee attacks. If that wasn't annoying enough, if you stay in the back row (the easiest way to avoid his chess pieces), KingMan has a "plan B" attack, where he summons some new chess pieces and permanently steals an entire row of your area. Not even Bass' auras can compare to this guy's cheapness. But it's okay, break-type chips can destroy his chess pieces...just kidding, the chess pieces are only incapacitated temporarily. If you figure this out and try it, he'll use a different and more vicious set against you.
  • The mandatory BeastMan Beta battle is friggin' unfair. BeastMan moves rather fast around the screen, and will leap into your side of the field to attack (he likes to go behind you). Now, hitting him isn't as hard as it sounds, but he still is fast and deals a lot of damage.
  • FlameMan.EXE has two candles on his back row, each of which have about 20 HP or so, and revive after a short amount of time. They have different effects depending on their color, and if even ONE of them is Green, he's invincible. If one's Red, he recovers HP steadily, and if one's yellow, then fire appears in your area and limits your movement range. Even worse, he can have two varieties of flames lit, which means he can be recovering HP AND invincible at the same time. And his attacks are designed to take advantage of this.
  • You have to fight Bass twice in the storyline, though the first one is just a Hopeless Boss Fight (you can't hurt him, and even you use something that makes you invincible, his attacks ignore it). The second fight, however, is a pain to get through, because he still has his Life Aura, and he attacks ridiculously hard, so it may take you a few tries if you don't have the right chip folder, and he comes right before you fight Alpha, which if you lose to, you'll have to fight Bass AGAIN.
    • What makes these two fights especially annoying that Bass has an Aura that can only be removed temporarily using an attack with over 100 power (permanently with a near-impossible to obtain chip), while Alpha has a shield that requires multiple consecutive hits to remove. Hope you brought a deck with both high damage and rapid firing chips!
      • Though Bass is somewhat easier compared to BubbleMan, DrillMan, and KingMan. Breaking chips are not common until 4, and those chips would help a lot against those three. Bass has no such resistance; Life Aura can be chipped away by any strong chip or North Wind (blows auras away).

Mega Man Battle Network 4

  • SparkMan.EXE is very difficult to land hits on, as he keeps vanishing off the battlefield, and is vulnerable for very short moments. If the player faces him in the first playthrough, it's also likely a lot of their chips will get blocked by the mines that SparkMan sends out once they line up with him.
  • ThunderMan.EXE returns for Red Sun, trading his three thunder clouds (detailed above) for one that circulates the perimeter of the field. This time, the thunder cloud will fire paralyzing thunder balls whenever MegaMan lines up with it horizontally or vertically, so if you stand in the wrong position it can stunlock you for a short time.
  • Duo's Meteo Fist attack can easily make the fight unwinnable if you don't have Air Shoes or a Panel Return handy, since your field is cracked to the point where you can't dodge anything.
    • That's not the only way the fight against Duo can become unwinnable. Thanks to the game's New Game+ structure, you'll fight Duo in a "normal" playthrough with more-or-less the chips you'd get in the first third of one of the other games, and when you fight him on a New Game+, he'll have his health scaled up to truly ridiculous levels. A Marathon Boss is fine for a final boss normally, but problematic in the Battle Network series because no matter how long the battle lasts, you can only draw thirty chips. If you don't pack your folder with thirty of the most damaging chips/combos in your library (and then consistently hit with them, as they likely won't be the easiest to connect with), or throw too much defense in your folder, you will run out of attacks before he runs out of health. For the third fight, you pretty much need a top-tier combo folder out of a strategy guide just to deal enough damage, never mind actually fighting him with it. Oh, and if you're relying on drawing just the right combo in the same hand, for a PA or a powered-up megachip, you'll have to fight another boss right before him every time you get unlucky. Or miss.
    • Duo's battle terrain also turns his 2 back columns completely empty, meaning panel-reliant chips like the game-breaking Air Hockey are ineffective.

Mega Man Battle Network 5

  • CloudMan.EXE evidently took cues from BubbleMan.EXE. He stays in the back row, protected by clouds that periodically shoot electricity. The clouds don't have much health, but despite this can take infinite punishment from time-stopping Chips. He can also hide in a cloud while summoning a pillar of clouds that chases you around, and the pillar remains even after BubbleMan stops hiding.
    • Even in a Liberation Mission, CloudMan's field attack is equally frustrating. Anyone hit by this attack gets paralyzed and will not be usable for the next 2 turns, thereby slowing down your progress on defeating him once you are in position to attack him directly. Even if your Defense Navi can negate the damage done by this attack, it won't negate the paralysis.
  • Nebula Gray. It has a huge repertoire of devastating moves; it has one that, like Duo's Meteo Fist, can leave your entire side of the field broken, another that drains your HP and restores its own, plus it also has a passive attack just to keep you on your toes. It can only be damaged by hitting the blue flame that orbits it, making it entirely possible to line up an attack and then miss. It also can summon Dark MegaMan to use some attacks of its own on you, which can potentially do ridiculous damage should it hit a Soul's weakness. Not to mention one of them stuns you, making it that much easier for the other attacks to hit you. Fun!
    • And just like Duo, Nebula Gray's 2 back columns are completely empty, forcing the player to adjust their strategy if their previous tactics used panel-reliant attacks.

Mega Man Battle Network 6

  • CircusMan.EXE can prove to be a very frustrating boss fight, especially in the rematches where he gets stronger and faster. Like many others of his kind, he remains in the back row, forcing a player to use Area Grab to even get close enough for short-range chips. He moves by hopping around, creating many brief moments where any attacks would miss, and his own attacks are pretty fast and execute themselves multiple times in succession. His ultimate attack has a short animation and if it connects, it leaves MegaMan with a status effect that makes it difficult to dodge his other attacks! What this amounts to is the player doing some fancy footwork to dodge all the attacks while desperately trying to land their own.

Mega Man Network Transmission

  • GutsMan.EXE is laughably easy in the main series games, but a complete and utter nightmare in this one. He lumbers around slowly, but his attacks come out fast: he likes to smash the ground with the Guts Hammer which creates a shockwave with an enormous amount of range, and if you try to slide under him when he gets too close he's quick to spin around and nail you with a powerful punch. They're his only attacks, but they deal a horrifying amount of damage and will murder you in no time flat.
  • BrightMan.EXE, the first boss to put up shields to your attacks. Whereas the previous bosses were dodging and slapping the boss hard enough before they got you, BrightMan will murder you if you try the tactics that worked on the previous bosses and, indeed, some of the other bosses you can fight at the same time. And the bosses get craftier, more agile, or with more invincibility shielding from there, making BrightMan a Wake-Up Call Boss.
  • StarMan.EXE isn't one of the bosses that can shield your attacks, but he compensates that by teleporting around and floating out of range most of the time, not only that, but one of his two attacks involves dropping meteors diagonally on the screen, sometimes being even impossible to dodge and he LOVES to spam them, and every time he uses the attack he also teleports. It gets even worse when he's on low health, because he drops A LOT more meteors that fill most of the screen and are almost always undodgeable, and if anything he likes to spam them even more at this point.

     Mega Man Zero series 

Mega Man Zero

  • Aztec Falcon, the first mission boss, is seemingly insurmountable the first time you fight him. You have no charge attack (unless you spent time grinding it out by going back to the Underground Lab; if you're playing on Hard, you're screwed), he isn't vulnerable to combos, and the Z-Buster actually bounces off when the chance to shoot him presents itself, if you're not aiming for the tiny hitbox that is his head. Ah, yes — did we mention he is also a Time-Limit Boss?
  • Phantom is spectacularly cheap compared to his fellow Guardians. Three of the Guardians have an elemental weakness which makes beating them fairly simple. Not Phantom. He's neutral, so it takes longer to kill him. Worse, the other Guardians can have most of their attacks interrupted. Only Phantom's dash attack can be interrupted. It is technically possible to interrupt his Doppleganger Spin technique with a charged blow, but for added cheapness, Phantom will break the technique and strike you should you close in to attempt it. Speaking of the dash attack, he'll often do it until you hit him, and he charges to your position. If you don't hit him right off the bat, he'll get at least one hit in, maybe more if you don't score a knockback hit. Finally, his Desperation Attack makes him invisible, during which he'll throw kunai at you from random points on the screen. What's worse, he may potentially position himself above the reach of your weapons, or just plain above you. To top this, he has a Kaizo Trap ability in the second battle.
    • Amusingly, by the time you get to face him again in the third game, there are several upgrades available (ie, Shadow Dash) that render him a pushover.
  • Then the Rainbow Devil shows up. It's just as cheap as previous models. It has an especially annoying attack where it bounces around the room, splits into two parts, then into four before finally reforming. It also has a punch attack that crosses nearly half the arena and a projectile attack that makes nearly the entire ground a danger zone. Good times. Thankfully, the redux in Zero 2 is actually somewhat easier.

Mega Man Zero 2

  • Phoenix Magnion is plain ridiculous. He has an arena which periodically spews fireballs from the floor, for starters. You can arrange it so the floor is blocked the first time you fight him, but not the second time. What's worse, he dodges every attack if he's sitting still. He literally cannot be hit unless he's attacking. And when he dodges, he counterattacks with very wide-area abilities. If he grabs you, he will pull the memories of Zero's past foes out of his head and turn them into flaming specters that deliver four brutal hits to your HP, and you can't break free. Worst of all is his EX Skill, which causes him to turn golden and invincible and teleport a few times before rocketing at you with a flaming tackle.
    • He's an Expy of M. Bison, which helps explain his difficulty (of course). That huge fireball he "shoots" after dodging backwards is the Psycho Crusher.
  • Kuwagust Anchus on Hard Mode is just insane! Not only is he really fast and powerful (two hits = dead, period), but he's the boss of a long and grueling That One Level. And he has an attack which cannot be avoided, meaning you have to get him to change his flight path. The only way to do this is to either shoot him with the buster enough times, which takes better timing than God to pull off, or deflect him with the Chain Rod. As if you're just supposed to know this out of hand. And he'll keep using this attack until you die. When he returns in the Boss Rush, you fight him and his brother Herculious Anchus from the previous game at the same time!
  • Harpuia, due to his insanely difficult to avoid new EX Skill, has become MUCH harder than in the first game, where it was possible to abuse the hit cycle. It is a wide ranged sonic wave that blankets the screen several times as Harpuia zips back and forth, forcing you to weave between each and be careful where you choose to stop moving, or else you may overshoot, undershoot, or outright mistime your dashes to safety, and each wave that hits shreds a BIG bite out of your HP.
  • Fefnir's EX Skill requires immaculate timing and precision and constant movement to keep jumping where flame columns aren't going to erupt. You literally cannot afford to take your eyes off the screen at any moment or you may lose track of where to jump!

Mega Man Zero 3

  • Cubit Foxtar. He's able to fire her fireballs in several intricate ways, and especially if you hit him with a lightning attack, he'll transform into 5 "ghost flames" that will then fly around the screen in a pattern that requires you to time your dashes; she's invulnerable when he does this.

Mega Man Zero 4

  • Kraft from Zero 4 is a nightmare to fight against. The grenades, the laser rifle that requires you to dash underneath it with split second timing, the giant knife that damages you as it throws you across the arena, the missiles, and the fact that he's one of the few bosses willing to get right directly up in your face on a non-scrolling single-screen battlefield are awful.
    • He's also fought in an open area with no walls, so there's no wall jumping away from him.
  • Heat Genblem, a fire-based turtle Reploid who has invulnerable periods while spinning with a fiery shell and ricochets off walls to hit you. His most damaging move is a laser that circles the entire screen multiple times, the only way out of this being to display extremely fancy footwork and use the walls to loop up and around him.

     Mega Man ZX series 

Mega Man ZX

  • Fistleo is bound to give players a hard time. He has many hard-to-dodge attacks, and whatever time isn't spent using one or warming up for one will likely be spent healing, and he does this quite frequently. And if you are attempting a Level 4 Victory, prepare for hell because his weak point is very large and on the front of his body in a fight where you aren't given many opportunities to get behind him, along with the inherent difficulty present in a fight against a boss who can heal.
  • Serpent's two forms on hard mode. This sounds like a given, but you're lucky to survive more than two hits from much of anything in this mode, which also means just reaching the end of his level is an ordeal. His first form was made eye-poppingly fast, and while the second form is only minimally altered, you'll still need almost a perfect run to win.

Mega Man ZX Advent

  • Basically every boss in this game elevates to this level in Boss Survival mode. You're given only the default-length life and weapon gauges, two sub tanks, and a single life to try and kill 16 bosses in a row. Damage carries over between fights, so for the most part if you get hit more than once before getting to the Enemy Mega Men — and that's 8 full boss fights to that point — you're probably screwed. With such little room for error, suddenly the game's more abuseable techniques (Time Bomb, ZX spinning slash, ect.) don't seem so broken to spam.
  • The Spidrill miniboss! It breaks the floor (which, in addition to removing a quarter of your standing space, can affect whether or not you unlock a vital checkpoint so that you never have to do that again), the walls have got spikes on, it summons miniatures of itself, and it has an irritating tendency to spam a move that spins its legs around. The upgraded Spidrill Neo fight in the Quarry is comparatively easy for nixing the first two aspects and coming right after you unlock Model ZX.
  • Chronoforce on Expert starts the fight with Time Bomb, and it never wears off, so he's always in turbo speed. What's more, you know that spreading icicle move he does that you were able to jump between on Normal? Now he shoots two sets of icicles, the second set covering all the angles the first doesn't, making a roughly 90-degree arc that's really tough to avoid whether you try jumping between them or dashing underneath Chronoforce to get past them entirely. And may God help you if you haven't figured out the trick to dodging his attack where he shoots a whole volley of exploding icicles at you from the background, then rewinds them to un-explode and hit you again.
    • Even worse? He uses Time Bomb again right before he uses that attack. The good thing? The ones used at the start of those attacks can actually wear off (only after he's done with the attack, of course) and he only uses it twice, once at slightly beneath half health and the other about two charged shots before death.
  • Aeolus. Not for his relatively tame attack pattern, though lightning reflexes might be needed to get out of his slashing attacks (the brief pause between all of his moves can sometimes get you pinned into a corner if you're not careful). No, the issue is his ultimate attack that he loves to use and abuse: he floats up in the corner of the screen and traps you between two lightning pinwheels that spin in the same direction. Once he starts this, you can't stop it, and from the ground, you have little choice but to try and dash between the uneven lightning rotation (good luck). You can certainly trivialize the attack itself if you turn into Queenbee and fly up fast enough (assuming you haven't already burnt up the weapon gauge), but then you still can't even hit Aeolus until he drops to the ground. By extension, this makes Time Bomb unhelpful. All in all, he's a surprisingly savvy bastard.

     Mega Man Star Force series 

Mega Man Star Force

  • Gemini Spark can be particularly painful to fight, especially if you're playing the Pegasus version where your version's Super Mode becomes weak to their attacks. Despite it looking like a Dual Boss, you have to defeat only the black Gemini Spark to defeat them both. Any attacks on the white Gemini Spark are wasted, and it's entirely possible for him to step in front of black Spark when you're trying to line up an attack. Things get worse with their SP forms, where they move and attack so fast that it's hard to find the split-second opportunity to strike.
  • A battle with three level 3 Jammers happens during the endgame. They have above-average HP and fast attacks. While not too complex, they can overwhelm and quickly end you with their punches and machine guns if you make mistakes. If you die, you may even lose some progress because the battle happens out of nowhere during a long period without Geo asking to save the game.
  • Dragon Sky SP. Even though he's a Bonus Boss, we can make one exception this time and include him on the list for one very good reason: he's broken, even for a bonus boss. He possesses an absolutely unforgiving Giga Card ability that CANNOT be defended against if he gets to fire it off, a multi-hit tornado of leaves that cleaves away a massive chunk of Megaman's HP, ripping through even invisibility. Not even the other two bonus boss Satellite Admins in the other versions of the game are THAT broken- if they trigger their Giga Card attacks, as long as you manage to use invisibility, you're in the clear.

Mega Man Star Force 2

  • Le Mu is the greatest nightmare of the three Star Force Final Bosses, because the field is a storm of activity. In his first phase, Mega Man has to break open the seal down the front of Le Mu's chest, which is hard when Le Mu is launching giant drills out you, tearing open damaging portals all over the field, summoning Murian soldiers to attack you, or shooting at you with machineguns. Once you break open the seal on its chest, well, then things really get started. You still have to shoot at its core, but now it's moving around, attacking twice as fast and twice as hard, and it even has extra attacks, a pair of Big Fricking Swords and a Wave Motion Gun! (Have fun!)
  • Plesio Surf, because of all the irritating rocks he uses to block direct attack. It also prevents him from being bubbled by Cancer Bubble's attack, allowing for a super-devastating quadruple damage Elec-element combo (water terrain double damage + bubble double damage). Although, one could argue that this was the programmers' way of leveling the playing field to keep the fight from being too one-sided. Still, it's annoying as heck, especially when you need to beat it fast enough to qualify for its strongest Mega Card.
  • Yeti Blizzard can compete with Le Mu itself in term of activities you need to watch out for. Good luck dodging the snow ball that only left you one square free, the stomp that you can't block and the ultimate attack that become a Giga cards.

Mega Man Star Force 3

  • Acid Ace. He has a huge repertoire of moves, with something to break any Noise, and he doesn't follow a clear pattern with them. Then there's the matter of his R form, which is fought directly after Dread Joker R without a chance for you to heal.
  • Similar to the Jammer fight above, there is a fight with two Noise Wizards, one level 3 and one level 4note . The level 4 one has an attack that cracks panels, so you can easily run out of room to dodge and just get barraged constantly by their sword and gun attacks, which they can combo between and just constantly put the pressure on you. It can be shocking how difficult this fight is, because Noise Wizards aren't usually a threat when fought one-on-one.
  • Although the Crimson Dragon is considered one of the easier bosses in the franchise, the sheer amount of activity on screen can be stunning for newer players. You're always attacking, dodging, or blocking, with little to no breathing room in between. He also has the annoying mechanic of having to destroy his head every once in a while (recycled from Battle Network's Alpha) to damage the core, which can end up soaking an extra 800 or so damage over the course of the fight. His Sigma version drives this up even further with an even larger health pool and even faster attacks, making it hard to get an attack in without recovery chips and Super Armor.
  • Apollo Flame. (He's also in the second game, but he's the final Bonus Boss there as opposed to being fought halfway through the postgame.) He has a lot of HP, a barrier that regenerates, and a lot of attacks that either can't be blocked or keep you from hitting him until his barrier comes back. It's easier if you have Cancer or Virgo Noise, and infinitely harder if you have Ophiuca or Wolf Noise.
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    Fan Games 

Mega Man Unlimited

  • Jet Man. He spends most of the fight out of your reach, and he has lightning-fast missiles and a whole cargo load of bombs in his arsenal that require precision and perfect timing to avoid. Good luck doing a No-Damage Run against this guy!
  • Glue Man fights a lot like Concrete Man from Mega Man 9. He fires Glue Shots at you to freeze you while at the same time sliding all around the arena trying to ram you for MASSIVE Collision Damage.
  • Comet Woman isn't too bad in her first fight, but she becomes exponentially harder in the Boss Rush. Without the low gravity from her stage, she's able to move much faster, her orbiting shield attack becomes harder to avoid, and you'll spend more of the fight with those orbiting balls around you blocking your shots.
  • The Giant Enemy Crab from Occupied Wily Stage 1. It pays homage to the Mecha Dragon from Mega Man 2, but ramps the difficulty Up to Eleven. You have to use the three ladders to avoid the energy balls the crab shoots out, but it also has another attack where it electrifies one of the ladders. If you get hit by anything while you're on the ladders, the knockback will push you right into the pit, and there's no safety platform like the Mecha Dragon fight.
  • The squid boss from Occupied Wily Stage 2 has a One-Hit Kill move where it rams its head (which you have to stand on in order to fight it) into the ceiling, and it requires a precise jump off to the side of the boss gate in order to avoid it. The later you jump, the more likely you will be to hit the ceiling and fall into the pit, but if you jump too early, the squid will be too high to catch you. Even then, you're still fighting it on a small platform with bubbles from its mouth and plasma balls from its tentacles, making it very easy to get hit and even then you could still get knocked into a pit.
  • The Wily Machine is probably the hardest version of Wily since his capsule from Mega Man 7. The first phase has a weak spot that is out of reach of the Mega Buster, so you need an upward-reaching weapon to hit him, and he takes up about three fourths of the screen, giving you little room to dodge his attacks.
    • The second phase is even worse. The Wily Walker's weak spot is only visible for a couple seconds when it jumps, and it's random where it's going to jump next. Each time after it jumps it will charge at you. If it jumps all the way to the other side of the arena, it will dash at you, and you can slow it down with the Mega Buster in that case, but if it lands somewhere in the middle it will just walk at you which can't be slowed down. If you're not behind it when it does this, you need a perfectly-timed Comet Dash or Rush Coil to avoid it.

Mega Man Revolution

Original

  • Saw Man is extremely erratic and unpredictable, due to the lack of a pattern. He jumps around a lot and throws out Iron Saws which are highly damaging. His weakness, Acid Bubble, is extremely tricky to hit him with due to him jumping a lot.
  • The first phase of the Remir Machine. The only way to damage it is to turn on the spikes in the room and get it to step on them, while at the same time avoiding its two massive hitboxes and the bullets it fires from the top of the screen, and also making sure you don't fall into the spikes.

Mega Man Rock Force

  • Virus Man can reverse your controls and disable your charge shot if contact happens with any of his viruses or himself. His attack where he separates from his legs can be particularly bad as unless you dodge it, you're getting infected. Charade Clone, his weakness, also triggers his Mercy Invincibility upon damage, so you can't just spam it.
  • Boom Man's explosive beam will be fired straight at you most of the time, but he'll also throw dynamite to try and trip you up. When he jumps off-screen, he'll send a whole bunch of them at you, almost hard to dodge.
  • Shock Man's second battle can be annoying due to the battle essentially being an electric jump rope where all of his attacks force you to jump repeatedly, and with good timing to avoid taking damage, and every time he lands on the ground, he shocks the entire floor. One of them even has him jump then bounce three times in succession, each time he lands triggering the conductive floor.
  • While Pulse Man's attacks aren't all that painful, he can make situations where it's nearly impossible to dodge at all if he throws out four bouncing projectiles that take up a good amount of space on the screen, coupled by the fact that all of his jumps are Shockwave Stomps and also having a large projectile that removes whatever dodging space you had left.
  • The Fusion Masters that you fight is dependent upon which one of the first eight you defeat last; meaning you may or may not have to fight War Man, who fights somewhat like Sigma from the first X game. He has a shield that allows him to deflect any attack other than Crypt Cloak (even his Rock Force weakness, Knight Crush, gets deflected), and this shield is only put down for a second when he attacks (which he will only do if you get within a dangerously close range). He's too big to jump over, and deals ridiculous amounts of damage with his attacks. He also deals a lot of contact damage, and can easily stick you in a corner if you're not ready for a fight against what is basically a giant Sniper Joe. Also, if Crypt Cloak is spammed, he'll jump all over the room and cause quakes, potentially stunning you.
  • If you don't get War Man, the other (original) set of Fusion Masters has a nasty fight in Flare Man. Similar to Stone Man from Mega Man 5, he jumps around the room, stunning you whenever he lands unless you jump. Unlike Stone Man, his other attacks also stun you when he starts them, which can really mess up your timing when dodging them. He's also one of a few bosses who's actually harder to fight with Mega Man than his Rock Force weakness; Crypt Cloak is hard to hit him with because it's ground-based and he jumps around a lot, but Nitro Man can throw the Wheel Cutter in multiple directions.
  • Regardless of which set of Fusion Masters you fight, once you beat all four your next stop is Death Man. He's not a very complex boss but he makes up for it by doing absurd damage with his attacks, which kill from full health in just three hits!

Make A Good Mega Man Level Contest

  • The Tier 2 boss is Dagger Man, who is every bit as hard as he was in Super Fighting Robot. He loves to teleport all over the place and can easily telefrag you for cheap collision damage, his cutting waves come out fast with little to no warning, and his nastiest attack is him shooting daggers to the floor and creating shockwaves like in his game of origin, only at a far greater rate. It's incredibly hard to keep up with all the daggers and shockwaves, and he loves to spam it.

Make A Good Mega Man Level Contest 2

  • The three bosses of the notorious Yggdrasil level are just as fiendishly difficult as the stage itself for all the wrong reasons: unnecessarily huge health pools, unpredictable AI, and outright unfair attacks. It's worth noting that in a game with more than it's fair share of difficult bosses, they're among the few outright excluded from the arena challenges due to being so ridiculously annoying to fight.
    • Crator is considered to be the toughest of the three by far. He spends a lot of time deflecting your shots, is incredibly aggressive and prone to getting in your face, and has attacks that lop off around half your health at best or one-hit kill you at worst. Even his weakest attack, a series of energy bursts shooting up from the ground, makes up for it's lacking strength by coming out fast and being incredibly hard to dodge. To make things worse, his weakness to the Slash Claw does little to mitigate the difficulty of his fight since its lack of range means you have to constantly put yourself in danger of being effortlessly slaughtered to use it.
    • Cream is no slouch either, since she has an instant death attack of her own that comes out way too fast for its own good, and loves to jump around the arena like a spastic monkey, and has a ton of projectile attacks that can be hard to dodge since she has no tells indicating what she'll be firing at you.
    • And while not as bad as the above two, Kichona is annoying to fight all the same due to not only possessing a whopping two health bars, but also being able to restore her health with her syringe attack. She can also randomly glitch her way out of the fight and make it flat-out unwinnable.
  • While severely toned down from how ridiculously hard he was in his home game, Cheat Man is among the hardest tier bosses. He can hit you with damaging text before the fight even begins, and spends the entirety of his boss battle behind a shield that drops your attacks on you if you end up hitting it. He also constantly has large projectiles bouncing around his arena, which he will happily attempt to glitch you into falling into them multiple times in a row. Even worse, he has a powerful beam attack that will cause you to drop to one health if it hits, and there's a delay before firing just to trip you up.
  • Autobounce, the boss of Wily 4 (which itself is That One Level). Good news: You get unlimited ammo on all your weapons for this fight. Bad news: Autobounce can only be hurt by one at a time, represented by its color scheme (which changes after each time it takes damage). Its attack in the Grab Buster form heals it if it connects with you, the Sakugarne form is nigh-impossible to hit without taking damage, and the Slash Claw form moves faster and faster until you're able to hit it (which, again, is near impossible to do without getting hit yourself). Plus, as its health goes down, its attacks and movements get faster.

Mega Man Super Fighting Robot

  • Dagger Man is a particularly nasty case of this. His attacks involve the use of his Flash Daggers, and they deal tons of damage. You will most likely get hit by his attack where he dashes and then sends cutter waves two times. It's very easy to be hit by this attack. Even with your Mega Buster's charged shot upgrade that can be bought, Dagger Man has another trick up his sleeve; he also teleports before two of his main attacks and after he shoots his Flash Dagger, meaning if you don't have his weakness, this teleportation can be annoying if you've charged up your Mega Buster and he teleports away from your shot, (even when he teleports right behind you) even when he is about to use his dash attack. There is also the attack where he shoots three daggers down, and it is easy to get hit by the dagger he shoots down while you are avoiding the shockwaves, leaving you screwed.
  • Axe Man, even with his weakness to the Flash Dagger, can utterly destroy you. He mostly jumps around and stomps, which can stun you if you're on the ground. He can also not only use his Giant Axe, but also send three projectiles towards you.
  • The boss of Wily 2. It moves in a circular motion, and sends out very hard-to-dodge attacks, like green mines and a laser. While those are dangerous, the crosshair that was pestering you throughout the whole stage still attacks you here, making it even more difficult.

Skullman In: Scooby Doc 4: The Destroyer (Featuring Atsushi Onita)

With the majority of this being a Boss Game, this is a given.
  • Redskull is your first major challenge. He fires out giant homing fireballs, then uses some homing shots, and then uses some almost-undodgeable lasers. Whilst you can use the Seeker Missiles to make it somewhat easier, it won't do you much.
  • The core of Albatross. Not only is it the boss of a very hard shoot-em-up level, the fight essentially boils down to Bullet Hell. Oh, and if you destroy it, you need to dodge one last attack from him that is a One-Hit Kill no matter what.
  • Atsushi Onita, the penultimate boss, can be a true hair puller. His attacks (throwing fluorescent lights at you, sending down a lightning bolt to cause fire to appear, and dropping crosses on you) are completely random (except for the crosses), not helped by the fact the shadow teleportation attack is random as well, and the fact that the fluorescent lights cause an eight-way projectile when they explode.

Mega Man: Revenge of the Fallen

  • Tornado Man tops this list above all other bosses by sheer instant-death factor. The layout of the room has two platforms that rise up with every Tornado Blow the boss does revealing bottomless pits underneath that players can easily fall into when avoiding his attacks. The platforms also rise up to a spiked ceiling that can also one-shot you if you're not paying attention. To make matters worse, his Tornado Blows are random, so there is no predicting where they'll rise up from the ground. Finally, he can spawn and spam slow-moving clouds that track and home in on you and upon colliding with Mega Man, will slow down his movements drastically, making all of the above a rage-inducing chore.
  • Star Man is not as bad as Tornado Man, but since he has a high percentage change of warping away from damage against anything other than a lemon shot from your buster, he is quite annoying. Every time he warps away from your attacks, he will call a meteor shower that gets worse the less health he has, making it near impossible to dodge at half health or less. He also can unleash his Star Crash barrier in a variety of ways to include one way where it spirals out quickly with no tell and it is near impossible to dodge.
  • Punk, the Mega Man Killer. He can appear up to two times in the game and is notable and remembered for only one thing only: his 5-pound stunning attack where he homes in on your current position and slams down on you. If you happen to be on the ground when he hits, you are stunned for the entire duration of the attack and could be hit up to two additional times, causing many a rage-filled game over for players.

Mega Man Rock N Roll

  • Reactor Man. His main form of attack is a highly damaging laser that he uses quite a lot. Sometimes, he'll point it up to the ceiling while in the air, causing projectiles to come from the end of the beam, and then come down to do a ground-pound attack that causes a whole bunch of projectiles to spawn.
  • Dagger Man appears in this game and he's even worse than he was in his home game, as he's way faster and very unpredictable, meaning you'll constantly get hit, not helping matters is the high damage output of bosses. Trying to get the Golden Ending? Good luck.

    ROM hacks 

Rockman CX

  • Fire Mario, on top of being very quick, is capable of stun-locking you and draining your health very quickly through use of his Goomba Stomp attack, which he can do more than once in one quick swoop if you're not careful. If he traps you in a corner, you're pretty much done for, even if you use E-Tanks.
  • Cheat Man, for obvious reasons. Between having a large array of One-Hit Kill options, he also gets gradual HP recovery and a move where if you shoot him as he ascends upwards; he'll teleport you right in from of him so you get hit instead. Once he brings in the Mother 3 instruments for his Boss Rush rematch, the fight only gets more obnoxious. To make it worse, his weakness is the Rock Buster, but the only way to take advantage of this weakness is to use a charge shot on him, and even then he can restore his HP, and sometimes switches health bars. Oh, and don't try and beat him with Cheat Saber in the refight, as he'll reverse it on you.
  • Rockman/Mega Man is able to drag out his battle through use of digging through his own personal Pause menu to swap to another weapon (which is invisible to you) or use an E-Tank to completely restore his health. God help you if he decides to bring out the Crash Bombs which latch onto you and will completely destroy you if you don't shake it off.
  • Kamen Rider is a real hair-puller. He starts the fight on the Cyclone, and, throughout the battle, switches between ridng the Cyclone or fighting on foot. Though the Cyclone is easy to dodge, good luck when he's on foot. He spends most of his time jumping around and trying to grab you. If he does end up grabbing you, he uses Rider Kick to knock you back very far from him. His jumping Rider Kick can also knock you back far as well. Want Rider Kick? Good luck.
  • Air Man. He likes to teleport around the arena and fire out tornadoes. He can also split himself into other tornadoes and reform that way. What makes this worse is his weakness: Ringo Shield. In order to even hit him with the weapon, you have to use the projectile that you can fire at the cost of losing the shield, but since he likes to go into the walls and sometimes too high to even hit him, this can waste your weapon energy. On top of that, there's spikes on the sides, and combined with the fact that the wind is blowing, you'll probably die if you stand still at the bottom of the arena.
  • Dr. Light. His arsenal of attacks is copied from Ryu, and boy do they hurt. His Shoryuken is easily the deadliest of his attacks, being able to 2HKO you at full health, while his Hurricane Kick can launch a brief Cycle of Hurting that guarantees your death if you get locked into it with low enough health.
    • Same goes for the giant Dr. Light, who serves as the final boss. He starts by destroying two parts of the platform you're standing on, and then he can use a Hadouken-like attack, get up close to punch you, and later on, teleport, destroy parts of the platform again, and then can summon rocks to drop on you. The only weapons that work are Power Bomb (which you have to throw at the right time to hit him) and Print Cutter (which makes it easier to hit him).

Rockman No Constancy

  • Wood Man. His Ice Circle moves much slower than the Leaf Shield (enough to ruin any attempt to jump over it), and the four other snowflakes (leaves) move insanely fast. It's practically impossible to defeat him without the Delay Flame, so don't bother trying. It doesn't help that he gives you the the worst weapon in the entire game upon defeat.
  • Flash Man stops time more frequently than he did in Mega Man 2, and fires a very fast projectile each time stop. The projectile's direction is random each shot, most likely hitting you, and dealing a ton of damage in the process.
  • This hack's Picopico-kun is a very, very nasty one at that. The room is now a room with two conveyor belts, and the boss forms very close to you each time it does form. It's also extremely fast, and its weakness, Rumbling Bang, has to be used so that the explosions, not the bomb itself, hit Picopico-kun.
  • The Boobeam Trap is far worse than it was in Mega Man 2. Much like other hacks, the room layout is different, but in this case, there's three of them on both sides. Their shots are deadlier and are much faster. Worse, their weakness is a fully-charged shot from Proto Charge, but being that it's a charge weapon, the shots from the Boobeam Trap can cancel it out.

Rockman 4 Minus Infinity

  • Toad Man and Dust Man have taken a level in badass.
    • Toad Man's movements are now erratic and rapid. He'll jump if you try to shoot him or get close to him. Watch out if he hits you with his rain attack.
    • Dust Man can heal himself with your attacks except Toad Spell when he sucks in his debris. If he sucks you up, he turns you into an E-Tank. Mash the buttons quickly or he will give you a One-Hit Kill by booting you into the incinerator.
  • Skull Man seems to have become a Lightning Bruiser in this game. He spends most of his time using Hell Wheel, which he can use to bounce off ramps and climb up the walls. He barely uses his buster, but that's the only good time to hit him. While you could use Water Cutter to rip through his Mercy Invincibility or Recycle Inhaler to one-shot him, he's so fast when he uses Hell Wheel that you can barely beat him with those.
  • Shadow Man's final appearance has him move very fast and flood the screen with projectiles. As qzecwx put it:
    "Well damn. PureSabe put out all the stops here. 112 HP, no true weakness, invulnerability nullification everywhere, OHKOs, weapon energy drain, twenty-odd different attacks...!"
  • The hack's version of the Wily Capsule. Like most Capsule battles, it appears for extremely brief time periods to fire a moderatly difficult projectile pattern. This Wily Capsule? It fires many, many, many lasers in seemly random patterns. And to rub salt into the wound, it never stops shooting while on its last legs. Good luck no hitting this boss!
  • If you manage to survive the brutal and lengthy "True Arena", you meet the dreaded Cockroach Omega as the final opponent. He has a truckload of HP (with a full-charged Mega Buster only dealing one unit of damage), he can inflict Standard Status Effects on you that make the fight Unwinnable, and he even has a full assortment of attacks that can One-Hit Kill you, including teleporting you out of the battle, making the entire run through the True Arena pointless.

(pow-pow-pow-pow-pow...)
GAME OVER
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