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Video Game / Street Fighter X Mega Man

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A crossover made in heaven.

Having fought countless robot masters over the years, Mega Man is ready to lay back, relax and enjoy his 25th Anniversary. Getting wind of this, Ryu and his fellow Street Fighters want one last battle before they let their own anniversary finish. Charge up your mega busters and stretch out your lightning legs, this is Street Fighter X Mega Man!

Street Fighter X Mega Man began life as a fan game by Seow Zong Hui. He created the game in a similar style to the NES era of Mega Man and the retro-styled Mega Man 9 and Mega Man 10. After showing the game off to Capcom executives, the company offered him official support and released the finished product December 17th — the date of the 25th anniversary of Mega Man's release — as a free, PC-only game. Capcom has said that it could end up released for other platforms. Capcom has also released a patch that fixes some bugs in the game, adds in a Mega Man 2-style password system and adds a new challenger.

Rather than Robot Masters, Mega Man faces the following World Warriors as bosses:

    World Warriors 
  • Blanka
    • Ultra Combo: Shout of Earth
    • Weapon: Tropical Hazard (Damages enemies, can be kicked around as a projectile, and used as a trampoline to get to high places)
      • Weakness: Yoga Inferno
  • Chun-Li
    • Ultra Combo: Hosenka
    • Weapon: Lightning Kick (High damage, close-range melee attack)
      • Weakness: Hadoken
  • C. Viper
    • Ultra Combo: Burning Dance
    • Weapon: Optic Laser (Laser that has priority over other projectiles)
      • Weakness: Lightning Kick
  • Dhalsim
    • Ultra Combo: Yoga Catastrophe
    • Weapon: Yoga Inferno (Flame wave that deals multiple hits and can be aimed up or down)
      • Weakness: Optic Laser
  • Rolento
    • Ultra Combo: Take No Prisoners
    • Weapon: Mine Sweeper (Throws an arced bomb that deals huge damage)
      • Weakness: Soul Satellite (orbiters only, shots do 1 damage)
  • Rose
    • Ultra Combo/Weapon: Soul Satellite (Two floating orbs that defend against projectiles and damage enemies, can also be thrown as a fireball)
      • Weakness: Tropical Hazard
  • Ryu
    • Ultra Combo: Metsu Hadoken
    • Weapon: Hadoken (Upgraded Mega Buster, can be charged for Shakunetsu Hadoken, which deals more damage and is extremely fast)
      • Weakness: Aegis Reflector (reflected Hadokens, collision with reflector does 1 damage)
  • Urien
    • Ultra Combo/Weapon: Aegis Reflector (Mirror that reflects projectiles and damages enemies)
      • Weakness: Mine Sweeper
  • Balrog (Boxer)
    • Ultra Combo: Violent Buffalo (OHKO)
      • Weakness: Himself (falls into a pit when you lure him enough)
  • Vega (Claw)
    • Ultra Combo: Bloody High Claw
      • Weakness: Lightning Kick
  • M. Bison (Dictator) (Final Boss)
    • Ultra Combo: Final Psycho Crusher
      • Weakness: Optic Laser (Version 1), Hadoken (Version 2)
  • Akuma (Secret Boss)
    • Ultra Combo: Wrath of the Raging Demon
      • Weakness: Aegis Reflector (reflected Shakunetsu Hadokens, collision with Reflector does 1 damage)
  • Sagat (New Challenger)
    • Ultra Combo: Tiger Destruction
      • Weakness: Hadoken

Street Fighter X Mega Man contains examples of the following tropes:

  • Abnormal Ammo: Blanka summons watermelons that drop from the sky. When Mega Man obtains his power, it allows him to fire out a watermelon that can be used for different purposes.
  • Absentee Actor: Many of the familiar supporting Mega Man characters are absent. Even Dr. Wily, Mega Man's arch-nemesis, is missing in this game.
  • Advancing Boss of Doom: Balrog will keep punching towards you, and you have to keep moving right or he'll kill you in one hit. And then, he falls into a pit.
  • Advancing Wall of Doom: C. Viper's stage has a laser wall of doom that will kill you in one hit if you don't keep moving forward and destroying the laser barriers.
  • A.I. Roulette: All the bosses (except Balrog) tend to use attacks randomly. This can get annoying at times, especially if Ryu decides to spam his invulnerable Hurricane Kick.
  • Advertisement:
  • Ascended Fan Fic: Well, technically, this counts as "Ascended Fan Game."
  • Ascended Meme: Enter a code at the pause screen to change ALL OF THE MUSIC IN THE GAME to Guile's theme.note  A_Rival even titled the track "Goes With Everything."
  • Attack Reflector: Mega Man acquires one in the Aegis Reflector when he defeats Urien. Rose utilizes one in the form of her Soul Reflect. An enemy in Urien's stage also has this power.
  • A Winner Is You: See Riding into the Sunset.
  • Battle in the Rain: The landscape for the final battle against M. Bison is the Australia stage from Street Fighter Alpha 2, which contains heavy rain and thunder in the background. In version 2, if you see extra rain in the foreground, it means you have successfully met the conditions to fight Sagat.
  • Beating A Dead Player: Bosses will continue to run around and attack even after Mega Man has been defeated.
  • Bilingual Bonus: The wall scrolls in Ryu's stage read "一九八七" (One, Nine, Eight, Seven). 1987 was the release year of both the first Mega Man and the first Street Fighter game.
  • Blood Knight: All the Street Fighters. Why are they attacking Mega Man? Just because they can, but also because they want to fight him before their own anniversary finishes up and they don't want him to relax just yet for his own.
  • Bomb-Throwing Anarchists: Rolento counts, given his characterization in other games. Mega Man gains the power to Throw Down the Bomblet after defeating him.
  • Boring, but Practical: A skilled player can defeat any boss in the game with charged shots from the Mega Buster. Note the word "skilled": although charge shots will do a lot of damage compared to the normal Mega Buster shots or non-weakness weapons, the bosses still present a formidable challenge.
  • Bootstrapped Theme:
    • Averted; while the usual Street Fighter suspects show up, they're used as they were intended: for the stages. Chiptune artist A_Rival even went a step further and mashed up famous Street Fighter themes with Mega Man themes.
    • The boss fights use "Volcanic Rim", the theme of Street Fighter IV — which has become something of a Bootstrapped Theme for the Street Fighter series as a whole in recent times.
  • Boss-Only Level: Balrog's, which is rather unusual for a Mega Man game.
  • Boss Rush: You'll go through one of these the third of the ending stages, as per Mega Man tradition. You can get health and ammo pickups by shooting at the balls in the Feng Shui Engine sitting in the main teleporter room.
  • Butt-Monkey: On the traditional Acquired Weapon screen, Mega Man tests his new abilities on Dan.
  • Calling Your Attacks: Though since the game mimics the NES titles, it just sounds like bleeps. Particularly noticeable against Chun-Li.
  • Composite Character:
  • Crossover: Between the Street Fighter and Mega Man series.
  • Damn You, Muscle Memory!: In most PC games, the escape key goes to the pause menu. In Street Fighter X Mega Man, the escape key instantly quits the game. In the v2 update, pressing the escape key causes a window to pop up asking if you want to exit the game, circumventing this by a bit.
  • Demoted to Extra: Rush doesn't even appear as a power like Rush Coil — he only appears in the shoot 'em up segment in Rose's stage, and that's it.
  • Doppelgänger Attack: Holding down Attack and Jump during the start screen for 6 seconds or so allows Mega Man to use Sei'ei Enbu (one of Yang's Super Arts), which creates a clone silhouette that attacks with him.
  • Dynamic Entry: Mega Man gets Hadoken'd by Ryu in the trailer — right at the end of the intro from Mega Man 2, no less.
  • Easter Egg: Several. It's possible to make Mega Man helmetless note , change all of the music to Guile's Theme note , and even obtain the Sei'ei Enbu and an alternate version of the Hadoken fired exactly like the real deal note .
  • Elemental Rock–Paper–Scissors:
    • Ryu > Chun-Li > C. Viper > Dhalsim > Blanka > Rose > Rolento > Urien > Ryu. Chun-Li > Vega (Claw), C. Viper > M. Bison (Dictator), Urien > Akuma.
    • In version 2, Ryu > Sagat and M. Bison.
  • Eye Beams: C. Viper's Optic Laser.
  • Fake Difficulty:
    • The game features a number of sections that pull this off. Enemies will respawn the moment they go off-screen (meaning they can still attack you), you can get locked into going down a hallway filled with one projectile spamming enemy and two enemies that reflect your shots, bosses have mountains of HP...
    • In the original release, there was no save function or password system, forcing you to play through the entire game in one sitting. Now, there is a password system in V2.
  • Flawless Victory: You can do this to bosses, and the screen will show "PERFECT!" when you do. Bosses can do this to you as well. You need at least four Perfects on the first 8 bosses to fight Akuma at the end, and in Version 2 you need 4 of them on the Shadaloo bosses and the rematches in the Boss Rush stage to fight Sagat.
    • Note: You don't necessarily have to not get hit to get the "PERFECT!" Just have full energy at the end of the match. You can E-Tank it up and land that last hit to get it.
  • Game-Breaking Bug: Some people have found the game to lag extremely badly on their computers. Specifically, if there isn't an Xbox 360 pad plugged into the computer, then the game runs at half speed. Luckily, they have said there's a patch coming for this.
  • Guide Dang It!: Even when you know the order of the weapons in advance, you would still be scratching your head at two of the bosses, at least in the original version. To wit: Rolento is weak against only the Soul Satellites that rotate around you, not the ones that you fire afterwards. As for Urien, he's weak not to the Mine Sweeper itself but rather the splash damage from the explosions. Granted, there's some precedent for the latter in other Mega Man games, but it's still perplexing at first.
  • Hoist by His Own Petard: Ryu's weakness is his own Hadokens reflected back at him (the same applies for Akuma, but with his Shakunetsu Hadokens instead). Balrog's Violent Buffalo eventually sends him into a pit.
  • Hurricane Kick:
    • As expected, Ryu's Tatsumaki Senpukyaku makes an appearance here as well. While it provides Ryu with invulnerability, Mega Man can also slide underneath it.
    • Likewise, Chun-Li has her Spinning Bird Kick, which Mega Man can also slide under.
  • Iaijutsu Practitioner: One of the mooks in Ryu's stage. You have a very small time frame where you can actually hit it.
  • Improbable Weapon User:
    • A number of Blanka's attacks use watermelons as weapons; this serves as a nod to his Tropical Hazard Super in Street Fighter Alpha 3. Mega Man gains the Tropical Hazard after beating Blanka, which gives him the ability to spawn watermelons to use as either a weapon or a temporary springboard for a super-jump.
    • Rose counts, as she infuses her stole with Soul Power to mold it into a versatile and surprisingly deadly weapon.
  • Kaizo Trap: One of the game's extremely rare energy tanks is found at the end of Balrog's Advancing Boss of Doom, but you only have a split second to nab it before the victory animation takes control of Mega Man. At that point, it's far too late to kill yourself to restart the level, and you can't go back for it once the next stage starts.
  • Kamehame Hadoken: Ryu has this in the form of his Shinku Hadoken, though in this game, he uses the usual ball of ki instead of the energy beam associated with the Vs. series. Mega Man obtains the Hadoken after defeating him, and he can charge it up into the Shinku Hadoken.
    • By the way: this doesn't mark the first time a Mega Man has used the Hadoken. It is the first time for the original, though.
    • By holding down Attack and Jump at the start screen for about 6 seconds, you can let Mega Man learn this early (do the quarter circle forward motion and attack). He even charges it up just like Ryu if you do this.
  • Limit Break: Staying true to the spirit of Street Fighter, all of the bosses have their own Super Meter that fills up as they incur damage (similar to the Revenge Gauge in IV). Once the meter fills up, the bosses can unleash Super Combos. Getting killed by the Super Combo even results in the signature yellow and orange starburst background. Defeating a boss with the Sei'ei Enbu active also nets you one.
  • Logical Weakness:
    • Blanka, being a Wild Man from the jungle (whom you fight in a jungle), probably wouldn't take too well to fire attacks.
    • Likewise, the very nude Urien probably doesn't like explosives all that much.
    • C. Viper's special attacks are all tech-based, so it makes sense that the Lightning Kick would do her in.
  • Luckily, My Shield Will Protect Me: Interestingly enough, both played straight and averted. While the Aegis Reflector will reflect most projectiles back at your enemies, the Reflector itself will disappear if your enemy so much as sneezes on it.
  • Mythology Gag:
  • Nintendo Hard: But of course. It is Mega Man, after all. Some examples:
    • No password or save system in the initial release. You do get infinite continues, though.
    • E-Tanks do not respawn. At all.
  • No Fair Cheating: Using a cheating device such as Cheat Engine will turn the screen black. You can't undo this without restarting the game.
  • One-Hit Kill: Balrog's punches, as well as Akuma's Shun Goku Satsu, definitely fall under this trope.
  • Only Six Faces: Many of the Street Fighters have their character model based on Mega Man's.
  • Orbiting Particle Shield: Rose's Soul Satellite from SSFIV makes an appearance here. When she uses the Ultra, she summons two spheres of Soul Power that orbit around her body and deal collision damage. Mega Man gets this move when he defeats her.
  • Painfully Slow Projectile:
    • Ryu's Hadoken and his Metsu Hadoken are extremely slow. His Shakunetsu Hadoken is not, however. Dhalsim's Yoga Catastrophe is also extremely slow, if not slower than Ryu's Metsu Hadoken.
    • And of course, Dan's Ultra Combo, Shinku Gadoken, makes an appearance when you get the Aegis Reflector.
  • Panda-ing to the Audience: Chun-Li's stage has pandas on skates and pandas on skateboards as endlessly-respawning enemies. Also counts as a Dragons Up the Yin Yang Shout-Out to Yun and Yang of Street Fighter III, as the pandas look very much like the yin-yang symbol, and the skateboarder has a blue and yellow hat, while the rollerblader has brown spiky hair.
  • Playing with Fire: Dhalsim has his Yoga Flame and Yoga Inferno specials. Mega Man gains the latter after beating him.
  • Power Copying: Hey, Capcom couldn't call it a Mega Man game without this trope.
  • Psycho Electric Eel: One of the Mooks in Blanka's stage looks like these, a likely nod to Blanka's origins (he was taught how to harness his bio-electricity as a weapon by watching eels).
  • Respawning Enemies: Taken Up to Eleven in Chun-Li's stage, where the Metool cars and Pandas keep coming in from off-screen endlessly. You can take advantage of this to get lives, though.
  • Retraux: Much like Mega Man 9 and Mega Man 10, SFxMM homages the 8-bit presentation of the earlier Mega Man titles. Unlike those two games, however, SFxMM merely mimics the look, as numerous sprites surpass the limits of NES graphics.
  • Riding into the Sunset: The ending of the game just consists of Ryu and Mega Man walking into it.
  • Rubber Man: Another staple ability of Dhalsim's makes an appearance here.
  • Rule of Cool/Rule of Fun: Why are Mega Man and the Street Fighters at war? How is Mega Man's Weapon Copy compatible with humans? Where did all the robot mooks come from? Why would the Blood Knight-inclined Street Fighter cast hide behind a bunch of robotic mooks in the first place? Why can Mega Man fire his weapon at humans? These are all valid questions which very likely have a sound and solid reason behind... y'know what? Just shut up and play the game.
  • Run or Die: The fight against Balrog (Boxer). Getting hit by him is a One-Hit Kill, so the only thing you can do is run away from him until he falls into a pit.
  • Shield-Bearing Mook: Three instances.
    • The first appears in Ryu's stage (and one in Dhalsim's) and fires out sword beams. Its shield will deflect weaker projectiles, but a Charged Attack is too much for it to handle.
    • The second is a Optic Laser-shooting Sniper Joe enemy in C. Viper's stage, whose shield will reflect all projectiles.
    • The third is a drone with an energy reflector moving around it, found in Urien's stage. Shooting the reflector will cause your own projectiles to reflect back to you!
  • Shock and Awe: Blanka counts, of course.
  • Shockwave Stomp: C. Viper's Seismic Hammer and Blanka's modified Tropical Hazard fall under this trope.
  • Shoot the Bullet/Destructible Projectiles: Many enemy projectiles are destructible.
  • Shout-Out:
    • The Tropical Hazard weapon is pretty much the Mega Ball from Mega Man 8, except it sticks to gravity.
    • The panda enemies in Chun-Li's stage are based off Yun and Yang, right down to their clothing and their way of skating. note 
    • Rolento's pogo makes the same sound as Scrooge's in Capcom's DuckTales.
    • Vega's weakness is the Lightning Kick, which is a nod to Street Fighter II: The Animated Movie, where Chun-Li uses it to send him crashing through a wall.
    • The flower enemies in Blanka's stage are obvious ones of the flower enemies in Solar Man's stage.
    • Bison's stage is a twofold one. It's a stormy grassland in Australia, a direct recreation of the backdrop for the Ryu vs. Sagat opener of Street Fighter II: The Animated Movie and the stage it inspired in Street Fighter Alpha 2, but could also be seen as a nod to Bison's stage in Alpha 3, which had a similar atmosphere (despite being set in Thailand instead).
      • Another layer is added if you fight Sagat in version 2, as the stage was actually his own to begin with.
    • The music for the Shadaloo stages is called "DESCEND TRANSFER", referencing another Capcom game.
  • Spam Attack: Chun-Li uses the Lightning Kick in this game, and Mega Man earns the move for beating her. Its short range compensates for the fact that it bypasses Mercy Invincibility.
  • Spikes of Doom: Compared to other Mega Man games, SFxMM goes light on this one. Bonus points for Blanka's stage using Bamboo punji pits instead of the traditional spikes.
  • Sword Beam: There's an enemy in Ryu's stage that fires these out.
  • Tarot Motifs: Rose's stage has enemies based off the Minor Arcana (coins, swords, cups), as well as "The Fool" card as a physical barrier numerous times in the stage. Given that Rose is a fortune teller, this is very apropos.
  • Teleport Spam: Rose and Dhalsim use this frequently on you.
  • Title Confusion: You might think this is a Capcom vs. game, along the lines of Street Fighter X Tekken. Nope, it's a Mega Man game with Street Fighter characters as bosses. The original title was going to be Mega Man X Street Fighter, but Capcom noticed a different series uses the same name...
  • Training Dummy: Just like he is in Street Fighter IV, Dan is the training dummy that Mega Man practices his newly acquired moves on. He even does his Super Rolling Taunt as his introduction.
  • True Final Boss/Bonus Boss:
    • If you get a Perfect on 4 of the first 8 World Warriors (the Boss Rush does not count), Akuma will challenge you by interrupting your fight with Bison, killing him with Misogi as "HERE COMES A NEW CHALLENGER!" flashes on the screen.
    • In Version 2, if you get 4 Perfects in the Shadaloo stages, including the Boss Rush, Sagat will challenge you before the final battle with Bison. This is indicated by additional rain effects when you enter Bison's stage.
  • Unexpected Shmup Level: Rose's stage.
  • Updated Re-release: Street Fighter X Mega Man v.2 which fixes some bugs, buffs M. Bison, adds a password system similar to the one in Mega Man 2 and adds a brand-new boss: Sagat.
  • Weaksauce Weakness: Rose is weak against watermelons.

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