Quint is probably the absolute king of this trope, as he is almost so vague, people are bound to interpret him completely differently. MS Paint Masterpieces, in particular, depicts him as a Knight Templar.
Annoying Video-Game Helper: Eddie is very infamous for giving you the power-up you don't need. Weapon Energy in a Robot Master level, which usually isn't long enough to warrant it, and a Health Pellet when you already have full health. The rare E-Tank or extra lives are always useful, though.* You can counter this if he appears in a room you enter through a ladder. Just climb up and down the ladder to make him reappear until he drops something useful.
Anti-Climax Boss: Given his backstory, Quint should be one of the most epic bosses in the series. In practice, most intro bosses put up a better fight.
Archive Panic: Thirty-one games in the Classic era alone, not counting ports, remakes and mobile game releases.
Bass. Regardless of opinions about the game itself, many agree he was the best thing to come from Mega Man 7, and there was much rejoicing indeed when he was announced as playable for 10. With that said, fan reception to him post-debut is mixed; either he's an interesting counterpart to Mega Man and gives Wily the chance to have a robot who can actually counter him, or he's a cliché anime rival with no interesting characteristics other than being Wily's anti-Mega Man. Others dislike him for considering him a jealous, whiny brat.
Bad Boxart Mega Man is swiftly becoming this. First he was one of the iconic "what were they thinking" cases of Covers Always Lie. Then people started thinking it was funny. Then Capcom started making nods to it. Then it got progressively less funny. His appearance in Street Fighter X Tekken seems to have finally broken the base between "a bit of harmless comic relief" and "hasn't been funny in about six years."
Be very careful when bringing up the topic of Zero amongst classic fans. Especially if you suggest that he should appear in the classic games since he's a creation of Wily's and was intended to be the original Mega Man's ultimate enemy/challenge. While some fans would like this plot point expanded upon in the classic games, others dislike how the tone of it clashes with the Lighter and Softer classic series and point out how Word of God specifically denied that Zero ended up destroying the original Mega Man.
Broken Base: Megaman Legacy Collection 1 and 2. Parts of the fandom complain about Capcom splitting the games in two collections instead of launching a single collection, like the Anniversary. And the lack of other classic games like Mega Man's Soccer, Mega Man: The Wily Wars, Mega Man & Bass, Mega Man: The Power Battle, and Mega Man 2: The Power Fighters is another issue pointed by the critics. Others think it was an interesting idea splitting the collection into the classic NES era and the SNES/PSX/Saturn era and this made possible the release of the first half to 3DS.
Many believe every Robot Master in the series was created by Dr. Wily, when this is only partially true. He created the rosters of 2, 5, 7, and 8 (and for the latter two, about half of them were modified from pre-existing robots), while the rosters of 1 and 9 were built by Dr. Light, 3's were a collaboration between Wily and Light, Cossack built the 4 group (though Wily extensively remodeled them), and the Robot Masters of 6, 10, and 11 were each built by different creators.
Director Displacement: While he was the lead artist on all the games up to 8, Keiji Inafune didn't actually become the head designer until partway through production of 3. The first two games were designed by Akira Kitamura, while the third was initially designed by Masayoshi Kurokawa, who subsequently quit during production, forcing Inafune to take over.
Proto Man, thus starting a tradition of red-colored side characters who steal the show whenever they appear.
Though not quite as popular as Proto Man, Roll is still very popular thanks to her kindhearted personality, her unique fighting style in Tatsunoko vs. Capcom, and her catchy theme song "Kaze Yo Tsutaete."
The Mega Man Killers. Combat-specialized Robot Masters with unique designs that are built with the sole purpose of defeating Mega Man? Pure, concentrated awesome. As if the fangasmic explosion of cheers when they were revealed as Bonus Bosses in 10 wasn't enough of a hint. Inafune himself considers Punk to be one of his favorite characters from the Classic series, and drew up the design for the Battle Network incarnation of the character.
If Dr. Cossack (and/or his daughter Kalinka) appears in any adaptation, especially outside of the game he actually was in, the fans WILL cheer.
Double points if Kalinka finds her way into a work based around Mega Man X. Triple points if she builds Axl.
The Robot Masters in general tend to get a lot more love than the majority of one-shot bosses like Gleeok or the Armos Knights. It's probably their interesting designs, which ooze with character, and their catchy stage themes, which inevitably get associated with the Robots themselves. The Robot Masters of 1, 2, and 3 are especially popular, in accordance to their respective games. Cut Man, Guts Man, Shadow Man, Quick Man, and Crash Man get special mention.
Out of all the Robot Masters, Guts Man and Cut Man are easily the most well-known, mostly due to appearing in almost every episode of the cartoon show(though with the former it definitely helps that the Metall enemies share his design motif, bosses designed off of him keep popping up in later games, and, thanks to Memetic Mutation, his ass has become the butt of many jokes).
Mega Man 4 gained mixed reaction from fans, but it had two cool-looking Robot Masters that became quite popular; Skull Man and Pharaoh Man. The latter became even more popular from his animated adaption.
Fans believe the RT-55J enemy in Mega Man X1 is an upgrade of Auto (or is at least related to him), owing to their shared color schemes and its location near a Light Capsule, even in spite of external material explaining it as a sumo wrestler robot with no mention of it being related to Dr. Light in any way.
Mega Man 2 is considered one of the textbook examples in gaming history. It took everything that was great about the first one and improved upon it, and took out the things that didn't work or didn't matter. It was also less difficult, providing a difficult but not frustrating challenge.
About half the fandom believes 3 is even better than 2. The mildly slippery movement was finally fixed, Mega Man's sluggish ladder speed was upped, and this entry gives him his defining slide ability, which adds an incredible amount of depth to the game.
Some fans consider 4 to be the most balanced entry of the NES games, even compared to the above, thanks to a more balanced weapon roster and lack of major difficulty spikes like in the first three games.
Female Robot Masters — more prevalent in fanfiction and fan games than in the actual games, as the only game-canon ones are Roll (DLN.002) and Splash Woman from 9 (DLN.067) — are commonly referred to as Robot Mistresses.
Many fans disregard all the entries not produced in the 8-bit style (meaning 7, 8, and Mega Man & Bass). Some of the more hardcore fans prefer to think that Dr. Wily got fatally crushed in 3 and so ignore everything from 4 onward.
On the spin-off side of things, Rockman & Forte: Challenger From the Future and both PC entries are often ignored, due to questionable Robot Master designs (most infamously in the former), poorly-written stories (even by the series' standards), and being all-around mediocre games.
Just try to tell some fans that Quint isn't a Copy Robot like they insist.
Good Bad Bugs: A glitch in earlier games allowed you to make specific enemies * ones that had a set pattern of movement in which it would move, turn around, move some more, and turn around again disappear by aligning the place where they turned around at the edge of the screen. Very handy with those Goddamn Bats that moved across the ground quickly when you were level with them and were too short to be hit by the peashooter.
In the NES games, if a weapon took more than one shot to use a unit from the weapon energy bar, you could more or less use it infinitely by pausing between shots.
If the player reaches an Eddie room and leaves before he teleports out, then he'll reset when the player returns, even if Eddie's already given out a power-up. As long as the player doesn't pick up that power-up (which will also cause him to leave) they get an infinite number of do-overs if Eddie gives them a power-up they don't want.
Goddamned Boss: Many fans will agree that all of the Wily Capsule fights introduced in almost all the games after Mega Man 4 are just plain annoying. All the fights are very similar and can be easily summarized: Wily teleports to a random spot in the arena, shoots Mega Man, then teleports away, waits a moment, then continues. The fact that Wily spends so much of the fight invulnerable and can appear near the top of the arena where Mega Man can't hit him can drive some people up the wall.
All of the "___ Devil" bosses, too. They also follow a closely related attack pattern: assemble itself from goo, eye opens and shoots, disassemble goo, rinse and repeat. Like the Wily capsule fights, the annoying bit about Devil bosses is that most of the fight is spent with them invincible: the eye is the only vulnerable part of it, and it's only open for a second after each cycle of the attack, and this drags out the fight quite a bit. Not helping is most of them also disassemble and reassemble themselves from goo in the exact same pattern every time, leading the fight to just being about monotonous memorization. And if you thought that wasn't nasty enough, 11 equips it with the Speed Gear with each of nine mini Devils hopping and running about to harass Mega Man, meaning if you don't keep up with it, you're going to eat a lot of damage.
This scene is from a game that never came out of Japan, depicting Quick Man saving Mega Man's life by taking a shuriken in the back; later in Japan, nearly the exact same thing happens in the first issue of Naruto. What makes this even more hilarious is that Quick Man died from some relatively small shuriken, while Iruka survived a really big one in his spine.
Thanks to the One Steve Limit by issue of Dub Name Change, fans used to speculate that Drs. Wily and Weil are one and the same person. Now, with the most recent Classic games, the developers are trying hard to make sure that Wily is characterized a lot differently from Weil.
"Holy Shit!" Quotient: Bass's ending in The Power Fighters 2; Wily gloats to Bass about a robot he's working on that will surpass Bass and destroy Mega Man, and lowers the blueprints for Bass to see. It's Zero.
Internet Backdraft: The confirmation that the physical release of Legacy Collection 1 and 2 on Switch would only have the first part of the collection on the cart and the second as a download code did not sit well with Switch owners who wanted to buy the collection physically. Made worse when the file sizes for each collection turned out to be less than 4 GB, meaning Capcom could have used the cheapest cart size available for both parts but yet opted not to, resulting in accusations that Capcom was being "too cheap and too lazy."
Jerkass Woobie: Bass. He was created to do one thing specifically (Kill Mega Man), but he's done nothing but fail and get effectively disowned by his father. He has Proto Man's independent spirit, alienating him from his creator, but because of his Hot-Blooded nature and obsession with killing Rock, he can't find any sort of absolution with Light either. Wily even calls Zero his greatest creation to Bass's face, making him The Unfavorite. As a Robot Master and not a Reploid, it's In the Blood for him to want to fight Mega Man without much he can do about it. It's hard to have any sympathy for him at times, but he's very high on the list of characters that need a really, really big hug.
Pharaoh Man is often seen as this thanks to his sole appearance in the Ruby-Spears series, where after having his power stolen, he straight up punches Mega Man as opposed to fleeing like most Robot Masters.
Mis-blamed: A lot of fans chastise Capcom for "running out of ideas" for later Robot Masters, without knowing that Capcom didn't make most of them. They're fan designs chosen by Capcom. If the fans have anyone to blame for the odd Robot Master choices, it's themselves. Though depending on what all designs were there, some might still be able to make a case for Capcom not choosing better designs.
Moe: As a rare male example, Mega Man himself qualifies, along with Roll and many others. Justified because the series is inspired by Astro Boy from story to design, of course.
The soundtrack for the Game Boy version of Mega Man II suffers from excruciatingly high-pitched instrumentation in just about all of the background music. It's proven to be a popular subject for remixes over the years, and most of these have actually been very well-received by fans, with the common consensus being that while the game's composer might have known what he was doing from a musical standpoint, he did an absolutely terrible job of executing it.
Most Wonderful Sound: While Pow pow pow pow pow! is horrible when it means you're dead, it becomes this when it's an enemy Robot Master dying.
Mega Man: The Wily Wars for the Sega Genesis. It takes the first three games NES games and give them enhanced 16-bit graphics and updated sound effects, cranked up the difficulty, adds a save feature, and adds an all-new Wily Tower game once unlocked.
The Complete Works series of ports of Mega Man 1-6 for the PlayStation not only retains the NES version of these games, they also feature a new Navi Mode which adds a revised menus and HUD, a hint system for new players, memory card saves in addition to passwords (when available), and for those with a PocketStation can level-up Mega Man and the Robot Masters. These ports also fix the sprite flickering and slowdown from their original version, the ability to use the shoulder buttons to cycle through weapons in real-time, remixed music (the first three only had few taken from the twoarcade games, while the later half of the Complete Works games have proper remixes), unlockable items to use in Navi Mode, a database with a wealth of information on characters and enemies, and a Mission Mode where players can complete various challenges. Unfortunately this series of ports never got an official English release; although the first four games in the Complete Works series were re-released through PlayStation Network in the U.S., they are not translated in any way and Mega Man 5 and 6 were never released overseas.
The images featured in the ending credits of Mega Man 7 were missing in all three versions of Anniversary Collection because the developers (Atomic Planet) couldn't figure out how to properly emulate the Mode-7 features of the SNES. The Nintendo GameCube version of Anniversary Collection also received flak for switching the shoot and jump buttons. Regardless, the ports of these games are still very playable, and it was nice to not have the music get muddled by certain sound effects, as well as removing the sprite flickering. Having an actual save feature while keeping the password feature for the first seven games was also appreciated.
The GBA port of & Bass made Bass's dash far more difficult to perform due to the lack of a dedicated dash button.
The European version of Mega Man 4 was rendered near-unplayable due to severe PAL slowdown. The Virtual Console re-release fixes it somewhat, but it can still be noticeable when there are a lot of enemies on the screen.
The mobile ports of the NES games, which are probably the laziest Mega Man ports ever released (somehow even beating out the infamous Mega Man X port). The controls are imprecise and unresponsive (unforgivable offenses with the degree of precision these games require), but even worse, all six games run like molasses even when nothing but Mega Man himself is on the screen, despite numerous areas where the graphics have been noticeably downgraded from the original games.note To put this in perspective, modern smartphones are several orders of magnitude more powerful than the NES. And, seemingly just to rub salt in the wound, they're priced at $1.99... for each game. The entire affair just reeks of half-heartedness.
Rescued from the Scrappy Heap: When first unveiled, Sheep Man was widely hated due to being seen as dumb and overly-childish. However after the game came out, he ended up becoming quite popular due to his powers, stage design, and Narm Charm factor.
Rooting for the Empire: Due to their distinctive designs and personalities, many fans find the Robot Masters more likable and interesting than Mega Man.
Or rather the Scrappy Mechanic being the lack of a mechanic. Some complaints against 9 and 10 are leveled at the lack of the slide and charge shot mechanics to make the games more like series darling Mega Man 2.
If you die to a boss, more often not you're dumped back at a one-way hallway between the main body of the stage and the boss room, minus whatever weapon energy you used up. You may end up having to use the far weaker Mega Buster over whatever weakness-hitting weapon you were using.
Enemies respawn once you scroll far enough for their respawn points to be off-screen. Meaning that if you destroy a rather annoying or dangerous enemy but something (like a hazard or a pit) pushes you back, you'll have to fight it again.
The Power Stone from Mega Man 5. It creates three or four rocks that make circles around the screen until they fly out of bounds. The problem? It never works like you'd want it to. It's very hard to hit anything with it and it's not as powerful as you'd think it is, making it one of the worst shield-type Special Weapons — if not the worst.
Top Spin is easily the most iconically bad weapon in the series, requiring Mega Man to make contact with the enemy in a game with collision damage, and the weapon is insanely finicky over how much weapon energy it drains (sometimes taking the entire meter in one go) or whether it'll even work at all. It's also the final boss' weakness.
Mega Man Legacy Collection has two related to challenges:
"All Appearing Blocks" has you facing every single appearing block section throughout the first six Mega Man games that the collection covers, one after the other. The hard part is that you don't have any items besides Rush Coil in the appropriate sections to help you bypass them easily. Item-2? No chance. Rush Jet? Forget it.
The Scrappy: Certain Robot Masters can end up like this if their design, level or fighting style turn out to be ridiculous or annoying. Examples include Bubble Man, Toad Man, Dust Man, Plant Man, Clown Man, Aqua Man and Sheep Man.
The second Game Boy game: Doctor Wily stole a time machine, travels thirty years into the future, kidnaps the future Mega Man, and reprograms him into Quint. What does this brilliant paradox-causing plan amount to? His boss fight consists of him jumping around on a pogo stick/jackhammer and not being particularly effective at it. With no given explanation as to what happens after you defeat him, although he shows up briefly with the rest of the Killers in V. Although there is some good fan fiction speculating on whether this is an alternate timeline that was changed, or part of what caused all the Classic characters to disappear for the X timeline.
Navi Mode in the 3 and 4 remakes. Not so much the concept, but rather the execution. The beings used as Mission Control for those two games each induce a Late-Arrival Spoiler. Proto Man in 3, who you fight on 4 occasions, and Kalinka in 4, who's been kidnapped. How'd she get to the radio room? Though it's kind of hard to have someone different in 4due to the fact that Proto was rescuing Kalinka. The only option left would be Roll reprising from 2. But what makes Navi Mode in 3 a wasted feature is the person that could've been Mission Control. None other than the supposedly-reformed Dr. Albert Wily. Phase 1: He genuinely wants to secure the crystals, but his robots have secured them. Still, it's better to side with Mega Man here to keep Dr. Light's trust. Phase 2: With his 2nd batch stalling Mega Man, he still gives helpful messages to stall for time while he personally secures the crystals. Phase 3: Now that the plot is ripe, Dr. Wily could engage in Evil Gloating due to the fact that he still has Mega Man's comm frequency... and perhaps a key distraction here and there...
Mega Man 3, Mega Man V, and Mega Man 8 all introduce some level of alien involvement or presence, however the series never expands on this, the three mentioned extraterrestrial involvements don't seem connected whatsoever (the comic does do a fairly decent job at welding them together, however), and the semi-important plot point of alien robots is completely dropped by the time Mega Man X and beyond came along.
Uncanny Valley: As a general rule, Mega Man does not look good when realistically rendered, but since laughably ugly boxarts quickly became a beloved series tradition, Capcom has naturally rendered him so for kicks a good number of times. One "classic" example.◊
To be fair, at least Mega Man art is funny-ugly, not scary-ugly as most Uncanny Valley examples are. And seriously, how can you not laugh at Mega Man smiling mischievously while shooting out an enemy's genitals?
Then again, Capcom does need to consider effects on sales when designing boxes. You can find genuine Nightmare Fuel in certain fan art. You need to register to see that; there is no known way to unsee it.
Some take note of Hard Man's strong resemblance to a beer keg.
The character's costume, along with his name, gives him rather phallic undertones.
Bass could be considered this, because the fandom has taken him the wrong way.
And then there's Oil Man, who originally resembled a blackface stereotype from the 1920s before his colors were changed overseas to hide it.
What an Idiot!: Mega Man 9 has the Blue Bomber tricked by Dr. Wily where he believes that Dr. Light has fallen ill. Proto Man appears and flat out tells Mega Man that the Dr. Light in the cell is a robot. What does Mega Man do? He ignores Proto Man's warning on the assumption that the robot may be the real Dr. Light. Mega Man gets electrocuted as a result while Dr. Wily escapes and sets the castle to self destruct.
Proto Man also gets this as he watches all this happen and refuses to lift a finger, just to make a point.
Dr. Cossack, a nice guy who Wily sets up as the Red Herring for his latest scheme by kidnapping the man's daughter. That's just low.
Dynamo Man from Mega Man & Bass used to have a job giving school children tours of a power plant. After King replaced his power generator to convert him into a Walking Wasteland (its energy output made him lethal to be around), he resented humanity for avoiding him and leaving him in isolation.
Also from Mega Man & Bass is Burner Man, whom King motivated to burn a forest to the ground daily by making him believe that if he didn't, a non-existent bomb inside him would blow up, destroying him.
Dr. Light as of Mega Man 11. The poor man just wanted to create truly intelligent robots, but thanks to a single moment of callousness towards Wily's Double Gear system, he's now the series' ultimate Unwitting Instigator of Doom, and every single bad thing that happens throughout the franchise (ultimately culminating in the extinction of mankind at some point before Mega Man Legends) can be traced back to him.