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  • Anticlimax Boss: If you fight the final boss with its weakness, the Shield Bubble, the battle is an absolute joke, as you can effortlessly shield all of its projectiles and touching the boss with the bubble deals huge damage to it. This can be considered a blessing after the hard and intense two phases that precede it. Of course, if you don't use the bubble, then the boss is properly difficult.
  • Game-Breaker:
    • While there was a much greater attempt to balance Roll out in comparison to Bass in Mega Man & Bass, the fact is that once she gets a Robot Master weapon to offset her lack of charge shots, the sheer utility of having a double jump allows her to outclass Mega Man in every way. In particular, Blast Missile is basically just a charge shot by itself.
    • Desert Storm is all around a very good Robot Master weapon. In addition to wiping away basic enemies, it multihits enemies that aren't immediately blown away.
  • Goddamned Boss: The Met Grabber boss at the end of Mega Man's first castle stage, after his shared one with Roll; the only part that's vulnerable is the eyes, which get protected when it grabs a pile of Mets, and the best chance to shoot it is when you get on a crate raised by another crane, until it leaves, and said crate can kill you if you're underneath it. It also constantly drops Metalls the entire fight, which take potshots at you at almost every given opportunity before you can react, turning the fight into a war of attrition and/or memorizing when Metalls will appear and which ones will shoot. Compounding this, its weakness is a Guide Dang It!: you must use Ghost Woman's weapon to trap the Mets it drops, then bump into them to make them collide with its head, doing more damage than you could do with any weapon directly. Unpatched versions of the game suffer a secondary Guide Dang It! where it's not demonstrated to the player that Soul Trap can be aimed diagonally, while patched versions make aiming more intuitive — it bounces diagonally if Mega Man touches it at an angle — but in doing so also make using it a lot more awkward.
  • Older Than They Think: The key selling point of Roll being playable was done before, in a less well known and poorer made fan game called Mega Man 42.
  • That One Attack: Ghost Woman's Soul Trap shots are fast, scarily good at homing in on Mega Man/Roll, and nigh impossible to dodge. You can escape them with Button Mashing, but it takes a lot of button presses in a short amount of time, and if you don't, Ghost Woman will immediately ram you during her next attack for a lot of Collision Damage.
  • That One Boss:
    • 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.
  • That One Level:
    • Reactor Man's stage, full stop. Force beams? Check. Force beams that move? Double-check. Force beams above a pit and below the ceiling? Triple-check. You also have to deal with said force beams hitting disco balls, regular Tellies, spark flames that electrifies Tellies to become fast and invincible, and dispensers that spawn electrified Tellies. All this without getting into the battle with Reactor Man himself.
    • Tide Man's stage is a stage that takes place entirely underwater, and it doesn't mess around. Filled to the brim with Demonic Spiders in the forms of tiny manta ray robots and jellyfish robots, a miniboss that can screw you over with its enemy spawning capabilities (and contact with it and the enemies it spawns does massive damage), and to top it off, a lights-out section where the only light sources are explosions, the aforementioned jellyfish, and enemies you have to hit to allow a small amount of light.
    • Roll's second fortress stage, The Vault. Even for a Wily stage, this one is flatly ridiculous. It has instant-death Spikes of Doom and Bottomless Pits everywhere, annoying enemies like the mini-Yellow Devils and Invincible Minor Minion Devil blobs, Yoku blocks, and various Gravity Screw effects; it's a Marathon Level; and the boss is annoying to boot. Even with Roll's double jump, expect this one to be a serious test of your platforming skills.
  • The Woobie: Dr. Light in the cutscenes. His reaction to Roll having to be weaponized and heading into battle makes it clear how much it hurts him that he couldn't spare even one of his robots from the horror of war.

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