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YMMV / Mega Man ZX

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  • Accidental Innuendo: Chronoforce's Implied Death Threat upon his refight reeks of this. The fact that it's used for both Gray and Ashe only makes it weirder.
    "Shall we begin our time of bliss together? I'm going to take my time manhandling you!"
  • Anti-Climax Boss: Vent / Aile should be the toughest boss fight in the game besides the Model W twins and Master Albert. These two have way more experience with Biometal, have fought Prometheus and Pandora to a standstill, beat a man fused with Model W after it absorbed the fear and hatred of thousands of people, and just got finished destroying a giant mechaniloid effortlessly. Granted, Vent / Aile only use Model ZX rather the full arsenal of Biometals they had during ZX since they unwillingly lost the Guardian Biometals and never use Model X alone against Ashe / Grey, who, at this point, have five Pseudoroids and all four Guardian Mega Men A-Trans alongside Model A, but that should only make them beatable rather than something of a push-over. The fight would be tough were it on a flat plane where ZX could properly combo you, but you can spend the majority of the fight camping on the walls, waiting for ZX to pull out its drawn-out triple slash combo or try to get to your level before spamming charge shot after charge shot into it. Even trying to restrict yourself to Model H for a melee run won't do much - Vent and Aile are spastic, but have clear moments (the aforementioned triple combo) where they just stand around, waiting to be punished and clobbered.
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  • Best Boss Ever: Both Prometheus and Pandora, as they have energetic, dynamic boss fights with awesome theme music. It gets even better when you fight them both at the same time.
  • Breather Boss: Leganchor in ZX is so pathetically unchallenging that he would qualify as a Zero-Effort Boss if it weren't for his hard-hitting but slow and easily avoidable attacks. Apart from being completely immobile, his weak point is located inside the massive turbines above his body, which makes them easy targets if you want to end him quickly but also gives you enough space to avoid hitting them for a simple Level 4 Victory. Really, all that Vent/Aile needs to do to defeat him is shift to Model FX, get right underneath his face, and shoot upwards with Overcharge on. It's completely possible to just weather the storm of Leganchor's attacks and kill him within seconds.
  • Broken Base:
    • The nature of the existence of the Biometals, especially the fact that they are the minds of old Reploids brought back as living armor, is a point of contention with fans. Some feel that it's an excellent way to sort-of bring back the old characters without shoehorning them into the series, seeing it as having them "mentor" their biomatches. Others dislike the concept, as they feel it cheapens the deaths of these characters and/or they wonder why they couldn't just rebuild the characters themselves instead of putting their minds in chunks of metal.
    • Model A's identity. There are fans who cry bullshit on it being Model Albert on the grounds that it resembles Axl so closely that it should have just been Model Axl and use Fan Wank to assume that Master Albert was lying, while others either hate Axl and are glad that he wasn't represented or point out how Axl going completely unmentioned during the Zero series would make him having a Biometal problematic continuity-wise and that having a homage to him is satisfactory enough.
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  • Cargo Ship: Judging from some fanarts (compiled for your convenience), some fans like the "Giro X Coffee" pairing. (Mostly stemmed from this image.) Also, have some sweet Coffeedansen.
  • Catharsis Factor: Just like in Mega Man Zero, you get to cut enemies and bosses in half. Advent also lets you blow holes in them with charged shots.
  • Contested Sequel:
    • The whole duology is this to previous Mega Man sub-series. Fans of the series love it for it being much more accessible difficulty-wise compared to many of its predecessors and for its unique take on the "beat boss for weapon" formula by expanding it to become an entire moveset, giving the games a surprising amount of playstyle variety. Critics of the series tend to dislike the games' rather simplistic level design, their emphasis on exploration over pure platforming, and for the first game's very vague map design that poorly conveys where players need to go next.
    • ZX Advent is also considered this to the original ZX. On one hand, ZXA completely did away with the absolutely tedious mission structure and blind map searching of ZX for more straightforward stage designs that are much easier to play through. On the other hand, Model A's transforming into various bosses was far more situational and gimmicky compared to the straightforward Biometals in the first game. Some fans argue that ZXA streamlined the Metroidvania concept out altogether and lost some of the unique value ZX had as a result; others firmly believe that ZXA only worked because it removed some of those very elements.
    • One of the biggest divides between ZX and Advent, however, is on the story side; mainly, the decision to have Advent follow two new protagonists with ZX's protagonists showing up in a supporting mentor-esque role. Some like it for showing off a Master-Apprentice Chain, showing that Vent/Aile have become Older and Wiser since their own adventure and still having relevance to the story without taking away from Ashe/Grey's own arcs, and still building on what was shown in ZX (particularly the Foreshadowing on Aile's route to the greater "Game of Destiny"). Others dislike it for not addressing several lingering points from ZX (like the question of Ciel's survival) and effectively rendering the Guardians and other Biometals Demoted to Extra to give screentime to the Hunters and Model A. A big part of the divide especially seems to depend on whether you believe Grey/Ashe's stories are compelling enough as a follow-up rather than a continuation of Aile/Vent's.
  • Crazy Awesome:
  • Ensemble Dark Horse:
    • Much like Charlie, Giro has amassed a sizable fanbase despite only being in the first few stages of ZX before getting killed by Serpent and turned into a Cyber-Elf.
    • The fandom has gradually taken quite the liking to Prometheus and Pandora. And if anything, when they were discovered to be Woobies, Destroyers of Worlds and then subsequently owned by Albert (in the span of five minutes or so, no less), their popularity among the fandom hit critical mass. For some, that was Albert's Moral Event Horizon.
    • Of the ZXA cast, Vulturon is the most popular boss by far due to being a skeletal vulture who fights with The Power of Rock, his Idle Animation showing him headbanging, and being one of the few Pseudoroids who is not a complete Jerkass and actually encourages Grey/Ashe upon being defeated.
  • Fanon: According to Master Albert, Model A is Model Albert. However, due to the colors of Model A, its A-Trans ability, and its generally childish personality when compared to the other Biometals, many fans feel that there are too many similarities for it to be merely a coincidence and assume that Albert was lying and that Model A is Model Axl after all.
  • Faux Symbolism:
    • This seems to be what happened with the names of all the Biometal Users in ZXA. While Atlas, Helios/Aeolus, Siarnaq, Tethys/Thetis, Prometheus and Pandora were all supposed to be Saturnian moons, when you look at them in the context of Greek Mythology, they appear to be a random collection of Titans and other mythological figures with no other real meanings behind their names.
    • Also, the Sage Trinity has nothing to do with a Trinity, God, or Christianity. Apparently, they are named that just because there is three of them and it's just a translation choice anyway (their Japanese name translates to the connotation-free "Three Sages").
    • Siarnaq is actually the name of a giant from Inuit Mythology.
    • Also noteworthy is the fact Homer often referred to Helios as Titan or Hyperion — both moons of Saturn.
    • Prometheus was the Titan who stole the secret of fire from the gods to accelerate mankind's evolution. The character in question here is self-explanatory in that regard, especially when it's revealed he was the first Mega Man created by Master Albert after the man turned himself into one, of course and meant to be the first step in his plan to evolve mankind.
    • Pandora's Box was a legendary artefact that reputedly brought mass ruin upon the land in which it was opened. Pandora here turns out to be suppressing her true persona and agenda. She is outwardly calm and emotionless, but reveals herself to have an insane, vengeful side when the player gives her that extra push. Pandora herself was also the first human woman created by the gods, just like how Pandora was the first female Mega Man.
  • Fridge Brilliance:
    • Why do the Pseudoroids have extra eyes? It's likely a property of Model W, and considering it is very much a Eldritch Abomination thematically, and that Humans and Reploids are and consider each other the same now the logical conclusion on exactly how this would be seen as by the people inside the setting. Add in the dialogue the Pseudoroids have and you realize that at least some of them (like Purprill) were around at least in some form before gaining the power of whatever Model they were infused with; with their absolute devotion and belief to Model W you realize that they are mutilated cultists.
    • The tagline from this Japanese promotional trailer ("When fate must be stood up to... people shall Rock On") really explains the Screw Destiny theme of the series, and the Biometal's power to shape the Biomatch's destiny, as elaborated by Ciel.
    • The Enemy Mega Men and Albert's Co-Dragons' names are taken from the moons of Saturn. Saturn is known for its giant ring. Guess what shape Albert's collective Model W (Ouroboros) is?
  • Game-Breaker:
    • Model ZX's rolling slash, which can bypass Mercy Invincibility and deal continuous damage as Vent/Aile's still spinning. And after that, you can still follow up with your standard triple slash.
    • Model P's kunai spam is murder against enemies without Mercy Invincibility. Wipes out everything in seconds.
    • Model HX's tornado attack, which can hit multiple times and also can pass through Mercy Invincibility if the tornado hits the weak point. Try to do it with a fire boss: Superior element + multi-hitting + attacking the weak point = Overkill. The downside, though, is that you'll get Lv 1 Victory, so you'd better do that in the boss rush. Unfortunately, it was later nerfed in ZXA, the attack instead generating two tornadoes that fly forward and only hit once.
    • Chronoforce's Time Bomb. Its only downside is that it uses a lot of weapon energy. It also loses all functionality in the final battle with Master Albert, who specifically whips out his own Time Bomb just to counter yours.
    • Model F gets a pair of Knuckle Busters that deal more damage per shot each and can be more easily spammed together than Model ZX/A's Buster, and F is the only Model in either game capable of firing both its weapons straight up. The Model's main gimmick, though, is Buster Edit, which allows you to direct shots to maneuver over obstacles and terrain or make it easier to hit enemies other Models have trouble reaching. What this adds up to is Model F being able to obliterate most enemies from any direction it chooses, without getting in harm's way or using up weapon energy. It's only real weakness is that you can't run and shoot with the Knuckle Busters at the same time, but Model F's aforementioned firepower and versatility is such that it can be worked around.
  • Goddamned Boss: Thetis makes sure to fight you underwater where he has such an edge it's almost unnatural, and he employs constant hit-and-run tactics while you're trying to keep your footing (on the three tiny ledges they give you) above a Bottomless Pit. The only form capable of circumnavigating this is Chronoforce thanks to the aquatic nature of the battlefield being tailor-made to it, but both of them being ice means the fight will last longer than with a fire character and Thetis will take Chronoforce out first thanks to aforementioned hit-and-run tactics getting around the form's shielding and having a larger health pool. Gate tried similar cheap tactics in X6, but Thetis perfects it. Have fun with all this on Hard Node and Boss Survival, by the way!
  • Harsher in Hindsight: The Kamen Rider comparisons are this, since the "ZX" in the title brings to mind Kamen Rider ZX, which didn't get a chance to continue the story started in the film. Kind of like what happened to the series after Advent.
  • Hilarious in Hindsight:
    • Master Albert's goal: exterminating the whole population, leaving the "worthy" ones alive to prosper, using a superweapon called Ouroboros. He's seen to be a highly-capable Magnificent Bastard who has a strong god complex, to boot. Now try to compare that to another Albert. note 
      Both games also feature two gun-slinging protagonists — one male and one female, and at one point in the game, they have to fight the protagonist from a previous game.
    • Advent featured an unlockable mini-game, Mega Man a, all in 8-bit, styled after the original series of games. A few months later, Mega Man 9 was released, in all its retraux glory.
    • Given how similar the first game feels to Kamen Rider, one can't help but wonder which KR series had the most influence on the game overall. However, Double Megamerge brings to mind a way of transforming that Kamen Rider would end up using roughly 3 years later, and repeated again in yet another series where a single person transforms using 2 different power sources gained from the monsters 11 years later.
  • Jerkass Woobie: Prometheus and Pandora. Their childhood was, to say the least, horrible note  and they want revenge for their suffering. They don't quite succeed (with Albert being a Magnificent Bastard and all), and end up as Albert's Unwitting Pawns. Even Grey and Ashe feel pity for them, and would have tried to save them if they had the chance. Even so, they held nothing but contempt for the rest of the world, and while their actions do guide the heroes toward defeating Serpent and Albert, there was no kindness in their cruel actions. Their only concern was themselves and each other; everything else was just a liability in their eyes. This includes their younger brother Grey, who spends ZXA as an amnesiac kid swept up in events he wants no part in.
  • Just Here for Godzilla: A good portion of ZX fans are just here for the Biometals, which allow them to take on the forms and abilities of their favorite characters from the MegaMan Zero franchise.
  • Launcher of a Thousand Ships: Ashe has been shipped with Vent, Grey, Prometheus, and Atlas.
  • Love to Hate: Prometheus and Pandora. Their lines, designs, boss battles, boss music, backstory, and heinous actions make them easily the most recognizable villains in the series.
  • Memetic Mutation:
    • Ashe's obsession with "booty".
    • Prometheus' "epic sham" rant.
  • Moe: How a good portion of the fanbase sees Pandora especially when she and Prometheus are revealed as characters who need a really, really big hug.
  • Moral Event Horizon: While Serpent's murder of Giro was what cemented his villainy to the player, it turns out he had actually crossed the MEH before the game had even started: People are kidnapped by Slither Inc. during the uprisings and held captive. Serpent then preys on their fears to involuntarily transform them into Cyber Elves, which are then absorbed by Model W as sustenance.
  • Narm:
    • The first game's Mega-Corp and its corrupt CEO tend to be well-respected in the community. Standard stuff, right? Except that the man's name is Serpent, and his company's name is Slither Inc.
    • ZX Advent's voice-acting suffers from voice-compression due to the DS sound files and can be rather stilted, leading to several scenes falling flat. Granted, it is a step up from several previous attemptsnote . This one is actually addressed in the Legacy Collection, which includes the option to toggle between the original audio and a "Mastered Voice Track" option with cleaner un-compressed audio.
    • When Albert's revealed to be the Big Bad part way through Advent, he dramatically starts to float away out the window and just stays there for several seconds - and then drops like a rock in less than a quarter of a second, disappearing into the surrounding city below. The lack of noise from the fast motion and the long camera shot just make it seem like he remembered that physics exists like a cartoon character in the middle of his big moment. That or he simply wanted to Troll the heroes.
    • Albert's true body also doesn't help matters. Throughout the game he's taller than Ashe and Gray and seems quite intimidating for his Black Eyes of Crazy. Then Pandora and Prometheus force him to use his real body, which by comparison looks like a pink-haired midget in a straitjacket with a full-sized head, while keeping his Large Ham deep voice the entire time and being played for a Shocking Swerve. Yes, really.
  • Narm Charm:
    • Activating a Biometal in the Japanese version prompts a cry from "R.O.C.K. On!" from your character. Woolsey'd to "Megamerge" in English.
    • ZX Advent's voice-acting is rather stilted at times, but Prometheus puts so much energy and emotion into emoting that every sentence he speaks manages to spark a certain charm, especially when he gets going.
  • Nightmare Fuel:
  • Player Punch:
    • Not only does Albert kill off the then-Woobiefied Prometheus and Pandora, but he steals their DNA with his A-Trans, meaning you can't mimic their forms. The bastard!
    • Long before that, Giro is established as a nice, protective guy, before Serpent killed him off.
  • Polished Port: As with the YMMV page for Zero series, the Zero/ZX Legacy Collection is the definitive way to play these games. Aside from the Casual Scenario mode and Save Assist feature, and the ZX games get a special treatment with multiple screen layouts to re-orientate the games' dual-screens. The Zero/ZX Legacy Collection also features higher resolution FMV sequences and the mastered audio for voice-overs for the ZX series, allowing the voice acting to be heard without compression.
  • Scrappy Mechanic:
    • The mission system is completely antithetical to the first game's Metroidvania world design. Instead of just allowing the player to explore the map and deal with Pseudoroid threats as they stumble onto them, the game forces the player to go to the nearest Transerver, pick a specific Area to track down and complete before anything else, even though they might not even know where that area is at the outsetnote . You can ask around town for hints on where to go, but if you're not paying attention you can rush through the dialogue options too fast. And even if the player stumbles onto an Area that's part of a different mission, they're not allowed to progress through it, and the player is forced to backtrack to the nearest Transerver and abort their current mission...which counts as a game over, which boots the player back to the Guardian HQ Transerver and erases any map data they've collected since taking the mission. Hope you memorized the way back! Advent, mercifully, does away with this mechanic entirely.
    • Speaking of the map system and navigation in the first game, the game lists each major outdoor "screen" as a segment of an Area and these Areas interconnect in the aforementioned Metroidvania style. The problem? There're almost no indicators that an Area can lead to somewhere else until you find an unmarked door that takes you there. Many doors don't have Area markings overhead, and it's all too easy to stonewall legitimate game progression by running past a door without realizing it, as there is no sub-map system to better figure out the Area layouts. And all the Transerver missions do is tell you to go to an Area, that's it. Even looking up the completed map chart online just shows lines telling you these Areas connect to others, making the map near-useless in a game encouraging exploration! For extremely obvious reasons and due to massive fan backlash, Advent streamlined the interconnected areas by including an overworld map that pinpointed areas you needed to go to while also showing the general layout of each area, how they could connect with each other, and the option to activate Warp Points in each area that would let you teleport there at will once you unlocked it.
    • Level 4 Victories from the first game. The idea is that the bosses have a weak point that you are supposed to try to avoid hitting or you will damage the Biometal and must pay E-crystals or attempt the Level 4 Victory again once the boss respawns to get the full weapon energy gauge. This is easier said than done, as most bosses have their weak points placed in very easy-to-hit areas where you must either wait for them to strike a certain pose that removes the risk of hitting their weak point and/or very carefully time and aim your attacks to avoid hitting their weak point. The second game thankfully goes for a less pivotal ranking system.
    • Expert Mode in ZX Advent turns Warp Points from being inoffensive into this real damn fast. In Beginner Mode, it doesn't take any E-Crystals to activate them. In Normal Mode, it takes 100 instead. That can be a little awkward early on but you'll quickly get to the point you can set up every Warp Point as you pass it. Expert Mode, meanwhile, jacks the cost up to 500 E-Crystals, meaning that you'll barely be able to activate only the ones adjacent to bosses. Oh by the way, there are 40 Warp Points in the game that require E-Crystals to activate (the other five are activated for free), so what works out to a total cost of 4,000 E-Crystals in Normal Mode, which is an amount that you'll easily come up with just by going through the plot, suddenly bloats to 20,000 instead. Enjoy that.
  • Sequel Difficulty Spike: Advent has a few things going for it that makes it more difficult than its predecessor. While some bosses are, as a whole, a bit less threatening than the ones from ZX (Buckfire and Vulturon really can't threaten you that much), the majority of the bosses are tougher overall. The leading reason for this, beyond having expansive abilities, is that it's much harder to cheese them in this game. The various Guardians have been given a Balance Buff; weapon energy regenerates, but H and P's quick-kill abilities have been gimped significantly. While L has arguably gotten stronger (Since both Ashe and Grey get a better ability than 'ice platform') and F is largely the same, the fact H and P got nerfed in particular means you actually need to sit around and put effort into dodging the attacks bosses throw at you, which as a whole are more difficult than the ZX Psuedoroid attacks. Additionally, levels have been made both longer and harder, and because you get the Guardian biometal A-Trans data at a semi-set rate (You always get F, then P, then either H or L) the levels can actually incorporate sections built around specific characters, and some of these sections (especially Model P's in Vulturon's stage) can be really tough and require outside-the-box tactics.
  • Spiritual Licensee:
    • The first game is probably the best Kamen Rider game that isn't a fighting game or a mass brawler.
    • The second game is also the best kind of Ben 10 game that has both gameplay depth and character variety.
  • Suspiciously Similar Song: Advent's boss theme's guitar line sounds similar to the chiptune line in The Protomen's Due Vendetta. (ZXA came out in 2007 while the Protomen song in question came out in 2003.)
  • That One Achievement: Several Level 4 victory attempts can be pretty tough:
    • Flammole's weak points are his arms. His arms make up the majority of his sprite. We're talking like 75% of it. In addition, the only times his arms aren't vulnerable is when he's stationary (from the front) and when he's in the process of digging into the ground. The problem? He's only stationary for a brief moment in between his attacks, meaning hitting him without damaging his arms requires quick action and very precise timing. Taking a shot after the long flamethrower attack is out of the question, so your only openings are as he finishes firing the four exploding fireballs and while he's digging (Firing around the moment his digging in soundclip plays is about right). It gets worse once you bring him down to half health, as his AI seems to ditch digging in favor of his EX attack, where he pulls out Fefnir's EX attack from Mega Man Zero 2. He is briefly vulnerable when he finishes the attack, but his arms are near-level with his head, so taking the shot can be the difference between finishing him off, missing and sitting through more attacks, or ruining your level 4 victory.
    • Fistleo's weak point is his freaking head. A majority of your attacks will hit his head and he has some hard-to-dodge attacks. On top of that: the bastard can heal, and he does it frequently. So you have to constantly be on the attack to keep his health down. If you're going for a Level 4 victory, this means you have little time to make sure his weak point is out of your attack range before striking. Bonus pain if you're playing on Hard. note 
    • Protectos is a major pain to Level 4 as well, as the only place you can damage him that isn't his weakpoint is his tiny head (and only from the front,) and it's way too easy to shoot just slightly downwards by accident and hit his weakpoint. At least you can bait him into always dropping down to the bottom level in order to make shooting him in the face easy.
    • You know what's so much fun? Purprill moving his arm erratically just as you're about to strike his feet, thus invalidating the last minute or so of combat as you accidentally attack his weak point. Take all the waiting problems with Flammole with the nigh-random chance of striking Fistleo's head and you get why Purprill is just plain annoying to get a level 4 victory on. He actually leaves his head and feet open a lot of the time, but the problem is that the guy is so erratic that he can just decide to wave his arms around and ruin everything.
    • Moving forward to Advent, you have Vulturon's Gold Medal, which requires you to knock him out using nothing but Model A's Giga Crush attack. Problem - Not only does that attack soak your entire Biometal gauge, which is not in a hurry to regenerate when it's drained, but it'll still soak the entire thing regardless of how many pickups you've gotten to increase the gauge's maximum capacity, which does not increase the regeneration rate. So the more of them you've picked up by the time you go for this Medal, the longer it's going to take to pull this one off. If you have all of them, well, good freakin' luck with that. Salt in the wound is that he's prone to sporadic invincibility, so mistiming your attacks will drag things out even longer. The only consolation is that damage against his summoned flunkies doesn't count, so you're free to destroy them in whatever way you find most convenient.
  • That One Attack:
    • Prometheus's skull flame attack where he summons skulls at the corners of the screen that fire at you simultaneously, requiring tricky maneuvering to avoid. Mitigated a bit by the fact that the skulls can be destroyed.
    • Serpent's (2nd form) flame attack can also be pretty rough. With him firing off four flaming rocks that stay on the ground while slow falling flames fill the entire screen and home in on you.
    • Aeolus's EX attack, where he slowly floats down and summons two spinning orbs that produce three tendrils of electricity. Two problems with this attack. The first one is the tell. It's pretty obvious when he's pulling the attack out, but the first time he does it, the player will get hit, absolutely, no questions asked, because there's no indication not to stand off to the sides, you simply need to know. If you're standing to the side of the one Aeolus isn't floating towards, you might be able to intuit that you need to dash into the middle, but it's unlikely. The other problem with the attack is the deceptive timing; the 'fans' that form from these orbs spin relatively fast, but not so fast that you want to constantly dash. You need to find a rhythm for the attack, and that can be a crapshoot.
  • That One Level:
    • The latter half of Area K is almost nothing but one long mad dash to the end against an Advancing Wall of Instant-Death Lava, in hallways jam-packed with enemies and lava geysers that will also kill you in one hit. The lava flow is also insanely fast (to the point that the only way through is to just tank all enemy damage and rush past them) unless you take a detour through another room with a rising lava floor to get to a computer that slows down the lava flow. Said lava flow also makes any return trips for pick-ups and sidequests equally hellish (see That One Sidequest.)
    • The Ouroboros stage. There are blocks that can be destroyed and then regenerating. If you're standing on the block's space when it fully regenerates, you die. There's also spiked regenerating blocks and Bottomless Pits right under them. Oh, and this part (Ouroboros-3) is right after the Boss Rush and right before the Final Boss room.
    • The Floating Ruins in Advent. Lots of time is spent precariously standing over Bottomless Pits, and some of the most obnoxious Goddamn Bats in the game are lying in wait to knock you into them at every opportunity. And for the cherry on top, this is the level where the Pulse Cannons are located, which fire super-fast, unavoidable laser blasts at Grey/Ashe if they jump while in their range that do no damage themselves, but disable the jump ability for a short period of time (and by extension every ability that relies on jumping, such as Queenbee's flight, Vultron's hover, or even Model H's air dash, with the sole exception being Model H's falling glide).
  • That One Sidequest:
    • The Area K subtank. The fact that you can't get it on Hard Mode counts as mercy.
    • The Area L Sub Tank as well. It's much easier than Area K's, but it involves nearly 40 minutes of running back and forth to Area L, going through (at least part of) the stage 6 freaking times, to pick up items for NPCs. There is even a bit of Guide Dang It! to boot, since you are not told just where these items are or that your reward will change if you keep doing it enough times until Rose almost off-handedly mentions that she managed to make a new item with the Energy Pack and sent it to the transerver for you. Not helping is Area L's location, being that the door to L-1 is halfway through Area H with no convenient way to get to it even if Purprill isn't around.
  • They Wasted a Perfectly Good Plot: From ZX Advent, the Game of Destiny itself. All of the Mega Men are being pitted against each other in order to determine the strongest of them. This could have made for an interesting mechanic, with enemies who were just as much against each other as they are against the player. Sadly, the game never really follows through on this premise. The other Mega Men never really act against one another on-screen, and ultimately choose to gang-up on Grey/Ashe at the climax upon deciding they need to go if any of them want to have a shot of having their victory.
  • Tier-Induced Scrappy: ZXA's Rospark form, of the low tier variety, since it moves very, very slowly; has a short attack range and weak attacks in bulb form, and its only useful gimmick is climbing ropes.
  • Too Cool to Live: Another point for Giro on the list of Zero similarities. Unlike Zero, however, he doesn't get better (although he does become a Cyber Elf).
  • Too Good to Last: The fact that this game set up a mystery about what happened to Ciel in ZX and one heck of a final twist and an obvious Sequel Hook in Advent, but got the same fate as Mega Man Legends stands to reason that Capcom took issue with something. Even worse, Legends almost made a comeback, but ZX has remained totally comatose and may stay that way for God knows how long.
  • Tough Act to Follow: Few would say these games are outright bad, but even fewer would say they surpass Mega Man Zero, which they are often considered a Sequel Series to. Still, there are some who prefer the increased exploration, the Lighter and Softer tone, and the Biometals.
  • Unfortunate Character Design: Rospark has a large metal horn protruding from a very unfortunate place when he's in his unfolded form. The fact that he's a flamboyant Sissy Villain with lots of creepy dialogue to spare for Grey doesn't help matters, either.
  • Viewer Gender Confusion: Struck everyone who was paying attention to Advent previews with respect to Atlas and Tethys (see Tomboyish Name for one of the reasons). The first images of the enemy Mega Men showed them in armored form, so fans had no clue that Atlas was a "she" and Thetis was a "he." It did not help that their Japanese names (Atlas remained unchanged, while Thetis was Tethys) were that of a Titan and Titaness, respectively. Likewise, their Biometals were a man and a woman. Thankfully, this was rectified by gameplay videos and subsequent artwork, but the Fan Nicknames of "Reverse Trap" and "Trap" would stick.
  • What an Idiot!: The respective protagonist calls the Enemy Mega Men out for their simple-minded persistence in continuing the Game of Destiny, even with Master Albert's defeat looming over the horizon.
  • Woolseyism: "Live Metal" to "Biometal"; "Falseroid" to "Pseudoroid"; "Rebirth Of Crystallized Knowlege" to "Meta-Encapsulated Granule Awareness" (and, by extension, Rock On to Megamerge); the aforementioned Charming Narm; "Girouette" gains the nickname "Giro"; "Helios" to the much-more-sensible-for-an-air-elemental "Aeolus"; "Serpent Company" to "Slither Inc."; a few boss names as well (although one simply goes from "Condorrock the Vulturoid" to "Vulturon the Condoroid"...).


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