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Mega Man

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Articles About Mega Man
Classic Series Classic Games - Quint - Rockman Shadow - Mega Man? - Megamix/Gigamix - Mega Man Upon a Star - Pachislot Rockman Ability - Pre-Genesis Wave Archie Comics - Post-Genesis Wave Archie Comics - Mega Man? Archie Comics - 1994 Animated Series - Tiger Electronic Games - Novas Aventuras de Megaman - Super Smash Brothers - Marvel vs. Capcom - Cannon Spike
X Series X Series - Command Mission - Rockman X Carddass series - Manga - Archie Comics - 1994 Animated Series - Novas Aventuras de Megaman - Marvel vs. Capcom - Project X Zone
Battle Network Series Battle Network Game - Battle Network Anime - Battle Network Manga
Star Force Series Star Force Game - Star Force Anime
Legends Series Legends - Tatsunoko vs. Capcom
Other Series OVER-1 - Mega Man DOS - Mega Man: Fully Charged - Captain N: The Game Master - Street Fighter × Tekken

I'm really angry, Dr. Wily! Using innocent robots for your own evil plans—I won't forgive you for this!
~ Mega Man to Dr. Wily
I can't lose now..!
~ Mega Man at low health
I'm really angry, Dr. Wily! Using innocent robots for your own evil plans—I won't forgive you for this!
~ Mega Man to Dr. Wily
I can't lose now..!
~ Mega Man at low health

I'm really angry, Dr. Wily! Using innocent robots for your own evil plans—I won't forgive you for this!
~ Mega Man to Dr. Wily
I can't lose now..!
~ Mega Man at low health

I'm really angry, Dr. Wily! Using innocent robots for your own evil plans—I won't forgive you for this!
~ Mega Man to Dr. Wily
I can't lose now..!
~ Mega Man at low health
I'm really angry, Dr. Wily! Using innocent robots for your own evil plans—I won't forgive you for this!
~ Mega Man to Dr. Wily
I can't lose now..!
~ Mega Man at low health
I'm really angry, Dr. Wily! Using innocent robots for your own evil plans—I won't forgive you for this!
~ Mega Man to Dr. Wily
I can't lose now..!
~ Mega Man at low health
I'm really angry, Dr. Wily! Using innocent robots for your own evil plans—I won't forgive you for this!
~ Mega Man to Dr. Wily
I can't lose now..!
~ Mega Man at low health
I'm really angry, Dr. Wily! Using innocent robots for your own evil plans—I won't forgive you for this!
~ Mega Man to Dr. Wily
I can't lose now..!
~ Mega Man at low health
I'm really angry, Dr. Wily! Using innocent robots for your own evil plans—I won't forgive you for this!
~ Mega Man to Dr. Wily
I can't lose now..!
~ Mega Man at low health
I'm really angry, Dr. Wily! Using innocent robots for your own evil plans—I won't forgive you for this!
~ Mega Man to Dr. Wily
I can't lose now..!
~ Mega Man at low health
I'm really angry, Dr. Wily! Using innocent robots for your own evil plans—I won't forgive you for this!
~ Mega Man to Dr. Wily
I can't lose now..!
~ Mega Man at low health
I'm really angry, Dr. Wily! Using innocent robots for your own evil plans—I won't forgive you for this!
~ Mega Man to Dr. Wily
I can't lose now..!
~ Mega Man at low health
I'm really angry, Dr. Wily! Using innocent robots for your own evil plans—I won't forgive you for this!
~ Mega Man to Dr. Wily
I can't lose now..!
~ Mega Man at low health

Professor, please! Change me into a fighting robot! I really want to help everyone! But I don't know if I'm strong enough yet...
~ Rock asking Dr. Light to upgrade him to face Dr. Wily and his evil Robots

I'll keep on fighting for peace for both humans and robots!
~ Mega Man's driving goal
No, you're wrong! I only fight when I am forced to protect the world from those who would pit machines against man. I believe humans and robots can live in peace!
~ Mega Man to Sunstar in Mega Man V
I am more than a robot!!
~ Mistranslated English line of Mega Man to Dr. Wily when Wily tells him that he can't harm humans in Mega Man 7
Mega Man 8 - Electrical Communication
Mega Man 11 - RM11
Dr. Wily Stage 1 (Dragalia Remix) - Mega Man Chaos Protocol
Rockman Complete Works - Wily Stage 1 (Mega Man 2)

Background

Mega Man, known as Rockman in Japan, is the title protagonist of the "Classic" Mega Man series developed by Capcom since 1987. He is also known as Mega or Rock in his original form. The pixel art for him was created by the designer of the original game in the series, Akira Kitamura, and later turned into a refined illustration by Keiji Inafune. Since then, he has become one of the company's primary original characters and continues to be one of the video game industry's most recognizable icons. Having appeared on many gaming systems since the Nintendo Entertainment System, Mega Man has had a wide gaming audience, and his games continue to evolve with the ever-changing hardware demands of modern gaming systems. Mega Man's fictional universe can be divided into seven categories, each featuring different variations and incarnations of the same blue hero. Although "Mega Man", or "Rockman", is usually the name used to describe only the original Mega Man from the classic series, it can also be used less specifically to describe the Mega Man series of fictional works, or the group of adherently named main characters within.

Several spin-off series have emerged over the past few years, each one continuing the Mega Man mythos in some unique way, including but not limited to Mega Man X, Mega Man Legends, and Mega Man Battle Network. A resulting animated series was also produced originally in the United States as well as a number of toys, comics, and collectibles available both in and outside of Japan.

Mega Man's role in the original story is to battle the mad scientist Dr. Wily and his ever-growing army of robots, and stop them from taking over Earth by using their own special abilities against them. Utilizing his special Mega Buster arm cannon, and his ability to copy a defeated robot's Special Weapon, Mega Man must travel the world and traverse harsh environments in order to bring Wily's menace to an end. With the help of his creator Dr. Light and his assorted robotic companions, Mega Man's eventual goal is to one day achieve "everlasting peace".

This dropdown contains the synopsis of Mega Man’s story. Read at your own risk as you may be spoiled otherwise!

Mega Man's most notable appearances have been within his own self-titled games, beginning with Rockman for the Nintendo Famicom in 1987. This, and all future Mega Man games released in North America and Europe, would bear the title "Mega Man" due to Capcom USA's senior vice president, Joseph Morici, deciding to change the name.

Nearly all of the classic series Mega Man titles have been two-dimensional side-scrollers involving horizontal movement through various levels. This mechanic persists even on titles developed for high performance platforms, such as the Sony PSP release of Mega Man Powered Up, which features 3D graphics, yet movement to both the background and foreground is restricted. The main series on both the NES and Nintendo Game Boy would follow this formulaic approach in the design of every game developed on those systems, and set the standard for all platformer Mega Man games to come. Mega Man himself has evolved very little cosmetically since his initial release, but has often been given new techniques in each game. The New Mega Buster, for instance, which was introduced in Mega Man 4, allowed him to charge up a shot. The slide was introduced in Mega Man 3. It was these which were used in order to help him exceed any new challenges added by the programmers.

Capcom, regarding Mega Man as a versatile character, has placed him in several different gaming situations outside of his usual series. He has since been seen as a sports star in the Super Nintendo game Mega Man's Soccer, a race car driver in Mega Man Battle & Chase, a board game card in Wily & Right's RockBoard: That's Paradise, and several mobile phone games, including, but not limited to, Mega Man Pinball, Rockman Tennis, Rockman The Puzzle Battle, Chokkan! Rockman, Rockman Poker, and Rockman no Dot Art Logic. A limited release arcade fighting game series containing Mega Man: The Power Battle and Mega Man 2: The Power Fighters pitted Mega Man against several boss characters from his original series. Mega Man also appears in the social RPG Rockman ×over as Battle Memory and a Legend Armor of OVER-1 referred to as OVER-R.

Though Capcom owns the rights to all Mega Man games and has been responsible for the development of all of his console titles, it has in the past licensed the Mega Man character to other companies for PC releases. Examples include Mega Man and Mega Man 3 (with no relation to the NES games of the same name) were developed by the US-based Hi-Tech Expressions, the Mega Man game published on the Sega Game Gear, Rockman & Forte: Mirai Kara no Chōsensha released by Bandai for the WonderSwam, and Rockman Strategy was developed and released exclusively in Taiwan by Acer TWP.

Mega Man, or Rockman, came into existence due to the following timeline of events. In the fictional and futuristic year 200X, the robotics expert Dr. Thomas Light (Dr. Right in Japan) worked to create a humanoid robot. This robot would demonstrate an advanced artificial intelligence program that would allow it to make decisions based on vague commands and directions.

Before Dr. Light ever constructed what would eventually become Mega Man, he first designed the robot known as "Proto Man" ("Blues" in Japan) which similar to his name was designed as a prototype of his future creations. Dr. Light's achievement greatly exceeded his expectations, however, he found a critical problem on Proto Man's power reactor. He made plans to modify and repair him, but the robot ran away, fearing that he would lose his identity and become like a different person.

After the disappearance of Proto Man, Dr. Light decided to create another robot. He created two robots siblings around the same time to work as a pair. These robots were called "Rock" (ロック Rokku, Mega in the Mega Man Powered Up remake) and "Roll". Rock was created as Dr. Light's lab assistant, and his "sister", Roll, was designed for housekeeping.

With the success of these two test-type robots, Light designed and built six industrial robots, mainly to be used in the construction and maintenance of public works, the Light Numbers. These robots were Cut Man, a timber felling robot; Guts Man, a construction robot; Ice Man, a robot designed for exploration in extreme freezing temperatures; Bomb Man, a land reclamation robot; Fire Man, designed for waste management; and Elec Man, designed to oversee and control atomic energy power plants. (Mega Man Powered Up introduced two more robots: Time Man, a time researcher robot, and Oil Man, an oil maintenance robot.) Each of these robots had full use of a human-like intelligence and reasoning potential. However, little did Dr. Light know that all of these robots, including the missing Proto Man, would later serve as the key to unlocking Rock's destiny.

Dr. Albert W. Wily, an old colleague of Dr. Light's, grew jealous when his projects were always overshadowed by his self-proclaimed rival. He constructed a robot factory in the Pacific and began to plot to conquer the world.

Wily stumbled upon Proto Man one day, who was dying when his energy system was malfunctioning. He repaired him, and while analyzing him he discovered that he had found a way to create robots at the same level as Dr. Light. He decided to reprogram Dr. Light's industrial robots to exact revenge. One day, the industrial robots became misled and forced under his rule. With his new followers, Wily seized control of the city and demanded recognition. This string of events set in motion what would later become the purpose for Mega Man's existence.

Realizing that it would be very difficult for the armies to stop Wily, Dr. Light knew something had to be done. Rock, having a strong sense of justice, volunteered to be converted from his current state as a lab assistant into a fighting robot, or rather, a super fighting robot. Thus, on May 25, or December 17, he became known as "Mega Man" (Rockman in Japan).

From that day forward Mega Man volunteered himself for action against crime and serving to support and protect mankind's existence and coexistence with robots within society.

Mega Man fights and stops each of the Light Numbers before journeying to Wily's fortress to defeat him once and for all. Mega Man eventually wins the battle, but Wily bows down and begs for forgiveness, which Mega Man grants. Mega Man then walks home to meet Dr. Light and Roll.

After the events of the first Mega Man game, Dr. Wily somehow returned with a new fortress and eight of his own combat robots, designed specifically for destroying Mega Man.

Mega Man defeats all eight Wily Numbers and confronts Dr. Wily himself, who turns into an Alien. Mega Man defeats the Alien, which is revealed as a hologram operated by Dr. Wily. After Wily begs for mercy, Mega Man spares him and returns home...again.

Some time later, Dr. Wily claims to have changed and teams up with Dr. Light to create a giant peacekeeping robot called Gamma. However, the eight robots created to mine the Energy Elements needed for Gamma's construction have gone out of control. Mega Man goes after them alongside Rush, meeting his older brother, Proto Man (under the alias Break Man in this game, until the ending) along the way. Mega Man soon retrieves the Energy Elements, but returns to discover that Dr. Wily has stolen Gamma and plans on using it to take over the world.

Mega Man defeats Gamma and foils Wily's plan again, and the mad doctor is seemingly killed by debris of his fortress at the end. (Wily's UFO can be seen flying in the ending, revealing he had survived.)

One day, Dr. Light received a message from a scientist named Dr. Cossack, challenging Light and Mega Man to a contest to see whose robots were better. Eight of Dr. Cossack 's robots started causing chaos and Mega Man went out to stop them, but this time with the New Mega Buster, which able to charge a more powerful shot.

After defeating the eight robots, Mega Man goes to Dr. Cossack's Citadel to confront him. Upon defeating the scientist's final machine, however, he discovers that not all is as it seems...

In truth, Cossack was being forced into his criminal acts because his daughter, Kalinka, had been kidnapped by Wily (who was very much alive). Luckily, Proto Man betrays Wily and rescues her, allowing Mega Man to head for Wily's new fortress and defeat him once more. This time, however, Wily was able to escape.

Mega Man discovers, to his shock, that Proto Man has kidnapped Dr. Light and a new group of eight robots under his command were attacking the city. As usual, Mega Man heads out to save the day and get to the bottom of Proto Man's strange behavior. Before he sets out, Dr. Cossack improves his Mega Buster and gives him a new ally, Beat.

After defeating the eight robots and navigating Proto Man's Castle, Mega Man confronts Proto Man. At first, his opponent gets the better of him, as Mega Man is reluctant to hurt his ally, but the real Proto Man shows up and reveals the fake as Dark Man 4, who Mega Man defeats.

After defeating Dark Man, Dr. Wily appears and reveals himself as the creator of Dark Man. Saying that he is holding Dr. Light captive at his castle, Wily challenges Mega Man to come after him.

Yet again, Mega Man goes to Wily's castle and defeats him once more. But the fortress starts to collapse and Mega Man, using his super strength, tries to hold it up. Wily escapes while Mega Man is distracted, but Proto Man comes in and rescues Mega Man and Dr. Light.

An event called the First Annual Robot Tournament, sponsored by the billionaire Mr. X, is held. Everything seems fine as the contest begins, but when the top eight robots enter the arena for the final event, Mr. X appears and reveals he had reprogrammed the eight robots to use them to take over the world.

Mega Man goes to stop Mr. X and his army of robots, defeating the Robot Masters and battling Mr. X atop his castle. As it turns out, Mr. X is only an alter ego for Mega Man's nemesis, Dr. Wily. Thus, Mega Man battles Wily and puts a stop to his plans once again. This time, he finally apprehends the mad doctor, sending Wily to prison.

Unfortunately, Dr. Wily had planned for even this outcome. Six months after Wily's defeat and imprisonment, it is revealed he had four robots hidden away. These robots are activated remotely and break Wily out of prison.

Mega Man arrives upon the scene and encounters Bass, a humanoid robot, and Treble, his robotic wolf. Mega Man and Bass get into a short battle, apparently impressing the latter with his skill. Bass claims he is trying to stop Wily as well and comments that Mega Man might not need his help before leaving.

After defeating four of the Robot Masters, Mega Man finds out Wily is attacking a robot museum and has stolen Guts Man. He attempts to intercept the villain, but is delayed when Wily deploys Mash to battle him.

Mega Man finds Bass again, injured in a fight against Shade Man. Mega Man takes him back to Dr. Light for repairs. However, when Mega Man returns to the lab, he finds the lab has been damaged by Bass, who has also stolen blueprints for the Super Adapter intended for Mega Man and Rush. Dr. Wily appears on the screen and reveals that Bass and Treble are his creations.

Mega Man then heads to Wily's castle to stop his latest plan. Along the way, he fights Bass, using a similar version of the Super Adapter with Treble.

Mega Man then confronts Wily and defeats him again. As always, Wily begs for forgiveness, but Mega Man points his Mega Buster at him, saying he does not trust Wily and plans on killing him. Dr. Wily, scared out of his wits, reminds Mega Man that robots cannot harm humans. In the original Japanese version, Mega Man is speechless. In the English version, he replies that he is "more than just a robot", implying he was planning on firing his Buster anyway, which was a stark contrast to how Mega Man is normally.

Before Mega Man can pull the trigger, Bass and Treble appear and rescue Wily. Mega Man then leaves Wily's fortress as it goes up into flames, apparently conflicted about what happened before reuniting with his family inside Big Eddie.

During a city battle against Bass, Mega Man is called away to investigate an island uncharted by any maps. After defeating a hermit crab-like robot, he finds Dr. Wily, who reveals that the island was his base before absconding with an orb of strange purple energy. Although unable to stop Wily's escape, Mega Man finds a badly damaged robot in a crater and takes it back to Dr. Light's lab. While the robot is brought in for repairs, Dr. Light informs Mega Man that Dr. Wily is at it again, with four brand-new Robot Masters attacking locations all over the globe.

As Mega Man defeats each of the four Wily Numbers, he finds capsules of the strange energy Dr. Wily took from the island. When he returns to the lab, he gives the samples to Dr. Light for study, but the robot he found earlier breaks free and heads out to the desert. Mega Man goes after him and briefly fights him, but realizes that his opponent is holding back. Before he can consider it further, the robot flees and Proto Man appears, telling Mega Man that Wily's new headquarters is up ahead.

Mega Man goes to the "Wily Tower," but is captured by a massive robot. He is then saved by the strange robot he battled earlier, who introduces himself as Duo and explains his mission to destroy all "Evil Energy" in the universe. Duo informs Mega Man that the other robot contained Evil Energy within it, which Wily was using to make his robots more powerful. He also told the hero that Wily Tower was protected by a forcefield linked to four more Robot Masters hidden around the world. As Duo left to secure the rest of the Evil Energy around the world, Mega Man set out to defeat the other four Robot Masters and foil Wily's latest plan.

In the end, Mega Man defeated the remaining four Wily Numbers and infiltrated Wily's fortress. Along the way, Bass challenges him to a duel, having used Evil Energy to increase his power, but Mega Man emerges triumphant once more. When he finally reaches Dr. Wily, he is caught in an energy trap and is almost destroyed by Wily's machine's cannon, but is saved when Duo appears and takes the blast for him. Duo, now immobilized, is in turn saved by Proto Man. Mega Man thanks Proto Man for helping Duo recover and takes on Wily's newest machine.

As usual, Mega Man destroys the latest incarnation of the Wily Machine, leaving Wily on the ground begging for forgiveness. As Mega Man berates Wily for trying the same old ruse after so many failures, he is taken over by the Evil Energy in Wily's machine as the tower collapsed around them, and lays near death outside. However, Duo saved Mega Man and destroyed the evil energy within him. He leaves before Mega Man wakes up, but Proto Man informs him of Duo's final message to the Blue Bomber: "Thank you".

A new robot named King, claiming to be the strongest robot in the world, began to recruit other robots to form a new Robot Army. Mega Man went to stop King, aided-to his surprise-by Bass, who took offense to King's claims of being the strongest robot.

After defeating the eight Robot Masters and King himself, it is revealed that King was created by Dr. Wily, who Mega Man and Bass defeat once more.

Several years later, new robots were causing havoc around the world, all created by Dr. Light. Mega Man quickly volunteered to clear Light's name and was sent out to investigate the source of the problem.

Soon, the police came to arrest Dr. Light. Meanwhile, Mega Man went after the Robot Masters and, after he defeated a few of them, discovered that they were scheduled to be decommissioned and sent to the junkyard because they had reached the expiration date assigned to them by the government. Once the final robot had been taken down, Mega Man brought back his Memory Circuit Board to Auto for investigation. As it turned out, Dr. Wily had reprogrammed the robots, who were scheduled for demolition, to rise up against their human masters rather than be destroyed.

Mega Man then went to Dr. Wily's castle and defeated Dr. Wily again. Dr. Wily, as usual, begged Mega Man for forgiveness. Mega Man responded to this by having Rush play clips of all the times Wily had done the same routine (the clips being scenes from previous games). Although Wily seemed contrite and apologetic, he tricked Mega Man into thinking that Dr. Light was, in fact, imprisoned in a jail cell in the next room. Although Proto Man appeared and warned him that it was a trap, Mega Man went to investigate the cell and was electrocuted by the fake Light robot and Wily set his hideout to self-destruct. Proto Man saved Mega Man, but Wily escaped yet again.

Mega Man is enjoying his day until Roll falls ill with Roboenza. At first, he believes that Wily is behind the epidemic, but Wily claims that he had found the cure, only to have it stolen by eight out-of-control Robot Masters. After defeating them all, Mega Man learns that Dr. Wily actually was behind the Roboenza epidemic all along. He succumbs to Roboenza himself, but Roll gives him her saved medicine to give him the strength to defeat Wily.

After Mega Man defeats Wily, the doctor becomes sick. Mega Man asks Wily if he has been infected with the Roboenza and Wily answers that he is a human, not a robot. Despite this opportunity to finally end Wily's evil schemes once and for all, Mega Man's heroic nature wins out and he takes Wily to a hospital. The mad scientist immediately broke out after recovering, but left behind enough of the cure to restore all of the robots infected with Roboenza. This would imply that Dr. Wily does in fact have some kindness in him.

Although he is not actually playable in the Bass and Proto Man modes, he still played a key role in those modes: In Proto Man mode, he was responsible for curing Proto Man when the latter started succumbing to Roboenza, and in both Bass and Proto Man mode endings, it is heavily implied that Mega Man was responsible for taking Wily to the hospital after the latter succumbed to influenza.

In a dream, a flashback sequence reveals that while they were at Robot University, Wily was working on a device named the Double Gear System, a device that pushes robots beyond their usual limits. Light was resistant to Dr. Wily's research due to him believing that robots shouldn't be strained, and if the Double Gear System fell in the wrong hands, it could cause harm. Dr. Wily recalls the research in his dream, and set out to kidnap eight new robots that Light was checking up on to use as test subjects. Despite some reluctance from Light, he eventually is persuaded by Mega Man to have the Double Gear System installed in him. After recalling the rift between Light and Wily at Robot University (Light's independent thinking robots vs. Wily's Double Gear System), Mega Man ponders a way for them to work together. Wily then hacks into Light's lab, telling Mega Man where to find him, and Mega Man obliges, going to Wily's Gear Fortress.

After Mega Man defeats Wily, Light comes in and ponders the idea of him and Wily working together again, explaining that Mega Man was the amalgamation of both of their ideas. Wily rejects it however, and storms off. With the Gear Fortress collapsing, Mega Man escorts Light and Auto out of it.

General Information

Name: Rock Light, Mega Light

Nicknames: Mega Man, DLN-001, The Blue Bomber

Origin: Mega Man

First Appearance: Mega Man

Latest Appearance: Mega Man 11 (Canonical), Super Smash Bros. Ultimate (Latest non-canonical appearance)

Company: Capcom

Creator: Akira Kitamura (Despite many believing Keiji Inafune was behind Mega Man's creation, he directly notes himself Mega Man was already created by the time he joined[1][2])

Gender: Male

Sex: None (Mega Man is a robot and is not biological)

Pronouns: He/Him

Age: 10 (Noted to be in human years roughly 10 years old[3])

Homeworld: Earth

Residence: Doctor Thomas Light's labaratory

Story Role: Hero, Main Protagonist, Pacifist

Classification: Originally a Lab Assistant Robot, Super Fighting Robot, Robot Master

Species: Robot

State of Being: Regular

Physiology: Robot Physiology

In-Universe Creator: Doctor Thomas Light

Occupation: Lab Assistant for Doctor Thomas Light

Affiliations: Doctor Thomas Light, Roll, Rush, Proto Man (Post-Mega Man 3), Doctor Mikhail Sergeyevich Cossack (Post-Mega Man 4), Beat, Duo (After fighting against him in Mega Man 8), Cut Man (Post-Mega Man 1), Bomb Man (Post-Mega Man 1), Guts Man (Post-Mega Man 1), Ice Man (Post-Mega Man 1), Fire Man (Post-Mega Man 1), Elec Man (Post-Mega Man 1), Time Man (Post-Mega Man Powered Up), Oil Man (Post-Mega Man Powered Up), Splash Woman (Post-Mega Man 9), Galaxy Man (Post-Mega Man 9), Concrete Man (Post-Mega Man 9), Hornet Man (Post-Mega Man 9), Jewel Man (Post-Mega Man 9), Magma Man (Post-Mega Man 9), Plug Man (Post-Mega Man 9), Tornado Man (Post-Mega Man 9)

Enemies: Dr. Wily, Bass, Copy Robot, Mega Man?, Proto Man (Formerly, during Mega Man 3), Cut Man (Formerly), Bomb Man (Formerly), Guts Man (Formerly), Ice Man (Formerly), Fire Man (Formerly), Elec Man (Formerly), Time Man (Post-Mega Man Powered Up), Oil Man (Post-Mega Man Powered Up), Metal Man, Air Man, Quick Man, Flash Man, Wood Man, Bubble Man, Crash Man, Heat Man, Snake Man, Top Man, Hard Man, Spark Man, Needle Man, Gemini Man, Bright Man, Dive Man, Drill Man, Dust Man, Pharaoh Man,Ring Man, Skull Man, Toad Man, Magnet Man, Shadow Man, Charge Man, Crystal Man, Gravity Man, Gyro Man, Napalm Man, Star Man, Stone Man, Wave Man, Blizzard Man, Centaur Man, Flame Man, Knight Man, Plant Man, Tomahawk Man, Wind Man, Yamato Man, Burst Man, Cloud Man, Freeze Man, Junk Man, Shade Man, Slash Man, Spring Man, Turbo Man, Astro Man, Aqua Man, Clown Man, Frost Man, Grenade Man, Search Man, Sword Man, Tengu Man, Burner Man, Cold Man, Dynamo Man, Ground Man, Magic Man, Pirate Man, Splash Woman (Formerly), Galaxy Man (Formerly), Concrete Man (Formerly), Hornet Man (Formerly), Jewel Man (Formerly), Magma Man (Formerly), Plug Man (Formerly), Tornado Man (Formerly), Blade Man, Chill Man, Commando Man, Nitro Man, Pump Man, Sheep Man, Solar Man, Strike Man, Acid Man, Block Man, Fuse Man, Blast Man, Bounce Man, Impact Man, Torch Man, Tundra Man, Enker (Mega Man Killer), Punk (Mega Man Killer), Ballade (Mega Man Killer), Mercury (Stardroids), Venus (Stardroids), Terra (Stardroids), Mars (Stardroids), Jupiter (Stardroids), Saturn (Stardroids), Neptune (Stardroids), Uranus (Stardroids), Pluto (Stardroids), Sunstar (Stardroids), Quint (Mega Man from the future), Buster Rod G (Genesis Unit), Mega Water S (Genesis Unit), Hyper Storm H (Genesis Unit), Aircon Man (The Dimensions), Clock Men (The Dimensions), Compass Man (The Dimensions), Dangan Man (The Dimensions), Komuso Man (The Dimensions), Konro Man (The Dimensions), Rockman Shadow (The Dimensions)

Height: 1320 mm (Officially listed at 1320 millimeters)

Weight: 105 kg (Officially listed as 105 kilograms)

Status: Alive, Unknown in the X Series (Takes place many years in the future where the fate of prior classic series characters are unknown, with it being implied their data still exists as Cut Man's data exists still)

Alignment: Lawful Good (Upholds for peace for both humans and robots and will follow the rules placed by the laws of robotics)

Codex Statistics

Tier: At most High 6-A, Higher with Rage Power, Far Higher as Super Mega Man. Even Higher with Double Charge Shot, Empowerment, & with Double Gear System

Cardinality: Finite

Dimensionality: 3-D

Attack Potency: At most Multi-Continent level (Was able to fight on par with beings such as Duo, whose fight with Evil Robot caused a cloud explosion on Jupiter which was at this level. Fought and defeated Rockman Shadow who noted he became so powerful he destroyed the entire earth, where in the future there is no one on Earth that can stop him, which should put him beyond Duo), Higher with Rage Power (When Robot Masters are damaged to about half their health, they become invulnerable for a few seconds and perform more powerful attacks), Far Higher as Super Mega Man (When using the super adapter to fuse with Rush, Mega Man becomes far more powerful then before, sporting a new red suit where he can use his arm instead of his standard charged shot and freely fly around). Even Higher with Double Charge Shot (With the Double Mega Buster, Mega Man is able to one shot Ra Moon with its power even surprising Ra Moon itself. This attack is also noted to rapidly drain his energy to perform and can short circuit him), Empowerment (In the final battle against New Yellow Devil, Mega Man asks every Robot Master from Mega Man 2 and 3 to lend him the last of their energy. Mega Man absorbs their energy and with this empowerment, he is able to one shot new Yellow Devil. A perfect version of Dr. Wily's original Yellow Devil that is able to absorb all the attacks from every Robot Master at once), & with Double Gear System (The Double Gear System is designed to push robots far beyond their strength and speed being noted by Dr. Light Mega Man would not stand a chance against Robot Masters with the Double Gear System without using it himself, putting it far above any power amplification he's received prior, the Power Gear amplifies his powers by 5x)

Durability: At most Multi-Continent level (Can take hits from Duo, and Wily’s Machine that damaged Duo), Far Higher as Super Mega Man. Even Higher with Empowerment & with Double Gear System (Fought robots that also used Power Gears)

Striking Strength: At most Multi-Continent Class, Higher with Rage Power, Far Higher as Super Mega Man. Even Higher with Double Charge Shot, Empowerment, & with Double Gear System

Lifting Strength: Class G (Was able to hold up Dr. Wily’s fortress at the end of Mega Man 5), Higher with Super Arm (Allows him to lift objects he previously could not lift), Far Higher with Double Gear System (His lifting strength should improve greatly due to the double gear system)

Travel Speed: Massively Hypersonic (Can keep up with Duo, who can travel around the earth destroying evil energy around this timeframe), Higher with Rush Vehicles (With Rush Vehicles can fly interstellar distances in a short timeframe), Speed of Light with Teleporters (His own teleporters and Proto Man’s are able to travel planets and solar systems in a short time frame[4], reaching this levels of speed), Higher with Double Gear System (Speed Gear allows Mega Man to travel so fast he speed blitzes all robots and Robot Masters not using the speed gear, with Wily first demonstrating the speed gear outright blitzing all the Robot Masters, Roll, and Mega Man. With how fast he is, he could likely be comparable to Duo who is capable of traveling through galaxies while doing his job and likely travels across the universe doing his job to destroy the Evil Energy)

Combat Speed: Relativistic+ (Can keep up with Duo in combat who uses attacks that involve his travel speed, where Duo is capable of traveling through galaxies while doing his job and likely travels across the universe doing his job to destroy the Evil Energy. Was able to accurately dodge Wily’s beams and return attacks while flying through space), Far Higher with Double Gear System (Time appears extremely slowed down thanks to the Speed Gear)

Reaction Speed: Relativistic+ (Can react to Cut Man who can cut objects while teleporting. Can react to Cut Man who can cut objects while teleporting. Can react to Duo's ramming attacks which involve him using his travel speed to move around rapidly. He is referred to as intergalactic multiple times and likely has to travel around the universe to complete his job. He also uses this same movement to travel away as seen here), Far Higher with Double Gear System (Views Robot Masters teleporting as really slow)

Stamina: Essentially Limitless as long as they are powered by solar energy (All Robot Masters bodies are powered by solar energy, effectively giving them limitless stamina and ammo[5][6][7][8])

Range: Standard Melee Range to Hundreds of Meters depending on his weapon (Can shoot opponents an entire forest distance away), Interplanetary with Teleporters (All robot masters naturally display teleportation through teleporters interplanetary distances[9]), Universal with Space-Time Manipulation

Intelligence: Genius (Mega Man’s AI allows him to instantly analyze the weapon of another robot master and copy it, mastering it. He’s showcased some very creative ways to defeat other robot masters with his copied weapons. Has defeated the Doc Robots, a robot that can adapt and take any Robot Masters moves merely from switching it's programming[10], being noted to hold the power of all Robot Masters combined in one[11]. Has defeated Knight Man, a robot master who defeated more then thousands of robots in duels. Has defeated Quint, his future counterpart, and defeated Rockman Shadow his other future counterpart. Accurately predicted where Flash Man would be while he was using time stop. Fought and defeated Copy Robot, who is a superior and perfect clone to him. Went from fighting a weakened King, to defeating a version of him where Dr. Wily raised his combat levels, in the span of a single fight)


Powers and Techniques

Superhuman Physical Characteristics, Self-Sustenance (Respiratory Self-Sustenance, Nutritional Self-Sustenance, & Restful Self-Sustenance; All Robot Masters can breathe in space just fine, with an entire game revolving around traveling through space[12] and as robots do not require food, sleep or sustenance), Inorganic Physiology (Non-Living Objects; Robot Masters are highly developed robots in the fields of robotics. Robot Masters have a "consciousness" though it is different from the standard humans consciousness as it's at the level of a "cognitive circuit" embedded inside each one of them[13]), Rage Power (When Robot Masters are damaged to about half their health, they become invulnerable for a few seconds and perform more powerful attacks), Limited Invulnerability & Forcefield Creation (When robots in Mega Man are hit, they have periods of invulnerability where they cannot take damage for a few seconds. This is shown to exist in verse as there are chips that amplify this ability such as Double Barrier and Extend), Absorption (Robot Masters[14][15][16] are built in with[17] usages of solar energy to charge their bodies and use their weapons essentially limitlessly[18]), Psuedo-Teleportation, Transformation, Light Manipulation, Intangibility (Phasing/Elemental), Transmutation (Transformative Arsenal) & BFR (Application Based; All robot masters naturally display teleportation through teleporters interplanetary distances[19], they do this through transforming into a beam of light, they can use this in the middle of combat to turn intangible and phase through attacks. They can also transform others into a beam of light and send them to other places with the teleporter, essentially removing them from the battlefield), Consciousness Transferal (Robot Masters can transfer their consciousness into other bodies and machines, with characters like Doc Robots having the Robot Masters programs and data directly installed with them, essentially acting as a more powerful body[20][21]), Divine Protection (After defeating ViA■ and destroying the Robot Destroy Program within him, The Player was able to fully correct the Deep Log in its entirety. However, Via says The Player's story isnt over and RiCO repeats this and says that there will be future program errors in the Deep Log for them to correct and it would be insecure for her alone to manage it alone. Therefore to solve this problem that can happen in the future, RiCO will summon The Player in order to correct any irregular data in the Deep Log as she did in the start of the game), Supernatural Resilience (Robot Masters can survive wounds such as being cut in half, with ones such as Proto Man calling it merely "just a scratch", being able to come back just fine after teleporting away to be repaired), Immortality (Immortal Metaphysical Aspect; All robots "true existences" exist in their data, thus as long as their data is stored they can be remade or come back if their data is specifically "SAVED". With data further being explored through here), Regeneration (Mid through Cartoon Physics; Can regenerate from being crushed by Mad Grinder. Should scale to all the other Robot Masters who all regenerate after being flattened in Mega Man Powered Up. High-Godly as their Data Forms; In Rockman & Forte: Mirai Kara no Chōsensha, Rockman Shadow's data comes out of his deceased body and regenerates a new body at the very end post-credits of the game. In Mega Man Xtreme, Sigma was trying to reproduce the past data of several mavericks in the mother computer to bring havoc to the world's peace and the only way the past data of previously defeated Mavericks from X1 and X2 could be stopped is if X goes inside as his data form. Inside the Mother Computer, X defeats Vile's data form along with the data forms of a bunch of mavericks he has previously defeated. However, despite defeating their data form, their data is still are able to come back for the rematches at the end of the game along with Vile being back in the hard mode's post game story. Despite destroying Vile's data twice, he was still able to come back and better then ever in Mega Man X8. In Mega Man ZX, Omega's soul data along with flashes of the past battle in Zero 3 are trapped in area O and even after defeat, he can come back without limit even after obtaining Model OX which contains his soul data. With data further being explored through here), Resurrection (Robots that are fought and defeated are able to be brought back as long as they still have their data, with this also extending to reploids being able to come back for rematches. With data further being explored through here), Non-Standard Interaction (Conceptual Interaction & Abstract Interaction; Can directly interact with, harm, and destroy a robots data, which all robots "true existences" rely on their data, thus as long as their data is stored they can be remade or come back if their data is specifically "SAVED". All data resides in the deep log of each game's data and information of the Mega Man Franchise and many other Capcom franchises, with it being stated that data makes up the characters' personality, memories are data pieces that can be used to materialize hunter programs and also have the feelings of the characters, their data is even what determines their own canonicity in reality, with all characters being considered data alongside all universes being made of data. With data further being explored through here).


Resistance to Extreme Heats, Extreme Colds, & Weather Manipulation (Robot Masters are made to withstand extreme terrains and weather conditions), Mind Manipulation and Metaphysics Manipulation (Soul Manipulation; Despite how active Robot Masters are they do not actually possess the feeling to think, feel, and make decisions of their own as this level of technology wasn't realized until the reploids of the X era. Along with Reploids having something closer to a human soul then any robot Robot Master has. Robot Masters have a "consciousness" though it is different from the standard humans consciousness as it's at the level of a "cognitive circuit" embedded inside each one of them[22]), Cosmic Radiations (All Robot Masters can breathe and survive in space just fine, with an entire game revolving around traveling through space[23]), Information Manipulation & Conceptual Manipulation (Can take hits from characters that can directly interact with, harm, and destroy a robots data, which all robots "true existences" rely on their data, thus as long as their data is stored they can be remade or come back if their data is specifically "SAVED". All data resides in the deep log of each game's data and information of the Mega Man Franchise and many other Capcom franchises, with it being stated that data makes up the characters' personality, memories are data pieces that can be used to materialize hunter programs and also have the feelings of the characters, their data is even what determines their own canonicity in reality, with all characters being considered data alongside all universes being made of data. With data further being explored through here), Plot Manipulation (As data determines one's canonicity in reality and all universes are made of data, one would need to fully change one's data in order to change their narrative. With data further being explored through here), Electricity Manipulation (Robot Masters are able to tank and survive attacks from electricity based Robot Masters attacks, even those with a weakness can survive hits from it), Heat Manipulation & Fire Manipulation (Robot Masters are able to tank and survive attacks from heat and fire based Robot Masters attacks, even those with a weakness can survive hits from it and survive the intense heats), Magma Manipulation (Robot Masters are able to tank and survive attacks from magma based Robot Masters attacks, even those with a weakness can survive hits from it), Ice Manipulation & Absolute Zero (Robot Masters are able to tank and survive attacks from ice based Robot Masters attacks, even those with a weakness can survive hits from it, even with ice as cold as absolute zero), Gravity Manipulation (Robot Masters are able to tank and survive attacks from gravity based Robot Masters attacks, even those with a weakness can survive hits from it), Black Holes (Robot Masters are able to tank and survive attacks from black hole based Robot Masters attacks, even those with a weakness can survive hits from it), Petrification (Robot Masters are able to tank and survive attacks from petrification based Robot Masters attacks, even those with a weakness can survive hits from it, with the petrification being potent enough to effect black holes), Acid Manipulation & Corrosion Inducement (Robot Masters are able to tank and survive attacks from acid & corrosive based Robot Masters attacks, even those with a weakness can survive hits from it), Transmutation (Robot Masters and others are unaffected by the effects of the the mystery tank, which turns all weak enemies on screen into extra lives), Space-Time Manipulation & BFR (Robot masters are able to tank and survive attacks from the likes of Centaur Flash, which creates a dimensional distortion where he warps space and sends an opponent into a black hole, with even Robot Masters that have a weakness to it surviving its hits and not being sent into a black hole. Robot Masters can also take hits from Cut Man who can cut through space itself and leave dimensional tears that he can jump in)

Human Achievements (Skilled soccer player, defeating all of the teams including Wily's team), Weapon Mastery (Mega Man is very skilled with the dozens of Special Weapons he has received from Robot Masters throughout the series along with his Mega Buster itself. He is able to competently use his weapons to his advantage in both platforming and combat to navigate through the many Robot Master/Wily stages filled with enemies and hazards and to figure out his opponents' weaknesses and patterns), Vehicular Mastery (Land Vehicles; Can maneuver around in a high speed vehicle and win races. Air Vehicles; With Rush Jet, able to maneuver and fly around enemies and projectiles with it), Acrobatics (Has displayed acrobatic flips and leaps against various of his fights with the Robot Masters), Natural Weaponry (Has a natural arm cannon attached to his arm called the "Mega Buster", that fires "Solar Bullets"[24][25]), Enhanced Senses (Able to fight in pitch black areas just fine), Precognition (Type 2; Mega Man is able to tell the exact location of Flash Man once he gets out of time stop), Accelerated Development (Battle; Physical Stats & Abilities; Fought and defeated Copy Robot, who is a superior and perfect clone of him. Has defeated Quint, his future counterpart, and defeated Rockman Shadow his other future counterpart. Went from fighting a weakened King, to defeating a version of him where Dr. Wily raised his combat levels, in the span of a single fight), Time Paradox Immunity (Alternate Timeline & Grandfather Paradox; Can see, interact, and fight his future version Quint without any repercussions along with interact with his future version Rockman Shadow without any repercussions, along with this, both of them coming to the past did not create any paradoxes for Mega Man), Consciousness Transferal (Whenever Mega Man dies, he uses one of his "lives" which is a spare body that his consciousness transfers into when his previous body is destroyed), Save & Load (As characters save their data they can back it up as long as their data stays stored and saved. With data further being explored through here), Fusionism (Can fuse with other robots such as Rush to gain new abilities, a new form, and become far more powerful), Energy Projection (With the mega buster, a powerful arm cannon that is utilized by Mega Man that can shoot out energy beams, that fires "Solar Bullets"[26][27]. Can also charge the mega buster to shoot out a far more powerful attack. With the Spark Chaser, a laser weapon that can change direction, homing in on the nearest enemy, and can hit multiple times), Mimicry (Power Mimicry & Technique Mimicry), Power Absorption, Data Manipulation, & Weapon Creation (Mega Man can mimic the technology and techniques of robot masters he fights. Being directly noted by Dr. Light that he's adapted his arm cannon so that he can acquire his opponents abilities, having them become his own), Summoning (Can summon his robot helpers, such as Rush to help him in various scenarios), Empowerment (In the final battle against New Yellow Devil, Mega Man asks every Robot Master from Mega Man 2 and 3 to lend him the last of their energy. Mega Man absorbs their energy and with this empowerment, he is able to one shot new Yellow Devil. A perfect version of Dr. Wily's original Yellow Devil that is able to absorb all the attacks from every Robot Master at once), Absorption Negation (The New Yellow Devil could absorb all of the attacks from all Robot Masters but Mega Man in his empowered state was able to negate his absorption).

Resistance to the following: Hacking & Disease Manipulation (Resisted the evil energy, with Duo noting that he could only save Mega Man if the evil didn't take over his heart. Also resisted the roboenza virus for an extended period of time, a virus that affects robots, that spread around rapidly and causes robots to malfunction, eventually turning them violent robots that attempt to take over the world. Unaffected by a city-wide radio beacon signal that controlled and deactivated every robot in the city), Electricity Manipulation, Paralysis Inducement, & Technological Manipulation (Can take hits from Spark Man's spark shot, which generates an energy ball that can short-circuit electronic components, temporarily paralyzing enemies), Ice Manipulation & Absolute Zero (Can take attacks from Cold Man, who’s body and ice attacks remain at -273.15 °C. Can take hits from Tundra Man, whose attacks such as tundra storm are absolute zero blizzards. Robot Masters are able to tank and survive attacks from ice based Robot Masters attacks, even those with a weakness can survive hits from it, even with ice as cold as absolute zero), Petrification (Can break free from Concrete Man’s concrete shot, which his shots completely petrify any object in a matter of seconds, even black holes), Acid Manipulation & Corrosion Inducement (Takes his from Neptune's Salt Water, which can corrode any metal), Sound Manipulation (Unaffected by the noise crush's sound wave hitting him and instead it amplifies him), Corruption & Hell Manipulation (Resisted the evil energy, with Duo noting that he could only save Mega Man if the evil didn't take over his heart, which absorbs the evil on one's mind and then gives it form, eventually consuming the entire planet), Magnetism Manipulation (Can take hits from and can't be pulled from Magnet Man's Magnetic Powers and cannot be fully carried by the magnet bots which are powerful enough to process scrap metal)

Acrobatics (With the top spin, a system that integrates offense and defense by rotating one's body at high speed), Weapon Creation & Weapon Mastery (With Rolling Cutter, a versatile cutter made of ceratanium that can cut anything in half. It has the form of a large pair of extremely sharp scissor blades that are thrown like boomerangs, flying in front of the user in a teardrop-shaped pattern, before returning to the person that used it. With Quick Boomerang, a small boomerang-shaped cutter that can be fired at high speed, but has short range. Mega Man can fire a couple of boomerangs with a small amount of energy. With Metal Blade, a devastating razor-edged circular saw blade made of Ceratanium that can go through multiple enemies and can be rapidly thrown in eight directions. With search snake, uses an improved version of Bubble Lead's search program and releases snake-like missiles that crawl across floors and up and down walls. With Shadow Blade, a large hira shuriken that can be thrown to attack. When used by Mega Man, the Shadow Blade is smaller in size, can only throw one at a time, and has a relatively short range. However, the blade boomerangs back to where it was thrown from, and he can throw it in five different directions. With Gyro Attack, a green propeller-shaped cutter that is fired forward and can change direction, up or down, once per shot. With Crystal Eye, shoot a large artificial crystal orb. When it hits a wall, it splits into three smaller orbs that bounce about for a while before disappearing. They disappear after hitting an enemy. Only one Crystal Eye can be on the screen at one time. With Super Arrow, an item from Mega Man 5 that can be used to attack and create platforms, as it sticks to walls for a short time. With Yamato Spear, fire small spearheads forward at a high speed. The spearheads are able to pierce through the shields of Shield Attacker GTR and Knight Man. With Knight Crusher, shoots a spiked ball that moves straightforward until a certain distance, moves in an arch and boomerangs back. With Silver Tomahawk, sends a fast tomahawk that drops low at first, and then spirals upward. This weapon possesses strong penetration and attack power, and moves like the Air Shooter, in an upward-curving arc, though the Silver Tomahawk has a slight downward dip in its trajectory. If fired so the projectile hits a Tatebo or Shield Attacker GTR from below or behind, it will ignore the shield and destroy them in a single hit. With Ring Boomerang, has a somewhat limited range and, as its name implies, boomerangs back, but it can do multiple hits if aimed correctly. With Screw Crusher, throws the saw in a parabolic arc, moving up for a while and then looping down. With Photon Missiles, sends out a missile that delays for a second before launching. Each missile also has the ability to pierce through enemies. With Slash Claw, allows the user to swing his arm to generate a crescent-shaped beam of energy straight forward. With Wild Coil, sends one spring forward, and one backward. It is one of the two Special Weapons in Mega Man 7, that can be charged up. When charged, the springs jump higher and cause more damage, and their bounces can also be made higher. With the Mega Ball, generates an explosive bouncing ball that can be kicked at enemies. With Spread Drill, shoots out a big drill missile, which upon pressing the FIRE Button again, will split into two smaller drills. With Tengu Blade, a multitasking sword weapon that can send out a projectile as well as being used as a slashing weapon. It can bounce off of walls, and can also be used as a dashing weapon. With Magic Card, a card that can be shot straight forward or upward and come back to the user like a boomerang unless it hits an enemy. It can also pass through walls. As a bonus, it can snatch items dropped by enemies and that are out of reach, whether too high, too far away, too dangerous to reach for, or unreachable by other means, can also be used to steal health from another. With Wheel Cutter, attaches a spinning blade to his arm to dart at enemies, and by releasing the attack button it is launched at enemies, following the contours of the landscape. With Triple Blade, fires three blades that move in three different directions, being able to attack multiple enemies at one time. With Pile Driver, allows him to attack foes he rams into which shoves them off into an explosion. The Power Gears grant a larger explosion. With Bounce Ball, can fire a volley of three bouncy balls that can be tilted up or down; each ball ricochets off of walls and enemies a few times before exploding in a burst of confetti, the power gear amplifies it to launch six balls to Mega Man's left and right. With Centaur Arrow, randomly shoots up to two arrows straight forward or diagonally up. With Rock'N Vulcan, fires three missiles that separate after a short distance, one continuing straight forward while the other two move in arc to the top and bottom of the screen), Damage Boost (With Rebound Striker, will throw a rubber super ball either straight forward or diagonally up or down that bounces off of surfaces. As it gets faster and stronger with each successive bounce, it builds up power to inflict more damage to the target. It can bounce up to five times), Flight (With Jet Adaptor, can fly in the air), Body Control (With hard knuckle, when utilized, there is a short delay before the knuckle starts moving forward. It is somewhat slow, but has great strength. Mega Man can slightly guide the knuckle up or down once it is moving), Statistics Amplification (With Break Dash, Mega Man will dash forward with a short burst of speed, damaging enemies in his path. When the B Button is held down longer until Break Dash is fully charged, Mega Man's dash will be considerably longer. With Deep Digger, can pick up large blocks he could not pick up previously), Sound Manipulation (With Noise Crush, fires a powerful sound wave to damage enemies. If the wave hits a wall, it will bounce off it. If it comes in contact with Mega Man, he will charge automatically, and he can then discharge a powerful wave. The charged wave is larger and will do more damage to enemies), Attack Reflection & Absorption (With Mirror Buster, an energy shield is created in front of him while the attack button is held down. The shield itself does not cause damage, but it can absorb an enemy's shots and reflect it back at the one who shot it in the same direction), Forcefield Creation (With Skull Barrier, creates a skull-shaped energy shield that rotates around the user, protecting him from attacks. With Star Crash, creates a star-shaped energy barrier that rotates at high speed around the user for protection, and it can be thrown at enemies in the direction the user is facing, being useful for both offense and defense. With Plant Barrier, a barrier of condensed energy shaped like flower petals that spins around the user and protects him from some attacks), Weather Manipulation, Acid Manipulation, Forcefield Negation, & Burrowing Negation (With Rain Flush, was originally created to cause rain for agricultural purposes, but the water was replaced with powerful chemicals to be used as a weapon against Mega Man in Mega Man 4. It fires a capsule into the sky, which then creates an acid rainstorm that covers a wide area and can't be avoided. The rain affects all things on the screen, including shielded enemies like Mets and Pakatto 24, and it can hit several times before disappearing. The weapon can hit Drill Man while he is underground and pierces Skull Man's Skull Barrier. With Acid Barrier, generates an acid barrier and blocks incoming shots, the power gears amplifies it to become a super-corrosive barrier that melts enemies), Earth Manipulation & Telekinesis (With Power Stone, releases three stones that spiral about by using the force of attraction on each other to crush enemies with their circumferential orbit), Gravity Manipulation & BFR (Type 2; With Gravity Hold, he increases the gravity of all enemies on the screen to 20G, damaging them, then reverses the gravity, sending enemies that were defeated flying upward), Shockwave Generation (With Charge Kick, by incorporating Charge Man's power to his slide, Mega Man causes a strong shockwave while sliding. To activate this power, Mega Man must slide while the weapon is active, causing damage with his slide and being immune to some attacks and traps while using it), Summoning (With Sakugarne, Mega man summons a modified and remodeled jackhammer robot, Sakugarne is able to smash solid rock to pieces. With Astro Crush, creates a meteor storm that hits all enemies on the screen, and Mega Man himself is invincible for a short time when using it. With Hornet Chaser, shoots out robotic hornet drones to sting enemies for low damage or to retrieve items. With Block Dropper, summon heavy stone blocks that drop down to crush enemies), Spike Manipulation (With the needle cannon, a rapid fire weapon that fires needles that slightly alternate heights), Magnetism Manipulation & Homing Attack (With the magnet missile, a magnet-shaped missile that tracks its target with a magnetic force. With the dive missile, fires amphibious homing missiles that can lock onto nearby targets, chasing them down before striking. With Homing Snipers, a single Homing Sniper will travel in a straight line across the screen, but if an enemy is present, a cross-hair will appear over it and the Homing Sniper will follow the cross-hair. Homing Sniper can also be charged, enabling it to lock on and fire at several enemies in one shot), Statistics Amplification (With the Super Arm, Mega Man is able to lift objects he couldn't prior), Energy Projection (With Gemini Laser, shoots a blue energy beam that reacts to the opponent's thoughts, and it reflects when it hits substances that do not have thoughts, like walls. With Laser Trident, shoots out trident head-like lasers that deal two points of damage. With Pharaoh Waves, it releases two waves, one forward and one backwards), Light Manipulation (With Flash Stopper, emits an intense light that activates a safety device in the camera eyes of robots, blinding them for a short period, which makes them unable to move and open for attacks), Explosion Manipulation (With the hyper bomb, throws bombs in a small arc there's a small time delay between when a bomb is thrown and when it explodes, but it has a decent-sized explosion that damages or destroys anything within the blast. With atomic fire, it uses a compression type blaster that generates explosive energy hotter then the surface of the sun. With Crash Bomber, a "flight type injection time bomb" that is launched and gets stuck to a target with a sharp point, detonating after a short delay. With Drill Bomb, can pierce barriers and Mega Man can set the explosion off early when pressing the attack button after a drill is fired. With Dust Crusher, takes the form of a bomb encased in a ball of scrap metal, that explodes and splits into four pieces of shrapnel when it hits something solid. With Napalm Bomb, sends out a bomb that bounces about on the ground, explodes if it kills an enemy on contact, or after a few seconds of no activity. With Ballade Cracker, can be shot in seven directions, and explodes on impact. With Danger Wrap, releases a bomb inside a bubble that travels upwards, which can trap certain enemies in the bubble while the bomb inside it explodes. With Flash Bomb, fires out a bomb, which upon hitting a wall or an enemy will cause it to explode. With Remote Mine, fires a remote mine that can be controlled by using the D-Pad and can be detonated by the player at any time. With Commando Bomb, will fire out a missile that travels in a straight path. With Chain Blast, throw bombs that float across the screen, sticking to enemies along the way. Up to four bombs can be chained together and detonated at once to create bigger explosions that deal more damage. The Power Gear unleashes massive bombs), Organic Manipulation (With the oil slider, shoots out a blob of oil that flattens on the ground if it doesn't hit a target. While on the ground, it can be ridden by Mega Man and Oil Man like a snowboard), Air Manipulation (With air shooter, causes air to become tornadoes, being used to fire several small whirlwinds that spread out and rise upward, making it an effective weapon against airborne enemies. With Wind Storm, sends out a grey tornado that creeps along the floor. Up to three tornadoes can be used at the same time. The tornadoes disappear when they hit an obstacle. Enemies defeated by it are sent flying up into the air. It also ignores the defenses of Flame Man's Flame Blast. With Tornado Hold, drops a fan on the ground that creates a tornado that can trap and damage enemies. Mega Man can also use this to levitate to some areas or as an actual barrier against enemy projectiles. With Tornado Blow, a weapon that reaches all over the screen, blowing away enemies with low health as well as some projectiles, or damaging stronger, larger enemies for four units of damage. The wind it creates also allows Mega Man to jump higher and activates air-based platforms. With Barrier Wind, fires a powerful wind barrier forward that can pass through multiple enemies if it is not reflected), Plant Manipulation, Electromagnetism Manipulation & Psuedo-Forcefield Creation (With Leaf Shield, by using electromagnetic waves, it makes four leaf-shaped units with a special coating circle around the user as a shield. It can also be thrown to damage opponents. With Junk Shield, uses electromagnetism to summon large chunks of scrap metal, which orbit around the user for protection and can hit enemies multiple times, but disappearing as they hit objects. With Jewel Satellite, summons four jewels that orbit Mega Man. When the shield is up, it can be launched as a projectile in the direction the user is facing), Fire Manipulation (With fire storm, shoots a fireball forward and causes a small flaming orb to circle the user, providing a brief shield effect, reaching 8000 degrees Celsius. With Flame Blast, shoots out a fireball at a low arc. If it hits a wall or the ground, it creates a pillar of flame. With Scorch Wheel, creates a wheel of fire that surrounds him before sending it forward, and it rolls on the ground like a normal wheel until it hits a wall or an enemy. With Flame Sword, a close-ranged fire-based weapon, capable of igniting things that are highly flammable, Flame Sword can be executed on the ground and in the air, and even underwater. On the ground, Mega Man will perform a horizontal outward slash, and in the air, he will perform a downward slash. With the wave burner, a short-ranged flamethrower that can hit enemies multiple times while active. With Solar Blaze, a fire projectile that splits apart and launches two fire waves to the left and right after a set period of time or after hitting an enemy or surface. With Blazing Torch, launches a ball of red-hot fire diagonally into the air, the power gear boosts the fire power of this weapon. Reaches up to 12,000°C. With flame shower, acts as a short-ranged flamethrower with three lined flames, causing continuous damage. Mega Man can walk while using the weapon, but if he is not in the ground or if the attack button is released, the three flames will be released and fly upward, damaging enemies in the way), Heat Manipulation (With Pharaoh Shot, quickly charges solar energy in small amounts, eventually accumulating a large amount of energy that can be release as a destructive energy sphere), Magma Manipulation (With Magma Bazooka, fires three compressed balls of extremely hot magma in three different directions: one diagonally up, one diagonally down and one straight forward. It can also be charged, increasing the size and power of the shots), Ice Manipulation (With the ice slasher, it takes the form of an arrowhead-shaped blade of ice that can freeze enemies with a temperature of 200 degrees below zero. With Blizzard Attack, four snowflakes will materialize behind him and be released in the direction he is facing—two straight forward, one diagonally upward, and one diagonally downward. With Freeze Cracker, Mega Man fires a shard of ice. If it hits a wall, it splits into six smaller shots. It can also be shot diagonally upwards or downwards. With Ice Wave, fires an icicle, which upon hitting the ground, will send a flow of ice along the floor until it hits a wall. It can freeze enemies, and it can even freeze the lava fountains in Sword Man's stage. With Ice Wall, creates an ice column that can be pushed to attack enemies. With Chill Spike, launches a special freezing gel which flies in a parabolic trajectory, one hit by this will instantly freeze. With Tundra Storm, create a absolute zero blizzard around himself, damaging any enemies inside. The Power Gears amplify the range of the blizzard to cover the entire screen), Water Manipulation (With bubble lead, shoots a heavy bubble that rolls around on the ground. These bubbles have high attack power and can be used to locate traps in the ground. With Water Wave, uses high pressure to inject compressed water in one direction with enough power to pierce through steel. With Bubble Bomb, fires out a bubble that slowly floats upward in a weaving pattern, then rolls across the ceiling before exploding after a set time. If it touches an enemy or wall, the bomb will explode instantly. With Salt Water, sends out a large orb of water that, when it hits an object, will split and bounce into three smaller orbs. With Water Balloon, shoots a sphere of water at a low arc. Unlike most Special Weapons in this game, there is no limit as to how many Water Balloons are allowed on the screen: the player can shoot a stream of as many Water Balloons as they wish as long as it has enough Weapon Energy to do so. With Water Shield, a rotating shield of water surrounds the user. Unlike other shields the Water Shield isn't all together, but instead 8 water droplets slowly form around the user. Pressing the attack button once more deactivates the Water Shield and hurls the water out at high-speeds that spiral outward), Petrification (With Concrete Shot, fires a large glob of concrete that solidifies into a solid concrete block when it comes into contact with the ground, a wall, or an enemy with low health, which will then crack and disintegrate in a matter of seconds along with the enemy inside it, this can even petrify things such as black holes), Absolute Zero (The ice weapons tend to attack with temperatures near or at absolute zero itself, such as tundra storm, which generates an absolute zero blizzard), Space-Time Manipulation & Dimension Manipulation (With the Time Stopper, which has the ability to stop time for a limited time. With Centaur Flash, creates a dimensional distortion in a flash of light that distorts space in an effort to freeze time, along with creates a dimensional distortion where he warps space and sends an opponent into a black hole; it can actually be used to damage and strike all enemies on the screen, also hitting destroyable projectiles and ignoring the defenses of enemies like Shield Attacker GTR and Ben K, noted in the Mega Man & Bass CD that the Centaur Flash can bend the dimensions. With the time slow, temporarily slows down time, even when the area of the stage changes. With Time Switch, completely stops time for 4 seconds), Intangibility (Temporal; With Time Switch, can stop time for four seconds. While active Mega Man can't shoot, but he can walk through stopped enemies and their attacks without suffering damage), Electricity Manipulation & Durability Negation (With the thunder beam, three high power electric energy beams are shot in different directions, one forward, one straight up, and one straight down, it also has the ability to go through enemies and hit multiple times, making it a powerful weapon. With Electric Shock, sends out a short-range electrical bolt from his hand, damaging anything that gets in its way. With Thunder Bolt, shoots a ball of electricity straight forward, it travels through walls and splits on impact with an enemy, traveling upwards and downwards. With Thunder Claw, launches an "elastic" beam of electricity that can not only attack, but is tensile enough to swing from certain hooks. With Lightning Bolt, user will hover in the air and summon a rain of powerful lightning bolts that cover the entire battlefield. With Plug Ball, shoots out spark balls that travel along the terrain to shock enemies, dealing two points of damage. With Thunder Whool, launches a thunder wool-cloud that slowly rises, and a lightning bolt shoots straight down from the cloud. Pairing two clouds together will increase the lightning strike area and power. With Scramble Thunder, unleash crackling bolts of electricity that speed along the ground. With the Power Gear active, it ups the voltage, making shots pierce multiple enemies), Technology Manipulation & Paralysis Inducement (With Spark Shot, generates an energy ball that can short-circuit electronic components, temporarily paralyzing enemies. With search snake, uses an improved version of Bubble Lead's search program and releases snake-like missiles that crawl across floors and up and down walls. With the Shadow Blade, coated in a liquid that throws off mechanical functions), Life Absorption (With Grab Buster, sends a shot straight forward that can steal energy from the enemy to heal two units of health), Black Hole Creation (With black hole, a large black hole is created above his head, which sucks enemies weak enough into the black hole. It then sends out a damaging deluge of projectiles spiraling across the screen. Using the Black Hole stops time for a brief moment before the hole expands, making it useful to stop Mega Man's momentum when falling to scout the area below for hazards. With Black Hole Bomb, fires a small orb that can be controlled with the directional pad up and down. It can be detonated by using the fire button, which creates a black hole that pulls nearby enemies and enemy projectiles to it. It can suck in almost any small or medium-sized enemy, regardless of if they're invulnerable to the Mega Buster or are temporarily invulnerable), Black Hole Negation (Electric Shock can cancel out Saturn's black hole attack), Illusion Creation & Psuedo-Duplication (Type 3; With Copy Vision, a holographic copy of Mega Man appears forward their current position to shoot at enemies), Invulnerability (With Doppel Crash, cause Mega Man to attack dashing forward with a blade, damaging even shielded enemies in his path. Mega Man is invincible while dashing)

Healing (With energy tank, fully recovers the health of Mega Man. The Super Tank, recovers all the energy from Mega Man's health and all weapons. With the Mystery Tank, recovers the energy from Mega Man's health and all weapons. With L Tank, a Tank Proto Man gives to Mega Man before the battle against Dark Man 4 to recover all his energy lost from Dark Man 4's attack), Restoration & Energy Manipulation (With Weapon Tank, recovers the energy of all Special Weapons at once. The Super Tank, recovers all the energy from Mega Man's health and all weapons. With the Mystery Tank, recovers the energy from Mega Man's health and all weapons), Transmutation (With the Mystery Tank, if the M Tank is used when the health and all weapons are with full energy, it will turn all weak enemies on screen into extra lives, or give the player one extra life if no weak enemies are near), Information Analysis (With E. Analyze, analyzing the enemy data and uncovers their weak points), Summoning (With Eddie Call, calls Eddie who will bring him an item. With Beat Call, calls Beat to save him when he falls in a hole. With Tango, summons Tango to appear and roll to attack enemies), Damage Reduction (With S. Armor, reduces the amount of damage inflicted. With Guard Power Up, takes half the usual damage for a stage), Creation & Flight (With Item-1, one of the three transport items from Mega Man 2. It is a levitating platform that Dr. Light created to assist Mega Man, finishing and giving it to him after Heat Man is defeated. It is possible to have three platforms on screen at once. With Item-2, one of the three transport items from Mega Man 2. It is a red jet sled that Dr. Light created to assist Mega Man, finishing and giving it to him after Air Man's defeat. It can be used to pass by long gaps, like the area with Appearing Blocks in Heat Man's stage), Surface Scaling (With Item-3, a crawling platform that can be used as an elevator once it is latched onto a wall), Energy Manipulation & Glyph Creation (With the magnet beam, an item from the first Mega Man game that can temporarily create beams that can be used as platforms), Statistics Amplification (With Hyper Shot, normal shots move faster. With Hyper Charge Shot, charge shots move faster. With Power Shot, increases Mega Man's attack power. With Counter Attacker, increases Mega Man's offensive power when his health is low. With C. Attack, makes offensive power increase in a tight situation. With Step Booster, will be able to climb a ladder faster. With Speed Up & Speed Up EX, increases speed by +1 & +2. With Power Hit and Power Hit EX, increases shot, with regular power hit increasing shot by +1. With Power Serve and Power Serve EX, increases serve, with regular power server increasing serve by +1. With Energy Boost and Energy Boost EX, special gauge fills faster), Regeneration (With A. Recover, makes Mega Man's life energy recover slowly), Instinctive Reaction (With Auto Charger, the Mega Buster charges automatically. With A. Charger, allows the buster to be charged without holding the B button down), Damage Transferal (With damage absorber, damage is converted into energy for special weapons), Awakening & Unlimited Ammo (With Awakener Chip, unlocks some of Mega Man's hidden potential allowing all weapons to be used without expending weapon energy).


Resistance to Heats (With Cooling System, provides more efficent heat removal so the gear gauge recharges faster), Penetration Damage (With Shock Guard, item protects Mega Man if he makes contact with any spikes)
Power-Nullification (Blocker prevents an opponent from using Special Attacks. Count Up destroys any items an opponent has and forces them to destroy 10 things before they can get new items), Explosion Manipulation (With Remote Controlled Bombs), Statistics Amplification and Invulnerability (Threefold Chance greatly amplifies the affects of items. Power Nitro greatly increases your power and speed as you can casually ram through opponents like the Super-Star in Mario Kart as well as making you invulnerable to attacks), Electricity Manipulation, Statistics Reduction, and Invulnerability Negation (Lightning bolt hits all opponents no matter where they are on a race-track it slows their speed and negates the affects of Power Nitro), Transmutation (Smaller characters are turned into mines that can explode)
Healing & Restoration (With Big Fish, 6% of energy is instantly filled. With Petit Goblin, 11% of energy is instantly filled. With Telly, health recovery rate increases by 3%), One Hit KO (With Batton, destroys all nearby enemies. With Claw, avoid actions to destroy enemies), Transmutation (With Neo Metall, turns all nearby enemies into coins), Limited Probability Manipulation (With Pierobot, increases item drop rate by 2%. With Changkey Maker, item drop rate increases by 6%. With Bolton and Nutton, buster capsule drop rate increases by 2%. With Wily Machine 2, buster capsule drop rate increases by 6%. With Wily Machine 3, energy capsule drop rate increases by 6%), Statistics Amplification (With Pipi, grants a speed boost that passively increases speed. With Shotman, grants a 20% attack boost for 2 seconds. With New Shotman, grants a 40% attack boost for 2 seconds. With Guts Tank, grants a 60% attack boost for 3 seconds. With Springer, enhances jump power for 6 seconds. With Giant Springer, enhances jump power for 9 seconds), Time Stop (With Picopico-kun, stops time for 2 seconds), Invulnerability (With Bikky, invincible for 2 seconds. With Gutsman "Dispatch", invincible for 3 seconds. With Gutsman++, invincible for 7 seconds. With Pickelman Bull, invulnerable dash for 2 seconds), Magnetism Manipulation (With Mag Fly, magnetically attracts coins for 2 seconds)

Equipment

  • Mega Buster: Mega Buster, known as the Rock Buster in Japan, is a powerful arm cannon that is utilized by those named Mega Man in the eponymous franchise. While varying in function, the Mega Buster is most well known for shooting yellow shots of energy and possessing the ability to be charged to fire a Charge Shot.
  • Double Gear System: Double Gear System is a device first developed by Dr. Wily in his youth during his days at Robot University alongside a young Dr. Light. Dr. Wily believed creating robots that utilized the Double Gear System, granting them "unstoppable power and insurmountable speed".
    • Speed Gear System: Speed Gear is a blue gear that increases the speed of robots. Gameplay-wise, it slows down time when used by Mega Man, representing his increase in speed; using the Speed Gear allows tight platforming and enemy evasion easier but he moves at a slower pace. The Speed Gear's effect is similar to the Time Slow's effect in Mega Man Powered Up, with the difference being that Mega Man now creates blue afterimages when moving around while the Speed Gear is activated. If the Speed Gear Booster part is installed, Mega Man can move at normal speed while Speed Gear is active.
    • Power Gear: Power Gear is a red gear that increases the power of robots. When used by Mega Man it makes his default shots bigger (but he can only fire two at a time instead of three) and allows him to shoot two Charge Shots together (a regular charged shot followed by a red colored charge shot), knocking Mega Man back a little due to its power. The Power Gear also increases the power of his Special Weapons. If the Mega Buster is fully charged when the meter reaches its limit, it will be possible to fire an extra-powerful Final Charge Shot, but at the price that the cooldown period from overheating cannot be prevented. Notably even if the gauge meter reaches maximum, Mega Man will not enter cooldown mode while charging until he either fires the Charge Shot, deactivates the gear, or is damaged. If the Shock Absorber part is installed, it can prevent the recoil effect from using these special Charge Shots.
    • Double Gear: Double Gear is only available when Mega Man is low on health, which can help him in a pinch. By simultaneously activating the Speed Gear and Power Gear, Mega Man can use them together. Time will slow down, powered-up Special Weapons can still be used when using Double Gear, and the Final Charge Shot will be easier to use. However, unlike the individual gears, it cannot be canceled when activated, and when its duration is over it will leave Mega Man severely weakened due to the overheat; he won't be able to use the gears or even fire charge shots until he's cooled down, and he can only fire one shot at a time instead of three. Also, due to the severe strain, the cooldown period will take longer than normal to end. An optional part called the Energy Dispenser can be used to lower Mega Man's health low enough to be able to use Double Gear more easily, but it increases the risk of losing a life.
  • Rush: Rush is Mega Man's faithful robotic dog, created by Dr. Light to assist Mega Man in his travels. Rush supports Megaman on many occasions. He is very good at finding items.
    • Rush Coil: Rush Coil is a coil platform that emerges from Rush's body and propels Mega Man to a higher level. In Mega Man 3 and Mega Man II, the Rush Coil used three units of weapon energy per jump. In later games, it only used two units.
    • New Rush Coil: New Rush Coil is a modification of the Rush Coil that only appeared in Mega Man 5. The coil appears below Rush, and Rush is propelled with Mega Man. Mega Man can leap off Rush to reach his target, allowing even higher jumps. Each jump uses four units of weapon energy.
    • Rush Jet: Rush Jet transforms Rush into a flying sled which Mega Man can ride. Its usage differs greatly from Mega Man 3 to Mega Man 4 and onward.
    • Rush Marine: Rush Marine transforms Rush into a mini-submarine that can move freely in all directions underwater. It only functions in water, but is able to fire buster shots. In Mega Man 3, the Rush Marine can jump from the water and move on land by jumping continuously. Rush is unable to jump out of water in other games.
    • Rush Space: Rush Space is an adaptation of Rush used in some of the Game Boy games that allows Mega Man to quickly travel through space. In Mega Man V, Mega Man uses this version of the Rush Jet in the stage he goes to the Wily Star and fights against the Skull Blazer. Its appearance appears to be a combination of the Rush Jet and Rush Marine.
    • Rush Power Adaptor: The Rush Power Adaptor is an adaptor from Mega Man 6 obtained after Flame Man's defeat. It allows Rush to junction with Mega Man to turn him into Power Mega Man. Power Mega Man is able to break blocks and penetrate enemy shields by charging punches. These punches act as energy projectiles that travel a short distance, with each form becoming more powerful the longer the FIRE button is held down (though stronger shots have less range). Power Mega Man can also push enemies back, penetrate the shields of Knight Man and Shield Attacker GTR, destroy otherwise-invulnerable enemies, and can even push blocks in certain stages. Mega Man cannot slide or use his buster in this form, however.
    • Rush Jet Adaptor: The Rush Jet Adaptor is an adaptor from Mega Man 6 obtained after Plant Man's defeat. It allows Rush to junction with Mega Man to turn him into Jet Mega Man. Jet Mega Man is able to fly, a gauge displaying how long his flight lasts. The gauge rapidly recharges when he touches ground. Mega Man cannot charge his buster or slide while using this form.
    • Super Adaptor: The Super Adaptor is a combination of the Rush Power Adaptor and the Rush Jet Adaptor from Mega Man 6. Its only appearance in a game was in Mega Man 7, and is obtained by collecting the R, U, S, and H plates in the stages of the first four Robot Masters: Cloud Man, Junk Man, Freeze Man, and Burst Man.
    • Rush Search: Rush Search, also called Search Rush, is a function of Rush in Mega Man 7 and Mega Man & Bass that makes him dig the ground to search an item. However, he isn't always successful, sometimes finding garbage instead.
    • Rush Question: Rush Question makes Rush teleport to Mega Man's location and toss a random item to him. Occasionally, Rush may drop a Yashichi or does not do what he was summoned for. Rush may lie down to sleep or give a video projection of pure noise.
    • Rush Bike: Rush Bike transforms Rush into a motor-bike. Mega Man can fire weak projectiles from Rush's mouth and the extra speed allows for longer jumps to be made. While riding Rush, Mega Man doesn't take damage, but Rush's energy gauge depletes when hit.
    • Rush Bomber: Rush Bomber makes Rush bombard enemies while flying across the screen in Rush Jet form.
    • Rush Charger: Rush Charger makes Rush drop health items while flying across the screen in his Rush Jet form.
    • Rush Roadstar: Rush Roadstar is a vehicle used in the Battle & Chase competition.
    • Rush Vision: Rush Vision is a holographic projector used by Rush in Mega Man 8 to enable Mega Man to communicate with Dr. Light. In Mega Man 9, Mega Man uses Rush's projector to show Wily his defeats from previous games.
  • Beat: Beat is a bird-type combat support robot from the Mega Man series built by Dr. Cossack for Mega Man to help him protect the world. He serves a support role by either attacking enemies or protecting Mega Man, depending on the game. In Mega Man 5 then Mega Man 6 and Mega Man IV, Beat attacks enemies that appear on the path. Unlike Rush and Eddie before him, his internal radar cannot lock on to Mega Man from a distance, so he needs to rely on the signal of Plates to be able to fly to his aid. Beat can appear without the need of collecting Plates in later games, suggesting that the issue was fixed in some way.
  • Eddie: Eddie, also known as Eddy and Flip-Top, is an item transportation robot within the Mega Man series. He made his first appearance in Mega Man 4. Eddie was created by Dr. Light to carry items for Mega Man. (According to U.S. game manuals, Dr. Light built him as his personal cybernetic suitcase.) He is equipped with a material transfer unit that allows him to relay an unlimited amount of items from Dr. Light's Laboratory, but as Dr. Wily (using Dr. Cossack) attacked while he was still under construction, Eddie is sent incomplete to assist Mega Man in the battle and is unable to choose items, giving them randomly. Like Rush, Eddie is equipped with a sensor that identifies Mega Man's exact location. The sensor allows him to appear by Mega Man’s side instantly whenever he is needed. He has a jet engine that allows him to fly, while in Mega Man 11 he flies with a propeller.
  • Tank: Tanks, or Cans, are recovery items from the classic Mega Man series. Mega Man could stockpile and use these items to heal in an emergency. They were introduced in Mega Man 2 and appeared in most games since then, except for Mega Man 8, Mega Man & Bass, and some spin-offs.
    • Energy Tank: The Energy Tank, known as Energy Can in Japan and in Mega Man 7, shortened to E Tank or E Can, first appeared in Mega Man 2, and since then in almost all games from the original Mega Man series. It fully recovers the health of the user. The maximum number of E Tanks that could be carried was initially four and was increased to nine for Mega Man 3 to Mega Man 6, but was reduced back to four for the Game Boy games and Mega Man 7. It returned to nine for Mega Man 9 and 10. In Mega Man 11 it started at six E Tanks, but once the Tank Container item is purchased at the store, it can be raised to nine.
    • Weapon Tank: Weapon Tank, known as Weapon Can in Japan, W Tank or W Can for short, is an item that recovers the energy of Special Weapons. It first appeared in Mega Man IV and V, where it recovers all the energy to one Special Weapon. In Mega Man 7 and later appearances it recovers the energy of all Special Weapons at once, despite Auto saying that it only recovers one weapon in Mega Man 7. Mega Man can only carry four of them at one time in most games, which is increased to nine in Mega Man 10. In Mega Man 11, much like with the E Tank, the Weapon Tank starts at six, but can be raised to nine by purchasing the Tank Container.
    • Super Tank: The Super Tank, S Tank for short, recovers all the energy from Mega Man's health and all weapons. Only one can be carried at a time.
    • Mystery Tank: The Mystery Tank, like the Super Tank, recovers the energy from Mega Man's health and all weapons. If the M Tank is used when the health and all weapons are with full energy, it will turn all weak enemies on screen into extra lives, or give the player one extra life if no weak enemies are near. Also like the Super Tank, only one can be carried at a time.
    • L Tank: The L Tank is a Tank Proto Man gives to Mega Man before the battle against Dark Man 4 to recover all his energy lost from Dark Man 4's attack. Performance-wise they are superior to E Tanks, but they were never mass-produced. It's unknown what the L from "L Tank" stands for, possibly short for "Life Tank".
    • ? Can: ? Can, also known as Surprise Box, is a can with a question mark that appeared in Mega Man 3 and, once opened by Mega Man with a shot, gave him a random item like Life and Weapon Energy.
  • Item-1: Item-1 is one of the three transport items from Mega Man 2. It is a levitating platform that Dr. Light created to assist Mega Man, finishing and giving it to him after Heat Man is defeated. It is possible to have three platforms on screen at once. Each platform consumes 2 units of energy. Item-1 is required to reach a ladder in the first Wily Castle stage, and can be used to bypass some walls in Boobeam Trap's room, saving Crash Bomber energy. During the fight with Air Man, if Mega Man stands on an Item-1 platform, Air Man will not blow his tornadoes.
  • Item-2: Item-2 is one of the three transport items from Mega Man 2. It is a red jet sled that Dr. Light created to assist Mega Man, finishing and giving it to him after Air Man's defeat. It can be used to pass by long gaps, like the area with Appearing Blocks in Heat Man's stage, and is required to pass the area with spikes in the beginning of the second Wily Castle stage. It is also available in the Wily Tower mode from Mega Man: The Wily Wars. Item-2 has a fatal weakness however: once summoned, it will fly forward and can not be stopped except by hitting a wall or changing weapons in the Sub Screen. It has a brief delay when summoned, but should Mega Man fail to jump on it in time, it will still fly away, wasting Weapon Energy. Once ridden, it cannot change direction either, and will still fly forward even if Mega Man falls off. Its function in the games was later replaced by Rush Jet, which eliminates all of these weakness.
  • Item-3: Item-3 is a crawling platform that can be used as an elevator once it is latched onto a wall. It will change its direction once it reaches the top or bottom of a wall, or when Mega Man jumps off of it. It is obtained when Flash Man is defeated in Mega Man 2. Item-3 is required to climb up some walls in the Wily Castle, and it can also be used to quickly bypass the first set of blocks in Heat Man's stage. Item-3 is also available in the Wily Tower mode from Mega Man: The Wily Wars.
  • Magnet Beam: Magnet Beam is an item from the first Mega Man game that can temporarily create beams that can be used as platforms.
  • Wire: Wire is an item that Mega Man can use to attach himself to a ceiling. The Wire is also the first transport item that can deal damage.
  • Balloon: Balloon is an item that works in the same way as Item-1. It appears in Mega Man 4, in Pharaoh Man's stage. The item can be found by traveling towards the right, across the extra desert, and is located amidst three rock platforms over the sand. Up to eight balloons can be on the screen at any one time.
  • Super Arrow: Super Arrow is an item from Mega Man 5 that can be used to attack and create platforms, as it sticks to walls for a short time. It is obtained after Star Man's defeat.
  • Carry: Carry is a single stationary platform that appears under Mega Man if he is in mid-air, or slightly ahead of him if he is standing on the ground at the time of use.
  • Blocker: Prevents the opponent from using their special abilities for a short time. If this is done to oneself, they will hear a sound effect and their meter will take on the appearance of the icon of the Blocker item. Their character’s face will also change expressions.
  • Count-Up: Adds 10 points to the opponent’s counter, meaning he has to destroy an additional 10 obstacles before he can get an item. A nasty side effect is that this also destroys any items or roulettes the target had at that moment, thus robbing them of the chance to use them.
  • Lightning Bolt: This hits all other racers on the track and causes them to spark for a brief span. During this time their speed is reduced. Note that this effect is similar to driving over deceleration zones, or getting hit by a Shadow Blade.
  • Mine Transformer: All small Mets and traffic cones turn into mines for a short while. This one is risky to use as it is often hard to avoid hitting the very mines one created. It also means one can’t get as many points for the duration of this item.
  • Power Nitro: Makes one invincible, and increases their speed and acceleration and handling. One generally will not spin out while using this, but some attacks can still harm them. Note that a Lightning Bolt will cancel a Power Nitro completely, but the reverse is not true. A Power Nitro activated after a Lightning Bolt will override the Lightning Bolt, thus negating it, but only for as long as the Nitro lasts. If the Nitro wears off before the Bolt (such as in the case where a Threefold Chance was used), one will still be hit by the lightning bolt afterward.
  • Remote Controlled Bomb: Pyramid-shaped mines. Press Circle to release the bombs, then Circle again to detonate. Tricky to aim and use intelligently.
  • Threefold Chance: The next item one gets will be three times as powerful. For most items this means their effective time span is increased. Other items such as the power nitro will essentially allow the user to boost forever.
Item Description Bolts
Power Shield You won't be pushed back when you receive a hit. 6
Spare Extra Four extra lives will be available when you start the game. 6
Shooting Part You can shoot up to 5 Mega Busters together. 6
Energy Balancer The weapon with the least amount of energy remaining will automatically be filled when you get an energy icon. 5
Exit Once you defeat the boss of that stage, you can exit from that stage at anytime. 4
Laser Shot Charge shot will be changed to the piercing laser shot. 5
Arrow Shot Charge shot will be changed to the powerful arrow shot. 5
Auto Shoot Mega Buster will be fired automatically while the energy is being charged. 5
Step Booster You will be able to climb a ladder faster. 5
Energy Saver It will save the exact amount of energy required for a special weapon. 6
Super Recover It increases the amount of energy or weapon energy you recover. 5
Spare Charger Spare bodies will be refilled automatically when you exit from a stage. 4
Hyper Slider Sliding will speed up.
Be careful!
5
H.Speed Charge It shortens the charge time for the charge shot. 7
Rapid Part Three Mega Busters will be fired each time you press the shot button. 6
Boost Part The Mega Buster will speed up. 5
Exchanger If you obtain life energy while your life bar is full, it will be converted to weapon energy. 4
Item Roll's description Screws
1 UP This is a 1 UP. It will give you an extra life. 20
Energy Tank This is an Energy Tank. It will completely restore your energy. 30
Mystery Tank This is a Mystery Tank. It will completely restore your energy level and your weapons' energy levels. It also has some other effects I don't know about. 50
Eddie Call This is the Eddie Call. Use this to call Eddie, and he'll bring you an item. It can only be used once. 50
Beat Call This is the Beat Call. If you have this item, Beat will come and save you when you fall into a hole. It can only be used once. I repeat, it can only be used one time! 50
Energy Balancer This is an Energy Balancer. When you pick up a weapon capsule, this item will restore energy to the weapon with the lowest energy level. This is quite a handy item to have. 100
Guard Power Up This is a Guard Power Up. When you use it, you'll take half the usual damage for that stage. 100
Shock Guard This is a Shock Guard. This item will protect you if you make contact with any spikes. It can only be used once. I repeat, it can only be used one time! 50
Costume This is a costume. Would you like to see my favorite styles? 200
Book of Hairstyles This is a Book of Hairstyles. Even guys should try to look their best once in a while. 20 (Both swap)
Mega Man's Helmet This is Mega Man's Helmet. You can go back to your old-school style anytime.
Item Description Screws
Mega Man Proto Man Bass
1 UP Grants the player an extra life. 20 30
Energy Tank Restores the player's energy completely. Can be used on the item screen. 30 40
Weapon Tank Restores the energy of special weapons you have selected. Can be used on the item screen. 30 40
Mystery Tank Restores the player's energy completely as well as the energy to all special weapons. It might have some other unknown effects. Can be used on the item screen. 50 N/A
Guard Power Up Reduces the damage you take by half for one stage. Can be used on the item screen. 50
Eddie Call / Treble Item Brings you special items when used. Can be used on the item screen. 10 N/A 20
Beat Call / Treble Rescue Automatically saves you when you fall into a hole. It can only be used once. 20 30
Shock Guard Automatically protects your body if you make contact with spikes. It can only be used once. 20 30
Energy Balancer Restores energy to the weapon with the lowest energy level when you pick up a weapon capsule. 100 150
Book of Hairstyles Even guys should try to look their best once in a while! But looking your best will double the damage you take. 20 (Both swap) N/A
Mega Man Helmet When you tire of showing off, you can go back to your old-school style.
Name Description Bolts Availability
Items/Support
1-UP (1UP) Gives you another chance to beat a stage. 50 / 40 Default.
Energy Tank (E缶) Refills your energy gauge. 100 / 80
Weapon Tank (W缶) Refills all your weapon gauges. 100 / 80
Mystery Tank
(M缶)
Refills your energy and all weapon gauges. Using this when your gauges are all full will change all weak on-screen enemies into 1-UPs. 300/240
Super Guard
(ガードアップ)
Halves all damage taken during the stage where you used this item. The effect ends when you die or complete the stage. 100
Eddie Call
(エディーコール)
Summons Eddie to lend a hand by dispensing a random item. One summon uses one Eddie Call. 20 / 16
Beat Call
(ビートコール)
Beat will rescue you if you fall into a pit. While he flies you out, you can drift left or right, and jump to send him away. Each summon uses one Beat Call. 50 / 40
Pierce Protector
(ショックガード)
Spikes will not deal damage or kill you instantly. Hitting spikes once uses up one Pierce Protector, saving you from a potential death. 50 Die on spikes five times.
Parts
Energy Balancer
(エネルギーバランサー)
Automatically recharges the weapon with the least energy if you pick up a weapon capsule while your current weapon is full. 100 Default.
Energy Balancer Neo
(エネルギーバランサーNEO)
Recharges all weapon gauges when you pick up a weapon capsule. 250 / 125 Obtain the Energy Balancer.
Auto-Charge Chip
(オートチャージチップ)
Auto-charges the Mega Buster. Shooting normally while charging will reset the charge progress. 300 Default.
Buster Plus Chip
(バスタープラスチップ)
Increases the Mega Buster's energy output. Makes shots a little bigger, so they're more likely to hit enemies. 300 Fire 500 shots with the Mega Buster (250 in Newcomer difficulty).
Power Shield
(パワーシールド)
Lessens the amount you are pushed back when you take damage. 300 Took a total of 200 points of damage (100 in Newcomer difficulty).
Spike Boots
(スパイクブーツ)
Adds grip-enhancing spikes to the soles of your boots, making you less likely to slip on icy surfaces. 300 Default.
Shock Absorber
(ショックアブソーバー)
Negates the recoil when firing a high-powered Mega Buster shot. 300
Speed Gear Booster
(スピードギアブースター)
Allows you to move at normal speed while using the Speed Gear. 300 Activate Speed Gear 50 times (25 in Newcomer difficulty).
Energy Dispenser
(エネルギーディスチャージャー)
An item for master players, this reduces your energy gauge but makes the ace-in-the-hole "Double Gear" technique available immediately. 1000 Default.
Awakener Chip
(覚醒チップ)
Unlocks some of Mega Man's hidden potential. All weapons can be used without expending weapon energy. 3000 Finish the game.
Bolt Catcher
(スクリューキャプチャー)
Makes bolts appear more frequently in stages. 500 Access the lab on a Saturday.
Energy Catcher
(リカバリーキャプチャー)
Makes energy pellets appear more frequently in stages. 500 Get a Game Over 10 times.
Capsule Catcher
(エネルギーキャプチャー)
Makes weapon capsules appear more frequently in stages. 500 Fully deplete the gauge from any Special Weapon or Rush 30 times.
Cooling System
(クールダウンシステム)
Provides more efficient heat removal, so the gear gauge recharges faster. 300 Activate the Power Gear or Speed Gear 100 times (50 in Newcomer difficulty).
Cooling System ∞
(クールダウンシステム∞)
Allows you to use the Speed Gear and Power Gear without filling your gear gauge. 3000 Finish the game.
Mystery Chip
(ミステリーチップ)
A mysterious device that provides a special bonus when you complete a stage in a short time. 500 Default.
Buddy Call Plus
(バディコール プラス)
Increases the maximum number of Eddie Calls and Beat Calls you can hold. 200
Tank Container
(缶袋)
Increases the maximum number of Energy Tanks and Weapon Tanks you can hold. 200
Icon Name Screws Auto's description Availability
Mega Man
Mega Man
Bass
Bass
Spare Body 50 "It will add an extra life. Think of it like life insurance, the more you have, the better off you are." Default.
Both
Both
E. Balance
(Energy Balancer)
120 "When you pick up a weapon energy, the Special Weapon that has the lowest remaining energy will be refilled."
Mega Man
Mega Man
Bass
Bass
Exit Unit
("Exit Parts" in Japan)
50 "It allows you to exit the stage. But it won't work unless you have defeated the boss of the stage."
Both
Both
S. Guard
(Shock Guard)
10 "It absorbs the impact and makes the spikes less lethal. However, the item will be used up once that happens."
Mega Man
Mega Man
Bass
Bass
Com System
("Transceiver" in Japan)
100 "It allows you to talk with Roll. Just no marathon phone conversations, please..."
Both
Both
I. Present
(Item Presenter)
60 "It makes a special ball that contains an Energy Capsule, appear in certain places in a stage. However it only takes effect in one stage."
Mega Man
Mega Man
Bass
Bass
E. Analyze
(Enemy Analyzer)
50 "It enhances the function of your COM SYSTEM. By analyzing the enemy data, it uncovers their weak points." Defeat 3 Robot Masters.
Mega Man
Mega Man
Bass
Bass
S. Recover
(Super Recover)
200 "It allows your energy to be recovered by a larger amount than usual."
Both
Both
C. Attack
(Counter Attacker)
200 "It makes your offensive power increase in a tight situation. You can turn the tables and win!"
Mega Man
Mega Man
Bass
Bass
E. Saver
(Energy Saver)
200 "It allows you to use Special Weapons by consuming less energy. This item is so very environment-friendly..." Defeat 6 Robot Masters.
Mega Man
Mega Man
Bass
Bass
D. Absorb
(Damage Absorber)
300 "Your weapon energy will be slightly refilled every time you receive damage. All is grist that comes to his net."
Mega Man
Mega Man
Bass
Bass
S. Armor
(Super Armor)
300 "It reduces the amount of damage inflicted. However, please do not put too much confidence in it..."
Mega Man
Mega Man
Bass
Bass
CD Counter 100 "It enhances the function of your COM SYSTEM. It allows you to know how many CDs remain in a stage."
Mega Man
Mega Man
A. Charger
(Auto Charger)
50 "It allows your Buster to be charged without holding the B Button down." Defeat 3 Robot Masters.
Mega Man
Mega Man
Eddie 150 "This is Eddie's delivery service. When you use this item in a stage, Eddie will deliver an item to you."
Mega Man
Mega Man
R. Search
(Rush Search)
100 "Rush will dig out a hidden item for you. Believe me, he is a good Digger!"
Mega Man
Mega Man
A. Recover
(Auto Recover)
450 "It makes your life energy recover slowly. Remember that slow but steady always wins the race." Defeat 6 Robot Masters.
Mega Man
Mega Man
H.S.C.
(Hi-Speed Charge)
150 "It allows you to charge your Mega Buster quicker."
Mega Man
Mega Man
Beat 300 "When you use this, Beat will deliver a barrier to you. Just be careful not to touch the spikes."
Mega Man
Mega Man
CD Finder 300 "It allows you to know where the CDs are buried. Ask Rush to dig them out."
Name Description P Chips
Mini Energy Tank Collect 4 of these and you can get an Energy Tank. 20
Weapon Tank You can fully recharge one of your weapons with this item. 30
Energy Tank You can fully recover your vitality with this item. 60
Weapon Gauge Full Recovery All of your weapons will be immediately recharged. 80
1-UP Extra life 50
Energy Balancer With this last item, the weapon with the lowest energy level will automatically be refilled when you pick up a weapon capsule. 150
Super Tank You can fully recover your vitality and recharge all your weapons with this item. 120
Name Description P Chips
Mini Energy Tank Collect 4 of these and you can get an Energy Tank. 20
Weapon Tank You can fully recharge one of your weapons with this item. 30
Energy Tank You can fully refill recover your vitality with this item. 60
Weapon Gauge Fully Recovery All of your weapons will be immediately recharged. 80
1-UP Extra life. 50
Energy Balancer With this item, the weapon with the least amount of energy will be refilled automatically when you pick up an weapon capsule. 140
Super Tank You can fully recover your vitality and recharge all your weapons with this item. 120
MH (Magic Hand) This is a power-up item for the "Mega Arm". Once installed, you can grab an item from far away. 90
CL (Rock'n Claw) This is a power-up item for the "Mega Arm". Once installed, you can grab and attack the enemy over and over. 100
Power Generator This Power Generator was made from the 4 crystals you brought back. The Power Generator will reduce the amount of energy your special weapons use by half. Free by collecting 4 crystals
Part Description
Hyper Jump
(ハイパージャンプ)
Increases Rockman's jump height.
Auto Charge
(オートチャージ)
The Rock Buster charges automatically.
Energy Saver
(エナジーセイバー)
Halves the amount of energy used up from Special Weapons.
Hyper Shot
(ハイパーショット)
Normal shots become faster.
Hyper Charge Shot
(ハイパーチャージショット)
Charge shots become faster.
Power Shot
(パワーショット)
Increases Rockman's attack power.
Hyper Charge
(ハイパチャージ)
Increases the Rock Buster's charge speed.
Speed Up
(スピードアップ)
Increases Rockman's moving speed.
Item Screws Function
RockmanForte Spare Body 200 Gives one extra life.
Exit Parts 50 Allows the player to exit a stage that was already completed.
Energy Balancer 150 When you pick up a weapon energy, the Special Weapon that has the lowest remaining energy will be refilled.
Weapon Charge 300 Refills the energy of all the Special Weapons.
Energy Saver 150 Special Weapons use less energy.
Super Recover 200 It allows your energy to be recovered by a larger amount than usual.
Item Presenter 50 When activated, a Party Ball appears in one area of the stage.
Shock Guard 20 Protects from spikes once.
Super Armor 300 Reduces the amount of damage inflicted.
Rush Coil 100 Rush appears to allow Rockman reach high areas with the Rush Coil.
Tango 200 Tango appears and rolls to attack enemies.
Beat 300 Beat will appear and make Rockman invincible for a short period. While in effect, Beat will fly around Rockman damaging the enemies he touches.
Eddie 150 Eddie appears and drops one item.

Optional Equipment

Item Appearances Function
Hyper Shot
(ハイパーショット)
Rockman Complete Works Normal shots move faster.
Hyper Charge Shot
(ハイパーチャージショット)
Rockman Complete Works Charge Shots move faster.
Power Shot
(パワーショット)
Rockman Complete Works Increases Mega Man's attack power.

Counter Attacker
(カウンターアタッカー)

Mega Man & Bass Increases Mega Man's offensive power when his health is low.
Turbo Accelerator
Mega Man IV-V The Mega Buster charges energy faster.
H. Speed Charge
Mega Man 8
Hi-Speed Charge
(ハイスピードチャージ)
Mega Man & Bass
Hyper Charge
(ハイパチャージ)
Rockman Complete Works
Auto Charger
(オートチャージャー)
Mega Man & Bass The Mega Buster is charged automatically.
Auto Charge
(オートチャージ)
Rockman Complete Works
Auto-Charge Chip
(オートチャージチップ)
Mega Man 11
Auto Shot Mega Man 8 Mega Man can rapid-fire, but Charge Shot is disabled.
Shooting Parts Mega Man 8 The Mega Buster becomes able to fire five bullets at a time.
Arrow Shot Mega Man 8 The Charge Shot becomes an energy arrow that splits when it hits a target. Both the normal and split attacks cause the same amount of damage as a fully-charged shot.
Laser Shot Mega Man 8 The Charge Shot becomes a large laser that causes the same damage as a partially-charged shot, but is able to pierce through multiple enemies.
Buster Plus Chip
(バスタープラスチップ)
Mega Man 11 Increases the Mega Buster's energy output. Makes shots a little bigger, so they're more likely to hit enemies.
Shock Absorber
(ショックアブソーバー)
Mega Man 11 Negates the recoil when firing a high-powered Mega Buster shot.
Energy Balancer
(エネルギーバランサー)
Mega Man 6-11
Mega Man IV-V
Mega Man & Bass
Rockman & Forte: Mirai Kara no Chousensha
When Weapon Energy items are picked, Special Weapons with low energy are refilled even when not equipped.
Energy Saver
(エネルギーセイバー)
Mega Man 8
Mega Man & Bass
Rockman & Forte: Mirai Kara no Chousensha
Rockman Complete Works
Reduces the amount of energy used up by Special Weapons.
Energy Balancer Neo
(エネルギーバランサーNEO)
Mega Man 11 Energy from Weapon Energy items taken are distributed to all weapon gauges.
Damage Absorber
(ダメージアブソーバー)
Mega Man & Bass Damage is converted into energy for Special Weapons.
Awakener Chip
(覚醒チップ)
Mega Man 11 Unlocks some of Mega Man's hidden potential. All weapons can be used without expending weapon energy.
Item Effect
Speed Up (スピードアップ) Speed +1.
Speed Up EX (スピードアップEX) Speed +2.
Power Hit (パワーヒット) Shot +1.
Power Hit EX (パワーヒットEX) Increases Shot.
Power Serve (パワーサーブ) Serve +1.
Power Serve EX (パワーサーブEX) Increases Serve.
Energy Boost (エナジーブースト) Special gauge fills faster.
Energy Boost EX (エナジーブーストEX) Special gauge fills faster.
Life Energy Item dropped by enemies. Recovers the player's life energy.
Weapon Energy Item dropped by enemies.
E캔 (E Can) Required to play stages. The player gains them as time passes. They can also be bought in shops.
R코인 (R Coin) Coins with Dr. Right's mark found in stages. Used to make purchases.
엘셀 (L Cell) A red coin that is more valuable than R Coins.
하트 (Heart) Item obtained from friends that can be used in the shop.
액츄에이터센서
("Actuator Sensor")
Mission item that can be activated for 400 R Coins per mission.
Increases experience gained by 20%.
(경험치 20%상승)
보호막 파츠
(Shield Parts)
Mission item that can be activated for 400 R Coins per mission.
Starts the stage with a shield.
(보호막 장착)
에너지파츠
(Energy Parts)
Mission item that can be activated for 400 R Coins per mission.
Starts with 120% HP.
(시작HP120%)
파워업키트
(Power Up Kit)
Mission item that can be activated for 400 R Coins per mission.
Rises weapon attack power.
(무기공격력 상승)
Card name English name Rarity HP ATK SPD ACC Extra effect Stage
베튼 Batton 1 5 5 3 6 적 제거
근처의 적 파괴
(Enemy Removal: Destroys nearby enemies)
2-9
빅피슈 Big Fish 1 3 4 9 6 에너지 회복
에너지6%즉시충전
(Energy Recovery: 6% of energy is instantly filled)
1-1
집게발톱 Claw 1 8 4 3 3 적 제거
회피액션으로 적 제거
(Enemy Elimination: Avoid actions to destroy enemies)
1-10
프라 이마이 Fly Boy 1 3 5 6 6 대쉬 부스터
회피액션으로 짧은대쉬
(Dash Boost: Avoid actions with a short dash)
?
고프린 Goblin 1 6 6 0 3 에너지 회복
에너지6%즉시충전
(Energy Recovery: 6% of energy is instantly filled)
?
케로구 Kerog 1 6 5 3 3 에너지 회복
에너지6%즉시충전
(Energy Recovery: 6% of energy is instantly filled)
1-11
네오메톨 Neo Metall 1 5 4 6 6 코인스매시
근처의 적 코인화
(Coin Switch Hour: Turns nearby enemies into coins)
?
삐로키트 Pierobot 1 6 5 3 3 아이템드랍률 2%증가
(Item drop rate increase by 2%)
1-2
피피 Pipi 1 6 6 0 3 속도부스터
순간속도증가
(Speed Boost: Instant speed increase)
?
프레스 Press 1 6 4 0 9 적 제거
회피액션으로 적 제거
(Enemy Elimination: Avoid actions to destroy enemies)
1-8
샷맨 Shotman 1 5 4 0 12 공격력 강화
4초간공격력20%
(Attack Enhanced: Attack +20% for 4 seconds)
1-11
2-1
슈링 Shrink 1 5 5 6 3 대쉬 부스터
회피액션으로 짧은대쉬
(Dash Boost: Avoid actions with a short dash)
1-14
스프링거 Springer 1 5 6 0 6 점프 부스터
6초간 점프력 강화
(Jump Booster: Jump power enhanced for 6 seconds)
1-12
테리 Telly 1 3 6 3 6 HP회복률
3%증가
(HP recovery rate increases 3%)
1-14
피코피코 Picopico-kun 1 3 5 9 3 시간 멈춤
2초간 시간 정지
(Time Stop: Stop time for 2 seconds)
?
대포 Cannon 1 6 5 3 3 적 제거
근처의 적 파괴
(Enemy Removal: Destroys nearby enemies)
1-3
비트키마 Bikky 1 8 4 3 3 무적
2초간 무적상태
(Invincible: Invincible for 2 seconds)
?
멀틴너튼 Bolton and Nutton 1 6 6 0 3 버스터캡슐 드랍률
2%증가
(Buster Capsule drop rate increase by 2%)
1-4
부부칸 Bubukan 1 3 5 3 9 버스터 게이지
1추가획득
(Buster Gauge: Obtain 1 additional)
1-6
일렉트릴가볼 Electric Gabyoall 1 5 5 0 9 시간멈춤
2초간시간정지
(Time Stop: Stop time for 2 seconds)
1-7
일렉킨 Elec'n 1 6 6 0 3 버스터캡슐 드랍률
1%증가
(Buster Capsule drop rate increase by 1%)
?
하우스비 Have "Su" Bee 1 5 7 0 3 버스터 게이지
1추가획득
(Buster Gauge: Obtain 1 additional)
?
홀로그램 Hologran 1 5 7 0 3 시간 멈춤
2초간 시간 정지
(Time Stop: Stop time for 2 seconds)
?
매그프라이 Mag Fly 1 5 5 3 6 코인자석
2초간코인을흡수
(Coin Magnet: Absorbs coins for 2 seconds)
1-1
메캇케로 Mechakkero 1 3 6 6 3 점프 부스터
6초간 점프력 강화
(Jump Booster: Jump power enhanced for 6 seconds)
?
파라슈마 Parasyu 1 6 4 6 3 HP회복률
3%증가
(HP recovery rate increases 3%)
?
메통 Potton 1 5 6 3 3 대쉬 부스터
회피액션으로 짧은대쉬
(Dash Boost: Avoid actions with a short dash)
1-2
함정군 Wanaan 1 6 6 0 3 적 제거
회피액션으로 적 제거
(Enemy Elimination: Avoid actions to destroy enemies)
1-6
거북코로 Kamegoro 1 8 5 0 3 에너지 회복
에너지6%즉시충전
(Energy Recovery: 6% of energy is instantly filled)
1-8
하리하리 Hari Harry 1 6 6 0 3 HP회복률
3%증가
(HP recovery rate increases 3%)
?
아귀링 Anko 2 6 5 9 11 버스터 게이지
1추가획득
(Buster Gauge: Obtain 1 additional)
1-1
2-6
쿠쿠 Kukku 2 10 9 0 3 대쉬 부스터
회피액션으로 짧은대쉬
(Dash Boost: Avoid actions with a short dash)
?
뿔고프린 Petit Goblin 2 5 8 11 3 에너지 회복
에너지11%즉시충전
(Energy Recovery: 11% of energy is instantly filled)
?
돌아온스나이퍼죠 Returning Sniper Joe 2 6 5 17 3 공격력 강화
2초간공격력20%
(Attack Enhanced: Attack +20% for 2 seconds)
1-15
2-13
자이언트스프링거 Giant Springer 2 12 7 0 6 점프 부스터
9초간 점프력 강화
(Jump Booster: Jump power enhanced for 9 seconds)
2-1
어뢰마우 Gyoraibo 2 10 5 9 6 적 제거
회피액션으로 적 제거
(Enemy Elimination: Avoid actions to destroy enemies)
1-2
2-5
___퍼죠 Hammer Joe 2 6 5 3 17 공격력 강화
6초간 공격력20%
(Attack Enhanced: Attack +20% for 6 seconds)
?
정크골램 Junk Golem 2 5 8 11 3 코인자석
2초간코인을흡수
(Coin Magnet: Absorbs coins for 2 seconds)
2-4
멧톨DX Metall DX 2 8 8 6 3 HP회복률
3%증가
(HP recovery rate increases 3%)
2-11
뉴샷맨 New Shotman 2 5 8 9 6 공격력 강화
2초간 공격력40%
(Attack Enhanced: Attack +40% for 2 seconds)
2-7
펭펭 Penpen 2 5 9 0 11 에너지 회복
에너지11%즉시충전
(Energy Recovery: 11% of energy is instantly filled)
2-7
피켈도저 Pickelman Bull 2 5 7 9 9 무적 돌진
2초간 무적상태 대쉬
(Invincible Dash: Invulnerable dash for 2 second)
1-11
거북코로메카 Kamegoro Maker 2 10 5 0 14 에너지 회복
에너지11%즉시충전
(Energy Recovery: 11% of energy is instantly filled)
?
록맨출동 Rockman "Dispatch" 2 5 7 9 9 공격력 강화
6초간 공격력20%
(Attack Enhanced: Attack +20% for 6 seconds)
1-2
2-7
가정용롤짱 Roll-chan 2 12 5 0 11 에너지 회복
에너지 11% 즉시 충전
(Energy Recovery: 11% of energy is instantly filled)
1-11
2-5
3-14
컷트맨출동 Cutman "Dispatch" 2 8 7 0 11 속도부스터
순간 속도증가
(Speed Boost: Instant speed increase)
1-14
2-14
...
거츠맨출동 Gutsman "Dispatch" 2 6 7 6 9 무적
3초간무적상태
(Invincible: Invincible for 3 seconds)
1-4
아이스맨출동 Iceman "Dispatch" 2 5 6 6 14 속도부스터
순간 속도증가
(Speed Boost: Instant speed increase)
1-10
2-1
봄버맨출동 Bombman "Dispatch" 2 6 6 6 11 적 제거
근처의 적 파괴
(Enemy Removal: Destroys nearby enemies)
2-4
파이어맨출동 Fireman "Dispatch" 2 6 10 0 6 무적 돌진
1초간 무적상태 대쉬
(Invincible Dash: Invulnerable dash for 1 second)
1-8
2-2
일렉맨출동 Elecman "Dispatch" 2 6 8 9 3 공격력 강화
2초간 공격력40%
(Attack Enhanced: Attack +40% for 2 seconds)
2-10
타임맨출동 Timeman "Dispatch" 2 6 8 3 9 시간 멈춤
2초간 시간 정지
(Time Stop: Stop time for 2 seconds)
1-14
2-1
오일맨출동 Oilman "Dispatch" 2 6 7 3 11 적 제거
회피액션으로 적 제거
(Enemy Elimination: Avoid actions to destroy enemies)
1-13
찬키메카 Changkey Maker 3 10 12 0 8 아이템드랍률 6%증가
(Item drop rate increase by 6%)
2-2
스나이퍼머신죠 Sniper Armor 3 6 6 14 17 공격력 강화
5초간 공격력40%
(Attack Enhanced: Attack +40% for 5 seconds)
1-4
2-3
...
맘마페페 Bomber Pepe 3 11 10 6 6 무적 돌진
2초간무적상태대쉬
(Invincible Dash: Invulnerable dash for 2 seconds)
1-6
팽이사부로 Komasaburo 3 10 3 3 20 무적
3초간 무적상태
(Invincible: Invincible for 3 seconds)
1-1
펭펭메카 Penpen Maker 3 13 7 8 8 아이템드랍률 6%증가
(Item drop rate increase by 6%)
1-5
1-8
거츠탱크 Guts Tank 3 11 9 8 6 공격력 대폭 강화
3초간 공격력60%
(Attack Greatly Enhanced: Attack +60% for 3 seconds)
1-3
1-13
3-1
와이리머신2호 Wily Machine 2 3 6 11 11 6 버스터캡슐 드랍률 6%증가
(Buster Capsule drop rate increase by 6%)
1-1
2-4
와이리머신3호 Wily Machine 3 3 13 11 3 3 에너지캡슐 드랍률 6%증가
(Energy Capsule drop rate increase by 6%)
1-3
록맨 Rockman 3 11 6 3 20 공격력 강화
8초간 공격력20%
(Attack Enhanced: Attack +20% for 8 seconds)
2-6
컷트맨 Cutman 3 10 11 0 11 속도부스터
순간 속도증가
(Speed Boost: Instant speed increase)
2-15
거츠맨 Gutsman 3 11 10 8 3 무적
5초간무적상태
(Invincible: Invincible for 5 seconds)
2-3
아이스맨 Iceman 3 10 11 3 8 속도부스터
순간 속도증가
(Speed Boost: Instant speed increase)
3-6
봄버맨 Bombman 3 6 6 20 11 적 제거
근처의 적 파괴
(Enemy Removal: Destroys nearby enemies)
1-15
파이어맨 Fireman 3 15 6 14 3 무적 돌진
1초간 무적상태 대쉬
(Invincible Dash: Invulnerable dash for 1 second)
1-12
일렉맨 Elecman 3 ? ? ? ? ? 3-3
타임맨 Timeman 3 13 6 11 8 시간 멈춤
2초간 시간 정지
(Time Stop: Stop time for 2 seconds)
2-12
오일맨 Oilman 3 16 8 0 8 적 제거
회피액션으로 적 제거
(Enemy Elimination: Avoid actions to destroy enemies)
2-9
록맨+ Rockman+ 4 15 9 19 3 공격력 강화
6초간 공격력40%
(Attack Enhanced: Attack +40% for 6 seconds)
3-15
컷트맨+ Cutman+ 4 8 7 19 19 속도부스터
순간 속도증가
(Speed Boost: Instant speed increase)
1-12
거츠맨+ Gutsman+ 4 ? ? ? ? ? 2-9
3-12
아이스맨+ Iceman+ 4 15 12 11 3 속도부스터
순간 속도증가
(Speed Boost: Instant speed increase)
1-6
봄버맨+ Bombman+ 4 16 12 3 8 적 제거
근처의 적 파괴
(Enemy Removal: Destroys nearby enemies)
3-9
파이어맨+ Fireman+ 4 15 11 8 8 무적 돌진
2초간무적상태대쉬
(Invincible Dash: Invulnerable dash for 2 seconds)
1-3
일렉맨+ Elecman+ 4 8 17 11 3 공격력 강화
3초간 공격력40%
(Attack Enhanced: Attack +40% for 3 seconds)
1-9
타임맨+ Timeman+ 4 8 11 19 8 시간 멈춤
3초간 시간 정지
(Time Stop: Stop time for 3 seconds)
1-15
오일맨+ Oilman+ 4 15 13 3 8 아이템드랍률 3%증가
(Item drop rate increase by 3%)
2-3
록맨++ Rockman++ 5 ? ? ? ? ? 2-6
컷트맨++ Cutman++ 5 19 10 22 3 속도부스터
순간 속도증가
(Speed Boost: Instant speed increase)
3-9
거츠맨++ Gutsman++ 5 11 14 17 11 무적
7초간무적상태
(Invincible: Invincible for 7 seconds)
2-9
아이스맨++ Iceman++ 5 18 8 22 11 속도부스터
순간 속도증가
(Speed Boost: Instant speed increase)
3-3
봄버맨++ Bombman++ 5 23 14 6 3 적 제거
근처의 적 파괴
(Enemy Removal: Destroys nearby enemies)
2-12
파이어맨++ Fireman++ 5 18 15 8 6 무적 돌진
2초간 무적상태 대쉬
(Invincible Dash: Invulnerable dash for 2 seconds)
2-15
일렉맨++ Elecman++ 5 16 15 11 6 공격력 강화
3초간 공격력40%
(Attack Enhanced: Attack +40% for 3 seconds)
3-6
타임맨++ Timeman++ 5 16 10 28 3 시간 멈춤
3초간 시간 정지
(Time Stop: Stop time for 3 seconds)
3-12
오일맨++ Oilman++ 5 18 9 6 25 아이템드랍률 7%증가
(Item drop rate increase by 7%)
3-15

Notable Techniques

Get weapon image from Mega Man: Dr. Wily's Revenge / Rockman World.
Get weapon image from Mega Man: Dr. Wily's Revenge / Rockman World.
Year of creation: 200X (20XX in Mega Man Powered Up)
A.I. age: Around 10 years old
Height: 132 cm (4'4")
Weight: 105 kg (230 lbs)
Energy: Solar energy
Material: Ceramic titanium alloy
Maximum output: 1500PS/1200rpm
Maximum torque: 220 kg-m/8500rpm
Mega Man has a solar energy intake above his head and a compact, supercomputer brain. His body has a solar-pile reactor developed by Dr. Light, an EPROM and the circuit board. His body armor is constructed of a unique, flexible, ceramic titanium alloy that bends under severe impacts then retains its shape, rather than breaking or shattering. His legs have suspension and air pressure pumps below the feet that help in his jumps and cushion his landings, even from great heights. He has magnetic joints.[28]
Mega Man CD data card

Database No. 70
Text
かてい用ロボットだったロックは、ワイリーのやぼうをそしするため、せんとう用ロボロックマンにかいぞうしてもらった
Translation
Rock was originally a robot created for household chores, but he was modified for combat and became Mega Man when it came time to put a stop to Dr. Wily's ambitions.
Database No. 70
Text
Dr.ワイリーの野望をそしすべくライト博士に戦闘用ロボット「ロックマン」に改造してもらった。ロックマンにとってなぞのそんざい…敵か味方かわからない「ブルース」が突如謎のロボット軍団をひきいて街を攻撃し、さらにライト博士をさらっていってしまった…ブルースを追え!そして真相をつきとめるのだ!
Translation
Originally a helper robot for home use, Dr. Right had converted him into a fighting robot called "Rockman" in order to stop Dr. Wily's ambitions. What awaits him in his battle with Dr. Cossack?
Database No. 70
Text
Dr.ワイリーの野望をそしすべくライト博士に戦闘用ロボット「ロックマン」に改造してもらった。ロックマンにとってなぞのそんざい...敵か味方かわからない「ブルース」が突如謎のロボット軍団をひきいて街を攻撃し、さらにライト博士をさらっていってしまった...ブルースを追え!そして真相をつきとめるのだ!
Translation
In order to stop Dr. Wily's ambitions, Dr. Right had transformed him into a fighting robot named Rockman. Blues, an enigmatic presence who may or may not be a friend or foe to Rockman, suddenly attacks the city with a mysterious army of robots and kidnaps Dr. Right... You must track down Blues! And get to the bottom of it!
Database No. 70
Text
Dr.ワイリーの野望をそしすべくライト博士に戦闘用ロボット「ロックマン」に改造してもらった。ロックマンのかつやくにより、世界に平和はおとずれ、ロボット
連盟が組織された。おかげでロボット工学はひやくてきな進歩をとげたが...
しかしMr.エックスの裏切りが!Dr.ワイリーの影の支配者、Mr.エックスの世界征服の野望をとめられるか!?史上最大の戦いがはじまる!!
Translation
In order to stop Dr. Wily's ambitions, Dr. Right had transformed him into a fighting robot named Rockman. Thanks to Rockman's efforts, peace has come to the world and the Robot Alliance has been formed. Rapid progress has been made in robotics because of this... but Mr. X has betrayed them! Can the shadowy ruler of Dr. Wily, Mr. X's ambition for world domination be stopped? The greatest battle in history is about to begin!
Database No. 73
Text
ロックマンがラッシュアダプターを装備してパワーロックマンに変身できる。ソーラーエネルギーをラッシュアダプターにストックしてから放出することで絶大なパワーチャージショットが発射できる。ひびの入ったブロックなどはこれで破壊できるぞ
しかし、ラッシュアダプターの軽量化が未完全のため、スライディングができなくなってしまう。
Translation
Rockman can transform into Power Rockman by equipping the Rush Adaptor. Solar energy can be stored in the Rush Adaptor and then released to create a powerful power charge shot. He can destroy cracked blocks this way. However, the Rush Adaptor is not yet completely lightweight, so sliding is no longer possible.
Database No. 74
Text
ロックマンがラッシュアダプターを装備することでジェットロックマンに変身できる。ジャンプボタンを押し続けることでジェット噴射で短時間ではあるが空中飛行できる。飛行時間はゲージを見て確認できる。ラッシュジェットと比較すると飛行時間が短いが、ソーラーエネルギーを使用しているため何回も飛行できる。
Translation
When Rockman is equipped with the Rush Adaptor, he can transform into Jet Rockman. By holding down the jump button, he can fly in the air for a short period of time by jetting. The flight time can be checked by looking at the gauge. The flight time is shorter than that of the Rush Jet, but since it uses solar energy, it can fly several times.


  • Jump: Jump is a common action that allows characters reach higher places.
  • Move: Move is the most basic of the commands. It allows the player to navigate the character through the gameplay environment by walking, running, etcetera Some items and moves, like Speedster and Dash, improves the mobility of the character.
  • Mega Buster: Mega Buster, known as the Rock Buster in Japan, is a powerful arm cannon that is utilized by those named Mega Man in the eponymous franchise. While varying in function, the Mega Buster is most well known for shooting yellow shots of energy and possessing the ability to be charged to fire a Charge Shot.
    • Buster Shot: Shot is the basic attack of Mega Man. Initially, Mega Man could shoot only three bullets at a time from his Mega Buster and the bullets could pass through walls, but he had different abilities depending on the games and parts equipped. Examples include a limit of 2-5 bullets on screen, shots that can't pass through walls, bigger shots to increase the chance to hit targets, the ability to charge the shot, rapid fire, limited energy, and other variations.
    • Charge Shot: A Charge Shot is performed by holding the Shot button to charge energy and cause more damage to enemies, with the added advantage of plowing through enemies who succumb to its power.
  • Mega Upper: Mega Man's special attack, a powerful uppercut.
  • Slide: Sliding, also known as slide, is a move from the original Mega Man series that Mega Man can use since Mega Man 3. The Game Boy installments implement sliding starting in Mega Man II. Slide allows the user to evade enemy projectiles, avoid some traps and access narrow passageways. It can also be used to move faster.
  • Swim: Swim allows the character to move freely in the water. Mega Man can swim in Mega Man 8.

*Speed Gear System: Speed Gear is a blue gear that increases the speed of robots. Gameplay-wise, it slows down time when used by Mega Man, representing his increase in speed; using the Speed Gear allows tight platforming and enemy evasion easier but he moves at a slower pace. The Speed Gear's effect is similar to the Time Slow's effect in Mega Man Powered Up, with the difference being that Mega Man now creates blue afterimages when moving around while the Speed Gear is activated. If the Speed Gear Booster part is installed, Mega Man can move at normal speed while Speed Gear is active.

  • Power Gear: Power Gear is a red gear that increases the power of robots. When used by Mega Man it makes his default shots bigger (but he can only fire two at a time instead of three) and allows him to shoot two Charge Shots together (a regular charged shot followed by a red colored charge shot), knocking Mega Man back a little due to its power. The Power Gear also increases the power of his Special Weapons. If the Mega Buster is fully charged when the meter reaches its limit, it will be possible to fire an extra-powerful Final Charge Shot, but at the price that the cooldown period from overheating cannot be prevented. Notably even if the gauge meter reaches maximum, Mega Man will not enter cooldown mode while charging until he either fires the Charge Shot, deactivates the gear, or is damaged. If the Shock Absorber part is installed, it can prevent the recoil effect from using these special Charge Shots.
  • Double Gear: Double Gear is only available when Mega Man is low on health, which can help him in a pinch. By simultaneously activating the Speed Gear and Power Gear, Mega Man can use them together. Time will slow down, powered-up Special Weapons can still be used when using Double Gear, and the Final Charge Shot will be easier to use. However, unlike the individual gears, it cannot be canceled when activated, and when its duration is over it will leave Mega Man severely weakened due to the overheat; he won't be able to use the gears or even fire charge shots until he's cooled down, and he can only fire one shot at a time instead of three. Also, due to the severe strain, the cooldown period will take longer than normal to end. An optional part called the Energy Dispenser can be used to lower Mega Man's health low enough to be able to use Double Gear more easily, but it increases the risk of losing a life.

*Rush Coil: Rush Coil is a coil platform that emerges from Rush's body and propels Mega Man to a higher level. In Mega Man 3 and Mega Man II, the Rush Coil used three units of weapon energy per jump. In later games, it only used two units.

  • New Rush Coil: New Rush Coil is a modification of the Rush Coil that only appeared in Mega Man 5. The coil appears below Rush, and Rush is propelled with Mega Man. Mega Man can leap off Rush to reach his target, allowing even higher jumps. Each jump uses four units of weapon energy.
  • Rush Jet: Rush Jet transforms Rush into a flying sled which Mega Man can ride. Its usage differs greatly from Mega Man 3 to Mega Man 4 and onward.
  • Rush Marine: Rush Marine transforms Rush into a mini-submarine that can move freely in all directions underwater. It only functions in water, but is able to fire buster shots. In Mega Man 3, the Rush Marine can jump from the water and move on land by jumping continuously. Rush is unable to jump out of water in other games.
  • Rush Space: Rush Space is an adaptation of Rush used in some of the Game Boy games that allows Mega Man to quickly travel through space. In Mega Man V, Mega Man uses this version of the Rush Jet in the stage he goes to the Wily Star and fights against the Skull Blazer. Its appearance appears to be a combination of the Rush Jet and Rush Marine.
  • Rush Power Adaptor: The Rush Power Adaptor is an adaptor from Mega Man 6 obtained after Flame Man's defeat. It allows Rush to junction with Mega Man to turn him into Power Mega Man. Power Mega Man is able to break blocks and penetrate enemy shields by charging punches. These punches act as energy projectiles that travel a short distance, with each form becoming more powerful the longer the FIRE button is held down (though stronger shots have less range). Power Mega Man can also push enemies back, penetrate the shields of Knight Man and Shield Attacker GTR, destroy otherwise-invulnerable enemies, and can even push blocks in certain stages. Mega Man cannot slide or use his buster in this form, however.
  • Rush Jet Adaptor: The Rush Jet Adaptor is an adaptor from Mega Man 6 obtained after Plant Man's defeat. It allows Rush to junction with Mega Man to turn him into Jet Mega Man. Jet Mega Man is able to fly, a gauge displaying how long his flight lasts. The gauge rapidly recharges when he touches ground. Mega Man cannot charge his buster or slide while using this form.
  • Super Adaptor: The Super Adaptor is a combination of the Rush Power Adaptor and the Rush Jet Adaptor from Mega Man 6. Its only appearance in a game was in Mega Man 7, and is obtained by collecting the R, U, S, and H plates in the stages of the first four Robot Masters: Cloud Man, Junk Man, Freeze Man, and Burst Man.
  • Rush Search: Rush Search, also called Search Rush, is a function of Rush in Mega Man 7 and Mega Man & Bass that makes him dig the ground to search an item. However, he isn't always successful, sometimes finding garbage instead.
  • Rush Question: Rush Question makes Rush teleport to Mega Man's location and toss a random item to him. Occasionally, Rush may drop a Yashichi or does not do what he was summoned for. Rush may lie down to sleep or give a video projection of pure noise.
  • Rush Bike: Rush Bike transforms Rush into a motor-bike. Mega Man can fire weak projectiles from Rush's mouth and the extra speed allows for longer jumps to be made. While riding Rush, Mega Man doesn't take damage, but Rush's energy gauge depletes when hit.
  • Rush Bomber: Rush Bomber makes Rush bombard enemies while flying across the screen in Rush Jet form.
  • Rush Charger: Rush Charger makes Rush drop health items while flying across the screen in his Rush Jet form.
  • Rush Roadstar: Rush Roadstar is a vehicle used in the Battle & Chase competition.
  • Rush Vision: Rush Vision is a holographic projector used by Rush in Mega Man 8 to enable Mega Man to communicate with Dr. Light. In Mega Man 9, Mega Man uses Rush's projector to show Wily his defeats from previous games.


  • Flame Sword: Flame Sword is the Special Weapon Mega Man obtains by defeating Sword Man in Mega Man 8. Befitting its name, it is a close-ranged fire-based weapon, capable of igniting things that are highly flammable, such as the Thorn Vines in Search Man's stage. Flame Sword can be executed on the ground and in the air, and even underwater. On the ground, Mega Man will perform a horizontal outward slash, and in the air, he will perform a downward slash. It is especially useful on Search Man himself, as it can burn down the bushes he hides behind and prevent him from ever using his Homing Sniper, and it's also Frost Man's secondary weakness. Despite having short range, it has very high power, dealing more damage than usual against a good amount of bosses.
    • Gyro Attack: Gyro Attack is Gyro Man's Special Weapon, a green propeller-shaped cutter that is fired forward and can change direction, up or down, once per shot.
    • Metal Blade: Metal Blade, written as Metal-Blade in some games, is Metal Man's Special Weapon, taking the form of a devastating razor-edged circular saw blade made of Ceratanium that can go through multiple enemies and can be rapidly thrown in eight directions.
    • Quick Boomerang: Quick Boomerang is Quick Man's Special Weapon. It is a small boomerang-shaped cutter that can be fired at high speed, but has short range. Mega Man can fire a couple of boomerangs with a small amount of energy.
    • Ring Boomerang: Ring Boomerang is Ring Man's Special Weapon. It has a somewhat limited range and, as its name implies, boomerangs back, but it can do multiple hits if aimed correctly. It's Dust Man's weakness, but Dust Man is immune to the Ring Boomerang when he has his vacuum on. It is also the weakness of Mothraya, Tako Trash, and the first form of Wily Machine 4. The Ring Boomerang can also pierce some shielded enemies, like Shield Attacker and Skull Man's Skull Barrier. In Mega Man IV, the Ring Boomerang can take items and pull them to Mega Man. Ring Boomerang can also destroy Garyobies.
    • Rolling Cutter: Rolling Cutter is Cut Man's Special Weapon, a versatile cutter made of ceratanium that can cut anything in half. It has the form of a large pair of extremely sharp scissor blades that are thrown like boomerangs, flying in front of the user in a teardrop-shaped pattern, before returning to the person that used it.
    • Screw Crusher: Screw Crusher is Punk's Special Weapon, a spinning saw that first appears in Mega Man III. When used by Punk, the saw is thrown in the direction of his target. When equipped by Mega Man, he throws the saw in a parabolic arc, moving up for a while and then looping down.
    • Shadow Blade: Shadow Blade is Shadow Man's Special Weapon in the original Mega Man series. It is a large hira shuriken that can be thrown to attack. When used by Shadow Man, the shuriken is coated with a special, deadly liquid that is capable of deranging the functions of mechanisms. He usually throws two Shadow Blades at a time: one diagonally up and the other in front of him.
    • Silver Tomahawk: Silver Tomahawk is Tomahawk Man's special weapon. Mega Man sends a fast tomahawk that drops low at first, and then spirals upward. This weapon possesses strong penetration and attack power, and moves like the Air Shooter, in an upward-curving arc, though the Silver Tomahawk has a slight downward dip in its trajectory. If fired so the projectile hits a Tatebo or Shield Attacker GTR from below or behind, it will ignore the shield and destroy them in a single hit. The same is true of Knight Man, though he is not weak to the weapon. The arcing motion and piercing properties of the weapon also make it effective against groups of Wall Blasters II.
    • Slash Claw: Slash Claw is Slash Man's Special Weapon in the Mega Man series. It allows the user to swing his arm to generate a crescent-shaped beam of energy straight forward. It is a short range weapon, but the powerful slashes are very effective against smaller enemies.
    • Tengu Blade: Tengu Blade is Tengu Man's Special Weapon in Mega Man & Bass. It is a multitasking sword weapon that can send out a projectile as well as being used as a slashing weapon. It can bounce off of walls, and can also be used as a dashing weapon (similar to the Charge Kick from Mega Man 5 or the Break Dash from Mega Man V) by sliding (with Mega Man) or dashing (Bass) with the weapon equipped. This is Magic Man's weakness, which can actually slice him in two (although Magic Man returns to one piece afterward), as well as cutting his cards.
    • Triple Blade: Triple Blade is Blade Man's special weapon in Mega Man 10. When equipped, the player fires three blades that move in three different directions, being able to attack multiple enemies at one time. There are two patterns: surface-to-air on the ground, and air-to-surface in mid-jump. It can sometimes destroy Shield Attackers from the front.
    • Wheel Cutter: Wheel Cutter is Nitro Man's Special Weapon in Mega Man 10. The user attaches a spinning blade to his arm to dart at enemies, and by releasing the attack button it is launched at enemies, following the contours of the landscape. Up to three Wheel Cutters can be launched at a time and it's effective for attacking distant enemies. In addition, by holding a Wheel Cutter near a wall, it can be used to quickly scale them.

    *Atomic Fire: Atomic Fire is the Special Weapon obtained after Heat Man's defeat. It uses a compression type blaster that generates explosive energy. It is noted to have heat hotter then the sun.

    • Blazing Torch: Blazing Torch is Torch Man's Special Weapon in Mega Man 11. Once obtained, Mega Man launches a ball of red-hot fire diagonally into the air. Just like the Robot Master this weapon comes from, each fire ball comes crashing back down as a searing projectile in the shape of a fiery dragon, reminiscent of Torch Man's blazing kicks.
    • Flame Blast: When Mega Man obtains and equips Flame Blast, he will shoot out a fireball at a low arc. If it hits a wall or the ground, it creates a pillar of flame. Flame Blast can be used underwater and can also melt ice walls. Oddly, shooting a fireball at the oil pits in Flame Man's stage will not ignite them. Up to three fireballs can be present on the screen at a time. One shot from Flame Blast uses one Weapon Energy unit—it can be used twenty-eight times with a full Weapon Energy gauge. An interesting feature of the weapon is that it bounces off the ice blocks present in Blizzard Man and the 2nd Wily Castle stages without creating a flame pillar.
    • Flame Shower: Flame Shower is the Special Weapon that Mega Man obtains after defeating Konro Man in Rockman & Forte: Mirai Kara no Chōsensha. When the player holds the attack button, it acts as a short-ranged flamethrower with three lined flames, causing continuous damage. Mega Man can walk while using the weapon, but if he is not in the ground or if the attack button is released, the three flames will be released and fly upward, damaging enemies in the way.
    • Flame Sword: Flame Sword is the Special Weapon Mega Man obtains by defeating Sword Man in Mega Man 8. Befitting its name, it is a close-ranged fire-based weapon, capable of igniting things that are highly flammable, such as the Thorn Vines in Search Man's stage. Flame Sword can be executed on the ground and in the air, and even underwater. On the ground, Mega Man will perform a horizontal outward slash, and in the air, he will perform a downward slash. It is especially useful on Search Man himself, as it can burn down the bushes he hides behind and prevent him from ever using his Homing Sniper, and it's also Frost Man's secondary weakness. Despite having short range, it has very high power, dealing more damage than usual against a good amount of bosses.
    • Magma Bazooka: The Magma Bazooka is Magma Man's special weapon from Mega Man 9. It fires three compressed balls of extremely hot magma in three different directions: one diagonally up, one diagonally down and one straight forward. It can also be charged, increasing the size and power of the shots. While each shot deals the same damage as Mega Man's Mega Buster, each of them deal damage individually, allowing the weapon to deal incredible amounts of damage if more than one shot hits the opponent, up to a maximum of three points of damage when uncharged, and nine when fully charged, making it the weapon that can potentially deal the most raw damage in the game. The player doesn't need to fire a shot in order to charge the weapon if the fire button is held from a point where the player cannot shoot, like the pause menu or a screen change. Uncharged, this weapon can also be used as a primary weapon on certain situations due to its low energy cost.
    • Pharaoh Shot: Pharaoh Shot is Pharaoh Man's Special Weapon from Mega Man 4. It shoots a small sphere of charged solar energy straightforward or diagonally. This is the only weapon besides the Mega Buster that can be charged in Mega Man 4 and Mega Man IV. It quickly charges solar energy in small amounts, eventually accumulating a large amount of energy that can be release as a destructive energy sphere. While charging, a large energy sphere forms over Mega Man's head, which can damage enemies who comes into contact with it without draining the weapon's energy or canceling the charged attack. However, if the sphere is not fully charged, it will cancel the sphere. When charged, Mega Man can fire the large sphere by releasing the attack button, and the sphere on his head disappears if it is still present. Pharaoh Shot can be shot in six directions.
    • Pharaoh Wave: Pharaoh Wave replaces Pharaoh Shot as the weapon obtained by the player in Mega Man 2: The Power Fighters. It is obtained by the player that takes the Special Weapon Item after defeating Pharaoh Man in the "Recover the new parts!" course. When used by Pharaoh Man and the playable characters, it releases two waves, one forward and one backwards. Also, when Pharaoh Man's giant eye is hit, he counters by releasing one wave from the eye. Pharaoh Wave is Gemini Man's weakness, and can hit the two Gemini Men at the same time.
    • Scorch Wheel: Scorch Wheel, known as Burning Wheel in Japan and the English version of Mega Man: The Power Battle, is Turbo Man's Special Weapon in Mega Man 7 and Mega Man: The Power Battle. When equipped and used by Mega Man, he creates a wheel of fire that surrounds him before sending it forward, and it rolls on the ground like a normal wheel until it hits a wall or an enemy. If the player holds the attack button, the fire wheel will rotate around him for a while before being launched. When used in the air, the wheel will slowly fall downwards while travelling forward. Scorch Wheel can be used to scorch certain objects, especially the trees in Slash Man's stage (this is how Beat is found) and can even be used on some ice on the floors on Freeze Man's stage. Scorch Wheel can also light the candles in the dark corridor in Shade Man's stage, allowing the player to see the platforms, the spikes, and the rest of the landscape.
    • Solar Blaze: Solar Blaze is Solar Man's special weapon in Mega Man 10. It is a fire projectile that splits apart and launches two fire waves to the left and right after a set period of time or after hitting an enemy or surface, which look like two Fire Storm blasts. It is effective against enemies that cannot be attacked from the front, like Shield Attackers, and can hit two enemies between the player. It can be used to break some blocks. The Solar Blaze is quite slow if it is allowed to move the full distance before it splits apart.
    • Wave Burner: Wave Burner is Burner Man's Special Weapon from Mega Man & Bass. It is a short-ranged flamethrower that can hit enemies multiple times while active. When used by Mega Man, the flames are red and more detailed; when used by Bass, the flames are green and less detailed, like Burner Man's flames. The Wave Burner can also break ice blocks, destroy explosive boxes (marked with a fire logo), and can act as a small light source in dark areas like the ones in Dynamo Man's stage. When used underwater, it is unable to create flames and harm enemies, but releases waves that can push some enemies and objects, such as the floating spiked mines in Pirate Man's stage.
    • Yoga Inferno: Yoga Inferno is Dhalsim's Special Weapon from Street Fighter X Mega Man. When used, Mega Man will shoot a stream of fire from his Mega Buster. While shooting, Mega Man is immobile for the duration of the fire. The trajectory of the flame can be changed by pressing Up or Down.

    These weapons tend to attack with temperatures near or at absolute zero itself.
    • Blizzard Attack: Blizzard Attack is Blizzard Man's Special Weapon in Mega Man 6. When used by Mega Man, four snowflakes will materialize behind him and be released in the direction he is facing—two straight forward, one diagonally upward, and one diagonally downward. Because the snowflakes appear behind Mega Man, it can hit enemies behind him before firing. Blizzard Attack's strength is equal to that of two uncharged Mega Buster shots, excluding strengths and weaknesses. It can defeat fire-based enemies such as Fire Tellies and Fire Boys instantly, however it will inflict minimal damage against other ice-themed robots, like Au-Aus. Brain Breaks are instantly destroyed when struck without having it go though its attacking phase. Blizzard Attack can also destroy certain enemies that are otherwise invulnerable, such as Cyber Gabyoall. One Blizzard Attack uses three Weapon Energy units, and can still be used if less than three units remain—it can be used ten times with a full Weapon Energy gauge.
    • Chill Spike: Chill Spike, also known as Chilled Spike in Japan, is Chill Man's special weapon from Mega Man 10. This weapon launches a special freezing gel which flies in a parabolic trajectory. An enemy hit by this liquid may freeze and become unable to move, similar to the effects of the Ice Slasher. The gel freezes when it strikes the ground or wall and forms razor-sharp icicles on the spot where it landed, which can be used as a trap. Aside from the Wily Capsule and Sprinklans, enemies weak to Chill Spike are only weak to the trap portion of the weapon. Chill Spike can also damage some of the enemies otherwise invulnerable to normal weapons.
    • Freeze Cracker: Freeze Cracker is Freeze Man's Special Weapon. When equipped with this weapon, Mega Man fires a shard of ice. If it hits a wall, it splits into six smaller shots. It can also be shot diagonally upwards or downwards. The Freeze Cracker can freeze certain enemies, and even the lava in Junk Man's stage and reveal a secret passage. In Cloud Man's stage, it can be shot at the second Tel Tel to change the rain to harmless snow, and it can freeze the floating cloud platforms, causing the cloud portion to crumble away, and revealing the invisible platforms in a certain part of the stage right away without having to get close enough reveal them. In Turbo Man's stage and Wily Castle 2, it can be shot at the burners in a certain part of the stage to freeze its flames.
    • Ice Slasher: Ice Slasher is Ice Man's Special Weapon. It takes the form of an arrowhead-shaped blade of ice that can freeze enemies with a temperature of 200 degrees below zero.
    • Ice Wall: Ice Wall is Cold Man's Special Weapon from Mega Man & Bass. When equipped with this weapon, Mega Man or Bass creates an ice column that can be pushed to attack enemies. The Ice Wall shatters after some time, breaking faster when damaged. Creating an Ice Wall above or in the same position of an enemy will make the column hit the target several times before breaking, causing massive damage to stronger enemies. The ice column can also protect the user against some attacks from the opposite side. Pressing the FIRE Button again once the Ice Wall is erected will make the user fire weak buster shots as long as the Ice Wall is still on the screen or if the user runs out of Weapon Energy. Ice Wall is very helpful for Mega Man, as he cannot double jump like Bass, and it can be stood on and used to pass by spikes safely and reach high areas. In some areas in a few stages, using Ice Wall will even be mandatory for Mega Man in parts that would otherwise be easy to clear with Bass's double jumps. Ice Wall is also capable of floating on water, providing a makeshift platform for the user, which can be rather helpful if the player needs to traverse over waters that may have spikes or bottomless pits below. Unsurprisingly, when used underwater, Ice Wall will float up to the top of the water's surface (or a ceiling if the area is completely submerged). Once the Ice Wall floats on the water's surface or hits a ceiling, it will not budge for the player and will shatter after its preset time.
    • Ice Wave: Ice Wave is Frost Man's Special Weapon from Mega Man 8. When equipped, Mega Man fires an icicle, which upon hitting the ground, will send a flow of ice along the floor until it hits a wall. It can freeze enemies (and some take damage by it), and it can even freeze the lava fountains in Sword Man's stage.
    • Tundra Storm: Tundra Storm is Tundra Man's Special Weapon in Mega Man 11. With this weapon, Mega Man is able to damage any enemies directly above and below him by shooting out a large column of snow and cold air. Larger enemies are frozen solid by this attack, and smaller ones are destroyed instantly. Using this weapon with the Power Gear turns it into a full-screen attack, emitting an icy blast that damages everything onscreen. If used in the air, Mega Man will hover for a brief second. As with all of the Mega Man 11 Special Weapons, Tundra Storm gives Mega Man new Head Gear and Arm Gear that alters his physical appearance when equipped, rather than simply swapping his colors. The Head Gear is a deep blue helmet with ice crystals that slightly resembles Tundra Man's, and the Arm Gear is a larger buster made to look like a freeze ray.

    *Bubble Bomb: Bubble Bomb is Venus's Special Weapon from Mega Man V. When equipped, Mega Man fires out a bubble that slowly floats upward in a weaving pattern, then rolls across the ceiling before exploding after a set time. If it touches an enemy or wall, the bomb will explode instantly. Up to two Bubble Bombs can be present on the screen at a time.

    • Bubble Lead: Bubble Lead is Bubble Man's Special Weapon. When equipped by Mega Man, he shoots a heavy bubble that rolls around on the ground. These bubbles have high attack power and can be used to locate traps in the ground.
    • Rain Flush: Rain Flush is Toad Man's Special Weapon. It was originally created to cause rain for agricultural purposes, but the water was replaced with powerful chemicals to be used as a weapon against Mega Man in Mega Man 4. It fires a capsule into the sky, which then creates an acid rainstorm that covers a wide area and can't be avoided. The rain affects all things on the screen (provided they are vulnerable to it), including shielded enemies like Mets and Pakatto 24, and it can hit several times before disappearing. The weapon can hit Drill Man while he is underground and pierces Skull Man's Skull Barrier.
    • Salt Water: Salt Water is Neptune's Special Weapon. It sends out a large orb of water that, when it hits an object, will split and bounce into three smaller orbs. Because of the splitting nature of the weapon, it is possible to hit multiple enemies with one shot. This weapon is the primary weakness for Mars, Punk and L. Knuckle and R. Knuckle. Saturn and Uranus are immune to Salt Water.
    • Water Balloon: Water Balloon is Aqua Man's Special Weapon from Mega Man 8. When equipped, Mega Man shoots a sphere of water at a low arc. Unlike most Special Weapons in this game, there is no limit as to how many Water Balloons are allowed on the screen: the player can shoot a stream of as many Water Balloons as they wish as long as it has enough Weapon Energy to do so.
    • Water Shield: Water Shield is Pump Man's Special Weapon that the player obtains in Mega Man 10. When equipped with this weapon, a rotating shield of water surrounds the user. Unlike other shields the Water Shield isn't all together, but instead 8 water droplets slowly form around the user. Pressing the attack button once more deactivates the Water Shield and hurls the water out at high-speeds that spiral outward. Despite being a shield weapon, projectiles are still able to make it through due to the spacing between each water droplet.
    • Water Wave: Water Wave is Wave Man's Special Weapon in the Mega Man series. The weapon uses high pressure to inject compressed water in one direction with enough power to pierce through steel. When used by Mega Man, he sends out three water spouts as a small wave across the floor that can absorb some enemy projectiles. The waves can only be fired when Mega Man is in contact with the ground. It will stop when it hits an enemy that is strong enough to sustain the hit, or until it hits a wall. It cannot be activated while Mega Man is in the air or on a levitating platform. It also can't be activated if Mega Man is at the very end of a ledge. However, it can be activated on a ledge provided it has time to flow off the edge where it will fall to the ground, and continue to travel until it hits something in its path.

    *Fire Storm: Fire Storm is Fire Man's Special Weapon. It shoots a fireball forward and causes a small flaming orb to circle the user, providing a brief shield effect. Both the fireball and orb can cause damage.

    • Leaf Shield: Leaf Shield is Wood Man's Special Weapon. By using electromagnetic waves, it makes four leaf-shaped units with a special coating circle around the user as a shield. It can also be thrown to damage opponents.
    • Skull Barrier: Skull Barrier is Skull Man's Special Weapon. It creates a skull-shaped energy shield that rotates around the user, protecting him from attacks. Unlike the Leaf Shield, Mega Man can walk around while the shield is active, but it cannot be thrown.
    • Star Crash: The Star Crash is Star Man's Special Weapon in the Mega Man series. This weapon creates a star-shaped energy barrier that rotates at high speed around the user for protection, and it can be thrown at enemies in the direction the user is facing, being useful for both offense and defense. It improves on the previous Leaf Shield and Skull Barrier by being able to protect the user from projectiles and be able to be thrown.
    • Plant Barrier: Plant Barrier is Plant Man's Special Weapon. It is a barrier of condensed energy shaped like flower petals that spins around the user and protects him from some attacks.
    • Junk Shield: Junk Shield is Junk Man's Special Weapon. It uses electromagnetism to summon large chunks of scrap metal, which orbit around the user for protection and can hit enemies multiple times, but disappearing as they hit objects. The junk can also be thrown off as projectiles in three random directions across the screen, each projectile discarded from the two others by 120°. This is the primary weakness for Freeze Man; if he is hit by the attack, he will be stopped in place for a moment.
    • Scorch Wheel: Scorch Wheel, known as Burning Wheel in Japan and the English version of Mega Man: The Power Battle, is Turbo Man's Special Weapon in Mega Man 7 and Mega Man: The Power Battle. When equipped and used by Mega Man, he creates a wheel of fire that surrounds him before sending it forward, and it rolls on the ground like a normal wheel until it hits a wall or an enemy. If the player holds the attack button, the fire wheel will rotate around him for a while before being launched. When used in the air, the wheel will slowly fall downwards while travelling forward. Scorch Wheel can be used to scorch certain objects, especially the trees in Slash Man's stage (this is how Beat is found) and can even be used on some ice on the floors on Freeze Man's stage. Scorch Wheel can also light the candles in the dark corridor in Shade Man's stage, allowing the player to see the platforms, the spikes, and the rest of the landscape.
    • Jewel Satellite: The Jewel Satellite is Jewel Man's Special Weapon from Mega Man 9. When activated, it summons four jewels that orbit Mega Man or Proto Man. When the shield is up, it can be launched as a projectile in the direction the user is facing. As with most other shield weapons, the user can move while using the Jewel Satellite. Despite only inflicting two points of damage, Jewel Satellite can destroy multiple weak enemies without being destroyed itself. It also deflects/destroys most projectiles. Since the weapon's energy only depletes each time it is activated, it is possible to keep it up during a whole section of a level, and it will not disappear unless the player transitions to a new set of screens or touches a tough or invulnerable enemy.
    • Water Shield: Water Shield is Pump Man's Special Weapon that the player obtains in Mega Man 10. When equipped with this weapon, a rotating shield of water surrounds the user. Unlike other shields the Water Shield isn't all together, but instead 8 water droplets slowly form around the user. Pressing the attack button once more deactivates the Water Shield and hurls the water out at high-speeds that spiral outward. Despite being a shield weapon, projectiles are still able to make it through due to the spacing between each water droplet.
    • Acid Barrier: Acid Barrier is Acid Man's Special Weapon in Mega Man 11. It generates a large ball of acid around Mega Man that protects from projectiles. As long as the acid shield is up, Mega Man can also shoot arcing globs of acid. However, the shield shrinks over time, eventually dissipating, and if Mega Man takes damage from something other than a projectile, the shield dissipates immediately rather than blocking it. Using the Power Gear, the shield becomes more durable, damages enemies on contact rather than dissipating, and will automatically shoot at enemies if a projectile hits it. Mega Man's manual acid shots also deal more damage.
    • Soul Satellite: Soul Satellite is Rose's special weapon from Street Fighter X Mega Man. When used, Mega Man will become surrounded by 2 orbs rotating around Mega Man in a clockwise direction. While encompassed by the orbs, shooting again will shoot an orb forward, which does not consume weapons energy. The protective shield can withstand two hits to enemies, with each hit doing 10 points of damage. Firing an orb forward deals 1 point of damage. While the shield is active, Mega Man can swap to other weapons and fire them instead of the purple orb. While switching to another weapon the orbs change color depending on the weapon switched to.
    • Aegis Reflector: Aegis Reflector is Urien's Special Weapon from Street Fighter X Mega Man. When used, Mega Man will create a mirror in front of himself. Any enemy that attempts to shoot at Mega Man will have the shot reflected back at itself. Each reflection does equal damage as what is put into it. The Aegis Reflector will disappear after 5 seconds or after deflecting 3 shots. Mega Man can use up to two Reflectors at the same time. While the mirror is active, the player can swap to other weapons and fire them instead of firing another mirror. While switching to another weapon the mirror changes color depending on the weapon switched to.

    *Electric Shock: Electric Shock is Jupiter's special weapon from Mega Man V. Mega Man sends out a short-range electrical bolt from his hand, damaging anything that gets in its way. It can be used continuously. Each electric bolt lasts for approximately one second, and Mega Man is unable to walk while using it, but he can jump in any direction. This weapon is Saturn's primary weakness, and it can cancel his Black Hole attack.

    • Lightning Bolt: Lightning Bolt is Dynamo Man's Special Weapon in Mega Man & Bass. The user will hover in the air and summon a rain of powerful lightning bolts that cover the entire battlefield. This attack will hit every enemy and object in the area. During use, the player is momentarily invincible, allowing one to avoid enemy shots and some moving obstacles (such as the spike traps in Ground Man's stage). The Lightning Bolt can also be used to stall in mid-air, similar to Astro Crush. This weapon is very effective against Cold Man and King, as they are stunned in. The weapon perhaps provides the greatest aid against King Plane, since if the player is about to fall into a pit or a flying platform is destroyed by the plane's fists, it can be used to halt the fall and land on one of the platforms.
    • Plug Ball: The Plug Ball is Plug Man's special weapon from Mega Man 9. Mega Man shoots out spark balls that travel along the terrain to shock enemies, dealing two points of damage. If fired in mid-air, the sparks will fall directly down and will then travel along the terrain upon contact with it. Due to its low weapon energy cost, it can be a decent alternative to the Mega Buster as a primary weapon, though while it is useful for dealing with enemies that cling to walls, such as Sakrets, it is not very effective against aerial targets.
    • Scramble Thunder: Scramble Thunder is Fuse Man's Special Weapon in Mega Man 11. After obtaining it, Mega Man is able to shoot a sphere of electricity that can travel along platforms after touching a surface. Not only can it be fired straight forward, but it can also be aimed up or down. It is extremely similar to the Plug Ball, both in nature and in element. Unlike Plug Ball, however, Scramble Thunder's projectiles also explode when they hit an enemy, releasing a short-lived electrical field that damages nearby enemies. If Mega Man uses Scramble Thunder when the Power Gear is in effect, he will fire a larger sphere that deals more damage and can pass through enemies. Like all of the special weapons in the game, Scramble Thunder gives Mega Man new Head Gear and Arm Gear that alters his physical appearance when equipped, rather than just being a color swap. In this case, the Head Gear is a helmet that looks almost exactly like Fuse Man's, and the Arm Gear is a dual-pronged taser.
    • Spark Shock: Spark Shock is Spark Man's Special Weapon. Its system generates an energy ball that can short-circuit electronic components, temporarily paralyzing enemies. However, it is not effective against robots with insulated coating. As such, a few enemies, like Magnet Man, can be damaged by this weapon.
    • Thunder Beam: Thunder Beam is Elec Man's Special Weapon in the Mega Man series. When used by Mega Man or other characters, three high power electric energy beams are shot in different directions, one forward, one straight up, and one straight down. It also has the ability to go through enemies and hit multiple times, making it a powerful weapon.
    • Thunder Bolt: Thunder Bolt, known as Thunder Strike in Japan and in the English version of Mega Man: The Power Battle, is Cloud Man's special weapon. This weapon shoots a ball of electricity straight forward (though due to a program glitch, it tends to curve downward if fired while falling). It travels through walls and splits on impact with an enemy, traveling upwards and downwards. This weapon will electrocute Junk Man, preventing him from using his Junk Shield and magnetism attacks if used consecutively. Conversely, if the Thunder Bolt is used on Spring Man, it will cause him to become magnetized, and he will pull Mega Man toward him and toss him upward, causing some serious damage (8 units). It will also supercharge Turbo Man, making him temporarily invincible as he drives around his chamber, and will interrupt the elemental orb attack from the Wily Capsule. The Thunder Bolt can also be used to activate the elevating barrel machines in Junk Man's stage so the player can reach the Rush Jet item and momentarily illuminate the dark hallway in Shade Man's stage if the player does not have the Scorch Wheel yet. If the Thunder Bolt is shot on the cloud platforms on Cloud Man's stage, it will cause a thunderstorm in the platform and the electricity can hurt Mega Man.
    • Thunder Claw: Thunder Claw is Clown Man's Special Weapon from Mega Man 8. When equipped, Mega Man launches an "elastic" beam of electricity that can not only attack, but is tensile enough to swing from certain hooks. This is Grenade Man's weakness, and it can reflect Grenade Man's bombs back at him, but it is risky. It's also effective against the Green Devil when its eye is exposed.
    • Thunder Wool: Thunder Wool is Sheep Man's special weapon in Mega Man 10. Mega Man launches a thunder wool-cloud that slowly rises, and a lightning bolt shoots straight down from the cloud. He can fire up to two consecutive shots. The cloud itself does very minimal damage. Pairing two clouds together will increase the lightning strike area and power. Thunder Wool is Pump Man's primary weakness, a single bolt from this weapon can not only penetrate and dissipate his Water Shield, but can also strike Pump Man in the process.

    *Concrete Shot: Concrete Shot is Concrete Man's Special Weapon from Mega Man 9. It fires a large glob of concrete that solidifies into a solid concrete block when it comes into contact with the ground, a wall, or an enemy with low health, which will then crack and disintegrate in a matter of seconds along with the enemy inside it. Said concrete blocks can serve as temporary platforms for Mega Man to step on, though by this method, they will crack faster. It can also harden magma barriers, which can then be destroyed with the Laser Trident, and disable laser beams such as the ones found in Dr. Wily's Castle (on the last stage). On enemies with higher health, it deals noticeable damage to them (three points of health) if they are not turned into a concrete block right away. However, enemies that are turned into concrete blocks by it will not drop items when defeated. Even objects such as black holes can be affected.

    • Crystal Eye: Crystal Eye is Crystal Man's Special Weapon in the Mega Man series. When equipped by Mega Man, he can shoot a large artificial crystal orb. When it hits a wall, it splits into three smaller orbs that bounce about for a while before disappearing. They disappear after hitting an enemy. Only one Crystal Eye can be on the screen at one time. This includes the smaller orbs, so the player must be careful about firing the weapon, especially against an opponent that deals high damage like Napalm Man or one that requires precision to hit (Big Pets). The smaller orbs do the same damage, with the exception of Big Pets, who takes 2 damage instead of 4 from a small orb.
    • Deep Digger: Deep Digger is Uranus's Special Weapon from Mega Man V. This weapon can only be activated when Mega Man stands on top of certain square-shaped blocks, which he can pick up and throw forward in a straight line. Blocks that can be thrown will change color when Mega Man comes into contact with them. If a thrown block hits an object or wall, it will break into four smaller pieces that ricochet in the opposite direction.
    • Jewel Satellite: The Jewel Satellite is Jewel Man's Special Weapon from Mega Man 9. When activated, it summons four jewels that orbit Mega Man or Proto Man. When the shield is up, it can be launched as a projectile in the direction the user is facing. As with most other shield weapons, the user can move while using the Jewel Satellite. Despite only inflicting two points of damage, Jewel Satellite can destroy multiple weak enemies without being destroyed itself. It also deflects/destroys most projectiles. Since the weapon's energy only depletes each time it is activated, it is possible to keep it up during a whole section of a level, and it will not disappear unless the player transitions to a new set of screens or touches a tough or invulnerable enemy.
    • Power Stone: Power Stone is Stone Man's Special Weapon. In most appearances it releases three stones that spiral about by using the force of attraction on each other to crush enemies with their circumferential orbit. In Mega Man 2: The Power Fighters it summons a large stone hand from the ground.
    • Spread Drill: Spread Drill is Ground Man's Special Weapon from Mega Man & Bass. When equipped, the user shoots out a big drill missile, which upon pressing the FIRE Button again, will split into two smaller drills. When the player presses the FIRE button again, the two drills can then be split again into two smaller drills each for a total of four small drills. If the first drill is not split by the user, it will slowly fall down after a while, but the other drills move straight forward. Certain blocks can be destroyed with this weapon.
    • Super Arm: Super Arm is Guts Man's Special Weapon in the Mega Man series. It is a special equipment that allows the user to lift and throw heavy rocks. Its power cannot be adjusted, so the user should avoid certain actions (like shaking hands) with it equipped.

    *Air Shooter: Air Shooter is Air Man's Special Weapon. It causes air to become tornadoes, being used to fire several small whirlwinds that spread out and rise upward, making it an effective weapon against airborne enemies. Formerly, the Air Shooter's system was used in a kite flying attempt that apparently failed.

    • Barrier Wind: Barrier Wind is the Special Weapon Mega Man obtains from Aircon Man in Rockman & Forte: Mirai Kara no Chōsensha. It fires a powerful wind barrier forward that can pass through multiple enemies if it is not reflected. If the barrier hits a wall, it will pause for a second before disappearing. This weapon can be used to break through certain walls. Clock Man is weak to this weapon.
    • Hornet Chaser: The Hornet Chaser is Hornet Man's Special Weapon from Mega Man 9. Mega Man (or Proto Man) shoots out robotic hornet drones to sting enemies for low damage (one point of damage) or to retrieve items (doing both if it happens to kill an enemy that drops an item). It gives priority to chase up enemies before grabbing items to the user. The hornets will bring back most kinds of items to Mega Man, such as Life Energy and 1UPs, even through walls. This makes it useful for picking up items on spikes, fire pits, and other hazards.
    • Leaf Shield: Leaf Shield is Wood Man's Special Weapon. By using electromagnetic waves, it makes four leaf-shaped units with a special coating circle around the user as a shield. It can also be thrown to damage opponents.
    • Plant Barrier: Plant Barrier is Plant Man's Special Weapon. It is a barrier of condensed energy shaped like flower petals that spins around the user and protects him from some attacks.
    • Search Snake: Search Snake is Snake Man's Special Weapon. It uses an improved version of Bubble Lead's search program and releases snake-like missiles that crawl across floors and up and down walls (but not across ceilings). Up to three snakes can be onscreen at the same time.
    • Tornado Blow: Tornado Blow is Tornado Man's Special Weapon in Mega Man 9. It is a weapon that reaches all over the screen, blowing away enemies with low health as well as some projectiles, or damaging stronger, larger enemies for four units of damage. The wind it creates also allows Mega Man to jump higher (this is also true when Tornado Man uses the weapon when fighting him) and activates air-based platforms.

    *Astro Crush: Astro Crush is Astro Man's Special Weapon in Mega Man 8. It creates a meteor storm that hits all enemies on the screen, and Mega Man himself is invincible for a short time when using it. Aqua Man becomes momentarily stunned and takes heavy damage if hit by this weapon (with his animation being that his containment body breaks and spills water, causing it to be dry inside, although he'll refill himself after a period of time), and Yadokargo is instantly defeated when used against him (regardless of whether his shell was lifted or not). It can destroy a certain floor in Frost Man's Stage. Astro Crush can also be used to complete long jumps more easily, such as the last jump in the first Wily Tower stage, since it locks Mega Man both vertically and horizontally for a moment. Caution must be taken however when using Astro Crush in an auto-scrolling level such as Tengu Man's stage and the second Wily Tower stage, in parts that involve moving Mega Man through areas with walls on Rush; the invulnerability and immobility could work against the player, as there is the possibility of Mega Man being crushed against a wall the moment he finishes the attack.

    • Black Hole: Black Hole is Saturn's Special Weapon from Mega Man V. When used by Saturn, he uses his ring to create a black hole and suck enemies and projectiles, except for the Electric Shock. When used by Mega Man, a large black hole is created above his head, which sucks enemies weak enough into the black hole. It then sends out a damaging deluge of projectiles spiraling across the screen. Using the Black Hole stops time for a brief moment before the hole expands, making it useful to stop Mega Man's momentum when falling to scout the area below for hazards.
    • Black Hole Bomb: Black Hole Bomb is Galaxy Man's Special Weapon in Mega Man 9. Mega Man (or Proto Man) fires a small orb that can be controlled with the directional pad up and down. It can be detonated by using the fire button, which creates a black hole that pulls nearby enemies and enemy projectiles to it. It can suck in almost any small or medium-sized enemy, regardless of if they're invulnerable to the Mega Buster or are temporarily invulnerable -including minions summoned by bosses such as Splash Woman and Hornet Man-, which instantly defeats them, as well as suck in most projectiles, also including the ones shot by many bosses like the Wily Machine and Wily Capsule. Enemies too large to be sucked in will take four points of damage instead, though will only take damage again if they are outside the blast radius after they have previously taken damage. Only one black hole can be present on-screen at once.
    • Centaur Flash: Centaur Flash, known as Kentauros Flash in Japan, is Centaur Man's Special Weapon from Mega Man 6. When used by Centaur Man, he creates a dimensional distortion in a flash of light that freezes Mega Man in place, much like Time Stopper and Flash Stopper from previous games. When Mega Man is equipped with Centaur Flash, unlike the version used by Centaur Man, it can actually be used to damage and strike all enemies on the screen, also hitting destroyable projectiles and ignoring the defenses of enemies like Shield Attacker GTR and Ben K. One Centaur Flash uses 4 units of the weapon energy, and it can be used 7 times with a full weapon energy gauge. Caution must be taken when using Centaur Flash as it briefly freezes Mega Man in place, which could be deadly if used while jumping over pits.
    • Copy Vision: Copy Vision is Astro Man's Special Weapon in Mega Man & Bass. When Mega Man or Bass uses it, a holographic copy of them appears forward their current position to shoot at enemies. The copy fires twenty-eight shots before disappearing. The copy will also attract the fire and attention of all enemies on screen (like the Telly Rs), including bosses (even if they are not weak to the weapon), providing a distraction. The player can also fire weak buster shots by pressing FIRE while a clone is deployed.
    • Flash Stopper: Flash Stopper is Bright Man's Special Weapon. This is not to be mistaken as Flash Man's power, Time Stopper. Unlike Time Stopper, the Flash Stopper emits an intense light that activates a safety device in the camera eyes of robots, blinding them for a short period, which makes them unable to move and open for attacks. However, when used in the games it appears to freeze time, being able to stop projectiles and enemies without eyes such as Super Ball Machine Jr. and Pakatto 24. Flash Stopper does no damage to enemies directly, but it has a bonus effect: It can allow Mega Man to attack shielded enemies, like Shield Attacker and Skeleton Joe, without the Mega Buster shots being deflected or doing no harm.
    • Gravity Hold: Gravity Hold is Gravity Man's Special Weapon in Mega Man 5. When used by Mega Man, he increases the gravity of all enemies on the screen to 20G, damaging them, then reverses the gravity, sending enemies that were defeated flying upward. The amount of times Gravity Hold can be used to fling an enemy in the air is equal to the amount of health points it has; for this reason, Gravity Hold can be useful for clearing weak enemies on the screen if there are many at once. Gravity Hold uses four weapon energy units, and can still be used if less than this amount is available. Mega Man can use Gravity Hold seven times with a full weapon energy gauge.
    • Star Crash: The Star Crash is Star Man's Special Weapon in the Mega Man series. This weapon creates a star-shaped energy barrier that rotates at high speed around the user for protection, and it can be thrown at enemies in the direction the user is facing, being useful for both offense and defense. It improves on the previous Leaf Shield and Skull Barrier by being able to protect the user from projectiles and be able to be thrown.
    • Time Slow: Time Slow is Time Man's Special Weapon from Mega Man Powered Up. When used by Mega Man, he pauses for a bit, then temporarily slows down time, even when the area of the stage changes. It does damage to a few enemies, such as Guts Man. The Time Slow halts the user's vertical speed briefly, meaning that it can be used to lengthen a jump (although very slightly). However, it is not recommended to do this with Mega Man, since the amount of Weapon Energy it consumes is 14 units, effectively allowing for it to be used a maximum of two times on full Weapon Energy.
    • Time Stopper: Time Stopper is Flash Man's Special Weapon, which has the ability to stop time for a limited time. Time Stopper can be activated only once, quickly draining the weapon's energy as time passes. This can be used to stop enemies and hazards, such as the deadly Force Beams, to bypass them more easily. A downside is that, unlike Flash Man, Mega Man cannot shoot while time is stopped, nor switch to another Special Weapon until all its energy is drained (later in the series, Bright Man's Flash Stopper remedied this dilemma to some extent). It only stops if Mega Man dies while it's active, leaving some energy to be used later.
    • Time Switch: Time Switch is the special weapon Mega Man obtains from the Clock Men in Rockman & Forte: Mirai Kara no Chōsensha. It can stop time for four seconds. While active Mega Man can't shoot, but he can walk through stopped enemies and their attacks without suffering damage.

    *Ballade Cracker: Ballade Cracker is Ballade's special weapon in Mega Man IV. It can be shot in seven directions, and explodes on impact. Ballade Cracker is also used by the "Bridge" boss. This is the weakness of Wily Robo Iron Golem's second form.

    • Black Hole Bomb: Black Hole Bomb is Galaxy Man's Special Weapon in Mega Man 9. Mega Man (or Proto Man) fires a small orb that can be controlled with the directional pad up and down. It can be detonated by using the fire button, which creates a black hole that pulls nearby enemies and enemy projectiles to it. It can suck in almost any small or medium-sized enemy, regardless of if they're invulnerable to the Mega Buster or are temporarily invulnerable -including minions summoned by bosses such as Splash Woman and Hornet Man-, which instantly defeats them, as well as suck in most projectiles, also including the ones shot by many bosses like the Wily Machine and Wily Capsule. Enemies too large to be sucked in will take four points of damage instead, though will only take damage again if they are outside the blast radius after they have previously taken damage. Only one black hole can be present on-screen at once.
    • Bubble Bomb: Bubble Bomb is Venus's Special Weapon from Mega Man V. When equipped, Mega Man fires out a bubble that slowly floats upward in a weaving pattern, then rolls across the ceiling before exploding after a set time. If it touches an enemy or wall, the bomb will explode instantly. Up to two Bubble Bombs can be present on the screen at a time.
    • Chain Blast: Chain Blast is Blast Man's Special Weapon in Mega Man 11. After obtaining it, Mega Man is able to throw bombs that float across the screen, sticking to enemies along the way. Up to four bombs can be chained together and detonated at once to create bigger explosions that deal more damage. Mega Man can either blow up the explosives instantly by pressing Down + Attack or wait until the explosives detonate on their own. While the Power Gear is in effect, Mega Man is able to create much larger bombs than usual, which produce the maximum explosion size and damage by default. In Power Gear mode, they do not lock onto enemies and do not tether together to create a bigger explosion. Like all of the special weapons in the game, Chain Blast gives Mega Man new Head Gear and Arm Gear that alters his physical appearance when equipped, rather than just being a color swap. In this case, the Head Gear is a new helmet that resembles Blast Man's, but with smaller spikes than the ones on Blast Man's helmet. The Arm Gear mostly keeps Mega Man's hand intact, but slightly changes the appearance of his buster arm and adds a protective cover over his hand.
    • Commando Bomb: Commando Bomb is Commando Man's Special Weapon from Mega Man 10. When equipped, the player will fire out a missile that travels in a straight path. After launching the Commando Bomb, pressing up or down on the Control Pad will make it turn at a 90 degree angle. Pressing left or right will make it turn again. When it impacts a wall, ceiling, or floor, it will produce a large blast which spreads horizontally or vertically, and follows the contours of the landscape. The blast can sometimes strike multiple times. The bomb itself without the explosion is not very powerful, and striking an enemy before it impacts a surface will prevent the explosion. This weapon can be used to break through certain walls. The Commando Bomb can only be used if there are at least three units of Weapon Energy remaining. If it is moved horizontally a second time, it will inch the player forward one pixel. Also, the bomb's direction can only be changed twice.
    • Crash Bomber: Crash Bomber, known as Clash Bomb in Japan, is Crash Man's Special Weapon in the Mega Man series. It is a "flight type injection time bomb" that is launched and gets stuck to a target with a sharp point, detonating after a short delay. Dr. Wily made Crash Man's body with a thick armor to keep the explosions from hurting him.
    • Danger Wrap: Danger Wrap is Burst Man's Special Weapon from Mega Man 7. When equipped, Mega Man releases a bomb inside a bubble that travels upwards, which can trap certain enemies (including Cloud Man) in the bubble while the bomb inside it explodes. The player can also push the bubble if there is an enemy inside, causing considerable damage to another enemy if hit. If the player holds down on the D-Pad and presses the fire Button, Mega Man merely places a bomb on the ground in front of him. Up to three of these mines be on the screen at a time. Danger Wrap is the only weapon that can destroy the Spiral Gabyoalls which any other weapons will otherwise paralyze it briefly.
    • Drill Bomb: Drill Bomb is Drill Man's special weapon. It can pierce barriers (though barriers are only known to exist in sections 2 and 4 of Dr. Cossack's castle). Also, Mega Man can set the explosion off early when pressing the attack button after a drill is fired. Drill Bomb can also destroy Garyobies.
    • Dust Crusher: Dust Crusher, also known as Dust Crasher in Mega Man: The Power Battle, is Dust Man's Special Weapon. It takes the form of a bomb encased in a ball of scrap metal, that explodes and splits into four pieces of shrapnel (diagonally) when it hits something solid.
    • Flash Bomb: Flash Bomb is Grenade Man's Special Weapon from Mega Man 8. When used, Mega Man fires out a bomb, which upon hitting a wall or an enemy will cause it to explode. The explosion stays on the screen for a while, causing multiple hits. Aside from being used as a weapon, Flash Bombs produce light from the explosions they cause, which can be helpful with navigating though the dark area in Sword Man's stage. Up to two Flash Bombs can be fired at a time.
    • Homing Sniper: Homing Sniper is Search Man's Special Weapon from Mega Man 8. When equipped, Mega Man shoots out a homing missile. By itself, a single Homing Sniper will travel in a straight line across the screen, but if an enemy is present, a cross-hair will appear over it and the Homing Sniper will follow the cross-hair. Homing Sniper can also be charged, enabling it to lock on and fire at several enemies in one shot.
    • Hyper Bomb: Hyper Bomb is Bomb Man's Special Weapon. When Mega Man uses this weapon, he throws bombs in a small arc (so it takes some practice to get used to throwing them). There's a small time delay between when a bomb is thrown and when it explodes, but it has a decent-sized explosion that damages or destroys anything within the blast. Hyper Bombs will bounce three times when fired in the air; otherwise, they will bounce twice.
    • Magnet Missile: Magnet Missile is Magnet Man's Special Weapon, a magnet-shaped missile that tracks its target with a magnetic force. In most games, Magnet Man first jumps in the air, then fires three Magnet Missiles that travel horizontally until it is parallel to the target, and then travels vertically toward the opponent. When equipped by Mega Man, these Magnet Missiles function the same as that from Magnet Man, however he can only have two Magnet Missiles on the screen at a time. If a Magnet Missile hits an enemy during its horizontal track, it will just explode without vertically tracking anything.
    • Napalm Bomb: Napalm Bomb is Napalm Man's Special Weapon. When Mega Man uses it, he sends out a bomb that bounces about on the ground. It explodes if it kills an enemy on contact, or after a few seconds of no activity. It will change direction if it hits a wall. It is useful against low-lying enemies like Mousuberu. No boss in Mega Man 5 is immune to this weapon. It also seems that Napalm Bomb is the weakness of many big enemies, such as Dachone. The Bridge from Mega Man IV and the second Weapons Archive of Mega Man 10 are also able to use the Napalm Bomb. The odd thing about the Napalm Bomb is that, in reality, napalm is an extremely flammable, sticky substance, which isn't explosive. Real napalm bombs function with this substance, and Napalm Bomb doesn't cause any kind of burning or fire-effect.
    • Photon Missile: Photon Missile is Mars's Special Weapon from Mega Man V. When equipped, Mega Man sends out a missile that delays for a second before launching. Each missile also has the ability to pierce through enemies. This is perfect for setting up traps.
    • Remote Mine: Remote Mine is Pirate Man's Special Weapon from Mega Man & Bass. When equipped, the user fires a remote mine that can be controlled by using the D-Pad and can be detonated by the player at any time. The weapon is capable of sticking on enemies and walls. Mega Man and Bass can use only one Remote Mine at a time, but Pirate Man can use three Remote Mines in a row.


  • Beat: Beat is a bird-type combat support robot from the Mega Man series built by Dr. Cossack for Mega Man to help him protect the world. He serves a support role by either attacking enemies or protecting Mega Man, depending on the game. In Mega Man 5 then Mega Man 6 and Mega Man IV, Beat attacks enemies that appear on the path. Unlike Rush and Eddie before him, his internal radar cannot lock on to Mega Man from a distance, so he needs to rely on the signal of Plates to be able to fly to his aid. Beat can appear without the need of collecting Plates in later games, suggesting that the issue was fixed in some way.
    • Dive Missile: Dive Missile is Dive Man's Special Weapon. It fires amphibious homing missiles that can lock onto nearby targets, chasing them down before striking. It was originally used to catch big fishes before being remodeled for combat.
    • Homing Sniper: Homing Sniper is Search Man's Special Weapon from Mega Man 8. When equipped, Mega Man shoots out a homing missile. By itself, a single Homing Sniper will travel in a straight line across the screen, but if an enemy is present, a cross-hair will appear over it and the Homing Sniper will follow the cross-hair. Homing Sniper can also be charged, enabling it to lock on and fire at several enemies in one shot.
    • Hornet Chaser: The Hornet Chaser is Hornet Man's Special Weapon from Mega Man 9. Mega Man (or Proto Man) shoots out robotic hornet drones to sting enemies for low damage (one point of damage) or to retrieve items (doing both if it happens to kill an enemy that drops an item). It gives priority to chase up enemies before grabbing items to the user. The hornets will bring back most kinds of items to Mega Man, such as Life Energy and 1UPs, even through walls. This makes it useful for picking up items on spikes, fire pits, and other hazards.
    • Magnet Missile: Magnet Missile is Magnet Man's Special Weapon, a magnet-shaped missile that tracks its target with a magnetic force. In most games, Magnet Man first jumps in the air, then fires three Magnet Missiles that travel horizontally until it is parallel to the target, and then travels vertically toward the opponent. When equipped by Mega Man, these Magnet Missiles function the same as that from Magnet Man, however he can only have two Magnet Missiles on the screen at a time. If a Magnet Missile hits an enemy during its horizontal track, it will just explode without vertically tracking anything.
    • Spark Chaser: Spark Chaser is Terra's Special Weapon from Mega Man V. It is a laser weapon that can change direction, homing in on the nearest enemy, and can hit multiple times. Although it can only be put to use during the Stardroid rematches, this weapon is Neptune's weakness.

    *Centaur Flash: Centaur Flash, known as Kentauros Flash in Japan, is Centaur Man's Special Weapon from Mega Man 6. When used by Centaur Man, he creates a dimensional distortion in a flash of light that freezes Mega Man in place, much like Time Stopper and Flash Stopper from previous games. When Mega Man is equipped with Centaur Flash, unlike the version used by Centaur Man, it can actually be used to damage and strike all enemies on the screen, also hitting destroyable projectiles and ignoring the defenses of enemies like Shield Attacker GTR and Ben K. One Centaur Flash uses 4 units of the weapon energy, and it can be used 7 times with a full weapon energy gauge. Caution must be taken when using Centaur Flash as it briefly freezes Mega Man in place, which could be deadly if used while jumping over pits.

    • Flash Stopper: Flash Stopper is Bright Man's Special Weapon. This is not to be mistaken as Flash Man's power, Time Stopper. Unlike Time Stopper, the Flash Stopper emits an intense light that activates a safety device in the camera eyes of robots, blinding them for a short period, which makes them unable to move and open for attacks. However, when used in the games it appears to freeze time, being able to stop projectiles and enemies without eyes such as Super Ball Machine Jr. and Pakatto 24. Flash Stopper does no damage to enemies directly, but it has a bonus effect: It can allow Mega Man to attack shielded enemies, like Shield Attacker and Skeleton Joe, without the Mega Buster shots being deflected or doing no harm.
    • Gemini Laser: Gemini Laser is Gemini Man's Special Weapon. It was based on the "reaction element" discovered by Dr. Light. The Gemini Laser shoots a blue energy beam that reacts to the opponent's thoughts, and it reflects when it hits substances that do not have thoughts, like walls.
    • Laser Trident: Laser Trident is Splash Woman's Special Weapon from Mega Man 9. It shoots out trident head-like lasers that deal two points of damage, similar to how Wave Man shoots harpoons, but faster. Up to three tridents can be shot in quick sucession. The trident pierces enemy shields like those of the Shield Attacker RX, Machine Gun Joe and Metall β. It also destroys block barriers that often protect items or branching paths and objects "frozen" by Concrete Man's Concrete Shot, such as magma barriers. Since it is stronger than the standard Mega Buster, it can also be used as a primary weapon for dealing with most enemies because of its low weapon energy cost.
    • Optic Laser: Optic Laser is Crimson Viper's special weapon from Street Fighter X Mega Man. When used, Mega Man will shoot a long and powerful beam. The beam consists of 4 sections, each section dealing 5 points of damage.
    • Spark Chaser: Spark Chaser is Terra's Special Weapon from Mega Man V. It is a laser weapon that can change direction, homing in on the nearest enemy, and can hit multiple times. Although it can only be put to use during the Stardroid rematches, this weapon is Neptune's weakness.

    *Centaur Arrows: Centaur Arrow is Centaur Man's Special Weapon in the "Find Wily!" mission in Mega Man 2: The Power Fighters, taking the place of Centaur Flash. This weapon is slightly unwieldy, as it randomly shoots straight forward or diagonally up. Up to two arrows can be shot in a row. When used by Centaur Man, it only fires in diagonal angles.

    • Doppel Crash: Doppel Crash) is the special weapon Mega Man obtains from Komuso Man in Rockman & Forte: Mirai Kara no Chōsensha. Holding the fire button down then releasing it will cause Mega Man to attack dashing forward with a blade, damaging even shielded enemies in his path. Mega Man is invincible while dashing. This weapon is similar to the sword attack of Rockman Shadow.
    • Hard Knuckle: Hard Knuckle is Hard Man's Special Weapon in the Mega Man series. When utilized, there is a short delay before the knuckle starts moving forward. It is somewhat slow, but has great strength. Mega Man can slightly guide the knuckle up or down once it is moving. Hard Knuckle can also be used to break through destructible blocks in Mega Man 3 and Mega Man: The Wily Wars.
    • Magic Card: Magic Card is Magic Man's Special Weapon in Mega Man & Bass. It is a card that can be shot straight forward or upward and come back to the user like a boomerang unless it hits an enemy. It can also pass through walls. As a bonus, it can snatch items dropped by enemies and that are out of reach, whether too high, too far away, too dangerous to reach for, or unreachable by other means. When Magic Man uses it, he can steal health from the player and use it to heal himself.
    • Mega Ball: Mega Ball, known as Rock Ball in Japan, is a weapon from the original Mega Man series that Dr. Light created for Mega Man. It generates an explosive bouncing ball that can be kicked at enemies.
    • Needle Cannon: Needle Cannon is Needle Man's special weapon. It is a rapid fire weapon that fires needles that slightly alternate heights. The player can hold the button to use rapid fire. Up to three needles can be used at the same time.
    • Noise Crush: Noise Crush, also known as Crash Noise and Crush Noise, is Shade Man's special weapon. It fires a powerful sound wave to damage enemies. If the wave hits a wall, it will bounce off it. If it comes in contact with Mega Man, he will charge automatically, and he can then discharge a powerful wave. The charged wave is larger and will do more damage to enemies.
    • Rebound Striker: Rebound Striker is Strike Man's Special Weapon in Mega Man 10. When use, Proto Man will throw a rubber super ball either straight forward or diagonally up or down that bounces off of surfaces. As it gets faster and stronger with each successive bounce, it builds up power to inflict more damage to the target. It can bounce up to five times. When this weapon is used, it is not shot out of the gun but actually thrown with the player character's free hand.
    • Rock'n Vulcan: Rock'n Vulcan is the Special Weapon that Mega Man obtains from Dangan Man in Rockman & Forte: Mirai Kara no Chōsensha. It fires three missiles that separate after a short distance, one continuing straight forward while the other two move in arc to the top and bottom of the screen.
    • Top Spin: Top Spin is Top Man's Special Weapon in the Mega Man series. It is a system that integrates offense and defense by rotating one's body at high speed.


    Other

    Standard Tactics: Despite in game Mega Man seemingly having reset his copy abilities, this is just a case of Ludonarrative Dissonance, in reality Mega Man will use the weapon that best suits the situation, along with using the double gears to amplify his power. Directly shown that Mega Man canonically uses the weapon his opponent has a weakness too, meaning Mega Man will analyze his opponents and use the weapon that would work best against them.

    Weaknesses: Mega Man can be rather naïve at times. His copied weapons have limited ammunition. If his data is corrupted, he will be incapable of coming back.

    Note: Mega Man can canonically still use his regular mega buster while having any copy weapon equipped.

    Note 2: There is some argument as to whether or not Mega Man should get keys due to the Stardroids Invasion incident, where Mega Man was stomped by Terra and incapable of harming him, and then was upgraded by Dr. Light in order to defeat Terra, however there is context missing with this, for one Dr. Light did not upgrade Mega Man's entire body, he only upgraded his arm cannon, Dr. Light even further explains that the issue with the Stardroids is that they're made of a special material that renders all weapons useless so instead he equipped Mega Man with the "Mega Arm" as it allows him to charge energy in his fist to fire at the Stardroids rather then regular energy projectiles, this is less of an amplification so massive that it dwarfs all previous characters and moreso a way around the Stardroids defenses. To add on, characters like Proto Man are prototype robots that have only been upgraded during Mega Man 3 and have barely received any upgrades since and he is capable of contending with a post-Stardroids Invasion Mega Man. Along with this, characters such as Elec Man's thunder beam is considered one of the most dangerous weapons Mega Man has ever encountered yet he fought him all the way back in the first Mega Man. With this all in mind, the gap is clearly no large enough to warrant keys, with an exception only being likely if a Mega Man 12 is made and it has characters above the Double Gear System.

    Note 3: Robot Masters/Reploids should scale to their teleportation as they have to react to the landing in order to land properly or do certain things like Cut Man did here. Otherwise, they will clumsily fall like Roll does here due to her clumsiness as she was not naturally prepared for adventures like Mega Man, and surprised Dr. Light and Dr. Wily with her natural power as well as Pallette keeping her balance here.

    Trivia


    • Mega Man's name "Rock", alongside the name of his sister "Roll", when said together punningly reference the genre of music rock 'n roll. This started a trend of naming many of the characters in the series after genres of music, or after musical terms or groups, or to create music-related puns.
    • Being the first, "classic" Mega Man's design was decided to be the analogue and template for other characters in the series that would bear the name. Notably, what would originally be the first character to succeed Mega Man, had a radically different design, before the developers decided on another, more similar design to the original Mega Man.
    • Rock, Mega Man's original name, remained the same in Japanese and in other languages until Mega Man Powered Up, when it was changed to "Mega" in localizations but remained "Rock" in Japanese. This change has since been retconned, however, as evidenced by the U.S. Mega Man 9 website which uses the name "Rock". The Archie Comics Mega Man series establishes "Rock" as not only his original name but also the name of Mega Man's civilian form.
      • However, in Mega Man 11, Mega Man is called "Mega" instead of "Rock", although the way it is used could also be interpreted as a shortening of "Mega Man".
    Rock in Mega Man's Soccer.
    • Mega Man appears as Rock (that is to say, his human-looking form) in only six games: Mega Man, Mega Man 4, Mega Man 11, Mega Man V (Game Boy), Mega Man's Soccer and Mega Man Powered Up, being playable in the latter; he uses a "Mega Kick" instead of an arm cannon.
    • Taking the full series into account, in addition to the Robot Masters generally speaking, Rock has three siblings: a sister, an elder brother, and a younger brother.
      • As Rock and his siblings are considered by Dr. Light to be his children, it is possible that some or all of them carry the surname "Light".
    • In the final Club Capcom magazine there was an Ask Dr. Light bit in which he said regarding the robot master energy systems, many of them do utilize “solar energy” in some way and that Mega Man’s charge shot discharges condensed solar energy.

    References

    1. "I'm often called the father of Mega Man, but actually, his design was already created when I joined Capcom," he explained. "My mentor [Capcom senior member Akira Kitamura], who was the designer of the original Mega Man, had a basic concept of what Mega Man was supposed to look like. So I only did half of the job in creating him."
    2. Archive link
    3. Age/ In human years roughly 10 years old
    4. PEACE HAS COME TO THE WORLD.
      Dr. Wily has reformed, and he and Dr. Right have joined forces, working together to develop a giant peace-keeping robot named “GAMMA”.
      “GAMMA”…… It was the life-long dream of Dr. Right, a giant robot to protect and serve world peace.
      Their research almost complete, all that remained was to combine 8 energy elements that were scattered about the uncharted planets, and bestow them to “GAMMA”…
      –However, each planet met with an unexpected incident. The robots who were mining the energy elements suddenly began going berserk!! Upon learning of this from Dr. Right, “ROCKMAN” immediately set out on a path for the uncharted planets–a new battle was about to begin!!
    5. Q. What kind of foods does Rockman like to eat?
      A. Well… Actually, Rockman’s body is powered by “Solar Energy.” Therefore, he doesn’t really eat, but there are some things that are okay for his consumption… Around the lab, he enjoys drinking “Energy Juice.” As responsibly as he behaves, he’s still a kid after all.
    6. Q. The shots that the Rockbuster fires from the hand, what are those exactly?
      A. The Rockbuster on the arm fires something called a “Solar Bullet”, essentially emitting a compressed form of solar energy that’s very powerful.
    7. Weapon: Transforming Rockbuster, fires a solar bullet
    8. Q. Do robots like those made by Dr. Wily or Dr. Cossack have self-awareness, and can they talk? And do they run on solar energy like Rockman does?
      A. I take it you’d like to know if Wily and Cossack’s robots possess “sentience”? Naturally, they each have a “consciousness”, although the level of every “cognitive circuit” embedded inside each one of them varies, producing as many different “personality” types as found in people… Just like you or I, they can speak, and have emotional responses like shyness, or anger, just as we do.
      Regarding their energy systems, many of them do utilize “solar energy” in some way.
    9. PEACE HAS COME TO THE WORLD.
      Dr. Wily has reformed, and he and Dr. Right have joined forces, working together to develop a giant peace-keeping robot named “GAMMA”.
      “GAMMA”…… It was the life-long dream of Dr. Right, a giant robot to protect and serve world peace.
      Their research almost complete, all that remained was to combine 8 energy elements that were scattered about the uncharted planets, and bestow them to “GAMMA”…
      –However, each planet met with an unexpected incident. The robots who were mining the energy elements suddenly began going berserk!! Upon learning of this from Dr. Right, “ROCKMAN” immediately set out on a path for the uncharted planets–a new battle was about to begin!!
    10. This all-purpose robot can take on the same abilities of every other robot merely by switching its program data. Still, if it just copies the powers of robots that Rockman has already been able to defeat, one might expect for Rockman to overcome them again…
    11. By swapping out the program data of all the robots Dr. Wily has constructed, this robot is able to adapt other robots’ moves as its own. With the powers of all robots combined into one, this is truly one dreadful robot.
    12. PEACE HAS COME TO THE WORLD.
      Dr. Wily has reformed, and he and Dr. Right have joined forces, working together to develop a giant peace-keeping robot named “GAMMA”.
      “GAMMA”…… It was the life-long dream of Dr. Right, a giant robot to protect and serve world peace.
      Their research almost complete, all that remained was to combine 8 energy elements that were scattered about the uncharted planets, and bestow them to “GAMMA”…
      –However, each planet met with an unexpected incident. The robots who were mining the energy elements suddenly began going berserk!! Upon learning of this from Dr. Right, “ROCKMAN” immediately set out on a path for the uncharted planets–a new battle was about to begin!!
    13. Q. Do robots like those made by Dr. Wily or Dr. Cossack have self-awareness, and can they talk? And do they run on solar energy like Rockman does?
      A. I take it you’d like to know if Wily and Cossack’s robots possess “sentience”? Naturally, they each have a “consciousness”, although the level of every “cognitive circuit” embedded inside each one of them varies, producing as many different “personality” types as found in people… Just like you or I, they can speak, and have emotional responses like shyness, or anger, just as we do.
      Regarding their energy systems, many of them do utilize “solar energy” in some way.
    14. Q. What kind of foods does Rockman like to eat?
      A. Well… Actually, Rockman’s body is powered by “Solar Energy.” Therefore, he doesn’t really eat, but there are some things that are okay for his consumption… Around the lab, he enjoys drinking “Energy Juice.” As responsibly as he behaves, he’s still a kid after all.
    15. Q. The shots that the Rockbuster fires from the hand, what are those exactly?
      A. The Rockbuster on the arm fires something called a “Solar Bullet”, essentially emitting a compressed form of solar energy that’s very powerful.
    16. Weapon: Transforming Rockbuster, fires a solar bullet
    17. Power Source/ R.S. Power Reactor (Micro-sized) Right Solar Power Pile Dr. Right-made Solar Energy Generator
    18. Q. Do robots like those made by Dr. Wily or Dr. Cossack have self-awareness, and can they talk? And do they run on solar energy like Rockman does?
      A. I take it you’d like to know if Wily and Cossack’s robots possess “sentience”? Naturally, they each have a “consciousness”, although the level of every “cognitive circuit” embedded inside each one of them varies, producing as many different “personality” types as found in people… Just like you or I, they can speak, and have emotional responses like shyness, or anger, just as we do.
      Regarding their energy systems, many of them do utilize “solar energy” in some way.
    19. PEACE HAS COME TO THE WORLD.
      Dr. Wily has reformed, and he and Dr. Right have joined forces, working together to develop a giant peace-keeping robot named “GAMMA”.
      “GAMMA”…… It was the life-long dream of Dr. Right, a giant robot to protect and serve world peace.
      Their research almost complete, all that remained was to combine 8 energy elements that were scattered about the uncharted planets, and bestow them to “GAMMA”…
      –However, each planet met with an unexpected incident. The robots who were mining the energy elements suddenly began going berserk!! Upon learning of this from Dr. Right, “ROCKMAN” immediately set out on a path for the uncharted planets–a new battle was about to begin!!
    20. By swapping out the program data of all the robots Dr. Wily has constructed, this robot is able to adapt other robots’ moves as its own. With the powers of all robots combined into one, this is truly one dreadful robot.
    21. This all-purpose robot can take on the same abilities of every other robot merely by switching its program data. Still, if it just copies the powers of robots that Rockman has already been able to defeat, one might expect for Rockman to overcome them again…
    22. Q. Do robots like those made by Dr. Wily or Dr. Cossack have self-awareness, and can they talk? And do they run on solar energy like Rockman does?
      A. I take it you’d like to know if Wily and Cossack’s robots possess “sentience”? Naturally, they each have a “consciousness”, although the level of every “cognitive circuit” embedded inside each one of them varies, producing as many different “personality” types as found in people… Just like you or I, they can speak, and have emotional responses like shyness, or anger, just as we do.
      Regarding their energy systems, many of them do utilize “solar energy” in some way.
    23. PEACE HAS COME TO THE WORLD.
      Dr. Wily has reformed, and he and Dr. Right have joined forces, working together to develop a giant peace-keeping robot named “GAMMA”.
      “GAMMA”…… It was the life-long dream of Dr. Right, a giant robot to protect and serve world peace.
      Their research almost complete, all that remained was to combine 8 energy elements that were scattered about the uncharted planets, and bestow them to “GAMMA”…
      –However, each planet met with an unexpected incident. The robots who were mining the energy elements suddenly began going berserk!! Upon learning of this from Dr. Right, “ROCKMAN” immediately set out on a path for the uncharted planets–a new battle was about to begin!!
    24. Q. The shots that the Rockbuster fires from the hand, what are those exactly?
      A. The Rockbuster on the arm fires something called a “Solar Bullet”, essentially emitting a compressed form of solar energy that’s very powerful.
    25. Weapon: Transforming Rockbuster, fires a solar bullet
    26. Q. The shots that the Rockbuster fires from the hand, what are those exactly?
      A. The Rockbuster on the arm fires something called a “Solar Bullet”, essentially emitting a compressed form of solar energy that’s very powerful.
    27. Weapon: Transforming Rockbuster, fires a solar bullet
    28. Rockman's profile (1, 2, 3)

    Explanations

    Explanation of data in the Mega Man series.

    Battle Records

    None.

    None.

    None.