X... X? X! It is I, Thomas Light. I created you, X. That's right. It's a variable. It represents limitless potential. You see, you are a new type of robot who can think for himself. You truly are just like us humans, X. That's why I'm afraid that mankind is not quite ready to accept you. We are not yet mature. They may very well view your limitless evolutionary potential as something to be feared. The name "X" also carries connotations of danger. I am sorry, X... I didn't have enough time to see you enter the world... I have given you the power to think... to worry and to grow and evolve as you fight, but... it is too soon for that power to be unleashed... Of course you will. I believe it to be so. X... I want you to use that conscience of yours to fight for the people of the future. (pushes a few buttons, sealing X in his capsule) They will need someone like you to guide them. Farewell, X. You are the world's one true hope.
Doctor Thomas Light, known as Doctor Thomas Right in Japan, is a character from the Mega Man and Mega Man X series. He is Mega Man's father and creator.
His counterpart from the Mega Man Battle Network series is called Tadashi Hikari, and he is the inventor of the PET and the grandfather of Lan Hikari and Hub Hikari.
This dropdown contains the synopsis of Dr. Light’s story. Read at your own risk as you may be spoiled otherwise!
Background
In the 20th century, Thomas Light attended the Robot Institute of Technology, where he met Albert W. Wily and became classmates. They got along quite well, but their friendship ended when a committee decided to cancel Wily's Double Gear research in favor of Light's research into robots with independent thought. Light agreed to the decision as the Double Gear puts great strain on the robots that use it and he believed that powerful robots required proper judgment to avoid misusing its abilities. Light laments that his efforts to quench Wily's hotheadedness before it led him astray only ended up fueling the fire, and kept the prototype Double Gear system that Wily broke in anger.
Light and Wily graduated together with their doctorate degrees (PhDs) on electronic enginnering, although Light always received more credit than Wily. Dr. Light won the LIT Manual Design Contest four times in a row, the golden prize in the World Engineer Award, and the Nobel Prize in Physics. With his pride hurt and tired of being in second place, Wily vanished, and Dr. Light didn't see him again until the events of the first game. At an unknown time, Dr. Light (alongside Dr. Wily in some sources outside of Japan) founded his laboratory to further the development of computing and robotics technology for the benefit of mankind in the coming era. Light became a world-renowned scientist and the leading expert on robotics.
Light built a series of household and civil service robots. Not long after that, he created a humanoid robot with a much more advanced A.I., DLN-000 Proto Man, the first "advanced robot", known as a Robot Master in some sources. However, Proto Man's dangerous imbalance in his energy core and having a strong sense of independence, went A.W.O.L. before his repairs were complete in fear that his personality would change in the process. Yet, in the year 200X (sometime in the first decade of the 21st century), Light would build on the successes and failures of the Proto Man project to build other Robot Masters, like Rock (a lab assistant, also known as Mega), Roll (a housekeeper), and a series of industrial robots.
When Dr. Wily grew jealous of Dr. Light's works receiving credit and his works not (in USA sources he's jealous because Light received all the credit for the team's work), he stole and reprogrammed Light's industrial robots, attempting to take over the world. Rock, having a strong sense of justice, volunteered to be converted into the super robot known as Mega Man.
Mega Man Games
After converting Rock into Mega Man, Mega Man fights against Dr. Wily's forces and manages to defeat him. After Wily's first defeat, he tries to conquer the world again several times, and Dr. Light has been developing new inventions to help Mega Man counter Wily. Some of his main creations include Items 1-3, Rush, Eddie, Tango, Auto and upgrades to the Mega Buster.
In most games, Dr. Light only appears in scenes, some of them being brief. Below are all his appearances in the games:
Mega Man
In-game, Dr. Light only appears in the ending alongside Roll. In the Rockman Complete Works version, he is also the Navigator from the Navi Mode.
Mega Man Powered Up
Dr. Light stays in his laboratory alongside Roll.
Mega Man 2
Dr. Light appears to give Items 1-3 to Mega Man.
Mega Man 3
Dr. Wily pretends to be sorry for his acts and works together with Dr. Light to build the giant peace keeping robot Gamma. It was Light's lifelong dream to create a giant robot to protect and serve world peace. They also created some Robot Masters together so they could obtain the Energy Elements needed to complete Gamma. When Gamma was near completion, Wily stole it to be used in his plans to conquer the world, but Mega Man manages to destroy Gamma. Dr. Light realizes that the robot who rescued Mega Man in the ending is Proto Man.
Mega Man: The Wily Wars
In order to stop Dr. Wily's alterations in time, Mega Man was sent into the past in a time machine hastily crafted by Dr. Light.
Mega Man 4
While Dr. Light has no appearances in-game, he improved Mega Man's Mega Buster, allowing Mega Man to fire charged shots, and he created the support robot Eddie.
Mega Man Soccer
Dr. Light was watching a game of soccer on TV with Rock and Roll. When Dr. Wily's robots attack the field, Light modifies Mega Man so he can face the robots.
Wily & Right's RockBoard: That's Paradise
Dr. Light is a playable character. His objective is to expand his facilities, making world peace easier to achieve.
Mega Man 5
Light was captured by Proto Man (Dark Man 4) at the beginning of the game, and was rescued in the ending.
Mega Man IV & V
Dr. Light exchanges P Chips by items in his laboratory.
Mega Man 6
Dr. Light is absent in-game, but he modified Rush so he can combine with Mega Man, changing him into Power Mega Man or Jet Mega Man. He is the Navigator from the Navi Mode in the Rockman Complete Works version of the game.
Super Rockman Adventure
Dr. Light immunizes Mega Man, Rush, Beat and the six industrial Robot Masters from the first game from the electromagnetic waves caused by Ra Moon, and watches over Roll while they try to stop Wily.
Mega Man 7
Light appears in the opening stage, in his lab, and in the ending. When Bass was damaged by Shade Man, Mega Man said Dr. Light could repair him. After his repairs, Bass attacked the lab and stole plans that Light created to improve the Rush Adapter. Wily used the plans to create the Super Adapter for Treble.
Mega Man Battle & Chase
As Dr. Light's super computer was damaged due to a thunder storm, Mega Man decides to enter the Battle & Chase tournament and use the prize money to buy a new computer. In Mega Man's ending, Dr. Light says he repaired his computer, and the money is used to throw a party to commemorate Mega Man's victory.
Mega Man: The Power Battle
Dr. Light appears in Mega Man's ending.
Mega Man 8
Dr. Light asks Mega Man to investigate an outer space object that had fallen on an island, which coincidentally was being used by Wily as a hideout. Wily gets to the crash site first and collects the "Evil Energy" before fleeing the scene. Unable to halt Wily's escape, Mega Man discovers and retrieves a heavily damaged robot from the crater called Duo. Light repairs Duo and studies a small portion of the Evil Energy that was found. After Mega Man defeats four Robot Masters, Duo awakens and destroys the Evil Energy in Light's laboratory, and goes after the Evil Energy in Dr. Wily's possession.
Mega Man 2: The Power Fighters
Dr. Light appears in the stage select screen and in the endings of Mega Man, Proto Man, and Duo. In Mega Man's ending, he cheers up Mega Man alongside Roll and Auto. In Proto Man's ending, Light is worried with Proto Man and tries to convince him to repair the defect in his energy system, without success. In Duo's ending, Light talks with Duo about a strange alien energy and bids him farewell.
Rockman Strategy
Dr. Light serves as support for Mega Man's team in his laboratory, providing equipment and even support troops in exchange for Screws obtained through battles. At the end of the game, Dr. Light repairs the alien robots led by Apollo and Luna, and subsequently instructs them in how to grow plants naturally in order to restore the dying plantlife on their homeworld.
Mega Man & Bass
Dr. Light appears in the CD database to say how the collection is going and as one of the database's entries. He also appears in Mega Man's ending.
Rockman & Forte: Mirai Kara no Chōsensha
Dr. Light is the shopkeeper in Mega Man's story.
Mega Man 9
Light is charged for the crimes committed by his robots and is sent to jail, but when it was discovered that Wily reprogrammed his robots, he is freed. Dr. Wily also used a Light-like robot to create an incriminating video. In the ending, Dr. Wily uses the fake Dr. Light to trick Mega Man into believing that Light was taken by fake officers and felt ill while in his Wily Castle.
Mega Man 10
Dr. Light appears in his laboratory, where he takes care of the ill Roll and works with Wily to find a cure for Roboenza.
Mega Man 11
Dr. Light was making a maintenance check up on several robots in his laboratory. After finishing Block Man, only seven robots were left, but Dr. Wily appeared and stole the robots, informing Dr. Light that he would use them as test subjects for his Double Gear system. Knowing this, Dr. Light took the prototype Double Gear system developed by Wily on their university days and installed it on Mega Man so he could stand a chance against this new threat. After the defeat of four bosses, Dr. Light informs that he finished giving Rush a tune-up, enabling Rush Jet, and tells Mega Man about how Wily ended his friendship with him due to the Double Gear system. In the ending, Dr. Light appears in the Gear Fortress and attempts to befriend Wily again, showing what they could achieve if they worked together, showing Mega Man as an example as he was using not only Light's technology, but also Wily's Double Gear system. However, Wily ignores Dr. Light and says that he won't stop until he sees Light and Mega Man kneel before him in utter defeat, and escapes. Saddened, Light notes that they may not be able to work again, and he leaves the fortress with Mega Man and Auto, also retrieving the eight robots stolen by Wily and later repairing them.
Dragalia Lost
Dr. Light appeared in the event Wyrmprint Roll On from Dragalia Lost.
Rockman xover
Dr. Light, along with Dr. Cossack, is responsible for creating OVER-1, the main protagonist of Rockman ×over. Dr. Light appears in some of the game's Battle Memory.
Late Years
In the year 20XX (later in the 21st century), Dr. Light began work on X (the "X" standing for a factor of unknown potential). X would possess the ability to make his own decisions in life, unlike Rock who was bound by Asimov's "laws of robotics". However, Light knew that he would not live long enough to fully test X's potential, so he had X sealed in a capsule on September 18, 20XX, not to be awakened for thirty years.
In Mega Man Maverick Hunter X, Dr. Light was shown to have been aging and becoming more sickly as he developed X, appearing weak and tired by the time X had been completed. He is presumed to have passed away in the near future after.
Mega Man X Series
In 21XX, more than 100 years after X's being sealed away, Dr. Cain found the capsule with X in the ruins of Dr. Light's Laboratory. A holographic image of Dr. Light continued to provide support for X through the use of capsules during the Maverick Wars. This image of Dr. Light is shown to be able to keep up with current events and communicate with others. In Mega Man X5's ending, Light is shown to be able to appear outside the capsule, although it only happened once to repair a fatally injured X.
Durability: At least Athlete level, Unknown in his hologram form (As he has no true physical body). His ability to transfer his conciousness into a hologram makes him difficult to kill
*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.
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.
*Big Bang Strike: An energy blast of tremendous power. This attack is very dangerous to Proto Man, however, as it severely drains his energy. It's used in Mega Man & Bass to destroy King's strong shield.
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.
Proto Buster: A powerful arm cannon like the Mega Buster. Proto Man can charge energy to make the shot stronger.
Buster Shot: Shot is the basic attack of MProto Man.
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.
Proto Shield: A strong shield that can deflect most attacks, he also dashes while holding it, using it as a battering ram.
Proto Strike: A powerful short range charge shot used by Proto Man in Mega Man 2: The Power Fighters. An attack with the same name is used in Mega Man: Battle & Chase and Mega Man Powered Up. It also appeared in Mega Man & Bass, being used by Proto Man to destroy Dr. Wily's plans to build King II. This is also the name of his Special Power in SNK vs. Capcom: Card Fighters DS, which was mistranslated as "Bruce Strikes Back" in North America.
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.
*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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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 Proto 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.
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.
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.
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.
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.
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.
*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.
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.
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.
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.
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.
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.
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 Proto 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
*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.
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.
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.
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.
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 succession. 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.
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.
Plug Ball: The Plug Ball is Plug Man's special weapon from Mega Man 9. Proto 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 Proto 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.
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 Proto Man to jump higher (this is also true when Tornado Man uses the weapon when fighting him) and activates air-based platforms.
*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.
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.
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.
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.
Thunder Wool: Thunder Wool is Sheep Man's special weapon in Mega Man 10. Proto 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.
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.
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.
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.
*Charged Shot: Roll charged up her Roll-Buster and shoots out a strong energy projection.
Roll Swing: Roll swings her weapon at opponents and it can be used twice in succession
Broom: With the "Roll Swing" by default, she swings a broom, although she'll swing other objects if she is wearing a costume.
Flag: With the "Roll Swing", when wearing the sports outfit she will swing a flag at full force.
Lance: With the "Roll Swing", when wearing the knight outfit, she will swing a lance at full force.
Umbrella: With the "Roll Swing", when wearing the rainy day outfit, she will swing an umbrella at full force.
Butterfly Net: With the "Roll Swing", when wearing the straw outfit, she will swing a butterfly net at full force.
Parasol: With the "Roll Swing", when wearing the vacation outfit, she will swing a parasol at full force.
Mallet: With the "Roll Swing", when wearing the summer outfit, she will swing a mallet at full force.
Witches Broom: With the "Roll Swing", when wearing the halloween outfit, she will swing a witches broom at full force.
Fish: With the "Roll Swing", when wearing the alley cat outfit, she will swing a fish at full force.
Candy Stick: With the "Roll Swing", when wearing the Roll Claus outfit, she will swing a candy cane at full force.
Ninjatō: With the "Roll Swing", when wearing the ninja outfit, she will swing a Ninjatō at full force.
Box of Chocolates: With the "Roll Swing", when wearing the valentine outfit, she will swing a box of chocolates at full force.
*Hyper Bomb: Hyper Bomb is Bomb Man's Special Weapon. When in use, he 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. Hyper Bombs will bounce three times when fired in the air; otherwise, they will bounce twice.
Cut Man attacking with Rolling Cutter
Cut Man using Rolling Cutter to cut holes through space
Enraged Cut Man using his strongest attack
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.
*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.
*Fire Storm: Fire Storm is Fire Man's Special Weapon. Fire Storm burns at 7000 to 8000 degrees celsius to be capable of burning through just about anything. Good at both attack and defense, 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.
*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.
*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.
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.
*Oil Slider: Oil Slider is Oil Man's Special Weapon from Mega Man Powered Up. It 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. Only one oil pool can be present at a time, so the player must either ride it or wait a while for it to disappear.
*Time Slow: Time Slow is Time Man's Special Weapon from Mega Man Powered Up. When used by TimeMan, 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.
Clock Hands: Time Man will fire two clock hands, one at an upwards angle, and the other at a downwards angle. Charging his weapon will make him stop time, slowing down time for a longer period than Mega Man.
*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 succession. 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.
*Black Hole Bomb: Black Hole Bomb is Galaxy Man's Special Weapon in Mega Man 9. 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.
*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 Concrete 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.
*Hornet Chaser: The Hornet Chaser is Hornet Man's Special Weapon from Mega Man 9. Hornet 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 Hornet 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.
*Jewel Satellite: The Jewel Satellite is Jewel Man's Special Weapon from Mega Man 9. When activated, it summons four jewels that orbit Jewel 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.
*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.
*Plug Ball: The Plug Ball is Plug Man's special weapon from Mega Man 9. Plug 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.
*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 Tornado Man to jump higher and activates air-based platforms.
X-Buster and Z-Saber
Variable Weapons System
Developed by Dr. Light in accordance for X's system, the Variable Weapons System is integrated into X's X-Buster, and is very similar to Mega Man's Variable Weapons System, allowing him to use Special Weapons. X's buster system has the potential to become far more powerful in the fact that its weapon capabilities are theoretically infinite. The Arm Parts from X's armors unlock some of this potential by allowing X to charge the weapons obtained from enemies. Many other attacks are provided from the various armor's Arm Parts.
X-Buster and Z-Saber
X-Buster
Attack
Image
Description
Normal Shot (Lvl. 1)
X's default buster shots. They are bright yellow in color, and while they do not deal much damage on their own, they benefit from a high firing rate.
Semi-Charge Shot (Lvl. 2)
X's semi-charged shots. They are either green or blue in color, and are slightly larger and stronger than normal shots.
Charge Shot (Lvl. 3)
X's usual fully-charged shots. They are either blue, pink, or green in color, and are considerably larger and stronger than normal shots.
Charge Shot (Lvl. 4)
Only available in Mega Man X7 and Mega Man X8, these shots are a tier above the usual Charge Shots. They are blue in color, and are much larger and stronger than normal shots.
Armor and Arm Part Upgrades
Armor
Attack
Image
Description
First Armor
Spiral Crush Buster (スパイラルクラッシュバスター)
X can charge to Lvl. 4. It is composed of multiple pink shots, and creates a flash behind X that can damage those behind him (except in Maverick Hunter X).
Second Armor
Double Charge Shot (ダブルチャージショット)
X can charge to Lvl. 4. This allows X to fire a Lvl. 3 Charge Shot while also storing a second shot for future use; when briefly charged the second is a Lvl. 2 shot, while charging for longer makes it a new Lvl. 3 Charge Shot with shots spiraling around it.
Third Armor
Cross Charge Shot (クロスチャージショット)
X can charge to Lvl. 4. It is two shots like the Double Charge Shot, but the first shot can be combined with the second by firing them in rapid succession, splitting into a wall of five powerful shots.
Fourth Armor
Stock Charge Shot (ストックチャージショット)
One of the two Charge Shots available in Mega Man X4. By charging to Lvl. 3, X can store up to four Lvl. 3 Charge Shots and fire each of them at will.
Plasma Charge Shot (プラズマチャージショット)
One of the two Charge Shots available in Mega Man X4. It pierces enemies, leaving behind a damaging Plasma Ball for each it makes contact with. In Mega Man X5 this is the Fourth Armor's default Charge Shot, but it can only leave one Plasma Ball at a time.
Ultimate Armor
The Ultimate Armor has used the Plasma Charge Shot from Mega Man X4 to Mega Man X6, and Mega Man X8.
Falcon Armor
Spear Charge Shot (スピアチャージショット)
A Lvl. 3 Charge Shot that can pierce through any enemy or obstacle in Mega Man X5. In Mega Man X6 it has lost its piercing properties.
Gaea Armor
Gaea Shot
Normal buster shots are short-ranged but powerful blasts reminiscent of a Lvl. 2 shot. Charging to Lvl. 3 increases the size of the blast, erases incoming projectiles, and can destroy Gaea Blocks.
Blade Armor
Charge Saber (チャージセイバー)
The Lvl. 3 Charge Shots leave behind damaging energy balls similarly to the Plasma Charge Shot, though smaller. X can also use a Charged Saber attack by holding Up while releasing the Lvl. 3 charge, giving the slash extended range and the ability to erase incoming projectiles. Notably, in this armor X's saber extends from his buster.
Shadow Armor
Engetsurin (円月輪, "Crescent Moon Ring")
Normal buster shots are random shuriken-like shots similar to C-Shot. Charging to Lvl. 3 results in a Z-Saber slash with an added crescent moon effect for extended range and damage.
Glide Armor
Glide Shot
Adds three smaller projectiles around the Lvl. 4 Charge Shot to deal additional damage.
Hermes Armor
Spread Charge Shot (拡散チャージショット)
Fires a spread of three Lvl. 2 shots in place of a Lvl. 3 Charge Shot, with the added capability of breaking guards. When X-Drive is in effect X also has access to a Lvl. 4 Charge Shot that fires five Lvl. 2 shots.
Icarus Armor
Laser Charge Shot (レーザーチャージショット)
Upscales all of X's charge levels, making his normal shots into Lvl. 2 shots, Lvl. 2 shots into Lvl. 3 Charge Shots, etcetera with additional guard-breaking power. His Lvl. 4 Charge Shot also becomes a laser beam that deals prolonged damage and can suspend X in the air.
Fires a shard of ice that can freeze and/or damage a target. Upon collision, smaller shards will be fanned out in the opposite direction.
Creates an ice sled shaped like Chill Penguin. X can stand upon this sled and ride it for a short period of time. In Maverick Hunter X, the sled produced is just a flat piece of ice with a sharp point in front, but it works just like the original version.
Fires electrically-charged spheres that dissipate upon contact with enemies; if a sphere hits a wall, it splits in two, and the two charges then run along the wall.
In X1, two walls of energy are released behind and in front of X. In MHX, an enormous wave of electric energy is emitted in all directions from X that can destroy all enemies present.
A spherical ball of energy the size of X is fired. This shot will roll along the ground until it hits an enemy and dissipates, or bounces off of a wall and dissipates on collision with a second.
A shield will surround X, until it is destroyed by heavy contact. The power of the shield has been increased in MHX as it now resists more enemies with higher defenses.
*Note: In Maverick Hunter X, X can switch weapons while the charged Rolling Shield is active, but won't be able to fire the normal version of this weapon.*
Fires small rockets that home in on enemies, detonating on contact.
Releases six larger fish-shaped missiles in a fanned-out manner. Missiles gain better attributes, including increased speed, fluidity, tracking, and attack power.
*Note: Is spelled mistakenly as 'Horming Torpedo' in the original Mega Man X game, which has been corrected in Maverick Hunter X. The color scheme of X's Armor in MHX changes from dark green to gray when X uses this weapon.*
Similar to Cut Man's Rolling Cutter attack, the Boomerang Cutter fires a blade resembling Boomerang Kuwanger's horns. It can cut objects like Launch Octopus's tentacles and Flame Mammoth's trunk, as well as retrieve items that would otherwise be out of reach. If a cutter returns unscathed, the energy used to create it will be returned.
This attack also appeared in Marvel vs. Capcom: Infinite.
Eight larger cutters will surround X in a pattern before dissipating. In MHX, the number of large boomerangs is reduced to four but each of them will be double in size.
Fires a bolt of energy forwards that splits into three bolts just after being fired; these smaller bolts travel up-forwards, forwards, and down-forwards respectively. In MHX, X simply shoots out the three bolts from the X-Buster directly and its firing angle can be adjusted upwards or downwards and is slightly faster.
X flashes in various colors of the rainbow and is temporarily able to walk through enemies and many other hazards without taking damage.
*Note: In MHX, X can switch weapons while the charged Chameleon Sting is active, and is able to fire the Normal Version of this weapon even when the Charged Version is active.*
Fires a horizontal cyclone of air which can strike enemies multiple times. In MHX, the length of the cyclone that can attack enemies is halved, allowing for more attempts at a specific time frame.
This attack also appeared in Project X Zone.
Creates a massive vertical tornado that more or less annihilates everything in its path. In the original game, the tornado is generated exactly at the point where X stands, while in MHX, it is released a short distance forward.
Releases a constant stream of flames that continues as long as the attack button is held down. Doesn't work underwater.
Shoots out a fireball that creates a wave of flames when it hits solid ground and travels a short distance until it reaches a wall or the end of the solid ground.
*Note: Since the uncharged Fire Wave is continuous, weapon energy will be wasted to allow use of the charged attack. Color scheme of X's Armor in MHX changes from orange to red.*
Fires two blades of energy which reflect off of walls, ceilings, and obstacles. These blades can ricochet a great number of times before disappearing, but the angle of reflection increases on every hit, and it's different for each of them. Once the blades reach the sky or an enemy, they disappear.
This attack also appeared in Marvel vs. Capcom: Infinite.
Five energy blades are fired into the air, then fall back down.
Releases a stream of bubbles which float upward and pop if they make contact with anything. Up to seven bubbles can be onscreen at a time, and the bubbles float upward much more quickly when X is underwater.
A ring of bubbles surrounds X. Although enemies will be damaged on contact, weapon energy is constantly consumed by the shield. When used underwater, jumping height is further increased.
*Note: Since the uncharged Bubble Splash is continuous, weapon energy will be wasted to allow use of the charged attack.*
A pair of fireballs are shot. Traces of damaging flames will appear if this weapon is fired on the ground. When used underwater, only two non-flaming drones are shot; they do little damage.
Surrounded by flames, X can air dash, slightly longer than Second Armor's air dash. Can be used after the latter (or vice-versa) for further reach.
Launches hunks of garbage. This weapon's behavior and power vary from stage to stage, but the most common form is a chunk of scrap metal that arcs downward and explodes into diagonal shrapnel.
X's buster attracts a huge mass of junk, creating a large block that shields him slightly. Releasing the button fires the mass of junk as a makeshift projectile. When charged up in certain unmarked rooms, it will instead pull a bunch of energy or weapon capsules out of the walls for X to collect.
Releases a mine that travels horizontally at a constant rate, and can be controlled vertically. It will detonate immediately on contact with an enemy, or after a short time upon contact with a wall.
A miniature black hole is unleashed; it is controlled in the same fashion as the uncharged version, with the exception of being able to go through walls/obstacles. It can increase in size if it absorbs enough of a certain range of objects.
Fires a glob of liquid which crystallizes enemies on contact. The encased enemy can be destroyed by jumping on it, similar to performing a wall kick, or by dashing through it. It can also be used as a platform to access other areas. A weapon capsule will be obtained from destroying the crystallized enemy.
The screen will shake and distort time for a short period of time, then all actions on screen are slowed down for a while.
Three dynamos will appear around X, passing thunder around in a triangle pattern, and then firing off in three directions. Continuously pressing the weapon fire button will invert the dynamos, prolonging the effect to three more times before the thunder will leave.
This attack also appeared in Project X Zone.
X will punch the ground, causing all grounded enemies to take damage. Two thunder bolts will then follow the ground in front of and behind X, causing damage on contact. X must be on the ground to use this weapon.
Releases a ball that creates a high-gravity zone. Surrounding enemies are crushed by junk attracted to the ball.
X fires releases a Gravity Well upward, generating a black hole. After a short time, the black hole settles in place and lifts enemies up towards it, partially similar to Mega Man's (and Gravity Man's) Gravity Hold. This can also be used to lift up certain platforms to grant X access to new areas.
Fires an explosive charge that can attach itself to an enemy, stunning it. Large enemies are only stunned, whereas small enemies are stunned and then flown to the nearest enemy to achieve double damage.
Four crosshairs appear around X and seek enemies. After targeting an enemy, a mini bee will home in on the target and attack it.
Ice darts are fired, and upon contact, turn into three-pointed shards that attach to the floor. The darts are bigger when fired underwater.
This attack also appeared in Marvel vs. Capcom: Infinite.
A large ice shield is produced at the end of the X-Buster. After a period of time, it will detach and slide along the ground. If detached underwater, it becomes an object that X can ride to the water's surface.
Creates a ghost-like silhouette of X in front of him that copies all his movements and damages enemies on contact. Disappears after a short period of time, or after taking enough damage.
Creates an unarmored X clone that is restricted to the area of the current screen. Controls are passed to the X clone. Disappears after a short period of time or if it falls into a pit.
A vertical semicircle appears with a crosshair that can travel along it when controlled by the up and down buttons. Pressing fire results in a laser rapidly firing at enemies. Up to three enemies can be targeted by the crosshair.
A constant laser is fired directly in front of X, and can be moved up and down.
Fires three lightning bolts (upwards, forwards and downwards) that transform into spheres that roll along surfaces. Is similar to Elec Man's Thunder Beam.
Six lightning bolts will sweep the screen at random points one at a time in the field.
X performs an uppercut which releases a tornado rising upwards. If X is moving when he uses Wing Spiral, the tornado will go straight for a second before going upward.
Fires a tornado that expands in size as it goes further forward, giving it a large attack range.
Summons three orbiting dragonflies which fire forwards every time the special weapon button is pressed. They damage enemies on contact but will be destroyed if they take too much damage. If less than three dragonflies are present when the button is pressed the missing ones will regenerate.
The dragonflies auto-fire off at angles as they orbit X for a few seconds, then they revert to the uncharged form.
A water ball appears that goes straight up. If it hits a ceiling, it bounces back down in which it will disappear. Up to two shots can be onscreen at one time.
A bubble goes up the screen, and twelve water balls rain diagonally downwards across the screen from random positions.
A small energy shield appears, blocking certain energy shots. Can be deployed in front of, above, or below X. Only uses weapon energy when an enemy shot hits the shield.
Four scallop shells appear on each corner of the screen that shoot at enemies with up to eight diagonal shots each.
Shoots a burst of light upward that spreads into eight directions of light rays, causing a wide range of attack. X has to be on solid ground to use this attack.
Shoots a larger burst of light upward that splits into four smaller bursts before each of them spreads in eight directions of light rays, causing an even wider range of attack. X has to be on solid ground to use this attack.
Shoots out a black boomerang that can home in on targets to attack them. If there are no targets to home in, the boomerang will return to X and the energy used for that attack is restored.
Shoots five black boomerangs (three in front and two behind) that homes in on multiple targets and they can attack enemies up to two times before dissipating. Energy used will not be restored if they returns to X.
Creates a large crystal barrier that allows X to defend himself from projectile attacks by deflecting them with the barrier. Can be used to break certain enemies' defenses. X has to be on solid ground to use this attack.
Creates a larger crystal barrier which lasts longer. Can dig out energy items for emergency use as well as certain Rare Metals. X has to be on solid ground to use this attack.
Shoots two snowflake shots that go diagonally forward similar to Mega Man X4's Twin Slasher that can freeze enemies upon contact.
Fires a snow barrier that surrounds X and enemies that try and damage him will be frozen by it. Dissipates after taking enough damage or after some time.
Shoots out a line of flames that go forward on the ground. If it hits a wall, it will stop there. But if it hits a downward step, it will continue the path downwards until it dissipates after travelling a short distance. X has to be on solid ground to use this attack.
Shoots out two lines of flames in front and behind X that works the same way as the Uncharged version and lasts slightly longer. X has to be on solid ground to use this attack.
A single ice shard is fired. If it hits an enemy or solid obstacle, it will disperse into smaller ice shards going the opposite direction, spreading as they leave the said obstacle.
An ice plate is formed, sliding along the ground. Unlike the charged form of Shotgun Ice in X1, X cannot ride on the ice plate.
An electrically-charged sphere is fired. It splits into two spheres, going in opposite vertical directions upon contact with any un-damageable obstacle.
Two energy walls are fired at opposite horizontal directions.
Fires a mine that travels horizontally, but can be controlled vertically. Upon contact with an enemy or other obstacle, it stays there for a few seconds before detonating.
Fires a black hole which can also be controlled vertically. It can go through any obstacle, and can enlarge if it absorbs a sufficient range of objects.
An energy ball the size of X is fired, then rolls on the ground. It will dissipate upon contact with an enemy, or if it hits a second wall after rebounding from a first wall.
X is surrounded by a spherical shield, which dissipates upon heavy contact. This charged form also protects X from spikes.
Similar to the Mega Man X3 version, but can't be used to cling to walls.
X's Armors
Armor Parts (アーマーパーツ,Āmā Pātsu?), also known as Armor Power-Ups (アーマーパワーアップ?) and Power-Up Parts (パワーアップパーツ,Powā Appu Pātsu?, not to be mistaken with Power-Up Parts), are unique power ups that Mega Man X can equip to enhance his abilities.
Characteristics
Although each armor is unique and provides a different set of enhancements, most of them share a few common themes, being generally white with details in blue, gold and red (the latter being more uncommon). Some armors are based on specific motifs, such as the Falcon Armor's birdlike features and the Shadow Armor's ninja aspect. The armors themselves are separated in four parts: Foot Parts (フットパーツ,Futto Pātsu?, Leg Parts in some sources), Arm Parts (アームパーツ,Āmu Pātsu?, Buster Parts in Mega Man X7 and X8), Body Parts (ボディパーツ,Bodi Pātsu?) and Head Parts (ヘッドパーツ,Heddo Pātsu?), each hidden away in one of Dr. Light's hidden capsules. When a capsule is discovered by X, a blue hologram of Dr. Light explains the function of the part stored before allowing X to step inside and receive it.
Usually, X can equip the part and enjoy its benefits immediately upon receiving the upgrade, but there were circumstances (in Mega Man X5 and Mega Man X6) which forced him to acquire an Armor Program (アーマープログラム?) of the four parts before the full armor could be used. The fate of each armor with the end of an incident is unknown; most of them disappear completely, while others such as the Fourth Armor and Falcon Armor are damaged in action. It is possible to repair and reuse an armor, although repaired armors tend to lose some functionality depending on the situation. Some armors such as X's "Second Armor" could be even acquired from Dr. Light a second time, with minor modifications.
Generally, the Armor Parts are strictly designed for X's use; although Zero could occasionally download the Armor Programs for X, he could not use Dr. Light's power-ups himself. The only exception Zero used an armor in video games was during the Erasure Incident, where he could receive enhancements from Dr. Light's capsules, although there were no visual changes like in X's case, and a small upgrade in Mega Man X5. In the Mega Mission card series, Zero was able to equip the Energy Armor originally meant for X, although he was not able to make use of it as much as X was ultimately able to after Zero passed it onto him. However, in Mega Man X7 and X8 where two Maverick Hunters are deployed in gameplay, X must be in the team and only he (as the Hunter the player is using) can open up the Armor Capsule by going near it even if it means using the Reserve Hunter to access the capsule, as X will immediately be able to use the part inside once obtained.
Appearances
The section contains X's Armor from various games.
Mega Man X and Mega Man Xtreme
The First Armor obtained by X in the Mega Man X series. It made its debut appearance in the first Mega Man X game and reappeared in the remake Mega Man Maverick Hunter X, in Mega Man Xtreme, and in Mega Man X DiVE.
Armor Parts:
Foot Parts: Allows X to dash at high speeds. The dash ability was retained through the rest of the series, regardless of X's armor collection in those games. This enhancement also allows X to destroy certain blocks by wall kicking off of them. In the SNES version of Mega Man X and in Mega Man Xtreme, it is the only Armor Part that is mandatory, as it is in the way in Chill Penguin's stage and can't be avoided. This was remedied in the PSP remake, Mega Man Maverick Hunter X . In fact, all of the capsules were re-arranged, the Foot Parts appearing in Flame Mammoth's stage. As the dash is available from the beginning in Mega Man Xtreme, it improves X's wall kick instead, alongside the ability to crush certain blocks.
Body Parts: X receives only 50% of the damage normally taken. In the original version it appears in Sting Chameleon's stage, while in the remake it appears in Storm Eagle's stage. In Mega Man Xtreme it appears in Flame Stag's stage.
Arm Parts: X can charge up to a third charge level to use the Spiral Crush Buster, and charge Special Weapons as well. Like the Foot Parts in the original version, the Arm Parts can't be avoided due to X obtaining it from Zero if he didn't get it from a capsule. The capsule appears in Flame Mammoth's stage in the original version and in Sting Chameleon's stage in the remake. In Mega Man Xtreme it appears in Spark Mandrill's stage. Damage for Vile in the introduction stage for fully-charged X-Buster shots that has those Arm Parts equipped will be automatically doubled in the PSP remake.
Light Capsule: This version is gotten from one of Dr. Light's capsules. When X charges up to his highest level and releases, a long string of small, pink shots is fired, hitting multiple times. The PSP remake of this charge shot will fire three pink shots that can hit an enemy up to three times (taking 1 bar of life off bosses for every pink shot that hits the enemy boss, except for Sigma's final form).
Zero Buster: This version is obtainable from Zero if X hadn't obtained the capsule version by the time he defeats Vile. In the original version, the Zero Buster is the same as the Light Capsule version. In the PSP remake, this version is vastly different, firing a single large red shot that can deal four times the damage of the Light Capsule version (dealing 4 bars of life for every shot that hits the enemy boss, regardless of the enemy boss X faces in any battle).
Head Parts: X can destroy certain blocks by hitting them with his head. It is obtained in Storm Eagle's stage in the original version and in Mega Man Xtreme. In the PSP remake it appears in Chill Penguin's stage.
Mega Man X2 and Mega Man Xtreme 2
The Second Armor that Mega Man X obtains in the series.
Armor Parts:
Head Parts: The Item Tracer is made available. X sends out a cursor, which zooms into concealed passages and items. It can be found in Crystal Snail's stage. In Mega Man Xtreme 2, the Head Parts is located in Neon Tiger's stage and grants X the ability of breaking certain blocks with his head in the same way as the First Armor.
Body Parts: Enables the "Giga Crush" attack; as X takes damage, the Giga Crush's gauge fills. When this gauge is completely full, X can use the aforementioned attack, which damages all enemies on screen. All the energy is used after the attack, and unlike X's special weapons, it doesn't refill after completing a stage. Additionally, X receives only 50% of the damage normally taken. In Mega Man X2 it is located in Morph Moth's stage, while in Mega Man Xtreme 2 it is located in Launch Octopus' stage.
Arm Parts: X is able to use a Double Charge Shot, and can attain three charge levels. When the third is reached, X fires out super shots from each arm cannon, though the shots cannot be crossed as they do later in Mega Man X3. It also allows him to charge special weapons. It is located in Wheel Gator's stage in Mega Man X2, and in Flame Mammoth's stage in Mega Man Xtreme 2.
Foot Parts: X can perform an air dash technique. However, he cannot utilize both an air dash and a dash jump in the same jump. It appears in Overdrive Ostrich's stage. In Mega Man Xtreme 2, it is in Volt Catfish's stage and also allows X to dash upwards like the Third Armor's Foot Parts.
Note: This is the first Armor to begin the tradition of reducing Weapon energy usage. Completing the full set of armor grants the secret benefit of reducing X's Weapon Energy usage by half.
Mega Man X3
Mega Man X3 has the Third Armor obtained by X. In addition to the Armor Parts, X can also obtain chips that improve the abilities of the armor. However, X's system can handle only 1 of the 4 enhancement chips, being unable to equip the other chips once he installed one of them. The capsules containing the four chips can only be reached with the use of Ride Armors.
Armor Parts:
Foot Parts: X can use the Variable Air Dash, which allows him to air dash straight forward or straight upward. It is located in Blizzard Buffalo's stage.
Foot Chip: Allows X to use the Variable Air Dash twice, or dash jump and air dash in the same jump. It is located in Toxic Seahorse's stage.
Body Parts: Damage is reduced by half. When X is struck by an enemy's attack, a blue Defense Shield is generated and additional damage is reduced. The amount of damage reduced with the blue force field active is 25% (approx. 62.5% total damage reduction). The force field vanishes as soon as X takes another hit, or after 5 seconds. It is located in Volt Catfish's stage.
Body Chip: In addition to a 50% reduction in damage, an orange Defense Shield is projected rather than a blue one. Additional damage is reduced even further. The amount of damage reduced with the force field active is 50% (approx. 75% total damage reduction). This force field remains active for the full 5 seconds, no matter how many times X is hit during its protection. It is located in Crush Crawfish's stage.
Arm Parts: X can charge up to four charge levels, being able to use the Cross Charge Shot. At the fourth, X can fire out a crossover shot by shooting both arm cannons in rapid succession. When the Max Armor is fully assembled, X uses half the weapon energy for his Special Weapons, including the Hyper Charge if he has it. Located in Neon Tiger's stage.
Arm Chip: Gives X access to the Hyper Charge, which enables unlimited charge attacks as long as it has weapon energy. Located in Gravity Beetle's stage.
Head Parts: X gains a ground-penetrating Item Radar that upgrades his head sensor. When X enters a stage, a map of the stage will appear and highlight the location of Life Ups, Sub Tanks, Ride Armors, and Armor Parts based on satellite readings. These items are also indicated on the stage select screen, color-coded to show which ones have not been found yet. Located in Tunnel Rhino's stage.
Head Chip: X can stand still and regenerate energy at a slow rate. This can also be used to fill Sub Tanks. Energy recovers at a rate of 1 bar after the first 5 seconds of standing still, then 1 bar every 3 seconds onward. Located in Blast Hornet's stage.
Hyper Chip: A chip hidden in Doppler Stage A that only appears if X didn't get any of the four enhancement chips. With this, the armor gains a golden color and all the abilities of the four chips.
Mega Man X4
Mega Man X4 is the first game from the Mega Man X series to have two armors, the Fourth Armor (フォースアーマー,Fōsu Āmā?, named "Force Armor" in some sources) and the Ultimate Armor (アルティメットアーマー,Arutimetto Āmā?). The Ultimate Armor is also the first armor to be obtained as a whole instead of by separated parts.
The Fourth Armor is an all-around armor that can be found in capsules hidden in the stages like previous games, but differs in that it has two Arm Parts that can be traded anytime.
Fourth Armor's Armor Parts:
Foot Parts: X can perform an air dash, and hover for a limited time by pressing the jump button while in the air. X can move while hovering, but the amount of time he will stay airborne is reduced. Located in Web Spider's stage.
Arm Parts: There are two Arm Parts located side by side in Storm Owl's stage, each of them changing X's standard charge shot. Both of them allows X to charge special weapons.
Stock Charge Shot: X can charge up and store up to four charged shots. These shots aren't like X's original, being smaller and blue.
Plasma Charge Shot: X can charge up to fire a massive shot. When this shot strikes an enemy, an orb of plasma is generated and causes continuous damage.
Body Parts: Allows X to use the Nova Strike, a rushing, invincible, damage-inducing attack, with limited energy that is restored over time. Also, the damage X receives is halved, and taken damage is absorbed to replenish the Nova Strike's energy. Located in Magma Dragoon's stage.
Head Parts: Increases X's special weapons capacity, allowing him to fire endless uncharged special weapons and use less energy when firing charged weapons. Located in Cyber Peacock's stage.
The Ultimate Armor is a secret armor that is only available by the use of a code before starting the game, replacing the Fourth Armor. It has the same abilities as the Fourth Armor with the Plasma Charge Shot Arm Parts, but with infinite use of the Nova Strike.
Mega Man X5
The Fourth Armor and Ultimate Armor from the previous game return with some changes, and two new armors are available: The Falcon Armor (ファルコンアーマー,Farukon Āmā?) and the Gaea Armor (ガイアアーマー,Gaia Āmā?). However, due to the circumstances, Dr. Light gave the Armor Parts as programs, enabling X to use the armor only when all four data files are obtained and it is complete.
If X is chosen at the Character Select screen at the start of a new game, he will begin the game with the Fourth Armor equipped. If Zero is selected, the armor will be damaged and unusable for the rest of the game. The Plasma Charge Shot ability is in effect, but it will generate a plasma orb only for the first enemy it hits. Also, the effects of the Head Parts and the Nova Strike are unavailable.
The Ultimate Armor can be obtained without the use of a code in this game (thus, retaining the Fourth Armor as well) by going to the third Zero Space stage without an armor and entering the capsule hidden in the area. X also uses this armor during his battle against Zero in the same stage.
The Falcon Armor is a light weight armor that focuses on mobility. Its Foot Parts allow X to air dash and move freely in the air for a limited time. While in flight, X is invulnerable to everything except for instant-kill objects such as lasers. The Body Parts reduce the amount of damage received and enables the Giga Attack. The Head Parts reduce the amount of energy used by special weapons. The Arm Parts allow X to use the Spear Charge Shot, a small, fast-moving shot that can pierce through any surface. X can't charge special weapons with this armor. Dr. Light gives this armor's Foot Program in Crescent Grizzly's stage, the Arm Program in Shining Firefly's stage, the Body Program in Tidal Whale's stage, and the Head Program in Volt Kraken's stage.
The Gaea Armor is a heavy armor that sacrifices maneuverability and special weapons in exchange for both greater offensive and defensive strength for the purpose of careful and steady exploration in hidden and dangerous areas. The armor grants X complete immunity to spikes at all times, as well as mitigating the damage he receives. Additionally, X can use the Gaea Shot, a powerful Buster variant carrying Shot Eraser properties, and a close ranged but powerful Giga Attack. It is surrounded by a green field which pushes back blocks with a tell-tale "V" on them when he dashes, and his grabbing strength is increased, allowing him to hang onto walls without sliding indefinitely. Dr. Light gives the Head Program in Dark Necrobat's stage, the Arm Program in Burn Dinorex's stage, the Body Program in Spiral Pegasus' stage, and the Foot Program in Spike Rosered's stage.
Mega Man X6
The Falcon Armor and Ultimate Armor from Mega Man X5 return, and X can obtain the Blade Armor and the Shadow Armor.
The Falcon Armor is available from the beginning, but as it was damaged in the previous game, its flight ability is now limited to a damaging air dash, and the Spear Charge Shot lost its piercing properties, but now X is able to charge special weapons with this armor. Like Mega Man X4, the Ultimate Armor can be obtained only with the use of a code. It is the same as it was in Mega Man X5, except that its colors changed.
The Blade Armor is an armor focused on mobility and using the Z-Saber (which is physically adapted into X's buster, rather than a separate entity). The most significant feature is an upgraded air-dash. If the jump or dash buttons are pressed while X is airborne, X will freeze mid-air until the button is released. After this, he will perform a quick air dash that covers a lot of distance. X can air-dash vertically or horizontally like the Third Armor, and he can also air-dash down.
The Shadow Armor is similar to the Gaea Armor from Mega Man X5. It keeps many of the main features of the Gaea Armor, including invulnerability to instant-kill spikes, being able to hold on to walls without sliding down them, and the lack of an air dash. The Shadow Armor sacrifices the Gaea Armor's ability to push V-Blocks while dashing for a ninja-like maneuver. The X-Buster has been heavily modified for the Shadow Armor. X's normal shot fires shurikens, and behaves similar to the C-Shot from Mega Man X5.
Mega Man X7
Mega Man X7 contains the Glide Armor (グライドアーマー,Guraido Āmā?). Like the first four games from the series, the Glide Armor can be collected one piece at a time, slowly getting stronger with every part, in contrast to Mega Man X5 and X6 in which all parts of the armors must be collected to be functional. Also, X can remove the armor and go to missions without it once it has been fully assembled. It is a fairly all-around armor, as it is the only armor in the game.
Foot Parts: Allows X to use the Glide Dash. Activated by jumping in the air, X will glide while losing altitude slowly. The Foot Parts are located in Soldier Stonekong's stage.
Buster Parts: Add three homing shots after X fires his regular Charge Shot that deals bonus damage. He can also charge his special weapons. Located in Flame Hyenard's stage.
Body Parts: The damage X takes are halved and supplies him with the full-screen Giga Crash attack. Located in Wind Crowrang's stage.
Head Parts: X is able to absorb Life and Weapon Energy items from a farther distance. Located in Snipe Anteator's stage.
Mega Man X8
Even though in Mega Man X8 there in fact was only one armor as the basis, at least three different armor systems have been created from it, with the exception of the last one which parts can't be exchanged.
The Neutral Armor gives X no enhancements on its own. However, it has the ability to mix and match parts of the other two armors to give a customized group of abilities. Having a complete suit will unlock the Giga ability of that armor. It will, upon completing a set, glow more brightly, compared to a dull glow as an incomplete armor. Standard Neutral Armor parts are gray in color and is bestowed to X upon entering the first Armor Capsule he finds in the game together with the Armor Part that comes with it, subsequent parts he obtains will be automatically added into the Armor itself and will replace the previous part that he already has (for example, if X has the Buster Parts I when he enters the Armor Capsule that has the Buster Parts H, the Buster Parts H will replace the current part that he has, in which he can enter other stages with 2 Buster Parts to choose from after he has completed the stage).
The Icarus Armor is an armor system that focuses on attack power and aerial advantage capabilities. When the armor set is complete, X can use the Giga Crash that is similar to the Second Armor in Mega Man X2 and the Glide Armor in Mega Man X7. Once the Giga Crash is performed, his weapon gauge will automatically refill itself over time unlike in previous games where X has to obtain energy capsules or take damage to fill up the gauge used for this attack. The Parts are colored red.
The Hermes Armor is an Armor system that focuses on movement speed and mobility. When the armor set is complete, X can use the X-Drive which further enhances X's movement speed and mobility. X will have blue energy flowing throughout his body while this ability is in effect. The weapon energy will drain itself while the X-Drive is in effect until the energy runs out or if he switches with his reserve Hunter, in which the energy will recharge itself over time. The Parts are colored blue.
The Ultimate Armor from Mega Man X8 is designed to be using similar color tones to the Ultimate Armor in Mega Man X6 but using the Neutral Armor as its design base fused with a purple glow on its parts. It is a separate option within the Neutral Armor selection, and thus cannot mix its parts with those of the Hermes and Icarus Armor. The most probable reason that a purple glow is used is that this Ultimate Armor combines certain abilities of his two Armor Systems, Icarus and Hermes, into one single Part. This is most notable in the Foot Part of the Ultimate Armor which is essentially the abilities of both his Foot Parts fused into one. It also grants X the Shouryuuken technique that was first seen with the Second Armor in Mega Man X2 but with reduced attack power but can be executed as easily. This Armor's head part also provides unlimited energy for X's weapons. This Armor's Nova Strike is the most devastating Nova Strike throughout the X Series for the fact that it is so powerful it can almost wipe out a Maverick Boss or reduce its life energy drastically in just one single attack, making defeating Maverick bosses in this game a quick affair. Although the Nova Strike cannot be executed indefinitely like previous incarnations, the recharge rate for successive usage is the quickest among the three Armor Systems, so quick that it takes mere seconds to the Weapon Gauge to be fully charged for repeated attacks.
Giga Attacks
Giga Attacks
X using the Hadouken
X using Shoryuken
X using Giga Crush
X using the Z-Saber
X using the Nova Strike
X using Spear Charged Shots
X using the Gaea Armor's Giga Attack
X using the Blade Armor's Giga Attack
X using Enkourin
X using Giga Crash
X using Giga Crash with the Icarus Armor
X using X-Drive with the Hermes Armor
X using the Nova Strike in X8
Hadouken: The Hadoken (波動拳 Hadouken, "Surge Fist" or "Wave Motion Fist") is a move from Capcom's Street Fighter series of fighting games that was included in as a secret power-up obtained from a Light Capsule in Mega Man X, Maverick Hunter X, Mega Man Xtreme and Mega Man Xtreme 2, and is executed in the same way, inputting the combination ↓↘→+ATTACK while X's health gauge is full and he is on the ground to unleash a powerful energy ball. It causes 32 damage, being able to destroy most bosses and enemies in a single hit.
Shoryuken: Shoryuken (昇龍拳; Shōryūken, "Rising Dragon Fist") is a special move from the Street Fighter series, a rising fire uppercut. Mega Man X can learn the Shoryuken by entering the game's secret capsule. In Mega Man X2 it is executed with →↓↘+ATTACK while X is at full health and on the ground.
Z-Saber: Z-Saber (ゼットセイバー Zetto Seibā), also written as Z Saber and Z-Sabre, is Zero's main weapon in the Mega Man X and Mega Man Zero series. It is a powerful saber with a green energy blade. In Mega Man X3 Zero lends the Z-Saber for X to use after being severely injured. To use the Beam Saber, X must fully charge his buster beyond the pink charge level into the fourth green charge level, where he will then draw it from his back and fires off a slashing arc of green energy, where upon impact, the target is swarmed with cutting blows. The attack does optimal damage and is considered the game's ultimate weapon.
Giga Crush: Giga Crush (ギガクラッシュ Giga Kurasshu), also known as Giga Crash, is a full-screen attack that causes damage to all enemies seen on-screen.
Nova Strike: The Nova Strike (ノヴァ・ストライク Nova Sutoraiku) is the Giga Attack of the Fourth Armor and the Ultimate Armor in the Mega Man X series. X first surrounds his body with immense energy, then performs an invincible flying tackle that plows through and destroys enemies almost effortlessly. Aside from its offensive capability, the Nova Strike also permits quick mobility throughout most levels.
Spear Charged Shots: The Giga Attack of the Falcon Armor which unleashes a wave of Spear Charged Shots across the screen, severely damaging any enemies that it hits.
Gaea Armor's Giga Attack: With the Giga Attack of the Gaea armor, X pulls his hands back and charges a large sphere of green and black energy, then thrusts it forward, severely damaging anything directly in front of him.
Blade Armor's Giga Attack: The Blade Armor's Giga Attack is a very large slash which produces two giant waves of energy. The waves become more powerful when hit from a distance.
Enkourin: Enkourin (円光輪 lit. Circling Halo/Circling Light Ring) is the Giga Attack of the Shadow Armor. Enkourin creates powerful spinning orange crescents that encircle him for a brief moment, severely damaging all enemies in his vicinity.
X-Drive: The Giga Ability X-Drive, an ability that will boost most of X's stats for a limited time. It can quadruple X's Charge Speed, makes X invulnerable to weaker attacks, lets X shoot 5 Semi-Charged Shots at once, and quadruples X's running and dashing speed.
Parts and Chips
Parts and Chips
Mega Man Xtreme 2 Parts Charts
Common Parts
Hyper Dash
Iris' comment: "Powerful move." Makes the player completely invincible while dashing or skidding on the ground, or dashing in the air.
Super Recover
Iris' comment: "Recover more." Increases the amount of energy recovered from Life and Weapon Energy by 33%. Energy recovery from DNA Souls is unaffected.
Energy Saver
Iris' comment: "Use less power." Halves the cost of all sub-weapons and techniques – including Giga Crush and Zero Final.
Barrier Extender
Iris' comment: "Extended barrier" Increases the amount of time the player is invulnerable by 50% after taking damage. Does not work with Ride Armor or Land Chaser.
Extreme Mode
Iris' comment: "Is selectable." This will activate Extreme mode in the main menu (will not be available in Extreme mode).
Boss Attack Mode
Iris' comment: "Is selectable." This will activate Boss Attack Mode in the main menu (will not be available if already enabled).
X's Parts
Buster Plus 1
Iris' comment: "Power shot +1." Increases the damage output of the X-Buster (but not sub-weapons) by about 30%. Also changes the uncharged, half-charge, and Armor charge shots color to fuchsia.
Buster Plus 2
Iris' comment: "Power shot +2." Increases the damage output of the X-Buster (but not sub-weapons) by about 50%. Also changes the uncharged, half-charge, and Armor charge shots color to red.
Speed Shot
Iris' comment: "Faster shot." Makes the X-Buster shots (but not sub-weapons) travel about 46.6% faster, on average. Also changes the uncharged, half-charge, and Armor charge shots color to green.
Ultimate Buster
Iris' comment: "Charged shot." This part makes the X-Buster (but not sub-weapons) fire only fully-charged (yellow) shots.
Hyper Charge
Iris' comment: "Charge quickly." Decreases the amount of time it takes for X to charge a shot by about 50%. This also works with charging sub-weapons.
Armor
Iris' comment: "Create armor." Gives X all the armor upgrades at once. Will not be available if the player has already found all the armor capsules. Does not unlock Zero's upgrades in Extreme Mode.
Mega Man X5 Parts Charts
All Bosses
Weapons + Life
Life-Up (ライフアップ)
This part will give your character an extra heart tank, increasing their maximum Life Meter by 2 units. This part is recommended for Zero as his attacks are mostly close-range and because he cannot collect as many of the Life-Ups compared to X in most stages.
Weapons + Energy
Energy-Up (エナジーアップ)
This part will increase your maximum special weapon energy by 2 units. This part is recommended for X as he uses special weapons more often than Zero.
Crescent Grizzly
Weapons + Life +
Shock Buffer (ショックアブソーバー, Shock Absorber)
When the player's character takes damage, they will not be stunned for as long as they normally are. Also reduces damage by half. Does not stack with any armors or defensive upgrades.
Weapons + Energy +
Hyper Dash (ハイパーダッシュ)
When your character dashes, they will go further than normal; it also allows the character to perform longer jumps & better dash-jumps.
Tidal Whale
Weapons + Life +
Super Recover (スーパーリカバー)
You will receive more energy when your character picks up an energy capsule. It will also fill up your energy tanks faster than normal.
Weapons + Energy +
W-Energy Saver (エナジーセイバー, Energy Saver)
This part decreases the energy use of any Special Weapon or Technique, allowing your character to use a weapon / special technique for much longer than normal. This part decreases WE usage by 25% if your character wears an armor or defensive upgrade, and 50% if they wear none.
Volt Kraken
Weapons + Life +
Quick Charge (ハイパーチャージ, Hyper Charge)
X: This allows X to charge his weapon faster than normal; it greatly helps when heaps of enemies are around. If the Ultimate Buster part is also equipped, this part has no effect.
X: X can fire many more shots than normal. The player will be able to shoot off a maximum of five shots at a time, giving X a much better rapid-fire rate.
Dark Necrobat
Weapons + Life +
Anti-Virus Guard (ウィルスバリア, Virus Barrier)
This increases your character's resistance against the viral infection. You will get infected after being hit by eight Sigma Virus drones or seven Zero Virus drones instead of four in both cases.
Weapons + Energy +
Virus Buster (ウィルスバスター)
This allows the player to destroy the Sigma Virus and Zero Virus drones with the X/Z-Buster and Z-Saber.
Spiral Pegasus
Weapons + Life +
Jumper (ハイジャンプ, Hi-Jump)
Your character can jump much higher than normal. This part will make Zero jump incredibly higher if he has C-Sword (though it should be noted that only the first jump is higher while the second still retains its height.)
Weapons + Energy +
Speedster (スピードムーブ, Speed Move)
This increases the speed of your character's movement. You will move around about 50% faster than normal.
Burn Dinorex
Weapons + Life +
Speed Shot (スピードショット)
This increases the flying speed of energy blasts from the X/Z-Buster. Also reduces the delay caused by the Ultimate Buster part.
Weapons + Energy +
Buster Plus (バスタープラス)
This increases the damage caused by the X/Z-Buster, useful against strong enemies and bosses.
Spike Rosered
Weapons + Life +
Ultimate Buster (アルティメットバスター)
X: Every time you press fire, X will fire off a fully-charged shot without charging. But the delay is somewhat long. It is recommended to turn rapid-fire on if this part is used. Also compatible with Special Weapon charge attacks if equipped with Armor that can charge weapons.
Mega Man X6 Parts Charts
Life/Energy Parts
Life Up (ライフアップ)
All Stages
This part will give your current character an extra heart tank.
Energy Up (エナジーアップ)
All Stages
This part will increase your maximum special weapon energy by two units.
Normal Parts
Speedster (スピードムーブ, Speed Move)
Central Museum
This will allow your character to move 50% faster and jump farther than normal as a result of the speed boost.
Jumper (ハイジャンプ, Hi-Jump)
Northpole Area
This part will allow you to jump 25% higher than normal, which will also apply to Zero's second jump.
Hyper Dash (ハイパーダッシュ)
Inami Temple
This will increase your character's land-dashing (and air-dashing) speed, and furthers your character's dash-jump distance.
Energy Saver (エナジーセーバー)
Laser Institute
This part decreases the Weapon Energy usage by 50% for all Special Weapons and Techniques that utilize Weapon Energy. However, this does not apply to Weapon Energy used for the Giga Attacks of X's Armors.
Super Recover (スーパーリカバー)
Amazon AreaNorthpole Area
Energy restored with obtaining Life and Weapon Refill capsules will be doubled, which also applies to rate of refilling Life and Weapon Energy Tanks if applicable.
Buster Plus (バスタープラス)
Magma Area
The X-Buster/Z-Buster's damage inflicted on enemies increases by one, which applies only to normal shots. Color of X-Buster's shots will change to red when this part is equipped.
Speed Shot (スピードショット)
Weapon Center
The speed of shots fired from the X-Buster/Z-Buster will be doubled. Color of X-Buster's shots will change to green when this part is equipped.
Shock Buffer (ショックアブソーバー, Shock Absorber)
Recycle Lab
Reduces damage taken by half and removes recoil when taking damage. Does not provide any effects if X wears any Armor Suit with this part equipped.
D-Barrier aka Double Barrier (ダブルバリア)
Laser Institute
The temporary invincibility time after your player takes damage will be doubled.
Damage taken will be converted into weapon energy for your character's Special Weapons/Techniques.
X's Parts
Rapid 5 (ラピッド5)
Amazon Area
This will increase the maximum number of X-Buster shots on-screen from three to five. Color of X-Buster's shots will change to blue when this part is equipped.
Ultimate Buster (アルティメットバスター)
Magma Area
This will make X shoot fully-charged shots only. This will also apply to special weapons, causing you to only fire their charged shots.
Quick Charge (ハイパーチャージ, Hyper Charge)
Central Museum
Charging time for the X-Buster and Special Weapons takes half as long as it normally does.
Weapon Plus (マスターウェポン, Master Weapon)
Laser Institute
This will increase the damage caused to enemies by special weapons. Does not apply to X-Buster Shots.
Limited Parts
Hyperdrive (ハイパードライブ)
Recycle Lab
Your character will gain temporary invincibility to enemy attacks as well as their projectiles.
Power Drive (パワードライブ)
Magma Area
This will temporarily increase the damage inflicted on enemies by normal attacks, special weapons and Giga attacks by one.
Weapon Drive (ウェポンドライブ)
Northpole Area
Special weapons will not consume any energy for a limited amount of time.
Life Recover (ライフリカバー)
Amazon Area
Your character's life energy will be completely refilled once, similar to a Life Tank.
Weapon Recover (ウェポンリカバー)
Inami Temple
Your character's special weapon energy for all the weapons will be completely refilled once, similar to a Weapon Tank.
Overdrive (オーバードライブ)
Central Museum
As X, your shots will temporarily become fully-charged, no-armor shots. It will ignore the fact that you can only have one charged shot on the screen at once. As Zero, you will be able to shoot a chain of 5 Z-buster shots instead of just a single shot.
Mega Man X7 Chips Charts
X's Parts
Power
Power Plus α (パワープラスα)
Enables 30% chance of increasing X-Buster damage by 1 unit. Does not work with charge shots.
Power Plus β (パワープラスβ)
Enables 50% chance of increasing X-Buster damage by 1 unit. Does not work with charge shots.
Shock Absorber (ショックアブソーバー)
Decreases damage taken by half and removes recoils.
Extend (エクステンド)
Extends range of normal attack.
Speed
Rapid Shot (ラピッドショット)
Increase the maximum number of buster shots on-screen by one.
Speed Shot (スピードショット)
Increases shot speed of normal attack.
HyperDash (ハイパーダッシュ)
Increases dash speed.
Hyper Charge (ハイパーチャージ)
Increases charge speed.
Special
Super Recover (スーパーリカバー)
Increases power of recovery items.
Double Barrier (ダブルバリア)
Doubles invincible period after damage.
Triple Barrier (トリプルバリア)
Triples invincible period after damage.
Item Plus (アイテムプラス)
Enemies drop items more frequently.
Mega Man X8 Chips Charts
All Characters
Name of Part
Description
Life Bottle Half
Restores partial life only once.
Life Bottle Full
Restores all life only once.
Life Charge
Refills Life Tank.
Retry Chip 1
Allows player to retry stage when defeated.
Retry Chip 2
Allows player to retry stage when defeated.
Retry Chip 3
Allows player to retry stage when defeated.
Weapon Bottle Half
Restores partial weapon energy only once (except for Giga Attacks).
Weapon Bottle Full
Restores all weapon energy only once (except for Giga Attacks).
Weapon Charge
Refills Weapon Tank.
Prickle Barrier
Protects character from spikes only once. Leaves character with only 1 HP left.
Spare Energy
Restores partial life when HP has been depleted. Does not protect against insta-kill traps (spikes, bottomless pits, etcetera).
Life Tank
Permanent Tank that stores extra life energy. Replaces the Life Bottle if available.
Weapon Tank
Permanent Tank that stores extra weapon energy. Replaces the Weapon Bottle if available.
Hyper AT
More energy is filled inside Attack Gauge for attacks and refills.
Escape Boost
Escape Capture moves faster. Escape from enemies easier.
Metal Generator
Gain Metals by running. (Approximately 24 Metals per 6-8 steps of running)
Metal Discount
10% discount on chip redemption cost.
Chip Delete
Removes Weapon and/or Life Tanks and Bottles. Does not refund metals.
X and Alia's Chips
Name of Part
Description
Life Up
Increases max HP from 12 to 24 (18 in Hard Mode).
Life Up +1
Increases max HP from 24 to 30 (24 in Hard Mode).
Life Up +2
Increases max HP from 30 to 36 (30 in Hard Mode).
Double Barrier
Doubles invincibility time when hit by enemies.
Speedy Recovery
Speeds up HP recovery time while X/Alia is in reserve.
Weapon Up
Increases max weapon energy from 24 to 96 (72 in Hard Mode).
Weapon Up +1
Increases max weapon energy from 96 to 120 (96 in Hard Mode).
Weapon Up +2
Increases max weapon energy from 120 to 144 (120 in Hard Mode).
Chain Combo
Increases time gap between combo executions, allowing a higher combo count to be accumulated.
Super Recover
Recover more life/energy from life/energy refills.
Spike Walker
Reduces speed of sliding down walls.
Weapon Converter
Converts damage done to X/Alia to refill weapon gauge energy.
Other
Standard Tactics: Dr. Light while preferring peace has many robots ready at his arsenal to defend the world, mainly Mega Man and Mega Man X in the future. He also utilizes a mass amount of preparation.
Keiji Inafune based Dr. Light's design off of Santa Claus.[43] This also ended up referenced by Dr. Eggman during the World's Collide crossover (specifically, Mega Man Issue 26), where he referred to Light as "Santa in a lab coat".
Dr. Thomas Light may be named after the inventor Thomas Edison. This can possibly stem from the popular (albeit incorrect) belief that Edison invented the incandescent light bulb.
In the Japanese versions, Dr. Light is known as Dr. Right. His symbol is an "R" icon in Japan. He has been known as Dr. Light outside of Japan, however. This is due to the lack of differentiation in the Japanese pronunciation of the L & R sounds.
"Dr. Wright," which is Dr. Light's name in the instruction manual for Mega Man and a few other sources, is a Western approximation of "Dr. Right".
In the cartoon series Captain N: The Game Master, Dr. Light is called Dr. Wright, which is his name from the first Mega Man instruction manual. In addition to robotics, he also seems to have extensive knowledge of the human body, as evidenced when the N-Team shrunk themselves to diagnose a malady of Kevin Keene. Through communication, Dr. Light behaved like a medical doctor, warning Mega Man and the others to avoid stomach acid.
He is one of the few human characters from the classic series to have a Mega Man Battle Network counterpart, Tadashi Hikari (Tadashi meaning right, and Hikari meaning light, both of the spellings of Dr. Light's surname). The others being Dr. Cossack and Dr. Wily.
In Mega Man ZX Advent, there is a character named Master Thomas of the Sage Trinity, which is a reference to Dr. Light. Master Thomas, however, is revealed in the Expert Mode ending to be nowhere near as benevolent as his namesake and intends to continue the work of fellow Sage Master Albert, who is named after Dr. Albert W. Wily.
Master Thomas' malevolent personality may have been based on Dr. Light's namesake, Thomas Edison. Edison was seen on morally ambiguous grounds due to animal abuse (such as an instance testing his electric-based inventions on an elephant with lethal results) and inventing the electric chair.
Dr. Light is a known smoker and is seen with a smoking pipe on some occasions.
In the US and European release of Mega Man 8, Dr. Light's voice sounds similar to Elmer Fudd's.
The Dr. Light hologram seems to know of Zero, as well as Alia when Zero discovers one of his capsules in Mega Man X5.
It is possible that the Light hologram is an AI based on Dr. Light's mind.
In the Japanese ROM from the first Mega Man game, Dr. Light had unused sprites in the end of the game, where he can speak.
The Dr. Light capsule hologram is wearing a Karate gi and sweatband when it teaches X the Hadouken in Mega Man X. This is to pay homage to Ryu from Capcom's other franchise, Street Fighter.
In the Japanese version of Mega Man 7, Roll compares the Noise Crush with Dr. Light's singing voice, with Mega Man calling Roll "severe", implying that he is an awful singer.[45]
In the original timeline, Dr. Light would not be present upon X's awakening from his capsule. In a separate continuity in Marvel vs. Capcom: Infinite, Dr. Light serves as an ally and was presented to be alive and well when X awakened.
In the NES titles, Dr. Light's beard gives off the appearance of having a metal jaw.
According to the relationship chart found in the Rockman 11 Production Note book included with the complete edition of Rockman 11, Dr. Light is a professor in robot engineering at the Mecha-Chuchets Institute of Robology (Acid Man's manufacturer).
Dr. Light is also contracted to O.D.A. Electronics (Fuse Man's manufacturer) as their roboticist, and O.D.A. Electronics supplies electronic parts to Dr. Light in return.
Dr. Light provided technology for Nakaume Heavy Machinery (the manufacturer of Block Man and Impact Man), Tsubakuro Precision Machining (Torch Man), Rebound Rubber and Momo's Robot Farm (manufactured Bounce Man in a joint).
B.B Bomb Company (Blast Man's manufacturer) is one of Dr. Light's maintenance clients.
↑Cyber Peacock is later fought again at the Final Weapon in the real world
↑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!!
↑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.
↑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.
↑Weapon: Transforming Rockbuster, fires a solar bullet
↑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.
↑"A typical 1,000-megawatt nuclear facility in the United States needs a little more than 1 square mile to operate. NEI says wind farms require 360 times more land area to produce the same amount of electricity and solar photovoltaic plants require 75 times more space"
↑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!!
↑"Those birthed from science, robots with a sense of self; machine lifeforms known as “Repliroids” coexist with us. They are different from normal machines. Capable of thought, judgement and action, they are beings created by and operating on advanced technology. Having these capabilities, they are androids who are replicas of humans. And for that reason, they were given this name." -- Rockman X The Novel: Irregulars Report prologue
↑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!!
↑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.
↑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.
↑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.
↑Weapon: Transforming Rockbuster, fires a solar bullet
↑Power Source/ R.S. Power Reactor (Micro-sized) Right Solar Power Pile Dr. Right-made Solar Energy Generator
↑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.
↑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!!
↑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.
↑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…
↑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.
↑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!!
↑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.
↑Weapon: Transforming Rockbuster, fires a solar bullet
↑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.
↑Weapon: Transforming Rockbuster, fires a solar bullet
↑"Although comparable to the Rock Buster in ability, the tremendous energy consumption makes it unusable for long periods of combat. Also, without some transformation mechanism like the Rock Buster’s, it’s unable to change freely into the form of an arm."
↑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!!
↑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!!
↑X: Hey you! What are you planning? You’re not investigating the Nightmare, but causing it…that’s what I think! Why aren’t you affected by it? ??: Heeheehee, aren’t you packed with some great DNA? I’d love to analyze it! X: You’re Metal Shark Player. Isn’t that right? Player: Who cares about that? I’m taking your DNA!
↑"Because his body was not originally designed for combat, he suffers from weak stamina which the shield helps to compensate for."