Attention! This is a legacy build of the Mega Man RPG from 2015 and is no longer being maintained. Reported bugs will not be fixed and any progress made here will not be saved. Return to the archive index for more legacy content or play the current version of the game for all the new stuff.

KingYamato | Mega Man RPG Prototype Leaderboard

( 1923 Players )
 
KingYamato

KingYamato is a legacy player of the Mega Man RPG Prototype with a current battle point total of 361,271,939 and a zenny total of 42,700. KingYamato created his account on November 3rd, 2013 and has since completed 109 different missions, unlocked 3 playable characters, 38 robot fighters, 101 special abilities, and 60 field stars. KingYamato's most-used playable character is Dr. Wily, and his top 5 most-used robots appear to be Spark Man, Rhythm, Hard Man, Magnet Man and Elec Man.

KingYamato's Leaderboard

KingYamato has created a total of 34 Posts Limit To
10 | All
Sort By
New | Old

Showing All Posts

 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on August 1st, 2014 at 11:08am in "Poll: Who is your doctor of choice?" #1 ( Edited : 2014/08/01 at 11:11am )
Dr. Wily. Speed and Defense don't matter if you have abilities like Bright Burst with perfect accuracy, and Wily's attack boost means your attacks hit that much harder. Most RMs currently in game are somewhat glass cannons as is (Pharaoh Man, Needle Man and Gemini Man are just a few examples), so why not make the cannon as big as possible?
Basically, my battle strategy involves hitting every active robot with Bright Burst, Hard Knuckle, and/or Spark Shock to lower their defenses before hitting them with either weaknesses or weapons that are heavily affected by multipliers. I also have a bad habit of spamming Field Support to be able to use strong, screen-affecting abilities like Rain Flush and Gemini Laser to maximum effectiveness. In short, my strategy revolves around taking the opponent down before they can fire off a shot. Wily's attack boost is essential there.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on July 31st, 2014 at 10:24pm in "Prototype Devroom : Game Suggestions" #2 ( Edited : 2014/08/01 at 11:07am )
Just a quick suggestion to game mechanics:
For enemies that get hit with a double weakness (so, for instance, Rhythm getting hit with Gemini Laser, I think they should receive a guaranteed critical hit in addition to weakness damage. Either that or the text shows they took "terrible terrible damage" (i.e. x4 damage yes I want that as the in-game text).
Maybe it's too early to put it in now, but as the moveset and Robot Master libraries becomes larger I think that will be a viable thing since the chance of being able to use the mechanic becomes lower as more character arrive (there aren't too many hybrid moves to begin with either including those that aren't scripted yet). Right now there aren't too many moves that can count as a double weakness, so I think as the list of RMs expands this can be a mechanic that isn't entirely broken.
Also, a question: why do some Robot Masters have larger series of movesets than others? I notice Dive Man has 3 while he only has 2 moves in his boss fight. Crash Man is also another one like this; there's at least 3 moves for him including his Crash Bomber
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on July 28th, 2014 at 11:39am in "Gemini Laser Glitch?" #3
Yes, Adrian is correct. The Gemini Laser does continually lose power with each hit. If the robot's defense is high enough (and/or the attacking robot's attack is low enough), it can lead to the laser dealing zero damage. I've had this happen while facing opponents with more than 1 level 100 bot. An enemy in the middle of the line will take zero damage but a lower-level bot behind them will still take damage. This also can happen if a robot with Leaf Shield active is switched out.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on July 11th, 2014 at 1:41pm in "A guide to grinding (for level 100 robots)" #4 ( Edited : 2014/07/11 at 1:46pm )
Leveling up quickly basically just revolves around excessive overkill (XP wise). All I do is go to the bonus master battle and spam the heck out of field support to OHK every single enemy.
Bright Burst also is really good for overkill boost; lowering enemy defense boosts overkill exponentially. I've had the ability do 9843 overkill after lowering a target's defense to zero and reducing his health to about 50 (level 100 Bright Man).
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on July 11th, 2014 at 1:39pm in "Unlocking New Robot Masters" #5
Meh, I spam Field Support so much that all the Starforce battles become massacres, so it takes the whole of 5 minutes to get a star twice; once to sell and another time to keep.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on July 7th, 2014 at 10:09am in "Unlocking New Robot Masters" #6 ( Edited : 2014/07/07 at 10:16am )
Nah, Starforce farming actually pays pretty well. Need 6 stars for 1 new field, not including inventory items that drop (I sold my whole inventory because it's useless in online battles and none of the offline matches are nearly as difficult) and cores. In 2 days I got all of them.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on July 4th, 2014 at 12:40am in "Unlocking New Robot Masters" #7
Then off to Kalinka's shop I go...
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on May 3rd, 2014 at 8:04pm in "Official Known Bugs and Issues Thread" #8
There seems to be an issue with the system of Level 100 robots downloading data from defeated enemies. If the robot uses an ability with delayed effect (i.e. Crash Bomber) and is then switched out before the ability takes effect, the robot in the active position downloads the data instead of the robot that cast the ability.
Reisrat, he's right. There is an edit button for your posts only. Top right.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on April 30th, 2014 at 10:12pm in "Prototype Devroom : Game Suggestions" #9 ( Edited : 2014/05/01 at 12:15am )
Just a suggestion, since a new text box scrolls onto the feed every time an attack is made or a robot takes a hit, why not add attack/hit quotes for robots? I'm not talking just one here either; I'm talking the multiple responses you get like in MM8 boss battles. Shouldn't be too hard to create an RNG that would just pick one, though it might slow down battles since there's more to load per action.
Technical obstacles aside though, combat-related voice responses were one of the few things I think MM8 got right, and I see a lot of potential for it to be used here. Even if there aren't responses for each attack or hit a robot takes, I think that when some sort of passive ability (beneficial and detrimental passives would have different responses obviously) like Atomic Fire's attack increase or Bubble Spray's increased vulnerability to Electric-based attacks (respectively) is cast on a robot or they're given an item (mostly thinking of when given an extra life) they should at least have a response for those kind of things, even if there is only one.
For some examples of what I'm suggesting, look at my last post in the Make-A-Moveset thread.
Another option would be to script a certain voice response to every move (for example, "You're fried!" would always be scripted to the Thunder Beam if implemented).
@TailsMK4 Crash Bomber deals damage as a percentage of a target robot's health. Thus because your robots probably have more hit points than the enemy's they take more severe damage (10% of 800hp is 80 while 10% of 40hp is 4).
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on April 30th, 2014 at 10:09pm in "Official Typos and Misprints Thread" #10
@ToastMan
Except...they don't. Not in IE9 at least. For instance, Freeze still shows up as grey, but Electric doesn't.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on April 21st, 2014 at 11:03pm in "Fight Club! Talk about hypothetical battles!" #11
@Spinstrike Until you get the demigod upgrade in MM&B that doubles Bass's damage output.
This may just be a Starcraft fanboy speaking, but there seriously needs to be a crossover with that franchise and something else. For being one of the best selling series of all time it's surprisingly isolated from the majority of the gaming community.
So here I go pedling a crossover nonetheless: Bass vs. Zeratul
I hope Bass brought detection hardware with him, because all that power will do him no good when he can't see his target...
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on April 21st, 2014 at 10:59pm in "Music for this game? (interested about a few songs)" #12 ( Edited : 2014/04/21 at 11:03pm )
PrincessZelda. I already messaged her on Youtube asking for permission on Adrian's behalf if he wants to use this (I'm already using it by playing the file in WMP while in battle - there's always that route).
For battles between players, I'd suggest the intro music from Heart of the Swarm but Blizzard's copyrighted that. You can still buy the track and play it on your own though.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on April 21st, 2014 at 5:49pm in "Official Typos and Misprints Thread" #13 ( Edited : 2014/04/30 at 10:09pm )
Just wanted to point out that freeze, explode, and several other cores are currently missing their colors on the website.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on April 21st, 2014 at 5:42pm in "Music for this game? (interested about a few songs)" #14 ( Edited : 2014/04/21 at 5:43pm )
No problem, I'm friends with the creator.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on April 21st, 2014 at 5:25pm in "Make-A-Moveset: What If..." #15 ( Edited : 2014/05/01 at 12:11am )
Aww heck yes. I forgot how much fun this was. Not everything can apply to my character, but I'll try. We need some glass cannons here, so here I go.

Name: Sarah Kerrigan (Starcraft II: Heart of the Swarm)
Class: De-infested Queen of Blades
Type: Neutral

Base Life: 80
Attack: 290
Defense: 30
Speed: 190

Weaknesses: Laser, Copy
Resistances: Freeze, Flame, Explode
Affinities: Nature
Immunities: None

Quotes:
Start: "Let's get this battle start - you pig!”
Taunt: "Come closer. Don't be afraid, I'll be gentle..."
Victory: "I'm a one-woman army!”
Defeat: "This...is not...over!"

Abilities:
Psionic Shockwave:
Learned at: Level 1
Power: 20
Accuracy: 100%
Speed: 1
Energy: 0
Range: Front Row
Description: "The user fires a small energy blast to deal damage!"
Note: exclusive to Kerrigan because otherwise it would be extremely cheap; by virtue of the high energy cost of her abilities I thought she needed a free attack.

Kinetic Blast:
Learned at: Level 3
Power: 200
Accuracy: 100%
Speed: 3
Energy: 8
Range: Select
Description: "The user fires a psionic bolt at a target of his/her choice for heavy damage!"

Crushing Grip:
Learned at: Level 5
Power: 30
Accuracy: 100%
Speed: 3
Energy: 2
Range: Select
Description: "The user traps three foes in a psionic prison, dealing damage."

Psionic Shift:
Learned at: Level 15
Power: 50
Accuracy: 90%
Speed: 3
Energy: 4
Range: All but front row
Description: "The user dashes through benched opponents, dealing 50 damage to each one!"

Wild Mutation:
Learned at: Level 30
Power: None
Accuracy: 100%
Speed: 3
Energy: 4
Range: Select
Description: "The user targets an ally, giving them doubled defense, energy regeneration rate, and attack for the next three turns!"

Nature/Earth: Baneling Support
Learned at: Level 20
Power: None
Accuracy: 100%
Speed: 3
Energy: 4
Range: N/A
Description: "The user summons four banelings that last for four turns."

Infestation:
Learned at: Level 35
Power: None
Accuracy: 100%
Speed: 3
Energy: 2
Range: Select
Description: "The user infests a target, causing them to release a baneling upon death. Only one enemy can be infested at a time, and infestation only lasts for four turns."

Electric/Space: Apocalypse
Learned at: Level 50
Power: 500, 300 to benched robots
Accuracy: 100%
Speed: 3
Energy: 10
Range: Entire field
Description: "The user unleashes a devastating psionic explosion, dealing near-fatal damage to all enemies on the field! However, the strain of using this attack will reduce all of the user’s stats by 75%, and this ability has a cooldown of 5 turns."
Note: also starts on cooldown.
Since several abilities revolve around Baneling minion:
Name: Baneling
Class: Living Acid Bomb
Type: Water

Base Life: 50
Attack: 300
Defense: 90
Speed: 240

Weaknesses: Explode, Electric
Resistances: Freeze, Flame
Affinities: Water
Immunities: None

Quote: "*zerg noises*"

Ability:
Volatile Burst:
Learned at: Level 1
Power: 45
Accuracy: 100%
Speed: 3
Energy: 0
Range: Front Row
Description: "The Baneling suicides into a target, dealing massive damage with a chance to affect two benched opponents!"
Also, a gag move for your enjoyment.
Nuclear Strike
Power: Insta-kill
Accuracy: 100%
Speed: 3
Energy: 4
Range: Entire field
Description: “The user compels their master to build a tactical nuke, then deploys it on the field! Nuke takes 20 turns to build, but is guaranteed to completely wipe out an opposing team! However the player is unable to attack until the nuke is deployed.”
Since I'm peddling voice responses for characters, why not make some for Kerrigan to start off.
Attack:
"You force my hand..."
"Feel my wrath!"
"Your efforts are futile."

Hit:
"You only delay the inevitable!"
"Now I'm mad!"
"I can predict your next move! Give up now and I'll be nice..."

Hit by weakness:
"Well, what a surprise..."
"I swear, *Doctor*, I didn't see it coming!"

Affected by beneficial passive:
"All's fair in war."

Affected by detrimental passive:
"This isn't fair!"

After item use:
"Thanks *Doctor*, that feels better."
"I guess you can't live without friends."

Revived by extra life:
"I...return...?"
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on April 20th, 2014 at 11:32pm in "Official Question and Answer Thread" #16
Hi all,
After a 4-month moratorium due to personal things, I'm back. Just a quick question, did the suggested characters thread get nuked? If not, could someone point me out to it? Even if it was deleted, I'd suggest starting it again as a gag thing; I saw some pretty interesting ideas there.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on April 20th, 2014 at 11:29pm in "Music for this game? (interested about a few songs)" #17 ( Edited : 2014/07/11 at 3:33pm )
I suggest this one as Boss Battle:
Boss Battle
I know it's not 8-bit but this remix is so badass.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on April 20th, 2014 at 11:21pm in "Prototype Devroom : Game Suggestions" #18
Why not add more Robot Masters? I'd say set a maximum limit of 30 (2 support bots and 8 Robot Masters for each doctor if you balance it out), but we should be able to have some variety among our bots. After all, a large number of my favorites are from the later Mega Man games.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on January 3rd, 2014 at 5:50pm in "Mega Man RPG prototype wiki page" #19
I can try and make one, but the audio in the Prototype doesn't work for me, so it'll have to be a silent film or paired to external soundtracks.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on January 3rd, 2014 at 5:37pm in "Thanks to everyone who helped the Wiki!" #20
A thank you to everyone who came out and voiced support for my petition to the mods! Long live the Prototype!
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on January 2nd, 2014 at 10:02pm in "Thanks to everyone who helped the Wiki!" #21 ( Edited : 2014/01/02 at 10:04pm )
Agreed. Show your support for this community by endorsing my case here:
http://megaman.wikia.com/wiki/Talk:Mega_Man_RPG_Prototype
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on January 2nd, 2014 at 9:58pm in "Official January Update Preview" #22
I also see Enker, Punk, and Ballade. Maybe he is using his own version as of now, but I wouldn't pin too much hope on an introduction of new Robot Masters, especially since it doesn't look like any new abilities were added. Adrian's got the abilities from Mega Man 5, 6, and 7 to introduce besides.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on January 2nd, 2014 at 9:57pm in "Prototype Devroom : Game Suggestions" #23
I say make an overall limit for the number of robots a player can have (say...33? It's the current max anyhow).
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on January 2nd, 2014 at 9:56pm in "The Survey on MMRPG (Prototype)" #24
No worries, though you'll probably want to make that explicit in the rules for future pollers.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on January 2nd, 2014 at 9:37pm in "The Survey on MMRPG (Prototype)" #25 ( Edited : 2014/01/02 at 9:55pm )
Favorite Robot Master:
Tengu Man (Mega Man 8, Mega Man & Bass), Yamato Man (Mega Man 6), Sunstar (Mega Man V)

Favorite Core Type:
Cutter, Wind, Flame

Favorite Classic Series Weapon:
Gravity Hold, Grab Buster, Tornado Hold

Favorite Ability:
Bass Baroque, Bubble Bomb, Thunder Beam

Favorite Classic Series Stage:
Gravity Man (Mega Man 5), Proto Man/Dark Man Castle Stage 3 (Mega Man 5), Pluto (Mega Man V)
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on January 2nd, 2014 at 9:26pm in "Mega Man RPG prototype wiki page" #26 ( Edited : 2014/01/02 at 9:28pm )
I agree. It'd be a real shame to see Adrian's work underappreciated just because it's different.
I just started the discussion thread, hopefully we'll get some support out of it. As long as I can get Quick and the other 3 senior mods to side with me, the rest shouldn't be too hard to convince.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on January 2nd, 2014 at 9:06pm in "Mega Man RPG prototype wiki page" #27 ( Edited : 2014/01/02 at 9:09pm )
I've got some clout with the MMKB senior editors, I'll see what I can do about keeping the article where it is.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on December 22nd, 2013 at 12:59am in "Make-A-Moveset: What If..." #28
Going to go ahead and suggest this before anyone else does.
Name: Burner Man (Mega Man & Bass)
Designation: KGN-005
Class: Nature-Destroying Robot
Core Type: Flame

Weaknesses: Freeze, Impact
Resistances: Explode, Earth, Shadow
Affinities: Fire
Immunities: None

Energy: 110
Attack: 200
Defense: 95
Speed: 100

Quotes
Start: "I'm burning with youthful fire!"
Taunt: "I will destroy you as I have countless forests, Robot!"
Victory: "Whew! Spared self-destruction for another day."
Defeat: "I've failed! Doctor, please don't trigger my self-destruct!"

Signature moves:
Pyro Dash (Flame/Swift)
Learned at: Level 1
Power: 15
Accuracy: 100%
Speed: 4
Energy usage: 1
Description: The user ignites himself for a chance to boost his attack by 5%, then dashes into his opponent to inflict damage and occasionally ignite them for lasting damage!*

Wave Burner (Flame)
Learned at: Level 5
Power: 10
Accuracy: 90%
Speed: 3
Energy usage: 2
Description: The user attacks with a dangerous wave of fire for up to four hits, with the ability to ignite the opponent for lasting damage!

Burner Barrels (Explode/Flame)
Learned at: Level 15
Power: 25
Accuracy: 60%
Speed: 4
Energy usage: 2
Description: The user launches three barrels filled with explosive gas that detonate upon impact for heavy damage and lower their resistance to fire by 75%!

*I was thinking that this should also be able to break defensive blocks like those of the Super Arm and eventually the Ice Wall (since Burner Man can do that in his game appearance)
Came up with some stats for Tengu Man, no quotes or core type since that's been established.
Energy: 150
Attack: 125
Defense: 89
Speed: 223

Signature moves:
Tengu Blade (Wind/Cutter)
Learned at: Level 5
Power: 20
Accuracy: 90%
Speed: 4
Energy: 2
Description: The user hurls a shockwave of wind to damage enemies!

Kamaitachi (wind)
Learned at: Level 10
Power: 0
Accuracy: 100%
Speed: 4
Energy: 1
Description: The user hurls a ball of wind at a target, trapping them and preventing the opponent from attacking or switching for one turn!

Tornado Hold (wind)
Learned at: Level 15
Power: 20
Accuracy: 75% (attacks), 100% (tornado)
Speed: 4
Energy: 2
Description: The user summons a tornado to imprison their target, then viciously attacks their target with cutting gusts of wind for up to three hits!

Tengu Dive (Swift/Wind)
Learned at: Level 1
Power: 10
Accuracy: 95%
Speed: 4
Energy: 2
Description: The user dives at high speed towards their target to inflict damage and disorient them, lowering their speed by 10% and opening them up to another hit!

Have I made it obvious I love Tengu Man? :P
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on December 16th, 2013 at 7:43pm in "Prototype Devroom : Robot Quotes" #29
For Pluto, I like Spinstrike's quotes except for the last one. Since he is a cat, making a gripe about a hairball might seem more appropriate.
As a suggestion:
"*hack*Just wait until I get this *hack* hairball out!"
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on December 13th, 2013 at 10:11pm in "Make-A-Moveset: What If..." #30 ( Edited : 2013/12/13 at 10:36pm )
Since this is for fun, why not. Yeah he's not human, but I need time to refine my other submission. Rest assured, that one's a robot.
Name: Saxton Hale (Team Fortress 2)
Class: Brawling CEO
Core Type: Impact

Base energy: 100
Base attack: 254
Base defense: 90
Base speed: 132

Weaknesses: Cutter, Space
Resistances: Swift
Affinities: Impact
Immunities: None

Quotes:
Start: "I'll beat you to death with my bare hands!"
Taunt: "You picked a fight with the wrong man."
Victory: "My job is done. You're finished."
Defeat: "Saxton...Hale..."

Moves:
Hale's Own Fist (Impact)
Learned At: Level 1
Power: 202 Damage
Accuracy: 35%
Energy (when used by other robots): 4
Description: "The user swings his fist for massive damage!"

Stun Rage (Impact/Space)
Learned at: Level 30
Power: 75% Speed Damage, 25% Attack Damage
Accuarcy: 100%
Energy usage: 3 (for Hale himself, 6 for other users)
Description: "The user emits a loud roar that frightens all enemy robots on the screen, reducing speed by 75% and attack by 25%!"

Super Jump Stomp (Impact/Swift)
Learned at: Level 75
Power: 100% Damage
Accuarcy: 100%
Energy (when used by Hale): 4 (8 for other robots)
Description: "The user uses his super strength to jump extremely high in the air, being removed from the battle for two turns but landing on his opponent, killing them instantly! The momentum from this giant fall is so high that the user can effortlessly penetrate most defenses!"

This one will take a little bit of extra explaining. There are obviously no inflictable critical hits (so it's always 0 overkill unless Skull Barrier is protecting the target robot, which prevents the move from being spammed in offline matches for XP-farming purposes) and you can't select another robot to replace Hale while he's in the air, essentially giving your opponent two free shots at your robots. However, they can't switch out a robot to spare it from the jump (this ability is targetable) The only thing that protects against this move is the Skull Barrier, and the stomp still deals 40% damage when it's up.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on December 10th, 2013 at 5:32pm in "10 favorite robot masters?" #31
10. Bright Man (Mega Man 4): For giving us the "Flash Stopper you fool" meme and one of the best time-stopping powers in the series. Spamming as many buster shots as your trigger finger can manage is so much better than just doing a set amount of damage like all screen-affecting powers.
9. Buster Rod G (Mega Man the Wily Wars): He's based on one of my favorite characters from Chinese mythology, the monkey king Sun Wukong, plus you get to fight him twice without replaying his annoying stage.
8. Slash Man (Mega Man 7): Bitch-slaps his foes to death. That's all I'm going to say. Oh and his stage music is pretty good and the motif is unique.
7. Metal Man (Mega Man 2): Pretty much for the same reasons as everyone else. I just don't like his weapon as much as others do because it makes the game too easy (and as an LP'er showing off my skills is paramount).
6. Magic Man (Mega Man & Bass): Really stylish, and a lot of entertainer references. You're literally cutting his cards if you hit him with his weakness. Plus his stage isn't tedious like Clown Man's and doesn't have that god-awful fight with Sisi Roll.
5. Tengu Man (Mega Man 8, Mega Man & Bass): I love mythological references, and Tengus just look cool. He got voice acting, and his was some of the best in the game, which adds a lot of personality. Plus the differences in the difficulty of his fights between MM8 and MM&B adds a little bit more depth to his character: he's markedly harder in MM&B and has changed his moveset, indicating he underwent some sort of training and/or upgrade in his attempt for revenge against Mega Man.
4. Pluto (Mega Man V): Looks like an absolute badass and has some interesting music. His weapon is kinda useless, but at least you can spam buster shots when you can't use the dash and the dash gives you extra invincibility frames unlike the Top Spin or Charge Kick.
3. Terra (Mega Man V): Awesome design, awesome weapon, and the distinction of being the only foe to canonically defeat Mega Man. Though I have to wonder why Mega Man didn't just punch him, since he fights like a wimp when you actually battle him.
2. Pharaoh Man (Mega Man 4, Mega Man 2: The Power Fighters): Amazing weapon given in MM4, super-cool design, and punching Mega Man in the cartoon show. I also like that the new moves given to him in the arcade game still stayed within his mystical motif.
1. Yamato Man (Mega Man 6): I hear you out there saying he's not that great, and while that is true to some extent, he is a great representative of Japan and I am Japanese. You also might not know that he was originally supposed to be equipped with katanas but melee weapons don't carry over very well with players so he got a spear instead. His weapon is decent: you get a powerful weapon without that doesn't have an abnormally large ammo count, which teaches players control and accuracy.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on December 8th, 2013 at 6:14pm in "Prototype Devroom : Website Suggestions" #32 ( Edited : 2013/12/08 at 7:09pm )
Just out of curiosity, is there going to be any difference between Uranus' Deep Digger and the Super Arm?
Also, if we can unlock Robot Masters that are not from MM1, 2, or 4, when are they going to be made avaliable for unlock?
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on December 8th, 2013 at 4:57pm in "Mega Man 4 : The Meganificent Update" #33 ( Edited : 2013/12/08 at 6:12pm )
I'd suggest unlocking fortress bosses after defeating them with neutral abilities and replacing the powered-up robot fight (with Mega Man/Proto Man/Bass S) with a battle against 4 of the fortress bosses: so I think Dr. Wily's campaign should get the Mecha Dragon, Gutsdozer, Alien, and Yellow Devil/Yellow Devil MKII. Dr. Cossack would get Mothraya and the Cockroach Twins (you'd only unlock one by defeating both), and I'd suggest giving him Dark Man 4 and Big Pets from Mega Man 5 since the Square Machine is basically a room that moves and the Cossack Catcher sucks.
Now Dr. Light...there's one problem. He doesn't have a fortress. I'd say he gets Mr. X's bosses from Mega Man 6: the Rounder II (again, two of them, defeat both to unlock it), the Power Piston, Metonger Z, and X Crusher (yeah I know it's piloted by Mr. X, but it has its own eyes and as such it could be retconned in this game as having its own AI). That is, unless you planned on introducing Dr. Wily with sunglasses and a cape as a fourth character.
^ Top
 
KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on December 8th, 2013 at 4:56pm in "How to get the mini-characters" #34
You can already get enemies by Mecha Support I believe. And adding fortress bosses would throw a real wrench into the works since Dr. Light never has a fortress and Wily always has one...
^ Top
Mega Man and all related names and characters are © Capcom 1986 - 2026.
This game is fan-made by Adrian Marceau, not affiliated or endorsed by Capcom at all, and is in no way official. Any and all feedback is appreciated. :)