That One Boss/Action Game/Mega Man: Difference between revisions

(Cut down on TV Tropes control-freakery, and ported over my old edits from the wikia fork)
 
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[[File:airman_taosenai_nekokan.jpg|link=Mega Man 2|frame|You'll wish you just had to fight Air Man after dealing with these guys.]]
 
'''''[[Mega Man]]''''' stands as a shining example of classic [[Nintendo Hard]]. These guys are the reason why. It doesn't matter if you've got the [[Good Bad Bugs|select trick]] or a [[Mega Man Battle Network|folder full]] of [[Limit Break|Program advances]], these mechanized murder Masters are coming for you.
 
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=== [[Mega Man 8]] ===
* While none of the Robot Masters are particularly hard if you have their weaknesses (in fact, many of them can be outright stunlocked to death), Astro Man and Aqua Man are a lot more threatening without them.
* Astro Man, if you don't know the way to dodge his Astro Crush {{spoiler|or use the Homing Sniper to immobilize him on the ground}}, he will destroy you easily and quickly. Oh yes, and he's also the boss of [[That One Level]], so have fun with that.
** If you don't know how to dodge his Astro Crush {{spoiler|stand in the last place you saw him during his pre-attack [[Teleport Spam]]}}, Astro Man's fight becomes a frantic mess where you're having to dodge massive, fast-falling meteors that come crashing down at random. The miniature satellites orbiting his body also tend to absorb shots meant for him, which can make fighting him with his weakness {{spoiler|the Homing Sniper}} even harder since they eat up its ammo. Oh yes, and he's also the boss of [[That One Level]], so have fun with that.
* There's the first Wily Fortress boss, that can only be hit by the Mega-Ball, a weapon that has to bounce off of the wall up to the ceiling at the right angle to hit the boss. It doesn't help that its level is pretty tough to get through normally.
** Aqua Man's difficulty, on the other hand, stems from his Water Cannon, which takes up the entire screen and can be genuinely ''impossible'' to dodge depending on where you're positioned. Its movement patterns are also seemingly randomized if you don't know how it works, leading to a lot of embarrassing deaths at the hands of this obnoxious little guy.
* There's the first Wily Fortress boss, thatAtetemino. You can only be hit byhim with the Mega- Ball, a weapon that has to bounce off of the wall up to the ceiling at the right angle to hit him. If he doesn't spawn in the bosscorners of the room, hitting him is nearly impossible, as is dodging the barrage of attacks that come from the boxes he summons. It doesn't help that itshis level is pretty tough to get through normallyas well.
 
=== [[Mega Man 9]] ===
* Tornado Man's got death spikes on the ceiling of his arena, and his strategy revolves around trying to make you jump into them. Every time he uses his Tornado Blow attack, he summons four large, fast moving cyclones that fly up from the bottom of the stage, often in patterns that are hard to react to. The draft created by the attack allows you to jump higher than normal and can assist in helping you clear the tornados... only to kill you if you overshoot your jump and bang your head on the spikes above. It's a precarious, nerve-wracking balancing act that’s hard to pull off, especially since Tornado Blow hits hard itself, and Tornado Man's prone to making huge jumps across his arena to throw off your aim.
* Tornado Man, mainly because his attack is ''very'' difficult to dodge and his weakness weapon is a ground based attack and he spends most of the time flying in the air.
* Concrete Man's a surprisingly agile boss who's prone to suddenly charging across his room with very little warning, and if he traps you with his Concrete Shot, odds are you won't break out in time and will be forced to eat some nasty collision damage. And his Concrete Shot is ''very'' hard to avoid, because he fires three concrete blobs at once, and they all travel ''at an arc''.
* What's worse than one Devil? ''Two of them at the same time''. Both the yellow and green devils sent blocks of each other right at you at the same time. The pattern is actually easier this time, however, but the core flying out to switch blobs in the middle of it all makes it a little annoying. Inti Creates, you clever bastards...Fortunately, the pause-glitch works on it.
** {{spoiler|With sufficient knowledge of how his AI works, you can cheese the hell out of him by standing right in front of him, which makes him fire his shots directly into the floor. But chances are you won't figure that out without any prior knowledge, since getting and staying right in the face of an intimidating [[Lightning Bruiser]] isn't exactly intuitive.}}
* The elephants from Concrete Man's stage. Making it worse is that they're ''only minibosses''. And a later Wily stage brings them back.
** Concrete Man's not the only threat in his stage: his Paozo elephant minibosses will eat unsuspecting players alive. Specifically the second and third ones: Paozo 2 throws his ball in a weird pattern completely unlike the first's, and Paozo 3 has bottomless pits in his room that he can suck you into.
** Concrete Man himself is a pain; he hits very hard, his weakness, Laser Trident, doesn't do much damage to him, and he has an unavoidable charge attack if you're trapped in concrete. While the Trident can break the blocks, it doesn't work if you're stuck in it--and they travel diagonally from the air and are ''very'' fast.
* What's worse than one Devil? ''Two of them at the same time''. BothThe theTwin yellowDevil andshoots greenblobs devilsof sentgoo blocksat ofyou eachwith otherthe rightYellow atand youGreen devils doing so at the exact same time. The pattern is actually easier this time, however, but the coreit's flyingbalanced out toby switchthe blobscore ''only'' being vulnerable in the middle of itits all makes it aattack, littlenot annoyingafterwards. Inti Creates, you clever bastards... Fortunately, the pause-glitch works on it.
* While not quite up to the level of the infamous Wily Capsule 7, this game's Wily Machine is a threat in its own right. It's a three stage gauntlet and none of them are particularly easy. The fight starts with you having to shoot its bouncing egg projectiles into its jaw to hurt it, but the eggs' wild bouncing can lead to them exploding harmlessly against its lower body or exploding on ''you''. Phase 2 tasks you with running around the stage in order to lead the Wily Machine into landing on a spot that gives you enough space to dodge its attacks, which are tightly-spaced jets of flame that travel in a swooping arc. And once you're done with that, all that remains is the Wily Capsule which, in grand series' tradition, is annoyingly dodgy and prone to [[Teleport Spam]] while throwing out tons of bullets for you to dodge. If you die at any point, you get to do the entire fight all over again!
 
=== [[Mega Man 10]] ===
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=== Mega Man X5 ===
* Duff [[McMcWhalen/Tidal Whalen]]Whale, who's one of the biggest mavericks ever is basically like a whale version of Burst Man from Mega Man 7, has a very difficult attack pattern to dodge, and when he [[Turns Red]], he actually tries to push you into spikes for an instant death which means you have to fight against him blowing you back and hitting him without taking too much damage or getting hit by the spikes.
* If you thought Storm Eagle was bad, The Skiver/Spiral PegacionPegasus is a nightmare, boasting the same sort of attacks, but all vastly more difficult, coming from all directions at high speeds. Oh, and making him a standout from every other boss in the entire series, he does not have an actual weakness to a specific power. Instead, he can be frozen with the timestop power, which doesn't last long enough to punch off a decent portion of his health.
* Black Devil in the first Fortress stage is hard for X, but a NIGHTMARE for Zero. Besides a very hard-to-dodge spam attack, his weak point is his eye, which fires yellow orbs at you, and the most effective attack against him is lightning. X has his buster and Tri-Thunder weapon, both of which are ranged, but Zero has to use his saber and the E-Blade, which he slashes upwards while moving forward slightly. This means he has to get practically in the boss's face to use it, but far enough away not to touch the body (which deals massive damage). Add to the fact that sometimes the eye appears in a place which you plain can't reach with the saber, and you get a very difficult boss for Zero to counter.
 
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=== The Misadventures of Tron Bonne ===
 
== [[Mega Man Battle Network]] ==
 
=== Repeat Offenders ===
* In every single ''Battle Network'' game to date, there's a [[Bonus Boss]] fight against Bass.EXE. And no matter if it's the traditional games or more off-the-wall spinoffs like ''Network Transmission'' or ''Battle Chip Challenge'', he's a nightmare of a boss befitting of the status as one of the most powerful Net Navis in the series. Simply damaging him requires for you to break through his LifeAura, a forcefield that you can't penetrate unless you hit it with a single attack that's equal to or greater than the damage threshold needed to break it. Don't get cocky when you break it because it'll regenerate periodically, and Bass is dangerous with or without it: he has a ton of health, and his attacks come out fast and in [[Bullet Hell]] patterns that are excruciatingly hard to dodge. Don't even ''think'' about beating him without a top-tier chip folder, because he'll easily trounce you if you bring anything less than your absolute best to the table.
* ProtoMan.EXE gets a lot of hype for being a powerful Navi operated by a child prodigy, and ''by god'' does he live up to it. He's a lot more mundane than Bass since he sticks to more grounded swordplay than the ridiculous attacks he relies on, but it's all he needs to ruin you. His shield makes it hard to hurt him without battle chips that can get past it, and even if you have them he's so damned fast that it's easy to whiff your shots and waste them. And to top it off, he's usually only vulnerable when he's about to attack, and his attacks come out ''fast''. He's more of an [[Anticlimax Boss]] in the first game thanks to having easily-exploited AI, but there's no cheesing him in any game beyond that one.
 
=== Mega Man Battle Network ===
* Most of the first game's bosses are fairly easy, but the same can ''not'' be said for MagicMan.EXE. He's constantly firing off a powerful ball of blue fire down the middle row, and is backed up by respawning Viruses that are quick to replenish when you delete them. And since the reinforcements and MagicMan himself each occupy one of the battlefield's three rows, you're constantly having to dodge attacks being fired off one after another which will often lead to you eating attack from a Virus or faceplanting right into MagicMan's flames when you try to dodge them. His one saving grace is that he never moves from his spot, but that doesn't make his fights any less overwhelming.
* SharkMan.EXE is also pretty nasty. He spends most of his time hiding among two fake fins with his own fin indistinguishable from the rest. When the fins are on the same row as you, they launch themselves forward with insane speed which makes it hard to safely attack the real SharkMan, especially since they can block your shots. And when you actually hit him and force him to surface, he'll fire slow-moving water towers that can easily box you in and force you to either take a hit from them, or dodge right into one of his fake fins. Just fighting him is an ordeal, but perfect-running him for his V3 battlechip is a ''nightmare''.
 
=== [[Mega Man Battle Network]] 2 ===
* QuickMan.EXE. The name alone should key you in to how annoying he's going to be. He is invincible at all times except during his attack frames, moves like a spastic monkey on crack, and his attacks are irritating to dodge, because [[Shaped Like Itself|Quick Boomerangs are really, REALLY fast moving]] It doesn't help that he's the second boss of the game, the first boss was a complete chump, and the next boss AFTER him isn't exactly threatening either, so he's not even really a [["Wake-Up Call" Boss]]... Worse yet, it's ''entirely'' possible for the game to be [[Unwinnable By Mistake]] here, as you can't leave his area (either to recover HP or improve your moveset) once you enter (but nothing stops saving...)
* ToadMan may look cute, but he's not to be trifled with. It's very hard to hit him because any time you're on the same row as him, he'll immediately teleport to the lily pad on the row opposite to the one he's currently on. And while you're fighting him, you're having to dodge a constant barrage of tadpoles while ToadMan himself can paralyze you with a ridiculously fast music note attack that ''homes in on you'' when you try to dodge it, and getting hit by it opens you up to get slapped by him for even more damage. Thankfully his battle chips allow ''you'' to use those obnoxious music notes, so it's at least worth suffering through hell to get them.
* ThunderMan is yet another boss with a frustrating gimmick, and said gimmick is three clouds that travel across all three rows of the battlefield, back and forth. They can shield ThunderMan from most attacks since he hides in the back row, and if you block their path for too long, they'll hit you with a ball of lightning. They can also box you in and force you to get hit by the lightning bolts ThunderMan periodically summons. Oh, and unlike ToadMan you ''have'' to fight him to advance the story, and the fight happens after Lan's battle chip folder is stolen. If you have no prior knowledge of that, you can get seriously screwed over by a subpar folder, and just in case you thought to fight Viruses on the internet to get more? Too bad! You HAVE to beat him to access the local network!
* 2 also had Napalm Man [[Recurring Boss|V3]]. He has [[Marathon Boss|2000 HP]], ''actually has moves that are difficult to dodge'', and they pack ''quite a punch''. [[Crystal Dragon Jesus]] help you if you have a [[Elemental Rock-Paper-Scissors|Wood Style]].
 
=== Mega Man Battle Network 3 ===
* DrillMan.EXE makes the game a nightmare. He has lower HP than most bosses, but that's because frontal attacks have no effect - his drill is always blocking frontal attacks, so you have to go ''around'' the drill with [[Wide Swords]] and such. Only a handful of chips can bypass his drill, so good luck having one in advance when he appears!
* DrillMan.EXE's ''younger brother''cousin BubbleMan.EXE is seventeen times as annoying! The bubble spam, the bubble spam! Aaaaaaaaaah!
** To elaborate, he never leaves the back row and the center tile on his side is a hole from which spout an infinite number of bubbles, which block shots and home in on you, always moving into your row so as to block your line of fire at BubblemanBubbleMan. Since they're limited by number on screen if you stand there shooting them they'll just spawn faster. Meanwhile BubblemanBubbleMan is using his ''own'' attacks on poor distracted Mega Man. Luckily the electric-element first boss has a megachip that can hit and stun BubblemanBubbleMan no matter where he hides.
** And that's not even taking into account BubbleMan v3, who almost ascends to [[Goddamned Boss]] status. You can't even ''find'' him unless {{spoiler|you have less than 1/4 of your max HP.}} Frickin' bastard.
* [http://megaman.wikia.com/wiki/KingMan.EXE KingMan] is the second hardest boss. He hides in the far back row while his nearly invincible, regenerating chess pieces attack you and block your spaces. If that wasn't annoying enough, if you stay in the back row (the easiest way to avoid his chess pieces), Kingman has a "plan B" attack, where he summons some new chess pieces and ''permanently steals an entire row of your area''. Not even Bass's auras can compare to this guy's cheapness.
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* Flame Man has two candles on his back row, each of which have about 20 HP or so, and revive after a short amount of time. They have different effects depending [[Color Coded for Your Convenience|on their color]], and if even ONE of them is Green, he's invincible. If one's Red, he recovers HP steadily, and if one's yellow, then fire appears in your area and limits your movement range. Even worse, he can have two of the same candle, which means he can be recovering HP AND invincible at the same time. And his attacks are designed to take advantage of this.
** This is completely trivialized with Area-grab. You see, his attacks were all designed with the idea that you were fighting in a 3x3 area. That extra row means that outside of you standing directly in front of him, he can't even hit you. Granted this doesn't do much for your grade if you can't beat him in time but it pretty much nerfs him from a YMMV to [[Guide Dang It]].
* Even among Final Boss standards, the two-stage finale is a hair-puller.
* Even among Final Boss standards, Alpha is ridiculously tough. For starters, to even fight the guy you need to defeat Bass.EXE who's quite tough in his own right. Then in the fight itself, you need to chip away at Alpha's torso with buster shots before you can actually deal damage via hurting the core, and doing so is frustrating since you constantly need to dodge a constant onslaught from his claws, which while they follow a predictable pattern, they're still likely to nail you if you're too twitchy in the fight. And if that wasn't enough, you're also bombarded by other nasty attacks such as a ludicrously powerful, very hard to avoid laser blast. And the kicker? If you lose to this guy, you get to battle Bass.EXE again before fighting him! Ain't life just swell?!
** You start things off with a ''mandatory'' fight against Bass.EXE. Nope, it's not a [[Hopeless Boss Fight]] like his earlier encounter, you ''have'' to beat him to get to Alpha. And he's only a ''little'' less tough than he is as a [[Bonus Boss]], meaning that your folder needs to be built around countering his Life Aura, killing him quickly, ''and'' killing Alpha, who has its own frustrating gimmick to deal with.
** As for Alpha itself, this big amoeba... [[Eldritch Abomination|''thing'']] presents its own set of problems. Because it's practically a Devil boss in all but name, you can only hurt it by shooting its core, and it's protected by a thick wall of gel. To break down the gel, you need to rapidly shoot it with your MegaBuster, and doing so is frustrating since you constantly need to dodge its attacks, and if you don't shoot it down quickly enough, the core's protective field will gradually rebuild itself. Some of his worst attacks include a predictable, but fast and lethal assault from his claws which attack you from two different angles on your side of the battlefield, and a ludicrously powerful, very hard to avoid laser blast. And the kicker? If you lose to this guy, you get to battle Bass again before fighting him! Ain't life just swell?!
 
=== Mega Man Battle Network 4 ===
* Duo's Meteois Fistan anomaly among bosses due to only having one functional row of tiles on his side of the attackbattlefield, andmeaning bythat extensiontile-reliant Nebulaattacks Grey's<ref>fromlike Battle[[Game NetworkBreaker|the 5</ref>Game-Breaking dragonAir attackHockey]] canbattle easilychips makeare worthless. Not a good sign already, but what makes Duo frustrating is his love of panel-cracking attacks: most of his fist attacks will break the panels on your side of the field, making the fight unwinnable if you don't have Air Shoes or a Panel Return handy, since yourthis fieldwill ismake crackedit to the point where you can't dodge anything.
** That's not the only way the fight against Duo can become unwinnable. Thanks to the game's [[New Game+]] structure you'll fight Duo in a "normal" playthrough with more-or-less the chips you'd get in the first third of one of the other games, and when you fight him on a [[New Game+]] he'll have his health scaled up to truly ridiculous levels. A [[Marathon Boss]] is fine for a final boss normally, but problematic in the Battle Network series because no matter how long the battle lasts you can ONLY draw thirty chips. If you don't pack your folder with thirty of the most damaging chips/combos in your library (and then consistently hit with them, as they likely won't be the easiest to connect with), or throw too much defense in your folder, you will ''run out of attacks'' before he runs out of health. For the third fight you pretty much need a top tier combo folder out of a strategy guide just to deal enough damage, never mind actually ''fighting'' him with it. Oh, and if you're relying on drawing just the right combo in the same hand, for a PA or a powered-up megachip, you'll have to fight another boss right before him every time you get unlucky. Or miss.
* While he may be the most infamous among the game's bosses, Duo's hardly the only tough one. SparkMan is one of the bosses you can potentially fight in the first tournament in either version of the game, and an annoyance on par with BubbleMan and ThunderMan. SparkMan doesn't move around like most Net Navis, instead teleporting in a way that makes him ''very'' hard to hit while constantly sending mines down your side of the field that detonate in an X-shaped explosion and block any attacks intended for him aside from a few like Air Hockey. He can also send a wave of sparks snaking down your side of the field that requires ''stupidly'' tight timing to dodge, as well as summon a shadowy clone of MegaMan from behind that will shank you with a sword unless you dodge the very ''second'' he spawns. It's hard to tell just ''when'' he's at his deadliest: if he's fought in your first playthrough, he'll have low health but you'll have weaker chips. On subsequent playthroughs, you'll hit harder thanks to having better chips... but he ''also'' hits harder and faster, and will have more HP to boot. No matter what though, [[No-Damage Run|trying to get the SP chip from his Omega leveled Navi ghost ''sucks.'']]
* Speaking of ThunderMan, he returns in ''Red Sun'', now packing ''one'' thundercloud to annoy you with instead of a trio. On paper this makes it sound like he was hit hard with the nerf bat, but don't get cocky: the three thunderclouds, while annoying, wouldn't hurt you unless you got trapped between them and the borders of the playing field. The singular cloud here, however, orbits the entire playing field and will constantly fire sparks at you every time you and it occupy the same row or column. Getting hit by one of its sparks will stun you, and since it travels around the field ''very'' quickly, you'll get zapped multiple times and lose a fuck-ton of health before finally regaining control. ThunderMan's own attacks aren't too tough to avoid on paper, but his row-spanning thunder beam comes out ''fast'', as do the lightning strikes raining down on you from above, and trying to dodge them ''and'' the thundercloud's sparks at the same time often devolves into a chaotic, painful mess.
 
=== Mega Man Battle Network 5 ===
* CloudMan.EXE evidently took cues from Bubbleman.EXE. He stays in the back row, protected by clouds that periodically shoot electricity. The clouds don't have much health, but despite this [[The Computer Is a Cheating Bastard|can take infinite punishment from time-stopping Chips.]] He can also hide in a cloud while summoning a [[Advancing Wall of Doom|pillar of clouds that chases you around]], and the pillar remains even after CloudmanCloudMan stops hiding.
* [[Final Boss|Nebula Gray]] counts for similar reasons as Duo from the fourth game: his side of the field only has one row of functioning tiles, making tile-reliant strategies nearly useless against him. Combine that with attacks that are capable of leaving you a sitting duck by breaking the tiles on your side of the field, erratically firing severed hands that drain MegaMan's health and restore his own if they hit, and his summoning of MegaMan DS who can hit you with devastating Dark Chip moves, and you have a real mess on your hands.
 
=== Mega Man Battle Network 6 ===
* CircusMan. Like with CloudMan and BubbleMan, he loves hiding in the back row, where he's constantly hopping around and avoiding your attacks. Meanwhile, his clapping attack comes out so fast you barely have any time to react to it and is way too easy to dodge into, and if you get hit by his infamous [[Memetic Molester|"Tent Rape"]] [[Limit Break]], you're left with a status ailment that makes it even harder to dodge him. If he fails to hit you with either of these attacks in later fights, he'll start spamming them in hopes of finally getting you.
 
=== Mega Man Network Transmission ===
* This game is infamous for its [[Early Game Hell]], with the ''first two bosses'' causing new players a ton of grief and frustration due to their status as surprisingly dangerous roadblocks. Starting off with the very first boss, FireMan.EXE's main attack (FireArm/[[Calling Your Attacks|"FIYAH AHM!"]]) reaches across the entire stage and can't be dodged ''at all'' unless you slide between his legs. Thanks to its insane range and your slide's own middling range, you have to stay up close to him to avoid getting roasted by FireArm. Unfortunately, this puts you in the danger zone of his other attack, which has him ignite his body and burn you with the fire aura that follows. While both attacks have obvious audio cues, they come out fast and the short distance between you and FireMan means that you have to react the second he starts to attack. Whether you safely slide under him or not is basically a glorified coin flip, and you lose a ''ton'' of health if you get a bad "flip". Thankfully you get access to a few tools that can even the odds in the form of a few Aqua-element battle chips and Heat Armor from Roll, but the former requires a lot of money grinding if you want to afford them, while the latter doesn't do a good job at nullifying FireMan's insane damage output.
* Fans of the mainstream Battle Network titles would probably expect GutsMan.EXE to be a walk in the park like in those games. Oh boy are they wrong. While GutsMan lumbers around slowly, he attacks deceptively quick, and his main method of attacking is a massive shockwave that does a horrific amount of damage at this point in the game. If you try to slide under him when he closes in on you, he can nail you with a quick GutPunch that also deals a ton of damage. Thanks to that combination of lightning-speed attacking and huge strength, GutsMan is arguably worse that BrightMan when it comes to being a horrifying wake up call boss.
* While GutsMan.EXE tends to be a walk in the park in the main ''Battle Network'' games, things aren't that simple here. GutsMan may lumber around slowly, yeah, but his attacks come out ''fast'' to compensate, and his [[Signature Move]] is a massive shockwave that does a horrific amount of damage and covers the entire battlefield. If you try to slide under him when he closes in on you, he's quick to turn right around and nail you with a GutsPunch... though that's assuming he doesn't just flatten you outright with the aforementioned shockwave attack. He also jumps around occasionally, and triggers earthquakes that stun you if you're on the ground when he lands. Get caught by this attack, and you're a sitting duck for whatever follows. While FireMan ''at least'' had an elemental weakness you could exploit, GutsMan's got none to speak of. All you can really do is try to keep one of your Recover chips on hand and pray while you try to damage race him to victory.
* BrightMan.EXE, the first boss to put up shields to your attacks. Whereas the previous bosses were dodging and slapping the boss hard enough before they got you, Bright Man will ''murder'' you if you try the tactics that worked on the previous bosses and indeed, some of the other bosses you can fight at the same time. And the bosses get craftier, more agile or with more invincibility shielding from there, making Brightman one hell of a [["Wake-Up Call" Boss]].
* BrightMan.EXE isn't too bad if you save him for later, especially if you tackle NeedleMan.EXE first and grab some handy-dandy Wood-element chips to short him out with (NeedleMan's chip in particular turns him into a full-on [[Zero Effort Boss]] if you max it out). But if you go after him first (or at least before NeedleMan during the first "branching paths" scenario) you've got a real menace on your hands. As one of the first bosses to put up shields against your attacks, BrightMan is immune to almost everything you throw at him unless he's attacking. He's also a reactionary boss who usually won't attack until you do, and he does so with lightning-quick homing lasers and [[Painfully-Slow Projectile|Painfully-Slow Projectiles]] that open you up to said lightning-quick homing lasers. Your window through which you can hurt him is ''painfully'' tiny, and it's very hard to hit him without getting hit back while exploiting it. Unless you've got plenty of fast-attacking or time-stopping chips to hit him with, you're in for a real frustrating fight.
* You didn't think this game's QuickMan.EXE fight would be ''easy'', did you? If his [[That One Level|brutal insta-kill laser-infested stage]] didn't correct that assumption, the always-obnoxious speedster himself will! Especially since this QuickMan fight is a horrifying "worst of both worlds" situation where he marries the most annoying aspects of his fights in the Classic games and Battle Network 2. Like in the classic games, he's an unpredictable and aggressive spaz. And like in Battle Network 2? You can't hurt him '''''at all''''' unless he's in the middle of attacking you! There's also no elemental weakness for you to exploit, so all you can really do is hit him with the most powerful chips in your arsenal and hope for the best.
* StarMan.EXE makes up for his lack of shields with his love of annoying you with [[Teleport Spam]]. He'll often dodge your attacks at the last possible second, and there's no way to consistently hit him unless you use time-stopping Navi chips, or attacks that hit him from beneath. His attacks also cover a ton of ground, ''especially'' his meteor shower. Depending on your positioning and how many stars he sends crashing down on you, it can be legitimately '''impossible''' to dodge unless you've got an Invis/Stonebody chip at the ready.
* {{spoiler|Zero.EXE}}'s every bit as tough as you'd expect [[The Heavy]] to be, especially when [[The Heavy]] is {{spoiler|the Battle Network incarnation of one of ''the'' biggest badasses to ever grace the ''Mega Man'' franchise}}. {{spoiler|Zero}}, like BrightMan, blocks your attacks by default, so you have to hit him while he's attacking if you want to deal any damage. The problem is that he's fast, relentless, and his {{spoiler|Z-Saber}} has a ''ton'' of range, meaning that it's hard to safely attack him without getting sliced to ribbons right back. And when he's low on health, he'll briefly turn invincible and fire off a pair of massive sword beams that are genuinely impossible to dodge if you don't have any Invis chips on hand. If you don't, then it's a guaranteed kill if you're low enough on health. ''And'' he'll use it multiple times if you don't finish him off quickly enough!
 
== Mega Man Zero ==
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* [[Mega Man Rock Force]]
** Fuse/Boom Man's boss fight is a chaotic maelstrom of explosions, with him constantly sending Phantom Fuses that home in and snake after you when you try to dodge him while also tossing sticks of dynamite that explode in humongous bursts. Funnily enough, the attack where he throws tons of dynamite at you is easy to dodge since it comes out in an easily predictable, easily manipulated pattern meaning that defeating him is often a matter of hoping that he'll spam it. If not... heh, good luck.
** Shock Man's proper boss fight is essentially the world's deadliest game of jump rope: everything he does shocks the floor meaning that you constantly have to be jumpingjump while fighting him, and it's all too easy to botch the incredibly strict timing and keep jumping right into the damaging floor or the lightning he summons.
** Charade Man is tough enough when he mimics Quick Man for his stage's mini boss fight. But in his boss fight proper, his strategy is to be annoying by flooding the stage with activity. The balls he throws bounce around while either exploding into a pellet scattershot or an annoying Charade Man clone, and he loves to toss tons of them out in quick succession. May god have mercy on your soul if you try to fight him without the Crypt Cloak, though even with it victory is far from assured.
** If you get hit by ''any'' of Virus Man's attacks, he gets you with an infection that reverses your controls and neuters your Mega Buster, and it takes a ''long'' time to wear off. In the meantime, he's free to hit you with nasty attacks such as throwing his upper half at you or summoning a cloud of virus enemies that spread in an awkward-to-dodge formation unless you kill them all right when they appear. The former is especially awful because you have to slide under it twice to dodge, which is infinitely more complicated when your controls are reversed. And that's not even getting into the annoying little tadpole enemies he has constantly hounding you during the fight...
* ''[[Skullman In: Scooby Doc 4: The Destroyer (Featuring Atsushi Onita)]]'' is a [[Boss Game]], so a few of these are to be expected.
** Ford Taurus may have been tricky, but [[Captain America and The Avengers|Red Skull]] is officially where the kid gloves come off. All his projectile attacks home in on you, with some of them being massive fireballs that are nearly impossible to avoid. And when he isn't spamming homing shots, he's hitting you with a laser barrage that requires precise timing to avoid. His one saving grace is that he's easy to hit, since he's a massive target.
** [[Sonic the Hedgehog|Shadow the Hedgehog]] is fought in a motorcycle duel, and your bike severely limits your movement [[My Rules Are Not Your Rules|while his does no such thing to him]]. While you're fighting to keep yourself from getting pinned on the left side of the screen, Shadow's bouncing around at random and firing the Chaos Emeralds at you with wild abandon.
** [[Action 52|Non-Human's]] attacks may come in single shots, but their patterns tend to be annoying and frustrating to deal with. Special mention goes to his skulls, which home in on you and ''explode'' into a scattershot when they hit the wall, meaning that they likely can and WILL hit you even if you dodge the first attack. Lesser but still annoying are his fingers, which will jump to throw off your dodge timing before rushing straight into you.
** [[Antagonist Title|Atsushi Onita himself will show you exactly why he's got top billing in the game's title.]] There's no bullshit on his end, no obtuse game mechanics, nothing. Just pure, raw aggression and hard to dodge attacks. He never lets up, and at nearly every point in the fight you're either dodging storms of projectiles, tightly-spaced traps, and sword attacks that can fly in at any angle. On the bright side, he's a rare example that blends this trope with [[Best Boss Ever]] because once you learn how he works? He’s fun as hell to fight.
 
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