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

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=== [[Mega Man 3]] ===
* Shadow Man. He always hops a few times, but there's no way to predict if he'll follow up by sliding into you or tossing a few Shadow Blades. Both are not only quick and hard to dodge, but will hit rather hard as well. On top of this, the only weapon that can hit Shadow Man effectively, the Top Spin, has to be used at very close range, and its weapon reserve energy drops like a stone when you are using it while in direct contact with Shadow Man. What tends to happen is that if you try attacking directly with Top Spin, ALL of its weapon power can get drained when you land your first hit. Then Shadow Man still has 75% health and you have no Top Spin power left. Good luck hitting him with the Arm Cannon, and even more so, good luck in having him use a manageable pattern.
* Needle Man is just as bad, thanks to being a complete and utter ''spaz'' thanks to his completely unpredictable patternAI. [[Lightning Bruiser|He's deceptively fast for his bulky build]], [[Damage Sponge Boss|can take a ton of hits before going down]], and fires his needles at machinegun speed. Even worse, the Gemini Laser (his weakness) is slow to and easy for Needle Man to dodge, meaning that you're better off just going after him with your buster. [[Luck-Based Mission|''Good luck'' if you're trying to do a no-damage run against him.]]
* The Doc Robots take the abilities of ALL the Robot Masters from ''2'' (You fight two per level, and they make you play through the four harder stages revamped to be harder), but make them much harder to fight thanks to various different factors. If you thought dodging Wood Man's swirling leaves was bad before, try it when they are even larger! Try fighting Crash Man without an attack that can shoot up! TRY FIGHTING A LARGER, FASTER QUICK MAN!
** Oh, and since it's ''Mega Man 3'', you now have to try and figure out which weapons the Mega Man 2 robots are weak against, all over again. Almost none of them are intuitive either. Further bonus because, even when you ''do'' figure out their weakness, they aren't as effective as their weakness was in ''Mega Man 2'' (nothing can break through the Leaf Shield, for example).
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** Remember how easy Flash Man was in ''Mega Man 2''? Well, Doc Flash Man is here to remedy that! Thanks to the fact that he's a Doc Robot, he's bulky and tall which makes it harder to jump over him, and uses the Time Stopper much more frequently. His spread shot covers more ground and hits harder, and lets not forget that Doc Flash Man lacks his original counterpart's fragility!
** As mentioned above, Doc Quick Man for sure. Quick Man was fragile and not too hard hitting, yet still is infamous for being one of the toughest bosses in Mega Man history. Now make Quick Man bigger (and thus harder to dodge), more powerful, and durable while keeping his spastic pattern intact. [[Oh Crap|Uh oh]].
* The Holographic Mega Mans in Wily Stage 3 can be easily killed at the start of the stage if you know what you're doing. If you don't however, then ''good luck'' finishing the job. While there are three Mega Man clones running around, only one can be hurt and he'll always changes position whenever he and his brethren disappear and reappear. Their vanishing act follows no real pattern, and there's absolutely no way to tell where the damageable clone went outside of you braving their insanely hard to dodge buster shot barrages. Slip up, and you'll be slaughtered remorselessly.
 
=== [[Mega Man 4]] ===