Megaman

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(Robot Masters in MM13)
 
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==New Characters==
==New Characters==
 +
===Baroque===
 +
'''First Appears:''' ???<br>
 +
 +
"The Most Powerful Robot Ever" has only one thing on his mind: the defeat of all other robots who could challenge his title.
 +
===Dr. Regal===
===Dr. Regal===
'''First Appears:''' Mega Man 14<br>
'''First Appears:''' Mega Man 14<br>
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An ambitious military mind, Ironside sees the future of war in robots and tries to use Robot Masters to take over the world!
An ambitious military mind, Ironside sees the future of war in robots and tries to use Robot Masters to take over the world!
 +
 +
===Jazz===
 +
'''First Appears:''' ?<br>
 +
 +
Ally?
 +
 +
===Megaman Killers===
 +
Wily's special handcrafted hunter-killers, each is designed as an ideal nemesis for Megaman and Megaman alone. The first three have failed on two distinct occasions to destroy Megaman. The Megaman Killers are often seen leading teams of rebuilt Robot Masters during Wily's peripheral schemes.
 +
 +
====Grunge====
 +
'''First Appears:''' Mega Man VI<br>
 +
 +
====Calypso/Scar====
 +
'''First Appears:''' Mega Man VI/VII<br>
 +
 +
Heavily damaged in an earlier encounter with Megaman, Calypso is redesigned and rebuilt, no longer pristine but expanded into a full-grade Megaman Killer.
 +
 +
====Pop====
 +
'''First Appears:''' Mega Man VIII<br>
 +
 +
Pop is one half of a team of Megaman Killers who can operate both independently and in tandem to menace Megaman.
 +
 +
====Rap====
 +
'''First Appears:''' Mega Man VIII<br>
 +
 +
Pop is one half of a team of Megaman Killers who can operate both independently and in tandem to menace Megaman.
 +
 +
====Trance & Soul====
 +
'''First Appears:''' Mega Man IX<br>
 +
 +
Soul is the final Megaman Killer, who alongside her pet Trance poses a deadly threat to the Blue Bomber.
===Nova===
===Nova===
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Nova is a mysterious and powerful Robot Master who seems to operate independently of any human. He appears to be an antagonist of sorts to Mega Man, but it is difficult to determine.
Nova is a mysterious and powerful Robot Master who seems to operate independently of any human. He appears to be an antagonist of sorts to Mega Man, but it is difficult to determine.
 +
 +
===RED===
 +
'''First Appears:''' Mega Man 12<br>
 +
 +
The Robot Elite Defenders are a global coalition of Robot Masters designed by a consortium of scientists to oppose those who would exploit robots for violent ends. Consisting of five (formerly six) divisions as well as a human board of directors, the RED is a powerful and well-organized force that constantly recruits new and powerful members.
 +
 +
====Infantry Division====
 +
'''Commander:''' Marcato<br>
 +
'''Lieutenant:''' Brass <br>
 +
'''Members:''' Blast Man*, Crush Man, Turret Man*, Wheel Man, others<br>
 +
'''Special Units:''' RED Gunner Dan, RED Cannon, RED Trooper
 +
 +
The Infantry Division handles primary weapon deployment, security and first response. RED Troopers and Gunner Dans lead the charge against enemy robots. Turret Man supervises defense, Wheel Man scouts, Crush Man singles out large enemies and Blast Man handles multiple smaller ones.
 +
 +
====Tactical Division====
 +
'''Commander:''' Staccato<br>
 +
'''Lieutenant:''' Perkis <br>
 +
'''Members:''' Access Man*, Crescent Man, Deep Man, Shift Man*, others<br>
 +
'''Special Units:''' RED Sniper Dan, RED Drop Trooper, RED Cell Trooper, RED Trap-U
 +
 +
The Tactical Division manages strategic deployment, information networking and surgical response. RED Sniper Dans take their time to single out a target and lead it. Access Man handles dangerous recon missions, Deep Man supervises the deep sea base, Crescent Man operates the orbital base and Shift Man leads an advanced, adaptable modular unit.
 +
 +
====Science Division====
 +
'''Commander:''' Fermata<br>
 +
'''Lieutenant:''' Woodwin <br>
 +
'''Members:''' Detect Man*, Glow Man, Match Man*, Sound Man, others<br>
 +
'''Special Units:''' RED Barrier Dan, RED Laser System, RED Phase Trooper
 +
 +
The Science Division researches and develops new technologies, and adapts to the enemy's capabilities. RED Phase Troopers can be recovered from the field for improvements, and Barrier Dans are capable of long deployment to gather test data. Glow Man and Sound Man lead new equipment testing, Detect Man works to counter enemy tactics, and Match Man goes out into the field personally to acquire combat data through direct tests.
 +
 +
====Elite Division====
 +
'''Commander:''' Legato<br>
 +
'''Lieutenant:''' Strings <br>
 +
'''Members:''' Core Man*, Dragon Man*, Ninja Man, Nova, Proto Man, Wizard Man<br>
 +
'''Special Units:''' RED Special Dan, RED Trooper Custom
 +
 +
The Elite Division is composed of only the best, with a directive from Command to directly target powerful enemy Robot Masters. RED Special Dans are dangerous opponents indeed. Mega Man was invited to join this division several times. Dragon Man is Legato's personal bodyguard, Wizard Man oversees the archives and master computer, Core Man monitors power and resource supply and Ninja Man leads task forces against enemy commanders.
 +
 +
====Stealth Division====
 +
'''Commander:''' None, formerly Tenuto<br>
 +
'''Lieutenant:''' None, formerly Synth <br>
 +
'''Members:''' None<br>
 +
'''Special Units:''' RED Trap Dan, RED Pursuiter
 +
 +
The Stealth Division was composed of intelligence agents, infiltrators, saboteurs and assassins. Tenuto's entire division seems to have been stealthed right out of RED HQ shortly before the rebellion, however.
 +
 +
====Command Division====
 +
'''Commander:''' King<br>
 +
'''Lieutenant:''' Legato<br>
 +
'''Members:''' Fermata, Staccato, Marcato<br>
 +
'''Special Units:''' RED Captain Dan, RED Major Trooper
 +
 +
The Command Division supplies leader units, coordinates all divisions together for maximum results, and oversees proper execution of RED protocols. RED Captain Dans are nearly as capable as a Robot Master when it comes to directing other lesser robots.
 +
 +
===Rubato===
 +
'''First Appears:''' ?<br>
 +
 +
A mysterious robot with the ability to be as expressive as a human. To what nefarious end will this impostor be used?
 +
 +
===Solo===
 +
'''First Appears:''' ?<br>
 +
 +
SWN-002
===Verse, Bridge & Chorus===
===Verse, Bridge & Chorus===
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'''Stage Gimmicks:''' Tides, tidal waves<br>
'''Stage Gimmicks:''' Tides, tidal waves<br>
-
'''Boss Attacks:''' Tidal Wave, ram, tide, ''smokestack''<br>
+
'''Boss Attacks:''' Tidal Wave, cargo, tide, ''smokestack''<br>
'''Weakness:''' The ''Bounce Popper'' counters momentum.
'''Weakness:''' The ''Bounce Popper'' counters momentum.
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====Crescent Man (DWN-101)====
====Crescent Man (DWN-101)====
-
A luminous futuristic robot. His Crescent Crash creates an energy-filled barrier to shoot or charge.br>
+
A luminous futuristic robot. His Crescent Crash creates an energy-filled barrier to shoot or charge.<br>
'''Stage Gimmicks:''' Space jumps, moon phase lights, secret passages<br>
'''Stage Gimmicks:''' Space jumps, moon phase lights, secret passages<br>
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Wily is not seen escaping. Dr. Regal is revealed to be Wily's son. Nova works for Regal. Proto Man is not seen or heard from. Terra has been rebuilt by Dr. Light. Dr. Wily reuses the Stardroids.  
Wily is not seen escaping. Dr. Regal is revealed to be Wily's son. Nova works for Regal. Proto Man is not seen or heard from. Terra has been rebuilt by Dr. Light. Dr. Wily reuses the Stardroids.  
-
===Robot Masters===
+
===Robot Masters in MM14===
-
???
+
====Jet Man (DWN-108)====
 +
A rapid aerial superiority robot. His Jet Stream creates a spreading cone.<br>
 +
 
 +
'''Stage Gimmicks:''' Moving platforms, flying enemies, superjumps<br>
 +
'''Boss Attacks:''' Jet Stream, formation, dive, ''dive formation''<br>
 +
'''Weakness:''' The ''Spatial Blast'' ruptures the air stream, creating turbulence.
 +
 
 +
====Scorch Man (DWN-106)====
 +
A powerful tactical burn robot. His Arc Burner shoots fire past its length.<br>
 +
 
 +
'''Stage Gimmicks:''' Burning platforms, traps, falling embers<br>
 +
'''Boss Attacks:''' Arc Burner, fireballs, scorch drop, ''scorched earth''<br>
 +
'''Weakness:''' The ''Jet Stream'' blows out flame.
 +
 
 +
====Arctic Man (DWN-107)====
 +
A deadly glacial reconstruction robot. His Subzero Blaster freezes the very air around it.<br>
 +
 
 +
'''Stage Gimmicks:''' Freezing air, freezing blocks, freeze rays<br>
 +
'''Boss Attacks:''' Subzero Blaster, blizzard, icicles, ''absolute zero''<br>
 +
'''Weakness:''' The ''Arc Burner'' melts ice.
 +
 
 +
====Cosmic Man (DWN-111)====
 +
An intimidating, combat-ready satellite control robot. His Cosmic Beam nullifies lesser energy signatures.<br>
 +
 
 +
'''Stage Gimmicks:''' Space jump sections, spaceship enemies charge beams overhead or tractor beam<br>
 +
'''Boss Attacks:''' Cosmic Beam, cosmic rays, meteor, ''stardust''<br>
 +
'''Weakness:''' The ''Subzero Blaster'' interrupts the radioactive critical state.
 +
 
 +
====Judge Man (DWN-105)====
 +
A stern, harsh justice robot. His Judge Hammer smashes through anything.<br>
 +
 
 +
'''Stage Gimmicks:''' Balances, "jury" rooms, police bots<br>
 +
'''Boss Attacks:''' Judge Hammer, scale slam, ''judge attack''<br>
 +
'''Weakness:''' The ''Cosmic Beam'' irradiates delicate AI circuits.
 +
 
 +
====Neon Man (DWN-110)====
 +
A clever, acrobatic entertainer robot. His Neon Attack makes the user a double threat.<br>
 +
 
 +
'''Stage Gimmicks:''' Colored light traps, slot machines, disappearing blocks<br>
 +
'''Boss Attacks:''' Neon Attack, light wave, neon buster, ''light fountain''<br>
 +
'''Weakness:''' The ''Judge Hammer'' smashes the gas tubes.
 +
 
 +
====Gate Man (DWN-109)====
 +
A perplexing teleportation demo robot. His Vortex Gate sucks everything toward it.<br>
 +
 
 +
'''Stage Gimmicks:''' Teleports, timed doors, enemies warping in<br>
 +
'''Boss Attacks:''' Vortex Gate, warp-in, teleport, ''tri-gate''<br>
 +
'''Weakness:''' The ''Neon Attack'' disrupts the gate matrix.
 +
 
 +
====Infinity Man (DWN-112)====
 +
An unstoppable prototype crystal drive robot. His Spatial Blast unleashes pillars of energy.<br>
 +
 
 +
'''Stage Gimmicks:''' Prototypes, fusion obstacles, laser walls<br>
 +
'''Boss Attacks:''' Spatial Blast, spatial shock, infinity drive, ''spatial crusher''<br>
 +
'''Weakness:''' The ''Vortex Gate'' pulls out core crystals.
==Mega Man 15==
==Mega Man 15==
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===Robot Masters===
===Robot Masters===
-
???
+
====Rust Man (DWN-114)====
 +
A heavily oxidized corrupting zombie robot. His Corrode Trap locks onto enemies and degrades them.<br>
 +
 
 +
'''Stage Gimmicks:''' Scrap bots refuse to die, corrosive mites<br>
 +
'''Boss Attacks:''' Corrode Trap, scrap gather, scrap buster, ''scrap bots''<br>
 +
'''Weakness:''' The ''Weapon'' does something.
 +
 
 +
====Mist Man (DWN-115)====
 +
A breezy, ventilated humidifier robot. His Mist Cloud emits a dense and clinging fog that floats upward.<br>
 +
 
 +
'''Stage Gimmicks:''' Sinking and rising platforms, foggy areas<br>
 +
'''Boss Attacks:''' Mist Cloud, fog pillar, cloud channel, ''fogout''<br>
 +
'''Weakness:''' The ''Weapon'' does something.
 +
 
 +
====Key Man (DWN-117)====
 +
A secretive security breaching robot. His Lock Break launches out to shut down systems.<br>
 +
 
 +
'''Stage Gimmicks:''' Key enemies with gates, timed surfaces, traps<br>
 +
'''Boss Attacks:''' Lock Break, ground lock, teleport, ''hack blade''<br>
 +
'''Weakness:''' The ''Weapon'' does something.
 +
 
 +
====Quake Man (DWN-118)====
 +
A jolly tectonic mitigation robot. His Split Quake pulls spikes of earth up from the ground.<br>
 +
 
 +
'''Stage Gimmicks:''' Earthquakes, switch-on terrain, muffle bots<br>
 +
'''Boss Attacks:''' Split Quake, earthshaker, rockfall, ''Richterbreaker''<br>
 +
'''Weakness:''' The ''Weapon'' does something.
 +
 
 +
====Shock Man (DWN-119)====
 +
An incredible powerful surge storage robot. His Shock Strike fires a powerful and concentrated bolt.<br>
 +
 
 +
'''Stage Gimmicks:''' Electric arcs, deadly surges flow through the stage, surge protectors<br>
 +
'''Boss Attacks:''' Shock Strike, gigabolt, Tesla barrier, ''surge''<br>
 +
'''Weakness:''' The ''Weapon'' does something.
 +
 
 +
====Hyper Man (DWN-120)====
 +
A fast, unstoppable destroyer robot. His Hyper Pulsar is nearly insurmountable.<br>
 +
 
 +
'''Stage Gimmicks:''' Destroyer models, upgrade enemies<br>
 +
'''Boss Attacks:''' Hyper Pulsar, hyper buster, ''hyper crusher''<br>
 +
'''Weakness:''' The ''Weapon'' does something.
==Robot Master Ideas==
==Robot Master Ideas==
-
* Wizard Man
 
* Crusade Man
* Crusade Man
* Dragon Man
* Dragon Man
-
* Crescent Man
 
-
* Wheel Man
 
-
* Sound Man
 
* Thunder Man
* Thunder Man
* Wing Man
* Wing Man
-
* Scorch Man
 
* Wire Man
* Wire Man
-
* Crush Man
 
* Quake Man
* Quake Man
* Winter Man
* Winter Man
* Inferno Man
* Inferno Man
* Blast Man
* Blast Man
-
* Deep Man
 
-
* Neon Man
 
* Glacier Man
* Glacier Man
* Ocean Man
* Ocean Man
* Forest Man
* Forest Man
-
* Glow Man
 
* Torch Man
* Torch Man
-
* Judge Man
 
-
* Infinity Man
 
-
* Cosmo Man
 
-
* Ninja Man
 
* Sting Man
* Sting Man
* Shock Man
* Shock Man
* Mist Man
* Mist Man
* Avalanche Man
* Avalanche Man
-
* Jet Man
 
* Fright Man
* Fright Man
* Beast Man
* Beast Man
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* Wrecking Man
* Wrecking Man
* Key Man
* Key Man
-
* Gate Man
+
 
 +
==Weapons In-Depth==
 +
===Introduced in MM11===
 +
====Blaze Runner====
 +
'''Wielder:''' Blaze Man<br>
 +
'''Strong Against:''' Skate Woman<br>
 +
 
 +
The Blaze Runner consumes 2 bars of energy per shot, firing an arrowlike ground-hugging flame straight forward at fast speed. The Blaze Runner passes through any foe it damages and continues on. This weapon cannot penetrate solid obstacles or pass through walls. You cannot fire this weapon in midair.
 +
 
 +
====Cyber Net====
 +
'''Wielder:''' Cyber Man<br>
 +
'''Strong Against:''' Optic Man<br>
 +
 
 +
The Cyber Net consumes 1 bar of energy per cube expended, creating a quartet of cubes in a box around the user which actively launch themselves at proximate threats. The Cyber Net only spends energy when a cube fires off from the net, and cubes regenerate themselves in 1 second. The cubes ignore anything they cannot damage.
 +
 
 +
====Launch Missile====
 +
'''Wielder:''' Launch Man<br>
 +
'''Strong Against:''' Blaze Man<br>
 +
 
 +
The Launch Missile consumes 1 bar of energy per shot, firing a single missile forward at fast speed. If the most proximate enemy is not directly in the path of this weapon, it will switch to homing mode, lasting for 1 second as it swerves to strike a foe. This weapon cannot penetrate solid obstacles or pass through walls. You can have up to four Launch Missiles on-screen at a time.
 +
 
 +
====Optic Beam====
 +
'''Wielder:''' Optic Man<br>
 +
'''Strong Against:''' Titan Man<br>
 +
 
 +
The Optic Beam consumes 1 bar of energy per shot, firing a long, thin laser beam straight forward at medium speed. This beam can penetrate solid obstacles and pass through walls. Enemies under an invincible guard are damaged by this weapon.
 +
 
 +
====Skate Freezer====
 +
'''Wielder:''' Skate Woman<br>
 +
'''Strong Against:''' Volt Man<br>
 +
 
 +
The Skate Freezer consumes 2 bars of energy per shot, creating a platform of snow below the user which hangs in midair for 2 seconds, damaging anything directly below. You can stand on the Skate Freezer. You can only fire this weapon during a jump, and only with upward vertical momentum (it cannot be fired while falling). You can have up to three Skate Freezers on-screen at a time; successive shots cause the first-created platform to collapse.
 +
 
 +
====Storm Cannon====
 +
'''Wielder:''' Monsoon Man<br>
 +
'''Strong Against:''' Launch Man<br>
 +
 
 +
The Storm Cannon consumes 3 bars of energy per shot, firing a long, high arc of water at fast speed. This weapon cannot penetrate solid obstacles or pass through walls. Moving while firing this weapon will alter the path of the remaining stream.
 +
 
 +
====Titan Grip====
 +
'''Wielder:''' Titan Man<br>
 +
'''Strong Against:''' Monsoon Man<br>
 +
 
 +
The Titan Grip consumes 2 bars of energy per shot, firing a titanium clamp on a long cable at fast speed. This clamp secures to a wall on contact, pulling the user toward the solid surface (release to stop). Enemies who are destroyed by the Titan Grip and leave a powerup see that powerup dragged toward the user. Other objects may also be pulled using the Titan Grip. Smaller enemies who are not destroyed may be pulled as well.
 +
 
 +
====Volt Charge====
 +
'''Wielder:''' Volt Man<br>
 +
'''Strong Against:''' Cyber Man<br>
 +
 
 +
The Volt Charge consumes 2 bars of energy per shot, filling the user with powerful electric energy and launching straight forward at medium speed. This weapon cannot penetrate solid obstacles or pass through walls. The user is unaffected by gravity, air streams, weather or other movement-impeding effects while the Volt Charge is active. The user is immune to damage while the Volt Charge is active.
 +
 
 +
===Introduced in MM12===
 +
====Bounce Popper====
 +
'''Wielder:''' Bounce Man<br>
 +
'''Strong Against:''' Tidal Man<br>
 +
 
 +
The Bounce Popper consumes ? bars of energy per shot, creating an elastic ball held in your hand which can be aimed up, down, left or right. If this ball contacts any solid surface while held, you will be propelled in the opposite direction. When the attack button is released, the ball flies off in the direction aimed, bouncing erratically off of solid surfaces up to four times. This weapon cannot penetrate solid obstacles or pass through walls.
 +
 
 +
====Dune Spinner====
 +
'''Wielder:''' Desert Man<br>
 +
'''Strong Against:''' Bounce Man<br>
 +
 
 +
The Dune Spinner consumes ? bars of energy per shot, releasing rings of blowing sand at medium speed. Up to five such rings can be released in one shot, though they remain in one row rather than spreading if activated in the air. This weapon cannot penetrate solid obstacles or pass through walls.
 +
 
 +
====Mountain Chopper====
 +
'''Wielder:''' Polar Man<br>
 +
'''Strong Against:''' Sakura Man<br>
 +
 
 +
The Mountain Chopper consumes ? bars of energy per shot, creating a hardy axe and launching it forward at medium slow speed. If this axe contacts any solid surface, it sticks for 5 seconds and can be employed as a platform, damaging enemies that contact it. This weapon cannot penetrate solid obstacles or pass through walls.
 +
 
 +
====Petal Storm====
 +
'''Wielder:''' Sakura Man<br>
 +
'''Strong Against:''' Flare Man<br>
 +
 
 +
The Petal Storm consumes ? bars of energy per shot, launching four petals in a spread overhead which drift down slowly. This weapon can penetrate solid obstacles and pass through walls.
 +
 
 +
====Sky Twister====
 +
'''Wielder:''' Sky Man<br>
 +
'''Strong Against:''' Desert Man<br>
 +
 
 +
The Sky Twister consumes ? bars of energy per shot, launching four wind blasts which crisscross vertically (two up, two down) at high speed. This weapon can penetrate solid obstacles and pass through walls.
 +
 
 +
====Sparkle Flare====
 +
'''Wielder:''' Flare Man<br>
 +
'''Strong Against:''' Sky Man<br>
 +
 
 +
The Sparkle Flare consumes ? bars of energy per shot, launching a rocket straight upward at medium speed, which when it reaches a preset apex explodes into glowing motes in eight directions. This weapon cannot penetrate solid obstacles or pass through walls.
 +
 
 +
====Tidal Wave====
 +
'''Wielder:''' Tidal Man<br>
 +
'''Strong Against:''' Tunnel Man<br>
 +
 
 +
The Tidal Wave consumes ? bars of energy per shot, releasing a big wave along the ground at medium speed, which extends below the level of the ground on which it was fired. This weapon can penetrate solid obstacles but cannot pass through walls. You cannot fire this weapon in midair.
 +
 
 +
====Tunnel Breaker====
 +
'''Wielder:''' Tunnel Man<br>
 +
'''Strong Against:''' Polar Man<br>
 +
 
 +
The Tunnel Breaker consumes ? bars of energy per shot, raising a massive block of dirt from the ground, lifting it overhead and throwing it backward at medium speed. The block breaks into a spray of damaging debris on contact with penetrate solid obstacles or walls. You cannot fire this weapon in midair.
 +
 
 +
===Introduced in MM13===
 +
====Crescent Crash====
 +
'''Wielder:''' Crescent Man<br>
 +
'''Strong Against:''' Sound Man, Brass<br>
 +
 
 +
The Crescent Crash consumes 0 bars of energy on activation, creating a trio of flickering energy crescents that circle the user. Weapons that come in contact with this barrier are nullified, depleting 1 bar of energy. A second press of the attack button consumes 3 bars of energy and turns the energy crescents into a curved energy beam that shoots straight forward at medium speed. Holding Down while pressing the attack button consumes 4 bars of energy and absorbs the energy crescents, rendering the user temporarily invincible for 2 seconds. The beam can penetrate solid obstacles and pass through walls.
 +
 
 +
====Crush Ball====
 +
'''Wielder:''' Crush Man<br>
 +
'''Strong Against:''' Ninja Man, Percus<br>
 +
 
 +
The Crush Ball consumes 3 bars of energy per shot, deploying a heavy spiked ball that launches forward slowly when the attack button is released, dragging downward due to gravity. The ball can damage even shielded enemies, and destroys breakable obstacles. While the ball is deployed, the user experiences a surge of strength that increases jump capacity.
 +
 
 +
====Ninja Knife====
 +
'''Wielder:''' Ninja Man<br>
 +
'''Strong Against:''' Glow Man, Fermata<br>
 +
 
 +
The Ninja Knife consumes 2 bars of energy per shot, firing three knives at 30 degree intervals upward (or downward if jumping) which curve slightly if an enemy is close. The knives stick to solid surfaces for 1 second, possibly damaging a moving foe who steps on one.
 +
 
 +
====Power Glow====
 +
'''Wielder:''' Glow Man<br>
 +
'''Strong Against:''' Wheel Man, Legato<br>
 +
 
 +
The Power Glow consumes 0 bars of energy on activation, creating a bright glowing aura around the user. Enemies that can be damaged by the Power Glow and come in contact with this aura are damaged and deplete 1 bar of energy. On releasing the attack button, the weapon consumes 4 bars of energy to create a brilliant flash, damaging all foes on screen.
 +
 
 +
====Pressure Mine====
 +
'''Wielder:''' Deep Man<br>
 +
'''Strong Against:''' Crush Man, Marcato<br>
 +
 
 +
The Pressure Mine consumes 3 bars of energy per shot, firing a mine either straight forward at slow speed or directly into the ground. Pressing the attack button while a mine is deployed, or having an enemy come into contact with a mine, triggers it, dealing light damage to smaller enemies and sustained damage to heavier enemies.
 +
 
 +
====Sound Wave====
 +
'''Wielder:''' Sound Man<br>
 +
'''Strong Against:''' Deep Man, Strings<br>
 +
 
 +
The Sound Wave consumes 2 bars of energy per shot, firing a wave-shaped beam to either side simultaneously. The waves reflect off solid surfaces up to three times. If a reflected wave collides with the user, it is reabsorbed, restoring 1 bar of energy. You can have up to four Sound Waves (two pairs) on-screen at a time.
 +
 
 +
====Wheel Scouter====
 +
'''Wielder:''' Wheel Man<br>
 +
'''Strong Against:''' Wizard Man, Woodwin<br>
 +
 
 +
The Wheel Scouter consumes 2 bars of energy per shot, firing a ground-hugging wheel straight forward at fast speed. The Wheel rolls forward until reaching a wall or edge; if a wall, the wheel hugs the wall and climbs until it collides with a ceiling, where it will reverse course and roll down and then backwards along the ground. If an edge, the wheel immediately reverses. A single Wheel Scouter performs one such cycle only. You can have up to two Wheel Scouters on-screen at a time. It is possible to stand (and ride) on a Wheel Scouter.
 +
 
 +
====Wizard Tracer====
 +
'''Wielder:''' Wizard Man<br>
 +
'''Strong Against:''' Crescent Man, Staccato<br>
 +
 
 +
The Wizard Tracer consumes 1 bar of energy per shot, firing a small ray in the direction the user aims, which transforms into a glowing spark after 1 second and redirects itself towards the nearest foe. The tracer spark ignores shielded and invincible foes when making its selection. This weapon can penetrate solid obstacles and pass through walls.
 +
 
 +
===Introduced in MM14===
 +
====Arc Burner====
 +
'''Wielder:''' Scorch Man<br>
 +
'''Strong Against:''' Arctic Man, Saturn<br>
 +
 
 +
The Arc Burner consumes 1 bar of energy when activated, and 1 bar every 2 seconds that the arc is sustained, creating a bar of white-hot flame that moves with the user. Once per second, the arc shoots a small fire spark straight forward at medium speed.
 +
 
 +
====Cosmic Beam====
 +
'''Wielder:''' Cosmic Man<br>
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'''Strong Against:''' Judge Man, Mars<br>
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The Cosmic Beam consumes 1 bar of energy per shot, firing a trio of circular rays straight forward at fast speed. The rays nullify weapons they collide with. This weapon can penetrate solid obstacles and pass through walls.
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====Jet Stream====
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'''Wielder:''' Jet Man<br>
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'''Strong Against:''' Scorch Man, Pluto<br>
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The Jet Stream consumes 1 bar of energy per shot, firing a spinning wind straight forward at medium speed. Twice per second, this wind emits a secondary moving swirl directly up and down.
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====Judge Hammer====
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'''Wielder:''' Judge Man<br>
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'''Strong Against:''' Neon Man, Venus<br>
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The Judge Hammer consumes 2 bars of energy per shot, launching a solid and weighty hammer straight forward at medium speed. The hammer smashes through solid barricades and damages shielded foes.
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====Neon Attack====
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'''Wielder:''' Neon Man<br>
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'''Strong Against:''' Gate Man, Uranus<br>
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The Neon Attack consumes 4 bars of energy when activated, creating a glowing neon duplicate of the user a short distance away. The duplicate moves in tandem with the user, and if the fire button is pressed, shoots a basic projectile. Solid obstacles, invincible foes and enemies with high HP will nullify the duplicate. Duplicates expire naturally in 4 seconds. This weapon can pass through walls.
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====Spatial Blast====
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'''Wielder:''' Infinity Man<br>
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'''Strong Against:''' Jet Man, Jupiter<br>
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The Spatial Blast consumes 2 bars of energy per shot, firing two energy blasts adjacent to the user which move straight up at medium speed. This weapon can penetrate solid obstacles and pass through walls.
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====Subzero Blaster====
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'''Wielder:''' Arctic Man<br>
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'''Strong Against:''' Cosmic Man, Mars<br>
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The Subzero Blaster consumes 1 bar of energy per shot, firing a large freezing projectile as aimed at medium speed, leaving a trail. The trail deals damage and can freeze smaller objects, while the main projectile can freeze nearly anything. If it impacts on a wall, it creates a temporary platform of ice. If impacting a horizontal surface, an icicle forms. Any frozen foe which is hit by a second projectile is destroyed.
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====Vortex Gate====
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'''Wielder:''' Gate Man<br>
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'''Strong Against:''' Infinity Man, Mercury<br>
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The Vortex Gate consumes 4 bars of energy when activated, creating a disc of null space adjacent to the user which pulls anything on the "open" side (the direction the user is facing) toward it. Larger foes are unaffected, but powerups and some other objects will be pulled. Anything colliding with the gate takes high damage until destroyed. A gate lasts for 2 seconds. This weapon can penetrate solid obstacles and pass through walls. If the gate covers an obstacle completely, it can be passed through by the user.

Current revision as of 01:46, 11 January 2012

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