Megaman

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(Tactical Division)
 
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==New Characters==
==New Characters==
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===Baroque===
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'''First Appears:''' ???<br>
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"The Most Powerful Robot Ever" has only one thing on his mind: the defeat of all other robots who could challenge his title.
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===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!
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===Jazz===
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'''First Appears:''' ?<br>
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Ally?
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===Megaman Killers===
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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.
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====Grunge====
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'''First Appears:''' Mega Man VI<br>
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====Calypso/Scar====
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'''First Appears:''' Mega Man VI/VII<br>
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Heavily damaged in an earlier encounter with Megaman, Calypso is redesigned and rebuilt, no longer pristine but expanded into a full-grade Megaman Killer.
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====Pop====
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'''First Appears:''' Mega Man VIII<br>
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Pop is one half of a team of Megaman Killers who can operate both independently and in tandem to menace Megaman.
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====Rap====
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'''First Appears:''' Mega Man VIII<br>
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Pop is one half of a team of Megaman Killers who can operate both independently and in tandem to menace Megaman.
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====Trance & Soul====
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'''First Appears:''' Mega Man IX<br>
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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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'''First Appears:''' Mega Man 12<br>
'''First Appears:''' Mega Man 12<br>
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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 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.
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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====
====Infantry Division====
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====Science Division====
====Science Division====
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'''Commander:''' Sage (Fermata)<br>
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'''Commander:''' Fermata<br>
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'''Lieutenant:''' ? <br>
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'''Lieutenant:''' Woodwin <br>
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'''Members:''' Detect Man*, Glow Man, Match Man*, Sound Man<br>
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'''Members:''' Detect Man*, Glow Man, Match Man*, Sound Man, others<br>
'''Special Units:''' RED Barrier Dan, RED Laser System, RED Phase Trooper
'''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.
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.
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====Elite Division====
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'''Commander:''' Legato<br>
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'''Lieutenant:''' Strings <br>
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'''Members:''' Core Man*, Dragon Man*, Ninja Man, Nova, Proto Man, Wizard Man<br>
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'''Special Units:''' RED Special Dan, RED Trooper Custom
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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.
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====Stealth Division====
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'''Commander:''' None, formerly Tenuto<br>
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'''Lieutenant:''' None, formerly Synth <br>
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'''Members:''' None<br>
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'''Special Units:''' RED Trap Dan, RED Pursuiter
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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====
====Command Division====
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'''Commander:''' Excel (Legato)<br>
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'''Commander:''' King<br>
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'''Lieutenant:''' ? <br>
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'''Lieutenant:''' Legato<br>
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'''Members:''' Core Man*, Dragon Man*, Ninja Man, Wizard Man<br>
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'''Members:''' Fermata, Staccato, Marcato<br>
'''Special Units:''' RED Captain Dan, RED Major Trooper
'''Special Units:''' RED Captain Dan, RED Major Trooper
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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. Dragon Man is Excel'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.
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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.
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====Elite Division====
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===Rubato===
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'''Commander:''' None, formerly Iden (Tenuto)<br>
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'''First Appears:''' ?<br>
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'''Lieutenant:''' King <br>
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'''Members:''' Proto Man<br>
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A mysterious robot with the ability to be as expressive as a human. To what nefarious end will this impostor be used?
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'''Special Units:''' RED Special Dan, RED Trooper Custom
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===Solo===
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'''First Appears:''' ?<br>
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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.
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SWN-002
===Verse, Bridge & Chorus===
===Verse, Bridge & Chorus===
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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.
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.
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===Introduced in MM12===
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====Bounce Popper====
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'''Wielder:''' Bounce Man<br>
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'''Strong Against:''' Tidal Man<br>
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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.
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====Dune Spinner====
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'''Wielder:''' Desert Man<br>
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'''Strong Against:''' Bounce Man<br>
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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.
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====Mountain Chopper====
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'''Wielder:''' Polar Man<br>
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'''Strong Against:''' Sakura Man<br>
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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.
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====Petal Storm====
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'''Wielder:''' Sakura Man<br>
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'''Strong Against:''' Flare Man<br>
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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.
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====Sky Twister====
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'''Wielder:''' Sky Man<br>
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'''Strong Against:''' Desert Man<br>
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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.
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====Sparkle Flare====
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'''Wielder:''' Flare Man<br>
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'''Strong Against:''' Sky Man<br>
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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.
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====Tidal Wave====
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'''Wielder:''' Tidal Man<br>
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'''Strong Against:''' Tunnel Man<br>
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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.
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====Tunnel Breaker====
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'''Wielder:''' Tunnel Man<br>
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'''Strong Against:''' Polar Man<br>
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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===
===Introduced in MM13===
====Crescent Crash====
====Crescent Crash====
'''Wielder:''' Crescent Man<br>
'''Wielder:''' Crescent Man<br>
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'''Strong Against:''' Sound Man<br>
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'''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.
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.
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====Crush Ball====
====Crush Ball====
'''Wielder:''' Crush Man<br>
'''Wielder:''' Crush Man<br>
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'''Strong Against:''' Ninja Man<br>
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'''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.
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.
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====Ninja Knife====
====Ninja Knife====
'''Wielder:''' Ninja Man<br>
'''Wielder:''' Ninja Man<br>
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'''Strong Against:''' Glow Man<br>
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'''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.
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.
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====Power Glow====
====Power Glow====
'''Wielder:''' Glow Man<br>
'''Wielder:''' Glow Man<br>
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'''Strong Against:''' Wheel Man<br>
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'''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.
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.
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====Pressure Mine====
====Pressure Mine====
'''Wielder:''' Deep Man<br>
'''Wielder:''' Deep Man<br>
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'''Strong Against:''' Crush Man<br>
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'''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.
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.
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====Sound Wave====
====Sound Wave====
'''Wielder:''' Sound Man<br>
'''Wielder:''' Sound Man<br>
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'''Strong Against:''' Deep Man<br>
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'''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.
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.
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====Wheel Scouter====
====Wheel Scouter====
'''Wielder:''' Wheel Man<br>
'''Wielder:''' Wheel Man<br>
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'''Strong Against:''' Wizard Man<br>
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'''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.
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.
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====Wizard Tracer====
====Wizard Tracer====
'''Wielder:''' Wizard Man<br>
'''Wielder:''' Wizard Man<br>
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'''Strong Against:''' Crescent Man<br>
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'''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.
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.

Current revision as of 01:46, 11 January 2012

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