Megaman

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(Power Glow)
 
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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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Ally?
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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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.
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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===Rubato===
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'''First Appears:''' ?<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?
===Solo===
===Solo===
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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===

Current revision as of 01:46, 11 January 2012

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