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A project started by Yellow Devil, and assisted by many other Cutstuff users, the Mega Man 8-Bit Deathmatch Class Based Modification Mod is one of the largest MM8BDM mods in the works. It is more widely known as YDClasses on the MM8BDM community.

Its goal is to make a unique and individual class for each Robot Master and several additional characters. In the interest of balance, many of these classes have modified versions of their abilities, different abilities from less-known games of the Classic series, or even entirely new abilities, in order to ensure that they can hold their own in combat while staying within a class role that fills an specific gameplay niche, and contribute to team-based gamemodes. In addition, classes will retain the weakness featured in their game (for example, Wood Man's Leaf Shield will effortlessly destroy Air Man), and will additionally gain new weaknesses to similar weapons from other games (for example, Plant Man's Plant Barrier will also effortlessly destroy Air Man).

The latest version is v8d, which is compatible with the v5a release of MM8BDM. The link to the forum thread is here.


The Item Changes

New items are introduced with this mod. Some of the new items replace the vanilla items, and some classes obtain different items altogether:

  • Jet Adaptor: Since Proto Man is now a class, all Proto Buster items are replaced with Jet Adaptors, which can only be used by Mega Man to transform into Jet Mega Man (see below).
  • Power Adaptor: Since Bass is now a class, all Bass Buster items are replaced with Power Adaptors, which can only be used by Mega Man to transform into Power Mega Man (see below).
  • Energy Balancer: This new item will allow copy weapon classes (Mega Man, Proto Man, Bass and Rockman) to fill weapon energy on inactive weapons. Mega Man starts off with this, while Proto Man, Bass and Rockman need to pick it up from either Laser Buster Upgrade, Arrow Buster Upgrade or Super Adaptor (Proto Man and Rockman only) items.
  • Carry: For all Robot Masters and non-copy weapon classes, all Super Adaptor and Item-1 items are replaced with Carry from Mega Man: Dr. Wily's Revenge. This creates a platform that lasts 4 times longer than Item-1, and can be used by all Robot Masters. It will still look like an Item-1, and Mega Man, Proto Man, Bass and Rockman will still recieve an Item-1.
  • Robot Master E-Tank: All non-copy weapon classes will obtain a red E-Tank upon picking up a blue E-Tank. Unlike the regular blue E-Tank, this one will heal 40 flat HP.
  • Treble Boost: Bass is able to pick this temporary upgrade from Rush Coil, Rush Jet and Super Adaptor items. Treble will be summoned, and Bass must fuse with him to gain temporary flight and a three-way spread buster.
  • Treble Item: Bass obtains this instead of Eddie Call, but it functions almost in the same way. Treble will appear in front of you, and you must approach him to obtain a random weapon.
  • Treble Sentry: Special mention must go to this item, as only Bass is able to use it. Proto Man, Mega Man and Rockman will obtain Tango Roll instead of Treble Sentry. Bass will obtain Treble Sentry if he picks up Tango Roll or Beat Support items.


The Classes

Copy Weapon Classes

These classes have the special ability to pick up and use the vanilla weapons, and use a variety of items. These classes do not have any specific weaknesses, but their armor is weaker than normal (to different degrees) and their weapons deal 9% less damage than the normal versions. They also need to manually refill their weapon energy, but you already knew that ;).


Mega Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: MegaClass (x1.12)

Jump: Normal (10)

Weaknesses: None

This class is a special remake of the default MM8BDM player class: it nows holds the powerful new Mega Buster! Hold down the primary fire button to charge the Mega Buster up to three charge levels. The strength of each charge level is a little weaker than Proto Buster, and the Charge Buster has a bigger yet slower projectile, and lacks a defensive shield. Mega Man also has the ability to slide using alt-fire on any weapon for quick escapes. Mega Man starts off with the Energy Balancer on all game modes, and can pick up and use Rush Coil, Rush Jet, Item-1, Beat Support, Tango Roll, Laser and Arrow Buster Upgrades. In addition to these items, Mega Man is the only copy weapon class capable of picking up the new Jet and Power adaptors to transform into Jet and Power Mega Man.

  • Mega Man: Jet Adaptor: This is one of Mega Man's "adaptor abilities". The Charge Buster is replaced with this, reverting to the vanilla Mega Buster. Alt-fire will no longer cause Mega Man to slide; instead, he will activate his jetpack wings. The jetpack functions exactly like in Mega Man 6: holding alt-fire will thrust Mega Man upwards, releasing it will cause Mega Man to fall back down, and fuel will replenish while on the ground. The Jet Adaptor adds mobility at the cost of strength. Slide functionality is disabled for all copy weapons while this is active, and picking up another Jet Adaptor item and using it will revert Mega Man to his normal form.
  • Mega Man: Power Adaptor: Mega Man's other "adaptor ability" is more damage-oriented, enabling Mega Man to dish out heavy punishment at short range. The Power Adaptor removes alt-fire slide functionality entirely. A regular primary attack will fire a long-range, buster-like projectile. Charging the attack half-way will launch a medium-ranged shockwave attack. A fully-charged attack will deliver a punishing melee-range uppercut! The level of charge will be represented by the bar next to Mega Man's health bar. The Power Adapter adds strength at the cost of mobility. Chargeup time for this weapon is very quick, but try not to walk forward when firing a fully-charged shot, as it moves much slower than you do. Grabbing a Power Adaptor and resuing it will revert Mega Man back to his normal form.


Proto Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: ProtoClass (x1.333)

Jump: Normal (10)

Weaknesses: None

Proto Man functions identically to Mega Man, with a few differences. Proto Man's primary weapon is the Proto Buster, which equips you with a shield that can block most damage, can be charged identically to Mega Man's Charge Buster, deals slightly more damage, travels way more faster, but has a smaller projectile hit box. He can slide further than Mega Man can, but has a lower armor tier, thus taking more damage than Mega Man. Rush support items will change to the Proto Coil and Proto Jet from Mega Man 9 and Mega Man 10, though there is no change in functionality.


Bass

Speed: Medium (0.75 forward/backward, 0.73 side)

Armor: MegaClass (x1.12)

Jump: Normal (10)

Weaknesses: None

Bass uses his signature Bass Buster and can dash, paralleling the slide of Mega Man and Proto Man. In addition, Bass has the ability to double jump. Picking up a Rush Coil, Super Adaptor or Rush Jet will enable Bass to use the Treble Boost: a temporary upgrade that gives Bass flight and a three-way spread shot. Picking up a Tango Roll or Beat Support item will allow Bass to use the Treble Sentry, and he is the only copy weapon class able to do so. Picking up Eddie Call will summon Treble Item, which function pretty much the same way.


Duo

Speed: Medium-Slow (0.7 forward/backward, 0.68 side)

Armor: DuoClass (x0.896)

Jump: Normal (10)

Weaknesses: None

Duo is prepared to deliver justice as a copy weapon class, thanks to Dr. Light's modifications during the events of Mega Man 8! His armor is tougher than the other copy weapon classes, but he's also a bit slower. His default weapon is the Duo Fist. His alt-fire attack is a tackle dash that damage enemies and pushes them back. All instances in which Duo picks up an item like Rush Coil, Treble Boost and the sort will give Duo the ability to use his meteor form and dash in whichever direction you aim, serving as both a mobility tool AND an attack!

Doc Robot

Speed (BASE): Medium (0.8 forward/backward, 0.78 side)

Armor (BASE): MegaClass (x1.12)

Jump (BASE): Normal (10)

Weaknesses: None


Wait...what is this guy doing here? Doc Robot is a very special copy weapon class, in the sense that he can pick up and use copy weapons, but his armor, jump AND speed traits will slightly change depending on the copy weapon he's using!  Unlike copy weapon classes, Doc Robot is treated as a Robot Master: he cannot pick up many items, or pick up weapon energy pellets at all. Do not fear, though: his copy weapons will recharge ammo on their own! Every copy weapon's stat changes somewhat reflect the stats of the Robot Master said copy weapon belongs to: Wild Coil will make you jump higher, Hard Knuckle will buff your armor, and Quick Boomerang will increase your speed. Be warned that with stat buffs may come stat nerfs as well!


Rockman

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: ProtoClass (x1.333)

Jump: Normal (10)

Weaknesses: None

Sporting fashionable green and moss duds and a fantastic hairstyle, here comes Rockman! This copy weapon class is different, in the sense that it will deal and receive normal damage from/to non-copy weapon attacks/classes. On top of that, it begins with the default MM8BDM Megabuster weapon, slide not included! Die-hard vanilla fans: rejoice! The lack of a helmet will make you take a bit more damage, though: fashion comes with a price.

Non-copy weapon Classes

These classes, as you can see from the title above, can not use copy weapons. Instead, they can only use a limited set of abilities and weapons that most likely have regenerative ammo. Each of these classes have or share some unique stats and abilities: jump height, speed movement and armor are the most notable differences. These classes can only pick up red E-Tanks and Carry, except for Roll.


Non-game specific Classes

Roll

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: ProtoClass (x1.333)

Jump: Normal (10)

Weaknesses: None Roll is an excellent close-range combatant, wielding her broom and a bucket of water that can cause hitstun. Primary Fire with Roll Swing will obviously swing the broom. This also has a unique function; it can reflect projectiles. Roll also has a bucket that can dump a puddle of water on the floor. Roll can use these as a trap to stun targets or hit them with her broom to send them flying. Roll can also give health gifts to allies and herself with the item she has. Alt-Fire is a broom dash, akin to Mega Man's slide. Roll is also able to use Rush Coil and Jet, Beat Call and Support, and Tango Roll items.


Dr. Wily

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: (ON FOOT) Glass (x1.5), (IN SUIT/CAPSULE) Slightly weaker than MegaClass (x1.125)

Jump: Normal (10)

Weaknesses: Thunder Beam, Bubble Lead, Top Spin, Pharaoh Shot, Silver Tomahawk, Wild Coil, Flash Bomb, Magic Card

The big bad doc himself joins the fray, with the ability to use his Skull Suit and Wily Capsule! Upon spawning, Dr. Wily will have his Skull Suit equipped. The Skull Suit's Primary Fire shoots a weak homing shot, and its Alt-Fire fires more powerful, rapid blasts that deal less damage the more ammo is depleted. Both of these weapons have a limited supply of ammunition. Next to the Ammunition bar is a gray meter that slowly fills up over time. When it's full, activating Dr. Wily's item will equip the Wily Capsule! Using the Wily Capsule, Dr. Wily is free to fly around and fire a variety of devastating projectiles, but the gray meter will drain rapidly. When the meter is empty, the Wily Capsule breaks down and Dr. Wily is left to defend himself with the Wily Gun, which fires the same projectile as the Skull Suit's Primary Fire. The gray meter fills much more rapidly while Dr. Wily is on foot; once it fills up again, the Skull Suit will be automatically re-equipped, emptying the gray meter and restarting the process. Dr. Wily seems unbeatable otherwise, but here's a little tip: none of his weapons trigger any weaknesses.

Sniper Joe

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: None

Here comes a new challenger! Your regular Sniper Joe enemy joins the fray with his Joe Shield, Joe Buster and deathly Joe Grenades! Test your might and skills by playing Sniper Joe: you might win something if you keep busting bots!



Mega Man (& Powered Up) Classes

Cut Man

Speed: Fast (1.0 forward/backward, 0.98 side)

Armor: Light (x1.2)

Jump: Medium-High (12)

Weaknesses: Super Arm, Hard Knuckle, Power Stone, Astro Crush, Spread Drill

Cut Man may be somewhat frail, but he's agile and capable of performing wall jumps. His Rolling Cutter is a bit different from Mega Man's; the Primary Fire throws the cutter similarly to Mega Man's cutter, while the Alt-Fire throws it at a higher speed, but at the cost of ripping time. Both cutters do slightly less damage than Mega Man's, but they have infinite ammo, so slice away!


Guts Man

Speed: Very Slow (0.56 forward/backward, 0.54 side)

Armor: Heavy (x0.55)

Jump: Normal (10)

Weaknesses: Time Slow, Time Bender, Flash Stopper, Flash Bulb, Gravity Hold, Gravity Sphere, Centaur Flash, Centaur Arrow, Copy Vision.

The quintessential tank class, Guts Man is very slow, but he makes up for it with extreme durability and power. Guts Man features the Super Arm he used in Mega Man. Hitting primary fire once will summon a boulder from above which Guts Man will take hold of. Using Primary Fire again will toss the boulder, which will deal damage to whatever it lands on and then split into four smaller projectiles that fly forward, all capable of dealing additional damage. Placed well, the boulder and all four projectiles can hit the same victim simultaneously for massive damage, enough to instantly frag even a Sturdy Armor class! This attack shares exactly the same damage and properties as Mega Man's Super Arm, except that the graphics are inspired by Mega Man: Power Fighters.

In addition, Guts Man can punch his foes with Alt-Fire so long as he is not carrying a boulder, covering the short-range "dead zone" of the Super Arm's boulders. The punch is very powerful, capable of dealing up to 60 damage with a direct hit.


Ice Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Hyper Bomb, Crash Bomb, Drill Bomb, Napalm Bomb, Danger Wrap, Flash Bomb, Remote Mine, Ballade Cracker

Brrrr! Ice Man can use his Ice Slasher to cause mayhem in groups of combatants. The Ice Slasher fires slow-moving, ripping projectiles at a high rate of fire, as powerful as Mega Man's version. Ice Man's Alt-Fire will launch a flurry of snowflakes that travel in a cone from Ice Man's position. These snowflakes will deal hefty damage in close quarters and can slow opponents for a brief time. Each snowflake does 1, 2, or 3 ripping damage randomly. The combination of these two weapons can put considerable strain on Ice Man's ammo reserves, which rebuild over time.


Bomb Man

Speed: Slow (0.65 forward/backward, 0.63 side)

Armor: Sturdy (x0.8)

Jump: High (13)

Weaknesses: Rolling Cutter, Metal Blade, Shadow Blade, Gyro Attack, Silver Tomahawk, Tengu Blade, Screw Crusher

BOOOOM! Explosions are fun, and Bomb Man has plenty to spare. Bomb Man features two variants of the standard Hyper Bomb. Primary Fire will cause Bomb Man to pick up a bomb. With bomb in hand, using Primary Fire will toss it with an arc, and it will explode on contact with foe, ground, ceiling, or wall (the blast deals 30 explosive damage, and touching the bomb itself will cause 20 damage. For a maximal of 50 damage). Secondary Fire will cause Bomb Man to drop the bomb in front of him, where it will bounce and explode after a foe runs over it or after a short duration, causing 50 splash damage. Both versions of the Hyper Bomb are considerably weaker than the standard Hyper Bomb. The ammo cost for throwing a bomb is 20% of the bar (meaning that with full ammo, 5 bombs can be thrown).


Fire Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Light (x1.2)

Jump: Normal (10)

Weaknesses: Ice Slasher, Blizzard Attack, Freeze Cracker, Ice Wave, Ice Wall

Fire Man's Fire Storm is only slightly different from Mega Man's version in that it fires a larger projectile and leaves a small patch of flame on the ground when it hits foes.. It still features the shield surrounding Fire Man and has infinite ammo. Alt-Fire will produce will cause the Fire Storm to produce a wave of flame that travels along the ground in a straight line, moving up and down cliffs in a manner similar to the Search Snake. The flame wave travels very slowly but deals big damage to anyone caught within. A dead-center hit spells almost certain death, and the flame wave can yield impressive results when fired into a group of fighting Robot Masters. The flame wave will consume all of Fire Man's ammunition, which regenerates as long as he is not firing his primary weapon.


Elec Man

Speed: Fast (1.0 forward/backward, 0.98 side)

Armor: Glass (x1.5)

Jump: Normal (10)

Weaknesses: Oil Slider, Dust Crusher, Junk Shield

Elec Man is very frail, but he makes up for it with impressive speed and attack power. His main fire is the powerful Thunder Beam, which is the same as Mega Man's version apart from a slight delay when he fires it. At point-blank range, if it hits just right, it can defeat a Normal Armor class in one shot! Elec Man can also use his alt fire to summon lightning that hits anyone in his vicinity for major damage--almost as much as Toad Man's Rain Flush! The lightning drains all his power, though, leaving him vulnerable for a few seconds.


Time Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Thunder Beam, Spark Shock, Thunder Bolt, Thunder Claw, Lightning Bolt

Time Man is an interesting bird. His main-fire shoots clock hands, but the way they're shot depends on the weapon. The first weapon uses Time Man's right hand and fires arrows diagonally, left and right. Time Man's second weapon uses his left hand and alternates firing a slow projectile and a fast projectile. The alt fire for both weapons is the actual Time Slow. As the name suggests, it slows all nearby opponents, leaving them vulnerable to attack. This ability makes Time Man a great support class on a team, but he can pick off slowed opponents well enough on his own if necessary.


Oil Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Glass (x1.5)

Jump: Normal (10)

Weaknesses: Fire Storm, Oil Flame, Atomic Fire, Pharaoh Shot, Flame Blast, Scorch Wheel, Flame Sword, Wave Burner

Oil Man is somewhat difficult to use, but can be a valuable asset once mastered. His main fire, and only weapon, is the Oil Slider. It shoots a glob of oil on the ground, and unlike the copy version, it can be charged up for a faster barrage of 3 or 5 shots. The oil does relatively little damage to other Robot Masters, however. The real purpose of the Oil Slider is for Oil Man to slide on the oil to turn himself into a careening projectile that damages foes on contact. If the oil blobs come into contact with fire, they will become burning flame pillars; this can be particularly hazardous for Oil Man because of his weakness to fire and his propensity to be sliding around at high speed, so he must be very careful when fighting any opponent with a fire-based attack.



Mega Man 2 Classes

Metal Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Glass (x1.5)

Jump: High (14)

Weaknesses: Quick Boomerang, Metal Blade, Needle Cannon, Yamato Spear

Metal Man is a dangerous class to fight. He takes way more damage, and his movement isn't rebalanced as counterpart. Instead, he gets his force from his high offensive. While Metal Man is weak against not only his own weapon, don't write him off based on his faults. His primary Metal Blade is exactly the same as Mega Man's, and it deals a decent amount of damage against whatever gets in his way (14 ripping damage for each blade), with infinite ammo included. In addition, the saws runs on the floor if they're shot at it. If they contact with a ceiling, they'll fall vertically, falling to the floor. His altfire lets him climb walls and provide a close range attack (6 ripping damage). As in Mega Man 2, dodging the Metal Blades by attacking at the same time is the key to defeat Metal Man. Keep your distance, both playing as and against Metal.


Air Man

Speed: Medium-Fast (0.86 forward/backward, 0.8 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Leaf Shield, Plant Barrier

This blowhole is surprisingly versatile for such a simple-sounding class. The Air Shooter isn't too different, other than increased speed and a slower firing rate. His Alt-Fire is a powerful blast of tornadoes similar to his attack in Mega Man 2. This can destroy entire teams with its random patterns, fast speed, and large ammo count, but diminishes in usefulness in close proximity. Air Man is very good as a guard in CTF matches, or if you're getting swarmed by enemies. Don't underestimate the Air Shooter either, as it is lethal at close range.


Bubble Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Rolling Cutter, Metal Blade, Shadow Blade, Gyro Attack,  Silver Tomahawk, Screw Crusher

Bubble Man can use two types of projectiles with infinite ammo. The Main-Fire is a small pea-shooter. Comparable to the Bass Buster in speed and the Mega Buster in damage, use this to get those outside the range of your Alt-Fire: the Bubble Lead. More powerful than the first weapon, but suffers when you are below your opponent. Bubble Man also has the unique ability to swim freely when submerged, and can make use of this by using his itemfire ability, which creates a giant water bubble that allows Bubble Man to swim while inside of it, and other players to adquire underwater physics.


Quick Man

Speed: Extremely Fast (1.35 forward/backward, 1.33 side)

Armor: Glass (x1.5)

Jump: Normal (10)

Weaknesses: Time Slow, Time Bender, Flash Stopper, Flash Bulb, Centaur Flash, Centaur Arrow

You're too slow! True to his name, Quick Man is the fastest Robot Master by far, and with his Speed Up item, his already-fast speed movement doubles! He can even use it to climb walls by repeatedly wall jumping while sped up. This dash ability, though dangerous if it cannot be controlled, is necessary, as his main fire Quick Boomerang has limited range. His Alt-Fire shoots three fast boomerangs in a spread that are not limited in range and will return to him after bouncing off a surface. Quick Man doesn't really have a proper weakness, but if he gets frozen or slowed, he'll find himself in trouble very quickly, since his armor is very weak.


Crash Man

Speed: Fast (1.0 forward/backward, 0.98 side)

Armor: Normal (x1.0)

Jump: High (13)

Weaknesses: Air Shooter, Wind Storm, Tornado Hold

With the weapons technology of Bomb Man and the mobility of Elec Man, Crash Man enters the ring with his own explosive flare! His main weapon (and only weapon) is his signature Crash Bomb, differing little from Mega Man's version. Main-Fire plants a bomb, and up to four can be planted at a time. The Alt-Fire detonates them all! This allows Crash Man to set traps with his bombs and catch opponents off guard by detonating bombs they thought they'd dodged.


Flash Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Hyper Bomb, Crash Bomb, Drill Bomb, Napalm Bomb, Danger Wrap, Flash Bomb, Remote Mine, Ballade Cracker

Don't worry, he doesn't have Time Stopper. He does have a variant of it though that will freeze anyone he's looking at so he can pelt them with his incredibly fast-firing Flash Buster. The downside to this is his Flash bar always starts empty and takes time to fill, so survival is especially important for Flash Man. One thing about Flash Man is, when he is killed, he drops a variant of Time Stopper called Time Bender (to prevent Time Stopper spam). It will freeze those close to the user to stop a fleeing foe, or to flee yourself! Like Time Man, Flash Man is a great support class, but as long as he has his Time Bender ready for use, he's perfectly capable of defeating enemies on his own.


Wood Man

Speed: Slow (0.6 forward/backward, 0.58 side)

Armor: Sturdy (x0.8)

Jump: Normal (10)

Weaknesses: Fire Storm, Oil Flame, Atomic Fire, Metal Blade, Pharaoh Shot, Flame Blast, Scorch Wheel, Flame Sword, Wave Burner

As you might expect from someone his size, Wood Man is slow but very powerful and durable. Unlike copy classes, Wood Man is totally invincible while his Leaf Shield is up, and if his shield takes a hit, it will cause a wave of leaves to rain down in front of him. His Alt-Fire is a simple body slam that, despite exposing Wood Man to attacks, can be easily chained for massive damage and bragging rights. Thanks to his natural armor and his barrier ability, Wood Man can easily last a long time, but his achille's heel of fire is unfortunately quite common among his enemies.


Heat Man

Speed: Medium-Slow (0.72 forward/backward, 0.7 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Bubble Lead, Rain Flush, Water Wave, Water Balloon

Let's turn up the heat! Heat Man can be quite an agile class. His main attack, the Atomic Fire, is completely different from the copy version; it tosses out 3 slightly spreading fireballs that travel different distances and create heat pillars where they land. It may be a little hard to aim, but it's pretty powerful, especially at close range, and can cover a surprisingly large area when spammed. His Alt-Fire is the Heat Tackle; while the button is held down, his shield stays up, and if he is attacked in this state, he will launch forward at high speed, dealing massive damage to anyone who gets in his way! However, his shield still lets a portion of the incoming damage through AND uses up a lot of ammo when deactivated, so don't rely on it too much or you may find yourself quickly running out of health and ammo.



Mega Man 3 Classes

Spark Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Rolling Cutter, Metal Blade, Shadow Blade, Gyro Attack, Silver Tomahawk, Screw Crusher


Spark Man plays almost exactly as he acts in Mega Man 3. He can fire a large Spark Shock projectile with primary fire, or several smaller shocks in 8 surrounding directions with alternate fire. All of these attacks stun making it easy to get multiple hits. Spark Man is not especially fast or strong, but he does make for an excellent partner.


Snake Man

Speed: Fast (1.0 forward/backward, 0.98 side)

Armor: Light (x1.2)

Jump: Normal (10)

Weaknesses: Quick Boomerang, Needle Cannon, Yamato Spear, Spread Drill

Snake Man is a bit different from how he appeared in Mega Man 3. He still uses Search Snake as his main weapon, but he can't jump as high as he used to and his actual movement speed is much higher than Mega Man's. His mainfire attack is, of course, Search Snake, which still acts the same as the copy weapon counterpart, but Snakeman's ammo regeneration and rate of fire allow him to fire faster and with little care, to a point where enemies can find themselves fighting a swarm of snakes!. He also can climb with his Alt-Fire ability, and while not intended for combat, it is possible to 'poke' enemies to death with it.


Needle Man

Speed: Slow (0.65 forward/backward, 0.63 side)

Armor: Tough (x0.65)

Jump: Normal (10)

Weaknesses: Gemini Laser, Crystal Eye, Copy Vision

While Needle Man may not have as much versatility as he did, he is great under direct assault and offensive situations, particularly Team Deathmatch and CTF. His main weapon, the Needle Cannon, is reminiscent of the TF2 Heavy's minigun: you must first "spin" it up through alt-fire, and then fire a rapid barrage of needles at your enemies. Needle Man also has a secondary weapon called Needle Hammer, which is a melee attack that deals very high damage. His high DPS and damage resistance come at the cost of slow movement speed.


Top Man

Speed: Very Fast (1.2 forward/backward, 1.18 side)

Armor: Light (x1.2)

Jump: Normal (10)

Weaknesses: Super Arm, Hard Knuckle, Power Stone, Astro Crush

Don't shoot this guy when he's dancin'. With a spinning, high-damaging ripping tackle primary, a decent three-way spread secondary weapon, and speed second only to the great Quick Man, Top Man is no slouch when it comes to hit-and-run. Use Top Spin on the ground to launch forward into enemies, but bear in mind it's difficult to aim and may disorientate you. Save your Alt-Fire Spinning Tops for enemies just outside of your reach.


Shadow Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Glass (x1.5)

Jump: Very High (15)

Weaknesses: Top Spin, Charge Kick, Slash Claw

If you suddenly die for no apparent reason, odds are you got sniped by Shadow Man. His special ability is his unique alt-fire stealth skill, allowing him temporary invisibility while moving. This mode will only end when his bar is depleted or he fires a Shadow Blade, allowing him to sneak up on unwary opponents. In addition to this, Shadow Man boasts a very high jump and the ability to wall jump, allowing him to traverse stages and hunt down opponents with ease. As for his blades, he has a close-range boomerang version and a long-range version that fires two at a time: one forward and one diagonally upwards. He can only activate stealth when his bar is full though, so it is at times wise to avoid fights so you can return at full power.

Magnet Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Thunder Beam, Spark Shock, Thunder Bolt, Thunder Claw, Lightning Bolt

Any player of MM8BDM knows that you just can't dodge Magnet Missile in open spaces. It doesn't help that Magnet Man can also shove you around with his magnetism. He is very difficult to deal in open maps, and he's capable of pushing you away with his magnetism, but his Magnet Missile isn't really that powerful, so he's more bark than bite.


Gemini Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Search Snake, Dive Missile, Homing Sniper, Magic Card

Gemini Man's primary fire is a regular buster with a medium fire rate. While they're pretty weak, they're quite cheap because they don't use any ammo, and are so fast they can be used for sniping. His secondary fire fires Gemini Laser which are a tiny weaker version of Mega Man's (25 damage, while Mega's is 30 damage) that also doesn't consume any ammo. While this all may sound bland, Gemini Man's unique trait comes from his item ability. Using it will summon a "clone" that can follow you, or stay put with the Alt-Fire ; you can also remove it by using itemfire, but it'll use 50% of the ammo bar. When spawning it or re-spawning it, the clone will be created in the direction you're looking at. The clone itself shoots buster shots with a slow rate at nearby enemies. His health is equal to his user's ammo bar, and when it's defeated, it's removed from the field: the clone also suffers from Gemini Man's weaknesses, too. With proper planning, you can fool your enemies so they can't differentiate the clone from the real deal, but be careful, as the clone's projectiles can also hit their user! While the clone is summoned, Gemini Man can't use the Gemini Laser. When the clone is destroyed, it needs about 4,7 seconds of ammo charging before having a full bar back (so the user can summon it again).


Hard Man

Speed: Extremely Slow (0.5 forward/backward, 0.48 side)

Armor: Hard (x0.5)

Jump: Normal (10)

Weaknesses: Magnet Missile, Junk Shield

Hard Man is tough: he sports the toughest armor and the meanest behavior, lowering all taken damage to half! Hard Man's main fire is a variant of Mega Man's Hard Knuckle that doesn't cause recoil and takes off without delay, at the cost of only doing 30 damage instead of 70. He can have up to two fists out at once, and these return when they collide with anything, also dealing damage on the way back. Holding the alt fire button will send Hard Man rocketing up into the air at a slight forward angle with the special rocket booster under his body, after which he will come crashing down with his ridiculous weight, crushing anyone caught underneath him and causing a stunning earthquake when he hits the ground, allowing him to chain his press attack with his Hard Knuckle. While Hard Man is one of the buffest classes, this comes at the usual cost of reduced speed.



Mega Man 4 Classes

Bright Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Light (x1.2)

Jump: Normal (10)

Weaknesses: Bubble Lead, Rain Flush, Water Wave, Water Balloon

FLASH... AHHHHHH SAVIOR OF THE UNIVERSE MY EYES!! Bright Man's base stats may not seem too impressive, but he can use three different attacks, giving good variety to his offense.

Bright Man faced a problem in development. His normal blinding weapon would deal weak damage, but blinds the enemy. The weapon has been changed up a bit. The damage has been increased, and the weapon changed from an area-of-effect to a flashing light bulb, a projectile causing 10 explosive damage and blinding the enemy.

Bright Man also has a decent buster to complement his weaponry, which shoots faster and stronger pellets than the Mega Buster (Bright shots deal 15 damage while Mega deal only 10), but a little more inaccurate.

Finally, Bright Man can use a version of Flash Stopper as his itemfire, that doesn't blind (since the bulb can already do it), but stops briefly the opponents in a range similar to Flash Man's Time Stopper, and causing 5 explosive damage. When stunned, the victims can still fire, but can't move. Like the Time Stopper effect, as soon as the stunned opponent gets hits, he or she can move back. This Flash Stopper attack needs an important time of charging, but using the Flash Grenade or Bright Buster won't slow down the ammo regeneration.

As with Flash Man, Bright Man drops a variant of his weapon; Flash Bulb, which acts pretty much like his own.


Toad Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Tough (x0.65)

Jump: Very High (15)

Weaknesses: Hyper Bomb, Crash Bomb, Drill Bomb, Napalm Bomb, Flash Bomb, Danger Wrap, Remote Mine, Ballade Cracker

Nothing like a little bellydancing before your death! Toad Man's main weapon is the Rain Flush, which summons acid rain around you for a brief moment. However, you're stuck dancing while it's raining and unable to move. This makes you an easy target for other people, so be very careful with how you use it! Though he has no other weapons, he can jump very high up by pushing your secondary weapon button! Use it to get to high places easily or to dodge those nasty explosives! Ribbit!


Drill Man

Speed: Medium-Slow (0.7 forward/backward, 0.68 side)

Armor: Light (x1.2)

Jump: Normal (10)

Weaknesses: Dive Missile, Honing Sniper, Magic Card

Be careful where you step, because you never know what you might dig up! Drill Man's primary weapon is the Drill Bomb, which fires like a standard exploding projectile that differs from the copy weapon in that detonation is not input-determined, so Drill Man can have multiple projectiles out! His secondary attack switches him into his digger mode and causes him to burrow underground! Attacks will fly harmlessly past him as he can safely maneuver through the area while holding the secondary attack button. Once you let go of the secondary attack button (or the weapon meter drains), he'll jump out of the ground and revert back to battle mode, hitting anyone that gets in the way with his uppercut or the debris that comes out with him!


Pharaoh Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Time Bender, Gemini Laser, Crystal Eye, Centaur Flash, Centaur Arrow, Copy Vision

Rise from your grave! Pharaoh Man harnesses the power of the sun in his Pharaoh Shot, which does splash damage on surface contact charged or uncharged and can be fired uncharged quite rapidly, unlike Mega Man's version. His Alt-fire grants him the ability to hover at a set height; although its main purpose is transportation, it does deal some damage and might prove useful in unsuspecting crowds.


Ring Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Medium-High (12)

Weakness: Fire Storm, Atomic Fire, Pharaoh Shot, Flame Blast, Scorch Wheel, Flame Sword, Wave Burner

Step aside! It's time for Ringman to do his Ring-Thing! He sports two weapons, each have Ring Boomerangs for both main-fire and alt-fire. One is the regular copy weapon Ring Boomerangs that return automatically to you, with the added ability of shooting two rings one after the other. The other has two rings he can fire at a time and manually control the distance they travel. Hold the buttons to keep the rings going and release them to have them come back to you.


Dust Man

Speed: Slow (0.6 forward/backward, 0.58 side)

Armor: Sturdy (x0.8)

Jump: Normal (10)

Weaknesses: Ring Boomerang, Star Crash, Astro Crush

One man's trash is another man's means of turning you INTO trash! Dust Man's primary weapon fires bolts of junk at your opponent, much like a regular projectile. His secondary weapon fires the Dust Crusher, which is a slow moving projectile that explodes into four fragments shooting in a diagonal formation. However, both weapons require garbage to fire, and once you run out, your Dust Crusher is gone and your buster is reduced to a measly pea shooter. Collect bits of scrap collected from fallen Robot Masters to keep your garbage supply up, use your alt-fire to suck 'em up! Junk Man is his best friend in this sense.


Dive Man

Speed: Medium-Fast (0.9 forward/backward, 0.8 side)

Armor: Normal (x1.0)

Jump: Medium-High (11)

Weakness: Skull Sniper, Noise Crush

Dodge this! Dive Man comes with an unlimited supply of the weak, slow, but almost inescapable Dive Missile; luckily for you, they're shootable after they've traveled a certain distance! However, the feature that makes him much more interesting to play is his Dive Mine Alt-fire. Scatter a few mines near a doorway and an overeager opponent will rush into a wall of death, or jump in his face and fire them at point blank range. The mines will explode when shot or if Dive Man dies, so keep your defenders safe in team games. A little tip: despite their explosive behavior, Dive Mines do not trigger any weaknesses at all.


Skull Man

Speed: Medium-Fast (0.85 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Medium-High (12)

Weaknesses: Oil Slider, Dust Crusher, Junk Shield

Skull Man's main weapon is the Skull Sniper, which fires incredibly fast bullets that deal as much damage as the Mega Buster. His Alt-fire is his signature Skull Barrier, which makes him completely invincible; while it doesn't last nearly as long as the copy version, the cooldown period between uses is relatively short. Although the Skull Barrier can be used to keep you safe as you run through firefights, that's not where its real power lies. If the barrier is activated just as an attack would have hit Skull Man, he receives a brief boost to his movement speed, firing speed, and attack power, allowing him to counterattack with a powerful barrage of shots! When he is defeated, he drops a weapon called Skull Sniper, a powerful buster that fires skull-shaped bullets, rather than dropping his Skull Barrier.



Mega Man 5 Classes

Stone Man

Speed: Medium (0.8 forward/backward, 0.78 side)


Armor: Tough (x0.65)

Jump: Normal (10)

Weaknesses: Hyper Bomb, Crash Bomb, Drill Bomb, Napalm Bomb, Danger Wrap, Flash Bomb, Remote Mine, Ballade Cracker

Stone Man can be useful in open spaces. His Power Stone shoots 2 stones that circle around him, going outward. This is very useful for people crowded together in open spaces. His altfire brings him up into the air and slams back into the ground, crushing people below him, or paralyzing others who are in range.


Gravity Man

Speed: Medium (0.8 forward/backward, 0.78 side)


Armor: Normal (x1.0)

Jump: Very High (15)

Weaknesses: Ring Boomerang, Star Crash, Astro Crush

Previously known as several expletive names, Gravity Man has evolved from his "heavy" past into an effective anti-air class. The gravity buster is a solid weapon, firing relatively fast shots that deal 20 damage. His alt-fire is the Gravity Hold, which will send any flying or high jumping class hurtling down into their graves. Using the item will cause Gravity Man to flip onto the ceiling. When the ammo meter drains, he will unleash Gravity Hold. Otherwise, using it in crowds and on players who are jumping can also yield welcome results. When beaten, Gravity Man drops Gravity Sphere, a variant of Gravity Hold.


Crystal Man

Speed: Medium-Slow (0.7 forward/backward, 0.68 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Rolling Cutter, Metal Blade, Shadow Blade, Gyro Attack, Silver Tomahawk, Tengu Blade, Screw Crusher

Why is it that the simplest are also the hardest to explain? Crystal Man behaves dead on to his original RM form. The player can use the main fire to shoot a single crystal bit or the alt fire for a full 4 way shot of ricocheting crystals. All the crystal particles deal 20 damage each, slow down as they bounce, and disappear when they hit an enemy. However, the two versions of the attack have some different properties.

The single crystal is moves slowly and doesn't cost any ammo. It can be fired at a decent rate (1.4 shots / second), and its staying power is based on its number of bounces; the crystal bit disappears on its 3rd bounce.

The four crystal eyes are faster but consume about 21% of the bar. Their rate of fire is also slower (1 shot / second). Unlike the main fire version, their staying power is based on time (the crystals disappear after 2,4 seconds).

Crystal Man dominates in enclosed areas, but in the open, his fire power is... underwhelming.


Napalm Man

Speed: Medium (0.89 forward/backward, 0.5 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Gemini Laser, Crystal Eye, Copy Vision

Napalm Man is literally a walking tank, but that doesn't mean much when it comes down to heavy combat. He only has slightly more health than Megaman, so don't think that firepower equals safety. When it comes to firepower, though, Napalm has it where it counts. His main fire is his signature Napalm Bomb, which is less damaging than the copy version (dealing only 35 damage max instead of 60) but can be fired farther. His alt fire, the Napalm Missile, uses quite a bit more ammo but is somewhat more powerful, capable of dealing up to 45 damage. The missile flies straight and detonates upon impact with a player or surface, making it a solid option for taking out enemies who are too far away to be reached with Napalm Bombs. Napalm Man's attacks pack a punch and he can move at a good clip, but his very poor strafing can make dodging attacks difficult, and his limited ammo hinders him in protracted battles. Coupled with this, despite having a high damage output, his armor is still pretty much standard, so don't expect to go Rambo on enemies and stay in one piece.

Gyro Man

Speed: Medium-Fast (0.87 forward/backward, 0.85 side)

Armor: Light (x1.2)

Jump: Normal (10)

Weakness: Gravity Hold, Gravity Sphere

One of the more straightforward classes, Gyro Man has a simplified Gyro Attack that doesn't split but will change trajectory to fly straight forward when it hits a floor or ceiling instead of disappearing immediately. The rate of fire isn't that great, but the gyros do a hefty 30 damage, giving Gyro Man decent offensive power. His alt fire allows him to fly as long as the button is held; his flight is limited by a meter, but the cooldown period is relatively short.

Star Man

Speed: Medium (0.75 forward/backward, 0.7 side)

Armor: Normal (x1.0)

Jump: High* (12, plus slightly lower gravity)

Weaknesses: Water Wave, Noise Crush, Ice Wave

Being a Robot Master that lot of people considered bland and unattractive, Star Man has received some boosts that makes him a decent melee attacker and an effective trap-setter. The Star Crash's function is basically the same as the copy weapon, with the addition of increased armor (but reduced speed) while it is active, but Star Man has another trick up his sleeve. He can lay Star Crash traps with his altfire that, after a short time, fire a Flurry of star projectiles in the direction he was facing when he laid it. Using this with the Star Crash he can easily make close combat uncomfortable for whoever has to deal with both attacks.

Wave Man

Speed: Medium (0.8 forward/backward, 0.8 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Top Spin, Charge Kick, Slash Claw

With a harpoon and the power of the ocean, he's prepared to make the biggest catch of his life! His main fire is his harpoon, which is not limited by ammo, has a good rate of fire, and does a solid 20 damage. His Alt Fire is Water Wave, which is the same as the copy version. Use the Water Wave for your main attack and the harpoons as backup.

Charge Man

Speed: Medium (0.8 forward/backward, 0.4 side)

Armor: Sturdy (x0.8)

Jump: Normal (10)

Weaknesses: Super Arm, Hard Knuckle, Power Stone, Spread Drill

Charge Man is unique in that he features both high speed and high defense, which are necessary to get in close for his melee-only attacks. Unlike Mega Man, he doesn't actually kick, but he certainly does charge with his main fire, maintaining a perpetual dash and dealing serious damage to cornered opponents. His alt fire is the Coal Shot, which causes 16 burning coals to rise from his smokestack and then fall all around him; the attack has very limited range, but each individual coal does 30 damage, adding up to one very powerful attack. If the opponent is unlucky enough to be directly above Charge Man when he fires the coals, the damage will be enough for an instant frag--even against Hard Man! As such, opponents must be very cautious about climbing ladders when Charge Man is around. And as if all that weren't enough, Charge Man is very briefly invincible when he fires the coal shot, so it can be used to block attacks if it is fired with good timing. However, for all his speed and power, Charge Man is helpless if he can't get close to his opponent, and his movement can be rather awkward to control.

Dark Man 1

Speed (BASE): Slow (0.65 forward/backward, 0.4 side)

Armor: Tough (x0.65)

Jump: None (0)

Weakness: None

This guy is an excellent bum-rusher. His Primary-Fire fires the simple Dark Buster. However, as Dark Man 1 takes damage, his speed and fire rate gradually increase, making him a dangerous foe. Of course, he'll also be lower on health in this state, so know your limits before charging into battle! Below is the fire rate chart according to his health:

Health between 81% and 100% : 3,18 shots / second

Health between 61% and 81% : 3,5 shots / second

Health between 41% and 61% : 3,88 shots / second

Health between 21% and 41% : 4.375 shots / second

Health between 0% and 21% : 5 shots / second

Dark Man 1 lacks a normal jump, but his alt fire gives him a brief rocket boost, which can actually propel him quite high in the air. However, he can't fire his buster while using the rocket boost, so you won't be able to rocket around freely as you fight.

Dark Man 2

Speed (BASE): Medium (0.81 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: None

He's a pretty good partner to have, like Spark Man, but he's able to hold his own in a duel. Primary Fire launches four sparks that stun targets, covering the same range a net would. The Alt-Fire is the Dark Shield, which can do some hugging damage and be fired as a projectile. Like Dark Man 1, this guy speeds up considerably as his health gets lower; keep your distance, and watch out for last-ditch bum rushes!

Dark Man 3

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Light (x1.2)

Jump: Normal (10)

Weaknesses: None

Didn't think you'd ever see a sniper here, did you? Well, you kinda do now! Dark Man 3 has a powerful-at-range Primary Fire that does more damage the further you are from your target. The Alt-Fire shoots paralyzing Dark Rings, which help him get away from foes trying to get in close. Dark Man 3 can be a daunting foe to approach, but bear in mind that his sniping is limited by his ammo; if you can survive his initial volley, you'll have a chance to attack while his ammo is recharging.

Dark Man 4

Speed (BASE): Medium-Slow (0.7 forward/backward, 0.68 side)

Armor: Sturdy (x0.8)

Jump: Normal (10)

Weaknesses: None

The last of the Dark Men, and one of the most threatening, Dark Man 4 combines the skills of the other Dark Men into one formidable package. His main fire shoots slow but powerful buster shots which do slightly more damage at long range, similar to Dark Man 3's. His alt fire summons a shield similar to Dark Man 2's, but while the shield is up, his buster's rate of fire is slowed considerably, and his shots lose their ranged damage bonus. However, as he gets lower on health, the shield's slowing effect on his buster diminishes, allowing him to fire with increasing rapidity, much like Dark Man 1. With his formidable power and the ability to fight at close or long range, Dark Man 4 is a force to be reckoned with.

Mega Man 6 Classes

Blizzard Man

Speed: Fast (1.0 forward/backward, 0.9 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Fire Storm, Atomic Fire, Pharaoh Shot, Flame Blast, Scorch Wheel, Flame Sword, Wave Burner


Remember that really easy robot master from Mega Man 6? Yeah, he is much tougher now. His Blizzard Attack is pretty formidable and has limited homing abilities, but the real threat comes from his Blizzard Bowl. With it, he charges forward at an incredible speed, inflicting a hefty 40 damage on whoever he hits and rebounding up and back after the hit. However, it has a long recharge time, and if it is used incorrectly, it can very easily send Blizzard Man flying off the stage to his doom.

Yamato Man

Speed: Slow (0.6 forward/backward, 0.6 side)

Armor: Sturdy (x0.8)

Jump: Medium-High (12)

Weaknesses: Rolling Cutter, Metal Blade, Shadow Blade, Gyro Attack, Silver Tomahawk, Screw Scrusher

Nippon banzai! Yamato Man joins the fight with his signature samurai spear. His primary fire is obviously the Yamato Spear, which can be devastating at close combat. He can pick up spears he drops to regenerate ammo faster. His altfire is also effective up close; Yamato Man rapidly spins his deadly spear, slashing through anything close enough to damage.

Tomahawk Man

Speed: Fast (1.0 forward/backward, 1.0 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Leaf Shield, Plant Barrier

Geronimo! Tomahawk Man enters the place, and is ready to lead to victory ! He's a great and fast sweeper, as his attacks both mix strength and agility! He's equipped with a revision of Silver Tomahawk that curves up a bit sooner. He also can "feather" opponents to death with a spread of... feathers.

Tomahawk Man is simple but really effective. He has no ammo restriction at all, meaning that each of his attacks can be used at anytime, anywhere, any number of times. Even through they're basic, they can cover most situations.

His primary attack coming from the normalfire is a silver-colorated Silver Tomahawk. It's a little weaker than Mega Man's (24 damage while Mega's does 30 damage). It's a decent long range attack that curves up, so aiming lower increases its range, and travels fairly quickly, too.

His secondary fires shoots 5 feathers in a spread (damage is 6 ripping damage / feather). It's slower than the tomahawk, and they have a slightly slower fire rate, but they cover a large area, and their ripping ability makes them great for feathering a crowd of robots. At very close range, they can show a high power if the 5 of them are fired into the opponent.



Wind Man

Speed: Medium-Slow (0.7 forward/backward, 0.68 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Time Slow, Time Bender, Flash Stopper, Flash Bulb, Centaur Flash, Centaur Arrow


Wind Man can be very agile, even though his run speed is slightly slower than Megaman's. His main attack are his two wind gyros, which go in a zigzag pattern. This can make it really hard for enemies to predict its movements. His altfire is flying, like Gyro Man, but he cannot stop flying until his ammo bar has run out. However, unlike Gyro Man, he can still shoot while flying at the expense of some bar. He has a weakness to Centaur Flash, which can also be used as needed to stop Wind Man's relatively slow shots, and he's additionally weak to flashing weapons.


Centaur Man

Speed: Medium-Fast (1.0 forward/backward, 0.6 side)

Armor: Light (x1.2)

Jump: Normal (10)

Weaknesses: Knight Crush, Thunder Claw


Centaur Man is a fast and versatile class. He has low damage output, but he offers support in a valuable way. The Centaur Buster splits when hitting the walls and floor, allowing one to hit targets within an area or around corners. However, both its rate of fire and its recharge rate are slow, limiting its usefulness. Centaur Man's alt-fire, the Centaur Flash, retains its minor area damage and projectile deflection capabilities. It is less rapid than Mega Man's, but it also has a stunning effect, making it arguably the best support weapon. However, due to its long recharge time, it usually can be used only 1-3 times before retreating. Centaur Man can also teleport using his item. When killed, Centaur Man drops a very simple copy weapon called Centaur Arrow, which is merely a somewhat slow moving ripping arrow that is of the same damage type as his Centaur Flash.


Flame Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Medium-High (12)

Weaknesses: Air Shooter, Wind Storm, Tornado Hold


The fiery counterpart to Wave Man, Flame Man uses similar attacks tooled to a different purpose. His Flame Blast can be fired very rapidly and sends out waves of flame pillars in semi-random directions, which can travel up and down walls. He functions best at range, with a buster that fires very fast, creates small Flame Blast pillars upon hitting the floor, and deals considerable damage.

Knight Man

Speed: Slow (0.65 forward/backward, 0.57 side)

Armor: Normal (x1.0)

Jump: Medium-High (12)

Weaknesses: Quick Boomerang, Needle Cannon, Yamato Spear, Spread Drill


Armed with his shield and his Knight Crush, Knight Man is more than a worthy adversary. He is fairly slow, but he makes up for this loss in speed with increased jump height. The shield blocks any non-ripping weapon, and has a close-range bashing alt fire that can stun the victim. Other Knight Crushes will actually bounce off of it! Also, while his shield won't block explosives, Knight Man is naturally resistant to them, reducing the damage received by 40%. He isn't a total tank though; with a weakness to high speed, ripping attacks, he will have to watch his back.

Plant Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Light (x1.2)

Jump: Normal (10)

Weaknesses: Ice Slasher, Blizzard Attack, Freeze Cracker, Ice Wave, Ice Wall

Being a shield robot master, Plant Man plays similar to that of Star Man or Skull Man, but with more emphasis on a long-range and melee style gameplay. He comes with an unlimited ammo Plant Buster, and the Plant Barrier which can be worn or thrown. When worn it deals persistent damage like the Star Crash, but also steals life as long as it continues to hit. The thrown shield has a very large hitbox and can be used to harass distanced foes.



Mega Man 7 Classes

Freeze Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Oil Slider, Dust Crusher, Junk Shield


Freeze Man jumps in with his signature Freeze Cracker and a cool pose. His Primary Fire is a slightly different version of the Freeze Cracker: It looks different then Mega Man's and only splits if it hits a wall, shooting out 4 shards compared to Mega Man's 6 shards. If it hits the ground, it becomes a temporary icy spike in the ground, and a falling ice stalactite if it hits the ceiling. His Alt-Fire shoots a Freeze Wave that generates numerous spikes on the ceiling or floor. Use it to torment groups of brawlers. His weakness is Junk Shield, as well as similar polluting weapons.


Junk Man

Speed: Slow (0.6 forward/backward, 0.58 side)

Armor: Sturdy (x0.8)

Jump: Normal (10)

Weaknesses: Thunder Beam, Spark Shock, Thunder Bolt, Thunder Claw, Lightning Bolt


This pile of scrap is a lot stronger and dangerous than he looks. He has quite a variety of attacks for a single class. Althrough Junk Man is pretty slow (and so are his attacks), he has a higher armor and normal jump. His potential can shine better in large deathmatches or in crowd control, on the opposite side, duels can reveal themselves quite delicate, playing as him.

This being said, while he may be a little frustrating at first because of the slowness in its moves, in counterpart, he's an extremely high damage dealer. Especially at very close range, where it's possible to kill in one or two hits his enemies, with some proper control.

His ammo automatically, slowly refills over time. Collecting lost pieces of junk increase the refilling's speed. His main-fire costs 50% of the junk ammo. It generates a huge Junk Cube that stays in place and deals heavy, sitting ripping damage for the foolish to dare inspect it closely. It can be destroyed : the block has 200 HP. This block's large hitbox could block the way of narrow passes, or could simply act as a field shield where Junk Man can protect behind (it's not solid, through it can still serves as a dangerous obstacle). It can also be propelled forward with his alt-fire punch attack. When pushed, it slowly slides until it contact with something solid, where it will blast into junk pieces to collect. In the sliding state, the Junk Cube gain additional power and invulnerability ! The block can't be destroyed while sliding. It can be considered as a distance attack, through it's fairly slow and since it costs a lot of ammo, it's better to think twice about propelling it. Since the block releases a lot of ammo when destroyed, it may be useful to erase the useless blocks by pushing them on the nearby wall, in order to recover some ammo for other attacks.

The altfire, in addition to pushing the Junk Block, acts as a close range attack similar to Guts Man's punch. While a tiny weaker than Guts', Junk Man's punch additionally shoots a mini Junk Cube projectile in an arc that deals 25 damage. This junk shot can be used at distance, assuming Junk Man has enough ammo to fire it (costs about 12% by shot). It's a good attack to rely on some distant enemies. The throws Junk Cube becomes collectable ammo when it contacts with something solid.

What would Junk Man be without his Junk Shield? You can activate it through item-fire, by consuming 37,5% of the ammo bar, and it will also give you weak hugging damage capacities on top of the obvious armor bonus!


Burst Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Fire Storm, Atomic Fire, Pharaoh Shot, Scorch Wheel, Flame Sword, Wave Burner


Let the festivities begin! Burst Man has arrived, and he's got his Danger Wrap to back him up, which behaves alost exactly like Mega Man's: the bombs blow up after a little while instead of attaching to the floor!. His Alt-Fire sticks his buster in the ground to pump up a huge bubble that you can use to float up high or to trap enemies inside!


Cloud Man

Speed: Slow (0.6 forward/backward, 0.58 side)

Armor: Normal (x1.0)

Jump: Very High* (10, plus very low gravity)

Weaknesses: Bubble Lead, Danger Wrap


Time to rain on your parade! Cloudman may be slow and lacks regenerative ammo, but he can be very menacing and overwhelming. His Main Fire is a Thunder Bolt that moves fairly slowly, but it's powerful and splits just like the copy weapon. When Cloud Man is out of ammo, the Thunder Bolt will have a delay before firing and won't split. His Alt-Fire mainly just recharges ammo when he uses it on the ground, but the charge he brings down on himself can also fry any enemies unlucky enough to be directly above him. Naturally, Cloud Man also has the ability to fly; using his Alt-Fire while flying creates a bolt of lightning that drops straight down to the ground, breaking into 6 sparks that travel along the ground. His weakness is the wrappy Danger Wrap, as well as the leady Bubble Lead.

Spring Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Extremely High (20)

Weaknesses: Rolling Cutter, Metal Blade, Shadow Blade, Gyro Attack, Slash Claw Boing!

The infamous Spring Man is here to bounce to victory! He has a very high jump, beating that of Gravity Man and Toad Man. His Main Fire is Wild Coil, which only fires one spring until it his the ground, where it then spreads. His Alt-Fire is a spring-loaded punch that reaches long distances and can be used in the air. His weakness is Slash Claw, as well as similar shredding weapons.


Slash Man

Speed: Medium (0.83 forward/backward, 0.81 side)

Armor: Light (x1.2)

Jump: Normal (10)

Weaknesses: Ice Slasher, Blizzard Attack, Freeze Cracker, Ice Wave, Ice Wall


The Mega Man Series' Wolverine prowls behind the battle, ready to pounce on his prey and rip it to bits! Slash Man is as deadly as ever, with his famous, short-ranged Slash Claw for his Main Fire. His Alt-Fore lets him dash through the battle towards the hapless victim. This is a great way to ambush oblivious enemies. However, if you slash during the dash, you ammo bar hits rock bottom, so use it wisely.


Shade Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Normal* (10, slowly glides down)

Weaknesses: Leaf Shield, Pharaoh Shot, Water Wave, Silver Tomahawk, Wild Coil, Mirror Buster, Vampire Killer


Seven! Seven useless Robot Masters! Ah ah ah ah! Shade Man can fire his infamous Noise Crush, which behaves like Mega Man's version. His Alt-Fire lets him fly, but to stay airborne, you must keep using it. His Main-Fire while airborne lets him dive at targets, while also sucking their HP away. His weakness is Wild Coil, as well as other vampire-banishing weapons. What, springs kill vampires, you didn't know? The latest technological discovery in the Wallachia Principality. Well, moving on...


Turbo Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses. Quick Boomerang, Needle Cannon, Yamato Spear, Noise Crush, Screw Crusher


Vroom, vroom! Turbo Man is ready to hit (and run) the road! His Main-Fire is Scorch Wheel, which behaves exactly like Mega Man's version. His Alt-Fire turns him into his car form, which launches him forward at an incredible speed. It uses a lot of ammo, but it can be cancelled. Weakness is Noise Crush, as well as other weapons that could sabotage any automobile-based automata.



Mega Man 8 Classes

Astro Man

Speed: Medium-Slow (0.7 forward/backward, 0.68 side)


Armor: Light (x1.2)

Jump: Normal (10)

Weaknesses, Magnet Missile, Dive Missile, Homing Sniper, Magic Card

This trickster Robot Master isn't built well for battle, but you can bet he has many tricks up his sleeve. His mainfire attack is a very simplistic buster shot at first, but when used, it summons up to two hard light Copy Visions that will only shoot in the direction you faced when summoned. Despite being slow and nimble, he is able to float well above safe ground, but not enough to be considered flying. Not only that, but his altfire attack is the all-powerful Astro Crush...don't worry, it's not as powerful as the copy weapon, but it's still fearful nonetheless. Seek him out of whatever is inbetween the ground and the actual sky.


Grenade Man

Speed (BASE): Medium (0.74 forward/backward, 0.72 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Thunder Beam, Spark Shock, Thunder Bolt, Thunder Claw, Lightning Bolt

Crush everyone! Grenade Man is going to bring you pain! His mainfire weapon is a slightly toned down Flash Bomb (phew), and his altfire is a spread of surprisingly weak normal grenades. Then what's the catch? You see, Grenade Man is a bit of a...looney. The more damage he takes, the "happier" he'll be, and it will show on his "rage" ammo: his base speed increases, his Flash Bomb's rate of fire will increase (oh nooo), and he will be able to shoot a lot more grenades, all at the cost of his ammo. Oh, and what's that other ammo bar, then? You may not want to get close to Grenade Man when he's destroyed...whip him out, show him who's the master of flashes.

Sword Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Sturdy (x0.8)

Jump: Normal (10)

Weaknesses: Bubble Lead, Rain Flush, Water Wave, Water Balloon

Nothing personal, but this dude can pack a punch (or a slice)! His Flame Sword isn't as deadly as the copy weapon, but no ammo restriction sure sounds nice when coupled with a sturdy armor and base speed! His altfire attack is one of the most complex weapons any class has ever had, but don't feel threatened! When you press altfire for the first time, you will be able to shoot and control your spinning firey torso at enemies, while your other half stays defenseless. Pressing altfire again will switch your point of view between the upper half and the lower half of your body: while in upper torso view, you can direct its path with your aim controls, and while in lower torso view, you can move around with the movement controls. The spinning Fire Slash will eventually slow down and deal less damage the more time it is out, so don't depend too much on it, and make yourself complete once more with the mainfire button. Douse him out from afar!


Search Man

Speed: Medium-Slow (0.7 forward/backward, 0.68 side)

Armor: Light (x1.2)

Jump: Normal (10)

Weaknesses. Fire Storm, Atomic Fire, Pharaoh Shot, Flame Blast, Scorch Wheel, Flame Sword, Wave Burner

Enemy sighted! Let's go! A Search Man's job is a good job! His Primary-Fire will shoot the Homing Sniper seeker missiles, and you can charge it to shoot up to four missiles at once. While you hold it, a target will be shown wherever you aim to all players: while holding the mainfire button, if your reticle passes over players, the missiles you shoot will be locked onto them, so aim at as many people as you can, for you will shoot one missile per targeted enemy! Search Man is a stealth sniper, so he's able to summon camouflage-coated bushes for himself and allies become invisible while inside of them: believe me, a group of semi-transparent bushes will pass undetected in a battlefield, especially if they're far from the action, where your Homing Sniper is more effective. In the case you are detected, use your altfire attack, the Search Disk, to fend off players with more direct damage than one of your missiles. Burn him with no mercy!


Tengu Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses. Ice Slasher, Blizzard Attack, Freeze Cracker, Ice Wave, Spread Drill, Ice Wall

Are you worthy of his challenge? Tengu Man is able to turn his floating abilities like Astro Man through itemfire, but his mainfire dash attack allows him to achieve more height when aimed upwards, as well as shooting the wind-cutter Kamaitachi. His altfire attack is the Tornado Hold, which propels enemies upwards and inmobilizes them wile airborne, this giving Tengu Man the opportunity to perform his special Tengu Slam, by hitting them up close with his mainfire dash attack. The higher the enemies are hit with the Tengu Slam, the more damage they'll sustain! Freeze this bewitching calamity!


Frost Man

Speed: Extremely Slow (0.5 forward/backward, 0.48 side)

Armor: Hard (x0.5)

Jump: Normal (10)

Weaknesses: Hyper Bomb, Crash Bomb, Drill Bomb, Napalm Bomb, Danger Wrap, Flash Bomb, Remote Mine, Ballade Cracker

I WILL *dramatic pause* BEAT YOU! Frost Man is simple, yet deadly. A mammoth of a Robot Master, he sports stats only fitting for a weapon of his size: the very thickest armor and the very slowest movement speed, matching Hard Man on both counts. His mainfire attack is a triple Ice Wave, but each firing of it requires significant charge-up time. These waves have the special property of freezing enemies in their place, allowing Frost Man to punch them to death with his altfire attack. Explosives will pierce through his thick body and damage his internal components!

Clown Man

Speed: Fast (0.93 forward/backward, 0.91 side)

Armor: Light (x1.2)

Jump: Medium-High (12)

Weaknesses: Air Shooter, Wind Storm, Tornado Hold

This isn't a joking matter! Clown Man boasts faster base speed and jump height, and the ability to place Thunder Claw trapezes anywhere he wants for a Thunder Swing attack, as well as allowing him to traverse large pits and high structures easily. The trapezes will stay for quite a long time, so you and other players can use them more than once. You can choose to use two weapons: one with the trapeze in his hand as his mainfire attack, and one without it as the mainfire attack. Both weapons have the same altfire: an attack where Clown Man is able to burrow his hands underground and raise them up wherever you aim for a...grabby hand attack that holds enemies in place for a bit. Additionally, his mainfire attack creates an Electric Aura around Clown Man's body, slightly damaging people as well. His long whip-like hands are easily entangled by strong wind currents!

Aqua Man

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Super Arm, Hard Knuckle, Power Stone, Astro Crush

The most handsome Robot Master ever created! Aqua Man's ammo must be manually recharged through altfire, and has two mainfire attacks: one of them is the Water Balloon attack, slightly stronger than the copy weapon, but with rate of fire limitations if ammo is depleted completely. Aqua Man's pressure can be build up to fill two bars, and when both bars are full, his mainfire attack changes into the Water Cannon: a dangerous and slightly odd water ray that homes into enemies, but can be easily avoided because of its slow and limited method of movement. His body can be easily broken with strong enough projectiles!



Mega Man Killers

Enker

Speed: Fast (1.0 forward/backward, 0,9 side)

Armor: Sturdy (x0.8)

Jump: Normal (10)

Weaknesses: Hyper Bomb, Crash Bomb, Drill Bomb, Napalm Bomb, Danger Wrap, Flash Bomb, Remote Mine, Ballade Cracker


The counter-happy Mega Man Killer enters the fray! Enker's Primary Fire will fire weak Mirror Buster shots, but activate Alt-Fire to raise Enker's Barrier Spear, which greatly reduces incoming damage AND your movement speed to a halt, and converts all damage taken during this pose into ammunition for the Mirror Buster. As long as it has sufficient ammunition, the Mirror Buster will fire much more powerful blasts of energy, up to 4 shots! Sturdy armor and high speed, at the expense of your main method of attack implying constant damage input.


Quint

Speed: Medium (0.8 forward/backward, 0.78 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: None Quint isn't exactly a Mega Man Killer, but you have to feel sorry for him. He has nowhere else to fit in! He features two weapons: the Quint Buster, and his trademark Sakugarne! The Quint Buster is a simple variant on the vanilla Mega Buster, having a slightly slower rate of fire and slight spread, and is useful for covering Quint's weakness at long-range. His second weapon is the mighty Sakugarne with a twist. Quint's Sakugarne adds a forward momentum on each jump, more evident on the first one, making movement much easier and combat-friendly! When Sakugarne lands, nearby foes will be damaged, and its vertical movement can be altered with the two fire buttons. Primary Fire will add some height to Quint's bounces, and Alt-Fire will drive him down into the ground, crushing any unwitting foe underneath Quint and scattering debris. Highly damaging close range attack and no weaknesses, at the cost of exposure and mediocre stats.


Punk

Speed: Medium (0.75 forward/backward, 0.7 side)

Armor: Normal (x1.0)

Jump: Normal (10)

Weaknesses: Time Slow, Time Bender, Gemini Laser, Flash Stopper, Flash Bulb, Crystal Eye, Centaur Flash, Centaur Arrow, Copy Vision, Mirror Buster


This rockin' bot features two weapons, both variants on his trademark Screw Crusher. The first variant fires a ripping screw straight ahead like a standard projectile, and the other fires gravity-obeying screws like Mega Man's variant. His Alt-Fire on both weapons is the Pile Driver. Slow to initiate, the Pile Driver will charge up for about one second and then launch Punk in a straight line incredible distances. Pile Driver rips through enemies, and so a direct hit is almost certain to kill. General good stats and attacks, at the expense of beng weak to player-handicapping attacks


Ballade

Speed: Medium-Fast (0.9 forward/backward, 0.8 side)

Armor: Light (x1.2)

Jump: High (13)

Weaknesses: Rolling Cutter, Metal Blade, Shadow Blade, Gyro Attack, Silver Tomahawk, Tengu Blade, Screw Crusher


Ballade brings his signature Ballade Cracker to the battlefront, which launches an explosive projectile forward at great speed. It features great splash damage and firing rate, making it a favorite among users. His Alt-Fire will drop a Ballade Cracker to serve as a landmine, and will scoot Ballade forward a small bit. Up to three mines can be laid at one time, so make use of that high jump and speed. Splash damage and high mobility, at the expense of low armor and ripper spam weaknesses.

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