Justified Courses is another Courses mod derived from King Yamato’s Courses mod. The purpose of the mod is to create set of courses that is still as true to the video games as potential, avoiding making up new assaults wherever potential. The mod additionally seeks to incorporate each main character and Robotic Grasp, and steadiness them so that each character is viable in any sport mode (Deathmatch, Final Man Standing, Seize the Flag, and so forth.) with none one dominating over the others.
Weaknesses are additionally featured, as every Robotic Grasp is weak to that weapon which they have been weak to of their debut.
To additional the faithfulness to the supply materials, particular bot conduct patterns are included that trigger CPU-controlled bots to emulate the boss AI of any Robotic Grasp class after they have interaction an enemy in fight.
Weapon pickups are largely eradicated on this mod, with a couple of exceptions, akin to Mega Arm, Tremendous Adapter, and Laser shot, and changed with Massive Vitality Capsules.. As a substitute, to ensure that the “Copywep” courses to realize weapons, they have to land a killing blow on a Robotic Grasp class, which is able to earn them the particular weapon of the Robotic Grasp they defeated.
One of many mod’s extra distinctive features is its tackle Terminator mode. On this mode, the traditional Terminator merchandise is changed with Evil Vitality from Mega Man 8. Amassing it would rework the participant right into a random number of a particular Terminator class, normally a very highly effective boss character from the Mega Man sequence. The only participant Bot Rush from King Yamato’s Courses can be current, and expanded to accommodate the newer courses.
Major: Mega Buster (chargeable)
The Blue Bomber himself, and the first beginning class, Mega Man is an efficient first alternative for any participant. With balanced stats, excessive mobility along with his slide, good harm output along with his charged buster pictures (which might destroy most courses in 3 hits), and entry to the ability present in a few of the higher copy weapons, Mega Man has the instruments to excel in any scenario. A Mega Man participant’s first precedence needs to be discovering weapons. In additional populated rooms, kill-stealing is a should. Choosing off wounded enemies can web you quick access to the weapons you want. Mega Man additionally has entry to essentially the most objects within the sport, together with all of the Rush adapters – 2 of that are completely usable by him. The sheer variety of choices he has is mitigated by the truth that he excels in nothing, and may discover himself struggling in one-on-one fights towards highly effective courses.
Major: Proto Buster (chargeable)
Missing the myriad of choices Mega Man has, Proto Man as an alternative opts for the glass cannon method. His charged buster is each quick, and extremely highly effective, making it a lot simpler to destroy courses and achieve their powers in one-on-one confrontations. He is additionally certainly one of a choose few courses that may entry a change in the event that they purchase the Tremendous Adapter. In Proto Man’s case, he can rework into Break Man, his Mega Man 3 persona. On this kind, Proto Man beneficial properties enhanced armor, and an extremely damaging buster. Doing this has its drawbacks, nevertheless. He can not cost his Break Buster, he can not slide, and he can not decide up well being on this kind. When you make the change, you need to decide to it, so use it correctly.
Major: Bass Buster
Particular Abilites: Double Bounce
Bass is the trickiest of the Copywep courses, however gamers that may handle his drawbacks are rewarded with Bass’ distinctive talents coupled with the Copywep powers at his disposal. Not solely can Bass double soar, and canopy quantity of floor along with his sprint, however utilizing the Tremendous Adapter merchandise he can activate Treble Enhance, fusing along with his wolf Treble to realize each free flight, and a strong unfold blast, for a restricted time. Bass’ largest downside, nevertheless, is that he can not transfer whereas firing his Bass Buster. The buster itself, nevertheless, fires a direct, highly effective spray of pictures that, if aimed effectively and used correctly, will rapidly whittle away an opponent’s well being. In contrast to Proto and Mega Man, nevertheless, his default weapon is, total, a legal responsibility. You will wish to hunt down a kill to steal as quickly as you possibly can and discover weapons to fall again on. If the stage you are taking part in in has a Tremendous Adapter, go for it. Bass can attain it higher than most along with his mobility. Use it correctly, and its energy may also help you get some a lot wanted weaponry out of your fallen foes.
Major: Roll Swing
Roll is a quite simple and direct class, however requires a little bit of ability to make use of successfully. Her mainfire is a melee assault. Roll will swing her broom at her foes, which might pile on harm rapidly in case you can keep in your enemies’ heels. Her alt acts as her ranged assault, sending Beat to peck at her foes. If Beat manages to hit, he can pluck a small well being capsule (and, randomly, a big one) from the enemy Roll can acquire to assist preserve herself (or her teammates) alive, mitigating her in any other case low well being.
Major: Duo Fist (chargeable)
Alt: Comet Assault
Duo is pure energy incarnate. His well being and mobility are nothing to jot down house about (the latter leaving one thing to be desired), however when it comes to uncooked harm there are few that examine. His mainfire shoots a big projectile that strikes at average pace and does average harm. When totally charged, Duo launches himself ahead, and slams the bottom along with his fist, making a small explosion. Something in his path, or something touching the explosion, is dealt huge harm. His alt turns him right into a comet which bounces up and down, whereas rocketing ahead. In his comet kind, Duo will be steered, so managing to regulate Duo amidst the loopy pace and wild bouncing can lead to huge harm, even to giant crowds.
Mega Man 1
Major: Rolling Cutter
Alt: Massive Rolling Cutter
Acquired Weapon: Rolling Cutter
Weak spot: Tremendous Arm
One of many trickiest, however highly effective courses in Justified Courses. Lower Man’s Rolling Cutter alone can deal appreciable harm if aimed effectively, however can’t be fired once more till the cutter returns to you. Over time, so long as Rolling Cutter just isn’t getting used, Lower Man will achieve weapon power. When the power is full, Lower Man can unleash a a lot bigger Rolling Cutter. Not solely does this variation do much more harm than the unique, however can journey alongside the bottom indefinitely, till reaching a wall or boundary. When climbing partitions or flying within the air, this assault will return to Lower Man after a short time period.
Major: Tremendous Arm
Alt: Earthquake Stomp
Acquired Weapon: Tremendous Arm
Weak spot: Hyper Bomb, Time Gradual
The seminal powerhouse of the sequence, Guts Man is a brutal tank of a category sporting excessive assault and protection at the price of gradual working pace. His major methodology of assault is Tremendous Arm, whereby Guts Man throws a boulder in an arc which might deal monumental harm if aimed correctly. When the boulder collides with an enemy or floor, it would break up aside into smaller rocks which proceed to fly ahead, dealing smaller harm to anybody they hit. Hitting an opponent with each the boulder, and smaller rocks, is vital to dealing out the devastating energy Guts Man possesses. Nevertheless, to make use of Tremendous Arm, Guts Man should first decide up a boulder, which is able to gradual his already gradual motion to a crawl whereas he holds it. His alt causes him to leap within the air, gorgeous anybody round him standing on the bottom with a strong earthquake. Use this to make foes simpler to nail with Tremendous Arm.
Major: Ice Slasher
Alt: Icicle Drop
Acquired Weapon: Ice Slasher
Weak spot: Thunder Beam, Hyper Bomb
Ice Man is an easy offensive class with a twist. His Ice Slasher offers strong ripping harm, and he can fireplace it extra quickly the decrease his well being turns into. His alt causes an icicle to drop wherever your crosshairs are pointing. This assault has two sues; it could deal strong harm in case you drop it instantly on an opponent’s head, it may be used as a platform to climb to larger areas, and can be utilized as a wall to dam assaults. Unlocking the complete potential of his alt is vital to realizing Ice Man’s full potential.
Major: Hyper Bomb
Alt: Big Hyper Bomb
Acquired Weapon: Hyper Bomb
Weak spot: Hearth Storm, Rolling Cutter
The definitive explosive class, Bomb Man gives large energy to those that can wield his bombs correctly. His major assault acts like Tremendous Arm (fireplace one to choose up a bomb, once more to toss it). On contact, the Hyper Bomb will set off an explosion doing extra harm the nearer to the middle the opponent is (with direct hits netting you essentially the most harm). His alt summons a large bomb which slows Bomb Man down considerably whereas he holds it. Releasing the bomb drops it very like the Copywep variant of his major weapon. This big bomb will go off after a couple of seconds, unleashing an incredible explosion that offers vital harm.
Major: Hearth Storm
Alt: Hearth Wave
Acquired Weapon: Hearth Storm
Weak spot: Ice Slasher
Hearth Man brings to the desk a devastating offense that requires some finesse to take advantage of. His mainfire acts as a two-part assault, spawning a wall of fireplace in entrance of him that fires ahead after a short pause. Throughout this pause, the Hearth Storm acts as a melee assault, earlier than being unleashed as a ripping projectile. If it grazes the bottom, the Hearth Storm will go away little lingering flames that do additional harm. Attributable to its giant hitbox, nevertheless, it requires some cautious aiming to get these floor flames with out inflicting Hearth Storm to the touch the ground and dissipate. His alt unleashes a wave of very highly effective flames that slowly crawl alongside the bottom. Attributable to its gradual pace and comparatively small dimension, it may be troublesome to entice gamers with this, however the unbelievable harm (which might result in a one-hit KO if carried out correctly) is price it.
Major: Thunder Beam
Alt: Pinpoint Thunder
Acquired Weapon: Thunder Beam
Weak spot: Rolling Cutter, Oil Slider
With nice energy and pace, however fragile well being, Elec Man packs a devastating punch whereas he can survive. His major assault lacks the 2 aspect pictures of the copywep variant, however offers strong ripping harm. His alt summons a strong bolt of lightning to strike on the floor the place you are pointing. The aiming have to be exact, however in case you can hit with it Elec Man’s alt packs an unbelievable punch. Elec Man requires you to be each quick and exact on the identical time, however pulling it off rewards you with Elec Man’s spectacular harm output.
Major: Quick Time Arrows
Alt: Gradual Time Arrows
Merchandise: Time Gradual
Acquired Weapon: Time Gradual
Weak spot: Thunder Beam
Time Man is a tough class that may be fairly rewarding in case you can grasp his distinctive playstyle. His major and alt are the identical projectile fired at totally different speeds. The Time Arrows themselves are ripping assaults, so the gradual ones will linger on opponents longer, thus dealing extra harm. The quick ones, nevertheless, are a lot simpler to hit with. Time Man can even seamlessly alternate between the 2, permitting you to shock opponents by switching from firing one pace of arrow to a different. His Time Gradual potential will decelerate anybody near him, making them simple targets, particularly for his gradual arrows.
Alt: Oil Slider
Acquired Weapon: Oil Slider
Weak spot: Hearth Storm
Simple, however not easy, Oil Man excels in controlling the battlefield. His mainfire squirts oil which can be utilized as a projectile, or to depart damaging oil slicks. His alt places him on the Oil Slider, which causes him to slip round at excessive speeds, dealing vital contact harm. Hampering the enemy’s motion with oil whereas giving them the runaround with Oil Slider is vital to maximizing Oil Man’s effectiveness. His Oil projectile may even help you deal with courses which might in any other case be silly to assault along with his reckless, melee-centric alt.
Mega Man 2
Major: Steel Blade
Alt: Steel Gear
Acquired Weapon: Steel Blade
Weak spot: Steel Blade, Fast Boomerang
One of many best courses for novices to choose up, and providing slightly one thing additional for superior gamers, Steel Man is likely one of the extra strong glass cannon characters. His mainfire launches three Steel Blades in speedy succession, giving him the devastating energy he is recognized for. His alt launches a Pierobot gear that digs by the bottom, travelling farther the longer you maintain down altfire. After releasing altfire, the gear will do a 180 and head again within the path it was fired. Whereas Steel Blade acts as a really simple assault, the Steel Gear can be utilized to catch opponents off guard, making Steel Man a harmful opponent in the best arms.
Major: Air Shooter
Alt: Air Wall
Acquired Weapon: Air Shooter
Weak spot: Leaf Defend
Air Man boasts assaults which might be as highly effective as they’re versatile. His mainfire shoots a cluster of three small tornadoes straight forward (versus the upward arc of the copywep model), and concurrently pushes enemies away. Not solely does this deal strong harm, however may even be used to push opponents over ledges! His alt releases a discipline of tornadoes at first use, then sends the tornadoes flying within the path you are going through with the second press of altfire. The Air Wall has a myriad of makes use of. If fired in an opponent’s face, they obtain the complete power of all of the tornadoes and get hit with unbelievable harm. The Air Wall can be positioned and left alone as a entice, or to make motion troublesome for opponents. Firing it ahead works finest in crowds as a result of huge spacing of the tornadoes.
Major: Bubble Buster
Alt: Bubble Lead
Acquired Weapon: Bubble Lead
Particular Capability: Double Bounce (underwater solely)
Weak spot: Steel Blade
Within the Mega Man universe, Bubble Man has at all times strived to show himself. Now he will get his probability. His Bubble Buster is a quick projectile that, whereas weak, can pile on harm rapidly. His distinctive bouncing Bubble Lead variant offers heavy harm, fires quickly, and has infinite ammo. That is all mitigated, nevertheless, by the truth that it could bounce over opponents’ heads, and dissipates instantly if it hits a wall. Underwater his mobility will increase with an added double soar to the already low-gravity setting underwater.
Major: Homing Boomerang
Alt: Fast Enhance
Acquired Weapon: Fast Boomerang
Weak spot: Time Stopper, Crash Bomb
Pure pace incarnate. Fast Man’s motion pace is second to none, mitigating his rock-bottom well being rating by making him a tough goal to hit. Whereas he is mild as a feather, Fast Man hardly hits like one. His mainfire shoots 3 boomerangs in a ramification, which house in on a close-by goal after a short second, if the goal is between Fast Man and the paused Boomerangs. In any other case, the boomerangs will return to Fast Man. Whereas not as quick because the Copywep model, Fast Man’s model of the boomerang can do hefty harm if fired level clean at an opponent, and may lock down enemies at shut vary already having sufficient bother monitoring Fast man along with his quick pace. His alt is a high-speed deal with in a straight line which does a excessive quantity of harm. The Fast Enhance is Fast Man’s strongest assault by far, however will be harmful to make use of, or tough to get the complete impact of the assault on the opponent.
Major: Crash Bomb
Acquired Weapon: Crash Bomb
Weak spot: Air Shooter
Simple, however requiring a great deal of technique, Crash Man rewards sensible gamers with the devastating potential of his Crash Bombs. In contrast to the copywep model, his Crash Bombs don’t explode on contact, however as an alternative do ripping harm. After clamping to a floor, the bombs will explode both on contact with an enemy, or after a sure period of time. Together with his excessive soar top, firing Crash Bombs from above can maximize their effectiveness. Hitting an opponent from instantly above can mix the ripping harm with the explosive harm for a strong one-two punch.
Major: Flash Buster
Alt: Time Stopper
Acquired Weapon: Time Stopper
Particular Capability: Stopper Immunity
Weak spot: Crash Bomb, Steel Blade
One other simple however highly effective class, Flash Man revolves round one easy technique to get his kills. Regardless of its simplicity, it is one of the crucial terrifying to courses gamers; freeze opponents with Time Stopper, barrage them with the Flash Buster. The buster, upon one press of mainfire, launches a speedy spray of buster pictures that may shred an opponent’s lifebar, significantly up shut. Flash Man’s alt capabilities a lot otherwise than the vanilla model, holding opponents in Flash Man’s visual field in place till they’re hit, and launched from the results. If caught by Time Stopper, the opponent is completely helpless to no matter Flash Man (or his teammates) have in retailer for them. It is best to get behind gamers after freezing them earlier than barraging them with mainfire, disorienting anybody in a one on one confrontation and making it more durable for the sufferer to retaliate. Flash Man can be one of many sport’s finest assist courses in staff modes, and is finest paired with hard-hitting courses like Uranus or Punk who can immediately frag courses which might be frozen by Time Stopper.
Major: Hearth Pillars
Alt: Warmth Defend/Deal with
Acquired Weapon: Atomic Hearth
Weak spot: Bubble Lead
Warmth Man’s harm potential is nice, however his strategies of assault are something however simple. His mainfire tosses three fireballs at totally different distances which kind pillars of flame as soon as they hit the bottom. Ought to the fireballs hit an enemy, they are going to instantly drop to the bottom and spawn the pillars. His alt is a two-part assault; maintain altfire to cost the warmth deal with whereas enveloping your self within the extremely damaging Warmth Defend. Upon releasing altfire, Warmth Man unleashes the highly effective, high-speed Warmth Deal with. The longer you maintain the defend out for, the farther Warmth Man travels in the course of the deal with. Whereas the defend can fully wreck opponents, damage-wise, its comparatively small radius mixed with the truth that Warmth Man can not transfer whereas it is up makes it impractical to deal with. Get Defend harm when you possibly can, however the Deal with needs to be what you are utilizing his alt for. It is nice for chasing runaway opponents, and blazing into crowds to inflict harm on a number of opponents without delay.
Major: Leaf Defend
Alt: Leaf Rain
Acquired Weapon: Leaf Defend
Weak spot: Atomic Hearth, Steel Blade, Air Shooter
Identified for his impenetrable protection, Wooden Man’s offensive energy is to not be trifled with. In contrast to the copywep model, which solely does one hit, a fired Leaf Defend from Wooden Man is a strong ripping assault. Whereas the defend surrounds him, Wooden Man is completely invincible, reflecting assaults harmlessly from the Leaf Defend. Do not attempt to cover behind it, although; it would not final lengthy. Whereas the Leaf Defend surrounds him, a secondary ammo bar will replenish. When it is fully full, Wooden Man can use his altfire, which summons a rain of leaves that may make all the surrounding space a hazard to enemies, and even take out crowds of individuals.
Mega Man 3
Major: Needle Cannon
Alt: Needle Screwdriver
Acquired Weapon: Needle Cannon
Weak spot: Gemini Laser
Needle Man makes a speciality of a strong, balanced offense. His mainfire shoots needles in speedy bursts of two (versus the fixed barrage of the copywep model), whereas his alt is a really highly effective short-range ripper that is particularly highly effective in case you hit an enemy proper on the level the place Needle Man’s head spikes pause. The disadvantage to this assault being that Needle Man is totally helpless in the course of the assault; he cannot transfer, and even flip round. If you happen to miss with this, you are extremely weak. Each of Needle Man’s assaults are very sturdy, and easy to grasp, making him a wonderful class for novices.
Major: Magnet Missile
Alt: Magnet Pull
Acquired Weapon: Magnet Missile
Weak spot: Spark Shock, Shadow Blade
Certainly essentially the most aggressive of the homing weapon courses. Magnet Man’s major methodology of assault is utilizing his Magnet Missiles; one of the crucial damaging homing missile assaults, balanced by the actual fact it has the weakest homing of all of them. It is best to intention both instantly on the enemy, or barely previous a strafing enemy (so the missiles can flip their path and lower them off). In contrast to different homing missile courses, although, Magnet Man is not about working away and sniping from afar. Ought to an opponent determine to shut in and put an finish to Magnet Man’s sniping, Magnet Man has his Magnet Pull, a strong melee assault that pulls enemies in, touchdown a clear, strong hit on contact that may harm most courses for 1/4 of their whole well being bar. If an enemy is correctly softened up by Magnet Missiles, it will typically be the killing blow. Including to that, the pull of this assault is kind of sturdy, forcing enemies to battle it in the event that they wish to keep away from taking large harm. Relentless aggression is the important thing to Magnet Man. His Magnet Missiles fireplace in speedy barrages of three (very like Steel Man’s mainfire), making his assaults more durable to keep away from than most homing assaults if spaced and aimed correctly. Mixed along with his Magnet Pull, a correctly aggressive Magnet Man can waste a hapless opponent in seconds.
Major: Gemini Laser/Buster
Merchandise: Summon/Recall Clone
Acquired Weapon: Gemini Laser
Weak spot: Search Snake
Confusion and intelligent techniques are Gemini Man’s bread and butter. His Gemini Laser travels the identical pace and ricochets the identical because the copywep model, however does ripping harm slightly than one hit, making it total extra highly effective. Together with that, Gemini Man can summon a clone that shadows his actions and can’t be broken. Doing so replaces the Gemini Laser with the Gemini Buster as his mainfire, which is fired by Gemini Man and his clone concurrently. As a result of the clone shadows each transfer Gemini Man makes, complicated motion patterns are key to utilizing the clone to its fullest potential by making your self troublesome for opponents to hit. Whereas the Buster is weaker than the Laser, it travels a lot sooner, and also you get the mixed harm of each your shot, and your clone’s shot. Correctly managing each weapons, and switching between clone and no clone, is vital to taking part in Gemini Man successfully. The laser is your strongest device damage-wise, however using the clone gives a strategic benefit. Know your opponent, know your terrain, and change between weapons accordingly.
Major: Onerous Knuckle
Alt: Onerous Earthquake
Acquired Weapon: Onerous Knuckle
Weak spot: Magnet Missile
Onerous Man is a defensive tank. His offensive instruments are sturdy, however nowhere close to different superheavyweight characters. Whereas he lacks the killing energy of Guts Man, or the offensive dominance of Frost Man, he boasts an unbelievable quantity of well being, and a potential (however troublesome to drag off) OHKO. His Onerous Knuckles are nowhere close to as highly effective because the copywep variant, however they do boomerang again to him, inflicting extra harm on the way in which again. His alt causes him to fly into the air and slam head-first on the bottom, inflicting a big area-of-effect assault that solely results enemies on the bottom, however has a considerable amount of hitstun. If Onerous Man manages to fall instantly on prime of somebody throughout this assault, the harm he offers is gigantic. Onerous Man is a harm sponge with nice harm potential if performed sensible. In the best arms he generally is a scary factor.
Major: Prime Spin
Alt: Spinning Tops
Acquired Weapon: Prime Spin
Weak spot: Onerous Knuckle
The very definition of “high risk, high reward”. Prime Man’s major methodology of assault is to spin recklessly at opponents, dealing immense harm if aimed correctly (a dead-on correct Prime Spin typically ends in a OHKO). Nevertheless, the assault includes Prime Man launching ahead far and quick, and the spinning will be very disorienting. If you happen to’re not cautious with this assault, you might find yourself killing your self, or making your self a simple goal. His alt fires 3 reasonably damaging spinning tops in a singular sample. Up shut he can hit with all 3 without delay, whereas from distant they’re going to find yourself separating, making it so just one prime goes to hit anybody. Certainly, your major purpose with Prime Man is to land profitable Prime Spins, land them effectively, and rack up the frags. Simply do not get your self killed doing so…
Major: Search Snake Toss
Alt: Climbing/Shut Fight
Acquired Weapon: Search Snake
Weak spot: Needle Cannon
Snake Man is all about ammo administration and terrain management. His Search Snakes are a lot stronger than the copywep variant, and he tosses them fairly far. A sensible Snake Man participant can frag opponents with a small military of robotic snakes throughout any terrain. Even from one other room! His playstyle is straightforward and easy, however the wall climbing facet of his Search Snakes, mixed with the harm his specific variation does, opens the door to fairly a little bit of technique. Watch out to not spam, nevertheless, as his mainfire eats up ammo slightly rapidly.
Major: Spark Shock (chargeable)
Acquired Weapon: Spark Shock
Weak spot: Shadow Blade, Spark Shock
Spark Man is an offensive rushdown character whose effectiveness will increase exponentially in shut quarters. Uncharged, his mainfire shoots Spark Shocks in 8 instructions throughout him, gorgeous opponents for whereas ought to they get it. When totally charged, Spark Man unleashes a devastating Big Spark Shock, which does quite a lot of ripping harm coupled with a big hitbox. This assault can decimate crowds, and permits Spark Man to fully dominate slim areas. With a faucet of mainfire, he can maintain you down, and by holding mainfire, he can beat you savagely. Beware a Spark Man working towards you, and do your finest to keep away from the small sparks, or else a giant one goes to be coming your method.
Major 1: Shadow Blade (vertical)
Major 2: Shadow Blade (horizontal)
Alt: Slide Kick
Acquired Weapon: Shadow Blade
Weak spot: Prime Spin
A speedy rushdown assault is what you possibly can anticipate from Shadow Man. His mainfire launches two simultaneous giant Shadow Blades; one straight forward and one at an upward angle. Alternatively, he can toss two Shadow Blades diagonally to both aspect, making it supreme for pinning down strafing opponents. Shadow Man can rating elevated harm by hitting opponents with each blades on the identical time. His alt is a sliding kick assault that lasts so long as you maintain down altfire, at which level he ends with a excessive soar. The kick does steady contact ripping harm, however its radius is comparatively small, requiring you to be exact together with your kicks. Holding down altfire longer can enhance the quantity of harm (a full slide kick travelling the utmost distance can deal large harm), however since Shadow Man can solely transfer straight it leaves you fairly weak in case you go for it. If issues look tough whilst you’re sliding, lower your loses and let go of altfire, utilizing the excessive soar that follows to keep away from hazard.
Major: Doc Robotic Bot Buster Mainfire (Steel Blade/Homing Fast Boomerang/Crash Bomb/Warmth Man Flame Pillars)
Alt: Doc Robotic Bot Buster Altfire (Bubble Lead/Leaf Rain/Air Wall/Time Stopper)
Merchandise 1: Cycle mainfires
Merchandise 2: Cycle altfires
Doc Robotic is essentially the most distinctive class within the sport. Utilizing his two objects, he can choose between a mainfire and altfire from every of the Mega Man 2 Robotic Masters. Nevertheless, every one will likely be slightly weaker in harm, or different properties, than the unique (Time Stopper solely lasting a really transient time period; Leaf Rain having a smaller space of impact; Air Wall instantly firing ahead; and so forth.). There are a myriad of combos you need to use, nevertheless, opening the likelihood for all kinds of methods. You possibly can Time Cease opponents, then blast them with Steel Blades; you possibly can hunt enemies with Homing Boomerangs whereas retaining them away from you with Leaf Rain. There is a ton of prospects, discover the one which most closely fits your playstyle!
The Genesis Unit
Buster Rod G
Major 1: Extending Rod
Major 2: Buster
Alt: Rod Spin
Weak spot: Hyper Bomb, Atomic Hearth, Onerous Knuckle
Possessing essentially the most offensive instruments of the Genesis Unit, Buster Rod G is a flexible class that may maintain his personal in any scenario and setting. Utilizing the mouse wheel, Buster Rod is ready to cycle between two mainfire weapons; his rod which has a restricted vary and low price of fireplace, however good harm per hit; or his buster, which fires quickly with limitless vary, however every particular person buster shot does low quantities of harm. His alt spins his rod, which might fully deflect projectiles! When his secondary power meter has lastly stuffed all the way in which, Buster Rod can unleash 4 extremely damaging illusions, earlier than imitating their leap himself.
Mega Water S
Merchandise: Water Defend
Weak spot: Hyper Bomb, Ice Slasher
At first look, Mega Water appears slightly weak. His mainfire would not do a lot harm, and his alt solely pushes opponents with a twig of water. That’s, till he places up his Water Defend. Whereas the defend is energetic, Mega Water’s protection will increase, and the properties of each his assaults change. His harpoons grow to be ripping assaults with the next harm output, whereas his water gun fires high-pressure blasts of damaging water. Holding your defend up is essential to Mega Water S’ gameplay. Deal as a lot harm as you possibly can till the defend wears off, then decide off survivors together with your mainfire and use your alt to maintain opponents away from you whilst you recharge your defend.
Hyper Storm H
Major: Scorching Breath (exhale)
Alt: Scorching Breath (inhale)
Merchandise: Hyper Stomp
Weak spot: Hyper Bomb, Atomic Hearth
This hulking behemoth boasts among the many highest quantity of well being within the sport, and a devastating alt which permit him to simply survive his usually harmful reckless model of play. Hyper Storm’s mainfire pushes enemies away from you whereas spitting out a reasonably damaging buster shot. This will preserve highly effective melee courses at bay, and disrupt enemy motion in a one-on-one firefight. His alt is the place he actually shines; a strong inhale that does sturdy, steady melee harm to anybody you suck in, much like Mud Man and Wind Man’s alts. Its suction energy is similar to Magnet Pull, and its harm output is nice, although not as highly effective as Mud Man’s vacuum. What makes this actually stand out is that it is coupled with Hyper Storm’s monumental well being. Usually a suction-based ripping assault takes the chance of an opponent being dragged into their face and dealing harm they may not have the ability to afford. Hyper Storm can simply take the frantic abuse of opponents being sucked in whereas steadily devouring their well being. When his secondary power meter is full, Hyper Storm can unleash the devastating Hyper Stomp. Whereas the stomp itself offers immense harm, its true goal is to summon a gaggle of Metools which fall from above when Hyper Storm stomps. If nobody is close by, they instantly dissipate. In the event that they spot somebody, the Mets will furiously chase after them, trying to crash into them. A full group of Mets can do appreciable harm, and if coupled with the remainder of Hyper Storm’s instruments, the opponent is toast.
Mega Man 4
Major: Brilliant Buster
Alt: Brilliant Pound
Merchandise: Flash Stopper
Particular Capability: Stopper Immunity
Acquired Weapon: Flash Stopper
Weak spot: Rain Flush
Brilliant Man performs equally to Flash Man, missing the simplicity and uncooked energy of Flash Man’s high-powered Buster and more practical Stopper for a extra versatile moveset. Brilliant Man’s buster is a straightforward one-shot deal, that dished out minor harm at an honest price of fireplace. His alt offers far more harm, inflicting Brilliant Man to bodyslam opponents, dealing vital contact ripping harm. His merchandise freezes opponents in place like Flash Man’s, with the added bonus of blinding them whereas frozen. Whereas this will appear more practical, Brilliant Man’s stopper takes longer than Flash Man’s to cost up, and if the sufferer is not hit out of the impact, the freeze lasts for a shorter length of time. The infrequency of Brilliant Man’s entry to Flash Stopper makes him much less efficient of a assist class than Flash Man, however the additional blinding issue of his Stopper can disorient opponents in methods your teammates can make the most of.
Major: Rain Flush
Alt: Toad Leap
Acquired Weapon: Rain Flush
Weak spot: Drill Bomb
One other risk-reward class that may annihilate giant crowds if performed successfully. Toad Man’s Rain Flush takes a second to organize, and if he’s hit throughout his preparation interval the assault will likely be dropped. If he pulls it off uninterrupted, Toad Man summons a deluge of acid rain that does vital harm to everybody round him, doing extra harm they nearer they’re to Toad Man. A effectively positioned Rain Flush carried out right into a crowd of opponents can frag a whole group all of sudden, making Toad Man a power to be reckoned with in highly-populated matches. His alt makes him leap a protracted distance, dealing contact harm throughout his giant soar. To make sure your Rain Flush will not be lower off, use it whereas leaping to make your self tougher to hit earlier than the acid rain comes pouring down.
Major: Drill Bomb
Acquired Weapon: Drill Bomb
Weak spot: Dive Missile
A singular sort of explosives class, Drill Man fights primarily along with his Drill Bombs, which act as a sort of distant bomb. The bombs will proceed travelling so long as you maintain down mainfire, detonating when the bombs hit a floor, or when mainfire is launched. There’s a set distance the bombs should journey earlier than exploding, nevertheless, so merely tapping mainfire will end in a brief vary assault. Drill Man’s alt causes him to drill into the bottom, digging beneath the ground. This permits him to succeed in any location in a flash. Drill Man additionally does contact harm when rising, however firing Drill Bombs at your ft makes a greater assault to stave off threats up shut. Holding your distance and selecting the best time to set off your bombs is essential.
Major: Pharaoh Wave
Alt: Pharaoh Shot
Acquired Weapon: Pharaoh Shot
Weak spot: Flash Stopper
Pharaoh Man possesses a different offense consisting of a strong mainfire, and a fast-firing altfire. The Pharaoh Wave can solely be fired if totally charged, and unleashes a big, highly effective ripping projectile. His Pharaoh Shot can’t be charged just like the copywep model, however has a excessive price of fireplace and travels quick. Synergizing the 2 assaults is the important thing to getting essentially the most out of Pharaoh Man. Cost Pharaoh Wave from a distance and use it as a strong, opening shot (and to filter out crowds). When opponents shut in, pelt them with Pharaoh Photographs to both end them off, or decide as them as you achieve floor to cost one other Pharaoh Wave. Relying solely on certainly one of his assaults leaves you with a large weak spot in your offense, however combining each could make for a devastating assault.
Major: Ring Boomerang
Alt: Ring Spin
Acquired Weapon: Ring Boomerang
Weak spot: Pharaoh Shot
Ring Man’s plan of assault is straightforward. His major weapon is the Ring Boomerang, which acts just like the copywep model, aside from one notable change; the Ring will proceed to journey so long as you maintain down mainfire. It additionally differs in that the ring will pause briefly earlier than returning to Ring Man, so having the Ring return on the exact second it lands on an enemy could make for some large harm. The important thing to getting essentially the most out of Ring Man is getting essentially the most quantity of hits with one ring. Rebounding rings off surfaces to hit an enemy a number of instances with one ring toss is at all times a good suggestion, or trying to area your assaults to catch an opponent on the pause earlier than the Ring’s return is a a lot trickier, however extra highly effective technique. Make good use of holding mainfire for longer vary assaults, and keep in mind you do not have to attend for the ring to return to you earlier than you possibly can fireplace one other. Make good use of this truth for extra methods.
Major: Mud Crusher
Alt: Mud Vacuum
Acquired Weapon: Mud Crusher
Weak spot: Ring Boomerang
Beware the Mud Man! Whereas his total stats are fully common, Mud Man’s offensive capabilities are monstrous. His Mud Crusher’s preliminary, giant projectile is gradual transferring, however very highly effective, and the weaker shrapnel projectiles can be utilized for trick pictures. His alt is the strongest “pull in the opponent and do damage” assault of all of them. Although it would not pull with the identical power as Magnet Pull or Scorching Breath, the harm it offers is large. At a distance, Mud Man is severely hampered as a result of gradual pace of his solely projectile assault, and his common pace could make closing the hole troublesome towards lots of the sooner courses. Up shut, nevertheless, Mud Man is likely one of the most fearsome opponents in Justified Courses. Preserve him at a distance in any respect prices!
Major: Dive Missile
Alt: Dive Cost
Acquired Weapon: Dive Missile
Weak spot: Cranium Barrier
The definitive homing missile class, Dive Man makes a speciality of working away (normally utilizing Dive Cost) and sniping with Dive Missiles from a distance. The homing talents of Dive Missile are second to none, and left alone Dive Man can rating frag after frag by taking part in “fire and forget”. With a weapon as efficient as that, there must be a catch… On this case, it is two-fold. The missiles themselves will be shot out of the air by opponents conscious of them, making one-on-one fights with an opponent who has Dive Man in his sights a troublesome affair. Additionally, his Dive Cost shares its ammo with the Dive Missiles, and each devour ammo rapidly. If a Dive Man participant performs it too reckless, he’ll be on the mercy of any opponent who reaches his location.
Major: Cranium Buster
Alt: Cranium Barrier
Acquired Weapon: Cranium Barrier
Weak spot: Mud Crusher
Initially constructed as an ideal steadiness between offense and protection, Cranium Man brings that very precept to 8-Bit Deathmatch. His Cranium Buster fires a single buster shot with infinite ammo, and an honest price of fireplace. Whereas they might not look terribly highly effective, these buster pictures can chip away an opponent’s well being rapidly (normally killing in about 6 pictures). His Cranium Barrier is differs from the Copywep model in two methods. First, the preliminary deployment of the barrier offers contact harm; and second, Cranium Man can not transfer whereas the barrier is up. When he deactivates the barrier, he offers melee harm whereas repelling everybody round him. With a strong arsenal of assaults, Cranium Man stands as a large menace it doesn’t matter what stage or sport mode he finds himself in.
Mega Man 5
Major: Gravity Buster
Alt: Gravity Maintain
Acquired Weapon: Gravity Maintain
Weak spot: Star Crash
Gravity Man is a really situational class, however in the best circumstances he is a power to be reckoned with. Gravity Man’s mainfire is a straightforward, however efficient buster shot. His alt is likely one of the extra distinctive assaults within the sport; When used, Gravity Man’s personal gravitational pull will reverse, pulling him towards the ceiling. When this occurs, he concurrently pulls any close by opponent down, doing harm much like the copywep Gravity Maintain. For a time period, Gravity Man can stroll on the ceiling, and snipe from there along with his buster. When his ammo meter runs out, Gravity Man’s personal gravity will return to regular, pulling him again all the way down to the bottom. When this occurs, all close by opponents will likely be thrown upward, doing harm to everybody effected. If there isn’t any ceiling above him when he makes use of Gravity Maintain, Gravity Man will merely skip to the final step and throw everybody round him upward. If Gravity Man is strolling on the ceiling and steps exterior to the place there isn’t any ceiling, he’ll instantly descent and toss enemies upward.
Alt: Water Wave
Acquired Weapon: Water Wave
Weak spot: Cost Kick
Wave Man comes sporting a strong set of instruments to deal with any scenario. His mainfire shoots a single harpoon which does respectable ripping harm, whereas his alt capabilities fully otherwise from the copywep variant. When urgent altfire, a cluster of water spouts will spawn the place you are pointing. Not solely does this do sturdy ripping harm, these water spouts even have the flexibility to dam projectiles, functioning as a defensive device in addition to offensive! Together with his strong harm output and defensive talents utilizing Water Wave, Wave Man is a harmful foe to face in a one-on-one scenario.
Major: Energy Stone (chargeable)
Alt: Stone Stomp
Acquired Weapon: Energy Stone
Weak spot: Napalm Bomb
Of all of the tremendous heavyweight courses, Stone Man boasts a few of the most fearsome offensive energy of all of them. His assaults are troublesome to land in lots of conditions, however the punch he packs is devastating. Tapping his mainfire causes it to behave just like the copywep model. When totally charged, the Energy Stone will spin outward like regular, however as an alternative of spreading outward from Stone Man, they are going to transfer ahead as effectively, as if orbiting an unseen projectile. Whereas this enables Stone Man to assault opponents at vary, the stones nonetheless proceed to unfold outward. As highly effective as this assault is, it leaves Stone Man almost crippled in tight corridors and uneven terrain. Additionally, the charged variant is not going to hit enemies instantly in entrance of you until they’re an actual distance away from you. To be able to get an correct, ranged shot, the Energy Stone should be fired at a exact angle. His alt causes him to leap excessive into the air, and are available crashing down with a mighty influence that shatters his stone physique. The hitbox on this assault calls for that you simply be exact, however fortunately Stone Man will be steered whereas making the preliminary soar. Touchdown instantly on prime of an opponent will do unbelievable harm, typically leading to a OHKO.
Major: Gyro Assault
Acquired Weapon: Gyro Assault
Weak spot: Gravity Maintain
Palms down, Gyro Man has the best mobility of any class. Stable working pace, good soar top, and his alt supplies him with complete free flight so long as you maintain down altfire, with no penalty for ending the flight prematurely. Actually, Gyro Man guidelines the skies. Mixed along with his nice mobility are his mainfire blades, which transfer at a mean pace earlier than pausing for a short second, and homing in on close by opponents. Holding mainfire extends the time the Gyro Assault flies straight earlier than stopping to discover a goal. Whereas not immensely highly effective, his mainfire’s power is strong, and permits him to take it to opponents at any top, together with different flying courses coming at him from above when he isn’t flying. Sheer dominance in mobility and maneuverability is Gyro Man’s declare to fame. A well-played Gyro Man is difficult to hit as he’s to keep away from.
Major: Star Crash
Acquired Weapon: Star Crash
Weak spot: Water Wave
Star Man has one assault, however that one assault has a plethora of software. On the primary press of mainfire, Star Man is surrounded by a defend of stars, which do average, however steady contact harm. Urgent mainfire once more launches the Star Crash. When launched, the Star Crash is a big, highly effective ripping assault that strikes considerably slowly, permitting it to linger over foes longer and deal much more harm. Correct use of each phases of the assault is vital to getting essentially the most out of Star Man, who’s able to completely destroying his enemies if performed correctly.
Major: Cost Assault
Alt: Coal Shot
Acquired Weapon: Cost Kick
Weak spot: Energy Stone
Cost Man is a category that calls for you play recklessly, whereas performing as one thing of a safer Prime Man. His mainfire is a ramming assault that does much less harm than Prime Spin, however nonetheless packs a substantial punch. His alt tosses coal into the air, which rains again down at random factors, dealing appreciable harm to anybody they hit. Ramming with mainfire needs to be your major focus with Cost Man, whereas his alt acts as an efficient crowd management, in addition to a technique for hitting enemies above you.
Major: Napalm Bomb
Alt: Napalm Missile
Acquired Weapon: Napalm Bomb
Weak spot: Crystal Eye
Scorched earth is the title of Napalm Man’s sport. His mainfire lobs two Napalm Bombs concurrently that explode on influence, whereas his alt fires a fast-traveling, highly effective missile that explodes with a big blast radius. In contrast to Bomb Man, the harm dealt by Napalm Man’s explosives are the identical irrespective of how exact you’re. Hitting each mainfire bombs collectively, and catching opponents with the missile, is vital to utilizing Napalm Man successfully. Doing so will waste opponents in seconds. Keep in mind that the hitbox for his missile’s explosion is even bigger than the seen explosion impact, and make good use of his mainfire’s motion arc. The important thing to taking part in Napalm Man is to depart the opponents unable to flee the myriad of lethal explosions you may be creating in your warpath.
Major: Crystal Shot
Alt: Crystal Eye
Acquired Weapon: Crystal Eye
Weak spot: Gyro Assault
The undisputed king of enclosed areas. Crystal Man’s mainfire is a straightforward shot that acts as backup to his major methodology of assault; his altfire. Upon urgent altfire, Crystal Man will launch 4 bouncing crystals in a number of instructions. Spamming these in tight corridors and small areas can flip the battlefield right into a crystal-laden deathtrap for opponents. Be warned; he’s successfully crippled in huge open areas. His mainfire retains him from being completely helpless, however in open areas he loses the ability of his ricocheting crystal balls.
Darkish Man 1
Major: Darkish Buster
Alt: Darkish Tank
Weak spot: Water Wave
Darkish Man 1’s major technique is a dangerous one, but when carried out accurately it will get outcomes. His mainfire is an ordinary buster shot, with strong harm, infinite ammo, and price of fireplace. His alt causes him to sprint ahead and ram into foes. The decrease his well being is, the farther he’ll journey with a single Darkish Tank ram. The ram is his strongest assault, arms down, and works even higher as each an assault, and as an escape device, as Darkish Man 1 loses an increasing number of well being. Use it to complete off opponents softened up by buster pictures.
Darkish Man 2
Major: Darkish Defend Shot
Alt: Darkish Defend Spin
Particular Capability: Well being-based working pace (decrease = sooner)
Weak spot: Crystal Eye
Darkish Man 2 is totally reliant on “hugging” harm, and makes a speciality of it higher than anybody else. From the beginning, Darkish Man 2 may have his Darkish Defend spinning round him always, which causes steady, highly effective ripping harm to anybody that touches it. Urgent mainfire causes the 2 pillars of the defend to fireplace in entrance of him, and behind him. Urgent mainfire once more will make the pillars return (although they’re going to return if left alone too lengthy, or upon reaching a boundary or wall. This prevents Darkish Man 2 from being helpless towards ranged opponents, in addition to catches enemies chasing him off guard. His true energy lies in his alt, which causes his defend to spin at excessive speeds round him. Doing it will maximize the harm you get when up towards an opponent, and certainly can shred enemies’ well being in seconds. Like Darkish Man 1, he additionally advantages from the harm he takes, as his pace will increase the extra he takes harm. At low well being this pace increase permits for both blitzing opponents with every little thing you’ve got, or working away to search out well being pickups.
Darkish Man 3
Major: Darkish Buster
Alt: Stun Rings
Weak spot: Gyro Assault
Darkish Man 3 is a punishing beast of a category. His mainfire is a rapid-fire buster that may pelt enemies with a stream of buster pictures in seconds, whereas his alt fires three rings that stun enemies for a really lengthy time period (successfully pinning them all the way down to be blasted with one other salvo of buster fireplace). Darkish Man 3’s technique is straightforward; relentlessly pelt opponents with speedy buster fireplace, use the rings in the event that they attempt to escape.
Darkish Man 4
Major: Darkish Buster
Alt: Darkish Defend Shot
Weak spot: Star Crash, Energy Stone, Charged Proto Buster
The boss of the Darkish Males acts as a mix of their finest attributes into one highly effective killing machine. Like Darkish Man 2, Darkish Man 4 is perpetually surrounded by his Darkish Defend. Whereas he cannot spin it, he can fireplace it like Darkish Man 2 for a similar multi-directional assault. The place he actually shines is combining his defend’s hug harm with the infinite ammo and strong damaging energy of his buster. An opponent being blasted with point-blank buster fireplace whereas being shredded by the Darkish Defend is not going to final very lengthy till they’re fragged. At a distance, Darkish Man’s buster acts as ranged weapon, and will be mixed along with his Darkish Defend Shot to dominate the battlefield, and preserve the opponent on their toes.
Major: Spark Chaser
Alt: Stun Chaser
Acquired Weapon: Spark Chaser
Weak spot: Deep Digger
The chief of the Stardroids, and a ferocious opponent to face in a crowded server. Terra’s major asset is his Spark Chaser, which darts round searching for opponents, and offers strong ripping harm. When a couple of are fired right into a crowd, this assault can burn by a whole group of individuals, probably scoring many frags. His alt acts like Spark Shock, gorgeous opponents for a protracted time period. His merchandise potential immediately teleports him a number of ft in entrance of him, permitting Terra to cowl quite a lot of floor within the blink of an eye fixed.
Major: Seize Buster
Alt: Melting/Mercury Drops
Acquired Weapon: Seize Buster
Weak spot: Black Gap
Whereas Mercury could also be quick, fragile, and lackin in severely damaging assaults, in the best arms he won’t ever die. Mercury’s mainfire is the Seize Buster, which steals well being (and E-cans!) from any enemy they hit. Whereas every Seize Buster shot is not terribly sturdy, it has a excessive price of fireplace and projectile pace, permitting you to pummel foes into submission whereas therapeutic your self within the course of! His alt furthers his survivability by turning him into an armored blob of mercury whereas hurling mercury at his foes. After a set time period, all of the mercury drops will converge again towards Mercury, and he’ll reform again to regular. Mixing up these two assaults correctly could make Mercury one of many hardest courses within the sport to attain a kill on.
Major: Homing Bubble Bomb
Alt: Mine Bubble Bomb
Acquired Weapon: Bubble Bomb
Weak spot: Photon Missile
Venus works finest when performed from a distance, in an nearly “cowardly” trend. His mainfire has glorious monitoring to it (second solely to Dive Missile), permitting you to pelt opponents with bubbles from a protected distance. Mainfire have to be maintain down to permit the bubble to proceed chasing, nevertheless, as it would dissipate when Mainfire is let go. Ought to an enemy attempt to shut in and put an finish to your sniping, Venus’ altfire locations highly effective, stationary Bubble Bombs that explode on contact (or in the event that they’re shot), which can be utilized to maintain enemies at bay whilst you beat a hasty retreat. Since, like Dive Missile, his homing bubbles will be shot down, it is best to change issues up in a one-on-one and go aggressive. Your plan of motion ought to contain pelting your opponent with homing bubbles whereas to attempt to arrange a mine bubble of their face.
Major: Mars Machinegun
Alt: Photon Missile
Merchandise: Mars Landmine
Acquired Weapon: Photon Missile
Weak spot: Salt Water
Mars is an aggressive strolling arsenal that particularly shines within the arms of a participant who is aware of management the battlefield. His mainfire is a quick, rapid-fire pair of pictures that may pile on harm rapidly, whereas his alt is powerful, however fires on a delay and requires some precision to make use of successfully. His merchandise drops as much as three landmines that explode every time an enemy steps on them. A mixture of fixed strain along with his major and altfire, and making the battlefield treacherous to traverse along with his landmines, is vital to getting essentially the most of Mars. He has the instruments to win in any scenario, in any stage.
Major: Electrical Shotgun
Alt: Electrical Shock
Merchandise: Swoop Assault (solely usable whereas flying)
Acquired Weapon: Electrical Shock
Particular Capability: Double Bounce-Activated Flight (5 bursts)
Weak spot: Bubble Bomb
Of all of the Stardroids, Jupiter requires essentially the most ability to make use of successfully. However in case you can pull it off, you are rewarded along with his large potential for harm. Jupiter’s mainfire shoots 4 small sparks in a ramification, none of them flying straight forward. That is finest used instantly in an opponent’s face. His alt can solely be used when within the air, and fires a devastating beam of lightning straight down. This may be troublesome to hit with, as a result of truth it solely hits instantly beneath you, the place you possibly can’t see your opponent, however in case you can time and intention it correctly, the harm it offers is gigantic. Jupiter can be prevented from falling whereas utilizing this assault, so ti can be used as a shock assault from a soar. Electrical Shock makes Jupiter a harmful menace to a gaggle of gamers clustered collectively. Coupled with all of that, his flight potential, and the pace at which he can transfer within the air, makes him particularly onerous to hit. Throughout his flight, Jupiter’s merchandise assault will seem. This permits Jupiter to assault with a tremendously far-reaching swoop assault. Whereas the assault is kind of highly effective, watch out with it, as Jupiter travels slightly far in the course of the swoop, and is weak all the time in case you miss.
Major: Saturn Ring Toss
Alt (with Ring): Black Gap
Alt (with out Ring): Saturn Slide
Merchandise: Absorbed Explosion
Acquired Weapon: Black Gap
Weak spot: Electrical Shock
Saturn combines versatility and energy like few different courses, making him a harmful menace it doesn’t matter what the scenario. His mainfire tosses his giant ring, which bounces alongside the ground and off partitions, and can proceed to journey so long as you maintain down mainfire. Whereas the ring is away from you, urgent altfire will make Saturn carry out a strong sliding kick. The mixed harm and two-pronged assault of his mainfire can dish out quite a lot of harm in case you can correctly handle each assaults. When his Ring is in his possession, his alt modifications to Black Gap. Utilizing it will shield all the space in entrance of Saturn, permitting him to soak up any projectile caught in his ring. When a projectile is pulled in, it would add ammo to his secondary ammo bar. When this bar is stuffed, an merchandise will seem, permitting him to unleash the Absorbed Explosion. This assault has two results; first, it acts as a stopper, freezing everybody round him in place. On the identical time, it sprays projectiles in each path, permitting him to hit a whole crowd of individuals without delay. If a participant can handle the demanding nature of Saturn’s playstyle, they are going to be rewarded along with his vital harm output.
Major: Deep Digger
Alt: Sharp Horns
Merchandise: Pillar Break
Acquired Weapon: Deep Digger
Weak spot: Break Sprint
One of the vital highly effective offense-based courses within the sport. Uranus is targeted on relentlessly assaulting no matter poor idiot he units his sights on. His mainfire tosses a block of stone straight forward, which splits into 4 projectiles on contact that fireside again towards Uranus. Not solely does the preliminary block projectile do good harm by itself, however the fragments it splits into can be utilized to strike enemies from behind. Lacking on goal can add an additional layer of mindgames to Uranus’ already terrifying assault. His alt is a strong lunge ahead that offers a powerful, single hit of melee harm. What causes Uranus to strike worry within the hearts of courses gamers, nevertheless, is his Pillar Break. Over time, his ammo meter will slowly fill (so long as you are not holding a Deep Digger block). When it is full, urgent merchandise will trigger Uranus to leap upward, touchdown with a strong stomp that causes a ceiling collapse a couple of steps in entrance of him. Each Uranus, and the wall of cave-in he summons, . Its mammoth harm, mixed with the sheer dimension of the assault, make Pillar Break certainly one of Justified Courses’ three most dangerous assaults (the others being Prime Spin and Punk’s Cannonball). Any participant going through Uranus ought to pay attention for the sound his leap makes, and know to run away. Generally, one ought to preserve their distance from Uranus in the event that they wish to survive.
Major: Break Sprint
Alt: Slash Shot
Alt (whereas clinging to a wall): Homing Shot
Merchandise: Wall Cling
Acquired Weapon: Break Sprint
Weak spot: Seize Buster
Pluto mixed pace and mobility with offense to create a various arsenal of highly effective assaults. His Break Sprint sends him dashing at excessive speeds in any path (even up within the air), doing sturdy ripping harm to anybody in his path. His alt is a quick ripping projectile with infinite ammo and a excessive price of fireplace. Utilizing his merchandise, Pluto can cling to the aspect of a wall. From there he can Break Sprint off the wall, or utilizing his alt he can fireplace a homing power pulse to snipe at opponents who could have misplaced observe of him. Making your self onerous to hit whereas shredding your opponents at excessive pace is the crux of Pluto’s gameplan.
Major: Salt Water
Alt: Salt Water Bathe
Acquired Weapon: Salt Water
Weak spot: Spark Chaser
Neptune excels at getting in shut and retaining opponent’s locked down. His mainfire lobs a ball of Salt Water that splits into three if it collides with any floor. He has an honest price of fireplace with these, and the preliminary Salt Water spheres do a good quantity of harm. Together with his alt, Neptune stomps on the bottom, summoning a rain of Salt Water that damages any enemies close to him. Not letting up in your Salt Water assaults, and ensuring to get in an alt every time potential, is essential to attaining victory with Neptune.
Mega Man 6
Major: Blizzard Assault
Alt: Blizzard Bowl
Acquired Weapon: Blizzard Assault
Weak spot: Flame Blast
Blizzard Man combines pace with energy, however is held again a bit by his finicky mainfire. The Blizzard Assault summons 4 ripping snowflake projectiles that converge towards the opponent. It may be troublesome to get all 4 pictures to hit the enemy, however in case you can the harm is price it. When the snowflakes initially summon, they are going to cling round Blizzard Man for a second earlier than launching, dealing hug harm to anybody subsequent to them after they spawn. His alt is the highly effective Blizzard Bowl, which causes Blizzard Man to roll right into a ball and launch himself ahead, plowing into enemies for giant harm. After hitting an enemy, or a strong object, Blizzard Man will bounce excessive and away from the influence, and in the course of the assault he travels quick, and in a straight line, making this assault very harmful on some phases. He’s, nevertheless, invincible in the course of the assault, so reserve it when an enemy has you cornered, or runs into you in a hall.
Major: Centaur Buster/Splitter
Alt: Centaur Flash
Acquired Weapon: Centaur Flash
Weak spot: Knight Crush
Centaur Man excels at space management higher than most courses. His mainfire shoots a decently highly effective, however comparatively gradual transferring buster shot. If this buster shot collides with a floor, it splits into 8 pictures that fly horizontally in all instructions. Taking pictures this on the flooring can maximize the realm you possibly can cowl, however will make it simpler to leap over. His alt releases the Centaur Flash, which damages and stuns all enemies within the surrounding space. If his ammo meter is full, Centaur Man can flip invisible and intangible for a short while, permitting you to both escape, or get the drop on enemies.
Major: Flame Blast
Alt: Flame Pillars
Acquired Weapon: Flame Blast
Weak spot: Wind Storm, Wind Gyros
Flame Man assaults with an arsenal that is simply averted, however very hard-hitting. Cautious intention, timing, and planning is important to using Flame Man’s full energy. Regardless of having the identical title because the copywep model, his mainfire is a totally totally different assault, capturing a powerful, slow-moving fireball. His alt causes him to plant his buster into the bottom, creating a big wave of flame pillars that preserve travelling ahead for so long as you maintain down altfire. Whereas doing this, nevertheless, you possibly can solely transfer at a snail’s tempo, and you’ll’t soar (since Flame Man has his buster rooted to the bottom), so watch out to not go away your self open. The pillars spawn with giant gaps between them that enemies can stand between to keep away from the assault, but when it hits it does main harm. The wave of flames can even journey up partitions, and can proceed on endlessly so long as you maintain down altfire (or till the wave of flames has nowhere else to go). Being sensible with this transfer could make all of the distinction, and rating you a lot frags towards unsuspecting foes. Even ones throughout a whole area!
Major: Knight Crush
Alt: Defend Elevate
Acquired Weapon: Knight Crush
Weak spot: Yamato Spear
The king of the trick shot, Knight Man will check your potential to intention, and shock your opponents. The Knight Crush is a strong mace that bounces off partitions and rips by opponents. In contrast to the copywep model, nevertheless, holding down mainfire is not going to solely make the Knight Crush journey a bit farther, however may even trigger it to pause, freezing in place till mainfire is launched, or a sure period of time passes. Any enemy that touches the stationary Knight Crush will get all of the ripping harm it might usually do, however with out the advantage of it passing by them. Aiming this to pause on prime of opponents, or behind opponents who’re backing up, is one of the simplest ways to attempt to catch enemies with it. The stationary Knight Crush nearly at all times ends in a OHKO, so planning is the important thing. Knight Man’s alt causes him to lift his defend for a second, fully defending his entrance from projectiles throughout this time.
Major: Plant Barrier
Alt: Plant Buster
Acquired Weapon: Plant Barrier
Weak spot: Blizzard Assault
Plant Man’s offense revolves totally round his mainfire, very like Star Man. In contrast to Star Man, he additionally comes geared up with a bustr assault, which fires a sequence of buster pictures in a large spray. His barrier itself does constant hug harm, therapeutic Plant Man whereas dealing harm. When fired, his barrier will do a single hit of strong harm, however will not give him any well being. If performed correctly, Plant Man can simply survive his dangerous model of offense, siphoning well being from anybody who cannot preserve him at arm’s size.
Major: Silver Tomahawk
Alt: Tomahawk Feathers
Acquired Weapon: Silver Tomahawk
Weak spot: Plant Barrier
Pure rushdown offense. That is the crux of Tomahawk Man’s gameplay. His mainfire is powerful, and arcs upwards, making it essential to get in near hit with it (although the arc does make hitting flying targets a lot simpler). His alt fires a gaggle of feathers straight forward, all doing minor ripping harm which might add up rapidly if all of them hit collectively. All that, coupled along with his good working pace, makes Tomahawk Man’s plan of assault clear; get within the enemy’s face and do not let up.
Major: Wind Gyros
Alt: Wind Fan
Acquired Weapon: Wind Storm
Weak spot: Centaur Flash
Wind Man is a powerhouse character who, like Stone Man, possesses assaults that hit onerous, however will be troublesome to handle. His mainfire shoots two gyros that transfer in a double-helix sample. Whereas sturdy, this may be near-useless in tight areas, and simple to dodge if the enemy sees it coming. His alt is a strong suction assault, much like Mud Man and Hyper Storm H, however forces Wind Man to be stationary whereas utilizing it. His flight mode permits for some glorious maneuverability, and further mobility choices, nevertheless. If you happen to can handle his distinctive arsenal, you possibly can simply have enemies within the palm of your hand.
Major: Yamato Spear
Acquired Weapon: Yamato Spear
Weak spot: Silver Tomahawk
Whereas Yamato Man possesses just one assault, it is fairly presumably essentially the most versatile within the sport. With it, Yamato Man spins his spear. Tapping mainfire shoots a single spearhead, whereas holding mainfire down launches three ripping spearheads Whereas this assault is highly effective in its personal proper, it would not finish there. When Yamato Man spins his spear, the spear itself does contact ripping harm, permitting you to make use of it as a melee weapon as effectively. However that is nonetheless not all of the assault can do! When the spearheads collide with a floor, they fall to the bottom and keep there. If Yamato Man picks these up, he can use them to refill his mainfire ammo. If an enemy steps on them, they act as caltrops, doing minor harm. There is a thousand and one methods to play Yamato Man, so decide which one works together with your playstyle and go for it!
Mega Man 7
Major: Freeze Cracker (chargeable)
Weak spot: Junk Defend, Scorch Wheel
Freeze Man is one other class with a single, multi-purpose assault. The principle projectile of his Freeze Cracker offers chunk of harm by itself, and strikes at an honest pace. When it collides with a floor, it splits into a number of, weaker ice shards. When the Freeze Cracker is totally charged, the projectile has a number of new properties. If it hits an opponent, it freezes them in a block of ice, leaving them weak to assault from you or your teammates for a short time period. If it hits the ground, it spreads a number of waves of ice that freeze opponents’ ft the the bottom in the event that they hit. In contrast to a direct hit, this may not fully freeze the opponent. They cannot soar or run, however they’ll nonetheless assault you. Hitting the ceiling on indoor areas demonstrates the true potential of the Freeze Cracker, nevertheless. If the charged cracker hits the ceiling, it summons a rain of huge icicles that shatter into Freeze Cracker shards upon hitting the ground. The icicles will proceed raining down from above for a couple of moments in a random trend. This will assault whole giant crowds without delay, and switch small rooms into an icy hazard zone. After a charged Freeze Cracker is launched, Freeze Man’s ammo is depleted, and he can not cost his mainfire once more till it refills. He can, nevertheless, fireplace regular Freeze Crackers any time.
Major: Junk Throw
Alt (with out Junk Defend): Junk Dice
Alt (with Junk Defend): Junk Defend Launch
Merchandise: Tremendous Bounce/Ceiling Dig/Junk Defend summon
Acquired Weapon: Junk Defend
Weak spot: Thunder Bolt
Junk Man is likely one of the extra strategic heavyweight characters, with a lot of choices which might be situational, however pack an enormous whallop. His mainfire is a straightforward straight projectile of junk, which does respectable harm and shatters right into a handful of junk items that do average harm. Altfire creates a large dice of junk that Junk Man first tosses upward earlier than the block slides throughout the bottom. The Junk Dice is Junk Man’s strongest assault by far, however is hard to make use of in slim or uneven areas. Be sure to intention it downward a bit to keep away from tossing the dice over enemies’ heads. Utilizing his merchandise causes Junk Man to launch upward. If he hits the ceiling, he digs into the ceiling, burrowing very like Drill Man for a time. After a time period, Junk Man bursts out of the ceiling surrounded by Junk Defend. If there is no ceiling, Junk Man will merely summon a Junk Defend and fall again down after leaping. With the Junk Defend, Junk Man receives elevated protection, however loses it if he is hit sufficient instances. When the defend is up, urgent altfire launches the defend. Ought to the defend hit an enemy, the spinning discipline of junk will maintain the enemy down, freezing them in place. Whereas the most effective Junk Man can hit them with after is a Junk Throw, in staff video games this leaves the opponent weak to a Pillar Break or Prime Spin from an ally.
Major: Hazard Wrap
Alt: Bubble Summon
Merchandise: Triple Bubble
Acquired Weapon: Hazard Wrap
Weak spot: Freeze Cracker, Scorch Wheel
Burst Man packs a imply punch, however does so utilizing an arsenal that is as unconventional as it’s lethal. The Hazard Wrap fires ahead whereas floating upward, giving it an arc much like Silver Tomahawk, however not fairly as vertical. If it hits a floor, the bubble will pop and the bomb carried inside it would drop to the bottom, exploding a couple of seconds afterward. The blast radius on these bombs in fairly good, and the bubble will be fired downward to make use of these bombs as mines, including to the Hazard Wrap’s potential. His alt summons a slowly rising bubble from the ground wherever Bust Man is aiming, which offers fixed harm because it carries foes upward. Burst Man can even use this to raise himself, as effectively. His merchandise launches three bubbles ahead in a triangular sample, which start floating upward shortly after being fired. This assault covers a large space in entrance of Burst Man, and could be very onerous to dodge in tight areas.
Major: Thunder Bolt (sniper)
Alt: Thunder Bolt (drop)
Acquired Weapon: Thunder Bolt
Weak spot: Hazard Wrap
Cloud Man makes a speciality of dealing nice harm from afar. All his assaults trigger him to pause for a beat to summon lightning earlier than attacking, giving him a gradual price of fireplace. However, in case you can keep distant and fireplace safely, his assaults could make fast work of enemies. His mainfire shoots a strong lightning bolt that splits into two that fireside off to the left and proper upon contact. Whereas the preliminary bolt is powerful sufficient, the break up bolts can be utilized for trick pictures round corners. His alt fires a really highly effective bolt of lightning downward that splits into a number of sparks that journey alongside the bottom, and may even climb up partitions. The sparks can be utilized for space dominance, however the true meat of the assault is the preliminary bolt. Anybody instantly underneath Cloud Man is in for a world of ache. His flight potential permits him to fly excessive above enemies and snipe them with lightning from a protected distance, or fly over crowds and drop highly effective altfire lightning with impunity. Beware enemies up shut, although. Cloud Man cannot assault rapidly, and he is huge open in the course of the transient interval wanted to summon lightning.
Major: Wild Coil
Alt: Spring Punch
Acquired Weapon: Wild Coil
Weak spot: Slash Claw
Spring Man’s excessive leaping, bouncy mainfire, and skill to cease lifeless within the air along with his alt, make him a chaotic opponent to take care of. His mainfire launches two springs that bounce round for a number of seconds earlier than dissipating, permitting Spring Man to show battles in cramped areas into spring-loaded chaos. His alt causes him to wind up for a second, and launch a far-reaching punch. Whereas exact, and onerous to hit with, the Spring Punch can deal chunk of harm, and be used to throw off opponents attempting to shoot you whilst you soar round like loopy. And that is what you have to be doing as Spring Man; take full benefit of his glorious leaping potential to make your self troublesome to hit whereas making full use of his chaotic moveset.
Major (floor): Slash Claw
Major (on the wall): Slash Sprint
Alt: Wall Bounce/Cling
Merchandise: Goo Egg
Acquired Weapon: Slash Claw
Weak spot: Freeze Cracker, Scorch Wheel
The grasp of rushdown melee fight, Slash Man is a power to be reckoned with up shut. His Slash Claw offers out large harm, and may even slash projectiles out of the air. His alt causes him to leap upward, clinging to any method he hits. Whereas on the wall, urgent mainfire will trigger him to sprint ahead, very like Pluto’s Break Sprint, shredding anybody unlucky sufficient to be in his path. His merchandise tosses an egg stuffed with purple goo. Ought to anybody be hit by this, or step within the puddle it leaves, they’re going to be coated within the sticky substance, and their motion will likely be slowed severely. If this occurs, they’re going to be unable to flee, and Slash Man can effortlessly make mincemeat out of them.
Major: Noise Crush
Alt: Stone Spell
Alt (whereas flying): Shade Swoop
Particular Capability: Double Bounce-Activated Flight (5 bursts)
Acquired Weapon: Noise Crush
Weak spot: Wild Coil
Shade Man boasts a wide range of assaults with very totally different purposes, giving him extra choices than most. His Noise Crush acts just like the copywep model, permitting him to get trick pictures with the one rebound, or fireplace a strong charged wave of sound. His alt fires a slow-moving white projectile that freezes opponents in place for a very long time. The cooldown on this assault is kind of giant, and although Shade Man can nonetheless capitalize considerably, this assault actually shines in staff modes (very like Junk Defend). Urgent soar a number of instances within the air will trigger Shade Man to flap his wings and fly. Throughout his flight, urgent altfire causes him to swoop down, dealing ripping harm and draining well being from anybody caught in his talons.
Major: Scorch Wheel (chargeable)
Alt: Crash Drive
Acquired Weapon: Scorch Wheel
Weak spot: Noise Crush
Turbo Man combines pace and precision to dish out large harm. His Scorch Wheel, when uncharged, acts just like the copywep model, dealing steady ripping harm so long as an opponent is touching it (making it nice for searching down fleeing enemies). If totally charged, its properties change. First, the Scorch Wheel will keep stationary for a second earlier than launching ahead, making it particularly highly effective if dropped proper on an enemy (very like a stationary Knight Crush). The charged model of Scorch Wheel additionally has an afterburn impact, dealing additional burn harm over time to anybody who touches it. Lastly, when a charged Scorch Wheel collides with a floor, it bursts into 4 Flame Pillars, every of which additionally trigger an afterburn impact on anybody they contact. His Crash Drive transforms him right into a automotive and causes him to ram into enemies. The longer altfire is held all the way down to rev up the assault, the longer he stays in automotive kind. Any opponent hit by Turbo Man in his automotive kind is hit with large harm, and is tossed apart. They will even be tossed over ledges if the assault is timed proper!
Mega Man 8
Major: Tengu Blade/Kamaitachi
Alt: Twister Maintain
Merchandise: Tengu Flight/Tengu Dive
Acquired Weapon: Twister Maintain, Tengu Blade
Weak spot: Ice Wave, Unfold Drill
Tengu Man gives nice harm outputs to any participant expert sufficient to land his assaults good, with all kinds of strikes that match varied conditions. Tapping his mainfire launches a Tengu Blade, which does each melee harm, and fires an upward arcing air slash that bounces off surfaces. Charging mainfire will as an alternative provide the Kamaitachi, which carries opponents upward because it offers steady harm. Hitting this assault head-on, and angling it good so the opponent is carried the utmost distance, will web you a one hit kill on nearly each class! However watch out; it will not work behind an opponent’s again. It should hit from the entrance. His alt launches a Twister Maintain fan that travels rapidly alongside the bottom, tossing opponents upward and doing a strong chunk of harm ought to they be caught within the twister it produces. Utilizing his merchandise as soon as causes Tengu Man to provoke a singular flight, the place he strikes rapidly at a horizontal axis, slowly at a vertical axis, and constantly bobs up and down whereas flying. Tengu Man can his each his mainfire and alt whereas in flight mode. Urgent Merchandise once more earlier than the flight meter runs out causes Tengu Man to assault in a far reaching swoop. Hitting opponents lifeless on with all the swoop will, just like the Kamaitachi, rating a OHKO on most courses. However, watch out, because the Tengu Dive travels an unbelievable distance, and is not protected to make use of close to cliffs and different deathtraps.
Major: Copy Shot/Astro Orbitals
Alt: Astro Crush
Merchandise: Copy Imaginative and prescient
Acquired Weapon: Copy Imaginative and prescient
Weak spot: Homing Sniper, Magic Card
Astro Man packs quite a lot of energy and utility for gamers who can grasp using his unconventional moveset. His mainfire truly fires two assaults without delay; not solely does it constantly fireplace copy pictures, however the first press of mainfire launches his Astro Orbitals, which act as boomerangs that do ripping harm and bounce off surfaces earlier than pausing a second, and returning to Astro Man. When not being fired, his orbitals spin round him, doing very minor melee ripping harm to anybody touching him. His Merchandise permits him to put as much as two Copy Imaginative and prescient clones, which act as stationary turrets that constantly fireplace Copy Photographs till they fade away after a set time period. His alt is the highly effective Astro Crush, which causes Astro Man to teleport throughout brief distances, summoning a devastating meteor to every spot he teleports from. If you happen to can handle all of those instruments, Astro Man has unparalleled space management. Scoring strong hits with the orbitals, sensible placement of clones (in addition to rising the quantity of projectiles you’ve got on the sphere by firing copy pictures of your personal), and corralling enemies into your Astro Crush will make Astro Man a nightmare in your opponents.
Major: Flame Sword
Alt (floor): Hearth Slash
Alt (in air): Heavy Statue
Acquired Weapon: Flame Sword
Particular Capability: Double-tap sprint
Weak spot: Water Balloon
Whereas not confined to it, Sword Man makes a speciality of close-to-mid vary fight. His mainfire is a straightforward swing of his Flame Sword, which does a big chunk of harm to anybody it hits, even scoring a 2HKO on most courses at level clean vary. Combining this along with his potential to sprint could make Sword Man a terrifying opponent. When used on the bottom, his alt causes his prime half to separate, and launch within the path you are going through, slicing by anybody in its path. Whereas Sword Man is invincible whereas this assault is occurring, he’ll be open to assault the second his torso rejoins his legs, so do not use this recklessly. The torso may even cease, and return to the legs if it is available in contact with something strong. Due to the massive hitbox it has, you may must intention fastidiously to get the most effective distance. When used within the air, his alt summons a large statue head to fall on the spot the place the participant is aiming. That is Sword Man’s major long-range methodology of assault. Nevertheless, it is also his weakest assault, and requires a level of precision. Use it solely as a shock assault, or a method of sniping lengthy vary and speedy courses adept at staying out of your common vary.
Major: Thunder Claw
Alt (floor): Thunder Claw Seize
Alt (in air): Thunder Carnival
Acquired Weapon: Thunder Claw
Weak spot: Twister Maintain
Clown Man boasts some uncommon assaults that may deal critical harm to unsuspecting foes. His mainfire acts just like the vanilla model of Thunder Claw, besides utilizing each of his arms as an alternative of 1, and doing barely stronger ripping harm. When altfire is used on the bottom, Clown Man thrusts his extendable arms into the bottom, and pops out his arms wherever on the ground you are aiming. If an enemy is caught by, or steps on, Clown man’s arms, the arms will seize them and maintain them in place whereas electrocuting them. You can even maintain this assault down not solely to maintain the arms out longer, however to deal steady harm for longer when somebody is grabbed. Watch out, as Clown Man cannot transfer whereas utilizing this transfer, and is totally open to assault. When altfire is pressed within the air, Clown Man turns into an enormous bouncing ball of electrical energy. The Thunder Carnival offers large harm to opponents, however will be troublesome to regulate. Clown Man’s common arsenal has large harm output, however require a stage of threat, and mastering the odd behaviors of his assaults.
Major: Homing Sniper
Alt: Lethal Storm
Merchandise: Rebound Sniper
Acquired Weapon: Homing Sniper
Weak spot: Flame Sword
Specializing in ranged fight that makes the many of the territory round him, Search man fills his position of tactical sniper effectively. Holding down mainfire releases two focusing on reticules that zero in on the closest goal. Once they discover a goal, releasing mainfire launches a flurry of homing missiles that fly towards the goal marked by the reticules. Releasing mainfire earlier than an enemy is focused fires a stream of missiles that unfold to the left and proper. Search Man’s altfire engages his Lethal Storm assault. Through the Lethal Storm, Search Man is held up by rockets in his again that trigger him to hover above the bottom, and his entrance compartment opens up, unleashing a twig of highly effective rockets. Whereas these rockets do not house in on targets, the sheer overwhelming variety of them can obliterate targets simply. His merchandise launches the Rebound Sniper, a bouncing, bladed bomb that explodes on contact with an enemy, doing a considerable amount of harm.
Major: Ice Wave (chargeable)
Alt 1: Ice Block
Alt 2: Ice Punch
Acquired Weapon: Ice Wave
Weak spot: Flash Bomb
Frost Man is a devastating tank, buying and selling pace for uncooked energy. Whereas he possesses one of many total finest harm outputs within the sport, his motion and assault pace could be very gradual, all his assaults start with a delay, and his assaults are confined to the bottom, making attacking flying and leaping enemies troublesome. His mainfire is the highly effective Ice Wave, which travels alongside the bottom till it reaches a lifeless finish. If mainfire is tapped, Frost Man summons a small Ice Wave that does respectable harm. If totally charged, Frost Man unleashes a big Ice Wave that not solely does harm, however freezes the opponent’s ft, holding them in place and leaving them weak to a follow-up assault. Like some courses (copyweps particularly), Frost Man can cycle between assaults. These do not change his mainfire, nevertheless, however as an alternative permits him to change between two altfires. The primary summons an ice block in entrance of Frost Man, which he promptly punches ahead. the ice block slides alongside the bottom till it hits one thing, shattering it. That is his quickest transferring assault, although the delay earlier than it fires is appreciable. Nonetheless, the ice block is his finest mid-ranged device not solely due to how briskly it strikes, however due to its energy (which might kill most courses in 3 hits). His second alt is the Ice Punch; a ahead lunging punch with an ice-coated fist. This assault takes a second to start out up, and the vary could be very brief, however the harm is large. Even when the punch finishes, the ice coating round his fist will shatter, with the ice bits doing slightly additional harm. This transfer will be troublesome to hit with, however the harm it does is excellent.
Major: Flash Bomb
Merchandise: Loopy Destroyer
Acquired Weapon: Flash Bomb
Particular Capability: Double-tap sprint
Weak spot: Thunder Claw
Grenade Man is a machine of pure offense, throwing flurries of explosives throughout him, clearing crowds and inhibiting enemy motion. His mainfire launches a Flash Bomb, which does barely much less harm than the vanilla model, however compensates with regenerating ammo. Watch out, nevertheless, as Grenade Man’s Flash Bombs will be mirrored again at him by anybody utilizing Thunder Claw. His altfire tosses a ramification of mini-grenades, every doing average harm. As Grenade Man takes harm, a secondary rage meter builds. When this meter is full, Grenade Man beneficial properties entry to Loopy Destroyer. This assault tosses a gaggle of bombs throughout him, which explode after a couple of seconds and deal large harm to anybody round you after they do.
Major: Water Balloon/Water Cannon
Alt: Water Geyser
Acquired Weapon: Water Balloon
Weak spot: Copy Imaginative and prescient
Aqua Man has a wide range of assaults designed to catch opponents unaware, and do large harm after they do. His Water Balloon is an easy toss of a sphere of water. Whereas not as speedy because the copywep model, every particular person Balloon does far more harm than the copywep variant.When his ammo meter is full, holding down mainfire costs up the Water Cannon. When it is charged and prepared, unleashing the Water Cannon fires a beam of water that strikes in a squared zig-zag. This may be tough to hit with as a result of giant gaps within the zig-zag patters, and the truth that even barely touching a floor or defend stops the beam lifeless. If it does hit, nevertheless, the Water Cannon does large harm. If used correctly, this assault can fully shut down an enemy’s mobility. His alt causes him to leap into the air, inflicting a big geyser of water to sprout on the bottom the place you are aiming when he slams again down. After erupting outward for a second, the geyser explodes right into a flurry of Water Balloons that fall round the place the geyser spawned. This assault requires a stage of accuracy, however can take unsuspecting opponents without warning, dealing large harm earlier than they notice what occurred.
Mega Man & Bass
Major: Lightning Rod
Alt: Lightning Bolt (chargeable)
Acquired Weapon: Lightning Bolt
Weak spot: Copy Imaginative and prescient
Dynamo Man makes a speciality of avoiding the discover of his enemies. If opponent’s aren’t taking note of you, they’re going to deeply remorse it. The power in Dynamo Man lies in his alt. If not totally charged, it releases a gaggle of electrical orbs in random instructions. But when it is totally charged, it unleashes a swarm of huge, extremely highly effective lightning bolts across the space you are aiming, making Dynamo Man a uncommon area-of-effect sniper. One bolt will at all times spawn on the actual spot the place you are pointing, whereas a flurry of extra bolts will spawn at random spots across the preliminary bolt. Entire the assault is basically random on this regard, if a number of bolts handle to hit a goal, that is the tip of your opponent. The harm from one bolt alone is important; touchdown a number of of them in merely unsurvivable. Whereas charging, nevertheless, Dynamo Man is drastically slowed down, and the uncharged alt is not very helpful, so Dynamo Man wants a protected spot to cost his devastating Lightning Bolt. His mainfire shoots lightning rods of common harm that journey alongside the ground in the event that they hit the bottom. These do not do an excessive amount of harm, and are fairly inaccurate, emphasizing Dynamo’s want to realize distance and keep away from the main target of his enemies. Additional exemplifying that is his merchandise, which might fully refill his well being so long as he is not disturbed whereas recharging. If he is shot sufficient instances, his recharge station will likely be destroyed, and he’ll be left huge open.
Major: Ice Wall
Alt: Pinpoint Freeze
Acquired Weapon: Ice Wall
Weak spot: Lightning Bolt, Wave Burner
Chilly Man has one major methodology of assault, and two methods to inhibit an enemy’s mobility as a way to land it. His mainfire tosses an Ice Wall pillar that slides alongside the bottom, bouncing off the partitions twice earlier than dissipating. The Ice Wall does a hefty quantity of ripping harm, however will be destroyed if it takes sufficient harm. A correctly aimed Ice Wall can hit an opponent twice for a good larger quantity of harm. His alt summons a splash of freezing power on the bottom wherever you are aiming, which immediately freezes enemies in place, leaving them open for an Ice Wall assault. His merchandise can summon a Mokumokumo minion, which is able to hunt down close by opponents, latching onto them and drastically slowing their motion. Chilly man excels at inhibiting the enemy’s motion, making his wildly bouncing, and extremely damaging Ice Partitions all of the extra harmful.
Major: Unfold Drill
Merchandise: Ceiling Dig, Big Drill
Acquired Weapon: Unfold Drill
Weak spot: Distant Mine
Possessing an offensive movepool suited to any scenario, but requiring a stage of finesse to land correctly, Floor Man rewards expert gamers with some highly effective outcomes. His mainfire is the Unfold Drill, working barely otherwise than the copywep variant. His preliminary drill is bigger, and falls slowly as an alternative of transferring straight ahead. Urgent mainfire two extra instances splits the drills into two smaller drills every. The smaller drills will fly straight ahead, and sooner, however will do much less harm. They do, nevertheless, cowl a wider space, so deciding climate or not you wish to break up the drills for higher protection at the price of harm is as much as you. The preliminary drill hits fairly onerous, and its distinctive gradual fall permits it to be launched from the next floor, and strategically break up to shock opponents beneath you. His alt turns Floor Man into his drill tank kind, spinning his drills as a way to ram into enemies and grind them into powder. This causes Floor Man to maneuver barely sooner, and deal steady harm for so long as you maintain down altfire. Nevertheless, that is not all this assault can do! If you happen to face downward, you need to use this to drill into the ground, making an escape an identical to Drill Man’s dig! In contrast to Drill Man, when Floor Man burrows he kicks up filth above him, making his place seen to the enemy. Together with his merchandise, Floor Man leaps up excessive and burrows into the ceiling. Whereas he is there, urgent mainfire causes him to assault straight downward with a completely huge drill, dealing harm that is equally huge.
Major: Distant Mine
Alt: Bubble (chargeable)
Acquired Weapon: Distant Mine
Weak spot: Wave Burner
Pirate Man’s playstyle is constructed round scoring large harm in case you can catch and pin down your opponent. His mainfire is the Distant Mine, which works like Drill Man’s bombs. The distinction being they will not explode on contact with a floor, however will as an alternative clamp down and keep there till you launch mainfire. The Distant Mine’s explosions work much like Flash Bomb, dealing steady harm throughout an prolonged explosion impact. The longer you possibly can preserve your opponent contained in the explosion, the extra harm they’re going to take, so setting this off on the proper time is vital. His alt is attention-grabbing; whenever you merely faucet it, Pirate Man encases himself in a bubble and launches straight head, bouncing straight backward if he hits an impediment, and again forward if he collides with one thing once more, and so forth. This assault does steady ripping harm to anybody it hits, and is finest utilized in small areas the place you may be on prime of opponents for longer, and bounce proper again onto them after passing by them. This assault can be charged, encasing Pirate Man in an armored bubble and slowing his motion whereas it’s. if he is hit too many instances whereas charging, the bubble will pop and he’ll lose the cost. If totally charged, this assault will as an alternative trigger Pirate Man to bounce up and down in his bubble kind, whereas transferring ahead. With this model, you possibly can steer the bubble, permitting you to hug enemies as a lot as you possibly can to maximise harm. The upward bouncing can result in enemies getting away from you, nevertheless, so it is best to make use of in low-celing areas the place you possibly can keep on prime of enemies so long as potential. Selecting which assault to make use of through which scenario can imply the distinction between grazing an opponent for mild harm, and overwhelming an opponent for each ounce of their well being.
Major 1: Wave Burner
Major 2: Burner Grenade
Alt: Forest Diver
Merchandise: Foothold Traps
Acquired Weapon: Wave Burner
Weak spot: Ice Wall
Burner Man possesses a large arsenal of weapons and instruments to deal with nearly any scenario. His major two weapons serve polar reverse capabilities; one acts as a detailed vary assault, the opposite assaults throughout longer distances. His Wave Burner is a close-range flamethrower that sprays flames in an osculating method. These flames not solely do steady harm to opponents, however block any incoming projectiles, permitting it to operate as a defend. Nevertheless, the truth that the flames do not spray straight forward requires you to be very near opponents to get essentially the most harm out of the assault, and it burns by ammo rapidly. His different mainfire tosses grenades in an arc, which cowl far more floor and deal splash harm to all targets close to its explosion. Whereas this covers extra floor, and makes use of up a lot much less ammo, it has a below-average price of fireplace, requiring you to make every shot rely. Switching weapons on the proper time will maximize Burner Man’s offensive potential, providing you with an all-encompassing offense. But it surely would not finish there! His alt begins with a leap, a somersault within the air, and a vicious dive that, upon contact with the bottom, unleashes highly effective waves of fireplace that deal extreme harm to anybody close to Burner Man when he lands. If that wasn’t sufficient, his merchandise causes him to leap up, and toss down a number of foothold traps that stun any opponent who steps on them, holding them in place for a big period of time. Together with his already huge arsenal of highly effective assaults, and the flexibility to cripple his opponents’ motion, Burner Man generally is a power of nature in the best arms. However do not get too overconfident; his huge offensive potential is balanced by his weak armor, which ranks among the many weakest within the sport (on par with Roll and Fast Man). Make good use of all of the instruments at your disposal with Burner Man, as a result of you are going to really feel each mistake you make.
Major: Magic Orb/Ball (chargeable)
Alt: Magic Card
Acquired Weapon: Magic Card
Weak spot: Tengu Blade
Magic Man is, for lack of a greater time period, stuffed with tips. Every of his assaults has a singular property to journey up opponents and preserve Magic Man in management. His mainfire is 2 assaults in a single, every one possessing a singular property to place the opponent on the ropes. Uncharged, he fires a Magic Orb that travels at a average pace and offers respectable harm. If the orb is attacked, it’s destroyed, and drops two Rompers that march round aimlessly. If stepped on, the Rompers deal little or no harm, however maintain opponents in place for a big period of time. Firing a number of Magic Orbs at an opponent who’s attacking you with a steady, speedy fireplace assault, or tossing well-timed orbs to dam enemy pictures, can flip an opponent’s offense right into a discipline of Magic Man’s Rompers. If his mainfire is charged all the way in which, Magic Man tosses a Magic Ball that shatters on influence, releasing 4 doves that fly out and hunt down close by opponents. The ball will be tossed into distant areas to permit the birds to assault distant opponents, even ones Magic Man cannot see. For optimum harm, hitting an enemy with the ball itself permits the birds to then assault the sufferer, dealing exorbitant harm. His alt tosses a Magic Card, which has a restricted vary, however steals well being from the enemy, therapeutic as a lot of Magic Man’s well being as a small power unit. Stealing well being with playing cards whereas maintaining a relentless assault with Magic Man’s projectiles and “minions” could make Magic Man a really terrifying opponent. A talented Magic Man participant can dominate the battlefield, whereas retaining himself in tip-top form at his opponents’ expense. This makes him particularly harmful in Final Man Standing, as Magic Man can preserve his well being up whereas his mainfire tips lock down opponents, and make him very troublesome to flee from.
Major: Defend Elevate
Alt: King X
Merchandise: Mode Change
Major (floor): King Axe (chargeable)
Major (in air): King Axe Chop
Alt: King Laser
Merchandise: Mode Change
King has two modes of play, one which emphasizes protection and one which emphasizes offense. His preliminary mode, Defend Mode, causes King to maneuver slowly, however give shim stronger armor and a defend that blocks pictures very like Proto and Knight Man. If the defend blocks a shot whereas raised, it fires a laser that offers ripping harm. His alt slows him down and lowers his defend, however fires a strong X-shaped projectile. Whereas this assault does quite a lot of harm, it has its setbacks. The assault has a low price of fireplace, and requires King to get in a stance earlier than it could fireplace (signified by a ding). The projectile additionally curves to the left or proper, so it is not very efficient at a distance. That stated, the assault offers quite a lot of ripping harm, and if aimed correctly, this will waste opponents. Switching to Axe Mode modifications King fully. He runs very quick, and jumps excessive, however his armor turns into a lot weaker. Although he cannot take a lot punishment on this mode, he can dish out fairly a bit. His standing mainfire slashes opponents along with his axe, dealing a great deal of harm. When charged, the mainfire causes King to spin his axe in entrance of him whereas dashing ahead. The spinning axe blocks projectiles, whereas dealing steady ripping harm. When used within the air, King will assault with a falling chop with the axe. Whereas this implies he cannot assault with it within the air, the falling axe chop offers immense harm when King reaches the bottom, crippling opponents if it hits lifeless on. As backup, King fires a ricocheting laser from his brow as his alt. The laser does average harm, however permits King to inhibit enemy motion, and proceed the assault on opponents retaining him at bay. Synergizing each of his modes offers you entry to all kinds of highly effective strategies of assault. Simply watch out that King takes a second to vary modes, leaving him open to assault.
The Mega Man Killers
Major: Mirror Buster
Alt: Absorption Stance
Acquired Weapon: Mirror Buster
Weak spot: Ballade Cracker
The incarnation of the risk-reward playstyle. Enker’s Mirror Buster begins out as a small, weak shot with a mean price of fireplace. As he takes harm, nevertheless, his ammo meter fills up. For a average chunk of ammo, he’ll as an alternative fireplace a big, very highly effective ripping shot that may shave off well being and clear crowds. In fact, getting energy from taking harm would make for a brief lifespan. That is the place his alt is available in. Urgent altfire causes Enker to lift his Barrier Spear, absorbing any and all assaults that hit him, lowering their harm to a miniscule fraction of what they might usually be whereas drastically enhancing his ammo achieve. Timing this proper can save Enker from a strong OHKO assault, permitting him to not solely survive it, however come out with full ammo. Contemplating OHKO assaults usually go away the person open, and a charged Mirror Buster shot can take out most courses in 2-4 hits, this will drastically flip the tables in your opponents. Enker just isn’t a category to play recklessly, since he must take harm to succeed in his full energy, however taking part in him sensible can cripple and decimate opponents.
Acquired Weapon: Sakugarne
Whereas not an precise Mega Man Killer, he fills their position in Mega Man II, so he is listed right here. The Mega Man of the long run is provided along with his signature Sakugarne, and nothing else. When Sakugarne just isn’t energetic, Quint is helpless and weak, possessing common mobility and unimpressive well being. With Sakugarne energetic, nevertheless, he turns into a terrifying foe. Usually, Quint will bounce round on Sakugarne like a pogo stick, kicking up rocks and dealing crippling harm to anybody he lands on. Even grazing a bouncing Quint can put a damage in your well being bar. His alt causes him to remain staionary on the bottom, jackhammering into the bottom with the Sakugarne. This kicks up rocks which might be tossed ahead in teams of 4, every rock doing respectable harm. That is finest used towards extremely cellular opponents who can simply dodge Quint’s Sakugarne bouncing. Be aware of Quint’s ammo bar, which depletes as you journey Sakugarne, and depletes sooner as you employ his alt. When the ammo runs out, Quint loses the Sakugarne, and should anticipate it to refill earlier than he can journey it once more.
Major: Screw Crusher
Alt: Punk Cannonball
Acquired Weapon: Screw Crusher
Weak spot: Mirror Buster, Salt Water
Punk is the quintessential offensive powerhouse of Justified Courses. His protection and mobility choices are nothing to jot down house about; aside from a excessive soar, his motion pace and well being are all common. With regards to offense, nevertheless, Punk is second to none. His mainfire is a strong device, tossing a single Screw Crusher at above-average pace. This assault is good–but not great–in all its primary capabilities; good price of fireplace, good projectile pace, good harm (a few 5 hit KO on most courses). It would not excel in different areas like some courses’ projectiles, but it surely’s an all-around strong assault that works nice to placed on the strain and whittle away an opponent’s well being. He has low ammo consumption, and good ammo restoration on this as effectively, so whereas it could’t be spammed, a wise participant can overwhelm opponents with it. What actually strikes worry within the hearts of your opponents is Punk’s alt; the devastating Punk Cannonball. The preliminary press of altfire causes Punk to remodel right into a spiked ball and bounce thrice. Urgent altfire once more causes him to rocket ahead, touring an amazing distance at excessive pace. If left alone, he’ll rocket ahead on the top of his third bounce. The harm this assault deals–particularly in case you hit opponents up shut in the course of the bouncing portion–is obscene. The second portion of the assault can even catch fleeing foes, enemies corralled into hallways and different cramped areas, and opponents backed towards partitions. Getting caught with the complete power of the Punk Cannonball means sure demise, inserting it alongside Pillar Break and Prime Spin as essentially the most highly effective assaults within the mod. Punk can be invincible in the course of the length of the transfer that he is in cannonball kind, as effectively. Nevertheless, there’s quite a lot of threat concerned with the transfer, as effectively; as soon as it is over, Punk is extremely weak as he uncurls from ball kind, and in sure maps he can simply go flying over cliffs and into deathtraps. Additionally, the ammo for his alt will likely be fully used up after one use, and the ammo meter for this assault refills slowly, so you will not have the ability to use it once more for a while. Whereas Punk additionally is not one to be performed recklessly, good intention and timing will reward you with Punk’s monstrous energy.
Major: Ballade Cracker
Alt: Ballade Mine
Acquired Weapon: Ballade Cracker
Weak spot: Screw Crusher
Of all of the Mega Man Killers, Ballade is essentially the most balanced total. Above common in every little thing, however missing the uncooked harm output and situational dominance of his brethren. His mainfire tosses a quick Ballade Cracker, which does good explosive harm. Whereas it eats up ammo (and Ballade would not have the quick mainfire ammo restoration Punk has), this transfer in any other case dominates in a firefight; quick, sturdy, and hits with an explosion that makes it more durable to keep away from. His alt drops a mine variation of the Ballade Cracker that’s set off over time, or when an opponent touches it. This can be utilized to make the battlefield extra treacherous for opponents, hindering their mobility and permitting you to corral them as you please. Dropping the mine additionally causes Ballade to leap ahead, giving him additional mobility as effectively. Along with all this, Ballade is likely one of the choose few courses who can decide up the Tremendous Adaptor, permitting him entry to his last kind from Mega Man IV. When this manner is activated, Ballade recovers some well being, and receives an improve in every little thing; pace, well being, harm, and so forth. Whereas on this kind, Ballade can not get well well being, so there’s a sizable threat concerned, however the energy increase is large. His Ballade Cracker beneficial properties a devastating harm output, and his mines will deal critical harm to anybody who steps on them (and survives). A Ballade who has activated his upgraded kind ought to by no means be left alone. If he’s, everybody else is prone to get picked off one after one other.
Choosing up the Evil Vitality in Terminator Mode will change your class to one of many following boss courses. Which class you flip into is chosen randomly. As a Terminator, your well being and harm output is very large, in a position to OHKO most courses with nearly each assault you do, requiring all the room to gang up on you to kill you. If you happen to’re not taking harm, nevertheless, your well being will nonetheless slowly drain, forcing you to attain as many frags as potential and discouraging stalling. If you happen to’re fragged, the one that took you out will obtain 10 frags, and the Evil Vitality will drop from you for another person to gather.
Major: Evil Vitality (Plasma Barrage)
Alt: Evil Vitality (Stun Blast/Flame Orbs/Giga Flame Pillars)
Major: Sunstar Part Assault (chargeable)
Alt: Photo voltaic Flare
Merchandise: Randomly Cycle Sunstar Phases
Mega Man Shadow:
Major: Dashing Slice
Alt: Tremendous Gemini Laser
Merchandise: Shin Sakugarne
Major: Vitality Assault (chargeable)
Alt: Stun Blasts
Merchandise: Vitality Grapple