Robot Master Weapons, This ain't no regular arm cannon!
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Shining Fingah, bitch.

Group: The Sobou
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This is a list of all of the Robot Master Weapons from Mega Man 1 to Mega Man 8, as well as Mega Man & Bass. This list will be edited and updated, and will include other games as we see fit.
Mega Man 1
FIRE STORM Obtained from: Fire Man Color Scheme: Orange and yellow Shoots fireballs. As a side effect, this weapon also gives a brief shield of fireballs which orbit the user for a split second upon firing.
HYPER BOMB Obtained from: Bomb Man Color Scheme: Green and white Tosses traditional black bombs that explode upon landing or hitting something. The bombs move in an arc which makes aiming them a little more tricky.
ICE SLASHER Obtained from: Ice Man Color Scheme: Blue and white A large arrowhead-shaped chunk of ice flies across the screen horizontally. It will stop in their tracks whatever it strikes, halting them for a few seconds. It can even suspend things in mid-air if you time it right. Useful for getting past tough spots.
ROLLING CUTTER Obtained from: Cut Man Color Scheme: Gray and white A scissor-like cutter that flies in a circular arc pattern. Can destroy some things which regular arm cannons cannot touch.
SUPER ARM Obtained from: Guts Man Color Scheme: Tan and white This loosens rocks and allows the user to lift them. Candidate boulders are indicated by the weapon when the user touches them. Once lifted, the rocks can be thrown; most shatter in midair causing them to strike in many directions at once.
THUNDER BEAM Obtained from: Elec Man Color Scheme: Olive and yellow A classic and deadly weapon, it is a beam of electricity that sparks its way forward. Trailers also shoot vertically and horizontally, so that the weapon fires in five directions simutaniously with each shot. The beam covers a lot of area and does good damage. Can also destroy boulders the Super Arm can pick up, causing them to explode in several directions when hit.
Mega Man 2
AIR SHOOTER Obtained from: Air Man Color Scheme: Blue and white Three small tornadoes fly upward in a tight group, spreading apart as they get farther up into the air.
ATOMIC FIRE Obtained from: Heat Man Color Scheme: Red and yellow-orange Fires spheres of red-hot energy. Can be charged up to increase the size and power of the sphere, but this also increases the energy consumed.
BUBBLE LEAD Obtained from: Bubble Man Color Scheme: Gray and white A large bubble that travels along the floor. Very powerful in that it can destroy most objects, even those the arm cannon alone cannot harm.
CRASH BOMBER Obtained from: Crash Man Color Scheme: Salmon and white Shoots a bomb a distance. Touching an enemy will cause the bomb to explode instantly; however, if it hits a wall or other solid object, it will attatch itself and sit there for a few seconds before exploding. Very useful and powerful explosive.
LEAF SHIELD Obtained from: Wood Man Color Scheme: Green and white A circle of green leaves surrounds the user. The shield can withstand hits from minor opponents, although some enemies may manage to get through it. The user can also hurl the circle of leaves at a target.
METAL BLADE Obtained from: Metal Man Color Scheme: Olive and light-yellow A very useful weapon indeed. Blades can be fired in any direction. They fly straight in their selected directions, hurt many targets and can be fired repeatedly for little energy.
QUICK BOOMERANG Obtained from: Quick Man Color Scheme: Pink and lilac Fires a rapid volley of small pink boomerangs. Useful in some cases, but have short range.
TIME STOPPER Obtained from: Flash Man Color Scheme: Violet and lilac When activated, a small area is stopped completely. Nothing moves. A time freeze, basically. This mode is sustained by constantly draining energy from the user, and when the user is too weak, the effect is lifted. While in use, the user cannot fire, or do any other attacks, and there's no way to turn it off quickly. Dangerous, risky but effective.
Mega Man 3
GEMINI LASER Obtained from: Gemini Man Color Scheme: Light blue and white Fires a light blue laser forward. When the laser strikes a solid object it will rebound at an angle. If it strikes an enemy with a glancing blow, it will be shortened but continue to bounce around. In this way, it is possible to take multiple hits with a single laser. Only one laser can be fired at a time, and it bounces around for a time before dissapating.
HARD KNUCKLE Obtained from: Hard Man Color Scheme: Dark blue and light gray Fires a fist-shaped projectile that flies slowly forward, but is incredibly powerful. Although not really an explosive, this can nevertheless take out certain walls and doors.
MAGNET MISSILE Obtained from: Magnet Man Color Scheme: Red-orange and light gray Shoots big red and white magnets. The magnets fly straight until they come across an enemy; then they will attempt to swerve upward or downward toward the foe. Their tracking is not that great.
NEEDLE CANNON Obtained from: Needle Man Color Scheme: Brown and white Fires small cone-shaped projectiles forward. Very much like the regular arm cannon, except it fires needles insted of spheres of energy. It can rapid-fire.
SEARCH SNAKE Obtained from: Snake Man Color Scheme: Green and white Produces small green snakes that travel across the floor and up or down any walls they encounter. Up to three can be out at once.
SHADOW BLADE Obtained from: Shadow Man Color Scheme: Purple and lilac Four-pointed ninja stars, or shurikens. These can be aimed much like the Metal Blade, but since they boomerang back, their range is limited.
SPARK SHOCK Obtained from: Spark Man Color Scheme: Salmon and white Fires a sphere of energy straight. There is little variation to this one; however, the relatively large size of the sphere makes it easy to use. Can also stun enemies for a period of time.
TOP SPIN Obtained from: Top Man Color Scheme: Gray and light pink To use this ability, the user must jump into the air and invoke the weapon. The user will spin until he hits the ground. This weapon is extremely sporadic in its weapon energy use; sometimes a single spin will consume all of the user's energy, and other times, you can use it several times without sapping any of the user's strength.
Mega Man 4
DIVE MISSILE Obtained from: Dive Man Color Scheme: Blue and white Fires a homing missile. Despite its name, it does not have to be fired underwater, fortunately. The missiles home in on their targets with a good degree of accuracy, so you can just fire away carelessly and turn your attentions on dodging.
DRILL BOMB Obtained from: Drill Man Color Scheme: Red and light gray Fires a drill-shaped bomb straight forward that will detonate the instant it strikes anything. The user can also detonate it while the bomb is in midair.
DUST CRUSHER Obtained from: Dust Man Color Scheme: Gray and white Fires a square chunk of debris straight forward. Not terribly creative, but it does damage a good number of enemies. An all-around great weapon to have. Splits into four chunks upon contact with an enemy, which fly away diagonally.
FLASH STOPPER Obtained from: Bright Man Color Scheme: Purple and white A major upgrade of the Time Stopper. Unlike its counterpart, the Flash Stopper works in bursts; it consumes a chunk of the users energy to temporarily freeze weaker enemies in place. After a few seconds, the effect wears off. There is no constant drain on the users energy, and as a bonus, the user is able to fire regular arm cannon weapons (Like Mega Man's regular weapon), while his foes are frozen.
PHARAOH SHOT Obtained from: Pharaoh Man Color Scheme: Salmon and pink Spheres which can be fired straight or diagonally. If you charge up, you form a large sphere over your character's head; you can then fire off this sphere at something, or merely walk around and hit them with it.
RAIN FLUSH Obtained from: Toad Man Color Scheme: Light green and white This creates a capsule which jets high into the air before bursting into a brief but damaging downpour of ionized rain. The user of this weapon is shielded from its effects, but anyone else caught vulnerable in the deluge is sure to be damaged. There is a delay between the time that you fire the weapon, and when the rain shower occurs, however.
RING BOOMERANG Obtained from: Ring Man Color Scheme: Olive and light yellow Shoots long rings horizontally. The Rings fly out for a bit then snap back at a very rapid pace. They are very fast, but have poor range.
SKULL BARRIER Obtained from: Skull Man Color Scheme: Light blue and cyan This is another shield-type weapon, and it is similiar to the Leaf Shield. But, unlike it's counterpart, the Skull Barrier can be walked around with while the user has it activated. It will vanish if it takes a hit too poweful for it sustain, though.
Mega Man 5
CHARGE KICK Obtained from: Charge Man Color Scheme: Salmon and white When the user slides, an arc of energy is formed, damaging anything that it hits. The drawback to this is that it is a short-range weapon, and the user has to slide into the enemy to hit it.
CRYSTAL EYE Obtained from: Crystal Man Color Scheme: Cyan and white Shoots a crystal ball forward, but if it hits a wall, it will split into 3 smaller crystal balls, each in a different direction away from the wall. Can hit multiple targets if it is split in 3.
GRAVITY HOLD Obtained from: Gravity Man Color Scheme: Violet and white When activated, any enemies in the area will be damaged, and their own gravity will be reversed, causing them to fall up. Useful in that it can clear out a whole area, provided there is no ceiling.
GYRO ATTACK Obtained from: Gyro Man Color Scheme: Green and white Shoots a gyro forward, but while one is in the air, the user can make it suddenly move up or down. Useful in that it can hit enemies above or below.
NAPALM BOMB Obtained from: Napalm Man Color Scheme: Blue and orange Throws a bomb that bounces along the ground for a few seconds or until it hits a target, after which it explodes. The explosion has a decent radius, which can hit a few targets at once.
POWER STONE Obtained from: Stone Man Color Scheme: Dark purple-brown and white 3 stones circle around and away from the user. It can hit enemies from almost anywhere, but it can be difficult to hit the intended target with it.
STAR CRASH Obtained from: Star Man Color Scheme: Rust and yellow-orange A circle of stars surrounds the user. The user can move around while this is active, and can shoot it forward, but it is only good for one hit.
WATER WAVE Obtained from: Wave Man Color Scheme: Blue and white A wave of water travels along the ground, and down the sides of walls. But if it hits a wall, it stops. Useful in reaching targets on the ground down below.
Mega Man 6
BLIZZARD ATTACK Obtained from: Blizzard Man Color Scheme: Light blue and white Shoots 4 snowflakes; 2 forward, 1 diagonally up and forward, and 1 diagonally down and forward. Good for hitting multiple targets.
CENTAUR FLASH Obtained from: Centaur Man Color Scheme: Teal and white Momentarily freezes everything, including the user, for a half-second, then damages all enemies in the area. Good for clearing out an area of minor enemies.
FLAME BLAST Obtained from: Flame Man Color Scheme: Salmon and peach Shoots a pellet that arcs down until it hits the ground, when it bursts into a column of flame for a second. If it hits the wall, then the column bursts sideways, perpendicular to the wall. Can be used to melt certain walls.
KNIGHT CRUSH Obtained from: Knight Man Color Scheme: Blue and light gray Shoots a spiked ball forward, which eventually boomerangs back to the user. Useful in that if you miss the initial shot, it could still hit the enemy while returning to the user. The user can aim this diagonally up or down.
PLANT BARRIER Obtained from: Plant Man Color Scheme: Pink and white A circle of pink leaves surrounds the user. The user can move around while it is active, but cannot shoot it forward, and it is only good for one hit.
SILVER TOMAHAWK Obtained from: Tomahawk Man Color Scheme: Brown and peach Shoots a tomahawk that arcs slightly down at first, then arcs up. Good for fighting enemies that are airborne, but can sometimes be difficult to aim properly.
WIND STORM Obtained from: Wind Man Color Scheme: Gray and white Shoots a mini-tornado along the ground, and if it hits an enemy, that enemy is sent flying up into the air. However, if the mini-tornado hits a wall, it disappears.
YAMATO SPEAR Obtained from: Yamato Man Color Scheme: Lilac and white Shoots a spearhead forward. It is like a basic shot, except it travels faster, and it is slightly more powerful than a basic shot.
Mega Man 7
DANGER WRAP Obtained from: Burst Man Color Scheme: Brown and white Shoots a bubble with a bomb in it, which arcs up. If an enemy is hit, it will be encased in the bubble for a moment while floating up before the bomb explodes, bursting the bubble and damaging the enemy. An alternate fire consists of simply dropping a bomb at the user's feet - this uses the same amount of energy as firing a bubble. The bomb detonates after a few seconds or if contact with an enemy is made.
FREEZE CRACKER Obtained from: Freeze Man Color Scheme: Light blue and white Shoots a snowflake forward, but if it hits a wall, it will split into 6 smaller snowflakes, each travelling in a different direction. Useful for taking out multiple enemies if it is split into 6.
JUNK SHIELD Obtained from: Junk Man Color Scheme: Gray and light blue A circle of junk surrounds the user. The user can move around while it is active, and can shoot it into 3 bits of junk, each in a different direction, and it is good for multiple hits.
NOISE CRUSH Obtained from: Shade Man Color Scheme: Purple and teal Shoots a wave of rings forward, that can bounce off walls for a few moments. If the user hits himself with it after it bounces, the user can then shoot an even bigger wave, which is stronger, but doesn't bounce.
SCORCH WHEEL Obtained from: Turbo Man Color Scheme: Red and silver Shoots a circle of fireballs forward, which travels along the ground. It can also ignite certain things. Can be held around the user as a shield for up to three seconds.
SLASH CLAW Obtained from: Slash Man Color Scheme: Green and yellow Creates an arc of energy in a slashing motion. Powerful, but with a short range.
THUNDER BOLT Obtained from: Cloud Man Color Scheme: Blue and yellow Shoots a ball of thunder forward, which splits into 2 vertical shots (one in each direction) if it hits an enemy. Powerful, and it can electrocute certain enemies and activate certain machines.
WILD COIL Obtained from: Spring Man Color Scheme: Light purple and green Shoots 2 springs (one forward, the other backward) which bounce along the ground until they hit something. Useful when the user is surrounded, and it can be charged up.
Mega Man 8
ASTRO CRUSH Obtained from: Astro Man (evil) Color Scheme: Green and yellow Rains a bunch of comets into the area, which damages anything in the area. Useful for clearing out an area, but it is also useful in that the user is immune while it is being used.
FLAME SWORD Obtained from: Sword Man Color Scheme: Red and yellow Swings a sword of fire. It is powerful, and it can ignite certain things, but it has a short range.
FLASH BOMB Obtained from: Grenade Man Color Scheme: Blue and yellow Shoots a bomb forward, which explodes upon impact. The explosion lasts for a few seconds, and the user is immune to that explosion. Can light up dark areas.
HOMING SNIPER Obtained from: Search Man Color Scheme: Olive and cyan Shoots a missile that homes in on a target. A targeting cursor appears on the target that the missile is trying to hit. Charge to create several cursors at once, which find their own targets; release to shoot several missiles, each of which travel to a targeted enemy. This does not save energy, however - the same amount is energy is used for every missile fired.
ICE WAVE Obtained from: Frost Man Color Scheme: Sky blue and yellow Shoots a wave of ice that travels up and down walls. It can damage multiple enemies, and it can freeze fire momentarily.
THUNDER CLAW Obtained from: Clown Man Color Scheme: Orange and sky blue Shoots a chain of thunder forward. If it latches onto certain poles, the user can use it to swing across gaps.
TORNADO HOLD Obtained from: Tengu Man (good) Color Scheme: Dark cyan and lilac Throws a mini-fan which creates a tornado upwards. Not only does it damage enemies, but the user can use the tornado to reach high places.
WATER BALLOON Obtained from: Aqua Man Color Scheme: Purple and cyan Shoots a water balloon forward, with a slight downward arc. It is only slightly stronger than a basic shot, though.
Mega Man & Bass
COPY VISION Obtained from: Astro Man (good) Color Scheme: Green and white This creates a holographic copy of the user which repeatedly fires basic shots forward. The user can still fire basic shots while a copy is active, but cannot charge (if their basic weapon allows them to).
ICE WALL Obtained from: Cold Man Color Scheme: Dark blue and white Creates a wall of ice that stands on the floor, which lasts for a few seconds. The user can then stand on the wall to reach higher places, and the user could even push the wall so it will slide for a few more seconds before shattering.
LIGHTNING BOLT Obtained from: Dynamo Man Color Scheme: Yellow and black Bolts of lightning strike the whole area, harming all enemies in that area. While it is active, the user is immune to all attacks.
MAGIC CARD Obtained from: Magic Man Color Scheme: Dark gray and light purple Shoots a card, which can be aimed forward or straight up, and will boomerang back to the user. If it hits an item, it carries that item to the user.
REMOTE MINE Obtained from: Pirate Man Color Scheme: Black and light red Fires a mine, which can be guided up or down by the user, and can attach to anything, be it a wall, an enemy, or something else. The user can then detonate the mine when ready.
SPREAD DRILL Obtained from: Ground Man Color Scheme: Orange-brown and light gray Shoots a big drill that moves forward slowly. The user can then make it split into 2 smaller drills which move faster, then make them split into 4 even smaller drills that move even faster.
TENGU BLADE Obtained from: Tengu Man (evil) Color Scheme: Gray and silver Creates an arc of energy which can damage enemies and produce a spinning projectile which arcs up and bounces off walls. This also allows the user to dash forward with a slightly smaller arc of energy that also damages enemies.
WAVE BURNER Obtained from: Burner Man Color Scheme: Red-orange and yellow-orange Shoots a stream of fire that waves up and down unless underwater, in which case it shoots heated waves. It's strong, but it has a short range.
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I added a few of the nuances of several weapons I noticed got left out.
I recall covering all of the following:
- Thunder Beam (Super Arm effect) - Spark Shock (stun) - Dust Crusher (shatter effect) - Flame Blast (melt effect) - Knight Crush (directionality) - Danger Wrap (alternate fire) - Scorch Wheel (shield effect) - Flash Bomb (lighting) - Homing Sniper (charge multi-lock-on) - Copy Vision (can't charge basic weapon)
I can't think of anything else, but if I do I'll add it and let people know.
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Megaman X1
SHOTGUN ICE Obtained from: Chill Penguin Color scheme: Aqua and yellow Normal: Fires a shard of ice which spilts into four upon contact with a solid object. Leaves icedust trails in the air which can freeze things. Charged: Creates a Chill Penguin-lookalike ice platform that starts moving after a second. Gets pretty good speed, so be careful.
STORM TORNADO Obtained from: Storm Eagle Color Scheme: Purple and pink Normal: Fires a tornado horizontally that moves forward. Charged: Releases a powerful vertical tornado. Hits above and below user.
FIRE WAVE Obtained from: Flame Mammoth Color Scheme: Red and orange Normal: Fires a continuous short-range fire stream. Charged: A Fire Wave that travels along the ground. Does not stop until it hits a wall or a drop in the landscape.
ELECTRIC SPARK Obtained from: Spark Mandrill Color Scheme: Yellow and gray Normal: Fires an electric spark forward. Spark splits up and down upon contact with a solid object. Charged: Releases two walls of electricity. One travels horizontally forward, the other horizontally behind the user.
ROLLING SHIELD Obtained from: Armored Armadillo Color Scheme: Pink and gray Normal: Fires an energy orb that rolls along the ground. Can bounce off walls twice. Charged: Created an energy shield for the user. Lasts indefinitely until it comes in contact with an object it cannot destroy outright.
HOMING TORPEDO Obtained from: Launch Octopus Color Scheme: Gray and orange-yellow Normal: Fires a homing torpedo. WHOAMG RLY?!?!1 Charged: Fires six fish-shaped homing missiles.
BOOMERANG CUTTER Obtained from: Boomer Kuwanger Color Scheme: Gray and greenish-gray (exciting, I know) Normal: Fires a blade that arcs up after a while and then boomerangs. Three can be out at once. If the blade does no damage, the energy used is reabsorbed. Can grab objects and bring them back to the user. Charged: Four giant energy cutters spiral out from the user, one in each cardinal direction.
CHAMELEON STING Obtained from: Sting Chameleon Color Scheme: Green and mint (white-green) Normal: Fires a bolt of energy that splits into three almost immediately. They fan out in a sideways W shape. Charged: User is 100% invulerable to damage for a brief period of time. This includes immunity to spikes. Try not to fall down bottomless pits, though.
Megaman X2
Argh, the armor in this game sucks for determining color schemes.
STRIKE CHAIN Obtained from: Wire Sponge Color Scheme: Purple and gray Normal: Fires a chain with a limited reach. The chain can grab onto objects and pull them to the user, as well as grab onto walls and pull the user toward the wall. Charged: Same as normal except the chain is longer. Also, there is a slight delay before the chain actually extends out.
SPIN WHEEL Obtained from: Wheel Gator Color Scheme: Green and...purple, I think Normal: Fires a circular saw-like wheel that sits there for a moment before taking off along the ground. Can bounce off walls. Can hit multiple times. Can break certain blocks. Slows gradually. Charged: Shoots eight energy shots in the eight cardinal directions. These shots pass through everything and can break the same blocks the uncharged wheel can.
BUBBLE SPLASH Obtained from: Bubble Crab Color Scheme: Yellow and...uh...lavender Normal: Fires a spread of bubbles that arc upward. If the user decides to charge, the bubble spurts will keep coming out until the charge is complete. Bubbles will travel upward much faster underwater. Charged: Creates a ring of bubbles around the user. Constantly drains energy. Enables user to jump much higher than normal underwater.
SPEED BURNER Obtained from: Flame Stag (hi funk olol) Color Scheme: Red and light blue Normal: Fires a fireball forward. If fired underwater, the orbs generating the fire can be seen as the fire will not be created. Obviously, this does less damage. Charged: User does a flaming Air Dash. Possibly the coolest-looking charged attack in X series history. If used underwater, there is no flame (and thus no damage).
SILK SHOT Obtained from: Morph Moth Color Scheme: Red and green Normal: Fires a wad of junk that arcs upward briefly before coming back down. Splits into four diagonal shots upon contact with a solid object. Charged: Pieces of junk come from everywhere and fuse together on the user's arm. When let go, the giant junk wad acts exactly like the normal shot except it splits in 8 directions. In very special areas, the user will draw 8 pieces of health energy or weapon energy to themselves instead.
MAGNET MINE Obtained from: Magna Centipede Color Scheme: I forget exactly, but I think it was purple and navy - I remmeber purple somewhere Normal: Fires a mine that can be guided up or down as it travels. If it hits a wall, it will stick for a few seconds before exploding. The user can actually stick several mines on top of each other but when one blows up they all do. Charged: Created a very slow magnetic ball of energy. This can be guided up and down and will pass through everything.
CRYSTAL HUNTER Obtained from: Crystal Snail Color Scheme: Light blue and dark blue Normal: Fires a wad of liquid crystal. If it hits weaker enemies, they will be frozen in a ginat hexagonal crystal which can be stood on. Kick the crystal to break it and destroy the enemy inside. Charged: omfg its teh matrix!1`11~ Slows down everything for a period of time. Normal shots cannot be used while slowdown is in effect.
SONIC SLICER Obtained from: Overdrive Ostrich (...) Color Scheme: Dark blue and yellow Normal: Fires two slicer blades that can bounce off walls and leave trails a la Johnny Cage from Mortal Kombat. Blades will travel up as they fly - one starts with a higher arc than the other. Charged: A shot of energy travels straight upward, then several large energy blades rain down.
Megaman X3
FROST SHIELD Obtained from: Blizzard Buffalo Color Scheme: Dark blue and purple Normal: Fires an ice shard that moves forward. Takes time to accelerate. Can be guided up or down. When the shard hits an object, the probe will fall to the ground and leave a shard if ice with three spikes for a while. Charged: Created an ice shield in front of the user. Not sure if it's releasable. If used underwater, created a block of ice that floats to the surface. This can be stood upon.
ACID BURST Obtained from: Toxic Seahorse Color Scheme: Green and yellow Normal: Fires a small ball of acid with an arc that splashes into four smaller balls when it hits a solid object. Can also be fired straight up or straight down. Charged: Fires two larger balls of acid that bounce around for a while. Takes a while to dissipate.
TORNADO FANG Obtained from: Tunnel Rhino Color Scheme: Blue-green and orange Normal: Fires a drill that hangs in space for a second before charing forward. If fired again immediately, two more drills will be created, one above the first one and the other below. Can break certain walls and hit multiple times. Charged: User's arm becomes a drill tip. Constantly drains energy, but does so in chunks. Can break certain walls.
TRIAD THUNDER Obtained from: Volt Catfish Color Scheme: Purple and neon green Normal: Three probes fly to triangular points around the user. The probes charge for a second, them form a triangle of electricity around the user for a second, then dissipate. User can move around and probes will follow. Charged: User slams fist into ground, causing a mini-earthquake. After a couple of seconds, two balls of electricity will come out from where user has their fist in the ground. These balls of electricity will follow along the floors and walls at a good speed. Can be used to knock certain hanging objects down. Also the only competition with Speed Burner for coolest-looking charged move.
SPINNING BLADE Obtained from: Crush Crawfish Color Scheme: Red and gray Normal: Two blades are fired forward, one above the user and one below, but both arc back at a sharp angle. They will fly backwards until they hit something. Charged: Forms a giant-a** blade that extends from a bar of energy attached to the user's hand. User can rotate the blade around them in a circle. Blade is a good distance away from user.
RAY SPLASHER Obtained from: Neon Tiger Color Scheme: Orange and yellow Normal: Fires a bunch of energy bullets that spread up and down in a V shape. Acts kinda like the Burst Fire mode of a semi-automatic. Charged: User tosses a glass probe into the air that shoots energy shots in random directions. Probe lasts a while before shattering. Probe will shatter early if it is hit by an enemy.
GRAVITY WELL Obtained from: Gravity Beetle Color Scheme: Fuschia and gray-brown Normal: Fires a probe out that hangs in midair and creates a small gravity well. This can destroy weaker enemies or simply pull them toward it. After hanging around for a while, the probe will dissipate. Charged: Gravity is reversed for a period of time. User cannot move while doing this.
PARASITIC BOMB Obtained from: Blast Hornet Color Scheme: Dirty yellow and dirty light blue Normal: Fires a large probe forward. If it hits an enemy, it will attach itself and explode after a few seconds. If the enemy if small enough and there is another enemy nearby, the probe will fly toward the second enemy, dragging the first along with it. Charged: Four crosshairs apepar around the user. When an enemy comes within range, one of the crosshairs will fly toward it. When an enemy is targeted, the user fires an explosive hornet that homes in on the targeted enemy. The hornets themselves are what cost energy - no energy is taken to just have crosshairs floating around.
Megaman X4
LIGHTNING WEB Obtained from: Web Spider Color Scheme: Yellow and gray Normal: Fires an electric web that hangs in the air for a short period of time. User can treat this web as a wall. Charged: Creates a giant electric web that starts at the user and expands in every direction. Of course, the user is unaffected.
SOUL BODY Obtained from: Split Mushroom Color Scheme: Orange and yellow Normal: Fires a holographic outline of the user forward that remains a few feet in front of the user for a period of time. Charged: A holographics clone of the user is created for a period of time, controlled by the user. This clone can jump and use the user's basic attack, but cannot charge or use special weapons. Both the clone and user are invulnerable while the clone is out.
AIMING LASER Obtained from: Cyber Peacock Color Scheme: Purple and green Normal: A sensor is formed in front of the user, which the user can arc up and down along a semi-circle arc. If the sensor passes over an enemy, the user can fire a laser at the target enemy which damages constantly and lasts for a brief period of time. Up to three enemies can be targeted at once. The laser is what take weapon energy - the sensor costs nothing. Charged: A medium-ranged laser stream extends from the user's hand for a period of time. The user can rotate this laser in a full circle around them. The laser does damage constantly.
DOUBLE CYCLONE Obtained from: Storm Owl Color Scheme: Green and yellow Normal: User fires two energy orbs, one in front of them and one behind. These orbs float up toward the sky before dissipating after a period of time. Charged: User fires two horizontal tornados - one in front of them, one behind - that travel outward. Similar to a normal Storm Tornado shot.
RISING FIRE Obtained from: Magma Dragoon (omg :o!) Color Scheme: Red and gray Normal: Fires a fireball straight up. This fireball passes through walls and can melt certain things. Charged: User does a short-ranged version of Ken's Flaming Dragon Punch (a rising uppercut). After the punch is complete, the fire surrounding the user's fist is shot off straight up like a normal shot. This can melt certain things, and can also be used in the air as a double-jump of sorts.
FROST TOWER Obtained from: Frost Walrus Color Scheme: Light blue and blue-gray Normal: Users creates a sheet of ice around them which they can freely move through (for some reason). This sheet of ice will drop straight down until it hits the ground. It lasts for a period of time. Charged: Giant icicles rain down from above in a 1-2-3-4 pattern.
GROUND HUNTER Obtained from: Jet Stingray Color Scheme: Pink-red and blue Normal: Fires a stingray that travels along the ground. If used in the air, the stingray will fall to the ground as it moves forward, but the user can command it to fall straight down. Charged: A stingray-shaped energy bolt is fired straight forward. This energy bolt periodically shoots smaller bolts of energy straight up and down.
TWIN SLASHER Obtained from: Slash Beast Color Scheme: Dary gray and yellow Normal: Fires two energy bolts shaped like crescents forward. One arcs slightly up, the other slightly down. Can be rapid-fired. Charged: Similar to the normal shot, except six energy bolts are created instead of two. Naturally, this covers a wider range.
I don't feel like doing X5 and X6. Someone else can get those.
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What up?

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Joined: 29-July 04

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Megaman X6
Yammar Option Recieved from:Commander Yammark Color Scheme:Green and White Normal:Three dragonflies are created, and begin to fly in a circle around the user. These dragonflies can shoot projectiles in the direction the user is facing. These dragonflies can also be used for defense, but they won't last long. Charged:Again, three dragonflies are created, and circle around the user. However, they won't blow up after several hits, and they'll fire in random directions. After a certain amount of time, they'll revert back to the unchaged form.
Meteor Rain Received from:Rainy Turtloid*poses!* Color Scheme:Dark Blue and Red Normal:Fires a large bubble of water upward. If it hits a ceiling, it will bounce back down, and splash. Charged:Basically, the water form of Astro Crush. Fires a bubble upwards, many many bubbles fly downwards. The bubbles are slower to drop then the asteroids, however.
Metal Anchor Received from:Metal Shark Player(Alrighty...) Color Scheme:Dark Blue and White. Normal:Fires out an anchor. The anchor will bounce about the area, and after 5 bonces, it will explode. Charged:Many metal Storm Eagles dive down towards the ground. Each one scatters into metal pieces when it hits the ground. Basically, Astro Crush's Metal Cousin.
Ray Arrow Received from:Infinity Mijinion(What's a Mijinion? A flea, I'd guess.) Color Scheme:Purple and White Normal:Fires an arrow of energy that reflects off walls at 90 degree angles. Charged:Vertical laser beams will hit 50% of the screen, with the user at its center.
Ice Burst Received from:Blizzard Wolfang Color Scheme:Ugh, they don't have the sprite. Sky Blue and White, I'd guess. Normal:Fires an ice block that will land on the ground. The block is solid enough to walk on, but won't last forever. Charged:You will begin to flash. Running at high speeds/dashing will cause icicles to shoot vertically from the dash point.
Magma Blade Received from:Blaze Heatnix Color Scheme:Dark Red and Yellow Normal:Swings down a blade of flames. Two fireballs will shoot afterwards. Just a souped-up version of the Flame Sword. Charged:Pheonixes will fly horizontally in the direction the user is facing.
Ground Dash Received from:Ground Scaravich Color Scheme:Dark Brown and Tan Normal:Fires a poorly formed block of earth. The block can bust certain walls, but it mainly explodes on contact. Charged:An UNGODLY boulder amasses itself in front of the user, and launches itself into the enemy.
Guard Shell Received from:Shield Sheldon Color Scheme:Violet and Yellow Normal:A barrier of energy forms in front of the user. The shield can block most attacks, but doesn't protect the backside. Charged:Four shells are placed squarely apart from each other. When commanded, the shells will fire energy blasts, but they will explode after a certain amount of time.
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I'm to lazy to fetch up some HTML coding for my chars. Too bad for you.
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| Zero |
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Unregistered

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MEGAMAN CROSSWARS' ZERO RMS ----- SPIN DRIVE From: Spin Man Reflects one plasma-oriented weapon that has been charged back at your opponent with equal speed and 1.5x power. Cannot be charged. Uses: Two before needing to recover energy.
More to come as they appear...
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| Terra |
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The Robot from SPAAAAACE!

Group: Members
Posts: 273
Member No.: 106
Joined: 6-April 05

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For Mega Man V GB.
BLACK HOLE From:Saturn Creates a black hole which explodes into an expanding spiral. Affects only certain targets.
BREAK DASH From:Pluto As its name suggests, the user charges forward with a burst of energy. This is capable of knocking out doors and walls.
BUBBLE BOMB From:Venus A bubble floats upward in a zigzag pattern until it reaches the ceiling, then travels along it in the direction the user is facing. When the bubble strikes something (including a corner where the wall meets the ceiling), it explodes.
DEEP DIGGER From:Uranus This lifts stones from beneath the user's feet and allows him to hurl them at foes.
ELECTRIC SHOCK From:Jupiter A stream of electricity sparks from the user's hand. This has extremely short range, and you cannot run while it is active, although jumping is still possible.
GRAB BUSTER From:Mercury This fires a small sphere of energy forward. When it lands a successful blow against a robot, an energy pellet is ejected from the target and soars back toward the user. Stand still and the energy should hit you on the first pass. If the pellet misses, it will usually boomerang back a couple more times before disappearing.
PHOTON MISSLE From:Mars Launches missiles which fly horizontally. There is a significant delay between when you place the missile and when it starts moving. You can fire several missiles at a time; jump before firing to place them at different heights.
SALT WATER From:Neptune Tosses globs of liquid. When the drop strikes something, it splashes into several smaller droplets that can inflict additional damage on objects.
SPARK CHASER From:Terra This fires a beam which will home in on a target in short bursts. Between each burst it will gather itself into a small sphere, then shoot forth again. With each burst, the Chaser alters its angle of attack as necessary so that it is always heading toward an enemy. The weapon lasts for several bursts and does not go away even if it strikes something. Thus it can land multiple hits on a single target.
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![]() | | P r o f i l e | | Number | SRN001 | | RM Weapon | Spark Chaser | | Other Abilities | His armor makes him immune to almost all types of energy weapons. The only things that have been proven to damage him are physical attacks, such as the Mega Fist and the Deep Digger. | | Affiliation | Appears Freindly | | Current Party | None | | Location | Utah |
| Other RPs I can be found on: http://glasdraig.com/phpbb/index.php
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| Search Man |
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Chaton PAUNCH!

Group: Mature Member
Posts: 546
Member No.: 90
Joined: 5-March 05

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Okay, I'm not sure if this applies to the RP or not, but here we go, the MMX: CM weapons:
Thunder Rollout From: Wild Jango Type: Thunder Fires a large ball of electricity that rolls towards the target at great speed.
Tidal Wave From: Silver Horn Type: Water Summons a huge tsunami to wash away everything ahead.
Needle Shower From: Dr. Psyche Type: None Summons floating needles that can be sent raining down at will.
Mad Ecstacy From: Mad Nautilus Type: None Fires a series of non-lethal laser beams that cause various ailments.
Flames of Gehenna From: Mach Jentra Type: Fire A burst of flames erupts from the ground below your target.
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EnigmaGroove (18:47:47): His head on a pike or no deal. Tania Lupmor (18:48:20): can it be a burning head on a pike? EnigmaGroove (18:48:24): ...Sure. EnigmaGroove (18:48:35): And get some of his drooling fangirls while you're at it. EnigmaGroove (18:49:00): Preferably bound, gagged and locked in a rapidly-flooding basement. EnigmaGroove (18:49:38): That'll teach 'em.
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| Doughnut |
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READY

Group: Co-Founder
Posts: 1,205
Member No.: 1
Joined: 7-July 04

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Might as well add these from a certain new game...
Mega Man 9
BLACK HOLE BOMB Obtained from: Galaxy Man Color Scheme: Purple and light purple Creates a black hole that sucks in enemies and projectiles, damaging them on contact.
CONCRETE SHOT Obtained from: Concrete Man Color Scheme: Gray and light gray Shoots a blob of concrete that forms a concrete block upon contact with enemy or obstacle.
HORNET CHASER Obtained from: Hornet Man Color Scheme: Orange-yellow and white Shoots a hornet that homes in on enemies and brings items back to the user. If no enemies are present, the hornet homes in on nearby items.
JEWEL SATELLITE Obtained from: Jewel Man Color Scheme: Cyan and white Creates a barrier of jewels around the user. The user can move around with the barrier, which can withstand hits from minor enemies. The barrier can also be shot forward.
LASER TRIDENT Obtained from: Splash Woman Color Scheme: Blue and yellow Shoots a laser trident straight ahead. Can go through shields.
MAGMA BAZOOKA Obtained from: Magma Man Color Scheme: Red and orange Shoots a trio of fireballs forward; one straight ahead, one at an angle upward, and one at an angle downward. Can be charged.
PLUG BALL Obtained from: Plug Man Color Scheme: Pink and white Shoots a ball of electricity that travels along the ground, as well as up and down walls and along the ceiling.
TORNADO BLOW Obtained from: Tornado Man Color Scheme: Green and white Brings tornadoes up from below, sending enemies skyward and/or damaging them. Also allows the user to jump higher for the brief duration of its use.
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WCS1. Metal Blade 2. Drill Bomb 3. Thunder Beam 4. Star Crash 5. Flame Sword 6. Bubble Lead 7. Rave's Piloting Protocols 8. EmptyNote: I'm not an admin here at MMC. I used to be, but not anymore. Please keep this in mind before deciding to come to me with any problems if no one else on staff is online.
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