0:11 New kid and Coldman: Robot bonder! Fusion Robot master blast! Power unites! 0:57 New kid and Astroman: Robot bonder! Fusion Robot master blast! Power unites! 1:56 New kid: let's go! Dynamo power! New kid and Dynamo man: Robot bonder! Fusion Robot master blast! Power unites! 3:27 New kid: pirate power! All: Pirate man! Power unites! Robot bonder! Fusion Robot master blast! 3:52 New kid&Burner man: Burner power! Power unites! Robot bonder! Fusion Robot master blast! 4:36 New kid: Alright! Magic, its time to showdown! Magic power! New kid and Magic man: Magic Power! Robot master unites! Power unites! Robot bonder! Fusion Robot master blast! 5:01 New kid and Groundman: Ground Power! Fusion unites! Power unites! Robot bonder! Fusion Robot master blast! 5:50 New kid and Tengu man: Tengu power! Power reunited! Power unites! Robot bonder! Fusion Robot master blast!
Actually the trend of taking stuff away from Rock started when they got rid of E-Tanks and Rush from Mega Man 8. Also it would have been cool if you picked the MM10 robots in order that you listed them for the stage start animation.
I like Shadow Man's stage, and he's a Ninja, of course he would hide where you wouldn't expect. And I appreciate calling out Mega Man 9 stages, and acknowledging the good ones (Galaxy Man and Splash Woman). Although I find the Mega Man 5 stages to be ranked a little too high, and ones I like are ranked too low (Gravity Man and Charge Man), but otherwise great list. And yes, I think that Heat Man is weak as a stage on it's own, but it definitely adds a lot on non-linearity to Mega Man 2, and helps the game with Item #2. So pretty solid list. Also I cannot speak on 7, 8, Bass, and 11 as I am not very familiar with those.
Thanks for the comment!! Yeah. I really want to like 9. However I think they should've studied the NES games to get the feel of stage progression especially in Plug and Jewel.
@@Kuchiri it’s a shame such good weapons are made in a game with such poor levels. I like the idea of stripping down Mega Man’s tool set so the weapons are a lot more useful, and it brings the series back to basics in a fresh way. Like it’s nice to have a Mega Man 2 style game without the slippery controls of the first two games, but I wish the level design was better
Well, I think this Quint is NOT the real Quint, as he have copies before the battle. And If he kill Mega Man (the present one) he is not going to get vanished of the existence, as his future got vanished after he put the feet on the present.
Awesome list! I'm glad you gave 11 the credit it deserved; every stage (except Bounce Man hhh) was amazing. I agree with your placements for the most part, except for the low 9 and 10 placements -- you described the stages but didn't really say *why* they were bad, beyond specific parts of the stage gimmicks that required lots of precision. The reasoning there gave off a bit of a "Mega Man hard :(" vibe, and you didn't seem to give credit for the phenomenal enemy placements, flow, etc. I can't tell you how much I agree with Mega Man 7 being really meh though.
I think my fault was I didn't want this video to be too long. So I didn't articulate enough. I did explain for mm9 the difficulty felt like it was a kaizo game instead of an actual difficult Mega Man game. Thank you for your comments on the video, though. Much appreciated!
@@Kuchiri Oh, that's not your fault. An hour-long video is quite reasonable; I can see why one wouldn't want to bother with a super-detailed three-hour long stage ranking like others have done. Mega Man 9 *does* kill you for fun, I admit; it seemed to revert to the hardest, "learn by dying" elements of the NES games. Still one of my favorites though.
@dwightk.schrute7213 perfectly fine! Everyone has their favorites. I know people who would put all the MM7 stages including Turbo Man in the top 20. Nothing wrong with that.
Super versions of bosses are in final dungeon 😂. Looting in boss rooms is with thief/ninja. Oh, 1st turn against warmech (dk needed to use pain spell, drain weapon is useless against mechanical foes @39:00) Haste/fast/power gauntlet on master, buffs from time wizard, black wizard haste dk. He is more resistant to magic damage than melee (200/80) btw. Deaths is inevitable if surprised attacked, you did well in spite of mistakes, grats! Bane/brak are the weaknesses to exploit on tiamat. Time magic (for the 2nd fight) is more effective (later use stop). Time mage (comet/meteor) is resisted on last boss... demi is ok, buffs are better. Masamune sw. 56 +50 5 (atk hit crit) (good on 6 characters only btw, over others being less useful/inefficient)😅 Buster gr. sw. 60 -30 20 (hit% / 32 => # of hit, -3 hits when compared to masamune, 4× crit% ) Chaos fight: Showboating... style is style! Grats. Jane is queen of the coneria.
Cap are trash and take up armor slot, keep white shirt, buy back power gauntlet (caravan), equip heal/slime/spirit helm on dk, slot 2,3,4 need pro-rings/ribbons, monk is the last to be equipped at lvl 34 (no chest) power gl (unequipped), procape on wizards.
Oh yeah, you get lots of back a text because you have the Dark Knight with you. It's one of the negative traits. It might be avoidable if you have somebody else leave your party on the world map which is different than the party lineup nowadays. Case in point, if you ever play the game again and you use a beast tamer, and you have him on the field, you get more rare encounters and favorable creatures that you might be looking for. Like the T-Rex and warmech. If the ninja was in your party or thief, you would get lots of first attacks and you could have almost 100% guaranteed Escape except from certain battles that are not acceptable unless you have the advanced class ninja which has smoke bomb which allows you to escape from even boss fights with comical dialogue following the unexpected Escape.
Okay my friend, one or two tips for you if you don't mind, one, I haven't seen the whole video yet, but I'm assuming you finally get the super highly valuable.... shirt in that chest. LOL Second, those particular enemies have always been there which makes the prize so.... laughable. Third, you can use the float spell to avoid fights like that. Any trap tile will not trigger if you have the float spell active. You can walk exactly 35 steps before it wears off. On the 36th step you will be on the ground again so if you're Crossing streams or water, to sequence break as an example, which you are past the point of needing to do, you can do so. However, you can use the float spell to your advantage, and avoid 36 steps of random encounter multiple times. From the section you are at, across all the damaging ice floors below, and when you get back to this area that has random attacks from creatures you want nothing to do with right now, just get the floater and get out of Dodge
Recommendation: Tank> fighter,dk,Lancer Dps> monk,thief,trainer Sup/heal> dancer,red m, white m,green m,time m, bard M-dps> evoker,black m, red m,blue m,geomancer Take (1) from each role for best results (sorted best to worst)