MegaMan.EXE/Abilities

MegaMan.EXE possesses an exceptionally large plethora of abilities despite his stature, all of which evolved from himself or adapted to him upon being absorbed, making him a versatile fighter that can handle most challenges that come his way. MegaMan is the only NetNavi who can use various transformation systems like Double Soul, Style Change, Cross System and Beast Out. These draw powers from another NetNavi/Cybeast in order to associate with MegaMan to create a new form. MegaMan can also be customized in many ways, like charge shot (Trans Arm), fighting style (Style Change), special abilities (Navi Customizer), so MegaMan can be considered as a "Custom Navi". Due to his many abilities and transformations, combined with Lan's support and Battle Chips, MegaMan is one of the most powerful NetNavis in the series.

Offensive Abilities
 * Mega Buster: This is MegaMan.EXE's standard weapon, like all other Mega Man incarnations before him. MegaMan can either shoot the buster rapidly or charge the buster to do more damage. Typically a charged shot deals out 10 times as much damage as an uncharged shot. In Network Transmission, the Buster will attack through a unique formula that takes away a certain amount of health based on an enemy's Max HP, the kind of buster shot being used, and overall upgrades made to the MegaBuster over time. The MegaBuster's power changes depending on the upgrades or NaviCust programs equipped to him, and charged shot changes depending on the Style Change, Double Soul, or Cross System. It is a powerful and effective weapon for MegaMan to utilize.
 * Giga Buster: In the final extra chapter of the Manga, MegaMan uses the new version of his Mega Buster while entering the Giga mode (by removing his limiters). Its appearance changes greatly, now looking like the barrel of a tank, and its power greatly increases to the same level of power as the Giga Cannon Program Advance.

Custom Abilities
 * Navi Customizer: Exclusive to the games. Debuting in Battle Network 3, this system allows MegaMan to equip different programs in the form of colored blocks, each of them having a different effect on him. These effects range from upgrading his Buster strength or his battle chip folder capacities, to giving him special abilities, such as generating defensive Reflective Shields or surviving fatal blows with 1 HP of auxiliary energy. However, the Customizer has its own rules, and breaking these will result in bugs on MegaMan.


 * Style Change: Debuting in Battle Network 2, this allows MegaMan to change his elemental alignment and get upgraded power depending on the change. There are twenty-eight different customized styles (four elements and seven Styles).


 * Trans Arm: Introduced in Rockman.EXE Legend of Network, the Trans Arm is similar to the Double Soul, but only changes MegaMan's charge shot and color.

Transformation Abilities
 * Cross Fusion: Exclusive to the anime, by the use of a special Battle Chip inside a Dimensional Area, MegaMan can synchronize with Lan and fight in the real world. However, if not in full sync, the Cross Fusion can deteriorate.


 * Double Soul: Also known as Soul Unison, by resonating with another Navi's soul, MegaMan can gain the abilities of the Navi along with additional powers. In both Mega Man Battle Network 4 and 5, MegaMan gains six Souls, each of them varying depending on the game version. In the anime, the side effects of Cross Fusion removed the use of the Style Change and Double Soul was acquired as a replacement. A dark form of it is known as Chaos Unison.


 * Chaos Unison: Appearing only in Battle Network 5, Chaos Unison is an alternate version of Double Soul that involves sacrificing a Dark Chip instead of a normal Battle Chip. The Chaos Unison can only be available for one turn, as opposed to the Double Soul's three turns, and the charge shot is replaced by the sacrificed Dark Chip. However, the charging method has been altered; as it shifts from teal to purple. When the player stops charging while teal, MegaMan uses the charge attack' if the player does so while purple though, the Chaos Unison ends instantly, while MegaMan DS appears on the opponent's battlefield, using random battle chips and buster shots to attack MegaMan. MegaMan DS cannot be damaged, but will dissipate after 13 seconds.


 * Cross MegaMan: This is the prototype/alternate/advanced version of Cross System exclusive to Mega Man Battle Network 5. It provided an alternate base form for MegaMan with several Navi Customizer programs already installed, as well as an altered charged shot. However, it is much more potent than the Double Soul and Cross Systems due to no elemental weakness, permanent transformation and a lot of special abilities.


 * Cross System: This is similar to Double Soul, but with certain differences. Exclusive to Mega Man Battle Network 6, this becomes his new means of transformation, combining the abilities of Double Souls with the long duration of Styles. MegaMan gains 5 Crosses per game in Battle Network 6, each of them varying depending on the game version.


 * Beast Out: There are two different Beast Outs, Falzar and Gregar, and the one you get is dependent on the version played. It can be activated at any time between turns. It expires after three turns, and if Beast Out is used again immediately afterward, MegaMan enters Beast Over and goes berserk. Beast Out can combine with Crosses to form Cross Beasts, each with their own chip charge attack.


 * Style Change: Debuting in Battle Network 2, this allows MegaMan to change his elemental alignment and get upgraded power depending on the change. There are twenty-eight different customized styles (four elements and seven Styles). The elements vary from Fire, Aqua, Elec and Wood, while the following styles are:


 * Trans Arm: Introduced in Rockman.EXE Legend of Network, the Trans Arm is similar to the Double Soul, but only changes MegaMan's charge shot and color.


 * Hub: Appearing only once during the climax of Megaman Battle Network 5, MegaMan turns into Hub(his human form) in order to defeat Nebula Grey. He does so by simply depleting its energy through a wave of his hand, implying that this form is immensely powerful. However, it drains a lot of MegaMan's energy, as seen in the game where MegaMan is unable to even fire with his Mega Buster after reverting to his normal state after using this transformation.

Special Abilities
 * Dark Power: MegaMan is the only Navi who can use Dark Chips without becoming evil, and can even merge them with Double Soul as Chaos Unison. Usually, they permanently reduce his maximum HP by one per battle used. The only way he can't be hurt by one or suffer side effects is by using Double Soul or sacrificing bug frags. Like Beast Out, the player can trigger a berserk state upon receiving fatal damage.


 * Synchronization: Also known as Full Synchro, the effects of it in the games and in the anime and manga and different. In the games, Full Synchro is obtained when the player manages to perform a counter hit using a non-dimming chip attack. MegaMan glows bright blue and a pink spinning ring surrounds him. In this state, the player's next chip attack has double power, and attacking enemies will flash during the timings when they can be countered, encouraging the player to remain in Full Synchro. Full Synchro expires when MegaMan is hit by an enemy attack, or when he performs a chip attack. It cannot be accessed when MegaMan is using a Double Soul or Cross, but can be used while he is in Beast Out. In the anime and manga, Full Synchro is a state where NetNavi and NetOp become one to improve focus and it puts the NetOp into direct contact with their NetNavi, transmitting effects on the NetNavi back to the NetOp. So, a high level of synchronization should complete the circuit enabling transmission of a NetOp's very will to their NetNavi, which greatly raises a NetNavi's fighting capabilities. Full Synchro fuses the mind of NetNavi and NetOp into one consciousness, getting rid of the delay between command and reaction, which can make a big difference between life and death during a battle.


 * Bug: Though, not an actual ability, bugs are glitches in MegaMan, but only he can utilize and use its power. These glitches may cause a variety of side-effects during a battle.


 * Hub.BAT/Hub Batch: The Hub.BAT is a program that when equipped on to MegaMan's system completes Hub's DNA within him. It gives MegaMan all powers from style changes in Battle Network 2(as Hub Style), and all NaviCust programs installed with a halved-HP bug in Battle Network 3. In Battle Network 6, it appears as a Giga Chip and with the same effects as in Battle Network 3, but with the exclusion of the HP Bug.


 * e-Reader Cards: (Japanese only): Players can insert e-Reader Cards to customize Rockman in special ways. These cards caused various effects as, such as Base HP, Abilities, Buster Changes, Charge Shot Modifications, B+ Back Abilities. There are even Item Cards which can give out sets of Battle Chips, Sub Chips, BugFrags, Zenny, and even Navi Customizer Programs (only introduced in Rockman.EXE 6 Modification Card Part 1 & Rockman.EXE 6 Modification Card Part 2). They could also cause negative effects ("Bugs") to occur, such as causing Rockman to lose health and move the wrong way, or causing the player to be unable to control him.