Mega Man 2: The Power Fighters

Mega Man 2: The Power Fighters, known in Japan as Rockman 2: The Power Fighters (ロックマン２ ザ パワーファイターズ), is an arcade fighting game. The player can choose Mega Man, Proto Man, Bass, or Duo as a playable character.

This game is in the continuity of Mega Man: The Power Battle, and both games were later released together in Rockman Power Battle Fighters and Mega Man: Anniversary Collection for PlayStation 2, GameCube, and Xbox, and Rockman Battle and Fighters for Neo Geo Pocket Color.

Story
It's a disaster: Doctor Light's lab has been attacked by Doctor Wily, and stolen some crucial parts for robots. And, if it weren't bad enough already, he has taken Roll as a hostage! Mega Man and Proto Man go to stop Wily and stumble upon Duo, the big alien robot, who is willing to help. And Bass, still angry that Wily has revived more Robot Masters, again teams up with the good side to destroy the enemies...

Bosses
At the end of each story, the player(s) must fight the same Wily Machine; only the sidekick robots differ. Much like Power Battle, following the defeat of the Wily Machine, the player(s) confront Wily inside a Wily Capsule, which must be defeated in the time allotted for additional points.

Fighting System
Much of the fighting system remains the same as its prequel, Mega Man: The Power Battle. Lots of new features have been added.

Sliding
One factor making each character unique is their "sliding" maneuver perform by pressing the jump button while the down button is being held. While Mega Man simply uses the classic Power Slide, Proto Man will dash forward shield-first(although this does not give the robot any protection), Bass will fly forward (which he can also do in mid-air), and Duo will perform a damaging shoulder charge.

Teleported support
From time to time, Eddie drops by automatically, leaving an item on the ground. Players can collect it to summon a robotic pet. Mega Man and Bass receive support from Rush and Treble, respectively, while Proto Man and Duo receive a shield from Beat that gives them immunity to damage. As long as these powers are active, however, no Robot Master weapons can be used.

Special Attack
Each character has a "special attack" they can perform by charging their weapon fully, holding up then releasing the shot. Mega Man will perform a spiraling uppercut, Proto Man will unleash a short ranged flare from his Buster, Bass will perform a somersault kick, and Duo will launch his energized hand upwards (If the player presses the jump button after Duo does so, he will jump into the air and smack the enemy back down).

Changes from the part
Some short story-telling will pop up after destroying one of the six robot masters(it may be anyone from the second to the fifth you vanquished) before reaching Wily's castle. The player will get back the stolen part and obtain a certain upgrade. Details are described below.

'Search for Wily!' story

A jerry-built robot looking like Dr Wily jumps in. It will immediately break apart(by itself or by your robot) and throw the part to you. The following changes will occur:

Mega Man's uppercut remains as the special move, but it does not rise that as high as before when performed.

No changes to Proto Man has been discovered yet.

When Bass's special move is executed, it does the kick twice in a row, compared to the once before.

Duo's original special move commences with a punch that sends the opponent off the ground, then by pressing the jump button and next the attack button, it will jump up and knock the enemy back down. The new one would start with a short straight punch that does not move the victim much. Then the attack button may be pressed to follow it up with what it already had.

'Rescue Roll!' story

Roll is set free, and gives you the part. The weapon energy bar gets longer then.

'Recover the new part!' story

Hold the up button while pressing the jump button will execute a super-jump. It is higher and lasts longer than the ordinary jump. But, neither Bass's air-dash nor everyone's wall jump will work during this airtime.

Trivia

 * In Bass's ending, Dr. Wily shows the plans from a new robot he is developing, the picture is clearly a silhouette of Zero. Interestingly, the image corresponds to his design after the events of his first official appearance.
 * There is rich reference to another game by Capcom - Street Fighter. Mega Man's special attack is reminiscent of the Shoryuken. Bass's is like the Flash Kick. Proto Man's is similar to the Gadoken. Unused sprites show that at some point there been plans to make Mega Man able to use the Hadoken.


 * In "Rescue Roll!", if she is rescued after defeating the second boss, she will wink when giving the player the item enhancer.
 * There are a total of six items hidden in the backgrounds of the arenas throughout the whole game. You can get them by hitting some certain spot high on the screen. One of them looks like a plane piloted by Mobi-chan. The other one is a star. The former gives ten thousand points while the latter is just half as valuable. They do nothing else. The arenas where they are put belong to Quickman, Pharaoh Man, Heat Man, Gyro Man, Dive Man & Cut Man respectively.(Some screenshots are in the gallery section.)
 * Despite the animation suggesting that it suffers a lot from the weapon it is weak against, blowing up a Wily Capsule within the several given rounds is extremely difficult in this way. This is mostly due to the fact the enemy fades aways too quickly to get shot in the final rounds. A better method to accomplish this is rapidly firing more than one shot of some other speical weapon(choose the most damaging weapon that would make it fade out only after the second shot). In the case that Duo is in use, a fully charged default attack also works. In this way, the capsule will explode rounds before the last.