Mega Man 2: The Power Fighters

An arcade spin-off of the Mega Man series and the sequel to Mega Man: The Power Battle. Along with numerous improvements and changes, this entry also introduces the mysterious alien Duo (from the then-upcoming Mega Man 8) as a fourth playable character.

Overview

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Mega Man 2: The Power Fighters (known in Japan as Rockman 2: The Power Fighters) is a 2D sci-fi platformer-fighting game developed and released by Capcom for arcades (using their CP System II hardware) on July 8, 1996.

The sequel to the 1995 game Mega Man: The Power Battle, The Power Fighters updates the overall look-and-feel of the original while featuring a new assortment of three "courses" (now called "Stories", each with a new set of Robot Masters and other bosses), new special attacks and assist characters, new voice-acting, and the addition of a fourth playable character: Duo (a supporting character from the then-upcoming Mega Man 8).

Unlike the previous game, The Power Fighters has an overarching story with three story paths. The lore involves Dr. Light's laboratory being attacked by Dr. Wily's robots, who have stolen valuable research and kidnapped housekeeper robot Roll. As Mega Man, mysterious ally Proto Man, rebelling rival Bass, or newcomer alien Duo, players must either search for Dr. Willy's whereabouts, rescue Roll, or recover Dr. Light's research following-up to infiltrating Dr. Wily's fortress.

The game received an updated handheld port for the Neo Geo Pocket Color as Rockman Battle & Fighters. It was also included in two 2004 compilations: the overseas Mega Man Anniversary Collection and the Japanese Rockman Power Battle Fighters.

Gameplay

Characters

Mega Man, Proto Man, and Bass all return from Mega Man: The Power Battle, while Duo is a new addition. Unlike the predecessor, each character now has unique techniques to differentiate themselves from the others:

  • Mega Man - Known as Rockman in the Japanese version. His Dash Technique is a long-ranged knee slide. His Charge Attack is the "Mega Upper", which is a rising uppercut similar to the "Shoryuken" technique in the Street Fighter series. His support character is Rush, who attacks with Rush Jet strikes when Mega Man uses his Charge Shot. Mega Man can also bounce on Rush to jump higher.
  • Proto Man - Known as Blues in the Japanese version. His Dash Technique allows him to deflect projectiles with his Proto Shield. His Charge Attack is the "Proto Strike", which is a powerful short-ranged burst of energy. His support character is Beat, who gives him an invincibility barrier.
  • Bass - Known as Forte in the Japanese version. His Dash Technique can be performed mid-air. His Charge Attack is the "Crescent Kick", which is a somersault kick similar to the "Flash Kick" technique in the Street Fighter series. His support character is Treble, who attacks with both a mouth cannon (along with Bass's normal shots) and a high-speed dash (along with both of Bass's Charge attacks).
  • Duo - Unlike the rest of the cast, his Shot attacks have shorter range and greater damage. His Dash Technique is a shoulder charge that can damage enemies in his path. His Charge Attack is the "Giant Knuckle", which is a standing uppercut that flings the enemy upwards (which can be followed up with a second attack that jumps up and slams the enemy back down). Like Proto Man, his support character is Beat, who gives him an invincibility barrier.

Upgrades

As players progress through each Story, they will eventually encounter a small story segment, which grants a specific Story-related upgrade:

  • In "Search for Wily!", the upgrade enhances the player's Charge Attack.
  • In "Rescue Roll!", the upgrade increases the player's maximum Weapon Energy while enhancing their Charge Shots.
  • In "Recover the New Parts!", the upgrade gives the player a new "Super Jump" technique where, by holding Up on the joystick while jumping, performs a higher jump.

Stories

Unlike the previous game, where each Course corresponds to specific entries in the Mega Man series, The Power Fighters have all three Stories featuring a variety of Robot Masters from the first seven main entries of the series. Each Story has some minor differences other than the assortment of Robot Masters, including the bonus upgrade that is given, the sub-boss fought, and the enemy accompanying the Wily Machine.

Robot Masters that do not from the previous game are Ice Man, Crash Man, Wood Man, Magnet Man, Dust Man, Freeze Man, Junk Man, Cloud Man, and Turbo Man. In addition the VAN Pookin sub-boss does not return.

Search for Wily!

This story path focuses on finding Dr. Wily's whereabouts by defeating some of his Robot Masters.

Heat Man, Gyro Man, and Plant Man are returning characters from The Power Battle.

  • Bubble Man (DWN-011) - Gives "Bubble Lead". Weak to "Shadow Blade".
  • Heat Man (DWN-015) - Gives "Atomic Fire". Weak to "Bubble Lead".
  • Shadow Man (DWN-024) - Gives "Shadow Blade". Weak to "Centaur Arrow".
  • Gyro Man (DWN-036) - Gives "Gyro Attack". Weak to "Plant Barrier".
  • Centaur Man (DWN-042) - Gives "Centaur Arrow". Weak to "Gyro Attack".
  • Plant Man (DWN-045) - Gives "Plant Barrier". Weak to "Atomic Fire".

This Story includes Mad Grinder from Mega Man 7 as the sub-boss (who is weak to "Centaur Arrow"). The Wily Machine is weak to "Bubble Lead" and uses a Shield Attacker enemy for support, while the Wily Capsule is weak to "Shadow Blade".

Rescue Roll!

This story path focuses on finding rescuing Roll by defeating some of Dr. Wily's Robot Masters.

Cut Man, Slash Man, and Shade Man are returning characters from The Power Battle.

  • Cut Man (DLN-003) - Gives "Rolling Cutter". Weak to "Slash Claw".
  • Elec Man (DLN-008) - Gives "Thunder Beam". Weak to "Power Stone".
  • Dive Man (DWN-031) - Gives "Dive Missile". Weak to "Thunder Beam".
  • Stone Man (DWN-035) - Gives "Power Stone". Weak to "Crush Noise".
  • Slash Man (DWN-054) - Gives "Slash Claw". Weak to "Dive Missile".
  • Shade Man (DWN-055) - Gives "Crush Noise". Weak to "Rolling Cutter".

This Story includes Yellow Devil from Mega Man as the sub-boss (who is weak to "Thunder Beam"). The Wily Machine is weak to "Slash Claw" and uses a Tripropellan enemy for support, while the Wily Capsule is weak to "Thunder Beam".

Recover the New Parts!

This story path focuses on finding Dr. Light's stolen research by defeating some of Dr. Wily's Robot Masters.

Guts Man, Gemini Man, and Napalm Man are returning characters from The Power Battle.

  • Guts Man (DLN-004) - Gives "Super Arm". Weak to "Napalm Bomb".
  • Air Man (DWN-010) - Gives "Air Shooter". Weak to "Super Arm".
  • Quick Man (DWN-012) - Gives 'Quick Boomerang". Weak to "Air Shooter".
  • Gemini Man (DWN-019) - Gives "Gemini Laser". Weak to "Pharaoh Wave".
  • Pharaoh Man (DWN-028) - Gives "Pharaoh Wave". Weak to "Quick Boomerang".
  • Napalm Man (DWN-039) - Gives "Napalm Bomb". Weak to "Gemini Laser".

This Story includes Mech Dragon from Mega Man 2 as the sub-boss (who is weak to "Quick Boomerang"). The Wily Machine is weak to "Super Arm" and uses a smaller version of the Mech Dragon for support, while the Wily Capsule is weak to "Air Shooter".

Soundtrack

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The soundtrack for Mega Man 2: The Power Fighters was released on September 21, 1996. It was called Rockman 2: The Power Fighters.

  1. Opening
  2. Player Select
  3. Course Select
  4. Vs. - Stage Start
  5. Plant Man
  6. Bubble Man
  7. Heat Man
  8. Gyro Man
  9. Centaur Man
  10. Shadow Man
  11. Stage Clear
  12. Get Weapon
  13. Cut Man
  14. Dive Man
  15. Stone Man
  16. Roll Rescue
  17. Elec Man
  18. Shade Man
  19. Slash Man
  20. Ranking
  21. Napalm Man
  22. Gemini Man
  23. Guts Man
  24. Reclaiming of the Neo Parts
  25. Air Man
  26. Quick Man
  27. Pharaoh Man
  28. Vs. - Wily
  29. Mad Grinder
  30. Yellow Devil
  31. Mecha Dragon
  32. Wily Machine
  33. WIly Capsule
  34. Continue
  35. Game Over
  36. Escape
  37. Rockman: Ending 1
  38. Rockman: Ending 2
  39. Blues: Ending
  40. Forte: Ending 1
  41. Forte: Ending 2
  42. Duo: Ending 1
  43. Duo: Ending 2
  44. S.E. Collection