Chaos Jester25
He/Him- 886
- 289
I’m back with another Mega Man crt and I’m going to make ability revisions(additions and removals) for Proto Man, Bass, Roll and Duo. Rock is not here because he probably has enough stuff to get his own crt so I’m only going to stick with these four for now. This is going to be a long one so I used the Spoiler tag feature to separate the four characters so the op isn't just one big wall of text. With that being said, let's start.
Lastly, every character listed here should get Vehicular Mastery: All of them are capable of holding their own in the Battle & Chase kart racing competition, which has the drivers maneuver through multiple obstacle filled courses with stuff like sharp turns, enemies and other hazards.
That will be all for now.
(Non-Combat Applicable) Teleportation: He can become a beam of light to teleport in and out of areas.
Bodily Weaponry:He has an arm cannon
Attack Reflection: His Proto Shield can reflect projectiles.
Flight:He can fly using the Proto Jet
Summoning: He can summon Beat
Toon Force and Elasticity:He can recover from being crushed flat by the mad grinder
Power Mimicry:He can copy the power of defeated robots.
Weapon Creation: His variable weapon system allows him to recreate the materials or weapons needed to use copy abilities, For example, when he copies Shadow Blade his Variable Weapon System allows him to create a shuriken out of thin air.
Earth Manipulation: Via Super Arm and Power Stone
Explosion Manipulation:Via Magnet Missile and Commando Bomb
Sound Manipulation and Sound Absorption:Via Noise Crush(It allows him to launch damaging sound waves as well as absorb them)
Homing Attack(In his standard equipment tabber):Via Dive Missile(It’s a homing missile)
Air Manipulation(In his standard equipment tabber): Via Air Shooter
Resistance to Petrification: He can break out of being petrified.
Proto Man’s Absolute Zero should be removed. There are only two ice weapons in the classic series that reach AZ temperatures and Proto Man has neither. The coldest weapon he can use only reaches 200 degrees below zero.
Bodily Weaponry:He has an arm cannon
Attack Reflection: His Proto Shield can reflect projectiles.
Flight:He can fly using the Proto Jet
Summoning: He can summon Beat
Toon Force and Elasticity:He can recover from being crushed flat by the mad grinder
Power Mimicry:He can copy the power of defeated robots.
Weapon Creation: His variable weapon system allows him to recreate the materials or weapons needed to use copy abilities, For example, when he copies Shadow Blade his Variable Weapon System allows him to create a shuriken out of thin air.
Earth Manipulation: Via Super Arm and Power Stone
Explosion Manipulation:Via Magnet Missile and Commando Bomb
Sound Manipulation and Sound Absorption:Via Noise Crush(It allows him to launch damaging sound waves as well as absorb them)
Homing Attack(In his standard equipment tabber):Via Dive Missile(It’s a homing missile)
Air Manipulation(In his standard equipment tabber): Via Air Shooter
Resistance to Petrification: He can break out of being petrified.
Proto Man’s Absolute Zero should be removed. There are only two ice weapons in the classic series that reach AZ temperatures and Proto Man has neither. The coldest weapon he can use only reaches 200 degrees below zero.
(Non Combat Applicable)Teleportation:Bass can take the form of a beam of light and teleport in and out of areas.
Aura(explosive): He can surround his body in a green aura.
Summoning:He can summon his dog, Treble to assist him in battle
Bodily Weaponry:He has an arm cannon
Power Mimicry:Similar to Rock, Bass can copy the powers of defeated robots.
Earth Manipulation: via Super Arm and Power Stone.
Sound Manipulation and Absorption: via Noise Crush(It allows him to launch damaging sound waves as well as absorb them)
Water Manipulation(In his Standard Equipment tabber): Via Bubble Lead
Homing Attack:Via Dive Missile.
Air Manipulation: Via Tengu Blade and Air Shooter
Toon Force and Elasticity:He can recover from being crushed flat by the Mad Grinder.
Abilities granted via optional Equipment:
Information Analysis:Via the E. Analyzer and the CD Counter The E. Analyze item allows him to analyze enemy weak points and the CD counter item allows him to analyze an area to find missing CDs
Rage Power: The C.Attack item when bought grants Bass a power boost when on low health.
Intangible attacks: The Hyper Buster item grants his buster shots a low level of intangibility that allows them to fly through walls or terrain.
Absorption:The D. Absorb item allows him to absorb damage and use it to restore a little bit of his health.
Summoning: The I. Present item allows him to summon small containers that have energy capsules inside.
Bass’ AZ should be removed: Bass’ AZ comes from the Ice Wall which is a weapon that allows him to create a small wall of ice at AZ temperatures. This weapon can not be used to freeze others so it can’t negate durability. Rock’s AZ was removed for the same reason. I don’t see why Bass’ Ice Wall would be any different.
I would also like to propose a minor adjustment to his AP section. I feel Bass’ AP section should say “higher with Super Adapter” considering the fact that Bass fused with Treble(Another 5-A character) should logically be stronger than base form Bass.
Aura(explosive): He can surround his body in a green aura.
Summoning:He can summon his dog, Treble to assist him in battle
Bodily Weaponry:He has an arm cannon
Power Mimicry:Similar to Rock, Bass can copy the powers of defeated robots.
Earth Manipulation: via Super Arm and Power Stone.
Sound Manipulation and Absorption: via Noise Crush(It allows him to launch damaging sound waves as well as absorb them)
Water Manipulation(In his Standard Equipment tabber): Via Bubble Lead
Homing Attack:Via Dive Missile.
Air Manipulation: Via Tengu Blade and Air Shooter
Toon Force and Elasticity:He can recover from being crushed flat by the Mad Grinder.
Abilities granted via optional Equipment:
Information Analysis:Via the E. Analyzer and the CD Counter The E. Analyze item allows him to analyze enemy weak points and the CD counter item allows him to analyze an area to find missing CDs
Rage Power: The C.Attack item when bought grants Bass a power boost when on low health.
Intangible attacks: The Hyper Buster item grants his buster shots a low level of intangibility that allows them to fly through walls or terrain.
Absorption:The D. Absorb item allows him to absorb damage and use it to restore a little bit of his health.
Summoning: The I. Present item allows him to summon small containers that have energy capsules inside.
Bass’ AZ should be removed: Bass’ AZ comes from the Ice Wall which is a weapon that allows him to create a small wall of ice at AZ temperatures. This weapon can not be used to freeze others so it can’t negate durability. Rock’s AZ was removed for the same reason. I don’t see why Bass’ Ice Wall would be any different.
I would also like to propose a minor adjustment to his AP section. I feel Bass’ AP section should say “higher with Super Adapter” considering the fact that Bass fused with Treble(Another 5-A character) should logically be stronger than base form Bass.
Before I get to the ability stuff I want to add a piece of equipment to her profile. The Pop n Beat(Roll's Car from Mega Man Battle & Chase) should be added to her optional equipment. With the Pop N Beat, Roll would have a solid 5-A rating considering the fact that this car has a spin attack which is strong enough to harm Post Stardroid Invasion Rush(Watch the bottom screen, you can see Rush spinning out after Roll hits him)
Abilities that should be added:
Forcefield Creation and Statistics Amplification: The Yashichi allows her to create a shield that surrounds her and damages anything that comes into contact with it. It also increases her speed.
Explosion manipulation: She can create explosive mines.
Power Nullification: The Blocker item allows the user to nullify the opponent's special skill. As you can see the in the clip, when roll gets hit by the item, her special skill bar(the bar next to her portrait) gets blocked off and she can't use her special skill temporarily. Roll is capable of using this item as seen here, where she uses it on Rock and he can't fire his buster.
Transmutation: The Mine Transformer can turn enemies into land mines.
Summoning: the Lightning Bolt item allow her to summon a Kaminari Kaguro(You can see Ice Man getting hit by the item on the bottom screen), which strikes the opponent with a lightning bolt and decreases the speed of anyone hit.
Resistance to Corruption(Type 2):The Robenza virus is a virus that causes a robot infected to go berserk. Despite the fact that Roll was infected with the virus, she never went out of control and she had the virus for over a month.
Roll’s Ability removals:
This is an issue that I've seen people mention but not actually fixed yet. Why does Roll have a composite profile with abilities from non canon crossovers on it? A lot of Roll’s abilities come from either Marvel vs Capcom or Tatsunoko vs Capcom and the following abilities should be removed due to coming from non canon crossovers:
Fire Manipulation(Comes from TvC)
Healing(Comes from TvC)
Explosion Manipulation(Comes from MvC)
Energy Projection(Comes from MvC)
Air Manipulation(Comes from MvC)
Summoning(Comes from MvC)
Water Manipulation(Comes from TvC)
Fusionism(Comes from MvC)
Flight(Comes from TvC)
Resistance to Absolute Zero:This isn’t from a crossover game but I still think it’s invalid. I don’t know exactly where this comes from but I presume it comes from Mega Man Powered Up.In that game Roll can survive Ice Man’s Ice Slasher without freezing. Ice Man’s ice only reaches 200 degrees below Zero, meaning that Roll would just have a normal Ice Manipulation resistance instead of an AZ resistance
Abilities that should be added:
Forcefield Creation and Statistics Amplification: The Yashichi allows her to create a shield that surrounds her and damages anything that comes into contact with it. It also increases her speed.
Explosion manipulation: She can create explosive mines.
Power Nullification: The Blocker item allows the user to nullify the opponent's special skill. As you can see the in the clip, when roll gets hit by the item, her special skill bar(the bar next to her portrait) gets blocked off and she can't use her special skill temporarily. Roll is capable of using this item as seen here, where she uses it on Rock and he can't fire his buster.
Transmutation: The Mine Transformer can turn enemies into land mines.
Summoning: the Lightning Bolt item allow her to summon a Kaminari Kaguro(You can see Ice Man getting hit by the item on the bottom screen), which strikes the opponent with a lightning bolt and decreases the speed of anyone hit.
Resistance to Corruption(Type 2):The Robenza virus is a virus that causes a robot infected to go berserk. Despite the fact that Roll was infected with the virus, she never went out of control and she had the virus for over a month.
Roll’s Ability removals:
This is an issue that I've seen people mention but not actually fixed yet. Why does Roll have a composite profile with abilities from non canon crossovers on it? A lot of Roll’s abilities come from either Marvel vs Capcom or Tatsunoko vs Capcom and the following abilities should be removed due to coming from non canon crossovers:
Fire Manipulation(Comes from TvC)
Healing(Comes from TvC)
Explosion Manipulation(Comes from MvC)
Energy Projection(Comes from MvC)
Air Manipulation(Comes from MvC)
Summoning(Comes from MvC)
Water Manipulation(Comes from TvC)
Fusionism(Comes from MvC)
Flight(Comes from TvC)
Resistance to Absolute Zero:This isn’t from a crossover game but I still think it’s invalid. I don’t know exactly where this comes from but I presume it comes from Mega Man Powered Up.In that game Roll can survive Ice Man’s Ice Slasher without freezing. Ice Man’s ice only reaches 200 degrees below Zero, meaning that Roll would just have a normal Ice Manipulation resistance instead of an AZ resistance
Non-Physical Interaction: He can hold energy in the palm of his hand. He does it a second time in Mega Man 2 The Power Fighters.
Clairvoyance:Duo is able to see into the minds of others and look through their memories. He is also able to sense the amount of justice an individual has.
Energy Manipulation: One of his attacks involves coating his fist in blue energy and striking the ground.
Summoning: He can summon Beat to shield him.
Teleportation: He should have it for the same reason as Proto Man and Bass.
Bodily Weaponry: He has an arm cannon
Toon Force and Elasticity:He can recover from being flattened by the Mad Grinder.
Power Mimicry:Duo can copy the powers of defeated robots. He does it multiple times throughout Mega Man 2 the power fighters.
Weapon Creation: He should have it for the same reason as Proto Man.
Water Manipulation: Via Bubble Lead
Fire Manipulation: Via Atomic Fire
Forcefield Creation: Via Plant Barrier
Noise Manipulation and Noise Absorption: Via Noise Crush(It allows him to launch damaging sound waves as well as absorb them)
Earth Manipulation:Via Power Stone and Super Arm
Electricity Manipulation: Via Thunder Beam
Homing Attack: via Dive Missile
Explosion Manipulation: Via Dive Missile and Napalm Bomb
Air Manipulation:via Air Shooter
Resistance to Radiation Manipulation: As an intergalactic space officer, Duo should have a resistance to cosmic radiations considering the fact that he constantly flies through space without harm.
Clairvoyance:Duo is able to see into the minds of others and look through their memories. He is also able to sense the amount of justice an individual has.
Energy Manipulation: One of his attacks involves coating his fist in blue energy and striking the ground.
Summoning: He can summon Beat to shield him.
Teleportation: He should have it for the same reason as Proto Man and Bass.
Bodily Weaponry: He has an arm cannon
Toon Force and Elasticity:He can recover from being flattened by the Mad Grinder.
Power Mimicry:Duo can copy the powers of defeated robots. He does it multiple times throughout Mega Man 2 the power fighters.
Weapon Creation: He should have it for the same reason as Proto Man.
Water Manipulation: Via Bubble Lead
Fire Manipulation: Via Atomic Fire
Forcefield Creation: Via Plant Barrier
Noise Manipulation and Noise Absorption: Via Noise Crush(It allows him to launch damaging sound waves as well as absorb them)
Earth Manipulation:Via Power Stone and Super Arm
Electricity Manipulation: Via Thunder Beam
Homing Attack: via Dive Missile
Explosion Manipulation: Via Dive Missile and Napalm Bomb
Air Manipulation:via Air Shooter
Resistance to Radiation Manipulation: As an intergalactic space officer, Duo should have a resistance to cosmic radiations considering the fact that he constantly flies through space without harm.
Lastly, every character listed here should get Vehicular Mastery: All of them are capable of holding their own in the Battle & Chase kart racing competition, which has the drivers maneuver through multiple obstacle filled courses with stuff like sharp turns, enemies and other hazards.
That will be all for now.
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