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Rockman & Community => Rockman Series => Original => Topic started by: Karasai♪ on August 21, 2011, 11:13:37 PM

Title: Did they ever explain the Wild Coil thing?
Post by: Karasai♪ on August 21, 2011, 11:13:37 PM
Why is Shade Man weak to Wild Coil?

Was Capcom just lazy?
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Ace DeSpade on August 22, 2011, 01:34:41 AM
We've seen worse.

Though I just use Super Arm. Damages him more.

Also, the fact Burst Man (READ: Water elemented boss) is weak to Scorching Wheel (READ: Fire weapon) should raise some questions, too.
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Satoryu on August 22, 2011, 02:51:01 AM
Why is Shade Man weak to Wild Coil?

Cause everyone else was weak to the other 7 weapons.

Though I just use Super Arm. Damages him more.

Also, the fact Burst Man (READ: Water elemented boss) is weak to Scorching Wheel (READ: Fire weapon) should raise some questions, too.

That's cause you're not charging Wild Coil and making it bounce higher. And Burst Man is just as weak to ice as he is to fire. In fact I think Freeze Cracker might do 1 more damage than Scorch Wheel.

Mega Man weaknesses just don't make sense sometimes. If they did, we wouldn't have four (off the top of my head) fire bosses weak to ice.
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Solar on August 22, 2011, 02:56:47 AM
But those do make sense. You shoot ice at them and it melts because they're fire, turning into water, and as we all know water>fire.
>.>
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Hypershell on August 22, 2011, 03:10:33 AM
All depends on the strength/quantity of the fire and ice involved, I'd say.

Everyone has to be weak to something, whether expected or not, and that certainly didn't start with 7.  What advantage does a top have over a ninja, again?
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Rin on August 22, 2011, 03:42:09 AM
What advantage does a top have over a ninja, again?
It probably has something to do with ancient arcana of ninjutsu. Like for example, being a ninja makes you weak to people gay-spinning right into your stupid face.
That or Shadowman is a complete wuss.
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Gotham Ranger on August 22, 2011, 06:42:03 AM
All depends on the strength/quantity of the fire and ice involved, I'd say.

Everyone has to be weak to something, whether expected or not, and that certainly didn't start with 7.  What advantage does a top have over a ninja, again?
Mother [tornado fang]er, have you seen the damage Battle Tops can cause?!
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Sakura Leic on August 22, 2011, 07:06:57 AM
Is there really a rational explanation for the weaknesses in megaman games?  I mean for crying out loud Crystal Man is weak to Gyro Blade, I mean sure he isn't made out of diamonds but helicopter blades shouldn't exactly be able to cut crystal that easy.  Of course they should be super sharp and thrown at the right velocity who knows point is it's a bit weird.  I would have expected fire to be Crystal Man's weakness but then again only Napalm Man can pull it off but he's more in the explosive department anyway.
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Hypershell on August 24, 2011, 01:22:39 AM
Mother [tornado fang]er, have you seen the damage Battle Tops can cause?!
The strongest tops I've seen involve fox magic.
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Gaia on August 24, 2011, 02:53:21 AM

Also, the fact Burst Man (READ: Water elemented boss) is weak to Scorching Wheel (READ: Fire weapon) should raise some questions, too.

From my standpoint, BURSTman is most likely made up of explosive chemicals that are used for his dangerous Bubble Wrap weapon. any hint of fire can set off a molecular chain reaction on the right moment would send the victim ablaze. Ice would also most likely freeze those chemicals, as they might possibly be liquified nitrogen (and we know how explosive nitrogen gets when it comes into contact with H2o). And we know Dr. Wly has a fondness of that.

There's SCIENCE involved with Burst Man, ya know~
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Hypershell on August 24, 2011, 03:22:24 AM
It certainly sounds a lot cooler than some guy trying to float you into a spiked ceiling...
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Waifu on August 24, 2011, 06:54:07 PM
But what is Spiked Wall Man's weakness?  8D


On a serious note, some weaknesses confuse me as well. How is the Time Stopper just won't wrk on some bosses, I mean you can stop time for crying out loud.
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Zan on August 24, 2011, 08:22:54 PM
Wily's robots are equipped with safeguards against FlashMan's weapon. It so happens to be defected inside Quick Man.
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Splash on August 24, 2011, 11:34:40 PM
Maybe because it's silver?  o~O
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Sakura Leic on August 25, 2011, 12:02:40 AM
Maybe because it's silver?  o~O
That only works with Were-Wolves.
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Sapphire Knight on August 25, 2011, 01:35:29 AM
That only works with Were-Wolves.
It also works on vampires (according to Blade).
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Sakura Leic on August 25, 2011, 01:52:42 AM
It also works on vampires (according to Blade).
Huh that's kinda weird.
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Sapphire Knight on August 25, 2011, 02:10:27 AM
Huh that's kinda weird.
Yeah, but I ain't arguing with a half-vampire that could kick my ass 6 ways from Sunday.
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Hypershell on August 25, 2011, 02:15:01 AM
But what is Spiked Wall Man's weakness?  8D
Going by X6 logic, I'd bank on either Shadow Blade, or Barrier Man's weapon.

Wily's robots are equipped with safeguards against FlashMan's weapon. It so happens to be defected inside Quick Man.
Too bad Albert didn't think to do the same with his Pseudoroids.
Title: Re: Did they ever explain the Wild Coil thing?
Post by: OBJECTION MAN on August 25, 2011, 04:56:22 AM
It's obvious. The wild coil, if used properly, can reach high heights which is advantageous to hit flying enemies. It also covers a lot of vertical ground since it bounces.
Title: Re: Did they ever explain the Wild Coil thing?
Post by: IQ-0 on August 26, 2011, 07:09:38 PM
Megaman 10 was the only game I can think of where all weaknesses made sense

Thunder/Electricy (Sheep) > Water (Pump) > Fire (Scorch) > Ice (Chill) > Wheels/Spikes (Nitro) > Soldier/Bomb (Commando) > Sword (Blade) > Rubber (Strike) > Thunder/Electricity (Sheep)

actually Megaman 1 should count too

Rock (Guts) > Scissors (Cut) > Electricity/Wire (Elec) > Ice/Water (Ice) > Fire (Fire) > Bomb (Bomb) > Rock (Guts)
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Blackhook on August 26, 2011, 08:57:16 PM
I never understood how Time Stopper can hurt Quickman...It stops time and..that's it, people shouldn't feel that. Would be cool if you could go Dio Brando in Megaman 2 and shoot projectiles that would freeze in midair until the effect wears off and all projectiles hit the enemy at once...


I like how the weapons in Megaman and Bass had some creative usage.
Push Burnerman in a bed of Spikes with Ice wall
Burst PirateMan's bubble while his spinning..also when the Water level is really low you'll find out that the Wave Burner does a lot of damage to him...
Copy Vision absorbs the electric orbs of Dynamo Man, not allowing him to use his strongest attack.
Blast Ground Man out of the ground!
Cut the deck(And MagicMan too)!
Pierce the heavens!

MnB did it really cleverly with some wepons. You don't spam the weapon for a quick win, you wait for the right moment to cause the biggest damage.
MM9 was close redoing this with how Black hole bomb absorbs the Jewel satelite and how Tornado man's weapon puts out Magma Man's fire.


Title: Re: Did they ever explain the Wild Coil thing?
Post by: zuschzero on August 26, 2011, 11:49:18 PM
Megaman 10 was the only game I can think of where all weaknesses made sense

Nitro to Commando? Commando to Blade? Strike to Sheep?
These absolutely makes no sense. Megaman 1 was the only game where every weaknesses made sense.

I never understood how Time Stopper can hurt Quickman...It stops time and..that's it, people shouldn't feel that.

Quickman loves to moving fast, and since the Time Stopper stops him entirely, he can't move at all and he don't like it.

MnB did it really cleverly with some wepons. You don't spam the weapon for a quick win, you wait for the right moment to cause the biggest damage.
MM9 was close redoing this with how Black hole bomb absorbs the Jewel satelite and how Tornado man's weapon puts out Magma Man's fire.

If we're talking about those:
-Rain Flush destroys Skullman's barrier, Ring Boomerang and a well placed and timed Drill Bomb pierces through it.
-Rain Flush can hurt Drillman while he is in the ground.
-Rain Flush can hurt Dustman while he does his sucking attack.
-Skull Barrier absorbs every type of robot master's projectiles, except Skull Barrier and Drill Bomb.
-As far as I know, Water Wave and Star Crush absorbs every type of robot master's projectiles (no idea on the possible exceptions)
-Black Hole Bomb sucks almost every type of robot master's projectiles (exceptions are Black Hole Bomb, Concrete Shot, Tornado Blow)
-Jewel Satellite only absorbs Hornetman's little hornets and Plug Ball.
-Charged Magma Bazooka erases Magmaman's shoots!
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Flame on August 27, 2011, 12:36:28 AM
It hurts Quickman because his anti-Flash Stopper equipment is defective.

Ariga himself tackled the issue actually...

(http://img148.imageshack.us/img148/6638/1262886800.jpg)
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Waifu on August 27, 2011, 04:10:46 AM
What about Mega Man 4 Bosses?
Title: Re: Did they ever explain the Wild Coil thing?
Post by: IQ-0 on August 27, 2011, 08:37:58 AM
Nitro to Commando? Commando to Blade? Strike to Sheep?
These absolutely makes no sense. Megaman 1 was the only game where every weaknesses made sense.

Nitro to Commando = Commando represents a person and he just got ran over.
Commando to Blade = the bomb is mightier than the sword when it explodes.
Strike to Sheep = Rubber nulifies electricity.
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Reaperoid on August 27, 2011, 09:18:13 AM
Commando Bomb has that shock wave effect.
Blademan grips to walls.
...
Go figure?
Title: Re: Did they ever explain the Wild Coil thing?
Post by: zuschzero on August 27, 2011, 12:48:35 PM
Strike to Sheep = Rubber nulifies electricity.

That's a good one!

What about Mega Man 4 Bosses?

Toad to Bright: Brightman works with electricity, Rain Flush is water, so yeah.
Bright to Pharaoh: Pharaohman has very sensitive eyes to be able to see in dark places, but this also makes him weak to strong lights like the Flash Stopper.
Pharaoh to Ring: No idea.
Ring to Dust: Ring fills his vacuum cleaner device.
Dust to Skull: No idea.
Skull to Dive: Good question.
Dive to Drill: Well, Drillman is diving into the ground, doesn't?
Drill to Toad: It's a bit morbid, but every animal is weak to Drill Bombs.
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Zan on August 27, 2011, 01:29:21 PM
Quote
It hurts Quickman because his anti-Flash Stopper equipment is defective.

Ariga himself tackled the issue actually...

Not just Ariga. Capcom. I addressed the matter much earlier in the thread...only for the question to be raised again. Go figure.
Title: Re: Did they ever explain the Wild Coil thing?
Post by: Sapphire Knight on August 27, 2011, 05:25:01 PM
Pharaoh to Ring: No idea.

Dust to Skull: No idea.

Skull to Dive: Good question.

OOH! OOH! I think I think I can figure those out!

Pharaoh to Ring: Ringman being fast, I imagine he's rather light-weight, so a heavy impact, which I imagine Pharaoh Shot to be (especially when fully charged), would be a bad thing for him. I also imagine that he overheats easily, since Pharaoh Shot is a fireball, and, in his appearance in Megaman 10, he's weak to Solar Man's Solar Blaze.

Dust to Skull: Looking at Skullman's design, there are weak points in his armor, which I would assume the Dust Crusher's shrapnel hits when it explodes.

Skull to Dive: Since one of his attacks is to RAM you, he's charging head-first into a barrier. Hmm. Bug on a windshield anyone?