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!