Ivory wrote:
Weakness Orders? Who needs them.
I don't! In a typical first playthrough, I never know what's what! I have to figure it out myself...and for some reason, I'm wrong more often than not.
Anyways, on those rare more-than-one-playthrough occasions, I typically took out different RMs first off. Lemme explain.
Mega Man: Either Cut-Man or Bomb-Man. Cut-Man's weapon is decent, and both are great for taking out those particularly annoying masters.
Mega Man 2: Flash-Man. He's so easy to dodge.
Mega Man 3: Hard-Man or Top-Man. See Cut/Bomb.
Mega Man 4: Toad-Man. I fight I can do in my sleep, and a pretty easy level, for such a great weapon? Sign me up!
Mega Man 5: Gravity-Man. It was a difficult/disorienting fight, but I managed to defeat him first. Not that I was trying to, I just had a boatload of extra lives.
Mega Man 6: Knight-Man. HEE WAZZ SO SEEMPELL.
Mega Man 9: Galaxy-Man. I found the stages in this game difficult, and he was the first one I reached. I had to start somewhere, so I kept oging back until I won.
Mega Man 10: Sheep-Man or Pump-Man. Their randomness is sorta annoying, but you can get used to it, and, again, their weapons are pretty good (for the billionth time, T-Wool wouldn't suck if it didn't have so little ammo) .
Rockman No Constancy: Flash-Man. Despite his slopier room and bigger bullets, he's pretty much the same--and considering how I still can't beat a lot of the stages, I don't have much choice.
Mega Man Rocks!: Repair-Man. His pattern was very simple, so I was able to easily charge-shot him to death.