Alright! My Classes tier list is FINALLY DONE!!
Any thoughts are appreciated, so the tier list can be more and more “accurate”.
Heres basicly the Master version of the tier list. (Props to Savior for making this. I barely have time to do it)
Skullman: A+
Airman: A
Blizzardman: A
Tomahawkman: A
Punk: A
Fireman: A-
Dustman: A-
Timeman: B+
Crashman: B+
Needleman: B+
Diveman: B+
Gyroman: B+
Napalmman: B+
Flameman: B+
Knightman: B+
Springman: B+
Gutsman: B
Bubbleman: B
Geminiman: B
Hardman: B
Shadowman: B
Toadman: B
Waveman: B
Chargeman: B
Burstman: B
Slashman: B
Dr.Wily: B
Elecman: B-
Flashman: B-
Pharaohman: B-
Ringman: B-
Gravityman: B-
Yamatoman: B-
Centaurman: B-
Cloudman: B-
Shademan: B-
Turboman: B-
Ballade: B-
Protoman: B-
Bombman: C+
Quickman: C+
Heatman: C+
Brightman: C+
Starman: C+
Crystalman: C+
Enker: C+
Megaman: C
Cutman: C
Oilman: C
Woodman: C
Topman: C
Drillman: C
Plantman: C
Junkman: C
Magnetman: C-
Freezeman: C-
Quint: C-
Iceman: D+
Stoneman: D+
Windman: D+
Bass: D+
Sparkman: D-
Snakeman: E+
Metalman: E
Mega Man 1
Megaman: C
Alright, here is your regular standard class to use. Nothing good about him or anything bad. His chargeable buster is pretty nice, scoring 50% damage. His alt is nice for escaping too. A thing about this class is that Megaman only attacks using his primary. But, that doesn’t stop him from being lowered. He along with Protoman and Bass can use pickup weapons.
Cutman: C
Now, Cutman is a class where jumping and mobility is excellent.His primary, the Rolling Cutter, you need to have excellent aiming for. It deals approximately 80% damage. His alt is meleeing enemies with his cutter. In my opinion, I think its kinda lame. I can never hit people with it unless they are exactly straight as Cutman. That leaves me to use Cutman’s primary most of the time. This is a very punishable class but does powerful damage.
Elecman: B-
I had a hard time choosing the ranking for Elecman. This is a pretty fast class, and his primary is shooting Thunder Beams that rip through opponents, doing nice damage. His alt is way too easy and weak to use though. Elecman’s alt is close range, which does weak damage to opponents. Personally, I dislike this class.
Iceman: D+
Poor, poor Iceman. He is only good for multiplayer modes. His primary, the Ice Slasher, has slower firing rate than the original one. It does decent damage, but it is slow. His alt is using the Icicle Storm. His alt sucks. People aren’t stupid to run into it either, because it almost NEVER hits opponents! It does heavy damage though, so I guess it balances out... maybe?
Fireman: A-
This is a nice, straightforward class that is one of my mains. His primary is a fast projectile with fast firing rate has a big hitbox that is sort of hard to dodge and does nice damage. His alt is slow. It is pillars of fire that travel slowly but do HUGE damage. Good for surprise attacks.
Bombman: C+
This class has excellent aiming that is easy to use. His primary is first picking up a bomb, then throwing it at someone, damaging them. His alt sucks though. He first must use his primary to pick up a bomb, then press your secondary button to use it. It is just like the original, but MAY have less delay time. This class is good for beginners.
Gutsman: B
This class is slow and defensive. His rocks are pretty powerful, but you need to be a good aimer to use them effectively, and maybe when score some ohkos. Its also a nice surprise attack in some cases. His secondary is punching the opponent, much like Cutman’s secondary. If there is a difference between the two, can someone explain?
Oilman: C
This class has no secondary. Oilman depends on just his primary weapon, the Oil Slider. You can either shoot your oil at people, doing decent damage, or you can hug them by shooting oil on the floor, and then running over it. That process is very much like Turboman’s alt but slower. Oilman is at a low rating because it is very easy to see what he is going to do next. Very predictable class.
Timeman: B+
Timeman is a hard-to-use class, but he is good.
His primary can shoot horizontally like Springman’s primary, only it does not bounce and is very fast. And if you like you can use your mouse wheel to switch to his left hand, which shoots slower, but more powerful shots. Using Timeman’s left hand only lets you shoot one shot though, so it is hard to aim, it being slow and all.
His secondary is to make your opponents slower. It takes away all your weapon gauge, but it refills at a nice rate. Using this class’ primary and secondary, you can score in some deadly combos!
Mega Man 2
Metalman: E
This class is very,very,very hard to use and hardly anybody uses Metalman. He has no secondary, but a powerful primary that he…. Doesn’t make up for. His primary is throwing metal blades at a very fast rate at infinite ammo. It kills at four or five shots, depending on how the metal blades rip with each shot. Metalman sucks.
Airman: A
This class is good. Really good. First off, his mobility is nice. And his primary is just like the original, deadly at close range, shooting three air shooters. His secondary is like the one in Mega Man 2. He shoots like five or six random patterned air shooters. Good for mid-long range, doing really nice damage. This class is epic.
Bubbleman: B
I had such a hard time choosing this class for a rank. Bubbleman is like an all-around class… sort of. Bubbleman’s primary has a nice speed and weak damage. His secondary is Bubbles that you cannot aim in the air or down, just horizontally, being easy to dodge but a very powerful secondary. Being able to swim underwater is a great factor for him.
Quickman: C+
I know people are going to say this is a bad ranking for Quickman but still, him being too fast, its hard to get into real combat. His primary is a spammy close range weapon. But still, Quickman loses HP easily so that sometimes is not a good choice. His secondary is also made for close range (sort of), just three times the boomerang which is WEAK! I’m sorry, this class is UP. The only reason he isn’t REALLY terrible is because he can get away from punishable beatings nicely.
Crashman: B+
Crashman, another one of my mains. His jumping and mobility is fantastic, and his crash bombs are nice for slowing down enemies so you can pile up more damage so they can’t run much. His secondary, mines (what I like to call them) are good trapping weapons. This is a really good class. I guess the only thing bad about him is that he loses ammo quickly, but I almost never worry about that.
Flashman: B-
Meh, Flashman. Close range class. His alt is just too wild and awkward to aim at close range. Now his Alt, his alt sucks. Seriously, you freeze someone at close range. So what? During that time, you can’t even shoot your opponent. Both of you can then harm each other after the freeze wears off. Flashman’s alt is only good for teams and lms when there are other players who CAN attack the opponent in the freezing time. That’s the only reason why Flashman isn’t too up.
Heatman: C+
Heatman is a nice class to use for trapping, running away, and good damage. Although he could be higher on the ranking of his Atomic Fire was easier to aim. I always have to aim up in the air just to attack close range enemies. And his alt is horrible at being offensive. If you try to hug with his secondary, theres a great chance your opponent could counter. Imagine if that opponent was Cutman?
Woodman: C
Defensive, slow, powerful class. It is possible for Woodman to win a 1v1 towards an opponent. However, the opponent could just hunt Woodman down until his shield is gone, and then go in for damage. Woodman’s alt is nice at doing good damage though. So I classify that this class is both offensive and defensive, but on the slow side. Did I mention that Woodman’s Leaf Shield can survive ANYTHING IN THE GAME?! Even if you “fall too far” with the Leaf Shield on, you do not die. The Leaf Shield can survive anything.
Mega Man 3
Needleman: B+
Needleman is good at short range, mid range, and possible even long range. However since the nerf, he now first must charge and shoot. He also moves slowly in this tactic. His alt is really really strong though. Just keep that crosshair on your enemy and you are bound to be deadly.
Magnetman: C-
His homing system is the worst of the game. His secondary does not seem to help either in A LOT of situations. The only thing this class is good at is long range. Enemies can just go really close range to magnet and kill him.
Geminiman: B
He can summon a clone to do his bidding for him only once per death. However if the clone dies, Geminiman becomes a suckier version of Bubbleman. This class’ Gemini laser is the same as the original, so the player will have to get stuck with the Gemini buster in long open fields. However, if Geminiman and his brother are alive, watch out; they are a deadly duo in tight spaces and close range.
Hardman: B
This class more defensive than Woodman, and he is slow like Woodman. Hardman’s Hard Knuckle is a nerfed version of the original. This version does a 3hko. His alt is to stomp on people, doing huge damage. Sadly, Long range classes outclass this class.
Topman: C
Nice nerf YD. Now there is even MORE delay time for Topman when he uses his primary to OHKO. His secondary is still weak, and sort of easy to dodge. This class is a horrible close range. His strafing is also TOO SENSITIVE.
Snakeman: E+
Alas, Snakeman! This class has good mobility, but his primary does not make up for that AT ALL. His primary may be a buffed version of the original, but it still sucks. His search snakes now have a faster firing rate. Snakeman’s alt is climbing. I believe he is the only class to climb in this wad. He can also OHKO opponents at close range using it. Snakeman also cannot fight flying classes. Gyroman, for example rapes Snakeman.
Sparkman: D-
Another horrible class to use. Sparkman used to be OP, but now he is UP, thanks to his primary having more delay time. He can put people in place and 3hko, but the enemies can jump to get out of that situation. His secondary doesn’t seem to help much either, just Spark shot in different directions on ground level, which DO NOT HIT PEOPLE!
Shadowman: B
Ah, a decent close-range class! His Shadow Blade does deadly damage, and he can turn invisible! He is a great spy, and can score in some frags easily. He is also a nice jumper. He is NOT OP because he can’t do long-range and if you know your opponent is using Shadowman, you are more alert. Shadowman is a class I like to main too.
Mega Man 4
Brightman: C+
Meh, this class is pretty simple-like. His primary is the Bright Buster, which is like the Mega Buster I think…. Correct me if I’m wrong. Anyways, he can blind people using his secondary. That doesn’t stop Brightman from being a bad class to use. Brightman isn’t very defensive-like, so I guess that is what is missing to this class. If he had some small defense, then he would be ranked up a little bit.
Toadman: B
Toadman…. Toadman… how can I explain you? Basicly, his rain flush is close-mid range when he uses it all around him but he stands still when using it. That is a nerf from the original. His secondary it to do a great leap. I guess that is good for escaping, you know, being Toadman and all. His rain flush does a 3 or 4 hit ko.
Drillman: C
I do not like this class. I do not like Drillman at ALL. His primary… I don’t know if it’s a buff or nerf from the original, but now its spammy. It is still slow, so you can’t really hit people much. Using the original Drill Bomb, atleast you can decide when it can HIT people! Anyways, his alt is digging into the ground and damaging people by popping up underneath them. I don’t exactly know how much damage this does, maybe someone can tell me? Also, in Mega Man 4, Drillman did not make any noise in that game when underground. Why does he in classes?
Pharaohman: B-
Pharaohman is OK to use, I guess. He is pretty straightforward too. His Pharaoh Shot is just like the original I think…. Correct me on that statement. His alt is pretty nice too. He damages enemies using it. I do not know exactly HOW much though.
Ringman: B-
His primary is pretty nice. He can send out two boomerangs at his opponents to rack up nice damage. I do not know what his secondary really does though, can someone explain?
Dustman: A-
With tricky learning, Dustman can be a nice class to use. His primary is shooting tiny bolts at his opponent, doing minor damage. Now his secondary… is the original Dust Crusher that got a MAJOR buff from the original. It does HUGE damage. It is slower though, so it balances out. The only problem about Dustman is to be careful not to waste your ammo and make most of your shots count, otherwise, you will have to spend time looking for junk on the floor to refill. His weapon gauge does not refill like most classes. Nonetheless, he is an awesome class I also like to main.
Diveman: B+
Diveman is good on the defensive side. When I use Diveman, I like to not be TOO close with my enemy and shoot my dive missles. Diveman’s dive missles have the best homing system in the game, however, they are weak. His alt lets him shoot spike balls as a cover incase he is getting chased. I think that works out pretty well since Diveman is not good on intense combat.
Skullman: A+
Broken. Absolutely broken. His shield reloads TOO quickly after it is used, and hyper mode?? Get rid of that crap right now. That thing is rape. I say, make the shield last a bit longer but have a REALLY LONG RELOAD TIME! But not too long. Let his Skull buster stay, its fine. What I just said should balance Skullman. Anyways, tier-wise he is a REALLY good class to use. People like Balls (a cutstuff community member) use him efficiently. Skullman’s only problem is…. None. I cannot think of any. Did I mention that he has a slight high jumping ability? Get rid of that too.
Mega Man 5
Gravityman: B-
This class is known for doing great damage when a person falls from a high place. His buster does decent damage, but it has a slow fire rate. I don’t really have anything to say more about this class. I guess I could say he has a nice jumping ability.
Waveman: B
Waveman is an OK class to use. He mostly likes to hug the ground with his secondary, the original and not buffed or nerfed Water Wave. His Primary the harpoon is a nice piercing weapon that does minor or good damage depending on the rip.
Stoneman: D+
This class cannot hit people on a regular basis. His primary is a nerfed version of the Power Stone that does weaker damage and almost never hits your opponent. However his secondary, the stone stomp, is quite useful. It can RARELY instant kill, and can stun your opponent temporarily, then using your primary for use of a good deadly combo. Stoneman could be a little bit higher in ranking if his primary was more reliable.
Gyroman: B+
Now here is a really straightforward class to use. His primary can kill in four hits, which isn’t bad. But Gyroman’s firing rate is slowish. You need to be really precise with his Gyro Attack. His secondary is flying. He in my opinion is the best flying class. He can get away from dangerous situations very easily. I think the only flaw about Gyroman is that his defense is pretty low. I guess that’s balance.
Starman: C+
Starman is a hugging class. His primary is a weaker version of the original. Still, it is pretty scary. So opponents are smart enough to not be to close to this class. Starman’s secondary is the Star Flurry, which is pretty easy to see coming. But if you are surprised by this attack, it is very deadly, and its stun is incredible. This class is OK to use I suppose, but his close range isn’t very good sometimes. Starman has a slight jumping ability, I might add.
Chargeman: B
Some say this class isn’t very good. I think he is very nice to use. This class has very nice mobility but not very good strafing, so you must depend your mouse for that. His primary is to charge into his opponent, killing in one second if you are pretty accurate. His secondary isn’t very reliable though. His secondary summons coal from the air. You must be not to close and not too far to use this weapon to damage your opponents. I can almost never get it to hit my enemies. So I mainly use Chargeman’s primary in the heat of battle. Chargeman probably has the best hugging weapon to use in Classes.
Napalmman: B+
Here we have a projectile-using class. Napalmman’s strafing isn’t very good, so you must always depend on your mouse for that. Napalmman’s primary is a buffed version of the original; it covers more range. Napalm Bombs have a nice impact when detonated. It does big damage too. This class’ secondary is the Napalm Missile. It is a bit awkward to aim and you must aim a little bit downward at where your opponent is to hit. This secondary also does big damage.
Crystalman: C+
This class survives on chaos on the heat of battle. His primary is a nerfed version of the original; a Crystal Eye that has a smaller hitbox. His primary bounces around the area for awhile until it hits a person or vanishes over time. Minor damage. His secondary uses a lot of the weapon gauge. His secondary involves many Crystal Eyes causing chaos around the area, doing weak damage too. I don’t think I did too good of a job explaining this class’ bio. So if anyone could explain him more to me, that would be appreciated. I put him at average ranking because of his weak attacks.
Mega Man 6
Blizzardman: A
This class is quite nice. Balanced attacks and all. Blizzardman’s primary is a slower version of the original, but this version homes into people. This version’s Blizzard Attack also has a faster firing rate. His secondary is a VERY VERY VERY fast Blizzard Bowl that does 70 or 80 damage. Good for finishing off opponents with Blizzardman’s primary.
Windman: D+
This class in my opinion is very awkward to use. His primary, the Wind Gyro are two weapons that twist around each other. It is quite slow and does average damage. Windman’s secondary is probably the worst flying in Classes. You can’t even hold the Jump button to go higher. You have to look up, and THEN you increase in height variation. This class is so UP.
Flameman: B+
Now here is a better version of Waveman. Flameman’s primary is a slower firing rate version’s of Waveman’s, but does better damage. It is a four hit kill. Flameman’s secondary is flame pillars that are quick and random, going forward in front of the user. It does decent damage. Flameman is one of those classes I like to main.
Plantman: C
Plantman isn’t a very offensive class at ranged battles. His primary is a new weapon called the Plant Buster. It is a slower firing rate version of the Mega Buster. Moving on, we have Plantman’s secondary, the Plant Barrier which steals HP from opponents at close hugging range. It is quite scary, but some are smart to not get TOO close to Plantman. That’s why some Plantman users tend to chase their opponent up to a dead end and then sap their HP. Another thing about Plantman is that if he stands still, his HP will rise very very slowly, bar by bar. This method makes Plantman a god in LMS. Since this is a duel tier list, I put Plantman at a low ranking because he isn’t very offensive.
Tomahawkman: A
Tomahawkman is excellent! This class has slight mobility. His primary the Silver Tomahawk is a faster firing rate and weaker version of the original. This class’ primary is very good for racking up damage at your opponent and then maybe finishing them off with Tomahawkman’s secondary at close range. His secondary are feathers which do slighty-more-than-minor damage at your opponent in close range battles. What I like about Tomahawkman is that his weapon gauge is refilled so fast it is less than one second! Props to Tomahawkman. Another of my class mains.
Yamatoman: B-
This class has some jumping power and is very slow. Yamatoman is a close and long ranged class. His primary is just like the original; the Yamato Spear. It is a nice ranged ripping weapon. Good for chasing down an enemy too. This class’ secondary is a close hugging range melee weapon. It in my opinion is very fast.
Knightman: B+
Knightman is an OK class to use. His primary is a buffed version of the original Knight Crush; it is faster and rips better. This class is known for his shield too. It protects Knightman from all attacks in the front of him, except splash attacks (i.e Ballade Cracker). Now Knightman finally has a secondary! His secondary is stunning his opponent by thrusting his shield forward. Doing this also moves his body. Shoving his shield stuns the opponent. This gives you the chance to use your primary in a straight-like position so that it will come back and hit your opponent two times! Nice class.
Centaurman: B-
Centaurman is a class that also isn’t very good at strafing. His weapon of choice is the Centaur buster that multiplies into others if it hits a surface. It is sort of a weak buster, So Centaurman makes it up for the Centaur Flash. The Centaur Flash is a shorter version of Flashman’s Time Stopper, but when Centaurman uses Centaur Flash, he can attack his enemy while his enemy is stunned using the Centaur buster! Still, the buster is weak, so it doesn’t always finish opponents off.
Mega Man 7
Freezeman: C-
Freezeman has no alt. So he is forced to make do with his Primary, the Freeze Cracker. The Freeze cracker can do three different type of entities that can support Freezeman for this problem though.
The first factor that the Freeze Cracker does is just like the original; A Freeze Cracker that multiplies when it hits something, doing damage.
The second factor that the Freeze Cracker can do is if you aim up at the ceiling, it will fall to the floor in the form of an Icicle. Great for surprising and piercing your enemy.
The last factor that the Freeze Cracker can do is to shoot at the ground, and it will become an Icicle. It stays there for awhile. What I like to do is put a bunch of Icicle forts on the ground. Good for escaping.
Still, these methods don’t help Freezeman much. That’s why he isn’t very good.
Junkman: C
This class is a DEFENSE MONSTER! His primary, is the Junk Block that he cannot push, unlike in MM7. Instead, it insta-kills if left on the ground and someone touches it. Best idea is to make a fort of Junk Blocks around Junkman. Good defense method.
Junkman has the Junk Shield as his secondary. Still the same as the original. A combination of Leaf Shield and Star Crash in the original version.
Junkman can throw Junk. But that is for close range. It does a 4 hit kill. Junkman overall is a close range monster. He is good in many other modes but NOT duel.
Burstman: B
Burstman is great at areas with obstacles and slighty cramped stages. His primary is just like the original, but with a different design. His secondary, is to summon a bubble on the ground and then the bubble travels upward. I like to summon bubbles under people in cornered areas. Then that opponent travels up to the ceiling, traps there until the bubble disappears. It racks up good damage. You can shoot the primary to add damage, if you wish. Burstman is a decent close-range class. I think he has defense armor I’m not sure, if anyone could explain that, that would be nice.
Cloudman: B-
Nice flying class here. His primary is the Thunder Bolt; a nerfed version of the original. The Thunder Bolt fires at a slower rate, but it kills in three hits unlike the original, which kills in four hits. Cloudman is one of the only classes without a weapon gauge that automatically refills. That could be a bit of a problem, but Cloudman makes it up for his DEADLY flying alt, which he does by summoning a Thunder Bolt to the ground, then it multiplies. Kind of like the Centaur Buster. Does really good damage and it is really hard to dodge. The reason why Cloudman isn’t at a higher rank is because he is slow.
Springman: B+
This class has the HIGHEST jumping ability of all! His primary, the Wild Coil is a faster version of the original, but has a much shorter spread and does less damage. His secondary is a punch that freezes Springman if he is in mid-air or if Springman is standing, it prevents him from moving until the attack is done. It is EXTREMELY hard to aim at your opponent, but does very very good damage. Still, it almost isn’t worth it when you are punishable if you miss.
Slashman: B
Close ranged class and nothing BUT close range. His primary is the original Slash Claw, which I don’t think is changed from the original. His secondary is dashing, consuming many ammo bars as you use it. If you dash towards and opponent, and then use Slash Claw at them, it is VERY possible to score a 1 hit ko! Slashman is balanced too, cause he can’t really defend himself at ranged attacks except moving. A class I like to main.
Shademan: B-
This class, some say he is the hardest to master. I once thought not, but now I kind of agree with them. Shademan’s primary is the original Noise Crush, but this Noise Crush does 10 less damage than the original. I also think he has a short jump. What do you think? Anyways, his secondary is to fly. He probably has the slowest flying in the game. But if he can stalk upon you, he can dive at you and scratch you with his hands! Or claws or something…
This is a ripping process, so damage varies. If you rip directly in the middle of your opponent, you will do great damage.
Turboman: B-
Turboman is a class that has nice mobility, but he lacks good strafing. His primary is the original Scorch Wheel. Nothing different about it from the original. Moving on, we have his secondary, which is to get in car form and hug your opponents at full speed! It is sort of like Slashman’s dash, but Turboman cannot stop on demand when using it until the ammo runs out. Turboman can sometimes 1hko when using the secondary. The problem with Turboman is that he loses ammo very quickly with both his primary and secondary, but since the primary has great knockback and the car can do good damage if you drive carefully, it all balances out.
Others
Enker: C+
Meh, I sometimes use this class for fun, but I don’t think hes very good. Atleast in my opinion. To fully use Enker properly, you must treat your secondary as the primary. Using his secondary allows Enker to take other people’s weapon damage and turn it into ammo for his weapon gauge.He has to stand still and lose slight HP in the process though. After you have gathered up some energy, shoot it using the primary and you will do approximately 50% damage. The problem is that after you click the Fire button, there is slight delay. It is so annoying that when you want to fire, you want it to fire IMMEDIATELY.
Quint: C-
Quint is a class that relies on mostly his secondary. His primary, the Quint Buster is EXACTLY like the Mega buster. Moving on, we have the Sakugarne! A pogo-stick weapon! It is EXACTLY like the original but with a twist: you can now hold the alt button to continuously be in motion with the ground! It is a nice hugging utility, but it is sort of risky, being in front of your opponent with it, knowing you can take damage too. His pogo stick is so friggen hard to step on people anyways, that’s why he isn’t too good.
Punk: A
Punk is amazing. He is long, mid, and short range! His primary is the Screw Crusher, which is a steady-aimed projectile that goes straight, at a reasonably fire rate. It does a 4hko. If you use the mousewheel, he switches to the original Screw Crusher! Best used at close or mid ranged battles. Punk’s final ability is his secondary, which he turns into ball-form, and after a few seconds he charges! You best be needing steady accuracy for this technique. It does approximately 90% damage if you aim this DIRECTLY at the opponent!
Ballade: B-
Ballade is a splash-damaging class. His primary, is the Ballade cracker. It is a nerfed version of the original; it does less damage. The Ballade cracker is good for people who have a hard time aiming. Moving on we have Ballade’s secondary. He drops three Ballade Crackers while flying with each drop of the Ballade Cracker if you hold the Fire button. Not very good because people are not dumb enough to go DIRECTLY into the trap. Still, it is a good escaping weapon to use if you are at low HP.
Protoman: B-
This class is just a buffed and nerfed version of Megaman. Protoman’s buster does 50% damage just like Megaman’s, but unlike Megaman, Protoman has his shield that protects him from all attacks in the front except explosives. His alt is a longer but slower delay version’s of Megaman’s alt. I choose Protoman above Megaman because of his shield. He along with Megaman and Bass can use pickup weapons.
Bass: D+
Bass… he sucks. His primary is a rapid weaker buster than Megaman’s or Protoman’s. His alt is exactly the same as Megaman’s. So basicly, he is a crappier clone of Megaman. The only good thing about Bass is to just shoot people, then run. If Bass ever tried to shoot his opponent and then just STAY in that area, that is a poor choice. He along with Megaman and Protoman can use pickup weapons.
Dr.Wily: B
This class is pretty nice. His primary is slow but deadly at close range. If you stand still with Dr.Wily, his weapon gauge will refill at a not fast and not slow rate. This makes this class very punishable, considering if he shoots at opponents a lot, and loses his ammo, he will not be very powerful. Activating his item turns him into an Alien. The Alien can fly and has a nice sniping buster ability. Turning into an Alien will slowly decrease your weapon gauge too though. In my opinion, This class is fine and does not need to be changed anymore.