
If you could make a megaman fighting game, what would it be?
Personally I think a street fighter type fighting game would be cool with megaman. Also, what would the roster look like?

Personally I think a street fighter type fighting game would be cool with megaman. Also, what would the roster look like?
didnt include 8 and bass both because im too lazy and also because astro man is in both
Oh also I think this would be a cool redeem
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Hey, here are some small things I think would be cool for the monumental 1.10 update. outside 1 request its not too hard to add these things (I think)
I think cut man should be a playable character. I would ask for x and zero, though I know the devs are pretty adamently against megaman x content (outside music). The closest we got to them in the classic series is cut man in powered up. He could have the wall jump mechanic x and zero have in the x games, but otherwise play identical to mega man, mega buster and all (though of course this can be changed to his actual weapon used in powered up, or have bass's dash if the devs really want someone with a similar playstyle without actually adding x or zero).
As for the smaller, easier to add (I think) content, a really useful thing to have for level creation would be the "trail" view seen in mario maker, which could allow creators to be more precise with levels and not have to mark out stuff like how far the player can jump with a specific characters. On top of that, optimizing the piano tiles so they dont slow down the level a ton when used too much such as on music levels)
as for new content, I think a new "weapon" block (the blocks that can only be destroyed with a specific weapon or none at all) would be great, specifically a 1x1 version and a 2x2 gravity affected one. Additionally, maybe a background version that prevents damageable things, such as dust blocks, enemies, or bosses, from taking damage while in front of them. This would allow developers to perhaps use enemies in bosses and not prevent them from giving the player screen nuke weapons which would otherwise kil them, or allow for a cool level gimmick.
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Keep in mind: these are my opinions. If you don't agree, that's fine.
After beating every star force game (excluding post-game content and the different versions) I do have some things that I feel aren't talked about enough with the series, whether it is issues the games have or things certain games do well with. I will be discussing spoilers for each game, but to start out with, I will just go over star force 1.
Here are the versions I played in case you are curious (all done through legacy collection). Keep in mind this is the first time I have played each of these games so that hopefully means I will be less biased
star force 1: Leo
star force 2: ninja
star force 3: red joker
Megaman star force 1:
My overall review
This is in my opinion, the best star force game story wise, specifically for one reason: its dark. while star force 3 and especially star force 2 try to avoid the bleak story of the original, this game deals with the depression of a kid who (at least to his knowledge) has a dead parent. The story also has lots of twists and turns, making the entire product as a whole quite dark. The ending develops both Geo and Omega-xis a lot and honestly left me probably the saddest of any of the mega man games I have played. This game alone justified the collection imo, and it does something almost no megaman game has done before: having the peak of a series be the first game. Even the X series arguably has better games than x1 (though that is a debate for another time). Omega-xis, unlike the 2 sequels, actually is unintentionally funny in this game, and his nature of being oblivious is something I wish the sequels followed, alongside with making geo a more sad protagonist considering he basically just seems like lan in 2 and 3.
How the story succeeded
The story, as mentioned before, is almost certainly the best of the series. The game actually feels distinct from the battle network series that followed before (which leads into an issue I have with 2 and 3 that will be discussed at a later point), and the character evolution is both what pushed this game into probably one of my favorite games in the entire megaman franchise but also contributed slightly to the diminishing story of the next two games, as you can only evolve characters so much. It's probably one of, if not the only megaman rpg's I wish ran LONGER (which is saying something as I always thought most megaman rpg's lasted way past when they should have ended). The main villain is sympathetic and (unlike literally every other megaman rpg) only shows up near the end, which contributes to making you feel like geo rather than a spectator, something 1 also excels at compared to 2 and 3. Every character feels sympathetic in a way, even Pat (a character I wished returned as a main character like seemingly every other "villain" in this game).
Issues I have
The story does have some hiccups, most notably with the first two "chapters". Bud and Tom are both very "non serious" and battle network coded, especially tom. The inherent issue with these 2 is that their motivation is super underbaked and goofy compared to pretty much every other character in the game. Boss designs also feel a bit too goofy for some of the characters, most notably the signas, cancer and the libra bosses, which could have had much cooler character designs if they followed the other bosses and how their appearances were designed. Cancer feels like wasted potential for a boss. I personally think if they really wanted to make an intentionally goofy boss, they should have swapped cancer and signas's positions both within the story and design wise. A crab boss feels like such a cool idea compared to a "dancing bird". Geo's age feels very inconstant, especially with the official art and show seemingly portraying him as around the age of 12/13 whereas the game very clearly shows him as a younger kid. Considering the subject matter and the way geo acts depressed throughout the game, the story supports him being said older age, and honestly the game would have been a little more distant from battle network if they did make him older than lan considering how this is essentially the "megaman x" of the rpg games. Another issue is the number of versions. It definitely feels like the one thing that ties both battle network and star force as a whole, together, unfortunately, said thing was an issue I had with both series. It would be fine if versions had data you could transfer between them or were different to the point of feeling like entire new games like battle network 5 and 6, but the star force series doesn't really separate any of the games meaningfully like the previously mentioned games. Giga card exclusives would have been nice if said games actually had unique content/stories or transfer data as previously mentioned.
Combat
Outside the story, this game is also probably my favorite when it comes to dungeons and battling. while the battling does feel quite undercooked in this game, I think it works, after all "less is more". The game isn't nearly as complex as 2 and especially 3. The counter system is imo less lenient than 2 and 3, but that makes the giant version exclusive attacks feel more earned, whereas with 2 It felt like I was getting said attacks every 2 seconds. The limited nature also makes the game somewhat challenging (Again, 2 and especially 3 struggle with this, as with both games I comfortably was able to use the same folder for what was essentially the entire game.)
Dungeons
Gameplay wise, however, the one thing this game succeeds at arguably more than any other megaman rpg is dungeons. Unlike the battle network games which loved puzzle dungeons, this game actually features dungeons focused more on action (something I was clamoring for ever since I was exposed to the concept during the knight/drill man dungeon in battle network 5). Though the touch screen controls probably made the original version much less fun, I think the action focused dungeons (highlighted most with Signas's stage with the falling stars) was a cool direction for the series; at least I would have said that if 2 and 3 didn't steer away from this idea and went right back to puzzles. 2 and 3 do admittedly try doing this concept occasionally, but for both games it ends up just being an awful one off try at said idea and then going right back to puzzles.