Rush Coil: Difference between revisions

63 bytes added ,  7 years ago
→‎Origin: Updating Beat's info to state which MM games they were to avoid reference the Power Fighters, Mega Man 8, and Mega Man and Bass games where Beat's role was different.
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(→‎Origin: Updating Beat's info to state which MM games they were to avoid reference the Power Fighters, Mega Man 8, and Mega Man and Bass games where Beat's role was different.)
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The Rush Coil, and Rush himself, first appeared in ''Mega Man 3''. In this game, Rush could appear at any time, and give Mega Man a boost to reach a high platform. This would cost Mega Man 3 energy units. However in later games, this move would only cost 2 energy units. Rush could also transform into a jet or a submarine.
The Rush Coil, and Rush himself, first appeared in ''Mega Man 3''. In this game, Rush could appear at any time, and give Mega Man a boost to reach a high platform. This would cost Mega Man 3 energy units. However in later games, this move would only cost 2 energy units. Rush could also transform into a jet or a submarine.


Beat first appeared in ''Mega Man 5'', designed by Dr. Cossack, the unwilling enemy of the previous game, to help Mega Man. In his original appearance, he acts as a weapon, automatically targeting enemies that get close to Mega Man, but this was changed in later games, as it was too powerful. His usual function thereafter was to act as a safety net, saving Mega Man if he fell down a pit. He could only be used a set number of times before having to be re-bought and could not save Mega Man from other instant death traps like spikes and crushers.
Beat first appeared in ''Mega Man 5'', designed by Dr. Cossack, the unwilling enemy of the previous game, to help Mega Man. In his original appearance, he acts as a weapon, automatically targeting enemies that get close to Mega Man, but this was changed in later games, as it was too powerful. His usual function thereafter as seen in ''Mega Man 7'', ''Mega Man 9'', and ''Mega Man 10'' was to act as a safety net, saving Mega Man if he fell down a pit. He could only be used a set number of times before having to be re-bought and could not save Mega Man from other instant death traps like spikes and crushers.


The other variation of the move, Tornado Hold, was introduced in ''Mega Man 8'' as the weapon of Tengu Man. Using this weapon, a fan is placed on the ground to create a tornado to trap and possibly damage enemies. Alternatively, the power could be used as a barrier against projectiles or as a boost to access certain areas. Tornado Hold also functioned as Clown Man's weakness, tangling his arms and leaving him vulnerable.
The other variation of the move, Tornado Hold, was introduced in ''Mega Man 8'' as the weapon of Tengu Man. Using this weapon, a fan is placed on the ground to create a tornado to trap and possibly damage enemies. Alternatively, the power could be used as a barrier against projectiles or as a boost to access certain areas. Tornado Hold also functioned as Clown Man's weakness, tangling his arms and leaving him vulnerable.
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