


when he does not have a special weapon equipped). In MegaMan 11 the player can call Rush even when his special-energy gauge does not appear on screen! Rush Coil and Rush Jet now use the same special energy, and the special-energy bar that allows players to see how much of Rush's special energy is left is only visible when MegaMan is in "normal style" (i.e.

To its credit, the game does allow sliding by pushing the 'jump' button while pressing 'down' on the d-pad at the same time, but it is much more comfortable to assign 'slide' to one of the four main buttons, like how the 'dash' function is assigned in the MegaMan X series. But (other than Start and Select) there are only four other buttons these functions can be assigned to. In MegaMan 11, The Power Gear and Speed Gear as well as the Previous Weapon and Subsequent Weapon toggles are reasonably mapped to L1 and R1 and L2 and R2 by default, but there are also six other non-movement functions: shoot/charge, jump, slide, shoot rapid-fire, Rush Coil, and Rush Jet. Other than control sticks and the d-pad, most controllers have the following buttons:Īnd the four "main" buttons of square (X), cross (A), circle (B), and triangle (Y). Unlike in all previous games of Classic MegaMan, Rush Coil and Rush Jet CANNOT be mapped to the same button as other weapons and must be assigned separate buttons (including from one another) or not at all. I am happy MegaMan's back, but what's the point of playing if the controls hamper the player's ability to do so? The control set-up is significantly different than previous titles in both the Classic MegaMan series and also the MegaMan X series. I explained this well in my review for MM11, so I'm going to copy and paste it here:
