u/Flausgul

MegaMan Zero 2 forms ranked after playing through the game with each one.
▲ 24 r/Megaman

MegaMan Zero 2 forms ranked after playing through the game with each one.

Each form (except Proto and Ultimate) was tested in a normal NG playthrough. In unlocking a non-Normal test form, the Normal Form was used for the intro stage and exactly one additional stage to unlock the test Form for the playthrough. Once unlocked, the test form was used exclusively for the rest of the run.

Proto Form was tested in a hard NG playthrough as well as a normal NG+ playthrough with all EX Skills unlocked. Ultimate Form was tested in a normal NG+ playthrough with all EX Skill unlocked.

Each playthrough was performed with efforts to score an S-average (or D-average for Ultimate Form) for each mission.


S (High): Ultimate

  • Second slash +2 damage, third slash +2 damage, all else +1 damage. Strongest saber combo in the game. Boringly strong.

  • Command inputs for charged attacks. Weapons can fire off charged attacks even without the required weapon levels.

S (Low): Rise

  • Slow second slash, upward third slash (+4 damage). The upward third slash lacks rear coverage but provides superior vertical range and an immense damage boost. Very good for boss battles that let you unleash triple slashes.

A (High): Normal

  • Innately strong due to triple slash access. The game is balanced around this form, so any deviations from it are the points of comparison.

A (Low): X

  • Buster Shot +2 damage, fire rate +1. Super lemons streamline stage runs and lowkey break most of the game. Armed Phenomenon Harpuia is the only boss that truly discourages Buster Shot usage since he’s out of vertical reach for most of the fight.

  • Second slash only. An offensive drawback, but at least it has better vertical range than the first slash.

B (High): Proto

  • Universal +2 damage. This blanket buff is quite good, boasting the offensive perks of X, Power, and Defense Forms. Unique to this form, Chain rod becomes a powerful mid-range and anti-air weapon. Stage runs become very efficient.

  • Doubles damage taken. Incredibly punishing for reckless plays and emanates a git gud aura.

  • First slash only + uncharged weapons (excluding Shield Boomerang). Demands boss battle efficiency with strategically placed Shield Boomerang throws and dances (when possible).

B (Low): Active

  • Innate Speedster. In addition to quickening stage runs, this ability drastically narrows the margins of error for the shuttle factory's lava bucket jumps and the final stage’s ladder relays.

  • Enables rolling jump and dash slashes. There are only a handful of segments in the game where the rolling dash slash can be safely executed. Otherwise, the rolling jump slash is just okay. Pretty gimmicky but fly.

  • First slash only. At least you can still charge weapons.

C (High): Power

  • Saber +2 damage, all else +1 damage. Buffed lemons, super jump slashes, and super dash slashes!

  • Third slash only. The damage is math’d as first slash +2, so it actually does the same amount of damage as a standard third slash. The third slash is lowkey slow though, so I opted for super jump and dash slashes for most of the game with this form.

C (Low): Energy

  • Alters drop rate to favor life energy drops.

  • Buster Shot +1 damage, fire rate -1. Buffed lemons make stage runs easier.

  • Triple slash change: 2nd, 2nd, 1st (+2 damage). The low attack speed of this combo makes triple slashes riskier than with other forms. The double slash is handy for damaging foes on higher or lower ground though! I was able to consistently double slash Rainbow Devil MK-II whenever it was standing because each slash could reach its head AND stagger it. Very niche but fun fact.

D (High): Defense

  • Innate Shock Buffer: halves damage taken and confers knockback immunity. The knockback immunity even applies to Leviathan’s home run swing. The damage reduction is incredibly forgiving for reckless plays.

  • Saber -4 damage. Aerial reversals are essentially mandatory for clean kills without the help of EX Skills. Non-elemental boss battles become noticeably prolonged. Not the most fun to play overall.

  • Shield Boomerang throw +2 damage. This is pretty good for maintaining offensive momentum in both Fefnir battles.

D (Low): Erase

  • Innate Shot Eraser with Saber slashes and Shield Boomerang holds. Charge attacks and EX Skills do not benefit here. Shot Eraser on the Saber does not apply to Fefnir's projectiles. Also, Shot Eraser makes the bomb defusion segment unnecessarily stressful. The only instance where I found Shot Eraser useful was during the brainwashed soldiers segment, where I could erase their lemons without having to dodge.

  • Second slash only. An offensive downgrade without an accompanying offensive boon. This is the least fun form to play. The only fun part about this form is the Ciel / Elpizo color palette.


These are simply my opinions based on my preference for offensive playstyles in MegaMan games.

u/Flausgul — 2 days ago