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Yamato Man
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Artwork by Capcom
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DWN-048
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Yamato Man is a Robot Master from Mega Man 6. He was one of several robots to enter into the First Annual Robot Tournament, where he made it to the finals before being reprogrammed by Dr. Wily under the guise of Mr. X. He is armed with lightweight armor that grants better mobility, as well as the armor-piercing Yamato Spear. The latter has the drawback of a limited supply of spearheads, thus he needs to recollect them manually.
In the original Make a Good Mega Man Level, he appears as an NPC in Tier 2, and in Make a Good Mega Man Level 2, he runs the Dojo.
Yamato Man is one of the devkit bosses present in the Megamix Engine, and appears as a devkit boss in Make a Good Mega Man Level 3.
In Make a Good Mega Man Level: Episode Zero, Yamato Man is a prominent character, appearing as the boss of the stage Mojo Dojo. After dueling Zero, he becomes a Z-Phone contact and gives information and strategies when called during a boss fight. He also runs the Dojo in Mega City where Zero can refight bosses, and cameos in Entrance Succession as a member of the "Cool Robots Club". He additionally makes one last appearance in the end credits, dueling Tomahawk Man and subsequently defeating him with a kick powerful enough to send him flying into a nearby forest.
Yamato Man will perform one of two attacks at random, up to a maximum of two times in a row before using the other attack.
- Jumping into the air towards Mega Man's location while firing a spreadshot of three spearheads downwards.
- Shooting his Yamato Spear's spearhead straight ahead, before running to pick it up once it hits a wall or Mega Man.
Mojo Dojo[edit]
Yamato Man has a greatly expanded skillset, with more attacks than his devkit iteration. Although mostly chosen at random, he won't use the same attack twice in a row. His new attacks are:
- Jumping into the air and twirling his spear, before throwing it at Zero. Once it reaches a wall or the floor, it spins in place and kicks up rock fragments until Yamato Man runs over to pick it back up.
- Summoning Tomahawk Man, whom he then kicks into the air. While airborne, Tomahawk Man drops three Silver Tomahawks straight down.
- Jumping from one side of the arena to the other, dropping two Toad Dolls down into the arena. These dolls make dodging whatever his next attack is more difficult.
- After summoning two Toad Dolls and using one more attack afterwards, Yamato Man fires a spearhead straight ahead, sending the Toad Dolls into the opposite wall where they explode. While Yamato Man runs to pick the spearhead back up, a boulder falls from directly above Zero.
Damage Table[edit]
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1/1/3
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1
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2
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2
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1
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1
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1
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1/3
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4
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Other Notes
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1/1/3
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2
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1
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1
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2
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N
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1
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1
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1
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2
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4
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Other Notes
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Make a Good Mega Man Level 3[edit]
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1/1/3
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2
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4
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1
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2
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1
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2
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1
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1
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Other Notes
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Make a Good 24 Hour Mega Man LevelMegamix Only[edit]
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1/1/3
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1/1
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1/2
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99
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Other Notes
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Make a Good 48 Hour Mega Man LevelMegamix Only[edit]
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1/1/3
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2
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2
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0
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1
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4/4/4
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1
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1
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2
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Other Notes
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Make a Good Mega Man Level: Episode Zero[edit]
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1
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1
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1
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7
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1
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1
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1
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1
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1
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2
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2
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3
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1
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1
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2
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2
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1
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1
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2
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1
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2
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4
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4
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3
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Other Notes
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Megamix Engine[edit]
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1/1/3
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N
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1
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0
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1
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1
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Other Notes
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- Yamato Man is the only Z-Phone contact to be fought as a boss, with everyone else remaining NPCs.
- In MaGMML: Episode Zero, the dialogue box in the stage Mojo Dojo keeps changing Yamato Man's name in an odd gag, changing it to "Yamato Person", "Yamato Dude", "Yamato Bruh", "Yamato Mad", "Yamato Guy", "Yam Man", "Yamato Mode", "Purple Man (Not Thanos)", "Japan Man", "I ran out of names", "Yuhmato Man", and "Yeetmato Man".
- Yamato Man's weakness to Psycho Chip weaponry in MaGMML: Episode Zero is heavily hinted at in the Z-Phone conversation against the Psycho Golem, where he claims that psychic-type opponents are "impossible to beat."
- Notably, Yamato Man is one of the only two hub NPCs from the original Make a Good Mega Man Level game to be completely absent in Make a Good Mega Man Level Remastered, the other being Galaxy Man.