Skull Man |
DCN-032 |
Shadow Core |
Mega Man 4 |
Dead Executor Robot |
Robosaur Boneyard |
Wind Explode |
Space |
None |
Flame |
90 |
101 |
125 |
84 |
Merciless
The robot exploits the targets weaknesses by doing even more damage when it knows it has an advantage. |
"Now, Robot! Let's get ready to rumble!" |
"Fight me! FIGHT ME! Battles like these are what I live for!" |
"Mwahahaha! Your execution was my pleasure!" |
"I can't deal with these feelings... Why can't I just punch my stupid emotions?!" |
As Dr. Cossack's repertoire only included a total of seven Robot Masters to be pushed forth against Mega Man, one can reasonably infer that Skull Man was a desperate effort scrambled together by the morally-entrapped doctor, with his theme an obvious nod to his captor as well. Thus, in contrast to the functional designs of his other robots, Skull Man's entirely centered around nothing short of pure combat, being the culmination of Cossack's technical knowledge while embodying nothing of his ideals. His strikes are tuned to be precise and killer, yet he can guarantee absolute invulnerability with his Skull Barrier, generating nightmarish skulls for an unexpected defense. Coupled with this is his strategic mindset; it's said Skull Man would willingly stand still indefinitely until his opponent made the first movement. However, being 100% combat at all times... has proven to be an issue in a restoration lifestyle. Skull Man has no sense of purpose nor social affability, and so has resigned himself to a lonely existence. He revels alone in the macabre, and watches horror movies all by his lonesome... At least, he did, until he found out Kalinka was also a fervent fan of horror as well! Still, with such a tragic and destitute background, it's hard not to feel bad for the guy.... Well, unless he's crushing you in battle, that is...
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54,971 Times |
4,717 Times |
45,425 Times |
35,883 Times |
1,332 Players |
37 Players |
(!) Please note that the names, stats, types, and descriptions of any playable characters, robots, or abilities that appear in this database are not finalized and are subject to change without notice as development progresses on the game itself. That being said, the data on this page is pulled directly from the prototype's internal variables and will therefore always be in sync with the prototype itself. Database pages that do not have sprites represent incomplete but planned, future content and do not currently appear in-game.