There are two ways to fight the dog. The traditional, fairly safe method just uses ice the entire time, and has few guidelines to it. Open the fight with an ice shot, then turn left and fire another ice shot which will hit the dog on the wall, then fire another shot to the right. From there, it's just reading the dog's behavior and dodging while firing more ice. If it shoots fire, get away from the dog to dodge, or jump in place to dodge. If it shoots spark balls, get close to the dog and you can go underneath all of them. If he walks, you can just hop over him.
The faster way to fight the dog is to do the hetdog. Get a full charge during the climb, and when the dog's health bar is almost full (3 or so hp remaining to be filled) hold dash and shoot. This buffers a dash shot for the very start of the fight while preserving your charge shot. Then, swap to ice and fire a charged shot in the path of the dog and head to the right side of the screen. On the way, fire an uncharged ice shot into the wall which will hit the dog as a ricocheted shot. You want to end up in the corner with the dog a short distance away from you. Depending on luck, you can possibly kill the dog outright from standing right in the corner and never getting hit.
The jedi Sigma fight is a straightforward fight, but Sigma does a ton of damage so it can be unforgiving of movement mistakes. Missing shots isn't a big deal as long as you keep Sigma stuck in the same movements in the same way.
If you're above him, on the wall, he'll go back and forth along the walls starting from whichever side of him you were on when he started. This means that if you're directly above him on the wall and wallkick out a little bit, you can get him to jump right first, this is bad.
Start the fight with an uncharged spark for a free hit, then go immediately to the left wall and climb. Fire a shot into the wall and get back to the wall right before he chooses to jump left or right to force him to go left. Your shot will hit him, then just stay on the wall and shoot sparks that he runs into. To avoid shooting a spark into the wall that won't hit him, you can dash wallkick from the wall before shooting, this will give a little more space and leniency to fire the shot so it can hit him. You can hit him 3 times on the way up, once at the bottom, and 2 during the climb. Then, drop down and hit him twice as he comes down. You can shoot him off the wall as he comes down, or you can shoot him directly. Shooting him directly is slightly faster in the end if you don't miss any shots, since you'll be hitting him while he's across the screen rather than flush with the left wall.
There isn't a lot to tell about the final boss, it isn't flowcharted so conveniently like Sigma. There's just some general advice for fighting the fianl boss.. Start by going to the left wall, but don't immediately jump up. Wait a very short amount of time, just long enough to identify if it's stopping or continuing to rotate. If it stops, then you can't climb on top of it, but if it's just rotating then you're free to climb. When you're on the paw, stand on the edge so that the lightning attack will miss you. When you're on the paws, never touch the dash button. You don't need speed, you need control, you need to control carefully where you jump to shoot the head, and where you land afterward. Only dash if you need it to bail out when the other paw comes over high and you're afraid of a lightning attack. Likewise, only go to the left wall if it's absolutely necessary. Sticking to the left wall is a good way to get hit a lot during the fight. If you've been hit by anything at all so far in this stage, one lightning attack will kill you in low%. Just stay calm, stay on the paws, and keep getting hits in. It will take a lot of practice to get good at the fight in low%, this fight is the reason some people go for the armor in any%.
The final boss itself is immune to the hadouken, so your only option is rolling shield. The same advice from any% still applies, only the fight as a whole is a lot more lenient, since you have twice the health and take half the damage.
Also, after seeing how restrictive the Mega N1 was I wouldn't be touching these things without photos of the rear 'muffler'. The Mega N1 had some crappy 2-2.5 inch 'restrictor' in it. There was nothing Mega about it apart from a mega restriction.
The page also includes an interaction between the Mega Man series and the Tekken series (Street Fighter X Tekken section), Marvel Super Heroes (Capcom) series (Marvel Super Heroes vs. Street Fighter section) and Minna to Series (Street Fighter All Capcom section), as well as an interaction between the Street Fighter and Sonic series (Mega Man #51 section).
Mega Man X features the Hadouken, the iconic projectile technique used by many Street Fighter characters, as an extra ability X can unlock. As the technique itself is referenced and treated as the actual Hadouken in-story, this instance becomes a type 1 link.
The player can unlock the Light Capsule containing the move after obtaining all other collectables in the game, then chosing Armored Armadillo's stage and reaching its end without being hurt, then climbing the top of the rock wall found there. Doing so three or four times makes the Capsule appear, along with an hologram of Dr. Light wearing Ryu's iconic gi and headband. X can perform the Hadouken by doing the standard motion (down, down-forward, forward) and the shoot button, but only while at full health. Doing so makes X project a Hadouken from his hands forward as he yells its name (providing the only in-game instance of a voiced line). The Hadouken is extremelly powerful, killing enemies and most bosses in a single strike.
This technique is featured in the game's remake for PSP, Mega Man Maverick Hunter X, with updated graphics and visuals. The Hadouken is also unlocked, alongside the Shoryuken from Mega Man X2, as a set in the two Game Boy Color games, Mega Man Xtreme and Mega Man Xtreme 2. In the English version of both games, they are referred as the "Shotokan moves", using the name Capcom USA gave to Ryu and Ken's fighting style in localizations.
In much a similar vein to the previous game's Hadouken secret move, Mega Man X2 features a secret Light Capsule which gifts X with the Shoryuken, another fixture technique of the Street Fighter series.
Unlike the complicated process in the previous game, the Shoryuken can be found in a Light Capsule located on a secret area of the first "X-Hunter" stage, behind a false wall after a long area filled with spikes. In this instance Dr. Light appears as he normally does. Once unlocked, performing the move's standard motion (down, forward, down-forward) and the shoot button with full health makes X perform a quick flying uppercut with its fist engulfed in flames, mimicking the move as performed specifically by Ken Masters. Just like before, the Shoryuken is extremelly powerful and can eliminate most bosses in one strike if hit squarely.
The instruction manual for the game's Japanese version Rockman 7 features a piece of artwork showing a futuristic city with several cars and some of the enemies from the intro stage. One of the large buildings in the background, however, features two billboards reading CAPCOM and STREET FIGHTER V'. The apostrophe in front of the V is the mathematical prime symbol used to denote a derived variable, used here as a nod to how it is used in the title of several revisions of Street Fighter II.
A second, eventually scrapped, reference was found in Spring Man's stage in the proper game. During development Spring Man's stage was meant to be an abandoned toy factory, and in the 4th room from the start one could spot a small doll inside a panel on the floor of Ryu from Street Fighter, next to a doll based on Nina from the first Breath of Fire. These dolls/sprites were completely dropped when Spring Man's stage was changed into a less colorful industrial complex, but they were rediscovered when a prototype build of the game was leaked online.
In Mega Man 2: The Power Fighters there is a minor reference to Street Fighter: During Cut Man's 2nd phase of battle (when he loses half his health, but only if he's chosen as one of the later bosses), he will start performing a technique in which the background opens up as if it was being cut like paper and he hides behind it, only to appear from one of four possible spots to throw an attack. Cut Man can throw several different projectiles and even summon enemies from this point, with one possible projectile being a small, light blue statue of Akuma from Street Fighter. He throws two statues at a time, which bounce away and can damage Mega Man upon contact.
Also, there are unused sprites found by datamining the game showing Mega Man performing the hand motions for the Hadouken, indicating he was at one point planned to have the fireball as part of his moveset, but the idea was scrapped for unknown reasons.
There's a minor reference to the Mega Man series in Street Fighter III: New Generation, found in the background of Alex's home stage, set in USA. In the stage in question, there's a graffiti on the leftmost side wall in the background showing a kid with black sunglasses, a white shirt, blue pants and cap, and seen holding a firearm. Text next to him reads "MEGA MAN IN NEW YORK", so it is assumed the graffiti is representing Mega Man in human form despite having no resemblance to how the character usually looks.
In this Mega Man-themed racing game, there are three CPU-only racers that can appear during any race to challenge the player, known as the "Black Troops": Black Roader, Black Yellow Devil and Black Super Joe. The signal before any of these racers appears is a message stating "Here Comes a New Challenger!" before the start of a race. This is the same message which appears in the Street Fighter series whenever a 2nd player joined in to battle. Furthering the reference, there's a jingle in the OST named the same, which is a comedic rendition of the challenger jingle in Street Fighter Alpha 2.
c80f0f1006