MegaMan Maverick Hunter X: Command Mission

Welcome to the MegaMan Maverick Hunter X: Command Mission Wiki
WARNING *Siren*: This is only for SERIOUS READERS ONLY. AFTER you read all of this, please do vote the poll that I've posted. This is going to be a very long post as I will be giving all my enthusiasms out by typing down these words of passions. Please read all of it in order for you readers to understand the concept and ideas that I would like to present to every each one of you readers especially to all MegaMan lovers and fans from all over the world! Alright, here we go.

HELLO! I am so excited to take this opportunity to present to every each one of you MegaMan fans about my new freshly made ideas of making a whole brand new Action-Role Playing gameplay style for the REBOOT version of MegaMan X: Command Mission to RETELL the whole storyline and everything by bringing back more characters, stages, bosses, gameplay elements, combos, adventurous and every other important features!

Let us remind way back in 2004 together where we played MegaMan X: Command Mission for the first time. Did you remember there was something missing about that one important character that was eventually removed by Capcom during the production process of the game? Yes, it was our own beloved Classic MegaMan, which was supposed to be in the game from the first place. Now, I would like to share my very own ideas of bringing him back to this REBOOT version of MegaMan X: Command Mission along with his other returning friends such as, ProtoMan, Bass, Duo, Roll and a new transformation body of Eddie to join the legendary powerful Maverick Hunters, X, Zero, Axl, Marino, Steel Massimo, Spider and Cinnamon in order to hunt down and defeat the Rebellion Army and the new shocking Wily Army!

Aside from the returning protagonists topic, next I would like to talk about the villains and the returning characters of antagonists from the past. Since the Maverick Hunters have their own nemesis, of course, we won't just let the Classic MegaMan and his friends enjoying around helping and fighting those Maverick Hunters’ enemies only, but bringing back the antagonist of old, the evil genius, Dr. Wily! So that it would have some equality between both Classic MegaMan and X to fight their own archenemies together! However, there is another villain that we shouldn't forgotten, who is involve as the third party villain, Vile, who suddenly appears out of nowhere and presumably dead during the MegaMan X8 Saga and infiltrating Epsilon's HQ eventually for an unknown reason.

CHARACTERS
This would be one of the most very exciting part that I would like to show to all of you MegaMan fans! I will display all of the characters in the order of when they appeared in the game. First person to appear in the game is the first name I will be showing you. Let's start with the protagonists first. Are you ready? Let's go!



PLAYABLE CHARACTERS

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ARTWORKS
























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<h2 class="MsoNormal">CUTSCENES

<p class="MsoNormal">This is an INCOMPLETE cutscenes index that I would love to share with you readers.

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<p class="MsoNormal">Scene 1: Covert Infiltration

<p class="MsoNormal">Scene 2: Situation Analysis

<p class="MsoNormal">Scene 3: Taking Separate Paths

<p class="MsoNormal">Scene 4: The Pods

<p class="MsoNormal">Scene 5: Discovered!

<p class="MsoNormal">Scene 6: The Hippopressor

<p class="MsoNormal">Scene 7: Shadow’s Betrayal

<p class="MsoNormal">Scene 8: Epsilon’s Cadre

<p class="MsoNormal">Scene 9: Dr. Wily’s Return

<p class="MsoNormal">Scene 10: Stardroids and MegaMan Killers are Back!

<p class="MsoNormal">Scene 11: Heroes from the Past

<p class="MsoNormal">Scene 12: X’s Recovery

<p class="MsoNormal">Scene 13: X, The Fugitive

<p class="MsoNormal">Scene 14: The Bounty Hunter

<p class="MsoNormal">Scene 15: Aile’s Sacrifice

<p class="MsoNormal">Scene 16: 2 Brothers in Arms

<p class="MsoNormal">Scene 17: Signas’ Interrogation

<p class="MsoNormal">Scene 18: 2 sons of Light

<p class="MsoNormal">Scene 19: Rescuing the Hostages

<p class="MsoNormal">Scene 20: Bargain with Jango

<p class="MsoNormal">Scene 21: Grateful Citizens

<p class="MsoNormal">Scene 22: Spider Returns

<p class="MsoNormal">Scene 23: The Wrath of Jango

<p class="MsoNormal">Scene 24: Spider Reformed

<p class="MsoNormal">Scene 25: Jango’s Revenge

<p class="MsoNormal">Scene 26: Tracking the Time Bomb

<p class="MsoNormal">Scene 27: Confrontation with Jango

<p class="MsoNormal">Scene 28: Destined to Meet

<p class="MsoNormal">Scene 29: Rescue Mission

<p class="MsoNormal">Scene 30: Enter Massimo

<p class="MsoNormal">Scene 31: Navigating the Prison

<p class="MsoNormal">Scene 32: Nana and Silver Horn

<p class="MsoNormal">Scene 33: Playing Simon

<p class="MsoNormal">Scene 34: The Real Massimo

<p class="MsoNormal">Scene 35: Entrusted with a Legacy

<p class="MsoNormal">Scene 36: Nana in Trouble!

<p class="MsoNormal">Scene 37: Battle with Silver Horn

<p class="MsoNormal">Scene 38: The Legacy Lives On

<p class="MsoNormal">Scene 39: The Giants Face-Off!

<p class="MsoNormal">Scene 40: Recruit Gaudile

<p class="MsoNormal">Scene 41: Marino Sneaks In

<p class="MsoNormal">Scene 42: Gaudile’s Security

<p class="MsoNormal">Scene 43: Evil Geniuses Confronts Gaudile

<p class="MsoNormal">Scene 44: Meet Cinnamon

<p class="MsoNormal">Scene 45: Psyche, Wily and Gaudile

<p class="MsoNormal">Scene 46: The Force Metal Generator

<p class="MsoNormal">Scene 47: X Meets Gaudile

<p class="MsoNormal">Scene 48: Marino In A Tight Spot

<p class="MsoNormal">Scene 49: Marino Joins The Party

<p class="MsoNormal">Scene 50: Confrontation with the Doctors

<p class="MsoNormal">Scene 51: Cinnamon’s Decision

<p class="MsoNormal">Scene 52: Tracing Zero’s Signal

<p class="MsoNormal">Scene 53: Intruder Alert!

<p class="MsoNormal">Scene 54: Enter Axl

<p class="MsoNormal">Scene 55: The Preon Multitudes

<p class="MsoNormal">Scene 56: Zero’s Trail

<p class="MsoNormal">Scene 57: Zero Confronts Jentra

<p class="MsoNormal">Scene 58: Maverick Hunters Reunited!

<p class="MsoNormal">Scene 59: Marino’s Vengeance

<p class="MsoNormal">Scene 60: Activation Duboar

<p class="MsoNormal">Scene 61: Flying Sky High

<p class="MsoNormal">Scene 62: Battle with Jentra

<p class="MsoNormal">Scene 63: Battler with Jupiter

<p class="MsoNormal">Scene 64: Duboar’s Rampage

<p class="MsoNormal">Scene 65: Axl’s Tranformation

<p class="MsoNormal">Scene 66: Going Solo

<p class="MsoNormal">Scene 67: Contacting Redips

<p class="MsoNormal">Scene 68: The Strange Light

<p class="MsoNormal">Scene 69: A Secret Laboratory

<p class="MsoNormal">Scene 70: New Bossters

<p class="MsoNormal">Scene 71: Rematch with Shadow

<p class="MsoNormal">Scene 72: Shadow’s Sneak Attack

<p class="MsoNormal">Scene 73: Minor Miners

<p class="MsoNormal">Scene 74: The Elemental Guards

<p class="MsoNormal">Scene 75: Confronting Incentas

<p class="MsoNormal">Scene 76: Attack on Mars

<p class="MsoNormal">Scene 77: Spider Meets His End

<p class="MsoNormal">Scene 78: Mourning the Loss

<p class="MsoNormal">Scene 79: Strange Interference

<p class="MsoNormal">Scene 80: Jammed Transmissions

<p class="MsoNormal">Scene 81: Ferham’s and Terra’s Attack!

<p class="MsoNormal">Scene 82: A Lucky Break

<p class="MsoNormal">Scene 83: Botos’ Jealousy, Venus’ Ignorant

<p class="MsoNormal">Scene 84: The Laser Reflectors

<p class="MsoNormal">Scene 85: Battle with Botos

<p class="MsoNormal">Scene 86: Botos Escapes

<p class="MsoNormal">Scene 87: Battle with Venus

<p class="MsoNormal">Scene 88: Secrets of Supra-Force Metal

<p class="MsoNormal">Scene 89: Ferham Vows to Finish the Job

<p class="MsoNormal">Scene 90: The Mysterious Structure

<p class="MsoNormal">Scene 91: Rematch with Botos

<p class="MsoNormal">Scene 92: Battle with Ferham

<p class="MsoNormal">Scene 93: Botos Betrays Cadre

<p class="MsoNormal">Scene 94: Fallen Ferham

<p class="MsoNormal">Scene 95: Fated for Betrayal

<p class="MsoNormal">Scene 96: Stolen Supra-Force Metal

<p class="MsoNormal">Scene 97: Scarface’s Attack

<p class="MsoNormal">Scene 98: The Rebellion’s Vision

<p class="MsoNormal">Scene 99: Nana Locates the Rebellion Base

<p class="MsoNormal">Scene 100: Immortal Security

<p class="MsoNormal">Scene 101: Epsilon’s Throne

<p class="MsoNormal">Scene 102: Battle with Epsilon

<p class="MsoNormal">Scene 103: End of the Rebellion Army

<p class="MsoNormal">Scene 104: Double-Crossed!

<p class="MsoNormal">Scene 105: Redips’ Proclamation

<p class="MsoNormal">Scene 106: The Final Mission

<p class="MsoNormal">Scnee 107: A Sticky Situation

<p class="MsoNormal">Scene 108: Dr. Wily’s Revelation

<p class="MsoNormal">Scene 109: The 2 Sons of Wily

<p class="MsoNormal">Scene 110: Battle with Dr. Wily

<p class="MsoNormal">Scene 111: The Guard Dragoon

<p class="MsoNormal">Scene 112: Showdown with Redips

<p class="MsoNormal">Scene 113: Redips’ Deception Revealed

<p class="MsoNormal">Scene 114: Journey to Babel

<p class="MsoNormal">Scene 115: Final Confrontation

<p class="MsoNormal">Scene 116: Scores Settled...?

<p class="MsoNormal">Scene 117: The Return of the Maverick Devil King ∑

<p class="MsoNormal">Scene 118: The True Final Mission

<p class="MsoNormal">Scene 119: Underworld: The Maverick Abyss

<p class="MsoNormal">Scene 120: Refights Against All Nemesis

<p class="MsoNormal">Scene 121: Marino’s Rage

<p class="MsoNormal">Scene 122: Legendary Battle Begins

<p class="MsoNormal">Scene 123: Heaven or Hell

<p class="MsoNormal">Scene 124: DROP!... DEAD!

<p class="MsoNormal">Scene 125: Epsilon’s Last Favor

<p class="MsoNormal">Scene 126: Sake of the Everlasting Peace!

<p class="MsoNormal">Scene 127: Return to Earth

<p class="MsoNormal">Scene 128: Till We Meet Again, Friends

<p class="MsoNormal">Scene 129: The Fate of the Future

<p class="MsoNormal">Bonus Scene: My name is, Ciel

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<h2 class="MsoNormal">GAMEPLAY

<p class="MsoNormal">MegaMan X: Command Mission REBOOT is an Action Role-Playing game with third-person shooter elements and the whole new gameplay systems would have similarities to the connection of both Kingdom Hearts 3 and Final Fantasy XV. The whole gameplay would be flashier, exciting and dynamic balance as the game is now available for ten-person parties, which in fact the total amount of Playable Characters are 13 Maverick Hunters! So the player could be able to choose 10 Playable Characters to join and fit the ten-person parties to go through the whole new storyline, challenges and obstacles.

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<p class="MsoNormal">In other words, I am going to explain to every each one of you MegaMan lovers out there about the whole Special Features in this game. Most of the explanations I actually took from MMHP.net website because the website itself explains pretty much everything and exactly what I would explain to you all about the Special Features in MegaMan X: Command Mission but, I also added some new Special Features for this REBOOT version of MegaMan X: Command Mission.

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<p class="MsoNormal">Attack: This is your character’s normal attack using the weapon he/she has equipped. There is no end turns if you wish to use your favorite character forever. For an example, X, MegaMan, Zero, ProtoMan, Axl and Bass are in your party, before the battle start, you would be able to choose which one of the characters that you would like to play as a default chosen character by pressing the PS4’s TOUCH PAD button to open up the Menu screen.

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<p class="MsoNormal">For instance, you choose Bass as your default character, once the battle begins, then you would be playing as Bass all the time unless you can press the R3 button to switch into another playable character during the gameplay battlefield such as the characters in your party. Interestingly, the other playable characters in your party would help you and keeps attacking the enemies that you are facing with at the same time.

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<p class="MsoNormal">Sub Weapons: You have two of these, and you may choose which weapons to put on each. Even by using the sub weapons does NOT end your turn as well. So you can actually select to use one or both of them first, then fire off your main weapon, all in one turn. On the flip side, if you wish to use a sub weapon but not your main weapon, fire the sub weapon, then press the cancel button to skip the rest of your turn.

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<p class="MsoNormal">Action Trigger: This is your third option for attacking. The Action Trigger is your character’s special attack, which differs depending on the character. See below for a discussion on this. More interestingly, using your Action Trigger DOESN’T end your turn too.

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<p class="MsoNormal">Rotation: Use this to swap out one of your active characters with someone sitting on the bench. As a cool extra feature, switching characters does not use up turns, and you can do it as often as you like. Note, however, that the pre-turn WE gain happens to the character who was in the battle at the time that his turn came up. What this means is that characters who are on the sidelines won’t gain WE, so when you swap someone in, he won’t get the start-of-turn WE gain that he would have gotten if he’d been in the battle to begin with.

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<p class="MsoNormal">Menu: Open this for the miscellaneous actions. You can close it using the cancel button (which is the same button as to open the menu in the first place).

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<p class="MsoNormal">Sub-Tank: Restore someone’s hit points. Sub-Tanks work a little differently here. The energy is listed in terms of percentage, and you select how much percent of the target’s maximum LE you want to refill. For example, refilling 25% of a character’s health uses up 20% of your total Sub-Tank capacity. You can win Sub-Tank refills from enemies and also find them as items on the overworld, so don’t be afraid to use your tanks. Another more interesting feature, using a Sub-Tank during battle does NOT end your turn, as this is an Action-Role Playing gameplay system.

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<p class="MsoNormal">Item: Use an item in your inventory. This is also does NOT end your turn.

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<p class="MsoNormal">Defense: Defend against attacks. However, this USES up your turn, but has a very short delay, so your character’s next turn will move up in the rankings when you use this (your WE gain for the next turn will be lessened). For an example, when the player activates the Defense Mode, the character in which you play as will eventually guard him/herself and automatically switch to another playable characters as your desire. Once the character’s Defense Mode has reach to its limit, the character would automatically become playable. One nice bonus about defense is that you cannot be inflicted with any status ailment while you are defending.

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<p class="MsoNormal">Analyze: You have to have this equipped (on a character who’s actually in the battle) before you can use it, but it DOESN’T take up your turn.

<p class="MsoNormal">Weapon Energy 

<p class="MsoNormal">Weapon Energy (WE) works differently here than you might expect. For one thing, at the beginning of every battle it is always at a preset level (differs depending on the character). It doesn’t matter how much or how little WE you had when you ended the previous battle. So there is no reason to save your WE. Feel free to blow it all away in your attacks. The only reason you would want to store up WE is to perform a powerful Action Trigger or in cases where certain weapons are affected by your WE level (such as Spider’s).

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<p class="MsoNormal">All characters gain WE at the beginning of their turn (more or less depending on their equipment). When your WE gain is more than or equal to what you’re spending for your sub weapons, you can often fire both sub weapons and your main weapon each turn without ever running out of WE. Other times, you will want to let your WE fill to 50% (or even 100%) so that you can use your character’s Action Trigger.

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<p class="MsoNormal">Action Triggers 

<p class="MsoNormal">Action Triggers all require input to use. These are like little mini-games within the battle mode, and your performance determines the effect of the attack. Some of them are quite irritating—for example, Spider’s requires that you know how to play poker, so if you don’t, you can’t use it effectively. Also, only X’s allows you to decide how much WE to spend on the attack. The rest always use up all of their WE no matter what. Although usually with X you want to blow all of his WE on his Action Trigger as well, at least you have the choice not to, if you wish. Also, with X his attack is always better the more WE you put behind it. For the rest, because of the variable nature of their mini-games, just because you had more WE doesn’t necessarily mean you will get a better attack out of it. Sometimes you gamble away your WE and end up with next to nothing to show for it.

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<p class="MsoNormal">Final Strike

<p class="MsoNormal">The Final Strike is a relatively pointless but flashy way of overkilling an enemy. It’s kind of satisfying in a meaningless sort of way. Basically all of your party members get to simultaneously go wild beating the living crap out of the enemy to finish the enemy off. The reason Final Strike is relatively pointless is you can only perform it when you manage to get the enemy down to low health, and by then, a normal attack would have killed him anyway. Therefore, the only real benefit of the Final Strike is that you can earn extra FME, and whoever triggered it gets a bonus WE boost.

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<p class="MsoNormal">Once you get Final Strike capability, you will notice a small horizontal bar below every enemy. This bar represents the enemy’s remaining health (not his max). To trigger a Final Strike, you must do enough damage in your attack that this bar is reduced into the orange zone by the time your character’s turn ends. However, the catch is that you can’t do too much damage or you’ll kill the enemy outright.

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<p class="MsoNormal">If you do it correctly, the enemy’s health bar will shatter and you will have about three seconds to control and touching around on the PS4’s TOUCH PAD button depending on each of the new individual’s FINAL STRIKE screen and press X button to start the Final Strike. At this point, hammer the X, SQUARE, CIRCLE and TRIANGLE buttons like mad, and have fun. This is a nice, relaxing way to work out your frustrations.

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<p class="MsoNormal">If you wish to get a Final Strike on purpose, whittle down the enemy’s health until you can almost defeat him in one blow. Carefully judge whether or not to add sub weapons to your character’s attack, guessing as to whether they would be the finger-flick to the forehead that would kill off the enemy on accident. Also, you can’t get a Final Strike off your sub weapons—you have to use your main attack, so that’s something to keep in mind.

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<p class="MsoNormal">Note that there is one interesting side-effect to the Final Strike bar: although bosses do not show their LE levels in the turn order, you can use the Final Strike bar as a rough estimate of how much health the boss has remaining.

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<p class="MsoNormal">Force Metal Hazard 

<p class="MsoNormal">Force Metals are like options that you can equip on your characters and have any number of different effects. Every character has a “resistance level” which varies from character to character. Force Metals have “erosion” and the combined erosion count of all of the metals equipped on a particular character must be lower than or equal to his resistance level or he will suffer something known as “Force Metal Hazard.” A character’s resistance level increases a bit each time he gains a level.

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Force Metal Hazard simply means that occasionally, randomly, the affected character will suffer some malady. His maximum LE might be halved, or his WE gain per turn might be lowered. That sort of thing. The game will show you briefly in red the aspect of the character that was affected. All such hazards affect that particular battle only and wear off after the battle. The odds of getting a Force Metal Hazard increase the higher your erosion number is over the character’s resistance level.

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<p class="MsoNormal">Hyper Mode: Hyper Mode powers up your character by transforming the characters into an Ultimate form which is similar to the Devil Trigger form from the Devil May Cry series. Transforming does NOT use up your turn, interestingly. You can only stay in hyper form for a short time (the game shows you how many turns you have left). Hyper form increases your stats and may also change the type of weapons and Action Trigger your character uses.

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<p class="MsoNormal">Infinite Hyper Mode: This is when the player and the rest of the ten-person party fight against Sigma's 3rd form, Maverick Emepror Sigma for the true grand final battle.

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<h2 class="MsoNormal">ARMORS

<p class="MsoNormal">These are the unlockable armors for each of the characters.

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<p class="MsoNormal">X- (Standard Hyper Mode)

<p class="MsoNormal">•             X Fire

<p class="MsoNormal">•             Falcon armor

<p class="MsoNormal">•             Shadow armor

<p class="MsoNormal">•             Giga armor

<p class="MsoNormal">•             Mega Man armor

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<p class="MsoNormal">             (Secret Hyper Mode)

<p class="MsoNormal">•             Ultimate Armor X

<p class="MsoNormal">•             Copy X armor (DLC)

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<p class="MsoNormal">Mega Man- (Standard Hyper Mode)

<p class="MsoNormal">•             Blast armor

<p class="MsoNormal">•             X's armor

<p class="MsoNormal">•             Without Helmet armor

<p class="MsoNormal">•             Copy Robot armor

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<p class="MsoNormal">              (Secret Hyper Mode)

<p class="MsoNormal">•             Hyper MegaMan

<p class="MsoNormal">•             8-Bit MegaMan armor (DLC)

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<p class="MsoNormal">Zero- (Standard Hyper Mode)

<p class="MsoNormal">•             Black Zero armor

<p class="MsoNormal">•             Gold armor

<p class="MsoNormal">•             Old School Zero's armor from MegaMan X1

<p class="MsoNormal">•             Nightmare armor

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<p class="MsoNormal">               (Secret Hyper Mode)

<p class="MsoNormal">•             Absolute Zero

<p class="MsoNormal">•             Megaman Zero armor (DLC)

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<p class="MsoNormal">Proto Man- (Standard Hyper Mode)

<p class="MsoNormal">•             White Protoman armor

<p class="MsoNormal">•             Crystal Protoman armor

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<p class="MsoNormal">              (Secret Hyper Mode)

<p class="MsoNormal">•             Proto Man EXE

<p class="MsoNormal">•             Old school Protoman's armor (DLC)

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<p class="MsoNormal">Axl- (Standard Hyper Mode)

<p class="MsoNormal">•             Black & Red armor

<p class="MsoNormal">•             Stealth armor

<p class="MsoNormal">•             Axl The Great armor

<p class="MsoNormal">•             Tuxedo costume

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<p class="MsoNormal">              (Secret Hyper Mode)

<p class="MsoNormal">•             White Axl

<p class="MsoNormal">•             Devil Hunter armor (Robotic version of Dante's costume from DMC4    with Ebony & Ivory pistols and                               'Jack Pot!' as the Final Strike option.   (DLC)

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<p class="MsoNormal">Bass- (Standard Hyper Mode)

<p class="MsoNormal">•             Dark Prince armor

<p class="MsoNormal">•             Vile armor (Only the color schemes)

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<p class="MsoNormal">              (Secret Hyper Mode)

<p class="MsoNormal">•             Super Bass

<p class="MsoNormal">•             Dark Slayer armor (Robotic version of Vergil's costume from DMC3 and 'Thousands of Summoned                              Swords' as the Final Strike option.

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<p class="MsoNormal">Spider- (Standard Hyper Mode)

<p class="MsoNormal">•             Jester armor

<p class="MsoNormal">•             Magic Man armor

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<p class="MsoNormal">              (Secret Hyper Mode)

<p class="MsoNormal">•             Trickster

<p class="MsoNormal">•             Colonel Redips costume (DLC)

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<p class="MsoNormal">Duo- (Standard Hyper Mode)

<p class="MsoNormal">•             Impact armor

<p class="MsoNormal">•             Ancient armor

<p class="MsoNormal">•             Assault armor

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<p class="MsoNormal">              (Secret Hyper Mode)

<p class="MsoNormal">•             Apocalypse Duo

<p class="MsoNormal">•             Old School Duo costume (DLC)

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<p class="MsoNormal">Steel Massimo- (Standard Hyper Mode)

<p class="MsoNormal">•             Glint armor

<p class="MsoNormal">•             Dark Massimo armor

<p class="MsoNormal">•             Neon armor

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<p class="MsoNormal">              (Secret Hyper Mode)

<p class="MsoNormal">•             Original Massimo

<p class="MsoNormal">•             Tadakatsu Honda armor from Sengoku Basara series (DLC)

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<p class="MsoNormal">Roll- (Standard Hyper Mode)

<p class="MsoNormal">•             Cyber R armor

<p class="MsoNormal">•             Kimono R armor

<p class="MsoNormal">•             Old School Roll costume

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<p class="MsoNormal">              (Secret Hyper Mode)

<p class="MsoNormal">•             Celestial Roll

<p class="MsoNormal">•             Maiden Roll costume (DLC)

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<p class="MsoNormal">Marino- (Standard Hyper Mode) 

<p class="MsoNormal">•             Shadow Marino armor

<p class="MsoNormal">•             Kunoichi armor

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<p class="MsoNormal">              (Secret Hyper Mode)

<p class="MsoNormal">•             Android M

<p class="MsoNormal">•             Kasuga costume from Sengoku Basara (DLC)

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<p class="MsoNormal">Cinnamon- (Standard Hyper Mode)

<p class="MsoNormal">•             Angelic armor

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<p class="MsoNormal">              (Secret Hyper Mode)

<p class="MsoNormal">•             Iron Maiden

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<p class="MsoNormal">'''E. R. T (EddieRushTango)- (Standard Hyper Mode)'''

<p class="MsoNormal">•             Light armor

<p class="MsoNormal">•             Heroic armor

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<p class="MsoNormal">              (Secret Hyper Mode)

<p class="MsoNormal">•             The Savior armor

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