You knew this was coming eventually!
No, I didn't. If I did, then I would've tried to get in on the seeding. The Dr. Wily to your Dr. Light, as it were.
I also would've started by using Eddie (i.e. Hatbot, but go with the theme here) to make 13 pools of 6 (like in the original game). The chief constraint would be no 2 RMs from the same (
mainline) game in the same pool. (Arcades and GB/GG games wouldn't count in the seeding.)
Note that you don't necessarily have to have seen the Robot Master in action to vote on it; you can just look up their element, weakness, etc. and determine whether they win or lose based on that. I do this since some MM games aren't as well played as others.
Interesting, because I was comparing weaknesses to elements of some Nintendo RPGs. Don't ask where I got
that crazy idea. Please. Just
don't.
This has only 64 slots open, so 14 Robot Masters had to be snubbed. If it seems like a certain someone never had a chance, that's why. And again, I swear, these were entirely Hatbotted.
That makes me want to take those 14 snubbed Robot Masters and go Dr. Wily on your rear! And the Surviving Contenders once they reach the "Sweet 16"! (If you want to take that bent, you can Eddie (Hatbot) the pairings)
Anyway... Assuming Dr. Wily put in some actual AI this time.
Snake Man (MM3) vs.
Freeze Man (MM7) I'm assuming neutral field, so Freeze's Icicles are out. That having been said, Freeze Man can still freeze the floor. Kills the Searchers, but Snake Man himself can Jump out of harm's way. Still, that's his only ammo, and again, neutral field = no big column in the center. Freeze by Attrition
Napalm Man (MM5) vs.
Needle Man (MM3) Needle has a slight mobility advantage in the height of his jumps; and the fact that Napalm Man only has ground-attack weaponry. Needle by Attrition.
Centaur Man (MM6) vs. Gutsman (MM1/PU) Gutsy's vulnerable to the Time Slow in PU. Centaur Man has Centaur Flash (Time) Standard. And his twinking around the room can get around any boulders that Gutsy tosses his way. Bad Draw here...
Magic Man (MM&B) vs. Astro Man (MM8/&B) But this is 10 Times Worse! A Same-Game Weakness Hit!
*Flies in in Saucer to claim Astro Man's battered remains as #15 on the Wily team.*
*Wiggles Eyebrows*Charge Man (MM5) vs. Cutman (MM1) The burning coals from Charge Man's 2nd attack trigger a Game Boy 1 weakness (Fire). BTW, Cutman being weak to the Plasma Cannon only helps other RMs with Plasma Cannons (includes Gemini Man) and Splash Woman (Her and Gemini I count as having a "Laser" Element).
Elecman (MM1) vs.
Turbo Man (MM7) According to the Mega Man Home Page (a long running fan site) Turbo Man takes
no damage from Thunder Bolt (resembles more Spark Shock than Thunder Beam, but same element.) Elec Man takes 3 damage from Fire Storm in PU and 1 Damage in all other mainline forms. So, Turbo nulls Electric, Elec is normal to Fire. Another Bad Draw for the Proto-Lights.
Heat Man (MM2) vs.
Tornado Man (MM9) Er... Heat Man has a contemporary that uses a Wind attack too. Heat only takes 2 damage from the Air Shooter (Difficult Mode), which is the same as the Plasma Cannon. So, it's more of a durability issue than "OMG! Tornadoez hits Weekness!!!1111" beacuse he doesn't. Heat Man is weak to
Water. Not Wind. The Lightbot beats the Wilybot because Heat Man has bad construction. BTW, Neutral Field = No Spikes on Ceiling.
Flame Man (MM6) vs. Drill Man (MM4) Again, burrowing is innate. But Flame Man's Secondary goes throughout the stage. Still, Drill's invulnerable even when partially buried. Meh... And unlike the above 2 matches, Flame Man doesn't have an explosive counterpart; and neither does Drill have a... well, some would say that Pharaoh Man is Fire-Based, so... 1 regular, 3 charged = Mega Buster = Normal Damage. Abstain. This could go either way, based almost entirely on how well Flame Man would fake-out Drill Man's resurfacing.