Power Gear Effects

As Mega Man, while using your thirdfire, the behavior of copyweps will change. These are normally a more powerful version of said weapon, and similar to the Ultimates of the classes from which the copyweps originate from. The downside of this is that they use a lot more ammo, and you overheat can the Power Gear really easily if you stay in this state for too long. These are best used once, or all at once, to dish out massive damage. You could also try using the entire bar to almost always get a kill, but this means that cooldown will take effect and you will have no weapon ammo left. It's a mechanic with risk and reward in a nutshell; below you can see what each gear effect does, and how to best use it.

Rolling Cutter
Turns into a Large Rolling Cutter, similar to Cut Man's Ultimate. This actually deals less direct damage than the normal Rolling Cutter, but it goes way farther, stopping only when it hits a wall, then returning. You can cancel Power Gear right after you fire, and it will still execute the move, so when using this, cancel Power Gear and try to back up, as the cutter will almost always reach its target unless they move. You can also move towards your opponent as they try to dodge the Power Gear Rolling Cutter, and use the normal Rolling Cutter for some mix up.

Super Arm
Turns the normal super arm rock into the one that's in Megaman Powered Up. This deals almost identical damage, but the main difference being that the block itself no longer is affected by gravity, meaning it can be used easily at far range. Note that the block is still fired at the same location as the normal Super Arm block.

Ice Slasher
Turns into an even slower Ice Slasher that causes the slow effect on impact. You can only fire 3 before it runs out of ammo, but it's very easy to dodge. Try using it at close range to ensure you can land a hit. You can't stack the slow effect with multiple hits.

Hyper Bomb
Turns into a gravity-based bomb projectile that explodes on contact or when you hit any surface with it. It also causes the screen to shake on hit (with a player), and can kill most classes with direct hits. Best used at semi-close range because the bomb does not fly very far.

Fire Storm
Turns into a generally higher damage projectile/shield the projectile is similar to Fire Man's Mainfire. You can 2 shot most classes at close range if you hit the projectile with the shield, and you can fire 6 of these before you run out of ammo, but you would not be able to do that without overheating if you don't cancel for a while before the 5th one, best used at close range.

Thunder Beam
Turns into a thunder strike that is created where you look, similar to Elec Man's Ultimate. This is best used at far range, as it's more of a sniping tool. You can fire out 2 before you need ammo without overheating, so if you trust your aim and prediction skills, you can easily use this to hit where the enemy is going to move, and deal huge damage! Don't forget to aim on the ground where they stand, otherwise you might just end up missing.

Note that normal Hyper Bomb also explodes on contact now, but that deals generally less damage due to Mega Man having copynerf.

Time Slow
Turns into a AOE attack that gives you a speed boost, this can be used once before you need ammo, once you have gained the speed boost a passive damaging aura around you. Can be used as a chasing tool because you don't need to hit anyone to gain the speed effect.

Oil Slider
Turns into a move that automatically puts you into the sliding state of Oil Slider. This deals more contact damage than the normal Oil Slider, and can be used at least 3 times before ammo is needed. If canceled, you get forcefully removed off the slide. Can be used to get speed in unconventional ways, for example, if you use this, jump and then cancel power gear, you can get a huge burst of speed in the air, similarly to Bass using his altfire and jumping. This can result in you stopping completely though, so it's more of a risk and reward type of function.

Metal Blade
Fires a Metal Gear that rolls along the floor until it hits a wall, similarly to Metal Man's uncharged altfire. Deals weak damage, and can be used 7 times with full ammo. Useful for pursuing enemies.

Air Shooter
Air Shooter now creates a long whirlwind that hits multiple times, similar to Air Man's charged mainfire. This is used best when your opponent is somewhat slow, as you'll be able to get more hits on them with it. This is also somewhat fast, and can be used twice with a full ammo bar.

Bubble Lead
Bubble Lead now bounces off terrain and lasts for a while. Deals weaker damage as a result, but is harder to dodge. Can be used 12 times with full ammo.

Quick Boomerang
Fires three Quick Boomerangs in a spread that home in on enemies once. Weaker than normal Quick Boomerangs by themselves, but deal a lot of damage if all three hit. Useful if you're chasing someone or being chased yourself.

Crash Bomb
Fires three Crash Bombs in a spread. Can be used 4 times with full ammo. Useful for high single target damage.

Time Stopper
Increases the AoE and slightly buffs the damage. Useful for large crowds of enemies, but can only be used ONCE with a full ammo bar, much like normal Time Stopper. Try to line multiple people up to use your Ultimate on!

Atomic Fire
Fires three fire pillars which extend in the direction they are shot by a short distance. These pillars act the same way as Heat Man's Ultimate mainfire, dealing heavy damage on contact and afterburn for a while. Useful for cutting off enemies, but can only be used three times with a full bar.

Leaf Shield
Works the same as normal Leaf Shield, except the leaves are bigger, and it summons a leaf rain when shot. Can be used twice with full ammo.

Needle Cannon
Mega Man pulls out his other arm cannon (NANI?!) and fires out two Needle Missiles in a row, much like Needle Man's Ultimate. They do more damage than normal Needle Cannon and have splash damage, but have a slower RoF, making them an excellent choice for close quarters combat.

Spark Shock
Fires out a huge electric orb, much like Sparkman's fully charged M1. It has high damage as well as a longer stun, so it's good to follow up with a powerful attack after using it!

Gemini Laser
Fires out a different Gemini Laser that moves faster and deals heavy damage to those hit by it. However it lasts for a shorter amount of time as a result. Good for sniping.

Hard Knuckle
Fires off what appears to be a normal hard knuckle with a delay, except this Hard Knuckle deals MASSIVE damage, being able to two-shot most classes, but also using all of your ammo upon use. Use this at point blank for best results!

Magnet Missile
Fires a slow, sparkling magnet that pushes enemies away and explodes after a short while, dealing heavy damage. Can be used four times with full ammo, and it's best optimized at close-mid range.

Shadow Blade
Fires a GINORMOUS blade that moves quick, does not return to the user, and deals massive ripping damage. Can be used twice with a full ammo bar, so it's good for sniping for finishing weak enemies.

Top Spin
Works the same, but deals more damage and floods the area with spinning tops that deal weak damage but disorient the player, allowing for follow up attacks. Can be used three times with full ammo.

Search Snake
Fires off Snake Man's charged M1, dealing moderate ripping damage. Usable 6 times with a full bar.

Pharaoh Shot
Fires out a fast moving Pharaoh Wave, which deals moderate ripping damage. Can be used three times with full ammo, so it's useful for weak enemies fleeing the scene.

Dive Missile
Fires a barrage of Dive Missiles so long as the player is holding M1.

Skull Barrier
So long as normal Skull Barrier is active, Mega Man will fire off skull shaped shots that do moderate damage.

Ring Boomerang
Fires out six big rings in six directions, much like Ring Man's charged M1. They do the same damage as normal Ring Boomerang, and can be used three times with full ammo.

Flash Stopper
Summons an AoE which instantly blinds and stuns anyone hit by it, however it can only be used once with full ammo, so follow up with something that can kill.

Rain Flush
Fires off a Rain Flush capsule that leaves a trail, which then summons a Rain Flush that does extra damage plus has double the AoE. Can be used twice with full ammo, and is great for large crowds.

Drill Bomb
Fires a fast moving Drill Bomb that leaves a trail behind and makes rocks go flying when it explodes. Does less damage than normal Drill Bomb, but has incredible splash damage, so it's good for long range combat.

Dust Crusher
Fires a large pile of junk at the enemy, dealing massive damage. It explodes into small, weak damaging junk bits on collision with terrain or players. Can be used three times with full ammo.

Gravity Hold
Summons Gravity Hold with a larger AoE and slightly higher damage, but can only be used twice with full ammo.

Napalm Bomb
Mega Man pulls out both arm cannons to fire off two Napalm Bombs that explode upon hitting terrain or players. Landing both bombs can deal incredible damage, so aim carefully! This move can be used three times with full ammo.

Charge Kick
Charge Kick now goes forward as long as you hold M1, although it deals weaker damage as a result.

Star Crash
Summons a meteorite that explodes on contact dealing moderate damage and good splash damage. Useful for mid range combat, and can be used five times before needing to refill ammo.

Gyro Attack
Fires off a Gyro Attack that homes in on enemies, much like Gyro Man's own Ultimate M1. Deals heavy damage but can only be used four times with a full ammo bar.

Water Wave
Summons a pinpoint geyser that deals heavy ripping damage and sends the enemy upwards.

Can be used four times with one bar, so it's useful for being an area-denial tool.

Power Stone
Summons the Stone Hand that Stone Man uses in his Ultimate. Works the same way, although with less damage. Can be used two times with a full bar of ammo.

Crystal Eye
Shoots off a Joe Crystal as well as four bouncing Crystal Eye shots, much like Crystal Man's respective charged M1 and M2. The attack does less damage, but is good control plus sniping. Can be used four times before needing to refill ammo.

Silver Tomahawk
Fires off a normal Silver Tomahawk, as well as firing off feathers in one of three patterns (Parallel, Shotgun, Spread,) much like Tomahawk Man's M2. Good for tricking enemies at mid-range. Can be used 4 times with full ammo.

Wind Storm
Fires off what is essentially a weaker version of Wind Man's Ultimate, a giant Wind Storm that deals ripping damage and rebounds once. Good for getting enemies off your tail. Can only be used once with full ammo, however, so make your shot count.

Yamato Spear
Fires off the spear of Ben K (aka Yamato Man's Thirdfire) which blocks projectiles and deals ripping damage, but moves slow. Can be used three times with a full ammo bar, so use it to clear small hallways.

Centaur Flash
Mega Man's hand transforms into a buster and fires off the powerful Centaur Arrow, which works the same way as Centaur Man's charged M1. It also retains its knockback ability and and extra damage if the victim hits the wall. Can be used twice, but afterwards you will need to replenish ammo. Good for sniping at far away distances.

Flame Blast
Summons a valley of Flame Blast pillars that deal half the damage of normal Flame Blast shots. Can be used four times before needing to refill ammo.

Blizzard Attack
Fires off four snowflakes of enhanced Blizzard Attack, which will home in on enemies multiple times. Can be used four times before needing to refill ammo.

Plant Barrier
Mega Man's hand turns into a buster and fires out three seeds that turn into the Turret Flowers used by Plant Man. The bullet the turrets fire deal pitiful damage but hitting with the seed directly deals more. Can be used twice with full ammo.

Knight Crush
Fires off a giant Knight Crush that makes rocks fly when it hits an opponent or terrain, and deals heavy damage. Can be used three times, and then ammo will need to be replenished.