|Mega Man using Charge Kick.|
Charge Kick (チャージキック Chāji Kikku?) is Charge Man's Special Weapon. To activate this power, Mega Man must slide while the weapon is active, causing damage with his slide and being immune to some attacks and traps while using it, such as the steam vents in Wave Man's stage (but not Wave Man's own waterspout, for some odd reason). This is useful against some low-to-the-ground enemies. In Mega Man IV, it can break some blocks. Due to being a short-range weapon, Mega Man may get hit by enemies if he stops near them. Unlike a regular slide, the player cannot change direction in the middle of a Charge Kick, even if they are in a place where sliding is the only way to get through. Charge Kick does 1 damage to enemies, excluding weaknesses.
If Dark Man 3 freezes the player with his rings and lands on Mega Man, the boss will take contact damage until Mega Man unfreezes. Although it only does 1 damage per hit, if timed correctly Dark Man 3 will take 2 hits and the player will slide away from him before taking contact damage. There is a glitch with his attack pattern so he will not shoot the player while they are frozen in the middle of a Charge Kick.
Damage Data ChartEdit
Damage values in units for Mega Man 5.
|Dark Man 1||1|
|Dark Man 2||0|
|Dark Man 3||1|
|Dark Man 4||1|
|Wily Machine 5||--|
It is physically impossible to deal damage to Gravity Man or any of the Wily Castle bosses. The Charge Kick ends as soon as Gravity Man shifts gravity and all Wily Castle bosses have weak points that must be hit with a ranged weapon or at least one that can be aimed (either because they are flying or have weak points above the ground).
In Mega Man 5 and Mega Man IV, one Charge Kick uses 1 weapon energy unit. With a full weapon energy gauge, Mega Man can use Charge Kick 28 times in Mega Man 5 and 19 times in Mega Man IV.