The Rush Coil is a utility weapon from several games in the Mega Man series appearing as early as Mega Man 3. Both Mega Man and Proto Man can use versions of Rush Coil, with Mega Man using the standard Rush Coil and Proto Man using his own custom variant. The active playable character determines which form Rush coil will take, and it will change to the appropriate variant should a Character Capsule be used to change the playable character between the two mid-stage. However, if the playable character is set to be Bass, rather than simply changing in name and appearance the weapon will instead be swapped for the Treble Boost utility weapon.
|Artwork of Rush Coil|
Rush Coil is a utility weapon in Mega Man Maker unique to Mega Man. Using this weapon will summon Mega Man's robotic dog Rush, who the player can jump on to propel themselves upwards and reach higher areas via a spring in Rush's back. While Rush is summoned, the user can press the fire button again to fire uncharged Mega Buster shots. Rush can only be summoned onto areas open enough for him to stand on, as summoning him in a cramped area or wall will cause him to immediately teleport away the second he lands. Each use of Rush Coil uses two units of Weapon Energy. If Rush is left standing still for a short period of time and isn't jumped on, he will teleport away on his own.
Mega Man Maker uses the version of this weapon from Mega Man 4, as Mega Man 3's Rush Coil used 3 units of energy and Mega Man 5's Rush Coil (Known as New Rush Coil) worked differently and required Mega Man to jump off of it and it also consumed 4 units of energy. The Mega Man 7 version also would not allow Rush to land on Spikes, instead causing him damage and making him teleport away. The Mega Man 11 version worked the same as most versions, but used 4 units of energy like the Mega Man 5 version.
|Fanmade artwork of Proto Coil by Justazag|
Proto Coil is a utility weapon in Mega Man Maker unique to Proto Man. Using this weapon will summon a springboard in a design resembling Proto Man's shield, which the player can jump on to propel themselves upwards and reach higher areas via a spring. While the Proto Coil is summoned, the user can press the fire button again to shoot uncharged Proto Buster shots. The Proto Coil can only be summoned onto areas open enough for it to stand on, as summoning it in a cramped area or wall will cause it to immediately teleport away the second it lands. Each use of Proto Coil uses two units of Weapon Energy. If the Proto Coil is left standing still for a short period of time and isn't jumped on, it will teleport away on its own.
Proto Coil functions essentially identical to the Rush Coil, with the only differences being some sprite replacements, and the utility being named slightly differently.
Additionally, if the Player Character is initially set to be Mega Man and they have the Jet Adaptor, Power Adaptor, or Super Adaptor and are switched to Proto Man the weapons will be changed to the Proto Coil, and revert back to their original forms if the player then becomes Mega Man once again.
- Switching off of and back to Rush Coil / Proto Coil, will cause it to despawn and allow it to be immediately summoned again if activated quick enough. This allows for the ability to climb or cross large areas of spikes if done properly.