|Artwork of Mega Man equipped with the Super Adaptor known as "Super Mega Man"|
The weapon allows Mega Man to merge with Rush and become "Super Mega Man", combining the abilities of the Power and Jet Adaptors from Mega Man 6 plus Mega Man's Mega Arm from Mega Man V on the Game Boy. While the Super Adaptor is equipped, Mega Man can preform a Booster Jump diagonally upwards to the left or right by jumping while in the air. Also instead of a charged shot, Mega Man will fire off his fist at enemies via the Rocket Buster, similar to the Mega Arm but with the ability to home in on nearby enemies rather than just going straight forward and back without the ability to grab items. Uncharged and semi-charged shots however will still be basic Mega Buster shots. Because of this, a boss that is set to be immune to the Mega Buster will be immune to uncharged and semi-charged Super Adaptor shots and can only be damaged with the fist and vice versa.
Additionally, while the Super Adaptor is equipped Mega Man cannot slide unless the weapon is switched off of. However, if he is already sliding under something and switches to the Super Adaptor or picks it up via a Weapon Capsule he will still continue to slide while in Super Form complete with unique sprites.
In Mega Man 7, Mega Man had to obtain an upgrade to amplify the range and to make the Adaptor semi-homing. In Mega Man Maker this upgrade is integrated from the get-go. Another difference is that Mega Man does not need to summon Rush and trigger a fusion, instead instantly equipping the Adaptor form when the weapon is selected. The weapon was modified to defeat spines, which it could not do originally.
- Mega Man has several special victory animations when beating a level with the Super Adaptor on. They involve him firing out his fist and retracting it.
- The Super Adaptor of one of three adaptor weapons used by Mega Man in the main series. The other two are from Mega Man 6, and are the Jet Adaptor, and Power Adaptor. The fourth fusion adaptor, called Treble Boost is used exclusively by Bass and was introduced in Mega Man 8. All four fusion adaptors are featured in Mega Man Maker.
- Although primarily used by Mega Man, Bass used the Super Adaptor in Mega Man 7 (not to be confused with Treble Boost from future games) during a boss battle, and Cut Man used the Super Adaptor in the Mega Man Megamix manga.
- Although Bass both does use the Super Adaptor in Mega Man 7 and is playable in Mega Man Maker, only Mega Man's version of Super Adaptor currently exists in Mega Man Maker. WreckingPrograms listed adaptors for Proto Man and Bass among the "Deconfirmed features". TimeLink stated that it would not be implemented due to making Bass and Proto Man overshadow Mega Man and especially due to needing sprites for all positions and having little source material at that.
- Mega Man's charged shot hand may sometimes go off the screen and disappear. Because it never returns, Mega Man will continue to be helplessly unarmed until the player opens the weapons menu or changes the weapon. Once this is done the arm will return.
- If there are no enemies on-screen but are in a nearby but different room, the charged shot hand will sometimes fly off in their direction and attempt to attack them before returning. This may also be connected to the previous glitch.
|Content from Mega Man 7|
|Spring Man • Shade Man|
|Tripropellan • Icicle Teck • Trio the Wheel • Baccone • Tom Daddy • Frisk Cannon • Gockroach S • Gockroach S Nest • Turbo Roader • Kaminari Kogoro • Cyorown|
|Wild Coil • Noise Crush • Danger Wrap • Super Adaptor|
|Floor Light • Punch Block • Jet Platform|