While we cannot directly link you or go into great detail at this time, the Capcom breach in November did cue us in on the next "major" Mega Man game set for 2022. It's blazed a path ahead for, what could be, an ambitious future for the franchise. Make no mistake: the picture being painted here is good. So while ZZXLC's numbers may look disappointing to us, there's a very good chance that it was profitable. There was simply no way ZZXLC would have the same kind of reach and impact as MMLC1+2 or XLC1+2. When putting this collection together, Capcom had to consider that. Zero and ZX have always been pretty niche, due in large part to the perception that they're "very hard" games.
You have to remember, the individual titles in both the Zero and (especially) the ZX series never moved more than 200,000 units on their own. Zero/ZX Legacy Collection may have sold far less than its counterparts, yes, but that doesn't outright spell doom and gloom. Mega Man 11 and the many Legacy Collections succeeded because they're in-line with the realistic, reasonable expectations Capcom laid out pre-production.
Projected sales are expectations set by the performance of past titles and a summation of general brand interest (revenue accumulated from goods and merchandise, for example). When games are green-lit and move into production, they're given a budget based on project sales. 9 brand - at the time of this writing - is effectively dead. When you take into consideration how much money had to be spent onmultiple versions (two of which failed to materialize), multiple SKUs, marketing campaigns and even other ill-fated projects, it's no wonder why the Mighty No. The game may have sold a lot of units, but that doesn't mean it was profitable. No one from Deep Silver or Comcept (Level-5 Comcept?) celebrated ANY milestones or immediately announced a Mighty No. yet Mega Man 11 is considered the success story.
In fact, if you add the people who played for free when it became part of PS+, that number goes as high as 1.3 million units. 9's notorious bargain-bin status has it going on sale for as low as 80% on Steam. For Mega Man Zero/ZX Legacy Collection, this is important. 9 on the chart?”, you ask? Because it provides a bit of perspective that sales numbers aren’t always the end-all, be-all that they're often made out to be. Despite my calculations, it's very possible that XLC1 hasn’t *quite* hit that 1 million mark on it's own just yet. However, while the pattern suggests that X Legacy Collection 1 sold the most of the two, it’s not ranked on Capcom’s Platinum titles. BUT this data is from 2019, so we can expect some growth from it. Mega Man X Legacy Collection 1+ 2 were reported to have sold 1.4 million units combined. This, too, is barring the spike caused by MMLC2 addition to Xbox Game Pass. We can assume, therefore, that MMLC2 sits at around 800k.
However, in 2019, it was stated by series producer Kazu Tsuchiya that MMLC1 and MMLC2 sold 2 million units combined. Mega Man Legacy Collection 2’s numbers haven’t been reported explicitly. Once it's become a "back-catalogue title", perhaps. It's also entirely possible that Capcom stop keeping track after a certain point in a title's lifespan.
But even if they did, the numbers still wouldn’t line up as the PS4 and Xbox numbers, alone, match the total sales with no room for the Switch version (or 3DS, for that matter). 2020, which could suggest that they aren’t taking Steam into account. Now, the first issue we can see is that Mega Man Legacy Collection on Steam already surpassed Capcom’s own, official data as recent as Dec. There's nothing inherently contradictory with official data. First off, I will point at Mega Man 11 and the Zero/ZX Legacy Collection as the most “safe” stipulations.