No like, make 2 alternate Megaman objects (fully animated) that have the alternate palettes for the charge effect. Then, when charging, have a value that loops through 1-3. When it's 1, make the normal mask visible and the others invisible. When it's 2, make the first charge mask visible and the others invisible, and so on.
Each one of these masks will be set to Megaman's "base" or "collision mask" object and have/use the exact same animations.
Problem is, Megaman typically has 8 weapons in end, with different palettes to go with them. Those on top of the default palette equals 27 unique, fully-animated Megaman objects if you use this work-around. So again, I highly suggest you don't waste your time with it and just wait until a color-replace shader and some equivalent to the image manipulator plugin are added, because this isn't really possible without them.