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{{Header Nav|game=Super Smash Bros. for Nintendo 3DS}} | {{Header Nav|game=Super Smash Bros. for Nintendo 3DS and Wii U}} | ||
As one of the most requested third-party characters, Mega Man joins the fray with a huge variety of Robot Master weaponry. As a fighter, Mega Man feels very different from any other character, with a lot of projectiles and few melee attacks. Obviously, this means Mega Man has incredible defensive power, able to pepper foes with a barrage of projectiles, but it also leaves Mega Man with fewer options when opponents get close. With some very unorthodox attacks in his moveset, Mega Man might feel weak at first. Once you get the hang of it, the Blue Bomber will function much like in his own games, weaving around and using his wide arsenal of weapons to cover any situation. | As one of the most requested third-party characters, Mega Man joins the fray with a huge variety of Robot Master weaponry. As a fighter, Mega Man feels very different from any other character, with a lot of projectiles and few melee attacks. Obviously, this means Mega Man has incredible defensive power, able to pepper foes with a barrage of projectiles, but it also leaves Mega Man with fewer options when opponents get close. With some very unorthodox attacks in his moveset, Mega Man might feel weak at first. Once you get the hang of it, the Blue Bomber will function much like in his own games, weaving around and using his wide arsenal of weapons to cover any situation. | ||
{{SSB3DS Move List | {{SSB3DS Move List | ||
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|fadesc=Mega Man fires his Mega Buster while walking forward. As mentioned above, this move is a Mega Buster attack, and can transition into each of the other Mega Buster attacks as long as Mega Man hasn't fired all three shots. Unlike the other Mega Buster moves, there is no point blank sweetspot. This attack lets you close the distance between you and your opponents, which may force an action out of them that you can predict and try to cover. If you've marched right next to a foe, you can stop moving or jump to knock them away with the point blank sweetspot of the other Mega Buster moves, keeping you save from harm during the ending animation of the move. | |fadesc=Mega Man fires his Mega Buster while walking forward. As mentioned above, this move is a Mega Buster attack, and can transition into each of the other Mega Buster attacks as long as Mega Man hasn't fired all three shots. Unlike the other Mega Buster moves, there is no point blank sweetspot. This attack lets you close the distance between you and your opponents, which may force an action out of them that you can predict and try to cover. If you've marched right next to a foe, you can stop moving or jump to knock them away with the point blank sweetspot of the other Mega Buster moves, keeping you save from harm during the ending animation of the move. | ||
|ua=Mega Upper | |ua=Mega Upper | ||
|uadesc=Mega Man does an uppercut based on his appearance in the Marvel vs. Capcom series, launching opponents hit by it upward. The attack has an especially strong sweetspot if Mega Man hits a close foe at the very start of the move, which lets it function as a potent KO move. Enemies a bit further away take less, but still significant, knockback, which decreases slightly more in the air. The move sends Mega Man quite high in the air, and can actually be a decent anti-air attack if you're not saving it for KOs. Mega Man cannot act until he falls back to the ground, so you leave yourself very vulnerable if you miss | |uadesc=Mega Man does an uppercut based on his appearance in the Marvel vs. Capcom series, launching opponents hit by it upward. The attack has an especially strong sweetspot if Mega Man hits a close foe at the very start of the move, which lets it function as a potent KO move. Enemies a bit further away take less, but still significant, knockback, which decreases slightly more in the air. The move sends Mega Man quite high in the air, and can actually be a decent anti-air attack if you're not saving it for KOs. Mega Man cannot act until he falls back to the ground, so you leave yourself very vulnerable if you miss. | ||
|da=Slide | |da=Slide | ||
|dadesc=Mega Man slides across the ground, kicking enemies in the way. It is pretty fast | |dadesc=Mega Man slides across the ground, kicking enemies in the way. It is pretty fast and a useful close range option to knock foes away, especially since you can move past shielding opponents, protecting you from shield grabs. It can also be used as a punish for opponents at mid-range if you desire more power than your projectiles. This attack can also be used as an alternate movement option to dashing, and it is certainly faster for short distances. | ||
|dasha=Top Spin | |dasha=Top Spin | ||
|dashadesc=Mega Man spins around rapidly, sucking up opponents in his way and dealing multiple hits. It is a decent Dash Attack | |dashadesc=Mega Man spins around rapidly, sucking up opponents in his way and dealing multiple hits. It is a decent Dash Attack with good trapping ability, and also moves Mega Man forward faster than just dashing. Use it to rack up damage and drag enemies away from their current positions. | ||
|hangadesc=Mega Man does a sweep kick as he climbs up. | |hangadesc=Mega Man does a sweep kick as he climbs up. | ||
|fsmash=Charged Shot | |fsmash=Charged Shot | ||
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|airfadesc=Mega Man swings the Flame Sword downward. The move is slightly stronger at the tip of the sword, and deals less damage if you hit opponents near the end of the attack. This move is a great aerial tool, as it has great range and reach, letting Mega Man rack up damage at mid-close range. It suffers from weak knockback, which can sometimes get you punished due to the lack of hitstun, but this also means it can still combo fairly well at higher percentages. | |airfadesc=Mega Man swings the Flame Sword downward. The move is slightly stronger at the tip of the sword, and deals less damage if you hit opponents near the end of the attack. This move is a great aerial tool, as it has great range and reach, letting Mega Man rack up damage at mid-close range. It suffers from weak knockback, which can sometimes get you punished due to the lack of hitstun, but this also means it can still combo fairly well at higher percentages. | ||
|airba=Slash Claw | |airba=Slash Claw | ||
|airbadesc=Mega Man slashes three times behind him, with the final hit launching opponents sideways. Another awesome close range move, this attack has around the same reach as the Flame Sword, but lacks its wide arc for better knockback. This makes it a better alternative for spacing against your opponents, a reliable move to knock any enemy too close for comfort away. At high percentages, it can even KO if it isn't knockback staled from repeated use. | |airbadesc=Mega Man slashes three times behind him, with the final hit launching opponents sideways. Another awesome close range move, this attack has around the same reach as the Flame Sword, but lacks its wide arc for better knockback. This makes it a better alternative for spacing against your opponents, a reliable move to knock any enemy too close for comfort away. At high percentages, it can even KO if it isn't knockback staled from repeated use. | ||
|airua=Air Shooter | |airua=Air Shooter | ||
|airuadesc=Mega Man shoots a small twister into the sky, which traps any enemies in its path as it hits them multiple times. The move will not cause your foes to flinch if they are hit after the tornado has travelled some distance, but it will still drag your target up. It is a projectile, so it can be reflected. This move is a pretty strong juggling tool that can keep your opponents in the sky if you're accurate enough. You have enough time to launch a new Air Shooter by the time they are freed, although this gives them the chance to airdodge past the projectile. Nevertheless, it is usually worthwhile to set up Up Air chains due to the damage they can potentially inflict. It can even act as a KO move due to how high it drags your opponents up. | |airuadesc=Mega Man shoots a small twister into the sky, which traps any enemies in its path as it hits them multiple times. The move will not cause your foes to flinch if they are hit after the tornado has travelled some distance, but it will still drag your target up. It is a projectile, so it can be reflected. This move is a pretty strong juggling tool that can keep your opponents in the sky if you're accurate enough. You have enough time to launch a new Air Shooter by the time they are freed, although this gives them the chance to airdodge past the projectile. Nevertheless, it is usually worthwhile to set up Up Air chains due to the damage they can potentially inflict. It can even act as a KO move due to how high it drags your opponents up. | ||
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|dthrowdesc=Mega Man slams the held opponent into the ground, bouncing them back up. The throw sends your target at a slightly diagonal angle, and has low enough knockback for you to follow up at low percentages. Even at higher percentages, it still leaves your opponent close enough to the ground that you can try to predict and punish their counterattacks or dodges. | |dthrowdesc=Mega Man slams the held opponent into the ground, bouncing them back up. The throw sends your target at a slightly diagonal angle, and has low enough knockback for you to follow up at low percentages. Even at higher percentages, it still leaves your opponent close enough to the ground that you can try to predict and punish their counterattacks or dodges. | ||
|b1=Metal Blade | |b1=Metal Blade | ||
|b1desc=Mega Man throws a circular saw in one of eight directions, doing multiple hits and low knockback to opponents it hits. | |b1desc=Mega Man throws a circular saw in one of eight directions, doing multiple hits and low knockback to opponents it hits. If the Metal Blade lands on the ground, it can be briefly picked up by any character and thrown in a similar way. This is a decent projectile among Mega Man's array of weapons, and its main draw is its multiple directions. This lets you cover a variety of angles, useful to hit foes approaching at odd angles or for air to ground harassment. Try to throw it to the ground where you can easily reach it to get more uses out of one blade. Note that if your Metal Blade is held, even if by an enemy, you will be unable to throw another one. | ||
|fb1=Crash Bomber | |fb1=Crash Bomber | ||
|fb1desc=Mega Man fires a flashing bomb which attaches to any walls or opponents. After a short while, the Crash Bomber will explode, doing multiple hits to the character it is attached to and any nearby players, including the user. The final hit knocks opponents diagonally upward. The trajectory of the projectile is a straightforward horizontal line, so you shouldn't have trouble aiming with it. | |fb1desc=Mega Man fires a flashing bomb which attaches to any walls or opponents. It can then be transferred between characters whenever two players bump into each other. After a short while, the Crash Bomber will explode, doing multiple hits to the character it is attached to and any nearby players, including the user. The final hit knocks opponents diagonally upward. The trajectory of the projectile is a straightforward horizontal line, so you shouldn't have trouble aiming with it. However, the fact that Crash Bombers can attach to you or hit you with splash damage even if you're the one using the move limits their usefulness. Even if you land a Crash Bomber on an opponent, it is difficult to punish their attempts to dodge or shield it as you'll likely be hit by the bomb as well. The best way to use it is to just fire it at another player, then stay away from the battle until the bomb detonates. | ||
|ub1=Rush Coil | |ub1=Rush Coil | ||
|ub1desc=Mega Man summons his faithful robot dog Rush, who bounces Mega Man high up. Any character can also use Rush themselves before it teleports out. Like many other Up Special moves, this one is used for recovery, and a rather straightforward one at that. It does no damage, so you are vulnerable to attacks while you ascend, but it sends you up high enough to let you make it back from offscreen in most situations. | |ub1desc=Mega Man summons his faithful robot dog Rush, who bounces Mega Man high up. Any character can also use Rush themselves before it teleports out. Like many other Up Special moves, this one is used for recovery, and a rather straightforward one at that. It does no damage, so you are vulnerable to attacks while you ascend, but it sends you up high enough to let you make it back from offscreen in most situations. It can also be used to escape weak hitstun or to launch you out of reach of your enemies on stage. As you can still do airdodges, double jump or attack after using the move, you can keep yourself safe as you return back to the ground. | ||
|db1=Leaf Shield | |db1=Leaf Shield | ||
|db1desc=Mega Man creates a ring of four leaves that circle around him, canceling projectiles and doing damage to nearby foes. A leaf is used up whenever it blocks a projectile or hits an enemy. Pressing either attack button while the shield is active will make Mega Man send the shield forward, hurting opponents in its way. | |db1desc=Mega Man creates a ring of four leaves that circle around him, canceling projectiles and doing damage to nearby foes. A leaf is used up whenever it blocks a projectile or hits an enemy. Pressing either attack button while the shield is active will make Mega Man send the shield forward, hurting opponents in its way. This is a very unwieldy special move due to how slow it is. It takes a while to activate, and throwing it also takes some time, during which your opponents can easily dodge or react to your moves. The duration of the shield is pretty short, which diminishes its protective benefits. As attacking with the Leaf Shield active will only make you throw it, it further limits your offensive options while the move is happening and can even cause you to Self-Destruct if you use it by mistake offstage. There are a few situations the move is good for. Since you can still grab while the shield is active, you can use the leaves to do extra damage on a grabbed foe, although this tactic is very predictable. You can also use it as an edgeguard by dragging recovering foes down with the leaves, but you must recover immediately after the move ends to avoid getting KO'd yourself. | ||
There are a few situations the move is good for. Since you can still grab while the shield is active, you can use the leaves to do extra damage on a grabbed foe, although this tactic is very predictable. | |||
|utaunt=Mega Man holds up his Mega Buster and strikes a pose. | |utaunt=Mega Man holds up his Mega Buster and strikes a pose. | ||
|ftaunt=Mega Man turns his back to the camera and strikes a pose. | |ftaunt=Mega Man turns his back to the camera and strikes a pose. | ||
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}} | }} | ||
==Final Smash | ==Final Smash== | ||
Mega Man fires a Black Hole Bomb which travels moderately slowly across the screen. If a player gets too close to the projectile | Mega Man fires a Black Hole Bomb which travels moderately slowly across the screen. If a player gets too close to the projectile, the bomb triggers and drags nearby enemies into a cinematic cutscene. Mega Man teams up with his counterparts Mega Man X, Mega Man.exe, Mega Man Volnutt, and Geo Stelar and they all fire their beams on the caught foe, sending the target flying sideways. Try to stay level with your target to maximize the chance of landing this Final Smash. | ||
{{Footer Nav|game=Super Smash Bros. for Nintendo 3DS|prevpage=Pac-Man|nextpage=Sonic}} | {{Footer Nav|game=Super Smash Bros. for Nintendo 3DS and Wii U|prevpage=Pac-Man|nextpage=Sonic}} |