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(Intro and tilts done) |
(Smashes done) |
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Line 16: | Line 16: | ||
|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 | ||
|fsmashdesc=Mega Man charges up his Mega Buster to fire a burst of energy. Charging up the attack increases its range and size. It is a projectile, which means it can be reflected. One of Mega Man's KO moves, its range is very helpful for getting KOs without being in the fray. If you're relying on other moves to nab KOs, you can also use this move as a punish tool, simply to hit opponents at mid-range hard. It has noticeable startup and recovery lag, making it less suitable at close range. | |||
|usmash=Spark Shock | |usmash=Spark Shock | ||
|usmashdesc=Mega Man holds up his hands, which turn into metal rods that discharge a ball of electricity above him. The electric orb is multi-hit and can KO, although not as well as Mega Man's other KO moves. It can be a good anti-air due to its duration, multiple hits and slightly disjointed hitbox, and serves as a decent launcher as well. Note that some characters can evade the move simply by crouching close to the ground. Like all of Mega Man's smash attacks, the move leaves you slightly open to attacks, and can easily be punished if you attempt to spam it. | |||
|dsmash=Flame Blast | |dsmash=Flame Blast | ||
|dsmashdesc=Mega Man thrusts both hands at the ground and creates two flame pillars on either side of him. This is one of Mega Man's best KO moves, nearly tied with his sweetspotted Strong Up Attack in terms of power. However, all of that KO potential is only available at the very start of the move, as the knockback of the move gradually lessens. It is still strong enough to send overzealous opponents away, but the duration of the move prevents you from getting any follow-ups off of it. The move has pretty quick startup, but you're a sitting duck throughout the long duration of the move, so use it sparingly. | |||
|aira=Mega Buster | |aira=Mega Buster | ||
|airfa=Flame Sword | |airfa=Flame Sword |
Revision as of 08:04, 26 September 2014
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.