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(Smashes done)
(Aerials and throws)
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|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.
|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=Air Mega Buster
|airadesc=Mega Man fires three pellets from his Mega Buster. As mentioned before, this attack makes up one of three Mega Buster moves that Mega Man can freely transition between as long as the set of three pellets have not finished firing. Notably, this is the only Mega Buster move that you can use while retreating, and its point blank sweetspot is fairly strong. This is the best Mega Buster move to spam with, since you can use your aerial movement to control your distance from your foes.
|airfa=Flame Sword
|airfa=Flame Sword
|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.
|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.
|airda=Hard Knuckle
|airda=Hard Knuckle
|holda=Super Arm
|airdadesc=Mega Man fires a projectile fist downward, with the projectile having the potential to meteor smash. The attack has considerable startup, ending and landing lag which will leave you very open to attacks if you use it too often onstage. This slow attack is best used for edgeguarding, possibly netting you an early KO if your aim is right. The fist is a rather strong meteor smash, and it is harder for foes to hit you out of your attack while recovering. Even if you don't land the meteor smash, it is still possible that the move might knock them away from the stage.
|fthrow=Super Arm
|holda=Super Arm Squeeze
|bthrow=Super Arm
|holdadesc=Mega Man squeezes the grabbed opponent. It has average speed and damage for a pummel.
|uthrow=Super Arm
|fthrow=Super Arm Throw
|dthrow=Super Arm
|fthrowdesc=Mega Man throws the held foe forward. It is a standard sideways throw and plays the same role, to get some distance from your enemies or get them offstage to edgeguard. This is especially important as Mega Man always likes to have some breathing room to throw out projectiles.
|bthrow=Super Arm Toss
|bthrowdesc=Mega Man throws the held opponent behind him. It's pretty similar to Forward Throw except being a tad stronger. Use it for the same purposes, whether to keep foes out or get them offstage.
|uthrow=Super Arm Fling
|uthrowdesc=Mega Man flings the held opponent upward. Another normal throw, this one sends foes a bit too high to combo, but it does let you start throwing out Up Air Attacks for pressure or damage. For purposes of repositioning an opponent, a sideways throw is better, as vertical distance can be closed more easily than horizontal distance.
|dthrow=Super Arm Dunk
|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
|fb1=Crash Bomber
|fb1=Crash Bomber

Revision as of 09:25, 27 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.


Moveset Analysis

Standard Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
A button(+A buttonA buttonA button) A button(+A buttonA buttonA button) 2 button(+2 button2 button2 button) Mega Buster Mega Man shoots up to three pellets from his Mega Buster, which fly in a straight line and hits enemies for minor damage and flinching. The damage and knockback is slightly higher at point blank range. This move is one of Mega Man's three Mega Buster moves, all of which involve firing his primary weapon. Mega Man can smoothly transition between these three moves anytime before firing the set of three pellets. Use this feature to remain mobile as you harass foes with chip damage. The standing version of the Mega Buster is usually not used very often, since it is the only version that requires you to remain stationary.
A button(+A buttonA buttonA button) A button(+A buttonA buttonA button) A button(+A buttonA buttonA button)
(Left lstick or Right lstick)+A button (Left nunchuk or Right nunchuk)+A button (Left dpad or Right dpad)+2 button Walking Mega Buster 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.
(Left lstick or Right lstick)+A button (Left control or Right control)+A button (Left cpad or Right cpad)+A button
Up lstick+A button Up nunchuk+A button Up dpad+2 button Mega Upper 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.
Up lstick+A button Up control+A button Up cpad+A button
Down lstick+A button Down nunchuk+A button Down dpad+2 button Slide 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.
Down lstick+A button Down control+A button Down cpad+A button
A button while dashing A button while dashing 2 button while dashing Top Spin 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.
A button while dashing A button while dashing A button while dashing
A button while hanging A button while hanging 2 button while hanging Mega Man does a sweep kick as he climbs up.
A button while hanging A button while hanging A button while hanging

Smash Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
Smash (Left lstick or Right lstick)+A button Smash (Left nunchuk or Right nunchuk)+A button (Left dpad or Right dpad)+1 button+2 button Charged Shot 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.
Smash (Left lstick or Right lstick)+A button Smash (Left control or Right control)+A button Smash (Left cpad or Right cpad)+A button
Smash Up lstick+A button Smash Up nunchuk+A button Up dpad+1 button+2 button Spark Shock 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.
Smash Up lstick+A button Smash Up control+A button Smash Up cpad+A button
Smash Down lstick+A button Smash Down nunchuk+A button Down dpad+1 button+2 button Flame Blast 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.
Smash Down lstick+A button Smash Down control+A button Smash Down cpad+A button

Air Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
A buttonArcade-Modifier-Air.png A buttonArcade-Modifier-Air.png 2 buttonArcade-Modifier-Air.png Air Mega Buster Mega Man fires three pellets from his Mega Buster. As mentioned before, this attack makes up one of three Mega Buster moves that Mega Man can freely transition between as long as the set of three pellets have not finished firing. Notably, this is the only Mega Buster move that you can use while retreating, and its point blank sweetspot is fairly strong. This is the best Mega Buster move to spam with, since you can use your aerial movement to control your distance from your foes.
A buttonArcade-Modifier-Air.png A buttonArcade-Modifier-Air.png A buttonArcade-Modifier-Air.png
Right lstick+A buttonArcade-Modifier-Air.png Right nunchuk+A buttonArcade-Modifier-Air.png Right dpad+2 buttonArcade-Modifier-Air.png Flame Sword 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.
Right lstick+A buttonArcade-Modifier-Air.png Right control+A buttonArcade-Modifier-Air.png Right cpad+A buttonArcade-Modifier-Air.png
Left lstick+A buttonArcade-Modifier-Air.png Left nunchuk+A buttonArcade-Modifier-Air.png Left dpad+2 buttonArcade-Modifier-Air.png Slash Claw 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.
Left lstick+A buttonArcade-Modifier-Air.png Left control+A buttonArcade-Modifier-Air.png Left cpad+A buttonArcade-Modifier-Air.png
Up lstick+A buttonArcade-Modifier-Air.png Up nunchuk+A buttonArcade-Modifier-Air.png Up dpad+2 buttonArcade-Modifier-Air.png Air Shooter 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.
Up lstick+A buttonArcade-Modifier-Air.png Up control+A buttonArcade-Modifier-Air.png Up cpad+A buttonArcade-Modifier-Air.png
Down lstick+A buttonArcade-Modifier-Air.png Down nunchuk+A buttonArcade-Modifier-Air.png Down dpad+2 buttonArcade-Modifier-Air.png Hard Knuckle Mega Man fires a projectile fist downward, with the projectile having the potential to meteor smash. The attack has considerable startup, ending and landing lag which will leave you very open to attacks if you use it too often onstage. This slow attack is best used for edgeguarding, possibly netting you an early KO if your aim is right. The fist is a rather strong meteor smash, and it is harder for foes to hit you out of your attack while recovering. Even if you don't land the meteor smash, it is still possible that the move might knock them away from the stage.
Down lstick+A buttonArcade-Modifier-Air.png Down control+A buttonArcade-Modifier-Air.png Down cpad+A buttonArcade-Modifier-Air.png

Throws

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
A button after grab A button after grab 2 button after grab Super Arm Squeeze Mega Man squeezes the grabbed opponent. It has average speed and damage for a pummel.
A button after grab A button after grab A button after grab
Right lstick after grab Right nunchuk after grab Right dpad after grab Super Arm Throw Mega Man throws the held foe forward. It is a standard sideways throw and plays the same role, to get some distance from your enemies or get them offstage to edgeguard. This is especially important as Mega Man always likes to have some breathing room to throw out projectiles.
Right lstick after grab Right control after grab Right cpad after grab
Left lstick after grab Left nunchuk after grab Left dpad after grab Super Arm Toss Mega Man throws the held opponent behind him. It's pretty similar to Forward Throw except being a tad stronger. Use it for the same purposes, whether to keep foes out or get them offstage.
Left lstick after grab Left control after grab Left cpad after grab
Up lstick after grab Up nunchuk after grab Up dpad after grab Super Arm Fling Mega Man flings the held opponent upward. Another normal throw, this one sends foes a bit too high to combo, but it does let you start throwing out Up Air Attacks for pressure or damage. For purposes of repositioning an opponent, a sideways throw is better, as vertical distance can be closed more easily than horizontal distance.
Up lstick after grab Up control after grab Up cpad after grab
Down lstick after grab Down nunchuk after grab Down dpad after grab Super Arm Dunk 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.
Down lstick after grab Down control after grab Down cpad after grab

Special Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
B button B button 1 button Metal Blade
B button B button B button
(Left lstick or Right lstick)+B button (Left nunchuk or Right nunchuk)+B button (Left dpad or Right dpad)+1 button Crash Bomber
(Left lstick or Right lstick)+B button (Left control or Right control)+B button (Left cpad or Right cpad)+B button
Up lstick+B button Up nunchuk+B button Up dpad+1 button Rush Coil
Up lstick+B button Up control+B button Up cpad+B button
Down lstick+B button Down nunchuk+B button Down dpad+1 button Leaf Shield
Down lstick+B button Down control+B button Down cpad+B button

Taunts

Control Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
Up dpad 1 button Up dpad+A button Mega Man holds up his Mega Buster and strikes a pose.
Up dpad Up dpad Up dpad
(Left dpad or Right dpad) 1 button+2 button A button Mega Man turns his back to the camera and strikes a pose.
(Left dpad or Right dpad) (Left dpad or Right dpad) (Left dpad or Right dpad)
Down dpad 2 button Down dpad+A button Mega Man teleports out and immediately back in.
Down dpad Down dpad Down dpad

Final Smash