Super Smash Bros. for Nintendo 3DS/Mega Man: Difference between revisions

From StrategyWiki, the video game walkthrough and strategy guide wiki
Aerials and throws
(Smashes done)
(Aerials and throws)
Line 21: Line 21:
|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