Marvel vs Capcom/Mega Man: Difference between revisions

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= Introducion =
= Introducion =
= Basic Tips =
= Basic Tips =

Revision as of 12:34, 27 December 2015

Mvc1megaman.gif

Introducion

Basic Tips

Launchers: RK

Magic Series:

Ground Magic Series: Weakest to Strongest

Jump Magic Series: Weakest to Strongest

Super Jump Magic Series: Hunter Series

AC Finisher: RK, FP (Mega Buster), Leaf Shield

Move List

Command Normals

Mega Buster: hold HP (also in air)

First introduced in Megaman III, Megaman can now charge his shot so it can make multiple hits. It can be charged for a unspecific but long amount of time.


Special Moves

Mega Upper: F, D, DF + P

Megaman here can do a rising fist that's similar to Ryu's Shoryuken. First time I saw this in a Megaman game was probably Megaman X2.

Weapon Change: QCF + K

Eddie appears from above and gives Megaman an item stored in a circular sphere.

Default is Tornado Hold which is first introduced in Megaman 8 after beating Tengu Man.

LK brings Rock Ball which is first introduced in Megaman 8 from Dr. Light in Wily Island.

MK brings Tornado Hold

HK brings Leaf Shield which is first introduced in Megaman II after beating Wood Man.

Weapon Use: QCF + P

Megaman uses his weapon from the ability he gets during Weapon Change. Default is Tornado Hold which was introduced in Megaman 8 as he shoots a stationary tornado on the ground at a distance. Leaf Shield enables him to be immune on one attack but doing the motion again shoots out the leaves slowly doing multiple hits. Rock Ball enables for him to kick the ball as it bounces a few times from the wall.


Hyper Combos

Hyper Megaman: QCF + Px2 (also in air)

Known in the Japanese version as Hyper Rockman, Mega- man combines with Rush, Navi and Eddie for Megaman as he transforms into a larger, more armored and weaponed Megaman as it shoots out lasers and fireballs like crazy.

Rush Drill: QCF + Kx2

Megaman combines with Rush which enables Megaman to drive a drill vehicle for a short amount of time. During the process, Megaman can move back and forth and pressing a button makes him rush forward.

Beat Plane: HCB + Px2 (also in air)

Megaman combines with Navi which enables Megaman to drive a shooting plane for a short amount of time. During the process, Megaman can fly around in any direction as pressing P shoots fireballs from Navi's mouth and pressing K drops missiles.

Combos

Intermediate Combos:
1) j. SK, j. FK, c. SK, c. FK, c. RK, cancel JP Tornado Hold (OTG)

2) j. RK, SK, RK, sj. JP, sj. SK, cancel Hyper MegaMan
It's kinda weird how this combos but Ryu's Shinku Hadoken doesn't.

Hard Combos:
1) Charge up Mega Buster, j. SK, j. FK, j. RK, dash, SK, FK, RK, sj. JP, sj. SK, sj. SP, sj. FK, Mega Buster, Hyper MegaMan/Beat Plane
Whew, long combo. You have to charge the Mega Buster for a while (about 7 sec or more) to give you enough time to pull off the supers.
Also, make sure you time it so the Mega Buster will hit your opponent with all hits.

2) Charge up Mega Buster, j. SK, j. FK, j. RK, dash, c. SK, c. FK, c. RK, Mega Buster, Rush Drill, c. SK, RK, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher
I actually haven't done this yet but I have OTG'd after a Rush Drill so this should work.
Charge up the Mega Buster for at least 7 seconds to give you enough time to connect the Rush Drill.

3) j. SK, j. FK, dash, SK, FK, RK, sj. JP, sj. SK, sj. FK, Mega Buster, c. SK (OTG), FK, RK, jump punch throw, c. SK, FK, RK, air combo!
Wait a bit between the JP and SK. Only works in the corner.
T his may be an pseudo-infinite but I always mess up the second AC and they can roll or tech hit out of the throw.
Still this is really cool looking.