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= Basic Tips = | = Basic Tips = | ||
Launchers: | Launchers:<br> | ||
RK | RK<br><br> | ||
Magic Series: | Magic Series:<br> | ||
Ground Magic Series: Weakest to Strongest<br> | |||
Jump Magic Series: Weakest to Strongest<br> | |||
Super Jump Magic Series: Hunter Series<br><br> | |||
AC Finisher:<br> | |||
RK, FP (Mega Buster), Leaf Shield<br><br> | |||
AC Finisher: | |||
RK, FP (Mega Buster), Leaf Shield | |||
= Move List = | = Move List = | ||
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= Combos = | = Combos = | ||
1) j. SK, j. FK, c. SK, c. FK, c. RK, cancel JP Tornado Hold (OTG)<br> | 1) j. SK, j. FK, c. SK, c. FK, c. RK, cancel JP Tornado Hold (OTG)<br> | ||
2) j. RK, SK, RK, sj. JP, sj. SK, cancel Hyper MegaMan<br> | 2) j. RK, SK, RK, sj. JP, sj. SK, cancel Hyper MegaMan<br> | ||
3) 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<br> | |||
4) 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 <br> | |||
5) 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!<br> | |||
Finisher <br> | |||
[[Category:Marvel vs Capcom]] | [[Category:Marvel vs Capcom]] |
Revision as of 03:02, 29 December 2015
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
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
3) 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
4) 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
5) 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!