Marvel vs Capcom/Mega Man: Difference between revisions

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= Introducion =
{{MVC1 Character Subnav|name=Mega Man}}
= Basic Tips =


Launchers:
[[File:mvc1megaman.gif|right]]
RK
{{TOClimit|3}}


Magic Series:
==Introduction==
Needs updated pros/cons.
{{ ProConTable
| pros =
* Can have more than one projectile on the screen
* Has an excellent, chargeable projectile
* Can jump off walls (despite not being X)
* Small hitbox (Which forces some players to change their playstyle; not the smallest)
* Can call Eddie in the middle of the match to change his secondary weapon (3 choices)
* Tornado Hold can OTG the opponent
* Hyper Combos are great at chip damage
| cons =
* Has bad stamina
* Doesn't have good reach on his normals
* Needs a lot of meter to do better combos
* His better combos are mostly corner combos
* His Hyper Combos can be unsafe on block if you don't know how to use them
}}


Ground Magic Series: Weakest to Strongest
= Move List =
===Ground Normals===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.LP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.LP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Jump Magic Series: Weakest to Strongest
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.MP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.MP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Super Jump Magic Series: Hunter Series
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.HP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.HP (Mega Buster)
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=Mega Man can hold down HP and charge up his Mega Buster for a stronger projectile, or shoot small bullets at the opponent with one button press.
}}
}}


AC Finisher:
===== <span class="invisible-header"></span> =====
RK, FP (Mega Buster), Leaf Shield
<font style="visibility:hidden" size="0">s.LK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.LK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


= Move List =
===== <span class="invisible-header"></span> =====
Command Normals
<font style="visibility:hidden" size="0">s.MK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.MK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Mega Buster: hold HP (also in air)
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.HK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.HK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground, Launcher
|description=
}}
}}


First introduced in Megaman III, Megaman can now charge
===== <span class="invisible-header"></span> =====
his shot so it can make multiple hits. It can be charged for a
<font style="visibility:hidden" size="0">c.LP</font>
unspecific but long amount of time.
{{MoveData
|image=
|subtitle=
|caption=
|name=c.LP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.MP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.MP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Special Moves
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.HP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.HP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Mega Upper: F, D, DF + P
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.LK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.LK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Megaman here can do a rising fist that's similar to Ryu's
===== <span class="invisible-header"></span> =====
Shoryuken. First time I saw this in a Megaman game
<font style="visibility:hidden" size="0">c.MK</font>
was probably Megaman X2.
{{MoveData
|image=
|subtitle=
|caption=
|name=c.MK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Weapon Change: QCF + K
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.HK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.HK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Eddie appears from above and gives Megaman an item stored in a circular sphere.  
===Air Normals===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.LP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.LP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Default is Tornado Hold which is first introduced in Megaman 8 after beating Tengu Man.
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.MP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.MP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


LK brings Rock Ball which is first introduced in Megaman 8 from Dr. Light in Wily Island.  
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.HP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.HP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


MK brings Tornado Hold
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.LK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.LK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


HK brings Leaf Shield which is first introduced in Megaman II after beating Wood Man.  
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.MK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.MK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Weapon Use: QCF + P
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.HK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.HK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Megaman uses his weapon from the ability he gets during
===Command Normals===
Weapon Change. Default is Tornado Hold which was
===== <span class="invisible-header"></span> =====
introduced in Megaman 8 as he shoots a stationary tornado
<font style="visibility:hidden" size="0"></font>
on the ground at a distance. Leaf Shield enables him to be
{{MoveData
immune on one attack but doing the motion again shoots
|image=
out the leaves slowly doing multiple hits. Rock Ball enables
|subtitle=
for him to kick the ball as it bounces a few times from the
|caption=
wall.
|name=Wall Jump
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Air
|description=
}}
}}


===Throws===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=4/6 + MP/HP
|caption=
|name=Normal Throw
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Hyper Combos
==Special Moves==
===== <span class="invisible-header"></span> =====
{{MoveData
| name    = Mega Upper
| input    = DP + P
| subtitle =
| image    =
| caption  =
| linkname = DP
| data  =
  {{AttackData-Marvel vs Capcom
  | subtitle    =
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground/air
  | description = Mega Man here can do a rising fist that's similar to Ryu's Shoryuken.
}}
}}


Hyper Megaman: QCF + Px2 (also in air)
===== <span class="invisible-header"></span> =====
{{MoveData
| name    = Item Change
| input    = QCB + K 
| subtitle = Eddie reporting for duty.
| image    =
| caption  = LK version
| image2  =
| caption2 = MK Version
| image3  =
| caption3 = HK Version
| linkname = QCB
| data  =
{{AttackData-Marvel vs Capcom
  | version    = QCB + LK
  | subtitle    = Eddie Summon: Rock Ball
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground
  | description = Mega Man summons Eddie to give him the Rock Ball, the weapon he first receives in Mega Man 8. Just like in that game, kicking it allows the ball to bounce around the walls and screen.
}}
{{AttackData-Marvel vs Capcom
  | header      = no
  | version    = QCB + MK
  | subtitle    = Eddie Summon: Tornado Hold
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground
  | description = Mega Man summons Eddie to give him the Tornado Hold weapon, the weapon Tengu Man drops.
}}
{{AttackData-Marvel vs Capcom
  | header      = no
  | version    = QCB + HK
  | subtitle    = Eddie Summon: Leaf Shield
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground
  | description = Mega Man summons Eddie to give him Wood Man's weapon, the Leaf Shield.
}}
}}


Known in the Japanese version as Hyper Rockman, Mega-
===== <span class="invisible-header"></span> =====
man combines with Rush, Navi and Eddie for Megaman as
{{MoveData
he transforms into a larger, more armored and weaponed
| name    = Item Attack
Megaman as it shoots out lasers and fireballs like crazy.
| input    = QCF + P
| subtitle = Mega Man attacks with whatever item he currently has equipped.
| image    =
| caption  =
| linkname = QCF
| data  =
  {{AttackData-Marvel vs Capcom
  | version    = QCF + LP
  | subtitle    = Rock Ball
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground
  | description = Mega Man summons the Rock Ball from Mega Man 8. Just like in that game, kicking it allows the ball to bounce around the walls and screen.
}}
  {{AttackData-Marvel vs Capcom
  | header      = no
  | version     = QCF + MP
  | subtitle    = Tornado Hold
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground
  | description = Mega Man uses the Tornado Hold.
}}
  {{AttackData-Marvel vs Capcom
  | header      = no
  | version    = QCF + HP
  | subtitle    = Leaf Shield
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground
  | description = Mega Man uses Wood Man's weapon, Leaf Shield.
}}
}}


Rush Drill: QCF + Kx2
==Hyper Combos==
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=QCF + PP
|caption=
|name=Hyper Mega Man
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground/air super
|description=Known in the Japanese version as Hyper Rockman, Mega Man combines with Rush, Navi and Eddie for Mega Man as he transforms into a larger, more armored and weaponized Mega Man as he shoots out lasers and fireballs like crazy.
}}
}}


Megaman combines with Rush which enables Megaman
===== <span class="invisible-header"></span> =====
to drive a drill vehicle for a short amount of time. During
<font style="visibility:hidden" size="0"></font>
the process, Megaman can move back and forth and  
{{MoveData
pressing a button makes him rush forward.
|image=
|subtitle=QCF + KK
|caption=
|name=Rush Drill
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground super
|description=Mega Man combines with Rush which enables Mega Man to drive a drill vehicle for a short amount of time. During the process, Mega Man can move back and forth and pressing a button makes him rush forward.
}}
}}


Beat Plane: HCB + Px2 (also in air)
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=QCB + PP
|caption=
|name=Beat Plane
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground/air super
|description=Mega Man combines with Navi which enables Mega Man to drive a shooting plane for a short amount of time. During the process, Mega Man can fly around in any direction as pressing P shoots fireballs from Navi's mouth and pressing K drops missiles.
}}
}}


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


= Combos =
Magic Series:
* Ground Magic Series: Weakest to Strongest
* Jump Magic Series: Weakest to Strongest
* Super Jump Magic Series: Hunter Series


Intermediate Combos:<br>
AC Finisher: HK, HP (Mega Buster), Leaf Shield
1) j. SK, j. FK, c. SK, c. FK, c. RK, cancel JP Tornado Hold (OTG)<br>
<br>
2) j. RK, SK, RK, sj. JP, sj. SK, cancel Hyper MegaMan<br>
It's kinda weird how this combos but Ryu's Shinku Hadoken doesn't.<br>
<br>
Hard Combos:<br>
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<br>
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.  <br>
Also, make sure you time it so the Mega Buster will hit your opponent with all hits.<br>


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
==Advanced==
Finisher <br>
==Team Setups==
I actually haven't done this yet but I have OTG'd after a Rush Drill so this should work.<br> 
Charge up the Mega Buster for at least 7 seconds to give you enough time to connect the Rush Drill.<br>


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!<br>
= Combos =
Wait a bit between the JP and SK.  Only works in the corner.  <br>T
{| border="1em" cellpadding="3" cellMPacing="0"
his may be an pseudo-infinite but I always mess up the second AC and they can roll or tech
| align="center"|'''Combo'''
hit out of the throw.<br> 
| align="center"|'''Damage'''
Still this is really cool looking.<br>
| align="center"|'''Notes'''
|-
|s.LP, s.MP, s.HP, Megaman Upper
|
|
|-
|j.LK, j.MK, c.LK, c.MK, c.HK, LP Tornado Hold (OTG)
|
|
|-
|j.HK, s.LK, s.HK, sj.LP, sj.LK, Hyper Mega Man
|
|
|-
|(Charge up Mega Buster) j.LK, j.MK, j.HK, dash, s.LK, s.MK, s.HK, sj.LP, sj.LK, sj.MP, sj.MK, Mega Buster, Hyper Mega Man/Beat Plane
|
|
|-
|(Charge up Mega Buster) j.LK, j.MK, j.HK, dash, c.LK, c.MK, c.HK, Mega Buster, Rush Drill, c.LK, s.HK, sj.LP, sj.LK, sj.MP, sj.MK, AC Finisher
|
|
|-
|j.LK, j.MK, dash, s.LK, s.MK, s.HK, sj.LP, sj.LK, sj.MK, Mega Buster, c.LK (OTG), s.MK, s.HK, jump punch throw, c.LK, s.MK, s.HK, etc.
|
|
|-
|}


{{Navbox-MVC1}}
[[Category:Marvel vs Capcom]]
[[Category:Marvel vs Capcom]]

Latest revision as of 01:39, 1 July 2024

Mvc1megaman.gif

Introduction

Needs updated pros/cons.

Strengths Weaknesses
  • Can have more than one projectile on the screen
  • Has an excellent, chargeable projectile
  • Can jump off walls (despite not being X)
  • Small hitbox (Which forces some players to change their playstyle; not the smallest)
  • Can call Eddie in the middle of the match to change his secondary weapon (3 choices)
  • Tornado Hold can OTG the opponent
  • Hyper Combos are great at chip damage
  • Has bad stamina
  • Doesn't have good reach on his normals
  • Needs a lot of meter to do better combos
  • His better combos are mostly corner combos
  • His Hyper Combos can be unsafe on block if you don't know how to use them

Move List

Ground Normals

s.LP

s.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MP

s.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HP

s.HP (Mega Buster)
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Mega Man can hold down HP and charge up his Mega Buster for a stronger projectile, or shoot small bullets at the opponent with one button press.

s.LK

s.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MK

s.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HK

s.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground, Launcher

c.LP

c.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MP

c.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HP

c.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.LK

c.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MK

c.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HK

c.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Air Normals

j.LP

j.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MP

j.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HP

j.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.LK

j.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MK

j.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HK

j.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Command Normals

Wall Jump
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Throws

Normal Throw
4/6 + MP/HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Special Moves

Mega Upper
DP + P
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air

Mega Man here can do a rising fist that's similar to Ryu's Shoryuken.

Item Change
Eddie reporting for duty.
QCB + K
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
QCB + LK
Eddie Summon: Rock Ball
- - - - - - - - - Ground

Mega Man summons Eddie to give him the Rock Ball, the weapon he first receives in Mega Man 8. Just like in that game, kicking it allows the ball to bounce around the walls and screen.

QCB + MK
Eddie Summon: Tornado Hold
- - - - - - - - - Ground

Mega Man summons Eddie to give him the Tornado Hold weapon, the weapon Tengu Man drops.

QCB + HK
Eddie Summon: Leaf Shield
- - - - - - - - - Ground

Mega Man summons Eddie to give him Wood Man's weapon, the Leaf Shield.

Item Attack
Mega Man attacks with whatever item he currently has equipped.
QCF + P
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
QCF + LP
Rock Ball
- - - - - - - - - Ground

Mega Man summons the Rock Ball from Mega Man 8. Just like in that game, kicking it allows the ball to bounce around the walls and screen.

QCF + MP
Tornado Hold
- - - - - - - - - Ground

Mega Man uses the Tornado Hold.

QCF + HP
Leaf Shield
- - - - - - - - - Ground

Mega Man uses Wood Man's weapon, Leaf Shield.

Hyper Combos

Hyper Mega Man
QCF + PP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air super

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

Rush Drill
QCF + KK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground super

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

Beat Plane
QCB + PP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air super

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

Strategy

Basic Tips

Launchers: HK

Magic Series:

  • Ground Magic Series: Weakest to Strongest
  • Jump Magic Series: Weakest to Strongest
  • Super Jump Magic Series: Hunter Series

AC Finisher: HK, HP (Mega Buster), Leaf Shield

Advanced

Team Setups

Combos

Combo Damage Notes
s.LP, s.MP, s.HP, Megaman Upper
j.LK, j.MK, c.LK, c.MK, c.HK, LP Tornado Hold (OTG)
j.HK, s.LK, s.HK, sj.LP, sj.LK, Hyper Mega Man
(Charge up Mega Buster) j.LK, j.MK, j.HK, dash, s.LK, s.MK, s.HK, sj.LP, sj.LK, sj.MP, sj.MK, Mega Buster, Hyper Mega Man/Beat Plane
(Charge up Mega Buster) j.LK, j.MK, j.HK, dash, c.LK, c.MK, c.HK, Mega Buster, Rush Drill, c.LK, s.HK, sj.LP, sj.LK, sj.MP, sj.MK, AC Finisher
j.LK, j.MK, dash, s.LK, s.MK, s.HK, sj.LP, sj.LK, sj.MK, Mega Buster, c.LK (OTG), s.MK, s.HK, jump punch throw, c.LK, s.MK, s.HK, etc.

Game Navigation

General
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Capcom Characters
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Chun Li
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Mega Man
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