Marvel vs Capcom/Mega Man: Difference between revisions

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{{MVC1 Character Subnav|name=Mega Man}}
[[File:mvc1megaman.gif|right]]
[[File:mvc1megaman.gif|right]]
{{TOClimit|3}}


=Introducion=
==Introduction==
{|
Needs updated pros/cons.
|-style="text-align:left;"
{{ ProConTable
! Pros !! Cons
| pros =  
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
* Can have more than one projectile on the screen
* Can have more than one projectile on the screen
* Has an excellent, chargeable projectile
* Has an excellent, chargeable projectile
Line 14: Line 15:
* Tornado Hold can OTG the opponent
* Tornado Hold can OTG the opponent
* Hyper Combos are great at chip damage
* Hyper Combos are great at chip damage
| style="width: 50%;"|
| cons =  
* Has bad stamina
* Has bad stamina
* Doesn't have good reach on his normals
* Doesn't have good reach on his normals
Line 20: Line 21:
* His better combos are mostly corner 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
* His Hyper Combos can be unsafe on block if you don't know how to use them
|-
}}
|}
 
= Basic Tips =
 
Launchers:<br>
RK<br><br>
 
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>


= Move List =
= Move List =
Line 88: Line 75:
|subtitle=
|subtitle=
|caption=
|caption=
|name=s.HP
|name=s.HP (Mega Buster)
|data=
|data=
  {{AttackData-Marvel vs Capcom
  {{AttackData-Marvel vs Capcom
Line 100: Line 87:
  |Block Adv=
  |Block Adv=
  |Property=Ground
  |Property=Ground
  |description=
  |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.
  }}
  }}
}}
}}
Line 436: Line 423:


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


Mega Buster: hold HP (also in air)
===Throws===
 
===== <span class="invisible-header"></span> =====
First introduced in Megaman III, Megaman can now charge
<font style="visibility:hidden" size="0"></font>
his shot so it can make multiple hits. It can be charged for a
{{MoveData
unspecific but long amount of time.
|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=
}}
}}


==Special Moves==
==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.
}}
}}


Mega Upper: F, D, DF + P
===== <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.
}}
}}


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
{{MoveData
was probably Megaman X2.
| name    = Item Attack
| 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.
}}
}}


Weapon Change: QCF + K
==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.
}}
}}


Eddie appears from above and gives Megaman an item stored in a circular sphere.  
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|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.
}}
}}


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"></font>
LK brings Rock Ball which is first introduced in Megaman 8 from Dr. Light in Wily Island.  
{{MoveData
 
|image=
MK brings Tornado Hold
|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.
}}
}}


HK brings Leaf Shield which is first introduced in Megaman II after beating Wood Man.
= Strategy =
==Basic Tips==
Launchers: HK


Weapon Use: QCF + P
Magic Series:
* Ground Magic Series: Weakest to Strongest
* Jump Magic Series: Weakest to Strongest
* Super Jump Magic Series: Hunter Series


Megaman uses his weapon from the ability he gets during
AC Finisher: HK, HP (Mega Buster), Leaf Shield
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.


 
==Advanced==
Hyper Combos
==Team Setups==
 
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 =
= Combos =
{| border="1em" cellpadding="3" cellMPacing="0"
| align="center"|'''Combo'''
| align="center"|'''Damage'''
| 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.
|
|
|-
|}


1) JP, SP, FP Megaman Upper<br>
{{Navbox-MVC1}}
2) SK, j. FK, c. SK, c. FK, c. RK, cancel JP Tornado Hold (OTG)<br>
3) j. RK, SK, RK, sj. JP, sj. SK, cancel Hyper MegaMan<br>
4) 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>
5) 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>
6) 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>
 
 
[[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
Controls
Notation
HUD
Assists
System
FAQ
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