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{{MVC2 Character Intro|char= megaman|full=Mega Man|short=MM|content= | |||
= | |||
== Character Overview == | == Character Overview == | ||
Mega Man (called Rock Man in Japan) is one of CapCom's older creations. Created by Dr. Light and accompanied by his dog Rush (Rash in Japan), he fights against various power-themed bad guys in his adventures, and gets their specific power-up when he defeats them. His sister [[Roll (MvC2)|Roll]] is also in MvC2. | Mega Man (called Rock Man in Japan) is one of CapCom's older creations. Created by Dr. Light and accompanied by his dog Rush (Rash in Japan), he fights against various power-themed bad guys in his adventures, and gets their specific power-up when he defeats them. His sister [[Roll (MvC2)|Roll]] is also in MvC2. | ||
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Mega Man is a very interesting character in Marvel. He is one of the few characters that can challenge or beat Magneto's priority and also fight Storm's runaway fairly effectively. He has very severe limitations in terms of his short hit range and poor maneuverability, but also is a one man zoning machine if played "properly". Zoning, trapping, and building levels are Mega Man's strengths. You will want to abuse his FP (ey!), throws, and his Power-Ups. He is not generally very good at coming back. His Busters do no chip damage, so while "building levels" is a game plan for a while, you will want to be able to do more with him then just jumping around firing Busters. | Mega Man is a very interesting character in Marvel. He is one of the few characters that can challenge or beat Magneto's priority and also fight Storm's runaway fairly effectively. He has very severe limitations in terms of his short hit range and poor maneuverability, but also is a one man zoning machine if played "properly". Zoning, trapping, and building levels are Mega Man's strengths. You will want to abuse his FP (ey!), throws, and his Power-Ups. He is not generally very good at coming back. His Busters do no chip damage, so while "building levels" is a game plan for a while, you will want to be able to do more with him then just jumping around firing Busters. | ||
'''TO-DO''': Add frame data, as well as missing sprites | |||
== Gameplay == | |||
{{2 Column Flex|flex1=6|flex2=4 | |||
|content1= | |||
{{Content Box|content='''Mega Man''' is a zoner with that has many different projectiles. His main strengths lies in his Buster shot. | |||
{{ProConTable | |||
|pros= | |||
* '''Mega Buster:''' Mega Man's Buster shot is like a hadouken on crack. Very fast and heavily damaging. | |||
* '''Meter Positive:''' Thanks in large part to Buster shots as well as not needing to spend meter to run his zoning lets MM build a bunch of meter. | |||
* '''Round start:''' Tied for fastest normal at round start, allows MM to start off strong consistently. | |||
|cons= | |||
* '''Buster does not chip:''' While Buster controls space well, it does no chip damage on it's own. | |||
* '''Lower health:''' 106% damage modifier. | |||
}} | |||
}} | |||
|content2= | |||
{{Content Box|content= | |||
<center><youtube>https://youtu.be/hKAn1U0g5l0?si=gxOYn0deqtgrSBJf</youtube></center> | |||
}} | |||
}} | |||
}} | |||
== Character Summary == | |||
{{3 Column Flex | |||
|content1= | |||
{{Content Box|header=Special Moves |content= | |||
;Weapon Activation | |||
*{{qcf}}+{{p}} | |||
;Mega Uppercut {{airok}} | |||
*{{dp}}+{{p}} | |||
;Summon Rockball Power-up | |||
*{{qcf}}+{{k}} | |||
;Summon Leaf Shield Power-up | |||
*{{qcb}}+{{k}} | |||
;Summon Tornado Hold Power-up | |||
*{{dp}}+{{k}} | |||
;Wall Bounce | |||
* While touching a wall, jump away from the wall. | |||
}} | |||
|content2= | |||
{{Content Box|header=Hyper Combos |content= | |||
;Hyper Mega Man {{airok}} | |||
*{{qcf}}+{{lp}}{{hp}} Mash for damage. | |||
;Beat Plane {{airok}} | |||
*{{qcb}}+{{lk}}{{hk}} Move plane in any direction. {{p}} fires a shot, {{k}} fires a bomb. | |||
;Rush Drill | |||
*{{qcf}}+{{lk}}{{hk}} Use directions to move forward/backward/jump. Mash for damage. | |||
}} | |||
|content3= | |||
{{Content Box|header=Assist Types |content= | |||
;Type α - Projectile Type | |||
*Assist: {{hp}} Charged Mega Buster (2 hits) | |||
*Counter: {{hp}} Charged Mega Buster (2 hits) | |||
*Combination: Hyper Mega Man | |||
;Type β - Anti Air Type | |||
*Assist: {{hp}} Mega Uppercut | |||
*Counter: {{hp}} Mega Uppercut | |||
*Combination: Hyper Mega Man | |||
;Type γ - Balance Type | |||
*Assist: {{hp}} Charged Mega Buster (2 hits) | |||
*Counter: {{hp}} Mega Uppercut | |||
*Combination: Hyper Mega Man | |||
}} | |||
}} | |||
= | == Moves List == | ||
[[ | === Assists === | ||
{{MoveData | |||
|image= | |||
|caption={{hp}} Charged Mega Buster (2 hits) | |||
|name=Projectile | |||
|subtitle=[[File:Alpha.png]] | |||
|input={{a1}} // {{a2}} | |||
|data= | |||
{{AssistData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|AlphaCounter={{hp}} Charged Mega Buster (2 hits) | |||
|TeamHyperCombo=Hyper Mega Man | |||
|description= His Charged Buster assist is rare in that the projectile does not dissipate when your point character super-jumps. This can be used for some level of trickery. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption={{hp}} Mega Uppercut | |||
|name=Anti-air | |||
|subtitle=[[File:Beta.png]] | |||
|input={{a1}} // {{a2}} | |||
|data= | |||
{{AssistData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|AlphaCounter={{hp}} Mega Uppercut | |||
|TeamHyperCombo=Hyper Mega Man | |||
|description= Mega Uppercut as an assist. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption={{hp}} Charged Mega Buster (2 hits) | |||
|name=Balance | |||
|subtitle=[[File:Gamma.png]] | |||
|input={{a1}} // {{a2}} | |||
|data= | |||
{{AssistData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|AlphaCounter={{hp}} Mega Uppercut | |||
|TeamHyperCombo=Hyper Mega Man | |||
|description= Same as Projectile but you get the uppercut for your alpha counter. | |||
}} | |||
}}<br> | |||
= Moves | === Normal Moves === | ||
-When grounded, Mega Man has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree. | |||
==== Ground Normals ==== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Light Punch | |||
|linkname= 5LP | |||
|input= 5{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
=== | {{MoveData | ||
|image= | |||
|caption= | |||
|name= Medium Punch | |||
|linkname= 5MP | |||
|input= 5{{lp}} after a {{lp}} or {{lk}} connects | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
== Special | {{MoveData | ||
|image= | |||
|caption= | |||
|name= Heavy Punch | |||
|linkname= 5HP | |||
|input= 5{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Grounded Mega Buster. Hold to charge. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Light Kick | |||
|linkname= 5LK | |||
|input= 5{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{ | {{MoveData | ||
|image= | |||
| | |caption= | ||
| | |name= Medium Kick | ||
| | |linkname= 5MK | ||
}} | |input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects | ||
{{ | |data= | ||
{{AttackData-MVSC2 | |||
| | |Damage= | ||
|Startup= | |||
|Active= | |||
{{ | |Recovery= | ||
| | |Guard= | ||
| | |Special Property= | ||
| | |Cancel= | ||
|Adv. Hit= | |||
|Adv. Guard= | |||
| | |Adv. Pushblock= | ||
| | |description= | ||
| | }} | ||
}}<br> | |||
| | |||
| | |||
| | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Heavy Kick | |||
|linkname= 5HK | |||
|input= 5{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= {{launch}} | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Crouching Light Punch | |||
|linkname= 2LP | |||
|input= 2{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
<br> | |name= Crouching Medium Punch | ||
|linkname= 2MP | |||
|input= 2{{lp}} after a {{lp}} or {{lk}} connects | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Crouching Heavy Punch | |||
|linkname= 2HP | |||
|input= 2{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Grounded Buster. Hold to charge. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Crouching Light Kick | |||
|linkname= 2LK | |||
|input= 2{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Crouching Medium Kick | |||
|linkname= 2MK | |||
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
== | {{MoveData | ||
{{ | |image= | ||
|caption= | |||
|name= Crouching Heavy Kick | |||
| | |linkname= 2HK | ||
| | |input= 2{{hk}} | ||
|data= | |||
{{AttackData-MVSC2 | |||
| | |Damage= | ||
| | |Startup= | ||
| | |Active= | ||
|Recovery= | |||
|Guard= | |||
| | |Special Property= | ||
| | |Cancel= | ||
| | |Adv. Hit= | ||
}} | |Adv. Guard= | ||
|Adv. Pushblock= | |||
|description= Slide. | |||
}} | |||
}}<br> | |||
==== Air Normals ==== | |||
-When in the Normal Jump state, Mega Man has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree. | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Light Punch | |||
|linkname= j.LP | |||
|input= j.{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Medium Punch | |||
|linkname= j.MP | |||
|input= {{lp}} after a {{lp}} or {{lk}} connects | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Heavy Punch | |||
|linkname= j.HP | |||
|input= j.{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Air Buster. Hold to charge. | |||
}} | |||
}}<br> | |||
== | {{MoveData | ||
|image= | |||
|caption= | |||
|name= Air Light Kick | |||
|linkname= j.LK | |||
|input= j.{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{ | {{MoveData | ||
|image= | |||
|caption= | |||
|name= Air Medium Kick | |||
}} | |linkname= j.MK | ||
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Heavy Kick | |||
|linkname= j.HK | |||
|input= j.{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
= | ==== Command Normals ==== | ||
== | |||
== | {{MoveData | ||
- | |image= | ||
|caption= | |||
|name=Wall Bounce | |||
|linkname=Wall Bounce | |||
|input=While touching a wall: {{uf}},{{f}}, or {{df}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
- | === Universal Mechanics === | ||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Universal Launcher (Kick) | |||
|linkname= Universal Launcher (Kick) | |||
|input= 3{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= Launcher (away) | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Throw (Punch) | |||
|linkname= Throw (Punch) | |||
|input= 6{{hp}} // 4{{hp}} near opponent | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Throw (Punch) | |||
|linkname= Air Throw (Punch) | |||
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Raw Tag | |||
|linkname= Raw Tag | |||
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Snap Back | |||
|linkname= Snap Back | |||
|input= {{qcf}} + A1 / A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= {{hk}} | |||
}} | |||
}} | |||
=== Special Moves === | |||
====Specials==== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Weapon Activation | |||
|linkname= Weapon Activation | |||
|input= {{qcf}}+{{p}} {{airok}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description=Activates weapon. Default weapon is Tornado Hold. | |||
}} | |||
}}<br> | |||
- | {{MoveData | ||
|image= | |||
|caption= | |||
|name= Mega Uppercut | |||
|linkname= Mega Uppercut | |||
|input= {{dp}}+{{p}} {{airok}} | |||
|input2= | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= His Dragon Punch is pretty paltry and not used too much - it can be useful for spacing, but his jump Buster is usually the better choice. | |||
}} | |||
}}<br> | |||
-qcf + | {{MoveData | ||
|image= | |||
|caption= | |||
|name= Summon Rockball Power-Up | |||
|linkname= Summon Rockball Power-Up | |||
|input= {{qcf}}+{{k}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= The Rockball drops in front of you. You can then kick it, and it will bounce around the screen for about 3 seconds or until it hits the opponent. Rockball is very useful both to help stop rushdown and to set up better trapping/zoning. | |||
}} | |||
}}<br> | |||
- | {{MoveData | ||
|image= | |||
|caption= | |||
|name= Summon Leaf Shield Power-Up | |||
|linkname= Summon Leaf Shield Power-Up | |||
|input= {{qcb}}+{{k}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= The Leaf Shield forms around you and serves as one-hit full armor. You can then fire it straight-forward (in the air as well) using QCF+P (weapon activation), and can do up to 6 non-chipping hits. The Leaf Shield goes away after about 5 seconds even if not fired. | |||
}} | |||
}}<br> | |||
== | {{MoveData | ||
|image= | |||
|caption= | |||
|name= Summon Tornado Hold Power-Up | |||
|linkname= Summon Tornado Hold Power-Up | |||
|input= {{dp}}+{{k}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= The Tornado Hold OTGs. It does no damage if blocked. It can cancel some projectiles. LP does a close range Tornado, the FP does it farther away. The spacing is obviously very important. | |||
}} | |||
}}<br> | |||
=== Hyper Combos === | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Hyper Mega Man | |||
|linkname= Hyper Mega Man | |||
|input= {{qcf}}+{{lp}}{{hp}} {{airok}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Mash buttons for more damage. Hyper Mega Man (HMM) combos very easily off his air combo and is fairly safe to DHC out of as long as you DHC while the projectiles are still on screen. It has an invulnerability frame just after start-up that you will want to learn to use effectively. That frame puts you offscreen temporarily, but you must DHC out if there is an onscreen projectile you are avoiding, as otherwise it may still hit you. HMM fires bullets downwards too, which may trick some people. If you HMM while they're offscreen and you see the combo counter go up (indicating they probably just ate two of the down-bullets) you can DHC to Cable HVB (or other super with quick-ish startup) and have it connect. The super does very poor chip damage and does not do effective damage unless the opponent is a body length away from you. As such HMM should never be used in the corner. | |||
}} | |||
}}<br> | |||
= | {{MoveData | ||
|image= | |||
|caption= | |||
|name= Beat Plane | |||
|linkname= Beat Plane | |||
|input= {{qcb}}+{{lk}}{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= You can use the Plane for limited extra mobility at crucial points, but it's generally useless as anything other than chip. Start-up is slow and recovery is also slow: ending it by moving to the far side of the screen as close to the ground as possible is usually the safest. You can counter an anticipated guard cancelled punishment by putting spaces between the bullets. You can be hit out of the Beat Plane by almost any move, and it does not have invulnerable start-up. Sentinel can fly above the Beat Plane and you will not be able to reach him. | |||
ash kicks for bombs, punches for bullets, can move plane in any direction. | |||
}} | |||
}}<br> | |||
== | {{MoveData | ||
|image= | |||
|caption= | |||
|name= Rush Drill | |||
|linkname= Rush Drill | |||
|input= {{qcf}}+{{lk}}{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Mash to drill faster, can move forward/backward or jump. The drill is invincible once started. It also has very bad start-up and recovery. | |||
}} | |||
}}<br> | |||
== Other == | |||
= | === Colors === | ||
First row: {{lp}}, {{hp}}, {{A1}}. Second row: {{lk}}, {{hk}}, {{A2}}. | |||
[[Image:Mvc2-megaman.png]] | |||
{{Navbox-MVC2}} | {{Navbox-MVC2}} | ||
[[Category:Marvel Vs. Capcom 2]] | [[Category: Marvel Vs. Capcom 2]] |
Latest revision as of 13:54, 9 September 2024
Character Overview
Mega Man (called Rock Man in Japan) is one of CapCom's older creations. Created by Dr. Light and accompanied by his dog Rush (Rash in Japan), he fights against various power-themed bad guys in his adventures, and gets their specific power-up when he defeats them. His sister Roll is also in MvC2.
Marvel Overview
Mega Man is a very interesting character in Marvel. He is one of the few characters that can challenge or beat Magneto's priority and also fight Storm's runaway fairly effectively. He has very severe limitations in terms of his short hit range and poor maneuverability, but also is a one man zoning machine if played "properly". Zoning, trapping, and building levels are Mega Man's strengths. You will want to abuse his FP (ey!), throws, and his Power-Ups. He is not generally very good at coming back. His Busters do no chip damage, so while "building levels" is a game plan for a while, you will want to be able to do more with him then just jumping around firing Busters. TO-DO: Add frame data, as well as missing sprites
Gameplay
Mega Man is a zoner with that has many different projectiles. His main strengths lies in his Buster shot.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Weapon Activation
+
- Mega Uppercut
+
- Summon Rockball Power-up
+
- Summon Leaf Shield Power-up
+
- Summon Tornado Hold Power-up
+
- Wall Bounce
- While touching a wall, jump away from the wall.
- Hyper Mega Man
+
Mash for damage.
- Beat Plane
+
Move plane in any direction.
fires a shot,
fires a bomb.
- Rush Drill
+
Use directions to move forward/backward/jump. Mash for damage.
- Type α - Projectile Type
- Assist:
Charged Mega Buster (2 hits)
- Counter:
Charged Mega Buster (2 hits)
- Combination: Hyper Mega Man
- Type β - Anti Air Type
- Assist:
Mega Uppercut
- Counter:
Mega Uppercut
- Combination: Hyper Mega Man
- Type γ - Balance Type
- Assist:
Charged Mega Buster (2 hits)
- Counter:
Mega Uppercut
- Combination: Hyper Mega Man
Moves List
Assists
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Hyper Mega Man |
His Charged Buster assist is rare in that the projectile does not dissipate when your point character super-jumps. This can be used for some level of trickery. |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Hyper Mega Man |
Mega Uppercut as an assist. |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Hyper Mega Man |
Same as Projectile but you get the uppercut for your alpha counter. |
Normal Moves
-When grounded, Mega Man has the Marvel type Magic Series, meaning they can follow the /
>
/
>
>
cancel tree.
Ground Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Grounded Mega Buster. Hold to charge. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
![]() |
- | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Grounded Buster. Hold to charge. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Slide. |
Air Normals
-When in the Normal Jump state, Mega Man has the Marvel type Magic Series, meaning they can follow the /
>
/
>
>
cancel tree.
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Air Buster. Hold to charge. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Command Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Launcher (away) | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
|
Special Moves
Specials
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Activates weapon. Default weapon is Tornado Hold. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
His Dragon Punch is pretty paltry and not used too much - it can be useful for spacing, but his jump Buster is usually the better choice. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
The Rockball drops in front of you. You can then kick it, and it will bounce around the screen for about 3 seconds or until it hits the opponent. Rockball is very useful both to help stop rushdown and to set up better trapping/zoning. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
The Leaf Shield forms around you and serves as one-hit full armor. You can then fire it straight-forward (in the air as well) using QCF+P (weapon activation), and can do up to 6 non-chipping hits. The Leaf Shield goes away after about 5 seconds even if not fired. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
The Tornado Hold OTGs. It does no damage if blocked. It can cancel some projectiles. LP does a close range Tornado, the FP does it farther away. The spacing is obviously very important. |
Hyper Combos
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Mash buttons for more damage. Hyper Mega Man (HMM) combos very easily off his air combo and is fairly safe to DHC out of as long as you DHC while the projectiles are still on screen. It has an invulnerability frame just after start-up that you will want to learn to use effectively. That frame puts you offscreen temporarily, but you must DHC out if there is an onscreen projectile you are avoiding, as otherwise it may still hit you. HMM fires bullets downwards too, which may trick some people. If you HMM while they're offscreen and you see the combo counter go up (indicating they probably just ate two of the down-bullets) you can DHC to Cable HVB (or other super with quick-ish startup) and have it connect. The super does very poor chip damage and does not do effective damage unless the opponent is a body length away from you. As such HMM should never be used in the corner. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
You can use the Plane for limited extra mobility at crucial points, but it's generally useless as anything other than chip. Start-up is slow and recovery is also slow: ending it by moving to the far side of the screen as close to the ground as possible is usually the safest. You can counter an anticipated guard cancelled punishment by putting spaces between the bullets. You can be hit out of the Beat Plane by almost any move, and it does not have invulnerable start-up. Sentinel can fly above the Beat Plane and you will not be able to reach him. ash kicks for bombs, punches for bullets, can move plane in any direction. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Mash to drill faster, can move forward/backward or jump. The drill is invincible once started. It also has very bad start-up and recovery. |
Other
Colors
First row: ,
,
. Second row:
,
,
.