Marvel vs Capcom 2/Mega Man: Difference between revisions

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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
  • 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.
  • Buster does not chip: While Buster controls space well, it does no chip damage on it's own.
  • Lower health: 106% damage modifier.
MVC2 megaman art.png

Character Summary

Special Moves

Weapon Activation
  • Qcf.png+P.png
Mega Uppercut Airok.png
  • Dp.png+P.png
Summon Rockball Power-up
  • Qcf.png+K.png
Summon Leaf Shield Power-up
  • Qcb.png+K.png
Summon Tornado Hold Power-up
  • Dp.png+K.png
Wall Bounce
  • While touching a wall, jump away from the wall.
Hyper Combos

Hyper Mega Man Airok.png
  • Qcf.png+Lp.pngHp.png Mash for damage.
Beat Plane Airok.png
  • Qcb.png+Lk.pngHk.png Move plane in any direction. P.png fires a shot, K.png fires a bomb.
Rush Drill
  • Qcf.png+Lk.pngHk.png Use directions to move forward/backward/jump. Mash for damage.
Assist Types

Type α - Projectile Type
  • Assist: Hp.png Charged Mega Buster (2 hits)
  • Counter: Hp.png Charged Mega Buster (2 hits)
  • Combination: Hyper Mega Man
Type β - Anti Air Type
  • Assist: Hp.png Mega Uppercut
  • Counter: Hp.png Mega Uppercut
  • Combination: Hyper Mega Man
Type γ - Balance Type
  • Assist: Hp.png Charged Mega Buster (2 hits)
  • Counter: Hp.png Mega Uppercut
  • Combination: Hyper Mega Man

Moves List

Assists

Projectile
Alpha.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Charged Mega Buster (2 hits) 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.


Anti-air
Beta.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Mega Uppercut Hyper Mega Man

Mega Uppercut as an assist.


Balance
Gamma.png
A1.png // A2.png
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Hp.png Mega Uppercut 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 Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Punch
5Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Grounded Mega Buster. Hold to charge.


Light Kick
5Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Kick
5Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launch.png - - - -


Crouching Light Punch
2Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Grounded Buster. Hold to charge.


Crouching Light Kick
2Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2Hk.png
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 Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.

Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Air Buster. Hold to charge.


Air Light Kick
j.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Command Normals

Wall Bounce
While touching a wall: Uf.png,F.png, or Df.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Universal Mechanics

Universal Launcher (Kick)
3Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -


Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hk.png

Special Moves

Specials

Weapon Activation
Qcf.png+P.png Airok.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Activates weapon. Default weapon is Tornado Hold.


Mega Uppercut
Dp.png+P.png Airok.png
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.


Summon Rockball Power-Up
Qcf.png+K.png
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.


Summon Leaf Shield Power-Up
Qcb.png+K.png
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.


Summon Tornado Hold Power-Up
Dp.png+K.png
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

Hyper Mega Man
Qcf.png+Lp.pngHp.png Airok.png
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.


Beat Plane
Qcb.png+Lk.pngHk.png
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.



Rush Drill
Qcf.png+Lk.pngHk.png
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: Lp.png, Hp.png, A1.png. Second row: Lk.png, Hk.png, A2.png.

Mvc2-megaman.png



Game Navigation

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