No edit summary |
|||
Line 1: | Line 1: | ||
{{MVC2 Character Intro|char= | {{MVC2 Character Intro|char= megaman|full=Mega Man|short=MM|content= | ||
== | == 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. | |||
==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 | '''TO-DO''': Add frame data, as well as missing sprites | ||
== Gameplay == | == Gameplay == | ||
Line 12: | Line 13: | ||
{{ProConTable | {{ProConTable | ||
|pros= | |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= | |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= | |content2= | ||
{{Content Box|content= | {{Content Box|content= | ||
<center><youtube>https://youtu.be/ | <center><youtube>https://youtu.be/hKAn1U0g5l0?si=gxOYn0deqtgrSBJf</youtube></center> | ||
}} | }} | ||
}} | }} | ||
Line 29: | Line 32: | ||
|content1= | |content1= | ||
{{Content Box|header=Special Moves |content= | {{Content Box|header=Special Moves |content= | ||
; | ;Weapon Activation | ||
*{{qcf}}+{{p}} | *{{qcf}}+{{p}} | ||
; | ;Mega Uppercut {{airok}} | ||
*{{dp}}+{{p}} | *{{dp}}+{{p}} | ||
; | ;Summon Rockball Power-up | ||
*{{qcf}}+{{k}} | *{{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= | |content2= | ||
{{Content Box|header=Hyper Combos |content= | {{Content Box|header=Hyper Combos |content= | ||
; | ;Hyper Mega Man {{airok}} | ||
*{{qcf}}+{{lp}}{{hp}} | *{{qcf}}+{{lp}}{{hp}} Mash for damage. | ||
; | ;Beat Plane {{airok}} | ||
*{{qcb}}+{{ | *{{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= | |content3= | ||
{{Content Box|header=Assist Types |content= | {{Content Box|header=Assist Types |content= | ||
;Type α - | ;Type α - Projectile Type | ||
*Assist: {{hp}} | *Assist: {{hp}} Charged Mega Buster (2 hits) | ||
*Counter: {{ | *Counter: {{hp}} Charged Mega Buster (2 hits) | ||
*Combination: Hyper | *Combination: Hyper Mega Man | ||
;Type β - Anti Air Type | ;Type β - Anti Air Type | ||
*Assist: {{ | *Assist: {{hp}} Mega Uppercut | ||
*Counter: {{ | *Counter: {{hp}} Mega Uppercut | ||
*Combination: | *Combination: Hyper Mega Man | ||
;Type γ - Balance Type | ;Type γ - Balance Type | ||
*Assist: {{ | *Assist: {{hp}} Charged Mega Buster (2 hits) | ||
*Counter: {{ | *Counter: {{hp}} Mega Uppercut | ||
*Combination: | *Combination: Hyper Mega Man | ||
}} | }} | ||
}} | }} | ||
Line 69: | Line 76: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption={{hp}} | |caption={{hp}} Charged Mega Buster (2 hits) | ||
|name= | |name=Projectile | ||
|subtitle=[[File:Alpha.png]] | |subtitle=[[File:Alpha.png]] | ||
|input={{a1}} // {{a2}} | |input={{a1}} // {{a2}} | ||
Line 79: | Line 86: | ||
|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|AlphaCounter={{ | |AlphaCounter={{hp}} Charged Mega Buster (2 hits) | ||
|TeamHyperCombo=Hyper | |TeamHyperCombo=Hyper Mega Man | ||
|description= | |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> | }}<br> | ||
Line 87: | Line 94: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption={{ | |caption={{hp}} Mega Uppercut | ||
|name=Anti-air | |name=Anti-air | ||
|subtitle=[[File:Beta.png]] | |subtitle=[[File:Beta.png]] | ||
Line 97: | Line 104: | ||
|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|AlphaCounter={{ | |AlphaCounter={{hp}} Mega Uppercut | ||
|TeamHyperCombo= | |TeamHyperCombo=Hyper Mega Man | ||
|description= | |description= Mega Uppercut as an assist. | ||
}} | }} | ||
}}<br> | }}<br> | ||
Line 105: | Line 112: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption={{ | |caption={{hp}} Charged Mega Buster (2 hits) | ||
|name= | |name=Balance | ||
|subtitle=[[File:Gamma.png]] | |subtitle=[[File:Gamma.png]] | ||
|input={{a1}} // {{a2}} | |input={{a1}} // {{a2}} | ||
Line 115: | Line 122: | ||
|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|AlphaCounter={{ | |AlphaCounter={{hp}} Mega Uppercut | ||
|TeamHyperCombo= | |TeamHyperCombo=Hyper Mega Man | ||
|description= | |description= Same as Projectile but you get the uppercut for your alpha counter. | ||
}} | }} | ||
}}<br> | }}<br> | ||
=== Normal Moves === | === Normal Moves === | ||
-When grounded, | -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. | ||
Line 128: | Line 135: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Light Punch | |name= Light Punch | ||
Line 150: | Line 157: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |||
|caption= | |||
|name= Medium Punch | |name= Medium Punch | ||
|linkname= 5MP | |linkname= 5MP | ||
Line 173: | Line 179: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Heavy Punch | |name= Heavy Punch | ||
Line 194: | Line 196: | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Grounded Mega Buster. Hold to charge. | ||
}} | }} | ||
}}<br> | }}<br> | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Light Kick | |name= Light Kick | ||
Line 222: | Line 223: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Medium Kick | |name= Medium Kick | ||
Line 244: | Line 245: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Heavy Kick | |name= Heavy Kick | ||
Line 260: | Line 257: | ||
|Recovery= | |Recovery= | ||
|Guard= | |Guard= | ||
|Special Property= {{ | |Special Property= {{launch}} | ||
|Cancel= | |Cancel= | ||
|Adv. Hit= | |Adv. Hit= | ||
Line 270: | Line 267: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Crouching Light Punch | |name= Crouching Light Punch | ||
Line 292: | Line 289: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Crouching Medium Punch | |name= Crouching Medium Punch | ||
Line 304: | Line 301: | ||
|Recovery= | |Recovery= | ||
|Guard= | |Guard= | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= | ||
|Adv. Hit= | |Adv. Hit= | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= | ||
}} | }} | ||
}}<br> | }}<br> | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Crouching Heavy Punch | |name= Crouching Heavy Punch | ||
Line 327: | Line 323: | ||
|Recovery= | |Recovery= | ||
|Guard= | |Guard= | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= | ||
|Adv. Hit= | |Adv. Hit= | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Grounded Buster. Hold to charge. | ||
}} | }} | ||
}}<br> | }}<br> | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Crouching Light Kick | |name= Crouching Light Kick | ||
Line 349: | Line 345: | ||
|Recovery= | |Recovery= | ||
|Guard= | |Guard= | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= | ||
|Adv. Hit= | |Adv. Hit= | ||
Line 359: | Line 355: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Crouching Medium Kick | |name= Crouching Medium Kick | ||
Line 372: | Line 367: | ||
|Recovery= | |Recovery= | ||
|Guard= | |Guard= | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= | ||
|Adv. Hit= | |Adv. Hit= | ||
Line 382: | Line 377: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Crouching Heavy Kick | |name= Crouching Heavy Kick | ||
Line 394: | Line 389: | ||
|Recovery= | |Recovery= | ||
|Guard= | |Guard= | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= | ||
|Adv. Hit= | |Adv. Hit= | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Slide. | ||
}} | }} | ||
}}<br> | }}<br> | ||
==== Air Normals ==== | ==== Air Normals ==== | ||
-When in the Normal Jump state, | -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 | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Air Light Punch | |name= Air Light Punch | ||
Line 430: | Line 424: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Air Medium Punch | |name= Air Medium Punch | ||
Line 452: | Line 446: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Air Heavy Punch | |name= Air Heavy Punch | ||
Line 468: | Line 458: | ||
|Recovery= | |Recovery= | ||
|Guard= | |Guard= | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= | ||
|Adv. Hit= | |Adv. Hit= | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Air Buster. Hold to charge. | ||
}} | }} | ||
}}<br> | }}<br> | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Air Light Kick | |name= Air Light Kick | ||
Line 495: | Line 485: | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= | ||
}} | }} | ||
}}<br> | }}<br> | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Air Medium Kick | |name= Air Medium Kick | ||
Line 523: | Line 512: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Air Heavy Kick | |name= Air Heavy Kick | ||
Line 535: | Line 524: | ||
|Recovery= | |Recovery= | ||
|Guard= | |Guard= | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= | ||
|Adv. Hit= | |Adv. Hit= | ||
Line 549: | Line 538: | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name=Wall Bounce | ||
|linkname= | |linkname=Wall Bounce | ||
|input=While | |input=While touching a wall: {{uf}},{{f}}, or {{df}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 559: | Line 548: | ||
|Recovery= | |Recovery= | ||
|Guard= | |Guard= | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= | ||
|Adv. Hit= | |Adv. Hit= | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= | ||
}} | }} | ||
}}<br> | }}<br> | ||
Line 572: | Line 561: | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Universal Launcher ( | |name= Universal Launcher (Kick) | ||
|linkname= Universal Launcher ( | |linkname= Universal Launcher (Kick) | ||
|input= 3{{ | |input= 3{{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 675: | Line 664: | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= {{ | |description= {{hk}} | ||
}} | }} | ||
}} | }} | ||
Line 684: | Line 673: | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name= Weapon Activation | ||
|linkname= | |linkname= Weapon Activation | ||
|input= {{qcf}}+{{p}} | |input= {{qcf}}+{{p}} {{airok}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 699: | Line 688: | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |description=Activates weapon. Default weapon is Tornado Hold. | ||
}} | }} | ||
}}<br> | }}<br> | ||
Line 705: | Line 694: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name= Mega Uppercut | ||
|linkname= | |linkname= Mega Uppercut | ||
|input= {{dp}}+{{p}} | |input= {{dp}}+{{p}} {{airok}} | ||
|input2= | |input2= | ||
|data= | |data= | ||
Line 722: | Line 711: | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |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> | }}<br> | ||
Line 729: | Line 718: | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name= Summon Rockball Power-Up | ||
|linkname= | |linkname= Summon Rockball Power-Up | ||
|input= {{qcf}}+{{k | |input= {{qcf}}+{{k}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 744: | Line 733: | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= | |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> | }}<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 === | === Hyper Combos === | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name= Hyper Mega Man | ||
|linkname= | |linkname= Hyper Mega Man | ||
|input= {{qcf}}+{{lp}}{{hp}} | |input= {{qcf}}+{{lp}}{{hp}} {{airok}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 768: | Line 800: | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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> | }}<br> | ||
Line 775: | Line 807: | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name= Beat Plane | ||
|linkname= | |linkname= Beat Plane | ||
|input= {{qcb}}+{{ | |input= {{qcb}}+{{lk}}{{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 790: | Line 822: | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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> | }}<br> | ||
Line 798: | Line 832: | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name= Rush Drill | ||
|linkname= | |linkname= Rush Drill | ||
|input= {{ | |input= {{qcf}}+{{lk}}{{hk}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 813: | Line 847: | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |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> | }}<br> | ||
Line 822: | Line 856: | ||
First row: {{lp}}, {{hp}}, {{A1}}. Second row: {{lk}}, {{hk}}, {{A2}}. | First row: {{lp}}, {{hp}}, {{A1}}. Second row: {{lk}}, {{hk}}, {{A2}}. | ||
[[Image:Mvc2- | [[Image:Mvc2-megaman.png]] | ||
{{Navbox-MVC2}} | {{Navbox-MVC2}} | ||
[[Category: Marvel Vs. Capcom 2]] | [[Category: Marvel Vs. Capcom 2]] |
Revision as of 15:38, 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:
,
,
.