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{{MVC2 Character Intro|char= tron bonne|full=Tron Bonne|short=TRN|content=
{{MVC2 Character Intro|char= megaman|full=Mega Man|short=MM|content=
== Introduction ==
== Character Overview ==
Tron Bonne was first seen in the [[Mega Man (MvC2)|Megaman]] game "Megaman Legends".  She later appeared in her own game, "The Misadventures of Tron Bonne." She is a member of the Bonne pirate clan. Her older brother is Teisel, and her younger brother is Bon (aka Baby Bonne).  She is 15 years old, and has a crush on MegamanShe is a mechanical genius (which explains her Gustaff) and is assisted by her [[Servbot (MvC2)|Kobuns]] (known as Servbots outside of Japan).
Mega Man (called Rock Man in Japan) is one of CapCom's older creationsCreated 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 themHis sister [[Roll (MvC2)|Roll]] is also in MvC2.


Tron Bonne is most notable for her projectile assist, which does more damage then it should, and resets combo damage as well.
==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 ==
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{{ProConTable
{{ProConTable
|pros=
|pros=
* '''Assist Damage:''' Her projectile assist has 3 hits, each one dealing 15, allowing for huge meterless damage off an assist.
* '''Mega Buster:''' Mega Man's Buster shot is like a hadouken on crack. Very fast and heavily damaging.
* '''Healthy:''' With a 93% damage modifier, Tron can take a lot of damage.
* '''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=
* '''Larger body:''' The mech suit that Tron is in makes her more vulnerable to combos and zoning.
* '''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/Ebjdj0sUOyk?si=77N9jD8uHjxf4m9H</youtube></center>
<center><youtube>https://youtu.be/hKAn1U0g5l0?si=gxOYn0deqtgrSBJf</youtube></center>
}}
}}
}}
}}
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|content1=
|content1=
{{Content Box|header=Special Moves |content=
{{Content Box|header=Special Moves |content=
;Beacon Bomb
;Weapon Activation
*{{qcf}}+{{p}}
*{{qcf}}+{{p}}
;Kobun Launch
;Mega Uppercut {{airok}}
*{{dp}}+{{p}}
*{{dp}}+{{p}}
;Bonne Strike {{airok}}
;Summon Rockball Power-up
*{{qcf}}+{{k}}
*{{qcf}}+{{k}}
;Air Dash
;Summon Leaf Shield Power-up
*While airborne {{f}}{{f}} or {{lp}}{{hp}} Unlimited amount
*{{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=
;Lunch Rush
;Hyper Mega Man {{airok}}
*{{qcf}}+{{lp}}{{hp}}
*{{qcf}}+{{lp}}{{hp}} Mash for damage.
;King Kobun
;Beat Plane {{airok}}
*{{qcb}}+{{lp}}{{hp}}
*{{qcb}}+{{lk}}{{hk}} Move plane in any direction. {{p}} fires a shot, {{k}} fires a bomb.
;Hyper Lunch Rush
;Rush Drill
*{{a1}}+{{a2}} Tron A only; Rush always happens.
*{{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 - Throw Type
;Type α - Projectile Type
*Assist: {{hp}} Throw
*Assist: {{hp}} Charged Mega Buster (2 hits)
*Counter:  {{hk}} Bonne Strike
*Counter:  {{hp}} Charged Mega Buster (2 hits)
*Combination: Hyper Lunch Rush
*Combination: Hyper Mega Man
;Type β - Anti Air Type
;Type β - Anti Air Type
*Assist: {{mk}}
*Assist: {{hp}} Mega Uppercut
*Counter: {{mk}}
*Counter: {{hp}} Mega Uppercut
*Combination: King Kobun
*Combination: Hyper Mega Man
;Type γ - Balance Type
;Type γ - Balance Type
*Assist:  {{d}}{{mp}}  
*Assist:  {{hp}} Charged Mega Buster (2 hits)
*Counter: {{d}}{{mp}}
*Counter: {{hp}} Mega Uppercut
*Combination: King Kobun
*Combination: Hyper Mega Man
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=
|image=
|caption={{hp}} Throw
|caption={{hp}} Charged Mega Buster (2 hits)
|name=Throw
|name=Projectile
|subtitle=[[File:Alpha.png]]
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
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  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{hk}} Bonne Strike
  |AlphaCounter={{hp}} Charged Mega Buster (2 hits)
  |TeamHyperCombo=Hyper Lunch Rush
  |TeamHyperCombo=Hyper Mega Man
  |description= Unblockable, but very short range. Note that her Lunch Rush THC comes out even if the gun doesn't hit.
  |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>
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{{MoveData
{{MoveData
|image=
|image=
|caption={{mk}} Gustaff Fire
|caption={{hp}} Mega Uppercut
|name=Anti-air
|name=Anti-air
|subtitle=[[File:Beta.png]]
|subtitle=[[File:Beta.png]]
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  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{mk}}
  |AlphaCounter={{hp}} Mega Uppercut
  |TeamHyperCombo=King Kobun
  |TeamHyperCombo=Hyper Mega Man
  |description= Tron does her standing MK fire attack.
  |description= Mega Uppercut as an assist.
  }}
  }}
}}<br>
}}<br>
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{{MoveData
{{MoveData
|image=
|image=
|caption={{d}}{{mp}} Rings
|caption={{hp}} Charged Mega Buster (2 hits)
|name=Projectile
|name=Balance
|subtitle=[[File:Gamma.png]]
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|input={{a1}} // {{a2}}
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  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{d}}{{mp}}
  |AlphaCounter={{hp}} Mega Uppercut
  |TeamHyperCombo=King Kobun
  |TeamHyperCombo=Hyper Mega Man
  |description= One of the best assists in the game. This is a glitched version of her MP that hits three times (as normal) but does 15 pts of damage per hit (not normal). The third ring hits at a slight delay, allowing for some mind games. Note that the Tron-Y alpha counter is surprisingly safe.
  |description= Same as Projectile but you get the uppercut for your alpha counter.
  }}
  }}
}}<br>
}}<br>


=== Normal Moves ===
=== Normal Moves ===
-When grounded, Tron has the 2-Hit type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}}/{{hp}}/{{hk}} cancel tree.
-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.




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{{MoveData
{{MoveData
|image= MVC2_Tron_5LP_02.png
|image=  
|caption=  
|caption=  
|name= Light Punch
|name= Light Punch
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{{MoveData
{{MoveData
|image= MVC2_Tron_5MP_01.png
|image=  
|image=MVC2_Tron_5MP_02.png
|caption=  
|caption= Drill baby, drill!
|name= Medium Punch
|name= Medium Punch
|linkname= 5MP
|linkname= 5MP
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{{MoveData
{{MoveData
|image= MVC2_Tron_5HP_01.png
|image=  
|image2=MVC2_Tron_5HP_02.png
|image3=MVC2_Tron_5HP_03.png
|image4=MVC2_Tron_5HP_04.png
|image5=MVC2_Tron_5HP_05.png
|caption=  
|caption=  
|name= Heavy Punch
|name= Heavy Punch
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description= Grounded Mega Buster. Hold to charge.
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_Tron_5LK_01.png
|image=  
|image2= MVC2_Tron_5LK_02.png
|caption=  
|caption=  
|name= Light Kick
|name= Light Kick
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{{MoveData
{{MoveData
|image= MVC2_Tron_5MK_01.png
|image=  
|caption=  
|caption=  
|name= Medium Kick
|name= Medium Kick
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{{MoveData
{{MoveData
|image= MVC2_Tron_5HK_01.png
|image=  
|image2= MVC2_Tron_5HK_02.png
|image3= MVC2_Tron_5HK_03.png
|image4= MVC2_Tron_5HK_04.png
|image5= MVC2_Tron_5HK_05.png
|caption=  
|caption=  
|name= Heavy Kick
|name= Heavy Kick
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  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property= {{projectile}}
  |Special Property= {{launch}}
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
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{{MoveData
{{MoveData
|image= Tron_c.lp.png
|image=  
|caption=  
|caption=  
|name= Crouching Light Punch
|name= Crouching Light Punch
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{{MoveData
{{MoveData
|image= MVC2_Tron_2MP_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Medium Punch
|name= Crouching Medium Punch
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  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property= {{projectile}}
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Note that her crouching MP (rings) hits three times - the third ring can often come out after you cancel into Lunch Rush, which will knock your opponent out of it. As such, it is not recommended to combo from the rings into the Lunch Rush.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Tron_2HP_01.png
|image=  
|image2= MVC2_Tron_2HP_02.png
|caption=  
|caption=  
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
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  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property= {{launch}}
  |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= MVC2_Tron_2LK_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Light Kick
|name= Crouching Light Kick
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  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property= {{otg}}
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
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{{MoveData
{{MoveData
|image= MVC2_Tron_2MK_01.png
|image=  
|image2=MVC2_Tron_2MK_02.png
|caption=  
|caption=  
|name= Crouching Medium Kick
|name= Crouching Medium Kick
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  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property= {{otg}}
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
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{{MoveData
{{MoveData
|image= MVC2_Tron_2HK_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
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  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property= {{otg}}
  |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, Tron has the 2-Hit type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}}/{{hp}}/{{hk}} cancel tree.
-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= MVC2_Tron_j.LP_01.png
|image=  
|caption=  
|caption=  
|name= Air Light Punch
|name= Air Light Punch
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{{MoveData
{{MoveData
|image= MVC2_Tron_j.MP_01.png
|image=  
|caption=  
|caption=  
|name= Air Medium Punch
|name= Air Medium Punch
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{{MoveData
{{MoveData
|image= MVC2_Tron_j.HP_01.png
|image=  
|image2=MVC2_Tron_j.HP_02.png
|image3=MVC2_Tron_j.HP_03.png
|image4=MVC2_Tron_j.HP_04.png
|image5=MVC2_Tron_j.HP_05.png
|caption=  
|caption=  
|name= Air Heavy Punch
|name= Air Heavy Punch
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  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property= {{aircombofinisher}}
  |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= MVC2_Tron_j.LK_01.png
|image=  
|caption=  
|caption=  
|name= Air Light Kick
|name= Air Light Kick
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Her jumping Short has a stunningly good hit box and beats all sorts of things you wouldn't expect it to.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Tron_j.MK_01.png
|image=  
|image2=MVC2_Tron_j.MK_02.png
|caption=  
|caption=  
|name= Air Medium Kick
|name= Air Medium Kick
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{{MoveData
{{MoveData
|image= MVC2_Tron_j.HK_01.png
|image=  
|caption=  
|caption=  
|name= Air Heavy Kick
|name= Air Heavy Kick
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  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property= {{aircombofinisher}}
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
Line 549: Line 538:
|image=  
|image=  
|caption=  
|caption=  
|name=Air dash
|name=Wall Bounce
|linkname=Air dash
|linkname=Wall Bounce
|input=While airborne: {{f}},{{f}}, or {{lp}}{{hp}}
|input=While touching a wall: {{uf}},{{f}}, or {{df}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property=
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Unlimited uses, only goes forward.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
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|image=  
|image=  
|caption=  
|caption=  
|name= Universal Launcher (Punch)
|name= Universal Launcher (Kick)
|linkname= Universal Launcher (Punch)
|linkname= Universal Launcher (Kick)
|input= 3{{hp}}
|input= 3{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 675: Line 664:
  |Adv. Guard=  
  |Adv. Guard=  
  |Adv. Pushblock=  
  |Adv. Pushblock=  
  |description= {{hp}}
  |description= {{hk}}
  }}
  }}
  }}
  }}
Line 684: Line 673:
|image=  
|image=  
|caption=  
|caption=  
|name= Beacon Bomb
|name= Weapon Activation
|linkname= Beacon Bomb
|linkname= Weapon Activation
|input= {{qcf}}+{{p}}
|input= {{qcf}}+{{p}} {{airok}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description=Capture state is counter mashable.
  |description=Activates weapon. Default weapon is Tornado Hold.
  }}
  }}
}}<br>
}}<br>
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{{MoveData
{{MoveData
|image=  
|image=  
|caption= Shikidan
|caption=  
|name= Kobun Launch
|name= Mega Uppercut
|linkname= Kobun Launch
|linkname= Mega Uppercut
|input= {{dp}}+{{p}}
|input= {{dp}}+{{p}} {{airok}}
|input2=
|input2=
|data=
|data=
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  |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>
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|image=  
|image=  
|caption=  
|caption=  
|name= Bonne Strike
|name= Summon Rockball Power-Up
|linkname= Bonne Strike
|linkname= Summon Rockball Power-Up
|input= {{qcf}}+{{k}} {{airok}}
|input= {{qcf}}+{{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 744: Line 733:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Mash attack buttons for more hits.
  |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= Chuushoku Rush
|caption=  
|name= Lunch Rush
|name= Hyper Mega Man
|linkname= Lunch Rush
|linkname= Hyper Mega Man
|input= {{qcf}}+{{lp}}{{hp}}
|input= {{qcf}}+{{lp}}{{hp}} {{airok}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Tron shoots a short-range beam that hits up to about the top of normal screen height, down to her waist, about half a character length in front of her, and very slightly behind her. If it hits, a Kobun yells "Gohan desu yo!" (Meal is ready!), and the 39 others Kobuns (plus Data the monkey) charge through to eat, hitting the opponent. It does very good damage. If the gun misses, the Kobuns do not come out and the recovery is horrible. It can only be DHCd within a very small window - King Kobun is the better super to DHC out of. The first Kobun OTGs the opponent, so if you have already used your OTG (for example, on a switch-in that hits, cLK (OTG), Lunch Rush), the Lunch Rush Kobuns will be blockable. It generally will not work on Captain Commando in the corner due to his tall/thin body. A Lunch Rush against two opponents will *hit* with the gun and send them flying, but the Lunch Rush itself will only damage the first character hit by the Kobuns.
  |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= King Kobun
|name= Beat Plane
|linkname= King Kobun
|linkname= Beat Plane
|input= {{qcb}}+{{lp}}{{hp}}
|input= {{qcb}}+{{lk}}{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 790: Line 822:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= The Kobun grows to giant size and smashes the opponent with his squeaky hammer. You are pretty much guaranteed that the hammer will swing/hit once, which means it can be used to trade in some situations. If it is not combo'd into, the opponent can jump or superjump (required for large characters) out of it. It can not be cancelled to into cleanly - any cancel will allow your opponent to jump or superjump out of it at the least, or even walk forward or throw you before King Kobun can swing the hammer. Once started, the hammer will cancel nearly all off-screen projectiles (such as Doom's air super), even though the projectiles look as if they will go over the hammer.
  |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= Hyper Lunch Rush
|name= Rush Drill
|linkname= Hyper Lunch Rush
|linkname= Rush Drill
|input= {{a1}}{{a2}}
|input= {{qcf}}+{{lk}}{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
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  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Only available with the A Throw assist. The rush always happens regardless of if the gun hits.
  |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-tron.png]]
[[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
  • 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

General
FAQ
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Glossary
Esoterics
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Characters (Marvel)
Blackheart
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Characters (Capcom)
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Mega Man
Roll
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