Marvel vs Capcom/Mega Man

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< Marvel vs Capcom
Revision as of 23:14, 24 December 2020 by Lichmassacre (talk | contribs) (→‎Introducion: Pros/Cons format fix.)
Mvc1megaman.gif

Introducion

Pros Cons
  • Can have more than one projectile on the screen
  • Has an excellent, chargeable projectile
  • Can jump off walls (despite not being X)
  • Small hitbox (Which forces some players to change their playstyle; not the smallest)
  • Can call Eddie in the middle of the match to change his secondary weapon (3 choices)
  • Tornado Hold can OTG the opponent
  • Hyper Combos are great at chip damage
  • Has bad stamina
  • Doesn't have good reach on his normals
  • Needs a lot of meter to do better combos
  • His better combos are mostly corner combos
  • His Hyper Combos can be unsafe on block if you don't know how to use them

Basic Tips

Launchers:
RK

Magic Series:
Ground Magic Series: Weakest to Strongest
Jump Magic Series: Weakest to Strongest
Super Jump Magic Series: Hunter Series

AC Finisher:
RK, FP (Mega Buster), Leaf Shield

Move List

Ground Normals

s.LP

s.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MP

s.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HP

s.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.LK

s.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MK

s.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HK

s.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground, Launcher

c.LP

c.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MP

c.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HP

c.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.LK

c.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MK

c.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HK

c.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Air Normals

j.LP

j.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MP

j.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HP

j.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.LK

j.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MK

j.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HK

j.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Command Normals

Mega Buster: hold HP (also in air)

First introduced in Megaman III, Megaman can now charge his shot so it can make multiple hits. It can be charged for a unspecific but long amount of time.


Special Moves

Mega Upper: F, D, DF + P

Megaman here can do a rising fist that's similar to Ryu's Shoryuken. First time I saw this in a Megaman game was probably Megaman X2.

Weapon Change: QCF + K

Eddie appears from above and gives Megaman an item stored in a circular sphere.

Default is Tornado Hold which is first introduced in Megaman 8 after beating Tengu Man.

LK brings Rock Ball which is first introduced in Megaman 8 from Dr. Light in Wily Island.

MK brings Tornado Hold

HK brings Leaf Shield which is first introduced in Megaman II after beating Wood Man.

Weapon Use: QCF + P

Megaman uses his weapon from the ability he gets during Weapon Change. Default is Tornado Hold which was introduced in Megaman 8 as he shoots a stationary tornado on the ground at a distance. Leaf Shield enables him to be immune on one attack but doing the motion again shoots out the leaves slowly doing multiple hits. Rock Ball enables for him to kick the ball as it bounces a few times from the wall.


Hyper Combos

Hyper Megaman: QCF + Px2 (also in air)

Known in the Japanese version as Hyper Rockman, Mega- man combines with Rush, Navi and Eddie for Megaman as he transforms into a larger, more armored and weaponed Megaman as it shoots out lasers and fireballs like crazy.

Rush Drill: QCF + Kx2

Megaman combines with Rush which enables Megaman to drive a drill vehicle for a short amount of time. During the process, Megaman can move back and forth and pressing a button makes him rush forward.

Beat Plane: HCB + Px2 (also in air)

Megaman combines with Navi which enables Megaman to drive a shooting plane for a short amount of time. During the process, Megaman can fly around in any direction as pressing P shoots fireballs from Navi's mouth and pressing K drops missiles.

Combos

1) JP, SP, FP Megaman Upper
2) SK, j. FK, c. SK, c. FK, c. RK, cancel JP Tornado Hold (OTG)
3) j. RK, SK, RK, sj. JP, sj. SK, cancel Hyper MegaMan
4) Charge up Mega Buster, j. SK, j. FK, j. RK, dash, SK, FK, RK, sj. JP, sj. SK, sj. SP, sj. FK, Mega Buster, Hyper MegaMan/Beat Plane
5) Charge up Mega Buster, j. SK, j. FK, j. RK, dash, c. SK, c. FK, c. RK, Mega Buster, Rush Drill, c. SK, RK, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher
6) j. SK, j. FK, dash, SK, FK, RK, sj. JP, sj. SK, sj. FK, Mega Buster, c. SK (OTG), FK, RK, jump punch throw, c. SK, FK, RK, air combo!