Editing Mega Man (SSBU)
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|neutralname=Mega Buster ({{ja|ロックバスター|Rokku Basutā}}, ''Rock Buster'') | |neutralname=Mega Buster ({{ja|ロックバスター|Rokku Basutā}}, ''Rock Buster'') | ||
|neutral1dmg=2% (shot), 1% (buster) | |neutral1dmg=2% (shot), 1% (buster) | ||
|neutraldesc= | |neutraldesc=Mega Man fires up to three shots from his Mega Buster, which have a fairly long range but do little knockback. The pellets have very high priority, being able to even nullify {{SSBU|Corrin}}'s [[Dragon Fang Shot]] in one go. The move has a [[Sweet spot (hitbox)|sweetspot]] around the Mega Buster itself. | ||
|ftiltname=Mega Buster ({{ja|ロックバスター|Rokku Basutā}}, ''Rock Buster'') | |ftiltname=Mega Buster ({{ja|ロックバスター|Rokku Basutā}}, ''Rock Buster'') | ||
|ftiltdmg=2% | |ftiltdmg=2% | ||
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|dashname=Top Spin ({{ja|タップスピン|Tappu Supin}}) | |dashname=Top Spin ({{ja|タップスピン|Tappu Supin}}) | ||
|dashdmg=1.2% (hits 1-7), 4% (hit 8) | |dashdmg=1.2% (hits 1-7), 4% (hit 8) | ||
|dashdesc= | |dashdesc=Mega Man boosts forwards while spinning, damaging anything he touches. Good priority and long-lasting, equivalent to {{SSBU|Luigi}}'s dash attack. Useful for mindgames against shields due to its high shield stun, which often makes opponents drop their shield too early. Small noticeable ending lag. Based on Top Man's weapon from ''Mega Man 3'', though it is more based on how Top Man uses the weapon. | ||
|fsmashname=Charge Shot ({{ja|チャージショット|Chāji Shotto}}) | |fsmashname=Charge Shot ({{ja|チャージショット|Chāji Shotto}}) | ||
|fsmashdmg={{rollover|11.5%-14.95%|does not seem to conform to the global smash charge multiplier, as its hitbox is coded with 10 damage|y}} | |fsmashdmg={{rollover|11.5%-14.95%|does not seem to conform to the global smash charge multiplier, as its hitbox is coded with 10 damage|y}} | ||
|fsmashdesc= | |fsmashdesc=Mega Man charges up energy in his Mega Buster, before firing off a bigger and more powerful burst. Like regular Mega Buster shots, this shot disappears after traveling a moderate distance, though this distance was buffed in ''Ultimate''. The longer it is charged, the further the resulting shot will go, and its size, damage, and knockback also increase significantly when it is fully charged. Fully charged, this is the longest-reaching forward smash in the game, although it has travel time to compensate and it is also the weakest forward smash in the game knockback-wise, as the fully charged attack doesn't KO until around 100% from center stage. Based on the Super Mega Buster's Charge Shot from ''Mega Man 4'' onwards, and most specifically resembles its appearance in ''Mega Man 5''. | ||
|usmashname=Spark Shock ({{ja|スパークショック|Supāku Shokku}}) | |usmashname=Spark Shock ({{ja|スパークショック|Supāku Shokku}}) | ||
|usmashdmg={{ChargedSmashDmgSSBU|2}} (hit 1), {{ChargedSmashDmgSSBU|1.5}} (hits 2-6), {{ChargedSmashDmgSSBU|6}} (hit 7) | |usmashdmg={{ChargedSmashDmgSSBU|2}} (hit 1), {{ChargedSmashDmgSSBU|1.5}} (hits 2-6), {{ChargedSmashDmgSSBU|6}} (hit 7) | ||
|usmashdesc= | |usmashdesc=Mega Man turns both of his hands into electrodes, creating a powerful multi-hitting surge of electricity above him. It is overall useful due to its large hitboxes, making it a great anti-air, and has quick startup at frame 8 and good knockback, though it has 38 frames of ending lag, making it very punishable if not used carefully. Based on Spark Man's weapon from ''Mega Man 3'', though it is more based on how Spark Man uses the weapon. | ||
|dsmashname=Flame Blast ({{ja|フレイムブラスト|Fureimu Burasuto}}) | |dsmashname=Flame Blast ({{ja|フレイムブラスト|Fureimu Burasuto}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBU|17}} (clean), {{ChargedSmashDmgSSBU|14}} (mid), {{ChargedSmashDmgSSBU|9}} (late) | |dsmashdmg={{ChargedSmashDmgSSBU|17}} (clean), {{ChargedSmashDmgSSBU|14}} (mid), {{ChargedSmashDmgSSBU|9}} (late) | ||
|dsmashdesc= | |dsmashdesc=Mega Man plants both arm cannons into the ground, causing two vertical flaming pillars to erupt from the ground either side of him which launch the opponent upwards. It has extreme end lag (46 frames of lag and it's only interruptible at frame 79) that leaves it highly punishable if not landed and the hitbox actually comes out at frame 17, only a few frames after Mega Man slams his Mega Busters to the ground, so it also has high startup and the animation can be misleading. Immense knockback when hit with the first frames of the hitbox, which can KO starting at 60% when fully [[charge]]d. It boasts incredible power, being one of the strongest down smashes in the game. It is based on Flame Man's weapon from ''Mega Man 6'', though it is more based on how Flame Man uses the weapon. | ||
|nairname=Mega Buster ({{ja|ロックバスター|Rokku Basutā}}, ''Rock Buster'') | |nairname=Mega Buster ({{ja|ロックバスター|Rokku Basutā}}, ''Rock Buster'') | ||
|nairdmg={{ShortHopDmgSSBU|2}} (shot), {{ShortHopDmgSSBU|2}} (buster) | |nairdmg={{ShortHopDmgSSBU|2}} (shot), {{ShortHopDmgSSBU|2}} (buster) | ||
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|fairname=Flame Sword ({{ja|フレイムソード|Fureimu Sōdo}}) | |fairname=Flame Sword ({{ja|フレイムソード|Fureimu Sōdo}}) | ||
|fairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|8.5}} (clean tip), {{ShortHopDmgSSBU|5}} (late) | |fairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|8.5}} (clean tip), {{ShortHopDmgSSBU|5}} (late) | ||
|fairdesc= | |fairdesc=Mega Man quickly summons a flaming sword to his hand and swings it downwards in front of him. Comes out decently quick at frame 9 with below-average ending lag. It is a very useful combo move and can net KOs fairly well at the edge of the stage. As a result, is extremely versatile. It is based on Sword Man's weapon from ''Mega Man 8''. | ||
|bairname=Slash Claw ({{ja|スラッシュクロー|Surasshu Kurō}}) | |bairname=Slash Claw ({{ja|スラッシュクロー|Surasshu Kurō}}) | ||
|bairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|4}} (hit 2), {{ShortHopDmgSSBU|5}} (hit 3) | |bairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|4}} (hit 2), {{ShortHopDmgSSBU|5}} (hit 3) | ||
|bairdesc= | |bairdesc=Mega Man quickly turns around and swings his arm, generating three crescent-shaped energy trails behind him. Has high knockback, yet very fast startup at frame 4, the fastest of Mega Man's aerials. Due to its good knockback, it's able to net KOs when edgeguarding, and can chain into itself at low percents. Cancelling it into the ground before the third hit connects can allow Mega Man to get a grab or even an up tilt KO. It is based on Slash Man's weapon from ''Mega Man 7''. | ||
|uairname=Air Shooter ({{ja|エアーシューター|Ea Shūtā}}) | |uairname=Air Shooter ({{ja|エアーシューター|Ea Shūtā}}) | ||
|uairdmg={{ShortHopDmgSSBU|3}} (hits 1-3), {{ShortHopDmgSSBU|2}} (hits 4-6), {{ShortHopDmgSSBU|1}} (hits 7-11), {{ShortHopDmgSSBU|2}} (hit 12) | |uairdmg={{ShortHopDmgSSBU|3}} (hits 1-3), {{ShortHopDmgSSBU|2}} (hits 4-6), {{ShortHopDmgSSBU|1}} (hits 7-11), {{ShortHopDmgSSBU|2}} (hit 12) | ||
|uairdesc= | |uairdesc=Mega Man points the Mega Buster upwards and fires a small tornado straight above him. It travels a fair distance, drawing in opponents who touch the tornado. The hitbox comes out on frame 11. It is based on Air Man's weapon from ''Mega Man 2''. It can easily Star KO opponents even at low percentages, especially if the opponent tries to jump out of it. However, it will meteor smash Mega Man himself if it is reflected. Excellent for damage racking and has a huge windbox. Autocancels in a double jump. If Mega Man generates a second tornado while the first one is still active, it will despawn early. | ||
|dairname=Hard Knuckle ({{ja|ハードナックル|Hādo Nakkuru}}) | |dairname=Hard Knuckle ({{ja|ハードナックル|Hādo Nakkuru}}) | ||
|dairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|12}} (late) | |dairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|12}} (late) | ||
|dairdesc= | |dairdesc=Mega Man points his fist straight downwards and fires it downwards as a short-ranged projectile. The fist deals the most damage in the first few frames, but afterward, it turns into an aerial-only [[meteor smash]]. Very slow, only coming out on frame 23, but it is a safe meteor smash thanks to its range and the fact it counts as a projectile. Mega Man can move left or right slightly during the first few frames before launching the fist. Autocancels in a double jump. It is based on Hard Man's weapon from ''Mega Man 3'', and is also similar to the Mega Arm from Mega Man V for the Gameboy, as in this game, he attacks by shooting his fist instead of using the Mega Buster. The move disables Mega Man's [[gravity]] for frames 5-22 if he is moving downwards, creating a hovering effect when used at the peak of a jump. | ||
|grabname=Super Arm ({{ja|スーパーアーム|Sūpā Āmu}}) | |grabname=Super Arm ({{ja|スーパーアーム|Sūpā Āmu}}) | ||
|grabdesc= | |grabdesc=Mega Man grabs his opponent with one hand and lifts them over his head. Decently fast, but has a short-range. Its grabbox extends over Mega Man's hand, so it has more range than it seems. It is based on Guts Man's weapon from the original ''Mega Man''. | ||
|pummelname=Super Arm Grip ({{ja|スーパーアームグリップ|Sūpā Āmu Gurippu}}) | |pummelname=Super Arm Grip ({{ja|スーパーアームグリップ|Sūpā Āmu Gurippu}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc= | |pummeldesc=Mega Man squeezes his opponent with his Super Arm. | ||
|fthrowname=Super Arm Throw ({{ja|スーパーアームスルー|Sūpā Āmu Surū}}) | |fthrowname=Super Arm Throw ({{ja|スーパーアームスルー|Sūpā Āmu Surū}}) | ||
|fthrowdmg=8% | |fthrowdmg=8% | ||
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|bthrowname=Super Arm Back Throw ({{ja|スーパーアームバックスルー|Sūpā Āmu Surū}}) | |bthrowname=Super Arm Back Throw ({{ja|スーパーアームバックスルー|Sūpā Āmu Surū}}) | ||
|bthrowdmg=11% | |bthrowdmg=11% | ||
|bthrowdesc= | |bthrowdesc=Mega Man turns around and throws the opponent behind him. It is a very solid KOing throw, being able to KO middleweights at around 110% at the edge. | ||
|uthrowname=Super Arm Top Throw ({{ja|スーパーアームトップスルー|Sūpā Āmu Toppu Surū}}) | |uthrowname=Super Arm Top Throw ({{ja|スーパーアームトップスルー|Sūpā Āmu Toppu Surū}}) | ||
|uthrowdmg=7% | |uthrowdmg=7% | ||
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|usname=Rush Coil | |usname=Rush Coil | ||
|usdmg=— | |usdmg=— | ||
|usdesc= | |usdesc=Mega Man briefly summons his robotic dog companion Rush. A second bounce will make Mega Man jump even higher than the first bounce. Other players will also be able to bounce on Rush, even if he is in the air. Mega Man is unable to summon Rush again until he lands, or is hit by an attack after using it. It's possible to get incredibly early KOs by forcing an opponent into the air and following up with an up air. The move is based on the Rush Coil from ''Mega Man 3''. It provides good distance and doesn't make Mega Man helpless, similarly to Sonic's Spring Jump. | ||
|dsname=Leaf Shield | |dsname=Leaf Shield | ||
|dsdmg=1.5% (circling), 3.8% (thrown) | |dsdmg=1.5% (circling), 3.8% (thrown) | ||
|dsdesc= | |dsdesc=Mega Man summons leaf-shaped units that electromagnetically orbit around him. The leaves block projectiles and can be held around Mega Man for a set time. The move is based on Wood Man's weapon from ''Mega Man 2''. | ||
|fsname=Mega Legends | |fsname=Mega Legends | ||
|fsdmg=3% (init), 41.2% (attack) | |fsdmg=3% (init), 41.2% (attack) | ||
|fsdesc= | |fsdesc=Mega Man fires a Black Hole Bomb, Galaxy Man's weapon from ''Mega Man 9'', in front of him. After it explodes, it can suck opponents in. If anyone gets sucked in, then Mega Man X, MegaMan.EXE, MegaMan Volnutt, and Geo Stelar, all protagonists of their own spin-off series, alongside Proto Man and Bass, will join Mega Man to fire their Mega Busters in unison in a cinematic Final Smash. | ||
}} | }} | ||