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|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = B-
|tier = A-
|ranking = 48
|ranking = 38
}}
}}
'''Mega Man''' ({{ja|ロックマン|Rokku man}}, ''Rockman'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', being officially confirmed on June 12th, 2018 alongside the rest of the returning roster. Mega Man is classified as [[Fighter number|Fighter #46]]. He reuses the sounds that were used in ''[[Super Smash Bros. 4]]''.
'''Mega Man''' ({{ja|ロックマン|Rokku man}}, ''Rockman'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', officially confirmed on June 12th, 2018. Mega Man is classified as [[Fighter number|Fighter #46]]. Mega Man reuses the sounds that were used in ''[[Super Smash Bros. 4]]''.


Mega Man is ranked 48th out of 82 on the current [[tier list]], placing him in the B- tier. This is a moderate drop from his previous placement in ''SSB4'', being ranked 27th out of 54. Mega Man, akin to his home series, has an outstanding zoning game with a multitude of projectiles at his disposal. His signature iconic move in his Mega Buster projectiles (jab, neutral aerial, and forward tilt) is great at applying pressure and stopping approaches while also helping Mega Man's approach. His normals are also solid as all his aerials serve some purpose with both forward and back aerial as edgeguarding disjointed tools and out-of-shield options, with the former being very versatile and the latter being fast and powerful, up aerial as a juggling tool that can KO off the top blast zone, and down aerial as a unique spiking tool that is a projectile. He also has useful smash attacks, as up smash is a solid out-of-shield option, forward smash is a disjointed projectile, and down smash is a powerful finisher, being one of the strongest in the game. His special moves are also important as they are among some of Mega Man's most important aspects as a character. [[Metal Blade]] is a useful and versatile projectile that can travel through opponents and can also be picked up and used as an item, allowing for confirms into moves, such as back air, up tilt, and more. [[Crash Bomber]] is good for shield pressure and [[mindgames]], which can force opponents into disadvantageous spots. [[Rush Coil]] is a solid recovery tool and Mega Man is not sent into a [[helpless]] state after using it, which combined with his above average weight, gives him a solid endurance. Finally, [[Leaf Shield]] is an amazing projectile that encases a barrier over Mega Man and can also be thrown at opponents. All in all, Mega Man has amazing strengths that he can use for a strong camping and zoning game.
Mega Man is ranked 38th out of 82 on the current [[tier list]], placing him in the A- tier. This is a marginal rise from his 27th out of 54 placement in ''SSB4''.
 
Despite these numerous strengths, Mega Man has several flaws. He is one of the easiest characters to combo and juggle due to him being at one of the perfect weights for combos or KO confirms. Mega Man also has difficulty landing despite being a fast faller since he lacks good combo escapes or quick landing hitboxes, with his down aerial having very slow startup lag and few options at close range. Due to Mega Man's overreliance on projectiles, he struggles against characters who have reflectors, such as the {{uv|Star Fox}} characters (informally known as the "[[spacie]]s"), or absorption properties, such as {{SSBU|Mr. Game and Watch}}, who can greatly hinder or shut down his entire game plan. While Mega Man has fast air mobility, his lackluster [[dashing]] speed limits his options on the ground, and his strongest attacks suffer from generally high startup or ending lag, such as his down smash, which makes them hard to land and/or leave him exposed for a [[punish]].
 
In conclusion, Mega Man can apply a lot of pressure with his various projectiles and his strong zoning game; however, he often struggles when his defenses is broken through. Early results from Mega Man were strong thanks to {{Sm|Kameme}}, who placed highly at several majors and supermajors. Although Mega Man's representation suffered after Kameme switched to {{SSBU|Sora}}, dedicated mains {{Sm|Peabnut}} and {{Sm|Repo}} have continued to produce solid results for him.


==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with Mega Man being the 42nd character to be unlocked.
*Play [[VS. match]]es, with Mega Man being the 42nd character to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Pikachu}} or any character in its unlock tree, being the 4th character unlocked after {{SSBU|R.O.B.}}
*Clear {{SSBU|Classic Mode}} with {{SSBU|Pikachu}} or any character in its unlock tree, being the 4th character unlocked after {{SSBU|R.O.B.}}.
*Have Mega Man join the player's party in [[World of Light]].
*Have Mega Man join the player's party in [[World of Light]].
Mega Man must then be defeated on [[Wily Castle]] (the [[Ω form]] is used in World of Light).
Mega Man must then be defeated on [[Wily Castle]] (the [[Ω form]] is used in World of Light).


==Attributes==
==Attributes==
Mega Man is a short, [[weight|heavyweight]] character who deviates himself in terms of attributes compared to his fellow heavyweights. He has slightly above-average [[walk]]ing speed, average [[dash]]ing speed, the 19th fastest air speed (tied with {{SSBU|Duck Hunt}}, {{SSBU|Sheik}}, {{SSBU|Cloud}}, {{SSBU|Lucas}}, and {{SSBU|Bowser}}), is tied with {{SSBU|Wario}} for the 26th highest gravity, low traction, the 11th fastest falling speed (tied with {{SSBU|Young Link}}, {{SSBU|Roy}}, {{SSBU|Chrom}}, {{SSBU|Wolf}}, and {{SSBU|Falco}}), and is tied with [[Rosalina & Luma (SSBU)|Rosalina]] for the 6th fastest air acceleration. Thus, he is aerodynamic in terms of movement and for his weight has decent mobility. As in his home series, Mega Man's moveset relies heavily on various [[projectiles]], giving his attacks unusual functions and characteristics. This extends beyond his special moves and into his standard moveset. For his neutral attack, he fires shots from his Mega Buster, and for his forward tilt, he fires shots from his Mega Buster while walking. His up tilt, the Mega Upper, or [[Shoryuken]] as called by commentators, is a jumping uppercut, and his down tilt is a forward slide.
Mega Man is a short, heavyweight character. He has slightly above average walking speed, below average dashing speed, the 19th fastest air speed (tied with {{SSBU|Duck Hunt}}, {{SSBU|Sheik}}, {{SSBU|Cloud}}, {{SSBU|Lucas}}, and {{SSBU|Bowser}}), is tied with {{SSBU|Wario}} for the 26th highest gravity, low traction, the 11th fastest falling speed (tied with {{SSBU|Young Link}}, {{SSBU|Roy}}, {{SSBU|Chrom}}, {{SSBU|Wolf}}, and {{SSBU|Falco}}), and is tied with [[Rosalina & Luma (SSBU)|Rosalina]] for the 6th fastest air acceleration. Thus, he is aerodynamic in terms of movement and for his weight has decent mobility. As in his home series, Mega Man's moveset relies heavily on various [[projectiles]], giving his attacks unusual functions and characteristics. This extends beyond his special moves and into his standard moveset. For his neutral attack, he fires shots from his Mega Buster, and for his forward tilt, he fires shots from his Mega Buster while walking. His up tilt, the Mega Upper, or [[Shoryuken]] as called by commentators, is a jumping uppercut, and his down tilt is a forward slide.


Despite having an unusual set of moves, Mega Man shines in [[approach]]ing while spacing opponents at midrange and disrupting any approaches, for he has two projectiles that can cause opponents to react predictably: [[Metal Blade]]'s ability to be thrown in eight directions and trapping opponents in high [[hitstun]] makes it a fantastic [[mindgame]] and [[shield]]-baiting tool, while [[Crash Bomber]] can cause panicky opponents to run towards Mega Man or shield the explosion. Both projectiles easily lead to a grab [[punish]] as Mega Man owns a great grab combo ability, having a fast grab and many of his attacks connecting reliably after a throw. This allows him to rack up damage easily once he grabs an opponent. He does not have much trouble KOing once his opponents are damaged either, for he has many finishing options ranging from his up tilt to his forward and back aerials to his projectile-based forward smash, which can be used to [[edgeguard]]. His other projectiles are terrific, notably his aerials; up aerial can rack up damage very quickly and KO early if an opponent is high up, and his down aerial is one of the safest meteor smashes in the game. To top it all off, Mega Man is a fantastic [[spacing|spacer]]: his jab is a fast and useful projectile (that can be used while moving and jumping) which interrupts most attacks and weak projectiles at a safe range, and when combined with Metal Blades and Crash Bombs makes Mega Man difficult to approach, while also keeping the opponent away from him. He also has a great grab and throw game, with down throw being a reliable combo starter, up throw being useful for pressuring and juggling, and a  back throw with great power, KOing reliably. Due to his amazing pressuring ability and grab game, characters without a projectile or with low [[range|reach]] can have trouble approaching without being severely punished. Even if he does get knocked around, Mega Man is [[weight|a semi-heavyweight character]], weighing only slightly less than {{SSBU|Ryu}}, meaning he is more likely to survive potentially lethal blows that could KO a lighter character, especially with proper [[DI]] and his good recovery move, [[Rush Coil]], which does not leave him helpless.
Despite having an unusual set of moves, Mega Man shines in [[approach]]ing while spacing opponents at midrange and disrupting any approaches, for he has two projectiles that can cause opponents to react predictably: [[Metal Blade]]'s ability to be thrown in eight directions and trapping opponents in high [[hitstun]] makes it a fantastic [[mindgame]] and [[shield]]-baiting tool, while [[Crash Bomber]] can cause panicky opponents to run towards Mega Man or shield the explosion. Both projectiles easily lead to a grab [[punish]] as Mega Man owns a great grab combo ability, having a fast grab and many of his attacks connecting reliably after a throw. This allows him to rack up damage easily once he grabs an opponent. He does not have much trouble KOing once his opponents are damaged either, for he has many finishing options ranging from his up tilt to his forward and back aerials to his projectile-based forward smash, which can be used to [[edgeguard]]. His other projectiles are terrific, notably his aerials; up aerial can rack up damage very quickly and KO early if an opponent is high up, and his down aerial is one of the safest meteor smashes in the game. To top it all off, Mega Man is a fantastic [[spacing|spacer]]: his jab is a fast and useful projectile (that can be used while moving and jumping) which interrupts most attacks and weak projectiles at a safe range, and when combined with Metal Blades and Crash Bombs makes Mega Man difficult to approach, while also keeping the opponent away from him. He also has a great grab and throw game, with down throw being a reliable combo starter, up throw being useful for pressuring and juggling, and a  back throw with great power, KOing reliably. Due to his amazing pressuring ability and grab game, characters without a projectile or with low [[range|reach]] can have trouble approaching without being severely punished. Even if he does get knocked around, Mega Man is [[weight|a semi-heavyweight character]], weighing only slightly less than {{SSBU|Ryu}}, meaning he is more likely to survive potentially lethal blows that could KO a lighter character, especially with proper [[DI]] and his good recovery move, [[Rush Coil]], which does not leave him helpless.
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Mega Man has been buffed overall in the transition from ''SSB4'' to ''Ultimate''. Though he has lost the main tools he had to accumulate damage, he has seen a general improvement to his moveset to help compensate, and gameplay changes have been benefitial to him in bulk.
Mega Man has been greatly buffed overall in the transition from ''Smash 4'' to ''Ultimate''. Many of his [[projectile]] attacks have longer range and less ending lag, with several notable examples. His Mega Buster shots, a staple of his [[neutral game]] in ''Smash 4'', cover a longer distance, allowing him to apply more pressure from afar, and his [[forward smash]] has been drastically improved, with longer range and much less ending lag that enable it to be used much more safely as a disjointed KO option, strengthening his already excellent pressure and projectile game. [[Leaf Shield]] has also been immensely buffed, with the shield activating significantly faster, hitting opponents at a quicker rate (thus dealing more damage), and the leaves no longer disappearing on hit. Mega Man's close-up game has been improved as well, as his [[dash attack]] deals more damage and connects more reliably, and his [[forward aerial]] has decreased landing lag with considerably more knockback, allowing it to combo at lower percents and KO reliably at higher percents, while also making it safer on shield. Lastly, [[Rush Coil]] no longer incurs a high amount of landing lag, noticeably improving Mega Man's [[recovery]] mixups, as he can now safely land onstage with the move instead of having to grab the ledge.
 
Mega Man's [[projectile]] game has been generally improved. His Mega Buster shots ([[neutral attack]], [[forward tilt]] and [[neutral aerial]]), a staple of his [[neutral game]], cover a longer distance, allowing him to apply more pressure from afar, and [[forward smash]] has longer range and much less ending lag, enabling it to be used much more safely as a disjointed KO option. [[Crash Bomber]] travels faster and has had its knockback reduced to the point where combos led from it are more consistent at a wider array of percentages (though this does come at the cost of its KO power). [[Leaf Shield]] activates significantly faster, hits opponents at a quicker rate (thus dealing more damage), and the leaves no longer disappear on hit.


His close-up game has been improved as well, as his [[dash attack]] deals more damage and connects more reliably, and his [[forward aerial]] has decreased landing lag with considerably more knockback, allowing it to combo at lower percents and KO reliably at higher percents, while also making it safer on shield. Other buffs include those to [[Rush Coil]], which no longer incurs a high amount of landing lag, noticeably improving Mega Man's [[recovery]] mixups, as he can now safely land onstage with the move instead of having to grab the ledge.
Alongside his direct buffs, Mega Man benefits drastically from the universal changes in ''Ultimate''. The ability to [[run-cancel]] with any ground attack gives him more opportunities to land his powerful [[up tilt]], and his overall faster mobility alongside the nerfs to [[air dodge]]s allow him to challenge and pressure opponents more effectively with his projectiles, especially his [[up aerial]] to juggle them. The reintroduction of directional air dodges also further improves Mega Man's recovery, as due to Rush Coil not leaving him helpless, he can use a directional air dodge after it for additional distance.


Alongside his direct buffs, Mega Man has gained notable benefits from the universal changes in ''Ultimate''. The ability to [[run-cancel]] with any ground attack gives him more opportunities to land his powerful [[up tilt]], and his overall faster mobility alongside the nerfs to [[air dodge]]s allow him to challenge and pressure opponents more effectively with his projectiles, especially his [[up aerial]] to juggle them. The reintroduction of directional air dodges also further improves Mega Man's recovery, as due to Rush Coil not leaving him helpless, he can use a directional air dodge after it for additional distance.
In spite of this, Mega Man has received some nerfs. Most notably, because [[footstool]]s can now be [[tech]]ed, his well-known [[jab lock]] and KO setups are less consistent, hindering his guaranteed damage racking and KO ability. However, his direct nerfs are comparatively minor, with the only noticeable ones being his forward smash's weaker power increase when charged, and his removed ability to [[shield]] or [[grab]] while using Leaf Shield. As a result, Mega Man's arsenal is generally more potent, and he remains a viable character. He has earned a solid representation and has amassed excellent results in tournaments, with players such as {{Sm|kameme}}, {{Sm|ScAtt}}, {{Sm|Plup}}, and {{Sm|yeti}}, and most professionals considering Mega Man a high-tier character; notably, he is considered a top 15 character by {{Sm|ESAM}}, and a top 10 character by {{Sm|Mew2King}}.
 
However, Mega Man is not without nerfs. His forward smash has much less power when fully charged, which makes it a less rewarding option and compensates for its improved ease of use. Mega Man can no longer [[shield]], [[grab]], throw items or hang from ledges while using Leaf Shield, making it riskier to use offstage. In terms of universal gameplay changes, [[footstool]]s can now be [[tech]]ed, making his well-known footstool combos and [[lock|jab lock]] and KO setups much less consistent. The general increases in mobility also affect other veterans as much as they affect Mega Man, allowing them to overcome him if not played carefully.
 
Altogether, Mega Man's entire arsenal is generally more potent at the cost of his famous footstool combos, generally compensating for the latter loss and resulting in a lower learning curve. His zoning capabilities remain just as strong if not more so, which is especially important since the game favors more aggressive playstyles, allowing Mega Man to nevertheless dictate the flow of the match. However, this same faster pace means he must keep playing carefully to avoid letting the opponent catch up to him. Game updates have also brought nerfs to Mega Man, however, which did affect some of his early viability. As a result, though he is widely agreed to be better than his previous incarnation, he performs similarly as in ''SSB4''.


{{SSB4 to SSBU changelist|char=Mega Man}}
{{SSB4 to SSBU changelist|char=Mega Man}}
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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=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.
|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=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.
|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''.
|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=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''.
|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=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.
|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=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.
|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 Megaman 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)
|nairdesc=Behaves identically to Mega Man's neutral attack, except Mega Man fires while jumping or falling in the air much like in his original games. The move has sweetspots that cover the Mega Buster and the area in front of Mega Man that does good knockback. Due to Mega Man's effective aerial movement, his neutral attack can be used as a very effective "wall" to deny approaches.
|nairdesc=Behaves identically to Mega Man's neutral attack, except Mega Man fires while jumping or falling in the air much like in his original games. The move has sweetspots that cover the Mega Buster and the area in front of Megaman that does good knockback. Due to Mega Man's effective aerial movement, his neutral attack can be used as a very effective "wall" to deny approaches.
|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=Summons a flaming sword to his hand and quickly 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''.
|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=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''.
|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=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.
|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=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.
|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 Megaman 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=Reaches out with one hand. Grabbed opponents are lifted over Mega Man's head. Decently fast with average range, and 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''.
|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 Megaman'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=Squeezes the grabbed opponent. Average power and speed.
|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=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.
|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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|nsdesc=A spinning saw blade projectile that can be thrown in one of eight different directions. The blade can be picked up and thrown by players like a regular item, though it deals less damage upon being thrown a second time. If item dropped, the blade will deal multiple hits on its way down, allowing for followups. Mega Man cannot throw another Metal Blade until his previous one disappears. Its fair amount of utility makes this Mega Man's most useful tool for edgeguarding, approaching and spacing, and can even initiate shield break combos. The move is based on Metal Man's weapon from ''Mega Man 2''.
|nsdesc=A spinning saw blade projectile that can be thrown in one of eight different directions. The blade can be picked up and thrown by players like a regular item, though it deals less damage upon being thrown a second time. If item dropped, the blade will deal multiple hits on its way down, allowing for followups. Mega Man cannot throw another Metal Blade until his previous one disappears. Its fair amount of utility makes this Mega Man's most useful tool for edgeguarding, approaching and spacing, and can even initiate shield break combos. The move is based on Metal Man's weapon from ''Mega Man 2''.
|ssname=Crash Bomber
|ssname=Crash Bomber
|ssdmg=1.5% (hits 1-4), 4% (last)
|ssdmg=1% (hits 1-4), 4% (last)
|ssdesc=Fires a grappling bomb attached to a drill that latches on to any surface or fighter it touches, before exploding a few seconds later. Much like a [[Gooey Bomb]], it can be transferred between players before it detonates but has a shorter timer and the explosion can be safely shielded. The bomb can travel a good distance until it disappears. It can be used to bait a shield grab, or shot against the stage while recovering to deny edgeguarding. When stuck to a wall, it will detonate as soon as a player gets near it. The move is based on Crash Man's weapon in ''Mega Man 2''.
|ssdesc=Fires a grappling bomb attached to a drill that latches on to any surface or fighter it touches, before exploding a few seconds later. Much like a [[Gooey Bomb]], it can be transferred between players before it detonates but has a shorter timer and the explosion can be safely shielded. The bomb can travel a good distance until it disappears. It can be used to bait a shield grab, or shot against the stage while recovering to deny edgeguarding. When stuck to a wall, it will detonate as soon as a player gets near it. The move is based on Crash Man's weapon in ''Mega Man 2''.
|usname=Rush Coil
|usname=Rush Coil
|usdmg=—
|usdmg=—
|usdesc=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.
|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 Megaman 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=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''.
|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=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.
|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, Mega Man 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.
}}
 
===Stats===
 
{{Attributes
| cast=89
| weight=102 | rweight=29
| dash=1.958 | rdash=36-37
| run=1.602 | rrun=59
| walk=1.132 | rwalk=43
| trac=0.094 | rtrac=68-69
| airfric=0.05 | rairfric=1
| air=1.155 | rair=21-26
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.1 | raddaccel=4-5
| gravity=0.107 | rgravity=30-31
| fall=1.8 | rfall=13-18
| ff=2.88 | rff=13-18
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=32.8 | rjumpheight=44
| shorthop=11.49 | rshorthop=86
| djump=32.8 | rdjump=50-51
}}
}}


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*Looks around himself.
*Looks around himself.
<gallery>
<gallery>
SSBUMegaManIdle1.gif|Mega Man's first idle pose.
SSBUMegaManIdle1.gif|Mega Man's first idle pose
SSBUMegaManIdle2.gif|Mega Man's second idle pose.
SSBUMegaManIdle2.gif|Mega Man's second idle pose
</gallery>
</gallery>


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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Mega Man has seen prominent and solid results in ''Ultimate's'' metagame so far due to his character archetype as a zoner. His gameplan in using pellets to approach and pressure opponents marks an effective neutral playstyle against characters who struggle to zone against him. Mega Man also has no problem KO'ing and edgeguarding with moves, such as up tilt, back air, and down air. He has seen strong representation through the likes of {{Sm|kameme}}, {{Sm|ScAtt}}, {{Sm|yeti}}, and {{Sm|Plup}}. His matchup spread is also great, with him doing well against top tier characters like {{SSBU|Snake}}, {{SSBU|Inkling}}, {{SSBU|Pokémon Trainer}}, and {{SSBU|Joker}}. In today's meta, Mega Man is commonly considered as a high tier, or potentially a top tier, according to {{Sm|Mew2King}} and {{Sm|ESAM}}. Regardless, he is ranked 38th on the first and current tier list.
===Most historically significant players===
===Most historically significant players===
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<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
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''See also: [[:Category:Mega Man players (SSBU)]]''
''See also: [[:Category:Mega Man players (SSBU)]]''


*{{Sm|Kameme|Japan}} - The best Mega Man player of all-time. He is the only Mega Man player to win a major, having won {{Trn|Umebura Japan Major 2019}} and {{Trn|2GG: SwitchFest 2019}}. He was also one of the few players to defeat {{Sm|MkLeo}} before top 8 at a major during the [[Fall 2019 PGRU]] season, doing so at {{Trn|EVO 2019}}. He has since relegated Mega Man to a secondary in favor of {{SSBU|Sora}}.
*{{Sm|kameme|Japan}} - The best Mega Man player in the world during the early metagame. Placed 1st at {{Trn|Umebura Japan Major 2019}} and {{Trn|2GG: SwitchFest 2019}}, 3rd at {{Trn|Let's Make Big Moves}}, 4th at {{Trn|Ultimate Fighting Arena 2019}}, and 9th at {{Trn|EVO 2019}}. Ranked 11th on the [[Fall 2019 PGRU]].
*{{Sm|Kasmir|USA}} - Formerly known as yeti, he was the best Mega Man player in North America during the game's early months, ranking 34th on the [[Spring 2019 PGRU]] and placing 9th at {{Trn|GENESIS 6}} and 25th at {{Trn|Smash 'N' Splash 5}}, {{Trn|Super Smash Con 2019}}, and {{Trn|Shine 2019}}. His activity declined following the fall 2019 season, largely due to controversies surrounding his conduct.  
*{{Sm|Komugiko|Japan}} - Placed 9th at {{Trn|Maesuma TOP 6}}, {{Trn|Sumabato SP 7}} and {{Trn|Sumabato SP 9}} as well as 17th at {{Trn|Maesuma TOP 2}} and {{Trn|Maesuma TOP 5}} with wins over {{Sm|Kuro}} and {{Sm|Etsuji}}.
*{{Sm|Komugiko|Japan}} - Regularly places top 16 at Chūbu events, including winning {{Trn|Karisuma SP 13}} over {{Sm|DIO}} and placing 9th at {{Trn|Toyota Grand Slum 14}}. Although less consistent at a major level, he has still seen some success, such as placing 9th at {{Trn|Maesuma TOP 6}}.
*{{Sm|Loading...|Netherlands}} - One of the best Mega Man players in Europe. Placed 3rd at {{Trn|Heroes of Dutch Comic Con Spring 2019}}, 5th at {{Trn|Calyptus Cup X: Purple Age}}, 7th at {{Trn|Elysium: Yggdrasil}}, 9th at {{Trn|Lightning: Volume 3}}, and 25th at {{Trn|Albion 4}} with wins over {{Sm|Meru}} and {{Sm|iStudying}}. Ranked 44th on the [[PGRU v3 EU]].
*{{Sm|MPg|USA}} - The second-best Mega Man player in North America in the post-pandemic metagame best known for his performances from late-2022 to mid-2023, including his run to 3rd at {{Trn|Apex 2022}}, where he also defeated {{Sm|Gackt}}, {{Sm|Syrup}}, and {{Sm|yonni}}, and his run to 5th at {{Trn|BATTLE FOR THE SOUTH 2023}} where he defeated {{Sm|Lima}}. Although less successful at majors compared to other Mega Man players, he still notably placed 17th at {{Trn|Let's Make Big Moves 2023}} and {{Trn|Get On My Level 2023}}.  
*{{Sm|Morpheus|USA}} - One of the best Mega Man players in the United States in the early metagame. Placed 2nd at {{Trn|Overextend}}, 7th at {{Trn|Tampa Never Sleeps 8}}, 17th at {{Trn|Come to Papa 3}}, and 25th at {{Trn|MomoCon 2019}} with wins over {{Sm|ESAM}} and {{Sm|8BitMan}}.
*{{Sm|Peabnut|USA}} - The second-best Mega Man player of all-time who has been the definitive best since 2024. Although active since the game's beginning, he is best known for his performances in the post-pandemic metagame and first broke out by placing 2nd at {{Trn|Riptide 2022}}. He remains the only Mega Man player outside of Kameme to place top 50 globally, ranking 47th on the [[LumiRank 2024.1]] after placing 4th at {{Trn|Cirque Du CFL 3}} and 7th at {{Trn|Patchwork 2024}}, notably defeating {{Sm|Miya|p=Honshu}} and {{Sm|Shuton}} at the former event.
*{{Sm|Peabnut|USA}} - One of the best Mega Man players in the world. Placed 7th at {{Trn|DreamHack Atlanta 2022}}, 13th at {{Trn|CEO 2022}}, and 17th at {{Trn|MomoCon 2019}}, {{Trn|CEO 2019}} and {{Trn|Collision 2022}} with wins over players such as {{Sm|Cosmos}}, {{Sm|kameme}} and {{Sm|Mr.R}}. Ranked 45th on the [[PGRU v3 NA]].
*{{Sm|Repo|Japan}} - The best Mega Man player in the world in 2021 and early-2022, notably overshadowing Kameme's Mega Man during this period after placing 5th at {{Trn|Kagaribi 6}}, 7th at {{Trn|Eastern Powerhouse Invitational 2}}, and 9th at {{Trn|Kagaribi 3}} and {{Trn|Kagaribi 5}}. He was never able to reach the same consistency after the early months of 2022, although he still notably placed 3rd at {{Trn|Seibugeki 12}}, the best Mega Man placement since the early metagame, and was ranked 62nd on the [[UltRank 2022]].
*{{Sm|Plup|USA}} - One of the best Mega Man players in the United States. Placed 17th at {{Trn|Get On My Level 2019}}, {{Trn|EVO 2019}}, and {{Trn|The Big House 9}} with wins over {{Sm|MVD}}, {{Sm|Salem}}, and {{Sm|Meme}}.
*{{Sm|ScAtt|USA}} - One of the best Mega Man players in North America in the early metagame, using the character alongside {{SSBU|Snake}} and ranking 40th on the [[Fall 2019 PGRU]] with both characters. He used primarily Mega Man to place 9th at {{Trn|Smash 'N' Splash 5}} and 13th {{Trn|EVO 2019}}. He stopped traveling in the post-pandemic metagame, mostly competing at Georgia events with just Snake.
*{{Sm|Repo|Japan}} - The current best Mega Man player in Japan and one of the best in the world. Placed 4th at {{Trn|Maesuma TOP 4}}, 7th at {{Trn|Maesuma TOP 2}}, 9th at {{Trn|Kagaribi 5}}, and 25th at both {{Trn|Umebura Japan Major 2019}} and {{Trn|Kagaribi 4}} with wins over players such as {{Sm|Atelier}}, {{Sm|Akakikusu}}, and {{Sm|Kameme}}.
*{{Sm|TriM|France}} - The best Mega Man player in Europe, best known for placing 5th at {{Trn|VCA 2022}}, 7th at {{Trn|SLY LAN}}, and 13th at both {{Trn|Albion 4}} and {{Trn|Ultimate WANTED 2}}. He was ranked in Europe up until 2024, peaking at 23rd for [[OrionRank 2022/Europe|all of 2022]]. Although he had limited performances international, he notably placed 49th at {{Trn|GENESIS 8}}.
*{{Sm|ScAtt|USA}} - Co-mains Mega Man with {{SSBU|Snake}} and is considered one of the best Mega Man players in the United States in the early metagame. Placed 9th at both {{Trn|Smash 'N' Splash 5}} and {{Trn|The Big House 9}}, 13th at {{Trn|EVO 2019}}, 17th at {{Trn|Shine 2019}}, and 25th at {{Trn|MomoCon 2019}} with over {{Sm|Salem}}, {{Sm|MVD}}, and {{Sm|Etsuji}}. Ranked 40th on the [[Fall 2019 PGRU]].
 
*{{Sm|TriM|France}} - The best Mega Man player in Europe. Placed 4th at {{Trn|Salty Arena Cup Ultimate 5}}, 13th at {{Trn|Albion 4}}, {{Trn|Ultimate WANTED 2}}, and {{Trn|Glory 2.0}}, and 25th at {{Trn|Syndicate 2019}} with wins over players such as {{Sm|Goblin}}, {{Sm|Leon}} and {{Sm|PeW}}. Currently ranked 36th on the [[European Smash Rankings]].
===Tier placement and history===
*{{Sm|yeti|USA}} - One of the best Mega Man players in the United States during the early metagame but has since retired from competitive play. Placed 1st at both {{Trn|COST 2019}} and {{Trn|Smash Out 2019}}, 2nd at {{Trn|Combo Breaker 2019}}, 9th at {{Trn|GENESIS 6}}, and 25th at {{Trn|Super Smash Con 2019}} with wins over {{Sm|Maister}}, {{Sm|MVD}}, and {{Sm|MuteAce}}. Ranked as high as 34th on the [[Spring 2019 PGRU]].
Early perception on Mega Man was very positive due to the buffs he received from the transition and ''Ultimate''{{'}}s universal changes, allowing him to remain as a strong zoner character who is most effective at mid-range. Mega Man also saw strong results from several veteran players such as {{Sm|kameme}}, {{Sm|ScAtt}}, and {{Sm|yeti}}; kameme especially was a top 20 player and won a major and supermajor while using the character. This has led many to believe Mega Man was a solid high-tier, with some such as {{Sm|ESAM}} believing the character could potentially be a top-tier.
 
However, following the online metagame, Mega Man's representation saw a noticeable decline. Most notably, Kameme's results coming into 2021 were worse than what he had in the early metagame, and he began playing other characters, ultimately settling on {{SSBU|Sora}}, while relegating Mega Man to a secondary. Although new Mega Man players such as {{Sm|MPg}}, {{Sm|Peabnut}}, and {{Sm|Repo}} began making waves with the character during this time, none had the consistently high placements that Kameme saw in the early metagame. As such, opinions on the character have since mellowed out: he was initially ranked 38th on the current tier list at the very end of the high-tier, but later dropped down to 48th, one of the largest drops between the first and second tier list.


=={{SSBU|Classic Mode}}: Variable Weapons System: Online!==
=={{SSBU|Classic Mode}}: Variable Weapons System: Online!==
[[File:SSBU Congratulations Mega Man.png|thumb|Mega Man's congratulations screen.]]
[[File:SSBU Congratulations Mega Man.png|thumb|Mega Man's congratulations screen.]]
Mega Man's opponents are stylized similar to the many boss fights that are in the ''Mega Man'' series, (e.g. Dr. Mario being [[Dr. Wily]]). Mega Man also fights [[Galleom]] as the penultimate boss. The final battle is against {{SSBU|Dr. Mario}}, and then {{SSBU|Mewtwo}}, who appears upon Dr. Mario's defeat. Each Rounds play a song from the ''Mega Man'' series (regardless of what universe the stage originates from).
Mega Man's opponents are stylized similar to the many boss fights that are in the ''Mega Man'' series, (e.g. Dr. Mario being [[Dr. Wily]]). Mega Man also fights [[Galleom]] as the penultimate boss. The final battle is against {{SSBU|Dr. Mario}}, and then {{SSBU|Mewtwo}}, who appears upon Dr. Mario's defeat.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
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|2||{{CharHead|Samus|SSBU|hsize=20px}}||[[Coliseum]] (Ω form)||''{{SSBUMusicLink|Mega Man|Metal Man Stage}}''||Represents Metal Man.
|2||{{CharHead|Samus|SSBU|hsize=20px}}||[[Coliseum]] (Ω form)||''{{SSBUMusicLink|Mega Man|Metal Man Stage}}''||Represents Metal Man.
|-
|-
|3||{{CharHead|Donkey Kong|SSBU|hsize=20px}}||[[Kongo Jungle]] (Ω form)||''{{SSBUMusicLink|Mega Man|Wood Man Stage}}''||Represents Wood Man.
|3||{{CharHead|Donkey Kong|SSBU|hsize=20px}}||[[Kongo Jungle (SSB)|Kongo Jungle]] (Ω form)||''{{SSBUMusicLink|Mega Man|Wood Man Stage}}''||Represents Wood Man.
|-
|-
|4||{{CharHead|Captain Falcon|SSBU|hsize=20px}}||[[Gamer]] (Ω form)||''{{SSBUMusicLink|Mega Man|Quick Man Stage}}''||Represents Quick Man.
|4||{{CharHead|Captain Falcon|SSBU|hsize=20px}}||[[Gamer]] (Ω form)||''{{SSBUMusicLink|Mega Man|Quick Man Stage}}''||Represents Quick Man.
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|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
|-
|-
|5||{{Head|Mega Man|g=SSBU|s=20px|cl=Red}}{{Head|Mega Man|g=SSBU|s=20px|cl=Red}}{{Head|Mega Man|g=SSBU|s=20px|cl=Green}}{{Head|Mega Man|g=SSBU|s=20px|cl=Brown}}{{Head|Mega Man|g=SSBU|s=20px|cl=Cyan}}{{CharHead|Mega Man|SSBU|hsize=20px|color=Chartreuse}} (x6)||[[Wily Castle]]||''{{SSBUMusicLink|Mega Man|Mega Man 2 Medley}}''||Horde Battle. Items do not appear.<br>References the boss rush near the end of the ''Mega Man'' series. If the player chooses any of the alternate costumes, the {{Head|Mega Man|g=SSBU|s=20px}} default Mega Man takes their place.
|5||{{Head|Mega Man|g=SSBU|s=20px|cl=Red}}{{Head|Mega Man|g=SSBU|s=20px|cl=Red}}{{Head|Mega Man|g=SSBU|s=20px|cl=Green}}{{Head|Mega Man|g=SSBU|s=20px|cl=Brown}}{{Head|Mega Man|g=SSBU|s=20px|cl=Cyan}}{{CharHead|Mega Man|SSBU|hsize=20px|color=Chartreuse}} (x6)||[[Wily Castle]]||''{{SSBUMusicLink|Mega Man|Mega Man 2 Medley}}''||Horde Battle.<br>Items do not appear. References the boss rush near the end of the ''Mega Man'' series. If the player chooses any of the alternate costumes, the {{Head|Mega Man|g=SSBU|s=20px}} default Mega Man takes their place.
|-
|-
|6||[[Galleom]]||[[Base]]||''{{SSBUMusicLink|Mega Man|Guts Man Stage}}''||Represents Guts Tank.
|6||[[Galleom]]||[[Base]]||''{{SSBUMusicLink|Mega Man|Guts Man Stage}}''||Represents Guts Tank.
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|Final||{{CharHead|Dr. Mario|SSBU|hsize=20px}}, then {{CharHead|Mewtwo|SSBU|hsize=20px}}||Wily Castle (Ω form)||''{{SSBUMusicLink|Mega Man|We're Robots (Dr. Wily Stage 2)}}'' <small>(Dr. Mario)</small><br>''{{SSBUMusicLink|Mega Man|Mega Man 2 Medley}}'' <small>(Mewtwo)</small><br>||Dr. Mario represents Dr. Wily, and Mewtwo represents Alien Wily, which Dr. Wily "transforms" into upon defeat in ''[[Mega Man 2]]''. Mewtwo is not announced during the loading screen.
|Final||{{CharHead|Dr. Mario|SSBU|hsize=20px}}, then {{CharHead|Mewtwo|SSBU|hsize=20px}}||Wily Castle (Ω form)||''{{SSBUMusicLink|Mega Man|We're Robots (Dr. Wily Stage 2)}}'' <small>(Dr. Mario)</small><br>''{{SSBUMusicLink|Mega Man|Mega Man 2 Medley}}'' <small>(Mewtwo)</small><br>||Dr. Mario represents Dr. Wily, and Mewtwo represents Alien Wily, which Dr. Wily "transforms" into upon defeat in ''[[Mega Man 2]]''. Mewtwo is not announced during the loading screen.
|}
|}
Note: Every round except the bonus stage plays a track from the ''Mega Man'' series.
Note 2: All rounds except the fifth and sixth round have stages being in Ω form.


[[Credits]] roll after completing Classic Mode. Completing it as Mega Man has ''{{SSBUMusicLink|Mega Man|Mega Man 2 Medley}}'' accompany the credits.
[[Credits]] roll after completing Classic Mode. Completing it as Mega Man has ''{{SSBUMusicLink|Mega Man|Mega Man 2 Medley}}'' accompany the credits.
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*Mega Man is one of few fighters in ''Ultimate'' who, excluding throws, floor attacks, and his edge attack, has canonical names for all of his attacks, unlike most fighters who only have a select few named attacks. The other characters who share this distinction are {{SSBU|Wii Fit Trainer}} and {{SSBU|Terry}}.
*Mega Man is one of few fighters in ''Ultimate'' who, excluding throws, floor attacks, and his edge attack, has canonical names for all of his attacks, unlike most fighters who only have a select few named attacks. The other characters who share this distinction are {{SSBU|Wii Fit Trainer}} and {{SSBU|Terry}}.
*Mega Man's Classic Mode is one of three that feature the bonus stage before Round 6, the other ones being {{SSBU|Ryu}}'s and {{SSBU|Bayonetta}}'s.
*Mega Man's Classic Mode is one of three that feature the bonus stage before Round 6, the other ones being {{SSBU|Ryu}}'s and {{SSBU|Bayonetta}}'s.
**His Classic Mode is also one of only four to feature a fight against a boss (in this case, [[Galleom]]) outside of the boss round, the other three being {{SSBU|Bowser}}, {{SSBU|Hero}} and {{SSBU|Sephiroth}}, and one of the few whose boss round does not feature a designated boss, instead fighting characters who are otherwise playable (in this case, {{SSBU|Dr. Mario}} and {{SSBU|Mewtwo}}).
**His Classic Mode is also one of only four to feature a fight against a boss (in this case, [[Galleom]]) outside of the boss round, the other two being {{SSBU|Bowser}}, {{SSBU|Hero}} and {{SSBU|Sephiroth}}, and one of the few whose boss round does not feature a designated boss, instead fighting characters who are otherwise playable (in this case, {{SSBU|Dr. Mario}} and {{SSBU|Mewtwo}}).
*Mega Man being unlocked in Pikachu's unlock column is a reference to the [[Yellow Devils]] event in ''for Wii U'', as he fights Pikachu, Pac-Man, and the Yellow Devil as opponents.
*Mega Man being unlocked in Pikachu's unlock column is a reference to the [[Yellow Devils]] event in ''for Wii U'', as he fights Pikachu, Pac-Man, and the Yellow Devil as opponents.
**Mega Man can also be unlocked by clearing Classic Mode as either Shulk or R.O.B., referencing the [[Mechanical Menace]] event in ''for Wii U'', as all three playable characters occupy said event where Shulk fights both Mega Man and R.O.B. as metal giants along with [[Gaur Plain]]'s stage boss [[Metal Face]].
**Mega Man can also be unlocked by clearing Classic Mode as either Shulk or R.O.B., referencing the [[Mechanical Menace]] event in ''for Wii U'', as all three playable characters occupy said event where Shulk fights both Mega Man and R.O.B. as metal giants along with [[Gaur Plain]]'s stage boss [[Metal Face]].

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