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|ssbgame1 = SSB4 | |ssbgame1 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = | |tier = A- | ||
|ranking = | |ranking = 38 | ||
}} | }} | ||
'''Mega Man''' ({{ja|ロックマン|Rokku man}}, ''Rockman'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', | '''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 | 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''. | ||
==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, | 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 ''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'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 | 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 disappearing 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. | 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 | 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. | ||
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, | 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, which means that he must play more carefully with his projectiles to avoid letting the opponent catch up to him. | ||
Altogether, Mega Man's entire arsenal is generally more potent at the cost of his famous footstool combos, generally | Altogether, Mega Man's entire arsenal is generally more potent at the cost of his famous footstool combos, though the former generally compensates for the latter. 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. Game updates have brought nerfs to Mega Man, however, which did affect some of his early viability. Regardless, he performs better than in ''SSB4'' and remains a viable character. | ||
{{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= | |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''. | ||
|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 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 | |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= | |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 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= | |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= | |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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|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 | |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= | |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= | |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, 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. | ||
}} | }} | ||
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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 | *{{Sm|Kameme|Japan}} - The best Mega Man player of all-time. He is the only Mega Man player who has won majors, winning the supermajor {{Trn|Umebura Japan Major 2019}} and the major {{Trn|2GG: SwitchFest 2019}}. His most notable win as Mega Man was with {{Sm|MkLeo}} at {{Trn|EVO 2019}}, being one of the few players who was able to beat him in a non-grand finals set during the fall 2019 season. Although he has since switched to {{SSBU|Sora}}, he maintains Mega Man as a secondary. | ||
*{{Sm|Kasmir|USA}} - Formerly known as yeti, he was the best Mega Man | *{{Sm|Kasmir|USA}} - Formerly known as yeti, he was one of the best Mega Man players in the United States during the early metagame, ranking 34th on the [[Spring 2019 PGRU]] and regularly placing top 32 at majors, including placing 9th at the supermajor {{Trn|GENESIS 6}}. His activity has since decreased, largely due to controversies surrounding his conduct. | ||
*{{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 | *{{Sm|Komugiko|Japan}} - Regularly places top 16 at Chūbu events, including winning the regional {{Trn|Karisuma SP 13}} over {{Sm|DIO}} and placing 9th at the superregional {{Trn|Toyota Grand Slam 14}}. Although less consistent at a major level, he has still seen some success such as placing 9th at the major {{Trn|Maesuma TOP 6}}. | ||
*{{Sm|MPg|USA}} - The second-best Mega Man player in North America in the post- | *{{Sm|MPg|USA}} - The second-best Mega Man player in North America in the post-online metagame. His breakout tournament was 33rd at {{Trn|Let's Make Big Moves 2022}} where he took a set over {{Sm|yonni}}. He then solidified himself as one of the best Mega Man players with notable placements with 3rd at the superregional {{Trn|Apex 2022}} and has placed well at several majors such as 17th at the supermajors {{Trn|Let's Make Big Moves 2023}} and {{Trn|Get On My Level 2023}}. | ||
*{{Sm|Peabnut|USA}} - | *{{Sm|Peabnut|USA}} - One of the best Mega Man players in the world since 2021, ranking 75th on the [[UltRank 2022]]. He most notably placing 2nd at the superregional {{Trn|Riptide 2022}}. He has also done well at majors, including placing 13th at the major {{Trn|CEO 2022}} and 17th at the supermajors {{Trn|Collision 2022}} and {{Trn|Collision 2023}}. | ||
*{{Sm|Repo|Japan}} - | *{{Sm|Repo|Japan}} - One of the best Mega Man players in the world since 2021, ranking 62nd on the [[UltRank 2022]]. He has placed highly at several majors, including 3rd at the major {{Trn|Seibugeki 12}}, 5th at the major {{Trn|Kagaribi 6}}, and 9th at the supermajor {{Trn|Kagaribi 5}}. He is known for his high technical skill with the character. | ||
*{{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 | *{{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 Mega Man to place 9th at the supermajor {{Trn|Smash 'N' Splash 5}} and 13th at the supermajor {{Trn|EVO 2019}}. Nowadays, he's been only seen competing in-region on rare occasions. | ||
*{{Sm|TriM|France}} - The best Mega Man player in Europe, | *{{Sm|TriM|France}} - The best Mega Man player in Europe, placing highly at several European events including 5th at the major {{Trn|VCA 2022}} and 13th at the supermajor {{Trn|Albion 4}}. He has been ranked on every European Power Ranking, with his highest being 25th on the [[European Power Rankings 2023.01]]. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Early perception on Mega Man | Early perception on Mega Man were 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 that is most effective at mid-range. Mega Man also saw strong results from several veteran Mega Man 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 | 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 is ranked 38th on the current tier list at the very end of the high-tier. | ||
=={{SSBU|Classic Mode}}: Variable Weapons System: Online!== | =={{SSBU|Classic Mode}}: Variable Weapons System: Online!== | ||
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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. |