Template:SSB4 to SSBU changelist/Mega Man

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Aesthetics

  • Change Due to the aesthetic used in Ultimate, Mega Man's model features a more subdued color scheme. Some of the mechanical details on his body are more pronounced, and his armor has a more realistic metallic sheen.
  • Change Mega Man's Mega Buster now emits a small, blue ring-shaped particle upon firing. This resembles the effect present in Mega Man 8, Mega Man & Bass, and Mega Man 11.
  • Change Mega Man now opens his mouth a little while firing the Mega Buster on the ground, unlike in his own games. He also opens his mouth while shielding.
  • Change Mega Man has a new shield break animation.
  • Change Mega Man emits sparks whenever he takes damage. This is shared with Samus, Dark Samus, and R.O.B., all of which are mechanical-based fighters.
  • Change All of Mega Man's victory animations have been changed in some way:
    • Change The victory animation where Mega Man points upwards then outwards is modified so he is dashing in instead of falling from the sky.
    • Change The victory animation where he strikes his title screen pose from Rockman has been reanimated to be slightly slower.
    • Change Mega Man now shoots thrice instead of twice in his standing victory animation.
  • Change Unlike other characters, who reuse their NTSC English title in all versions of Ultimate, Mega Man's Boxing Ring is now "The Blue Bomber" from the PAL version of Smash 4 across all English versions, rather than "Blue Metal Hero" from the NTSC version.
  • Change When KO'd by reaching 0 HP during his final stock in Stamina Mode, Mega Man no longer emits his orbs immediately; he now only does so after a short while when he isn't the last victim, alongside the regular instant KO effect.

Attributes

  • Buff Like all characters, Mega Man's jumpsquat animation takes 3 frames to complete (down from 4).
  • Buff Mega Man runs faster (1.456 → 1.602).
    • Buff Mega Man's initial dash is significantly faster (1.5 → 1.958).
  • Buff Mega Man walks slightly faster (1.078 → 1.132).
  • Buff Mega Man's air speed is slightly higher (1.1 → 1.155).
  • Buff Mega Man's traction is higher (0.06 → 0.094), although it is considerably low compared to the rest of the cast.
  • Buff Forward roll has less ending lag (FAF 31 → 30).
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).
  • Buff Spot dodge has less ending lag (FAF 28 → 26).
  • Nerf Spot dodge grants less intangibility (frames 3-18 → 3-17).
  • Buff Air dodge grants more intangibility (frames 3-28 → 3-30).
  • Nerf Air dodge has more ending lag (FAF 34 → 46).
  • Buff The reintroduction of directional air dodges improves Mega Man's recovery more than other characters', as due to Rush Coil not causing helplessness, he can get additional distance with a directional air dodge after using it.
  • Nerf The ability to tech aerial footstools in Ultimate hinders Mega Man's KO setups at high percents.

Ground attacks

  • Neutral attack/Forward tilt:
    • Buff Neutral attack and forward tilt's shots last longer (18 frames → 23), allowing them to cover more distance and thus increasing their range.
    • Nerf Both moves deal less shield damage (1 → 0 (Mega Buster), 0 → -1 (shots)).
    • Change Mega Man centers his eyes for a bit after using his forward tilt.
  • Up tilt:
    • Buff The ability to use any ground attack out of a run in Ultimate benefits up tilt's usage, as combined with its sheer knockback and Mega Man's faster ground movement, it can catch landings and punish opponents much more effectively for KOs.
  • Down tilt:
    • Change Down tilt's clean hit has more base knockback (80 → 92), but less knockback scaling (70 → 60). This makes it safer on hit at low percents, but hinders its KO potential.
  • Dash attack:
    • Buff Dash attack deals more damage (1% → 1.2% (hits 1-7), 3% → 4% (hit 8); 10% → 12.4% (total)), with knockback not compensated on the last hit, improving its KO potential.
    • Buff It's faster (frame 8 → 7) with the same endlag (FAF 61 → 60).
    • Buff Its linking hits have a lower hitlag multiplier (1× → 0.5×), and one of their hitboxes has lower set knockback (65 → 36), making them harder to SDI out of and allowing them to connect more reliably.
    • Buff One of dash attack's looping hitboxes is bigger (1u → 3u).
    • Buff The last hit has gained a shieldstun multiplier of 2.1×, making it safer on shield.
    • Buff The final hit has a larger hitbox (6u → 8u).
  • Forward smash:
    • Buff Forward smash has much less ending lag (FAF 70 → 55), significantly improving its utility as a projectile and long range KO option.
    • Buff The shot travels faster, allowing it to cover more distance.
    • Nerf It deals less damage when fully charged (19.5% → 14.95%), reducing its maximum KO potential.
  • Up smash:
    • Buff Up smash's last hit has increased base knockback (30 → 34).
    • Buff Up smash's looping hits have a new hitbox, improving its consistency.
  • Down smash:
    • Buff Down smash deals more knockback (30 base/99 scaling → 31/103 (clean), 105 scaling → 106 (mid), 35 base/36 scaling → 60/40 (late)), improving its KO potential.
    • Buff the clean and mid hit sweetspots are bigger (5.5u → 6.4u), placed lower (Y offset : 5.0 → 4.2) and closer to Mega Man (Z offset : 8.5 → 7.7). This improves the move's range in all direction, but most notably downwards.

Aerial attacks

  • Neutral aerial:
    • Buff Neutral aerial's shots last longer (18 frames → 23), allowing them to cover more distance and thus increasing their range.
    • Nerf The move deals less shield damage (1 → -0.5 (Mega Buster), 0 → -1 (shots)).
  • Forward aerial:
    • Buff Forward aerial has less landing lag (19 frames → 11). Combined with its launch angle, this grants it combo ability into itself from low to mid percents.
    • Buff It deals significantly more knockback (23 base/90 scaling → 48/118), now KOing reliably below 170% from the center of Final Destination, compared to being unable to KO below 250% under the same circumstances.
  • Back aerial:
    • Buff Back aerial's first two hits launch grounded opponents vertically instead of horizontally along the ground, allowing them to connect more reliably.
    • Nerf The move has slightly more ending lag (FAF 43 → 45).
    • Nerf The third hit has altered knockback (30 base/180 scaling → 20/183), hindering its overall KO potential, although its KO potential from across the stage is slightly better.
  • Up aerial:
    • Buff The changes to air dodges drastically benefit Mega Man's up aerial compared to others, as due to being a projectile, it can juggle opponents more effectively by constantly pressuring them into using up their air dodges.
    • Nerf It has one frame more landing lag (19 frames → 20).
    • Nerf Due to the new buffer for short hopped aerials, which no longer allows for full hopped aerials to be performed in the first frame of a jump, the move can no longer auto-cancel in a full hop.
    • Change The first six hits have smaller hitboxes (7u → 5u (hits 1-3), 8.5u → 7u (hits 4-6), but are placed higher (Y offset: 0u → 3u). This increases their vertical range, but decreases their horizontal range.
  • Down aerial:
    • Buff Down aerial has less landing lag (24 frames → 14).
    • Buff The shot lasts longer (11 frames → 13), allowing it to cover more distance and thus increasing its range.
    • Nerf The late hit against grounded opponents has more base knockback (5 → 40), but less knockback scaling (90 → 70), slightly hindering its KO potential.

Throws and other attacks

  • Grabs:
    • Buff All grabs have slightly longer range (Z2 offset: 8.4 → 8.9 (standing), 10.5 → 10.6 (dash), -14.4 → -14.8 (pivot)).
    • Nerf All grabs have increased ending lag (FAF 31 → 38 (standing), 38 → 46 (dash), 36 → 41 (pivot)).
    • Nerf Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • Change The speed of Mega Man's throws is no longer weight-dependent. This reduces down throw's combo potential on lightweights, but increases it on heavyweights.
  • Change Mega Man's throws are all reanimated to be less stiff.
  • Pummel:
    • Buff Pummel deals more hitlag (5 frames → 14), but has less startup (frame 5 → 1) and significantly less ending lag (FAF 29 → 7), shortening its duration. This makes it much more reliable for racking up damage.
    • Nerf It deals much less damage (3% → 1.3%).
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Metal Blade:
    • Nerf Metal Blade deals less shield damage.
    • Change Its damage outputs have been reversed: it deals more damage per hit when spawned (3% → 5%), but less when thrown as an item (5% → 3%).
    • Change Metal Blade wobbles once it sticks to the ground or another surface.
    • Change Mega Man now appears surprised if the move fails to spawn a Metal Blade.
  • Crash Bomber:
    • Buff Upon latching onto a surface, Crash Bomber can now explode on contact with opponents before its timer finishes, improving its utility.
    • Change The explosion's last hit has more base knockback (40 → 70), but drastically less knockback scaling (120 → 65). This improves its combo ability, but significantly hinders its KO power.
    • Change The projectile travels faster (speed 2 → 2.4), but doesn't last as long (60 → 51).
    • Change Crash Bomber visually flashes more intensely.
  • Rush Coil:
    • Buff Rush Coil no longer incurs 30 frames of landing lag, allowing Mega Man to land onstage with it much more safely without having to grab the ledge.
  • Leaf Shield:
    • Buff Leaf Shield has significantly less startup (frame 50 → 9) and ending lag (FAF 54 → 36) when activated, making it much safer to use.
    • Buff The leaves spin faster around Mega Man, do not vanish upon hitting opponents, and deal more knockback (14 base/22 scaling → 35/20) with a faster rehit rate (18 frames → 11). This allows the move to protect Mega Man much more effectively, with the hits of the circling leaves now comboing opponents in range until the shield is thrown.
      • Buff This also increases the move's overall damage output, despite each hit from the circling shield dealing less damage (2% → 1.5%).
    • Buff The shield can be thrown much faster after its activation (frame 22 → 13).
      • Nerf However, the throw's total duration has not been fully compensated (FAF 56 → 54), increasing its ending lag by seven frames.
    • Nerf Leaf Shield no longer allows Mega Man to shield, grab, or hang onto ledges while the shield is active. This prevents him from dealing extra damage to grabbed opponents with the leaves.
    • Nerf The shield has a shorter maximum duration, and Mega Man always throws it automatically after it ends, potentially leaving him open to punishment if the shield's duration ends when he is close to opponents.
    • Change Leaf Shield requires holding the special move button for it to spin around Mega Man; otherwise, it will be thrown automatically.
    • Change The thrown shield's hits have a higher hitlag multiplier (0.3× → 0.5×). This makes them easier to DI, but gives Mega Man more time to follow up.
  • Mega Legends:
    • Change Both Proto Man and Bass now appear alongside the Mega Legends to attack the target.
    • Buff Perhaps as a result, the middle portion of the attack deals more damage (27% → 31.2%), increasing the move's maximum damage (40% → 44.2%).
    • Nerf The final hit has lower knockback scaling (140 → 130), and a higher minimum angle (40˚ → 45˚) weakening its KO potential overall.