Super Smash Bros. 4

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'''Mega Man''' ({{ja|ロックマン|Rokkuman}}, ''Rockman'') is a newcomer in ''[[Super Smash Bros. 4]]''. He was announced at Nintendo's [[E3]] 2013 Direct Conference presentation for the game, becoming the first-revealed of the six third-party characters in the game along with [[SEGA]]'s {{SSB4|Sonic}} and {{SSB4|Bayonetta}}, [[Bandai Namco]]'s {{SSB4|Pac-Man}}, fellow [[Capcom]] character {{SSB4|Ryu}}, and [[Square Enix]]'s {{SSB4|Cloud}}. He does not widely use hand-to-hand combat, instead relying on the large arsenal of ranged weaponry he has amassed by defeating boss characters in his own games. His sound effects are reused from the vast number of retro [[Mega Man (universe)|''Mega Man'' games]] he has appeared in.
'''Mega Man''' ({{ja|ロックマン|Rokkuman}}, ''Rockman'') is a newcomer in ''[[Super Smash Bros. 4]]''. He was announced at Nintendo's [[E3]] 2013 Direct Conference presentation for the game, becoming the first-revealed of the six third-party characters in the game along with [[SEGA]]'s {{SSB4|Sonic}} and {{SSB4|Bayonetta}}, [[Bandai Namco]]'s {{SSB4|Pac-Man}}, fellow [[Capcom]] character {{SSB4|Ryu}}, and [[Square Enix]]'s {{SSB4|Cloud}}. He does not widely use hand-to-hand combat, instead relying on the large arsenal of ranged weaponry he has amassed by defeating boss characters in his own games. His sound effects are reused from the vast number of retro [[Mega Man (universe)|''Mega Man'' games]] he has appeared in.


Mega Man ranks 27th on the ''SSB4'' [[tier list]], in C tier as a high tier character. Mega Man's most prevalent advantage is that he has among the best projectile games in ''Smash 4'', with his wide array of projectiles being able to keep opponents away. He excels in pressuring as a result, with his [[Crash Bomber]] able to pressure shields easily, [[Metal Blade]] being an overall useful tool for forcing approaches, shield pressure and edgeguarding, and a useful mid-range spacing tool with his Mega Buster. This is made more effective once combined with Mega Man's grab game; his grab is among the fastest in the game, with his down throw being a decent combo starter, while his back throw is a decent damage racker and KO option at high percents. Mega Man also possesses above-average endurance due to his high weight and falling speed, which ties in with an effective recovery in [[Rush Coil]] that doesn't cause him to go [[helpless]]. Some of Mega Man's finishes are also among the strongest in the game, such as his up tilt and down smash. Finally, owing to his high [[air acceleration#air friction|air friction]], Mega Man also has extremely fluid control in the air, including the ability to zig-zag while jumping.
Mega Man ranks 27th on the ''SSB4'' [[tier list]], in C tier as a high tier character. Mega Man's most prevalent advantage is that he has among the best projectile games in ''Smash 4'', with his wide array of projectiles being able to keep opponents away. He excels in pressuring as a result, with his [[Crash Bomber]] able to pressure shields easily, [[Metal Blade]] being an overall useful tool for forcing approaches, shield pressure and edgeguarding, and a useful mid-range spacing tool with his Mega Buster. This is made more effective once combined with Mega Man's grab game; his grab is among the fastest in the game, with his down throw being a decent combo starter, while his back throw is a decent damage racker and KO option at high percents. Mega Man also possesses above-average endurance due to his high weight and falling speed, which ties in with an effective recovery in [[Rush Coil]] that does not cause him to go [[helpless]]. Some of Mega Man's finishes are also among the strongest in the game, such as his up tilt and down smash. Finally, owing to his high [[air acceleration#air friction|air friction]], Mega Man also has extremely fluid control in the air, including the ability to zig-zag while jumping.


Despite these advantages, Mega Man is not without flaws. His grounded mobility is comparatively poor, with his [[dash]]ing speed in particular being the 13th slowest in the game. This leaves Mega Man at a disadvantage against characters with better mobility, such as {{SSB4|Sheik}} and {{SSB4|Fox}}. Mega Man's melee attacks also have short range overall despite their extensive utility, causing him to struggle up close against characters with [[disjoint]]ed range like {{SSB4|Marth}}, {{SSB4|Link}}, and {{SSB4|Shulk}}, while the high ending lag on his attacks puts more stress on this flaw. Mega Man's above average weight and falling speed also makes him an easy target for [[combo]]s and [[juggle]]s. Finally, Mega Man's projectile-heavy playstyle is also his biggest weakness, as he is heavily affected by [[powershielding]], [[reflect]]ors, [[absorb]]ers, and other anti-projectile tools, which can shut down both his approach and defense options.
Despite these advantages, Mega Man is not without flaws. His grounded mobility is comparatively poor, with his [[dash]]ing speed in particular being the 13th slowest in the game. This leaves Mega Man at a disadvantage against characters with better mobility, such as {{SSB4|Sheik}} and {{SSB4|Fox}}. Mega Man's melee attacks also have short range overall despite their extensive utility, causing him to struggle up close against characters with [[disjoint]]ed range like {{SSB4|Marth}}, {{SSB4|Link}}, and {{SSB4|Shulk}}, while the high ending lag on his attacks puts more stress on this flaw. Mega Man's above average weight and falling speed also makes him an easy target for [[combo]]s and [[juggle]]s. Finally, Mega Man's projectile-heavy playstyle is also his biggest weakness, as he is heavily affected by [[powershielding]], [[reflect]]ors, [[absorb]]ers, and other anti-projectile tools, which can shut down both his approach and defense options.

Revision as of 17:06, June 19, 2022

This article is about Mega Man's appearance in Super Smash Bros. 4. For the character in other contexts, see Mega Man.
Mega Man
in Super Smash Bros. 4
Mega Man SSB4.png
MegaManSymbol.svg
Universe Mega Man
Other playable appearance in Ultimate


Availability Starter
Final Smash Mega Legends
Tier C (27)
Mega Man (SSB4)
Mega Man Joins the Battle!
—Introduction Tagline

Mega Man (ロックマン, Rockman) is a newcomer in Super Smash Bros. 4. He was announced at Nintendo's E3 2013 Direct Conference presentation for the game, becoming the first-revealed of the six third-party characters in the game along with SEGA's Sonic and Bayonetta, Bandai Namco's Pac-Man, fellow Capcom character Ryu, and Square Enix's Cloud. He does not widely use hand-to-hand combat, instead relying on the large arsenal of ranged weaponry he has amassed by defeating boss characters in his own games. His sound effects are reused from the vast number of retro Mega Man games he has appeared in.

Mega Man ranks 27th on the SSB4 tier list, in C tier as a high tier character. Mega Man's most prevalent advantage is that he has among the best projectile games in Smash 4, with his wide array of projectiles being able to keep opponents away. He excels in pressuring as a result, with his Crash Bomber able to pressure shields easily, Metal Blade being an overall useful tool for forcing approaches, shield pressure and edgeguarding, and a useful mid-range spacing tool with his Mega Buster. This is made more effective once combined with Mega Man's grab game; his grab is among the fastest in the game, with his down throw being a decent combo starter, while his back throw is a decent damage racker and KO option at high percents. Mega Man also possesses above-average endurance due to his high weight and falling speed, which ties in with an effective recovery in Rush Coil that does not cause him to go helpless. Some of Mega Man's finishes are also among the strongest in the game, such as his up tilt and down smash. Finally, owing to his high air friction, Mega Man also has extremely fluid control in the air, including the ability to zig-zag while jumping.

Despite these advantages, Mega Man is not without flaws. His grounded mobility is comparatively poor, with his dashing speed in particular being the 13th slowest in the game. This leaves Mega Man at a disadvantage against characters with better mobility, such as Sheik and Fox. Mega Man's melee attacks also have short range overall despite their extensive utility, causing him to struggle up close against characters with disjointed range like Marth, Link, and Shulk, while the high ending lag on his attacks puts more stress on this flaw. Mega Man's above average weight and falling speed also makes him an easy target for combos and juggles. Finally, Mega Man's projectile-heavy playstyle is also his biggest weakness, as he is heavily affected by powershielding, reflectors, absorbers, and other anti-projectile tools, which can shut down both his approach and defense options.

Overall, Mega Man is a strong contender in the Smash 4 metagame, and he has placed well at some tournaments, with both Kameme placing 2nd at EVO 2016 and ScAtt placing 5th at Super Smash Con 2016 with him. Despite this, Mega Man's high learning curve has prevented him from attaining as large of a playerbase as other characters in his tier.

Attributes

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, is a jumping uppercut, and his down tilt is a forward slide.

Despite having an unusual set of moves, Mega Man shines in approaching 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: from his lightning-fast up tilt to his projectile based forward smash which can be used to edgeguard. His other projectiles are terrific, notably his aerials; up aerial can 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 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. Due to his amazing pressuring ability and grab game, characters without a projectile or with low reach can have trouble approaching without being severely punished. Even if he does get knocked around, Mega Man is a heavyweight character, weighing only slightly less than Captain Falcon, 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.

Regardless of his good grab game and punishing options, Mega Man still has some flaws to counter his strengths. Since his projectiles are imperative in initiating combos, he suffers against opponents with reflectors or other methods to render his projectiles ineffective, such as the Villager's Pocket. His low speed and ending lag on his non-projectile moves significantly limit his approach. He lacks options in keeping away foes up close, with no actual melee jab or quick standard attacks to knock them away. Because most of his strongest attacks suffer from either noticeable startup or ending lag, Mega Man works best at mid-range where his attacks can connect safely, though at the cost of giving opponents a good amount of time to react to any of his attacks, somewhat making his finishers predictable.

Mega Man gains various additional options from his custom moves. Shadow Blade and Ice Slasher are good for immobilizing opponents and are less susceptible to being used against Mega Man himself. Hyper Bomb and Danger Wrap are harder to land, but deal much more damage and knockback. Tornado Hold has more offensive value due to it dealing damage and granting Mega Man new combo potential. Plant Barrier does not last as long as the default Leaf Shield, but can deal and absorb more damage. Skull Barrier lacks a hitbox when circling Mega Man and deals less damage when thrown, but it reflects projectiles when orbiting and cannot be destroyed, giving it a more defensive value than both Leaf Shield and Plant Barrier lack.

In essence, Mega Man is a very versatile, medium-ranged projectile fighter who has no trouble spacing opponents, though KO attempts can be risky for him as he suffers slightly at close range due to the lag of his attacks. He has to use his effective spacing and grab punish options to rack up damage at medium range while keeping his distance until the opponent is weak enough to risk using one of his slow yet powerful finishing moves.

Update history

Mega Man has been slightly buffed in the game's updates. In 1.0.4, much like Wario, his grab release was altered to remove guaranteed combos several characters had on him out of an air release. Besides this, he only received minor buffs to his Leaf Shield, but in update 1.1.1, he had the speed of his Ice Slasher and Hyper Bomb custom specials slightly improved as well, along with a slight increase to Hyper Bomb's power and splash damage. However, the changes to shield mechanics make some of his projectiles, most notably his forward smash, less safe on shield due to their low hitlag.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Mega Man now receives additional backwards momentum when aerial grab released (0 → -0.8). Because of this, Mega Man is sent much further out when aerial grab released; removing most of the guaranteed followups which were previously possible against him.
  • Bug fix Fixed bug where Mega Man could use Rush Coil to cancel hitstun.
  • Buff Leaf Shield can be acted out of sooner.

Super Smash Bros. 4 1.0.6

  • Buff Leaf Shield starts moving sooner when thrown (though the animation length is unchanged).
  • Bug fix Landing lag glitch has been fixed.

Super Smash Bros. 4 1.1.0

  • Buff Leaf Shield ending lag reduced: 59 → 53.

Super Smash Bros. 4 1.1.1

  • Buff Hyper Bomb ending lag reduced by 5 frames.
  • Buff Hyper Bomb direct damage increased: 8% → 10%.
  • Buff Hyper Bomb splash damage increased: 6% → 8%.
  • Buff Ice Slasher ending lag reduced by 6 frames.

Moveset

For a gallery of Mega Man's hitboxes, see here.

  Name Damage Description
Neutral attack Mega/Rock Buster 2% (shot), 1% (Mega/Rock Buster) Mega Man fires up to three plasma shots from his Mega Buster (AKA Rock Buster in Japanese), which have limited range and do less knockback at longer range. He lacks a proper forward tilt and neutral air due to his ability to shoot while walking forwards or jumping, though the moves do have minute differences. The Mega Buster itself does slightly more damage when combined up close with the shots fired.
Forward tilt Mega/Rock Buster 2% Behaves identically to Mega Man's neutral attack, except the Mega Buster itself does no damage, and Mega Man fires while running forwards, much like in his own series.
Up tilt Mega/Rock Upper 17% (clean), 12% (mid), 8% (late) A quick rising uppercut. Based on the move of the same name from Mega Man 2: The Power Fighters, Marvel vs. Capcom and Street Fighter X Tekken, which is itself a tribute to the Shoryuken from the Street Fighter series. For a tilt, it has incredible power (in fact being stronger than his uncharged up smash), with the sweetspot having as much power as some smash attacks and being able to reliably KO medium-light characters under 90%. It has little starting lag but very high ending lag and little horizontal range. It also pushes Mega Man forward a slight distance; if Mega Man uses the move near a ledge, he will fall off and grab the ledge.
Down tilt Sliding 8% (clean), 5% (late) Mega Man's signature sliding kick attack; he slides approximately four character lengths forward with a kick. Very little startup with low knockback; the hitbox lasts all the way until the slide is finished, which can hit opponents attempting to roll away. A good surprise move, but only if not overused. The actual sliding ability introduced in Mega Man 3 is a non-damaging maneuver, though said ability becomes weaponized with the Charge Kick, Charge Man's weapon in Mega Man 5.
Dash attack Top Spin 1% (hits 1-7), 3% (hit 8) Mega Man boosts forwards while spinning, damaging anything he touches. Good priority and long lasting, equivalent to Luigi's dash attack. Useful for mindgames against shields due to its moderate 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.
Forward smash Charge Shot 11.5%-19.5% Mega Man charges up energy in his Mega Buster, before firing off a bigger and more powerful plasma burst that functions like a Smash Attack. Like regular Mega Buster shots, this shot disappears after traveling a moderate distance. 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. Based on the Super Mega/Rock Buster's Charge Shot from Mega Man 4 onwards. Interestingly, despite dealing electric damage, the Charge Shot has a hitlag multiplier of only 0.3x.
Up smash Spark Shock 2% (hit 1), 1.5% (hits 2-6), 6% (hit 7) 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 hitbox, anti-air properties and quick startup, though it has noticeable ending lag. If an opponent is made tiny by a Lightning Bolt, it's possible to OHKO them. Based on Spark Man's weapon from Mega Man 3.
Down smash Flame Blast 17% (clean), 14% (mid), 9% (late) 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 quick startup, but notoriously long endlag that leaves it highly punishable if not landed. Immense knockback when hit with the first frames of the hitbox, which can KO starting at 60% when fully charged. It boasts incredible power, being the fourth-strongest down smash in SSB4, behind Lucario at maximum aura, Ganondorf, and Bowser Jr.. It is based on Flame Man's weapon from Mega Man 6.
Neutral aerial Mega/Rock Buster 2% (shot), 2% (Mega Buster) 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 a sweetspot on the Mega Buster that has high base knockback and can serve as a surprise KO option when edge-guarding. Due to Mega Man's effective aerial movement, his neutral attack can be used as a very effective "wall" to deny approaches.
Forward aerial Flame Sword 8% (clean), 8.5% (clean tip), 5% (late) Mega Man quickly summons a flaming sword to his hand and swings it downwards in front of him. Unlike Mega Man's other aerials, this aerial has few unique features, allowing it to be used as an all-purpose tool. It is based on Sword Man's weapon from Mega Man 8.
Back aerial Slash Claw 3% (hit 1), 4% (hit 2), 5% (hit 3) Mega Man quickly turns around and swings his arm, generating three crescent-shaped energy trails behind him. It is based on Slash Man's weapon from Mega Man 7. Has high knockback and high speed, able to net KOs when edgeguarding, and can chain into itself at low percents.
Up aerial Air Shooter 3% (early hits), 2% (middle hits), 1% (later hits), 2% (latest hits) Mega Man fires a small tornado straight above him. It travels a fair distance, drawing in opponents who touch the tornado. 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.
Down aerial Hard Knuckle 14% (clean), 12% (late) 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 afterwards, it turns into an aerial-only meteor smash. It is based on Hard Man's weapon from Mega Man 3. Mega Man can move himself left or right slightly during the first few frames before launching the fist. Has a weak floating effect before firing.
Grab Super Arm Mega Man grabs his opponent with one hand and lifts them over his head. It is based on Guts Man's weapon from Mega Man.
Pummel   3% Mega Man squeezes his opponent with his Super Arm. It is among the slowest pummels in the game.
Forward throw   8% Throws the opponent forward. Low base knockback.
Back throw   11% Mega Man turns around and throws the opponent behind him. It can be used to KO at high percentages, especially near the ledge.
Up throw   7% Throws the opponent upward. Can KO opponents at high percentages.
Down throw   4.5% Throws the opponent downward. The opponent flies straight up after hitting the ground. His primary combo throw at low percentages.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Sweep kicks in a circle around himself.
Floor attack (back)
Floor getups (back)
  7% Does the same sweep kick as his front floor attack, but hits behind Mega Man first instead of his front.
Floor attack (trip)
Floor getups (trip)
  5% Mega Man kicks both feet out while spinning.
Edge attack
Edge getups
  7% Mega Man jumps up and performs a kick in a similar fashion as his down tilt.
Neutral special Default Metal Blade 3% (usage), 5% (as item) 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, and it deals greater damage upon being thrown a second time. 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.
Custom 1 Hyper Bomb 10% (direct), 8% (splash) A bomb that can be thrown in eight directions and will explode in contact with the ground or an enemy, but it has a form of vertical movement, giving it an arcing motion. Despite the bomb's fuse, it will not explode until it hits something. The move is based on Bomb Man's weapon from Mega Man.
Custom 2 Shadow Blade 2% (per hit) Throws a shuriken that has a boomerang effect, returning to the same position it was thrown from. It can be still thrown in eight directions, but does not stick on the ground, has less range, and cannot be picked up either. It is based on Shadow Man's weapon from Mega Man 3.
Side special Default Crash Bomber 1% (loop), 4% (last) 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. Can be used to bait a shield grab, or shot against the stage while recovering to deny edgeguarding or extend Mega Man's own recovery. The move is based on Crash Man's weapon in Mega Man 2.
Custom 1 Ice Slasher 4% Fires an arrowhead-shaped ice projectile that deals less damage than the Crash Bomber, but can go through multiple enemies and also freeze them on contact, provided that they have sustained a moderate amount of damage beforehand. It is based on Ice Man's weapon from Mega Man.
Custom 2 Danger Wrap 3% (loop), 7% (last) Fires an explosive wrapped in a bubble that floats upwards in an exponential arc and will explode if it comes into contact with an enemy, or on its own after a few seconds. Whilst harder to use than both the Crash Bomber and Ice Slasher due to its unusual trajectory, it deals more damage and knockback. It is based on Burst Man's weapon from Mega Man 7.
Up special Default Rush Coil 0% 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. The move is based on the Rush Coil from Mega Man 3.
Custom 1 Tornado Hold 2% (center), 1% (sides) Drops a spinning fan onto the ground that creates a tornado and pushes anyone caught in it upwards, dealing multiple hits. It can be also used to combo into the Flame Sword, Slash Claw or Air Shooter. If used in mid-air, it causes the fan to fall as it pushes Mega Man up, giving it better offensive potential but slightly less vertical distance than the Rush Coil. It is based on Tengu Man's weapon from Mega Man 8.
Custom 2 Beat 0% Mega Man summons his robotic bird companion Beat, which he grabs onto as he lifts him upwards with greater horizontal distance but less speed than the Rush Coil. Based on the Beat Call from Mega Man 7, which allowed Beat to appear and rescue Mega Man from falling off the screen. Capable of letting Mega Man fly under Final Destination while none of his other custom moves can.
Down special Default Leaf Shield 2% (circling), 3.8% (thrown) Mega Man summons leaf-shaped units that electromagnetically orbit around him. The leaves block projectiles, and can be fired forwards by pressing an attack button to land multiple hits, or used to deal additional damage to a grabbed enemy. The move is based on Wood Man's weapon from Mega Man 2.
Custom 1 Skull Barrier 0% (circling), 2% (thrown) Produces a skull-shaped energy shield that orbits around Mega Man. It can reflect projectiles, but travels much less distance and does much less damage when thrown, as well as having no hitbox at all when it is orbiting around Mega Man. The move is based on Skull Man's weapon from Mega Man 4.
Custom 2 Plant Barrier 3% (circling), 4.2% (thrown) Mega Man summons flower petal-shaped units that orbit around him. The petals are more durable than the Leaf Shield, as they do not disappear when hit and deal slightly more damage when thrown, but they move slightly slower and have less range when thrown. The move is based on Plant Man's weapon from Mega Man 6.
Final Smash Mega Legends 3% (init), 39% (attack) 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, will join Mega Man to fire their Mega Busters in unison in a cinematic Final Smash.

On-screen appearance

  • Warps down on to the stage, similar to how he does so in the classic Mega Man games.
MegaManOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Mega Man changes his outstretched hand into a Mega Buster, then pumps his Buster arm.
  • Side taunt: Mega Man turns and strikes a pose with his back facing the camera as he smiles.
  • Down taunt: Mega Man warps out of and immediately back onto the stage, similar to his teleporting animation in the classic Mega Man games. Cannot be used to dodge attacks (unlike a similar animation in Mega Man 2) as Mega Man's hurtbox remains on the stage.
Up taunt Side taunt Down taunt
MegaManUpTauntSSB4.gif MegaManSideTauntSSB4.gif MegaManDownTauntSSB4.gif

Idle poses

  • His left arm turns into his Mega Buster, then taps his elbow on his hand.
  • Looks around himself.
MegaManIdlePose1WiiU.jpg MegaManIdlePose2WiiU.jpg

Crowd cheer

English Japanese
Cheer
Description Me-ga Man! Rockman! *claps 3 times*
Pitch Group chant Group chant

Victory poses

A short remix of the beginning of the title screen music from Mega Man 2.
  • Fires two shots from his Mega Buster and does a pose.
  • Warps on to the screen and initiates the pose done on the Japanese title screen of Mega Man (Rockman) while smiling.
  • Lands down, points his Mega Buster towards the air, then poses (similar to a scene at the beginning of his reveal trailer).
MegaManPose1WiiU.gif MegaManPose2WiiU.gif MegaManPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Mega Man (SSB4) Mega Man 1313 1312 1311 1323 1322
1112 1122 3323 3313 1333

Most historically significant players

Any number following the Smasher name indicates placement on the PGR 100, which recognizes the official top 100 players in Super Smash Bros. 4 of all time.

See also: Category:Mega Man professionals (SSB4)

Tier placement and history

Mega Man was seen as a very obscure and unorthodox character since the game's release. His strange playstyle mainly comprised of projectiles always saw a large topic of debate for him, though the general consensus was always of him being at least a mid-tier character. Alongside very limited tournament representation and tournament results, he would at first rank 28th on the first 4BR tier list. However, his popularity would become stronger after game updates nerfed Sheik, Zero Suit Samus and Bayonetta, and his tournament representation, while limited, saw strong results from smashers like ScAtt, Smasher1001, and most notably Kameme, who would travel to the USA to compete at EVO 2016 and get 2nd place at the tournament. This spike in tournament results allowed him to be seen much more favorably and allowed him to rank 15th on the second tier list, reassessing him as a high-tier character and gaining the third largest rise between the first and second tier lists.

Mega Man would later rank 16th on the third tier list, a very slight drop in favor of Marth claiming 10th place. However, due to his huge lack of consistent results, Mega Man is ranked 27th on the fourth and final tier list, suffering the largest drop between the third and fourth tier lists. Some smashers have said said that Mega Man should be higher due to his amazing projectile game and his matchup spread, while others like ZeRo think that Mega Man is overrated and that his placing is somewhat accurate.

Trophies

Mega Man
Ntsc The main hero from Capcom's 1987 action game, Mega Man. He travels from stage to stage, defeating Robot Masters to obtain new weapons. He uses this vast arsenal in Smash Bros. in a variety of ways. Metal Blades, for example, can be fired in eight directions and picked up off the ground!
Pal In 1989, Capcom's new action hero, Mega Man, arrived in Europe! He made his way through levels, defeated bosses and took their weapons. He's got plenty of weapons in this game, too. His Metal Blade, for example, can be thrown in eight directions and goes right through foes! If it sticks in the ground, though, anyone can pick it up.
NES: Mega Man (12/1987)
NES: Mega Man 2 (07/1989)
Mega Man (Alt.)
Ntsc Mega Man has more than 10 different weapons at his disposal. His forward air attack, Flame Sword, affects a wide area and doesn't leave much of an opening, making it useful in a variety of situations. His Leaf Shield special spins four leaves around him to deflect projectiles or hurt foes. He can also fire the leaves forward.
Pal Mega Man has more than ten different weapons at his disposal. His forward air attack, Flame Sword, affects a wide area and doesn't leave much of an opening, making it useful in a variety of situations. His Leaf Shield special spins four leaves around him to block attacks or projectiles. He can also fire the leaves forwards.
NES: Mega Man (12/1987)
NES: Mega Man 2 (07/1989)
Mega Legends
For Mega Man's Final Smash, he teams up with all-stars X, MegaMan Volnutt, MegaMan.EXE, and Star Force Mega Man, and they fire their Mega Busters in unison. The Black Hole Bomb fired at the start draws enemies in, and as long as that hits, the Mega Busters will follow. Make your foes see stars!

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Mega Man Palette (SSB4).png
Mega Man (SSB4) Mega Man (SSB4) Mega Man (SSB4) Mega Man (SSB4) Mega Man (SSB4) Mega Man (SSB4) Mega Man (SSB4) Mega Man (SSB4)

Reveal trailer

Gallery

Trivia

  • Mega Man makes several references to his home series outside of his moveset:
    • Mega Man is the only character to have additional effects added to his KO explosion. When Mega Man gets KO'd, he splits into multiple orbs with identical coloration to his outfit, while the signature "lose a life" sound from the original Mega Man echoes in the background. This is a direct reference to what would happen to him in the Mega Man series whenever he dies.
    • Mega Man is tied for highest air acceleration, true to the famously "twitchy" controls in the Mega Man series.
    • Aside from his idle poses, Mega Man stands completely still when idle, like in the classic Mega Man games. In the Wii U & Nintendo 3DS Developer Direct at E3 2013, Mega Man is also seen blinking when idle, but for unknown reasons, this is not the case in the final game.
      • This also applies to the ending animation of all three of his victory poses, but it's difficult to see due to the camera constantly moving around.
    • The way how he always faces the screen regardless of what side he's facing is a reference to how he faces the screen in the Mega Man game.
  • The Robot Masters that appear in the segment in Mega Man's trailer where he shows off his Robot Master abilities are silhouetted versions of their original artwork from the Mega Man series.
    • Each silhouette is also featured with the Weapon name, Robot Master name, and Robot Master number.
  • None of the Robot Master weapons from Mega Man 5, Mega Man 10, Mega Man & Bass, or Mega Man V are included in Mega Man's arsenal, even though there is at least one weapon used from every other Mega Man game from 1-9, although the Black Hole Bomb from Mega Man 9 only appears briefly during his Final Smash. Beat from Mega Man 5 also appears as a custom up special move.
  • While Mega Man's eighth palette swap uses yellow as the light armor color, the Wii U stock icon uses white instead for unknown reasons. The 3DS version uses yellow like it should be. Strangely, the 3DS result screen uses the white coloring.
  • Mega Man is the only character to be a part of every stage event with a different boss, although he is only absent from Samus's event Galactic Avenger.
  • Mega Man's forward aerial, Flame Sword, shares the same name as Roy's up smash.
  • Mega Man and Rosalina are the only two SSB4 newcomers to appear in the CGI portions of a newcomer trailer other than their own, namely Bowser Jr.'s.
  • Mega Man, Villager, and Rosalina are the only newcomers whose Final Smashes are not shown in their reveal trailers.
  • Mega Man, King Dedede, and Snake are the only characters that have projectiles that can stick to walls.
  • If Mega Man is Star KOed while the Leaf Shield is active, the Leaf Shield will still continue around him depending on how long the move has left. However, this is merely aesthetic and causes no gameplay issues.
  • Despite being a third-party character, Mega Man's appearance was heavily advertised, as he appeared in more trailers and promotional material than any other third-party character.
  • Curiously, in Mega Man's trailer, he is seen pulling out two Metal Blades, something that can't be done in either Smash Bros. or Mega Man.
  • In the E3 2013 gameplay demo, where the Wii Fit Trainer was also revealed, Mega Man's name in the HUD was displayed as one word ("Megaman") as opposed to two ("Mega Man").

References