Mega Man (SSBU): Difference between revisions
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Despite these numerous strengths, Mega Man has several flaws. Mega Man 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 all the [[space animals]] 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]]. | Despite these numerous strengths, Mega Man has several flaws. Mega Man 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 all the [[space animals]] 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 | 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 from {{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== |
Revision as of 18:20, July 16, 2024
Mega Man in Super Smash Bros. Ultimate | |
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Universe | Mega Man |
Other playable appearance | in SSB4 |
Availability | Unlockable |
Final Smash | Mega Legends |
Tier | B- (48) |
Mega Man (ロックマン, 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 #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.
Despite these numerous strengths, Mega Man has several flaws. Mega Man 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 all the space animals or absorption properties, such as 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 from Kameme, who placed highly at several majors and supermajors. Although Mega Man's representation suffered after Kameme switched to Sora, dedicated mains Peabnut and Repo have continued to produce solid results for him.
How to unlock
Complete one of the following:
- Play VS. matches, with Mega Man being the 42nd character to be unlocked.
- Clear Classic Mode with Pikachu or any character in its unlock tree, being the 4th character unlocked after R.O.B.
- 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).
Attributes
Mega Man is a short, heavyweight character who deviates himself in terms of attributes compared to his fellow heavyweights. He has slightly above-average walking speed, average dashing speed, the 19th fastest air speed (tied with Duck Hunt, Sheik, Cloud, Lucas, and Bowser), is tied with Wario for the 26th highest gravity, low traction, the 11th fastest falling speed (tied with Young Link, Roy, Chrom, Wolf, and Falco), and is tied with 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 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 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 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 reach can have trouble approaching without being severely punished. Even if he does get knocked around, Mega Man is a semi-heavyweight character, weighing only slightly less than 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.
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 and Isabelle'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.
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. This causes Mega Man to be patient in his gameplan, with him having to wait for one opening to take out stocks effectively. Despite this, his strengths outshine his weaknesses, and he has good representation and great results overall.
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'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 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 dodges 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, footstools can now be teched, making his well-known footstool combos and 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.
Aesthetics
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.
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.
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.
Mega Man has a new shield break animation.
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.
All of Mega Man's victory animations have been changed in some way:
The victory animation where Mega Man points upwards then outwards is modified so he is dashing in instead of falling from the sky.
The victory animation where he strikes his title screen pose from Rockman has been reanimated to be slightly slower.
Mega Man now shoots thrice instead of twice in his standing victory animation.
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.
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
Like all characters, Mega Man's jumpsquat animation takes 3 frames to complete (down from 4).
Mega Man runs faster (1.456 → 1.602).
Mega Man's initial dash is significantly faster (1.5 → 1.958).
Mega Man walks slightly faster (1.078 → 1.132).
Mega Man's air speed is slightly higher (1.1 → 1.155).
Mega Man's traction is higher (0.06 → 0.094), although it is considerably low compared to the rest of the cast.
Forward roll has less ending lag (FAF 31 → 30).
Forward roll grants less intangibility (frames 4-17 → 4-15).
Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).
Spot dodge has less ending lag (FAF 28 → 26).
Spot dodge grants less intangibility (frames 3-18 → 3-17).
Air dodge grants more intangibility (frames 3-28 → 3-30).
Air dodge has more ending lag (FAF 34 → 46).
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.
The ability to tech aerial footstools in Ultimate hinders Mega Man's KO setups at high percents.
Ground attacks
- Neutral attack/Forward tilt:
Neutral attack and forward tilt's shots last longer (18 frames → 23), allowing them to cover more distance and thus increasing their range.
Both moves deal less shield damage (1 → 0 (Mega Buster), 0 → -1 (shots)).
Mega Man centers his eyes for a bit after using his forward tilt.
- Up tilt:
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:
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:
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.
It's faster (frame 8 → 7) with the same endlag (FAF 61 → 60).
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.
One of dash attack's looping hitboxes is bigger (1u → 3u).
The last hit has gained a shieldstun multiplier of 2.1×, making it safer on shield.
The final hit has a larger hitbox (6u → 8u).
- Forward smash:
Forward smash has much less ending lag (FAF 70 → 55), significantly improving its utility as a projectile and long range KO option.
The shot travels faster, allowing it to cover more distance.
It deals less damage when fully charged (19.5% → 14.95%), reducing its maximum KO potential.
- Up smash:
Up smash's last hit has increased base knockback (30 → 34).
Up smash's looping hits have a new hitbox, improving its consistency.
- Down smash:
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.
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:
Neutral aerial's shots last longer (18 frames → 23), allowing them to cover more distance and thus increasing their range.
The move deals less shield damage (1 → -0.5 (Mega Buster), 0 → -1 (shots)).
- Forward aerial:
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.
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:
Back aerial's first two hits launch grounded opponents vertically instead of horizontally along the ground, allowing them to connect more reliably.
The move has slightly more ending lag (FAF 43 → 45).
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:
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.
It has one frame more landing lag (19 frames → 20).
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.
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:
Down aerial has less landing lag (24 frames → 14).
The shot lasts longer (11 frames → 13), allowing it to cover more distance and thus increasing its range.
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:
All grabs have slightly longer range (Z2 offset: 8.4 → 8.9 (standing), 10.5 → 10.6 (dash), -14.4 → -14.8 (pivot)).
All grabs have increased ending lag (FAF 31 → 38 (standing), 38 → 46 (dash), 36 → 41 (pivot)).
Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
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.
Mega Man's throws are all reanimated to be less stiff.
- Pummel:
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.
It deals much less damage (3% → 1.3%).
- Edge attack:
Edge attack deals more damage (7% → 9%).
Special moves
- Metal Blade:
Metal Blade deals less shield damage.
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%).
Metal Blade wobbles once it sticks to the ground or another surface.
Mega Man now appears surprised if the move fails to spawn a Metal Blade.
- Crash Bomber:
Upon latching onto a surface, Crash Bomber can now explode on contact with opponents before its timer finishes, improving its utility.
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.
The projectile travels faster (speed 2 → 2.4), but doesn't last as long (60 → 51).
Crash Bomber visually flashes more intensely.
- Rush Coil:
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:
Leaf Shield has significantly less startup (frame 50 → 9) and ending lag (FAF 54 → 36) when activated, making it much safer to use.
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.
This also increases the move's overall damage output, despite each hit from the circling shield dealing less damage (2% → 1.5%).
The shield can be thrown much faster after its activation (frame 22 → 13).
However, the throw's total duration has not been fully compensated (FAF 56 → 54), increasing its ending lag by seven frames.
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.
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.
Leaf Shield requires holding the special move button for it to spin around Mega Man; otherwise, it will be thrown automatically.
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:
Both Proto Man and Bass now appear alongside the Mega Legends to attack the target.
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%).
The final hit has lower knockback scaling (140 → 130), and a higher minimum angle (40˚ → 45˚) weakening its KO potential overall.
Update History
Mega Man has been given buffs and nerfs, but was nerfed overall in game updates. Update 2.0.0 made it so Mega Man could no longer use his special moves when jumping and using his neutral attack/forward tilt. Update 3.0.0. made his neutral attack, forward tilt, neutral aerial, and Metal Blade deal less shield damage. His Leaf Shield was also slightly nerfed, giving it more startup and ending lag, on top of making it so Mega Man cannot throw items while Leaf Shield is active, lowering its damage and combo potential. On the flip side, his up smash was buffed, giving the last hit more base knockback.
In update 8.0.0, his rolling tech was given one more frame on ending lag, making it standardized with the rest of the cast.
Update 13.0.1, the final character adjustment patch, gave Mega Man a small amount of buffs. His dash attack was given one frame less startup and ending lag, down smash was granted more downward range, and Crash Bomber deals more damage.
Overall, Mega Man does fare worse than how he did at the beginning of Ultimate, but Mega Man and his players have nonetheless persevered, and the character continues to gain good results and be seen as high tier character.
Special moves can no longer be used when jumping and using neutral attack/forward tilt.
Neutral attack, forward tilt and neutral aerial all deal less shield damage (1 → 0 (Mega Buster, neutral attack), 1 → -0.5 (Mega Buster, neutral aerial), 0 → -1 (shots)).
Up smash's last hit has increased base knockback (30 → 34).
Metal Blade deals less shield damage (0 → -2.5/-1.5 (initial throw/item throw)).
Leaf Shield has more startup (frame 7 → 9) and ending lag (FAF 34 → 36). Mega Man can also no longer throw items during it.
Rolling techs have one frame more ending lag (FAF 40 → 41), matching the rest of the cast.
Dash attack has less startup (frame 8 → 7, FAF 61 → 60).
Down smash has more downward range, hitting below the stage more reliably.
Crash Bomber deals more damage (hits 1-4: 1% → 1.5%, total: 8% → 10%).
Moveset
- Mega Man can wall jump.
For a gallery of Mega Man's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Mega Buster (ロックバスター, Rock Buster) | 2% (shot), 1% (buster) | 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 Corrin's Dragon Fang Shot in one go. The move has a sweetspot around the Mega Buster itself. | |
Forward tilt | Mega Buster (ロックバスター, Rock Buster) | 2% | Behaves identically to Mega Man's neutral attack, except the Mega Buster itself has no hitbox, and Mega Man fires while running forwards. Jumping after firing twice will immediately transition to neutral aerial, and can combo consistently as well. | |
Up tilt | Mega Upper (ロックアッパー, Rock Upper) | 17% (clean), 12% (mid), 8% (late) | A quick-rising uppercut. For a tilt, it has incredible power and vertical range, with the sweetspot having as much power as some smash attacks and being able to reliably KO medium-light characters under 80%. It has little startup lag at frame 6 but extreme ending lag (55 frames), a small sweetspot and little horizontal range. Grants his entire body intangibility on frames 5-7. Based on a maneuver of the same name Mega Man received in Mega Man 2: The Power Fighters, which became his Shoryuken-styled move in the Marvel vs. Capcom series. | |
Down tilt | Sliding (スライディング) | 8% (clean), 5% (late) | Mega Man's signature sliding kick. Has very little startup at frame 5 and has sex kick properties. It has amazing range, since the hitbox lasts all the way until the slide is finished, which can hit opponents attempting to roll away. A good surprise move and approach option, but only if not overused. Mega Man's legs are intangible at frames 3-12. 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. Additionally, it could be based on the Leg Breaker maneuver Mega Man can use in the secret fighting game mode in Mega Man 7. | |
Dash attack | Top Spin (タップスピン) | 1.2% (hits 1-7), 4% (hit 8) | 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 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. | |
Forward smash | Charge Shot (チャージショット) | 11.5%-14.95% | 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. | |
Up smash | Spark Shock (スパークショック) | 2% (hit 1), 1.5% (hits 2-6), 6% (hit 7) | 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. | |
Down smash | Flame Blast (フレイムブラスト) | 17% (clean), 14% (mid), 9% (late) | 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 charged. 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. | |
Neutral aerial | Mega Buster (ロックバスター, Rock Buster) | 2% (shot), 2% (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 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. | |
Forward aerial | Flame Sword (フレイムソード) | 8% (clean), 8.5% (clean tip), 5% (late) | 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. | |
Back aerial | Slash Claw (スラッシュクロー) | 3% (hit 1), 4% (hit 2), 5% (hit 3) | 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. | |
Up aerial | Air Shooter (エアーシューター) | 3% (hits 1-3), 2% (hits 4-6), 1% (hits 7-11), 2% (hit 12) | 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. | |
Down aerial | Hard Knuckle (ハードナックル) | 14% (clean), 12% (late) | 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. | |
Grab | Super Arm (スーパーアーム) | — | 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. | |
Pummel | Super Arm Grip (スーパーアームグリップ) | 1.3% | Squeezes the grabbed opponent. Average power and speed. | |
Forward throw | Super Arm Throw (スーパーアームスルー) | 8% | Throws the opponent forward. Low base knockback. | |
Back throw | Super Arm Back Throw (スーパーアームバックスルー) | 11% | 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. | |
Up throw | Super Arm Top Throw (スーパーアームトップスルー) | 7% | Throws the opponent upward. Can KO opponents at very high percentages, but it's mostly used for pressuring with up air. | |
Down throw | Super Arm Bottom Throw (スーパーアームボトムスルー) | 4.5% | Throws the opponent downward. The opponent flies straight up after hitting the ground. His primary combo throw. | |
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 |
9% | Mega Man jumps up and performs a kick in a similar fashion as his down tilt. | ||
Neutral special | Metal Blade | 5% (spawn), 3% (item throw) | 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. | |
Side special | Crash Bomber | 1.5% (hits 1-4), 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. 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. | |
Up special | Rush Coil | — | 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. | |
Down special | Leaf Shield | 1.5% (circling), 3.8% (thrown) | 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. | |
Final Smash | Mega Legends | 3% (init), 41.2% (attack) | 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. |
Stats
Stats | Weight | Dash speed | Walk speed | Traction | Air friction | Air speed | Air acceleration | Gravity | Falling speed | Jumpsquat | Jump Height | Double jump Height |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Value | 102 | 1.958 – Initial dash 1.602 – Run |
1.132 | 0.094 | 0.05 | 1.155 | 0.01 – Base 0.1 – Additional |
0.107 | 1.8 – Base 2.88 – Fast-fall |
3 | 32.8 - Base 11.49 - Short hop |
32.8 |
Announcer call
English
Japanese/Chinese
On-screen appearance
- Warps onto the stage from above, akin to how he does in his older games
Taunts
- Up Taunt: Poses with his opposite arm in its cannon form while facing the screen, then pumps said arm to his side. The cannon reverts back to his fist afterward. If his leading arm is in its cannon form, he reverts it when performing this taunt.
- Side Taunt: Turns his back to the screen and poses with his leading arm in its cannon form.
- Down Taunt: In a kneeling posture, he punches the ground with his opposite arm and warps out. He then warps back in. The posture he assumes when warping back has him kneel on his opposite leg.
Idle poses
- Taps his elbow on his palm while his hand transforms into its cannon form.
- Looks around himself.
Crowd cheer
Victory poses
- Left: Teleports on to the screen and imitates the pose from the Japanese title screen of Mega Man (Rockman), also appearing in the Wily Wars (Mega World) version of the game and on the cover of the Legacy Collection.
- Up: Fires three shots from his Mega Buster from right to left, and finally poses.
- Right: Dashes forward, points his Mega Buster up in the air, and finally poses.
In competitive play
Most historically significant players
See also: Category:Mega Man players (SSBU)
Kameme - The best Mega Man player of all-time. He is the only Mega Man player who has won majors, winning the supermajor Umebura Japan Major 2019 and the major 2GG: SwitchFest 2019. His most notable win as Mega Man was with MkLeo at 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 Sora, he maintains Mega Man as a secondary.
Kasmir - 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 GENESIS 6. His activity has since decreased, largely due to controversies surrounding his conduct.
Komugiko - Regularly places top 16 at Chūbu events, including winning the regional Karisuma SP 13 over DIO and placing 9th at the superregional Toyota Grand Slum 14. Although less consistent at a major level, he has still seen some success such as placing 9th at the major Maesuma TOP 6.
MPg - The second-best Mega Man player in North America in the post-online metagame. His breakout tournament was 33rd at Let's Make Big Moves 2022 where he took a set over yonni. He then solidified himself as one of the best Mega Man players with notable placements with 3rd at the superregional Apex 2022 and has placed well at several majors such as 17th at the supermajors Let's Make Big Moves 2023 and Get On My Level 2023.
Peabnut - One of the best Mega Man players in the world since 2021, with his highest ranking being 75th on the UltRank 2022, with some of Mega Man's best results in the post-online metagame, including 2nd at the superregional Riptide 2022 and 4th at the major Cirque Du CFL 3, running through Shuton, Miya, and Zomba in the latter.
Repo - One of the best Mega Man players in the world since 2021, with his highest ranking being 62nd on the UltRank 2022. He has placed highly at several majors, including 3rd at the major Seibugeki 12, 5th at the major Kagaribi 6, and 9th at the supermajor Kagaribi 5. He is known for his high technical skill with the character.
ScAtt - One of the best Mega Man players in North America in the early metagame, using the character alongside Snake and ranking 40th on the Fall 2019 PGRU with both characters. He used Mega Man to place 9th at the supermajor Smash 'N' Splash 5 and 13th at the supermajor EVO 2019. Nowadays, he's been only seen competing in-region on rare occasions.
TriM - The best Mega Man player in Europe, placing highly at several European events including 5th at the major VCA 2022 and 13th at the major 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
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 kameme, ScAtt, and 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 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 Sora, while relegating Mega Man to a secondary. Although new Mega Man players such as MPg, Peabnut, and 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.
Classic Mode: Variable Weapons System: Online!
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 Dr. Mario, and then 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).
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | ![]() |
Summit (Ω form) | Ice Man Stage | Represents Ice Man. |
2 | ![]() |
Coliseum (Ω form) | Metal Man Stage | Represents Metal Man. |
3 | ![]() |
Kongo Jungle (Ω form) | Wood Man Stage | Represents Wood Man. |
4 | ![]() |
Gamer (Ω form) | Quick Man Stage | Represents Quick Man. |
Bonus Stage | ||||
5 | ![]() ![]() ![]() ![]() ![]() ![]() |
Wily Castle | Mega Man 2 Medley | Horde Battle. 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 ![]() |
6 | Galleom | Base | Guts Man Stage | Represents Guts Tank. |
Final | ![]() ![]() |
Wily Castle (Ω form) | We're Robots (Dr. Wily Stage 2) (Dr. Mario) Mega Man 2 Medley (Mewtwo) |
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. |
Credits roll after completing Classic Mode. Completing it as Mega Man has Mega Man 2 Medley accompany the credits.
Role in World of Light
Mega Man was among the fighters that were summoned to fight against the army of Master Hands.
During the opening cutscene, Mega Man was present on the cliffside when Galeem unleashed its beams of light. He was vaporized offscreen and placed under Galeem's imprisonment along with the other fighters, excluding Kirby. A puppet fighter cloned from him is later seen, alongside ones cloned from Mario, Shulk, Pikachu, Palutena, and other fighters.
Mega Man can be found near the entrance of the Base sub-area, guarded by the spirit of Sigma.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
46 | Mega Man | ![]() |
7,500 | Wily Castle (Ω form) | Mega Man 2 Medley |
Spirit
Mega Man's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Mega Man has been unlocked. Unlocking Mega Man in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in Ultimate.
In Spirit Battles
As the main opponent
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
527 | Thundurus (Incarnate Forme) | Pokémon Series | •Mega Man ![]() |
![]() |
4,300 | Pirate Ship (Battlefield form) | •Hazard: Zap Floor | •The floor is electrified •The enemy's electric attacks have increased power •The enemy favors up smash attacks |
N's Castle | ||
596 | Mighty Gazelle | F-Zero Series | •Mega Man ![]() |
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4,100 | Mute City SNES (Battlefield form) | •Hazard: Zap Floor | •The floor is electrified •The enemy starts with damage but is more powerful |
Red Canyon | ||
866 | Bass | Mega Man Series | •Mega Man ![]() •Metal Duck Hunt ![]() |
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9,100 | Wily Castle (Battlefield form) | N/A | •Stamina battle •The enemy's shooting items have increased power •The enemy is metal |
We're Robots (Dr. Wily Stage 2) | ||
877 | Guts Man | Mega Man Series | •Giant Mega Man ![]() |
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4,500 | Gerudo Valley (Ω form) | •Earthquake •Item Tidal Wave |
•The enemy has super armor and is hard to launch or make flinch •Stamina battle •The enemy favors grabs and throws |
Guts Man Stage | ||
880 | Fire Man | Mega Man Series | •Mega Man ![]() |
![]() |
4,200 | Norfair | •Hazard: Lava Floor | •The floor is lava •Stamina battle •The enemy favors down smash attacks |
Fire Man Stage | ||
883 | Metal Man | Mega Man Series | •Mega Man ![]() |
![]() |
3,600 | Wily Castle | N/A | •The enemy's neutral special has increased power •Stamina battle •The enemy favors neutral specials |
Metal Man Stage | ||
884 | Air Man | Mega Man Series | •Mega Man ![]() |
![]() |
4,400 | Skyworld | •Hazard: Heavy Wind | •Dangerously high winds are in effect •Stamina battle •The enemy starts the battle with a Gust Bellows |
Air Man Stage | ||
885 | Quick Man | Mega Man Series | •Mega Man ![]() |
![]() |
3,700 | Wily Castle (hazards off) | •Item: Boomerang | •Stamina battle •The enemy is easily distracted by items |
Quick Man Stage | ||
886 | Crash Man | Mega Man Series | •Mega Man ![]() |
![]() |
3,400 | Wrecking Crew | N/A | •The enemy's side special has increased power •Stamina battle •The enemy favors side specials |
Crash Man Stage | ||
887 | Flash Man | Mega Man Series | •Mega Man ![]() |
![]() |
3,900 | Wily Castle (Battlefield form) | •Item: Timer | •Timed stamina battle (1:30) •Items will be pulled toward the enemy •The enemy is easily distracted by items |
Flash Man Stage | ||
888 | Wood Man | Mega Man Series | •Mega Man ![]() |
![]() |
3,600 | Duck Hunt (hazards off) | N/A | •The enemy's down special has increased power •Stamina battle •The enemy shields often |
Wood Man Stage | ||
889 | Hard Man | Mega Man Series | •Mega Man ![]() |
![]() |
3,500 | The Great Cave Offensive (Ω form) | •Earthquake | •Stamina battle •Periodic earthquakes will shake the stage •The enemy favors down air attacks |
Hard Man Stage | ||
890 | Top Man | Mega Man Series | •Mega Man Team ![]() |
![]() |
1,700 | Distant Planet (Ω form) | N/A | •The enemy's dash attacks have increased power •Stamina battle |
Top Man Stage | ||
892 | Spark Man | Mega Man Series | •Mega Man Team ![]() |
![]() |
4,400 | Midgar (Battlefield form) | •Hazard: Zap Floor | •The floor is electrified •Stamina battle •The enemy favors up smash attacks |
Spark Man Stage | ||
895 | Dive Man | Mega Man Series | •Mega Man ![]() |
![]() |
1,600 | Great Bay (Battlefield form) | N/A | •Stamina battle •The enemy starts the battle with a Steel Diver |
Mega Man 4 Medley | ||
899 | Dark Man 4 | Mega Man Series | •Mega Man ![]() •Samus ![]() |
![]() |
1,400 | Wily Castle (Battlefield form) | N/A | •Stamina battle •The enemy's shield has extra durability •Reinforcements will appear after an enemy is KO'd |
Dark Man Stage | ||
901 | Wind Man | Mega Man Series | •Mega Man ![]() |
![]() |
2,200 | Skyworld | •Hazard: Heavy Wind | •Dangerously high winds are in effect after a little while •Stamina battle •The enemy loves to jump |
Air Man Stage | ||
902 | Slash Man | Mega Man Series | •Mega Man ![]() |
![]() |
2,100 | Distant Planet (Battlefield form) | •Hazard: Sticky Floor | •The floor is sticky •Stamina battle •The enemy favors back air attacks |
We're Robots (Dr. Wily Stage 2) | ||
903 | Sword Man | Mega Man Series | •Mega Man ![]() |
![]() |
1,800 | Find Mii (Ω form) | N/A | •The enemy's explosion and fire attacks have increased power •Stamina battle •The enemy favors forward air attacks |
We're Robots (Dr. Wily Stage 2) | ||
905 | X | Mega Man X Series | •Mega Man ![]() |
![]() |
9,400 | New Donk City Hall (Battlefield form) | N/A | •The enemy's energy attacks have increased power •The enemy has super armor and is hard to launch or make flinch •Stamina battle |
Opening Stage | ||
907 | Zero (Zero Buster) | Mega Man X Series | •Mega Man ![]() |
![]() |
3,800 | Big Blue (Battlefield form) | •Assist Trophy Enemies (Zero) | •The enemy's energy attacks have increased power •Stamina battle •Hostile assist trophies will appear |
X vs ZERO | ||
909 | Axl | Mega Man X Series | •Mega Man ![]() |
![]() |
3,800 | Midgar (Ω form) | N/A | •Stamina battle •The enemy's shooting items have increased power •The enemy starts the battle with a Ray Gun |
Opening Stage | ||
911 | MegaMan Volnutt | Mega Man Legends Series | •Mega Man ![]() |
![]() |
9,400 | The Great Cave Offensive | •Hazard: High Gravity •Item: Exploding Types |
•Timed battle (2:00) •Your jumping power decreases |
Light Plane (Remix) | ||
914 | MegaMan.EXE | Mega Man Battle Network Series | •Mega Man ![]() |
![]() |
13,600 | Hanenbow (Battlefield form) | •Hazard: Zap Floor | •The floor is electrified •Reinforcements will appear after an enemy is KO'd |
Shooting Star | ||
919 | Model X | Mega Man ZX Series | •Mega Man Team ![]() ![]() ![]() ![]() |
![]() |
1,700 | Moray Towers | N/A | •The enemy favors smash attacks | Opening Stage | ||
1,261 | Noise | Kiki Trick | •Mega Man ![]() |
![]() |
1,600 | Hanenbow | N/A | •Only certain Pokémon will emerge from Poké Balls (Meloetta) | PERFORMANCE | ||
1,398 | Cuphead | Cuphead | •Mega Man ![]() •Giant Peach Team ![]() ![]() ![]() |
![]() |
9,400 | New Pork City (Ω form) | N/A | •Defeat the main fighter to win •The enemy's ranged weapons have increased power •Stamina battle |
Final Results - Wii Party U | ||
•Mii Gunner ![]() •Giant Peach Team ![]() ![]() ![]() |
Floral Fury[SB 1] | ||||||||||
1,399 | Mugman | Cuphead | •Mega Man ![]() ![]() |
![]() |
9,400 | Garden of Hope (hazards off) | •Sudden Final Smash •Item: Screw Attack |
•The enemy will suddenly have a Final Smash after a little while •The enemy favors neutral specials •The enemy has increased attack power |
Clu Clu Land | Mugman (cyan costume) Cuphead (red costume) | |
•Mii Gunner ![]() •Mii Gunner ![]() |
Floral Fury[SB 1] | ||||||||||
1,417 | Byte & Barq | ARMS | •Mega Man ![]() •Metal Duck Hunt ![]() |
![]() |
1,600 | Spring Stadium | N/A | •Defeat the main fighter to win •The enemy is metal |
Buster Beach | Byte |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
561 | Magearna | Pokémon Series | •Metal Peach ![]() •Clear Mega Man ![]() |
![]() |
9,500 | Wily Castle (hazards off) | N/A | •Defeat the main fighter to win •Reinforcements will appear during the battle •The enemy is metal |
Battle! (Gladion) | Magearna's gear-shaped head. | |
867 | Dr. Light | Mega Man Series | •Dr. Mario ![]() •Mega Man ![]() |
![]() |
10,000 | Wily Castle (Battlefield form) | N/A | •Defeat the main fighter to win •Stamina battle •The enemy tends to avoid conflict |
Mega Man 2 Medley | Mega Man | |
868 | Roll | Mega Man Series | •Villager ![]() •Mega Man ![]() |
![]() |
9,800 | Living Room | N/A | •Defeat the main fighter to win •Timed battle (2:00) •The enemy heals over time |
Mega Man Retro Medley | Mega Man | |
870 | Beat | Mega Man Series | •Falco ![]() •Mega Man ![]() |
![]() |
3,900 | Wily Castle (Ω form) | •Hazard: Heavy Wind | •Dangerously high winds are in effect •The enemy favors grabs and throws |
Mega Man 4 Medley | Mega Man | |
873 | Dr. Wily | Mega Man Series | •Dr. Mario ![]() •Metal Mega Man ![]() |
![]() |
12,600 | Wily Castle (hazards off) | N/A | •Stamina battle •Reinforcements will appear after an enemy is KO'd •The enemy is metal |
Mega Man 2 Medley | Wily's Robot Masters | |
962 | Lin | Xenoblade Chronicles Series | •Daisy ![]() •Mega Man ![]() •R.O.B. ![]() |
![]() |
1,600 | Shadow Moses Island | N/A | •Defeat the main fighter to win •The enemy starts the battle with a Drill |
Xenoblade Chronicles Medley | Skell | |
1,157 | Harry | Teleroboxer | •Little Mac ![]() •Mega Man ![]() |
![]() |
1,900 | Boxing Ring | N/A | •The enemy's punches and elbow strikes have increased power | Tunnel Theme - X-Scape | Harry | |
1,221 | Satoru Amatsubo | Project Hacker: Kakusei | •Shulk ![]() •Mega Man ![]() |
![]() |
1,500 | Wily Castle (hazards off) | N/A | •Reinforcements will appear during the battle | Shooting Star | Cyborgs |
Alternate costumes
![]() | |||||||
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Gallery
Mega Man's side taunt on Wily Castle.
Performing Crash Bomber in his red and white alternate colors on Summit.
Cooling down after performing Spark Shock on Wrecking Crew.
Using Leaf Shield with Ivysaur on Tortimer Island.
Performing his final smash, Mega Legends.
Getting hit by Pichu's Volt Tackle on Pokémon Stadium.
Mega Man struck by R.O.B.'s Robo Beam on Battlefield.
Mega Man, Peach, Diddy Kong, and Bayonetta fighting around Alolan Exeggutor on Pilotwings.
Mega Man on New Donk City Hall with Daisy and Pit in Stamina Mode.
Mega Man, Luigi, and King Dedede getting attacked by the Moon on Pirate Ship Ω.
Fighter Showcase Video
Trivia
- Due to an error, Mega Man's character showcase video was originally not accessible on his fighter page on the Ultimate website. The error has since been fixed.
- Mega Man is the only third-party veteran with a new arrangement in their character showcase video, using a new remix of Wood Man's stage music. Snake, Pac-Man, and Ryu use arrangements from previous games while Sonic, Cloud, and Bayonetta use music ported from their home games.
- Mega Man's pose in his official art is notably similar to his pose on the North American and European box art for Mega Man 7, albeit horizontally mirrored.
- Mega Man also poses similarly during his Final Smash.
- His stance when perfect shielding is even more identical to the original poses from Mega Man 7.
- 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 Wii Fit Trainer and Terry.
- Mega Man's Classic Mode is one of three that feature the bonus stage before Round 6, the other ones being Ryu's and 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 Bowser, Hero and 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, Dr. Mario and 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 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.
- Not to mention, R.O.B. and Mega Man are both robots who share the same unique boss in Classic Mode (Galleom) and are playable characters in for Wii U's Co-Op event Robots vs. Dragons.
- While Mega Man's opponents before the boss and final round in Classic Mode predominately reference Robot Masters from Mega Man 2, Ice Man via Ice Climbers can be considered an exception, as said Robot Master originates from the original Mega Man.
- Mega Man is one of the five veterans from Smash 4 to have their Boxing Ring alias changed in Ultimate, the others being Link, Kirby, King Dedede, and Ryu. In this case, his American and Japanese alias were swapped between both regions.
- Prior to DLC, Mega Man was the only third-party veteran to appear in a CGI trailer. If the World of Light trailer is counted, however, Sonic, Snake and Bayonetta also share this distinction.
- If Mega Man picks up an Assist Trophy whilst walking, he can continue walking with it until he stops. He, Steve, Min Min are the only characters who can walk with an Assist Trophy. Mega Man can also jump and continue walking with an Assist Trophy if he lands during a neutral aerial.
- When Mega Man jumps, his ascension sound effect comes from Mega Man 7. This was also the case in Smash 4.
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Fighter | Mega Man (SSB4 · SSBU) |
Assist Trophies | Elec Man · Wily Capsule · Zero |
Stage | Wily Castle |
Enemy | Mettaur |
Other | Bass · Energy Tank · MegaMan.EXE · MegaMan Volnutt · Proto Man · Star Force Mega Man · X · Yellow Devil |
Trophies and Spirits | Trophies · Spirits |
Music | SSB4 · Ultimate |
Masterpiece | Mega Man 2 |