Super Smash Bros. Ultimate

Mega Man (SSBU): Difference between revisions

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**{{buff|The ability to use any ground attack out of a run in ''Ultimate'' benefits the usage of Mega Man's up tilt, Mega Upper, as combined with its sheer knockback, it can catch landings and [[punish]] opponents much more effectively for KOs.}}
**{{buff|The ability to use any ground attack out of a run in ''Ultimate'' benefits the usage of Mega Man's up tilt, Mega Upper, as combined with its sheer knockback, it can catch landings and [[punish]] opponents much more effectively for KOs.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|[[Forward smash]] has more range, activates faster, and has less ending lag.}}'
**{{buff|[[Forward smash]] has more range, activates faster, and has less ending lag.}}
**{{nerf|It deals less damage when fully charged (19.5% → 14.95%).}}
**{{nerf|It deals less damage when fully charged (19.5% → 14.95%).}}



Revision as of 21:22, January 12, 2019

Current.png This page documents information about recently released content.
Information may change rapidly as it becomes available. All information in this article must be verifiable.
This article is about Mega Man's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Mega Man.
Mega Man
in Super Smash Bros. Ultimate
Mega Man SSBU.png
MegaManSymbol.svg
Universe Mega Man
Other playable appearance in SSB4


Availability Unlockable
Final Smash Mega Legends
Mega Man (SSBU)
Mega Man's standard and special moves use weapons copied from the bosses he's fought throughout the Mega Man series, so he has more projectiles than any other fighter. His Final Smash now features Proto Man and Bass!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Mega Man (ロックマン, Rockman) is a playable character in Super Smash Bros. Ultimate, officially confirmed on June 12th, 2018. Mega Man is classified as fighter #46.

How to unlock

Complete one of the following:

With the exception of the third method, Mega Man must then be defeated on Wily Castle.


Changes from Super Smash Bros. 4

Mega Man had received a mix of buffs and nerfs during his transition. His overall speed has been increased, and most of his moves have more range and less ending lag. Most notably, his Mega Buster shots now travel much further than in his previous incarnation, allowing him to apply more pressure from afar, and the ability to use tilt attacks out of run makes it easier for up tilt to hit. However, despite these buffs, he has received a few nerfs. Most notably, because footstools can now be teched, Mega Man's infamous footstool combos have been removed completely, which worsens his combo game and kill setups.

Aesthetics

  • Change As with all veterans returning from Smash 4, Mega Man's model features a more subdued color scheme. Some of the mechanical details on his body are more pronounced.
    • Change Mega Man's metal areas also appear to show more of a shine.
  • Change Mega Man's Mega Buster now emits a small, blue ring-shaped particle upon firing. This resembles the effect present in Mega Man 8, Mega Man & Bass, and Mega Man 11.
  • Change Mega Man now opens his mouth a little while firing the Mega Buster on the ground, unlike in his own games.
    • Change Mega Man also has his mouth opened while shielding.
  • Change Mega Man has a new shield break animation.
  • Change All of Mega Man's victory animations have been changed in some way;
    • Change The victory animation where Mega Man fires two Mega Buster shots before posing is modified so he is running instead of falling from the sky.
    • Change The victory animation where he strikes his title screen pose from Rockman has been reanimated to be slightly slower.
    • Change Mega Man now shoots thrice into the air instead of twice in his standing victory animation.

Attributes

  • Buff Like all characters, Mega Man's jumpsquat animation now takes three frames to complete (down from 4).
  • Buff Mega Man dashes much faster (1.456 → 1.602).
  • Buff Mega Man walks slightly faster (1.078 → 1.132).
  • Buff Mega Man's air speed is slightly higher (1.1 → 1.155).
  • Nerf Due to universal gameplay changes, footstools can now be teched, which worsens his combo game.

Ground attacks

  • Neutral attack/Forward tilt:
    • Buff Neutral attack and forward tilt have greater range, as the Mega Buster shots travel farther.
    • Change Mega Man centers his eyes for a short while after using his forward tilt.
  • Up tilt:
    • Buff The ability to use any ground attack out of a run in Ultimate benefits the usage of Mega Man's up tilt, Mega Upper, as combined with its sheer knockback, it can catch landings and punish opponents much more effectively for KOs.
  • Forward smash:
    • Buff Forward smash has more range, activates faster, and has less ending lag.
    • Nerf It deals less damage when fully charged (19.5% → 14.95%).

Aerial attacks

  • Buff Neutral aerial has greater range, as the Mega Buster shots travel further.
  • Forward aerial:
    • Buff Flame Sword has less landing lag (19 frames → 10).
  • Down aerial:
    • Buff Down aerial has less landing lag (24 frames → 15).
      • Buff Down aerial also has a bit more reach.

Grabs and throws

  • Buff Mega Man's grab range seems to be slightly longer.
  • Change Mega Man's throws are all reanimated to be less stiff.
  • Pummel:
  • Change Pummel is faster, but deals less damage (3 → 1.2%).

Special Moves

  • Metal Blade:
    • Buff Metal Blade deals more damage when spawned (3% → 5%) and knockback.
      • Nerf Metal Blade deals less damage when picked up as an item (5% → 3%).
    • Change Metal Blade wobbles once it touches the ground or any surface.
    • Change Mega Man centers his eyes while standing still with the Metal Blade in his hand.
  • Crash Bomber:
    • Change Crash Bomber visually flashes more intensely.
    • Buff When Crash Bomber attaches to the stage, it will explode before the timer finishes if the opponent is close enough. It may, for example, explode immediately upon hitting the edge of the stage if the opponent is at the edge.
  • Leaf Shield:
    • Buff Leaf Shield has a faster startup, less ending lag when thrown, it spins more quickly around Mega Man and the leaves don't vanish upon hitting opponents, and the shield can be thrown much faster.
      • Buff Leaf Shield properly acts like a shield with projectiles now.
    • Change Leaf Shield is now thrown when the button is released, and will stay around Mega Man when the player holds the button down. Leaf Shield will be automatically thrown after a short while.
    • Nerf Leaf Shield no longer allows Mega Man to grab opponents or the ledge while the shield is activated.
    • Nerf Leaf Shield's circling hitbox does less damage (2% → 1.5%).
  • Mega Legends:
  • Change Both Proto Man and Bass added to the lineup during his Final Smash.

Moveset

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Mega/Rock Buster 2% (shot), 1% (buster) Mega Man fires up to three shots from his Mega Buster, which have a fairly long range but do little knockback, especially at longer range. The move has a sweetspot around the Mega Buster itself.
Forward tilt Mega/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/Rock Upper 17% (clean), 12% (mid), 8% (late) A quick rising uppercut. For a tilt, it has incredible power, 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 starting lag but very high ending lag and little horizontal range. Based on a maneuver of the same name Mega Man received in Mega Man 2: The Power Fighters.
Down tilt Sliding 8% (clean), 5% (late) Mega Man's signature sliding kick attack. He slides forward with a kick that has very little startup and is the only tilt attack in the game to have sex kick properties. 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. 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 1.4% (first 7 hits), 4.8% (last hit) Mega Man boosts forwards while spinning, damaging whatever 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%-14.95% Mega Man charges up energy in his Mega Buster, before firing off a bigger and more powerful burst that functions like a Smash Attack. 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. Based on the Super Mega Buster's Charge Shot from Mega Man 4 onwards, but resembles its appearance in Mega Man 5.
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. 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 17% (clean), 9.5% (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 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/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 a sweetspot on the Mega Buster. Due to Mega Man's effective aerial movement, his neutral attack can be used as a very effective "wall" to deny approaches. This is the only aerial attack in the game with no autocancel threshold, as to seamlessly combo into neutral attack or forward tilt.
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. It is a very useful combo move, and can net KOs fairly well at the edge of the stage. 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. Has high knockback and high speed, 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 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. 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. Decently fast, but has one of the shortest ranges in the game.
Pummel Super Squeeze 1.3% Mega Man squeezes his opponent with his Super Arm.
Forward throw   8% Throws the opponent forward. Low base knockback.
Back throw   11% Mega Man turns around and throws the opponent behind him. It is a very solid KOing throw, being able to KO middleweights at around 110% at the edge.
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.
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 Metal Blade 5% (usage), 3% (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, though it deals less 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.
Side special 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. 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 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. 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.
Down special Leaf Shield 1.5% (circling), 3.7% (thrown) Mega Man summons leaf-shaped units that electromagnetically orbit around him. The leaves block projectiles, and can be held around Mega Man for a set time. The move is based on Wood Man's weapon from Mega Man 2.
Final Smash Mega Legends 3% (init), 41.2% (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, alongside Proto Man and Bass, will join Mega Man to fire their Mega Busters in unison in a cinematic Final Smash.

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).

Round Opponent Stage Music
1 Ice Climbers Summit (Ω form) Ice Man Stage
2 Samus Coliseum (Ω form) Metal Man Stage
3 Donkey Kong Kongo Jungle (Ω form) Wood Man Stage
4 Captain Falcon Gamer (Ω form) Quick Man Stage
Bonus Stage
5 Mega Man (×6) Wily Castle Mega Man 2 Medley
6 Galleom ? Guts Man Stage
Final Dr. Mario, then Mewtwo Wily Castle (Ω form) We're Robots (Dr. Wily Stage 2)/Mega Man 2 Medley

Note: Every round except the bonus stage plays a track from the Mega Man series.

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, Pikachu, Palutena, and other fighters.

Mega Man can be found near the entrance of the military base sub-area, guarded by the spirit of Sigma.

Alternate costumes

Palette swap (SSBU)
Mega Man (SSBU) Mega Man (SSBU) Mega Man (SSBU) Mega Man (SSBU) Mega Man (SSBU) Mega Man (SSBU) Mega Man (SSBU) Mega Man (SSBU)

Gallery

Character Showcase Video

<youtube>m4632ulEnNc</youtube>

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 ability to wall jump in the Smash series is a reference to the subseries Mega Man X, where X's wall kick was an integral part of the game.
  • 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's final Classic Mode round is a reference to Mega Man 2's final boss, with Dr. Mario being Dr. Wily and Mewtwo being Alien Wily.