Mega Man (SSB4): Difference between revisions

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Unlike most characters who have their [[projectile|projectile]] moves restricted to their [[special move|special attacks]], the majority of Mega Man's attacks are projectiles. This includes his jab and even his neutral, up and down aerial, making Mega Man the first fighter in the entire series to have ranged projectiles as [[aerial attack|aerial attacks.]] As each move in his arsenal has a unique property that is unlike what a typical move is supposed to do (such as his [[neutral attack|jab]] being a quick series of [[projectile|projectiles]] instead of a combo of attacks), Mega Man is best played with the mindset that he has an entire moveset consisting only of [[special move|special moves]], each with their own time and place while battling.
Unlike most characters who have their [[projectile|projectile]] moves restricted to their [[special move|special attacks]], the majority of Mega Man's attacks are projectiles. This includes his jab and even his neutral, up and down aerial, making Mega Man the first fighter in the entire series to have ranged projectiles as [[aerial attack|aerial attacks.]] As each move in his arsenal has a unique property that is unlike what a typical move is supposed to do (such as his [[neutral attack|jab]] being a quick series of [[projectile|projectiles]] instead of a combo of attacks), Mega Man is best played with the mindset that he has an entire moveset consisting only of [[special move|special moves]], each with their own time and place while battling.


Despite having an unorthodox set of moves, Mega Man shines in [[approach|approaching]] while spacing opponents at midrange and disrupting any approaches. His [[Metal_Blade|Metal Blade]] is a ridiculously useful disrupting tool, able to be thrown in all 8 directions and trapping opponents in considerable [[freeze frame|freeze frames]] which can be used to follow up with a dash attack or grab. It can also be thrown onto the ground and picked up to be thrown later, useful for playing [[mindgame|mindgames]]. [[Crash Bomb|Crash Bomb]] acts as a pressuring tool that forces an opponent to either shield or approach Mega Man when it sticks, making it useful to lure out shields or approaches. By using either of these special moves, Mega Man is able to bait opponents to shield into a grab punish fairly easily, and as Mega Man has a notably good grab game, his throws able to chain into many of his attacks at low percentages, this further enhances his damage racking ability. Down throw especially chains well into forward air even at medium percentages, while an up throw to up aerial or up smash easily racks up damage at low percents. Due to his amazing pressuring ability and grab game, characters without a projectile or with low [[range|reach]] can have trouble approaching without being severely punished. His jab is a fast and useful projectile that interrupts most attacks at a safe range, and when combined with Metal Blades and Crash Bombs makes Mega Man difficult to approach, especially if the opponent is a close ranged fighter with no projectiles.  
Despite having an unorthodox set of moves, Mega Man shines in [[approach|approaching]] while spacing opponents at midrange and disrupting any approaches. His [[Metal_Blade|Metal Blade]] is a ridiculously useful disrupting tool, able to be thrown in all 8 directions and trapping opponents in considerable [[freeze frame|freeze frames]] which can be used to follow up with a dash attack or grab. It can also be thrown onto the ground and picked up to be thrown later, useful for playing [[mindgame|mindgames]]. [[Crash Bomb|Crash Bomb]] acts as a pressuring tool that forces an opponent to either shield or approach Mega Man when it sticks, making it useful to lure out shields or approaches. By using either of these special moves, Mega Man is able to bait opponents to shield into a grab punish fairly easily, and as Mega Man has a notably good grab game, his throws able to chain into many of his attacks at low percentages, this further enhances his damage racking ability. Down throw especially chains well into forward air even at medium percentages, while an up throw to up aerial or up smash easily racks up damage at low percents. His jab is a fast and useful projectile that interrupts most attacks 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 [[range|reach]] can have trouble approaching without being severely punished.


His unique moveset also gives Mega Man a wide range of good attack options. His forward smash, although slow to start, is a projectile that travels half of Final Destination's length fully charged. Because of its projectile properties, players that have the habit of [[roll|rolling]] away after an attack can get hit by rolling back into a forward smash shot, and it can be used to [[edgeguard|edgeguard]] opponents who [[recovery|recover]] too high near the edge. His up smash acts like a multiple hitting down smash, useful for catching a [[sidestep|sidestepping]] or rolling opponent as the invincibility period from dodges do not last long enough to completely avoid the move, and is a useful anti-air. His up aerial shoots a trapping projectile upwards and has little starup lag, allowing Mega Man to quickly launch it to defend against airborne foes, and can KO at surprisingly low percentages if used near the top [[blast line|blast line]], while his back aerial has little startup lag with decent range and knockback, which can catch opponents off guard with its speed and power. Mega Man's down aerial is one of the best [[meteor smash|meteor smashes]] in the game, releasing a downward projectile that meteor smashes in the final frames and does heavy damage anytime else, making it at extremely safe and effective meteor smash as Mega Man does not have to go offstage for it to be effective and can severely punish recoveries that are done close to the bottom blast line. His down tilt covers a good distance and has a hitbox until Mega Man stops moving, making it useful as a safe approach if his jab projectiles are not viable, and his up tilt, though having horrid ending lag, comes out quick and hits with as much force as a smash attack, making it a deceptively powerful [[out_of_shield|out of shield]] option, though easily punishable if missed. Although only useful for extra damage while grabbing and protecting from projectiles, [[Leaf_Shield|Leaf Shield]] can also be used as an unusual [[https://www.youtube.com/watch?v=5_O3LCT7BDI| gimping move]].
His unique moveset also gives Mega Man a wide range of good attack options. His forward smash, although slow to start, is a projectile that travels half of Final Destination's length fully charged. Because of its projectile properties, players that have the habit of [[roll|rolling]] away after an attack can get hit by rolling back into a forward smash shot, and it can be used to [[edgeguard|edgeguard]] opponents who [[recovery|recover]] too high near the edge. His up smash acts like a multiple hitting down smash, useful for catching a [[sidestep|sidestepping]] or rolling opponent as the invincibility period from dodges do not last long enough to completely avoid the move, and is a useful anti-air. His up aerial shoots a trapping projectile upwards and has little starup lag, allowing Mega Man to quickly launch it to defend against airborne foes, and can KO at surprisingly low percentages if used near the top [[blast line|blast line]], while his back aerial has little startup lag with decent range and knockback, which can catch opponents off guard with its speed and power. Mega Man's down aerial is one of the best [[meteor smash|meteor smashes]] in the game, releasing a downward projectile that meteor smashes in the final frames and does heavy damage anytime else, making it at extremely safe and effective meteor smash as Mega Man does not have to go offstage for it to be effective and can severely punish recoveries that are done close to the bottom blast line. His down tilt covers a good distance and has a hitbox until Mega Man stops moving, making it useful as a safe approach if his jab projectiles are not viable, and his up tilt, though having horrid ending lag, comes out quick and hits with as much force as a smash attack, making it a deceptively powerful [[out_of_shield|out of shield]] option, though easily punishable if missed. Although only useful for extra damage while grabbing and protecting from projectiles, [[Leaf_Shield|Leaf Shield]] can also be used as an unusual [[https://www.youtube.com/watch?v=5_O3LCT7BDI| gimping move]].
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