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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 an 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&feature=player_detailpage#t=25| 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 an 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&feature=player_detailpage#t=25| gimping move]]. | ||
Regardless of his good grab game and punishing options, Mega Man still has his flaws. Because of his moveset, some players may find him difficult to use due to each of his attacks having a gimmick instead of being standard attacks that solely do damage. Apart from this, Mega Man suffers against characters with [[reflector|reflectors]] due to his reliance of projectiles to start combos and bait out reactions. A lack of an actual jab or fast standard attack also prevents Mega Man from fighting too close without being knocked around, and because most of his attacks work better at medium range, a skilled opponent | Regardless of his good grab game and punishing options, Mega Man still has his flaws. Because of his moveset, some players may find him difficult to use due to each of his attacks having a gimmick instead of being standard attacks that solely do damage. Apart from this, Mega Man suffers against characters with [[reflector|reflectors]] due to his reliance of projectiles to start combos and bait out reactions. A lack of an actual jab or fast standard attack also prevents Mega Man from fighting too close without being knocked around, and because most of his attacks work better at medium range, a skilled opponent has a good amount of time to react to any of Mega Man's attacks. Because of this, Mega Man is most dangerous in the hands of a player who studies his unique playstyle, understands which moves Mega Man has that works best for a specific situation, and uses Mega Man's fantastic spacing options to rack up damage at medium range and then take a stock by punishing an opponent's mistakes. | ||
==Moveset== | ==Moveset== |
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