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Mega Man's moveset can be considered unorthodox -- he is the only fighter to have a projectile-based [[jab]], along with aerials that shoot projectiles (this includes {{SSB4|Villager}} and {{SSB4|Mii Gunner}}), making his playstyle unlike any other fighter in the series. All his moves act like a [[special move|special attack]], having wildly varying functions compared to most fighters. Even his ground moves are unusual, as he does not possess an actual jab due to his Mega Buster, and many of his ground moves are reversed: his up tilt acting like a typical up smash or his down tilt acting like a weak dash attack, for example. This can make Mega-Man frustrating for a new player, as it takes some time to get used to his moveset.
Mega Man's moveset can be considered unorthodox -- he is the only fighter to have a projectile-based [[jab]], along with aerials that shoot projectiles (this includes {{SSB4|Villager}} and {{SSB4|Mii Gunner}}), making his playstyle unlike any other fighter in the series. All his moves act like a [[special move|special attack]], having wildly varying functions compared to most fighters. Even his ground moves are unusual, as he does not possess an actual jab due to his Mega Buster, and many of his ground moves are reversed: his up tilt acting like a typical up smash or his down tilt acting like a weak dash attack, for example. This can make Mega-Man frustrating for a new player, as it takes some time to get used to his moveset.


Despite having an unusual set of moves, Mega Man shines in [[approach|approaching]] while spacing opponents at midrange and disrupting any approaches, for he is blessed with two projectiles that can cause opponents to react predictably: [[Metal Blade]]'s ability to be thrown in 8 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 absurdly easily once he grabs an opponent. He doesn't have much trouble KOing once his opponents are damaged either, for he has many finishing options: from his lightning-fast up tilt to his projectile based forward smash which can be used to [[edgeguard]], it can be difficult to predict how Mega Man will finish you off. His other projectiles are terrific, notably his aerials, up aerial KOing early if an opponent is high up, and his down aerial being one of the safest meteor smashes in the game. To top it all off, Mega Man is a fantastic [[spacing|spacer]] too: his jab is a fast and useful projectile (that can be used while moving and jumping) which interrupts most attacks and weak projectiles at a safe range, and when combined with Metal Blades and Crash Bombs makes Mega Man difficult to approach. Due to his amazing pressuring ability and grab game, characters without a projectile or with low [[range|reach]] can have trouble approaching without being severely punished. Even if he does get knocked around, Mega Man is actually a [[weight|heavyweight]] for his size, weighing only slightly less than {{SSB4|Captain Falcon}}, meaning he is more likely to survive lethal smashes that could KO a lighter character, especially with proper [[Directional Influence|DI]] and his good recovery move, [[Rush Coil]].
Despite having an unusual set of moves, Mega Man shines in [[approach|approaching]] while spacing opponents at midrange and disrupting any approaches, for he is blessed with two projectiles that can cause opponents to react predictably: [[Metal Blade]]'s ability to be thrown in 8 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 absurdly easily once he grabs an opponent. He doesn't have much trouble KOing once his opponents are damaged either, for he has many finishing options: from his lightning-fast up tilt to his projectile based forward smash which can be used to [[edgeguard]]. His other projectiles are terrific, notably his aerials; up aerial can KO early if an opponent is high up, and his down aerial being one of the safest meteor smashes in the game. To top it all off, Mega Man is a fantastic [[spacing|spacer]] too: his jab is a fast and useful projectile (that can be used while moving and jumping) which interrupts most attacks and weak projectiles at a safe range, and when combined with Metal Blades and Crash Bombs makes Mega Man difficult to approach. Due to his amazing pressuring ability and grab game, characters without a projectile or with low [[range|reach]] can have trouble approaching without being severely punished. Even if he does get knocked around, Mega Man is actually a [[weight|heavyweight]] for his size, weighing only slightly less than {{SSB4|Captain Falcon}}, meaning he is more likely to survive lethal smashes that could KO a lighter character, especially with proper [[DI]] and his good recovery move, [[Rush Coil]].


Regardless of his good grab game and punishing options, Mega Man still has his flaws. His approach without projectiles is limited as his ground speed is not the best, along with his non-projectile moves having too much ending lag to be dependable. Because of his moveset, Mega Man suffers against characters with a [[Reflection|reflector]] due to his over-reliance of projectiles to start combos and bait out reactions. He can also be put into many situations where his gimmicky attacks cannot get foes off his chest -- a lack of an actual jab or fast standard attack prevents Mega Man from fighting too close without being knocked around, for example. Finally, because most of his strongest attacks suffer from either noticeable startup or ending lag, Mega Man works better at medium 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.
Regardless of his good grab game and punishing options, Mega Man still has his flaws. His approach without projectiles is limited as his ground speed is not the best, along with his non-projectile moves having too much ending lag to be dependable. Because of his moveset, Mega Man suffers against characters with a [[Reflection|reflector]] due to his over-reliance of projectiles to start combos and bait out reactions. He can also be put into many situations where his gimmicky attacks cannot get foes off his chest -- a lack of an actual jab or fast standard attack prevents Mega Man from fighting too close without being knocked around, for example. Finally, because most of his strongest attacks suffer from either noticeable startup or ending lag, Mega Man works better at medium 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.

Revision as of 01:19, July 31, 2015

This article is about Mega Man's appearance in Super Smash Bros. 4. For the character in other contexts, see Mega Man.
Mega Man
in Super Smash Bros. 4
Mega Man
MegaManSymbol.svg
Universe Mega Man
Availability Starter
Final Smash Mega Legends
Mega Man (SSB4)
Mega Man Joins the Battle!
—Introduction Tagline

Mega Man (ロックマン, Rockman) is a newcomer in Super Smash Bros. 4. He was announced at Nintendo's E3 2013 Direct Conference presentation for the game. Mega Man is one of the four third party characters in the game along with Sega's Sonic, Bandai Namco's Pac-Man, and Capcom's Ryu and is the first third party character to be revealed in the game. He does not widely use hand-to-hand combat, but relies on his large arsenal of weaponry. This is somewhat analogous to, but to a further extent than, Snake in Super Smash Bros. Brawl. His sound effects are reused from the vast number of retro Mega Man games he's appeared in.

Attributes

With an arsenal of weapons that surpasses even Link's, Mega Man dives into Smash fully prepared for many situations. Like many newcomers in Smash 4, he possesses a somewhat gimmicky moveset in the form of having a massive amount of projectiles; this, however, does not hinder him, and in fact gives him arguably one of the most reliable combo abilities in the game.

Mega Man's moveset can be considered unorthodox -- he is the only fighter to have a projectile-based jab, along with aerials that shoot projectiles (this includes Villager and Mii Gunner), making his playstyle unlike any other fighter in the series. All his moves act like a special attack, having wildly varying functions compared to most fighters. Even his ground moves are unusual, as he does not possess an actual jab due to his Mega Buster, and many of his ground moves are reversed: his up tilt acting like a typical up smash or his down tilt acting like a weak dash attack, for example. This can make Mega-Man frustrating for a new player, as it takes some time to get used to his moveset.

Despite having an unusual set of moves, Mega Man shines in approaching while spacing opponents at midrange and disrupting any approaches, for he is blessed with two projectiles that can cause opponents to react predictably: Metal Blade's ability to be thrown in 8 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 absurdly easily once he grabs an opponent. He doesn't have much trouble KOing once his opponents are damaged either, for he has many finishing options: from his lightning-fast up tilt to his projectile based forward smash which can be used to edgeguard. His other projectiles are terrific, notably his aerials; up aerial can KO early if an opponent is high up, and his down aerial being one of the safest meteor smashes in the game. To top it all off, Mega Man is a fantastic spacer too: his jab is a fast and useful projectile (that can be used while moving and jumping) which interrupts most attacks and weak projectiles at a safe range, and when combined with Metal Blades and Crash Bombs makes Mega Man difficult to approach. Due to his amazing pressuring ability and grab game, characters without a projectile or with low reach can have trouble approaching without being severely punished. Even if he does get knocked around, Mega Man is actually a heavyweight for his size, weighing only slightly less than Captain Falcon, meaning he is more likely to survive lethal smashes that could KO a lighter character, especially with proper DI and his good recovery move, Rush Coil.

Regardless of his good grab game and punishing options, Mega Man still has his flaws. His approach without projectiles is limited as his ground speed is not the best, along with his non-projectile moves having too much ending lag to be dependable. Because of his moveset, Mega Man suffers against characters with a reflector due to his over-reliance of projectiles to start combos and bait out reactions. He can also be put into many situations where his gimmicky attacks cannot get foes off his chest -- a lack of an actual jab or fast standard attack prevents Mega Man from fighting too close without being knocked around, for example. Finally, because most of his strongest attacks suffer from either noticeable startup or ending lag, Mega Man works better at medium 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 medium ranged projectile fighter who has no trouble spacing opponents, though getting in to finish them off can be risky for him as he suffers slightly at close range. He has to use his fantastic 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 laggy yet powerful finishing moves.

Moveset

  Name Damage Description
Neutral attack Mega Buster 2% (shot), 1% (cannon) Mega Man fires up to three shots from his arm cannon, which have limited range and do less knockback at longer range. He lacks a proper forward tilt and neutral air due to his ability to shoot while walking forwards or jumping, though the moves do have minute differences. The cannon itself does slightly more damage when combined up close with the shots fired.
Forward tilt Mega Buster 2% Behaves identically to Mega Man's neutral attack, except the cannon does no damage, and Mega Man fires while running forwards.
Up tilt Mega Upper 17% (clean), 12% (mid), 8% (late) A jumping uppercut. Based on the move of the same name from Mega Man 2: The Power Fighters, Marvel vs. Capcom and Street Fighter X Tekken, which is itself a tribute to the Shoryuken from the Street Fighter series. For a tilt, it has incredible power (in fact being stronger than his uncharged up smash), with the sweetspot having as much power as some smash attacks and being a reliably KO medium-light characters under 90%. It has little starting lag but very much ending lag and little horizontal range.
Down tilt Sliding 8% (clean), 5% (late) Mega Man's signature sliding kick attack; he slides approximately 4 character lengths forward with a kick. Very little startup lag; 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, and has low knockback. At low percentages, it can lead into a sourspotted Mega Upper. Partially based on the Charge Kick, Charge Man's weapon from Mega Man 5.
Dash attack Top Spin 1% (hits 1-7), 3% (hit 8) Mega Man boosts forwards while spinning, damaging whatever he touches. Good priority. Small noticeable ending lag. Based on Top Man's weapon from Mega Man 3.
Forward smash Charge Shot 11.5%-19.5% Mega Man charges up energy in his Mega Buster, before firing off a bigger and more powerful burst that functions like a Smash Attack. Like regular Mega Buster shots, this shot disappears after traveling a moderate distance. The longer it is charged, the further the resulting shot will go, and its size, damage and knockback also increase significantly when it is fully charged. Based on the Super Mega Buster's Charge Shot from Mega Man 4 onwards. Interestingly, despite doing electrical damage, the buster shot only deals one freeze frame on hit.
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. Based on Spark Man's weapon from Mega Man 3.
Down smash Flame Blast 17% (clean), 14% (mid), 9% (late) Mega Man plants both arm cannons into the ground, causing two flaming pillars to erupt from the ground either side of him which launch the opponent upwards. Great knockback when hit with the first frames of the hitbox, which can KO starting at 60% when fully charged. By far the second strongest down smash in SSB4, with only Lucario at full power having a stronger down smash. This move has very long endlag. It is based on Flame Man's weapon from Mega Man 6.
Neutral aerial Mega Buster 2% (shot), 2% (cannon) Behaves identically to Mega Man's neutral attack, except Mega Man fires while jumping or falling in the air. The move's cannon sweetspot has high knockback.
Forward aerial Flame Sword 8% (clean), 5% (late) Mega Man quickly summons a flaming sword to his hand and swings it downwards in front of him. It is based on Sword Man's weapon from Mega Man 8.
Back aerial Slash Claw 3% (hit 1), 4% (hit 2), 5% (hit 3) Mega Man quickly turns around and swings his arm, generating three crescent-shaped energy trails behind him. It is based on Slash Man's weapon from Mega Man 7. Has decent knockback and can surprise opponents when edgeguarding.
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. Can easily Star KO opponents when around mid-high percentages, especially if the opponent tries to jump out of it.
Down aerial Hard Knuckle 14% (clean), 12% (late) Mega Man points his fist straight downwards and fires it downwards as a short-ranged projectile. The fist deals the most damage in the first few frames, but afterwards, it turns into an aerial-only meteor smash. It is based on Hard Man's weapon from Mega Man 3.
Grab Super Arm Mega Man grabs his opponent with one hand and lifts them over his head. It is based on Guts Man's weapon from Mega Man.
Pummel   3% Mega Man squeezes his opponent with his Super Arm.
Forward throw   8% Throws the opponent forward. Low base knockback.
Back throw   11% Mega Man turns around and throws the opponent behind him.
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. When done at low percentages, this can combo into many other moves.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Sweep kicks in a circle around himself.
Floor attack (back)
Floor getups (back)
  7% Does the same sweep kick as his front floor attack, but hits behind Mega Man first instead of his front.
Floor attack (trip)
Floor getups (trip)
  5% Mega Man kicks both feet out while spinning.
Edge attack
Edge getups
  7% Mega Man jumps up and performs a kick in a similar fashion as his down tilt.
Neutral special Default Metal Blade 3% (usage), 5% (as item) A spinning saw blade projectile that can be thrown in one of eight different directions. The blade can be picked up and thrown by players like a regular item. Mega Man cannot throw another Metal Blade until his previous one disappears. The move is based on Metal Man's weapon from Mega Man 2.
Custom 1 Hyper Bomb 8% A bomb that can be thrown in 8 directions and will explode in contact with the ground or an enemy, but it has a form of vertical movement, giving it an arcing motion. Despite the bomb's fuse, it will not explode until it hits something. The move is based on Bomb Man's weapon from Mega Man.
Custom 2 Shadow Blade 2% (per hit) Throws a shuriken that has a boomerang effect, returning to the same position it was thrown from. It can be still thrown in 8 directions, but does not stick on the ground, and cannot be picked up either. It is based on Shadow Man's weapon from Mega Man 3.
Side special Default Crash Bomber 1% (loop), 4% (last) Fires a grappling bomb attached to a drill that latches on to any surface or player it touches, before exploding a few seconds later. Much like a Gooey Bomb, it can be transferred between players before it detonates. The drill can travel a good distance until it disappears. The move is based on Crash Man's weapon in Mega Man 2.
Custom 1 Ice Slasher 4% Fires an arrowhead-shaped ice projectile that deals less damage than the Crash Bomber, but can go through multiple enemies and also freeze them on contact. It is based on Ice Man's weapon from Mega Man.
Custom 2 Danger Wrap 3% (loop), 7% (last) Fires an explosive wrapped in a bubble that floats upwards in an exponential arc and will explode if it comes into contact with an enemy, or on its own after a few seconds. Whilst harder to use than both the Crash Bomber and Ice Slasher due to its unusual trajectory, it deals more damage and knockback. It is based on Burst Man's weapon from Mega Man 7.
Up special Default Rush Coil 0% Mega Man briefly summons his trusty robot dog, Rush, who acts similar to Sonic's Spring Jump. 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. The move is based on the Rush Coil from Mega Man 3.
Custom 1 Tornado Hold 2% (center), 1% (sides) Drops a spinning fan onto the ground that creates a tornado and pushes anyone caught in it upwards, dealing multiple hits. It can be also used to combo into the Flame Sword, Slash Claw or Air Shooter. If used in midair, it causes the fan to fall as it pushes Mega Man up, giving it better offensive potential but slightly less horizontal distance than the Rush Coil. It is based on Tengu Man's weapon from Mega Man 8.
Custom 2 Beat 0% Mega Man summons his robot bird Beat, which he grabs onto as he lifts him upwards with greater horizontal distance but less speed than the Rush Coil. Based on the Beat Call from Mega Man 7, which allowed Beat to appear and rescue Mega Man from falling off the screen.
Down special Default Leaf Shield 2% (circling), 3.8% (thrown) Mega Man summons leaf-shaped units that electromagnetically orbit around him. The leaves block projectiles, and can be fired forwards by pressing an attack button to land multiple hits, or used with the Super Arm to deal additional damage. The move is based on Wood Man's weapon from Mega Man 2.
Custom 1 Skull Barrier 0% (circling), 2% (thrown) Produces a skull-shaped energy shield that orbits around Mega Man. It can reflect projectiles, but travels much less distance and does much less damage when thrown, and no damage at all when it is orbiting around Mega Man. The move is based on Skull Man's weapon from Mega Man 4.
Custom 2 Plant Barrier 3% (circling), 4.2% (thrown) Mega Man summons flower petal-shaped units that orbit around him. The petals are more durable than the Leaf Shield, as they do not disappear when hit and deal slightly more damage when thrown, but it moves slightly slower and has less range when thrown. The move is based on Plant Man's weapon from Mega Man 6.
Final Smash Mega Legends 3% (init), 39% (attack) Mega Man fires a Black Hole Bomb, based on Galaxy Man's weapon from Mega Man 9, which explodes in front of him. If anyone falls into it, the Final Smash begins. Mega Man is joined by Mega Man X, MegaMan.EXE, Mega Man Volnutt, and Geo Stelar, who combine the strength of their respective busters to create one massive laser blast, targeting whoever fell into the black hole.

Taunts

  • Up Taunt: Mega Man changes his outstretched hand into a cannon, then pumps his cannon arm.
  • Side Taunt: Mega Man spins around and strikes a pose with his back facing the camera.
  • Down Taunt: Mega Man warps out and immediately back on the stage, similar to his warping animation in the classic Mega Man games. [1]

In competitive play

Official Custom Moveset Project

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

Update history

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Leaf Shield can be acted out of sooner.
  • Bug fix Fixed bug where Mega Man could use Rush Coil to cancel hitstun.

Super Smash Bros. 4 1.0.6

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

Alternate costumes

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

Trophies

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

In Event Matches

Solo Events

Co-op Events

Gameplay Trailer

<youtube>aX2KNyaoNV4</youtube> <youtube>2hyrnOAWNXU</youtube>

Gallery

Trivia

  • Mega Man and Luma are the only characters to have a different KO explosion than other characters. With Mega Man, he splits into multiple orbs with the identical coloration of his outfit, referencing what would happen to him in the Mega Man series whenever his hit points were depleted.
  • The promotional poster artwork of Mega Man used on the Smash 4 website mirrors the style of several Mega Man game covers and posters, such as the Japanese Mega Man 7 boxart, in which Mega Man stands in front of a group of allies and/or Robot Masters with the main antagonist looking over from the top. It was illustrated by Ryuji Higurashi, one of the Mega Man series artists.
  • None of the Robot Master weapons from Mega Man 5 were included in Mega Man's arsenal, even though there is at least one weapon used from every other Mega Man game from 1-9, albeit Black Hole Bomb only appears briefly during his Final Smash, and is otherwise not a regular attack.
    • Similarly, no Robot Master weapons from Mega Man 10 are available in his arsenal.
    • Beat, who first appeared in 5, however appears in one of his custom moves.
    • Although, one might argue that Mega Man's down tilt references Charge Man's Charge Kick from Mega Man 5, as standard sliding in the games does not deal damage. It is worth noting, however, that the slide attack lacks the shockwave the Charge Kick produces in 5.
  • Mega Man is one only two newcomer without a pun in their introduction tagline (excluding Dark Pit, who has no introduction tagline).
    • The other one is Ryu, another Capcom character.
  • Mega Man is one of only two Smash 4 newcomers to appear in the CGI portion(s) of a newcomer trailer other than their own, the other being Rosalina.
    • Coincidentially, both characters appeared in Bowser Jr.'s trailer.
  • Aside from his idle poses and regularly cycling his Busters, Mega Man stands completely still when idle, which is another reference to the classic Mega Man games. This can be seen easily in his customization screen.
    • Mega Man can actually be seen blinking in the Wii U & Nintendo 3DS Developer Direct, but in the full game, he doesn't.
  • Mega Man's fully charged forward smash possesses the longest horizontal range of any smash attack in the entire Smash Bros. series, while also being one of only two projectile forward smashes as well (Villager's forward smash is the second, and it coincidentally has the longest vertical range of any smash attack). The projectile nature of his forward smash means it is also one of the two only smash attacks that can be reflected.

References