Alright, I don't normally do this since I usually have little experience on a match-up but this time it's one of the match-ups I played the most in friendlies and in the tournament I participated in this past weekend. This is assuming Mega-Man without customs.
Observations:
Part 1: Mega Man's projectiles
Mega-Man has a lot of tools to keep Lucina away. B, Side B, forward smash in some rare situations, Pellets, in both grounded and aerial versions. Lucina needs to be patient to close the gap. As @Zano mentioned, pellets are an incredible move. As an example, they stop projectiles such as Robin's Arc Thunder, they stop your forward momentum, etc. A walking Lucina is the best Lucina in this case. It sucks being in the dash animation just to have a pellet stop all of your momentum and get punished by it. As for the B, and Side B, there are a few tools you can utilize to get around them somewhat ok-ish. Short Hop air dodge is always something to consider, you can also shield. You need to be careful when shielding Mega-Man's B since it has multiple hit-boxes. Shield drop too early and you will get hit by B. Also, you need to not rely on shielding this move too often. Good Mega-Man players can utilize it to bait you into shielding so they can land a grab. You can also attempt to catch the metal gear but again the Mega-Man player may be utilizing it to cut off your access to A moves. Mix up your defensive options as to keep them guessing and punish them for the incorrect assumption.
Part 2: Lucina in Range
Once you are able to close the gap you have various options. Now normally, one might think that placing Mega Main above you would be beneficial; forcing juggle attempts. While Mega Man does have access to his other aerials he is pretty limited to covering what's below him. For example, his Dair's hit-box comes out in frame 23. Mega Man can also utilize his metal blade, z-drop it or throw it down. Mega Man can also double jump, utilize leaf shield and fast fall an air dodge. The leaf shield is able to prevent punishes on the ground. Mega Man can also try to DI away and fast fall a N-air which comes out on frame 2. Mega Man can also start utilizing his up-b multiple times depending on the stage to escape juggle situations. Again patience is a virtue. Lucina has the tools to respond to each situation. If Mega Man uses his leaf shield and fast falls an air dodge try to punish him in the air after the air dodge. If he utilizes the Metal Blade, you can move out of it's range by observing it's trajectory then punish accordingly.
Mega Man players rely on zoning their opponents. If you get too close for comfort they might try to roll, jump out of reach. They can also grab you and throw you away, or land an attack to achieve the same effect. A good read unto the option they choose can allow you to rack up percentage. Try to maintain Mega-Man at the distances your sword covers. If Mega-Man does leave that range, do not rush him down to try and regain this distance. You will be facing Mega Man's projectiles again by this point and if you are not careful they can punish you and get some damage on you rather quickly.
Part 3: Off Stage Game
If a Mega Man player is off stage, try to KO him at high percents with your bair or fair. In comparison to Mega Man's moves Lucina's Fair and Bair are faster than Mega Man's Fair by 3 and 2 frames respectively. On the other hand, Mega Man's Bair's hit-box comes out on frame 4. That means that his Bair is faster than our Fair and Bair by 2 and 3 frames respectively. So make sure to take note if Mega Man's back is facing you. On the subject of Mega Man's Bair, be careful when recovering from a low angle and close to the stage. Mega Man will try and look to stage-spike you with his Bair; as mentioned earlier its a fast move so it can connect easily if timed correctly.
Part 4: Lucina above Mega-Man
Mega-Man players have a lot of options to harass a Lucina that is above them. U-Air can be spammed to try to catch Lucina off-guard by this projectile based move. Lucina is limited when above an opponent. Her Dair is risky to utilize when falling into the ground as it has a lot of landing lag. Additionally, Mega-Man's U-Smash is a great move and it definitely hurts. Try to force your way out of this situation.
Part 5: Getting the Kill
I will have to get back to you guys on this as I have yet to find a reliable way to get kills on Mega-Man. It is very difficult. If any of you have input please be sure to add it. On another note, you can punish Mega Man after he uses his Smash attacks since they are relatively unsafe. Lucina's forward smash can be used in this situation to get the kill.
Part 6: Miscellaneous Tips
Make sure to ban out DK64 and Duck Hunt stages. Mega Man can camp on the top platforms making it extremely difficult to Lucina to get damage on Mega-Man after he has racked up damage against you. They will look to run the timer down and win by percentage lead.
Counter is a good tool to use against Mega Man's crash bomb since a lot of Mega Man players attempt to force you to shield and grab you. It also works against Leaf shield since it beats most of his options outside of grab.
This was a pretty general look into what I can recall from the Match-up at the moment. There might be some observations that I have made that are incorrect or not optimal. Feel free to correct me if that is the case. Otherwise, I hope this helps give an insight to how Mega-Man will play against you.
40:60
EDIT: Updated with more information. Removed the double up-b misinformation.
Observations:
Part 1: Mega Man's projectiles
Mega-Man has a lot of tools to keep Lucina away. B, Side B, forward smash in some rare situations, Pellets, in both grounded and aerial versions. Lucina needs to be patient to close the gap. As @Zano mentioned, pellets are an incredible move. As an example, they stop projectiles such as Robin's Arc Thunder, they stop your forward momentum, etc. A walking Lucina is the best Lucina in this case. It sucks being in the dash animation just to have a pellet stop all of your momentum and get punished by it. As for the B, and Side B, there are a few tools you can utilize to get around them somewhat ok-ish. Short Hop air dodge is always something to consider, you can also shield. You need to be careful when shielding Mega-Man's B since it has multiple hit-boxes. Shield drop too early and you will get hit by B. Also, you need to not rely on shielding this move too often. Good Mega-Man players can utilize it to bait you into shielding so they can land a grab. You can also attempt to catch the metal gear but again the Mega-Man player may be utilizing it to cut off your access to A moves. Mix up your defensive options as to keep them guessing and punish them for the incorrect assumption.
Part 2: Lucina in Range
Once you are able to close the gap you have various options. Now normally, one might think that placing Mega Main above you would be beneficial; forcing juggle attempts. While Mega Man does have access to his other aerials he is pretty limited to covering what's below him. For example, his Dair's hit-box comes out in frame 23. Mega Man can also utilize his metal blade, z-drop it or throw it down. Mega Man can also double jump, utilize leaf shield and fast fall an air dodge. The leaf shield is able to prevent punishes on the ground. Mega Man can also try to DI away and fast fall a N-air which comes out on frame 2. Mega Man can also start utilizing his up-b multiple times depending on the stage to escape juggle situations. Again patience is a virtue. Lucina has the tools to respond to each situation. If Mega Man uses his leaf shield and fast falls an air dodge try to punish him in the air after the air dodge. If he utilizes the Metal Blade, you can move out of it's range by observing it's trajectory then punish accordingly.
Mega Man players rely on zoning their opponents. If you get too close for comfort they might try to roll, jump out of reach. They can also grab you and throw you away, or land an attack to achieve the same effect. A good read unto the option they choose can allow you to rack up percentage. Try to maintain Mega-Man at the distances your sword covers. If Mega-Man does leave that range, do not rush him down to try and regain this distance. You will be facing Mega Man's projectiles again by this point and if you are not careful they can punish you and get some damage on you rather quickly.
Part 3: Off Stage Game
If a Mega Man player is off stage, try to KO him at high percents with your bair or fair. In comparison to Mega Man's moves Lucina's Fair and Bair are faster than Mega Man's Fair by 3 and 2 frames respectively. On the other hand, Mega Man's Bair's hit-box comes out on frame 4. That means that his Bair is faster than our Fair and Bair by 2 and 3 frames respectively. So make sure to take note if Mega Man's back is facing you. On the subject of Mega Man's Bair, be careful when recovering from a low angle and close to the stage. Mega Man will try and look to stage-spike you with his Bair; as mentioned earlier its a fast move so it can connect easily if timed correctly.
Part 4: Lucina above Mega-Man
Mega-Man players have a lot of options to harass a Lucina that is above them. U-Air can be spammed to try to catch Lucina off-guard by this projectile based move. Lucina is limited when above an opponent. Her Dair is risky to utilize when falling into the ground as it has a lot of landing lag. Additionally, Mega-Man's U-Smash is a great move and it definitely hurts. Try to force your way out of this situation.
Part 5: Getting the Kill
I will have to get back to you guys on this as I have yet to find a reliable way to get kills on Mega-Man. It is very difficult. If any of you have input please be sure to add it. On another note, you can punish Mega Man after he uses his Smash attacks since they are relatively unsafe. Lucina's forward smash can be used in this situation to get the kill.
Part 6: Miscellaneous Tips
Make sure to ban out DK64 and Duck Hunt stages. Mega Man can camp on the top platforms making it extremely difficult to Lucina to get damage on Mega-Man after he has racked up damage against you. They will look to run the timer down and win by percentage lead.
Counter is a good tool to use against Mega Man's crash bomb since a lot of Mega Man players attempt to force you to shield and grab you. It also works against Leaf shield since it beats most of his options outside of grab.
This was a pretty general look into what I can recall from the Match-up at the moment. There might be some observations that I have made that are incorrect or not optimal. Feel free to correct me if that is the case. Otherwise, I hope this helps give an insight to how Mega-Man will play against you.
40:60
EDIT: Updated with more information. Removed the double up-b misinformation.
Last edited: