Anyway, in the interest of moving the bracket along...
VS
FIGHT!
First off, some ground rules:
- The battlefield is a ten-mile-wide square arena, with a solid concrete floor and infinitely thick and infinitely high solid steel walls; nothing comes in, nothing comes out. There are no ties; the battle goes on until someone loses.
- No ally assistance is allowed here.
- Any ammo/use count/etc. that applies in the source game applies here, and each character gets a full stock of one-use items.
- No time travel, teleportation, etc. to escape; if a combatant is absent from the arena for more than ten seconds of normal time, they forfeit the match.
- Limited-use attacks, techniques, etc. cannot be used to counter attacks that can be used more than them (for instance, if Mega Man used a one-time-use shield weapon to protect against one of Pit's attacks, he could simply attack again after the shield's ammo ran out and Mega Man would have to do something different; thus, I will be skipping to the second time). However, if the character with the limited-use technique would be able to defeat the opponent before this became an issue, then it is allowed.
- All items, techniques, attacks, etc. the character has used are compiled here.
- Mega Man may switch between weapons whenever he wants, and can do so instantly, but can only use one at a time. He can dual-wield with both arms using the same weapon, however.
- Pit gets all of his weapons from KI: Uprising, and can switch between them at will; however, he will not get the Powers, since those are granted to him by Palutena, but he will be allowed to fly for a little bit (not for the five minutes Palutena's Power of Flight grants, however).
- If there are any abilities I don't list, it's simply because I didn't feel that they would have a major impact due to either other abilities being superior or similar to the unlisted ability (or they violate the rules listed above).
With the rules out of the way, let's dive into this matchup! First up, Mega Man is on the offensive!
's Attack: Mega Buster
The Mega Buster allows Mega Man to fire compressed solar energy from his arm cannons, and can be charged. Mega Man remains mobile while charging, and since it's solar powered, it never runs out of ammo.
's Counter: Guardian Orbitars
The Guardian Orbitars form two shields around Pit to protect him from any attack, and Pit can wield another weapon while using them.
's Attack: Atomic Fire
The Atomic Fire weapon shoots fireballs at enemies, and can be charged to increase the range and damage. Fully charged, this weapon is a force to be reckoned with. The attack uses 1/28 of the ammo when uncharged, 1/4 partially charged, and 1/2 fully charged.
's Counter: Guardian Orbitars
The Guardian Orbitars form two shields around Pit to protect him from any attack, and Pit can wield another weapon while using them.
's Attack: Homing Sniper
The Homing Sniper has Mega Man fire a homing missile to attack opponents. Can be charged to fire multiple missiles, and uses up 1/48 of the weapon's ammo.
's Counter: Guardian Orbitars/Staff
The Guardian Orbitars form two shields around Pit to protect him from any attack, and Pit can wield another weapon while using them. In addition, Pit has an equivalent to the Homing Sniper in the form of his Staffs, which fire from a long range.
's Attack: Quick Boomerang
Mega Man fires a couple of boomerangs that have high speed but short range, and can hit on both the departure and the return trip. Uses up 1/224 of the weapon's ammo, so Mega Man can use this as much as he wants.
's Counter: Guardian Orbitars
Since Pit has two shields with the Guardian Orbitars, he is protected from the return trip as well as the initial hit. In addition, the boomerangs have short range.
's Attack: Flame Shower
Mega Man fires a continuous flame forward, and remains mobile while firing. Uses up 1/32 of the weapon's ammo per second.
's Counter: Guardian Orbitars
You get the idea.
's Counter: Rebound Striker
Mega Man throws a rubber ball, which bounces off of surfaces up to five times, gaining power each bounce. Uses up 1/14 of the weapon's ammo.
's Counter: Club
The Orbitars might not work, since the ball bounces around unpredictably and Pit only has two shields to work with. However, his large Clubs could be used as baseball bats to bounce the ball back at Mega Man, or at least away from Pit.
's Attack: Crash Bomber
Mega Man shoots a sticky bomb forward, sticking to surfaces and opponents. The bomb explodes on Mega Man's command, and the explosion cannot damage Mega Man. Can penetrate shields (or at least ones made of leaves), but takes up 1/7 of the weapon's ammo, so Mega Man must use the few uses he has wisely.
's Counter: Bow
Since the Crash Bomber penetrates shields, the Orbitars are out of the question. However, with their guided homing shots, Pit's Bows could be used to shoot the bombs, causing them to explode prematurely.
's Attack: Tornado Hold
Mega Man fires a fan, which creates a gust of wind upwards upon hitting the ground. This tornado can trap enemies, but won't deal damage. Uses up 1/25 of the weapon's ammo.
's Counter: Brawler Gloves
The tornado might whisk away Pit's Guardian Orbitars, so they're not a safe option. However, the Brawler Gloves increase Pit's speed drastically, and this could be used to dodge the attack.
's Attack: Black Hole Bomb
Mega Man fires a ball of purple energy that turns into a black hole, sucking in enemies for an instant kill. If the enemy is to heavy or large to be sucked in, they will be dealt a good amount of damage. Also sucks in shields and projectiles, but uses up 1/7 of the weapon's ammo.
's Counter: Brawler Gloves/Club
Since the Black Hole Bomb sucks in shields, the Guardian Orbitars are out of the question. However, Pit has a couple of ways to deal with this. Firstly, the aforementioned Brawler Gloves can increase Pit's speed, and since this attack moves rather slowly and is quite small (unlike in Smash), Pit could easily get out of the way. Alternatively, Pit could don his heaviest weapons, the Clubs, to become too heavy for the Black Hole Bomb to suck him in.
So far, it seems like Pit has a bit of an upper hand here. However, can he keep it up when he goes on the offensive? Let's see:
's Attack: Bow
Pit's preferred weapon type, the Bow allows Pit to fire guided shots to home in on enemies; this allows Pit to easily hit moving targets from a safe distance. Notable Bow variants include:
- The Fortune Bow is a rather basic Bow, but has an added perk of getting more powerful the longer the arrow travels (shared with most Bows).
- The Meteor Bow harnesses the power of comets to create three heat-seeking arrows, making it hard to avoid. The charge shot is very strong, harnessing the power of a meteor strike, but this Bow has subpar homing capabilities. However, this Bow has the longest range.
- The Divine Bow is made from the wood of a sacred tree, and harnesses its fearsome power to give the benefits of stopping enemy fire, great homing abilities, and a quick charge time.
- The Crystal Bow fires gems as projectiles, with high attack power but extremely short range.
- The Hawkeye Bow shoots high-speed, long-range, projectile-eating shots, but suffers from a lack of melee capabilities and a long charge time.
- The Sagittarius Bow is one of the twelve Zodiac Weapons, and has a piercing effect to hit multiple foes at once, as well as swift arrows and decent damage; however, it has a rather long charge time.
- The Palutena Bow is Pit's signature weapon. Most effective when used while dashing.
- Finally, the Phosphora Bow is crafted from Phosphora's scarf, giving it lightning capabilities. The charged shots are a force to be reckoned with, with their great homing and speed; however, the rapid-fire shots have no homing properties, and the bow lacks power in general. That said, it still possesses a paralyzing effect to enemies it hits, and makes Pit faster while he's using the weapon.
Naturally, due to how these are all separate weapons, these effects cannot be stacked onto a single arrow, so Pit must choose carefully to best suit the situation at hand.
's Counter: Jewel Satellite
Mega Man gains four jewels, which orbit him and can reflect projectiles. Uses up 1/7 of the weapon's ammo.
's Counter Counter: Limited Use
The Jewel Satellite, like all of Mega Man's weapons, only has so many uses, and Pit's weapons have unlimited uses.
's Attack: Arm
This weapon type has Pit don a large weapon covering his entire hand and arm, with great melee and ranged attack power via blunt force, but this weapon type somewhat lacks in range and is quite slow. Like Pit's other weapons, there are many variants:
- The Crusher Arm is the basic Arm, which resembles a hammer but has a cannon inside to shoot metallic bolts at enemies.
- The Compact Arm is lighter than other Arms and increases Pit's movement speed, but is lacking in attack power.
- The Electroshock Arm shoots electric projectiles, which increase in size over time and can paralyze opponents. The melee attacks also knock foes back far distances.
- The Volcano Arm is equipped with a miniature volcano (!), and can burn opponents but has a short range and long charge time, making it good for close range.
- The Drill Arm has a massive drill on the end, but is not designed for melee attacks; instead, the drill fires off to home in on opponents and deal chip damage and scary knockback.
- The Bowl Arm charges very quickly and homes in on enemies well, but the power is lacking. Shots from this roll along the ground rather than travelling through the air.
- The Taurus Arm is one of the twelve Zodiac Weapons, and has the best melee attacks out of any Arm as well as good ranged attacks. However, the ranged attacks lack range and homing ability.
- The Upperdash Arm has weak regular melee attacks, but the dashing attack is quite powerful. The charge attack sends foes flying into the air.
- Finally, the Phoenix Arm has the unusual property of its rapid fire having better range than its charge shot. This Arm also has a burning effect.
's Counter: Time Stopper
The Arms are rather slow, so he could dodge them with the Time Stopper. The Time Stopper stops time for a bit, but only has one use, and Mega Man cannot attack while using it.
's Counter Counter: One Use
Time Stopper can only be used once.
's Attack: Blade
The most basic weapon type, Blades are sword-like weapons with balanced abilities making them easy to use. Notable Blades include:
- The First Blade is a balanced weapon, having decent melee and ranged attacks. However, it lacks particular strengths, and is obsolete when other Blades are available.
- The Burst Blade fires multiple rotating charged shots, making it good at cancelling shots and giving it some leeway when it comes to aiming. However, it is rather weak and has a short range.
- The Viper Blade can poison enemies, but is best at close range due to the fact that the projectiles lose power the farther they travel.
- The Samurai Blade is great for melee attacks and grants Pit extra speed, but the projectiles are weaker and the charge time is lengthier.
- The Bullet Blade resembles a machine gun, with powerful ranged attacks that don't lose damage over a distance but subpar homing and melee abilities.
- The Aquarius Blade is one of the twelve Zodiac Weapons, and can freeze opponents with the melee attacks. The projectiles can bounce off of surfaces, making it effective in closed areas.
- Finally, the Palutena Blade can nullify projectiles, has good speed, and great range, but lacks in power.
's Counter: N/A
Since Mega Man's defenses are limited-use, he has trouble defending against Pit's weapons for extended periods of time.
's Attack: Staff
Staffs are weapons with magical properties, great for sniping but lacking in close combat. The projectiles lack homing properties, so Pit's aim must be spot-on, and Pit is slower when holding one. Notable Staffs include:
- The Insight Staff is the basic Staff, with no special attributes besides those all Staffs share.
- The Rose Staff charges quickly and fires zigzagging projectiles. However, these move quite slowly, limiting their usefulness.
- The Ancient Staff's projectiles expand as they travel and form a stationary barrier when they reach their maximum range, and can also paralyze opponents; however, Pit is at his slowest when holding this.
- The Lancer Staff has homing capabilities and quick charge time at the cost of long-distance power and lacks effectiveness when uncharged.
- Finally, the Scorpio Staff is one of the twelve Zodiac Weapons; its range is somewhat short, but Pit's speed is increased while holding it and the shots have a poison effect.
's Counter: N/A
Since Mega Man's defenses are limited-use, he has trouble defending against Pit's weapons for extended periods of time.
's Attack: Claws
This weapon type takes the form of clawed gloves covering the user's hands. These have great combo potential and are very swift, but lack severely in range. Notable Claws include:
- The Tiger Claws are the basic Claws, with no special attributes other than striking with the swiftness and precision of a tiger.
- The Wolf Claws are set on fire and can burn opponents, as well as firing guided shots (unusual for Claws).
- The Brawler Claws don't actually have claws, instead resembling two clenched fists, and are among Pit's fastest weapons, boosting his speed more than any other weapon and attacking swiftly. However, they have a short range, even for Claws.
- The Stealth Claws are very sneaky, attacking silently and firing invisible projectiles; however, the melee attacks are lacking.
- The Hedgehog Claws have three long spikes and attack quickly while boosting the user's speed; however, they lack in damage.
- Finally, the Cancer Claws are one of the twelve Zodiac Weapons and has a rapid-fire attack that increases the user's running speed while it is being used.
's Counter: Keeping Distance
Since the Claws are very limited in range, Mega Man could keep away from Pit and use his projectiles to deal damage.
's Attack: Club
This weapon type is one of the strongest in Pit's arsenal, but at a cost of slower attacks and movement. Excels at close range, but is lacking at long range due to the lack of rapid-fire attacks. The projectiles can pass through walls. Notable Clubs include:
- The Ore Club is the basic Club, made of raw ore from the Mountain of the Gods. Can launch shockwaves when struck on the ground, as well as tornadoes which can hit multiple foes.
- The Babel Club resembles a towering mountain with clouds circling it. Can create shockwaves of dust, and the projectiles have irregular paths with potential to deal multiple hits to one opponent. However, it takes an extremely long time to charge, longer than any other of Pit's weapons!
- The Atlas Club has better homing capabilities than other Clubs and doesn't slow the user down, but cannot pass through walls.
- The Earthmaul Club has the longest range of all Pit's weapons, with its projectiles travelling over 400 feet, and they can also bounce off of walls.
- The Halo Club's projectiles are more effective at long range and can paralyze opponents, as well as being quicker with its attacks. However, this small size also makes it a weaker melee weapon.
- The Black Club can unleash a tower of spinning gears that homes in on opponents or a giant metal ball.
- Finally, the Capricorn Club is one of the twelve Zodiac Weapons and fires fast projectiles with a fast charge time. However, these lack range, lose power as they travel, and won't cancel foes' shots.
's Counter: N/A
Since Mega Man's defenses are limited-use, he has trouble defending against Pit's weapons for extended periods of time.
's Attack: Orbitars
This weapon type is not held by Pit; instead, it is a pair of weapons floating around Pit to perform different functions, and also leaving him open to use another weapon in addition to the Orbitars (this isn't shown in-game, but I'll add it because logic). Most shots grow stronger as they travel, making them excellent for attacking from a distance. Notable Orbitars include:
- The Standard Orbitars are basic, as the name implies, and resemble blue crystal balls. They share all of the attributes mentioned above with the other Orbitars.
- The Guardian Orbitars can create large shield-shaped barriers of energy to block attacks, but lack in attack power due to their defensive nature.
- The Shock Orbitars can fire homing projectiles with a paralyzing effect, but lack in range.
- The Fairy Orbitars can confuse hit opponents, and have a quick charge time.
- The Paw Pad Orbitars have projectiles that bounce along the ground.
- The Boom Orbitars fire cannonballs that can bounce off of surfaces and have the strongest attack power out of the Orbitars. However, they won't home in on enemies, and repeated usage slows Pit down.
- Finally, the Gemini Orbitars are one of the twelve Zodiac Weapons, and swerve towards the target after going straight for a second.
's Counter: N/A
The Orbitars just add another layer of offense for Mega Man to get hit by, or a layer of defense for Mega Man's attacks to be blocked by.
's Attack: Three Sacred Treasures/Great Sacred Treasure
While the Three Sacred Treasures are very powerful as-is (have you seen his Final Smash?!), they pale in comparison to Pit's ultimate weapon, which is the Great Sacred Treasure! This is more of a towering mech than a weapon, and it has multiple forms for different purposes. However, the only one Pit would really need in the fight is the Standard Form. This form is the most powerful, able to release massive explosions, homing lasers, flaming shots, electric shots, water, whirlwinds, large balls of fire or electricity, shots that hover and pull enemies towards it, a charged mega-laser beam attack and more. It can teleport and ram into opponents, and has an even more powerful attack which takes five seconds to charge up, but then unleashes a devastating beam of energy for a one-hit KO on nearly any enemy.
's Counter: ...
I got nothin'.
CONCLUSION:
While both Pit and Mega Man have great variety, Mega Man's limited uses on all of his attacks mean that it's just a matter of time before Pit's unlimited arsenal overpowers Mega Man.
WINNER:
That marks the end of Round 2 of the main bracket, and the start of Round 3!
This analysis is part of the bracket