Meistermayo
Smash Apprentice
- Joined
- May 23, 2015
- Messages
- 93
- 3DS FC
- 2852-7671-9198
This thread is experimental and unconventional. If i made an error about his specs, please say so in the thread so i can change it. Any additions positive or negative are welcome.
As a character who is said to win neutral by default and maintains an ultimately positive matchup spread, is it possible for us to push that beginning lead to oppress the opponent, instead of hanging back and pestering them? Megaman is typically regarded as a runaway, keepaway, boring character. Thus, his aggressive potential has not been considered or developed (regardless if it exists or not). Is it possible to use megamans projectiles, instead of a means of keeping the opponent out, as aw way of shutting the opponent down so megaman can get in?
What we know about shield pressure:
Moves
Problems
As a character who is said to win neutral by default and maintains an ultimately positive matchup spread, is it possible for us to push that beginning lead to oppress the opponent, instead of hanging back and pestering them? Megaman is typically regarded as a runaway, keepaway, boring character. Thus, his aggressive potential has not been considered or developed (regardless if it exists or not). Is it possible to use megamans projectiles, instead of a means of keeping the opponent out, as aw way of shutting the opponent down so megaman can get in?
What we know about shield pressure:
- Uair is safe on shield, can be mixed up with a defensive option, utilt, or perchance a grab.
- Zdrop mb is perfectly safe on shield, leading into a grab or a shield break.
- Boost Blade is safe into a grab, or combo on hit. Obviously its a pain to pull off, but should be developed.
- Through conditioning, we can set up pellet grabs by firing only one pellet during ftilt
- By playing with the amount of pellets we fire on shield, we can bait out shieldgrabs to get the ftilt-> nair. Changing the timing could make us safe on shield.
- Fullhop spawn mb can lead into any type of shield pressure.
- Leaf shield can be used to get grabs
- Doublejump dair autocancels, although some characters may be able to chase megaman down before he lands.
Moves
- Bair is a frame 4 aerial that outprioritizes many non sword attacks
- Slide tends to catche people offguard, as it moves forward from start and doesnt clank with everything like projectiles do.
- While utilt does not start with invincibility, it does exist in the move and can go through moves if the timing is right.
- Rush can be used to cancel an aerial into an lag switch leaf shield
- Usmash oos / after spotdodge is good for covering both sides of megaman to punish a bad approach
- Utilt obviously is a good punish for anything, killing at high mid percents.
- Shieldgrab can hurt, getting an easy 14-17 percent
- Landings can be easily punished by megaman, catching airdodges with projectiles, pelleting them before landing to mess up their timing and punish with grab or utilt. Ditcit upwards with megaman can allow him to chase down moves like bouncing fish or diddy flip
- Leaf shield wrecks some characters
- Bair wrecks spacies
- Mb can be spawned, thrown, or zdropped to bait a punishable airdodge. Can also gimp
- Dair spike
- Nair can gimp characters if all else fails
- Rush can be used to cancel moves, pumping out projectiles
Problems
- Frame data isn't great for playing up close
- Combo food
- While recovery is good, it can be intercepted.
- Smashes are unsafe, aerials are mostly unsafe.
- Mb can be caught
- Projectiles... (Low priority, can be reflected)
- Leaf shield loses to counters, esp shulk
- Pellets still need to be spaced well to avoid vulnerable frames
- Usmash kills late for its lagginess.
- Against someone who knows how to di uair, it will never kill, even at 200