PSA: Mega Man's pellets come out frame 7. The F2 in the frame data is weird like how Rush Coil has a hitbox in the pastebin. When you play as Mega, it is very apparent that dtilt (f5) is your fastest button on the ground, not jab/ftilt/nair.
Disadvantage:
Dtilt is a fantastic "get off me" option. Even if it's baited, because he moves while he attacks, it's a better reset tool than people give it credit. It's also functionally disjointed (foot/leg is intangible). Mega has an enormous shield grab range compared with his hurtbox size. Usmash is frame 8, making it a solid OOS option in addition to being transcendent/disjointed.
Utilt hits on f6, is f5-f8 full body intangible, and transcendent throughout beating any and all moves you are bold enough to challenge with it. Sweetspot's range is deceptively in front of him (he takes a step forward; if you're too close to your opponent, you get the sourspot and it's sad) while the sourspot (12%) is about the size of Sheik's ftilt staying out until f16. You can think of it as an f5 counter that only hits in front.
Given enough room, leaf shield (b-reversable, as is metal blade) helps his landings a lot along with landing w/pellets. If you try and shield grab a Mega Man landing with pellets, you play the game of grabbing him when he has the option of pelleting and then jumping away. Leaf Shield gives you an active hitbox while air dodging.
In my opinion, he has trouble with cross ups (although too close and Usmash OOS), vertical combos (DAir and NAir don't really cut it), and taking back stage control. That's his disadvantage. Airspeed helps along with being difficult to kill in general.
I feel like the characters that Mega Man has to worry about the most are generally the ones that can out-speed him in the air.
That would be:
A couple of them aren't so bad, namely DK and Sonic, but when you combine the ability to get past pellet walls with a few other tricks (Mario's cape, Yoshi's range, Jigglypuff's fantastic mobility), it often feels difficult for Mega Man to play his game properly. They're not necessarily terrible matchups for Mega Man (I'd say all except maybe Jigglypuff and ZSS are in the 4:6 to 6:4 range) but they can often feel that way.
Other than that, I suspect that
are disadvantaged matchups for Mega Man.
Villager's ability to camp the ledge exacerbates Mega Man's issues with killing reliably, and while Samus is awkward up-close, Mega Man is even more awkward, and so it stops being much of a weakness for Samus. Meta Knight and Zelda share the property of being very strong in disadvantage, and make trying to land a follow-up KO against them legitimately dangerous due to the KO power of their teleporting Up B's.
Regards to air speed, Mega Man's anti-air is great. SH UAir, SH pellet, Usmash, utilt... Combined with the fact that your opponent has to respect utilt and the possibility of powershield>sweetspot utilt can make approaching him from the air scary.
loses her edge guarding game to Rush, since the burst vertical is an option she can't cover. Mega Man can also stay safe from Rest by just being safe in general while out ranging her with BAir disjoints. She likes to weave and camp and stay safe at a range that's just outside of most melee ranges... but Mega Man shoots projectiles so she has to be more aggressive. Up smash OOS is key.
goes back in forth in my head and on the boards. It is probably even or slightly in Yoshi's favor. They both keep each other out well and the zoning battle can be real fun. His range isn't like DK's range, so there's plenty of room to pellet. Leaf shield+footstool is goodnight for low recoveries from Yoshi.
is being discussed now. He's such a weird character I don't even pretend to understand him (and a couple people on the Mega Man boards feel the same). Disjoints help, dtilt beats chomp, but umm... yeah. It seems like the majority of Mega Mans think it's in his favor a bit.
loses her paralyzer game and can't out space Mega. Her kills are either difficult (BAir on a short character) or incredibly risky (whiffed grab is a utilt). UAirs do good work, but we have it as in Mega's favor.
I've touched on.
's cape isn't too big of a factor, it's more the fact that he combos Mega well. However, Mario loses neutral hard (fireballs can get canceled or traded with fsmash/run under usmash/uair), gets edge guarded, and combo'd by BAirs. And how Mario is going to have a tough time KO'ing. RAR BAir for Mega beats a lot of aerial approaches and is especially good against Mario's short range.
is super light and the bucket is really a non-issue in the matchup. He has approach issues. Mega Man boards just went over this and, while he can combo us well, he has to get in. Similar to Mario, the usmash invincibility doesn't really mean much if Mega doesn't approach through the air.
loses to Mega.
- Yeah, the villager boards have trouble with Mega. Personally, and talking to some other Mega Mans, I think Mega wins this slightly. Camping the ledge is dangerous, as no ledge invincibility = easy DAir target (Also, run off BAir). Villager will find it hard to kill Mega, and metal blades blow up Lloids allowing Mega to avoid those traps. When being aggressive, Villager likes to use his lingering aerials, but the anti-air kit (most notably SH UAir) works so well against him. Villager's aerial blind spot is diagonally down, and that's the only blind spot of Mega Man's anti-air kit (sans utilt). Without a good grab, Mega can safely sit in shield against a lot of Villager's stuff.
loses to pellets. With a charged shot, she has one shot and a chance, but she can't roll, she can't approach from the air... Even if she catches him shooting pellets, he can jump while shooting to avoid it. She just loses to pellets.
's teleporting up B... well, Mega Man just has to be ready to shield>dsmash or move while shooting. She also can't approach well and gets outspaced safely. With a poor uair for juggling, Mega Man doesn't really need to fear... anything.
I wish I had summaries of MU's we have discussed to share, but I'm pretty terrible at getting myself to write those... Merp.