CopShowGuy
Smash Ace
Oh. As a secondary. I saw the word "team" and thought of teams or doubles. Can't help too much with secondary recommendations.
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I could see kirby being a solid alt. char choice for mega, both have relatively different playstyles which helps cover alot of different situations ^.^I should have phrased what I said better. What I meant was to have a Mega Man and Kirby duo, not in the sense of doubles. Y'know, kinda like S smasher1001 co mains Megs and Mario. I know Kirby's lower tier than Mario is, but both Mario and Kirby are the same type of characters: All Arounds. I picked Kirby instead of Mario because I prefer playing as Kirby over Mario, and I found him and Megs to be a great combination.
Dsmash is 30 base with 99 knock-back growthDoes dsmash or utilt have more knockback?
Keep in mind megaman can't use any aerials, so using fair to smack him back will either hit him or make him dodge. Of course, he can still hit you with leaves if he is dodging, but mixing up fair and nair should make it pretty hard for him to consistently do.When using Leaf Shield to edgeguard and maintain stage control, what problems do you run into from characters? I use Ike and find it very hard to get back on stage, especially if it's on something like FD. None of the ledge options seem to work, and recovering above with Quick Draw just gets me grabbed and thrown back off-stage.
1. Patiently. Mega Man's neutral game is great because we pretty much win it for free. It is a low risk low reward neutral though. Lemons only do about 1.5% per shot after getting stale (and they'll get stale fast). Keep pestering them until you think you've found a hole in their attack/defense pattern and go for a bigger instance of damage.1) How does a professional Mega Man play the neutral?
2) Things that I should avoid when playing Mega Man?
3) What is a good solo daily practice routine for Mega Man? What are the techniques that I should practice constantly (separate between must-need practice techniques and situational ones that can be advantageous in some scenarios)?
4) Bad MUs by Mega Man professionals that I should be aware aside of the obvious ones ()?
Thank you so much. I appreciate the advice. Gonna take a while to master the character (probably the hardest character I'm ever gonna play competitively in my whole Smash career). Also, once I found an opening, should I go for a dash grab or is there a safer option to approach with Mega Man? Mega Man may have projectiles, but I don`t feel that his approach is as good as some other characters like Cloud...1. Patiently. Mega Man's neutral game is great because we pretty much win it for free. It is a low risk low reward neutral though. Lemons only do about 1.5% per shot after getting stale (and they'll get stale fast). Keep pestering them until you think you've found a hole in their attack/defense pattern and go for a bigger instance of damage.
2. Avoid using his smash attacks liberally. They're way too slow in either start up (fsmash and dsmash) or cooldown (all of them). Usmash is a frame 8 move which comes out really quick an is a good punish move if you're up close, but it still has a good amount of end lag. Avoid standing still as well. Mega Man's greatest strength is his air mobility and his ground mobility. Pair that with the fact that he can do all that while still shooting makes him hard to catch. Most of Mega Man's moves have a pretty severe amount of end lag though so avoid using descending aerials too (save for uair and nair). Fair, bair, and dair all have some pretty severe lag but can autocancel at certain heights.
3. Practice your short hopping and your pellet play. That's Mega Man's bread and butter. Avoid getting touched while piling on damage. Metal Blade techs (there's several of them) are crucial as well because that's where the majority of Mega Man's mix ups come from. Other than those, just movement in general. Super glide tossing is a really good thing to know. Pivot Fsmashes are useful on occasion. Rush Coil techniques are neat and are a good thing to have on your resume as well.
4. I'm still not a fan of the MU. Dude is just too fast and powerful. Other than the 3 you listed, not really. Keep an eye out for our new matchup thread. There's sure to be some good discussion in there.
1. The best way to play Mega Man, at least in my experience, is to be patient and move around a lot. Mega Man's air mobility is solid and while he's slow on the ground, it's not as bad as some make it out to be. Don't be afraid to pressure them out if they get in, but don't spend so much time in their face. Megs is a character that works best mid distance.Hi guys,
I'm interested in learning Mega Man as my first official secondary for. Basically, as anewcomer, I do have some questions that I want to know about:
1) How does a professional Mega Man play the neutral?
2) Things that I should avoid when playing Mega Man?
3) What is a good solo daily practice routine for Mega Man? What are the techniques that I should practice constantly (separate between must-need practice techniques and situational ones that can be advantageous in some scenarios)?
4) Bad MUs by Mega Man professionals that I should be aware aside of the obvious ones ()?
Thank you so much for taking the time to answer these questions. Btw, for fun, why do you guys main Mega Man? What is that you like about his character in Smash? I personally do like him, because I played his games and they're fun to play. Along with that, even though his natural doesn't come naturally to me as opposed to other fighters in the game, I really do like that he feels so different as opposed to the rest of the cast. I love his usage of items that can lead into flashy combos. That's just me.
Oooh, ooh! Something I've already spent some good time on considering! Ok, so I am a firm supporter of L for jump over R(and over Z as well, if you follow the guide I'll post at the end). Splitting up the functions so your hands are all able to respond instantly is better. Jump on R/Z means you have to mess with 2 different inputs for 1 hand in tandem. It's much easier to use L for jump as you have a firm grip with your thumb on the left stick etc, no real loss. On the right hand, it can move your hand enough to mess up your inputs a bit, but if you're shielding with R its not a big deal as you only need to hit A for grab at that point and not much else.Hey, i usually don't double post, but this is a new question and I wanted the thread to show up with a new post to get some discussion going.
Im adding a trigger-button jump to my controls... As of right now, its gonna be L, but I was wondering if anyone had any input or possible benefits of using R or Z? I'm thinking L just because I can use my left and right hand in tandem to use rising aerials and pellets, and it seems like this would be more intuitive for my brain to follow. Additionally, it seems like my right hand is more overloaded with buttons to press than my left hand, which only has the control stick and L shield, which I only use half the time.
I've also heard arguments for Z being more responsive, and only grabbing with R+A, but that seems extreme... and megaman grabs a lot, I'd hate to add shield frames on accident.
Thoughts?
Seems to be the trend..she is way to incredibleScatt is trying out Bayonetta last I saw.
I'll put a bit more work into this. Sounds good.I tested the zdrop combo on some mus we hate
The forward moving zdrop combo works on... ... ...