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Guide List of Mega Man's Techniques and Tricks

ChopperDave

Smash Journeyman
Joined
Sep 17, 2014
Messages
496
3DS FC
3007-8077-4055

Techniques and Tricks Thread
The purpose of this guide is simple: to provide a one stop shop for all techs, advanced techs, and tricks important or even just moderately useful for playing as or against Mega Man. Please leave a comment below if there's something I missed, and I will add it to the guide if I feel it's relevant. Let's try to keep this guide clean, with techs and tricks people can use and might actually want to use. (No complicated infinites and 0-deaths involving footstools that can't actually be pulled off against real live humans, please. I'm looking at you, @ Azazel Azazel . :p)

I will be using standard GameCube controls unless otherwise noted. For the purposes of this guide, here are what the following symbols mean:
--> you have all the time in the world between inputs
-> lenient timing between inputs (must be one after the other, but not especially fast)
> strict timing between inputs (i.e. <10 frames)
+ simultaneous inputs
/ alternative input

:GCR: hold forward
:GCL: hold back
:GCR::GCR: dash
:GCD::GCD: fast fall / drop through platform
:GCN: let control stick return to neutral
:GCCN: any c-stick input will work

have an item Metal Blade in hand
have an item Hyper Bomb in hand

General
things that can be done by any character, but are useful for/against Mega Man
Pivot Grab, Pivot Ftilt, Pivot FSmash
How to Perform:
For Pivot Grab: :GCR::GCR:-->:GCL:>:GCZ:
For Pivot Ftilt: :GCR::GCR: -->:GCL: -> :GCA:
For Pivot FSmash: :GCR::GCR: --> :GCL: > :GCA: OR :GCR::GCR: --> :GCL:>:GCN: > :GCCL:
Effect: Mega Man will switch directions, then execute pivot grab (a special animation with his longest ranged grab), ftilt, or fsmash.
Use: Too many to describe here. Great for spacing attacks.
Note: If you miss the timing on either pivot fsmash or pivot grab you'll get a pivot ftilt instead. For pivot grab, I sometimes find it easier to hit the hrab button and then immediately flick the control stick back.

Z Grab / Z Catch / Z Drop
How to Perform: :GCY: --> :GCZ:
Effect: Mega Man will instantly catch / pick up an item, or drop it behind him.
Use: Too many to discuss here. Z drop is a frame 1 attack with very low cooldown, making it excellent for setting up traps and strings. Be careful when Z grabbing or Z catching, as if you mistime it you will airdodge instead.
Note: If you z grab a grounded Metal Blade (or other item) immediately before landing and hold down the z-button, you'll both grab the item and land into a shield. Pretty handy.

Instatoss
How to Perform: Z Grab --> :GCA:/:GCZ:/:GCCN:
Effect: Mega Man will airdodge and grab the item, cancel the airdodge, and immediately throw the item.
Use: Quickest way to throw a downed or airborne Metal Blade or Hyper Bomb. (Yes, it's slightly quicker than pressing A twice to pick up and throw.) Can also be used right after a z drop as part of an attack string (see video below).
Video:

Reverse Aerial Rush (a.k.a. RAR)
How to Perform: :GCR: :GCR:(run, will not work in dash animation) --> :GCL: -> :GCY:
Effect: Mega Man will keep running momentum while jumping forwards, but will be facing backwards.
Use: Best for quickly doing a bair poke, or for using nair to catch people who try to cross you up. Can be used to better attack with z dropped items, as Mega Man drops items behind himself.

B Reverse
How to Perform: :GCB: > :GCL:
Effect: Mega Man will instantly turn around and use the chosen B attack, conserving any momentum.
Use: You can use the momentum "bounce" for fakeouts and mixups.
Wavebounce
How to Perform: :GCY: --> :GCR: -->:GCCL:*/:GCCDL:* > :GCL: (hold)
*cstick must be set to Special Attacks
Effect: Mega Man will Metal Blade/ / Crash Bomber / Leaf Shield forward while bouncing backwards.
Use: You can use the momentum "bounce" for fakeouts and mixups.


Perfect Pivot
How to Perform:
:GCR::GCR: > (1 frame) > :GCL:
Effect: Mega Man will slide a bit forward, landing into a neutral standing position facing backwards. With good timing, can be used to switch directions on Foxtrot (see below).
Use: Mega Man doesn't really get as much use out of perfect pivot as other characters in my opinion, but some of you might find this tech useful, so here you go. It can be good for spacing the occasional dsmash I guess.
Video:

Foxtrot
How to Perform: :GCR::GCR: -> :GCR::GCR: -> :GCR::GCR: ...
Effect: Mega Man will continually move forward in his dash animation.
Use: Mindgames I guess? I don't really like Foxtrotting because you can't shield during the dash animation, but maybe some of you guys will find it more useful than me.

Kara FSmash (a.k.a. Shutter Step Fsmash, a.k.a. S-Smash)
How to Perform: :GCR::GCR: > :GCCL:/:GCCR: OR :GCR::GCR: >:GCA:
Effect: Mega Man will cancel the initial dash animation into a fsmash. Can be done in either direction.
Use: Can be used for minor spacing adjustments on fsmash. (You'll see Marths do this a lot.) Can also be combined with Foxtrot to effectively dash up to someone and fsmash.
Video:

Kara Dash Attack (a.k.a. InstaDA, Shutter Step Dash Attack)
How to Perform: :GCR::GCR: > :GCCD: OR :GCR::GCR: >:GCDR:+:GCA:
Effect: Mega Man will cancel the initial dash animation into dash attack.
Use: The quickest way to perform a dash attack from neutral standing position. Good for punishing a roll on read. Be careful not to use accidentally when trying for a Kara FSmash!


Slide Smash
How to Perform: :GCR::GCR: --> :GCCU: OR :GCR::GCR: --> :GCU:+:GCA:
Effect: Mega Man will usmash out of a dash/run.
Use: DACUS may be gone, but we can still use this to do a running usmash.


Jump Cancelled Glide Toss (a.k.a. JCGT)
How to Perform:
/
--> :GCR::GCR: --> :GCY: > :GCR: / :GCL: / :GCU: / :GCD: + :GCA: / :GCZ: OR
/
--> :GCR::GCR: --> :GCY: > :GCCN:
Effect: Mega Man will slide forwards/backwards while throwing item in chosen direction.
Use: Good for maintaining forward or backward momentum while throwing item. Can be used to slide into downward thrown Metal Blade or Hyper Bomb, which is safe on shield and can be chained by Mega Man into usmash, grab, another JCGT with Metal Blade, etc.
Note: Metal Blade will disappear randomly when tossed into the ground, making the combos shown in the video below somewhat unreliable.
Video:

Jump Cancelled Usmash
How to Perform: :GCY: > :GCCU: OR :GCY: > :GCU:+:GCA:
Effect: Mega Man will usmash.
Use: Allows you to usmash Out of Shield. Mega Man has a disjointed usmash with quick start up frames, making it an excellent punish for poorly spaced attacks.

Jump Cancelled UpB
How to Perform: :GCY: > :GCU:+:GCB: OR :GCY: > :GCCU:*
*cstick must be set to Special Attacks
Effect: Mega Man will UpB.
Use: Allows you to UpB Out of Shield and out of dash animation. Can be handy as an eject button from hairy situations, or an Out of Shield attack with Tornado Hold.



Shield Item Toss
How to Perform:
/
--> :GCRT: --> :GCA: / :GCCN: / :GCZ:
Effect: Mega Man will throw item out of shield. Using c-stick allows you to choose direction.
Use: Probably Mega Man's safest Out of Shield option. Can be used to fake a JCGT, or to punish attacks on shield. Downward thrown Metal Blade or Hyper Bomb will hit people right on top of you.

Jump Cancelled Pseudo Z Grab
How to Perform: (Stand over an item such as Metal Blade) --> :GCRT: --> :GCY: >:GCA:
Effect: Mega Man will pick up the item Out of Shield.
Use: Kind of situational but hey, if you want to grab an item Out of Shield, this is how you can do it.

Invinciblade / Invincibomb
How to Perform:
/
--> :GCY: --> :GCRT: > :GCA: / :GCCN:
Effect: Mega Man will get a few frames of intangibility from the airdodge, then cancel it into a throw.
Use: Lets you dodge something and then immediately counter with an item throw.


Invinciblade / Invincibomb Z Drop
How to Perform:
/
--> :GCY: --> :GCRT: > :GCN: + :GCZ:
Effect: Mega Man will airdodge and z-drop an item at the same time.
Use: Lets you dodge and attack simultaneously.

Drop Cancelled Aerial
How to Perform: :GCD::GCD:(drop through a platform) > :GCA: / :GCCN:
Effect: Mega Man will do an aerial attack.
Use: Essentially the fastest way to execute an aerial attack. (The jump animation takes a few frames, while falling through a platform is a frame 1 action.)

Z Drop Ledge Grab
How to Perform:
/
--> :GCR::GCR: off stage > :GCL: (slightly, as in 1/3 depression) > :GCZ:
Effect: Mega Man will z-drop an item and grab the ledge almost simultaneously.
Use: Lets you attack with an item and ledge trump simultaneously, or attack with an item and gain invincibility frames from the ledge grab.

Ledge Slide
How to Perform: :GCY: --> hold :GCR: toward the ledge of the stage/platform to gain momentum --> use any :GCB: move (except UpB) while landing just before the ledge.
Effect: Mega Man will slide off the ledge/platform while performing his B attack. If he has UpB'd, he will not suffer landing lag and will regain his UpB.
Use: You can hold down to UpB past ledge, then use a ledge slide to regain the UpB and continue an edgeguard. You can also do things like Leaf Shield and slide into a ledge grab.

Scar Jump
How to Perform: Grab the ledge, :GCDL: (slightly towards stage and down) > :GCR:
Effect: Mega Man will instantly walljump off stage.
Use: Let's you bair from ledge without using up your double jump.
Video:

Jab, Ftilt, Nair
when life gives you lemons...
Short Hop "Laser" (Short Hop Lemon)
How to Perform:
To short hop forward::GCN:+:GCA: > :GCY: (tap) -> :GCR:
To short hop forward::GCN:+:GCA: > :GCY: (tap) -> :GCL:

Effect: Mega Man will fire one lemon at ground level, then short hop. Can move forward or backwards after jump.
Use: Can be used kind of like Falco's lasers in Melee and Brawl. By firing one lemon and jumping, you disrupt opponents' ground approaches and stay mobile. By the time you land on the ground again you will be ready to do any other action from neutral, such as dtilt or dash grab.
Note: Be sure to hold left/right *after* you jump or otherwise you'll just turn around and sometimes fail to jump. It takes practice to get the timing down. Also, you don't have to fire just one lemon--it pays to mix things up with two or three.
Video:

Catch and Shoot

How to Perform:

:GCY:-->:GCN:+:GCA: (near item) ->:GCA:->:GCA:
Effect: Mega Man will fire one lemon and simultaneously pick up item. He can then fire two more lemons to complete his "jab combo."
Use: Use this to fire a string of lemons while grabbing and holding an item.
Note: You can use this in concert with the Pick Up and Play and Quick Metal Blade Pickup String to pick up grounded Metal Blades and shoot lemons. You can also RAR and z-drop, then Catch and Shoot. Experiment and find ways to integrate this into your gameplay!
Note#2: Mega Man can no longer begin a "jab combo" with an item in hand. This was possible on the WiiU version in previous versions, but was patched out as of v1.06.

Lemon Lock
How to Perform: If an opponent misses a ground tech, :GCA: -> :GCA: ->:GCA: ->:GCU:+:GCA: (utilt)
Effect: Guaranteed utilt / dsmash!
Use: A grounded opponent can be hit three times, and the third hit will force him to get up. The get up animation is just slow enough that you can squeeze in a utilt and there's nothing he can do about it. You can also begin charging a dsmash after firing the 3rd lemon and slam your opponent with it after he gets up but before he can shield.


Lemon Slide
How to Perform: :GCR: > :GCN:+ :GCA: (i.e. fire one lemon on stage or while landing from short hop) > hold:GCR: -> :GCCD: -> :GCCD:
Effect: Mega Man will slide forward while jabbing.
Use: Allows you to move forward while jabbing rather than ftilting. Jab has more knockback than ftilt, so you can use this to force ledge slips.

Neutral B
Metal Blade, Hyper Bomb, Shadow Blade

8-Directional Aiming
How to Perform: :GCB: -> :GCU:/:GCUR:/:GCR:/:GCDR:/:GCD:/:GCDL:/:GCL:/:GCUL:
Effect: Lets you aim Neutral B attack up, down, to the side, or on a diagonal.
Use: Too many to list.
Note: The timing for this is different than for B reversing. (B reversing has tighter timing.) It's good to learn both, as B reversing will shift your momentum and hurtboxes, while 8-Directional Aiming won't.

Z1GMA Upper
How to Perform: :GCY: to full hop (or fall to full hop height) > :GCB: -> :GCDR: (i.e. throw a metal blade diagonal down) --> hold :GCR: -> :GCU:+:GCA:(buffer a utilt)
Effect: Traps opponent with Metal Blade, follows up with utilt.
Use: Basically Mega Man's "sacred combo." Guaranteed combo against most characters at most percents. Great for punishing moves that render an opponent stationary and for securing kills.

Pick Up And Play
How to Perform: Walk on top of a grounded Metal Blade --> :GCY: > :GCA:/:GCCN:
Effect: Mega Man will pick up the Metal Blade and use a rising aerial at the same time.
Use: A good way to get a Metal Blade in hand while spacing simultaneously with a nair, fair, or bair. If you perform a nair, you can Catch and Shoot to fire up to 3 lemons.

Quick Metal Blade Pickup String
How to Perform: :GCY: (full hop) > :GCB: -> :GCD: (i.e. throw Metal Blade downward while rising) -> :GCN:+:GCA: (i.e. fire a lemon)
Effect: Mega Man jump throw a Metal Blade downward, and pick it up while landing and firing a lemon. Can be combined with Catch and Shoot to fire up to 3 lemons.
Use: This is a common strategy for getting a Metal Blade in hand.


Hyper Bomb Bounce
How to Perform:
--> :GCCD: / :GCD:+:GCA:
Effect: The Hyper Bomb will bounce in place without exploding (unless it touches an opponent's hurtbox). You have enough time to regrab or z-catch.
Use: Good for mix-ups. You can pressure shielding enemies hard by JCGT a Hyper Bomb down.

Drop Cancelled Hyper Bomb
How to Perform:
--> :GCD::GCD: to perform a Drop Cancel (see above) > :GCZ:
Effect: The Hyper Bomb will instantly explode on the platform as you drop through it.
Use: Literally Mega Man's fastest attack from neutral standing position. The bomb will explode on the platform 1 frame after you make the input. Can be followed up with a uair or Danger Wrap.

Dash Item Throw Cancelled Item Throw (a.k.a. DITCIT, Boost Blade)
How to Perform:
/
--> :GCR::GCR: --> (which in dash/run) :GCA:/:GCZ: > :GCCU: OR
/
--> :GCR::GCR: --> :GCA: (hold) > :GCUR:+:GCB:
Effect: Mega Man will slide forward surprisingly far into neutral position, while throwing Metal Blade up or forward.
Use: Good way to close the distance for a surprise usmash or utilt or grab.

Note: The second method must be used to throw item forward. You need to hold the control stick at roughly a 30 degree angle diagonally up; otherwise you'll throw item up. I find it useful to do the "quarter circle" motion from Street Fighter to get down the timing for this method.
Video:

Side B
Crash Bomber, Ice Slasher, Danger Wrap
Crash Bomber Shield Cancel
How to Perform: If you have <40% in damage, :GCR:+:GCB: to get a Crash Bomber attached to someone, eat the first hit of a Crash Bomber explosion while on the ground, then :GCRT:
Effect: Mega Man will eat the first 2% of Crash Bomber and (perfect) shield the rest, allowing him to act immediately.
Use: Kind of gimmicky, but potentially a good way to set up revenge kills. You can grab an opponent who has a Crash Bomber stuck to him (or while it is stuck to you), hold R to buffer a shield, pummel until the bomb explodes, and then follow up with a bair, uair, or another move while he is in hitstun.
Video:


Crash Slash
How to Perform: If you are roughly equal damage as your opponent, :GCR:+:GCB:to stick a Crash Bomber to him, :GCZ: and pummel, eat the explosion, :GCL:+:GCA: / :GCCL:(i.e. bair)
Effect: Mega Man and his opponent will be launched at a trajectory that is often perfect for a followup bair.
Use: Gimmicky and situational kill setup. Can be DI'd out of, so it's not a reliable setup.

Ledge Bomber
How to Perform: :GCR:+:GCB: to attach a Crash Bomber to the lip of the stage, either while recovering or edgeguarding.
Effect: Ledge go boom!
Use: This can be handy for covering your ledge get-up. You can time it such that the bomb goes off while you're in invincibility frames, forcing your opponent to back off. The explosion can stage spike on certain stages, which can punish people who drop into the ledge pocket to gimp you. Also, you can trap people by ledge trumping just as the explosion goes off, then following up with a bair while they're in hitstun. (But beware, they can do the same thing to you.)
Note: Danger Wrap can be used somewhat similarly. Like Crash Bomber, it will explode when it hits the stage, can hurt people through the ledge, and can stage spike.

Double Ice Slasher / Danger Wrap
How to Perform: Use Ice Slasher or Danger Wrap as you land on a stage or platform.
Effect: Mega Man will sometimes fire two Ice Slashers or Danger Wraps at once!
Use: This is a glitch that no one can seem to consistently perform. The frame timing seems pretty exact. Don't try for it, just be happy when it happens!

Up B
Rush Coil, Tornado Hold, Beat
UpB Landing Lag Replacement
How to Perform: :GCU:+:GCB:, then land while performing any aerial :GCA: attack.
Effect: The landing lag from UpB will be replaced by the landing lag of the chosen aerial.
Use: You can use this to shorten the lengthy landing lag of Mega Man's UpBs. The landing lag from fair and bair isn't that much better, but it's still better. Nair is best -- if you land while firing lemons, you'll suffer no landing lag at all!
Note: This does not work if you autocancel the aerial! So don't try something cute like autocancelling a fair or bair, or you'll get the full UpB landing lag.
Lemon Drop
How to Perform: :GCU:+:GCB: -> :GCN:+:GCA: to fire one lemon -> :GCD::GCD: (to fast fall)
Effect: A special type of UpB Landing Lag Replacement--this will completely cancel the UpB landing lag.
Use: Because you suffer no landing lag while firing lemons, you can fire one or more lemons and fast fall to get back on the ground quickly and avoid landing lag. At certain heights, you can land and almost immediately perform any other move from neutral standing position, including shield and utilt. Often baits people into doing something unsafe to "punish" your landing. Makes Tornado Hold a lot scarier.

UpB Endlag Replacement
How to Perform: :GCU:+:GCB:, then land while performing any other :GCB: attack.
Effect: The landing lag from UpB will be replaced by the endlag of the chosen B move.
Use: Generally better than most UpB Landing Lag Replacements. (Nair UpB Landing Lag Replacement and Lemon Drop are the major exceptions.) Experiment to find the best timings. For example, you can Tornado Hold from standing, throw a Metal Blade, then immediately perform any move from neutral upon landing.

Tornado Hold Ledge Cancel
How to Perform: Run off stage, fall to about half of Tornado Hold's maximum height, :GCU:+:GCB:
Effect: Mega Man will grab the ledge about halfway through the Tornado Hold animation, but the tornado hitbox will remain for the full length of time.
Use: Quite nice for edgeguarding and setting up bair or Danger Wrap followups.
Note: You cannot do this after dropping from ledge. If you have grabbed the ledge, you MUST touch your feet to the ground before you can Tornado Hold Ledge Cancel again.

Rushbounce Refresh
How to Perform: :GCU:+:GCB: to set up Rush Coil, land on him, (:GCU:+:GCB: again).
Effect: Bouncing off Rush will refresh Mega Man's UpB. He can UpB again as soon as he touches Rush.
Use: This can be used as a stall tactic to force approaches when you have the lead. That will show those Link arrow spammers on For Glory.


Rushbounce Autocancel
How to Perform: :GCU:+:GCB: to set up Rush Coil, land on him while performing any :GCA: or :GCB: aerial.
Effect: Rush will autocancel the aerial at any point in the animation.
Use: This can be handy for using some of Mega Man's aerials more safely. For example, you can UpB, dair, Rushbounce Autocancel, Lemon Drop.

Rushbounce Momentum Cancel
How to Perform: :GCU:+:GCB: to set up Rush Coil, bounce off him, :GCY:
Effect: Double jumping cancels the upward momentum you normally get from bouncing off Rush.
Use: This technique allows you more control over how high you bounce. You can do fun stuff like UpB-> Lemon Drop->full hop dair-> Rushbounce Autocancel-> Rushbounce Momentum Cancel-> dair again, which allows you to dair twice in quick succession (and autocancel the 2nd dair-- see below for dair autocancel).


Instabounce
How to Perform: :GCU:+:GCB: to set up Rush Coil near the edge of the stage or platform, Lemon Drop, :GCR::GCR: to run off stage/platform.
Effect: Mega Man will instantly bounce off Rush as soon as his feet leave the stage.
Use: Gimmicky, but occasionally good for edge guarding people who try to recover high. You can "Rush Push" by setting up Rush Coil near the edge of the stage (perhaps as they are getting up from a ledge hang), then force an edge slip to make them bounce off Rush involuntarily. Silly but fun! Sometimes, with luck and timing, you can set it up so that you Rush Push an opponent into a waiting Danger Wrap...

Drop Cancelled Instabounce
How to Perform: :GCU:+:GCB: to set up Rush Coil on a platform, Lemon Drop, walk so that you are right on top of Rush, :GCD::GCD: to drop through the platform.
Effect: Mega Man will instantly bounce off Rush. Same basic concept as normal Instabounce.
Use: Better to use this on platforms than Utilt Cancelled Instabounce because you don't get the weird landing lag.

Utilt Cancelled Instabounce
How to Perform: :GCU:+:GCB: to set up Rush Coil on a platform, Lemon Drop, walk so that you are right on top of Rush, :GCU:+:GCA: (utilt)
Effect: Mega Man will instantly bounce off Rush. Same basic concept as normal Instabounce.
Use: Can be used to delay when you bounce off Rush. Mindgames?
Note: This only seems to work on WiiU now. It can't be done on the 3DS version. Weird! Be careful, as you'll get some RICO lag when you do this.



Down B
Leaf Shield, Skull Barrier, Plant Barrier
DownB "Short Hop"
How to Perform: :GCY: -> :GCD:+:GCB:
Effect: The upward momentum from your jump will be completely cancelled, and (optionally) Mega Man will bounce forward or back as he activates his shield/barrier.
Use: Handy for mixups. A lot of people don't expect Mega Man to be able to cut short and suddenly switch the momentum of his double jump.
Note: This can be used to shorten the height you get off of a Rush Bounce, if you do it immediately after you bounce. Incidentally, doing so will cancel the landing lag from using Rush Coil.

Leaf Pummel
How to Perform: :GCD:+:GCB: (Leaf Shield or Plant Barrier only) --> :GCZ: -> :GCA: (pummel)
Effect: Your opponent will be simultaneously attacked by leaves / pedals as you pummel.
Use: Simple but worth mentioning. At high percents you can wrack up a lot of damage by grabbing with Leaf Shield or Plant Barrier up, pummeling twice, and bthrowing.

Choose Your Own Projectile
How to Perform: With item in hand and a shield/barrier up, press :GCA: to throw item, press :GCB: or :GCCN: to throw shield/barrier.
Effect: Choose between throwing item or throwing shield/barrier.
Use: Mega Man can pick up and use items while he has a shield/barrier up, and you can select whether you throw the item or the shield/barrier with A and B. Use it for mix-ups.


Leafstool
How to Perform: With Leaf Shield or Plant Barrier up, :GCY: at someone --> hit confirm a leaf/pedal > :GCY: to footstool.
Effect: Your opponent will be footstooled.
Use: Handy way to get a semi-guaranteed footstool, as the disjointed Leaf Shield or Plant Barrier hitboxes will hitstun your opponents just before you footstool. Lets you safely footstool characters like Captain Falcon and Ness out of their UpBs.
Video:


Leaf Lock
How to Perform: If an opponent misses a tech, walk up next to him while Leaf Shield is rotating around you. (Does not work with Plant Barrier.)
Effect: Your opponent will be trapped for all 4 leaf hits for 8%.
Use: You can combo this into a utilt, though the timing is tighter than with Lemon Lock and maybe not guaranteed. There is no 100% reliable way to set up a Leaf Lock, but it's nice when it happens.
Video:


Jump Cancelled Leaf Shield
How to Perform: :GCD:+:GCB: to activate a Leaf Shield (or Plant Barrier or Skull Barrier) --> :GCY: > :GCCU: / :GCU:+ :GCA: / :GCU:+:GCB:
Effect: Mega Man will throw Leaf Shield, Plant Barrier, or Skull Barrier.
Use: Can be used to throw Leaf Shield / Plant Barrier / Skull Barrier Out of Shield.


Skull Bomber
How to Perform: :GCR:+:GCB: to attach a Crash Bomber to opponent or self -->:GCD:+:GCB: to fire up Skull Barrier.
Effect: Mega Man takes no damage from Crash Bomber explosion while protected by Skull Barrier.
Use: Basically lets you do a Crash Bomber Shield Cancel at any percent, once you nail down the timing. Similar uses.

Miscellaneous
other Mega Man specific techs and tricks
Landing Uair
How to Perform: :GCU:+:GCA: / :GCCU: almost immediately before landing on stage or platform. Can be done while fast falling.
Effect: Mega Man will send out a uair that will hit any standing opponent (for 19-21% damage, if the first hit connects). Yes, even short ones like Kirby.
Use: Awesome option from the air. You can do this while landing behind a shielding opponent, and the uair will stick around long enough that you can get away before they punish (and if they drop shield too early, they'll get caught in the uair). Combos into a full hopped uair. Can KO at high percentages if DI'd poorly.
Note: The best way to practice the timing for this, I find, is to do a rising full hopped fair, then a falling uair. This is, incidentally, a pretty decent bread-and-butter attack string.

Dair Glide
How to Perform: :GCD:+:GCA: / :GCCD: at apex of jump, double jump, Rush Coil, or Tornado Hold.
Effect: Mega Man glides slightly before performing dair.
Use: Helps for positioning dair, as you can still adjust slightly to left or right. Can be used to give you just a little bit more horizontal recovery, I guess.
Dair Autocancel
How to Perform: :GCY:(short hop) -> :GCY:(double jump) -> :GCD:+:GCA: / :GCCD: (while rising)
Effect: Mega Man can perform any attack from neutral as soon as he lands.
Use: One of the safest ways to use dair onstage.

Claw Drop
How to Perform: :GCL:+:GCA: (i.e. bair) >:GCD::GCD:before the 3rd strike hits.
Effect: This will trip opponents on the stage. Sadly, this no longer meteors like it did pre-1.03.
Use: Can set up for a Lemon Lock if your opponent fails to react quickly enough.


Double Wall Jump
How to Perform: :GCR:+:GCY: (hold away from stage and jump to walljump) once -->:GCU:+:GCB: --> :GCR:+:GCY: again
Effect: Mega Man can walljump twice!
Use: Can be used to keep up ledge pressure when edgeguarding, or stall when recovering. But be careful: once you UpB, you can only walljump once. It's not possible to UpB, walljump, double jump, walljump again.

Utilt Ledge Cancel
How to Perform: :GCU:+:GCA: (utilt) near a ledge.
Effect: Mega Man will utilt and then grab the ledge, cancelling the "landing lag" of his utilt.
Use: Can be used to make utilt slightly less laggy. Decent option when trying to punish ledge getups, as if you whiff you're not as vulnerable as with normal utilt.


Fin
you've reached the end! hooray!
Thanks to @---, @ Locke 06 Locke 06 , @ Z1GMA Z1GMA , @SSGuy, @ ENKER ENKER , @ Azazel Azazel , @Opana, @NinjaLink, @Zucco, @BBC7, @StylesX2, @ DCavalier DCavalier , @idothedew, @ Peabnut Bubber Peabnut Bubber , @ S SanAntonioSmasher , and probably others I'm forgetting for finding, posting about, and/or compiling these techs and tricks before me.
 
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Azazel

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Great job!

What's the name of the one where you connect with Leafshield just before it dissapears > utilt(or any other quick attack)? I feel like that is worth a mention in the leafshield section.
Also since Pivot Fsmash was mentioned, I feel that Dash canceled Fsmash is worth a mention as well since, it allows you to f-smash earlier out of a Foxtrot since you can Dash earlier than you can F-smash at the end of a Foxtrot.
You know that one general tech that any character can use to quickly use forward facing F-smash out of a Foxtrot
Foxtrot > :GCCR: ; would result in a delayed dash attack

Foxtrot > Dash > :GCCR: ;results in an Fsmash
 
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SanAntonioSmasher

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Great job! The mega man community has been really needing something like this with all the current techs. I had been working on something, but it was no where near as good as your guide, so I will post a few things I don't believe you covered that might be worth adding.

General
Shield boost grab - INPUT - forward ->release control stick ->shield ->grab. Results in a grab with boosted range

Metal blade
Insta-pick up and leaf shield activation- INPUT - while standing or landing on metal blade, hold down -> jump ->grab -> special move. You will do a hop, grab metal blade, and activate leaf shield all in one quick motion.

Catch downward blade mid-air- INPUT - while falling -> special move -> down -> fast fall -> attack (any aerial) or grab

Downward thrown metal blade into insta-pick up with grounded pellets - INPUT - full hop jump -> special -> down -> attack as landing. Timing is a bit tricky, I use finger sliding technique because you need to trigger the downward throw immediately after jumping. This is a nice way to get a metal blade in hand with some pellet coverage. After you start the pellets, it can be helpful to continue barrage by short hopping backwards.

Rush coil
There are two ways to catch a thrown metal blade with rush. One is to throw up before landing on rush and then catch as it travels upwards, or you can throw a metal blade down and catch as you are bouncing on rush (this timing is much trickier). Instead of just catching with grab, you can also use an aerial (three pellets or fair provide nice coverage for these maneuvers)

Using rush to edge guard. You can be near ledge (or run up to it), and then use rush near the edge of the stage(I like to b-reverse it so I am set up for bairs). Bounce off rush, and then drift off stage after bouncing. You get some great height, and you can go out really far. Getting back is easy because you get both your double jump and rush back. I find this to be the best way to guard players coming back either high, or characters that can linger off stage for awhile. You can also go for some really far out dair spikes and still get back.

Combine the two rush techniques above, for some ridiculous edge guarding! You're taking a second to bounce off rush, so go ahead and get a metal blade in your hand while you're at it.

You can use double jump after activating rush. Often it is best to use rush before your double jump when returning to stage, or when trying to avoid being juggled.

Landing on rush refreshes your jump and ability to use rush

Hitting a direction immediately after activating or landing on rush will change the direction you are facing

Activating leaf shield after landing on rush will result in a bounce about half the usual distance

Rush is a good option to use if you think opponent will punish a landing. You can avoid being punished, and you usually have time to activate a leaf shield in the air to help return to stage



If someone could write up a quick guide on tips for using lemons with forward and backwards jumping, that might be helpful. I have found the easiest way to do these is for the first lemon to be grounded, so you hit attack to start the lemon barrage and then immediately jump. You can get good horizontal movement without turning around because you are locked into the pellet combo.
 
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ChopperDave

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Great job!

What's the name of the one where you connect with Leafshield just before it dissapears > utilt(or any other quick attack)? I feel like that is worth a mention in the leafshield section.
Also since Pivot Fsmash was mentioned, I feel that Dash canceled Fsmash is worth a mention as well since, it allows you to f-smash earlier out of a Foxtrot since you can Dash earlier than you can F-smash at the end of a Foxtrot.
You know that one general tech that any character can use to quickly use forward facing F-smash out of a Foxtrot
Foxtrot > :GCCR: ; would result in a delayed dash attack

Foxtrot > Dash > :GCCR: ;results in an Fsmash
Good catch. I added Kara Fsmash and Kara Dash Attack to the general section

The stuff with Leaf Shield doesn't seem like a trick so much as it's a "know your timing" sort of thing. To me, it's the same as knowing when your Crash Bomber will explode so you can shield or follow up on it appropriately.
 

ChopperDave

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Lemon canceling for landing lag?
I consider this to be a variation of UpB Landing Lag Replacement.

Lemon Drop is a variation where you use a single lemon, then fast fall to get down from an UpB really fast and without any landing lag.
 

SanAntonioSmasher

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For the insta-toss can this be done without jumping? I usually jump, grab, and grab again to throw. This gives a quick short hopped throw. Is there a reason to use shield? Am I confused?
 

ChopperDave

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For the insta-toss can this be done without jumping? I usually jump, grab, and grab again to throw. This gives a quick short hopped throw. Is there a reason to use shield? Am I confused?
Yeah, that was poorly worded. Fixed now.

You do have to jump because you can't z-catch unless you're airborne.
 

Peabnut Bubber

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You don't have to do a full hop and DJ to autocancel Dair. You just need to DJ at the apex of your short hop. Perform Dair immediately after the DJ.

AC Dair can actually combo into stuff! At lower percents, it can combo into Utilt. At higher percents, Bair (which can end up being a true kill combo.) There is also something pretty nasty you can do on Battlefield with Dair, here https://www.youtube.com/watch?v=4X28BMf3TUs (cut to 4:54)

I made a short guide about it lol http://smashboards.com/threads/hard-knuckle-the-palm-of-a-thousand-truths.388323/

It is still a gimmicky mix up, but when it lands it feels so good.
 

ChopperDave

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You don't have to do a full hop and DJ to autocancel Dair. You just need to DJ at the apex of your short hop. Perform Dair immediately after the DJ.

AC Dair can actually combo into stuff! At lower percents, it can combo into Utilt. At higher percents, Bair (which can end up being a true kill combo.) There is also something pretty nasty you can do on Battlefield with Dair, here https://www.youtube.com/watch?v=4X28BMf3TUs (cut to 4:54)

I made a short guide about it lol http://smashboards.com/threads/hard-knuckle-the-palm-of-a-thousand-truths.388323/

It is still a gimmicky mix up, but when it lands it feels so good.
Yep, you're right. Fixing it now.
 

ChopperDave

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Great job! The mega man community has been really needing something like this with all the current techs. I had been working on something, but it was no where near as good as your guide, so I will post a few things I don't believe you covered that might be worth adding.

General
Shield boost grab - INPUT - forward ->release control stick ->shield ->grab. Results in a grab with boosted range

Metal blade
Insta-pick up and leaf shield activation- INPUT - while standing or landing on metal blade, hold down -> jump ->grab -> special move. You will do a hop, grab metal blade, and activate leaf shield all in one quick motion.

Catch downward blade mid-air- INPUT - while falling -> special move -> down -> fast fall -> attack (any aerial) or grab

Downward thrown metal blade into insta-pick up with grounded pellets - INPUT - full hop jump -> special -> down -> attack as landing. Timing is a bit tricky, I use finger sliding technique because you need to trigger the downward throw immediately after jumping. This is a nice way to get a metal blade in hand with some pellet coverage. After you start the pellets, it can be helpful to continue barrage by short hopping backwards.

Rush coil
There are two ways to catch a thrown metal blade with rush. One is to throw up before landing on rush and then catch as it travels upwards, or you can throw a metal blade down and catch as you are bouncing on rush (this timing is much trickier). Instead of just catching with grab, you can also use an aerial (three pellets or fair provide nice coverage for these maneuvers)

Using rush to edge guard. You can be near ledge (or run up to it), and then use rush near the edge of the stage(I like to b-reverse it so I am set up for bairs). Bounce off rush, and then drift off stage after bouncing. You get some great height, and you can go out really far. Getting back is easy because you get both your double jump and rush back. I find this to be the best way to guard players coming back either high, or characters that can linger off stage for awhile. You can also go for some really far out dair spikes and still get back.

Combine the two rush techniques above, for some ridiculous edge guarding! You're taking a second to bounce off rush, so go ahead and get a metal blade in your hand while you're at it.

You can use double jump after activating rush. Often it is best to use rush before your double jump when returning to stage, or when trying to avoid being juggled.

Landing on rush refreshes your jump and ability to use rush

Hitting a direction immediately after activating or landing on rush will change the direction you are facing

Activating leaf shield after landing on rush will result in a bounce about half the usual distance

Rush is a good option to use if you think opponent will punish a landing. You can avoid being punished, and you usually have time to activate a leaf shield in the air to help return to stage



If someone could write up a quick guide on tips for using lemons with forward and backwards jumping, that might be helpful. I have found the easiest way to do these is for the first lemon to be grounded, so you hit attack to start the lemon barrage and then immediately jump. You can get good horizontal movement without turning around because you are locked into the pellet combo.
Added some of this stuff, either as new entries or notes on existing entries. Some of it I didn't add because I don't consider them "techniques" or "tricks" so much as they are "basic knowledge" or "tips for playing Mega Man." Yeah, it's an arbitrary distinction but that's what I'm going with for now. I reserve the right to change my mind later.
 

Kouki

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Awesome guide! Thanks for your time! Now time to study.

What technique is used when you throw metal blade to throw? When I hit them with MB they get air born.
 
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Ookami Hajime

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I think the next thing we should experiment is "Rush Trapping", as in, forcing or baiting your opponent into a position where they'll bounce off rush. This applies to them jumping on rush wiliingly as well as planting it under them while they fall.
This sort of thing can lead to GREAT juggles and early kills.
I saw this yesterday and it inspired my experimentation:

I tried it out yesterday and not only is this relatively easy, it's extremely rewarding, especially if a player is already getting frustrated by a barrage of SHFFL U-airs.

Edit: I've found some great follow ups for this tech. You can d-throw and bait the air dodge at mid-high percents and then jump under them and rush coil. When they land on it, you can hit them with f-air, b-air, u-air, or n-air, though d-air is a bit slow.
 
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ChopperDave

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Awesome guide! Thanks for your time! Now time to study.

What technique is used when you throw metal blade to throw? When I hit them with MB they get air born.
Diagonally downward tossed Metal Blade will chain into a grab, if it hits. (If they shield, be careful because they might shield grab you.)

Item Metal Blade can lead into a grab on hit at <mid range, as well.

These aren't really techniques so much as they are useful followup options to know for Metal Blade.
 

Rockin' Blues

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Thanks for this guide! Just wanted to mention that I've found that
crash bomb > zdrop (on the other side)
can lead to an air Utilt or Uair. Training mode says it's an 11 hit combo (Uair).

Edit: Uair combo kills Mario on FD at 65%
 
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DCavalier

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Note about Instatoss.

* Works on Bowser Jr Mecha-Koopa even when is active (walking), this means no more ground pressure like on the Zucco vs Tweek? match since we can grab the mecha-koopas at any time with this.

* Bowser Jr Mecha-Koopas are not active at the start, meaning they don't explode on contact, so don't be afraid of running towards a Jr puking a mecha-koopa it will not hurt you.

* Probably works with close to ground airbone projectiles that can be z-grab'd like Turnips thrown at you but I have not tested this.
 

ChopperDave

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I figured out some new (to me) tech for Rush Coil today. I'm calling it the Rushbounce Momentum Cancel.

Normally, when you bounce off Rush it shoots you super high. You can cancel this, however, by double jumping. If you double jump immediately after bouncing on Rush, you'll get sent up to dair's autocancel height (i.e. just above full hop).

If done correctly, you can actually bounce off Rush twice before he dissappears: UpB (initial bounce) -> fast fall any aerial -> Rushbounce Momentum Cancel -> optionally use any aerial -> fast fall -> Rushbounce Momentum Cancel again -> optionally use any aerial. You can do this ad infinitum because bouncing off Rush replenishes both your UpB and double jump.

With this tech you can do some pretty neat stuff. For example, you can:
  • Dair a grounded opponent twice in quick succession
  • Dair the ledge twice in quick succession
  • Uair three times in quick succession
  • UpB, Lemon Drop, Rushbounce Autocancel to get out of the lemon endlag, Rushbounce Momentum Cancel into a dair that will autocancel on landing
I'll see if I can shoot a video of some of these applications later. Seems like it could be a handy trick both for Mega Man mains and people playing against Mega Man.
 
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ENKER

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Definitely make a video, this sounds awesome! I'm putting it on my to do list to play with tomorrow!
 

SanAntonioSmasher

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Great stuff! I think rush is really not be utilized to its fullest right now.

Another way to use him is getting up from ledge. While edge hanging hit up (jump doesn't seem to work), return stick to neutral, and then immediately use rush. When done right rush will end up on stage without being in the air. I don't know how useful, but it certainly will surprise people how quickly you can bounce up from ledge. Maybe if edge guarding an opponent comes back high, could be a nice surprise backair.
 
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ENKER

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I figured out some new (to me) tech for Rush Coil today. I'm calling it the Rushbounce Momentum Cancel.

Normally, when you bounce off Rush it shoots you super high. You can cancel this, however, by double jumping. If you double jump immediately after bouncing on Rush, you'll get sent up to dair's autocancel height (i.e. just above full hop).

If done correctly, you can actually bounce off Rush twice before he dissappears: UpB (initial bounce) -> fast fall any aerial -> Rushbounce Momentum Cancel -> optionally use any aerial -> fast fall -> Rushbounce Momentum Cancel again -> optionally use any aerial. You can do this ad infinitum because bouncing off Rush replenishes both your UpB and double jump.

With this tech you can do some pretty neat stuff. For example, you can:
  • Dair a grounded opponent twice in quick succession
  • Dair the ledge twice in quick succession
  • Uair three times in quick succession
  • UpB, Lemon Drop, Rushbounce Autocancel to get out of the lemon endlag, Rushbounce Momentum Cancel into a dair that will autocancel on landing
I'll see if I can shoot a video of some of these applications later. Seems like it could be a handy trick both for Mega Man mains and people playing against Mega Man.
I'm practicing this SO hard right now. This finding is amazing, ChopperDave! I feel like this will open up many options for us in the air.
 
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p1ay6ack

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I'm practicing this SO hard right now. This finding is amazing, ChopperDave! I feel like this will open up many options for us in the air.
that's neat. i've been doing this pretty frequently on training, and its not that hard to do. what has been working for me is pressing the jump button as soon as i drop into rush, making my momentum cancel, going for BAIR, then rush, then landing on rush again, doing the same thing
 
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ChopperDave

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Figured out another Rush Coil tech! Pretty neat variation on Instabounce.

Land next to Rush (use Lemon Drop to give yourself a longer window), walk up so you're right on top of him, and utilt. Mega Man will instantly bounce up--as in 1 frame after you make the input.

Here's the goofy thing though: the game still thinks you're in the utilt even though you cancelled out of it, so you'll get some phantom lag with you land on the ground. Luckily, you can still use Lemon Drop and your other landing lag cancel techs to avoid this.
 

Locke 06

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Figured out another Rush Coil tech! Pretty neat variation on Instabounce.

Land next to Rush (use Lemon Drop to give yourself a longer window), walk up so you're right on top of him, and utilt. Mega Man will instantly bounce up--as in 1 frame after you make the input.

Here's the goofy thing though: the game still thinks you're in the utilt even though you cancelled out of it, so you'll get some phantom lag with you land on the ground. Luckily, you can still use Lemon Drop and your other landing lag cancel techs to avoid this.
Pretty sure the lag is just from the normal rush. I don't think there has been phantom lag for utilt since 3DS vectoring days.

Is it actually 1 frame after input? Or is it after the hitbox comes out? If it's after, you could probably combo utilt>rush>uair for a combo that you'll absolutely never land in a real match.
 

ChopperDave

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Pretty sure the lag is just from the normal rush. I don't think there has been phantom lag for utilt since 3DS vectoring days.

Is it actually 1 frame after input? Or is it after the hitbox comes out? If it's after, you could probably combo utilt>rush>uair for a combo that you'll absolutely never land in a real match.
Pretty sure its frame 1, or close to it. The hitbox doesn't come out.

And there is definitely phantom lag, which doesn't normally happen when you land on the ground and then jump on Rush. Might just be that the game is getting confused and reinstating UpB's normal landing lag.

Still, it's pretty cool, if obviously situational. You'll be on the ground next to Rush and then BAM, suddenly you're airborne and doing a dair.
 

Artmastercorey

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I may have missed it but how do you jump forward and back while shooting lemons. I just cant seem to figure it out without turning around or lagging when I land.
 
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Ookami Hajime

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I may have missed it but how do you jump forward and back while shooting lemons. I just cant seem to figure it out without turning around or lagging when I land.
Input the lemon while hopping and then land with the control stick at neutral again before you hop once more.
It's one of the easier methods
 

Artmastercorey

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Input the lemon while hopping and then land with the control stick at neutral again before you hop once more.
It's one of the easier methods
That helps alot thank you! It seems like you can't jump very far and use the lemons at the same time atleast for me. Especially jumping backwards and shooting the lemons but it might just be pratice needed. It seems you have to be very fast with your thumbs to get the stick back in neutral in time. I wish there was a clear video on how this is done. It would be great to replace most of my walking with short hop lemons moving back and moving forward.
 

D0U8leB

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That helps alot thank you! It seems like you can't jump very far and use the lemons at the same time atleast for me. Especially jumping backwards and shooting the lemons but it might just be pratice needed. It seems you have to be very fast with your thumbs to get the stick back in neutral in time. I wish there was a clear video on how this is done. It would be great to replace most of my walking with short hop lemons moving back and moving forward.
Zucco made a video explaining the short hop pellets. Check his Youtube channel
 

Artmastercorey

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Zucco made a video explaining the short hop pellets. Check his Youtube channel
Thanks for the reply man. I watched his video and linked it below incase someone wants to watch this. I find myself BAIR alot when trying to go backwards. I suppose the key is to press back AFTER you shoot the lemon so you have to have patience and wait. Im so used to trying to input commands as fast as possible but you sorta have to slow down. Though to be honest I still dont understand how to shoot more than one lemon (especially all 3) without turning around yet, that timing Im not sure of. One of the harder megaman techs to me.

https://www.youtube.com/watch?v=BJSQWp12HtY
 
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Fenrir

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As far as I can tell, Smash 4 buffers the turnaround action so you have to let go of the stick a number of frames before you even hit the ground. However, Landing while shooting a lemon prevents the turnaround upon landing, as does buffering another jump/shorthop right before you land. Which is part of why firing lemons while shorthopping around is so good.

I'm a Melee player at heart, and so the turnaround buffer nonsense is the bane of my freakin' existence when I try dipping my toes into Smash 4. So the fact that Mega Man's playstyle inherently involves using mechanics that prevent the turnaround is rather helpful for me.
 
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Azazel

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As far as I can tell, Smash 4 buffers the turnaround action so you have to let go of the stick a number of frames before you even hit the ground. However, Landing while shooting a lemon prevents the turnaround upon landing, as does buffering another jump/shorthop right before you land. Which is part of why firing lemons while shorthopping around is so good.

I'm a Melee player at heart, and so the turnaround buffer nonsense is the bane of my freakin' existence when I try dipping my toes into Smash 4. So the fact that Mega Man's playstyle inherently involves using mechanics that prevent the turnaround is rather helpful for me.
Theree actually is another way to prevent the turnaround besides buffering a jump or landing with nair. You can buffer an F-tilt. This has the advantage of never having to reset your control stick to neutral.

To do retreating lemons you can simply hold backwards and buffered F-tilt > short hop before you turnaround

This is because you can F-tilt forwards with a backwards input. as for proof, try setting your c-stick to attack and F-tilt backwards. You'll immediately notice that you still F-tilt forwards.Or you can hop backweards, hold backwards do an backwards F-tilt as soon as you land, You'll shoot forwards then turnaround. So what you do is jump before you turnaround

no need to reset your control stick to neutral to nair.

And you can still quickly do retreating Lemons from a Dash. where you would normally RAR nair, I would turnaround cancelled F-tilt, which is actually faster.
 
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Ookami Hajime

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Resetting to neutral is just the quickest way of performing it in a bob-weave manner and using f-tilt to start will always result in you moving forward the slightest bit, no matter how you buffer it.
 
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Azazel

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Resetting to neutral is just the quickest way of performing it in a bob-weave manner and using f-tilt to start will always result in you moving forward the slightest bit, no matter how you buffer it.
How would you move forward with a backwards input? you can just A-stick to remedy this if you are referring to a Turnaround cancel F-tilt or be more dexterous.
But you can start with Jab > jump, F-tilt > Jump, or backwards F-tilt > jump will all result in a forward shooting short hop lemon which all are faster than short hop > falling nair
 
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Red Shirt KRT

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Is jump cancel glide toss that useful? I've never seen someone string MB down throws using it. And it doesn't seem like changing the whole control scheme just for that technique would be worth it.

Am I missing something?
 

ChopperDave

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I use JCGT all the time. It's useful for positioning side and up throws, and generally for creating space (important because MM's item throw animation whiffs at point blank range I think).

JCGT downward throws I don't use very often, though. All your opponent needs to do to stop you is jab, ftilt, or jump, and rolling out of the way works too. So in many ways its functionally equivalent to a slightly less laggy grab. You stop being able to combo downward JCGTs into each other above 30-40% (depending on character), the Metal Blade can randomly disappear, it only does 5% on hit, and it stops comboing into usmash well before you get to usmash's kill percents, so overall I find it kind of eh.

I mostly use downward JCGT to punish laggy moves on shield. Even then, though, it's usually easier and more effective to just throw the MB forward for the 10% damage and conversion into a grab/usmash. In some ways downward JCGT feels like sort of a "non-bo" to me.
 
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Red Shirt KRT

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I remapped my L button to jump and have been starting to use it some. I think having the L button for jump will be helpful for other situations as well
 
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