Nicholas1024
Smash Lord
- Joined
- Mar 14, 2009
- Messages
- 1,075
Yep, another moveset already. I'm on a roll. But first...
@Koric
Dark Samus can have as many corrupted minions on the field as she can keep alive. It's just unlikely that you'll get more than one at a time, considering the extreme damage it takes to corrupt a player. Also, there will be a CPU level slider when you pick Dark samus that sets the level of any computer controlled minions. (I imagine the standard would be level 9 for competitive play.) Hope this helps!
Now for Megaman.EXE!
Megaman.EXE has joined the brawl!
Stats:
Size: 6/10
Weight: 5/10
Range: 7/10
Priority: 4/10
Recovery: 4/10
Falling speed: 3/10
Power: 4/10
Aerial movement: 6/10
Traction: 5/10
Attack speed: 6/10
Movement: 7/10
Jumps: 6/10
Crouch: 5/10
Crawl: N/A
Megaman.EXE doesn't have exceptional stats in any regard. His attacks aren't particularly fast, or particularly strong, he doesn't have a great recovery, his air game is average, and on it goes.
Specials:
Neutral B: Buster
Megaman's primary camping tool: Pressing the B button will fire small shots similar to Fox's blaster, each doing 1% damage but no flinching. Lag is very low, and as these travel fast (Pikachu's running speed), it is an easily spammed move.
Up B: Step sword
Megaman teleports upwards the length of Samus's screw attack, and does a slash similar to Marth's Up-air. It does 10% damage with good knockback, and lag is low. Of course, after you use it you're in helpless, so don't miss.
Side B: Ice seed
Megaman tosses a light blue circular projectile in an arc, landing 3 stage builder blocks ahead of him. The beginning lag is okay, but the end lag is horrible. Upon landing, it covers a 3 stage builder block area (centered at the impact point) with ice. If any edges are included in this area, they are removed while the ice is active. The projectile itself is fragile, and will be destroyed upon hitting an attack/enemy. It does a pathetic 1% with no knockback or hitstun, and is the size of a deku nut. Obviously, the main point of this is to cover some of the stage with ice. The terrain will change back to normal 20 seconds after originally being iced.
Down B: Rockcube
Megaman gestures in front of him, causing a solid cube of rock to appear. The cube has 30% HP and is the size of a stage builder block. Lag is above average on each end. If someone is standing where the object will appear, they will just end up standing on top of the object as it comes out of... somewhere. Additionally, only one object can be onstage at a time. Summoning another one will destroy the first one placed. If the cube falls on top of an enemy for any reason(usually because of being summoned in midair), it will shatter, but they will take damage equal to the cube's HP and be pitfalled.
Jab, Tilts, and Smashes
Jab: Air Shot
An interesting move, Megaman shoots an airshot from his arm cannon, doing 2% damage and one stagebuilder block's worth of knockback. (This is constant regardless of damage.) The projectile travels at the speed of fox's blaster bolts, and will travel until it hits something. What makes this move interesting is that if the opponent is standing on ice, they will be sent moving back at the rate of pikachu's run (WHILE still in hitstun) until the end of the ice. As if that weren't good enough, you can push your rock cube around with this as well just as if they were an enemy! If the rock cube collides with an enemy while moving, the object will be destroyed, BUT the enemy will take damage equal to the object's remaining HP and high knockback! Beginning lag is slow, but end lag is average to prevent spamming.
Front tilt: Pulsar
Megaman shoots a little sonic wave out in front of him, which travels at the speed of Mario's run and does 9% damage with low knockback. Lag is average on each end. HOWEVER, if it hits your rockcube (or any other object aside from the stage) instead of an enemy, it will expand into a circular shockwave around the object (with a 1.5 stage builder block radius), which does 11% damage and stuns the enemy. Use this instead of the air shot if the opponent likes to jump over your rockcube barrier. However, keep in mind that you can stun yourself with this attack as well, so don't stand too close when you use it.
Up Tilt: Atk +10
Megaman stands still momentarily, concentrating... and then does a fist pump and returns to normal. What he did was apply an attack+ battlechip to himself, meaning your next attack will do 1% extra damage per hit. Sound useless right? Wrong. Wait until the smashes, you'll see the applications shortly. By the way, this move can be repeated to gain a larger bonus, and the lag is fairly short. However, make sure the opponent is nowhere near if you try this, because you're completely vulnerable during the move.
Down Tilt: Panel crack
Megaman swings a pick in front of him, doing 6% damage and low knockback. More interestingly, this move leaves a hidden pitfall if he doesn't hit anything. However, he can only have one hidden pitfall on the stage at a time. Lag is below average, range is similar to marth's jab.
Front Smash: Drillarm
Megaman's arm turns into a drill, and he thrusts it in front of him with low starting lag. Each hit does 4% damage (uncharged, up to 6% charged), with slight forwards knockback, and the last hit has excellent knockback. However, the move lasts for five hits (about a second), and the knockback is strong enough that done normally you'll only get 1-2 hits on the opponent before they're out of range. However, do it against a wall (or one of your down B obstacles...), and you can get every hit, for up to 20% damage uncharged! The move has good range (2 stage builder blocks in front of megaman) and low end lag, but if you whiff you'll get punished hard, as the move itself lasts a long time.
Up Smash: SuperVulcan
Megaman swings his arms upwards, transforming them into machine guns as he does so, and then fires rapidly, for 12 shots. (The bullets travel at the speed of pika's dash until they hit something) The initial swing does 3% with upwards knockback and has super armor, and each bullet does 1% uncharged to 3% charged and minimal knockback. THIS is where you apply the U-tilt for maximum effect, as it nearly doubles your damage output. Also, this move is excellent for edgeguarding when you remove the ledge via Ice seed. Then the opponent has no choice but to go through you and your wall of bullets. Lag is below average on each end, but again: The move lasts long enough that whiffing will get you punished HARD.
Down Smash: Shockwave
Megaman swings a pick in front of him (again), but this time produces a shockwave instead of a pitfall. The pick swing does 6% damage, and the shockwave does 6% damage (uncharged, up to 12% charged). The shockwave travels at the speed of pika's run uncharged, and sonic's run charged, and will go through enemies/the rockcube. This is a good option for camping behind your rockcube, but keep in mind your barrier won't last long if you spam it. Lag is good on both ends.
Dash attack: Teleport
Megaman does one of those patented teleports he uses so often in the battle network games, appearing 1.5 stage builder blocks ahead of where he did the move. There is little lag, and no damage or knockback on this move. It's best used for retreating behind your rockcube, or perhaps sneaking past an enemy.
Grab: Rope1
Megaman makes a pose (shown below, it's the second one from the left), and if there is a grounded enemy within a stage builder block of him, vines sprout out of the ground and grab the enemy. The beginning lag isn't bad, but the end lag is awful.
Megaman has no throws. If he grabs the enemy with this, the enemy takes 5% damage from the squeezing of the vines (over a second), and is then released. HOWEVER, Megaman comes out of the end lag shortly before the enemy is released. This won't be enough time to set up an elaborate trap, but you do get a tech chase.
Aerials:
N-air: Tornado
Megaman shoots a tornado out of his arm cannon the size of Kirby, doing 8 hits of 1% with low knockback before dissolving. Additionally, the tornado sucks in nearby enemies, and keeps them inside the funnel until it disintegrates. The tornado travels at the speed of Ganon's walk, and will move 3 stage builder blocks before dissolving. Finally, the move is fairly quick to come out, but has some end lag attached.
F-air: Cross shield
A dominerd virus (blue one, see picture below) appears in front of Megaman. If get hits by an attack during the quarter-second it's out, it launches forwards from megaman at the speed of pika's run, doing 15% should it strike someone. Beginning lag is average, but the end lag is bad, so you have to predict your opponent with this.
B-air: Wind racket
A fairly simple move, Megaman swings what appears to be a tennis racket behind him. It does 10% damage with good knockback, and range similar to Marth's B-air. Additionally, you can move the rockcube with this similar to the jab, causing it to travel 2 stage builder blocks before stopping. However, jab is generally preferable for this, as a few B-airs will destroy your barrier. The move has average lag on both ends.
U-air: Minibomb
Megaman tosses a minibomb the size of a deku nut straight up. The bomb will go 2 stage builder blocks up into the air (initially traveling at the speed of ganon's walk), before coming back down due to gravity. It does 5% with okay horizontal knockback. Lag is good on both ends.
D-air: Also a Minibomb!
Yeah, so I ran out of ideas. Hey, it's better than another random flipkick, right? RIGHT?!?
Same thing as the U-air, except he tosses it down instead of up. It's great to mix these two aerials up for edgeguarding the opponent.
Situationals:
Get up attack:
Megaman sweeps a leg out on either side, then gets up. 4% each hit, bad lag, not really worth it.
Ledge attack:
Megaman clambers up onto the ledge, punching out as he does so. 5% damage, bad lag, again, not worth it.
Final Smash: Balance
The game pauses, and lightning bolts come down from the top of the screen, taking away half of each player's remaining health. Yes, I know you're wondering how that works in Brawl, and here's how:
Using new quantum technology, the game looks into the future to determine the player's eventual KO percentage, and uses that!
*dead silence*
Yes, I'm joking. Okay, for real this time:
Real Final Smash: Master Style
This is a little hard to explain, so why don't I just show you?
http://www.youtube.com/watch?v=9y225lqs0wg
(Fast forward to 2:53 of the video)
Just like in the video, Megaman freezes time and then splits into three miniature copies, which teleport around the stage, doing 20 different attacks of 10% each, finishing with a full screen explosion that has great knockback. (This means it will do 200% and probably a KO to a single opponent, but will be somewhat less effective in a FFA)
Extras:
Up Taunt:
Megaman holds his arm cannon close to his face, and looks closely at it, before returning to normal.
Side Taunt:
Megaman turns towards the screen, and shoots several megabuster blasts towards the camera.
Down Taunt:
Megaman turns towards the camera and yells out "Hey Lan, put some navichips in my folder next time!"
Victory pose #1:
Megaman does a fist pump, saying "Good job Lan!"
Victory pose #2:
Megaman stands still, and then jacks out, disappearing in a display of lights.
Victory pose #3:
A mettaur virus tries sneaking up on Megaman from behind, but he turns around and blasts it with a cannon.
Defeat pose:
He just claps like everybody else.
Playstyle:
Just like in the games, the key to Megaman's victory is combos, and most of his combos center around the down special. Using a rockcube as a barrier, Megaman can use the downsmash to camp, so long as he replaces his barrier periodically. This forces his opponent to approach.
Ground approaches are nigh-impossible, as air-shot(Jab)/Wind racket(B-air) + rockcube = PAIN, particularly when combined with an iceseed (B-side).
Air approaches also have trouble, as Megaman can wall behind his cube with Super vulcan (Up smash), minibombs (U-air), and Cross shields(F-air).
Even when the opponent is inside, Megaman can cause trouble. The hidden pitfall from Panel out (D-tilt) is a huge pain for opponents, and Air shot (Jab) can easily push them into it. Once pitfalled, they are almost guaranteed to get combo'd, either by a Drillarm(F-smash) against the Rockcube, or a Atk +10/ Super Vulcan (U-tilt/U-smash) double-team.
Gimping is another area Megaman does well in. The first step is to use Iceseed (B-side) to remove the ledge. Once that's done, you have limitless tactics at your disposal! Minibombs (U-air/D-air) are an easy and safe tactic for some free damage, Wind racket or tornado (B-air, N-air) can knock them even further out towards the edge, and if you feel like being flashy, sometimes an air-shot/ Rockcube combo (Jab/B-down) can work as a spectacular (not to mention embarrassing) gimp!
When it comes to non-gimp killing, Megaman's main weapon is really the rockcube. Get them up to kill percentage (which doesn't take too much) with defensive play and combos, plus the megabuster (neutral B) is nice for free damage in between approaches. Ice seed (B-side) is good for adding range, and then just jab your rock cube right into them. Or, catch them in a Drill-arm(F-smash) against the rockcube, as the last hit has excellent knockback as well. Or, catch them in a pitfall with Panel out (D-tilt), THEN let them have it with the cube.
However, Megaman's main problem is that all his tactics require setup, and therefore time. His recovery is average, and he can easily be gimped himself. Worse, his damage racking, defense, and offense is all directly tied to his rock cube, which needs time to be created. Constant pressure will really frustrate any Megaman.EXE player.
Thankfully, Megaman has a few tactics he can still use when his rockcube is down. Air shot (Jab) is quick and pushes the foe back some, when combined with Ice seed it will allow Megaman plenty of time to recreate his defense. Rope(Grab) is good for foes expecting that, and can easily be followed up with a jab! Also, the F-air and B-air can both send the opponent flying, and reset the situation. However, make no mistake: Without his setup, Megaman is a much more vulnerable character, and it will be difficult to get back into control.
@Koric
Dark Samus can have as many corrupted minions on the field as she can keep alive. It's just unlikely that you'll get more than one at a time, considering the extreme damage it takes to corrupt a player. Also, there will be a CPU level slider when you pick Dark samus that sets the level of any computer controlled minions. (I imagine the standard would be level 9 for competitive play.) Hope this helps!
Now for Megaman.EXE!
Megaman.EXE has joined the brawl!
Stats:
Size: 6/10
Weight: 5/10
Range: 7/10
Priority: 4/10
Recovery: 4/10
Falling speed: 3/10
Power: 4/10
Aerial movement: 6/10
Traction: 5/10
Attack speed: 6/10
Movement: 7/10
Jumps: 6/10
Crouch: 5/10
Crawl: N/A
Megaman.EXE doesn't have exceptional stats in any regard. His attacks aren't particularly fast, or particularly strong, he doesn't have a great recovery, his air game is average, and on it goes.
Specials:
Neutral B: Buster
Megaman's primary camping tool: Pressing the B button will fire small shots similar to Fox's blaster, each doing 1% damage but no flinching. Lag is very low, and as these travel fast (Pikachu's running speed), it is an easily spammed move.
Up B: Step sword
Megaman teleports upwards the length of Samus's screw attack, and does a slash similar to Marth's Up-air. It does 10% damage with good knockback, and lag is low. Of course, after you use it you're in helpless, so don't miss.
Side B: Ice seed
Megaman tosses a light blue circular projectile in an arc, landing 3 stage builder blocks ahead of him. The beginning lag is okay, but the end lag is horrible. Upon landing, it covers a 3 stage builder block area (centered at the impact point) with ice. If any edges are included in this area, they are removed while the ice is active. The projectile itself is fragile, and will be destroyed upon hitting an attack/enemy. It does a pathetic 1% with no knockback or hitstun, and is the size of a deku nut. Obviously, the main point of this is to cover some of the stage with ice. The terrain will change back to normal 20 seconds after originally being iced.
Down B: Rockcube
Megaman gestures in front of him, causing a solid cube of rock to appear. The cube has 30% HP and is the size of a stage builder block. Lag is above average on each end. If someone is standing where the object will appear, they will just end up standing on top of the object as it comes out of... somewhere. Additionally, only one object can be onstage at a time. Summoning another one will destroy the first one placed. If the cube falls on top of an enemy for any reason(usually because of being summoned in midair), it will shatter, but they will take damage equal to the cube's HP and be pitfalled.
Jab, Tilts, and Smashes
Jab: Air Shot
An interesting move, Megaman shoots an airshot from his arm cannon, doing 2% damage and one stagebuilder block's worth of knockback. (This is constant regardless of damage.) The projectile travels at the speed of fox's blaster bolts, and will travel until it hits something. What makes this move interesting is that if the opponent is standing on ice, they will be sent moving back at the rate of pikachu's run (WHILE still in hitstun) until the end of the ice. As if that weren't good enough, you can push your rock cube around with this as well just as if they were an enemy! If the rock cube collides with an enemy while moving, the object will be destroyed, BUT the enemy will take damage equal to the object's remaining HP and high knockback! Beginning lag is slow, but end lag is average to prevent spamming.
Front tilt: Pulsar
Megaman shoots a little sonic wave out in front of him, which travels at the speed of Mario's run and does 9% damage with low knockback. Lag is average on each end. HOWEVER, if it hits your rockcube (or any other object aside from the stage) instead of an enemy, it will expand into a circular shockwave around the object (with a 1.5 stage builder block radius), which does 11% damage and stuns the enemy. Use this instead of the air shot if the opponent likes to jump over your rockcube barrier. However, keep in mind that you can stun yourself with this attack as well, so don't stand too close when you use it.
Up Tilt: Atk +10
Megaman stands still momentarily, concentrating... and then does a fist pump and returns to normal. What he did was apply an attack+ battlechip to himself, meaning your next attack will do 1% extra damage per hit. Sound useless right? Wrong. Wait until the smashes, you'll see the applications shortly. By the way, this move can be repeated to gain a larger bonus, and the lag is fairly short. However, make sure the opponent is nowhere near if you try this, because you're completely vulnerable during the move.
Down Tilt: Panel crack
Megaman swings a pick in front of him, doing 6% damage and low knockback. More interestingly, this move leaves a hidden pitfall if he doesn't hit anything. However, he can only have one hidden pitfall on the stage at a time. Lag is below average, range is similar to marth's jab.
Front Smash: Drillarm
Megaman's arm turns into a drill, and he thrusts it in front of him with low starting lag. Each hit does 4% damage (uncharged, up to 6% charged), with slight forwards knockback, and the last hit has excellent knockback. However, the move lasts for five hits (about a second), and the knockback is strong enough that done normally you'll only get 1-2 hits on the opponent before they're out of range. However, do it against a wall (or one of your down B obstacles...), and you can get every hit, for up to 20% damage uncharged! The move has good range (2 stage builder blocks in front of megaman) and low end lag, but if you whiff you'll get punished hard, as the move itself lasts a long time.
Up Smash: SuperVulcan
Megaman swings his arms upwards, transforming them into machine guns as he does so, and then fires rapidly, for 12 shots. (The bullets travel at the speed of pika's dash until they hit something) The initial swing does 3% with upwards knockback and has super armor, and each bullet does 1% uncharged to 3% charged and minimal knockback. THIS is where you apply the U-tilt for maximum effect, as it nearly doubles your damage output. Also, this move is excellent for edgeguarding when you remove the ledge via Ice seed. Then the opponent has no choice but to go through you and your wall of bullets. Lag is below average on each end, but again: The move lasts long enough that whiffing will get you punished HARD.
Down Smash: Shockwave
Megaman swings a pick in front of him (again), but this time produces a shockwave instead of a pitfall. The pick swing does 6% damage, and the shockwave does 6% damage (uncharged, up to 12% charged). The shockwave travels at the speed of pika's run uncharged, and sonic's run charged, and will go through enemies/the rockcube. This is a good option for camping behind your rockcube, but keep in mind your barrier won't last long if you spam it. Lag is good on both ends.
Dash attack: Teleport
Megaman does one of those patented teleports he uses so often in the battle network games, appearing 1.5 stage builder blocks ahead of where he did the move. There is little lag, and no damage or knockback on this move. It's best used for retreating behind your rockcube, or perhaps sneaking past an enemy.
Grab: Rope1
Megaman makes a pose (shown below, it's the second one from the left), and if there is a grounded enemy within a stage builder block of him, vines sprout out of the ground and grab the enemy. The beginning lag isn't bad, but the end lag is awful.
Megaman has no throws. If he grabs the enemy with this, the enemy takes 5% damage from the squeezing of the vines (over a second), and is then released. HOWEVER, Megaman comes out of the end lag shortly before the enemy is released. This won't be enough time to set up an elaborate trap, but you do get a tech chase.
Aerials:
N-air: Tornado
Megaman shoots a tornado out of his arm cannon the size of Kirby, doing 8 hits of 1% with low knockback before dissolving. Additionally, the tornado sucks in nearby enemies, and keeps them inside the funnel until it disintegrates. The tornado travels at the speed of Ganon's walk, and will move 3 stage builder blocks before dissolving. Finally, the move is fairly quick to come out, but has some end lag attached.
F-air: Cross shield
A dominerd virus (blue one, see picture below) appears in front of Megaman. If get hits by an attack during the quarter-second it's out, it launches forwards from megaman at the speed of pika's run, doing 15% should it strike someone. Beginning lag is average, but the end lag is bad, so you have to predict your opponent with this.
B-air: Wind racket
A fairly simple move, Megaman swings what appears to be a tennis racket behind him. It does 10% damage with good knockback, and range similar to Marth's B-air. Additionally, you can move the rockcube with this similar to the jab, causing it to travel 2 stage builder blocks before stopping. However, jab is generally preferable for this, as a few B-airs will destroy your barrier. The move has average lag on both ends.
U-air: Minibomb
Megaman tosses a minibomb the size of a deku nut straight up. The bomb will go 2 stage builder blocks up into the air (initially traveling at the speed of ganon's walk), before coming back down due to gravity. It does 5% with okay horizontal knockback. Lag is good on both ends.
D-air: Also a Minibomb!
Yeah, so I ran out of ideas. Hey, it's better than another random flipkick, right? RIGHT?!?
Same thing as the U-air, except he tosses it down instead of up. It's great to mix these two aerials up for edgeguarding the opponent.
Situationals:
Get up attack:
Megaman sweeps a leg out on either side, then gets up. 4% each hit, bad lag, not really worth it.
Ledge attack:
Megaman clambers up onto the ledge, punching out as he does so. 5% damage, bad lag, again, not worth it.
Final Smash: Balance
The game pauses, and lightning bolts come down from the top of the screen, taking away half of each player's remaining health. Yes, I know you're wondering how that works in Brawl, and here's how:
Using new quantum technology, the game looks into the future to determine the player's eventual KO percentage, and uses that!
*dead silence*
Yes, I'm joking. Okay, for real this time:
Real Final Smash: Master Style
This is a little hard to explain, so why don't I just show you?
http://www.youtube.com/watch?v=9y225lqs0wg
(Fast forward to 2:53 of the video)
Just like in the video, Megaman freezes time and then splits into three miniature copies, which teleport around the stage, doing 20 different attacks of 10% each, finishing with a full screen explosion that has great knockback. (This means it will do 200% and probably a KO to a single opponent, but will be somewhat less effective in a FFA)
Extras:
Up Taunt:
Megaman holds his arm cannon close to his face, and looks closely at it, before returning to normal.
Side Taunt:
Megaman turns towards the screen, and shoots several megabuster blasts towards the camera.
Down Taunt:
Megaman turns towards the camera and yells out "Hey Lan, put some navichips in my folder next time!"
Victory pose #1:
Megaman does a fist pump, saying "Good job Lan!"
Victory pose #2:
Megaman stands still, and then jacks out, disappearing in a display of lights.
Victory pose #3:
A mettaur virus tries sneaking up on Megaman from behind, but he turns around and blasts it with a cannon.
Defeat pose:
He just claps like everybody else.
Playstyle:
Just like in the games, the key to Megaman's victory is combos, and most of his combos center around the down special. Using a rockcube as a barrier, Megaman can use the downsmash to camp, so long as he replaces his barrier periodically. This forces his opponent to approach.
Ground approaches are nigh-impossible, as air-shot(Jab)/Wind racket(B-air) + rockcube = PAIN, particularly when combined with an iceseed (B-side).
Air approaches also have trouble, as Megaman can wall behind his cube with Super vulcan (Up smash), minibombs (U-air), and Cross shields(F-air).
Even when the opponent is inside, Megaman can cause trouble. The hidden pitfall from Panel out (D-tilt) is a huge pain for opponents, and Air shot (Jab) can easily push them into it. Once pitfalled, they are almost guaranteed to get combo'd, either by a Drillarm(F-smash) against the Rockcube, or a Atk +10/ Super Vulcan (U-tilt/U-smash) double-team.
Gimping is another area Megaman does well in. The first step is to use Iceseed (B-side) to remove the ledge. Once that's done, you have limitless tactics at your disposal! Minibombs (U-air/D-air) are an easy and safe tactic for some free damage, Wind racket or tornado (B-air, N-air) can knock them even further out towards the edge, and if you feel like being flashy, sometimes an air-shot/ Rockcube combo (Jab/B-down) can work as a spectacular (not to mention embarrassing) gimp!
When it comes to non-gimp killing, Megaman's main weapon is really the rockcube. Get them up to kill percentage (which doesn't take too much) with defensive play and combos, plus the megabuster (neutral B) is nice for free damage in between approaches. Ice seed (B-side) is good for adding range, and then just jab your rock cube right into them. Or, catch them in a Drill-arm(F-smash) against the rockcube, as the last hit has excellent knockback as well. Or, catch them in a pitfall with Panel out (D-tilt), THEN let them have it with the cube.
However, Megaman's main problem is that all his tactics require setup, and therefore time. His recovery is average, and he can easily be gimped himself. Worse, his damage racking, defense, and offense is all directly tied to his rock cube, which needs time to be created. Constant pressure will really frustrate any Megaman.EXE player.
Thankfully, Megaman has a few tactics he can still use when his rockcube is down. Air shot (Jab) is quick and pushes the foe back some, when combined with Ice seed it will allow Megaman plenty of time to recreate his defense. Rope(Grab) is good for foes expecting that, and can easily be followed up with a jab! Also, the F-air and B-air can both send the opponent flying, and reset the situation. However, make no mistake: Without his setup, Megaman is a much more vulnerable character, and it will be difficult to get back into control.