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And also there's Item Metal Blade -> pretty much everything you could want. And Leaf Shield actually being pretty good."People who dont main megaman have no clue what theyre talking about." -StaticHAMR, 2018.
Leaf shield is pretty good against some characters like Ken and characters with weak projectiles. It also passes through a lot of other projectiles when thrown. Took down a projectile happy K. Rool that way. I ate a crown but it kept him from setting up long enough for me to break his patternsFair feels so good now. Not only did it gain killpower, but its low landing lag makes it a great spacing tool.
Unsure how I feel about LS, still. I miss the old shenanigans we used to be able to do, plus getting basically free grabs. Though now it does a better job at eating projectiles, and it's so fast.
I also found the knockback on it is limited. I think it could be used to set up a RAR back air kill at higher percents.It seems like the way to use Leaf Shield now is more to run up into the opponent to let the leaves hit and interrupt them, then go into the throw (unless you are long range camping/countering their projectile camping, particularly on FD). It might still be useful for leafstooling or landing, too. But very different from before.
I'm having the same issue with the short hop thing. The auto-shorthop makes it very hard to do shorthopped lemon into ftilt, but conversely makes it easy to go from ftilt to shorthopped lemon for that sweetspot. My biggest issue right now is getting charge shots when I just want to ftilt - I hate the stick sensitivity so much. No matter what I put it on, it's too high.The auto-short-hop mechanic seems to interact with lemons in a weird way. I have an impossible time full-hopping out of the short-hop lemon pattern, which makes it tough to jump over projectiles. It's also immensely aggravating to accidentally short-hop when going for a full-hop combo throw follow-up as any character, but it seems particularly bad when going for d-throw bair as Mega Man. I guess that's not as big a deal since fair is buffed, though.
Also, new leaf shield is practically useless for everything it was actually good for in Smash 4. I guess it's buffed for blocking projectiles? But I honestly can't stand playing Mega Man enough to find out because of the auto-short-hop lemon issue.
This game is looking like c-stick for tilts is de wei.I'm having the same issue with the short hop thing. The auto-shorthop makes it very hard to do shorthopped lemon into ftilt, but conversely makes it easy to go from ftilt to shorthopped lemon for that sweetspot. My biggest issue right now is getting charge shots when I just want to ftilt - I hate the stick sensitivity so much. No matter what I put it on, it's too high.
For what it's worth, I haven't had any success blocking projectiles with Leaf Shield. Everything I've come into contact with goes right through it. Poor knockback and no viable options out of it really make it another worthless piece of Mega Man's kit.
It is much easier. In fact, it's almost impossible to full-hop out of the short hop lemon pattern, even when you want to. So not really a buff, imo. The auto-shorthop screws me over much more as Mega Man than as any other fighter.Short-Hop pellets have become easier imo due to the new mechanics.
After testing this in training mode, I can confirm that if Crash Bomber sticks to the stage, it explodes if an opponent touches it or is sufficiently close (not sure how close they need to be, but it can be that Mega Man is between the opponent and a wall and it will instantly explode if the opponent is about as close to the wall as possible in that situation, so it has some range beyond literally touching it).Something I've noticed about Crash Bomber is that in cases where it doesn't stick to the opponent, there are more situations where it will explode and damage them. In particular, I've seen it instantly explode on the opponent sometimes when I shoot it while recovering and it hits at the edge of the stage. Does it work like a proximity mine now if it's attached to the stage?
I love the new Crash Bomber! I love landing it on the edge as I make my return to the stage, it can limit the ways my opponent can edge guard me since it’s basically a proximity mine now (when latching on the stage).After testing this in training mode, I can confirm that if Crash Bomber sticks to the stage, it explodes if an opponent touches it or is sufficiently close (not sure how close they need to be, but it can be that Mega Man is between the opponent and a wall and it will instantly explode if the opponent is about as close to the wall as possible in that situation, so it has some range beyond literally touching it).
If Mega Man touches it, it will not explode until the timer runs out. I double checked and this is different from how it worked in Smash 4.
This means if the opponent is sitting all the way at the edge while you recover, if you can aim it just right to hit the very edge of the stage, it will explode immediately. Also perhaps makes Crash Bomber more useful on stages with slopes?
This seems like an overall buff, although I suppose it does mean that you'll get hit by the explosion in some situations where you wouldn't have before...
I had the same problem with lemons and the Short-hop nair and kicks from Zelda.It is much easier. In fact, it's almost impossible to full-hop out of the short hop lemon pattern, even when you want to. So not really a buff, imo. The auto-shorthop screws me over much more as Mega Man than as any other fighter.
I used to do this too, too bad taunts are disabled in quickplay.I used to sync my taunt with Rush disappearing so we both "teleported" at the same time. Used to be if you press upB, land, and mash taunt they would be in sync. Now you have to wait until Rush stops shaking his head to sync your taunt. *VERY IMPORTANT*
What I had been doing was pressing down like you say (I do a quarter circle roll down but I don't think it makes a difference) and tilt the opposite direction on the c-stick (set to tilts) and then finish the pellet string with the A button. But now that I look at it he does face the other way before turning around and shooting. What I think is best is to try a half circle roll and then shoot (so running right roll the stick from the right to left). This works for his other tilts, too. There's still a matter of timing since you can still get the same issue of him pointing the wrong way but so far it's the most consistent for me.Also, I noticed right away that pivot pellets don't work as they did in Smash4. Which is a shame because that was an amazing spacing tool. Now, I haven't read/seen all the tech and game mechanics, so maybe this is already known but I found a way to do quick pivot pellets. If you do it the normal way, run back and immediately press opposite direction and attack you get Fsmash. If you delay the opposite direction, you kind of get a pivot pellet, but he sticks his arm the wrong way THEN turns around to shoot. But if you dash, let the dash finish, and (this part is a little fuzzy) if you press down then the opposite direction, MM will turn around while he still has momentum and immediately do the pellet the way you want it. I think maybe you need to let the stick go to neutral in there somewhere. Is this known?
On stage ( percentages may vary depending on weight class, assume midweights like swordies) :Hey guys--
I do pretty well online with Mega Man, particularly in building up damage, but I struggle landing the coup de grace. I'll often lose in battles where I've outdamaged the opponent by 100+ because they'll be alive at like 160% or something.
What are Mega Man's best KO options? Utilt seems risky, particularly when both characters are at high damage levels. Bair is nice but I often can't land the very last strike (which is the one with all the power). I'm not used to using Fair to KO because of SSB4; it seems stronger, but is it a viable option prior to 150% or so? What do you guys rely on?
I've tried to implement the sh double pellet but on characters like DK I've got punished because they grab me after the 2nd or 3rd pellet, they grab me after the sh: is one of the hardest characters to play against but what I saw was:
- You kept rolling too much, almost every time Pichu hit your shield you rolled back
- You spot dodge a lot against multi-hit moves
- Lack of MetalBlade usage
- Lack of ItemBlade usage, this is one of the best tools Megaman has, you should find a way to include it in your gameplan
- Some instances of unsafe Fair on shield that got you punished with a multihit move from Pichu
- Full hop Up airs that didn't hit and got you punished.
- Leaf Shield was not used in the safest way, you sometimes failed to connect but didn't retreat to avoid getting punished from the end lag
- Unsafe Pellet usage, there were some instances in which you used Standing Triple Pellet, against heavies or slow chars is not that much of a problem, but this is Pichu, it can easily jump over the pellets and punish you if you miss the first one and keep shooting while standing still.
To correct this I would say, practice jumping single Pellets as in you short hop the before landing shoot a pellet and then keep jumping back and forth while mixing the pellet shot.
Ex.
- Short Hop right
- Pellet Shot
- Short Hop left
- No Pellet
- Short Hop right double Pellet
Regarding Jumping Pellets, you remember the Macro Cancel tech that we lost on the 2.0 update ?
Well, if you mastered the Inputs you can use these same inputs to do a Double Pellet Shot with a single input.
It works the same as the Macro Cancel but instead of a Special you simply keep holding theto buffer the second pellet shot after canceling the first one with the jump ( whoever made that comment in one of the threads I thank thee ).
Inputs:
-for pellet and keep holding it
-on the first frames after the pellet while holding
- You should have a second pellet come out at max short hop height
This basically creates a small wall of pellets because you have one at floor level and one at max short hop height.
Basically:
- Keep in mind how safe or unsafe your options are
- Fix your rolling habits
- Optimize your tool usage
- Include some or all of the tools you are not using like ItemBlade.
I will get to Ike later.
You guys are free to correct any info I might have had gotten wrong.
: yIKEs. This guy knew Megaman's weaknesses and capitalized in the fact that you couldn't adapt.
- The biggest problem in this one is that habit of Rolling and air dodging you have.
Every single time Ike Nair'ed you, you kept going for the same air dodge.
He caught up really fast and kept punishing you.
- Practice Parrying, it will help on this MU a lot.
- You had a perfect opportunity to U-tilt after that parry but instead you rolled..
- You stopped using pellets.
- You used random FSmashes, that maybe were missed inputs ?
- Leaf shield can maybe help here to rack up damage since characters like Ike can't escape from Leaf Shield once caught.
- Try to use more Aerial Metal Blades that way you can have a MB come out and be able to move away a little to be less open to a punish.
- ItemBlade would be helpful in this MU since it gives you a second fast option after using it that you could use to win some of the aerial exchanges you had.
I don't know what else to add.
The only way they could grab you is if you are way too close to them and they should not be able to grab you if you are doing the retreating SH Pellet.I've tried to implement the sh double pellet but on characters like DK I've got punished because they grab me after the 2nd or 3rd pellet, they grab me after the sh
How can you edgeguard as MegaMan? For example, Dk is coming back and he goes to the ledge quick enough so the down air doesn't touch him, how could I wait for him on the ledge?The only way they could grab you is if you are way too close to them and they should not be able to grab you if you are doing the retreating SH Pellet.
Maybe proper pellet spacing is another issue.
Or maybe you are trying to get in on the opponent while doing the SH Pellets and the last pellet you shot is a Grounded pellet, this one does leave you quite exposed and that is why imo whenever you are too close to the opponent it is better that the last pellet shot is always a Jump Pellet because you have that extra hit box that sends them away and even if it doesn't hit you can still move away because you are jumping.
On the Ike LS thing:
Maybe that was not a good advice because any Ike aerial can hit you out of LS.
However I have found success in using it whenever Ike shield is on the low side.
For example:
- Crash Bomber attached to Ike
- Ike shields explosion
- LS into shielding Ike for poking
LS also pushes people of ledges and forces them to tech or be locked for additional damage.
It is very situational I agree, you may or may not want to use it, I guess it depends on your opponent and if you can force him onto those situations.
Dair is the best option against DK because of his telegraphed recovery.How can you edgeguard as MegaMan? For example, Dk is coming back and he goes to the ledge quick enough so the down air doesn't touch him, how could I wait for him on the ledge?