MetaKnightmare
Smash Journeyman
If megaman gets into brawl, I personally favor the battle network ones.
Logically I have created a moveset for this mega.
A: A quick punch with his left hand, somewhat like ganondorf's ssbm netural a
F-tilt: A relatively stronger punch with his megabuster hand, can be angled up or down
U-tilt: A kick, similar to c. falcon and samus' utilt, but weaker and faster
D-tilt: Shoots at the ground in front of him, all horizontal knockback (they go back but dont fall over). Long winddown lag
F-smash: Yo-yo chip (charges holding back, multi-hits on the end, angled up or down, low knockback)
U-smash: Strong upwards wave, like a one-hit link upsmash
D-smash: Waves his hand infront and behind him, automatically breaking items or breakable floors, high up/forwards knockback
Nair: *Suggestions please*
Fair: Punches forward, his hand becoming a drill. many weak hits, long winddown lag.
Uair: Hammer, starting behind and ending infront of him. Travels 180°, last 30° are a meteor smash. Slow, but high priority.
Dair: *Suggestions please*
Bair: A backwards kick, spinning megaman around. The damage reaches its peak at the middle, where he is facing the other way. May turn him around if landed midway, but otherwise returns him to facing foreward.
SPECIALS:
B: Megabuster: similar to the super scope, on a countdown timer like bowser's b
Forward-B: Step sword: Zooms forward, between ganon and c. falcons forward-b. If it connects, hits forward, sort of line the netural hit of marth and roy's forward b. Can gain some recovery distance, but only gains notably if used once.
Down-B: Reflect: Sort of like the program in MMBN 3, it acts like mario's cape. Can only be held for a limited amount of time, recharge timer like the b move.
Up-B: *Suggestions please*
FINAL SMASH:
I have multiple ideas, so here it goes;
1. Summons protoman: Battle keeps moving normally, except protoman is attacking your enemies. Deals knockback, about 1/2 of lyns, but appears a moment before, allowing your opponent to dodge. Lasts for 10-20 seconds
2. Full synchro: Megaman gets super armor, all moves deal double knockback and damage. 10-20 seconds.
Critique/suggestions?
Logically I have created a moveset for this mega.
A: A quick punch with his left hand, somewhat like ganondorf's ssbm netural a
F-tilt: A relatively stronger punch with his megabuster hand, can be angled up or down
U-tilt: A kick, similar to c. falcon and samus' utilt, but weaker and faster
D-tilt: Shoots at the ground in front of him, all horizontal knockback (they go back but dont fall over). Long winddown lag
F-smash: Yo-yo chip (charges holding back, multi-hits on the end, angled up or down, low knockback)
U-smash: Strong upwards wave, like a one-hit link upsmash
D-smash: Waves his hand infront and behind him, automatically breaking items or breakable floors, high up/forwards knockback
Nair: *Suggestions please*
Fair: Punches forward, his hand becoming a drill. many weak hits, long winddown lag.
Uair: Hammer, starting behind and ending infront of him. Travels 180°, last 30° are a meteor smash. Slow, but high priority.
Dair: *Suggestions please*
Bair: A backwards kick, spinning megaman around. The damage reaches its peak at the middle, where he is facing the other way. May turn him around if landed midway, but otherwise returns him to facing foreward.
SPECIALS:
B: Megabuster: similar to the super scope, on a countdown timer like bowser's b
Forward-B: Step sword: Zooms forward, between ganon and c. falcons forward-b. If it connects, hits forward, sort of line the netural hit of marth and roy's forward b. Can gain some recovery distance, but only gains notably if used once.
Down-B: Reflect: Sort of like the program in MMBN 3, it acts like mario's cape. Can only be held for a limited amount of time, recharge timer like the b move.
Up-B: *Suggestions please*
FINAL SMASH:
I have multiple ideas, so here it goes;
1. Summons protoman: Battle keeps moving normally, except protoman is attacking your enemies. Deals knockback, about 1/2 of lyns, but appears a moment before, allowing your opponent to dodge. Lasts for 10-20 seconds
2. Full synchro: Megaman gets super armor, all moves deal double knockback and damage. 10-20 seconds.
Critique/suggestions?