Very nice moveset, it would certainly work while giving a nostalgic feel to see all of those past moves Megaman once had.
Anyway, just for the heck of it, here's mine again.
(Don't dwell too much in damage percentages and whatnot).
[COLLAPSE="Spoiler"]
Specials:
B: Mega Buster
Megaman can shoot up to three small power shots per second that cause no flinching. Or charge his Buster Cannon to full power for high damage. There are 3 levels of charge. Small (no flinch), Medium (flinch and double damage) and full charge (knockback and around 22% damage when fresh)
(Games: Megaman 4-8+F)
Side B: Copy Skill
Megaman uses a copied skill. To copy an enemy skill, he must have knocked one out beforehand. The skill he will copy (for variety’s sake) will be the [Side B] of the knocked out character. By pressing a Taunt button, you remove the skill from your [Side B], and “save” it on the taunt button that was pressed, for future use.
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Note: When no opponents have been defeated, Megaman’s [Side B] is the same as The difference is that he can shoot or charge while running.
(Games: Every Megaman game)
Down B: Soccer Ball
Megaman materializes a power soccer ball in front of him. This one acts similarly to the item from Brawl, except after hit, this ball keep its trajectory until it leaves the screen, or after hitting someone at least 5 times.
Damage is moderate, knockback is moderate (similar to Samus Super Missile from Brawl)
(Games: Megaman 8, Marvel vs Capcom 1 and 2)
Up B: Rush Jet
Megaman calls upon his faithful companion, who turns into an air-board like jet under his feet. For a limited time, Megaman will be able to pilot Rush Jet all over the place, without depending on momentum. After about 8 seconds, he’ll run out of power, and Rush Jet will teleport away. (Similar to Rob, except without momentum)
(Games: Megaman 3-5, 8, F, 9, 10)
Attacks:
A: Punch: Simple jab
AA: Arm cannon slam: Vertical arm-cannon slam followup causes little knockback.
Ftilt: Arm cannon thrust: Fierce arm cannon punch attack.
Dtilt: Sweep kick: A low kick that sends downwards (bounces on ground)
Utilt: Upward kick: A high kick that launches opponents upwards. (MvC1-2)
Fsmash: Rocket Punch: Launches his arm the distance of one “block” (Stage builder) Has good knockback. (MMVgb)
Dsmash: Rush Power Suit: Megaman gains his Power Suit as he charges up his attack. Upon releasing the button, he delivers a power punch forward and then behind him.(MM6)
Usmash: Shoryuuken: Megaman charges his arm cannon and then delivers an energy-charged arm-cannon punch skyward. (MvC1)
Wakeup Attack: Megaman splits his legs open delivering a break-dance like hit to both sides.
Ledge Attack 1: Enters the stage, kicking with both legs forward.
Ledge Attack 2: Slides forward.
Ledge Attack Weak: Slams arm-cannon at opponent.
Dash Attack: Power Slide (games Megaman 3-8, F) slides under opponent sending them skybound behind him (similar to Mario’s only a bit stronger)
Aerials:
Nair: Stretches foot to kick opponent.
Dair: Slams opponent with his boots. Meteor smash.
Fair: Spinning kicks. Looks like a Tatsumaki Senpukyaku, switching legs (2 hits, like ZSS except first one drags in, second one knocks away)
Bair: Back hand slam: Knocks opponent diagonally upwards.
Uair: Aerial uppercut: Raises arm-cannon in mid air to hit opponent.
Throws: Megaman grabs with his free hand.
A: Hits with Arm-cannon on the head.
Fthrow: Fires a charge shot at point zero range, knocking opponent away.
Dthrow: Hurls opponent over his back onto the ground, and fires 3 small shots.
Uthrow: Jumps up while Rush Coil appears, and slams him over the coil, sending opponent upward a considerably high fixed altitude. (6 Stage builder blocks)
Bthrow: Gets behind opponent and fires a semi-charged shot behind his back.
Final Smash : Mega Air Force:
Megaman summons Rush Jet with plasma bursts, Eddy with bombs, Auto with a plasma shotgun, and Beat with ramming attacks to become the ultimate aerial destroyer. For around 15 seconds, Megaman will be unstoppable and devastating with a variety of ranged attacks from all of his friends.
(Megaman 8)[/COLLAPSE]
The copy abilities would be saved on the Taunt buttons. Since there are up to 3 opponents per screen, there are 3 taunt slots for each weapon, and the last taunt slot to revert to Megaman.