Mega Man
Notes:
Light/Medium Weight
Both his Walking and Running speeds are average
Is a Fast Faller and has average Air Speed (just like in his games)
Pros:
Able to rack up damage easily
Great special and Smashes
Thunder Wool makes for a great edge guarding
Great Recovery
Great ground game
Cons:
Lack of killing moves
Light weight
Poor aerial game
Fast faller means he can be chain grabbed and easily edge guarded by opponents
Specials:
Neutral - Mega Buster - Chargeable and can launch 3 uncharged shots at a time (think Super Scope item),
Side - Thunder Wool (MM10) - launches at an angle a Thunder Cloud that after 3-5 seconds produces a lightning bolt (Thunder!), great for edge guarding and setups,
Up - Rush Jet (MM3) - Rush appears underneath MM in Jet form, allows MM to fly for about 3-4, can attack but only with uncharged buster shots, when done puts MM into a helpless state, can jump/shield out of, balances poor aerial game,
Down - Copy Vision (MM&B) - creates a stationary hologram turret for 2-3 seconds, shoots non-flinching buster shots in 1 direction, hologram itself doesn't harm opponent, only 1 hologram at a time,
Final - Support Robots (MM5-6,MM7,MMV)- Summons Beat, Tango, and Rush all at once for 12-15 seconds, Beat and Tango hunt down opponents, while MM gains the Super Adaptor, 2nd Jump becomes a jet pack, Charged Buster shots become homing fists,
Tilts:
Neutral/Jab - Quick Boomerang (MM2)
Forward - Slash Claw (MM7)
Up - Pharaoh Shot (MM4)
Down - Slide - moves MM forward,
Dash - Charge Kick (MM5) - moves MM forward
Aerials:
Neutral - Thunder Claw (MM8) - pulls MM slightly forward
Forward - Electric Shock (MMV) - has less range then MMV version
Up - Top Spin (MM3) - think Mario Tornado
Down - Sakugarne (MMII GB) - works like Link's D-Aerial but has less knockback,
Back - Flame Sword (MM8)
Smashes:
Forward - Hard Knuckle (MM3) - launches a fist forward, very laggy, can be slightly angled, high knockback, less range then MM3 version
Up - Mega Punch (MM:the Power Fighters/MvC) (Shoryuken!)
Down - Wild Coil (MM7) - launches 2 bouncing springs forward/back, when charged they also bounce higher, less range then MM7 version
Throws:
Pummel - shoots uncharged buster shots
Forward - Super Arm (MM1)
Up - Gravity Hold (MM5) - does no damage, great launcher,
Down - Water Shield (MM10) - produces WS, opponent is hit by all 8 water droplets,
Back - Super Arm (MM1)
Other Moves:
Wall Jumping (MvC, MMX and beyond series)
Taunts:
1. Removes Helmet
2. MvC Taunt
3. Powers down into Rock for a second
Costumes:
Green - Quint MM2 GB
Red/Gray - Rush/Proto Man
Black/Orange - Bass
Blue/Yellow - Bad Box Art Style
Blue/Orange/White - Model A (There was a 8bit style minigame in MMZXA)