You guys should play Megaman for like a day. Megaman has no OoS options but grab --
none. If he's holding a metal blade he can hit you for 5 to 10%, but that requires a metal blade in hand.
ZSS can dance around like mad and all our punishes will be grab -> hope you mess up and we get another hit.
If megaman uses pellets and you aren't using a move,
jump over and hit him with your nair. If megaman is in the air, he has a giant blind spot beneath him. Play him like ROB in Brawl. Short hop aerial to force an air dodge, then u-tilt or grab and put him back up in the air. Repeat.
Megaman isn't hopeless in the matchup, but ZSS' biggest weaknesses here is that she shouldn't be using paralyzer at all in this matchup. Stick to nair, jab, f-tilt, u-air, bair, to a lesser extent fair, and dair to the groudn whenever Megaman chases with a double jump.
When Megaman gets to 110% you can go for a d-smash in some situations (like calling a roll or get up from ledge, rolling behind megaman's drop off jump nair from ledge, rolling behind a called f-smash, other random situations) and then fox trot to up+b to catch them when they pop out of the d-smash.
Megaman's entire gameplan in every matchup is "get chip damage from people trying to rush down too quickly", then to jab just outside of max range so you can't punish and hope you run into them, then wait for you to commit to something so MM can shield grab, then try to corral them with danger wrap, u-air, metal blade, and f-smash until we get you off stage.
If you walk, don't run, megaman can't hurt you from across the stage. If Megaman ever jumps at metal blade range (for the guaranteed blade -> grab combo), you can safely roll behind him while he is rising and then punish the telegraphed diagonal metal blade with a dash u-air or simply remain in shield if he tries to falling aerial.
Once you are just outside of his pellet range, he will start mashing jab hoping to gain 2-6%. Don't shield if you get hit, just take the damage, but you shouldn't be hit in the first place because you should be just outside his range. Every megaman in the world will, after jabbing, immediately begin a second round of jabs. Short hop nair or fair and punish his lemons, then short hop bair or bait airdodge -> bair as a mixup if your nair hits him off stage.
When megaman is on the ledge, stand just outside of getup range. Decide if you want to do a d-smash mixup. If you don't, crouch -- if megaman jumps, shield and punish his aerial. If he does a double jump, immediately jump and u-air and then fast fall u-air -> u-tilt if he air dodges. Megaman can't do anything out of a double jump to someone on the ground. If megaman stands up or rolls, he's in an awful situation and you can likely punish on reaction. At worst, megaman is put in a gamble situation. If megaman does drop off -> jab, it is punishable unless you get hit by the gun that knocks you back; this is why you crouch, because lemons will miss and you can d-tilt him while he's in the air or simply f-tilt him off stage after the third lemon.
Everyone who might play a megaman should turn on their 3DS, then jab with megaman while holding down shield. Pay attention to when he can shield. It takes forever.
Megaman have a metal blade in his hand? Camp. He can't do anything unless you let him hit you. If he jumps, he's going to z-drop it or throw it down or as he's landing. Each one is telegraphed. Don't stand under him and all he can do is throw it as he's landing -- dash attack him and you pick it up automatically.
Are you at high %? Megaman wants to grab and b-throw you or hit you with a back-air. Some megaman players might use f-smash, u-smash, or d-smash if you give them the situation to do so but those shouldn't work or, in the case of u-smash, ever really kill. If you're at super high %, u-smash is legit so you'll die to that. Otherwise, play it safe because there's no reason not to do so. He can't "rush down" with a kill move, so he's waiting for you to move first. Just stay outside of pellet range and punish when he tries something.
B-throw is a great kill move if you're by the ledge and at high %. It's fast too. Solution is to not get in that situation. If you're on the ledge and you jump from the ledge, Megaman has to call that with a turn around jump bair to kill you (occasionally u-smash at higher %). Be tricky with over-b and when you jump off the ledge, go towards center stage to start megaman's sisyphean task all over again. Being in the center stage is like having 30 to 40% less. Cept for u-tilt.
U-tilt is a huge punish move on hard reads. If you get hit by this, you either got metal blade combo'd or you did something silly like roll from the ledge for no reason. This move will land, but if Megaman does this and whiffs, get a d-smash and then grab, f-smash, or fox trot up+b to catch with the last hit at 110% and up.
The MU tl;dr --
- Don't use paralyzer
- Punish megaman's jab, don't panic shield when he hits you with a jab
- Crouch by ledge outside of getup attack range when MM is on ledge, punish his options
- If Megaman is in the air and uses his double jump, follow with rising u-air. He might air dodge, in which case u-air again or fast fall u-air and land.
- Megaman is 10% dangerous when he has a metal blade in his hand on the ground. In the air he has 3 options all of which are easily dealt with. Don't get unnecessarily hit with metal blade.
- Walk, don't run, when you aren't in punish mode
- When at high %, avoid Megaman's kill moves and stay towards center stage.