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Smashs
SideSmash : Super Arm (Megaman 1).
Strong punch which, when fully charged, almost tops Ike's FSmash in terms on knockback and damage. However, the start-up lag and ending lag are about 0.35 seconds each. Behold the strength of Gutsman('s arse) !
DownSmash : Tornado Hold (Megaman 8).
When fully charged, the tornado goes slightly far less than Fox's shot from his Blaster. The knockback is also lower than the tornados from Hyrule in SSB64 when fully charged (however, the damage inflicted increases).
UpSmash : Air Shooter (Megaman 2).
Releases 3 tornadoes forward, then goes upward. The more the player charges the Smash, the further the tornadoes goes. However, regardless of how uncharged or fully charged the Smash is, the damage and knockback remains the same. The tornadoes inflicts enough hit-stun to be able to hit an opponent at least 2 or 3 times in a row.
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Specials
Neutral B : Mega Buster.
Like in the many fighting games "[insert franchise here] vs Capcom", Megaman can charge the Buster when holding the B Button, while moving or not. The damage caused when fully charged are a bit weaker than Samus' fully charged neutral B, but the knockback is stronger.
Side B : Rebound Striker (Megaman 10).
The projectile bounces a lot, but the knockback, damage caused and range decreases over time. When motionless, can be picked up by any fighter and thrown again. 2 Rebound Strikers can be on-screen at the same time.
Up B : I have some hesitations...
I struggle between the Jet Adapter (from Megaman 6) or the Wire Adapter (from Megaman 4). The former could make Megaman travel 1.5x times further than Squirtle's recovery, while the latter is a tether recovery move. We could also go for Beat (in Megaman 7, the bird saves you from falling into a pit). Beat would act like Snake's Cypher, but instead of being able to attack again, the end of the recovery would put Megaman in a helpless state.
Down B : Danger Wrap (Megaman 7).
If done like a Smash move, the Danger Wrap will be put on the ground, (or if used in the air, the bomb falls) which harms anyone but Megaman on contact (too bad for the C4-like recovery trick
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). Otherwise, Megaman will shoot a bubble with a bomb encased in it upward. If the bubble hits an opponent, the bomb will explode on contact.
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Dash Attack and Grab move
Dash Attack : Break Dash (Megaman V on the Gameboy) or the Charge Kick (Megaman 5 on the NES).
The former does more damages and knockback, while the latter can trip the opponent and can be used to dodge some projectiles. I can't decide which is better.
Grab move : Thunder Claw (Megaman 8) or normal grab.
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Air Attacks
N-Air : Top Spin (Megaman 3).
Hits multiple times, and has a set amount of damages.
F-Air : Slash Claw (Megaman 7).
Cause more damages at close range. High knockback.
B-Air :
U-Air :
D-Air : Flame Sword (Megaman 8).
Struck the opponent with a sword engulfed in flames. Spikes on the upper-half of the sword.
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Tilts
F-Tilt : Slash Claw (Megaman 7).
Same as above. When used downward, the attack has a few chances to trip the opponent.
U-Tilt :
D-Tilt : Solar Blaze (Megaman 10).
It splits apart and launches firebombs to the left and right. The distance traveled by each firebomb are 2/3 of Kirby's Up-B wave's travel distance. The firebombs follow the structure of the field.
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Final Smash (if they decide to re-include it)
Lightning Bolt (Megaman & Bass).
Megaman will hover in the air and send down a rain of energy bolts in random spots. The Final Smash lasts for 5-6 seconds (not including the start-up), and the damage and knockback inflicted by each bolt increases by 7% each second. Initial damage caused goes from 6 to 8%.
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If anyone has any idea for U-Tilt, U-Air and B-Air, let me know. Thanks in advance
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