Codaption
Smash Ace
For future reference, please ask questions like this in the Q&A- this thread is reserved for discussion on whichever matchup is being analyzed. Since the Fox discussion is pretty dead at the moment, though, I guess I'll give my input here. Might be useful in case we ever get to Megaman in the future.
First off... we can approach Megaman pretty easily due to his low-priority projectiles being broken by Nair and our other aerials (you can also nab his metal blade if you get the Chance and use it for Rest setups), which is a definite plus for a character that usually struggles with getting in. This is especially good against Mega in particular, as he isn't very mobile, doesn't really have much to punish us oos, and overall has pretty mediocre close-range options (as long as you watch out for that shoryuken, it shouldn't be hitting often but will tank you outright if you let him sweetspot it). His recovery has intangibility on frames 7-10 but in general shouldn't be much trouble- in general, it's a worse Spring Jump barring the fact that it can cancel spikes.
However, it's not as if he doesn't have upsides here as well. The biggest trouble you'll have here is in the air- his Fair and Bair have pretty decent disjoint and are very fast as well (Fair being frame 7 and Bair being frame 4, which outspeeds all of our aerials), meaning they'll beat anything we could potentially throw at him there. His Dair and Uair aren't as fast but will outrange everything we have and make your life painful if you let them. The only issue is... none of these aerials autocancel and all of them have fairly heavy landing lag, so they can't actually give us as hard a time as they might otherwise. Nair is pellets again, which again we can outpriortize with ease...
Megaman also possesses a small frame and solid airspeed, but he's also a heavy fastfaller so those two facts can only help him so much. Overall....
-approach by breaking pellets with Nair, and maybe Fair if you're confident.
-Be careful with your spacing, he can't punish you if you're smart but if you're not he will wreck you hard with his Usmash and Utilt
-Don't get caught above him, his Uair will beat you up and take your lunch money if you let him juggle you
As long as you follow these guidelines, you should be set. Though I'm usually adverse to putting labels, this time I'll venture to place the mu at around even, maybe a slight advantage for us- though we have a lot going for us, Slash Claw and Flame Sword are a troubling pair of aerials for us and are enough to bring it back for him on their own imo.
First off... we can approach Megaman pretty easily due to his low-priority projectiles being broken by Nair and our other aerials (you can also nab his metal blade if you get the Chance and use it for Rest setups), which is a definite plus for a character that usually struggles with getting in. This is especially good against Mega in particular, as he isn't very mobile, doesn't really have much to punish us oos, and overall has pretty mediocre close-range options (as long as you watch out for that shoryuken, it shouldn't be hitting often but will tank you outright if you let him sweetspot it). His recovery has intangibility on frames 7-10 but in general shouldn't be much trouble- in general, it's a worse Spring Jump barring the fact that it can cancel spikes.
However, it's not as if he doesn't have upsides here as well. The biggest trouble you'll have here is in the air- his Fair and Bair have pretty decent disjoint and are very fast as well (Fair being frame 7 and Bair being frame 4, which outspeeds all of our aerials), meaning they'll beat anything we could potentially throw at him there. His Dair and Uair aren't as fast but will outrange everything we have and make your life painful if you let them. The only issue is... none of these aerials autocancel and all of them have fairly heavy landing lag, so they can't actually give us as hard a time as they might otherwise. Nair is pellets again, which again we can outpriortize with ease...
Megaman also possesses a small frame and solid airspeed, but he's also a heavy fastfaller so those two facts can only help him so much. Overall....
-approach by breaking pellets with Nair, and maybe Fair if you're confident.
-Be careful with your spacing, he can't punish you if you're smart but if you're not he will wreck you hard with his Usmash and Utilt
-Don't get caught above him, his Uair will beat you up and take your lunch money if you let him juggle you
As long as you follow these guidelines, you should be set. Though I'm usually adverse to putting labels, this time I'll venture to place the mu at around even, maybe a slight advantage for us- though we have a lot going for us, Slash Claw and Flame Sword are a troubling pair of aerials for us and are enough to bring it back for him on their own imo.
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