If you ever get the chance to fight ScAtt, consider it one of the best fights you'll have at a tournament. He's really good and uses one of my favorite characters. That said, I am tired of losing to his Mega Man, so I took a few notes that will save us all a beatdown from the blue bomber.
1. Stay grounded.
2. Use Aether to stall out Leaf Shield on the ledge.
3. Ban FD.
4. Don't jump from the ledge at kill percents. When landing, be careful to avoid Slash Claw (Bair) at all costs.
5. Don't get up neutral at 140% from the ledge. Bthrow will kill you.
6. Walk and shield to push Mega Man into a corner. He is weakest there and when recovering.
7. Never jump when hit by Air Tornado
There's not much I can say about what to use on block. He can mix pellet shots into grab sometimes and confuse the timing. Most often, he won't, but with the timing, he can go 1-2-3 or 1-2, 1-2-3, etc. Takes a clever eye and it helps to turn the volume up on the TV you're playing on. In addition, Counter can possibly stop some of this if he gets too close.
Stay grounded - If you jump, he can follow up on that once you are in hitstun and coming down. This is where chaos begins.
Solution: Walk towards him and use shield. Be very patient and jab or DTilt when you see the opportunity arise. Shield when he gets close because Nair will launch you slightly. Using jabs will disrupt his momentum, and at any time he's landing, he is vulnerable. He needs to start doing buster shots again and his landing options are less than impeccable.
Using Aether to stall out Leaf Shield - If he pops Leaf Shield while you recover, there's not much you can do. Quick Draw is possible if you can avoid getting hit when jumping from the ledge. Aether has the most tendency to keep him at bay, but do it from a slight distance away to avoid getting grabbed when coming down from the attack. Once Leaf Shield is gone, prepare a means to get back on stage. If he has Leaf Shield, never roll, get up neutral, jump, or attack. He covers all of these options. You must find a platform or stall him unless you want to take more damage and let him throw you back offstage.
Solution: Aether to a platform on T&C and SV.
Ban Final Destination - Without platforms, this is his playground. Contrary to original evidence - where his Air Tornado kills on platform stages - that mainly applied to if you're jumping. His Uairs still do damage, but won't kill till very late percent *unless you jump during hitstun*.
Solution: Any stage. Yes, even Lylat. He gets no benefit on Lylat since his projectiles jam up on the uneven ground and puts his recovery at risk. Duck Hunt is even better since you can just hit the bush to recover.
Don't jump from the ledge at kill percents - This also includes safely landing. If he has you past 110%, he will be fishing for Slash Claw (Bair) - his primary kill option. This is where staying grounded becomes essential.
Solution: He won't use this if he's using Leaf Shield, obviously. But if he's not, he will be baiting a jump option.
Don't get up neutral from the ledge at 140% - This is Sonic and Ness logic. He will run up and pivot grab you to BThrow you.
Solution: Fair from the ledge as he will be forced to respect the range. He usually won't use a roll on reaction.
Walk and shield to push Mega Man into a corner - Basic Mega Man 101. His entire game revolves around firing lemons. Shielding protects you from those entirely. Walking and shielding is your optimal approach option, as you have access to jabs, Dtilts, grabs, and even Counter if he gets too close and mis-times an attack. The less space he gets to attack you with, the more danger he's in.
Solution:His jump options are very, very poor. He can either tomahawk or attempt a Fair. If he fairs your shield, that's a free punish with DTilt or grabs. Oftentimes, he will attempt a Rush Coil (Up B), then come down with Flame Sword or Hard Knuckle, then spring back into the air to evade. That's your cue to begin an assault or a chase due to his poor landing options.
Never jump from Air Tornado - If he hits you with a Uair, DO NOT JUMP. It's that simple. It can kill you at either 60% or 160%. The choice is yours.
Solution: Don't jump. Just take it while trying to get away, jumping after the hitstun has ended and you begin your descent. Players can and will try to jump-cancel to use multiple tornadoes, so just be patient.
Mega Man has a horrible time getting back on stage. Your outrange his Flame Sword and your Nair should take care of his own Nair as long as you space and retreat with it. In every match I've been in with ScAtt since May, he has always fallen for USmash from neutral ledge recovery. Note that when he rolls from the stage, it's about 1/3 of the stage, so go out far if you're going to run up and pivot FTilt him.
DANGER: Mega Man's FSmash can hit the low-point of Aether if we recover vertical. He can also use this multiple times, killing at 60% with a fully-charged Mega Buster shot. Using Side B to recover is completely recommended, using Aether as a last resort. It may actually be better to go high with Aether to absorb a weaker charged shot if he's aiming for us to go low. Save your second jumps as much as you can as recovering high and risking a dashgrab is better than risking an FSmash that will finish us at low percents. Once you're out of the FSmash danger, side recover and continue.
Note that Mega Man's single biggest danger is our grab combos. Fair will confirm all the way to a kill around the 85% (rage) to 110% margin (less rage for Ike). Naturally, he's forced to respect this, and fishing for an air-dodge Uair may prove even more effective as he can DI the Fair at very high percents.
Anyone who has Mega Man knowledge is more than welcome to reply and contribute to this. I'll be working on kill percents and moves that can disrupt Mega Man's Leaf Shield later. Being able to recover successfully from Mega Man is absolutely crucial given the amount of stage control his Leaf Shield gives him.