Play-Style Idea
Geo's playstyle should mostly be focused on being able to rush down the opponent with close range attacks, as he has a variety of close range battle cards from his games as well as his partner Omega-Xis. Megaman, in his many incarnations is known for his vast pool of long range attacks, while the moveset SFMM is mostly rush-down from what I have in mind I also have a certain "gimmick" in mind that can represent the gun-play aspect of Megaman as well. It should be noted that, while SFMM has slightly better horizontal K.O. game, but has a
couple combos dedicated to vertical combat.
Basic Character(s) History
Coming Soon....Maybe.
Stats
Overall: Megaman should be a character with balanced stats across the board. The only major stat he should be lacking in is his air movement. While the only two stats that are noticeably higher are his jumping height and weight.
Ground Speed 6/10: Megaman should have some decent ground speed to make sure he can keep himself as close to, or as far from, any opponents as he needs to be.
Air Speed 4/10: In order to balance his above average ground speed Megaman should have a little bit trouble in the air.
Size: 5.5/10: This version of Megaman should be
slightly taller than Peach.
Weight 7/10: Megaman might be a kid, but he's wearing armor so he should be heavier than average.
Fall Speed 5/10: Megaman should have average falling speed.
Jump Height 7/10: Having come from a franchise that mostly revolves around platforming, it would kinda make sense that any form of Megaman is good at jumping.
Traction 6/10: Megaman should have slightly above average traction.
Extra Stuff: Megaman's extra traits are similar to other Megamen, namely X. Megaman should be able to jump off of walls similar to some other Megaman characters. Unlike Diddy Kong Megaman dosen't stick to the walls, rather he has the ability to slide down on the wall slowly.
Here's what he looks like as Megaman
Here's what Omega-Xis,his EM-being partner looks like:
Moveset-wise, Omega-Xis can mostly serve as Geo's "finisher weapon" most of the moves that would involve Omega-Xis somewhat slow but very powerful. Meaning that they are the most useful for K.O.s.
Starforce Megaman Moveset:
The main reason I chose this Megaman is I thought that it'd be interesting to see how it would turn out. Most Megaman movesets are either Classic Megaman, Megaman X or Megaman EXE. So I wanted to try something "different".
A moves
AAA: First Megaman does a basic jab right hand then he attacks using a move similar to the syncro hook his left, and does a kick to the gut. Each hit does 5% damage. Last hit has a little knockback. This should just be a basic combo, nothing too special about it. Each of the attacks should somewhat fast, about as fast as Mario's AAA combo.
Forward + A: A quick roundhouse kick. Does about 8% damage. Decent horizontal knockback. This attack, if timed correctly should be able to combo into his basic three hit combo. This should be his second fastest A move on the ground. This move can also serve for poking the opponent.
Up + A: Megaman slashes his sword upward. Does around 11%. Decent vertical knockback. Like his forward A, it can be comboed in to his basic three hit attacks. This is meant so serve as an alternative basic combo for those that prefer vertical combos. This move is his slowest Non-Smash A move, it's main advantage is its larger than average hitbox.
Down + A: A quick low kick that does about 9%. Very, very little knockback. This move is pretty much meant for poking your opponent getting in a little bit of damage. In order to serve as a decent poke move this move is very quick, For comparison, It should be faster than Luigi's Down+A. The attack also has more range than Luigi's as Megaman sticks his leg out further.
Dash + A: Megaman does a sliding kick,similar to Classic Megaman that deals 7% of damage. Decent knockback. This slide kick should be a bit faster than Mario's and it should have slightly more range too.
Forward Smash: Megaman summons Omega-Xis to use the Beast Slash. Uncharged does 15% damage, full charge does 30% damage. Sends the enemy flying horizontally. This Smash attack should take about 2-3 seconds to fully charge, and it serves as one of his main KO moves.
The animation of Megaman's Forward Smash should look similar to the Beast Slash in the Starforce games. Omega-Xis lunges ahead of Megaman and slashes about the enemy.
Up + Smash: Megaman does a backflip kick. Uncharged does 11% damage, full charge does 22%. Sends the enemy flying up into the sky.
Down + Smash: Megaman does a powerful sweep kick. Uncharged does 13%, full charge does 26%. Decent knockback. This should be his weakest Smash move, in terms of knockback. As it mainly serves to keep enemies off your back instead acting as a finsiher.
B moves
B: Mega-Buster: Megaman uses his signature arm cannon to shoot people up.The Mega-Buster has three levels of power, uncharged, semi-charge, and full-charge. Uncharged shots have the smallest hitbox, they can be shot quickly while moving. Of course, its also the weakest, only dealing 5% damage per shot. Uncharged shots have little to no knockback. Uncharged shots are about the same size as uncharged Super-Scope shots and are yellow and gold. Holding the B-button down for about 1 second Megaman can shoot a semi-charged shot. Semi-charged shots are about 1 1/2 times larger and deal 13% damage per shot. Holding the B-button down for about 3 seconds Megaman can shoot a fully-charged shot. Semi-charged shots are the same two shades of green as Omega-Xis' aura. Fully-charged shots are the largest and are shot at the same speed when shot. Fully charged shots deal 23% damage and sent the enemy flying horizontally. The fully charge shots are colored blue and light-blue. The fully-charge shots are about the same size as Samus' full-charge shot. The shots fired from the Mega-Buster are about as fast as Falco's blaster. No matter the charge level, the buster shots can fired at the same speed once the B-Button is no longer held. The buster shots have the same range as Falco's blaster as well, regardless of charge level. The Mega-Buster shots explode on contact, no matter the charge level of the buster shot. it should be noted that unlike Samus, letting go of the B-button will release the buster shot.
Weapon Changing/Taunting: This is an idea that is normally seen in quite a few Megaman fan-movesets but, honestly; I think its a good idea. We already have taunts that do damage(albeit very little)so having taunts that can alter or enhance special attacks seems like the next step. Here's the idea I have for the weapon changing.
Up-Taunt: Switch to Plasma Gun: By pressing the Up Button on the D-Pad, Geo will hold a Battle Card above his head that will brightly glow yellow/golden. Once he does this Geo's Mega-Buster will change into the Plasma Gun. The Plama Gun shoots a ball of electric energy at the opponent. The Plasma Gun does the same amount of damage as the semi-charge shot(13%). But the Plasma Gun is a bit slower and has slightly and has 10% less range. The Plasma Gun can't be charged, so you'll constantly have the raw power of the semi-charge shot, but with less speed and range. The main advantage of the Plasma Gun however, is to stun foes when fired for about 1 second. This will leave enemies wide open for a finishing attack. The secondary advantage for the Plasma Gun is that is can pass through enemies instead of exploding on contact. Meaning that if you have good timing you can hit 2 or even 3 enemies with a plasma shot, giving you the change to take out multiple opponents. Pressing Up-Taunt again while the Plasma Gun is equipped will cause Geo to hold another Battle Card above his head, this time it will glow the same two light green colors as Omega-Xis' aura. This indicates that you've switched back to the Mega-Buster.
The Plasma Shot's Buster on Megaman's arm should look kinda like this:
Side-Taunt: Switch to Mech Flame: By pressing the Left Button or Right Button on the D-pad, Geo will draw a Battle Card and hold it right in front of him and it will glow red/orange. This signifies you switched to the Mech Flame. Pressing and holding the B Button with the Mech Flame equipped will cause Megaman to spray a continuous stream of fire from his buster. You can hold the attack for 4 seconds as the flame fades away slowly. The attack does 3 hits per second and does 2% per hit. So attacking an enemy with the Mech Flame at full power deals 24% damage. Unlike Bowser or Charizard, Megaman's Mech Flame is shot straight in front of him. This gives this attack more horizontal range. But it can be a it hard to enemies on lower levels. Pressing either of the Side-Taunt buttons on the D-pad while the Mech Flame is equipped will cause Geo to draw a Battle Card and hold it right in front of him and it will glow the same two light green colors as Omega-Xis' aura. This means that the Mega-Buster has been re-equipped.
The Mech Flame's Buster on Megaman's arm should look kinda like this:
Down-Taunt: Switch to Chain Bubble: By pressing the Down Button on the D-Pad, Geo will draw a Battle card and hold it behind him. The card will glow navy/blue this means that the Chain Bubble gun is equipped. When the Chain Bubble is shot in 3 directions, forward, up-forward, and down-forward. Each Chain Bubble shot has he same range as Ness' PK Fire. Each Chain Bubble deals 7% damage per shot. Each Chain Bubble explodes on contact. The biggestadvantage of the Chain Bubble is to
hit enemies on higher and lower levels. Pressing the Down Button on the D-Pad while the Chain Bubble is equipped Geo will draw a Battle card and hold it behind him. and it will glow the same two light green colors as Omega-Xis' aura. This means that the Mega-Buster has been re-equipped.
Forward + B: Million Kick: In the Megaman Starforce games, Megaman can obtain a powerful move called the Million Kick, where he does a flurry of kicks at blinding speeds. You can keep attacking by pressing the B-button repeatedly while holding forward. The Million Kick does 6% per hit, but has very little knockback. Mostly used for Edge-Guarding and racking up damage for a finishing move. Megaman stands still when using this move, both on the ground and in mid-air. This move can also be done right after the AAA combo, if you have the right timing. This move can be comboed into some mid-air moves such as Up+Air, Neutral+Air, and Forward+Air. In terms of speed this is the fastest move in all of Megaman's moveset.
This is what the Million Kick looks like:
Up + B: Heat Upper: Another attack seen in the Starforce Games, Megaman hand is lit on fire and he uppercuts the enemy. This can work as a vertical recovery attack. The attack would do 9 hits, with the first 8 hits dealing 2%(16% in total)damage each and the last hit dealing 5% damage. Has decent knockback. This move can work well for vertical K.O.s.
Down + B: Tornado Dance: Another attack Megaman can use in the Starforce games. Megaman spins his whole body around so quickly that his body is wrapped in a tornado. This move can work kinda like Metaknight's Mach Tornado. The Tornado Dance does 10 hits, with each hit dealing 2% or 3% damage. This move's secondary function should as a horizontal recovery. The Tornado Dance can rack up damage quickly, to make up for its lack of knockback or K.O. potential.
The Tornado Dance should look as flashy as the Battle Card picture.
Mid-Air Moves
A(in mid-air): Megaman kicks forward dealing 9% damage that has a little bit of knockback. Think of this kick being similar to Mario's Neutral Air, but the kick has a bit more range, since Geo is a bit taller.
Forward+Air: Megaman summons Omega-Xis and punches forward. The attack deals 13% damage. Decent horizontal knockback. This attack's main advantage is that the attack has a large hitbox making it easier to hit enemies. The biggest drawback of this move is its speed. Given the decent damage output and the large hitbox, this is Megaman's slowest move.
Back+Air: Megaman does a spinning horizontal slash with his sword that deals 10% damage, this move has decent knockback. This move mostly serves as a means to push the enemy back in order to keep your distance, if you want to rely on long range combat. Holding down the A button will have Megaman continually spin while descending. But he will descend faster than normal.
Up+Air: Megaman attacks with a backflip kick. does around 12% damage that has little bit of knockback. The main purpose of this move will keep the enemy in mid-air a
bit longer, though it should be a bit risky as Megaman's mid-air game is his main drawback.
Down+Air: Megaman does a dive kick that does 12% damage that has decent vertical knockback. This move mostly serves as a way to keep Megaman on the ground. This move can be canceled into Tornado Dance as well as the Heat Upper.
Throws
Throw+A: Megaman punches whoever he grabs in the gut. Each hit does 4%
Throw+Forward: Megaman shoots his buster at close range dealing 11% damage. This throw has a little bit knockback. This is just the basic throw, nothing too flashy.
Throw+Back: Megaman summons Omega-Xis behind him, who chucks the enemy behind him very quickly. dealing 14% damage. This throw has great horizontal knockback. This is the throw mostly used to get in any quick knockouts, it doesn't do much damage but makes up for it with being able to send the enemy flying.
Throw+Up: Megaman Summons Omega-Xis who then, strikes the enemy with a quick slash that deals 12% damage. this throw has great vertical knockback.This throw, while not quit as good as the back throw should be available to those who prefer vertical knockouts.
Throw+Down: Megaman summons Omega-Xis, who then grabs the enemy with both hands and slams them down, This throw does 24% damage, making it the strongest throw, but it has no knockback. This throw is mostly mean for racking up damage or to serve at the end of a basic ground combo.
Final Smash
(Option 1)Zerker Form:
I chose Zerker Form as its one of the easier forms to implement in the game, without changing his gameplay style too drastically. Zerker Form can more or less work in a similar manner as Wario-Man. Instead of unleashing a single powerful attack, Megaman cranks all of his attacks to 11 for a relatively short amount of time(about 15-25 seconds)and he becomes completely invincible during the Final Smash. Each of Megaman's Zerker Form attacks deal 3 times as much damage as his normal form. However there are a few differences when it comes to his moveset when in this form. Megaman's Forward Smash in no longer the Beast Slash that he uses with Omega-Xis. Instead its the Zerker Form's signature attack, the Thunder Slash. The Thunder Slash has Megaman grab his sword with both hands, and he slams down the blade with great force. Another move that is changed is his Forward+Air, Megaman no longer uses Omega-Xis for this attack, instead Megaman stabs forward with his blade with great force. Megaman's basic AAA combo is also changed. Instead of punching twice and then kicking, Megaman slashes horizontally, then vertically, then boots the enemy forward. Each hit of this forms AAA, deals 15% damage per hit. Even with another weapon equipped, Megaman will switch back to the Mega-Buster, once the Final Smash was activated. Like all of his other moves, the Mega-Buster will deal 3 times as much damage. The Mega-Buster also gains an electric spark effect while in Zerker Form.
I might make other Final Smash Ideas for Saurian, Ninja, and Black Ace forms.