MEGA MAN
Mega Man's team color would be reflected on the parts of him that are normally dark blue (Arm cannon, shorts, helmet, boots) and his selected power would be reflected in the parts that are normally light blue. His Side and Neutral specials are changed based on the element that MM has selected. He starts the match as the Default Mega Buster.
Using a special from an element that isn't his standard Mega Blaster uses up that element's power, indicated by a meter near his health %.
When it runs out, MM automatically switches back to his Mega Blaster and MM can select a different power while the other recharges.
More powerful attacks use up more energy.
Energy recharges slowly over time... by the time he's used up all of his 8 powers, the first one he was using would probably be back to full charge.
Up Special
RUSH MANEUVER
Ground (Rush Coil): Rush quickly teleports underneath Megaman and launches him up with a spring.
Air (Rush Jet): Rush teleports underneath MM and carries him around. Holding up or down controls his vertical movement, and you can still use your other specials while riding.
Down Special
POWER SELECT
When you hold Down+B, a little menu pops up that looks like a robot master stage select screen. The power you select is based off of the direction indicated when the button's released, with neutral being the Mega Buster.
MM's secondary color changes based off of the element selected (the font color).
The first power listed is that element's neutral special, the second is his side special.
MEGA BUSTER
Arm Cannon: Tap to shoot little pellets, hold to charge. Only three on the screen at a time, he can move while charging. Three different levels of power. If he's hurt while charging, he loses the charge.
Mega Arm (MMV): Mega Man launches a rocket fist that returns after hitting something or reaching the end of its range. This attack can grab small items from afar. MM can't make other attacks while his fist is out.
FIRE
Pharoah Shot (MM4, Pharoah Man): Charges up a fireball above his head that can hurt enemies. When released, it launches the ball in the direction indicated.
Flame Blast (MM6, Flame Man): Tosses a ball of flame that sends a gout of fire out perpendicularly to the surface it hit, launching foes in that direction.
ICE
Ice Wall (Mega Man & Bass, Cold Man): Forms a wall made out of ice. Megaman can then hit it to send it sliding along the stage, pushing enemies and items along with it. Enough damage will break it.
Chill Spike (MM10, Chill Man): Launches a ball of gel in a parabolic arc. If it hits an enemy, they become frozen. If it hits the ground, it sets into a spike trap
ELECTRIC
Plug Ball (MM9, Plug Man): Drops a spark. When the spark lands on terrain, it starts moving in the direction MM was facing. Essentially, a mini Hothead.
Thunder Bolt (MM7, Cloud Man): Shoots a spark forward that goes through walls. When it hits something, it splits into two smaller sparks that go up and down.
AIR
Tornado Hold (MM8, Tengu Man): Drops a fan on the ground in front of MM that blows things upwards. Can deflect physical projectiles and helps MM get into the air.
Air Shooter (MM2, Air Man): Launches three small and weak tornadoes that spread out and fly upwards. Does low amounts of damage.
GROUND
Super Arm (MM1, Guts Man): First use grabs a chunk of earth from the ground, second push throws it. Covers a lot of area and deals nice damage, but is slow and easy to dodge.
Power Stone (MM5, Stone Man): Three stones pop out and start to orbit Mega Man. When they hit something, it hurts and stuns them. Enemies can break the satellites with attacks.
CUTTER
Boomerang Cutter (MM1, Cut Man): Shoots a spinning blade boomerang that goes out and comes back. Catching the boomerang recovers some energy.
Slash Claw (MM7, Slash Man): Mega Man slashes out with a clawed combo. This move is very similar to Marth's Side B combo, but faster and weaker.
EXPLOSIVE
Danger Wrap (MM7, Burst Man): Sends a bomb encased in a bubble to the side that floats up and explodes. If an enemy is caught in the bubble, they get carried up with it until the bomb explodes.
Crash Bomber (MM2, Crash Man): Shoots a sticky bomb to the side that explodes after a couple seconds. In the air, it is shot diagonally downward.
PLANT
Leaf Shield (MM2, Wood Man): He forms a spinning shield of leaves around himself. As soon as he moves in a direction, the leaves shoot that way.
Hornet Chaser (MM9, Hornet Man) MM shoots off a weak bee that homes in on enemies. If there are no enemies around, the bee will grab a nearby item and bring it back. The bee can be killed by any enemy attack.
Final Smash
SUPER ADAPTOR
Rush teleports in and fuses with Megaman, granting him the ability to fly via a jetpack and transforming his attacks to launching a powerful rocket fist that homes onto enemies. Flying quickly into foes also damages/launches. Eventually, Rush disconnects and teleports away.