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The Official "Megaman in SSBB" Topic!

bluebomber22

Smash Champion
Joined
Sep 23, 2006
Messages
2,715
Location
Riverside, CA
ok sure, I didnt realy want to make it anyways but I realy think we should make one. we keep having to go over the same arguments over and over again and it gets bothersome after a while. and not much has been going on as of late. and isnt there one more date after dec.3 that he can be announced at anyways?
yeah there is one more date.

*cough*Classicfocusedpersonpreferably*cough*
yeah , i dont really care who does it, but i know more people wanted to do it before and we agreed to wait.

But even if we get a new first post, people will still say he's a samus clone. the only time we will stop hearing that is when Mega Man Special Moves is updated:)
 

bksbestbwoy

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yea thanks for the update... i've been away again, wit the **** freshman work and all, but now it's time to help out with some blue bomber support

EDIT: @ IsmaR - dark samus would be a samus clone, lol


just playing
 

Storm Eagle

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This thread isn't growing enough anymore! Come on, my fellow Mega Man supporters!

Here are once again my compilated ideas and hopes for the Rock Man universe for Brawl:

Characters:

The Classic version of Mega Man (duh...)

Moveset:

Normal attacks:

A-A-A: Punch, Punch, Club with Buster Cannon

Tilt: Range kick

Up-Tilt: Uppercut

Down-Tilt: Leg-Sweep (Like Ness' in Melee but stronger, with more range and slower)

Forward Smash: Mega Arm (his Buster transforms into a giant fist. Guts Man's weapon)

Up-Smash: Headbutt

Down Smash: Charge Kick

Aerials:

N-Air: MM spins around. (Like Peach's N-Air)

B-Air: MM stretches one leg to the back.

F-Air: A Metal blade appears on top on his Mega Buster and he "cuts" in a crescent.

D-Air: Double Foot Stomp

U-Air: Somersault

His shield works just like the others, but it has a special animation: The Leaf Shield.

Specials:

B: Mega Buster - MM can charge it while running and it has three different levels of charging. The first 2 have no knockback and the third can be uses as a killing move (strong knockback).

Up + B: The patentet Rush Coil.

Forward + B: Rolling Cutter - A projectile like the Mega Buster, but this works like a boomerag. It circles around and comes back to MM after a short time.

Down + B: MM plants a Crash Bomb on the ground which explodes after a while. If he uses this in the air, the bomb falls vertically to the ground.

Final Smash: Time Stopper - Every opponent stops for 15 seconds and Mega Man can punish them at will. No knockback for the opponents.

Assist Trophies:

Proto Man: His trademark whistle will sound before he appears. He jumps around the stage with his Proto-Shield and attacks the opponents with his Buster. (Just like in his battles in Mega Man 3)

(Assuming that Psycho Mantis will be the second AT for Snake and that Tails and Knuckles will be ATs as well, here is my second AT for Mega Man)

Beat & Eddie: Eddie will give you an Energy Tank which will heal you about 10-15% while Beat will attack your opponents a couple of times.

Stage:

Gamma: This stage is the Final Battle against Wily in Mega Man 3. There is one large platform and 2 smaller platforms floating above. The giant robot Gamma will be in the background and attacks the brawlers from time to time. (Reminds you a little bit of Brinstar Depths? That's where i got this idea from.;))

SSE Bosses:

Yellow Devil on Shadow Moses Island: Nuff said.
 

Aqua Rock X

Smash Ace
Joined
Oct 29, 2007
Messages
717
Location
Tennessee
Eh, why not.

Characters
Playable: Megaman
SSE: Protoman, Roll, Dr.Light
SSE Bosses: Dr. Wily, Bass, Mecha Dragon, Protoman.

Moveset

Normal Attacks:
AAA: Punch, Punch, Kick

Forward Tilt: Slash Claw

Up Tilt: Light Uppercut

Down Tilt: Low kick

Forward Smash: Flame Sword

Up Smash: High Kick

Down Smash: Sweep

Running attack: Slide

Aerials

Up Air: Mega Uppercut

Natural Air: Top Spin

Down Air: Charge Kick

Forward Air: Forward Punch

Back Air: Backwards Kick

Special moves

B: Buster - Chargeable, with massive damage but no knockback.
^B: Rush Jet - Megaman rides Rush Jet for 2-3 secs in any direction.
>B: Mega Ball - Megaman kicks the Mega Ball into incoming opponents. The Mega Ball becomes an item for any character if stationary.
v B: Tornado Hold - Megaman fires a powerful tornado that traps an opponent for 2 secs.

Final Smash
Rush Adaptor - Megaman dons his Rush adaptor suit and power is doubled. Duration is a full minute or until K.O.ed.

Gaurd

Skull Barrier or Leaf Shield

Assist Trophies
Beat: Swoops down to rescue summoner when he/she falls into the pit. Beat is off screen until rescue.

Flip Top: Dispatches a random item.

Stages

Dr Wily's fortress: Stage consists of propeller induced platforms that move freely. Dr. Wily's castle theme from MM2 plays in the background.

Monstropolis: Smaller city stage with random enemy stage hazards. The intro stage theme of MM7 plays in the background.
 

X-x-Dyce-x-X

Smash Master
Joined
Feb 27, 2007
Messages
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Some town in New Jersey Mains: Link, Falco, Ganond
I've got two hours before my next class... I'll give this a go.

~Megaman~

Standard Attacks

A,A,A - left jab, left jab, right hook
fTilt - buster cannon headbonk (meteor)
uTilt - Party Popper (small explosion from the buster cannon [weak form from uAttack series])
dTilt - Power Slide (slides forward, foot extended [like in the games])

fSmash - Mega Punch (lunges forward with buster cannon, jetting forward [no actual Rush involvement])
uSmash - Grand Finale (HUGE explosion from the buster cannon [strongest form of uAttack series])
dSmash - Ground Punisher (jumps in the air, shoots the ground with an explosive blast)

Aerial Attacks

nAir - cannonball tuck
fAir - frontflip kick (spike)
uAir - Big Finish (falling backwards, armcannon up, big explosion from buster cannon [middle form of of uAttack series])
bAir - back kick
dAir - running man (like Yoshi's but shorter and less effective)

Special Attacks

nB - "Buster Cannon" - Have to have this. Megaman charges his Buster Cannon the longer you hold it. Charge cannot be saved. A total of four levels of strength.
Level 1 = Triple Shot Burst
Level 2 = Single Shot (as strong as being hit by all three level one shots, minor knockback)
Level 3 = Strong Shot (as strong as being hit by three level two shots, good knockback)
Level 4 = Mega Blast (as strong gas being hit by three level three shots, great knockback, long charge time)



... Ok, I'm bored now. :lol:
 

MarthFanatique

Smash Journeyman
Joined
Nov 23, 2007
Messages
448
Location
Michigan
I sincerely hope that Mega Man is confirmed as the third/last (whichever) 3rd party member of SSBB. If he's not in, I'll be ticked off. But, I honestly hope that he has his older mover like from the NES or SNES and not the jack-in crap (no offense if you like to jack-in with Mega Man lol jk).
 

error_alt_delete

Smash Champion
Joined
Sep 26, 2007
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Location
R.M.B. were else?
I sincerely hope that Mega Man is confirmed as the third/last (whichever) 3rd party member of SSBB. If he's not in, I'll be ticked off. But, I honestly hope that he has his older mover like from the NES or SNES and not the jack-in crap (no offense if you like to jack-in with Mega Man lol jk).
dont worry, almost all of us here share that way of thinking too. capcom said that the battle network series was dead. so we shouldnt have to worry about that version being the one put in.
 

Stryks

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Joined
Apr 8, 2006
Messages
8,423
Location
Tijuana cabrones!
Whoa whoa whoa. No ones making a new Mega Man thread yet. We all agreed we were gonna wait till Dec 3 to see if he was confirmed before we made a new thread.

Plus Error, theres like 5 people ahead of you who wanna make the 1st post. Lego, Tirkaro, Deathborne, and prolly stryks.
U bet I want the 1st post...
:p
 

Xerroo

Smash Journeyman
Joined
Aug 14, 2007
Messages
436
Location
Deer Park NY
Ok. Here is my finalized Classic Megaman moveset.

A: Punch
AA: Double Punch
AAA: Double Punch followed by a Buster Club

> + A: Elbow Jab
^ + A: Overhead Swipe
V + A: Sweep Kick

Smash > + A: Shining Punch (Megaman's hand glows bright and delivers a strong punch
Smash V + A: Buster Shockwave (Megaman aims at the ground and fires a blast around him.
Smash ^ + A: Overhead Buster Club

Air: Punch
Fair: Drop Kick
Bair: Back Kick
Uair: Bicycle Kick
Dair: Double Foot Stomp

Dash Attack: Screw Kick

Grab: Normal Grab
Grab attack: Shoots opponent at close range with weak shots
Fthrow: Aims at opponent and charges buster shooting opponent at close range.
Bthrow: Back Toss
Uthrow: Throws opponent into the air then charges and fires a blast at the opponent.
Dthrow: Throws opponent onto the ground then charges and fires at opponent.

Taunt 1: Drinks an E-Tank (Similar to Young Link's taunt)
Taunt 2: Does a fist pump and says "Let's go!"
Taunt 3: Juggles a Soccer ball

B: Charged shot: A buster attack. Similar to Samus's. Just charge and shoot. Megaman's shot looks like his MM7 charged shot. Megaman can also shoot normal shots too. However unlike Samus, this attack can change via the Copy Grab which I'll explain later. Fully charged shot is slightly weaker than Samus's B attack but can do rapid fire by rapidly pressing B. But only the standard buster can rapid fire unless stated otherwise.

B + Up: Mega Upper: Megaman does a Dragon Punch attack with decent damage and gives Mega a boost of air.

B + Down: Slide Kick: Megaman will do a slide attack hitting opponents. This attack can also be done in the air. This gives Megaman a 2nd "You Must Recover" Move.

B + Foward: Copy Grab: Like Kirby, Megaman has the ability to copy powers from his opponents. By using the Copy Grab, Megaman will lunge foward and grab an opponent. (Similar to Bowser's Koopa Klaw) Here you can either pummel your opponent with punches. (By pressing A) Or you can scan your opponent for a new power (By holding B). This attack now becomes Megaman's B move. HOWEVER unlike Kirby, you don't get the opponents exact attack. Instead you get a robot master weapon based on the character themselves. So it makes this move much different from Kirby.

List of Copy Grab Powers

Mario: Fire Storm: Megaman shoots a fire blast foward. At the same time a mini fire shield circles Megaman protecting him from opponents who try to attack him while he uses this. Lasts for a split second.

Donkey Kong: Super Arm: Megaman will grab a huge block and throw it at his opponents. The block can be random. It may either be a huge brick block, and stone block, a ? block, a Smash Crate with items, a Thwomp, a Junk Block, a Temple of Time Block, or a Star Block. Other enemies can pick this up as well. Attack can be interupted. Also if the attack is interuppted then opponents can use the giant blocks as well but cannot move. (Well they can but only move as if carrying a heavy object.)

Link: Tornado Hold: Mega Man shoots a probe which creates a Tornado. If opponents are caught in it they take damage and get thrown up into the air. (Think like the Tornado in SSB64 Hyrule Castle)

Samus: Crash Bomb: Megaman will fire a bomb that can stick to walls or the floor. They go off after 5 seconds. Megaman can also take damage from this attack as well. You can pick up Crash Bombs and throw them again as well.

Yoshi: Bubble Lead: Mega Man fires a bubble which moves left and right. Hold B and press < or > to change it's direction. Based on Yoshi's Eggroll.

Kirby: Air Shooter: Megaman will fire 3 small tornados that don't do damage but will push the opponent back. It works sort of like FLUDD.

Fox: Gemini Laser: Megaman fires a laser beam that bounces off walls and obsticals. Not only that but it will bounce off other opponents!

Pikachu: Thunder Beam: Shoots 3 beams going up, down, and straight foward. It can pass through enemies but not obsticals.

Ness: Magnet Missle: Megaman fires a magnet which has some homing capibilites. This attack can be easily dodged. I got this from his PSI Magnet move.

Jigglypuff: Hard Knuckle: Megaman fires a fist forward. Hold B and press ^ or v to change the height of the fist.

Luigi: Atomic Fire: Megaman can fire a powerful fire blast. Charge it up for more damage. Charge it up for too long however and Megaman will self destruct.

C.Falcon: Scorch Wheel: Megaman fires a flaming wheel that goes foward.

Zelda: Leaf Shield: Summons a shield that can nullify attacks. It only lasts for a split second. Use it when you are about to be hit with a projectile.

Peach: Mirror Buster: I got this from Peach's Toad move. Megaman will create a mirror in front of him and send attacks back at the user.

Bowser: Top Spin: Megaman will spin fast like a top. Can be used on the ground. Hold B to keep spinning but spin too long and Megaman will become dizzy.

Ice Climbers: Ice Slasher: Megaman fires an ice slash foward. 1/20 chance freezing the opponent.

Mewtwo: Gravity Hold: Megaman can use this range attack to flip close opponents upward. Good for juggling combos. Attack is close range.

Ganondorf: Black Hole: Megaman creates a small moving black hole that does damage. Can absorb attacks too. Lasts for about 3 seconds before dissapearing.

Falco: (Assuming he gets a new moveset) Flash Bomb: Megaman fires a mine foward that builds up in power, attack it or throw an opponent into it to detonate it. Only one can be created at a time.

Marth: Knight Chain: Like Marth's Shield Breaker this attack can break the opponents shield.

Ike: Flame Sword: Megaman creates a flaming sword which is now an item. It acts like the beam sword. Other opponents can use it too if he throws it. If a flame sword is created then another one cannot be made until the first one dissapears.

Pit: Super Arrow: Fires a super arrow foward. Arrows can stick to walls and be used as platforms.

Metaknight: Slash Claw: A close range slash attack.

Charizard: Wave Burner: Shoots a flamethrower foward that goes up and down. Does multi hit damage. Use the control stick/pad to move the flame's direction.

Squirtle: Water Wave: Megaman creates a guyser in front of him. Good for sending your opponent into the air and do combos.

Ivysaur: Plant Barrier: Megaman creates a barrier around him. Press B to shoot it foward.

Game and Watch: Rush Coil: This attack is one time use. Set it as a trap and anyone who touches Rush gets sprung to their death. It is possible for Megaman to fall for this trap as well. If time goes by, Rush will yawn and teleport away and Megaman will have to recopygrab Game and Watch.

Diddy Kong: Break Dash: Megaman does a dash foward damaging opponents.

Wario: Napalm Bomb: Throws a bouncing bomb which can be thrown back at Megaman.

Zero Suit Sams: Wire Adapter: Megaman fires a wire that can bring opponents to him, also uses teather recovery.

Lucas: Search Snake: Megaman fires a snake which goes along the ground when near an opponent it jumps into the air and latches onto them attacking them. Opponents need to move to shake them off.

King Dedede: Sakugarne: Megaman jumps high into the air and comes down using a powerful pogostick like weapon.

Snake: Homing Sniper: Fires a homing missle at the opponent. Charge to fire up to 3 at once! If no opponent is around the missle backfires and hits Megaman. Also missles can be guided to attack Megaman.

Sonic: Metal Blade: Fires a metal blade. Hold B to charge power and use the control pad/stick to change it's direction.

Megaman or Kirby hatted Kirby: Various.

Final Smash: Time Stopper: Megaman freezes time for 10-15 seconds. Opponents stand still even after getting hit.

Alternate Final Smash: Super Adapter: Mega Man merges with Rush and gains the ability to jump higher, attack stronger, and glide. Press B to fire his fist which is usually OHKO. Megaman's other B moves cannot be used while in this mode.
 

bksbestbwoy

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my modded version of the X/Zero moveset (would write a completely original idea, but very lazy right now) keep in mind, this is if they are solo

X Moveset

A: Punch
AA: Double Punch
AAA: Double Punch followed by a Buster Club/Pimpslap

Tilt Foward A: Elbow Jab
Tilt Up A: Overhead Swipe
Tilt Down A: Sweep Kick

Smash Foward A: Shining Finger (X hand glows and grabs/sweeps the opponent while exerting energy)
Smash Up A: Overhead Buster Club
Smash Down: Charged Triad Thunder from X3 (X aims his buster to the ground and fires a blast creating a small shockwave ike it did in X3, the longer the charge, the more distance it covers/bigger it is initally)

Air A: Air Punch
Fair: Aireal Dash
Bair: Back Kick
Uair: Flip Kick (hey X is limber/acrobatic enough for this)
Dair: Leg Drop (Somewhat similar in look to Snake's attack inthe Nintendo World trailer from last year, except it's a meteor smash)

Grab: Normal Grab
Grab Attack: Shoots opponent with weak shots
Fthrow: Aims at opponents body and fires a charged shot at close range
Bthrow: Sweep kicks them behind him (think dante from devil may cry 3 trailer) and blasts them with buster
Uthrow: Throws opponent into the air then shoots a charged shot at them
Dthrow: Throws opponent onto the ground and fires a charged shot at the ground nearby

Dash Attack: Power Dash or Slide Kick (The Copy-X move, but can easily translate to Original X)

Taunt 1: X does the trademark fist in air movement from X1 - X6
Taunt 2: X salutes and says "Here I go!"
Taunt 3: X takes off his helmet and looks out at the background, then puts it back on.

B moves

B: X-Buster: X fires a shot that can be charged. Can move while charging. Press B rapidly to fire 3 quick shots. With Final Smash activated the charged shot becomes stronger. Normal shots do 2-3%. A level 1 charge does 10-12%, a level 2 does 18-20% and a level 3 (Final Smash required) does a whopping 40% damage.

B + Foward: Frost Shield (X3) - Sends out a seeker like icicle that connects with the enemy for about 14 - 16% and leaves a spiketrap (not fatal, lol, 3-5%) for anyone who happens to move by it (dissappears over time or when touched the first time)

B + Up: Rising Fire or Shoryuken - (if rising fire) sweeps opponents into the air with a multiple strike flaming uppercut (4 hits, 4-6% each)
(if shoryuken) a solid one hit for about 18% - 25% with great knockback

B + Down: Double Cyclone - X sends a green cyclone traveling in both directions that can carry opponents a decent distance and does omnihit damage (between 2-5% 6 times max.)

Final Smash: Golden Armor: X acquires the Golden Armor from X3 and now has his attack and defense doubled. He momentairily gains the ability to "fly" about the stage. The final smash is timed (like 15 secs cuz any longer and he'd be broken) and in that time you have a choice... play around the whole time with new fusion buster shots and near-flight capabilities, or unleash it all with an X2 like Giga Crush Attack, this resulting in immediate loss of Golden Armor

Zero's moveset (MMZ Zero indicated with an asterisk)

A: Slash (2 - 5%)
AA: Slash 2X (3 - 5%)
AAA: Slash 3X (5 - 7%)

Tilt F+A: Hilt Thrust: Bashes the opponent with hilt of his saber
Tilt U+A: Overhead Saber Slash
Tilt D+A: Sweep Kick

Smash F+A: Overhead slash (Power Form Overhead slash minus changing color [Z2]) (16 - 20%)
Smash U+A: X6 flame based attack (forgot it's name) (*Rise Thrust, has great knockup like Marth's sweet spot) (17 - 21%)
Smash D+A: Dairettsui: Also taken from Gravity Antonion, Zero's saber becomes the T-Breaker and does a powerful hammer earthquake attack with it.

Air A: Spinning Slash (multiple hits 4, for 3-4% each)
Fair: Saber Slash (Wide Swing, 10 - 12%)
Bair: Back Kick (9-11%)
Uair: Rising Slash: Flip Kick (10 -14%)
DAir: Icicle Drop hits the ground and splinters(forgot it's actual name, X4 - attack 10 - 14%, splinters 2- 4%)

Grab: Grab
Grab Attack: butts them with his saber hilt continuosly
Fthrow: Thrust Punch: Punches the opponent hard in the chest. K-or Z Knuckle used
Bthrow: Back Throw: Zero throws them back and follows with a vicious upward arced slash
Uthrow: Force Shield: Zero's saber becomes the B-Fan and generates a force shield that exerts alot of energy throwing the opponent into the air.
Dthrow: Throws the opponent onto the ground and does the "Giga Crush" Punch on their back sending them flying.

Dash Attack: Speed Slicer

Taunt 1: Looks away from the crowd/player
Taunt 2: Flicks his hair and goes "Hmph"
Taunt 3: Does the old school thumbs up (lol X4 FTW!)

B Moves

B: Raijinjenki, Zero pulls out his saber and eletrically stabs at the nearest enemy, for up to 20% (*ThrowBlade: Zero sends a massive wave slash forward across the stage for up to the same damage mentioned before)

B + Foward: Shippuga (X4) Zero swipes his sword at a low arc resulting in a sweeper hit, perfect for setting up a ryuenjin combo, and can be used while moving for up to 18% (*Sengatotsu from Z2-Z3, while dash sliding from momentum, Zero thrusts his sword out for a carry type attack with good knockback and doing between 5- 8% three times max)

B + Up: Ryuenjin, does a flaming rising slash with The angle can also be controlled slightly. This attack can do 20% to opponents with good knockback. (*same for MMZ Zero)

B + Down: Twin Dream: Zero calls forth a double to aid him with his attack combo and overall number (limit one on screen) but to make sure it's not broken, the twin is capped at making 10% damage max, no matter what attack is used and dissappears when Zero's hit, KO'd or time's up. (*Charged Saber Strike - smashes the ground and resulting energy can strike enemies, as can the inital strike 20 - 27% depending on if you're caught in both)

Final Smash: Tenshouha: Taken from Optic Sunflower. Zero does his "Giga Crush" and fires a strong powerful Beam where Zero is. The beam stays there and opponents who touch it are instantly KO'd. It stays there for around 15 seconds and Zero or anyone can throw opponents into it sending them to their doom

Wow that took a while.... lol
that sig is so much win... boondocks?

also I couldn't edit my last moveset post, so here's my original final smash

Final Smash: Zero's uber smash the ground with my fist-no-jutsu! (lol, definently couldn't remeber the name of this one) Zero either slams the ground a few times (2 - 5) releasing multiple volleys of energy balls upward for about 10% each with rising knockback (visually impressive), or he does it once for huge damage and knockback (40% - PWNage impressive and can knock enemies into other fireballs if they're unfortunate enough) you all chose which one should be the standard
if Zero is an AT and i don't see the classic buster-buster-slash combo, i'll cry
What about a moving storm eagle level? or even the assault on maverick hunter hq? (x3) that's if it isn't done like castle siege. Imagine the music changing to zero's x3 theme and he rushes in and cuts somene nearby then leaves...
quoted to re-state the moveset, level and at ideas for the X main characters... will get a classic megaman moveset and extras soon
 

bksbestbwoy

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AzureJay89
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Ok. Here is my finalized Classic Megaman moveset.

A: Punch
AA: Double Punch
AAA: Double Punch followed by a Buster Club

> + A: Elbow Jab
^ + A: Overhead Swipe
V + A: Sweep Kick

Smash > + A: Shining Punch (Megaman's hand glows bright and delivers a strong punch
Smash V + A: Buster Shockwave (Megaman aims at the ground and fires a blast around him.
Smash ^ + A: Overhead Buster Club

Air: Punch
Fair: Drop Kick
Bair: Back Kick
Uair: Bicycle Kick
Dair: Double Foot Stomp

Dash Attack: Screw Kick

Grab: Normal Grab
Grab attack: Shoots opponent at close range with weak shots
Fthrow: Aims at opponent and charges buster shooting opponent at close range.
Bthrow: Back Toss
Uthrow: Throws opponent into the air then charges and fires a blast at the opponent.
Dthrow: Throws opponent onto the ground then charges and fires at opponent.

Taunt 1: Drinks an E-Tank (Similar to Young Link's taunt)
Taunt 2: Does a fist pump and says "Let's go!"
Taunt 3: Juggles a Soccer ball

B: Charged shot: A buster attack. Similar to Samus's. Just charge and shoot. Megaman's shot looks like his MM7 charged shot. Megaman can also shoot normal shots too. However unlike Samus, this attack can change via the Copy Grab which I'll explain later. Fully charged shot is slightly weaker than Samus's B attack but can do rapid fire by rapidly pressing B. But only the standard buster can rapid fire unless stated otherwise.

B + Up: Mega Upper: Megaman does a Dragon Punch attack with decent damage and gives Mega a boost of air.

B + Down: Slide Kick: Megaman will do a slide attack hitting opponents. This attack can also be done in the air. This gives Megaman a 2nd "You Must Recover" Move.

B + Foward: Copy Grab: Like Kirby, Megaman has the ability to copy powers from his opponents. By using the Copy Grab, Megaman will lunge foward and grab an opponent. (Similar to Bowser's Koopa Klaw) Here you can either pummel your opponent with punches. (By pressing A) Or you can scan your opponent for a new power (By holding B). This attack now becomes Megaman's B move. HOWEVER unlike Kirby, you don't get the opponents exact attack. Instead you get a robot master weapon based on the character themselves. So it makes this move much different from Kirby.

List of Copy Grab Powers

Mario: Fire Storm: Megaman shoots a fire blast foward. At the same time a mini fire shield circles Megaman protecting him from opponents who try to attack him while he uses this. Lasts for a split second.

Donkey Kong: Super Arm: Megaman will grab a huge block and throw it at his opponents. The block can be random. It may either be a huge brick block, and stone block, a ? block, a Smash Crate with items, a Thwomp, a Junk Block, a Temple of Time Block, or a Star Block. Other enemies can pick this up as well. Attack can be interupted. Also if the attack is interuppted then opponents can use the giant blocks as well but cannot move. (Well they can but only move as if carrying a heavy object.)

Link: Tornado Hold: Mega Man shoots a probe which creates a Tornado. If opponents are caught in it they take damage and get thrown up into the air. (Think like the Tornado in SSB64 Hyrule Castle)

Samus: Crash Bomb: Megaman will fire a bomb that can stick to walls or the floor. They go off after 5 seconds. Megaman can also take damage from this attack as well. You can pick up Crash Bombs and throw them again as well.

Yoshi: Bubble Lead: Mega Man fires a bubble which moves left and right. Hold B and press < or > to change it's direction. Based on Yoshi's Eggroll.

Kirby: Air Shooter: Megaman will fire 3 small tornados that don't do damage but will push the opponent back. It works sort of like FLUDD.

Fox: Gemini Laser: Megaman fires a laser beam that bounces off walls and obsticals. Not only that but it will bounce off other opponents!

Pikachu: Thunder Beam: Shoots 3 beams going up, down, and straight foward. It can pass through enemies but not obsticals.

Ness: Magnet Missle: Megaman fires a magnet which has some homing capibilites. This attack can be easily dodged. I got this from his PSI Magnet move.

Jigglypuff: Hard Knuckle: Megaman fires a fist forward. Hold B and press ^ or v to change the height of the fist.

Luigi: Atomic Fire: Megaman can fire a powerful fire blast. Charge it up for more damage. Charge it up for too long however and Megaman will self destruct.

C.Falcon: Scorch Wheel: Megaman fires a flaming wheel that goes foward.

Zelda: Leaf Shield: Summons a shield that can nullify attacks. It only lasts for a split second. Use it when you are about to be hit with a projectile.

Peach: Mirror Buster: I got this from Peach's Toad move. Megaman will create a mirror in front of him and send attacks back at the user.

Bowser: Top Spin: Megaman will spin fast like a top. Can be used on the ground. Hold B to keep spinning but spin too long and Megaman will become dizzy.

Ice Climbers: Ice Slasher: Megaman fires an ice slash foward. 1/20 chance freezing the opponent.

Mewtwo: Gravity Hold: Megaman can use this range attack to flip close opponents upward. Good for juggling combos. Attack is close range.

Ganondorf: Black Hole: Megaman creates a small moving black hole that does damage. Can absorb attacks too. Lasts for about 3 seconds before dissapearing.

Falco: (Assuming he gets a new moveset) Flash Bomb: Megaman fires a mine foward that builds up in power, attack it or throw an opponent into it to detonate it. Only one can be created at a time.

Marth: Knight Chain: Like Marth's Shield Breaker this attack can break the opponents shield.

Ike: Flame Sword: Megaman creates a flaming sword which is now an item. It acts like the beam sword. Other opponents can use it too if he throws it. If a flame sword is created then another one cannot be made until the first one dissapears.

Pit: Super Arrow: Fires a super arrow foward. Arrows can stick to walls and be used as platforms.

Metaknight: Slash Claw: A close range slash attack.

Charizard: Wave Burner: Shoots a flamethrower foward that goes up and down. Does multi hit damage. Use the control stick/pad to move the flame's direction.

Squirtle: Water Wave: Megaman creates a guyser in front of him. Good for sending your opponent into the air and do combos.

Ivysaur: Plant Barrier: Megaman creates a barrier around him. Press B to shoot it foward.

Game and Watch: Rush Coil: This attack is one time use. Set it as a trap and anyone who touches Rush gets sprung to their death. It is possible for Megaman to fall for this trap as well. If time goes by, Rush will yawn and teleport away and Megaman will have to recopygrab Game and Watch.

Diddy Kong: Break Dash: Megaman does a dash foward damaging opponents.

Wario: Napalm Bomb: Throws a bouncing bomb which can be thrown back at Megaman.

Zero Suit Sams: Wire Adapter: Megaman fires a wire that can bring opponents to him, also uses teather recovery.

Lucas: Search Snake: Megaman fires a snake which goes along the ground when near an opponent it jumps into the air and latches onto them attacking them. Opponents need to move to shake them off.

King Dedede: Sakugarne: Megaman jumps high into the air and comes down using a powerful pogostick like weapon.

Snake: Homing Sniper: Fires a homing missle at the opponent. Charge to fire up to 3 at once! If no opponent is around the missle backfires and hits Megaman. Also missles can be guided to attack Megaman.

Sonic: Metal Blade: Fires a metal blade. Hold B to charge power and use the control pad/stick to change it's direction.

Megaman or Kirby hatted Kirby: Various.

Final Smash: Time Stopper: Megaman freezes time for 10-15 seconds. Opponents stand still even after getting hit.

Alternate Final Smash: Super Adapter: Mega Man merges with Rush and gains the ability to jump higher, attack stronger, and glide. Press B to fire his fist which is usually OHKO. Megaman's other B moves cannot be used while in this mode.
Forget my moveset plans - someone get this guy a medal, lol.. love everything (but final smash= rush adapter is win)
 

Austin55

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Ok. Here is my finalized Classic Megaman moveset.

A: Punch
AA: Double Punch
AAA: Double Punch followed by a Buster Club

> + A: Elbow Jab
^ + A: Overhead Swipe
V + A: Sweep Kick

Smash > + A: Shining Punch (Megaman's hand glows bright and delivers a strong punch
Smash V + A: Buster Shockwave (Megaman aims at the ground and fires a blast around him.
Smash ^ + A: Overhead Buster Club

Air: Punch
Fair: Drop Kick
Bair: Back Kick
Uair: Bicycle Kick
Dair: Double Foot Stomp

Dash Attack: Screw Kick

Grab: Normal Grab
Grab attack: Shoots opponent at close range with weak shots
Fthrow: Aims at opponent and charges buster shooting opponent at close range.
Bthrow: Back Toss
Uthrow: Throws opponent into the air then charges and fires a blast at the opponent.
Dthrow: Throws opponent onto the ground then charges and fires at opponent.

Taunt 1: Drinks an E-Tank (Similar to Young Link's taunt)
Taunt 2: Does a fist pump and says "Let's go!"
Taunt 3: Juggles a Soccer ball

B: Charged shot: A buster attack. Similar to Samus's. Just charge and shoot. Megaman's shot looks like his MM7 charged shot. Megaman can also shoot normal shots too. However unlike Samus, this attack can change via the Copy Grab which I'll explain later. Fully charged shot is slightly weaker than Samus's B attack but can do rapid fire by rapidly pressing B. But only the standard buster can rapid fire unless stated otherwise.

B + Up: Mega Upper: Megaman does a Dragon Punch attack with decent damage and gives Mega a boost of air.

B + Down: Slide Kick: Megaman will do a slide attack hitting opponents. This attack can also be done in the air. This gives Megaman a 2nd "You Must Recover" Move.

B + Foward: Copy Grab: Like Kirby, Megaman has the ability to copy powers from his opponents. By using the Copy Grab, Megaman will lunge foward and grab an opponent. (Similar to Bowser's Koopa Klaw) Here you can either pummel your opponent with punches. (By pressing A) Or you can scan your opponent for a new power (By holding B). This attack now becomes Megaman's B move. HOWEVER unlike Kirby, you don't get the opponents exact attack. Instead you get a robot master weapon based on the character themselves. So it makes this move much different from Kirby.

List of Copy Grab Powers

Mario: Fire Storm: Megaman shoots a fire blast foward. At the same time a mini fire shield circles Megaman protecting him from opponents who try to attack him while he uses this. Lasts for a split second.

Donkey Kong: Super Arm: Megaman will grab a huge block and throw it at his opponents. The block can be random. It may either be a huge brick block, and stone block, a ? block, a Smash Crate with items, a Thwomp, a Junk Block, a Temple of Time Block, or a Star Block. Other enemies can pick this up as well. Attack can be interupted. Also if the attack is interuppted then opponents can use the giant blocks as well but cannot move. (Well they can but only move as if carrying a heavy object.)

Link: Tornado Hold: Mega Man shoots a probe which creates a Tornado. If opponents are caught in it they take damage and get thrown up into the air. (Think like the Tornado in SSB64 Hyrule Castle)

Samus: Crash Bomb: Megaman will fire a bomb that can stick to walls or the floor. They go off after 5 seconds. Megaman can also take damage from this attack as well. You can pick up Crash Bombs and throw them again as well.

Yoshi: Bubble Lead: Mega Man fires a bubble which moves left and right. Hold B and press < or > to change it's direction. Based on Yoshi's Eggroll.

Kirby: Air Shooter: Megaman will fire 3 small tornados that don't do damage but will push the opponent back. It works sort of like FLUDD.

Fox: Gemini Laser: Megaman fires a laser beam that bounces off walls and obsticals. Not only that but it will bounce off other opponents!

Pikachu: Thunder Beam: Shoots 3 beams going up, down, and straight foward. It can pass through enemies but not obsticals.

Ness: Magnet Missle: Megaman fires a magnet which has some homing capibilites. This attack can be easily dodged. I got this from his PSI Magnet move.

Jigglypuff: Hard Knuckle: Megaman fires a fist forward. Hold B and press ^ or v to change the height of the fist.

Luigi: Atomic Fire: Megaman can fire a powerful fire blast. Charge it up for more damage. Charge it up for too long however and Megaman will self destruct.

C.Falcon: Scorch Wheel: Megaman fires a flaming wheel that goes foward.

Zelda: Leaf Shield: Summons a shield that can nullify attacks. It only lasts for a split second. Use it when you are about to be hit with a projectile.

Peach: Mirror Buster: I got this from Peach's Toad move. Megaman will create a mirror in front of him and send attacks back at the user.

Bowser: Top Spin: Megaman will spin fast like a top. Can be used on the ground. Hold B to keep spinning but spin too long and Megaman will become dizzy.

Ice Climbers: Ice Slasher: Megaman fires an ice slash foward. 1/20 chance freezing the opponent.

Mewtwo: Gravity Hold: Megaman can use this range attack to flip close opponents upward. Good for juggling combos. Attack is close range.

Ganondorf: Black Hole: Megaman creates a small moving black hole that does damage. Can absorb attacks too. Lasts for about 3 seconds before dissapearing.

Falco: (Assuming he gets a new moveset) Flash Bomb: Megaman fires a mine foward that builds up in power, attack it or throw an opponent into it to detonate it. Only one can be created at a time.

Marth: Knight Chain: Like Marth's Shield Breaker this attack can break the opponents shield.

Ike: Flame Sword: Megaman creates a flaming sword which is now an item. It acts like the beam sword. Other opponents can use it too if he throws it. If a flame sword is created then another one cannot be made until the first one dissapears.

Pit: Super Arrow: Fires a super arrow foward. Arrows can stick to walls and be used as platforms.

Metaknight: Slash Claw: A close range slash attack.

Charizard: Wave Burner: Shoots a flamethrower foward that goes up and down. Does multi hit damage. Use the control stick/pad to move the flame's direction.

Squirtle: Water Wave: Megaman creates a guyser in front of him. Good for sending your opponent into the air and do combos.

Ivysaur: Plant Barrier: Megaman creates a barrier around him. Press B to shoot it foward.

Game and Watch: Rush Coil: This attack is one time use. Set it as a trap and anyone who touches Rush gets sprung to their death. It is possible for Megaman to fall for this trap as well. If time goes by, Rush will yawn and teleport away and Megaman will have to recopygrab Game and Watch.

Diddy Kong: Break Dash: Megaman does a dash foward damaging opponents.

Wario: Napalm Bomb: Throws a bouncing bomb which can be thrown back at Megaman.

Zero Suit Sams: Wire Adapter: Megaman fires a wire that can bring opponents to him, also uses teather recovery.

Lucas: Search Snake: Megaman fires a snake which goes along the ground when near an opponent it jumps into the air and latches onto them attacking them. Opponents need to move to shake them off.

King Dedede: Sakugarne: Megaman jumps high into the air and comes down using a powerful pogostick like weapon.

Snake: Homing Sniper: Fires a homing missle at the opponent. Charge to fire up to 3 at once! If no opponent is around the missle backfires and hits Megaman. Also missles can be guided to attack Megaman.

Sonic: Metal Blade: Fires a metal blade. Hold B to charge power and use the control pad/stick to change it's direction.

Megaman or Kirby hatted Kirby: Various.

Final Smash: Time Stopper: Megaman freezes time for 10-15 seconds. Opponents stand still even after getting hit.

Alternate Final Smash: Super Adapter: Mega Man merges with Rush and gains the ability to jump higher, attack stronger, and glide. Press B to fire his fist which is usually OHKO. Megaman's other B moves cannot be used while in this mode.
It was really creative of you to add rush coil as a copy instant death move, lol. I'm glad to see other people that think the time stopper would make a good power, but power adapter seems more authentic. Remember, Sakurai is known for suprising us with final
smashes (remember PK Starstorm?) so chances are we will see something different than power adapter. However, seeing how Sonic, a third party character, got the most obvious final smash, power adapter has a good chance. We just have to wait and see.
 

bluebomber22

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U bet I want the 1st post...
:p
Im fine with you gettin the first post Styrks. You've been here the longest and I think you deserve it.

Also guys, what so alluring about time stopper as a final smash? especially with no knockback? A final smash where you cant even kill anybody is terrible, then his FS will almost be as bad as DK's
 

bksbestbwoy

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Im fine with you gettin the first post Styrks. You've been here the longest and I think you deserve it.

Also guys, what so alluring about time stopper as a final smash? especially with no knockback? A final smash where you cant even kill anybody is terrible, then his FS will almost be as bad as DK's
LMAO nothing can get worse than that though i do agree that time stopper =/= final smash worthiness

Mega needs a big ****ing gun/explosion/something to that effect
 

Aqua Rock X

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Yeah, the Time Stopper wouldn't make a good Final Smash. It'd either be too powerful (being able to rack up damage and/or an easy KO) or too worthless (Not being able to K.O. at all). Rush Adaptor is by far the best way to go.

Alternatively, I did have the idea of having Megaman on Rush Jet, with Auto, Beat, and Eddie. In Tenguman's stage when you opened all of the balls you'd have Rush with spread shot, Eddie dropping bombs, Beat charging into stuff, Auto firing missiles, added to your own charged shots and you would control all of them at once firing at the same time. Well, I thought that could be an alternative for Megaman's FS. It'd be one of those flying pwnage FSs like Diddy's or Yoshi's. I don't think many of you would go wild for this idea, but I was just pitching it out there.
 

Stryks

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Im still hoping for a Robot summon for his final, megaman calls out bass who cames in fliying on treble, then u hear the awesome whistle, and protoman comes down, all3 charge their busters and unleash an uber huge beam of justice...

that or hyper megaman XD
 

bksbestbwoy

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Im still hoping for a Robot summon for his final, megaman calls out bass who cames in fliying on treble, then u hear the awesome whistle, and protoman comes down, all3 charge their busters and unleash an uber huge beam of justice...

that or hyper megaman XD
i think i said it before, but i'll repeat myself




plus this



plus this



equals - GLORIOUS EPIC WIN:chuckle:

EDIT - refresh your page and see if it works, trust me it's worth it
 

error_alt_delete

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LMAO nothing can get worse than that though i do agree that time stopper =/= final smash worthiness

Mega needs a big ****ing gun/explosion/something to that effect
Yeh....the time stopper thing wouldn't fit at all. xD

The alternate one is a good idea though! Kinda like Super Sonic... :0
Yeah, the Time Stopper wouldn't make a good Final Smash. It'd either be too powerful (being able to rack up damage and/or an easy KO) or too worthless (Not being able to K.O. at all). Rush Adaptor is by far the best way to go.

Alternatively, I did have the idea of having Megaman on Rush Jet, with Auto, Beat, and Eddie. In Tenguman's stage when you opened all of the balls you'd have Rush with spread shot, Eddie dropping bombs, Beat charging into stuff, Auto firing missiles, added to your own charged shots and you would control all of them at once firing at the same time. Well, I thought that could be an alternative for Megaman's FS. It'd be one of those flying pwnage FSs like Diddy's or Yoshi's. I don't think many of you would go wild for this idea, but I was just pitching it out there.
Im still hoping for a Robot summon for his final, megaman calls out bass who cames in fliying on treble, then u hear the awesome whistle, and protoman comes down, all3 charge their busters and unleash an uber huge beam of justice...

that or hyper megaman XD
what all of these guy said. the time stopper attack wouldnt be a good final smash since you cant knock anyone off the stage with it.

I would rather either have the rush adapter or the robot summon like stryks said. but instead I would like bass and proto zip around attacking everyone instead of fireing a super beam, the hyper megaman would be cool too.
 

bksbestbwoy

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updated repost for bluebomber 22

this



plus this



and this



GLORIOUS EPIC ABSOLUTE PWN JOO MOMMA WIN :chuckle::chuckle::chuckle:

EDIT: I just realizd the gods of megaman (minus trigger ) are all present in this post, lol!
 

error_alt_delete

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R.M.B. were else?
updated repost for bluebomber 22

this



plus this



and this



GLORIOUS EPIC ABSOLUTE PWN JOO MOMMA WIN :chuckle::chuckle::chuckle:

EDIT: I just realizd the gods of megaman (minus trigger ) are all present in this post, lol!
but you were missing this guy:

and zero...unless you were counting you sig as part of the post, then yes you would have them all except for trigger.
 

hunter-x

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hey guys! mewtwo is catching up really quick in the character battle, make sure you got you votes in for mega. however he will still win.
 

Aqua Rock X

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Protoman and Bass are cool, but Megaman, X, Zero, and Trigger are the only ones we really need. :p

And Hyper Megaman's a good idea for a Final Smash. Would he be playable or just show up to blow everything in sight?
 

DarkVision

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In you're head (You know who you are)
Protoman and Bass are cool, but Megaman, X, Zero, and Trigger are the only ones we really need. :p

And Hyper Megaman's a good idea for a Final Smash. Would he be playable or just show up to blow everything in sight?
Bleh, I have to say no on that.

For one, the game only needs 1 Megaman...

And Zero's got nothing on Bass in my opinion
 
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