La di da~
Neutral B: Megaman charges as long as B is held. As he charges, the effects of the charge can be seen on the outside of his amour, and energy seems to be collecting in to him. He can run, jump, and use A attacks while charging, at his normal capacity, but can’t use any of his specials. Once B is released, he’ll send out a blaster shot, and the strength of said shot will be dependant on the charge. If there is none, it will be like a super scope shot. If there is half charge, it will be like a laser shot. If it is fully charged, it will be slightly weaker than Samus’s full charge shot, and with less knockback.
Forward B: Megaman kicks a metallic soccer ball, that appears next to his foot. The ball does good damage, and has medium knock back. It’s hard to aim since it moves up, rather than forward, but it will rebound off platforms, causing it’s trajectory to change. While bouncing between platforms, it has the potential to score multiple hits as well. When kicked, the soccer ball will never fall to the ground, unless rebounded, and will just fly off the top of the screen. Megaman’s kick can also hurt, if the opponent is to close.
Up B: Megaman turns red, gains the rush jet, pauses for a bit, and then jets upwards with a uppercut. The uppercut is like a semi circle (though not so round) so it has poor horizontal recovery, but it’s vertical recovery is very high.
Down B: Megaman points forward, and Rush is warped down right in front of him.
After making a bark, Rush will try to tackle the closest enemy that is in his line of sight. He runs at a normal characters running pace, and leaps at the opponent. After this is done, Rush will warp out. If there is no enemy, Rush will just sit there with a confused look on his face, and his head will open up, creating a holographic question mark. If the player presses Down B before Rush’s bark is over though, Rush’s mouth will open up like a canon, and he will stay in the spot he was summoned. Pressing down B will make Rush fire a shot equivalent to a charge shot, but with more knockback. Rush will stay in this spot in canon mode, but will disappear after about 10 seconds if not commanded to fire, or if he takes the equivalent damage as a crate. If Megman jumps on Rush, he will gain a super jump, and Rush will automatically disappear.
Final Smash: Mega will jump into the air, and shoot a flurry of fully charged shots in multiple directions. These shots will be more aimed towards the ground, and forward, rather than upwards. They have better knock back than normal fully charged shots, and they are rapidly fired with no charge up. The con with this though is that Megaman still can take damage (even if he won’t flinch) and is open from the back.