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"Weapon Get" - Mega Man Movelisting and Discussion

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APC99

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Movelisting.png
6/11/13 Thread Creation.
6/12/13 Made small damage corrections, fixed some typos, added place holders for throws and get up attacks.
6/13/13 Added banner, images, stylized font and text
4/8/14 Added Final Smash
4/11/14 Added Pummel

7/5/14 Added several new damage percentages based off the demo from Smash Fest.

A Moves:


Jab: Energy Pellet/2% each shot (Distance) 3% each shot (Close) 6% Total (Distance) 9% Total (Close)/Virtually None, Low Hitstun
Dating back to Mega Man, the staple tool of Mega Man's arsenal. A button press fires a small energy shot that travels a mid range distance, stopping foes in their tracks. This can also be done while walking for Mega Man's pseudo-Forward Tilt, and his Neutral Aerial as well.



Ftilt: Energy Pellet "Run and Gun"/2% each shot(Distance) 3% each shot (Close) 6% Total (Distance) 9% Total (Close)/Virtually None, Low Hitstun.

Due to the fact Mega Man can walk and use his jab (an input that for everyone else would result in them to stop and use their Ftilt) meaning he does not have a Ftilt. Instead Mega Man will move freely (at walk speed) and is able to fire energy pellets.



Utilt: Mega Upper/17%/High Vertical Knockback
SHORYUKEN!! The Street Fighter move made famous by Ryu and has since been used by many others, ranging from Ken to Mega Man X to even Deadpool, the classic blue bomber has had access to this move for his fighting game appearances (as well as both the Power Fighters and the Power Battle arcade games), Mega Man will do a hi jumping dragon punch. Dealing 17%, this is an extremely powerful move from the Blue Bomber, great for setting up combos as well. It's unknown if he can act out of this in the air or not atm.



D-Tilt: Slide/5% (Distance) 9% (Up Close)/Low Vertical Knockback
Introduced in Mega Man 3, the trusty slide manuver is back as part of Mega Man's arsenal. Its not just for movement this time however, as it is now capable of being used for attacking, setting your hit foe up into the air, ready to be combo'd or apply long range pressure from below. It also lowers Mega down and moves him forward a way.


F-Smash: Charge Shot/10-15%/High Horizontal Knockback
Introduced in Mega Man 4, the charge shot makes its appearance as one of Mega Man's most powerful killing strikes. It can be charged, and it appears the longer you charge, the bigger and farther it goes.



U-Smash: Spark Shock/17-19%/High Vertical Knockback
The weapon ability gained from defeating Mega Man 3's Spark Man, this time taking on more of the form of the bosses own attack and not the standard shot originally gotten, Mega Man gains two electric needle buster arms and charges them overhead, unleashing a multihitting high voltage attack directly above him. Appears to mainly cover straight above him and less covering his sides.



Dsmash: Flame Burst/? (45%)/Medium
For defeating Mega Man 6's Flame Man, you're awarded the Flame Burst. Again however, the move takes on a more similar appearance to the bosses attack and less on the power received in game. Mega Man creates a second buster and charges at them at the ground, unleashing flame pillars all around him. While it doesn't seem like a kill move, it has the potential to be a very powerful damage builder, being shown to be able to do at least 45% damage on an unwitting and un-DIing opponent.



Dash Attack: Top Spin/1% (First, Second Hit) 2% (Third, Fourth Hit) 1% (Fifth Hit) 3% (Sixth Hit) 10% Total/Low Knockback
One of the most bizarre abilities in Mega Man history (and controversial to boot) the Top Spin is the power gained by defeating Mega Man 3's Top Man. While there it was an air only ability, here its ground only, sending Mega Man spinning with lots of forward momentum. It's a multihit attack with very low knockback with a short period of lag afterwards.



Nair: Energy Pellet/2% each shot (Distance) 3% each shot (Close)/Very low
Just like the jab version, but in the air. Damage percentages are the same as their counterparts on the ground.



Fair: Flame Sword/8%/Low-Med
Ripped from the honorable Sword Man from Mega Man 8, Mega Man brandishes a...well, flaming sword. A disjointed melee move that's very fast, looking to be good at combos but not so much at killing, with no apparent sweetspots.



Bair: Slash Claw/? (1st Hit) ? (2nd Hit) ? (3rd Hit) ? Total/?
Victory against the savage Slash Man from Mega Man 7 rewards the mighty Slash Claw. In Smash, this move is roughly the same, however it can multihit as he slashes multiple times now.



Uair: Air Shooter/?/?
From Mega Man 2's Air Man, the Air Shooter is a much different beast here all together. Gone are the 3 Tornadoes fired on a horizontal axis slowly arcing upwards, and instead, a single tornado will now be fired above his head that heads quickly up.



Dair: Hard Knuckle/?/?
Hard Man's end awards the mighty Hard Knuckle which has seen a major upgrade since Mega Man 3. Gone is the extremely slow activation time and the horizontal movement, instead replaced with a much faster spike. Travels a long distance downward, making it likely the safest spike to use in the game.


Grabs and Other:


Grab: Super Arm
The ability gained from one of Mega Man's own brother units Guts Man back in the original Mega Man, it acts as his grab in this game, allowing him to hold opponents overhead.


Pummel/?/?

While holding his foe overhead, Mega Man appears to squeeze his hand closed to damage his foe overhead.



FThrow: Forward Throw/?/?
Mega Man tosses his opponent forward slightly.


BThrow: ???

DThrow: ???



UThrow: Up Throw/?/?
Mega Man will toss his opponent straight above him.



Ground Get Up Attack: Break Dancing Spin Kick/6%/Low
Mega Man will quickly spin around, kicking to both sides of him in a smooth motion while getting up.



Ledge Get Up Attack (<100%): Quick Flip Kick/?/?
Mega Man quickly flips up onto the stage, delivering a short range kick to anyone close enough to the ledge.

Ledge Get Up Attack (=/>100%): ???

B Moves:



Neutral B: Metal Blade/12%/low
The most broken of all Mega Man's powers, straight from Metal Man in Mega Man 2 finally returns. The Metal Blades are omni directional saw blades that can be fired in 8 directions. They do great damage and can also be used as items. Its unknown if they're considered catchable items when fired normally (though highly likely), but they can also be used by picking them up when they get caught in a wall or platform (unsure if they pass through thin platforms at this time.)This move can multi hit at low percents. Since they are items, opponents can also pick them up from the ground or if thrown.




Side B: Crash Bomber/2% (1st) 6% (2nd) 8% Total/Low-Medium
Also from Mega Man 2 gained from Crash (or Clash for the Japanese) Man, this weapon will attach to your opponents and slowly count down before they explode, much like a Gooey bomb. Also like one, they can be passed between players, even to yourself so be careful of when you use it or you could get hit! Its unknown if they can fall off at this time. Note the intial projectile does no damage, only the 2 hit explosion



Up B: Rush Coil/?/?
Mega Man's loyal canine sidekick Rush joins the battle too. Originally appearing in Mega Man 3, Rush had 3 modes he could take to aide Mega Man in getting around, the most common being the Rush Coil. Mega Man springs off Rush and jumps high into the air. Brawl players will recognize a very similar move used by Sonic the Hedgehog, but its unknown if all the properties are identical or not yet. It can however be used by your opponents for the grounded Up B.Enters free fall state at the peak of the jump unlike Sonic's



Down B: Leaf Shield/3% per hit (Shield) 1% for every leaf remaining (Projectile)/Low
Mega Man's last power comes from Dr Wily's green thumb robot Wood Man from Mega Man 2. When used, it creates a shield around Mega Man. This shield can be fired off straight ahead and has very high projectile durability. Its unknown if like the original weapon, it will automatically fire when you input a direction in that direction or if you can move more freely with it.

Final Smash: Mega Men Unite! (Tentative Name)

Mega Man summons the other Mega Men from across time and space in a joint attack featuring Mega Man, X, Mega Man.EXE, Geo and Omega Xis (Starforce Mega Man) and Mega Man Volnutt, in an all out laser attack to wipe out the enemy. Fight on Mega Man!


Keep in mind, values are subject to change between now and the final product.
 
Last edited:

Guybrush20X6

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Oh, I already did one, though not in detail.

His forward Tilt is shooting while running

His Dash attack is the Top Spin from Mega Man 3

His B is Metal Blade, B-side is Crash bomber, B-up is Rush coil and B down is Leaf Shield
 

Neo Zero

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Some updates made. Also leaving the B's unlisted unless you have a source of which is which as I've heard nothing concrete yet.
 

Guybrush20X6

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No source, more a process of elimination, given that they're much longer ranged and versitile projectiles than the rest.
 

Neo Zero

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I state that the B moves are those 4, simply not specifying which til its known (though the only question is really of metal blade or crash bomb is neutral b and which left over is side)

I made that update before you posted, but I appreciate it none the less. If you want to get me some damage values since I likely won't get em until later tonight at best due to only having my phone till then.
 

Tetraplex

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I would assume that Crash Bomb is his Side-B, simply based on the other character with a similar attack, Samus. Same with Leaf Shield and all of the reflectors/counters in past games being Down-B. Plus I can't think of an input that works for aiming the Blade aside from holding Neutral-B...
 

Knight Dude

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I'm pretty sure I saw his ledge attack in that video where he fought Mario. Megaman did some kind of quick kick
 

Erimir

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In the demo battle between Mega Man and Mario, he used a sort of breakdance looking attack while getting up (similar to Mario's) where he kicked to both sides. Also as the above said, a quick kick when getting off the ledge that looked similar to Fox's ledge attack.
 

War Anvil

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Judging from how a lot of his moves work, I'd say Mega Man would make for an excellent projectile spammer.

Link, eat your heart out.
 

Pyra

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Judging from how a lot of his moves work, I'd say Mega Man would make for an excellent projectile spammer.

Link, eat your heart out.
So basically the Star Fox series v. Megaman is already an interesting matchup?

Dat reflector unf.
 

Neo Zero

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Who needs high tech, we have leaves. Ill re edit when I'm on a computer, I knew the breakdance get up but I forgot about the ledge attack, thanks guys.
 

Enlong

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Metal Blade has gotta be neutral B: It's an 8-way projectile, so it's likely you tap the input, and then move the stick just before it fires. Otherwise, you wouldn't have straight-up or straight-down as an optio.
 

Neo Zero

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Metal Blade has gotta be neutral B: It's an 8-way projectile, so it's likely you tap the input, and then move the stick just before it fires. Otherwise, you wouldn't have straight-up or straight-down as an optio.
I guess I can put it as is, and if somehow it isn't like that, I can just edit the proper inputs later. Will likely be re edited sometime tonight or tomorrow morning at earliest.

EDIT: Re updated the OP with some more in depth data and damage fixes (such as Metal Blade only dealing 7% and the Energy Pellet String doing different amounts of damage per pellet). Next up is adding images and making it more pretty before further typo fixing and data adjustments, will likely be done tomorrow Morning.
 

TMS

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Metal Blades are BALLINNNNN

Seriously that move is going to be so good. 8 directions + throwing it as a normal item? Reminds me of Snake's grenades a bit, only with more options.
 

SmashShadow

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Suppose I'll copy this here.
For a closer look.

Megaman Monologue:
0:07 His razor also did 14% to Mario not stale.(0% to 14%)
0:11 Get up attack is a whirlwind kick. Does 6%
0:15 Uses his Slash claw and does 6%(2 hits) to mario(20%-26%) may not be full power/all hits
0:18 Uses Flame Blast does 45% damage to Mario(26%-71%)
0:25 Leaf Shield does 4% to Mario(71% to 75%)
0:33 Does Top Spin but only gets 1 of the hits and does 1%(75% to 76%) Definitely a multi-hit move.
0:42 Crash Bomb sticky does 8% to Mario(76% to 84%)
0:45 Flame Sword does 11% to Mario(84% to 95%)
0:54 Flame Sword again does 11% to Mario(95% to 106%)
0:57 Metal Blade does 7% to Mario(106% to 113%) Makes me think it's a two hit move because it did 14% earlier.
1:00 You can see one of his taunts.
1:10 His "Run and Shoot Man!" does 8% to Mario(0% to 8%) Not sure if all hits hit though.
1:11 His slide attack clashes with Mario doing 5%(8% to 13%) Probably not full damage.
1:17 His Flame Sword does another 11% to mario(13% to 24%)
1:24 Crash bomb sticky does 8% to Mario(24% to 32%)
1:37 You can see his up aerial
1:41 His Flame Sword does 11% for the win in sudden death(300% to 311%)


*Also we can infer that his up throw is his super arm from the trailer.
 

GeZ

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6/12/13 Thread Creation.
6/13/13 Made small damage corrections, fixed some typos, added place holders for throws and get up attacks.

A Moves:

Jab: Energy Pellet/3% (1st Hit) 5% (2nd Hit) ? (3rd Hit) ? Total/Virtually None, Low Hitstun
Dating back to Mega Man, the staple tool of Mega Man's arsenal. A button press fires a small energy shot that travels a mid range distance, stopping foes in their tracks. This can also be done while walking

Ftilt: Energy Pellet "Run and Gun"/3% (1st Hit) 5% (2nd Hit) ? (3rd Hit) ? Total/Virtually None, Low Hitstun
Due to the fact Mega Man can walk and use his jab (an input that for everyone else would result in them to stop and use their Ftilt) meaning he does not have a Ftilt. Instead Mega Man will move freely (at walk speed) and is able to fire energy pellets

Utilt: Mega Upper/?/High Vertical
SHORYUKEN!! The Street Fighter move made famous by Ryu and has since been used by many others, ranging from Ken to Mega Man X to even Deadpool, the classic blue bomber has had access to this move for his fighting game appearances (as well as both the Power Fighters and the Power Battle arcade games), Mega Man will do a hi jumping dragon punch. Its unknown if he can act out of this in the air or not atm.

Dtilt: Slide/5%/Low,Vertical Knockback
Introduced in Mega Man 3, the trusty slide manuver is back as part of Mega Man's arsenal. Its not just for movement this time however, as it is now capable of being used for attacking, setting your hit foe up into the air, ready to be combo'd or apply long range pressure from below. It also lowers Mega down and moves him forward a way.

Fsmash: Charge Shot/?/High
Introduced in Mega Man 4, the charge shot makes its appearance as one of Mega Man's most powerful killing strikes. It can be charged, unknown of it affects the size/range atm or not.

Usmash: Spark Shot/?/?
The weapon ability gained from defeating Mega Man 3's Spark Man, this time taking on more of the form of the bosses own attack and not the standard shot originally gotten, Mega Man gains two electric needle buster arms and charges them overhead, unleashing a multihitting high voltage attack directly above him. Appears to mainly cover straight above him and less covering his sides.

Dsmash: Flame Burst/? (43%)/Medium
For defeating Mega Man 6's Flame Man, you're awarded the Flame Burst. Again however, the move takes on a more similar appearance to the bosses attack and less on the power received in game. Mega Man creates a second buster and charges at them at the ground, unleashing flame pillars all around him. While it doesn't seem like a kill move, it has the potential to be a very powerful damage builder, being shown to be able to do at least 43% damage on an unwitting and un-DIing opponent.

Dash Attack: Top Spin/?/Low
One of the most bizarre abilities in Mega Man history (and controversial to boot) the Top Spin is the power gained by defeating Mega Man 3's Top Man. While there it was an air only ability, here its ground only, sending Mega Man spinning with lots of forward momentum

Nair: Energy Pellet/?/Very low
Just like the jab version, but in the air. Unknown if the damage values are the same (but likely)

Fair: Flame Sword/11%/Low-Med
Ripped from the honorable Sword Man from Mega Man 8, Mega Man brandishes a...well, flaming sword. A disjointed melee move that's very fast, looking to be good at combos but not so much at killing.

Bair: Slash Claw/? (1st Hit) ? (2nd Hit) ? (3rd Hit) ? Total/?
Victory against the savage Slash Man from MegaMan 7 rewards the mighty Slash Claw. In Smash, this move is roughly the same, however it can multihit as he slashes multiple times now.

Uair: Air Shooter/?/?
From Mega Man 2's Air Man, the Air Shooter is a much different beast here all together. Gone are the 3 Tornadoes fired on a horizontal axis slowly arcing upwards, and instead, a single tornado will now be fired above his head that heads quickly up.

Dair: Hard Knuckle/?/?
Hard Man's end awards the mighty Hard Knuckle which has seen a major upgrade since Mega Man 3. Gone is the extremely slow activation time and the horizontal movement, instead replaced with a much faster spike. Travels a long distance downward, making it likely the safest spike to use in the game.

Grab: Super Arm
The ability gained from one of Mega Man's own brother units Guts Man back in the original Mega Man, it acts as his grab in this game, allowing him to hold opponents overhead. While most likely covered, it's not known if he can pummel in this state.

FThrow: ???

BThrow: ???

DThrow: ???

UThrow: Up Throw/?/?
Mega Man will toss his opponent straight above him.

Ground Get Up Attack: Break Dancing Spin Kick/6%/Low
Mega Man will quickly spin around, kicking to both sides of him in a smooth motion while getting up.

Ledge Get Up Attack (<100%): Quick Flip Kick/?/?
Mega Man quickly flips up onto the stage, delivering a short range kick to anyone close enough to the ledge.

Ledge Get Up Attack (=/>100%): ???

B Moves:

Neutral B: Metal Blade/7%/Low
The most broken of all Mega Man's powers, straight from Metal Man in Mega Man 2 finally returns. The Metal Blades are omni directional saw blades that can be fired in 8 directions (only straight down can not be fired). They do great damage and can also be used as items. Its unknown if they're considered catchable items when fired normally (though highly likely), but they can also be used by picking them up when they get caught in a wall or platform (unsure if they pass through thin platforms at this time.)This move can multi hit at low percents.

Side B: Crash Bomb/2% (1st) 6% (2nd) 8% Total/Low-Medium
Also from Mega Man 2 gained from Crash (or Clash for the Japanese) Man, this weapon will attach to your opponents and slowly count down before they explode, much like a Gooey bomb. Also like one, they can be passed between players, even to yourself so be careful of when you use it or you could get hit! Its unknown if they can fall off at this time

Up B: Rush Coil/?/?
Mega Man's loyal canine sidekick Rush joins the battle too. Originally appearing in Mega Man 3, Rush had 3 modes he could take to aide Mega Man in getting around, the most common being the Rush Coil. Mega Man springs off Rush and jumps high into the air. Brawl players will recognize a very similar move used by Sonic the Hedgehog, but its unknown if all the properties are identical or not yet. It can however be used by your opponents for the grounded Up B.Enters free fall state at the peak of the jump unlike Sonic's

Down B: Leaf Shield/3% per hit (Shield) 1% for every leaf remaining (Projectile)/Very Low
Mega Man's last power comes from Dr Wily's green thumb robot Wood Man from Mega Man 2. When used, it creates a shield around Mega Man. This shield can be fired off straight ahead and has very high projectile durability. Its unknown if like the original weapon, it will automatically fire when you input a direction in that direction or if you can move more freely with it.

Final Smash: ???
Ill continue this later as I have to go back to work. I plan to include more varied and detailed movement stats and images next once the main guideline is completed so stay tuned. Will also better update known info when I'm on a computer (unless someone posts some of it, in which case ill add it to the op.)

Also keep in mind, values are subject to change between now and the final product.
A little tidbit you should probably add is that metal blades are an item and can be picked up if they're stuck in they ground or grabbed in mid air. Also during the video of Megaman vs Mario when Megaman lands the downsmash, it's been charged up a bit, so for Flame Burst the damage values are probably lower than 43% when uncharged. And it may be worth mentioning how much endlag his moves have, if not just very generally. Like his downsmash looks VERY punishable, while his Lemons (A, Nair, Side tilt) look pretty much safe.
 

Neo Zero

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I do but I guess ill reword it differently once I've completed the document updates with images (which won't be soon cuz lolwork). I'm fairly sure that Dsmash is uncharged but theres a reason I didn't add a damage value to it. I thought about commenting on the speed of the moves (activation and recovery) next since its obvious I don't have frame data available.

Also I got most of that before I saw your post SmashShadow, though you did show me that leaf shield does weird damage. I updated its damage value in a stealth edit, albeit only a theory, the shield doing static damage and the projectile doing scaled damage based on the number of leaves.
 

SmashShadow

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Should also add that his Metal Blades can do up to 14%.
 

Neo Zero

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Only near low percents, large hitboxes or both. Per hit it does 7% but its not a move designed to multi hit.
 

GeZ

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Holy ****, that is uncharged. God damnit. I'm loving that Megaman's going to be in this game but the more I see it the more it looks like just as much of an unbalanced mess with shoddy mechanics to boot. I'll probably pick it up and play it for Megaman and then go back to Project M after it's floaty bullcrap wears on me.
 

Tony_

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His downsmash seems like it is the most damaging in the history of the games on raw damage alone. At least in my view, though I may be wrong.

I love his moveset so far, and I can't wait to see what combos everyone comes up with, assuming Sakurai put hitstun back into Smash 4, because I'm not sure if they did yet.
 

GeZ

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If combo'ing is a thing again I'll be over the god damn moon. Though I doubt Megaman's combo game will be insane he'll still have some cool **** (I'm thinking Bair Uair Usmash and Dsmash stuff).
 

grizby2

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His downsmash seems like it is the most damaging in the history of the games on raw damage alone. At least in my view, though I may be wrong.

I love his moveset so far, and I can't wait to see what combos everyone comes up with, assuming Sakurai put hitstun back into Smash 4, because I'm not sure if they did yet.
I think g&W's bucket does exactly 60% when heavy energy moves get absorbed by it. but yeah, in terms of smashes that 45% from mega mans down smash is...INSANE. but I noticed Mario hardly got knocked back by it. uncharged too. unless the % system changed, id say that the move isn't done yet, that or it CAN do 45% when its fully charged and mega man as a character is fully finished.

I did notice that Mario has hurt on BOTH sides of it. maybe Mario took more damage because mega man was lucky? kinda like how ice climbers down smash worked if a character was REALLY close to them and all 4 hit boxes connect. if not..just damn!
 

Tony_

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If combo'ing is a thing again I'll be over the god damn moon. Though I doubt Megaman's combo game will be insane he'll still have some cool **** (I'm thinking Bair Uair Usmash and Dsmash stuff).
Yeah, Mega Man's combo game will mostly be Utilt, and like you said, Bair, Usmash, and Dsmash. Maybe you can start combos off of Metal Blade too? Would be exciting if you could. Even starting combos off of Top Spin would be awesome.

I think g&W's bucket does exactly 60% when heavy energy moves get absorbed by it. but yeah, in terms of smashes that 45% from mega mans down smash is...INSANE. but I noticed Mario hardly got knocked back by it. uncharged too. unless the % system changed, id say that the move isn't done yet, that or it CAN do 45% when its fully charged and mega man as a character is fully finished.

I did notice that Mario has hurt on BOTH sides of it. maybe Mario took more damage because mega man was lucky? kinda like how ice climbers down smash worked if a character was REALLY close to them and all 4 hit boxes connect. if not..just damn!
Flame Blast's hitbox is on both sides him, possibly disjointed for multiple hits too for hit stun scaling purposes, if hit stun even exists.

If the % system changed so that characters got KO'D at lower percents like in Melee, that much damage...holy hell.
 

GeZ

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Yeah, Mega Man's combo game will mostly be Utilt, and like you said, Bair, Usmash, and Dsmash. Maybe you can start combos off of Metal Blade too? Would be exciting if you could. Even starting combos off of Top Spin would be awesome.



Flame Blast's hitbox is on both sides him, possibly disjointed for multiple hits too for hit stun scaling purposes, if hit stun even exists.

If the % system changed so that characters got KO'D at lower percents like in Melee, that much damage...holy hell.
I don't know, his Utilt doesn't look like it has that much combo potential. Maybe I'm missing something or it'll be changed later, but when I saw it, it looked like a fat, high knockback shoryu.
 

Sinn

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Holy ****, that is uncharged. God damnit. I'm loving that Megaman's going to be in this game but the more I see it the more it looks like just as much of an unbalanced mess with shoddy mechanics to boot. I'll probably pick it up and play it for Megaman and then go back to Project M after it's floaty bullcrap wears on me.
Let's keep in mind that with at least seven months to go before release, there're bound to be balancing issues that they're still working on. As far as we know, some of those damage values could be kinda arbitrary at the moment.
 

Neo Zero

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Down Smash is probably not that hard to DI/SDI out of, it'll be a good tech chase, but I think people are forgetting something. The damage is potentially high yes, but the knockback is awful and it has quite a lot of lag. To compare, look at Yoshi's Dair in Brawl. Sure it does nice damage, but even on hit its asking to be punished. Might be the same here, but as my disclaimer says, anything is subject to change between now and release.
 

Sinn

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http://www.youtube.com/watch?feature=player_detailpage&v=vQD1yJinzeQ#t=252s

The range of Megaman's pellet's are kinda disappointing. I wish this move was actually his neutral B instead and could much farther than it does now.
I guess it depends on your perspective. For a projectile, the range is certainly lackluster. But just considering that it's a standard attack? That range is crazy. Sword users' range be damned, you're all getting pelted with lemons.

What I'm more curious about is just how much range the charged smash blast is. Is it the same as the lemons? Or is it farther?
 

Neo Zero

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Given that 2 of the 3 shots add up to 8% (id guess the total 3 shot string is probably from 13%-15%) that's pretty crazy for a jab that reaches so far. If we have advantage on hit where we could say, grab or something after, we have an insanely dangerous tool. Even not, its still great mid screen pressure/control
 

~ Valkyrie ~

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I wonder though, what would Megaman do against reflectors?

Also would his pellets be absored by Ness, G&W or Villager?

I think Villager would destroy him actually.
 

Neo Zero

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Because the game is out and Villager is established top tier....oh wait

None Snarky answer, if the issue is the whole grab projectiles things, I doubt its huge. For example, you shoot three pellets, he grabs one but is hit by two. He then likely can't grab until he uses said pellet (albeit this is just conjecture). Plus Villager doesn't seem to have much going for him Melee wise, and I imagine we'd easily have the better zoning game. Plus that recovery looks like the easiest thing to spike ever.

As for the spacies, its basically a war, we have leaf shield which negates their offense, they have reflector that can negate ours. I'd go into more but we really don't have enough info to make any serious conclusions outside of this very very basic stuff.

EDIT: Images basically all done, will be uploading, then text changes later today hopefully.
 

PressStart

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I think it's just a regular slide, too. While it'd be cool to have a power from Mega Man 5 (and 4?), Mega Man's slide is an iconic move all on its own. While it's usually a non-damaging evasive maneuver, it has done damage in the Mega Man 7 battle mode and in Marvel Vs. Capcom 1 and 2.
 

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I think it's just a regular slide, too. While it'd be cool to have a power from Mega Man 5 (and 4?), Mega Man's slide is an iconic move all on its own. While it's usually a non-damaging evasive maneuver, it has done damage in the Mega Man 7 battle mode and in Marvel Vs. Capcom 1 and 2.

Well, the charge shot was introduced in Megaman 4. So I guess you could say that counts. Though I did not notice any Robot Master weapons from Megaman 4 just yet. Perhaps his other throws will use some stuff from Megaman 4, 5, 9, and 10.
 
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