meleebrawler
Smash Hero
It's probably one of those cases where, assuming both players play perfectly, Mega should win sinceI absolutely love megaman, in game and out, I was one of those people who when they revealed him in smash literally jumped out of their seat and screamed yes for 20 minutes.
He's my secondary in this game, I know him very well and I know the megaman boards very well.
I'm going to respectfully disagree with my fellow Samus players, with the caveat that they are likely all better players than me, I'm not a pro and my job currently prevents competition (will change in ~6 months). It could be that at very high level the matchup switches into megaman's favour but for mere mortals this is a terrible, awful matchup for megaman. Quite possibly the worst. I cannot recall ever losing to mega as Samus. I play a *very* mellee+charge shot focused Samus, missiles are rarity from me.
The break-even point is about 60% damage. If mega has not won the stock by about 60% damage on him pretty much any move that Samus throws out gives her 1.5 seconds which is enough to get a half-charged shot. The other problem is Samus can dish out damage in the blink of an eye with just one combo. Once the shot is loaded - nothing is safe. Jump? Charge shot timed to your landing. Ok, so up-B before landing -> she knows this, starts charging another shot immediately since your up-B sends you sky high, worse problem now. Pellets? Charge shot. Lemons? Charge shot. Blade? Charge shot. Leaf shield... lol, just no. If she's sitting at f-tilt range what do you do? You both dash and walk at the same speed, there's no mixup possible. Nothing is safe. Literally nothing. We play can and mouse for awhile but if the reads are equal you're basically dead, every trade means another charge shot and it starts to get fully charged which is downhill slope fast.
I feel extremely safe in short hop aerial pursuit against megaman, I know his hitboxes really well, and it is possible to win out with Samus in the air at a high ratio move vs. move. Z-air I feel is mixup, not focus, but Samus can literally start an air-dodge and cancel it with z-air at any point, so if she sees pellets, z-air. Megaman has huge cooldown on his ground game, the Samus up-tilt can land after his dash, a spot dodged f-smash, the d-smash, the d-tilt, the up-tilt, and Samus' up-tilt is a major combo starter, you can eat a 38% pack of damage instantly from one punish. Megaman just simply can't do that in return.
Again, for mere mortals, this is hard as hell.
he'll give Samus a hell of a time building a charge early on (except at the word go where nothing Mega has
will hit Samus before she can get at least half ready), and Samus is a relatively easy target for juggles.
She also has a slow roll that Rock is very adept at punishing, if not always hard. But if he lets up the pressure
for even a moment or slips up... there's little he can do to stop the incoming charge shot, let alone stop her
from charging again unless she misses at close range. (Samus Utilt isn't too hard to tech if you reflexively shield, though).
Should be noted that Skull Barrier greatly changes the dynamic of the match here. While it will definitely
force Samus to be less liberal with the charge shots, and occasionally help him wade through the mess of relentless missiles Samus will most likely be using, it still limits his offense the same way all shields do without a blade in hand and, more critically, leaves him more vulnerable to Samus's close range game since the skulls do next to nothing to hamper nearby opponents.
He does also get danger wrap which makes his juggles even more deadly against Samus, but it still doesn't help against
charge shots.