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Mega guide for Mega Men

Game Versions
Smash 3DS, Smash Wii U
A PRELIMINARY GUIDE TO MEGA MAN

Table of Contents(Color Coded!)

I).Peppering
II).Metal Blade
III.)Crash Bomb
IV.)Leaf Shield
V.)Rush Coil
VI.)Hard Knuckle
VII.)Air Shooter
VIII.)Flame Sword
IX.)Slash Claw
X.)Charge Shot

XI.)Spark Shock
XII.)Flame Blast
XIII.)Mega Upper
XIV.)Slide Kick
XV.)Super Arm
XVI.)Top Spin

01.)CUSTOMS


02.)COMPILATION OF MEGA MAN ADVANCED TECHNIQUES, COMBOS, AND FOLLOW UPS BY YOURS TRULY

03.)LIST OF PERCENTAGES FOR EVERY MEGA MOVE

04.)CREDITS
Alright, I'd just like to say I had no intention of using Mega Man, and even hated his moveset. Why did I change my mind, you ask? Well, for starters, given the limited character selection of the demo, I had to make do with what was given to me. I'm actually really glad this happened, as after taking the time to learn him, he's a very fun character to play. His ability to pressure from afar is great, and unique at the same time as a lot of that is reliant on buster shots(Pellets/Lemons). Does that make his ability to pressure bad? No, not at all, and it is actually one of his stronger points and will likely define him as a character.

I will be giving a breakdown of each move here, and a brief summary of how they can be applied to his metagame. Some moves will be used excessively, some will be used sparingly, but let us do our best to integrate them all.


BEFORE I BEGIN, I'D LIKE TO THANK THE PEOPLE OVER AT Light Labs: Mega Man Advance Techniques Discovery Thread FOR THEIR CONTRIBUTIONS TO HIS METAGAME THUS FAR.

I.)PEPPERING

Jab/Forward Tilt/Neutral Air: These moves are THE moves to use, there utility is phenomenal. They're great chip damage despite their pitiful 2% damage, as they fire in groups of three with just enough hitstun to let them all connect. They bait reactions from opponents, such as shields, rolls, dodges, etc. and this is important due to the many ways these shots can be fired: Standing, Walking and Airborne(Not to mention, you can fire shots back and forth, like left right left, which may be good vs. rollers.). On top of that, ability to say, fire off two shots instead of three, completely puts you in control of the situation while pressuring them, hopefully towards the ledge where I feel MM shines. Now, you may be thinking they sound pretty good, but I'm not done yet. These shots are a great defense versus many other projectiles(From what I've seen of the mo, this applies to everyone who had a projectile.), canceling out theirs while following up with your other two. I'm sure I've sold you on the idea of at least using them, but another thing to consider is that nair allows you to cover your landing with a shot while not suffering from phantom lag. This is great, although from what I've seen it affects your next landing, not unlike Brawl with say Pikachu's QAC. One last bit worthy of mention, is that your shots do more damage up close along with a bit more knockback. Both those properties are more apparent with nair, but either way I wouldn't attempt this often.

So, to summarize, use them constantly for a multitude of reasons such as damage racking, countering projectiles, applying pressure, and just controlling the situation in general.

II.)METAL BLADES

Neutral Special: Metal Blades are another aspect of what makes MM a utility man given the varied uses it has. One of the obvious uses is the ability to disrupt the enemy from 8 different angles, which has gimp potential and chipping traits. However, a nice trade off for eight directional use, is the ability to use it as an item instead of as a move by tossing it in one of the three downward angles. Then, you can proceed to pick it up and toss it for 4% extra damage and the ability to use it in tandem with Crash Bomb, or even under the (limited) protection of Leaf Shield. Another way to get one into your hands; at the ledge you can throw it into the stage and grab it with a rising aerial. I wouldn't use this too often due to the potential of someone gimping you, but definitely don't forget it. Now another aspect of theirs I'll cover is the ability to toss it while sliding a short distance on the ground. Why would anyone want to do that? It's a great mix up and mindgame, and has the potential to combo (Although at point blank range.). Now, I'd say if there were anytime to be up close and personal with your opponent, it's at low %s, although it's a high risk high reward as you put yourself in jeopardy. Thankfully though, the Rush Coil can save us from combos(As of the latest patch, he cannot), although we don't have the best options for covering our landing, setting up potential juggles.

Jump Canceled Throw=Dash->Jump->Item Toss(Jump and Toss are near simultaneous in input, with jump just a bit before so you can cancel it with the toss.) This is useful for the reasons stated above, although be warned: Metal Blades can either stay awhile, or disappear very quickly. So far, it seems random, so it hurts its viability, but at the very least for combos you only need to toss it once downward. Keep in mind that if it does disappear, two moves you normally couldn't use because you'd pick it up, ftilt and dtilt, now become available options out of the glide toss.

Here is a video demonstrating Glide Tossing:

https://www.youtube.com/watch?v=dxFwte0QU4M

Here is a video demonstrating three possible follow ups, being Grab, Up Smash, and Up Tilt.

https://www.youtube.com/watch?v=N_-Bnr1HtHg

As you can(hopefully) see, it does have some use, albeit situational when comboing at least.

Now, this may be a lot to take in, but we're not done yet.

Z-Dropping the Metal Blade is a useful tech for the purposes of edgeguarding, combos, mindgames, and maybe even more. Gear Dropping(As I'll call it) can be a valuable mix up when using it with the move and toss variants, while it can be dropped while you cover more area with say your shots to edgeguard. As far as combos go, these are again situational and will take some time to pull off, let alone in a match, but the ones I've found involve footstooling.

Footstool->Gear Drop->Dair(Off Stage kill)

https://www.youtube.com/watch?v=dUqJZO3VfqU

Footstool->Gear Drop->Fair

https://www.youtube.com/watch?v=d3jUZhUPmq8

This is pretty miscellaneous info. It's about how many times a Thrown Metal Blade can hit certain characters.
III.)CRASH BOMB
A Crash Bomb may seem to go on until it hit the blast zone, but it does disappear after a set distance.

A Crash Bomb, upon impact with another character or stage, will stick to them for 3 SECONDS before exploding on them.Side Special: Alright, the Crash Bomb is another example of his great utility of his, serving multiple purposes much like the Buster and Metal Blade before. No matter what you're doing though, everything involved with this move has a mind-gaming property. It's an excellent tool for baiting an approach, or a defensive option(Shielding, Rolling, Jump->AirDodge, etc.). Should you be able to land it on an offstage enemy, it puts them in a position where they'll likely have to hurry to the edge, which is what you'd want. Yes, there's a high chance they were heading there regardless, but it leaves little doubt that they'll try anything else so they can grab those invincibility frames. Mega Man's Down Aerial is a great tool for this due to not having to be within range of the bomb, another option being a nicely shot Metal Blade, or you can intercept them with the Buster, or even run off fast fall a Forward Aerial while still being able to Jump->Rush Coil back to the ledge while hitting them. Another possible option: thanks to the new ledge mechanics you can force them off and the bomb can detonate while they're midair, and who knows, maybe you can follow that up with another LedgeHop->CrashBomb. Now, another edge guard option involves sticking it to the stage itself, which narrows down there options like the above, although not as much as they can stall it out or attempt to go overhead. They also do still have the option to grab the ledge too, so I wouldn't rely on this tactic as much. Lastly, if you'd prefer to remain onstage, staying outside their roll distance followed by firing a CB is a great way to get them back offstage, either to attempt this again or give chase. Ledgehops are a bit more tricky. shorthops may be able to cover rolls of large characters as well as ledgehops, but really catching a ledgehop with a
CB at all is very difficult, I'd cover ledgehops with maybe a pivot bair, an uair, or fair(Although Nair and Dair can work, I feel the three mentioned above are your best bets due to multi hitting and the speed at which they come out.)

Combo Potential
Now, this opportunity will not become available often, or at least it shouldn't, but it is something to keep in mind. What makes this possible are these two factors:

CRASH BOMBS, AGAIN, ONLY LAST THREE SECONDS ONCE STUCK. HOWEVER, THIS IS ONE OF TWO FACTORS WHY A COMBO IS POSSIBLE.

DEPENDENT ON WHAT DIRECTION THEY'RE FACING, IS THE WAY THEY'RE KNOCKED BACK. THEY ARE ALWAYS GOING TO BE HIT BY THE EXPLOSION, WHEN THEY'RE AT A HIGH ENOUGH PERCENT, DIAGONALLY BACK. EVEN IF THEY TURN AROUND, THEY WILL STILL BE KNOCKED IN THE OPPOSITE DIRECTION THEY WERE ORIGINALLY FACING.

IF SOMEONE CAN TEST THE EFFECTS OF VECTORING ON THE EXPLOSION'S KNOCKBACK, THAT'D BE VERY MUCH APPRECIATED.
Now then, here are some demonstration(s) of what could potentially happen with the help of an explosion:


Crash Bomb Explosion->Down Aerial->Up Tilt

https://www.youtube.com/watch?v=N2OrJiY5tfM
Just having this be an option is a mindgame itself, as once you pull it off they'll do their best to avoid it(More so than before, if you can land it anyway.).

Try to use Crash Bombs often, along with Metal Blades/Buster Shots in between. The combination of the buster and bomb on a shield will quickly start to take out the shield, so keep that in mind. Metal Blade is to be used when the Buster is out of range, as it's not as effective, unless of course you're holding it that it.

Lastly, Pivot->Crash Bomb is highly effective in sticking the bomb while retreating, although I wouldn't attempt this too close for perfect shielders.(And Skid->Pivot->Crash Bomb provides a bit of a slide, sending you off the ledge if too close which is something to keep in mind. It may or may not be a favorable position depending on the Match Up and your comfort zone.)

IV.)LEAF SHIELD

Down Special: The Leaf Shield is an unusual move, even for Mega Man's unusual moveset. It's ability to launch off, as well as take hits sounds great, but the amount of start up ,lag on both the shield creation and launching damage its viability. On top of that, should you use it you're locked out of nearly all your attacks, aside from item tosses and grabs, which means this is a risky offstage move here(The fact that from the creation it lasts three seconds means depending on your positioning you can make it back on stage.). The Leaf Shield is not without its uses though, it compliments the Crash Bomb and Metal Blade well, and although I feel Mega Man shines at mid-range, his ability to camp is definitely an option with proper management between the three specials. I'd suggest always carrying a Metal Blade when using the shield, as a means to make them throw up their shield, which can be followed up with a grab. A good use for the shield involves grabbing them, and pummeling as the leaves hit them, although I would NOT recommend this on any competitive player at low percents. Each leaf does 2%, for a total of 8% not including pummel damage, which is passable. A Jump Cancel Thrown(JCT) Metal Blade, when thrown downward right onto the enemy, can combo into a grab and long with the leaves is a great damage racking set up. That shouldn't occur often though, but nonetheless I'd definitely keep this in mind, all the little things do pile up. Another little thing to keep in mind, the Leaf Shield carries a ton of momentum when you're shooting it in the air, and forming it brings your momentum to halt, meaning you can move away as you shoot and not to interrupt jumps with the creation of Leaf Shield.

The best way to use Leaf Shield, is in combination with the other projectiles(Metal Blade and Crash Bomb).

As I said earlier, always keep a Metal Blade out when possible if you decide to use the shield, due to being able to toss it and JCT. Now, where does the Crash Bomb come in, you ask? Right before it, of course. You should always keep those Crash Bombs on the opponent when possible, not just shooting it randomly but when you truly feel it will connect. The MB would help with this task, although when using the shield we know now to hold onto that. Now, the combination of a Metal Blade, Leaf Shield, and Crash Bomb will absolutely put the pressure on. The CB would go off while launching off the other projectiles, creating more worries and, what I feel is very important, shield harassment. All three making contact on the shield will eat that thing up, and after that you can pepper them with the buster, which is again more shield damage, or even attempt the nice combo of the three projectiles again. No shield limits their options to jump, jump airdodge, roll, and spotdodge. Your Metal Blade and Crash Bombs cover the ground options, and your buster covers the ground/air. I'd suggest the Buster, as you wouldn't have the MB in hand at this point, which would total up to 6%, being the same as the three buster shots. The Crash Bomb is the more powerful/ultimately more useful option, but the less safe and secure option.

By itself, the Leaf Shield is less than impressive, with the buster outshining its defensive capabilities, and the other projectiles outshining its ability to attack from afar. In combination with the other projectiles, it is a formidable asset to a great utility set and should almost always only be used in tandem with them. Not his best move, not his worst move, but a usable move.


Leaf Shield, Crash Bomb, and Metal Blade in combination
https://www.youtube.com/watch?v=PRCmQijRXus

Wood Man's Treehouse: A Leaf Shield Guide

The above topic covers Leaf Shield in much greater detail, and while my information may be of some use, his has been much more thoroughly tested and is overall just a better LS resource.

ChopperDave is the writer of the above guide.

V.)RUSH COIL

Up Special: The Rush Coil is an interesting move, seemingly similar to Sonic yet in reality it's very much it's own recovery. Unlike Sonic, he cannot effectively attack out of his Up Special, due to a bit of lag at the peak of the jump. (To my knowledge)Unlike Sonic however, he retains the ability to use his second jump should he not have used it prior. This helps alleviate the predictability of this move somewhat, and allows a bit of wiggle room in the air. On top of that, jumping off Rush while he's grounded allows you to retain your jump and use a second coil. Now, the opponent has the same access to Rush as you do, until you decide to use another, that is. There can only be one from you at a time, so although risky if you see an opponent attempting to finish you with your coil, this is something you should not soon forget. Another thing to keep in mind, Mega Man's options as far as preventing juggling aren't the best, his aerials don't help much and air dodging seems to carry punishable landing lag. Metal Blade is an option, although that can backfire, and Leaf shield is an option but a rather unsafe one despite the added protection due to not allowing the use of and other moves. Aside from all that, using Rush and then pursuing with your second jump is somewhat feasible, as his aerials function best away from the ground where they lag. Rush is a useful tool in ledge play, with such options as wall jumping off the ledge(Hold down on the circle pad to ignore ledges.), and following p with his projectiles or Bair.

Another great use for Rush is ledge canceling specials, by ignoring the ledge and using the momentum his specials carry to slide off the ledge and use a projectile, renewing his second jump and Rush for a repeatable process. This works with air dodge as well, although the timing is a bit more strict. It's worth it though, as it opens up many more options, although you can already Ftilt->Walk off->Nair at the very ledge, although it's not as fluid and restricts Nair to two shots.
Rush Coil greatly assisting Mega Man's ledge canceling capabilities:
https://www.youtube.com/watch?v=048_T8g6QAE


To sum it all up, Rush Coil is pretty much an average recovery, although if not for the possibility of retaining the double jump I'd say it'd be below average at best, due to its predictability and lack of mic ups. Thankfully, it does give MM some versatility, which in my honest opinion I feel is a strong point regarding his character. I wouldn't use this too often unless necessary, and you know what you're doing as it can be difficult to use properly.

(1.03 and below)RUSH CANCELING IS ESSENTIAL TO ANY MEGA MAN MAIN, DUE TO THE ABILITY TO ESCAPE NEARLY ANY COMBO.

This is very easy to perform; when hit with an attack just use coil. This allows you to escape right away, preventing any follow ups. I believe this allows you to escape some multi hit moves as well, although I'll need some confirmation here. Out of a cancel, Metal Blades are your safest option due to its multi direction capabilities and ability to come out faster than a dair. Leaf Shield is an option as well, although not recommended due to the possibility of getting knocked offstage with it on. Lastly, attempting to reach the ground as soon as possible is likely your only other option, and dependent on what you've escaped you may be able to follow up with a throw or even just some buster shots.

VI.)HARD KNUCKLE

Down Aerial- A pretty unique move here, a meteor smash from a decent distance away. Despite working best at a range though, it does in fact do more damage up close, which is worth noting. Now, I feel the best way to pull this off is to:

1.Jump off, making sure to keep a jump
2. Align yourself with the opponent
3.Using your double jump, proceed to dair them as the first jump was bait.

Please include mix ups, mix ups are an important part to any healthy metagame.

Now, this move can be used to combo, although it can be teched. To use this onstage with no lag, jump, gain a bit of height, then jump again as you use it. Depending on when you jumped, this can be fast falled towards the end of its duration, although it's safer not to unless you've got the distance down. This will allow you to utilize it, say, after a crash bomb goes off, and depending on whether or not they tech ti can be followed with an Up Tilt.

Crash Bomb ->Dair->Utilt https://www.youtube.com/watch?v=N2OrJiY5tfM

Overall, given its unusual nature, I'd say it's about average. It has a small sweet spot, and is quite laggy, but when properly spaced its safe and can be used to at the very least follow up a move or two. I'd have scored this as below average, but the range on it is what somewhat redeems it.

VII.)AIR SHOOTER

Up Aerial: Like most of Mega's aerials, it creates lag when you land on the ground during its usage, If you can catch them in it, you can fastfall it into an onstage Rush and follow up with another uair, giving potential for early kills. Bouncing off Rush while he's grounded allows you to act while jumping, which is why that's possible only if he's grounded. it's best used off a read of the opponent due to its multi hitting nature. It's also possible to catch an opponent too close to the ledge with an uair, allowing you to get back onstage and even continue the juggle, as described below.

Where this move does excel though, is its kill potential and ability to juggle. A short hopped fast falled uair is a great way to get one of these out, as the lag will end as they're being carried away allowing another one as a follow up(Likely not guaranteed.). With a bit of reading, you can continuously juggle them, if not for a kill then for some serious damage. I was definitely wrong about this move, as I previously thought little of it until others used it more successfully than I.

Also, run off uairs can score some kills, or potentially allow you to start another uair juggle via rushing past the ledge. This is one of MM's best kill moves, it can kill grounded opponents fairly well too so don't forget that. Overall, I was very wrong about this move and it's definitely one of his best moves.


VIII.)FLAME SWORD

Forward Aerial: This move is a good one, one of his better aerials for the fact its fast enough to follow up off moves for some decent damage. A Crash Bomb, Metal Blade, Down Throw, etc can lead to a full hop rising fair, and in the case of the Crash Bomb has the potential to do 17%, a respectable number for little effort.

MegaMan footstool to zdropped gear to fair

MegaMan Crash Bomb combo starter

It's also a great way to intercept an opponent, whether it be a ledge hop or off stage. A full hop into a fair can easily send the opponent back where you want them, off stage, and offers the chance to strike them with another fair. A quick way of getting out a fair involves a run off, followed by a fast falled fair. You'll go down very fast, but a properly timed Rush/Jump can still get you back, possibly to ledge cancel(Will go into more detail later on.) specials/air dodges.

It's not recommended to use this close to the ground, the lag is punishable and the risk isn't worth the reward. In fact, the only aerials to use in a short hop are nair and uair. Don't be afraid to use this move often, it's pretty safe so long as you use it properly. This and nair will be your most used aerials, with bair following close behind.

This move is great for harassment vs. offstage opponents, you can run off using this, rise with another, and Rush back to the stage. After Rush, you can perform the ledge slide utilizing his specials for a few options or you can made go for a ledge drop bair. Point is, this is one of his stronger offstage tools, along with bair, dair, and nair.

IX.)SLASH CLAW

Back Aerial: This is one of his better aerials, as it's multi hit and can potentially eat through projectiles. It comes out fast too; I'd say use this over Fair when possible as you'll likely use Fair more, to help with staling. Now, I believe credit goes to IGGY here; Bair is a great option out of a ledge wall jump, for the reasons mentioned above, and is just as safe too(I don't believe there's any lag if timed right from a wall jump.). It's ability to combo is limited only by that fact that it's not assigned to Fair; its only other weakness is shared by the others, being that it has lag if you land during its animation.

Now, this use seems to apply to many multi hit moves, such as Greninja's Uair, as they seem to drag them along with you. Due to how Bair extends from MM's body a bit, he can hit them with this, and fast fall into the ground to end it shortly. Why would anyone do that when it lags on landing? It can send them shooting downward very fast, greatly outweighing the risk considering they're offstage. This isn't something to attempt too often, but it won't hurt now and then, although keep in mind it will not gimp everyone. Characters like Villager can make it back with great recoveries, but it does put them in a favorable position for Dairs.

Important to note, many players use a very predictable use of this move, which involves using Rush/Jumps and using this into the ground. I go by this rule, if they don''t adapt then neither do you. So if you catch them with this, fantastic, if not, well it gets extremely predictable and leaves you wide open for punishment.

Overall, this is one of his better moves, and a nice pivot jump will often get it out just fine. Keep in mind that it's multi hit; fast falling it is not recommended if you can hi with Fair.

X.)CHARGE SHOT

Forward Smash: Alright people, this hear is an interesting move to say the least. It travels forward a pretty good distance, along with good kill power and damage. Not to mention, its hitbox grows as you charge it, which helps with one if its possible uses, being edge guarding. It's ability to shoot forward can in fact be used to edge guard, although there's a time and a place. Given MM's many projectiles, it should be no problem mixing it up now and then, which can alleviate the potential issue of reads by the player, but there's still the issue of when. When they're offstage, the opportune time to launch one off is against those who recover above stage, as well as those who have a primarily horizontal recovery. Should they smarten up and begin heading to the ledge, a great option in this case is the Pivot Fsmash, performed by turning mid-dash while simultaneously using Fsmash. Now, should they avoid the stage altogether, and say head for a ledgehop, you have the necessary tools to shut that down as well, from the varied projectiles, or preferably an aerial such as Fair, Bair, or even Uair.


Fsmash I'd say is pretty above average, and can potentially work well with MM's already strong edge guarding ability, but versus someone like Villager or Meta Knight it's likely better to use it sparingly, if at all.

XI.)SPARK SHOCK
Up Smash:This is a nice move right here, it does respectable damage with a decent overhead hit box. A downward Jump Cancel Thrown Metal Blade into them will combo into this about 2-3 times from 0%, so although quite risky and contrast to MM's usual, this particular usage shouldn't be overlooked. Aside from that, it's great anti air with its multiple hits, although I can't say I'm entirely sure on its priority. It can be a good Out of Shield(OoS) option versus select characters, although it's primarily upward hitbox does limit that usage. As a hyphen smash, it's alright, although it shouldn't be used as such often unless as a punish of some sort.


Usmash juggling is possible on heavies, although you'll likely only catch them twice, three if you're lucky. It's anti air utility is fantastic and can lead into this two Usmash juggle at lower percents, but regardless of whether you're juggling or not this is a great anti air.

There's not too much to say here, although I feel this is one of his better moves, As usual, there's a time and a place, and this seems to be quite recurring with Mega Man aside from the likes of his Buster or Crash Bombs, which are a bit more safe.

XII.)Flame Blast

Down Smash:Quite a powerful move here, although as powerful as it is, it's even more risky. This move is possibly his strongest move, although the lack of a long lasting hit box(It does have one, but not long enough to justify the lag, much like Brawl Wario.) and the crazy amount of lag severely limits the use of this move. It should only be used as a punish, and even that's risky should you misread your opponent. You'll almost never have the chance to charge this either, so I'd get that thought out of your head now. Nothing I've tried can combo into it, so it really is primarily luck based/frame trap dependent.

Honestly, this is one of his worst moves, and should only rarely, if ever be considered. Its cons outweigh its pros, and that pretty much sums up why you shouldn't bother with this one much.

XIII.)MEGA UPPER
Up Tilt:This move is pretty good, a few things can combo into it, and it's pretty powerful while being accompanied by good damage. On top of that, it can be used at the ledge for either a potential hit, or the possibility of forcing them off the ledge into a Bair, or even into a wall jump if you hold down to ignore the ledge grab. Something to consider though, it's pretty laggy and not too safe without the proper circumstances. A JCT Metal Blade can lead into this for quite a bit, I'm not entirely sure how many times it'll work but I do know it'll work at percents Usmash won't, although it won't be killing anyone out of this. Another move that leads into this is Dair, although if they can tech it there's really no point in attempting, unless you mindgame them into it or something. There may be more follow ups, there may not be, but regardless of that it's at home at the ledge like the majority of his moveset.

Don;t use this move too often, but give it some attention too. Using it incorrectly is almost as bad as missing with a Dsmash, so keep that in mind when considering this move. In short, don't throw this move out as a sort of why not option, it takes some strategic usage.

XIV.)SLIDE KICK
Down Tilt:This is a great move, largely for its movement it grants. It's n entirely safe as if shielded they can punish(Although due to his low to the ground state, they;ll have to wait a moment to punish you properly with some moves, such as grabs.). This move is a pretty good option out of a skid, especially so if they attack/roll towards you as it covers those options(Not EVERY attack, but many.). If they shield, then grabs are the go to here, but aside from that this is one of his better options. On top of that, it can go under some projectiles, such as a bouncing fire ball or an arrow.

Its combo potential isn't too much, so I wouldn't utilize it much here. Although not exactly a combo though, it can lead into a Bair. If you slide into their shield while they;re at the ledge, you'll slide offstage, allowing you to jump back while using Bair. MM is pretty good at pressuring shields too, so if you've been picking away at it this may even stab through it. Other options include his projectiles, like Crash Bombs or Metal Blades, or just going for the ledge. Throwing the Metal Blade into the stage out of this can get it into your hand with a rising Nair, so that's a pretty good option to keep in mind.

All in all, this is one of his better moves, not so much for damaging purposes but its ability to cover options and provide great utility to the utility man. Use this move a good deal, but always keep up those mix ups as that's another of his strong points.

XV.)SUPER ARM

Grab & Pummel: Mega Man's throws are arguably his best close range option, although the grab itself is pretty average from my experience. Be aware of your position from the opponent, as attempts at say a shield grab could lead to punishes on you. His pummel isn't very noteworthy either, only work it in at later percents to be safe, if that. A strategy I've been experimenting with with various other characters is grab releasing into attacks, like with Little Mac's forward tilt. It is not guaranteed, although in many cases it's unexpected; I feel a dash away pivot ftilt may cover their options nicely should you attempt this.

Throws

Forward Throw: MM's throws are pretty good, each one of them has at least one potential use. This throw shouldn't be used over bthrow unless forward is more favorable, as bthrow has great damage on it. This is more a positioning throw, to distance yourself and gain breathing room.

Back Throw:This is a good throw right here, try to use it often but do not force it. I'm not sure on ranges here, but potential set ups for using this on the right side are pivot grabs and roll cancel pivot grabs(Roll without holding shield first, press A with correct timing and you'll cancel into a grab, which can also cancel into a pivot. The ranges vary from character to character.). Anyway, point is this is more favorable but by no means the throw to use, they should all be used at some points.

Down Throw: The combo/string throw, this one is used for follow ups that while not guaranteed can be successful with a bit of prediction and/or inexperience on the opponent's part. It can lead into Fair and Nair nicely, Uair and Bair({Possible pivot forward) with a bit of prediction, and dair for those in a hurry to get to the ground(Although this will rarely, rarely work.). Metal Blade throwing, whether as an item or move is applicable here as well, with a little misdirection it'll be an easy hit. Crash Bombs work as well, in fact nearly ay projectile will as long as you stay a step or two ahead. This throw is best used at lower percents, as it loses its usefulness as the fight carries on.

Up Throw:I'd say the least useful, but still useful. Rush Coil shouldn't be used to chase given the lag upon arrival with the sky, this will only work against inexperienced players who don't know the MM MU well.(Or as a very, very risky maneuver I highly suggest avoiding...). If you've been steps ahead and are reading your opponent fairly well, this is an opportune throw to use to set up an Uair
juggle, which is made easier as it often hits air dodgers due to its multi hit properties, as well as hitting counter users(Potentially anyway). A pretty good throw, although not much use aside from that uair juggle, which itself can take a stock so keep that in mind.

XVI.)Top Spin

Dash Attack: This move is alright, its potential lies in it's ability to work with his other moves. Despite this, the lengthy attack here is highly punishable, plus it can put you closer to the edge effectively lessening the percentage needed to
KO you.

As for how this move is useful, well by itself without proper planning it's below average, but it's potential to augment your offstage game is good and it works well with Crash Bomb if done early after it's deployment onto the opponent.

Why it's useful with Crash Bomb though, it hits just enough times to pass it back and forth multiple times, ending on them. This is a true combo in a way, but only if the amount of hits sticks it to them. The best way is just to catch them with the start of this move, otherwise it's a game of chance.

It's best use, however, is its ability to drag them to the edge and launch them, plus with the CB further enhancing the effect. This is fantastic as it allows you to focus on MM's strength, his offstage play, Jumping off with a nair afterwards is probably the safest follow up, as it has three chances to effectively gimp or stage spike if sweetspotted. For the best result, that's obviously dair, meteor smashing them downward, but that's best only if you're considering solely offense.

Overall, this is an average move with the potential to have a large pay off, but the potential to get you punished badly as well. This move is pretty much a toss up, could go either way and is solely at the discretion of the player to decide whether it's worthy of being used due to its potential high risk/reward factor.

01.)CUSTOM
The Hyper Bomb custom is much better than the Metal Blade for positioning. You can just JCT back and forth as unlike the MB it doesn't ever disappear unless you mess up the timing or hit an opponent(Which can still have follow ups), it''s pretty awesome. This can only be caught when shot upward, as any forwards or backwards direction has it arc, down has too much lag, but up gives you enough time to grab it. I fell the best way t do this is with nair, either with a double or single jump depending on your timing, then fast fall the remaining 1 or 2 shots(Mix it up). It's alright at zoning to an extent, but Shadow Blade does this much better so this will be the go to JCT projectile.

Ice Slasher freezes at amazingly low percents, and that can be followed up with Tornado Hold or an aerial. This is made easier, dependent on the character and percent, with platforms as they pop up just enough to land on one. I don't know if they can prat fall through it, but if so than the above options still apply. This does not have as much utility as Crash Bomb, but it certainly does have its uses. Seems to be the laggiest and least distance covering, but it doesn't stop it from being used as it's still able to be used at his best range, mid range.

Freeze Percentages: (Affected by equipment, and I think their weight determines these percentages. Don't have the weights list atm, so this is just a thought.)
Mario-19%
Luigi-19%
Peach-18%
Bowser-23%
Yoshi-20%
Rosalina-17%
Bowser Jr-21%
Wario-20%
Mr. Game and Watch-17%
Zero Suit Samus-17%
Samus-20%
Toon Link-19%
Ganondorf-21%
Shiek-18%
Zelda-18%
Link-20%
Diddy Kong-19%
Donkey Kong-22%
Pit-19%
Palutena-18%
Marth-18%
Ike-20%
Robin-19%
Kirby-17%
King DeDeDe-22%
Meta Knight-17%
Little Mac-17%
R.O.B.-20%
Duck Hunt-\18%
Greninja-19%
Jigglypuff-16%
Lucario-19%
Charizard-21%
Pikachu-17%
Falco-17%
Fox-17%
Ness-19%
Captain Falcon-20%
Villager-19%
Olimar/Alph-17%
Wii Fit Trainer-19%
Dr. Mario-19%
Dark Pit-19%
Lucina-18%
Shulk(Not tested with arts)-20%
Pac Man-19%
Mega Man-20
Sonic-19%
Didn't test Miis

Tornado Hold can Rush Cancel(Pre patch 1.04), although it seems to always carry lag. Due to this, feel free to land with any aerials. I love using this though. If you use it standing in front of them, they're pushed forward after it ends. If above them, say after a footstool, they get sucked in and pushed backwards. This has some string potential, but aside from that wall jumping followed by using it goes through the stage hitting more than a character away while letting you grab the ledge right after. Likely carries phantom lag, need to test.

Plant Barrier, due to it lasting less, allows you to run off and fast fall, while still being able to recover after with I believe any recovery custom. This may be amazing versus Villager, possibly setting up a dair. This may just be inferior to Leaf Shield though, as Chopperdave has thoroughly explained.

Shadow Blade is a great way to zone them, using a rising sh or fh pretty much ensures they'll stay grounded, which definitely gives MM the advantageous position. It has combo potential as well as combo breaking potential too, so this is a good one. No JCT though, it's not possible to catch this one sadly.

Danger Wrap is another great tool, it combined with uair allows you to juggle and zone amazingly. It has good KO potential too, as does uair, so between the two you're likely to get a KO off them should you continue the juggle. Aside from that, it explodes contact with any surface, meaning you can run off and aim this at the lips of the stage and make it back with any recovery custom too while you're at it.

Beat, initially wrote off as garbage due to the ease it'd take to gimp MM as it travels slowly, much like DH's recovery. However, this is the farthest reaching recovery, and while the above still applies, this allows you to chase farther and even make it back using the original Leaf Shield. You can act out of this after it drops you, but this has no potential to follow up anything. It's a pretty useful move for chasing, but I prefer TH myself.

Skull Barrier is an interesting move, as it doesn't damage unless thrown, in which each one seemingly has the potential to ht for 2%. Aside from that though, it's a reflective barrier, which could mean hell for a Greninja, especially so if it retains its reflective properties upon being thrown. Can make it back with any recovery as well. Least useful, but not necessarily garbage.



02.)COMPILATION OF MEGA MAN ADVANCED TECHNIQUES, COMBOS, AND FOLLOW UPS BY YOURS TRULY

Footstool->Gear Drop->Down Aerial https://www.youtube.com/watch?v=dUqJZO3VfqU

Mega Man specials ledge slide https://www.youtube.com/watch?v=048_T8g6QAE
Mega Man Jump Canceled Throw https://www.youtube.com/watch?v=dxFwte0QU4M
Mega Man Jump Canceled Throw Follow Ups https://www.youtube.com/watch?v=N_-Bnr1HtHg
Crash Bomb Combo Starter https://www.youtube.com/watch?v=N2OrJiY5tfM
Footstool->Gear Drop->Forward Aerial
https://www.youtube.com/watch?v=d3jUZhUPmq8
Mega Man Skid Toss
https://www.youtube.com/watch?v=LjsQuVo3CJE

Demonstration of Leaf Shield, Crash Bomb, and Metal Blade
https://www.youtube.com/watch?v=PRCmQijRXus


03.)LIST OF PERCENTAGES FOR EVERY MEGA MOVE

STANDARD ATTACKS

Jab-3% sweetspot(Point blank range), 2% otherwise

Forward Tilt-3% sweetspot(Point blank range), 2% otherwise.

Down Tilt-8% sweetspot(Start up), 5% sourspot

Up Tilt-17% sweetspot(Start up), 12% sourspot, 8% at the apex of the attack.

Dash Attack-multi hit, 1%,1%,1%,1%,1%,1%,1%,3% for a total of 10% damage.

SMASHES

Forward Smash-12% uncharged, 20% charged

Down Smash-(Unsure here, it seems to vary a percent or two uncharged.)uncharged 17-18% sweetspot and 9-10% sourspot, charged 24% sweetspot, 13% sourspot.

Up Smash-multi hit uncharged, 2%, 2%, 2%, 2%, 2%, 6%, totaling 16%, charged 3%, 3%, 3%, 3%, 2%, 9%, totaling 22%(Again, unsure of the exact percent on each hit, but the numbers they total are correct.)

AERIALS

Neutral Aerial-4% sweetspot(Point blank range), 2% sourspot.

Forward Aerial-9% sweetspot(Towards the tip), 8% sourspot, 5% hitbox possible.

Back Aerial-multi hit, 3%, 4%, 5% totaling 12%

Down Aerial-14% sweetspot(Point blank range), 12%

Up Aerial-multi hit, 3%,3%,3%,2%,2%,2%,1%,1%(I'm not positive, but it totals out to 17%), totaling 17%

SPECIALS

Neutral Special-multi hit used is 3%, 3% totaling 6%. Thrown is 5%, 5% totaling 10%

Down Special-multi hit, 2%, 2%, 2%, 2%, totaling 8%. Doesn't matter how many leaves you have, throwing the barrier does 4%.

Side Special-multi hit, totaling 8%(Unsure of the individual percents on each hit.)

Up Special-N/A

PUMMEL AND THROW

Pummel-3%

F Throw-8%

Down Throw-5%

Back Throw-9%

Up Throw-8%

MISCELLANEOUS

Ledge Attack-7%

Get Up Attack-6-7%

FINAL SMASH

Final Smash-multi hit, totals to 42%


04.)CREDITS:
turtle roll(Provided corrections)
powerclaw1(Provided info on CB when shielding)
Azazel(Provided throw follow ups)
NextGen_TB(Provided percentages)
The Salamander Within(Provided CB tactics vs. ledge hanging foes)
YELLO(Notified me of the absence of Rush Canceling)
BBC7(Very informative details regarding potential hits and percentages of Metal Blade tosses.)
ChopperDave(Provided extensive and detailed information regarding Leaf shield and its customs, available in the link provided under LEAF SHIELD.)
Author
Opana
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Latest updates

  1. Grammatical errors and references to Rush post 1.04

    I have gone through the whole guide, everything should be 100% proof read and there should be no...
  2. Added a forgotten section and added onto a few sections.

    Update includes: -Added on to the Flame Sword section -Added on to the Slash Claw section...
  3. Rush Canceling removed in latest update

    Will be updating this guide hopefully tomorrow, possibly with other additions and/or fixes to...

Latest reviews

Great guide! This is just what I was looking for. (:
Could you imagine if where the crash bomber lands on the body lets say the head or upper body it would explode and send them the other way which would be down if on the head or the feet send them upwards like ya know what I mean could you just imagine the setup opportunities? Daddy sakurai pls
Opana
Opana
Oh hey thanks, I should really update this sometime. I agree btw, that'd be cool.
This is exactly what I was looking for, great breakdown.
Opana
Opana
Thqnk you :-)
Bruh you rulez.
:D
Opana
Opana
Every review makes it worth it lol, I want to come back to this at some point and should be able to with a tablet I've gotten, so keep your eyes peeled!
I think is great. Has a lot of information and can really help out someone who is new to MegaMan and would like to main him, even more advanced people can learn some stuff they never knew you could ever do with MegaMan. 5 Star rating fully deserved!
Opana
Opana
All these 5 star reviews are flattering lol, I like to thank you guys too though for taking the time to check it out and review it.

So, thanks a bunch!
Just starting out and this was super informative and easy to follow. Only suggestion is better video quality but I understand that can be difficult.
Opana
Opana
The majority of those videos had to be recorded with my phone in my mouth lol, I understand though. I appreciate you taking the time to read it, glad I helped! :)
Very well done. Appreciate the hard work.
Opana
Opana
Thank you, I plan to write more soon. :)
This guide brought my megaman game online from 35% win ratio to 70% thanks so much!
Opana
Opana
Np! Hearing that makes it worth it, I love helping people and and for that reason making a guide seemed right for me.

Thanks!
It is helpful and informative. Even those that main Mega Man could learn a thing or two.
Opana
Opana
Thanks for the read, I like to acknowldge all the reviewers.
So much yes. I am using Mega Man as one of my mains so this really helps me out as it is very in-depth and well thought out. I wish you would go over a little bit more about his matchups but either way this is a great guide. Thanks a bunch!
Opana
Opana
I appreciate that! I've been a bit busy but I c an assure you it's not done, I may include a MU section so don't give up hope yet.
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