- Game Versions
- Smash 3DS, Smash Wii U
A guide for Megaman mains/players that shows the basics for how to play Megaman & also some advanced techniques. Hopefully this'll be useful to you guys :]
☆Ground moves☆
¤Jab--A simple 1-3 shots that starts on frame 7 & each shot does 2%(Each pellet is active for 18 frames). Does 3% when you're really close to your opponent(Frame 7 only).
¤F-tilt--Similar to jab but you can move. Doesn't have a 3% hit box.
¤Uptilt--A powerful upper cut that does 17% on the first frame (Frame 6) & is one of your best kill moves(Kills most at 85%). Megaman is intangible on frames 5-7. The later part of the move does 12% & has significantly less knockback (Frames 7-9) but can still kill at higher percentages(170%). The final one does 8% & has low knock back(10-16). This move has an ass ton of endlag so only use it sparingly(ends on frame 71). This move can be used as a surprise kill when teching in place as it can catch your opponent off guard with its speed.
¤D-tilt--A sliding kick that does 8% on frames 5-8 & is intangible only on his legs from frames 3-12. Does 5% frames 9-21 & ends on frame 47. This is Megaman's fastest ground move & can be used as a "get off me" move. This move covers about 1/5 the distance of FD.
¤Dash Attack--Megaman spins about 1/3 of FD & does 10% if all the hits are connected. This move is an option for covering the ledge & is good for stuffing unsafe dash approaches as it comes out decently fast(frame 8). Ends frame 61.
☆Ariel moves☆
¤N-air--Similar to jab & f-tilt. Has an up close hit box that does 4%(frame 7-9) & does good knock back. This is one of your best spacing tools.
¤F-air--A flaming sword swing that does 8.5% on frames 9-11 & does 5% on frames 12-17. This will probably be your least used move since there isn't a good use for it & other moves are just better in most situations. Doesn't kill until 200% & ends on frame 41. It doesn't auto cancel from a short hop so that's also a problem.
¤B-air--A 3 hit backwards slash that deals 12% total. The move is active on frames 4, 7, &10. Unfortunately this move doesn't auto cancel from a short hop either. This move will be another reliable kill move, killing at around 120%.
¤Upair--Shoots a small tornado that does a maximum of 20%. You can short hop fast fall up air to anti air your opponent. This move does lots of shield damage & can shield poke. Active on frames 11-55.
¤D-air--Shoots Megaman's fist downwards for 14%/ on frames 23-24 & 12% on frames 25-33. The later hitbox spikes the opponent & is good to punish linear recoveries such as Bowser or Captain Falcon.
☆Smash Attacks☆
¤UpSmash--An upwards electrical multihit shock that does a total of 15.5% & is active on frames 8-31. This is your fastest smash attack. This move is a decent kill move(kills most at 145%) & out of shield option.
¤F-Smash--A charged shot from the Mega Buster that does 11.5% & increases in damage, range, size & active hitbox time when charged. This move can gimp or set up for a gimp on certain characters such as cloud. It also can be used to hit opponents trying to recover. Kill percentage depends on stage position.
¤D-Smash--Megaman releases two flame pillars directly in front & behind him. The strong hitbox is active on frame17 does 17%. Thlate hitbox is active on frames 20-33 & does 9%. The first hitbox kills very early & is Megaman's strongest kill move.
☆Specials☆
¤Neutral B--A metal blade that can be shot in 8 directions. This move hits twice for 3% each hit, dealing 6% in total. If this is shot at a surface it will become a trowable item & increase its damage, still does 2 hits for 5% each hit doing 10% in total. This is by far his best special move.
¤Side B--Megaman shoots a crash bomb that sticks to opponents & explodes 2 seconds later. This move is a 5 hit explosion that does 1% for the first 4 hits & does 4% on the last hit for a total of 8%. This can also stick to you. There are neat tricks for this move that will be covered later.
¤Up B--Megaman jumps on Rush giving him a high vertical boost & you can also use specials (Excluding up B), jump & use ariels afterwards. It's a good recovery but it can be used by your opponent as well. You can also bounce on it twice, the second bounce sends you higher than the first. Take note that you are not invincible during the animation.
¤Down B--Megaman creates a shield consisting of 4 leafs. Each leaf deals 2% & the leaf shield can also be thrown, doing 3%~4%. It might also hit twice! Keep in mind that you can't do anything other than jump, shield, grab, throw items & grab ledge when using the leaf shield. This means no A attacks & no B moves, pressing either button will throw the leaf shield unless you have an item in hand. You can throw items using the A button & throw the leaf shield with B.
☆Throws☆
¤F-Throw--Megaman throws his opponent forward for 8%. Use this mainly for stage positioning.
¤B-Throw--Megaman throws his opponent behind him for 11%. This is your kill throw & it kills at around 130% from the edge without rage.
¤D-Throw--Megaman slams his opponent into the ground sending them upwards doing 4.5%. This is your combo throw, albeit a below average one.
¤Up Throw--Megaman throws his opponent above him doing 7%. This throw is kind of useless but is good against people who airdodge immediately after a throw.
☆Combos☆
Megaman doesn't really have good combos aside from a down throw. But atleast it's something!
Down throw--F-air=12.5%
This combo is Megaman's basic throw combo. Does decent damage & works at around 0%-55% on most characters. If the opponent DIs away it makes this combo difficult to work.
Down throw--F-air--Up air=33%~
This combo should only be used on characters that don't have a fast combo breaking move(luigi N-air for example) or that have a large hurt box(Bowser)
Down throw--air dodge read=Percentage depends on the punish.
Eventually down throw to f-air will stop working at mid percentages & your opponent will be able to air dodge out, so read the air dodge. You can punish an air dodge in many ways.
Diagonal metal blade--Up tilt=20% or 23%
This combo is great as a kill set up. This works on most characters at around 70%.
Downwards metal blade--Up tilt/Upsmash=20%/23% or 18%/21%
This combo is used to punish laggy moves or if you read a smash attack or other laggy option. Male sure to full hop & use the metal blade right as you fall so the metal blade hits your opponent as you reach the ground.
☆Ground moves☆
¤Jab--A simple 1-3 shots that starts on frame 7 & each shot does 2%(Each pellet is active for 18 frames). Does 3% when you're really close to your opponent(Frame 7 only).
¤F-tilt--Similar to jab but you can move. Doesn't have a 3% hit box.
¤Uptilt--A powerful upper cut that does 17% on the first frame (Frame 6) & is one of your best kill moves(Kills most at 85%). Megaman is intangible on frames 5-7. The later part of the move does 12% & has significantly less knockback (Frames 7-9) but can still kill at higher percentages(170%). The final one does 8% & has low knock back(10-16). This move has an ass ton of endlag so only use it sparingly(ends on frame 71). This move can be used as a surprise kill when teching in place as it can catch your opponent off guard with its speed.
¤D-tilt--A sliding kick that does 8% on frames 5-8 & is intangible only on his legs from frames 3-12. Does 5% frames 9-21 & ends on frame 47. This is Megaman's fastest ground move & can be used as a "get off me" move. This move covers about 1/5 the distance of FD.
¤Dash Attack--Megaman spins about 1/3 of FD & does 10% if all the hits are connected. This move is an option for covering the ledge & is good for stuffing unsafe dash approaches as it comes out decently fast(frame 8). Ends frame 61.
☆Ariel moves☆
¤N-air--Similar to jab & f-tilt. Has an up close hit box that does 4%(frame 7-9) & does good knock back. This is one of your best spacing tools.
¤F-air--A flaming sword swing that does 8.5% on frames 9-11 & does 5% on frames 12-17. This will probably be your least used move since there isn't a good use for it & other moves are just better in most situations. Doesn't kill until 200% & ends on frame 41. It doesn't auto cancel from a short hop so that's also a problem.
¤B-air--A 3 hit backwards slash that deals 12% total. The move is active on frames 4, 7, &10. Unfortunately this move doesn't auto cancel from a short hop either. This move will be another reliable kill move, killing at around 120%.
¤Upair--Shoots a small tornado that does a maximum of 20%. You can short hop fast fall up air to anti air your opponent. This move does lots of shield damage & can shield poke. Active on frames 11-55.
¤D-air--Shoots Megaman's fist downwards for 14%/ on frames 23-24 & 12% on frames 25-33. The later hitbox spikes the opponent & is good to punish linear recoveries such as Bowser or Captain Falcon.
☆Smash Attacks☆
¤UpSmash--An upwards electrical multihit shock that does a total of 15.5% & is active on frames 8-31. This is your fastest smash attack. This move is a decent kill move(kills most at 145%) & out of shield option.
¤F-Smash--A charged shot from the Mega Buster that does 11.5% & increases in damage, range, size & active hitbox time when charged. This move can gimp or set up for a gimp on certain characters such as cloud. It also can be used to hit opponents trying to recover. Kill percentage depends on stage position.
¤D-Smash--Megaman releases two flame pillars directly in front & behind him. The strong hitbox is active on frame17 does 17%. Thlate hitbox is active on frames 20-33 & does 9%. The first hitbox kills very early & is Megaman's strongest kill move.
☆Specials☆
¤Neutral B--A metal blade that can be shot in 8 directions. This move hits twice for 3% each hit, dealing 6% in total. If this is shot at a surface it will become a trowable item & increase its damage, still does 2 hits for 5% each hit doing 10% in total. This is by far his best special move.
¤Side B--Megaman shoots a crash bomb that sticks to opponents & explodes 2 seconds later. This move is a 5 hit explosion that does 1% for the first 4 hits & does 4% on the last hit for a total of 8%. This can also stick to you. There are neat tricks for this move that will be covered later.
¤Up B--Megaman jumps on Rush giving him a high vertical boost & you can also use specials (Excluding up B), jump & use ariels afterwards. It's a good recovery but it can be used by your opponent as well. You can also bounce on it twice, the second bounce sends you higher than the first. Take note that you are not invincible during the animation.
¤Down B--Megaman creates a shield consisting of 4 leafs. Each leaf deals 2% & the leaf shield can also be thrown, doing 3%~4%. It might also hit twice! Keep in mind that you can't do anything other than jump, shield, grab, throw items & grab ledge when using the leaf shield. This means no A attacks & no B moves, pressing either button will throw the leaf shield unless you have an item in hand. You can throw items using the A button & throw the leaf shield with B.
☆Throws☆
¤F-Throw--Megaman throws his opponent forward for 8%. Use this mainly for stage positioning.
¤B-Throw--Megaman throws his opponent behind him for 11%. This is your kill throw & it kills at around 130% from the edge without rage.
¤D-Throw--Megaman slams his opponent into the ground sending them upwards doing 4.5%. This is your combo throw, albeit a below average one.
¤Up Throw--Megaman throws his opponent above him doing 7%. This throw is kind of useless but is good against people who airdodge immediately after a throw.
☆Combos☆
Megaman doesn't really have good combos aside from a down throw. But atleast it's something!
Down throw--F-air=12.5%
This combo is Megaman's basic throw combo. Does decent damage & works at around 0%-55% on most characters. If the opponent DIs away it makes this combo difficult to work.
Down throw--F-air--Up air=33%~
This combo should only be used on characters that don't have a fast combo breaking move(luigi N-air for example) or that have a large hurt box(Bowser)
Down throw--air dodge read=Percentage depends on the punish.
Eventually down throw to f-air will stop working at mid percentages & your opponent will be able to air dodge out, so read the air dodge. You can punish an air dodge in many ways.
Diagonal metal blade--Up tilt=20% or 23%
This combo is great as a kill set up. This works on most characters at around 70%.
Downwards metal blade--Up tilt/Upsmash=20%/23% or 18%/21%
This combo is used to punish laggy moves or if you read a smash attack or other laggy option. Male sure to full hop & use the metal blade right as you fall so the metal blade hits your opponent as you reach the ground.